@adatechnology/game-vfx-three 0.2.1 → 0.3.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/index.d.ts +3 -1
- package/dist/index.global.js +201 -126
- package/dist/index.global.js.map +1 -1
- package/dist/index.js +104 -72
- package/dist/index.js.map +1 -1
- package/package.json +3 -3
package/dist/index.d.ts
CHANGED
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@@ -1,5 +1,5 @@
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1
1
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import * as THREE_NS from 'three';
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2
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-
import { EffectSink, TestableModule } from '@adatechnology/game-contracts';
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2
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+
import { EffectSink, WarmUpProbes, TestableModule } from '@adatechnology/game-contracts';
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3
3
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import { VfxWorld, ScreenState, VfxOptions, VfxProfileName, EffectDef, ExplosionDef, GroundField, SpriteKindSystem, MarkEvent } from '@adatechnology/game-vfx';
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4
4
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5
5
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/** The only three.js members the renderer needs at runtime. Pass your own `THREE` instance (the whole namespace works). */
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@@ -56,6 +56,8 @@ interface VfxRenderer extends EffectSink {
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56
56
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readonly world: VfxWorld;
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57
57
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/** Steps the world, then redraws everything from it. Call once per frame (a shared world is stepped here, nowhere else). */
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58
58
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update(dt: number): void;
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59
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+
/** Meshes that use the materials of the solid particles, to render once so that the first effect does not build their shader programs in the middle of a frame. */
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60
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+
warmUpProbes(): WarmUpProbes;
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59
61
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/** Shakes the camera for the render that follows (the Lab's L1092) and answers the function that puts it back. */
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applyCamera(): () => void;
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stats(): VfxRendererStats;
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package/dist/index.global.js
CHANGED
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@@ -44,6 +44,15 @@ var GameVfxThree = (() => {
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createVfxTestModule: () => createVfxTestModule
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});
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46
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47
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+
// ../game-contracts/dist/index.js
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48
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var KIT_ORIGIN_KEY = "kitOrigin";
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49
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function markKitOrigin(object, origin) {
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50
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const node = object;
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51
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node.userData = node.userData ?? {};
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52
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node.userData[KIT_ORIGIN_KEY] = { ...origin };
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53
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return object;
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54
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}
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55
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+
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// ../game-vfx/dist/index.js
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48
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var __defProp2 = Object.defineProperty;
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49
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var __defNormalProp = (obj, key, value) => key in obj ? __defProp2(obj, key, { enumerable: true, configurable: true, writable: true, value }) : obj[key] = value;
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@@ -3098,6 +3107,17 @@ var GameVfxThree = (() => {
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])
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]
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};
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3110
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+
var FUEL_LEAK_ONLY = {
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3111
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id: "fuel_leak_only",
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3112
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pageId: "vazamento",
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3113
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team: "vehicles",
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3114
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+
budget: { particles: 200, lights: 0 },
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3115
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loop: 11,
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3116
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view: FUEL_LEAK.view,
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setup: FUEL_LEAK.setup,
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timeline: [decal(POOL[0], 0, POOL[2], 2.2, 2040368, { grow: 3, life: 60, ar: 0.6, fluid: "oil" })],
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3119
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+
tick: [emit("drip", "normal", 12, { p: TANK, box: [0.05, 0, 0.05], sp: 0, life: 1, size: 0.03, c0: 5921402, a: 0.9, g: 9.8, fi: 0, gnd: 1 })]
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+
};
