import { defineEntity } from "#/engine/Entity.ts"; import { keyboardInput } from "#/engine/Keyboard.ts"; import { pointer } from "#/engine/Pointer.ts"; import { createRect } from "#/engine/Rect.ts"; import $ from "#/engine/Scene.ts"; import { createSprite, createSpriteAnimation, defineSpriteSheet, } from "#/engine/Sprite.ts"; import { createCollider, moveAndSlide, Shape, } from "#/engine/system/physics.ts"; import { createVector, normalize, scale, type Vector, } from "#/engine/Vector.ts"; import charIdle from "#/game/assets/char-idle.png"; const speed = 0.1; const idleSrc = await defineSpriteSheet(charIdle, 2, 4); const process = defineEntity("hero", { position: createVector(), sprite: createSprite(idleSrc), animation: createSpriteAnimation(500, 2), velocity: createVector(), collider: createCollider(Shape.Rect, createRect(createVector(), 16, 16)), }); process((id, delta) => { const position = $("position").get(id)!.value; const velocity = $("velocity").get(id)!.value; if (pointer.isDown) { position.x = pointer.position.x; position.y = pointer.position.y; return; } velocity.x -= keyboardInput.arrowLeft ? 1 : 0; velocity.x += keyboardInput.arrowRight ? 1 : 0; velocity.y -= keyboardInput.arrowUp ? 1 : 0; velocity.y += keyboardInput.arrowDown ? 1 : 0; normalize(velocity); scale(velocity, speed); moveAndSlide(id, velocity, delta); position.x += velocity.x * delta; position.y += velocity.y * delta; velocity.x = 0; velocity.y = 0; });