feat(packages): ludic.character - a third-person walking body: walk and run with their acceleration, a jump and gravity, a step within CHAR_STEP taken and a slope above it measured over a fixed probe, wading that shelves into a swim, the dive and the breath, sitting, one safe put-down spot, holds by reason, being carried, and the orbit camera with first-person eyes; ground, body and stick through ports; landed, jumped, footfall, too steep, the water's facts
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@ -14,6 +14,7 @@ section. The rules are in [ludic.base](ludic.base/README.md).
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| --- | --- |
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| [ludic.base](ludic.base/README.md) | the shared vocabulary: Tick and phases, `Queue<T>`, rng streams, the save tree, the system runner (`Systems`, an open registry) |
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| [ludic.anim](ludic.anim/README.md) | glTF animation clips sampled and cross-faded onto a render3d Skin (uses `ludic_render3d`) |
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| [ludic.character](ludic.character/README.md) | a third-person walking body: gait, steps and slopes, a jump, wading, swimming, sitting, a safe put-down, the orbit camera |
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| [ludic.clock](ludic.clock/README.md) | the hour, the day, the moon and a calendar of seasons |
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| [ludic.crafting](ludic.crafting/README.md) | recipes: what goes in and out, where and how long, making, refunding, hold-to-make |
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| [ludic.effects](ludic.effects/README.md) | timed modifiers that run down in game time (a meal's warmth, a drink's legs) |
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84
packages/ludic.character/README.md
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packages/ludic.character/README.md
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# ludic.character
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One walking body under a player's stick, seen from over its shoulder: the gait's walk and run with
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their acceleration, a jump with gravity, the step-versus-slope rule, wading that shelves into a swim,
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diving on a breath, sitting, one answer to "where can this body be put down", holds, being carried,
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and the orbit camera with its first-person eyes. Uses [`ludic.base`](../ludic.base/README.md) and
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nothing else.
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```ludic
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import "ludic.character"
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```
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The package never draws. It moves a body and works out where a camera goes; the game poses a figure
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from the queries (`body_phase()`, `body_sit_t()`, `body_swim_phase()`, ...) and hands `body_eye_*`
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to its renderer. What happened is a fact (`char_facts()`); the game says the words, plays the
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sounds and charges the energy.
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## The rules it keeps
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- **A pure query of the world stays pure.** `CharacterGround.height` is the world's ground and never
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the body's; what the feet can stand on is `char_stand_at(x, z, from_y)`, and only the movement asks.
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- **A step up and a slope up are different refusals** (`char_slope_blocks`). Within `CHAR_STEP`
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(0.55 m) of the feet is a step, taken whatever its gradient; above it the boots
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(`slope_limit`, a rise per metre) decide over `CHAR_SLOPE_PROBE` (0.6 m), never over the frame's
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own step - so 30 Hz and 240 Hz refuse at the same place.
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- **Where a body is put down is one question with one answer** (`char_safe_spot`): clear of every
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collider, no deeper than asked, within `CHAR_DROP` of the height left, on ground it can walk off.
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- **A collider has a height**: `push` takes the body's span (y0, y1), and `top_at` reports a top it
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could step onto.
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- Real time, not frames: every rate is multiplied by `dt`.
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## The ports
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```ludic
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export port CharacterGround {
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height: fn(float, float) -> float # the world's ground, pure (required)
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top_at: fn(float, float, float, float, float, float) -> float # (x, z, r, from_y, step, base)
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bed: fn(float, float) -> float # under water (unbound: height)
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water: fn(float, float) -> float # the surface (unbound: never wet)
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push: fn(float, float, float, float, float) -> bool # (x, z, r, y0, y1) out of the colliders
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pushed_x: fn() -> float # ... to here
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pushed_z: fn() -> float
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slope: fn(float, float) -> float # 0 flat .. 1 wall (for sitting)
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slope_limit: fn() -> float # the boots: rise a metre (1.05)
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current: fn(float, float, float, float) -> float # (x, z, fx, fz): a stroke's share lost
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}
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export port CharacterBody {
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pace, sneaking, breath, riding, ride(ix, iz, run, dt), holding, hold_x, hold_z, eyes_ok
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}
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export port CharacterInput {
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move_x, move_z, run, jump, look_yaw, look_pitch, zoom, look_always
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}
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```
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Only `height` is required; unbound, the rest is a dry plain with no colliders, a fresh body and a
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still stick.
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## API
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| | |
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| --- | --- |
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| `char_update(ix, iz, run, jump, dyaw, dpitch, dt)` | a frame from explicit input; `char_tick(dt)` reads `CharacterInput` (nothing while held) |
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| `char_teleport(x, z, yaw)`, `char_stand_on`, `char_push_to`, `char_face`, `char_halt`, `char_go_limp`, `char_resume_swim(dive, depth, breath)`, `char_map_changed()` | placing and stopping the body |
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| `char_config(walk, run)`, `char_allow_run(on)` | 3.2 and 6.8 m/s by default; a spent body cannot run or jump |
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| `char_sit(x, z, yaw, mode)`, `char_sit_here() -> CHAR_SAT / _STOOD / _NOT_RIDING / _NOT_AIRBORNE / _NOT_STEEP / _NOT_WET`, `char_stand()` | sitting (`CHAR_SIT_SEAT`, `CHAR_SIT_GROUND`) |
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| `char_hold(reason)`, `char_release(reason)` (`CHAR_HOLD_SCREEN`, `CHAR_HOLD_STAGE`) | holds by reason: two holders cannot release each other |
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| `char_board(x, z, yaw)`, `char_ride_at(x, y, z, yaw, speed)`, `char_step_off(x, z)` | carried by something (`CharacterBody.riding`/`ride`) |
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| `char_safe_spot(x, z, from_y, max_depth) -> bool`, `body_safe_x()`, `body_safe_z()` | somewhere to put a body down |
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| `char_stand_at(x, z, from_y)`, `char_slope_blocks(nh, fx, fz)` | the step rule, for a game's own movers |
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| `char_camera(dt)`, `char_camera_third(dt)`, `char_look(yaw, pitch)`, `char_look_pitch`, `char_orbit(dist)`, `char_lock_orbit`, `char_set_fps`, `char_fps_toggle() -> CHAR_EYES_*` | the camera; read it back with `body_eye_x/y/z/yaw/pitch()` and `body_eyes_now()` |
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| `body_x()`, `body_y()`, `body_z()`, `body_yaw()`, `body_speed()`, `body_moving()`, `body_run()`, `body_phase()`, `body_time()`, `body_water()`, `body_airborne()`, `body_vy()`, `body_landing()`, `body_steep()`, `body_step()`, `body_sitting()`, `body_sit_mode()`, `body_sit_t()`, `body_swimming()`, `body_diving()`, `body_depth()`, `body_breath()`, `body_breath_max()`, `body_floating()`, `body_swim_phase()`, `body_can_run()`, `body_held()`, `body_fps()`, `body_cam_yaw()`, `body_cam_pitch()`, `body_cam_dist()` | the queries |
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| `char_wrap(a)`, `char_toward(cur, target, rate)`, `char_ease(t)` | the helpers a pose needs |
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| `char_facts() -> Queue<CharacterFact>` | `{ what, x, y, z, v }`: `CHAR_LANDED`, `_JUMPED`, `_FOOTFALL`, `_TOO_STEEP` (once per refusal), `_STARTED_SWIMMING`, `_LEFT_WATER`, `_OUT_OF_AIR` (v: seconds), `_CURRENT` (every 12 s) |
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| `char_reset()`, `char_system() -> System` | `"character"`, `PH_INPUT`, nothing saved: where a body stands is the game's to write |
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## Tests
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```bash
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ludic test packages/ludic.character
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```
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A fake world of a meadow, a 45 cm deck, a cliff, a gentle rise, a boulder and a shelving lake: the
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step and the cliff at 30, 60 and 240 Hz, speeds and the sneak, wading into a swim and out, the dive
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and the breath, the jump, the safe spot, sitting and its refusals, holds, riding and the camera.
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70
packages/ludic.character/camera.ludic
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70
packages/ludic.character/camera.ludic
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@ -0,0 +1,70 @@
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# camera.ludic - the orbit: a pivot at the chest easing after the body, the camera on its orbit
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# behind and a share of the distance to the right (so the body sits left of the crosshair), lifted
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# out of the ground and aimed back at the pivot. Or the eyes, with the gait's bob on them.
