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authorRay <[email protected]>2017-10-02 00:12:52 +0200
committerRay <[email protected]>2017-10-02 00:12:52 +0200
commitb043c5e2775b519e9cbb6147a2389091ad4b27de (patch)
tree1411c09c5b9d570dc4f278b6f4fdb55a55832136 /games
parent4f9de9527f8301e024fe81a42f0b9dfc50bae1a6 (diff)
downloadraylib-b043c5e2775b519e9cbb6147a2389091ad4b27de.tar.gz
raylib-b043c5e2775b519e9cbb6147a2389091ad4b27de.zip
Trying to correct drawing issues...
Diffstat (limited to 'games')
-rw-r--r--games/koala_seasons/Makefile2
-rw-r--r--games/koala_seasons/resources/shaders/glsl330/base.vs4
-rw-r--r--games/koala_seasons/screens/screen_title.c19
3 files changed, 14 insertions, 11 deletions
diff --git a/games/koala_seasons/Makefile b/games/koala_seasons/Makefile
index c9eee6ff..921c3aa3 100644
--- a/games/koala_seasons/Makefile
+++ b/games/koala_seasons/Makefile
@@ -36,7 +36,7 @@ ifeq ($(PLATFORM),PLATFORM_WEB)
endif
# define raylib directory for include and library
-RAYLIB_PATH ?= C:\raylib\raylib
+RAYLIB_PATH ?= C:\GitHub\raylib
# determine PLATFORM_OS in case PLATFORM_DESKTOP selected
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
diff --git a/games/koala_seasons/resources/shaders/glsl330/base.vs b/games/koala_seasons/resources/shaders/glsl330/base.vs
index 395cee1b..4bd31d94 100644
--- a/games/koala_seasons/resources/shaders/glsl330/base.vs
+++ b/games/koala_seasons/resources/shaders/glsl330/base.vs
@@ -6,7 +6,7 @@ in vec2 vertexTexCoord;
in vec4 vertexColor;
// Input uniform values
-uniform mat4 mvpMatrix;
+uniform mat4 mvp;
// Output vertex attributes (to fragment shader)
out 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 ee99da03..fd166196 100644
--- a/games/koala_seasons/screens/screen_title.c
+++ b/games/koala_seasons/screens/screen_title.c
@@ -855,11 +855,11 @@ void DrawTitleScreen(void)
{
BeginShaderMode(colorBlend);
- DrawTexturePro(atlas02,gameplay_background, (Rectangle){0, 0, gameplay_background.width*2, gameplay_background.height*2}, (Vector2){0, 0}, 0, color02);
+ 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++)
{
@@ -946,7 +946,6 @@ void DrawTitleScreen(void)
(Rectangle){ rainParticle.particle[i].position.x, rainParticle.particle[i].position.y, particle_waterdrop.width*rainParticle.particle[i].size, particle_waterdrop.height*rainParticle.particle[i].size },
(Vector2){ particle_waterdrop.width*rainParticle.particle[i].size/2, particle_waterdrop.height*rainParticle.particle[i].size/2 }, rainParticle.particle[i].rotation,
Fade(rainParticle.particle[i].color, rainParticle.particle[i].alpha));
-
}
for (int i = 0; i < 1024; i++)
@@ -959,7 +958,6 @@ void DrawTitleScreen(void)
for (int i = 0; i < 256; i++)
{
-
if (snowStormParticle.particle[i].active) DrawTexturePro(atlas01, particle_icecrystal,
(Rectangle){ snowStormParticle.particle[i].position.x, snowStormParticle.particle[i].position.y, particle_icecrystal.width*snowStormParticle.particle[i].size, particle_icecrystal.height*snowStormParticle.particle[i].size },
(Vector2){ particle_icecrystal.width*snowStormParticle.particle[i].size/2, particle_icecrystal.height*snowStormParticle.particle[i].size/2 }, snowStormParticle.particle[i].rotation,
@@ -969,8 +967,7 @@ void DrawTitleScreen(void)
for (int i = 0; i < 20; i++)
{
-
- if (rayparticle.particle[i].active) DrawTexturePro(atlas01, gameplay_fx_lightraymid,
+ if (rayparticle.particle[i].active) DrawTexturePro(atlas01, gameplay_fx_lightraymid,
(Rectangle){ rayparticle.particle[i].position.x, rayparticle.particle[i].position.y, gameplay_fx_lightraymid.width*rayparticle.particle[i].size, gameplay_fx_lightraymid.height*rayparticle.particle[i].size },
(Vector2){ gameplay_fx_lightraymid.width*rayparticle.particle[i].size/2, gameplay_fx_lightraymid.height*rayparticle.particle[i].size/2 }, rayparticle.particle[i].rotation,
Fade(rayparticle.particle[i].color, rayparticle.particle[i].alpha));
@@ -987,6 +984,8 @@ 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
@@ -1004,7 +1003,10 @@ 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);
@@ -1016,7 +1018,8 @@ 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)
{