import { defineEntity } from "#/engine/Entity.ts"; import { keyboardInput } from "#/engine/Keyboard.ts"; import { pointer } from "#/engine/Pointer.ts"; import $ from "#/engine/Scene.ts"; import { createSprite, createSpriteAnimation, defineSpriteSheet, } from "#/engine/Sprite.ts"; import { createVector, type Vector } from "#/engine/Vector.ts"; import charIdle from "#/game/assets/char-idle.png"; const speed = 0.05; const idleSrc = await defineSpriteSheet(charIdle, 2, 4); const process = defineEntity("hero", { position: createVector(), sprite: createSprite(idleSrc), animation: createSpriteAnimation(500, 2), velocity: createVector(), }); process((id, delta) => { const position = $("position").get(id)!; const velocity = $("velocity").get(id)!; if (pointer.isDown) { position.value.x = pointer.position.x; position.value.y = pointer.position.y; } velocity.value.x -= keyboardInput.arrowLeft ? speed : 0; velocity.value.x += keyboardInput.arrowRight ? speed : 0; velocity.value.y -= keyboardInput.arrowUp ? speed : 0; velocity.value.y += keyboardInput.arrowDown ? speed : 0; position.value.x = Math.round(velocity.value.x * delta + position.value.x); position.value.y = Math.round(velocity.value.y * delta + position.value.y); velocity.value.x = 0; velocity.value.y = 0; });