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add first person mode
This commit is contained in:
@@ -1,5 +1,57 @@
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# Changelog
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## 1.5.0
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### Added
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- **1ST: a first-person camera, played like a modern one.** A seventh
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rung on the VOXEL ladder (hotkey 3 walks it; the OPTIONS row carries
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it). Stepping onto it dives the camera from wherever the orbit was
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into the player's own head over half a second, and stepping off flies
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it back out. The rig rides the same placed-camera seam the staged
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battle proved out, so the sky's bands meet the horizon, the sun and
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moon hang where their shadows say, and the water reflects at eye
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level -- all through math that was already there.
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- **Free look.** Relative mouse motion (the cursor is captured while
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the rung is on; left click is A, right click is B), the right
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stick at a rate with a squared response curve, or a touch dragged
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across any open screen -- the overlay's d-pad and buttons still
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work, and a second finger can drag the view while the first
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walks. Pitch clamps short of straight up and straight down.
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- **Free movement.** While 1ST drives, the grid walk is replaced by
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a continuous, camera-relative one: push forward and you go where
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you look, at any angle, sliding along whatever you graze. The left
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stick's raw deflection, the touch d-pad's true vector, or the held
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keys (forward / backpedal / strafe) all steer it. The grid is
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still the game: the walk asks the engine's own collision the same
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per-cell questions a grid step asks, the logical cell tracks the
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body, and every cell crossed runs the engine's own landing
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pipeline -- warps, encounters, spinners, gates, poison, repel, the
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step counters. Walking off the map edge, into a ledge or into a
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boulder hands the push to the engine's own handlers, so
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connections cross, ledges hop and boulders shove exactly as
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themselves. Speed is the grid walker's own (bike included), so
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distance per second and encounters per tile are unchanged.
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- **Billboards seen from inside the world.** Character cards stop
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leaning and start turning: upright, yawed about their feet to face
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the eye, wearing the frame their pose shows *this* viewer -- walk
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behind an NPC and you see their back, circle to a flank and you
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get the profile, exactly the four frames Gen 1 drew. The authored
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figures (the couch sitters) turn the same way, about their own
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middle. The sun pass swaps frames in step, so a card never reads
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its own shadow through a mirror-flipped record of itself. The
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player's own card is left out of the camera draw -- the eye stands
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in it -- but still casts its shadow on the ground ahead.
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- The shadow map's box follows the look (the orbit's fit reaches far
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north and barely south, which is wrong for a head facing south);
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the world curve is declined outright while the head owns the
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camera; and the whole rung falls back to the 75-degree orbit on
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hardware without the 3D pass.
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## 1.4.3
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### Added
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@@ -32,11 +32,26 @@ clear ground — shot over the shoulder, the player's mon low and left and
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the enemy high and right, with a slow parallax drift behind them and a
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depth-of-field pass that keeps both of them sharp.
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Purely presentational. Nothing here reaches collision, movement, triggers
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or scripts — it changes what the world *looks* like and nothing about what
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it *is*. The battle arena is where the **camera** goes, not where anybody
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goes: no cell, facing, flag or warp is written, so the player is standing
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exactly where the fight found them when it ends.
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And the whole thing from inside. The ladder's top rung, **1ST**, dives the
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camera into the player's own head: free look on the mouse (captured while
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the rung is on — left click is A, right click is B), the right stick, or a
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touch dragged across open screen; free movement that goes where you look,
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at any angle, sliding along walls — the left stick's raw deflection, the
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touch d-pad's true vector, or WASD as forward/backpedal/strafe. NPCs turn
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to face the eye wearing the frame their pose shows *this* viewer — walk
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behind someone and you see their back — and the sky, the shadows and the
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water reflections all carry over, because the head rides the same placed
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camera the battle shot proved out.
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Presentational, with one deliberate exception. Every rung but 1ST changes
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what the world *looks* like and nothing about what it *is*; the battle
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arena is where the **camera** goes, not where anybody goes. 1ST replaces
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the grid walk with a free one while it is selected — but even there the
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game is untouched: the walk asks the engine's own collision the same
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questions a grid step asks, keeps the player's cell synced, and runs the
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engine's own landing pipeline per cell crossed, so warps, encounters,
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ledges, gates and scripts all fire exactly as themselves. Step off the
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rung and the grid walk is back.
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## Controls
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+15
-5
@@ -853,14 +853,24 @@ end
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-- character card (VoxelScene). A figure baked into the terrain mesh could
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-- not lean, and a shared mesh could not carry per-figure placement.
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--
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-- A list, not a mesh: `{ mesh, wx, wz, y }` per figure. Maps have one or
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-- none, so the loop that draws them is shorter than the terrain's.
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-- A list, not a mesh: `{ mesh, wx, wz, y, w }` per figure. Maps have one
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-- or none, so the loop that draws them is shorter than the terrain's.
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-- `w` is the card's own width in its local space (its quads start at
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-- x = 0), measured here because the first-person pass yaws a card about
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-- its middle -- a card yawed about its left edge swings off its seat.
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local function buildFigureMeshes(map)
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local out = {}
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for _, f in ipairs(Structures.forMap(map).figures or {}) do
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local mesh = quadsMesh(f.quads)
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if mesh then
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out[#out + 1] = { mesh = mesh, wx = f.wx, wz = f.wz, y = f.y }
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local w = 0
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for _, q in ipairs(f.quads) do
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for c = 1, 4 do
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local x = q[c] and q[c][1]
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if x and x > w then w = x end
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end
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end
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out[#out + 1] = { mesh = mesh, wx = f.wx, wz = f.wz, y = f.y, w = w }
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end
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end
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return out
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@@ -1132,8 +1142,8 @@ function ChunkMesher.flowers(map)
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return c and c.flowers or nil
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end
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-- Authored figures as `{ mesh, wx, wz, y }` records -- each placed by its
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-- own leaning matrix at draw time, so they cannot share one mesh.
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-- Authored figures as `{ mesh, wx, wz, y, w }` records -- each placed by
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-- its own leaning matrix at draw time, so they cannot share one mesh.
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function ChunkMesher.figures(map)
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local c = cache[map.id]
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local list = c and c.figures
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@@ -0,0 +1,680 @@
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-- Voxel world mode: the first-person camera -- the 1ST rung.
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--
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-- Every other rung is the same camera at a different pitch: an orbit over
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-- the view centre, described by one number. 1ST is a different rig
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-- entirely: the eye stands in the player's own head, the view direction is
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-- the player's to steer -- mouse, right stick or a touch drag -- and the
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-- rig rides the placed-camera seam (Voxel3D.camera) that the staged battle
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-- already proved out. Everything downstream of that seam -- the shader
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-- uniforms, project(), the sky's vanishing line, the water's lean -- reads
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-- eye and focus the same way it always has.
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--
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-- What this module owns:
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--
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-- the ATTITUDE yaw and pitch, fed by whichever look input speaks:
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-- relative mouse motion, the right stick's rate, or a
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-- touch dragged across open screen. All three drive the
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-- same two numbers, so they compose instead of fighting.
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--
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-- the BLEND easing between the orbit and the head. Stepping onto
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-- the rung dives the camera from wherever the orbit was
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-- into the player's eyes over half a second; stepping off
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-- flies it back out. Mid-blend the rig is a straight lerp
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-- of the two cameras -- eye, focus, fov, up -- through
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-- the same placed-camera record.
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--
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-- the MOVE INTENT the analog vector FreeMove walks the player by,
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-- gathered here because it is made of the same devices:
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-- the left stick's raw axes, the touch d-pad's true
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-- deflection, or the held keys, rotated by this camera's
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-- yaw so "forward" means "where I am looking".
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--
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-- Deliberately NOT here: movement itself (lib/FreeMove.lua, which owns the
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-- collision walk and the grid the game logic still lives on), and the
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-- billboard math that faces cards at this eye (VoxelScene, which owns
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-- every other card matrix too).
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--
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-- Everything the module reaches -- the mouse's relative mode, the wrapped
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-- love handlers, the touch overlay's hit test -- is pcall-guarded the same
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-- way the 3D pass is: headless runs and drivers without a mouse simply
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-- never see the input, and the rung falls back to holding the 75-degree
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-- orbit.
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-- the mod namespace (see main.lua): V.require loads a sibling module
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local V = ...
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local Mat4 = V.require("Mat4")
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local Voxel = V.require("VoxelState")
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local Voxel3D = V.require("Voxel3D")
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local WorldCurve = V.require("WorldCurve")
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local FirstPerson = {}
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-- ------- the rig's numbers
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--
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-- EYE_HEIGHT stands the eye near the top of the 16px sprite -- the head,
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-- not the hat tip -- above the same ground-plus-lift the character card
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-- stands on, so surfing bobs and ledge hops carry the view with them.
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--
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-- FOV is wider than the diorama's ~53 degrees: inside the world, the
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-- diorama's lens reads as a keyhole. 65 vertical is the modern-shooter
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-- middle ground.
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--
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-- FOCUS_DIST is short on purpose: the placed-camera branch derives its
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-- near plane from |eye - focus| (dist * 0.05), and the eye walks within
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-- 2-3 world pixels of a wall face when sliding along it -- a far focus
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-- would push the near plane through the wall and clip a hole in it.
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FirstPerson.EYE_HEIGHT = 13
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FirstPerson.FOV = math.rad(65)
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FirstPerson.FOCUS_DIST = 24
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-- Pitch limits, in radians below horizontal (positive looks DOWN). The
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-- world has no ceiling and the sky's bands sit low, so looking far up
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-- shows the void above the gradient; the up-range is clamped tighter than
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-- the down-range for that reason, not a technical one.
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FirstPerson.PITCH_DOWN = math.rad(70)
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FirstPerson.PITCH_UP = -math.rad(50)
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FirstPerson.PITCH_DEFAULT = math.rad(10)
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-- how long the dive into (and out of) the head takes, in seconds
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FirstPerson.BLEND_TIME = 0.45
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-- ------- look input tuning
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--
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-- MOUSE_SENS is radians per relative-mode count -- about 0.18 degrees per
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-- count, the conventional shooter default. STICK rates are radians per
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-- second at full deflection, with a squared response curve so small
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-- deflections aim and full ones turn. TOUCH_TURN is what one full screen
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-- width of drag turns, mobile-shooter convention.
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FirstPerson.MOUSE_SENS = 0.0032
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FirstPerson.STICK_YAW = 3.5
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FirstPerson.STICK_PITCH = 2.4
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FirstPerson.STICK_DEAD = 0.18
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FirstPerson.TOUCH_TURN = 2.2 * math.pi
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FirstPerson.MOVE_DEAD = 0.25
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-- ------- state
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--
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-- Yaw is a world bearing: 0 faces south (+Z, the way a resting sprite
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-- faces), pi/2 east -- the same convention VoxelScene.YAW uses, so a
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-- facing converts to a yaw by table lookup.
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FirstPerson.yaw = 0
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FirstPerson.pitch = FirstPerson.PITCH_DEFAULT
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FirstPerson.blend = 0
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local wasEngaged = false
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local stick = { x = 0, y = 0 } -- right stick, latest event values
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local mouseDX, mouseDY = 0, 0 -- relative counts since last update
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local lookTouch = nil -- { id, x, y } of the claimed finger
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local touchMove = nil -- the touch d-pad's analog deflection
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local captured = false -- mouse relative mode engaged by us
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-- the placed-camera record this module last handed to Voxel3D, so passes
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-- that key behaviour off "is the first-person rig the one drawing" (the
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-- billboard yaw, the frame remap) can ask by identity rather than by mode
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-- -- the battle's own placed camera must never read as first person
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local rig = nil
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local FACING_ANGLE = {
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down = 0,
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right = math.pi / 2,
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up = math.pi,
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left = -math.pi / 2,
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}
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local FACING_ORDER = { "down", "right", "up", "left" }
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local function wrapPi(a)
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return (a + math.pi) % (2 * math.pi) - math.pi
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end
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local function ease(t)
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return t * t * (3 - 2 * t)
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end
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-- ------- gates
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-- Whether the 1ST rung is selected and the 3D pass can carry it.
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function FirstPerson.engaged()
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return Voxel.isFirstPerson(Voxel.level) and Voxel3D.available()
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end
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-- Whether first person should be READING the player's inputs right now:
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-- engaged, with the overworld on top of the stack (a menu, a dialog or a
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-- battle above it owns the buttons, exactly as it does for grid walking).
