clear beams/beats on exit/restart

This commit is contained in:
Kevin Ngo
2018-10-08 17:15:30 -07:00
parent de47cdb5e2
commit bcbc4bce51
4 changed files with 48 additions and 17 deletions

View File

@@ -4,6 +4,7 @@ AFRAME.registerComponent('beams', {
schema: {
poolSize: {default: 3}
},
init: function () {
var redMaterial;
var blueMaterial;
@@ -11,6 +12,7 @@ AFRAME.registerComponent('beams', {
var geo;
var beam;
this.beams = [];
this.redBeams = [];
this.blueBeams = [];
this.currentRed = 0;
@@ -31,19 +33,35 @@ AFRAME.registerComponent('beams', {
for (var i = 0; i < this.data.poolSize; i++) {
beam = new THREE.Mesh(geo, j === 0 ? redMaterial : blueMaterial);
beam.visible = false;
beam.anim = ANIME({
beam.animation = ANIME({
autoplay: false,
targets: beam.scale,
x: 0.00001,
autoplay: false,
duration: 300,
easing: 'easeInCubic',
complete: (anim) => { beam.visible = false; }
complete: () => { beam.visible = false; }
});
this.el.object3D.add(beam);
this[j === 0 ? 'redBeams' : 'blueBeams'].push(beam);
this.beams.push(beam);
}
}
this.el.sceneEl.addEventListener('cleargame', this.clearBeams.bind(this));
},
/**
* Use tick for manual ANIME animations, else it will create RAF.
*/
tick: function (t, dt) {
for (let i = 0; i < this.beams.length; i++) {
let beam = this.beams[i];
// Tie animation state to beam visibility.
if (!beam.visible) { continue; }
beam.time += dt;
beam.animation.tick(beam.time);
}
},
newBeam: function (color, position) {
@@ -51,7 +69,8 @@ AFRAME.registerComponent('beams', {
if (color === 'red') {
beam = this.redBeams[this.currentRed];
this.currentRed = (this.currentRed + 1) % this.redBeams.length;
beam.position.set(position.x, position.y, position.z + this.currentRed / 50.0); // z offset to avoid z-fighting
// z offset to avoid z-fighting.
beam.position.set(position.x, position.y, position.z + this.currentRed / 50.0);
} else {
beam = this.blueBeams[this.currentBlue];
this.currentBlue = (this.currentBlue + 1) % this.blueBeams.length;
@@ -60,7 +79,12 @@ AFRAME.registerComponent('beams', {
beam.visible = true;
beam.scale.x = 1;
beam.anim.restart();
}
beam.time = 0;
},
clearBeams: function () {
for (let i = 0; i < this.beams.length; i++) {
this.beams[i].visible = false;
}
}
});

View File

@@ -24,7 +24,7 @@ AFRAME.registerComponent('beat-loader', {
this.first = null;
this.lastTime = undefined;
this.el.addEventListener('pausemenurestart', this.restart.bind(this));
this.el.addEventListener('cleargame', this.clearBeats.bind(this));
},
update: function () {
@@ -183,12 +183,16 @@ AFRAME.registerComponent('beat-loader', {
return pool.requestEntity();
},
restart: function () {
/**
* Restart by returning all beats to pool.
*/
clearBeats: function () {
this.audioSync = null;
this.first = null;
this.lastTime = 0;
for (let i = 0; i < this.beatContainer.children.length; i++) {
this.beatContainer.children[i].components.beat.returnToPool();
console.log('returning to pool');
this.beatContainer.children[i].components.beat.returnToPool(true);
}
}
});

View File

@@ -64,6 +64,12 @@ AFRAME.registerComponent('beat', {
update: function () {
this.updateBlock();
this.updateFragments();
if (this.data.type === 'mine') {
this.poolName = `pool__beat-mine`;
} else {
this.poolName = `pool__beat-${this.data.type}-${this.data.color}`;
}
},
initBlock: function () {
@@ -386,14 +392,9 @@ AFRAME.registerComponent('beat', {
leftBorderInnerPlane.setFromCoplanarPoints(leftCutPlanePointsWorld[2], leftCutPlanePointsWorld[1], leftCutPlanePointsWorld[0]);
},
returnToPool: function () {
var poolName;
var type;
if (!this.backToPool) { return; }
type = this.data.type;
poolName = 'pool__beat-' + type;
if (type !== 'mine') { poolName += '-' + this.data.color; }
this.el.sceneEl.components[poolName].returnEntity(this.el);
returnToPool: function (force) {
if (!this.backToPool && !force) { return; }
this.el.sceneEl.components[this.poolName].returnEntity(this.el);
},
tock: (function () {

View File

@@ -25,6 +25,8 @@
pool__beat-dot-red="mixin: beat dot-red-beat; size: 10; container: #beatContainer"
proxy-event__menuleft="event: menuchallengeunselect; to: .menuAnimation"
proxy-event__menuright="event: menuchallengeselect; to: .menuAnimation"
proxy-event__cleargame1="event: pausemenuexit; as: cleargame; to: a-scene"
proxy-event__cleargame2="event: pausemenurestart; as: cleargame; to: a-scene"
search
stage-colors="blue"
fog="color: #a00; density: 0.035; type: exponential">