Refactored player controls into PlayerInput class
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111
system/player_input.modifier.wren
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111
system/player_input.modifier.wren
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import "system/player_input.modifier.api" for API, Modifier, APIGet, APISet, Wire, Fields, State, Op
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import "luxe: io" for IO
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import "luxe: assets" for Strings
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import "luxe: input" for Input
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import "luxe: world" for Entity, World, Transform
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import "luxe: math" for Math
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import "luxe.project/asset" for Asset
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import "luxe: system/physics/character3D.modifier" for Character3D
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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 decelleration: Num = 3.0
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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_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 time_since_grounded: Num = 0
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#hidden
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var is_grounded: Bool = false
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}
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#api
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#display = "Player Input"
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#desc = "**A new modifier**. You should update this description"
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#icon = "luxe: image/modifier/modifier.svg"
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class PlayerInput is API {
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//add public facing API here
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}
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#system
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#phase(on, tick)
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class System is Modifier {
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EPSILON { 0.001 }
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//required atm
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construct new(world: World) { super(world) }
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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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#hidden
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attach(player: Entity, data: Data) {
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Log.print("Attached!")
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}
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#hidden
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tick(delta: Num) {
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each {|player: Entity, data: Data|
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if (!Character3D.has(player)) return
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// Update grounded state
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var now_grounded = check_grounded(player, data)
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if (data.is_grounded && !now_grounded && data.time_since_grounded < data.jump_grace_time) {
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data.time_since_grounded = data.time_since_grounded + delta
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if (data.time_since_grounded >= data.jump_grace_time) {
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data.is_grounded = false
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}
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}
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if (!data.is_grounded && now_grounded && Character3D.get.velocity(player).y <= 0) {
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data.is_grounded = true
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}
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// Update movement input
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var fore = Input.event_active("up", "game") ? -1 : 0
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var back = Input.event_active("down", "game") ? 1 : 0
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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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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.is_grounded = false
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Transform.translate(player, 0, data.ground_check_dist + this.EPSILON, 0)
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} else {
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data.input_target = [data.input_target.x, 0, data.input_target.z]
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}
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Character3D.set.input(player, data.input_target)
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}
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}
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check_grounded(player: Entity, data: Data): Bool {
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var height = Character3D.get.height(player) * 0.5
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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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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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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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}
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}
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