forked from phenom/healer-man
updated the collision for jumps and terrain
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c00f3211ea
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5 files changed
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+10
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@@ -41,12 +41,12 @@ import {
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import {
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PLAYER_GROUND_PROBE_DISTANCE,
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PLAYER_JUMP_VELOCITY,
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PLAYER_LANDING_PRESENTATION_MS,
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bufferPlayerJump,
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cancelBufferedPlayerJump,
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characterVerticalMotion,
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createCharacterVerticalPresentationTiming,
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createPlayerJumpTiming,
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isWalkableGroundHit,
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updateCharacterVerticalPresentation,
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updatePlayerJumpTiming,
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type CharacterVerticalMotion,
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} from "../game/playerJump";
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@@ -123,16 +123,14 @@ function PlayerController({
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[rapier],
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);
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const jumpTimingRef = useRef(createPlayerJumpTiming());
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const wasGroundedRef = useRef(true);
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const landingUntilRef = useRef(Number.NEGATIVE_INFINITY);
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const verticalPresentationTimingRef = useRef(createCharacterVerticalPresentationTiming());
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useEffect(() => {
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if (bodyRef.current) placeAtActiveSpawn(bodyRef.current, orbitRef.current);
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lastReported.current = [...spawn.footPosition];
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clearJumpRequest();
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jumpTimingRef.current = createPlayerJumpTiming(performance.now());
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wasGroundedRef.current = true;
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landingUntilRef.current = Number.NEGATIVE_INFINITY;
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verticalPresentationTimingRef.current = createCharacterVerticalPresentationTiming();
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verticalMotionRef.current = "grounded";
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}, [bodyRef, orbitRef, resetRevision, spawn, verticalMotionRef]);
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@@ -189,11 +187,12 @@ function PlayerController({
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if (gameplayBlocked) {
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cancelBufferedPlayerJump(jumpTimingRef.current);
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movingRef.current = false;
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verticalMotionRef.current = characterVerticalMotion(
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verticalMotionRef.current = updateCharacterVerticalPresentation(
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verticalPresentationTimingRef.current,
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grounded,
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velocity.y,
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nowMs,
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landingUntilRef.current,
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false,
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);
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body.setLinvel({ x: 0, y: velocity.y, z: 0 }, true);
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return;
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@@ -208,15 +207,12 @@ function PlayerController({
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);
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const verticalVelocity = shouldJump ? PLAYER_JUMP_VELOCITY : velocity.y;
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if (shouldJump) grounded = false;
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if (grounded && !wasGroundedRef.current) {
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landingUntilRef.current = nowMs + PLAYER_LANDING_PRESENTATION_MS;
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}
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wasGroundedRef.current = grounded;
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verticalMotionRef.current = characterVerticalMotion(
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verticalMotionRef.current = updateCharacterVerticalPresentation(
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verticalPresentationTimingRef.current,
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grounded,
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verticalVelocity,
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nowMs,
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landingUntilRef.current,
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shouldJump,
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);
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const [worldX, worldZ] = cameraRelativeMovement(
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