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function FirstPerson.driving()
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if not FirstPerson.engaged() then return false end
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local ok, top, ow = pcall(function()
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local Game = require("src.core.Game")
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return Game.stack and Game.stack:top(), Game.overworld
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end)
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return ok and top ~= nil and top == ow
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end
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-- The eased blend, 0 at the orbit and 1 in the head.
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function FirstPerson.blendEased()
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return ease(FirstPerson.blend)
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end
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-- The blend, but only while the free-roam pass's own rig is the placed
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-- camera. The battle scene places a camera of its own through the same
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-- seam, and its cards must keep their stage lean rather than yawing at a
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-- first-person eye that is not looking at them.
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function FirstPerson.cardBlend()
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if not rig or Voxel3D.camera ~= rig then return 0 end
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return ease(FirstPerson.blend)
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end
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-- Whether the player's own card should be left out of the camera draw:
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-- deep enough into the blend that the card would fill the lens from
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-- inside. The sun pass keeps drawing it either way -- a first-person
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-- player still throws a shadow on the ground ahead.
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function FirstPerson.hidePlayer()
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return FirstPerson.cardBlend() > 0.9
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end
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-- ------- attitude
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-- Apply a look delta, in radians. Everything that turns the head funnels
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-- through here, so the clamps live once.
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function FirstPerson.lookBy(dyaw, dpitch)
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FirstPerson.yaw = wrapPi(FirstPerson.yaw + dyaw)
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FirstPerson.pitch = math.max(FirstPerson.PITCH_UP,
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math.min(FirstPerson.PITCH_DOWN,
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FirstPerson.pitch + dpitch))
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end
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-- The view direction's flat compass facing, for everything that still
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-- thinks in the grid's four directions: the cell A interacts with, the
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-- sprite the sun sees, the direction a blocked slide bonks in.
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function FirstPerson.compassFacing()
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local s, c = math.sin(FirstPerson.yaw), math.cos(FirstPerson.yaw)
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if math.abs(s) > math.abs(c) then
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return s > 0 and "right" or "left"
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end
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return c > 0 and "down" or "up"
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end
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-- The unit look direction, and its flat (ground-plane) part.
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local function lookDir()
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local cp = math.cos(FirstPerson.pitch)
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return math.sin(FirstPerson.yaw) * cp,
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-math.sin(FirstPerson.pitch),
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math.cos(FirstPerson.yaw) * cp
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end
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function FirstPerson.lookFlat()
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return math.sin(FirstPerson.yaw), math.cos(FirstPerson.yaw)
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end
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-- ------- billboards seen from inside the world
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--
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-- The diorama's cards face south and lean back by the camera's pitch --
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-- correct for a camera that always stands south. An eye that can stand
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-- ANYWHERE sees a south-facing card edge-on from the east, so in first
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-- person every card yaws about its feet to face the eye (cylindrical
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-- billboarding: upright, never tipping). VoxelScene blends its matrices
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-- between the two by cardBlend.
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-- The yaw that turns a card's south-facing normal toward the eye.
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function FirstPerson.cardYaw(wx, wz)
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local eye = rig and rig.eye
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if not eye then return 0 end
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local dx, dz = eye[1] - wx, eye[3] - wz
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if dx * dx + dz * dz < 1e-9 then return 0 end
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return math.atan2(dx, dz)
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end
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-- Which of the four sprite frames an entity shows THIS eye: its facing
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-- rotated into the viewer's own frame, quantised. The flat game's frames
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-- are "how this pose looks from the south", so the apparent facing is the
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-- pose rotated by where the viewer actually stands -- walk behind an NPC
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-- and you see their back, circle to their flank and you see the profile,
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-- exactly as the four frames Gen 1 drew intend.
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function FirstPerson.apparentFacing(facing, wx, wz)
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local eye = rig and rig.eye
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local phi = FACING_ANGLE[facing]
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if not (eye and phi) then return facing end
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local dx, dz = eye[1] - wx, eye[3] - wz
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if dx * dx + dz * dz < 1e-9 then return facing end
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local rel = wrapPi(phi - math.atan2(dx, dz))
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local idx = math.floor((rel + math.pi / 4) / (math.pi / 2)) % 4
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return FACING_ORDER[idx + 1]
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end
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||||
-- ------- the move intent
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||||
--
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||||
-- The analog vector FreeMove walks by, in CAMERA space: mx strafes (+
|
||||
-- right), mz advances (+ forward). Whichever device is actually deflected
|
||||
-- answers -- the left stick's raw axes first (the engine quantises them to
|
||||
-- a d-pad; the raw pair is the analog truth), then a touch d-pad finger,
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-- then the held keys. Magnitude caps at 1.
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function FirstPerson.moveVector()
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local ok, Game = pcall(require, "src.core.Game")
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local input = ok and Game.input or nil
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||||
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local ax = input and input.stickAxis or nil
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if ax then
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local mag = math.sqrt(ax.x * ax.x + ax.y * ax.y)
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if mag > FirstPerson.MOVE_DEAD then
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local t = math.min(1, (mag - FirstPerson.MOVE_DEAD)
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/ (1 - FirstPerson.MOVE_DEAD))
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return ax.x / mag * t, -ax.y / mag * t
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end
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||||
end
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||||
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if touchMove then
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local mag = math.sqrt(touchMove.x * touchMove.x
|
||||
+ touchMove.y * touchMove.y)
|
||||
if mag > FirstPerson.MOVE_DEAD then
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||||
local t = math.min(1, mag)
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return touchMove.x / mag * t, -touchMove.y / mag * t
|
||||
end
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||||
end
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||||
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||||
if input then
|
||||
local mx = (input:isDown("right") and 1 or 0)
|
||||
- (input:isDown("left") and 1 or 0)
|
||||
local mz = (input:isDown("up") and 1 or 0)
|
||||
- (input:isDown("down") and 1 or 0)
|
||||
if mx ~= 0 or mz ~= 0 then
|
||||
local mag = math.sqrt(mx * mx + mz * mz)
|
||||
return mx / mag, mz / mag
|
||||
end
|
||||
end
|
||||
return 0, 0
|
||||
end
|
||||
|
||||
-- Rotate a camera-space move into world space: forward is the flat look
|
||||
-- direction, strafe-right is its right hand. (cross(forward, up) with
|
||||
-- forward = (sin y, 0, cos y) and up = +Y lands right on (-cos y, 0,
|
||||
-- sin y): face south and your right hand points west.)
|
||||
function FirstPerson.moveWorld(mx, mz)
|
||||
local s, c = math.sin(FirstPerson.yaw), math.cos(FirstPerson.yaw)
|
||||
return -c * mx + s * mz, s * mx + c * mz
|
||||
end
|
||||
|
||||
-- ------- the tick
|
||||
|
||||
-- Runs from the pipeline's update hook, every frame whatever the level --
|
||||
-- the same tick VoxelState eases the orbit on. Owns the blend, the mouse
|
||||
-- capture lifecycle, and the frame's stick-rate look.
|
||||
function FirstPerson.update(dt)
|
||||
local engagedNow = FirstPerson.engaged()
|
||||
|
||||
-- entering the rung: the head starts looking the way the sprite faces,
|
||||
-- pitched gently down -- the reading pose of the flat game
|
||||
if engagedNow and not wasEngaged then
|
||||
local ok, facing = pcall(function()
|
||||
local Game = require("src.core.Game")
|
||||
return Game.overworld and Game.overworld.player
|
||||
and Game.overworld.player.facing
|
||||
end)
|
||||
FirstPerson.yaw = (ok and FACING_ANGLE[facing]) or 0
|
||||
FirstPerson.pitch = FirstPerson.PITCH_DEFAULT
|
||||
end
|
||||
wasEngaged = engagedNow
|
||||
|
||||
-- the blend, held at flat until there is terrain to dive into -- the
|
||||
-- same wait Voxel.update keeps for the orbit tween, for the same reason
|
||||
local target = engagedNow and 1 or 0
|
||||
if target > FirstPerson.blend and FirstPerson.blend == 0
|
||||
and not Voxel.ready then
|
||||
target = 0
|
||||
end
|
||||
local step = dt / FirstPerson.BLEND_TIME
|
||||
if FirstPerson.blend < target then
|
||||
FirstPerson.blend = math.min(target, FirstPerson.blend + step)
|
||||
elseif FirstPerson.blend > target then
|
||||
FirstPerson.blend = math.max(target, FirstPerson.blend - step)
|
||||
end
|
||||
if FirstPerson.blend <= 0 and rig then
|
||||
-- fully out: let go of the placed camera (unless a battle already
|
||||
-- swapped its own in, which is not ours to clear)
|
||||
if Voxel3D.camera == rig then Voxel3D.camera = nil end
|
||||
rig = nil
|
||||
end
|
||||
|
||||
-- mouse capture follows engagement: captured whenever the rung is on and
|
||||
-- the window has focus, released the moment either ends. Checked against
|
||||
-- the live mode rather than toggled on edges, so a capture lost to the
|
||||
-- OS (alt-tab) re-arms itself on the next focused frame.
|
||||
local wantCapture = engagedNow
|
||||
if wantCapture and love.window and love.window.hasFocus then
|
||||
local okF, focus = pcall(love.window.hasFocus)
|
||||
wantCapture = okF and focus or false
|
||||
end
|
||||
if love.mouse and love.mouse.setRelativeMode then
|
||||
local okM, isRel = pcall(love.mouse.getRelativeMode)
|
||||
if okM and isRel ~= wantCapture then
|
||||
pcall(love.mouse.setRelativeMode, wantCapture)
|
||||
end
|
||||
captured = wantCapture
|
||||
end
|
||||
|
||||
local driving = FirstPerson.driving()
|
||||
|
||||
-- The mouse's counts, accumulated by the wrapped handler since the last
|
||||
-- tick; dropped unread while something else owns the screen.
|
||||
--
|
||||
-- The yaw sign is NEGATED, here and in every look input below: yaw grows
|
||||
-- south -> east -> north (the world runs +X east, +Z south, and the
|
||||
-- direction is (sin yaw, cos yaw)), which seen from behind the eye is a
|
||||
-- LEFT turn -- so "move the mouse right, look right" means subtracting.
|
||||
local dx, dy = mouseDX, mouseDY
|
||||
mouseDX, mouseDY = 0, 0
|
||||
if driving and (dx ~= 0 or dy ~= 0) then
|
||||
FirstPerson.lookBy(-dx * FirstPerson.MOUSE_SENS,
|
||||
dy * FirstPerson.MOUSE_SENS)
|
||||
end
|
||||
|
||||
-- the right stick is a rate: radians per second, squared response so
|
||||
-- the first half of the throw aims and the rest turns
|
||||
if driving then
|
||||
local rx, ry = stick.x, stick.y
|
||||
local function curve(v)
|
||||
local a = math.abs(v)
|
||||
if a < FirstPerson.STICK_DEAD then return 0 end
|
||||
a = (a - FirstPerson.STICK_DEAD) / (1 - FirstPerson.STICK_DEAD)
|
||||
return (v < 0 and -1 or 1) * a * a
|
||||
end
|
||||
local cy, cp = curve(rx), curve(ry)
|
||||
if cy ~= 0 or cp ~= 0 then
|
||||
-- negated yaw for the same reason as the mouse above
|
||||
FirstPerson.lookBy(-cy * FirstPerson.STICK_YAW * dt,
|
||||
cp * FirstPerson.STICK_PITCH * dt)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- ------- the rig itself
|
||||
|
||||
-- The orbit camera's eye/focus/fov/up for the frame's centre -- the same
|
||||
-- arithmetic Voxel3D.viewProjection runs, restated here because the blend
|
||||
-- needs both ends as DATA. Kept textually tiny so the two cannot drift:
|
||||
-- focus on the centre, eye FOCAL*vh away at the pitch, up perpendicular
|
||||
-- in the YZ plane.
|
||||
local function orbitRig(cx, cy, vh)
|
||||
local a = Voxel.angle
|
||||
local dist = Voxel.FOCAL * vh
|
||||
return { cx, dist * math.cos(a), cy + dist * math.sin(a) },
|
||||
{ cx, 0, cy },
|
||||
2 * math.atan(1 / (2 * Voxel.FOCAL)),
|
||||
{ 0, math.sin(a), -math.cos(a) }
|
||||
end
|
||||
|
||||
local lastEye = nil -- frozen head pose for player-less frames
|
||||
|
||||
-- Build this frame's placed camera and hand it to Voxel3D, plus the scene
|
||||
-- centre the curve and the depth reference should use. `me` is the
|
||||
-- player's posed entry (px, py, gh, lift) or nil (a Fly animation), and
|
||||
-- (cx, cy) the orbit's own view centre.
