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564 lines
15 KiB
564 lines
15 KiB
<!-- 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=yes">
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<title>Three.js - Game - Player Input</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;
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align-content: stretch;
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}
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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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justify-content: flex-end;
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}
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#right {
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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;
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text-align: center;
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font-size: xx-large;
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font-family: sans-serif;
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}
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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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}
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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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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% {
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background-position: 50px 50px;
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}
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100% {
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background-position: 0 0;
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}
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}
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</style>
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</head>
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<body>
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<canvas id="c" tabindex="1"></canvas>
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<div id="ui">
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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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</div>
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<div id="loading">
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<div>
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<div>...loading...</div>
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<div class="progress"><div id="progressbar"></div></div>
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</div>
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</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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<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/": "../../examples/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 {OrbitControls} from 'three/addons/controls/OrbitControls.js';
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import {GLTFLoader} from 'three/addons/loaders/GLTFLoader.js';
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import * as SkeletonUtils from 'three/addons/utils/SkeletonUtils.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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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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addLight(-5, 5, 5);
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const manager = new THREE.LoadingManager();
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manager.onLoad = init;
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const progressbarElem = document.querySelector('#progressbar');
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manager.onProgress = (url, itemsLoaded, itemsTotal) => {
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progressbarElem.style.width = `${itemsLoaded / itemsTotal * 100 | 0}%`;
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};
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const models = {
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pig: { url: 'resources/models/animals/Pig.gltf' },
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cow: { url: 'resources/models/animals/Cow.gltf' },
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llama: { url: 'resources/models/animals/Llama.gltf' },
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pug: { url: 'resources/models/animals/Pug.gltf' },
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sheep: { url: 'resources/models/animals/Sheep.gltf' },
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zebra: { url: 'resources/models/animals/Zebra.gltf' },
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horse: { url: 'resources/models/animals/Horse.gltf' },
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knight: { url: 'resources/models/knight/KnightCharacter.gltf' },
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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)) {
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gltfLoader.load(model.url, (gltf) => {
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model.gltf = gltf;
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});
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}
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}
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function prepModelsAndAnimations() {
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Object.values(models).forEach(model => {
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const animsByName = {};
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model.gltf.animations.forEach((clip) => {
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animsByName[clip.name] = clip;
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// Should really fix this in .blend file
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if (clip.name === 'Walk') {
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clip.duration /= 2;
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}
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});
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model.animations = animsByName;
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});
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}
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// Keeps the state of keys/buttons
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//
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// You can check
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//
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// inputManager.keys.left.down
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//
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// to see if the left key is currently held down
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// and you can check
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//
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// inputManager.keys.left.justPressed
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//
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// 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'
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class InputManager {
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constructor() {
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this.keys = {};
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const keyMap = new Map();
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const setKey = (keyName, pressed) => {
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const keyState = this.keys[keyName];
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keyState.justPressed = pressed && !keyState.down;
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keyState.down = pressed;
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};
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const addKey = (keyCode, name) => {
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this.keys[name] = { down: false, justPressed: false };
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keyMap.set(keyCode, name);
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};
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const setKeyFromKeyCode = (keyCode, pressed) => {
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const keyName = keyMap.get(keyCode);
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if (!keyName) {
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return;
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}
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setKey(keyName, pressed);
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};
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addKey(37, 'left');
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addKey(39, 'right');
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addKey(38, 'up');
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addKey(40, 'down');
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addKey(90, 'a');
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addKey(88, 'b');
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window.addEventListener('keydown', (e) => {
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setKeyFromKeyCode(e.keyCode, true);
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});
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window.addEventListener('keyup', (e) => {
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setKeyFromKeyCode(e.keyCode, false);
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});
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const sides = [
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{ elem: document.querySelector('#left'), key: 'left' },
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{ elem: document.querySelector('#right'), key: 'right' },
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];
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// note: not a good design?
