From 98d7d6cb702af2708f20e7cf16ee10a9f71b578a Mon Sep 17 00:00:00 2001 From: Matthew Kosarek Date: Sat, 13 Mar 2021 15:43:56 -0500 Subject: My First WASM application is rendering a triangle on the frontend --- frontend/2d/_collisions/circle_line.html | 2 +- frontend/2d/_collisions/rectangle_line.html | 2 +- frontend/2d/_collisions/rectangle_line.js | 4 ---- frontend/2d/_rigidbody/part_1.html | 2 +- frontend/2d/_rigidbody/part_2.html | 2 +- frontend/2d/_rigidbody/part_3.html | 2 +- 6 files changed, 5 insertions(+), 9 deletions(-) (limited to 'frontend/2d') diff --git a/frontend/2d/_collisions/circle_line.html b/frontend/2d/_collisions/circle_line.html index 038c759..b6712f3 100644 --- a/frontend/2d/_collisions/circle_line.html +++ b/frontend/2d/_collisions/circle_line.html @@ -6,7 +6,7 @@ - + Physics for Games diff --git a/frontend/2d/_collisions/rectangle_line.html b/frontend/2d/_collisions/rectangle_line.html index 5db958c..b37f47c 100644 --- a/frontend/2d/_collisions/rectangle_line.html +++ b/frontend/2d/_collisions/rectangle_line.html @@ -6,7 +6,7 @@ - + Physics for Games diff --git a/frontend/2d/_collisions/rectangle_line.js b/frontend/2d/_collisions/rectangle_line.js index dec5108..e42cc84 100644 --- a/frontend/2d/_collisions/rectangle_line.js +++ b/frontend/2d/_collisions/rectangle_line.js @@ -107,19 +107,15 @@ lLowerRight = multMat4ByVec2(pRectangle.model, vec2(pRectangle.width / 2.0, -pRectangle.height / 2.0)); if (doesPointIntersect(lLowerLeft, pLine)) { - console.log('Lwer left'); lCollisionPoint = vec2(-pRectangle.width / 2.0, -pRectangle.height / 2.0); return true; } else if (doesPointIntersect(lUpperLeft, pLine)) { - console.log('Upper left'); lCollisionPoint = vec2(-pRectangle.width / 2.0, pRectangle.height / 2.0); return true; } else if (doesPointIntersect(lUpperRight, pLine)) { - console.log('Upepr right'); lCollisionPoint = vec2(pRectangle.width / 2.0, pRectangle.height / 2.0); return true; } else if (doesPointIntersect(lLowerRight, pLine)) { - console.log('Lower right'); lCollisionPoint = vec2(pRectangle.width / 2.0, -pRectangle.height / 2.0); return true; } diff --git a/frontend/2d/_rigidbody/part_1.html b/frontend/2d/_rigidbody/part_1.html index ec0acbf..9e8d8f0 100644 --- a/frontend/2d/_rigidbody/part_1.html +++ b/frontend/2d/_rigidbody/part_1.html @@ -6,7 +6,7 @@ - + Physics for Games diff --git a/frontend/2d/_rigidbody/part_2.html b/frontend/2d/_rigidbody/part_2.html index 0291290..43b2ed4 100644 --- a/frontend/2d/_rigidbody/part_2.html +++ b/frontend/2d/_rigidbody/part_2.html @@ -6,7 +6,7 @@ - + Physics for Games diff --git a/frontend/2d/_rigidbody/part_3.html b/frontend/2d/_rigidbody/part_3.html index c1479da..2ecdc33 100644 --- a/frontend/2d/_rigidbody/part_3.html +++ b/frontend/2d/_rigidbody/part_3.html @@ -6,7 +6,7 @@ - + Physics for Games -- cgit v1.2.1