q&d hack for ui opacity control using a shader

This commit is contained in:
minjaesong
2020-09-12 11:24:32 +09:00
parent 9b079d0467
commit f9883f2516
6 changed files with 61 additions and 12 deletions

View File

@@ -79,7 +79,7 @@ class UIQuickslotPie : UICanvas() {
val slotX = slotCentrePoint.x.toInt()
val slotY = slotCentrePoint.y.toInt()
drawColor.a = handler.opacity * UIQuickslotBar.DISPLAY_OPACITY
drawColor.a = UIQuickslotBar.DISPLAY_OPACITY
batch.color = drawColor
image.draw(batch, slotX, slotY)

View File

@@ -1,6 +1,7 @@
package net.torvald.terrarum.modulebasegame.ui
import com.badlogic.gdx.graphics.Camera
import com.badlogic.gdx.graphics.Color
import com.badlogic.gdx.graphics.g2d.SpriteBatch
import net.torvald.EMDASH
import net.torvald.terrarum.AppLoader
@@ -34,7 +35,7 @@ class UIScreenZoom : UICanvas(
}
override fun renderUI(batch: SpriteBatch, camera: Camera) {
batch.color = handler.opacityColour
batch.color = Color.WHITE
AppLoader.fontGame.draw(
batch, zoomText,