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authorjussi2023-11-16 22:37:28 +0200
committerjussi2023-11-16 22:37:28 +0200
commit5c8324d25f5f3500d5258f599afc710352611513 (patch)
treefa92484c2aeabc7b7d66b53f12dd1e9c5c984652 /examples
parent118a1f3a8bc468077fdd8bac4d46c452965ce283 (diff)
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Lightmap 100 and 120 shaders. Snake and platformer example refining.
Diffstat (limited to 'examples')
-rw-r--r--examples/lightmap/main.lua10
-rw-r--r--examples/platformer/main.lua111
-rw-r--r--examples/resources/shaders/glsl100/lightmap.fs22
-rw-r--r--examples/resources/shaders/glsl100/lightmap.vs31
-rw-r--r--examples/resources/shaders/glsl120/lightmap.fs20
-rw-r--r--examples/resources/shaders/glsl120/lightmap.vs31
-rw-r--r--examples/snake/main.lua136
7 files changed, 250 insertions, 111 deletions
diff --git a/examples/lightmap/main.lua b/examples/lightmap/main.lua
index 56b6772..f350c0a 100644
--- a/examples/lightmap/main.lua
+++ b/examples/lightmap/main.lua
@@ -4,6 +4,9 @@ Cam3D = require( "camera3d" )
local PLANE_SIZE = 8
+local GLSL_VERSION = "330" -- PLATFORM_DESKTOP
+-- local GLSL_VERSION = "100" -- PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
+
local monitor = 0
local camera = {}
local tileTexture = nil
@@ -52,10 +55,8 @@ function RL.init()
lightmap = RL.LoadTexture( RL.GetBasePath().."../resources/images/lightmap.png" )
RL.SetTextureFilter( lightmap, RL.TEXTURE_FILTER_TRILINEAR )
- shader = RL.LoadShader( RL.GetBasePath().."../resources/shaders/glsl330/lightmap.vs",
- RL.GetBasePath().."../resources/shaders/glsl330/lightmap.fs" )
-
- print( "shader", shader )
+ shader = RL.LoadShader( RL.GetBasePath().."../resources/shaders/glsl"..GLSL_VERSION.."/lightmap.vs",
+ RL.GetBasePath().."../resources/shaders/glsl"..GLSL_VERSION.."/lightmap.fs" )
local materialData = {
shader = shader,
@@ -79,7 +80,6 @@ function RL.init()
},
}
material = RL.CreateMaterial( materialData )
-
matrix = RL.MatrixMultiply( RL.MatrixIdentity(), RL.MatrixTranslate( { -4, 0, -4 } ) )
end
diff --git a/examples/platformer/main.lua b/examples/platformer/main.lua
index 854b02d..4c884f8 100644
--- a/examples/platformer/main.lua
+++ b/examples/platformer/main.lua
@@ -2,6 +2,7 @@ package.path = package.path..";"..RL.GetBasePath().."../resources/lib/?.lua"
Util = require( "utillib" )
Vec2 = require( "vector2" )
+Rect = require( "rectangle" )
local TILE_SIZE = 16
local PLAYER_MAXSPEED = 1.5
@@ -21,27 +22,26 @@ local tilemap = {
size = Vec2:new( res.x / TILE_SIZE, res.y / TILE_SIZE ),
tiles = {},
tileRects = {
- { 224, 112, TILE_SIZE, TILE_SIZE },
- { 224, 48, TILE_SIZE, TILE_SIZE },
- { 208, 48, TILE_SIZE, TILE_SIZE },
- { 240, 48, TILE_SIZE, TILE_SIZE },
- { 256, 96, TILE_SIZE, TILE_SIZE },
- { 256, 112, TILE_SIZE, TILE_SIZE },
+ Rect:new( 224, 112, TILE_SIZE, TILE_SIZE ),
+ Rect:new( 224, 48, TILE_SIZE, TILE_SIZE ),
+ Rect:new( 208, 48, TILE_SIZE, TILE_SIZE ),
+ Rect:new( 240, 48, TILE_SIZE, TILE_SIZE ),
+ Rect:new( 256, 96, TILE_SIZE, TILE_SIZE ),
+ Rect:new( 256, 112, TILE_SIZE, TILE_SIZE ),
},
}
-
local player = {
vel = Vec2:new( 0, 0 ),
pos = Vec2:new( 32, 32 ), -- Center bottom.
