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 } }