Adjusted player height, jumping height, player can run/walk, map adjustments

This commit is contained in:
2025-07-01 15:35:34 -07:00
parent 39b951463e
commit 125006cf2b
65 changed files with 1971 additions and 1264 deletions

View File

@ -10,15 +10,20 @@ import "luxe: system/physics/physics3D.modifier" for Physics3D
#block = data
class Data {
var acceleration: Num = 4.2
var acceleration: Num = 2.0
var decelleration: Num = 3.0
var speed_run: Num = 25.0
var speed_walk: Num = 15.0
var ground_check_dist: Num = 0.05
var jump_impulse: Num = 1.25
var jump_impulse: Num = 20
var jump_grace_time: Num = 0.1
#hidden
var input_target: Float3 = [0, 0, 0]
#hidden
var target_speed: Num = 0
#hidden
var time_since_grounded: Num = 0
@ -44,7 +49,7 @@ class System is Modifier {
init(world: World) {
Log.print("init `%(This)` in world `%(world)`")
Physics3D.create_in(world)
_camera = Entity.get_named(world, "app.camera")
_world = world
}
@ -52,6 +57,9 @@ class System is Modifier {
#hidden
attach(player: Entity, data: Data) {
Log.print("Attached!")
if (!Character3D.has(player)) return
Character3D.set.speed(player, data.speed_walk)
data.target_speed = data.speed_walk
}
#hidden
@ -80,11 +88,14 @@ class System is Modifier {
var left = Input.event_active("left", "game") ? -1 : 0
var right = Input.event_active("right", "game") ? 1 : 0
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(Character3D.get.input(player), data.input_target, data, delta)
data.input_target = move_toward_vec(Character3D.get.input(player), data.input_target, data, delta)
var sprint: Bool =
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, 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)
@ -101,7 +112,15 @@ class System is Modifier {
return Physics3D.cast_ray_closest(_world, Transform.get_pos_world(player), [0,-1,0], height + data.ground_check_dist) != null
}
move_toward(from: Float3, to: Float3, data: Data, delta: Num) {
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