Age | Commit message (Collapse) | Author |
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Newer libstage enables the render_func to free its stage node via
return value. This is useful for fire-and-forget style ephemeral
nodes that make for convenient autonomous stage nodes which
remove themselves after running their course. Think bonus scores
and little visual effects...
Requires some mechanical changes to the existing render funcs,
but nothing functionally has really changed.
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This must have been introduced accidentally when rearranging the
function. Fortunately tex_node_new_mem() isn't really used by
anything except hungrycat.c so it's been relatively harmless.
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The bulk of this is mechanical wiring up of a projection_x to all
the nodes.
But this also introduces maintenance of the projection_x, with
aspect-ratio preservation in two of the modes: WINDOWED and
FULLSCREEN, with the previously default stretched-to-fill
fullscreen mode now relegated to a third FILLSCREEN winmode.
The default at startup is now an aspect ratio-preserving windowed
mode.
Simply press the 'f' key at any time to cycle through them.
This was mostly done in sars to provide a source-available test
for reproducing a fullscreen SDL2 bug I filed @
https://github.com/libsdl-org/SDL/issues/5139
Otherwise it's pretty silly to bother with doing anything on
sars... but it is a handy little mule for such things.
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The theme of this Blender was:
Monkeys / Rescuing / Between Realities
With all the COVID-19 stuff going on, it seemed like a fun way
to lighten things up a bit to make something where a monkey runs
around trying to rescue child monkeys from coronaviruses moving
across the playfield. In keeping with the theme, to rescue the
helpless monkeys you take them to a different reality by carrying
them off the window/screen. As infections increase the field
becomes crowded with viruses until your player becomes infected
through contact, ending your game.
This was written quickly kamikaze style overnight. Some
scaffolding bits came from past projects of mine like the vector
headers, shader and texture node building blocks, and the plasma
effect has been used a few times now and originally was derived
from some gpu programming tutorial if memory serves. I just
wanted to put something in the background for this strange
reality.
This is the first time I've used libplay, in fact, it was
basically slapped together last night at the start of this to
avoid having to do all that SDL initialization all over again.
The unique meat of this work is in game.c, there isn't really all
that much to this game though. It's not pretty code, but it
works well enough and this task served as a useful exercise of
trying to get some quick game dev done using this collection of
facilities.
Most the heavy lifting comes from my reused libraries which are
slowly evolving into something somewhat effective for simple game
development.
Enjoy, and happy hacking!
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