changed game dynamics.
This commit is contained in:
parent
b85d1f5b09
commit
5b7d04bd39
@ -12,10 +12,12 @@
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}
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});
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</script>
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<link rel="prefetch" href="/background.mp3"/>
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<link rel="prefetch" href="/8192.webp"/>
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</head>
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<body>
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<canvas id="gameCanvas"></canvas>
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<div id="startGame">
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<div id="mainDiv">
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<div id="loadingDiv">Loading...</div>
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<button id="startButton">Start Game</button>
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</div>
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@ -8,31 +8,7 @@ body {
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font-family: Roboto, sans-serif;
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font-size: large;
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}
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#startGame {
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position: absolute;
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display: block;
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top: 50%;
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left: 50%;
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transform: translate(-50%, -50%);
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padding: 48px;
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border-radius: 12px;
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background-color: #000;
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color: #fff;
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z-index: 1000;
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}
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#music {
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position: absolute;
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display: block;
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top: 75%;
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left: 50%;
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width: 50%;
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transform: translate(-50%, -50%);
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padding: 48px;
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border-radius: 12px;
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background-color: #000;
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color: #fff;
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z-index: 1000;
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}
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#startButton {
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background-color: #000;
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color: #fff;
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@ -41,11 +17,25 @@ body {
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cursor: pointer;
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font-size: xxx-large;
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display: none;
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z-index: 1000;
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}
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#startButton.ready {
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display: block;
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background-color: red;
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}
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#loadingDiv {
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z-index: 1000;
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color: #fff;
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}
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#mainDiv {
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position: absolute;
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display: block;
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top: 50%;
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left: 50%;
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transform: translate(-50%, -50%);
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z-index: 1000;
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}
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#gameCanvas {
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width: 100%;
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height: 100%;
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@ -2,5 +2,6 @@ import {Scene, WebXRDefaultExperience} from "@babylonjs/core";
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export class DefaultScene {
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public static MainScene: Scene;
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public static DemoScene: Scene;
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public static XR: WebXRDefaultExperience;
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}
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18
src/demo.ts
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18
src/demo.ts
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@ -0,0 +1,18 @@
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import {DefaultScene} from "./defaultScene";
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import {ArcRotateCamera, MeshBuilder, PointerEventTypes, Vector3} from "@babylonjs/core";
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import {Main} from "./main";
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export default class Demo {
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private _main: Main;
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constructor(main: Main) {
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this._main = main;
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this.initialize();
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}
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private async initialize() {
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if (!DefaultScene.DemoScene) {
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return;
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}
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const scene = DefaultScene.DemoScene;
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const camera = new ArcRotateCamera("camera", -Math.PI / 2, Math.PI / 2, 5, new Vector3(0, 0, 0), scene);
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}
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}
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8
src/level.ts
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8
src/level.ts
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@ -0,0 +1,8 @@
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import {Observable} from "@babylonjs/core";
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export default interface Level {
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initialize(): void;
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dispose(): void;
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play(): void;
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getReadyObservable(): Observable<Level>;
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}
