Fixes for some Lua bugs
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d5f5f0a930
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4960e6b6d7
@ -11,6 +11,7 @@
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MAX_CIRCLES = 64
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MAX_CIRCLES = 64
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--[[
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typedef struct { -- TODO: Find a Lua alternative: TABLES?
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typedef struct { -- TODO: Find a Lua alternative: TABLES?
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Vector2 position
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Vector2 position
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float radius
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float radius
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@ -18,6 +19,7 @@ typedef struct { -- TODO: Find a Lua alternative: TABLES?
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float speed
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float speed
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Color color
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Color color
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} CircleWave
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} CircleWave
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--]]
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-- Initialization
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-- Initialization
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-------------------------------------------------------------------------------------------
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-------------------------------------------------------------------------------------------
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@ -35,11 +37,13 @@ local colors = { ORANGE, RED, GOLD, LIME, BLUE, VIOLET, BROWN, LIGHTGRAY, PINK,
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local circles = {}
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local circles = {}
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for i = MAX_CIRCLES, 1, -1 do
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for i = MAX_CIRCLES, 1, -1 do
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circles[i] = {}
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circles[i].alpha = 0.0
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circles[i].alpha = 0.0
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circles[i].radius = GetRandomValue(10, 40)
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circles[i].radius = GetRandomValue(10, 40)
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circles[i].position = Vector2(0, 0)
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circles[i].position.x = GetRandomValue(circles[i].radius, screenWidth - circles[i].radius)
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circles[i].position.x = GetRandomValue(circles[i].radius, screenWidth - circles[i].radius)
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circles[i].position.y = GetRandomValue(circles[i].radius, screenHeight - circles[i].radius)
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circles[i].position.y = GetRandomValue(circles[i].radius, screenHeight - circles[i].radius)
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circles[i].speed = (float)GetRandomValue(1, 100)/20000.0
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circles[i].speed = GetRandomValue(1, 100)/20000.0
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circles[i].color = colors[GetRandomValue(1, 14)]
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circles[i].color = colors[GetRandomValue(1, 14)]
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end
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end
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@ -64,8 +68,8 @@ while not WindowShouldClose() do -- Detect window close button or ESC key
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-- Update
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-- Update
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---------------------------------------------------------------------------------------
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---------------------------------------------------------------------------------------
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for i = MAX_CIRCLES, 1, -1 do
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for i = MAX_CIRCLES, 1, -1 do
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circles[i].alpha += circles[i].speed
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circles[i].alpha = circles[i].alpha + circles[i].speed
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circles[i].radius += circles[i].speed*10.0
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circles[i].radius = circles[i].radius + circles[i].speed*10.0
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if (circles[i].alpha > 1.0) then circles[i].speed = circles[i].speed*-1 end
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if (circles[i].alpha > 1.0) then circles[i].speed = circles[i].speed*-1 end
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@ -75,7 +79,7 @@ while not WindowShouldClose() do -- Detect window close button or ESC key
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circles[i].position.x = GetRandomValue(circles[i].radius, screenWidth - circles[i].radius)
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circles[i].position.x = GetRandomValue(circles[i].radius, screenWidth - circles[i].radius)
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circles[i].position.y = GetRandomValue(circles[i].radius, screenHeight - circles[i].radius)
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circles[i].position.y = GetRandomValue(circles[i].radius, screenHeight - circles[i].radius)
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circles[i].color = colors[GetRandomValue(0, 13)]
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circles[i].color = colors[GetRandomValue(0, 13)]
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circles[i].speed = (float)GetRandomValue(1, 100)/20000.0
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circles[i].speed = GetRandomValue(1, 100)/20000.0
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end
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end
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end
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end
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@ -108,7 +112,7 @@ while not WindowShouldClose() do -- Detect window close button or ESC key
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-- Draw time bar
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-- Draw time bar
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DrawRectangle(20, screenHeight - 20 - 12, screenWidth - 40, 12, LIGHTGRAY)
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DrawRectangle(20, screenHeight - 20 - 12, screenWidth - 40, 12, LIGHTGRAY)
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DrawRectangle(20, screenHeight - 20 - 12, (int)timePlayed, 12, MAROON)
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DrawRectangle(20, screenHeight - 20 - 12, timePlayed, 12, MAROON)
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DrawRectangleLines(20, screenHeight - 20 - 12, screenWidth - 40, 12, WHITE)
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DrawRectangleLines(20, screenHeight - 20 - 12, screenWidth - 40, 12, WHITE)
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EndDrawing()
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EndDrawing()
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@ -126,6 +130,3 @@ CloseAudioDevice() -- Close audio device (music streaming is automatically s
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CloseWindow() -- Close window and OpenGL context
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CloseWindow() -- Close window and OpenGL context
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-------------------------------------------------------------------------------------------
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-------------------------------------------------------------------------------------------
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return 0
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}
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@ -49,8 +49,8 @@ while not WindowShouldClose() do -- Detect window close button or ESC
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-- Check collision between ray and box
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-- Check collision between ray and box
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collision = CheckCollisionRayBox(ray,
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collision = CheckCollisionRayBox(ray,
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(BoundingBox){(Vector3){ cubePosition.x - cubeSize.x/2, cubePosition.y - cubeSize.y/2, cubePosition.z - cubeSize.z/2 },
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(BoundingBox)((Vector3)(cubePosition.x - cubeSize.x/2, cubePosition.y - cubeSize.y/2, cubePosition.z - cubeSize.z/2),
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(Vector3){ cubePosition.x + cubeSize.x/2, cubePosition.y + cubeSize.y/2, cubePosition.z + cubeSize.z/2 }})
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(Vector3)(cubePosition.x + cubeSize.x/2, cubePosition.y + cubeSize.y/2, cubePosition.z + cubeSize.z/2)))
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end
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end
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---------------------------------------------------------------------------------------
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---------------------------------------------------------------------------------------
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@ -36,7 +36,7 @@ while not WindowShouldClose() do -- Detect window close button or ESC key
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ballPosition.x = ballPosition.x + gamepadMovement.x
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ballPosition.x = ballPosition.x + gamepadMovement.x
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ballPosition.y = ballPosition.y - gamepadMovement.y
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ballPosition.y = ballPosition.y - gamepadMovement.y
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if (IsGamepadButtonPressed(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_A)) then
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if (IsGamepadButtonPressed(GAMEPAD.PLAYER1, GAMEPAD.BUTTON_A)) then
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ballPosition.x = screenWidth/2
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ballPosition.x = screenWidth/2
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ballPosition.y = screenHeight/2
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ballPosition.y = screenHeight/2
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end
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end
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@ -22,7 +22,7 @@ local camera = Camera(Vector3(5.0, 4.0, 5.0), Vector3(0.0, 2.0, 0.0), Vector3(0.
