All global variables and functions are not in global RL table. doc_parser creates also ReiLua_API.lua.
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@@ -7,8 +7,8 @@ local STATE = { TITLE = 0, GAME = 1, OVER = 2 } -- Enum wannabe.
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-- Resources
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local framebuffer = -1
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local monitor = 0
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local monitorPos = RL_GetMonitorPosition( monitor )
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local monitorSize = RL_GetMonitorSize( monitor )
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local monitorPos = RL.GetMonitorPosition( monitor )
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local monitorSize = RL.GetMonitorSize( monitor )
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local winScale = 6
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local winSize = { RESOLUTION[1] * winScale, RESOLUTION[2] * winScale }
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local gameState = STATE.GAME
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@@ -64,18 +64,18 @@ end
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-- Init.
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function init()
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RL_SetWindowState( FLAG_WINDOW_RESIZABLE )
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RL_SetWindowState( FLAG_VSYNC_HINT )
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RL_SetWindowSize( winSize )
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RL_SetWindowPosition( { monitorPos[1] + monitorSize[1] / 2 - winSize[1] / 2, monitorPos[2] + monitorSize[2] / 2 - winSize[2] / 2 } )
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RL_SetWindowTitle( "Snake" )
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RL_SetWindowIcon( RL_LoadImage( RL_GetBasePath().."../resources/images/apple.png" ) )
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function RL.init()
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RL.SetWindowState( RL.FLAG_WINDOW_RESIZABLE )
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RL.SetWindowState( RL.FLAG_VSYNC_HINT )
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RL.SetWindowSize( winSize )
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RL.SetWindowPosition( { monitorPos[1] + monitorSize[1] / 2 - winSize[1] / 2, monitorPos[2] + monitorSize[2] / 2 - winSize[2] / 2 } )
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RL.SetWindowTitle( "Snake" )
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RL.SetWindowIcon( RL.LoadImage( RL.GetBasePath().."../resources/images/apple.png" ) )
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framebuffer = RL_LoadRenderTexture( RESOLUTION )
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grassTexture = RL_LoadTexture( RL_GetBasePath().."../resources/images/grass.png" )
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snakeTexture = RL_LoadTexture( RL_GetBasePath().."../resources/images/snake.png" )
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appleTexture = RL_LoadTexture( RL_GetBasePath().."../resources/images/apple.png" )
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framebuffer = RL.LoadRenderTexture( RESOLUTION )
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grassTexture = RL.LoadTexture( RL.GetBasePath().."../resources/images/grass.png" )
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snakeTexture = RL.LoadTexture( RL.GetBasePath().."../resources/images/snake.png" )
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appleTexture = RL.LoadTexture( RL.GetBasePath().."../resources/images/apple.png" )
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setSnake()
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setApplePos()
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@@ -122,25 +122,25 @@ local function moveSnake()
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moveTimer = moveTimer + 1.0
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end
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function process( delta )
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function RL.process( delta )
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if gameState == STATE.GAME then -- Run game.
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-- Controls.
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if RL_IsKeyPressed( KEY_RIGHT ) and 0 <= snake.heading[1] then
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if RL.IsKeyPressed( RL.KEY_RIGHT ) and 0 <= snake.heading[1] then
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snake.control = { 1, 0 }
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elseif RL_IsKeyPressed( KEY_LEFT ) and snake.heading[1] <= 0 then
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elseif RL.IsKeyPressed( RL.KEY_LEFT ) and snake.heading[1] <= 0 then
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snake.control = { -1, 0 }
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elseif RL_IsKeyPressed( KEY_DOWN ) and 0 <= snake.heading[2] then
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elseif RL.IsKeyPressed( RL.KEY_DOWN ) and 0 <= snake.heading[2] then
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snake.control = { 0, 1 }
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elseif RL_IsKeyPressed( KEY_UP ) and snake.heading[2] <= 0 then
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elseif RL.IsKeyPressed( RL.KEY_UP ) and snake.heading[2] <= 0 then
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snake.control = { 0, -1 }
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end
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moveTimer = moveTimer - gameSpeed * delta
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if moveTimer <= 0.0 then
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moveSnake()
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end
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elseif gameState == STATE.OVER and RL_IsKeyPressed( KEY_ENTER ) then -- Reset game.
