Saturday, June 4, 2022
HomeGame DevelopmentTutorial: First Particular person Digital camera and Controls - Cocos Creator

Tutorial: First Particular person Digital camera and Controls – Cocos Creator


Hello All,

I believed I might create slightly tutorial on making a primary particular person digicam and controls. First particular person digicam and controls will open up many door methods in making many various video games so having the ability to do that shortly and easily is essential. So this tutorial goals to be that. One thing you should use time and time once more and edit nonetheless you want. I’m not going to get into too many specifics.

So to begin create a brand new empty(3D) venture. I’m at present utilizing Editor model 3.5.0, though hopefully all the things ought to work in newer variations too.

As soon as created add a brand new “Scene” within the Property panel:

I then add a brand new Folder and name it “Scripts” I then proper click on on the folder and create new TypeScript → NewComponent. I make three of those known as cameraScript, globalVars and playerScript.
2

I then create a brand new terrain within the belongings panel known as “Terrain”.
3

Okay now meaning our belongings are all arrange. Now we are able to make the modifications to the scene. I first drag the terrain over to the editor window. Then create a brand new Capsule.

I then identify the Capsule “Participant” and place it above the terrain.

I then drag the “playerScript” from the Property panel over to the thing inspector. Then add two new physics elements known as RigidBody and SphereCollider. The rigidbody provides the character it’s physics. I’ve set mass to 70, Linear and Angular damping each to 0.2, Linear Issue (1,1,1) and Angular Issue to (0,0,0). The SphereCollider provides the thing its physics form. I set the Radius to 2.

I then choose the Terrain object. I give it 2 physics elements. RigidBody and TerrainCollider. I set the Rigidbody kind to static as this terrain gained’t be shifting anyplace. The TerrainCollider makes use of the terrain mesh for the physics. I additionally needed to take away the terrain urgent the x subsequent to it and choosing the Terrain.terrain.

Very last thing we have to do is choose the Important Digital camera that ought to already be in your scene. Drag the “cameraScript” from the belongings panel over to the thing inspector. I additionally modified the FOV to 60.

You may then edit your terrain and make it look nonetheless you need.

So now for the script. I’ve stored it so simple as potential to observe however to make issues simpler I’ll clarify that the globalVars is the place you possibly can add extra world variables if you want. I put the digicam node and participant node within the character and digicam world variables. Which permits for these to be known as from anyplace.

cameraScript

import { _decorator, Part, Enter, Vec3, enter,  recreation, Node } from 'cc';
import { globalVars } from './globalVars';
const { ccclass, property } = _decorator;

@ccclass('cameraScript')
export class cameraScript extends Part {

    /* Native Variables */

        non-public mouseXSensitvity: quantity = 8;
        non-public mouseYSensitvity: quantity = 5;
        non-public mousePos = new Vec3(0, 0, 0);

    /* Finish Native Variables */

    begin() {
        globalVars.begin = 0;
        globalVars.digicam = this;
        doc.addEventListener('pointerlockchange', this.lockChange, false);
        enter.on(Enter.EventType.MOUSE_MOVE, this.onMouseMove, this);
        enter.on(Enter.EventType.MOUSE_UP, this.onMouseUp, this);
    }

    replace(deltaTime: quantity) {
        this.node.setPosition(globalVars.character.node.getPosition());
        if(globalVars.begin == 1){
            if(this.mousePos.x >= 300 && this.mousePos.x <= 500){
                this.node.setRotationFromEuler(this.mousePos);
            } else if(this.mousePos.x < 300){
                this.node.setRotationFromEuler(300, this.mousePos.y,0);
            } else if(this.mousePos.x > 500){
                this.node.setRotationFromEuler(500, this.mousePos.y,0);
            }
            globalVars.character.node.setRotationFromEuler(new Vec3(0, this.mousePos.y, 0));
        }
    }

    onMouseUp(occasion:EventMouse){
        if(globalVars.begin == 0){
            if (recreation.canvas.requestPointerLock) {
                recreation.canvas.requestPointerLock();
            }
        }
    }

    lockChange() {
        if (doc.pointerLockElement === recreation.canvas ) {
          globalVars.begin = 1;
        } else {
          globalVars.begin = 3;
          setTimeout( () => { globalVars.begin = 0; }, 1800 );
        }
    }

    onMouseMove(occasion:EventMouse){
        this.mousePos.x = 330 + occasion.getLocation().y/this.mouseXSensitvity;
        this.mousePos.y = -event.getLocation().x/this.mouseYSensitvity;
    }
}

globalVars

import { _decorator, Part } from 'cc';
const { ccclass, property } = _decorator;

@ccclass('globalVars')
export class globalVars extends Part {
    
    /* International Variables */

        public character;
        public digicam;
        public begin = 0;

    /* Finish International Variables */ 
}

playerScript

import { _decorator, Part, Node, recreation, enter, Enter, KeyCode, EventKeyboard, Vec3, SphereCollider, ICollisionEvent, RigidBody } from 'cc';
import { globalVars } from './globalVars';
const { ccclass, property } = _decorator;

@ccclass('PlayerScript')
export class PlayerScript extends Part {

    /* Native Variables */

        non-public movementSpeed = 3;
        non-public jumpStrength = 300;
        non-public crouch = 0;
        non-public moveForward = 0;
        non-public moveBackward = 0;
        non-public moveLeft = 0;
        non-public moveRight = 0;
        non-public setSpeed = 0.12;
        non-public maxSpeed = 0;
        non-public velocity = 1;
        non-public grounded = false;
        non-public collider: SphereCollider = null!;
        non-public playerHeight = 2;

