class Prism::PlayerMovement
- Prism::PlayerMovement
- Crash::Component
- Reference
- Object
Overview
This adds player like movement to an Entity. You'll be able to control the entity using the keyboard and perform some basic actions.
Included Modules
Defined in:
prism/stdlib/player_movement.crConstant Summary
-
GRAVITY =
-50.0_f32
-
JUMP_POWER =
30_f32
-
RUN_SPEED =
100_f32
-
TURN_SPEED =
160_f32
-
WALK_SPEED =
20_f32
-
Y_AXIS =
Vector3f.new(0, 1, 0)
Instance Method Summary
-
#detect_terrain!(entity : Crash::Entity, terrain : Crash::Entity)
Called by the terrain system so we can check the terrain height of the entity.
-
#input!(tick : RenderLoop::Tick, input : RenderLoop::Input, entity : Crash::Entity)
Receives input events from the
InputSubscriber
Instance methods inherited from module Prism::InputReceiver
input!(tick : RenderLoop::Tick, input : RenderLoop::Input, entity : Crash::Entity)
input!
Instance methods inherited from module Prism::Adapter::GLFW
run(title : String, game : Prism::Engine, frame_rate : Float64, width : Int32, height : Int32)run(title : String, game : Prism::Engine, frame_rate : Float64 = 60) run
Instance Method Detail
def detect_terrain!(entity : Crash::Entity, terrain : Crash::Entity)
#
Called by the terrain system so we can check the terrain height of the entity. this is a rudimentary form of collision detection.
def input!(tick : RenderLoop::Tick, input : RenderLoop::Input, entity : Crash::Entity)
#
Description copied from module Prism::InputReceiver
Receives input events from the InputSubscriber