Tesing particubes
Last active
November 24, 2021 02:02
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Just some notes during my first poke-through
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Config = { | |
Map = "aduermael.hills" | |
} | |
Client.OnStart = function() | |
-- Defines a function to drop | |
-- the player above the map. | |
dropPlayer = function() | |
Player.Position = Number3(Map.Width * 0.5, Map.Height + 10, Map.Depth * 0.5) * Map.Scale | |
Player.Rotation = { 0, 0, 0 } | |
Player.Velocity = { 0, 0, 0 } | |
end | |
-- Call dropPlayer function: | |
dropPlayer() | |
World:AddChild(Player, true) -- keep world | |
end | |
Client.Tick = function(dt) | |
-- Game loop, executed ~30 times per second on each client. | |
-- Detect if player is falling, | |
-- drop it above the map when it happens. | |
if Player.Position.Y < -500 then | |
dropPlayer() | |
Player:TextBubble("💀 Oops!") | |
end | |
end | |
-- jump function, triggered with Action1 | |
Client.Action1 = function() | |
if Player.IsOnGround then | |
Player.Velocity.Y = 100 | |
end | |
end | |
-- | |
-- Server code | |
-- | |
Server.Tick = function(dt) | |
-- Server game loop, executed ~30 times per second on the server. | |
end |
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