You cannot select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
1046 lines
22 KiB
HTML
1046 lines
22 KiB
HTML
2 months ago
|
<!-- Licensed under a BSD license. See license.html for license -->
|
||
|
<!DOCTYPE html>
|
||
|
<html>
|
||
|
<head>
|
||
|
<meta charset="utf-8">
|
||
|
<meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=yes">
|
||
|
<title>Three.js - Game</title>
|
||
|
<style>
|
||
|
html {
|
||
|
box-sizing: border-box;
|
||
|
}
|
||
|
*, *:before, *:after {
|
||
|
box-sizing: inherit;
|
||
|
}
|
||
|
html, body {
|
||
|
margin: 0;
|
||
|
height: 100%;
|
||
|
user-select: none;
|
||
|
}
|
||
|
img, canvas {
|
||
|
/* prevent the save-image on long press on mobile */
|
||
|
pointer-events: none;
|
||
|
}
|
||
|
#c {
|
||
|
width: 100%;
|
||
|
height: 100%;
|
||
|
display: block;
|
||
|
}
|
||
|
#ui {
|
||
|
position: absolute;
|
||
|
left: 0;
|
||
|
top: 0;
|
||
|
width: 100%;
|
||
|
height: 100%;
|
||
|
display: flex;
|
||
|
justify-items: center;
|
||
|
align-content: stretch;
|
||
|
}
|
||
|
#ui>div {
|
||
|
display: flex;
|
||
|
align-items: flex-end;
|
||
|
flex: 1 1 auto;
|
||
|
}
|
||
|
.bright {
|
||
|
filter: brightness(2);
|
||
|
}
|
||
|
#left {
|
||
|
justify-content: flex-end;
|
||
|
}
|
||
|
#right {
|
||
|
justify-content: flex-start;
|
||
|
}
|
||
|
#ui img {
|
||
|
padding: 10px;
|
||
|
width: 80px;
|
||
|
height: 80px;
|
||
|
display: block;
|
||
|
}
|
||
|
#loading {
|
||
|
position: absolute;
|
||
|
left: 0;
|
||
|
top: 0;
|
||
|
width: 100%;
|
||
|
height: 100%;
|
||
|
display: flex;
|
||
|
align-items: center;
|
||
|
justify-content: center;
|
||
|
text-align: center;
|
||
|
font-size: xx-large;
|
||
|
font-family: sans-serif;
|
||
|
}
|
||
|
#loading>div>div {
|
||
|
padding: 2px;
|
||
|
}
|
||
|
.progress {
|
||
|
width: 50vw;
|
||
|
border: 1px solid black;
|
||
|
}
|
||
|
#progressbar {
|
||
|
width: 0%;
|
||
|
transition: width ease-out .5s;
|
||
|
height: 1em;
|
||
|
background-color: #888;
|
||
|
background-image: linear-gradient(
|
||
|
-45deg,
|
||
|
rgba(255, 255, 255, .5) 25%,
|
||
|
transparent 25%,
|
||
|
transparent 50%,
|
||
|
rgba(255, 255, 255, .5) 50%,
|
||
|
rgba(255, 255, 255, .5) 75%,
|
||
|
transparent 75%,
|
||
|
transparent
|
||
|
);
|
||
|
background-size: 50px 50px;
|
||
|
animation: progressanim 2s linear infinite;
|
||
|
}
|
||
|
|
||
|
@keyframes progressanim {
|
||
|
0% {
|
||
|
background-position: 50px 50px;
|
||
|
}
|
||
|
100% {
|
||
|
background-position: 0 0;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
#labels {
|
||
|
position: absolute; /* let us position ourself inside the container */
|
||
|
left: 0; /* make our position the top left of the container */
|
||
|
top: 0;
|
||
|
color: white;
|
||
|
width: 100%;
|
||
|
height: 100%;
|
||
|
overflow: hidden;
|
||
|
pointer-events: none;
|
||
|
}
|
||
|
#labels>div {
|
||
|
position: absolute; /* let us position them inside the container */
|
||
|
left: 0; /* make their default position the top left of the container */
|
||
|
top: 0;
|
||
|
font-size: large;
|
||
|
font-family: monospace;
|
||
|
