project file structure overhaul
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-- Wicked Engine Test Framework lua script
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debugout("Begin script: test_script.lua");
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-- Load a model:
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local model = LoadModel("../models/Stormtrooper/", "Stormtrooper");
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-- Load an image:
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local sprite = Sprite("HelloWorld.png");
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sprite.SetEffects(ImageEffects(100,100,100,50));
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-- Set this image as renderable to the active component:
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local component = main.GetActiveComponent();
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component.AddSprite(sprite);
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-- Start a background task to rotate the model and update the sprite:
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runProcess(function()
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local velocity = Vector((math.random() * 2 - 1) * 4, (math.random() * 2 - 1) * 4); -- starting velocity for our sprite
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local screenW = GetScreenWidth();
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local screenH = GetScreenHeight();
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while(true) do
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-- Bounce our sprite across the screen:
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local fx = sprite.GetEffects();
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local pos = fx.GetPos();
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local size = fx.GetSize();
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-- if it hits a wall, reverse velocity:
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if(pos.GetX()+size.GetX() >= screenW) then
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velocity.SetX(velocity.GetX() * -1);
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end
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if(pos.GetY()+size.GetY() >= screenH) then
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velocity.SetY(velocity.GetY() * -1);
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end
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if(pos.GetX() <= 0) then
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velocity.SetX(velocity.GetX() * -1);
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end
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if(pos.GetY() < 0) then
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velocity.SetY(velocity.GetY() * -1);
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end
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pos = vector.Add(pos, velocity);
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fx.SetPos(pos);
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sprite.SetEffects(fx);
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-- Rotate the model:
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model.Rotate(Vector(0, -0.01, 0));
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fixedupdate(); -- wait for new frame
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end
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end);
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debugout("Script complete.");
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