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2026-02-24 15:36:10 -03:00
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import { Entity, System } from "$/common/ecs/mod.ts";
import { Velocity } from "$/common/components/velocity.ts";
import { InputManager } from "../input_manager.ts";
import { AnimatedSprite } from "../components/sprite.ts";
import { ClientWorld } from "../client_world.ts";
import { PlayerControls } from "../components/player_controls.ts";
import { PlayerInventory } from "../components/inventory.ts";
import { Camera } from "../components/camera.ts";
import { Position } from "../../common/components/position.ts";
export class PlayerControlsSystem extends System {
player: Entity;
constructor(player: Entity) {
super();
this.player = player;
}
update(world: ClientWorld, _delta: number): void {
const velocity = this.player.get(Velocity)!;
const controls = this.player.get(PlayerControls)!;
if (InputManager.is_key_down(controls.move_left)) {
velocity.vx = -controls.move_speed;
} else if (InputManager.is_key_down(controls.move_right)) {
velocity.vx = controls.move_speed;
} else {
velocity.vx = 0;
}
if (InputManager.is_key_down(controls.move_up)) {
velocity.vy = -controls.move_speed;
} else if (InputManager.is_key_down(controls.move_down)) {
velocity.vy = controls.move_speed;
} else {
velocity.vy = 0;
}
const animated_sprite = this.player.get(AnimatedSprite)!;
if (
InputManager.is_key_down(controls.move_up) || InputManager.is_key_down(controls.move_down) ||
InputManager.is_key_down(controls.move_left) || InputManager.is_key_down(controls.move_right)
) {
animated_sprite.set_state("running");
} else {
animated_sprite.set_state("idle");
}
if (InputManager.is_key_down(controls.move_left)) {
animated_sprite.flip_x = false;
} else if (InputManager.is_key_down(controls.move_right)) {
animated_sprite.flip_x = true;
}
if (InputManager.is_key_pressed(controls.open_inventory)) {
const inventory = this.player.get(PlayerInventory)!;
inventory.is_open = !inventory.is_open;
}
if (InputManager.is_key_pressed(controls.open_debug)) {
world.debugging = !world.debugging;
}
const position = this.player.get(Position)!;
const camera = this.player.get(Camera)!;
camera.x = Math.round(position.x);
camera.y = Math.round(position.y);
// --- APPLY BOUNDS ---
/*if (camera.bounds) {
camera.x = Math.max(
camera.bounds.min_x,
Math.min(camera.x, camera.bounds.max_x),
);
camera.y = Math.max(
camera.bounds.min_y,
Math.min(camera.y, camera.bounds.max_y),
);
}*/
}
}