game-conga-line-w-notes.html 28 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=no">
  7. <title>Three.js - Game w/notes</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. <!-- Import maps polyfill -->
  150. <!-- Remove this when import maps will be widely supported -->
  151. <script async src="https://unpkg.com/[email protected]/dist/es-module-shims.js"></script>
  152. <script type="importmap">
  153. {
  154. "imports": {
  155. "three": "../../build/three.module.js",
  156. "three/addons/": "../../examples/jsm/"
  157. }
  158. }
  159. </script>
  160. <script type="module">
  161. import * as THREE from 'three';
  162. import {OrbitControls} from 'three/addons/controls/OrbitControls.js';
  163. import {GLTFLoader} from 'three/addons/loaders/GLTFLoader.js';
  164. import * as SkeletonUtils from 'three/addons/utils/SkeletonUtils.js';
  165. import {GUI} from 'three/addons/libs/lil-gui.module.min.js';
  166. function main() {
  167. const canvas = document.querySelector('#c');
  168. const renderer = new THREE.WebGLRenderer({antialias: true, canvas});
  169. renderer.outputColorSpace = THREE.SRGBColorSpace;
  170. const fov = 45;
  171. const aspect = 2; // the canvas default
  172. const near = 0.1;
  173. const far = 1000;
  174. const camera = new THREE.PerspectiveCamera(fov, aspect, near, far);
  175. camera.position.set(0, 40, 80);
  176. const controls = new OrbitControls(camera, canvas);
  177. controls.target.set(0, 5, 0);
  178. controls.update();
  179. const scene = new THREE.Scene();
  180. scene.background = new THREE.Color('white');
  181. function addLight(...pos) {
  182. const color = 0xFFFFFF;
  183. const intensity = 0.8;
  184. const light = new THREE.DirectionalLight(color, intensity);
  185. light.position.set(...pos);
  186. scene.add(light);
  187. scene.add(light.target);
  188. }
  189. addLight(5, 5, 2);
  190. addLight(-5, 5, 5);
  191. const manager = new THREE.LoadingManager();
  192. manager.onLoad = init;
  193. const progressbarElem = document.querySelector('#progressbar');
  194. manager.onProgress = (url, itemsLoaded, itemsTotal) => {
  195. progressbarElem.style.width = `${itemsLoaded / itemsTotal * 100 | 0}%`;
  196. };
  197. const models = {
  198. pig: { url: 'resources/models/animals/Pig.gltf' },
  199. cow: { url: 'resources/models/animals/Cow.gltf' },
  200. llama: { url: 'resources/models/animals/Llama.gltf' },
  201. pug: { url: 'resources/models/animals/Pug.gltf' },
  202. sheep: { url: 'resources/models/animals/Sheep.gltf' },
  203. zebra: { url: 'resources/models/animals/Zebra.gltf' },
  204. horse: { url: 'resources/models/animals/Horse.gltf' },
  205. knight: { url: 'resources/models/knight/KnightCharacter.gltf' },
  206. };
  207. {
  208. const gltfLoader = new GLTFLoader(manager);
  209. for (const model of Object.values(models)) {
  210. gltfLoader.load(model.url, (gltf) => {
  211. model.gltf = gltf;
  212. });
  213. }
  214. }
  215. function prepModelsAndAnimations() {
  216. const box = new THREE.Box3();
  217. const size = new THREE.Vector3();
  218. Object.values(models).forEach(model => {
  219. box.setFromObject(model.gltf.scene);
  220. box.getSize(size);
  221. model.size = size.length();
  222. const animsByName = {};
  223. model.gltf.animations.forEach((clip) => {
  224. animsByName[clip.name] = clip;
  225. // Should really fix this in .blend file
  226. if (clip.name === 'Walk') {
  227. clip.duration /= 2;
  228. }
  229. });
  230. model.animations = animsByName;
  231. });
  232. }
  233. // Keeps the state of keys/buttons
  234. //
  235. // You can check
  236. //
  237. // inputManager.keys.left.down
  238. //
  239. // to see if the left key is currently held down
  240. // and you can check
  241. //
  242. // inputManager.keys.left.justPressed