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// The last direction the user presses should take
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// precedence. Example: User presses L, without letting go of
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// L user presses R. Input should now be R. User lets off R
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// Input should now be L.
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// With this code if user pressed both L and R result is nothing
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const clearKeys = () => {
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for (const {key} of sides) {
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setKey(key, false);
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}
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};
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const handleMouseMove = (e) => {
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e.preventDefault();
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// this is needed because we call preventDefault();
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// we also gave the canvas a tabindex so it can
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// become the focus
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canvas.focus();
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window.addEventListener('pointermove', handleMouseMove);
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window.addEventListener('pointerup', handleMouseUp);
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for (const {elem, key} of sides) {
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let pressed = false;
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const rect = elem.getBoundingClientRect();
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const x = e.clientX;
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const y = e.clientY;
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const inRect = x >= rect.left && x < rect.right &&
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y >= rect.top && y < rect.bottom;
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if (inRect) {
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pressed = true;
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}
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setKey(key, pressed);
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}
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};
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function handleMouseUp() {
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clearKeys();
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window.removeEventListener('pointermove', handleMouseMove, {passive: false});
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window.removeEventListener('pointerup', handleMouseUp);
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}
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const uiElem = document.querySelector('#ui');
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uiElem.addEventListener('pointerdown', handleMouseMove, {passive: false});
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uiElem.addEventListener('touchstart', (e) => {
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// prevent scrolling
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e.preventDefault();
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}, {passive: false});
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}
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update() {
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for (const keyState of Object.values(this.keys)) {
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if (keyState.justPressed) {
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keyState.justPressed = false;
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}
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}
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}
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}
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function removeArrayElement(array, element) {
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const ndx = array.indexOf(element);
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if (ndx >= 0) {
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array.splice(ndx, 1);
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}
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}
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class SafeArray {
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constructor() {
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this.array = [];
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this.addQueue = [];
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this.removeQueue = new Set();
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}
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get isEmpty() {
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return this.addQueue.length + this.array.length > 0;
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}
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add(element) {
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this.addQueue.push(element);
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}
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remove(element) {
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this.removeQueue.add(element);
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}
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forEach(fn) {
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this._addQueued();
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this._removeQueued();
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for (const element of this.array) {
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if (this.removeQueue.has(element)) {
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continue;
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}
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fn(element);
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}
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this._removeQueued();
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}
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_addQueued() {
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if (this.addQueue.length) {
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this.array.splice(this.array.length, 0, ...this.addQueue);
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this.addQueue = [];
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}
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}
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_removeQueued() {
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if (this.removeQueue.size) {
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this.array = this.array.filter(element => !this.removeQueue.has(element));
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this.removeQueue.clear();
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}
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}
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}
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class GameObjectManager {
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constructor() {
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this.gameObjects = new SafeArray();
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}
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createGameObject(parent, name) {
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const gameObject = new GameObject(parent, name);
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this.gameObjects.add(gameObject);
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return gameObject;
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}
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removeGameObject(gameObject) {
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this.gameObjects.remove(gameObject);
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}
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update() {
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this.gameObjects.forEach(gameObject => gameObject.update());
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}
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}
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const kForward = new THREE.Vector3(0, 0, 1);
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const globals = {
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time: 0,
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deltaTime: 0,
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moveSpeed: 16,
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camera,
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};
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const gameObjectManager = new GameObjectManager();
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const inputManager = new InputManager();
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class GameObject {
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constructor(parent, name) {
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this.name = name;
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this.components = [];
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this.transform = new THREE.Object3D();
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parent.add(this.transform);
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}
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addComponent(ComponentType, ...args) {
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const component = new ComponentType(this, ...args);
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this.components.push(component);
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return component;
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}
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removeComponent(component) {
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removeArrayElement(this.components, component);
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}
