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-rw-r--r--examples/compressed_resource_file/main.lua94
-rw-r--r--examples/snake/main.lua32
2 files changed, 110 insertions, 16 deletions
diff --git a/examples/compressed_resource_file/main.lua b/examples/compressed_resource_file/main.lua
new file mode 100644
index 0000000..0f9f904
--- /dev/null
+++ b/examples/compressed_resource_file/main.lua
@@ -0,0 +1,94 @@
+-- Simple example to store compressed image to file.
+-- To store multiple assets, some sort of addressing would be required.
+
+package.path = package.path..";"..RL.GetBasePath().."../resources/lib/?.lua"
+
+Vector2 = require( "vector2" )
+
+local texture = nil
+local dataFileName = "data"
+local compress = true
+-- local compress = false
+
+local function writeDataFile( path )
+ local image = RL.LoadImage( RL.GetBasePath().."../resources/images/arcade_platformerV2.png" )
+
+ if not image then
+ return
+ end
+
+ local imgData = {
+ size = Vector2:newT( RL.GetImageSize( image ) ),
+ mipmaps = RL.GetImageMipmaps( image ),
+ format = RL.GetImageFormat( image ),
+ data = RL.GetImageData( image ),
+ }
+ -- Header and image data. We devide imgData.data by 4 since we use unsigned ints as buffer type.
+ local totalLength = 4 + RL.GetBufferLength( imgData.data ) / 4
+ local buffer = RL.LoadBufferFormatted( totalLength, RL.BUFFER_UNSIGNED_INT, 0 )
+
+ RL.SetBufferData( buffer, 0, imgData.size.x )
+ RL.SetBufferData( buffer, 1, imgData.size.y )
+ RL.SetBufferData( buffer, 2, imgData.mipmaps )
+ RL.SetBufferData( buffer, 3, imgData.format )
+ RL.CopyBufferData( buffer, imgData.data, 4, 0, RL.GetBufferLength( imgData.data ) )
+
+ if compress then
+ RL.ExportBuffer( RL.CompressData( buffer ), path )
+ else
+ RL.ExportBuffer( buffer, path )
+ end
+end
+
+local function loadDataFile( path )
+ local buffer = RL.LoadBufferFromFile( path, RL.BUFFER_UNSIGNED_INT )
+
+ if not buffer then
+ return
+ end
+
+ if compress then
+ buffer = RL.DecompressData( buffer )
+ end
+
+ local imgData = {
+ size = Vector2:newT( RL.GetBufferData( buffer, 0, 2 ) ),
+ mipmaps = RL.GetBufferData( buffer, 2, 1 )[1],
+ format = RL.GetBufferData( buffer, 3, 1 )[1],
+ data = nil,
+ }
+ local imageDataSize = RL.GetPixelDataSize( imgData.size, imgData.format )
+
+ imgData.data = RL.LoadBufferFormatted( imageDataSize, RL.BUFFER_UNSIGNED_CHAR, 0 )
+
+ RL.CopyBufferData( imgData.data, buffer, 0, 4, imageDataSize / 4 )
+
+ local image = RL.LoadImageFromData(
+ imgData.data,
+ imgData.size,
+ imgData.mipmaps,
+ imgData.format
+ )
+ texture = RL.LoadTextureFromImage( image )
+end
+
+function RL.init()
+ RL.SetWindowTitle( "Compressed resource file" )
+ RL.SetWindowState( RL.FLAG_VSYNC_HINT )
+
+ local path = RL.GetBasePath()..dataFileName
+
+ writeDataFile( path )
+ loadDataFile( path )
+end
+
+function RL.update( delta )
+end
+
+function RL.draw()
+ RL.ClearBackground( RL.RAYWHITE )
+
+ if texture then
+ RL.DrawTextureEx( texture, { 0, 0 }, 0, 2, RL.WHITE )
+ end
+end
diff --git a/examples/snake/main.lua b/examples/snake/main.lua
index 026e621..fe30403 100644
--- a/examples/snake/main.lua
+++ b/examples/snake/main.lua
@@ -1,11 +1,11 @@
package.path = package.path..";"..RL.GetBasePath().."../resources/lib/?.lua"
Util = require( "utillib" )
-Vec2 = require( "vector2" )
-Rect = require( "rectangle" )
+Vector2 = require( "vector2" )
+Rectangle = require( "rectangle" )
-- Defines
-local RESOLUTION = Vec2:new( 128, 128 )
+local RESOLUTION = Vector2:new( 128, 128 )
local TILE_SIZE = 8
local LEVEL_SIZE = RESOLUTION.x / TILE_SIZE
local STATE = { TITLE = 0, GAME = 1, OVER = 2 } -- Enum.
