importing progress
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BIN
data/images/duck.png
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BIN
data/images/duck.png
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78
data/scripts/game.lua
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78
data/scripts/game.lua
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-- called every frame, with constant delta time
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local capture = false
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local trig = require "trig"
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local Vector3l = require "vector3"
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local function Vector3(x, y, z)
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if y == nil then
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return {x = x, y = x, z = x}
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end
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return {x = x, y = y, z = z}
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end
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local rot = 0
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local rot_spd = 0.05
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local spd = 0.07
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local pos = Vector3(0)
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local function Vector2(x, y)
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if y == nil then
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return {x = x, y = x}
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end
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return {x = x, y = y}
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end
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local function wrap(value, min, max)
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local range = max - min
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if value == 0 then
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return min
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end
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local result = value - (range * math.floor((value - min) / range))
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if result == max then
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return min
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end
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return result
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end
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local function b2n(value)
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return value and 1 or 0
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end
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function game_tick()
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-- ctx.initialization_needed is true first frame and every time dynamic reload is performed
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if ctx.initialization_needed then
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-- ctx.udata persists on reload
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ctx.udata = {}
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end
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ctx.mouse_capture = capture
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input_action{name="quit", control="SPACE"}
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input_action{name = "left", control = "A"}
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input_action{name = "right", control = "D"}
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input_action{name = "forward", control = "W"}
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input_action{name = "back", control = "S"}
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if input_action_just_pressed{name = "quit"} then
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if not capture then
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capture = true
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else
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capture = false
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end
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end
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local dir = draw_camera_from_principal_axes{position = pos, yaw = rot}.direction
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dir.y = 0
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dir = trig.v3_normalized(dir)
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local rot_d = b2n(input_action_pressed{name = "right"}) - b2n(input_action_pressed{name = "left"})
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rot = rot + rot_d * rot_spd
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local mov_d = b2n(input_action_pressed{name = "forward"}) - b2n(input_action_pressed{name = "back"})
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pos = trig.v3_add(pos, trig.v3_mult(dir, spd * mov_d))
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draw_billboard{position = Vector3(5, 0, 0), size = Vector2(1, 1), texture = "images/duck.png"}
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end
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38
data/scripts/trig.lua
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38
data/scripts/trig.lua
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local M = {}
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function M.v3_length_squared(v)
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local x2 = v.x * v.x
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local y2 = v.y * v.y
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local z2 = v.z * v.z
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return x2 + y2 + z2
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end
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function M.v3_normalized(v)
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local length = math.sqrt(M.v3_length_squared(v))
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local new_vec = {
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x = v.x / length,
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y = v.y / length,
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z = v.z / length,
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}
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return new_vec
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end
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function M.v3_mult(v, f)
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return {