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@ -1,35 +1,59 @@
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import {DefaultScene} from "./defaultScene";
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import {
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AbstractMesh,
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Color3, DistanceConstraint, InstancedMesh, Mesh,
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Color3, DistanceConstraint, Engine, InstancedMesh, Mesh,
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MeshBuilder,
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Observable,
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ParticleHelper,
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PhysicsAggregate,
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PhysicsMotionType,
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PhysicsShapeType,
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PhysicsShapeType, Sound,
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StandardMaterial, TransformNode,
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Vector3
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} from "@babylonjs/core";
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import {Ship} from "./ship";
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import {ScoreEvent} from "./scoreEvent";
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import {RockFactory} from "./starfield";
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import Level from "./level";
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export class Level1 {
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export class Level1 implements Level {
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private _ship: Ship;
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private _onReadyObservable: Observable<Level> = new Observable<Level>();
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private _initialized: boolean = false;
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private _startBase: AbstractMesh;
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private _endBase: AbstractMesh;
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public onScoreObservable: Observable<ScoreEvent> = new Observable<ScoreEvent>();
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constructor(ship: Ship) {
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this._ship = ship;
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constructor() {
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this._ship = new Ship();
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const xr = DefaultScene.XR;
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xr.baseExperience.onInitialXRPoseSetObservable.add(() => {
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xr.baseExperience.camera.parent = this._ship.transformNode;
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xr.baseExperience.camera.position = new Vector3(0, 0, 0);
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});
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xr.input.onControllerAddedObservable.add((controller) => {
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this._ship.addController(controller);
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});
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this.createStartBase();
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this.createEndBase();
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this.initialize();
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}
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getReadyObservable(): Observable<Level> {
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return this._onReadyObservable;
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}
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private scored: Set<string> = new Set<string>();
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public play() {
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const background = new Sound("background", "/background.mp3", DefaultScene.MainScene, () => {
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}, {loop: true, autoplay: true, volume: .2});
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DefaultScene.XR.baseExperience.enterXRAsync('immersive-vr', 'local-floor');
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}
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public dispose() {
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this._startBase.dispose();
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this._endBase.dispose();
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}
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public async initialize() {
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if (this._initialized) {
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return;
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@ -37,43 +61,18 @@ export class Level1 {
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this._initialized = true;
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ParticleHelper.BaseAssetsUrl = window.location.href;
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this._ship.position = new Vector3(0, 1, 0);
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await RockFactory.init();
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const distance = Vector3.Distance(this._startBase.getAbsolutePosition(), this._endBase.getAbsolutePosition());
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const baseTransform = new TransformNode("baseTransform", DefaultScene.MainScene);
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baseTransform.position = this._endBase.getAbsolutePosition();
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for (let i = 0; i < 20; i++) {
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//const constraintDistance = distance - 20;
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const dist = (Math.random() * 80) + 20;
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const startPos = this._endBase.getAbsolutePosition().add(new Vector3(dist,dist,dist));
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const startTrans = new TransformNode("startTransform", DefaultScene.MainScene);
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startTrans.position = startPos;
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startTrans.setParent(baseTransform);
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baseTransform.rotation = Vector3.Random(0, Math.PI * 2);
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const rock = await RockFactory.createRock(i, startTrans.getAbsolutePosition(), Vector3.Random(1, 5))
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startTrans.dispose();
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baseTransform.position = this._startBase.getAbsolutePosition();
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for (let i = 0; i < 50; i++) {
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const dist = (Math.random() * 200) + 190;
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const rock = await RockFactory.createRock(i, new Vector3(Math.random() * 200 +50 * Math.sign(Math.random() -.5),200,200), Vector3.Random(1, 5))
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const constraint = new DistanceConstraint(dist, DefaultScene.MainScene);
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rock.physicsBody.addConstraint(this._endBase.physicsBody, constraint);
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rock.physicsBody.applyImpulse(Vector3.Random(-1, 1).scale(1000), rock.getAbsolutePosition());
