import alasgar
# Creates a window named Step7
window("Step7", 830, 415)
let
# Creates a new scene
scene = newScene()
# Creates the camera entity
cameraEntity = newEntity(scene, "Camera")
# Sets the background color
scene.background = parseHex("d7d1bf")
# Sets the camera position
cameraEntity.transform.position = vec3(5, 5, 5)
# Adds a perspective camera component to entity
add(
cameraEntity,
newPerspectiveCamera(
75,
runtime.ratio,
0.1,
100.0,
vec3(0) - cameraEntity.transform.position
)
)
# Makes the camera entity child of the scene
add(scene, cameraEntity)
# Creates the cube entity, by default position is 0, 0, 0
let cubeEntity = newEntity(scene, "Cube")
# Add a cube mesh component to entity
add(cubeEntity, newCubeMesh())
# Adds a script component to the cube entity
program(cubeEntity, proc(script: ScriptComponent) =
let t = 2 * runtime.age
# Rotates the cube using euler angles
script.transform.euler = vec3(
sin(t),
cos(t),
sin(t) * cos(t),
)
)
# Makes the cube enity child of the scene
add(scene, cubeEntity)
# Scale it up
cubeEntity.transform.scale = vec3(2)
# Sets the diffuse color
cubeEntity.material.diffuseColor = parseHtmlName("White")
# Sets albedo map
cubeEntity.material.albedoMap = newTexture("res://tiles08-diffuse.jpg")
#cubeEntity.material.normalMap = newTexture("res://tiles08-normal.jpg")
# Creates the light entity
let lightEntity = newEntity(scene, "Light")
# Sets light position
lightEntity.transform.position = vec3(3, 5, 4)
# Adds a point light component to entity
add(
lightEntity,
newPointLightComponent()
)
# Adds a script component to the point light entity
program(lightEntity, proc(script: ScriptComponent) =
let
t = runtime.age
# Access to the point light component.
light = script[PointLightComponent]
# Or you can access it by calling getComponent function:
# let light = get[PointLightComponent](script)
# Changes light color
light.color = color(
abs(sin(t)),
1,
abs(cos(t))
)
# Change luminance, will be between 250 and 750
light.luminance = 100.0 + 50 * sin(t)
)
# Makes the light entity child of the scene
add(scene, lightEntity)
# Renders an empty scene
render(scene)
# Runs game main loop
loop()