diff --git a/docs/lua/examples/Mario-Run.lua b/docs/lua/examples/Mario-Run.lua index 68a1cf92..3ea0ee69 100644 --- a/docs/lua/examples/Mario-Run.lua +++ b/docs/lua/examples/Mario-Run.lua @@ -1,23 +1,16 @@ -- name: Mario RUN! -- description: Mario is constantly running. -Threshold = 50 --set Threshold to 50 +local speedThreshold = 50 -function mario_update(m) - --Prevent mario from ideling - if m.action == ACT_IDLE then --If idle - set_mario_action(m, ACT_WALKING, 0) --Make Mario walk +local function mario_update(m) + --Prevent mario from crouching or idling + if m.action == ACT_IDLE or m.action == ACT_CROUCHING then + set_mario_action(m, ACT_WALKING, 0) end - --Crouching doesnt apply vel so prevent that - if m.action == ACT_CROUCHING then --If crouching - set_mario_action(m, ACT_WALKING, 0) --Make Mario walk - end - - --Speed floor - if (m.forwardVel > Threshold) and (m.forwardVel < Threshold) then --If Mario isn't moveing fast enough - m.forwardVel = Threshold --set forwards velocity to whatevet the threashold is set to - end + -- Ensures that Mario moves at a speed greater than or equal to speedThreshold + m.forwardVel = math.max(m.forwardVel,speedThreshold) end -- hooks -- diff --git a/docs/lua/examples/Moonjump.lua b/docs/lua/examples/Moonjump.lua index 9100852a..52446dde 100644 --- a/docs/lua/examples/Moonjump.lua +++ b/docs/lua/examples/Moonjump.lua @@ -1,7 +1,8 @@ -- name: MoonJump -- description: Hold the A button to Moonjump -function mario_update(m) - if (m.controller.buttonDown & A_BUTTON) ~= 0 then --If the A button is pressed + +local function mario_update(m) + if (m.controller.buttonDown & A_BUTTON) ~= 0 then --If the A button is held m.vel.y = 25 --Set Y velocity to 25 end end diff --git a/docs/lua/examples/hud.lua b/docs/lua/examples/hud.lua index 1377ba80..16bbc354 100644 --- a/docs/lua/examples/hud.lua +++ b/docs/lua/examples/hud.lua @@ -1,15 +1,15 @@ -- This file is an example of how to render to the screen -rainbow = 0 +local rainbow = 0 -function test_text() +local function test_text() -- set text and scale local text = "This is example text in the bottom right." local scale = 1 -- render to native screen space, with the MENU font - djui_hud_set_resolution(RESOLUTION_DJUI); - djui_hud_set_font(FONT_MENU); + djui_hud_set_resolution(RESOLUTION_DJUI) + djui_hud_set_font(FONT_MENU) -- get width of screen and text local screenWidth = djui_hud_get_screen_width() @@ -24,31 +24,23 @@ function test_text() local y = screenHeight - height -- set color and render - djui_hud_set_color(255, 0, 255, 255); - djui_hud_print_text(text, x, y, scale); + djui_hud_set_color(255, 0, 255, 255) + djui_hud_print_text(text, x, y, scale) end -function test_texture() +local function test_texture() -- render to N64's screen space djui_hud_set_resolution(RESOLUTION_N64) -- get player's character texture local tex = gMarioStates[0].character.hudHeadTexture - -- set scale - local wscale = 1 - local hscale = 1 - - -- set position - local x = 256 - local y = 64 - - -- set color and render + -- color and render djui_hud_set_color(255, 0, 255, 255) - djui_hud_render_texture(tex, x, y, wscale, hscale) + djui_hud_render_texture(tex, 256, 64, 1, 1) end -function test_rect() +local function test_rect() -- render to native screen space djui_hud_set_resolution(RESOLUTION_DJUI) @@ -85,15 +77,31 @@ function test_rect() djui_hud_render_rect(x, y, w, h) end -function test_rainbow_text() + +local function test_mouse() + -- render to native screen space (recommended for this) + djui_hud_set_resolution(RESOLUTION_DJUI) + + -- get mouse position + local mouseX = djui_hud_get_mouse_x() + local mouseY = djui_hud_get_mouse_y() + + local scale = 4 + + -- set color and render + djui_hud_set_color(255, 255, 255, 255) + djui_hud_render_texture(gTextures.arrow_up, mouseX, mouseY, scale, scale) +end + +local function test_rainbow_text() -- this function is incredibly silly -- don't do anything like this local res = RESOLUTION_DJUI local text = "HELLO WORLD" local scale = 3 - djui_hud_set_resolution(res); - djui_hud_set_font(FONT_NORMAL); + djui_hud_set_resolution(res) + djui_hud_set_font(FONT_NORMAL) for i=0,255 do j = rainbow / 50 @@ -107,17 +115,110 @@ function test_rainbow_text() g = 0 b = 0 end - djui_hud_set_color(r, g, b, i); - djui_hud_print_text(text, x, y, scale); + djui_hud_set_color(r, g, b, i) + djui_hud_print_text(text, x, y, scale) end rainbow = rainbow + 1 end -function on_hud_render() +local function test_rotation() + -- render to native screen space + djui_hud_set_resolution(RESOLUTION_DJUI) + + -- get SM64 global timer + local gt = get_global_timer() + + -- rotate object around pivot (center) + djui_hud_set_rotation(gt * 512, 0.5, 0.5) + + -- color and render + djui_hud_set_color(255, 255, 0, 128) + djui_hud_render_rect(1280, 512, 64, 64) + + -- rotate object around pivot (top-left); color and render + djui_hud_set_rotation(gt * 512, 0, 0) + djui_hud_set_color(0, 255, 255, 128) + djui_hud_render_rect(1280, 512, 64, 64) + + -- rotate object around pivot (bottom-right); color and render + djui_hud_set_rotation(gt * 512, 1, 1) + djui_hud_set_color(255, 0, 255, 128) + djui_hud_render_rect(1280, 512, 64, 64) +end + +local function test_filtering() + local scale = 1 + + -- render to N64's screen space with the MENU font + djui_hud_set_resolution(RESOLUTION_N64) + djui_hud_set_font(FONT_HUD) + djui_hud_set_color(255, 255, 255, 255) + + -- get height of screen and text + local screenHeight = djui_hud_get_screen_height() + local height = 16 * scale + + local y = screenHeight - height + + -- set filtering and render + djui_hud_set_filter(FILTER_NEAREST) + djui_hud_print_text("NEAREST", 0, y, scale) + + -- adjust position + y = y - height + + -- set filtering and render + djui_hud_set_filter(FILTER_LINEAR) + djui_hud_print_text("LINEAR", 0, y, scale) +end + +local function test_world_to_screen() + -- render to N64's screen space (recommended for this) + djui_hud_set_resolution(RESOLUTION_N64) + + -- reset rotation and filtering from earlier + djui_hud_set_rotation(0, 0, 0) + djui_hud_set_filter(FILTER_NEAREST) + + local out = {x = 0, y = 0, z = 0} + djui_hud_world_pos_to_screen_pos(gMarioStates[0].pos,out) + + -- get player's character texture + local tex = gMarioStates[0].character.hudHeadTexture + + djui_hud_set_color(255, 255, 255, 255) + djui_hud_render_texture(tex, out.x, out.y, 1, 1) +end + + +local function on_hud_render() test_text() test_rect() test_texture() + test_mouse() test_rainbow_text() + test_rotation() + test_filtering() + test_world_to_screen() +end + +-- HOOK_ON_HUD_RENDER_BEHIND will render behind SM64's hud +local function on_hud_render_behind() + + local scale = 0.5 + local text = "This text renders behind SM64's HUD!" + + djui_hud_set_resolution(RESOLUTION_N64) + djui_hud_set_font(FONT_RECOLOR_HUD) + + local screenWidth = djui_hud_get_screen_width() + local width = djui_hud_measure_text(text) * scale + + local x = screenWidth - width + + djui_hud_set_color(0, 255, 255, 255) + djui_hud_print_text(text, x, 22, scale) end hook_event(HOOK_ON_HUD_RENDER, on_hud_render) +hook_event(HOOK_ON_HUD_RENDER_BEHIND, on_hud_render_behind) diff --git a/docs/lua/examples/water-level.lua b/docs/lua/examples/water-level.lua index 6a221bb9..3b6f2a46 100644 --- a/docs/lua/examples/water-level.lua +++ b/docs/lua/examples/water-level.lua @@ -1,27 +1,32 @@ -- name: Water Height Changer -- description: Use /waterset and /waterget to manipulate water height. -function on_get_command(msg) +local function on_get_command(msg) if not network_is_server() then djui_chat_message_create("You need to be the host!") return true end - djui_chat_message_create(tostring(get_environment_region(1))) - djui_chat_message_create(tostring(get_environment_region(2))) - return false + djui_chat_message_create(tostring(get_water_level(0))) + djui_chat_message_create(tostring(get_water_level(1))) + return true end -function on_set_command(msg) +local function on_set_command(msg) if not network_is_server() then djui_chat_message_create("You need to be the host!") return true end local num = tonumber(msg) - set_environment_region(1, num) - set_environment_region(2, num) - return false + if not num then + djui_chat_message_create("Not a number!") + return true + end + + set_water_level(0, num, true) + set_water_level(1, num, true) + return true end hook_chat_command("waterset", "to set the first two water levels", on_set_command)