All global variables and functions are not in global RL table. doc_parser creates also ReiLua_API.lua.

This commit is contained in:
jussi
2023-04-06 12:31:37 +03:00
parent 198a74c0aa
commit 2526c9732e
47 changed files with 8730 additions and 3196 deletions

View File

@@ -7,8 +7,8 @@ local STATE = { TITLE = 0, GAME = 1, OVER = 2 } -- Enum wannabe.
-- Resources
local framebuffer = -1
local monitor = 0
local monitorPos = RL_GetMonitorPosition( monitor )
local monitorSize = RL_GetMonitorSize( monitor )
local monitorPos = RL.GetMonitorPosition( monitor )
local monitorSize = RL.GetMonitorSize( monitor )
local winScale = 6
local winSize = { RESOLUTION[1] * winScale, RESOLUTION[2] * winScale }
local gameState = STATE.GAME
@@ -64,18 +64,18 @@ end
-- Init.
function init()
RL_SetWindowState( FLAG_WINDOW_RESIZABLE )
RL_SetWindowState( FLAG_VSYNC_HINT )
RL_SetWindowSize( winSize )
RL_SetWindowPosition( { monitorPos[1] + monitorSize[1] / 2 - winSize[1] / 2, monitorPos[2] + monitorSize[2] / 2 - winSize[2] / 2 } )
RL_SetWindowTitle( "Snake" )
RL_SetWindowIcon( RL_LoadImage( RL_GetBasePath().."../resources/images/apple.png" ) )
function RL.init()
RL.SetWindowState( RL.FLAG_WINDOW_RESIZABLE )
RL.SetWindowState( RL.FLAG_VSYNC_HINT )
RL.SetWindowSize( winSize )
RL.SetWindowPosition( { monitorPos[1] + monitorSize[1] / 2 - winSize[1] / 2, monitorPos[2] + monitorSize[2] / 2 - winSize[2] / 2 } )
RL.SetWindowTitle( "Snake" )
RL.SetWindowIcon( RL.LoadImage( RL.GetBasePath().."../resources/images/apple.png" ) )
framebuffer = RL_LoadRenderTexture( RESOLUTION )
grassTexture = RL_LoadTexture( RL_GetBasePath().."../resources/images/grass.png" )
snakeTexture = RL_LoadTexture( RL_GetBasePath().."../resources/images/snake.png" )
appleTexture = RL_LoadTexture( RL_GetBasePath().."../resources/images/apple.png" )
framebuffer = RL.LoadRenderTexture( RESOLUTION )
grassTexture = RL.LoadTexture( RL.GetBasePath().."../resources/images/grass.png" )
snakeTexture = RL.LoadTexture( RL.GetBasePath().."../resources/images/snake.png" )
appleTexture = RL.LoadTexture( RL.GetBasePath().."../resources/images/apple.png" )
setSnake()
setApplePos()
@@ -122,25 +122,25 @@ local function moveSnake()
moveTimer = moveTimer + 1.0
end
function process( delta )
function RL.process( delta )
if gameState == STATE.GAME then -- Run game.
-- Controls.
if RL_IsKeyPressed( KEY_RIGHT ) and 0 <= snake.heading[1] then
if RL.IsKeyPressed( RL.KEY_RIGHT ) and 0 <= snake.heading[1] then
snake.control = { 1, 0 }
elseif RL_IsKeyPressed( KEY_LEFT ) and snake.heading[1] <= 0 then
elseif RL.IsKeyPressed( RL.KEY_LEFT ) and snake.heading[1] <= 0 then
snake.control = { -1, 0 }
elseif RL_IsKeyPressed( KEY_DOWN ) and 0 <= snake.heading[2] then
elseif RL.IsKeyPressed( RL.KEY_DOWN ) and 0 <= snake.heading[2] then
snake.control = { 0, 1 }
elseif RL_IsKeyPressed( KEY_UP ) and snake.heading[2] <= 0 then
elseif RL.IsKeyPressed( RL.KEY_UP ) and snake.heading[2] <= 0 then
snake.control = { 0, -1 }
end
moveTimer = moveTimer - gameSpeed * delta
if moveTimer <= 0.0 then
moveSnake()
end
