Create your own FPS Character Controller in LUA - Part 2
II. Implement advanced actions
Previous tutorial guided you to create your own FPS Character Controller with basic actions: Move, Look.
This tutorial will help you add some advanced actions like Jump, Run, Crouch, and Lean
*Note: Below steps will use code from previous tutorial (CharacterController.lua)
1. Jump / Run / Crouch
Firstly, build obtacle with space under it to test crouching, the space height shoud be at least 120cm (leadwerks editor will show you this height in other viewports) You can not crouch and pass space under 120cm, this was hardcoded
Next, modify the code.
Add new variables under --Character movement variables comment. Note that putting script variables at the top of script will allow you to modify character stat easier and faster than finding variables deep inside script's functions
--Character movement variables Script.playerSpeed = 2 --higer = faster Script.playerRunSpeedMultipier = 2 --if this variable < 1, you can make slower movement Script.playerJumpForce = 7 --This defines how high you can jump
function Script:SmoothPosition(position,entity,rate) local smoothX = Math:Curve(position.x,entity:GetPosition().x,rate) local smoothY = Math:Curve(position.y,entity:GetPosition().y,rate) local smoothZ = Math:Curve(position.z,entity:GetPosition().z,rate) entity:SetPosition(smoothX,smoothY,smoothZ) end
function Script:Character_Movement() local playerSpeed, playerJumpForce, playerCrouch --Press Space bar to Jump if window:KeyHit(Key.Space) then playerJumpForce = self.playerJumpForce else playerJumpForce = 0 end --Hold Ctrl key to Crouch if window:KeyDown(Key.ControlKey) then playerCrouch = true else if self.playerHeadBlocked then playerCrouch = true else playerCrouch = false end end --Hold Shift key + AWSD to Run if window:KeyDown(Key.Shift) then playerSpeed = self.playerSpeed * self.playerRunSpeedMultipier else playerSpeed = self.playerSpeed end local playerMove = ((window:KeyDown(Key.W) and 1 or 0) - (window:KeyDown(Key.S) and 1 or 0)) * playerSpeed local playerStrafe = ((window:KeyDown(Key.D)and 1 or 0) - (window:KeyDown(Key.A) and 1 or 0)) * playerSpeed --Using local playerSpeed varialbe instead of self.playerSpeed in the old code local playerTurn = self.playerNeck:GetRotation(true).y self.playerBase:SetInput(playerTurn,playerMove,playerStrafe,playerJumpForce,playerCrouch) end
function Script:Bind_Character_Components_Together() --Must use this reposition process because playerBase is not playerNeck's parent, they are indipendent. local basePos = self.playerBase:GetPosition(true) local height if window:KeyDown(Key.ControlKey) then height = basePos.y + (self.playerHeight - self.neckLength) / 2 --You can adjust this variable to get desired crouch height for playerNeck (and playerEyes too) else if self.playerHeadBlocked then height = basePos.y + (self.playerHeight - self.neckLength) / 2 else height = basePos.y + self.playerHeight - self.neckLength end end self:SmoothPosition(Vec3(basePos.x,height,basePos.z),self.playerNeck,10) end
function Script:Check_Head_Block() --We can use a raycast to check if something block character head when crouching local pickInfo = PickInfo() local point1 = self.playerNeck:GetPosition(true) local point2 = self.playerBase:GetPosition(true) + Vec3(0,self.playerHeight,0) if world:Pick(point1,point2,pickInfo,0.3,true) then self.playerHeadBlocked = true else self.playerHeadBlocked = false end end
function Script:UpdateWorld() self:Bind_Character_Components_Together() self:Check_Head_Block() self:Character_Look() self:Character_Movement() end
2. Leaning
In Character_Movement() function, add this code after Crouching code
--Hold Q/E to lean Left/Right local leanDistance = 0.025 --leanDistance should be < 0.025 or camera will pass through wall when you get too close if window:KeyDown(Key.Q) then self.playerEyes:Move(-leanDistance,-0.01,0) end if window:KeyDown(Key.E) then self.playerEyes:Move(leanDistance,-0.01,0) end
self:SmoothPosition(Vec3(0,self.neckLength,0),self.playerEyes,10)
Final script file was attached to this entry. You can apply it to a pivot point (PlayerControl).
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