tweaks to make zoomfactor better - centred @ 2x zoom
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af1040b970
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40b048fd65
7 changed files with 17 additions and 14 deletions
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@ -13,7 +13,7 @@ pub struct Offsets {
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}
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pub fn get_offset() -> Offsets {
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return Offsets { x: 1, y: 10 };
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return Offsets { x: 1, y: 8 };
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}
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pub struct ScreenBounds {
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@ -59,7 +59,7 @@ pub fn get_screen_bounds(ecs: &World, debug: bool) -> ScreenBounds {
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TILES_IN_VIEWPORT_W,
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TILES_IN_VIEWPORT_H,
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1,
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10,
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8,
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);
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let centre_x = (x_chars / 2) as i32;
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@ -1,4 +1,4 @@
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pub const DEFAULT_VIEWSHED_STANDARD: i32 = 6; // Standard viewshed radius for almost all entities.
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pub const DEFAULT_VIEWSHED_STANDARD: i32 = 7; // Standard viewshed radius for almost all entities.
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pub const CARRY_CAPACITY_PER_STRENGTH: i32 = 5; // How much weight can be carried per point of strength.
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pub const NORMAL_SPEED: i32 = 12; // Normal speed for almost all entities.
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pub const SPEED_MOD_BURDENED: f32 = 0.75;
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@ -28,4 +28,4 @@ pub const TILESIZE: Spritesize = Spritesize {
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pub const ZOOM_FACTOR: f32 = 2.0;
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pub const FONTSIZE: f32 = 16.0;
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pub const DISPLAYWIDTH: u32 = 100;
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pub const DISPLAYHEIGHT: u32 = 57;
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pub const DISPLAYHEIGHT: u32 = 58;
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@ -8,10 +8,10 @@ pub const WITH_DARKEN_BY_DISTANCE: bool = true; // If further away tiles should
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// the viewport itself uses 16x24 sprites - so this translates to 70x28 tiles drawn.
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// It also works nicely for zooming in, displaying 35x14 tiles cleanly onscreen.
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pub const VIEWPORT_W: i32 = 70;
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pub const VIEWPORT_H: i32 = 42;
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pub const VIEWPORT_H: i32 = 45;
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pub const TILES_IN_VIEWPORT_W: i32 = 70 / (ZOOM_FACTOR as i32);
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pub const TILES_IN_VIEWPORT_H: i32 = 28 / (ZOOM_FACTOR as i32);
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pub const TILES_IN_VIEWPORT_H: i32 = 30 / (ZOOM_FACTOR as i32);
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pub const TILE_LAYER: usize = 1;
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pub const ENTITY_LAYER: usize = 2;
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@ -24,7 +24,7 @@ pub const GLOBAL_OFFSET_MAX_CLAMP: f32 = 1.0;
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pub const SPRITE_OFFSET_MIN_CLAMP: f32 = 0.85;
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pub const SPRITE_OFFSET_MAX_CLAMP: f32 = 1.0;
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pub const WITH_SCANLINES_BRIGHTEN_AMOUNT: f32 = 0.1; // 0.0 = no brightening, 1.0 = full brightening.
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pub const NON_VISIBLE_MULTIPLIER: f32 = 0.2; // 0.0 = black, 1.0 = full colour.
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pub const NON_VISIBLE_MULTIPLIER: f32 = 0.1; // 0.0 = black, 1.0 = full colour.
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pub const NON_VISIBLE_MULTIPLIER_IF_SCANLINES: f32 = 0.8; // as above, but when using scanlines. should be higher.
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pub const MAX_DARKENING: f32 = 0.2; // 0.0 = black, 1.0 = full colour - only used if WITH_DARKEN_BY_DISTANCE is true.
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pub const MAX_DARKENING_IF_SCANLINES: f32 = 0.9; // as above, but when using scanlines. should be higher.
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@ -18,9 +18,9 @@ pub fn render(draw: bool, gfx: &mut Graphics, font: &Fonts) {
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render_log(
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gfx,
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&font,
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&(TILESIZE.x, TILESIZE.x * 8.0 + 4.0),
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&(TILESIZE.x, TILESIZE.x * 6.0 + 4.0),
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(VIEWPORT_W as f32) * TILESIZE.x,
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7
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5
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);
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}
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}
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@ -3,7 +3,7 @@ use notan::draw::{ Draw, Font, DrawTextSection };
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use specs::prelude::*;
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use super::TILESIZE;
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use crate::{ Fonts, camera::get_offset };
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use super::{ items, Filter, print_options, ItemType };
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use super::{ items, Filter, print_options, ItemType, FONTSIZE };
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pub enum Location {
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All,
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@ -46,7 +46,10 @@ pub fn draw_items(
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if inv.is_empty() {
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continue;
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}
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draw.text(&font.b(), itemtype.string()).position(x, y).color(Color::WHITE);
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draw.text(&font.b(), itemtype.string())
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.position(x, y)
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.color(Color::WHITE)
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.size(FONTSIZE);
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y += TILESIZE.x;
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y = print_options(ecs, draw, font, &inv, x, y) + TILESIZE.x;
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}
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@ -187,7 +187,7 @@ pub fn draw_ui2(ecs: &World, draw: &mut Draw, atlas: &HashMap<String, Texture>,
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draw_bar(
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draw,
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BAR_X,
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54.5,
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55.5,
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BAR_WIDTH,
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TILESIZE.x,
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stats.hit_points.current,
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@ -198,7 +198,7 @@ pub fn draw_ui2(ecs: &World, draw: &mut Draw, atlas: &HashMap<String, Texture>,
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draw_bar(
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draw,
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BAR_X,
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55.5,
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56.5,
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BAR_WIDTH,
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TILESIZE.x,
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stats.mana.current,
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@ -208,7 +208,7 @@ pub fn draw_ui2(ecs: &World, draw: &mut Draw, atlas: &HashMap<String, Texture>,
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);
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let initial_x = 24.0 * TILESIZE.x;
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let mut x = initial_x;
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let row1 = 54.0 * TILESIZE.x;
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let row1 = 55.0 * TILESIZE.x;
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let row2 = row1 + TILESIZE.x;
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let hp_colours: (RGB, RGB, RGB) = (
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RGB::named(GREEN),
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