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x = v.x * f,
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y = v.y * f,
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z = v.z * f,
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}
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end
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function M.v3_add(v1, v2)
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return {
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x = v1.x + v2.x,
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y = v1.y + v2.y,
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z = v1.z + v2.z,
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}
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end
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return M
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60
data/scripts/twnapi.lua
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60
data/scripts/twnapi.lua
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error("townengine lua api file is not supposed to be imported!")
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---@type { frame_number: number, frame_duration: number, fog_density: number, fog_color: { r: number, g: number, b: number, a: number }, resolution: { x: number, y: number }, mouse_position: { x: number, y: number }, mouse_movement: { x: number, y: number }, random_seed: number, debug: boolean, initialization_needed: boolean, mouse_capture: boolean, udata: table }
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ctx = nil
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---@alias Control '"A"'|'"B"'|'"C"'|'"D"'|'"E"'|'"F"'|'"G"'|'"H"'|'"I"'|'"J"'|'"K"'|'"L"'|'"M"'|'"N"'|'"O"'|'"P"'|'"Q"'|'"R"'|'"S"'|'"T"'|'"U"'|'"V"'|'"W"'|'"X"'|'"Y"'|'"Z"'|'"1"'|'"2"'|'"3"'|'"4"'|'"5"'|'"6"'|'"7"'|'"8"'|'"9"'|'"0"'|'"RETURN"'|'"ESCAPE"'|'"BACKSPACE"'|'"TAB"'|'"SPACE"'|'"MINUS"'|'"EQUALS"'|'"LEFTBRACKET"'|'"RIGHTBRACKET"'|'"BACKSLASH"'|'"NONUSHASH"'|'"SEMICOLON"'|'"APOSTROPHE"'|'"GRAVE"'|'"COMMA"'|'"PERIOD"'|'"SLASH"'|'"CAPSLOCK"'|'"F1"'|'"F2"'|'"F3"'|'"F4"'|'"F5"'|'"F6"'|'"F7"'|'"F8"'|'"F9"'|'"F10"'|'"F11"'|'"F12"'|'"PRINTSCREEN"'|'"SCROLLLOCK"'|'"PAUSE"'|'"INSERT"'|'"HOME"'|'"PAGEUP"'|'"DELETE"'|'"END"'|'"PAGEDOWN"'|'"RIGHT"'|'"LEFT"'|'"DOWN"'|'"UP"'|'"NUMLOCKCLEAR"'|'"KP_DIVIDE"'|'"KP_MULTIPLY"'|'"KP_MINUS"'|'"KP_PLUS"'|'"KP_ENTER"'|'"KP_1"'|'"KP_2"'|'"KP_3"'|'"KP_4"'|'"KP_5"'|'"KP_6"'|'"KP_7"'|'"KP_8"'|'"KP_9"'|'"KP_0"'|'"KP_PERIOD"'|'"NONUSBACKSLASH"'|'"APPLICATION"'|'"POWER"'|'"KP_EQUALS"'|'"F13"'|'"F14"'|'"F15"'|'"F16"'|'"F17"'|'"F18"'|'"F19"'|'"F20"'|'"F21"'|'"F22"'|'"F23"'|'"F24"'|'"EXECUTE"'|'"HELP"'|'"MENU"'|'"SELECT"'|'"STOP"'|'"AGAIN"'|'"UNDO"'|'"CUT"'|'"COPY"'|'"PASTE"'|'"FIND"'|'"MUTE"'|'"VOLUMEUP"'|'"VOLUMEDOWN"'|'"KP_COMMA"'|'"KP_EQUALSAS400"'|'"INTERNATIONAL1"'|'"INTERNATIONAL2"'|'"INTERNATIONAL3"'|'"INTERNATIONAL4"'|'"INTERNATIONAL5"'|'"INTERNATIONAL6"'|'"INTERNATIONAL7"'|'"INTERNATIONAL8"'|'"INTERNATIONAL9"'|'"LANG1"'|'"LANG2"'|'"LANG3"'|'"LANG4"'|'"LANG5"'|'"LANG6"'|'"LANG7"'|'"LANG8"'|'"LANG9"'|'"ALTERASE"'|'"SYSREQ"'|'"CANCEL"'|'"CLEAR"'|'"PRIOR"'|'"RETURN2"'|'"SEPARATOR"'|'"OUT"'|'"OPER"'|'"CLEARAGAIN"'|'"CRSEL"'|'"EXSEL"'|'"KP_00"'|'"KP_000"'|'"THOUSANDSSEPARATOR"'|'"DECIMALSEPARATOR"'|'"CURRENCYUNIT"'|'"CURRENCYSUBUNIT"'|'"KP_LEFTPAREN"'|'"KP_RIGHTPAREN"'|'"KP_LEFTBRACE"'|'"KP_RIGHTBRACE"'|'"KP_TAB"'|'"KP_BACKSPACE"'|'"KP_A"'|'"KP_B"'|'"KP_C"'|'"KP_D"'|'"KP_E"'|'"KP_F"'|'"KP_XOR"'|'"KP_POWER"'|'"KP_PERCENT"'|'"KP_LESS"'|'"KP_GREATER"'|'"KP_AMPERSAND"'|'"KP_DBLAMPERSAND"'|'"KP_VERTICALBAR"'|'"KP_DBLVERTICALBAR"'|'"KP_COLON"'|'"KP_HASH"'|'"KP_SPACE"'|'"KP_AT"'|'"KP_EXCLAM"'|'"KP_MEMSTORE"'|'"KP_MEMRECALL"'|'"KP_MEMCLEAR"'|'"KP_MEMADD"'|'"KP_MEMSUBTRACT"'|'"KP_MEMMULTIPLY"'|'"KP_MEMDIVIDE"'|'"KP_PLUSMINUS"'|'"KP_CLEAR"'|'"KP_CLEARENTRY"'|'"KP_BINARY"'|'"KP_OCTAL"'|'"KP_DECIMAL"'|'"KP_HEXADECIMAL"'|'"LCTRL"'|'"LSHIFT"'|'"LALT"'|'"LGUI"'|'"RCTRL"'|'"RSHIFT"'|'"RALT"'|'"RGUI"'|'"MODE"'|'"KBDILLUMTOGGLE"'|'"KBDILLUMDOWN"'|'"KBDILLUMUP"'|'"EJECT"'|'"SLEEP"'|'"APP1"'|'"APP2"'|'"AUDIOREWIND"'|'"AUDIOFASTFORWARD"'|'"SOFTLEFT"'|'"SOFTRIGHT"'|'"CALL"'|'"ENDCALL"'|'"LEFT_MOUSE"'|'"RIGHT_MOUSE"'|'"MIDDLE_MOUSE"'|'"X1"'|'"X2"'
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---@param args { name: string, control: Control }
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function input_action(args) end
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---@param args { name: string }
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---@return boolean
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function input_action_pressed(args) end
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---@param args { name: string }
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---@return boolean
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function input_action_just_pressed(args) end
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---@param args { name: string }
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---@return boolean
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function input_action_just_released(args) end
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---@param args { name: string }
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---@return { x: number, y: number }
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function input_action_position(args) end
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---@param args { texture: string, rect: { x: number, y: number, w: number, h: number }, texture_region: { x: number, y: number, w: number, h: number }?, color: { r: number, g: number, b: number, a: number }?, rotation: number?, flip_x: boolean?, flip_y: boolean?, stretch: boolean? }
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function draw_sprite(args) end
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---@param args { rect: { x: number, y: number, w: number, h: number }, color: { r: number, g: number, b: number, a: number }? }
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function draw_rectangle(args) end
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---@param args { position: { x: number, y: number }, radius: number, color: { r: number, g: number, b: number, a: number }? }
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function draw_circle(args) end
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---@param args { string: string, position: { x: number, y: number }, height: number?, color: { r: number, g: number, b: number, a: number }?, font: string? }
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function draw_text(args) end
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---@param args { string: string, height: number?, font: string? }
