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- Added Invincibility component to manage invincibility state and duration. - Introduced InvincibilitySystem to handle visual effects during invincibility. - Updated Game class to integrate combo multiplier mechanics and high score tracking. - Enhanced UI to display current combo status and high score. - Configured GameConfig for centralized game settings, including obstacle damage and invincibility duration. - Updated game logic to reset combo on damage and manage health regeneration. This update enhances gameplay dynamics by introducing invincibility frames and a scoring combo system.
630 lines
19 KiB
JavaScript
630 lines
19 KiB
JavaScript
import { World } from '../ecs/World.js';
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import { EntityFactory } from './EntityFactory.js';
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import { GameConfig } from './GameConfig.js';
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// Systems
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import { InputSystem } from '../systems/InputSystem.js';
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import { PlayerControlSystem } from '../systems/PlayerControlSystem.js';
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import { MovementSystem } from '../systems/MovementSystem.js';
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import { BoundarySystem } from '../systems/BoundarySystem.js';
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import { CoinSystem } from '../systems/CoinSystem.js';
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import { ObstacleSystem } from '../systems/ObstacleSystem.js';
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import { CollisionSystem } from '../systems/CollisionSystem.js';
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import { InvincibilitySystem } from '../systems/InvincibilitySystem.js';
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import { RenderSystem } from '../systems/RenderSystem.js';
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// Components
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import { Transform } from '../components/Transform.js';
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import { Health } from '../components/Health.js';
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import { Invincibility } from '../components/Invincibility.js';
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/**
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* Main Game class - manages the game loop and coordinates all systems.
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* Orchestrates the ECS architecture and Three.js rendering.
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*
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* @typedef {import('../ecs/World.js').EntityId} EntityId
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*/
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export class Game {
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constructor() {
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/** @type {number} Size of the game play area */
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this.groundSize = GameConfig.GROUND_SIZE;
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/** @type {number} Current game score */
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this.score = 0;
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/** @type {number} High score (loaded from localStorage) */
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this.highScore = this.loadHighScore();
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/** @type {boolean} Whether the game is currently active */
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this.gameActive = true;
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/** @type {EntityId|null} The player entity ID */
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this.playerEntity = null;
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/** @type {EntityId[]} Array of coin entity IDs */
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this.coins = [];
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/** @type {EntityId[]} Array of obstacle entity IDs */
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this.obstacles = [];
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/** @type {number} Last frame timestamp for deltaTime calculation */
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this.lastTime = performance.now();
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/** @type {number} Maximum deltaTime cap (in seconds) to prevent huge jumps */
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this.maxDeltaTime = 0.1; // 100ms cap
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/** @type {number} Smoothed FPS for display */
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this.smoothedFPS = 60;
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/** @type {number} Last time performance monitor was updated */
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this.lastPerfUpdate = performance.now();
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/** @type {boolean} Whether the game is paused (e.g., tab not visible) */
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this.isPaused = false;
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/** @type {boolean} Whether performance monitor is visible */
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this.perfMonitorVisible = false;
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/** @type {Object} Shake detection state */
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this.shakeDetection = {
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lastX: 0,
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lastY: 0,
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lastZ: 0,
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shakeThreshold: 15,
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shakeCount: 0,
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lastShakeTime: 0
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};
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// Combo system state
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/** @type {number} Current combo multiplier (1x, 2x, 3x, etc.) */
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this.comboMultiplier = 1;
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/** @type {number} Time since last coin collection (for combo) */
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this.comboTimer = 0;
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/** @type {number} Last time a coin was collected */
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this.lastCoinTime = 0;
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// Health regeneration state
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/** @type {number} Time since last health regeneration */
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this.healthRegenTimer = 0;
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this.init();
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this.setupEventListeners();
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this.animate();
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}
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/**
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* Initialize the game (ECS, Three.js, entities)
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*/
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init() {
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// Initialize ECS
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this.world = new World();
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// Setup Three.js
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this.setupScene();
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this.setupCamera();
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this.setupRenderer();
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this.setupLights();
