larger vortex
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								app.js
									
									
									
									
									
								
							
							
						
						
									
										4
									
								
								app.js
									
									
									
									
									
								
							@ -53,11 +53,11 @@ document.body.appendChild(renderer.domElement)
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scene.camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000)
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					scene.camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000)
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scene.camera.position.set(5, 0, 16)
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					scene.camera.position.set(5, 0, 16)
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scene.ambientLight = new THREE.AmbientLight(0xffffff, 0.2)
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					scene.ambientLight = new THREE.AmbientLight(0xffffff, 0.1)
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scene.add(scene.ambientLight)
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					scene.add(scene.ambientLight)
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scene.directionalLight = new THREE.DirectionalLight(0xffffff, 15)
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					scene.directionalLight = new THREE.DirectionalLight(0xffffff, 15)
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scene.directionalLight.position.set(5, 0, -10)
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					scene.directionalLight.position.set(5, 100, -10)
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scene.add(scene.directionalLight)
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					scene.add(scene.directionalLight)
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const holdQueue = new HoldQueue()
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					const holdQueue = new HoldQueue()
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@ -14,7 +14,7 @@ class Vortex extends THREE.Group {
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    constructor(loadingManager) {
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					    constructor(loadingManager) {
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        super()
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					        super()
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        const commonCylinderGeometry = new THREE.CylinderGeometry(25, 25, 500, 12, 1, true)
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					        const commonCylinderGeometry = new THREE.CylinderGeometry(35, 35, 500, 12, 1, true)
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        this.darkCylinder = new THREE.Mesh(
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					        this.darkCylinder = new THREE.Mesh(
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            commonCylinderGeometry,
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					            commonCylinderGeometry,
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@ -425,7 +425,7 @@ class Matrix extends THREE.Group {
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    updateUnlockedMinoes(delta) {
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					    updateUnlockedMinoes(delta) {
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        this.unlockedMinoes.forEach(mino => {
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					        this.unlockedMinoes.forEach(mino => {
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            mino.update(delta)
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					            mino.update(delta)
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            if (Math.sqrt(mino.position.x * mino.position.x + mino.position.z * mino.position.z) > 25) {
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					            if (Math.sqrt(mino.position.x * mino.position.x + mino.position.z * mino.position.z) > 40) {
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                this.remove(mino)
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					                this.remove(mino)
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                this.unlockedMinoes.delete(mino)
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					                this.unlockedMinoes.delete(mino)
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            }
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					            }
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