|
||||
--
|
||||
-- Returns nil with the blend fully out, which is the caller's signal to
|
||||
-- leave the orbit in charge.
|
||||
function FirstPerson.frame(me, cx, cy, vw, vh)
|
||||
local b = FirstPerson.blend
|
||||
if b <= 0 then
|
||||
if rig and Voxel3D.camera == rig then Voxel3D.camera = nil end
|
||||
rig = nil
|
||||
return nil
|
||||
end
|
||||
local e = ease(b)
|
||||
|
||||
local head
|
||||
if me then
|
||||
head = { me.px + 8,
|
||||
(me.gh or 0) + (me.lift or 0) + FirstPerson.EYE_HEIGHT,
|
||||
me.py + 8 }
|
||||
lastEye = head
|
||||
else
|
||||
head = lastEye or { cx, FirstPerson.EYE_HEIGHT, cy }
|
||||
end
|
||||
local lx, ly, lz = lookDir()
|
||||
local fpFocus = { head[1] + lx * FirstPerson.FOCUS_DIST,
|
||||
head[2] + ly * FirstPerson.FOCUS_DIST,
|
||||
head[3] + lz * FirstPerson.FOCUS_DIST }
|
||||
|
||||
local oEye, oFocus, oFov, oUp = orbitRig(cx, cy, vh)
|
||||
local function mix(p, q)
|
||||
return { p[1] + (q[1] - p[1]) * e,
|
||||
p[2] + (q[2] - p[2]) * e,
|
||||
p[3] + (q[3] - p[3]) * e }
|
||||
end
|
||||
local up = mix(oUp, { 0, 1, 0 })
|
||||
local ul = math.sqrt(up[1] * up[1] + up[2] * up[2] + up[3] * up[3])
|
||||
if ul > 1e-6 then up[1], up[2], up[3] = up[1] / ul, up[2] / ul, up[3] / ul
|
||||
else up = { 0, 1, 0 } end
|
||||
|
||||
-- the world curve eases out with the blend: standing inside the world,
|
||||
-- the bend that sells the diorama reads as the ground falling away. A
|
||||
-- true zero (curve declined) needs the field present -- nil would let
|
||||
-- Voxel3D fall back to the setting
|
||||
local k = WorldCurve.k(vh) * (1 - e)
|
||||
|
||||
rig = {
|
||||
eye = mix(oEye, head),
|
||||
focus = mix(oFocus, fpFocus),
|
||||
fov = oFov + (FirstPerson.FOV - oFov) * e,
|
||||
up = up,
|
||||
curve = k,
|
||||
}
|
||||
Voxel3D.camera = rig
|
||||
|
||||
-- the scene centre walks from the orbit's view centre to the head, so
|
||||
-- the curve's focus, the depth reference and the glint's travel follow
|
||||
-- the camera that is actually in charge
|
||||
local sx = cx + (head[1] - cx) * e
|
||||
local sy = cy + (head[3] - cy) * e
|
||||
return rig, sx, sy
|
||||
end
|
||||
|
||||
-- Where the shadow pass should centre its box: pushed along the flat look
|
||||
-- so the fitted frustum -- built for an orbit that always looks north --
|
||||
-- covers the ground THIS camera sees. The push is strongest looking
|
||||
-- south (the direction the orbit's box barely reaches) and scales with
|
||||
-- the blend.
|
||||
function FirstPerson.shadowCenter(sx, sy, vh)
|
||||
local e = FirstPerson.cardBlend()
|
||||
if e <= 0 then return sx, sy end
|
||||
local fx, fz = FirstPerson.lookFlat()
|
||||
local ShadowMap = V.require("ShadowMap")
|
||||
local cap = (ShadowMap.FAR_CAP or 2.5) * vh
|
||||
return sx + fx * 0.6 * vh * e,
|
||||
sy + fz * (fz > 0 and (cap - vh * 0.5) or vh * 0.4) * e
|
||||
end
|
||||
|
||||
-- The first-person facts a shadow signature has to include: the sun's
|
||||
-- box is fitted around this camera, so turning the head or walking the
|
||||
-- blend has to re-fit it even standing still.
|
||||
function FirstPerson.signature()
|
||||
local b = FirstPerson.blend
|
||||
if b <= 0 then return "" end
|
||||
return table.concat({
|
||||
math.floor(b * 64),
|
||||
math.floor(FirstPerson.yaw * 64),
|
||||
math.floor(FirstPerson.pitch * 64),
|
||||
}, ",")
|
||||
end
|
||||
|
||||
-- ------- input capture
|
||||
--
|
||||
-- The seams: relative mouse motion has no Game handler at all (the
|
||||
-- engine's love.mousemoved only feeds the mouse-as-touch debug path), the
|
||||
-- right stick's axes are explicitly ignored by Input, and a touch
|
||||
-- anywhere off the overlay's controls dies in TouchControls. Each wrap
|
||||
-- forwards everything it does not claim, and claims only while first
|
||||
-- person is actually driving -- so with the rung off, every byte flows
|
||||
-- exactly where it always did.
|
||||
|
||||
local installed = false
|
||||
|
||||
function FirstPerson.install()
|
||||
if installed then return end
|
||||
installed = true
|
||||
|
||||
local Game = require("src.core.Game")
|
||||
|
||||
-- ------- right stick
|
||||
do
|
||||
local inner = Game.gamepadaxis
|
||||
function Game:gamepadaxis(joystick, axis, value)
|
||||
if axis == "rightx" then stick.x = value
|
||||
elseif axis == "righty" then stick.y = value end
|
||||
return inner(self, joystick, axis, value)
|
||||
end
|
||||
end
|
||||
-- generic (non-gamepad) sticks: axes 1/2 are the left stick by SDL
|
||||
-- convention and Input already claims them; 3/4 are the usual right
|
||||
-- pair on the same class of device. Real gamepads are excluded -- they
|
||||
-- already spoke through the mapped rightx/righty above, and their RAW
|
||||
-- axis 3 is as likely a trigger as a stick.
|
||||
do
|
||||
local inner = Game.joystickaxis
|
||||
function Game:joystickaxis(joystick, axis, value)
|
||||
local mapped = joystick and joystick.isGamepad and joystick:isGamepad()
|
||||
if not mapped then
|
||||
if axis == 3 then stick.x = value
|
||||
elseif axis == 4 then stick.y = value end
|
||||
end
|
||||
return inner(self, joystick, axis, value)
|
||||
end
|
||||
end
|
||||
|
||||
-- ------- mouse
|
||||
--
|
||||
-- love.mousemoved rather than a Game method, because the engine has no
|
||||
-- Game:mousemoved to wrap -- the callback in the project's main.lua is
|
||||
-- the one place relative counts arrive. Claimed only while captured;
|
||||
-- pass-through otherwise, including the mouse-as-touch path.
|
||||
do
|
||||
local inner = love.mousemoved
|
||||
love.mousemoved = function(x, y, dx, dy, istouch)
|
||||
if captured and not istouch then
|
||||
mouseDX = mouseDX + (dx or 0)
|
||||
mouseDY = mouseDY + (dy or 0)
|
||||
return
|
||||
end
|
||||
if inner then return inner(x, y, dx, dy, istouch) end
|
||||
end
|
||||
end
|
||||
-- While the mouse is captured there is no cursor to click UI with, so
|
||||
-- the buttons become GB buttons: left is A, right is B -- through the
|
||||
-- overlay's own press path, which a rebind can never detach. What WE
|
||||
-- pressed is remembered per button, so the release always reaches the
|
||||
-- overlay even if the capture ended while the button was down --
|
||||
-- otherwise a click that outlives the rung strands A held forever.
|
||||
local mouseHeld = {}
|
||||
local MOUSE_BTN = { [1] = "a", [2] = "b" }
|
||||
do
|
||||
local inner = love.mousepressed
|
||||
love.mousepressed = function(x, y, button, istouch, presses)
|
||||
if captured and not istouch and MOUSE_BTN[button] then
|
||||
local Input = require("src.core.Input")
|
||||
mouseHeld[button] = true
|
||||
Input:overlayPressed(MOUSE_BTN[button])
|
||||
return
|
||||
end
|
||||
if inner then return inner(x, y, button, istouch, presses) end
|
||||
end
|
||||
end
|
||||
do
|
||||
local inner = love.mousereleased
|
||||
love.mousereleased = function(x, y, button, istouch, presses)
|
||||
if mouseHeld[button] then
|
||||
local Input = require("src.core.Input")
|
||||
mouseHeld[button] = nil
|
||||
Input:overlayReleased(MOUSE_BTN[button])
|
||||
return
|
||||
end
|
||||
if inner then return inner(x, y, button, istouch, presses) end
|
||||
end
|
||||
end
|
||||
|
||||
-- ------- touch
|
||||
--
|
||||
-- A finger on open screen -- not on the overlay's d-pad or buttons --
|
||||
-- becomes the look drag. One finger owns the look at a time; every
|
||||
-- other touch flows to TouchControls untouched, so a thumb can drag the
|
||||
-- view while the other walks the d-pad. That d-pad finger is also read
|
||||
-- back ANALOG here: TouchControls quantises it to four directions for
|
||||
-- the grid game, but the deflection it quantised is exactly the move
|
||||
-- vector a free walk wants.
|
||||
local TouchControls = require("src.core.TouchControls")
|
||||
|
||||
local function dpadVector(x, y)
|
||||
local ok, v = pcall(function()
|
||||
local L = TouchControls:layout()
|
||||
local dz = L.dpad
|
||||
local half = dz.w * 0.65
|
||||
return { x = math.max(-1, math.min(1, (x - dz.cx) / half)),
|
||||
y = math.max(-1, math.min(1, (y - dz.cy) / half)) }
|
||||
end)
|
||||
return ok and v or nil
|
||||
end
|
||||
|
||||
do
|
||||
local inner = Game.touchpressed
|
||||
function Game:touchpressed(id, x, y)
|
||||
if FirstPerson.driving() then
|
||||
local onControl = nil
|
||||
pcall(function() onControl = TouchControls:hitTest(x, y) end)
|
||||
if not onControl and not lookTouch then
|
||||
lookTouch = { id = id, x = x, y = y }
|
||||
return
|
||||
end
|
||||
inner(self, id, x, y)
|
||||
if onControl == "dpad" and TouchControls.dpadTouch == id then
|
||||
touchMove = dpadVector(x, y)
|
||||
end
|
||||
return
|
||||
end
|
||||
return inner(self, id, x, y)
|
||||
end
|
||||
end
|
||||
do
|
||||
local inner = Game.touchmoved
|
||||
function Game:touchmoved(id, x, y)
|
||||
if lookTouch and lookTouch.id == id then
|
||||
local w = 1280
|
||||
pcall(function() w = love.graphics.getWidth() end)
|
||||
local per = FirstPerson.TOUCH_TURN / math.max(320, w)
|
||||
if FirstPerson.driving() then
|
||||
-- negated yaw for the same reason as the mouse (see update):
|
||||
-- drag right, look right, the mobile-shooter convention
|
||||
FirstPerson.lookBy(-(x - lookTouch.x) * per,
|
||||
(y - lookTouch.y) * per)
|
||||
end
|
||||
lookTouch.x, lookTouch.y = x, y
|
||||
return
|
||||
end
|
||||
if touchMove and TouchControls.dpadTouch == id then
|
||||
touchMove = dpadVector(x, y) or touchMove
|
||||
end
|
||||
return inner(self, id, x, y)
|
||||
end
|
||||
end
|
||||
do
|
||||
local inner = Game.touchreleased
|
||||
function Game:touchreleased(id, x, y)
|
||||
if lookTouch and lookTouch.id == id then
|
||||
lookTouch = nil
|
||||
return
|
||||
end
|
||||
if TouchControls.dpadTouch == id then touchMove = nil end
|
||||
return inner(self, id, x, y)
|
||||
end
|
||||
end
|
||||
|
||||
-- a reset that drops held input state drops ours with it
|
||||
do
|
||||
local inner = Game.focus
|
||||
function Game:focus(f)
|
||||
lookTouch, touchMove = nil, nil
|
||||
stick.x, stick.y = 0, 0
|
||||
mouseDX, mouseDY = 0, 0
|
||||
return inner(self, f)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
return FirstPerson
|
||||
@@ -0,0 +1,345 @@
|
||||
-- Voxel world mode: free movement for the first-person rung.
