Clean up logs and fix variant reference error
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@@ -158,7 +158,7 @@ export class GameRenderer {
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addEntity(entity) {
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if (this.entities.has(entity.id)) return;
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console.log(`[GameRenderer] Adding entity ${entity.name}`);
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// Standee: Larger Size (+30%)
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// Old: 0.8 x 1.2 -> New: 1.04 x 1.56
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const w = 1.04;
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@@ -296,11 +296,11 @@ export class GameRenderer {
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const newExits = exits.filter(ex => !existingDoorCells.has(`${ex.x},${ex.y}`));
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if (newExits.length === 0) {
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console.log('[renderExits] No new doors to render');
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return;
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}
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console.log(`[renderExits] Rendering ${newExits.length} new door cells`);
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// Set flag for this render
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this._pendingExitRender = true;
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@@ -446,11 +446,11 @@ export class GameRenderer {
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getTexture(path, onLoad) {
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if (!this.textureCache.has(path)) {
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console.log(`[TextureLoader] Starting load for: ${path}`);
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const tex = this.textureLoader.load(
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path,
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(texture) => {
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console.log(`[TextureLoader] ✓ Successfully loaded: ${path}`);
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texture.needsUpdate = true;
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if (onLoad) onLoad(texture);
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},
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@@ -478,7 +478,7 @@ export class GameRenderer {
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// tileDef: The definition object (has textures, dimensions)
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// tileInstance: The instance object (has x, y, rotation, id)
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console.log(`[GameRenderer] Rendering Tile [${type}] ID: ${tileDef?.id} at (${tileInstance?.x}, ${tileInstance?.y}) Rot: ${tileInstance?.rotation}`);
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// Draw Texture Plane (The Image) - WAIT FOR TEXTURE TO LOAD
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if (tileDef && tileInstance && tileDef.textures && tileDef.textures.length > 0) {
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@@ -508,8 +508,7 @@ export class GameRenderer {
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const cx = tileInstance.x + (rotWidth - 1) / 2;
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const cy = tileInstance.y + (rotHeight - 1) / 2;
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console.log(`[GameRenderer] Dimensions (Rotated): ${rotWidth}x${rotHeight}`);
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console.log(`[GameRenderer] Calculated Center: (${cx}, ${cy})`);
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// 3. Use BASE dimensions from NORTH variant for the Plane
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// (Since we are rotating the plane itself, we start with the un-rotated image size)
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@@ -549,7 +548,7 @@ export class GameRenderer {
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plane.receiveShadow = true;
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this.scene.add(plane);
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console.log(`[GameRenderer] ✓ Tile plane added at (${cx}, 0.01, ${-cy})`);
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});
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} else {
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console.warn(`[GameRenderer] details missing for texture render. def: ${!!tileDef}, inst: ${!!tileInstance}`);
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@@ -565,7 +564,7 @@ export class GameRenderer {
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doorMesh.material.map = texture;
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doorMesh.material.needsUpdate = true;
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doorMesh.userData.isOpen = true;
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console.log('[GameRenderer] Door opened');
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});
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}
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@@ -721,7 +720,7 @@ export class GameRenderer {
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const r = rotMap[rotation] !== undefined ? rotMap[rotation] : 0;
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floatingTile.rotation.z = -r * (Math.PI / 2);
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console.log(`[Preview] Rotation: ${rotation}, Center: (${cx}, ${cy})`);
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floatingTile.position.set(cx, 3, -cy);
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this.previewGroup.add(floatingTile);
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