Minor Changes
Signed-off-by: Robear Selwans <robear.selwans@outlook.com>
This commit is contained in:
102
src/main.c
102
src/main.c
@@ -60,6 +60,7 @@ init_scenes()
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"end "
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"end "
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" "
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" "
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"this.on_fixedupdate = function () "
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"this.on_fixedupdate = function () "
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" print('Scene0 OnFixedUpdate Entity #' .. this.entityID)"
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" if Input.getKeyDown(Input.KeyCode.Left) then "
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" if Input.getKeyDown(Input.KeyCode.Left) then "
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" this.custom_eulerangles:add(Vec3:new(0,0.01,0)) "
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" this.custom_eulerangles:add(Vec3:new(0,0.01,0)) "
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" end "
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" end "
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@@ -101,18 +102,18 @@ init_scenes()
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"end "
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"end "
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"this.on_fixedupdate = function() "
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"this.on_fixedupdate = function() "
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/* " if Input.getKeyDown(Input.KeyCode.Up) then " */
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" if Input.getKeyDown(Input.KeyCode.Up) then "
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/* " this.position = this.position + Vec3:new(0, 1, 0) * this.speed " */
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" this.position = this.position + Vec3:new(0, 1, 0) * this.speed "
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/* " end " */
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" end "
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/* " if Input.getKeyDown(Input.KeyCode.Down) then " */
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" if Input.getKeyDown(Input.KeyCode.Down) then "
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/* " this.position = this.position - Vec3:new(0, 1, 0) * this.speed " */
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" this.position = this.position - Vec3:new(0, 1, 0) * this.speed "
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/* " end " */
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" end "
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/* " if Input.getKeyDown(Input.KeyCode.Right) then " */
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" if Input.getKeyDown(Input.KeyCode.Right) then "
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/* " this.position = this.position + Vec3:new(1, 0, 0) * this.speed " */
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" this.position = this.position + Vec3:new(1, 0, 0) * this.speed "
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/* " end " */
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" end "
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/* " if Input.getKeyDown(Input.KeyCode.Left) then " */
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" if Input.getKeyDown(Input.KeyCode.Left) then "
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/* " this.position = this.position - Vec3:new(1, 0, 0) * this.speed " */
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" this.position = this.position - Vec3:new(1, 0, 0) * this.speed "
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/* " end " */
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" end "
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"end "
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"end "
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);
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);
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@@ -152,7 +153,7 @@ init_scenes()
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scenes[1] = Game->newScene();
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scenes[1] = Game->newScene();
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GameObject playerBox = Scene->createObject(scenes[1]);
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GameObject playerBox = Scene->createObject(scenes[1]);
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GameObject childBox = Scene->createChildObject(scenes[1], playerBox);
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GameObject childBox = Scene->createObject(scenes[1]);
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GameObject ground = Scene->createObject(scenes[1]);
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GameObject ground = Scene->createObject(scenes[1]);
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GameObject camera = Scene->createCamera(scenes[1], EV_CAMERA_VIEWTYPE_PERSPECTIVE);
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GameObject camera = Scene->createCamera(scenes[1], EV_CAMERA_VIEWTYPE_PERSPECTIVE);
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@@ -171,13 +172,14 @@ init_scenes()
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"end "
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"end "
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" "
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" "
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"this.on_fixedupdate = function () "
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"this.on_fixedupdate = function () "
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/* " if Input.getKeyDown(Input.KeyCode.Left) then " */
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" print('Scene1 OnFixedUpdate Entity #' .. this.entityID)"
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/* " this.custom_eulerangles:add(Vec3:new(0,0.01,0)) " */
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" if Input.getKeyDown(Input.KeyCode.Left) then "
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/* " end " */
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" this.custom_eulerangles:add(Vec3:new(0,0.01,0)) "
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/* " if Input.getKeyDown(Input.KeyCode.Right) then " */
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" end "
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/* " this.custom_eulerangles:sub(Vec3:new(0,0.01,0)) " */
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" if Input.getKeyDown(Input.KeyCode.Right) then "
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/* " end " */
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" this.custom_eulerangles:sub(Vec3:new(0,0.01,0)) "
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/* " this.eulerAngles = this.custom_eulerangles " */
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" end "
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" this.eulerAngles = this.custom_eulerangles "
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"end "
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"end "
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);
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);
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@@ -187,22 +189,22 @@ init_scenes()
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"end "
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"end "
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" "
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" "
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"this.on_update = function () "