|
||||
--
|
||||
-- The engine walks a grid: sixteen frames per cell, four directions,
|
||||
-- input locked mid-step. Inside a first-person camera that gait reads as
|
||||
-- riding a rail, so while 1ST drives, this module replaces the WALK and
|
||||
-- nothing else: the player's position becomes continuous, steered by the
|
||||
-- camera's own yaw -- push forward and you go where you look, at any
|
||||
-- angle, sliding along whatever you graze.
|
||||
--
|
||||
-- THE GRID IS STILL THE GAME. Every fact the world cares about is a fact
|
||||
-- about cells -- what blocks, what warps, what rustles, what bites -- and
|
||||
-- this module keeps the player's logical cell synced to wherever the free
|
||||
-- walk stands, then reuses the engine's own machinery for every one of
|
||||
-- those questions:
|
||||
--
|
||||
-- passability the same isWalkableCell / water-while-surfing /
|
||||
-- tile-pair / entity-occupancy verdicts Collision
|
||||
-- hands the grid walker, asked per cell the player's
|
||||
-- body overlaps.
|
||||
--
|
||||
-- cell arrival OverworldState:onStepComplete, the same landing
|
||||
-- pipeline a grid step runs -- warps, spinners, gates,
|
||||
-- forced currents, poison, repel, encounters, the
|
||||
-- step counters -- fired once per cell crossed, which
|
||||
-- is exactly the rate a grid walk fires it.
|
||||
--
|
||||
-- the special pushes walking off the map edge, into a ledge, or into
|
||||
-- a boulder hands the quantised direction straight to
|
||||
-- checkEdgeExit / checkLedgeHop / checkBoulderPush,
|
||||
-- the engine's own handlers, which validate and stage
|
||||
-- everything themselves (connections, the hop arc,
|
||||
-- the two-push arm). While any of those animates a
|
||||
-- scripted grid move, this module stands aside and
|
||||
-- adopts the result.
|
||||
--
|
||||
-- Nothing here writes save state, rolls encounters, or decides what a
|
||||
-- warp does -- it moves a point, keeps the cell honest, and lets the
|
||||
-- engine be the engine. Stepping off the rung snaps the point to its
|
||||
-- cell and hands the walk back to the grid, and with the rung off this
|
||||
-- module costs one gate check per frame.
|
||||
|
||||
-- the mod namespace (see main.lua): V.require loads a sibling module
|
||||
local V = ...
|
||||
|
||||
local FirstPerson = V.require("FirstPerson")
|
||||
|
||||
local FreeMove = {}
|
||||
|
||||
-- The body: a circle in the ground plane. Small enough to walk every
|
||||
-- one-cell corridor the grid game has (half a cell is 8), big enough to
|
||||
-- keep the eye's near plane out of wall faces when sliding along them.
|
||||
FreeMove.RADIUS = 5.5
|
||||
|
||||
-- World pixels per fixed 60Hz frame -- the grid walker's own speeds (16
|
||||
-- frames per 16px cell on foot, 8 on the bike), so distance covered per
|
||||
-- second is unchanged and the encounter rate per tile crossed stays the
|
||||
-- game's own.
|
||||
FreeMove.WALK = 1.0
|
||||
FreeMove.BIKE = 2.0
|
||||
|
||||
local EPS = 0.01
|
||||
|
||||
-- the free position (player centre, world px) and the px/py we last wrote
|
||||
-- -- if they differ from the player's, something else (a warp, a script)
|
||||
-- moved them, and the free walk adopts rather than fights
|
||||
local pos = nil
|
||||
local lastPx, lastPy = nil, nil
|
||||
|
||||
local function adopt(p)
|
||||
pos = { x = p.px + 8, z = p.py + 8 }
|
||||
lastPx, lastPy = p.px, p.py
|
||||
end
|
||||
|
||||
function FreeMove.drop()
|
||||
pos = nil
|
||||
end
|
||||
|
||||
-- named for the suite: the module's live position, nil while dropped
|
||||
function FreeMove._pos()
|
||||
return pos
|
||||
end
|
||||
|
||||
-- ------- the per-cell verdict
|
||||
--
|
||||
-- The same questions Collision.canMove asks for a grid step, asked of one
|
||||
-- cell from the player's current standing. The player's OWN cell never
|
||||
-- blocks -- the body must always be free to leave wherever it stands
|
||||
-- (a warp mat, the water it is surfing, a cell an NPC just stepped
|
||||
-- against).
|
||||
|
||||
local function pairBlocked(map, surfing, sx, sy, tx, ty)
|
||||
local Game = require("src.core.Game")
|
||||
local tp = Game.data and Game.data.field and Game.data.field.tilePairs
|
||||
if not tp then return false end
|
||||
local list = surfing and tp.water or tp.land
|
||||
if not list or #list == 0 then return false end
|
||||
local tileset = map.def.tileset
|
||||
local a = map:cellTile(sx, sy)
|
||||
local b = map:cellTile(tx, ty)
|
||||
for _, p in ipairs(list) do
|
||||
if p.tileset == tileset
|
||||
and ((p.a == a and p.b == b) or (p.a == b and p.b == a)) then
|
||||
return true
|
||||
end
|
||||
end
|
||||
return false
|
||||
end
|
||||
|
||||
-- Why (cx, cy) refuses the player's body, or nil when it may enter:
|
||||
-- "bounds" | "tile" | "entity", the grid verdict's own names.
|
||||
local function blockedCell(state, p, cx, cy)
|
||||
if cx == p.cellX and cy == p.cellY then return nil end
|
||||
local map = state.map
|
||||
if not map:inBounds(cx, cy) then return "bounds" end
|
||||
if not map:isWalkableCell(cx, cy) then
|
||||
if not (p.surfing and map:isWaterCell(cx, cy)) then return "tile" end
|
||||
end
|
||||
if pairBlocked(map, p.surfing, p.cellX, p.cellY, cx, cy) then
|
||||
return "tile"
|
||||
end
|
||||
local Collision = require("src.world.Collision")
|
||||
if Collision.occupied(state.entities, cx, cy, p) then return "entity" end
|
||||
return nil
|
||||
end
|
||||
|
||||
FreeMove._blockedCell = blockedCell -- named for the suite
|
||||
|
||||
-- ------- the slide
|
||||
--
|
||||
-- One axis at a time, clamped at the first refusing cell's face: the
|
||||
-- classic axis-separated walk, which is where wall-sliding comes from --
|
||||
-- the blocked axis stops and the free one keeps going. Returns the
|
||||
-- refusal ("bounds"/"tile"/"entity") when this axis was clamped.
|
||||
|
||||
local function slideX(state, p, dx)
|
||||
if dx == 0 then return nil end
|
||||
local r = FreeMove.RADIUS
|
||||
local nx = pos.x + dx
|
||||
local z0 = math.floor((pos.z - r + EPS) / 16)
|
||||
local z1 = math.floor((pos.z + r - EPS) / 16)
|
||||
local hit = nil
|
||||
local edge = dx > 0 and math.floor((nx + r) / 16)
|
||||
or math.floor((nx - r) / 16)
|
||||
for zc = z0, z1 do
|
||||
hit = blockedCell(state, p, edge, zc)
|
||||
if hit then break end
|
||||
end
|
||||
if hit then
|
||||
if dx > 0 then nx = math.min(nx, edge * 16 - r - EPS)
|
||||
else nx = math.max(nx, (edge + 1) * 16 + r + EPS) end
|
||||
end
|
||||
pos.x = nx
|
||||
return hit
|
||||
end
|
||||
|
||||
local function slideZ(state, p, dz)
|
||||
if dz == 0 then return nil end
|
||||
local r = FreeMove.RADIUS
|
||||
local nz = pos.z + dz
|
||||
local x0 = math.floor((pos.x - r + EPS) / 16)
|
||||
local x1 = math.floor((pos.x + r - EPS) / 16)
|
||||
local hit = nil
|
||||
local edge = dz > 0 and math.floor((nz + r) / 16)
|
||||
or math.floor((nz - r) / 16)
|
||||
for xc = x0, x1 do
|
||||
hit = blockedCell(state, p, xc, edge)
|
||||
if hit then break end
|
||||
end
|
||||
if hit then
|
||||
if dz > 0 then nz = math.min(nz, edge * 16 - r - EPS)
|
||||
else nz = math.max(nz, (edge + 1) * 16 + r + EPS) end
|
||||
end
|
||||
pos.z = nz
|
||||
return hit
|
||||
end
|
||||
|
||||
-- ------- the blocked push
|
||||
--
|
||||
-- The grid game's blocked step is where half its verbs live: the map-edge
|
||||
-- crossing, the ledge hop, the boulder shove, the route-gate warp fired
|
||||
-- by collision, and the honest bonk. Hand the engine the quantised
|
||||
-- direction and let its own handlers decide -- each one validates itself
|
||||
-- (checkLedgeHop matches the tile pair, checkEdgeExit checks the bounds),
|
||||
-- so calling them on every firm push is safe. Returns true when one of
|
||||
-- them took the frame over.
|
||||
local function pushSpecials(state, dir, why)
|
||||
local p = state.player
|
||||
p.facing = dir -- the handlers read the push off the facing
|
||||
if why == "bounds" and state:checkEdgeExit(dir) then return true end
|
||||
if state:checkLedgeHop(dir) then return true end
|
||||
if state:checkBoulderPush(dir) then return true end
|
||||
if why ~= "entity" and state:canCollisionWarp() then
|
||||
local Game = require("src.core.Game")
|
||||
local Warp = require("src.world.Warp")
|
||||
local w = Warp.onCollision(state.map, Game.data.field.warpCarpets,
|
||||
p.cellX, p.cellY, dir)
|
||||
if w then
|
||||
state:takeWarp(w.def)
|
||||
return true
|
||||
end
|
||||
end
|
||||
if why ~= "entity" then
|
||||
if (state.bumpCooldown or 0) <= 0 then
|
||||
local Game = require("src.core.Game")
|
||||
require("src.core.Sound").play(Game.data, "Collision")
|
||||
state.bumpCooldown = 16
|
||||
end
|
||||
end
|
||||
return false
|
||||
end
|
||||
|
||||
-- ------- the tick
|
||||
--
|
||||
-- Runs in place of OverworldState:handleInput while first person drives
|
||||
-- (see install below), which means it inherits every gate the grid walk
|
||||
-- has: never during scripted moves, transitions, or with anything above
|
||||
-- the overworld on the stack.