- colRect = { 0, 0, 12, 14 },
+ colRect = Rect:new( 0, 0, 12, 14 ),
onFloor = false,
frames = {
- { 6, 14, 20, 18 },
- { 39, 13, 20, 19 },
- { 70, 14, 20, 18 },
- { 6, 45, 20, 18 },
- { 38, 45, 20, 18 },
- { 70, 45, 20, 18 },
+ Rect:new( 6, 14, 20, 18 ),
+ Rect:new( 39, 13, 20, 19 ),
+ Rect:new( 70, 14, 20, 18 ),
+ Rect:new( 6, 45, 20, 18 ),
+ Rect:new( 38, 45, 20, 18 ),
+ Rect:new( 70, 45, 20, 18 ),
},
walkAnimFrames = { 2, 3, 4, 3 },
curFrame = 1,
@@ -103,33 +103,33 @@ end
local function tileCollision( entity )
local vPos = entity.pos + entity.vel -- Future pos with current vel.
- local vRect = Util.tableClone( entity.colRect )
+ local vRect = entity.colRect:clone()
local tinyGap = 0.001 -- Tiny gap between collisionRect and tile to prevent getting stuck on all seams.
-- Move test rect to predicted position.
- vRect[1] = vPos.x - vRect[3] / 2
+ vRect.x = vPos.x - vRect.width / 2
-- Tile range where collision box is affecting.
- local tileRect = {
- math.floor( vRect[1] / TILE_SIZE ),
- math.floor( vRect[2] / TILE_SIZE ),
- math.floor( ( vRect[1] + vRect[3] ) / TILE_SIZE ),
- math.floor( ( vRect[2] + vRect[4] ) / TILE_SIZE ),
- }
-
- for y = tileRect[2], tileRect[4] do
+ local tileRect = Rect:new(
+ math.floor( vRect.x / TILE_SIZE ),
+ math.floor( vRect.y / TILE_SIZE ),
+ math.floor( ( vRect.x + vRect.width ) / TILE_SIZE ),
+ math.floor( ( vRect.y + vRect.height ) / TILE_SIZE )
+ )
+
+ for y = tileRect.y, tileRect.height do
if 0 < entity.vel.x then
- if isTileWall( Vec2:new( tileRect[3], y ) ) then
+ if isTileWall( Vec2:new( tileRect.width, y ) ) then
-- Use new_x to push out of tile.
- local new_x = tileRect[3] * TILE_SIZE - ( entity.colRect[1] + entity.colRect[3] )
+ local new_x = tileRect.width * TILE_SIZE - ( entity.colRect.x + entity.colRect.width )
entity.vel.x = new_x - tinyGap
break
end
elseif entity.vel.x < 0 then
- if isTileWall( Vec2:new( tileRect[1], y ) ) then
- local new_x = ( tileRect[1] * TILE_SIZE + TILE_SIZE ) - entity.colRect[1]
+ if isTileWall( Vec2:new( tileRect.x, y ) ) then
+ local new_x = ( tileRect.x * TILE_SIZE + TILE_SIZE ) - entity.colRect.x
entity.vel.x = new_x + tinyGap
break
@@ -138,20 +138,20 @@ local function tileCollision( entity )
end
-- Calculate new tileRect for y.
- vRect[1] = entity.colRect[1] -- Reset to non predicted one.
- vRect[2] = vPos.y - vRect[4]
+ vRect.x = entity.colRect.x -- Reset to non predicted one.
