Screen Scaling
BIN
assets/ball_mod1.png
Executable file
After Width: | Height: | Size: 1.5 KiB |
BIN
assets/block1_mod1.png
Executable file
After Width: | Height: | Size: 3.4 KiB |
BIN
assets/block2_mod1.png
Executable file
After Width: | Height: | Size: 3.3 KiB |
BIN
assets/block3_mod1.png
Executable file
After Width: | Height: | Size: 3.3 KiB |
BIN
assets/bonus_floor_mod1.png
Executable file
After Width: | Height: | Size: 5.9 KiB |
BIN
assets/bonus_gothrough_mod1.png
Executable file
After Width: | Height: | Size: 10 KiB |
BIN
assets/bonus_multiplier_mod1.png
Executable file
After Width: | Height: | Size: 6.1 KiB |
BIN
assets/reflector_mod1.png
Executable file
After Width: | Height: | Size: 72 KiB |
@ -26,7 +26,7 @@ void TGameCredits::Draw()
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RenderUniform1f("Transparency", transparency);
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glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList["main_menu_bkg_left"]);
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Renderer->DrawRect(Vector2f(0, 0.f), Vector2f(480.f, 320.f));
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Renderer->DrawRect(Vector2f(0, 0.f), Vector2f(Renderer->GetScreenWidth(), Renderer->GetScreenHeight()));
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const Vector2f creditsPos(140.f, 130.f);
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@ -85,7 +85,7 @@ void TBrick::TryDrawAppear(int ipos, int jpos)
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*SE::Console << "TBrick::TryDrawAppear";
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Vector2f centerPos = GetPosFrom(ipos, jpos);
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Vector2f blockHalfSize = Vector2f(0.5f*CONST_BRICK_WIDTH, 0.5f*CONST_BRICK_HEIGHT);
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Vector2f blockHalfSize = Vector2f(0.5f*CONST_BRICK_WIDTH * Renderer->GetScreenWidth()/480.f, 0.5f*CONST_BRICK_HEIGHT * Renderer->GetScreenHeight()/320.f);
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std::string texName;
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if (Locked == 2)
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@ -153,9 +153,9 @@ Vector4f TBrick::GetColor()
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Vector2f TBrick::GetPosFrom(int ipos, int jpos)
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{
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*SE::Console << "TBrick::GetPosFrom";
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const Vector2f BorderShift(CONST_BRICK_SHIFT_X, CONST_BRICK_SHIFT_Y);
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const Vector2f BorderShift(CONST_BRICK_SHIFT_X * Renderer->GetScreenWidth()/480.f, CONST_BRICK_SHIFT_Y * Renderer->GetScreenHeight()/320.f);
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return BorderShift+Vector2f(CONST_BRICK_WIDTH*ipos + 0.5f*CONST_BRICK_WIDTH, 320.f - CONST_BRICK_HEIGHT*(jpos)-0.5f*CONST_BRICK_HEIGHT);
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return BorderShift+Vector2f(CONST_BRICK_WIDTH*Renderer->GetScreenWidth()/480.f*ipos + 0.5f*CONST_BRICK_WIDTH*Renderer->GetScreenWidth()/480.f, Renderer->GetScreenHeight() - CONST_BRICK_HEIGHT*Renderer->GetScreenHeight()/320.f*(jpos)-0.5f*CONST_BRICK_HEIGHT*Renderer->GetScreenHeight()/320.f);
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}
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@ -489,8 +489,8 @@ void TGameLevel::ReloadBlockInstansingList()
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itr--;
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}
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Vector2f posFrom = BlockMatrix[i][j].GetPosFrom(i,j) + Vector2f(-0.5f*CONST_BRICK_WIDTH, -0.5f*CONST_BRICK_HEIGHT);
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Vector2f posTo = BlockMatrix[i][j].GetPosFrom(i,j) + Vector2f(+0.5f*CONST_BRICK_WIDTH, +0.5f*CONST_BRICK_HEIGHT);
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Vector2f posFrom = BlockMatrix[i][j].GetPosFrom(i,j) + Vector2f(-0.5f*CONST_BRICK_WIDTH*Renderer->GetScreenWidth()/480.f, -0.5f*CONST_BRICK_HEIGHT*Renderer->GetScreenHeight()/320.f);
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Vector2f posTo = BlockMatrix[i][j].GetPosFrom(i,j) + Vector2f(+0.5f*CONST_BRICK_WIDTH*Renderer->GetScreenWidth()/480.f, +0.5f*CONST_BRICK_HEIGHT*Renderer->GetScreenHeight()/320.f);
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itr->second.Data += MakeDataTriangleList(posFrom, posTo);
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@ -508,8 +508,8 @@ void TGameLevel::ReloadBlockInstansingList()
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Vector2f TGameLevel::GetBlock(const Vector2f& pos)
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{
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*SE::Console << "TGameLevel::GetBlock";
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int x = static_cast<int>((pos(0) - CONST_BRICK_SHIFT_X) / CONST_BRICK_WIDTH);
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int y = static_cast<int>((320.0f + CONST_BRICK_SHIFT_Y - pos(1)) / CONST_BRICK_HEIGHT);
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int x = static_cast<int>((pos(0) - CONST_BRICK_SHIFT_X*Renderer->GetScreenWidth()/480.f) / CONST_BRICK_WIDTH*Renderer->GetScreenWidth()/480.f);
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int y = static_cast<int>((Renderer->GetScreenHeight() + CONST_BRICK_SHIFT_Y*Renderer->GetScreenHeight()/320.f - pos(1)) / CONST_BRICK_HEIGHT*Renderer->GetScreenHeight()/320.f);
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if (x < 0)
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x = 0;
