comparison tests/test_collision.nim @ 1135:74957cbf589b

fix: update tests according to some API renaming
author sam <sam@basx.dev>
date Mon, 03 Jun 2024 16:05:17 +0700
parents 73b572f82a1f
children 71315636ba82
comparison
equal deleted inserted replaced
1134:055eb17ce31e 1135:74957cbf589b
31 var engine = initEngine("Test collisions") 31 var engine = initEngine("Test collisions")
32 32
33 engine.initRenderer({VERTEX_COLORED_MATERIAL: shaderConfiguration}) 33 engine.initRenderer({VERTEX_COLORED_MATERIAL: shaderConfiguration})
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()