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this.setupGround();
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// Create entity factory
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this.entityFactory = new EntityFactory(this.world, this.scene);
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// Initialize systems
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this.setupSystems();
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// Create game entities
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this.createGameEntities();
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}
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setupScene() {
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this.scene = new window.THREE.Scene();
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this.scene.background = new window.THREE.Color(0x87CEEB);
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this.scene.fog = new window.THREE.Fog(0x87CEEB, 0, 50);
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}
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setupCamera() {
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this.camera = new window.THREE.PerspectiveCamera(
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75,
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window.innerWidth / window.innerHeight,
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0.1,
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1000
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);
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this.camera.position.set(0, 10, 15);
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this.camera.lookAt(0, 0, 0);
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}
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setupRenderer() {
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this.renderer = new window.THREE.WebGLRenderer({ antialias: true });
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this.renderer.setSize(window.innerWidth, window.innerHeight);
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this.renderer.shadowMap.enabled = true;
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this.renderer.shadowMap.type = window.THREE.PCFSoftShadowMap;
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document.body.appendChild(this.renderer.domElement);
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}
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setupLights() {
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// Increased ambient light for brighter scene (was 0.6)
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const ambientLight = new window.THREE.AmbientLight(0xffffff, 0.6);
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this.scene.add(ambientLight);
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// Increased directional light for better clarity (was 0.8)
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const directionalLight = new window.THREE.DirectionalLight(0xffffff, 3.0);
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directionalLight.position.set(10, 20, 10);
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directionalLight.castShadow = true;
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directionalLight.shadow.mapSize.width = 2048;
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directionalLight.shadow.mapSize.height = 2048;
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directionalLight.shadow.camera.left = -20;
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directionalLight.shadow.camera.right = 20;
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directionalLight.shadow.camera.top = 20;
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directionalLight.shadow.camera.bottom = -20;
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directionalLight.shadow.camera.near = 0.5;
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directionalLight.shadow.camera.far = 50;
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this.scene.add(directionalLight);
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}
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setupGround() {
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const groundGeometry = new window.THREE.PlaneGeometry(this.groundSize, this.groundSize);
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const groundMaterial = new window.THREE.MeshStandardMaterial({
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color: 0x90EE90,
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roughness: 0.8
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});
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const ground = new window.THREE.Mesh(groundGeometry, groundMaterial);
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ground.rotation.x = -Math.PI / 2;
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ground.receiveShadow = true;
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this.scene.add(ground);
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const gridHelper = new window.THREE.GridHelper(this.groundSize, 20, 0x000000, 0x000000);
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gridHelper.material.opacity = 0.2;
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gridHelper.material.transparent = true;
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this.scene.add(gridHelper);
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}
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setupSystems() {
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// Input system (must be first)
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this.inputSystem = new InputSystem();
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this.world.addSystem(this.inputSystem);
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// Player control
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this.world.addSystem(new PlayerControlSystem(this.inputSystem));
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// Movement and physics
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this.world.addSystem(new MovementSystem());
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this.world.addSystem(new BoundarySystem());
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this.world.addSystem(new ObstacleSystem());
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// Game-specific behavior
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this.world.addSystem(new CoinSystem());
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// Invincibility system (before collision to update state)
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this.world.addSystem(new InvincibilitySystem());
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// Collision detection
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this.collisionSystem = new CollisionSystem();
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this.collisionSystem.onCollision((entity1, entity2, layer1, layer2) => {
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this.handleCollision(entity1, entity2, layer1, layer2);
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});
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this.world.addSystem(this.collisionSystem);
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// Rendering (must be last to sync transforms)
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this.world.addSystem(new RenderSystem(this.scene));
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}
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createGameEntities() {
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// Create player
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this.playerEntity = this.entityFactory.createPlayer();
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// Create coins
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for (let i = 0; i < GameConfig.INITIAL_COIN_COUNT; i++) {
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const coin = this.entityFactory.createCoin(this.coins.length);
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this.coins.push(coin);
