Different scenes are now managed correctly
This commit is contained in:
4
js/prototype/initScene.js
vendored
4
js/prototype/initScene.js
vendored
@@ -106,6 +106,10 @@ function initPeach(camera, scene, static_path, coins) {
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scene.add(camera);
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Coin.init(0.001);
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var otherCams = [];
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var cameras = new CameraContainer(camera, otherCams);
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return cameras;
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}
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function initZeldaScene(scene, collidableObjects, loader, static_path) {
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4
js/prototype/main.js
vendored
4
js/prototype/main.js
vendored
@@ -78,7 +78,9 @@ function init() {
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// Initialize pointer camera
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var camera1 = new PointerCamera(50, container_size.width() / container_size.height(), 0.1, 100000, renderer, container);
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cameras = initBobomb(camera1, scene, static_path, coins);
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cameras = initMainScene(camera1, scene, static_path, coins);
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// cameras = initPeach(camera1, scene, static_path, coins);
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// cameras = initBobomb(camera1, scene, static_path, coins);
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// cameras = initWhomp(camera1, scene, static_path, coins);
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// cameras = initMountain(camera1, scene, static_path, coins);
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// cameras = initSponza(camera1, scene, static_path, coins);
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2
js/prototype/replay.js
vendored
2
js/prototype/replay.js
vendored
@@ -67,7 +67,7 @@ function init() {
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// Initialize pointer camera
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var camera1 = new ReplayCamera(50, container_size.width() / container_size.height(), 0.01, 100000, coins);
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cameras = initBobomb(camera1, scene, static_path, coins);
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cameras = initMainScene(camera1, scene, static_path, coins);
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camera1.cameras = cameras;
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// Add listeners
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