Files
nage/game/entities/hero/entity.ts
T
2026-03-23 23:03:58 +01:00

86 lines
2.3 KiB
TypeScript

import { defineEntity } from "#/engine/Entity.ts";
import { keyboardInput } from "#/engine/Keyboard.ts";
import { lerp } from "#/engine/lib/lerp";
import { pointer } from "#/engine/Pointer.ts";
import { createRect, fillRect, strokeRect } from "#/engine/Rect.ts";
import $ from "#/engine/Scene.ts";
import {
createSprite,
createSpriteAnimation,
defineSpriteSheet,
} from "#/engine/Sprite.ts";
import {
type Collider,
type Collision,
createCollider,
moveAndCollide,
Shape,
} from "#/engine/system/physics.ts";
import {
createVector,
normalize,
scale,
type Vector,
} from "#/engine/Vector.ts";
import { viewport } from "#/engine/Viewport.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: createCollider(Shape.Rect, createRect(createVector(), 16, 16)),
});
process((id, delta) => {
const positions = $<Vector>("position");
const position = positions.get(id)!.value;
const colliders = $<Collider>("collider");
const collider = colliders.get(id)!.value;
const velocity = $<Vector>("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);
let cScale = 1;
const collisions = moveAndCollide(id, velocity, delta);
for (const collision of collisions) {
// const _collider = colliders.get(collision.cid)!.value;
// const _position = positions.get(collision.cid)!.value;
const time = collision.time;
if (time === -Infinity) {
break;
}
cScale = Math.min(0, time - 0.001);
console.log(cScale);
}
position.x += velocity.x * delta * cScale;
position.y += velocity.y * delta * cScale;
velocity.x = 0;
velocity.y = 0;
fillRect(viewport.ctx, collider.aabb, "orange");
strokeRect(viewport.ctx, collider.aabb, "red");
if (collisions.some((c: Collision) => c.cid.length > 0)) {
fillRect(viewport.ctx, collider.aabb, "red");
}
});