const createPlayer = (x, y) => ({ x, y, width: 32, height: 32, velocityX: 0, velocityY: 0, speed: 300, jumping: false }); const updatePlayer = (player, deltaTime) => { const keys = getKeys(); const seconds = deltaTime / 1000; let velocityX = 0; let velocityY = player.velocityY; // Horizontal movement if (keys.ArrowLeft) velocityX -= player.speed; if (keys.ArrowRight) velocityX += player.speed; // Simple jumping (can be improved) if (keys.ArrowUp && !player.jumping) { velocityY = -500; } // Apply gravity velocityY += 980 * seconds; // 980 pixels/secondĀ² // Update position const x = player.x + velocityX * seconds; const y = player.y + velocityY * seconds; // Create updated player state let updatedPlayer = { ...player, x, y, velocityX, velocityY }; // Handle collisions with the world return handleWorldCollisions(updatedPlayer, window.gameState.world); }; const renderPlayer = (ctx, player) => { ctx.fillStyle = '#f00'; ctx.fillRect(player.x, player.y, player.width, player.height); }; // Key handling const keys = {}; window.addEventListener('keydown', (e) => { keys[e.key] = true; }); window.addEventListener('keyup', (e) => { keys[e.key] = false; }); const getKeys = () => ({...keys});