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1275 lines
26 KiB
HTML
1275 lines
26 KiB
HTML
<!-- Licensed under a BSD license. See license.html for license -->
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<!DOCTYPE html>
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<html>
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<head>
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<meta charset="utf-8">
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<meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=no">
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<title>Three.js - Game w/notes</title>
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<style>
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html {
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box-sizing: border-box;
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}
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*, *:before, *:after {
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box-sizing: inherit;
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}
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html, body {
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margin: 0;
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height: 100%;
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user-select: none;
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}
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img, canvas {
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/* prevent the save-image on long press on mobile */
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pointer-events: none;
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}
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#c {
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width: 100%;
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height: 100%;
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display: block;
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}
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#ui {
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position: absolute;
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left: 0;
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top: 0;
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width: 100%;
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height: 100%;
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display: flex;
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justify-items: center;
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align-content: stretch;
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}
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#ui>div {
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display: flex;
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align-items: flex-end;
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flex: 1 1 auto;
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}
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.bright {
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filter: brightness(2);
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}
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#left {
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justify-content: flex-end;
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}
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#right {
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justify-content: flex-start;
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}
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#ui img {
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padding: 10px;
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width: 80px;
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height: 80px;
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display: block;
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}
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#loading {
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position: absolute;
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left: 0;
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top: 0;
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width: 100%;
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height: 100%;
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display: flex;
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align-items: center;
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justify-content: center;
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text-align: center;
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font-size: xx-large;
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font-family: sans-serif;
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}
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#loading>div>div {
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padding: 2px;
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}
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.progress {
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width: 50vw;
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border: 1px solid black;
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}
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#progressbar {
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width: 0%;
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transition: width ease-out .5s;
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height: 1em;
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background-color: #888;
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background-image: linear-gradient(
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-45deg,
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rgba(255, 255, 255, .5) 25%,
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transparent 25%,
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transparent 50%,
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rgba(255, 255, 255, .5) 50%,
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rgba(255, 255, 255, .5) 75%,
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transparent 75%,
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transparent
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);
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background-size: 50px 50px;
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animation: progressanim 2s linear infinite;
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}
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@keyframes progressanim {
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0% {
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background-position: 50px 50px;
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}
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100% {
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background-position: 0 0;
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}
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}
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#labels {
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position: absolute; /* let us position ourself inside the container */
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left: 0; /* make our position the top left of the container */
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top: 0;
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color: white;
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width: 100%;
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height: 100%;
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overflow: hidden;
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pointer-events: none;
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}
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#labels>div {
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position: absolute; /* let us position them inside the container */
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left: 0; /* make their default position the top left of the container */
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top: 0;
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font-size: large;
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font-family: monospace;
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user-select: none; /* don't let the text get selected */
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text-shadow: /* create a black outline */
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-1px -1px 0 #000,
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0 -1px 0 #000,
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1px -1px 0 #000,
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1px 0 0 #000,
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1px 1px 0 #000,
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0 1px 0 #000,
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-1px 1px 0 #000,
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-1px 0 0 #000;
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}
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</style>
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</head>
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<body>
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<canvas id="c" tabindex="1"></canvas>
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<div id="ui">
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<div id="left"><img src="resources/images/left.svg"></div>
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<div style="flex: 0 0 40px;"></div>
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<div id="right"><img src="resources/images/right.svg"></div>
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</div>
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<div id="loading">
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<div>
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<div>...loading...</div>
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<div class="progress"><div id="progressbar"></div></div>
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</div>
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</div>
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<div id="labels"></div>
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</body>
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<script type="importmap">
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{
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"imports": {
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"three": "../../build/three.module.js",
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"three/addons/": "../../examples/jsm/"
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}
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}
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</script>
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<script type="module">
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import * as THREE from 'three';
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import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
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import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
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import * as SkeletonUtils from 'three/addons/utils/SkeletonUtils.js';
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import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
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function main() {
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const canvas = document.querySelector( '#c' );
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const renderer = new THREE.WebGLRenderer( { antialias: true, canvas } );
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const fov = 45;
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const aspect = 2; // the canvas default
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const near = 0.1;
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const far = 1000;
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const camera = new THREE.PerspectiveCamera( fov, aspect, near, far );
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camera.position.set( 0, 40, 80 );
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const controls = new OrbitControls( camera, canvas );
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controls.target.set( 0, 5, 0 );
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controls.update();
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const scene = new THREE.Scene();
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scene.background = new THREE.Color( 'white' );
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function addLight( ...pos ) {
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const color = 0xFFFFFF;
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const intensity = 2.5;
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const light = new THREE.DirectionalLight( color, intensity );
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light.position.set( ...pos );
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scene.add( light );
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scene.add( light.target );
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}
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addLight( 5, 5, 2 );
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addLight( - 5, 5, 5 );
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const manager = new THREE.LoadingManager();
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manager.onLoad = init;
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const progressbarElem = document.querySelector( '#progressbar' );
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manager.onProgress = ( url, itemsLoaded, itemsTotal ) => {
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progressbarElem.style.width = `${itemsLoaded / itemsTotal * 100 | 0}%`;
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};
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const models = {
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pig: { url: 'resources/models/animals/Pig.gltf' },
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cow: { url: 'resources/models/animals/Cow.gltf' },
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llama: { url: 'resources/models/animals/Llama.gltf' },
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pug: { url: 'resources/models/animals/Pug.gltf' },
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sheep: { url: 'resources/models/animals/Sheep.gltf' },
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zebra: { url: 'resources/models/animals/Zebra.gltf' },
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horse: { url: 'resources/models/animals/Horse.gltf' },
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knight: { url: 'resources/models/knight/KnightCharacter.gltf' },
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};
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{
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const gltfLoader = new GLTFLoader( manager );
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for ( const model of Object.values( models ) ) {
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gltfLoader.load( model.url, ( gltf ) => {
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model.gltf = gltf;
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} );
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}
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}
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function prepModelsAndAnimations() {
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const box = new THREE.Box3();
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const size = new THREE.Vector3();
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Object.values( models ).forEach( model => {
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box.setFromObject( model.gltf.scene );
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box.getSize( size );
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model.size = size.length();
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const animsByName = {};
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model.gltf.animations.forEach( ( clip ) => {
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animsByName[ clip.name ] = clip;
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// Should really fix this in .blend file
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if ( clip.name === 'Walk' ) {
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clip.duration /= 2;
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}
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} );
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model.animations = animsByName;
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} );
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}
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// Keeps the state of keys/buttons
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//
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// You can check
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//
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// inputManager.keys.left.down
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//
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// to see if the left key is currently held down
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// and you can check
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//
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// inputManager.keys.left.justPressed
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//
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// To see if the left key was pressed this frame
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//
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// Keys are 'left', 'right', 'a', 'b', 'up', 'down'
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class InputManager {
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constructor() {
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this.keys = {};
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const keyMap = new Map();
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const setKey = ( keyName, pressed ) => {
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const keyState = this.keys[ keyName ];
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keyState.justPressed = pressed && ! keyState.down;
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keyState.down = pressed;
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};
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const addKey = ( keyCode, name ) => {
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this.keys[ name ] = { down: false, justPressed: false };
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keyMap.set( keyCode, name );
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};
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const setKeyFromKeyCode = ( keyCode, pressed ) => {
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const keyName = keyMap.get( keyCode );
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if ( ! keyName ) {
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return;
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}
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setKey( keyName, pressed );
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};
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addKey( 37, 'left' );
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addKey( 39, 'right' );
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addKey( 38, 'up' );
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addKey( 40, 'down' );
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addKey( 90, 'a' );
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addKey( 88, 'b' );
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window.addEventListener( 'keydown', ( e ) => {
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setKeyFromKeyCode( e.keyCode, true );
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} );
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window.addEventListener( 'keyup', ( e ) => {
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setKeyFromKeyCode( e.keyCode, false );
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} );
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const sides = [
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{ elem: document.querySelector( '#left' ), key: 'left' },
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{ elem: document.querySelector( '#right' ), key: 'right' },
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];
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// note: not a good design?
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// The last direction the user presses should take
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// precedence. Example: User presses L, without letting go of
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// L user presses R. Input should now be R. User lets off R
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// Input should now be L.
