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- <!-- Licensed under a BSD license. See license.html for license -->
- <!DOCTYPE html>
- <html>
- <head>
- <meta charset="utf-8">
- <meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=no">
- <title>Three.js - Game w/notes</title>
- <style>
- html {
- box-sizing: border-box;
- }
- *, *:before, *:after {
- box-sizing: inherit;
- }
- html, body {
- margin: 0;
- height: 100%;
- user-select: none;
- }
- img, canvas {
- /* prevent the save-image on long press on mobile */
- pointer-events: none;
- }
- #c {
- width: 100%;
- height: 100%;
- display: block;
- }
- #ui {
- position: absolute;
- left: 0;
- top: 0;
- width: 100%;
- height: 100%;
- display: flex;
- justify-items: center;
- align-content: stretch;
- }
- #ui>div {
- display: flex;
- align-items: flex-end;
- flex: 1 1 auto;
- }
- .bright {
- filter: brightness(2);
- }
- #left {
- justify-content: flex-end;
- }
- #right {
- justify-content: flex-start;
- }
- #ui img {
- padding: 10px;
- width: 80px;
- height: 80px;
- display: block;
- }
- #loading {
- position: absolute;
- left: 0;
- top: 0;
- width: 100%;
- height: 100%;
- display: flex;
- align-items: center;
- justify-content: center;
- text-align: center;
- font-size: xx-large;
- font-family: sans-serif;
- }
- #loading>div>div {
- padding: 2px;
- }
- .progress {
- width: 50vw;
- border: 1px solid black;
- }
- #progressbar {
- width: 0%;
- transition: width ease-out .5s;
- height: 1em;
- background-color: #888;
- background-image: linear-gradient(
- -45deg,
- rgba(255, 255, 255, .5) 25%,
- transparent 25%,
- transparent 50%,
- rgba(255, 255, 255, .5) 50%,
- rgba(255, 255, 255, .5) 75%,
- transparent 75%,
- transparent
- );
- background-size: 50px 50px;
- animation: progressanim 2s linear infinite;
- }
- @keyframes progressanim {
- 0% {
- background-position: 50px 50px;
- }
- 100% {
- background-position: 0 0;
- }
- }
- #labels {
- position: absolute; /* let us position ourself inside the container */
- left: 0; /* make our position the top left of the container */
- top: 0;
- color: white;
- width: 100%;
- height: 100%;
- overflow: hidden;
- pointer-events: none;
- }
- #labels>div {
- position: absolute; /* let us position them inside the container */
- left: 0; /* make their default position the top left of the container */
- top: 0;
- font-size: large;
- font-family: monospace;
- user-select: none; /* don't let the text get selected */
- text-shadow: /* create a black outline */
- -1px -1px 0 #000,
- 0 -1px 0 #000,
- 1px -1px 0 #000,
- 1px 0 0 #000,
- 1px 1px 0 #000,
- 0 1px 0 #000,
- -1px 1px 0 #000,
- -1px 0 0 #000;
- }
- </style>
- </head>
- <body>
- <canvas id="c" tabindex="1"></canvas>
- <div id="ui">
- <div id="left"><img src="resources/images/left.svg"></div>
- <div style="flex: 0 0 40px;"></div>
- <div id="right"><img src="resources/images/right.svg"></div>
- </div>
- <div id="loading">
- <div>
- <div>...loading...</div>
- <div class="progress"><div id="progressbar"></div></div>
- </div>
- </div>
- <div id="labels"></div>
- </body>
- <!-- Import maps polyfill -->
- <!-- Remove this when import maps will be widely supported -->
- <script async src="https://unpkg.com/[email protected]/dist/es-module-shims.js"></script>
- <script type="importmap">
- {
- "imports": {
- "three": "../../build/three.module.js",
- "three/addons/": "../../examples/jsm/"
- }
- }
- </script>
- <script type="module">
- import * as THREE from 'three';
- import {OrbitControls} from 'three/addons/controls/OrbitControls.js';
- import {GLTFLoader} from 'three/addons/loaders/GLTFLoader.js';
- import * as SkeletonUtils from 'three/addons/utils/SkeletonUtils.js';
- import {GUI} from 'three/addons/libs/lil-gui.module.min.js';
- function main() {
- const canvas = document.querySelector('#c');
- const renderer = new THREE.WebGLRenderer({antialias: true, canvas});
- renderer.outputColorSpace = THREE.SRGBColorSpace;
- const fov = 45;
- const aspect = 2; // the canvas default
- const near = 0.1;
- const far = 1000;
- const camera = new THREE.PerspectiveCamera(fov, aspect, near, far);
- camera.position.set(0, 40, 80);
- const controls = new OrbitControls(camera, canvas);
- controls.target.set(0, 5, 0);
- controls.update();
- const scene = new THREE.Scene();
- scene.background = new THREE.Color('white');
- function addLight(...pos) {
- const color = 0xFFFFFF;
- const intensity = 0.8;
- const light = new THREE.DirectionalLight(color, intensity);
- light.position.set(...pos);
- scene.add(light);
- scene.add(light.target);
- }
- addLight(5, 5, 2);
- addLight(-5, 5, 5);
- const manager = new THREE.LoadingManager();
- manager.onLoad = init;
- const progressbarElem = document.querySelector('#progressbar');
- manager.onProgress = (url, itemsLoaded, itemsTotal) => {
- progressbarElem.style.width = `${itemsLoaded / itemsTotal * 100 | 0}%`;
- };
- const models = {
- pig: { url: 'resources/models/animals/Pig.gltf' },
- cow: { url: 'resources/models/animals/Cow.gltf' },
- llama: { url: 'resources/models/animals/Llama.gltf' },
- pug: { url: 'resources/models/animals/Pug.gltf' },
- sheep: { url: 'resources/models/animals/Sheep.gltf' },
- zebra: { url: 'resources/models/animals/Zebra.gltf' },
- horse: { url: 'resources/models/animals/Horse.gltf' },
- knight: { url: 'resources/models/knight/KnightCharacter.gltf' },
- };
- {
- const gltfLoader = new GLTFLoader(manager);
- for (const model of Object.values(models)) {
- gltfLoader.load(model.url, (gltf) => {
- model.gltf = gltf;
- });
- }
- }
- function prepModelsAndAnimations() {
- const box = new THREE.Box3();
- const size = new THREE.Vector3();
- Object.values(models).forEach(model => {
- box.setFromObject(model.gltf.scene);
- box.getSize(size);
- model.size = size.length();
- const animsByName = {};
- model.gltf.animations.forEach((clip) => {
- animsByName[clip.name] = clip;
- // Should really fix this in .blend file
- if (clip.name === 'Walk') {
- clip.duration /= 2;
- }
- });
- model.animations = animsByName;
- });
- }
- // Keeps the state of keys/buttons
- //
- // You can check
- //
- // inputManager.keys.left.down
- //
- // to see if the left key is currently held down
- // and you can check
- //
- // inputManager.keys.left.justPressed
- //
- // To see if the left key was pressed this frame
- //
- // Keys are 'left', 'right', 'a', 'b', 'up', 'down'
- class InputManager {
- constructor() {
- this.keys = {};
- const keyMap = new Map();
- const setKey = (keyName, pressed) => {
- const keyState = this.keys[keyName];
- keyState.justPressed = pressed && !keyState.down;
- keyState.down = pressed;
- };
- const addKey = (keyCode, name) => {
- this.keys[name] = { down: false, justPressed: false };
- keyMap.set(keyCode, name);
- };
- const setKeyFromKeyCode = (keyCode, pressed) => {
- const keyName = keyMap.get(keyCode);
- if (!keyName) {
- return;
- }
- setKey(keyName, pressed);
- };
- addKey(37, 'left');
- addKey(39, 'right');
- addKey(38, 'up');
- addKey(40, 'down');
- addKey(90, 'a');
- addKey(88, 'b');
- window.addEventListener('keydown', (e) => {
- setKeyFromKeyCode(e.keyCode, true);
- });
- window.addEventListener('keyup', (e) => {
- setKeyFromKeyCode(e.keyCode, false);
- });
- const sides = [
- { elem: document.querySelector('#left'), key: 'left' },
- { elem: document.querySelector('#right'), key: 'right' },
- ];
- // note: not a good design?
- // The last direction the user presses should take
- // precedence. Example: User presses L, without letting go of
- // L user presses R. Input should now be R. User lets off R
- // Input should now be L.
- // With this code if user pressed both L and R result is nothing
- const clearKeys = () => {
- for (const {key} of sides) {
- setKey(key, false);
- }
- };
- const handleMouseMove = (e) => {
- e.preventDefault();
- // this is needed because we call preventDefault();
- // we also gave the canvas a tabindex so it can
- // become the focus
- canvas.focus();
- window.addEventListener('pointermove', handleMouseMove);
- window.addEventListener('pointerup', handleMouseUp);
- for (const {elem, key} of sides) {
- let pressed = false;
- const rect = elem.getBoundingClientRect();
- const x = e.clientX;
- const y = e.clientY;
- const inRect = x >= rect.left && x < rect.right &&
- y >= rect.top && y < rect.bottom;
- if (inRect) {
- pressed = true;
- }
- setKey(key, pressed);
- }
- };
- function handleMouseUp() {
- clearKeys();
- window.removeEventListener('pointermove', handleMouseMove, {passive: false});
- window.removeEventListener('pointerup', handleMouseUp);
- }
- const uiElem = document.querySelector('#ui');
- uiElem.addEventListener('pointerdown', handleMouseMove, {passive: false});
- uiElem.addEventListener('touchstart', (e) => {
- // prevent scrolling
- e.preventDefault();
- }, {passive: false});
- }
- update() {
- for (const keyState of Object.values(this.keys)) {
- if (keyState.justPressed) {
- keyState.justPressed = false;
- }
- }
- }
- }
- // function* waitFrames(numFrames) {
- // while (numFrames > 0) {
- // --numFrames;
- // yield;
- // }
- // }
- 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();
- }
- }
- }
- function removeArrayElement(array, element) {
- const ndx = array.indexOf(element);
- if (ndx >= 0) {
- array.splice(ndx, 1);
- }
- }
- class SafeArray {
- constructor() {
- this.array = [];
- this.addQueue = [];
- this.removeQueue = new Set();
- }
- get isEmpty() {
- return this.addQueue.length + this.array.length > 0;
- }
- add(element) {
- this.addQueue.push(element);
- }
- remove(element) {
- this.removeQueue.add(element);
- }
- forEach(fn) {
- this._addQueued();
- this._removeQueued();
- for (const element of this.array) {
- if (this.removeQueue.has(element)) {
- continue;
- }
- fn(element);
- }
- this._removeQueued();
- }
- _addQueued() {
- if (this.addQueue.length) {
- this.array.splice(this.array.length, 0, ...this.addQueue);
- this.addQueue = [];
- }
- }
- _removeQueued() {
- if (this.removeQueue.size) {
- this.array = this.array.filter(element => !this.removeQueue.has(element));
- this.removeQueue.clear();
- }
- }
- }
- class GameObjectManager {
- constructor() {
- this.gameObjects = new SafeArray();
- }
- createGameObject(parent, name) {
- const gameObject = new GameObject(parent, name);
- this.gameObjects.add(gameObject);
- return gameObject;
- }
- removeGameObject(gameObject) {
- this.gameObjects.remove(gameObject);
- }
- update() {
- this.gameObjects.forEach(gameObject => gameObject.update());
- }
- }
- const kForward = new THREE.Vector3(0, 0, 1);
- const globals = {
- camera,
- canvas,
- debug: false,
- time: 0,
- moveSpeed: 16,
- deltaTime: 0,
- player: null,
- congaLine: [],
- };
- const gameObjectManager = new GameObjectManager();
- const inputManager = new InputManager();
- class GameObject {
- constructor(parent, name) {
- this.name = name;
- this.components = [];
- this.transform = new THREE.Object3D();
- this.transform.name = name;
- parent.add(this.transform);
- }
- addComponent(ComponentType, ...args) {
- const component = new ComponentType(this, ...args);
- this.components.push(component);
- return component;
- }
- removeComponent(component) {
- removeArrayElement(this.components, component);
- }
- getComponent(ComponentType) {
- return this.components.find(c => c instanceof ComponentType);
- }
- update() {
- for (const component of this.components) {
- component.update();
- }
- }
- }
- // Base for all components
- class Component {
- constructor(gameObject) {
- this.gameObject = gameObject;
- }
- update() {
- }
- }
- class CameraInfo extends Component {
- constructor(gameObject) {
- super(gameObject);
- this.projScreenMatrix = new THREE.Matrix4();
- this.frustum = new THREE.Frustum();
- }
- update() {
- const {camera} = globals;
- this.projScreenMatrix.multiplyMatrices(
- camera.projectionMatrix,
- camera.matrixWorldInverse);
- this.frustum.setFromProjectionMatrix(this.projScreenMatrix);
- }
- }
- class SkinInstance extends Component {
- constructor(gameObject, model) {
- super(gameObject);
- this.model = model;
- this.animRoot = SkeletonUtils.clone(this.model.gltf.scene);
- this.mixer = new THREE.AnimationMixer(this.animRoot);
- gameObject.transform.add(this.animRoot);
- this.actions = {};
- }
- setAnimation(animName) {
- const clip = this.model.animations[animName];
- // turn off all current actions
- for (const action of Object.values(this.actions)) {
- action.enabled = false;
- }
- // get or create existing action for clip
- const action = this.mixer.clipAction(clip);
- action.enabled = true;
- action.reset();
- action.play();
- this.actions[animName] = action;
- }
- update() {
- this.mixer.update(globals.deltaTime);
- }
- }
- class FiniteStateMachine {
- constructor(states, initialState) {
- this.states = states;
- this.transition(initialState);
- }
- get state() {
- return this.currentState;
- }
- transition(state) {
- const oldState = this.states[this.currentState];
- if (oldState && oldState.exit) {
- oldState.exit.call(this);
- }
- this.currentState = state;
- const newState = this.states[state];
- if (newState.enter) {
- newState.enter.call(this);
- }
- }
- update() {
- const state = this.states[this.currentState];
- if (state.update) {
- state.update.call(this);
- }
- }
- }
- const gui = new GUI();
- gui.add(globals, 'debug').onChange(showHideDebugInfo);
- gui.close();
- const labelContainerElem = document.querySelector('#labels');
- function showHideDebugInfo() {
- labelContainerElem.style.display = globals.debug ? '' : 'none';
- }
- showHideDebugInfo();
- class StateDisplayHelper extends Component {
- constructor(gameObject, size) {
- super(gameObject);
- this.elem = document.createElement('div');
- labelContainerElem.appendChild(this.elem);
- this.pos = new THREE.Vector3();
- this.helper = new THREE.PolarGridHelper(size / 2, 1, 1, 16);
- gameObject.transform.add(this.helper);
- }
- setState(s) {
- this.elem.textContent = s;
- }
- setColor(cssColor) {
- this.elem.style.color = cssColor;
- this.helper.material.color.set(cssColor);
- }
- update() {
- this.helper.visible = globals.debug;
- if (!globals.debug) {
- return;
- }
- const {pos} = this;
- const {transform} = this.gameObject;
- const {canvas} = globals;
- pos.copy(transform.position);
- // get the normalized screen coordinate of that position
- // x and y will be in the -1 to +1 range with x = -1 being
- // on the left and y = -1 being on the bottom
- pos.project(globals.camera);
- // convert the normalized position to CSS coordinates
- const x = (pos.x * .5 + .5) * canvas.clientWidth;
- const y = (pos.y * -.5 + .5) * canvas.clientHeight;
- // move the elem to that position
- this.elem.style.transform = `translate(-50%, -50%) translate(${x}px,${y}px)`;
- }
- }
- function rand(min, max) {
- if (max === undefined) {
- max = min;
- min = 0;
- }
- return Math.random() * (max - min) + min;
- }
- function makeTextTexture(str) {
- const ctx = document.createElement('canvas').getContext('2d');
- ctx.canvas.width = 64;
- ctx.canvas.height = 64;
- ctx.font = '60px sans-serif';
- ctx.textAlign = 'center';
- ctx.textBaseline = 'middle';
- ctx.fillStyle = '#FFF';
- ctx.fillText(str, ctx.canvas.width / 2, ctx.canvas.height / 2);
- return new THREE.CanvasTexture(ctx.canvas);
- }
- const noteTexture = makeTextTexture('♪');
- class Note extends Component {
- constructor(gameObject) {
- super(gameObject);
- const {transform} = gameObject;
- const noteMaterial = new THREE.SpriteMaterial({
- color: new THREE.Color().setHSL(rand(1), 1, 0.5),
- map: noteTexture,
- side: THREE.DoubleSide,
- transparent: true,
- });
- const note = new THREE.Sprite(noteMaterial);
- note.scale.setScalar(3);
- transform.add(note);
- this.runner = new CoroutineRunner();
- const direction = new THREE.Vector3(rand(-0.2, 0.2), 1, rand(-0.2, 0.2));
- function* moveAndRemove() {
- for (let i = 0; i < 60; ++i) {
- transform.translateOnAxis(direction, globals.deltaTime * 10);
- noteMaterial.opacity = 1 - (i / 60);
- yield;
- }
- transform.parent.remove(transform);
- gameObjectManager.removeGameObject(gameObject);
- }
- this.runner.add(moveAndRemove());
- }
- update() {
- this.runner.update();
- }
- }
- class Player extends Component {
- constructor(gameObject) {
- super(gameObject);
- const model = models.knight;
- globals.playerRadius = model.size / 2;
- this.text = gameObject.addComponent(StateDisplayHelper, model.size);
- this.skinInstance = gameObject.addComponent(SkinInstance, model);
- this.skinInstance.setAnimation('Run');
- this.turnSpeed = globals.moveSpeed / 4;
- this.offscreenTimer = 0;
- this.maxTimeOffScreen = 3;
- this.runner = new CoroutineRunner();
- function* emitNotes() {
- for (;;) {
- yield waitSeconds(rand(0.5, 1));
- const noteGO = gameObjectManager.createGameObject(scene, 'note');
- noteGO.transform.position.copy(gameObject.transform.position);
- noteGO.transform.position.y += 5;
- noteGO.addComponent(Note);
- }
- }
- this.runner.add(emitNotes());
- }
- update() {
- this.runner.update();
- const {deltaTime, moveSpeed, cameraInfo} = globals;
- const {transform} = this.gameObject;
- const delta = (inputManager.keys.left.down ? 1 : 0) +
- (inputManager.keys.right.down ? -1 : 0);
- transform.rotation.y += this.turnSpeed * delta * deltaTime;
- transform.translateOnAxis(kForward, moveSpeed * deltaTime);
- const {frustum} = cameraInfo;
- if (frustum.containsPoint(transform.position)) {
- this.offscreenTimer = 0;
- } else {
- this.offscreenTimer += deltaTime;
- if (this.offscreenTimer >= this.maxTimeOffScreen) {
- transform.position.set(0, 0, 0);
- }
- }
- }
- }
- // Returns true of obj1 and obj2 are close
- function isClose(obj1, obj1Radius, obj2, obj2Radius) {
- const minDist = obj1Radius + obj2Radius;
- const dist = obj1.position.distanceTo(obj2.position);
- return dist < minDist;
- }
- // keeps v between -min and +min
- function minMagnitude(v, min) {
- return Math.abs(v) > min
- ? min * Math.sign(v)
- : v;
- }
- const aimTowardAndGetDistance = function() {
- const delta = new THREE.Vector3();
- return function aimTowardAndGetDistance(source, targetPos, maxTurn) {
- delta.subVectors(targetPos, source.position);
- // compute the direction we want to be facing
- const targetRot = Math.atan2(delta.x, delta.z) + Math.PI * 1.5;
- // rotate in the shortest direction
- const deltaRot = (targetRot - source.rotation.y + Math.PI * 1.5) % (Math.PI * 2) - Math.PI;
- // make sure we don't turn faster than maxTurn
- const deltaRotation = minMagnitude(deltaRot, maxTurn);
- // keep rotation between 0 and Math.PI * 2
- source.rotation.y = THREE.MathUtils.euclideanModulo(
- source.rotation.y + deltaRotation, Math.PI * 2);
- // return the distance to the target
- return delta.length();
- };
- }();
- class Animal extends Component {
- constructor(gameObject, model) {
- super(gameObject);
- this.helper = gameObject.addComponent(StateDisplayHelper, model.size);
- const hitRadius = model.size / 2;
- const skinInstance = gameObject.addComponent(SkinInstance, model);
- skinInstance.mixer.timeScale = globals.moveSpeed / 4;
- const transform = gameObject.transform;
- const playerTransform = globals.player.gameObject.transform;
- const maxTurnSpeed = Math.PI * (globals.moveSpeed / 4);
- const targetHistory = [];
- let targetNdx = 0;
- function addHistory() {
- const targetGO = globals.congaLine[targetNdx];
- const newTargetPos = new THREE.Vector3();
- newTargetPos.copy(targetGO.transform.position);
- targetHistory.push(newTargetPos);
- }
- this.fsm = new FiniteStateMachine({
- idle: {
- enter: () => {
- skinInstance.setAnimation('Idle');
- },
- update: () => {
- // check if player is near
- if (isClose(transform, hitRadius, playerTransform, globals.playerRadius)) {
- this.fsm.transition('waitForEnd');
- }
- },
- },
