some camera movement
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@ -11,21 +11,59 @@ function start_blasting(track)
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audio_play(ctx.udata.blast)
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end
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function process_player(state)
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input_action { name = "up", control = "W" }
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input_action { name = "left", control = "A" }
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input_action { name = "down", control = "S" }
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input_action { name = "right", control = "D" }
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local right = vec3_norm(vec3_cross(state.player.camera_direction, { x=0, y=1, z=0 }))
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local up = { x = right.z, y = right.y, z = -right.x }
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local direction = { x = 0, y = 0 , z = 0 }
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if input_action_pressed { name = "up" } then
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direction = vec3_add(direction, up)
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end
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if input_action_pressed { name = "down" } then
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direction = vec3_sub(direction, up)
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end
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if input_action_pressed { name = "right" } then
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direction = vec3_add(direction, right)
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end
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if input_action_pressed { name = "left" } then
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direction = vec3_sub(direction, right)
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end
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if vec3_length(direction) > 0 then
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direction = vec3_norm(direction)
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end
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state.player.position = vec3_add(state.player.position, vec3_scale(direction, state.player.speed / (60 / state.blast.bpm)))
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end
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function game_tick()
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if ctx.initialization_needed then
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ctx.udata = {
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time = 0,
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beat = 0,
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player = {
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position = { x=3, y=0, z=0 },
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speed = 0.06, -- tiles per beat
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camera_direction = { x=-math.sin(math.pi / 4), y=-1, z=math.cos(math.pi / 4) },
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}
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}
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start_blasting("mod22")
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start_blasting("mod171")
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end
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local state = ctx.udata
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process_player(state)
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draw_camera {
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position = { x=0, y=0, z=0 },
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-- direction = { x=-math.sin(math.pi / 4), y=-1, z=math.cos(math.pi / 4) },
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direction = { x=-math.sin(ctx.frame_number / 100), y=-1, z=math.cos(ctx.frame_number / 100) },
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position = state.player.position,
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direction = state.player.camera_direction,
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-- direction = { x=-math.sin(ctx.frame_number / 100), y=-1, z=math.cos(ctx.frame_number / 100) },
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up = { x=0, y=1, z=0 },
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fov = 0,
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zoom = 0.15 + math.sin(ctx.frame_number / 100) / 20,
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@ -11,4 +11,10 @@ return {
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bpm = 177 / 2,
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loops = true,
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},
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mod171 = {
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audio = "traxx/mod171.xm",
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bpm = 125,
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loops = true,
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},
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}
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@ -28,3 +28,39 @@ end
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function sinease(c, t, d, b)
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return -c*math.cos(t/d*(math.pi/2)) + c + b
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end
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function vec3_cross(a, b)
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return {
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x = a.y * b.z - a.z * b.y,
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y = a.z * b.x - a.x * b.z,
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z = a.x * b.y - a.y * b.x,
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}
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end
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function vec3_dot(a, b)
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return a.x * b.x + a.y * b.y + a.z * b.z
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end
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function vec3_scale(a, s)
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return {
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x = a.x * s,
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y = a.y * s,
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z = a.z * s,
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}
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end
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function vec3_norm(a)
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return vec3_scale(a, 1.0 / math.sqrt(vec3_dot(a, a)))
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end
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function vec3_add(a, b)
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return { x = a.x + b.x, y = a.y + b.y, z = a.z + b.z }
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end
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function vec3_sub(a, b)
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return { x = a.x - b.x, y = a.y - b.y, z = a.z - b.z }
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end
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function vec3_length(a)
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return math.sqrt(a.x * a.x + a.y * a.y + a.z * a.z)
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end
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BIN
data/traxx/mod171.xm
Executable file
BIN
data/traxx/mod171.xm
Executable file
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