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path: root/bin/game/main.lua
blob: d268e234b5a63266bc5bde7e8f0d13e53f7f9e13 (plain)
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io.stdout:setvbuf("no")
local shader = [[ 
#VERTEX_SHADER 

	Vertex vert(Vertex v) 
	{
		return v;
	}

#END_VERTEX_SHADER

#FRAGMENT_SHADER 

	Color frag(Color col, Texture tex, Vertex v)
	{
		return col;
	}

#END_FRAGMENT_SHADER
]]

local shader2 = [[ 
#VERTEX_SHADER 

	Vertex vert(Vertex v) 
	{
		return v;
	}

#END_VERTEX_SHADER

#FRAGMENT_SHADER 

	Color frag(Color col, Texture tex, Vertex v)
	{
		if(v.xy.x > 30)
			return Color(1, 0, 0, 1);
		Color c = texel(tex, v.uv);
		return c;
	}

#END_FRAGMENT_SHADER
]]
music = nil
local tex = nil
local shader_program = nil
local shader_program2 = nil
local timer = nil
local tb = {x = 1, y = 2}
local t = 0
local spr = nil 
local bitmap = nil
local sprs = {}
local animator = nil

local function createAnimation(path, count, r, c, w, h, loop, speed)
	local tex = jin.graphics.newTexture(path)
	local ssheet = jin.graphics.newSpriteSheet(tex)
	local sprs = ssheet:newSprites(count, r, c, w, h, jin.graphics.SpriteOrigin.BOTTOMCENTER)
	return jin.graphics.newAnimation(sprs, loop, speed)
end
asd
function jin.core.onLoad()
	bitmap = jin.graphics.newBitmap(200, 200, function(w, h, x, y)
		return {255*math.sin(x/w),255 - 255,255*math.cos(y/w),255}
	end)
    shader_program = jin.graphics.newShader(shader)
    shader_program2 = jin.graphics.newShader(shader2)
    --tex = jin.graphics.newTexture("1.png")
	tex = jin.graphics.newTexture(bitmap)
	local tex2 = jin.graphics.newTexture("anim.png")
	local ssheet2 = jin.graphics.newSpriteSheet(tex2)
	local animation = createAnimation("anim2.png", 27, 3, 10, 200, 200, true, 100)
	animator = jin.graphics.newAnimator(animation)
	animation = nil
	local ssheet = jin.graphics.newSpriteSheet(tex)
    spr = ssheet:newSprite({50, 50, 50, 50}, 20, 20)
    tex = nil
    -- music = jin.audio.newSource("forest.ogg")
    -- music:setVolume(0.5)
    -- music:setLoop(true)
    --music:play()
    jin.graphics.clear()
    jin.graphics.showWindow()
    timer = jin.time.newTimer()
    local h = timer:every(0.5, function(sp)
		
    end, spr)
    timer:after(6, function(p)
        --timer:cancel(h)
		--animator:pause()
	end, animator)
	jin.graphics.pushMatrix()
	jin.graphics.translate(0, 0)
	--jin.graphics.rotate(0.2)
end
local stop = false

function jin.core.onEvent(e)
    if e.type == "Quit" then 
        jin.core.stop()
    end
end

function jin.core.onUpdate() 
    tb.x = t
    t = t + jin.time.getDelta()
	animator:update(jin.time.getDelta())
end

function jin.core.onDraw()
    timer:update(jin.time.getDelta())
    jin.graphics.useShader(shader_program) 
    jin.graphics.setColor(255, 0, 255, 255)
    jin.graphics.rect(jin.graphics.RenderMode.FILL, 30, 50, 100, 200)
    jin.graphics.setColor(255, 255, 255, 255)
    jin.graphics.unuseShader()
    --jin.graphics.draw(sprs[2], 150, 150, 1, 1, 0)
	local x, y = jin.mouse.getPosition()
	animator:render(x, y, 1, 1, 0)
	jin.graphics.print(#sprs, 10, 10)
    --jin.graphics.draw(spr)
    --jin.graphics.useShader(shader_program2)
    --jin.graphics.draw(tex, 0, 0,0.2, 0.2)
    --jin.graphics.unuseShader()
    if stop then 
        jin.graphics.print("Quit", 100, 300)
    end 
end