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 import "luxe: math" for Math import "luxe: draw" for Draw import "luxe: io" for IO import "outline/app" for App import "spine" for Spine class Game is Ready { construct ready() { super("ready!") app = App.new() 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, 0) Sprite.create(_logo, Assets.material("luxe: material/logo"), 128, 128) var spine_asset = Spine.parse("assets/down_the_mountain/snowplayers") _debug = Draw.create(World.render_set(app.world)) spine_asset.draw_bones(_debug) spine_asset.draw_outlines(_debug) Draw.commit(_debug) } //ready tick(delta) { var pos = Camera.screen_point_to_world(app.camera, Input.mouse_x(), Input.mouse_y()) Transform.set_pos(_logo, pos.x, pos.y, 0) 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