diff --git a/frontend/src/utils.rs b/frontend/src/utils.rs index b0c9115..571992b 100644 --- a/frontend/src/utils.rs +++ b/frontend/src/utils.rs @@ -16,9 +16,9 @@ static VIEWBOX_SCALE: f32 = 0.1; pub static COLORS: [[f32; 3]; 10] = [ [0.5, 0.5, 0.5], - [0.0, 1.0, 0.0], - [0.0, 0.0, 1.0], - [1.0, 0.0, 0.0], + [1.0, 0.5, 0.0], + [0.0, 0.5, 1.0], + [1.0, 0.0, 1.0], [1.0, 0.0, 0.0], [1.0, 0.0, 0.0], [1.0, 0.0, 0.0], diff --git a/frontend/www/index.ts b/frontend/www/index.ts index 09aacaf..d628fb1 100644 --- a/frontend/www/index.ts +++ b/frontend/www/index.ts @@ -67,20 +67,11 @@ class GameInstance { this.resizer = new Resizer(CANVAS, [...f32v(game.get_viewbox(), 4)], true); this.renderer = new Renderer(); // this.renderer.addToDraw(indexBuffer, vao, this.shader); - this.game.update_turn(10); + this.game.update_turn(0); const planets = f32v(game.get_planets(), this.planet_count * 3); - const colours = f32v(game.get_planet_colors(), this.planet_count * 3); - console.log(planets.length); - console.log(colours.length); - - - console.log(this.planet_count); for(let i=0; i < this.planet_count; i++){ - const colour = new Uniform3f(colours[i*3], colours[i*3 + 1], colours[i*3 + 2]); - - console.log(colour); const transform = new UniformMatrix3fv([ 1, 0, 0, @@ -89,7 +80,6 @@ class GameInstance { ]); const indexBuffer = new IndexBuffer(GL, meshes[i % meshes.length].cells); - const positionBuffer = new VertexBuffer(GL, meshes[i % meshes.length].positions); const layout = new VertexBufferLayout(); @@ -102,7 +92,6 @@ class GameInstance { vao, this.shader, { - "u_color": colour, "u_trans": transform, } ) @@ -145,16 +134,11 @@ var game_instance: GameInstance; export async function set_instance(game: Game) { const meshes = await Promise.all( - ["earth.svg", "jupiter.svg", "mars.svg"].map( + ["earth.svg", "mars.svg", "venus.svg"].map( (name) => "static/res/assets/" + name ).map(url_to_mesh) ); - console.log(meshes[0]); game_instance = new GameInstance(game, meshes); - - console.log(game.turn_count()); - - console.log(f32v(game.get_viewbox(), 4)); }