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rbx-character-controller

v0.0.15

Published

A character controller for roblox-ts.

Downloads

7

Readme

rbx-character-controller

Example

import { CharacterController, State, Animation } from "rbx-character-controller"
import { UserInputService, Players } from "rbx-services"

const player = Players.LocalPlayer as Player

const states = new Array<typeof State>()

class None extends State {

    static id = "None"

    static init(characterController: CharacterController) {
        
        
        
    }

    static start(characterController: CharacterController) {

        characterController.setVelocity(new Vector3())

    }

    static stop(characterController: CharacterController) {
    }

}
states.push(None)

class Walk extends State {

    static id = "Walk"

    static animation: Animation

    static init(characterController: CharacterController) {

        this.animation = characterController.loadAnimation(180426354)

        characterController.moveInput((moveDirection: Vector3) => {
            
            characterController.move(moveDirection)

            if (moveDirection !== new Vector3(0, 0, 0)) {

                if (characterController.isGrounded()) {

                    if (!this.animation.isPlaying()) {

                        this.animation.play()

                    }

                } else {

                    this.animation.stop()

                }

            } else {

                this.animation.stop()

            }

        })

    }

    static start() {
    }

    static stop() {
    }

}
states.push(Walk)

class Jump extends State {

    static id = "Jump"

    static animation: Animation

    static init(characterController: CharacterController) {

        this.animation = characterController.loadAnimation(125750702)
        
        characterController.jumpInput(() => {
            
            if (characterController.isGrounded()) {

                characterController.setState("Jump")

            }

        })

    }

    static start(characterController: CharacterController) {

        const connection = characterController.landed(() => {

            connection.Disconnect()

            if (characterController.getState() === "Jump") {

                characterController.setState("None")

            }

        })

        characterController.bounce(50)

        Jump.animation.play()

    }

    static stop(characterController: CharacterController) {

        

    }

}
states.push(Jump)

player.CharacterAdded.Connect(character => {
    
    character.PrimaryPart = character.WaitForChild("HumanoidRootPart")
    const characterController = new CharacterController(character)
    characterController.addStates(states)
    characterController.setState("None")

})

Documentation

CharacterController

constructor(character: Model)
// Creates a new CharacterController. Expressed as new CharacterController(character).

getVelocity(): Vector3
// Gets the character velocity.

setVelocity(velocity: Vector3)
// Sets the character velocity.

getMobile(): boolean
// Returns true if the character is mobile.

setMobile(mobile: boolean)
// Sets the mobile state.

bounce(height: number)
// Bounces the character to the specified height

move(direction: Vector3)
// Moves the character in the specified direction.

isGrounded(): boolean
// Returns true if the character is grounded.

isMoving(): boolean
// Returns true if the character is moving

humanoidStateChanged(event: Function): RBXScriptConnection
// Runs event when the humanoid state changes.

landed(event: Function): RBXScriptConnection
// Runs when the character lands.

getPrimaryPart(): BasePart
// Gets the primary part of the character.

getHumanoid(): Humanoid
// Gets the humanoid of the character.

jumpInput(event: Function): RBXScriptConnection
// Runs event when a jump input is pressed (Space, A, Mobile jump button, etc.).

moveInput(event: Function): RBXScriptConnection
// Runs event every frame and passes moveDirection as a param.

crouchInput(event: Function): RBXScriptConnection
// Runs event when a crouch input is pressed (Shift, LT/L2, etc.).

addState(state: typeof State)
// Adds a state to the character.

addStates(states: Array<typeof State>)
// Adds states to the character.

setState(stateName: string)
// Sets the character state.

getState(): State
// Gets the character state.

loadAnimation(animationId: number): Animation
// Loads the specified animation

getAnimatable(): boolean
// Gets the animatable state.

setAnimatable(animatable: boolean)
// Sets the animatable state.

character: Model
// The character model.

State

static id: string
// The id of the state.

static init()
// Called when the state initializes.

static start()
// Called when the state starts.

static stop()
// Called when the state stops.

Animation

play()
// Plays the animation.

stop()
// Stops the animation.

isPlaying()
// Returns true if the animation is playing.