From 8a719e48ae24317c7bc79c1acc25de03b630db19 Mon Sep 17 00:00:00 2001 From: Brody Brooks Date: Sat, 2 Aug 2025 20:55:04 -0700 Subject: [PATCH] Second pass on basic first-person player modifier --- .../system/first_person_player.modifier.wren | 134 ++++++++++++------ 1 file changed, 88 insertions(+), 46 deletions(-) diff --git a/assets/system/first_person_player.modifier.wren b/assets/system/first_person_player.modifier.wren index 788edde..9f54e22 100644 --- a/assets/system/first_person_player.modifier.wren +++ b/assets/system/first_person_player.modifier.wren @@ -1,88 +1,130 @@ -import "fpkit: system/first_person_player.modifier.api" for API, Modifier, APIGet, APISet, Wire, Fields, State, Op +import "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: input" for Input 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.project/asset" for Asset import "luxe: system/physics/character3D.modifier" for Character3D +import "luxe: system/physics/physics3D.modifier" for Physics3D #block = data class Data { - var camera: Link + var acceleration: Num = 0.9 + var decelleration: Num = 0.5 + var speed_run: Num = 25.0 + var speed_walk: Num = 15.0 + var ground_check_dist: Num = 0 + var jump_impulse: Num = 20 + var jump_grace_time: Num = 0.1 - var acceleration: Num = 0.6 - var decelleration: Num = 0.6 - var ground_check_dist: Num = 0.15 + #hidden + var input_target: Float3 = [0, 0, 0] - var jump_impulse: Num = 2.25 - var jump_force: Num = 1.0 - var jump_force_falloff: Num = 0.3 + #hidden + var target_speed: Num = 0 - #hidden - var is_grounded: Bool = false + #hidden + var time_since_grounded: Num = 0 - #hidden - var target_input: Float3 = [0, 0, 0] + #hidden + var is_grounded: Bool = false + + #hidden + var movement_active: Bool = true } #api #display = "First-Person Player" -#desc = "**A new modifier**. You should update this description" +#desc = "**Player movement system**. Takes the player's input and moves the player's character." #icon = "luxe: image/modifier/modifier.svg" -class FirstPersonPlayer is API { - //add public facing API here +class PlayerInput is API { + set_movement_active(entity: Entity, active: Bool) { + system(entity).movement_active = active + } } #system #phase(on, tick) class System is Modifier { + // A common tiny value to check against + EPSILON { 0.001 } //required atm construct new(world: World) { super(world) } init(world: World) { - _world = world Log.print("init `%(This)` in world `%(world)`") - Physics3D.create_in(world) + + _camera = Entity.get_named(world, "app.camera") + _world = 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") - } + attach(player: Entity, data: Data) { + if (!Character3D.has(player)) return + Character3D.set.speed(player, data.speed_walk) + data.target_speed = data.speed_walk } - + #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 {|player: Entity, data: Data| + if (!Character3D.has(player)) return - each {|entity: Entity, data: Data| - if (data.camera == null) return - if (!Character3D.has(entity)) return + // Update grounded state + var now_grounded = check_grounded(player, data) - 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 + if (data.is_grounded && !now_grounded && data.time_since_grounded < data.jump_grace_time) { + data.time_since_grounded = data.time_since_grounded + delta - Character3D.set.input(entity, input) + if (data.time_since_grounded >= data.jump_grace_time) { + data.is_grounded = false + } + } + + if (!data.is_grounded && now_grounded && Character3D.get.velocity(player).y <= 0) { + data.is_grounded = true + } + + // Turn this into a Float3 of (Left/Right, 0, Forward/Backward) that is relative to the player's facing direction + data.input_target = Math.normalized(Math.mult(Transform.local_dir_to_world(_camera, right + left, 0, fore + back), [1, 0, 1])) + data.input_target = move_toward_vec(Character3D.get.input(player), data.input_target, data, delta * 6) + + if (data.is_grounded) Character3D.set.speed(player, Input.event_active("run", "game") ? data.speed_run : data.speed_walk) + + if (Input.event_began("jump", "game") && data.is_grounded) { + data.time_since_grounded = 0 + data.input_target = Math.add(data.input_target, [0, data.jump_impulse / Character3D.get.speed(player), 0]) + data.is_grounded = false + + Transform.translate(player, 0, data.ground_check_dist + this.EPSILON, 0) + } else { + data.input_target = [data.input_target.x, 0, data.input_target.z] + } + + Character3D.set.input(player, data.input_target) } } - 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 + check_grounded(player: Entity, data: Data): Bool { + var height = Character3D.get.height(player) * 0.5 + return Physics3D.cast_ray_closest(_world, Transform.get_pos_world(player), [0,-1,0], height + data.ground_check_dist) != null } + + // Utility Methods + move_toward_num(from: Num, to: Num, data: Data, delta: Num) { + if (from < to) { + return Math.min(Math.lerp(from, to, delta * data.acceleration), to) + } else if (from > to) { + return Math.max(Math.lerp(from, to, delta * data.decelleration), to) + } + } + + move_toward_vec(from: Float3, to: Float3, data: Data, delta: Num) { + var pos_delta: Float3 = Math.sub(to, from) + var pos_len: Num = Math.length(pos_delta) + var speed = Math.length(from) < Math.length(to) ? delta * data.acceleration : delta * data.decelleration + return pos_len <= delta || pos_len < this.EPSILON ? to : Math.add(from, Math.scale(Math.div(pos_delta, pos_len), speed)) + } } \ No newline at end of file