mirror of
https://github.com/Noratrieb/game-wip-dontplay.git
synced 2026-01-14 19:55:02 +01:00
Make viewport the same size as the window
This commit is contained in:
parent
4fb622989b
commit
e2a38e80d7
3 changed files with 27 additions and 27 deletions
21
src/app.rs
21
src/app.rs
|
|
@ -15,7 +15,7 @@ use sfml::{
|
|||
use crate::{
|
||||
debug::DebugState,
|
||||
game::{for_each_tile_on_screen, Biome, GameState},
|
||||
graphics::{self, ScreenPos, ScreenPosScalar, NATIVE_RESOLUTION},
|
||||
graphics::{self, ScreenPos, ScreenPosScalar},
|
||||
input::Input,
|
||||
math::{center_offset, px_per_frame_to_km_h, WorldPos, M_PER_PX, TILE_SIZE},
|
||||
res::Res,
|
||||
|
|
@ -45,8 +45,9 @@ impl App {
|
|||
res.surf_music.set_looping(true);
|
||||
res.surf_music.set_volume(10.0);
|
||||
res.surf_music.play();
|
||||
let rt = RenderTexture::new(NATIVE_RESOLUTION.w.into(), NATIVE_RESOLUTION.h.into())
|
||||
.context("Failed to create render texture")?;
|
||||
let rw_size = rw.size();
|
||||
let rt =
|
||||
RenderTexture::new(rw_size.x, rw_size.y).context("Failed to create render texture")?;
|
||||
Ok(Self {
|
||||
rw,
|
||||
should_quit: false,
|
||||
|
|
@ -77,6 +78,7 @@ impl App {
|
|||
match ev {
|
||||
Event::Closed => self.should_quit = true,
|
||||
Event::Resized { width, height } => {
|
||||
self.rt = RenderTexture::new(width, height).unwrap();
|
||||
let view = View::from_rect(Rect::new(0., 0., width as f32, height as f32));
|
||||
self.rw.set_view(&view);
|
||||
}
|
||||
|
|
@ -87,6 +89,7 @@ impl App {
|
|||
|
||||
fn do_update(&mut self) {
|
||||
self.debug.update(&self.input);
|
||||
let rt_size = self.rt.size();
|
||||
if self.debug.freecam {
|
||||
self.do_freecam();
|
||||
} else {
|
||||
|
|
@ -115,7 +118,7 @@ impl App {
|
|||
.vspeed
|
||||
.clamp(-terminal_velocity, terminal_velocity);
|
||||
let mut on_screen_tile_ents = Vec::new();
|
||||
for_each_tile_on_screen(self.game.camera_offset, |tp, _sp| {
|
||||
for_each_tile_on_screen(self.game.camera_offset, self.rt.size(), |tp, _sp| {
|
||||
let tid = self.game.world.tile_at_mut(tp, &self.game.worldgen).mid;
|
||||
if tid == Tile::EMPTY {
|
||||
return;
|
||||
|
|
@ -158,13 +161,11 @@ impl App {
|
|||
});
|
||||
self.game.player.vspeed += self.game.gravity;
|
||||
let (x, y, _w, _h) = self.game.player.col_en.en.xywh();
|
||||
self.game.camera_offset.x =
|
||||
(x - NATIVE_RESOLUTION.w as i32 / 2).try_into().unwrap_or(0);
|
||||
self.game.camera_offset.y =
|
||||
(y - NATIVE_RESOLUTION.h as i32 / 2).try_into().unwrap_or(0);
|
||||
self.game.camera_offset.x = (x - rt_size.x as i32 / 2).try_into().unwrap_or(0);
|
||||
self.game.camera_offset.y = (y - rt_size.y as i32 / 2).try_into().unwrap_or(0);
|
||||
}
|
||||
let mut loc = self.input.mouse_down_loc;
|
||||
let vco = viewport_center_offset(self.rw.size(), self.rt.size(), self.scale);
|
||||
let vco = viewport_center_offset(self.rw.size(), rt_size, self.scale);
|
||||
loc.x -= vco.x;
|
||||
loc.y -= vco.y;
|
||||
loc.x /= self.scale as ScreenPosScalar;
|
||||
|
|
@ -241,7 +242,7 @@ impl App {
|
|||
|
||||
fn do_rendering(&mut self) {
|
||||
self.rt.clear(Color::rgb(55, 221, 231));
|
||||
self.game.render_pre_step(&mut self.res);
|
||||
self.game.render_pre_step(&mut self.res, self.rt.size());
|
||||
self.game.draw_world(&mut self.rt, &mut self.res);