+ vRect.y = vPos.y - vRect.height
- tileRect = {
- math.floor( vRect[1] / TILE_SIZE ),
- math.floor( vRect[2] / TILE_SIZE ),
- math.floor( ( vRect[1] + vRect[3] ) / TILE_SIZE ),
- math.floor( ( vRect[2] + vRect[4] ) / TILE_SIZE ),
- }
+ tileRect:set(
+ math.floor( vRect.x / TILE_SIZE ),
+ math.floor( vRect.y / TILE_SIZE ),
+ math.floor( ( vRect.x + vRect.width ) / TILE_SIZE ),
+ math.floor( ( vRect.y + vRect.height ) / TILE_SIZE )
+ )
- for x = tileRect[1], tileRect[3] do
+ for x = tileRect.x, tileRect.width do
if 0 < entity.vel.y then
- if isTileWall( Vec2:new( x, tileRect[4] ) ) then
- local new_y = tileRect[4] * TILE_SIZE - ( entity.colRect[2] + entity.colRect[4] )
+ if isTileWall( Vec2:new( x, tileRect.height ) ) then
+ local new_y = tileRect.height * TILE_SIZE - ( entity.colRect.y + entity.colRect.height )
-- math.max prevents bounce when hitting right on the corner.
entity.vel.y = math.max( new_y - tinyGap, 0 )
player.onFloor = true
@@ -159,8 +159,8 @@ local function tileCollision( entity )
break
end
elseif entity.vel.y < 0 then
- if isTileWall( Vec2:new( x, tileRect[2] ) ) then
- local new_y = ( tileRect[2] * TILE_SIZE + TILE_SIZE ) - entity.colRect[2]
+ if isTileWall( Vec2:new( x, tileRect.y ) ) then
+ local new_y = ( tileRect.y * TILE_SIZE + TILE_SIZE ) - entity.colRect.y
entity.vel.y = new_y + tinyGap
break
@@ -216,8 +216,8 @@ local function playerMovement( delta )
tileCollision( player )
player.pos = player.pos + player.vel
- player.colRect[1] = player.pos.x - player.colRect[3] / 2
- player.colRect[2] = player.pos.y - player.colRect[4]
+ player.colRect.x = player.pos.x - player.colRect.width / 2
+ player.colRect.y = player.pos.y - player.colRect.height
end
function RL.process( delta )
@@ -270,16 +270,16 @@ local function drawPlayer()
-- Draw rect.
- local src = Util.tableClone( player.frames[ player.curFrame ] )
- local dst = {
- player.pos.x - src[3] / 2,
- player.pos.y - src[4],
- src[3],
- src[4],
- }
+ local src = player.frames[ player.curFrame ]:clone()
+ local dst = Rect:new(
+ player.pos.x - src.width / 2,
+ player.pos.y - src.height,
+ src.width,
+ src.height
+ )
if player.facing < 0 then
- src[3] = -src[3]
+ src.width = -src.width
end
RL.DrawTexturePro( tex, src, dst, { 0, 0 }, 0.0, RL.WHITE )
@@ -293,5 +293,12 @@ function RL.draw()
drawPlayer()
RL.EndTextureMode()
- RL.DrawTexturePro( RL.GetRenderTextureTexture( framebuffer ), { 0, 0, res.x, -res.y }, { 0, 0, winSize.x, winSize.y }, { 0, 0 }, 0.0, RL.WHITE )
+ RL.DrawTexturePro(
+ RL.GetRenderTextureTexture( framebuffer ),
+ { 0, 0, res.x, -res.y },
+ { 0, 0, winSize.x, winSize.y },
+ { 0, 0 },
+ 0.0,
+ RL.WHITE
+ )
end
diff --git a/examples/resources/shaders/glsl100/lightmap.fs b/examples/resources/shaders/glsl100/lightmap.fs
new file mode 100644
index 0000000..9f0bcd2
--- /dev/null
+++ b/examples/resources/shaders/glsl100/lightmap.fs
@@ -0,0 +1,22 @@
+#version 100
+
+precision mediump float;
+
+// Input vertex attributes (from vertex shader)
+varying vec2 fragTexCoord;
+varying vec2 fragTexCoord2;
+varying vec3 fragPosition;
+varying vec4 fragColor;
+
+// Input uniform values
