Hi all!
I have almost tears in my eyes thinking that I've almost completed a very basic and lame implementation of Pong.
I'd need to draw a very simple intro screen (with game name and settings).
I would like to make a big image (128x128) that will cover the whole screen.
What is the suggested method for this?
Thanks :)
Here's some functions I wrote to scale text for titles and such. You are welcome to use them.
--prints some text, then returns
--a table of pixel coords that
--can be used later for scaling
function get_text_pixels(text)
pixels={}
print(text,0,0,7)
for y=0,7 do
for x=0,#text*8-1 do
local col=pget(x,y)
if col!=0 then
add(pixels,{x,y})
end
end
end
return pixels
end
function scale_text(pixels,tlx,tly,sx,sy,col)
for pixel in all(pixels) do
local x=pixel[1]
local y=pixel[2]
local nx=x*sx+tlx
local ny=y*sy+tly
rectfill(nx,ny,nx+sx,ny+sy,col)
end
end
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You can use them like this (probably somewhere in your _draw() function)
--store locations of pixels for the text you want to print
local title_pixels=get_text_pixels("my title text")
--clear the screen so you don't see the text that was printed to obtain the pixels table above
cls()
--now you can draw the text scaled.
scale_text(title_pixels, 24,45,1.5,4,9)
|
If you haven't used much of the sprite table, you can draw the entire title screen in the sprite sheet and draw it like a sprite.
That's probably the most straightforward way to have a graphical title screen. It uses a lot of your sprite-sheet, though.
To piggyback on what @apLundell and @gradualgames suggested, you can try making use of your existing sprites to make an interesting title screen.
Or you can make use of primitives (circ/circfill, rect/rectfill, line) to draw it out. You can even try combining that with some interpolation if you want to get really fancy.

Woh that interpolation looks SICK, @enargy!
How can you do that?
Lovely tips, from all of you, guys!
Also super thanks for great code, @gradualgames
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