Corrected some issues on game
Now it works! :)
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@ -151,7 +151,7 @@ ifeq ($(PLATFORM),PLATFORM_WEB)
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# -s ALLOW_MEMORY_GROWTH=1 # to allow memory resizing
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# -s ALLOW_MEMORY_GROWTH=1 # to allow memory resizing
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# -s TOTAL_MEMORY=16777216 # to specify heap memory size (default = 16MB)
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# -s TOTAL_MEMORY=16777216 # to specify heap memory size (default = 16MB)
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# -s USE_PTHREADS=1 # multithreading support
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# -s USE_PTHREADS=1 # multithreading support
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CFLAGS += -s USE_GLFW=3 -s ASSERTIONS=1 --profiling -s TOTAL_MEMORY=16777216 --preload-file resources
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CFLAGS += -s USE_GLFW=3 -s ASSERTIONS=1 --profiling -s ALLOW_MEMORY_GROWTH=1 --preload-file resources
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endif
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endif
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# Define include paths for required headers
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# Define include paths for required headers
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@ -218,7 +218,7 @@ endif
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ifeq ($(PLATFORM_OS),WINDOWS)
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ifeq ($(PLATFORM_OS),WINDOWS)
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# resources file contains raylib icon for windows .exe
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# resources file contains raylib icon for windows .exe
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# -Wl,--subsystem,windows hides the console window
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# -Wl,--subsystem,windows hides the console window
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CFLAGS += $(RAYLIB_PATH)/src/resources -Wl,--subsystem,windows
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LDLIBS += $(RAYLIB_PATH)/src/resources -Wl,--subsystem,windows
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endif
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endif
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# Define output extension to generate a .html file using provided shell
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# Define output extension to generate a .html file using provided shell
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@ -253,7 +253,7 @@ all:
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# Project target defined by PROJECT_NAME
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# Project target defined by PROJECT_NAME
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$(PROJECT_NAME): $(OBJS)
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$(PROJECT_NAME): $(OBJS)
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$(CC) -o $(PROJECT_NAME)$(EXT) $(OBJS) $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
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$(CC) -o $(PROJECT_NAME)$(EXT) $(OBJS) $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) $(WEB_SHELL)
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# Compile source files
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# Compile source files
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# NOTE: This pattern will compile every module defined on $(OBJS)
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# NOTE: This pattern will compile every module defined on $(OBJS)
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Binary file not shown.
Before Width: | Height: | Size: 899 KiB After Width: | Height: | Size: 994 KiB |
@ -6,7 +6,7 @@ attribute vec2 vertexTexCoord;
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attribute vec4 vertexColor;
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attribute vec4 vertexColor;
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// Input uniform values
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// Input uniform values
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uniform mat4 mvpMatrix;
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uniform mat4 mvp;
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// Output vertex attributes (to fragment shader)
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// Output vertex attributes (to fragment shader)
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varying vec2 fragTexCoord;
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varying vec2 fragTexCoord;
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@ -21,5 +21,5 @@ void main()
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fragColor = vertexColor;
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fragColor = vertexColor;
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// Calculate final vertex position
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// Calculate final vertex position
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gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
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gl_Position = mvp*vec4(vertexPosition, 1.0);
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}
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}
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@ -858,8 +858,8 @@ void DrawTitleScreen(void)
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DrawTexturePro(atlas02, gameplay_background, (Rectangle){0, 0, gameplay_background.width*2, gameplay_background.height*2}, (Vector2){0, 0}, 0, color02);
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DrawTexturePro(atlas02, gameplay_background, (Rectangle){0, 0, gameplay_background.width*2, gameplay_background.height*2}, (Vector2){0, 0}, 0, color02);
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// Draw parallax
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// Draw parallax
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//DrawParallaxBack();