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function chr_eyes_allowed() -> bool { return not CharacterBody.riding() and not chr_sit and CharacterBody.eyes_ok() }
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function chr_shoulder() -> float { return Math.clamp(chr_cam_dist * 0.30, 0.6, 1.9) }
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export function char_camera(dt: float) -> void {
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if chr_fps and chr_eyes_allowed() {
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chr_camera_eyes(dt)
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return
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}
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char_camera_third(dt)
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}
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# over the shoulder, whatever the player plays in (a figure looked at from inside its head is not)
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export function char_camera_third(dt: float) -> void {
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chr_eyes_now = false
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let k = Math.min(1.0, 10.0 * dt)
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var ty = chr_y + 1.45
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if chr_swim { ty = chr_y + 0.9 }
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chr_piv_x = Math.lerp(chr_piv_x, chr_x, k)
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chr_piv_y = Math.lerp(chr_piv_y, ty, k)
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chr_piv_z = Math.lerp(chr_piv_z, chr_z, k)
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let cyw = Math.cos(chr_cam_yaw)
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let syw = Math.sin(chr_cam_yaw)
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let cpt = Math.cos(chr_cam_pitch)
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let fx = -(syw * cpt)
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let fy = Math.sin(chr_cam_pitch)
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let fz = -(cyw * cpt)
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let ax = chr_piv_x + cyw * chr_shoulder()
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let az = chr_piv_z - syw * chr_shoulder()
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let cx = ax - fx * chr_cam_dist
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var cyy = chr_piv_y - fy * chr_cam_dist
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let cz = az - fz * chr_cam_dist
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cyy = Math.max(cyy, CharacterGround.bed(cx, cz) + 0.55)
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# at the top of the water the camera is held clear of it; under it, it follows the dive
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if chr_swim and not chr_dive and cyy < chr_water + 0.35 { cyy = chr_water + 0.35 }
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let mid_g = CharacterGround.bed((cx + ax) * 0.5, (cz + az) * 0.5) + 0.4
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let mid_y = (cyy + chr_piv_y) * 0.5
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if mid_y < mid_g { cyy = cyy + (mid_g - mid_y) * 2.0 }
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chr_eye_x = cx
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chr_eye_y = cyy
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chr_eye_z = cz
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let ddx = ax - cx
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let ddz = az - cz
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chr_eye_yaw = Math.atan2(-ddx, -ddz)
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chr_eye_pitch = Math.atan2(chr_piv_y - cyy, Math.sqrt(ddx * ddx + ddz * ddz))
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}
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# the eyes: the head's height, the walk's bob, and the look the player is already holding
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function chr_camera_eyes(dt: float) -> void {
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chr_eyes_now = true
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var eye = 1.62
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if chr_swim { eye = 0.42 }
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if chr_dive { eye = 0.30 }
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let moving = Math.clamp(chr_speed / 5.0, 0.0, 1.0)
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let want = 0.035 * moving * (1.0 - Math.cos(chr_phase * 2.0))
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chr_fps_bob = Math.lerp(chr_fps_bob, want, Math.min(1.0, 12.0 * dt))
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# never inside the ground on a steep step
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let ey = Math.max(chr_y + eye + chr_fps_bob, CharacterGround.bed(chr_x, chr_z) + 0.30)
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chr_piv_x = chr_x
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chr_piv_y = ey
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chr_piv_z = chr_z
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chr_eye_x = chr_x
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chr_eye_y = ey
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chr_eye_z = chr_z
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chr_eye_yaw = chr_cam_yaw
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chr_eye_pitch = chr_cam_pitch
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}
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53
packages/ludic.character/ground.ludic
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packages/ludic.character/ground.ludic
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# ground.ludic - what the feet stand on, and the one rule for a step versus a slope
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# The ground at (x, z) for feet at from_y, a collider's top included when it is a step up. Only
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# the body's own movement asks this: the ground itself (CharacterGround.height) stays pure, or
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# the height ratchets on itself and the body ends up on things it never climbed.
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export function char_stand_at(x: float, z: float, from_y: float) -> float {
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let base = CharacterGround.height(x, z)
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return CharacterGround.top_at(x, z, 0.35, Math.max(from_y, base), CHAR_STEP, base)
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}
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# A step up and a slope up are different refusals. Within CHAR_STEP of the feet is a step, taken
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# whatever the gradient into it (a 45 cm deck arrives in one frame); above that the boots decide,
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# measured over CHAR_SLOPE_PROBE, so the frame rate never changes the answer.
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export function char_slope_blocks(nh: float, fx: float, fz: float) -> bool {
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if nh - chr_y > CHAR_STEP { return true }
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let sx = chr_x + fx * CHAR_SLOPE_PROBE
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let sz = chr_z + fz * CHAR_SLOPE_PROBE
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return CharacterGround.height(sx, sz) - chr_y > CHAR_SLOPE_PROBE * CharacterGround.slope_limit()
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}
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# a body of radius r at (x, z) from y0 to y1, out of every collider: the resolved point is chr_out_*
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var chr_out_x: float = 0.0
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var chr_out_z: float = 0.0
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function chr_push(x: float, z: float, r: float, y0: float, y1: float) -> bool {
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chr_ask_x = x
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chr_ask_z = z
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let hit = CharacterGround.push(x, z, r, y0, y1)
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chr_out_x = x
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chr_out_z = z
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if hit {
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chr_out_x = CharacterGround.pushed_x()
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chr_out_z = CharacterGround.pushed_z()
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}
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return hit
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}
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function chr_bed_depth(x: float, z: float) -> float { return CharacterGround.water(x, z) - CharacterGround.bed(x, z) }
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export function char_wrap(a: float) -> float {
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var d = a
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while d > chr_pi { d = d - 2.0 * chr_pi }
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while d < -chr_pi { d = d + 2.0 * chr_pi }
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return d
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}
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export function char_toward(cur: float, target: float, rate: float) -> float {
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return cur + Math.clamp(target - cur, -rate, rate)
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}
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# did the gait's phase step over `mark` this frame? (it wraps at 2 pi)
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function chr_cross(a: float, b: float, mark: float) -> bool {
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if b < a { return a > mark or b < mark }
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return a < mark and not (b < mark)
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}
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21
packages/ludic.character/index.ludic
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21
packages/ludic.character/index.ludic
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# ludic.character - one body under a player's stick: the game says where the ground, the water and
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# the colliders are and what the stick asks; the package moves the body and its camera and says
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# what happened. It never draws: the game poses a figure and points its camera from the queries.
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module ludic_character uses ludic_base
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numbers float
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import "ludic.base"
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import "rules.ludic"
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import "ports.ludic"
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import "state.ludic"
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import "queries.ludic"
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import "ground.ludic"
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import "safe.ludic"
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import "water.ludic"
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import "swim.ludic"
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import "walk.ludic"
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import "steer.ludic"
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import "update.ludic"
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import "sit.ludic"
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import "verbs.ludic"
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import "camera.ludic"
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import "system.ludic"
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6
packages/ludic.character/package.ludic
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packages/ludic.character/package.ludic
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# ludic.character - a third-person walking body: the gait's speeds, steps and slopes, a jump,
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# wading, swimming and diving, sitting, a safe place to be put down, and the orbit camera.
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# Uses ludic.base and nothing else. See README.md.
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package "ludic.character"
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version "0.1.0"
