3D game
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@@ -8,9 +8,8 @@ import { Camera } from "$/client/components/camera.ts";
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import { render_animated_sprite, render_sprite } from "./rendering/sprites.ts";
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import { render_dimension } from "./rendering/dimension.ts";
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import { render_player_hotbar } from "./rendering/player.ts";
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import { begin_mode_2d, end_mode_2d } from "../renderer/mod.ts";
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import { PlayerComponent } from "../player.ts";
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import { begin_mode_3d, end_mode_3d, push_cube } from "../renderer/core.ts";
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import { begin_mode_3d, end_mode_3d } from "../renderer/core.ts";
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export class RenderSystem extends System {
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constructor() {
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@@ -18,83 +17,42 @@ export class RenderSystem extends System {
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}
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update(world: World, _delta: number): void {
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/*const camera_entity = world.get_entities().values().find((e) => e.get(Camera)?.active);
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const camera_entity = world.get_entities().values().find((e) => e.get(Camera));
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const camera = camera_entity?.get(Camera);
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if (!camera) {
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return;
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}
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begin_mode_2d(camera);
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begin_mode_3d(camera);
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for (const entity of world.get_entities()) {
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const position = entity.get(Position);
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const sprite = entity.get(Sprite);
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if (sprite && position) {
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render_sprite(sprite, position, camera);
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}
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const animated_sprite = entity.get(AnimatedSprite);
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if (animated_sprite && position) {
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render_animated_sprite(animated_sprite, position, camera);
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}
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const dimension = entity.get(Dimension);
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if (dimension) {
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render_dimension(dimension, camera);
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render_dimension(dimension /*, camera*/);
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}
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}
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end_mode_2d();
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end_mode_3d();
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for (const entity of world.get_entities()) {
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const player_component = entity.get(PlayerComponent);
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const position = entity.get(Position);
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const sprite = entity.get(Sprite);
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if (position && sprite) {
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render_sprite(sprite, position);
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}
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const animated_sprite = entity.get(AnimatedSprite);
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if (position && animated_sprite) {
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render_animated_sprite(animated_sprite, position);
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}
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const player_component = entity.get(PlayerComponent);
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if (player_component) {
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render_player_hotbar(player_component.player_inventory);
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}
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}*/
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begin_mode_3d();
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push_cube(
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-0.5,
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-0.5,
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-0.5,
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1,
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1,
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1,
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1,
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0,
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0,
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1,
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);
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push_cube(
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0.5,
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0.5,
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0.5,
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1,
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1,
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1,
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1,
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0,
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0,
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1,
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);
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push_cube(
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0,
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0,
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0,
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1,
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1,
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1,
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1,
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0,
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0,
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1,
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);
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end_mode_3d();
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}
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}
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}
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