|
||||
|
||||
function FreeMove.tick(state)
|
||||
local p = state.player
|
||||
|
||||
-- a grid move is animating -- a ledge hop, a spinner slide, a scripted
|
||||
-- walk -- or a cutscene owns the player: stand aside, adopt the result
|
||||
if p.moving or p.inputLocked then
|
||||
FreeMove.drop()
|
||||
return
|
||||
end
|
||||
if not pos or p.px ~= lastPx or p.py ~= lastPy then adopt(p) end
|
||||
|
||||
local Game = require("src.core.Game")
|
||||
local input = Game.input
|
||||
|
||||
-- the head is the facing: what A talks to, what the sun's card shows,
|
||||
-- which way a bonk points
|
||||
p.facing = FirstPerson.compassFacing()
|
||||
|
||||
if input:wasPressed("a") then
|
||||
state:interact()
|
||||
return
|
||||
end
|
||||
if input:wasPressed("start") then
|
||||
require("src.core.Sound").play(Game.data, "Start_Menu")
|
||||
require("src.ui.Screens").push(Game, "StartMenu")
|
||||
return
|
||||
end
|
||||
|
||||
local mx, mz = FirstPerson.moveVector()
|
||||
local wx, wz = FirstPerson.moveWorld(mx, mz)
|
||||
|
||||
-- Cycling Road's downhill pull, the free-walk restatement of the grid
|
||||
-- path's simulated PAD_DOWN: south drift with nothing held, braked by
|
||||
-- holding A or B exactly as the Route 17 sign promises
|
||||
local moving = (mx ~= 0 or mz ~= 0)
|
||||
if not moving and Game.save and Game.save.onBike then
|
||||
local fm = Game.data.field.forcedMovement
|
||||
local braking = input:isDown("a") or input:isDown("b")
|
||||
if fm and not braking then
|
||||
for _, m in ipairs(fm.slopeMaps or {}) do
|
||||
if m == state.map.id then
|
||||
wx, wz, moving = 0, 1, true
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
if not moving then return end
|
||||
|
||||
state.bumpCooldown = math.max(0, (state.bumpCooldown or 0) - 1)
|
||||
|
||||
local speed = (Game.save and Game.save.onBike) and FreeMove.BIKE
|
||||
or FreeMove.WALK
|
||||
local dx, dz = wx * speed, wz * speed
|
||||
|
||||
local hitX = slideX(state, p, dx)
|
||||
local hitZ = slideZ(state, p, dz)
|
||||
|
||||
-- the walk cycle: the wall-bonk clock animates the legs of a player the
|
||||
-- grid thinks is standing still, refreshed while the free walk covers
|
||||
-- ground (Player:update ticks animClock off it; walkPhase reads it)
|
||||
p.bumpFrames = 2
|
||||
|
||||
p.px, p.py = pos.x - 8, pos.z - 8
|
||||
lastPx, lastPy = p.px, p.py
|
||||
|
||||
-- the cell the body stands in; crossing into a new one IS a step
|
||||
local ncx = math.floor(pos.x / 16)
|
||||
local ncy = math.floor(pos.z / 16)
|
||||
if ncx ~= p.cellX or ncy ~= p.cellY then
|
||||
p.cellX, p.cellY = ncx, ncy
|
||||
state:onStepComplete()
|
||||
-- a warp or a battle may have moved the world out from under the
|
||||
-- walk; the adopt check on the next tick picks the pieces up
|
||||
return
|
||||
end
|
||||
|
||||
-- a firm push into something that refused: the engine's own blocked-step
|
||||
-- verbs, aimed the way the push leans
|
||||
local hit, dir
|
||||
if hitX and (not hitZ or math.abs(dx) >= math.abs(dz)) then
|
||||
hit, dir = hitX, (dx > 0 and "right" or "left")
|
||||
elseif hitZ then
|
||||
hit, dir = hitZ, (dz > 0 and "down" or "up")
|
||||
end
|
||||
if hit and math.max(math.abs(dx), math.abs(dz)) > 0.4 * speed then
|
||||
if pushSpecials(state, dir, hit) then
|
||||
FreeMove.drop()
|
||||
return
|
||||
end
|
||||
-- the push handlers may have turned the facing; the head still rules
|
||||
p.facing = FirstPerson.compassFacing()
|
||||
end
|
||||
end
|
||||
|
||||
-- ------- the seam
|
||||
--
|
||||
-- OverworldState:handleInput is the one choke point where the grid walk
|
||||
-- reads the pad -- the same seam the engine's own Cycling Road pull and
|
||||
-- collision warps live behind -- so replacing the walk means wrapping it
|
||||
-- and nothing else. Every gate ABOVE the call (scripted moves, trainer
|
||||
-- engagement, transitions, anything on the stack) still applies to the
|
||||
-- free walk, because the wrap sits below them all.
|
||||
function FreeMove.install()
|
||||
local OverworldState = require("src.world.OverworldController")
|
||||
if OverworldState.dramaticShapeFreeMoveHook then return end
|
||||
local inner = OverworldState.handleInput
|
||||
|
||||
function OverworldState:handleInput()
|
||||
if not FirstPerson.driving() then
|
||||
if pos then
|
||||
-- stepping off the rung: back onto the grid, on the cell the
|
||||
-- free walk stood in
|
||||
local p = self.player
|
||||
p.px, p.py = p.cellX * 16, p.cellY * 16
|
||||
FreeMove.drop()
|
||||
end
|
||||
return inner(self)
|
||||
end
|
||||
return FreeMove.tick(self)
|
||||
end
|
||||
|
||||
OverworldState.dramaticShapeFreeMoveHook = true
|
||||
end
|
||||
|
||||
return FreeMove
|
||||
+8
-4
@@ -421,7 +421,8 @@ end
|
||||
-- ---------------------------------------------------------------- camera --
|
||||
|
||||
-- An explicit camera, replacing the orbit below for as long as it is set:
|
||||
-- { eye = {x,y,z}, focus = {x,y,z}, fov = radians, curve = k or nil }.
|
||||
-- { eye = {x,y,z}, focus = {x,y,z}, fov = radians, curve = k or nil,
|
||||
-- up = {x,y,z} or nil }.
|
||||
--
|
||||
-- The orbit is the free-roam camera and it is described entirely by ONE
|
||||
-- number, the pitch, because that is all a camera following the player over
|
||||
@@ -496,9 +497,12 @@ function Voxel3D.viewProjection(cx, cy, vw, vh)
|
||||
-- the same clip-space Y flip the orbit needs, for the same reason: we
|
||||
-- bypass LOVE's transform_projection and canvas coordinates run Y down
|
||||
proj = Mat4.mul(Mat4.scale(1, -1, 1), proj)
|
||||
-- world up, so the horizon stays level -- a placed camera that rolled
|
||||
-- with its own pitch would tip the whole arena
|
||||
return Mat4.mul(proj, Mat4.lookAt(eye, focus, { 0, 1, 0 }))
|
||||
-- world up by default, so the horizon stays level -- a placed camera
|
||||
-- that rolled with its own pitch would tip the whole arena. A caller
|
||||
-- may hand its own up: the first-person BLEND does, because its far
|
||||
-- end is the orbit, whose up leans with the pitch -- world up at the
|
||||
-- orbit's steep end degenerates against a straight-down view.
|
||||
return Mat4.mul(proj, Mat4.lookAt(eye, focus, cam.up or { 0, 1, 0 }))
|
||||
end
|
||||
|
||||
local a = Voxel.angle
|
||||
|
||||
+99
-12
@@ -24,6 +24,7 @@ local Sky = V.require("Sky")
|
||||
local Water = V.require("Water")
|
||||
local VoxelGrid = V.require("VoxelGrid")
|
||||
local DayNight = V.require("DayNight")
|
||||
local FirstPerson = V.require("FirstPerson")
|
||||
local PaletteFX = require("src.render.PaletteFX")
|
||||
local Map = require("src.world.Map")
|
||||
|
||||
@@ -214,6 +215,22 @@ local function frameFor(def, facing, phase, flip)
|
||||
return frame, mirror
|
||||
end
|
||||
|
||||
-- The facing a pose SHOWS this camera. The flat frames are "how this pose
|
||||
-- looks from the south", which is where the orbit always stands; a
|
||||
-- first-person eye stands anywhere, so deep enough into the blend the
|
||||
-- facing is remapped to how the pose looks from THERE -- walk behind an
|
||||
-- NPC and their card wears the back sprite. Used by the camera draw and
|
||||
-- the sun pass BOTH: the card the sun stored and the transform a lit card
|
||||
-- reads its own shadowing with must describe the same frame, or the
|
||||
-- mirror-flip half of the pair asks the map about texels the sun filed
|
||||
-- under the other cheek.
|
||||
local function viewFacing(p)
|
||||
if FirstPerson.cardBlend() > 0.5 then
|
||||
return FirstPerson.apparentFacing(p.facing, p.px + 8, p.py + 8)
|
||||
end
|
||||
return p.facing
|
||||
end
|
||||
|
||||
-- FALLBACK ONLY (see castShadows below). Draw one entity's drop shadow as
|
||||
-- a decal: its current sprite frame as a single quad, flattened onto the
|
||||
-- ground along the sun line (Voxel3D.shadowMatrix). Runs inside
|
||||
@@ -236,10 +253,22 @@ end
|
||||
-- Shared by the solid draw and the silhouette below, so the two can never
|
||||
-- drift apart -- a silhouette standing anywhere but exactly behind the
|
||||
-- figure would read as a second character.
|
||||
--
|
||||
-- IN FIRST PERSON the card stops leaning and starts TURNING: upright, yawed
|
||||
-- about its feet to face the eye (cylindrical billboarding). A south-facing
|
||||
-- card is invisible edge-on to an eye standing east of it, which no orbit
|
||||
-- camera could ever do and a first-person one does constantly. The blend
|
||||
-- carries one pose into the other -- the lean eases out as the yaw eases in
|
||||
-- -- and cardBlend is zero for every camera that is not the first-person
|
||||
-- rig, the battle's placed shot included, so nothing else moves.
|
||||
local function billboardMatrix(px, py, y, mirror)
|
||||
local Voxel = V.require("VoxelState")
|
||||
local m = Mat4.mul(Mat4.translate(px + 8, y, py + 8),
|
||||
Mat4.rotateX(Voxel.angle - math.pi / 2))
|
||||
local b = FirstPerson.cardBlend()
|
||||
local m = Mat4.translate(px + 8, y, py + 8)
|
||||
if b > 0 then
|
||||
m = Mat4.mul(m, Mat4.rotateY(FirstPerson.cardYaw(px + 8, py + 8) * b))
|
||||
end
|
||||
m = Mat4.mul(m, Mat4.rotateX((Voxel.angle - math.pi / 2) * (1 - b)))
|
||||
if mirror then m = Mat4.mul(m, Mat4.scale(-1, 1, 1)) end
|
||||
return Mat4.mul(m, Mat4.translate(-8, 0, 0))
|
||||
end
|
||||
@@ -258,10 +287,24 @@ end
|
||||
-- the Pokemon Center couch reads face-on at every tilt like the NPCs
|
||||
-- around him. No cell centring: unlike a character he is not standing on a
|
||||
-- cell, he is standing where he was drawn, which may straddle two.
|
||||
--
|
||||
-- First person turns him at the eye like the walkers (see billboardMatrix)
|
||||
-- -- about his own middle, because unlike a character card his local space
|
||||
-- starts at x = 0 rather than being anchored by a -8 shift, and a yaw about
|
||||
-- his edge would swing him off his seat. The width rode in on the record
|
||||
-- for exactly this (ChunkMesher.buildFigureMeshes).
|
||||
local function figureMatrix(f, offX, offZ)
|
||||
local Voxel = V.require("VoxelState")
|
||||
return Mat4.mul(Mat4.translate(f.wx + (offX or 0), f.y, f.wz + (offZ or 0)),
|
||||
Mat4.rotateX(Voxel.angle - math.pi / 2))
|
||||
local b = FirstPerson.cardBlend()
|
||||
local wx, wz = f.wx + (offX or 0), f.wz + (offZ or 0)
|
||||
local m = Mat4.translate(wx, f.y, wz)
|
||||
if b > 0 and f.w and f.w > 0 then
|
||||
local half = f.w / 2
|
||||
m = Mat4.mul(m, Mat4.translate(half, 0, 0))
|
||||
m = Mat4.mul(m, Mat4.rotateY(FirstPerson.cardYaw(wx + half, wz) * b))
|
||||
m = Mat4.mul(m, Mat4.translate(-half, 0, 0))
|
||||
end
|
||||
return Mat4.mul(m, Mat4.rotateX((Voxel.angle - math.pi / 2) * (1 - b)))
|
||||
end
|
||||
|
||||
-- What the sun sees: the same card UNLEANED and flattened, exactly as
|
||||
@@ -333,7 +376,7 @@ VoxelScene.drawEntity = drawEntity
|
||||
-- mesh for it.
|
||||
local function drawGhost(p)
|
||||
local def = p.sprite.def
|
||||
local frame, mirror = frameFor(def, p.facing, p.phase, p.flip)
|
||||
local frame, mirror = frameFor(def, viewFacing(p), p.phase, p.flip)
|
||||
local mesh = SpriteBillboards.shadowQuad(def, frame)
|
||||
if not mesh then return end
|
||||
local tex = p.sprite:resolveImage()
|
||||
@@ -462,7 +505,13 @@ local function posesOf(state, spriteColors)
|
||||
gh = groundAt(state.map, e.cellX, e.cellY),
|
||||
lift = e.py - vy, colors = colors,
|
||||
}
|
||||
if e == state.player then me = posed[#posed] end
|
||||
if e == state.player then
|
||||
me = posed[#posed]
|
||||
-- marked so the camera draw can leave the card out in first
|
||||
-- person, where it would fill the lens from inside; the SUN pass
|
||||
-- reads the same list and deliberately does not check the mark
|
||||
me.isPlayer = true
|
||||
end
|
||||
end
|
||||
end
|
||||
return posed, me
|
||||
@@ -529,9 +578,18 @@ local function drawCast(state, posed, atlasFor)
|
||||
-- drawEntity resolves the lean-over-the-wall-in-front case, and a
|
||||
-- character genuinely behind a building is far deeper and loses the
|
||||
-- test, so buildings and trees really occlude.
|
||||
--
|
||||
-- In first person two of them change: the player's own card is left out
|
||||
-- (the eye is standing in it), and every other card wears the frame its
|
||||
-- pose SHOWS this eye (viewFacing) rather than the one it shows the
|
||||
-- south. Both run through here, so the water's reflection copy -- drawn
|
||||
-- by this same function -- agrees with the frame to the pixel.