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local bill = LoadTexture("resources/billboard.png") -- Our texture billboard
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local bill = LoadTexture("resources/billboard.png") -- Our texture billboard
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local billPosition = Vector3(0.0, 2.0, 0.0) -- Position where draw billboard
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local billPosition = Vector3(0.0, 2.0, 0.0) -- Position where draw billboard
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SetCameraMode(CAMERA.ORBITAL) -- Set an orbital camera mode
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SetCameraMode(CameraMode.ORBITAL) -- Set an orbital camera mode
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SetCameraPosition(camera.position) -- Set internal camera position to match our camera position
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SetCameraPosition(camera.position) -- Set internal camera position to match our camera position
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SetCameraTarget(camera.target) -- Set internal camera target to match our camera target
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SetCameraTarget(camera.target) -- Set internal camera target to match our camera target
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SetCameraFovy(camera.fovy) -- Set internal camera field-of-view Y
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SetCameraFovy(camera.fovy) -- Set internal camera field-of-view Y
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@ -34,7 +34,7 @@ SetTargetFPS(60) -- Set our game to run at 60 frames-per-secon
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while not WindowShouldClose() do -- Detect window close button or ESC key
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while not WindowShouldClose() do -- Detect window close button or ESC key
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-- Update
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-- Update
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---------------------------------------------------------------------------------------
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---------------------------------------------------------------------------------------
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UpdateCamera(&camera) -- Update internal camera and our camera
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UpdateCamera(camera) -- Update internal camera and our camera
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---------------------------------------------------------------------------------------
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---------------------------------------------------------------------------------------
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-- Draw
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-- Draw
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@ -45,9 +45,9 @@ while not WindowShouldClose() do -- Detect window close button or ESC
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Begin3dMode(camera)
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Begin3dMode(camera)
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DrawBillboard(camera, bill, billPosition, 2.0f, WHITE)
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DrawBillboard(camera, bill, billPosition, 2.0, WHITE)
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DrawGrid(10, 1.0f) -- Draw a grid
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DrawGrid(10, 1.0) -- Draw a grid
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End3dMode()
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End3dMode()
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@ -40,10 +40,10 @@ while not WindowShouldClose() do -- Detect window close button or ESC
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---------------------------------------------------------------------------------------
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---------------------------------------------------------------------------------------
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-- Move player
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-- Move player
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if (IsKeyDown(KEY.RIGHT)) then playerPosition.x = playerPosition.x + 0.2f end
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if (IsKeyDown(KEY.RIGHT)) then playerPosition.x = playerPosition.x + 0.2
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elseif (IsKeyDown(KEY.LEFT)) then playerPosition.x = playerPosition.x - 0.2f end
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elseif (IsKeyDown(KEY.LEFT)) then playerPosition.x = playerPosition.x - 0.2
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elseif (IsKeyDown(KEY.DOWN)) then playerPosition.z = playerPosition.z + 0.2f end
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elseif (IsKeyDown(KEY.DOWN)) then playerPosition.z = playerPosition.z + 0.2
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elseif (IsKeyDown(KEY.UP)) then playerPosition.z = playerPosition.z - 0.2f end
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elseif (IsKeyDown(KEY.UP)) then playerPosition.z = playerPosition.z - 0.2 end
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collision = false
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collision = false
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@ -31,7 +31,7 @@ local mapPosition = Vector3(-16.0, 0.0, -8.0) -- Set model position
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UnloadImage(image) -- Unload cubesmap image from RAM, already uploaded to VRAM
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UnloadImage(image) -- Unload cubesmap image from RAM, already uploaded to VRAM
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SetCameraMode(CAMERA.ORBITAL) -- Set an orbital camera mode
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SetCameraMode(CameraMode.ORBITAL) -- Set an orbital camera mode
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SetCameraPosition(camera.position) -- Set internal camera position to match our custom camera position
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SetCameraPosition(camera.position) -- Set internal camera position to match our custom camera position
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SetCameraFovy(camera.fovy) -- Set internal camera field-of-view Y
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SetCameraFovy(camera.fovy) -- Set internal camera field-of-view Y
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@ -42,7 +42,7 @@ SetTargetFPS(60) -- Set our game to run at 60 frames-per-secon
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while not WindowShouldClose() do -- Detect window close button or ESC key
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while not WindowShouldClose() do -- Detect window close button or ESC key
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-- Update
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-- Update
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---------------------------------------------------------------------------------------
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---------------------------------------------------------------------------------------
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UpdateCamera(&camera) -- Update internal camera and our camera
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UpdateCamera(camera) -- Update internal camera and our camera
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---------------------------------------------------------------------------------------
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---------------------------------------------------------------------------------------
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-- Draw
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-- Draw
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@ -57,7 +57,7 @@ while not WindowShouldClose() do -- Detect window close button or ESC
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End3dMode()
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End3dMode()
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DrawTextureEx(cubicmap, (Vector2){ screenWidth - cubicmap.width*4 - 20, 20 }, 0.0, 4.0, WHITE)
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DrawTextureEx(cubicmap, (Vector2)(screenWidth - cubicmap.width*4 - 20, 20), 0.0, 4.0, WHITE)
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DrawRectangleLines(screenWidth - cubicmap.width*4 - 20, 20, cubicmap.width*4, cubicmap.height*4, GREEN)
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DrawRectangleLines(screenWidth - cubicmap.width*4 - 20, 20, cubicmap.width*4, cubicmap.height*4, GREEN)
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DrawText("cubicmap image used to", 658, 90, 10, GRAY)
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DrawText("cubicmap image used to", 658, 90, 10, GRAY)
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@ -21,13 +21,13 @@ local camera = Camera(Vector3(18.0, 16.0, 18.0), Vector3(0.0, 0.0, 0.0), Vector3
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local image = LoadImage("resources/heightmap.png") -- Load heightmap image (RAM)
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local image = LoadImage("resources/heightmap.png") -- Load heightmap image (RAM)
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local texture = LoadTextureFromImage(image) -- Convert image to texture (VRAM)
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local texture = LoadTextureFromImage(image) -- Convert image to texture (VRAM)
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local map = LoadHeightmap(image, Vector3(16, 8, 16) -- Load heightmap model with defined size
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local map = LoadHeightmap(image, Vector3(16, 8, 16)) -- Load heightmap model with defined size
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map.material.texDiffuse = texture -- Set map diffuse texture
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map.material.texDiffuse = texture -- Set map diffuse texture
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local mapPosition = Vector3(-8.0, 0.0, -8.0) -- Set model position (depends on model scaling!)
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local mapPosition = Vector3(-8.0, 0.0, -8.0) -- Set model position (depends on model scaling!)
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UnloadImage(image) -- Unload heightmap image from RAM, already uploaded to VRAM
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UnloadImage(image) -- Unload heightmap image from RAM, already uploaded to VRAM
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SetCameraMode(CAMERA.ORBITAL) -- Set an orbital camera mode
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SetCameraMode(CameraMode.ORBITAL) -- Set an orbital camera mode
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SetCameraPosition(camera.position) -- Set internal camera position to match our custom camera position
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SetCameraPosition(camera.position) -- Set internal camera position to match our custom camera position
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SetTargetFPS(60) -- Set our game to run at 60 frames-per-second
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SetTargetFPS(60) -- Set our game to run at 60 frames-per-second
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@ -37,7 +37,7 @@ SetTargetFPS(60) -- Set our game to run at 60 frames-per-secon
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while not WindowShouldClose() do -- Detect window close button or ESC key
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while not WindowShouldClose() do -- Detect window close button or ESC key
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-- Update
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-- Update
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---------------------------------------------------------------------------------------
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---------------------------------------------------------------------------------------
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UpdateCamera(&camera) -- Update internal camera and our camera
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UpdateCamera(camera) -- Update internal camera and our camera
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---------------------------------------------------------------------------------------
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---------------------------------------------------------------------------------------
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-- Draw
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-- Draw
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@ -42,9 +42,9 @@ while not WindowShouldClose() do -- Detect window close button or ESC
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Begin3dMode(camera)
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Begin3dMode(camera)
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DrawModel(dwarf, position, 2.0f, WHITE) -- Draw 3d model with texture
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DrawModel(dwarf, position, 2.0, WHITE) -- Draw 3d model with texture
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DrawGrid(10, 1.0f) -- Draw a grid
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DrawGrid(10, 1.0) -- Draw a grid
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DrawGizmo(position) -- Draw gizmo
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DrawGizmo(position) -- Draw gizmo
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@ -78,8 +78,8 @@ int main()
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// ExecuteLuaFile("shaders_standard_lighting.lua"); //
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// ExecuteLuaFile("shaders_standard_lighting.lua"); //
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// ExecuteLuaFile("audio_sound_loading.lua"); // OK!
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// ExecuteLuaFile("audio_sound_loading.lua"); // OK!
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// ExecuteLuaFile("audio_music_stream.lua"); // OK!
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// ExecuteLuaFile("audio_music_stream.lua"); // OK!