user-select: none; /* don't let the text get selected */
|
||
|
text-shadow: /* create a black outline */
|
||
|
-1px -1px 0 #000,
|
||
|
0 -1px 0 #000,
|
||
|
1px -1px 0 #000,
|
||
|
1px 0 0 #000,
|
||
|
1px 1px 0 #000,
|
||
|
0 1px 0 #000,
|
||
|
-1px 1px 0 #000,
|
||
|
-1px 0 0 #000;
|
||
|
}
|
||
|
</style>
|
||
|
</head>
|
||
|
<body>
|
||
|
<canvas id="c" tabindex="1"></canvas>
|
||
|
<div id="ui">
|
||
|
<div id="left"><img src="resources/images/left.svg"></div>
|
||
|
<div style="flex: 0 0 40px;"></div>
|
||
|
<div id="right"><img src="resources/images/right.svg"></div>
|
||
|
</div>
|
||
|
<div id="loading">
|
||
|
<div>
|
||
|
<div>...loading...</div>
|
||
|
<div class="progress"><div id="progressbar"></div></div>
|
||
|
</div>
|
||
|
</div>
|
||
|
<div id="labels"></div>
|
||
|
</body>
|
||
|
<script type="importmap">
|
||
|
{
|
||
|
"imports": {
|
||
|
"three": "../../build/three.module.js",
|
||
|
"three/addons/": "../../examples/jsm/"
|
||
|
}
|
||
|
}
|
||
|
</script>
|
||
|
|
||
|
<script type="module">
|
||
|
import * as THREE from 'three';
|
||
|
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
|
||
|
import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
|
||
|
import * as SkeletonUtils from 'three/addons/utils/SkeletonUtils.js';
|
||
|
import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
|
||
|
|
||
|
function main() {
|
||
|
|
||
|
const canvas = document.querySelector( '#c' );
|
||
|
const renderer = new THREE.WebGLRenderer( { antialias: true, canvas } );
|
||
|
|
||
|
const fov = 45;
|
||
|
const aspect = 2; // the canvas default
|
||
|
const near = 0.1;
|
||
|
const far = 1000;
|
||
|
const camera = new THREE.PerspectiveCamera( fov, aspect, near, far );
|
||
|
camera.position.set( 0, 40, 80 );
|
||
|
|
||
|
const controls = new OrbitControls( camera, canvas );
|
||
|
controls.target.set( 0, 5, 0 );
|
||
|
controls.update();
|
||
|
|
||
|
const scene = new THREE.Scene();
|
||
|
scene.background = new THREE.Color( 'white' );
|
||
|
|
||
|
function addLight( ...pos ) {
|
||
|
|
||
|
const color = 0xFFFFFF;
|
||
|
const intensity = 2.5;
|
||
|
const light = new THREE.DirectionalLight( color, intensity );
|
||
|
light.position.set( ...pos );
|
||
|
scene.add( light );
|
||
|
scene.add( light.target );
|
||
|
|
||
|
}
|
||
|
|
||
|
addLight( 5, 5, 2 );
|
||
|
addLight( - 5, 5, 5 );
|
||
|
|
||
|
const manager = new THREE.LoadingManager();
|
||
|
manager.onLoad = init;
|
||
|
|
||
|
const progressbarElem = document.querySelector( '#progressbar' );
|
||
|
manager.onProgress = ( url, itemsLoaded, itemsTotal ) => {
|
||
|
|
||
|
progressbarElem.style.width = `${itemsLoaded / itemsTotal * 100 | 0}%`;
|
||
|
|
||
|
};
|
||
|
|
||
|
const models = {
|
||
|
pig: { url: 'resources/models/animals/Pig.gltf' },
|
||
|
cow: { url: 'resources/models/animals/Cow.gltf' },
|
||
|
llama: { url: 'resources/models/animals/Llama.gltf' },
|
||
|
pug: { url: 'resources/models/animals/Pug.gltf' },
|
||
|
sheep: { url: 'resources/models/animals/Sheep.gltf' },
|
||
|
zebra: { url: 'resources/models/animals/Zebra.gltf' },
|
||
|