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rock.physicsBody.setAngularVelocity(Vector3.Random(-.5, .5));
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/* const material = new StandardMaterial("material", DefaultScene.MainScene);
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material.emissiveColor = Color3.Random();
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const sphere = MeshBuilder.CreateSphere("sphere", {diameter: 1}, DefaultScene.MainScene);
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sphere.material = material;
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window.setInterval(() => {
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const track = new InstancedMesh("track", sphere);
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track.position = rock.physicsBody.transformNode.getAbsolutePosition();
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}, 200);
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*/
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//rock.physicsBody.addConstraint(this._endBase.physicsBody, constraint);
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this._startBase.physicsBody.addConstraint(rock.physicsBody, constraint);
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rock.physicsBody.applyForce(Vector3.Random(-1, 1).scale(50000000), rock.getAbsolutePosition());
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//rock.physicsBody.setAngularVelocity(Vector3.Random(-.5, .5));
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}
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}
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@ -97,7 +96,7 @@ export class Level1 {
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height: 1,
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tessellation: 72
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}, DefaultScene.MainScene);
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mesh.position = new Vector3(0, 5, 200);
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mesh.position = new Vector3(0, 5, 500);
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const material = new StandardMaterial("material", DefaultScene.MainScene);
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material.diffuseColor = new Color3(0, 1, 0);
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mesh.material = material;
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85
src/main.ts
85
src/main.ts
@ -6,21 +6,42 @@ import {DefaultScene} from "./defaultScene";
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import {Ship} from "./ship";
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import {Level1} from "./level1";
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import {Scoreboard} from "./scoreboard";
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import Demo from "./demo";
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import Level from "./level";
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const webGpu = false;
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const canvas = (document.querySelector('#gameCanvas') as HTMLCanvasElement);
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enum GameState {
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PLAY,
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DEMO
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}
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export class Main {
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private _loadingDiv: HTMLElement;
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private _currentLevel: Level;
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private _gameState: GameState = GameState.DEMO;
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constructor() {
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this._loadingDiv = document.querySelector('#loadingDiv');
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this.initialize();
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}
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document.querySelector('#startButton').addEventListener('click', () => {
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Engine.audioEngine.unlock();
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this.play();
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document.querySelector('#mainDiv').remove();
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});
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}
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private _started = false;
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public play() {
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this._gameState = GameState.PLAY;
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this._currentLevel.play();
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}
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public demo() {
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this._gameState = GameState.DEMO;
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}
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private async initialize() {
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this._loadingDiv.innerText = "Initializing.";
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await this.setupScene();
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const xr = await WebXRDefaultExperience.CreateAsync(DefaultScene.MainScene, {
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DefaultScene.XR = await WebXRDefaultExperience.CreateAsync(DefaultScene.MainScene, {
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disablePointerSelection: true,
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disableTeleportation: true,
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disableNearInteraction: true,
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@ -28,29 +49,17 @@ export class Main {
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disableDefaultUI: true,
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});
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const ship = new Ship();
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const scoreboard = new Scoreboard();
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const level = new Level1(ship);
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this.setLoadingMessage("Get Ready!");
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this.setLoadingMessage("Initializing Level...");
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this._currentLevel = new Level1();
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this._currentLevel.getReadyObservable().add(() => {
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});
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const photoDome = new PhotoDome("testdome", '/8192.webp', {}, DefaultScene.MainScene);
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xr.baseExperience.onInitialXRPoseSetObservable.add(() => {
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xr.baseExperience.camera.parent = ship.transformNode;
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xr.baseExperience.camera.position = new Vector3(0, 0, 0);
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level.onScoreObservable.add((score) => {
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scoreboard.onscoreObservable.notifyObservers(score);
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});
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});
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xr.input.onControllerAddedObservable.add((controller) => {
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ship.addController(controller);
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});
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DefaultScene.XR = xr;
