forked from Yonokid/YataiDONNijiiro
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3
Commits
| Author | SHA1 | Date | |
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f90d6b2be0 | ||
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2801122c3a | ||
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ea77074484 |
@@ -406,12 +406,9 @@ function EntryBox:draw(x, left_x, right_x, is_selected, move_finished, open_attr
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local vis_fade = fade * self.cur_vis
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if vis_fade <= 0.001 then return end
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if o < 0.999 then
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tex.draw_texture(self.board, { frame = self.frame_off, x = dx, y = dy, fade = vis_fade * (1 - o) })
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end
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if o > 0.001 then
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tex.draw_texture(self.board, { frame = self.frame_on, x = dx, y = dy, fade = vis_fade * o })
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end
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-- The arcade stacks the cursor glow UNDER the board (mode_select.nulm: cursor_* at
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-- depths 3-5, board_bg_* at 7-9, board_chara_l/r at 16-17), so the characters that
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-- lean out of the board stand in front of the glow, not behind it.
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if cursor_a > 0.001 then
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-- ROUND 8: the cursor pulse is the SAME 60-frame MC the song-select boards use
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-- (`anim/cursor_glow`, char 16 of common_song_select_main_song_board): checked
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@@ -422,6 +419,12 @@ function EntryBox:draw(x, left_x, right_x, is_selected, move_finished, open_attr
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local pulse = CURSOR_GLOW:get("#12@0", (now * 0.06) % CURSOR_GLOW_LEN, "a") or 1.0
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tex.draw_texture(self.cursor, { x = dx, y = dy, fade = vis_fade * cursor_a * pulse })
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end
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if o < 0.999 then
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tex.draw_texture(self.board, { frame = self.frame_off, x = dx, y = dy, fade = vis_fade * (1 - o) })
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end
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if o > 0.001 then
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tex.draw_texture(self.board, { frame = self.frame_on, x = dx, y = dy, fade = vis_fade * o })
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end
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if info_a > 0.001 and #self.info > 0 then
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local n = #self.info
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for i, t in ipairs(self.info) do
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