Async imports support, aggressive uglifying
This commit is contained in:
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5e4af4d923
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576e191631
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@ -14,9 +14,11 @@
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"@types/bun": "latest",
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"@types/html-minifier": "4.0.5",
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"@types/inquirer": "9.0.7",
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"assemblyscript": "0.27.29",
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"bun-lightningcss": "0.2.0",
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"html-minifier": "4.0.0",
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"inquirer": "9.3.4",
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"typescript": "5.5.2"
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"typescript": "5.5.2",
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"uglify-js": "3"
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}
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}
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@ -1,21 +1,20 @@
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import path from 'path';
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import { minify } from 'html-minifier';
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import UglifyJS from 'uglify-js';
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import wasmPlugin from './wasmPlugin';
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import imagePlugin from './imagePlugin';
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import fontPlugin from './fontPlugin';
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import lightningcss from 'bun-lightningcss';
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import { getGames } from './isGame';
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const transpiler = new Bun.Transpiler();
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export async function buildHTML(game: string, production = false) {
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const html = await Bun.file(path.resolve(import.meta.dir, '..', 'assets', 'index.html')).text();
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const bundle = await Bun.build({
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outdir: '/tmp',
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entrypoints: [path.resolve(import.meta.dir, '..', 'index.ts')],
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sourcemap: production ? 'none' : 'inline',
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minify: production,
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define: {
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global: 'window',
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GAME: `"${game}"`,
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@ -24,6 +23,7 @@ export async function buildHTML(game: string, production = false) {
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plugins: [
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imagePlugin,
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fontPlugin,
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wasmPlugin,
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lightningcss(),
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]
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});
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@ -38,17 +38,39 @@ export async function buildHTML(game: string, production = false) {
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if (await iconFile.exists()) {
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icon = `<link rel="icon" href="data:;base64,${Buffer.from(await iconFile.arrayBuffer()).toString('base64')}" />`;
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}
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const script = await bundle.outputs[0].text();
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let script = await bundle.outputs[0].text();
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const inits = new Set<string>();
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script = script.replace(/var (init_[^ ]+) = __esm\(\(\)/g, (_, $1) => {
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inits.add($1);
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return `var ${$1} = __esm(async ()`;
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});
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for (const init of inits) {
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script = script.replaceAll(`${init}()`, `await ${init}()`);
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}
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script = script.replaceAll('await Promise.resolve().then(() =>', '(');
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if (production) {
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const minifyResult = UglifyJS.minify(script, {
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module: true,
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});
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if (minifyResult.error) {
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console.warn(`Minify error: ${minifyResult.error}`);
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} else {
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script = minifyResult.code;
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}
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}
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const resultHTML = html
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.replace('$SCRIPT$', `<script>${script}</script>`)
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.replace('$SCRIPT$', `<script type="module">${script}</script>`)
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.replace('$TITLE$', game[0].toUpperCase() + game.slice(1).toLowerCase())
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.replace('$ICON$', icon);
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return minify(resultHTML, {
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collapseWhitespace: true,
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collapseWhitespace: production,
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decodeEntities: true,
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minifyCSS: true,
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minifyCSS: production,
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minifyJS: production,
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});
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} else {
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console.error('Failed: ', !bundle.success, bundle);
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@ -10,7 +10,14 @@ const imagePlugin: BunPlugin = {
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return {
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contents: `
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const img = new Image();
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const promise = new Promise((resolve, reject) => {
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img.onload = resolve;
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img.onerror = reject;
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});
