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136
top_down/Sources/lnx/PlayerController.hx
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136
top_down/Sources/lnx/PlayerController.hx
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package lnx;
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import iron.math.Vec4;
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import iron.object.Object;
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import iron.object.BoneAnimation;
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import iron.system.Time;
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import iron.system.Audio;
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import iron.system.Input;
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import leenkx.trait.physics.RigidBody;
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class PlayerController extends iron.Trait {
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#if (!lnx_physics)
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public function new() { super(); }
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#else
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var mouse:Mouse = null;
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var keyboard:Keyboard = null;
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var gamepad:Gamepad = null;
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var body:RigidBody;
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var anim:BoneAnimation;
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var armature:Object;
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var stepTime = 0.0;
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var dir = new Vec4();
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var lastDir = new Vec4();
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var lastLook:Vec4;
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var state = "idle";
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var soundStep0:kha.Sound = null;
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var soundStep1:kha.Sound = null;
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var soundSword0:kha.Sound = null;
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var soundSword1:kha.Sound = null;
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var stepSoundsLoaded = 0;
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var swordSoundsLoaded = 0;
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public function new() {
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super();
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// Load sounds
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iron.data.Data.getSound("step0.wav", function(sound:kha.Sound) { soundStep0 = sound; stepSoundsLoaded++; });
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iron.data.Data.getSound("step1.wav", function(sound:kha.Sound) { soundStep1 = sound; stepSoundsLoaded++; });
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iron.data.Data.getSound("sword0.wav", function(sound:kha.Sound) { soundSword0 = sound; swordSoundsLoaded++; });
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iron.data.Data.getSound("sword1.wav", function(sound:kha.Sound) { soundSword1 = sound; swordSoundsLoaded++; });
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notifyOnInit(init);
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notifyOnUpdate(update);
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}
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function init() {
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// Get input devices
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mouse = Input.getMouse();
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keyboard = Input.getKeyboard();
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gamepad = Input.getGamepad(0);
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// Store references
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body = object.getTrait(RigidBody);
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armature = object.getChild("Armature");
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anim = cast armature.children[0].animation;
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}
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function update() {
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// Movement
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dir.set(0, 0, 0);
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if (keyboard.down("w")) dir.y = 1.0;
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if (keyboard.down("s")) dir.y = -1.0;
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if (keyboard.down("a")) dir.x = -1.0;
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if (keyboard.down("d")) dir.x = 1.0;
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if (gamepad != null && Math.abs(gamepad.leftStick.x) > 0.1) dir.x = gamepad.leftStick.x;
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if (gamepad != null && Math.abs(gamepad.leftStick.y) > 0.1) dir.y = gamepad.leftStick.y;
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dir.normalize();
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// Rotate
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var q = new iron.math.Quat();
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q.fromTo(Vec4.yAxis(), new Vec4(lastDir.x, lastDir.y, 0.0));
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armature.transform.rot.lerp(armature.transform.rot, q, 0.25);
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armature.transform.buildMatrix();
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updateAnim();
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updateBody();
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if (dir.length() > 0) lastDir.setFrom(dir);
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}
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function updateAnim() {
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var look = armature.transform.look().normalize();
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// Move
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if (dir.length() > 0) {
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setState("run", 1.0);
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// Step sounds
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stepTime += Time.delta;
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if (stepTime > 0.3) {
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stepTime = 0;
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if (stepSoundsLoaded == 2) {
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Audio.play(Std.random(2) == 0 ? soundStep0 : soundStep1);
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}
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}
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}
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// Slash
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else if (state == "idle") {
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if (mouse.down("left") || (gamepad != null && gamepad.down("r2") > 0.0)) {
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var r = Std.random(2);
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setState(r == 0 ? "slash" : "slash2", 1.5, 0.0, function() { setState("idle", 1.0, 0.0); });
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iron.system.Tween.timer(0.3, function() {
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if (swordSoundsLoaded == 2) {
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Audio.play(r == 0 ? soundSword0 : soundSword1);
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}
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});
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}
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}
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// Idle
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else if (state != "slash" && state != "slash2") {
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setState("idle", 1.0);
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}
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}
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function updateBody() {
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if (!body.ready) return;
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body.syncTransform();
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body.activate();
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var linvel = body.getLinearVelocity();
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body.setLinearVelocity(dir.x * 6, dir.y * 6, linvel.z - 1.0); // Push down
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body.setAngularFactor(0, 0, 0); // Keep vertical
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}
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function setState(s:String, speed:Float, blend = 0.2, onComplete:Void->Void = null) {
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if (s == state) return;
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state = s;
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anim.play(s, onComplete, blend, speed);
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}
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#end
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}
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68
top_down/Sources/lnx/SettingsTrait.hx
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68
top_down/Sources/lnx/SettingsTrait.hx
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package lnx;
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import iron.Scene;
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import leenkx.system.Event;
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import leenkx.data.Config;
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import leenkx.trait.internal.CanvasScript;
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import leenkx.renderpath.RenderPathCreator;
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class SettingsTrait extends iron.Trait {
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var canvas:CanvasScript;
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var envStrength = 0.0;
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public function new() {
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super();
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notifyOnInit(function() {
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canvas = Scene.active.getTrait(CanvasScript);
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// Init UI to values loaded from config.lnx file
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canvas.notifyOnReady(function() {
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canvas.getElement("MenuContainer").visible = false;
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canvas.getHandle("SSAO").selected = Config.raw.rp_ssgi;
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canvas.getHandle("SSR").selected = Config.raw.rp_ssr;
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canvas.getHandle("Bloom").selected = Config.raw.rp_bloom;
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canvas.getHandle("Voxels").selected = Config.raw.rp_gi;
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canvas.getHandle("Shadows").position = getShadowQuality(Config.raw.rp_shadowmap_cascade);
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});
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// Button events
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Event.add("toggle_menu", toggleMenu);
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Event.add("apply_settings", applySettings);
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});
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}
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function toggleMenu() {
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var e = canvas.getElement("MenuContainer");
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e.visible = !e.visible;
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}
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function applySettings() {
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// Apply render path settings
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Config.raw.rp_ssgi = canvas.getHandle("SSAO").selected;
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Config.raw.rp_ssr = canvas.getHandle("SSR").selected;
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Config.raw.rp_bloom = canvas.getHandle("Bloom").selected;
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Config.raw.rp_gi = canvas.getHandle("Voxels").selected;
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Config.raw.rp_shadowmap_cascade = getShadowMapSize(canvas.getHandle("Shadows").position);
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RenderPathCreator.applyConfig();
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// Lower envmap strength when voxel ao is disabled
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var p = iron.Scene.active.world.probe.raw;
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if (envStrength == 0) envStrength = p.strength;
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p.strength = Config.raw.rp_gi ? envStrength : envStrength / 3;
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// Save config.lnx file
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Config.save();
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}
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inline function getShadowQuality(i:Int):Int {
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// 0 - High, 1 - Medium, 2 - Low
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return i == 4096 ? 0 : i == 2048 ? 1 : 2;
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}
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inline function getShadowMapSize(i:Int):Int {
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return i == 0 ? 4096 : i == 1 ? 2048 : 1024;
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}
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}
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