misc_fps.html 9.0 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="container"></div>
  30. <div id="info"><a href="http://threejs.org" target="_blank">three.js</a> - platformer demo. cubemap by <a href="http://www.zfight.com/" target="_blank">Jochum Skoglund</a>.<br />Use arrow keys to look around and WASD to move.</div>
  31. <script src="../build/three.min.js"></script>
  32. <script>
  33. // player motion parameters
  34. var motion = {
  35. airborne : false,
  36. position : new THREE.Vector3(), velocity : new THREE.Vector3(),
  37. rotation : new THREE.Vector2(), spinning : new THREE.Vector2()
  38. };
  39. motion.position.y = -150;
  40. // game systems code
  41. var resetPlayer = function() {
  42. if( motion.position.y < -123 ) {
  43. motion.position.set( -2, 7.7, 25 );
  44. motion.velocity.multiplyScalar( 0 );
  45. }
  46. };
  47. var keyboardControls = (function() {
  48. var keys = { SP : 32, W : 87, A : 65, S : 83, D : 68, UP : 38, LT : 37, DN : 40, RT : 39 };
  49. var keysPressed = {};
  50. (function( watchedKeyCodes ) {
  51. var handler = function( down ) {
  52. return function( e ) {
  53. var index = watchedKeyCodes.indexOf( e.keyCode );
  54. if( index >= 0 ) {
  55. keysPressed[watchedKeyCodes[index]] = down; 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. }
  83. };
  84. })();
  85. var jumpPads = (function() {
  86. var pads = [ new THREE.Vector3( -17.5, 8, -10 ), new THREE.Vector3( 17.5, 8, -10 ), new THREE.Vector3( 0, 8, 21 ) ];
  87. var temp = new THREE.Vector3();
  88. return function() {
  89. if( !motion.airborne ) {
  90. for( var j = 0, n = pads.length; j < n; j++ ) {
  91. if ( pads[j].distanceToSquared( motion.position ) < 2.3 ) {
  92. // calculate velocity towards another side of platform from jump pad position
  93. temp.copy( pads[j] ); temp.y = 0; temp.setLength( -0.8 ); temp.y = 0.7;
  94. motion.airborne = true; motion.velocity.copy( temp ); break;
  95. }
  96. }
  97. }
  98. };
  99. })();
  100. var applyPhysics = (function() {
  101. var timeStep = 5;
  102. var timeLeft = timeStep + 1;
  103. var birdsEye = 100;
  104. var kneeDeep = 0.4;
  105. var raycaster = new THREE.Raycaster();
  106. raycaster.ray.direction.set( 0, -1, 0 );
  107. var angles = new THREE.Vector2();
  108. var displacement = new THREE.Vector3();
  109. return function( dt ) {
  110. var platform = scene.getObjectByName( "platform", true );
  111. if( platform ) {
  112. timeLeft += dt;
  113. // run several fixed-step iterations to approximate varying-step
  114. dt = 5;
  115. while( timeLeft >= dt ) {
  116. var time = 0.3, damping = 0.93, gravity = 0.01, tau = 2 * Math.PI;
  117. raycaster.ray.origin.copy( motion.position );
  118. raycaster.ray.origin.y += birdsEye;
  119. var hits = raycaster.intersectObject( platform );
  120. motion.airborne = true;
  121. // are we above, or at most knee deep in, the platform?
