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Copy pathMergedMovement.lua
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529 lines (403 loc) · 10.3 KB
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--Connected Discord-GitHub
--Discord: pepc84
--Roblox: PepC84
--==================================================
-- Services
--==================================================
local RunService = game:GetService("RunService")
local UserInputService = game:GetService("UserInputService")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local TweenService = game:GetService("TweenService")
--==================================================
-- References
--==================================================
local player
local playerHitbox
local leftBall
local rightBall
local body
local scene
local enemies
local fakeBullets
local bulletDespawners
local knifeTemplate
local specialTemplate
local instanceScripts
--==================================================
-- Constants
--==================================================
local MOVE_SPEED = 24
local SHIFT_MULTIPLIER = 0.5
local NORMAL_BULLET_SPEED = 100
local SPECIAL_BULLET_SPEED = 75
local NORMAL_FIRE_RATE = 0.075
local SPECIAL_FIRE_RATE = 0.5
local BULLET_ARRAYS = 5
local HITBOX_SIZE = 1
local SIN_45 = math.sqrt(2) / 2
local NORMAL_BULLET_TRANSPARENCY = 0.5
local SPECIAL_BULLET_TRANSPARENCY = 0.25
local BORDER_DOWN
local BORDER_UP
local BORDER_LEFT
local BORDER_RIGHT
local DEFAULT_BALL_OFFSET = Vector3.new(0, 0, 3)
local FOCUS_BALL_OFFSET = Vector3.new(0, 3, 1)
--==================================================
-- State
--==================================================
local State = {
keys = {
W = false,
A = false,
S = false,
D = false,
Shift = false,
Space = false,
X = false,
Backspace = false,
},
previousNormalShot = 0,
previousSpecialShot = 0,
extraShots = 10,
amplitude = 0.20,
shiftMultiplier = 1
}
--==================================================
-- Lookup Tables
--==================================================
local KeyMap = {
[Enum.KeyCode.W] = "W",
[Enum.KeyCode.A] = "A",
[Enum.KeyCode.S] = "S",
[Enum.KeyCode.D] = "D",
[Enum.KeyCode.LeftShift] = "Shift",
[Enum.KeyCode.RightShift] = "Shift",
[Enum.KeyCode.Space] = "Space",
[Enum.KeyCode.X] = "X",
[Enum.KeyCode.Backspace] = "Backspace",
}
local DirectionMap = {
W = Vector3.new(0, 1, 0),
A = Vector3.new(0, 0, -1),
S = Vector3.new(0, -1, 0),
D = Vector3.new(0, 0, 1),
}
--==================================================
-- Tween Objects
--==================================================
local tweenValue
local tweenForward
local tweenBack
--==================================================
-- Utility
--==================================================
local function calculateNearestEven(number)
if number % 2 == 0 then
return number
end
return number - 1
end
local function rotationToDirection(rotation)
return Vector3.new(
0,
math.sin(math.rad(rotation + 90)),
math.cos(math.rad(rotation + 90))
).Unit
end
local function isEnemy(hit)
return hit and hit:IsDescendantOf(enemies)
end
local function bulletHit(hit, bulletType)
-- TODO:
-- Damage enemy
-- Spawn particles
-- Play sounds
-- Award score
end
local function canFireNormal()
return time() - State.previousNormalShot >= NORMAL_FIRE_RATE
end
local function canFireSpecial()
return time() - State.previousSpecialShot >= SPECIAL_FIRE_RATE
end
local function getMoveDirection()
local direction = Vector3.zero
for key, vector in pairs(DirectionMap) do
if State.keys[key] then
direction += vector
end
end
if direction.Magnitude > 0 then
direction = direction.Unit
end
return direction
end
local function clampPlayerPosition(position)
return Vector3.new(
position.X,
math.clamp(
position.Y,
BORDER_DOWN + HITBOX_SIZE,
BORDER_UP - HITBOX_SIZE
),
math.clamp(
position.Z,
BORDER_LEFT + HITBOX_SIZE,
BORDER_RIGHT - HITBOX_SIZE
)
)
end
--==================================================
-- Player
--==================================================
local function updateBalls()
leftBall.Position = playerHitbox.Position + tweenValue.Value
rightBall.Position =
playerHitbox.Position +
Vector3.new(
0,
tweenValue.Value.Y,
-tweenValue.Value.Z
)
body.Position = playerHitbox.Position
end
local function updateShiftState()
if State.keys.Shift then
State.shiftMultiplier = SHIFT_MULTIPLIER
tweenForward:Play()
else
State.shiftMultiplier = 1
tweenBack:Play()
end
end
local function updateTween()
updateShiftState()
end
local function movePlayer(dt)
local direction = getMoveDirection()
if direction.Magnitude == 0 then
updateBalls()
return
end
local velocity =
direction *
MOVE_SPEED *
State.shiftMultiplier
local targetPosition =
playerHitbox.Position +
velocity * dt
playerHitbox.Position =
clampPlayerPosition(targetPosition)
updateBalls()
end
--==================================================
-- Bullet System
--==================================================
local function destroyBullet(bullet)
if bullet and bullet.Parent then
bullet:Destroy()
end
end
local function destroySpecialBullet(bullet, followScript)
if followScript and followScript.Parent then
