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Copy pathmain.lua
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140 lines (105 loc) · 4.03 KB
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----------------------------------------------------------------
-- Copyright (c) 2010-2017 Zipline Games, Inc.
-- All Rights Reserved.
-- http://getmoai.com
----------------------------------------------------------------
MOAIDebugLinesMgr.setStyle ( MOAICollisionProp.DEBUG_DRAW_COLLISION_ACTIVE_PROP_BOUNDS, 2, 0, 0, 1 )
MOAIDebugLinesMgr.setStyle ( MOAICollisionProp.DEBUG_DRAW_COLLISION_ACTIVE_OVERLAP_PROP_BOUNDS, 2, 1, 1, 1 )
MOAIDebugLinesMgr.setStyle ( MOAICollisionProp.DEBUG_DRAW_COLLISION_ACTIVE_TOUCHED_PROP_BOUNDS, 2, 1, 0, 0 )
MOAIDebugLinesMgr.setStyle ( MOAICollisionProp.DEBUG_DRAW_COLLISION_OVERLAP_PROP_BOUNDS, 2, 0, 1, 0 )
MOAIDebugLinesMgr.setStyle ( MOAICollisionProp.DEBUG_DRAW_COLLISION_OVERLAPS, 4, 1, 0, 1 )
MOAIDebugLinesMgr.setStyle ( MOAICollisionProp.DEBUG_DRAW_COLLISION_WORLD_BOUNDS, 1, 0.5, 0.5, 0.5 )
MOAISim.openWindow ( "test", 320, 480 )
viewport = MOAIViewport.new ()
viewport:setSize ( 320, 480 )
viewport:setScale ( 320, -480 )
onOverlap = function ( event, prop1, prop2 )
local eventName
eventName = ( event == MOAICollisionWorld.OVERLAP_BEGIN ) and 'BEGIN' or eventName
eventName = ( event == MOAICollisionWorld.OVERLAP_END ) and 'END' or eventName
eventName = ( event == MOAICollisionWorld.OVERLAP_UPDATE ) and 'UPDATE' or eventName
print ( eventName, prop1, prop2 )
if event == MOAICollisionWorld.OVERLAP_END then print () end
end
world = MOAICollisionWorld.new ()
world:setCallback ( onOverlap )
world:start ()
layer = MOAIPartitionViewLayer.new ()
layer:setViewport ( viewport )
layer:pushRenderPass ()
debugLayer = MOAIPartitionViewLayer.new ()
debugLayer:setViewport ( viewport )
debugLayer:setLayerPartition ( world )
debugLayer:pushRenderPass ()
spriteDeck = MOAISpriteDeck2D.new ()
spriteDeck:setTexture ( '../resources/moai.png' )
spriteDeck:setRect ( -64, -64, 64, 64 )
spriteDeck:setUVRect ( 0, 0, 1, 1 )
--font = MOAIFont.new ()
--font:loadFromTTF ( '../resources/fonts/arial-rounded.TTF' )
collDeck = MOAICollisionDeck.new ()
collDeck:reserveShapes ( 1 )
collDeck:setQuad ( 1,
0, 64,
-64, 0,
0, -64,
64, 0
)
ready = function ( prop, x, y, group )
local coll = MOAICollisionProp.new ()
coll:setParent ( prop )
coll:setDeck ( collDeck )
--coll:setOverlapFlags ( MOAICollisionProp.OVERLAP_EVENTS_ON_UPDATE + MOAICollisionProp.OVERLAP_EVENTS_LIFECYCLE )
coll:setOverlapFlags ( MOAICollisionProp.OVERLAP_EVENTS_LIFECYCLE + MOAICollisionProp.OVERLAP_CALCULATE_BOUNDS )
--coll:setGroupMask ( group or MOAICollisionProp.CATEGORY_MASK_ALL )
coll:setPartition ( world )
return prop, coll
end
makePropWithColl = function ( x, y, group )
local prop = MOAIGraphicsProp.new ()
prop:setDeck ( spriteDeck )
prop:setPartition ( layer )
prop:setLoc ( x, y )
return ready ( prop, x, y, group )
end
--[[
makeTextWithColl = function ( text, size, x, y, group )
local label = MOAITextLabel.new ()
label:setString ( text )
label:setFont ( font )
label:setTextSize ( size )
label:setAlignment ( MOAITextBox.CENTER_JUSTIFY, MOAITextBox.CENTER_JUSTIFY )
label:setPartition ( layer )
return ready ( label, x, y, group )
end
]]--
local prop1, coll1 = makePropWithColl ( -70, 30 )
local prop2, coll2 = makePropWithColl ( 70, -30 )
--collDeck:setBox ( 1, -64, -64, 0, 64, 64, 0 )
--coll1:setBounds ( prop1:getBounds ())
--coll1:setDeck ( collDeck )
--coll2:setBounds ( prop1:getBounds ())
--local prop1 = makeTextWithColl ( 'TEXTY TEXT\nTEXT\nTEXTERSON', 22, -70, 0, 1 )
--local prop2 = makeTextWithColl ( 'TEXTY TEXT\nTEXT\nTEXTERSON', 22, 70, 0, 1 )
--local prop3 = makeTextWithColl ( 'TEXTY TEXT\nTEXT\nTEXTERSON', 22, 0, 0, 2 )
--prop1:moveRot ( 0, 0, 360, 5 )
--prop2:moveRot ( 0, 0, -360, 5 )
prop1:moveLoc ( 35, 0, 0, 5 )
prop1:moveRot ( 0, 0, 45, 5 )
prop2:moveLoc ( -35, 0, 0, 5 )
prop2:moveRot ( 0, 0, 45, 5 )
--[[
main = function ()
while true do
if coll1:hasOverlaps () then
print ( coll1, 'overlaps:', coll1:getOverlaps ())
end
if coll2:hasOverlaps () then
print ( coll2, 'overlaps:', coll2:getOverlaps ())
end
coroutine.yield ()
end
end
thread = MOAICoroutine.new ()
thread:run ( main )
]]--