Files
WickedEngine/Samples/Tests/test_script.lua
T
Turanszki Janos c4fdd60ab0 test script fix
2024-12-19 12:34:30 +01:00

95 lines
2.8 KiB
Lua

-- Wicked Engine Test Framework lua script
backlog_post("Begin script: test_script.lua");
-- Load a model:
local parent = LoadModel("../../Content/models/teapot.wiscene");
LoadModel("../../Content/models/cameras.wiscene");
-- Load camera sample script:
dofile("../../Content/scripts/camera_animation_repeat.lua");
ToggleCameraAnimation();
-- Load an image:
local sprite = Sprite("../../Content/logo_small.png");
--sprite.SetTexture(
-- texturehelper.CreateGradientTexture(
-- GradientType.Circular, -- gradient type
-- 256, 256, -- resolution of the texture
-- Vector(0.5, 0.5), Vector(0.5, 0), -- start and end uv coordinates will specify the gradient direction and extents
-- GradientFlags.Inverse | GradientFlags.Smoothstep | GradientFlags.PerlinNoise, -- modifier flags bitwise combination
-- "111R", -- for each channel ,you can specify one of the following characters: 0, 1, r, g, b, a
-- 2, -- perlin noise scale
-- 123, -- perlin noise seed
-- 6, -- perlin noise octaves
-- 0.8 -- perlin noise persistence
-- )
--)
--sprite.SetTexture(texturehelper.GetLogo())
sprite.SetParams(ImageParams(100,100,128,128));
-- Set this image as renderable to the active component:
local component = main.GetActivePath();
component.AddSprite(sprite);
-- Start a background task to rotate the model and update the sprite:
runProcess(function()
local velocity = Vector((math.random() * 2 - 1) * 4, (math.random() * 2 - 1) * 4); -- starting velocity for our sprite
local screenW = GetScreenWidth();
local screenH = GetScreenHeight();
local scene = GetScene();
-- This shows how to handle attachments:
-- -- Create parent transform, this will be rotated:
-- local parent = CreateEntity();
-- scene.Component_CreateTransform(parent);
--
-- -- Retrieve teapot base and lid entity IDs:
-- local teapot_base = scene.Entity_FindByName("Base");
-- local teapot_top = scene.Entity_FindByName("Top");
--
-- -- Attach base to parent, lid to base:
-- scene.Component_Attach(teapot_base, parent);
-- scene.Component_Attach(teapot_top, teapot_base);
while(true) do
-- Bounce our sprite across the screen:
local fx = sprite.GetParams();
local pos = fx.GetPos();
local size = fx.GetSize();
-- if it hits a wall, reverse velocity:
if(pos.GetX()+size.GetX() >= screenW) then
velocity.SetX(velocity.GetX() * -1);
end
if(pos.GetY()+size.GetY() >= screenH) then
velocity.SetY(velocity.GetY() * -1);
end
if(pos.GetX() <= 0) then
velocity.SetX(velocity.GetX() * -1);
end
if(pos.GetY() < 0) then
velocity.SetY(velocity.GetY() * -1);
end
pos = vector.Add(pos, velocity);
fx.SetPos(pos);
sprite.SetParams(fx);
-- Rotate teapot by parent transform:
local transform = scene.Component_GetTransform(parent);
transform.Rotate(Vector(0, 0, 0.01));
fixedupdate(); -- wait for new frame
end
end);
backlog_post("Script complete.");