Make it possible to scale the board by a factor

This commit is contained in:
Patricia Aas 2020-11-27 16:44:06 +01:00
parent b50085c345
commit 31211538aa
3 changed files with 7 additions and 6 deletions

View File

@ -5,7 +5,7 @@
#include <chrono> #include <chrono>
Game::Game() Game::Game()
: window(448*2, 496*2) { : window(448, 496) {
} }
auto Game::now() { auto Game::now() {

View File

@ -8,7 +8,7 @@
GameWindow::GameWindow(int width, int height) { GameWindow::GameWindow(int width, int height) {
initSDL(); initSDL();
initSDLImage(); initSDLImage();
auto sdl_window = createWindow(width, height); auto sdl_window = createWindow(width*SCALE_FACTOR, height*SCALE_FACTOR);
auto sdl_renderer = createRenderer(sdl_window); auto sdl_renderer = createRenderer(sdl_window);
createWindowSurface(sdl_window); createWindowSurface(sdl_window);
setDrawColor(sdl_renderer); setDrawColor(sdl_renderer);
@ -39,7 +39,7 @@ void GameWindow::renderSuperPellets(Board & board) const {
SDL_Rect sprite_rect = board.superPelletSprite(); SDL_Rect sprite_rect = board.superPelletSprite();
std::vector<SDL_Point> superPelletPositions = board.superPelletPositions(); std::vector<SDL_Point> superPelletPositions = board.superPelletPositions();
for (const auto & pos : superPelletPositions) { for (const auto & pos : superPelletPositions) {
SDL_Rect maze_rect = targetRect({ float_t(pos.x), float_t(pos.y) }, 16); SDL_Rect maze_rect = targetRect({ float_t(pos.x), float_t(pos.y) }, 8*SCALE_FACTOR);
renderTexture(sprite_texture.get(), &sprite_rect, &maze_rect); renderTexture(sprite_texture.get(), &sprite_rect, &maze_rect);
} }
} }
@ -48,20 +48,20 @@ void GameWindow::renderPellets(Board & board) const {
SDL_Rect sprite_rect = board.pelletSprite(); SDL_Rect sprite_rect = board.pelletSprite();
std::vector<SDL_Point> pelletPositions = board.pelletPositions(); std::vector<SDL_Point> pelletPositions = board.pelletPositions();
for (const auto & pos : pelletPositions) { for (const auto & pos : pelletPositions) {
SDL_Rect maze_rect = targetRect({ float_t(pos.x), float_t(pos.y) }, 16); SDL_Rect maze_rect = targetRect({ float_t(pos.x), float_t(pos.y) }, 8*SCALE_FACTOR);
renderTexture(sprite_texture.get(), &sprite_rect, &maze_rect); renderTexture(sprite_texture.get(), &sprite_rect, &maze_rect);
} }
} }
void GameWindow::renderPacMan(const PacMan & pac_man) const { void GameWindow::renderPacMan(const PacMan & pac_man) const {
Position maze_position = pac_man.currentPosition(); Position maze_position = pac_man.currentPosition();
SDL_Rect maze_rect = targetRect(maze_position, 16); SDL_Rect maze_rect = targetRect(maze_position, 8*SCALE_FACTOR);
SDL_Rect sprite_rect = pac_man.currentSprite(); SDL_Rect sprite_rect = pac_man.currentSprite();
renderTexture(sprite_texture.get(), &sprite_rect, &maze_rect); renderTexture(sprite_texture.get(), &sprite_rect, &maze_rect);
} }
SDL_Rect GameWindow::targetRect(const Position & position, int pixel_increase) { SDL_Rect GameWindow::targetRect(const Position & position, int pixel_increase) {
int pixels = 32; int pixels = 16*SCALE_FACTOR;
int displacement = pixel_increase / 2; int displacement = pixel_increase / 2;
return { return {
int(pixels * position.x) - displacement, int(pixels * position.x) - displacement,

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@ -39,6 +39,7 @@ public:
void update(const PacMan & pacMan, Board board); void update(const PacMan & pacMan, Board board);
private: private:
static const int16_t SCALE_FACTOR = 1;
std::unique_ptr<SDL_Window, SDL_Window_Deleter> window; std::unique_ptr<SDL_Window, SDL_Window_Deleter> window;
std::unique_ptr<SDL_Renderer, SDL_Renderer_Deleter> renderer; std::unique_ptr<SDL_Renderer, SDL_Renderer_Deleter> renderer;
std::unique_ptr<SDL_Surface, SDL_Surface_Deleter> window_surface; std::unique_ptr<SDL_Surface, SDL_Surface_Deleter> window_surface;