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// ExecuteLuaFile("audio_module_playing.lua"); // ERROR: Using struct
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ExecuteLuaFile("audio_module_playing.lua"); // ERROR: Using struct
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// ExecuteLuaFile("audio_raw_stream.lua"); // ERROR: UpdateAudioStream()
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ExecuteLuaFile("audio_raw_stream.lua"); // ERROR: UpdateAudioStream()
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// De-Initialization
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// De-Initialization
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//--------------------------------------------------------------------------------------
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//--------------------------------------------------------------------------------------
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@ -26,7 +26,7 @@ SetConfigFlags(FLAG.MSAA_4X_HINT) -- Enable Multi Sampling Anti Aliasing 4x
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - custom uniform variable")
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - custom uniform variable")
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-- Define the camera to look into our 3d world
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-- Define the camera to look into our 3d world
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local camera = Camera(Vector3(3.0, 3.0, 3.0), Vector3(0.0, 1.5, 0.0), Vector3(0.0, 1.0, 0.0), 45.0))
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local camera = Camera(Vector3(3.0, 3.0, 3.0), Vector3(0.0, 1.5, 0.0), Vector3(0.0, 1.0, 0.0), 45.0)
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local dwarf = LoadModel("resources/model/dwarf.obj") -- Load OBJ model
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local dwarf = LoadModel("resources/model/dwarf.obj") -- Load OBJ model
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local texture = LoadTexture("resources/model/dwarf_diffuse.png") -- Load model texture (diffuse map)
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local texture = LoadTexture("resources/model/dwarf_diffuse.png") -- Load model texture (diffuse map)
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@ -47,7 +47,7 @@ local swirlCenter = { screenWidth/2, screenHeight/2 }
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local target = LoadRenderTexture(screenWidth, screenHeight)
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local target = LoadRenderTexture(screenWidth, screenHeight)
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-- Setup orbital camera
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-- Setup orbital camera
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SetCameraMode(CAMERA.ORBITAL) -- Set an orbital camera mode
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SetCameraMode(CameraMode.ORBITAL) -- Set an orbital camera mode
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SetCameraPosition(camera.position) -- Set internal camera position to match our camera position
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SetCameraPosition(camera.position) -- Set internal camera position to match our camera position
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SetCameraTarget(camera.target) -- Set internal camera target to match our camera target
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SetCameraTarget(camera.target) -- Set internal camera target to match our camera target
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-- Send new value to the shader to be used on drawing
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-- Send new value to the shader to be used on drawing
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SetShaderValue(shader, swirlCenterLoc, swirlCenter, 2)
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SetShaderValue(shader, swirlCenterLoc, swirlCenter, 2)
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UpdateCamera(&camera) -- Update internal camera and our camera
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UpdateCamera(camera) -- Update internal camera and our camera
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---------------------------------------------------------------------------------------
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---------------------------------------------------------------------------------------
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-- Draw
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-- Draw
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@ -26,7 +26,7 @@ SetConfigFlags(FLAG.MSAA_4X_HINT) -- Enable Multi Sampling Anti Aliasing 4x
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - model shader")
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - model shader")
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-- Define the camera to look into our 3d world
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-- Define the camera to look into our 3d world
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local camera = Camera(Vector3(3.0, 3.0, 3.0), Vector3(0.0, 1.5, 0.0), Vector3(0.0, 1.0, 0.0), 45.0))
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local camera = Camera(Vector3(3.0, 3.0, 3.0), Vector3(0.0, 1.5, 0.0), Vector3(0.0, 1.0, 0.0), 45.0)
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local dwarf = LoadModel("resources/model/dwarf.obj") -- Load OBJ model
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local dwarf = LoadModel("resources/model/dwarf.obj") -- Load OBJ model
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local texture = LoadTexture("resources/model/dwarf_diffuse.png") -- Load model texture
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local texture = LoadTexture("resources/model/dwarf_diffuse.png") -- Load model texture
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@ -39,7 +39,7 @@ dwarf.material.texDiffuse = texture -- Bind texture to model
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local position = Vector3(0.0, 0.0, 0.0) -- Set model position
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local position = Vector3(0.0, 0.0, 0.0) -- Set model position
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-- Setup orbital camera
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-- Setup orbital camera
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SetCameraMode(CAMERA.ORBITAL) -- Set an orbital camera mode
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SetCameraMode(CameraMode.ORBITAL) -- Set an orbital camera mode
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SetCameraPosition(camera.position) -- Set internal camera position to match our camera position
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SetCameraPosition(camera.position) -- Set internal camera position to match our camera position
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SetCameraTarget(camera.target) -- Set internal camera target to match our camera target
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SetCameraTarget(camera.target) -- Set internal camera target to match our camera target
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@ -50,7 +50,7 @@ SetTargetFPS(60) -- Set our game to run at 60 frames-pe
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while not WindowShouldClose() do -- Detect window close button or ESC key
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while not WindowShouldClose() do -- Detect window close button or ESC key
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-- Update
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-- Update
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---------------------------------------------------------------------------------------
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---------------------------------------------------------------------------------------
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UpdateCamera(&camera) -- Update internal camera and our camera
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UpdateCamera(camera) -- Update internal camera and our camera
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---------------------------------------------------------------------------------------
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---------------------------------------------------------------------------------------
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-- Draw
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-- Draw
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@ -26,7 +26,7 @@ SetConfigFlags(FLAG.MSAA_4X_HINT) -- Enable Multi Sampling Anti Aliasing 4x
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - postprocessing shader")
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - postprocessing shader")
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-- Define the camera to look into our 3d world
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-- Define the camera to look into our 3d world
|
||||||
local camera = Camera(Vector3(3.0, 3.0, 3.0), Vector3(0.0, 1.5, 0.0), Vector3(0.0, 1.0, 0.0), 45.0))
|
local camera = Camera(Vector3(3.0, 3.0, 3.0), Vector3(0.0, 1.5, 0.0), Vector3(0.0, 1.0, 0.0), 45.0)
|
||||||
|
|
||||||
local dwarf = LoadModel("resources/model/dwarf.obj") -- Load OBJ model
|
local dwarf = LoadModel("resources/model/dwarf.obj") -- Load OBJ model
|
||||||
local texture = LoadTexture("resources/model/dwarf_diffuse.png") -- Load model texture (diffuse map)
|
local texture = LoadTexture("resources/model/dwarf_diffuse.png") -- Load model texture (diffuse map)
|
||||||
