Remove clutter
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parent
78b1d648ee
commit
c21025caf6
13 changed files with 39 additions and 62 deletions
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@ -1,7 +1,10 @@
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import { vec2 } from 'gl-matrix';
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import { CircleLight, compile, Flashlight, InvertedTunnel, Renderer } from 'sdf-2d';
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import { CommandBroadcaster } from './commands/command-broadcaster';
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import { RenderCommand } from './graphics/commands/render';
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import { MoveToCommand } from './commands/move-to';
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import { RenderCommand } from './commands/render';
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import { StepCommand } from './commands/step';
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import { TeleportToCommand } from './commands/teleport-to';
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import { DeltaTimeCalculator } from './helper/delta-time-calculator';
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import { prettyPrint } from './helper/pretty-print';
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import { rgb } from './helper/rgb';
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@ -14,12 +17,9 @@ import { Camera } from './objects/types/camera';
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import { Character } from './objects/types/character';
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import { createDungeon } from './objects/world/create-dungeon';
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import { BoundingBoxBase } from './physics/bounds/bounding-box-base';
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import { MoveToCommand } from './physics/commands/move-to';
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import { StepCommand } from './physics/commands/step';
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import { TeleportToCommand } from './physics/commands/teleport-to';
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import { Physics } from './physics/physics';
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import { settings } from './settings';
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import { BlobShape } from './shapes/types/blob-shape';
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import { BlobShape } from './shapes/blob-shape';
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export class Game implements IGame {
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public readonly objects = new Objects();
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@ -45,10 +45,22 @@ export class Game implements IGame {
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this.rendererPromise = compile(
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canvas,
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[
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InvertedTunnel.descriptor,
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Flashlight.descriptor,
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BlobShape.descriptor,
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CircleLight.descriptor,
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{
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...InvertedTunnel.descriptor,
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shaderCombinationSteps: [0, 2, 4, 8, 16],
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},
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{
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...Flashlight.descriptor,
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shaderCombinationSteps: [0, 1],
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},
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{
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...BlobShape.descriptor,
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shaderCombinationSteps: [0, 1],
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},
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{
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...CircleLight.descriptor,
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shaderCombinationSteps: [0, 1, 2, 4, 8, 16],
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},
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],
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{
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shadowTraceCount: 12,
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@ -90,7 +102,9 @@ export class Game implements IGame {
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private initializeScene() {
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createDungeon(this.objects, this.physics);
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//createDungeon(this.objects, this.physics);
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createDungeon(this.objects, this.physics);
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createDungeon(this.objects, this.physics);
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createDungeon(this.objects, this.physics);
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this.character = new Character(this.physics, this);
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this.objects.addObject(this.character);
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