|
||||
self.game.draw_entities(&mut self.rt, &mut self.res);
|
||||
self.rt.display();
|
||||
|
|
|
|||
29
src/game.rs
29
src/game.rs
|
|
@ -6,12 +6,12 @@ use sfml::{
|
|||
Color, Rect, RectangleShape, RenderStates, RenderTarget, RenderTexture, Shape, Sprite,
|
||||
Transformable,
|
||||
},
|
||||
system::Clock,
|
||||
system::{Clock, Vector2u},
|
||||
SfBox,
|
||||
};
|
||||
|
||||
use crate::{
|
||||
graphics::{ScreenPos, ScreenPosScalar, NATIVE_RESOLUTION},
|
||||
graphics::{ScreenPos, ScreenPosScalar},
|
||||
math::{wp_to_tp, WorldPos},
|
||||
res::Res,
|
||||
world::{Tile, TileId, TilePos, World},
|
||||
|
|
@ -45,7 +45,7 @@ impl GameState {
|
|||
res.lighting_shader.set_uniform_bool("has_texture", true);
|
||||
rs.set_shader(Some(&res.lighting_shader));
|
||||
let mut s = Sprite::with_texture(&res.tile_atlas);
|
||||
for_each_tile_on_screen(self.camera_offset, |tp, sp| {
|
||||
for_each_tile_on_screen(self.camera_offset, rw.size(), |tp, sp| {
|
||||
let tile = self.world.tile_at_mut(tp, &self.worldgen);
|
||||
s.set_position(sp.to_sf_vec());
|
||||
if tile.bg != Tile::EMPTY {
|
||||
|
|
@ -82,21 +82,16 @@ impl GameState {
|
|||
));
|
||||
rw.draw(&rect_sh);
|
||||
}
|
||||
pub fn render_pre_step(&mut self, res: &mut Res) {
|
||||
pub fn render_pre_step(&mut self, res: &mut Res, rt_size: Vector2u) {
|
||||
res.lighting_shader.set_uniform_current_texture("texture");
|
||||
res.lighting_shader
|
||||
.set_uniform_float("time", self.clock.elapsed_time().as_seconds() * 10.0);
|
||||
res.lighting_shader.set_uniform_vec2(
|
||||
"mouse",
|
||||
Vec2::new(
|
||||
NATIVE_RESOLUTION.w as f32 / 2.0,
|
||||
NATIVE_RESOLUTION.h as f32 / 2.0,
|
||||
),
|
||||
);
|
||||
res.lighting_shader.set_uniform_vec2(
|
||||
"resolution",
|
||||
Vec2::new(NATIVE_RESOLUTION.w as f32, NATIVE_RESOLUTION.h as f32),
|
||||
Vec2::new(rt_size.x as f32 / 2.0, rt_size.y as f32 / 2.0),
|
||||
);
|
||||
res.lighting_shader
|
||||
.set_uniform_vec2("resolution", Vec2::new(rt_size.x as f32, rt_size.y as f32));
|
||||
res.lighting_shader.set_uniform_vec4(
|
||||
"lightData",
|
||||
Vec4 {
|
||||
|
|
@ -119,9 +114,13 @@ impl GameState {
|
|||
}
|
||||
}
|
||||
|
||||
pub fn for_each_tile_on_screen(camera_offset: WorldPos, mut f: impl FnMut(TilePos, ScreenPos)) {
|
||||
for y in (-32..(NATIVE_RESOLUTION.h as i16) + 32).step_by(32) {
|
||||
for x in (-32..(NATIVE_RESOLUTION.w as i16) + 32).step_by(32) {
|
||||
pub fn for_each_tile_on_screen(
|
||||
camera_offset: WorldPos,
|
||||
rt_size: Vector2u,
|
||||
mut f: impl FnMut(TilePos, ScreenPos),
|
||||
) {
|
||||
for y in (-32..(rt_size.y as i16) + 32).step_by(32) {
|
||||
for x in (-32..(rt_size.x as i16) + 32).step_by(32) {
|
||||
f(
|
||||
TilePos {
|
||||
x: wp_to_tp(camera_offset.x.saturating_add(x.try_into().unwrap_or(0))),
|
||||
|
|
|
|||
|
|
@ -37,11 +37,11 @@ impl ScreenPos {
|
|||
}
|
||||
}
|
||||
|
||||
pub const NATIVE_RESOLUTION: ScreenRes = ScreenRes { w: 960, h: 540 };
|
||||
const DEFAULT_RES: ScreenRes = ScreenRes { w: 960, h: 540 };
|
||||
|
||||
pub fn make_window() -> RenderWindow {
|
||||
let mut rw = RenderWindow::new(
|
||||
NATIVE_RESOLUTION.to_sf(),
|
||||
DEFAULT_RES.to_sf(),
|
||||
"Mantle Diver",
|
||||
Style::DEFAULT,
|
||||
&ContextSettings::default(),
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue