Second pass on basic first-person player modifier
This commit is contained in:
@ -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 time_since_grounded: Num = 0
|
||||
|
||||
#hidden
|
||||
var is_grounded: Bool = false
|
||||
|
||||
#hidden
|
||||
var target_input: Float3 = [0, 0, 0]
|
||||
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
|
||||
}
|
||||
}
|
||||
|
||||
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
|
||||
if (!data.is_grounded && now_grounded && Character3D.get.velocity(player).y <= 0) {
|
||||
data.is_grounded = true
|
||||
}
|
||||
|
||||
var result = Physics3D.cast_ray_closest(_world, Transform.get_pos_world(player), [0,-1,0], dist)
|
||||
// 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)
|
||||
|
||||
return result != null
|
||||
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_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))
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user