threejs-game-conga-line.html 24 KB

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  1. <!-- Licensed under a BSD license. See license.html for license -->
  2. <!DOCTYPE html>
  3. <html>
  4. <head>
  5. <meta charset="utf-8">
  6. <meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=yes">
  7. <title>Three.js - Game</title>
  8. <style>
  9. html {
  10. box-sizing: border-box;
  11. }
  12. *, *:before, *:after {
  13. box-sizing: inherit;
  14. }
  15. html, body {
  16. margin: 0;
  17. height: 100%;
  18. user-select: none;
  19. }
  20. img, canvas {
  21. /* prevent the save-image on long press on mobile */
  22. pointer-events: none;
  23. }
  24. #c {
  25. width: 100%;
  26. height: 100%;
  27. display: block;
  28. }
  29. #ui {
  30. position: absolute;
  31. left: 0;
  32. top: 0;
  33. width: 100%;
  34. height: 100%;
  35. display: flex;
  36. justify-items: center;
  37. align-content: stretch;
  38. }
  39. #ui>div {
  40. display: flex;
  41. align-items: flex-end;
  42. flex: 1 1 auto;
  43. }
  44. .bright {
  45. filter: brightness(2);
  46. }
  47. #left {
  48. justify-content: flex-end;
  49. }
  50. #right {
  51. justify-content: flex-start;
  52. }
  53. #ui img {
  54. padding: 10px;
  55. width: 80px;
  56. height: 80px;
  57. display: block;
  58. }
  59. #loading {
  60. position: absolute;
  61. left: 0;
  62. top: 0;
  63. width: 100%;
  64. height: 100%;
  65. display: flex;
  66. align-items: center;
  67. justify-content: center;
  68. text-align: center;
  69. font-size: xx-large;
  70. font-family: sans-serif;
  71. }
  72. #loading>div>div {
  73. padding: 2px;
  74. }
  75. .progress {
  76. width: 50vw;
  77. border: 1px solid black;
  78. }
  79. #progressbar {
  80. width: 0%;
  81. transition: width ease-out .5s;
  82. height: 1em;
  83. background-color: #888;
  84. background-image: linear-gradient(
  85. -45deg,
  86. rgba(255, 255, 255, .5) 25%,
  87. transparent 25%,
  88. transparent 50%,
  89. rgba(255, 255, 255, .5) 50%,
  90. rgba(255, 255, 255, .5) 75%,
  91. transparent 75%,
  92. transparent
  93. );
  94. background-size: 50px 50px;
  95. animation: progressanim 2s linear infinite;
  96. }
  97. @keyframes progressanim {
  98. 0% {
  99. background-position: 50px 50px;
  100. }
  101. 100% {
  102. background-position: 0 0;
  103. }
  104. }
  105. #labels {
  106. position: absolute; /* let us position ourself inside the container */
  107. left: 0; /* make our position the top left of the container */
  108. top: 0;
  109. color: white;
  110. width: 100%;
  111. height: 100%;
  112. overflow: hidden;
  113. pointer-events: none;
  114. }
  115. #labels>div {
  116. position: absolute; /* let us position them inside the container */
  117. left: 0; /* make their default position the top left of the container */
  118. top: 0;
  119. font-size: large;
  120. font-family: monospace;
  121. user-select: none; /* don't let the text get selected */
  122. text-shadow: /* create a black outline */
  123. -1px -1px 0 #000,
  124. 0 -1px 0 #000,
  125. 1px -1px 0 #000,
  126. 1px 0 0 #000,
  127. 1px 1px 0 #000,
  128. 0 1px 0 #000,
  129. -1px 1px 0 #000,
  130. -1px 0 0 #000;
  131. }
  132. </style>
  133. </head>
  134. <body>
  135. <canvas id="c" tabindex="1"></canvas>
  136. <div id="ui">
  137. <div id="left"><img src="resources/images/left.svg"></div>
  138. <div style="flex: 0 0 40px;"></div>
  139. <div id="right"><img src="resources/images/right.svg"></div>
  140. </div>
  141. <div id="loading">
  142. <div>
  143. <div>...loading...</div>
  144. <div class="progress"><div id="progressbar"></div></div>
  145. </div>
  146. </div>
  147. <div id="labels"></div>
  148. </body>
