// Create is the startup asset creation. func (kc *kctag) Create(eng vu.Eng, s *vu.State) { top := eng.Root().NewPov() view := top.NewView() view.SetUI() kc.ui = view.Cam() kc.positions = kc.keyPositions() // Create the keyboard image. kc.kb = top.NewPov().SetScale(900, 255, 0).SetLocation(450, 100+85, 0) kc.kb.NewModel("uv").LoadMesh("icon").AddTex("keyboard") // Pressed key focus kc.focus = top.NewPov().SetScale(50, 50, 0) kc.focus.NewModel("uv").LoadMesh("icon").AddTex("particle") // Place the key symbols over the keys. font := "lucidiaSu18" fontColour := "lucidiaSu18Black" for code, key := range kc.positions { // map key is key code, map value is key struct if char := vu.Keysym(code); char > 0 { cx, cy := key.location() letter := top.NewPov().SetLocation(cx, cy, 0) model := letter.NewModel("uv") model.AddTex(fontColour).LoadFont(font).SetPhrase(string(char)) } } // Have a lighter default background. eng.SetColor(0.45, 0.45, 0.45, 1) kc.resize(s.W, s.H) }
// Create is the engine callback for initial asset creation. func (rl *rltag) Create(eng vu.Eng, s *vu.State) { rl.ww, rl.wh = 800, 600 rl.floors = make(map[int]*floor) rl.setLevel(eng, vu.K_1) eng.SetColor(0.15, 0.15, 0.15, 1) return }
// Create is the engine callback for initial asset creation. func (sg *sgtag) Create(eng vu.Eng, s *vu.State) { sg.run = 10 // move so many cubes worth in one second. sg.spin = 270 // spin so many degrees in one second. sg.cam = eng.Root().NewCam() sg.cam.SetPerspective(60, float64(800)/float64(600), 0.1, 50) sg.cam.SetLocation(0, 0, 6) sg.tr = newTrooper(eng, 1) // initialize the reactions sg.reacts = map[int]inputHandler{ vu.K_W: sg.forward, vu.K_A: sg.left, vu.K_S: sg.back, vu.K_D: sg.right, vu.K_Equal: sg.attach, vu.K_Minus: sg.detach, vu.K_0: func(i *vu.Input, down int) { sg.setTr(down, 0) }, vu.K_1: func(i *vu.Input, down int) { sg.setTr(down, 1) }, vu.K_2: func(i *vu.Input, down int) { sg.setTr(down, 2) }, vu.K_3: func(i *vu.Input, down int) { sg.setTr(down, 3) }, vu.K_4: func(i *vu.Input, down int) { sg.setTr(down, 4) }, vu.K_5: func(i *vu.Input, down int) { sg.setTr(down, 5) }, vu.K_P: sg.stats, } eng.SetColor(0.1, 0.1, 0.1, 1.0) }
// Create is the engine callback for initial asset creation. func (rl *rltag) Create(eng vu.Eng, s *vu.State) { rl.run = 5 // move so many cubes worth in one second. rl.spin = 270 // spin so many degrees in one second. rl.ww, rl.wh = 800, 600 rl.floors = make(map[int]*floor) rl.setLevel(eng, vu.K_1) eng.SetColor(0.15, 0.15, 0.15, 1) return }
// Create is the engine callback for initial asset creation. func (cr *crtag) Create(eng vu.Eng, s *vu.State) { cr.run = 10 // move so many cubes worth in one second. cr.spin = 270 // spin so many degrees in one second. cr.top = eng.Root().NewPov() sun := cr.top.NewPov().SetLocation(0, 10, 10) sun.NewLight().SetColour(0.8, 0.8, 0.8) cr.view = cr.top.NewView() cr.cam = cr.view.Cam() cr.cam.SetPerspective(60, float64(800)/float64(600), 0.1, 500) cr.cam.SetLocation(0, 10, 25) // load the static slab. slab := cr.top.NewPov().SetScale(50, 50, 50).SetLocation(0, -25, 0) slab.NewBody(vu.NewBox(25, 25, 25)) slab.SetSolid(0, 0.4) slab.NewModel("gouraud").LoadMesh("cube").LoadMat("floor") // create a single moving body. useBalls := true // Flip to use boxes instead of spheres. cr.striker = cr.top.NewPov() cr.striker.SetLocation(15, 15, 0) // -5, 15, -3 if useBalls { cr.getBall(cr.striker) } else { cr.getBox(cr.striker) cr.striker.SetRotation(&lin.Q{X: 0.1825742, Y: 0.3651484, Z: 0.5477226, W: 0.7302967}) } cr.striker.Model().SetColour(rand.Float64(), rand.Float64(), rand.Float64()) // create a block of physics bodies. cubeSize := 3 startX := -5 - cubeSize/2 startY := -5 startZ := -3 - cubeSize/2 for k := 0; k < cubeSize; k++ { for i := 0; i < cubeSize; i++ { for j := 0; j < cubeSize; j++ { bod := cr.top.NewPov() lx := float64(2*i + startX) ly := float64(20 + 2*k + startY) lz := float64(2*j + startZ) bod.SetLocation(lx, ly, lz) if useBalls { cr.getBall(bod) } else { cr.getBox(bod) } } } } // set non default engine state. eng.SetColor(0.15, 0.15, 0.15, 1) rand.Seed(time.Now().UTC().UnixNano()) }
