Update: CC - Before Render - Moorcow (qemp4een6t.js) 604 bytes modified
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@ -46,8 +46,7 @@ if (GameLib.Utils.UndefinedOrNull(this.initialized)) {
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this.meshes = this.entityLoaded.meshes;
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this.meshes = this.entityLoaded.meshes;
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this.raycaster = this.entityLoaded.raycaster;
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this.raycaster = this.entityLoaded.raycaster;
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this.kanister = this.entityLoaded.kanister;
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this.kanister = this.entityLoaded.kanister;
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this.leftLight = this.entityLoaded.leftLight;
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this.lightDirectional = this.entityLoaded.lightDirectional;
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this.rightLight = this.entityLoaded.rightLight;
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this.scoreCanvas = this.entityLoaded.scoreCanvas;
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this.scoreCanvas = this.entityLoaded.scoreCanvas;
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this.scoreTexture = this.entityLoaded.scoreTexture;
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this.scoreTexture = this.entityLoaded.scoreTexture;
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this.scoreMesh = this.entityLoaded.scoreMesh;
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this.scoreMesh = this.entityLoaded.scoreMesh;
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@ -162,19 +161,8 @@ if (GameLib.Utils.UndefinedOrNull(this.initialized)) {
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this.enemiesSpawned = 0;
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this.enemiesSpawned = 0;
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this.lightDirectional.intensity = 0;
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this.leftLight.intensity = 0.3;
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this.lightDirectional.updateInstance('intensity');
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this.leftLight.updateInstance('intensity');
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this.rightLight.intensity = 0.3;
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this.rightLight.updateInstance('intensity');
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GameLib.Event.Emit(
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GameLib.Event.GET_GRAPHICS_IMPLEMENTATION,
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null,
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function (graphics) {
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this.graphics = graphics
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}.bind(this)
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);
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this.setLevelProperties = function () {
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this.setLevelProperties = function () {
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@ -625,26 +613,14 @@ if (GameLib.Utils.UndefinedOrNull(this.initialized)) {
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this.minimumRendererRed += 0.01;
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this.minimumRendererRed += 0.01;
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if (mesh.position.x < 0) {
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this.lightDirectional.intensity += 0.1;
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this.leftLight.intensity += data.delta * 2.5;
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if (this.leftLight.intensity >= 1) {
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this.leftLight.intensity = 1;
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}
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this.leftLight.updateInstance('intensity');
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} else {
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this.rightLight.intensity += data.delta * 2.5;
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if (this.rightLight.intensity >= 1) {
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this.rightLight.intensity = 1;
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}
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this.rightLight.updateInstance('intensity');
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if (this.lightDirectional.intensity >= 1.4) {
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this.lightDirectional.intensity = 1.4;
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}
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}
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this.lightDirectional.updateInstance('intensity');
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mesh.burningTreeParticleEngine.enabled = true;
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mesh.burningTreeParticleEngine.enabled = true;
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GameLib.Event.Emit(
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GameLib.Event.Emit(
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