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var CAR_EXPLOSION = {
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id: "car_explosion",
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pageId: "explosao",
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@@ -3451,6 +3471,8 @@ var GameVfxThree = (() => {
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];
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3452
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var PI = Math.PI;
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var SMOKE = { color: 9079430, width: 10, height: 8, gravity: -0.08, drag: 2.2, growth: 2.1 };
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3474
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+
var DEFAULT_SMOKE = { puffs: 2, radius: 0.01, opacity: 0.14, life: 0.7, drift: 0.2, rise: 0.06, growth: 2.1, flash: 1 };
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3475
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+
var DEFAULT_SPREAD = { drift: 0.1, rise: 0.04, side: 0.06 };
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3454
3476
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var FLASH_SECONDS = 0.055;
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var FLASH_RAMP = [0.6, 0.9];
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var FLASH_OPACITY = 0.95;
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@@ -3458,8 +3480,10 @@ var GameVfxThree = (() => {
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3458
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var FLAME_ADDITIVE = 3;
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var ORIGIN2 = [0, 0, 0];
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var SIZE = variable("size");
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3483
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+
var FLASH_SCALE = variable("flash");
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+
var fallback = (name, defaultValue) => ite(ne(variable(name), void 0), variable(name), defaultValue);
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var wide = (width) => mul(sub(rand(), 0.5), width);
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3462
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-
var puff2 = (point, velocity, world, radius, life, opacity) => mesh({
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3486
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+
var puff2 = (point, velocity, world, radius, life, opacity, growth = SMOKE.growth) => mesh({
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shape: "sphere",
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p: point,
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3465
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v: velocity,
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@@ -3474,7 +3498,7 @@ var GameVfxThree = (() => {
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3474
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lit: true,
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3475
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g: SMOKE.gravity,
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3476
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drag: SMOKE.drag,
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3477
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-
grow:
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3501
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+
grow: growth
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3478
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});
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3503
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var flameBit = (point, velocity, world, radius, life) => [
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3480
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set("bitPoint", point),
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@@ -3507,37 +3531,55 @@ var GameVfxThree = (() => {
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3507
3531
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id: "viewmodel_muzzle_flash",
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3508
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pageId: "event:viewmodel_muzzle_flash",
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3509
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team: "weapons",
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3510
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-
budget: { particles:
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3534
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+
budget: { particles: 14, lights: 1 },
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3511
3535
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loop: 0.1,
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3536
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+
setup: [
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3537
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set("size", fallback("size", 1)),
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3538
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+
set("puffs", fallback("puffs", DEFAULT_SMOKE.puffs)),
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3539
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+
set("radius", fallback("radius", DEFAULT_SMOKE.radius)),
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3540
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+
set("opacity", fallback("opacity", DEFAULT_SMOKE.opacity)),
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3541
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set("life", fallback("life", DEFAULT_SMOKE.life)),
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3542
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+
set("drift", fallback("drift", DEFAULT_SMOKE.drift)),
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3543
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+
set("rise", fallback("rise", DEFAULT_SMOKE.rise)),
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3544
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set("growth", fallback("growth", DEFAULT_SMOKE.growth)),
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3545
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+
set("flash", fallback("flash", DEFAULT_SMOKE.flash)),
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3546
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+
set("driftSpread", fallback("driftSpread", DEFAULT_SPREAD.drift)),
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3547
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+
