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31 changes: 12 additions & 19 deletions wipeout.js
Original file line number Diff line number Diff line change
Expand Up @@ -8,6 +8,7 @@ var Wipeout = function(containerId, width, height){
this.width = width;
this.height = height;

this.previousTime = 0;
this.activeCameraMode = 'fly';

window.addEventListener('resize', this.resize.bind(this), true);
Expand Down Expand Up @@ -39,8 +40,7 @@ Wipeout.prototype.clear = function() {
this.trackMaterial = null;
this.weaponTileMaterial = null;

this.startTime = Date.now();
this.ticks = 0;

};

Wipeout.prototype.resize = function() {
Expand All @@ -56,9 +56,8 @@ Wipeout.prototype.resize = function() {
this.renderer.setSize( window.innerWidth, window.innerHeight );
}

Wipeout.prototype.animate = function() {
Wipeout.prototype.animate = function(time) {
requestAnimationFrame( this.animate.bind(this) );
var time = Date.now();

// Update weapon tile color
if(this.weaponTileMaterial) {
Expand All @@ -68,16 +67,11 @@ Wipeout.prototype.animate = function() {
// Camera is in fly mode and we have a spline to follow?
if( this.activeCameraMode === 'fly' && this.cameraSpline ) {

var elapsedTime = time - this.startTime;
var elapsedTicks = elapsedTime / 1000 * 60;
var deltaTime = time - this.previousTime;
this.previousTime = time;

// Fixed time step loop (60hz)
while(this.ticks < elapsedTicks) {

this.updateSplineCamera();
this.ticks++;
}

this.updateSplineCamera(time, deltaTime);

this.rotateSpritesToCamera(this.splineCamera);
this.renderer.render(this.scene, this.splineCamera);
}
Expand All @@ -90,10 +84,9 @@ Wipeout.prototype.animate = function() {
}
};

Wipeout.prototype.updateSplineCamera = function() {
var damping = 0.90;
var time = this.ticks * 1000 / 60;

Wipeout.prototype.updateSplineCamera = function(time, deltaTime) {
// Framerate independent damping
var damping = Math.pow(0.90, deltaTime * 60 / 1000);
var loopTime = this.cameraSpline.points.length * 100;

// Camera position along the spline
Expand All @@ -119,14 +112,14 @@ Wipeout.prototype.updateSplineCamera = function() {
? -Math.PI*2
: (roll < -Math.PI) ? Math.PI * 2 : 0;

this.splineCamera.roll = this.splineCamera.roll * 0.95 + (roll)*0.1;
damping = Math.pow(0.95, deltaTime * 60 / 1000);
this.splineCamera.roll = this.splineCamera.roll * damping + (roll)*(1-damping);
this.splineCamera.up = (new THREE.Vector3(0,1,0)).applyAxisAngle(
this.splineCamera.position.clone().sub(this.splineCamera.currentLookAt).normalize(),
this.splineCamera.roll * 0.25
);
}


Wipeout.prototype.rotateSpritesToCamera = function(camera) {
for( var i = 0; i < this.sprites.length; i++ ) {
this.sprites[i].rotation.y = camera.rotation.y;
Expand Down