added some stuff to rotator & offsettor components. also added some docs + lapcounter to the main.js

beta.r3js.org
polygonboutique 2016-11-30 15:45:19 +01:00
parent 52af3c1f3d
commit 490001d316
6 changed files with 20 additions and 13 deletions

View File

@ -1,8 +1,9 @@
/**
*
* @param id
* @param name
* @param parent
* @param id {String}
* @param name {String}
* @param parent {GameLib.D3.Entity}
* @param centerToOrigin {Boolean}
* @constructor
*/
GameLib.D3.ComponentEntityParent = function ComponentEntityParent(

View File

@ -34,7 +34,7 @@ GameLib.D3.ComponentEntityPermutation = function ComponentEntityPermutation(
if(GameLib.D3.Utils.UndefinedOrNull(scaleOffset)) {
scaleOffset = new GameLib.D3.Vector3(0, 0, 0);
scaleOffset = new GameLib.D3.Vector3(1, 1, 1);
} this.scaleOffset = scaleOffset;
GameLib.D3.Utils.Extend(GameLib.D3.ComponentEntityPermutation, GameLib.D3.ComponentInterface);
@ -71,7 +71,7 @@ GameLib.D3.ComponentEntityPermutation.prototype.onUpdate = function(
ComponentEntityPermutation_scale.copy(parentEntity.scale);
ComponentEntityPermutation_offsetScale.copy(this.scaleOffset);
ComponentEntityPermutation_scale = ComponentEntityPermutation_scale.add(ComponentEntityPermutation_offsetScale);
ComponentEntityPermutation_scale = ComponentEntityPermutation_scale.multiply(ComponentEntityPermutation_offsetScale);
parentEntity.position.x = ComponentEntityPermutation_position.x;
parentEntity.position.y = ComponentEntityPermutation_position.y;

View File

@ -25,7 +25,7 @@ GameLib.D3.ComponentMeshPermutation = function ComponentMeshPermutation(
this.positionOffset = positionOffset || new GameLib.D3.Vector3(0, 0, 0);
this.quaternionOffset = quaternionOffset || new GameLib.D3.Vector4(0, 0, 0, 1);
this.scaleOffset = scaleOffset || new GameLib.D3.Vector3(0, 0, 0);
this.scaleOffset = scaleOffset || new GameLib.D3.Vector3(1, 1, 1);
// Todo: this should be executed somewhere in game-lib-z, so that we don't execute it on every construction of an object.
GameLib.D3.Utils.Extend(GameLib.D3.ComponentMeshPermutation, GameLib.D3.ComponentInterface);
@ -62,7 +62,7 @@ GameLib.D3.ComponentMeshPermutation.prototype.onLateUpdate = function(
ComponentMeshPermutation_scale.copy(parentEntity.mesh.scale);
ComponentMeshPermutation_offsetScale.copy(this.scaleOffset);
ComponentMeshPermutation_scale = ComponentMeshPermutation_scale.add(ComponentMeshPermutation_offsetScale);
ComponentMeshPermutation_scale = ComponentMeshPermutation_scale.multiply(ComponentMeshPermutation_offsetScale);
parentEntity.mesh.position.copy(ComponentMeshPermutation_position);
parentEntity.mesh.quaternion.copy(ComponentMeshPermutation_quaternion);

View File

@ -3,8 +3,8 @@
* @param id
* @param name
* @param axis {GameLib.D3.Vector3}
* @param getOffsetFunc
* @param userData
* @param getOffsetFunc {function}
* @param userData {Object}
* @constructor
*/
GameLib.D3.ComponentOffsettor = function ComponentOffsettor(
@ -23,7 +23,9 @@ GameLib.D3.ComponentOffsettor = function ComponentOffsettor(
this.parentEntity = null;
this.axis = axis || new GameLib.D3.Vector3();
this.getOffsetFunc = getOffsetFunc || function(entity, component, userData){ return 1; };
this.offset = 1;
var component = this;
this.getOffsetFunc = getOffsetFunc || function(entity, component, userData){ return component.offset; };
this.userData = userData;
GameLib.D3.Utils.Extend(GameLib.D3.ComponentOffsettor, GameLib.D3.ComponentInterface);

View File

@ -39,7 +39,8 @@ GameLib.D3.ComponentPathControls.prototype.onUpdate = function(
if (this.keyForwardPressed) { // Forward [i]
this.pathFollowingComponent.direction = 1;
} else if (this.keyBackPressed){
this.pathFollowingComponent.direction = -1;
this.pathFollowingComponent.direction = 0;
// this.pathFollowingComponent.direction = -1;
} else {
this.pathFollowingComponent.direction = 0;
}

View File

@ -3,7 +3,8 @@
* @param id
* @param name
* @param axis {GameLib.D3.Vector3}
* @param getRotationFunc {Number}
* @param getRotationFunc {Function}
* @param userData {Object}
* @constructor
*/
GameLib.D3.ComponentRotator = function ComponentRotator(
@ -21,8 +22,10 @@ GameLib.D3.ComponentRotator = function ComponentRotator(
this.name = name;
this.parentEntity = null;
this.rotation = 0;
var component = this;
this.axis = axis || new GameLib.D3.Vector3();
this.getRotationFunc = getRotationFunc || function(entity, component, userData){ return 1; };
this.getRotationFunc = getRotationFunc || function(entity, component, userData){ return component.rotation; };
this.userData = userData;
GameLib.D3.Utils.Extend(GameLib.D3.ComponentRotator, GameLib.D3.ComponentInterface);