horse: { url: 'resources/models/animals/Horse.gltf' },
|
||
|
knight: { url: 'resources/models/knight/KnightCharacter.gltf' },
|
||
|
};
|
||
|
{
|
||
|
|
||
|
const gltfLoader = new GLTFLoader( manager );
|
||
|
for ( const model of Object.values( models ) ) {
|
||
|
|
||
|
gltfLoader.load( model.url, ( gltf ) => {
|
||
|
|
||
|
model.gltf = gltf;
|
||
|
|
||
|
} );
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
function prepModelsAndAnimations() {
|
||
|
|
||
|
const box = new THREE.Box3();
|
||
|
const size = new THREE.Vector3();
|
||
|
Object.values( models ).forEach( model => {
|
||
|
|
||
|
box.setFromObject( model.gltf.scene );
|
||
|
box.getSize( size );
|
||
|
model.size = size.length();
|
||
|
const animsByName = {};
|
||
|
model.gltf.animations.forEach( ( clip ) => {
|
||
|
|
||
|
animsByName[ clip.name ] = clip;
|
||
|
// Should really fix this in .blend file
|
||
|
if ( clip.name === 'Walk' ) {
|
||
|
|
||
|
clip.duration /= 2;
|
||
|
|
||
|
}
|
||
|
|
||
|
} );
|
||
|
model.animations = animsByName;
|
||
|
|
||
|
} );
|
||
|
|
||
|
}
|
||
|
|
||
|
// Keeps the state of keys/buttons
|
||
|
//
|
||
|
// You can check
|
||
|
//
|
||
|
// inputManager.keys.left.down
|
||
|
//
|
||
|
// to see if the left key is currently held down
|
||
|
// and you can check
|
||
|
//
|
||
|
// inputManager.keys.left.justPressed
|
||
|
//
|
||
|
// To see if the left key was pressed this frame
|
||
|
//
|
||
|
// Keys are 'left', 'right', 'a', 'b', 'up', 'down'
|
||
|
class InputManager {
|
||
|
|
||
|
constructor() {
|
||
|
|
||
|
this.keys = {};
|
||
|
const keyMap = new Map();
|
||
|
|
||
|
const setKey = ( keyName, pressed ) => {
|
||
|
|
||
|
const keyState = this.keys[ keyName ];
|
||
|
keyState.justPressed = pressed && ! keyState.down;
|
||
|
keyState.down = pressed;
|
||
|
|
||
|
};
|
||
|
|
||
|
const addKey = ( keyCode, name ) => {
|
||
|
|
||
|
this.keys[ name ] = { down: false, justPressed: false };
|
||
|
keyMap.set( keyCode, name );
|
||
|
|
||
|
};
|
||
|
|
||
|
const setKeyFromKeyCode = ( keyCode, pressed ) => {
|
||
|
|
||
|
const keyName = keyMap.get( keyCode );
|
||
|
if ( ! keyName ) {
|
||
|
|
||
|
return;
|
||
|
|
||
|
}
|
||
|
|
||
|
setKey( keyName, pressed );
|
||
|
|
||
|
};
|
||
|
|
||
|
addKey( 37, 'left' );
|
||
|
addKey( 39, 'right' );
|
||
|
addKey( 38, 'up' );
|
||
|
addKey( 40, 'down' );
|
||
|
addKey( 90, 'a' );
|
||
|
addKey( 88, 'b' );
|
||
|
|
||
|
window.addEventListener( 'keydown', ( e ) => {
|
||
|
|
||
|
setKeyFromKeyCode( e.keyCode, true );
|
||
|
|
||
|
} );
|
||
|
window.addEventListener( 'keyup', ( e ) => {
|
||
|
|
||
|
setKeyFromKeyCode( e.keyCode, false );
|
||
|
|
||
|
} );
|
||
|
|
||
|
const sides = [
|
||
|
{ elem: document.querySelector( '#left' ), key: 'left' },
|
||
|
{ elem: document.querySelector( '#right' ), key: 'right' },
|
||
|
];
|
||
|
|
||
|
// note: not a good design?
|
||
|
// The last direction the user presses should take
|
||
|
// precedence. Example: User presses L, without letting go of
|
||
|
// L user presses R. Input should now be R. User lets off R
|
||
|
// Input should now be L.