// create the game screens before the main action/update loop is started. func (mp *bampf) Create(eng vu.Eng, s *vu.State) { rand.Seed(time.Now().UnixNano()) mp.eng = eng mp.ani = &animator{} mp.setMute(mp.mute) mp.eventq = list.New() mp.createScreens(s.W, s.H) mp.state = mp.choosing mp.active = mp.launch mp.active.activate(screenActive) eng.SetColor(1, 1, 1, 1) // White as default background. }
// Create is the engine callback for initial asset creation. func (fm *fmtag) Create(eng vu.Eng, s *vu.State) { fm.view = eng.Root().NewView() fm.view.SetUI() eng.SetColor(0.95, 0.95, 0.95, 1) // create the panel layout examples. fm.layouts = append(fm.layouts, fm.simpleLayout(eng, s.W, s.H)) fm.layouts = append(fm.layouts, fm.spanLayout(eng, s.W, s.H)) fm.layouts = append(fm.layouts, fm.grabLayout(eng)) fm.layouts = append(fm.layouts, fm.largeLayout(eng, s.W, s.H)) fm.layouts = append(fm.layouts, fm.doubleLayout(eng)) fm.layouts[fm.example].setVisible(true) // set non default engine state. fm.resize(s.W, s.H) }
// Create is the engine callback for initial asset creation. func (ma *matag) Create(eng vu.Eng, s *vu.State) { ma.run = 10 // move so many cubes worth in one second. ma.spin = 270 // spin so many degrees in one second. ma.top = eng.Root().NewPov() ma.view = ma.top.NewView() ma.cam = ma.view.Cam() ma.cam.SetPerspective(60, float64(800)/float64(600), 0.1, 50) ma.cam.SetLocation(0, 3, 10) // load any available IQM/E models. The loaded model data is fed to // the animation capable shader "anim". for _, modelFile := range ma.modelFiles() { pov := ma.top.NewPov() pov.SetScale(-1, 1, 1) if modelFile == "runner" { pov.SetScale(-3, 3, 3) // Runner is a bit small. } pov.Spin(-90, 0, 0) // Have the model face the camera. pov.SetVisible(false) // Hide initially. // Most IQ* files are expected to be animated. // Use a "uv" shader to handle IQ* files without animations. pov.NewModel("anim").LoadAnim(modelFile) ma.models = append(ma.models, pov) ma.names = append(ma.names, modelFile) } ma.model = ma.models[ma.index] // should always have at least one. ma.model.SetVisible(true) // Have a lighter default background. eng.SetColor(0.15, 0.15, 0.15, 1) // Create a banner to show the model name. top2D := eng.Root().NewPov() view2D := top2D.NewView() view2D.SetUI() ma.ui = view2D.Cam() ma.ui.SetOrthographic(0, float64(s.W), 0, float64(s.H), 0, 10) title := top2D.NewPov() title.SetLocation(10, 5, 0) ma.title = title.NewModel("uv").AddTex("lucidiaSu22White").LoadFont("lucidiaSu22") ma.title.SetPhrase(" ") }
// Create is the engine callback for initial asset creation. func (ff *fftag) Create(eng vu.Eng, s *vu.State) { rand.Seed(time.Now().UTC().UnixNano()) // create the overlay ff.top = eng.Root().NewPov() view := ff.top.NewView() view.SetUI() ff.cam = view.Cam() ff.mmap = ff.top.NewPov().SetScale(10, 10, 0) ff.mmap.SetLocation(30, 30, 0) // populate the map ff.msize = 69 ff.plan = grid.New(grid.ROOMS_SKIRMISH) ff.plan.Generate(ff.msize, ff.msize) width, height := ff.plan.Size() for x := 0; x < width; x++ { for y := 0; y < height; y++ { if ff.plan.IsOpen(x, y) { block := ff.mmap.NewPov() block.SetLocation(float64(x), float64(y), 0) block.NewModel("uv").LoadMesh("icon").AddTex("wall") ff.spots = append(ff.spots, ff.id(x, y)) } } } // populate chasers and a goal. numChasers := 30 for cnt := 0; cnt < numChasers; cnt++ { chaser := ff.mmap.NewPov() chaser.NewModel("uv").LoadMesh("icon").AddTex("token") ff.chasers = append(ff.chasers, chaser) } ff.goal = ff.mmap.NewPov() ff.goal.NewModel("uv").LoadMesh("icon").AddTex("goal") ff.flow = grid.NewFlow(ff.plan) // flow field for the given plan. ff.resetLocations() // set non default engine state. eng.SetColor(0.15, 0.15, 0.15, 1) ff.resize(s.W, s.H) }
