@wonderlandengine/components
Version:
Wonderland Engine's official component library.
90 lines • 3.27 kB
JavaScript
var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;
return c > 3 && r && Object.defineProperty(target, key, r), r;
};
import { vec3 } from 'gl-matrix';
import { Component } from '@wonderlandengine/api';
import { property } from '@wonderlandengine/api/decorators.js';
const _direction = new Float32Array(3);
const _tempDualQuat = new Float32Array(8);
/**
* Basic movement with W/A/S/D keys.
*/
class WasdControlsComponent extends Component {
static TypeName = 'wasd-controls';
/** Movement speed in m/s. */
speed;
/** Flag for only moving the object on the global x & z planes */
lockY;
/** Object of which the orientation is used to determine forward direction */
headObject;
right = false;
down = false;
left = false;
up = false;
start() {
this.headObject = this.headObject || this.object;
}
onActivate() {
window.addEventListener('keydown', this.press);
window.addEventListener('keyup', this.release);
}
onDeactivate() {
window.removeEventListener('keydown', this.press);
window.removeEventListener('keyup', this.release);
}
update() {
vec3.zero(_direction);
if (this.up)
_direction[2] -= 1.0;
if (this.down)
_direction[2] += 1.0;
if (this.left)
_direction[0] -= 1.0;
if (this.right)
_direction[0] += 1.0;
vec3.normalize(_direction, _direction);
_direction[0] *= this.speed;
_direction[2] *= this.speed;
vec3.transformQuat(_direction, _direction, this.headObject.getTransformWorld(_tempDualQuat));
if (this.lockY) {
_direction[1] = 0;
vec3.normalize(_direction, _direction);
vec3.scale(_direction, _direction, this.speed);
}
this.object.translateLocal(_direction);
}
press = (e) => {
this.handleKey(e, true);
};
release = (e) => {
this.handleKey(e, false);
};
handleKey(e, b) {
if (e.code === 'ArrowUp' || e.code === 'KeyW' || e.code === 'KeyZ') {
this.up = b;
}
else if (e.code === 'ArrowRight' || e.code === 'KeyD') {
this.right = b;
}
else if (e.code === 'ArrowDown' || e.code === 'KeyS') {
this.down = b;
}
else if (e.code === 'ArrowLeft' || e.code === 'KeyA' || e.code === 'KeyQ') {
this.left = b;
}
}
}
__decorate([
property.float(0.1)
], WasdControlsComponent.prototype, "speed", void 0);
__decorate([
property.bool(false)
], WasdControlsComponent.prototype, "lockY", void 0);
__decorate([
property.object()
], WasdControlsComponent.prototype, "headObject", void 0);
export { WasdControlsComponent };
//# sourceMappingURL=wasd-controls.js.map