-# This file is part of NIT ( http://www.nitlanguage.org ).
-#
-# This program is free software; you can redistribute it and/or
-# modify it under the terms of the Do What The Fuck You Want To
-# Public License, Version 2, as published by Sam Hocevar. See
-# http://sam.zoy.org/projects/COPYING.WTFPL for more details.
-
-# Template for a 2D gamnit game
-module template_flat is
- app_name "gamnit 2D Template"
- app_namespace "net.xymus.template_flat"
- app_version(1, 0, git_revision)
- android_api_target 10
-end
-
-import gamnit::flat # For `Texture, Sprite`, etc.
-import gamnit::keys # For `pressed_keys`
-import app::audio # For `Sound`
-
-redef class App
-
- # Texture, loaded automatically at `on_create`
- var texture = new Texture("fighter.png")
-
- # Sound effect, lazy loaded at first use
- var sound = new Sound("laser.mp3")
-
- # Sprite, must be loaded in or after `on_create`
- var sprite = new Sprite(texture, new Point3d[Float](0.0, 0.0, 0.0)) is lazy
-
- redef fun on_create
- do
- super
-
- # Report errors on all loaded textures.
- # Root textures are associated to pixel data,
- # whereas other texture may be subtextures of root textures.
- for tex in all_root_textures do
- var error = tex.error
- if error != null then print_error "Texture '{tex}' failed to load: {error}"
- end
-
- # Draw the texture as pixelated, it looks better for such
- # a small texture.
- texture.as(TextureAsset).pixelated = true
-
- # Create the sprite and make it visible.
- sprites.add sprite
-
- # Make the sprite smaller, by default each pixel corresponds to 1 world unit.
- # However, it is often preferable to make 1 world unit correspond to
- # something meaningful in the game world, such as 1 meter.
- #
- # Scale the ship so it is approximately 5 world units wide.
- sprite.scale = 5.0 / texture.width
-
- # Move the camera to show 10 world units on the Y axis at Z = 0.
- # The `sprite` should take approximately 1/4 of the height of the screen.
- world_camera.reset_height 20.0
-
- # Move the near clip wall closer to the camera because our world unit
- # range is small. Moving the clip wall too close to the camera can
- # cause glitches on mobiles devices with small depth buffer.
- world_camera.near = 1.0
-
- # Make the background blue and opaque.
- glClearColor(0.0, 0.0, 1.0, 1.0)
-
- # If the first command line argument is an integer, add extra sprites.
- if args.not_empty and args.first.is_int then
- # It's a performance test, unlock the framerate.
- maximum_fps = -1.0
-
- # Add `args.first` sprites.
- for i in args.first.to_i.times do
- var s = new Sprite(texture, new Point3d[Float](30.0.rand - 15.0, 20.0.rand - 10.0, 0.0 - 30.0.rand))
- s.scale = 0.1
- sprites.add s
- end
- end
- end
-
- redef fun update(dt)
- do
- # Update game logic here.
- sprite.rotation += 0.1*pi*dt
-
- # Move `sprite` with the keyboard arrows.
- # Set the speed according to the elapsed time since the last frame `dt`
- # for a smooth animation.
- var unit_per_second = 2.0
- for key in pressed_keys do
- if key == "left" then
- sprite.center.x -= unit_per_second*dt
- else if key == "right" then
- sprite.center.x += unit_per_second*dt
- else if key == "up" then
- sprite.center.y += unit_per_second*dt
- else if key == "down" then
- sprite.center.y -= unit_per_second*dt
- end
- end
- end
-
- redef fun accept_event(event)
- do
- if super then return true
-
- if event isa QuitEvent or
- (event isa KeyEvent and event.name == "escape" and event.is_up) then
- # When window close button, escape or back key is pressed
- # show the average FPS over the last few seconds.
- print "{current_fps} fps"
- print sys.perfs
-
- # Quit abruptly
- exit 0
- else if event isa KeyEvent and event.is_down then
- if event.name == "space" then
- # Play a sound when space bar is pressed.
- sound.play
- return true
- else if event.name == "s" then
- # Remove a random sprite.
- if sprites.not_empty then sprites.remove sprites.rand
- else if event.name == "w" then
- # Add a random sprite.
- var s = new Sprite(texture, new Point3d[Float](30.0.rand - 15.0, 20.0.rand - 10.0, 0.0 - 30.0.rand))
- s.scale = 0.1
- s.tint[1] = 0.0
- s.tint[2] = 0.0
- sprites.add s
- end
- end
-
- return false
- end
-end