init(){ this.mesh = new c_mesh(this._defaults); this.entity.addComponent(this.mesh); this.material = new c_material(this._defaults); this.entity.addComponent(this.material); this.mesh.obj.material = this.material.obj; }
init(){ this.cursor = new c_cursor(this._defaults); this._defaults._cursor = this.cursor.obj; this.camVR = new c_cameravr(this._defaults); this.camVR.cursorEnt = this.cursor; this.fpsUIWindow = this.camVR.fpsUIWindow; this.material = new c_material(this._defaults); this.cursor.material = this.material; this.entity.addComponent(this.material); this.entity.addComponent(this.cursor); this.entity.addComponent(this.camVR); }
init(){ this.multiuser = new c_multiuser(this._defaults); this.entity.addComponent(this.multiuser); //this.material = new c_material(this._defaults); //this.entity.addComponent(this.material); //this.mesh.obj.material = this.material.obj; }
generate: function(width, height, seed) { //console.log('generate: ', ComponentRegistry); if (!_.isUndefined(seed)) { this.rng = new RNG(seed); } var grid = new ComponentRegistry.grid(width, height); grid.fill(0); var map = new CES.Entity(); map.addComponent(grid); map.addComponent(new ComponentRegistry['mapping/dungeon']()); this.world.addEntity(map); this.initRooms(map); this.digRooms(map); this.buildCorridors(map); this.buildWalls(map); return map; },
export default function() { const level = new Entity() const boundsOptions = { isStatic: true, render: { fillStyle: '#222', strokeStyle: '#333', }, } level.addComponent(new BodiesComponent([ // upper boundry Bodies.rectangle(400, -2390, WIDTH, THICKNESS, boundsOptions), // lower boundry Bodies.rectangle(400, 610, WIDTH, THICKNESS, boundsOptions), // left boundry Bodies.rectangle(400 - WIDTH / 2, -890, THICKNESS, HEIGHT, boundsOptions), // right boundry Bodies.rectangle(400 + WIDTH / 2, -890, THICKNESS, HEIGHT, boundsOptions), // veda ground Bodies.rectangle(130, 320, 400, 30, boundsOptions), // lower blocks Bodies.rectangle(600, 200, 100, 100, boundsOptions), Bodies.rectangle(700, 300, 100, 100, boundsOptions), // outwide ground Bodies.rectangle(670, 0, 400, 30, boundsOptions), // first divider triple block Bodies.rectangle(130, -40, 100, 100, boundsOptions), Bodies.rectangle(230, -140, 100, 100, boundsOptions), Bodies.rectangle(330, -240, 100, 100, boundsOptions), // basetwo ground Bodies.rectangle(670, -400, 400, 30, boundsOptions), // aot ground Bodies.rectangle(420, -700, 700, 30, boundsOptions), Bodies.rectangle(400, -900, 15, 400, boundsOptions), // intrepid ground Bodies.rectangle(420, -900, 700, 30, boundsOptions), // apparel 21 ground Bodies.rectangle(0, -1300, 50, 50, boundsOptions), Bodies.rectangle(100, -1300, 50, 50, boundsOptions), Bodies.rectangle(300, -1300, 50, 50, boundsOptions), Bodies.rectangle(400, -1300, 200, 50, boundsOptions), Bodies.rectangle(500, -1300, 50, 50, boundsOptions), Bodies.rectangle(700, -1300, 50, 50, boundsOptions), Bodies.rectangle(800, -1300, 50, 50, boundsOptions), Bodies.rectangle(900, -1300, 50, 50, boundsOptions), // freelance and dragonfly ground Bodies.rectangle(300, -1500, 800, 10, boundsOptions), Bodies.rectangle(500, -1700, 800, 10, boundsOptions), // current ground Bodies.rectangle(400, -2100, 400, 20, boundsOptions), ])) return level }