Updated Lua examples
Most of the examples already working! Only some of them still fail, mostly related to data arrays...
This commit is contained in:
parent
7f9513fbf4
commit
865b216ebe
17 changed files with 69 additions and 78 deletions
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@ -11,16 +11,6 @@
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MAX_CIRCLES = 64
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MAX_CIRCLES = 64
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--[[
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typedef struct { -- TODO: Find a Lua alternative: TABLES?
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Vector2 position
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float radius
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float alpha
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float speed
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Color color
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} CircleWave
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--]]
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-- Initialization
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-- Initialization
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-------------------------------------------------------------------------------------------
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-------------------------------------------------------------------------------------------
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local screenWidth = 800
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local screenWidth = 800
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@ -78,7 +68,7 @@ while not WindowShouldClose() do -- Detect window close button or ESC key
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circles[i].radius = GetRandomValue(10, 40)
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circles[i].radius = GetRandomValue(10, 40)
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circles[i].position.x = GetRandomValue(circles[i].radius, screenWidth - circles[i].radius)
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circles[i].position.x = GetRandomValue(circles[i].radius, screenWidth - circles[i].radius)
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circles[i].position.y = GetRandomValue(circles[i].radius, screenHeight - circles[i].radius)
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circles[i].position.y = GetRandomValue(circles[i].radius, screenHeight - circles[i].radius)
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circles[i].color = colors[GetRandomValue(0, 13)]
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circles[i].color = colors[GetRandomValue(1, 14)]
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circles[i].speed = GetRandomValue(1, 100)/20000.0
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circles[i].speed = GetRandomValue(1, 100)/20000.0
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end
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end
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end
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end
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@ -112,7 +102,7 @@ while not WindowShouldClose() do -- Detect window close button or ESC key
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-- Draw time bar
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-- Draw time bar
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DrawRectangle(20, screenHeight - 20 - 12, screenWidth - 40, 12, LIGHTGRAY)
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DrawRectangle(20, screenHeight - 20 - 12, screenWidth - 40, 12, LIGHTGRAY)
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DrawRectangle(20, screenHeight - 20 - 12, timePlayed, 12, MAROON)
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DrawRectangle(20, screenHeight - 20 - 12, timePlayed//1, 12, MAROON)
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DrawRectangleLines(20, screenHeight - 20 - 12, screenWidth - 40, 12, WHITE)
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DrawRectangleLines(20, screenHeight - 20 - 12, screenWidth - 40, 12, WHITE)
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EndDrawing()
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EndDrawing()
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@ -91,7 +91,7 @@ while not WindowShouldClose() do -- Detect window close button or
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ClearBackground(RAYWHITE)
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ClearBackground(RAYWHITE)
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Begin2dMode(camera) -- ERROR: Lua Error: attempt to index a number value (?)
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Begin2dMode(camera)
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DrawRectangle(-6000, 320, 13000, 8000, DARKGRAY)
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DrawRectangle(-6000, 320, 13000, 8000, DARKGRAY)
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@ -41,7 +41,7 @@ SetTargetFPS(60) -- Set our game to run at 60 frames-per-secon
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while not WindowShouldClose() do -- Detect window close button or ESC key
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while not WindowShouldClose() do -- Detect window close button or ESC key
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-- Update
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-- Update
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---------------------------------------------------------------------------------------
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---------------------------------------------------------------------------------------
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UpdateCamera(camera) -- Update internal camera and our camera
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camera = UpdateCamera(camera) -- Update internal camera and our camera
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if (IsMouseButtonPressed(MOUSE.LEFT_BUTTON)) then
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if (IsMouseButtonPressed(MOUSE.LEFT_BUTTON)) then
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-- NOTE: This function is NOT WORKING properly!
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-- NOTE: This function is NOT WORKING properly!
