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Browse files- src/config/gameConfig.js +16 -24
src/config/gameConfig.js
CHANGED
@@ -156,7 +156,7 @@ export function getWaveParams(n) {
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}
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// Grid settings
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export const GROUND_SIZE =
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export const GRID_CELL_SIZE = 2;
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// Path waypoints (edge-to-edge). Balanced zigzag: start on top edge, end on bottom edge,
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@@ -165,30 +165,22 @@ export const GRID_CELL_SIZE = 2;
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const HALF = GROUND_SIZE / 2;
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const PATH_MARGIN = 4 * GRID_CELL_SIZE; // 4 squares (8 units)
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export const PATH_POINTS = [
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// Start at top edge
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new THREE.Vector3(-
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//
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new THREE.Vector3(-
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//
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new THREE.Vector3(
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// Down to upper-middle
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new THREE.Vector3(
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//
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new THREE.Vector3(-
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//
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new THREE.Vector3(-
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//
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new THREE.Vector3(
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// Down into lower-middle
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new THREE.Vector3(8 * GRID_CELL_SIZE, 0, -5 * GRID_CELL_SIZE), // (16, -10)
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// Cross left again
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new THREE.Vector3(-4 * GRID_CELL_SIZE, 0, -5 * GRID_CELL_SIZE), // (-8, -10)
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// Drop to bottom interior band
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new THREE.Vector3(-4 * GRID_CELL_SIZE, 0, -HALF + PATH_MARGIN), // (-8, -22)
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// Final cross toward exit lane
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new THREE.Vector3(7 * GRID_CELL_SIZE, 0, -HALF + PATH_MARGIN), // (14, -22)
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// Exit on bottom edge
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new THREE.Vector3(7 * GRID_CELL_SIZE, 0, -HALF), // (14, -
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];
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// Visual settings
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}
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// Grid settings
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export const GROUND_SIZE = 72; // slightly larger to allow wider spacing
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export const GRID_CELL_SIZE = 2;
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// Path waypoints (edge-to-edge). Balanced zigzag: start on top edge, end on bottom edge,
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const HALF = GROUND_SIZE / 2;
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const PATH_MARGIN = 4 * GRID_CELL_SIZE; // 4 squares (8 units)
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export const PATH_POINTS = [
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// Start at top edge (slightly left of center)
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new THREE.Vector3(-6 * GRID_CELL_SIZE, 0, HALF), // (-12, 36)
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// Move inside from top edge
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new THREE.Vector3(-6 * GRID_CELL_SIZE, 0, HALF - PATH_MARGIN), // (-12, 28)
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// Horizontal to right (top band), reduced width
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new THREE.Vector3(8 * GRID_CELL_SIZE, 0, HALF - PATH_MARGIN), // (16, 28)
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// Down to upper-middle (tighter vertical spacing)
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new THREE.Vector3(8 * GRID_CELL_SIZE, 0, 4 * GRID_CELL_SIZE), // (16, 8)
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// Back left (first U-turn), reduced width
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new THREE.Vector3(-5 * GRID_CELL_SIZE, 0, 4 * GRID_CELL_SIZE), // (-10, 8)
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// Down to lower-middle (tighter)
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new THREE.Vector3(-5 * GRID_CELL_SIZE, 0, -5 * GRID_CELL_SIZE), // (-10, -10)
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// Across right (second U-turn), reduced width
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new THREE.Vector3(7 * GRID_CELL_SIZE, 0, -5 * GRID_CELL_SIZE), // (14, -10)
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// Exit on bottom edge
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new THREE.Vector3(7 * GRID_CELL_SIZE, 0, -HALF), // (14, -36)
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];
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// Visual settings
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