trying to get a "character" in the engine

This commit is contained in:
2021-10-14 15:20:38 +02:00
parent 641208a80c
commit d08f9e82d5

View File

@@ -1,5 +1,5 @@
LOGLEVEL = 2
LOGLEVEL = 0
HC = require 'lib/HC'
-- severity levels:
@@ -13,13 +13,14 @@ local pixelcode = [[
extern number h;
extern number lum;
extern vec2 mouse;
extern vec2 player;
vec4 effect( vec4 color, Image tex, vec2 texture_coords, vec2 screen_coords )
{
float r = screen_coords.x/w;
float g = screen_coords.y/h;
float b = (r + g) / 2;
float a = 1 - distance(screen_coords, mouse)/ (lum) ;
color = vec4(r, g, b, a+0.5);
float b = 1 - distance(screen_coords, mouse)/ (lum) ;
float a = 1 - distance(screen_coords, player)/ (lum) ;
color = vec4(r, g, b, a+1);
return Texel(tex, texture_coords) * color;
}
]]
@@ -50,22 +51,24 @@ end
function love.load()
shader = love.graphics.newShader(pixelcode, vertexcode)
world = love.physics.newWorld( 0, 0, true )
h = love.graphics.getHeight( )
w = love.graphics.getWidth( )
player = love.physics.newBody( world, 500, 500, "dynamic")
circle = HC.circle(400,300,20)
end
function love.update(dt)
t = t + dt
mouse_x, mouse_y = love.mouse.getPosition( )
log("mouse x " .. mouse_x)
log("mouse y " .. mouse_y)
player_x, player_y = mouse_x, mouse_y
--player:applyForce()
shader:send("w", w)
shader:send("h", h)
shader:send("mouse", {mouse_x, mouse_y})
shader:send("player", {player_x, player_y})
shader:send("lum", lum)
log("dt = " .. dt)
if love.keyboard.isDown('space') then
lum = lum + 1
elseif love.keyboard.isDown('rctrl') then
@@ -75,13 +78,27 @@ function love.update(dt)
end
end
function getAngle(x1, y1, x2, y2)
return math.atan2(y2 - y1, x2 - x1) * 180 / math.pi
end
function drawPlayer()
x, y = player:getPosition( )
angle = getAngle(x, y, mouse_x, mouse_y)
love.graphics.print( angle, 0, 0, 0, 1, 1, 0, 0, 0, 0 )
player:setAngle(angle)
player:applyForce(100, 100)
log(player:getAngularVelocity())
love.graphics.circle( "fill", x, y, 5 )
end
function love.draw(dt)
love.graphics.setShader(shader)
love.graphics.rectangle("fill", 0, 0, w, h)
love.graphics.setShader()
love.graphics.rectangle("fill", 400, 400, 100, 100)
drawPlayer()
end