Revert "beat warmup rotation / twist"

This reverts commit 620f0a2846.
This commit is contained in:
Diego Marcos
2018-10-23 11:43:48 -07:00
parent ac7580d64f
commit f62817b5dd
3 changed files with 12 additions and 33 deletions

View File

@@ -1,6 +1,8 @@
import {BEAT_WARMUP_OFFSET, BEAT_WARMUP_SPEED, BEAT_WARMUP_TIME} from '../constants/beat';
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.
/**
* Load beat data (all the beats and such).
*/
@@ -149,7 +151,7 @@ AFRAME.registerComponent('beat-loader', {
this.songCurrentTime !== this.el.components.song.context.currentTime) {
this.songCurrentTime = this.el.components.song.context.currentTime;
this.beatsTime = (this.songCurrentTime + this.data.beatAnticipationTime) * 1000 +
BEAT_WARMUP_TIME;
WARMUP_TIME;
}
notes = this.beatData._notes;

View File

@@ -1,9 +1,6 @@
import {BEAT_WARMUP_OFFSET, BEAT_WARMUP_SPEED, BEAT_WARMUP_TIME} from '../constants/beat';
import {BEAT_WARMUP_OFFSET, BEAT_WARMUP_SPEED} from '../constants/beat';
const auxObj3D = new THREE.Object3D();
const BEAT_WARMUP_ROTATION_CHANGE = Math.PI / 5;
const BEAT_WARMUP_ROTATION_OFFSET = 0.4;
const BEAT_WARMUP_ROTATION_TIME = 750;
const SIGN_MATERIAL = {shader: 'flat', color: '#88f'};
/**
@@ -44,7 +41,6 @@ AFRAME.registerComponent('beat', {
this.backToPool = false;
this.beams = document.getElementById('beams').components.beams;
this.beatBoundingBox = new THREE.Box3();
this.currentRotationWarmupTime = 0;
this.cutDirection = new THREE.Vector3();
this.destroyed = false;
this.gravityVelocity = 0;
@@ -110,38 +106,27 @@ AFRAME.registerComponent('beat', {
},
tock: function (time, timeDelta) {
const el = this.el;
const position = el.object3D.position;
if (this.destroyed) {
this.tockDestroyed(timeDelta);
} else {
// Only check collisions when close.
const collisionZThreshold = -4;
if (position.z > collisionZThreshold) { this.checkCollisions(); }
if (this.el.object3D.position.z > collisionZThreshold) { this.checkCollisions(); }
// Move.
if (position.z < this.startPositionZ) {
if (this.el.object3D.position.z < this.startPositionZ) {
// Warm up / warp in.
position.z += BEAT_WARMUP_SPEED * (timeDelta / 1000);
if (position.z >= this.startPositionZ) {
this.beams.newBeam(this.data.color, position);
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.
position.z += this.data.speed * (timeDelta / 1000);
}
if (position.z > (this.startPositionZ - BEAT_WARMUP_ROTATION_OFFSET) &&
this.currentRotationWarmupTime < BEAT_WARMUP_ROTATION_TIME) {
const progress = AFRAME.ANIME.easings.easeOutBack(
this.currentRotationWarmupTime / BEAT_WARMUP_ROTATION_TIME);
el.object3D.rotation.z = this.rotationZStart + (progress * this.rotationZChange);
this.currentRotationWarmupTime += timeDelta;
this.el.object3D.position.z += this.data.speed * (timeDelta / 1000);
}
// Check.
this.backToPool = position.z >= 2;
this.backToPool = this.el.object3D.position.z >= 2;
if (this.backToPool) { this.missHit(); }
}
this.returnToPool();
@@ -153,13 +138,6 @@ AFRAME.registerComponent('beat', {
onGenerate: function () {
this.startPositionZ = this.el.object3D.position.z;
this.el.object3D.position.z -= BEAT_WARMUP_OFFSET;
// Set up rotation warmup.
this.currentRotationWarmupTime = 0;
this.rotationZChange = BEAT_WARMUP_ROTATION_CHANGE;
if (Math.random > 0.5) { this.rotationZChange *= -1; }
this.el.object3D.rotation.z -= this.rotationZChange;
this.rotationZStart = this.el.object3D.rotation.z;
},
initBlock: function () {

View File

@@ -1,3 +1,2 @@
export const BEAT_WARMUP_OFFSET = 25;
export const BEAT_WARMUP_SPEED = 155;
export const BEAT_WARMUP_TIME = (BEAT_WARMUP_OFFSET / BEAT_WARMUP_SPEED) * 1000;