518 lines
13 KiB
Lua
518 lines
13 KiB
Lua
--!strict
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local Players = game:GetService("Players")
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local RunService = game:GetService("RunService")
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local StarterGui = game:GetService("StarterGui")
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local TweenService = game:GetService("TweenService")
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local UserInputService = game:GetService("UserInputService")
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local ReplicatedStorage = game:GetService("ReplicatedStorage")
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local ContextActionService = game:GetService("ContextActionService")
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local Sounds = require(script.Sounds)
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local Enums = require(script.Enums)
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local Mario = require(script.Mario)
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local Types = require(script.Types)
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local Util = require(script.Util)
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local Action = Enums.Action
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local Buttons = Enums.Buttons
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local InputFlags = Enums.InputFlags
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local ParticleFlags = Enums.ParticleFlags
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type InputType = Enum.UserInputType | Enum.KeyCode
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type Controller = Types.Controller
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type Mario = Mario.Class
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local player: Player = assert(Players.LocalPlayer)
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local STEP_RATE = 30
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local PARTICLE_CLASSES = {
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Fire = true,
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Smoke = true,
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Sparkles = true,
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ParticleEmitter = true,
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}
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local FLIP = CFrame.Angles(0, math.pi, 0)
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-------------------------------------------------------------------------------------------------------------------------------------------------
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-- Input Driver
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-------------------------------------------------------------------------------------------------------------------------------------------------
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local MATH_TAU = math.pi * 2
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local BUTTON_FEED: { Enum.UserInputState } = {}
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local BUTTON_A = "BTN_" .. Buttons.A_BUTTON
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local function toStrictNumber(str: string): number
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local result = tonumber(str)
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return assert(result, "Invalid number!")
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end
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local function processAction(id: string, state: Enum.UserInputState)
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if id == "MarioDebug" then
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if state == Enum.UserInputState.Begin then
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local isDebug = not script.Util:GetAttribute("Debug")
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local character = player.Character
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-- stylua: ignore
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local rootPart = if character
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then character.PrimaryPart
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else nil
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if rootPart then
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local action = rootPart:FindFirstChild("Action")
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if action and action:IsA("BillboardGui") then
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action.Enabled = isDebug
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end
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end
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script.Util:SetAttribute("Debug", isDebug)
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end
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else
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local button = toStrictNumber(id:sub(5))
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BUTTON_FEED[button] = state
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end
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end
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local function bindInput(button: number, label: string, ...: InputType)
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local id = "BTN_" .. button
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ContextActionService:BindAction(id, processAction, true, ...)
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if UserInputService.TouchEnabled then
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ContextActionService:SetTitle(id, label)
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end
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end
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local function updateCollisions()
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for i, player in Players:GetPlayers() do
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assert(player:IsA("Player"))
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-- stylua: ignore
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local rootPart = if player.Character
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then player.Character.PrimaryPart
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else nil
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if rootPart then
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local parts = rootPart:GetConnectedParts(true)
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for i, part in parts do
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if part:IsA("BasePart") then
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part.CanCollide = false
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end
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end
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end
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end
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end
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local function updateController(controller: Controller, humanoid: Humanoid)
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local moveDir = humanoid.MoveDirection
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local pos = Vector2.new(moveDir.X, -moveDir.Z)
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local len = math.min(1, pos.Magnitude)
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controller.StickMag = len * 64
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controller.StickX = pos.X * 64
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controller.StickY = pos.Y * 64
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humanoid:ChangeState(Enum.HumanoidStateType.Physics)
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controller.ButtonPressed:Clear()
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if humanoid.Jump then
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BUTTON_FEED[Buttons.A_BUTTON] = Enum.UserInputState.Begin
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humanoid.Jump = false
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elseif controller.ButtonDown:Has(Buttons.A_BUTTON) then
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BUTTON_FEED[Buttons.A_BUTTON] = Enum.UserInputState.End
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end
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for button, state in pairs(BUTTON_FEED) do
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if state == Enum.UserInputState.Begin then
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controller.ButtonDown:Add(button)
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controller.ButtonPressed:Add(button)
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elseif state == Enum.UserInputState.End then
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controller.ButtonDown:Remove(button)
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end
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end
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table.clear(BUTTON_FEED)
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end
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ContextActionService:BindAction("MarioDebug", processAction, false, Enum.KeyCode.P)
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bindInput(Buttons.B_BUTTON, "B", Enum.UserInputType.MouseButton1, Enum.KeyCode.ButtonX)
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bindInput(Buttons.Z_TRIG, "Z", Enum.KeyCode.LeftShift, Enum.KeyCode.RightShift, Enum.KeyCode.ButtonL2)
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-------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- Network Dispatch
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-------------------------------------------------------------------------------------------------------------------------------------------------------------
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local Commands = {}
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local lazyNetwork = ReplicatedStorage:WaitForChild("LazyNetwork")
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assert(lazyNetwork:IsA("RemoteEvent"), "bad lazyNetwork!")
