Add centralized debug logging system with settings UI control
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Build / build (push) Successful in 1m16s
- Create debugLog wrapper function in src/debug.ts - Add debug checkbox to settings screen UI - Replace all console.log statements with debugLog calls (153 replacements) - Add debug flag to GameConfig with localStorage persistence - Fix GameConfig to properly load and reset debug setting - Preserve console.error and console.warn calls unchanged - Add Developer section to settings screen with debug toggle - Enable/disable all debug logging via settings UI checkbox Debug logging can now be controlled from Settings > Developer section, reducing console noise in production while maintaining full debugging capability during development. 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
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index.html
24
index.html
@ -366,6 +366,30 @@
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</div>
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</div>
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<!-- Debug Settings -->
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<div class="section">
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<h2>🐛 Developer</h2>
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<p style="color: #aaa; font-size: 0.9em; margin-bottom: 20px;">
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Enable debug logging to console for troubleshooting and development.
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</p>
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<div class="form-group">
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<label style="display: flex; align-items: center; cursor: pointer; user-select: none;">
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<input type="checkbox" id="debugEnabled" style="
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width: 20px;
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height: 20px;
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margin-right: 10px;
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cursor: pointer;
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accent-color: #2196F3;
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">
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<span>Enable Debug Logging</span>
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</label>
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<div class="help-text">
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When enabled, debug messages will be shown in the browser console. Useful for development and troubleshooting issues.
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</div>
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</div>
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</div>
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<!-- Info Section -->
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<div class="section">
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<h2>ℹ️ Quality Level Guide</h2>
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@ -1,4 +1,5 @@
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import {Color3, Color4, PointsCloudSystem, Scene, StandardMaterial, Vector3} from "@babylonjs/core";
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import debugLog from './debug';
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/**
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* Configuration options for background stars
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@ -108,7 +109,7 @@ export class BackgroundStars {
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// Make stars always render behind everything else
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mesh.isPickable = false;
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console.log(`Created ${this.config.count} background stars`);
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debugLog(`Created ${this.config.count} background stars`);
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}
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});
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}
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@ -7,6 +7,7 @@ import {
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WebXRDefaultExperience,
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Color3
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} from "@babylonjs/core";
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import debugLog from './debug';
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/**
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* Minimal standalone class to debug WebXR controller detection
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@ -17,7 +18,7 @@ export class ControllerDebug {
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private scene: Scene;
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constructor() {
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console.log('🔍 ControllerDebug: Starting minimal test...');
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debugLog('🔍 ControllerDebug: Starting minimal test...');
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this.init();
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}
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@ -26,11 +27,11 @@ export class ControllerDebug {
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const canvas = document.querySelector('#gameCanvas') as HTMLCanvasElement;
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// Create engine (no antialiasing for Quest compatibility)
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console.log('🔍 Creating engine...');
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debugLog('🔍 Creating engine...');
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this.engine = new Engine(canvas, false);
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// Create scene
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console.log('🔍 Creating scene...');
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debugLog('🔍 Creating scene...');
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this.scene = new Scene(this.engine);
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this.scene.clearColor = new Color3(0.1, 0.1, 0.2).toColor4();
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@ -50,24 +51,24 @@ export class ControllerDebug {
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disableHandTracking: true
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});
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console.log('🔍 WebXR created successfully');
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console.log('🔍 XR input exists:', !!xr.input);
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console.log('🔍 XR input controllers:', xr.input.controllers.length);
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debugLog('🔍 WebXR created successfully');
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debugLog('🔍 XR input exists:', !!xr.input);
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debugLog('🔍 XR input controllers:', xr.input.controllers.length);
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// Set up controller observable
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console.log('🔍 Setting up onControllerAddedObservable...');
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debugLog('🔍 Setting up onControllerAddedObservable...');
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xr.input.onControllerAddedObservable.add((controller) => {
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console.log('✅ CONTROLLER ADDED! Handedness:', controller.inputSource.handedness);
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console.log(' - Input source:', controller.inputSource);
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console.log(' - Has motion controller:', !!controller.motionController);
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debugLog('✅ CONTROLLER ADDED! Handedness:', controller.inputSource.handedness);
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debugLog(' - Input source:', controller.inputSource);
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debugLog(' - Has motion controller:', !!controller.motionController);
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// Wait for motion controller
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controller.onMotionControllerInitObservable.add((motionController) => {
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console.log('✅ MOTION CONTROLLER INITIALIZED:', motionController.handness);
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console.log(' - Profile:', motionController.profileId);
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console.log(' - Components:', Object.keys(motionController.components));
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debugLog('✅ MOTION CONTROLLER INITIALIZED:', motionController.handness);
