This commit is contained in:
jussi
2022-09-22 20:25:18 +03:00
parent e5f437d05e
commit 0fad8239b6
6 changed files with 15 additions and 36 deletions

3
API.md
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@@ -4017,7 +4017,8 @@ Generate custom mesh from vertex attribute data and uploads it into a VAO ( if s
> success = RL_UpdateMesh( Mesh{} )
Update mesh vertex data in GPU. ( Mainly intented to be used with custom meshes )
Update mesh vertex data in GPU.
Note! Mainly intented to be used with custom meshes.
- Failure return false
- Success return true

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@@ -2,7 +2,6 @@ local pos = { 2, 0.5, 6 }
local speed = 5.0
local camera = -1
local texture = -1
local mesh = -1
local textureSize = { 256, 96 }
local res = { 384, 216 }
local winSize = RL_GetWindowSize()
@@ -79,7 +78,6 @@ function init()
texture = RL_LoadTexture( RL_GetBasePath().."../resources/images/tiles.png" )
camera = RL_CreateCamera3D()
mesh = RL_GenMeshCube( { 1, 2, 1 } )
RL_SetCamera3DPosition( camera, pos )
RL_SetCamera3DTarget( camera, { 0, 0, 0 } )
RL_SetCamera3DUp( camera, { 0, 1, 0 } )

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@@ -24,11 +24,12 @@ function init()
local monitor = 0
local mPos = RL_GetMonitorPosition( monitor )
local mSize = RL_GetMonitorSize( monitor )
local winSize = RL_GetWindowSize()
local winSize = { 1920, 1080 }
RL_GuiSetFont( 0 )
RL_SetWindowState( FLAG_WINDOW_RESIZABLE )
RL_SetWindowState( FLAG_VSYNC_HINT )
RL_SetWindowSize( winSize )
RL_SetWindowPosition( { mPos[1] + mSize[1] / 2 - winSize[1] / 2, mPos[2] + mSize[2] / 2 - winSize[2] / 2 } )
end

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@@ -32,7 +32,7 @@ local tilemap = {
local player = {
vel = Vec2:new( 0, 0 ),
pos = Vec2:new( 32, 32 ), -- Center down.
pos = Vec2:new( 32, 32 ), -- Center bottom.
colRect = { 0, 0, 12, 14 },
onFloor = false,
frames = {
@@ -49,11 +49,6 @@ local player = {
facing = 1,
}
local kissa = { Vec2:new( 2, 4 ), 23 }
-- print( table.concat( kissa ) )
print( kissa[1] )
local function createMap()
for x = 1, tilemap.size.x do
table.insert( tilemap.tiles, {} )
@@ -199,16 +194,6 @@ local function playerMovement( delta )
end
end
-- Alternative top down movement.
-- if RL_IsKeyDown( KEY_DOWN ) then
-- player.vel.y = player.vel.y + PLAYER_ACCELL * delta
-- moving[2] = true
-- elseif RL_IsKeyDown( KEY_UP ) then
-- player.vel.y = player.vel.y - PLAYER_ACCELL * delta
-- moving[2] = true
-- end
if RL_IsKeyPressed( KEY_SPACE ) and player.onFloor then
player.vel.y = -JUMP_STR
player.onFloor = false
@@ -226,18 +211,7 @@ local function playerMovement( delta )
end
end
-- if not moving[2] then
-- if delta * PLAYER_DEACCELL < player.vel.y then
-- player.vel.y = player.vel.y - PLAYER_DEACCELL * delta
-- elseif player.vel.y < -delta * PLAYER_DEACCELL then
-- player.vel.y = player.vel.y + PLAYER_DEACCELL * delta
-- else
-- player.vel.y = 0.0
-- end
-- end
player.vel.x = util.clamp( player.vel.x, -PLAYER_MAXSPEED, PLAYER_MAXSPEED )
-- player.vel.y = util.clamp( player.vel.y, -PLAYER_MAXSPEED, PLAYER_MAXSPEED )
player.vel.y = player.vel.y + GRAVITY * delta

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@@ -45,6 +45,8 @@ function init()
RL_SetCameraMode( camera, CAMERA_FREE )
calcNormal( tri )
texture = RL_LoadTexture( RL_GetBasePath().."../resources/images/tile.png" )
end
local function checkCollisionPointTriangle( p, a, b, c, n )

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@@ -567,7 +567,7 @@ Note! Could be replaced something like "DrawPlaneTextureRec"
- Success return true
*/
int lmodelDrawQuad3DTexture( lua_State *L ) {
if ( !lua_istable( L, -3 ) || !lua_istable( L, -2 ) || !lua_istable( L, -1 ) ) {
if ( !lua_isnumber( L, -4 ) || !lua_istable( L, -3 ) || !lua_istable( L, -2 ) || !lua_istable( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_DrawQuad3DTexture( texture, Vector3{} vertices, Vector2{} texCoords, Color color )" );
lua_pushboolean( L, false );
return 1;
@@ -605,6 +605,10 @@ int lmodelDrawQuad3DTexture( lua_State *L ) {
lua_pop( L, 1 );
}
lua_pop( L, 1 );
//TODO Normals. maybe something like Vector3Normalize(Vector3CrossProduct(Vector3Subtract(vB, vA), Vector3Subtract(vC, vA)));
/* Texture. */
size_t texId = lua_tointeger( L, -1 );
if ( !validSourceTexture( texId ) ) {
@@ -612,12 +616,10 @@ int lmodelDrawQuad3DTexture( lua_State *L ) {
return 1;
}
// Draw.
/* Draw. */
rlCheckRenderBatchLimit( 4 );
rlSetTexture( texturesGetSourceTexture( texId )->id );
//TODO Normals. maybe something like Vector3Normalize(Vector3CrossProduct(Vector3Subtract(vB, vA), Vector3Subtract(vC, vA)));
rlBegin( RL_QUADS );
rlColor4ub( color.r, color.g, color.b, color.a );
@@ -1091,7 +1093,8 @@ int lmodelsGenMeshCustom( lua_State *L ) {
/*
> success = RL_UpdateMesh( Mesh{} )
Update mesh vertex data in GPU. ( Mainly intented to be used with custom meshes )
Update mesh vertex data in GPU.
Note! Mainly intented to be used with custom meshes.
- Failure return false
- Success return true