import { createCircle } from "#/engine/Circle.ts"; 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 { type Collider, moveAndCollide, } from "#/engine/system/processPhysics.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(), collider: createCircle(createVector(), 8), }); process((id, delta) => { const position = $("position").get(id)!.value; const velocity = $("velocity").get(id)!.value; const collider = $("collider").get(id)!.value; if (pointer.isDown) { position.x = pointer.position.x; position.y = pointer.position.y; } velocity.x -= keyboardInput.arrowLeft ? speed : 0; velocity.x += keyboardInput.arrowRight ? speed : 0; velocity.y -= keyboardInput.arrowUp ? speed : 0; velocity.y += keyboardInput.arrowDown ? speed : 0; position.x = Math.round(velocity.x * delta + position.x); position.y = Math.round(velocity.y * delta + position.y); velocity.x = 0; velocity.y = 0; const collision = moveAndCollide(collider, velocity, delta); console.log(collision); });