misc_fps.html 8.4 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js - platformer demo</title>
  5. <meta charset="utf-8">
  6. <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
  7. <style>
  8. body {
  9. background-color: rgb(200,200,200);
  10. margin: 0px;
  11. overflow: hidden;
  12. }
  13. #info {
  14. position: absolute;
  15. top: 0px; width: 100%;
  16. color: #ffffff;
  17. padding: 5px;
  18. font-family:Monospace;
  19. font-size:13px;
  20. font-weight: bold;
  21. text-align:center;
  22. }
  23. a {
  24. color: #ffffff;
  25. }
  26. </style>
  27. </head>
  28. <body>
  29. <div id="info"><a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - platformer demo. cubemap by <a href="http://www.zfight.com/" target="_blank" rel="noopener">Jochum Skoglund</a>.<br />Use arrow keys to look around, WASD to move and SPACE to jump.</div>
  30. <script src="../build/three.js"></script>
  31. <script>
  32. // player motion parameters
  33. var motion = {
  34. airborne: false,
  35. position: new THREE.Vector3(), velocity: new THREE.Vector3(),
  36. rotation: new THREE.Vector2(), spinning: new THREE.Vector2()
  37. };
  38. motion.position.y = - 150;
  39. // game systems code
  40. var resetPlayer = function () {
  41. if ( motion.position.y < - 123 ) {
  42. motion.position.set( - 2, 7.7, 25 );
  43. motion.velocity.multiplyScalar( 0 );
  44. }
  45. };
  46. var keyboardControls = ( function () {
  47. var keys = { SP: 32, W: 87, A: 65, S: 83, D: 68, UP: 38, LT: 37, DN: 40, RT: 39 };
  48. var keysPressed = {};
  49. ( function ( watchedKeyCodes ) {
  50. var handler = function ( down ) {
  51. return function ( e ) {
  52. var index = watchedKeyCodes.indexOf( e.keyCode );
  53. if ( index >= 0 ) {
  54. keysPressed[ watchedKeyCodes[ index ] ] = down;
  55. e.preventDefault();
  56. }
  57. };
  58. };
  59. window.addEventListener( "keydown", handler( true ), false );
  60. window.addEventListener( "keyup", handler( false ), false );
  61. } )( [
  62. keys.SP, keys.W, keys.A, keys.S, keys.D, keys.UP, keys.LT, keys.DN, keys.RT
  63. ] );
  64. var forward = new THREE.Vector3();
  65. var sideways = new THREE.Vector3();
  66. return function () {
  67. if ( ! motion.airborne ) {
  68. // look around
  69. var sx = keysPressed[ keys.UP ] ? 0.03 : ( keysPressed[ keys.DN ] ? - 0.03 : 0 );
  70. var sy = keysPressed[ keys.LT ] ? 0.03 : ( keysPressed[ keys.RT ] ? - 0.03 : 0 );
  71. if ( Math.abs( sx ) >= Math.abs( motion.spinning.x ) ) motion.spinning.x = sx;
  72. if ( Math.abs( sy ) >= Math.abs( motion.spinning.y ) ) motion.spinning.y = sy;
  73. // move around
  74. forward.set( Math.sin( motion.rotation.y ), 0, Math.cos( motion.rotation.y ) );
  75. sideways.set( forward.z, 0, - forward.x );
  76. forward.multiplyScalar( keysPressed[ keys.W ] ? - 0.1 : ( keysPressed[ keys.S ] ? 0.1 : 0 ) );
  77. sideways.multiplyScalar( keysPressed[ keys.A ] ? - 0.1 : ( keysPressed[ keys.D ] ? 0.1 : 0 ) );
  78. var combined = forward.add( sideways );
  79. if ( Math.abs( combined.x ) >= Math.abs( motion.velocity.x ) ) motion.velocity.x = combined.x;
  80. if ( Math.abs( combined.y ) >= Math.abs( motion.velocity.y ) ) motion.velocity.y = combined.y;
  81. if ( Math.abs( combined.z ) >= Math.abs( motion.velocity.z ) ) motion.velocity.z = combined.z;
  82. //jump
  83. var vy = keysPressed[ keys.SP ] ? 0.7 : 0;
  84. motion.velocity.y += vy;
  85. }
  86. };
  87. } )();
  88. var jumpPads = ( function () {
  89. var pads = [ new THREE.Vector3( - 17.5, 8, - 10 ), new THREE.Vector3( 17.5, 8, - 10 ), new THREE.Vector3( 0, 8, 21 ) ];
  90. var temp = new THREE.Vector3();
  91. return function () {
  92. if ( ! motion.airborne ) {
  93. for ( var j = 0, n = pads.length; j < n; j ++ ) {
  94. if ( pads[ j ].distanceToSquared( motion.position ) < 2.3 ) {
  95. // calculate velocity towards another side of platform from jump pad position
  96. temp.copy( pads[ j ] );
  97. temp.y = 0;
  98. temp.setLength( - 0.8 );
  99. temp.y = 0.7;
  100. motion.airborne = true;
  101. motion.velocity.copy( temp );
  102. break;
  103. }
  104. }
  105. }
  106. };
  107. } )();
  108. var applyPhysics = ( function () {
  109. var timeStep = 5;
  110. var timeLeft = timeStep + 1;
  111. var birdsEye = 100;
  112. var kneeDeep = 0.4;
  113. var raycaster = new THREE.Raycaster();
  114. raycaster.ray.direction.set( 0, - 1, 0 );
  115. var angles = new THREE.Vector2();
  116. var displacement = new THREE.Vector3();
  117. return function ( dt ) {
  118. var platform = scene.getObjectByName( "platform", true );
  119. if ( platform ) {
  120. timeLeft += dt;
  121. // run several fixed-step iterations to approximate varying-step
  122. dt = 5;
  123. while ( timeLeft >= dt ) {
  124. var time = 0.3, damping = 0.93, gravity = 0.01, tau = 2 * Math.PI;
  125. raycaster.ray.origin.copy( motion.position );
  126. raycaster.ray.origin.y += birdsEye;
  127. var hits = raycaster.intersectObject( platform );
  128. motion.airborne = true;
  129. // are we above, or at most knee deep in, the platform?
