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-rw-r--r--examples/dungeon_crawler/main.lua85
1 files changed, 42 insertions, 43 deletions
diff --git a/examples/dungeon_crawler/main.lua b/examples/dungeon_crawler/main.lua
index e1342ec..8732b0d 100644
--- a/examples/dungeon_crawler/main.lua
+++ b/examples/dungeon_crawler/main.lua
@@ -4,12 +4,12 @@ local camera = -1
local texture = -1
local textureSize = { 256, 96 }
local res = { 384, 216 }
-local winSize = RL_GetScreenSize()
+local winSize = RL.GetScreenSize()
local winScale = 4
local framebuffer = -1
local TILE_SIZE = 32
-local TILE_VERTEX_COLORS = { WHITE, WHITE, WHITE, WHITE }
+local TILE_VERTEX_COLORS = { RL.WHITE, RL.WHITE, RL.WHITE, RL.WHITE }
local FLOOR = 1
local CEILING = 2
@@ -51,38 +51,37 @@ local function getTileVer( x, y, type )
return verts
end
-function drawSprites()
+local function drawSprites()
for _, sprite in ipairs( sprites ) do
- sprite.dis = RL_Vector2Distance( { pos[1], pos[3] }, { sprite.pos[1], sprite.pos[2] } )
+ sprite.dis = RL.Vector2Distance( { pos[1], pos[3] }, { sprite.pos[1], sprite.pos[2] } )
end
-
+
table.sort( sprites, function( a, b ) return a.dis > b.dis end )
for _, sprite in ipairs( sprites ) do
- RL_DrawBillboardRec( camera, texture, { sprite.tile[1] * TILE_SIZE, sprite.tile[2] * TILE_SIZE, TILE_SIZE, TILE_SIZE },
- { sprite.pos[1], 0.5 * sprite.size, sprite.pos[2] }, { sprite.size, sprite.size }, WHITE )
+ RL.DrawBillboardRec( camera, texture, { sprite.tile[1] * TILE_SIZE, sprite.tile[2] * TILE_SIZE, TILE_SIZE, TILE_SIZE },
+ { sprite.pos[1], 0.5 * sprite.size, sprite.pos[2] }, { sprite.size, sprite.size }, RL.WHITE )
end
end
-function init()
+function RL.init()
local monitor = 0
- local mPos = RL_GetMonitorPosition( monitor )
- local mSize = RL_GetMonitorSize( monitor )
+ local mPos = RL.GetMonitorPosition( monitor )
+ local mSize = RL.GetMonitorSize( monitor )
winSize = { res[1] * winScale, res[2] * winScale }
- RL_SetWindowSize( winSize )
- RL_SetExitKey( KEY_ESCAPE )
- -- framebuffer = RL_LoadRenderTexture( res )
- RL_SetWindowState( FLAG_WINDOW_RESIZABLE )
- RL_SetWindowState( FLAG_VSYNC_HINT )
- RL_SetWindowPosition( { mPos[1] + mSize[1] / 2 - winSize[1] / 2, mPos[2] + mSize[2] / 2 - winSize[2] / 2 } )
-
- texture = RL_LoadTexture( RL_GetBasePath().."../resources/images/tiles.png" )
- camera = RL_CreateCamera3D()
- RL_SetCamera3DPosition( camera, pos )
- RL_SetCamera3DTarget( camera, { 0, 0, 0 } )
- RL_SetCamera3DUp( camera, { 0, 1, 0 } )
- RL_SetCameraMode( camera, CAMERA_FIRST_PERSON )
+ RL.SetWindowSize( winSize )
+ RL.SetExitKey( RL.KEY_ESCAPE )
+ RL.SetWindowState( RL.FLAG_WINDOW_RESIZABLE )
+ RL.SetWindowState( RL.FLAG_VSYNC_HINT )
+ RL.SetWindowPosition( { mPos[1] + mSize[1] / 2 - winSize[1] / 2, mPos[2] + mSize[2] / 2 - winSize[2] / 2 } )
+
+ texture = RL.LoadTexture( RL.GetBasePath().."../resources/images/tiles.png" )
+ camera = RL.CreateCamera3D()
+ RL.SetCamera3DPosition( camera, pos )
+ RL.SetCamera3DTarget( camera, { 0, 0, 0 } )
+ RL.SetCamera3DUp( camera, { 0, 1, 0 } )
+ RL.SetCameraMode( camera, RL.CAMERA_FIRST_PERSON )
-- for x = 0, 3 do
-- for y = 0, 9 do
@@ -94,41 +93,41 @@ function init()
table.insert( sprites, { pos = { 0.5, 3.5 }, tile = { 3, 0 }, dis = 0, size = 0.7 } )
end
-function draw()
- RL_UpdateCamera3D( camera )
- pos = RL_GetCamera3DPosition( camera )
+function RL.draw()
+ RL.UpdateCamera3D( camera )
+ pos = RL.GetCamera3DPosition( camera )
- -- RL_BeginTextureMode( framebuffer )
- RL_ClearBackground( { 100, 150, 150 } )
+ -- RL.BeginTextureMode( framebuffer )
+ RL.ClearBackground( { 100, 150, 150 } )
- RL_BeginMode3D( camera )
+ RL.BeginMode3D( camera )
-- Floor and ceiling.
