prog
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@@ -0,0 +1,32 @@
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var Cube = {
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create: function() {
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var e = Entity.create();
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e.add(COMPONENT_TYPE_POSITION);
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e.position.x = 0;
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e.position.y = 0;
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e.position.z = 0;
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e.add(COMPONENT_TYPE_MESH);
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e.add(COMPONENT_TYPE_MATERIAL);
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e.material.setColor(colorRed());
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return {
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_e: e,
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update: Cube.update,
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dispose: Cube.dispose
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};
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},
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update: function() {
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var speed = 3.0;
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var dx = inputAxis(INPUT_ACTION_LEFT, INPUT_ACTION_RIGHT);
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var dz = inputAxis(INPUT_ACTION_UP, INPUT_ACTION_DOWN);
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this._e.position.x += dx * speed * TIME.delta;
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this._e.position.z += dz * speed * TIME.delta;
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},
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dispose: function() {
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this._e.dispose();
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}
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};
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Cube;
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@@ -1,25 +0,0 @@
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local Cube = setmetatable({}, { __index = Entity })
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Cube.__index = Cube
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function Cube.new()
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local self = Entity.new()
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setmetatable(self, Cube)
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self:add(Entity.POSITION)
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self.position.x = 0
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self.position.y = 0
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self.position.z = 0
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self:add(Entity.MESH)
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self:add(Entity.MATERIAL)
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self.material.color = colorRed()
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return self
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end
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function Cube:update()
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local speed = 3.0
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local dx = inputAxis(INPUT_ACTION_LEFT, INPUT_ACTION_RIGHT)
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local dz = inputAxis(INPUT_ACTION_UP, INPUT_ACTION_DOWN)
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self.position.x = self.position.x + dx * speed * TIME.delta
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self.position.z = self.position.z + dz * speed * TIME.delta
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end
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return Cube
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@@ -0,0 +1,75 @@
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// Default input bindings.
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if (typeof PSP !== 'undefined') {
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inputBind("up", INPUT_ACTION_UP);
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inputBind("down", INPUT_ACTION_DOWN);
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inputBind("left", INPUT_ACTION_LEFT);
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inputBind("right", INPUT_ACTION_RIGHT);
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inputBind("accept", INPUT_ACTION_ACCEPT);
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inputBind("cancel", INPUT_ACTION_CANCEL);
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inputBind("select", INPUT_ACTION_RAGEQUIT);
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inputBind("lstick_up", INPUT_ACTION_UP);
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inputBind("lstick_down", INPUT_ACTION_DOWN);
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inputBind("lstick_left", INPUT_ACTION_LEFT);
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inputBind("lstick_right", INPUT_ACTION_RIGHT);
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inputBind("triangle", INPUT_ACTION_CONSOLE);
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} else if (typeof DOLPHIN !== 'undefined') {
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inputBind("up", INPUT_ACTION_UP);
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inputBind("down", INPUT_ACTION_DOWN);
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inputBind("left", INPUT_ACTION_LEFT);
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inputBind("right", INPUT_ACTION_RIGHT);
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inputBind("b", INPUT_ACTION_CANCEL);
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inputBind("a", INPUT_ACTION_ACCEPT);
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inputBind("z", INPUT_ACTION_CONSOLE);
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inputBind("lstick_up", INPUT_ACTION_UP);
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inputBind("lstick_down", INPUT_ACTION_DOWN);
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inputBind("lstick_left", INPUT_ACTION_LEFT);
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inputBind("lstick_right", INPUT_ACTION_RIGHT);
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} else if (typeof LINUX !== 'undefined') {
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if (typeof INPUT_KEYBOARD !== 'undefined') {
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inputBind("w", INPUT_ACTION_UP);
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inputBind("s", INPUT_ACTION_DOWN);
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inputBind("a", INPUT_ACTION_LEFT);
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inputBind("d", INPUT_ACTION_RIGHT);
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inputBind("left", INPUT_ACTION_LEFT);
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inputBind("right", INPUT_ACTION_RIGHT);
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inputBind("up", INPUT_ACTION_UP);
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inputBind("down", INPUT_ACTION_DOWN);
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inputBind("enter", INPUT_ACTION_ACCEPT);
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inputBind("e", INPUT_ACTION_ACCEPT);
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inputBind("q", INPUT_ACTION_CANCEL);
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inputBind("escape", INPUT_ACTION_RAGEQUIT);
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inputBind("`", INPUT_ACTION_CONSOLE);
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}
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if (typeof INPUT_GAMEPAD !== 'undefined') {
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inputBind("gamepad_up", INPUT_ACTION_UP);
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inputBind("gamepad_down", INPUT_ACTION_DOWN);
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inputBind("gamepad_left", INPUT_ACTION_LEFT);
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inputBind("gamepad_right", INPUT_ACTION_RIGHT);
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inputBind("gamepad_a", INPUT_ACTION_ACCEPT);
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inputBind("gamepad_b", INPUT_ACTION_CANCEL);
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inputBind("gamepad_back", INPUT_ACTION_RAGEQUIT);
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inputBind("gamepad_lstick_up", INPUT_ACTION_UP);
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inputBind("gamepad_lstick_down", INPUT_ACTION_DOWN);
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inputBind("gamepad_lstick_left", INPUT_ACTION_LEFT);
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inputBind("gamepad_lstick_right", INPUT_ACTION_RIGHT);
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}
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if (typeof INPUT_POINTER !== 'undefined') {
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inputBind("mouse_x", INPUT_ACTION_POINTERX);
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inputBind("mouse_y", INPUT_ACTION_POINTERY);
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}
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} else {
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consolePrint("Unknown platform, no default input bindings set.");
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}
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Scene.set('scenes/cube.js');
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@@ -1,75 +0,0 @@
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-- Default Input bindings.
