Support for different platforms. Platform_desktop_sdl.
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@@ -9,27 +9,27 @@ function RL.init()
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end
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local function getEventType( event )
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if event.type == RL.EVENT_WINDOW_SIZE then
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if event.type == RL.GLFW_WINDOW_SIZE_EVENT then
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return "Window Size"
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elseif event.type == RL.EVENT_WINDOW_MAXIMIZE then
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elseif event.type == RL.GLFW_WINDOW_MAXIMIZE_EVENT then
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return "Window Maximized"
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elseif event.type == RL.EVENT_WINDOW_ICONYFY then
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elseif event.type == RL.GLFW_WINDOW_ICONYFY_EVENT then
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return "Window Iconyfy"
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elseif event.type == RL.EVENT_WINDOW_FOCUS then
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elseif event.type == RL.GLFW_WINDOW_FOCUS_EVENT then
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return "Window Focus"
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elseif event.type == RL.EVENT_WINDOW_DROP then
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elseif event.type == RL.GLFW_WINDOW_DROP_EVENT then
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return "Window Drop"
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elseif event.type == RL.EVENT_KEY then
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elseif event.type == RL.GLFW_KEY_EVENT then
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return "Key"
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elseif event.type == RL.EVENT_CHAR then
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elseif event.type == RL.GLFW_CHAR_EVENT then
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return "Char"
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elseif event.type == RL.EVENT_MOUSE_BUTTON then
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elseif event.type == RL.GLFW_MOUSE_BUTTON_EVENT then
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return "Mouse Button"
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elseif event.type == RL.EVENT_MOUSE_CURSOR_POS then
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elseif event.type == RL.GLFW_MOUSE_CURSOR_POS_EVENT then
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return "Mouse Cursor Position"
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elseif event.type == RL.EVENT_MOUSE_SCROLL then
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elseif event.type == RL.GLFW_MOUSE_SCROLL_EVENT then
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return "Mouse Scroll"
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elseif event.type == RL.EVENT_CURSOR_ENTER then
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elseif event.type == RL.GLFW_CURSOR_ENTER_EVENT then
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return "Cursor Enter"
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elseif event.type == RL.EVENT_JOYSTICK then
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return "Joystick"
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@@ -63,33 +63,33 @@ end
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function RL.event( event )
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text = "Event: "..getEventType( event ).."\n"
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if event.type == RL.EVENT_WINDOW_SIZE then
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if event.type == RL.GLFW_WINDOW_SIZE_EVENT then
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text = text.."width: "..event.width.." height: "..event.height
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elseif event.type == RL.EVENT_WINDOW_MAXIMIZE then
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elseif event.type == RL.GLFW_WINDOW_MAXIMIZE_EVENT then
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text = text.."maximized: "..event.maximized
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elseif event.type == RL.EVENT_WINDOW_ICONYFY then
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elseif event.type == RL.GLFW_WINDOW_ICONYFY_EVENT then
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text = text.."iconified: "..event.iconified
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elseif event.type == RL.EVENT_WINDOW_FOCUS then
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elseif event.type == RL.GLFW_WINDOW_FOCUS_EVENT then
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text = text.."focused: "..event.focused
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elseif event.type == RL.EVENT_WINDOW_DROP then
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elseif event.type == RL.GLFW_WINDOW_DROP_EVENT then
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text = text.."count: "..event.count.."\n"
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for _, path in ipairs( event.paths ) do
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text = text..path.."\n"
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end
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elseif event.type == RL.EVENT_KEY then
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elseif event.type == RL.GLFW_KEY_EVENT then
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text = text.."key: "..event.key.." scancode: "..event.scancode.." action: "..getAction( event.action ).." mods: "..event.mods
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text = text .."\nkeyName: "..keyName( event.key )
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elseif event.type == RL.EVENT_CHAR then
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elseif event.type == RL.GLFW_CHAR_EVENT then
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text = text.."key: "..event.key
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-- text = text .."\nchar: "..string.char( event.key )
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text = text .."\nchar: "..utf8.char( event.key )
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elseif event.type == RL.EVENT_MOUSE_BUTTON then
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elseif event.type == RL.GLFW_MOUSE_BUTTON_EVENT then
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text = text.."button: "..event.button.." action: "..getAction( event.action ).." mods: "..event.mods
