Update: CC - Before Render - Moorcow (qi81k80v08.js) 218 bytes modified
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@ -75,13 +75,19 @@ if (GameLib.Utils.UndefinedOrNull(this.initialized)) {
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var velocity = null;
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var velocity = null;
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var rotX = Math.floor((Math.random() * 10) + 1) * 0.01;
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var axisX = GameLib.Utils.GetRandomIntIncluse(1,10) * 0.1;
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var rotY = Math.floor((Math.random() * 10) + 1) * 0.01;
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var axisY = GameLib.Utils.GetRandomIntIncluse(1,10) * 0.1;
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var rotZ = Math.floor((Math.random() * 10) + 1) * 0.01;
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var axisZ = GameLib.Utils.GetRandomIntIncluse(1,10) * 0.1;
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var angle = GameLib.Utils.GetRandomIntIncluse(1,100) * 0.001;
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var position = {x : 0, y: y, z :0};
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var position = {x : 0, y: y, z :0};
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var rotation = {x : rotX, y: rotY, z: rotZ};
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var rotation = {
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axis : {x : axisX, y: axisY, z: axisZ},
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angle : angle
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};
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var enemy = {
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var enemy = {
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mesh : mesh
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mesh : mesh
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@ -121,9 +127,11 @@ if (GameLib.Utils.UndefinedOrNull(this.initialized)) {
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enemy.mesh.position.z = position.z;
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enemy.mesh.position.z = position.z;
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enemy.mesh.updateInstancePosition();
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enemy.mesh.updateInstancePosition();
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enemy.mesh.rotation.x = rotation.x;
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enemy.mesh.useQuaternion = true;
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enemy.mesh.rotation.y = rotation.y;
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enemy.mesh.quaternion.axis.x = rotation.axis.x;
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enemy.mesh.rotation.z = rotation.z;
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enemy.mesh.quaternion.axis.y = rotation.axis.y;
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enemy.mesh.quaternion.axis.z = rotation.axis.z;
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enemy.mesh.quaternion.angle = rotation.angle;
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enemy.mesh.updateInstanceRotation();
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enemy.mesh.updateInstanceRotation();
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enemy.velocity = velocity;
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enemy.velocity = velocity;
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@ -150,7 +158,7 @@ this.enemies = this.enemies.reduce(
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enemy.mesh.position.add(enemy.velocity);
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enemy.mesh.position.add(enemy.velocity);
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enemy.mesh.updateInstancePosition();
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enemy.mesh.updateInstancePosition();
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enemy.mesh.rotation.add(enemy.rotation);
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enemy.mesh.quaterion.angle.add(enemy.rotation.angle);
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enemy.mesh.updateInstanceRotation();
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enemy.mesh.updateInstanceRotation();
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enemy.lifeTime += data.delta;
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enemy.lifeTime += data.delta;
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