Update: CC - Bacon - Entity Loaded (2xswm1bwq8.js) 118 bytes modified
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@ -1297,12 +1297,11 @@ GameLib.CustomCode.prototype.spawnBigBlock = function () {
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block.center.position.x = 0;
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block.center.position.x = 0;
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block.center.position.y = 0;
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block.center.position.y = 0;
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block.center.position.z = 2.5;
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block.center.position.z = 2.5;
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block.center.updateInstance('position');
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this.moveBlock(block, {up: true}, (GameLib.CustomCode.TETRIS_GRID_HEIGHT - GameLib.CustomCode.TETRIS_GRID_HEADSPACE), false);
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this.moveBlock(block, {up: true}, (GameLib.CustomCode.TETRIS_GRID_HEIGHT - GameLib.CustomCode.TETRIS_GRID_HEADSPACE), false);
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this.moveBlock(block, {right: true}, GameLib.CustomCode.TETRIS_GRID_WIDTH / 2, false);
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this.moveBlock(block, {right: true}, GameLib.CustomCode.TETRIS_GRID_WIDTH / 2, false);
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this.moveBlock(block, {left: true}, block.offset.x, false);
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this.moveBlock(block, {left: true}, block.offset.x, false);
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this.moveBlock(block, {down: true}, block.offset.y, false);
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this.moveBlock(block, {down: true}, block.offset.y, false);
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block.center.updateInstance('position');
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this.nextBlock = this.spawnNextBlock();
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this.nextBlock = this.spawnNextBlock();
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@ -1454,6 +1453,11 @@ GameLib.CustomCode.prototype.stopBlock = function() {
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this.block.center.updateInstance('position');
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this.block.center.updateInstance('position');
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this.block.center.updateInstance('rotation');
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this.block.center.updateInstance('rotation');
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/**
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* Apply our matrix world to the instance
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*/
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this.block.center.instance.updateMatrixWorld();
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/**
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/**
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* Now we unlink the meshes from the controlling center block
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* Now we unlink the meshes from the controlling center block
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*/
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*/
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