WIP Resolution agnosticism
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3cca4ced3f
commit
0fdf0accb2
17
src/game.zig
17
src/game.zig
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@ -32,11 +32,12 @@ rotate_right_action: bool = false,
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rotate_left_action: bool = false,
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rotate_left_action: bool = false,
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pub fn init(_renderer: *SDL.SDL_Renderer) Self {
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pub fn init(_renderer: *SDL.SDL_Renderer) Self {
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var ret = Self{
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var ret = Self{
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.grid = Grid.init(),
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.grid = Grid.init(),
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.grid_cell_size = 16,
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.grid_cell_size = undefined,
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.grid_pos_x = 200,
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.grid_pos_x = undefined,
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.grid_pos_y = -50,
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.grid_pos_y = undefined,
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.bag = Bag.init(),
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.bag = Bag.init(),
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.piece = undefined,
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.piece = undefined,
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@ -44,6 +45,16 @@ pub fn init(_renderer: *SDL.SDL_Renderer) Self {
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.held = null,
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.held = null,
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.renderer = _renderer,
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.renderer = _renderer,
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};
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};
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var aux_w: i32 = undefined;
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var aux_h: i32 = undefined;
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_ = SDL.SDL_GetRendererOutputSize(_renderer, &aux_w, &aux_h);
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ret.grid_cell_size = @divFloor(@minimum(aux_w, aux_h), 32);
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ret.grid_pos_x = @divFloor(aux_w, 2) - (ret.grid_cell_size * @divFloor(Grid.ncolumns, 2));
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ret.grid_pos_y = @divFloor(aux_h, 2) - (ret.grid_cell_size * @divFloor(Grid.nrows + Grid.buffer, 2));
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ret.piece = ret.bag.pop();
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ret.piece = ret.bag.pop();
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// ret.shadow = movement.shadow(ret.grid, ret.piece);
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// ret.shadow = movement.shadow(ret.grid, ret.piece);
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// ret.shadow.color.a /= 2;
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// ret.shadow.color.a /= 2;
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@ -18,8 +18,8 @@ pub fn main() !void {
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"USG",
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"USG",
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SDL.SDL_WINDOWPOS_CENTERED,
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SDL.SDL_WINDOWPOS_CENTERED,
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SDL.SDL_WINDOWPOS_CENTERED,
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SDL.SDL_WINDOWPOS_CENTERED,
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640,
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1280,
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480,
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720,
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SDL.SDL_WINDOW_SHOWN,
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SDL.SDL_WINDOW_SHOWN,
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) orelse return;
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) orelse return;
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defer _ = SDL.SDL_DestroyWindow(window);
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defer _ = SDL.SDL_DestroyWindow(window);
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