set("riseSpread", fallback("riseSpread", DEFAULT_SPREAD.rise)),
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3548
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+
set("sideSpread", fallback("sideSpread", DEFAULT_SPREAD.side)),
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3549
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+
set("lifeSpread", ite(ne(variable("lifeSpread"), void 0), variable("lifeSpread"), mul(variable("life"), 0.3)))
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3550
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+
],
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3512
3551
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timeline: [
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3513
3552
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set("angles", []),
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3514
3553
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repeat(4, append("angles", add(div(mul(INDEX, PI), 2), mul(rand(), 0.6)))),
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3515
3554
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set("roll", mul(rand(), PI)),
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3516
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-
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3517
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-
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3518
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-
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3519
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-
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3520
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-
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3521
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-
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3522
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-
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3523
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-
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3524
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-
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3525
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-
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3526
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-
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3527
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-
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3528
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-
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3529
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-
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3530
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-
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3531
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-
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3555
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+
when(gt(FLASH_SCALE, 0), [
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3556
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+
flash(ORIGIN2, 16756832, mul(4, SIZE, FLASH_SCALE), FLASH_SECONDS, mul(2, SIZE, FLASH_SCALE), true, true),
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3557
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+
flashPiece("cone_open", mul(0.013, SIZE, FLASH_SCALE), mul(0.085, SIZE, FLASH_SCALE), 10, [mul(0.042, SIZE, FLASH_SCALE), 0, 0], [0, 0, -PI / 2], 16757575),
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3558
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+
repeat(
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3559
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+
4,
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3560
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+
set("angle", pick(variable("angles"), INDEX)),
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3561
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+
flashPiece(
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3562
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+
"cone",
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3563
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+
mul(5e-3, SIZE, FLASH_SCALE),
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3564
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+
mul(0.04, SIZE, FLASH_SCALE),
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3565
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+
6,
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3566
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+
[mul(0.012, SIZE, FLASH_SCALE), mul(cos(variable("angle")), 0.016, SIZE, FLASH_SCALE), mul(sin(variable("angle")), 0.016, SIZE, FLASH_SCALE)],
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3567
|
+
[variable("angle"), 0, -PI / 2],
|
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3568
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+
16757575
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3569
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+
)
|
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3570
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+
),
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3571
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+
flashPiece("sphere", mul(0.016, SIZE, FLASH_SCALE), void 0, 12, [mul(8e-3, SIZE, FLASH_SCALE), 0, 0], [0, 0, 0], 16773568)
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3572
|
+
]),
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3532
3573
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repeat(
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3533
|
-
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|
3574
|
+
variable("puffs"),
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3534
3575
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puff2(
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3535
3576
|
ORIGIN2,
|
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3536
|
-
[add(
|
|
3577
|
+
[add(variable("drift"), mul(rand(), variable("driftSpread"))), add(variable("rise"), mul(rand(), variable("riseSpread"))), mul(sub(rand(), 0.5), variable("sideSpread"))],
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3537
3578
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[0, 0, 0],
|
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3538
|
-
mul(
|
|
3539
|
-
add(
|
|
3540
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-
|
|
3579
|
+
mul(variable("radius"), SIZE),
|
|
3580
|
+
add(variable("life"), mul(rand(), variable("lifeSpread"))),
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|