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elseif event.type == RL.EVENT_MOUSE_CURSOR_POS then
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elseif event.type == RL.GLFW_MOUSE_CURSOR_POS_EVENT then
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text = text.."x: "..event.x.." y: "..event.y
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elseif event.type == RL.EVENT_MOUSE_SCROLL then
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elseif event.type == RL.GLFW_MOUSE_SCROLL_EVENT then
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text = text.."xoffset: "..event.xoffset.." yoffset: "..event.yoffset
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elseif event.type == RL.EVENT_CURSOR_ENTER then
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elseif event.type == RL.GLFW_CURSOR_ENTER_EVENT then
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text = text.."enter: "..event.enter
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cursorIn = event.enter
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elseif event.type == RL.EVENT_JOYSTICK then
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@@ -99,6 +99,8 @@ function RL.event( event )
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elseif event.event == RL.GLFW_DISCONNECTED then
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text = text.."\nDisconnected"
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end
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elseif event.type == RL.SDL_KEYBOARD_EVENT then
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text = text.."state: "..event.state
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end
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end
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@@ -126,6 +126,14 @@ function Vector2:angle( v2 )
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return RL.Vector2Angle( self, v2 )
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end
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function Vector2:lineAngle( v2 )
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return RL.Vector2LineAngle( self, v2 )
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end
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function Vector2:atan()
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return math.atan( self.x, self.y )
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end
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function Vector2:scale( scale )
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return Vector2:new( RL.Vector2Scale( self, scale ) )
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end
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@@ -1,5 +1,6 @@
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package.path = package.path..";"..RL.GetBasePath().."../resources/lib/?.lua"
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Util = require( "utillib" )
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Vec2 = require( "vector2" )
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Rect = require( "rectangle" )
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@@ -174,14 +175,14 @@ end
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local function drawSnake()
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for i, seg in ipairs( snake.segments ) do
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local angle = math.deg( RL.Vector2Angle( { 0, 0 }, seg.heading ) )
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local angle = -seg.heading:atan() + RL.PI / 2
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local source = Rect:new( 16, 0, 8, 8 )
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if i == 1 then -- Tail segment. Yes tail is actually the 'first' segment.
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source.x = 8
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if 1 < #snake.segments then
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angle = math.deg( RL.Vector2Angle( { 0, 0 }, snake.segments[ 2 ].heading ) )
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angle = -snake.segments[ 2 ].heading:atan() + RL.PI / 2
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end
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elseif i < #snake.segments and seg.heading ~= snake.segments[ i+1 ].heading then -- Turned middle segments.
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source.x = 0
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@@ -196,25 +197,27 @@ local function drawSnake()
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source.height = -8
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end
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end
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-- Notice that we set the origin to center { 4, 4 } that acts as pivot point. We also have to adjust our dest position by 4.
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RL.DrawTexturePro(
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snakeTexture,
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source,
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{ seg.pos.x * TILE_SIZE + 4, seg.pos.y * TILE_SIZE + 4, 8, 8 },
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{ 4, 4 },
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angle,
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angle * RL.RAD2DEG,
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RL.WHITE
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)
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end
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-- Let's draw the head last to keep it on top.
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local angle = math.deg( RL.Vector2Angle( { 0, 0 }, snake.heading ) )
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-- local angle = -math.atan2( snake.heading.x, snake.heading.y ) + RL.PI / 2
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local angle = -snake.heading:atan() + RL.PI / 2
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RL.DrawTexturePro(
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snakeTexture,
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{ 24, 0, 8, 8 },
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{ snake.headPos.x * TILE_SIZE + 4,
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snake.headPos.y * TILE_SIZE + 4, 8, 8 },
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{ 4, 4 },
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angle,
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angle * RL.RAD2DEG,
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RL.WHITE
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)
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end
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