import { createAnimation, playAnimation } from "#/engine/Animation.ts"; import { createCircle, drawCircle } from "#/engine/Circle"; import { moveAndCollide } from "#/engine/Collision.ts"; import { defineEntity } from "#/engine/Entity.ts"; import { keyboardInput } from "#/engine/Keyboard.ts"; import { pointer } from "#/engine/Pointer.ts"; import { fromSrc, type Sprite } from "#/engine/Sprite.ts"; import { createVector } from "#/engine/Vector.ts"; import charIdle from "#/game/assets/char-idle.png"; const idle: Sprite = await fromSrc(charIdle, 2, 4); const speed = 0.05; const { animate, process } = defineEntity("hero", { animation: createAnimation(idle, 500, 2), velocity: createVector(), body: { shape: createCircle(createVector(), 4), offset: createVector(8, 10), }, }); animate((entity, ctx, delta) => { playAnimation( ctx, entity.animation, entity.position.x, entity.position.y, delta, ); drawCircle(ctx, entity.body.shape, "red"); }); process((entity, delta) => { if (pointer.isDown) { entity.position.x = pointer.position.x; entity.position.y = pointer.position.y; } entity.velocity.x -= keyboardInput.arrowLeft ? speed : 0; entity.velocity.x += keyboardInput.arrowRight ? speed : 0; entity.velocity.y -= keyboardInput.arrowUp ? speed : 0; entity.velocity.y += keyboardInput.arrowDown ? speed : 0; entity.position.x = Math.round(entity.velocity.x * delta + entity.position.x); entity.position.y = Math.round(entity.velocity.y * delta + entity.position.y); entity.velocity.x = 0; entity.velocity.y = 0; moveAndCollide(entity.body, entity.velocity); entity.body.shape.position.x = entity.body.offset.x + entity.position.x; entity.body.shape.position.y = entity.body.offset.y + entity.position.y; });