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debugLog(' - Profile:', motionController.profileId);
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debugLog(' - Components:', Object.keys(motionController.components));
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// Log when any component changes
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Object.keys(motionController.components).forEach(componentId => {
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@ -75,13 +76,13 @@ export class ControllerDebug {
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if (component.onAxisValueChangedObservable) {
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component.onAxisValueChangedObservable.add((axes) => {
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console.log(`📍 ${motionController.handness} ${componentId} axes:`, axes);
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debugLog(`📍 ${motionController.handness} ${componentId} axes:`, axes);
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});
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}
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if (component.onButtonStateChangedObservable) {
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component.onButtonStateChangedObservable.add((state) => {
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console.log(`🔘 ${motionController.handness} ${componentId} button:`, {
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debugLog(`🔘 ${motionController.handness} ${componentId} button:`, {
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pressed: state.pressed,
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touched: state.touched,
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value: state.value
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@ -92,7 +93,7 @@ export class ControllerDebug {
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});
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});
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console.log('🔍 Observable registered. Waiting for controllers...');
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debugLog('🔍 Observable registered. Waiting for controllers...');
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// Render loop
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this.engine.runRenderLoop(() => {
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@ -122,7 +123,7 @@ export class ControllerDebug {
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`;
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button.onclick = async () => {
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console.log('🔍 Button clicked - Entering VR mode...');
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debugLog('🔍 Button clicked - Entering VR mode...');
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button.remove();
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try {
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@ -130,23 +131,23 @@ export class ControllerDebug {
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requiredFeatures: ['local-floor'],
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});
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console.log(xr.baseExperience.featuresManager.getEnabledFeatures());
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debugLog(xr.baseExperience.featuresManager.getEnabledFeatures());
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//await xr.baseExperience.exitXRAsync();
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//await xr.baseExperience.enterXRAsync('immersive-vr', 'local-floor');
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console.log('🔍 ✅ Entered VR mode successfully');
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console.log('🔍 Controllers after entering VR:', xr.input.controllers.length);
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debugLog('🔍 ✅ Entered VR mode successfully');
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debugLog('🔍 Controllers after entering VR:', xr.input.controllers.length);
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// Check again after delays
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setTimeout(() => {
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console.log('🔍 [+1s after VR] Controller count:', xr.input.controllers.length);
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debugLog('🔍 [+1s after VR] Controller count:', xr.input.controllers.length);
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}, 1000);
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setTimeout(() => {
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console.log('🔍 [+3s after VR] Controller count:', xr.input.controllers.length);
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debugLog('🔍 [+3s after VR] Controller count:', xr.input.controllers.length);
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}, 3000);
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setTimeout(() => {
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console.log('🔍 [+5s after VR] Controller count:', xr.input.controllers.length);
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debugLog('🔍 [+5s after VR] Controller count:', xr.input.controllers.length);
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}, 5000);
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} catch (error) {
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console.error('🔍 ❌ Failed to enter VR:', error);
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@ -154,6 +155,6 @@ export class ControllerDebug {
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};
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document.body.appendChild(button);
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console.log('🔍 Click the button to enter VR mode');
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debugLog('🔍 Click the button to enter VR mode');
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}
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}
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@ -7,6 +7,7 @@ import {
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} from "@babylonjs/core";
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import { DefaultScene } from "./defaultScene";
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import { getRandomPlanetTexture } from "./planetTextures";
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import debugLog from './debug';
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/**
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* Creates multiple planets with random textures, sizes, and positions
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@ -66,7 +67,7 @@ export function createPlanets(
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planets.push(planet);
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}
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console.log(`Created ${count} planets with diameters ${minDiameter}-${maxDiameter} at distances ${minDistance}-${maxDistance}`);
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debugLog(`Created ${count} planets with diameters ${minDiameter}-${maxDiameter} at distances ${minDistance}-${maxDistance}`);
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return planets;
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}
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@ -128,6 +129,6 @@ export function createPlanetsOrbital(
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planets.push(planet);
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}
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console.log(`Created ${count} planets in orbital pattern with diameters ${minDiameter}-${maxDiameter} at distances ${minDistance}-${maxDistance}`);
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debugLog(`Created ${count} planets in orbital pattern with diameters ${minDiameter}-${maxDiameter} at distances ${minDistance}-${maxDistance}`);
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return planets;
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}
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9
src/debug.ts
Normal file
9
src/debug.ts
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import {GameConfig} from "./gameConfig";
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const config = GameConfig.getInstance();
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export default function debugLog(...params: any[]) {
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if (config.debug) {
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console.log(...params);
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}
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}
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@ -8,6 +8,7 @@ import {
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VertexData
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} from "@babylonjs/core";
