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- require "core/game/camera"
- Game = Game or {
- pw = nil,
- rw = nil,
- sg = nil,
- sm = nil,
- camera = nil,
- player = nil,
- players = {},
- player_i = 1,
- fullscreen = false
- }
- GameBase.game = Game
- GameBase.game_level = "levels/game"
- function Game.level_loaded()
- Game.pw = World.physics_world(GameBase.world)
- Game.rw = World.render_world(GameBase.world)
- Game.sg = World.scene_graph(GameBase.world)
- Game.sm = World.animation_state_machine(GameBase.world)
- -- Spawn camera
- local camera_unit = World.spawn_unit(GameBase.world, "core/units/camera")
- World.camera_set_orthographic_size(GameBase.world, camera_unit, 540/2/32)
- World.camera_set_projection_type(GameBase.world, camera_unit, "orthographic")
- SceneGraph.set_local_position(Game.sg, camera_unit, Vector3(0, 8, 0))
- SceneGraph.set_local_rotation(Game.sg, camera_unit, Quaternion.from_axis_angle(Vector3.right(), 90*(math.pi/180.0)))
- GameBase.game_camera = camera_unit
- -- Spawn characters
- Game.players[1] = World.spawn_unit(GameBase.world, "units/soldier", Vector3(-2, 0, 0))
- Game.players[2] = World.spawn_unit(GameBase.world, "units/princess", Vector3(2, 0, 0))
- Game.player = Game.players[1]
- end
- function Game.update(dt)
- -- Stop the engine when the 'ESC' key is released
- if Keyboard.released(Keyboard.button_id("escape")) then
- Device.quit()
- end
- -- Toggle fullscreen
- if Keyboard.released(Keyboard.button_id("0")) then
- Game.fullscreen = not Game.fullscreen
- Window.set_fullscreen(Game.fullscreen)
- end
- -- Cycle through characters
- if Pad1.pressed(Pad1.button_id("shoulder_right")) or Keyboard.pressed(Keyboard.button_id("j")) then
- AnimationStateMachine.trigger(Game.sm, Game.player, "idle")
- Game.player_i = Game.player_i % #Game.players + 1
- Game.player = Game.players[Game.player_i]
- end
- -- Player movement
- local function swap_yz(vector3_xy)
- return Vector3(vector3_xy.x, 0, vector3_xy.y)
- end
- -- Read direction from joypad
- local pad_dir = Pad1.axis(Pad1.axis_id("left"))
- -- Add keyboard contribution
- if pad_dir.x == 0.0 and pad_dir.y == 0.0 then
- pad_dir.x = pad_dir.x + Keyboard.button(Keyboard.button_id("d")) - Keyboard.button(Keyboard.button_id("a"))
- pad_dir.y = pad_dir.y + Keyboard.button(Keyboard.button_id("w")) - Keyboard.button(Keyboard.button_id("s"))
- end
- -- Compute new player position
- local player_speed = 4
- local player_position = SceneGraph.local_position(Game.sg, Game.player)
- SceneGraph.set_local_position(Game.sg, Game.player, player_position + swap_yz(pad_dir)*player_speed*dt)
- -- Sprite depth is proportional to its Z position
- for i=1, #Game.players do
- local pos = SceneGraph.local_position(Game.sg, Game.players[i])
- local depth = math.floor(1000 + (1000 - 32*pos.z))
- RenderWorld.sprite_set_depth(Game.rw, Game.players[i], depth)
- end
- if pad_dir.x ~= 0.0 or pad_dir.y ~= 0.0 then
- local speed_x = AnimationStateMachine.variable_id(Game.sm, Game.player, "speed_x")
- local speed_y = AnimationStateMachine.variable_id(Game.sm, Game.player, "speed_y")
- local speed = AnimationStateMachine.variable_id(Game.sm, Game.player, "speed")
- AnimationStateMachine.set_variable(Game.sm, Game.player, speed_x, pad_dir.x)
- AnimationStateMachine.set_variable(Game.sm, Game.player, speed_y, pad_dir.y)
- AnimationStateMachine.set_variable(Game.sm, Game.player, speed, math.max(0.2, Vector3.length(pad_dir)))
- AnimationStateMachine.trigger(Game.sm, Game.player, "run")
- else
- AnimationStateMachine.trigger(Game.sm, Game.player, "idle")
- end
- end
- function Game.render(dt)
- end
- function Game.shutdown()
- end
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