Commit 50f95383 authored by Chunchi Che's avatar Chunchi Che

update simpleDuel

parent c490cf18
...@@ -3,12 +3,14 @@ import * as CONFIG from "./config"; ...@@ -3,12 +3,14 @@ import * as CONFIG from "./config";
export default (scene: BABYLON.Scene) => { export default (scene: BABYLON.Scene) => {
// 墓地 // 墓地
const cemetery = BABYLON.MeshBuilder.CreateBox( const shape = CONFIG.CemeterySlotShape();
"cemetery", const cemetery = BABYLON.MeshBuilder.CreateBox("cemetery", shape);
CONFIG.CemeterySlotShape()
);
// 位置 // 位置
cemetery.position = new BABYLON.Vector3(3.2, 0.5, -2.0); cemetery.position = new BABYLON.Vector3(
3.2,
shape.depth / 2 + CONFIG.Floating,
-2.0
);
// 旋转 // 旋转
cemetery.rotation = CONFIG.CemeterySlotRotation(); cemetery.rotation = CONFIG.CemeterySlotRotation();
// 材质 // 材质
......
...@@ -42,6 +42,9 @@ export const FieldSlotRotation = () => { ...@@ -42,6 +42,9 @@ export const FieldSlotRotation = () => {
return new BABYLON.Vector3(1.5, 0, 0); return new BABYLON.Vector3(1.5, 0, 0);
}; };
// 浮空
export const Floating = 0.02;
// 手牌 // 手牌
export const HandShape = () => { export const HandShape = () => {
return { width: 0.5, height: 0.75 }; return { width: 0.5, height: 0.75 };
......
...@@ -9,7 +9,11 @@ export default (scene: BABYLON.Scene) => { ...@@ -9,7 +9,11 @@ export default (scene: BABYLON.Scene) => {
scene scene
); );
// 位置 // 位置
deck.position = new BABYLON.Vector3(3.2, 0.5, -3.2); deck.position = new BABYLON.Vector3(
3.2,
CONFIG.DeckSlotShape().depth / 2 + CONFIG.Floating,
-3.2
);
// 旋转 // 旋转
deck.rotation = CONFIG.DeckSlotRotation(); deck.rotation = CONFIG.DeckSlotRotation();
// 材质 // 材质
...@@ -25,7 +29,11 @@ export default (scene: BABYLON.Scene) => { ...@@ -25,7 +29,11 @@ export default (scene: BABYLON.Scene) => {
scene scene
); );
// 位置 // 位置
extraDeck.position = new BABYLON.Vector3(-3.3, 0.5, -3.2); extraDeck.position = new BABYLON.Vector3(
-3.3,
CONFIG.ExtraDeckSlotShape().depth / 2 + CONFIG.Floating,
-3.2
);
// 旋转 // 旋转
extraDeck.rotation = CONFIG.DeckSlotRotation(); extraDeck.rotation = CONFIG.DeckSlotRotation();
// 材质 // 材质
......
...@@ -3,12 +3,10 @@ import * as CONFIG from "./config"; ...@@ -3,12 +3,10 @@ import * as CONFIG from "./config";
export default (scene: BABYLON.Scene) => { export default (scene: BABYLON.Scene) => {
// 除外区 // 除外区
const exclusion = BABYLON.MeshBuilder.CreateBox( const shape = CONFIG.ExclusionSlotShape();
"exclusion", const exclusion = BABYLON.MeshBuilder.CreateBox("exclusion", shape);
CONFIG.ExclusionSlotShape()
);
// 位置 // 位置
exclusion.position = new BABYLON.Vector3(3.2, 0.5, -0.7); exclusion.position = new BABYLON.Vector3(3.2, CONFIG.Floating, -0.7);
// 旋转 // 旋转
exclusion.rotation = CONFIG.ExclusionSlotRotation(); exclusion.rotation = CONFIG.ExclusionSlotRotation();
// 材质 // 材质
......