@ -41,7 +41,7 @@ local shader = LoadShader("resources/shaders/glsl330/base.vs",
|
|||||||
local target = LoadRenderTexture(screenWidth, screenHeight)
|
local target = LoadRenderTexture(screenWidth, screenHeight)
|
||||||
|
|
||||||
-- Setup orbital camera
|
-- Setup orbital camera
|
||||||
SetCameraMode(CAMERA.ORBITAL) -- Set an orbital camera mode
|
SetCameraMode(CameraMode.ORBITAL) -- Set an orbital camera mode
|
||||||
SetCameraPosition(camera.position) -- Set internal camera position to match our camera position
|
SetCameraPosition(camera.position) -- Set internal camera position to match our camera position
|
||||||
SetCameraTarget(camera.target) -- Set internal camera target to match our camera target
|
SetCameraTarget(camera.target) -- Set internal camera target to match our camera target
|
||||||
|
|
||||||
@ -52,7 +52,7 @@ SetTargetFPS(60) -- Set our game to run at 60 frames-per-s
|
|||||||
while not WindowShouldClose() do -- Detect window close button or ESC key
|
while not WindowShouldClose() do -- Detect window close button or ESC key
|
||||||
-- Update
|
-- Update
|
||||||
---------------------------------------------------------------------------------------
|
---------------------------------------------------------------------------------------
|
||||||
UpdateCamera(&camera) -- Update internal camera and our camera
|
UpdateCamera(camera) -- Update internal camera and our camera
|
||||||
---------------------------------------------------------------------------------------
|
---------------------------------------------------------------------------------------
|
||||||
|
|
||||||
-- Draw
|
-- Draw
|
||||||
@ -88,7 +88,7 @@ while not WindowShouldClose() do -- Detect window close button or ESC key
|
|||||||
|
|
||||||
EndDrawing()
|
EndDrawing()
|
||||||
---------------------------------------------------------------------------------------
|
---------------------------------------------------------------------------------------
|
||||||
}
|
end
|
||||||
|
|
||||||
-- De-Initialization
|
-- De-Initialization
|
||||||
-------------------------------------------------------------------------------------------
|
-------------------------------------------------------------------------------------------
|
||||||
|
@ -90,7 +90,7 @@ while not WindowShouldClose() do -- Detect window close button or ESC key
|
|||||||
|
|
||||||
EndDrawing()
|
EndDrawing()
|
||||||
---------------------------------------------------------------------------------------
|
---------------------------------------------------------------------------------------
|
||||||
}
|
end
|
||||||
|
|
||||||
-- De-Initialization
|
-- De-Initialization
|
||||||
-------------------------------------------------------------------------------------------
|
-------------------------------------------------------------------------------------------
|
||||||
|
@ -26,7 +26,7 @@ SetConfigFlags(FLAG.MSAA_4X_HINT) -- Enable Multi Sampling Anti Aliasing 4x
|
|||||||
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - model shader")
|
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - model shader")
|
||||||
|
|
||||||
-- Define the camera to look into our 3d world
|
-- Define the camera to look into our 3d world
|
||||||
local camera = Camera(Vector3(4.0, 4.0, 4.0), Vector3(0.0, 1.5, 0.0), Vector3(0.0, 1.0, 0.0), 45.0))
|
local camera = Camera(Vector3(4.0, 4.0, 4.0), Vector3(0.0, 1.5, 0.0), Vector3(0.0, 1.0, 0.0), 45.0)
|
||||||
local position = Vector3(0.0, 0.0, 0.0) -- Set model position
|
local position = Vector3(0.0, 0.0, 0.0) -- Set model position
|
||||||
|
|
||||||
local dwarf = LoadModel("resources/model/dwarf.obj") -- Load OBJ model
|
local dwarf = LoadModel("resources/model/dwarf.obj") -- Load OBJ model
|
||||||
@ -37,30 +37,30 @@ material.texDiffuse = LoadTexture("resources/model/dwarf_diffuse.png") -- Load
|
|||||||
material.texNormal = LoadTexture("resources/model/dwarf_normal.png") -- Load model normal texture
|
material.texNormal = LoadTexture("resources/model/dwarf_normal.png") -- Load model normal texture
|
||||||
material.texSpecular = LoadTexture("resources/model/dwarf_specular.png") -- Load model specular texture
|
material.texSpecular = LoadTexture("resources/model/dwarf_specular.png") -- Load model specular texture
|
||||||
material.colDiffuse = WHITE
|
material.colDiffuse = WHITE
|
||||||
material.colAmbient = (Color){0, 0, 10, 255}
|
material.colAmbient = (Color)(0, 0, 10, 255)
|
||||||
material.colSpecular = WHITE
|
material.colSpecular = WHITE
|
||||||
material.glossiness = 50.0f
|
material.glossiness = 50.0
|
||||||
|
|
||||||
dwarf.material = material -- Apply material to model
|
dwarf.material = material -- Apply material to model
|
||||||
|
|
||||||
local spotLight = CreateLight(LIGHT_SPOT, (Vector3){3.0f, 5.0f, 2.0f}, (Color){255, 255, 255, 255})
|
local spotLight = CreateLight(LIGHT_SPOT, (Vector3)(3.0, 5.0, 2.0), (Color)(255, 255, 255, 255))
|
||||||
spotLight->target = (Vector3){0.0f, 0.0f, 0.0f}
|
spotLight.target = (Vector3)(0.0, 0.0, 0.0)
|
||||||
spotLight->intensity = 2.0f
|
spotLight.intensity = 2.0
|
||||||
spotLight->diffuse = (Color){255, 100, 100, 255}
|
spotLight.diffuse = (Color)(255, 100, 100, 255)
|
||||||
spotLight->coneAngle = 60.0f
|
spotLight.coneAngle = 60.0
|
||||||
|
|
||||||
local dirLight = CreateLight(LIGHT_DIRECTIONAL, (Vector3){0.0f, -3.0f, -3.0f}, (Color){255, 255, 255, 255})
|
local dirLight = CreateLight(LIGHT_DIRECTIONAL, (Vector3)(0.0, -3.0, -3.0), (Color)(255, 255, 255, 255))
|
||||||
dirLight->target = (Vector3){1.0f, -2.0f, -2.0f}
|
dirLight.target = (Vector3)(1.0, -2.0, -2.0)
|
||||||
dirLight->intensity = 2.0f
|
dirLight.intensity = 2.0
|
||||||
dirLight->diffuse = (Color){100, 255, 100, 255}
|
dirLight.diffuse = (Color)(100, 255, 100, 255)
|
||||||
|
|
||||||
local pointLight = CreateLight(LIGHT_POINT, (Vector3){0.0f, 4.0f, 5.0f}, (Color){255, 255, 255, 255})
|
local pointLight = CreateLight(LIGHT_POINT, (Vector3)(0.0, 4.0, 5.0), (Color)(255, 255, 255, 255))
|
||||||
pointLight->intensity = 2.0f
|
pointLight.intensity = 2.0
|
||||||
pointLight->diffuse = (Color){100, 100, 255, 255}
|
pointLight.diffuse = (Color)(100, 100, 255, 255)
|
||||||
pointLight->radius = 3.0f
|
pointLight.radius = 3.0
|
||||||
|
|
||||||
-- Setup orbital camera
|
-- Setup orbital camera
|
||||||
SetCameraMode(CAMERA.ORBITAL) -- Set an orbital camera mode
|
SetCameraMode(CameraMode.ORBITAL) -- Set an orbital camera mode
|
||||||
SetCameraPosition(camera.position) -- Set internal camera position to match our camera position
|
SetCameraPosition(camera.position) -- Set internal camera position to match our camera position
|
||||||
SetCameraTarget(camera.target) -- Set internal camera target to match our camera target
|
SetCameraTarget(camera.target) -- Set internal camera target to match our camera target
|
||||||
|
|
||||||
@ -71,7 +71,7 @@ SetTargetFPS(60) -- Set our game to run at 60 frames-per-s
|
|||||||
while not WindowShouldClose() do -- Detect window close button or ESC key
|
while not WindowShouldClose() do -- Detect window close button or ESC key
|
||||||
-- Update
|
-- Update
|
||||||
---------------------------------------------------------------------------------------
|
---------------------------------------------------------------------------------------
|
||||||
UpdateCamera(&camera) -- Update internal camera and our camera
|
UpdateCamera(camera) -- Update internal camera and our camera
|
||||||
---------------------------------------------------------------------------------------
|
---------------------------------------------------------------------------------------
|
||||||
|
|
||||||
-- Draw
|
-- Draw
|
||||||
@ -98,7 +98,7 @@ while not WindowShouldClose() do -- Detect window close button or ESC key
|
|||||||
|
|
||||||
EndDrawing()
|
EndDrawing()
|
||||||
---------------------------------------------------------------------------------------
|
---------------------------------------------------------------------------------------
|
||||||
}
|
end
|
||||||
|
|
||||||
-- De-Initialization
|
-- De-Initialization
|
||||||
-------------------------------------------------------------------------------------------
|
-------------------------------------------------------------------------------------------
|
||||||
|
@ -87,7 +87,7 @@ while not WindowShouldClose() do -- Detect window close button or ESC
|
|||||||
btnNextInColor = PURPLE
|
btnNextInColor = PURPLE
|
||||||
end
|
end
|
||||||
|
|
||||||
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) then
|
if (IsMouseButtonDown(MOUSE.LEFT_BUTTON)) then
|
||||||
framesCounter = 20 -- Frames button is 'active'
|
framesCounter = 20 -- Frames button is 'active'
|
||||||
btnNextOutColor = MAROON
|
btnNextOutColor = MAROON
|
||||||
btnNextInColor = RED
|
btnNextInColor = RED
|
||||||
|
@ -50,7 +50,7 @@ for i = 1, 8 do
|
|||||||
positions[i].y = 60 + fonts[i].size + 50*i
|
positions[i].y = 60 + fonts[i].size + 50*i
|
||||||
end
|
end
|
||||||
|
|
||||||
local colors = { MAROON, ORANGE, DARKGREEN, DARKBLUE, DARKPURPLE, LIME, GOLD }
|
local colors = { MAROON, ORANGE, DARKGREEN, DARKBLUE, DARKPURPLE, LIME, GOLD, BLACK }
|
||||||
|
|
||||||
SetTargetFPS(60) -- Set target frames-per-second
|
SetTargetFPS(60) -- Set target frames-per-second
|
||||||
-------------------------------------------------------------------------------------------
|
-------------------------------------------------------------------------------------------
|
||||||
|
@ -38,7 +38,7 @@ while not WindowShouldClose() do -- Detect window close button or ESC
|
|||||||
|
|
||||||
ClearBackground(RAYWHITE)
|
ClearBackground(RAYWHITE)
|
||||||
|
|
||||||
DrawText(SubText(message, 0, framesCounter/10), 210, 160, 20, MAROON)
|
DrawText(string.sub(message, 0, framesCounter/10), 210, 160, 20, MAROON)
|
||||||
|
|
||||||
DrawText("PRESS [ENTER] to RESTART!", 240, 280, 20, LIGHTGRAY)
