WIP
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@@ -6,6 +6,7 @@ import {
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createVector,
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createVector,
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getDotProduct,
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getDotProduct,
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invScale,
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invScale,
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scale,
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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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@@ -527,9 +528,9 @@ export function moveAndSlide(
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break;
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break;
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}
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}
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const scale = Math.max(0, time - 0.001);
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const scalar = Math.max(0, time - 0.001) * delta * timeLeft;
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position.x += velocity.x * delta * timeLeft * scale;
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position.x += velocity.x * scalar;
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position.y += velocity.y * delta * timeLeft * scale;
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position.y += velocity.y * scalar;
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const dot = getDotProduct(velocity, closest.normal);
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const dot = getDotProduct(velocity, closest.normal);
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velocity.x -= closest.normal.x * dot;
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velocity.x -= closest.normal.x * dot;
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@@ -538,6 +539,5 @@ export function moveAndSlide(
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timeLeft *= 1 - time;
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timeLeft *= 1 - time;
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}
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}
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velocity.x *= timeLeft;
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scale(velocity, timeLeft);
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velocity.y *= timeLeft;
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}
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}
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@@ -10,11 +10,11 @@ import { createVector } from "#/engine/Vector.ts";
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import portal from "#/game/assets/portal.png";
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import portal from "#/game/assets/portal.png";
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const portalSrc = await defineSpriteSheet(portal, 3, 1);
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const portalSrc = await defineSpriteSheet(portal, 3, 1);
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const position = createVector();
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defineEntity("portal", {
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defineEntity("portal", {
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position,
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position: createVector(),
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velocity: createVector(),
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collider: createCollider(Shape.Circle, createCircle(8)),
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sprite: createSprite(portalSrc, createVector(-8, -8)),
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sprite: createSprite(portalSrc, createVector(-8, -8)),
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animation: createSpriteAnimation(400, 0),
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animation: createSpriteAnimation(400, 0),
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collider: createCollider(Shape.Circle, createCircle(8)),
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});
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});
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@@ -1,4 +1,5 @@
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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 { createRect } 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 {
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import {
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createSpriteAnimation,
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createSpriteAnimation,
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@@ -6,6 +7,11 @@ import {
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type Sprite,
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type Sprite,
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type SpriteAnimation,
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type SpriteAnimation,
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} from "#/engine/Sprite.ts";
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} from "#/engine/Sprite.ts";
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import {
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type Collider,
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createCollider,
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Shape,
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} from "#/engine/system/physics.ts";
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import { createVector, type Vector } from "#/engine/Vector.ts";
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import { createVector, type Vector } from "#/engine/Vector.ts";
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import { viewport } from "#/engine/Viewport.ts";
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import { viewport } from "#/engine/Viewport.ts";
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import charIdle from "#/game/assets/char-idle.png";
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import charIdle from "#/game/assets/char-idle.png";
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@@ -40,10 +46,10 @@ const animations = {
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walk: createSpriteAnimation(250, 2),
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walk: createSpriteAnimation(250, 2),
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};
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};
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const position = createVector();
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const process = defineEntity<{
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const process = defineEntity<{
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position: Vector;
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position: Vector;
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velocity: Vector;
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collider: Collider;
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animation: SpriteAnimation;
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animation: SpriteAnimation;
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animations: {
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animations: {
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idle: SpriteAnimation;
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idle: SpriteAnimation;
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@@ -56,7 +62,9 @@ const process = defineEntity<{
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};
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};
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stuff: number;
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stuff: number;
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}>("testEntity", {
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}>("testEntity", {
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position,
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position: createVector(),
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velocity: createVector(),
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collider: createCollider(Shape.Rect, createRect(16, 16)),
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animation: animations.idle,
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animation: animations.idle,
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animations: animations,
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animations: animations,
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sprite: sprites.idle,
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sprite: sprites.idle,
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@@ -65,17 +73,21 @@ const process = defineEntity<{
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});
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});
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process((id, _delta) => {
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process((id, _delta) => {
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const position = $<Vector>("position").get(id)!;
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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 collider = $<Collider>("collider").get(id)!.value;
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const stuff = $<number>("stuff").get(id)!;
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const stuff = $<number>("stuff").get(id)!;
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const sprite = $<Sprite>("sprite").get(id)!;
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const sprite = $<Sprite>("sprite").get(id)!;
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const animation = $<SpriteAnimation>("animation").get(id)!;
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const animation = $<SpriteAnimation>("animation").get(id)!;
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position.value.x += stuff.value * 0.5;
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velocity.x = stuff.value * 0.5;
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if (position.value.x > viewport.canvas.width - 16) {
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position.x += velocity.x;
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if (position.x + collider.offset.x > viewport.canvas.width - 16) {
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stuff.value = -1;
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stuff.value = -1;
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animation.value = animations.walk;
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animation.value = animations.walk;
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sprite.value = sprites.walk;
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sprite.value = sprites.walk;
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} else if (position.value.x < 0) {
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} else if (position.x + collider.offset.x < 0) {
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stuff.value = 1;
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stuff.value = 1;
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animation.value = animations.idle;
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animation.value = animations.idle;
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sprite.value = sprites.idle;
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sprite.value = sprites.idle;
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