|
||||
local hideMe = FirstPerson.hidePlayer()
|
||||
for _, p in ipairs(posed) do
|
||||
drawEntity(p.sprite, p.px, p.py, p.facing, p.phase, p.flip, p.gh,
|
||||
p.colors, p.lift)
|
||||
if not (p.isPlayer and hideMe) then
|
||||
drawEntity(p.sprite, p.px, p.py, viewFacing(p), p.phase, p.flip, p.gh,
|
||||
p.colors, p.lift)
|
||||
end
|
||||
end
|
||||
-- back on for everything textured from the atlas again -- figures, grass
|
||||
-- and flowers all sample it, where the mask's coordinates are honest
|
||||
@@ -687,6 +745,10 @@ local function shadowSignature(terrain, nbMesh, posed, cx, cy, vw, vh)
|
||||
-- few times a minute rather than every frame.
|
||||
put(math.floor(ShadowMap.KX * 128))
|
||||
put(math.floor(ShadowMap.KZ * 128))
|
||||
-- and the first-person head: the box is fitted around wherever it looks
|
||||
-- and the sprite cards swap frames as it circles them, so a turn on the
|
||||
-- spot re-fits and redraws exactly like a camera move ("" outside 1ST)
|
||||
put(FirstPerson.signature())
|
||||
put(tostring(terrain))
|
||||
for i = 1, #nbMesh do put(tostring(nbMesh[i])) end
|
||||
for _, p in ipairs(posed) do
|
||||
@@ -759,7 +821,12 @@ local function castShadows(state, terrain, nbMesh, posed, cx, cy, vw, vh,
|
||||
end
|
||||
for _, p in ipairs(posed) do
|
||||
local def = p.sprite.def
|
||||
local frame, mirror = frameFor(def, p.facing, p.phase, p.flip)
|
||||
-- viewFacing, exactly as the camera draw picks it (see viewFacing for
|
||||
-- why the two passes must agree): in first person the sun's card
|
||||
-- swaps frame as the eye circles, which costs a redraw the signature
|
||||
-- already charges for (FirstPerson.signature) and keeps a card from
|
||||
-- fringing against a mirror-flipped record of itself
|
||||
local frame, mirror = frameFor(def, viewFacing(p), p.phase, p.flip)
|
||||
local mesh = SpriteBillboards.shadowQuad(def, frame)
|
||||
if mesh then
|
||||
ShadowMap.draw(mesh, p.sprite:resolveImage(),
|
||||
@@ -815,7 +882,23 @@ function VoxelScene.render(state, w, h, vw, vh, paletteFor)
|
||||
end
|
||||
|
||||
local posed, me = posesOf(state, spriteColors)
|
||||
castShadows(state, terrain, nbMesh, posed, cx, cy, vw, vh, atlasFor,
|
||||
|
||||
-- The first-person rig, built (or blended) for this frame and handed to
|
||||
-- Voxel3D BEFORE either pass runs: the sun's box is fitted around this
|
||||
-- camera, and every card matrix asks it which way to turn. With the
|
||||
-- blend fully out the call clears the placed camera and the orbit is
|
||||
-- exactly what it always was. The scene centre it returns walks from
|
||||
-- the orbit's view centre into the head, so the curve's focus and the
|
||||
-- depth reference follow the camera actually in charge.
|
||||
local fpRig, fpCx, fpCy = FirstPerson.frame(me, cx, cy, vw, vh)
|
||||
if fpRig then cx, cy = fpCx, fpCy end
|
||||
|
||||
-- The sun's box, pushed along the first-person look so it covers the
|
||||
-- ground THIS camera sees (a no-op at blend zero): the orbit's fit
|
||||
-- reaches far north and barely south, which is right for every rung
|
||||
-- but a head free to face south.
|
||||
local shCx, shCy = FirstPerson.shadowCenter(cx, cy, vh)
|
||||
castShadows(state, terrain, nbMesh, posed, shCx, shCy, vw, vh, atlasFor,
|
||||
water, nbWater)
|
||||
|
||||
if not Voxel3D.beginScene(w, h, cx, cy, vw, vh, skyFor(state.map)) then
|
||||
@@ -838,7 +921,7 @@ function VoxelScene.render(state, w, h, vw, vh, paletteFor)
|
||||
if not Voxel3D.shadowsActive() then
|
||||
Voxel3D.beginShadows()
|
||||
for _, p in ipairs(posed) do
|
||||
drawShadow(p.sprite, p.px, p.py, p.facing, p.phase, p.flip, p.gh,
|
||||
drawShadow(p.sprite, p.px, p.py, viewFacing(p), p.phase, p.flip, p.gh,
|
||||
p.lift)
|
||||
end
|
||||
Voxel3D.endShadows()
|
||||
@@ -884,7 +967,11 @@ function VoxelScene.render(state, w, h, vw, vh, paletteFor)
|
||||
-- wrote it, so the silhouette would paint over the player at all times.
|
||||
-- Every character then draws on top as usual, which leaves the silhouette
|
||||
-- showing in exactly one situation: where the world hides them.
|
||||
if me then
|
||||
--
|
||||
-- Not in first person: the card it silhouettes is the one the camera is
|
||||
-- standing inside, and "the world is in front of the player" is every
|
||||
-- wall the player faces.
|
||||
if me and not FirstPerson.hidePlayer() then
|
||||
Voxel3D.beginGhost()
|
||||
drawGhost(me)
|
||||
Voxel3D.endGhost()
|
||||
|
||||
+2
-1
@@ -42,7 +42,8 @@ local Voxel = {}
|
||||
-- billboard lean the blend eases away) reads that 75 while the first-person
|
||||
-- rig owns the actual camera.
|
||||
Voxel.ANGLES_DEG = { 0, 35, 15, 35, 50, 75, 75 }
|
||||
Voxel.ANGLE_LABELS = { "OFF", "FULL", "15", "35", "50", "75", "1ST" }
|
||||
Voxel.ANGLE_LABELS = { "OFF", "FULL", "15", "35", "50", "75",
|
||||
"1ST (EXPERIMENTAL)" }
|
||||
Voxel.MAX_LEVEL = #Voxel.ANGLES_DEG - 1
|
||||
|
||||
-- the rung FULL sits on, so nothing has to hunt for it by label
|
||||
|
||||
@@ -23,9 +23,16 @@
|
||||
-- the engine's TILT mode -- is engine plumbing driven by the records
|
||||
-- below. This file declares; lib/ draws.
|
||||
--
|
||||
-- Nothing here reaches collision, movement, triggers or scripts. Voxel
|
||||
-- mode is purely presentational: it changes what the world LOOKS like and
|
||||
-- nothing about what it IS.
|
||||
-- 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.
|
||||
-- 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
|
||||
-- cell crossed -- warps, encounters, ledges, gates and scripts all run
|
||||
-- exactly as themselves. Step off the rung and the grid walk is back.
|
||||
|
||||
local mod = ...
|
||||
|
||||
@@ -83,6 +90,8 @@ local DayNight = V.require("DayNight")
|
||||
local DayTint = V.require("DayTint")
|
||||
local Water = V.require("Water")
|
||||
local AntiAlias = V.require("AntiAlias")
|
||||
local FirstPerson = V.require("FirstPerson")
|
||||
local FreeMove = V.require("FreeMove")
|
||||
|
||||
-- Forward declaration: the voxel pipeline's update hook (registered below)
|
||||
-- calls this, and it is defined further down with the settings it drives.
|
||||
@@ -162,6 +171,11 @@ mod.content.render_pipelines:register("voxel", {
|
||||
-- would fight anyone who changed one deliberately.
|
||||
applyFull(level)
|
||||
Voxel.update(dt, level)
|
||||
-- the first-person head, on the same tick: its blend in and out of the
|
||||
-- orbit, the mouse capture lifecycle, and the frame's stick-rate look.
|
||||
-- Unconditional like Voxel.update, because the blend has to keep easing
|
||||
-- OUT after the rung is left
|
||||
FirstPerson.update(dt)
|
||||
-- the day/night clock, on the same always-running tick: Pipelines.update
|
||||
-- runs whatever the level, so time passes with the mode off, through
|
||||
-- battles and menus, and a CYCLE evening falls mid-fight exactly as it
|
||||
@@ -789,6 +803,32 @@ end
|
||||
-- so this file keeps naming every engine seam the mod touches.
|
||||
OverworldBattle.install()
|
||||
|
||||
-- ------- the first-person rung's inputs and its walk
|
||||
--
|
||||
-- 1ST needs two things no other rung does, and each is a named seam:
|
||||
--
|
||||
-- FirstPerson.install claims the LOOK inputs the engine ignores: the right
|
||||
-- stick's axes (Game:gamepadaxis passes them to Input, which returns early
|
||||
-- on anything but the left pair), relative mouse motion (love.mousemoved --
|
||||
-- there is no Game handler to wrap; the engine's own callback only feeds
|
||||
-- the mouse-as-touch debug path, which stays untouched), the mouse buttons
|
||||
-- while the cursor is captured (A and B -- there is no cursor to click UI
|
||||
-- with), and any touch that lands off the overlay's controls (a drag on
|
||||
-- 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.
|
||||
--
|
||||
-- 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
|
||||
-- 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
|
||||
-- file argues the whole arrangement.
|
||||
FirstPerson.install()
|
||||
FreeMove.install()
|
||||
|
||||
-- The overworld's own pushBattle is the choke point for a wild encounter or
|
||||
-- a trainer, and it is wrapped. A battle that arrives some other way -- a
|
||||
-- link battle, a script pushing a BattleState directly -- reaches this
|
||||
@@ -890,7 +930,7 @@ mod.hooks:wrap("world.tod", function(next, tod, ctx)
|
||||
return DayNight.tod()
|
||||
end)
|
||||
|
||||
mod.exports.version = "1.4.3"
|
||||
mod.exports.version = "1.5.0"
|
||||
-- exposed so a companion mod can pin its own tiles' shapes or read the
|
||||
-- camera without reaching into this mod's file layout
|
||||
mod.exports.lib = V
|
||||
|
||||
+1
-1
@@ -1,7 +1,7 @@
|
||||
{
|
||||
"id": "DRAMATIC_SHAPE",
|
||||
"name": "Dramatic Shape Voxel Mod",
|
||||
"version": "1.4.3",
|
||||
"version": "1.5.0",
|
||||
"api": 2,
|
||||
"entry": "main.lua",
|
||||
"profile": "content",
|
||||
|
||||
@@ -16,9 +16,11 @@ return {
|
||||
"a battle's letterbox voids go black rather than white, because the battle canvas is no longer white",
|
||||
"the engine's TILT and GBC FX rows are taken OFF the OPTIONS menu and held at off for as long as this mod is installed -- TILT is the flat fake of what this mode does for real, GBC FX is a full-screen pass over the top of it; uninstalling puts both rows back",
|
||||
"hotkeys 3 and 5 are taken over from those two, which have no key and no row while this is loaded",
|
||||
"on the 1ST rung ONLY, the grid walk is replaced by free camera-relative movement: collision, warps, ledges, encounters and scripts still run through the engine's own machinery, and every other rung leaves movement untouched",
|
||||
"on the 1ST rung the mouse cursor is captured for free look; left click is A, right click is B, and any touch off the overlay's controls drags the view",
|
||||
},
|
||||
added = {
|
||||
"VOXEL options row and hotkey 3 (OFF / 15 / 35 / 50 / 75 degrees)",
|
||||
"VOXEL options row and hotkey 3 (OFF / 15 / 35 / 50 / 75 degrees / 1ST, a first-person camera with free look and free movement)",
|
||||
"T-SHIFT options row and hotkey 6 (OFF / 1 / 2 / 3), the miniature blur",
|
||||
"V-GRID on hotkey 5 and V-CURVE on hotkey 7",
|
||||
"WATER on hotkey 9 (FULL / SKY / OFF, FULL by default): the water surface becomes a field of pixel-tall voxel columns rising and falling as waves, reflecting the sky, the sun, the moon and the cast standing beside it -- and, on FULL, the shoreline, trees and buildings behind it, by a screen-space ray march",
|
||||
@@ -39,6 +41,9 @@ return {
|
||||
"the battle backdrop renders at the GB's 160x144 to match the pics composited over it, so it is chunkier than the free-roam pass",
|
||||
"menus and cutscenes are unaffected -- outside a battle the mode only draws the free-roam overworld",
|
||||
"terrain meshes are cached per map, so the first frame after entering a large map costs a build",
|
||||
"1ST needs the 3D pass like every rung; without it the level still persists but the world stays 2D and the grid walk stays in charge",
|
||||
"in 1ST, scripted walks, ledge hops and spinner slides play out as the grid moves they are, with the camera riding along; free control resumes when they land",
|
||||
"rooms have no ceilings, so a first-person look over an interior wall shows the void the diorama always had behind it",
|
||||
},
|
||||
},
|
||||
credits = {
|
||||
|
||||
@@ -49,12 +49,14 @@ T.eq(defs._owners and defs._owners.voxel, "DRAMATIC_SHAPE",
|
||||
|
||||
-- ------- the ladders the engine drives
|
||||
|
||||
T.eq(#defs.voxel.levels, 6, "voxel exposes a six-rung ladder")
|
||||
T.eq(#defs.voxel.levels, 7, "voxel exposes a seven-rung ladder")
|
||||
T.eq(defs.voxel.levels[1], "OFF", "rung 0 is OFF")
|
||||
T.eq(defs.voxel.levels[2], "FULL",
|
||||
"FULL is the first rung after OFF -- the order those two get used in")
|
||||
T.eq(defs.voxel.levels[6], "75", "the top rung is the 75-degree camera")
|
||||
T.eq(Pipelines.maxLevel("voxel"), 5, "the engine reads the ladder height")
|
||||
T.eq(defs.voxel.levels[6], "75", "rung 5 is the 75-degree camera")
|
||||
T.eq(defs.voxel.levels[7], "1ST (EXPERIMENTAL)",
|
||||
"the top rung is the first-person camera, labelled as the experiment it is")
|
||||
T.eq(Pipelines.maxLevel("voxel"), 6, "the engine reads the ladder height")
|
||||
T.eq(Pipelines.levelLabel("voxel", 3), "35", "the engine reads the rung labels")
|
||||
|
||||
-- ------- gating: inert until switched on, and inert without a GPU
|
||||
@@ -1079,12 +1081,12 @@ local Curve = run.loader.exports.DRAMATIC_SHAPE.lib.require("WorldCurve")
|
||||
-- with nothing on screen saying a keypress had done it.
