Scale Memory Match to fill screen
memory_match.lua: - Removed hardcoded CARD_SIZE and CARD_SPACING - Added get_card_size() function that calculates card dimensions based on available screen space - Grid now fills screen width (minus padding) and uses available height - Added get_grid_start_x/y() to center grid - All card positions and hit detection updated to use dynamic sizing - Cards scale proportionally on any screen size while maintaining 4x4 layout
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@@ -9,10 +9,33 @@ local STATE_GAME_OVER = 2
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-- Game constants
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local GRID_COLS = 4
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local GRID_ROWS = 4
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local CARD_SIZE = 28
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local CARD_SPACING = 4
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local FLIP_DURATION = 15 -- Frames to show flip animation
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-- Calculate card size based on screen size
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local function get_card_size()
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-- Use available space with padding
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local padding = math.floor(game.width() / 8)
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local available_width = game.width() - (padding * 2)
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local available_height = game.height() - 80 -- Leave room for text
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-- Calculate based on grid
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local card_width = math.floor(available_width / GRID_COLS)
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local card_height = math.floor(available_height / GRID_ROWS)
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-- Use the smaller dimension for square cards
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return math.min(card_width, card_height)
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end
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local function get_grid_start_x()
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local card_size = get_card_size()
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local grid_width = card_size * GRID_COLS
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return math.floor((game.width() - grid_width) / 2)
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end
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local function get_grid_start_y()
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return 40
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end
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function init()
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game.vars.state = STATE_MENU
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game.vars.score = 0
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@@ -105,6 +128,9 @@ function draw()
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renderer.clear(false) -- Black background
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local state = game.vars.state
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local card_size = get_card_size()
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local start_x = get_grid_start_x()
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local start_y = get_grid_start_y()
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if state == STATE_MENU then
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renderer.text(game.width() / 2 - 40, game.height() / 2 - 40, "MEMORY MATCH", true)
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@@ -113,24 +139,21 @@ function draw()
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elseif state == STATE_PLAYING or state == STATE_GAME_OVER then
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-- Draw grid
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local start_x = (game.width() - (GRID_COLS * (CARD_SIZE + CARD_SPACING))) / 2
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local start_y = 30
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for row = 0, GRID_ROWS - 1 do
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for col = 0, GRID_COLS - 1 do
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local idx = row * GRID_COLS + col + 1
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local card = game.vars.cards[idx]
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local x = start_x + col * (CARD_SIZE + CARD_SPACING)
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local y = start_y + row * (CARD_SIZE + CARD_SPACING)
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local x = start_x + col * card_size
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local y = start_y + row * card_size
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if card.face_up or card.matched then
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-- Show card value
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renderer.rect(x, y, CARD_SIZE, CARD_SIZE, true, true)
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renderer.rect(x, y, card_size, card_size, true, true)
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local text = tostring(card.id)
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renderer.text(x + CARD_SIZE / 2 - 2, y + CARD_SIZE / 2 - 2, text, false)
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renderer.text(x + math.floor(card_size / 2 - 2), y + math.floor(card_size / 2 - 2), text, false)
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else
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-- Face down (outline)
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renderer.rect(x, y, CARD_SIZE, CARD_SIZE, true, false)
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renderer.rect(x, y, card_size, card_size, true, false)
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end
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end
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end
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@@ -147,16 +170,17 @@ function draw()
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end
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function get_card_at(x, y)
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local start_x = (game.width() - (GRID_COLS * (CARD_SIZE + CARD_SPACING))) / 2
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local start_y = 30
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local card_size = get_card_size()
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local start_x = get_grid_start_x()
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local start_y = get_grid_start_y()
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for row = 0, GRID_ROWS - 1 do
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for col = 0, GRID_COLS - 1 do
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local card_x = start_x + col * (CARD_SIZE + CARD_SPACING)
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local card_y = start_y + row * (CARD_SIZE + CARD_SPACING)
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local card_x = start_x + col * card_size
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local card_y = start_y + row * card_size
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if x >= card_x and x < card_x + CARD_SIZE and
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y >= card_y and y < card_y + CARD_SIZE then
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if x >= card_x and x < card_x + card_size and
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y >= card_y and y < card_y + card_size then
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return row * GRID_COLS + col + 1
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end
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end
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