//A quirk of the setup is that anything defined in the root of `init.toy` becomes a global object //To resolve that, the configuration is inside a block scope { import engine; import input; //input settings, mapping SDL2's virtual keys to event names mapInputEventToKeyDown("character_up", "w"); //event, keysym mapInputEventToKeyDown("character_left", "a"); //event, keysym mapInputEventToKeyDown("character_down", "s"); //event, keysym mapInputEventToKeyDown("character_right", "d"); //event, keysym mapInputEventToKeyUp("character_up", "w"); //event, keysym mapInputEventToKeyUp("character_left", "a"); //event, keysym mapInputEventToKeyUp("character_down", "s"); //event, keysym mapInputEventToKeyUp("character_right", "d"); //event, keysym mapInputEventToKeyDown("character_up", "up"); //event, keysym mapInputEventToKeyDown("character_left", "left"); //event, keysym mapInputEventToKeyDown("character_down", "down"); //event, keysym mapInputEventToKeyDown("character_right", "right"); //event, keysym mapInputEventToKeyUp("character_up", "up"); //event, keysym mapInputEventToKeyUp("character_left", "left"); //event, keysym mapInputEventToKeyUp("character_down", "down"); //event, keysym mapInputEventToKeyUp("character_right", "right"); //event, keysym mapInputEventToKeyDown("character_attack", "space"); //event, keysym //TODO: escape to kill the game //this function must always be called, or the engine won't run initWindow("Airport", 800, 600, false); //TODO: custom FPS setting //kick off the logic of the scene graph loadRootNode("scripts:/airplane.toy"); } //Globals go here