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- require "core/game/camera"
- GameBase = GameBase or {}
- GameBase.data = {
- move = false,
- world = nil, -- Default world
- camera = nil, -- Default camera
- game = nil, -- User Game
- game_camera = nil,
- game_level = nil,
- }
- function GameBase.init()
- Device.enable_resource_autoload(true)
- -- Create world
- GameBase.world = Device.create_world()
- -- Craete default camera
- local camera_unit = World.spawn_unit(GameBase.world, "core/units/camera")
- local scene_graph = World.scene_graph(GameBase.world)
- SceneGraph.set_local_position(scene_graph, camera_unit, Vector3(0, 6.5, -30))
- GameBase.camera = FPSCamera(GameBase.world, camera_unit)
- local level = TEST and "_level_editor_test" or GameBase.game_level
- if level then
- World.load_level(GameBase.world, level)
- end
- if GameBase.game and GameBase.game.level_loaded then
- GameBase.game.level_loaded()
- end
- end
- function GameBase.update(dt)
- -- Update world
- World.update(GameBase.world, dt)
- if TEST then
- -- Stop the engine when the 'ESC' key is released
- if Keyboard.released(Keyboard.button_id("escape")) then
- Device.quit()
- end
- end
- if not GameBase.game_camera then
- local delta = Vector3.zero()
- if Mouse.pressed(Mouse.button_id("right")) then move = true end
- if Mouse.released(Mouse.button_id("right")) then move = false end
- if move then delta = Mouse.axis(Mouse.axis_id("cursor_delta")) end
- GameBase.camera:update(dt, delta.x, delta.y)
- end
- if GameBase.game and GameBase.game.update then
- GameBase.game.update(dt)
- end
- end
- function GameBase.render(dt)
- if GameBase.game and GameBase.game.render then
- GameBase.game.render(dt)
- end
- Device.render(GameBase.world, GameBase.game_camera or GameBase.camera:unit())
- end
- function GameBase.shutdown()
- if GameBase.game and GameBase.game.shutdown then
- GameBase.game.shutdown()
- end
- Device.destroy_world(GameBase.world)
- end
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