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quack-twn/data/scripts/game.lua

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local FONT = "fonts/Lunchtype21_Regular.ttf"
local Vector3 = require "vector3"
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local capture = false
local head_rotation = 0
local rotate_speed = 0.05
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local mouse_sensitivity = 0.01
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local spd = 0.07
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local position = Vector3()
local velocity = Vector3()
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local function Vector2(x, y)
if y == nil then
return {x = x, y = x}
end
return {x = x, y = y}
end
local function wrap(value, min, max)
local range = max - min
if value == 0 then
return min
end
local result = value - (range * math.floor((value - min) / range))
if result == max then
return min
end
return result
end
local function b2n(value)
return value and 1 or 0
end
function game_tick()
-- ctx.initialization_needed is true first frame and every time dynamic reload is performed
if ctx.initialization_needed then
-- ctx.udata persists on reload
ctx.udata = {}
end
ctx.mouse_capture = capture
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input_action{name="toggle_mouse", control="ESCAPE"}
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input_action{name = "left", control = "A"}
input_action{name = "right", control = "D"}
input_action{name = "forward", control = "W"}
input_action{name = "back", control = "S"}
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if input_action_just_pressed{name = "toggle_mouse"} then
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if not capture then
capture = true
else
capture = false
end
end
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local dir = Vector3(draw_camera_from_principal_axes{position = position, yaw = head_rotation}.direction)
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dir.y = 0
dir = dir:normalized()
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if not capture then
local rot_d = b2n(input_action_pressed{name = "right"}) - b2n(input_action_pressed{name = "left"})
head_rotation = head_rotation + rot_d * rotate_speed
else
head_rotation = head_rotation + mouse_sensitivity * ctx.mouse_movement.x
end
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local mov_d = b2n(input_action_pressed{name = "forward"}) - b2n(input_action_pressed{name = "back"})
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velocity = dir * spd * mov_d
position = position + velocity
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draw_billboard{position = Vector3(5, 0, 0), size = Vector2(1, 1), texture = "images/duck.png"}
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draw_text{position = Vector2(0), string = "vel: " .. tostring(velocity), font = FONT}
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end