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img.src = (${JSON.stringify(src)});
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await promise;
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export default img;
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`,
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loader: 'js',
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@ -0,0 +1,39 @@
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import { plugin, type BunPlugin } from "bun";
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import path from 'path';
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import asc from 'assemblyscript/asc';
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const wasmPlugin: BunPlugin = {
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name: "WASM loader",
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async setup(build) {
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build.onLoad({ filter: /\.wasm\.ts$/ }, async (args) => {
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const wasmPath = path.resolve(import.meta.dir, '..', '..', 'dist', 'tmp.wasm');
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const jsPath = wasmPath.replace(/\.wasm$/, '.js');
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const { error, stderr } = await asc.main([
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args.path,
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'--outFile', wasmPath,
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'--textFile', wasmPath.replace(/\.wasm$/, '.wat'),
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'--optimize', '--bindings', 'esm',
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]);
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if (error) {
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console.error(stderr.toString(), error.message);
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throw error;
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} else {
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const jsContent = await Bun.file(jsPath).text();
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const wasmContent = await Bun.file(wasmPath).arrayBuffer();
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const wasmBuffer = Buffer.from(wasmContent).toString('base64');
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const wasmURL = `data:application/wasm;base64,${wasmBuffer}`;
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return {
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loader: 'js',
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contents: jsContent
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.replace(/new URL\([^)]*\)/, `new URL(${JSON.stringify(wasmURL)})`),
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};
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}
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});
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}
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};
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plugin(wasmPlugin);
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export default wasmPlugin;
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@ -36,7 +36,7 @@ export class BrickDisplay implements Display {
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}
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set score(value) {
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this.#score = (value | 0) % 1000000000;
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this.#score = Math.max(0, (value | 0) % 1000000000);
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}
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get speed() {
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@ -3,7 +3,7 @@ export const nextFrame = async (): Promise<number> => new Promise((resolve) => r
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export const randInt = (min: number, max: number) => Math.round(min + (max - min - 1) * Math.random());
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export const randBool = () => Math.random() < 0.5;
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export const choice = (array: any[]) => array[randInt(0, array.length)];
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export const choice = <T>(array: T[]): T => array[randInt(0, array.length)];
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export const weightedChoice = <T extends string | number>(options: [T, number][] | Partial<Record<T, number>>): T | null => {
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if (!Array.isArray(options)) {
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options = Object.entries(options) as [T, number][];
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@ -22,6 +22,16 @@ export const weightedChoice = <T extends string | number>(options: [T, number][]
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return null;
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}
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export const shuffle = <T>(array: T[]): T[] => {
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const shuffledArray = [...array];
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for (let i = shuffledArray.length - 1; i > 0; i--) {
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const j = Math.floor(Math.random() * (i + 1));
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[shuffledArray[i], shuffledArray[j]] = [shuffledArray[j], shuffledArray[i]];
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}
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return shuffledArray;
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}
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export const range = (size: number | string) => Object.keys((new Array(+size)).fill(0)).map(k => +k);
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export const clamp = (value: number, min: number, max: number) => Math.min(max, Math.max(min, value));
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Binary file not shown.
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Before Width: | Height: | Size: 115 B |
Binary file not shown.
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Before Width: | Height: | Size: 198 B After Width: | Height: | Size: 241 B |
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@ -1,4 +1,5 @@
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import { BrickDisplay, type BrickDisplayImage } from "@common/display";
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import { choice, shuffle } from "@common/utils";
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const emptySprite: BrickDisplayImage = { image: [], width: 0, height: 0 };
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@ -54,26 +55,26 @@ export const ITEMS: Item[] = [
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},
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{ // SWORD
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sprite: emptySprite,
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accuracy: 1,
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accuracy: 0.8,
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damage: 5,
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ranged: false,
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},
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{ // BIG_SWORD