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---@return number
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function draw_text_width(args) end
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---@param args { texture: string, corners: { x: number, y: number }, rect: { x: number, y: number, w: number, h: number }, border_thickness: number?, color: { r: number, g: number, b: number, a: number }? }
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function draw_nine_slice(args) end
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---@param args { start: { x: number, y: number }, finish: { x: number, y: number }, thickness: number?, color: { r: number, g: number, b: number, a: number }? }
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function draw_line(args) end
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---@param args { texture: string, v0: { x: number, y: number, z: number }, v1: { x: number, y: number, z: number }, v2: { x: number, y: number, z: number }, uv0: { x: number, y: number }, uv1: { x: number, y: number }, uv2: { x: number, y: number }, c0: { r: number, g: number, b: number, a: number }?, c1: { r: number, g: number, b: number, a: number }?, c2: { r: number, g: number, b: number, a: number }? }
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function draw_triangle(args) end
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---@param args { texture: string, v0: { x: number, y: number, z: number }, v1: { x: number, y: number, z: number }, v2: { x: number, y: number, z: number }, v3: { x: number, y: number, z: number }, texture_region: { x: number, y: number, w: number, h: number }, color: { r: number, g: number, b: number, a: number }? }
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function draw_quad(args) end
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---@param args { texture: string, position: { x: number, y: number, z: number }, size: { x: number, y: number }, color: { r: number, g: number, b: number, a: number }?, cylindrical: boolean? }
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function draw_billboard(args) end
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---@param args { position: { x: number, y: number, z: number }, direction: { x: number, y: number, z: number }?, up: { x: number, y: number, z: number }?, fov: number?, zoom: number? }
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function draw_camera(args) end
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---@param args { position: { x: number, y: number, z: number }, roll: number?, pitch: number?, yaw: number?, fov: number?, zoom: number? }
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---@return { direction: { x: number, y: number, z: number },up: { x: number, y: number, z: number } }
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function draw_camera_from_principal_axes(args) end
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---@param args { textures: string? }
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function draw_skybox(args) end
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---@param args { audio: string, channel: string?, loops: boolean?, volume: number?, panning: number? }
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function audio_play(args) end
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---@param args { channel: string, parameter: string, value: number }
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function audio_parameter(args) end
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---@param args { value: { x: number, y: number }, identity: string }
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function log_vec2(args) end
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---@param args { value: { x: number, y: number, z: number }, identity: string }
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function log_vec3(args) end
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---@param args { value: { x: number, y: number, w: number, h: number }, identity: string }
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function log_rect(args) end
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---@param args { profile: string }
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function profile_start(args) end
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---@param args { profile: string }
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function profile_end(args) end
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27
data/twn.toml
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27
data/twn.toml
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# This file contains everything about the engine and your game that can be
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# configured before it runs.
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#
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# Optional settings are commented out, with their default values shown.
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# Invalid values in these settings will be ignored.
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# Data about your game as an application
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[about]
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title = "Quack"
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developer = "Yag"
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app_id = "quack"
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dev_id = "yag"
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# Game runtime details
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[game]
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resolution = [ 640, 480 ]
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background_color = [0, 0, 0, 1]
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#debug = true
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# Engine tweaks. You probably don't need to change these
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[engine]
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#ticks_per_second = 60 # minimum of 8
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#keybind_slots = 3 # minimum of 1
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#texture_atlas_size = 2048 # minimum of 32
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#font_texture_size = 2048 # minimum of 1024
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#font_oversampling = 4 # minimum of 0
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#font_filtering = "linear" # possible values: "nearest", "linear"
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