end of scaling issues (tm)

This commit is contained in:
Stefan Stefanov 2024-02-10 23:31:03 +02:00
parent 799e5ad9eb
commit 7eaa303d6f
4 changed files with 22 additions and 34 deletions

View file

@ -54,8 +54,8 @@ setup_game :: proc(state: ^GameState) {
using state using state
player_pos = glm.vec2 { player_pos = glm.vec2 {
f32(screen_width) / (2 * camera.zoom), f32(screen_width) / 2,
f32(screen_height) / camera.zoom - PLAYER_RECT.x, f32(screen_height) - PLAYER_RECT.x,
} }
player_score = 0 player_score = 0
player_health = 3 player_health = 3
@ -101,14 +101,8 @@ update_game :: proc(state: ^GameState) {
// update bullet frame idx // update bullet frame idx
if frame_counter % 10 == 0 {BULLET_FRAME_ANIM = (BULLET_FRAME_ANIM + 1) % len(BULLET_TO)} if frame_counter % 10 == 0 {BULLET_FRAME_ANIM = (BULLET_FRAME_ANIM + 1) % len(BULLET_TO)}
// Press enter to change to ENDING screen
if (rl.IsKeyPressed(rl.KeyboardKey.ENTER)) {
state.screen = .ENDING
log.info("Updated screen enum", state.screen)
}
// Press space to change to fire // Press space to change to fire
if (rl.IsKeyPressed(rl.KeyboardKey.SPACE)) { if (rl.IsKeyPressed(rl.KeyboardKey.SPACE) || rl.IsKeyPressed(rl.KeyboardKey.ENTER)) {
fire_bullet(&bullets, &bullet_index) fire_bullet(&bullets, &bullet_index)
} }
@ -147,6 +141,7 @@ update_game :: proc(state: ^GameState) {
if game_over { if game_over {
screen = .ENDING screen = .ENDING
log.info("Game over!", game_end)
return return
} }
} }
@ -177,7 +172,7 @@ update_game :: proc(state: ^GameState) {
corner_alien_pos := corner_alien_pos :=
shuffle_dir == .RIGHT ? aliens[ALIENS_PER_ROW - 1].position : aliens[0].position shuffle_dir == .RIGHT ? aliens[ALIENS_PER_ROW - 1].position : aliens[0].position
if corner_alien_pos.x <= SPRITE_CELL || if corner_alien_pos.x <= SPRITE_CELL ||
corner_alien_pos.x >= f32(screen_width / GLOBAL_SPRITE_SCALE) - SPRITE_CELL || corner_alien_pos.x >= f32(screen_width) - SPRITE_CELL ||
shuffle_dir == .DOWN { shuffle_dir == .DOWN {
switch shuffle_dir { switch shuffle_dir {
case .RIGHT: case .RIGHT:
@ -373,7 +368,7 @@ draw_game :: proc(state: ^GameState) {
texture_atlas, texture_atlas,
{HEART_TO.x, HEART_TO.y, SPRITE_CELL, SPRITE_CELL}, {HEART_TO.x, HEART_TO.y, SPRITE_CELL, SPRITE_CELL},
{ {
f32(screen_width / GLOBAL_SPRITE_SCALE) - f32(hi * SPRITE_CELL * GLOBAL_SPRITE_SCALE), f32(screen_width) - f32(hi * SPRITE),
0, 0,
f32(PLAYER_RECT.x), f32(PLAYER_RECT.x),
f32(PLAYER_RECT.y), f32(PLAYER_RECT.y),

View file

@ -26,14 +26,15 @@ camera := rl.Camera2D {
zoom = GLOBAL_SPRITE_SCALE, zoom = GLOBAL_SPRITE_SCALE,
} }
window_width : i32; window_height: i32
// orignal resolution of space invaders: 256 x 224 px // orignal resolution of space invaders: 256 x 224 px
setup :: proc(state: ^GameState) { setup :: proc(state: ^GameState) {
using state using state
target_fps = 60 target_fps = 60
monitor := rl.GetCurrentMonitor() monitor := rl.GetCurrentMonitor()
screen_width = rl.GetMonitorWidth(monitor) window_width = rl.GetMonitorWidth(monitor)
screen_height = rl.GetMonitorHeight(monitor) window_height = rl.GetMonitorHeight(monitor)
current_frame_time = rl.GetTime() current_frame_time = rl.GetTime()
previous_screen = .TITLE previous_screen = .TITLE
@ -74,7 +75,7 @@ draw :: proc(state: ^GameState) {
target.texture, target.texture,
{0, 0, f32(target.texture.width), f32(-target.texture.height)}, {0, 0, f32(target.texture.width), f32(-target.texture.height)},
{ {
f32((state.screen_width - (target.texture.width * ratio)) / 2), f32((window_width - (target.texture.width * ratio)) / 2),
0, 0,
f32(target.texture.width * ratio), f32(target.texture.width * ratio),
f32(target.texture.height * ratio), f32(target.texture.height * ratio),
@ -99,11 +100,12 @@ main :: proc() {
rl.SetWindowState({.WINDOW_RESIZABLE, .WINDOW_MAXIMIZED}) rl.SetWindowState({.WINDOW_RESIZABLE, .WINDOW_MAXIMIZED})
setup(&state) setup(&state)
state.screen_width = 720
state.screen_height = 520
width: i32 = 720;height: i32 = 520 target = rl.LoadRenderTexture(state.screen_width, state.screen_height)
target = rl.LoadRenderTexture(width, height)
defer rl.UnloadRenderTexture(target) defer rl.UnloadRenderTexture(target)
ratio = i32(state.screen_height / target.texture.height) ratio = i32(window_height / target.texture.height)
texture_atlas_image = rl.LoadImage(TEXTURE_ATLAS_PATH) texture_atlas_image = rl.LoadImage(TEXTURE_ATLAS_PATH)
texture_atlas = rl.LoadTextureFromImage(texture_atlas_image) texture_atlas = rl.LoadTextureFromImage(texture_atlas_image)

