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matrix-engine

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basic_timeline improved, VT func setup vide html element id with name arg.- DISABLE RAYCAST DEBUG TEST [2.3.3] Fix for GUI win desktop [2.3.0] DestrucMesh solution & loading convex objs for physics BASIC, SpriteAnimation CPU/texture solution added, Improv

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// Final build import {sys, ActivateModifiers, application} from 'visual-js'; // For dev stage // import {sys, ActivateModifiers, loadEditor, runEditor, loadEditorObjects} from 'visual-js'; // npm run build.tex.editor // BUILD FROM EDITOR TO REAL JS FILE // It is auto-generated file ./starter/visual.js [from cache/ folder] // If you wanna multiply use of texture editor // just rename ./starter/actual.final.js // and then use `sys.SCRIPT.LOAD("starter/actual.final.js").then(() => {` // Lets make another texture editor file... // DISABLE NOW EDITOR var runTextureEditor = (curTexId) => { // Visual-JS 3 part // must be fixed - double call if(typeof window.RESOURCE !== 'undefined') return; // Final build application.EDITOR = false; ActivateModifiers(); // Run editor // runEditor(); // loadEditor(); - this load keyboard and other gui staff no need now. sys.DOM.CREATE_SURFACE("SURF", curTexId, 100, 99.4, "DIAMETRIC"); actualTexture.ENGINE.CREATE_MODUL("STARTER"); /** * @description * Create non-editor game objects here (from code) */ let smodul = actualTexture.ENGINE.MODULES.ACCESS_MODULE("STARTER"); // smodul.NEW_OBJECT("IamNewObject", 25, 50, 12, 25, 10); // Run editor only ! // loadEditorObjects(); sys.SCRIPT.LOAD("res/animations/resource.js").then(() => { // addEventListener('postScriptReady', () => { sys.SCRIPT.LOAD("starter/actual.final.js").then(() => { // Access console.log("window.parent.matrixEngine.App.scene.outsideBox.streamTextures ", window.parent.matrixEngine.App.scene.outsideBox.streamTextures) var posGreen = new sys.MATH.OSCILLATOR(10, 80, 1); var posBlend1 = new sys.MATH.OSCILLATOR(-30, 120, 2); pilLeft.ANIMATION.ROTATE.ANGLE = 90; pilRight.ANIMATION.ROTATE.ANGLE = 90; pilLeft.POSITION.SET_POSITION(-185, 230); text1.TEXTBOX.font = '33px stormfaze'; title.TEXTBOX.font = '43px stormfaze'; // VJS3 Staff pilLeft.ON_UPDATE = function() { test.ANIMATION.ROTATE.ANGLE++; pilGreen.POSITION.TRANSLATE(8, posGreen.UPDATE()); blend1.POSITION.TRANSLATE(8, posBlend1.UPDATE()); }; }); }); } // Automatic run runTextureEditor('actualTexture'); // Easy console access window.runTextureEditor = runTextureEditor;