+uniform sampler2D texture0;
+uniform sampler2D texture1;
+
+void main()
+{
+ // Texel color fetching from texture sampler
+ vec4 texelColor = texture2D(texture0, fragTexCoord);
+ vec4 texelColor2 = texture2D(texture1, fragTexCoord2);
+
+ gl_FragColor = texelColor * texelColor2;
+}
diff --git a/examples/resources/shaders/glsl100/lightmap.vs b/examples/resources/shaders/glsl100/lightmap.vs
new file mode 100644
index 0000000..f5d87b3
--- /dev/null
+++ b/examples/resources/shaders/glsl100/lightmap.vs
@@ -0,0 +1,31 @@
+#version 100
+
+// Input vertex attributes
+attribute vec3 vertexPosition;
+attribute vec2 vertexTexCoord;
+attribute vec2 vertexTexCoord2;
+attribute vec4 vertexColor;
+
+// Input uniform values
+uniform mat4 mvp;
+uniform mat4 matModel;
+
+// Output vertex attributes (to fragment shader)
+varying vec3 fragPosition;
+varying vec2 fragTexCoord;
+varying vec2 fragTexCoord2;
+varying vec4 fragColor;
+
+// NOTE: Add here your custom variables
+
+void main()
+{
+ // Send vertex attributes to fragment shader
+ fragPosition = vec3(matModel*vec4(vertexPosition, 1.0));
+ fragTexCoord = vertexTexCoord;
+ fragTexCoord2 = vertexTexCoord2;
+ fragColor = vertexColor;
+
+ // Calculate final vertex position
+ gl_Position = mvp*vec4(vertexPosition, 1.0);
+}
diff --git a/examples/resources/shaders/glsl120/lightmap.fs b/examples/resources/shaders/glsl120/lightmap.fs
new file mode 100644
index 0000000..93a0609
--- /dev/null
+++ b/examples/resources/shaders/glsl120/lightmap.fs
@@ -0,0 +1,20 @@
+#version 120
+
+// Input vertex attributes (from vertex shader)
+varying vec2 fragTexCoord;
+varying vec2 fragTexCoord2;
+varying vec3 fragPosition;
+varying vec4 fragColor;
+
+// Input uniform values
+uniform sampler2D texture0;
+uniform sampler2D texture1;
+
+void main()
+{
+ // Texel color fetching from texture sampler
+ vec4 texelColor = texture2D(texture0, fragTexCoord);
+ vec4 texelColor2 = texture2D(texture1, fragTexCoord2);
+
+ gl_FragColor = texelColor * texelColor2;
+}
diff --git a/examples/resources/shaders/glsl120/lightmap.vs b/examples/resources/shaders/glsl120/lightmap.vs
new file mode 100644
index 0000000..9847b25
--- /dev/null
+++ b/examples/resources/shaders/glsl120/lightmap.vs
@@ -0,0 +1,31 @@
+#version 120
+
+// Input vertex attributes
+attribute vec3 vertexPosition;
+attribute vec2 vertexTexCoord;
+attribute vec2 vertexTexCoord2;
+attribute vec4 vertexColor;
+
+// Input uniform values
+uniform mat4 mvp;
+uniform mat4 matModel;
+
+// Output vertex attributes (to fragment shader)
+varying vec3 fragPosition;
+varying vec2 fragTexCoord;
+varying vec2 fragTexCoord2;
+varying vec4 fragColor;
+
+// NOTE: Add here your custom variables
+
+void main()
+{
+ // Send vertex attributes to fragment shader
+ fragPosition = vec3(matModel*vec4(vertexPosition, 1.0));
+ fragTexCoord = vertexTexCoord;
+ fragTexCoord2 = vertexTexCoord2;
+ fragColor = vertexColor;
+
+ // Calculate final vertex position
+ gl_Position = mvp*vec4(vertexPosition, 1.0);
+}
diff --git a/examples/snake/main.lua b/examples/snake/main.lua
index 4ae88d1..4273481 100644
--- a/examples/snake/main.lua
