fix: archi player

This commit is contained in:
2026-04-16 11:00:08 +02:00
parent 7769959135
commit 1eed905e8b
4 changed files with 63 additions and 25 deletions
+134
View File
@@ -0,0 +1,134 @@
import { useEffect, useRef } from "react";
import { useFrame, useThree } from "@react-three/fiber";
import * as THREE from "three";
import { PLAYER_EYE_HEIGHT } from "@/world/player/PlayerCamera";
const JUMP_HEIGHT = 1;
const GRAVITY = 18;
const JUMP_VELOCITY = Math.sqrt(2 * GRAVITY * JUMP_HEIGHT);
const MOVE_SPEED = 5;
type PlayerKeys = {
forward: boolean;
backward: boolean;
left: boolean;
right: boolean;
};
const DEFAULT_KEYS: PlayerKeys = {
forward: false,
backward: false,
left: false,
right: false,
};
export function PlayerController(): null {
const camera = useThree((state) => state.camera);
const keys = useRef<PlayerKeys>({ ...DEFAULT_KEYS });
const interact = useRef<() => void>(() => {});
const verticalVelocity = useRef(0);
const forward = useRef(new THREE.Vector3());
const right = useRef(new THREE.Vector3());
const movement = useRef(new THREE.Vector3());
const up = useRef(new THREE.Vector3(0, 1, 0));
useEffect(() => {
const handleKeyChange =
(pressed: boolean) =>
(event: KeyboardEvent): void => {
switch (event.key.toLowerCase()) {
case "z":
keys.current.forward = pressed;
break;
case "s":
keys.current.backward = pressed;
break;
case "q":
keys.current.left = pressed;
break;
case "d":
keys.current.right = pressed;
break;
case "e":
if (pressed) {
interact.current();
}
break;
case " ":
if (pressed && camera.position.y <= PLAYER_EYE_HEIGHT) {
verticalVelocity.current = JUMP_VELOCITY;
}
break;
default:
return;
}
event.preventDefault();
};
const handleKeyDown = handleKeyChange(true);
const handleKeyUp = handleKeyChange(false);
window.addEventListener("keydown", handleKeyDown);
window.addEventListener("keyup", handleKeyUp);
return () => {
window.removeEventListener("keydown", handleKeyDown);
window.removeEventListener("keyup", handleKeyUp);
keys.current = { ...DEFAULT_KEYS };
};
}, [camera]);
useFrame((_, delta) => {
const currentForward = forward.current;
const currentRight = right.current;
const currentMovement = movement.current;
currentMovement.set(0, 0, 0);
camera.getWorldDirection(currentForward);
currentForward.setY(0);
if (currentForward.lengthSq() > 0) {
currentForward.normalize();
currentRight.crossVectors(currentForward, up.current).normalize();
}
if (keys.current.forward) {
currentMovement.add(currentForward);
}
if (keys.current.backward) {
currentMovement.sub(currentForward);
}
if (keys.current.left) {
currentMovement.sub(currentRight);
}
if (keys.current.right) {
currentMovement.add(currentRight);
}
if (currentMovement.lengthSq() > 0) {
currentMovement.normalize().multiplyScalar(MOVE_SPEED * delta);
camera.position.add(currentMovement);
}
verticalVelocity.current -= GRAVITY * delta;
const nextY = camera.position.y + verticalVelocity.current * delta;
camera.position.set(camera.position.x, nextY, camera.position.z);
if (camera.position.y < PLAYER_EYE_HEIGHT) {
verticalVelocity.current = 0;
camera.position.set(
camera.position.x,
PLAYER_EYE_HEIGHT,
camera.position.z,
);
}
});
return null;
}