Correct bug
This commit is contained in:
4
js/prototype/initScene.js
vendored
4
js/prototype/initScene.js
vendored
@@ -262,8 +262,8 @@ function initBobombScene(scene, collidableObjects, loader, static_path) {
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function resetBobombElements() {
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return {
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position: new THREE.Vector3(-8.849933489419644, 9.050627639459208, 0.6192960680432451),
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target: new THREE.Vector3(17.945323228767702, -15.156828589982375, -16.585740412769756)
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position: new THREE.Vector3(38.115627509754646,10.829803024792419,-19.862035691341315),
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target: new THREE.Vector3(-1.4518898576752122,5.048214777643772,-18.869661407832535)
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};
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}
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2
js/prototype/main.js
vendored
2
js/prototype/main.js
vendored
@@ -90,7 +90,7 @@ function init() {
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// Initialize pointer camera
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var camera1 = new PointerCamera(50, container_size.width() / container_size.height(), 0.01, 100000, container);
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camera1.speed = 0.005;
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camera1.resetBobomb();
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camera1.reset();
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camera1.save();
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scene.add(camera1);
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6
js/prototype/tutorial.js
vendored
6
js/prototype/tutorial.js
vendored
@@ -11,12 +11,12 @@ var spheres = new Array(mesh_number);
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var visible = 0;
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var stats;
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var previewer;
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var loader;
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var coins;
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var beenFullscreen = false;
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var isFullscreen = false;
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var previousTime;
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var tutorial;
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var main_section = document.getElementById('main-section');
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var offset = function() {
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@@ -91,7 +91,8 @@ function init() {
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scene.add(ambient_light);
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// Initialize pointer camera
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var camera1 = new PointerCamera(50, container_size.width() / container_size.height(), 0.01, 100000, container);
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var camera1 = new TutoCamera(50, container_size.width() / container_size.height(), 0.01, 100000, container);
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tutorial = camera1.tutorial;
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camera1.speed = 0.001;
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camera1.resetElements = resetPeachElements();
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camera1.reset();
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@@ -231,7 +232,6 @@ function render() {
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// Update the recommendations
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cameras.update(cameras.mainCamera());
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// Set current position of camera
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cameras.look();
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