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+<!DOCTYPE html><html lang="en"><head>
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+ <meta charset="utf-8">
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+ <title>Making a Game</title>
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+ <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
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+ <meta name="twitter:card" content="summary_large_image">
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+ <meta name="twitter:site" content="@threejs">
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+ <meta name="twitter:title" content="Three.js – Making a Game">
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+ <meta property="og:image" content="https://threejs.org/files/share.png">
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+ <link rel="shortcut icon" href="/files/favicon_white.ico" media="(prefers-color-scheme: dark)">
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+ <link rel="shortcut icon" href="/files/favicon.ico" media="(prefers-color-scheme: light)">
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+
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+ <link rel="stylesheet" href="/manual/resources/lesson.css">
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+ <link rel="stylesheet" href="/manual/resources/lang.css">
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+ </head>
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+ <body>
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+ <div class="container">
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+ <div class="lesson-title">
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+ <h1>Making a Game</h1>
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+ </div>
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+ <div class="lesson">
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+ <div class="lesson-main">
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+ <p>Many people want to write games using three.js. This article
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+will hopefully give you some ideas on how to start.</p>
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+<p>At least at the time I'm writing this article it's probably going to be the
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+longest article on this site. It's possible the code here is massively over
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+engineered but as I wrote each new feature I'd run into a problem that needed a
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+solution I'm used to from other games I've written. In other words each new
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+solution seemed important so I'll try to show why. Of course the smaller your
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+game the less you might need some of the solutions shown here but this is a
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+pretty small game and yet with the complexities of 3D characters many things
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+take more organization than they might with 2D characters.</p>
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+<p>As an example if you're making PacMan in 2D, when PacMan turns a corner
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+that happens instantly at 90 degrees. There is no in-between step. But
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+in a 3D game often we need the character to rotate over several frames.
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+That simple change can add a bunch of complexity and require different
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+solutions.</p>
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+<p>The majority of the code here will not really be three.js and
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+that's important to note, <strong>three.js is not a game engine</strong>.
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+Three.js is a 3D library. It provides a <a href="scenegraph.html">scene graph</a>
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+and features for displaying 3D objects added to that scene graph
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+but it does not provide all the other things needed to make a game.
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+No collisions, no physics, no input systems, no path finding, etc, etc...
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+So, we'll have to provide those things ourselves.</p>
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+<p>I ended up writing quite a bit of code to make this simple <em>unfinished</em>
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+game like thing and again, it's certainly possible I over engineered and there
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+are simpler solutions but I feel like I actually didn't write
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+enough code and hopefully I can explain what I think is missing.</p>
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+<p>Many of the ideas here are heavily influenced by <a href="https://unity.com">Unity</a>.
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+If you're not familiar with Unity that probably does not matter.
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+I only bring it up as 10s of 1000s of games have shipped using
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+these ideas.</p>
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+<p>Let's start with the three.js parts. We need to load models for our game.</p>
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+<p>At <a href="https://opengameart.org">opengameart.org</a> I found this <a href="https://opengameart.org/content/lowpoly-animated-knight">animated knight
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+model</a> by <a href="https://opengameart.org/users/quaternius">quaternius</a></p>
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+<div class="threejs_center"><img src="../resources/images/knight.jpg" style="width: 375px;"></div>
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+
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+<p><a href="https://opengameart.org/users/quaternius">quaternius</a> also made <a href="https://opengameart.org/content/lowpoly-animated-farm-animal-pack">these animated animals</a>.</p>
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+<div class="threejs_center"><img src="../resources/images/animals.jpg" style="width: 606px;"></div>
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+
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+<p>These seem like good models to start with so the first thing we need to
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+do is load them.</p>
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+<p>We covered <a href="load-gltf.html">loading glTF files before</a>.
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+The difference this time is we need to load multiple models and
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+we can't start the game until all the models are loaded.</p>
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+<p>Fortunately three.js provides the <a href="/docs/#api/en/loaders/managers/LoadingManager"><code class="notranslate" translate="no">LoadingManager</code></a> just for this purpose.
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+We create a <a href="/docs/#api/en/loaders/managers/LoadingManager"><code class="notranslate" translate="no">LoadingManager</code></a> and pass it to the other loaders. The
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+<a href="/docs/#api/en/loaders/managers/LoadingManager"><code class="notranslate" translate="no">LoadingManager</code></a> provides both <a href="/docs/#api/en/loaders/managers/LoadingManager#onProgress"><code class="notranslate" translate="no">onProgress</code></a> and
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+<a href="/docs/#api/en/loaders/managers/LoadingManager#onLoad"><code class="notranslate" translate="no">onLoad</code></a> properties we can attach callbacks to.
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+The <a href="/docs/#api/en/loaders/managers/LoadingManager#onLoad"><code class="notranslate" translate="no">onLoad</code></a> callback will be called when
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+all files have been loaded. The <a href="/docs/#api/en/loaders/managers/LoadingManager#onProgress"><code class="notranslate" translate="no">onProgress</code></a> callback
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+as called after each individual file arrives to give as a chance to show
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+loading progress.</p>
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+<p>Starting with the code from <a href="load-gltf.html">loading a glTF file</a> I removed all
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+the code related to framing the scene and added this code to load all models.</p>
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+<pre class="prettyprint showlinemods notranslate lang-js" translate="no">const manager = new THREE.LoadingManager();
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+manager.onLoad = init;
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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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+
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+function init() {
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+ // TBD
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+}
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+</pre>
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+<p>This code will load all the models above and the <a href="/docs/#api/en/loaders/managers/LoadingManager"><code class="notranslate" translate="no">LoadingManager</code></a> will call
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+<code class="notranslate" translate="no">init</code> when done. We'll use the <code class="notranslate" translate="no">models</code> object later to let us access the
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+loaded models so the <a href="/docs/#examples/loaders/GLTFLoader"><code class="notranslate" translate="no">GLTFLoader</code></a> callback for each individual model attaches
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+the loaded data to that model's info.</p>
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+<p>All the models with all their animation are currently about 6.6meg. That's a
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+pretty big download. Assuming your server supports compression (the server this
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+site runs on does) it's able to compress them to around 1.4meg. That's
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+definitely better than 6.6meg bit it's still not a tiny amount of data. It would
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+probably be good if we added a progress bar so the user has some idea how much
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+longer they have to wait.</p>
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+<p>So, let's add an <a href="/docs/#api/en/loaders/managers/LoadingManager#onProgress"><code class="notranslate" translate="no">onProgress</code></a> callback. It will be
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+called with 3 arguments, the <code class="notranslate" translate="no">url</code> of the last loaded object and then the number
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+of items loaded so far as well as the total number of items.</p>
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+<p>Let's setup some HTML for a loading bar</p>
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+<pre class="prettyprint showlinemods notranslate lang-html" translate="no"><body>
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+ <canvas id="c"></canvas>
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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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+</body>
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+</pre>
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+<p>We'll look up the <code class="notranslate" translate="no">#progressbar</code> div and we can set the width from 0% to 100%
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+to show our progress. All we need to do is set that in our callback.</p>
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+<pre class="prettyprint showlinemods notranslate lang-js" translate="no">const manager = new THREE.LoadingManager();
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+manager.onLoad = init;
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+
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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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+</pre>
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+<p>We already setup <code class="notranslate" translate="no">init</code> to be called when all the models are loaded so
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+we can turn off the progress bar by hiding the <code class="notranslate" translate="no">#loading</code> element.</p>
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+<pre class="prettyprint showlinemods notranslate lang-js" translate="no">function init() {
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++ // hide the loading bar
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++ const loadingElem = document.querySelector('#loading');
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++ loadingElem.style.display = 'none';
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+}
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+</pre>
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+<p>Here's a bunch of CSS for styling the bar. The CSS makes the <code class="notranslate" translate="no">#loading</code> <code class="notranslate" translate="no"><div></code>
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+the full size of the page and centers its children. The CSS makes a <code class="notranslate" translate="no">.progress</code>
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+area to contain the progress bar. The CSS also gives the progress bar
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+a CSS animation of diagonal stripes.</p>
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+<pre class="prettyprint showlinemods notranslate lang-css" translate="no">#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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+
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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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+</pre>
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+<p>Now that we have a progress bar let's deal with the models. These models
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+have animations and we want to be able to access those animations.