|
DrawText("PRESS [ENTER] to RESTART!", 240, 280, 20, LIGHTGRAY)
|
||||||
|
|
||||||
|
@ -12,15 +12,6 @@
|
|||||||
MAX_PARTICLES = 200
|
MAX_PARTICLES = 200
|
||||||
|
|
||||||
-- Particle structure with basic data
|
-- Particle structure with basic data
|
||||||
struct.Particle {
|
|
||||||
position,
|
|
||||||
color,
|
|
||||||
alpha,
|
|
||||||
size,
|
|
||||||
rotation,
|
|
||||||
active -- NOTE: Use it to activate/deactive particle
|
|
||||||
}
|
|
||||||
|
|
||||||
-- Initialization
|
-- Initialization
|
||||||
-------------------------------------------------------------------------------------------
|
-------------------------------------------------------------------------------------------
|
||||||
local screenWidth = 800
|
local screenWidth = 800
|
||||||
@ -33,6 +24,7 @@ local mouseTail = {}
|
|||||||
|
|
||||||
-- Initialize particles
|
-- Initialize particles
|
||||||
for i = 1, MAX_PARTICLES do
|
for i = 1, MAX_PARTICLES do
|
||||||
|
mouseTail[i] = {}
|
||||||
mouseTail[i].position = Vector2(0, 0)
|
mouseTail[i].position = Vector2(0, 0)
|
||||||
mouseTail[i].color = Color(GetRandomValue(0, 255), GetRandomValue(0, 255), GetRandomValue(0, 255), 255)
|
mouseTail[i].color = Color(GetRandomValue(0, 255), GetRandomValue(0, 255), GetRandomValue(0, 255), 255)
|
||||||
mouseTail[i].alpha = 1.0
|
mouseTail[i].alpha = 1.0
|
||||||
@ -45,7 +37,7 @@ local gravity = 3.0
|
|||||||
|
|
||||||
local smoke = LoadTexture("resources/smoke.png")
|
local smoke = LoadTexture("resources/smoke.png")
|
||||||
|
|
||||||
local blending = BLEND.ALPHA
|
local blending = BlendMode.ALPHA
|
||||||
|
|
||||||
SetTargetFPS(60)
|
SetTargetFPS(60)
|
||||||
-------------------------------------------------------------------------------------------
|
-------------------------------------------------------------------------------------------
|
||||||
@ -80,8 +72,8 @@ while not WindowShouldClose() do -- Detect window close button or ESC
|
|||||||
end
|
end
|
||||||
|
|
||||||
if (IsKeyPressed(KEY.SPACE)) then
|
if (IsKeyPressed(KEY.SPACE)) then
|
||||||
if (blending == BLEND.ALPHA) then blending = BLEND_ADDITIVE
|
if (blending == BlendMode.ALPHA) then blending = BlendMode.ADDITIVE
|
||||||
else blending = BLEND.ALPHA end
|
else blending = BlendMode.ALPHA end
|
||||||
end
|
end
|
||||||
---------------------------------------------------------------------------------------
|
---------------------------------------------------------------------------------------
|
||||||
|
|
||||||
@ -107,7 +99,7 @@ while not WindowShouldClose() do -- Detect window close button or ESC
|
|||||||
|
|
||||||
DrawText("PRESS SPACE to CHANGE BLENDING MODE", 180, 20, 20, BLACK)
|
DrawText("PRESS SPACE to CHANGE BLENDING MODE", 180, 20, 20, BLACK)
|
||||||
|
|
||||||
if (blending == BLEND_ALPHA) then DrawText("ALPHA BLENDING", 290, screenHeight - 40, 20, BLACK)
|
if (blending == BlendMode.ALPHA) then DrawText("ALPHA BLENDING", 290, screenHeight - 40, 20, BLACK)
|
||||||
else DrawText("ADDITIVE BLENDING", 280, screenHeight - 40, 20, RAYWHITE) end
|
else DrawText("ADDITIVE BLENDING", 280, screenHeight - 40, 20, RAYWHITE) end
|
||||||
|
|
||||||
EndDrawing()
|
EndDrawing()
|
||||||
|
297
games/arkanoid.lua
Normal file
297
games/arkanoid.lua
Normal file
@ -0,0 +1,297 @@
|
|||||||
|
--[[
|
||||||
|
|
||||||
|
raylib - sample game: arkanoid
|
||||||
|
|
||||||
|
Sample game Marc Palau and Ramon Santamaria
|
||||||
|
|
||||||
|
This game has been created using raylib v1.3 (www.raylib.com)
|
||||||
|
raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||||
|
|
||||||
|
Copyright (c) 2015 Ramon Santamaria (@raysan5)
|
||||||
|
|
||||||
|
Translated to Lua by Ghassan Al-Mashareqa (ghassan@ghassan.pl)
|
||||||
|
|
||||||
|
--]]
|
||||||
|
|
||||||
|
------------------------------------------------------------------------------------
|
||||||
|
-- Some Defines
|
||||||
|
------------------------------------------------------------------------------------
|
||||||
|
PLAYER_MAX_LIFE = 5
|
||||||
|
LINES_OF_BRICKS = 5
|
||||||
|
BRICKS_PER_LINE = 20
|
||||||
|
|
||||||
|
------------------------------------------------------------------------------------
|
||||||
|
-- Types and Structures Definition
|
||||||
|
------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
GameScreen = { LOGO = 0, TITLE = 1, GAMEPLAY = 2, ENDING = 3 }
|
||||||
|
|
||||||
|
function Player()
|
||||||
|
return { position = Vector2(0,0), size = Vector2(0,0), life = 0 }
|
||||||
|
end
|
||||||
|
|
||||||
|
function Ball()
|
||||||
|
return { position = Vector2(0,0), speed = Vector2(0,0), radius = 0, active = false }
|
||||||
|
end
|
||||||
|
|
||||||
|
function Brick()
|
||||||
|
return { position = Vector2(0,0), active = false }
|
||||||
|
end
|
||||||
|
|
||||||
|
--------------------------------------------------------------------------------------
|
||||||
|
-- Global Variables Declaration
|
||||||
|
--------------------------------------------------------------------------------------
|
||||||
|
screenWidth = 800;
|
||||||
|
screenHeight = 450;
|
||||||
|
|
||||||
|
framesCounter = 0;
|
||||||
|
gameOver = false;
|
||||||
|
pause = false;
|
||||||
|
|
||||||
|
player = Player()
|
||||||
|
ball = Ball()
|
||||||
|
brick = {}--[LINES_OF_BRICKS][BRICKS_PER_LINE];
|
||||||
|
for i = 0, LINES_OF_BRICKS-1 do
|
||||||
|
brick[i] = {}
|
||||||
|
for j = 0, BRICKS_PER_LINE-1 do
|
||||||
|
brick[i][j] = Brick()
|
||||||
|
end
|
||||||
|
end
|
||||||
|
brickSize = Vector2(0,0)
|
||||||
|
|
||||||
|
|
||||||
|
--------------------------------------------------------------------------------------
|
||||||
|
-- Module Functions Definitions (local)
|
||||||
|
--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
-- Initialize game variables
|
||||||
|
function InitGame()
|
||||||
|
|
||||||
|
brickSize = Vector2(GetScreenWidth()/BRICKS_PER_LINE, 40)
|
||||||
|
|
||||||
|
-- Initialize player
|
||||||
|
player.position = Vector2(screenWidth/2, screenHeight*7/8)
|
||||||
|
player.size = Vector2(screenWidth/10, 20)
|
||||||
|
player.life = PLAYER_MAX_LIFE;
|
||||||
|
|
||||||
|
-- Initialize ball
|
||||||
|
ball.position = Vector2(screenWidth/2, screenHeight*7/8 - 30)
|
||||||
|
ball.speed = Vector2(0, 0)
|
||||||
|
ball.radius = 7;
|
||||||
|
ball.active = false;
|
||||||
|
|
||||||
|
-- Initialize bricks
|
||||||
|
local initialDownPosition = 50;
|
||||||
|
|
||||||
|
for i = 0, LINES_OF_BRICKS-1 do
|
||||||
|
for j = 0, BRICKS_PER_LINE-1 do
|
||||||
|
brick[i][j].position = Vector2(j*brickSize.x + brickSize.x/2, i*brickSize.y + initialDownPosition)
|
||||||
|
brick[i][j].active = true;
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Update game (one frame)
|
||||||
|
function UpdateGame()
|
||||||
|
|
||||||
|
if (not gameOver) then
|
||||||
|
if (IsKeyPressed(KEY.P)) then pause = not pause; end
|
||||||
|
|
||||||
|
if (not pause) then
|
||||||
|
-- Player movement
|
||||||
|
if (IsKeyDown(KEY.LEFT)) then player.position.x = player.position.x - 5; end
|
||||||
|
if ((player.position.x - player.size.x/2) <= 0) then player.position.x = player.size.x/2; end
|
||||||
|
if (IsKeyDown(KEY.RIGHT)) then player.position.x = player.position.x + 5; end
|
||||||
|
if ((player.position.x + player.size.x/2) >= screenWidth) then player.position.x = screenWidth - player.size.x/2; end
|
||||||
|
|
||||||
|
-- Launch ball
|
||||||
|
if (not ball.active) then
|
||||||
|
if (IsKeyPressed(KEY.SPACE)) then
|
||||||
|
ball.active = true;
|
||||||
|
ball.speed = Vector2(0, -5)
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
UpdateBall();
|
||||||
|
|
||||||
|
-- Game over logic
|
||||||
|
if (player.life <= 0) then
|
||||||
|
gameOver = true;
|
||||||
|
else
|
||||||
|
gameOver = true;
|
||||||
|
|
||||||
|
for i = 0, LINES_OF_BRICKS-1 do
|
||||||
|
for j = 0, BRICKS_PER_LINE-1 do
|
||||||
|
if (brick[i][j].active) then gameOver = false; end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
else
|
||||||
|
if (IsKeyPressed(KEY.ENTER)) then
|
||||||
|
InitGame();
|
||||||
|
gameOver = false;
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Draw game (one frame)
|
||||||
|
function DrawGame()
|
||||||
|
|
||||||
|
BeginDrawing();
|
||||||
|
|
||||||
|
ClearBackground(RAYWHITE);
|
||||||
|
|
||||||
|
if (not gameOver) then
|
||||||
|
-- Draw player bar
|
||||||
|
DrawRectangle(player.position.x - player.size.x/2, player.position.y - player.size.y/2, player.size.x, player.size.y, BLACK);
|
||||||
|
|
||||||
|
-- Draw player lives
|
||||||
|
for i = 0, player.life-1 do
|
||||||
|
DrawRectangle(20 + 40*i, screenHeight - 30, 35, 10, LIGHTGRAY);
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Draw ball
|
||||||
|
DrawCircleV(ball.position, ball.radius, MAROON);
|
||||||
|
|
||||||
|
-- Draw bricks
|
||||||
|
for i = 0, LINES_OF_BRICKS-1 do
|
||||||
|
for j = 0, BRICKS_PER_LINE-1 do
|
||||||
|
if (brick[i][j].active) then
|
||||||
|
if ((i + j) % 2 == 0) then
|
||||||
|
DrawRectangle(brick[i][j].position.x - brickSize.x/2, brick[i][j].position.y - brickSize.y/2, brickSize.x, brickSize.y, GRAY);
|
||||||
|
else
|
||||||
|
DrawRectangle(brick[i][j].position.x - brickSize.x/2, brick[i][j].position.y - brickSize.y/2, brickSize.x, brickSize.y, DARKGRAY);
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
if (pause) then
|
||||||
|
DrawText("GAME PAUSED", screenWidth/2 - MeasureText("GAME PAUSED", 40)/2, screenHeight/2 - 40, 40, GRAY);
|
||||||
|
end
|
||||||
|
else
|
||||||
|
DrawText("PRESS [ENTER] TO PLAY AGAIN", GetScreenWidth()/2 - MeasureText("PRESS [ENTER] TO PLAY AGAIN", 20)/2, GetScreenHeight()/2 - 50, 20, GRAY);
|
||||||
|
end
|
||||||
|
|
||||||
|
EndDrawing();
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Unload game variables
|
||||||
|
function UnloadGame()
|
||||||
|
-- TODO: Unload all dynamic loaded data (textures, sounds, models...)