3581
|
+
variable("opacity"),
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|
3582
|
+
variable("growth")
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|
3541
3583
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)
|
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3542
3584
|
)
|
|
3543
3585
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]
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@@ -3591,8 +3633,10 @@ var GameVfxThree = (() => {
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|
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3591
3633
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aliasOf(ENGINE_SMOKE, "vehicle_fire", { params: { id: "condition", options: ["100", "60", "30", "10"], default: 3 }, loop: 12 }),
|
|
3592
3634
|
/** The exhaust of a car under way: `engine_smoke` in the best condition, for half a second so a moving car asks again. */
|
|
3593
3635
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aliasOf(ENGINE_SMOKE, "vehicle_exhaust", { params: { id: "condition", options: ["100", "60", "30", "10"], default: 0 }, loop: 0.5 }),
|
|
3594
|
-
/** A hole in the tank: the page's
|
|
3595
|
-
aliasOf(
|
|
3636
|
+
/** A hole in the tank: the page's petrol leak without the fire and the blast (the pool and the drips). A normal bullet does only this. */
|
|
3637
|
+
aliasOf(FUEL_LEAK_ONLY, "vehicle_leak", {}),
|
|
3638
|
+
/** The leak caught fire (an incendiary or tracer round, a spark, a fire near): the page's whole sequence, the fire running along the pool to the tank and the blast. */
|
|
3639
|
+
aliasOf(FUEL_LEAK, "vehicle_leak_ignited", {})
|
|
3596
3640
|
];
|
|
3597
3641
|
var ALL_EFFECTS = [BLOOD_HIT, HEADSHOT, DISMEMBER, BLOATER_CLOUD, SCREAMER_SHRIEK, CORPSE_DECAY, REANIMATION, EYES_IN_FOG, MUZZLE_FLASH, IMPACT_BY_MATERIAL, PENETRATION, CASINGS_AND_MAGAZINE, MOLOTOV, GRENADE, EXPLOSIVE_BARREL, SHOPFRONT_GLASS, DOOR_STAGES, BUILDING_COLLAPSE, BLOCK_WALL, METAL_DOOR_EFFECT, IRON_RAILING, WOODEN_FENCE, HIT_POINT_BREAKAGE, PRESSURE_CYLINDERS, BUILDING_FIRE, RAIN_AND_PUDDLES, FOG_AND_ASH, SCRAPING_SPARKS, ENGINE_SMOKE, FUEL_LEAK, CAR_EXPLOSION, WINDSHIELD, HEADLIGHTS_IN_RAIN, DAMAGE_AND_BITE, INFECTION_PHASES, PANIC, BLOATER_BLINDNESS, CAMPFIRE, COUGH_AND_BREATH];
|
|
3598
3642
|
var WORKSHOP_EFFECTS = Object.fromEntries(ALL_EFFECTS.map((effect) => [effect.id, effect]));
|
|
@@ -7238,7 +7282,7 @@ var GameVfxThree = (() => {
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|
|
7238
7282
|
blood_hit: {
|
|
7239
7283
|
name: "Blood by infection age",
|
|
7240
7284
|
short: "A mist on the way in, a jet on the way out, a pool that grows. Age changes colour and amount.",
|
|
7241
|
-
cost: "\u2264 70
|
|
7285
|
+
cost: "\u2264 70 particles",
|
|
7242
7286
|
costNote: "1 pool \xB7 6 splashes",
|
|
7243
7287
|
paramLabel: "Age",
|
|
7244
7288
|
when: "Every bullet or blow that hits a zombie. The blood value comes from the bestiary age: 1.0 \xB7 0.7 \xB7 0.35 \xB7 0.1.",
|
|
@@ -7249,7 +7293,7 @@ var GameVfxThree = (() => {
|
|
|
7249
7293
|
headshot: {
|
|
7250
7294
|
name: "Headshot",
|
|
7251
7295
|
short: "The head bursts, the eyes go out on the same frame and the body drops.",
|
|
7252
|
-
cost: "\u2264 70
|
|
7296
|
+
cost: "\u2264 70 particles",
|
|
7253
7297
|
costNote: "8 debris \xB7 1 pool",
|
|
7254
7298
|
when: "A head hit that kills (bestiary rule: a head kills at once).",
|
|
7255
7299
|
look: "A red mist around the head, a jet of drops backwards, 6 to 8 pieces of bone and skin, a swap to the burst-neck mesh. The eye glow goes out on the same frame, which is the most readable signal from afar.",
|
|
@@ -7259,7 +7303,7 @@ var GameVfxThree = (() => {
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|
|
7259
7303
|
dismember: {
|
|
7260
7304
|
name: "Dismemberment",
|
|
7261
7305
|
short: "The arm comes off whole with physics and the shoulder gushes for half a second.",
|
|
7262
|
-
cost: "\u2264 60
|
|
7306
|
+
cost: "\u2264 60 particles",
|
|
7263
7307
|
costNote: "1 limb \xB7 4 splashes",
|
|
7264
7308
|
when: "Damage to a limb above the threshold (multipliers by region from the bestiary) or an axe blow.",
|
|
7265
7309
|
look: "The limb becomes a loose piece with physics and bounces. A short pulsing jet from the shoulder, drops that form a trail to the pool. The zombie staggers but keeps walking.",
|
|
@@ -7269,7 +7313,7 @@ var GameVfxThree = (() => {
|
|
|
7269
7313
|
bloater_cloud: {
|
|
7270
7314
|
name: "Bloater cloud",
|
|
7271
7315
|
short: "The belly pulses for 0.5 s, bursts and leaves 4 m of gas for 8 s.",
|
|
7272
|
-
cost: "\u2264 180
|
|
7316
|
+
cost: "\u2264 180 particles",
|
|
7273
7317
|
costNote: "server entity",
|
|
7274
7318
|
when: "Death of the Bloater, by any cause.",
|
|
7275
7319
|
look: "A 0.5 s warning with the belly swelling, a burst with pieces and a greenish jet, and a low moss-green cloud that undulates on the ground for 8 s. Loose green glows inside the cloud mark the area.",
|
|
@@ -7279,7 +7323,7 @@ var GameVfxThree = (() => {
|
|
|
7279
7323
|
screamer_shriek: {
|
|
7280
7324
|
name: "Screamer shriek",
|
|
7281
7325
|
short: "A 1.5 s wind-up with steam, a wave on the ground and the horde's eyes light up.",
|
|
7282
|
-
cost: "\u2264 150
|
|
7326
|
+
cost: "\u2264 150 particles",
|
|
7283
7327
|
costNote: "3 rings \xB7 aberration",
|
|
7284
7328
|
when: "The Screamer spots the player and starts the shriek (1.5 s wind-up, calls everyone within 150 m).",
|
|
7285
7329
|
look: "Head back and steam from the mouth during the wind-up. On the shriek, three pressure rings on the ground, dust raised in the radius, a short chromatic aberration on the screen of whoever is near, and the eyes of nearby zombies flare when they hear.",
|
|
@@ -7299,7 +7343,7 @@ var GameVfxThree = (() => {
|
|
|
7299
7343
|
corpse_decay: {
|
|
7300
7344
|
name: "Corpse: darken and dissolve",
|
|
7301
7345
|
short: "15 minutes in 8 seconds: fall, darken, flies and turn to dust.",
|
|
7302
|
-
cost: "\u2264 40
|
|
7346
|
+
cost: "\u2264 40 particles",
|
|
7303
7347
|
costNote: "pool of 400 bodies",
|
|
7304
7348
|
when: "Zombie death. Bestiary timeline: ragdoll 3 s, frozen mesh, darken, dissolve between 14 and 15 min.",
|
|
7305
7349
|
look: "The skin loses colour until almost black, the pool dries to brown, flies appear from minute 5 and in the last minute the body sinks and gives off dark dust.",
|
|
@@ -7309,7 +7353,7 @@ var GameVfxThree = (() => {
|
|
|
7309
7353
|
reanimation: {
|
|
7310
7354
|
name: "Reanimation",
|
|
7311
7355
|
short: "Veins light up, spasms, the eyes switch on and the body gets up.",
|
|
7312
|
-
cost: "\u2264 30
|
|
7356
|
+
cost: "\u2264 30 particles",
|
|
7313
7357
|
costNote: "emissive in the shader",
|
|
7314
7358
|
