Level screen scaling

This commit is contained in:
Alexander Biryukov 2018-03-21 17:55:54 +05:00
parent 0717486119
commit f246d1a710
8 changed files with 40 additions and 34 deletions

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assets/wall_left_mod1.png Executable file

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assets/wall_right_mod1.png Executable file

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assets/wall_up_mod1.png Executable file

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@ -85,7 +85,7 @@ void TBrick::TryDrawAppear(int ipos, int jpos)
*SE::Console << "TBrick::TryDrawAppear";
Vector2f centerPos = GetPosFrom(ipos, jpos);
Vector2f blockHalfSize = Vector2f(0.5f*CONST_BRICK_WIDTH * Renderer->GetScreenWidth()/480.f, 0.5f*CONST_BRICK_HEIGHT * Renderer->GetScreenHeight()/320.f);
Vector2f blockHalfSize = Vector2f(0.5f*CONST_BRICK_WIDTH * (Renderer->GetScreenWidth()/480.f), 0.5f*CONST_BRICK_HEIGHT * (Renderer->GetScreenHeight()/320.f));
std::string texName;
if (Locked == 2)
@ -153,9 +153,9 @@ Vector4f TBrick::GetColor()
Vector2f TBrick::GetPosFrom(int ipos, int jpos)
{
*SE::Console << "TBrick::GetPosFrom";
const Vector2f BorderShift(CONST_BRICK_SHIFT_X * Renderer->GetScreenWidth()/480.f, CONST_BRICK_SHIFT_Y * Renderer->GetScreenHeight()/320.f);
const Vector2f BorderShift(CONST_BRICK_SHIFT_X * (Renderer->GetScreenWidth()/480.f), CONST_BRICK_SHIFT_Y * (Renderer->GetScreenHeight()/320.f));
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);
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));
}
@ -489,8 +489,8 @@ void TGameLevel::ReloadBlockInstansingList()
itr--;
}
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);
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);
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));
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));
itr->second.Data += MakeDataTriangleList(posFrom, posTo);
@ -508,8 +508,9 @@ void TGameLevel::ReloadBlockInstansingList()
Vector2f TGameLevel::GetBlock(const Vector2f& pos)
{
*SE::Console << "TGameLevel::GetBlock";
int x = static_cast<int>((pos(0) - CONST_BRICK_SHIFT_X*Renderer->GetScreenWidth()/480.f) / CONST_BRICK_WIDTH*Renderer->GetScreenWidth()/480.f);
int y = static_cast<int>((Renderer->GetScreenHeight() + CONST_BRICK_SHIFT_Y*Renderer->GetScreenHeight()/320.f - pos(1)) / CONST_BRICK_HEIGHT*Renderer->GetScreenHeight()/320.f);
int x = static_cast<int>((pos(0) - CONST_BRICK_SHIFT_X*(Renderer->GetScreenWidth()/480.f)) / (CONST_BRICK_WIDTH*(Renderer->GetScreenWidth()/480.f)));
int y = static_cast<int>((Renderer->GetScreenHeight() + CONST_BRICK_SHIFT_Y*(Renderer->GetScreenHeight()/320.f) - pos(1)) / (CONST_BRICK_HEIGHT*(Renderer->GetScreenHeight()/320.f)));
if (x < 0)
x = 0;
@ -523,6 +524,7 @@ Vector2f TGameLevel::GetBlock(const Vector2f& pos)
if (y > CONST_BRICKMATRIX_HEIGHT-1)
y = CONST_BRICKMATRIX_HEIGHT-1;
return Vector2f(x, y);
}
@ -813,30 +815,31 @@ void TGameLevel::Draw()
float tSW = Renderer->GetScreenWidth(); // Screen Width
float tSH = Renderer->GetScreenHeight(); // Screen Height
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
float lrFBO = 4 * tSH/320.f; // Left/Right Wall Textures offset from bottom
float uWTW = tSW * (static_cast<float>(ResourceManager->TexList.GetTextureHeight(CONST_WALL_UP_TEXTURE)) / static_cast<float>(ResourceManager->TexList.GetTextureWidth(CONST_WALL_UP_TEXTURE))); // up Wall Texture Width