@@ -13,10 +13,10 @@ local STATE = { TITLE = 0, GAME = 1, OVER = 2 } -- Enum.
-- Resources
local framebuffer = nil
local monitor = 0
-local monitorPos = Vec2:newT( RL.GetMonitorPosition( monitor ) )
-local monitorSize = Vec2:newT( RL.GetMonitorSize( monitor ) )
+local monitorPos = Vector2:newT( RL.GetMonitorPosition( monitor ) )
+local monitorSize = Vector2:newT( RL.GetMonitorSize( monitor ) )
local winScale = 6
-local winSize = Vec2:new( RESOLUTION.x * winScale, RESOLUTION.y * winScale )
+local winSize = Vector2:new( RESOLUTION.x * winScale, RESOLUTION.y * winScale )
local gameState = STATE.GAME
local grassTexture = nil
local snakeTexture = nil
@@ -28,10 +28,10 @@ local applePos = {}
local function setSnake()
snake = {
- heading = Vec2:new( 1, 0 ),
- control = Vec2:new( 1, 0 ),
- headPos = Vec2:new( LEVEL_SIZE / 2, LEVEL_SIZE / 2 ),
- segments = {}, -- { pos Vec2, heading Vec2 }
+ heading = Vector2:new( 1, 0 ),
+ control = Vector2:new( 1, 0 ),
+ headPos = Vector2:new( LEVEL_SIZE / 2, LEVEL_SIZE / 2 ),
+ segments = {}, -- { pos Vector2, heading Vector2 }
grow = 2,
}
end
@@ -52,7 +52,7 @@ local function addSegment()
end
local function setApplePos()
- applePos = Vec2:new( math.random( 0, LEVEL_SIZE - 1 ), math.random( 0, LEVEL_SIZE - 1 ) )
+ applePos = Vector2:new( math.random( 0, LEVEL_SIZE - 1 ), math.random( 0, LEVEL_SIZE - 1 ) )
local search = true
while search do
@@ -167,16 +167,16 @@ 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 ( this == Vec2:temp( 0, -1 ) and nextSeg == Vec2:temp( -1, 0 ) )
- or ( this == Vec2:temp( -1, 0 ) and nextSeg == Vec2:temp( 0, 1 ) )
- or ( this == Vec2:temp( 0, 1 ) and nextSeg == Vec2:temp( 1, 0 ) )
- or ( this == Vec2:temp( 1, 0 ) and nextSeg == Vec2:temp( 0, -1 ) )
+ return ( this == Vector2:temp( 0, -1 ) and nextSeg == Vector2:temp( -1, 0 ) )
+ or ( this == Vector2:temp( -1, 0 ) and nextSeg == Vector2:temp( 0, 1 ) )
+ or ( this == Vector2:temp( 0, 1 ) and nextSeg == Vector2:temp( 1, 0 ) )
+ or ( this == Vector2:temp( 1, 0 ) and nextSeg == Vector2:temp( 0, -1 ) )
end
local function drawSnake()
for i, seg in ipairs( snake.segments ) do
local angle = seg.heading:atan2()
- local source = Rect:temp( 16, 0, 8, 8 )
+ local source = Rectangle:temp( 16, 0, 8, 8 )
if i == 1 then -- Tail segment. Yes tail is actually the 'first' segment.
source.x = 8