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if PSP then
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inputBind("up", INPUT_ACTION_UP)
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inputBind("down", INPUT_ACTION_DOWN)
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inputBind("left", INPUT_ACTION_LEFT)
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inputBind("right", INPUT_ACTION_RIGHT)
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inputBind("accept", INPUT_ACTION_ACCEPT)
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inputBind("cancel", INPUT_ACTION_CANCEL)
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inputBind("select", INPUT_ACTION_RAGEQUIT)
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inputBind("lstick_up", INPUT_ACTION_UP)
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inputBind("lstick_down", INPUT_ACTION_DOWN)
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inputBind("lstick_left", INPUT_ACTION_LEFT)
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inputBind("lstick_right", INPUT_ACTION_RIGHT)
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inputBind("triangle", INPUT_ACTION_CONSOLE)
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elseif DOLPHIN then
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inputBind("up", INPUT_ACTION_UP)
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inputBind("down", INPUT_ACTION_DOWN)
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inputBind("left", INPUT_ACTION_LEFT)
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inputBind("right", INPUT_ACTION_RIGHT)
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inputBind("b", INPUT_ACTION_CANCEL)
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inputBind("a", INPUT_ACTION_ACCEPT)
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inputBind("z", INPUT_ACTION_CONSOLE)
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inputBind("lstick_up", INPUT_ACTION_UP)
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inputBind("lstick_down", INPUT_ACTION_DOWN)
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inputBind("lstick_left", INPUT_ACTION_LEFT)
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inputBind("lstick_right", INPUT_ACTION_RIGHT)
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elseif LINUX then
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if INPUT_KEYBOARD then
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inputBind("w", INPUT_ACTION_UP)
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inputBind("s", INPUT_ACTION_DOWN)
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inputBind("a", INPUT_ACTION_LEFT)
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inputBind("d", INPUT_ACTION_RIGHT)
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inputBind("left", INPUT_ACTION_LEFT)
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inputBind("right", INPUT_ACTION_RIGHT)
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inputBind("up", INPUT_ACTION_UP)
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inputBind("down", INPUT_ACTION_DOWN)
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inputBind("enter", INPUT_ACTION_ACCEPT)
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inputBind("e", INPUT_ACTION_ACCEPT)
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inputBind("q", INPUT_ACTION_CANCEL)
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inputBind("escape", INPUT_ACTION_RAGEQUIT)
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inputBind("`", INPUT_ACTION_CONSOLE)
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end
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if INPUT_GAMEPAD then
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inputBind("gamepad_up", INPUT_ACTION_UP)
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inputBind("gamepad_down", INPUT_ACTION_DOWN)
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inputBind("gamepad_left", INPUT_ACTION_LEFT)
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inputBind("gamepad_right", INPUT_ACTION_RIGHT)
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inputBind("gamepad_a", INPUT_ACTION_ACCEPT)
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inputBind("gamepad_b", INPUT_ACTION_CANCEL)
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inputBind("gamepad_back", INPUT_ACTION_RAGEQUIT)
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inputBind("gamepad_lstick_up", INPUT_ACTION_UP)
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inputBind("gamepad_lstick_down", INPUT_ACTION_DOWN)
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inputBind("gamepad_lstick_left", INPUT_ACTION_LEFT)
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inputBind("gamepad_lstick_right", INPUT_ACTION_RIGHT)
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end
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if INPUT_POINTER then
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inputBind("mouse_x", INPUT_ACTION_POINTERX)
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inputBind("mouse_y", INPUT_ACTION_POINTERY)
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end
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else
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print("Unknown platform, no default input bindings set.")
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end
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Scene.set('scenes/cube.lua')
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@@ -0,0 +1,29 @@
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var Cube = include('entities/cube.js');
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var cam;
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var cube;
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var SceneCube = {
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init: function() {
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cam = Entity.create();
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cam.add(COMPONENT_TYPE_POSITION);
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cam.position.x = 3;
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cam.position.y = 3;
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cam.position.z = 3;
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cam.position.lookAt(0, 0, 0);
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cam.add(COMPONENT_TYPE_CAMERA);
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cube = Cube.create();
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},
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update: function() {
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cube.update();
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},
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dispose: function() {
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cam.dispose();
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cube.dispose();
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}
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};
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SceneCube;
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@@ -1,30 +0,0 @@
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local Cube = include('entities/cube.lua')
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local SceneCube = {}
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SceneCube.__index = SceneCube
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local cam
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local cube
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function SceneCube:init()
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cam = Entity.new()
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cam:add(Entity.POSITION)
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cam.position.x = 3
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cam.position.y = 3
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cam.position.z = 3
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cam.position:lookAt(0, 0, 0)
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cam:add(Entity.CAMERA)
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cube = Cube.new()
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end
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function SceneCube:update()
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cube:update()
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end
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function SceneCube:dispose()
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cam:dispose()
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cube:dispose()
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end
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return SceneCube
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