import "system/player_input.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, Transform import "luxe: math" for Math import "luxe.project/asset" for Asset import "luxe: system/physics/character3D.modifier" for Character3D import "luxe: system/physics/physics3D.modifier" for Physics3D #block = data class Data { var acceleration: Num = 1.0 var decelleration: Num = 0.5 var speed_run: Num = 25.0 var speed_walk: Num = 15.0 var ground_check_dist: Num = 0 var jump_impulse: Num = 20 var jump_grace_time: Num = 0.1 #hidden var input_target: Float3 = [0, 0, 0] #hidden var target_speed: Num = 0 #hidden var time_since_grounded: Num = 0 #hidden var is_grounded: Bool = false #hidden var movement_active: Bool = true } #api #display = "Player Input" #desc = "**A new modifier**. You should update this description" #icon = "luxe: image/modifier/modifier.svg" class PlayerInput is API { //add public facing API here } #system #phase(on, tick) class System is Modifier { EPSILON { 0.001 } //required atm construct new(world: World) { super(world) } init(world: World) { Log.print("init `%(This)` in world `%(world)`") _camera = Entity.get_named(world, "app.camera") _world = world } #hidden attach(player: Entity, data: Data) { if (!Character3D.has(player)) return Character3D.set.speed(player, data.speed_walk) data.target_speed = data.speed_walk } #hidden tick(delta: Num) { each {|player: Entity, data: Data| if (!Character3D.has(player)) return // Update grounded state var now_grounded = check_grounded(player, data) if (data.is_grounded && !now_grounded && data.time_since_grounded < data.jump_grace_time) { data.time_since_grounded = data.time_since_grounded + delta if (data.time_since_grounded >= data.jump_grace_time) { data.is_grounded = false } } if (!data.is_grounded && now_grounded && Character3D.get.velocity(player).y <= 0) { data.is_grounded = true } // Get player's movement input var fore = Input.event_active("up", "game") ? -1 : 0 var back = Input.event_active("down", "game") ? 1 : 0 var left = Input.event_active("left", "game") ? -1 : 0 var right = Input.event_active("right", "game") ? 1 : 0 // 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) { data.time_since_grounded = 0 data.input_target = Math.add(data.input_target, [0, data.jump_impulse / Character3D.get.speed(player), 0]) data.is_grounded = false Transform.translate(player, 0, data.ground_check_dist + this.EPSILON, 0) } else { data.input_target = [data.input_target.x, 0, data.input_target.z] } Character3D.set.input(player, data.input_target) } } check_grounded(player: Entity, data: Data): Bool { var height = Character3D.get.height(player) * 0.5 return Physics3D.cast_ray_closest(_world, Transform.get_pos_world(player), [0,-1,0], height + data.ground_check_dist) != null } move_toward_num(from: Num, to: Num, data: Data, delta: Num) { if (from < to) { return Math.min(Math.lerp(from, to, delta * data.acceleration), to) } else if (from > to) { return Math.max(Math.lerp(from, to, delta * data.decelleration), to) } } move_toward_vec(from: Float3, to: Float3, data: Data, delta: Num) { var pos_delta: Float3 = Math.sub(to, from) var pos_len: Num = Math.length(pos_delta) var speed = Math.length(from) < Math.length(to) ? delta * data.acceleration : delta * data.decelleration return pos_len <= delta || pos_len < this.EPSILON ? to : Math.add(from, Math.scale(Math.div(pos_delta, pos_len), speed)) } }