|
||
|
// With this code if user pressed both L and R result is nothing
|
||
|
|
||
|
const clearKeys = () => {
|
||
|
|
||
|
for ( const { key } of sides ) {
|
||
|
|
||
|
setKey( key, false );
|
||
|
|
||
|
}
|
||
|
|
||
|
};
|
||
|
|
||
|
const handleMouseMove = ( e ) => {
|
||
|
|
||
|
e.preventDefault();
|
||
|
// this is needed because we call preventDefault();
|
||
|
// we also gave the canvas a tabindex so it can
|
||
|
// become the focus
|
||
|
canvas.focus();
|
||
|
window.addEventListener( 'pointermove', handleMouseMove );
|
||
|
window.addEventListener( 'pointerup', handleMouseUp );
|
||
|
|
||
|
for ( const { elem, key } of sides ) {
|
||
|
|
||
|
let pressed = false;
|
||
|
const rect = elem.getBoundingClientRect();
|
||
|
const x = e.clientX;
|
||
|
const y = e.clientY;
|
||
|
const inRect = x >= rect.left && x < rect.right &&
|
||
|
y >= rect.top && y < rect.bottom;
|
||
|
if ( inRect ) {
|
||
|
|
||
|
pressed = true;
|
||
|
|
||
|
}
|
||
|
|
||
|
setKey( key, pressed );
|
||
|
|
||
|
}
|
||
|
|
||
|
};
|
||
|
|
||
|
function handleMouseUp() {
|
||
|
|
||
|
clearKeys();
|
||
|
window.removeEventListener( 'pointermove', handleMouseMove, { passive: false } );
|
||
|
window.removeEventListener( 'pointerup', handleMouseUp );
|
||
|
|
||
|
}
|
||
|
|
||
|
const uiElem = document.querySelector( '#ui' );
|
||
|
uiElem.addEventListener( 'pointerdown', handleMouseMove, { passive: false } );
|
||
|
|
||
|
uiElem.addEventListener( 'touchstart', ( e ) => {
|
||
|
|
||
|
// prevent scrolling
|
||
|
e.preventDefault();
|
||
|
|
||
|
}, { passive: false } );
|
||
|
|
||
|
}
|
||
|
update() {
|
||
|
|
||
|
for ( const keyState of Object.values( this.keys ) ) {
|
||
|
|
||
|
if ( keyState.justPressed ) {
|
||
|
|
||
|
keyState.justPressed = false;
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
function removeArrayElement( array, element ) {
|
||
|
|
||
|
const ndx = array.indexOf( element );
|
||
|
if ( ndx >= 0 ) {
|
||
|
|
||
|
array.splice( ndx, 1 );
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
class SafeArray {
|
||
|
|
||
|
constructor() {
|
||
|
|
||
|
this.array = [];
|
||
|
this.addQueue = [];
|
||
|
this.removeQueue = new Set();
|
||
|
|
||
|
}
|
||
|
get isEmpty() {
|
||
|
|
||
|
return this.addQueue.length + this.array.length > 0;
|
||
|
|
||
|
}
|
||
|
add( element ) {
|
||
|
|
||
|
this.addQueue.push( element );
|
||
|
|
||
|
}
|
||
|
remove( element ) {
|
||
|
|
||
|
this.removeQueue.add( element );
|
||
|
|
||
|
}
|
||
|
forEach( fn ) {
|
||
|
|
||
|
this._addQueued();
|
||
|
this._removeQueued();
|
||
|
for ( const element of this.array ) {
|
||
|
|
||
|
if ( this.removeQueue.has( element ) ) {
|
||
|
|
||
|
continue;
|
||
|
|
||
|
}
|
||
|
|
||
|
fn( element );
|
||
|
|
||
|
}
|
||
|
|
||
|
this._removeQueued();
|
||
|
|
||
|
}
|
||
|
_addQueued() {
|
||
|
|
||
|
if ( this.addQueue.length ) {
|
||
|
|
||
|
this.array.splice( this.array.length, 0, ...this.addQueue );
|
||
|
this.addQueue = [];
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
_removeQueued() {
|
||
|
|
||
|
if ( this.removeQueue.size ) {
|
||
|
|
||
|
this.array = this.array.filter( element => ! this.removeQueue.has( element ) );
|
||
|
this.removeQueue.clear();
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
class GameObjectManager {
|
||
|
|
||
|
constructor() {
|
||
|
|
||
|
this.gameObjects = new SafeArray();
|
||
|
|
||
|
}
|
||
|
createGameObject( parent, name ) {
|
||
|
|
||
|
const gameObject = new GameObject( parent, name );
|
||
|
this.gameObjects.add( gameObject );
|
||
|
return gameObject;
|
||
|
|
||
|
}
|
||
|
removeGameObject( gameObject ) {
|
||
|
|
||
|
this.gameObjects.remove( gameObject );
|
||
|
|
||
|
}
|
||
|
update() {
|
||
|
|
||
|
this.gameObjects.forEach( gameObject => gameObject.update() );
