geometry
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@ -9,23 +9,22 @@ const geometry = new THREE.BoxGeometry(
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LASER_SIZE
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);
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const material = new THREE.MeshStandardMaterial(this.direction > 0 ? 0xff0000 : 0x0000ff, { flatShading: true })
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export class Laser {
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constructor(ship) {
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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.stepX = (Math.random()-0.5) * BULLET_SPREAD;
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this.stepY = (Math.random()-0.5) * BULLET_SPREAD;
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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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ship.mesh.getWorldPosition(position);
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this.mesh = new THREE.Mesh(
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geometery,
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material
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);
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const material = new THREE.MeshStandardMaterial(0xffffff, {
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flatShading: true,
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});
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this.mesh = new THREE.Mesh(geometry, material);
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this.mesh.material.color.set(
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new THREE.Color(`hsl(${ship.direction > 0 ? 0 : 180},100%,70%)`)
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@ -39,7 +38,7 @@ export class Laser {
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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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if (Math.abs(this.mesh.position.z > 475/2)) {
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if (Math.abs(this.mesh.position.z > 475 / 2)) {
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this.kill = true;
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}
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}
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@ -2,6 +2,14 @@ import * as THREE from 'three';
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const SHIP_SIZE = 1;
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const geometry = new THREE.BoxGeometry(
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SHIP_SIZE * 0.1,
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SHIP_SIZE * 0.1,
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SHIP_SIZE
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);
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const burstGeo = new THREE.SphereGeometry(0.1, 32, 32);
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export class Ship {
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constructor(direction) {
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this.direction = direction;
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@ -10,18 +18,13 @@ export class Ship {
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this.shotInterval = 3;
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this.flyIn = true;
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this.firing = false;
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this.exploded = false;
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const shipGeo = new THREE.BoxGeometry(
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SHIP_SIZE * 0.1,
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SHIP_SIZE * 0.1,
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SHIP_SIZE
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);
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this.mesh = new THREE.Mesh(
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shipGeo,
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new THREE.MeshStandardMaterial(this.direction > 0 ? 0xff0000 : 0x0000ff, { flatShading: true })
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);
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const material = new THREE.MeshStandardMaterial(0xffffff, {
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flatShading: true,
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});
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this.burstGeo = new THREE.SphereGeometry(0.1, 32, 32);
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this.mesh = new THREE.Mesh(geometry, material);
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this.y = (Math.random() - 0.5) * 4;
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this.x = (Math.random() - 0.5) * 4;
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@ -33,7 +36,7 @@ export class Ship {
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this.mesh.position.y = this.y;
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this.mesh.position.x = this.x;
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this.mesh.position.z = (-475/4 - 6) * this.direction; //+ Math.random()
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this.mesh.position.z = (-475 / 4 - 6) * this.direction; //+ Math.random()
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}
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update({ deltaTime }) {
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@ -41,14 +44,9 @@ export class Ship {
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this.mesh.scale.z = 10;
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this.mesh.position.z += 4.75 * this.direction;
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// ship accelerating decreasing
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// check if in space
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if (Math.abs(this.mesh.position.z) <= 6 && this.flyIn) {
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this.flyIn = false;
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this.mesh.scale.z = 0.5;
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//this.mesh.material.color.set(
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// new THREE.Color(`hsl(${this.hue},0%,30%)`)
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//);
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}
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} else {
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this.mesh.scale.z = 0.5;
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@ -62,7 +60,9 @@ export class Ship {
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);
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const xs = Math.sin(this.life * 0.5 + this.x);
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const yrot = Math.sin(this.life + this.x + (3.14/2 * this.direction));
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const yrot = Math.sin(
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this.life + this.x + (3.14 / 2) * this.direction
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);
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this.mesh.position.y = this.y + Math.sin(this.life + this.y) * 0.1;
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this.mesh.position.x = this.x + xs * 0.15;
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this.mesh.rotation.x = yrot * 0.05;
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@ -74,14 +74,20 @@ export class Ship {
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}
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}
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if (this.life < 0 && !this.flyin) {
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this.mesh.geometry = this.burstGeo;
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if (this.life < 0 && !this.flyin && !this.exploded) {
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this.mesh.geometry = burstGeo;
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this.mesh.material.transparent = true;
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this.mesh.material.opacity *= 0.95;
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this.exploded = true;
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this.mesh.scale.x = 1;
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this.mesh.scale.y = 1;
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this.mesh.scale.z = 1;
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}
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if (this.exploded) {
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this.mesh.scale.x *= 1.1;
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this.mesh.scale.y *= 1.1;
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this.mesh.scale.z *= 1.1;
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this.mesh.material.transparent = true;
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this.mesh.material.opacity *= 0.95;
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}
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if (this.mesh.scale.x > 10) {
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