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@ -49,8 +49,10 @@ while not WindowShouldClose() do -- Detect window close button or ESC
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-- Check collision between ray and box
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-- Check collision between ray and box
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collision = CheckCollisionRayBox(ray,
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collision = CheckCollisionRayBox(ray,
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(BoundingBox)((Vector3)(cubePosition.x - cubeSize.x/2, cubePosition.y - cubeSize.y/2, cubePosition.z - cubeSize.z/2),
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BoundingBox(Vector3(cubePosition.x - cubeSize.x/2, cubePosition.y - cubeSize.y/2, cubePosition.z - cubeSize.z/2),
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(Vector3)(cubePosition.x + cubeSize.x/2, cubePosition.y + cubeSize.y/2, cubePosition.z + cubeSize.z/2)))
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Vector3(cubePosition.x + cubeSize.x/2, cubePosition.y + cubeSize.y/2, cubePosition.z + cubeSize.z/2)))
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--print("collision check:", collision)
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end
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end
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---------------------------------------------------------------------------------------
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---------------------------------------------------------------------------------------
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@ -56,7 +56,7 @@ while not WindowShouldClose() do -- Detect window close button or ESC key
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End3dMode()
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End3dMode()
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DrawText("Enemy: 100 / 100", cubeScreenPosition.x - MeasureText("Enemy: 100 / 100", 20)//2, cubeScreenPosition.y, 20, BLACK)
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DrawText("Enemy: 100 / 100", cubeScreenPosition.x//1 - MeasureText("Enemy: 100 / 100", 20)//2, cubeScreenPosition.y//1, 20, BLACK)
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DrawText("Text is always on top of the cube", (screenWidth - MeasureText("Text is always on top of the cube", 20))//2, 25, 20, GRAY)
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DrawText("Text is always on top of the cube", (screenWidth - MeasureText("Text is always on top of the cube", 20))//2, 25, 20, GRAY)
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EndDrawing()
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EndDrawing()
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@ -34,7 +34,7 @@ SetTargetFPS(60) -- Set our game to run at 60 frames-per-secon
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while not WindowShouldClose() do -- Detect window close button or ESC key
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while not WindowShouldClose() do -- Detect window close button or ESC key
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-- Update
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-- Update
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---------------------------------------------------------------------------------------
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---------------------------------------------------------------------------------------
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UpdateCamera(camera) -- Update internal camera and our camera
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camera = UpdateCamera(camera) -- Update internal camera and our camera
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---------------------------------------------------------------------------------------
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---------------------------------------------------------------------------------------
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-- Draw
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-- Draw
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@ -60,7 +60,7 @@ while not WindowShouldClose() do -- Detect window close button or ESC
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enemyBoxPos.z - enemyBoxSize.z/2),
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enemyBoxPos.z - enemyBoxSize.z/2),
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Vector3(enemyBoxPos.x + enemyBoxSize.x/2,
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Vector3(enemyBoxPos.x + enemyBoxSize.x/2,
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enemyBoxPos.y + enemyBoxSize.y/2,
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enemyBoxPos.y + enemyBoxSize.y/2,
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enemyBoxPos.z + enemyBoxSize.z/2))) then collision = true
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enemyBoxPos.z + enemyBoxSize.z/2)))) then collision = true
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end
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end
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-- Check collisions player vs enemy-sphere
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-- Check collisions player vs enemy-sphere
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@ -32,17 +32,17 @@ local mapPosition = Vector3(-16.0, 0.0, -8.0) -- Set model position
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UnloadImage(image) -- Unload cubesmap image from RAM, already uploaded to VRAM
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UnloadImage(image) -- Unload cubesmap image from RAM, already uploaded to VRAM
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SetCameraMode(CameraMode.ORBITAL) -- Set an orbital camera mode
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SetCameraMode(CameraMode.ORBITAL) -- Set an orbital camera mode
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SetCameraPosition(camera.position) -- Set internal camera position to match our custom camera position
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SetCameraPosition(camera.position) -- Set internal camera position to match our custom camera position
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SetCameraFovy(camera.fovy) -- Set internal camera field-of-view Y
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SetCameraFovy(camera.fovy) -- Set internal camera field-of-view Y
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SetTargetFPS(60) -- Set our game to run at 60 frames-per-second
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SetTargetFPS(60) -- Set our game to run at 60 frames-per-second
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-------------------------------------------------------------------------------------------
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-------------------------------------------------------------------------------------------
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-- Main game loop
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-- Main game loop
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while not WindowShouldClose() do -- Detect window close button or ESC key
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while not WindowShouldClose() do -- Detect window close button or ESC key
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-- Update
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-- Update
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---------------------------------------------------------------------------------------
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---------------------------------------------------------------------------------------
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UpdateCamera(camera) -- Update internal camera and our camera
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camera = UpdateCamera(camera) -- Update internal camera and our camera
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---------------------------------------------------------------------------------------
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---------------------------------------------------------------------------------------
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-- Draw
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-- Draw
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while not WindowShouldClose() do -- Detect window close button or ESC key
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while not WindowShouldClose() do -- Detect window close button or ESC key
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-- Update
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-- Update
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---------------------------------------------------------------------------------------
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---------------------------------------------------------------------------------------
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UpdateCamera(camera) -- Update internal camera and our camera
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camera = UpdateCamera(camera) -- Update internal camera and our camera
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---------------------------------------------------------------------------------------
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---------------------------------------------------------------------------------------
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-- Draw
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-- Draw
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@ -29,8 +29,8 @@ int main()
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//--------------------------------------------------------------------------------------
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//--------------------------------------------------------------------------------------
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// ExecuteLuaFile("core_basic_window.lua"); // OK!