- waitForEnd: {
- enter: () => {
- skinInstance.setAnimation('Jump');
- },
- update: () => {
- // get the gameObject at the end of the conga line
- const lastGO = globals.congaLine[globals.congaLine.length - 1];
- const deltaTurnSpeed = maxTurnSpeed * globals.deltaTime;
- const targetPos = lastGO.transform.position;
- aimTowardAndGetDistance(transform, targetPos, deltaTurnSpeed);
- // check if last thing in conga line is near
- if (isClose(transform, hitRadius, lastGO.transform, globals.playerRadius)) {
- this.fsm.transition('goToLast');
- }
- },
- },
- goToLast: {
- enter: () => {
- // remember who we're following
- targetNdx = globals.congaLine.length - 1;
- // add ourselves to the conga line
- globals.congaLine.push(gameObject);
- skinInstance.setAnimation('Walk');
- },
- update: () => {
- addHistory();
- // walk to the oldest point in the history
- const targetPos = targetHistory[0];
- const maxVelocity = globals.moveSpeed * globals.deltaTime;
- const deltaTurnSpeed = maxTurnSpeed * globals.deltaTime;
- const distance = aimTowardAndGetDistance(transform, targetPos, deltaTurnSpeed);
- const velocity = distance;
- transform.translateOnAxis(kForward, Math.min(velocity, maxVelocity));
- if (distance <= maxVelocity) {
- this.fsm.transition('follow');
- }
- },
- },
- follow: {
- update: () => {
- addHistory();
- // remove the oldest history and just put ourselves there.
- const targetPos = targetHistory.shift();
- transform.position.copy(targetPos);
- const deltaTurnSpeed = maxTurnSpeed * globals.deltaTime;
- aimTowardAndGetDistance(transform, targetHistory[0], deltaTurnSpeed);
- },
- },
- }, 'idle');
- }
- update() {
- this.fsm.update();
- const dir = THREE.MathUtils.radToDeg(this.gameObject.transform.rotation.y);
- this.helper.setState(`${this.fsm.state}:${dir.toFixed(0)}`);
- }
- }
- function init() {
- // hide the loading bar
- const loadingElem = document.querySelector('#loading');
- loadingElem.style.display = 'none';
- prepModelsAndAnimations();
- {
- const gameObject = gameObjectManager.createGameObject(camera, 'camera');
- globals.cameraInfo = gameObject.addComponent(CameraInfo);
- }
- {
- const gameObject = gameObjectManager.createGameObject(scene, 'player');
- globals.player = gameObject.addComponent(Player);
- globals.congaLine = [gameObject];
- }
- const animalModelNames = [
- 'pig',
- 'cow',
- 'llama',
- 'pug',
- 'sheep',
- 'zebra',
- 'horse',
- ];
- const base = new THREE.Object3D();
- const offset = new THREE.Object3D();
- base.add(offset);
- // position animals in a spiral.
- const numAnimals = 28;
- const arc = 10;
- const b = 10 / (2 * Math.PI);
- let r = 10;
- let phi = r / b;
- for (let i = 0; i < numAnimals; ++i) {
- const name = animalModelNames[rand(animalModelNames.length) | 0];
- const gameObject = gameObjectManager.createGameObject(scene, name);
- gameObject.addComponent(Animal, models[name]);
- base.rotation.y = phi;
- offset.position.x = r;
- offset.updateWorldMatrix(true, false);
- offset.getWorldPosition(gameObject.transform.position);
- phi += arc / r;
- r = b * phi;
- }
- }
- function resizeRendererToDisplaySize(renderer) {
- const canvas = renderer.domElement;
- const width = canvas.clientWidth;
- const height = canvas.clientHeight;
- const needResize = canvas.width !== width || canvas.height !== height;
- if (needResize) {
- renderer.setSize(width, height, false);
- }
- return needResize;
- }
- let then = 0;
- function render(now) {
- // convert to seconds
- globals.time = now * 0.001;
- // make sure delta time isn't too big.
- globals.deltaTime = Math.min(globals.time - then, 1 / 20);
- then = globals.time;
- if (resizeRendererToDisplaySize(renderer)) {
- const canvas = renderer.domElement;
- camera.aspect = canvas.clientWidth / canvas.clientHeight;
- camera.updateProjectionMatrix();
- }
- gameObjectManager.update();
- inputManager.update();
- renderer.render(scene, camera);
- requestAnimationFrame(render);
- }
- requestAnimationFrame(render);
- }
- main();
- </script>
- </html>
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