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}
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private setLoadingMessage(message: string) {
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this._loadingDiv.innerText = message;
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}
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private async setupScene() {
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let engine: WebGPUEngine | Engine = null;
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@ -64,30 +73,36 @@ export class Main {
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window.onresize = () => {
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engine.resize();
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}
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DefaultScene.DemoScene = new Scene(engine);
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DefaultScene.MainScene = new Scene(engine);
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this.setLoadingMessage("Initializing Physics Engine..");
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await this.setupPhysics();
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this.setupInspector();
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engine.runRenderLoop(() => {
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DefaultScene.MainScene.render();
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if (!this._started) {
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this._started = true;
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this._loadingDiv.remove();
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const start = document.querySelector('#startButton');
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start.classList.add('ready');
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}
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if (this._gameState == GameState.PLAY) {
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DefaultScene.MainScene.render();
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} else {
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DefaultScene.DemoScene.render();
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}
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});
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}
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private async setupPhysics() {
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const havok = await HavokPhysics();
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const havokPlugin = new HavokPlugin(true, havok);
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DefaultScene.MainScene.enablePhysics(new Vector3(0, 0, 0), havokPlugin);
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DefaultScene.MainScene.collisionsEnabled = true;
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}
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private setupInspector() {
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this.setLoadingMessage("Initializing Inspector...");
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window.addEventListener("keydown", (ev) => {
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if (ev.key == 'i') {
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import ("@babylonjs/inspector").then((inspector) => {
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@ -102,7 +117,7 @@ export class Main {
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}
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const main = new Main();
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const demo = new Demo(main);
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147
src/ship.ts
147
src/ship.ts
@ -22,7 +22,7 @@ import {
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WebXRInputSource
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} from "@babylonjs/core";
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import {DefaultScene} from "./defaultScene";
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import {Radar} from "./radar";
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import {ShipEngine} from "./shipEngine";
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import {Level1} from "./level1";
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@ -71,6 +71,45 @@ export class Ship {
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private _camera: FreeCamera;
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constructor() {
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this.setup();
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this.initialize();
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}
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private shoot() {
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this._shot.play();
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const ammo = MeshBuilder.CreateCapsule("bullet", {radius: .1, height: 2.5}, DefaultScene.MainScene);
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ammo.parent = this._ship
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ammo.position.y = 2;
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ammo.rotation.x = Math.PI / 2;
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ammo.setParent(null);
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const ammoAggregate = new PhysicsAggregate(ammo, PhysicsShapeType.CONVEX_HULL, {
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mass: 1000,
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restitution: 0
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}, DefaultScene.MainScene);
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ammo.material = this._ammoMaterial;
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ammoAggregate.body.setMotionType(PhysicsMotionType.DYNAMIC);
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ammoAggregate.body.setLinearVelocity(this._ship.forward.scale(200).add(this._ship.physicsBody.getLinearVelocity()));
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window.setTimeout(() => {
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ammoAggregate.dispose();
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ammo.dispose()
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}, 1500)
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}
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public set position(newPosition: Vector3) {
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const body = this._ship.physicsBody;
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body.disablePreStep = false;
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body.transformNode.position.copyFrom(newPosition);
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DefaultScene.MainScene.onAfterRenderObservable.addOnce(() => {
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body.disablePreStep = true;
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})
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}
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private setup() {
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this._ship = new TransformNode("ship", DefaultScene.MainScene);
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this._glowLayer = new GlowLayer('bullets', DefaultScene.MainScene);
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this._glowLayer.intensity = 1;
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@ -87,65 +126,12 @@ export class Ship {
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{loop: false, autoplay: false, volume: .5});
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this._ammoMaterial = new StandardMaterial("ammoMaterial", DefaultScene.MainScene);
