Adjusted player height, jumping height, player can run/walk, map adjustments
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@ -10,15 +10,20 @@ import "luxe: system/physics/physics3D.modifier" for Physics3D
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#block = data
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class Data {
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var acceleration: Num = 4.2
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var acceleration: Num = 2.0
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var decelleration: Num = 3.0
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var speed_run: Num = 25.0
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var speed_walk: Num = 15.0
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var ground_check_dist: Num = 0.05
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var jump_impulse: Num = 1.25
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var jump_impulse: Num = 20
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var jump_grace_time: Num = 0.1
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#hidden
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var input_target: Float3 = [0, 0, 0]
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#hidden
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var target_speed: Num = 0
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#hidden
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var time_since_grounded: Num = 0
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@ -44,7 +49,7 @@ class System is Modifier {
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init(world: World) {
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Log.print("init `%(This)` in world `%(world)`")
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Physics3D.create_in(world)
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_camera = Entity.get_named(world, "app.camera")
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_world = world
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}
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@ -52,6 +57,9 @@ class System is Modifier {
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#hidden
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attach(player: Entity, data: Data) {
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Log.print("Attached!")
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if (!Character3D.has(player)) return
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Character3D.set.speed(player, data.speed_walk)
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data.target_speed = data.speed_walk
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}
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#hidden
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@ -80,11 +88,14 @@ class System is Modifier {
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var left = Input.event_active("left", "game") ? -1 : 0
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var right = Input.event_active("right", "game") ? 1 : 0
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data.input_target = Math.normalized(Math.mult(Transform.local_dir_to_world(_camera, right + left, 0, fore + back), [1, 0, 1]))
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data.input_target = move_toward(Character3D.get.input(player), data.input_target, data, delta)
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data.input_target = move_toward_vec(Character3D.get.input(player), data.input_target, data, delta)
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var sprint: Bool =
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Character3D.set.speed(player, Input.event_active("run", "game") ? data.speed_run : data.speed_walk)
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if (Input.event_began("jump", "game") && data.is_grounded) {
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data.time_since_grounded = 0
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data.input_target = Math.add(data.input_target, [0, data.jump_impulse, 0])
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data.input_target = Math.add(data.input_target, [0, data.jump_impulse / Character3D.get.speed(player), 0])
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data.is_grounded = false
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Transform.translate(player, 0, data.ground_check_dist + this.EPSILON, 0)
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@ -101,7 +112,15 @@ class System is Modifier {
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return Physics3D.cast_ray_closest(_world, Transform.get_pos_world(player), [0,-1,0], height + data.ground_check_dist) != null
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}
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move_toward(from: Float3, to: Float3, data: Data, delta: Num) {
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move_toward_num(from: Num, to: Num, data: Data, delta: Num) {
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if (from < to) {
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return Math.min(Math.lerp(from, to, delta * data.acceleration), to)
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} else if (from > to) {
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return Math.max(Math.lerp(from, to, delta * data.decelleration), to)
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}
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}
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move_toward_vec(from: Float3, to: Float3, data: Data, delta: Num) {
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var pos_delta: Float3 = Math.sub(to, from)
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var pos_len: Num = Math.length(pos_delta)
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var speed = Math.length(from) < Math.length(to) ? delta * data.acceleration : delta * data.decelleration
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