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					339 lines
				
				7.6 KiB
			
		
		
			
		
	
	
					339 lines
				
				7.6 KiB
			| 
								 
											3 years ago
										 
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								<!DOCTYPE html>
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								<html lang="en">
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									<head>
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										<title>three.js webgl - morphtargets - MD2 controls</title>
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										<meta charset="utf-8">
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										<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
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										<link type="text/css" rel="stylesheet" href="main.css">
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										<style>
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											body {
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												background-color: #fff;
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												color: #444;
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											}
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											a {
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												color: #08f;
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											}
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										</style>
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									</head>
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									<body>
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										<div id="info">
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											<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - MD2 Loader<br />
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											use arrows to control characters, mouse for camera
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										</div>
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										<!-- Import maps polyfill -->
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										<!-- Remove this when import maps will be widely supported -->
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										<script async src="https://unpkg.com/es-module-shims@1.3.6/dist/es-module-shims.js"></script>
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										<script type="importmap">
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											{
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												"imports": {
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													"three": "../build/three.module.js",
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													"three/addons/": "./jsm/"
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												}
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											}
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										</script>
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										<script type="module">
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											import * as THREE from 'three';
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											import Stats from 'three/addons/libs/stats.module.js';
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											import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
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											import { MD2CharacterComplex } from 'three/addons/misc/MD2CharacterComplex.js';
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											import { Gyroscope } from 'three/addons/misc/Gyroscope.js';
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											let SCREEN_WIDTH = window.innerWidth;
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											let SCREEN_HEIGHT = window.innerHeight;
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											let container, stats;
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											let camera, scene, renderer;
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											const characters = [];
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											let nCharacters = 0;
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											let cameraControls;
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											const controls = {
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												moveForward: false,
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												moveBackward: false,
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												moveLeft: false,
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												moveRight: false
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											};
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											const clock = new THREE.Clock();
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											init();
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											animate();
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											function init() {
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												container = document.createElement( 'div' );
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												document.body.appendChild( container );
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												// CAMERA
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												camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 4000 );
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												camera.position.set( 0, 150, 1300 );
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												// SCENE
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												scene = new THREE.Scene();
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												scene.background = new THREE.Color( 0xffffff );
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												scene.fog = new THREE.Fog( 0xffffff, 1000, 4000 );
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												scene.add( camera );
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												// LIGHTS
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												scene.add( new THREE.AmbientLight( 0x222222 ) );
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												const light = new THREE.DirectionalLight( 0xffffff, 2.25 );
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												light.position.set( 200, 450, 500 );
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												light.castShadow = true;
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												light.shadow.mapSize.width = 1024;
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												light.shadow.mapSize.height = 512;
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												light.shadow.camera.near = 100;
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												light.shadow.camera.far = 1200;
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												light.shadow.camera.left = - 1000;
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												light.shadow.camera.right = 1000;
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												light.shadow.camera.top = 350;
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												light.shadow.camera.bottom = - 350;
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												scene.add( light );
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												// scene.add( new THREE.CameraHelper( light.shadow.camera ) );
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												//  GROUND
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												const gt = new THREE.TextureLoader().load( 'textures/terrain/grasslight-big.jpg' );
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												const gg = new THREE.PlaneGeometry( 16000, 16000 );
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												const gm = new THREE.MeshPhongMaterial( { color: 0xffffff, map: gt } );
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												const ground = new THREE.Mesh( gg, gm );
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												ground.rotation.x = - Math.PI / 2;
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												ground.material.map.repeat.set( 64, 64 );
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												ground.material.map.wrapS = THREE.RepeatWrapping;
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												ground.material.map.wrapT = THREE.RepeatWrapping;
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												ground.material.map.encoding = THREE.sRGBEncoding;
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												// note that because the ground does not cast a shadow, .castShadow is left false
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												ground.receiveShadow = true;
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												scene.add( ground );
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												// RENDERER
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												renderer = new THREE.WebGLRenderer( { antialias: true } );
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												renderer.setPixelRatio( window.devicePixelRatio );
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												renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
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												container.appendChild( renderer.domElement );
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												//
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												renderer.outputEncoding = THREE.sRGBEncoding;
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												renderer.shadowMap.enabled = true;
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												renderer.shadowMap.type = THREE.PCFSoftShadowMap;
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												// STATS
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												stats = new Stats();
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												container.appendChild( stats.dom );
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												// EVENTS
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												window.addEventListener( 'resize', onWindowResize );
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												document.addEventListener( 'keydown', onKeyDown );
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												document.addEventListener( 'keyup', onKeyUp );
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												// CONTROLS
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												cameraControls = new OrbitControls( camera, renderer.domElement );
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												cameraControls.target.set( 0, 50, 0 );
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												cameraControls.update();
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												// CHARACTER
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												const configOgro = {
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													baseUrl: 'models/md2/ogro/',
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													body: 'ogro.md2',
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													skins: [ 'grok.jpg', 'ogrobase.png', 'arboshak.png', 'ctf_r.png', 'ctf_b.png', 'darkam.png', 'freedom.png',
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															 'gib.png', 'gordogh.png', 'igdosh.png', 'khorne.png', 'nabogro.png',
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															 'sharokh.png' ],
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													weapons: [[ 'weapon.md2', 'weapon.jpg' ]],
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													animations: {
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														move: 'run',
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														idle: 'stand',
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														jump: 'jump',
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														attack: 'attack',
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														crouchMove: 'cwalk',
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														crouchIdle: 'cstand',
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														crouchAttach: 'crattack'
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													},
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													walkSpeed: 350,
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													crouchSpeed: 175
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												};
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												const nRows = 1;
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												const nSkins = configOgro.skins.length;
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												nCharacters = nSkins * nRows;
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												for ( let i = 0; i < nCharacters; i ++ ) {
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													const character = new MD2CharacterComplex();
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													character.scale = 3;
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													character.controls = controls;
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													characters.push( character );
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												}
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												const baseCharacter = new MD2CharacterComplex();
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												baseCharacter.scale = 3;
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												baseCharacter.onLoadComplete = function () {
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													let k = 0;
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													for ( let j = 0; j < nRows; j ++ ) {
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														for ( let i = 0; i < nSkins; i ++ ) {
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															const cloneCharacter = characters[ k ];
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															cloneCharacter.shareParts( baseCharacter );
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															// cast and receive shadows
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															cloneCharacter.enableShadows( true );
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															cloneCharacter.setWeapon( 0 );
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															cloneCharacter.setSkin( i );
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															cloneCharacter.root.position.x = ( i - nSkins / 2 ) * 150;
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															cloneCharacter.root.position.z = j * 250;
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															scene.add( cloneCharacter.root );
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															k ++;
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														}
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													}
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													const gyro = new Gyroscope();
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													gyro.add( camera );
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													gyro.add( light, light.target );
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													characters[ Math.floor( nSkins / 2 ) ].root.add( gyro );
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												};
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												baseCharacter.loadParts( configOgro );
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											}
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											// EVENT HANDLERS
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											function onWindowResize() {
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												SCREEN_WIDTH = window.innerWidth;
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												SCREEN_HEIGHT = window.innerHeight;
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												renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
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												camera.aspect = SCREEN_WIDTH / SCREEN_HEIGHT;
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												camera.updateProjectionMatrix();
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											}
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											function onKeyDown( event ) {
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												switch ( event.code ) {
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													case 'ArrowUp':
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													case 'KeyW': controls.moveForward = true; break;
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													case 'ArrowDown':
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													case 'KeyS': controls.moveBackward = true; break;
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													case 'ArrowLeft':
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													case 'KeyA': controls.moveLeft = true; break;
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													case 'ArrowRight':
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													case 'KeyD': controls.moveRight = true; break;
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								 | 
							