followScript:Destroy()
end
destroyBullet(bullet)
end
local function connectBulletCollision(bullet, bulletType)
bullet.Touched:Connect(function(hit)
if hit:IsDescendantOf(bulletDespawners) then
destroyBullet(bullet)
return
end
if isEnemy(hit) then
bulletHit(hit, bulletType)
destroyBullet(bullet)
end
end)
end
local function connectSpecialBulletCollision(bullet, followScript)
bullet.Touched:Connect(function(hit)
if hit:IsDescendantOf(bulletDespawners) then
destroySpecialBullet(bullet, followScript)
return
end
if isEnemy(hit) then
bulletHit(hit, "special")
destroySpecialBullet(bullet, followScript)
end
end)
end
local function createBullet(positionOffset, rotation, single)
local bullet = normalBulletTemplate:Clone()
bullet.Name = "normalShot"
bullet.Position =
playerHitbox.Position +
Vector3.new(0, 0, positionOffset)
local direction = rotationToDirection(rotation)
bullet.CFrame =
CFrame.lookAt(
bullet.Position,
bullet.Position + direction
)
if single then
bullet.Orientation += Vector3.new(0, 90, 0)
end
bullet.Velocity = direction * NORMAL_BULLET_SPEED
bullet.CollisionGroup = "ignore"
bullet.bulletShape.Transparency = NORMAL_BULLET_TRANSPARENCY
bullet.Parent = fakeBullets
connectBulletCollision(bullet, "normal")
end
local function createSpecialBullet(originPart, cosine)
local bullet = specialBulletTemplate:Clone()
bullet.Name = "specialShot"
bullet.Position = originPart.Position
local direction = Vector3.new(0, SIN_45, cosine)
bullet.CFrame =
CFrame.lookAt(
bullet.Position,
bullet.Position + direction
)
bullet.Velocity = direction * SPECIAL_BULLET_SPEED
bullet.CollisionGroup = "ignore"
bullet.bulletShape.Transparency = SPECIAL_BULLET_TRANSPARENCY
bullet.Parent = fakeBullets.special
local followScript = ReplicatedStorage.followNearestEnemy:Clone()
followScript.Parent = instanceScripts
followScript.whatever.Value = bullet
followScript.savedVector.Value = direction
followScript.Disabled = false
connectSpecialBulletCollision(bullet, followScript)
end
--==================================================
-- Weapon System
--==================================================
local function fireNormalShot()
if not canFireNormal() then
return
end
if BULLET_ARRAYS % 2 ~= 0 then
createBullet(0, 0, true)
State.amplitude += 0.35
end
for i = 1, calculateNearestEven(BULLET_ARRAYS) do
local sign = (-1) ^ i
if sign == -1 then
State.amplitude *= 3
end
createBullet(
sign * 0.5,
(State.amplitude * -sign) + (-sign * 0.10),
false
)
end
State.amplitude = 0.20
State.extraShots += 1
State.previousNormalShot = time()
end
local function fireSpecialShot()
if not canFireSpecial() then
return
end
createSpecialBullet(leftBall, SIN_45)
createSpecialBullet(rightBall, -SIN_45)
State.previousSpecialShot = time()
end
local function updateShooting()
if not State.keys.Space and State.extraShots >= 3 then
return
end
fireNormalShot()
fireSpecialShot()
end
--==================================================
-- Input
--==================================================
local function setKeyState(keyCode, isPressed)
local key = KeyMap[keyCode]
if not key then
return
end
State.keys[key] = isPressed
if key == "Space" and not isPressed then
State.extraShots = 1
end
end
local function onInputBegan(input, gameProcessed)
if gameProcessed then
return
end
setKeyState(input.KeyCode, true)
end
local function onInputEnded(input, gameProcessed)
if gameProcessed then
return
end
setKeyState(input.KeyCode, false)
end
--==================================================
-- Runtime
--==================================================
local function onHeartbeat(dt)
updateTween()
movePlayer(dt)
updateShooting()
end
--==================================================
-- Setup
--==================================================
local function setupReferences()
player = workspace.player
playerHitbox = player.playerHitbox
leftBall = playerHitbox.leftBall
rightBall = playerHitbox.rightBall
body = playerHitbox.body
scene = workspace.scene
enemies = workspace.enemies
fakeBullets = workspace.fakeBullets
bulletDespawners = workspace.bulletDespawners
normalBulletTemplate =
ReplicatedStorage.Assets.bulletAssets:WaitForChild("knifeHitbox")
specialBulletTemplate =
ReplicatedStorage.Assets.bulletAssets:WaitForChild("smallCircleHitbox")
-- Exactly like the original script
instanceScripts = script.Parent:WaitForChild("instanceScripts")
BORDER_DOWN = scene.borderDown.Position.Y
BORDER_UP = scene.borderUp.Position.Y
BORDER_LEFT = scene.borderLeft.Position.Z
BORDER_RIGHT = scene.borderRight.Position.Z
end
local function setupTweens()
tweenValue = playerHitbox.tweenValue
local tweenInfo = TweenInfo.new(
0.10,
Enum.EasingStyle.Linear
)
tweenForward = TweenService:Create(
tweenValue,
tweenInfo,
{
Value = FOCUS_BALL_OFFSET
}
)
tweenBack = TweenService:Create(
tweenValue,
tweenInfo,
{
Value = DEFAULT_BALL_OFFSET
}
)
end
local function connectEvents()
UserInputService.InputBegan:Connect(onInputBegan)
UserInputService.InputEnded:Connect(onInputEnded)
RunService.Heartbeat:Connect(onHeartbeat)
end
local function initialize()
setupReferences()
setupTweens()
connectEvents()
end
initialize()