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import {DefaultScene} from "./defaultScene";
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import debugLog from './debug';
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/**
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* Configuration for explosion effects
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@ -44,7 +45,7 @@ export class ExplosionManager {
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* Initialize the explosion manager (no longer needed for MeshExploder, but kept for API compatibility)
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*/
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public async initialize(): Promise<void> {
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console.log("ExplosionManager initialized with MeshExploder");
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debugLog("ExplosionManager initialized with MeshExploder");
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}
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/**
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@ -55,8 +56,8 @@ export class ExplosionManager {
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* @returns Array of sphere mesh objects
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*/
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private splitIntoSeparateMeshes(mesh: Mesh, pieces: number = 32): Mesh[] {
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console.log(`[ExplosionManager] Creating ${pieces} sphere debris pieces`);
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console.log('[ExplosionManager] Base mesh info:', {
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debugLog(`[ExplosionManager] Creating ${pieces} sphere debris pieces`);
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debugLog('[ExplosionManager] Base mesh info:', {
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position: mesh.position.toString(),
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scaling: mesh.scaling.toString(),
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hasMaterial: !!mesh.material
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@ -70,7 +71,7 @@ export class ExplosionManager {
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const material = mesh.material?.clone('debris-material');
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if (material) {
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//(material as any).emissiveColor = Color3.Yellow();
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console.log('[ExplosionManager] Material cloned successfully');
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debugLog('[ExplosionManager] Material cloned successfully');
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} else {
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console.warn('[ExplosionManager] WARNING: No material on base mesh');
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}
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@ -79,7 +80,7 @@ export class ExplosionManager {
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const avgScale = (baseScale.x + baseScale.y + baseScale.z) / 3;
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const debrisSize = avgScale * 0.3; // Size relative to asteroid
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console.log('[ExplosionManager] Debris parameters:', {
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debugLog('[ExplosionManager] Debris parameters:', {
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avgScale,
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debrisSize,
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offsetRadius: avgScale * 0.5
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@ -117,9 +118,9 @@ export class ExplosionManager {
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}
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}
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console.log(`[ExplosionManager] Successfully created ${meshPieces.length}/${pieces} sphere debris pieces`);
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debugLog(`[ExplosionManager] Successfully created ${meshPieces.length}/${pieces} sphere debris pieces`);
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if (meshPieces.length > 0) {
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console.log('[ExplosionManager] First piece sample:', {
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debugLog('[ExplosionManager] First piece sample:', {
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name: meshPieces[0].name,
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position: meshPieces[0].position.toString(),
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isVisible: meshPieces[0].isVisible,
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@ -134,8 +135,8 @@ export class ExplosionManager {
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* @param mesh The mesh to explode (will be cloned internally)
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*/
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public playExplosion(mesh: AbstractMesh): void {
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console.log('[ExplosionManager] playExplosion called');
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console.log('[ExplosionManager] Input mesh:', {
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debugLog('[ExplosionManager] playExplosion called');
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debugLog('[ExplosionManager] Input mesh:', {
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name: mesh.name,
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id: mesh.id,
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isInstancedMesh: !!(mesh as any).sourceMesh,
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@ -147,20 +148,20 @@ export class ExplosionManager {
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let sourceMesh: Mesh;
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if ((mesh as any).sourceMesh) {
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sourceMesh = (mesh as any).sourceMesh as Mesh;
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console.log('[ExplosionManager] Using source mesh from instance:', sourceMesh.name);
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debugLog('[ExplosionManager] Using source mesh from instance:', sourceMesh.name);
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} else {
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sourceMesh = mesh as Mesh;
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console.log('[ExplosionManager] Using mesh directly (not instanced)');
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debugLog('[ExplosionManager] Using mesh directly (not instanced)');
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}
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// Clone the source mesh so we don't affect the original
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console.log('[ExplosionManager] Cloning mesh...');
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debugLog('[ExplosionManager] Cloning mesh...');
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const meshToExplode = sourceMesh.clone("exploding-" + mesh.name, null, true, false);
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if (!meshToExplode) {
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console.error('[ExplosionManager] ERROR: Failed to clone mesh for explosion');
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return;
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}
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console.log('[ExplosionManager] Mesh cloned successfully');
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debugLog('[ExplosionManager] Mesh cloned successfully');
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// Apply the instance's transformation to the cloned mesh
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meshToExplode.position = mesh.getAbsolutePosition().clone();
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@ -178,7 +179,7 @@ export class ExplosionManager {
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return;
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}
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console.log(`[ExplosionManager] Mesh ready for explosion:`, {
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debugLog(`[ExplosionManager] Mesh ready for explosion:`, {
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name: meshToExplode.name,
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vertices: meshToExplode.getTotalVertices(),
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position: meshToExplode.position.toString(),
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@ -186,7 +187,7 @@ export class ExplosionManager {
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});
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// Split the mesh into separate mesh objects (MeshExploder requirement)
