practicar's People
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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