hytopia 0.1.17 → 0.1.19
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- package/README.md +14 -7
- package/examples/payload-game/index.ts +72 -53
- package/package.json +1 -1
- package/readme/assets/demo.gif +0 -0
package/README.md
CHANGED
@@ -5,10 +5,11 @@
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## What is HYTOPIA?
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![HYTOPIA
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![HYTOPIA Demo](./readme/assets/demo.gif)
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HYTOPIA is a modern games platform inspired by Minecraft, Roblox, and Rec Room.
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HYTOPIA allows you to create your own highly-sharable, immersive, massively multiplayer games in a voxel-like style. All playable in a web browser on any device!
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HYTOPIA allows you to create your own highly-sharable, immersive, massively multiplayer games in a voxel-like style by writing TypeScript or JavaScript. All playable in a web browser on any device!
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## What is this SDK?
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@@ -19,11 +20,11 @@ The HYTOPIA SDK makes it easy for developers to create multiplayer games on the
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Available as a simple NPM package, this SDK provides everything you need to get started:
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- Compiled HYTOPIA Server: The ready-to-use server software.
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- Game Client & Debugger:
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- Game Client & Debugger: Accessible at https://play.hytopia.com
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- TypeScript Definitions: For strong typing and code completion.
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- Documentation: Detailed guides and
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- Default Assets: Textures, models and
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-
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- Documentation: Detailed guides and API reference.
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- Default Assets: Textures, models, audio and more you can use in your games.
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- Examples: Sample projects & scripts showing how to build different types of games.
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With these resources, you can quickly build and share immersive, voxel-style multiplayer games on HYTOPIA.
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@@ -36,9 +37,13 @@ With these resources, you can quickly build and share immersive, voxel-style mul
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mkdir my-project-directory && cd my-project-directory
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```
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3. Initialize a hytopia project. Sets up package.json and all dependencies, copies assets and an index.ts game script into your project.
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3. Initialize a hytopia project from boilerplate or an existing example. Sets up package.json and all dependencies, copies assets and an index.ts game script into your project.
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```bash
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# Option 1: Initialize a boilerplate project
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bunx hytopia init
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# Option 2: Initialize a project from any of the examples in the examples directory like so:
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bunx hytopia init --template payload-game
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```
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3. Start the server, use --watch for hot reloads as you make changes.
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4. Visit https://play.hytopia.com - when prompted, enter `localhost:8080` - this is the hostname of the local server you started in the previous step.
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**Note: If you'd prefer to use JavaScript instead of TypeScript, simply change the file extension of index.ts to index.js - Your editor will highlight the TypeScript syntax errors, simple delete the type annotations and everything should work the same without any TypeScript usage.**
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Once you're up and running, here's some other resources to go further:
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- [Game Examples](./examples)
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- [API Reference](./docs/server.md)
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/**
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*
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*/
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import {
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Audio,
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BlockType,
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CollisionGroup,
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DefaultCharacterController,
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Entity,
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EventRouter,
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GameServer,
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PlayerEntity,
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RigidBodyType,
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Vector3,
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} from 'hytopia';
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import
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import map from './assets/map.json';
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// Constants
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const BULLET_SPEED = 50;
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],
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];
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//
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const enemyHealth: Record<number, number> = {};
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const enemyPathfindAccumulators: Record<number, number> = {};
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const enemyPathfindingTargets: Record<number, Vector3> = {};
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const playerEntityHealth: Record<number, number> = {};
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let started = false;
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let payloadEntity: Entity | null = null;
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let payloadPlayerEntityCount = 0;
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let playerCount = 0;
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let targetWaypointCoordinateIndex = 0;
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// Configure Global Event Router
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EventRouter.serverInstance.logIgnoreEvents = [ 'CONNECTION.PACKET_SENT' ];
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EventRouter.serverInstance.logIgnoreEventPrefixes = [ 'CONNECTION.PACKET_SENT:' ];
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EventRouter.serverInstance.logAllEvents = false;
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// Simple game state tracking via globals.
