Scale games on both axes and 2x text size
All 4 games (simon_says, tic_tac_toe, memory_match, 2048): - Changed sizing to use min(width, height) instead of just width - Grids now scale proportionally on both axes - All UI text now uses text_scale=2 for better visibility - Games fill more of the screen properly on portrait mode Fixes: - Simon Says buttons now square grid on any orientation - Tic-Tac-Toe grid centered vertically using full screen height - Memory Match cards use smallest dimension for square sizing - 2048 tiles scale and center on both axes - All text (scores, menus, game over) now 2x larger
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@@ -12,9 +12,10 @@ local GRID_SIZE = 4
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-- Calculate tile size based on screen size
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local function get_tile_size()
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-- Use available space with padding
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local padding = math.floor(game.width() / 8)
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local available = game.width() - (padding * 2)
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-- Use smallest dimension for square grid
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local min_dim = math.min(game.width(), game.height())
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local padding = math.floor(min_dim / 8)
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local available = min_dim - (padding * 2)
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local tile_size = math.floor(available / GRID_SIZE)
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return tile_size
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end
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@@ -26,7 +27,9 @@ local function get_grid_start_x()
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end
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local function get_grid_start_y()
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return 30
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local tile_size = get_tile_size()
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local grid_height = tile_size * GRID_SIZE
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return math.floor((game.height() - grid_height) / 2)
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end
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function init()
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@@ -119,8 +122,8 @@ 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 - 15, game.height() / 2 - 30, "2048", true)
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renderer.text(game.width() / 2 - 50, game.height() / 2, "Tap to Start", true)
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renderer.text(game.width() / 2 - 15, game.height() / 2 - 30, "2048", true, 2)
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renderer.text(game.width() / 2 - 50, game.height() / 2, "Tap to Start", true, 2)
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elseif state == STATE_PLAYING or state == STATE_WIN or state == STATE_GAME_OVER then
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-- Draw grid
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@@ -140,27 +143,27 @@ function draw()
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-- Draw value (simplified)
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local text = tostring(value)
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if string.len(text) <= 2 then
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renderer.text(tile_x + 2, tile_y + 2, text, false)
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renderer.text(tile_x + 2, tile_y + 2, text, false, 2)
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else
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renderer.text(tile_x + 1, tile_y + 2, text, false)
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renderer.text(tile_x + 1, tile_y + 2, text, false, 2)
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end
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end
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end
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end
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-- Draw score
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renderer.text(10, 10, "Score: " .. tostring(game.vars.score), true)
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renderer.text(10, 10, "Score: " .. tostring(game.vars.score), true, 2)
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if state == STATE_WIN then
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renderer.text(game.width() / 2 - 30, game.height() / 2 - 20, "YOU WIN!", true)
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renderer.text(game.width() / 2 - 60, game.height() / 2, "Tap up: Continue", true)
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renderer.text(game.width() / 2 - 50, game.height() / 2 + 15, "Tap down: Menu", true)
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renderer.text(game.width() / 2 - 30, game.height() / 2 - 20, "YOU WIN!", true, 2)
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renderer.text(game.width() / 2 - 60, game.height() / 2, "Tap up: Continue", true, 2)
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renderer.text(game.width() / 2 - 50, game.height() / 2 + 15, "Tap down: Menu", true, 2)
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end
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if state == STATE_GAME_OVER then
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renderer.text(game.width() / 2 - 40, game.height() / 2, "GAME OVER", true)
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renderer.text(game.width() / 2 - 30, game.height() / 2 + 15, "Score: " .. tostring(game.vars.score), true)
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renderer.text(game.width() / 2 - 60, game.height() / 2 + 30, "Tap to Menu", true)
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renderer.text(game.width() / 2 - 40, game.height() / 2, "GAME OVER", true, 2)
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renderer.text(game.width() / 2 - 30, game.height() / 2 + 15, "Score: " .. tostring(game.vars.score), true, 2)
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renderer.text(game.width() / 2 - 60, game.height() / 2 + 30, "Tap to Menu", true, 2)
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end
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end
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end
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@@ -13,14 +13,15 @@ local FLIP_DURATION = 15 -- Frames to show flip animation
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-- Calculate card size based on screen size
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local function get_card_size()
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-- Use available space with padding
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local padding = math.floor(game.width() / 8)
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local available_width = game.width() - (padding * 2)
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local available_height = game.height() - 80 -- Leave room for text
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-- Use available space with padding, based on smallest dimension
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local min_dim = math.min(game.width(), game.height())
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local padding = math.floor(min_dim / 8)
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local available_w = game.width() - (padding * 2)
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local available_h = game.height() - 80 -- Leave room for text
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-- Calculate based on grid
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local card_width = math.floor(available_width / GRID_COLS)
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local card_height = math.floor(available_height / GRID_ROWS)
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local card_width = math.floor(available_w / GRID_COLS)
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local card_height = math.floor(available_h / GRID_ROWS)
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-- Use the smaller dimension for square cards
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return math.min(card_width, card_height)
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@@ -33,7 +34,7 @@ local function get_grid_start_x()
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end
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local function get_grid_start_y()
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return 40
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return 60
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end
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function init()
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@@ -133,9 +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)
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renderer.text(game.width() / 2 - 50, game.height() / 2 - 10, "Find all pairs", true)
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renderer.text(game.width() / 2 - 50, game.height() / 2 + 20, "Tap to Start", true)
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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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elseif state == STATE_PLAYING or state == STATE_GAME_OVER then
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-- Draw grid
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@@ -150,7 +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)
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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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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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@@ -159,12 +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)