  243. //
  244. // To see if the left key was pressed this frame
  245. //
  246. // Keys are 'left', 'right', 'a', 'b', 'up', 'down'
  247. class InputManager {
  248. constructor() {
  249. this.keys = {};
  250. const keyMap = new Map();
  251. const setKey = (keyName, pressed) => {
  252. const keyState = this.keys[keyName];
  253. keyState.justPressed = pressed && !keyState.down;
  254. keyState.down = pressed;
  255. };
  256. const addKey = (keyCode, name) => {
  257. this.keys[name] = { down: false, justPressed: false };
  258. keyMap.set(keyCode, name);
  259. };
  260. const setKeyFromKeyCode = (keyCode, pressed) => {
  261. const keyName = keyMap.get(keyCode);
  262. if (!keyName) {
  263. return;
  264. }
  265. setKey(keyName, pressed);
  266. };
  267. addKey(37, 'left');
  268. addKey(39, 'right');
  269. addKey(38, 'up');
  270. addKey(40, 'down');
  271. addKey(90, 'a');
  272. addKey(88, 'b');
  273. window.addEventListener('keydown', (e) => {
  274. setKeyFromKeyCode(e.keyCode, true);
  275. });
  276. window.addEventListener('keyup', (e) => {
  277. setKeyFromKeyCode(e.keyCode, false);
  278. });
  279. const sides = [
  280. { elem: document.querySelector('#left'), key: 'left' },
  281. { elem: document.querySelector('#right'), key: 'right' },
  282. ];
  283. // note: not a good design?
  284. // The last direction the user presses should take
  285. // precedence. Example: User presses L, without letting go of
  286. // L user presses R. Input should now be R. User lets off R
  287. // Input should now be L.
  288. // With this code if user pressed both L and R result is nothing
  289. const clearKeys = () => {
  290. for (const {key} of sides) {
  291. setKey(key, false);
  292. }
  293. };
  294. const handleMouseMove = (e) => {
  295. e.preventDefault();
  296. // this is needed because we call preventDefault();
  297. // we also gave the canvas a tabindex so it can
  298. // become the focus
  299. canvas.focus();
  300. window.addEventListener('pointermove', handleMouseMove);
  301. window.addEventListener('pointerup', handleMouseUp);
  302. for (const {elem, key} of sides) {
  303. let pressed = false;
  304. const rect = elem.getBoundingClientRect();
  305. const x = e.clientX;
  306. const y = e.clientY;
  307. const inRect = x >= rect.left && x < rect.right &&
  308. y >= rect.top && y < rect.bottom;
  309. if (inRect) {
  310. pressed = true;
  311. }
  312. setKey(key, pressed);
  313. }
  314. };
  315. function handleMouseUp() {
  316. clearKeys();
  317. window.removeEventListener('pointermove', handleMouseMove, {passive: false});
  318. window.removeEventListener('pointerup', handleMouseUp);
  319. }
  320. const uiElem = document.querySelector('#ui');
  321. uiElem.addEventListener('pointerdown', handleMouseMove, {passive: false});
  322. uiElem.addEventListener('touchstart', (e) => {
  323. // prevent scrolling
  324. e.preventDefault();
  325. }, {passive: false});
  326. }
  327. update() {
  328. for (const keyState of Object.values(this.keys)) {
  329. if (keyState.justPressed) {
  330. keyState.justPressed = false;
  331. }
  332. }
  333. }
  334. }
  335. // function* waitFrames(numFrames) {
  336. // while (numFrames > 0) {
  337. // --numFrames;
  338. // yield;
  339. // }
  340. // }
  341. function* waitSeconds(duration) {
  342. while (duration > 0) {
  343. duration -= globals.deltaTime;
  344. yield;
  345. }
  346. }
  347. class CoroutineRunner {
  348. constructor() {
  349. this.generatorStacks = [];
  350. this.addQueue = [];
  351. this.removeQueue = new Set();
  352. }
  353. isBusy() {
  354. return this.addQueue.length + this.generatorStacks.length > 0;
  355. }
  356. add(generator, delay = 0) {
  357. const genStack = [generator];
  358. if (delay) {
  359. genStack.push(waitSeconds(delay));
