This commit is contained in:
Schluffe
2026-02-19 20:59:10 +01:00
parent 8ea950db5a
commit c95621072c
14 changed files with 264 additions and 319 deletions
+24 -23
View File
@@ -1,34 +1,35 @@
import { createAnimation, playAnimation } from "#/engine/Animation.ts";
import { createCircle } from "#/engine/Circle";
import { type Circle, createCircle } from "#/engine/Circle.ts";
import { moveAndCollide } from "#/engine/Collision.ts";
import { defineEntity } from "#/engine/Entity.ts";
import { keyboardInput } from "#/engine/Keyboard.ts";
import { loadImage } from "#/engine/lib/loadImage";
import { pointer } from "#/engine/Pointer.ts";
import { fromSrc, type Sprite } from "#/engine/Sprite.ts";
import { createVector } from "#/engine/Vector.ts";
import {
createSpriteAnimation,
createSpritesSheet,
type SpriteAnimation,
} from "#/engine/sprites.ts";
import { createVector, type Vector } from "#/engine/Vector.ts";
import charIdle from "#/game/assets/char-idle.png";
const idle: Sprite = await fromSrc(charIdle, 2, 4);
export type Hero = {
position: Vector;
velocity: Vector;
body: Circle;
animation: SpriteAnimation;
};
const speed = 0.05;
const idleSheet = createSpritesSheet(await loadImage(charIdle), 2, 4);
const { animate, process } = defineEntity("hero", {
animation: createAnimation(idle, 500, 2),
const state: Hero = {
position: createVector(),
velocity: createVector(),
body: {
shape: createCircle(createVector(), 4),
offset: createVector(8, 10),
},
});
body: createCircle(createVector(), 4),
animation: createSpriteAnimation(idleSheet, 500, 2),
};
animate((entity, ctx, delta) => {
playAnimation(
ctx,
entity.animation,
entity.position.x,
entity.position.y,
delta,
);
});
const process = defineEntity("hero", state);
process((entity, delta) => {
if (pointer.isDown) {
@@ -49,6 +50,6 @@ process((entity, delta) => {
moveAndCollide(entity.body, entity.velocity);
entity.body.shape.position.x = entity.body.offset.x + entity.position.x;
entity.body.shape.position.y = entity.body.offset.y + entity.position.y;
// entity.body.position.x = entity.body.offset.x + entity.position.x;
// entity.body.position.y = entity.body.offset.y + entity.position.y;
});