1.10.0 • Published 9 months ago
prismarine-physics v1.10.0
prismarine-physics
Provide the physics engine for minecraft entities
Usage
const { Physics, PlayerState } = require('prismarine-physics')
const { Vec3 } = require('vec3')
const mcData = require('minecraft-data')('1.13.2')
const Block = require('prismarine-block')('1.13.2')
const physics = Physics(mcData, world)
const controls = {
  forward: false,
  back: false,
  left: false,
  right: false,
  jump: false,
  sprint: false,
  sneak: false
}
const player = {
    entity: {
      position: pos,
      velocity: new Vec3(0, 0, 0),
      onGround: false,
      isInWater: false,
      isInLava: false,
      isInWeb: false,
      isCollidedHorizontally: false,
      isCollidedVertically: false,
      elytraFlying: false,
      yaw: 0,
      pitch: 0
    },
    jumpTicks: 0,
    jumpQueued: false,
    fireworkRocketDuration: 0
  }
const playerState = new PlayerState(player, controls)
while (!player.entity.onGround) {
  // simulate 1 tick of player physic, then apply the result to the player
  physics.simulatePlayer(playerState, world).apply(player)
}See examples/ for more.
API
Physics
simulatePlayer(playerState, world)
- playerState : instance of the PlayerState class
- world : interface with a function getBlock(position)returning the prismarine-block at the given position
PlayerState
A player state is an object containing the properties:
Read / Write properties:
- pos : position (vec3) of the player entity
- vel : velocity (vec3) of the player entity
- onGround : (boolean) is the player touching ground ?
- isInWater : (boolean) is the player in water ?
- isInLava : (boolean) is the player in lava ?
- isInWeb : (boolean) is the player in a web ?
- isCollidedHorizontally : (boolean) is the player collided horizontally with a solid block ?
- isCollidedVertically : (boolean) is the player collided vertically with a solid block ?
- elytraFlying : (boolean) is the player elytra flying ?
- jumpTicks : (integer) number of ticks before the player can auto-jump again
- jumpQueued : (boolean) true if the jump control state was true between the last tick and the current one
- fireworkRocketDuration : (number) how many ticks of firework boost are remaining ?
Read only properties:
- yaw : (float) the yaw angle, in radians, of the player entity
- pitch: (float) the pitch angle, in radians, of the player entity
- control : (object) control states vector with properties:- forward
- back
- left
- right
- jump
- sprint
- sneak
 
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