Initial Commit: Custom Code - BK Flame - Before Render (dywmtohrda.js)
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commit
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if (GameLib.Utils.UndefinedOrNull(this.entityLoaded)) {
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/**
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* This component is not ready to run
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*/
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return;
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}
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if (
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GameLib.Utils.UndefinedOrNull(this.totalTime) ||
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GameLib.Utils.UndefinedOrNull(this.spawnTime) ||
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GameLib.Utils.UndefinedOrNull(this.spawnBulletFrequency) ||
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GameLib.Utils.UndefinedOrNull(this.camera) ||
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GameLib.Utils.UndefinedOrNull(this.scene) ||
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GameLib.Utils.UndefinedOrNull(this.sceneCrosshair)
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// true
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) {
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/**
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* This component is initializing - set the total time to 0
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*/
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this.totalTime = 0;
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this.spawnTime = 0;
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this.spawnBulletFrequency = 0.1;
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this.enemies = [];
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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.getNextSpawnTime = function() {
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return GameLib.Utils.GetRandomIntInclusive(
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GameLib.D3.CustomCode.MIN_SPAWN_TIME,
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GameLib.D3.CustomCode.MAX_SPAWN_TIME
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);
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}
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this.boxMaterial = GameLib.EntityManager.Instance.findComponentById('dsaua5t19a');
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this.tree = GameLib.EntityManager.Instance.findComponentById('fcj62ukx5s');
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this.camera = GameLib.EntityManager.Instance.findComponentById('yv62w8sx9r');
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this.scene = GameLib.EntityManager.Instance.findComponentById('fd2be8y1c8');
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this.sceneCrosshair = GameLib.EntityManager.Instance.findComponentById('7xkcp6x9pf');
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this.meshCrosshair = GameLib.EntityManager.Instance.findComponentById('oxpg88pgzv');
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for (var i = 0; i < 100; i++) {
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var tree = this.tree.clone();
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tree.position.x = Math.floor(Math.random() * 1000) - 500;
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tree.position.y = Math.floor(Math.random() * 60) - 30;
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tree.position.z = Math.floor(Math.random() * 1000) - 500;
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tree.updateInstance();
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}
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this.tree.position.x = Math.floor(Math.random() * 1000) - 500;
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this.tree.position.y = Math.floor(Math.random() * 60) - 30;
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this.tree.position.z = Math.floor(Math.random() * 1000) - 500;
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this.tree.updateInstance();
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this.nextSpawnTime = this.getNextSpawnTime();
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}
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this.spawnEnemy = function() {
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var enemyType = Math.floor((Math.random() * 5) + 1);
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var y = Math.floor((Math.random() * 40) + 2);
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var apiBox = new GameLib.D3.API.Mesh();
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apiBox.materials = [this.boxMaterial];
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var box = new GameLib.D3.Mesh.Box(this.graphics, apiBox, 4,4,4);
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var velocity = null;
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var position = {x : 0, y: y, z :0};
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var enemy = {
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mesh : box
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};
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if (enemyType === 1) {
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position.x = -500;
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velocity = {x:1,y:0,z:0};
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}
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if (enemyType === 2) {
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position.x = 500;
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velocity = {x:-1,y:0,z:0};
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}
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if (enemyType === 3) {
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position.x = -500;
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position.z = -500;
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velocity = {x:1,y:0,z:1};
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}
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if (enemyType === 4) {
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position.x = 500;
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position.z = -500;
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velocity = {x:-1,y:0,z:1};
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}
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if (enemyType === 5) {
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position.x = 0;
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position.z = -500;
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velocity = {x:0,y:0,z:1};
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}
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enemy.mesh.position.x = position.x;
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enemy.mesh.position.y = position.y;
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enemy.mesh.position.z = position.z;
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enemy.mesh.updateInstancePosition();
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enemy.velocity = velocity;
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enemy.lifeTime = 0;
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enemy.life = 50;
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this.enemies.push(enemy);
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}
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this.totalTime += data.delta;
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this.spawnTime += data.delta;
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if (this.spawnTime > this.nextSpawnTime) {
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this.nextSpawnTime = Math.floor((Math.random() * 1) + 1);
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this.spawnTime = 0;
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this.spawnEnemy();
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}
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if (this.spawningBullets === true) {
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if (this.spawnBulletTime === 0) {
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var material = new THREE.LineBasicMaterial({
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color: 0xff0000,
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linewidth: 5
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});
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var position = this.camera.lookAt.instance.clone();
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var origin = this.camera.position.instance.clone();
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var mInverse = new THREE.Matrix4().getInverse( this.sceneCrosshair.instance.matrixWorld );
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position.applyMatrix4( mInverse );
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var geometry = new THREE.Geometry();
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geometry.vertices.push(
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new THREE.Vector3(
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this.camera.position.x,
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this.camera.position.y,
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0
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),
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position
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);
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var line = new THREE.Line( geometry, material );
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this.scene.instance.add( line );
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}
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this.spawnBulletTime += data.delta;
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if (this.spawnBulletTime > this.spawnBulletFrequency) {
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this.spawnBulletTime = 0;
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}
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}
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this.scene.instance.children.map(
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function(child) {
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if (child instanceof THREE.Line) {
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child.position.y -= 0.01;
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}
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}
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);
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//this.entityLoaded.updateMaterialRusted(this.totalTime);
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this.enemies = this.enemies.reduce(
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function(result, enemy) {
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enemy.mesh.position.add(enemy.velocity);
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enemy.mesh.updateInstancePosition();
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enemy.lifeTime += data.delta;
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if (enemy.lifeTime > enemy.life) {
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GameLib.Event.Emit(
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GameLib.Event.REMOVE_COMPONENT,
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{
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component : enemy.mesh
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}
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);
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} else {
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result.push(enemy);
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}
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return result;
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},
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[]
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);
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return null;
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//# sourceURL=beforeRender.js
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