adjust visual height
This commit is contained in:
+4
-4
@@ -172,7 +172,7 @@ function connectWebSocket() {
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entity = entities[e.id]
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entity = entities[e.id]
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}
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}
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else {
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else {
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entity = new THREE.Mesh(new THREE.CylinderGeometry(e.radius / 100, e.radius / 100, e.radius / 50), entityMaterial)
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entity = new THREE.Mesh(new THREE.CylinderGeometry(e.radius / 100, e.radius / 100, e.height / 50), entityMaterial)
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entity.rotation.x = Math.PI / 2
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entity.rotation.x = Math.PI / 2
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entity.userData.type = 'entity'
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entity.userData.type = 'entity'
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entity.userData.id = e.id
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entity.userData.id = e.id
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@@ -183,7 +183,7 @@ function connectWebSocket() {
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const hpMargin = 0.4
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const hpMargin = 0.4
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const maxHp = new THREE.Sprite(new THREE.SpriteMaterial({ color: 0xd03333 }))
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const maxHp = new THREE.Sprite(new THREE.SpriteMaterial({ color: 0xd03333 }))
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maxHp.position.set(0, (e.radius / 100) + hpMargin, 0)
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maxHp.position.set(0, (e.height / 100) + hpMargin, 0)
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maxHp.scale.set(1.5, 0.2, 1)
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maxHp.scale.set(1.5, 0.2, 1)
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maxHp.layers.set(1)
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maxHp.layers.set(1)
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entity.add(maxHp)
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entity.add(maxHp)
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@@ -227,7 +227,7 @@ function connectWebSocket() {
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projectile = new THREE.Mesh(new THREE.SphereGeometry(p.radius / 100), projectileMaterial)
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projectile = new THREE.Mesh(new THREE.SphereGeometry(p.radius / 100), projectileMaterial)
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projectile.userData.type = 'projectile'
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projectile.userData.type = 'projectile'
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projectile.userData.id = p.id
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projectile.userData.id = p.id
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projectile.position.set(p.position.x / 100, p.position.y / 100, p.visualHeight / 100)
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projectile.position.set(p.position.x / 100, p.position.y / 100, p.height / 100)
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projectile.layers.set(2)
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projectile.layers.set(2)
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scene.add(projectile)
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scene.add(projectile)
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@@ -235,7 +235,7 @@ function connectWebSocket() {
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}
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}
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projectile.userData.flaggedForRemoval = false
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projectile.userData.flaggedForRemoval = false
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positionTweens[projectile.id] = new Tween(projectile.position).to({ x: p.position.x / 100, y: p.position.y / 100, z: p.visualHeight / 100 }, tweenDuration).start()
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positionTweens[projectile.id] = new Tween(projectile.position).to({ x: p.position.x / 100, y: p.position.y / 100, z: p.height / 100 }, tweenDuration).start()
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}
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}
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for (const p of Object.values(projectiles)) {
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for (const p of Object.values(projectiles)) {
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@@ -11,6 +11,7 @@ export default class Entity {
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radius = 0
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radius = 0
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health = 1
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health = 1
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maxHealth = 1
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maxHealth = 1
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height = 40
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abilities = [
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abilities = [
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Ability.rangedAttack,
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Ability.rangedAttack,
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Ability.straightShot,
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Ability.straightShot,
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+2
-1
@@ -139,6 +139,7 @@ function laneScenario() {
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const entity1 = new Entity({
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const entity1 = new Entity({
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id: '1',
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id: '1',
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health: 100,
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health: 100,
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height: 100,
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maxHealth: 100,
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maxHealth: 100,
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position: new Vector2(500, 150),
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position: new Vector2(500, 150),
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radius: 50,
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radius: 50,
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@@ -150,6 +151,7 @@ function laneScenario() {
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const entity2 = new Entity({
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const entity2 = new Entity({
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id: '2',
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id: '2',
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health: 100,
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health: 100,
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height: 100,
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maxHealth: 100,
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maxHealth: 100,
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position: new Vector2(1600, 1800),
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position: new Vector2(1600, 1800),
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radius: 50,
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radius: 50,
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@@ -211,7 +213,6 @@ function laneScenario() {
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const direction = goal.clone().sub(entity.position).normalize().multiplyScalar(75)
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const direction = goal.clone().sub(entity.position).normalize().multiplyScalar(75)
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const subGoal = entity.position.clone().add(direction)
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const subGoal = entity.position.clone().add(direction)
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// console.log(subGoal)
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entity.attackAction(subGoal.x, subGoal.y)
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entity.attackAction(subGoal.x, subGoal.y)
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if (entity.health <= 0) {
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if (entity.health <= 0) {
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+1
-1
@@ -9,7 +9,7 @@ export default class Projectile {
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radius = 5
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radius = 5
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owner = null
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owner = null
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onCollide = null
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onCollide = null
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visualHeight = 50
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height = 50
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#position = new Vector2()
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#position = new Vector2()
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#dest = null
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#dest = null
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