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
const kForward = new THREE.Vector3( 0, 0, 1 );
|
||
|
const globals = {
|
||
|
camera,
|
||
|
canvas,
|
||
|
debug: true,
|
||
|
time: 0,
|
||
|
moveSpeed: 16,
|
||
|
deltaTime: 0,
|
||
|
player: null,
|
||
|
congaLine: [],
|
||
|
};
|
||
|
const gameObjectManager = new GameObjectManager();
|
||
|
const inputManager = new InputManager();
|
||
|
|
||
|
class GameObject {
|
||
|
|
||
|
constructor( parent, name ) {
|
||
|
|
||
|
this.name = name;
|
||
|
this.components = [];
|
||
|
this.transform = new THREE.Object3D();
|
||
|
parent.add( this.transform );
|
||
|
|
||
|
}
|
||
|
addComponent( ComponentType, ...args ) {
|
||
|
|
||
|
const component = new ComponentType( this, ...args );
|
||
|
this.components.push( component );
|
||
|
return component;
|
||
|
|
||
|
}
|
||
|
removeComponent( component ) {
|
||
|
|
||
|
removeArrayElement( this.components, component );
|
||
|
|
||
|
}
|
||
|
getComponent( ComponentType ) {
|
||
|
|
||
|
return this.components.find( c => c instanceof ComponentType );
|
||
|
|
||
|
}
|
||
|
update() {
|
||
|
|
||
|
for ( const component of this.components ) {
|
||
|
|
||
|
component.update();
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
// Base for all components
|
||
|
class Component {
|
||
|
|
||
|
constructor( gameObject ) {
|
||
|
|
||
|
this.gameObject = gameObject;
|
||
|
|
||
|
}
|
||
|
update() {
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
class CameraInfo extends Component {
|
||
|
|
||
|
constructor( gameObject ) {
|
||
|
|
||
|
super( gameObject );
|
||
|
this.projScreenMatrix = new THREE.Matrix4();
|
||
|
this.frustum = new THREE.Frustum();
|
||
|
|
||
|
}
|
||
|
update() {
|
||
|
|
||
|
const { camera } = globals;
|
||
|
this.projScreenMatrix.multiplyMatrices(
|
||
|
camera.projectionMatrix,
|
||
|
camera.matrixWorldInverse );
|
||
|
this.frustum.setFromProjectionMatrix( this.projScreenMatrix );
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
class SkinInstance extends Component {
|
||
|
|
||
|
constructor( gameObject, model ) {
|
||
|
|
||
|
super( gameObject );
|
||
|
this.model = model;
|
||
|
this.animRoot = SkeletonUtils.clone( this.model.gltf.scene );
|
||
|
this.mixer = new THREE.AnimationMixer( this.animRoot );
|
||
|
gameObject.transform.add( this.animRoot );
|
||
|
this.actions = {};
|
||
|
|
||
|
}
|
||
|
setAnimation( animName ) {
|
||
|
|
||
|
const clip = this.model.animations[ animName ];
|
||
|
// turn off all current actions
|
||
|
for ( const action of Object.values( this.actions ) ) {
|
||
|
|
||
|
action.enabled = false;
|
||
|
|
||
|
}
|
||
|
|
||
|
// get or create existing action for clip
|
||
|
const action = this.mixer.clipAction( clip );
|
||
|
action.enabled = true;
|
||
|
action.reset();
|
||
|
action.play();
|
||
|
this.actions[ animName ] = action;
|
||
|
|
||
|
}
|
||
|
update() {
|
||
|
|
||
|
this.mixer.update( globals.deltaTime );
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
class FiniteStateMachine {
|
||
|
|
||
|
constructor( states, initialState ) {
|
||
|
|
||
|
this.states = states;
|
||
|
this.transition( initialState );
|
||
|
|
||
|
}
|
||
|
get state() {
|
||
|
|
||
|
return this.currentState;
|
||
|
|
||
|
}
|
||
|
transition( state ) {
|
||
|
|
||
|
const oldState = this.states[ this.currentState ];
|
||
|
if ( oldState && oldState.exit ) {
|
||
|
|
||
|
oldState.exit.call( this );
|
||
|
|
||
|
}
|
||
|
|
||
|
this.currentState = state;
|
||
|
const newState = this.states[ state ];
|
||
|
if ( newState.enter ) {
|
||
|
|
||
|
newState.enter.call( this );
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
update() {
|
||
|
|
||
|
const state = this.states[ this.currentState ];
|
||
|
if ( state.update ) {
|
||
|
|
||
|
state.update.call( this );
