init { scene := { "entities": { "001": { "transform": { "rotation": { "x": 0.0, "y": 0.0, "z": 0.0 }, "scale": { "x": 1.0, "y": 1.0, "z": 1.0 }, "position": { "x": 0.0, "y": 0.0, "z": 0.0 } }, "mesh": { "sprite": "GameEngine/resources/enemy1.png", "type": "sprite" } }, "002": { "transform": { "rotation": { "x": 0.0, "y": 0.0, "z": 0.0 }, "scale": { "x": 1.0, "y": 1.0, "z": 1.0 }, "position": { "x": 0.0, "y": 0.0, "z": 0.0 } }, "mesh": { "sprite": "GameEngine/resources/enemy1.png", "type": "sprite" } } } } } native channel KeyEvent(kno:Int) { out scene.keys.{kno:Int}.state(curState:Int,keyEvent(nextState)) = nextState } native channel SceneUpdateEvent { out scene.time(time:Long,updateEvent(dt:Long)) = (time+dt) } native channel TimerEvent(tid:Str) { out timers.{tid:Str}.count(count:Long,tick()) = (count+1) } channel UpdateCameraPosition { out scene.camera.transform.position(curPos:Json,updateCameraPosition(x:Double,y:Double,z:Double)) = { "x": x, "y": y, "z": z } } native channel EntitySpriteUpdate(eid:Str) { in scene.entities.{eid:Str}.mesh(curMesh:Json,updateSprite(spritePath:Str)) = { "sprite": spritePath, "type": "sprite" } } native channel EntityScaleUpdate(eid:Str) { in scene.entities.{eid:Str}.transform.scale(curScale:Json,updateScale(nextScale.x,nextScale.y,nextScale.z)) = nextScale } native channel EntityPositionUpdate(eid:Str) { in scene.entities.{eid:Str}.transform.position(curPos:Json,updatePosition(nextPos.x,nextPos.y,nextPos.z)) = nextPos } native channel CameraProjectionUpdate { in scene.camera.projection(curProj:Json,updateProjection(curProj,nextProj)) = nextProj } native channel TimersUpdated { in timers(curTimers:Map,update(curTimers,nextTimers)) = nextTimers } native channel CameraPositionUpdate { in scene.camera.transform.position(curPos:Json,updatePosition(nextPos.x,nextPos.y,nextPos.z)) = nextPos } native channel SceneUpdate { in scene(curSc:Json,update(curSc,nextSc)) = nextSc } native channel CameraScaleUpdate { in scene.camera.transform.scale(curScale:Json,updateScale(nextScale.x,nextScale.y,nextScale.z)) = nextScale } native channel EntityRotationUpdate(eid:Str) { in scene.entities.{eid:Str}.transform.rotation(curRot:Json,updateRotation(nextRot.x,nextRot.y,nextRot.z)) = nextRot } native channel CameraRotationUpdate { in scene.camera.transform.rotation(curRot:Json,updateRotation(nextRot.x,nextRot.y,nextRot.z)) = nextRot }