+++ b/examples/snake/main.lua
@@ -1,16 +1,21 @@
+package.path = package.path..";"..RL.GetBasePath().."../resources/lib/?.lua"
+
+Vec2 = require( "vector2" )
+Rect = require( "rectangle" )
+
-- Defines
-local RESOLUTION = { 128, 128 }
+local RESOLUTION = Vec2:new( 128, 128 )
local TILE_SIZE = 8
-local LEVEL_SIZE = RESOLUTION[1] / TILE_SIZE
-local STATE = { TITLE = 0, GAME = 1, OVER = 2 } -- Enum wannabe.
+local LEVEL_SIZE = RESOLUTION.x / TILE_SIZE
+local STATE = { TITLE = 0, GAME = 1, OVER = 2 } -- Enum.
-- Resources
local framebuffer = nil
local monitor = 0
-local monitorPos = RL.GetMonitorPosition( monitor )
-local monitorSize = RL.GetMonitorSize( monitor )
+local monitorPos = Vec2:new( RL.GetMonitorPosition( monitor ) )
+local monitorSize = Vec2:new( RL.GetMonitorSize( monitor ) )
local winScale = 6
-local winSize = { RESOLUTION[1] * winScale, RESOLUTION[2] * winScale }
+local winSize = Vec2:new( RESOLUTION.x * winScale, RESOLUTION.y * winScale )
local gameState = STATE.GAME
local grassTexture = -1
local snakeTexture = -1
@@ -22,38 +27,39 @@ local applePos = {}
local function setSnake()
snake = {
- heading = { 1, 0 },
- control = { 1, 0 },
- headPos = { LEVEL_SIZE / 2, LEVEL_SIZE / 2 },
- segments = {},
+ heading = Vec2:new( 1, 0 ),
+ control = Vec2:new( 1, 0 ),
+ headPos = Vec2:new( LEVEL_SIZE / 2, LEVEL_SIZE / 2 ),
+ segments = {}, -- { pos Vec2, heading Vec2 }
grow = 2,
}
end
-local function vector2IsEqual( v1, v2 )
- return v1[1] == v2[1] and v1[2] == v2[2]
-end
-
local function addSegment()
-- If first segment, grow from head and otherwise from tail. New segments are inserted firts.
if #snake.segments == 0 then
- table.insert( snake.segments, 1, { pos = snake.headPos, heading = snake.heading } )
+ table.insert( snake.segments, 1, {
+ pos = snake.headPos:clone(),
+ heading = snake.heading:clone()
+ } )
else
- table.insert( snake.segments, 1, { pos = snake.segments[ #snake.segments ].pos,
- heading = snake.segments[ #snake.segments ].heading } )
+ table.insert( snake.segments, 1, {
+ pos = snake.segments[ #snake.segments ].pos:clone(),
+ heading = snake.segments[ #snake.segments ].heading:clone()
+ } )
end
end
local function setApplePos()
- applePos = { math.random( 0, LEVEL_SIZE - 1 ), math.random( 0, LEVEL_SIZE - 1 ) }
+ applePos = Vec2:new( math.random( 0, LEVEL_SIZE - 1 ), math.random( 0, LEVEL_SIZE - 1 ) )
local search = true
while search do
search = false
- applePos = { math.random( 0, LEVEL_SIZE - 1 ), math.random( 0, LEVEL_SIZE - 1 ) }
+ applePos = Vec2:new( math.random( 0, LEVEL_SIZE - 1 ), math.random( 0, LEVEL_SIZE - 1 ) )
for _, seg in ipairs( snake.segments ) do
- search = vector2IsEqual( applePos, seg.pos )
+ search = applePos == seg.pos
if search then
break
@@ -68,7 +74,7 @@ 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.SetWindowPosition( { monitorPos.x + monitorSize.x / 2 - winSize.x / 2, monitorPos.y + monitorSize.y / 2 - winSize.y / 2 } )
RL.SetWindowTitle( "Snake" )
RL.SetWindowIcon( RL.LoadImage( RL.GetBasePath().."../resources/images/apple.png" ) )
@@ -92,30 +98,30 @@ local function moveSnake()
-- Move body.