  149. <script type="module">
  150. import * as THREE from './resources/threejs/r114/build/three.module.js';
  151. import {OrbitControls} from './resources/threejs/r114/examples/jsm/controls/OrbitControls.js';
  152. import {GLTFLoader} from './resources/threejs/r114/examples/jsm/loaders/GLTFLoader.js';
  153. import {SkeletonUtils} from './resources/threejs/r114/examples/jsm/utils/SkeletonUtils.js';
  154. import {GUI} from '../3rdparty/dat.gui.module.js';
  155. function main() {
  156. const canvas = document.querySelector('#c');
  157. const renderer = new THREE.WebGLRenderer({canvas});
  158. const fov = 45;
  159. const aspect = 2; // the canvas default
  160. const near = 0.1;
  161. const far = 1000;
  162. const camera = new THREE.PerspectiveCamera(fov, aspect, near, far);
  163. camera.position.set(0, 40, 80);
  164. const controls = new OrbitControls(camera, canvas);
  165. controls.enableKeys = false;
  166. controls.target.set(0, 5, 0);
  167. controls.update();
  168. const scene = new THREE.Scene();
  169. scene.background = new THREE.Color('white');
  170. function addLight(...pos) {
  171. const color = 0xFFFFFF;
  172. const intensity = 1;
  173. const light = new THREE.DirectionalLight(color, intensity);
  174. light.position.set(...pos);
  175. scene.add(light);
  176. scene.add(light.target);
  177. }
  178. addLight(5, 5, 2);
  179. addLight(-5, 5, 5);
  180. const manager = new THREE.LoadingManager();
  181. manager.onLoad = init;
  182. const progressbarElem = document.querySelector('#progressbar');
  183. manager.onProgress = (url, itemsLoaded, itemsTotal) => {
  184. progressbarElem.style.width = `${itemsLoaded / itemsTotal * 100 | 0}%`;
  185. };
  186. const models = {
  187. pig: { url: 'resources/models/animals/Pig.gltf' },
  188. cow: { url: 'resources/models/animals/Cow.gltf' },
  189. llama: { url: 'resources/models/animals/Llama.gltf' },
  190. pug: { url: 'resources/models/animals/Pug.gltf' },
  191. sheep: { url: 'resources/models/animals/Sheep.gltf' },
  192. zebra: { url: 'resources/models/animals/Zebra.gltf' },
  193. horse: { url: 'resources/models/animals/Horse.gltf' },
  194. knight: { url: 'resources/models/knight/KnightCharacter.gltf' },
  195. };
  196. {
  197. const gltfLoader = new GLTFLoader(manager);
  198. for (const model of Object.values(models)) {
  199. gltfLoader.load(model.url, (gltf) => {
  200. model.gltf = gltf;
  201. });
  202. }
  203. }
  204. function prepModelsAndAnimations() {
  205. const box = new THREE.Box3();
  206. const size = new THREE.Vector3();
  207. Object.values(models).forEach(model => {
  208. box.setFromObject(model.gltf.scene);
  209. box.getSize(size);
  210. model.size = size.length();
  211. const animsByName = {};
  212. model.gltf.animations.forEach((clip) => {
  213. animsByName[clip.name] = clip;
  214. // Should really fix this in .blend file
  215. if (clip.name === 'Walk') {
  216. clip.duration /= 2;
  217. }
  218. });
  219. model.animations = animsByName;
  220. });
  221. }
  222. // Keeps the state of keys/buttons
  223. //
  224. // You can check
  225. //
  226. // inputManager.keys.left.down
  227. //
  228. // to see if the left key is currently held down
  229. // and you can check
  230. //
  231. // inputManager.keys.left.justPressed
  232. //
  233. // To see if the left key was pressed this frame
  234. //
  235. // Keys are 'left', 'right', 'a', 'b', 'up', 'down'
  236. class InputManager {
  237. constructor() {
  238. this.keys = {};
  239. const keyMap = new Map();
  240. const setKey = (keyName, pressed) => {
  241. const keyState = this.keys[keyName];
  242. keyState.justPressed = pressed && !keyState.down;
  243. keyState.down = pressed;
  244. };
