end of scaling issues (tm)
This commit is contained in:
parent
799e5ad9eb
commit
7eaa303d6f
4 changed files with 22 additions and 34 deletions
17
game.odin
17
game.odin
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@ -54,8 +54,8 @@ setup_game :: proc(state: ^GameState) {
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using state
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using state
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player_pos = glm.vec2 {
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player_pos = glm.vec2 {
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f32(screen_width) / (2 * camera.zoom),
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f32(screen_width) / 2,
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f32(screen_height) / camera.zoom - PLAYER_RECT.x,
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f32(screen_height) - PLAYER_RECT.x,
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}
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}
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player_score = 0
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player_score = 0
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player_health = 3
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player_health = 3
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@ -101,14 +101,8 @@ update_game :: proc(state: ^GameState) {
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// update bullet frame idx
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// update bullet frame idx
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if frame_counter % 10 == 0 {BULLET_FRAME_ANIM = (BULLET_FRAME_ANIM + 1) % len(BULLET_TO)}
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if frame_counter % 10 == 0 {BULLET_FRAME_ANIM = (BULLET_FRAME_ANIM + 1) % len(BULLET_TO)}
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// Press enter to change to ENDING screen
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if (rl.IsKeyPressed(rl.KeyboardKey.ENTER)) {
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state.screen = .ENDING
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log.info("Updated screen enum", state.screen)
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}
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// Press space to change to fire
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// Press space to change to fire
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if (rl.IsKeyPressed(rl.KeyboardKey.SPACE)) {
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if (rl.IsKeyPressed(rl.KeyboardKey.SPACE) || rl.IsKeyPressed(rl.KeyboardKey.ENTER)) {
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fire_bullet(&bullets, &bullet_index)
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fire_bullet(&bullets, &bullet_index)
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}
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}
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@ -147,6 +141,7 @@ update_game :: proc(state: ^GameState) {
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if game_over {
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if game_over {
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screen = .ENDING
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screen = .ENDING
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log.info("Game over!", game_end)
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return
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return
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}
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}
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}
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}
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@ -177,7 +172,7 @@ update_game :: proc(state: ^GameState) {
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corner_alien_pos :=
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corner_alien_pos :=
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shuffle_dir == .RIGHT ? aliens[ALIENS_PER_ROW - 1].position : aliens[0].position
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shuffle_dir == .RIGHT ? aliens[ALIENS_PER_ROW - 1].position : aliens[0].position
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if corner_alien_pos.x <= SPRITE_CELL ||
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if corner_alien_pos.x <= SPRITE_CELL ||
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corner_alien_pos.x >= f32(screen_width / GLOBAL_SPRITE_SCALE) - SPRITE_CELL ||
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corner_alien_pos.x >= f32(screen_width) - SPRITE_CELL ||
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shuffle_dir == .DOWN {
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shuffle_dir == .DOWN {
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switch shuffle_dir {
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switch shuffle_dir {
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case .RIGHT:
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case .RIGHT:
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@ -373,7 +368,7 @@ draw_game :: proc(state: ^GameState) {
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texture_atlas,
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texture_atlas,
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{HEART_TO.x, HEART_TO.y, SPRITE_CELL, SPRITE_CELL},
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{HEART_TO.x, HEART_TO.y, SPRITE_CELL, SPRITE_CELL},
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{
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{
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f32(screen_width / GLOBAL_SPRITE_SCALE) - f32(hi * SPRITE_CELL * GLOBAL_SPRITE_SCALE),
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f32(screen_width) - f32(hi * SPRITE),
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0,
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0,
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f32(PLAYER_RECT.x),
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f32(PLAYER_RECT.x),
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f32(PLAYER_RECT.y),
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f32(PLAYER_RECT.y),
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14
main.odin
14
main.odin
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@ -26,14 +26,15 @@ camera := rl.Camera2D {
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zoom = GLOBAL_SPRITE_SCALE,
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zoom = GLOBAL_SPRITE_SCALE,
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}
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}
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window_width : i32; window_height: i32
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// orignal resolution of space invaders: 256 x 224 px
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// orignal resolution of space invaders: 256 x 224 px
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setup :: proc(state: ^GameState) {
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setup :: proc(state: ^GameState) {
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using state
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using state
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target_fps = 60
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target_fps = 60
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monitor := rl.GetCurrentMonitor()
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monitor := rl.GetCurrentMonitor()
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screen_width = rl.GetMonitorWidth(monitor)
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window_width = rl.GetMonitorWidth(monitor)
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screen_height = rl.GetMonitorHeight(monitor)
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window_height = rl.GetMonitorHeight(monitor)
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current_frame_time = rl.GetTime()
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current_frame_time = rl.GetTime()
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previous_screen = .TITLE
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previous_screen = .TITLE
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@ -74,7 +75,7 @@ draw :: proc(state: ^GameState) {
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target.texture,
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target.texture,
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{0, 0, f32(target.texture.width), f32(-target.texture.height)},
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{0, 0, f32(target.texture.width), f32(-target.texture.height)},
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{
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{
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f32((state.screen_width - (target.texture.width * ratio)) / 2),
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f32((window_width - (target.texture.width * ratio)) / 2),
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0,
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0,
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f32(target.texture.width * ratio),
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f32(target.texture.width * ratio),
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f32(target.texture.height * ratio),
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f32(target.texture.height * ratio),
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@ -99,11 +100,12 @@ main :: proc() {
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rl.SetWindowState({.WINDOW_RESIZABLE, .WINDOW_MAXIMIZED})
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rl.SetWindowState({.WINDOW_RESIZABLE, .WINDOW_MAXIMIZED})
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setup(&state)
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setup(&state)
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state.screen_width = 720
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state.screen_height = 520
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width: i32 = 720;height: i32 = 520
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target = rl.LoadRenderTexture(state.screen_width, state.screen_height)
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target = rl.LoadRenderTexture(width, height)
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defer rl.UnloadRenderTexture(target)
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defer rl.UnloadRenderTexture(target)
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ratio = i32(state.screen_height / target.texture.height)
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ratio = i32(window_height / target.texture.height)
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texture_atlas_image = rl.LoadImage(TEXTURE_ATLAS_PATH)
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texture_atlas_image = rl.LoadImage(TEXTURE_ATLAS_PATH)
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texture_atlas = rl.LoadTextureFromImage(texture_atlas_image)
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texture_atlas = rl.LoadTextureFromImage(texture_atlas_image)
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19
screens.odin
19
screens.odin
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@ -50,22 +50,13 @@ draw_screen :: proc(state: ^GameState) {
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switch state.screen {
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switch state.screen {
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case .TITLE:
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case .TITLE:
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{
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{
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rl.DrawRectangle(0, 0, state.screen_width, state.screen_height, rl.WHITE)
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rl.DrawRectangle(0, 0, state.screen_width, state.screen_height, rl.BLACK)
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rl.DrawCircle(0, 0, 20, rl.RED)
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rl.DrawTexturePro(
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rl.DrawTexturePro(
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texture_atlas,
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texture_atlas,
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{LOGO_TO[0].x, LOGO_TO[0].y, LOGO_TO[1].x, LOGO_TO[1].y},
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{LOGO_TO[0].x, LOGO_TO[0].y, LOGO_TO[1].x, LOGO_TO[1].y},
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{
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{0, 0, LOGO_TO[1].x * 4, LOGO_TO[1].y * 4},
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f32(screen_width / GLOBAL_SPRITE_SCALE),
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{f32(-screen_width/4), f32(-screen_height/3)},
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f32(screen_height / GLOBAL_SPRITE_SCALE),
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LOGO_TO[1].x * 4,
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LOGO_TO[1].y * 4,
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},
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{
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f32(screen_width / GLOBAL_SPRITE_SCALE),
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f32(screen_height / GLOBAL_SPRITE_SCALE),
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},
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0,
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0,
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rl.GREEN,
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rl.GREEN,
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)
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)
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@ -73,8 +64,8 @@ draw_screen :: proc(state: ^GameState) {
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size := rl.MeasureText(text, 20)
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size := rl.MeasureText(text, 20)
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rl.DrawText(
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rl.DrawText(
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text,
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text,
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(screen_width / 4) - (size / 2),
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(screen_width / 2) - (size / 2),
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(screen_height / 2) - 20,
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screen_height - 20,
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20,
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20,
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rl.DARKGREEN,
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rl.DARKGREEN,
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)
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)
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@ -15,17 +15,17 @@ ALIEN_ROWS :: 5
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ALIENS_PER_ROW :: 11
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ALIENS_PER_ROW :: 11
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ALIENS :: ALIEN_ROWS * ALIENS_PER_ROW
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ALIENS :: ALIEN_ROWS * ALIENS_PER_ROW
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ALIEN_SIDE_STEP :: 20 * GLOBAL_SPRITE_SCALE
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ALIEN_SIDE_STEP :: 20 * GLOBAL_SPRITE_SCALE
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ALIEN_RECT :: glm.vec2{SPRITE_CELL * GLOBAL_SPRITE_SCALE, SPRITE_CELL * GLOBAL_SPRITE_SCALE}
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ALIEN_RECT :: glm.vec2{SPRITE, SPRITE}
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// note: this multiplication by GLOBAL_SPRITE_SCALE is a hack, but it's a weekend project
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// note: this multiplication by GLOBAL_SPRITE_SCALE is a hack, but it's a weekend project
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// so i won't bother refactoring it
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// so i won't bother refactoring it
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MAX_BULLETS :: 100
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MAX_BULLETS :: 100
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BULLET_SPEED :: 240
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BULLET_SPEED :: 240
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BULLET_RECT :: glm.vec2{SPRITE_CELL * GLOBAL_SPRITE_SCALE, SPRITE_CELL * GLOBAL_SPRITE_SCALE}
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BULLET_RECT :: glm.vec2{SPRITE, SPRITE}
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MAX_PLAYER_HEALTH :: 3
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MAX_PLAYER_HEALTH :: 3
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PLAYER_SPEED :: 120
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PLAYER_SPEED :: 120
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PLAYER_RECT :: glm.vec2{SPRITE_CELL * GLOBAL_SPRITE_SCALE, SPRITE_CELL * GLOBAL_SPRITE_SCALE}
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PLAYER_RECT :: glm.vec2{SPRITE, SPRITE}
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// texture offset for ship
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// texture offset for ship
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SHIP_TO :: glm.vec2{0, 112}
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SHIP_TO :: glm.vec2{0, 112}
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