"EnTerr" wrote:
The idea of showing 2x2 and 3x3 rooms on screen is interesting... not sure a quite buy into it, since part of the game challenge was keeping (mental or not) map of the dungeon, this makes it easier - suppose i am "originalist". Also the non-4xxx players seem rather "syrupy" in such modes.
"marcelo.cabral" wrote:
This is on my backlog since the beginning, the issue is that Roku 2D API does not have a simple way to do this, I will have to scale every sprite and save on temp, other game engines has this as generic setting.
"EnTerr" wrote:"marcelo.cabral" wrote:
This is on my backlog since the beginning, the issue is that Roku 2D API does not have a simple way to do this, I will have to scale every sprite and save on temp, other game engines has this as generic setting.
, src as Object) as Boolean
Seems pretty straightforward? I think it won't have noticeable delay doing this on-the-fly (i.e. no need to precompute). Should be easy even on the non-OpenGL players, one would think.
"marcelo.cabral" wrote:
The issue is because I use Sprite object and the draw is made by the Compositor.
Screen Scaling
- Bitmap "sizer" just after creating screen in Main()
- All regions to draw to sizer instead of to screen (and when m.drAA.fight.shClCnt > 0 we do sizer.Clear() instead of screen.Clear())
- m.sy.shrink: TRUE
Then, in drawStuff() just before screen.SwapBuffers():
- IF m.sy.shrink THEN screen.DrawScaledObject(128, 72, 0.8, 0.8, m.sy.sizer) ELSE screen.DrawObject(0, 0, m.sy.sizer)
(I also added that to fallDraw() for manFall())
- switching shrink True or False also sets m.sy.edgeClear = 2, then drawStuff() sees that and does two screen.Clear()s (one for each buffer)
This reduced performance too much - I won't be using this system
"marcelo.cabral" wrote:
The issue is because I use Sprite object and the draw is made by the Compositor.
The ideal would be to have the Compositor know the default scale once and after that everything was scaled.