  360. }
  361. this.addQueue.push(genStack);
  362. }
  363. remove(generator) {
  364. this.removeQueue.add(generator);
  365. }
  366. update() {
  367. this._addQueued();
  368. this._removeQueued();
  369. for (const genStack of this.generatorStacks) {
  370. const main = genStack[0];
  371. // Handle if one coroutine removes another
  372. if (this.removeQueue.has(main)) {
  373. continue;
  374. }
  375. while (genStack.length) {
  376. const topGen = genStack[genStack.length - 1];
  377. const {value, done} = topGen.next();
  378. if (done) {
  379. if (genStack.length === 1) {
  380. this.removeQueue.add(topGen);
  381. break;
  382. }
  383. genStack.pop();
  384. } else if (value) {
  385. genStack.push(value);
  386. } else {
  387. break;
  388. }
  389. }
  390. }
  391. this._removeQueued();
  392. }
  393. _addQueued() {
  394. if (this.addQueue.length) {
  395. this.generatorStacks.splice(this.generatorStacks.length, 0, ...this.addQueue);
  396. this.addQueue = [];
  397. }
  398. }
  399. _removeQueued() {
  400. if (this.removeQueue.size) {
  401. this.generatorStacks = this.generatorStacks.filter(genStack => !this.removeQueue.has(genStack[0]));
  402. this.removeQueue.clear();
  403. }
  404. }
  405. }
  406. function removeArrayElement(array, element) {
  407. const ndx = array.indexOf(element);
  408. if (ndx >= 0) {
  409. array.splice(ndx, 1);
  410. }
  411. }
  412. class SafeArray {
  413. constructor() {
  414. this.array = [];
  415. this.addQueue = [];
  416. this.removeQueue = new Set();
  417. }
  418. get isEmpty() {
  419. return this.addQueue.length + this.array.length > 0;
  420. }
  421. add(element) {
  422. this.addQueue.push(element);
  423. }
  424. remove(element) {
  425. this.removeQueue.add(element);
  426. }
  427. forEach(fn) {
  428. this._addQueued();
  429. this._removeQueued();
  430. for (const element of this.array) {
  431. if (this.removeQueue.has(element)) {
  432. continue;
  433. }
  434. fn(element);
  435. }
  436. this._removeQueued();
  437. }
  438. _addQueued() {
  439. if (this.addQueue.length) {
  440. this.array.splice(this.array.length, 0, ...this.addQueue);
  441. this.addQueue = [];
  442. }
  443. }
  444. _removeQueued() {
  445. if (this.removeQueue.size) {
  446. this.array = this.array.filter(element => !this.removeQueue.has(element));
  447. this.removeQueue.clear();
  448. }
  449. }
  450. }
  451. class GameObjectManager {
  452. constructor() {
  453. this.gameObjects = new SafeArray();
  454. }
  455. createGameObject(parent, name) {
  456. const gameObject = new GameObject(parent, name);
  457. this.gameObjects.add(gameObject);
  458. return gameObject;
  459. }
  460. removeGameObject(gameObject) {
  461. this.gameObjects.remove(gameObject);
  462. }
  463. update() {
  464. this.gameObjects.forEach(gameObject => gameObject.update());
  465. }
  466. }
  467. const kForward = new THREE.Vector3(0, 0, 1);
  468. const globals = {
  469. camera,
  470. canvas,
  471. debug: false,
  472. time: 0,
  473. moveSpeed: 16,
  474. deltaTime: 0,
  475. player: null,
  476. congaLine: [],
  477. };
  478. const gameObjectManager = new GameObjectManager();
  479. const inputManager = new InputManager();
  480. class GameObject {
  481. constructor(parent, name) {
  482. this.name = name;
  483. this.components = [];
  484. this.transform = new THREE.Object3D();
  485. this.transform.name = name;
  486. parent.add(this.transform);
  487. }
  488. addComponent(ComponentType, ...args) {
  489. const component = new ComponentType(this, ...args);
  490. this.components.push(component);
  491. return component;
  492. }
  493. removeComponent(component) {
  494. removeArrayElement(this.components, component);
  495. }
  496. getComponent(ComponentType) {