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Update and Draw (one frame)
|
||||||
|
function UpdateDrawFrame()
|
||||||
|
UpdateGame();
|
||||||
|
DrawGame();
|
||||||
|
end
|
||||||
|
|
||||||
|
----------------------------------------------------------------------------------------
|
||||||
|
-- Additional module functions
|
||||||
|
----------------------------------------------------------------------------------------
|
||||||
|
function UpdateBall()
|
||||||
|
-- Update position
|
||||||
|
if (ball.active) then
|
||||||
|
ball.position.x = ball.position.x + ball.speed.x;
|
||||||
|
ball.position.y = ball.position.y + ball.speed.y;
|
||||||
|
else
|
||||||
|
ball.position = Vector2(player.position.x, screenHeight*7/8 - 30);
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Bounce in x
|
||||||
|
if (((ball.position.x + ball.radius) >= screenWidth) or ((ball.position.x - ball.radius) <= 0))
|
||||||
|
then
|
||||||
|
ball.speed.x = ball.speed.x * -1;
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Bounce in y
|
||||||
|
if ((ball.position.y - ball.radius) <= 0) then
|
||||||
|
ball.speed.y = ball.speed.y * -1;
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Ball reaches bottom of the screen
|
||||||
|
if ((ball.position.y + ball.radius) >= screenHeight) then
|
||||||
|
ball.speed = Vector2(0, 0);
|
||||||
|
ball.active = false;
|
||||||
|
|
||||||
|
player.life = player.life - 1;
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Collision logic: ball vs player
|
||||||
|
if CheckCollisionCircleRec(ball.position, ball.radius,
|
||||||
|
Rectangle(
|
||||||
|
player.position.x - player.size.x/2,
|
||||||
|
player.position.y - player.size.y/2,
|
||||||
|
player.size.x,
|
||||||
|
player.size.y)) then
|
||||||
|
if (ball.speed.y > 0) then
|
||||||
|
ball.speed.y = ball.speed.y * -1;
|
||||||
|
ball.speed.x = (ball.position.x - player.position.x)/(player.size.x/2)*5;
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Collision logic: ball vs bricks
|
||||||
|
for i = 0,LINES_OF_BRICKS-1 do
|
||||||
|
for j = 0,BRICKS_PER_LINE-1 do
|
||||||
|
if (brick[i][j].active) then
|
||||||
|
-- Hit below
|
||||||
|
if (((ball.position.y - ball.radius) <= (brick[i][j].position.y + brickSize.y/2)) and
|
||||||
|
((ball.position.y - ball.radius) > (brick[i][j].position.y + brickSize.y/2 + ball.speed.y)) and
|
||||||
|
((math.abs(ball.position.x - brick[i][j].position.x)) < (brickSize.x/2 + ball.radius*2/3)) and (ball.speed.y < 0))
|
||||||
|
then
|
||||||
|
brick[i][j].active = false;
|
||||||
|
ball.speed.y = ball.speed.y * -1;
|
||||||
|
-- Hit above
|
||||||
|
elseif (((ball.position.y + ball.radius) >= (brick[i][j].position.y - brickSize.y/2)) and
|
||||||
|
((ball.position.y + ball.radius) < (brick[i][j].position.y - brickSize.y/2 + ball.speed.y)) and
|
||||||
|
((math.abs(ball.position.x - brick[i][j].position.x)) < (brickSize.x/2 + ball.radius*2/3)) and (ball.speed.y > 0))
|
||||||
|
then
|
||||||
|
brick[i][j].active = false;
|
||||||
|
ball.speed.y = ball.speed.y * -1;
|
||||||
|
-- Hit left
|
||||||
|
elseif (((ball.position.x + ball.radius) >= (brick[i][j].position.x - brickSize.x/2)) and
|
||||||
|
((ball.position.x + ball.radius) < (brick[i][j].position.x - brickSize.x/2 + ball.speed.x)) and
|
||||||
|
((math.abs(ball.position.y - brick[i][j].position.y)) < (brickSize.y/2 + ball.radius*2/3)) and (ball.speed.x > 0))
|
||||||
|
then
|
||||||
|
brick[i][j].active = false;
|
||||||
|
ball.speed.x = ball.speed.x * -1;
|
||||||
|
-- Hit right
|
||||||
|
elseif (((ball.position.x - ball.radius) <= (brick[i][j].position.x + brickSize.x/2)) and
|
||||||
|
((ball.position.x - ball.radius) > (brick[i][j].position.x + brickSize.x/2 + ball.speed.x)) and
|
||||||
|
((math.abs(ball.position.y - brick[i][j].position.y)) < (brickSize.y/2 + ball.radius*2/3)) and (ball.speed.x < 0))
|
||||||
|
then
|
||||||
|
brick[i][j].active = false;
|
||||||
|
ball.speed.x = ball.speed.x * -1;
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
InitWindow(screenWidth, screenHeight, "sample game: arkanoid");
|
||||||
|
|
||||||
|
InitGame();
|
||||||
|
|
||||||
|
SetTargetFPS(60);
|
||||||
|
----------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
-- Main game loop
|
||||||
|
while (not WindowShouldClose()) -- Detect window close button or ESC key
|
||||||
|
do
|
||||||
|
-- Update
|
||||||
|
------------------------------------------------------------------------------------
|
||||||
|
UpdateGame();
|
||||||
|
------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
-- Draw
|
||||||
|
------------------------------------------------------------------------------------
|
||||||
|
DrawGame();
|
||||||
|
------------------------------------------------------------------------------------
|
||||||
|
end
|
||||||
|
|
||||||
|
UnloadGame(); -- Unload loaded data (textures, sounds, models...)
