> Will we be able to drag the corner of a window [or whatever the local window manager's "resize window" action is] and thus
> change the number of viewed playfield cells? That would be nice.
That would indeed be nice! Unfortunately, as there are border graphics around the playfield, this is not easily possible without breaking the border graphics. Currently dragging the corner of a window just scales it (keeping the aspect ratio), but does not result in more/less game cells/tiles to be displayed on the playfield.
> I see you now have original and half-size tiles. Any possibility of creating arbitrary tile sizes? You could do that automatically
> by applying a "zoom" function to whichever existing tile size is closer to the target -- or possibly even by interpolating
> between the two sizes. In that case, "drag / resize" could mean "keep same number of displayed cells, but resize the tiles to
> fit".
That's currently done when resizing. But it is also possible now to define arbitrary tile sizes now, like this (to be defined in "graphicsinfo.conf" of a custom level set or artwork set):
Code: Select all
game.tile_size = 64
custom_1 = image.pcx
custom_1.tile_size = 128
While "<element>.tile_size: <n>" specifies the graphical size of the artwork for a certain element tile as stored in the image file, "game.tile_size: <m>" defines the pixel size of game element tiles in the playfield. The example above loads a 128x128 pixel sized graphic and scales it down to 64x64, while all other tile graphics are loaded as usual in 32x32 format and will be scaled up to 64x64, too.
> So then you'd want to have a toggle in the UI -- a widget that switches between "keep the same layout" and "keep the same
> tile size" when I resize the window.
Something like that would be cool (and not entirely impossible, although deforming the border graphics).