Redesign the scaling of the game for depth to feel more meaningful

This commit is contained in:
crumblingstatue 2023-04-04 23:29:32 +02:00
parent d6f3eb07f2
commit 6c99beb47d
5 changed files with 42 additions and 17 deletions

View file

@ -1,6 +1,8 @@
mod player;
use sfml::graphics::{Rect, RectangleShape, RenderTarget, RenderWindow, Sprite, Transformable};
use sfml::graphics::{
Color, Rect, RectangleShape, RenderTarget, RenderWindow, Shape, Sprite, Transformable,
};
use crate::{
graphics::{ScreenPos, ScreenPosScalar, NATIVE_RESOLUTION},
@ -56,6 +58,13 @@ impl GameState {
));
rs.set_size((w as f32, h as f32));
rw.draw(&rs);
rs.set_size((2., 2.));
rs.set_fill_color(Color::RED);
rs.set_position((
(self.player.col_en.en.pos.x - self.camera_offset.x as i32) as f32,
(self.player.col_en.en.pos.y - self.camera_offset.y as i32) as f32,
));
rw.draw(&rs);
}
}
@ -79,7 +88,7 @@ pub fn for_each_tile_on_screen(camera_offset: WorldPos, mut f: impl FnMut(TilePo
impl Default for GameState {
fn default() -> Self {
let mut spawn_point = WorldPos::SURFACE_CENTER;
spawn_point.y -= 300;
spawn_point.y -= 304;
Self {
camera_offset: spawn_point,
world: Default::default(),