player_input.modifier: Tweaks to movement
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@ -10,11 +10,11 @@ import "luxe: system/physics/physics3D.modifier" for Physics3D
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#block = data
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#block = data
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class Data {
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class Data {
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var acceleration: Num = 2.0
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var acceleration: Num = 1.0
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var decelleration: Num = 3.0
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var decelleration: Num = 0.5
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var speed_run: Num = 25.0
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var speed_run: Num = 25.0
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var speed_walk: Num = 15.0
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var speed_walk: Num = 15.0
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var ground_check_dist: Num = 0.05
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var ground_check_dist: Num = 0
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var jump_impulse: Num = 20
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var jump_impulse: Num = 20
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var jump_grace_time: Num = 0.1
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var jump_grace_time: Num = 0.1
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@ -29,6 +29,9 @@ class Data {
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#hidden
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#hidden
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var is_grounded: Bool = false
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var is_grounded: Bool = false
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#hidden
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var movement_active: Bool = true
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}
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}
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#api
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#api
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@ -56,7 +59,6 @@ class System is Modifier {
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#hidden
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#hidden
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attach(player: Entity, data: Data) {
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attach(player: Entity, data: Data) {
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Log.print("Attached!")
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if (!Character3D.has(player)) return
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if (!Character3D.has(player)) return
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Character3D.set.speed(player, data.speed_walk)
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Character3D.set.speed(player, data.speed_walk)
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data.target_speed = data.speed_walk
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data.target_speed = data.speed_walk
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@ -82,15 +84,17 @@ class System is Modifier {
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data.is_grounded = true
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data.is_grounded = true
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}
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}
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// Update movement input
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// Get player's movement input
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var fore = Input.event_active("up", "game") ? -1 : 0
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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 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 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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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_vec(Character3D.get.input(player), data.input_target, data, delta)
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Character3D.set.speed(player, Input.event_active("run", "game") ? data.speed_run : data.speed_walk)
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// Turn this into a Float3 of (Left/Right, 0, Forward/Backward) that is relative to the player's facing direction
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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_vec(Character3D.get.input(player), data.input_target, data, delta * 6)
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if (data.is_grounded) Character3D.set.speed(player, Input.event_active("run", "game") ? data.speed_run : data.speed_walk)
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if (Input.event_began("jump", "game") && data.is_grounded) {
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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.time_since_grounded = 0
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