Add renderer.text_scaled() Lua binding

lua_bindings.cpp:
- Added new lua_renderer_text_scaled() function
- Wraps renderer->draw_string_scaled() with proper scale support
- Registered as renderer.text_scaled(x, y, text, on, scale)
- Scale parameter defaults to 1 if omitted

Updated all 4 games to use text_scaled():
- simon_says.lua: All text now uses text_scaled with scale=2
- tic_tac_toe.lua: All text now uses text_scaled with scale=2
- memory_match.lua: All text now uses text_scaled with scale=2
- 2048.lua: All text now uses text_scaled with scale=2

This properly uses the C++ renderer's scaled text rendering instead of
workarounds in Lua, providing better performance and consistency.
This commit is contained in:
Adolfo Reyna
2026-02-12 21:31:15 -05:00
parent fa7d2fd32f
commit f398d62af2
5 changed files with 55 additions and 34 deletions

View File

@@ -122,8 +122,8 @@ function draw()
local start_y = get_grid_start_y()
if state == STATE_MENU then
renderer.text(game.width() / 2 - 15, game.height() / 2 - 30, "2048", true, 2)
renderer.text(game.width() / 2 - 50, game.height() / 2, "Tap to Start", true, 2)
renderer.text_scaled(game.width() / 2 - 15, game.height() / 2 - 30, "2048", true, 2)
renderer.text_scaled(game.width() / 2 - 50, game.height() / 2, "Tap to Start", true, 2)
elseif state == STATE_PLAYING or state == STATE_WIN or state == STATE_GAME_OVER then
-- Draw grid
@@ -143,27 +143,27 @@ function draw()
-- Draw value (simplified)
local text = tostring(value)
if string.len(text) <= 2 then
renderer.text(tile_x + 2, tile_y + 2, text, false, 2)
renderer.text_scaled(tile_x + 2, tile_y + 2, text, false, 2)
else
renderer.text(tile_x + 1, tile_y + 2, text, false, 2)
renderer.text_scaled(tile_x + 1, tile_y + 2, text, false, 2)
end
end
end
end
-- Draw score
renderer.text(10, 10, "Score: " .. tostring(game.vars.score), true, 2)
renderer.text_scaled(10, 10, "Score: " .. tostring(game.vars.score), true, 2)
if state == STATE_WIN then
renderer.text(game.width() / 2 - 30, game.height() / 2 - 20, "YOU WIN!", true, 2)
renderer.text(game.width() / 2 - 60, game.height() / 2, "Tap up: Continue", true, 2)
renderer.text(game.width() / 2 - 50, game.height() / 2 + 15, "Tap down: Menu", true, 2)
renderer.text_scaled(game.width() / 2 - 30, game.height() / 2 - 20, "YOU WIN!", true, 2)
renderer.text_scaled(game.width() / 2 - 60, game.height() / 2, "Tap up: Continue", true, 2)
renderer.text_scaled(game.width() / 2 - 50, game.height() / 2 + 15, "Tap down: Menu", true, 2)
end
if state == STATE_GAME_OVER then
renderer.text(game.width() / 2 - 40, game.height() / 2, "GAME OVER", true, 2)
renderer.text(game.width() / 2 - 30, game.height() / 2 + 15, "Score: " .. tostring(game.vars.score), true, 2)
renderer.text(game.width() / 2 - 60, game.height() / 2 + 30, "Tap to Menu", true, 2)
renderer.text_scaled(game.width() / 2 - 40, game.height() / 2, "GAME OVER", true, 2)
renderer.text_scaled(game.width() / 2 - 30, game.height() / 2 + 15, "Score: " .. tostring(game.vars.score), true, 2)
renderer.text_scaled(game.width() / 2 - 60, game.height() / 2 + 30, "Tap to Menu", true, 2)
end
end
end

View File

@@ -134,9 +134,9 @@ function draw()
local start_y = get_grid_start_y()
if state == STATE_MENU then
renderer.text(game.width() / 2 - 40, game.height() / 2 - 40, "MEMORY MATCH", true, 2)
renderer.text(game.width() / 2 - 50, game.height() / 2 - 10, "Find all pairs", true, 2)
renderer.text(game.width() / 2 - 50, game.height() / 2 + 20, "Tap to Start", true, 2)
renderer.text_scaled(game.width() / 2 - 40, game.height() / 2 - 40, "MEMORY MATCH", true, 2)
renderer.text_scaled(game.width() / 2 - 50, game.height() / 2 - 10, "Find all pairs", true, 2)
renderer.text_scaled(game.width() / 2 - 50, game.height() / 2 + 20, "Tap to Start", true, 2)
elseif state == STATE_PLAYING or state == STATE_GAME_OVER then
-- Draw grid
@@ -151,7 +151,7 @@ function draw()
-- Show card value
renderer.rect(x, y, card_size, card_size, true, true)
local text = tostring(card.id)
renderer.text(x + math.floor(card_size / 2 - 2), y + math.floor(card_size / 2 - 2), text, false, 2)
renderer.text_scaled(x + math.floor(card_size / 2 - 2), y + math.floor(card_size / 2 - 2), text, false, 2)
else
-- Face down (outline)
renderer.rect(x, y, card_size, card_size, true, false)
@@ -160,12 +160,12 @@ function draw()
end
-- Draw stats
renderer.text(10, 10, "Pairs: " .. tostring(game.vars.score) .. "/" .. tostring((GRID_COLS * GRID_ROWS) / 2), true, 2)
renderer.text(10, 25, "Moves: " .. tostring(game.vars.moves), true, 2)
renderer.text_scaled(10, 10, "Pairs: " .. tostring(game.vars.score) .. "/" .. tostring((GRID_COLS * GRID_ROWS) / 2), true, 2)
renderer.text_scaled(10, 25, "Moves: " .. tostring(game.vars.moves), true, 2)
if state == STATE_GAME_OVER then
renderer.text(game.width() / 2 - 40, 5, "YOU WIN!", true, 2)
renderer.text(game.width() / 2 - 50, game.height() - 20, "Tap to Menu", true, 2)
renderer.text_scaled(game.width() / 2 - 40, 5, "YOU WIN!", true, 2)
renderer.text_scaled(game.width() / 2 - 50, game.height() - 20, "Tap to Menu", true, 2)
end
end
end