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@ -726,7 +726,7 @@ void TGameLevel::Draw()
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Renderer->ScaleMatrix(scale);
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Renderer->TranslateMatrix(-Vector3f(Renderer->GetMatrixWidth() * 0.5f, Renderer->GetMatrixHeight() * 0.5f, 0));
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glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[LevelScreenTexture]);
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Renderer->DrawRect(Vector2f(0, 0), Vector2f(480.f, 320.f));
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Renderer->DrawRect(Vector2f(0, 0), Vector2f(Renderer->GetScreenWidth(), Renderer->GetScreenHeight())); // Game Screen Scale
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Renderer->PopMatrix();
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CheckGlError();
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return;
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@ -763,14 +763,14 @@ void TGameLevel::Draw()
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{
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Renderer->SwitchToFrameBuffer("LevelBuffer");
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Renderer->SetProjectionMatrix(480.f, 320.f);
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Renderer->SetProjectionMatrix(Renderer->GetScreenWidth(), Renderer->GetScreenHeight());
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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glClear( GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
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CheckGlError();
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}
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glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[BkgTexture]);
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Renderer->DrawRect(Vector2f(0, 0), Vector2f(480.f, 320.f));
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Renderer->DrawRect(Vector2f(0, 0), Vector2f(Renderer->GetScreenWidth(), Renderer->GetScreenHeight()));
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std::list<TBall>::iterator iBall;
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@ -811,19 +811,32 @@ void TGameLevel::Draw()
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glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_REFLECTOR_TEXTURE]);
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Renderer->DrawRect(Vector2f(-128.f, -16.f)+ReflectorPos, Vector2f(128.f, 16.f)+ReflectorPos);
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float tSW = Renderer->GetScreenWidth(); // Screen Width
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float tSH = Renderer->GetScreenHeight(); // Screen Height
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float lWTW = tSW / static_cast<float>(ResourceManager->TexList.GetTextureHeight(CONST_WALL_LEFT_TEXTURE)) * static_cast<float>(ResourceManager->TexList.GetTextureWidth(CONST_WALL_LEFT_TEXTURE)) * tSH/tSW; // left Wall Texture Width
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float rWTW = lWTW; // right Wall Texture Width
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float uWTW = (tSW - (lWTW + rWTW)) / static_cast<float>(ResourceManager->TexList.GetTextureWidth(CONST_WALL_UP_TEXTURE)) * static_cast<float>(ResourceManager->TexList.GetTextureHeight(CONST_WALL_UP_TEXTURE)) * tSW/tSH; // up Wall Texture Width
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float bWTO = (lWTW+rWTW) * 0.5f; // bonus Wall x-Offset
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float bWTW = (tSW-bWTO)/static_cast<float>(ResourceManager->TexList.GetTextureWidth(CONST_WALL_BONUS_TEXTURE)) * static_cast<float>(ResourceManager->TexList.GetTextureHeight(CONST_WALL_BONUS_TEXTURE)) * tSW/tSH; // bonus Wall Texture Width
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const Vector2f wallUpPos1(240.f-256.f, 320.f-64.f);
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const Vector2f wallUpPos2(240.f+256.f, 320.f);
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//const Vector2f wallUpPos1(240.f-256.f, 320.f-64.f);
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//const Vector2f wallUpPos2(240.f+256.f, 320.f);
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const Vector2f wallUpPos1(lWTW, tSH-uWTW);
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const Vector2f wallUpPos2(tSW - rWTW, tSH);
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glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_WALL_UP_TEXTURE]);
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Renderer->DrawRect(wallUpPos1, wallUpPos2);
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const Vector2f wallLeftPos1(0.f, 320.f - 512.f);
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const Vector2f wallLeftPos2(32.f, 320.f);
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//const Vector2f wallLeftPos1(0.f, 320.f - 512.f);
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//const Vector2f wallLeftPos2(32.f, 320.f);
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const Vector2f wallLeftPos1(0.f, 0.f);
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const Vector2f wallLeftPos2(lWTW, tSH);
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glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_WALL_LEFT_TEXTURE]);
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Renderer->DrawRect(wallLeftPos1, wallLeftPos2);
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const Vector2f wallRightPos1(480.f-32.f, 320.f - 512.f);
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const Vector2f wallRightPos2(480.f, 320.f);
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//const Vector2f wallRightPos1(480.f-32.f, 320.f - 512.f);