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this._ammoMaterial.emissiveColor = new Color3(1, 1, 0);
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this.initialize();
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}
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private shoot() {
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this._shot.play();
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const ammo = MeshBuilder.CreateCapsule("bullet", {radius: .05, height: 1.5}, DefaultScene.MainScene);
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ammo.parent = this._ship
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ammo.position.y = 2;
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ammo.rotation.x = Math.PI / 2;
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ammo.setParent(null);
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const ammoAggregate = new PhysicsAggregate(ammo, PhysicsShapeType.CONVEX_HULL, {
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mass: 1000,
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restitution: 0
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}, DefaultScene.MainScene);
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ammo.material = this._ammoMaterial;
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ammoAggregate.body.setMotionType(PhysicsMotionType.DYNAMIC);
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ammoAggregate.body.setLinearVelocity(this._ship.forward.scale(150).add(this._ship.physicsBody.getLinearVelocity()));
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window.setTimeout(() => {
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ammoAggregate.dispose();
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ammo.dispose()
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}, 5000)
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}
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public set position(newPosition: Vector3) {
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const body = this._ship.physicsBody;
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body.disablePreStep = false;
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body.transformNode.position.copyFrom(newPosition);
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DefaultScene.MainScene.onAfterRenderObservable.addOnce(() => {
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body.disablePreStep = true;
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})
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}
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private async initialize() {
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const light = new DirectionalLight("light", new Vector3(.1, -1, 0), DefaultScene.MainScene);
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const ship = this._ship;
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const landingLight = new SpotLight("landingLight", new Vector3(0, 0, 0), new Vector3(0, -.5, .5), 1.5, .5, DefaultScene.MainScene);
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landingLight.parent = ship;
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landingLight.position.z = 5;
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const importMesh = await SceneLoader.ImportMeshAsync(null, "./", "cockpit3.glb", DefaultScene.MainScene);
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const shipMesh = importMesh.meshes[0];
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shipMesh.id = "shipMesh";
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shipMesh.name = "shipMesh";
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shipMesh.parent = ship;
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shipMesh.rotation.y = Math.PI;
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shipMesh.position.y = 1;
|
||||
shipMesh.position.z = -1;
|
||||
DefaultScene.MainScene.getMaterialById('glass_mat.002').alpha = .7;
|
||||
this._camera = new FreeCamera("Flat Camera",
|
||||
new Vector3(0, .5, 0),
|
||||
DefaultScene.MainScene);
|
||||
this._camera.parent = ship;
|
||||
|
||||
const agg = new PhysicsAggregate(ship, PhysicsShapeType.BOX, {
|
||||
const landingLight = new SpotLight("landingLight", new Vector3(0, 0, 0), new Vector3(0, -.5, .5), 1.5, .5, DefaultScene.MainScene);
|
||||
landingLight.parent = this._ship;
|
||||
landingLight.position.z = 5;
|
||||
const agg = new PhysicsAggregate(this._ship, PhysicsShapeType.BOX, {
|
||||
mass: 100,
|
||||
extents: new Vector3(4, 4, 7.4),
|
||||
center: new Vector3(0, 1, 1.8)
|
||||
@ -155,8 +141,7 @@ export class Ship {
|
||||
agg.body.setLinearDamping(.1);
|
||||
agg.body.setAngularDamping(.2);
|
||||
agg.body.setAngularVelocity(new Vector3(0, 0, 0));
|
||||
agg.body.setCollisionCallbackEnabled(true)
|
||||
DefaultScene.MainScene.setActiveCameraByName("Flat Camera");
|
||||
agg.body.setCollisionCallbackEnabled(true);
|
||||
this.setupKeyboard();
|
||||
this.setupMouse();
|
||||
this._controllerObservable.add(this.controllerCallback);
|
||||
@ -164,6 +149,13 @@ export class Ship {
|
||||
this._rotationNode = new TransformNode("rotation", DefaultScene.MainScene);
|
||||
this._forwardNode.parent = this._ship;
|
||||
this._rotationNode.parent = this._ship;
|
||||
this._camera = new FreeCamera("Flat Camera",
|
||||
new Vector3(0, .5, 0),
|
||||
DefaultScene.MainScene);
|
||||
this._camera.parent = this._ship;
|
||||
|
||||
DefaultScene.MainScene.setActiveCameraByName("Flat Camera");
|
||||
|
||||
//const sightPos = this._forwardNode.position.scale(30);
|
||||
const sight = MeshBuilder.CreateSphere("sight", {diameter: 1}, DefaultScene.MainScene);
|
||||
sight.parent = this._ship
|
||||
@ -171,30 +163,21 @@ export class Ship {
|
||||
signtMaterial.emissiveColor = Color3.Yellow();
|
||||
sight.material = signtMaterial;
|
||||
sight.position = new Vector3(0, 2, 125);
|
||||
|
||||
window.setInterval(() => {
|
||||
this.applyForce();
|
||||
}, 50);
|
||||
this.onReadyObservable.notifyObservers(true);
|
||||
//const mirror = new Mirror(this._ship);
|
||||
const radar = new Radar(this._ship);
|
||||
|
||||
document.querySelector('#loadingDiv').remove();
|
||||
//const startButton = document.querySelector('#startButton');
|
||||
//startButton.classList.add('ready');
|
||||
const level = new Level1(this);
|
||||
const background = new Sound("background", "/background.mp3", DefaultScene.MainScene, () => {
|
||||
const startButton = document.querySelector('#startButton');
|
||||
startButton.classList.add('ready');
|
||||
startButton.addEventListener('click', async () => {
|
||||
if (!Engine.audioEngine.unlocked) {
|
||||
Engine.audioEngine.unlock();
|
||||
}
|
||||
console.log('start background');
|
||||
await DefaultScene.XR.baseExperience.enterXRAsync('immersive-vr', 'local-floor');
|
||||
await level.initialize();
|
||||
});
|
||||
}, {loop: true, autoplay: true, volume: .2});
|
||||
|
||||
}
|
||||
private async initialize() {
|
||||
const importMesh = await SceneLoader.ImportMeshAsync(null, "./", "cockpit3.glb", DefaultScene.MainScene);
|
||||
const shipMesh = importMesh.meshes[0];
|
||||
shipMesh.id = "shipMesh";
|
||||
shipMesh.name = "shipMesh";
|
||||
shipMesh.parent = this._ship;
|
||||
shipMesh.rotation.y = Math.PI;
|
||||
shipMesh.position.y = 1;
|
||||
shipMesh.position.z = -1;
|
||||
DefaultScene.MainScene.getMaterialById('glass_mat.002').alpha = .7;
|
||||
}
|
||||
|
||||
|
||||
@ -239,7 +222,7 @@ export class Ship {
|
||||
this._thrust.play();
|
||||
}
|
||||
this._thrust.setVolume(Math.abs(this._leftStickVector.y));
|
||||
this._forwardValue += this._leftStickVector.y * .4;
|
||||
this._forwardValue += this._leftStickVector.y * .8;
|
||||
} else {
|
||||
if (this._thrust.isPlaying) {
|
||||
this._thrust.pause();
|
||||
|
||||
Loading…
Reference in New Issue
Block a user