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- local function draw_line(from, to)
- msg.post("@render:", "draw_line", { start_point = from, end_point = to, color = vmath.vector4(1,0,0,1) })
- end
- function init(self)
- msg.post(".", "acquire_input_focus") -- <1>
- self.to = vmath.vector3() -- <2>
- end
- function update(self, dt)
- local from = go.get_position()
- local to = self.to
- local result = physics.raycast(from, to, { hash("stone") }) -- <4>
- if result then
- draw_line(from, result.position) -- <5>
- else
- draw_line(from, to) -- <6>
- end
- end
- function on_input(self, action_id, action)
- if not action_id or action_id == hash("touch") then -- <3>
- self.to.x = action.x
- self.to.y = action.y
- end
- end
- --[[
- 1. Tell the engine that this object ("." is shorthand for the current game object) should listen to input. Any input will be received in the `on_input()` function.
- 2. Store a position vector `to` in `self` (the current script component) to keep track of where to do a raycast.
- 3. If we receive input (touch or mouse movement) we update the position to where we should cast the ray.
- 4. Perform a raycast from the current game object position to where the mouse/touch is. The raycast is configured to only hit collision objects belonging to the `stone` group. The result will be stored in `result` or `nil` if no hit.
- 5. The raycast hit something! Draw a line (using the helper function at the top of the script) from the current game object position to where the raycast hit.
- 6. The raycast missed! Draw a line (using the helper function at the top of the script) from the current game object position to where the mouse/touch was.
- --]]
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