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authorRay <[email protected]>2017-10-24 00:27:25 +0200
committerRay <[email protected]>2017-10-24 00:27:25 +0200
commit61b0ab53322c0063f8eda96f5dd6cdf3b0ed4f2f (patch)
tree3f4369b485f5fcacf87f4174380f975953f84f6f /games
parent9668f546d3d97d6ee364c5322cf3d64a7998cf55 (diff)
downloadraylib-61b0ab53322c0063f8eda96f5dd6cdf3b0ed4f2f.tar.gz
raylib-61b0ab53322c0063f8eda96f5dd6cdf3b0ed4f2f.zip
Corrected some issues on game
Now it works! :)
Diffstat (limited to 'games')
-rw-r--r--games/koala_seasons/Makefile6
-rw-r--r--games/koala_seasons/resources/graphics/atlas02.pngbin920645 -> 1017615 bytes
-rw-r--r--games/koala_seasons/resources/shaders/glsl100/base.vs4
-rw-r--r--games/koala_seasons/screens/screen_title.c10
4 files changed, 7 insertions, 13 deletions
diff --git a/games/koala_seasons/Makefile b/games/koala_seasons/Makefile
index 90676e35..3ca03a48 100644
--- a/games/koala_seasons/Makefile
+++ b/games/koala_seasons/Makefile
@@ -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)
diff --git a/games/koala_seasons/resources/graphics/atlas02.png b/games/koala_seasons/resources/graphics/atlas02.png
index c9c96d2d..c9437059 100644
--- a/games/koala_seasons/resources/graphics/atlas02.png
+++ b/games/koala_seasons/resources/graphics/atlas02.png
Binary files differ
diff --git a/games/koala_seasons/resources/shaders/glsl100/base.vs b/games/koala_seasons/resources/shaders/glsl100/base.vs
index b05d3463..93e8c860 100644
--- a/games/koala_seasons/resources/shaders/glsl100/base.vs
+++ b/games/koala_seasons/resources/shaders/glsl100/base.vs
@@ -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);
} \ No newline at end of file
diff --git a/games/koala_seasons/screens/screen_title.c b/games/koala_seasons/screens/screen_title.c
index fd166196..0459906d 100644
--- a/games/koala_seasons/screens/screen_title.c
+++ b/games/koala_seasons/screens/screen_title.c
@@ -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
- //DrawParallaxBack();
- //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)