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console.log('[ExplosionManager] Splitting mesh into pieces...');
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debugLog('[ExplosionManager] Splitting mesh into pieces...');
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const meshPieces = this.splitIntoSeparateMeshes(meshToExplode, 12);
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if (meshPieces.length === 0) {
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@ -196,18 +197,18 @@ export class ExplosionManager {
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}
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// Original mesh is no longer needed - the pieces replace it
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console.log('[ExplosionManager] Disposing original cloned mesh');
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debugLog('[ExplosionManager] Disposing original cloned mesh');
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meshToExplode.dispose();
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// Create the exploder with the array of separate meshes
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// The second parameter is optional - it's the center mesh to explode from
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// If not provided, MeshExploder will auto-calculate the center
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console.log('[ExplosionManager] Creating MeshExploder...');
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debugLog('[ExplosionManager] Creating MeshExploder...');
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try {
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const exploder = new MeshExploder(meshPieces);
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console.log('[ExplosionManager] MeshExploder created successfully');
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debugLog('[ExplosionManager] MeshExploder created successfully');
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console.log(`[ExplosionManager] Starting explosion animation:`, {
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debugLog(`[ExplosionManager] Starting explosion animation:`, {
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pieceCount: meshPieces.length,
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duration: this.config.duration,
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maxForce: this.config.explosionForce
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@ -244,7 +245,7 @@ export class ExplosionManager {
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// Log every 15 frames (approximately every 250ms at 60fps)
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if (frameCount % 15 === 0 || frameCount === 1) {
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console.log(`[ExplosionManager] Animation frame ${frameCount}:`, {
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debugLog(`[ExplosionManager] Animation frame ${frameCount}:`, {
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elapsed: `${elapsed}ms`,
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progress: progress.toFixed(3),
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currentValue: currentValue.toFixed(2),
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@ -256,14 +257,14 @@ export class ExplosionManager {
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// Continue animation if not complete
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if (progress >= 1.0) {
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// Animation complete - remove observer and clean up
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console.log(`[ExplosionManager] Animation complete after ${frameCount} frames, cleaning up`);
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debugLog(`[ExplosionManager] Animation complete after ${frameCount} frames, cleaning up`);
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this.scene.onBeforeRenderObservable.remove(animationObserver);
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this.cleanupExplosion(meshPieces);
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}
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});
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// Log that animation loop is registered
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console.log('[ExplosionManager] Starting animation loop...');
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debugLog('[ExplosionManager] Starting animation loop...');
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} catch (error) {
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console.error('[ExplosionManager] ERROR creating MeshExploder:', error);
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// Clean up pieces if exploder failed
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@ -279,7 +280,7 @@ export class ExplosionManager {
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* Clean up explosion meshes
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*/
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private cleanupExplosion(meshPieces: Mesh[]): void {
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console.log('[ExplosionManager] Starting cleanup of explosion meshes...');
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debugLog('[ExplosionManager] Starting cleanup of explosion meshes...');
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let disposedCount = 0;
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// Dispose all the mesh pieces
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@ -294,7 +295,7 @@ export class ExplosionManager {
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}
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});
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console.log(`[ExplosionManager] Cleanup complete - disposed ${disposedCount}/${meshPieces.length} pieces`);
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debugLog(`[ExplosionManager] Cleanup complete - disposed ${disposedCount}/${meshPieces.length} pieces`);
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}
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/**
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@ -302,6 +303,6 @@ export class ExplosionManager {
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*/
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public dispose(): void {
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// Nothing to dispose with MeshExploder approach
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console.log("ExplosionManager disposed");
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debugLog("ExplosionManager disposed");
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}
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}
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@ -19,7 +19,7 @@ export class GameConfig {
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public planetTextureLevel: TextureLevel = TextureLevel.FULL_TEXTURE;
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public asteroidTextureLevel: TextureLevel = TextureLevel.FULL_TEXTURE;
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public sunTextureLevel: TextureLevel = TextureLevel.FULL_TEXTURE;
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public debug: boolean = false;
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// Physics settings
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public physicsEnabled: boolean = true;
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@ -49,7 +49,8 @@ export class GameConfig {
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planetTextureLevel: this.planetTextureLevel,
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asteroidTextureLevel: this.asteroidTextureLevel,
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sunTextureLevel: this.sunTextureLevel,
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physicsEnabled: this.physicsEnabled
|
||||
physicsEnabled: this.physicsEnabled,
|
||||
debug: this.debug
|
||||
};
|
||||
localStorage.setItem('game-config', JSON.stringify(config));
|
||||
}
|
||||
@ -66,6 +67,7 @@ export class GameConfig {
|
||||
this.asteroidTextureLevel = config.asteroidTextureLevel ?? TextureLevel.FULL_TEXTURE;
|
||||
this.sunTextureLevel = config.sunTextureLevel ?? TextureLevel.FULL_TEXTURE;
|
||||
this.physicsEnabled = config.physicsEnabled ?? true;
|
||||
this.debug = config.debug ?? false;
|
||||
} else {
|
||||
this.save();
|
||||
}
|
||||
@ -82,6 +84,7 @@ export class GameConfig {
|
||||
this.asteroidTextureLevel = TextureLevel.FULL_TEXTURE;
|
||||
this.sunTextureLevel = TextureLevel.FULL_TEXTURE;
|
||||
this.physicsEnabled = true;
|
||||
this.debug = false;
|
||||
this.save();
|
||||
}
|
||||
}
|
||||
|
||||
@ -21,6 +21,7 @@ import setLoadingMessage from "./setLoadingMessage";
|
||||
import {LevelConfig} from "./levelConfig";
|
||||
import {LevelDeserializer} from "./levelDeserializer";
|
||||
import {BackgroundStars} from "./backgroundStars";
|
||||