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}
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// Create obstacles
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for (let i = 0; i < GameConfig.INITIAL_OBSTACLE_COUNT; i++) {
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const obstacle = this.entityFactory.createObstacle();
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this.obstacles.push(obstacle);
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}
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}
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handleCollision(entity1, entity2, layer1, layer2) {
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if (!this.gameActive) return;
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// Player-Coin collision
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if ((layer1 === 'player' && layer2 === 'coin') || (layer1 === 'coin' && layer2 === 'player')) {
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const coinEntity = layer1 === 'coin' ? entity1 : entity2;
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this.collectCoin(coinEntity);
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}
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// Player-Obstacle collision
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if ((layer1 === 'player' && layer2 === 'obstacle') || (layer1 === 'obstacle' && layer2 === 'player')) {
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const playerEntity = layer1 === 'player' ? entity1 : entity2;
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const obstacleEntity = layer1 === 'obstacle' ? entity1 : entity2;
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this.handleObstacleCollision(playerEntity, obstacleEntity);
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}
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}
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collectCoin(coinEntity) {
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// Remove coin
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this.entityFactory.destroyEntity(coinEntity);
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const index = this.coins.indexOf(coinEntity);
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if (index > -1) {
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this.coins.splice(index, 1);
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}
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// Update combo system
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const currentTime = performance.now() / 1000; // Convert to seconds
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const timeSinceLastCoin = currentTime - this.lastCoinTime;
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if (timeSinceLastCoin <= GameConfig.COMBO_TIME_WINDOW && this.lastCoinTime > 0) {
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// Maintain combo
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this.comboMultiplier = Math.min(
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this.comboMultiplier + 1,
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GameConfig.COMBO_MULTIPLIER_MAX
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);
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this.comboTimer = GameConfig.COMBO_TIME_WINDOW;
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} else {
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// Reset combo
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this.comboMultiplier = 1;
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this.comboTimer = GameConfig.COMBO_TIME_WINDOW;
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}
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this.lastCoinTime = currentTime;
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// Calculate score with combo multiplier
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const baseScore = GameConfig.COMBO_BASE_SCORE;
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const scoreGain = baseScore * this.comboMultiplier;
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this.score += scoreGain;
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// Check for new high score
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if (this.score > this.highScore) {
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this.highScore = this.score;
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this.saveHighScore(this.highScore);
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}
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this.updateUI();
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// Spawn new coin
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const newCoin = this.entityFactory.createCoin(this.coins.length);
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this.coins.push(newCoin);
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}
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handleObstacleCollision(playerEntity, obstacleEntity) {
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// Check if player is invincible
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const invincibility = this.world.getComponent(playerEntity, Invincibility);
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if (invincibility && invincibility.getIsInvincible()) {
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return; // No damage if invincible
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}
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const health = this.world.getComponent(playerEntity, Health);
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const playerTransform = this.world.getComponent(playerEntity, Transform);
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const obstacleTransform = this.world.getComponent(obstacleEntity, Transform);
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// Damage player (using config damage amount)
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const isDead = health.damage(GameConfig.OBSTACLE_DAMAGE);
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// Activate invincibility frames
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if (invincibility) {
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invincibility.activate(GameConfig.INVINCIBILITY_DURATION);
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}
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// Push player back
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const pushDirection = playerTransform.position.clone().sub(obstacleTransform.position);
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pushDirection.y = 0;
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pushDirection.normalize();
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playerTransform.position.add(pushDirection.multiplyScalar(0.3));
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playerTransform.position.y = 0.5;
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// Reset combo on damage
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this.comboMultiplier = 1;
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this.comboTimer = 0;
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this.updateUI();
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if (isDead) {
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this.gameOver();
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}
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}
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updateCamera() {
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if (!this.playerEntity) return;
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const playerTransform = this.world.getComponent(this.playerEntity, Transform);
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if (playerTransform) {
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this.camera.position.x = playerTransform.position.x;
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this.camera.position.z = playerTransform.position.z + 15;
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this.camera.lookAt(playerTransform.position);
