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

2
system/folder.meta.lx Normal file
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tags = []
uuid = "5b0c88c0-2795-4817-a4da-1830dc78ea4a"

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class Modifier {
static id : String { "system/player_input.modifier" }
static system(world: World) : System { World.get_system(world, Modifier.id) }
static get(entity: Entity) : Data { Mod.get(entity, Modifier.id) }
construct new(world: World) {
_world = world
_block = World.get_modifier_block(_world, Modifier.id)
}
world : World { _world }
attached_count : Num { Block.count(_block) }
init(world: World) : None {}
pre(entity: Entity, data) : None {}
attach(entity: Entity, data) : None {}
detach(entity: Entity, data) : None {}
change(entity: Entity, change: ModifierChange) : None {}
tick(delta: Num) : None {}
internal_tick(delta: Num) : None {
}
editor_init(world: World) : None {}
editor_pre(entity: Entity, data) : None {}
editor_attach(entity: Entity, data) : None {}
editor_detach(entity: Entity, data) : None {}
editor_change(entity: Entity, change: ModifierChange) : None {}
editor_tick(delta: Num) : None {}
get(entity: Entity) : Data { Mod.get(entity, Modifier.id) }
each(fn: Fn) {
var count = attached_count
for(idx in 0 ... count) {
var inst = Block.get_at(_block, idx)
var data = Block.instance(_block, inst)
var entity = Block.get_handle(_block, inst, HandleTag.entity)
fn.call(entity, data)
}
}
each(start: Num, count: Num, fn: Fn) {
for(idx in start ... start + count) {
var inst = Block.get_at(_block, idx)
var data = Block.instance(_block, inst)
var entity = Block.get_handle(_block, inst, HandleTag.entity)
fn.call(entity, data)
}
}
}
class API {
static id { Modifier.id }
static create(entity: Entity) { Mod.create(Modifier.id, entity) }
static has(entity: Entity) { Mod.has(Modifier.id, entity) }
static destroy(entity: Entity) { Mod.destroy(Modifier.id, entity) }
static get(entity: Entity) : Data { Mod.get(entity, Modifier.id) }
static system_in(world: World) : System { World.get_system(world, Modifier.id) }
static system(entity: Entity) : System { World.get_system(Entity.get_world(entity), Modifier.id) }
static count(world: World) : Num { system_in(world).attached_count }
static each(world: World, fn: Fn) : System { system_in(world).each(fn) }
static get : APIGet { APIGetter }
static set : APISet { APISetter }
static connect : APIWireConnect { APIWireConnects }
static send : APIWireSend { APIWireSends }
}
class Fields {
static acceleration : String { "acceleration" }
static decelleration : String { "decelleration" }
static ground_check_dist : String { "ground_check_dist" }
static jump_impulse : String { "jump_impulse" }
static jump_force : String { "jump_force" }
static jump_force_falloff : String { "jump_force_falloff" }
static jump_grace_time : String { "jump_grace_time" }
static input_target : String { "input_target" }
static time_since_grounded : String { "time_since_grounded" }
static is_grounded : String { "is_grounded" }
}
import "luxe: world/states" for AState, States, Op
#doc="The base class for a state, and our API for accessing it"
class State is AState {
construct create(in_name: String, in_parent: State) { super(in_name, in_parent) }
goto_on(entity: Entity, state: State, wire: Num) { this.goto_on(entity, state, This, wire) }
}
class APIWireSend {
construct new() {}
}
class APIWireConnect {
construct new() {}
}
class APIGet {
construct new() {}
acceleration(entity: Entity) : Num { Modifier.get(entity).acceleration }
decelleration(entity: Entity) : Num { Modifier.get(entity).decelleration }
ground_check_dist(entity: Entity) : Num { Modifier.get(entity).ground_check_dist }
jump_impulse(entity: Entity) : Num { Modifier.get(entity).jump_impulse }
jump_force(entity: Entity) : Num { Modifier.get(entity).jump_force }
jump_force_falloff(entity: Entity) : Num { Modifier.get(entity).jump_force_falloff }
jump_grace_time(entity: Entity) : Num { Modifier.get(entity).jump_grace_time }
input_target(entity: Entity) : Float3 { Modifier.get(entity).input_target }
time_since_grounded(entity: Entity) : Num { Modifier.get(entity).time_since_grounded }
is_grounded(entity: Entity) : Bool { Modifier.get(entity).is_grounded }
}
class APISet {
construct new() {}
acceleration(entity: Entity, value: Num) { Modifier.get(entity).acceleration = value }
decelleration(entity: Entity, value: Num) { Modifier.get(entity).decelleration = value }
ground_check_dist(entity: Entity, value: Num) { Modifier.get(entity).ground_check_dist = value }
jump_impulse(entity: Entity, value: Num) { Modifier.get(entity).jump_impulse = value }
jump_force(entity: Entity, value: Num) { Modifier.get(entity).jump_force = value }
jump_force_falloff(entity: Entity, value: Num) { Modifier.get(entity).jump_force_falloff = value }
jump_grace_time(entity: Entity, value: Num) { Modifier.get(entity).jump_grace_time = value }
input_target(entity: Entity, value: Float3) { Modifier.get(entity).input_target = value }
time_since_grounded(entity: Entity, value: Num) { Modifier.get(entity).time_since_grounded = value }
is_grounded(entity: Entity, value: Bool) { Modifier.get(entity).is_grounded = value }
}
var APIGetter = APIGet.new()
var APISetter = APISet.new()
var APIWireSends = APIWireSend.new()
var APIWireConnects = APIWireConnect.new()
import "system/player_input.modifier" for Data, System
import "luxe: world/world" for World, Wire
import "luxe: world" for Entity
import "luxe: world/modifier" for Modifier as Mod, ModifierChange
import "luxe: blocks" for Block
import "luxe: io" for HandleTag

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tags = []
uuid = "83e78c7f-c96e-4f60-9244-fec04c36c231"

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import "system/player_input.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: math" for Math
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 acceleration: Num = 4.2
var decelleration: Num = 3.0
var ground_check_dist: Num = 0.05
var jump_impulse: Num = 1.25
var jump_grace_time: Num = 0.1
#hidden
var input_target: Float3 = [0, 0, 0]
#hidden
var time_since_grounded: Num = 0
#hidden
var is_grounded: Bool = false
}
#api
#display = "Player Input"
#desc = "**A new modifier**. You should update this description"
#icon = "luxe: image/modifier/modifier.svg"
class PlayerInput is API {
//add public facing API here
}
#system
#phase(on, tick)
class System is Modifier {
EPSILON { 0.001 }
//required atm
construct new(world: World) { super(world) }
init(world: World) {
Log.print("init `%(This)` in world `%(world)`")
Physics3D.create_in(world)
_camera = Entity.get_named(world, "app.camera")
_world = world
}
#hidden
attach(player: Entity, data: Data) {
Log.print("Attached!")
}
#hidden
tick(delta: Num) {
each {|player: Entity, data: Data|
if (!Character3D.has(player)) return
// Update grounded state
var now_grounded = check_grounded(player, data)
if (data.is_grounded && !now_grounded && data.time_since_grounded < data.jump_grace_time) {
data.time_since_grounded = data.time_since_grounded + delta
if (data.time_since_grounded >= data.jump_grace_time) {
data.is_grounded = false
}
}
if (!data.is_grounded && now_grounded && Character3D.get.velocity(player).y <= 0) {
data.is_grounded = true
}
// Update movement input
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
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)
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.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
}
move_toward(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))
}
}

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tags = []
uuid = "8157474a-e066-4757-b3cf-0f34cc1a3641"