refacto: enleve la map

This commit is contained in:
2026-04-16 16:11:20 +02:00
parent 1eed905e8b
commit b26da614f0
10 changed files with 66 additions and 111 deletions
+1 -12
View File
@@ -1,25 +1,14 @@
import { useEffect } from "react";
import { PointerLockControls } from "@react-three/drei";
import { useThree } from "@react-three/fiber";
import * as THREE from "three";
export const PLAYER_EYE_HEIGHT = 1.75;
const PLAYER_SPAWN_POSITION = new THREE.Vector3(0, PLAYER_EYE_HEIGHT, 6);
const PLAYER_LOOK_AT = new THREE.Vector3(0, PLAYER_EYE_HEIGHT, 0);
export function PlayerCamera(): React.JSX.Element {
const camera = useThree((state) => state.camera);
useEffect(() => {
camera.position.copy(PLAYER_SPAWN_POSITION);
camera.lookAt(PLAYER_LOOK_AT);
camera.updateProjectionMatrix();
return () => {
document.exitPointerLock?.();
};
}, [camera]);
}, []);
return <PointerLockControls />;
}
+11 -1
View File
@@ -1,7 +1,17 @@
import { PlayerCamera } from "@/world/player/PlayerCamera";
import { useEffect } from "react";
import { useThree } from "@react-three/fiber";
import { PlayerCamera, PLAYER_EYE_HEIGHT } from "@/world/player/PlayerCamera";
import { PlayerController } from "@/world/player/PlayerController";
const SPAWN_POSITION = { x: 0, y: PLAYER_EYE_HEIGHT, z: 0 };
export function PlayerComponent(): React.JSX.Element {
const camera = useThree((state) => state.camera);
useEffect(() => {
camera.position.set(SPAWN_POSITION.x, SPAWN_POSITION.y, SPAWN_POSITION.z);
}, [camera]);
return (
<>
<PlayerCamera />
+32 -44
View File
@@ -3,30 +3,32 @@ 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;
const GRAVITY = -20;
const JUMP_VELOCITY = 7;
const FLOOR_Y = 0;
type PlayerKeys = {
type Keys = {
forward: boolean;
backward: boolean;
left: boolean;
right: boolean;
jump: boolean;
};
const DEFAULT_KEYS: PlayerKeys = {
const DEFAULT_KEYS: Keys = {
forward: false,
backward: false,
left: false,
right: false,
jump: 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 keys = useRef<Keys>({ ...DEFAULT_KEYS });
const velocityY = useRef(0);
const isGrounded = useRef(false);
const forward = useRef(new THREE.Vector3());
const right = useRef(new THREE.Vector3());
const movement = useRef(new THREE.Vector3());
@@ -49,15 +51,8 @@ export function PlayerController(): null {
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;
}
if (pressed) keys.current.jump = true;
break;
default:
return;
@@ -77,15 +72,13 @@ export function PlayerController(): null {
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);
@@ -94,40 +87,35 @@ export function PlayerController(): null {
currentRight.crossVectors(currentForward, up.current).normalize();
}
if (keys.current.forward) {
currentMovement.add(currentForward);
}
currentMovement.set(0, 0, 0);
if (keys.current.backward) {
currentMovement.sub(currentForward);
}
if (keys.current.left) {
currentMovement.sub(currentRight);
}
if (keys.current.right) {
currentMovement.add(currentRight);
}
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 groundY = FLOOR_Y + PLAYER_EYE_HEIGHT;
isGrounded.current = camera.position.y <= groundY + 0.01;
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,
);
if (keys.current.jump && isGrounded.current) {
velocityY.current = JUMP_VELOCITY;
keys.current.jump = false;
}
if (!isGrounded.current) {
velocityY.current += GRAVITY * delta;
} else if (velocityY.current < 0) {
velocityY.current = 0;
}
camera.position.setY(
Math.max(groundY, camera.position.y + velocityY.current * delta),
);
});
return null;