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