|
||||
Pipelines.setLevel("voxel", 0)
|
||||
local walk = {}
|
||||
for _ = 1, 6 do
|
||||
for _ = 1, 7 do
|
||||
Game.keypressed(keyGame, "3")
|
||||
walk[#walk + 1] = Pipelines.levelLabel("voxel")
|
||||
end
|
||||
T.eq(table.concat(walk, ","), "15,35,50,75,OFF,15",
|
||||
"3 walks OFF -> 15 -> 35 -> 50 -> 75 and wraps, never touching FULL")
|
||||
T.eq(table.concat(walk, ","), "15,35,50,75,1ST (EXPERIMENTAL),OFF,15",
|
||||
"3 walks OFF -> 15 -> 35 -> 50 -> 75 -> 1ST and wraps, never touching FULL")
|
||||
|
||||
-- FULL is 35 degrees, so a press from it goes ON to 50 rather than back to
|
||||
-- the rung that shows the same camera -- the key never appears to do nothing.
|
||||
@@ -1143,8 +1145,8 @@ T.eq(GBCFX.level, 0, "and on the live renderer")
|
||||
-- TILT with or without us. Park the ladder on its top rung and turn both
|
||||
-- back on, so the single press under test is the one that wraps to OFF --
|
||||
-- where nothing else is going to clear them.
|
||||
-- 5 is the "75" rung, the last one the key walks before it wraps to OFF
|
||||
Pipelines.setLevel("voxel", 5)
|
||||
-- 6 is the "1ST" rung, the last one the key walks before it wraps to OFF
|
||||
Pipelines.setLevel("voxel", 6)
|
||||
Tilt.setLevel(3)
|
||||
GBCFX.setLevel(4)
|
||||
keyGame.save.options.tilt = 3
|
||||
@@ -3336,7 +3338,10 @@ Commands.start_battle(ctx, "trainer", "RIVAL1", 1)
|
||||
T.check(viaOverworld ~= nil and pushed == nil,
|
||||
"a scripted trainer goes through pushBattle: the flash, the wipe and the "
|
||||
.. "theme, like any fight walked into")
|
||||
T.eq(viaOverworld.kind, "trainer", "with the battle it was asked to start")
|
||||
-- guarded index: when the seam above regresses, this must FAIL like any
|
||||
-- assertion rather than crash the suite half-run
|
||||
T.eq(viaOverworld and viaOverworld.kind, "trainer",
|
||||
"with the battle it was asked to start")
|
||||
ctx.overworld = nil
|
||||
Commands.start_battle(ctx, "wild", "PIDGEY", 5)
|
||||
T.check(pushed ~= nil,
|
||||
@@ -3462,6 +3467,182 @@ T.eq(g.amp, 0, "standing still fades it back out within a beat")
|
||||
T.eq(g.phase, held, "and the phase does not move while the camera does not")
|
||||
end
|
||||
|
||||
-- ------- the first-person rung
|
||||
--
|
||||
-- 1ST rides the same placed-camera seam the battle proved out, so most of
|
||||
-- what it adds is arithmetic this suite can hold still: the rig built from
|
||||
-- a pose, the compass the grid game still thinks in, the camera-relative
|
||||
-- walk vector, and the frame an NPC shows an eye that can stand anywhere.
|
||||
|
||||
do
|
||||
local FirstPerson =
|
||||
run.loader.exports.DRAMATIC_SHAPE.lib.require("FirstPerson")
|
||||
local VoxelState = run.loader.exports.DRAMATIC_SHAPE.lib.require("VoxelState")
|
||||
local FreeMove = run.loader.exports.DRAMATIC_SHAPE.lib.require("FreeMove")
|
||||
local Voxel3D = run.loader.exports.DRAMATIC_SHAPE.lib.require("Voxel3D")
|
||||
|
||||
T.eq(VoxelState.FP_LEVEL, 6, "1ST is the seventh rung")
|
||||
T.check(VoxelState.isFirstPerson(6), "and isFirstPerson answers for it")
|
||||
T.check(not VoxelState.isFirstPerson(5), "but not for the 75 orbit")
|
||||
T.eq(VoxelState.ANGLE_LABELS[VoxelState.FP_LEVEL + 1], "1ST (EXPERIMENTAL)",
|
||||
"the rung wears the experimental label")
|
||||
T.eq(VoxelState.ANGLES_DEG[VoxelState.FP_LEVEL + 1], 75,
|
||||
"and hands the blend the 75-degree orbit as its far end")
|
||||
|
||||
-- ------- the compass and the walk vector
|
||||
--
|
||||
-- Yaw 0 faces south (+Z), the way a resting sprite faces; the compass is
|
||||
-- the dominant axis and the walk rotates camera space into world space.
|
||||
FirstPerson.yaw, FirstPerson.pitch = 0, 0
|
||||
T.eq(FirstPerson.compassFacing(), "down", "yaw 0 looks south")
|
||||
FirstPerson.yaw = math.pi / 2
|
||||
T.eq(FirstPerson.compassFacing(), "right", "a quarter turn looks east")
|
||||
FirstPerson.yaw = math.pi
|
||||
T.eq(FirstPerson.compassFacing(), "up", "a half turn looks north")
|
||||
FirstPerson.yaw = -math.pi / 2
|
||||
T.eq(FirstPerson.compassFacing(), "left", "and three quarters looks west")
|
||||
|
||||
local function near(a, b) return math.abs(a - b) < 1e-9 end
|
||||
|
||||
FirstPerson.yaw = 0
|
||||
local wx, wz = FirstPerson.moveWorld(0, 1)
|
||||
T.check(near(wx, 0) and near(wz, 1), "facing south, forward walks south")
|
||||
wx, wz = FirstPerson.moveWorld(1, 0)
|
||||
T.check(near(wx, -1) and near(wz, 0),
|
||||
"facing south, the right hand points west")
|
||||
FirstPerson.yaw = math.pi
|
||||
wx, wz = FirstPerson.moveWorld(0, 1)
|
||||
T.check(near(wx, 0) and near(wz, -1), "facing north, forward walks north")
|
||||
wx, wz = FirstPerson.moveWorld(1, 0)
|
||||
T.check(near(wx, 1) and near(wz, 0),
|
||||
"facing north, the right hand points east")
|
||||
|
||||
-- the look clamps: pitch stops at the limits, yaw wraps
|
||||
FirstPerson.pitch = 0
|
||||
FirstPerson.lookBy(0, 100)
|
||||
T.eq(FirstPerson.pitch, FirstPerson.PITCH_DOWN, "pitch clamps looking down")
|
||||
FirstPerson.lookBy(0, -100)
|
||||
T.eq(FirstPerson.pitch, FirstPerson.PITCH_UP, "and looking up")
|
||||
FirstPerson.yaw = 0
|
||||
FirstPerson.lookBy(2 * math.pi, 0)
|
||||
T.check(math.abs(FirstPerson.yaw) < 1e-9, "a full turn of yaw wraps to zero")
|
||||
|
||||
-- ------- the rig
|
||||
--
|
||||
-- frame() is pure arithmetic over the pose and the orbit, so the suite can
|
||||
-- stand the blend anywhere and read the record it hands Voxel3D.
|
||||
FirstPerson.yaw, FirstPerson.pitch = 0, 0
|
||||
FirstPerson.blend = 1
|
||||
local me = { px = 100, py = 200, gh = 0, lift = 0 }
|
||||
local rig, sx, sy = FirstPerson.frame(me, 500, 600, 320, 288)
|
||||
T.check(rig ~= nil, "with the blend in, frame() builds a rig")
|
||||
T.eq(Voxel3D.camera, rig, "and hands it to Voxel3D")
|
||||
T.check(near(rig.eye[1], 108) and near(rig.eye[3], 208),
|
||||
"the eye stands on the player's centre")
|
||||
T.eq(rig.eye[2], FirstPerson.EYE_HEIGHT, "at head height")
|
||||
T.check(near(rig.fov, FirstPerson.FOV), "wearing the first-person lens")
|
||||
T.check(near(sx, 108) and near(sy, 208),
|
||||
"and the scene centre stands with it")
|
||||
T.check(rig.curve == 0,
|
||||
"the world curve is declined outright -- a zero, not a nil the setting "
|
||||
.. "could override")
|
||||
T.check(rig.focus[3] > rig.eye[3],
|
||||
"yaw 0 focuses south of the eye")
|
||||
|
||||
-- surf bob and ledge lift carry the eye with them
|
||||
local bobbed = FirstPerson.frame({ px = 100, py = 200, gh = 4, lift = 6 },
|
||||
500, 600, 320, 288)
|
||||
T.eq(bobbed.eye[2], 10 + FirstPerson.EYE_HEIGHT,
|
||||
"ground height and lift both raise the eye")
|
||||
|
||||
-- mid-blend, the rig is a lerp of the orbit and the head: its eye sits
|
||||
-- between the two ends, and the curve is only half declined
|
||||
VoxelState.angle = math.rad(75)
|
||||
FirstPerson.blend = 0.5
|
||||
local mid = FirstPerson.frame(me, 500, 600, 320, 288)
|
||||
T.check(mid.eye[2] > FirstPerson.EYE_HEIGHT,
|
||||
"half way out, the eye is higher than the head")
|
||||
T.check(mid.eye[2] < 288 * VoxelState.FOCAL,
|
||||
"and lower than the orbit")
|
||||
|
||||
-- ------- the cards ask the rig, and only the rig
|
||||
FirstPerson.blend = 1
|
||||
FirstPerson.frame(me, 500, 600, 320, 288)
|
||||
T.check(FirstPerson.cardBlend() == 1, "the free-roam rig turns the cards")
|
||||
T.check(FirstPerson.hidePlayer(), "and hides the player's own card")
|
||||
|
||||
-- an NPC south of the eye: the card yaws to face north, back at the eye
|
||||
local yaw = FirstPerson.cardYaw(108, 300)
|
||||
T.check(near(math.sin(yaw), 0) and near(math.cos(yaw), -1),
|
||||
"a card south of the eye turns its face north")
|
||||
|
||||
-- the frame an entity SHOWS this eye: stand north of someone facing away
|
||||
-- and you see their back; face to face you see their front; flanks show
|
||||
-- profiles, named by which flank is toward you
|
||||
T.eq(FirstPerson.apparentFacing("down", 108, 300), "up",
|
||||
"an NPC facing south, seen from the north, shows their back")
|
||||
T.eq(FirstPerson.apparentFacing("up", 108, 300), "down",
|
||||
"an NPC facing north, seen from the north, shows their face")
|
||||
T.eq(FirstPerson.apparentFacing("right", 108, 300), "left",
|
||||
"an NPC facing east, seen from the north, shows their left flank")
|
||||
T.eq(FirstPerson.apparentFacing("left", 108, 300), "right",
|
||||
"an NPC facing west, seen from the north, shows their right flank")
|
||||
|
||||
-- another camera on the same seam -- the battle's placed shot -- and the
|
||||
-- cards stand down: blend still 1, but it is not our rig drawing
|
||||
local battleCam = { eye = { 0, 40, 120 }, focus = { 0, 8, 0 },
|
||||
fov = math.rad(30) }
|
||||
Voxel3D.camera = battleCam
|
||||
T.eq(FirstPerson.cardBlend(), 0,
|
||||
"a battle camera on the seam turns no cards")
|
||||
T.check(not FirstPerson.hidePlayer(),
|
||||
"and hides nobody")
|
||||
|
||||
-- blend fully out: frame() clears only a camera that is still ours
|
||||
FirstPerson.blend = 0
|
||||
T.eq(FirstPerson.frame(me, 500, 600, 320, 288), nil,
|
||||
"with the blend out, frame() answers nil and the orbit rules")
|
||||
T.eq(Voxel3D.camera, battleCam,
|
||||
"without touching a camera some other pass placed")
|
||||
Voxel3D.camera = nil
|
||||
|
||||
-- ------- the free walk's per-cell verdict
|
||||
--
|
||||
-- The same questions Collision asks a grid step, asked per cell the body
|
||||
-- overlaps -- through a map stub shaped like the engine's own.
