scene.add(game.view.directionalLight2);
const renderer = new THREE.WebGLRenderer({ canvas: canvas });
renderer.setSize(canvas.width, canvas.height);
- renderer.setClearColor(0xa2cfff, 1);
+ renderer.setClearColor(0xb7bff5, 1);
game.view.clock = new THREE.Clock();
game.view.clock.previousTime = 0;
game.view.clock.getDeltaTime = () => {
let randomCameraX = game.courseRadius * Math.sin(randomAngle);
let randomCameraY = game.courseRadius * Math.cos(randomAngle);
let cloud = new THREE.Mesh(cloudGeometry, cloudMaterials[0 + i % 5]);
- cloud.position.z = -3 - Math.round(Math.random() * 50);
+ cloud.position.z = -10 - Math.round(Math.random() * 40);
const vFOV = THREE.MathUtils.degToRad(game.view.camera.fov);
cloud.maxCameraDistance = 2 * Math.tan(vFOV / 2) * Math.abs(cloud.position.z - game.view.camera.position.z);
cloud.position.x = randomCameraX + cloud.maxCameraDistance * 2 * (Math.random() - 0.5);
cloud.position.y = randomCameraY + cloud.maxCameraDistance * 2 * (Math.random() - 0.5);
- let scale = 10 + Math.random() * Math.abs(cloud.position.z);
+ let scale = 20 + (Math.random() * 0.5 + 0.5) * Math.abs(cloud.position.z);
cloud.scale.set(scale, scale, scale);
scene.add(cloud);
game.objects.clouds.push(cloud);