All global variables and functions are not in global RL table. doc_parser creates also ReiLua_API.lua.
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@@ -4,12 +4,12 @@ local camera = -1
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local texture = -1
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local textureSize = { 256, 96 }
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local res = { 384, 216 }
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local winSize = RL_GetScreenSize()
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local winSize = RL.GetScreenSize()
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local winScale = 4
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local framebuffer = -1
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local TILE_SIZE = 32
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local TILE_VERTEX_COLORS = { WHITE, WHITE, WHITE, WHITE }
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local TILE_VERTEX_COLORS = { RL.WHITE, RL.WHITE, RL.WHITE, RL.WHITE }
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local FLOOR = 1
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local CEILING = 2
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@@ -51,38 +51,37 @@ local function getTileVer( x, y, type )
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return verts
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end
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function drawSprites()
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local function drawSprites()
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for _, sprite in ipairs( sprites ) do
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sprite.dis = RL_Vector2Distance( { pos[1], pos[3] }, { sprite.pos[1], sprite.pos[2] } )
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sprite.dis = RL.Vector2Distance( { pos[1], pos[3] }, { sprite.pos[1], sprite.pos[2] } )
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end
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table.sort( sprites, function( a, b ) return a.dis > b.dis end )
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for _, sprite in ipairs( sprites ) do
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RL_DrawBillboardRec( camera, texture, { sprite.tile[1] * TILE_SIZE, sprite.tile[2] * TILE_SIZE, TILE_SIZE, TILE_SIZE },
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{ sprite.pos[1], 0.5 * sprite.size, sprite.pos[2] }, { sprite.size, sprite.size }, WHITE )
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RL.DrawBillboardRec( camera, texture, { sprite.tile[1] * TILE_SIZE, sprite.tile[2] * TILE_SIZE, TILE_SIZE, TILE_SIZE },
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{ sprite.pos[1], 0.5 * sprite.size, sprite.pos[2] }, { sprite.size, sprite.size }, RL.WHITE )
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end
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end
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function init()
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function RL.init()
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local monitor = 0
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local mPos = RL_GetMonitorPosition( monitor )
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local mSize = RL_GetMonitorSize( monitor )
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local mPos = RL.GetMonitorPosition( monitor )
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local mSize = RL.GetMonitorSize( monitor )
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winSize = { res[1] * winScale, res[2] * winScale }
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RL_SetWindowSize( winSize )
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RL_SetExitKey( KEY_ESCAPE )
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-- framebuffer = RL_LoadRenderTexture( res )
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RL_SetWindowState( FLAG_WINDOW_RESIZABLE )
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RL_SetWindowState( FLAG_VSYNC_HINT )
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RL_SetWindowPosition( { mPos[1] + mSize[1] / 2 - winSize[1] / 2, mPos[2] + mSize[2] / 2 - winSize[2] / 2 } )
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RL.SetWindowSize( winSize )
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RL.SetExitKey( RL.KEY_ESCAPE )
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RL.SetWindowState( RL.FLAG_WINDOW_RESIZABLE )
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RL.SetWindowState( RL.FLAG_VSYNC_HINT )
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RL.SetWindowPosition( { mPos[1] + mSize[1] / 2 - winSize[1] / 2, mPos[2] + mSize[2] / 2 - winSize[2] / 2 } )
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texture = RL_LoadTexture( RL_GetBasePath().."../resources/images/tiles.png" )
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camera = RL_CreateCamera3D()
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RL_SetCamera3DPosition( camera, pos )
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RL_SetCamera3DTarget( camera, { 0, 0, 0 } )
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RL_SetCamera3DUp( camera, { 0, 1, 0 } )
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RL_SetCameraMode( camera, CAMERA_FIRST_PERSON )
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texture = RL.LoadTexture( RL.GetBasePath().."../resources/images/tiles.png" )
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camera = RL.CreateCamera3D()
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RL.SetCamera3DPosition( camera, pos )
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RL.SetCamera3DTarget( camera, { 0, 0, 0 } )
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RL.SetCamera3DUp( camera, { 0, 1, 0 } )
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RL.SetCameraMode( camera, RL.CAMERA_FIRST_PERSON )
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-- for x = 0, 3 do
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-- for y = 0, 9 do
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@@ -94,41 +93,41 @@ function init()
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table.insert( sprites, { pos = { 0.5, 3.5 }, tile = { 3, 0 }, dis = 0, size = 0.7 } )
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end
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function draw()
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RL_UpdateCamera3D( camera )
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pos = RL_GetCamera3DPosition( camera )
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function RL.draw()
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RL.UpdateCamera3D( camera )
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pos = RL.GetCamera3DPosition( camera )
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-- RL_BeginTextureMode( framebuffer )
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RL_ClearBackground( { 100, 150, 150 } )
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-- RL.BeginTextureMode( framebuffer )
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RL.ClearBackground( { 100, 150, 150 } )
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RL_BeginMode3D( camera )
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RL.BeginMode3D( camera )
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-- Floor and ceiling.