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
const gui = new GUI();
|
||
|
gui.add( globals, 'debug' ).onChange( showHideDebugInfo );
|
||
|
|
||
|
const labelContainerElem = document.querySelector( '#labels' );
|
||
|
function showHideDebugInfo() {
|
||
|
|
||
|
labelContainerElem.style.display = globals.debug ? '' : 'none';
|
||
|
|
||
|
}
|
||
|
|
||
|
class StateDisplayHelper extends Component {
|
||
|
|
||
|
constructor( gameObject, size ) {
|
||
|
|
||
|
super( gameObject );
|
||
|
this.elem = document.createElement( 'div' );
|
||
|
labelContainerElem.appendChild( this.elem );
|
||
|
this.pos = new THREE.Vector3();
|
||
|
|
||
|
this.helper = new THREE.PolarGridHelper( size / 2, 1, 1, 16 );
|
||
|
gameObject.transform.add( this.helper );
|
||
|
|
||
|
}
|
||
|
setState( s ) {
|
||
|
|
||
|
this.elem.textContent = s;
|
||
|
|
||
|
}
|
||
|
setColor( cssColor ) {
|
||
|
|
||
|
this.elem.style.color = cssColor;
|
||
|
this.helper.material.color.set( cssColor );
|
||
|
|
||
|
}
|
||
|
update() {
|
||
|
|
||
|
this.helper.visible = globals.debug;
|
||
|
if ( ! globals.debug ) {
|
||
|
|
||
|
return;
|
||
|
|
||
|
}
|
||
|
|
||
|
const { pos } = this;
|
||
|
const { transform } = this.gameObject;
|
||
|
const { canvas } = globals;
|
||
|
pos.copy( transform.position );
|
||
|
|
||
|
// get the normalized screen coordinate of that position
|
||
|
// x and y will be in the -1 to +1 range with x = -1 being
|
||
|
// on the left and y = -1 being on the bottom
|
||
|
pos.project( globals.camera );
|
||
|
|
||
|
// convert the normalized position to CSS coordinates
|
||
|
const x = ( pos.x * .5 + .5 ) * canvas.clientWidth;
|
||
|
const y = ( pos.y * - .5 + .5 ) * canvas.clientHeight;
|
||
|
|
||
|
// move the elem to that position
|
||
|
this.elem.style.transform = `translate(-50%, -50%) translate(${x}px,${y}px)`;
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
class Player extends Component {
|
||
|
|
||
|
constructor( gameObject ) {
|
||
|
|
||
|
super( gameObject );
|
||
|
const model = models.knight;
|
||
|
globals.playerRadius = model.size / 2;
|
||
|
this.text = gameObject.addComponent( StateDisplayHelper, model.size );
|
||
|
this.skinInstance = gameObject.addComponent( SkinInstance, model );
|
||
|
this.skinInstance.setAnimation( 'Run' );
|
||
|
this.turnSpeed = globals.moveSpeed / 4;
|
||
|
this.offscreenTimer = 0;
|
||
|
this.maxTimeOffScreen = 3;
|
||
|
|
||
|
}
|
||
|
update() {
|
||
|
|
||
|
const { deltaTime, moveSpeed, cameraInfo } = globals;
|
||
|
const { transform } = this.gameObject;
|
||
|
const delta = ( inputManager.keys.left.down ? 1 : 0 ) +
|
||
|
( inputManager.keys.right.down ? - 1 : 0 );
|
||
|
transform.rotation.y += this.turnSpeed * delta * deltaTime;
|
||
|
transform.translateOnAxis( kForward, moveSpeed * deltaTime );
|
||
|
|
||
|
const { frustum } = cameraInfo;
|
||
|
if ( frustum.containsPoint( transform.position ) ) {
|
||
|
|
||
|
this.offscreenTimer = 0;
|
||
|
|
||
|
} else {
|
||
|
|
||
|
this.offscreenTimer += deltaTime;
|
||
|
if ( this.offscreenTimer >= this.maxTimeOffScreen ) {
|
||
|
|
||
|
transform.position.set( 0, 0, 0 );
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
// Returns true of obj1 and obj2 are close
|
||
|
function isClose( obj1, obj1Radius, obj2, obj2Radius ) {
|
||
|
|
||
|
const minDist = obj1Radius + obj2Radius;
|
||
|
const dist = obj1.position.distanceTo( obj2.position );
|
||
|
return dist < minDist;
|
||
|
|
||
|
}
|
||
|
|
||
|
// keeps v between -min and +min
|
||
|
function minMagnitude( v, min ) {
|
||
|
|
||
|
return Math.abs( v ) > min
|
||
|
? min * Math.sign( v )
|
||
|
: v;
|
||
|
|
||
|
}
|
||
|
|
||
|
const aimTowardAndGetDistance = function () {
|
||
|
|
||
|
const delta = new THREE.Vector3();
|
||
|
|
||
|