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elseif gameState == STATE.OVER and RL.IsKeyPressed( RL.KEY_ENTER ) then -- Reset game.
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setSnake()
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setApplePos()
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gameState = STATE.GAME
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@@ -152,7 +152,7 @@ end
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local function drawGrass()
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for y = 0, LEVEL_SIZE - 1 do
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for x = 0, LEVEL_SIZE - 1 do
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RL_DrawTexture( grassTexture, { x * TILE_SIZE, y * TILE_SIZE }, WHITE )
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RL.DrawTexture( grassTexture, { x * TILE_SIZE, y * TILE_SIZE }, RL.WHITE )
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end
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end
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end
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@@ -168,14 +168,14 @@ 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 = math.deg( RL.Vector2Angle( { 0, 0 }, seg.heading ) )
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local source = { 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[1] = 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 = math.deg( RL.Vector2Angle( { 0, 0 }, snake.segments[ 2 ].heading ) )
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end
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elseif i < #snake.segments and not vector2IsEqual( seg.heading, snake.segments[ i+1 ].heading ) then -- Turned middle segments.
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source[1] = 0
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@@ -191,34 +191,34 @@ local function drawSnake()
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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( snakeTexture, source, { seg.pos[1] * TILE_SIZE + 4, seg.pos[2] * TILE_SIZE + 4, 8, 8 }, { 4, 4 }, angle, WHITE )
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RL.DrawTexturePro( snakeTexture, source, { seg.pos[1] * TILE_SIZE + 4, seg.pos[2] * TILE_SIZE + 4, 8, 8 }, { 4, 4 }, angle, RL.WHITE )
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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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RL_DrawTexturePro( snakeTexture, { 24, 0, 8, 8 }, { snake.headPos[1] * TILE_SIZE + 4, snake.headPos[2] * TILE_SIZE + 4, 8, 8 }, { 4, 4 }, angle, WHITE )
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local angle = math.deg( RL.Vector2Angle( { 0, 0 }, snake.heading ) )
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RL.DrawTexturePro( snakeTexture, { 24, 0, 8, 8 }, { snake.headPos[1] * TILE_SIZE + 4, snake.headPos[2] * TILE_SIZE + 4, 8, 8 }, { 4, 4 }, angle, RL.WHITE )
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end
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local function drawApple()
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RL_DrawTexture( appleTexture, { applePos[1] * TILE_SIZE, applePos[2] * TILE_SIZE }, WHITE )
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RL.DrawTexture( appleTexture, { applePos[1] * TILE_SIZE, applePos[2] * TILE_SIZE }, RL.WHITE )
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end
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function draw()
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function RL.draw()
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-- Clear the window to black.
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RL_ClearBackground( BLACK )
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RL.ClearBackground( RL.BLACK )
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-- Draw to framebuffer.
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RL_BeginTextureMode( framebuffer )
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RL_ClearBackground( BLACK )
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RL.BeginTextureMode( framebuffer )
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RL.ClearBackground( RL.BLACK )
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drawGrass()
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drawSnake()
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drawApple()
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if gameState == STATE.OVER then
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RL_DrawText( 0, "Press Enter to\nrestart", { 10, 10 }, 10, 2, WHITE )
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RL.DrawText( 0, "Press Enter to\nrestart", { 10, 10 }, 10, 2, RL.WHITE )
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end
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RL_EndTextureMode()
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RL.EndTextureMode()
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-- Draw framebuffer to window.
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RL_SetTextureSource( TEXTURE_SOURCE_RENDER_TEXTURE )
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RL_DrawTexturePro( framebuffer, { 0, 0, RESOLUTION[1], -RESOLUTION[2] }, { 0, 0, winSize[1], winSize[2] }, { 0, 0 }, 0.0, WHITE )
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RL_SetTextureSource( TEXTURE_SOURCE_TEXTURE )
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RL.SetTextureSource( RL.TEXTURE_SOURCE_RENDER_TEXTURE )
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RL.DrawTexturePro( framebuffer, { 0, 0, RESOLUTION[1], -RESOLUTION[2] }, { 0, 0, winSize[1], winSize[2] }, { 0, 0 }, 0.0, RL.WHITE )
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RL.SetTextureSource( RL.TEXTURE_SOURCE_TEXTURE )
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end
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