Update: CC - Snake FS - Entity Loaded (21g30t1e75.js) 540 bytes modified

beta.r3js.org
-=yb4f310 2018-03-15 12:46:00 +01:00
parent f99160dc04
commit 1e2f98c6a0
1 changed files with 102 additions and 88 deletions

View File

@ -108,16 +108,12 @@ GameLib.CustomCode.prototype.createGameMesh = function(image) {
* Create our objects
*/
this.meshBreadHead = this.createGameMesh(this.imageBreadHead);
this.meshBreadHead.useQuaternion = false;
this.meshBreadTail = this.createGameMesh(this.imageBreadTail);
this.meshBreadTail.useQuaternion = false;
this.meshBreadPatty = this.createGameMesh(this.imageBreadPatty);
this.meshBreadPatty.useQuaternion = false;
this.meshBreadCorner = this.createGameMesh(this.imageBreadCorner);
this.meshBreadCorner.useQuaternion = false;
this.meshPatty = this.createGameMesh(this.imagePatty);
@ -127,19 +123,22 @@ this.meshPatty = this.createGameMesh(this.imagePatty);
* @param position
* @param orientation
* @param bodyType
* @param backup
* @constructor
*/
GameLib.CustomCode.SnakeBody = function(
mesh,
position,
orientation,
bodyType
bodyType,
backup
) {
if (GameLib.Utils.UndefinedOrNull(mesh)) {
throw new Error('no mesh specified');
}
this.mesh = mesh.clone();
this.mesh.useQuaternion = false;
if (GameLib.Utils.UndefinedOrNull(position)) {
position = {
@ -159,11 +158,39 @@ GameLib.CustomCode.SnakeBody = function(
}
this.bodyType = bodyType;
this.backupMesh = null;
if (GameLib.Utils.UndefinedOrNull(backup)) {
backup = null;
}
this.backup = backup;
this.applyToMesh();
};
GameLib.CustomCode.SnakeBody.prototype.restoreBackup = function() {
if (!this.backup) {
console.warn('no backup to restore');
return;
}
this.mesh.geometry = null;
this.mesh.materials = null;
this.mesh.remove();
this.mesh = this.backup.mesh;
this.mesh.visible = true;
this.mesh.updateInstance('visible');
this.orientation = this.backup.orientation;
this.bodyType = this.backup.bodyType;
this.backup = null;
/**
* We don't restore the position because the position will have changed
*/
}
GameLib.CustomCode.SnakeBody.prototype.applyToMesh = function() {
this.mesh.position.x = this.position.x + GameLib.CustomCode.GRID_OFFSET_X;
@ -209,98 +236,85 @@ GameLib.CustomCode.prototype.advanceSnake = function(delta) {
return;
}
var backup = {
x : 0,
y : 0,
orientation : GameLib.CustomCode.ORIENTATION_UP,
bodyType : GameLib.CustomCode.BODY_TYPE_NORMAL
};
this.snake.map(
this.snake = this.snake.map(
function(body, index) {
if (index === 0) {
backup.x = body.position.x;
backup.y = body.position.y;
backup.orientation = body.orientation;
backup.bodyType = body.bodyType;
body.advance(
this.state.orientation
);
} else {
body.applyToMesh();
var temp = {
x : body.position.x,
y : body.position.y,
orientation : body.orientation,
bodyType : body.bodyType
};
return body;
} else {
body.position.x = backup.x;
body.position.y = backup.y;
body.orientation = backup.orientation;
if (
index === 1 &&
this.state.turning &&
body.position.x = this.snake[index - 1].position.x;
body.position.y = this.snake[index - 1].position.y;
body.orientation = this.snake[index - 1].orientation;
if (
index === 1 &&
this.state.turning &&
body.bodyType !== GameLib.CustomCode.BODY_TYPE_TAIL
) {
body.backupMesh = body.mesh;
body.backupMesh.visible = false;
body.backupMesh.updateInstance('visible');
body.mesh = this.meshBreadCorner.clone();
var corner = new GameLib.CustomCode.SnakeBody(
this.meshBreadCorner,
body.position,
body.orientation,
GameLib.CustomCode.BODY_TYPE_CORNER,
body
);
corner.applyToMesh();
body.bodyType = GameLib.CustomCode.BODY_TYPE_CORNER;
this.state.turning = false;
return corner;
} else {
if (body.bodyType === GameLib.CustomCode.BODY_TYPE_CORNER) {
body.mesh.geometry = null;
body.mesh.materials = null;
body.mesh.remove();
body.mesh = body.backupMesh;
body.mesh.visible = true;
body.mesh.updateInstance('visible');
} else if (backup.bodyType === GameLib.CustomCode.BODY_TYPE_CORNER) {
if (index === (this.snake.length - 1)) {
backup.bodyType = GameLib.CustomCode.BODY_TYPE_TAIL;
} else {
body.backupMesh = body.mesh;
} else {
body.backupMesh.visible = false;
if (body.bodyType === GameLib.CustomCode.BODY_TYPE_CORNER) {
/**
* First restore the backup before we start storing another corner
*/
body.restoreBackup();
body.backupMesh.updateInstance('visible');
}
if (this.snake[index - 1].bodyType === GameLib.CustomCode.BODY_TYPE_CORNER) {
body.mesh = this.meshBreadCorner.clone();
}
}
body.bodyType = backup.bodyType;
}
backup.x = temp.x;
backup.y = temp.y;
backup.orientation = temp.orientation;
backup.bodyType = temp.bodyType
if (index === (this.snake.length - 1)) {
/**
* We're the tail - don't turn into a corner
*/
return body;
}
var corner = new GameLib.CustomCode.SnakeBody(
this.meshBreadCorner,
body.position,
body.orientation,
GameLib.CustomCode.BODY_TYPE_CORNER,
body
);
corner.applyToMesh();
return corner;
}
body.applyToMesh();
return body;
}
}
body.applyToMesh();
}.bind(this)
);
@ -387,14 +401,14 @@ GameLib.Event.Subscribe(
*
this.grid.map(
function(x) {
x.map(
function(y) {
y.mesh.geometry = null;
y.mesh.materials = null;
y.mesh.remove();
}
);
}
x.map(
function(y) {
y.mesh.geometry = null;
y.mesh.materials = null;
y.mesh.remove();
}
);
}
);
this.initializeGrid();