The example spawns game objects and animates them using go.animate(). An alternative bunnymark test with more options can be found here.
bunnymark.script
local BUNNY_IMAGES = {
hash("rabbitv3_batman"),
hash("rabbitv3_bb8"),
hash("rabbitv3"),
hash("rabbitv3_ash"),
hash("rabbitv3_frankenstein"),
hash("rabbitv3_neo"),
hash("rabbitv3_sonic"),
hash("rabbitv3_spidey"),
hash("rabbitv3_stormtrooper"),
hash("rabbitv3_superman"),
hash("rabbitv3_tron"),
hash("rabbitv3_wolverine"),
}
local DISPLAY_WIDTH = sys.get_config_int("display.width")
local DISPLAY_HEIGHT = sys.get_config_int("display.height")
local SPAWN_COUNT = 1000
local function spawn(self, amount)
for i=1,amount do
local bunny = factory.create("#factory")
if bunny then
local img = BUNNY_IMAGES[math.random(1, #BUNNY_IMAGES)]
sprite.play_flipbook(msg.url(nil, bunny, "sprite"), img)
go.set_position(vmath.vector3(math.random(DISPLAY_WIDTH), DISPLAY_HEIGHT, 0), bunny)
go.animate(bunny, "position.y", go.PLAYBACK_LOOP_PINGPONG, 40, go.EASING_INQUAD, 2, math.random())
self.bunnies = self.bunnies + 1
else
print("Unable to create more bunnies")
break
end
end
end
function init(self)
msg.post(".", "acquire_input_focus")
self.frames = {}
self.bunnies = 0
spawn(self, SPAWN_COUNT)
end
function update(self, dt)
self.frames[#self.frames + 1] = socket.gettime()
local fps = 0
if #self.frames == 61 then
table.remove(self.frames, 1)
fps = 1 / ((self.frames[#self.frames] - self.frames[1]) / (#self.frames - 1))
end
label.set_text("#label", ("Bunnies: %d FPS: %.2f. Click to add more"):format(self.bunnies, fps))
end
function on_input(self, action_id, action)
if action_id == hash("touch") and action.released and action.y < 1030 then
spawn(self, SPAWN_COUNT)
end
end
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