master
Elijah Lucian 3 years ago
parent b725acb2d1
commit fdaea315a1
  1. 32
      webclient/src/spaceport/Laser.js
  2. 10
      webclient/src/spaceport/scene.js

@ -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;
}
}

@ -50,10 +50,12 @@ export const scene = ({ ref }) => {
ref.current.addEventListener('mousemove', (e) => {
const x = e.clientX;
const ratio = x / ref.current.clientWidth;
camera.position.set(5, 2, ratio*4 - 2);
camera.position.set(5, 2, ratio * 4 - 2);
camera.lookAt(new THREE.Vector3(0, 0, 0));
});
let boltCount = 0;
const animate = () => {
const deltaTime = 0.075;
t += deltaTime;
@ -71,7 +73,10 @@ export const scene = ({ ref }) => {
ship.update({ deltaTime });
if (ship.firing) {
const bolt = new Laser(ship);
const bolt = new Laser(ship, boltCount + 1);
boltCount += 1;
console.log('pew', boltCount);
bolts.push(bolt);
scene.add(bolt.mesh);
ship.firing = false;
@ -86,6 +91,7 @@ export const scene = ({ ref }) => {
bolt.update({ deltaTime });
if (bolt.kill) {
boltCount -= 1;
scene.remove(bolt.mesh);
}
}

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