WIP
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@@ -1,5 +1,3 @@
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// import { createCircle } from "#/engine/Circle.ts";
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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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@@ -19,32 +17,26 @@ const process = defineEntity("hero", {
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position: createVector(),
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sprite: createSprite(idleSrc),
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playback: createSpritePlayback(500, 2),
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// body: createCircle(createVector(), 4),
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velocity: createVector(),
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});
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process((id, delta) => {
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const position = $<Vector>("position").get(id)!;
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const velocity = velocityMap.get(id)!;
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// const body = bodyMap.get(id);
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const velocity = $<Vector>("velocity").get(id)!;
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if (pointer.isDown) {
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position.x = pointer.position.x;
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position.y = pointer.position.y;
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position.value.x = pointer.position.x;
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position.value.y = pointer.position.y;
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}
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velocity.x -= keyboardInput.arrowLeft ? speed : 0;
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velocity.x += keyboardInput.arrowRight ? speed : 0;
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velocity.y -= keyboardInput.arrowUp ? speed : 0;
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velocity.y += keyboardInput.arrowDown ? speed : 0;
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velocity.value.x -= keyboardInput.arrowLeft ? speed : 0;
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velocity.value.x += keyboardInput.arrowRight ? speed : 0;
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velocity.value.y -= keyboardInput.arrowUp ? speed : 0;
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velocity.value.y += keyboardInput.arrowDown ? speed : 0;
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// const collision = moveAndCollide(body, velocity, delta);
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// slideOnCollision(velocity, collision);
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// slide(velocity, collision.normal);
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position.value.x = Math.round(velocity.value.x * delta + position.value.x);
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position.value.y = Math.round(velocity.value.y * delta + position.value.y);
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position.x = Math.round(velocity.x * delta + position.x);
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position.y = Math.round(velocity.y * delta + position.y);
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velocity.x = 0;
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velocity.y = 0;
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velocity.value.x = 0;
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velocity.value.y = 0;
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});
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