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<!-- Licensed under a BSD license. See license.html for license -->
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=no">
<title>Three.js - Game w/notes</title>
<style>
html {
box-sizing: border-box;
}
*, *:before, *:after {
box-sizing: inherit;
}
html, body {
margin: 0;
height: 100%;
user-select: none;
}
img, canvas {
/* prevent the save-image on long press on mobile */
pointer-events: none;
}
#c {
width: 100%;
height: 100%;
display: block;
}
#ui {
position: absolute;
left: 0;
top: 0;
width: 100%;
height: 100%;
display: flex;
justify-items: center;
align-content: stretch;
}
#ui>div {
display: flex;
align-items: flex-end;
flex: 1 1 auto;
}
.bright {
filter: brightness(2);
}
#left {
justify-content: flex-end;
}
#right {
justify-content: flex-start;
}
#ui img {
padding: 10px;
width: 80px;
height: 80px;
display: block;
}
#loading {
position: absolute;
left: 0;
top: 0;
width: 100%;
height: 100%;
display: flex;
align-items: center;
justify-content: center;
text-align: center;
font-size: xx-large;
font-family: sans-serif;
}
#loading>div>div {
padding: 2px;
}
.progress {
width: 50vw;
border: 1px solid black;
}
#progressbar {
width: 0%;
transition: width ease-out .5s;
height: 1em;
background-color: #888;
background-image: linear-gradient(
-45deg,
rgba(255, 255, 255, .5) 25%,
transparent 25%,
transparent 50%,
rgba(255, 255, 255, .5) 50%,
rgba(255, 255, 255, .5) 75%,
transparent 75%,
transparent
);
background-size: 50px 50px;
animation: progressanim 2s linear infinite;
}
@keyframes progressanim {
0% {
background-position: 50px 50px;
}
100% {
background-position: 0 0;
}
}
#labels {
position: absolute; /* let us position ourself inside the container */
left: 0; /* make our position the top left of the container */
top: 0;
color: white;
width: 100%;
height: 100%;
overflow: hidden;
pointer-events: none;
}
#labels>div {
position: absolute; /* let us position them inside the container */
left: 0; /* make their default position the top left of the container */
top: 0;
font-size: large;
font-family: monospace;
user-select: none; /* don't let the text get selected */
text-shadow: /* create a black outline */
-1px -1px 0 #000,
0 -1px 0 #000,
1px -1px 0 #000,
1px 0 0 #000,
1px 1px 0 #000,
0 1px 0 #000,
-1px 1px 0 #000,
-1px 0 0 #000;
}
</style>
</head>
<body>
<canvas id="c" tabindex="1"></canvas>
<div id="ui">
<div id="left"><img src="resources/images/left.svg"></div>
<div style="flex: 0 0 40px;"></div>
<div id="right"><img src="resources/images/right.svg"></div>
</div>
<div id="loading">
<div>
<div>...loading...</div>
<div class="progress"><div id="progressbar"></div></div>
</div>
</div>
<div id="labels"></div>
</body>
<!-- Import maps polyfill -->
<!-- Remove this when import maps will be widely supported -->
<script async src="https://unpkg.com/es-module-shims@1.3.6/dist/es-module-shims.js"></script>
<script type="importmap">
{
"imports": {
"three": "../../build/three.module.js",
"three/addons/": "../../examples/jsm/"
}
}
</script>
<script type="module">
import * as THREE from 'three';
import {OrbitControls} from 'three/addons/controls/OrbitControls.js';
import {GLTFLoader} from 'three/addons/loaders/GLTFLoader.js';
import * as SkeletonUtils from 'three/addons/utils/SkeletonUtils.js';
import {GUI} from 'three/addons/libs/lil-gui.module.min.js';
function main() {
const canvas = document.querySelector('#c');
const renderer = new THREE.WebGLRenderer({canvas});