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"this.on_update = function () "
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/* " rb = this:getComponent(Rigidbody) " */
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" rb = this:getComponent(Rigidbody) "
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/* " if Input.getKeyDown(Input.KeyCode.Space) then " */
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" if Input.getKeyDown(Input.KeyCode.Space) then "
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/* " rb:addForce(Vec3:new(0, 100, 0)) " */
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" rb:addForce(Vec3:new(0, 100, 0)) "
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/* " end " */
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" end "
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/* " if Input.getKeyDown(Input.KeyCode.D) then " */
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" if Input.getKeyDown(Input.KeyCode.D) then "
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/* " rb:addForce(Vec3:new(10, 0, 0)) " */
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" rb:addForce(Vec3:new(10, 0, 0)) "
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/* " end " */
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" end "
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/* " if Input.getKeyDown(Input.KeyCode.A) then " */
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" if Input.getKeyDown(Input.KeyCode.A) then "
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/* " rb:addForce(Vec3:new(-10, 0, 0)) " */
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" rb:addForce(Vec3:new(-10, 0, 0)) "
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/* " end " */
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" end "
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/* " if Input.getKeyDown(Input.KeyCode.W) then " */
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" if Input.getKeyDown(Input.KeyCode.W) then "
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/* " rb:addForce(Vec3:new(0, 0, -10)) " */
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" rb:addForce(Vec3:new(0, 0, -10)) "
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/* " end " */
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" end "
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/* " if Input.getKeyDown(Input.KeyCode.S) then " */
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" if Input.getKeyDown(Input.KeyCode.S) then "
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/* " rb:addForce(Vec3:new(0, 0, 10)) " */
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" rb:addForce(Vec3:new(0, 0, 10)) "
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/* " end " */
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" end "
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"end "
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"end "
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);
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);
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@@ -212,18 +214,18 @@ init_scenes()
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"end "
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"end "
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"this.on_fixedupdate = function() "
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"this.on_fixedupdate = function() "
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/* " if Input.getKeyDown(Input.KeyCode.Up) then " */
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" if Input.getKeyDown(Input.KeyCode.Up) then "
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/* " this.position = this.position - Vec3:new(0, 0, 1) * this.speed " */
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" this.position = this.position - Vec3:new(0, 0, 1) * this.speed "
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/* " end " */
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" end "
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/* " if Input.getKeyDown(Input.KeyCode.Down) then " */
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" if Input.getKeyDown(Input.KeyCode.Down) then "
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/* " this.position = this.position + Vec3:new(0, 0, 1) * this.speed " */
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" this.position = this.position + Vec3:new(0, 0, 1) * this.speed "
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/* " end " */
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" end "
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/* " if Input.getKeyDown(Input.KeyCode.Right) then " */
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" if Input.getKeyDown(Input.KeyCode.Right) then "
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/* " this.position = this.position + Vec3:new(1, 0, 0) * this.speed " */
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" this.position = this.position + Vec3:new(1, 0, 0) * this.speed "
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/* " end " */
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" end "
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/* " if Input.getKeyDown(Input.KeyCode.Left) then " */
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" if Input.getKeyDown(Input.KeyCode.Left) then "
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/* " this.position = this.position - Vec3:new(1, 0, 0) * this.speed " */
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" this.position = this.position - Vec3:new(1, 0, 0) * this.speed "
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/* " end " */
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" end "
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"end "
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"end "
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);
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);
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@@ -243,8 +245,9 @@ init_scenes()
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RigidbodyHandle childRigidbody = Rigidbody->addToEntity(scenes[1], childBox, &(RigidbodyInfo) {
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RigidbodyHandle childRigidbody = Rigidbody->addToEntity(scenes[1], childBox, &(RigidbodyInfo) {
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.type = EV_RIGIDBODY_KINEMATIC,
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.type = EV_RIGIDBODY_DYNAMIC,
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.collisionShape = boxCollider,
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.collisionShape = boxCollider,
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.mass = 1.0,
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});
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});
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RigidbodyHandle playerRigidbody = Rigidbody->addToEntity(scenes[1], playerBox, &(RigidbodyInfo) {
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RigidbodyHandle playerRigidbody = Rigidbody->addToEntity(scenes[1], playerBox, &(RigidbodyInfo) {
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@@ -290,7 +293,6 @@ int main(int argc, char **argv)
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init_scenes();
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init_scenes();
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rmt_SetCurrentThreadName("Main Thread");
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rmt_SetCurrentThreadName("Main Thread");
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U32 result = 0;
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U32 result = 0;
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