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function Commands.PlaySound(player: Player, name: string)
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local sound: Sound? = Sounds[name]
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local character = player.Character
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-- stylua: ignore
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local rootPart = if character
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then character.PrimaryPart
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else nil
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if rootPart and sound then
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local oldSound: Instance? = rootPart:FindFirstChild(name)
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if oldSound and oldSound:IsA("Sound") and name:find("MARIO") then
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oldSound.TimePosition = 0
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else
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local newSound: Sound = sound:Clone()
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newSound.Parent = rootPart
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newSound:Play()
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newSound.Ended:Connect(function()
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newSound:Destroy()
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end)
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end
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end
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end
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function Commands.SetParticle(player: Player, name: string, set: boolean)
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local character = player.Character
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-- stylua: ignore
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local rootPart = if character
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then character.PrimaryPart
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else nil
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if rootPart then
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local particles = rootPart:FindFirstChild("Particles")
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-- stylua: ignore
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local inst = if particles
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then particles:FindFirstChild(name)
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else nil
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if inst and PARTICLE_CLASSES[inst.ClassName] then
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local particle = inst :: ParticleEmitter
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local emit = particle:GetAttribute("Emit")
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if typeof(emit) == "number" then
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particle:Emit(emit)
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elseif set ~= nil then
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particle.Enabled = set
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end
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end
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end
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end
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function Commands.SetAngle(player: Player, angle: Vector3int16)
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local character = player.Character
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-- stylua: ignore
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local waist = if character
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then character:FindFirstChild("Waist", true)
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else nil
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if waist and waist:IsA("Motor6D") then
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local props = { C1 = Util.ToRotation(-angle) + waist.C1.Position }
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local tween = TweenService:Create(waist, TweenInfo.new(0.1), props)
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tween:Play()
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end
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end
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local function processCommand(player: Player, cmd: string, ...: any)
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local command = Commands[cmd]
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if command then
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task.spawn(command, player, ...)
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else
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warn("Unknown Command:", cmd, ...)
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end
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end
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local function networkDispatch(cmd: string, ...: any)
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lazyNetwork:FireServer(cmd, ...)
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processCommand(player, cmd, ...)
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end
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local function onNetworkReceive(target: Player, cmd: string, ...: any)
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if target ~= player then
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processCommand(target, cmd, ...)
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end
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end
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lazyNetwork.OnClientEvent:Connect(onNetworkReceive)
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-------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- Mario Driver
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-------------------------------------------------------------------------------------------------------------------------------------------------------------
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local lastUpdate = os.clock()
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local lastAngle: Vector3int16?
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local mario: Mario = Mario.new()
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local controller = mario.Controller
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local enumMap = {}
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local goalCF: CFrame
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local activeTrack: AnimationTrack?
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local peakSpeed = 0
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local emptyId = ""
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local reset = Instance.new("BindableEvent")
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reset.Archivable = false
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reset.Parent = script
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reset.Name = "Reset"
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if RunService:IsStudio() then
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local dummySequence = Instance.new("KeyframeSequence")
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local provider = game:GetService("KeyframeSequenceProvider")
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emptyId = provider:RegisterKeyframeSequence(dummySequence)
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end
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while not player.Character do
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player.CharacterAdded:Wait()
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end
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local character = assert(player.Character)
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local pivot = character:GetPivot().Position
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mario.Position = Util.ToSM64(pivot)
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local function onReset()
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local roblox = Vector3.yAxis * 100
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local sm64 = Util.ToSM64(roblox)
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local char = player.Character
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if char then
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local reset = char:FindFirstChild("Reset")
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local cf = CFrame.new(roblox)
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if reset and reset:IsA("RemoteEvent") then
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reset:FireServer()
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end
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char:PivotTo(cf)
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end
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mario.SlideVelX = 0
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mario.SlideVelZ = 0
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mario.ForwardVel = 0
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mario.IntendedYaw = 0
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mario.Position = sm64
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mario.Velocity = Vector3.zero
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mario.FaceAngle = Vector3int16.new()
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mario:SetAction(Action.SPAWN_SPIN_AIRBORNE)
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end
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local function update()
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local character = player.Character
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if not character then
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return
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end
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local now = os.clock()
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local gfxRot = CFrame.identity
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-- stylua: ignore
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local humanoid = if character
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then character:FindFirstChildOfClass("Humanoid")
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else nil
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local simSpeed = tonumber(script:GetAttribute("TimeScale") or nil) or 1
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local frames = math.floor((now - lastUpdate) * (STEP_RATE * simSpeed))
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if frames > 0 and humanoid then
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lastUpdate = now
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updateCollisions()
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for i = 1, math.min(4, frames) do
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updateController(mario.Controller, humanoid)
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mario:ExecuteAction()
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end
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local pos = Util.ToRoblox(mario.Position)
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local rot = Util.ToRotation(mario.FaceAngle)
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gfxRot = Util.ToRotation(mario.GfxAngle)
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goalCF = CFrame.new(pos) * FLIP * gfxRot
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end
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local interp = math.min(1, simSpeed / 2)
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if character and goalCF then
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local cf = character:GetPivot()
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local rootPart = character.PrimaryPart
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local animator = character:FindFirstChildWhichIsA("Animator", true)
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if animator and (mario.AnimDirty or mario.AnimReset) and mario.AnimFrame >= 0 then
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local anim = mario.AnimCurrent
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local animSpeed = 0.1 / simSpeed
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if activeTrack and (activeTrack.Animation ~= anim or mario.AnimReset) then
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activeTrack:Stop(animSpeed)
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activeTrack = nil
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end
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if not activeTrack and anim then
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if anim.AnimationId == "" then
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if RunService:IsStudio() then
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warn("!! FIXME: Empty AnimationId for", anim.Name, "will break in live games!")
