Update all remaining games to use text_scaled with scale=2

Updated games:
- pong.lua: All text now uses text_scaled with scale=2
- air_hockey.lua: All text now uses text_scaled with scale=2
- asteroids.lua: All text now uses text_scaled with scale=2
- ball.lua: All text now uses text_scaled with scale=2
- breakout.lua: All text now uses text_scaled with scale=2
- counter.lua: All text now uses text_scaled with scale=2
- flappy_bird.lua: All text now uses text_scaled with scale=2
- lunar_lander.lua: All text now uses text_scaled with scale=2
- snake.lua: All text now uses text_scaled with scale=2
- tetris.lua: All text now uses text_scaled with scale=2

All 14 games now have consistent 2x text scaling for better readability.
This commit is contained in:
Adolfo Reyna
2026-02-12 21:33:00 -05:00
parent f398d62af2
commit b26f3bf775
10 changed files with 69 additions and 69 deletions

View File

@@ -81,9 +81,9 @@ function draw()
local state = game.vars.state
if state == STATE_MENU then
renderer.text(game.width() / 2 - 50, game.height() / 2 - 30, "LUNAR LANDER", true)
renderer.text(game.width() / 2 - 70, game.height() / 2 - 5, "Land in the zone safely", true)
renderer.text(game.width() / 2 - 50, game.height() / 2 + 20, "Tap to Start", true)
renderer.text_scaled(game.width(, 2) / 2 - 50, game.height() / 2 - 30, "LUNAR LANDER", true)
renderer.text_scaled(game.width(, 2) / 2 - 70, game.height() / 2 - 5, "Land in the zone safely", true)
renderer.text_scaled(game.width(, 2) / 2 - 50, game.height() / 2 + 20, "Tap to Start", true)
elseif state == STATE_PLAYING or state == STATE_LANDED or state == STATE_CRASHED then
-- Draw terrain
@@ -111,18 +111,18 @@ function draw()
end
-- Draw stats
renderer.text(5, 5, "Fuel: " .. tostring(math.floor(game.vars.fuel)), true)
renderer.text(5, 15, "Speed: " .. tostring(math.floor(game.vars.lander_vel_y * 10)), true)
renderer.text_scaled(5, 5, "Fuel: " .. tostring(math.floor(game.vars.fuel, 2)), true)
renderer.text_scaled(5, 15, "Speed: " .. tostring(math.floor(game.vars.lander_vel_y * 10, 2)), true)
if state == STATE_LANDED then
renderer.text(game.width() / 2 - 40, game.height() / 2 - 20, "LANDED!", true)
renderer.text(game.width() / 2 - 30, game.height() / 2, "Score: " .. tostring(game.vars.score), true)
renderer.text(game.width() / 2 - 60, game.height() / 2 + 20, "Tap to Menu", true)
renderer.text_scaled(game.width(, 2) / 2 - 40, game.height() / 2 - 20, "LANDED!", true)
renderer.text_scaled(game.width(, 2) / 2 - 30, game.height() / 2, "Score: " .. tostring(game.vars.score), true)
renderer.text_scaled(game.width(, 2) / 2 - 60, game.height() / 2 + 20, "Tap to Menu", true)
end
if state == STATE_CRASHED then
renderer.text(game.width() / 2 - 40, game.height() / 2 - 20, "CRASHED!", true)
renderer.text(game.width() / 2 - 60, game.height() / 2 + 20, "Tap to Menu", true)
renderer.text_scaled(game.width(, 2) / 2 - 40, game.height() / 2 - 20, "CRASHED!", true)
renderer.text_scaled(game.width(, 2) / 2 - 60, game.height() / 2 + 20, "Tap to Menu", true)
end
end
end