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// ExecuteLuaFile("core_basic_window.lua"); // OK!
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// ExecuteLuaFile("core_input_keys.lua"); // OK!
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// ExecuteLuaFile("core_input_keys.lua"); // OK!
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// ExecuteLuaFile("core_input_mouse.lua"); // OK!
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// ExecuteLuaFile("core_input_mouse.lua"); // OK!
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// ExecuteLuaFile("core_mouse_wheel.lua"); // OK!
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// ExecuteLuaFile("core_mouse_wheel.lua"); // OK!
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// ExecuteLuaFile("core_input_gamepad.lua"); // OK!
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// ExecuteLuaFile("core_input_gamepad.lua"); // OK!
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// ExecuteLuaFile("core_random_values.lua"); // OK!
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// ExecuteLuaFile("core_random_values.lua"); // OK!
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// ExecuteLuaFile("core_drop_files.lua"); // ERROR: GetDroppedFiles()
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// ExecuteLuaFile("core_drop_files.lua"); // ERROR: GetDroppedFiles()
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// ExecuteLuaFile("core_storage_values.lua"); // OK!
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// ExecuteLuaFile("core_storage_values.lua"); // OK!
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// ExecuteLuaFile("core_gestures_detection.lua"); // OK!
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// ExecuteLuaFile("core_gestures_detection.lua"); // OK!
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// ExecuteLuaFile("core_3d_mode.lua"); // ERROR: Lua Error: attempt to index a number value - Begin3dMode()
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// ExecuteLuaFile("core_3d_mode.lua"); // OK!
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// ExecuteLuaFile("core_3d_picking.lua"); // ERROR: Lua Error: attempt to index a number value
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// ExecuteLuaFile("core_3d_picking.lua"); // ISSUE: CheckCollisionRayBox() returns false despite touching box
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// ExecuteLuaFile("core_3d_camera_free.lua"); // ERROR: Lua Error: attempt to index a number value
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// ExecuteLuaFile("core_3d_camera_free.lua"); // OK!
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// ExecuteLuaFile("core_3d_camera_first_person.lua"); // ERROR: Lua Error: attempt to index a number value
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// ExecuteLuaFile("core_3d_camera_first_person.lua"); // OK!
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// ExecuteLuaFile("core_2d_camera.lua"); // ERROR: Lua Error: attempt to index a number value - Begin2dMode()
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// ExecuteLuaFile("core_2d_camera.lua"); // OK!
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// ExecuteLuaFile("core_world_screen.lua"); // ERROR: Lua Error: attempt to index a number value
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// ExecuteLuaFile("core_world_screen.lua"); // OK!
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// ExecuteLuaFile("core_oculus_rift.lua"); // ERROR: Lua Error: attempt to index a number value
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// ExecuteLuaFile("core_oculus_rift.lua"); // OK!
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// ExecuteLuaFile("shapes_logo_raylib.lua"); // OK!
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// ExecuteLuaFile("shapes_logo_raylib.lua"); // OK!
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// ExecuteLuaFile("shapes_basic_shapes.lua"); // OK!
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// ExecuteLuaFile("shapes_basic_shapes.lua"); // OK!
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// ExecuteLuaFile("shapes_colors_palette.lua"); // OK!
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// ExecuteLuaFile("shapes_colors_palette.lua"); // OK!
