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981 lines
28 KiB
981 lines
28 KiB
2 years ago
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<!-- Licensed under a BSD license. See license.html for license -->
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<!DOCTYPE html>
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<html>
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<head>
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<meta charset="utf-8">
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<meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=no">
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<title>Three.js - Game w/notes</title>
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<style>
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html {
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box-sizing: border-box;
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}
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*, *:before, *:after {
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box-sizing: inherit;
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}
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html, body {
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margin: 0;
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height: 100%;
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user-select: none;
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}
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img, canvas {
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/* prevent the save-image on long press on mobile */
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pointer-events: none;
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}
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#c {
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width: 100%;
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height: 100%;
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display: block;
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}
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#ui {
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position: absolute;
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left: 0;
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top: 0;
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width: 100%;
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|
height: 100%;
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||
|
display: flex;
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||
|
justify-items: center;
|
||
|
align-content: stretch;
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||
|
}
|
||
|
#ui>div {
|
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|
display: flex;
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||
|
align-items: flex-end;
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||
|
flex: 1 1 auto;
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||
|
}
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||
|
.bright {
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filter: brightness(2);
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|
}
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|
#left {
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||
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justify-content: flex-end;
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}
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|
#right {
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||
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justify-content: flex-start;
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||
|
}
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|
#ui img {
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padding: 10px;
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|
width: 80px;
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|
height: 80px;
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|
display: block;
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|
}
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|
#loading {
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||
|
position: absolute;
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left: 0;
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|
top: 0;
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||
|
width: 100%;
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||
|
height: 100%;
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||
|
display: flex;
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||
|
align-items: center;
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||
|
justify-content: center;
|
||
|
text-align: center;
|
||
|
font-size: xx-large;
|
||
|
font-family: sans-serif;
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||
|
}
|
||
|
#loading>div>div {
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||
|
padding: 2px;
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||
|
}
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||
|
.progress {
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||
|
width: 50vw;
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||
|
border: 1px solid black;
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||
|
}
|
||
|
#progressbar {
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|
width: 0%;
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||
|
transition: width ease-out .5s;
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|
height: 1em;
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||
|
background-color: #888;
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||
|
background-image: linear-gradient(
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|
-45deg,
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|
rgba(255, 255, 255, .5) 25%,
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|
transparent 25%,
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|
transparent 50%,
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|
rgba(255, 255, 255, .5) 50%,
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|
rgba(255, 255, 255, .5) 75%,
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|
transparent 75%,
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||
|
transparent
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);
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||
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background-size: 50px 50px;
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||
|
animation: progressanim 2s linear infinite;
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||
|
}
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||
|
|
||
|
@keyframes progressanim {
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||
|
0% {
|
||
|
background-position: 50px 50px;
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||
|
}
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||
|
100% {
|
||
|
background-position: 0 0;
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||
|
}
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||
|
}
|
||
|
|
||
|
#labels {
|
||
|
position: absolute; /* let us position ourself inside the container */
|
||
|
left: 0; /* make our position the top left of the container */
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|
top: 0;
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color: white;
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|
width: 100%;
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||
|
height: 100%;
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|
overflow: hidden;
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||
|
pointer-events: none;
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||
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}
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#labels>div {
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position: absolute; /* let us position them inside the container */
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left: 0; /* make their default position the top left of the container */
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top: 0;
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|
font-size: large;
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||
|
font-family: monospace;
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|
user-select: none; /* don't let the text get selected */
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|
text-shadow: /* create a black outline */
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-1px -1px 0 #000,
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0 -1px 0 #000,
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1px -1px 0 #000,
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1px 0 0 #000,
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1px 1px 0 #000,
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0 1px 0 #000,
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-1px 1px 0 #000,
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-1px 0 0 #000;
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}
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||
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</style>
|
||
|
</head>
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||
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<body>
|
||
|
<canvas id="c" tabindex="1"></canvas>
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||
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<div id="ui">
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||
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<div id="left"><img src="resources/images/left.svg"></div>
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||
|
<div style="flex: 0 0 40px;"></div>
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||
|
<div id="right"><img src="resources/images/right.svg"></div>
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||
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</div>
|
||
|
<div id="loading">
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||
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<div>
