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- -- Size of a single tile in pixels
- go.property("tile_size", 128)
- -- Scroll speed vector (x, y, z) in pixels per second
- go.property("scroll_speed", vmath.vector3(50, 0, 0))
- -- Applies layout based on current window size
- -- Scales the game object to fill the entire window and calculates UV scale
- local function apply_layout(self)
- local width, height = window.get_size()
- -- Scale the game object to match window dimensions
- go.set(".", "scale", vmath.vector3(width, height, 1))
- -- Calculate how many tiles fit in the window (for UV tiling)
- self.uv_scale = vmath.vector3(width / self.tile_size, height / self.tile_size, 0)
- -- Send UV parameters to the shader: scale (x, y) and offset (z, w)
- local uv_params = vmath.vector4(self.uv_scale.x, self.uv_scale.y, self.offset.x, self.offset.y)
- go.set("#model", "uv_params", uv_params)
- end
- -- Updates UV offset for scrolling animation
- -- Moves the texture offset based on scroll speed and wraps it using modulo
- local function update_uv_params(self, dt)
- -- Calculate offset delta in tile units (0-1 range)
- local delta = self.scroll_speed * dt / self.tile_size
- -- Update offset (subtract because we want to scroll in the direction of scroll_speed)
- self.offset = self.offset - delta
- -- Wrap offset to 0-1 range to create seamless repeating
- self.offset.x = self.offset.x % 1
- self.offset.y = self.offset.y % 1
- -- Send updated UV parameters to the shader
- local uv_params = vmath.vector4(self.uv_scale.x, self.uv_scale.y, self.offset.x, self.offset.y)
- go.set("#model", "uv_params", uv_params)
- end
- -- Initialize the script
- -- Sets up the initial UV offset to zero
- function init(self)
- self.offset = vmath.vector3(0)
- end
- function final(self)
- end
- -- Update function called every frame
- -- Applies layout and updates UV parameters for scrolling
- function update(self, dt)
- apply_layout(self)
- update_uv_params(self, dt)
- end
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