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// With this code if user pressed both L and R result is nothing
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const clearKeys = () => {
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for ( const { key } of sides ) {
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setKey( key, false );
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}
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};
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const handleMouseMove = ( e ) => {
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e.preventDefault();
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// this is needed because we call preventDefault();
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// we also gave the canvas a tabindex so it can
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// become the focus
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canvas.focus();
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window.addEventListener( 'pointermove', handleMouseMove );
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window.addEventListener( 'pointerup', handleMouseUp );
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for ( const { elem, key } of sides ) {
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let pressed = false;
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const rect = elem.getBoundingClientRect();
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const x = e.clientX;
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const y = e.clientY;
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const inRect = x >= rect.left && x < rect.right &&
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y >= rect.top && y < rect.bottom;
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if ( inRect ) {
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pressed = true;
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}
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setKey( key, pressed );
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}
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};
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function handleMouseUp() {
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clearKeys();
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window.removeEventListener( 'pointermove', handleMouseMove, { passive: false } );
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window.removeEventListener( 'pointerup', handleMouseUp );
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}
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const uiElem = document.querySelector( '#ui' );
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uiElem.addEventListener( 'pointerdown', handleMouseMove, { passive: false } );
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uiElem.addEventListener( 'touchstart', ( e ) => {
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// prevent scrolling
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e.preventDefault();
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}, { passive: false } );
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}
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update() {
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for ( const keyState of Object.values( this.keys ) ) {
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if ( keyState.justPressed ) {
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keyState.justPressed = false;
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}
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}
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}
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}
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// function* waitFrames(numFrames) {
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// while (numFrames > 0) {
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// --numFrames;
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// yield;
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// }
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// }
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function* waitSeconds( duration ) {
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while ( duration > 0 ) {
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duration -= globals.deltaTime;
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yield;
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}
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}
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class CoroutineRunner {
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constructor() {
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this.generatorStacks = [];
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this.addQueue = [];
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this.removeQueue = new Set();
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}
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isBusy() {
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return this.addQueue.length + this.generatorStacks.length > 0;
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}
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add( generator, delay = 0 ) {
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const genStack = [ generator ];
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if ( delay ) {
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genStack.push( waitSeconds( delay ) );
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}
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this.addQueue.push( genStack );
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}
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remove( generator ) {
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this.removeQueue.add( generator );
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}
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update() {
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this._addQueued();
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this._removeQueued();
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for ( const genStack of this.generatorStacks ) {
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const main = genStack[ 0 ];
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// Handle if one coroutine removes another
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if ( this.removeQueue.has( main ) ) {
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continue;
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}
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while ( genStack.length ) {
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const topGen = genStack[ genStack.length - 1 ];
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const { value, done } = topGen.next();
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if ( done ) {
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if ( genStack.length === 1 ) {
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this.removeQueue.add( topGen );
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break;
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}
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genStack.pop();
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} else if ( value ) {
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genStack.push( value );
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} else {
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break;
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}
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}
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}
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this._removeQueued();
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}
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_addQueued() {
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if ( this.addQueue.length ) {
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this.generatorStacks.splice( this.generatorStacks.length, 0, ...this.addQueue );
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this.addQueue = [];
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}
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}
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_removeQueued() {
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if ( this.removeQueue.size ) {
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this.generatorStacks = this.generatorStacks.filter( genStack => ! this.removeQueue.has( genStack[ 0 ] ) );
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this.removeQueue.clear();
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}
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}
