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Trying to correct drawing issues...

Ray 8 years ago
parent
commit
b043c5e277

+ 1 - 1
games/koala_seasons/Makefile

@@ -36,7 +36,7 @@ ifeq ($(PLATFORM),PLATFORM_WEB)
 endif
 
 # define raylib directory for include and library
-RAYLIB_PATH ?= C:\raylib\raylib
+RAYLIB_PATH ?= C:\GitHub\raylib
 
 # determine PLATFORM_OS in case PLATFORM_DESKTOP selected
 ifeq ($(PLATFORM),PLATFORM_DESKTOP)

+ 2 - 2
games/koala_seasons/resources/shaders/glsl330/base.vs

@@ -6,7 +6,7 @@ in vec2 vertexTexCoord;
 in vec4 vertexColor;
 
 // Input uniform values
-uniform mat4 mvpMatrix;
+uniform mat4 mvp;
 
 // Output vertex attributes (to fragment shader)
 out vec2 fragTexCoord;
@@ -21,5 +21,5 @@ void main()
     fragColor = vertexColor;
     
     // Calculate final vertex position
-    gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
+    gl_Position = mvp*vec4(vertexPosition, 1.0);
 }

+ 11 - 8
games/koala_seasons/screens/screen_title.c

@@ -855,11 +855,11 @@ void DrawTitleScreen(void)
 {
     BeginShaderMode(colorBlend);
     
-    DrawTexturePro(atlas02,gameplay_background, (Rectangle){0, 0, gameplay_background.width*2, gameplay_background.height*2}, (Vector2){0, 0}, 0, color02);
+    DrawTexturePro(atlas02, gameplay_background, (Rectangle){0, 0, gameplay_background.width*2, gameplay_background.height*2}, (Vector2){0, 0}, 0, color02);
 
     // Draw parallax
-    DrawParallaxBack();
-    DrawParallaxMiddle();
+    //DrawParallaxBack();
+    //DrawParallaxMiddle();
 
     for (int i = 0; i < MAX_particle; i++)
     {
@@ -946,7 +946,6 @@ void DrawTitleScreen(void)
                                                (Rectangle){ rainParticle.particle[i].position.x, rainParticle.particle[i].position.y, particle_waterdrop.width*rainParticle.particle[i].size, particle_waterdrop.height*rainParticle.particle[i].size },
                                                (Vector2){ particle_waterdrop.width*rainParticle.particle[i].size/2, particle_waterdrop.height*rainParticle.particle[i].size/2 }, rainParticle.particle[i].rotation,
                                                Fade(rainParticle.particle[i].color, rainParticle.particle[i].alpha));
-
     }
 
     for (int i = 0; i < 1024; i++)
@@ -959,7 +958,6 @@ void DrawTitleScreen(void)
 
     for (int i = 0; i < 256; i++)
     {
-
         if (snowStormParticle.particle[i].active) DrawTexturePro(atlas01, particle_icecrystal,
                                                (Rectangle){ snowStormParticle.particle[i].position.x, snowStormParticle.particle[i].position.y, particle_icecrystal.width*snowStormParticle.particle[i].size, particle_icecrystal.height*snowStormParticle.particle[i].size },
                                                (Vector2){ particle_icecrystal.width*snowStormParticle.particle[i].size/2, particle_icecrystal.height*snowStormParticle.particle[i].size/2 }, snowStormParticle.particle[i].rotation,
@@ -969,8 +967,7 @@ void DrawTitleScreen(void)
 
     for (int i = 0; i < 20; i++)
     {
-
-       if (rayparticle.particle[i].active) DrawTexturePro(atlas01, gameplay_fx_lightraymid,
+        if (rayparticle.particle[i].active) DrawTexturePro(atlas01, gameplay_fx_lightraymid,
                                                (Rectangle){ rayparticle.particle[i].position.x, rayparticle.particle[i].position.y, gameplay_fx_lightraymid.width*rayparticle.particle[i].size, gameplay_fx_lightraymid.height*rayparticle.particle[i].size },
                                                (Vector2){ gameplay_fx_lightraymid.width*rayparticle.particle[i].size/2, gameplay_fx_lightraymid.height*rayparticle.particle[i].size/2 }, rayparticle.particle[i].rotation,
                                                Fade(rayparticle.particle[i].color, rayparticle.particle[i].alpha));
@@ -987,6 +984,8 @@ void DrawTitleScreen(void)
     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);
     else DrawTexturePro(atlas01, title_speaker_off, (Rectangle){speakerButton.x, speakerButton.y, title_speaker_off.width, title_speaker_off.height}, (Vector2){0,0}, 0, WHITE);
     */
+    
+    DrawParallaxFront();
 }
 
 // Title Screen Unload logic
@@ -1004,7 +1003,10 @@ int FinishTitleScreen(void)
 static void DrawParallaxFront(void)
 {
     Rectangle ground01 = gameplay_back_ground01;
+    
+    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);
 
+    /*
     //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);
     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);
     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);
@@ -1016,7 +1018,8 @@ static void DrawParallaxFront(void)
     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);
     DrawTexturePro(atlas02, gameplay_back_ground01, (Rectangle){0, 559, ground01.width*2, ground01.height*2}, (Vector2){0,0}, 0, color01);
     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);
- }
+    */
+}
 
 static void DrawParallaxMiddle(void)
 {