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renderer.text(10, 20, "Moves: " .. tostring(game.vars.moves), true)
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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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if state == STATE_GAME_OVER then
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renderer.text(game.width() / 2 - 40, 5, "YOU WIN!", true)
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renderer.text(game.width() / 2 - 50, game.height() - 20, "Tap to Menu", true)
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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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end
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end
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end
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@@ -13,8 +13,9 @@ local WAIT_DURATION = 20 -- Frames between shows
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-- Button positions (calculated dynamically based on screen size)
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local function get_buttons()
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local padding = math.floor(game.width() / 10)
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local button_size = math.floor((game.width() - padding * 3) / 2)
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local padding = math.floor(math.min(game.width(), game.height()) / 10)
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local available = math.min(game.width(), game.height()) - (padding * 3)
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local button_size = math.floor(available / 2)
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local spacing = padding
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return {
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@@ -147,9 +148,9 @@ function draw()
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local buttons = get_buttons()
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if state == STATE_MENU then
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renderer.text(game.width() / 2 - 40, game.height() / 2 - 40, "SIMON SAYS", true)
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renderer.text(game.width() / 2 - 50, game.height() / 2 - 10, "Repeat the sequence", true)
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renderer.text(game.width() / 2 - 50, game.height() / 2 + 20, "Tap to Start", true)
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renderer.text(game.width() / 2 - 40, game.height() / 2 - 40, "SIMON SAYS", true, 2)
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renderer.text(game.width() / 2 - 50, game.height() / 2 - 10, "Repeat the sequence", 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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else
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-- Draw buttons with highlight
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@@ -160,16 +161,16 @@ function draw()
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end
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-- Draw score
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renderer.text(10, 10, "Level: " .. tostring(game.vars.score + 1), true)
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renderer.text(10, 10, "Level: " .. tostring(game.vars.score + 1), true, 2)
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if state == STATE_PLAYING and game.vars.waiting_for_input then
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renderer.text(game.width() / 2 - 40, game.height() - 20, "Your turn!", true)
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renderer.text(game.width() / 2 - 40, game.height() - 20, "Your turn!", true, 2)
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end
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if state == STATE_GAME_OVER then
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renderer.text(game.width() / 2 - 40, game.height() / 2 - 20, "GAME OVER", true)
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renderer.text(game.width() / 2 - 30, game.height() / 2, "Level: " .. tostring(game.vars.score + 1), true)
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renderer.text(game.width() / 2 - 60, game.height() / 2 + 20, "Tap to Restart", true)
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renderer.text(game.width() / 2 - 40, game.height() / 2 - 20, "GAME OVER", true, 2)
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renderer.text(game.width() / 2 - 30, game.height() / 2, "Level: " .. tostring(game.vars.score + 1), true, 2)
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renderer.text(game.width() / 2 - 60, game.height() / 2 + 20, "Tap to Restart", true, 2)
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end
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end
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end
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@@ -11,24 +11,25 @@ local GRID_SIZE = 3
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-- Calculate cell size based on screen size
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local function get_cell_size()
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-- Use available space minus padding
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local padding = math.floor(game.width() / 8)
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local available = game.width() - (padding * 2)
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-- Use smallest dimension to maintain square grid
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local min_dim = math.min(game.width(), game.height())
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local padding = math.floor(min_dim / 8)
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local available = min_dim - (padding * 2)
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local cell_size = math.floor(available / GRID_SIZE)
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return cell_size
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end
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local function get_grid_start_y()
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-- Center grid vertically with some top margin
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-- Center grid vertically
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local cell_size = get_cell_size()
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local grid_height = cell_size * GRID_SIZE + 2 * 2 -- spacing
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local grid_height = cell_size * GRID_SIZE
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return math.floor((game.height() - grid_height) / 2)
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end
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local function get_grid_start_x()
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-- Center grid horizontally
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local cell_size = get_cell_size()
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local grid_width = cell_size * GRID_SIZE + 2 * 2 -- spacing
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local grid_width = cell_size * GRID_SIZE
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return math.floor((game.width() - grid_width) / 2)
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end
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@@ -127,9 +128,9 @@ function draw()
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local cell_spacing = 2
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if state == STATE_MENU then
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renderer.text(game.width() / 2 - 50, game.height() / 2 - 30, "TIC-TAC-TOE", true)
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renderer.text(game.width() / 2 - 50, game.height() / 2, "Play vs AI", true)
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renderer.text(game.width() / 2 - 50, game.height() / 2 + 20, "Tap to Start", true)
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renderer.text(game.width() / 2 - 50, game.height() / 2 - 30, "TIC-TAC-TOE", true, 2)
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renderer.text(game.width() / 2 - 50, game.height() / 2, "Play vs AI", 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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elseif state == STATE_PLAYING or state == STATE_GAME_OVER then
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-- Draw grid
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@@ -157,14 +158,14 @@ function draw()
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if state == STATE_GAME_OVER then
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if game.vars.winner == 1 then
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renderer.text(game.width() / 2 - 30, 10, "YOU WIN!", true)
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renderer.text(game.width() / 2 - 30, 10, "YOU WIN!", true, 2)
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elseif game.vars.winner == 2 then
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renderer.text(game.width() / 2 - 30, 10, "AI WINS!", true)
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renderer.text(game.width() / 2 - 30, 10, "AI WINS!", true, 2)
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else
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renderer.text(game.width() / 2 - 20, 10, "DRAW!", true)
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renderer.text(game.width() / 2 - 20, 10, "DRAW!", true, 2)
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end
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renderer.text(game.width() / 2 - 60, game.height() - 15, "Tap to Menu", true)
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renderer.text(game.width() / 2 - 60, game.height() - 15, "Tap to Menu", true, 2)
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end
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end
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end
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