import debugLog from './debug';
|
||||
|
||||
export class Level1 implements Level {
|
||||
private _ship: Ship;
|
||||
@ -42,15 +43,15 @@ export class Level1 implements Level {
|
||||
this._scoreboard = new Scoreboard();
|
||||
const xr = DefaultScene.XR;
|
||||
|
||||
console.log('Level1 constructor - Setting up XR observables');
|
||||
console.log('XR input exists:', !!xr.input);
|
||||
console.log('onControllerAddedObservable exists:', !!xr.input?.onControllerAddedObservable);
|
||||
debugLog('Level1 constructor - Setting up XR observables');
|
||||
debugLog('XR input exists:', !!xr.input);
|
||||
debugLog('onControllerAddedObservable exists:', !!xr.input?.onControllerAddedObservable);
|
||||
|
||||
xr.baseExperience.onInitialXRPoseSetObservable.add(() => {
|
||||
xr.baseExperience.camera.parent = this._ship.transformNode;
|
||||
xr.baseExperience.camera.position = new Vector3(0, 0, 0);
|
||||
const observer = xr.input.onControllerAddedObservable.add((controller) => {
|
||||
console.log('🎮 onControllerAddedObservable FIRED for:', controller.inputSource.handedness);
|
||||
debugLog('🎮 onControllerAddedObservable FIRED for:', controller.inputSource.handedness);
|
||||
this._ship.addController(controller);
|
||||
});
|
||||
});
|
||||
@ -78,18 +79,18 @@ export class Level1 implements Level {
|
||||
// Enter XR mode
|
||||
const xr = await DefaultScene.XR.baseExperience.enterXRAsync('immersive-vr', 'local-floor');
|
||||
// Check for controllers that are already connected after entering XR
|
||||
console.log('Checking for controllers after entering XR. Count:', DefaultScene.XR.input.controllers.length);
|
||||
debugLog('Checking for controllers after entering XR. Count:', DefaultScene.XR.input.controllers.length);
|
||||
DefaultScene.XR.input.controllers.forEach((controller, index) => {
|
||||
console.log(`Controller ${index} - handedness: ${controller.inputSource.handedness}`);
|
||||
debugLog(`Controller ${index} - handedness: ${controller.inputSource.handedness}`);
|
||||
this._ship.addController(controller);
|
||||
});
|
||||
|
||||
// Wait and check again after a delay (controllers might connect later)
|
||||
console.log('Waiting 2 seconds to check for controllers again...');
|
||||
debugLog('Waiting 2 seconds to check for controllers again...');
|
||||
setTimeout(() => {
|
||||
console.log('After 2 second delay - controller count:', DefaultScene.XR.input.controllers.length);
|
||||
debugLog('After 2 second delay - controller count:', DefaultScene.XR.input.controllers.length);
|
||||
DefaultScene.XR.input.controllers.forEach((controller, index) => {
|
||||
console.log(` Late controller ${index} - handedness: ${controller.inputSource.handedness}`);
|
||||
debugLog(` Late controller ${index} - handedness: ${controller.inputSource.handedness}`);
|
||||
});
|
||||
}, 2000);
|
||||
}
|
||||
@ -101,7 +102,7 @@ export class Level1 implements Level {
|
||||
}
|
||||
}
|
||||
public async initialize() {
|
||||
console.log('Initializing level from config:', this._levelConfig.difficulty);
|
||||
debugLog('Initializing level from config:', this._levelConfig.difficulty);
|
||||
if (this._initialized) {
|
||||
return;
|
||||
}
|
||||
@ -116,7 +117,7 @@ export class Level1 implements Level {
|
||||
|
||||
// Initialize scoreboard with total asteroid count
|
||||
this._scoreboard.setRemainingCount(entities.asteroids.length);
|
||||
console.log(`Initialized scoreboard with ${entities.asteroids.length} asteroids`);
|
||||
debugLog(`Initialized scoreboard with ${entities.asteroids.length} asteroids`);
|
||||
|
||||
// Position ship from config
|
||||
const shipConfig = this._deserializer.getShipConfig();
|
||||
|
||||
@ -29,6 +29,7 @@ import { FireProceduralTexture } from "@babylonjs/procedural-textures";
|
||||
import {createSphereLightmap} from "./sphereLightmap";
|
||||
import { GameConfig } from "./gameConfig";
|
||||
import { MaterialFactory } from "./materialFactory";
|
||||
import debugLog from './debug';
|
||||
|
||||
/**
|
||||
* Deserializes a LevelConfig JSON object and creates all entities in the scene
|
||||
@ -56,7 +57,7 @@ export class LevelDeserializer {
|
||||
planets: AbstractMesh[];
|
||||
asteroids: AbstractMesh[];
|
||||
}> {
|
||||
console.log('Deserializing level:', this.config.difficulty);
|
||||
debugLog('Deserializing level:', this.config.difficulty);
|
||||
|
||||
// Create entities
|
||||
const startBase = this.createStartBase();
|
||||
@ -174,7 +175,7 @@ export class LevelDeserializer {
|
||||
planets.push(planet);
|
||||
}
|
||||
|
||||
console.log(`Created ${planets.length} planets from config`);
|
||||
debugLog(`Created ${planets.length} planets from config`);
|
||||
return planets;
|
||||
}
|
||||
|
||||
@ -217,7 +218,7 @@ export class LevelDeserializer {
|
||||
}
|
||||
}
|
||||
|
||||
console.log(`Created ${asteroids.length} asteroids from config`);
|
||||
debugLog(`Created ${asteroids.length} asteroids from config`);
|
||||
return asteroids;
|
||||
}
|
||||
|
||||
|
||||
@ -1,5 +1,6 @@
|
||||
import { LevelGenerator } from "./levelGenerator";
|
||||
import { LevelConfig, DifficultyConfig, Vector3Array, validateLevelConfig } from "./levelConfig";
|
||||
import debugLog from './debug';
|
||||
|
||||
const STORAGE_KEY = 'space-game-levels';
|
||||
|
||||
@ -74,7 +75,7 @@ class LevelEditor {
|
||||
if (stored) {
|
||||
const levelsArray: [string, LevelConfig][] = JSON.parse(stored);
|
||||
this.savedLevels = new Map(levelsArray);
|
||||
console.log(`Loaded ${this.savedLevels.size} saved levels from localStorage`);
|
||||
debugLog(`Loaded ${this.savedLevels.size} saved levels from localStorage`);
|
||||
}
|
||||
} catch (error) {
|
||||
console.error('Failed to load saved levels:', error);
|
||||
@ -101,7 +102,7 @@ class LevelEditor {
|
||||
const levelsArray = Array.from(this.savedLevels.entries());
|
||||
localStorage.setItem(STORAGE_KEY, JSON.stringify(levelsArray));
|
||||
|
||||
console.log(`Saved level: ${levelName}`);
|
||||
debugLog(`Saved level: ${levelName}`);
|
||||
this.renderSavedLevelsList();
|
||||
|
||||
// Show feedback
|
||||
@ -134,7 +135,7 @@ class LevelEditor {
|
||||
const levelsArray = Array.from(this.savedLevels.entries());
|
||||
localStorage.setItem(STORAGE_KEY, JSON.stringify(levelsArray));
|
||||
this.renderSavedLevelsList();
|
||||
console.log(`Deleted level: ${levelName}`);
|
||||
debugLog(`Deleted level: ${levelName}`);
|
||||
}
|
||||
}
|
||||
|
||||
@ -195,7 +196,7 @@ class LevelEditor {
|
||||
// Display the JSON
|
||||
this.displayJSON();
|
||||
|
||||
console.log(`Loaded level: ${levelName}`);
|
||||
debugLog(`Loaded level: ${levelName}`);
|
||||
}
|
||||
|
||||
/**
|
||||
@ -509,7 +510,7 @@ class LevelEditor {
|
||||
// Update message
|
||||
messageDiv.innerHTML = '<div style="color: #4CAF50; padding: 10px; background: rgba(76, 175, 80, 0.1); border-radius: 5px;">✓ Edited JSON saved successfully!</div>';
|
||||
|
||||
console.log('Saved edited JSON');
|
||||
debugLog('Saved edited JSON');
|
||||
} catch (error) {
|
||||
alert(`Failed to save: ${error.message}`);
|
||||
}
|
||||
@ -540,7 +541,7 @@ class LevelEditor {
|
||||
document.body.removeChild(a);
|
||||
URL.revokeObjectURL(url);
|
||||
|
||||
console.log(`Downloaded: ${filename}`);
|
||||
debugLog(`Downloaded: ${filename}`);
|
||||
}
|
||||
|
||||
/**
|
||||
@ -609,11 +610,11 @@ export function getSavedLevel(name: string): LevelConfig | null {
|
||||
export function generateDefaultLevels(): void {
|
||||
const existing = getSavedLevels();
|
||||
if (existing.size > 0) {
|
||||
console.log('Levels already exist in localStorage, skipping default generation');
|
||||
debugLog('Levels already exist in localStorage, skipping default generation');
|
||||
return;
|
||||
}
|
||||
|
||||
console.log('No saved levels found, generating 4 default levels...');
|
||||
debugLog('No saved levels found, generating 4 default levels...');
|
||||
|
||||
const difficulties = ['recruit', 'pilot', 'captain', 'commander'];
|
||||
const levelsMap = new Map<string, LevelConfig>();
|
||||
@ -629,14 +630,14 @@ export function generateDefaultLevels(): void {
|
||||
};
|
||||
|
||||
levelsMap.set(difficulty, config);
|
||||
console.log(`Generated default level: ${difficulty}`);
|
||||
debugLog(`Generated default level: ${difficulty}`);
|
||||
}
|
||||
|
||||
// Save all levels to localStorage
|
||||
const levelsArray = Array.from(levelsMap.entries());
|
||||
localStorage.setItem(STORAGE_KEY, JSON.stringify(levelsArray));
|
||||
|
||||
console.log('Default levels saved to localStorage');
|
||||
debugLog('Default levels saved to localStorage');
|
||||
}
|
||||
|
||||
// Export for manual initialization if needed
|
||||
|
||||
@ -1,5 +1,6 @@
|
||||
import { getSavedLevels } from "./levelEditor";
|
||||
import { LevelConfig } from "./levelConfig";
|
||||
import debugLog from './debug';
|
||||
|
||||
const SELECTED_LEVEL_KEY = 'space-game-selected-level';
|
||||
|
||||
@ -107,7 +108,7 @@ export function selectLevel(levelName: string): void {
|
||||
// Store selected level name
|
||||
sessionStorage.setItem(SELECTED_LEVEL_KEY, levelName);
|
||||
|
||||
console.log(`Selected level: ${levelName}`);
|
||||
debugLog(`Selected level: ${levelName}`);
|
||||