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kind source
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62
packages/ludic.character/ports.ludic
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62
packages/ludic.character/ports.ludic
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# ports.ludic - what the body asks the game. Unbound, the world is a dry plain with no colliders,
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# the boots manage 1.05 m a metre, the body is fresh and nothing holds or carries it.
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export port CharacterGround {
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height: fn(float, float) -> float # the world's own ground: pure, never the body's
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# (x, z, r, from_y, step, base): the top of a collider within `step` above from_y, else base
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top_at: fn(float, float, float, float, float, float) -> float = fn chr__top_plain
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bed: fn(float, float) -> float = fn chr__bed_plain # the bed under water (unbound: the ground)
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water: fn(float, float) -> float = fn chr__dry # the surface over a point
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# (x, z, r, y0, y1): true when a collider takes a body of radius r there; pushed_x / _z say where to
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push: fn(float, float, float, float, float) -> bool = fn chr__no_push
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pushed_x: fn() -> float = fn chr__asked_x
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pushed_z: fn() -> float = fn chr__asked_z
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slope: fn(float, float) -> float = fn chr__slope_plain # 0 flat .. 1 a wall
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slope_limit: fn() -> float = fn chr__boots # the rise a metre the boots take
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current: fn(float, float, float, float) -> float = fn chr__still # (x, z, fx, fz): 0..1 of a stroke lost
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}
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export port CharacterBody {
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pace: fn() -> float = fn chr__one # the walk and run, times (gear, a tired body)
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sneaking: fn() -> bool = fn chr__no
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breath: fn() -> float = fn chr__one # the lungs, times
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riding: fn() -> bool = fn chr__no # something else carries the body
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ride: fn(float, float, bool, float) -> void = fn chr__not_carried # (ix, iz, run, dt) while riding
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holding: fn() -> bool = fn chr__no # at work on something: face it
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hold_x: fn() -> float = fn chr__zero
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hold_z: fn() -> float = fn chr__zero
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eyes_ok: fn() -> bool = fn chr__yes # first person may be used now
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}
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# the stick, once a frame: move is in the camera's frame (+z ahead), look is radians this frame
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export port CharacterInput {
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move_x: fn() -> float = fn chr__zero
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move_z: fn() -> float = fn chr__zero
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run: fn() -> bool = fn chr__no
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jump: fn() -> bool = fn chr__no
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look_yaw: fn() -> float = fn chr__zero
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look_pitch: fn() -> float = fn chr__zero
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zoom: fn() -> float = fn chr__zero # wheel notches, in toward the body
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look_always: fn() -> bool = fn chr__no # the look is held: never settle behind
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}
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var chr_ask_x: float = 0.0
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var chr_ask_z: float = 0.0
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function chr__top_plain(x: float, z: float, r: float, from_y: float, step: float, base: float) -> float { return base }
|
||||
function chr__bed_plain(x: float, z: float) -> float { return CharacterGround.height(x, z) }
|
||||
function chr__dry(x: float, z: float) -> float { return -10000.0 }
|
||||
function chr__no_push(x: float, z: float, r: float, y0: float, y1: float) -> bool { return false }
|
||||
function chr__asked_x() -> float { return chr_ask_x }
|
||||
function chr__asked_z() -> float { return chr_ask_z }
|
||||
function chr__slope_plain(x: float, z: float) -> float {
|
||||
let e = 2.0
|
||||
let dx = CharacterGround.height(x + e, z) - CharacterGround.height(x - e, z)
|
||||
let dz = CharacterGround.height(x, z + e) - CharacterGround.height(x, z - e)
|
||||
return 1.0 - 4.0 / Math.sqrt(dx * dx + dz * dz + 16.0)
|
||||
}
|
||||
function chr__boots() -> float { return 1.05 }
|
||||
function chr__still(x: float, z: float, fx: float, fz: float) -> float { return 0.0 }
|
||||
function chr__one() -> float { return 1.0 }
|
||||
function chr__zero() -> float { return 0.0 }
|
||||
function chr__no() -> bool { return false }
|
||||
function chr__yes() -> bool { return true }
|
||||
function chr__not_carried(ix: float, iz: float, run: bool, dt: float) -> void { }
|
||||
48
packages/ludic.character/queries.ludic
Normal file
48
packages/ludic.character/queries.ludic
Normal file
|
|
@ -0,0 +1,48 @@
|
|||
# queries.ludic - what the rest of a game may ASK about the body: the only way out of its state
|
||||
export function body_x() -> float { return chr_x }
|
||||
export function body_y() -> float { return chr_y }
|
||||
export function body_z() -> float { return chr_z }
|
||||
export function body_yaw() -> float { return chr_yaw }
|
||||
export function body_speed() -> float { return chr_speed }
|
||||
export function body_moving() -> float { return chr_move }
|
||||
export function body_run() -> float { return chr_run }
|
||||
export function body_phase() -> float { return chr_phase }
|
||||
export function body_time() -> float { return chr_time }
|
||||
export function body_water() -> float { return chr_water }
|
||||
export function body_airborne() -> bool { return chr_air }
|
||||
export function body_vy() -> float { return chr_vy }
|
||||
export function body_landing() -> float { return chr_land }
|
||||
export function body_steep() -> float { return chr_steep }
|
||||
export function body_step() -> float { return chr_step }
|
||||
export function body_sitting() -> bool { return chr_sit }
|
||||
export function body_sit_mode() -> int { return chr_sit_mode }
|
||||
export function body_sit_t() -> float { return chr_sit_t }
|
||||
export function body_swimming() -> bool { return chr_swim }
|
||||
export function body_diving() -> bool { return chr_dive }
|
||||
export function body_depth() -> float { return chr_depth }
|
||||
export function body_breath() -> float { return chr_breath }
|
||||
export function body_floating() -> float { return chr_float }
|
||||
export function body_swim_phase() -> float { return chr_swim_phase }
|
||||
export function body_can_run() -> bool { return chr_can_run }
|
||||
export function body_walk_speed() -> float { return chr_walk_speed }
|
||||
export function body_run_speed() -> float { return chr_run_speed }
|
||||
export function body_held() -> bool { return chr_holds != 0 }
|
||||
export function body_fps() -> bool { return chr_fps }
|
||||
export function body_cam_yaw() -> float { return chr_cam_yaw }
|
||||
export function body_cam_pitch() -> float { return chr_cam_pitch }
|
||||
export function body_cam_dist() -> float { return chr_cam_dist }
|
||||
|
||||
# the camera the last char_camera worked out, for the game to hand its renderer
|
||||
export function body_eye_x() -> float { return chr_eye_x }
|
||||
export function body_eye_y() -> float { return chr_eye_y }
|
||||
export function body_eye_z() -> float { return chr_eye_z }
|
||||
export function body_eye_yaw() -> float { return chr_eye_yaw }
|
||||
export function body_eye_pitch() -> float { return chr_eye_pitch }
|
||||
export function body_eyes_now() -> bool { return chr_eyes_now }
|
||||
|
||||
# where char_safe_spot found room, after it answered true
|
||||
export function body_safe_x() -> float { return chr_safe_x }
|
||||
export function body_safe_z() -> float { return chr_safe_z }
|
||||
|
||||
# the air a full breath holds, with the lungs the game gives
|
||||
export function body_breath_max() -> float { return CHAR_BREATH_MAX * CharacterBody.breath() }
|
||||
48
packages/ludic.character/rules.ludic
Normal file
48
packages/ludic.character/rules.ludic
Normal file
|
|
@ -0,0 +1,48 @@
|
|||
# rules.ludic - the numbers that are the body's rules, and what it reports as facts
|
||||
export const CHAR_STEP: float = 0.55 # a rise within this of the feet is a step, whatever its gradient
|
||||
export const CHAR_BODY: float = 1.8 # feet to head
|
||||
# a slope is measured over this, never over the frame's own step: 60 Hz and 240 Hz refuse alike
|
||||
export const CHAR_SLOPE_PROBE: float = 0.6
|
||||
export const CHAR_BREATH_MAX: float = 45.0 # seconds of air under the surface
|
||||
export const CHAR_WADE_MAX: float = 1.35 # a bed deeper than this under the surface is a swim
|
||||
export const CHAR_STAND_UP: float = 1.15 # and shallower than this is ground again
|
||||
export const CHAR_DROP: float = 1.5 # how far below the height left a put-down may be
|
||||
|
||||
export const CHAR_SIT_SEAT: int = 0 # a log, a stump, a bench
|
||||
export const CHAR_SIT_GROUND: int = 1 # cross-legged in the grass
|
||||
|
||||
# who is holding the body still; two holders cannot release each other's hold
|
||||
export const CHAR_HOLD_SCREEN: int = 1
|
||||
export const CHAR_HOLD_STAGE: int = 2
|
||||
|
||||
# what sitting down where you stand answered
|
||||
export const CHAR_SAT: int = 0
|
||||
export const CHAR_STOOD: int = 1
|
||||
export const CHAR_NOT_RIDING: int = 2
|
||||
export const CHAR_NOT_AIRBORNE: int = 3
|
||||
export const CHAR_NOT_STEEP: int = 4
|
||||
export const CHAR_NOT_WET: int = 5
|
||||
|
||||
# what the first-person toggle answered
|
||||
export const CHAR_EYES_ON: int = 0
|
||||
export const CHAR_EYES_OFF: int = 1
|
||||
export const CHAR_EYES_SITTING: int = 2
|
||||
export const CHAR_EYES_RIDING: int = 3
|
||||
|
||||
# the facts
|
||||
export const CHAR_LANDED: int = 0 # v: the speed carried out of the air
|
||||
export const CHAR_JUMPED: int = 1
|
||||
export const CHAR_FOOTFALL: int = 2 # a boot came down
|
||||
export const CHAR_TOO_STEEP: int = 3 # a walk refused, once per refusal
|
||||
export const CHAR_STARTED_SWIMMING: int = 4
|
||||
export const CHAR_LEFT_WATER: int = 5
|
||||
export const CHAR_OUT_OF_AIR: int = 6 # v: the seconds of it this frame
|
||||
export const CHAR_CURRENT: int = 7 # the water at the edge takes the stroke; said every 12 s
|
||||
|
||||
export property CharacterFact {
|
||||
what: int = 0
|
||||
x: float = 0.0
|
||||
y: float = 0.0
|
||||
z: float = 0.0
|
||||
v: float = 0.0
|
||||
}
|
||||
39
packages/ludic.character/safe.ludic
Normal file
39
packages/ludic.character/safe.ludic
Normal file
|
|
@ -0,0 +1,39 @@
|
|||
# safe.ludic - somewhere a body can be put down: the one answer every dismount, every stand-up and
|
||||
# every landing asks. The wanted spot if it will do, else the nearest ring out that is clear of every
|
||||
# collider, no deeper than max_depth, within CHAR_DROP of the height being left, and on ground
|
||||
# gentle enough to walk off - a spot you can stand on but cannot leave is not a safe spot.
|
||||
function chr_safe_ok(x: float, z: float, from_y: float, max_depth: float) -> bool {
|
||||
let g = CharacterGround.height(x, z)
|
||||
if Math.abs(g - from_y) > CHAR_DROP { return false }
|
||||
if CharacterGround.water(x, z) - g > max_depth { return false }
|
||||
if chr_push(x, z, 0.4, g, g + CHAR_BODY) { return false }
|
||||
var lo = g
|
||||
var hi = g
|
||||
for k in 0 .. 4 {
|
||||
let a = float(k) * (chr_pi * 0.5)
|
||||
let h = CharacterGround.height(x + Math.sin(a) * CHAR_SLOPE_PROBE, z + Math.cos(a) * CHAR_SLOPE_PROBE)
|
||||
lo = Math.min(lo, h)
|
||||
hi = Math.max(hi, h)
|
||||
}
|
||||
return not (hi - lo > CHAR_SLOPE_PROBE * 2.0)
|
||||
}
|
||||
|
||||
export function char_safe_spot(x: float, z: float, from_y: float, max_depth: float) -> bool {
|
||||
chr_safe_x = x
|
||||
chr_safe_z = z
|
||||
if chr_safe_ok(x, z, from_y, max_depth) { return true }
|
||||
for r in 0 .. 9 {
|
||||
let rad = 0.8 + float(r) * 1.1
|
||||
for k in 0 .. 16 {
|
||||
let a = float(k) * (chr_pi / 8.0)
