ABout to try scene and script merger

This commit is contained in:
2026-06-02 16:46:39 -05:00
parent 241a52b94a
commit 2b3abbe13b
36 changed files with 1137 additions and 419 deletions
+3 -4
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@@ -1,5 +1,3 @@
Console.print('This is called from JavaScript');
const platformNames = {
[System.PLATFORM_LINUX]: 'Linux',
[System.PLATFORM_KNULLI]: 'Knulli',
@@ -8,5 +6,6 @@ const platformNames = {
[System.PLATFORM_WII]: 'Wii',
};
const platformName = platformNames[System.platform] || 'Unknown';
Console.print('Platform: ' + platformName);
Console.print('Platform: ' + (platformNames[System.platform] || 'Unknown'));
// Scene.set('testscene.js');
-24
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@@ -1,24 +0,0 @@
// Load rosa.
Console.print('Asset time');
const entry = Asset.lock('test.png', Asset.TYPE_TEXTURE, Texture.FORMAT_RGBA);
Asset.requireLoaded(entry);
Console.print('Asset loaded');
// Camera at (3,3,3) looking at origin
const cam = Entity.create();
const camPos = cam.add(Component.POSITION);
cam.add(Component.CAMERA);
camPos.localPosition = new Vec3(3, 3, 3);
camPos.lookAt(new Vec3(0, 0, 0));
// Test entity at origin
const testEntity = Entity.create();
const testPos = testEntity.add(Component.POSITION);
/** @type {RenderableSpritebatch} */
const testRenderable = testEntity.add(Component.RENDERABLE);
testRenderable.texture = entry.texture;
testRenderable.sprites = [
[0, 0, 1, 1, 0, 1, 1, 0]
];
testPos.localPosition = new Vec3(0, 0, 0);
+48
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@@ -0,0 +1,48 @@
var scene = {};
scene.batch = AssetBatch([
{ path: 'test.png', type: Asset.TYPE_TEXTURE, format: Texture.FORMAT_RGBA }
]);
var cam;
var camPos;
var testEntity;
var testPos;
var testRenderable;
var texEntry;
scene.load = function() {
return scene.batch;
};
scene.init = function() {
texEntry = scene.batch.entry(0);
// Camera at (3, 3, 3) looking at origin
cam = Entity.create();
camPos = cam.add(Component.POSITION);
cam.add(Component.CAMERA);
camPos.localPosition = new Vec3(3, 3, 3);
camPos.lookAt(new Vec3(0, 0, 0));
// Test entity with textured quad at origin
testEntity = Entity.create();
testPos = testEntity.add(Component.POSITION);
testRenderable = testEntity.add(Component.RENDERABLE);
testRenderable.texture = texEntry.texture;
testRenderable.sprites = [
[0, 0, 1, 1, 0, 1, 1, 0]
];
testPos.localPosition = new Vec3(0, 0, 0);
};
scene.dispose = function() {
Entity.dispose(cam);
Entity.dispose(testEntity);
texEntry.unlock();
scene.batch.unlock();
};
module.exports = scene;