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Vector3();\n\n awake() {\n\n if(!this.target) {\n let gameLogic = RE.App.currentScene.getObjectByName(\"GameLogic\")\n this.target = RE.App.currentScene.getObjectByName(\"Player\") || new Object3D()\n this.targetPosition = RE.getComponent(WorldFPSController, gameLogic)?.characterOffset.position || this.target.position\n } else {\n this.targetPosition = this.target.position\n }\n\n }\n\n start() {\n\n }\n\n update() {\n const deltaTime = RE.Runtime.deltaTime;\n\n this.object3d.lookAt(this.target.position)\n\n let movementVector = new Vector3(0, 0, 1)\n if(this.object3d.position.distanceTo(this.targetPosition) <= this.attackDistance) {\n movementVector.set(0,0,0)\n }\n\n \n movementVector\n .transformDirection(this.object3d.matrix)\n .multiplyScalar(this.movementSpeed * deltaTime);\n this.object3d.position.x += movementVector.x;\n this.object3d.position.z += movementVector.z;\n\n }\n}\n\nRE.registerComponent(EnemyAI);\n","import * as RE from \"rogue-engine\";\r\nimport { Object3D, PerspectiveCamera, Vector3 } from \"three\";\r\n\r\nconst fwdDirection = new Vector3(0, 0, -1);\r\nconst bwdDirection = new Vector3(0, 0, 1);\r\nconst leftDirection = new Vector3(-1, 0, 0);\r\nconst rightDirection = new Vector3(1, 0, 0);\r\n\r\nexport default class FPSController extends RE.Component {\r\n @RE.props.num() rotSpeed: number = 1;\r\n @RE.props.num(-Math.PI/2, 0) minCameraRotY: number = -1.5708;\r\n @RE.props.num(0, Math.PI/2) maxCameraRotY: number = 1.5708;\r\n @RE.props.num() cameraHeight: number = 0.4;\r\n @RE.props.num() walkSpeed: number = 2;\r\n @RE.props.num() fwdSpeedMultiplier: number = 1.3;\r\n @RE.props.num() runSpeedMultiplier: number = 1.8;\r\n @RE.props.object3d() character: Object3D;\r\n\r\n camera: PerspectiveCamera;\r\n\r\n awake() {\r\n RE.Input.mouse.lock();\r\n\r\n this.camera = new PerspectiveCamera();\r\n RE.App.currentScene.add(this.camera);\r\n\r\n RE.App.activeCamera = this.camera.uuid;\r\n\r\n this.camera.position.copy(this.character.position);\r\n this.camera.position.y += this.cameraHeight;\r\n this.camera.rotation.copy(this.character.rotation);\r\n\r\n const appContainer = document.getElementById(\"rogue-app\");\r\n\r\n if (!appContainer) return;\r\n\r\n appContainer.onmousedown = (e) => {\r\n RE.Input.mouse.lock();\r\n };\r\n\r\n RE.Runtime.onStop(() => {\r\n if (!appContainer) return;\r\n\r\n appContainer.onmousedown = null;\r\n });\r\n\r\n this.camera.rotation.order = \"YXZ\";\r\n this.character.rotation.order = \"YXZ\";\r\n this.camera.up.set(0, 1, 0);\r\n }\r\n\r\n update() {\r\n const deltaTime = RE.Runtime.deltaTime;\r\n\r\n if (RE.Input.mouse.isMoving && document.pointerLockElement) {\r\n const mouseDeltaX = RE.Input.mouse.movementX * this.rotSpeed * deltaTime;\r\n const mouseDeltaY = RE.Input.mouse.movementY * this.rotSpeed * deltaTime;\r\n\r\n this.character.rotation.set(\r\n this.character.rotation.x,\r\n this.character.rotation.y - mouseDeltaX,\r\n this.character.rotation.z\r\n );\r\n\r\n this.camera.rotation.set(\r\n this.camera.rotation.x - mouseDeltaY,\r\n this.character.rotation.y,\r\n this.camera.rotation.z\r\n );\r\n\r\n this.camera.rotation.x = Math.max(\r\n this.minCameraRotY,\r\n Math.min(this.maxCameraRotY, this.camera.rotation.x)\r\n );\r\n }\r\n\r\n RE.Input.keyboard.getKeyPressed(\"Escape\") && RE.Input.mouse.unlock();\r\n\r\n let actualSpeed = this.walkSpeed;\r\n let onlyFwd = true;\r\n\r\n const movementVector = new Vector3();\r\n\r\n if (RE.Input.keyboard.getKeyDown(\"Space\")) {\r\n //jump logic here\r\n }\r\n\r\n if (RE.Input.keyboard.getKeyPressed(\"KeyW\")) {\r\n movementVector.add(fwdDirection);\r\n } else if (RE.Input.keyboard.getKeyPressed(\"KeyS\")) {\r\n movementVector.add(bwdDirection);\r\n onlyFwd = false;\r\n }\r\n\r\n if (RE.Input.keyboard.getKeyPressed(\"KeyA\")) {\r\n movementVector.add(leftDirection);\r\n onlyFwd = false;\r\n } else if (RE.Input.keyboard.getKeyPressed(\"KeyD\")) {\r\n movementVector.add(rightDirection);\r\n onlyFwd = false;\r\n }\r\n\r\n if (onlyFwd) {\r\n if (RE.Input.keyboard.getKeyPressed(\"ShiftLeft\")) {\r\n actualSpeed *= this.runSpeedMultiplier;\r\n } else {\r\n actualSpeed *= this.fwdSpeedMultiplier;\r\n }\r\n }\r\n\r\n movementVector.normalize();\r\n\r\n if (movementVector.length() > 0) {\r\n movementVector.copy(\r\n movementVector\r\n .transformDirection(this.character.matrix)\r\n .multiplyScalar(actualSpeed * deltaTime)\r\n );\r\n this.character.position.x += movementVector.x;\r\n this.character.position.z += movementVector.z;\r\n }\r\n\r\n this.camera.position.set(\r\n this.character.position.x,\r\n this.character.position.y + this.cameraHeight,\r\n this.character.position.z\r\n );\r\n }\r\n}\r\n\r\nRE.registerComponent(FPSController);\r\n","import * as RE from 'rogue-engine';\n\nexport default class Flashlight extends RE.Component {\n awake() {\n \n }\n\n start() {\n this.object3d.getObjectByName(\"Spotlight\")?.lookAt(this.object3d.position.x, this.object3d.position.y -0.4, this.object3d.position.z - 1)\n }\n\n update() {\n\n }\n}\n\nRE.registerComponent(Flashlight);\n","import * as RE from \"rogue-engine\";\nimport { Object3D } from \"three\";\n\nexport default class MeshGrid extends RE.Component {\n\t@RE.props.list.prefab() allModels: RE.Prefab[] = [];\n\n\tawake() {\n\t\tlet x = 0;\n\t\tlet z = 0;\n\t\tif (this.allModels.length > 0) {\n\t\t\tthis.allModels.forEach(prefab => {\n\t\t\t\tlet model = prefab.instantiate(RE.App.currentScene);\n\t\t\t\tmodel.position.set(x + 0.5 * x, 0, z + 0.5 * z);\n\t\t\t\tx++;\n\t\t\t\tif (x == 6) {\n\t\t\t\t\tx = 0;\n\t\t\t\t\tz++;\n\t\t\t\t}\n\t\t\t});\n\t\t}\n\t}\n\n\tstart() {}\n\n\tupdate() {}\n}\n\nRE.registerComponent(MeshGrid);\n","import * as RE from 'rogue-engine'\nimport * as THREE from 'three'\n\nexport default class OrbitCamera extends RE.Component {\n\t@RE.props.object3d() target\n\n\trotateStart = new THREE.Vector2()\n\trotateEnd = new THREE.Vector2()\n\trotateDelta = new THREE.Vector2()\n\t@RE.props.checkbox() enableRotate = true\n\t@RE.props.num() rotateSpeed = 1.0\n\n\t// How far you can orbit horizontally, upper and lower limits.