for i, seg in ipairs( snake.segments ) do
if i < #snake.segments then
- seg.pos = snake.segments[ i+1 ].pos
- seg.heading = snake.segments[ i+1 ].heading
+ seg.pos = snake.segments[ i+1 ].pos:clone()
+ seg.heading = snake.segments[ i+1 ].heading:clone()
else
- seg.pos = snake.headPos
- seg.heading = snake.heading
+ seg.pos = snake.headPos:clone()
+ seg.heading = snake.heading:clone()
end
end
-- Move head.
- snake.heading = { snake.control[1], snake.control[2] }
- snake.headPos = { snake.headPos[1] + snake.heading[1], snake.headPos[2] + snake.heading[2] }
+ snake.heading = Vec2:new( snake.control.x, snake.control.y )
+ snake.headPos = Vec2:new( snake.headPos.x + snake.heading.x, snake.headPos.y + snake.heading.y )
-- Check appple eating.
- if vector2IsEqual( snake.headPos, applePos ) then
+ if snake.headPos == applePos then
snake.grow = snake.grow + 1
setApplePos()
end
-- Check if hit to body.
for _, seg in ipairs( snake.segments ) do
- if vector2IsEqual( snake.headPos, seg.pos ) then
+ if snake.headPos == seg.pos then
gameState = STATE.OVER
end
end
-- Check if outside or level.
- if snake.headPos[1] < 0 or LEVEL_SIZE <= snake.headPos[1] or snake.headPos[2] < 0 or LEVEL_SIZE <= snake.headPos[2] then
+ if snake.headPos.x < 0 or LEVEL_SIZE <= snake.headPos.x or snake.headPos.y < 0 or LEVEL_SIZE <= snake.headPos.y then
gameState = STATE.OVER
end
@@ -125,14 +131,14 @@ end
function RL.process( delta )
if gameState == STATE.GAME then -- Run game.
-- Controls.
