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import * as THREE from 'three';
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
);
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, count) {
const position = new THREE.Vector3();
this.direction = ship.direction;
this.kill = false;
this.life = 10;
this.stepX = (Math.random() - 0.5) * BULLET_SPREAD;
this.stepY = (Math.random() - 0.5) * BULLET_SPREAD;
ship.mesh.getWorldPosition(position);
this.mesh = new THREE.Mesh(
geometry,
ship.direction > 0 ? goodLaserMat : badLaserMat,
count
);
this.mesh.position.set(position.x, position.y, position.z);
}
update({ deltaTime }) {
this.mesh.position.x += this.stepX;
this.mesh.position.y += this.stepY;
this.mesh.position.z += 0.5 * this.direction;
this.life -= deltaTime;
if (this.life < 0) this.kill = true;
}
}