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+Animations are stored in an array by default be we'd like to be able to
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+easily access them by name so let's setup an <code class="notranslate" translate="no">animations</code> property for
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+each model to do that. Note of course this means animations must have unique names.</p>
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+<pre class="prettyprint showlinemods notranslate lang-js" translate="no">+function prepModelsAndAnimations() {
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++ Object.values(models).forEach(model => {
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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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++ });
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++ model.animations = animsByName;
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++ });
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++}
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+
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+function init() {
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+ // hide the loading bar
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+ const loadingElem = document.querySelector('#loading');
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+ loadingElem.style.display = 'none';
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+
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++ prepModelsAndAnimations();
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+}
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+</pre>
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+<p>Let's display the animated models.</p>
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+<p>Unlike the <a href="load-gltf.html">previous example of loading a glTF file</a>
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+This time we probably want to be able to display more than one instance
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+of each model. To do this, instead of adding
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+the loaded gltf scene directly like we did in <a href="load-gltf.html">the article on loading a glTF</a>,
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+we instead want to clone the scene and in particular we want to clone
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+it for skinned animated characters. Fortunately there's a utility function,
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+<code class="notranslate" translate="no">SkeletonUtils.clone</code> we can use to do this. So, first we need to include
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+the utils.</p>
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+<pre class="prettyprint showlinemods notranslate lang-js" translate="no">import * as THREE from '/build/three.module.js';
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+import {OrbitControls} from '/examples/jsm/controls/OrbitControls.js';
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+import {GLTFLoader} from '/examples/jsm/loaders/GLTFLoader.js';
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++import * as SkeletonUtils from '/examples/jsm/utils/SkeletonUtils.js';
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+</pre>
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+<p>Then we can clone the models we just loaded</p>
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+<pre class="prettyprint showlinemods notranslate lang-js" translate="no">function init() {
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+ // hide the loading bar
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+ const loadingElem = document.querySelector('#loading');
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+ loadingElem.style.display = 'none';
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+
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+ prepModelsAndAnimations();
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+
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++ Object.values(models).forEach((model, ndx) => {
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++ const clonedScene = SkeletonUtils.clone(model.gltf.scene);
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++ const root = new THREE.Object3D();
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++ root.add(clonedScene);
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++ scene.add(root);
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++ root.position.x = (ndx - 3) * 3;
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++ });
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+}
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+</pre>
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+<p>Above, for each model, we clone the <code class="notranslate" translate="no">gltf.scene</code> we loaded and we parent that
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+to a new <a href="/docs/#api/en/core/Object3D"><code class="notranslate" translate="no">Object3D</code></a>. We need to parent it to another object because when
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+we play animations the animation will apply animated positions to the nodes
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+in the loaded scene which means we won't have control over those positions.</p>
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+<p>To play the animations each model we clone needs an <a href="/docs/#api/en/animation/AnimationMixer"><code class="notranslate" translate="no">AnimationMixer</code></a>.
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+An <a href="/docs/#api/en/animation/AnimationMixer"><code class="notranslate" translate="no">AnimationMixer</code></a> contains 1 or more <a href="/docs/#api/en/animation/AnimationAction"><code class="notranslate" translate="no">AnimationAction</code></a>s. An
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+<a href="/docs/#api/en/animation/AnimationAction"><code class="notranslate" translate="no">AnimationAction</code></a> references an <a href="/docs/#api/en/animation/AnimationClip"><code class="notranslate" translate="no">AnimationClip</code></a>. <a href="/docs/#api/en/animation/AnimationAction"><code class="notranslate" translate="no">AnimationAction</code></a>s
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+have all kinds of settings for playing then chaining to another
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+action or cross fading between actions. Let's just get the first
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+<a href="/docs/#api/en/animation/AnimationClip"><code class="notranslate" translate="no">AnimationClip</code></a> and create an action for it. The default is for
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+an action to play its clip in a loop forever.</p>
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+<pre class="prettyprint showlinemods notranslate lang-js" translate="no">+const mixers = [];
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+
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+function init() {
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+ // hide the loading bar
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+ const loadingElem = document.querySelector('#loading');
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+ loadingElem.style.display = 'none';
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+
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+ prepModelsAndAnimations();
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+
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+ Object.values(models).forEach((model, ndx) => {
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+ const clonedScene = SkeletonUtils.clone(model.gltf.scene);
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+ const root = new THREE.Object3D();
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+ root.add(clonedScene);
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+ scene.add(root);
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+ root.position.x = (ndx - 3) * 3;
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+
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++ const mixer = new THREE.AnimationMixer(clonedScene);
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++ const firstClip = Object.values(model.animations)[0];
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++ const action = mixer.clipAction(firstClip);
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++ action.play();
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++ mixers.push(mixer);
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+ });
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+}
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+</pre>
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+<p>We called <a href="/docs/#api/en/animation/AnimationAction#play"><code class="notranslate" translate="no">play</code></a> to start the action and stored
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+off all the <code class="notranslate" translate="no">AnimationMixers</code> in an array called <code class="notranslate" translate="no">mixers</code>. Finally
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+we need to update each <a href="/docs/#api/en/animation/AnimationMixer"><code class="notranslate" translate="no">AnimationMixer</code></a> in our render loop by computing
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+the time since the last frame and passing that to <a href="/docs/#api/en/animation/AnimationMixer.update"><code class="notranslate" translate="no">AnimationMixer.update</code></a>.</p>
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+<pre class="prettyprint showlinemods notranslate lang-js" translate="no">+let then = 0;
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+function render(now) {
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++ now *= 0.001; // convert to seconds
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++ const deltaTime = now - then;
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++ then = now;
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+
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+ if (resizeRendererToDisplaySize(renderer)) {
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+ const canvas = renderer.domElement;
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+ camera.aspect = canvas.clientWidth / canvas.clientHeight;
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+ camera.updateProjectionMatrix();
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+ }
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+
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++ for (const mixer of mixers) {
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++ mixer.update(deltaTime);
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++ }
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+
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+ renderer.render(scene, camera);
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+
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+ requestAnimationFrame(render);
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+}
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+</pre>
|
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+<p>And with that we should get each model loaded and playing its first animation.</p>
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+<p></p><div translate="no" class="threejs_example_container notranslate">
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|
|
+ <div><iframe class="threejs_example notranslate" translate="no" style=" " src="/manual/examples/resources/editor.html?url=/manual/examples/game-load-models.html"></iframe></div>
|
|
|
+ <a class="threejs_center" href="/manual/examples/game-load-models.html" target="_blank">click here to open in a separate window</a>
|
|
|
+</div>
|
|
|
+
|
|
|
+<p></p>
|
|
|
+<p>Let's make it so we can check all of the animations.
|
|
|
+We'll add all of the clips as actions and then enable just one at
|
|
|
+a time.</p>
|
|
|
+<pre class="prettyprint showlinemods notranslate lang-js" translate="no">-const mixers = [];
|
|
|
++const mixerInfos = [];
|
|
|
+
|
|
|
+function init() {
|
|
|
+ // hide the loading bar
|
|
|
+ const loadingElem = document.querySelector('#loading');
|
|
|
+ loadingElem.style.display = 'none';
|
|
|
+
|
|
|
+ prepModelsAndAnimations();
|
|
|
+
|
|
|
+ Object.values(models).forEach((model, ndx) => {
|
|
|
+ const clonedScene = SkeletonUtils.clone(model.gltf.scene);
|
|
|
+ const root = new THREE.Object3D();
|
|
|
+ root.add(clonedScene);
|
|
|
+ scene.add(root);
|
|
|
+ root.position.x = (ndx - 3) * 3;
|
|
|
+
|
|
|
+ const mixer = new THREE.AnimationMixer(clonedScene);
|
|
|
+- const firstClip = Object.values(model.animations)[0];
|
|
|
+- const action = mixer.clipAction(firstClip);
|
|
|
+- action.play();
|
|
|
+- mixers.push(mixer);
|
|
|
++ const actions = Object.values(model.animations).map((clip) => {
|
|
|
++ return mixer.clipAction(clip);
|
|
|
++ });
|
|
|
++ const mixerInfo = {
|
|
|
++ mixer,
|
|
|
++ actions,
|
|
|
++ actionNdx: -1,
|
|
|
++ };
|
|
|
++ mixerInfos.push(mixerInfo);
|
|
|
++ playNextAction(mixerInfo);
|
|
|
+ });
|
|
|
+}
|
|
|
+
|
|
|
++function playNextAction(mixerInfo) {
|
|
|
++ const {actions, actionNdx} = mixerInfo;
|
|
|
++ const nextActionNdx = (actionNdx + 1) % actions.length;
|
|
|
++ mixerInfo.actionNdx = nextActionNdx;
|
|
|
++ actions.forEach((action, ndx) => {
|
|
|
++ const enabled = ndx === nextActionNdx;
|
|
|
++ action.enabled = enabled;
|
|
|
++ if (enabled) {
|
|
|
++ action.play();
|
|
|
++ }
|
|
|
++ });
|
|
|
++}
|
|
|
+</pre>
|
|
|
+<p>The code above makes an array of <a href="/docs/#api/en/animation/AnimationAction"><code class="notranslate" translate="no">AnimationAction</code></a>s,
|
|
|
+one for each <a href="/docs/#api/en/animation/AnimationClip"><code class="notranslate" translate="no">AnimationClip</code></a>. It makes an array of objects, <code class="notranslate" translate="no">mixerInfos</code>,
|
|
|
+with references to the <a href="/docs/#api/en/animation/AnimationMixer"><code class="notranslate" translate="no">AnimationMixer</code></a> and all the <a href="/docs/#api/en/animation/AnimationAction"><code class="notranslate" translate="no">AnimationAction</code></a>s
|
|
|
+for each model. It then calls <code class="notranslate" translate="no">playNextAction</code> which sets <code class="notranslate" translate="no">enabled</code> on
|
|
|
+all but one action for that mixer.</p>
|
|
|
+<p>We need to update the render loop for the new array</p>
|
|
|
+<pre class="prettyprint showlinemods notranslate lang-js" translate="no">-for (const mixer of mixers) {
|
|
|
++for (const {mixer} of mixerInfos) {
|
|
|
+ mixer.update(deltaTime);
|
|
|
+}
|
|
|
+</pre>
|
|
|
+<p>Let's make it so pressing a key 1 to 8 will play the next animation
|
|
|
+for each model</p>
|
|
|
+<pre class="prettyprint showlinemods notranslate lang-js" translate="no">window.addEventListener('keydown', (e) => {
|
|
|
+ const mixerInfo = mixerInfos[e.keyCode - 49];
|
|
|
+ if (!mixerInfo) {
|
|
|
+ return;
|
|
|
+ }
|
|
|
+ playNextAction(mixerInfo);
|
|
|
+});
|
|
|
+</pre>
|
|
|
+<p>Now you should be able to click on the example and then press keys 1 through 8
|
|
|
+to cycle each of the models through their available animations.</p>
|
|
|
+<p></p><div translate="no" class="threejs_example_container notranslate">
|
|
|
+ <div><iframe class="threejs_example notranslate" translate="no" style=" " src="/manual/examples/resources/editor.html?url=/manual/examples/game-check-animations.html"></iframe></div>
|
|
|
+ <a class="threejs_center" href="/manual/examples/game-check-animations.html" target="_blank">click here to open in a separate window</a>
|
|
|
+</div>
|
|
|
+
|
|
|
+<p></p>
|
|
|
+<p>So that is arguably the sum-total of the three.js portion of this
|
|
|
+article. We covered loading multiple files, cloning skinned models,
|
|
|
+and playing animations on them. In a real game you'd have to do a
|
|
|
+ton more manipulation of <a href="/docs/#api/en/animation/AnimationAction"><code class="notranslate" translate="no">AnimationAction</code></a> objects.</p>
|
|
|
+<p>Let's start making a game infrastructure</p>
|
|
|
+<p>A common pattern for making a modern game is to use an
|
|
|
+<a href="https://www.google.com/search?q=entity+component+system">Entity Component System</a>.