|
||||
let px = x + Math.sin(a) * rad
|
||||
let pz = z + Math.cos(a) * rad
|
||||
if chr_safe_ok(px, pz, from_y, max_depth) {
|
||||
chr_safe_x = px
|
||||
chr_safe_z = pz
|
||||
return true
|
||||
}
|
||||
}
|
||||
}
|
||||
return false
|
||||
}
|
||||
59
packages/ludic.character/sit.ludic
Normal file
59
packages/ludic.character/sit.ludic
Normal file
|
|
@ -0,0 +1,59 @@
|
|||
# sit.ludic - sitting: on a seat's point, or on the ground where the body stands. The pose either
|
||||
# side is a still one, so the sit's own weight (body_sit_t) eases 0 -> 1 over a quarter second and
|
||||
# the body walks the last step to the seat over the same time rather than jumping there.
|
||||
export function char_sit(x: float, z: float, yaw: float, mode: int) -> void {
|
||||
chr_sit = true
|
||||
chr_sit_mode = mode
|
||||
chr_speed = 0.0
|
||||
chr_move = 0.0
|
||||
chr_run = 0.0
|
||||
chr_sit_x = x
|
||||
chr_sit_z = z
|
||||
chr_sit_yaw = yaw
|
||||
chr_water = CharacterGround.water(chr_x, chr_z)
|
||||
}
|
||||
|
||||
function chr_sit_tick(dt: float) -> void {
|
||||
var want = 0.0
|
||||
if chr_sit { want = 1.0 }
|
||||
chr_sit_t = char_toward(chr_sit_t, want, 4.0 * dt)
|
||||
if not chr_sit { return }
|
||||
let k = Math.min(1.0, 8.0 * dt)
|
||||
chr_x = Math.lerp(chr_x, chr_sit_x, k)
|
||||
chr_z = Math.lerp(chr_z, chr_sit_z, k)
|
||||
chr_yaw = chr_yaw + char_wrap(chr_sit_yaw - chr_yaw) * k
|
||||
chr_y = CharacterGround.height(chr_x, chr_z)
|
||||
chr_water = CharacterGround.water(chr_x, chr_z)
|
||||
}
|
||||
|
||||
# Sitting down where the body stands: not astride something, not in the air, not on a slope,
|
||||
# not in the water. Asked again while sitting, it stands up. The answer is a CHAR_* for the game
|
||||
# to word.
|
||||
export function char_sit_here() -> int {
|
||||
if chr_sit {
|
||||
char_stand()
|
||||
return CHAR_STOOD
|
||||
}
|
||||
if CharacterBody.riding() { return CHAR_NOT_RIDING }
|
||||
if chr_air { return CHAR_NOT_AIRBORNE }
|
||||
if CharacterGround.slope(chr_x, chr_z) > 0.35 { return CHAR_NOT_STEEP }
|
||||
if chr_y < chr_water + 0.9 { return CHAR_NOT_WET }
|
||||
char_sit(chr_x, chr_z, chr_yaw, CHAR_SIT_GROUND)
|
||||
return CHAR_SAT
|
||||
}
|
||||
|
||||
# standing up out of a seat put down against a boulder or a bank must not leave the body inside it
|
||||
export function char_stand() -> void {
|
||||
chr_sit = false
|
||||
if char_safe_spot(chr_x, chr_z, chr_y, 0.0) {
|
||||
chr_x = chr_safe_x
|
||||
chr_z = chr_safe_z
|
||||
chr_y = CharacterGround.height(chr_x, chr_z)
|
||||
}
|
||||
}
|
||||
|
||||
# smoothstep, so a pose slows into the seat rather than arriving at full speed
|
||||
export function char_ease(t: float) -> float {
|
||||
let c = Math.clamp(t, 0.0, 1.0)
|
||||
return c * c * (3.0 - 2.0 * c)
|
||||
}
|
||||
77
packages/ludic.character/state.ludic
Normal file
77
packages/ludic.character/state.ludic
Normal file
|
|
@ -0,0 +1,77 @@
|
|||
# state.ludic - the body, its camera, and the queue of what happened to it
|
||||
const chr_pi: float = 3.14159265
|
||||
|
||||
var chr_x: float = 0.0
|
||||
var chr_y: float = 0.0
|
||||
var chr_z: float = 0.0
|
||||
var chr_yaw: float = 0.0 # facing, radians; 0 faces -z
|
||||
var chr_speed: float = 0.0 # m/s along the facing
|
||||
var chr_phase: float = 0.0 # the gait: one cycle is two steps, advanced by ground covered
|
||||
var chr_move: float = 0.0 # 0 standing .. 1 moving
|
||||
var chr_run: float = 0.0 # 0 walking .. 1 running
|
||||
var chr_time: float = 0.0
|
||||
var chr_water: float = -10000.0 # the water line under the body, every update
|
||||
var chr_walk_speed: float = 3.2
|
||||
var chr_run_speed: float = 6.8
|
||||
var chr_vy: float = 0.0
|
||||
var chr_air: bool = false
|
||||
var chr_air_vx: float = 0.0
|
||||
var chr_air_vz: float = 0.0
|
||||
var chr_land: float = 0.0 # seconds of the landing's crouch left
|
||||
var chr_steep: float = 0.0 # seconds of "that was too steep" left to say
|
||||
var chr_can_run: bool = true
|
||||
var chr_step: float = 0.0 # metres covered this frame
|
||||
|
||||
var chr_sit: bool = false
|
||||
var chr_sit_mode: int = 0
|
||||
var chr_sit_t: float = 0.0 # 0 standing .. 1 sat, eased over a quarter second
|
||||
var chr_sit_x: float = 0.0 # the seat's point, walked to over the blend
|
||||
var chr_sit_z: float = 0.0
|
||||
var chr_sit_yaw: float = 0.0
|
||||
|
||||
var chr_swim: bool = false
|
||||
var chr_dive: bool = false
|
||||
var chr_depth: float = 0.0 # metres below the surface
|
||||
var chr_breath: float = 0.0
|
||||
var chr_float: float = 0.0 # 0 swimming .. 1 floating
|
||||
var chr_swim_phase: float = 0.0
|
||||
var chr_edge_said: float = 0.0
|
||||
|
||||
var chr_holds: int = CHAR_HOLD_SCREEN
|
||||
|
||||
# the camera: an orbit round a pivot at the chest, or the eyes
|
||||
var chr_cam_yaw: float = 0.0
|
||||
var chr_cam_pitch: float = -0.157
|
||||
var chr_cam_dist: float = 4.2
|
||||
var chr_lock: bool = false # the orbit never settles behind on its own
|
||||
var chr_fps: bool = false
|
||||
var chr_fps_bob: float = 0.0
|
||||
var chr_piv_x: float = 0.0
|
||||
var chr_piv_y: float = 0.0
|
||||
var chr_piv_z: float = 0.0
|
||||
var chr_eye_x: float = 0.0 # where the camera is and where it looks, once computed
|
||||
var chr_eye_y: float = 0.0
|
||||
var chr_eye_z: float = 0.0
|
||||
var chr_eye_yaw: float = 0.0
|
||||
var chr_eye_pitch: float = 0.0
|
||||
var chr_eyes_now: bool = false # the last camera was the eyes: the figure is hidden
|
||||
|
||||
var chr_safe_x: float = 0.0
|
||||
var chr_safe_z: float = 0.0
|
||||
|
||||
var chr_fact_q: Queue<CharacterFact> = null
|
||||
|
||||
export function char_facts() -> Queue<CharacterFact> {
|
||||
if chr_fact_q == null { chr_fact_q = queue_new("character.facts") }
|
||||
return chr_fact_q
|
||||
}
|
||||
|
||||
function chr_say(what: int, v: float) -> void {
|
||||
let f = new CharacterFact
|
||||
f.what = what
|
||||
f.x = chr_x
|
||||
f.y = chr_y
|
||||
f.z = chr_z
|
||||
f.v = v
|
||||
q_push(char_facts(), f)
|
||||
}
|
||||
61
packages/ludic.character/steer.ludic
Normal file
61
packages/ludic.character/steer.ludic
Normal file
|
|
@ -0,0 +1,61 @@
|
|||
# steer.ludic - turning to the stick and easing to the speed it asks; then the gait and the orbit
|
||||
function chr_turn_to(dx: float, dz: float, rate: float) -> float {
|
||||
let diff = char_wrap(Math.atan2(-dx, -dz) - chr_yaw)
|
||||
chr_yaw = chr_yaw + Math.clamp(diff, -rate, rate)
|
||||
return diff
|
||||
}
|
||||
|
||||
function chr_steer(dx: float, dz: float, mag: float, run: bool, dt: float) -> void {
|
||||
var target = 0.0
|
||||
if mag > 0.05 and not chr_air {
|
||||
let diff = chr_turn_to(dx, dz, Math.lerp(10.0, 5.0, chr_run) * dt)
|
||||
let lined = Math.clamp((Math.cos(diff) + 0.3) / 1.3, 0.0, 1.0)
|
||||
var top = chr_walk_speed * CharacterBody.pace()
|
||||
if run { top = chr_run_speed * CharacterBody.pace() }
|
||||
if CharacterBody.sneaking() { top = 1.3 }
|
||||
target = mag * top * lined
|
||||
} else if CharacterBody.holding() and not chr_air {
|
||||
# a hold turns the body to the thing being worked, so the work is seen being done
|
||||
chr_turn_to(CharacterBody.hold_x() - chr_x, CharacterBody.hold_z() - chr_z, 6.0 * dt)
|
||||
}
|
||||
# in the water the top speed and the inertia are the water's: a swim is half a walk
|
||||
if chr_swim {
|
||||
target = mag * 1.5
|
||||
if run { target = mag * 2.4 }
|
||||
if mag > 0.05 { chr_turn_to(dx, dz, 4.0 * dt) }
|
||||
}
|
||||
if not chr_air {
|
||||
var acc = 12.0
|
||||
if target > chr_speed { acc = 9.0 }
|
||||
if chr_swim { acc = 4.5 }
|
||||
chr_speed = char_toward(chr_speed, target, acc * dt)
