split player into its own class file, use udata for state
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41
data/scripts/classes/player.lua
Normal file
41
data/scripts/classes/player.lua
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@ -0,0 +1,41 @@
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local Vector3 = require "vector3"
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local util = require "util"
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-- this is a static class, so no instancing shenanigans needed
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local Player = {
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position = Vector3(),
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velocity = Vector3(),
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speed = 0.07,
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mouse_sensitivity = 0.01,
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yaw = 0,
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yaw_speed = 0.05,
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}
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function Player:tick(ctx)
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input_action{name = "left", control = "A"}
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input_action{name = "right", control = "D"}
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input_action{name = "forward", control = "W"}
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input_action{name = "back", control = "S"}
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local camera_forward = Vector3(draw_camera_from_principal_axes(self).direction)
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camera_forward.y = 0
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camera_forward = camera_forward:normalized()
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local camera_right = camera_forward:cross(Vector3.UP)
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local forward_input = util.b2n(input_action_pressed{name = "forward"}) - util.b2n(input_action_pressed{name = "back"})
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local strafe_input = util.b2n(input_action_pressed{name = "right"}) - util.b2n(input_action_pressed{name = "left"})
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local direction = ((camera_forward * forward_input) + (camera_right * strafe_input)):normalized()
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self.velocity = direction * self.speed
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if ctx.mouse_capture then
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self.yaw = self.yaw + self.mouse_sensitivity * ctx.mouse_movement.x
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end
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self.position = self.position + self.velocity
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end
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return Player
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@ -1,17 +1,7 @@
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local FONT = "fonts/Lunchtype21_Regular.ttf"
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local FONT = "fonts/Lunchtype21_Regular.ttf"
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local Vector3 = require "vector3"
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local Vector3 = require "vector3"
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local capture = false
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local player = require "classes.player"
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local head_rotation = 0
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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()
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local velocity = Vector3()
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local function Vector2(x, y)
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local function Vector2(x, y)
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if y == nil then
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if y == nil then
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@ -20,63 +10,23 @@ local function Vector2(x, y)
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return {x = x, y = y}
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return {x = x, y = y}
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end
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end
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local function wrap(value, min, max)
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local range = max - min
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if value == 0 then
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return min
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end
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local result = value - (range * math.floor((value - min) / range))
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if result == max then
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return min
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end
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return result
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end
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local function b2n(value)
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return value and 1 or 0
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end
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function game_tick()
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function game_tick()
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-- ctx.initialization_needed is true first frame and every time dynamic reload is performed
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-- ctx.initialization_needed is true first frame and every time dynamic reload is performed
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if ctx.initialization_needed then
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if ctx.initialization_needed then
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-- ctx.udata persists on reload
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-- ctx.udata persists on reload
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ctx.udata = {}
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ctx.udata = {
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end
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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"}
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input_action{name = "right", control = "D"}
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input_action{name = "forward", control = "W"}
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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
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capture = true
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else
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capture = false
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capture = false
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end
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}
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end
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end
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ctx.mouse_capture = ctx.udata.capture
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local dir = Vector3(draw_camera_from_principal_axes{position = position, yaw = head_rotation}.direction)
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input_action{name="toggle_mouse", control="ESCAPE"}
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dir.y = 0
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if input_action_just_pressed{name = "toggle_mouse"} then
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dir = dir:normalized()
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ctx.udata.capture = not ctx.udata.capture
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if not capture then
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local rot_d = b2n(input_action_pressed{name = "right"}) - b2n(input_action_pressed{name = "left"})
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head_rotation = head_rotation + rot_d * rotate_speed
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else
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head_rotation = head_rotation + mouse_sensitivity * ctx.mouse_movement.x
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end
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end
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local mov_d = b2n(input_action_pressed{name = "forward"}) - b2n(input_action_pressed{name = "back"})
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player:tick(ctx)
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velocity = dir * spd * mov_d
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position = position + velocity
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draw_billboard{position = Vector3(0, 0, 3), size = Vector2(1, 1), texture = "images/duck.png"}
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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(player.velocity), font = FONT}
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draw_text{position = Vector2(0), string = "vel: " .. tostring(velocity), font = FONT}
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end
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end
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@ -1,3 +0,0 @@
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local M = {}
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return M
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20
data/scripts/util.lua
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20
data/scripts/util.lua
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@ -0,0 +1,20 @@
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local util = {}
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function util.printt(t)
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if type(t) == 'table' then
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local s = '{ '
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for k,v in pairs(t) do
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if type(k) ~= 'number' then k = '"'..k..'"' end
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s = s .. '['..k..'] = ' .. util.print(v) .. ','
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end
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return s .. '} '
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else
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return tostring(t)
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end
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end
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function util.b2n(value)
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return value and 1 or 0
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end
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return util
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@ -135,7 +135,43 @@ end
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function Vector3:normalized()
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function Vector3:normalized()
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local length = math.sqrt(self:length_squared())
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local length = math.sqrt(self:length_squared())
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if length == 0 then
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return Vector3()
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end
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return Vector3(self.x / length, self.y / length, self.z / length)
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return Vector3(self.x / length, self.y / length, self.z / length)
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end
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end
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function Vector3:dot(with)
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if not is_weak_vector3(with) then
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error("Vector3: with must be a Vector3-like table. Returning 0")
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return 0
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end
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local v2 = Vector3(with)
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return self.x * v2.x + self.y * v2.y + self.z * v2.z
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end
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function Vector3:cross(with)
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if not is_weak_vector3(with) then
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error("Vector3: with must be a Vector3-like table. Returning Vector3()")
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return Vector3()
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end
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local v2 = Vector3(with)
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return Vector3 {
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self.y * v2.z - self.z * v2.y,
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self.z * v2.x - self.x * v2.z,
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self.x * v2.y - self.y * v2.x,
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}
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end
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---- CONSTANTS
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Vector3.UP = Vector3(0, 1, 0)
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Vector3.DOWN = -Vector3.UP
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Vector3.FORWARD = Vector3(0, 0, -1)
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Vector3.BACK = -Vector3.FORWARD
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Vector3.RIGHT = Vector3(1, 0, 0)
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Vector3.LEFT = -Vector3.RIGHT
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-------------------
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-------------------
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return Vector3
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return Vector3
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