|
|
|
+In an Entity Component System an object in a game is called an <em>entity</em> that consists
|
|
|
+of a bunch of <em>components</em>. You build up entities by deciding which components to
|
|
|
+attach to them. So, let's make an Entity Component System.</p>
|
|
|
+<p>We'll call our entities <code class="notranslate" translate="no">GameObject</code>. It's effectively just a collection
|
|
|
+of components and a three.js <a href="/docs/#api/en/core/Object3D"><code class="notranslate" translate="no">Object3D</code></a>.</p>
|
|
|
+<pre class="prettyprint showlinemods notranslate lang-js" translate="no">function removeArrayElement(array, element) {
|
|
|
+ const ndx = array.indexOf(element);
|
|
|
+ if (ndx >= 0) {
|
|
|
+ array.splice(ndx, 1);
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+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();
|
|
|
+ }
|
|
|
+ }
|
|
|
+}
|
|
|
+</pre>
|
|
|
+<p>Calling <code class="notranslate" translate="no">GameObject.update</code> calls <code class="notranslate" translate="no">update</code> on all the components.</p>
|
|
|
+<p>I included a name only to help in debugging so if I look at a <code class="notranslate" translate="no">GameObject</code>
|
|
|
+in the debugger I can see a name to help identify it.</p>
|
|
|
+<p>Some things that might seem a little strange:</p>
|
|
|
+<p><code class="notranslate" translate="no">GameObject.addComponent</code> is used to create components. Whether or not
|
|
|
+this a good idea or a bad idea I'm not sure. My thinking was it makes
|
|
|
+no sense for a component to exist outside of a gameobject so I thought
|
|
|
+it might be good if creating a component automatically added that component
|
|
|
+to the gameobject and passed the gameobject to the component's constructor.
|
|
|
+In other words to add a component you do this</p>
|
|
|
+<pre class="prettyprint showlinemods notranslate lang-js" translate="no">const gameObject = new GameObject(scene, 'foo');
|
|
|
+gameObject.addComponent(TypeOfComponent);
|
|
|
+</pre>
|
|
|
+<p>If I didn't do it this way you'd instead do something like this</p>
|
|
|
+<pre class="prettyprint showlinemods notranslate lang-js" translate="no">const gameObject = new GameObject(scene, 'foo');
|
|
|
+const component = new TypeOfComponent(gameObject);
|
|
|
+gameObject.addComponent(component);
|
|
|
+</pre>
|
|
|
+<p>Is it better that the first way is shorter and more automated or is it worse
|
|
|
+because it looks out of the ordinary? I don't know.</p>
|
|
|
+<p><code class="notranslate" translate="no">GameObject.getComponent</code> looks up components by type. That has
|
|
|
+the implication that you can not have 2 components of the same
|
|
|
+type on a single game object or at least if you do you can only
|
|
|
+look up the first one without adding some other API.</p>
|
|
|
+<p>It's common for one component to look up another and when looking them up they
|
|
|
+have to match by type otherwise you might get the wrong one. We could instead
|
|
|
+give each component a name and you could look them up by name. That would be
|
|
|
+more flexible in that you could have more than one component of the same type but it
|
|
|
+would also be more tedious. Again, I'm not sure which is better.</p>
|
|
|
+<p>On to the components themselves. Here is their base class.</p>
|
|
|
+<pre class="prettyprint showlinemods notranslate lang-js" translate="no">// Base for all components
|
|
|
+class Component {
|
|
|
+ constructor(gameObject) {
|
|
|
+ this.gameObject = gameObject;
|
|
|
+ }
|
|
|
+ update() {
|
|
|
+ }
|
|
|
+}
|
|
|
+</pre>
|
|
|
+<p>Do components need a base class? JavaScript is not like most strictly
|
|
|
+typed languages so effectively we could have no base class and just
|
|
|
+leave it up to each component to do whatever it wants in its constructor
|
|
|
+knowing that the first argument is always the component's gameobject.
|
|
|
+If it doesn't care about gameobject it wouldn't store it. I kind of feel like this
|
|
|
+common base is good though. It means if you have a reference to a
|
|
|
+component you know you can find its parent gameobject always and from its
|
|
|
+parent you can easily look up other components as well as look at its
|
|
|
+transform.</p>
|
|
|
+<p>To manage the gameobjects we probably need some kind of gameobject manager. You
|
|
|
+might think we could just keep an array of gameobjects but in a real game the
|
|
|
+components of a gameobject might add and remove other gameobjects at runtime.
|
|
|
+For example a gun gameobject might add a bullet gameobject every time the gun
|
|
|
+fires. A monster gameobject might remove itself if it has been killed. We then
|
|
|
+would have an issue that we might have code like this</p>
|
|
|
+<pre class="prettyprint showlinemods notranslate lang-js" translate="no">for (const gameObject of globalArrayOfGameObjects) {
|
|
|
+ gameObject.update();
|
|
|
+}
|
|
|
+</pre>
|
|
|
+<p>The loop above would fail or do un-expected things if
|
|
|
+gameobjects are added or removed from <code class="notranslate" translate="no">globalArrayOfGameObjects</code>
|
|
|
+in the middle of the loop in some component's <code class="notranslate" translate="no">update</code> function.</p>
|
|
|
+<p>To try to prevent that problem we need something a little safer.
|
|
|
+Here's one attempt.</p>
|
|
|
+<pre class="prettyprint showlinemods notranslate lang-js" translate="no">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();
|
|
|
+ }
|
|
|
+ }
|
|
|
+}
|
|
|
+</pre>
|
|
|
+<p>The class above lets you add or remove elements from the <code class="notranslate" translate="no">SafeArray</code>
|
|
|
+but won't mess with the array itself while it's being iterated over. Instead
|
|
|
+new elements get added to <code class="notranslate" translate="no">addQueue</code> and removed elements to the <code class="notranslate" translate="no">removeQueue</code>
|
|
|
+and then added or removed outside of the loop.</p>
|
|
|
+<p>Using that here is our class to manage gameobjects.</p>
|
|
|
+<pre class="prettyprint showlinemods notranslate lang-js" translate="no">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());
|
|
|
+ }
|
|
|
+}
|
|
|
+</pre>
|
|
|
+<p>With all that now let's make our first component. This component
|
|
|
+will just manage a skinned three.js object like the ones we just created.