return function aimTowardAndGetDistance( source, targetPos, maxTurn ) {
|
||
|
|
||
|
delta.subVectors( targetPos, source.position );
|
||
|
// compute the direction we want to be facing
|
||
|
const targetRot = Math.atan2( delta.x, delta.z ) + Math.PI * 1.5;
|
||
|
// rotate in the shortest direction
|
||
|
const deltaRot = ( targetRot - source.rotation.y + Math.PI * 1.5 ) % ( Math.PI * 2 ) - Math.PI;
|
||
|
// make sure we don't turn faster than maxTurn
|
||
|
const deltaRotation = minMagnitude( deltaRot, maxTurn );
|
||
|
// keep rotation between 0 and Math.PI * 2
|
||
|
source.rotation.y = THREE.MathUtils.euclideanModulo(
|
||
|
source.rotation.y + deltaRotation, Math.PI * 2 );
|
||
|
// return the distance to the target
|
||
|
return delta.length();
|
||
|
|
||
|
};
|
||
|
|
||
|
}();
|
||
|
|
||
|
class Animal extends Component {
|
||
|
|
||
|
constructor( gameObject, model ) {
|
||
|
|
||
|
super( gameObject );
|
||
|
this.helper = gameObject.addComponent( StateDisplayHelper, model.size );
|
||
|
const hitRadius = model.size / 2;
|
||
|
const skinInstance = gameObject.addComponent( SkinInstance, model );
|
||
|
skinInstance.mixer.timeScale = globals.moveSpeed / 4;
|
||
|
const transform = gameObject.transform;
|
||
|
const playerTransform = globals.player.gameObject.transform;
|
||
|
const maxTurnSpeed = Math.PI * ( globals.moveSpeed / 4 );
|
||
|
const targetHistory = [];
|
||
|
let targetNdx = 0;
|
||
|
|
||
|
function addHistory() {
|
||
|
|
||
|
const targetGO = globals.congaLine[ targetNdx ];
|
||
|
const newTargetPos = new THREE.Vector3();
|
||
|
newTargetPos.copy( targetGO.transform.position );
|
||
|
targetHistory.push( newTargetPos );
|
||
|
|
||
|
}
|
||
|
|
||
|
this.fsm = new FiniteStateMachine( {
|
||
|
idle: {
|
||
|
enter: () => {
|
||
|
|
||
|
skinInstance.setAnimation( 'Idle' );
|
||
|
|
||
|
},
|
||
|
update: () => {
|
||
|
|
||
|
// check if player is near
|
||
|
if ( isClose( transform, hitRadius, playerTransform, globals.playerRadius ) ) {
|
||
|
|
||
|
this.fsm.transition( 'waitForEnd' );
|
||
|
|
||
|
}
|
||
|
|
||
|
},
|
||
|
},
|
||
|
waitForEnd: {
|
||
|
enter: () => {
|
||
|
|
||
|
skinInstance.setAnimation( 'Jump' );
|
||
|
|
||
|
},
|
||
|
update: () => {
|
||
|
|
||
|
// get the gameObject at the end of the conga line
|
||
|
const lastGO = globals.congaLine[ globals.congaLine.length - 1 ];
|
||
|
const deltaTurnSpeed = maxTurnSpeed * globals.deltaTime;
|
||
|
const targetPos = lastGO.transform.position;
|
||
|
aimTowardAndGetDistance( transform, targetPos, deltaTurnSpeed );
|
||
|
// check if last thing in conga line is near
|
||
|
if ( isClose( transform, hitRadius, lastGO.transform, globals.playerRadius ) ) {
|
||
|
|
||
|
this.fsm.transition( 'goToLast' );
|
||
|
|
||
|
}
|
||
|
|
||
|
},
|
||
|
},
|
||
|
goToLast: {
|
||
|
enter: () => {
|
||
|
|
||
|
// remember who we're following
|
||
|
targetNdx = globals.congaLine.length - 1;
|
||
|
// add ourselves to the conga line
|
||
|
globals.congaLine.push( gameObject );
|
||
|
skinInstance.setAnimation( 'Walk' );
|
||
|
|
||
|
},
|
||
|
update: () => {
|
||
|
|
||
|
addHistory();
|
||
|
// walk to the oldest point in the history
|
||
|
const targetPos = targetHistory[ 0 ];
|
||
|
const maxVelocity = globals.moveSpeed * globals.deltaTime;
|
||
|
const deltaTurnSpeed = maxTurnSpeed * globals.deltaTime;
|
||
|
const distance = aimTowardAndGetDistance( transform, targetPos, deltaTurnSpeed );
|
||
|
const velocity = distance;
|
||
|
transform.translateOnAxis( kForward, Math.min( velocity, maxVelocity ) );
|
||
|
if ( distance <= maxVelocity ) {
|
||
|
|
||
|
this.fsm.transition( 'follow' );
|
||
|
|
||
|
}
|
||
|
|
||
|
},
|
||
|
},
|
||
|
follow: {
|
||
|
update: () => {
|
||
|
|
||
|
addHistory();
|
||
|
// remove the oldest history and just put ourselves there.