View File

@@ -148,9 +148,9 @@ function draw()
local buttons = get_buttons()
if state == STATE_MENU then
renderer.text(game.width() / 2 - 40, game.height() / 2 - 40, "SIMON SAYS", true, 2)
renderer.text(game.width() / 2 - 50, game.height() / 2 - 10, "Repeat the sequence", true, 2)
renderer.text(game.width() / 2 - 50, game.height() / 2 + 20, "Tap to Start", true, 2)
renderer.text_scaled(game.width() / 2 - 40, game.height() / 2 - 40, "SIMON SAYS", true, 2)
renderer.text_scaled(game.width() / 2 - 50, game.height() / 2 - 10, "Repeat the sequence", true, 2)
renderer.text_scaled(game.width() / 2 - 50, game.height() / 2 + 20, "Tap to Start", true, 2)
else
-- Draw buttons with highlight
@@ -161,16 +161,16 @@ function draw()
end
-- Draw score
renderer.text(10, 10, "Level: " .. tostring(game.vars.score + 1), true, 2)
renderer.text_scaled(10, 10, "Level: " .. tostring(game.vars.score + 1), true, 2)
if state == STATE_PLAYING and game.vars.waiting_for_input then
renderer.text(game.width() / 2 - 40, game.height() - 20, "Your turn!", true, 2)
renderer.text_scaled(game.width() / 2 - 40, game.height() - 20, "Your turn!", true, 2)
end
if state == STATE_GAME_OVER then
renderer.text(game.width() / 2 - 40, game.height() / 2 - 20, "GAME OVER", true, 2)
renderer.text(game.width() / 2 - 30, game.height() / 2, "Level: " .. tostring(game.vars.score + 1), true, 2)
renderer.text(game.width() / 2 - 60, game.height() / 2 + 20, "Tap to Restart", true, 2)
renderer.text_scaled(game.width() / 2 - 40, game.height() / 2 - 20, "GAME OVER", true, 2)
renderer.text_scaled(game.width() / 2 - 30, game.height() / 2, "Level: " .. tostring(game.vars.score + 1), true, 2)
renderer.text_scaled(game.width() / 2 - 60, game.height() / 2 + 20, "Tap to Restart", true, 2)
end
end
end

View File

@@ -128,9 +128,9 @@ function draw()
local cell_spacing = 2
if state == STATE_MENU then
renderer.text(game.width() / 2 - 50, game.height() / 2 - 30, "TIC-TAC-TOE", true, 2)
renderer.text(game.width() / 2 - 50, game.height() / 2, "Play vs AI", true, 2)
renderer.text(game.width() / 2 - 50, game.height() / 2 + 20, "Tap to Start", true, 2)
renderer.text_scaled(game.width() / 2 - 50, game.height() / 2 - 30, "TIC-TAC-TOE", true, 2)
renderer.text_scaled(game.width() / 2 - 50, game.height() / 2, "Play vs AI", true, 2)
renderer.text_scaled(game.width() / 2 - 50, game.height() / 2 + 20, "Tap to Start", true, 2)
elseif state == STATE_PLAYING or state == STATE_GAME_OVER then
-- Draw grid
@@ -158,14 +158,14 @@ function draw()
if state == STATE_GAME_OVER then
if game.vars.winner == 1 then
renderer.text(game.width() / 2 - 30, 10, "YOU WIN!", true, 2)
renderer.text_scaled(game.width() / 2 - 30, 10, "YOU WIN!", true, 2)
elseif game.vars.winner == 2 then
renderer.text(game.width() / 2 - 30, 10, "AI WINS!", true, 2)
renderer.text_scaled(game.width() / 2 - 30, 10, "AI WINS!", true, 2)
else
renderer.text(game.width() / 2 - 20, 10, "DRAW!", true, 2)
renderer.text_scaled(game.width() / 2 - 20, 10, "DRAW!", true, 2)
end
renderer.text(game.width() / 2 - 60, game.height() - 15, "Tap to Menu", true, 2)
renderer.text_scaled(game.width() / 2 - 60, game.height() - 15, "Tap to Menu", true, 2)
end
end
end