Update player locomotion test with movement template and additional state properties
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@@ -1,6 +1,7 @@
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import { describe, expect, it } from "vitest";
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import type { Vec3 } from "../../src/core/vector";
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import { createPlayerStartMovementTemplate } from "../../src/entities/entity-instances";
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import { FIRST_PERSON_PLAYER_SHAPE } from "../../src/runtime-three/player-collision";
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import type {
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PlayerGroundProbeResult,
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@@ -10,14 +11,15 @@ import { stepPlayerLocomotion } from "../../src/runtime-three/player-locomotion"
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import type { PlayerStartActionInputState } from "../../src/runtime-three/player-input-bindings";
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import type { RuntimePlayerMovement } from "../../src/runtime-three/runtime-scene-build";
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const movementTemplate = createPlayerStartMovementTemplate();
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const DEFAULT_MOVEMENT: RuntimePlayerMovement = {
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templateKind: "default",
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moveSpeed: 4.5,
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capabilities: {
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jump: true,
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sprint: true,
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crouch: true
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}
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moveSpeed: movementTemplate.moveSpeed,
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capabilities: movementTemplate.capabilities,
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jump: movementTemplate.jump,
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sprint: movementTemplate.sprint,
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crouch: movementTemplate.crouch
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};
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const FORWARD_INPUT: PlayerStartActionInputState = {
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@@ -52,6 +54,9 @@ function stepForwardOnSlope(normal: Vec3) {
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standingShape: FIRST_PERSON_PLAYER_SHAPE,
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verticalVelocity: 0,
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previousLocomotionState: undefined,
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jumpBufferRemainingMs: 0,
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coyoteTimeRemainingMs: 0,
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jumpHoldRemainingMs: 0,
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crouched: false,
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wasJumpPressed: false,
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input: FORWARD_INPUT,
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