refactor: tsconfig paths

This commit is contained in:
Dan Finch 2026-08-24 15:54:44 +02:00
parent acbb4e9d98
commit 85a44235d3
25 changed files with 108 additions and 108 deletions

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@ -1,20 +1,20 @@
import type { Texture } from "../engine/render/Texture"
import type { Textures } from "../game/textures"
import barkUrl from "../assets/bark.png"
import beeUrl from "../assets/bee.png"
import birchUrl from "../assets/birch.png"
import crateUrl from "../assets/crate.png"
import floorUrl from "../assets/floor.png"
import flowerUrl from "../assets/flower.png"
import frogUrl from "../assets/frog.png"
import grassUrl from "../assets/grass.png"
import leafUrl from "../assets/leaf.png"
import needleUrl from "../assets/needle.png"
import npcUrl from "../assets/npc.png"
import robinUrl from "../assets/robin.png"
import rockUrl from "../assets/rock.png"
import skyboxUrl from "../assets/rockies.skybox.png"
import wallUrl from "../assets/wall.png"
import type { Texture } from "engine/render/Texture"
import type { Textures } from "game/textures"
import barkUrl from "assets/bark.png"
import beeUrl from "assets/bee.png"
import birchUrl from "assets/birch.png"
import crateUrl from "assets/crate.png"
import floorUrl from "assets/floor.png"
import flowerUrl from "assets/flower.png"
import frogUrl from "assets/frog.png"
import grassUrl from "assets/grass.png"
import leafUrl from "assets/leaf.png"
import needleUrl from "assets/needle.png"
import npcUrl from "assets/npc.png"
import robinUrl from "assets/robin.png"
import rockUrl from "assets/rock.png"
import skyboxUrl from "assets/rockies.skybox.png"
import wallUrl from "assets/wall.png"
/** Load every game texture up front. Call once before starting the loop. */
export async function loadTextures(): Promise<Textures> {

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@ -1,14 +1,14 @@
import { RenderConfig } from "../engine/render/RenderConfig"
import { RenderScene, type RenderInstance } from "../engine/render/RenderScene"
import { Camera } from "../engine/scene/Camera"
import { RenderConfig } from "engine/render/RenderConfig"
import { RenderScene, type RenderInstance } from "engine/render/RenderScene"
import { Camera } from "engine/scene/Camera"
import {
CharacterController,
type CharacterInput,
} from "../engine/world/CharacterController"
import { Level } from "../engine/world/Level"
} from "engine/world/CharacterController"
import { Level } from "engine/world/Level"
import { loadTextures } from "./assets"
import { buildLevel } from "../game/level"
import { Player, type Player as PlayerState } from "../game/player"
import { buildLevel } from "game/level"
import { Player, type Player as PlayerState } from "game/player"
import { createRenderer } from "./renderer"
const FOV_DEGREES = 75

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@ -1,6 +1,6 @@
import type { Framebuffer } from "../engine/render/Framebuffer"
import { RenderProtocol, type RenderWorkerInit } from "../engine/render/RenderProtocol"
import { RenderScene, type RenderInstance } from "../engine/render/RenderScene"
import type { Framebuffer } from "engine/render/Framebuffer"
import { RenderProtocol, type RenderWorkerInit } from "engine/render/RenderProtocol"
import { RenderScene, type RenderInstance } from "engine/render/RenderScene"
const ctx = globalThis as unknown as {
addEventListener: (

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@ -1,9 +1,9 @@
import { Framebuffer } from "../engine/render/Framebuffer"
import type { RenderConfig } from "../engine/render/RenderConfig"
import type { Mat4 } from "../engine/math/Mat4"
import type { Camera } from "../engine/scene/Camera"
import { RenderProtocol, type RenderWorkerInit } from "../engine/render/RenderProtocol"
import { RenderScene, type RenderInstance } from "../engine/render/RenderScene"
import { Framebuffer } from "engine/render/Framebuffer"
import type { RenderConfig } from "engine/render/RenderConfig"
import type { Mat4 } from "engine/math/Mat4"
import type { Camera } from "engine/scene/Camera"
import { RenderProtocol, type RenderWorkerInit } from "engine/render/RenderProtocol"
import { RenderScene, type RenderInstance } from "engine/render/RenderScene"
/** Clouds are drawn at 1/SKY_STEP resolution (the sky base + sun stay per-pixel);
* band splits align to it so the cloud block grid stays seamless across workers. */