fix vision logic and game tick timer
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+3
-1
@@ -23,6 +23,7 @@ camera.layers.enable(2)
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const projectileMaterial = new THREE.MeshToonMaterial({ color: 0xcccccc })
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const terrainMaterial = new THREE.MeshToonMaterial({ color: 0x5c4033 })
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const passableTerrainMaterial = new THREE.MeshToonMaterial({ color: 0x228822, transparent: true, opacity: 0.65 })
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// const bboxMaterial = new THREE.MeshToonMaterial({ color: 0xffd700, transparent: true, opacity: 0.2 })
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const opacity = 0.3
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const teamMaterials = {
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@@ -36,6 +37,7 @@ const teamMaterials = {
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range: new THREE.MeshToonMaterial({ color: 0x00ffff, transparent: true, opacity: opacity / 2 }),
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}
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// TODO: draw lines of path for minimap camera
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const minimapCameraZ = 10
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const minimapCamera = new THREE.OrthographicCamera(-10, 10, 10, -10)
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const minimapRenderer = new THREE.WebGLRenderer()
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@@ -419,7 +421,7 @@ function connectWebSocket() {
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const shape = new THREE.Shape()
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shape.moveTo(vertices.at(0).x / 100, vertices.at(0).y / 100)
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vertices.slice(1).forEach((v) => shape.lineTo(v.x / 100, v.y / 100))
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terrain = new THREE.Mesh(new THREE.ExtrudeGeometry(shape, { bevelEnabled: false, depth: 0.5 }), terrainMaterial)
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terrain = new THREE.Mesh(new THREE.ExtrudeGeometry(shape, { bevelEnabled: false, depth: t.collision ? 0.5 : 0.35 }), t.collision ? terrainMaterial : passableTerrainMaterial)
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terrain.userData.type = 'terrain'
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terrain.userData.id = t.id
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scene.add(terrain)
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