Files
2026-03-08 12:14:50 +13:00

198 lines
6.6 KiB
ActionScript 3

// ECS-based game script demo with script-driven rendering
// This demonstrates creating entities with various components and managing rendering
// Resource IDs
uint toonShader = 0;
uint outlineShader = 0;
uint cubeModel = 0;
uint sphereModel = 0;
uint defaultMaterial = 0;
// Scene entities
uint camera = 0;
uint light = 0;
// Store entity IDs for manipulation
array<uint> entities;
uint player;
uint spinningCube;
float time = 0.0f;
void Init() {
Log(LOG_TRACE, "Initialization complete - ECS Demo with Script-Driven Rendering!");
Toast::Success("ECS Script initialized successfully!");
// === Load shaders ===
toonShader = Shader::Load("shaders/toon.vs", "shaders/toon.fs");
outlineShader = Shader::Load("shaders/outline.vs", "shaders/outline.fs");
if (toonShader == 0 || outlineShader == 0) {
Toast::Error("Failed to load shaders!");
return;
}
// === Load models ===
cubeModel = Model::LoadCube(1.0, 1.0, 1.0);
sphereModel = Model::LoadSphere(0.5, 16, 16);
// === Create default material ===
defaultMaterial = Material::Create(toonShader, 255, 255, 255, 255);
// === Set up camera ===
camera = ECS::CreateEntity();
ECS::AddCamera3D(camera,
5.0, 5.0, 5.0, // position
0.0, 0.0, 0.0, // target
45.0); // fovy
ECS::AddTag(camera, "MainCamera");
// === Set up light ===
light = ECS::CreateEntity();
ECS::AddLight(light, 0.5, 0.7, 0.3, 1.0); // direction + intensity
ECS::AddTag(light, "MainLight");
// === Create player entity at origin with outline ===
player = ECS::CreateEntity();
ECS::AddTransform(player, 0.0f, 0.0f, 0.0f);
ECS::AddSprite(player, sphereModel, 0xFF0000FF, 0.0f); // Red sphere
ECS::SetSpriteShader(player, toonShader); // Apply toon shader
ECS::AddTag(player, "Player");
Log(LOG_INFO, "Created player entity: " + player);
// === Create a spinning cube ===
spinningCube = ECS::CreateEntity();
ECS::AddTransform(spinningCube, 2.0f, 0.0f, 0.0f);
ECS::AddSprite(spinningCube, cubeModel, 0x00FF00FF, 0.0f); // Green cube
ECS::SetSpriteShader(spinningCube, toonShader); // Apply toon shader
ECS::AddVelocity(spinningCube, 0.0f, 0.0f, 0.0f, 2.0f); // Angular velocity
ECS::AddTag(spinningCube, "Spinner");
Log(LOG_INFO, "Created spinning cube: " + spinningCube);
// === Create orbiting entities ===
for (int i = 0; i < 5; i++) {
uint entity = ECS::CreateEntity();
float angle = (float(i) / 5.0f) * 6.28318f; // 2*PI
float radius = 3.0f;
float x = Math::Cos(angle) * radius;
float z = Math::Sin(angle) * radius;
ECS::AddTransform(entity, x, 0.0f, z);
// Different colors for each
uint color = 0;
uint8 r = 255, g = 255, b = 255;
if (i == 0) { color = 0xFFFF00FF; r = 255; g = 255; b = 0; } // Yellow else if (i == 1) { color = 0xFF00FFFF; r = 255; g = 0; b = 255; } // Magenta else if (i == 2) { color = 0x00FFFFFF; r = 0; g = 255; b = 255; } // Cyan else if (i == 3) { color = 0xFFA500FF; r = 255; g = 165; b = 0; } // Orange else { color = 0xFF69B4FF; r = 255; g = 105; b = 180; } // Pink
ECS::AddSprite(entity, sphereModel, color, 0.0f);
ECS::SetSpriteShader(entity, toonShader); // Apply toon shader
ECS::AddTag(entity, "Orbiter" + i);
entities.insertLast(entity);
}
// === Create a moving entity ===
uint mover = ECS::CreateEntity();
ECS::AddTransform(mover, -3.0f, 0.5f, 0.0f);
ECS::AddSprite(mover, cubeModel, 0xFFFFFFFF, 0.0f); // White cube
ECS::SetSpriteShader(mover, toonShader); // Apply toon shader
ECS::AddVelocity(mover, 1.0f, 0.0f, 0.5f, 0.0f); // Moving velocity
ECS::AddTag(mover, "Mover");
entities.insertLast(mover);
Toast::Success("Created " + (entities.length() + 2) + " entities with script-driven rendering!");
}
void Shutdown() {
Log(LOG_TRACE, "Shutdown complete!");
}
bool lightToggle = false;
void Update(float dt) {
time += dt;
// Update camera to orbit around the scene
if (ECS::HasCamera3D(camera)) {
float angle = time * 0.3;
float radius = 7.0;
float x = Math::Cos(angle) * radius;
float z = Math::Sin(angle) * radius;
ECS::SetCameraPosition(camera, x, 5.0, z);
}
// Update player position - simple back and forth motion
float playerX = Math::Sin(time) * 2.0f;
ECS::SetPosition(player, playerX, 0.0f, 0.0f);
// Update orbiting entities in a circle
for (uint i = 0; i < entities.length() - 1; i++) {
uint entity = entities[i];
if (!ECS::IsValid(entity)) continue;
float angle = (float(i) / 5.0f) * 6.28318f + time * 0.5f;
float radius = 3.0f;
float x = Math::Cos(angle) * radius;
float z = Math::Sin(angle) * radius;
float y = Math::Sin(time * 2.0f + float(i)) * 0.5f; // Bobbing motion
ECS::SetPosition(entity, x, y, z);
ECS::SetRotation(entity, time + float(i));
}
// The mover entity wraps around using the Velocity component
// which is handled by the C++ movement system
if (entities.length() > 0) {
uint mover = entities[entities.length() - 1];
if (ECS::IsValid(mover) && ECS::HasTransform(mover)) {
float x, y, z;
ECS::GetPosition(mover, x, y, z);
// Wrap around
if (x > 5.0f) {
ECS::SetPosition(mover, -5.0f, y, z);
}
if (z > 5.0f) {
ECS::SetPosition(mover, x, y, -5.0f);
}
}
}
// === Input Action System Demo ===
// Toggle light with jump action
if (IsActionPressed("jump")) {
lightToggle = !lightToggle;
if (lightToggle) {
ECS::SetLightDirection(light, -0.5, 0.7, -0.3);
Toast::Info("Light direction changed!");
} else {
ECS::SetLightDirection(light, 0.5, 0.7, 0.3);
Toast::Info("Light direction reset!");
}
}
// Move player entity with input actions
if (ECS::IsValid(player) && ECS::HasTransform(player)) {
float x, y, z;
ECS::GetPosition(player, x, y, z);
float moveSpeed = 3.0f * dt;
if (IsActionDown("move_left")) {
x -= moveSpeed;
}
if (IsActionDown("move_right")) {
x += moveSpeed;
}
if (IsActionDown("move_up")) {
z -= moveSpeed;
}
if (IsActionDown("move_down")) {
z += moveSpeed;
}
ECS::SetPosition(player, x, y, z);
}
}