float lWTW = (static_cast<float>(ResourceManager->TexList.GetTextureWidth(CONST_WALL_LEFT_TEXTURE))/static_cast<float>(ResourceManager->TexList.GetTextureHeight(CONST_WALL_LEFT_TEXTURE))) * (tSH-uWTW-lrFBO); // left Wall Texture Width
float rWTW = lWTW; // right Wall Texture Width
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
float bWTO = (lWTW+rWTW) * 0.5f; // bonus Wall x-Offset
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
float bWTW = (tSW - bWTO) * (static_cast<float>(ResourceManager->TexList.GetTextureHeight(CONST_WALL_BONUS_TEXTURE))/static_cast<float>(ResourceManager->TexList.GetTextureWidth(CONST_WALL_BONUS_TEXTURE))); // bonus Wall Texture Width
//const Vector2f wallUpPos1(240.f-256.f, 320.f-64.f);
//const Vector2f wallUpPos2(240.f+256.f, 320.f);
const Vector2f wallUpPos1(lWTW, tSH-uWTW);
const Vector2f wallUpPos2(tSW - rWTW, tSH);
const Vector2f wallUpPos1(0.f, tSH-uWTW);
const Vector2f wallUpPos2(tSW, tSH);
glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_WALL_UP_TEXTURE]);
Renderer->DrawRect(wallUpPos1, wallUpPos2);
//const Vector2f wallLeftPos1(0.f, 320.f - 512.f);
//const Vector2f wallLeftPos2(32.f, 320.f);
const Vector2f wallLeftPos1(0.f, 0.f);
const Vector2f wallLeftPos2(lWTW, tSH);
const Vector2f wallLeftPos1(0.f, lrFBO);
const Vector2f wallLeftPos2(lWTW, tSH - uWTW);
glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_WALL_LEFT_TEXTURE]);
Renderer->DrawRect(wallLeftPos1, wallLeftPos2);
//const Vector2f wallRightPos1(480.f-32.f, 320.f - 512.f);
//const Vector2f wallRightPos2(480.f, 320.f);
const Vector2f wallRightPos1(tSW-rWTW, 0.f);
const Vector2f wallRightPos2(tSW, tSH);
const Vector2f wallRightPos1(tSW-rWTW, lrFBO);
const Vector2f wallRightPos2(tSW, tSH-uWTW);
glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_WALL_RIGHT_TEXTURE]);
Renderer->DrawRect(wallRightPos1, wallRightPos2);
@ -985,6 +988,7 @@ bool TGameLevel::IsPaused()
void TGameLevel::Update(size_t dt)
{
*SE::Console << "TGameLevel::Update";
*SE::Console << "before_upd LEVEL_STATE::== " << tostr(LevelState);
if (LevelState == CONST_LEVELSTATE_NODRAW)
{
return;
@ -1164,7 +1168,7 @@ void TGameLevel::Update(size_t dt)
{
SetStandBy();
}
*SE::Console << "after_upd LEVEL_STATE::== " << tostr(LevelState);
}
@ -1381,7 +1385,7 @@ void TGameLevel::UpdateBallList(size_t dt)
{
mustReloadBalls = true;
}
if (BonusFloorTimer == 0.f)
{
Vector2f ballPos;
@ -1392,6 +1396,8 @@ void TGameLevel::UpdateBallList(size_t dt)
{
ballPos = iBall->GetPos();
if (ballPos(1)<0.f)
{
iBall = BallList.erase(iBall);
@ -1417,7 +1423,7 @@ void TGameLevel::UpdateBallList(size_t dt)
Vector2f ballPos = iBall->GetPos();
if (ballPos(0) > Renderer->GetScreenWidth()-15.f)
if (ballPos(0) > Renderer->GetScreenWidth()-15.f*(Renderer->GetScreenWidth()/480.f))
{
iBall->ReflectToLeft();
}
@ -1427,14 +1433,14 @@ void TGameLevel::UpdateBallList(size_t dt)
iBall->ReflectToRight();
}
if (ballPos(1) > Renderer->GetScreenHeight()-16.f)
if (ballPos(1) > Renderer->GetScreenHeight()-16.f * (Renderer->GetScreenHeight()/320.f))
{
iBall->ReflectToDown();
}
if (BonusFloorTimer > 0.f)
{
if (ballPos(1) < 13.0f)
if (ballPos(1) < 13.0f* (Renderer->GetScreenHeight()/320.f))
{
iBall->ReflectToUp();
}
@ -1470,7 +1476,6 @@ void TGameLevel::UpdateBallList(size_t dt)
else
{
canThrowBonus = (BlockMatrix[i][j].GetLocked() == 0);
BlockMatrix[i][j].Hit();
}