  245. const addKey = (keyCode, name) => {
  246. this.keys[name] = { down: false, justPressed: false };
  247. keyMap.set(keyCode, name);
  248. };
  249. const setKeyFromKeyCode = (keyCode, pressed) => {
  250. const keyName = keyMap.get(keyCode);
  251. if (!keyName) {
  252. return;
  253. }
  254. setKey(keyName, pressed);
  255. };
  256. addKey(37, 'left');
  257. addKey(39, 'right');
  258. addKey(38, 'up');
  259. addKey(40, 'down');
  260. addKey(90, 'a');
  261. addKey(88, 'b');
  262. window.addEventListener('keydown', (e) => {
  263. setKeyFromKeyCode(e.keyCode, true);
  264. });
  265. window.addEventListener('keyup', (e) => {
  266. setKeyFromKeyCode(e.keyCode, false);
  267. });
  268. const sides = [
  269. { elem: document.querySelector('#left'), key: 'left' },
  270. { elem: document.querySelector('#right'), key: 'right' },
  271. ];
  272. // note: not a good design?
  273. // The last direction the user presses should take
  274. // precedence. Example: User presses L, without letting go of
  275. // L user presses R. Input should now be R. User lets off R
  276. // Input should now be L.
  277. // With this code if user pressed both L and R result is nothing
  278. const clearKeys = () => {
  279. for (const {key} of sides) {
  280. setKey(key, false);
  281. }
  282. };
  283. const checkSides = (e) => {
  284. for (const {elem, key} of sides) {
  285. let pressed = false;
  286. const rect = elem.getBoundingClientRect();
  287. for (const touch of e.touches) {
  288. const x = touch.clientX;
  289. const y = touch.clientY;
  290. const inRect = x >= rect.left && x < rect.right &&
  291. y >= rect.top && y < rect.bottom;
  292. if (inRect) {
  293. pressed = true;
  294. }
  295. }
  296. setKey(key, pressed);
  297. }
  298. };
  299. const uiElem = document.querySelector('#ui');
  300. uiElem.addEventListener('touchstart', (e) => {
  301. e.preventDefault();
  302. checkSides(e);
  303. }, {passive: false});
  304. uiElem.addEventListener('touchmove', (e) => {
  305. e.preventDefault(); // prevent scroll
  306. checkSides(e);
  307. }, {passive: false});
  308. uiElem.addEventListener('touchend', () => {
  309. clearKeys();
  310. });
  311. function handleMouseMove(e) {
  312. e.preventDefault();
  313. checkSides({
  314. touches: [e],
  315. });
  316. }
  317. function handleMouseUp() {
  318. clearKeys();
  319. window.removeEventListener('mousemove', handleMouseMove, {passive: false});
  320. window.removeEventListener('mouseup', handleMouseUp);
  321. }
  322. uiElem.addEventListener('mousedown', (e) => {
  323. // this is needed because we call preventDefault();
  324. // we also gave the canvas a tabindex so it can
  325. // become the focus
  326. canvas.focus();
  327. handleMouseMove(e);
  328. window.addEventListener('mousemove', handleMouseMove);
  329. window.addEventListener('mouseup', handleMouseUp);
  330. }, {passive: false});
  331. }
  332. update() {
  333. for (const keyState of Object.values(this.keys)) {
  334. if (keyState.justPressed) {
  335. keyState.justPressed = false;
  336. }
  337. }
  338. }
  339. }
  340. function removeArrayElement(array, element) {
  341. const ndx = array.indexOf(element);
  342. if (ndx >= 0) {
  343. array.splice(ndx, 1);
  344. }
  345. }
  346. class SafeArray {
  347. constructor() {
  348. this.array = [];
  349. this.addQueue = [];
  350. this.removeQueue = new Set();
  351. }
  352. get isEmpty() {
  353. return this.addQueue.length + this.array.length > 0;
  354. }
  355. add(element) {
  356. this.addQueue.push(element);
  357. }
  358. remove(element) {
  359. this.removeQueue.add(element);
  360. }
  361. forEach(fn) {
  362. this._addQueued();
  363. this._removeQueued();
