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function init(self) self.center = vmath.vector3(360, 360, 0) -- <1> self.radius = 160 -- <2> self.speed = 2 -- <3> self.t = 0 -- <4> end function update(self, dt) self.t = self.t + dt -- <5> local dx = math.sin(self.t * self.speed) * self.radius -- <6> local dy = math.cos(self.t * self.speed) * self.radius local pos = vmath.vector3() -- <7> pos.x = self.center.x + dx -- <8> pos.y = self.center.y + dy go.set_position(pos) -- <9> end --[[ 1. Store the center of rotation in the script instance (available through `self`). 2. Store the movement radius. 3. Store the movement speed. 4. Store the elapsed time, in seconds. 5. Increase the elapsed time with `dt`, the delta time elapsed since last call to `update()`. 6. Compute offsets along the X and Y axis. We're using `sinus` and `cosinus` of the current time, scaled with `self.speed`, which will plot points along a circle with radius `self.radius`. 7. Create a new `vector3` which will contain the computed position. 8. Set the `x` and `y` components of the vector to the rotation center plus offsets along X and Y axis. 9. Set the computed position on the current game object. --]]
If you want to play with these examples, you can get the project on Github.
Do you want to see more examples? Why not write a few yourself and submit a pull request? We love contributions.GITHUB