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class SimpleGun { | |
downtime() { | |
return 0.1 | |
} | |
damage() { | |
return 1 | |
} | |
shoot(direction) { | |
const BULLET_SPEED = 0.5 | |
const RECOIL_DISTANCE = 4 | |
const RECOIL_DURATION = this.downtime() / 1.5 | |
const position = new THREE.Vector3() | |
this.mesh.getWorldPosition(position) | |
position.add(new THREE.Vector3(5, 0, 0)) | |
spawnProjectile(this.damage(), position, direction, BULLET_SPEED, 0.3, 3) | |
// Little explosion at exhaust | |
spawnParticles(position.clone().add(new THREE.Vector3(2,0,0)), 1, Colors.orange, 0.2) | |
// Recoil of gun | |
const initialX = this.mesh.position.x | |
TweenMax.to(this.mesh.position, { | |
duration: RECOIL_DURATION, | |
x: initialX - RECOIL_DISTANCE, | |
onComplete: () => { | |
TweenMax.to(this.mesh.position, { | |
duration: RECOIL_DURATION, | |
x: initialX, | |
}) | |
}, | |
}) | |
} | |
} | |
class Airplane { | |
shoot() { | |
if (!this.weapon) { | |
return | |
} | |
// rate-limit shooting | |
const nowTime = new Date().getTime() / 1000 | |
if (nowTime-this.lastShot < this.weapon.downtime()) { | |
return | |
} | |
this.lastShot = nowTime | |
// fire the shot | |
let direction = new THREE.Vector3(10, 0, 0) | |
direction.applyEuler(airplane.mesh.rotation) | |
this.weapon.shoot(direction) | |
// recoil airplane | |
const recoilForce = this.weapon.damage() | |
TweenMax.to(this.mesh.position, { | |
duration: 0.05, | |
x: this.mesh.position.x - recoilForce, | |
}) | |
} | |
} | |
// in the main loop | |
if (mouseDown[0] || keysDown['Space']) { | |
airplane.shoot() | |
} |
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