diff --git a/CMakeLists.txt b/CMakeLists.txt index 00d765b..0c7ea05 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -1,6 +1,6 @@ cmake_minimum_required(VERSION 3.10) -project(cc2 C) +project(calamity-cobra-2 C) set_target_properties(PROPERTIES LINKER_LANGUAGE C) @@ -33,7 +33,7 @@ file(GLOB src "${PROJECT_SOURCE_DIR}/src/game/state/title/*.c" ) -add_executable(cc2 ${src}) +add_executable(calamity-cobra-2 ${src}) find_package(SDL2 REQUIRED) find_package(SDL2_image REQUIRED) diff --git a/README.md b/README.md index 099b8d5..ab0a498 100644 --- a/README.md +++ b/README.md @@ -25,4 +25,4 @@ This repository uses CMake to compile, so: ### Windows -I used MinGW for the Windows build, so basically the same as Linux but you'll need to use MSYS, MinGW, etc. to compile it. +I used MinGW for the Windows build, so basically the same as Linux but you'll need to use MSYS, MinGW, etc. to compile it. I would recommend using ninja with cmake, so ``cmake .. -G Ninja `` and then ``ninja`` in the build directory. diff --git a/src/engine/atlas.c b/src/engine/atlas.c index d01cd53..bb6f8bc 100644 --- a/src/engine/atlas.c +++ b/src/engine/atlas.c @@ -34,4 +34,7 @@ atlas_uv_get(Atlas* self, vec2 uvMin, vec2 uvMax) uvMin[1] = (f32)position[1] / self->texture.size[1]; uvMax[0] = (f32)(position[0] + self->frameSize[0]) / self->texture.size[0]; uvMax[1] = (f32)(position[1] + self->frameSize[1]) / self->texture.size[1]; + + printf("%f %f\n", uvMin[0], uvMin[1]); + printf("%f %f\n", uvMax[0], uvMax[1]); } diff --git a/src/game/game.h b/src/game/game.h index d3f43b7..78840d8 100644 --- a/src/game/game.h +++ b/src/game/game.h @@ -5,7 +5,7 @@ #define WINDOW_FLAGS SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE static const ivec2 WINDOW_SIZE = {1280, 720}; -static const vec2 WORLD_SIZE = {1920.0f, 1080.0f}; +static const vec2 WORLD_SIZE = {1280.0f, 720.0f}; static const vec4 RENDERER_CLEAR_COLOR = {0.785f, 0.685f, 0.900f, 1.0f}; void game_init(Game* game);