Refactored player controls into PlayerInput class

This commit is contained in:
2025-06-22 15:27:11 -07:00
parent be1608b24f
commit 39b951463e
10 changed files with 276 additions and 26 deletions

View File

@ -1,11 +1,12 @@
import "luxe: world" for World, Entity, Transform, Sprite, Values, Tags, Camera, TransformLinkAction
import "luxe: world/scene" for Scene
import "luxe: draw" for Draw, PathStyle
import "luxe: input" for Input, Key
import "luxe: input" for Input, Key, InputType, Scan
import "luxe: assets" for Assets
import "luxe: asset" for Asset
import "luxe: math" for Math
import "luxe: io" for IO
import "debug: debug"
import "luxe: system/physics/box_collider3D.modifier" for BoxCollider3D
import "luxe: system/physics/character3D.modifier" for Character3D
@ -37,6 +38,13 @@ class Game is Ready {
Transform.set_pos_y(camera, 0.6)
Input.set_mouse_capture(true)
Input.set_mouse_visible(false)
Input.listen_for(InputType.key_down) {|key, scan, repeat, mod|
if(scan == Scan.grave) {
_fpscam.enabled = !_fpscam.enabled
Input.set_mouse_visible(_fpscam.enabled)
}
}
} //ready
@ -46,30 +54,6 @@ class Game is Ready {
IO.shutdown()
}
// if (_using_debug_cam) {
// _debug_cam.tick(delta)
// }
if (Entity.valid(_player) && Character3D.has(_player)) {
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
var input = Transform.local_vector_to_world(camera, right + left, 0, fore + back)
input.y = 0
Math.normalize(input)
input.y = Input.event_began("jump", "game") ? 2 : 0
Character3D.set.input(_player, input)
}
} //tick
set_use_debug_camera(use_debug: Bool) {
_using_debug_cam = use_debug
Input.set_mouse_capture(!use_debug)
Input.set_mouse_visible(use_debug)
}
} //Game