1st working swept
This commit is contained in:
+6
-11
@@ -38,10 +38,10 @@ export function strokeRect(
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ctx.globalAlpha = alpha;
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ctx.lineWidth = lineWidth;
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ctx.strokeRect(
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rect.position.x - 0.5,
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rect.position.y - 0.5,
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rect.width,
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rect.height,
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rect.position.x + 0.5,
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rect.position.y + 0.5,
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rect.width - 1,
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rect.height - 1,
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);
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ctx.restore();
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}
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@@ -53,13 +53,8 @@ export function fillRect(
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alpha: number = 1.0,
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): void {
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ctx.save();
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ctx.strokeStyle = color;
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ctx.fillStyle = color;
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ctx.globalAlpha = alpha;
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ctx.fillRect(
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rect.position.x - 0.5,
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rect.position.y - 0.5,
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rect.width,
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rect.height,
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);
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ctx.fillRect(rect.position.x, rect.position.y, rect.width, rect.height);
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ctx.restore();
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}
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+75
-16
@@ -1,8 +1,9 @@
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import type { Circle } from "#/engine/Circle.ts";
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import type { Polygon } from "#/engine/Polygon.ts";
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import { createRect, type Rect } from "#/engine/Rect.ts";
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import { createRect, fillRect, type Rect, strokeRect } from "#/engine/Rect.ts";
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import $ from "#/engine/Scene.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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export enum Shape {
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Cirle,
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@@ -22,7 +23,13 @@ type CollisionBuffer = {
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slice: Array<Collision>;
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};
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type Collide = (collision: Collision, cid: string) => void;
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type Collide = (
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collision: Collision,
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cid: string,
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self: Collider,
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velocity: Vector,
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other: Collider,
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) => void;
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export type Collider = {
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shape: Shape;
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@@ -73,25 +80,77 @@ export function createCollider(
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};
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}
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const infAABB = createRect(createVector(), 0, 0);
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function sweptAABB(self: Collider, other: Collider, velocity: Vector): void {
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infAABB.position.x = other.aabb.position.x - self.aabb.width / 2;
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infAABB.position.y = other.aabb.position.y - self.aabb.height / 2;
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infAABB.width = other.aabb.width - self.aabb.width;
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infAABB.height = other.aabb.height - self.aabb.height;
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const inflAABB = createRect(createVector(), 0, 0);
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function sweptAABB(
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self: Collider,
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velocity: Vector,
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other: Collider,
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): null | number {
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inflAABB.position.x = other.aabb.position.x - self.aabb.width;
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inflAABB.position.y = other.aabb.position.y - self.aabb.height;
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inflAABB.width = other.aabb.width + self.aabb.width;
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inflAABB.height = other.aabb.height + self.aabb.height;
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//
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let txNear = (inflAABB.position.x - self.aabb.position.x) / velocity.x;
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let txFar =
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(inflAABB.position.x + inflAABB.width - self.aabb.position.x) / velocity.x;
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let tyNear = (inflAABB.position.y - self.aabb.position.y) / velocity.y;
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let tyFar =
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(inflAABB.position.y + inflAABB.height - self.aabb.position.y) / velocity.y;
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if (txNear > txFar) {
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[txNear, txFar] = [txFar, txNear];
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}
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if (tyNear > tyFar) {
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[tyNear, tyFar] = [tyFar, tyNear];
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}
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function collideWithCirle(collision: Collision, cid: string) {
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// no collision at all
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if (txNear > tyFar || tyNear > txFar) {
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return null;
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}
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const thNear = Math.max(txNear, tyNear);
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const thFar = Math.min(txFar, tyFar);
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// thMax < 0, collision is behind a frame
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// thMin > 1, collision is ahead a frame
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if (thFar < 0 || thNear > 1) {
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return null;
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}
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return thNear;
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}
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function collideWithCirle(
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collision: Collision,
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cid: string,
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self: Collider,
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velocity: Vector,
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other: Collider,
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) {
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collision.cid = cid;
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}
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function collideWithRect(collision: Collision, cid: string) {
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collision.cid = cid;
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function collideWithRect(
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collision: Collision,
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cid: string,
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self: Collider,
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velocity: Vector,
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other: Collider,
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) {
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const th = sweptAABB(self, velocity, other);
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collision.cid = th !== null ? cid : "";
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}
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function collideWithPolygon(collision: Collision, cid: string) {
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function collideWithPolygon(
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collision: Collision,
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cid: string,
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self: Collider,
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velocity: Vector,
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other: Collider,
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) {
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collision.cid = cid;
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}
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@@ -172,15 +231,15 @@ export function moveAndCollide(
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const collision = next(self.buffer);
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switch (self.shape) {
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case CIRCLE: {
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circleCollide[other.shape](collision, cid);
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circleCollide[other.shape](collision, cid, self, velocity, other);
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break;
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}
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case RECT: {
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rectCollide[other.shape](collision, cid);
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rectCollide[other.shape](collision, cid, self, velocity, other);
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break;
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}
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case POLYGON: {
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polygonCollide[other.shape](collision, cid);
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polygonCollide[other.shape](collision, cid, self, velocity, other);
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break;
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}
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}
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@@ -1,7 +1,7 @@
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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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import { createRect } from "#/engine/Rect.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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import {
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createSprite,
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@@ -9,6 +9,8 @@ import {
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defineSpriteSheet,
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} from "#/engine/Sprite.ts";
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import {
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type Collider,
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type Collision,
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createCollider,
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moveAndCollide,
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Shape,
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@@ -19,6 +21,7 @@ import {
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scale,
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type Vector,
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} 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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const speed = 0.05;
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@@ -35,6 +38,7 @@ const process = defineEntity("hero", {
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process((id, delta) => {
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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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if (pointer.isDown) {
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position.x = pointer.position.x;
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@@ -49,12 +53,18 @@ process((id, delta) => {
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normalize(velocity);
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scale(velocity, speed);
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const collisions = moveAndCollide(id, velocity, delta);
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// console.log(collisions);
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position.x += velocity.x * delta;
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position.y += velocity.y * delta;
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velocity.x = 0;
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velocity.y = 0;
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const collisions = moveAndCollide(id, velocity, delta);
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// console.log(collisions);
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fillRect(viewport.ctx, collider.aabb, "orange");
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strokeRect(viewport.ctx, collider.aabb, "red");
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if (collisions.some((c: Collision) => c.cid.length > 0)) {
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fillRect(viewport.ctx, collider.aabb, "red");
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}
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});
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@@ -1,5 +1,5 @@
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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 { createRect, fillRect, strokeRect } from "#/engine/Rect.ts";
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import $ from "#/engine/Scene.ts";
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import {
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createSprite,
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@@ -12,6 +12,7 @@ import {
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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 { viewport } from "#/engine/Viewport";
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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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@@ -30,4 +31,7 @@ process((id, delta) => {
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cPos.x = position.x;
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cPos.y = position.y;
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fillRect(viewport.ctx, collider.aabb, "orange");
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strokeRect(viewport.ctx, collider.aabb, "red");
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});
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@@ -16,8 +16,8 @@
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"name": "portal",
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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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"x": 24,
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"y": 24
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}
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}
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},
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