WIP
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+4
-4
@@ -14,14 +14,14 @@ export function copyVector(vector: Vector): Vector {
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};
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}
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export function fromPolar(direction: number, magnitude: number): Vector {
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export function fromPolar(angle: number, magnitude: number): Vector {
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return {
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x: Math.cos(direction) * magnitude,
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y: Math.sin(direction) * magnitude,
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x: Math.cos(angle) * magnitude,
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y: Math.sin(angle) * magnitude,
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};
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}
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export function getDirection(vector: Vector): number {
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export function getAngle(vector: Vector): number {
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return Math.atan2(vector.y, vector.x);
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}
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@@ -0,0 +1,115 @@
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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 type { Rect } 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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export enum Shape {
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Cirle,
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Rect,
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Polygon,
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}
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const CIRCLE = Shape.Cirle;
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const RECT = Shape.Rect;
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const POLYGON = Shape.Polygon;
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type ShapeType = Shape.Cirle | Shape.Rect | Shape.Polygon;
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type CollisionBuffer = {
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size: number;
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mask: number;
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cursor: number;
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pool: Array<Collision>;
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slice: Array<Collision>;
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};
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function createCollisionBuffer(size: number): CollisionBuffer {
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if ((size & (size - 1)) !== 0) {
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throw new Error("size must be a power of two");
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}
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const pool: Array<Collision> = [];
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for (let i = 0; i < size; i++) {
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pool.push(createCollision());
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}
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return {
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size,
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mask: size - 1,
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cursor: 0,
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pool,
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slice: [],
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};
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}
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function bufferNext(buffer: CollisionBuffer): Collision {
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return buffer.pool[buffer.cursor++ & buffer.mask];
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}
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function bufferSliceReset(buffer: CollisionBuffer): void {
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buffer.slice.length = 0;
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}
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function bufferSliceAdd(buffer: CollisionBuffer): Collision {
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const next = bufferNext(buffer);
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buffer.slice.push(next);
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return next;
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}
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export type Collider = {
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shape: ShapeType;
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body: Circle | Rect | Polygon;
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buffer: CollisionBuffer;
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};
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export type Collision = {
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cid: string;
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normal: Vector;
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position: Vector;
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depth: 0;
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angle: 0;
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};
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function createCollision(): Collision {
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return {
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cid: "",
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normal: createVector(),
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position: createVector(),
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depth: 0,
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angle: 0,
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};
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}
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export function createCollider(
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shape: ShapeType,
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body: Circle | Rect | Polygon,
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bufferSize: number = 8,
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): Collider {
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return {
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shape,
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body,
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buffer: createCollisionBuffer(bufferSize),
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};
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}
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export function moveAndCollide(
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id: string,
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velocity: Vector,
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delta: number,
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): Array<Collision> {
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const colliders = $<Collider>("collider")!;
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const self = colliders.get(id)!.value;
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bufferSliceReset(self.buffer);
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for (const [cid, _] of colliders.entries()) {
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if (cid === id) {
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continue;
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}
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const collisoin = bufferSliceAdd(self.buffer);
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collisoin.cid = cid;
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}
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return self.buffer.slice;
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}
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@@ -1,51 +0,0 @@
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import type { Circle } from "#/engine/Circle.ts";
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import type MapProxy from "#/engine/lib/MapProxy.ts";
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import RingBuffer from "#/engine/lib/RingBuffer.ts";
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import type { Polygon } from "#/engine/Polygon.ts";
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import type { Rect } 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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const CIRCLE = 0;
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const RECT = 1;
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const POLYGON = 2;
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type Shape = 0 | 1 | 2;
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export type Collider = {
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shape: Shape;
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collision: Collision;
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};
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export type Collision = {
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id: string;
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};
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export function createCollider(shape: Shape): Collider {
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return {
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shape,
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collision: { id: "" },
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};
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}
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const collisions = new RingBuffer(128, {
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id: "",
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normal: createVector(),
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});
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export function moveAndCollide(
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id: string,
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velocity: Vector,
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delta: number,
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): void {
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const colliders = $<Collider>("collider")!;
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for (const [oid, _] of colliders.entries()) {
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if (oid === id) {
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continue;
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}
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const self = colliders.get(id)!.value;
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self.collision.id = oid;
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}
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}
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@@ -9,10 +9,10 @@ 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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createCollider,
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moveAndCollide,
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} from "#/engine/system/processPhysics.ts";
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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 charIdle from "#/game/assets/char-idle.png";
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@@ -24,13 +24,12 @@ const process = defineEntity("hero", {
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sprite: createSprite(idleSrc),
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animation: createSpriteAnimation(500, 2),
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velocity: createVector(),
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collider: createCollider(0),
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collider: createCollider(Shape.Cirle, createCircle(createVector(), 8)),
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});
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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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@@ -48,6 +47,6 @@ process((id, delta) => {
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velocity.x = 0;
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velocity.y = 0;
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moveAndCollide(id, velocity, delta);
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console.log(collider.collision.id);
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const collisions = moveAndCollide(id, velocity, delta);
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console.log(collisions);
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});
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@@ -5,7 +5,7 @@ import {
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createSpriteAnimation,
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defineSpriteSheet,
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} from "#/engine/Sprite.ts";
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import { createCollider } from "#/engine/system/processPhysics.ts";
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import { createCollider, Shape } from "#/engine/system/physics.ts";
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import { createVector } from "#/engine/Vector.ts";
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import portal from "#/game/assets/portal.png";
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@@ -15,5 +15,5 @@ defineEntity("portal", {
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position: createVector(),
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sprite: createSprite(portalSrc),
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animation: createSpriteAnimation(400, 0),
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collider: createCollider(0),
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collider: createCollider(Shape.Cirle, createCircle(createVector(), 8)),
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});
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