|
|
|
+To keep it simple it will just have one method, <code class="notranslate" translate="no">setAnimation</code> that
|
|
|
+takes the name of the animation to play and plays it.</p>
|
|
|
+<pre class="prettyprint showlinemods notranslate lang-js" translate="no">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);
|
|
|
+ }
|
|
|
+}
|
|
|
+</pre>
|
|
|
+<p>You can see it's basically the code we had before that clones the scene we loaded,
|
|
|
+then sets up an <a href="/docs/#api/en/animation/AnimationMixer"><code class="notranslate" translate="no">AnimationMixer</code></a>. <code class="notranslate" translate="no">setAnimation</code> adds a <a href="/docs/#api/en/animation/AnimationAction"><code class="notranslate" translate="no">AnimationAction</code></a> for a
|
|
|
+particular <a href="/docs/#api/en/animation/AnimationClip"><code class="notranslate" translate="no">AnimationClip</code></a> if one does not already exist and disables all
|
|
|
+existing actions.</p>
|
|
|
+<p>The code references <code class="notranslate" translate="no">globals.deltaTime</code>. Let's make a globals object</p>
|
|
|
+<pre class="prettyprint showlinemods notranslate lang-js" translate="no">const globals = {
|
|
|
+ time: 0,
|
|
|
+ deltaTime: 0,
|
|
|
+};
|
|
|
+</pre>
|
|
|
+<p>And update it in the render loop</p>
|
|
|
+<pre class="prettyprint showlinemods notranslate lang-js" translate="no">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;
|
|
|
+</pre>
|
|
|
+<p>The check above for making sure <code class="notranslate" translate="no">deltaTime</code> is not more than 1/20th
|
|
|
+of a second is because otherwise we'd get a huge value for <code class="notranslate" translate="no">deltaTime</code>
|
|
|
+if we hide the tab. We might hide it for seconds or minutes and then
|
|
|
+when our tab was brought to the front <code class="notranslate" translate="no">deltaTime</code> would be huge
|
|
|
+and might teleport characters across our game world if we had code like</p>
|
|
|
+<pre class="prettyprint showlinemods notranslate lang-js" translate="no">position += velocity * deltaTime;
|
|
|
+</pre>
|
|
|
+<p>By limiting the maximum <code class="notranslate" translate="no">deltaTime</code> that issue is prevented.</p>
|
|
|
+<p>Now let's make a component for the player.</p>
|
|
|
+<pre class="prettyprint showlinemods notranslate lang-js" translate="no">class Player extends Component {
|
|
|
+ constructor(gameObject) {
|
|
|
+ super(gameObject);
|
|
|
+ const model = models.knight;
|
|
|
+ this.skinInstance = gameObject.addComponent(SkinInstance, model);
|
|
|
+ this.skinInstance.setAnimation('Run');
|
|
|
+ }
|
|
|
+}
|
|
|
+</pre>
|
|
|
+<p>The player calls <code class="notranslate" translate="no">setAnimation</code> with <code class="notranslate" translate="no">'Run'</code>. To know which animations
|
|
|
+are available I modified our previous example to print out the names of
|
|
|
+the animations</p>
|
|
|
+<pre class="prettyprint showlinemods notranslate lang-js" translate="no">function prepModelsAndAnimations() {
|
|
|
+ Object.values(models).forEach(model => {
|
|
|
++ console.log('------->:', model.url);
|
|
|
+ const animsByName = {};
|
|
|
+ model.gltf.animations.forEach((clip) => {
|
|
|
+ animsByName[clip.name] = clip;
|
|
|
++ console.log(' ', clip.name);
|
|
|
+ });
|
|
|
+ model.animations = animsByName;
|
|
|
+ });
|
|
|
+}
|
|
|
+</pre>
|
|
|
+<p>And running it got this list in <a href="https://developers.google.com/web/tools/chrome-devtools/console/javascript">the JavaScript console</a>.</p>
|
|
|
+<pre class="prettyprint showlinemods notranslate notranslate" translate="no"> ------->: resources/models/animals/Pig.gltf
|
|
|
+ Idle
|
|
|
+ Death
|
|
|
+ WalkSlow
|
|
|
+ Jump
|
|
|
+ Walk
|
|
|
+ ------->: resources/models/animals/Cow.gltf
|
|
|
+ Walk
|
|
|
+ Jump
|
|
|
+ WalkSlow
|
|
|
+ Death
|
|
|
+ Idle
|
|
|
+ ------->: resources/models/animals/Llama.gltf
|
|
|
+ Jump
|
|
|
+ Idle
|
|
|
+ Walk
|
|
|
+ Death
|
|
|
+ WalkSlow
|
|
|
+ ------->: resources/models/animals/Pug.gltf
|
|
|
+ Jump
|
|
|
+ Walk
|
|
|
+ Idle
|
|
|
+ WalkSlow
|
|
|
+ Death
|
|
|
+ ------->: resources/models/animals/Sheep.gltf
|
|
|
+ WalkSlow
|
|
|
+ Death
|
|
|
+ Jump
|
|
|
+ Walk
|
|
|
+ Idle
|
|
|
+ ------->: resources/models/animals/Zebra.gltf
|
|
|
+ Jump
|
|
|
+ Walk
|
|
|
+ Death
|
|
|
+ WalkSlow
|
|
|
+ Idle
|
|
|
+ ------->: resources/models/animals/Horse.gltf
|
|
|
+ Jump
|
|
|
+ WalkSlow
|
|
|
+ Death
|
|
|
+ Walk
|
|
|
+ Idle
|
|
|
+ ------->: resources/models/knight/KnightCharacter.gltf
|
|
|
+ Run_swordRight
|
|
|
+ Run
|
|
|
+ Idle_swordLeft
|
|
|
+ Roll_sword
|
|
|
+ Idle
|
|
|
+ Run_swordAttack
|
|
|
+</pre><p>Fortunately the names of the animations for all the animals match
|
|
|
+which will come in handy later. For now we only care the that the
|
|
|
+player has an animation called <code class="notranslate" translate="no">Run</code>.</p>
|
|
|
+<p>Let's use these components. Here's the updated init function.
|
|
|
+All it does is create a <code class="notranslate" translate="no">GameObject</code> and add a <code class="notranslate" translate="no">Player</code> component to it.</p>
|
|
|
+<pre class="prettyprint showlinemods notranslate lang-js" translate="no">const globals = {
|
|
|
+ time: 0,
|
|
|
+ deltaTime: 0,
|
|
|
+};
|
|
|
++const gameObjectManager = new GameObjectManager();
|
|
|
+
|
|
|
+function init() {
|
|
|
+ // hide the loading bar
|
|
|
+ const loadingElem = document.querySelector('#loading');
|
|
|
+ loadingElem.style.display = 'none';
|
|
|
+
|
|
|
+ prepModelsAndAnimations();
|
|
|
+
|
|
|
++ {
|
|
|
++ const gameObject = gameObjectManager.createGameObject(scene, 'player');
|
|
|
++ gameObject.addComponent(Player);
|
|
|
++ }
|
|
|
+}
|
|
|
+</pre>
|
|
|
+<p>And we need to call <code class="notranslate" translate="no">gameObjectManager.update</code> in our render loop</p>
|
|
|
+<pre class="prettyprint showlinemods notranslate lang-js" translate="no">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();
|
|
|
+ }
|
|
|
+
|
|
|
+- for (const {mixer} of mixerInfos) {
|
|
|
+- mixer.update(deltaTime);
|
|
|
+- }
|
|
|
++ gameObjectManager.update();
|
|
|
+
|
|
|
+ renderer.render(scene, camera);
|
|
|
+
|
|
|
+ requestAnimationFrame(render);
|
|
|
+}
|
|
|
+</pre>
|
|
|
+<p>and if we run that we get a single player.</p>
|
|
|
+<p></p><div translate="no" class="threejs_example_container notranslate">
|
|
|
+ <div><iframe class="threejs_example notranslate" translate="no" style=" " src="/manual/examples/resources/editor.html?url=/manual/examples/game-just-player.html"></iframe></div>
|
|
|
+ <a class="threejs_center" href="/manual/examples/game-just-player.html" target="_blank">click here to open in a separate window</a>
|
|
|
+</div>
|
|
|
+
|
|
|
+<p></p>
|
|
|
+<p>That was a lot of code just for an entity component system but
|
|
|
+it's infrastructure that most games need.</p>
|
|
|
+<p>Let's add an input system. Rather than read keys directly we'll
|
|
|
+make a class that other parts of the code can check <code class="notranslate" translate="no">left</code> or <code class="notranslate" translate="no">right</code>.
|
|
|
+That way we can assign multiple ways to input <code class="notranslate" translate="no">left</code> or <code class="notranslate" translate="no">right</code> etc..
|
|
|
+We'll start with just keys</p>
|
|
|
+<pre class="prettyprint showlinemods notranslate lang-js" translate="no">// 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);
|
|
|
+ });
|
|
|
+ }
|
|
|
+ update() {
|
|
|
+ for (const keyState of Object.values(this.keys)) {
|
|
|
+ if (keyState.justPressed) {
|
|
|
+ keyState.justPressed = false;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+}
|
|
|
+</pre>
|
|
|
+<p>The code above tracks whether keys are up or down and you can check
|
|
|
+if a key is currently pressed by checking for example
|
|
|
+<code class="notranslate" translate="no">inputManager.keys.left.down</code>. It also has a <code class="notranslate" translate="no">justPressed</code> property
|
|
|
+for each key so that you can check the user just pressed the key.
