remove top bar in game window
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@@ -131,7 +131,9 @@ function Meter.draw()
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local bar_x = 182
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local bar_x = 182
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local label_x = 228
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local label_x = 228
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local line_h = 5
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local line_h = 5
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local start_y = 11
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local start_y = 1
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local bar_offset = math.floor((line_h - bar_h) / 2)
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local bar_offset = math.floor((line_h - bar_h) / 2)
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local meter_list = {
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local meter_list = {
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@@ -43,7 +43,7 @@ function Timer.draw()
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if Context.meters.hidden and not Context.stat_screen_active then return end
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if Context.meters.hidden and not Context.stat_screen_active then return end
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local cx = 10
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local cx = 10
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local cy = 20
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local cy = 8
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local r_outer = 5
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local r_outer = 5
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local r_inner = 3
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local r_inner = 3
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local progress = Context.timer.progress
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local progress = Context.timer.progress
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@@ -6,12 +6,12 @@ local _selected_decision_index = 1
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--- @within GameWindow
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--- @within GameWindow
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function GameWindow.draw()
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function GameWindow.draw()
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local screen = Screen.get_by_id(Context.game.current_screen)
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local screen = Screen.get_by_id(Context.game.current_screen)
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if not screen then return end
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if screen.background then
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if screen.background then
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Map.draw(screen.background)
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Map.draw(screen.background)
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elseif screen.background_color then
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elseif screen.background_color then
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rect(0, 0, Config.screen.width, Config.screen.height, screen.background_color)
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rect(0, 0, Config.screen.width, Config.screen.height, screen.background_color)
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end
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end
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UI.draw_top_bar(screen.name)
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if not Context.stat_screen_active and #_available_decisions > 0 then
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if not Context.stat_screen_active and #_available_decisions > 0 then
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Decision.draw(_available_decisions, _selected_decision_index)
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Decision.draw(_available_decisions, _selected_decision_index)
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end
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end
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