refactor(sfx.js): use vite imports for npm run build to work properly

This commit is contained in:
pobadoba
2026-05-10 22:03:24 +09:00
parent e4d3d32702
commit 9748c2e2f5
2 changed files with 22 additions and 21 deletions

View File

@@ -218,13 +218,10 @@ window.mazeGameState = {
## Known Issues & Limitations
### ⚠️ Known Behavior
1. **Chest Memory:** Once a chest is opened, its visual state persists for the remainder of the game session (not reset per level)
- *Workaround:* Intentional game design—players learn chest locations
2. **Pointer Lock Exit:** Pressing ESC exits pointer lock but doesn't pause gameplay
- *Workaround:* Intentional—players can exit anytime (no pause feature)
3. **Chunk Size Warning:** Built JavaScript is ~9.1 MB due to image assets (job application image is 3MB)
- *Workaround:* Not an issue for local play; consider asset compression for production
### ⚠️ Known Problems
1. **Pointer Lock Exit:** Pointer lock may be annoying for newcomers to web browser games
2. **Chunk Size Warning:** Built JavaScript is ~9.1 MB due to image assets
- Not an issue for local play
### ⭐ Special Features to Note
- **Seeded Randomization:** Players can use the same seed to replay identical mazes (debug button: "Randomize seed")
@@ -284,12 +281,6 @@ window.mazeGameState = {
- **Babylon.js Playground:** Reference for collision detection and camera control
- **p5.js Documentation:** Async setup pattern for p5.js 2.0+ (no `preload()`)
- **MDN Web Audio API:** Context priming for cross-browser audio compatibility
- **Vite Documentation:** Asset bundling and import resolution
### Game Design Inspiration
- *Portal series:* Puzzle-based spatial reasoning and exit goals
- *Deus Ex:* Multiple approaches to objectives (fast routing vs. exploration)
- *Pac-Man:* Time pressure and progressive difficulty
---