set text on the fly, fps count
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6eaf11cc02
commit
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@ -348,6 +348,11 @@ class GUIText extends Node2D {
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}
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}
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}
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}
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setText (str) {
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this.text = str
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this.mesh = null
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}
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createMesh (gl) {
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createMesh (gl) {
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this.mesh = this.font.createTextMesh(gl, this)
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this.mesh = this.font.createTextMesh(gl, this)
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}
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}
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10
src/index.js
10
src/index.js
@ -53,7 +53,7 @@ async function pipeline () {
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new Dim4(-0.9, 0.0, 0.9, 0.0), new Dim4(0.1, 0.0, 0.1, 0.0))
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new Dim4(-0.9, 0.0, 0.9, 0.0), new Dim4(0.1, 0.0, 0.1, 0.0))
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]
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]
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// Nesting test
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// Nesting test
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itms[0].addChild(new GUIText('this project is coded by an idiot', arialFont, 1.5, new Dim4(0.1, 0.0, -0.1, 0.0), new Dim4(1.0, 0.0, 0.3, 0.0), false))
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itms[0].addChild(new GUIText('this project is coded by an idiot', arialFont, 0.8, new Dim4(0.2, 0.0, 0.0, 0.0), new Dim4(1.0, 0.0, 0.3, 0.0), false))
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itms[0].children[0].color = [0.0, 0.2, 1.0]
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itms[0].children[0].color = [0.0, 0.2, 1.0]
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// Create a height map based on OpenSimplex noise
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// Create a height map based on OpenSimplex noise
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@ -86,6 +86,7 @@ async function pipeline () {
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await skybox.initialize(game.gl)
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await skybox.initialize(game.gl)
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// Update function for camera and terrain
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// Update function for camera and terrain
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let fpsTimer = 0
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game.addUpdateFunction(function (dt) {
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game.addUpdateFunction(function (dt) {
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if (game.input.isDown('w')) {
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if (game.input.isDown('w')) {
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cam.processKeyboard(0, dt)
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cam.processKeyboard(0, dt)
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@ -123,6 +124,13 @@ async function pipeline () {
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// Ripple water
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// Ripple water
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water.update(dt)
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water.update(dt)
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// Set text to FPS
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fpsTimer++
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if (fpsTimer === 10) {
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itms[0].children[0].setText(game.fps + ' fps')
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fpsTimer = 0
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}
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})
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})
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function drawEverything (gl) {
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function drawEverything (gl) {
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