|
||||
// Trigger level start (the existing code will pick this up)
|
||||
const event = new CustomEvent('levelSelected', { detail: { levelName, config } });
|
||||
|
||||
@ -9,6 +9,7 @@ import {
|
||||
AsteroidConfig,
|
||||
Vector3Array
|
||||
} from "./levelConfig";
|
||||
import debugLog from './debug';
|
||||
|
||||
/**
|
||||
* Serializes the current runtime state of a level to JSON configuration
|
||||
@ -263,7 +264,7 @@ export class LevelSerializer {
|
||||
document.body.removeChild(a);
|
||||
URL.revokeObjectURL(url);
|
||||
|
||||
console.log(`Downloaded level state: ${a.download}`);
|
||||
debugLog(`Downloaded level state: ${a.download}`);
|
||||
}
|
||||
|
||||
/**
|
||||
|
||||
61
src/main.ts
61
src/main.ts
@ -28,6 +28,7 @@ import {router, showView} from "./router";
|
||||
import {hasSavedLevels, populateLevelSelector} from "./levelSelector";
|
||||
import {LevelConfig} from "./levelConfig";
|
||||
import {generateDefaultLevels} from "./levelEditor";
|
||||
import debugLog from './debug';
|
||||
|
||||
// Set to true to run minimal controller debug test
|
||||
const DEBUG_CONTROLLERS = false;
|
||||
@ -53,7 +54,7 @@ export class Main {
|
||||
window.addEventListener('levelSelected', async (e: CustomEvent) => {
|
||||
const {levelName, config} = e.detail as {levelName: string, config: LevelConfig};
|
||||
|
||||
console.log(`Starting level: ${levelName}`);
|
||||
debugLog(`Starting level: ${levelName}`);
|
||||
|
||||
// Show loading UI again
|
||||
const mainDiv = document.querySelector('#mainDiv');
|
||||
@ -85,64 +86,64 @@ export class Main {
|
||||
|
||||
// Listen for test level button click
|
||||
window.addEventListener('DOMContentLoaded', () => {
|
||||
console.log('[Main] DOMContentLoaded fired, looking for test button...');
|
||||
debugLog('[Main] DOMContentLoaded fired, looking for test button...');
|
||||
const testLevelBtn = document.querySelector('#testLevelBtn');
|
||||
console.log('[Main] Test button found:', !!testLevelBtn);
|
||||
debugLog('[Main] Test button found:', !!testLevelBtn);
|
||||
|
||||
if (testLevelBtn) {
|
||||
testLevelBtn.addEventListener('click', async () => {
|
||||
console.log('[Main] ========== TEST LEVEL BUTTON CLICKED ==========');
|
||||
debugLog('[Main] ========== TEST LEVEL BUTTON CLICKED ==========');
|
||||
|
||||
// Show loading UI
|
||||
const mainDiv = document.querySelector('#mainDiv');
|
||||
const levelSelect = document.querySelector('#levelSelect') as HTMLElement;
|
||||
console.log('[Main] mainDiv exists:', !!mainDiv);
|
||||
console.log('[Main] levelSelect exists:', !!levelSelect);
|
||||
debugLog('[Main] mainDiv exists:', !!mainDiv);
|
||||
debugLog('[Main] levelSelect exists:', !!levelSelect);
|
||||
|
||||
if (levelSelect) {
|
||||
levelSelect.style.display = 'none';
|
||||
console.log('[Main] levelSelect hidden');
|
||||
debugLog('[Main] levelSelect hidden');
|
||||
}
|
||||
setLoadingMessage("Initializing Test Scene...");
|
||||
|
||||
// Unlock audio engine on user interaction
|
||||
if (this._audioEngine) {
|
||||
console.log('[Main] Unlocking audio engine...');
|
||||
debugLog('[Main] Unlocking audio engine...');
|
||||
await this._audioEngine.unlockAsync();
|
||||
console.log('[Main] Audio engine unlocked');
|
||||
debugLog('[Main] Audio engine unlocked');
|
||||
}
|
||||
|
||||
// Create test level
|
||||
console.log('[Main] Creating TestLevel...');
|
||||
debugLog('[Main] Creating TestLevel...');
|
||||
this._currentLevel = new TestLevel(this._audioEngine);
|
||||
console.log('[Main] TestLevel created:', !!this._currentLevel);
|
||||
debugLog('[Main] TestLevel created:', !!this._currentLevel);
|
||||
|
||||
// Wait for level to be ready
|
||||
console.log('[Main] Registering ready observable...');
|
||||
debugLog('[Main] Registering ready observable...');
|
||||
this._currentLevel.getReadyObservable().add(() => {
|
||||
console.log('[Main] ========== TEST LEVEL READY OBSERVABLE FIRED ==========');
|
||||
debugLog('[Main] ========== TEST LEVEL READY OBSERVABLE FIRED ==========');
|
||||
setLoadingMessage("Test Scene Ready! Entering VR...");
|
||||
console.log('[Main] Setting timeout to enter VR...');
|
||||
debugLog('[Main] Setting timeout to enter VR...');
|
||||
|
||||
// Small delay to show message
|
||||
setTimeout(() => {
|
||||
console.log('[Main] Timeout fired, removing mainDiv and calling play()');
|
||||
debugLog('[Main] Timeout fired, removing mainDiv and calling play()');
|
||||
if (mainDiv) {
|
||||
mainDiv.remove();
|
||||
console.log('[Main] mainDiv removed');
|
||||
debugLog('[Main] mainDiv removed');
|
||||
}
|
||||
console.log('[Main] About to call this.play()...');
|
||||
debugLog('[Main] About to call this.play()...');
|
||||
this.play();
|
||||
}, 500);
|
||||
});
|
||||
console.log('[Main] Ready observable registered');
|
||||
debugLog('[Main] Ready observable registered');
|
||||
|
||||
// Now initialize the level (after observable is registered)
|
||||
console.log('[Main] Calling TestLevel.initialize()...');
|
||||
debugLog('[Main] Calling TestLevel.initialize()...');
|
||||
await this._currentLevel.initialize();
|
||||
console.log('[Main] TestLevel.initialize() completed');
|
||||
debugLog('[Main] TestLevel.initialize() completed');
|
||||
});
|
||||
console.log('[Main] Click listener added to test button');
|
||||
debugLog('[Main] Click listener added to test button');
|
||||
} else {
|
||||
console.warn('[Main] Test level button not found in DOM');
|
||||
}
|
||||
@ -150,14 +151,14 @@ export class Main {
|
||||
}
|
||||
private _started = false;
|
||||
public async play() {
|
||||
console.log('[Main] play() called');
|
||||
console.log('[Main] Current level exists:', !!this._currentLevel);
|
||||
debugLog('[Main] play() called');
|
||||
debugLog('[Main] Current level exists:', !!this._currentLevel);
|
||||
this._gameState = GameState.PLAY;
|
||||
|
||||
if (this._currentLevel) {
|
||||
console.log('[Main] Calling level.play()...');
|
||||
debugLog('[Main] Calling level.play()...');
|
||||
await this._currentLevel.play();
|
||||
console.log('[Main] level.play() completed');
|
||||
debugLog('[Main] level.play() completed');
|
||||
} else {
|
||||
console.error('[Main] ERROR: No current level to play!');
|
||||
}
|
||||
@ -177,7 +178,7 @@ export class Main {
|
||||
disableDefaultUI: true
|
||||
|
||||
});
|
||||
console.log(WebXRFeaturesManager.GetAvailableFeatures());
|
||||
debugLog(WebXRFeaturesManager.GetAvailableFeatures());
|
||||
//DefaultScene.XR.baseExperience.featuresManager.enableFeature(WebXRFeatureName.LAYERS, "latest", {preferMultiviewOnInit: true});
|
||||
|
||||
|
||||
@ -201,10 +202,10 @@ export class Main {
|
||||
|
||||
if (webGpu) {
|
||||
this._engine = new WebGPUEngine(canvas);
|
||||
console.log("Webgpu enabled");
|
||||
debugLog("Webgpu enabled");
|
||||
await (this._engine as WebGPUEngine).initAsync();
|
||||
} else {
|
||||
console.log("Standard WebGL enabled");
|
||||
debugLog("Standard WebGL enabled");
|
||||
this._engine = new Engine(canvas, true);
|
||||
}
|
||||
|
||||
@ -281,7 +282,7 @@ export class Main {
|
||||
router.on('/', () => {
|
||||
// Check if there are saved levels
|
||||
if (!hasSavedLevels()) {
|
||||
console.log('No saved levels found, redirecting to editor');
|
||||
debugLog('No saved levels found, redirecting to editor');
|
||||
router.navigate('/editor');
|
||||
return;
|
||||
}
|
||||
@ -330,7 +331,7 @@ generateDefaultLevels();
|
||||
router.start();
|
||||
|
||||
if (DEBUG_CONTROLLERS) {
|
||||
console.log('🔍 DEBUG MODE: Running minimal controller test');
|
||||
debugLog('🔍 DEBUG MODE: Running minimal controller test');
|
||||
// Hide the UI elements
|
||||
const mainDiv = document.querySelector('#mainDiv');
|
||||
if (mainDiv) {
|
||||
|
||||
@ -1,26 +1,21 @@
|
||||
import {
|
||||
AbstractMesh,
|
||||
Color3, InstancedMesh,
|
||||
InstancedMesh,
|
||||
Mesh,
|
||||
MeshBuilder, NoiseProceduralTexture, Observable,
|
||||
ParticleHelper,
|
||||
ParticleSystem,
|
||||
ParticleSystemSet,
|
||||
Observable,
|
||||
PBRMaterial,
|
||||
PhysicsAggregate, PhysicsBody,
|
||||
PhysicsMotionType,
|
||||
PhysicsShapeType, PhysicsViewer,
|
||||
SceneLoader, StandardMaterial,
|
||||
SceneLoader,
|
||||
Vector3
|
||||
} from "@babylonjs/core";
|
||||
import {DefaultScene} from "./defaultScene";
|
||||
import {ScoreEvent} from "./scoreboard";
|
||||
import {Debug} from "@babylonjs/core/Legacy/legacy";
|
||||
import {createSphereLightmap} from "./sphereLightmap";
|
||||
import { GameConfig } from "./gameConfig";
|
||||
import { MaterialFactory } from "./materialFactory";
|
||||
import { ExplosionManager } from "./explosionManager";
|
||||
let _particleData: any = null;
|
||||
import debugLog from './debug';
|
||||
|
||||
export class Rock {
|
||||
private _rockMesh: AbstractMesh;
|
||||
@ -56,18 +51,18 @@ export class RockFactory {
|
||||
}
|
||||
}
|
||||
private static async loadMesh() {
|
||||
console.log('loading mesh');
|
||||
debugLog('loading mesh');
|
||||
const importMesh = await SceneLoader.ImportMeshAsync(null, "./", "asteroid3.glb", DefaultScene.MainScene);
|
||||
this._rockMesh = importMesh.meshes[1].clone("asteroid", null, false);
|
||||
this._rockMesh.setParent(null);
|
