WIP
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@@ -1,5 +1,6 @@
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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 { lerp } from "#/engine/lib/lerp";
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import { pointer } from "#/engine/Pointer.ts";
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import { createRect, fillRect, strokeRect } from "#/engine/Rect.ts";
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import $ from "#/engine/Scene.ts";
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@@ -36,9 +37,13 @@ const process = defineEntity("hero", {
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});
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process((id, delta) => {
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const position = $<Vector>("position").get(id)!.value;
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const positions = $<Vector>("position");
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const position = positions.get(id)!.value;
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const colliders = $<Collider>("collider");
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const collider = colliders.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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position.x = pointer.position.x;
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@@ -53,11 +58,21 @@ process((id, delta) => {
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normalize(velocity);
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scale(velocity, speed);
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let cScale = 1;
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const collisions = moveAndCollide(id, velocity, delta);
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// console.log(collisions);
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for (const collision of collisions) {
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// const _collider = colliders.get(collision.cid)!.value;
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// const _position = positions.get(collision.cid)!.value;
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const time = collision.time;
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if (time === -Infinity) {
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break;
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}
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cScale = Math.min(0, time - 0.001);
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console.log(cScale);
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}
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position.x += velocity.x * delta;
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position.y += velocity.y * delta;
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position.x += velocity.x * delta * cScale;
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position.y += velocity.y * delta * cScale;
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velocity.x = 0;
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velocity.y = 0;
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