|
||||||
|
|
||||||
|
CloseWindow(); -- Close window and OpenGL context
|
38
src/rlua.h
38
src/rlua.h
@ -325,6 +325,7 @@ static void LuaBuildOpaqueMetatables(void)
|
|||||||
|
|
||||||
static Vector2 LuaGetArgument_Vector2(lua_State* L, int index)
|
static Vector2 LuaGetArgument_Vector2(lua_State* L, int index)
|
||||||
{
|
{
|
||||||
|
index = lua_absindex(L, index); // Makes sure we use absolute indices because we push multiple values
|
||||||
luaL_argcheck(L, lua_getfield(L, index, "x") == LUA_TNUMBER, index, "Expected Vector2");
|
luaL_argcheck(L, lua_getfield(L, index, "x") == LUA_TNUMBER, index, "Expected Vector2");
|
||||||
float x = (float)lua_tonumber(L, -1);
|
float x = (float)lua_tonumber(L, -1);
|
||||||
luaL_argcheck(L, lua_getfield(L, index, "y") == LUA_TNUMBER, index, "Expected Vector2");
|
luaL_argcheck(L, lua_getfield(L, index, "y") == LUA_TNUMBER, index, "Expected Vector2");
|
||||||
@ -335,6 +336,7 @@ static Vector2 LuaGetArgument_Vector2(lua_State* L, int index)
|
|||||||
|
|
||||||
static Vector3 LuaGetArgument_Vector3(lua_State* L, int index)
|
static Vector3 LuaGetArgument_Vector3(lua_State* L, int index)
|
||||||
{
|
{
|
||||||
|
index = lua_absindex(L, index); // Makes sure we use absolute indices because we push multiple values
|
||||||
luaL_argcheck(L, lua_getfield(L, index, "x") == LUA_TNUMBER, index, "Expected Vector3");
|
luaL_argcheck(L, lua_getfield(L, index, "x") == LUA_TNUMBER, index, "Expected Vector3");
|
||||||
float x = (float)lua_tonumber(L, -1);
|
float x = (float)lua_tonumber(L, -1);
|
||||||
luaL_argcheck(L, lua_getfield(L, index, "y") == LUA_TNUMBER, index, "Expected Vector3");
|
luaL_argcheck(L, lua_getfield(L, index, "y") == LUA_TNUMBER, index, "Expected Vector3");
|
||||||
@ -347,6 +349,7 @@ static Vector3 LuaGetArgument_Vector3(lua_State* L, int index)
|
|||||||
|
|
||||||
static Quaternion LuaGetArgument_Quaternion(lua_State* L, int index)
|
static Quaternion LuaGetArgument_Quaternion(lua_State* L, int index)
|
||||||
{
|
{
|
||||||
|
index = lua_absindex(L, index); // Makes sure we use absolute indices because we push multiple values
|
||||||
luaL_argcheck(L, lua_getfield(L, index, "x") == LUA_TNUMBER, index, "Expected Quaternion");
|
luaL_argcheck(L, lua_getfield(L, index, "x") == LUA_TNUMBER, index, "Expected Quaternion");
|
||||||
float x = (float)lua_tonumber(L, -1);
|
float x = (float)lua_tonumber(L, -1);
|
||||||
luaL_argcheck(L, lua_getfield(L, index, "y") == LUA_TNUMBER, index, "Expected Quaternion");
|
luaL_argcheck(L, lua_getfield(L, index, "y") == LUA_TNUMBER, index, "Expected Quaternion");
|
||||||
@ -361,6 +364,7 @@ static Quaternion LuaGetArgument_Quaternion(lua_State* L, int index)
|
|||||||
|
|
||||||
static Color LuaGetArgument_Color(lua_State* L, int index)
|
static Color LuaGetArgument_Color(lua_State* L, int index)
|
||||||
{
|
{
|
||||||
|
index = lua_absindex(L, index); // Makes sure we use absolute indices because we push multiple values
|
||||||
luaL_argcheck(L, lua_getfield(L, index, "r") == LUA_TNUMBER, index, "Expected Color");
|
luaL_argcheck(L, lua_getfield(L, index, "r") == LUA_TNUMBER, index, "Expected Color");
|
||||||
unsigned char r = (unsigned char)lua_tointeger(L, -1);
|
unsigned char r = (unsigned char)lua_tointeger(L, -1);
|
||||||
luaL_argcheck(L, lua_getfield(L, index, "g") == LUA_TNUMBER, index, "Expected Color");
|
luaL_argcheck(L, lua_getfield(L, index, "g") == LUA_TNUMBER, index, "Expected Color");
|
||||||
@ -375,6 +379,7 @@ static Color LuaGetArgument_Color(lua_State* L, int index)
|
|||||||
|
|
||||||
static Rectangle LuaGetArgument_Rectangle(lua_State* L, int index)
|
static Rectangle LuaGetArgument_Rectangle(lua_State* L, int index)
|
||||||
{
|
{
|
||||||
|
index = lua_absindex(L, index); // Makes sure we use absolute indices because we push multiple values
|
||||||
luaL_argcheck(L, lua_getfield(L, index, "x") == LUA_TNUMBER, index, "Expected Rectangle");
|
luaL_argcheck(L, lua_getfield(L, index, "x") == LUA_TNUMBER, index, "Expected Rectangle");
|
||||||
int x = (int)lua_tointeger(L, -1);
|
int x = (int)lua_tointeger(L, -1);
|
||||||
luaL_argcheck(L, lua_getfield(L, index, "y") == LUA_TNUMBER, index, "Expected Rectangle");
|
luaL_argcheck(L, lua_getfield(L, index, "y") == LUA_TNUMBER, index, "Expected Rectangle");
|
||||||
@ -390,13 +395,14 @@ static Rectangle LuaGetArgument_Rectangle(lua_State* L, int index)
|
|||||||
static Camera LuaGetArgument_Camera(lua_State* L, int index)
|
static Camera LuaGetArgument_Camera(lua_State* L, int index)
|
||||||
{
|
{
|
||||||
Camera result;
|
Camera result;
|
||||||
|
index = lua_absindex(L, index); // Makes sure we use absolute indices because we push multiple values
|
||||||
luaL_argcheck(L, lua_getfield(L, index, "position") == LUA_TTABLE, index, "Expected Camera");
|
luaL_argcheck(L, lua_getfield(L, index, "position") == LUA_TTABLE, index, "Expected Camera");
|
||||||
result.position = LuaGetArgument_Vector3(L, -1);
|
result.position = LuaGetArgument_Vector3(L, -1);
|
||||||
luaL_argcheck(L, lua_getfield(L, index, "target") == LUA_TTABLE, index, "Expected Camera");
|
luaL_argcheck(L, lua_getfield(L, index, "target") == LUA_TTABLE, index, "Expected Camera");
|
||||||
result.target = LuaGetArgument_Vector3(L, -1);
|
result.target = LuaGetArgument_Vector3(L, -1);
|
||||||
luaL_argcheck(L, lua_getfield(L, index, "up") == LUA_TTABLE, index, "Expected Camera");
|
luaL_argcheck(L, lua_getfield(L, index, "up") == LUA_TTABLE, index, "Expected Camera");
|
||||||
result.up = LuaGetArgument_Vector3(L, -1);
|
result.up = LuaGetArgument_Vector3(L, -1);
|
||||||
luaL_argcheck(L, lua_getfield(L, index, "fovy") == LUA_TTABLE, index, "Expected Camera");
|
luaL_argcheck(L, lua_getfield(L, index, "fovy") == LUA_TNUMBER, index, "Expected Camera");
|
||||||
result.fovy = LuaGetArgument_float(L, -1);
|
result.fovy = LuaGetArgument_float(L, -1);
|
||||||
lua_pop(L, 4);
|
lua_pop(L, 4);
|
||||||
return result;
|
return result;
|
||||||
@ -405,13 +411,14 @@ static Camera LuaGetArgument_Camera(lua_State* L, int index)
|
|||||||
static Camera2D LuaGetArgument_Camera2D(lua_State* L, int index)
|
static Camera2D LuaGetArgument_Camera2D(lua_State* L, int index)
|
||||||
{
|
{
|
||||||
Camera2D result;
|
Camera2D result;
|
||||||
|
index = lua_absindex(L, index); // Makes sure we use absolute indices because we push multiple values
|
||||||
luaL_argcheck(L, lua_getfield(L, index, "offset") == LUA_TTABLE, index, "Expected Camera2D");
|
luaL_argcheck(L, lua_getfield(L, index, "offset") == LUA_TTABLE, index, "Expected Camera2D");
|
||||||
result.offset = LuaGetArgument_Vector2(L, -1);
|
result.offset = LuaGetArgument_Vector2(L, -1);
|
||||||
luaL_argcheck(L, lua_getfield(L, index, "target") == LUA_TTABLE, index, "Expected Camera2D");
|
luaL_argcheck(L, lua_getfield(L, index, "target") == LUA_TTABLE, index, "Expected Camera2D");
|
||||||
result.target = LuaGetArgument_Vector2(L, -1);
|
result.target = LuaGetArgument_Vector2(L, -1);
|
||||||
luaL_argcheck(L, lua_getfield(L, index, "rotation") == LUA_TTABLE, index, "Expected Camera2D");
|
luaL_argcheck(L, lua_getfield(L, index, "rotation") == LUA_TNUMBER, index, "Expected Camera2D");
|
||||||
result.rotation = LuaGetArgument_float(L, -1);
|
result.rotation = LuaGetArgument_float(L, -1);
|
||||||
luaL_argcheck(L, lua_getfield(L, index, "zoom") == LUA_TTABLE, index, "Expected Camera2D");
|
luaL_argcheck(L, lua_getfield(L, index, "zoom") == LUA_TNUMBER, index, "Expected Camera2D");
|
||||||
result.zoom = LuaGetArgument_float(L, -1);
|
result.zoom = LuaGetArgument_float(L, -1);
|
||||||
lua_pop(L, 4);
|
lua_pop(L, 4);
|
||||||