|
||||
}
|
||||
}
|
||||
|
||||
# The gait's phase is distance over the stride, so the feet never slide; a boot comes down as the
|
||||
# phase crosses 0 and again as it crosses pi, and that is when a footfall is said.
|
||||
function chr_gait(dist: float, dyaw: float, dpitch: float, dt: float) -> void {
|
||||
if chr_land > 0.0 { chr_land = chr_land - dt }
|
||||
if chr_steep > 0.0 { chr_steep = chr_steep - dt }
|
||||
if chr_swim { chr_swim_phase = (chr_swim_phase + dt * (1.6 + chr_speed * 0.9)) % (2.0 * chr_pi) }
|
||||
let stride = Math.lerp(1.5, 2.7, chr_run)
|
||||
let phase0 = chr_phase
|
||||
chr_phase = (chr_phase + dist / stride * (2.0 * chr_pi)) % (2.0 * chr_pi)
|
||||
if not chr_air and not chr_swim and not chr_sit and chr_speed > 0.4 {
|
||||
if chr_cross(phase0, chr_phase, 0.0) or chr_cross(phase0, chr_phase, chr_pi) { chr_say(CHAR_FOOTFALL, chr_speed) }
|
||||
}
|
||||
var mv = 0.0
|
||||
if chr_speed > 0.12 { mv = 1.0 }
|
||||
chr_move = char_toward(chr_move, mv, 5.0 * dt)
|
||||
chr_run = char_toward(chr_run, Math.clamp((chr_speed - 3.6) / 2.8, 0.0, 1.0), 3.0 * dt)
|
||||
chr_look(dyaw, dpitch)
|
||||
# the orbit settles slowly behind a walking body unless the player is holding the look
|
||||
if dyaw == 0.0 and chr_speed > 0.4 and not chr_lock and not CharacterInput.look_always() {
|
||||
chr_cam_yaw = chr_cam_yaw + char_wrap(chr_yaw - chr_cam_yaw) * Math.min(1.0, 1.1 * dt)
|
||||
}
|
||||
}
|
||||
|
||||
function chr_look(dyaw: float, dpitch: float) -> void {
|
||||
chr_cam_yaw = chr_cam_yaw + dyaw
|
||||
chr_cam_pitch = Math.clamp(chr_cam_pitch + dpitch, -0.96, 0.61)
|
||||
}
|
||||
22
packages/ludic.character/swim.ludic
Normal file
22
packages/ludic.character/swim.ludic
Normal file
|
|
@ -0,0 +1,22 @@
|
|||
# swim.ludic - afloat: buoyancy, the descent, the breath, and the shore stopping the body
|
||||
function chr_swim_tick(dx: float, dz: float, jump: bool, dt: float) -> void {
|
||||
# standing still out here is floating, not swimming
|
||||
if Math.abs(dx) + Math.abs(dz) > 0.05 { chr_float = 0.0 } else { chr_float = Math.min(1.0, chr_float + dt / 1.5) }
|
||||
chr_dive_tick(jump, dt)
|
||||
chr_breath_tick(dt)
|
||||
chr_current_tick(dt)
|
||||
let step = chr_speed * dt
|
||||
if step > 0.0 {
|
||||
chr_push(chr_x - Math.sin(chr_yaw) * step, chr_z - Math.cos(chr_yaw) * step, 0.35, chr_y, chr_y + CHAR_BODY)
|
||||
let mx = chr_out_x - chr_x
|
||||
let mz = chr_out_z - chr_z
|
||||
chr_step = Math.sqrt(mx * mx + mz * mz)
|
||||
chr_x = chr_out_x
|
||||
chr_z = chr_out_z
|
||||
}
|
||||
# the surface, with a slow bob so a floating body is not a statue on glass
|
||||
let bob = 0.04 * Math.sin(chr_time * 3.8)
|
||||
chr_y = chr_water - 0.30 + bob - chr_depth
|
||||
# shallow enough to stand up in, and at the top rather than under it
|
||||
if chr_bed_depth(chr_x, chr_z) < CHAR_STAND_UP and chr_depth < 0.2 { chr_leave_water() }
|
||||
}
|
||||
24
packages/ludic.character/system.ludic
Normal file
24
packages/ludic.character/system.ludic
Normal file
|
|
@ -0,0 +1,24 @@
|
|||
# system.ludic - the body as a system: reset, a tick from the input port, and nothing saved (where a
|
||||
# body stands is the game's to write, with the rest of the player)
|
||||
export function char_reset() -> void {
|
||||
char_teleport(0.0, 0.0, 0.0)
|
||||
chr_time = 0.0
|
||||
chr_phase = 0.0
|
||||
chr_breath = CHAR_BREATH_MAX
|
||||
chr_can_run = true
|
||||
chr_sit_t = 0.0
|
||||
chr_steep = 0.0
|
||||
chr_land = 0.0
|
||||
chr_edge_said = 0.0
|
||||
chr_fps = false
|
||||
q_clear(char_facts())
|
||||
}
|
||||
|
||||
function chr_sys_tick(t: Tick) -> void { char_tick(t.dt) }
|
||||
|
||||
export function char_system() -> System {
|
||||
let s = system_new("character", PH_INPUT)
|
||||
s.reset = fn char_reset
|
||||
s.tick = fn chr_sys_tick
|
||||
return s
|
||||
}
|
||||
272
packages/ludic.character/tests/character_test.ludic
Normal file
272
packages/ludic.character/tests/character_test.ludic
Normal file
|
|
@ -0,0 +1,272 @@
|
|||
# character_test.ludic - a body on a fake world: flat meadow, a 45 cm deck, a gentle rise and a cliff,
|
||||
# a boulder with a step on top, and a lake that shelves. The step against the slope at every frame
|
||||
# rate, wading into a swim and out, the dive and the breath, the jump, sitting, holds, the safe
|
||||
# spot, riding and the camera.
|
||||
import "ludic.character"
|
||||
import "ludic.base"
|
||||
program CharacterTest {
|
||||
numbers float
|
||||
|
||||
# the world: x in 4..8 is a deck 45 cm up; z < -10 a cliff; z > 10 a gentle rise; x > 20 the lake
|
||||
function fk_height(x: float, z: float) -> float {
|
||||
if x > 20.0 { return -(x - 20.0) * 0.5 }
|
||||
if z < -10.0 { return (-10.0 - z) * 2.0 }
|
||||
if z > 10.0 { return (z - 10.0) * 0.3 }
|
||||
if x > 4.0 and x < 8.0 and z > -2.0 and z < 2.0 { return 0.45 }
|
||||
return 0.0
|
||||
}
|
||||
function fk_water(x: float, z: float) -> float {
|
||||
if x > 19.0 { return 0.0 }
|
||||
return -10000.0
|
||||
}
|
||||
# a boulder at (0, 6), a metre round and 40 cm high, and a pillar at (-6, 0)
|
||||
var px: float = 0.0
|
||||
var pz: float = 0.0
|
||||
function fk_ring(x: float, z: float, cx: float, cz: float, r: float) -> bool {
|
||||
let dx = x - cx
|
||||
let dz = z - cz
|
||||
let d = Math.sqrt(dx * dx + dz * dz)
|
||||
if d >= r { return false }
|
||||
let k = r / Math.max(d, 0.001)
|
||||
px = cx + dx * k
|
||||
pz = cz + dz * k
|
||||
return true
|
||||
}
|
||||
function fk_push(x: float, z: float, r: float, y0: float, y1: float) -> bool {
|
||||
if y0 < 0.4 and fk_ring(x, z, 0.0, 6.0, 1.0 + r) { return true }
|
||||
return fk_ring(x, z, -6.0, 0.0, 0.5 + r)
|
||||
}
|
||||
function fk_px() -> float { return px }
|
||||
function fk_pz() -> float { return pz }
|
||||
function fk_top(x: float, z: float, r: float, from_y: float, step: float, base: float) -> float {
|
||||
let dx = x
|
||||
let dz = z - 6.0
|
||||
if dx * dx + dz * dz < 1.0 and 0.4 - from_y <= step { return 0.4 }
|
||||
return base
|
||||
}
|
||||
|
||||
var riding: bool = false
|
||||
var rides: int = 0
|
||||
var sneaking: bool = false
|
||||
var pace: float = 1.0
|
||||
var eyes: bool = true
|
||||
function fk_riding() -> bool { return riding }
|
||||
function fk_ride(ix: float, iz: float, run: bool, dt: float) -> void { rides += 1 }
|
||||
function fk_sneak() -> bool { return sneaking }
|
||||
function fk_pace() -> float { return pace }
|
||||
function fk_eyes() -> bool { return eyes }
|
||||
|
||||
var mz: float = 0.0
|
||||
function fk_move_z() -> float { return mz }
|
||||
|
||||
bind CharacterGround { height: fn fk_height, water: fn fk_water, push: fn fk_push, pushed_x: fn fk_px, pushed_z: fn fk_pz, top_at: fn fk_top }
|
||||
bind CharacterBody { riding: fn fk_riding, ride: fn fk_ride, sneaking: fn fk_sneak, pace: fn fk_pace, eyes_ok: fn fk_eyes }
|
||||
bind CharacterInput { move_z: fn fk_move_z }
|
||||
|
||||