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DrawParallaxBack();
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//DrawParallaxMiddle();
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DrawParallaxMiddle();
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for (int i = 0; i < MAX_particle; i++)
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for (int i = 0; i < MAX_particle; i++)
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{
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{
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@ -984,8 +984,6 @@ void DrawTitleScreen(void)
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if (musicActive)DrawTexturePro(atlas01, title_speaker_on, (Rectangle){speakerButton.x, speakerButton.y, title_speaker_on.width, title_speaker_on.height}, (Vector2){0,0}, 0, WHITE);
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if (musicActive)DrawTexturePro(atlas01, title_speaker_on, (Rectangle){speakerButton.x, speakerButton.y, title_speaker_on.width, title_speaker_on.height}, (Vector2){0,0}, 0, WHITE);
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else DrawTexturePro(atlas01, title_speaker_off, (Rectangle){speakerButton.x, speakerButton.y, title_speaker_off.width, title_speaker_off.height}, (Vector2){0,0}, 0, WHITE);
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else DrawTexturePro(atlas01, title_speaker_off, (Rectangle){speakerButton.x, speakerButton.y, title_speaker_off.width, title_speaker_off.height}, (Vector2){0,0}, 0, WHITE);
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*/
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*/
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DrawParallaxFront();
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}
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}
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// Title Screen Unload logic
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// Title Screen Unload logic
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@ -1003,10 +1001,7 @@ int FinishTitleScreen(void)
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static void DrawParallaxFront(void)
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static void DrawParallaxFront(void)
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{
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{
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Rectangle ground01 = gameplay_back_ground01;
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Rectangle ground01 = gameplay_back_ground01;
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DrawTexturePro(atlas02, gameplay_back_tree01_layer01, (Rectangle){0, 0, gameplay_back_tree01_layer01.width*2, gameplay_back_tree01_layer01.height*2}, (Vector2){0,0}, 0, WHITE);
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/*
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//DrawTexturePro(atlas02, gameplay_back_tree01_layer03, (Rectangle){0, 21, gameplay_back_tree01_layer03.width*2, gameplay_back_tree01_layer03.height*2}, (Vector2){0,0}, 0, color02);
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//DrawTexturePro(atlas02, gameplay_back_tree01_layer03, (Rectangle){0, 21, gameplay_back_tree01_layer03.width*2, gameplay_back_tree01_layer03.height*2}, (Vector2){0,0}, 0, color02);
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DrawTexturePro(atlas02, gameplay_back_tree01_layer01, (Rectangle){(int)parallaxFrontOffset, 60, gameplay_back_tree01_layer01.width*2, gameplay_back_tree01_layer01.height*2}, (Vector2){0,0}, 0, color02);
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DrawTexturePro(atlas02, gameplay_back_tree01_layer01, (Rectangle){(int)parallaxFrontOffset, 60, gameplay_back_tree01_layer01.width*2, gameplay_back_tree01_layer01.height*2}, (Vector2){0,0}, 0, color02);
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DrawTexturePro(atlas02, gameplay_back_tree02_layer01, (Rectangle){(int)parallaxFrontOffset + 140, 60, gameplay_back_tree02_layer01.width*2, gameplay_back_tree02_layer01.height*2}, (Vector2){0,0}, 0, color02);
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DrawTexturePro(atlas02, gameplay_back_tree02_layer01, (Rectangle){(int)parallaxFrontOffset + 140, 60, gameplay_back_tree02_layer01.width*2, gameplay_back_tree02_layer01.height*2}, (Vector2){0,0}, 0, color02);
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@ -1018,7 +1013,6 @@ static void DrawParallaxFront(void)
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DrawTexturePro(atlas02, gameplay_back_tree08_layer01, (Rectangle){(int)parallaxFrontOffset + 140*7, 60, gameplay_back_tree08_layer01.width*2, gameplay_back_tree08_layer01.height*2}, (Vector2){0,0}, 0, color02);
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DrawTexturePro(atlas02, gameplay_back_tree08_layer01, (Rectangle){(int)parallaxFrontOffset + 140*7, 60, gameplay_back_tree08_layer01.width*2, gameplay_back_tree08_layer01.height*2}, (Vector2){0,0}, 0, color02);
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DrawTexturePro(atlas02, gameplay_back_ground01, (Rectangle){0, 559, ground01.width*2, ground01.height*2}, (Vector2){0,0}, 0, color01);
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DrawTexturePro(atlas02, gameplay_back_ground01, (Rectangle){0, 559, ground01.width*2, ground01.height*2}, (Vector2){0,0}, 0, color01);
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DrawTexturePro(atlas02, (Rectangle){ground01.x, ground01.y + ground01.height, ground01.width, -ground01.height}, (Rectangle){0, -33, ground01.width*2, ground01.height*2}, (Vector2){0,0}, 0, color01);
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DrawTexturePro(atlas02, (Rectangle){ground01.x, ground01.y + ground01.height, ground01.width, -ground01.height}, (Rectangle){0, -33, ground01.width*2, ground01.height*2}, (Vector2){0,0}, 0, color01);
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*/
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}
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}
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static void DrawParallaxMiddle(void)
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static void DrawParallaxMiddle(void)
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