const ARMYSIZE = 300; // an "army" of objects
const objectsize = 300 ;
hings below the tweaker's box.
var THEARMY = new Array( ARMYSIZE );
var textureArray = new Array ( FILE_ARRAY.length );
function initArmy() // called when all textures ready
{
var t = 0;
for ( var c=1 ; c <= ARMYSIZE ; c++ )
{
var shape = new THREE.SphereGeometry ( objectsize, 10, 10 );
// var shape = new THREE.BoxGeometry( objectsize, objectsize, objectsize );
var theobject = new THREE.Mesh( shape );
theobject.position.x = AB.randomIntAtoB ( -MAXPOS, MAXPOS );
theobject.position.z = AB.randomIntAtoB ( -MAXPOS, MAXPOS );
theobject.position.y = 0;
var r = AB.randomIntAtoB ( 0, textureArray.length - 1 ); // random texture
theobject.material = new THREE.MeshBasicMaterial ( { map: textureArray[r] } );
ABWorld.scene.add(theobject);
THEARMY[t] = theobject; // save it for later
t++;
}
ABWorld.render();
AB.removeLoading();
AB.runReady = true;
}
function moveArmy() // move all the objects
{
for ( var i = 0; i < THEARMY.length; i++ )
{
if ( THEARMY[i] ) // in case initArmy() not called yet
{
THEARMY[i].position.x = THEARMY[i].position.x + AB.randomIntAtoB(-WALKSTEP,WALKSTEP) ;
THEARMY[i].position.z = THEARMY[i].position.z + AB.randomIntAtoB(-WALKSTEP,WALKSTEP) ;
THEARMY[i].position.y = THEARMY[i].position.y + AB.randomIntAtoB(-WALKSTEP,WALKSTEP) ;
ABWorld.scene.add( THEARMY[i] );
}
}
}
AB.world.newRun = function()
{
AB.loadingScreen();
AB.runReady = false;
ABWorld.init3d ( startRadiusConst, maxRadiusConst, SKYCOLOR );
loadResources(); // aynch file loads
// calls initArmy() when it returns
};
AB.world.nextStep = function()
{
moveArmy();
};