I had my first go at binding keys to Gladius events last night. My approach was very much that of a web developer, not a Gladius developer (using
document.addEventListener()
instead of gladius-input). Before trying the Gladius way, I think this is a good time to upgrade from version 0.1 that I have been using to the newer 0.2.I have a local copy of the Gladius repository, so I merge the most recent changes on GitHub into my local copy. I copy the updated and new Gladius files into my "gladius-my" example/testing repository:
➜ scripts git:(gh-pages) cp ../../gladius/gladius-* .(I really cannot wait until Dart packages become the norm)
I reload my planetary retrograde simulation to find a blank page and the usual JavaScript console output:
CubicVR Log: Calibrated maximum lights per pass to: 8These early versions of Gladius have the annoying habit of silently swallowing errors and it seems that this is another case. The tried-and-true technique of
console.log("here")
eventually tells me that the the problem is at the very outset of my game()
function. Specifically, the Space
class is no longer declared as: function game( engine, resources ) {
var space = new engine.simulation.Space();
console.log("here");
// ...
}
Instead, the Space
class is now a top-level namespaced class and has been renamed as SimulationSpace
. Making the change in my game()
function gets me past that error: function game( engine, resources ) {
var space = new engine.SimulationSpace();
// ...
}
I still see a blank page and no JavaScript console errors, however.It also seems that
engine.Simulation.Entity
has been mercifully shortened to engine.Entity
, meaning that things like: var sun = new engine.simulation.Entity( "sun",
[
new engine.core.Transform(),
new cubicvr.Model( resources.mesh, resources.sun_material )
]
);
Are now written as: var sun = new engine.Entity( "sun",
[
new engine.core.Transform(),
new cubicvr.Model( resources.mesh, resources.sun_material )
]
);
I am always happy when a breaking API change results in fewer characters. So I make that change as well and my solar system simulator is again working, this time on Gladius 0.2:I am eager to begin playing with some of the newer and better documented features of Gladius, but I call it a night here. I have much scheming that won't scheme itself.
Day #435
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