\n\t// If set, the interval [ min, max ] must be a sub-interval of [ - 2 PI, 2 PI ], with ( max - min < 2 PI )\n\t@RE.props.num() minAzimuthAngle = - Infinity // radians\n\t@RE.props.num() maxAzimuthAngle = Infinity // radians\n\n\t// How far you can orbit vertically, upper and lower limits.\n\t// Range is 0 to Math.PI radians.\n\t@RE.props.num() minPolarAngle = 0 // radians\n\t@RE.props.num() maxPolarAngle = Math.PI // radians\n\n\t@RE.props.checkbox() enableDolly = true\n\t@RE.props.num() dollySpeed = 1.0\n\n\t@RE.props.num() minDistance = 1\n\t@RE.props.num() maxDistance = 50\n\n\tscale = 1\n\tEPS = 0.000001\n\ttwoPI = 2 * Math.PI\n\n\tspherical = new THREE.Spherical()\n\tsphericalDelta = new THREE.Spherical()\n\n\t@RE.props.vector3() offset = new THREE.Vector3()\n\n\t@RE.props.num() rotateMouseButton = 2\n\t\n\tquat = new THREE.Quaternion().setFromUnitVectors( new THREE.Vector3( 0, 1, 0 ), new THREE.Vector3( 0, 1, 0 ) )\n\tquatInverse = this.quat.clone().invert()\n\n\tlastPosition = new THREE.Vector3()\n\tlastQuaternion = new THREE.Quaternion()\n\n\tinitialOffset = new THREE.Vector3()\n\n awake() {\n }\n\n start() {\n\n\tRE.Runtime.rogueDOMContainer.addEventListener('contextmenu', event => { event.preventDefault() })\n\t\n\t// so camera.up is the orbit axis\n\tthis.quat = new THREE.Quaternion().setFromUnitVectors( this.object3d.up, new THREE.Vector3( 0, 1, 0 ) )\n\tthis.quatInverse = this.quat.clone().invert()\n\n\tthis.initialOffset.copy(this.object3d.position).sub(this.target.position)\n\tthis.offset.copy(this.initialOffset)\n }\n\n update() {\t\n\tlet normalizedScreenPosition = new THREE.Vector2(0,0)\n\tthis.normalizeScreenInput(RE.Input.mouse, normalizedScreenPosition)\n\n\tif(this.enableRotate && RE.Input.mouse.getButtonDown(this.rotateMouseButton)) {\n\t\tthis.rotateStart.set( normalizedScreenPosition.x, normalizedScreenPosition.y )\n\t}\n\n\tif(this.enableRotate && RE.Input.mouse.getButtonPressed(this.rotateMouseButton)) {\n\t\tthis.rotateEnd.set( normalizedScreenPosition.x, normalizedScreenPosition.y )\n\n\t\tthis.rotateDelta.subVectors( this.rotateEnd, this.rotateStart ).multiplyScalar( this.rotateSpeed )\n\n\t\tthis.rotateLeft(this.twoPI * this.rotateDelta.x)\n\n\t\tthis.rotateUp(this.twoPI * -this.rotateDelta.y)\n\n\t\tthis.rotateStart.copy( this.rotateEnd )\n\t}\n\n\tif(this.enableDolly && RE.Input.mouse.wheelY > 0) {\n\t\tthis.dollyOut()\n\t}\n\n\tif(this.enableDolly && RE.Input.mouse.wheelY < 0) {\n\t\tthis.dollyIn()\n\t}\n\n\tthis.updateCamera()\n}\n\n\trotateLeft(angle) {\n\t\tthis.sphericalDelta.theta -= angle\n\t}\n\n\trotateUp(angle) {\n\t\tthis.sphericalDelta.phi -= angle\n\t}\n\n\tupdateCamera() {\n\t\t// rotate offset to \"y-axis-is-up\" space\n\t\tthis.offset.applyQuaternion(this.quat)\n\n\t\t// angle