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Corrected some issues on game

Now it works! :)
pull/382/head
Ray 7 年之前
父節點
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61b0ab5332
共有 4 個文件被更改,包括 7 次插入13 次删除
  1. +3
    -3
      games/koala_seasons/Makefile
  2. 二進制
      games/koala_seasons/resources/graphics/atlas02.png
  3. +2
    -2
      games/koala_seasons/resources/shaders/glsl100/base.vs
  4. +2
    -8
      games/koala_seasons/screens/screen_title.c

+ 3
- 3
games/koala_seasons/Makefile 查看文件

@ -151,7 +151,7 @@ ifeq ($(PLATFORM),PLATFORM_WEB)
# -s ALLOW_MEMORY_GROWTH=1 # to allow memory resizing
# -s TOTAL_MEMORY=16777216 # to specify heap memory size (default = 16MB)
# -s USE_PTHREADS=1 # multithreading support
CFLAGS += -s USE_GLFW=3 -s ASSERTIONS=1 --profiling -s TOTAL_MEMORY=16777216 --preload-file resources
CFLAGS += -s USE_GLFW=3 -s ASSERTIONS=1 --profiling -s ALLOW_MEMORY_GROWTH=1 --preload-file resources
endif
# Define include paths for required headers
@ -218,7 +218,7 @@ endif
ifeq ($(PLATFORM_OS),WINDOWS)
# resources file contains raylib icon for windows .exe
# -Wl,--subsystem,windows hides the console window
CFLAGS += $(RAYLIB_PATH)/src/resources -Wl,--subsystem,windows
LDLIBS += $(RAYLIB_PATH)/src/resources -Wl,--subsystem,windows
endif
# Define output extension to generate a .html file using provided shell
@ -253,7 +253,7 @@ all:
# Project target defined by PROJECT_NAME
$(PROJECT_NAME): $(OBJS)
$(CC) -o $(PROJECT_NAME)$(EXT) $(OBJS) $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
$(CC) -o $(PROJECT_NAME)$(EXT) $(OBJS) $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) $(WEB_SHELL)
# Compile source files
# NOTE: This pattern will compile every module defined on $(OBJS)

二進制
games/koala_seasons/resources/graphics/atlas02.png 查看文件

Before After
Width: 2048  |  Height: 1024  |  Size: 899 KiB Width: 2048  |  Height: 1024  |  Size: 994 KiB

+ 2
- 2
games/koala_seasons/resources/shaders/glsl100/base.vs 查看文件

@ -6,7 +6,7 @@ attribute vec2 vertexTexCoord;
attribute vec4 vertexColor;
// Input uniform values
uniform mat4 mvpMatrix;
uniform mat4 mvp;
// Output vertex attributes (to fragment shader)
varying vec2 fragTexCoord;
@ -21,5 +21,5 @@ void main()
fragColor = vertexColor;
// Calculate final vertex position
gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
gl_Position = mvp*vec4(vertexPosition, 1.0);
}

+ 2
- 8
games/koala_seasons/screens/screen_title.c 查看文件

@ -858,8 +858,8 @@ void DrawTitleScreen(void)
DrawTexturePro(atlas02, gameplay_background, (Rectangle){0, 0, gameplay_background.width*2, gameplay_background.height*2}, (Vector2){0, 0}, 0, color02);
// Draw parallax
o">//DrawParallaxBack();
o">//DrawParallaxMiddle();
DrawParallaxBack();
DrawParallaxMiddle();
for (int i = 0; i < MAX_particle; i++)
{
@ -984,8 +984,6 @@ void DrawTitleScreen(void)
if (musicActive)DrawTexturePro(atlas01, title_speaker_on, (Rectangle){speakerButton.x, speakerButton.y, title_speaker_on.width, title_speaker_on.height}, (Vector2){0,0}, 0, WHITE);
else DrawTexturePro(atlas01, title_speaker_off, (Rectangle){speakerButton.x, speakerButton.y, title_speaker_off.width, title_speaker_off.height}, (Vector2){0,0}, 0, WHITE);
*/
DrawParallaxFront();
}
// Title Screen Unload logic
@ -1003,10 +1001,7 @@ int FinishTitleScreen(void)
static void DrawParallaxFront(void)
{
Rectangle ground01 = gameplay_back_ground01;
DrawTexturePro(atlas02, gameplay_back_tree01_layer01, (Rectangle){0, 0, gameplay_back_tree01_layer01.width*2, gameplay_back_tree01_layer01.height*2}, (Vector2){0,0}, 0, WHITE);
/*
//DrawTexturePro(atlas02, gameplay_back_tree01_layer03, (Rectangle){0, 21, gameplay_back_tree01_layer03.width*2, gameplay_back_tree01_layer03.height*2}, (Vector2){0,0}, 0, color02);
DrawTexturePro(atlas02, gameplay_back_tree01_layer01, (Rectangle){(int)parallaxFrontOffset, 60, gameplay_back_tree01_layer01.width*2, gameplay_back_tree01_layer01.height*2}, (Vector2){0,0}, 0, color02);
DrawTexturePro(atlas02, gameplay_back_tree02_layer01, (Rectangle){(int)parallaxFrontOffset + 140, 60, gameplay_back_tree02_layer01.width*2, gameplay_back_tree02_layer01.height*2}, (Vector2){0,0}, 0, color02);
@ -1018,7 +1013,6 @@ static void DrawParallaxFront(void)
DrawTexturePro(atlas02, gameplay_back_tree08_layer01, (Rectangle){(int)parallaxFrontOffset + 140*7, 60, gameplay_back_tree08_layer01.width*2, gameplay_back_tree08_layer01.height*2}, (Vector2){0,0}, 0, color02);
DrawTexturePro(atlas02, gameplay_back_ground01, (Rectangle){0, 559, ground01.width*2, ground01.height*2}, (Vector2){0,0}, 0, color01);
DrawTexturePro(atlas02, (Rectangle){ground01.x, ground01.y + ground01.height, ground01.width, -ground01.height}, (Rectangle){0, -33, ground01.width*2, ground01.height*2}, (Vector2){0,0}, 0, color01);
*/
}
static void DrawParallaxMiddle(void)

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