add third person mode

This commit is contained in:
DramaticShape
2026-08-03 16:52:22 -04:00
parent 399a10a124
commit 70243a407b
13 changed files with 1076 additions and 66 deletions
+11 -8
View File
@@ -24,10 +24,11 @@
-- below. This file declares; lib/ draws.
--
-- Voxel mode is presentational: it changes what the world LOOKS like and
-- nothing about what it IS. ONE rung is the deliberate exception. 1ST --
-- the first-person camera -- replaces the grid WALK with a free,
-- camera-relative one while it is selected (lib/FreeMove.lua), because a
-- head you can steer with a mouse demands feet that go where it looks.
-- nothing about what it IS. TWO rungs are the deliberate exception. 1ST
-- (the camera in the player's own eyes) and 3RD (the same rig, boomed back
-- behind their shoulder) replace the grid WALK with a free,
-- camera-relative one while either is selected (lib/FreeMove.lua), because
-- a camera you can steer with a mouse demands feet that go where it looks.
-- Even there the game is untouched: the walk asks the engine's own
-- collision the same questions a grid step asks, keeps the player's
-- logical cell synced, and fires the engine's own landing pipeline per
@@ -860,9 +861,11 @@ end
-- so this file keeps naming every engine seam the mod touches.
OverworldBattle.install()
-- ------- the first-person rung's inputs and its walk
-- ------- the free-roam rungs' inputs and their walk
--
-- 1ST needs two things no other rung does, and each is a named seam:
-- 1ST and 3RD need two things no other rung does, and each is a named seam.
-- Both rungs are one rig -- the boom behind the shoulder is a number inside
-- it (lib/ThirdPerson.lua) -- so both are installed by the same two calls:
--
-- FirstPerson.install claims the LOOK inputs the engine ignores: the right
-- stick's axes (Game:gamepadaxis passes them to Input, which returns early
@@ -874,11 +877,11 @@ OverworldBattle.install()
-- open screen is the look; the d-pad and buttons still go to
-- TouchControls, whose own d-pad finger is also read back analog as the
-- move vector). Every wrap forwards whatever it does not claim, and claims
-- only while 1ST is actually driving.
-- only while one of the two rungs is actually driving.
--
-- FreeMove.install wraps OverworldState:handleInput -- the one choke point
-- where the grid walk reads the pad, and the same seam the engine's own
-- Cycling Road pull lives behind. While 1ST drives, the walk is continuous
-- Cycling Road pull lives behind. While either drives, the walk is continuous
-- and camera-relative; the player's logical cell stays synced and every
-- per-cell consequence still runs through the engine's own machinery
-- (onStepComplete, checkEdgeExit, checkLedgeHop, checkBoulderPush). The