elseif gameState == STATE.OVER and RL_IsKeyPressed( KEY_ENTER ) then -- Reset game.
elseif gameState == STATE.OVER and RL.IsKeyPressed( RL.KEY_ENTER ) then -- Reset game.
setSnake()
setApplePos()
gameState = STATE.GAME
@@ -152,7 +152,7 @@ end
local function drawGrass()
for y = 0, LEVEL_SIZE - 1 do
for x = 0, LEVEL_SIZE - 1 do
RL_DrawTexture( grassTexture, { x * TILE_SIZE, y * TILE_SIZE }, WHITE )
RL.DrawTexture( grassTexture, { x * TILE_SIZE, y * TILE_SIZE }, RL.WHITE )
end
end
end
@@ -168,14 +168,14 @@ end
local function drawSnake()
for i, seg in ipairs( snake.segments ) do
local angle = math.deg( RL_Vector2Angle( { 0, 0 }, seg.heading ) )
local angle = math.deg( RL.Vector2Angle( { 0, 0 }, seg.heading ) )
local source = { 16, 0, 8, 8 }
if i == 1 then -- Tail segment. Yes tail is actually the 'first' segment.
source[1] = 8
if 1 < #snake.segments then
angle = math.deg( RL_Vector2Angle( { 0, 0 }, snake.segments[ 2 ].heading ) )
angle = math.deg( RL.Vector2Angle( { 0, 0 }, snake.segments[ 2 ].heading ) )
end
elseif i < #snake.segments and not vector2IsEqual( seg.heading, snake.segments[ i+1 ].heading ) then -- Turned middle segments.
source[1] = 0
@@ -191,34 +191,34 @@ local function drawSnake()
end
end
-- 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.
RL_DrawTexturePro( snakeTexture, source, { seg.pos[1] * TILE_SIZE + 4, seg.pos[2] * TILE_SIZE + 4, 8, 8 }, { 4, 4 }, angle, WHITE )
RL.DrawTexturePro( snakeTexture, source, { seg.pos[1] * TILE_SIZE + 4, seg.pos[2] * TILE_SIZE + 4, 8, 8 }, { 4, 4 }, angle, RL.WHITE )
end
-- Let's draw the head last to keep it on top.
local angle = math.deg( RL_Vector2Angle( { 0, 0 }, snake.heading ) )
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 )
local angle = math.deg( RL.Vector2Angle( { 0, 0 }, snake.heading ) )
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 )
end
local function drawApple()
RL_DrawTexture( appleTexture, { applePos[1] * TILE_SIZE, applePos[2] * TILE_SIZE }, WHITE )
RL.DrawTexture( appleTexture, { applePos[1] * TILE_SIZE, applePos[2] * TILE_SIZE }, RL.WHITE )
end
function draw()
function RL.draw()
-- Clear the window to black.
RL_ClearBackground( BLACK )
RL.ClearBackground( RL.BLACK )
-- Draw to framebuffer.
RL_BeginTextureMode( framebuffer )
RL_ClearBackground( BLACK )
RL.BeginTextureMode( framebuffer )
RL.ClearBackground( RL.BLACK )
drawGrass()
drawSnake()
drawApple()
if gameState == STATE.OVER then
RL_DrawText( 0, "Press Enter to\nrestart", { 10, 10 }, 10, 2, WHITE )
RL.DrawText( 0, "Press Enter to\nrestart", { 10, 10 }, 10, 2, RL.WHITE )
end
RL_EndTextureMode()
RL.EndTextureMode()
-- Draw framebuffer to window.
RL_SetTextureSource( TEXTURE_SOURCE_RENDER_TEXTURE )
RL_DrawTexturePro( framebuffer, { 0, 0, RESOLUTION[1], -RESOLUTION[2] }, { 0, 0, winSize[1], winSize[2] }, { 0, 0 }, 0.0, WHITE )
RL_SetTextureSource( TEXTURE_SOURCE_TEXTURE )
RL.SetTextureSource( RL.TEXTURE_SOURCE_RENDER_TEXTURE )
RL.DrawTexturePro( framebuffer, { 0, 0, RESOLUTION[1], -RESOLUTION[2] }, { 0, 0, winSize[1], winSize[2] }, { 0, 0 }, 0.0, RL.WHITE )
RL.SetTextureSource( RL.TEXTURE_SOURCE_TEXTURE )
end