when: "End of infection of a player or NPC: reanimates in 2 to 6 min as Fresh (70% Slow, 30% Runner).",
|
|
7315
7359
|
look: "Green pulses through the skin (emissive in the shader, not particles), spasms in the arms and head, the eyes light up from the inside out and the body stands. Breath as steam on the first shriek.",
|
|
@@ -7319,7 +7363,7 @@ var GameVfxThree = (() => {
|
|
|
7319
7363
|
muzzle_flash: {
|
|
7320
7364
|
name: "Muzzle flash",
|
|
7321
7365
|
short: "Core, petals and smoke scaled by weapon. The Barrett raises dust.",
|
|
7322
|
-
cost: "\u2264 60
|
|
7366
|
+
cost: "\u2264 60 particles",
|
|
7323
7367
|
costNote: "1 light \xB7 50 ms",
|
|
7324
7368
|
paramLabel: "Weapon",
|
|
7325
7369
|
when: "Every shot. In first person it uses the weapon model; from afar it is only the core sprite.",
|
|
@@ -7330,7 +7374,7 @@ var GameVfxThree = (() => {
|
|
|
7330
7374
|
impact: {
|
|
7331
7375
|
name: "Impact by material",
|
|
7332
7376
|
short: "Concrete, metal, wood, glass, flesh and water: each with its own response.",
|
|
7333
|
-
cost: "\u2264 40
|
|
7377
|
+
cost: "\u2264 40 particles",
|
|
7334
7378
|
costNote: "1 hole",
|
|
7335
7379
|
paramLabel: "Material",
|
|
7336
7380
|
when: "Every bullet that hits something. The material comes from the mesh surface tag.",
|
|
@@ -7341,7 +7385,7 @@ var GameVfxThree = (() => {
|
|
|
7341
7385
|
penetration: {
|
|
7342
7386
|
name: "Bullet through the horde",
|
|
7343
7387
|
short: "Barrett tracer passing through 5 zombies, in 10x slow motion.",
|
|
7344
|
-
cost: "\u2264 250
|
|
7388
|
+
cost: "\u2264 250 particles",
|
|
7345
7389
|
costNote: "aggregate event",
|
|
7346
7390
|
when: "Weapon with penetration: the AK goes through 2, the Remington 700 through 3, the Barrett through 6 and cars.",
|
|
7347
7391
|
look: "A tracer with a hot-air trail, blood exiting each body in the order the bullet passes (each in the colour of its age), bodies falling one after another and a final impact on the concrete.",
|
|
@@ -7361,7 +7405,7 @@ var GameVfxThree = (() => {
|
|
|
7361
7405
|
molotov: {
|
|
7362
7406
|
name: "Molotov cocktail",
|
|
7363
7407
|
short: "A lit wick in the arc, glass breaking and a pool of fire that spreads.",
|
|
7364
|
-
cost: "\u2264 300
|
|
7408
|
+
cost: "\u2264 300 particles",
|
|
7365
7409
|
costNote: "2 lights \xB7 entity",
|
|
7366
7410
|
when: "A molotov hitting the ground or a zombie.",
|
|
7367
7411
|
look: "A bottle in an arc with the wick giving off flame and smoke. On impact, green shards and a splash of fire that opens from 0.5 m to 2.2 m in 0.8 s. Low flames, embers, dark smoke and a flickering light for 6 s, then embers and a burn mark.",
|
|
@@ -7371,7 +7415,7 @@ var GameVfxThree = (() => {
|
|
|
7371
7415
|
grenade: {
|
|
7372
7416
|
name: "Fragmentation grenade",
|
|
7373
7417
|
short: "A bounce on the asphalt, flash, shock wave, shrapnel and a ring of dust.",
|
|
7374
|
-
cost: "\u2264 400
|
|
7418
|
+
cost: "\u2264 400 particles",
|
|
7375
7419
|
costNote: "aggregate event",
|
|
7376
7420
|
when: "A grenade exploding (1.8 s fuse after the throw).",
|
|
7377
7421
|
look: "The grenade bounces twice. A layered explosion: a white flash that paints the screen, a short fireball, a shock ring on the ground and another facing the camera, bright shrapnel that bounces, a ring of low dust, grey smoke that rises and a burn mark. Zombies in the radius fall outwards.",
|
|
@@ -7381,7 +7425,7 @@ var GameVfxThree = (() => {
|
|
|
7381
7425
|
explosive_barrel: {
|
|
7382
7426
|
name: "Explosive barrel",
|
|
7383
7427
|
short: "A mushroom of fire, the lid flying, petrol burning on the ground and a column of smoke.",
|
|
7384
|
-
cost: "\u2264 450
|
|
7428
|
+
cost: "\u2264 450 particles",
|
|
7385
7429
|
costNote: "2 lights \xB7 fire entity",
|
|
7386
7430
|
when: "A red barrel with damage above the threshold, a shot or fire touching it.",
|
|
7387
7431
|
look: "Everything the grenade does, plus: a fireball that rises into a mushroom, the lid and red pieces flying high, three pools of petrol burning for 5 s and a black smoke column that serves as a landmark from afar.",
|
|
@@ -7401,7 +7445,7 @@ var GameVfxThree = (() => {
|
|
|
7401
7445
|
door_stages: {
|
|
7402
7446
|
name: "Door giving way in 3 stages",
|
|
7403
7447
|
short: "Blows shake dust from the frame, a plank cracks and the door falls.",
|
|
7404
|
-
cost: "\u2264 120
|
|
7448
|
+
cost: "\u2264 120 particles",
|
|
7405
7449
|
costNote: "3 stages",
|
|
7406
7450
|
when: "The horde hitting a door or barricade (the Brute does 3x damage). Stages: 66%, 33%, 0% health.",
|
|
7407
7451
|
look: "Each blow shakes the door and loosens dust from the frame and splinters. At stage 2 the middle plank cracks and falls. At 3 the door topples and raises a cloud of low dust, and the zombie comes out of the dark.",
|
|
@@ -7411,7 +7455,7 @@ var GameVfxThree = (() => {
|
|
|
7411
7455
|
building_collapse: {
|
|
7412
7456
|
name: "Collapse",
|
|
7413
7457
|
short: "Dust trickling from the awning, blocks falling and a cloud of dust rolling down the street.",
|
|
7414
|
-
cost: "\u2264 350
|
|
7458
|
+
cost: "\u2264 350 particles",
|
|
7415
7459
|
costNote: "26 debris",
|
|
7416
7460
|
when: "A structure that loses its health: explosion, vehicle impact, a big horde pushing (destruction of the map buildings).",
|
|
7417
7461
|
look: "Before: fine dust trickling and pebbles falling for 1 s, as a warning. Then: large and small blocks fall, the camera shakes and a cloud of grey-beige dust rolls along the ground and hangs in the air for 5 s, hiding zombies.",
|
|
@@ -7421,7 +7465,7 @@ var GameVfxThree = (() => {
|
|
|
7421
7465
|
block_wall: {
|
|
7422
7466
|
name: "Wall brought down with holes",
|
|
7423
7467
|
short: "A burst leaves holes and chips; the wall falls in blocks and the holes stay on them.",
|
|
7424
|
-
cost: "\u2264 300
|
|
7468
|
+
cost: "\u2264 300 particles",
|
|
7425
7469
|
costNote: "30 blocks \xB7 attached holes",
|
|
7426
7470
|
when: "A concrete wall, low wall or barricade that loses health from shots, explosion, the Brute or a car (map and arsenal destruction).",
|
|
7427
7471
|
look: "Each bullet opens a dark hole with a chipped rim, giving off dust and pebbles. When the wall gives way it splits into blocks that topple with physics and a cloud of dust rolls along the ground. The bullet holes are attached to the blocks: they stay on the fallen pieces, turned with them, and do not vanish when the wall breaks.",
|
|
@@ -7431,7 +7475,7 @@ var GameVfxThree = (() => {
|
|
|
7431
7475
|
metal_door: {
|
|
7432
7476
|
name: "Metal door denting",
|
|
7433
7477
|
short: "Each blow sinks the plate, flakes the paint and throws sparks; the hinge bursts.",
|
|
7434
|
-
cost: "\u2264 160
|
|
7478
|
+
cost: "\u2264 160 particles",
|
|
7435
7479
|
costNote: "deformable mesh",
|
|
7436
7480
|