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//const Vector2f wallRightPos2(480.f, 320.f);
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const Vector2f wallRightPos1(tSW-rWTW, 0.f);
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const Vector2f wallRightPos2(tSW, tSH);
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glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_WALL_RIGHT_TEXTURE]);
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Renderer->DrawRect(wallRightPos1, wallRightPos2);
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@ -835,7 +848,10 @@ void TGameLevel::Draw()
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glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_WALL_BONUS_TEXTURE]);
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Renderer->DrawRect(Vector2f(-256.f, -16.f)+wallDownPos, Vector2f(256.f, 16.f)+wallDownPos);
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//Renderer->DrawRect(Vector2f(-256.f, -16.f)+wallDownPos, Vector2f(256.f, 16.f)+wallDownPos);
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const Vector2f wallBonusPos1(bWTO, wallDownPos[1] - bWTW*0.5f);
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const Vector2f wallBonusPos2(tSW - bWTO, wallDownPos[1] + bWTW*0.5f);
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Renderer->DrawRect(wallBonusPos1, wallBonusPos2);
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}
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@ -1401,7 +1417,7 @@ void TGameLevel::UpdateBallList(size_t dt)
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Vector2f ballPos = iBall->GetPos();
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if (ballPos(0) > 480.f-15.f)
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if (ballPos(0) > Renderer->GetScreenWidth()-15.f)
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{
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iBall->ReflectToLeft();
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}
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@ -1411,7 +1427,7 @@ void TGameLevel::UpdateBallList(size_t dt)
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iBall->ReflectToRight();
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}
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if (ballPos(1) > 320.0f-16.f)
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if (ballPos(1) > Renderer->GetScreenHeight()-16.f)
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{
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iBall->ReflectToDown();
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}
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@ -20,18 +20,19 @@ boost::signals2::signal<void (Vector2f)> OnScrollSignal;
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boost::signals2::signal<void ()> OnDrawSignal;
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const std::string CONST_BLOCK_TEXTURE1 = "block1";
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const std::string CONST_BLOCK_TEXTURE2 = "block2";
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const std::string CONST_BLOCK_TEXTURE3 = "block3";
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const std::string CONST_BLOCK_TEXTURE1 = "block1_mod1";
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const std::string CONST_BLOCK_TEXTURE2 = "block2_mod1";
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const std::string CONST_BLOCK_TEXTURE3 = "block3_mod1";
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const std::string CONST_BONUS_GOTHROUGH_TEXTURE = "bonus_gothrough";
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const std::string CONST_BONUS_MULTIPLIER_TEXTURE = "bonus_multiplier";
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const std::string CONST_BONUS_FLOOR_TEXTURE = "bonus_floor";
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const std::string CONST_BONUS_GOTHROUGH_TEXTURE = "bonus_gothrough_mod1";
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const std::string CONST_BONUS_MULTIPLIER_TEXTURE = "bonus_multiplier_mod1";
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const std::string CONST_BONUS_FLOOR_TEXTURE = "bonus_floor_mod1";
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const std::string CONST_BALL_TEXTURE = "ball_mod1";
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const std::string CONST_BALL_TEXTURE = "ball";
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const std::string CONST_BALLGLOW_TEXTURE = "ball_glow";
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const std::string CONST_REFLECTOR_TEXTURE = "reflector";
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const std::string CONST_REFLECTOR_TEXTURE = "reflector_mod1";
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/*
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const std::string CONST_WALL_LEFT_TEXTURE = "wall_left";
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const std::string CONST_WALL_RIGHT_TEXTURE = "wall_right";
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@ -8,8 +8,8 @@ int APIENTRY WinMain(HINSTANCE hCurrentInst, HINSTANCE hPreviousInst,
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LPSTR lpszCmdLine, int nCmdShow)
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{
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int width = 480;
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int height = 320;
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int width = 800;
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int height = 480;
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if (CreateEngine(width, height))
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