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||
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<div>...loading...</div>
|
||
|
<div class="progress"><div id="progressbar"></div></div>
|
||
|
</div>
|
||
|
</div>
|
||
|
<div id="labels"></div>
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||
|
</body>
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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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|
||
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<script type="importmap">
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||
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{
|
||
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"imports": {
|
||
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"three": "../../build/three.module.js",
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||
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"three/addons/": "../../examples/jsm/"
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||
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}
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||
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}
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||
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</script>
|
||
|
|
||
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<script type="module">
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||
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import * as THREE from 'three';
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import {OrbitControls} from 'three/addons/controls/OrbitControls.js';
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import {GLTFLoader} from 'three/addons/loaders/GLTFLoader.js';
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||
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import * as SkeletonUtils from 'three/addons/utils/SkeletonUtils.js';
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||
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import {GUI} from 'three/addons/libs/lil-gui.module.min.js';
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function main() {
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const canvas = document.querySelector('#c');
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const renderer = new THREE.WebGLRenderer({canvas});
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renderer.outputEncoding = THREE.sRGBEncoding;
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const fov = 45;
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const aspect = 2; // the canvas default
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const near = 0.1;
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const far = 1000;
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const camera = new THREE.PerspectiveCamera(fov, aspect, near, far);
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camera.position.set(0, 40, 80);
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const controls = new OrbitControls(camera, canvas);
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controls.target.set(0, 5, 0);
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controls.update();
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||
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const scene = new THREE.Scene();
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scene.background = new THREE.Color('white');
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function addLight(...pos) {
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const color = 0xFFFFFF;
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const intensity = 0.8;
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const light = new THREE.DirectionalLight(color, intensity);
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light.position.set(...pos);
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scene.add(light);
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scene.add(light.target);
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}
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addLight(5, 5, 2);
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||
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addLight(-5, 5, 5);
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||
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||
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const manager = new THREE.LoadingManager();
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||
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manager.onLoad = init;
|
||
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|
||
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const progressbarElem = document.querySelector('#progressbar');
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||
|
manager.onProgress = (url, itemsLoaded, itemsTotal) => {
|
||
|
progressbarElem.style.width = `${itemsLoaded / itemsTotal * 100 | 0}%`;
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||
|
};
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||
|
|
||
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const models = {
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||
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pig: { url: 'resources/models/animals/Pig.gltf' },
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||
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cow: { url: 'resources/models/animals/Cow.gltf' },
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||
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llama: { url: 'resources/models/animals/Llama.gltf' },
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||
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pug: { url: 'resources/models/animals/Pug.gltf' },
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||
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sheep: { url: 'resources/models/animals/Sheep.gltf' },
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||
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zebra: { url: 'resources/models/animals/Zebra.gltf' },
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||
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horse: { url: 'resources/models/animals/Horse.gltf' },
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||
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knight: { url: 'resources/models/knight/KnightCharacter.gltf' },
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||
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};
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||
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{
|
||
|
const gltfLoader = new GLTFLoader(manager);
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||
|
for (const model of Object.values(models)) {
|
||
|
gltfLoader.load(model.url, (gltf) => {
|
||
|
model.gltf = gltf;
|
||
|
});
|
||
|
}
|
||
|
}
|
||
|
|
||
|
function prepModelsAndAnimations() {
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||
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const box = new THREE.Box3();
|
||
|
const size = new THREE.Vector3();
|
||
|
Object.values(models).forEach(model => {
|
||
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box.setFromObject(model.gltf.scene);
|
||
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box.getSize(size);
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||
|
model.size = size.length();
|
||
|
const animsByName = {};
|
||
|
model.gltf.animations.forEach((clip) => {
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||
|
animsByName[clip.name] = clip;
|
||
|
// Should really fix this in .blend file
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||
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if (clip.name === 'Walk') {
|
||
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clip.duration /= 2;
|
||
|
}
|
||
|
});
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||
|
model.animations = animsByName;
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||
|
});
|
||
|
}
|
||
|
|
||
|
// Keeps the state of keys/buttons
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||
|
//
|
||
|
// You can check
|
||
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//
|
||
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// inputManager.keys.left.down
|
||
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//
|
||
|
// 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
|
||
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//
|
||
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// 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) => {
|
||
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this.keys[name] = { down: false, justPressed: false };
|
||
|
keyMap.set(keyCode, name);
|
||
|
};
|
||
|
|
||
|
const setKeyFromKeyCode = (keyCode, pressed) => {
|
||
|
const keyName = keyMap.get(keyCode);
|
||
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if (!keyName) {
|
||
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return;
|
||
|
}
|
||
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setKey(keyName, pressed);
|
||
|
};
|
||
|
|
||
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addKey(37, 'left');
|
||
|
addKey(39, 'right');
|
||
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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' },
|
||
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{ elem: document.querySelector('#right'), key: 'right' },
|
||
|
];
|
||
|
|
||
|
// note: not a good design?
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||
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// 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
|
||
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// Input should now be L.
|
||
|
// With this code if user pressed both L and R result is nothing
|
||
|
|
||
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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() {
|
||
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clearKeys();
|
||
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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>
|