WIP
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@@ -5,15 +5,15 @@
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"": {
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"name": "nage",
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"devDependencies": {
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"@biomejs/biome": "latest",
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"@types/bun": "latest",
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"lz-string": "latest",
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"solid-js": "latest",
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"vite": "latest",
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"vite-plugin-solid": "latest",
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"@biomejs/biome": "2.3.14",
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"@types/bun": "1.3.8",
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"lz-string": "1.5.0",
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"solid-js": "1.9.11",
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"vite": "7.3.1",
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"vite-plugin-solid": "2.11.10",
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},
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"peerDependencies": {
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"typescript": "latest",
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"typescript": "5.9.3",
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},
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},
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},
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@@ -0,0 +1,13 @@
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import type { Vector } from "#/engine/Vector.ts";
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export type Body<T extends { position: Vector }> = {
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shape: T;
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offset: Vector;
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};
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export function moveAndCollide<T extends { position: Vector }>(
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body: Body<T>,
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velocity: Vector,
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): void {
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return;
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}
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@@ -1,16 +1,22 @@
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import { createAnimation, playAnimation } from "#/engine/Animation.ts";
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import { createCircle, drawCircle } from "#/engine/Circle";
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import { moveAndCollide } from "#/engine/Collision.ts";
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import { defineEntity } from "#/engine/Entity.ts";
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import { keyboardInput } from "#/engine/Keyboard.ts";
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import { pointer } from "#/engine/Pointer.ts";
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import { fromSrc, type Sprite } from "#/engine/Sprite.ts";
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import { createVector } from "#/engine/Vector.ts";
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import charIdle from "#/game/assets/char-idle.png";
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// import { moveAndCollide } from "#/some/where.ts";
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const idle: Sprite = await fromSrc(charIdle, 2, 4);
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const { animate, process } = defineEntity("hero", {
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animation: createAnimation(idle, 500, 2),
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velocity: createVector(),
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body: {
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shape: createCircle(createVector(), 4),
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offset: createVector(8, 10),
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},
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});
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animate((entity, ctx, delta) => {
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@@ -21,6 +27,7 @@ animate((entity, ctx, delta) => {
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entity.position.y,
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delta,
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);
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drawCircle(ctx, entity.body.shape, "red");
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});
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process((entity, delta) => {
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@@ -29,8 +36,19 @@ process((entity, delta) => {
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entity.position.y = pointer.position.y;
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}
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entity.position.x -= keyboardInput.arrowLeft ? 1 : 0;
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entity.position.x += keyboardInput.arrowRight ? 1 : 0;
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entity.position.y -= keyboardInput.arrowUp ? 1 : 0;
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entity.position.y += keyboardInput.arrowDown ? 1 : 0;
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entity.velocity.x -= keyboardInput.arrowLeft ? 0.1 : 0;
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entity.velocity.x += keyboardInput.arrowRight ? 0.1 : 0;
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entity.velocity.y -= keyboardInput.arrowUp ? 0.1 : 0;
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entity.velocity.y += keyboardInput.arrowDown ? 0.1 : 0;
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entity.position.x += entity.velocity.x * delta;
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entity.position.y += entity.velocity.y * delta;
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entity.velocity.x = 0;
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entity.velocity.y = 0;
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moveAndCollide(entity.body, entity.velocity);
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entity.body.shape.position.x = entity.body.offset.x + entity.position.x;
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entity.body.shape.position.y = entity.body.offset.y + entity.position.y;
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});
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