|
|
|
+For example a jump key you don't want to know if the button is being
|
|
|
+held down, you want to know did the user press it now.</p>
|
|
|
+<p>Let's create an instance of <code class="notranslate" translate="no">InputManager</code></p>
|
|
|
+<pre class="prettyprint showlinemods notranslate lang-js" translate="no">const globals = {
|
|
|
+ time: 0,
|
|
|
+ deltaTime: 0,
|
|
|
+};
|
|
|
+const gameObjectManager = new GameObjectManager();
|
|
|
++const inputManager = new InputManager();
|
|
|
+</pre>
|
|
|
+<p>and update it in our render loop</p>
|
|
|
+<pre class="prettyprint showlinemods notranslate lang-js" translate="no">function render(now) {
|
|
|
+
|
|
|
+ ...
|
|
|
+
|
|
|
+ gameObjectManager.update();
|
|
|
++ inputManager.update();
|
|
|
+
|
|
|
+ ...
|
|
|
+}
|
|
|
+</pre>
|
|
|
+<p>It needs to be called after <code class="notranslate" translate="no">gameObjectManager.update</code> otherwise
|
|
|
+<code class="notranslate" translate="no">justPressed</code> would never be true inside a component's <code class="notranslate" translate="no">update</code> function.</p>
|
|
|
+<p>Let's use it in the <code class="notranslate" translate="no">Player</code> component</p>
|
|
|
+<pre class="prettyprint showlinemods notranslate lang-js" translate="no">+const kForward = new THREE.Vector3(0, 0, 1);
|
|
|
+const globals = {
|
|
|
+ time: 0,
|
|
|
+ deltaTime: 0,
|
|
|
++ moveSpeed: 16,
|
|
|
+};
|
|
|
+
|
|
|
+class Player extends Component {
|
|
|
+ constructor(gameObject) {
|
|
|
+ super(gameObject);
|
|
|
+ const model = models.knight;
|
|
|
+ this.skinInstance = gameObject.addComponent(SkinInstance, model);
|
|
|
+ this.skinInstance.setAnimation('Run');
|
|
|
++ this.turnSpeed = globals.moveSpeed / 4;
|
|
|
+ }
|
|
|
++ update() {
|
|
|
++ const {deltaTime, moveSpeed} = 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);
|
|
|
++ }
|
|
|
+}
|
|
|
+</pre>
|
|
|
+<p>The code above uses <a href="/docs/#api/en/core/Object3D.transformOnAxis"><code class="notranslate" translate="no">Object3D.transformOnAxis</code></a> to move the player
|
|
|
+forward. <a href="/docs/#api/en/core/Object3D.transformOnAxis"><code class="notranslate" translate="no">Object3D.transformOnAxis</code></a> works in local space so it only
|
|
|
+works if the object in question is at the root of the scene, not if it's
|
|
|
+parented to something else <a class="footnote" href="#parented" id="parented-backref">1</a></p>
|
|
|
+<p>We also added a global <code class="notranslate" translate="no">moveSpeed</code> and based a <code class="notranslate" translate="no">turnSpeed</code> on the move speed.
|
|
|
+The turn speed is based on the move speed to try to make sure a character
|
|
|
+can turn sharply enough to meet its target. If <code class="notranslate" translate="no">turnSpeed</code> so too small
|
|
|
+a character will turn around and around circling its target but never
|
|
|
+hitting it. I didn't bother to do the math to calculate the required
|
|
|
+turn speed for a given move speed. I just guessed.</p>
|
|
|
+<p>The code so far would work but if the player runs off the screen there's no
|
|
|
+way to find out where they are. Let's make it so if they are offscreen
|
|
|
+for more than a certain time they get teleported back to the origin.
|
|
|
+We can do that by using the three.js <a href="/docs/#api/en/math/Frustum"><code class="notranslate" translate="no">Frustum</code></a> class to check if a point
|
|
|
+is inside the camera's view frustum.</p>
|
|
|
+<p>We need to build a frustum from the camera. We could do this in the Player
|
|
|
+component but other objects might want to use this too so let's add another
|
|
|
+gameobject with a component to manage a frustum.</p>
|
|
|
+<pre class="prettyprint showlinemods notranslate lang-js" translate="no">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);
|
|
|
+ }
|
|
|
+}
|
|
|
+</pre>
|
|
|
+<p>Then let's setup another gameobject at init time.</p>
|
|
|
+<pre class="prettyprint showlinemods notranslate lang-js" translate="no">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');
|
|
|
+ gameObject.addComponent(Player);
|
|
|
+ }
|
|
|
+}
|
|
|
+</pre>
|
|
|
+<p>and now we can use it in the <code class="notranslate" translate="no">Player</code> component.</p>
|
|
|
+<pre class="prettyprint showlinemods notranslate lang-js" translate="no">class Player extends Component {
|
|
|
+ constructor(gameObject) {
|
|
|
+ super(gameObject);
|
|
|
+ const model = models.knight;
|
|
|
+ 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} = globals;
|
|
|
++ 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);
|
|
|
++ }
|
|
|
++ }
|
|
|
+ }
|
|
|
+}
|
|
|
+</pre>
|
|
|
+<p>One more thing before we try it out, let's add touchscreen support
|
|
|
+for mobile. First let's add some HTML to touch</p>
|
|
|
+<pre class="prettyprint showlinemods notranslate lang-html" translate="no"><body>
|
|
|
+ <canvas id="c"></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>
|
|
|
+</body>
|
|
|
+</pre>
|
|
|
+<p>and some CSS to style it</p>
|
|
|
+<pre class="prettyprint showlinemods notranslate lang-css" translate="no">#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;
|
|
|
+}
|
|
|
+</pre>
|
|
|
+<p>The idea here is there is one div, <code class="notranslate" translate="no">#ui</code>, that
|
|
|
+covers the entire page. Inside will be 2 divs, <code class="notranslate" translate="no">#left</code> and <code class="notranslate" translate="no">#right</code>
|
|
|
+both of which are almost half the page wide and the entire screen tall.
|
|
|
+In between there is a 40px separator. If the user slides their finger
|
|
|
+over the left or right side then we need up update <code class="notranslate" translate="no">keys.left</code> and <code class="notranslate" translate="no">keys.right</code>
|
|
|
+in the <code class="notranslate" translate="no">InputManager</code>. This makes the entire screen sensitive to being touched
|
|
|
+which seemed better than just small arrows.</p>
|
|
|
+<pre class="prettyprint showlinemods notranslate lang-js" translate="no">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' },
|
|
|
++ ];
|
|
|
++
|
|
|
++ 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;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+}
|
|
|
+</pre>
|
|
|
+<p>And now we should be able to control the character with the left and right
|
|
|
+cursor keys or with our fingers on a touchscreen</p>
|
|
|
+<p></p><div translate="no" class="threejs_example_container notranslate">
|
|
|
+ <div><iframe class="threejs_example notranslate" translate="no" style=" " src="/manual/examples/resources/editor.html?url=/manual/examples/game-player-input.html"></iframe></div>
|
|
|
+ <a class="threejs_center" href="/manual/examples/game-player-input.html" target="_blank">click here to open in a separate window</a>
|
|
|
+</div>
|
|
|
+
|
|
|
+<p></p>
|
|
|
+<p>Ideally we'd do something else if the player went off the screen like move
|
|
|
+the camera or maybe offscreen = death but this article is already going to be
|
|
|
+too long so for now teleporting to the middle was the simplest thing.</p>
|
|
|
+<p>Lets add some animals. We can start it off similar to the <code class="notranslate" translate="no">Player</code> by making
|
|
|
+an <code class="notranslate" translate="no">Animal</code> component.</p>
|
|
|
+<pre class="prettyprint showlinemods notranslate lang-js" translate="no">class Animal extends Component {
|
|
|
+ constructor(gameObject, model) {
|
|
|
+ super(gameObject);
|
|
|
+ const skinInstance = gameObject.addComponent(SkinInstance, model);
|
|
|
+ skinInstance.mixer.timeScale = globals.moveSpeed / 4;
|
|
|
+ skinInstance.setAnimation('Idle');
|
|
|
+ }
|
|
|
+}
|
|
|
+</pre>
|
|
|
+<p>The code above sets the <a href="/docs/#api/en/animation/AnimationMixer.timeScale"><code class="notranslate" translate="no">AnimationMixer.timeScale</code></a> to set the playback
|
|
|
+speed of the animations relative to the move speed. This way if we
|
|
|
+adjust the move speed the animation will speed up or slow down as well.</p>
|
|
|
+<p>To start we could setup one of each type of animal</p>
|
|
|
+<pre class="prettyprint showlinemods notranslate lang-js" translate="no">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;
|
|
|
++ });
|
|
|
+}
|
|
|
+</pre>
|
|
|
+<p>And that would get us animals standing on the screen but we want them to do
|
|
|
+something.</p>
|
|
|
+<p>Let's make them follow the player in a conga line but only if the player gets near enough.
