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threex

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Game Extensions for three.js http://www.threejsgames.com/extensions/

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<!DOCTYPE html> <script src='../../../vendor/three.js/build/three.min.js'></script> <script src='../threex.textureutils.js'></script> <script src='../webaudiox.flamethrower.js'></script> <script src='../threex.flamethrowertexture.js'></script> <script src='../threex.flamethrowersprite.js'></script> <script src='../threex.flamethroweremitter.js'></script> <body style='margin: 0px; background-color: #bbbbbb; overflow: hidden;'><script> var renderer = new THREE.WebGLRenderer(); renderer.setSize( window.innerWidth, window.innerHeight ); renderer.setClearColor('black') document.body.appendChild( renderer.domElement ); var updateFcts = []; var scene = new THREE.Scene(); var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.01, 1000 ); camera.position.z = 3; ////////////////////////////////////////////////////////////////////////////////// // comment // ////////////////////////////////////////////////////////////////////////////////// // TODO put that in the particle itself ? new THREEx.FlameThrowerTexture(function(texture){ var flameSprite = new THREEx.FlameThrowerSprite(texture) scene.add(flameSprite.object3d) // create sound var sound = new WebAudiox.FlameThrower() // update sound updateFcts.push(function(delta, now){ sound.update(delta, now) }) // create emitter var emitter = new THREEx.FlameThrowerEmitter(flameSprite, scene) // update emitter updateFcts.push(function(delta, now){ emitter.update(delta, now) }) var position = new THREE.Vector3(-3,0,0) //var position = new THREE.Vector3(0,-1,-2) var position = new THREE.Vector3(-4,0,-3) var velocity = new THREE.Vector3(7, 0, 0) emitter.start(15, function(){ emitter.emitOne(position, velocity) }) // start the trigger and emitter.trigger.start(); sound.trigger.start(); document.addEventListener('mousedown' , function(){ emitter.trigger.start() sound.trigger.start(); }) document.addEventListener('mouseup' , function(){ emitter.trigger.stop() sound.trigger.stop() }) }) ////////////////////////////////////////////////////////////////////////////////// // render the scene // ////////////////////////////////////////////////////////////////////////////////// updateFcts.push(function(){ renderer.render( scene, camera ); }) ////////////////////////////////////////////////////////////////////////////////// // loop runner // ////////////////////////////////////////////////////////////////////////////////// var lastTimeMsec= null requestAnimationFrame(function animate(nowMsec){ // keep looping requestAnimationFrame( animate ); // measure time lastTimeMsec = lastTimeMsec || nowMsec-1000/60 var deltaMsec = Math.min(200, nowMsec - lastTimeMsec) lastTimeMsec = nowMsec // call each update function updateFcts.forEach(function(updateFn){ updateFn(deltaMsec/1000, nowMsec/1000) }) }) </script></body>