Sunday, October 16, 2022
HomeGame DevelopmentTutorial: First Individual Digicam and Controls - Cocos Creator

Tutorial: First Individual Digicam and Controls – Cocos Creator


Hello All,

I believed I might create a little bit tutorial on making a primary individual digicam and controls. First individual digicam and controls will open up many door methods in making many various video games so having the ability to do that rapidly and easily is essential. So this tutorial goals to be that. One thing you should utilize 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 presently utilizing Editor model 3.5.0, though hopefully every little thing 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 which means 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 title the Capsule “Participant” and place it above the terrain.

I then drag the “playerScript” from the Property panel over to the article inspector. Then add two new physics parts known as RigidBody and SphereCollider. The rigidbody offers 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 offers the article its physics form. I set the Radius to 2.

I then choose the Terrain object. I give it 2 physics parts. RigidBody and TerrainCollider. I set the Rigidbody sort to static as this terrain gained’t be transferring wherever. 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 deciding on the Terrain.terrain.

Final thing we have to do is choose the Most important Digicam that ought to already be in your scene. Drag the “cameraScript” from the belongings panel over to the article 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 saved it so simple as attainable to comply with however to make issues simpler I’ll clarify that the globalVars is the place you possibly can add extra international variables if you want. I put the digicam node and participant node within the character and digicam international variables. Which permits for these to be known as from wherever.

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 */

        personal mouseXSensitvity: quantity = 8;
        personal mouseYSensitvity: quantity = 5;
        personal 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 */

        personal movementSpeed = 3;
        personal jumpStrength = 300;
        personal crouch = 0;
        personal moveForward = 0;
        personal moveBackward = 0;
        personal moveLeft = 0;
        personal moveRight = 0;
        personal setSpeed = 0.12;
        personal maxSpeed = 0;
        personal velocity = 1;
        personal grounded = false;
        personal collider: SphereCollider = null!;
        personal 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 => {
            set free: Vec3 = new Vec3();
            contact.getWorldNormalOnB(out);
            if (Vec3.angle(out, Vec3.UP) < 60) {
                this.grounded = true;
            }
        });
    }

    OnCollisionExit() {
        this.grounded = false;
    }

    onKeyDown(occasion: EventKeyboard){
        change(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){
        change(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 check the venture and it is best to now have first individual controls with AWSD motion, crouch (c key), dash (Maintain left shift) and soar (spacebar). Once 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 many others. Please let me know.

Thanks,
-iDev



RELATED ARTICLES

LEAVE A REPLY

Please enter your comment!
Please enter your name here

- Advertisment -
Google search engine

Most Popular

Recent Comments