    /* Finish Native Variables */
    
    begin() {
        globalVars.character = this;
        enter.on(Enter.EventType.KEY_DOWN, this.onKeyDown, this);
        enter.on(Enter.EventType.KEY_UP, this.onKeyUp, this)
        this.node.getComponent(SphereCollider).on('onCollisionStay', this.OnCollisionStay, this);
        this.node.getComponent(SphereCollider).on('onCollisionExit', this.OnCollisionExit, this);
        this.node.getComponent(SphereCollider).radius = this.playerHeight;
        this.maxSpeed = this.setSpeed;
    }

    OnCollisionStay(occasion: ICollisionEvent) {
        occasion.contacts.forEach(contact => {
            let loose: Vec3 = new Vec3();
            contact.getWorldNormalOnB(out);
            if (Vec3.angle(out, Vec3.UP) < 60) {
                this.grounded = true;
            }
        });
    }

    OnCollisionExit() {
        this.grounded = false;
    }

    onKeyDown(occasion: EventKeyboard){
        swap(occasion.keyCode) {
            case KeyCode.KEY_A: {
                this.moveLeft = 1;
            break;}

            case KeyCode.KEY_W: {
                this.moveForward = 1;
            break;}

            case KeyCode.KEY_D: {
                this.moveRight = 1;
            break;}

            case KeyCode.KEY_S: {
                this.moveBackward = 1;
            break;}

            case KeyCode.SHIFT_LEFT: {
                this.velocity = 1.1;
            break;}

            case KeyCode.KEY_C: {
                if(this.crouch == 0){
                    this.crouch = 1;
                    this.node.getComponent(RigidBody).clearForces();
                    this.node.getComponent(SphereCollider).radius = this.playerHeight/1.4;
                    this.maxSpeed = this.setSpeed/1.4;
                } else if(this.crouch == 1){
                    this.crouch = 0;
                    this.node.getComponent(SphereCollider).radius = this.playerHeight;
                    this.maxSpeed = this.setSpeed;
                }
            break;}

            case KeyCode.SPACE: {
                if(this.grounded && this.crouch == 0){
                    this.node.getComponent(RigidBody).applyLocalForce(new Vec3(0,this.jumpStrength*this.node.getComponent(RigidBody).mass,0), new Vec3(0,10,0));
                }
            break;}
        }
    }

    onKeyUp(occasion: EventKeyboard){
        swap(occasion.keyCode) {
            case KeyCode.KEY_A: {
                this.moveLeft = 0;
            break;}

            case KeyCode.KEY_W: {
                this.moveForward = 0;
            break;}

            case KeyCode.KEY_D: {
                this.moveRight = 0;
            break;}

            case KeyCode.KEY_S: {
                this.moveBackward = 0;
            break;}

            case KeyCode.SHIFT_LEFT: {
                this.velocity = 1;
            break;}
        }
    }

    replace(deltaTime: quantity) {
            if(this.moveForward && this.moveLeft){
                this.node.getComponent(RigidBody).applyLocalImpulse(new Vec3(-((this.maxSpeed/2)*this.node.getComponent(RigidBody).mass)*this.velocity,0,-((this.maxSpeed/2)*this.node.getComponent(RigidBody).mass)*this.velocity));
            } else if(this.moveForward && this.moveRight){
                this.node.getComponent(RigidBody).applyLocalImpulse(new Vec3(((this.maxSpeed/2)*this.node.getComponent(RigidBody).mass)*this.velocity,0,-((this.maxSpeed/2)*this.node.getComponent(RigidBody).mass)*this.velocity));
            } else if(this.moveBackward && this.moveLeft){
                this.node.getComponent(RigidBody).applyLocalImpulse(new Vec3(-((this.maxSpeed/2)*this.node.getComponent(RigidBody).mass)*this.velocity,0,((this.maxSpeed/4)*this.node.getComponent(RigidBody).mass)*this.velocity));
            } else if(this.moveBackward && this.moveRight){
                this.node.getComponent(RigidBody).applyLocalImpulse(new Vec3(((this.maxSpeed/2)*this.node.getComponent(RigidBody).mass)*this.velocity,0,((this.maxSpeed/4)*this.node.getComponent(RigidBody).mass)*this.velocity));
            } else if(this.moveForward){
                this.node.getComponent(RigidBody).applyLocalImpulse(new Vec3(0,0,-(this.maxSpeed*this.node.getComponent(RigidBody).mass)*this.velocity));
            } else if(this.moveBackward){
                this.node.getComponent(RigidBody).applyLocalImpulse(new Vec3(0,0,((this.maxSpeed/2)*this.node.getComponent(RigidBody).mass)*this.velocity));
            } else if(this.moveLeft){
                this.node.getComponent(RigidBody).applyLocalImpulse(new Vec3(-(this.maxSpeed*this.node.getComponent(RigidBody).mass)*this.velocity,0,0));
            } else if(this.moveRight){
                this.node.getComponent(RigidBody).applyLocalImpulse(new Vec3((this.maxSpeed*this.node.getComponent(RigidBody).mass)*this.velocity,0,0));
            }
    }
}

When you exchange your scripts with the above. Save the scripts and save the scene within the editor. Then take a look at the venture and you must now have first particular person controls with AWSD motion, crouch (c key), dash (Maintain left shift) and soar (spacebar). While you click on on the window the mouse will disappear. Press the escape key to see the mouse once more.

Any questions or additions and so on. Please let me know.

Thanks,
-iDev



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