  364. for (const element of this.array) {
  365. if (this.removeQueue.has(element)) {
  366. continue;
  367. }
  368. fn(element);
  369. }
  370. this._removeQueued();
  371. }
  372. _addQueued() {
  373. if (this.addQueue.length) {
  374. this.array.splice(this.array.length, 0, ...this.addQueue);
  375. this.addQueue = [];
  376. }
  377. }
  378. _removeQueued() {
  379. if (this.removeQueue.size) {
  380. this.array = this.array.filter(element => !this.removeQueue.has(element));
  381. this.removeQueue.clear();
  382. }
  383. }
  384. }
  385. class GameObjectManager {
  386. constructor() {
  387. this.gameObjects = new SafeArray();
  388. }
  389. createGameObject(parent, name) {
  390. const gameObject = new GameObject(parent, name);
  391. this.gameObjects.add(gameObject);
  392. return gameObject;
  393. }
  394. removeGameObject(gameObject) {
  395. this.gameObjects.remove(gameObject);
  396. }
  397. update() {
  398. this.gameObjects.forEach(gameObject => gameObject.update());
  399. }
  400. }
  401. const kForward = new THREE.Vector3(0, 0, 1);
  402. const globals = {
  403. camera,
  404. canvas,
  405. debug: true,
  406. time: 0,
  407. moveSpeed: 16,
  408. deltaTime: 0,
  409. player: null,
  410. congaLine: [],
  411. };
  412. const gameObjectManager = new GameObjectManager();
  413. const inputManager = new InputManager();
  414. class GameObject {
  415. constructor(parent, name) {
  416. this.name = name;
  417. this.components = [];
  418. this.transform = new THREE.Object3D();
  419. parent.add(this.transform);
  420. }
  421. addComponent(ComponentType, ...args) {
  422. const component = new ComponentType(this, ...args);
  423. this.components.push(component);
  424. return component;
  425. }
  426. removeComponent(component) {
  427. removeArrayElement(this.components, component);
  428. }
  429. getComponent(ComponentType) {
  430. return this.components.find(c => c instanceof ComponentType);
  431. }
  432. update() {
  433. for (const component of this.components) {
  434. component.update();
  435. }
  436. }
  437. }
  438. // Base for all components
  439. class Component {
  440. constructor(gameObject) {
  441. this.gameObject = gameObject;
  442. }
  443. update() {
  444. }
  445. }
  446. class CameraInfo extends Component {
  447. constructor(gameObject) {
  448. super(gameObject);
  449. this.projScreenMatrix = new THREE.Matrix4();
  450. this.frustum = new THREE.Frustum();
  451. }
  452. update() {
  453. const {camera} = globals;
  454. this.projScreenMatrix.multiplyMatrices(
  455. camera.projectionMatrix,
  456. camera.matrixWorldInverse);
  457. this.frustum.setFromProjectionMatrix(this.projScreenMatrix);
  458. }
  459. }
  460. class SkinInstance extends Component {
  461. constructor(gameObject, model) {
  462. super(gameObject);
  463. this.model = model;
  464. this.animRoot = SkeletonUtils.clone(this.model.gltf.scene);
  465. this.mixer = new THREE.AnimationMixer(this.animRoot);
  466. gameObject.transform.add(this.animRoot);
  467. this.actions = {};
  468. }
  469. setAnimation(animName) {
  470. const clip = this.model.animations[animName];
  471. // turn off all current actions
  472. for (const action of Object.values(this.actions)) {
  473. action.enabled = false;
  474. }
  475. // get or create existing action for clip
  476. const action = this.mixer.clipAction(clip);
  477. action.enabled = true;
  478. action.reset();
  479. action.play();
  480. this.actions[animName] = action;
  481. }
  482. update() {
  483. this.mixer.update(globals.deltaTime);
  484. }
  485. }
  486. class FiniteStateMachine {
  487. constructor(states, initialState) {
  488. this.states = states;
  489. this.transition(initialState);
