use auto-incremented IDs instead of UUIDs

This commit is contained in:
2025-01-19 21:43:27 +09:00
parent e4f1fe19f4
commit 634dde2a3b
9 changed files with 127 additions and 110 deletions
+86 -1
View File
@@ -1,6 +1,91 @@
import { Vector2 } from 'three'
import Team from './team.js'
import Template from './template.js'
import Terrain from './terrain.js'
import Entity from './entity.js'
export class Dungeon {
}
export class Ravine {
static scenario(game) {
game.width = 10000 * 1.6
game.height = 10000 * 1.6
this.terrains.map((points) => new Terrain(points.map((p) => p.multiplyScalar(1.6)))).forEach((terrain) => game.addTerrain(terrain))
game.logic = this.logic.bind(game)
const player1 = new Entity(Template.player({
id: '1',
spawnPosition: new Vector2(500, 150),
team: Team.blue,
}))
game.spawnEntity(player1)
}
static logic() {
const game = this
const midRoute = [
new Vector2(1544, 1572),
new Vector2(2748, 2792),
new Vector2(3628, 3688),
new Vector2(4992, 5000),
new Vector2(6272, 6188),
new Vector2(7252, 7200),
new Vector2(8436, 8408),
].map((p) => p.multiplyScalar(1.6))
const topRoute = [
new Vector2(868, 1740),
new Vector2(856, 3480),
new Vector2(808, 5944),
new Vector2(816, 7256),
new Vector2(976, 7772),
new Vector2(1388, 8384),
new Vector2(1948, 8940),
new Vector2(2392, 9152),
new Vector2(4168, 9196),
new Vector2(6548, 9168),
new Vector2(8288, 9176),
].map((p) => p.multiplyScalar(1.6))
const botRoute = [
new Vector2(1704, 812),
new Vector2(3460, 828),
new Vector2(5804, 768),
new Vector2(7332, 844),
new Vector2(8052, 1100),
new Vector2(8528, 1516),
new Vector2(9080, 2208),
new Vector2(9224, 2620),
new Vector2(9172, 4344),
new Vector2(9136, 6752),
new Vector2(9136, 8248),
].map((p) => p.multiplyScalar(1.6))
if (game.entities.length < 100) {
if ([(0 * game.tickRate), (1 * game.tickRate), (2 * game.tickRate)].includes(game.currentTick % (30 * game.tickRate))) {
game.spawnEntity(new Entity(Template.minion(Team.blue, { ranged: false, route: topRoute })))
game.spawnEntity(new Entity(Template.minion(Team.blue, { ranged: false, route: midRoute })))
game.spawnEntity(new Entity(Template.minion(Team.blue, { ranged: false, route: botRoute })))
game.spawnEntity(new Entity(Template.minion(Team.red, { ranged: false, route: topRoute.toReversed() })))
game.spawnEntity(new Entity(Template.minion(Team.red, { ranged: false, route: midRoute.toReversed() })))
game.spawnEntity(new Entity(Template.minion(Team.red, { ranged: false, route: botRoute.toReversed() })))
}
if ([(3 * game.tickRate), (4 * game.tickRate), (5 * game.tickRate)].includes(game.currentTick % (30 * game.tickRate))) {
game.spawnEntity(new Entity(Template.minion(Team.blue, { ranged: true, route: topRoute })))
game.spawnEntity(new Entity(Template.minion(Team.blue, { ranged: true, route: midRoute })))
game.spawnEntity(new Entity(Template.minion(Team.blue, { ranged: true, route: botRoute })))
game.spawnEntity(new Entity(Template.minion(Team.red, { ranged: true, route: topRoute.toReversed() })))
game.spawnEntity(new Entity(Template.minion(Team.red, { ranged: true, route: midRoute.toReversed() })))
game.spawnEntity(new Entity(Template.minion(Team.red, { ranged: true, route: botRoute.toReversed() })))
}
}
}
export default class Map {
static terrains = [
// // top base gate west wall
// [