added some stuff to rotator & offsettor components. also added some docs + lapcounter to the main.js
parent
52af3c1f3d
commit
490001d316
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@ -1,8 +1,9 @@
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/**
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*
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* @param id
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* @param name
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* @param parent
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* @param id {String}
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* @param name {String}
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* @param parent {GameLib.D3.Entity}
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* @param centerToOrigin {Boolean}
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* @constructor
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*/
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GameLib.D3.ComponentEntityParent = function ComponentEntityParent(
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@ -34,7 +34,7 @@ GameLib.D3.ComponentEntityPermutation = function ComponentEntityPermutation(
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if(GameLib.D3.Utils.UndefinedOrNull(scaleOffset)) {
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scaleOffset = new GameLib.D3.Vector3(0, 0, 0);
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scaleOffset = new GameLib.D3.Vector3(1, 1, 1);
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} this.scaleOffset = scaleOffset;
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GameLib.D3.Utils.Extend(GameLib.D3.ComponentEntityPermutation, GameLib.D3.ComponentInterface);
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@ -71,7 +71,7 @@ GameLib.D3.ComponentEntityPermutation.prototype.onUpdate = function(
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ComponentEntityPermutation_scale.copy(parentEntity.scale);
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ComponentEntityPermutation_offsetScale.copy(this.scaleOffset);
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ComponentEntityPermutation_scale = ComponentEntityPermutation_scale.add(ComponentEntityPermutation_offsetScale);
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ComponentEntityPermutation_scale = ComponentEntityPermutation_scale.multiply(ComponentEntityPermutation_offsetScale);
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parentEntity.position.x = ComponentEntityPermutation_position.x;
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parentEntity.position.y = ComponentEntityPermutation_position.y;
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@ -25,7 +25,7 @@ GameLib.D3.ComponentMeshPermutation = function ComponentMeshPermutation(
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this.positionOffset = positionOffset || new GameLib.D3.Vector3(0, 0, 0);
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this.quaternionOffset = quaternionOffset || new GameLib.D3.Vector4(0, 0, 0, 1);
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this.scaleOffset = scaleOffset || new GameLib.D3.Vector3(0, 0, 0);
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this.scaleOffset = scaleOffset || new GameLib.D3.Vector3(1, 1, 1);
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// Todo: this should be executed somewhere in game-lib-z, so that we don't execute it on every construction of an object.
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GameLib.D3.Utils.Extend(GameLib.D3.ComponentMeshPermutation, GameLib.D3.ComponentInterface);
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@ -62,7 +62,7 @@ GameLib.D3.ComponentMeshPermutation.prototype.onLateUpdate = function(
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ComponentMeshPermutation_scale.copy(parentEntity.mesh.scale);
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ComponentMeshPermutation_offsetScale.copy(this.scaleOffset);
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ComponentMeshPermutation_scale = ComponentMeshPermutation_scale.add(ComponentMeshPermutation_offsetScale);
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ComponentMeshPermutation_scale = ComponentMeshPermutation_scale.multiply(ComponentMeshPermutation_offsetScale);
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parentEntity.mesh.position.copy(ComponentMeshPermutation_position);
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parentEntity.mesh.quaternion.copy(ComponentMeshPermutation_quaternion);
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@ -3,8 +3,8 @@
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* @param id
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* @param name
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* @param axis {GameLib.D3.Vector3}
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* @param getOffsetFunc
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* @param userData
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* @param getOffsetFunc {function}
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* @param userData {Object}
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* @constructor
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*/
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GameLib.D3.ComponentOffsettor = function ComponentOffsettor(
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@ -23,7 +23,9 @@ GameLib.D3.ComponentOffsettor = function ComponentOffsettor(
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this.parentEntity = null;
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this.axis = axis || new GameLib.D3.Vector3();
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this.getOffsetFunc = getOffsetFunc || function(entity, component, userData){ return 1; };
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this.offset = 1;
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var component = this;
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this.getOffsetFunc = getOffsetFunc || function(entity, component, userData){ return component.offset; };
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this.userData = userData;
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GameLib.D3.Utils.Extend(GameLib.D3.ComponentOffsettor, GameLib.D3.ComponentInterface);
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@ -39,7 +39,8 @@ GameLib.D3.ComponentPathControls.prototype.onUpdate = function(
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if (this.keyForwardPressed) { // Forward [i]
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this.pathFollowingComponent.direction = 1;
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} else if (this.keyBackPressed){
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this.pathFollowingComponent.direction = -1;
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this.pathFollowingComponent.direction = 0;
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// this.pathFollowingComponent.direction = -1;
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} else {
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this.pathFollowingComponent.direction = 0;
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}
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@ -3,7 +3,8 @@
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* @param id
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* @param name
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* @param axis {GameLib.D3.Vector3}
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* @param getRotationFunc {Number}
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* @param getRotationFunc {Function}
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* @param userData {Object}
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* @constructor
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*/
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GameLib.D3.ComponentRotator = function ComponentRotator(
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@ -21,8 +22,10 @@ GameLib.D3.ComponentRotator = function ComponentRotator(
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this.name = name;
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this.parentEntity = null;
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this.rotation = 0;
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var component = this;
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this.axis = axis || new GameLib.D3.Vector3();
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this.getRotationFunc = getRotationFunc || function(entity, component, userData){ return 1; };
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this.getRotationFunc = getRotationFunc || function(entity, component, userData){ return component.rotation; };
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this.userData = userData;
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GameLib.D3.Utils.Extend(GameLib.D3.ComponentRotator, GameLib.D3.ComponentInterface);
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