Big update
This commit is contained in:
@@ -1,3 +1,15 @@
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local PLAYER_PHYS_MASS = 80.0
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local PLAYER_PHYS_RADIUS = 0.40
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local PLAYER_PHYS_HEIGHT = 1.79
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local PLAYER_PHYS_JUMPDIST = PLAYER_PHYS_RADIUS
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local PLAYER_PHYS_JUMPHEIGHT = 2.0
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local PLAYER_PHYS_JUMPSPEEDY = 5.0
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local PLAYER_PHYS_WALK_SPEED = 5.5
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local PLAYER_PHYS_RUN_SPEED_MUL = 1.4
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local PLAYER_PHYS_MOVE_SPEED_EXP = 1.0
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local PLAYER_PHYS_FLY_SPEED_EXP = 4.0
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local AIR_CONTROL = 0.2
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-- игрок
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actor_player = inherit_table(actor_base)
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@@ -6,61 +18,162 @@ actor_player.m_camera_offset_y = 0.5
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function actor_player:on_init()
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actor_base.on_init(self)
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self:create_body()
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g_player = self
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self:create_player_body(PLAYER_PHYS_RADIUS, PLAYER_PHYS_HEIGHT - PLAYER_PHYS_RADIUS * 2.0, 80.0, 0.0, 0.0)
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self:activate_camera()
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local ent = engine.create_entity("test_object")
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local ent = engine.create_entity("weapon_ump")
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engine.add_entity_to_world(ent)
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self.m_weapon_entity_id = ent:get_id()
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self.m_in_reload = false
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--local ent2 = engine.get_entity_from_id(self.m_weapon_entity_id)
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--console.print(ent2:get_classname())
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end
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function actor_player:on_shutdown()
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actor_base.on_shutdown(self)
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g_player = nil
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end
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function actor_player:on_update(dt)
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actor_base.on_update(self, dt)
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self:update_camera_look()
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--self:update_camera_movement(dt)
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self:update_body_movement(dt)
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self:update_camera_look() -- C++
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--self:update_camera() Lua (for perfomance should call from C++)
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--self:update_camera_movement(dt) -- C++ flying mode
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--self:update_body_movement(dt) -- C++
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self:update_player_movement(dt)
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local ent = engine.get_entity_from_id(self.m_weapon_entity_id)
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ent:set_relative_position_to_camera(self)
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if self:get_action() == ACTION_FIRE and self.m_in_reload == false then
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ent:play_animation(ent:find_animation("shoot1"), ANIM_PLAYBACK_NONE)
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engine.play_sound("data/sounds/weapons/ump45_shoot.wav")
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self:action_update()
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end
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function actor_player:action_update()
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local action = self:get_action()
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local ent = engine.get_entity_from_id(self.m_weapon_entity_id)
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if ent then
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if action == ACTION_FIRE then
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ent:set_state(WEAPON_FSM_STATE_ATTACK)
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elseif action == ACTION_RELOAD then
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ent:set_state(WEAPON_FSM_STATE_RELOAD)
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end
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end
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end
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-- TODO: remove
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function vec3_magnitude(_x, _y, _z)
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return math.sqrt(_x * _x + _y * _y + _z * _z)
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end
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function vec3_normalize(_x, _y, _z)
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local mag = vec3_magnitude(_x, _y, _z)
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if mag == 0 then return 0, 0, 0 end
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return _x / mag, _y / mag, _z / mag
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end
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function vec3_cross(_x1, _y1, _z1, _x2, _y2, _z2)
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return _y1 * _z2 - _y2 * _z1,
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_z1 * _x2 - _z2 * _x1,
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_x1 * _y2 - _x2 * _y1
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end
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function actor_player:update_player_movement(dt)
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local movement = self:get_movement()
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local speed = 4.0
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local up_x, up_y, up_z = camera.get_up()
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local front_x, front_y, front_z = camera.get_front()
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front_y = 0.0
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local final_front_x, final_front_y, final_front_z = vec3_normalize(front_x, front_y, front_z)
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local cross_x, cross_y, cross_z = vec3_cross(final_front_x, final_front_y, final_front_z,
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up_x, up_y, up_z)
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local final_cross_x, final_cross_y, final_cross_z = vec3_normalize(cross_x, cross_y, cross_z)
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local dir_x, dir_y, dir_z = 0.0, 0.0, 0.0
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if (movement & EMovementDir_Forward) ~= 0 then
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dir_x = dir_x + final_front_x
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dir_y = dir_y + final_front_y
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dir_z = dir_z + final_front_z
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end
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if (movement & EMovementDir_Backward) ~= 0 then
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dir_x = dir_x - final_front_x
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dir_y = dir_y - final_front_y
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dir_z = dir_z - final_front_z
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end
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if (movement & EMovementDir_Left) ~= 0 then
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dir_x = dir_x - final_cross_x
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dir_y = dir_y - final_cross_y
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dir_z = dir_z - final_cross_z
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end
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if (movement & EMovementDir_Right) ~= 0 then
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dir_x = dir_x + final_cross_x
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dir_y = dir_y + final_cross_y
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dir_z = dir_z + final_cross_z
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end
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local current_vel_x, current_vel_y, current_vel_z = self:get_velocity()
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local vel_x = dir_x * speed
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local vel_y = dir_y * speed
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local vel_z = dir_z * speed
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if self:on_ground() then
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self:set_velocity(vel_x, current_vel_y, vel_z)
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if (movement & EMovementDir_Jump) ~= 0 then
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self:set_velocity(current_vel_x, PLAYER_PHYS_JUMPSPEEDY, current_vel_z)
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--console.print("!!! JUMP")
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end
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else
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local air_vel_x = current_vel_x + dir_x * speed * AIR_CONTROL * dt
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local air_vel_y = current_vel_y + dir_y * speed * AIR_CONTROL * dt
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local air_vel_z = current_vel_z + dir_z * speed * AIR_CONTROL * dt
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self:set_velocity(air_vel_x, current_vel_y, air_vel_z)
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end
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end
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local g_yaw = 0.0
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local g_pitch = 0.0
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function actor_player:update_camera()
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if not input.get_lock_mouse() then
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return
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end
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if self:get_action() == ACTION_RELOAD and self.m_in_reload == false then
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ent:play_animation(ent:find_animation("reload"), ANIM_PLAYBACK_NONE)
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engine.play_sound("data/sounds/weapons/ump45_reload.wav")
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self.m_in_reload = true
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end
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if ent:get_current_animation() == ent:find_animation("shoot1") and
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ent:get_current_animation_time() >= ent:get_animation_time(ent:find_animation("shoot1")) then
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ent:play_animation(ent:find_animation("idle1"), ANIM_PLAYBACK_REPEAT)
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end
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if self.m_in_reload == true and ent:get_current_animation_time() >= ent:get_animation_time(ent:find_animation("reload")) then
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ent:play_animation(ent:find_animation("idle1"), ANIM_PLAYBACK_REPEAT)
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self.m_in_reload = false
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end
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-- if ent:get_current_animation() == ent:find_animation("reload") and
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-- ent:get_current_animation_time() >= ent:get_animation_time(ent:find_animation("reload")) then
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-- ent:play_animation(ent:find_animation("idle1"), ANIM_PLAYBACK_NONE)
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--end
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local mousePosX, mousePosY = input.get_mouse_pos()
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local sensitivity = 0.15 -- #TODO: input.get_mouse_sensitivity()
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g_yaw = g_yaw + (mousePosX * sensitivity)
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g_pitch = g_pitch - (mousePosY * sensitivity)
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-- lock axis
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if g_pitch > 89.0 then g_pitch = 89.0 end
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if g_pitch < -89.0 then g_pitch = -89.0 end
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camera.set_yaw_pitch(g_yaw, g_pitch)
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end
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function actor_player:on_collide(other)
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console.print(string.format("actor_player:on_collide: %s", other:get_classname()))
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--console.print(string.format("actor_player:on_collide: %s", other:get_classname()))
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-- put_debug_string_to_screen(string.format("actor_player:on_collide: %s", other:get_classname()), 4)
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-- FOR TEST
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-- other:mark_for_delete()
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end
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function actor_player:get_health()
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return 100.0
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end
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