||||
this._rockMesh.setEnabled(false);
|
||||
|
||||
//importMesh.meshes[1].dispose();
|
||||
console.log(importMesh.meshes);
|
||||
debugLog(importMesh.meshes);
|
||||
if (!this._rockMaterial) {
|
||||
// Clone the original material from GLB to preserve all textures
|
||||
this._originalMaterial = this._rockMesh.material.clone("asteroid-original") as PBRMaterial;
|
||||
console.log('Cloned original material from GLB:', this._originalMaterial);
|
||||
debugLog('Cloned original material from GLB:', this._originalMaterial);
|
||||
|
||||
// Create material using GameConfig texture level
|
||||
const config = GameConfig.getInstance();
|
||||
@ -89,7 +84,7 @@ export class RockFactory {
|
||||
score: Observable<ScoreEvent>): Promise<Rock> {
|
||||
|
||||
const rock = new InstancedMesh("asteroid-" +i, this._rockMesh as Mesh);
|
||||
console.log(rock.id);
|
||||
debugLog(rock.id);
|
||||
rock.scaling = size;
|
||||
rock.position = position;
|
||||
//rock.material = this._rockMaterial;
|
||||
@ -120,37 +115,37 @@ export class RockFactory {
|
||||
body.setCollisionCallbackEnabled(true);
|
||||
body.getCollisionObservable().add((eventData) => {
|
||||
if (eventData.type == 'COLLISION_STARTED') {
|
||||
console.log('[RockFactory] Collision detected:', {
|
||||
debugLog('[RockFactory] Collision detected:', {
|
||||
collidedWith: eventData.collidedAgainst.transformNode.id,
|
||||
asteroidName: eventData.collider.transformNode.name
|
||||
});
|
||||
|
||||
if ( eventData.collidedAgainst.transformNode.id == 'ammo') {
|
||||
console.log('[RockFactory] ASTEROID HIT! Triggering explosion...');
|
||||
debugLog('[RockFactory] ASTEROID HIT! Triggering explosion...');
|
||||
score.notifyObservers({score: 1, remaining: -1, message: "Asteroid Destroyed"});
|
||||
|
||||
// Get the asteroid mesh before disposing
|
||||
const asteroidMesh = eventData.collider.transformNode as AbstractMesh;
|
||||
console.log('[RockFactory] Asteroid mesh to explode:', {
|
||||
debugLog('[RockFactory] Asteroid mesh to explode:', {
|
||||
name: asteroidMesh.name,
|
||||
id: asteroidMesh.id,
|
||||
position: asteroidMesh.position.toString()
|
||||
});
|
||||
|
||||
// Play explosion using ExplosionManager (clones mesh internally)
|
||||
console.log('[RockFactory] Calling ExplosionManager.playExplosion()...');
|
||||
debugLog('[RockFactory] Calling ExplosionManager.playExplosion()...');
|
||||
RockFactory._explosionManager.playExplosion(asteroidMesh);
|
||||
console.log('[RockFactory] Explosion call completed');
|
||||
debugLog('[RockFactory] Explosion call completed');
|
||||
|
||||
// Now dispose the physics objects and original mesh
|
||||
console.log('[RockFactory] Disposing physics objects and meshes...');
|
||||
debugLog('[RockFactory] Disposing physics objects and meshes...');
|
||||
eventData.collider.shape.dispose();
|
||||
eventData.collider.transformNode.dispose();
|
||||
eventData.collider.dispose();
|
||||
eventData.collidedAgainst.shape.dispose();
|
||||
eventData.collidedAgainst.transformNode.dispose();
|
||||
eventData.collidedAgainst.dispose();
|
||||
console.log('[RockFactory] Disposal complete');
|
||||
debugLog('[RockFactory] Disposal complete');
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
@ -1,11 +1,11 @@
|
||||
import {AdvancedDynamicTexture, Control, StackPanel, TextBlock} from "@babylonjs/gui";
|
||||
import {DefaultScene} from "./defaultScene";
|
||||
import {
|
||||
Angle,
|
||||
MeshBuilder,
|
||||
Observable, StandardMaterial,
|
||||
Vector3,
|
||||
} from "@babylonjs/core";
|
||||
import debugLog from './debug';
|
||||
export type ScoreEvent = {
|
||||
score: number,
|
||||
message: string,
|
||||
@ -15,8 +15,8 @@ export type ScoreEvent = {
|
||||
export class Scoreboard {
|
||||
private _score: number = 0;
|
||||
private _remaining: number = 0;
|
||||
private _timeRemaining: number = 61;
|
||||
private _lastMessage: string = null;
|
||||
private _startTime: number = Date.now();
|
||||
|
||||
private _active = false;
|
||||
private _done = false;
|
||||
public readonly onScoreObservable: Observable<ScoreEvent> = new Observable<ScoreEvent>();
|
||||
@ -36,8 +36,8 @@ export class Scoreboard {
|
||||
const scene = DefaultScene.MainScene;
|
||||
|
||||
const parent = scene.getNodeById('ship');
|
||||
console.log('Scoreboard parent:', parent);
|
||||
console.log('Initializing scoreboard');
|
||||
debugLog('Scoreboard parent:', parent);
|
||||
debugLog('Initializing scoreboard');
|
||||
const scoreboard = MeshBuilder.CreatePlane("scoreboard", {width: 1, height: 1}, scene);
|
||||
// scoreboard.renderingGroupId = 3;
|
||||
const material = new StandardMaterial("scoreboard", scene);
|
||||
@ -76,35 +76,21 @@ export class Scoreboard {
|
||||
panel.addControl(fpsText);
|
||||
panel.addControl(hullText);
|
||||
panel.addControl(timeRemainingText);
|
||||
|
||||
advancedTexture.addControl(panel);
|
||||
|
||||
let i = 0;
|
||||
let lastSecond: number = Date.now();
|
||||
const afterRender = scene.onAfterRenderObservable.add(() => {
|
||||
scoreText.text = `Score: ${this.calculateScore()}`;
|
||||
remainingText.text = `Remaining: ${this._remaining}`;
|
||||
const now = Date.now();
|
||||
if (this._active && (Math.floor(lastSecond / 1000) < Math.floor(now/1000))) {
|
||||
this._timeRemaining--;
|
||||
if (this._timeRemaining <= 0) {
|
||||
scene.onAfterRenderObservable.remove(afterRender);
|
||||
}
|
||||
lastSecond = now;
|
||||
timeRemainingText.text = `Time: ${Math.floor(this._timeRemaining/60).toString().padStart(2,"0")}:${(this._timeRemaining%60).toString().padStart(2,"0")}`;
|
||||
}
|
||||
if (i++%60 == 0) {
|
||||
const elapsed = Date.now() - this._startTime;
|
||||
if (this._active && i++%40 == 0) {
|
||||
timeRemainingText.text = `Time: ${Math.floor(elapsed/60).toString().padStart(2,"0")}:${(elapsed%60).toString().padStart(2,"0")}`;
|
||||
fpsText.text = `FPS: ${Math.floor(scene.getEngine().getFps())}`;
|
||||
}
|
||||
});
|
||||
|
||||
this.onScoreObservable.add((score: ScoreEvent) => {
|
||||
this._score += score.score * this._timeRemaining;
|
||||
this._score += score.score;
|
||||
this._remaining += score.remaining;
|
||||
this._lastMessage = score.message;
|
||||
if (score.timeRemaining) {
|
||||
this._timeRemaining = score.timeRemaining;
|
||||
}
|
||||
});
|
||||
this._active = true;
|
||||
}
|
||||
|
||||
@ -11,6 +11,7 @@ export function initializeSettingsScreen(): void {
|
||||
const asteroidTextureSelect = document.getElementById('asteroidTextureLevel') as HTMLSelectElement;
|
||||
const sunTextureSelect = document.getElementById('sunTextureLevel') as HTMLSelectElement;
|
||||
const physicsEnabledCheckbox = document.getElementById('physicsEnabled') as HTMLInputElement;
|
||||
const debugEnabledCheckbox = document.getElementById('debugEnabled') as HTMLInputElement;
|
||||
|
||||
const saveBtn = document.getElementById('saveSettingsBtn');
|
||||
const resetBtn = document.getElementById('resetSettingsBtn');
|
||||
@ -42,6 +43,7 @@ export function initializeSettingsScreen(): void {
|
||||
if (asteroidTextureSelect) asteroidTextureSelect.value = config.asteroidTextureLevel;
|
||||
if (sunTextureSelect) sunTextureSelect.value = config.sunTextureLevel;
|
||||
if (physicsEnabledCheckbox) physicsEnabledCheckbox.checked = config.physicsEnabled;
|
||||
if (debugEnabledCheckbox) debugEnabledCheckbox.checked = config.debug;
|
||||
}
|
||||
|
||||
/**
|
||||
@ -52,6 +54,7 @@ export function initializeSettingsScreen(): void {
|
||||
config.asteroidTextureLevel = asteroidTextureSelect.value as TextureLevel;
|
||||
config.sunTextureLevel = sunTextureSelect.value as TextureLevel;
|
||||
config.physicsEnabled = physicsEnabledCheckbox.checked;
|
||||
config.debug = debugEnabledCheckbox.checked;
|
||||
config.save();
|
||||
}
|
||||
|
||||
|
||||
21
src/ship.ts
21
src/ship.ts
@ -21,6 +21,7 @@ import type {AudioEngineV2, StaticSound} from "@babylonjs/core";
|
||||
import {DefaultScene} from "./defaultScene";
|
||||
import { GameConfig } from "./gameConfig";
|
||||
import { Sight } from "./sight";
|
||||
import debugLog from './debug';
|
||||
const MAX_LINEAR_VELOCITY = 80;
|
||||
const MAX_ANGULAR_VELOCITY = 1.8;
|
||||
const LINEAR_FORCE_MULTIPLIER = 800;
|
||||
@ -444,50 +445,50 @@ export class Ship {
|
||||
private _rightInputSource: WebXRInputSource;
|
||||
|
||||
public addController(controller: WebXRInputSource) {
|
||||
console.log('Ship.addController called for:', controller.inputSource.handedness);
|
||||
debugLog('Ship.addController called for:', controller.inputSource.handedness);
|
||||
|
||||
if (controller.inputSource.handedness == "left") {
|
||||
console.log('Adding left controller');
|
||||
debugLog('Adding left controller');
|
||||
this._leftInputSource = controller;
|
||||
this._leftInputSource.onMotionControllerInitObservable.add((motionController) => {
|
||||
console.log('Left motion controller initialized:', motionController.handness);
|
||||
debugLog('Left motion controller initialized:', motionController.handness);
|
||||
this.mapMotionController(motionController);
|
||||
});
|
||||
|
||||
// Check if motion controller is already initialized
|
||||
if (controller.motionController) {
|
||||
