slow down destroyed beats (restore speed from before beat speed up)
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@@ -6,6 +6,7 @@ const collisionZThreshold = -1.65;
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const BEAT_WARMUP_ROTATION_CHANGE = Math.PI / 5;
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const BEAT_WARMUP_ROTATION_OFFSET = 0.4;
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const BEAT_WARMUP_ROTATION_TIME = 750;
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const DESTROYED_SPEED = 1.0;
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const ONCE = {once: true};
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const SCORE_POOL = {
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@@ -27,7 +28,7 @@ AFRAME.registerComponent('beat', {
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debug: {default: false},
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horizontalPosition: {default: 'middleleft', oneOf: ['left', 'middleleft', 'middleright', 'right']},
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size: {default: 0.40},
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speed: {default: 1.0},
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speed: {default: 8.0},
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type: {default: 'arrow', oneOf: ['arrow', 'dot', 'mine']},
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verticalPosition: {default: 'middle', oneOf: ['bottom', 'middle', 'top']},
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warmupPosition: {default: 0},
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@@ -756,14 +757,14 @@ AFRAME.registerComponent('beat', {
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}
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rightCutNormal.copy(this.rightCutPlane.normal)
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.multiplyScalar((this.data.speed / 4) * (timeDelta / 500));
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.multiplyScalar(DESTROYED_SPEED * (timeDelta / 500));
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rightCutNormal.y = 0; // Y handled by gravity.
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this.partRightEl.object3D.position.add(rightCutNormal);
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this.partRightEl.object3D.setRotationFromAxisAngle(this.rotationAxis, rightRotation);
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rightRotation = rightRotation >= 2 * Math.PI ? 0 : rightRotation + rotationStep;
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leftCutNormal.copy(this.leftCutPlane.normal)
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.multiplyScalar((this.data.speed / 4) * (timeDelta / 500));
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.multiplyScalar(DESTROYED_SPEED * (timeDelta / 500));
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leftCutNormal.y = 0; // Y handled by gravity.
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this.partLeftEl.object3D.position.add(leftCutNormal);
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this.partLeftEl.object3D.setRotationFromAxisAngle(this.rotationAxis, leftRotation);
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