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sprite: emptySprite,
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accuracy: 0.9,
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accuracy: 0.7,
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damage: 10,
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ranged: false,
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},
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{ // BOW
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sprite: emptySprite,
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accuracy: 0.7,
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damage: 5,
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accuracy: 0.6,
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damage: 4,
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ranged: true,
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},
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{ // GRENADE
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sprite: emptySprite,
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accuracy: 0.8,
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damage: 10,
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damage: 8,
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ranged: true,
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consumable: true,
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},
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@ -155,6 +156,102 @@ export const MONSTERS: Monster[] = [
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ranged: true,
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secondLootChance: 0,
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},
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{ // SLIME
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sprite: emptySprite,
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health: 5,
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maxHealth: 5,
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damage: 3,
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accuracy: 0.6,
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lootTable: {
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[Items.HEAL]: 0.5,
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[Items.SWORD]: 0.3,
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[Items.POTION]: 0.15,
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[Items.BOW]: 0.05,
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[Items.HEAVY_SWORD]: 0.01,
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},
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ranged: false,
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secondLootChance: 0.3,
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},
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{ // DEMON
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sprite: emptySprite,
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health: 6,
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maxHealth: 6,
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damage: 3,
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accuracy: 0.8,
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lootTable: {
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[Items.HEAL]: 0.5,
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[Items.SWORD]: 0.3,
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[Items.POTION]: 0.15,
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[Items.BOW]: 0.1,
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[Items.HEAVY_SWORD]: 0.05,
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},
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ranged: false,
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secondLootChance: 0.3,
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},
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{ // ELEMENTAL
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sprite: emptySprite,
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health: 7,
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maxHealth: 7,
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damage: 4,
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accuracy: 0.5,
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lootTable: {
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[Items.HEAL]: 0.2,
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[Items.POTION]: 0.2,
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[Items.BOW]: 0.3,
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[Items.GRENADE]: 0.2,
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},
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ranged: true,
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secondLootChance: 0.3,
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},
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{ // BIG_SLIME
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sprite: emptySprite,
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health: 10,
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maxHealth: 10,
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damage: 5,
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accuracy: 0.6,
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lootTable: {
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[Items.HEAL]: 0.5,
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[Items.SWORD]: 0.3,
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[Items.POTION]: 0.2,
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[Items.BOW]: 0.3,
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[Items.GRENADE]: 0.2,
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[Items.HEAVY_SWORD]: 0.1,
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},
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ranged: false,
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secondLootChance: 0.7,
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},
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{ // BIG_ELEMENTAL
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sprite: emptySprite,
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health: 20,
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maxHealth: 20,
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damage: 6,
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accuracy: 0.9,
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lootTable: {},
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ranged: true,
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secondLootChance: 0,
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},
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];
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export const MONSTERS_ORDER = [
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...shuffle([Monsters.SMALL_SLIME, Monsters.SMALL_DEMON, Monsters.SNAKE]),
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Monsters.SMALL_ELEMENTAL,
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choice([Monsters.SMALL_SLIME, Monsters.SMALL_DEMON, Monsters.SNAKE]),
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...shuffle([Monsters.SLIME, Monsters.DEMON]),
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Monsters.ELEMENTAL,
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choice([Monsters.SLIME, Monsters.DEMON]),
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Monsters.BIG_SLIME,
