Documentation. waving_cubes example and RL_DrawFPS and RL_ColorFromHSV.
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@@ -10,7 +10,6 @@ local winScale = 5
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local framebuffer = -1
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local TILE_SIZE = 32
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local COLOR_WHITE = { 255, 255, 255 }
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local FLOOR = 1
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local CEILING = 2
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@@ -61,7 +60,7 @@ function drawSprites()
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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 }, COLOR_WHITE )
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{ sprite.pos[1], 0.5 * sprite.size, sprite.pos[2] }, { sprite.size, sprite.size }, WHITE )
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end
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end
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@@ -69,9 +68,8 @@ function 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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-- RL_SetWindowSize( { 1920, 1080 } )
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winSize = { res[1] * winScale, res[2] * winScale }
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-- winSize = { 1920, 1080 }
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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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@@ -85,7 +83,6 @@ function init()
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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_SetCamera3DMode( camera, CAMERA_FIRST_PERSON )
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-- RL_SetCamera3DMode( camera, CAMERA_ORBITAL )
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-- for x = 0, 3 do
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-- for y = 0, 9 do
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@@ -93,20 +90,10 @@ function init()
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-- end
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-- end
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table.insert( sprites, { pos = { 2.5, 2.5 }, tile = { 1, 1 }, dis = 0, size = 0.8 } )
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-- for x = 0, 1 do
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-- for y = 0, 1 do
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-- table.insert( sprites, { pos = { 1.25 + x * 0.5, 2.25 + y * 0.5 }, tile = { 3, 0 }, dis = 0, size = 0.6 } )
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-- end
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-- end
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table.insert( sprites, { pos = { 1.5, 3.5 }, tile = { 3, 1 }, dis = 0, size = 0.5 } )
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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 process( delta )
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-- RL_SetCamera3DPosition( camera, pos )
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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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@@ -119,22 +106,22 @@ function draw()
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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 ), COLOR_WHITE )
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RL_DrawQuad3DTexture( texture, getTileVer( x, y, CEILING ), getTexCoords( 2, 0 ), COLOR_WHITE )
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RL_DrawQuad3DTexture( texture, getTileVer( x, y, FLOOR ), getTexCoords( 1, 0 ), WHITE )
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RL_DrawQuad3DTexture( texture, getTileVer( x, y, CEILING ), getTexCoords( 2, 0 ), WHITE )
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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 ), COLOR_WHITE )
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RL_DrawQuad3DTexture( texture, getTileVer( 1, 0, WALL_N ), getTexCoords( 0, 2 ), COLOR_WHITE )
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RL_DrawQuad3DTexture( texture, getTileVer( 2, 0, WALL_N ), getTexCoords( 2, 2 ), COLOR_WHITE )
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RL_DrawQuad3DTexture( texture, getTileVer( 3, 0, WALL_N ), getTexCoords( 0, 0 ), COLOR_WHITE )
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RL_DrawQuad3DTexture( texture, getTileVer( 0, 0, WALL_N ), getTexCoords( 0, 0 ), WHITE )
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RL_DrawQuad3DTexture( texture, getTileVer( 1, 0, WALL_N ), getTexCoords( 0, 2 ), WHITE )
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RL_DrawQuad3DTexture( texture, getTileVer( 2, 0, WALL_N ), getTexCoords( 2, 2 ), WHITE )
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RL_DrawQuad3DTexture( texture, getTileVer( 3, 0, WALL_N ), getTexCoords( 0, 0 ), WHITE )
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for x = 0, 3 do
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RL_DrawQuad3DTexture( texture, getTileVer( x, 10, WALL_S ), getTexCoords( 0, 0 ), COLOR_WHITE )
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RL_DrawQuad3DTexture( texture, getTileVer( x, 10, WALL_S ), getTexCoords( 0, 0 ), WHITE )
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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 ), COLOR_WHITE )
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RL_DrawQuad3DTexture( texture, getTileVer( 3, y, WALL_E ), getTexCoords( 0, 0 ), COLOR_WHITE )
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RL_DrawQuad3DTexture( texture, getTileVer( 0, y, WALL_W ), getTexCoords( 0, 0 ), WHITE )
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RL_DrawQuad3DTexture( texture, getTileVer( 3, y, WALL_E ), getTexCoords( 0, 0 ), WHITE )
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end
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drawSprites()
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@@ -142,6 +129,6 @@ function draw()
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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, COLOR_WHITE )
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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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