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GraphicsComponent = require("ecs.graphics")
sprites = require("sprites")
geom_fac = {
{-1, -1, 1},
{-1, 1, 1},
{-1, -1, 1},
{1, 1, 1},
{1, -1, 1},
{-1, -1, 1}
}
class PlayerGraphicComponent extends GraphicsComponent
@player_size = 0.25
@static = false
--new: (name, properties) =>
--print("New PlayerGraphicsComponenet, super is", @@__init)
--print("But graphicsComponent's __init is:", GraphicsComponent.__init)
--GraphicsComponent.__init(@, name, properties)
--super(name, properties)
tris: () ->
2
populate_buf: (geom_view, uv_view, offset) =>
@playerbuf = geom_view
h = @@player_size / 2
for i, set in ipairs(geom_fac)
geom_view[i] = vec3(h*set[1], h*set[2], h*set[3])
uv = sprites.player_normal
uv_view[1] = vec2(uv.s1,uv.t1)
uv_view[2] = vec2(uv.s1,uv.t2)
uv_view[3] = vec2(uv.s2,uv.t2)
uv_view[4] = vec2(uv.s2,uv.t2)
uv_view[5] = vec2(uv.s2,uv.t1)
uv_view[6] = vec2(uv.s1,uv.t1)
join: (entity) =>
super(entity)
aspect = win.width / win.height
-- inject nodes into the scene graph
program = @.node("use_program")
pred_component = entity\get("pred")
graphic = entity\get("graphic")
@node\remove(program)
@node\append(am.blend("alpha")\append(am.depth_test("less", true)\append(program)))
@node\action(() =>
pred_loc = pred_component.properties.pos
graphic\move(pred_loc.x, pred_loc.y)
)
--@.node("bind").highlight = color.am_color.black
move: (x,y) =>
assert(x, "x required")
assert(y, "y required")
world.level.move_lamp(@lamp, x + @lamp_offset.x, y + @lamp_offset.y)
h = @@player_size / 2
z = 0.5
@playerbuf[1] = vec3(x-h,y-h,z)
@playerbuf[2] = vec3(x-h,y+h,z)
@playerbuf[3] = vec3(x+h,y+h,z)
@playerbuf[4] = vec3(x+h,y+h,z)
@playerbuf[5] = vec3(x+h,y-h,z)
@playerbuf[6] = vec3(x-h,y-h,z)
--print("Move called", @playerbuf[1])
face: (direction) =>
--print("direction",direction)
@.node("bind").rot = (direction ) % (math.pi * 2)
PlayerGraphicComponent
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