Old stuff/old_sites/threejs/13_fighting/js/key.js
(Deskargatu)
var Key = function(game, options)
{
this.build =function()
{
var self=this;
this.container = new THREE.Object3D();
game.scene.add(this.container);
var cube_material = new THREE.MeshBasicMaterial( { color: 0x0000ff, wireframe:true, transparent:true, opacity: game.opt.debug_level>1 ? 1 : 0 } );
var cube_geo = new THREE.BoxGeometry(6 , 6, 6);
this.container_mesh = new THREE.Mesh(cube_geo, cube_material);
this.container_mesh.name='Key';
this.container_mesh.position.y=0;
this.container_mesh.rotation.x = Math.radians(90);
this.container_mesh.rotation.z = Math.radians(45);
this.container.add(this.container_mesh);
this.container_mesh.callback_data = {
current_maze: options.maze,
callback_function: this.remove.bind(this, options.callback),
mazeid: options.mazeid,
cellid: options.cellid,
type:'key'
};
this.container.position.x = options.x;
this.container.position.y = 0;
this.container.position.z = options.z;
var materials = [];
var mat1 = new THREE.MeshLambertMaterial({ color: 0xffff00} );
mat1.skinning=true;
mat1.morphTargets=true;
var mat2 = new THREE.MeshLambertMaterial({ color: 0x00ff00} );
mat2.skinning=true;
mat2.morphTargets=true;
var mat3 = new THREE.MeshLambertMaterial({ color: 0xff0000} );
mat3.skinning=true;
mat3.morphTargets=true;
materials.push(mat1);
materials.push(mat2);
materials.push(mat3);
materials.push(mat2);
materials.push(mat1);
//material.skinning = true;
//material.morphTargets = true;
var materials = game.assets.key_mat;
for ( var i = 0; i < materials.length; i ++ ) {
var m = materials[ i ];
m.skinning = true;
m.morphTargets = true;
}
this.mesh = new THREE.SkinnedMesh( game.assets.key_geo, new THREE.MultiMaterial(materials));
this.mesh.scale.x=15;
this.mesh.scale.y=15;
this.mesh.scale.z=15;
this.container.add(this.mesh);
this.mesh.receiveShadow = true;
this.mesh.position.x = 0;
this.mesh.position.y = 0;
this.mesh.position.z = 0;
this.mixer = new THREE.AnimationMixer( this.mesh );
this.rotatingClip = game.assets.key_geo.animations[1];
this.rotate_action = this.mixer.clipAction(this.rotatingClip, null ).setDuration(1);
this.rotate_action.play();
this.rotate_action.setEffectiveWeight(1);
};
this.remove= function(callback)
{
game.scene.remove(this.container);
callback();
game.updateCollisionsCache();
}
this.update = function(delta)
{
this.mixer.update(delta);
};
this.build();
};