fix: archi player
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@@ -0,0 +1,134 @@
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import { useEffect, useRef } from "react";
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import { useFrame, useThree } from "@react-three/fiber";
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import * as THREE from "three";
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import { PLAYER_EYE_HEIGHT } from "@/world/player/PlayerCamera";
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const JUMP_HEIGHT = 1;
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const GRAVITY = 18;
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const JUMP_VELOCITY = Math.sqrt(2 * GRAVITY * JUMP_HEIGHT);
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const MOVE_SPEED = 5;
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type PlayerKeys = {
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forward: boolean;
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backward: boolean;
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left: boolean;
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right: boolean;
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};
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const DEFAULT_KEYS: PlayerKeys = {
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forward: false,
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backward: false,
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left: false,
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right: false,
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};
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export function PlayerController(): null {
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const camera = useThree((state) => state.camera);
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const keys = useRef<PlayerKeys>({ ...DEFAULT_KEYS });
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const interact = useRef<() => void>(() => {});
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const verticalVelocity = useRef(0);
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const forward = useRef(new THREE.Vector3());
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const right = useRef(new THREE.Vector3());
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const movement = useRef(new THREE.Vector3());
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const up = useRef(new THREE.Vector3(0, 1, 0));
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useEffect(() => {
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const handleKeyChange =
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(pressed: boolean) =>
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(event: KeyboardEvent): void => {
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switch (event.key.toLowerCase()) {
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case "z":
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keys.current.forward = pressed;
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break;
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case "s":
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keys.current.backward = pressed;
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break;
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case "q":
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keys.current.left = pressed;
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break;
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case "d":
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keys.current.right = pressed;
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break;
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case "e":
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if (pressed) {
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interact.current();
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}
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break;
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case " ":
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if (pressed && camera.position.y <= PLAYER_EYE_HEIGHT) {
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verticalVelocity.current = JUMP_VELOCITY;
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}
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break;
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default:
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return;
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}
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event.preventDefault();
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};
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const handleKeyDown = handleKeyChange(true);
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const handleKeyUp = handleKeyChange(false);
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window.addEventListener("keydown", handleKeyDown);
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window.addEventListener("keyup", handleKeyUp);
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return () => {
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window.removeEventListener("keydown", handleKeyDown);
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window.removeEventListener("keyup", handleKeyUp);
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keys.current = { ...DEFAULT_KEYS };
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};
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}, [camera]);
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useFrame((_, delta) => {
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const currentForward = forward.current;
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const currentRight = right.current;
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const currentMovement = movement.current;
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currentMovement.set(0, 0, 0);
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camera.getWorldDirection(currentForward);
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currentForward.setY(0);
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if (currentForward.lengthSq() > 0) {
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currentForward.normalize();
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currentRight.crossVectors(currentForward, up.current).normalize();
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}
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if (keys.current.forward) {
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currentMovement.add(currentForward);
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}
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if (keys.current.backward) {
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currentMovement.sub(currentForward);
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}
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if (keys.current.left) {
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currentMovement.sub(currentRight);
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}
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if (keys.current.right) {
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currentMovement.add(currentRight);
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}
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if (currentMovement.lengthSq() > 0) {
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currentMovement.normalize().multiplyScalar(MOVE_SPEED * delta);
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camera.position.add(currentMovement);
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}
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verticalVelocity.current -= GRAVITY * delta;
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const nextY = camera.position.y + verticalVelocity.current * delta;
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camera.position.set(camera.position.x, nextY, camera.position.z);
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if (camera.position.y < PLAYER_EYE_HEIGHT) {
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verticalVelocity.current = 0;
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camera.position.set(
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camera.position.x,
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PLAYER_EYE_HEIGHT,
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camera.position.z,
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);
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}
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});
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return null;
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}
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