forked from LeenkxTeam/LNXSDK
ObiNoWanKenobi - FirstPersonController Changes
This commit is contained in:
@ -1,87 +1,243 @@
|
||||
package leenkx.trait;
|
||||
|
||||
import iron.Trait;
|
||||
import iron.math.Vec4;
|
||||
import iron.system.Input;
|
||||
import iron.object.Object;
|
||||
import iron.object.CameraObject;
|
||||
import leenkx.trait.physics.PhysicsWorld;
|
||||
import leenkx.trait.internal.CameraController;
|
||||
import leenkx.trait.physics.RigidBody;
|
||||
import kha.FastFloat;
|
||||
|
||||
class FirstPersonController extends CameraController {
|
||||
class FirstPersonController extends Trait {
|
||||
|
||||
#if (!lnx_physics)
|
||||
public function new() { super(); }
|
||||
#else
|
||||
#if (!lnx_physics)
|
||||
public function new() { super(); }
|
||||
#else
|
||||
|
||||
var head: Object;
|
||||
static inline var rotationSpeed = 2.0;
|
||||
@prop public var rotationSpeed:Float = 0.15;
|
||||
@prop public var maxPitch:Float = 2.2;
|
||||
@prop public var minPitch:Float = 0.5;
|
||||
@prop public var enableJump:Bool = true;
|
||||
@prop public var jumpForce:Float = 22.0;
|
||||
@prop public var moveSpeed:Float = 500.0;
|
||||
|
||||
public function new() {
|
||||
super();
|
||||
@prop public var forwardKey:String = "w";
|
||||
@prop public var backwardKey:String = "s";
|
||||
@prop public var leftKey:String = "a";
|
||||
@prop public var rightKey:String = "d";
|
||||
@prop public var jumpKey:String = "space";
|
||||
|
||||
iron.Scene.active.notifyOnInit(init);
|
||||
}
|
||||
@prop public var allowAirJump:Bool = false;
|
||||
|
||||
function init() {
|
||||
head = object.getChildOfType(CameraObject);
|
||||
@prop public var canRun:Bool = true;
|
||||
@prop public var runKey:String = "shift";
|
||||
@prop public var runSpeed:Float = 1000.0;
|
||||
|
||||
PhysicsWorld.active.notifyOnPreUpdate(preUpdate);
|
||||
notifyOnUpdate(update);
|
||||
notifyOnRemove(removed);
|
||||
}
|
||||
// Sistema de estamina
|
||||
@prop public var stamina:Bool = false;
|
||||
@prop public var staminaBase:Float = 75.0;
|
||||
@prop public var staRecoverPerSec:Float = 5.0;
|
||||
@prop public var staDecreasePerSec:Float = 5.0;
|
||||
@prop public var staRecoverTime:Float = 2.0;
|
||||
@prop public var staDecreasePerJump:Float = 5.0;
|
||||
@prop public var enableFatigue:Bool = false;
|
||||
@prop public var fatigueSpeed:Float = 0.5; // the reduction of movement when fatigue is activated...
|
||||
@prop public var fatigueThreshold:Float = 30.0; // Tiempo corriendo sin parar para la activacion // Time running non-stop for activation...
|
||||
@prop public var fatRecoveryThreshold:Float = 7.5; // Tiempo sin correr/saltar para salir de fatiga // Time without running/jumping to get rid of fatigue...
