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- -- Copyright (c) 2012-2025 Daniele Bartolini et al.
- -- SPDX-License-Identifier: MIT
- require "core/game/camera"
- Game = Game or {
- pw = nil,
- rw = nil,
- sg = nil,
- debug_graphics = false,
- debug_physics = false,
- camera = nil,
- cursor = { modes = { "normal", "disabled"}, current_mode = 1 },
- }
- GameBase.game = Game
- GameBase.game_level = "levels/test"
- 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.camera = FPSCamera(GameBase.world, GameBase.camera_unit)
- -- Debug.
- PhysicsWorld.enable_debug_drawing(Game.pw, Game.debug_physics)
- RenderWorld.enable_debug_drawing(Game.rw, Game.debug_graphics)
- 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 debug drawing.
- if Keyboard.released(Keyboard.button_id("z")) then
- Game.debug_physics = not Game.debug_physics
- PhysicsWorld.enable_debug_drawing(Game.pw, Game.debug_physics)
- end
- if Keyboard.released(Keyboard.button_id("x")) then
- Game.debug_graphics = not Game.debug_graphics
- RenderWorld.enable_debug_drawing(Game.rw, Game.debug_graphics)
- end
- -- Shoot a sphere when left mouse button is pressed.
- if Mouse.pressed(Mouse.button_id("left")) then
- local tr = SceneGraph.instance(Game.sg, Game.camera:unit())
- local pos = SceneGraph.local_position(Game.sg, tr)
- local dir = Matrix4x4.y(SceneGraph.local_pose(Game.sg, tr))
- local u1 = World.spawn_unit(GameBase.world, "units/sphere", pos)
- local a1 = PhysicsWorld.actor_instance(Game.pw, u1)
- Vector3.normalize(dir)
- PhysicsWorld.actor_add_impulse(Game.pw, a1, dir * 500.0)
- end
- -- Perform a raycast when middle mouse button is pressed.
- if Mouse.pressed(Mouse.button_id("middle")) then
- local tr = SceneGraph.instance(Game.sg, Game.camera:unit())
- local pos = SceneGraph.local_position(Game.sg, tr)
- local dir = Matrix4x4.z(SceneGraph.local_pose(Game.sg, tr))
- local hit, pos, normal, time, unit, actor = PhysicsWorld.cast_ray(Game.pw, pos, dir, 100)
- if hit then
- PhysicsWorld.actor_add_impulse(Game.pw, actor, dir * 400.0)
- end
- end
- -- Toggle mouse cursor modes.
- if Keyboard.released(Keyboard.button_id("space")) then
- Game.cursor.current_mode = 1 + Game.cursor.current_mode % #Game.cursor.modes
- Window.set_cursor_mode(Game.cursor.modes[Game.cursor.current_mode])
- end
- -- Toggle help.
- if Keyboard.pressed(Keyboard.button_id("f1")) then
- GameBase.show_help = not GameBase.show_help
- end
- GameBase.draw_help({{ key = "f1", desc = "Toggle help" },
- { key = "w/a/s/d", desc = "Move" },
- { key = "left click", desc = "Shoot" },
- { key = "space", desc = "Toggle mouse lock" },
- { key = "z", desc = "Toggle physics debug" },
- { key = "x", desc = "Toggle graphics debug" },
- { key = "esc", desc = "Quit" }}
- , "Crown Physics Sample"
- )
- -- Update camera.
- local delta = Mouse.axis(Mouse.axis_id("cursor_delta"))
- Game.camera:update(dt, delta.x, delta.y)
- end
- function Game.render(dt)
- end
- function Game.shutdown()
- end
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