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const enemyHealth: Record<number, number> = {}; // Entity id -> health
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const enemyPathfindAccumulators: Record<number, number> = {}; // Entity id -> accumulator, so we don't pathfind each tick
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const enemyPathfindingTargets: Record<number, Vector3> = {}; // Entity id -> target coordinate
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const playerEntityHealth: Record<number, number> = {}; // Player entity id -> health
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let started = false; // Game started flag
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let payloadEntity: Entity | null = null; // Payload entity
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let payloadPlayerEntityCount = 0; // Number of player entities within the payload sensor, minus number of enemies
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let playerCount = 0; // Number of players in the game
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let targetWaypointCoordinateIndex = 0; // Current waypoint coordinate index for the payload
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// Run
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-
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startServer(world => { // Perform our game setup logic in the startServer init callback here.
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const chatManager = world.chatManager;
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// Enable local ssl
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// Enable local ssl, so we can connect to https://localhost:8080 from play.hytopia.com for testing
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// If using NGROK or a reverse proxy that handles SSL, you need to comment this out to be able to
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// connect to the server from the client using the reverse proxy URL.
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GameServer.instance.webServer.enableLocalSSL();
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// Load Map
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world.loadMap(
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world.loadMap(map);
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// Setup Player Join & Spawn Controlled Entity
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world.onPlayerJoin = player => {
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const playerEntity = new PlayerEntity({
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const playerEntity = new PlayerEntity({ // Create an entity our newly joined player controls
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player,
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name: 'Player',
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modelUri: 'models/player-with-gun.gltf',
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modelScale: 0.5,
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});
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// Spawn the player entity at a random coordinate
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const randomSpawnCoordinate = PLAYER_SPAWN_COORDINATES[Math.floor(Math.random() * PLAYER_SPAWN_COORDINATES.length)];
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playerEntity.spawn(world, randomSpawnCoordinate);
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// We need to do some custom logic for player inputs, so let's assign custom onTick handler to the default player controller.
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playerEntity.characterController!.onTickPlayerMovement = onTickPlayerMovement;
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// Set custom collision groups for the player entity, this is so we can reference the PLAYER collision group
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// specifically in enemy collision sensors.
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playerEntity.setCollisionGroupsForSolidColliders({
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belongsTo: [ CollisionGroup.ENTITY, CollisionGroup.PLAYER ],
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collidesWith: [ CollisionGroup.ALL ],
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});
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// Initialize player health
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playerEntityHealth[playerEntity.id!] = 20;
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// Increment player count
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playerCount++;
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// Send a message to all players informing them that a new player has joined
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chatManager.sendBroadcastMessage(`Player ${player.username} has joined the game!`, 'FFFFFF');
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// If the game hasn't started yet, send a message to all players to start the game
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if (!started) {
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chatManager.sendBroadcastMessage('Enter command /start to start the game!', 'FFFFFF');
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}
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// Setup Player Leave & Despawn Controlled Entity
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world.onPlayerLeave = player => {
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// Despawn all player entities for the player that left
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// We apply a translation prior to despawn because of a bug in the RAPIER
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// physics engine we use where entities despawned to not trigger a collision
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// event for leaving a sensor. This is a workaround till a better solution is found.
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world.entityManager.getAllPlayerEntities(player).forEach(entity => {
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entity.setTranslation({ x: 0, y: 100, z: 0 });
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setTimeout(() => entity.despawn(), 50);
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setTimeout(() => entity.despawn(), 50); // Despawn after a short delay so we step the physics after translating it so leaving the sensor registers.
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});
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playerCount--;
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// Spawn Payload
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spawnPayloadEntity(world);
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-
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// Start spawning enemies
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startEnemySpawnLoop(world);
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started = false;
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});
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// Start
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// Start ambient music for all players
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(new Audio({
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uri: 'audio/music/game.mp3',
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loop: true,
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function startEnemySpawnLoop(world: World) {
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let spawnInterval;
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const spawn = () => {
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const spawn = () => { // Simple spawn loop that spawns enemies relative to the payload's current waypoint
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const possibleSpawnCoordinate = PAYLOAD_WAYPOINT_ENEMY_SPAWNS[targetWaypointCoordinateIndex];
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if (!possibleSpawnCoordinate) {
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}
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function spawnBullet(world: World, coordinate: Vector3, direction: Vector3) {
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// Spawn a bullet when the player shoots.