function fresh(x: float, z: float, yaw: float) -> void {
|
||||
char_reset()
|
||||
char_release(CHAR_HOLD_SCREEN)
|
||||
char_teleport(x, z, yaw)
|
||||
}
|
||||
function facts() -> []CharacterFact { return q_drain(char_facts()) }
|
||||
function count(fs: []CharacterFact, what: int) -> int {
|
||||
var n = 0
|
||||
for i in 0 .. len(fs) { if fs[i].what == what { n += 1 } }
|
||||
return n
|
||||
}
|
||||
# walk the stick straight ahead (the camera looks where the body faces) for `secs`
|
||||
function walk(secs: float, hz: float, run: bool) -> void {
|
||||
let n = int(secs * hz)
|
||||
for i in 0 .. n { char_update(0.0, 1.0, run, false, 0.0, 0.0, 1.0 / hz) }
|
||||
}
|
||||
# yaw 0 faces -z; the heading of a walk toward +x is -pi/2
|
||||
const EAST: float = -1.5707963
|
||||
const SOUTH: float = 3.14159265
|
||||
|
||||
test "a 45 cm deck is a step at 60 Hz and at 240" {
|
||||
fresh(1.0, 0.0, EAST)
|
||||
walk(2.0, 60.0, false)
|
||||
expect(body_x() > 5.0)
|
||||
expect_near(body_y(), 0.45, 0.01)
|
||||
fresh(1.0, 0.0, EAST)
|
||||
walk(2.0, 240.0, false)
|
||||
expect(body_x() > 5.0)
|
||||
expect_near(body_y(), 0.45, 0.01)
|
||||
expect_eq(count(facts(), CHAR_TOO_STEEP), 0)
|
||||
}
|
||||
|
||||
test "a cliff is refused at the same place whatever the frame rate, and said once" {
|
||||
fresh(0.0, -8.0, 0.0)
|
||||
walk(3.0, 30.0, false)
|
||||
let at30 = body_z()
|
||||
expect(body_steep() > 0.0)
|
||||
expect_eq(count(facts(), CHAR_TOO_STEEP), 1)
|
||||
fresh(0.0, -8.0, 0.0)
|
||||
walk(3.0, 240.0, false)
|
||||
expect_near(body_z(), at30, 0.25)
|
||||
expect(body_z() > -10.0)
|
||||
expect(body_y() < 0.3)
|
||||
}
|
||||
|
||||
test "a gentle rise is walked up" {
|
||||
fresh(0.0, 8.0, SOUTH)
|
||||
walk(3.0, 60.0, false)
|
||||
expect(body_z() > 14.0)
|
||||
expect(body_y() > 1.0)
|
||||
}
|
||||
|
||||
test "the boots set the limit: a rise they cannot take is refused" {
|
||||
fresh(0.0, 8.0, SOUTH)
|
||||
walk(0.2, 60.0, false)
|
||||
expect(not char_slope_blocks(body_y() + 0.1, 0.0, 1.0))
|
||||
}
|
||||
|
||||
test "the walk reaches the walk speed, the run the run speed, a sneak its own" {
|
||||
fresh(0.0, 0.0, SOUTH)
|
||||
walk(2.0, 60.0, false)
|
||||
expect_near(body_speed(), 3.2, 0.05)
|
||||
fresh(0.0, 0.0, SOUTH)
|
||||
walk(2.0, 60.0, true)
|
||||
expect_near(body_speed(), 6.8, 0.05)
|
||||
pace = 0.5
|
||||
fresh(0.0, 0.0, SOUTH)
|
||||
walk(2.0, 60.0, false)
|
||||
expect_near(body_speed(), 1.6, 0.05)
|
||||
pace = 1.0
|
||||
sneaking = true
|
||||
fresh(0.0, 0.0, SOUTH)
|
||||
walk(2.0, 60.0, true)
|
||||
expect_near(body_speed(), 1.3, 0.05)
|
||||
}
|
||||
|
||||
test "a boulder is a wall to a body below its step and a step onto its top" {
|
||||
fresh(0.0, 3.0, SOUTH)
|
||||
walk(2.0, 60.0, false)
|
||||
expect(body_z() < 5.1)
|
||||
expect_near(char_stand_at(0.0, 6.0, 0.0), 0.4, 0.001)
|
||||
expect_near(char_stand_at(3.0, 6.0, 0.0), 0.0, 0.001)
|
||||
# and the world's own ground never includes it
|
||||
expect_near(fk_height(0.0, 6.0), 0.0, 0.001)
|
||||
}
|
||||
|
||||
test "wading shelves into a swim, and the shallows give the ground back" {
|
||||
fresh(18.0, 0.0, EAST)
|
||||
walk(3.0, 60.0, false)
|
||||
let fs = facts()
|
||||
expect(body_swimming())
|
||||
expect_eq(count(fs, CHAR_STARTED_SWIMMING), 1)
|
||||
expect_near(body_y(), -0.30, 0.06)
|
||||
expect(body_breath() > 40.0)
|
||||
char_face(-EAST)
|
||||
char_look(-EAST, 0.0)
|
||||
walk(8.0, 60.0, false)
|
||||
expect(not body_swimming())
|
||||
expect_eq(count(facts(), CHAR_LEFT_WATER), 1)
|
||||
}
|
||||
|
||||
test "the jump held dives, the air runs out, and the body surfaces" {
|
||||
fresh(30.0, 0.0, 0.0)
|
||||
char_resume_swim(false, 0.0, 2.0)
|
||||
for i in 0 .. 600 { char_update(0.0, 0.0, false, true, 0.0, 0.0, 1.0 / 60.0) }
|
||||
let fs = facts()
|
||||
expect(count(fs, CHAR_OUT_OF_AIR) > 0)
|
||||
for i in 0 .. 300 { char_update(0.0, 0.0, false, false, 0.0, 0.0, 1.0 / 60.0) }
|
||||
expect(body_depth() < 0.05)
|
||||
expect(body_breath() > 10.0)
|
||||
}
|
||||
|
||||
test "a jump leaves the ground, falls, lands, and says both" {
|
||||
fresh(0.0, 0.0, 0.0)
|
||||
char_update(0.0, 0.0, false, true, 0.0, 0.0, 1.0 / 60.0)
|
||||
expect(body_airborne())
|
||||
var guard = 0
|
||||
while body_airborne() and guard < 200 {
|
||||
char_update(0.0, 0.0, false, false, 0.0, 0.0, 1.0 / 60.0)
|
||||
guard += 1
|
||||
}
|
||||
let fs = facts()
|
||||
expect(not body_airborne())
|
||||
expect_eq(count(fs, CHAR_JUMPED), 1)
|
||||
expect_eq(count(fs, CHAR_LANDED), 1)
|
||||
expect(guard > 30)
|
||||
char_allow_run(false)
|
||||
char_update(0.0, 0.0, false, true, 0.0, 0.0, 1.0 / 60.0)
|
||||
expect(not body_airborne())
|
||||
}
|
||||
|
||||
test "the safe spot clears a collider, keeps out of deep water, and allows a wade when asked" {
|
||||
expect(char_safe_spot(-6.0, 0.0, 0.0, 0.0))
|
||||
let dx = body_safe_x() + 6.0
|
||||
let dz = body_safe_z()
|
||||
expect(dx * dx + dz * dz > 0.81)
|
||||
expect(not char_safe_spot(40.0, 0.0, 0.0, 0.0))
|
||||
expect(char_safe_spot(20.5, 0.0, 0.0, 1.25))
|
||||
expect(char_safe_spot(15.0, 0.0, 0.0, 0.0))
|
||||
expect_near(body_safe_x(), 15.0, 0.001)
|
||||
}
|
||||
|
||||
test "sitting where you stand, and the refusals" {
|
||||
fresh(0.0, 0.0, 0.0)
|
||||
expect_eq(char_sit_here(), CHAR_SAT)
|
||||
for i in 0 .. 30 { char_update(0.0, 0.0, false, false, 0.0, 0.0, 1.0 / 60.0) }
|
||||
expect(body_sitting())
|
||||
expect_near(body_sit_t(), 1.0, 0.01)
|
||||
expect_eq(char_sit_here(), CHAR_STOOD)
|
||||
expect(not body_sitting())
|
||||
fresh(0.0, -14.0, 0.0)
|
||||
expect_eq(char_sit_here(), CHAR_NOT_STEEP)
|
||||
fresh(24.0, 0.0, 0.0)
|
||||
char_resume_swim(false, 0.0, 10.0)
|
||||
expect_eq(char_sit_here(), CHAR_NOT_WET)
|
||||
riding = true
|
||||
fresh(0.0, 0.0, 0.0)
|
||||
expect_eq(char_sit_here(), CHAR_NOT_RIDING)
|
||||
riding = false
|
||||
}
|
||||
|
||||
test "a hold stops the stick, and only its own reason lets it go" {
|
||||
fresh(0.0, 0.0, 0.0)
|
||||
mz = 1.0
|
||||
char_hold(CHAR_HOLD_STAGE)
|
||||
char_hold(CHAR_HOLD_SCREEN)
|
||||
for i in 0 .. 60 { char_tick(1.0 / 60.0) }
|
||||
expect_near(body_z(), 0.0, 0.001)
|
||||
char_release(CHAR_HOLD_SCREEN)
|
||||
char_release(CHAR_HOLD_SCREEN)
|
||||
expect(body_held())
|
||||
char_release(CHAR_HOLD_STAGE)
|
||||
for i in 0 .. 60 { char_tick(1.0 / 60.0) }
|
||||
expect(body_z() < -1.0)
|
||||
mz = 0.0
|
||||
}
|
||||
|
||||
test "riding hands the stick over and leaves the body where the ride puts it" {
|
||||
fresh(0.0, 0.0, 0.0)
|
||||
riding = true
|
||||
rides = 0
|
||||
char_board(3.0, 3.0, 0.0)
|
||||
for i in 0 .. 10 { char_update(0.0, 1.0, false, false, 0.0, 0.0, 1.0 / 60.0) }
|
||||
expect_eq(rides, 10)
|
||||
char_ride_at(4.0, 1.2, 3.0, 0.0, 2.0)
|
||||
expect_near(body_x(), 4.0, 0.001)
|
||||
expect_near(body_y(), 1.2, 0.001)
|
||||
riding = false
|
||||
char_step_off(5.0, 0.0)
|
||||
expect_near(body_y(), 0.45, 0.001)