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getComponent(ComponentType) {
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return this.components.find(c => c instanceof ComponentType);
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}
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update() {
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for (const component of this.components) {
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component.update();
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}
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}
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}
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// Base for all components
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class Component {
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constructor(gameObject) {
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this.gameObject = gameObject;
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}
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update() {
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}
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}
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class CameraInfo extends Component {
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constructor(gameObject) {
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super(gameObject);
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this.projScreenMatrix = new THREE.Matrix4();
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this.frustum = new THREE.Frustum();
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}
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update() {
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const {camera} = globals;
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this.projScreenMatrix.multiplyMatrices(
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camera.projectionMatrix,
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camera.matrixWorldInverse);
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this.frustum.setFromProjectionMatrix(this.projScreenMatrix);
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}
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}
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class SkinInstance extends Component {
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constructor(gameObject, model) {
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super(gameObject);
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this.model = model;
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this.animRoot = SkeletonUtils.clone(this.model.gltf.scene);
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this.mixer = new THREE.AnimationMixer(this.animRoot);
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gameObject.transform.add(this.animRoot);
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this.actions = {};
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}
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setAnimation(animName) {
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const clip = this.model.animations[animName];
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// turn off all current actions
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for (const action of Object.values(this.actions)) {
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action.enabled = false;
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}
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// get or create existing action for clip
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const action = this.mixer.clipAction(clip);
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action.enabled = true;
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action.reset();
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action.play();
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this.actions[animName] = action;
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}
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update() {
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this.mixer.update(globals.deltaTime);
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}
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}
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class Player extends Component {
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constructor(gameObject) {
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super(gameObject);
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const model = models.knight;
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this.skinInstance = gameObject.addComponent(SkinInstance, model);
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this.skinInstance.setAnimation('Run');
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this.turnSpeed = globals.moveSpeed / 4;
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this.offscreenTimer = 0;
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this.maxTimeOffScreen = 3;
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}
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update() {
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const {deltaTime, moveSpeed} = globals;
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const {transform} = this.gameObject;
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const delta = (inputManager.keys.left.down ? 1 : 0) +
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(inputManager.keys.right.down ? -1 : 0);
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transform.rotation.y += this.turnSpeed * delta * deltaTime;
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transform.translateOnAxis(kForward, moveSpeed * deltaTime);
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const {frustum} = globals.cameraInfo;
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if (frustum.containsPoint(transform.position)) {
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this.offscreenTimer = 0;
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} else {
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this.offscreenTimer += deltaTime;
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if (this.offscreenTimer >= this.maxTimeOffScreen) {
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transform.position.set(0, 0, 0);
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}
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}
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}
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}
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function init() {
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// hide the loading bar
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const loadingElem = document.querySelector('#loading');
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loadingElem.style.display = 'none';
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prepModelsAndAnimations();
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{
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const gameObject = gameObjectManager.createGameObject(camera, 'camera');
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globals.cameraInfo = gameObject.addComponent(CameraInfo);
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}
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{
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const gameObject = gameObjectManager.createGameObject(scene, 'player');
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gameObject.addComponent(Player);
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}
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}
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function resizeRendererToDisplaySize(renderer) {
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const canvas = renderer.domElement;
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const width = canvas.clientWidth;
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const height = canvas.clientHeight;
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const needResize = canvas.width !== width || canvas.height !== height;
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if (needResize) {
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renderer.setSize(width, height, false);
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}
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return needResize;
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}
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let then = 0;
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function render(now) {
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// convert to seconds
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globals.time = now * 0.001;
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// make sure delta time isn't too big.
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globals.deltaTime = Math.min(globals.time - then, 1 / 20);
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then = globals.time;
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if (resizeRendererToDisplaySize(renderer)) {
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const canvas = renderer.domElement;
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camera.aspect = canvas.clientWidth / canvas.clientHeight;
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camera.updateProjectionMatrix();
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}
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gameObjectManager.update();
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inputManager.update();
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renderer.render(scene, camera);
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requestAnimationFrame(render);
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}
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requestAnimationFrame(render);
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}
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main();
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</script>
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</html>
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