Checkpoint 2: integrate native Editor, MCP, gameplay builds and standalone export
This commit is contained in:
@@ -0,0 +1,71 @@
|
||||
#include "Gameplay.hpp"
|
||||
#include <algorithm>
|
||||
#include <cmath>
|
||||
#include <map>
|
||||
|
||||
namespace faset::gameplay {
|
||||
void registerGameplay(runtime::Runtime& engine) {
|
||||
runtime::Behavior character;
|
||||
character.fixedUpdate = [](runtime::Runtime& world, runtime::EntityHandle self, double) {
|
||||
const auto fields = world.fields(self, "gameplay.character");
|
||||
auto velocity = world.velocity(self);
|
||||
const auto input = world.input();
|
||||
velocity[0] = input.horizontal * fields.value("speed", 4.0f);
|
||||
// Support comes from native contact normals, not velocity at the jump apex.
|
||||
if (input.jumpPressed && world.grounded(self))
|
||||
velocity[1] = fields.value("jump_speed", 5.0f);
|
||||
world.setVelocity(self, velocity);
|
||||
};
|
||||
engine.registerBehavior("gameplay.character", std::move(character));
|
||||
|
||||
runtime::Behavior door;
|
||||
auto open = std::make_shared<std::map<std::pair<std::uint64_t, std::uint32_t>, bool>>();
|
||||
door.onStart = [open](runtime::Runtime&, runtime::EntityHandle self, double) {
|
||||
(*open)[{self.session, self.slot}] = false;
|
||||
};
|
||||
door.onDestroy = [open](runtime::Runtime&, runtime::EntityHandle self, double) {
|
||||
open->erase({self.session, self.slot});
|
||||
};
|
||||
door.fixedUpdate = [open](runtime::Runtime& world, runtime::EntityHandle self, double dt) {
|
||||
const auto fields = world.fields(self, "gameplay.door");
|
||||
auto pose = world.transform(self);
|
||||
auto& opened = (*open)[{self.session, self.slot}];
|
||||
if (world.input().interactPressed)
|
||||
opened = !opened;
|
||||
const float target =
|
||||
opened ? fields.value("open_angle", 1.5707963f) : fields.value("closed_angle", 0.0f);
|
||||
const float distance = target - pose.rotation[1];
|
||||
const float amount = std::max(0.0f, fields.value("speed", 1.5f)) * static_cast<float>(dt);
|
||||
pose.rotation[1] += std::clamp(distance, -amount, amount);
|
||||
world.setTransform(self, pose);
|
||||
};
|
||||
engine.registerBehavior("gameplay.door", std::move(door));
|
||||
}
|
||||
|
||||
nlohmann::json schema() {
|
||||
// Explicit declarations shared by Player and SchemaExporter. This function
|
||||
// constructs descriptions only: no Runtime, physics world or lifecycle.
|
||||
return nlohmann::json::array(
|
||||
{{{"id", "gameplay.character"},
|
||||
{"version", 1},
|
||||
{"name", "Character"},
|
||||
{"fields",
|
||||
{{"speed", {{"id", "speed"}, {"type", "number"}, {"default", 4.0}, {"min", 0.0}}},
|
||||
{"jump_speed",
|
||||
{{"id", "jump_speed"}, {"type", "number"}, {"default", 5.0}, {"min", 0.0}}}}}},
|
||||
{{"id", "gameplay.door"},
|
||||
{"version", 1},
|
||||
{"name", "Door"},
|
||||
{"fields",
|
||||
{{"open_angle",
|
||||
{{"id", "open_angle"}, {"type", "number"}, {"default", 1.5707963}, {"units", "rad"}}},
|
||||
{"closed_angle",
|
||||
{{"id", "closed_angle"}, {"type", "number"}, {"default", 0.0}, {"units", "rad"}}},
|
||||
{"speed",
|
||||
{{"id", "speed"},
|
||||
{"type", "number"},
|
||||
{"default", 1.5},
|
||||
{"min", 0.0},
|
||||
{"units", "rad/s"}}}}}}});
|
||||
}
|
||||
} // namespace faset::gameplay
|
||||
Reference in New Issue
Block a user