Fix wall width and positioning
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@@ -63,8 +63,8 @@ AFRAME.registerComponent('debug-beat-loader', {
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this.beatLoader.bpm = 90;
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this.beatLoader.generateWall({
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_lineIndex: this.beatLoader.positionHumanized[wallInfo.position].index,
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_width: 2,
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_duration: 3
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_width: 1,
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_duration: 3
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});
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},
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@@ -191,7 +191,7 @@ AFRAME.registerComponent('debug-beat-loader', {
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}
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function setBeatButton(text, containerEl) {
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var buttonEl = addButton('Set Beat', parentDiv, function () {
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var buttonEl = addButton('Set Beat', parentDiv, function () {
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var color = self.selectedBeat.type !== 'mine' ? ' ' + self.selectedBeat.color : '';
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var orientation = self.selectedBeat.type !== 'arrow' ? '' : ' ' + self.selectedBeat.orientation;
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self.selectedBeat = {
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@@ -3,6 +3,7 @@ import {BEAT_WARMUP_OFFSET, BEAT_WARMUP_SPEED, BEAT_WARMUP_TIME} from '../consta
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// So wall does not clip the stage ground.
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const RAISE_Y_OFFSET = 0.1;
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const WALL_THICKNESS = 0.50;
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const CEILING_THICKNESS = 1.5;
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const CEILING_HEIGHT = 1.4 + CEILING_THICKNESS / 2;
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@@ -36,6 +37,7 @@ AFRAME.registerComponent('wall', {
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update: function () {
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const el = this.el;
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const data = this.data;
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const width = data.width * WALL_THICKNESS;
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const halfDepth = data.durationSeconds * data.speed / 2;
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@@ -46,20 +48,22 @@ AFRAME.registerComponent('wall', {
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data.anticipationPosition + data.warmupPosition - halfDepth
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);
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el.object3D.scale.set(
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data.width,
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width,
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CEILING_THICKNESS,
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data.durationSeconds * data.speed
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);
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return;
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}
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// Box geometry is constructed from the local 0,0,0 growing in the positive and negative
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// x and z axis. We have to shift by half width and depth to be positioned correctly.
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el.object3D.position.set(
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this.horizontalPositions[data.horizontalPosition],
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this.horizontalPositions[data.horizontalPosition] + width / 2 - 0.25,
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data.height + RAISE_Y_OFFSET,
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data.anticipationPosition + data.warmupPosition - halfDepth
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);
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el.object3D.scale.set(
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data.width * 0.30,
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width,
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2.5,
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data.durationSeconds * data.speed
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);
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