|
|
|
+To do this we need several states.</p>
|
|
|
+<ul>
|
|
|
+<li><p>Idle:</p>
|
|
|
+<p>Animal is waiting for player to get close</p>
|
|
|
+</li>
|
|
|
+<li><p>Wait for End of Line:</p>
|
|
|
+<p>Animal was tagged by player but now needs to wait for the animal
|
|
|
+at the end of the line to come by so they can join the end of the line.</p>
|
|
|
+</li>
|
|
|
+<li><p>Go to Last:</p>
|
|
|
+<p>Animal needs to walk to where the animal they are following was, at the same time recording
|
|
|
+a history of where the animal they are following is currently.</p>
|
|
|
+</li>
|
|
|
+<li><p>Follow</p>
|
|
|
+<p>Animal needs to keep recording a history of where the animal they are following is while
|
|
|
+moving to where the animal they are following was before.</p>
|
|
|
+</li>
|
|
|
+</ul>
|
|
|
+<p>There are many ways to handle different states like this. A common one is to use
|
|
|
+a <a href="https://www.google.com/search?q=finite+state+machine">Finite State Machine</a> and
|
|
|
+to build some class to help us manage the state.</p>
|
|
|
+<p>So, let's do that.</p>
|
|
|
+<pre class="prettyprint showlinemods notranslate lang-js" translate="no">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);
|
|
|
+ }
|
|
|
+ }
|
|
|
+}
|
|
|
+</pre>
|
|
|
+<p>Here's a simple class. We pass it an object with a bunch of states.
|
|
|
+Each state as 3 optional functions, <code class="notranslate" translate="no">enter</code>, <code class="notranslate" translate="no">update</code>, and <code class="notranslate" translate="no">exit</code>.
|
|
|
+To switch states we call <code class="notranslate" translate="no">FiniteStateMachine.transition</code> and pass it
|
|
|
+the name of the new state. If the current state has an <code class="notranslate" translate="no">exit</code> function
|
|
|
+it's called. Then if the new state has an <code class="notranslate" translate="no">enter</code> function it's called.
|
|
|
+Finally each frame <code class="notranslate" translate="no">FiniteStateMachine.update</code> calls the <code class="notranslate" translate="no">update</code> function
|
|
|
+of the current state.</p>
|
|
|
+<p>Let's use it to manage the states of the animals.</p>
|
|
|
+<pre class="prettyprint showlinemods notranslate lang-js" translate="no">// 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);
|
|
|
++ 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();
|
|
|
++ }
|
|
|
+}
|
|
|
+</pre>
|
|
|
+<p>That was big chunk of code but it does what was described above.
|
|
|
+Hopefully of you walk through each state it will be clear.</p>
|
|
|
+<p>A few things we need to add. We need the player to add itself
|
|
|
+to the globals so the animals can find it and we need to start the
|
|
|
+conga line with the player's <code class="notranslate" translate="no">GameObject</code>.</p>
|
|
|
+<pre class="prettyprint showlinemods notranslate lang-js" translate="no">function init() {
|
|
|
+
|
|
|
+ ...
|
|
|
+
|
|
|
+ {
|
|
|
+ const gameObject = gameObjectManager.createGameObject(scene, 'player');
|
|
|
++ globals.player = gameObject.addComponent(Player);
|
|
|
++ globals.congaLine = [gameObject];
|
|
|
+ }
|
|
|
+
|
|
|
+}
|
|
|
+</pre>
|
|
|
+<p>We also need to compute a size for each model</p>
|
|
|
+<pre class="prettyprint showlinemods notranslate lang-js" translate="no">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;
|
|
|
+ });
|
|
|
+}
|
|
|
+</pre>
|
|
|
+<p>And we need the player to record their size</p>
|
|
|
+<pre class="prettyprint showlinemods notranslate lang-js" translate="no">class Player extends Component {
|
|
|
+ constructor(gameObject) {
|
|
|
+ super(gameObject);
|
|
|
+ const model = models.knight;
|
|
|
++ globals.playerRadius = model.size / 2;
|
|
|
+</pre>
|
|
|
+<p>Thinking about it now it would probably have been smarter
|
|
|
+for the animals to just target the head of the conga line
|
|
|
+instead of the player specifically. Maybe I'll come back
|
|
|
+and change that later.</p>
|
|
|
+<p>When I first started this I used just one radius for all animals
|
|
|
+but of course that was no good as the pug is much smaller than the horse.
|
|
|
+So I added the difference sizes but I wanted to be able to visualize
|
|
|
+things. To do that I made a <code class="notranslate" translate="no">StatusDisplayHelper</code> component.</p>
|
|
|
+<p>I uses a <a href="/docs/#api/en/helpers/PolarGridHelper"><code class="notranslate" translate="no">PolarGridHelper</code></a> to draw a circle around each character
|
|
|
+and it uses html elements to let each character show some status using
|
|
|
+the techniques covered in <a href="align-html-elements-to-3d.html">the article on aligning html elements to 3D</a>.</p>
|
|
|
+<p>First we need to add some HTML to host these elements</p>
|
|
|
+<pre class="prettyprint showlinemods notranslate lang-html" translate="no"><body>
|
|
|
+ <canvas id="c"></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>
|
|
|
+</pre>
|
|
|
+<p>And add some CSS for them</p>
|
|
|
+<pre class="prettyprint showlinemods notranslate lang-css" translate="no">#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;
|
|
|
+}
|
|
|
+</pre>
|
|
|
+<p>Then here's the component</p>
|
|
|
+<pre class="prettyprint showlinemods notranslate lang-js" translate="no">const labelContainerElem = document.querySelector('#labels');
|
|
|
+
|
|
|
+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() {
|
|
|
+ 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,${y}px)`;
|
|
|
+ }
|
|
|
+}
|
|
|
+</pre>
|
|
|
+<p>And we can then add them to the animals like this</p>
|
|
|
+<pre class="prettyprint showlinemods notranslate lang-js" translate="no">class Animal extends Component {
|
|
|
+ constructor(gameObject, model) {
|
|
|
+ super(gameObject);
|
|
|
++ this.helper = gameObject.addComponent(StateDisplayHelper, model.size);
|
|
|
+
|
|
|
+ ...
|
|
|
+
|
|
|
+ }
|
|
|
+ update() {
|
|
|
+ this.fsm.update();
|
|
|
++ const dir = THREE.MathUtils.radToDeg(this.gameObject.transform.rotation.y);
|
|
|
++ this.helper.setState(`${this.fsm.state}:${dir.toFixed(0)}`);
|
|
|
+ }
|
|
|
+}
|
|
|
+</pre>
|
|
|
+<p>While we're at it lets make it so we can turn them on/off using lil-gui like
|
|
|
+we've used else where</p>
|
|
|
+<pre class="prettyprint showlinemods notranslate lang-js" translate="no">import * as THREE from '/build/three.module.js';
|
|
|
+import {OrbitControls} from '/examples/jsm/controls/OrbitControls.js';
|
|
|
+import {GLTFLoader} from '/examples/jsm/loaders/GLTFLoader.js';
|
|
|
+import * as SkeletonUtils from '/examples/jsm/utils/SkeletonUtils.js';
|
|
|
++import {GUI} from '/examples/jsm/libs/lil-gui.module.min.js';
|
|
|
+</pre>
|
|
|
+<pre class="prettyprint showlinemods notranslate lang-js" translate="no">+const gui = new GUI();
|
|
|
++gui.add(globals, 'debug').onChange(showHideDebugInfo);
|
|
|
++showHideDebugInfo();
|
|
|
+
|
|
|
+const labelContainerElem = document.querySelector('#labels');
|
|
|
++function showHideDebugInfo() {
|
|
|
++ labelContainerElem.style.display = globals.debug ? '' : 'none';
|
|
|
++}
|
|
|
++showHideDebugInfo();
|
|
|
+
|
|
|
+class StateDisplayHelper extends Component {
|
|
|
+
|
|
|
+ ...
|
|
|
+
|
|
|
+ update() {
|
|
|
++ this.helper.visible = globals.debug;
|
|
|
++ if (!globals.debug) {
|
|
|
++ return;
|
|
|
++ }
|
|
|
+
|
|
|
+ ...
