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practicar's Issues

Use device aspect ratio

I still want it to look pixel-y. The pixels should stretch to fill a bigger screen, but don't squash them into a different aspect ratio.

Sometimes this gets solved by adding black bars on the side to make a square fit a rectangle. I don't want to do that. Just draw the game as a rectangle to fit a rectangle screen.

Add minimal menu state

Todo

  • Entity.Menu
    • holds a list of Entity.Text menu items?
    • has menu origin x/y
    • has active menu item index
  • Title screen's Entity.Menu currently has two menu items: play, quit
  • Title screen has a big Entity.Text for the title
  • State.Title
    • comes after State.Boot
    • puts all this title menu stuff on the screen
    • background white, text black
  • System.Menu tracks Entity.Menu, increment/decrement active menu item index, listen for keyboard input?

// still wip

how does menu selection work
menu needs to capture input somehow

Add functioning boot screen

  • Add libraries, tiny-ecs, hump
  • Initialize hump.gamestate on boot state in love.load()
  • Initialize tiny.world on boot state initialization
  • Write draw system
  • Write text entity
  • Draw "enter" text entity on boot screen
  • Stub function switching to menu state on any user input to exit game

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