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Method _draw_model

source/entity.js:172–191  ·  view source on GitHub ↗
()

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170 _did_collide_with_entity(other) {}
171
172 _draw_model() {
173 this._anim_time += game_tick;
174
175 // Calculate which frames to use and how to mix them
176 let f = (this._anim_time / this._anim[0]),
177 mix = f - (f|0),
178 frame_cur = this._anim[1][(f|0) % this._anim[1].length],
179 frame_next = this._anim[1][((f+1)|0) % this._anim[1].length];
180
181 // Swap frames if we're looping to the first frame again
182 if (frame_next < frame_cur) {
183 [frame_next, frame_cur] = [frame_cur, frame_next];
184 mix = 1-mix;
185 }
186 r_draw(
187 this.p, this._yaw, this._pitch, this._texture,
188 this._model.f[frame_cur], this._model.f[frame_next], mix,
189 this._model.nv
190 );
191 }
192
193 _spawn_particles(amount, speed = 1, model, texture, lifetime) {
194 for (let i = 0; i < amount; i++) {

Callers 9

_updateMethod · 0.95
_updateMethod · 0.80
_updateMethod · 0.80
_updateMethod · 0.80
_updateMethod · 0.80
_updateMethod · 0.80
_updateMethod · 0.80
_updateMethod · 0.80
_updateMethod · 0.80

Calls

no outgoing calls

Tested by

no test coverage detected