require 'core/appkit/lua/class' require 'core/appkit/lua/app' local SimpleProject = require 'core/appkit/lua/simple_project' local ComponentManager = require 'core/appkit/lua/component_manager' local UnitController = require 'core/appkit/lua/unit_controller' local UnitLink = require 'core/appkit/lua/unit_link' local CameraWrapper = require 'core/appkit/lua/camera_wrapper' local PlayerHud = require 'script/lua/player_hud' local Util = require 'core/appkit/lua/util' local Pad1 = stingray.Pad1 -- On touch devices we will override the input_mapper in Appkit to use the Hud Controls. if scaleform and Util.use_touch() then function Appkit.input_mapper:get_motion_input() return PlayerHud:get_motion_input() end end Project.Player = Appkit.class(Project.Player) local Player = Project.Player -- cache off for readability and speed -- cache off for readability and speed local Keyboard = stingray.Keyboard local Vector3 = stingray.Vector3 local Matrix4x4 = stingray.Matrix4x4 local Matrix4x4Box = stingray.Matrix4x4Box local Quaternion = stingray.Quaternion local Unit = stingray.Unit local World = stingray.World local Level = stingray.Level local free_cam_move_speed = stingray.Vector3Box(Vector3(3.8,3.8,3.8)) local free_cam_sprint_speed = stingray.Vector3Box(Vector3(9,9,8)) local free_cam_yaw_speed = 0.085 local free_cam_pitch_speed = 0.075 local character_move_speed = stingray.Vector3Box(Vector3(3.5,3.5,3.5)) local character_sprint_speed = stingray.Vector3Box(Vector3(7,7,7)) local character_cam_yaw_speed = 0.1 local character_cam_pitch_speed = 0.0 -- character model does not pitch local function play_spawn_sound() if stingray.Wwise then stingray.Wwise.load_bank("content/audio/default") -- temporarily necessary for autoload mode to work local wwise_world = stingray.Wwise.wwise_world(SimpleProject.world) stingray.WwiseWorld.trigger_event(wwise_world, "sfx_spawn_sound") end end local function spawn_freecam_player(self, level, view_position, view_rotation) view_position = view_position or Vector3(0, 0, 2) view_rotation = view_rotation or Quaternion.identity() local world = Level.world(level) local unit = SimpleProject.camera_unit local player_camera = self.player_camera player_camera.unit = unit -- Camera local camera_wrapper = Appkit.CameraWrapper(player_camera, unit, 1) camera_wrapper:set_local_position(view_position) camera_wrapper:set_local_rotation(view_rotation) camera_wrapper:enable() -- Add camera input movement. Starts enabled. local controller = UnitController(player_camera, unit, Appkit.input_mapper) controller:set_move_speed(free_cam_move_speed:unbox()) controller:set_yaw_speed(free_cam_yaw_speed) controller:set_pitch_speed(free_cam_pitch_speed) -- Give free cam ability to attached to character for walking mode. Starts disabled. local unit_link = UnitLink(player_camera, level, unit, 1, nil, 1, false) self.is_freecam_mode = true end -- Main Player Spawn function. -- Player starts in Free Cam mode, and can toggle to spawning a character and back to Free Cam. function Player.spawn_player(level, view_position, view_rotation) if not level then print "ERROR: No current level - cannot spawn" return end local player = Player() spawn_freecam_player(player, level, view_position, view_rotation) PlayerHud:init_hud() play_spawn_sound() -- allow appkit to manage update and shutdown Appkit.manage_level_object(level, Player, player) end function Player:init() -- The Basic Project gameplay design is for the player character to spawn, but the -- camera is initially set to freecam and the player character will be stationary. self.player_camera = {} self.land_character = {} self.is_freecam_mode = false self.saved_freecam_pose = Matrix4x4Box(Matrix4x4.identity()) end local function is_character_spawned(self) return self.land_character.unit ~= nil end local function despawn_character(self) local land_character = self.land_character if land_character and is_character_spawned(self) then ComponentManager.remove_components(land_character) World.destroy_unit(SimpleProject.world, land_character.unit) land_character.unit = nil end end local function despawn_freecam(self) local player_camera = self.player_camera if player_camera then local world = SimpleProject.world ComponentManager.remove_components(player_camera) player_camera.unit = nil end end function Player.shutdown(self, level) despawn_character(self) despawn_freecam(self) PlayerHud:shutdown() end local function enable_free_mode(self) local player_camera = self.player_camera -- detach camera from character local unit_link = UnitLink.manager:get(player_camera) unit_link:unlink() despawn_character(self) -- enable camera movement and yaw local freecam_controller = UnitController.manager:get(player_camera) freecam_controller:set_move_speed(free_cam_move_speed:unbox()) freecam_controller:set_yaw_speed(free_cam_yaw_speed) -- set freecam to saved off camera position local camera_wrapper = CameraWrapper.manager:get(player_camera) camera_wrapper:set_local_pose(self.saved_freecam_pose:unbox()) self.is_freecam_mode = true end local function spawn_player_character(self, pose) local world = SimpleProject.world local land_unit = World.spawn_unit(world, "content/models/character/character", pose) local land_character = self.land_character land_character.unit = land_unit -- Add Character input movement. local controller = UnitController(land_character, land_unit, Appkit.input_mapper) controller:set_move_speed(character_move_speed:unbox()) controller:set_yaw_speed(character_cam_yaw_speed) controller:set_pitch_speed(character_cam_pitch_speed) controller:set_mover("body") controller:set_gravity_enabled(true) end local function enable_walk_mode(self) local player_camera = self.player_camera -- save off freecam camera position local camera_wrapper = CameraWrapper.manager:get(player_camera) self.saved_freecam_pose:store(camera_wrapper:local_pose()) -- disable movement and yaw on camera local freecam_controller = UnitController.manager:get(player_camera) freecam_controller:set_move_speed(Vector3(0,0,0)) freecam_controller:set_yaw_speed(0) -- spawn character local character_pose = camera_wrapper:local_pose() local forward = Matrix4x4.forward(character_pose) Vector3.set_z(forward, 0) -- remove pitch local rot = Quaternion.look(forward) local no_pitch_character_pose = Matrix4x4.from_quaternion(rot) Matrix4x4.set_translation(no_pitch_character_pose, Matrix4x4.translation(character_pose)) spawn_player_character(self, no_pitch_character_pose) -- attach camera to character local land_unit = self.land_character.unit local unit_link = UnitLink.manager:get(player_camera) unit_link:set_parent(land_unit, 1) unit_link:link() -- offset camera to eye height local pose_offset = Matrix4x4.identity() local camera_node_id = Unit.node(land_unit, "eyeheight") local delta = Unit.world_position(land_unit, camera_node_id) - Unit.world_position(land_unit, 1) Matrix4x4.set_translation(pose_offset, delta) camera_wrapper:set_local_pose(pose_offset) self.is_freecam_mode = false end local function check_camera_mode(self) -- freecam toggle input local index = Keyboard.button_id("f2") if (index and Keyboard.pressed(index)) or PlayerHud:check_toggle_camera() then if self.is_freecam_mode then enable_walk_mode(self) else enable_free_mode(self) end end end local function check_jump(self) if not self.is_freecam_mode then local is_keyboard_jumping = Keyboard.pressed(Keyboard.button_id("space")) local is_pad_jumping = Pad1 and Pad1.active() and Pad1.pressed(Pad1.button_id(Appkit.Util.plat(nil, "a", nil, "cross"))) if is_keyboard_jumping or is_pad_jumping or PlayerHud:check_jump() then local controller = UnitController.manager:get(self.land_character) if controller and controller.velocity.z == 0 then controller:add_impulse(Vector3(0,0,14)) end end end end local function check_sprint(self) local is_keyboard_sprinting = Keyboard.button(Keyboard.button_id("left shift")) > 0 and Keyboard.button(Keyboard.button_id("w")) > 0 and Keyboard.button(Keyboard.button_id("a")) == 0 and Keyboard.button(Keyboard.button_id("d")) == 0 local input = Appkit.input_mapper:get_motion_input() local is_pad_sprinting = Pad1 and Pad1.active() and Pad1.button(Pad1.button_id(Appkit.Util.plat(nil, "left_thumb", nil, "l3"))) > 0 and input.move.y > 0.9 if is_keyboard_sprinting or is_pad_sprinting or PlayerHud:check_sprint() then if is_character_spawned(self) then local controller = UnitController.manager:get(self.land_character) controller:set_move_speed(character_sprint_speed:unbox()) else local controller = UnitController.manager:get(self.player_camera) controller:set_move_speed(free_cam_sprint_speed:unbox()) end else if is_character_spawned(self) then local controller = UnitController.manager:get(self.land_character) controller:set_move_speed(character_move_speed:unbox()) else local controller = UnitController.manager:get(self.player_camera) controller:set_move_speed(free_cam_move_speed:unbox()) end end end local function check_exit_level(self) -- level exit input if Appkit.is_standalone() then local index = Keyboard.button_id("f5") local b1_pressed = index and Keyboard.pressed(index) local index = Keyboard.button_id("esc") local b2_pressed = index and Keyboard.pressed(index) if b1_pressed or b2_pressed or PlayerHud:exit_level() then SimpleProject.change_level(Project.level_names.menu) end end end function Player.update(self, dt) PlayerHud:update(dt) check_camera_mode(self) check_jump(self) check_sprint(self) check_exit_level(self) end return Player