Prototyping floor plans using slider UI system?

So to not confuse you guys with what I am trying to say. I am linking a video for a app on ios called Home Design 3D by anuman

https://youtu.be/O9xXLsXPDvI

Can we create a sliders UI system in the inspector window and use these sliders to transform basic shapes? rectangles, circles, and even have the ability to move them in x,y,z grid.

I would like to use this to create simple home floor plans at first A floor, some walls - done!
Once I get enough practice with the code, I can eventually do something better add some more intricate shapes.

I keep reading in here that Codea was meant to be used as a prototyping engine. What I am saying above in my mind is prototyping - so Codea should be able to do it?

Maybe not as deep as the video link, but on a simpler level?

please advise. thank you.

Yes you can use parameter.number("Name", min, max, callback) to create a named parameter slider. Then you can just reference the global variable Name in your code to use the value of the parameter (or write your code in the callback function.

@tactfulgamer Here’s a simple example of moving things around using the sliders.

PS. There’s going to be a lot more code to do what your video does.

function setup()
    parameter.integer("c1x",-50,50,0)
    parameter.integer("c1z",-50,50,0)
    parameter.integer("c2x",-50,50,20)
    parameter.integer("c2z",-50,50,20)
    parameter.integer("p1x",-45,45,20)
    assert(OrbitViewer, "Please include Cameras (not Camera) as a dependency")
    scene = craft.scene()
    v=scene.camera:add(OrbitViewer, vec3(0,0,0), 200, 0, 600)
    v.rx,v.ry=20,20
    createFloor()
    createWall1()
    createWall2()
    createRect1()
    createRect2()
    createPic1()
    print("Slide print window down")
end

function draw()
    update(DeltaTime)
    scene:draw()    
end

function update(dt)
    scene:update(dt)
    c1.position=vec3(c1x,0,c1z)
    c2.position=vec3(c2x,0,c2z)
    p1.position=vec3(p1x,15,49)
end

function createFloor() 
    f1=scene:entity()
    f1.position=vec3(0,-5,0)
    f1.model = craft.model.cube(vec3(100,1,100))
    f1.material = craft.material("Materials:Standard")
    f1.material.map = readImage("Blocks:Wood Red")
end

function createWall1() 
    f1=scene:entity()
    f1.position=vec3(50,10,0)
    f1.model = craft.model.cube(vec3(1,30,100))
    f1.material = craft.material("Materials:Standard")
    f1.material.map = readImage("Blocks:Trunk White Side")
end

function createWall2() 
    f1=scene:entity()
    f1.position=vec3(0,10,50)
    f1.model = craft.model.cube(vec3(100,30,1))
    f1.material = craft.material("Materials:Standard")
    f1.material.map = readImage("Blocks:Dirt")
end

function createRect1() 
    c1=scene:entity()
    c1.position=vec3(0,0,0)
    c1.model = craft.model.cube(vec3(10,10,10))
    c1.material = craft.material("Materials:Standard")
    c1.material.map = readImage("Blocks:Trunk White Top")
end

function createRect2() 
    c2=scene:entity()
    c2.position=vec3(30,0,30)
    c2.model = craft.model.cube(vec3(10,10,10))
    c2.material = craft.material("Materials:Standard")
    c2.material.map = readImage("Blocks:Fence Stone")
end

function createPic1() 
    p1=scene:entity()
    p1.position=vec3(10,15,49)
    p1.model = craft.model.cube(vec3(8,12,1))
    p1.material = craft.material("Materials:Standard")
    p1.material.map = readImage("Blocks:Error")
end

@Simeon thank you.

@dave1707 As always, bringing the recipes to the kitchen so us new chefs learn to cook. Thanks man!