import "luxe: game" for Ready import "luxe: assets" for Assets import "luxe: input" for Input, Key import "luxe: world" for World, Entity, Transform, Sprite, Values, Tags, Camera, Text, Prototype, Anim import "luxe: math" for Math import "luxe: draw" for Draw import "luxe: io" for IO import "luxe: lx" for LX import "field" for Field, Slots, Hand import "utils/hex" for Hex import "outline/app" for App class Game is Ready { construct ready() { super("ready!") app = App.new() app.color = [0,0,0,1] System.print("render size: %(app.width) x %(app.height) @ %(app.scale)x") _logo = Entity.create(app.world, "sprite") Transform.create(_logo) Transform.set_pos(_logo, app.width/2, app.height/2, 100) Text.create(_logo, Assets.material("luxe: material/font"), 42, "luxe: fonts/lato", [1,1,1,1]) Text.set_text(_logo, "Lorem Ipsum dolor sit amet") _playField = Field.new(app.world) Transform.set_pos(_playField.root, app.width/2, app.height/2 + 100, 0) Transform.set_scale(_playField.root, 0.8, 0.8, 0.8) _playField.add_slots(Slots) _hand = Field.new(app.world) Transform.set_pos(_hand.root, app.width/2, 50, 0) Transform.set_scale(_hand.root, 0.8, 0.8, 0.8) _hand.add_slots(Hand) } //ready tick(delta) { var pos = Camera.screen_point_to_world(app.camera, Input.mouse_x(), Input.mouse_y()) pos = Hex.coord_to_pos(Hex.pos_to_coord(pos, 50), 50) Transform.set_pos(_logo, pos.x, pos.y, 100) 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