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# Copyright 2022 Frederico de Oliveira Linhares
#
# Licensed under the Apache License, Version 2.0 (the "License");
# you may not use this file except in compliance with the License.
# You may obtain a copy of the License at
#
# http://www.apache.org/licenses/LICENSE-2.0
#
# Unless required by applicable law or agreed to in writing, software
# distributed under the License is distributed on an "AS IS" BASIS,
# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
# See the License for the specific language governing permissions and
# limitations under the License.
CAMERA_ROTATION_SPEED = Math::PI/45;
BOX_ROTATION_SPEED = Math::PI/180;
TRANSLATION_SPEED = 0.5;
def config()
CandyGear.game_name = "Candy Gear Test";
CandyGear::Graphic.display_width = 1280;
CandyGear::Graphic.display_height = 720;
end
def init()
texture = CandyGear::Texture.from_image("textures/color_texture.qoi");
mesh = CandyGear::Mesh.new("meshes/cube.cgmesh");
$color = CandyGear::Vector3D.new(0.8, 0.2, 0.2);
$model = CandyGear::Model.new(mesh, texture);
$sprite = CandyGear::Sprite.new(
texture, CandyGear::Vector4D.new(0, 0, 1.0, 1.0));
$rectangle = CandyGear::Vector4D.new(103.0, 1.0, 100.0, 100.0);
$sprite_position = CandyGear::Vector4D.new(1.0, 1.0, 100.0, 100.0);
$instances = [
CandyGear::Vector3D.new(5.0, 0.0, 0.0),
CandyGear::Vector3D.new(-5.0, 0.0, 0.0),
CandyGear::Vector3D.new(0.0, 5.0, 0.0),
CandyGear::Vector3D.new(0.0, -5.0, 0.0),
CandyGear::Vector3D.new(0.0, 0.0, 5.0),
CandyGear::Vector3D.new(0.0, 0.0, -5.0)
];
$instances_rotation = CandyGear::Rotation3D.new(0.0, 0.0, 0.0);
$camera_position = CandyGear::Vector3D.new(0.0, 0.0, 0.0);
$camera_rotation = CandyGear::Rotation3D.new(0.0, 0.0, 0.0);
color = CandyGear::Vector3D.new(0.12, 0.12, 0.18);
$view1 = CandyGear::View2D.new(
CandyGear::Vector4D.new(0, 0, 1280, 360), 640, 180);
$view2 = CandyGear::View3D.new(
CandyGear::Vector4D.new(0, 360, 1280, 360), 1280, 360);
CandyGear.views = [$view1, $view2];
$view2.camera_position = $camera_position;
$view2.camera_rotation = $camera_rotation;
end
def key_down(key)
case key
when CandyGear::Key::I
$camera_rotation.rotate(-CAMERA_ROTATION_SPEED, 0.0);
when CandyGear::Key::K
$camera_rotation.rotate(CAMERA_ROTATION_SPEED, 0.0);
when CandyGear::Key::J
$camera_rotation.rotate(0.0, CAMERA_ROTATION_SPEED);
when CandyGear::Key::L
$camera_rotation.rotate(0.0, -CAMERA_ROTATION_SPEED);
when CandyGear::Key::E
$camera_position.translate(
CandyGear::Vector3D.new(0.0, 0.0, -TRANSLATION_SPEED), $camera_rotation);
when CandyGear::Key::D
$camera_position.translate(
CandyGear::Vector3D.new(0.0, 0.0, TRANSLATION_SPEED), $camera_rotation);
when CandyGear::Key::S
$camera_position.translate(
CandyGear::Vector3D.new(-TRANSLATION_SPEED, 0.0, 0.0), $camera_rotation);
when CandyGear::Key::F
$camera_position.translate(
CandyGear::Vector3D.new(TRANSLATION_SPEED, 0.0, 0.0), $camera_rotation);
end
end
def key_up(key)
end
def quit() = CandyGear.quit();
def tick()
$sprite.draw($view1, $sprite_position);
$instances_rotation.rotate(0.0, BOX_ROTATION_SPEED);
$rectangle.draw_rectangle($view1, $color);
$instances.each do |i|
$model.draw(i, $instances_rotation);
end
end
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