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choice([
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Monsters.SMALL_SLIME,
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Monsters.SMALL_DEMON,
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Monsters.SNAKE,
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Monsters.SMALL_ELEMENTAL,
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Monsters.SLIME,
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Monsters.DEMON,
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Monsters.ELEMENTAL,
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]),
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Monsters.BIG_ELEMENTAL,
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];
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export function loadData(spritesheet: BrickDisplayImage) {
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@ -164,7 +261,7 @@ export function loadData(spritesheet: BrickDisplayImage) {
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for (let i = 0; i < MONSTERS.length; i++) {
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const x = (i % 8) << 2;
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const y = (3 + i / 8) << 2;
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const y = (2 + i / 8) << 2;
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MONSTERS[i].sprite = BrickDisplay.extractSprite(spritesheet, x, y, 4, 4);
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}
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}
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@ -1,14 +1,16 @@
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import { BrickDisplay, type BrickDisplayImage } from "@common/display";
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import { isPressed, updateKeys } from "@common/input";
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import backgroundImage from './assets/background.png';
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import spritesheetImage from './assets/spritesheet.png';
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import { ITEMS, Items, MONSTERS, loadData, type Item, type Monster } from "./data";
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import { delay, randBool, weightedChoice } from "@common/utils";
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import { ITEMS, Items, MONSTERS, MONSTERS_ORDER, loadData, type Item, type Monster } from "./data";
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import { randBool, weightedChoice } from "@common/utils";
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let display: BrickDisplay;
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let background: BrickDisplayImage;
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let playerSprite: BrickDisplayImage;
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const spritesheet = BrickDisplay.convertImage(spritesheetImage);
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const background = BrickDisplay.extractSprite(spritesheet, 12, 12, 10, 20);
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const winScreen = BrickDisplay.extractSprite(spritesheet, 24, 12, 6, 20);
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const playerSprite = BrickDisplay.extractSprite(spritesheet, 0, 4, 4, 4);
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const playerDeadSprite = BrickDisplay.extractSprite(spritesheet, 4, 4, 4, 4);
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const playerY = 2;
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@ -16,6 +18,9 @@ let y = 0;
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let targetY = 0;
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let playerHealth = 10;
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let playerBlink = 0;
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let missBlink = 0;
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let win = false;
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let winBlink = false;
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let playerTurn = true;
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let lootToConfirm: Items | null = null;
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@ -33,6 +38,7 @@ let monsterBlink = 0;
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let bulletY = -1;
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let bulletBlink = false;
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let bulletTargetY = -1;
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let bulletItem: Item | null = null;
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let lootY = -1;
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let lootItem: Items | null = null;
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@ -50,9 +56,19 @@ async function loop(time: number) {
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lootBlink = !lootBlink;
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}
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if (win && frames % 16 == 0) {
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winBlink = !winBlink;
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}
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if (playerHealth <= 0) {
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playerHealth = 0;
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playerTurn = false;
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}
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let lootConfirmed = false;
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const item = ITEMS[inventory[selectedSlot]];
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const monster = MONSTERS[currentMonster];
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const monster = MONSTERS[MONSTERS_ORDER[currentMonster]];
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if (playerBlink) {
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if (frames % 4 == 0) {
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playerBlink--;
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@ -61,6 +77,10 @@ async function loop(time: number) {
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if (frames % 4 == 0) {
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monsterBlink--;
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}
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} else if (missBlink) {
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if (frames % 4 == 0) {
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missBlink--;
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}
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} else if (bulletTargetY !== bulletY) {
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console.log('Bullet animation');
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if (frames % 2 == 0) {
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@ -77,7 +97,7 @@ async function loop(time: number) {
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if (frames % 3 == 0) {
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y += Math.sign(targetY - y);
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}
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} else if (playerTurn && playerHealth > 0) {
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} else if (playerTurn) {
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lootToConfirm = null;
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if (y === lootY) {
