WIP
This commit is contained in:
+3
-3
@@ -1,4 +1,4 @@
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import { createVector, setEdgeNormal, type Vector } from "#/engine/Vector.ts";
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import { createVector, setUnitNormal, type Vector } from "#/engine/Vector.ts";
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export type Polygon = {
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export type Polygon = {
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position: Vector;
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position: Vector;
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@@ -24,9 +24,9 @@ export function updateAxes({ points, axes }: Polygon): void {
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for (let i = 0; i < cap; i++) {
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for (let i = 0; i < cap; i++) {
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const pj = points[i + 1];
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const pj = points[i + 1];
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setEdgeNormal(axes[i], pi, pj);
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setUnitNormal(axes[i], pi, pj);
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pi = pj;
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pi = pj;
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}
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}
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setEdgeNormal(axes[cap], pi, p0);
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setUnitNormal(axes[cap], pi, p0);
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}
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}
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+11
-17
@@ -47,24 +47,22 @@ export function getSquared(vector: Vector): number {
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return vector.x * vector.x + vector.y * vector.y;
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return vector.x * vector.x + vector.y * vector.y;
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}
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}
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export function setDistanceNormal(normal: Vector, a: Vector, b: Vector): void {
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export function setUnit(unit: Vector, a: Vector, b: Vector): void {
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const dx = a.x - b.x;
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const dx = a.x - b.x;
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const dy = a.y - b.y;
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const dy = a.y - b.y;
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const distance = Math.sqrt(dx * dx + dy * dy);
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const inv = 1.0 / Math.sqrt(dx * dx + dy * dy);
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if (distance > 0) {
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unit.x = dx * inv;
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normal.x = dx / distance;
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unit.y = dy * inv;
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normal.y = dy / distance;
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}
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}
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}
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export function setEdgeNormal(normal: Vector, a: Vector, b: Vector): void {
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export function setUnitNormal(unit: Vector, a: Vector, b: Vector): void {
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const nx = -(b.y - a.y);
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const nx = a.y - b.y;
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const ny = b.x - a.x;
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const ny = b.x - a.x;
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const inv = 1.0 / Math.sqrt(nx * nx + ny * ny);
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const inv = 1.0 / Math.sqrt(nx * nx + ny * ny);
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normal.x = nx * inv;
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unit.x = nx * inv;
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normal.y = ny * inv;
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unit.y = ny * inv;
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}
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}
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export function getDotProduct(a: Vector, b: Vector): number {
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export function getDotProduct(a: Vector, b: Vector): number {
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@@ -81,13 +79,9 @@ export function scale(vector: Vector, scalar: number): void {
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}
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}
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export function normalize(vector: Vector): void {
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export function normalize(vector: Vector): void {
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const magnitude = Math.sqrt(vector.x * vector.x + vector.y * vector.y);
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const inv = 1.0 / Math.sqrt(vector.x * vector.x + vector.y * vector.y);
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vector.x *= inv;
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if (magnitude > 0) {
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vector.y *= inv;
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const scalar = 1 / magnitude;
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vector.x *= scalar;
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vector.y *= scalar;
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}
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}
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}
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export function isZero(vector: Vector): boolean {
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export function isZero(vector: Vector): boolean {
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@@ -12,7 +12,7 @@ import {
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createVector,
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createVector,
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getDistance,
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getDistance,
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scale,
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scale,
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setDistanceNormal,
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setUnit,
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type Vector,
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type Vector,
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} from "#/engine/Vector.ts";
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} from "#/engine/Vector.ts";
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@@ -104,7 +104,7 @@ function hookEdge<T extends PhysicsPartial>([a, b]: Edge<T>): void {
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const stiffness = 0.05;
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const stiffness = 0.05;
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const direction = createVector();
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const direction = createVector();
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setDistanceNormal(direction, a.position, b.position);
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setUnit(direction, a.position, b.position);
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const distance = getDistance(a.position, b.position);
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const distance = getDistance(a.position, b.position);
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const magnitude = (distance - restLength) * stiffness + Number.EPSILON;
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const magnitude = (distance - restLength) * stiffness + Number.EPSILON;
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@@ -1,4 +1,7 @@
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import type { Circle } from "#/engine/Circle.ts";
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import type { Circle } from "#/engine/Circle.ts";
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import type MapProxy from "#/engine/lib/MapProxy.ts";
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import type { Polygon } from "#/engine/Polygon.ts";