|
||
|
const targetPos = targetHistory.shift();
|
||
|
transform.position.copy( targetPos );
|
||
|
const deltaTurnSpeed = maxTurnSpeed * globals.deltaTime;
|
||
|
aimTowardAndGetDistance( transform, targetHistory[ 0 ], deltaTurnSpeed );
|
||
|
|
||
|
},
|
||
|
},
|
||
|
}, 'idle' );
|
||
|
|
||
|
}
|
||
|
update() {
|
||
|
|
||
|
this.fsm.update();
|
||
|
const dir = THREE.MathUtils.radToDeg( this.gameObject.transform.rotation.y );
|
||
|
this.helper.setState( `${this.fsm.state}:${dir.toFixed( 0 )}` );
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
function init() {
|
||
|
|
||
|
// hide the loading bar
|
||
|
const loadingElem = document.querySelector( '#loading' );
|
||
|
loadingElem.style.display = 'none';
|
||
|
|
||
|
prepModelsAndAnimations();
|
||
|
|
||
|
{
|
||
|
|
||
|
const gameObject = gameObjectManager.createGameObject( camera, 'camera' );
|
||
|
globals.cameraInfo = gameObject.addComponent( CameraInfo );
|
||
|
|
||
|
}
|
||
|
|
||
|
{
|
||
|
|
||
|
const gameObject = gameObjectManager.createGameObject( scene, 'player' );
|
||
|
globals.player = gameObject.addComponent( Player );
|
||
|
globals.congaLine = [ gameObject ];
|
||
|
|
||
|
}
|
||
|
|
||
|
const animalModelNames = [
|
||
|
'pig',
|
||
|
'cow',
|
||
|
'llama',
|
||
|
'pug',
|
||
|
'sheep',
|
||
|
'zebra',
|
||
|
'horse',
|
||
|
];
|
||
|
animalModelNames.forEach( ( name, ndx ) => {
|
||
|
|
||
|
const gameObject = gameObjectManager.createGameObject( scene, name );
|
||
|
gameObject.addComponent( Animal, models[ name ] );
|
||
|
gameObject.transform.position.x = ( ndx + 1 ) * 5;
|
||
|
|
||
|
} );
|
||
|
|
||
|
}
|
||
|
|
||
|
function resizeRendererToDisplaySize( renderer ) {
|
||
|
|
||
|
const canvas = renderer.domElement;
|
||
|
const width = canvas.clientWidth;
|
||
|
const height = canvas.clientHeight;
|
||
|
const needResize = canvas.width !== width || canvas.height !== height;
|
||
|
if ( needResize ) {
|
||
|
|
||
|
renderer.setSize( width, height, false );
|
||
|
|
||
|
}
|
||
|
|
||
|
return needResize;
|
||
|
|
||
|
}
|
||
|
|
||
|
let then = 0;
|
||
|
function render( now ) {
|
||
|
|
||
|
// convert to seconds
|
||
|
globals.time = now * 0.001;
|
||
|
// make sure delta time isn't too big.
|
||
|
globals.deltaTime = Math.min( globals.time - then, 1 / 20 );
|
||
|
then = globals.time;
|
||
|
|
||
|
if ( resizeRendererToDisplaySize( renderer ) ) {
|
||
|
|
||
|
const canvas = renderer.domElement;
|
||
|
camera.aspect = canvas.clientWidth / canvas.clientHeight;
|
||
|
camera.updateProjectionMatrix();
|
||
|
|
||
|
}
|
||
|
|
||
|
gameObjectManager.update();
|
||
|
inputManager.update();
|
||
|
|
||
|
renderer.render( scene, camera );
|
||
|
|
||
|
requestAnimationFrame( render );
|
||
|
|
||
|
}
|
||
|
|
||
|
requestAnimationFrame( render );
|
||
|
|
||
|
}
|
||
|
|
||
|
main();
|
||
|
</script>
|
||
|
</html>
|