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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
local screen = nil
local pp = nil
local pixel = nil
local rgbsplit = nil
local sobel = nil
local bloom = nil
local noise = nil
local radial = nil
local glow = nil
local panel_shader = nil
function jin.core.onLoad()
jin.log.info("=============== Start Game ===============")
screen = jin.graphics.newCanvas(jin.graphics.getSize())
-- 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()
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
]]
panel_shader = 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.a *= sin(jin_Time.x);
return col;
}
#END_FRAGMENT_SHADER
]]
pp = jin.graphics.newShaderf("./shaders/curling.jsl")
pixel = jin.graphics.newShaderf("./shaders/pixel.jsl")
rgbsplit = jin.graphics.newShaderf("./shaders/rgb-split.jsl")
sobel = jin.graphics.newShaderf("./shaders/sobel.jsl")
noise = jin.graphics.newShaderf("./shaders/noise.jsl")
radial = jin.graphics.newShaderf("./shaders/radial.jsl")
jin.log.info("test")
timer:every(1, function()
jin.log.info(jin.time.getFPS() .. " fps")
local stats = jin.graphics.getStats()
jin.log.info("textures " .. stats.textures)
end)
--local xmlParser = jin.utils.xml.newParser()
local xml = jin.utils.xml.parseXmlText[[
<test one="two">
<three four="five" four="six"/>
<three>eight</three>
<nine ten="eleven">twelve</nine>
</test>
]]
jin.log.info(xml.test["@one"])
jin.graphics.showWindow()
end
function jin.core.onEvent(e)
if e.type == "Quit" then
jin.core.stop()
end
if e.type == "MouseButtonDown" then
if e.button == "Left" then
ps:setPosition(e.x, e.y)
end
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.setClearColor(0, 0, 0, 0xff)
jin.graphics.clear()
jin.graphics.setColor(255, 255, 255, 255)
jin.graphics.print("before canvas", 10, 300)
jin.graphics.draw(spr, 100, 300, 1, 1, 0)
jin.graphics.bindCanvas(screen)
jin.graphics.setClearColor(0, 0, 0, 0)
jin.graphics.clear()
jin.graphics.useShader(jin.graphics.Shaders.Shape)
jin.graphics.setColor(255, 0, 255, 100)
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.useShader(jin.graphics.Shaders.Font)
jin.graphics.print("* Particle system test\n* Animation test.", 10, 10)
jin.graphics.unuseShader()
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()
jin.graphics.setColor(100, 100, 100, 255)
jin.graphics.useShader(panel_shader)
jin.graphics.rect(jin.graphics.RenderMode.FILL, 440, 0, 140, 150)
jin.graphics.unuseShader()
jin.graphics.setColor(255, 255, 255, 255)
jin.graphics.useShader(jin.graphics.Shaders.Font)
jin.graphics.unuseShader()
jin.graphics.unbindCanvas(screen)
jin.graphics.useShader(rgbsplit)
local mode = jin.graphics.getBlendMode()
jin.graphics.setBlendMode(jin.graphics.BlendMode.PREMULTIPLIEDALPHA)
jin.graphics.draw(screen, 0, 0)
jin.graphics.setBlendMode(mode)
jin.graphics.unuseShader()
jin.graphics.print("after canvas", 10, 340)
end
function jin.core.onQuit()
jin.log.info("=============== Quit Game ===============")
end
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