from z-axis around y-axis\n\t\tthis.spherical.setFromVector3(this.offset)\n\t\tthis.spherical.theta += this.sphericalDelta.theta\n\t\tthis.spherical.phi += this.sphericalDelta.phi\n\n\t\t// restrict theta to be between desired limits\n\t\tlet min = this.minAzimuthAngle\n\t\tlet max = this.maxAzimuthAngle\n\n\t\tif ( isFinite(min) && isFinite(max) ) {\n\n\t\t\tif (min < -Math.PI) {\n\t\t\t\tmin += this.twoPI\n\t\t\t} else if (min > Math.PI) {\n\t\t\t\tmin -= this.twoPI\n\t\t\t}\n\n\t\t\tif (max < - Math.PI) {\n\t\t\t\tmax += this.twoPI\n\t\t\t} else if (max > Math.PI) {\n\t\t\t\tmax -= this.twoPI\n\t\t\t}\n\n\t\t\tif (min <= max) {\n\t\t\t\tthis.spherical.theta = Math.max(min, Math.min(max, this.spherical.theta))\n\t\t\t} else {\n\t\t\t\tthis.spherical.theta = (this.spherical.theta > (min + max) / 2 ) ?\n\t\t\t\t\tMath.max( min, this.spherical.theta ) :\n\t\t\t\t\tMath.min( max, this.spherical.theta )\n\t\t\t}\n\t\t}\n\n\t\t// restrict phi to be between desired limits\n\t\tthis.spherical.phi = Math.max(this.minPolarAngle, Math.min(this.maxPolarAngle, this.spherical.phi))\n\n\t\tthis.spherical.makeSafe()\n\n\n\t\tthis.spherical.radius *= this.scale\n\n\t\t// restrict radius to be between desired limits\n\t\tthis.spherical.radius = Math.max(this.minDistance, Math.min(this.maxDistance, this.spherical.radius))\n\n\t\tthis.offset.setFromSpherical(this.spherical)\n\n\t\t// rotate offset back to \"camera-up-vector-is-up\" space\n\t\tthis.offset.applyQuaternion(this.quatInverse)\n\n\t\tthis.object3d.position.copy(this.target.position).add(this.offset)\n\n\t\tthis.object3d.lookAt(this.target.position)\n\n\t\tthis.sphericalDelta.set(0, 0, 0)\n\n\t\tthis.scale = 1\n\n\t\t// update condition is:\n\t\t// min(camera displacement, camera rotation in radians)^2 > EPS\n\t\t// using small-angle approximation cos(x/2) = 1 - x^2 / 8\n\t\tif (this.lastPosition.distanceToSquared(this.object3d.position) > this.EPS ||\n\t\t\t8 * (1 - this.lastQuaternion.dot(this.object3d.quaternion)) > this.EPS) {\n\n\t\t\tthis.lastPosition.copy(this.object3d.position)\n\t\t\tthis.lastQuaternion.copy(this.object3d.quaternion)\n\t\t}\n\t}\n\n\tdollyOut() {\n\t\tthis.scale /= Math.pow(0.95, this.dollySpeed)\n\t}\n\n\tdollyIn() {\n\t\tthis.scale *= Math.pow(0.95, this.dollySpeed)\n\t}\n\n normalizeScreenInput(browserVector, gameVector) {\n\tconst bounds = RE.Runtime.rogueDOMContainer.getBoundingClientRect()\n\tgameVector.x = ((browserVector.x - bounds.left) / bounds.width) * 2 - 1\n\tgameVector.y = -((browserVector.y - bounds.top) / bounds.height) * 2 + 1\n }\n}\n\nRE.registerComponent(OrbitCamera)\n","import * as RE from 'rogue-engine';\n\nexport default class RaycastReceiver extends RE.Component {\n onMouseOver(intersect) {\n throw new Error(\"Abstract class: Please inherit from this class to use it's behavior\")\n }\n\n onMouseOut(){\n throw new Error(\"Abstract class: Please inherit from this class to use it's behavior\")\n }\n}\n\nRE.registerComponent(RaycastReceiver);","import * as RE from 'rogue-engine';\nimport * as THREE from 'three'\nimport { Vector2 } from 'three';\nimport RaycastReceiver from './RaycastReceiver.re';\n\nexport default class RaycastReporter extends RE.Component {\n\t// @RE.Prop(\"Select\") something;\n\t// somethingOptions = [\"One\", \"Two\"]\n\n\t@RE.PropList(\"String\") receiverClass = [\"RaycastReceiver\"]\n\tallHovered = []\n\tawake() {\n\n\t}\n\n\tstart() {\n\t\tthis.mouse = new THREE.Vector2(0, 0)\n\t\tthis.raycaster = new THREE.Raycaster()\n\t\tthis.updated = false\n\t\tRE.Input.touch.enabled = true\n\t}\n\n\tnormalizeScreenInput(browserVector, gameVector) {\n\t\tconst bounds = RE.Runtime.rogueDOMContainer.getBoundingClientRect();\n\t\tgameVector.x = ((browserVector.x - bounds.left) / bounds.width) * 2 - 1;\n\t\tgameVector.y = -((browserVector.y - bounds.top) / bounds.height) * 2 + 1\n\t}\n\n\tgetMouseInput() {\n\t\tif (!RE.Input.mouse.isMoving) {\n\t\t\treturn\n\t\t}\n\t\tthis.normalizeScreenInput(RE.Input.mouse, this.mouse)\n\t\tthis.updated = true\n\t}\n\n\tgetTouchInput() {\n\t\tif (RE.Input.touch.touches.length == 0) {\n\t\t\treturn\n\t\t}\n\n\t\tthis.normalizeScreenInput(RE.Input.touch.touches[0], this.mouse)\n\t\tthis.updated = true\n\n\t}\n\n\tupdate() {\n\t\tthis.updated = false\n\t\tthis.getMouseInput()\n\t\tthis.getTouchInput()\n\n\t\tif (!this.updated) {\n\t\t\treturn\n\t\t}\n\n\t\tthis.raycaster.setFromCamera(this.mouse, this.object3d)\n\n\t\tlet intersects = this.raycaster.intersectObjects(RE.App.currentScene.children)\n\n\t\tlet listeningComponents = []\n\t\tintersects.forEach(intersect => {\n\t\t\tlet object3d = RE.App.currentScene.getObjectByProperty('uuid', intersect.object.uuid)\n\t\t\tlet component = RE.getComponent(RaycastReceiver, object3d)\n\t\t\twhile (component == null && object3d.parent != null) {\n\t\t\t\tobject3d = object3d.parent\n\t\t\t\tcomponent = RE.getComponent(RaycastReceiver, object3d)\n\t\t\t}\n\t\t\tif (component != null) {\n\t\t\t\tlisteningComponents = listeningComponents.filter((dataThing) => {\n\t\t\t\t\tdataThing.component.object3d.uuid != component.object3d.uuid\n\t\t\t\t})\n\t\t\t\tlisteningComponents.push({ component: component, intersect: intersect })\n\t\t\t}\n\t\t})\n\n\t\tfor (let i = 0; i < this.allHovered.length; i++) {\n\t\t\tlet dataThing = this.allHovered[i]\n\t\t\tif (!listeningComponents.includes(dataThing)) {\n\t\t\t\tdataThing.component.onMouseOut()\n\t\t\t}\n\t\t}\n\n\t\tthis.allHovered = []\n\n\t\tfor (let i = 0; i < listeningComponents.length; i++) {\n\t\t\tlet dataThing = listeningComponents[i]\n\t\t\tthis.allHovered.push(dataThing)\n\t\t\tif (dataThing.component.onMouseOver(dataThing.intersect) === false) {\n\t\t\t\tbreak;\n\t\t\t}\n\t\t}\n\t}\n}\n\nRE.registerComponent(RaycastReporter);\n","import * as RE from 'rogue-engine';\nimport RaycastReceiver from './RaycastReceiver.re';\nimport * as THREE from 'three'\n\nexport default class TileRaycastReceiver