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path: root/bin/game/main.lua
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io.stdout:setvbuf("no")

music = nil
local tex = nil
local timer = nil
local tb = {x = 1, y = 2}
local spr = nil 
local bitmap = nil
local sprs = {}
local animator = nil
local spr = nil
local ps = nil
local mesh = 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, 96, 168)
	return jin.graphics.newAnimation(sprs, loop, speed)
end
local particle_sprites = {}
local Pi = 3.1415
local sinShader = nil
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)
	local tex = jin.graphics.newTexture("splash.png")
	mesh = jin.graphics.newMesh() 
	mesh:setGraphic(tex)
	mesh:pushVertex(-20, -20, 0, 0, {255, 0, 0, 255})
	mesh:pushVertex(20, -20, 0.8, 0, {255, 0, 255, 255})
	mesh:pushVertex(20, 20, 0.8, 0.8, {255, 255, 0, 255})
	mesh:pushVertex(-20, 120, 0, 0.8, {255, 255, 255, 255})
	ps = jin.graphics.newParticleSystem()
	for i = 0, 10 do 
		local t = jin.graphics.newTexture("dust/s_dust_A_" .. i .. ".png")
		local spr = jin.graphics.newSprite(t, jin.graphics.SpriteOrigin.MIDDLECENTER)
		ps:addParticleSprite(spr)
	end
	ps:setEmitRate(0.02)
    ps:setEmitForce(80, 120)
    ps:setEmitPosition({0, 0})
    ps:setEmitDirection(-Pi / 10 - Pi / 2, Pi / 10 - Pi / 2)
    ps:setParticleLinearAccelaration({0, 10})
    ps:setParticleSpritesMode(jin.graphics.SpriteMode.ANIMATED)
	ps:setParticleColor({255, 30, 0, 255})
    ps:addParticleTransparencyPoint(1, 0)
    ps:addParticleTransparencyPoint(0, 0.5)
    ps:enableParticleBlendAdditive(true)
    ps:setParticleLife(0.5, 2)
    ps:addParticleScalePoint(3, 0)
    ps:addParticleScalePoint(0, 1)
	ps:setPosition(250, 200)
	local animation = createAnimation("anim2.png", 27, 3, 10, 200, 200, true, 50)
	animator = jin.graphics.newAnimator(animation)
	spr = animation:getFrame(1)
	local tex3 = jin.graphics.newTexture("anim2.png")
	tex3 = 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()
    timer:every(3, function(p)
        --timer:cancel(h)
		if animator:getSpeed() == 50 then 
			animator:setSpeed(100)
		elseif animator:getSpeed() == 100 then 
			animator:setSpeed(50)
		end
	end, animator)
	jin.graphics.pushMatrix()
	jin.graphics.translate(0, 0)
	--jin.graphics.rotate(0.2)
    
    local fsm = jin.ai.newStateMachine({
      events = {
        { name = 'startup', from = 'none',  to = 'green' },
        { name = 'panic',   from = 'green', to = 'red'   },
        { name = 'calm',    from = 'red',   to = 'green' },
    }})
    jin.log.info(fsm.current) -- "none"
    fsm:startup()
    jin.log.info(fsm.current) -- "green"
    jin.log.info(jin.utils.json.encode({ 1, 2, 3, { x = 10 } }))
    jin.log.info(jin.utils.json.decode('[1,2,3,{"x":10}]'))
    sinShader = jin.graphics.newShader[[
        #VERTEX_SHADER
		Vertex vert(Vertex v)
		{
			return v;
		}
		#END_VERTEX_SHADER
		#FRAGMENT_SHADER
		Color frag(Color col, Texture tex, Vertex v)
		{
            col.r = sin(jin_Time.x);
            col.g = cos(jin_Time.x); 
            col.b = sin(jin_Time.x);
            return col;
		}
		#END_FRAGMENT_SHADER
    ]]
    
    jin.log.info("test")
    
    timer:every(1, function() 
        jin.log.info(jin.time.getFPS() .. " fps")
    end)
    
    local xmlParser = jin.utils.xml.newParser()
    local xml = xmlParser:ParseXmlText[[
        <test one="two">
        <three four="five" four="six"/>
        <three>eight</three>
        <nine ten="eleven">twelve</nine>
        </test>
    ]]
    jin.log.info(xml.test["@one"])
end

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

local t = 0
function jin.core.onUpdate(dt)
    tb.x = t
    t = t + jin.time.getDelta()
	animator:update(jin.time.getDelta())
	timer:update(jin.time.getDelta())
	ps:update(dt)
	local mx, my = jin.mouse.getPosition()
	--ps:setPosition(mx, my)
    --ps:setEmitDirection(t - 0.3, t + 0.3)
end

function jin.core.onDraw()
    jin.graphics.useShader(jin.graphics.Shaders.Shape)
    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(350, 150, 1, 1, 0)
	jin.graphics.print("* Particle system test\n* Animation test.", 10, 10)
    jin.graphics.draw(spr, 100, 200, 1, 1, 0)
	jin.graphics.useShader(jin.graphics.Shaders.Mesh)
	jin.graphics.draw(mesh, 200, 100)
	jin.graphics.unuseShader();
    ps:render()
    jin.graphics.useShader(sinShader)
    jin.graphics.rect(jin.graphics.RenderMode.FILL, 300, 300, 100, 50)
    jin.graphics.unuseShader()
end