go.property("camera_url", msg.url("/camera#camera")) go.property("hud_url", msg.url("/ui#hud")) go.property("angle", -45) -- we use this property to animate the rotation of the player around the center of the scene --- Converts a world position to screen coordinates. -- This function transforms a 3D world position to 2D screen coordinates using the camera's -- view and projection matrices. The resulting coordinates are in screen space where (0,0) -- is the bottom-left corner of the screen. -- -- @param world_position vector3 The world position to convert. -- @param camera_url url|string The camera component URL to use for the transformation. -- @return number screen_x The X coordinate in screen space. -- @return number screen_y The Y coordinate in screen space. -- @return number screen_z Always returns 0 (depth information is not preserved). local function world_to_screen(world_position, camera_url) local proj = camera.get_projection(camera_url) local view = camera.get_view(camera_url) local view_proj = proj * view local scr_coord = view_proj * vmath.vector4(world_position.x, world_position.y, world_position.z, 1) local w, h = window.get_size() scr_coord.x = (scr_coord.x / scr_coord.w + 1) * 0.5 * w scr_coord.y = (scr_coord.y / scr_coord.w + 1) * 0.5 * h return vmath.vector3(scr_coord.x, scr_coord.y, 0) end function init(self) -- Get the IDs of the player view and UI objects self.player_view_id = go.get_id("player_view") self.player_ui_id = go.get_id("player_ui") -- Animate vertical position of the body local new_pos_y = go.get(self.player_view_id, "position.y") + 0.2 go.animate(self.player_view_id, "position.y", go.PLAYBACK_LOOP_PINGPONG, new_pos_y, go.EASING_INOUTSINE, 2) -- Get the base position self.base_pos = go.get_position() -- Animate the angle to rotate the player around the center of the scene go.animate("#", "angle", go.PLAYBACK_LOOP_FORWARD, -3600 + self.angle, go.EASING_LINEAR, 200) end function final(self) end function update(self, dt) -- Update the position of the player based on the angle and the base position local radius = self.base_pos.z go.set_position(vmath.vector3(radius * math.sin(math.rad(self.angle)), self.base_pos.y, radius * math.cos(math.rad(self.angle)))) -- Update the rotation of the player based on the angle go.set(".", "euler.y", self.angle + 90) -- Update the world transform of the player UI object and convert the world position to screen coordinates go.update_world_transform(self.player_ui_id) local world_pos = go.get_world_position(self.player_ui_id) local screen_pos = world_to_screen(world_pos, self.camera_url) -- Send the screen position to the HUD script msg.post(self.hud_url, "update_data", { screen_position = screen_pos }) end