hm still better, Im tired
This commit is contained in:
parent
26d964637d
commit
195df9da38
2 changed files with 5 additions and 21 deletions
|
@ -16,9 +16,9 @@ static VIEWBOX_SCALE: f32 = 0.1;
|
||||||
|
|
||||||
pub static COLORS: [[f32; 3]; 10] = [
|
pub static COLORS: [[f32; 3]; 10] = [
|
||||||
[0.5, 0.5, 0.5],
|
[0.5, 0.5, 0.5],
|
||||||
[0.0, 1.0, 0.0],
|
[1.0, 0.5, 0.0],
|
||||||
[0.0, 0.0, 1.0],
|
[0.0, 0.5, 1.0],
|
||||||
[1.0, 0.0, 0.0],
|
[1.0, 0.0, 1.0],
|
||||||
[1.0, 0.0, 0.0],
|
[1.0, 0.0, 0.0],
|
||||||
[1.0, 0.0, 0.0],
|
[1.0, 0.0, 0.0],
|
||||||
[1.0, 0.0, 0.0],
|
[1.0, 0.0, 0.0],
|
||||||
|
|
|
@ -67,20 +67,11 @@ class GameInstance {
|
||||||
this.resizer = new Resizer(CANVAS, [...f32v(game.get_viewbox(), 4)], true);
|
this.resizer = new Resizer(CANVAS, [...f32v(game.get_viewbox(), 4)], true);
|
||||||
this.renderer = new Renderer();
|
this.renderer = new Renderer();
|
||||||
// this.renderer.addToDraw(indexBuffer, vao, this.shader);
|
// 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 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++){
|
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([
|
const transform = new UniformMatrix3fv([
|
||||||
1, 0, 0,
|
1, 0, 0,
|
||||||
|
@ -89,7 +80,6 @@ class GameInstance {
|
||||||
]);
|
]);
|
||||||
|
|
||||||
const indexBuffer = new IndexBuffer(GL, meshes[i % meshes.length].cells);
|
const indexBuffer = new IndexBuffer(GL, meshes[i % meshes.length].cells);
|
||||||
|
|
||||||
const positionBuffer = new VertexBuffer(GL, meshes[i % meshes.length].positions);
|
const positionBuffer = new VertexBuffer(GL, meshes[i % meshes.length].positions);
|
||||||
|
|
||||||
const layout = new VertexBufferLayout();
|
const layout = new VertexBufferLayout();
|
||||||
|
@ -102,7 +92,6 @@ class GameInstance {
|
||||||
vao,
|
vao,
|
||||||
this.shader,
|
this.shader,
|
||||||
{
|
{
|
||||||
"u_color": colour,
|
|
||||||
"u_trans": transform,
|
"u_trans": transform,
|
||||||
}
|
}
|
||||||
)
|
)
|
||||||
|
@ -145,16 +134,11 @@ var game_instance: GameInstance;
|
||||||
|
|
||||||
export async function set_instance(game: Game) {
|
export async function set_instance(game: Game) {
|
||||||
const meshes = await Promise.all(
|
const meshes = await Promise.all(
|
||||||
["earth.svg", "jupiter.svg", "mars.svg"].map(
|
["earth.svg", "mars.svg", "venus.svg"].map(
|
||||||
(name) => "static/res/assets/" + name
|
(name) => "static/res/assets/" + name
|
||||||
).map(url_to_mesh)
|
).map(url_to_mesh)
|
||||||
);
|
);
|
||||||
console.log(meshes[0]);
|
|
||||||
game_instance = new GameInstance(game, meshes);
|
game_instance = new GameInstance(game, meshes);
|
||||||
|
|
||||||
console.log(game.turn_count());
|
|
||||||
|
|
||||||
console.log(f32v(game.get_viewbox(), 4));
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
Loading…
Reference in a new issue