lul
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193
Assets/lua/scene.lua
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193
Assets/lua/scene.lua
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-- ============================================================================
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-- scene.lua - Scene-level script for the PSXSplash test scene
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-- ============================================================================
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-- Tests: onSceneCreationStart, onSceneCreationEnd, onTriggerEnter/Exit (scene),
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-- Persist, UI, Audio, Controls, Cutscene, Scene, Timer, Debug, PSXMath
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-- HUD handles (resolved in onSceneCreationEnd)
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local hudCanvas = -1
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local scoreText = -1
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local statusText = -1
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local healthBar = -1
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local dialogueCanvas = -1
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local dialogueText = -1
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-- State
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local health = 100
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local inDialogue = false
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local dialogueLines = {}
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local dialogueLine = 0
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function onSceneCreationStart()
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Debug.Log("=== PSXSplash Test Scene ===")
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Debug.Log("Scene index: " .. Scene.GetIndex())
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-- Restore score from previous scene (tests Persist)
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local score = Persist.Get("score") or 0
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Debug.Log("Loaded score from persist: " .. score)
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end
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function onSceneCreationEnd()
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Debug.Log("Scene creation complete at frame " .. Timer.GetFrameCount())
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-- Resolve UI handles
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hudCanvas = UI.FindCanvas("HUD")
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if hudCanvas >= 0 then
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scoreText = UI.FindElement(hudCanvas, "ScoreText")
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statusText = UI.FindElement(hudCanvas, "StatusText")
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healthBar = UI.FindElement(hudCanvas, "HealthBar")
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UI.SetCanvasVisible(hudCanvas, true)
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updateScoreDisplay()
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updateHealthBar()
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setStatus("Welcome! Explore the test room.")
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end
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dialogueCanvas = UI.FindCanvas("Dialogue")
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if dialogueCanvas >= 0 then
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dialogueText = UI.FindElement(dialogueCanvas, "DialogueText")
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UI.SetCanvasVisible(dialogueCanvas, false)
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end
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-- Play ambient looping cutscene (tests loop feature)
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Cutscene.Play("ambient_spin", {loop = true})
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-- Test PSXMath functions
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local clamped = PSXMath.Clamp(150, 0, 100)
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local lerped = PSXMath.Lerp(0, 10, 1)
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local sign = PSXMath.Sign(-42)
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local abs = PSXMath.Abs(-7)
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local mn = PSXMath.Min(3, 5)
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local mx = PSXMath.Max(3, 5)
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Debug.Log("PSXMath tests: clamp=" .. clamped .. " lerp=" .. lerped
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.. " sign=" .. sign .. " abs=" .. abs .. " min=" .. mn .. " max=" .. mx)
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-- Test Vec3 functions
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local a = Vec3.new(1, 0, 0)
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local b = Vec3.new(0, 1, 0)
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local c = Vec3.add(a, b)
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local d = Vec3.cross(a, b)
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local dist = Vec3.distance(a, b)
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Debug.Log("Vec3 tests: add=" .. c.x .. "," .. c.y .. "," .. c.z
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.. " cross=" .. d.x .. "," .. d.y .. "," .. d.z
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.. " dist=" .. dist)
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end
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-- ============================================================================
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-- Scene-level trigger callbacks (PSXTriggerBox)
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-- ============================================================================
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function onTriggerEnter(triggerIndex)
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Debug.Log("Trigger entered: " .. triggerIndex)
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if triggerIndex == 0 then
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-- Trigger 0: Cutscene zone
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setStatus("Cutscene playing...")
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Controls.SetEnabled(false)
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Cutscene.Play("camera_flyover", {
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onComplete = function()
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Controls.SetEnabled(true)
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setStatus("Cutscene complete!")
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end
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})
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elseif triggerIndex == 1 then
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-- Trigger 1: Damage zone
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health = PSXMath.Clamp(health - 25, 0, 100)
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updateHealthBar()
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setStatus("Ouch! Health: " .. health)
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if health <= 0 then
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setStatus("You died! Reloading...")
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Controls.SetEnabled(false)
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Persist.Set("score", 0)
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Scene.Load(Scene.GetIndex())
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end
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elseif triggerIndex == 2 then
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-- Trigger 2: Scene transition portal
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setStatus("Loading next scene...")
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Persist.Set("came_from", Scene.GetIndex())
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Scene.Load(0) -- Reload scene 0 as demo
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end
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end
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function onTriggerExit(triggerIndex)
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Debug.Log("Trigger exited: " .. triggerIndex)
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if triggerIndex == 0 then
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setStatus("Left cutscene zone")
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elseif triggerIndex == 1 then
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setStatus("Escaped damage zone")
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end
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end
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-- ============================================================================
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-- Dialogue system (called from NPC scripts)
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-- ============================================================================
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function startDialogue(lines)
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if inDialogue then return end
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inDialogue = true
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dialogueLines = lines
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dialogueLine = 1
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Controls.SetEnabled(false)
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showDialogueLine()
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end
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function showDialogueLine()
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if dialogueCanvas >= 0 then
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UI.SetCanvasVisible(dialogueCanvas, true)
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if dialogueText >= 0 and dialogueLine <= #dialogueLines then
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UI.SetText(dialogueText, dialogueLines[dialogueLine])
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end
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end
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end
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function advanceDialogue()
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if not inDialogue then return end
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dialogueLine = dialogueLine + 1
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if dialogueLine > #dialogueLines then
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endDialogue()
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else
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showDialogueLine()
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end
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end
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function endDialogue()
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inDialogue = false
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Controls.SetEnabled(true)
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if dialogueCanvas >= 0 then
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UI.SetCanvasVisible(dialogueCanvas, false)
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end
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end
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function isInDialogue()
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return inDialogue
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end
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-- ============================================================================
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-- Helpers
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-- ============================================================================
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function updateScoreDisplay()
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if scoreText >= 0 then
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local score = Persist.Get("score") or 0
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UI.SetText(scoreText, "Score: " .. score)
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end
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end
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function updateHealthBar()
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if healthBar >= 0 then
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UI.SetProgress(healthBar, health)
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end
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end
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function setStatus(msg)
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Debug.Log("[Status] " .. msg)
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if statusText >= 0 then
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UI.SetText(statusText, msg)
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end
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end
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function addScore(amount)
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local score = (Persist.Get("score") or 0) + amount
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Persist.Set("score", score)
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updateScoreDisplay()
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end
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