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lootToConfirm = lootItem;
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@ -104,6 +124,7 @@ async function loop(time: number) {
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console.log('Ranged attack')
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bulletY = y + playerY + playerSprite.height;
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bulletTargetY = monsterY + monster.sprite.height;
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bulletItem = item;
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} else if (item.heal) {
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console.log('Heal' + item.heal);
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playerHealth += item.heal;
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@ -123,6 +144,9 @@ async function loop(time: number) {
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playerHealth += i.heal;
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} else {
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inventory.push(lootToConfirm);
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if (!i.heal) {
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selectedSlot = inventory.length - 1;
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}
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}
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lootConfirmed = true;
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@ -147,7 +171,9 @@ async function loop(time: number) {
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lootY = monsterY - 1;
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lootItem = drop;
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if (drop != null) {
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if (drop == null) {
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spawnNextMonster();
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} else {
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lootTable[drop] = 0;
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const rnd = Math.random();
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if (rnd < monster.secondLootChance) {
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@ -158,11 +184,11 @@ async function loop(time: number) {
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playerTurn = true;
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}
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} else if (monster.ranged) {
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const retreat = randBool();
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const retreat = randBool() && monsterY - y < 12;
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if (retreat) {
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monsterTargetY = monsterY + 4;
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playerTurn = true;
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} else {
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} else {
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bulletY = monsterY + monster.sprite.height;
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bulletTargetY = y + playerY + playerSprite.height;
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}
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|
@ -193,7 +219,7 @@ async function loop(time: number) {
|
|||
bulletTargetY = bulletY = -1;
|
||||
bulletBlink = false;
|
||||
if (playerTurn) {
|
||||
damageMonster(item);
|
||||
damageMonster(bulletItem ?? item);
|
||||
playerTurn = false;
|
||||
} else {
|
||||
damagePlayer(monster);
|
||||
|
|
@ -204,16 +230,23 @@ async function loop(time: number) {
|
|||
display.clear();
|
||||
display.clear(true);
|
||||
|
||||
display.speed = item.damage;
|
||||
if (lootToConfirm) {
|
||||
const i = ITEMS[lootToConfirm];
|
||||
display.speed = i.heal ?? i.damage;
|
||||
} else {
|
||||
display.speed = item.heal ?? item.damage;
|
||||
}
|
||||
display.score = playerHealth;
|
||||
display.gameOver = playerHealth === 0;
|
||||
display.gameOver = playerHealth <= 0;
|
||||
|
||||
const bgY = y % display.height;
|
||||
display.drawImage(background, 0, bgY);
|
||||
display.drawImage(background, 0, bgY - display.height);
|
||||
if (missBlink % 2 == 0 || playerHealth <= 0) {
|
||||
display.drawImage(background, 0, bgY);
|
||||
display.drawImage(background, 0, bgY - display.height);
|
||||
}
|
||||
|
||||
if (playerBlink % 2 == 0) {
|
||||
display.drawImage(playerSprite, 3, display.height - playerSprite.height - playerY);
|
||||
display.drawImage(playerHealth > 0 ? playerSprite : playerDeadSprite, 3, display.height - playerSprite.height - playerY);
|
||||
}
|
||||
|
||||
if (monsterAlive && monsterBlink % 2 == 0 && monster) {
|
||||
|
|
@ -240,6 +273,11 @@ async function loop(time: number) {
|
|||
display.drawImage(item.sprite, 0, 0, true);
|
||||
}
|
||||
|
||||
if (winBlink) {
|
||||
display.fillRect(2, 0, winScreen.width, winScreen.height, false);
|
||||
display.drawImage(winScreen, 2, 0);
|
||||
}
|
||||
|
||||
display.update();
|
||||
|
||||
updateKeys();
|
||||
|
|
@ -248,21 +286,26 @@ async function loop(time: number) {
|
|||
|
||||
function spawnNextMonster() {
|
||||
currentMonster++;
|
||||
monsterAlive = MONSTERS[currentMonster] != null;
|
||||
monsterAlive = MONSTERS[MONSTERS_ORDER[currentMonster]] != null;
|
||||
if (monsterAlive) {
|
||||
MONSTERS[currentMonster].health = MONSTERS[currentMonster].maxHealth;
|
||||
MONSTERS[MONSTERS_ORDER[currentMonster]].health = MONSTERS[MONSTERS_ORDER[currentMonster]].maxHealth;
|
||||
monsterY = y + 20;
|
||||
monsterTargetY = y + 13;
|
||||
} else {
|
||||
win = true;
|
||||
}
|
||||
monsterY = y + 20;
|
||||
monsterTargetY = y + 13;
|
||||
}
|
||||
|
||||
function damageMonster(item: Item) {
|
||||
if (!monsterAlive) return;
|
||||
const rnd = Math.random();
|
||||
console.log(`Attack for ${item.damage}, success: ${rnd.toFixed(1)} < ${item.accuracy}`);
|
||||
if (monsterAlive && rnd < item.accuracy) {
|
||||
MONSTERS[currentMonster].health -= item.damage;
|
||||
monsterBlink = 10;
|
||||
console.log(`Monster HP: ${MONSTERS[currentMonster].health}`);
|
||||
if (rnd < item.accuracy) {
|
||||
MONSTERS[MONSTERS_ORDER[currentMonster]].health -= item.damage;
|
||||
monsterBlink = 6;
|
||||
console.log(`Monster HP: ${MONSTERS[MONSTERS_ORDER[currentMonster]].health}`);
|
||||
} else {
|
||||
missBlink = 6;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -272,10 +315,9 @@ function damagePlayer(monster: Monster) {
|
|||
|
||||
if (rnd < monster.accuracy) {
|
||||
playerHealth -= monster.damage;
|
||||
playerBlink = 10;
|
||||
if (playerHealth <= 0) {
|
||||
playerHealth = 0;
|
||||
}
|
||||
playerBlink = 6;
|
||||
} else {
|
||||
missBlink = 6;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -283,12 +325,7 @@ export default function main() {
|
|||
display = new BrickDisplay();
|
||||
display.init();
|
||||
|
||||
background = BrickDisplay.convertImage(backgroundImage);
|
||||
const spritesheet = BrickDisplay.convertImage(spritesheetImage);
|
||||
loadData(spritesheet);
|
||||
|
||||
playerSprite = BrickDisplay.extractSprite(spritesheet, 0, 8, 4, 4);
|
||||
|
||||
spawnNextMonster();
|
||||
requestAnimationFrame(loop);
|
||||
}
|
||||
|
|
@ -27,5 +27,6 @@
|
|||
"paths": {
|
||||
"@common/*": ["./src/common/*"]
|
||||
}
|
||||
}
|
||||
},
|
||||
"include": ["./**/*.ts", "./**/*.tsx", "./node_modules/assemblyscript/std/portable/index.d.ts"],
|
||||
}
|
||||
|
|
|
|||
Loading…
Reference in New Issue