From 6bc947aebbcbb62e3a06b937b8c210edb8db2673 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Esteban=20Manchado=20Vel=C3=A1zquez?= Date: Tue, 3 Mar 2015 20:18:26 +0100 Subject: [PATCH] Fix more typos ("dices") --- dice/dice.js | 52 ++++++++++++++++++++++++++-------------------------- 1 file changed, 26 insertions(+), 26 deletions(-) diff --git a/dice/dice.js b/dice/dice.js index 98d871a..442119d 100644 --- a/dice/dice.js +++ b/dice/dice.js @@ -358,7 +358,7 @@ this.renderer.shadowMapSoft = true; this.renderer.setClearColor(0xffffff, 1); - this.dices = []; + this.dice = []; this.scene = new THREE.Scene(); this.world = new CANNON.World(); @@ -432,20 +432,20 @@ }; this.dieBox.prototype.createDie = function(type, pos, velocity, angle, axis, labelColor, color) { - var dice = createDie(type, labelColor, color); - dice.castShadow = true; - dice.dieType = type; - dice.body = new CANNON.RigidBody(dieInfo[type].mass, - dice.geometry.cannonShape, this.dieBodyMaterial); - dice.body.position.set(pos.x, pos.y, pos.z); - dice.body.quaternion.setFromAxisAngle(new CANNON.Vec3(axis.x, axis.y, axis.z), axis.a * Math.PI * 2); - dice.body.angularVelocity.set(angle.x, angle.y, angle.z); - dice.body.velocity.set(velocity.x, velocity.y, velocity.z); - dice.body.linearDamping = 0.1; - dice.body.angularDamping = 0.1; - this.scene.add(dice); - this.dices.push(dice); - this.world.add(dice.body); + var die = createDie(type, labelColor, color); + die.castShadow = true; + die.dieType = type; + die.body = new CANNON.RigidBody(dieInfo[type].mass, + die.geometry.cannonShape, this.dieBodyMaterial); + die.body.position.set(pos.x, pos.y, pos.z); + die.body.quaternion.setFromAxisAngle(new CANNON.Vec3(axis.x, axis.y, axis.z), axis.a * Math.PI * 2); + die.body.angularVelocity.set(angle.x, angle.y, angle.z); + die.body.velocity.set(velocity.x, velocity.y, velocity.z); + die.body.linearDamping = 0.1; + die.body.angularDamping = 0.1; + this.scene.add(die); + this.dice.push(die); + this.world.add(die.body); }; this.dieBox.prototype.check = function() { @@ -453,8 +453,8 @@ var e = 6; var time = (new Date()).getTime(); if (time - this.running < 10000) { - for (var i = 0; i < this.dices.length; ++i) { - var dice = this.dices[i]; + for (var i = 0; i < this.dice.length; ++i) { + var dice = this.dice[i]; if (dice.diceStopped === true) { continue; } @@ -480,8 +480,8 @@ if (res) { this.running = false; var values = []; - for (var i in this.dices) { - var dice = this.dices[i], + for (var i in this.dice) { + var dice = this.dice[i], invert = dice.dieType === 'd4' ? -1 : 1; var intersects = (new THREE.Raycaster( new THREE.Vector3(dice.position.x, dice.position.y, 200 * invert), @@ -536,7 +536,7 @@ this.dieBox.prototype.clear = function() { this.running = false; var die; - while ((die = this.dices.pop())) { + while ((die = this.dice.pop())) { this.scene.remove(die); if (die.body) { this.world.remove(die.body); @@ -623,10 +623,10 @@ if (angleChange < 0) { this.running = false; } - for (var i in this.dices) { - this.dices[i].rotation.y += angleChange; - this.dices[i].rotation.x += angleChange / 4; - this.dices[i].rotation.z += angleChange / 10; + for (var i in this.dice) { + this.dice[i].rotation.y += angleChange; + this.dice[i].rotation.x += angleChange / 4; + this.dice[i].rotation.z += angleChange / 10; } this.lastTime = time; @@ -642,7 +642,7 @@ var intersects = (new THREE.Raycaster(this.camera.position, (new THREE.Vector3((ev.clientX - this.cw) / this.aspect, (ev.clientY - this.ch) / this.aspect, this.w / 9)) - .sub(this.camera.position).normalize())).intersectObjects(this.dices); + .sub(this.camera.position).normalize())).intersectObjects(this.dice); if (intersects.length) { return intersects[0].object.userData; } @@ -662,7 +662,7 @@ die.position.set(pos * step, 0, step * 0.5); die.castShadow = true; die.userData = knownDieTypes[i]; - this.dices.push(die); this.scene.add(die); + this.dice.push(die); this.scene.add(die); } this.running = (new Date()).getTime();