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03_Frame.ini
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03_Frame.ini
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; orx - Tutorial config file
; Should be used with orx v.1.4+
[Display]
; In this example, we use the same size for the screen display than our camera's frustum so as to obtain a 1:1 ratio
ScreenWidth = @Camera.FrustumWidth
ScreenHeight = @Camera.FrustumHeight
Title = Frame Tutorial
[Resource]
Texture = ../data/object
[Input]
KEY_ESCAPE = Quit
MOUSE_LEFT = RotateLeft
MOUSE_RIGHT = RotateRight
KEY_LSHIFT = ScaleUp
KEY_LCTRL = ScaleDown
[Mouse]
ShowCursor = false
[Viewport]
Camera = Camera
;BackgroundColor = (128, 0, 128)
[Camera]
FrustumWidth = 800
FrustumHeight = 600
FrustumFar = 1.0
FrustumNear = 0.0
Position = (0.0, 0.0, -1.0)
[BoxGraphic]
Texture = box.png
Pivot = center
[ObjectTemplate]
; We will use this as template for all of our displayed objects
Graphic = BoxGraphic
Scale = 4.0
AngularVelocity = 180
[Object0@ObjectTemplate]
; The '@' sign means we inherit our properties from ObjectTemplate ones. We can of course override them locally at will
Position = (0.0, 0.0, -0.9)
[Object1@ObjectTemplate]
; The '@' sign means we inherit our properties from ObjectTemplate ones. We can of course override them locally at will
Color = (255, 0, 0)
Position = (-100.0, -100.0, 0.0)
[Object2@ObjectTemplate]
; The '@' sign means we inherit our properties from ObjectTemplate ones. We can of course override them locally at will
Color = (0, 255, 0)
Position = (100.0, -100.0, 0.0)
[Object3@ObjectTemplate]
; The '@' sign means we inherit our properties from ObjectTemplate ones. We can of course override them locally at will
Color = (0, 0, 255)
Position = (-100.0, 100.0, 0.0)
[Object4@ObjectTemplate]
; The '@' sign means we inherit our properties from ObjectTemplate ones. We can of course override them locally at will
Position = (100.0, 100.0, 0.0)
Color = (255, 255, 0)
[ParentObject]
; This defines an empty object that has no graphic property or any other kind of properties, beside a child list. We'll use it as a parent for our 4 objects
ChildList = Object3 # Object4