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import * as THREE from 'three';
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const LASER_SIZE = 0.5;
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const BULLET_SPREAD = 0.1;
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const geometry = new THREE.BoxGeometry(
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LASER_SIZE * 0.03,
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LASER_SIZE * 0.03,
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LASER_SIZE
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);
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const badLaserMat = new THREE.MeshStandardMaterial(0xffffff, {
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flatShading: true,
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color: new THREE.Color(`hsl(0,100%,70%)`),
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});
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const goodLaserMat = new THREE.MeshStandardMaterial(0xffffff, {
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flatShading: true,
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color: new THREE.Color(`hsl(180,100%,70%)`),
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});
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export class Laser {
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constructor(ship, count) {
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const position = new THREE.Vector3();
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this.direction = ship.direction;
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this.kill = false;
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this.life = 10;
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this.stepX = (Math.random() - 0.5) * BULLET_SPREAD;
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this.stepY = (Math.random() - 0.5) * BULLET_SPREAD;
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ship.mesh.getWorldPosition(position);
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this.mesh = new THREE.Mesh(
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geometry,
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ship.direction > 0 ? goodLaserMat : badLaserMat,
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count
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);
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this.mesh.position.set(position.x, position.y, position.z);
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}
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update({ deltaTime }) {
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this.mesh.position.x += this.stepX;
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this.mesh.position.y += this.stepY;
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this.mesh.position.z += 0.5 * this.direction;
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this.life -= deltaTime;
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if (this.life < 0) this.kill = true;
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}
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}
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