  130. if ( ( hits.length > 0 ) && ( hits[ 0 ].face.normal.y > 0 ) ) {
  131. var actualHeight = hits[ 0 ].distance - birdsEye;
  132. // collision: stick to the surface if landing on it
  133. if ( ( motion.velocity.y <= 0 ) && ( Math.abs( actualHeight ) < kneeDeep ) ) {
  134. motion.position.y -= actualHeight;
  135. motion.velocity.y = 0;
  136. motion.airborne = false;
  137. }
  138. }
  139. if ( motion.airborne ) motion.velocity.y -= gravity;
  140. angles.copy( motion.spinning ).multiplyScalar( time );
  141. if ( ! motion.airborne ) motion.spinning.multiplyScalar( damping );
  142. displacement.copy( motion.velocity ).multiplyScalar( time );
  143. if ( ! motion.airborne ) motion.velocity.multiplyScalar( damping );
  144. motion.rotation.add( angles );
  145. motion.position.add( displacement );
  146. // limit the tilt at ±0.4 radians
  147. motion.rotation.x = Math.max( - 0.4, Math.min( + 0.4, motion.rotation.x ) );
  148. // wrap horizontal rotation to 0...2π
  149. motion.rotation.y += tau;
  150. motion.rotation.y %= tau;
  151. timeLeft -= dt;
  152. }
  153. }
  154. };
  155. } )();
  156. var updateCamera = ( function () {
  157. var euler = new THREE.Euler( 0, 0, 0, 'YXZ' );
  158. return function () {
  159. euler.x = motion.rotation.x;
  160. euler.y = motion.rotation.y;
  161. camera.quaternion.setFromEuler( euler );
  162. camera.position.copy( motion.position );
  163. camera.position.y += 3.0;
  164. };
  165. } )();
  166. // init 3D stuff
  167. function makePlatform( url ) {
  168. var placeholder = new THREE.Object3D();
  169. var loader = new THREE.ObjectLoader();
  170. loader.load( url, function ( platform ) {
  171. placeholder.add( platform );
  172. } );
  173. return placeholder;
  174. }
  175. var renderer = new THREE.WebGLRenderer( { antialias: true } );
  176. renderer.setPixelRatio( window.devicePixelRatio );
  177. document.body.appendChild( renderer.domElement );
  178. var camera = new THREE.PerspectiveCamera( 60, 1, 0.1, 9000 );
  179. var scene = new THREE.Scene();
  180. var envMap = new THREE.CubeTextureLoader().load( [
  181. 'textures/cube/skybox/px.jpg', // right
  182. 'textures/cube/skybox/nx.jpg', // left
  183. 'textures/cube/skybox/py.jpg', // top
  184. 'textures/cube/skybox/ny.jpg', // bottom
  185. 'textures/cube/skybox/pz.jpg', // back
  186. 'textures/cube/skybox/nz.jpg' // front
  187. ] );
  188. envMap.format = THREE.RGBFormat;
  189. scene.background = envMap;
  190. scene.add( makePlatform(
  191. 'models/json/platform/platform.json'
  192. ) );
  193. // start the game
  194. var start = function ( gameLoop, gameViewportSize ) {
  195. var resize = function () {
  196. var viewport = gameViewportSize();
  197. renderer.setSize( viewport.width, viewport.height );
  198. camera.aspect = viewport.width / viewport.height;
  199. camera.updateProjectionMatrix();
  200. };
  201. window.addEventListener( 'resize', resize, false );
  202. resize();
  203. var lastTimeStamp;
  204. var render = function ( timeStamp ) {
  205. var timeElapsed = lastTimeStamp ? timeStamp - lastTimeStamp : 0;
  206. lastTimeStamp = timeStamp;
  207. // call our game loop with the time elapsed since last rendering, in ms
  208. gameLoop( timeElapsed );
  209. renderer.render( scene, camera );
  210. requestAnimationFrame( render );
  211. };
  212. requestAnimationFrame( render );
  213. };
  214. var gameLoop = function ( dt ) {
  215. resetPlayer();
  216. keyboardControls();
  217. jumpPads();
  218. applyPhysics( dt );
  219. updateCamera();
  220. };
  221. var gameViewportSize = function () {
  222. return {
  223. width: window.innerWidth, height: window.innerHeight
  224. };
  225. };
  226. start( gameLoop, gameViewportSize );
  227. </script>
  228. </body>
  229. </html>