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// ExecuteLuaFile("textures_rectangle.lua"); // OK!
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// ExecuteLuaFile("textures_rectangle.lua"); // OK!
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// ExecuteLuaFile("textures_srcrec_dstrec.lua"); // OK!
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// ExecuteLuaFile("textures_srcrec_dstrec.lua"); // OK!
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// ExecuteLuaFile("textures_to_image.lua"); // OK!
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// ExecuteLuaFile("textures_to_image.lua"); // OK!
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// ExecuteLuaFile("textures_raw_data.lua"); // ERROR: Lua Error: attempt to index a number value
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// ExecuteLuaFile("textures_raw_data.lua"); // ERROR: bad argument #2 to 'LoadImageEx' (number expected, got no value)
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// ExecuteLuaFile("textures_formats_loading.lua"); // ISSUE: texture.id not exposed to be checked
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// ExecuteLuaFile("textures_formats_loading.lua"); // ISSUE: texture.id not exposed to be checked (not really an issue...)
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// ExecuteLuaFile("textures_particles_trail_blending.lua"); // ERROR: Using struct
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// ExecuteLuaFile("textures_particles_trail_blending.lua"); // OK!
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// ExecuteLuaFile("textures_image_processing.lua"); // ERROR: GetImageData() --> UpdateTexture()
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// ExecuteLuaFile("textures_image_processing.lua"); // ERROR: GetImageData() --> UpdateTexture()
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// ExecuteLuaFile("textures_image_drawing.lua"); // OK!
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// ExecuteLuaFile("textures_image_drawing.lua"); // OK!
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// ExecuteLuaFile("text_sprite_fonts.lua"); // OK!
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// ExecuteLuaFile("text_sprite_fonts.lua"); // OK!
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// ExecuteLuaFile("text_bmfont_ttf.lua"); // OK!
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// ExecuteLuaFile("text_bmfont_ttf.lua"); // OK!
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// ExecuteLuaFile("text_rbmf_fonts.lua"); // ERROR: Lua Error: attempt to index a nil value
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// ExecuteLuaFile("text_rbmf_fonts.lua"); // OK!
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// ExecuteLuaFile("text_format_text.lua"); // OK! NOTE: Use lua string.format() instead of raylib FormatText()
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// ExecuteLuaFile("text_format_text.lua"); // OK! NOTE: Use lua string.format() instead of raylib FormatText()
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// ExecuteLuaFile("text_font_select.lua"); // OK!
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// ExecuteLuaFile("text_font_select.lua"); // OK!
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// ExecuteLuaFile("text_writing_anim.lua"); // ERROR: SubText()
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// ExecuteLuaFile("text_writing_anim.lua"); // OK!
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// ExecuteLuaFile("models_geometric_shapes.lua"); // ERROR: Lua Error: attempt to index a number value - Begin3dMode(camera)
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// ExecuteLuaFile("models_geometric_shapes.lua"); // OK!
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// ExecuteLuaFile("models_box_collisions.lua"); //
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// ExecuteLuaFile("models_box_collisions.lua"); // OK!
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// ExecuteLuaFile("models_billboard.lua"); //
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// ExecuteLuaFile("models_billboard.lua"); // OK!
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// ExecuteLuaFile("models_obj_loading.lua"); //
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// ExecuteLuaFile("models_obj_loading.lua"); // OK!
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// ExecuteLuaFile("models_heightmap.lua"); //
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// ExecuteLuaFile("models_heightmap.lua"); // OK!
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// ExecuteLuaFile("models_cubicmap.lua"); //
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// ExecuteLuaFile("models_cubicmap.lua"); // OK!
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// ExecuteLuaFile("shaders_model_shader.lua"); //
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// ExecuteLuaFile("shaders_model_shader.lua"); // OK!
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// ExecuteLuaFile("shaders_shapes_textures.lua"); //
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// ExecuteLuaFile("shaders_shapes_textures.lua"); // OK!
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// ExecuteLuaFile("shaders_custom_uniform.lua"); //
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// ExecuteLuaFile("shaders_custom_uniform.lua"); // ISSUE: SetShaderValue()
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// ExecuteLuaFile("shaders_postprocessing.lua"); //
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// ExecuteLuaFile("shaders_postprocessing.lua"); // OK!