  497. return this.components.find(c => c instanceof ComponentType);
  498. }
  499. update() {
  500. for (const component of this.components) {
  501. component.update();
  502. }
  503. }
  504. }
  505. // Base for all components
  506. class Component {
  507. constructor(gameObject) {
  508. this.gameObject = gameObject;
  509. }
  510. update() {
  511. }
  512. }
  513. class CameraInfo extends Component {
  514. constructor(gameObject) {
  515. super(gameObject);
  516. this.projScreenMatrix = new THREE.Matrix4();
  517. this.frustum = new THREE.Frustum();
  518. }
  519. update() {
  520. const {camera} = globals;
  521. this.projScreenMatrix.multiplyMatrices(
  522. camera.projectionMatrix,
  523. camera.matrixWorldInverse);
  524. this.frustum.setFromProjectionMatrix(this.projScreenMatrix);
  525. }
  526. }
  527. class SkinInstance extends Component {
  528. constructor(gameObject, model) {
  529. super(gameObject);
  530. this.model = model;
  531. this.animRoot = SkeletonUtils.clone(this.model.gltf.scene);
  532. this.mixer = new THREE.AnimationMixer(this.animRoot);
  533. gameObject.transform.add(this.animRoot);
  534. this.actions = {};
  535. }
  536. setAnimation(animName) {
  537. const clip = this.model.animations[animName];
  538. // turn off all current actions
  539. for (const action of Object.values(this.actions)) {
  540. action.enabled = false;
  541. }
  542. // get or create existing action for clip
  543. const action = this.mixer.clipAction(clip);
  544. action.enabled = true;
  545. action.reset();
  546. action.play();
  547. this.actions[animName] = action;
  548. }
  549. update() {
  550. this.mixer.update(globals.deltaTime);
  551. }
  552. }
  553. class FiniteStateMachine {
  554. constructor(states, initialState) {
  555. this.states = states;
  556. this.transition(initialState);
  557. }
  558. get state() {
  559. return this.currentState;
  560. }
  561. transition(state) {
  562. const oldState = this.states[this.currentState];
  563. if (oldState && oldState.exit) {
  564. oldState.exit.call(this);
  565. }
  566. this.currentState = state;
  567. const newState = this.states[state];
  568. if (newState.enter) {
  569. newState.enter.call(this);
  570. }
  571. }
  572. update() {
  573. const state = this.states[this.currentState];
  574. if (state.update) {
  575. state.update.call(this);
  576. }
  577. }
  578. }
  579. const gui = new GUI();
  580. gui.add(globals, 'debug').onChange(showHideDebugInfo);
  581. gui.close();
  582. const labelContainerElem = document.querySelector('#labels');
  583. function showHideDebugInfo() {
  584. labelContainerElem.style.display = globals.debug ? '' : 'none';
  585. }
  586. showHideDebugInfo();
  587. class StateDisplayHelper extends Component {
  588. constructor(gameObject, size) {
  589. super(gameObject);
  590. this.elem = document.createElement('div');
  591. labelContainerElem.appendChild(this.elem);
  592. this.pos = new THREE.Vector3();
  593. this.helper = new THREE.PolarGridHelper(size / 2, 1, 1, 16);
  594. gameObject.transform.add(this.helper);
  595. }
  596. setState(s) {
  597. this.elem.textContent = s;
  598. }
  599. setColor(cssColor) {
  600. this.elem.style.color = cssColor;
  601. this.helper.material.color.set(cssColor);
  602. }
  603. update() {
  604. this.helper.visible = globals.debug;
  605. if (!globals.debug) {
  606. return;
  607. }
  608. const {pos} = this;
  609. const {transform} = this.gameObject;
  610. const {canvas} = globals;
  611. pos.copy(transform.position);
  612. // get the normalized screen coordinate of that position
  613. // x and y will be in the -1 to +1 range with x = -1 being
  614. // on the left and y = -1 being on the bottom
  615. pos.project(globals.camera);
  616. // convert the normalized position to CSS coordinates