renderer.outputEncoding = THREE.sRGBEncoding;
const fov = 45;
const aspect = 2; // the canvas default
const near = 0.1;
const far = 1000;
const camera = new THREE.PerspectiveCamera(fov, aspect, near, far);
camera.position.set(0, 40, 80);
const controls = new OrbitControls(camera, canvas);
controls.target.set(0, 5, 0);
controls.update();
const scene = new THREE.Scene();
scene.background = new THREE.Color('white');
function addLight(...pos) {
const color = 0xFFFFFF;
const intensity = 0.8;
const light = new THREE.DirectionalLight(color, intensity);
light.position.set(...pos);
scene.add(light);
scene.add(light.target);
}
addLight(5, 5, 2);
addLight(-5, 5, 5);
const manager = new THREE.LoadingManager();
manager.onLoad = init;
const progressbarElem = document.querySelector('#progressbar');
manager.onProgress = (url, itemsLoaded, itemsTotal) => {
progressbarElem.style.width = `${itemsLoaded / itemsTotal * 100 | 0}%`;
};
const models = {
pig: { url: 'resources/models/animals/Pig.gltf' },
cow: { url: 'resources/models/animals/Cow.gltf' },
llama: { url: 'resources/models/animals/Llama.gltf' },
pug: { url: 'resources/models/animals/Pug.gltf' },
sheep: { url: 'resources/models/animals/Sheep.gltf' },
zebra: { url: 'resources/models/animals/Zebra.gltf' },
horse: { url: 'resources/models/animals/Horse.gltf' },
knight: { url: 'resources/models/knight/KnightCharacter.gltf' },
};
{
const gltfLoader = new GLTFLoader(manager);
for (const model of Object.values(models)) {
gltfLoader.load(model.url, (gltf) => {
model.gltf = gltf;
});
}
}
function prepModelsAndAnimations() {
const box = new THREE.Box3();
const size = new THREE.Vector3();
Object.values(models).forEach(model => {
box.setFromObject(model.gltf.scene);
box.getSize(size);
model.size = size.length();
const animsByName = {};
model.gltf.animations.forEach((clip) => {
animsByName[clip.name] = clip;
// Should really fix this in .blend file
if (clip.name === 'Walk') {
clip.duration /= 2;
}
});
model.animations = animsByName;
});
}
// Keeps the state of keys/buttons
//
// You can check
//
// inputManager.keys.left.down
//
// to see if the left key is currently held down
// and you can check
//
// inputManager.keys.left.justPressed
//
// To see if the left key was pressed this frame
//
// Keys are 'left', 'right', 'a', 'b', 'up', 'down'
class InputManager {
constructor() {
this.keys = {};
const keyMap = new Map();
const setKey = (keyName, pressed) => {
const keyState = this.keys[keyName];
keyState.justPressed = pressed && !keyState.down;
keyState.down = pressed;
};
const addKey = (keyCode, name) => {
this.keys[name] = { down: false, justPressed: false };
keyMap.set(keyCode, name);
};
const setKeyFromKeyCode = (keyCode, pressed) => {
const keyName = keyMap.get(keyCode);
if (!keyName) {
return;
}
setKey(keyName, pressed);
};
addKey(37, 'left');
addKey(39, 'right');
addKey(38, 'up');
addKey(40, 'down');
addKey(90, 'a');
addKey(88, 'b');
window.addEventListener('keydown', (e) => {
setKeyFromKeyCode(e.keyCode, true);
});
window.addEventListener('keyup', (e) => {
setKeyFromKeyCode(e.keyCode, false);
});
const sides = [
{ elem: document.querySelector('#left'), key: 'left' },
{ elem: document.querySelector('#right'), key: 'right' },
];
// note: not a good design?
// The last direction the user presses should take
// precedence. Example: User presses L, without letting go of
// L user presses R. Input should now be R. User lets off R
// Input should now be L.
