Scale 2048 to fill screen

2048.lua:
- Removed hardcoded TILE_SIZE and TILE_SPACING constants
- Added get_tile_size() function that calculates tile dimensions based on screen width
- Added get_grid_start_x/y() to center grid
- Updated draw() to use dynamic sizing for all tiles
- 4x4 grid now scales proportionally on any screen size
This commit is contained in:
Adolfo Reyna
2026-02-12 21:10:16 -05:00
parent 2a9b17a539
commit a058476b42

View File

@@ -9,8 +9,25 @@ local STATE_WIN = 3
-- Game constants
local GRID_SIZE = 4
local TILE_SIZE = 20
local TILE_SPACING = 2
-- Calculate tile size based on screen size
local function get_tile_size()
-- Use available space with padding
local padding = math.floor(game.width() / 8)
local available = game.width() - (padding * 2)
local tile_size = math.floor(available / GRID_SIZE)
return tile_size
end
local function get_grid_start_x()
local tile_size = get_tile_size()
local grid_width = tile_size * GRID_SIZE
return math.floor((game.width() - grid_width) / 2)
end
local function get_grid_start_y()
return 30
end
function init()
game.vars.state = STATE_MENU
@@ -97,6 +114,9 @@ function draw()
renderer.clear(false)
local state = game.vars.state
local tile_size = get_tile_size()
local start_x = get_grid_start_x()
local start_y = get_grid_start_y()
if state == STATE_MENU then
renderer.text(game.width() / 2 - 15, game.height() / 2 - 30, "2048", true)
@@ -104,21 +124,18 @@ function draw()
elseif state == STATE_PLAYING or state == STATE_WIN or state == STATE_GAME_OVER then
-- Draw grid
local start_x = (game.width() - (GRID_SIZE * (TILE_SIZE + TILE_SPACING))) / 2
local start_y = 20
for y = 1, GRID_SIZE do
for x = 1, GRID_SIZE do
local tile_x = start_x + (x - 1) * (TILE_SIZE + TILE_SPACING)
local tile_y = start_y + (y - 1) * (TILE_SIZE + TILE_SPACING)
local tile_x = start_x + (x - 1) * tile_size
local tile_y = start_y + (y - 1) * tile_size
local value = game.vars.grid[y][x]
if value == 0 then
-- Empty tile
renderer.rect(tile_x, tile_y, TILE_SIZE, TILE_SIZE, true, false)
renderer.rect(tile_x, tile_y, tile_size, tile_size, true, false)
else
-- Filled tile
renderer.rect(tile_x, tile_y, TILE_SIZE, TILE_SIZE, true, true)
renderer.rect(tile_x, tile_y, tile_size, tile_size, true, true)
-- Draw value (simplified)
local text = tostring(value)