player_input.modifier: Tweaks to movement

This commit is contained in:
2025-08-02 14:31:14 -07:00
parent c357d93c73
commit 63fecb5df8

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