Tesseract-Engine/assets/scripts/BouncingItem.lua
2025-01-03 14:57:22 -06:00

157 lines
5.5 KiB
Lua

-- script.lua
local Math = require("math") -- Require the enhanced math module
local Engine = require("engine")
local GameObjectName = "Bacround"
-- Variables to track elapsed time and rotation
local elapsedTime = 0
local rotationSpeed = 25 -- Degrees per second for spinning
local new_rotation = 0
-- Variables for bobbing effect
local initial_position = { x = 0, y = 0, z = 0 } -- To store the gun's initial position
local bobAmplitude = 5 -- Amplitude of the bobbing (units)
local bobFrequency = 0.5 -- Frequency of the bobbing (oscillations per second)
-- Reference to the Gun GameObject and its Transform component
local gun = nil
local transform = nil
local TAU = Math.constants.TAU
function OnInit()
local startTime = os.clock()
Engine.Expose("GameObjectName", GameObjectName)
Engine.Expose("new_rotation", new_rotation)
Engine.Expose("elapsedTime", elapsedTime)
Engine.Expose("bobAmplitude", bobAmplitude)
Engine.Expose("bobFrequency", bobFrequency)
Engine.Log("Init START", { 1.0, 1.0, 1.0, 1.0 })
if not gun then
gun = Engine.GetGameObjectByTag(GameObjectName)
if gun then
transform = gun:GetComponent("Transform")
if transform then
local pos = transform:GetPosition()
initial_position = { x = pos.x, y = pos.y, z = pos.z }
Engine.Log("Gun found and initial position updated.", { 1, 1, 1, 1 })
else
Engine.Log("Transform component not found on Gun.", { 1, 1, 0, 1 })
return
end
else
Engine.Log("Gun GameObject still not found.", { 1, 1, 0, 1 })
return
end
elseif not transform then
transform = gun:GetComponent("Transform")
if transform then
local pos = transform:GetPosition()
initial_position = { x = pos.x, y = pos.y, z = pos.z }
Engine.Log("Transform component found and initial position updated.", { 1, 1, 1, 1 })
else
Engine.Log("Transform component still not found on Gun.", { 1, 1, 0, 1 })
return
end
end
Engine.Log("Init OK", { 0.0, 1.0, 0.0, 1.0 })
local endTime = os.clock()
Engine.Log(string.format("Time to load: %fms", (endTime - startTime)*1000))
end
-- Update function called every frame
function OnUpdate(deltaTime)
Engine.Expose("GameObjectName", GameObjectName)
Engine.Expose("new_rotation", new_rotation)
Engine.Expose("elapsedTime", elapsedTime)
Engine.Expose("bobAmplitude", bobAmplitude)
Engine.Expose("bobFrequency", bobFrequency)
-- Ensure that the Gun and its Transform component are valid
if not gun then
gun = Engine.GetGameObjectByTag(GameObjectName)
if gun then
transform = gun:GetComponent("Transform")
if transform then
local pos = transform:GetPosition()
initial_position = { x = pos.x, y = pos.y, z = pos.z }
Engine.Log("Gun found and initial position updated.", { 1, 1, 1, 1 })
else
Engine.Log("Transform component not found on Gun.", { 1, 1, 0, 1 })
return
end
else
return
end
elseif not transform then
transform = gun:GetComponent("Transform")
if transform then
local pos = transform:GetPosition()
initial_position = { x = pos.x, y = pos.y, z = pos.z }
Engine.Log("Transform component found and initial position updated.", { 1, 1, 1, 1 })
else
return
end
end
-- Increment elapsed time
elapsedTime = elapsedTime + deltaTime
-- === Spinning the Gun ===
-- Update the rotation angle based on rotationSpeed and deltaTime
new_rotation = new_rotation + (deltaTime * rotationSpeed)
-- Keep the rotation angle within 0-360 degrees to prevent overflow
if new_rotation >= 360 then
new_rotation = new_rotation - 360
end
-- Define the new rotation (spinning around the Y-axis)
local rotation = {
x = 0, -- Preserving existing rotation on X-axis
y = new_rotation, -- Updated rotation on Y-axis for spinning
z = 0 -- Preserving existing rotation on Z-axis
}
-- Apply the new rotation to the Transform component
transform:SetRotation(rotation)
-- === Bobbing the Gun Up and Down ===
-- Calculate the bobbing offset using a sine wave
local bobOffset = bobAmplitude * math.sin(TAU * bobFrequency * elapsedTime)
-- Define the new position by adding the bobbing offset to the initial Y position
local new_position = {
x = initial_position.x, -- No change on X-axis
y = initial_position.y + bobOffset, -- Bouncing up and down on Y-axis
z = initial_position.z -- No change on Z-axis
}
-- Apply the new position to the Transform component
transform:SetPosition(new_position)
-- Log Current Rotation and Position ===
-- Uncomment the following lines if you wish to log the gun's current rotation and position
-- local current_rotation = transform:GetRotation()
-- Engine.Log(string.format("Gun Rotation: (X: %.2f, Y: %.2f, Z: %.2f)", current_rotation.x, current_rotation.y, current_rotation.z), {1, 1, 1, 1})
-- local current_position = transform:GetPosition()
-- Engine.Log(string.format("Gun Position: (X: %.2f, Y: %.2f, Z: %.2f)", current_position.x, current_position.y, current_position.z), {1, 1, 1, 1})
end