matrix-engine
Version:
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
75 lines (57 loc) • 2.39 kB
JavaScript
// Editor mode
import {sys, ActivateModifiers, loadEditor, runEditor, loadEditorObjects, APPLICATION} from 'visual-js';
var runTextureEditor = (curTexId) => {
// Visual-JS 3 part
// must be fixed - double call
if(typeof window.RESOURCE !== 'undefined') return;
// Final build
// READONLY_LINE APPLICATION.EDITOR = false;
ActivateModifiers();
// Run editor
runEditor();
loadEditor();
sys.DOM.CREATE_SURFACE("SURF", curTexId, 100, 99.4, "DIAMETRIC");
actualTexture.ENGINE.CREATE_MODUL("STARTER");
let smodul = actualTexture.ENGINE.MODULES.ACCESS_MODULE("STARTER");
// FIX ONLY FOR GUI EDITOR
// document.body.style.marginTop = '-19px'
// Run editor only !
loadEditorObjects();
sys.SCRIPT.LOAD("res/animations/resource.js").then(() => {
sys.SCRIPT.LOAD("starter/visual.js").then(() => {
console.log('res/animations/resource.js and visual editor objects...')
// addEventListener('postScriptReady', () => {
console.log('Now access object created from editor TEST ! => ', smodul)
// return;
// --------------------------
// Manual code
// --------------------------
// console.log('NIDZA TEST EDITOR TEST HELLO ', HELLO)
// if you setup in manifest
// IMAGE_LOADER_PREFIX : false , you can put full url
// if you setup true , path have prefix /res/animations/
// RESOURCE.Tiles = {source: ["pil_black/pil-black.png"]};
// RESOURCE.Lock = {source: ["pil_black/pil-black.png"]};
// smodul.GAME_OBJECTS.ACCESS("HELLO").CREATE_ANIMATION( SURF , "DRAW_FRAME" ,0 , RESOURCE.Lock , 1111123123 , "no" , 1,11,1,1,1) ;
/*
var ROT_DELTA = new sys.MATH.OSCILLATOR(0, 90, 5);
var POS_DELTA = new sys.MATH.OSCILLATOR(1, 80, 1);
HELLO.ON_UPDATE = function() {
HELLO.POSITION.TRANSLATE(10, POS_DELTA.UPDATE());
};
noname.ON_UPDATE = function() {
noname.ANIMATION.ROTATE.ANGLE = ROT_DELTA.UPDATE();
noname.POSITION.TRANSLATE(POS_DELTA.UPDATE(), 45);
};
TEST.ON_UPDATE = function() {
TEST.ANIMATION.ROTATE.ANGLE = ROT_DELTA.UPDATE();
};
*/
// --------------------------
})
});
}
// Automatic run
runTextureEditor('actualTexture');
// Easy console access
window.runTextureEditor = runTextureEditor;