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}
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}
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updateUI() {
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document.getElementById('score').textContent = this.score;
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// Update high score
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const highScoreEl = document.getElementById('highScore');
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if (highScoreEl) {
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highScoreEl.textContent = this.highScore;
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}
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// Update combo display
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const comboEl = document.getElementById('combo');
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if (comboEl) {
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if (this.comboMultiplier > 1 && this.comboTimer > 0) {
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comboEl.textContent = `${this.comboMultiplier}x COMBO!`;
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comboEl.style.display = 'block';
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} else {
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comboEl.style.display = 'none';
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}
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}
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const health = this.world.getComponent(this.playerEntity, Health);
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if (health) {
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document.getElementById('health').textContent = Math.max(0, health.currentHealth);
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}
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}
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gameOver() {
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this.gameActive = false;
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document.getElementById('finalScore').textContent = this.score;
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// Show "New High Score!" if applicable
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const newHighScoreEl = document.getElementById('newHighScore');
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if (newHighScoreEl && this.score === this.highScore && this.score > 0) {
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newHighScoreEl.style.display = 'block';
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} else if (newHighScoreEl) {
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newHighScoreEl.style.display = 'none';
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}
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document.getElementById('gameOver').style.display = 'block';
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}
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restart() {
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// Clean up old entities
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[...this.coins].forEach(coin => this.entityFactory.destroyEntity(coin));
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[...this.obstacles].forEach(obstacle => this.entityFactory.destroyEntity(obstacle));
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if (this.playerEntity) {
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this.entityFactory.destroyEntity(this.playerEntity);
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}
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this.coins = [];
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this.obstacles = [];
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// Reset game state
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this.score = 0;
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this.gameActive = true;
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this.lastTime = performance.now(); // Reset timer to prevent deltaTime spike
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// Reset combo system
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this.comboMultiplier = 1;
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this.comboTimer = 0;
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this.lastCoinTime = 0;
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// Reset health regeneration timer
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this.healthRegenTimer = 0;
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// Recreate entities
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this.createGameEntities();
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// Hide game over screen
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document.getElementById('gameOver').style.display = 'none';
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this.updateUI();
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}
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setupEventListeners() {
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window.addEventListener('resize', () => this.onWindowResize());
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document.getElementById('restartBtn').addEventListener('click', () => this.restart());
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// Toggle performance monitor with 'T' key
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window.addEventListener('keydown', (e) => {
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if (e.key.toLowerCase() === 't') {
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this.togglePerformanceMonitor();
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}
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});
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// Shake detection for mobile
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if (window.DeviceMotionEvent) {
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window.addEventListener('devicemotion', (e) => this.handleDeviceMotion(e), false);
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}
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// Pause game when tab loses focus
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document.addEventListener('visibilitychange', () => {
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if (document.hidden) {
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this.isPaused = true;
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console.log('Game paused (tab hidden)');
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} else {
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this.isPaused = false;
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// Reset timer to prevent deltaTime spike
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this.lastTime = performance.now();
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console.log('Game resumed');
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}
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});
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// Also handle window blur/focus as fallback
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window.addEventListener('blur', () => {
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this.isPaused = true;
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});
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window.addEventListener('focus', () => {
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if (!document.hidden) {
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this.isPaused = false;
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this.lastTime = performance.now();
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}
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});
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// Load version
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this.loadVersion();
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}
