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-rw-r--r--html/rogue/js/camera.js4
-rw-r--r--html/rogue/js/config.js30
-rw-r--r--html/rogue/js/game.js1
3 files changed, 17 insertions, 18 deletions
diff --git a/html/rogue/js/camera.js b/html/rogue/js/camera.js
index c389b6e..aaeeea9 100644
--- a/html/rogue/js/camera.js
+++ b/html/rogue/js/camera.js
@@ -16,11 +16,11 @@ const Camera = {
         const centerX = state.canvas.width / 2;
         const centerY = state.canvas.height / 2;
         
-        // Calculate distance from center of screen
+        // Distance from center of the screen
         const deltaX = screenX - centerX;
         const deltaY = screenY - centerY;
         
-        // Only move camera if player is outside deadzone
+        // Only move the camera if the player is outside of the deadzone
         if (Math.abs(deltaX) > Config.camera.DEADZONE_X) {
             const adjustX = deltaX - (deltaX > 0 ? Config.camera.DEADZONE_X : -Config.camera.DEADZONE_X);
             this.x += adjustX * Config.camera.FOLLOW_SPEED;
diff --git a/html/rogue/js/config.js b/html/rogue/js/config.js
index 5a729e0..66c4916 100644
--- a/html/rogue/js/config.js
+++ b/html/rogue/js/config.js
@@ -1,37 +1,37 @@
 const Config = {
     colors: {
-        BACKGROUND: 'rgba(135, 206, 235, 0.3)', // Pale blue
-        GRID: '#333333',                        // Off-black for grid lines
-        PLAYER: 'red',                          // Player color
-        HEX_FILL: '#ffffff'                     // White fill for passable hexes
+        BACKGROUND: 'rgba(135, 206, 235, 0.3)',
+        GRID: '#333333',
+        PLAYER: 'red',
+        HEX_FILL: '#ffffff'
     },
     
     hex: {
-        SIZE: 40,                    // Base size of hexagons
-        GRID_SIZE: 10,              // Number of hexes in grid (width/height)
-        get WIDTH() {               // Computed hex width
+        SIZE: 40, // Size of a single hex
+        GRID_SIZE: 10, // Number of hexes in the grid (width/height)
+        get WIDTH() { // Computed hex width
             return this.SIZE * 2;
         },
-        get HEIGHT() {              // Computed hex height
+        get HEIGHT() { // Computed hex height
             return Math.sqrt(3) * this.SIZE;
         }
     },
 
     game: {
-        FPS: 60,                    // Target frame rate
-        get FRAME_TIME() {          // Computed frame duration
+        FPS: 60,
+        get FRAME_TIME() {
             return 1000 / this.FPS;
         }
     },
 
     player: {
-        MOVE_SPEED: 0.1,           // Player movement speed
-        SIZE_RATIO: 1/3            // Player size relative to hex size
+        MOVE_SPEED: 0.1,
+        SIZE_RATIO: 1/3 // The player's size relative to the hex size
     },
 
     camera: {
-        FOLLOW_SPEED: 0.1,         // Camera smoothing factor
-        DEADZONE_X: 200,           // Horizontal deadzone in pixels
-        DEADZONE_Y: 150           // Vertical deadzone in pixels
+        FOLLOW_SPEED: 0.1, // Camera smoothing factor
+        DEADZONE_X: 200, // Horizontal deadzone in pixels
+        DEADZONE_Y: 150 // Vertical deadzone in pixels
     }
 }; 
\ No newline at end of file
diff --git a/html/rogue/js/game.js b/html/rogue/js/game.js
index e0010b7..d5891d7 100644
--- a/html/rogue/js/game.js
+++ b/html/rogue/js/game.js
@@ -26,7 +26,6 @@ function init() {
     requestAnimationFrame(gameLoop);
 }
 
-// Draw a single hex
 function drawHex(ctx, x, y, hex) {
     const screenX = x - Camera.x;
     const screenY = y - Camera.y;