Refactored player controls into PlayerInput class
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135
system/player_input.modifier.api.wren
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135
system/player_input.modifier.api.wren
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class Modifier {
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static id : String { "system/player_input.modifier" }
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static system(world: World) : System { World.get_system(world, Modifier.id) }
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static get(entity: Entity) : Data { Mod.get(entity, Modifier.id) }
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construct new(world: World) {
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_world = world
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_block = World.get_modifier_block(_world, Modifier.id)
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}
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world : World { _world }
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attached_count : Num { Block.count(_block) }
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init(world: World) : None {}
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pre(entity: Entity, data) : None {}
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attach(entity: Entity, data) : None {}
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detach(entity: Entity, data) : None {}
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change(entity: Entity, change: ModifierChange) : None {}
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tick(delta: Num) : None {}
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internal_tick(delta: Num) : None {
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}
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editor_init(world: World) : None {}
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editor_pre(entity: Entity, data) : None {}
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editor_attach(entity: Entity, data) : None {}
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editor_detach(entity: Entity, data) : None {}
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editor_change(entity: Entity, change: ModifierChange) : None {}
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editor_tick(delta: Num) : None {}
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get(entity: Entity) : Data { Mod.get(entity, Modifier.id) }
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each(fn: Fn) {
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var count = attached_count
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for(idx in 0 ... count) {
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var inst = Block.get_at(_block, idx)
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var data = Block.instance(_block, inst)
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var entity = Block.get_handle(_block, inst, HandleTag.entity)
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fn.call(entity, data)
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}
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}
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each(start: Num, count: Num, fn: Fn) {
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for(idx in start ... start + count) {
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var inst = Block.get_at(_block, idx)
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var data = Block.instance(_block, inst)
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var entity = Block.get_handle(_block, inst, HandleTag.entity)
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fn.call(entity, data)
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}
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}
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}
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class API {
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static id { Modifier.id }
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static create(entity: Entity) { Mod.create(Modifier.id, entity) }
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static has(entity: Entity) { Mod.has(Modifier.id, entity) }
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static destroy(entity: Entity) { Mod.destroy(Modifier.id, entity) }
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static get(entity: Entity) : Data { Mod.get(entity, Modifier.id) }
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static system_in(world: World) : System { World.get_system(world, Modifier.id) }
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static system(entity: Entity) : System { World.get_system(Entity.get_world(entity), Modifier.id) }
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static count(world: World) : Num { system_in(world).attached_count }
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static each(world: World, fn: Fn) : System { system_in(world).each(fn) }
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static get : APIGet { APIGetter }
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static set : APISet { APISetter }
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static connect : APIWireConnect { APIWireConnects }
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static send : APIWireSend { APIWireSends }
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}
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class Fields {
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static acceleration : String { "acceleration" }
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static decelleration : String { "decelleration" }
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static ground_check_dist : String { "ground_check_dist" }
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static jump_impulse : String { "jump_impulse" }
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static jump_force : String { "jump_force" }
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static jump_force_falloff : String { "jump_force_falloff" }
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static jump_grace_time : String { "jump_grace_time" }
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static input_target : String { "input_target" }
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static time_since_grounded : String { "time_since_grounded" }
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static is_grounded : String { "is_grounded" }
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}
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import "luxe: world/states" for AState, States, Op
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#doc="The base class for a state, and our API for accessing it"
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class State is AState {
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construct create(in_name: String, in_parent: State) { super(in_name, in_parent) }
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goto_on(entity: Entity, state: State, wire: Num) { this.goto_on(entity, state, This, wire) }
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}
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class APIWireSend {
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construct new() {}
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}
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class APIWireConnect {
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construct new() {}
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}
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class APIGet {
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construct new() {}
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acceleration(entity: Entity) : Num { Modifier.get(entity).acceleration }
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decelleration(entity: Entity) : Num { Modifier.get(entity).decelleration }
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ground_check_dist(entity: Entity) : Num { Modifier.get(entity).ground_check_dist }
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jump_impulse(entity: Entity) : Num { Modifier.get(entity).jump_impulse }
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jump_force(entity: Entity) : Num { Modifier.get(entity).jump_force }
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jump_force_falloff(entity: Entity) : Num { Modifier.get(entity).jump_force_falloff }
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jump_grace_time(entity: Entity) : Num { Modifier.get(entity).jump_grace_time }
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input_target(entity: Entity) : Float3 { Modifier.get(entity).input_target }
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time_since_grounded(entity: Entity) : Num { Modifier.get(entity).time_since_grounded }
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is_grounded(entity: Entity) : Bool { Modifier.get(entity).is_grounded }
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}
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class APISet {
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construct new() {}
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acceleration(entity: Entity, value: Num) { Modifier.get(entity).acceleration = value }
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decelleration(entity: Entity, value: Num) { Modifier.get(entity).decelleration = value }
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ground_check_dist(entity: Entity, value: Num) { Modifier.get(entity).ground_check_dist = value }
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jump_impulse(entity: Entity, value: Num) { Modifier.get(entity).jump_impulse = value }
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jump_force(entity: Entity, value: Num) { Modifier.get(entity).jump_force = value }
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jump_force_falloff(entity: Entity, value: Num) { Modifier.get(entity).jump_force_falloff = value }
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jump_grace_time(entity: Entity, value: Num) { Modifier.get(entity).jump_grace_time = value }
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input_target(entity: Entity, value: Float3) { Modifier.get(entity).input_target = value }
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time_since_grounded(entity: Entity, value: Num) { Modifier.get(entity).time_since_grounded = value }
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is_grounded(entity: Entity, value: Bool) { Modifier.get(entity).is_grounded = value }
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}
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var APIGetter = APIGet.new()
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var APISetter = APISet.new()
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var APIWireSends = APIWireSend.new()
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var APIWireConnects = APIWireConnect.new()
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import "system/player_input.modifier" for Data, System
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import "luxe: world/world" for World, Wire
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import "luxe: world" for Entity
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import "luxe: world/modifier" for Modifier as Mod, ModifierChange
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import "luxe: blocks" for Block
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import "luxe: io" for HandleTag
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