View file

@ -50,22 +50,13 @@ draw_screen :: proc(state: ^GameState) {
switch state.screen { switch state.screen {
case .TITLE: case .TITLE:
{ {
rl.DrawRectangle(0, 0, state.screen_width, state.screen_height, rl.WHITE) rl.DrawRectangle(0, 0, state.screen_width, state.screen_height, rl.BLACK)
rl.DrawCircle(0, 0, 20, rl.RED)
rl.DrawTexturePro( rl.DrawTexturePro(
texture_atlas, texture_atlas,
{LOGO_TO[0].x, LOGO_TO[0].y, LOGO_TO[1].x, LOGO_TO[1].y}, {LOGO_TO[0].x, LOGO_TO[0].y, LOGO_TO[1].x, LOGO_TO[1].y},
{ {0, 0, LOGO_TO[1].x * 4, LOGO_TO[1].y * 4},
f32(screen_width / GLOBAL_SPRITE_SCALE), {f32(-screen_width/4), f32(-screen_height/3)},
f32(screen_height / GLOBAL_SPRITE_SCALE),
LOGO_TO[1].x * 4,
LOGO_TO[1].y * 4,
},
{
f32(screen_width / GLOBAL_SPRITE_SCALE),
f32(screen_height / GLOBAL_SPRITE_SCALE),
},
0, 0,
rl.GREEN, rl.GREEN,
) )
@ -73,8 +64,8 @@ draw_screen :: proc(state: ^GameState) {
size := rl.MeasureText(text, 20) size := rl.MeasureText(text, 20)
rl.DrawText( rl.DrawText(
text, text,
(screen_width / 4) - (size / 2), (screen_width / 2) - (size / 2),
(screen_height / 2) - 20, screen_height - 20,
20, 20,
rl.DARKGREEN, rl.DARKGREEN,
) )

View file

@ -15,17 +15,17 @@ ALIEN_ROWS :: 5
ALIENS_PER_ROW :: 11 ALIENS_PER_ROW :: 11
ALIENS :: ALIEN_ROWS * ALIENS_PER_ROW ALIENS :: ALIEN_ROWS * ALIENS_PER_ROW
ALIEN_SIDE_STEP :: 20 * GLOBAL_SPRITE_SCALE ALIEN_SIDE_STEP :: 20 * GLOBAL_SPRITE_SCALE
ALIEN_RECT :: glm.vec2{SPRITE_CELL * GLOBAL_SPRITE_SCALE, SPRITE_CELL * GLOBAL_SPRITE_SCALE} ALIEN_RECT :: glm.vec2{SPRITE, SPRITE}
// note: this multiplication by GLOBAL_SPRITE_SCALE is a hack, but it's a weekend project // note: this multiplication by GLOBAL_SPRITE_SCALE is a hack, but it's a weekend project
// so i won't bother refactoring it // so i won't bother refactoring it
MAX_BULLETS :: 100 MAX_BULLETS :: 100
BULLET_SPEED :: 240 BULLET_SPEED :: 240
BULLET_RECT :: glm.vec2{SPRITE_CELL * GLOBAL_SPRITE_SCALE, SPRITE_CELL * GLOBAL_SPRITE_SCALE} BULLET_RECT :: glm.vec2{SPRITE, SPRITE}
MAX_PLAYER_HEALTH :: 3 MAX_PLAYER_HEALTH :: 3
PLAYER_SPEED :: 120 PLAYER_SPEED :: 120
PLAYER_RECT :: glm.vec2{SPRITE_CELL * GLOBAL_SPRITE_SCALE, SPRITE_CELL * GLOBAL_SPRITE_SCALE} PLAYER_RECT :: glm.vec2{SPRITE, SPRITE}
// texture offset for ship // texture offset for ship
SHIP_TO :: glm.vec2{0, 112} SHIP_TO :: glm.vec2{0, 112}