Mercurial > games > semicongine
diff tests/test_collision.nim @ 1135:74957cbf589b
fix: update tests according to some API renaming
author | sam <sam@basx.dev> |
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date | Mon, 03 Jun 2024 16:05:17 +0700 |
parents | 73b572f82a1f |
children | 71315636ba82 |
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--- a/tests/test_collision.nim Mon Jun 03 15:53:30 2024 +0700 +++ b/tests/test_collision.nim Mon Jun 03 16:05:17 2024 +0700 @@ -33,21 +33,21 @@ engine.initRenderer({VERTEX_COLORED_MATERIAL: shaderConfiguration}) engine.loadScene(scene) - while engine.updateInputs() and not keyIsDown(Escape): - if windowWasResized(): - var winSize = engine.getWindow().size + while engine.UpdateInputs() and not KeyIsDown(Escape): + if WindowWasResized(): + var winSize = engine.GetWindow().size scene.setShaderGlobal("perspective", orthoWindowAspect(winSize[0] / winSize[1])) - if keyIsDown(A): scene.meshes[0].transform = scene.meshes[0].transform * translate(-0.001, 0, 0) - if keyIsDown(D): scene.meshes[0].transform = scene.meshes[0].transform * translate(0.001, 0, 0) - if keyIsDown(W): scene.meshes[0].transform = scene.meshes[0].transform * translate(0, -0.001, 0) - if keyIsDown(S): scene.meshes[0].transform = scene.meshes[0].transform * translate(0, 0.001, 0) - if keyIsDown(Q): scene.meshes[0].transform = scene.meshes[0].transform * rotate(-0.001, Z) - if keyIsDown(Key.E): scene.meshes[0].transform = scene.meshes[0].transform * rotate(0.001, Z) + if KeyIsDown(A): scene.meshes[0].transform = scene.meshes[0].transform * translate(-0.001, 0, 0) + if KeyIsDown(D): scene.meshes[0].transform = scene.meshes[0].transform * translate(0.001, 0, 0) + if KeyIsDown(W): scene.meshes[0].transform = scene.meshes[0].transform * translate(0, -0.001, 0) + if KeyIsDown(S): scene.meshes[0].transform = scene.meshes[0].transform * translate(0, 0.001, 0) + if KeyIsDown(Q): scene.meshes[0].transform = scene.meshes[0].transform * rotate(-0.001, Z) + if KeyIsDown(Key.E): scene.meshes[0].transform = scene.meshes[0].transform * rotate(0.001, Z) - if keyIsDown(Key.Z): scene.meshes[1].transform = scene.meshes[1].transform * rotate(-0.001, Z) - if keyIsDown(Key.X): scene.meshes[1].transform = scene.meshes[1].transform * rotate(0.001, Z) - if keyIsDown(Key.C): scene.meshes[1].transform = scene.meshes[1].transform * translate(0, -0.001, 0) - if keyIsDown(Key.V): scene.meshes[1].transform = scene.meshes[1].transform * translate(0, 0.001, 0) + if KeyIsDown(Key.Z): scene.meshes[1].transform = scene.meshes[1].transform * rotate(-0.001, Z) + if KeyIsDown(Key.X): scene.meshes[1].transform = scene.meshes[1].transform * rotate(0.001, Z) + if KeyIsDown(Key.C): scene.meshes[1].transform = scene.meshes[1].transform * translate(0, -0.001, 0) + if KeyIsDown(Key.V): scene.meshes[1].transform = scene.meshes[1].transform * translate(0, 0.001, 0) let hitbox = Collider(theType: Box, transform: scene.meshes[0].transform * translate(-0.5, -0.5)) let hitsphere = Collider(theType: Sphere, transform: scene.meshes[2].transform, radius: 0.5) echo intersects(hitbox, hitsphere)