Fix should draw condition

This commit is contained in:
schmelczerandras 2020-07-25 17:51:13 +02:00
parent 9aef368324
commit b6bef3c77d
9 changed files with 54 additions and 15 deletions

View file

@ -7,7 +7,7 @@ import { GameObject } from '../game-object';
import { CircleLight } from './circle-light';
export class Camera extends GameObject {
private inViewArea = 1920 * 1080;
private inViewArea = 1920 * 1080 * 5;
private cursorPosition = vec2.create();
constructor(private light: CircleLight) {

View file

@ -1,9 +1,14 @@
import { vec2, vec3 } from 'gl-matrix';
import { DrawCommand } from '../../commands/types/draw';
import { MoveToCommand } from '../../commands/types/move-to';
import { Circle } from '../../math/circle';
import { GameObject } from '../game-object';
const range = 2000;
export class CircleLight extends GameObject {
private boundingCircle: Circle;
constructor(
private center: vec2,
private radius: number,
@ -11,12 +16,14 @@ export class CircleLight extends GameObject {
) {
super();
this.boundingCircle = new Circle(center, range);
this.addCommandExecutor(DrawCommand, this.draw.bind(this));
this.addCommandExecutor(MoveToCommand, this.moveTo.bind(this));
}
private draw(c: DrawCommand) {
if (c.drawer.isOnScreen(this.center)) {
if (c.drawer.isOnScreen(this.boundingCircle)) {
c.drawer.appendToUniformList('lights', {
center: this.center,
radius: this.radius,
@ -27,5 +34,6 @@ export class CircleLight extends GameObject {
private moveTo(c: MoveToCommand) {
this.center = c.position;
this.boundingCircle.center = c.position;
}
}

View file

@ -1,10 +1,13 @@
import { vec2 } from 'gl-matrix';
import { DrawCommand } from '../../commands/types/draw';
import { Circle } from '../../math/circle';
import { GameObject } from '../game-object';
export interface Line {}
export class Tunnel extends GameObject {
private boundingCircle: Circle;
constructor(
private from: vec2,
private to: vec2,
@ -13,11 +16,15 @@ export class Tunnel extends GameObject {
) {
super();
this.boundingCircle = new Circle(
vec2.fromValues(from.x / 2 + to.x / 2, from.y / 2 + to.y / 2),
radiusFrom + radiusTo + vec2.distance(from, to)
);
this.addCommandExecutor(DrawCommand, this.draw.bind(this));
}
private draw(c: DrawCommand) {
if (c.drawer.isOnScreen(this.from) || c.drawer.isOnScreen(this.to)) {
if (c.drawer.isOnScreen(this.boundingCircle)) {
c.drawer.appendToUniformList('lines', this.from, this.to);
c.drawer.appendToUniformList('radii', this.radiusFrom, this.radiusTo);
}

View file

@ -17,7 +17,7 @@ export const createDungeon = (objects: ObjectContainer) => {
new Tunnel(previousEnd, currentEnd, previousRadius, currentToRadius)
);
if (deltaHeight > 0) {
if (deltaHeight > 0 && Math.random() > 0.5) {
objects.addObject(
new CircleLight(
currentEnd,