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

@@ -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