bugfixes, improved markdown
17
README.md
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@ -39,13 +39,16 @@ Once you've saved the game manually (going into pause => selecting Save), look i
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## Screenshots
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<img src="markdown/img/1.png" width="50%"></img>
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<img src="markdown/img/2.jpg" width="50%"></img>
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<img src="markdown/img/3.png" width="50%"></img>
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<img src="markdown/img/4.png" width="50%"></img>
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<img src="markdown/img/5.png" width="50%"></img>
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<img src="markdown/img/6.png" width="50%"></img>
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<img src="markdown/img/7.png" width="50%"></img>
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<p align="center">
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<img src="markdown/1.png" width="49%">
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<img src="markdown/2.jpg" width="49%">
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<img src="markdown/3.png" width="49%">
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<img src="markdown/4.png" width="49%">
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<img src="markdown/5.png" width="49%">
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<img src="markdown/6.png" width="49%">
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<img src="markdown/7.png" width="49%">
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<img src="markdown/8.png" width="49%">
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</p>
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## TODO
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Before Width: | Height: | Size: 989 KiB After Width: | Height: | Size: 989 KiB |
Before Width: | Height: | Size: 149 KiB After Width: | Height: | Size: 149 KiB |
Before Width: | Height: | Size: 888 KiB After Width: | Height: | Size: 888 KiB |
Before Width: | Height: | Size: 500 KiB After Width: | Height: | Size: 500 KiB |
Before Width: | Height: | Size: 457 KiB After Width: | Height: | Size: 457 KiB |
Before Width: | Height: | Size: 729 KiB After Width: | Height: | Size: 729 KiB |
Before Width: | Height: | Size: 449 KiB After Width: | Height: | Size: 449 KiB |
BIN
markdown/8.png
Normal file
After Width: | Height: | Size: 892 KiB |
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@ -18,9 +18,6 @@ const HUD = memo(() => {
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const currentHudRef = useRef(
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getNodeHud(useStore.getState().activeNode.matrixIndices!)
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);
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const activeNodeMatrixIndices = useStore(
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(state) => state.activeNode.matrixIndices
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);
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const activeNode = useStore((state) => state.activeNode);
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const siteRotY = useStore((state) => state.siteRot[1]);
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const activeLevel = useStore((state) => state.activeLevel);
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@ -136,7 +133,7 @@ const HUD = memo(() => {
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};
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if (activeRef.current !== undefined) {
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const hud = getNodeHud(activeNodeMatrixIndices!);
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const hud = getNodeHud(activeNode.matrixIndices!);
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if (
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!(scene === "main" && prevData?.scene === "main") ||
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(subscene === "site" && prevData?.subscene === "pause") ||
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@ -175,7 +172,6 @@ const HUD = memo(() => {
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}
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}, [
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activeLevel,
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activeNodeMatrixIndices,
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prevData?.activeLevel,
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prevData?.scene,
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prevData?.siteRotY,
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@ -185,6 +181,8 @@ const HUD = memo(() => {
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siteRotY,
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subscene,
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protocolLinesToggled,
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activeNode.matrixIndices,
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activeNode.node_name,
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]);
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const longHudTex = useLoader(THREE.TextureLoader, longHud);
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const boringHudTex = useLoader(THREE.TextureLoader, boringHud);
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@ -151,7 +151,7 @@ const MediaProgressBar = () => {
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return (
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<>
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<sprite scale={[5.2, 0.5, 1]} position={[2.15, 3.005, 0]}>
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<sprite scale={[5.2, 0.5, 1]} position={[2.15, 3.005, 0]} renderOrder={3}>
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<spriteMaterial attach="material" map={progressBarContainerTex} />
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</sprite>
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<mesh
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@ -161,6 +161,7 @@ const MediaProgressBar = () => {
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2.945,
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0,
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]}
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renderOrder={3}
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>
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<planeBufferGeometry attach="geometry" />
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<meshBasicMaterial
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@ -10,8 +10,13 @@ const NodeNameContainer = () => {
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);
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return (
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<sprite scale={[2.6, 0.5, 1]} position={[3.425, 2.5, 0]}>
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<spriteMaterial attach="material" map={mediaNodeNameContainerTex} />
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<sprite scale={[2.6, 0.5, 1]} position={[3.425, 2.5, 0]} renderOrder={3}>
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<spriteMaterial
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attach="material"
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map={mediaNodeNameContainerTex}
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transparent={true}
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depthTest={false}
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/>
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</sprite>
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);
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};
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@ -255,9 +255,12 @@ const handleMainSceneInput = (
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activeNode: newNode,
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});
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case "SQUARE":
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return setProtocolLines({
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protocolLinesToggled: !protocolLinesToggled,
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});
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if (activeNode.node_name !== "Unknown") {
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return setProtocolLines({
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protocolLinesToggled: !protocolLinesToggled,
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});
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}
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break;
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case "R2":
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if (cameraTiltValue === 0) {
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return setCameraTilt({
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@ -284,6 +284,10 @@ export const useStore = create(
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activeMediaComponent: "play",
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currentMediaSide: "left",
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mediaWordPosStateIdx: 1,
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lastActiveMediaComponents: {
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left: "play",
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right: "fstWord",
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},
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})),
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incrementFinalVideoViewCount: () =>
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