...@@ -3,14 +3,20 @@ import * as CONFIG from "./config"; ...@@ -3,14 +3,20 @@ import * as CONFIG from "./config";
export default (scene: BABYLON.Scene) => { export default (scene: BABYLON.Scene) => {
const xs = [-1.1, 1]; const xs = [-1.1, 1];
const shape = CONFIG.CardSlotShape();
for (let i in xs) { for (let i in xs) {
const slot = BABYLON.MeshBuilder.CreateBox( const slot = BABYLON.MeshBuilder.CreateBox(
`extraMonster${i}`, `extraMonster${i}`,
CONFIG.CardSlotShape(), shape,
scene scene
); );
// 位置 // 位置
slot.position = new BABYLON.Vector3(xs[i], 0.5, 0); slot.position = new BABYLON.Vector3(
xs[i],
shape.depth / 2 + CONFIG.Floating,
0
);
// 旋转 // 旋转
slot.rotation = CONFIG.CardSlotRotation(); slot.rotation = CONFIG.CardSlotRotation();
// 材质 // 材质
......
...@@ -3,9 +3,14 @@ import * as CONFIG from "./config"; ...@@ -3,9 +3,14 @@ import * as CONFIG from "./config";
export default (scene: BABYLON.Scene) => { export default (scene: BABYLON.Scene) => {
// 墓地 // 墓地
const field = BABYLON.MeshBuilder.CreateBox("field", CONFIG.FieldSlotShape()); const shape = CONFIG.FieldSlotShape();
const field = BABYLON.MeshBuilder.CreateBox("field", shape);
// 位置 // 位置
field.position = new BABYLON.Vector3(-3.3, 0.5, -2.0); field.position = new BABYLON.Vector3(
-3.3,
shape.depth / 2 + CONFIG.Floating,
-2.0
);
// 旋转 // 旋转
field.rotation = CONFIG.FieldSlotRotation(); field.rotation = CONFIG.FieldSlotRotation();
// 材质 // 材质
......
...@@ -4,14 +4,16 @@ import * as CONFIG from "./config"; ...@@ -4,14 +4,16 @@ import * as CONFIG from "./config";
export default (scene: BABYLON.Scene) => { export default (scene: BABYLON.Scene) => {
const left = -2.15; const left = -2.15;
const gap = 1.05; const gap = 1.05;
const shape = CONFIG.CardSlotShape();
for (let i = 0; i < 5; i++) { for (let i = 0; i < 5; i++) {
const slot = BABYLON.MeshBuilder.CreateBox( const slot = BABYLON.MeshBuilder.CreateBox(`magic${i}`, shape, scene);
`magic${i}`,
CONFIG.CardSlotShape(),
scene
);
// 位置 // 位置
slot.position = new BABYLON.Vector3(left + gap * i, 0.5, -2.5); slot.position = new BABYLON.Vector3(
left + gap * i,
shape.depth / 2 + CONFIG.Floating,
-2.5
);
// 旋转 // 旋转
slot.rotation = CONFIG.CardSlotRotation(); slot.rotation = CONFIG.CardSlotRotation();
// 材质 // 材质
......
...@@ -47,7 +47,7 @@ export default class SimpleDuelPlateImpl implements IDuelPlate { ...@@ -47,7 +47,7 @@ export default class SimpleDuelPlateImpl implements IDuelPlate {
// 创建Camera // 创建Camera
const camera = new BABYLON.FreeCamera( const camera = new BABYLON.FreeCamera(
"camera1", "camera1",
new BABYLON.Vector3(0, 12, 0), // 俯视方向 new BABYLON.Vector3(0, 8, -10), // 俯视方向
scene scene
); );
camera.setTarget(BABYLON.Vector3.Zero()); // 俯视向前 camera.setTarget(BABYLON.Vector3.Zero()); // 俯视向前
......
...@@ -4,14 +4,16 @@ import * as CONFIG from "./config"; ...@@ -4,14 +4,16 @@ import * as CONFIG from "./config";
export default (scene: BABYLON.Scene) => { export default (scene: BABYLON.Scene) => {
const left = -2.15; const left = -2.15;
const gap = 1.05; const gap = 1.05;
const shape = CONFIG.CardSlotShape();
for (let i = 0; i < 5; i++) { for (let i = 0; i < 5; i++) {
const slot = BABYLON.MeshBuilder.CreateBox( const slot = BABYLON.MeshBuilder.CreateBox(`monster${i}`, shape, scene);
`monster${i}`,
CONFIG.CardSlotShape(),
scene
);
// 位置 // 位置
slot.position = new BABYLON.Vector3(left + gap * i, 0.5, -1.35); slot.position = new BABYLON.Vector3(
left + gap * i,
shape.depth / 2 + CONFIG.Floating,
-1.35
);
// 旋转 // 旋转
slot.rotation = CONFIG.CardSlotRotation(); slot.rotation = CONFIG.CardSlotRotation();
// 材质 // 材质
......
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