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for x = 0, 3 do
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for y = 0, 10 do
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RL_DrawQuad3DTexture( texture, getTileVer( x, y, FLOOR ), getTexCoords( 1, 0 ), TILE_VERTEX_COLORS )
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RL_DrawQuad3DTexture( texture, getTileVer( x, y, CEILING ), getTexCoords( 2, 0 ), TILE_VERTEX_COLORS )
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RL.DrawQuad3DTexture( texture, getTileVer( x, y, FLOOR ), getTexCoords( 1, 0 ), TILE_VERTEX_COLORS )
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RL.DrawQuad3DTexture( texture, getTileVer( x, y, CEILING ), getTexCoords( 2, 0 ), TILE_VERTEX_COLORS )
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end
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end
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-- Walls.
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RL_DrawQuad3DTexture( texture, getTileVer( 0, 0, WALL_N ), getTexCoords( 0, 0 ), TILE_VERTEX_COLORS )
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RL_DrawQuad3DTexture( texture, getTileVer( 1, 0, WALL_N ), getTexCoords( 0, 2 ), TILE_VERTEX_COLORS )
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RL_DrawQuad3DTexture( texture, getTileVer( 2, 0, WALL_N ), getTexCoords( 2, 2 ), TILE_VERTEX_COLORS )
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RL_DrawQuad3DTexture( texture, getTileVer( 3, 0, WALL_N ), getTexCoords( 0, 0 ), TILE_VERTEX_COLORS )
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RL.DrawQuad3DTexture( texture, getTileVer( 0, 0, WALL_N ), getTexCoords( 0, 0 ), TILE_VERTEX_COLORS )
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RL.DrawQuad3DTexture( texture, getTileVer( 1, 0, WALL_N ), getTexCoords( 0, 2 ), TILE_VERTEX_COLORS )
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RL.DrawQuad3DTexture( texture, getTileVer( 2, 0, WALL_N ), getTexCoords( 2, 2 ), TILE_VERTEX_COLORS )
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RL.DrawQuad3DTexture( texture, getTileVer( 3, 0, WALL_N ), getTexCoords( 0, 0 ), TILE_VERTEX_COLORS )
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for x = 0, 3 do
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RL_DrawQuad3DTexture( texture, getTileVer( x, 10, WALL_S ), getTexCoords( 0, 0 ), TILE_VERTEX_COLORS )
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RL.DrawQuad3DTexture( texture, getTileVer( x, 10, WALL_S ), getTexCoords( 0, 0 ), TILE_VERTEX_COLORS )
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end
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for y = 0, 10 do
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RL_DrawQuad3DTexture( texture, getTileVer( 0, y, WALL_W ), getTexCoords( 0, 0 ), TILE_VERTEX_COLORS )
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RL_DrawQuad3DTexture( texture, getTileVer( 3, y, WALL_E ), getTexCoords( 0, 0 ), TILE_VERTEX_COLORS )
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RL.DrawQuad3DTexture( texture, getTileVer( 0, y, WALL_W ), getTexCoords( 0, 0 ), TILE_VERTEX_COLORS )
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RL.DrawQuad3DTexture( texture, getTileVer( 3, y, WALL_E ), getTexCoords( 0, 0 ), TILE_VERTEX_COLORS )
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end
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drawSprites()
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RL_EndMode3D()
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-- RL_EndTextureMode()
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RL.EndMode3D()
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-- RL.EndTextureMode()
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-- RL_SetTextureSource( TEXTURE_SOURCE_RENDER_TEXTURE )
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-- RL_DrawTexturePro( framebuffer, { 0, 0, res[1], -res[2] }, { 0, 0, winSize[1], winSize[2] }, { 0, 0 }, 0.0, WHITE )
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-- RL_SetTextureSource( TEXTURE_SOURCE_TEXTURE )
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-- RL.SetTextureSource( TEXTURE_SOURCE_RENDER_TEXTURE )
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-- RL.DrawTexturePro( framebuffer, { 0, 0, res[1], -res[2] }, { 0, 0, winSize[1], winSize[2] }, { 0, 0 }, 0.0, WHITE )
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-- RL.SetTextureSource( TEXTURE_SOURCE_TEXTURE )
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end
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