when: "A door, gate or steel plate taking a zombie blow (Brute 3x), a 12-gauge shot or a car hit.",
|
|
7437
7481
|
look: "The plate sinks where it is hit (a deformed mesh, not a model swap), with 3 visible levels. Each blow gives off sparks, flakes of green paint and rust dust. When the health runs out the top hinge bursts in sparks, the door topples and scrapes on the ground giving off more sparks.",
|
|
@@ -7441,7 +7485,7 @@ var GameVfxThree = (() => {
|
|
|
7441
7485
|
iron_railing: {
|
|
7442
7486
|
name: "Iron railing bending",
|
|
7443
7487
|
short: "The horde pushes, the bars bow, the weld pops in a spark and the railing falls.",
|
|
7444
|
-
cost: "\u2264 200
|
|
7488
|
+
cost: "\u2264 200 particles",
|
|
7445
7489
|
costNote: "3 deformable bars",
|
|
7446
7490
|
when: "A railing, iron gate, handrail or chain-link fence with zombies pushing (horde pressure) or a car hitting it.",
|
|
7447
7491
|
look: "The bars bow gradually at the point of pressure and the vertical ones tilt with them. Rust falls in a thread during the strain. At two moments the weld pops with a crackle of sparks. At the end the middle post gives and the railing topples, leaving the bent iron on the ground.",
|
|
@@ -7451,7 +7495,7 @@ var GameVfxThree = (() => {
|
|
|
7451
7495
|
wooden_fence: {
|
|
7452
7496
|
name: "Wooden fence breaking",
|
|
7453
7497
|
short: "Planks snap one by one, chips and dust, and the section topples as the horde passes.",
|
|
7454
|
-
cost: "\u2264 150
|
|
7498
|
+
cost: "\u2264 150 particles",
|
|
7455
7499
|
costNote: "12 planks",
|
|
7456
7500
|
when: "A fence, yard gate or plank barricade taking a shot, blow or horde pressure.",
|
|
7457
7501
|
look: "Each plank snaps at a random point: the stump stays on the rail and the top piece flies off with chips and wood dust. The zombie appears through the gap. At the end the rail cracks and the whole section topples forward.",
|
|
@@ -7461,7 +7505,7 @@ var GameVfxThree = (() => {
|
|
|
7461
7505
|
hit_point_breakage: {
|
|
7462
7506
|
name: "Breakage by the point hit",
|
|
7463
7507
|
short: "A shot to the leg, a machete on the corner, a bat on the top and a 12-gauge up close: each weapon breaks the part it hit.",
|
|
7464
|
-
cost: "\u2264 120
|
|
7508
|
+
cost: "\u2264 120 particles",
|
|
7465
7509
|
costNote: "parts with their own health",
|
|
7466
7510
|
when: "Any destructible item. The damage goes to the part that was hit, not to the whole item.",
|
|
7467
7511
|
look: "A 9 mm shot to the front leg: the lower part of the leg breaks off and the table tips toward that corner. A machete on the corner of the top: the corner comes off whole in a straight cut, with chips in a line. A bat on the other corner: the top cracks and falls apart in pieces with dust. A 12-gauge up close on what is left: 9 grouped holes that stay in the wood.",
|
|
@@ -7471,7 +7515,7 @@ var GameVfxThree = (() => {
|
|
|
7471
7515
|
pressure_cylinders: {
|
|
7472
7516
|
name: "Extinguisher and oxygen cylinder",
|
|
7473
7517
|
short: "A shot to the extinguisher makes a white cloud and a spin; on oxygen the valve breaks and the cylinder becomes a rocket.",
|
|
7474
|
-
cost: "\u2264 250
|
|
7518
|
+
cost: "\u2264 250 particles",
|
|
7475
7519
|
costNote: "cloud entity",
|
|
7476
7520
|
paramLabel: "Cylinder",
|
|
7477
7521
|
when: "A shot, a strong blow or fire on an extinguisher, oxygen cylinder or welding cylinder (extinguisher and oxygen_cylinder keys of the map catalogue).",
|
|
@@ -7482,7 +7526,7 @@ var GameVfxThree = (() => {
|
|
|
7482
7526
|
building_fire: {
|
|
7483
7527
|
name: "Building on fire",
|
|
7484
7528
|
short: "Fire coming out of the windows, licking the facade, embers and smoke with the wind.",
|
|
7485
|
-
cost: "\u2264 600
|
|
7529
|
+
cost: "\u2264 600 particles",
|
|
7486
7530
|
costNote: "2 lights \xB7 reference",
|
|
7487
7531
|
when: "A building fire (molotov, explosion, vehicle). It lasts minutes and spreads to the neighbour.",
|
|
7488
7532
|
look: "Windows lit orange that flicker, tongues of fire coming out of the top of each window and climbing the facade, embers carried by the wind and a thick slanted column of smoke. The light paints the street.",
|
|
@@ -7523,7 +7567,7 @@ var GameVfxThree = (() => {
|
|
|
7523
7567
|
engine_smoke: {
|
|
7524
7568
|
name: "Engine smoke",
|
|
7525
7569
|
short: "White steam, grey smoke, then black with fire, depending on condition.",
|
|
7526
|
-
cost: "\u2264 120
|
|
7570
|
+
cost: "\u2264 120 particles",
|
|
7527
7571
|
costNote: "continuous",
|
|
7528
7572
|
paramLabel: "Condition",
|
|
7529
7573
|
when: "Whenever the engine is on or hot, from the part condition (0 to 100) in the fleet brief.",
|
|
@@ -7534,7 +7578,7 @@ var GameVfxThree = (() => {
|
|
|
7534
7578
|
fuel_leak: {
|
|
7535
7579
|
name: "Tank leak and fire",
|
|
7536
7580
|
short: "Dripping petrol, a pool, a spark and the fire running to the tank.",
|
|
7537
|
-
cost: "\u2264 400
|
|
7581
|
+
cost: "\u2264 400 particles",
|
|
7538
7582
|
costNote: "fire entity",
|
|
7539
7583
|
when: "A tank punctured by a shot or a crash. A spark, a shot or nearby fire lights the pool.",
|
|
7540
7584
|
look: "Drops of petrol with an oily sheen forming a growing pool. A shot on the metal throws a spark, the fire lights on the pool, runs to the car and, if nobody puts it out, the car explodes.",
|
|
@@ -7544,7 +7588,7 @@ var GameVfxThree = (() => {
|
|
|
7544
7588
|
car_explosion: {
|
|
7545
7589
|
name: "Car explosion",
|
|
7546
7590
|
short: "A fireball, the car jumping, the bonnet and doors flying, the shell burning.",
|
|
7547
|
-
cost: "\u2264 600
|
|
7591
|
+
cost: "\u2264 600 particles",
|
|
7548
7592
|
costNote: "rare event",
|
|
7549
7593
|
when: "A tank on fire for more than 4 s, or damage above the threshold on a car with fuel.",
|
|
7550
7594
|
look: "A large explosion (grenade scale 1.8), the car jumps and lands crooked, the bonnet, doors and a wheel fly off, the glass bursts into shards. The bodywork goes black and the shell burns with black smoke for minutes.",
|
|
@@ -7605,7 +7649,7 @@ var GameVfxThree = (() => {
|
|
|
7605
7649
|
bloater_blindness: {
|
|
7606
7650
|
name: "Bloater blindness",
|
|
7607
7651
|
short: "Green gas in the face: a blurred screen for 5 s and mucus on the lens.",
|
|
7608
|
-
cost: "post + 30
|
|
7652
|
+
cost: "post + 30 particles",
|
|
7609
7653
|
costNote: "server entity",
|
|
7610
7654
|
when: "A player inside the Bloater cloud (radius 4 m) when it spawns.",
|
|
7611
7655
|
look: "A green cloud bursts between the zombie and the camera, the screen goes green and blurred and clears in 5 s, with drops of green mucus on the lens that run down. A cough shakes the camera twice.",
|
|
@@ -7615,7 +7659,7 @@ var GameVfxThree = (() => {
|
|
|
7615
7659
|
campfire: {
|
|
7616
7660
|
name: "Campsite fire",
|
|
