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@ -4,31 +4,36 @@ 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 * 0.3,
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LASER_SIZE * 0.3,
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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) {
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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 = 20;
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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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const material = new THREE.MeshStandardMaterial(0xffffff, {
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flatShading: true,
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});
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this.mesh = new THREE.InstancedMesh(geometry, badLaserMat, count);
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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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);
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this.mesh.instanceMatrix.setUsage(THREE.DynamicDrawUsage);
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this.mesh.position.set(position.x, position.y, position.z);
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}
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@ -37,9 +42,8 @@ export class Laser {
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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 (Math.abs(this.mesh.position.z > 475 / 2)) {
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this.kill = true;
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}
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if (this.life < 0) this.kill = true;
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}
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}
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@ -50,10 +50,12 @@ export const scene = ({ ref }) => {
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ref.current.addEventListener('mousemove', (e) => {
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const x = e.clientX;
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const ratio = x / ref.current.clientWidth;
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camera.position.set(5, 2, ratio*4 - 2);
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camera.position.set(5, 2, ratio * 4 - 2);
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camera.lookAt(new THREE.Vector3(0, 0, 0));
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});
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let boltCount = 0;
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const animate = () => {
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const deltaTime = 0.075;
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t += deltaTime;
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@ -71,7 +73,10 @@ export const scene = ({ ref }) => {
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ship.update({ deltaTime });
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if (ship.firing) {
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const bolt = new Laser(ship);
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const bolt = new Laser(ship, boltCount + 1);
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boltCount += 1;
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console.log('pew', boltCount);
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bolts.push(bolt);
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scene.add(bolt.mesh);
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ship.firing = false;
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@ -86,6 +91,7 @@ export const scene = ({ ref }) => {
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bolt.update({ deltaTime });
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if (bolt.kill) {
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boltCount -= 1;
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scene.remove(bolt.mesh);
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}
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}
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