Mercurial > games > semicongine
comparison tests/test_collision.nim @ 1136:71315636ba82
did: refactor naming in tons of places
author | sam <sam@basx.dev> |
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date | Tue, 04 Jun 2024 16:51:50 +0700 |
parents | 74957cbf589b |
children | a4aa9f374d44 |
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1135:74957cbf589b | 1136:71315636ba82 |
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7 scene.add rect() | 7 scene.add rect() |
8 scene.add circle(color = "0f0f") | 8 scene.add circle(color = "0f0f") |
9 scene.meshes[0].material = VERTEX_COLORED_MATERIAL.initMaterialData() | 9 scene.meshes[0].material = VERTEX_COLORED_MATERIAL.initMaterialData() |
10 scene.meshes[1].material = VERTEX_COLORED_MATERIAL.initMaterialData() | 10 scene.meshes[1].material = VERTEX_COLORED_MATERIAL.initMaterialData() |
11 scene.meshes[2].material = VERTEX_COLORED_MATERIAL.initMaterialData() | 11 scene.meshes[2].material = VERTEX_COLORED_MATERIAL.initMaterialData() |
12 scene.meshes[1].transform = scale(0.8, 0.8) | 12 scene.meshes[1].transform = Scale(0.8, 0.8) |
13 scene.meshes[2].transform = scale(0.1, 0.1) | 13 scene.meshes[2].transform = Scale(0.1, 0.1) |
14 scene.addShaderGlobal("perspective", Unit4F32) | 14 scene.addShaderGlobal("perspective", Unit4F32) |
15 | 15 |
16 const | 16 const |
17 shaderConfiguration = createShaderConfiguration( | 17 shaderConfiguration = createShaderConfiguration( |
18 name = "default shader", | 18 name = "default shader", |
34 engine.loadScene(scene) | 34 engine.loadScene(scene) |
35 | 35 |
36 while engine.UpdateInputs() and not KeyIsDown(Escape): | 36 while engine.UpdateInputs() and not KeyIsDown(Escape): |
37 if WindowWasResized(): | 37 if WindowWasResized(): |
38 var winSize = engine.GetWindow().size | 38 var winSize = engine.GetWindow().size |
39 scene.setShaderGlobal("perspective", orthoWindowAspect(winSize[0] / winSize[1])) | 39 scene.setShaderGlobal("perspective", OrthoWindowAspect(winSize[0] / winSize[1])) |
40 if KeyIsDown(A): scene.meshes[0].transform = scene.meshes[0].transform * translate(-0.001, 0, 0) | 40 if KeyIsDown(A): scene.meshes[0].transform = scene.meshes[0].transform * Translate(-0.001, 0, 0) |
41 if KeyIsDown(D): scene.meshes[0].transform = scene.meshes[0].transform * translate(0.001, 0, 0) | 41 if KeyIsDown(D): scene.meshes[0].transform = scene.meshes[0].transform * Translate(0.001, 0, 0) |
42 if KeyIsDown(W): scene.meshes[0].transform = scene.meshes[0].transform * translate(0, -0.001, 0) | 42 if KeyIsDown(W): scene.meshes[0].transform = scene.meshes[0].transform * Translate(0, -0.001, 0) |
43 if KeyIsDown(S): scene.meshes[0].transform = scene.meshes[0].transform * translate(0, 0.001, 0) | 43 if KeyIsDown(S): scene.meshes[0].transform = scene.meshes[0].transform * Translate(0, 0.001, 0) |
44 if KeyIsDown(Q): scene.meshes[0].transform = scene.meshes[0].transform * rotate(-0.001, Z) | 44 if KeyIsDown(Q): scene.meshes[0].transform = scene.meshes[0].transform * Rotate(-0.001, Z) |
45 if KeyIsDown(Key.E): scene.meshes[0].transform = scene.meshes[0].transform * rotate(0.001, Z) | 45 if KeyIsDown(Key.E): scene.meshes[0].transform = scene.meshes[0].transform * Rotate(0.001, Z) |
46 | 46 |
47 if KeyIsDown(Key.Z): scene.meshes[1].transform = scene.meshes[1].transform * rotate(-0.001, Z) | 47 if KeyIsDown(Key.Z): scene.meshes[1].transform = scene.meshes[1].transform * Rotate(-0.001, Z) |
48 if KeyIsDown(Key.X): scene.meshes[1].transform = scene.meshes[1].transform * rotate(0.001, Z) | 48 if KeyIsDown(Key.X): scene.meshes[1].transform = scene.meshes[1].transform * Rotate(0.001, Z) |
49 if KeyIsDown(Key.C): scene.meshes[1].transform = scene.meshes[1].transform * translate(0, -0.001, 0) | 49 if KeyIsDown(Key.C): scene.meshes[1].transform = scene.meshes[1].transform * Translate(0, -0.001, 0) |
50 if KeyIsDown(Key.V): scene.meshes[1].transform = scene.meshes[1].transform * translate(0, 0.001, 0) | 50 if KeyIsDown(Key.V): scene.meshes[1].transform = scene.meshes[1].transform * Translate(0, 0.001, 0) |
51 let hitbox = Collider(theType: Box, transform: scene.meshes[0].transform * translate(-0.5, -0.5)) | 51 let hitbox = Collider(theType: Box, transform: scene.meshes[0].transform * Translate(-0.5, -0.5)) |
52 let hitsphere = Collider(theType: Sphere, transform: scene.meshes[2].transform, radius: 0.5) | 52 let hitsphere = Collider(theType: Sphere, transform: scene.meshes[2].transform, radius: 0.5) |
53 echo intersects(hitbox, hitsphere) | 53 echo intersects(hitbox, hitsphere) |
54 engine.renderScene(scene) | 54 engine.renderScene(scene) |
55 engine.destroy() | 55 engine.destroy() |
56 | 56 |