Revert "beat warp in"

This reverts commit 3f63300e4a.
This commit is contained in:
Diego Marcos
2018-10-23 11:46:46 -07:00
parent b49222d8ad
commit b683ece322
3 changed files with 8 additions and 29 deletions

View File

@@ -1,7 +1,4 @@
import {BEAT_WARMUP_OFFSET, BEAT_WARMUP_SPEED} from '../constants/beat';
import utils from '../utils';
const WARMUP_TIME = (BEAT_WARMUP_OFFSET / BEAT_WARMUP_SPEED) * 1000; // ms.
var utils = require('../utils');
/**
* Load beat data (all the beats and such).
@@ -33,6 +30,7 @@ AFRAME.registerComponent('beat-loader', {
init: function () {
this.audioAnalyserEl = document.getElementById('audioanalyser');
this.beams = document.getElementById('beams').components.beams;
this.beatData = null;
this.beatDataProcessed = false;
this.beatContainer = document.getElementById('beatContainer');
@@ -150,8 +148,7 @@ AFRAME.registerComponent('beat-loader', {
if (this.beatsTimeOffset !== undefined &&
this.songCurrentTime !== this.el.components.song.context.currentTime) {
this.songCurrentTime = this.el.components.song.context.currentTime;
this.beatsTime = (this.songCurrentTime + this.data.beatAnticipationTime) * 1000 +
WARMUP_TIME;
this.beatsTime = (this.songCurrentTime + this.data.beatAnticipationTime) * 1000;
}
notes = this.beatData._notes;
@@ -231,7 +228,7 @@ AFRAME.registerComponent('beat-loader', {
this.orientations[noteInfo._cutDirection]);
beatEl.play();
beatEl.components.beat.onGenerate();
this.beams.newBeam(color, beatEl.object3D.position);
};
})(),

View File

@@ -1,7 +1,6 @@
import {BEAT_WARMUP_OFFSET, BEAT_WARMUP_SPEED} from '../constants/beat';
var SIGN_MATERIAL = {shader: 'flat', color: '#88f'};
const auxObj3D = new THREE.Object3D();
const SIGN_MATERIAL = {shader: 'flat', color: '#88f'};
var auxObj3D = new THREE.Object3D();
/**
* Create beat from pool, collision detection, clipping planes.
@@ -39,7 +38,6 @@ AFRAME.registerComponent('beat', {
init: function () {
this.backToPool = false;
this.beams = document.getElementById('beams').components.beams;
this.beatBoundingBox = new THREE.Box3();
this.cutDirection = new THREE.Vector3();
this.destroyed = false;
@@ -49,7 +47,6 @@ AFRAME.registerComponent('beat', {
this.returnToPoolTimer = 800;
this.rotationAxis = new THREE.Vector3();
this.saberEls = this.el.sceneEl.querySelectorAll('[saber-controls]');
this.startPositionZ = undefined;
this.rightCutPlanePoints = [
new THREE.Vector3(),
new THREE.Vector3(),
@@ -100,9 +97,9 @@ AFRAME.registerComponent('beat', {
},
play: function () {
this.blockEl.object3D.visible = true;
this.destroyed = false;
this.el.object3D.visible = true;
this.blockEl.object3D.visible = true;
},
tock: function (time, timeDelta) {
@@ -112,20 +109,7 @@ AFRAME.registerComponent('beat', {
// Only check collisions when close.
const collisionZThreshold = -4;
if (this.el.object3D.position.z > collisionZThreshold) { this.checkCollisions(); }
// Move.
if (this.el.object3D.position.z < this.startPositionZ) {
// Warm up / warp in.
this.el.object3D.position.z += BEAT_WARMUP_SPEED * (timeDelta / 1000);
if (this.el.object3D.position.z >= this.startPositionZ) {
this.beams.newBeam(this.data.color, this.el.object3D.position);
}
} else {
// Standard moving.
this.el.object3D.position.z += this.data.speed * (timeDelta / 1000);
}
// Check.
this.el.object3D.position.z += this.data.speed * (timeDelta / 1000);
this.backToPool = this.el.object3D.position.z >= 2;
if (this.backToPool) { this.missHit(); }
}

View File

@@ -1,2 +0,0 @@
export const BEAT_WARMUP_OFFSET = 100;
export const BEAT_WARMUP_SPEED = 250;