- made some adjustments so that the BigFont works as intended.

The auto-calculated height of 24 is too tall, this requires a manual setting here. Also fix the space calculations for the "finished" graphic.
This commit is contained in:
Christoph Oelckers 2019-02-21 01:13:42 +01:00
parent 22781e3cb9
commit a0c10df387
2 changed files with 6 additions and 2 deletions

View file

@ -46,7 +46,7 @@ class StatusScreen abstract play version("2.5")
enum EValues enum EValues
{ {
// GLOBAL LOCATIONS // GLOBAL LOCATIONS
TITLEY = 2, TITLEY = 5,
// SINGPLE-PLAYER STUFF // SINGPLE-PLAYER STUFF
SP_STATSX = 50, SP_STATSX = 50,
@ -225,7 +225,9 @@ class StatusScreen abstract play version("2.5")
y -= ((mapname.mFont.GetHeight() - finished.mFont.GetHeight()) * CleanYfac) / 4; y -= ((mapname.mFont.GetHeight() - finished.mFont.GetHeight()) * CleanYfac) / 4;
// draw "Finished!" // draw "Finished!"
if (y < (NG_STATSY - finished.mFont.GetHeight()*3/4) * CleanYfac)
int statsy = multiplayer? NG_STATSY : SP_STATSY * CleanYFac;
if (y < (statsy - finished.mFont.GetHeight()*3/4) * CleanYfac)
{ {
// don't draw 'finished' if the level name is too tall // don't draw 'finished' if the level name is too tall
y = DrawPatchText(y, finished, "$WI_FINISHED"); y = DrawPatchText(y, finished, "$WI_FINISHED");

View file

@ -1 +1,3 @@
Kerning -1 Kerning -1
FontHeight 16