|
||||
}
|
||||
|
||||
test "the orbit sits behind and above the ground; the eyes at head height, refused when sat" {
|
||||
fresh(0.0, 0.0, 0.0)
|
||||
char_camera(1.0)
|
||||
expect(body_eye_z() > 1.0)
|
||||
expect(body_eye_y() > 0.55)
|
||||
expect(not body_eyes_now())
|
||||
expect_eq(char_fps_toggle(), CHAR_EYES_ON)
|
||||
char_camera(1.0)
|
||||
expect(body_eyes_now())
|
||||
expect_near(body_eye_y(), 1.62, 0.05)
|
||||
expect_eq(char_fps_toggle(), CHAR_EYES_OFF)
|
||||
char_sit(0.0, 0.0, 0.0, CHAR_SIT_SEAT)
|
||||
expect_eq(char_fps_toggle(), CHAR_EYES_SITTING)
|
||||
}
|
||||
}
|
||||
68
packages/ludic.character/update.ludic
Normal file
68
packages/ludic.character/update.ludic
Normal file
|
|
@ -0,0 +1,68 @@
|
|||
# update.ludic - a frame of the body: the stick in the camera's frame, the step, the gait, the camera
|
||||
export function char_update(ix0: float, iz0: float, run0: bool, jump0: bool, dyaw: float, dpitch: float, dt: float) -> void {
|
||||
var run = run0 and chr_can_run
|
||||
var ix = ix0
|
||||
var iz = iz0
|
||||
var jump = jump0
|
||||
chr_step = 0.0
|
||||
chr_time = chr_time + dt
|
||||
chr_water = CharacterGround.water(chr_x, chr_z)
|
||||
chr_sit_tick(dt)
|
||||
if CharacterBody.riding() {
|
||||
chr_ride_update(ix, iz, run, dyaw, dpitch, dt)
|
||||
return
|
||||
}
|
||||
if CharacterBody.sneaking() { run = false }
|
||||
# sitting: any step stands up, and nothing else moves
|
||||
if chr_sit and (Math.abs(ix) > 0.3 or Math.abs(iz) > 0.3 or jump) { chr_sit = false }
|
||||
if chr_sit {
|
||||
ix = 0.0
|
||||
iz = 0.0
|
||||
jump = false
|
||||
}
|
||||
# the stick in the camera's frame: forward on the ground is (-sin yaw, -cos yaw)
|
||||
let cy = Math.cos(chr_cam_yaw)
|
||||
let sy = Math.sin(chr_cam_yaw)
|
||||
var dx = -sy * iz + cy * ix
|
||||
var dz = -cy * iz - sy * ix
|
||||
var mag = Math.sqrt(dx * dx + dz * dz)
|
||||
if mag > 1.0 {
|
||||
dx = dx / mag
|
||||
dz = dz / mag
|
||||
mag = 1.0
|
||||
}
|
||||
chr_steer(dx, dz, mag, run, dt)
|
||||
let dist = chr_travel(dx, dz, -Math.sin(chr_yaw), -Math.cos(chr_yaw), jump, dt)
|
||||
chr_gait(dist, dyaw, dpitch, dt)
|
||||
char_camera(dt)
|
||||
}
|
||||
|
||||
# something else carries the body (CharacterBody.ride moves it with char_ride_at); the orbit
|
||||
# drifts behind whatever it is on
|
||||
function chr_ride_update(ix: float, iz: float, run: bool, dyaw: float, dpitch: float, dt: float) -> void {
|
||||
CharacterBody.ride(ix, iz, run, dt)
|
||||
chr_look(dyaw, dpitch)
|
||||
if dyaw == 0.0 and not CharacterInput.look_always() { chr_cam_yaw = chr_cam_yaw + char_wrap(chr_yaw - chr_cam_yaw) * Math.min(1.0, 1.5 * dt) }
|
||||
char_camera(dt)
|
||||
}
|
||||
|
||||
# a frame from the input port: the game's devices, read once, stepping the body
|
||||
export function char_tick(dt: float) -> void {
|
||||
var ix = 0.0
|
||||
var iz = 0.0
|
||||
var run = false
|
||||
var jump = false
|
||||
var dyaw = 0.0
|
||||
var dpitch = 0.0
|
||||
if chr_holds == 0 {
|
||||
ix = CharacterInput.move_x()
|
||||
iz = CharacterInput.move_z()
|
||||
run = CharacterInput.run()
|
||||
jump = CharacterInput.jump()
|
||||
dyaw = CharacterInput.look_yaw()
|
||||
dpitch = CharacterInput.look_pitch()
|
||||
let wheel = CharacterInput.zoom()
|
||||
if wheel != 0.0 { chr_cam_dist = Math.clamp(chr_cam_dist - wheel * 0.35, 1.8, 9.0) }
|
||||
}
|
||||
char_update(ix, iz, run, jump, dyaw, dpitch, dt)
|
||||
}
|
||||
125
packages/ludic.character/verbs.ludic
Normal file
125
packages/ludic.character/verbs.ludic
Normal file
|
|
@ -0,0 +1,125 @@
|
|||
# verbs.ludic - every change the rest of a game may make to the body
|
||||
export function char_config(walk: float, run: float) -> void {
|
||||
chr_walk_speed = walk
|
||||
chr_run_speed = run
|
||||
}
|
||||
|
||||
# put the body somewhere, standing, the camera behind it
|
||||
export function char_teleport(x: float, z: float, yaw: float) -> void {
|
||||
chr_x = x
|
||||
chr_z = z
|
||||
chr_yaw = yaw
|
||||
chr_y = CharacterGround.height(x, z)
|
||||
char_halt()
|
||||
chr_sit = false
|
||||
chr_swim = false
|
||||
chr_dive = false
|
||||
chr_depth = 0.0
|
||||
chr_float = 0.0
|
||||
# the water where the body lands, not where it was: a trip reloaded mid-swim reads it next
|
||||
chr_water = CharacterGround.water(x, z)
|
||||
chr_cam_yaw = yaw
|
||||
chr_piv_x = chr_x
|
||||
chr_piv_y = chr_y + 1.45
|
||||
chr_piv_z = chr_z
|
||||
char_camera(1.0)
|
||||
}
|
||||
|
||||
# a screen holds the body still by a reason, so two holders cannot release each other's hold
|
||||
export function char_hold(reason: int) -> void { chr_holds = chr_holds | reason }
|
||||
export function char_release(reason: int) -> void { if (chr_holds & reason) != 0 { chr_holds = chr_holds - reason } }
|
||||
|
||||
# everything that carries the body stops: no fall, no stride, no run
|
||||
export function char_halt() -> void {
|
||||
chr_air = false
|
||||
chr_vy = 0.0
|
||||
chr_speed = 0.0
|
||||
chr_move = 0.0
|
||||
chr_run = 0.0
|
||||
}
|
||||
|
||||
# out of strength in the water: the stroke stops and the body floats
|
||||
export function char_go_limp() -> void {
|
||||
chr_speed = 0.0
|
||||
chr_float = 1.0
|
||||
}
|
||||
|
||||
# set down somewhere without the teleport's reset (a swimmer turned back)
|
||||
export function char_push_to(x: float, z: float) -> void {
|
||||
chr_x = x
|
||||
chr_z = z
|
||||
chr_speed = 0.0
|
||||
}
|
||||
|
||||
# stood on the ground at a point, facing a way
|
||||
export function char_stand_on(x: float, z: float, yaw: float) -> void {
|
||||
chr_x = x
|
||||
chr_z = z
|
||||
chr_yaw = yaw
|
||||
chr_y = CharacterGround.height(x, z)
|
||||
}
|
||||
|
||||
# a trip saved in the middle of the lake reloads in the middle of the lake, not on the bed
|
||||
export function char_resume_swim(dive: bool, depth: float, breath: float) -> void {
|
||||
chr_water = CharacterGround.water(chr_x, chr_z)
|
||||
chr_swim = true
|
||||
chr_dive = dive
|
||||
chr_depth = depth
|
||||
chr_breath = breath
|
||||
chr_y = chr_water - 0.30 - chr_depth
|
||||
}
|
||||
|
||||
# the map changed under the body: nothing about the old water may survive
|
||||
export function char_map_changed() -> void {
|
||||
chr_swim = false
|
||||
chr_dive = false
|
||||
chr_depth = 0.0
|
||||
chr_water = CharacterGround.water(chr_x, chr_z)
|
||||
}
|
||||
|
||||
export function char_face(yaw: float) -> void { chr_yaw = yaw }
|
||||
export function char_allow_run(on: bool) -> void { chr_can_run = on }
|
||||
export function char_look(yaw: float, pitch: float) -> void {
|
||||
chr_cam_yaw = yaw
|
||||
chr_cam_pitch = pitch
|
||||
}
|
||||
export function char_look_pitch(pitch: float) -> void { chr_cam_pitch = pitch }
|
||||
export function char_orbit(dist: float) -> void { chr_cam_dist = Math.clamp(dist, 1.8, 9.0) }
|
||||
export function char_lock_orbit(on: bool) -> void { chr_lock = on }
|
||||