|
|
|
+ }
|
|
|
+}
|
|
|
+</pre>
|
|
|
+<p>And with that we get the kind of start of a game</p>
|
|
|
+<p></p><div translate="no" class="threejs_example_container notranslate">
|
|
|
+ <div><iframe class="threejs_example notranslate" translate="no" style=" " src="/manual/examples/resources/editor.html?url=/manual/examples/game-conga-line.html"></iframe></div>
|
|
|
+ <a class="threejs_center" href="/manual/examples/game-conga-line.html" target="_blank">click here to open in a separate window</a>
|
|
|
+</div>
|
|
|
+
|
|
|
+<p></p>
|
|
|
+<p>Originally I set out to make a <a href="https://www.google.com/search?q=snake+game">snake game</a>
|
|
|
+where as you add animals to your line it gets harder because you need to avoid
|
|
|
+crashing into them. I'd also have put some obstacles in the scene and maybe a fence or some
|
|
|
+barrier around the perimeter.</p>
|
|
|
+<p>Unfortunately the animals are long and thin. From above here's the zebra.</p>
|
|
|
+<div class="threejs_center"><img src="../resources/images/zebra.png" style="width: 113px;"></div>
|
|
|
+
|
|
|
+<p>The code so far is using circle collisions which means if we had obstacles like a fence
|
|
|
+then this would be considered a collision</p>
|
|
|
+<div class="threejs_center"><img src="../resources/images/zebra-collisions.svg" style="width: 400px;"></div>
|
|
|
+
|
|
|
+<p>That's no good. Even animal to animal we'd have the same issue</p>
|
|
|
+<p>I thought about writing a 2D rectangle to rectangle collision system but I
|
|
|
+quickly realized it could really be a lot of code. Checking that 2 arbitrarily
|
|
|
+oriented boxes overlap is not too much code and for our game with just a few
|
|
|
+objects it might work but looking into it after a few objects you quickly start
|
|
|
+needing to optimize the collision checking. First you might go through all
|
|
|
+objects that can possibly collide with each other and check their bounding
|
|
|
+spheres or bounding circles or their axially aligned bounding boxes. Once you
|
|
|
+know which objects <em>might</em> be colliding then you need to do more work to check if
|
|
|
+they are <em>actually</em> colliding. Often even checking the bounding spheres is too
|
|
|
+much work and you need some kind of better spacial structure for the objects so
|
|
|
+you can more quickly only check objects possibly near each other.</p>
|
|
|
+<p>Then, once you write the code to check if 2 objects collide you generally want
|
|
|
+to make a collision system rather than manually asking "do I collide with these
|
|
|
+objects". A collision system emits events or calls callbacks in relation to
|
|
|
+things colliding. The advantage is it can check all the collisions at once so no
|
|
|
+objects get checked more than once where as if you manually call some "am I
|
|
|
+colliding" function often objects will be checked more than once wasting time.</p>
|
|
|
+<p>Making that collision system would probably not be more than 100-300 lines of
|
|
|
+code for just checking arbitrarily oriented rectangles but it's still a ton more
|
|
|
+code so it seemed best to leave it out.</p>
|
|
|
+<p>Another solution would have been to try to find other characters that are
|
|
|
+mostly circular from the top. Other humanoid characters for example instead
|
|
|
+of animals in which case the circle checking might work animal to animal.
|
|
|
+It would not work animal to fence, well we'd have to add circle to rectangle
|
|
|
+checking. I thought about making the fence a fence of bushes or poles, something
|
|
|
+circular but then I'd need probably 120 to 200 of them to surround the play area
|
|
|
+which would run into the optimization issues mentioned above.</p>
|
|
|
+<p>These are reasons many games use an existing solution. Often these solutions
|
|
|
+are part of a physics library. The physical library needs to know if objects
|
|
|
+collide with each other so on top of providing physics they can also be used
|
|
|
+to detect collision.</p>
|
|
|
+<p>If you're looking for a solution some of the three.js examples use
|
|
|
+<a href="https://github.com/kripken/ammo.js/">ammo.js</a> so that might be one.</p>
|
|
|
+<p>One other solution might have been to place the obstacles on a grid
|
|
|
+and try to make it so each animal and the player just need to look at
|
|
|
+the grid. While that would be performant I felt that's best left as an exercise
|
|
|
+for the reader 😜</p>
|
|
|
+<p>One more thing, many game systems have something called <a href="https://www.google.com/search?q=coroutines"><em>coroutines</em></a>.
|
|
|
+Coroutines are routines that can pause while running and continue later.</p>
|
|
|
+<p>Let's make the main character emit musical notes like they are leading
|
|
|
+the line by singing. There are many ways we could implement this but for now
|
|
|
+let's do it using coroutines.</p>
|
|
|
+<p>First, here's a class to manage coroutines</p>
|
|
|
+<pre class="prettyprint showlinemods notranslate lang-js" translate="no">function* waitSeconds(duration) {
|
|
|
+ while (duration > 0) {
|
|
|
+ duration -= globals.deltaTime;
|
|
|
+ yield;
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+class CoroutineRunner {
|
|
|
+ constructor() {
|
|
|
+ this.generatorStacks = [];
|
|
|
+ this.addQueue = [];
|
|
|
+ this.removeQueue = new Set();
|
|
|
+ }
|
|
|
+ isBusy() {
|
|
|
+ return this.addQueue.length + this.generatorStacks.length > 0;
|
|
|
+ }
|
|
|
+ add(generator, delay = 0) {
|
|
|
+ const genStack = [generator];
|
|
|
+ if (delay) {
|
|
|
+ genStack.push(waitSeconds(delay));
|
|
|
+ }
|
|
|
+ this.addQueue.push(genStack);
|
|
|
+ }
|
|
|
+ remove(generator) {
|
|
|
+ this.removeQueue.add(generator);
|
|
|
+ }
|
|
|
+ update() {
|
|
|
+ this._addQueued();
|
|
|
+ this._removeQueued();
|
|
|
+ for (const genStack of this.generatorStacks) {
|
|
|
+ const main = genStack[0];
|
|
|
+ // Handle if one coroutine removes another
|
|
|
+ if (this.removeQueue.has(main)) {
|
|
|
+ continue;
|
|
|
+ }
|
|
|
+ while (genStack.length) {
|
|
|
+ const topGen = genStack[genStack.length - 1];
|
|
|
+ const {value, done} = topGen.next();
|
|
|
+ if (done) {
|
|
|
+ if (genStack.length === 1) {
|
|
|
+ this.removeQueue.add(topGen);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ genStack.pop();
|
|
|
+ } else if (value) {
|
|
|
+ genStack.push(value);
|
|
|
+ } else {
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ this._removeQueued();
|
|
|
+ }
|
|
|
+ _addQueued() {
|
|
|
+ if (this.addQueue.length) {
|
|
|
+ this.generatorStacks.splice(this.generatorStacks.length, 0, ...this.addQueue);
|
|
|
+ this.addQueue = [];
|
|
|
+ }
|
|
|
+ }
|
|
|
+ _removeQueued() {
|
|
|
+ if (this.removeQueue.size) {
|
|
|
+ this.generatorStacks = this.generatorStacks.filter(genStack => !this.removeQueue.has(genStack[0]));
|
|
|
+ this.removeQueue.clear();
|
|
|
+ }
|
|
|
+ }
|
|
|
+}
|
|
|
+</pre>
|
|
|
+<p>It does things similar to <code class="notranslate" translate="no">SafeArray</code> to make sure that it's safe to add or remove
|
|
|
+coroutines while other coroutines are running. It also handles nested coroutines.</p>
|
|
|
+<p>To make a coroutine you make a <a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Statements/function*">JavaScript generator function</a>.
|
|
|
+A generator function is preceded by the keyword <code class="notranslate" translate="no">function*</code> (the asterisk is important!)</p>
|
|
|
+<p>Generator functions can <code class="notranslate" translate="no">yield</code>. For example</p>
|
|
|
+<pre class="prettyprint showlinemods notranslate lang-js" translate="no">function* countOTo9() {
|
|
|
+ for (let i = 0; i < 10; ++i) {
|
|
|
+ console.log(i);
|
|
|
+ yield;
|
|
|
+ }
|
|
|
+}
|
|
|
+</pre>
|
|
|
+<p>If we added this function to the <code class="notranslate" translate="no">CoroutineRunner</code> above it would print
|
|
|
+out each number, 0 to 9, once per frame or rather once per time we called <code class="notranslate" translate="no">runner.update</code>.</p>
|
|
|
+<pre class="prettyprint showlinemods notranslate lang-js" translate="no">const runner = new CoroutineRunner();
|
|
|
+runner.add(count0To9);
|
|
|
+while(runner.isBusy()) {
|
|
|
+ runner.update();
|
|
|
+}
|
|
|
+</pre>
|
|
|
+<p>Coroutines are removed automatically when they are finished.
|
|
|
+To remove a coroutine early, before it reaches the end you need to keep
|
|
|
+a reference to its generator like this</p>
|
|
|
+<pre class="prettyprint showlinemods notranslate lang-js" translate="no">const gen = count0To9();
|
|
|
+runner.add(gen);
|
|
|
+
|
|
|
+// sometime later
|
|
|
+
|
|
|
+runner.remove(gen);
|
|
|
+</pre>
|
|
|
+<p>In any case, in the player let's use a coroutine to emit a note every half second to 1 second</p>
|
|
|
+<pre class="prettyprint showlinemods notranslate lang-js" translate="no">class Player extends Component {
|
|
|
+ constructor(gameObject) {
|
|
|
+
|
|
|
+ ...
|
|
|
+
|
|
|
++ 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();
|
|
|
+
|
|
|
+ ...
