This commit is contained in:
Jonathan Hirz 2020-09-26 10:20:30 -07:00
commit 14eaf3c5af
8 changed files with 262 additions and 0 deletions

10
.gitignore vendored Normal file
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*/.DS_Store
.DS_Store
.DS_Store?
*/thumbs.db
thumbs.db
.thumbs.db?
.luxe/
_luxe.data/
_luxe.deploy/
log.txt

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game.wren Normal file
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import "luxe: game" for Ready
import "luxe: assets" for Assets
import "luxe: input" for Input, Key, MouseButton
import "luxe: world" for World, Entity, Transform, Sprite, Values, Tags, Camera, Text
import "luxe: math" for Math
import "luxe: draw" for Draw
import "luxe: io" for IO
import "outline/app" for App
class Game is Ready {
construct ready() {
super("ready!")
app = App.new()
System.print("render size: %(app.width) x %(app.height) @ %(app.scale)x")
_spritecount = 0
var instructiontext = Entity.create(app.ui)
var font = Assets.material("luxe: material/font")
Transform.create(instructiontext)
Transform.set_pos(instructiontext, 10, 10)
Text.create(instructiontext, font, 32, "luxe: fonts/lato", [1,1,1,1])
Text.set_text(instructiontext, "right click to rapidly spawn sprites, left click to spawn one at a time")
} //ready
tick(delta) {
if(Input.mouse_state_down(MouseButton.right)) {
_logo = Entity.create(app.world, "sprite")
Transform.create(_logo)
var pos = Camera.screen_point_to_world(app.camera, Input.mouse_x(), Input.mouse_y())
Transform.set_pos(_logo, pos.x, pos.y, 0)
Sprite.create(_logo, Assets.material("luxe: material/logo"), 128, 128)
_spritecount = _spritecount + 1
System.print(_spritecount)
}
if(Input.mouse_state_pressed(MouseButton.left)) {
_logo = Entity.create(app.world, "sprite")
Transform.create(_logo)
var pos = Camera.screen_point_to_world(app.camera, Input.mouse_x(), Input.mouse_y())
Transform.set_pos(_logo, pos.x, pos.y, 0)
Sprite.create(_logo, Assets.material("luxe: material/logo"), 128, 128)
_spritecount = _spritecount + 1
System.print(_spritecount)
}
if(Input.key_state_released(Key.escape)) {
IO.shutdown()
}
app.color.r = app.color.g = app.color.b = (IO.timestamp()/20 % 1)
} //tick
destroy() {
System.print("unready!")
app.destroy()
} //destroy
app { _app }
app=(v) { _app=v }
} //Game

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outline/app.wren Normal file
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import "luxe: world" for World, Camera, Entity, Transform
import "luxe: render" for Render
import "luxe: game" for Frame
class App {
world { _world }
ui { _ui_world }
camera { _camera }
ui_camera { _ui_camera }
color { _color }
color=(v) { _color = v }
width { Render.window_w() }
height { Render.window_h() }
scale { Render.drawable_ratio() }
construct new() {
_color = [1,1,1,1]
//create worlds
_world = World.create("game")
_ui_world = World.create("ui")
//create cameras
_camera = Entity.create(_world, "app.camera")
Transform.create(_camera)
Camera.create(_camera)
Camera.set_default(_world, _camera)
_ui_camera = Entity.create(_ui_world, "app.ui_camera")
Transform.create(_ui_camera)
Camera.create(_ui_camera)
Camera.set_default(_ui_world, _ui_camera)
//update our worlds
Frame.on(Frame.sim) {|delta|
World.tick(_world, delta)
World.tick(_ui_world, delta)
}
//render our worlds
Frame.on(Frame.visual) {|delta|
World.render(_world, _camera, "game", {"clear_color":_color})
World.render(_ui_world, _ui_camera, "ui")
}
} //new
destroy() {
//destroy cameras
Camera.destroy(_camera)
Camera.destroy(_ui_camera)
Entity.destroy(_camera)
Entity.destroy(_ui_camera)
//destroy worlds
World.destroy(_ui_world)
World.destroy(_world)
} //destroy
} //

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outline/inputs.input.lx Normal file
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input = {
nodes = [
{ name = "ui" where = "front" channels = ["c01"] }
{ name = "game" where = "after: ui" channels = ["c02"] }
]
map = {
left = { keys = ["key_a", "left"] }
right = { keys = ["key_d", "right"] }
up = { keys = ["key_w", "up"] }
down = { keys = ["key_s", "down"] }
jump = {
keys = ["key_x", "up", "key_w", "space"]
mouse = ["left"]
gamepad = [0]
}
next = {
keys = ["key_x", "up", "key_w", "space", "enter", "escape"]
mouse = ["left", "right"]
}
}
}

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outline/renderer.wren Normal file
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import "luxe: render" for Render, RenderLayerDesc, PassLayerDesc, LoadAction
import "luxe: render" for SortType, ImageDesc, ImageType, PixelFormat
class Renderer {
construct new() {
System.print("game / render / init / ok")
} //new
ready() {
}
tick(delta) {
}
render_path(ctx) {
if(ctx.path == "game") {
game_render_path(ctx)
} else if(ctx.path == "ui") {
ui_render_path(ctx)
}
} //render_path
game_render_path(ctx) {
var layer = RenderLayerDesc.new()
layer.dest.color[0].clear_color = ctx.get("clear_color", [1,1,1,1])
layer.dest.color[0].load_action = LoadAction.clear
layer.dest.depth.load_action = LoadAction.clear
ctx.layer_render("default", layer)
} //game_render_path
ui_render_path(ctx) {
var layer = RenderLayerDesc.new()
layer.dest.color[0].load_action = LoadAction.dont_care
layer.dest.depth.load_action = LoadAction.clear
ctx.layer_render("default", layer)
} //ui_render_path
} //Renderer

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engine = {
input.entry = "outline/inputs"
runtime = {
window = {
width = 960
height = 640
resizable = false
fullscreen = false
}
}
render = {
antialiasing = 2
stencil = 8
depth = 24
}
}

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project.luxe Normal file
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import "luxe: project" for Entry
class Project is Entry {
construct entry(target) {
name = "sprite_spawn_bug"
version = "0.0.0"
renderer = "outline/renderer"
settings = "outline/settings"
} //new
} //Project

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project.modules.lx Normal file
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modules = {
luxe = "2020.3.0"
} //modules