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Add scaling
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parent
b2ccd962c9
commit
ae380bb635
3 changed files with 45 additions and 15 deletions
10
src/game.rs
10
src/game.rs
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@ -3,7 +3,7 @@ mod player;
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use sfml::{
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graphics::{
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glsl::{Vec2, Vec4},
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Color, Rect, RectangleShape, RenderStates, RenderTarget, RenderWindow, Shape, Sprite,
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Color, Rect, RectangleShape, RenderStates, RenderTarget, RenderTexture, Shape, Sprite,
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Transformable,
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},
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system::Clock,
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@ -40,7 +40,7 @@ pub enum Biome {
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}
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impl GameState {
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pub(crate) fn draw_world(&mut self, rw: &mut RenderWindow, res: &mut Res) {
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pub(crate) fn draw_world(&mut self, rw: &mut RenderTexture, res: &mut Res) {
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let mut rs = RenderStates::default();
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res.lighting_shader.set_uniform_bool("has_texture", true);
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rs.set_shader(Some(&res.lighting_shader));
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@ -62,7 +62,7 @@ impl GameState {
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}
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});
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}
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pub fn draw_entities(&mut self, rw: &mut RenderWindow, res: &mut Res) {
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pub fn draw_entities(&mut self, rw: &mut RenderTexture, res: &mut Res) {
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let mut rend_st = RenderStates::default();
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res.lighting_shader.set_uniform_bool("has_texture", false);
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rend_st.set_shader(Some(&res.lighting_shader));
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@ -120,8 +120,8 @@ impl GameState {
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}
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pub fn for_each_tile_on_screen(camera_offset: WorldPos, mut f: impl FnMut(TilePos, ScreenPos)) {
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for y in (-32..NATIVE_RESOLUTION.h + 32).step_by(32) {
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for x in (-32..NATIVE_RESOLUTION.w + 32).step_by(32) {
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for y in (-32..(NATIVE_RESOLUTION.h as i16) + 32).step_by(32) {
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for x in (-32..(NATIVE_RESOLUTION.w as i16) + 32).step_by(32) {
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f(
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TilePos {
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x: wp_to_tp(camera_offset.x.saturating_add(x.try_into().unwrap_or(0))),
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