|
||||
|
||||
|
||||
var xVec = Vec4.xAxis();
|
||||
var zVec = Vec4.zAxis();
|
||||
function preUpdate() {
|
||||
if (Input.occupied || !body.ready) return;
|
||||
// Var Privadas
|
||||
var head:CameraObject;
|
||||
var pitch:Float = 0.0;
|
||||
var body:RigidBody;
|
||||
|
||||
var mouse = Input.getMouse();
|
||||
var kb = Input.getKeyboard();
|
||||
var moveForward:Bool = false;
|
||||
var moveBackward:Bool = false;
|
||||
var moveLeft:Bool = false;
|
||||
var moveRight:Bool = false;
|
||||
var isRunning:Bool = false;
|
||||
|
||||
if (mouse.started() && !mouse.locked) mouse.lock();
|
||||
else if (kb.started("escape") && mouse.locked) mouse.unlock();
|
||||
var canJump:Bool = true;
|
||||
var staminaValue:Float = 0.0;
|
||||
var timeSinceStop:Float = 0.0;
|
||||
|
||||
if (mouse.locked || mouse.down()) {
|
||||
head.transform.rotate(xVec, -mouse.movementY / 250 * rotationSpeed);
|
||||
transform.rotate(zVec, -mouse.movementX / 250 * rotationSpeed);
|
||||
body.syncTransform();
|
||||
var fatigueTimer:Float = 0.0;
|
||||
var fatigueCooldown:Float = 0.0;
|
||||
var isFatigueActive:Bool = false;
|
||||
|
||||
public function new() {
|
||||
super();
|
||||
iron.Scene.active.notifyOnInit(init);
|
||||
}
|
||||
|
||||
function init() {
|
||||
body = object.getTrait(RigidBody);
|
||||
head = object.getChildOfType(CameraObject);
|
||||
PhysicsWorld.active.notifyOnPreUpdate(preUpdate);
|
||||
notifyOnUpdate(update);
|
||||
notifyOnRemove(removed);
|
||||
staminaValue = staminaBase;
|
||||
}
|
||||
|
||||
function removed() {
|
||||
PhysicsWorld.active.removePreUpdate(preUpdate);
|
||||
}
|
||||
|
||||
var zVec = Vec4.zAxis();
|
||||
|
||||
function preUpdate() {
|
||||
if (Input.occupied || body == null) return;
|
||||
var mouse = Input.getMouse();
|
||||
var kb = Input.getKeyboard();
|
||||
|
||||
if (mouse.started() && !mouse.locked)
|
||||
mouse.lock();
|
||||
else if (kb.started("escape") && mouse.locked)
|
||||
mouse.unlock();
|
||||
|
||||
if (mouse.locked || mouse.down()) {
|
||||
var deltaTime:Float = iron.system.Time.delta;
|
||||
object.transform.rotate(zVec, -mouse.movementX * rotationSpeed * deltaTime);
|
||||
var deltaPitch:Float = -(mouse.movementY * rotationSpeed * deltaTime);
|
||||
pitch += deltaPitch;
|
||||
pitch = Math.max(minPitch, Math.min(maxPitch, pitch));
|
||||
head.transform.setRotation(pitch, 0.0, 0.0);
|
||||
body.syncTransform();
|
||||
}
|
||||
}
|
||||
|
||||
var dir:Vec4 = new Vec4();
|
||||
|
||||
function isFatigued():Bool {
|
||||
return enableFatigue && isFatigueActive;
|
||||
}
|
||||
|
||||
function update() {
|
||||
if (body == null) return;
|
||||
var deltaTime:Float = iron.system.Time.delta;
|
||||
var kb = Input.getKeyboard();
|
||||
|
||||
moveForward = kb.down(forwardKey);
|
||||
moveBackward = kb.down(backwardKey);
|
||||
moveLeft = kb.down(leftKey);
|
||||
moveRight = kb.down(rightKey);
|
||||
var isMoving = moveForward || moveBackward || moveLeft || moveRight;
|
||||
|
||||
var isGrounded:Bool = false;
|
||||
#if lnx_physics
|
||||
var vel = body.getLinearVelocity();
|
||||
if (Math.abs(vel.z) < 0.1) {
|
||||
isGrounded = true;
|
||||
}
|
||||
#end
|
||||
|
||||
// Dejo establecido el salto para tener en cuenta la (enableFatigue) si es que es false/true....
|
||||
if (isGrounded && !isFatigued()) {
|
||||
canJump = true;
|
||||
}
|
||||
}
|
||||
// Saltar con estamina
|
||||
if (enableJump && kb.started(jumpKey) && canJump) {
|
||||
var jumpPower = jumpForce;
|
||||
// Disminuir el salto al 50% si la (stamina) esta por debajo o en el 20%.