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}
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function removeArrayElement( array, element ) {
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const ndx = array.indexOf( element );
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if ( ndx >= 0 ) {
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array.splice( ndx, 1 );
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}
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}
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class SafeArray {
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constructor() {
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this.array = [];
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this.addQueue = [];
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this.removeQueue = new Set();
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}
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get isEmpty() {
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return this.addQueue.length + this.array.length > 0;
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}
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add( element ) {
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this.addQueue.push( element );
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}
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remove( element ) {
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this.removeQueue.add( element );
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}
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forEach( fn ) {
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this._addQueued();
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this._removeQueued();
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for ( const element of this.array ) {
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if ( this.removeQueue.has( element ) ) {
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continue;
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}
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fn( element );
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}
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this._removeQueued();
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}
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_addQueued() {
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if ( this.addQueue.length ) {
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this.array.splice( this.array.length, 0, ...this.addQueue );
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this.addQueue = [];
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}
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}
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_removeQueued() {
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if ( this.removeQueue.size ) {
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this.array = this.array.filter( element => ! this.removeQueue.has( element ) );
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this.removeQueue.clear();
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}
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}
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}
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|
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class GameObjectManager {
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|
|
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constructor() {
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this.gameObjects = new SafeArray();
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}
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|
createGameObject( parent, name ) {
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const gameObject = new GameObject( parent, name );
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this.gameObjects.add( gameObject );
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return gameObject;
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}
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removeGameObject( gameObject ) {
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this.gameObjects.remove( gameObject );
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}
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update() {
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this.gameObjects.forEach( gameObject => gameObject.update() );
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}
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}
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|
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const kForward = new THREE.Vector3( 0, 0, 1 );
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const globals = {
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camera,
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canvas,
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debug: false,
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time: 0,
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moveSpeed: 16,
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deltaTime: 0,
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|
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();
|
|
this.transform.name = name;
|
|
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 );
|
|
gui.close();
|
|
|
|
const labelContainerElem = document.querySelector( '#labels' );
|
|
function showHideDebugInfo() {
|
|
|
|
labelContainerElem.style.display = globals.debug ? '' : 'none';
|
|
|
|
}
|
|
|
|
showHideDebugInfo();
|
|
|
|
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)`;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
function rand( min, max ) {
|
|
|
|
if ( max === undefined ) {
|
|
|
|
max = min;
|
|
min = 0;
|
|
|
|
}
|
|
|
|
return Math.random() * ( max - min ) + min;
|
|
|
|
}
|
|
|
|
function makeTextTexture( str ) {
|
|
|
|
const ctx = document.createElement( 'canvas' ).getContext( '2d' );
|
|
ctx.canvas.width = 64;
|
|
ctx.canvas.height = 64;
|
|
ctx.font = '60px sans-serif';
|
|
ctx.textAlign = 'center';
|
|
ctx.textBaseline = 'middle';
|
|
ctx.fillStyle = '#FFF';
|
|
ctx.fillText( str, ctx.canvas.width / 2, ctx.canvas.height / 2 );
|
|
return new THREE.CanvasTexture( ctx.canvas );
|
|
|
|
}
|
|
|
|
const noteTexture = makeTextTexture( '♪' );
|
|
|
|
class Note extends Component {
|
|
|
|
constructor( gameObject ) {
|
|
|
|
super( gameObject );
|
|
const { transform } = gameObject;
|
|
const noteMaterial = new THREE.SpriteMaterial( {
|
|
color: new THREE.Color().setHSL( rand( 1 ), 1, 0.5 ),
|
|
map: noteTexture,
|
|
side: THREE.DoubleSide,
|
|
transparent: true,
|
|
} );
|
|
const note = new THREE.Sprite( noteMaterial );
|
|
note.scale.setScalar( 3 );
|
|
transform.add( note );
|
|
this.runner = new CoroutineRunner();
|
|
const direction = new THREE.Vector3( rand( - 0.2, 0.2 ), 1, rand( - 0.2, 0.2 ) );
|
|
|
|
function* moveAndRemove() {
|
|
|
|
for ( let i = 0; i < 60; ++ i ) {
|
|
|
|
transform.translateOnAxis( direction, globals.deltaTime * 10 );
|
|
noteMaterial.opacity = 1 - ( i / 60 );
|
|
yield;
|
|
|
|
}
|
|
|
|
transform.parent.remove( transform );
|
|
gameObjectManager.removeGameObject( gameObject );
|
|
|
|
}
|
|
|
|
this.runner.add( moveAndRemove() );
|
|
|
|
}
|
|
update() {
|
|
|
|
this.runner.update();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
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;
|
|
this.runner = new CoroutineRunner();
|
|
|
|
function* emitNotes() {
|
|
|
|
for ( ;; ) {
|
|
|
|
yield waitSeconds( rand( 0.5, 1 ) );
|
|
const noteGO = gameObjectManager.createGameObject( scene, 'note' );
|
|
noteGO.transform.position.copy( gameObject.transform.position );
|
|
noteGO.transform.position.y += 5;
|
|
noteGO.addComponent( Note );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
this.runner.add( emitNotes() );
|
|
|
|
}
|
|
update() {
|
|
|
|
this.runner.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',
|
|
];
|
|
const base = new THREE.Object3D();
|
|
const offset = new THREE.Object3D();
|
|
base.add( offset );
|
|
|
|
// position animals in a spiral.
|
|
const numAnimals = 28;
|
|
const arc = 10;
|
|
const b = 10 / ( 2 * Math.PI );
|
|
let r = 10;
|
|
let phi = r / b;
|
|
for ( let i = 0; i < numAnimals; ++ i ) {
|
|
|
|
const name = animalModelNames[ rand( animalModelNames.length ) | 0 ];
|
|
const gameObject = gameObjectManager.createGameObject( scene, name );
|
|
gameObject.addComponent( Animal, models[ name ] );
|
|
base.rotation.y = phi;
|
|
offset.position.x = r;
|
|
offset.updateWorldMatrix( true, false );
|
|
offset.getWorldPosition( gameObject.transform.position );
|
|
phi += arc / r;
|
|
r = b * phi;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
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>
|