scoring system
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@@ -1,4 +1,4 @@
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import { TextureLoader, MeshStandardMaterial, MeshBasicMaterial, PlaneGeometry, Mesh } from "three";
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import { TextureLoader, MeshStandardMaterial, MeshBasicMaterial, PlaneGeometry, Mesh, DoubleSide } from "three";
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import { assignParams } from "@/lib/MeshUtils";
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class ImageObject {
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@@ -7,7 +7,8 @@ class ImageObject {
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var t = await engine.loadTexture(obj.value, obj.path)
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var mp = {
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map: t,
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alphaTest: 0.5
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alphaTest: 0.5,
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side: DoubleSide
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};
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if (obj.nm) {
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mp.normalMap = new TextureLoader().setPath(obj.path).load(obj.nm);
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@@ -104,9 +104,13 @@ class MazeObject {
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addPhysics(def.matrix, [-tubeSize / 2, 0.6, offsetZ/2], offsetZ)
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addRoom(['floor', 'door', def.r ? 'door' : 'wall', def.f ? 'door' : 'wall', def.l ? 'door' : 'wall'], def, offsetZ)
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if (def.userData?.qid !== undefined || def.userData?.finish || def.userData?.corner){
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if (def.userData?.qid !== undefined || def.userData?.finish){
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addPhysics(def.matrix, [0,0,offsetZ + wallSize/2], { width: wallSize/2, height: wallSize/2, depth: wallSize/2}, 'side', true, def.userData)
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}
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if (def.userData?.corner){
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addPhysics(def.matrix, [0,0,-wallSize/2], { width: wallSize/2, height: wallSize/2, depth: wallSize/2}, 'side', true, {corner: def.userData.corner})
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}
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//console.log('loadingggg', def.objects)
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def.objects?.forEach(async obj => {
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obj.room = room;
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@@ -130,16 +130,18 @@ class MazeQuizGame extends EventDispatcher {
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dd = d == 'l' ? 'r' : 'l'
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}
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if (i == 0){
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let next = this.generate(questions, qid + 1, 3)
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next.userData.corner = { question };
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mo[d] = {
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userData: { corner: { question }},
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len: 4,
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[dd]: this.generate(questions, qid + 1, 3)
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[dd]: next
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}
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}else{
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mo[d] = {
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userData: { question, qid, answer: i, corner: { question, penalty: true } },
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userData: { question, qid, answer: i },
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len: 4,
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[dd]: {
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userData: { corner: { question, penalty: true } },
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len: 2,
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objects:[
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{
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@@ -155,10 +157,8 @@ class MazeQuizGame extends EventDispatcher {
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let path = mo[d][dd];
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mo[d][dd] = {
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len: 1,
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userData: mo[d].userData,
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[dd == 'r' ? 'l' : 'r']: path
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}
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delete mo[d].userData;
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}
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}
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})
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