return result;
|
return result;
|
||||||
@ -420,6 +427,7 @@ static Camera2D LuaGetArgument_Camera2D(lua_State* L, int index)
|
|||||||
static BoundingBox LuaGetArgument_BoundingBox(lua_State* L, int index)
|
static BoundingBox LuaGetArgument_BoundingBox(lua_State* L, int index)
|
||||||
{
|
{
|
||||||
BoundingBox result;
|
BoundingBox result;
|
||||||
|
index = lua_absindex(L, index); // Makes sure we use absolute indices because we push multiple values
|
||||||
luaL_argcheck(L, lua_getfield(L, index, "min") == LUA_TTABLE, index, "Expected BoundingBox");
|
luaL_argcheck(L, lua_getfield(L, index, "min") == LUA_TTABLE, index, "Expected BoundingBox");
|
||||||
result.min = LuaGetArgument_Vector3(L, -1);
|
result.min = LuaGetArgument_Vector3(L, -1);
|
||||||
luaL_argcheck(L, lua_getfield(L, index, "max") == LUA_TTABLE, index, "Expected BoundingBox");
|
luaL_argcheck(L, lua_getfield(L, index, "max") == LUA_TTABLE, index, "Expected BoundingBox");
|
||||||
@ -431,6 +439,7 @@ static BoundingBox LuaGetArgument_BoundingBox(lua_State* L, int index)
|
|||||||
static Ray LuaGetArgument_Ray(lua_State* L, int index)
|
static Ray LuaGetArgument_Ray(lua_State* L, int index)
|
||||||
{
|
{
|
||||||
Ray result;
|
Ray result;
|
||||||
|
index = lua_absindex(L, index); // Makes sure we use absolute indices because we push multiple values
|
||||||
luaL_argcheck(L, lua_getfield(L, index, "position") == LUA_TTABLE, index, "Expected Ray");
|
luaL_argcheck(L, lua_getfield(L, index, "position") == LUA_TTABLE, index, "Expected Ray");
|
||||||
result.position = LuaGetArgument_Vector3(L, -1);
|
result.position = LuaGetArgument_Vector3(L, -1);
|
||||||
luaL_argcheck(L, lua_getfield(L, index, "direction") == LUA_TTABLE, index, "Expected Ray");
|
luaL_argcheck(L, lua_getfield(L, index, "direction") == LUA_TTABLE, index, "Expected Ray");
|
||||||
@ -443,10 +452,12 @@ static Matrix LuaGetArgument_Matrix(lua_State* L, int index)
|
|||||||
{
|
{
|
||||||
Matrix result = { 0 };
|
Matrix result = { 0 };
|
||||||
float* ptr = &result.m0;
|
float* ptr = &result.m0;
|
||||||
|
index = lua_absindex(L, index); // Makes sure we use absolute indices because we push multiple values
|
||||||
|
|
||||||
for (int i = 0; i < 16; i++)
|
for (int i = 0; i < 16; i++)
|
||||||
{
|
{
|
||||||
lua_geti(L, -1, i+1);
|
lua_geti(L, index, i+1);
|
||||||
ptr[i] = luaL_checkinteger(L, -1);
|
ptr[i] = luaL_checknumber(L, -1);
|
||||||
}
|
}
|
||||||
lua_pop(L, 16);
|
lua_pop(L, 16);
|
||||||
return result;
|
return result;
|
||||||
@ -455,6 +466,7 @@ static Matrix LuaGetArgument_Matrix(lua_State* L, int index)
|
|||||||
static Material LuaGetArgument_Material(lua_State* L, int index)
|
static Material LuaGetArgument_Material(lua_State* L, int index)
|
||||||
{
|
{
|
||||||
Material result;
|
Material result;
|
||||||
|
index = lua_absindex(L, index); // Makes sure we use absolute indices because we push multiple values
|
||||||
luaL_argcheck(L, lua_getfield(L, index, "shader") == LUA_TUSERDATA, index, "Expected Material");
|
luaL_argcheck(L, lua_getfield(L, index, "shader") == LUA_TUSERDATA, index, "Expected Material");
|
||||||
result.shader = LuaGetArgument_Shader(L, -1);
|
result.shader = LuaGetArgument_Shader(L, -1);
|
||||||
luaL_argcheck(L, lua_getfield(L, index, "texDiffuse") == LUA_TUSERDATA, index, "Expected Material");
|
luaL_argcheck(L, lua_getfield(L, index, "texDiffuse") == LUA_TUSERDATA, index, "Expected Material");
|
||||||
@ -463,13 +475,13 @@ static Material LuaGetArgument_Material(lua_State* L, int index)
|
|||||||
result.texNormal = LuaGetArgument_Texture2D(L, -1);
|
result.texNormal = LuaGetArgument_Texture2D(L, -1);
|
||||||
luaL_argcheck(L, lua_getfield(L, index, "texSpecular") == LUA_TUSERDATA, index, "Expected Material");
|
luaL_argcheck(L, lua_getfield(L, index, "texSpecular") == LUA_TUSERDATA, index, "Expected Material");
|
||||||
result.texSpecular = LuaGetArgument_Texture2D(L, -1);
|
result.texSpecular = LuaGetArgument_Texture2D(L, -1);
|
||||||
luaL_argcheck(L, lua_getfield(L, index, "colDiffuse") == LUA_TUSERDATA, index, "Expected Material");
|
luaL_argcheck(L, lua_getfield(L, index, "colDiffuse") == LUA_TTABLE, index, "Expected Material");
|
||||||
result.colDiffuse = LuaGetArgument_Color(L, -1);
|
result.colDiffuse = LuaGetArgument_Color(L, -1);
|
||||||
luaL_argcheck(L, lua_getfield(L, index, "colAmbient") == LUA_TUSERDATA, index, "Expected Material");
|
luaL_argcheck(L, lua_getfield(L, index, "colAmbient") == LUA_TTABLE, index, "Expected Material");
|
||||||
result.colAmbient = LuaGetArgument_Color(L, -1);
|
result.colAmbient = LuaGetArgument_Color(L, -1);
|
||||||
luaL_argcheck(L, lua_getfield(L, index, "colSpecular") == LUA_TUSERDATA, index, "Expected Material");
|
luaL_argcheck(L, lua_getfield(L, index, "colSpecular") == LUA_TTABLE, index, "Expected Material");
|
||||||
result.colSpecular = LuaGetArgument_Color(L, -1);
|
result.colSpecular = LuaGetArgument_Color(L, -1);
|
||||||
luaL_argcheck(L, lua_getfield(L, index, "glossiness") == LUA_TUSERDATA, index, "Expected Material");
|
luaL_argcheck(L, lua_getfield(L, index, "glossiness") == LUA_TNUMBER, index, "Expected Material");
|
||||||
result.glossiness = LuaGetArgument_float(L, -1);
|
result.glossiness = LuaGetArgument_float(L, -1);
|
||||||
lua_pop(L, 8);
|
lua_pop(L, 8);
|
||||||
return result;
|
return result;
|
||||||
@ -478,6 +490,7 @@ static Material LuaGetArgument_Material(lua_State* L, int index)
|
|||||||
static Model LuaGetArgument_Model(lua_State* L, int index)
|
static Model LuaGetArgument_Model(lua_State* L, int index)
|
||||||
{
|
{
|
||||||
Model result;
|
Model result;
|
||||||
|
index = lua_absindex(L, index); // Makes sure we use absolute indices because we push multiple values
|
||||||
luaL_argcheck(L, lua_getfield(L, index, "mesh") == LUA_TUSERDATA, index, "Expected Model");
|
luaL_argcheck(L, lua_getfield(L, index, "mesh") == LUA_TUSERDATA, index, "Expected Model");
|
||||||
result.mesh = LuaGetArgument_Mesh(L, -1);
|
result.mesh = LuaGetArgument_Mesh(L, -1);
|
||||||
luaL_argcheck(L, lua_getfield(L, index, "transform") == LUA_TTABLE, index, "Expected Model");
|
luaL_argcheck(L, lua_getfield(L, index, "transform") == LUA_TTABLE, index, "Expected Model");
|
||||||
@ -3637,6 +3650,7 @@ static luaL_Reg raylib_functions[] = {
|
|||||||
REG(LoadRenderTexture)
|
REG(LoadRenderTexture)
|
||||||
REG(UnloadImage)
|
REG(UnloadImage)
|
||||||
REG(UnloadTexture)
|
REG(UnloadTexture)
|
||||||
|
REG(UnloadRenderTexture)
|
||||||
REG(GetImageData)
|
REG(GetImageData)
|
||||||
REG(GetTextureData)
|
REG(GetTextureData)
|
||||||
REG(ImageToPOT)
|
REG(ImageToPOT)
|
||||||
@ -3698,6 +3712,10 @@ static luaL_Reg raylib_functions[] = {
|
|||||||
REG(LoadHeightmap)
|
REG(LoadHeightmap)
|
||||||
REG(LoadCubicmap)
|
REG(LoadCubicmap)
|
||||||
REG(UnloadModel)
|
REG(UnloadModel)
|
||||||
|
REG(LoadMaterial)
|
||||||
|
REG(LoadDefaultMaterial)
|
||||||
|
REG(LoadStandardMaterial)
|
||||||
|
REG(UnloadMaterial)
|
||||||
//REG(GenMesh*) // Not ready yet...
|
//REG(GenMesh*) // Not ready yet...
|
||||||
|
|
||||||
REG(DrawModel)
|
REG(DrawModel)
|
||||||
@ -3972,6 +3990,8 @@ RLUADEF void InitLuaDevice(void)
|
|||||||
LuaSetEnum("XBOX_AXIS_RIGHT_Y", 3);
|
LuaSetEnum("XBOX_AXIS_RIGHT_Y", 3);
|
||||||
LuaSetEnum("XBOX_AXIS_LT_RT", 2);
|
LuaSetEnum("XBOX_AXIS_LT_RT", 2);
|
||||||
#endif
|
#endif
|
||||||
|
LuaSetEnum("XBOX_AXIS_LEFT_X", 0);
|
||||||
|
LuaSetEnum("XBOX_AXIS_LEFT_Y", 1);
|
||||||
LuaEndEnum("GAMEPAD");
|
LuaEndEnum("GAMEPAD");
|
||||||
|
|
||||||
lua_pushglobaltable(L);
|
lua_pushglobaltable(L);
|
||||||
|
Loading…
Reference in New Issue
Block a user