Add 100% accuracy test and add controller support for the game only(not ui)

This commit is contained in:
csd4ni3l
2025-06-25 15:43:58 +02:00
parent 33877059e0
commit a7f5b94ae8
6 changed files with 112 additions and 47 deletions

View File

@@ -1,6 +1,8 @@
from panda3d.core import GraphicsPipeSelection
from ursina.prefabs.dropdown_menu import DropdownMenu
from ursina.prefabs.file_browser import FileBrowser
from ursina.prefabs.first_person_controller import FirstPersonController
from ursina import *
def get_closest_resolution():
allowed_resolutions = [(1366, 768), (1440, 900), (1600,900), (1920,1080), (2560,1440), (3840,2160)]
@@ -76,4 +78,57 @@ def is_float(string):
float(string)
return True
except ValueError:
return False
return False
class FixedFirstPersonController(FirstPersonController):
def update(self):
self.rotation_y += mouse.velocity[0] * self.mouse_sensitivity[1]
look_x = mouse.velocity[0] + held_keys.get('gamepad right stick x', 0) * 0.01
look_y = mouse.velocity[1] + held_keys.get('gamepad right stick y', 0) * 0.01
self.rotation_y += look_x * self.mouse_sensitivity[1]
self.camera_pivot.rotation_x -= look_y * self.mouse_sensitivity[0]
self.camera_pivot.rotation_x = clamp(self.camera_pivot.rotation_x, -90, 90)
self.direction = Vec3(
self.forward * ((held_keys['w'] - held_keys['s']) + held_keys["gamepad left stick y"])
+ self.right * ((held_keys['d'] - held_keys['a']) + held_keys["gamepad left stick x"])
).normalized()
feet_ray = raycast(self.position+Vec3(0,0.5,0), self.direction, traverse_target=self.traverse_target, ignore=self.ignore_list, distance=.5, debug=False)
head_ray = raycast(self.position+Vec3(0,self.height-.1,0), self.direction, traverse_target=self.traverse_target, ignore=self.ignore_list, distance=.5, debug=False)
if not feet_ray.hit and not head_ray.hit:
move_amount = self.direction * time.dt * self.speed
if raycast(self.position+Vec3(-.0,1,0), Vec3(1,0,0), distance=.5, traverse_target=self.traverse_target, ignore=self.ignore_list).hit:
move_amount[0] = min(move_amount[0], 0)
if raycast(self.position+Vec3(-.0,1,0), Vec3(-1,0,0), distance=.5, traverse_target=self.traverse_target, ignore=self.ignore_list).hit:
move_amount[0] = max(move_amount[0], 0)
if raycast(self.position+Vec3(-.0,1,0), Vec3(0,0,1), distance=.5, traverse_target=self.traverse_target, ignore=self.ignore_list).hit:
move_amount[2] = min(move_amount[2], 0)
if raycast(self.position+Vec3(-.0,1,0), Vec3(0,0,-1), distance=.5, traverse_target=self.traverse_target, ignore=self.ignore_list).hit:
move_amount[2] = max(move_amount[2], 0)
self.position += move_amount
# self.position += self.direction * self.speed * time.dt
if self.gravity:
# gravity
ray = raycast(self.world_position+(0,self.height,0), self.down, traverse_target=self.traverse_target, ignore=self.ignore_list)
if ray.distance <= self.height+.1:
if not self.grounded:
self.land()
self.grounded = True
# make sure it's not a wall and that the point is not too far up
if ray.world_normal.y > .7 and ray.world_point.y - self.world_y < .5: # walk up slope
self.y = ray.world_point[1]
return
else:
self.grounded = False
# if not on ground and not on way up in jump, fall
self.y -= min(self.air_time, ray.distance-.05) * time.dt * 100
self.air_time += time.dt * .25 * self.gravity