86 lines
2.3 KiB
TypeScript
86 lines
2.3 KiB
TypeScript
import { defineEntity } from "#/engine/Entity.ts";
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import { keyboardInput } from "#/engine/Keyboard.ts";
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import { lerp } from "#/engine/lib/lerp";
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import { pointer } from "#/engine/Pointer.ts";
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import { createRect, fillRect, strokeRect } from "#/engine/Rect.ts";
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import $ from "#/engine/Scene.ts";
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import {
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createSprite,
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createSpriteAnimation,
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defineSpriteSheet,
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} from "#/engine/Sprite.ts";
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import {
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type Collider,
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type Collision,
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createCollider,
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moveAndCollide,
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Shape,
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} from "#/engine/system/physics.ts";
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import {
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createVector,
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normalize,
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scale,
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type Vector,
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} from "#/engine/Vector.ts";
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import { viewport } from "#/engine/Viewport.ts";
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import charIdle from "#/game/assets/char-idle.png";
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const speed = 0.05;
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const idleSrc = await defineSpriteSheet(charIdle, 2, 4);
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const process = defineEntity("hero", {
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position: createVector(),
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sprite: createSprite(idleSrc),
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animation: createSpriteAnimation(500, 2),
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velocity: createVector(),
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collider: createCollider(Shape.Rect, createRect(createVector(), 16, 16)),
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});
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process((id, delta) => {
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const positions = $<Vector>("position");
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const position = positions.get(id)!.value;
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const colliders = $<Collider>("collider");
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const collider = colliders.get(id)!.value;
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const velocity = $<Vector>("velocity").get(id)!.value;
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if (pointer.isDown) {
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position.x = pointer.position.x;
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position.y = pointer.position.y;
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return;
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}
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velocity.x -= keyboardInput.arrowLeft ? 1 : 0;
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velocity.x += keyboardInput.arrowRight ? 1 : 0;
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velocity.y -= keyboardInput.arrowUp ? 1 : 0;
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velocity.y += keyboardInput.arrowDown ? 1 : 0;
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normalize(velocity);
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scale(velocity, speed);
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let cScale = 1;
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const collisions = moveAndCollide(id, velocity, delta);
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for (const collision of collisions) {
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// const _collider = colliders.get(collision.cid)!.value;
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// const _position = positions.get(collision.cid)!.value;
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const time = collision.time;
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if (time === -Infinity) {
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break;
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}
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cScale = Math.min(0, time - 0.001);
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console.log(cScale);
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}
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position.x += velocity.x * delta * cScale;
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position.y += velocity.y * delta * cScale;
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velocity.x = 0;
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velocity.y = 0;
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fillRect(viewport.ctx, collider.aabb, "orange");
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strokeRect(viewport.ctx, collider.aabb, "red");
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if (collisions.some((c: Collision) => c.cid.length > 0)) {
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fillRect(viewport.ctx, collider.aabb, "red");
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}
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});
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