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end
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anim.AnimationId = emptyId
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end
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local track = animator:LoadAnimation(anim)
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track:Play(animSpeed, 1, 0)
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activeTrack = track
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end
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if activeTrack then
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local speed = mario.AnimAccel / 0x10000
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if speed > 0 then
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activeTrack:AdjustSpeed(speed * simSpeed)
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else
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activeTrack:AdjustSpeed(simSpeed)
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end
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end
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mario.AnimDirty = false
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mario.AnimReset = false
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end
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if activeTrack and mario.AnimSetFrame > -1 then
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activeTrack.TimePosition = mario.AnimSetFrame / STEP_RATE
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mario.AnimSetFrame = -1
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end
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if rootPart then
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local action = rootPart:FindFirstChild("Action")
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local particles = rootPart:FindFirstChild("Particles")
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local alignPos = rootPart:FindFirstChildOfClass("AlignPosition")
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local alignCF = rootPart:FindFirstChildOfClass("AlignOrientation")
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local throw = mario.ThrowMatrix
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if throw then
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local pos = Util.ToRoblox(throw.Position)
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goalCF = throw.Rotation * FLIP + pos
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end
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if alignCF then
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cf = cf:Lerp(goalCF, interp)
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alignCF.CFrame = cf.Rotation
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end
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-- stylua: ignore
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local debugLabel = if action
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then action:FindFirstChildOfClass("TextLabel")
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else nil
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if debugLabel then
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local actionId = mario.Action()
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-- stylua: ignore
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local anim = if activeTrack
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then activeTrack.Animation
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else nil
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-- stylua: ignore
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local animName = if anim
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then anim.Name
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else nil
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local debugText = "Action: "
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.. Enums.GetName(Action, actionId)
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.. "\n"
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.. "Animation: "
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.. tostring(animName)
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.. "\n"
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.. "ForwardVel: "
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.. string.format("%.2f", mario.ForwardVel)
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debugLabel.Text = debugText
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end
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if alignPos then
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alignPos.Position = cf.Position
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end
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local bodyState = mario.BodyState
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local action = mario.Action()
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if action ~= Action.BUTT_SLIDE and action ~= Action.WALKING then
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bodyState.TorsoAngle *= 0
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end
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local ang = bodyState.TorsoAngle
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if ang ~= lastAngle then
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networkDispatch("SetAngle", ang)
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lastAngle = ang
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end
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if particles then
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for name, flag in pairs(ParticleFlags) do
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local inst = particles:FindFirstChild(name)
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if inst and PARTICLE_CLASSES[inst.ClassName] then
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local name = inst.Name
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local particle = inst :: ParticleEmitter
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local emit = particle:GetAttribute("Emit")
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local hasFlag = mario.ParticleFlags:Has(flag)
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if emit then
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if hasFlag then
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networkDispatch("SetParticle", name)
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end
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elseif particle.Enabled ~= hasFlag then
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networkDispatch("SetParticle", name, hasFlag)
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end
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end
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end
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end
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for name: string, sound: Sound in pairs(Sounds) do
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local looped = false
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if sound:IsA("Sound") then
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if sound.TimeLength == 0 then
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continue
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end
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looped = sound.Looped
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end
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if sound:GetAttribute("Play") then
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networkDispatch("PlaySound", sound.Name)
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if not looped then
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sound:SetAttribute("Play", false)
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end
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elseif looped then
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sound:Stop()
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end
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end
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character:PivotTo(cf)
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end
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end
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end
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reset.Event:Connect(onReset)
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RunService.Heartbeat:Connect(update)
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while task.wait(1) do
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local success = pcall(function()
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return StarterGui:SetCore("ResetButtonCallback", reset)
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end)
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if success then
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break
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end
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end
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-------------------------------------------------------------------------------------------------------------------------------------------------------------
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