|
||||
if (stamina) {
|
||||
if (staminaValue <= 0) {
|
||||
jumpPower = 0;
|
||||
} else if (staminaValue <= staminaBase * 0.2) {
|
||||
jumpPower *= 0.5;
|
||||
}
|
||||
|
||||
function removed() {
|
||||
PhysicsWorld.active.removePreUpdate(preUpdate);
|
||||
}
|
||||
staminaValue -= staDecreasePerJump;
|
||||
if (staminaValue < 0.0) staminaValue = 0.0;
|
||||
timeSinceStop = 0.0;
|
||||
}
|
||||
|
||||
var dir = new Vec4();
|
||||
function update() {
|
||||
if (!body.ready) return;
|
||||
if (jumpPower > 0) {
|
||||
body.applyImpulse(new Vec4(0, 0, jumpPower));
|
||||
if (!allowAirJump) canJump = false;
|
||||
}
|
||||
}
|
||||
|
||||
if (jump) {
|
||||
body.applyImpulse(new Vec4(0, 0, 16));
|
||||
jump = false;
|
||||
// Control de estamina y correr
|
||||
if (canRun && kb.down(runKey) && isMoving) {
|
||||
if (stamina) {
|
||||
if (staminaValue > 0.0) {
|
||||
isRunning = true;
|
||||
staminaValue -= staDecreasePerSec * deltaTime;
|
||||
if (staminaValue < 0.0) staminaValue = 0.0;
|
||||
} else {
|
||||
isRunning = false;
|
||||
}
|
||||
} else {
|
||||
isRunning = true;
|
||||
}
|
||||
} else {
|
||||
isRunning = false;
|
||||
}
|
||||
|
||||
// (temporizadores aparte)
|
||||
if (isRunning) {
|
||||
timeSinceStop = 0.0;
|
||||
fatigueTimer += deltaTime;
|
||||
fatigueCooldown = 0.0;
|
||||
} else {
|
||||
timeSinceStop += deltaTime;
|
||||
fatigueCooldown += deltaTime;
|
||||
}
|
||||
|
||||
// Evitar correr y saltar al estar fatigado...
|
||||
if (isFatigued()) {
|
||||
isRunning = false;
|
||||
canJump = false;
|
||||
}
|
||||
|
||||
// Move
|
||||
dir.set(0, 0, 0);
|
||||
if (moveForward) dir.add(transform.look());
|
||||
if (moveBackward) dir.add(transform.look().mult(-1));
|
||||
if (moveLeft) dir.add(transform.right().mult(-1));
|
||||
if (moveRight) dir.add(transform.right());
|
||||
// Activar fatiga despues de correr continuamente durante cierto umbral
|
||||
if (enableFatigue && fatigueTimer >= fatigueThreshold) {
|
||||
isFatigueActive = true;
|
||||
}
|
||||
|
||||
// Push down
|
||||
var btvec = body.getLinearVelocity();
|
||||
body.setLinearVelocity(0.0, 0.0, btvec.z - 1.0);
|
||||
// Eliminar la fatiga despues de recuperarse
|
||||
if (enableFatigue && isFatigueActive && fatigueCooldown >= fatRecoveryThreshold) {
|
||||
isFatigueActive = false;
|
||||
fatigueTimer = 0.0;
|
||||
}
|
||||
|
||||
if (moveForward || moveBackward || moveLeft || moveRight) {
|
||||
var dirN = dir.normalize();
|
||||
dirN.mult(6);
|
||||
body.activate();
|
||||
body.setLinearVelocity(dirN.x, dirN.y, btvec.z - 1.0);
|
||||
}
|
||||
// Recuperar estamina si no esta corriendo
|
||||
if (stamina && !isRunning && staminaValue < staminaBase && !isFatigued()) {
|
||||
if (timeSinceStop >= staRecoverTime) {
|
||||
staminaValue += staRecoverPerSec * deltaTime;
|
||||
if (staminaValue > staminaBase) staminaValue = staminaBase;
|
||||
}
|
||||
}
|
||||
|
||||
// Keep vertical
|
||||
body.setAngularFactor(0, 0, 0);
|
||||
camera.buildMatrix();
|
||||
}
|
||||
#end
|
||||
// Movimiento ejes (local)
|
||||
dir.set(0, 0, 0);
|
||||
if (moveForward) dir.add(object.transform.look());
|
||||
if (moveBackward) dir.add(object.transform.look().mult(-1));
|
||||
if (moveLeft) dir.add(object.transform.right().mult(-1));
|
||||
if (moveRight) dir.add(object.transform.right());
|
||||
|
||||
var btvec = body.getLinearVelocity();
|
||||
body.setLinearVelocity(0.0, 0.0, btvec.z - 1.0);
|
||||
|
||||
if (isMoving) {
|
||||
var dirN = dir.normalize();
|
||||
var baseSpeed = moveSpeed;
|
||||
if (isRunning && moveForward) {
|
||||
baseSpeed = runSpeed;
|
||||
}
|
||||
var currentSpeed = isFatigued() ? baseSpeed * fatigueSpeed : baseSpeed;
|
||||
dirN.mult(currentSpeed * deltaTime);
|
||||
body.activate();
|
||||
body.setLinearVelocity(dirN.x, dirN.y, btvec.z - 1.0);
|
||||
}
|
||||
|
||||
body.setAngularFactor(0, 0, 0);
|
||||
head.buildMatrix();
|
||||
}
|
||||
|
||||
#end
|
||||
}
|
||||
|
||||
|
||||
// Stamina and fatigue system.....
|
Reference in New Issue
Block a user