Old stuff/old_sites/threejs/15_die/js/path.js
(Deskargatu)
var Path = function(game, options)
{
this.path_length = game.opt.debug_level>1 ? 2 : 4;
this.nextType='Maze';
this.get_start_pos = function()
{
return { x: options.x, z: options.z};
};
this.update = function(delta)
{
};
this.get_end_pos = function()
{
var angle = Math.radians(30);
var width = this.cube_width;
return { x: options.x + Math.cos(angle)*width, z: options.z + Math.sin(angle)*width};
};
this.id = game.getNewId();
this.enter = function()
{
if(!this.entered)
{
console.log('entering path');
game.setItem(this);
}
this.buildNext();
};
this.leave = function()
{
this.entered=false;
console.log('leave path');
};
this.getStaticObstacles = function()
{
return [this.top_mesh, this.bottom_mesh];
};
this.getMovingObstacles = function()
{
return [];
};
this.getCollisionCallbacks = function()
{
var coll = [];
if(!this.next_item)
{
this.buildNext();
}
coll = coll.concat(this.next_item.getOutsideCollisionCallbacks());
return coll;
};
this.getHovers = function()
{
return [];
};
this.collisionCallbacks = function(perso,collisions)
{
if(collisions.length===0)
{
return;
}
};
this.build = function()
{
var numPoints = 100;
var current_x = options.x;
var current_z = options.z;
this.container = new THREE.Object3D();
this.cube_width = game.opt.door_size * this.path_length;
this.real_cube_width = this.cube_width - game.opt.door_size;
this.cube_height = game.opt.door_size*0.5;
var path_wall_texture = game.assets.path_wall_texture;
path_wall_texture.repeat.set( this.real_cube_width/30, this.cube_height/30 );
var path_wall_bump_texture = game.assets.path_wall_bump_texture;
path_wall_bump_texture.repeat.set( this.real_cube_width/100, this.cube_height/100 );
var path_floor_texture = game.assets.path_floor_texture;
path_floor_texture.repeat.set( this.real_cube_width/100, this.cube_height/100 );
var path_floor_bump_texture = game.assets.path_floor_bump_texture;
path_floor_bump_texture.repeat.set( this.real_cube_width/100, this.cube_height/100 );
var floor_material = new THREE.MeshPhongMaterial({
bumpScale:0.5,
map: path_floor_texture,
bumpMap: path_floor_bump_texture
});
var wall_material = new THREE.MeshPhongMaterial( { map: path_wall_texture, bumpMap: path_wall_bump_texture } );
if(game.opt.debug_level>1)
{
wall_material = new THREE.MeshPhongMaterial();
floor_material = new THREE.MeshPhongMaterial();
}
var cube_geo = new THREE.BoxGeometry(this.real_cube_width,
this.cube_height, 1);
var top_geo = new THREE.BoxGeometry(this.real_cube_width, game.opt.door_size*0.5, 1);
this.path_mesh = new THREE.Mesh(cube_geo, floor_material);
this.path_mesh.receiveShadow=true;
this.path_mesh.position.x = this.real_cube_width/2;
this.top_mesh = new THREE.Mesh(top_geo, wall_material);
this.top_mesh.position.z = game.opt.door_size*0.20;
this.top_mesh.position.x = this.real_cube_width/2;
this.top_mesh.position.y = this.cube_height/2;
this.top_mesh.rotation.x = Math.radians(70);
this.bottom_mesh = new THREE.Mesh(top_geo, wall_material);
this.bottom_mesh.position.z = game.opt.door_size*0.20;
this.bottom_mesh.position.x = this.real_cube_width/2;
this.bottom_mesh.position.y = -this.cube_height*0.6;
this.bottom_mesh.rotation.x = Math.radians(-70);
this.angle = Math.radians(-30);
this.container.position.x = current_x;
this.container.position.y = 0;
this.container.position.z = current_z;
this.container.rotation.x = Math.radians(-90);
this.container.rotation.z = this.angle;
this.container.add(this.path_mesh);
this.container.add(this.top_mesh);
this.container.add(this.bottom_mesh);
game.scene.add(this.container);
};
this.buildNext = function()
{
if(!this.next_item)
{
var pos = this.get_end_pos();
this.next_item = new window[this.nextType](game, {
parent: this,
level: options.level+1,
x: pos.x,
z: pos.z });
this.next_item.build();
}
};
};