Vehicle template: /project.lua — code sample - Stingray Lua API Reference

Vehicle template: /project.lua — code sample

Code

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-- This implementation uses the default SimpleProject and the Project extensions are 
-- used to extend the SimpleProject behavior.

-- This is the global table name used by Appkit Basic project to extend behavior
Project = Project or {}

require 'script/lua/flow_callbacks'

Project.level_names = {
    menu = "content/levels/main_menu",
    vehicle = "content/levels/vehicle"
}

-- Can provide a config for the basic project, or it will use a default if not.
local SimpleProject = require 'core/appkit/lua/simple_project'
SimpleProject.config = {
    standalone_init_level_name = Project.level_names.menu,
    camera_unit = "core/appkit/units/camera/camera",
    camera_index = 1,
    shading_environment = nil, -- Will override levels that have env set in editor.
    create_free_cam_player = false, -- Project will provide its own player.
    exit_standalone_with_esc_key = false,
    loading_screen_materials = {"core/appkit/materials/loading_screen"},
    loading_screen_start_package = "loading_screen",
    loading_screen_end_package = "main",
    loading_screen_shading_env = "core/stingray_renderer/environments/midday/midday" -- Controls the shading environment used by default by the loading screen.
}

-- This optional function is called by SimpleProject after level, world and player is loaded 
-- but before lua trigger level loaded node is activated.
function Project.on_level_load_pre_flow()
    -- Spawn the player for all non-menu levels. level_name will be nil if this 
    -- is an unsaved Test Level.
    local level_name = SimpleProject.level_name
    if level_name == nil or level_name ~= Project.level_names.menu then
        local view_position = Appkit.editor_view_position or stingray.Vector3(0,0,0)
        local view_rotation = Appkit.editor_view_rotation or stingray.Quaternion.identity()
        local Player = require 'script/lua/player'
        Player.spawn_player(SimpleProject.level, view_position, view_rotation)
    elseif level_name == Project.level_names.menu then
        local MainMenu = require 'script/lua/main_menu'
        MainMenu.start()
    end
end

function Project.on_level_shutdown_post_flow()
end

-- Optional function called by SimpleProject after world update (we will probably want to split to pre/post appkit calls)
function Project.update(dt)
end

-- Optional function called by SimpleProject *before* appkit/world render
function Project.render()
end

-- Optional function called by SimpleProject *before* appkit/level/player/world shutdown
function Project.shutdown()
end

return Project