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const bullet = new Entity({
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name: 'Bullet',
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modelUri: 'models/bullet.gltf',
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modelScale: 0.3,
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rigidBodyOptions: {
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type: RigidBodyType.KINEMATIC_VELOCITY,
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type: RigidBodyType.KINEMATIC_VELOCITY, // Kinematic means entity's rigid body will not be affected by physics. KINEMATIC_VELOCITY means the entity is moved by setting velocity.
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linearVelocity: {
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x: direction.x * BULLET_SPEED,
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y: direction.y * BULLET_SPEED,
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z: direction.z * BULLET_SPEED,
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},
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rotation: getRotationFromDirection(direction),
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rotation: getRotationFromDirection(direction), // Get the rotation from the direction vector so it's facing the right way we shot it
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colliders: [
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{
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shape: ColliderShape.BALL,
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},
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});
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bullet.onBlockCollision = (block: BlockType, started: boolean) => {
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bullet.onBlockCollision = (block: BlockType, started: boolean) => { // If the bullet hits a block, despawn it
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if (started) {
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bullet.despawn();
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}
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};
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bullet.onEntityCollision = (entity: Entity, started: boolean) => {
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if (!started ||
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bullet.onEntityCollision = (entity: Entity, started: boolean) => { // If the bullet hits an enemy, deal damage if it is a Spider
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if (!started || entity.name !== 'Spider') {
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return;
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}
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enemyHealth[entity.id!]--;
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// Apply knockback, the knockback effect is less if the spider is larger, and more if it is smaller
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// because of how the physics simulation applies forces relative to automatically calculated mass from the spider's
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// size
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const bulletDirection = bullet.getDirectionFromRotation();
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const mass = entity.getMass();
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const knockback = 14 * mass;
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});
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if (enemyHealth[entity.id!] <= 0) {
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-
//
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// YEET the spider before despawning it so it registers leaving the sensor
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entity.setTranslation({ x: 0, y: 100, z: 0 });
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setTimeout(() => { entity.despawn(); }, 50);
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setTimeout(() => { entity.despawn(); }, 50); // Despawn after a short delay so we step the physics after translating it so leaving the sensor registers.
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}
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bullet.despawn();
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bullet.spawn(world, coordinate);
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// Play a bullet noise that follows the bullet spatially
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(new Audio({
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uri: 'audio/sfx/shoot.mp3',
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playbackRate: 2,
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@@ -263,21 +280,23 @@ function spawnPayloadEntity(world: World) {
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colliders: [
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{
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shape: ColliderShape.BLOCK,
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halfExtents: { x: 0.9, y: 1.6, z: 2.5 },
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halfExtents: { x: 0.9, y: 1.6, z: 2.5 }, // Note: We manually set the collider size, the SDK currently does not support automatic sizing of colliders to a model.
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collisionGroups: {
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belongsTo: [ CollisionGroup.ALL ],
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collidesWith: [ CollisionGroup.ENTITY, CollisionGroup.ENTITY_SENSOR, CollisionGroup.PLAYER ],
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},
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},
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{
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shape: ColliderShape.BLOCK,
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shape: ColliderShape.BLOCK, // Create a proximity sensor for movement when players are near.
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halfExtents: { x: 3.75, y: 2, z: 6 },
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isSensor: true,
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collisionGroups: {
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belongsTo: [ CollisionGroup.ENTITY_SENSOR ],
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collidesWith: [ CollisionGroup.PLAYER, CollisionGroup.ENTITY ],
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},
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-
onCollision
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// We use a onCollision handler specific to this sensor, and
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// not the whole entity, so we can track the number of players in the payload sensor.
