2025-02-13 21:44:00 +00:00
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local Vector3 = require("types.vector3")
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local util = require("util")
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2025-02-14 12:17:05 +00:00
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local Signal = require("types.signal")
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2025-02-13 21:44:00 +00:00
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local Player = {
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position = Vector3(0, 1, 0),
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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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2025-02-14 12:17:05 +00:00
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ThrowPressed = Signal.new(),
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2025-02-13 21:44:00 +00:00
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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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2025-02-14 12:17:05 +00:00
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input_action{name = "throw", control = "SPACE"}
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2025-02-13 21:44:00 +00:00
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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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2025-02-14 12:17:05 +00:00
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if input_action_just_pressed{name = "throw"} then
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self.ThrowPressed:emit(self.position:copy(), camera_forward:copy())
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end
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2025-02-13 21:44:00 +00:00
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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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