// Create is the engine callback for initial asset creation. func (rc *rctag) Create(eng vu.Eng, s *vu.State) { top := eng.Root().NewPov() view := top.NewView() rc.cam = view.Cam() rc.cam.SetPitch(45) // Tilt the camera and rc.cam.SetLocation(0, -14, 14) // ...point directly at 0, 0, 0 rc.gsize = 32 // 4x8 ie. image is 4x4 grid, tile.obj is oversampled by 8. // The ray cast target is a plane displaying the image of a 32x32 grid. rc.fsize = 10.0 // 2x2 plane to 20x20 plane. rc.floor = top.NewPov() // create the floor. rc.floor.NewBody(vu.NewPlane(0, 0, -1)) // the floors ray intersect shape. rc.floor.SetScale(rc.fsize, rc.fsize, 0) // scale the model to fsize. m := rc.floor.NewModel("uv").LoadMesh("tile") // put the image on the floor. m.AddTex("tile").SetTexMode(0, vu.TEX_REPEAT) // create a selected tile tracker. rc.hilite = top.NewPov().SetScale(0.625, 0.625, 0.001) // scale to cover a single tile. rc.hilite.NewModel("uv").LoadMesh("icon").AddTex("image") // Put spheres at the floor corners. rc.s0 = rc.makeSphere(top, 10, 10, 0, 1, 0, 0) rc.s1 = rc.makeSphere(top, -10, 10, 0, 0, 1, 0) rc.s2 = rc.makeSphere(top, 10, -10, 0, 0, 0, 1) rc.s3 = rc.makeSphere(top, -10, -10, 0, 1, 1, 0) // Add a banner to show the currently selected grid location. top2D := eng.Root().NewPov() view2D := top2D.NewView() view2D.SetUI() rc.ui = view2D.Cam() rc.banner = top2D.NewPov() rc.banner.SetLocation(100, 100, 0) rc.banner.SetVisible(false) m = rc.banner.NewModel("uv").AddTex("lucidiaSu22White") m.LoadFont("lucidiaSu22").SetPhrase("Overlay Text") // set non default engine state. eng.SetColor(0.2, 0.2, 0.2, 1.0) rc.resize(s.W, s.H) }
// Create is the engine callback for initial asset creation. func (ps *pstag) Create(eng vu.Eng, s *vu.State) { ps.run = 10 // move so many cubes worth in one second. ps.spin = 270 // spin so many degrees in one second. ps.live = []*vu.EffectParticle{} ps.random = rand.New(rand.NewSource(time.Now().UTC().UnixNano())) view := eng.Root().NewView() ps.cam = view.Cam() ps.cam.SetPerspective(60, float64(800)/float64(600), 0.1, 50) ps.cam.SetLocation(0, 0, 2.5) // A GPU/shader based particle example using a particle shader. gpu := eng.Root().NewPov() gpu.SetVisible(false) m := gpu.NewModel("particle").AddTex("particle") m.NewMesh("gpu").SetDrawMode(vu.POINTS).SetDepth(false) ps.makeParticles(m) ps.effects = append(ps.effects, gpu) // A CPU/shader based particle example using an effect shader. cpu := eng.Root().NewPov() cpu.SetVisible(false) m = cpu.NewModel("effect").AddTex("particle").SetDrawMode(vu.POINTS) m.SetEffect(ps.fall, 250) ps.effects = append(ps.effects, cpu) // A jet engine exhaust attempt. // FUTURE: update textures to look like engine exhaust. jet := eng.Root().NewPov().SetLocation(0, -1, 0) jet.SetVisible(false) m = jet.NewModel("exhaust").AddTex("exhaust").SetDrawMode(vu.POINTS) m.SetEffect(ps.vent, 40) ps.effects = append(ps.effects, jet) // Make the first particle effect visible to kick things off. ps.effect = ps.effects[ps.index] ps.effect.SetVisible(true) // Non default engine state. Have a lighter default background. eng.SetColor(0.15, 0.15, 0.15, 1) }