|
|
|
@ -4,31 +4,36 @@ const LASER_SIZE = 0.5; |
|
|
|
|
const BULLET_SPREAD = 0.1; |
|
|
|
|
|
|
|
|
|
const geometry = new THREE.BoxGeometry( |
|
|
|
|
LASER_SIZE * 0.03, |
|
|
|
|
LASER_SIZE * 0.03, |
|
|
|
|
LASER_SIZE * 0.3, |
|
|
|
|
LASER_SIZE * 0.3, |
|
|
|
|
LASER_SIZE |
|
|
|
|
); |
|
|
|
|
|
|
|
|
|
const badLaserMat = new THREE.MeshStandardMaterial(0xffffff, { |
|
|
|
|
flatShading: true, |
|
|
|
|
color: new THREE.Color(`hsl(0,100%,70%)`), |
|
|
|
|
}); |
|
|
|
|
|
|
|
|
|
const goodLaserMat = new THREE.MeshStandardMaterial(0xffffff, { |
|
|
|
|
flatShading: true, |
|
|
|
|
color: new THREE.Color(`hsl(180,100%,70%)`), |
|
|
|
|
}); |
|
|
|
|
|
|
|
|
|
export class Laser { |
|
|
|
|
constructor(ship) { |
|
|
|
|
constructor(ship, count) { |
|
|
|
|
const position = new THREE.Vector3(); |
|
|
|
|
this.direction = ship.direction; |
|
|
|
|
this.kill = false; |
|
|
|
|
this.life = 20; |
|
|
|
|
|
|
|
|
|
this.stepX = (Math.random() - 0.5) * BULLET_SPREAD; |
|
|
|
|
this.stepY = (Math.random() - 0.5) * BULLET_SPREAD; |
|
|
|
|
|
|
|
|
|
ship.mesh.getWorldPosition(position); |
|
|
|
|
|
|
|
|
|
const material = new THREE.MeshStandardMaterial(0xffffff, { |
|
|
|
|
flatShading: true, |
|
|
|
|
}); |
|
|
|
|
|
|
|
|
|
this.mesh = new THREE.Mesh(geometry, material); |
|
|
|
|
this.mesh = new THREE.InstancedMesh(geometry, badLaserMat, count); |
|
|
|
|
|
|
|
|
|
this.mesh.material.color.set( |
|
|
|
|
new THREE.Color(`hsl(${ship.direction > 0 ? 0 : 180},100%,70%)`) |
|
|
|
|
); |
|
|
|
|
this.mesh.instanceMatrix.setUsage(THREE.DynamicDrawUsage); |
|
|
|
|
|
|
|
|
|
this.mesh.position.set(position.x, position.y, position.z); |
|
|
|
|
} |
|
|
|
@ -37,9 +42,8 @@ export class Laser { |
|
|
|
|
this.mesh.position.x += this.stepX; |
|
|
|
|
this.mesh.position.y += this.stepY; |
|
|
|
|
this.mesh.position.z += 0.5 * this.direction; |
|
|
|
|
this.life -= deltaTime; |
|
|
|
|
|
|
|
|
|
if (Math.abs(this.mesh.position.z > 475 / 2)) { |
|
|
|
|
this.kill = true; |
|
|
|
|
} |
|
|
|
|
if (this.life < 0) this.kill = true; |
|
|
|
|
} |
|
|
|
|
} |
|
|
|
|