  490. }
  491. get state() {
  492. return this.currentState;
  493. }
  494. transition(state) {
  495. const oldState = this.states[this.currentState];
  496. if (oldState && oldState.exit) {
  497. oldState.exit.call(this);
  498. }
  499. this.currentState = state;
  500. const newState = this.states[state];
  501. if (newState.enter) {
  502. newState.enter.call(this);
  503. }
  504. }
  505. update() {
  506. const state = this.states[this.currentState];
  507. if (state.update) {
  508. state.update.call(this);
  509. }
  510. }
  511. }
  512. const gui = new GUI();
  513. gui.add(globals, 'debug').onChange(showHideDebugInfo);
  514. const labelContainerElem = document.querySelector('#labels');
  515. function showHideDebugInfo() {
  516. labelContainerElem.style.display = globals.debug ? '' : 'none';
  517. }
  518. class StateDisplayHelper extends Component {
  519. constructor(gameObject, size) {
  520. super(gameObject);
  521. this.elem = document.createElement('div');
  522. labelContainerElem.appendChild(this.elem);
  523. this.pos = new THREE.Vector3();
  524. this.helper = new THREE.PolarGridHelper(size / 2, 1, 1, 16);
  525. gameObject.transform.add(this.helper);
  526. }
  527. setState(s) {
  528. this.elem.textContent = s;
  529. }
  530. setColor(cssColor) {
  531. this.elem.style.color = cssColor;
  532. this.helper.material.color.set(cssColor);
  533. }
  534. update() {
  535. this.helper.visible = globals.debug;
  536. if (!globals.debug) {
  537. return;
  538. }
  539. const {pos} = this;
  540. const {transform} = this.gameObject;
  541. const {canvas} = globals;
  542. pos.copy(transform.position);
  543. // get the normalized screen coordinate of that position
  544. // x and y will be in the -1 to +1 range with x = -1 being
  545. // on the left and y = -1 being on the bottom
  546. pos.project(globals.camera);
  547. // convert the normalized position to CSS coordinates
  548. const x = (pos.x * .5 + .5) * canvas.clientWidth;
  549. const y = (pos.y * -.5 + .5) * canvas.clientHeight;
  550. // move the elem to that position
  551. this.elem.style.transform = `translate(-50%, -50%) translate(${x}px,${y}px)`;
  552. }
  553. }
  554. class Player extends Component {
  555. constructor(gameObject) {
  556. super(gameObject);
  557. const model = models.knight;
  558. globals.playerRadius = model.size / 2;
  559. this.text = gameObject.addComponent(StateDisplayHelper, model.size);
  560. this.skinInstance = gameObject.addComponent(SkinInstance, model);
  561. this.skinInstance.setAnimation('Run');
  562. this.turnSpeed = globals.moveSpeed / 4;
  563. this.offscreenTimer = 0;
  564. this.maxTimeOffScreen = 3;
  565. }
  566. update() {
  567. const {deltaTime, moveSpeed, cameraInfo} = globals;
  568. const {transform} = this.gameObject;
  569. const delta = (inputManager.keys.left.down ? 1 : 0) +
  570. (inputManager.keys.right.down ? -1 : 0);
  571. transform.rotation.y += this.turnSpeed * delta * deltaTime;
  572. transform.translateOnAxis(kForward, moveSpeed * deltaTime);
  573. const {frustum} = cameraInfo;
  574. if (frustum.containsPoint(transform.position)) {
  575. this.offscreenTimer = 0;
  576. } else {
  577. this.offscreenTimer += deltaTime;
  578. if (this.offscreenTimer >= this.maxTimeOffScreen) {
  579. transform.position.set(0, 0, 0);
  580. }
  581. }
  582. }
  583. }
  584. // Returns true of obj1 and obj2 are close
  585. function isClose(obj1, obj1Radius, obj2, obj2Radius) {
  586. const minDist = obj1Radius + obj2Radius;
  587. const dist = obj1.position.distanceTo(obj2.position);
  588. return dist < minDist;
  589. }
  590. // keeps v between -min and +min
  591. function minMagnitude(v, min) {
