Player
Source: player.ts:47
Represent a player for calculating physics
Constructors
new Player(
state: SharedState,
on: (event: K, func: ClientEvents[K] extends any[] ? (args: any[any]) => void : never) => void,
entities: EntitiesManager,
blocks: BlockManager,
): Player
Parameters
state(SharedState)on((event: K, func: ClientEvents[K] extends any[] ? (args: any[any]) => void : never) => void)entities(EntitiesManager)blocks(BlockManager)
Returns
Player
Properties
sendPlayerPos: (position: BaseVec3, onGround: boolean, horizontalCollision: boolean) => void
sendPlayerPosRot: (position: BaseVec3, angle: Angle, onGround: boolean, horizontalCollision: boolean) => void
sendPlayerRot: (angle: Angle, onGround: boolean, horizontalCollision: boolean) => void
sendPlayerStatus: (onGround: boolean, horizontalCollision: boolean) => void
Methods
collideWithShapes(
movement: Vec3,
aabb: AABB,
colliders: VoxelShape[],
): Vec3
Parameters
movement(Vec3)aabb(AABB)colliders(VoxelShape[])
Returns
input(input: Input): void
Press and hold a key
Parameters
input(Input)
Returns
void
pruneInitialVal(): void
Prune all value
Returns
void
releaseAllInputs(): void
Release all key
Returns
void
releaseInput(input: Input): void
Release a key
Parameters
input(Input)
Returns
void
setAngle(yaw: number, pitch: number): void
Parameters
yaw(number)pitch(number)
Returns
void
setInitialVal(): void
Set initial value
Returns
void
tick(): void
Ticking
Returns
void