LoadBufferFormatted, SetBufferData and CopyBufferData. Compressed resource file example.
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@@ -1,11 +1,11 @@
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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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Vector2 = require( "vector2" )
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Rectangle = require( "rectangle" )
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-- Defines
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local RESOLUTION = Vec2:new( 128, 128 )
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local RESOLUTION = Vector2:new( 128, 128 )
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local TILE_SIZE = 8
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local LEVEL_SIZE = RESOLUTION.x / TILE_SIZE
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local STATE = { TITLE = 0, GAME = 1, OVER = 2 } -- Enum.
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@@ -13,10 +13,10 @@ local STATE = { TITLE = 0, GAME = 1, OVER = 2 } -- Enum.
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-- Resources
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local framebuffer = nil
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local monitor = 0
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local monitorPos = Vec2:newT( RL.GetMonitorPosition( monitor ) )
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local monitorSize = Vec2:newT( RL.GetMonitorSize( monitor ) )
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local monitorPos = Vector2:newT( RL.GetMonitorPosition( monitor ) )
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local monitorSize = Vector2:newT( RL.GetMonitorSize( monitor ) )
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local winScale = 6
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local winSize = Vec2:new( RESOLUTION.x * winScale, RESOLUTION.y * winScale )
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local winSize = Vector2:new( RESOLUTION.x * winScale, RESOLUTION.y * winScale )
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local gameState = STATE.GAME
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local grassTexture = nil
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local snakeTexture = nil
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@@ -28,10 +28,10 @@ local applePos = {}
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local function setSnake()
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snake = {
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heading = Vec2:new( 1, 0 ),
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control = Vec2:new( 1, 0 ),
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headPos = Vec2:new( LEVEL_SIZE / 2, LEVEL_SIZE / 2 ),
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segments = {}, -- { pos Vec2, heading Vec2 }
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heading = Vector2:new( 1, 0 ),
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control = Vector2:new( 1, 0 ),
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headPos = Vector2:new( LEVEL_SIZE / 2, LEVEL_SIZE / 2 ),
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segments = {}, -- { pos Vector2, heading Vector2 }
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grow = 2,
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}
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end
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@@ -52,7 +52,7 @@ local function addSegment()
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end
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local function setApplePos()
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applePos = Vec2:new( math.random( 0, LEVEL_SIZE - 1 ), math.random( 0, LEVEL_SIZE - 1 ) )
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applePos = Vector2:new( math.random( 0, LEVEL_SIZE - 1 ), math.random( 0, LEVEL_SIZE - 1 ) )
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local search = true
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while search do
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@@ -167,16 +167,16 @@ end
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--[[ Check if next segment is on left side. There are more mathematically elegant solution to this, but there is
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only four possibilities so we can just check them all. ]]--
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local function onLeft( this, nextSeg )
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return ( this == Vec2:temp( 0, -1 ) and nextSeg == Vec2:temp( -1, 0 ) )
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or ( this == Vec2:temp( -1, 0 ) and nextSeg == Vec2:temp( 0, 1 ) )
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or ( this == Vec2:temp( 0, 1 ) and nextSeg == Vec2:temp( 1, 0 ) )
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or ( this == Vec2:temp( 1, 0 ) and nextSeg == Vec2:temp( 0, -1 ) )
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return ( this == Vector2:temp( 0, -1 ) and nextSeg == Vector2:temp( -1, 0 ) )
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or ( this == Vector2:temp( -1, 0 ) and nextSeg == Vector2:temp( 0, 1 ) )
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or ( this == Vector2:temp( 0, 1 ) and nextSeg == Vector2:temp( 1, 0 ) )
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or ( this == Vector2:temp( 1, 0 ) and nextSeg == Vector2:temp( 0, -1 ) )
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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 = seg.heading:atan2()
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local source = Rect:temp( 16, 0, 8, 8 )
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local source = Rectangle:temp( 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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