  592. return Math.abs(v) > min
  593. ? min * Math.sign(v)
  594. : v;
  595. }
  596. const aimTowardAndGetDistance = function() {
  597. const delta = new THREE.Vector3();
  598. return function aimTowardAndGetDistance(source, targetPos, maxTurn) {
  599. delta.subVectors(targetPos, source.position);
  600. // compute the direction we want to be facing
  601. const targetRot = Math.atan2(delta.x, delta.z) + Math.PI * 1.5;
  602. // rotate in the shortest direction
  603. const deltaRot = (targetRot - source.rotation.y + Math.PI * 1.5) % (Math.PI * 2) - Math.PI;
  604. // make sure we don't turn faster than maxTurn
  605. const deltaRotation = minMagnitude(deltaRot, maxTurn);
  606. // keep rotation between 0 and Math.PI * 2
  607. source.rotation.y = THREE.MathUtils.euclideanModulo(
  608. source.rotation.y + deltaRotation, Math.PI * 2);
  609. // return the distance to the target
  610. return delta.length();
  611. };
  612. }();
  613. class Animal extends Component {
  614. constructor(gameObject, model) {
  615. super(gameObject);
  616. this.helper = gameObject.addComponent(StateDisplayHelper, model.size);
  617. const hitRadius = model.size / 2;
  618. const skinInstance = gameObject.addComponent(SkinInstance, model);
  619. skinInstance.mixer.timeScale = globals.moveSpeed / 4;
  620. const transform = gameObject.transform;
  621. const playerTransform = globals.player.gameObject.transform;
  622. const maxTurnSpeed = Math.PI * (globals.moveSpeed / 4);
  623. const targetHistory = [];
  624. let targetNdx = 0;
  625. function addHistory() {
  626. const targetGO = globals.congaLine[targetNdx];
  627. const newTargetPos = new THREE.Vector3();
  628. newTargetPos.copy(targetGO.transform.position);
  629. targetHistory.push(newTargetPos);
  630. }
  631. this.fsm = new FiniteStateMachine({
  632. idle: {
  633. enter: () => {
  634. skinInstance.setAnimation('Idle');
  635. },
  636. update: () => {
  637. // check if player is near
  638. if (isClose(transform, hitRadius, playerTransform, globals.playerRadius)) {
  639. this.fsm.transition('waitForEnd');
  640. }
  641. },
  642. },
  643. waitForEnd: {
  644. enter: () => {
  645. skinInstance.setAnimation('Jump');
  646. },
  647. update: () => {
  648. // get the gameObject at the end of the conga line
  649. const lastGO = globals.congaLine[globals.congaLine.length - 1];
  650. const deltaTurnSpeed = maxTurnSpeed * globals.deltaTime;
  651. const targetPos = lastGO.transform.position;
  652. aimTowardAndGetDistance(transform, targetPos, deltaTurnSpeed);
  653. // check if last thing in conga line is near
  654. if (isClose(transform, hitRadius, lastGO.transform, globals.playerRadius)) {
  655. this.fsm.transition('goToLast');
  656. }
  657. },
  658. },
  659. goToLast: {
  660. enter: () => {
  661. // remember who we're following
  662. targetNdx = globals.congaLine.length - 1;
  663. // add ourselves to the conga line
  664. globals.congaLine.push(gameObject);
  665. skinInstance.setAnimation('Walk');
  666. },
  667. update: () => {
  668. addHistory();
  669. // walk to the oldest point in the history
  670. const targetPos = targetHistory[0];
  671. const maxVelocity = globals.moveSpeed * globals.deltaTime;
  672. const deltaTurnSpeed = maxTurnSpeed * globals.deltaTime;
  673. const distance = aimTowardAndGetDistance(transform, targetPos, deltaTurnSpeed);
  674. const velocity = distance;
  675. transform.translateOnAxis(kForward, Math.min(velocity, maxVelocity));
  676. if (distance <= maxVelocity) {
  677. this.fsm.transition('follow');
  678. }
  679. },
  680. },
  681. follow: {
  682. update: () => {
  683. addHistory();
  684. // remove the oldest history and just put ourselves there.
