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

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

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@ -34,7 +34,7 @@ GameLib.D3.ComponentEntityPermutation = function ComponentEntityPermutation(
if(GameLib.D3.Utils.UndefinedOrNull(scaleOffset)) { 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; } this.scaleOffset = scaleOffset;
GameLib.D3.Utils.Extend(GameLib.D3.ComponentEntityPermutation, GameLib.D3.ComponentInterface); 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_scale.copy(parentEntity.scale);
ComponentEntityPermutation_offsetScale.copy(this.scaleOffset); 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.x = ComponentEntityPermutation_position.x;
parentEntity.position.y = ComponentEntityPermutation_position.y; parentEntity.position.y = ComponentEntityPermutation_position.y;

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@ -25,7 +25,7 @@ GameLib.D3.ComponentMeshPermutation = function ComponentMeshPermutation(
this.positionOffset = positionOffset || new GameLib.D3.Vector3(0, 0, 0); this.positionOffset = positionOffset || new GameLib.D3.Vector3(0, 0, 0);
this.quaternionOffset = quaternionOffset || new GameLib.D3.Vector4(0, 0, 0, 1); 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. // 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); 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_scale.copy(parentEntity.mesh.scale);
ComponentMeshPermutation_offsetScale.copy(this.scaleOffset); 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.position.copy(ComponentMeshPermutation_position);
parentEntity.mesh.quaternion.copy(ComponentMeshPermutation_quaternion); parentEntity.mesh.quaternion.copy(ComponentMeshPermutation_quaternion);

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

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

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