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Aspect ratio fixes for Map
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parent
0dbaf9c679
commit
f2f66ff1e3
2 changed files with 6 additions and 8 deletions
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@ -3,9 +3,7 @@
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[X] Intro
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[X] Moonwalk
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[X] Pauza
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[ ] Mapa
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[ ] Obrazek
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[ ] Wskaźniki
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[X] Mapa
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[ ] Level 1
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[ ] Przeszkody
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[ ] HP
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@ -52,7 +52,7 @@ void Map_Draw(struct Game *game) {
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y=0.675;
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break;
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}
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al_draw_scaled_bitmap(game->map.arrow, 0, 0, al_get_bitmap_width(game->map.arrow), al_get_bitmap_height(game->map.arrow), game->viewportWidth*x, game->viewportHeight*y + ((sin(game->map.arrowpos)+0.5)/20.0)*game->viewportHeight, game->viewportWidth*0.1, game->viewportHeight*0.16, 0);
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al_draw_scaled_bitmap(game->map.arrow, 0, 0, al_get_bitmap_width(game->map.arrow), al_get_bitmap_height(game->map.arrow), (game->viewportWidth-game->viewportHeight*1.6)/2+game->viewportHeight*1.6*x, game->viewportHeight*y + ((sin(game->map.arrowpos)+0.5)/20.0)*game->viewportHeight, game->viewportHeight*1.6*0.1, game->viewportHeight*0.16, 0);
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}
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void Map_Logic(struct Game *game) {
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@ -101,11 +101,11 @@ void Map_Preload(struct Game *game, void (*progress)(struct Game*, float)) {
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PrintConsole(game, "Last level available: %d", game->map.selected);
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game->map.arrowpos = 0;
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game->map.map_bg = LoadScaledBitmap("map/background.png", game->viewportWidth, game->viewportHeight);
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game->map.map_bg = LoadScaledBitmap("map/background.png", game->viewportHeight*1.6, game->viewportHeight);
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PROGRESS;
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char filename[30] = { };
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sprintf(filename, "map/highlight%d.png", game->map.available);
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game->map.highlight = LoadScaledBitmap(filename, game->viewportWidth, game->viewportHeight);
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game->map.highlight = LoadScaledBitmap(filename, game->viewportHeight*1.6, game->viewportHeight);
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PROGRESS;
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game->map.arrow = al_load_bitmap( GetDataFilePath("map/arrow.png") );
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@ -136,8 +136,8 @@ void Map_Preload(struct Game *game, void (*progress)(struct Game*, float)) {
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game->map.map = LoadScaledBitmap("table.png", game->viewportWidth, game->viewportHeight);
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PROGRESS;
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al_set_target_bitmap(game->map.map);
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al_draw_bitmap(game->map.map_bg, 0, 0 ,0);
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al_draw_bitmap(game->map.highlight, 0, 0 ,0);
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al_draw_bitmap(game->map.map_bg, (game->viewportWidth-game->viewportHeight*1.6)/2, 0 ,0);
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al_draw_bitmap(game->map.highlight, (game->viewportWidth-game->viewportHeight*1.6)/2, 0 ,0);
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al_set_target_bitmap(al_get_backbuffer(game->display));
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PROGRESS;
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}
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