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defold-services committed Mar 7, 2025
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929 changes: 469 additions & 460 deletions _data/examplesindex.json

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49 changes: 49 additions & 0 deletions _includes/examples/model/character/orbit_camera_script.md
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-- The initial zoom level
go.property("zoom", 3)
-- The speed of the zoom
go.property("zoom_speed", 0.1)
-- The speed of the rotation
go.property("rotation_speed", 0.5)
-- The offset of the camera from the origin
go.property("offset", vmath.vector3(0, 0, 0))

function init(self)
-- Acquire input focus to receive input events
msg.post(".", "acquire_input_focus")

-- Initialize start values
self.yaw = go.get(".", "euler.y")
self.pitch = go.get(".", "euler.x")
self.zoom_offset = 0
self.current_yaw = self.yaw
self.current_pitch = self.pitch
self.current_zoom = self.zoom_offset
end

function update(self, dt)
-- Animate camera rotation and zoom
self.current_yaw = vmath.lerp(0.15, self.current_yaw, self.yaw)
self.current_pitch = vmath.lerp(0.15, self.current_pitch, self.pitch)
self.current_zoom = vmath.lerp(0.15, self.current_zoom, self.zoom_offset)

-- Calculate rotation and position
local camera_yaw = vmath.quat_rotation_y(math.rad(self.current_yaw))
local camera_pitch = vmath.quat_rotation_x(math.rad(self.current_pitch))
local camera_rotation = camera_yaw * camera_pitch
local camera_position = self.offset + vmath.rotate(camera_rotation, vmath.vector3(0, 0, self.zoom + self.current_zoom))

-- Set camera position and rotation
go.set_position(camera_position)
go.set_rotation(camera_rotation)
end

function on_input(self, action_id, action)
if action_id == hash("touch") and not action.pressed then
self.yaw = self.yaw - action.dx * self.rotation_speed
self.pitch = self.pitch + action.dy * self.rotation_speed
elseif action_id == hash("wheel_up") then
self.zoom_offset = self.zoom_offset - self.zoom * self.zoom_speed
elseif action_id == hash("wheel_down") then
self.zoom_offset = self.zoom_offset + self.zoom * self.zoom_speed
end
end
40 changes: 40 additions & 0 deletions _includes/examples/model/character/player_script.md
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-- play a model animation unless already playing the animation
local function play_animation(self, animation_id, playback, callback)
if self.animation_id ~= animation_id then
self.animation_id = animation_id
model.play_anim("#model", animation_id, playback, nil, callback)
end
end

-- play the Idle animation if the player is not moving
local function idle(self)

end

-- play the Walk animation
local function walk(self)

end

local function attack(self)

end

function init(self)
msg.post(".", "acquire_input_focus")
play_animation(self, "T-Pose", go.PLAYBACK_LOOP_FORWARD)
end

function on_input(self, action_id, action)
if action_id == hash("idle") then
play_animation(self, "Idle", go.PLAYBACK_LOOP_FORWARD)
elseif action_id == hash("walk") then
play_animation(self, "Walking_A", go.PLAYBACK_LOOP_FORWARD)
elseif action_id == hash("attack") then
play_animation(self, "1H_Melee_Attack_Chop", go.PLAYBACK_LOOP_FORWARD)
elseif action_id == hash("block") then
play_animation(self, "Block", go.PLAYBACK_LOOP_FORWARD)
elseif action_id == hash("cheer") then
play_animation(self, "Cheer", go.PLAYBACK_LOOP_FORWARD)
end
end
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