diff --git a/src/main.c b/src/main.c index 4cf3aff..6f7614d 100644 --- a/src/main.c +++ b/src/main.c @@ -60,6 +60,7 @@ init_scenes() "end " " " "this.on_fixedupdate = function () " + " print('Scene0 OnFixedUpdate Entity #' .. this.entityID)" " if Input.getKeyDown(Input.KeyCode.Left) then " " this.custom_eulerangles:add(Vec3:new(0,0.01,0)) " " end " @@ -101,18 +102,18 @@ init_scenes() "end " "this.on_fixedupdate = function() " - /* " if Input.getKeyDown(Input.KeyCode.Up) then " */ - /* " this.position = this.position + Vec3:new(0, 1, 0) * this.speed " */ - /* " end " */ - /* " if Input.getKeyDown(Input.KeyCode.Down) then " */ - /* " this.position = this.position - Vec3:new(0, 1, 0) * this.speed " */ - /* " end " */ - /* " if Input.getKeyDown(Input.KeyCode.Right) then " */ - /* " this.position = this.position + Vec3:new(1, 0, 0) * this.speed " */ - /* " end " */ - /* " if Input.getKeyDown(Input.KeyCode.Left) then " */ - /* " this.position = this.position - Vec3:new(1, 0, 0) * this.speed " */ - /* " end " */ + " if Input.getKeyDown(Input.KeyCode.Up) then " + " this.position = this.position + Vec3:new(0, 1, 0) * this.speed " + " end " + " if Input.getKeyDown(Input.KeyCode.Down) then " + " this.position = this.position - Vec3:new(0, 1, 0) * this.speed " + " end " + " if Input.getKeyDown(Input.KeyCode.Right) then " + " this.position = this.position + Vec3:new(1, 0, 0) * this.speed " + " end " + " if Input.getKeyDown(Input.KeyCode.Left) then " + " this.position = this.position - Vec3:new(1, 0, 0) * this.speed " + " end " "end " ); @@ -152,7 +153,7 @@ init_scenes() scenes[1] = Game->newScene(); GameObject playerBox = Scene->createObject(scenes[1]); - GameObject childBox = Scene->createChildObject(scenes[1], playerBox); + GameObject childBox = Scene->createObject(scenes[1]); GameObject ground = Scene->createObject(scenes[1]); GameObject camera = Scene->createCamera(scenes[1], EV_CAMERA_VIEWTYPE_PERSPECTIVE); @@ -171,13 +172,14 @@ init_scenes() "end " " " "this.on_fixedupdate = function () " - /* " if Input.getKeyDown(Input.KeyCode.Left) then " */ - /* " this.custom_eulerangles:add(Vec3:new(0,0.01,0)) " */ - /* " end " */ - /* " if Input.getKeyDown(Input.KeyCode.Right) then " */ - /* " this.custom_eulerangles:sub(Vec3:new(0,0.01,0)) " */ - /* " end " */ - /* " this.eulerAngles = this.custom_eulerangles " */ + " print('Scene1 OnFixedUpdate Entity #' .. this.entityID)" + " if Input.getKeyDown(Input.KeyCode.Left) then " + " this.custom_eulerangles:add(Vec3:new(0,0.01,0)) " + " end " + " if Input.getKeyDown(Input.KeyCode.Right) then " + " this.custom_eulerangles:sub(Vec3:new(0,0.01,0)) " + " end " + " this.eulerAngles = this.custom_eulerangles " "end " ); @@ -187,22 +189,22 @@ init_scenes() "end " " " "this.on_update = function () " - /* " rb = this:getComponent(Rigidbody) " */ - /* " if Input.getKeyDown(Input.KeyCode.Space) then " */ - /* " rb:addForce(Vec3:new(0, 100, 0)) " */ - /* " end " */ - /* " if Input.getKeyDown(Input.KeyCode.D) then " */ - /* " rb:addForce(Vec3:new(10, 0, 0)) " */ - /* " end " */ - /* " if Input.getKeyDown(Input.KeyCode.A) then " */ - /* " rb:addForce(Vec3:new(-10, 0, 0)) " */ - /* " end " */ - /* " if Input.getKeyDown(Input.KeyCode.W) then " */ - /* " rb:addForce(Vec3:new(0, 0, -10)) " */ - /* " end " */ - /* " if Input.getKeyDown(Input.KeyCode.S) then " */ - /* " rb:addForce(Vec3:new(0, 0, 10)) " */ - /* " end " */ + " rb = this:getComponent(Rigidbody) " + " if Input.getKeyDown(Input.KeyCode.Space) then " + " rb:addForce(Vec3:new(0, 100, 0)) " + " end " + " if Input.getKeyDown(Input.KeyCode.D) then " + " rb:addForce(Vec3:new(10, 0, 0)) " + " end " + " if Input.getKeyDown(Input.KeyCode.A) then " + " rb:addForce(Vec3:new(-10, 0, 0)) " + " end " + " if Input.getKeyDown(Input.KeyCode.W) then " + " rb:addForce(Vec3:new(0, 0, -10)) " + " end " + " if Input.getKeyDown(Input.KeyCode.S) then " + " rb:addForce(Vec3:new(0, 0, 10)) " + " end " "end " ); @@ -212,18 +214,18 @@ init_scenes() "end " "this.on_fixedupdate = function() " - /* " if Input.getKeyDown(Input.KeyCode.Up) then " */ - /* " this.position = this.position - Vec3:new(0, 0, 1) * this.speed " */ - /* " end " */ - /* " if Input.getKeyDown(Input.KeyCode.Down) then " */ - /* " this.position = this.position + Vec3:new(0, 0, 1) * this.speed " */ - /* " end " */ - /* " if Input.getKeyDown(Input.KeyCode.Right) then " */ - /* " this.position = this.position + Vec3:new(1, 0, 0) * this.speed " */ - /* " end " */ - /* " if Input.getKeyDown(Input.KeyCode.Left) then " */ - /* " this.position = this.position - Vec3:new(1, 0, 0) * this.speed " */ - /* " end " */ + " if Input.getKeyDown(Input.KeyCode.Up) then " + " this.position = this.position - Vec3:new(0, 0, 1) * this.speed " + " end " + " if Input.getKeyDown(Input.KeyCode.Down) then " + " this.position = this.position + Vec3:new(0, 0, 1) * this.speed " + " end " + " if Input.getKeyDown(Input.KeyCode.Right) then " + " this.position = this.position + Vec3:new(1, 0, 0) * this.speed " + " end " + " if Input.getKeyDown(Input.KeyCode.Left) then " + " this.position = this.position - Vec3:new(1, 0, 0) * this.speed " + " end " "end " ); @@ -243,8 +245,9 @@ init_scenes() RigidbodyHandle childRigidbody = Rigidbody->addToEntity(scenes[1], childBox, &(RigidbodyInfo) { - .type = EV_RIGIDBODY_KINEMATIC, + .type = EV_RIGIDBODY_DYNAMIC, .collisionShape = boxCollider, + .mass = 1.0, }); RigidbodyHandle playerRigidbody = Rigidbody->addToEntity(scenes[1], playerBox, &(RigidbodyInfo) { @@ -290,7 +293,6 @@ int main(int argc, char **argv) init_scenes(); - rmt_SetCurrentThreadName("Main Thread"); U32 result = 0;