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Author | SHA1 | Date |
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Jill | b86c942732 | |
Jill | 1086c87426 |
33
MANUAL.md
33
MANUAL.md
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@ -303,6 +303,23 @@ end
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**Nested AFs are supported.** As with all complicated things in this template, check out the [`ActorFrame` example](#simple-actorframe-setup) for a simple working setup.
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An additional extra feature Uranium Template adds to assist with rendering multiple instances is the ability to pass in arguments through `Draw()`:
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```lua
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setDrawFunction(af, function(x, y)
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quad:xy(x, y)
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quad:Draw()
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end)
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function uranium.update()
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for x = 0, 3 do
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for y = 0, 3 do
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af:Draw(x, y)
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end
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end
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end
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```
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#### `ActorScroller`
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`ActorFrame` already has an extremely, _extremely_ complicated setup powering it in the back-end; and `ActorScroller` is way too niche for me to give it the same treatment. Sorry!
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@ -332,15 +349,13 @@ local sprite = Sprite('docs/uranium.png')
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local shader = Shader('src/shader.frag') -- returns a RageShaderProgram
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```
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Afterwards, call `setShader` on your actor. _Using `:SetShader` will not work._
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Afterwards, call `setShader` on your actor. You can call this outside of `uranium.init`, if you like.
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```lua
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function uranium.init()
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setShader(actor, shader)
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-- or
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setShaderfuck(shader)
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-- (don't forget to clearShaderfuck())
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end
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setShader(actor, shader)
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-- or
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setShaderfuck(shader)
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-- (don't forget to clearShaderfuck())
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```
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If you prefer, you can also inline shader code, as long as you don't mix files with inlined code in the same shader:
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@ -1339,9 +1354,7 @@ void main() {
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shader:uniform1f('yo', 1)
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shader:uniform1f('scale', 0.25)
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function uranium.init()
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setShader(sprite, shader)
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end
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setShader(sprite, shader)
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function uranium.update()
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shader:uniform1f('tx', t)
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2
template
2
template
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@ -1 +1 @@
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Subproject commit 70206204960a13bda1d1414fe517b09156344d36
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Subproject commit 99f8ab7f8bae6a95419881bb5dbe105c807ad3ba
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