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/**
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* Toggle performance monitor visibility
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*/
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togglePerformanceMonitor() {
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this.perfMonitorVisible = !this.perfMonitorVisible;
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const monitor = document.getElementById('perfMonitor');
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if (this.perfMonitorVisible) {
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monitor.classList.add('visible');
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console.log('Performance monitor enabled');
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} else {
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monitor.classList.remove('visible');
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console.log('Performance monitor disabled');
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}
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}
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/**
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* Handle device motion for shake detection
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* @param {DeviceMotionEvent} event
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*/
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handleDeviceMotion(event) {
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const acceleration = event.accelerationIncludingGravity;
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if (!acceleration) return;
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const currentTime = Date.now();
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const timeDiff = currentTime - this.shakeDetection.lastShakeTime;
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if (timeDiff > 100) { // Check every 100ms
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const { x = 0, y = 0, z = 0 } = acceleration;
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const deltaX = Math.abs(x - this.shakeDetection.lastX);
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const deltaY = Math.abs(y - this.shakeDetection.lastY);
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const deltaZ = Math.abs(z - this.shakeDetection.lastZ);
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if (deltaX + deltaY + deltaZ > this.shakeDetection.shakeThreshold) {
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this.shakeDetection.shakeCount++;
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// Toggle after 2 shakes within 500ms
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if (this.shakeDetection.shakeCount >= 2) {
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this.togglePerformanceMonitor();
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this.shakeDetection.shakeCount = 0;
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}
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} else {
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this.shakeDetection.shakeCount = 0;
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}
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this.shakeDetection.lastX = x;
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this.shakeDetection.lastY = y;
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this.shakeDetection.lastZ = z;
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this.shakeDetection.lastShakeTime = currentTime;
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}
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}
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loadVersion() {
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fetch('/version.json')
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.then(response => {
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if (response.ok) {
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return response.json();
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}
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throw new Error('Version file not found');
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})
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.then(data => {
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const versionElement = document.getElementById('versionNumber');
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if (versionElement && data.version) {
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versionElement.textContent = data.version;
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}
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})
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.catch(error => {
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console.debug('Version information not available:', error.message);
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});
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}
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|
|
|
/**
|
|
* Load high score from localStorage
|
|
* @returns {number} High score value
|
|
*/
|
|
loadHighScore() {
|
|
try {
|
|
const saved = localStorage.getItem(GameConfig.STORAGE_HIGH_SCORE);
|
|
return saved ? parseInt(saved, 10) : 0;
|
|
} catch (error) {
|
|
console.debug('Failed to load high score:', error);
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Save high score to localStorage
|
|
* @param {number} score - Score to save
|
|
*/
|
|
saveHighScore(score) {
|
|
try {
|
|
localStorage.setItem(GameConfig.STORAGE_HIGH_SCORE, score.toString());
|
|
} catch (error) {
|
|
console.debug('Failed to save high score:', error);
|
|
}
|
|
}
|
|
|
|
onWindowResize() {
|
|
this.camera.aspect = window.innerWidth / window.innerHeight;
|
|
this.camera.updateProjectionMatrix();
|
|
this.renderer.setSize(window.innerWidth, window.innerHeight);
|
|
}
|
|
|
|
/**
|
|
* Main game loop - calculates deltaTime and updates all systems
|
|
* @param {number} [currentTime] - Current timestamp from requestAnimationFrame
|
|
*/
|
|
animate(currentTime = performance.now()) {
|
|
requestAnimationFrame((time) => this.animate(time));
|
|
|
|
// If paused, skip updates but keep rendering
|
|
if (this.isPaused) {
|
|
this.renderer.render(this.scene, this.camera);
|
|
return;
|
|
}
|
|
|
|
// Calculate deltaTime in seconds
|
|
const deltaTime = Math.min((currentTime - this.lastTime) / 1000, this.maxDeltaTime);
|
|
this.lastTime = currentTime;
|
|
|
|
// Update performance monitor with smoothed values
|
|
if (this.perfMonitorVisible) {
|
|
// Calculate instant FPS from deltaTime
|
|
const instantFPS = 1 / deltaTime;
|
|
|
|
// Smooth FPS using exponential moving average for stability
|
|
this.smoothedFPS = this.smoothedFPS * 0.9 + instantFPS * 0.1;
|
|
|
|
// Update display every 100ms for real-time feel without flickering
|
|
if (currentTime - this.lastPerfUpdate >= 100) {
|
|
const frameTime = (deltaTime * 1000).toFixed(1);
|
|
const entityCount = this.world.entities.size;
|
|
|
|
document.getElementById('fps').textContent = Math.round(this.smoothedFPS);
|
|
document.getElementById('frameTime').textContent = frameTime;
|
|
document.getElementById('entityCount').textContent = entityCount;
|
|
|
|
this.lastPerfUpdate = currentTime;
|
|
}
|
|
}
|
|
|
|
if (this.gameActive) {
|
|
// Update combo timer
|
|
this.comboTimer = Math.max(0, this.comboTimer - deltaTime);
|
|
if (this.comboTimer <= 0 && this.comboMultiplier > 1) {
|
|
this.comboMultiplier = 1;
|
|
this.updateUI();
|
|
}
|
|
|
|
// Update health regeneration
|
|
this.healthRegenTimer += deltaTime;
|
|
if (this.healthRegenTimer >= GameConfig.HEALTH_REGEN_INTERVAL) {
|
|
const health = this.world.getComponent(this.playerEntity, Health);
|
|
if (health && health.currentHealth < health.maxHealth) {
|
|
health.heal(GameConfig.HEALTH_REGEN_AMOUNT);
|
|
this.updateUI();
|
|
}
|
|
this.healthRegenTimer = 0;
|
|
}
|
|
|
|
// Update ECS world with actual deltaTime
|
|
this.world.update(deltaTime);
|
|
|
|
// Update camera
|
|
this.updateCamera();
|
|
}
|
|
|
|
// Render scene
|
|
this.renderer.render(this.scene, this.camera);
|
|
}
|
|
}
|
|
|