Zahir Junejo Posted December 15, 2016 Share Posted December 15, 2016 var canvas = document.getElementById("renderCanvas"); var engine = new BABYLON.Engine(canvas, true); var initBallSpeed = 0.05; var ballSpeed = initBallSpeed; var xDirection = 1; var yDirection = 1; var boardX = -3.0; var boardY = 3.0; var keyState = {}; var MainScene = function () { // This creates a basic Babylon Scene object (non-mesh) var scene = new BABYLON.Scene(engine); // This creates and positions a free camera (non-mesh) var camera = new BABYLON.FreeCamera("camera1", new BABYLON.Vector3(0, 0, -20), scene); //camera.attachControl(canvas, true); var light = new BABYLON.HemisphericLight("hemi", new BABYLON.Vector3(0, 1, 0), scene); //Setup the bat for the scene. Dont know what else to call it. var bat = BABYLON.Mesh.CreateBox("bat", 0.5, scene); bat.scaling.x = 5.0; bat.position.y = -5.0; //Setup the ball var ball = BABYLON.Mesh.CreateSphere("ball", 5, 0.5,scene); ball.position.y = bat.position.y + 1; ball.position.x = bat.position.x; //Register keypress actions with the ball scene.actionManager = new BABYLON.ActionManager(scene); window.addEventListener('keydown',function(e){ keyState[e.keyCode || e.which] = true; },true); window.addEventListener('keyup',function(e){ keyState[e.keyCode || e.which] = false; },true); // scene.actionManager.registerAction(new BABYLON.ExecuteCodeAction( // BABYLON.ActionManager.OnEveryFrameTrigger, // function (evt) { // })); //Setup the walls // Top Wall var topWall = BABYLON.Mesh.CreateBox("topWall", 0.5, scene); topWall.position.y = 6.0; topWall.scaling.x = 25.0; // Left Wall var leftWall = BABYLON.Mesh.CreateBox("leftWall", 0.5, scene); leftWall.position.x = -6.0; leftWall.position.y = 1.0; leftWall.scaling.y = 25.0; // Right Wall var rightWall = BABYLON.Mesh.CreateBox("rightWall", 0.5, scene); rightWall.position.x = 6.0; rightWall.position.y = 1.0; rightWall.scaling.y = 25.0; var enemy = BABYLON.Mesh.CreateBox("enemy1", 1.0, scene); enemy.position.x = boardX; enemy.position.y = boardY; var matBB = new BABYLON.StandardMaterial("matBB", scene); matBB.emissiveColor = new BABYLON.Color3(1, 1, 1); enemy.material = matBB; scene.registerBeforeRender(function(){ ball.position.x += ballSpeed * xDirection; ball.position.y += ballSpeed * yDirection; if(ball.position.y < -7){ ball.position.y = bat.position.y + 1; ball.position.x = bat.position.x; ballSpeed = initBallSpeed; xDirection = yDirection = 1; } if(ball.intersectsMesh(rightWall, true)){ xDirection = -1; } if(ball.intersectsMesh(leftWall, true)){ xDirection = 1; } if(ball.intersectsMesh(topWall, true)){ yDirection = -1; } if(ball.intersectsMesh(bat, true)){ yDirection = 1; if(ballSpeed <= 0.25) ballSpeed+=0.01; } if(ball.intersectsMesh(enemy, true)) { xDirection = -1; yDirection = -1; enemy.material.emissiveColor = new BABYLON.Color3(1, 0, 0); } if (keyState[37] || keyState[65]){ bat.position.x-=ballSpeed*2; } if (keyState[39] || keyState[68]){ bat.position.x+=ballSpeed*2; } }); return scene; }; var scene = MainScene(); engine.runRenderLoop(function () { scene.render(); }); // Resize window.addEventListener("resize", function () { engine.resize(); }); Either I am really high or the enemy block is turning red before my ball can even collide with the block. Any ideas? Quote Link to comment Share on other sites More sharing options...
Temechon Posted December 15, 2016 Share Posted December 15, 2016 ball.computeWorldMatrix(true); enemy.computeWorldMatrix(true); Should resolve the problem! Quote Link to comment Share on other sites More sharing options...
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