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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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// 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;