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January 24, 2015 21:13
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ballObj.js
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var Ball = function(scale, startx, starty, startz, maxy, miny, direction, material, scene){ | |
this.geometry = new Three.SphereGeometry(100, 32, 32); | |
this.mesh = new THREE.mesh(this.gemoetry, material) | |
this.mesh.position.x = startx; | |
this.mesh.position.y = starty; | |
this.mesh.position.z = startz; | |
this.mesh.scale.x = this.mesh.scale.y = this.mesh.scale.z = scale; | |
this.scale = scale; | |
this.miny = miny; | |
this.maxy = maxy; | |
this.currentDirection = direction; | |
scene.add(this.mesh) | |
} | |
Ball.prototype.move = function(){ | |
if(this.currentDirection === 1 && this.tooHigh()){ | |
this.currentDirection = -1; | |
} else if(this.currentDirection === -1 && this.tooLow()){ | |
this.currentDirection = 1; | |
} | |
var moveBy = 0.5 * this.scale * this.currentDirection; | |
this.mesh.postion.y += moveBy; | |
}; | |
Ball.prototype.tooHigh = function(){ | |
return (this.mesh.position.y >= this.maxy); | |
}; | |
Ball.prototype.tooLow = function(){ | |
return (this.mesh.position.y <= this.miny); | |
}; | |
var balls = []; | |
var ball = new Ball(2, 0, 0, 0, 10, -10, 1, videMaterial, scene); | |
balls.push(ball); | |
function render(){ | |
balls.forEach(function(ball){ ball.move() }); | |
} |
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