for x = 0, 3 do
for y = 0, 10 do
- RL_DrawQuad3DTexture( texture, getTileVer( x, y, FLOOR ), getTexCoords( 1, 0 ), TILE_VERTEX_COLORS )
- RL_DrawQuad3DTexture( texture, getTileVer( x, y, CEILING ), getTexCoords( 2, 0 ), TILE_VERTEX_COLORS )
+ RL.DrawQuad3DTexture( texture, getTileVer( x, y, FLOOR ), getTexCoords( 1, 0 ), TILE_VERTEX_COLORS )
+ RL.DrawQuad3DTexture( texture, getTileVer( x, y, CEILING ), getTexCoords( 2, 0 ), TILE_VERTEX_COLORS )
end
end
-- Walls.
- RL_DrawQuad3DTexture( texture, getTileVer( 0, 0, WALL_N ), getTexCoords( 0, 0 ), TILE_VERTEX_COLORS )
- RL_DrawQuad3DTexture( texture, getTileVer( 1, 0, WALL_N ), getTexCoords( 0, 2 ), TILE_VERTEX_COLORS )
- RL_DrawQuad3DTexture( texture, getTileVer( 2, 0, WALL_N ), getTexCoords( 2, 2 ), TILE_VERTEX_COLORS )
- RL_DrawQuad3DTexture( texture, getTileVer( 3, 0, WALL_N ), getTexCoords( 0, 0 ), TILE_VERTEX_COLORS )
+ RL.DrawQuad3DTexture( texture, getTileVer( 0, 0, WALL_N ), getTexCoords( 0, 0 ), TILE_VERTEX_COLORS )
+ RL.DrawQuad3DTexture( texture, getTileVer( 1, 0, WALL_N ), getTexCoords( 0, 2 ), TILE_VERTEX_COLORS )
+ RL.DrawQuad3DTexture( texture, getTileVer( 2, 0, WALL_N ), getTexCoords( 2, 2 ), TILE_VERTEX_COLORS )
+ RL.DrawQuad3DTexture( texture, getTileVer( 3, 0, WALL_N ), getTexCoords( 0, 0 ), TILE_VERTEX_COLORS )
for x = 0, 3 do
- RL_DrawQuad3DTexture( texture, getTileVer( x, 10, WALL_S ), getTexCoords( 0, 0 ), TILE_VERTEX_COLORS )
+ RL.DrawQuad3DTexture( texture, getTileVer( x, 10, WALL_S ), getTexCoords( 0, 0 ), TILE_VERTEX_COLORS )
end
for y = 0, 10 do
- RL_DrawQuad3DTexture( texture, getTileVer( 0, y, WALL_W ), getTexCoords( 0, 0 ), TILE_VERTEX_COLORS )
- RL_DrawQuad3DTexture( texture, getTileVer( 3, y, WALL_E ), getTexCoords( 0, 0 ), TILE_VERTEX_COLORS )
+ RL.DrawQuad3DTexture( texture, getTileVer( 0, y, WALL_W ), getTexCoords( 0, 0 ), TILE_VERTEX_COLORS )
+ RL.DrawQuad3DTexture( texture, getTileVer( 3, y, WALL_E ), getTexCoords( 0, 0 ), TILE_VERTEX_COLORS )
end
drawSprites()
- RL_EndMode3D()
- -- RL_EndTextureMode()
+ RL.EndMode3D()
+ -- RL.EndTextureMode()
- -- RL_SetTextureSource( TEXTURE_SOURCE_RENDER_TEXTURE )
- -- RL_DrawTexturePro( framebuffer, { 0, 0, res[1], -res[2] }, { 0, 0, winSize[1], winSize[2] }, { 0, 0 }, 0.0, WHITE )
- -- RL_SetTextureSource( TEXTURE_SOURCE_TEXTURE )
+ -- RL.SetTextureSource( TEXTURE_SOURCE_RENDER_TEXTURE )
+ -- RL.DrawTexturePro( framebuffer, { 0, 0, res[1], -res[2] }, { 0, 0, winSize[1], winSize[2] }, { 0, 0 }, 0.0, WHITE )
+ -- RL.SetTextureSource( TEXTURE_SOURCE_TEXTURE )
end