Update: CC - Snake FS - Entity Loaded (21g30t1e75.js) 1328 bytes modified

beta.r3js.org
-=yb4f310 2018-03-21 11:42:32 +01:00
parent 026f95faec
commit ec01a70651
1 changed files with 13 additions and 57 deletions

View File

@ -148,28 +148,7 @@ GameLib.CustomCode.prototype.visualizeGrid = function (color) {
}.bind(this)
GameLib.CustomCode.prototype.createMaterial = function(image) {
var diffuseMap = new GameLib.D3.Texture.Image(
this.runtime.graphics,
{
image : image,
repeat : {
x : 0.99,
y : 0.99
}
}
)
return new GameLib.D3.Material.Phong(
this.runtime.graphics,
{
diffuseMap : diffuseMap,
transparent : true
}
);
}.bind(this);
GameLib.CustomCode.prototype.createGameMesh = function(image, visible) {
GameLib.CustomCode.prototype.createGameMesh = function(material, visible) {
if (GameLib.Utils.UndefinedOrNull(visible)) {
visible = true;
@ -179,7 +158,7 @@ GameLib.CustomCode.prototype.createGameMesh = function(image, visible) {
this.runtime.graphics,
{
geometry : this.geometryBody,
materials : [this.createMaterial(image)],
materials : [material],
visible : visible,
useQuaternion : false
}
@ -191,29 +170,6 @@ GameLib.CustomCode.prototype.createGameMesh = function(image, visible) {
}.bind(this)
/**
* Create our objects
*/
/*
this.meshBreadHead = this.createGameMesh(this.imageBreadHead, false);
this.meshBreadHead.useQuaternion = false;
this.meshBreadTail = this.createGameMesh(this.imageBreadTail, false);
this.meshBreadTail.useQuaternion = false;
this.meshBreadPatty = this.createGameMesh(this.imageBreadPatty, false);
this.meshBreadPatty.useQuaternion = false;
this.meshBreadCorner = this.createGameMesh(this.imageBreadCorner, false);
this.meshBreadCorner.useQuaternion = false;
this.meshBacon = this.createGameMesh(this.imageBacon, false);
this.meshCheese = this.createGameMesh(this.imageCheese, false);
this.meshOnion = this.createGameMesh(this.imageOnion, false);
this.meshOnionRing = this.createGameMesh(this.imageOnionRing, false);
this.meshPatty = this.createGameMesh(this.imagePatty, false);
this.meshTomato = this.createGameMesh(this.imageTomato, false);
*/
GameLib.CustomCode.prototype.createFood = function(delta) {
this.foodTime += delta;
@ -230,22 +186,22 @@ GameLib.CustomCode.prototype.createFood = function(delta) {
switch (foodType) {
case GameLib.CustomCode.FOOD_BACON :
mesh = this.createGameMesh(this.imageBacon);
mesh = this.createGameMesh(this.materialBacon);
break;
case GameLib.CustomCode.FOOD_CHEESE :
mesh = this.createGameMesh(this.imageCheese);
mesh = this.createGameMesh(this.materialCheese);
break;
case GameLib.CustomCode.FOOD_ONION :
mesh = this.createGameMesh(this.imageOnion);
mesh = this.createGameMesh(this.materialOnion);
break;
case GameLib.CustomCode.FOOD_ONION_RING :
mesh = this.createGameMesh(this.imageOnionRing);
mesh = this.createGameMesh(this.materialOnionRing);
break;
case GameLib.CustomCode.FOOD_PATTY :
mesh = this.createGameMesh(this.imagePatty);
mesh = this.createGameMesh(this.materialPatty);
break;
case GameLib.CustomCode.FOOD_TOMATO :
mesh = this.createGameMesh(this.imageTomato);
mesh = this.createGameMesh(this.materialTomato);
break;
default :
console.warn('unhandled food type');
@ -517,7 +473,7 @@ GameLib.CustomCode.prototype.advanceSnake = function(delta) {
//body.backupMesh.updateInstance('visible');
body.mesh = this.createGameMesh(this.imageBreadCorner);
body.mesh = this.createGameMesh(this.materialBreadCorner);
body.mesh.position.z = 5;
@ -583,7 +539,7 @@ GameLib.Event.Subscribe(
this.snake = [
new GameLib.CustomCode.SnakeBody(
this.createGameMesh(this.imageBreadHead),
this.createGameMesh(this.materialBreadHead),
{
x : 4,
y : 4
@ -591,7 +547,7 @@ GameLib.Event.Subscribe(
0
),
new GameLib.CustomCode.SnakeBody(
this.createGameMesh(this.imageBreadPatty),
this.createGameMesh(this.materialBreadPatty),
{
x : 4,
y : 3
@ -599,7 +555,7 @@ GameLib.Event.Subscribe(
0
),
new GameLib.CustomCode.SnakeBody(
this.createGameMesh(this.imageBreadPatty),
this.createGameMesh(this.materialBreadPatty),
{
x : 4,
y : 2
@ -607,7 +563,7 @@ GameLib.Event.Subscribe(
0
),
new GameLib.CustomCode.SnakeBody(
this.createGameMesh(this.imageBreadTail),
this.createGameMesh(this.materialBreadTail),
{
x : 4,
y : 1