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Obstacles.js
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Obstacles.js
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import { Group, Vector3 } from '../../libs/three137/three.module.js';
import { GLTFLoader } from '../../libs/three137/GLTFLoader.js';
import { Explosion } from './Explosion.js';
class Obstacles {
constructor(game) {
this.assetsPath = game.assetsPath;
this.loadingBar = game.loadingBar;
this.game = game;
this.scene = game.scene;
this.loadStar();
this.loadBomb();
this.tmpPos = new Vector3();
this.explosions = [];
}
loadStar() {
const loader = new GLTFLoader().setPath(`${this.assetsPath}plane/`);
this.ready = false;
// Load a glTF resource
loader.load(
// resource URL
'star.glb',
// called when the resource is loaded
(gltf) => {
this.star = gltf.scene.children[0];
this.star.name = 'star';
if (this.bomb !== undefined) this.initialize();
},
// called while loading is progressing
(xhr) => {
this.loadingBar.update('star', xhr.loaded, xhr.total);
},
// called when loading has errors
(err) => {
console.error(err);
}
);
}
loadBomb() {
const loader = new GLTFLoader().setPath(`${this.assetsPath}plane/`);
// Load a glTF resource
loader.load(
// resource URL
'bomb.glb',
// called when the resource is loaded
(gltf) => {
this.bomb = gltf.scene.children[0];
if (this.star !== undefined) this.initialize();
},
// called while loading is progressing
(xhr) => {
this.loadingBar.update('bomb', xhr.loaded, xhr.total);
},
// called when loading has errors
(err) => {
console.error(err);
}
);
}
initialize() {
this.obstacles = [];
const obstacle = new Group();
obstacle.add(this.star);
this.bomb.rotation.x = -Math.PI * 0.5;
this.bomb.position.y = 7.5;
obstacle.add(this.bomb);
let rotate = true;
for (let y = 5; y > -8; y -= 2.5) {
rotate = !rotate;
if (y == 0) continue;
const bomb = this.bomb.clone();
bomb.rotation.x = rotate ? -Math.PI * 0.5 : 0;
bomb.position.y = y;
obstacle.add(bomb);
}
this.obstacles.push(obstacle);
this.scene.add(obstacle);
for (let i = 0; i < 3; i++) {
const obstacle1 = obstacle.clone();
this.scene.add(obstacle1);
this.obstacles.push(obstacle1);
}
this.reset();
this.ready = true;
}
removeExplosion(explosion) {
const index = this.explosions.indexOf(explosion);
if (index != -1) this.explosions.indexOf(index, 1);
}
reset() {
this.obstacleSpawn = { pos: 20, offset: 5 };
this.obstacles.forEach((obstacle) => this.respawnObstacle(obstacle));
let count;
while (this.explosions.length > 0 && count < 100) {
this.explosions[0].onComplete();
count++;
}
}
respawnObstacle(obstacle) {
this.obstacleSpawn.pos += 30;
const offset = (Math.random() * 2 - 1) * this.obstacleSpawn.offset;
this.obstacleSpawn.offset += 0.2;
obstacle.position.set(0, offset, this.obstacleSpawn.pos);
obstacle.children[0].rotation.y = Math.random() * Math.PI * 2;
obstacle.userData.hit = false;
obstacle.children.forEach((child) => {
child.visible = true;
});
}
update(pos, time) {
let collisionObstacle;
this.obstacles.forEach((obstacle) => {
obstacle.children[0].rotateY(0.01);
const relativePosZ = obstacle.position.z - pos.z;
if (Math.abs(relativePosZ) < 2 && !obstacle.userData.hit) {
collisionObstacle = obstacle;
}
if (relativePosZ < -20) {
this.respawnObstacle(obstacle);
}
});
if (collisionObstacle !== undefined) {
collisionObstacle.children.some((child) => {
child.getWorldPosition(this.tmpPos);
const dist = this.tmpPos.distanceToSquared(pos);
if (dist < 5) {
collisionObstacle.userData.hit = true;
this.hit(child);
return true;
}
});
}
this.explosions.forEach((explosion) => {
explosion.update(time);
});
}
hit(obj) {
if (obj.name == 'star') {
obj.visible = false;
this.game.incScore();
} else {
this.explosions.push(new Explosion(obj, this));
this.game.decLives();
}
}
}
export { Obstacles };