Logo.
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## About
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## About
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Idea of this project was to bring the power and simplicity of Raylib to easy beginner friendly language like Lua in a very straight forward manner. It is loose binding to Raylib, some functions will not be included and some are added. The idea of pointing "main.lua" file and access functions "init", "process" and "draw" are borrowed from Löve game framework.
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Idea of this project was to bring the power and simplicity of Raylib to easy beginner friendly language like Lua in a very straight forward manner. It is loose binding to Raylib, some functions will not be included and some are added. The idea of pointing "main.lua" file and access functions "init", "process" and "draw" are borrowed from Löve game framework.
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@@ -27,8 +29,8 @@ List of some MISSING features that are planned to be included. For specific func
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## Roadmap
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## Roadmap
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* v0.7
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* v0.8
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* Switch to Raylib v5.0
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* Thorough search for any missing raylib functions that should get implemented.
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## Usage
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## Usage
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------------------------------------------------------------------------
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Release: ReiLua version 0.8.0 Using Raylib 5.0 and Forked Raygui 4.0
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------------------------------------------------------------------------
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KEY CHANGES:
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DETAILED CHANGES:
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------------------------------------------------------------------------
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------------------------------------------------------------------------
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Release: ReiLua version 0.7.0 Using Raylib 5.0 and Forked Raygui 4.0
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Release: ReiLua version 0.7.0 Using Raylib 5.0 and Forked Raygui 4.0
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------------------------------------------------------------------------
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------------------------------------------------------------------------
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2
devnotes
2
devnotes
@@ -4,7 +4,7 @@ Current {
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Backlog {
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Backlog {
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* Godot scene importer lib.
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* Godot scene importer lib.
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* Script to find unimplemented raylib functions. Should have list for fuctions that will not
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* Script to find unimplemented raylib functions. Should have list for fuctions that will not
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be implemented.
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get implemented.
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* Raygui lib
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* Raygui lib
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* Check if could remove flickering from changing draw order by making queue for order changing and only
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* Check if could remove flickering from changing draw order by making queue for order changing and only
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change them after everything is drawn.
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change them after everything is drawn.
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@@ -18,9 +18,9 @@ local monitorSize = Vec2:new( RL.GetMonitorSize( monitor ) )
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local winScale = 6
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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 = Vec2:new( RESOLUTION.x * winScale, RESOLUTION.y * winScale )
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local gameState = STATE.GAME
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local gameState = STATE.GAME
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local grassTexture = -1
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local grassTexture = nil
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local snakeTexture = -1
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local snakeTexture = nil
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local appleTexture = -1
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local appleTexture = nil
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local gameSpeed = 7.0
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local gameSpeed = 7.0
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local moveTimer = 1.0
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local moveTimer = 1.0
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local snake = {}
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local snake = {}
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@@ -213,8 +213,7 @@ local function drawSnake()
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RL.DrawTexturePro(
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RL.DrawTexturePro(
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snakeTexture,
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snakeTexture,
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{ 24, 0, 8, 8 },
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{ 24, 0, 8, 8 },
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{ snake.headPos.x * TILE_SIZE + 4,
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{ snake.headPos.x * TILE_SIZE + 4, snake.headPos.y * TILE_SIZE + 4, 8, 8 },
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snake.headPos.y * TILE_SIZE + 4, 8, 8 },
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{ 4, 4 },
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{ 4, 4 },
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angle * RL.RAD2DEG,
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angle * RL.RAD2DEG,
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RL.WHITE
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RL.WHITE
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@@ -3,9 +3,9 @@
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#define STRING_LEN 1024
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#define STRING_LEN 1024
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#define VERSION_MAJOR 0
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#define VERSION_MAJOR 0
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#define VERSION_MINOR 7
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#define VERSION_MINOR 8
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#define VERSION_PATCH 0
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#define VERSION_PATCH 0
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#define VERSION_DEV 0
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#define VERSION_DEV 1
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#include <stdio.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <stdlib.h>
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