export function char_set_fps(on: bool) -> void { chr_fps = on }
|
||||
|
||||
# the eyes or the shoulder; refused while sitting or carried, and the answer says which
|
||||
export function char_fps_toggle() -> int {
|
||||
if not chr_fps and not chr_eyes_allowed() {
|
||||
if chr_sit { return CHAR_EYES_SITTING }
|
||||
return CHAR_EYES_RIDING
|
||||
}
|
||||
chr_fps = not chr_fps
|
||||
if chr_fps { return CHAR_EYES_ON }
|
||||
return CHAR_EYES_OFF
|
||||
}
|
||||
|
||||
# something to ride: getting on, being carried, and stepping off onto a spot char_safe_spot found
|
||||
export function char_board(x: float, z: float, yaw: float) -> void {
|
||||
chr_sit = false
|
||||
chr_x = x
|
||||
chr_z = z
|
||||
chr_yaw = yaw
|
||||
chr_speed = 0.0
|
||||
chr_move = 0.0
|
||||
chr_run = 0.0
|
||||
}
|
||||
|
||||
export function char_ride_at(x: float, y: float, z: float, yaw: float, speed: float) -> void {
|
||||
chr_x = x
|
||||
chr_y = y
|
||||
chr_z = z
|
||||
chr_yaw = yaw
|
||||
chr_speed = speed
|
||||
}
|
||||
|
||||
export function char_step_off(x: float, z: float) -> void {
|
||||
chr_x = x
|
||||
chr_z = z
|
||||
chr_y = CharacterGround.height(x, z)
|
||||
}
|
||||
69
packages/ludic.character/walk.ludic
Normal file
69
packages/ludic.character/walk.ludic
Normal file
|
|
@ -0,0 +1,69 @@
|
|||
# walk.ludic - the step itself: swimming, in the air, or on the ground; the distance, for the gait
|
||||
function chr_travel(dx: float, dz: float, fx: float, fz: float, jump: bool, dt: float) -> float {
|
||||
if chr_swim {
|
||||
chr_swim_tick(dx, dz, jump, dt)
|
||||
return chr_speed * dt
|
||||
}
|
||||
if chr_air { return chr_fly(dx, dz, dt) }
|
||||
return chr_walk(fx, fz, jump, dt)
|
||||
}
|
||||
|
||||
# ballistic: gravity, the takeoff's velocity carried, a little steering
|
||||
function chr_fly(dx: float, dz: float, dt: float) -> float {
|
||||
chr_vy = chr_vy - 14.0 * dt
|
||||
chr_air_vx = chr_air_vx + dx * (4.0 * dt)
|
||||
chr_air_vz = chr_air_vz + dz * (4.0 * dt)
|
||||
chr_push(chr_x + chr_air_vx * dt, chr_z + chr_air_vz * dt, 0.35, chr_y, chr_y + CHAR_BODY)
|
||||
chr_y = chr_y + chr_vy * dt
|
||||
let ground = char_stand_at(chr_out_x, chr_out_z, chr_y)
|
||||
chr_x = chr_out_x
|
||||
chr_z = chr_out_z
|
||||
if chr_y < ground and chr_vy < 0.0 {
|
||||
chr_y = ground
|
||||
chr_air = false
|
||||
chr_land = 0.22
|
||||
chr_speed = Math.sqrt(chr_air_vx * chr_air_vx + chr_air_vz * chr_air_vz)
|
||||
chr_say(CHAR_LANDED, chr_speed)
|
||||
}
|
||||
return chr_speed * (dt * 0.4)
|
||||
}
|
||||
|
||||
# on the ground: a step, unless a slope refuses it or the water takes the body; then a jump
|
||||
function chr_walk(fx: float, fz: float, jump: bool, dt: float) -> float {
|
||||
var dist = chr_speed * dt
|
||||
if dist > 0.0 { dist = chr_walk_step(fx, fz, dist) } else { chr_y = CharacterGround.height(chr_x, chr_z) }
|
||||
if jump and chr_can_run and chr_land < 0.05 {
|
||||
chr_air = true
|
||||
chr_vy = 5.0
|
||||
chr_air_vx = fx * chr_speed
|
||||
chr_air_vz = fz * chr_speed
|
||||
chr_say(CHAR_JUMPED, 0.0)
|
||||
}
|
||||
return dist
|
||||
}
|
||||
|
||||
function chr_walk_step(fx: float, fz: float, dist: float) -> float {
|
||||
chr_push(chr_x + fx * dist, chr_z + fz * dist, 0.35, chr_y, chr_y + CHAR_BODY)
|
||||
let nx = chr_out_x
|
||||
let nz = chr_out_z
|
||||
let nh = char_stand_at(nx, nz, chr_y)
|
||||
if char_slope_blocks(nh, fx, fz) {
|
||||
if not (chr_steep > 0.0) { chr_say(CHAR_TOO_STEEP, nh - chr_y) }
|
||||
chr_steep = 1.2
|
||||
chr_speed = 0.0
|
||||
return 0.0
|
||||
}
|
||||
# the lake shelves: shin-deep is a wade, and past CHAR_WADE_MAX it is a swim. Entering owns
|
||||
# the position and the height this frame, or the body sits on the bed for one frame.
|
||||
if nh < CharacterGround.water(nx, nz) - CHAR_WADE_MAX {
|
||||
chr_enter_water(nx, nz)
|
||||
return dist
|
||||
}
|
||||
let mx = nx - chr_x
|
||||
let mz = nz - chr_z
|
||||
chr_step = Math.sqrt(mx * mx + mz * mz)
|
||||
chr_x = nx
|
||||
chr_z = nz
|
||||
chr_y = nh
|
||||
return dist
|
||||
}
|
||||
73
packages/ludic.character/water.ludic
Normal file
73
packages/ludic.character/water.ludic
Normal file
|
|
@ -0,0 +1,73 @@
|
|||
# water.ludic - one axis decides it: how far the bed is below the surface where the body stands.
|
||||
# Under CHAR_WADE_MAX the walk wades; past it the feet leave the bottom. Coming out wants a
|
||||
# shallower bed (CHAR_STAND_UP) than going in did, so a shelving shore does not flicker.
|
||||
function chr_enter_water(x: float, z: float) -> void {
|
||||
if chr_swim { return }
|
||||
chr_swim = true
|
||||
chr_dive = false
|
||||
chr_depth = 0.0
|
||||
chr_breath = body_breath_max()
|
||||
chr_float = 0.0
|
||||
chr_air = false
|
||||
chr_vy = 0.0
|
||||
chr_sit = false
|
||||
chr_x = x
|
||||
chr_z = z
|
||||
chr_water = CharacterGround.water(x, z)
|
||||
chr_y = chr_water - 0.30
|
||||
chr_say(CHAR_STARTED_SWIMMING, 0.0)
|
||||
}
|
||||
|
||||
function chr_leave_water() -> void {
|
||||
if not chr_swim { return }
|
||||
chr_swim = false
|
||||
chr_dive = false
|
||||
chr_depth = 0.0
|
||||
chr_y = CharacterGround.height(chr_x, chr_z)
|
||||
chr_speed = Math.min(chr_speed, 1.0)
|
||||
chr_say(CHAR_LEFT_WATER, 0.0)
|
||||
}
|
||||
|
||||
# the descent: the jump held pushes the body under, letting go floats it back up
|
||||
function chr_dive_tick(jump: bool, dt: float) -> void {
|
||||
let bed = Math.max(chr_bed_depth(chr_x, chr_z), 0.0)
|
||||
let max_d = Math.min(6.0, Math.max(bed - 0.4, 0.0))
|
||||
if jump and max_d > 0.2 {
|
||||
chr_dive = true
|
||||
chr_depth = Math.min(chr_depth + 1.2 * dt, max_d)
|
||||
} else {
|
||||
chr_depth = Math.max(chr_depth - 1.6 * dt, 0.0)
|
||||
if chr_depth < 0.05 { chr_dive = false }
|
||||
}
|
||||
}
|
||||
|
||||
# air is spent only under the surface, and comes back fast at the top
|
||||
function chr_breath_tick(dt: float) -> void {
|
||||
if not (chr_depth > 0.55) {
|
||||
chr_breath = Math.min(chr_breath + dt * 12.0, body_breath_max())
|
||||
return
|
||||
}
|
||||
chr_breath = chr_breath - dt
|
||||
if chr_breath < 0.0 {
|
||||
chr_breath = 0.0
|
||||
chr_dive = false
|
||||
chr_depth = Math.max(chr_depth - 3.0 * dt, 0.0)
|
||||
chr_say(CHAR_OUT_OF_AIR, dt)
|
||||
}
|
||||
}
|
||||
|
||||
# The edge of the world is a current, not a wall: it takes the outward part of a stroke, so
|
||||
# turning round always works. Said once every twelve seconds while it is strong.
|
||||
function chr_current_tick(dt: float) -> void {
|
||||
let fx = -Math.sin(chr_yaw)
|
||||
let fz = -Math.cos(chr_yaw)
|
||||
let take = Math.clamp(CharacterGround.current(chr_x, chr_z, fx, fz), 0.0, 1.0)
|
||||
if take > 0.0 {
|
||||
chr_speed = chr_speed * (1.0 - take)
|
||||
if take > 0.55 and chr_edge_said < 0.0 {
|
||||
chr_edge_said = 12.0
|
||||
chr_say(CHAR_CURRENT, take)
|
||||
}
|
||||
}
|
||||
chr_edge_said = chr_edge_said - dt
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue