Resolution independence, more sprites.

This commit is contained in:
Loic Nageleisen 2014-04-27 19:28:36 +02:00
parent a83fde4344
commit 553c93b5d8
3 changed files with 73 additions and 35 deletions

View file

@ -238,6 +238,9 @@ var mouseX float64
var mouseY float64
var mouseVisible bool
var ww int
var wh int
func renderer(done chan int, input chan int) {
runtime.LockOSThread()
@ -250,7 +253,10 @@ func renderer(done chan int, input chan int) {
glfw.WindowHint(glfw.Resizable, 0)
window, err := glfw.CreateWindow(640, 480, "LD48-29", nil, nil)
ww = 640*2
wh = 480*2
window, err := glfw.CreateWindow(ww, wh, "LD48-29", nil, nil)
if err != nil {
log.Panic(err)
}
@ -262,8 +268,10 @@ func renderer(done chan int, input chan int) {
}
onMouseClosure := func (window *glfw.Window, x float64, y float64) {
mouseX, mouseY = x, 480 - y
mouseVisible = mouseX < 640 && mouseX >= 0 && mouseY < 480 && mouseY >= 0
rx := float64(ww) / (vx2 - vx1)
ry := float64(wh) / (vy2 - vy1)
mouseX, mouseY = x/rx - vx1, vy2 - (y/ry - vy1)
mouseVisible = mouseX < vx2 && mouseX >= 0 && mouseY < vy2 && mouseY >= 0
}
window.SetKeyCallback(onKeyClosure)
@ -309,12 +317,16 @@ func setup() (textures map[string]gl.Texture, lists map[string]uint) {
textures["sprites"] = spriteSheet
lists["test"] = makeSprite(0, 0, 2, 2)
lists["cursor"] = makeSprite(4, 0, 1, 1)
lists["cloud"] = makeSprite(0, 2, 3, 2)
lists["cursor"] = makeSprite(3, 2, 1, 1)
lists["cloud1"] = makeSprite(0, 2, 3, 2)
lists["cloud2"] = makeSprite(0, 4, 2, 2)
lists["cloud3"] = makeSprite(2, 4, 2, 2)
lists["stonewall"] = makeSprite(2, 0, 1, 1)
lists["stonewallright"] = makeSprite(3, 0, 1, 1)
lists["stonewalltopright"] = makeSprite(3, 1, 1, 1)
lists["stonewalltop"] = makeSprite(2, 1, 1, 1)
lists["stonewallleft"] = makeSprite(4, 0, 1, 1)
lists["stonewalltopleft"] = makeSprite(4, 1, 1, 1)
return
}
@ -325,18 +337,30 @@ func destroy(textures map[string]gl.Texture) {
}
}
var vx1 float64
var vy1 float64
var vx2 float64
var vy2 float64
func render(textures map[string]gl.Texture, lists map[string]uint) {
// start afresh
gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
// set viewport
width := float32(640.0)
height := float32(480.0)
width := float32(ww)
height := float32(wh)
density := 2 // times 2 because HiDPI
gl.Viewport(0, 0, int(width)*density, int(height)*density)
vw := 320
vh := 240
// set projection
gl.MatrixMode(gl.PROJECTION)
gl.LoadIdentity()
gl.Ortho(0, float64(width), 0, float64(height), -1.0, 1.0)
vx1, vy1 = 0, 0
vx2, vy2 = float64(vw), float64(vh)
gl.Ortho(vx1, vx2, vy1, vy2, -1.0, 1.0)
gl.MatrixMode(gl.MODELVIEW);
gl.LoadIdentity()
@ -346,49 +370,43 @@ func render(textures map[string]gl.Texture, lists map[string]uint) {
gl.Lightfv(gl.LIGHT0, gl.AMBIENT, ambient)
gl.Enable(gl.LIGHT0)
// clouds
// time source
t := float64(time.Now().UnixNano()) / math.Pow(10, 9)
// clouds
fy := 2 * math.Pi * t / 60
_, f := math.Modf(3*t/1000)
drawSprite(textures["sprites"], math.Mod(f*640, 640), 400+8*math.Sin(fy/1.3), 0, 3.0, lists["cloud"])
_, f = math.Modf(33*t/1000)
drawSprite(textures["sprites"], math.Mod(f*640+35, 640), 300+4*math.Sin(fy+3), 0, 2.0, lists["cloud"])
_, f = math.Modf(31*t/1000)
drawSprite(textures["sprites"], math.Mod(f*640+142, 640), 340+3*math.Sin(fy/3+1), 0, 2.5, lists["cloud"])
_, f = math.Modf(17*t/1000)
drawSprite(textures["sprites"], math.Mod(f*640+213, 640), 450+7*math.Sin(fy/1.5+2), 0, 1.0, lists["cloud"])
_, f = math.Modf(11*t/1000)
drawSprite(textures["sprites"], math.Mod(f*640+317, 640), 400+5*math.Sin(fy/2+1.1), 0, 1.5, lists["cloud"])
_, f = math.Modf(27*t/1000)
drawSprite(textures["sprites"], math.Mod(f*640+332, 640), 380+3*math.Sin(fy/4+3.1), 0, 1.5, lists["cloud"])
_, f = math.Modf(13*t/1000)
drawSprite(textures["sprites"], math.Mod(f*640+417, 640), 420+5*math.Sin(fy/2.2+2.5), 0, 1.0, lists["cloud"])
drawSprite(textures["sprites"], 200, 200+8*math.Sin(fy/1.3), 0, 2.0, lists["cloud1"])
// wall tiles
for j := 0; j < 11; j++ {
for j := 0; j < 9; j++ {
drawTile(textures["sprites"], 3, j, lists["stonewallright"])
}
drawTile(textures["sprites"], 3, 11, lists["stonewalltopright"])
drawTile(textures["sprites"], 3, 9, lists["stonewalltopright"])
for i := 0; i < 3; i++ {
for j:= 0; j < 11; j++ {
for j:= 0; j < 9; j++ {
drawTile(textures["sprites"], i, j, lists["stonewall"])
}
drawTile(textures["sprites"], i, 11, lists["stonewalltop"])
drawTile(textures["sprites"], i, 9, lists["stonewalltop"])
}
for j := 0; j < 6; j++ {
drawTile(textures["sprites"], 19 - 2, j, lists["stonewallleft"])
}
drawTile(textures["sprites"], 19 - 2, 6, lists["stonewalltopleft"])
for i := 0; i < 2; i++ {
for j:= 0; j < 6; j++ {
drawTile(textures["sprites"], 19 - i, j, lists["stonewall"])
}
drawTile(textures["sprites"], 19 - i, 6, lists["stonewalltop"])
}
// water
for i := 0; i < 640 / 16; i++ {
for i := 0; i < 320 / 16; i++ {
for j := 0; j < 3; j++ {
wt := 0.0
if j == 2 {

View file

@ -131,3 +131,23 @@ All time is CEST
This is vaguely starting to ressemble a form of game.
![](screenshots/5.png)
- 14:19
Now I have a sea moving. Time for a break.
- 14:59
Back to jamming
- 15:50
Tiling water instead of hardcoded quads.
- 16:02
Sprite tiling functions.
- 19:25
Window size independence. More clouds, better tiles. Second platform.

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