beam effect on new blocks
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62
src/components/beams.js
Normal file
62
src/components/beams.js
Normal file
@@ -0,0 +1,62 @@
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AFRAME.registerComponent('beams', {
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schema: {
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poolSize: {default: 10}
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},
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init: function () {
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var redMaterial;
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var blueMaterial;
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var materialOptions;
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var geo;
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var beam;
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this.redBeams = [];
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this.blueBeams = [];
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this.currentRed = 0;
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this.currentBlue = 0;
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materialOptions = {
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color: 0xaa3333,
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map: new THREE.TextureLoader().load('assets/img/beam.png'),
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transparent: true,
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blending: THREE.AdditiveBlending
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};
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redMaterial = new THREE.MeshBasicMaterial(materialOptions);
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materialOptions.color = 0x4444cc;
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blueMaterial = new THREE.MeshBasicMaterial(materialOptions);
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geo = new THREE.PlaneBufferGeometry(0.4, 50).translate(0, 25, 0);
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for (var j = 0; j < 2; j++) {
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for (var i = 0; i < this.data.poolSize; i++) {
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beam = new THREE.Mesh(geo, j === 0 ? redMaterial : blueMaterial);
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beam.visible = false;
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this.el.object3D.add(beam);
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this[j === 0 ? 'redBeams' : 'blueBeams'].push(beam);
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}
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}
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},
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newBeam: function (color, position) {
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var beam;
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if (color === 'red') {
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beam = this.redBeams[this.currentRed];
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this.currentRed = (this.currentRed + 1) % this.redBeams.length;
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beam.position.set(position.x, position.y, position.z + this.currentRed / 50.0); // z offset to avoid z-fighting
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} else {
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beam = this.blueBeams[this.currentBlue];
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this.currentBlue = (this.currentBlue + 1) % this.blueBeams.length;
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beam.position.set(position.x, position.y, position.z + this.currentBlue / 50.0);
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}
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beam.visible = true;
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beam.scale.x = 1;
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AFRAME.anime({
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targets: beam.scale,
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x: 0,
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duration: 300,
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easing: 'easeInCubic',
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complete: (anim) => { beam.visible = false; }
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});
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}
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});
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@@ -15,6 +15,10 @@ AFRAME.registerComponent('beat-loader', {
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horizontalPositions: [-0.60, -0.25, 0.25, 0.60],
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verticalPositions: [1.00, 1.35, 1.70],
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init: function () {
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this.beams = document.getElementById('beams').components['beams'];
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},
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update: function () {
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if (!this.data.challengeId || !this.data.difficulty) { return; }
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this.loadBeats();
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@@ -122,6 +126,8 @@ AFRAME.registerComponent('beat-loader', {
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el.object3D.rotation.z = THREE.Math.degToRad(this.orientations[noteInfo._cutDirection]);
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el.play();
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this.beams.newBeam(color, el.object3D.position);
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if (this.first) { return; }
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this.first = {
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