  685. const targetPos = targetHistory.shift();
  686. transform.position.copy(targetPos);
  687. const deltaTurnSpeed = maxTurnSpeed * globals.deltaTime;
  688. aimTowardAndGetDistance(transform, targetHistory[0], deltaTurnSpeed);
  689. },
  690. },
  691. }, 'idle');
  692. }
  693. update() {
  694. this.fsm.update();
  695. const dir = THREE.MathUtils.radToDeg(this.gameObject.transform.rotation.y);
  696. this.helper.setState(`${this.fsm.state}:${dir.toFixed(0)}`);
  697. }
  698. }
  699. function init() {
  700. // hide the loading bar
  701. const loadingElem = document.querySelector('#loading');
  702. loadingElem.style.display = 'none';
  703. prepModelsAndAnimations();
  704. {
  705. const gameObject = gameObjectManager.createGameObject(camera, 'camera');
  706. globals.cameraInfo = gameObject.addComponent(CameraInfo);
  707. }
  708. {
  709. const gameObject = gameObjectManager.createGameObject(scene, 'player');
  710. globals.player = gameObject.addComponent(Player);
  711. globals.congaLine = [gameObject];
  712. }
  713. const animalModelNames = [
  714. 'pig',
  715. 'cow',
  716. 'llama',
  717. 'pug',
  718. 'sheep',
  719. 'zebra',
  720. 'horse',
  721. ];
  722. animalModelNames.forEach((name, ndx) => {
  723. const gameObject = gameObjectManager.createGameObject(scene, name);
  724. gameObject.addComponent(Animal, models[name]);
  725. gameObject.transform.position.x = (ndx + 1) * 5;
  726. });
  727. }
  728. function resizeRendererToDisplaySize(renderer) {
  729. const canvas = renderer.domElement;
  730. const width = canvas.clientWidth;
  731. const height = canvas.clientHeight;
  732. const needResize = canvas.width !== width || canvas.height !== height;
  733. if (needResize) {
  734. renderer.setSize(width, height, false);
  735. }
  736. return needResize;
  737. }
  738. let then = 0;
  739. function render(now) {
  740. // convert to seconds
  741. globals.time = now * 0.001;
  742. // make sure delta time isn't too big.
  743. globals.deltaTime = Math.min(globals.time - then, 1 / 20);
  744. then = globals.time;
  745. if (resizeRendererToDisplaySize(renderer)) {
  746. const canvas = renderer.domElement;
  747. camera.aspect = canvas.clientWidth / canvas.clientHeight;
  748. camera.updateProjectionMatrix();
  749. }
  750. gameObjectManager.update();
  751. inputManager.update();
  752. renderer.render(scene, camera);
  753. requestAnimationFrame(render);
  754. }
  755. requestAnimationFrame(render);
  756. }
  757. main();
  758. </script>
  759. </html>