Added basic logic for water pistol firing
This commit is contained in:
2
_ArtSource/folder.meta.lx
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2
_ArtSource/folder.meta.lx
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@ -0,0 +1,2 @@
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tags = []
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uuid = "fe296fd5-18af-4772-b6a2-cf0fe00619d4"
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@ -5,6 +5,11 @@ input = {
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]
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]
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map = {
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map = {
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fire_primary = {
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mouse = ["left"]
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}
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reload = { keys = ["key_r"] }
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left = { keys = ["key_a", "left"] }
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left = { keys = ["key_a", "left"] }
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right = { keys = ["key_d", "right"] }
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right = { keys = ["key_d", "right"] }
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@ -90,7 +90,6 @@ class System is Modifier {
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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 = 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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data.input_target = move_toward_vec(Character3D.get.input(player), data.input_target, data, delta)
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var sprint: Bool =
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Character3D.set.speed(player, Input.event_active("run", "game") ? data.speed_run : data.speed_walk)
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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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@ -67,8 +67,10 @@ class API {
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class Fields {
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class Fields {
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static starting_ammo : String { "starting_ammo" }
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static starting_ammo : String { "starting_ammo" }
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static max_capacity : String { "max_capacity" }
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static max_capacity : String { "max_capacity" }
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static trigger_held : String { "trigger_held" }
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static reload_rate : String { "reload_rate" }
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static depressurize_rate : String { "depressurize_rate" }
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static current_ammo : String { "current_ammo" }
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static current_ammo : String { "current_ammo" }
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static current_pressure : String { "current_pressure" }
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}
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}
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import "luxe: world/states" for AState, States, Op
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import "luxe: world/states" for AState, States, Op
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@ -90,16 +92,20 @@ class APIGet {
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construct new() {}
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construct new() {}
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starting_ammo(entity: Entity) : Num { Modifier.get(entity).starting_ammo }
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starting_ammo(entity: Entity) : Num { Modifier.get(entity).starting_ammo }
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max_capacity(entity: Entity) : Num { Modifier.get(entity).max_capacity }
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max_capacity(entity: Entity) : Num { Modifier.get(entity).max_capacity }
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trigger_held(entity: Entity) : Bool { Modifier.get(entity).trigger_held }
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reload_rate(entity: Entity) : Num { Modifier.get(entity).reload_rate }
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depressurize_rate(entity: Entity) : Num { Modifier.get(entity).depressurize_rate }
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current_ammo(entity: Entity) : Num { Modifier.get(entity).current_ammo }
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current_ammo(entity: Entity) : Num { Modifier.get(entity).current_ammo }
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current_pressure(entity: Entity) : Num { Modifier.get(entity).current_pressure }
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}
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}
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class APISet {
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class APISet {
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construct new() {}
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construct new() {}
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starting_ammo(entity: Entity, value: Num) { Modifier.get(entity).starting_ammo = value }
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starting_ammo(entity: Entity, value: Num) { Modifier.get(entity).starting_ammo = value }
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max_capacity(entity: Entity, value: Num) { Modifier.get(entity).max_capacity = value }
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max_capacity(entity: Entity, value: Num) { Modifier.get(entity).max_capacity = value }
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trigger_held(entity: Entity, value: Bool) { Modifier.get(entity).trigger_held = value }
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reload_rate(entity: Entity, value: Num) { Modifier.get(entity).reload_rate = value }
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depressurize_rate(entity: Entity, value: Num) { Modifier.get(entity).depressurize_rate = value }
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current_ammo(entity: Entity, value: Num) { Modifier.get(entity).current_ammo = value }
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current_ammo(entity: Entity, value: Num) { Modifier.get(entity).current_ammo = value }
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current_pressure(entity: Entity, value: Num) { Modifier.get(entity).current_pressure = value }
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}
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}
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var APIGetter = APIGet.new()
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var APIGetter = APIGet.new()
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@ -1,19 +1,22 @@
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import "system/wpn_waterpistol.modifier.api" for API, Modifier, APIGet, APISet, Wire, Fields, State, Op
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import "system/wpn_waterpistol.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: io" for IO
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import "luxe: assets" for Strings
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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
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import "luxe: world" for Entity, World
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import "luxe.project/asset" for Asset
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import "luxe.project/asset" for Asset
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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 starting_ammo: Num = 200
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var starting_ammo: Num = 25
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var max_capacity: Num = 200
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var max_capacity: Num = 25
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var reload_rate: Num = 0.5
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var depressurize_rate: Num = 0.2
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#hidden
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#hidden
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var trigger_held: Bool = false
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var current_ammo: Num = 0
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#hidden
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#hidden
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var current_ammo: Num = 200
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var current_pressure: Num = 0
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}
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}
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#api
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#api
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@ -37,18 +40,38 @@ class System is Modifier {
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#hidden
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#hidden
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attach(entity: Entity, data: Data) {
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attach(entity: Entity, data: Data) {
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Log.print("attached to `%(Strings.get(Entity.get_name(entity)))` `%(entity)` - `%(This)`")
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data.current_ammo = data.starting_ammo
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}
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}
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#hidden
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#hidden
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detach(entity: Entity, data: Data) {
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detach(entity: Entity, data: Data) {
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Log.print("detached from `%(Strings.get(Entity.get_name(entity)))` `%(entity)` - `%(This)`")
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Log.print("detached from `%(Strings.get(Entity.get_name(entity)))` `%(entity)` - `%(This)`")
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}
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}
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#hidden
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#hidden
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tick(delta: Num) {
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tick(delta: Num) {
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// each {|entity: Entity, data: Data|
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each {|entity: Entity, data: Data|
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// }
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if (Input.event_active("reload") && data.current_pressure < 1) {
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data.current_pressure = (data.current_pressure + (data.reload_rate * delta)).min(1)
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Log.print("Pumping Pressure: %(data.current_pressure)")
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} else if (Input.event_active("fire_primary")) {
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if (data.current_pressure > 0 && data.current_ammo > 0) {
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data.current_pressure = data.current_pressure - (data.depressurize_rate * delta)
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if (data.current_pressure < 0) {
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data.current_pressure = 0
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return
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}
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data.current_ammo = data.current_ammo - delta
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if (data.current_ammo < 0) {
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data.current_ammo = 0
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return
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}
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Log.print("Fire! / Pressure: %(data.current_pressure) / Ammo: %(data.current_ammo)")
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}
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}
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}
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}
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}
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}
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}
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