													// case 'KeyC': controls.crouch = true; break;
							 | 
						||
| 
								 | 
							
													// case 'Space': controls.jump = true; break;
							 | 
						||
| 
								 | 
							
													// case 'ControlLeft':
							 | 
						||
| 
								 | 
							
													// case 'ControlRight': controls.attack = true; break;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											function onKeyUp( event ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												switch ( event.code ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													case 'ArrowUp':
							 | 
						||
| 
								 | 
							
													case 'KeyW': controls.moveForward = false; break;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													case 'ArrowDown':
							 | 
						||
| 
								 | 
							
													case 'KeyS': controls.moveBackward = false; break;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													case 'ArrowLeft':
							 | 
						||
| 
								 | 
							
													case 'KeyA': controls.moveLeft = false; break;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													case 'ArrowRight':
							 | 
						||
| 
								 | 
							
													case 'KeyD': controls.moveRight = false; break;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													// case 'KeyC': controls.crouch = false; break;
							 | 
						||
| 
								 | 
							
													// case 'Space': controls.jump = false; break;
							 | 
						||
| 
								 | 
							
													// case 'ControlLeft':
							 | 
						||
| 
								 | 
							
													// case 'ControlRight': controls.attack = false; break;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											//
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											function animate() {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												requestAnimationFrame( animate );
							 | 
						||
| 
								 | 
							
												render();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												stats.update();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											function render() {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												const delta = clock.getDelta();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												for ( let i = 0; i < nCharacters; i ++ ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													characters[ i ].update( delta );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												renderer.render( scene, camera );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										</script>
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									</body>
							 | 
						||
| 
								 | 
							
								</html>
							 |