// With this code if user pressed both L and R result is nothing
const clearKeys = () => {
for (const {key} of sides) {
setKey(key, false);
}
};
const handleMouseMove = (e) => {
e.preventDefault();
// this is needed because we call preventDefault();
// we also gave the canvas a tabindex so it can
// become the focus
canvas.focus();
window.addEventListener('pointermove', handleMouseMove);
window.addEventListener('pointerup', handleMouseUp);
for (const {elem, key} of sides) {
let pressed = false;
const rect = elem.getBoundingClientRect();
const x = e.clientX;
const y = e.clientY;
const inRect = x >= rect.left && x < rect.right &&
y >= rect.top && y < rect.bottom;
if (inRect) {
pressed = true;
}
setKey(key, pressed);
}
};
function handleMouseUp() {
clearKeys();
window.removeEventListener('pointermove', handleMouseMove, {passive: false});
window.removeEventListener('pointerup', handleMouseUp);
}
const uiElem = document.querySelector('#ui');
uiElem.addEventListener('pointerdown', handleMouseMove, {passive: false});
uiElem.addEventListener('touchstart', (e) => {
// prevent scrolling
e.preventDefault();
}, {passive: false});
}
update() {
for (const keyState of Object.values(this.keys)) {
if (keyState.justPressed) {
keyState.justPressed = false;
}
}
}
}
// function* waitFrames(numFrames) {
// while (numFrames > 0) {
// --numFrames;
// yield;
// }
// }
function* waitSeconds(duration) {
while (duration > 0) {
duration -= globals.deltaTime;
yield;
}
}
class CoroutineRunner {
constructor() {
this.generatorStacks = [];
this.addQueue = [];
this.removeQueue = new Set();
}
isBusy() {
return this.addQueue.length + this.generatorStacks.length > 0;
}
add(generator, delay = 0) {
const genStack = [generator];
if (delay) {
genStack.push(waitSeconds(delay));
}
this.addQueue.push(genStack);
}
remove(generator) {
this.removeQueue.add(generator);
}
update() {
this._addQueued();
this._removeQueued();
for (const genStack of this.generatorStacks) {
const main = genStack[0];
// Handle if one coroutine removes another
if (this.removeQueue.has(main)) {
continue;
}
while (genStack.length) {
const topGen = genStack[genStack.length - 1];
const {value, done} = topGen.next();
if (done) {
if (genStack.length === 1) {
this.removeQueue.add(topGen);
break;
}
genStack.pop();
} else if (value) {
genStack.push(value);
} else {
break;
}
}
}
this._removeQueued();
}
_addQueued() {
if (this.addQueue.length) {
this.generatorStacks.splice(this.generatorStacks.length, 0, ...this.addQueue);
this.addQueue = [];
}
}
_removeQueued() {
if (this.removeQueue.size) {
this.generatorStacks = this.generatorStacks.filter(genStack => !this.removeQueue.has(genStack[0]));
this.removeQueue.clear();
}
}
}
function removeArrayElement(array, element) {
const ndx = array.indexOf(element);
if (ndx >= 0) {
array.splice(ndx, 1);
}
}
class SafeArray {
constructor() {
this.array = [];
this.addQueue = [];
this.removeQueue = new Set();
}
get isEmpty() {
return this.addQueue.length + this.array.length > 0;
}
add(element) {
this.addQueue.push(element);
}
remove(element) {
this.removeQueue.add(element);
}
forEach(fn) {
this._addQueued();
this._removeQueued();
for (const element of this.array) {
if (this.removeQueue.has(element)) {
continue;
}
fn(element);
}
this._removeQueued();
}
_addQueued() {
if (this.addQueue.length) {
this.array.splice(this.array.length, 0, ...this.addQueue);
this.addQueue = [];
}
}
_removeQueued() {
if (this.removeQueue.size) {
this.array = this.array.filter(element => !this.removeQueue.has(element));
this.removeQueue.clear();
}
}
}
class GameObjectManager {
constructor() {
this.gameObjects = new SafeArray();
}
createGameObject(parent, name) {
const gameObject = new GameObject(parent, name);
this.gameObjects.add(gameObject);
return gameObject;
}
removeGameObject(gameObject) {
this.gameObjects.remove(gameObject);
}
update() {
this.gameObjects.forEach(gameObject => gameObject.update());
}
}
const kForward = new THREE.Vector3(0, 0, 1);
const globals = {
camera,
canvas,
debug: false,
time: 0,
moveSpeed: 16,
deltaTime: 0,
player: null,
congaLine: [],
};
const gameObjectManager = new GameObjectManager();
const inputManager = new InputManager();
class GameObject {
constructor(parent, name) {
this.name = name;
this.components = [];
this.transform = new THREE.Object3D();
this.transform.name = name;
parent.add(this.transform);
}
addComponent(ComponentType, ...args) {
const component = new ComponentType(this, ...args);
this.components.push(component);
return component;
}
removeComponent(component) {
removeArrayElement(this.components, component);
}
getComponent(ComponentType) {
return this.components.find(c => c instanceof ComponentType);
}
update() {
for (const component of this.components) {
component.update();
}
}
}
// Base for all components
class Component {
constructor(gameObject) {
this.gameObject = gameObject;
}
update() {
}
}
class CameraInfo extends Component {
constructor(gameObject) {
super(gameObject);
this.projScreenMatrix = new THREE.Matrix4();
this.frustum = new THREE.Frustum();
}
update() {
const {camera} = globals;
this.projScreenMatrix.multiplyMatrices(
camera.projectionMatrix,
camera.matrixWorldInverse);
this.frustum.setFromProjectionMatrix(this.projScreenMatrix);
}
}
class SkinInstance extends Component {
constructor(gameObject, model) {
super(gameObject);
this.model = model;
this.animRoot = SkeletonUtils.clone(this.model.gltf.scene);
this.mixer = new THREE.AnimationMixer(this.animRoot);
gameObject.transform.add(this.animRoot);
this.actions = {};
}
setAnimation(animName) {
const clip = this.model.animations[animName];
// turn off all current actions
for (const action of Object.values(this.actions)) {
action.enabled = false;
}
// get or create existing action for clip
const action = this.mixer.clipAction(clip);
action.enabled = true;
action.reset();
action.play();
this.actions[animName] = action;
}
update() {
this.mixer.update(globals.deltaTime);
}
}
class FiniteStateMachine {
constructor(states, initialState) {
this.states = states;
this.transition(initialState);
}
get state() {
return this.currentState;
}
transition(state) {
const oldState = this.states[this.currentState];
if (oldState && oldState.exit) {
oldState.exit.call(this);
}
this.currentState = state;
const newState = this.states[state];
if (newState.enter) {
newState.enter.call(this);
}
}
update() {
const state = this.states[this.currentState];
if (state.update) {
state.update.call(this);
}
}
}
const gui = new GUI();
gui.add(globals, 'debug').onChange(showHideDebugInfo);
gui.close();
const labelContainerElem = document.querySelector('#labels');
function showHideDebugInfo() {
labelContainerElem.style.display = globals.debug ? '' : 'none';
}
showHideDebugInfo();
class StateDisplayHelper extends Component {
constructor(gameObject, size) {
super(gameObject);
this.elem = document.createElement('div');
labelContainerElem.appendChild(this.elem);
this.pos = new THREE.Vector3();
this.helper = new THREE.PolarGridHelper(size / 2, 1, 1, 16);
gameObject.transform.add(this.helper);
}
setState(s) {
this.elem.textContent = s;
}
setColor(cssColor) {
this.elem.style.color = cssColor;
this.helper.material.color.set(cssColor);
}
update() {
this.helper.visible = globals.debug;
if (!globals.debug) {
return;
}
const {pos} = this;
const {transform} = this.gameObject;
const {canvas} = globals;
pos.copy(transform.position);
// get the normalized screen coordinate of that position
// x and y will be in the -1 to +1 range with x = -1 being
// on the left and y = -1 being on the bottom
pos.project(globals.camera);
// convert the normalized position to CSS coordinates
const x = (pos.x * .5 + .5) * canvas.clientWidth;
const y = (pos.y * -.5 + .5) * canvas.clientHeight;
// move the elem to that position
this.elem.style.transform = `translate(-50%, -50%) translate(${x}px,${y}px)`;
}
}
function rand(min, max) {
if (max === undefined) {
max = min;
min = 0;
}
return Math.random() * (max - min) + min;
}
function makeTextTexture(str) {
const ctx = document.createElement('canvas').getContext('2d');
ctx.canvas.width = 64;
ctx.canvas.height = 64;
ctx.font = '60px sans-serif';