  617. const x = (pos.x * .5 + .5) * canvas.clientWidth;
  618. const y = (pos.y * -.5 + .5) * canvas.clientHeight;
  619. // move the elem to that position
  620. this.elem.style.transform = `translate(-50%, -50%) translate(${x}px,${y}px)`;
  621. }
  622. }
  623. function rand(min, max) {
  624. if (max === undefined) {
  625. max = min;
  626. min = 0;
  627. }
  628. return Math.random() * (max - min) + min;
  629. }
  630. function makeTextTexture(str) {
  631. const ctx = document.createElement('canvas').getContext('2d');
  632. ctx.canvas.width = 64;
  633. ctx.canvas.height = 64;
  634. ctx.font = '60px sans-serif';
  635. ctx.textAlign = 'center';
  636. ctx.textBaseline = 'middle';
  637. ctx.fillStyle = '#FFF';
  638. ctx.fillText(str, ctx.canvas.width / 2, ctx.canvas.height / 2);
  639. return new THREE.CanvasTexture(ctx.canvas);
  640. }
  641. const noteTexture = makeTextTexture('♪');
  642. class Note extends Component {
  643. constructor(gameObject) {
  644. super(gameObject);
  645. const {transform} = gameObject;
  646. const noteMaterial = new THREE.SpriteMaterial({
  647. color: new THREE.Color().setHSL(rand(1), 1, 0.5),
  648. map: noteTexture,
  649. side: THREE.DoubleSide,
  650. transparent: true,
  651. });
  652. const note = new THREE.Sprite(noteMaterial);
  653. note.scale.setScalar(3);
  654. transform.add(note);
  655. this.runner = new CoroutineRunner();
  656. const direction = new THREE.Vector3(rand(-0.2, 0.2), 1, rand(-0.2, 0.2));
  657. function* moveAndRemove() {
  658. for (let i = 0; i < 60; ++i) {
  659. transform.translateOnAxis(direction, globals.deltaTime * 10);
  660. noteMaterial.opacity = 1 - (i / 60);
  661. yield;
  662. }
  663. transform.parent.remove(transform);
  664. gameObjectManager.removeGameObject(gameObject);
  665. }
  666. this.runner.add(moveAndRemove());
  667. }
  668. update() {
  669. this.runner.update();
  670. }
  671. }
  672. class Player extends Component {
  673. constructor(gameObject) {
  674. super(gameObject);
  675. const model = models.knight;
  676. globals.playerRadius = model.size / 2;
  677. this.text = gameObject.addComponent(StateDisplayHelper, model.size);
  678. this.skinInstance = gameObject.addComponent(SkinInstance, model);
  679. this.skinInstance.setAnimation('Run');
  680. this.turnSpeed = globals.moveSpeed / 4;
  681. this.offscreenTimer = 0;
  682. this.maxTimeOffScreen = 3;
  683. this.runner = new CoroutineRunner();
  684. function* emitNotes() {
  685. for (;;) {
  686. yield waitSeconds(rand(0.5, 1));
  687. const noteGO = gameObjectManager.createGameObject(scene, 'note');
  688. noteGO.transform.position.copy(gameObject.transform.position);
  689. noteGO.transform.position.y += 5;
  690. noteGO.addComponent(Note);
  691. }
  692. }
  693. this.runner.add(emitNotes());
  694. }
  695. update() {
  696. this.runner.update();
  697. const {deltaTime, moveSpeed, cameraInfo} = globals;
  698. const {transform} = this.gameObject;
  699. const delta = (inputManager.keys.left.down ? 1 : 0) +
  700. (inputManager.keys.right.down ? -1 : 0);
  701. transform.rotation.y += this.turnSpeed * delta * deltaTime;
  702. transform.translateOnAxis(kForward, moveSpeed * deltaTime);
  703. const {frustum} = cameraInfo;
  704. if (frustum.containsPoint(transform.position)) {
  705. this.offscreenTimer = 0;
  706. } else {
  707. this.offscreenTimer += deltaTime;
  708. if (this.offscreenTimer >= this.maxTimeOffScreen) {
  709. transform.position.set(0, 0, 0);
  710. }
  711. }
  712. }
  713. }
  714. // Returns true of obj1 and obj2 are close
  715. function isClose(obj1, obj1Radius, obj2, obj2Radius) {
  716. const minDist = obj1Radius + obj2Radius;
  717. const dist = obj1.position.distanceTo(obj2.position);
  718. return dist < minDist;
  719. }