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@ -19,9 +19,9 @@ const float CONST_BRICK_APPEAR_TIME = 200.f;
const int CONST_BRICKMATRIX_WIDTH = 12;
const int CONST_BRICKMATRIX_HEIGHT = 13;
const float CONST_BRICK_WIDTH = 37.5f;
const float CONST_BRICK_WIDTH = 38.65f;
const float CONST_BRICK_HEIGHT = 0.5f*CONST_BRICK_WIDTH;
const float CONST_BRICK_SHIFT_X = 15.f;
const float CONST_BRICK_SHIFT_X = 8.2f;
const float CONST_BRICK_SHIFT_Y = -16.f;
const float CONST_BONUS_APPEAR_TIME = 400.f;

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@ -32,17 +32,18 @@ const std::string CONST_BALL_TEXTURE = "ball_mod1";
const std::string CONST_BALLGLOW_TEXTURE = "ball_glow";
const std::string CONST_REFLECTOR_TEXTURE = "reflector_mod1";
/*
const std::string CONST_WALL_LEFT_TEXTURE = "wall_left";
const std::string CONST_WALL_RIGHT_TEXTURE = "wall_right";
const std::string CONST_WALL_UP_TEXTURE = "wall_up";
const std::string CONST_WALL_BONUS_TEXTURE = "wall_bonus";
*/
const std::string CONST_REFLECTOR_TEXTURE = "reflector";
const std::string CONST_WALL_LEFT_TEXTURE = "wall_left_mod1";
const std::string CONST_WALL_RIGHT_TEXTURE = "wall_right_mod1";
const std::string CONST_WALL_UP_TEXTURE = "wall_up_mod1";
//const std::string CONST_WALL_BONUS_TEXTURE = "wall_bonus";
/*
const std::string CONST_WALL_LEFT_TEXTURE = "left_frame_fragment";
const std::string CONST_WALL_RIGHT_TEXTURE = "right_frame_fragment";
const std::string CONST_WALL_UP_TEXTURE = "top_frame_fragment";
*/
const std::string CONST_WALL_BONUS_TEXTURE = "bottom_frame_fragment";
const std::string CONST_BACK_BTN_TEXTURE = "back_btn";

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@ -27,9 +27,9 @@ void TGameMenu::Draw()
RenderUniform1f("Transparency", 1.f);
float bkgShift = MenuPos*0.1f - 100.f;
glBindTexture(GL_TEXTURE_2D, ResourceManager->TexList["main_menu_bkg_left"]);
Renderer->DrawRect(Vector2f(bkgShift,0.f), Vector2f(480.f+bkgShift,320.f));
Renderer->DrawRect(Vector2f(bkgShift,0.f), Vector2f(Renderer->GetScreenWidth()+bkgShift,Renderer->GetScreenHeight()));
glBindTexture(GL_TEXTURE_2D, ResourceManager->TexList["main_menu_bkg_right"]);
Renderer->DrawRect(Vector2f(480.f+bkgShift,0.f), Vector2f(960.f+bkgShift,320.f));
Renderer->DrawRect(Vector2f(Renderer->GetScreenWidth()+bkgShift,0.f), Vector2f(960.f+bkgShift,Renderer->GetScreenHeight()));
if (SelectedGame == 0)

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@ -8,7 +8,7 @@ int APIENTRY WinMain(HINSTANCE hCurrentInst, HINSTANCE hPreviousInst,
LPSTR lpszCmdLine, int nCmdShow)
{
int width = 800;
int width = 700;
int height = 480;