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entities.js
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import * as THREE from 'three';
export default class ENTITIES {
static load ( STATE ) {
let loader = new THREE.TextureLoader();
STATE.loader.changeCount(2);
// load turret image
loader.load( 'resources/entities/turret.png',
function (texture) {
//texture settings
STATE.materials.mats['turret'] = new THREE.MeshLambertMaterial({ map: texture });
STATE.materials.mats['turret'].transparent = true;
STATE.materials.mats['turret'].magFilter = THREE.NearestFilter;
STATE.loader.changeCount(-1);
});
// Load projectiles
loader.load( 'resources/entities/projectile.png',
function (texture) {
//texture settings
STATE.materials.mats['projectile'] = new THREE.MeshLambertMaterial({ map: texture });
STATE.materials.mats['projectile'].transparent = true;
STATE.materials.mats['projectile'].magFilter = THREE.NearestFilter;
STATE.loader.changeCount(-1);
});
}
static init ( STATE ) {
// Initialize turrets
let turretGeo = new THREE.BoxBufferGeometry(20,30,.001);
let turretMat = STATE.materials.get('turret');
let turretMesh = new THREE.Mesh(turretGeo, turretMat);
let turretMesh2 = new THREE.Mesh(turretGeo, turretMat);
let turretMesh3 = new THREE.Mesh(turretGeo, turretMat);
let turretMesh4 = new THREE.Mesh(turretGeo, turretMat);
let turretMesh5 = new THREE.Mesh(turretGeo, turretMat);
let turretMesh6 = new THREE.Mesh(turretGeo, turretMat);
let turretMesh7 = new THREE.Mesh(turretGeo, turretMat);
let turretMesh8 = new THREE.Mesh(turretGeo, turretMat);
let turretMesh9 = new THREE.Mesh(turretGeo, turretMat);
turretMesh.position.set(-5460, 105, -10);
turretMesh2.position.set(-4915, 125, -10);
turretMesh3.position.set(-4350, 305, -10);
turretMesh4.position.set(-3775, 445, -10);
turretMesh5.position.set(-1560, 305, -10);
turretMesh6.position.set(-1560, 665, -10);
turretMesh7.position.set(-755, 130, -10);
turretMesh8.position.set(-385, 170, -10);
turretMesh9.position.set(-175, 225, -10);
turretMesh.castShadow = true;
turretMesh2.castShadow = true;
turretMesh3.castShadow = true;
turretMesh4.castShadow = true;
turretMesh5.castShadow = true;
turretMesh6.castShadow = true;
turretMesh7.castShadow = true;
turretMesh8.castShadow = true;
turretMesh9.castShadow = true;
// Initialize projectiles
let projectileGeo = new THREE.BoxBufferGeometry(5, 10, 0.001);
let projectileMat = STATE.materials.get('projectile');
// Instantiate entities.
STATE.turrets = [{
mesh: turretMesh,
timer: 0, rotate: false,}, { mesh: turretMesh2, timer: 0, rotate: false,},
{ mesh: turretMesh3, timer: 0, rotate: false,},
{ mesh: turretMesh4, timer: 0, rotate: false,},
{ mesh: turretMesh5, timer: 0, rotate: false,},
{ mesh: turretMesh6, timer: 0, rotate: false,},
{ mesh: turretMesh7, timer: 0, rotate: false,},
{ mesh: turretMesh8, timer: 0, rotate: false,},
{ mesh: turretMesh9, timer: 0, rotate: false,}];
STATE.projectiles = [];
STATE.lastUsed = 0;
// Add to scene.
for (let i = 0; i < STATE.turrets.length; i++)
STATE.scene.add(STATE.turrets[i].mesh);
console.log(STATE.turrets);
for (let i = 0; i < 5; i++) {
let projectileMesh = new THREE.Mesh(projectileGeo, projectileMat);
projectileMesh.castShadow = true;
STATE.projectiles[i] = {
mesh: projectileMesh,
velocity_x: 200,
active: false,
turret: null,
}
STATE.scene.add(STATE.projectiles[i].mesh);
}
console.log(STATE.projectiles)
}
static update ( STATE, deltaTime ) {
// Detection distance for turrets to begin firing
const turretDist = 300;
// Update
for (let i = 0; i < STATE.turrets.length; i++) {
const dx = STATE.turrets[i].mesh.position.x - STATE.player.obj.position.x;
const dy = STATE.turrets[i].mesh.position.y - STATE.player.obj.position.y;
// While player is in range, select projectiles and activate
if (dx*dx + dy*dy < turretDist*turretDist) {
STATE.turrets[i].timer += deltaTime;
if (STATE.turrets[i].timer >= .75) {
STATE.turrets[i].timer = 0;
STATE.projectiles[STATE.lastUsed].active = true;
STATE.projectiles[STATE.lastUsed].turret = STATE.turrets[i];
STATE.projectiles[STATE.lastUsed].mesh.position.x = STATE.turrets[i].mesh.position.x;
STATE.projectiles[STATE.lastUsed].mesh.position.y = STATE.turrets[i].mesh.position.y;
STATE.projectiles[STATE.lastUsed].mesh.position.z = STATE.turrets[i].mesh.position.z;
STATE.lastUsed++;
if (STATE.lastUsed == STATE.projectiles.length) {
STATE.lastUsed = 0;
}
}
}
// Out of range, reset timer
else STATE.turrets[i].timer = 0;
}
for (let i = 0; i < STATE.projectiles.length; i++) {
// Fire every activated projectile in fixed direction
if (STATE.projectiles[i].active) {
STATE.projectiles[i].mesh.position.x -= STATE.projectiles[i].velocity_x * deltaTime;
// If projectile travels too far past player, reset projectile position
if ((STATE.player.obj.position.x - STATE.projectiles[i].mesh.position.x > turretDist) && STATE.projectiles[i].turret != null) {
STATE.projectiles[i].active = false;
}
}
}
}
}