  122. if( ( hits.length > 0 ) && ( hits[0].face.normal.y > 0 ) ) {
  123. var actualHeight = hits[0].distance - birdsEye;
  124. // collision: stick to the surface if landing on it
  125. if( ( motion.velocity.y <= 0 ) && ( Math.abs( actualHeight ) < kneeDeep ) ) {
  126. motion.position.y -= actualHeight;
  127. motion.velocity.y = 0;
  128. motion.airborne = false;
  129. }
  130. }
  131. if( motion.airborne ) motion.velocity.y -= gravity;
  132. angles.copy( motion.spinning ).multiplyScalar( time );
  133. if( !motion.airborne ) motion.spinning.multiplyScalar( damping );
  134. displacement.copy( motion.velocity ).multiplyScalar( time );
  135. if( !motion.airborne ) motion.velocity.multiplyScalar( damping );
  136. motion.rotation.add( angles );
  137. motion.position.add( displacement );
  138. // limit the tilt at ±0.4 radians
  139. motion.rotation.x = Math.max( -0.4, Math.min ( +0.4, motion.rotation.x ) );
  140. // wrap horizontal rotation to 0...2π
  141. motion.rotation.y += tau; motion.rotation.y %= tau;
  142. timeLeft -= dt;
  143. }
  144. }
  145. };
  146. })();
  147. var updateCamera = (function() {
  148. var euler = new THREE.Euler( 0, 0, 0, 'YXZ' );
  149. return function() {
  150. euler.x = motion.rotation.x;
  151. euler.y = motion.rotation.y;
  152. camera.quaternion.setFromEuler( euler );
  153. camera.position.copy( motion.position );
  154. camera.position.y += 3.0;
  155. };
  156. })();
  157. // init 3D stuff
  158. function makeSkybox( urls, size ) {
  159. var skyboxCubemap = new THREE.CubeTextureLoader().load( urls );
  160. skyboxCubemap.format = THREE.RGBFormat;
  161. var skyboxShader = THREE.ShaderLib['cube'];
  162. skyboxShader.uniforms['tCube'].value = skyboxCubemap;
  163. return new THREE.Mesh(
  164. new THREE.BoxGeometry( size, size, size ),
  165. new THREE.ShaderMaterial({
  166. fragmentShader : skyboxShader.fragmentShader, vertexShader : skyboxShader.vertexShader,
  167. uniforms : skyboxShader.uniforms, depthWrite : false, side : THREE.BackSide
  168. })
  169. );
  170. }
  171. function makePlatform( jsonUrl, textureUrl, textureQuality ) {
  172. var placeholder = new THREE.Object3D();
  173. var texture = new THREE.TextureLoader().load( textureUrl );
  174. texture.minFilter = THREE.LinearFilter;
  175. texture.anisotropy = textureQuality;
  176. var loader = new THREE.JSONLoader();
  177. loader.load( jsonUrl, function( geometry ) {
  178. geometry.computeFaceNormals();
  179. var platform = new THREE.Mesh( geometry, new THREE.MeshBasicMaterial({ map : texture }) );
  180. platform.name = "platform";
  181. placeholder.add( platform );
  182. });
  183. return placeholder;
  184. }
  185. var renderer = new THREE.WebGLRenderer({ antialias : true });
  186. renderer.setPixelRatio( window.devicePixelRatio );
  187. var camera = new THREE.PerspectiveCamera( 60, 1, 0.1, 9000 );
  188. var scene = new THREE.Scene();
  189. scene.add( camera );
  190. scene.add( makeSkybox( [
  191. 'textures/cube/skybox/px.jpg', // right
  192. 'textures/cube/skybox/nx.jpg', // left
  193. 'textures/cube/skybox/py.jpg', // top
  194. 'textures/cube/skybox/ny.jpg', // bottom
  195. 'textures/cube/skybox/pz.jpg', // back
  196. 'textures/cube/skybox/nz.jpg' // front
  197. ], 8000 ));
  198. scene.add( makePlatform(
  199. 'models/platform/platform.json',
  200. 'models/platform/platform.jpg',
  201. renderer.getMaxAnisotropy()
  202. ));
  203. // start the game
  204. var start = function( gameLoop, gameViewportSize ) {
  205. var resize = function() {
  206. var viewport = gameViewportSize();
  207. renderer.setSize( viewport.width, viewport.height );
  208. camera.aspect = viewport.width / viewport.height;
  209. camera.updateProjectionMatrix();
  210. };
  211. window.addEventListener( 'resize', resize, false );
  212. resize();
  213. var lastTimeStamp;
  214. var render = function( timeStamp ) {
  215. var timeElapsed = lastTimeStamp ? timeStamp - lastTimeStamp : 0; lastTimeStamp = timeStamp;
  216. // call our game loop with the time elapsed since last rendering, in ms
  217. gameLoop( timeElapsed );
  218. renderer.render( scene, camera );
  219. requestAnimationFrame( render );
  220. };
  221. requestAnimationFrame( render );
  222. };
  223. var gameLoop = function( dt ) {
  224. resetPlayer();
  225. keyboardControls();
  226. jumpPads();
  227. applyPhysics( dt );
  228. updateCamera();
  229. };
  230. var gameViewportSize = function() { return {
  231. width: window.innerWidth, height: window.innerHeight
  232. }};
  233. document.getElementById( 'container' ).appendChild( renderer.domElement );
  234. start( gameLoop, gameViewportSize );
  235. </script>
  236. </body>
  237. </html>