|
|
|
+
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+function rand(min, max) {
|
|
|
+ if (max === undefined) {
|
|
|
+ max = min;
|
|
|
+ min = 0;
|
|
|
+ }
|
|
|
+ return Math.random() * (max - min) + min;
|
|
|
+}
|
|
|
+</pre>
|
|
|
+<p>You can see we make a <code class="notranslate" translate="no">CoroutineRunner</code> and we add an <code class="notranslate" translate="no">emitNotes</code> coroutine.
|
|
|
+That function will run forever, waiting 0.5 to 1 seconds and then creating a game object
|
|
|
+with a <code class="notranslate" translate="no">Note</code> component.</p>
|
|
|
+<p>For the <code class="notranslate" translate="no">Note</code> component first lets make a texture with a note on it and
|
|
|
+instead of loading a note image let's make one using a canvas like we covered in <a href="canvas-textures.html">the article on canvas textures</a>.</p>
|
|
|
+<pre class="prettyprint showlinemods notranslate lang-js" translate="no">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('♪');
|
|
|
+</pre>
|
|
|
+<p>The texture we create above is white each means when we use it
|
|
|
+we can set the material's color and get a note of any color.</p>
|
|
|
+<p>Now that we have a noteTexture here's the <code class="notranslate" translate="no">Note</code> component.
|
|
|
+It uses <a href="/docs/#api/en/materials/SpriteMaterial"><code class="notranslate" translate="no">SpriteMaterial</code></a> and a <a href="/docs/#api/en/objects/Sprite"><code class="notranslate" translate="no">Sprite</code></a> like we covered in
|
|
|
+<a href="billboards.html">the article on billboards</a> </p>
|
|
|
+<pre class="prettyprint showlinemods notranslate lang-js" translate="no">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();
|
|
|
+ }
|
|
|
+}
|
|
|
+</pre>
|
|
|
+<p>All it does is setup a <a href="/docs/#api/en/objects/Sprite"><code class="notranslate" translate="no">Sprite</code></a>, then pick a random velocity and move
|
|
|
+the transform at that velocity for 60 frames while fading out the note
|
|
|
+by setting the material's <a href="/docs/#api/en/materials/Material#opacity"><code class="notranslate" translate="no">opacity</code></a>.
|
|
|
+After the loop it the removes the transform
|
|
|
+from the scene and the note itself from active gameobjects.</p>
|
|
|
+<p>One last thing, let's add a few more animals</p>
|
|
|
+<pre class="prettyprint showlinemods notranslate lang-js" translate="no">function init() {
|
|
|
+
|
|
|
+ ...
|
|
|
+
|
|
|
+ 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;
|
|
|
+ }
|
|
|
+</pre>
|
|
|
+<p></p><div translate="no" class="threejs_example_container notranslate">
|
|
|
+ <div><iframe class="threejs_example notranslate" translate="no" style=" " src="/manual/examples/resources/editor.html?url=/manual/examples/game-conga-line-w-notes.html"></iframe></div>
|
|
|
+ <a class="threejs_center" href="/manual/examples/game-conga-line-w-notes.html" target="_blank">click here to open in a separate window</a>
|
|
|
+</div>
|
|
|
+
|
|
|
+<p></p>
|
|
|
+<p>You might be asking, why not use <code class="notranslate" translate="no">setTimeout</code>? The problem with <code class="notranslate" translate="no">setTimeout</code>
|
|
|
+is it's not related to the game clock. For example above we made the maximum
|
|
|
+amount of time allowed to elapse between frames to be 1/20th of a second.
|
|
|
+Our coroutine system will respect that limit but <code class="notranslate" translate="no">setTimeout</code> would not.</p>
|
|
|
+<p>Of course we could have made a simple timer ourselves</p>
|
|
|
+<pre class="prettyprint showlinemods notranslate lang-js" translate="no">class Player ... {
|
|
|
+ update() {
|
|
|
+ this.noteTimer -= globals.deltaTime;
|
|
|
+ if (this.noteTimer <= 0) {
|
|
|
+ // reset timer
|
|
|
+ this.noteTimer = rand(0.5, 1);
|
|
|
+ // create a gameobject with a note component
|
|
|
+ }
|
|
|
+ }
|
|
|
+</pre>
|
|
|
+<p>And for this particular case that might have been better but as you add
|
|
|
+more and things you'll get more and more variables added to your classes
|
|
|
+where as with coroutines you can often just <em>fire and forget</em>.</p>
|
|
|
+<p>Given our animal's simple states we could also have implemented them
|
|
|
+with a coroutine in the form of</p>
|
|
|
+<pre class="prettyprint showlinemods notranslate lang-js" translate="no">// pseudo code!
|
|
|
+function* animalCoroutine() {
|
|
|
+ setAnimation('Idle');
|
|
|
+ while(playerIsTooFar()) {
|
|
|
+ yield;
|
|
|
+ }
|
|
|
+ const target = endOfLine;
|
|
|
+ setAnimation('Jump');
|
|
|
+ while(targetIsTooFar()) {
|
|
|
+ aimAt(target);
|
|
|
+ yield;
|
|
|
+ }
|
|
|
+ setAnimation('Walk')
|
|
|
+ while(notAtOldestPositionOfTarget()) {
|
|
|
+ addHistory();
|
|
|
+ aimAt(target);
|
|
|
+ yield;
|
|
|
+ }
|
|
|
+ for(;;) {
|
|
|
+ addHistory();
|
|
|
+ const pos = history.unshift();
|
|
|
+ transform.position.copy(pos);
|
|
|
+ aimAt(history[0]);
|
|
|
+ yield;
|
|
|
+ }
|
|
|
+}
|
|
|
+</pre>
|
|
|
+<p>This would have worked but of course as soon as our states were not so linear
|
|
|
+we'd have had to switch to a <code class="notranslate" translate="no">FiniteStateMachine</code>.</p>
|
|
|
+<p>It also wasn't clear to me if coroutines should run independently of their
|
|
|
+components. We could have made a global <code class="notranslate" translate="no">CoroutineRunner</code> and put all
|
|
|
+coroutines on it. That would make cleaning them up harder. As it is now
|
|
|
+if the gameobject is removed all of its components are removed and
|
|
|
+therefore the coroutine runners created are no longer called and it will
|
|
|
+all get garbage collected. If we had global runner then it would be
|
|
|
+the responsibility of each component to remove any coroutines it added
|
|
|
+or else some other mechanism of registering coroutines with a particular
|
|
|
+component or gameobject would be needed so that removing one removes the
|
|
|
+others.</p>
|
|
|
+<p>There are lots more issues a
|
|
|
+normal game engine would deal with. As it is there is no order to how
|
|
|
+gameobjects or their components are run. They are just run in the order added.
|
|
|
+Many game systems add a priority so the order can be set or changed.</p>
|
|
|
+<p>Another issue we ran into is the <code class="notranslate" translate="no">Note</code> removing its gameobject's transform from the scene.
|
|
|
+That seems like something that should happen in <code class="notranslate" translate="no">GameObject</code> since it was <code class="notranslate" translate="no">GameObject</code>
|
|
|
+that added the transform in the first place. Maybe <code class="notranslate" translate="no">GameObject</code> should have
|
|
|
+a <code class="notranslate" translate="no">dispose</code> method that is called by <code class="notranslate" translate="no">GameObjectManager.removeGameObject</code>?</p>
|
|
|
+<p>Yet another is how we're manually calling <code class="notranslate" translate="no">gameObjectManager.update</code> and <code class="notranslate" translate="no">inputManager.update</code>.
|
|
|
+Maybe there should be a <code class="notranslate" translate="no">SystemManager</code> which these global services can add themselves
|
|
|
+and each service will have its <code class="notranslate" translate="no">update</code> function called. In this way if we added a new
|
|
|
+service like <code class="notranslate" translate="no">CollisionManager</code> we could just add it to the system manager and not
|
|
|
+have to edit the render loop.</p>
|
|
|
+<p>I'll leave those kinds of issues up to you.
|
|
|
+I hope this article has given you some ideas for your own game engine.</p>
|
|
|
+<p>Maybe I should promote a game jam. If you click the <em>jsfiddle</em> or <em>codepen</em> buttons
|
|
|
+above the last example they'll open in those sites ready to edit. Add some features,
|
|
|
+Change the game to a pug leading a bunch of knights. Use the knight's rolling animation
|
|
|
+as a bowling ball and make an animal bowling game. Make an animal relay race.
|
|
|
+If you make a cool game post a link in the comments below.</p>
|
|
|
+<div class="footnotes">
|
|
|
+[<a id="parented">1</a>]: technically it would still work if none of the parents have any translation, rotation, or scale <a href="#parented-backref">§</a>.
|
|
|
+</div>
|
|
|
+ </div>
|
|
|
+ </div>
|
|
|
+ </div>
|
|
|
+
|
|
|
+ <script src="/manual/resources/prettify.js"></script>
|
|
|
+ <script src="/manual/resources/lesson.js"></script>
|
|
|
+
|
|
|
+
|
|
|
+
|
|
|
+
|
|
|
+</body></html>
|