7617
7661
|
short: "A low flame, embers spiralling up and a flickering warm light.",
|
|
7618
|
-
cost: "\u2264 120
|
|
7662
|
+
cost: "\u2264 120 particles",
|
|
7619
7663
|
costNote: "1 fire light",
|
|
7620
7664
|
when: "A campfire lit by the group or by NPCs. It warms, lights and draws zombies from afar (light).",
|
|
7621
7665
|
look: "Small low flames, embers that rise turning and fade, thin smoke and a warm light that flickers and paints the survivor.",
|
|
@@ -7625,7 +7669,7 @@ var GameVfxThree = (() => {
|
|
|
7625
7669
|
cough_and_breath: {
|
|
7626
7670
|
name: "Cough, breath and flashlight",
|
|
7627
7671
|
short: "Breath vapour in the cold, the fever cough visible to others and the flashlight beam.",
|
|
7628
|
-
cost: "\u2264 40
|
|
7672
|
+
cost: "\u2264 40 particles",
|
|
7629
7673
|
costNote: "1 spot with shadow",
|
|
7630
7674
|
when: "A cold night: breath always. Infection fever: a cough every few seconds, audible at 10 m.",
|
|
7631
7675
|
look: "A short puff of vapour every 2.4 s. On a cough, three quick bigger puffs and the body jolts. The flashlight shows the beam in the fog and is the only light with a shadow.",
|
|
@@ -8575,6 +8619,81 @@ void main(){
|
|
|
8575
8619
|
};
|
|
8576
8620
|
}
|
|
8577
8621
|
|
|
8622
|
+
// src/mesh-layer.ts
|
|
8623
|
+
var SPHERE_DEFAULT_WIDTH = 8;
|
|
8624
|
+
var SPHERE_DEFAULT_HEIGHT = 6;
|
|
8625
|
+
function geometryOf(THREE, particle) {
|
|
8626
|
+
switch (particle.shape) {
|
|
8627
|
+
case "cone":
|
|
8628
|
+
return new THREE.ConeGeometry(particle.radius, particle.height, particle.segments || void 0, particle.segments2 || 1, false);
|
|
8629
|
+
case "cone_open":
|
|
8630
|
+
return new THREE.ConeGeometry(particle.radius, particle.height, particle.segments || void 0, particle.segments2 || 1, true);
|
|
8631
|
+
case "sphere":
|
|
8632
|
+
return new THREE.SphereGeometry(particle.radius, particle.segments || SPHERE_DEFAULT_WIDTH, particle.segments2 || SPHERE_DEFAULT_HEIGHT);
|
|
8633
|
+
case "icosahedron":
|
|
8634
|
+
return new THREE.IcosahedronGeometry(particle.radius, particle.segments);
|
|
8635
|
+
}
|
|
8636
|
+
}
|
|
8637
|
+
function materialOf(THREE, particle) {
|
|
8638
|
+
if (particle.lit) return new THREE.MeshStandardMaterial({ color: particle.color, roughness: 1, metalness: 0, transparent: true, opacity: particle.opacity, depthWrite: false });
|
|
8639
|
+
return new THREE.MeshBasicMaterial({ color: particle.color, transparent: true, opacity: particle.opacity, depthWrite: false, ...particle.additive ? { blending: THREE.AdditiveBlending } : {} });
|
|
8640
|
+
}
|
|
8641
|
+
function createMeshLayerProbes(THREE) {
|
|
8642
|
+
const geometry = new THREE.BoxGeometry(1e-3, 1e-3, 1e-3);
|
|
8643
|
+
return [{ lit: true, additive: false }, { lit: false, additive: false }, { lit: false, additive: true }].map(
|
|
8644
|
+
(kind) => new THREE.Mesh(geometry, materialOf(THREE, { ...kind, color: 8421504, opacity: 0.5 }))
|
|
8645
|
+
);
|
|
8646
|
+
}
|
|
8647
|
+
function createMeshLayer(THREE, pool) {
|
|
8648
|
+
const group = new THREE.Group();
|
|
8649
|
+
group.name = "workshop-meshes";
|
|
8650
|
+
const drawn = /* @__PURE__ */ new Map();
|
|
8651
|
+
const frame = new THREE.Quaternion();
|
|
8652
|
+
const euler = new THREE.Euler();
|
|
8653
|
+
const turn = new THREE.Quaternion();
|
|
8654
|
+
const offset = new THREE.Vector3();
|
|
8655
|
+
function release(mesh2) {
|
|
8656
|
+
mesh2.removeFromParent();
|
|
8657
|
+
mesh2.geometry.dispose();
|
|
8658
|
+
mesh2.material.dispose();
|
|
8659
|
+
}
|
|
8660
|
+
return {
|
|
8661
|
+
group,
|
|
8662
|
+
sync() {
|
|
8663
|
+
const live = /* @__PURE__ */ new Set();
|
|
8664
|
+
for (const particle of pool.particles) {
|
|
8665
|
+
live.add(particle.id);
|
|
8666
|
+
let mesh2 = drawn.get(particle.id);
|
|
8667
|
+
if (!mesh2) {
|
|
8668
|
+
mesh2 = new THREE.Mesh(geometryOf(THREE, particle), materialOf(THREE, particle));
|
|
8669
|
+
mesh2.frustumCulled = false;
|
|
8670
|
+
mesh2.renderOrder = particle.additive ? 5 : 3;
|
|
8671
|
+
drawn.set(particle.id, mesh2);
|
|
8672
|
+
group.add(mesh2);
|
|
8673
|
+
}
|
|
8674
|
+
frame.set(particle.frame[0], particle.frame[1], particle.frame[2], particle.frame[3]);
|
|
8675
|
+
offset.set(particle.at[0], particle.at[1], particle.at[2]).multiplyScalar(particle.scale).applyQuaternion(frame);
|
|
8676
|
+
mesh2.position.set(particle.x + offset.x, particle.y + offset.y, particle.z + offset.z);
|
|
8677
|
+
turn.setFromEuler(euler.set(particle.rx, particle.ry, particle.rz));
|
|
8678
|
+
mesh2.quaternion.copy(frame).multiply(turn);
|
|
8679
|
+
mesh2.scale.setScalar(particle.scale);
|
|
8680
|
+
mesh2.material.opacity = particle.opacity;
|
|
8681
|
+
}
|
|
8682
|
+
for (const [id, mesh2] of drawn) {
|
|
8683
|
+
if (live.has(id)) continue;
|
|
8684
|
+
release(mesh2);
|
|
8685
|
+
drawn.delete(id);
|
|
8686
|
+
}
|
|
8687
|
+
return pool.count;
|
|
8688
|
+
},
|
|
8689
|
+
dispose() {
|
|
8690
|
+
for (const mesh2 of drawn.values()) release(mesh2);
|
|
8691
|
+
drawn.clear();
|
|
8692
|
+
group.removeFromParent();
|
|
8693
|
+
}
|
|
8694
|
+
};
|
|
8695
|
+
}
|
|
8696
|
+
|
|
8578
8697
|
// src/screen-overlay.ts
|
|
8579
8698
|
var clamp5 = (value, min2, max2) => value < min2 ? min2 : value > max2 ? max2 : value;
|
|
8580
8699
|
function layer(container, name, blend) {
|
|
@@ -8754,75 +8873,6 @@ void main() {
|
|
|
8754
8873
|
};
|
|
8755
8874
|
}
|
|
8756
8875
|
|
|
8757
|
-
// src/mesh-layer.ts
|
|
8758
|
-
var SPHERE_DEFAULT_WIDTH = 8;
|
|
8759
|
-
var SPHERE_DEFAULT_HEIGHT = 6;
|
|
8760
|
-
function geometryOf(THREE, particle) {
|
|
8761
|
-
switch (particle.shape) {
|
|
8762
|
-
case "cone":
|
|
8763
|
-
return new THREE.ConeGeometry(particle.radius, particle.height, particle.segments || void 0, particle.segments2 || 1, false);
|
|
8764
|
-
case "cone_open":
|
|
8765
|
-
return new THREE.ConeGeometry(particle.radius, particle.height, particle.segments || void 0, particle.segments2 || 1, true);
|
|
8766
|
-
case "sphere":
|
|
8767
|
-
return new THREE.SphereGeometry(particle.radius, particle.segments || SPHERE_DEFAULT_WIDTH, particle.segments2 || SPHERE_DEFAULT_HEIGHT);
|
|
8768
|
-
case "icosahedron":
|
|
8769
|
-
return new THREE.IcosahedronGeometry(particle.radius, particle.segments);
|
|
8770
|
-
}
|
|
8771
|
-
}
|
|
8772
|
-
function materialOf(THREE, particle) {
|
|
8773
|
-
if (particle.lit) return new THREE.MeshStandardMaterial({ color: particle.color, roughness: 1, metalness: 0, transparent: true, opacity: particle.opacity, depthWrite: false });
|
|
8774
|
-
return new THREE.MeshBasicMaterial({ color: particle.color, transparent: true, opacity: particle.opacity, depthWrite: false, ...particle.additive ? { blending: THREE.AdditiveBlending } : {} });
|
|
8775
|
-
}
|
|
8776
|
-
function createMeshLayer(THREE, pool) {