ctx.textAlign = 'center';
ctx.textBaseline = 'middle';
ctx.fillStyle = '#FFF';
ctx.fillText(str, ctx.canvas.width / 2, ctx.canvas.height / 2);
return new THREE.CanvasTexture(ctx.canvas);
}
const noteTexture = makeTextTexture('♪');
class Note extends Component {
constructor(gameObject) {
super(gameObject);
const {transform} = gameObject;
const noteMaterial = new THREE.SpriteMaterial({
color: new THREE.Color().setHSL(rand(1), 1, 0.5),
map: noteTexture,
side: THREE.DoubleSide,
transparent: true,
});
const note = new THREE.Sprite(noteMaterial);
note.scale.setScalar(3);
transform.add(note);
this.runner = new CoroutineRunner();
const direction = new THREE.Vector3(rand(-0.2, 0.2), 1, rand(-0.2, 0.2));
function* moveAndRemove() {
for (let i = 0; i < 60; ++i) {
transform.translateOnAxis(direction, globals.deltaTime * 10);
noteMaterial.opacity = 1 - (i / 60);
yield;
}
transform.parent.remove(transform);
gameObjectManager.removeGameObject(gameObject);
}
this.runner.add(moveAndRemove());
}
update() {
this.runner.update();
}
}
class Player extends Component {
constructor(gameObject) {
super(gameObject);
const model = models.knight;
globals.playerRadius = model.size / 2;
this.text = gameObject.addComponent(StateDisplayHelper, model.size);
this.skinInstance = gameObject.addComponent(SkinInstance, model);
this.skinInstance.setAnimation('Run');
this.turnSpeed = globals.moveSpeed / 4;
this.offscreenTimer = 0;
this.maxTimeOffScreen = 3;
this.runner = new CoroutineRunner();
function* emitNotes() {
for (;;) {
yield waitSeconds(rand(0.5, 1));
const noteGO = gameObjectManager.createGameObject(scene, 'note');
noteGO.transform.position.copy(gameObject.transform.position);
noteGO.transform.position.y += 5;
noteGO.addComponent(Note);
}
}
this.runner.add(emitNotes());
}
update() {
this.runner.update();
const {deltaTime, moveSpeed, cameraInfo} = globals;
const {transform} = this.gameObject;
const delta = (inputManager.keys.left.down ? 1 : 0) +
(inputManager.keys.right.down ? -1 : 0);
transform.rotation.y += this.turnSpeed * delta * deltaTime;
transform.translateOnAxis(kForward, moveSpeed * deltaTime);
const {frustum} = cameraInfo;
if (frustum.containsPoint(transform.position)) {
this.offscreenTimer = 0;
} else {
this.offscreenTimer += deltaTime;
if (this.offscreenTimer >= this.maxTimeOffScreen) {
transform.position.set(0, 0, 0);
}
}
}
}
// Returns true of obj1 and obj2 are close
function isClose(obj1, obj1Radius, obj2, obj2Radius) {
const minDist = obj1Radius + obj2Radius;
const dist = obj1.position.distanceTo(obj2.position);
return dist < minDist;
}
// keeps v between -min and +min
function minMagnitude(v, min) {
return Math.abs(v) > min
? min * Math.sign(v)
: v;
}
const aimTowardAndGetDistance = function() {
const delta = new THREE.Vector3();
return function aimTowardAndGetDistance(source, targetPos, maxTurn) {
delta.subVectors(targetPos, source.position);
// compute the direction we want to be facing
const targetRot = Math.atan2(delta.x, delta.z) + Math.PI * 1.5;
// rotate in the shortest direction
const deltaRot = (targetRot - source.rotation.y + Math.PI * 1.5) % (Math.PI * 2) - Math.PI;
// make sure we don't turn faster than maxTurn
const deltaRotation = minMagnitude(deltaRot, maxTurn);
// keep rotation between 0 and Math.PI * 2
source.rotation.y = THREE.MathUtils.euclideanModulo(
source.rotation.y + deltaRotation, Math.PI * 2);
// return the distance to the target
return delta.length();
};
}();
class Animal extends Component {
constructor(gameObject, model) {
super(gameObject);
this.helper = gameObject.addComponent(StateDisplayHelper, model.size);
const hitRadius = model.size / 2;
const skinInstance = gameObject.addComponent(SkinInstance, model);
skinInstance.mixer.timeScale = globals.moveSpeed / 4;
const transform = gameObject.transform;
const playerTransform = globals.player.gameObject.transform;
const maxTurnSpeed = Math.PI * (globals.moveSpeed / 4);
const targetHistory = [];
let targetNdx = 0;
function addHistory() {
const targetGO = globals.congaLine[targetNdx];
const newTargetPos = new THREE.Vector3();
newTargetPos.copy(targetGO.transform.position);
targetHistory.push(newTargetPos);
}
this.fsm = new FiniteStateMachine({
idle: {
enter: () => {
skinInstance.setAnimation('Idle');
},
update: () => {
// check if player is near
if (isClose(transform, hitRadius, playerTransform, globals.playerRadius)) {
this.fsm.transition('waitForEnd');
}
},
},
waitForEnd: {
enter: () => {
skinInstance.setAnimation('Jump');
},
update: () => {
// get the gameObject at the end of the conga line
const lastGO = globals.congaLine[globals.congaLine.length - 1];
const deltaTurnSpeed = maxTurnSpeed * globals.deltaTime;
const targetPos = lastGO.transform.position;
aimTowardAndGetDistance(transform, targetPos, deltaTurnSpeed);
// check if last thing in conga line is near
if (isClose(transform, hitRadius, lastGO.transform, globals.playerRadius)) {
this.fsm.transition('goToLast');
}
},
},
goToLast: {
enter: () => {
// remember who we're following
targetNdx = globals.congaLine.length - 1;
// add ourselves to the conga line
globals.congaLine.push(gameObject);
skinInstance.setAnimation('Walk');
},
update: () => {
addHistory();
// walk to the oldest point in the history
const targetPos = targetHistory[0];
const maxVelocity = globals.moveSpeed * globals.deltaTime;
const deltaTurnSpeed = maxTurnSpeed * globals.deltaTime;
const distance = aimTowardAndGetDistance(transform, targetPos, deltaTurnSpeed);
const velocity = distance;
transform.translateOnAxis(kForward, Math.min(velocity, maxVelocity));
if (distance <= maxVelocity) {
this.fsm.transition('follow');
}
},
},
follow: {
update: () => {
addHistory();
// remove the oldest history and just put ourselves there.
const targetPos = targetHistory.shift();
transform.position.copy(targetPos);
const deltaTurnSpeed = maxTurnSpeed * globals.deltaTime;
aimTowardAndGetDistance(transform, targetHistory[0], deltaTurnSpeed);
},
},
}, 'idle');
}
update() {
this.fsm.update();
const dir = THREE.MathUtils.radToDeg(this.gameObject.transform.rotation.y);
this.helper.setState(`${this.fsm.state}:${dir.toFixed(0)}`);
}
}
function init() {
// hide the loading bar
const loadingElem = document.querySelector('#loading');
loadingElem.style.display = 'none';
prepModelsAndAnimations();
{
const gameObject = gameObjectManager.createGameObject(camera, 'camera');
globals.cameraInfo = gameObject.addComponent(CameraInfo);
}
{
const gameObject = gameObjectManager.createGameObject(scene, 'player');
globals.player = gameObject.addComponent(Player);
globals.congaLine = [gameObject];
}
const animalModelNames = [
'pig',
'cow',
'llama',
'pug',
'sheep',
'zebra',
'horse',
];
const base = new THREE.Object3D();
const offset = new THREE.Object3D();
base.add(offset);
// position animals in a spiral.
const numAnimals = 28;
const arc = 10;
const b = 10 / (2 * Math.PI);
let r = 10;
let phi = r / b;
for (let i = 0; i < numAnimals; ++i) {
const name = animalModelNames[rand(animalModelNames.length) | 0];
const gameObject = gameObjectManager.createGameObject(scene, name);
gameObject.addComponent(Animal, models[name]);
base.rotation.y = phi;
offset.position.x = r;
offset.updateWorldMatrix(true, false);
offset.getWorldPosition(gameObject.transform.position);
phi += arc / r;
r = b * phi;
}
}
function resizeRendererToDisplaySize(renderer) {
const canvas = renderer.domElement;
const width = canvas.clientWidth;
const height = canvas.clientHeight;
const needResize = canvas.width !== width || canvas.height !== height;
if (needResize) {
renderer.setSize(width, height, false);
}
return needResize;
}
let then = 0;
function render(now) {
// convert to seconds
globals.time = now * 0.001;
// make sure delta time isn't too big.
globals.deltaTime = Math.min(globals.time - then, 1 / 20);
then = globals.time;
if (resizeRendererToDisplaySize(renderer)) {
const canvas = renderer.domElement;
camera.aspect = canvas.clientWidth / canvas.clientHeight;
camera.updateProjectionMatrix();
}
gameObjectManager.update();
inputManager.update();
renderer.render(scene, camera);
requestAnimationFrame(render);
}
requestAnimationFrame(render);
}
main();
</script>
</html>