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import type { Rect } from "#/engine/Rect.ts";
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import $ from "#/engine/Scene.ts";
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import $ from "#/engine/Scene.ts";
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import type { Vector } from "#/engine/Vector.ts";
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import type { Vector } from "#/engine/Vector.ts";
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@@ -8,26 +11,51 @@ const POLYGON = 2;
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type Shape = 0 | 1 | 2;
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type Shape = 0 | 1 | 2;
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export type Collider<T> = {
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export type Collider = {
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shape: Shape;
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shape: Shape;
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body: T;
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};
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};
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export type Collision = {};
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export type Collision = {
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id: string;
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};
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export function moveAndCollide<T>(
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const collisions = new Map<string, Collision>();
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collider: Collider<T>,
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function check(
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id: string,
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collider: Collider,
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position: Vector,
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colliders: MapProxy<string, Collider>,
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): string | undefined {
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for (const [oid, other] of colliders.entries()) {
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if (oid !== id && other) {
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return oid;
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}
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}
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}
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export function moveAndCollide(
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id: string,
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velocity: Vector,
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velocity: Vector,
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delta: number,
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delta: number,
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): Collision {
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): Collision | undefined {
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return {};
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return collisions.get(id);
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}
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}
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export function processPhysics(
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export function processPhysics(
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ctx: CanvasRenderingContext2D,
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ctx: CanvasRenderingContext2D,
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delta: number,
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delta: number,
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): void {
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): void {
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for (const [id, collider] of $<Collider<unknown>>("collider")!.entries()) {
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const colliders = $<Collider>("collider")!;
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const position = $<Vector>("position")!.get(id);
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const positions = $<Vector>("position")!;
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for (const [id, collider] of colliders.entries()) {
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const position = positions.get(id)!;
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const target = check(id, collider.value, position.value, colliders);
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if (target !== undefined) {
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collisions.set(id, { id: target });
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} else {
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collisions.delete(id);
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}
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}
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}
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}
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}
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@@ -29,7 +29,6 @@ const process = defineEntity("hero", {
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process((id, delta) => {
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process((id, delta) => {
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const position = $<Vector>("position").get(id)!.value;
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const position = $<Vector>("position").get(id)!.value;
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const velocity = $<Vector>("velocity").get(id)!.value;
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const velocity = $<Vector>("velocity").get(id)!.value;
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const collider = $<Collider>("collider").get(id)!.value;
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if (pointer.isDown) {
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if (pointer.isDown) {
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position.x = pointer.position.x;
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position.x = pointer.position.x;
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@@ -47,6 +46,6 @@ process((id, delta) => {
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velocity.x = 0;
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velocity.x = 0;
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velocity.y = 0;
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velocity.y = 0;
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const collision = moveAndCollide(collider, velocity, delta);
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const collision = moveAndCollide(id, velocity, delta);
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console.log(collision);
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// console.log(collision);
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});
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});
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@@ -1,3 +1,4 @@
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import { createCircle } from "#/engine/Circle.ts";
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import { defineEntity } from "#/engine/Entity.ts";
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import { defineEntity } from "#/engine/Entity.ts";
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import {
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import {
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createSprite,
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createSprite,
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@@ -13,4 +14,5 @@ defineEntity("portal", {
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position: createVector(),
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position: createVector(),
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sprite: createSprite(portalSrc),
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sprite: createSprite(portalSrc),
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animation: createSpriteAnimation(400, 0),
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animation: createSpriteAnimation(400, 0),
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collider: createCircle(createVector(), 8),
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});
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});
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