Added basic logic for water pistol firing

This commit is contained in:
2025-07-20 16:28:05 -07:00
parent b300f54674
commit c357d93c73
5 changed files with 48 additions and 13 deletions

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@ -0,0 +1,2 @@
tags = []
uuid = "fe296fd5-18af-4772-b6a2-cf0fe00619d4"

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@ -5,6 +5,11 @@ input = {
]
map = {
fire_primary = {
mouse = ["left"]
}
reload = { keys = ["key_r"] }
left = { keys = ["key_a", "left"] }
right = { keys = ["key_d", "right"] }

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@ -90,7 +90,6 @@ class System is Modifier {
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)
var sprint: Bool =
Character3D.set.speed(player, Input.event_active("run", "game") ? data.speed_run : data.speed_walk)
if (Input.event_began("jump", "game") && data.is_grounded) {

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@ -67,8 +67,10 @@ class API {
class Fields {
static starting_ammo : String { "starting_ammo" }
static max_capacity : String { "max_capacity" }
static trigger_held : String { "trigger_held" }
static reload_rate : String { "reload_rate" }
static depressurize_rate : String { "depressurize_rate" }
static current_ammo : String { "current_ammo" }
static current_pressure : String { "current_pressure" }
}
import "luxe: world/states" for AState, States, Op
@ -90,16 +92,20 @@ class APIGet {
construct new() {}
starting_ammo(entity: Entity) : Num { Modifier.get(entity).starting_ammo }
max_capacity(entity: Entity) : Num { Modifier.get(entity).max_capacity }
trigger_held(entity: Entity) : Bool { Modifier.get(entity).trigger_held }
reload_rate(entity: Entity) : Num { Modifier.get(entity).reload_rate }
depressurize_rate(entity: Entity) : Num { Modifier.get(entity).depressurize_rate }
current_ammo(entity: Entity) : Num { Modifier.get(entity).current_ammo }
current_pressure(entity: Entity) : Num { Modifier.get(entity).current_pressure }
}
class APISet {
construct new() {}
starting_ammo(entity: Entity, value: Num) { Modifier.get(entity).starting_ammo = value }
max_capacity(entity: Entity, value: Num) { Modifier.get(entity).max_capacity = value }
trigger_held(entity: Entity, value: Bool) { Modifier.get(entity).trigger_held = value }
reload_rate(entity: Entity, value: Num) { Modifier.get(entity).reload_rate = value }
depressurize_rate(entity: Entity, value: Num) { Modifier.get(entity).depressurize_rate = value }
current_ammo(entity: Entity, value: Num) { Modifier.get(entity).current_ammo = value }
current_pressure(entity: Entity, value: Num) { Modifier.get(entity).current_pressure = value }
}
var APIGetter = APIGet.new()

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@ -1,19 +1,22 @@
import "system/wpn_waterpistol.modifier.api" for API, Modifier, APIGet, APISet, Wire, Fields, State, Op
import "luxe: io" for IO
import "luxe: assets" for Strings
import "luxe: input" for Input
import "luxe: world" for Entity, World
import "luxe.project/asset" for Asset
#block = data
class Data {
var starting_ammo: Num = 200
var max_capacity: Num = 200
var starting_ammo: Num = 25
var max_capacity: Num = 25
var reload_rate: Num = 0.5
var depressurize_rate: Num = 0.2
#hidden
var trigger_held: Bool = false
var current_ammo: Num = 0
#hidden
var current_ammo: Num = 200
var current_pressure: Num = 0
}
#api
@ -37,7 +40,7 @@ class System is Modifier {
#hidden
attach(entity: Entity, data: Data) {
Log.print("attached to `%(Strings.get(Entity.get_name(entity)))` `%(entity)` - `%(This)`")
data.current_ammo = data.starting_ammo
}
#hidden
@ -47,8 +50,28 @@ class System is Modifier {
#hidden
tick(delta: Num) {
// each {|entity: Entity, data: Data|
// }
each {|entity: Entity, data: Data|
if (Input.event_active("reload") && data.current_pressure < 1) {
data.current_pressure = (data.current_pressure + (data.reload_rate * delta)).min(1)
Log.print("Pumping Pressure: %(data.current_pressure)")
} else if (Input.event_active("fire_primary")) {
if (data.current_pressure > 0 && data.current_ammo > 0) {
data.current_pressure = data.current_pressure - (data.depressurize_rate * delta)
if (data.current_pressure < 0) {
data.current_pressure = 0
return
}
data.current_ammo = data.current_ammo - delta
if (data.current_ammo < 0) {
data.current_ammo = 0
return
}
Log.print("Fire! / Pressure: %(data.current_pressure) / Ammo: %(data.current_ammo)")
}
}
}
}
}