extends RaycastReceiver {\n @RE.props.vector2() tileSize = new THREE.Vector2(1.0, 1.0)\n\n isHovered = false\n\n onMouseOver(intersect) {\n this.isHovered = true \n RE.Runtime.rogueDOMContainer.style.cursor = \"pointer\"\n }\n\n onMouseOut(){\n if(this.isHovered) {\n this.isHovered = false\n RE.Runtime.rogueDOMContainer.style.cursor = \"default\"\n } \n }\n\n getPosition() {\n return this.object3d.position\n }\n\n awake() {\n\n }\n\n start() {\n }\n\n update() {\n if(!this.isHovered) {\n return\n }\n\n if(RE.Input.mouse.getButtonDown(0) || RE.Input.touch.touches.length == 1) {\n let target = RE.App.currentScene.getObjectByName(\"CameraTarget\")\n if(!target) {\n RE.Debug.logWarning(\"didn't find CameraTarget Object3D\")\n return\n }\n target.position.set(this.object3d.position.x, this.object3d.position.y, this.object3d.position.z)\n }\n\n }\n}\n\nRE.registerComponent(TileRaycastReceiver);\n","import * as RE from \"rogue-engine\";\nimport { Object3D, Vector3 } from \"three\";\n\nconst fwdDirection = new Vector3(0, 0, -1);\nconst bwdDirection = new Vector3(0, 0, 1);\nconst leftDirection = new Vector3(-1, 0, 0);\nconst rightDirection = new Vector3(1, 0, 0);\nconst upDirection = new Vector3(0, 1, 0);\nconst downDirection = new Vector3(0, -1, 0);\n\nexport default class WorldFPSController extends RE.Component {\n\t@RE.props.object3d() mainCamera: Object3D;\n\t@RE.props.num() horizontalLookSpeed: number = 360;\n\t@RE.props.num() verticalLookSpeed: number = 180;\n\t@RE.props.num(-Math.PI / 2, 0) minCameraRotY: number = -1.5708;\n\t@RE.props.num(0, Math.PI / 2) maxCameraRotY: number = 1.5708;\n\t@RE.props.num() cameraHeight: number = 0.4;\n\t@RE.props.num() walkSpeed: number = 2;\n\t@RE.props.num() fwdSpeedMultiplier: number = 1.3;\n\t@RE.props.num() runSpeedMultiplier: number = 1.8;\n\t@RE.props.object3d() character: Object3D;\n\t@RE.props.list.object3d() worldObjects: Object3D[];\n\t@RE.props.vector3() characterOffsetPosition: Vector3;\n\t@RE.props.vector3() characterRotatePosition: Vector3;\n\n\tcharacterOffset: Object3D = new Object3D();\n\n\tawake() {\n\t\tRE.Input.mouse.lock();\n\n\t\t\n\t\tthis.characterOffset.position.copy(this.character.position);\n\t\tthis.mainCamera.position.set(0,0,0);\n\t\tthis.character.position.set(0,0,0);\n\t\tthis.mainCamera.position.y += this.cameraHeight;\n\t\tthis.mainCamera.rotation.copy(this.character.rotation);\n\n\t\tthis.worldObjects.forEach(worldObject => {\n\t\t\tworldObject.position.set(\n\t\t\t\t-this.characterOffset.position.x,\n\t\t\t\t-this.characterOffset.position.y,\n\t\t\t\t-this.characterOffset.position.z\n\t\t\t);\n\t\t});\n\n\t\tconst appContainer = document.getElementById(\"rogue-app\");\n\n\t\tif (!appContainer) return;\n\n\t\tappContainer.onmousedown = e => {\n\t\t\tRE.Input.mouse.lock();\n\t\t};\n\n\t\tRE.Runtime.onStop(() => {\n\t\t\tif (!appContainer) return;\n\n\t\t\tappContainer.onmousedown = null;\n\t\t});\n\n\t\tthis.mainCamera.rotation.order = \"YXZ\";\n\t\tthis.character.rotation.order = \"YXZ\";\n\t\tthis.mainCamera.up.set(0, 1, 0);\n\t}\n\n\tupdate() {\n\t\tconst deltaTime = RE.Runtime.deltaTime;\n\n\t\tconst appContainer = document.getElementById(\"rogue-app\");\n\t\tif (!appContainer) return;\n\n\t\tif (RE.Input.mouse.isMoving && document.pointerLockElement) {\n\t\t\tconsole.log(\"movement Ratio\", (RE.Input.mouse.movementX / appContainer.clientWidth), (RE.Input.mouse.movementY/ appContainer.clientHeight))\n\t\t\tconst mouseDeltaX = (RE.Input.mouse.movementX / appContainer.clientWidth) * this.horizontalLookSpeed * deltaTime;\n\t\t\tconst mouseDeltaY = (RE.Input.mouse.movementY/ appContainer.clientHeight) * this.verticalLookSpeed * deltaTime;\n\n\t\t\tthis.character.rotation.set(\n\t\t\t\tthis.character.rotation.x,\n\t\t\t\tthis.character.rotation.y - mouseDeltaX,\n\t\t\t\tthis.character.rotation.z\n\t\t\t );\n\t\t\n\t\t\t this.mainCamera.rotation.set(\n\t\t\t\tthis.mainCamera.rotation.x - mouseDeltaY,\n\t\t\t\tthis.character.rotation.y,\n\t\t\t\tthis.mainCamera.rotation.z\n\t\t\t );\n\n\t\t\tthis.mainCamera.rotation.x = Math.max(this.minCameraRotY, Math.min(this.maxCameraRotY, this.mainCamera.rotation.x));\n\t\t}\n\n\t\tRE.Input.keyboard.getKeyPressed(\"Escape\") && RE.Input.mouse.unlock();\n\n\t\tlet actualSpeed = this.walkSpeed;\n\t\tlet onlyFwd = true;\n\n\t\tconst movementVector = new Vector3();\n\n\t\t// if (RE.Input.keyboard.getKeyDown(\"Space\")) {\n\t\t// //jump logic here\n\t\t// movementVector.add(upDirection);\n\t\t// }\n\n\t\tif (RE.Input.keyboard.getKeyPressed(\"Space\")) {\n\t\t\tmovementVector.add(upDirection);\n\t\t}\n\n\t\tif (RE.Input.keyboard.getKeyPressed(\"ControlLeft\")) {\n\t\t\tmovementVector.add(downDirection);\n\t\t}\n\n\t\tif (RE.Input.keyboard.getKeyPressed(\"KeyW\")) {\n\t\t\tmovementVector.add(fwdDirection);\n\t\t} else if (RE.Input.keyboard.getKeyPressed(\"KeyS\")) {\n\t\t\tmovementVector.add(bwdDirection);\n\t\t\tonlyFwd = false;\n\t\t}\n\n\t\tif (RE.Input.keyboard.getKeyPressed(\"KeyA\")) {\n\t\t\tmovementVector.add(leftDirection);\n\t\t\tonlyFwd = false;\n\t\t} else if (RE.Input.keyboard.getKeyPressed(\"KeyD\")) {\n\t\t\tmovementVector.add(rightDirection);\n\t\t\tonlyFwd = false;\n\t\t}\n\n\t\tif (onlyFwd) {\n\t\t\tif (RE.Input.keyboard.getKeyPressed(\"ShiftLeft\")) {\n\t\t\t\tactualSpeed *= this.runSpeedMultiplier;\n\t\t\t} else {\n\t\t\t\tactualSpeed *= this.fwdSpeedMultiplier;\n\t\t\t}\n\t\t}\n\n\t\tmovementVector.normalize();\n\n\t\tif (movementVector.length() > 0) {\n\t\t\tmovementVector.copy(\n\t\t\t\tmovementVector\n\t\t\t\t\t.transformDirection(this.character.matrix)\n\t\t\t\t\t.multiplyScalar(actualSpeed * deltaTime)\n\t\t\t);\n\t\t\tthis.characterOffset.position.x += movementVector.x;\n\t\t\tthis.characterOffset.position.y += movementVector.y;\n\t\t\tthis.characterOffset.position.z += movementVector.z;\n\n\t\t\tthis.worldObjects.forEach(worldObject => 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|