- if RL.IsKeyPressed( RL.KEY_RIGHT ) and 0 <= snake.heading[1] then
- snake.control = { 1, 0 }
- elseif RL.IsKeyPressed( RL.KEY_LEFT ) and snake.heading[1] <= 0 then
- snake.control = { -1, 0 }
- elseif RL.IsKeyPressed( RL.KEY_DOWN ) and 0 <= snake.heading[2] then
- snake.control = { 0, 1 }
- elseif RL.IsKeyPressed( RL.KEY_UP ) and snake.heading[2] <= 0 then
- snake.control = { 0, -1 }
+ if RL.IsKeyPressed( RL.KEY_RIGHT ) and 0 <= snake.heading.x then
+ snake.control = Vec2:new( 1, 0 )
+ elseif RL.IsKeyPressed( RL.KEY_LEFT ) and snake.heading.x <= 0 then
+ snake.control = Vec2:new( -1, 0 )
+ elseif RL.IsKeyPressed( RL.KEY_DOWN ) and 0 <= snake.heading.y then
+ snake.control = Vec2:new( 0, 1 )
+ elseif RL.IsKeyPressed( RL.KEY_UP ) and snake.heading.y <= 0 then
+ snake.control = Vec2:new( 0, -1 )
end
moveTimer = moveTimer - gameSpeed * delta
@@ -160,46 +166,61 @@ end
--[[ Check if next segment is on left side. There are more mathematically elegant solution to this, but there is
only four possibilities so we can just check them all. ]]--
local function onLeft( this, nextSeg )
- return ( vector2IsEqual( this, { 0, -1 } ) and vector2IsEqual( nextSeg, { -1, 0 } ) )
- or ( vector2IsEqual( this, { -1, 0 } ) and vector2IsEqual( nextSeg, { 0, 1 } ) )
- or ( vector2IsEqual( this, { 0, 1 } ) and vector2IsEqual( nextSeg, { 1, 0 } ) )
- or ( vector2IsEqual( this, { 1, 0 } ) and vector2IsEqual( nextSeg, { 0, -1 } ) )
+ return ( this == Vec2:new( 0, -1 ) and nextSeg == Vec2:new( -1, 0 ) )
+ or ( this == Vec2:new( -1, 0 ) and nextSeg == Vec2:new( 0, 1 ) )
+ or ( this == Vec2:new( 0, 1 ) and nextSeg == Vec2:new( 1, 0 ) )
+ or ( this == Vec2:new( 1, 0 ) and nextSeg == Vec2:new( 0, -1 ) )
end
local function drawSnake()
for i, seg in ipairs( snake.segments ) do
local angle = math.deg( RL.Vector2Angle( { 0, 0 }, seg.heading ) )
- local source = { 16, 0, 8, 8 }
+ local source = Rect:new( 16, 0, 8, 8 )
if i == 1 then -- Tail segment. Yes tail is actually the 'first' segment.
- source[1] = 8
+ source.x = 8
if 1 < #snake.segments then
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
+ elseif i < #snake.segments and seg.heading ~= snake.segments[ i+1 ].heading then -- Turned middle segments.
+ source.x = 0
-- Mirror turned segment to other way.
if onLeft( seg.heading, snake.segments[ i+1 ].heading ) then
- source[4] = -8
+ source.height = -8
end
- elseif i == #snake.segments and not vector2IsEqual( seg.heading, snake.heading ) then -- Turned segment before head.
- source[1] = 0
+ elseif i == #snake.segments and seg.heading ~= snake.heading then -- Turned segment before head.
+ source.x = 0
if onLeft( seg.heading, snake.heading ) then
- source[4] = -8
+ source.height = -8
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, RL.WHITE )
+ RL.DrawTexturePro(
+ snakeTexture,
+ source,
+ { seg.pos.x * TILE_SIZE + 4, seg.pos.y * 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, RL.WHITE )
+ RL.DrawTexturePro(
+ snakeTexture,
+ { 24, 0, 8, 8 },
+ { snake.headPos.x * TILE_SIZE + 4,
+ snake.headPos.y * 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 }, RL.WHITE )
+ RL.DrawTexture( appleTexture, { applePos.x * TILE_SIZE, applePos.y * TILE_SIZE }, RL.WHITE )
end
function RL.draw()
@@ -218,5 +239,12 @@ function RL.draw()
RL.EndTextureMode()
-- Draw framebuffer to window.
- RL.DrawTexturePro( RL.GetRenderTextureTexture( framebuffer ), { 0, 0, RESOLUTION[1], -RESOLUTION[2] }, { 0, 0, winSize[1], winSize[2] }, { 0, 0 }, 0.0, RL.WHITE )
+ RL.DrawTexturePro(
+ RL.GetRenderTextureTexture( framebuffer ),
+ { 0, 0, RESOLUTION.x, -RESOLUTION.y },
+ { 0, 0, winSize.x, winSize.y },
+ { 0, 0 },
+ 0.0,
+ RL.WHITE
+ )
end