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onCollision: (other: BlockType | Entity, started: boolean) => {
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if (other instanceof PlayerEntity) {
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started ? payloadPlayerEntityCount++ : payloadPlayerEntityCount--;
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} else if (other instanceof Entity) {
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@@ -289,22 +308,23 @@ function spawnPayloadEntity(world: World) {
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},
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});
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-
payloadEntity.onTick = onTickPathfindPayload;
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-
payloadEntity.spawn(world, PAYLOAD_SPAWN_COORDINATE);
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payloadEntity.onTick = onTickPathfindPayload; // Use our own basic pathfinding function each tick of the game for the payload.
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payloadEntity.spawn(world, PAYLOAD_SPAWN_COORDINATE); // Spawn the payload at the designated spawn coordinate
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-
(new Audio({
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(new Audio({ // Play a looped idle sound that follows the payload spatially
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uri: 'audio/sfx/payload-idle.mp3',
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loop: true,
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attachedToEntity: payloadEntity,
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volume: 0.25,
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-
referenceDistance: 5,
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referenceDistance: 5, // Reference distance affects how loud the audio is relative to a player's proximity to the entity
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})).play(world);
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}
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function spawnSpider(world: World, coordinate: Vector3) {
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const baseScale = 0.5;
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const baseSpeed = 3;
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-
const randomScaleMultiplier = Math.random() * 2 + 1; // Random value between 1 and 3
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+
const randomScaleMultiplier = Math.random() * 2 + 1; // Random value between 1 and 3 // Random scale multiplier to make each spider a different size
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const targetPlayers = new Set<PlayerEntity>();
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const spider = new Entity({
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name: 'Spider',
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@@ -320,7 +340,7 @@ function spawnSpider(world: World, coordinate: Vector3) {
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borderRadius: 0.1 * randomScaleMultiplier,
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halfHeight: 0.225 * randomScaleMultiplier,
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radius: 0.5 * randomScaleMultiplier,
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-
tag: 'body',
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tag: 'body', // Note we use tags here, they don't really serve a purpose in this example other than showing that they can be used.
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collisionGroups: {
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belongsTo: [ CollisionGroup.ENTITY ],
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collidesWith: [ CollisionGroup.BLOCK, CollisionGroup.ENTITY_SENSOR, CollisionGroup.PLAYER ],
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@@ -336,7 +356,7 @@ function spawnSpider(world: World, coordinate: Vector3) {
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belongsTo: [ CollisionGroup.ENTITY_SENSOR ],
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357
|
collidesWith: [ CollisionGroup.PLAYER ],
|
338
358
|
},
|
339
|
-
onCollision: (other: BlockType | Entity, started: boolean) => {
|
359
|
+
