Added spit draft of FirstPersonPlayer modifier
This commit is contained in:
88
assets/system/first_person_player.modifier.wren
Normal file
88
assets/system/first_person_player.modifier.wren
Normal file
@ -0,0 +1,88 @@
|
||||
import "fpkit: system/first_person_player.modifier.api" for API, Modifier, APIGet, APISet, Wire, Fields, State, Op
|
||||
import "luxe: io" for IO
|
||||
import "luxe: assets" for Strings
|
||||
import "luxe: world" for Entity, World, Transform
|
||||
import "luxe.project/asset" for Asset
|
||||
import "luxe: math" for Math
|
||||
import "luxe: system/physics/physics3D.modifier" for Phyiscs3D
|
||||
import "luxe: system/physics/character3D.modifier" for Character3D
|
||||
|
||||
#block = data
|
||||
class Data {
|
||||
var camera: Link
|
||||
|
||||
var acceleration: Num = 0.6
|
||||
var decelleration: Num = 0.6
|
||||
var ground_check_dist: Num = 0.15
|
||||
|
||||
var jump_impulse: Num = 2.25
|
||||
var jump_force: Num = 1.0
|
||||
var jump_force_falloff: Num = 0.3
|
||||
|
||||
#hidden
|
||||
var is_grounded: Bool = false
|
||||
|
||||
#hidden
|
||||
var target_input: Float3 = [0, 0, 0]
|
||||
}
|
||||
|
||||
#api
|
||||
#display = "First-Person Player"
|
||||
#desc = "**A new modifier**. You should update this description"
|
||||
#icon = "luxe: image/modifier/modifier.svg"
|
||||
class FirstPersonPlayer is API {
|
||||
//add public facing API here
|
||||
}
|
||||
|
||||
#system
|
||||
#phase(on, tick)
|
||||
class System is Modifier {
|
||||
|
||||
//required atm
|
||||
construct new(world: World) { super(world) }
|
||||
|
||||
init(world: World) {
|
||||
_world = world
|
||||
Log.print("init `%(This)` in world `%(world)`")
|
||||
Physics3D.create_in(world)
|
||||
}
|
||||
|
||||
#hidden
|
||||
attach(entity: Entity, data: Data) {
|
||||
Log.print("attached to `%(Strings.get(Entity.get_name(entity)))` `%(entity)` - `%(This)`")
|
||||
|
||||
if (data.camera == null) {
|
||||
data.camera = Entity.get_named(world, "app.camera")
|
||||
}
|
||||
}
|
||||
|
||||
#hidden
|
||||
tick(delta: Num) {
|
||||
var fore = Input.event_active("up", "game") ? -1 : 0
|
||||
var back = Input.event_active("down", "game") ? 1 : 0
|
||||
var left = Input.event_active("left", "game") ? -1 : 0
|
||||
var right = Input.event_active("right", "game") ? 1 : 0
|
||||
|
||||
each {|entity: Entity, data: Data|
|
||||
if (data.camera == null) return
|
||||
if (!Character3D.has(entity)) return
|
||||
|
||||
target_input = Transform.local_vector_to_world(data.camera, right + left, 0, fore + back)
|
||||
target_input.y = 0
|
||||
Math.normalize(target_input)
|
||||
target_input.y = Input.event_began("jump", "game") && data.is_grounded ? data.jump_impulse : 0
|
||||
|
||||
Character3D.set.input(entity, input)
|
||||
}
|
||||
}
|
||||
|
||||
check_if_grounded(player: Entity, data: Data): Bool {
|
||||
var half_height: Num = Character3D.get.height(player) * 0.5
|
||||
var padding: Num = Character3D.get.character_padding(player)
|
||||
var dist = half_height + padding + data.ground_check_dist
|
||||
|
||||
var result = Physics3D.cast_ray_closest(_world, Transform.get_pos_world(player), [0,-1,0], dist)
|
||||
|
||||
return result != null
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user