testmodules/test1: Disable mouse control, use test1/green_texture.png for floor
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@ -37,6 +37,10 @@ local safe_globals = {
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"Random",
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"Random",
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"Clamp",
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"Clamp",
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-- WTF properties
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-- WTF properties
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"KEY_UP",
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"KEY_DOWN",
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"KEY_LEFT",
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"KEY_RIGHT",
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"KEY_W",
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"KEY_W",
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"KEY_S",
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"KEY_S",
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"KEY_A",
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"KEY_A",
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@ -18,10 +18,12 @@ local plane_node = scene:CreateChild("Plane")
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plane_node.scale = u3d.Vector3(10.0, 1.0, 10.0)
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plane_node.scale = u3d.Vector3(10.0, 1.0, 10.0)
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local plane_object = plane_node:CreateComponent("StaticModel")
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local plane_object = plane_node:CreateComponent("StaticModel")
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plane_object.model = u3d.cache:GetResource("Model", "Models/Plane.mdl")
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plane_object.model = u3d.cache:GetResource("Model", "Models/Plane.mdl")
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plane_object.material = u3d.cache:GetResource("Material", "Materials/StoneTiled.xml")
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plane_object.material = u3d.cache:GetResource("Material", "Materials/Stone.xml")
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plane_object.material:SetTexture(u3d.TU_DIFFUSE,
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u3d.cache:GetResource("Texture2D", "test1/green_texture.png"))
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local light_node = scene:CreateChild("DirectionalLight")
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local light_node = scene:CreateChild("DirectionalLight")
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light_node.direction = u3d.Vector3(0.6, -1.0, 0.8) -- The direction vector does not need to be normalized
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light_node.direction = u3d.Vector3(-0.6, -1.0, 0.8) -- The direction vector does not need to be normalized
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local light = light_node:CreateComponent("Light")
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local light = light_node:CreateComponent("Light")
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light.lightType = u3d.LIGHT_DIRECTIONAL
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light.lightType = u3d.LIGHT_DIRECTIONAL
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@ -144,26 +146,26 @@ function move_box_by_user_input(dt)
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end
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end
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local MOVE_SPEED = 6.0
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local MOVE_SPEED = 6.0
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local MOUSE_SENSITIVITY = 0.01
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local MOUSE_SENSITIVITY = 0.005
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if the_box then
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if the_box then
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local p = the_box.position
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--local p = the_box.position
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p.y = u3d.Clamp(p.y - u3d.input.mouseMove.y * MOUSE_SENSITIVITY, 0, 5)
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--p.y = u3d.Clamp(p.y - u3d.input.mouseMove.y * MOUSE_SENSITIVITY, 0.5, 6)
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the_box.position = p -- Needed?
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--the_box.position = p -- Needed?
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end
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if u3d.input:GetKeyDown(u3d.KEY_W) then
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if u3d.input:GetKeyDown(u3d.KEY_UP) then
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the_box:Translate(u3d.Vector3(-1.0, 0.0, 0.0) * MOVE_SPEED * dt)
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the_box:Translate(u3d.Vector3(-1.0, 0.0, 0.0) * MOVE_SPEED * dt)
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end
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end
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if u3d.input:GetKeyDown(u3d.KEY_S) then
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if u3d.input:GetKeyDown(u3d.KEY_DOWN) then
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the_box:Translate(u3d.Vector3(1.0, 0.0, 0.0) * MOVE_SPEED * dt)
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the_box:Translate(u3d.Vector3(1.0, 0.0, 0.0) * MOVE_SPEED * dt)
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end
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end
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if u3d.input:GetKeyDown(u3d.KEY_A) then
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if u3d.input:GetKeyDown(u3d.KEY_LEFT) then
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the_box:Translate(u3d.Vector3(0.0, 0.0, -1.0) * MOVE_SPEED * dt)
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the_box:Translate(u3d.Vector3(0.0, 0.0, -1.0) * MOVE_SPEED * dt)
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end
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end
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if u3d.input:GetKeyDown(u3d.KEY_D) then
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if u3d.input:GetKeyDown(u3d.KEY_RIGHT) then
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the_box:Translate(u3d.Vector3(0.0, 0.0, 1.0) * MOVE_SPEED * dt)
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the_box:Translate(u3d.Vector3(0.0, 0.0, 1.0) * MOVE_SPEED * dt)
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end
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end
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end
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end
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end
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function handle_update(eventType, eventData)
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function handle_update(eventType, eventData)
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