threex
Version:
Game Extensions for three.js http://www.threejsgames.com/extensions/
82 lines (73 loc) • 2.95 kB
HTML
<!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>