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// ExecuteLuaFile("shaders_standard_lighting.lua"); //
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// ExecuteLuaFile("shaders_standard_lighting.lua"); // ERROR: CreateLight() returns an opaque pointer (fields can not be accessed)
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// ExecuteLuaFile("audio_sound_loading.lua"); // OK!
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// ExecuteLuaFile("audio_sound_loading.lua"); // OK!
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// ExecuteLuaFile("audio_music_stream.lua"); // OK!
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// ExecuteLuaFile("audio_music_stream.lua"); // OK!
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ExecuteLuaFile("audio_module_playing.lua"); // ERROR: Using struct
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// ExecuteLuaFile("audio_module_playing.lua"); // OK!
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ExecuteLuaFile("audio_raw_stream.lua"); // ERROR: UpdateAudioStream()
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ExecuteLuaFile("audio_raw_stream.lua"); // ERROR: UpdateAudioStream()
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// De-Initialization
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// De-Initialization
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CloseLuaDevice(); // Close Lua device and free resources
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CloseLuaDevice(); // Close Lua device and free resources
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//--------------------------------------------------------------------------------------
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//--------------------------------------------------------------------------------------
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return 0;
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return 0;
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}
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}
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-- Send new value to the shader to be used on drawing
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-- Send new value to the shader to be used on drawing
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SetShaderValue(shader, swirlCenterLoc, swirlCenter, 2)
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SetShaderValue(shader, swirlCenterLoc, swirlCenter, 2)
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UpdateCamera(camera) -- Update internal camera and our camera
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camera = UpdateCamera(camera) -- Update internal camera and our camera
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---------------------------------------------------------------------------------------
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---------------------------------------------------------------------------------------
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-- Draw
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-- Draw
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while not WindowShouldClose() do -- Detect window close button or ESC key
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while not WindowShouldClose() do -- Detect window close button or ESC key
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-- Update
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-- Update
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---------------------------------------------------------------------------------------
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---------------------------------------------------------------------------------------
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UpdateCamera(camera) -- Update internal camera and our camera
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camera = UpdateCamera(camera) -- Update internal camera and our camera
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---------------------------------------------------------------------------------------
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---------------------------------------------------------------------------------------
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-- Draw
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-- Draw
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while not WindowShouldClose() do -- Detect window close button or ESC key
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while not WindowShouldClose() do -- Detect window close button or ESC key
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-- Update
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-- Update
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---------------------------------------------------------------------------------------
