PrismarineJS / prismarine-physics

Provide the physics engine for minecraft entities
MIT License
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minecraft physics-engine prismarinejs

prismarine-physics

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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

A player state is an object containing the properties:

Read / Write properties:

Read only properties: