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@@ -1,34 +1,35 @@
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import { createAnimation, playAnimation } from "#/engine/Animation.ts";
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import { createCircle } from "#/engine/Circle";
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import { type Circle, 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 { loadImage } from "#/engine/lib/loadImage";
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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 {
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createSpriteAnimation,
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createSpritesSheet,
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type SpriteAnimation,
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} from "#/engine/sprites.ts";
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import { createVector, type Vector } from "#/engine/Vector.ts";
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import charIdle from "#/game/assets/char-idle.png";
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const idle: Sprite = await fromSrc(charIdle, 2, 4);
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export type Hero = {
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position: Vector;
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velocity: Vector;
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body: Circle;
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animation: SpriteAnimation;
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};
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const speed = 0.05;
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const idleSheet = createSpritesSheet(await loadImage(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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const state: Hero = {
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position: createVector(),
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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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body: createCircle(createVector(), 4),
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animation: createSpriteAnimation(idleSheet, 500, 2),
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};
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animate((entity, ctx, delta) => {
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playAnimation(
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ctx,
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entity.animation,
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entity.position.x,
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entity.position.y,
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delta,
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);
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});
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const process = defineEntity("hero", state);
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process((entity, delta) => {
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if (pointer.isDown) {
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@@ -49,6 +50,6 @@ process((entity, delta) => {
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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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// entity.body.position.x = entity.body.offset.x + entity.position.x;
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// entity.body.position.y = entity.body.offset.y + entity.position.y;
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});
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@@ -1,20 +1,10 @@
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import { createAnimation, playAnimation } from "#/engine/Animation.ts";
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import { defineEntity } from "#/engine/Entity.ts";
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import { fromSrc, type Sprite } from "#/engine/Sprite.ts";
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import { loadImage } from "#/engine/lib/loadImage.ts";
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import { createSpriteAnimation, createSpritesSheet } from "#/engine/sprites.ts";
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import portal from "#/game/assets/portal.png";
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const sprite: Sprite = await fromSrc(portal, 3, 1);
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const portalSheet = createSpritesSheet(await loadImage(portal), 3, 1);
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const { animate } = defineEntity("portal", {
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animation: createAnimation(sprite, 400, 0),
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});
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animate((entity, ctx, delta) => {
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playAnimation(
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ctx,
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entity.animation,
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entity.position.x,
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entity.position.y,
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delta,
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);
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defineEntity("portal", {
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animation: createSpriteAnimation(portalSheet, 400, 0),
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});
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@@ -1,49 +1,41 @@
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import {
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type Animation,
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createAnimation,
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playAnimation,
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} from "#/engine/Animation.ts";
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import { defineEntity } from "#/engine/Entity.ts";
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import { loadImage } from "#/engine/lib/loadImage.ts";
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import { createSprite } from "#/engine/Sprite.ts";
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import {
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createSpriteAnimation,
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createSpritesSheet,
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type SpriteAnimation,
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} from "#/engine/sprites.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 charIdle from "#/game/assets/char-idle.png";
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import charWalk from "#/game/assets/char-walk.png";
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const sprites = {
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idle: createSprite(await loadImage(charIdle), 2, 4),
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walk: createSprite(await loadImage(charWalk), 4, 4),
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idle: createSpritesSheet(await loadImage(charIdle), 2, 4),
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walk: createSpritesSheet(await loadImage(charWalk), 4, 4),
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};
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const animations = {
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idle: createAnimation(sprites.idle, 500, 2),
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walk: createAnimation(sprites.walk, 250, 2),
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idle: createSpriteAnimation(sprites.idle, 500, 2),
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walk: createSpriteAnimation(sprites.walk, 250, 2),
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};
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const { animate, process } = defineEntity<{
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animation: Animation;
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const process = defineEntity<{
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position: Vector;
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animation: SpriteAnimation;
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animations: {
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idle: Animation;
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walk: Animation;
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idle: SpriteAnimation;
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walk: SpriteAnimation;
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};
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stuff: number;
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}>("testEntity", {
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position: createVector(),
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animations,
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animation: animations.idle,
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stuff: 1,
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});
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animate((entity, ctx, delta) => {
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playAnimation(
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ctx,
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entity.animation,
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entity.position.x,
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entity.position.y,
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delta,
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);
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});
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process((entity, delta) => {
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process((entity, _delta) => {
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entity.position.x += entity.stuff * 0.5;
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if (entity.position.x > viewport.canvas.width - 16) {
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entity.stuff = -1;
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@@ -5,9 +5,11 @@
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"entities": [
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{
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"name": "hero",
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"position": {
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"x": 0,
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"y": 0
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"init": {
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"position": {
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"x": 0,
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"y": 0
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}
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}
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}
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]
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@@ -5,16 +5,20 @@
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"entities": [
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{
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"name": "hero",
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"position": {
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"x": 0,
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"y": 0
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"init": {
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"position": {
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"x": 0,
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"y": 0
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}
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}
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},
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{
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"name": "testEntity",
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"position": {
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"x": 24,
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"y": 16
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"init": {
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"position": {
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"x": 24,
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"y": 16
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}
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}
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}
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]
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@@ -1,27 +1,33 @@
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{
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"name": "testScene",
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"width": 80,
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"height": 48,
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"width": 240,
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"height": 160,
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"entities": [
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{
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"name": "hero",
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"position": {
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"x": 0,
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"y": 0
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"init": {
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"position": {
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"x": 0,
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"y": 0
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}
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}
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},
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{
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"name": "portal",
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"position": {
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"x": 16,
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"y": 16
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"init": {
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"position": {
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"x": 16,
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"y": 16
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}
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}
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},
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{
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"name": "testEntity",
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"position": {
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"x": 32,
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"y": 32
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"init": {
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"position": {
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"x": 32,
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"y": 32
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}
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}
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}
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]
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@@ -1,6 +1,7 @@
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import { strokeCircle } from "#/engine/Circle";
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import { strokeCircle } from "#/engine/Circle.ts";
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import { pointer } from "#/engine/Pointer.ts";
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import { defineScene } from "#/engine/Scene.ts";
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import type { Hero } from "#/game/entities/hero/entity.ts";
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import data from "./data.json";
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const { process, preProcess, linkScenes } = defineScene(data);
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@@ -8,14 +9,14 @@ const { process, preProcess, linkScenes } = defineScene(data);
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linkScenes(["fooScene"] as const);
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preProcess((entityInstanceMap) => {
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const entity = entityInstanceMap.get(data.entities[0].name);
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const instance = entity!.instances[0];
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const entry = entityInstanceMap.get("hero")!;
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const instance = entry.instances[0] as Hero;
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instance.position.x = data.width - 16;
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instance.position.y = data.height - 16;
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instance.position.x = data.width - instance.animation.sheet.frameHeight;
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instance.position.y = data.height - instance.animation.sheet.frameWidth;
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});
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process((ctx, delta) => {
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process((ctx, _delta) => {
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if (!pointer.isDown) {
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strokeCircle(ctx, {
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position: pointer.position,
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