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---------------------------------------------------------------------------------------
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UpdateCamera(camera) -- Update internal camera and our camera
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camera = UpdateCamera(camera) -- Update internal camera and our camera
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---------------------------------------------------------------------------------------
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---------------------------------------------------------------------------------------
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-- Draw
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-- Draw
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-- Define the camera to look into our 3d world
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-- Define the camera to look into our 3d world
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local camera = Camera(Vector3(4.0, 4.0, 4.0), Vector3(0.0, 1.5, 0.0), Vector3(0.0, 1.0, 0.0), 45.0)
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local camera = Camera(Vector3(4.0, 4.0, 4.0), Vector3(0.0, 1.5, 0.0), Vector3(0.0, 1.0, 0.0), 45.0)
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local position = Vector3(0.0, 0.0, 0.0) -- Set model position
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local dwarf = LoadModel("resources/model/dwarf.obj") -- Load OBJ model
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local dwarf = LoadModel("resources/model/dwarf.obj") -- Load OBJ model
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local position = Vector3(0.0, 0.0, 0.0) -- Set model position
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local material = LoadStandardMaterial()
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local material = LoadStandardMaterial()
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material.texNormal = LoadTexture("resources/model/dwarf_normal.png") -- Load model normal texture
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material.texNormal = LoadTexture("resources/model/dwarf_normal.png") -- Load model normal texture
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material.texSpecular = LoadTexture("resources/model/dwarf_specular.png") -- Load model specular texture
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material.texSpecular = LoadTexture("resources/model/dwarf_specular.png") -- Load model specular texture
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material.colDiffuse = WHITE
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material.colDiffuse = WHITE
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material.colAmbient = (Color)(0, 0, 10, 255)
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material.colAmbient = Color(0, 0, 10, 255)
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material.colSpecular = WHITE
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material.colSpecular = WHITE
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material.glossiness = 50.0
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material.glossiness = 50.0
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dwarf.material = material -- Apply material to model
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dwarf.material = material -- Apply material to model
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local spotLight = CreateLight(LIGHT_SPOT, (Vector3)(3.0, 5.0, 2.0), (Color)(255, 255, 255, 255))
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local spotLight = CreateLight(LightType.SPOT, Vector3(3.0, 5.0, 2.0), Color(255, 255, 255, 255))
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spotLight.target = (Vector3)(0.0, 0.0, 0.0)
|
spotLight.target = Vector3(0.0, 0.0, 0.0)
|
||||||
spotLight.intensity = 2.0
|
spotLight.intensity = 2.0
|
||||||
spotLight.diffuse = (Color)(255, 100, 100, 255)
|
spotLight.diffuse = Color(255, 100, 100, 255)
|
||||||
spotLight.coneAngle = 60.0
|
spotLight.coneAngle = 60.0
|
||||||
|
|
||||||
local dirLight = CreateLight(LIGHT_DIRECTIONAL, (Vector3)(0.0, -3.0, -3.0), (Color)(255, 255, 255, 255))
|
local dirLight = CreateLight(LightType.DIRECTIONAL, Vector3(0.0, -3.0, -3.0), Color(255, 255, 255, 255))
|
||||||
dirLight.target = (Vector3)(1.0, -2.0, -2.0)
|
dirLight.target = Vector3(1.0, -2.0, -2.0)
|
||||||
dirLight.intensity = 2.0
|
dirLight.intensity = 2.0
|
||||||
dirLight.diffuse = (Color)(100, 255, 100, 255)
|
dirLight.diffuse = Color(100, 255, 100, 255)
|
||||||
|
|
||||||
local pointLight = CreateLight(LIGHT_POINT, (Vector3)(0.0, 4.0, 5.0), (Color)(255, 255, 255, 255))
|
local pointLight = CreateLight(LightType.POINT, Vector3(0.0, 4.0, 5.0), Color(255, 255, 255, 255))
|
||||||
pointLight.intensity = 2.0
|
pointLight.intensity = 2.0
|
||||||
pointLight.diffuse = (Color)(100, 100, 255, 255)
|
pointLight.diffuse = Color(100, 100, 255, 255)
|
||||||