  720. // keeps v between -min and +min
  721. function minMagnitude(v, min) {
  722. return Math.abs(v) > min
  723. ? min * Math.sign(v)
  724. : v;
  725. }
  726. const aimTowardAndGetDistance = function() {
  727. const delta = new THREE.Vector3();
  728. return function aimTowardAndGetDistance(source, targetPos, maxTurn) {
  729. delta.subVectors(targetPos, source.position);
  730. // compute the direction we want to be facing
  731. const targetRot = Math.atan2(delta.x, delta.z) + Math.PI * 1.5;
  732. // rotate in the shortest direction
  733. const deltaRot = (targetRot - source.rotation.y + Math.PI * 1.5) % (Math.PI * 2) - Math.PI;
  734. // make sure we don't turn faster than maxTurn
  735. const deltaRotation = minMagnitude(deltaRot, maxTurn);
  736. // keep rotation between 0 and Math.PI * 2
  737. source.rotation.y = THREE.MathUtils.euclideanModulo(
  738. source.rotation.y + deltaRotation, Math.PI * 2);
  739. // return the distance to the target
  740. return delta.length();
  741. };
  742. }();
  743. class Animal extends Component {
  744. constructor(gameObject, model) {
  745. super(gameObject);
  746. this.helper = gameObject.addComponent(StateDisplayHelper, model.size);
  747. const hitRadius = model.size / 2;
  748. const skinInstance = gameObject.addComponent(SkinInstance, model);
  749. skinInstance.mixer.timeScale = globals.moveSpeed / 4;
  750. const transform = gameObject.transform;
  751. const playerTransform = globals.player.gameObject.transform;
  752. const maxTurnSpeed = Math.PI * (globals.moveSpeed / 4);
  753. const targetHistory = [];
  754. let targetNdx = 0;
  755. function addHistory() {
  756. const targetGO = globals.congaLine[targetNdx];
  757. const newTargetPos = new THREE.Vector3();
  758. newTargetPos.copy(targetGO.transform.position);
  759. targetHistory.push(newTargetPos);
  760. }
  761. this.fsm = new FiniteStateMachine({
  762. idle: {
  763. enter: () => {
  764. skinInstance.setAnimation('Idle');
  765. },
  766. update: () => {
  767. // check if player is near
  768. if (isClose(transform, hitRadius, playerTransform, globals.playerRadius)) {
  769. this.fsm.transition('waitForEnd');
  770. }
  771. },
  772. },
  773. waitForEnd: {
  774. enter: () => {
  775. skinInstance.setAnimation('Jump');
  776. },
  777. update: () => {
  778. // get the gameObject at the end of the conga line
  779. const lastGO = globals.congaLine[globals.congaLine.length - 1];
  780. const deltaTurnSpeed = maxTurnSpeed * globals.deltaTime;
  781. const targetPos = lastGO.transform.position;
  782. aimTowardAndGetDistance(transform, targetPos, deltaTurnSpeed);
  783. // check if last thing in conga line is near
  784. if (isClose(transform, hitRadius, lastGO.transform, globals.playerRadius)) {
  785. this.fsm.transition('goToLast');
  786. }
  787. },
  788. },
  789. goToLast: {
  790. enter: () => {
  791. // remember who we're following
  792. targetNdx = globals.congaLine.length - 1;
  793. // add ourselves to the conga line
  794. globals.congaLine.push(gameObject);
  795. skinInstance.setAnimation('Walk');
  796. },
  797. update: () => {
  798. addHistory();
  799. // walk to the oldest point in the history
  800. const targetPos = targetHistory[0];
  801. const maxVelocity = globals.moveSpeed * globals.deltaTime;
  802. const deltaTurnSpeed = maxTurnSpeed * globals.deltaTime;
  803. const distance = aimTowardAndGetDistance(transform, targetPos, deltaTurnSpeed);
  804. const velocity = distance;
  805. transform.translateOnAxis(kForward, Math.min(velocity, maxVelocity));
  806. if (distance <= maxVelocity) {
  807. this.fsm.transition('follow');
  808. }
  809. },
  810. },
  811. follow: {
  812. update: () => {
  813. addHistory();
  814. // remove the oldest history and just put ourselves there.
