add turn counter
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c4ed747c2b
commit
3e32c4f240
2 changed files with 11 additions and 1 deletions
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@ -15,6 +15,9 @@
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<div id="addbutton" class="button"></div>
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<div id="addbutton" class="button"></div>
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<div id="meta">
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<div id="meta">
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<div id="turnCounter">
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0 / 0
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</div>
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<div>
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<div>
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<span>Ms per frame: </span>
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<span>Ms per frame: </span>
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<input type="number" id="speed" value="500">
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<input type="number" id="speed" value="500">
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@ -15,6 +15,8 @@ function i32v(ptr: number, size: number): Int32Array {
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return new Int32Array(memory.buffer, ptr, size);
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return new Int32Array(memory.buffer, ptr, size);
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}
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}
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const TURNCOUNTER = document.getElementById("turnCounter");
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const COUNTER = new FPSCounter();
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const COUNTER = new FPSCounter();
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const LOADER = document.getElementById("main");
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const LOADER = document.getElementById("main");
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@ -73,6 +75,8 @@ class GameInstance {
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ship_indices: number[];
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ship_indices: number[];
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turn_count = 0;
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constructor(game: Game, meshes: Mesh[], ship_mesh: Mesh) {
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constructor(game: Game, meshes: Mesh[], ship_mesh: Mesh) {
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this.game = game;
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this.game = game;
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this.planet_count = this.game.get_planet_count();
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this.planet_count = this.game.get_planet_count();
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@ -115,6 +119,8 @@ class GameInstance {
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);
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);
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}
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}
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this.turn_count = game.turn_count();
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this.ship_indices = [];
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this.ship_indices = [];
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const ship_ibo = new IndexBuffer(GL, ship_mesh.cells);
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const ship_ibo = new IndexBuffer(GL, ship_mesh.cells);
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const ship_positions = new VertexBuffer(GL, ship_mesh.positions);
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const ship_positions = new VertexBuffer(GL, ship_mesh.positions);
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@ -135,7 +141,7 @@ class GameInstance {
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}
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}
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// Set slider correctly
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// Set slider correctly
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SLIDER.max = this.game.turn_count() - 1 + '';
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SLIDER.max = this.turn_count - 1 + '';
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}
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}
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_update_state() {
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_update_state() {
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@ -214,6 +220,7 @@ class GameInstance {
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this.playing = true;
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this.playing = true;
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}
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}
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TURNCOUNTER.innerHTML = this.frame + " / " + this.turn_count;
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SLIDER.value = this.frame + '';
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SLIDER.value = this.frame + '';
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}
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}
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