console.log('Left motion controller already initialized, mapping now');
|
||||
debugLog('Left motion controller already initialized, mapping now');
|
||||
this.mapMotionController(controller.motionController);
|
||||
}
|
||||
}
|
||||
if (controller.inputSource.handedness == "right") {
|
||||
console.log('Adding right controller');
|
||||
debugLog('Adding right controller');
|
||||
this._rightInputSource = controller;
|
||||
this._rightInputSource.onMotionControllerInitObservable.add((motionController) => {
|
||||
console.log('Right motion controller initialized:', motionController.handness);
|
||||
debugLog('Right motion controller initialized:', motionController.handness);
|
||||
this.mapMotionController(motionController);
|
||||
});
|
||||
|
||||
// Check if motion controller is already initialized
|
||||
if (controller.motionController) {
|
||||
console.log('Right motion controller already initialized, mapping now');
|
||||
debugLog('Right motion controller already initialized, mapping now');
|
||||
this.mapMotionController(controller.motionController);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private mapMotionController(controller: WebXRAbstractMotionController) {
|
||||
console.log('Mapping motion controller:', controller.handness, 'Profile:', controller.profileId);
|
||||
debugLog('Mapping motion controller:', controller.handness, 'Profile:', controller.profileId);
|
||||
|
||||
controllerComponents.forEach((component) => {
|
||||
const comp = controller.components[component];
|
||||
|
||||
if (!comp) {
|
||||
console.log(` Component ${component} not found on ${controller.handness} controller`);
|
||||
debugLog(` Component ${component} not found on ${controller.handness} controller`);
|
||||
return;
|
||||
}
|
||||
|
||||
console.log(` Found component ${component} on ${controller.handness} controller`);
|
||||
debugLog(` Found component ${component} on ${controller.handness} controller`);
|
||||
const observable = this._controllerObservable;
|
||||
|
||||
if (comp && comp.onAxisValueChangedObservable) {
|
||||
|
||||
@ -9,6 +9,7 @@ import {
|
||||
} from "@babylonjs/core";
|
||||
import type { AudioEngineV2 } from "@babylonjs/core";
|
||||
import Level from "./level";
|
||||
import debugLog from './debug';
|
||||
|
||||
/**
|
||||
* Minimal test level with just a box and a light for debugging
|
||||
@ -23,7 +24,7 @@ export class TestLevel implements Level {
|
||||
|
||||
constructor(audioEngine: AudioEngineV2) {
|
||||
this._audioEngine = audioEngine;
|
||||
console.log('[TestLevel] Constructor called');
|
||||
debugLog('[TestLevel] Constructor called');
|
||||
// Don't call initialize here - let Main call it after registering the observable
|
||||
}
|
||||
|
||||
@ -32,16 +33,16 @@ export class TestLevel implements Level {
|
||||
}
|
||||
|
||||
public async play() {
|
||||
console.log('[TestLevel] play() called - entering XR');
|
||||
console.log('[TestLevel] XR available:', !!DefaultScene.XR);
|
||||
console.log('[TestLevel] XR baseExperience:', !!DefaultScene.XR?.baseExperience);
|
||||
debugLog('[TestLevel] play() called - entering XR');
|
||||
debugLog('[TestLevel] XR available:', !!DefaultScene.XR);
|
||||
debugLog('[TestLevel] XR baseExperience:', !!DefaultScene.XR?.baseExperience);
|
||||
|
||||
try {
|
||||
// Enter XR mode
|
||||
const xr = await DefaultScene.XR.baseExperience.enterXRAsync('immersive-vr', 'local-floor');
|
||||
console.log('[TestLevel] XR mode entered successfully');
|
||||
console.log('[TestLevel] XR session:', xr);
|
||||
console.log('[TestLevel] Camera position:', DefaultScene.XR.baseExperience.camera.position.toString());
|
||||
debugLog('[TestLevel] XR mode entered successfully');
|
||||
debugLog('[TestLevel] XR session:', xr);
|
||||
debugLog('[TestLevel] Camera position:', DefaultScene.XR.baseExperience.camera.position.toString());
|
||||
this.startBoxCreation();
|
||||
} catch (error) {
|
||||
console.error('[TestLevel] ERROR entering XR:', error);
|
||||
@ -49,13 +50,13 @@ export class TestLevel implements Level {
|
||||
}
|
||||
|
||||
public dispose() {
|
||||
console.log('[TestLevel] dispose() called');
|
||||
debugLog('[TestLevel] dispose() called');
|
||||
|
||||
// Stop box creation timer
|
||||
if (this._boxCreationInterval) {
|
||||
clearInterval(this._boxCreationInterval);
|
||||
this._boxCreationInterval = null;
|
||||
console.log('[TestLevel] Box creation timer stopped');
|
||||
debugLog('[TestLevel] Box creation timer stopped');
|
||||
}
|
||||
}
|
||||
|
||||
@ -82,7 +83,7 @@ export class TestLevel implements Level {
|
||||
* Start the box creation timer that doubles the number of boxes each iteration
|
||||
*/
|
||||
private startBoxCreation(): void {
|
||||
console.log('[TestLevel] Starting box creation timer...');
|
||||
debugLog('[TestLevel] Starting box creation timer...');
|
||||
|
||||
const createBatch = () => {
|
||||
const boxesToCreate = Math.min(
|
||||
@ -90,7 +91,7 @@ export class TestLevel implements Level {
|
||||
1000 - this._totalBoxesCreated
|
||||
);
|
||||
|
||||
console.log(`[TestLevel] Creating ${boxesToCreate} boxes (total will be: ${this._totalBoxesCreated + boxesToCreate}/1000)`);
|
||||
debugLog(`[TestLevel] Creating ${boxesToCreate} boxes (total will be: ${this._totalBoxesCreated + boxesToCreate}/1000)`);
|
||||
|
||||
for (let i = 0; i < boxesToCreate; i++) {
|
||||
// Random position in a 20x20x20 cube around origin
|
||||
@ -110,7 +111,7 @@ export class TestLevel implements Level {
|
||||
this.createBox(position, color);
|
||||
}
|
||||
|
||||
console.log(`[TestLevel] Created ${boxesToCreate} boxes. Total: ${this._totalBoxesCreated}/1000`);
|
||||
debugLog(`[TestLevel] Created ${boxesToCreate} boxes. Total: ${this._totalBoxesCreated}/1000`);
|
||||
|
||||
// Log performance metrics
|
||||
const fps = DefaultScene.MainScene.getEngine().getFps();
|
||||
@ -124,7 +125,7 @@ export class TestLevel implements Level {
|
||||
}, 0);
|
||||
const triangleCount = Math.floor(totalIndices / 3);
|
||||
|
||||
console.log(`[TestLevel] Performance Metrics:`, {
|
||||
debugLog(`[TestLevel] Performance Metrics:`, {
|
||||
fps: fps.toFixed(2),
|
||||
triangleCount: triangleCount,
|
||||
totalIndices: totalIndices,
|
||||
@ -135,7 +136,7 @@ export class TestLevel implements Level {
|
||||
|
||||
// Check if we've reached 1000 boxes
|
||||
if (this._totalBoxesCreated >= 1000) {
|
||||
console.log('[TestLevel] Reached 1000 boxes, stopping timer');
|
||||
debugLog('[TestLevel] Reached 1000 boxes, stopping timer');
|
||||
if (this._boxCreationInterval) {
|
||||
clearInterval(this._boxCreationInterval);
|
||||
this._boxCreationInterval = null;
|
||||
@ -155,14 +156,14 @@ export class TestLevel implements Level {
|
||||
}
|
||||
|
||||
public async initialize() {
|
||||
console.log('[TestLevel] initialize() called');
|
||||
console.log('[TestLevel] Scene info:', {
|
||||
debugLog('[TestLevel] initialize() called');
|
||||
debugLog('[TestLevel] Scene info:', {
|
||||
meshCount: DefaultScene.MainScene.meshes.length,
|
||||
lightCount: DefaultScene.MainScene.lights.length
|
||||
});
|
||||
|
||||
if (this._initialized) {
|
||||
console.log('[TestLevel] Already initialized, skipping');
|
||||
debugLog('[TestLevel] Already initialized, skipping');
|
||||
return;
|
||||
}
|
||||
|
||||
@ -173,7 +174,7 @@ export class TestLevel implements Level {
|
||||
DefaultScene.MainScene
|
||||
);
|
||||
light.intensity = 1.0;
|
||||
console.log('[TestLevel] Created directional light:', {
|
||||
debugLog('[TestLevel] Created directional light:', {
|
||||
name: light.name,
|
||||
direction: light.direction.toString(),
|
||||
intensity: light.intensity
|
||||
@ -192,7 +193,7 @@ export class TestLevel implements Level {
|
||||
material.diffuseColor = new Color3(1, 0, 0); // Red
|
||||
material.specularColor = new Color3(0.5, 0.5, 0.5);
|
||||
box.material = material;
|
||||
console.log('[TestLevel] Created test box:', {
|
||||
debugLog('[TestLevel] Created test box:', {
|
||||
name: box.name,
|
||||
position: box.position.toString(),
|
||||
size: 2,
|
||||
@ -210,20 +211,20 @@ export class TestLevel implements Level {
|
||||
const groundMaterial = new StandardMaterial("groundMaterial", DefaultScene.MainScene);
|
||||
groundMaterial.diffuseColor = new Color3(0.3, 0.3, 0.3); // Grey
|
||||
ground.material = groundMaterial;
|
||||
console.log('[TestLevel] Created ground plane:', {
|
||||
debugLog('[TestLevel] Created ground plane:', {
|
||||
name: ground.name,
|
||||
dimensions: '10x10',
|
||||
position: ground.position.toString()
|
||||
});
|
||||
|
||||
console.log('[TestLevel] Final scene state:', {
|
||||
debugLog('[TestLevel] Final scene state:', {
|
||||
totalMeshes: DefaultScene.MainScene.meshes.length,
|
||||
totalLights: DefaultScene.MainScene.lights.length,
|
||||
meshNames: DefaultScene.MainScene.meshes.map(m => m.name)
|
||||
});
|
||||
|
||||
this._initialized = true;
|
||||
console.log('[TestLevel] Initialization complete - scene ready for XR');
|
||||
debugLog('[TestLevel] Initialization complete - scene ready for XR');
|
||||
|
||||
// Notify that initialization is complete
|
||||
this._onReadyObservable.notifyObservers(this);
|
||||
|
||||
Loading…
Reference in New Issue
Block a user