  815. const targetPos = targetHistory.shift();
  816. transform.position.copy(targetPos);
  817. const deltaTurnSpeed = maxTurnSpeed * globals.deltaTime;
  818. aimTowardAndGetDistance(transform, targetHistory[0], deltaTurnSpeed);
  819. },
  820. },
  821. }, 'idle');
  822. }
  823. update() {
  824. this.fsm.update();
  825. const dir = THREE.MathUtils.radToDeg(this.gameObject.transform.rotation.y);
  826. this.helper.setState(`${this.fsm.state}:${dir.toFixed(0)}`);
  827. }
  828. }
  829. function init() {
  830. // hide the loading bar
  831. const loadingElem = document.querySelector('#loading');
  832. loadingElem.style.display = 'none';
  833. prepModelsAndAnimations();
  834. {
  835. const gameObject = gameObjectManager.createGameObject(camera, 'camera');
  836. globals.cameraInfo = gameObject.addComponent(CameraInfo);
  837. }
  838. {
  839. const gameObject = gameObjectManager.createGameObject(scene, 'player');
  840. globals.player = gameObject.addComponent(Player);
  841. globals.congaLine = [gameObject];
  842. }
  843. const animalModelNames = [
  844. 'pig',
  845. 'cow',
  846. 'llama',
  847. 'pug',
  848. 'sheep',
  849. 'zebra',
  850. 'horse',
  851. ];
  852. const base = new THREE.Object3D();
  853. const offset = new THREE.Object3D();
  854. base.add(offset);
  855. // position animals in a spiral.
  856. const numAnimals = 28;
  857. const arc = 10;
  858. const b = 10 / (2 * Math.PI);
  859. let r = 10;
  860. let phi = r / b;
  861. for (let i = 0; i < numAnimals; ++i) {
  862. const name = animalModelNames[rand(animalModelNames.length) | 0];
  863. const gameObject = gameObjectManager.createGameObject(scene, name);
  864. gameObject.addComponent(Animal, models[name]);
  865. base.rotation.y = phi;
  866. offset.position.x = r;
  867. offset.updateWorldMatrix(true, false);
  868. offset.getWorldPosition(gameObject.transform.position);
  869. phi += arc / r;
  870. r = b * phi;
  871. }
  872. }
  873. function resizeRendererToDisplaySize(renderer) {
  874. const canvas = renderer.domElement;
  875. const width = canvas.clientWidth;
  876. const height = canvas.clientHeight;
  877. const needResize = canvas.width !== width || canvas.height !== height;
  878. if (needResize) {
  879. renderer.setSize(width, height, false);
  880. }
  881. return needResize;
  882. }
  883. let then = 0;
  884. function render(now) {
  885. // convert to seconds
  886. globals.time = now * 0.001;
  887. // make sure delta time isn't too big.
  888. globals.deltaTime = Math.min(globals.time - then, 1 / 20);
  889. then = globals.time;
  890. if (resizeRendererToDisplaySize(renderer)) {
  891. const canvas = renderer.domElement;
  892. camera.aspect = canvas.clientWidth / canvas.clientHeight;
  893. camera.updateProjectionMatrix();
  894. }
  895. gameObjectManager.update();
  896. inputManager.update();
  897. renderer.render(scene, camera);
  898. requestAnimationFrame(render);
  899. }
  900. requestAnimationFrame(render);
  901. }
  902. main();
  903. </script>
  904. </html>