pointLight.radius = 3.0
|
pointLight.radius = 3.0
|
||||||
|
|
||||||
-- Setup orbital camera
|
-- Setup orbital camera
|
||||||
SetCameraMode(CameraMode.ORBITAL) -- Set an orbital camera mode
|
SetCameraMode(CameraMode.ORBITAL) -- Set an orbital camera mode
|
||||||
SetCameraPosition(camera.position) -- Set internal camera position to match our camera position
|
SetCameraPosition(camera.position) -- Set internal camera position to match our camera position
|
||||||
SetCameraTarget(camera.target) -- Set internal camera target to match our camera target
|
SetCameraTarget(camera.target) -- Set internal camera target to match our camera target
|
||||||
|
|
||||||
|
@ -71,7 +71,7 @@ SetTargetFPS(60) -- Set our game to run at 60 frames-per-s
|
||||||
while not WindowShouldClose() do -- Detect window close button or ESC key
|
while not WindowShouldClose() do -- Detect window close button or ESC key
|
||||||
-- Update
|
-- Update
|
||||||
---------------------------------------------------------------------------------------
|
---------------------------------------------------------------------------------------
|
||||||
UpdateCamera(camera) -- Update internal camera and our camera
|
camera = UpdateCamera(camera) -- Update internal camera and our camera
|
||||||
---------------------------------------------------------------------------------------
|
---------------------------------------------------------------------------------------
|
||||||
|
|
||||||
-- Draw
|
-- Draw
|
||||||
|
|
|
@ -47,7 +47,7 @@ local positions = {}
|
||||||
for i = 1, 8 do
|
for i = 1, 8 do
|
||||||
positions[i] = Vector2(0, 0)
|
positions[i] = Vector2(0, 0)
|
||||||
positions[i].x = screenWidth/2 - MeasureTextEx(fonts[i], messages[i], fonts[i].size*2, spacings[i]).x/2
|
positions[i].x = screenWidth/2 - MeasureTextEx(fonts[i], messages[i], fonts[i].size*2, spacings[i]).x/2
|
||||||
positions[i].y = 60 + fonts[i].size + 50*i
|
positions[i].y = 60 + fonts[i].size + 45*(i - 1)
|
||||||
end
|
end
|
||||||
|
|
||||||
local colors = { MAROON, ORANGE, DARKGREEN, DARKBLUE, DARKPURPLE, LIME, GOLD, BLACK }
|
local colors = { MAROON, ORANGE, DARKGREEN, DARKBLUE, DARKPURPLE, LIME, GOLD, BLACK }
|
||||||
|
|
|
@ -38,7 +38,7 @@ while not WindowShouldClose() do -- Detect window close button or ESC
|
||||||
|
|
||||||
ClearBackground(RAYWHITE)
|
ClearBackground(RAYWHITE)
|
||||||
|
|
||||||
DrawText(string.sub(message, 0, framesCounter/10), 210, 160, 20, MAROON)
|
DrawText(string.sub(message, 0, framesCounter//10), 210, 160, 20, MAROON)
|
||||||
|
|
||||||
DrawText("PRESS [ENTER] to RESTART!", 240, 280, 20, LIGHTGRAY)
|
DrawText("PRESS [ENTER] to RESTART!", 240, 280, 20, LIGHTGRAY)
|
||||||
|
|
||||||
|
|
|
@ -11,7 +11,6 @@
|
||||||
|
|
||||||
MAX_PARTICLES = 200
|
MAX_PARTICLES = 200
|
||||||
|
|
||||||
-- Particle structure with basic data
|
|
||||||
-- Initialization
|
-- Initialization
|
||||||
-------------------------------------------------------------------------------------------
|
-------------------------------------------------------------------------------------------
|
||||||
local screenWidth = 800
|
local screenWidth = 800
|
||||||
|
@ -56,7 +55,7 @@ while not WindowShouldClose() do -- Detect window close button or ESC
|
||||||
mouseTail[i].active = true
|
mouseTail[i].active = true
|
||||||
mouseTail[i].alpha = 1.0
|
mouseTail[i].alpha = 1.0
|
||||||
mouseTail[i].position = GetMousePosition()
|
mouseTail[i].position = GetMousePosition()
|
||||||
i = MAX_PARTICLES
|
break
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
|
@ -90,7 +89,7 @@ while not WindowShouldClose() do -- Detect window close button or ESC
|
||||||
if (mouseTail[i].active) then
|
if (mouseTail[i].active) then
|
||||||
DrawTexturePro(smoke, Rectangle(0, 0, smoke.width, smoke.height),
|
DrawTexturePro(smoke, Rectangle(0, 0, smoke.width, smoke.height),
|
||||||
Rectangle(mouseTail[i].position.x, mouseTail[i].position.y,
|
Rectangle(mouseTail[i].position.x, mouseTail[i].position.y,
|
||||||
smoke.width*mouseTail[i].size, smoke.height*mouseTail[i].size),
|
smoke.width*mouseTail[i].size//1, smoke.height*mouseTail[i].size//1),
|
||||||
Vector2(smoke.width*mouseTail[i].size/2, smoke.height*mouseTail[i].size/2),
|
Vector2(smoke.width*mouseTail[i].size/2, smoke.height*mouseTail[i].size/2),
|
||||||
mouseTail[i].rotation, Fade(mouseTail[i].color, mouseTail[i].alpha)) end
|
mouseTail[i].rotation, Fade(mouseTail[i].color, mouseTail[i].alpha)) end
|
||||||
end
|
end
|
||||||
|
|
|
@ -36,7 +36,7 @@ local pixels = {}
|
||||||
|
|
||||||
for y = 1, height do
|
for y = 1, height do
|
||||||
for x = 1, width do
|
for x = 1, width do
|
||||||
if (((x/32+y/32)/1)%2 == 0) then pixels[y*height + x] = DARKBLUE
|
if ((((x - 1)/32+(y - 1)//32)//1)%2 == 0) then pixels[y*height + x] = DARKBLUE
|
||||||
else pixels[y*height + x] = SKYBLUE end
|
else pixels[y*height + x] = SKYBLUE end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
Loading…
Add table
Add a link
Reference in a new issue