|
|
8777
|
-
const group = new THREE.Group();
|
|
8778
|
-
group.name = "workshop-meshes";
|
|
8779
|
-
const drawn = /* @__PURE__ */ new Map();
|
|
8780
|
-
const frame = new THREE.Quaternion();
|
|
8781
|
-
const euler = new THREE.Euler();
|
|
8782
|
-
const turn = new THREE.Quaternion();
|
|
8783
|
-
const offset = new THREE.Vector3();
|
|
8784
|
-
function release(mesh2) {
|
|
8785
|
-
mesh2.removeFromParent();
|
|
8786
|
-
mesh2.geometry.dispose();
|
|
8787
|
-
mesh2.material.dispose();
|
|
8788
|
-
}
|
|
8789
|
-
return {
|
|
8790
|
-
group,
|
|
8791
|
-
sync() {
|
|
8792
|
-
const live = /* @__PURE__ */ new Set();
|
|
8793
|
-
for (const particle of pool.particles) {
|
|
8794
|
-
live.add(particle.id);
|
|
8795
|
-
let mesh2 = drawn.get(particle.id);
|
|
8796
|
-
if (!mesh2) {
|
|
8797
|
-
mesh2 = new THREE.Mesh(geometryOf(THREE, particle), materialOf(THREE, particle));
|
|
8798
|
-
mesh2.frustumCulled = false;
|
|
8799
|
-
mesh2.renderOrder = particle.additive ? 5 : 3;
|
|
8800
|
-
drawn.set(particle.id, mesh2);
|
|
8801
|
-
group.add(mesh2);
|
|
8802
|
-
}
|
|
8803
|
-
frame.set(particle.frame[0], particle.frame[1], particle.frame[2], particle.frame[3]);
|
|
8804
|
-
offset.set(particle.at[0], particle.at[1], particle.at[2]).multiplyScalar(particle.scale).applyQuaternion(frame);
|
|
8805
|
-
mesh2.position.set(particle.x + offset.x, particle.y + offset.y, particle.z + offset.z);
|
|
8806
|
-
turn.setFromEuler(euler.set(particle.rx, particle.ry, particle.rz));
|
|
8807
|
-
mesh2.quaternion.copy(frame).multiply(turn);
|
|
8808
|
-
mesh2.scale.setScalar(particle.scale);
|
|
8809
|
-
mesh2.material.opacity = particle.opacity;
|
|
8810
|
-
}
|
|
8811
|
-
for (const [id, mesh2] of drawn) {
|
|
8812
|
-
if (live.has(id)) continue;
|
|
8813
|
-
release(mesh2);
|
|
8814
|
-
drawn.delete(id);
|
|
8815
|
-
}
|
|
8816
|
-
return pool.count;
|
|
8817
|
-
},
|
|
8818
|
-
dispose() {
|
|
8819
|
-
for (const mesh2 of drawn.values()) release(mesh2);
|
|
8820
|
-
drawn.clear();
|
|
8821
|
-
group.removeFromParent();
|
|
8822
|
-
}
|
|
8823
|
-
};
|
|
8824
|
-
}
|
|
8825
|
-
|
|
8826
8876
|
// src/shaders/workshop-sprite.ts
|
|
8827
8877
|
var WORKSHOP_SPRITE_VERTEX = `attribute float size;attribute float alpha;attribute vec3 pcol;varying vec3 vC;varying float vA;uniform float uScale;
|
|
8828
8878
|
void main(){vC=pcol;vA=alpha;vec4 mv=modelViewMatrix*vec4(position,1.);gl_PointSize=clamp(size*uScale/-mv.z,1.,512.);gl_Position=projectionMatrix*mv;}`;
|
|
@@ -9193,7 +9243,14 @@ void main(){vec2 d=gl_PointCoord-.5;float r=length(d)*2.;if(r>1.)discard;float a
|
|
|
9193
9243
|
const requested = options.vfx;
|
|
9194
9244
|
const world = isWorld(requested) ? requested : createVfx({ profile: options.quality ?? "medium", reducedMotion, ...requested });
|
|
9195
9245
|
const pools = world.pools();
|
|
9196
|
-
|
|
9246
|
+
let anchors;
|
|
9247
|
+
const releaseAnchors = () => {
|
|
9248
|
+
if (!anchors) return;
|
|
9249
|
+
anchors.meshes[0]?.geometry.dispose();
|
|
9250
|
+
for (const mesh2 of anchors.meshes) mesh2.material.dispose();
|
|
9251
|
+
anchors = void 0;
|
|
9252
|
+
};
|
|
9253
|
+
const root = markKitOrigin(new THREE.Group(), { owner: "game-vfx-three", kind: "effect" });
|
|
9197
9254
|
options.scene.add(root);
|
|
9198
9255
|
const direction = new THREE.Vector3(...options.lightDirection ?? LAB_LIGHT_DIRECTION).normalize();
|
|
9199
9256
|
const sky = hexToLinearRgb(SKY_COLOR);
|
|
@@ -9309,6 +9366,16 @@ void main(){vec2 d=gl_PointCoord-.5;float r=length(d)*2.;if(r>1.)discard;float a
|
|
|
9309
9366
|
syncAll();
|
|
9310
9367
|
overlay?.update(screenNow());
|
|
9311
9368
|
},
|
|
9369
|
+
warmUpProbes() {
|
|
9370
|
+
releaseAnchors();
|
|
9371
|
+
const meshes = createMeshLayerProbes(THREE);
|
|
9372
|
+
for (const mesh2 of meshes) mesh2.frustumCulled = false;
|
|
9373
|
+
const group = new THREE.Group();
|
|
9374
|
+
group.add(...meshes);
|
|
9375
|
+
anchors = { meshes, group };
|
|
9376
|
+
return { group, dispose: () => {
|
|
9377
|
+
} };
|
|
9378
|
+
},
|
|
9312
9379
|
applyCamera() {
|
|
9313
9380
|
const shake = screenNow().shake;
|
|
9314
9381
|
if (reducedMotion || !(shake > SHAKE_FLOOR)) return () => {
|
|
@@ -9327,6 +9394,7 @@ void main(){vec2 d=gl_PointCoord-.5;float r=length(d)*2.;if(r>1.)discard;float a
|
|
|
9327
9394
|
},
|
|
9328
9395
|
screen: screenNow,
|
|
9329
9396
|
dispose() {
|
|
9397
|
+
releaseAnchors();
|
|
9330
9398
|
stopMarks();
|
|
9331
9399
|
overlay?.dispose();
|
|
9332
9400
|
workshopLayers?.dispose();
|
|
@@ -9591,6 +9659,11 @@ void main(){vec2 d=gl_PointCoord-.5;float r=length(d)*2.;if(r>1.)discard;float a
|
|
|
9591
9659
|
controls,
|
|
9592
9660
|
layers,
|
|
9593
9661
|
metrics,
|
|
9662
|
+
// opening the effects area puts the camera at the bench view (the initial distance does not move it: that would take the player's view on load)
|
|
9663
|
+
area: () => ({
|
|
9664
|
+
placements: [],
|
|
9665
|
+
view: { eye: eyeFor(DEFAULT_DISTANCE), target: [0, 1.2, 0] }
|
|
9666
|
+
}),
|
|
9594
9667
|
attach(host) {
|
|
9595
9668
|
const bench = host.bench;
|
|
9596
9669
|
let own;
|
|
@@ -9610,6 +9683,7 @@ void main(){vec2 d=gl_PointCoord-.5;float r=length(d)*2.;if(r>1.)discard;float a
|
|
|
9610
9683
|
let phase = 0;
|
|
9611
9684
|
let handle = null;
|
|
9612
9685
|
let sinceRepeat = 0;
|
|
9686
|
+
let live = false;
|
|
9613
9687
|
read = () => {
|
|
9614
9688
|
const def = explosions[effect];
|
|
9615
9689
|
const recipe = recipes[effect];
|
|
@@ -9648,7 +9722,7 @@ void main(){vec2 d=gl_PointCoord-.5;float r=length(d)*2.;if(r>1.)discard;float a
|
|
|
9648
9722
|
}
|
|
9649
9723
|
);
|
|
9650
9724
|
bench?.sheet?.(sheetFor(id));
|
|
9651
|
-
replay();
|
|
9725
|
+
if (live) replay();
|
|
9652
9726
|
}
|
|
9653
9727
|
function look() {
|
|
9654
9728
|
const eye = eyeFor(distance);
|
|
@@ -9665,7 +9739,7 @@ void main(){vec2 d=gl_PointCoord-.5;float r=length(d)*2.;if(r>1.)discard;float a
|
|
|
9665
9739
|
choose(change.value);
|
|
9666
9740
|
else if (change.id === "variant" && typeof change.value === "string") {
|
|
9667
9741
|
variant = change.value;
|
|
9668
|
-
if (recipes[effect]?.params) replay();
|
|
9742
|
+
if (live && recipes[effect]?.params) replay();
|
|
9669
9743
|
} else if (change.id === "auto_repeat") auto = change.value === true;
|
|
9670
9744
|
else if (change.id === "distance" && typeof change.value === "number") {
|
|
9671
9745
|
distance = change.value;
|
|
@@ -9675,6 +9749,7 @@ void main(){vec2 d=gl_PointCoord-.5;float r=length(d)*2.;if(r>1.)discard;float a
|
|
|
9675
9749
|
};
|
|
9676
9750
|
const offChange = bench?.onChange(apply);
|
|
9677
9751
|
const offFrame = host.onFrame((dt) => {
|
|
9752
|
+
live = true;
|
|
9678
9753
|
phase += dt;
|
|
9679
9754
|
sinceRepeat += dt;
|
|
9680
9755
|
own?.update(dt);
|