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const movement = Object.entries(gameState.controls.movement).reduce( | |
(acc, [key, value]) => ({ | |
...acc, | |
[key]: KeyboardController({ | |
key: value, | |
action: (dt) => move(dt, key as Model.Player.Direction), | |
}), | |
}), | |
// In my opinion, there is unsafe 'as' | |
{} as Model.Player.Movement | |
); | |
// [methods] | |
function move(dt, direction: Model.Player.Direction) { | |
// The 3rd, minimum readability | |
sprite[EAxis[direction]] += dt * state.speed * EPlayerDirections[direction]; | |
// The 2nd, less readability, but it is shorter | |
if (direction === "left" || direction === "right") { | |
sprite.x += dt * state.speed * EPlayerDirections[direction]; | |
} else if (direction === "up" || direction === "down") { | |
sprite.y += dt * state.speed * EPlayerDirections[direction]; | |
} | |
// The 1st, too long | |
switch (direction) { | |
case "left": | |
sprite.x += dt * state.speed * -1; | |
break; | |
case "right": | |
sprite.x += dt * state.speed * 1; | |
break; | |
case "up": | |
sprite.y += dt * state.speed * -1; | |
break; | |
case "down": | |
sprite.y += dt * state.speed * 1; | |
break; | |
default: | |
break; | |
} | |
} |
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