69 lines
2.1 KiB
Plaintext
69 lines
2.1 KiB
Plaintext
import "luxe: world" for World, Entity, Transform, Sprite, Values, Tags, Camera, TransformLinkAction
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import "luxe: world/scene" for Scene
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import "luxe: world/prototype" for Prototype
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import "luxe: draw" for Draw, PathStyle
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import "luxe: input" for Input, Key, InputType, Scan
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import "luxe: assets" for Assets
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import "luxe: asset" for Asset
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import "luxe: math" for Math
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import "luxe: io" for IO
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import "luxe: system/physics/box_collider3D.modifier" for BoxCollider3D
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import "luxe: system/physics/character3D.modifier" for Character3D
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import "camera: editor" for EditorCamera
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import "camera: first_person" for FirstPersonCamera
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import "outline/ready" for Ready
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class Game is Ready {
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construct ready() {
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super("ready! %(width) x %(height) @ %(scale)x")
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// Load both the Arena scene and the Player scene
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Scene.create(world, Asset.scene("scene/arena01"))
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Scene.create(world, Asset.scene("scene/player"))
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// Get a reference to the Player entity
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_player = Entity.get_named(world, "Player")
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// And create the first-person camera
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_fpscam = FirstPersonCamera.new(world, camera, "game")
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// Put player above the floor
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Transform.set_pos_y(_player, 0.75)
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// And link the camera to the Player entity
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// (linking is how you "parent" one Transform to another in luxe)
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Camera.set3D(camera, 85, width/height, 0.01, 500)
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Transform.link(camera, _player, TransformLinkAction.reset_local)
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Transform.set_pos_y(camera, 1.7)
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// The mouse now belongs to me
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Input.set_mouse_capture(true)
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Input.set_mouse_visible(false)
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// Pressing ~ will toggle the mouse cursor active/inactive
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Input.listen_for(InputType.key_down) {|key, scan, repeat, mod|
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if(scan == Scan.grave) {
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_fpscam.enabled = !_fpscam.enabled
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Input.set_mouse_visible(_fpscam.enabled)
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}
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}
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} //ready
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tick(delta: Num) {
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if(Input.key_state_released(Key.escape)) {
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IO.shutdown()
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}
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// What? Where's the frickin' game code?
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// Look in the system directory.
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// The player is handled in player_input
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} //tick
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} //Game
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