|
||||
local blocked = FreeMove._blockedCell
|
||||
local stubMap = {
|
||||
def = { tileset = "OVERWORLD" },
|
||||
inBounds = function(self, x, y)
|
||||
return x >= 0 and y >= 0 and x < 10 and y < 10
|
||||
end,
|
||||
isWalkableCell = function(self, x, y) return x ~= 3 end,
|
||||
isWaterCell = function(self, x, y) return x == 3 and y == 3 end,
|
||||
cellTile = function() return 0 end,
|
||||
}
|
||||
local p = { cellX = 5, cellY = 5, surfing = false }
|
||||
local state = { map = stubMap, entities = {} }
|
||||
|
||||
T.eq(blocked(state, p, 5, 5), nil, "the body's own cell never refuses it")
|
||||
T.eq(blocked(state, p, 6, 5), nil, "an open neighbour admits it")
|
||||
T.eq(blocked(state, p, 3, 5), "tile", "an unwalkable cell refuses it")
|
||||
T.eq(blocked(state, p, -1, 5), "bounds", "off the map is the edge's answer")
|
||||
T.eq(blocked(state, p, 3, 3), "tile", "water refuses a walker")
|
||||
p.surfing = true
|
||||
T.eq(blocked(state, p, 3, 3), nil, "and admits a surfer")
|
||||
p.surfing = false
|
||||
|
||||
state.entities = { { cellX = 6, cellY = 5 } }
|
||||
T.eq(blocked(state, p, 6, 5), "entity", "an occupied cell refuses the body")
|
||||
state.entities = { { cellX = 7, cellY = 5, targetX = 6, targetY = 5 } }
|
||||
T.eq(blocked(state, p, 6, 5), "entity",
|
||||
"and so does one an NPC is mid-step into")
|
||||
|
||||
-- the ladder's own state, put back the way the suite found it
|
||||
FirstPerson.blend = 0
|
||||
VoxelState.reset()
|
||||
end
|
||||
|
||||
Pipelines.reset()
|
||||
run.release()
|
||||
|
||||
|
||||
@@ -0,0 +1,159 @@
|
||||
-- Scratch driver: shots of the 1ST (first-person) rung -- the rig standing
|
||||
-- in the player's head, billboards yawing to face it, the sky meeting the
|
||||
-- horizon, the shadow box following the look, water seen from eye level,
|
||||
-- and an interior with its figures.
|
||||
--
|
||||
-- POKEPORT_DRIVER=mods/DramaticShapeVoxelMod/tests/fp_shots.lua \
|
||||
-- SHOT_DIR=.scratchpad/fpshots lovec.exe .
|
||||
return function(game)
|
||||
local U = dofile("tests/drivers/util.lua")
|
||||
local Pipelines = require("src.render.Pipelines")
|
||||
|
||||
local ROOT = (os.getenv("SHOT_DIR") or "shots/fp")
|
||||
|
||||
local handle = game.mods.exports["DRAMATIC_SHAPE"]
|
||||
if not (handle and handle.lib) then
|
||||
print("[fp] DRAMATIC_SHAPE mod not loaded")
|
||||
return love.event.quit()
|
||||
end
|
||||
local V = handle.lib
|
||||
local FirstPerson = V.require("FirstPerson")
|
||||
local ChunkMesher = V.require("ChunkMesher")
|
||||
local Voxel = V.require("VoxelState")
|
||||
local DayNight = V.require("DayNight")
|
||||
|
||||
pcall(os.execute, 'mkdir -p "' .. ROOT .. '" 2>/dev/null')
|
||||
pcall(os.execute, 'mkdir "' .. ROOT:gsub("/", "\\") .. '" 2>nul')
|
||||
|
||||
require("src.world.OverworldController").rollEncounter = function() return nil end
|
||||
local TileRenderer = require("src.render.TileRenderer")
|
||||
TileRenderer.tick = function() end
|
||||
TileRenderer.animFrame = function() return 0 end
|
||||
DayNight.setting:sync("day")
|
||||
|
||||
local Zoom = require("src.render.Zoom")
|
||||
pcall(function()
|
||||
game.save.options.zoom = 0
|
||||
Zoom.applyOptions(game.save.options)
|
||||
end)
|
||||
|
||||
local function settle()
|
||||
for _ = 1, 900 do
|
||||
if ChunkMesher.pending() == 0 then break end
|
||||
U.wait(1)
|
||||
end
|
||||
for _ = 1, 300 do
|
||||
if FirstPerson.blend >= 1 and Voxel.ready
|
||||
and ChunkMesher.pending() == 0 then break end
|
||||
U.wait(1)
|
||||
end
|
||||
U.wait(40)
|
||||
end
|
||||
|
||||
-- Teleport to the nearest WALKABLE cell: a guessed coordinate inside a
|
||||
-- building footprint buries the eye in the geometry, which is what the
|
||||
-- first cut of every Pallet shot did.
|
||||
local function place(mapId, x, y)
|
||||
U.teleport(game, mapId, x, y, "down")
|
||||
local ow = game.stack:top()
|
||||
local map = ow and ow.map
|
||||
if not map or map:isWalkableCell(x, y) then return end
|
||||
for r = 1, 8 do
|
||||
for dy = -r, r do
|
||||
for dx = -r, r do
|
||||
if math.max(math.abs(dx), math.abs(dy)) == r then
|
||||
local cx, cy = x + dx, y + dy
|
||||
if map:inBounds(cx, cy) and map:isWalkableCell(cx, cy) then
|
||||
U.teleport(game, mapId, cx, cy, "down")
|
||||
print(("[fp] (%d,%d) not walkable; standing at (%d,%d)")
|
||||
:format(x, y, cx, cy))
|
||||
return
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- yaw is a world bearing: 0 south, pi/2 east, pi north, -pi/2 west
|
||||
local SCENES = {
|
||||
-- Pallet Town, mid-street: houses, the lab, NPCs -- the town seen
|
||||
-- from inside it, in each compass direction plus a diagonal
|
||||
{ map = "PALLET_TOWN", x = 13, y = 14, yaw = math.pi, label = "pallet_north" },
|
||||
{ map = "PALLET_TOWN", x = 13, y = 14, yaw = 0, label = "pallet_south" },
|
||||
{ map = "PALLET_TOWN", x = 9, y = 7, yaw = math.pi / 2, label = "pallet_east" },
|
||||
{ map = "PALLET_TOWN", x = 9, y = 7, yaw = 3 * math.pi / 4,
|
||||
label = "pallet_diag" },
|
||||
-- the shoreline: water at eye level, which is where the battle pass
|
||||
-- says a low placed camera reads the reflection wrong -- the shot
|
||||
-- decides whether 1ST keeps it
|
||||
{ map = "PALLET_TOWN", x = 9, y = 12, yaw = 0, label = "pallet_water" },
|
||||
-- looking up: the sky's bands and the horizon line
|
||||
{ map = "PALLET_TOWN", x = 13, y = 14, yaw = math.pi,
|
||||
pitch = -math.rad(25), label = "pallet_skyward" },
|
||||
-- and down: the ground, the feet-level shadow
|
||||
{ map = "PALLET_TOWN", x = 13, y = 14, yaw = math.pi,
|
||||
pitch = math.rad(45), label = "pallet_down" },
|
||||
-- Route 1: grass rows and ledges from inside them
|
||||
{ map = "ROUTE_1", x = 10, y = 28, yaw = math.pi, label = "route1_north" },
|
||||
-- an interior: the Center's counter, machines and couch figures
|
||||
{ map = "VIRIDIAN_POKECENTER", x = 3, y = 5, yaw = math.pi,
|
||||
label = "center_north" },
|
||||
{ map = "VIRIDIAN_POKECENTER", x = 6, y = 4, yaw = -math.pi / 2,
|
||||
label = "center_west" },
|
||||
}
|
||||
|
||||
local shots = 0
|
||||
for _, s in ipairs(SCENES) do
|
||||
place(s.map, s.x, s.y)
|
||||
Pipelines.setLevel("voxel", Voxel.FP_LEVEL)
|
||||
Pipelines.setLevel("tiltshift", 0)
|
||||
settle()
|
||||
FirstPerson.yaw = s.yaw
|
||||
FirstPerson.pitch = s.pitch or FirstPerson.PITCH_DEFAULT
|
||||
U.wait(20)
|
||||
if U.shot(game, ("%s/%s.png"):format(ROOT, s.label)) then
|
||||
shots = shots + 1
|
||||
end
|
||||
end
|
||||
|
||||
-- one mid-blend shot: step the ladder onto 1ST from 75 and catch the
|
||||
-- dive halfway
|
||||
place("PALLET_TOWN", 13, 14)
|
||||
Pipelines.setLevel("voxel", 5)
|
||||
settle()
|
||||
Pipelines.setLevel("voxel", Voxel.FP_LEVEL)
|
||||
for _ = 1, 300 do
|
||||
if FirstPerson.blend >= 0.5 then break end
|
||||
U.wait(1)
|
||||
end
|
||||
if U.shot(game, ROOT .. "/blend_mid.png") then shots = shots + 1 end
|
||||
|
||||
-- ------- the free walk, exercised
|
||||
--
|
||||
-- Hold forward with the head yawed off-grid and confirm the player
|
||||
-- GLIDES: the position moves along the look direction, lands off the
|
||||
-- 16px grid (which no grid step can do), and the logical cell follows.
|
||||
place("PALLET_TOWN", 13, 14)
|
||||
Pipelines.setLevel("voxel", Voxel.FP_LEVEL)
|
||||
settle()
|
||||
local ow = game.stack:top()
|
||||
local p = ow.player
|
||||
FirstPerson.yaw = 3 * math.pi / 4 -- northeast, deliberately off-grid
|
||||
FirstPerson.pitch = FirstPerson.PITCH_DEFAULT
|
||||
local x0, y0, c0x, c0y = p.px, p.py, p.cellX, p.cellY
|
||||
U.hold(game, "up", 90)
|
||||
U.wait(5)
|
||||
local moved = math.abs(p.px - x0) + math.abs(p.py - y0)
|
||||
print(("[fp] walk: (%.1f,%.1f) cell(%d,%d) -> (%.1f,%.1f) cell(%d,%d)")
|
||||
:format(x0, y0, c0x, c0y, p.px, p.py, p.cellX, p.cellY))
|
||||
print(("[fp] walk moved %.1f px; off-grid: %s; diagonal: %s")
|
||||
:format(moved,
|
||||
tostring(p.px % 16 ~= 0 or p.py % 16 ~= 0),
|
||||
tostring(math.abs(p.px - x0) > 8
|
||||
and math.abs(p.py - y0) > 8)))
|
||||
if U.shot(game, ROOT .. "/walked.png") then shots = shots + 1 end
|
||||
|
||||
print(("[fp] %d shots into %s"):format(shots, ROOT))
|
||||
love.event.quit()
|
||||
end
|
||||
Reference in New Issue
Block a user