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 |
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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