onCollision: (other: BlockType | Entity, started: boolean) => { // If a player enters or exits the aggro sensor, add or remove them from the target players set
|
340
360
|
if (other instanceof PlayerEntity) {
|
341
361
|
started ? targetPlayers.add(other) : targetPlayers.delete(other);
|
342
362
|
}
|
@@ -346,16 +366,14 @@ function spawnSpider(world: World, coordinate: Vector3) {
|
|
346
366
|
},
|
347
367
|
});
|
348
368
|
|
349
|
-
|
350
|
-
|
351
|
-
spider.onTick = (tickDeltaMs: number) => onTickPathfindEnemy(
|
369
|
+
spider.onTick = (tickDeltaMs: number) => onTickPathfindEnemy( // Use our own basic pathfinding function each tick of the game for the enemy
|
352
370
|
spider,
|
353
371
|
targetPlayers,
|
354
372
|
baseSpeed * randomScaleMultiplier,
|
355
373
|
tickDeltaMs,
|
356
374
|
);
|
357
375
|
|
358
|
-
spider.onEntityCollision = (entity: Entity, started: boolean) => {
|
376
|
+
spider.onEntityCollision = (entity: Entity, started: boolean) => { // If the spider hits a player, deal damage and apply knockback
|
359
377
|
if (started && entity instanceof PlayerEntity && entity.isSpawned) {
|
360
378
|
const spiderDirection = spider.getDirectionFromRotation();
|
361
379
|
const knockback = 4 * randomScaleMultiplier;
|
@@ -379,15 +397,16 @@ function spawnSpider(world: World, coordinate: Vector3) {
|
|
379
397
|
|
380
398
|
spider.spawn(world, coordinate);
|
381
399
|
|
400
|
+
// Give the spider a health value relative to its size, bigger = more health
|
382
401
|
enemyHealth[spider.id!] = 2 * Math.round(randomScaleMultiplier);
|
383
402
|
}
|
384
403
|
|
385
|
-
function onTickPathfindPayload(this: Entity, tickDeltaMs: number) {
|
386
|
-
const speed = started
|
404
|
+
function onTickPathfindPayload(this: Entity, tickDeltaMs: number) { // Movement logic for the payload
|
405
|
+
const speed = started // Set the payload speed relative to the number of players in the payload sensor
|
387
406
|
? Math.max(Math.min(PAYLOAD_PER_PLAYER_SPEED * payloadPlayerEntityCount, PAYLOAD_MAX_SPEED), 0)
|
388
407
|
: 0;
|
389
408
|
|
390
|
-
if (!speed) {
|
409
|
+
if (!speed) { // Play animations based on if its moving or not
|
391
410
|
this.stopModelAnimations(Array.from(this.modelLoopedAnimations).filter(v => v !== 'idle'));
|
392
411
|
this.startModelLoopedAnimations([ 'idle' ]);
|
393
412
|
} else {
|
@@ -395,7 +414,7 @@ function onTickPathfindPayload(this: Entity, tickDeltaMs: number) {
|
|
395
414
|
this.startModelLoopedAnimations([ 'walk' ]);
|
396
415
|
}
|
397
416
|
|
398
|
-
// Calculate direction to target
|
417
|
+
// Calculate direction to target waypoint
|
399
418
|
const targetWaypointCoordinate = PAYLOAD_WAYPOINT_COORDINATES[targetWaypointCoordinateIndex];
|
400
419
|
const currentPosition = this.getTranslation();
|
401
420
|
const deltaX = targetWaypointCoordinate.x - currentPosition.x;
|
@@ -406,7 +425,7 @@ function onTickPathfindPayload(this: Entity, tickDeltaMs: number) {
|
|
406
425
|
z: Math.abs(deltaZ) > 0.1 ? Math.sign(deltaZ) : 0,
|
407
426
|
};
|
408
427
|
|
409
|
-
// Apply rotation to face direction if necessary
|
428
|
+
// Apply rotation to face direction if necessary based on the current target waypoint
|
410
429
|
const rotation = this.getRotation();
|
411
430
|
const currentAngle = 2 * Math.atan2(rotation.y, rotation.w);
|
412
431
|
const targetAngle = Math.atan2(direction.x, direction.z) + Math.PI; // Add PI to face forward
|
@@ -452,7 +471,7 @@ function onTickPathfindEnemy(entity: Entity, targetPlayers: Set<PlayerEntity>, s
|
|
452
471
|
if (!entity.isSpawned || !payloadEntity) return;
|
453
472
|
|
454
473
|
const entityId = entity.id!;
|
455
|
-
enemyPathfindAccumulators[entityId] ??= 0;
|
474
|
+
enemyPathfindAccumulators[entityId] ??= 0; // Initialize the accumulator for this enemy if it isn't initialized yet
|
456
475
|
|
457
476
|
// Handle pathfinding
|
458
477
|
if (!enemyPathfindingTargets[entityId] || enemyPathfindAccumulators[entityId] >= PATHFIND_ACCUMULATOR_THRESHOLD) {
|
@@ -542,7 +561,7 @@ function damagePlayer(playerEntity: PlayerEntity) {
|
|
542
561
|
);
|
543
562
|
|
544
563
|
if (playerEntityHealth[playerEntity.id!] <= 0) {
|
545
|
-
chatManager.sendPlayerMessage(
|
564
|
+
chatManager.sendPlayerMessage( // Alert the player they've been damaged, since we don't have UI support yet, we just use chat
|
546
565
|
playerEntity.player,
|
547
566
|
'You have died!',
|
548
567
|
'FF0000',
|
package/package.json
CHANGED
Binary file
|