UNPKG

threex

Version:

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

104 lines (90 loc) 3.62 kB
<!DOCTYPE html> <script src='../../../vendor/three.js/build/three.min.js'></script> <body style='margin: 0px; background-color: #bbbbbb; overflow: hidden;'><script> var renderer = new THREE.WebGLRenderer(); renderer.setSize( window.innerWidth, window.innerHeight ); document.body.appendChild( renderer.domElement ); var updateFcts = []; var scene = new THREE.Scene(); // var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.01, 100 ); // camera.position.z = 3; var camera = new THREE.OrthographicCamera( window.innerWidth / - 2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / - 2, -10, 10000 ); camera.position.z = 3000; ////////////////////////////////////////////////////////////////////////////////// // add an object and make it move // ////////////////////////////////////////////////////////////////////////////////// // var geometry = new THREE.CubeGeometry( 100, 100, 100); // var material = new THREE.MeshNormalMaterial(); // var mesh = new THREE.Mesh( geometry, material ); // scene.add( mesh ); // updateFcts.push(function(delta, now){ // // mesh.rotation.x += 1 * delta; // // mesh.rotation.y += 2 * delta; // }) var texture = THREE.ImageUtils.loadTexture( "images/sprite.png" ); var material = new THREE.SpriteMaterial({ map : texture, useScreenCoordinates : true, color : 0xffffff, }); var sprite = new THREE.Sprite( material ); scene.add(sprite) sprite.position.x = 70 sprite.position.y = 50 sprite.scale.set(1,1,1).multiplyScalar(20) var material = new THREE.SpriteMaterial({ map : texture, useScreenCoordinates : true, color : 0xffffff, }); var sprite = new THREE.Sprite( material ); scene.add(sprite) sprite.position.x = 70 sprite.position.y = 50 sprite.scale.set(1,1,1).multiplyScalar(20) var material = new THREE.SpriteMaterial({ map : texture, useScreenCoordinates : true, color : 0xffffff, }); var sprite = new THREE.Sprite( material ); scene.add(sprite) sprite.position.x = 70 sprite.position.y = 50 sprite.scale.set(1,1,1).multiplyScalar(20) ////////////////////////////////////////////////////////////////////////////////// // Camera Controls // ////////////////////////////////////////////////////////////////////////////////// var mouse = {x : 0, y : 0} document.addEventListener('mousemove', function(event){ mouse.x = (event.clientX / window.innerWidth ) - 0.5 mouse.y = (event.clientY / window.innerHeight) - 0.5 }, false) updateFcts.push(function(delta, now){ camera.position.x += (mouse.x*5 - camera.position.x) * (delta*3) camera.position.y += (mouse.y*5 - camera.position.y) * (delta*3) camera.lookAt( scene.position ) }) ////////////////////////////////////////////////////////////////////////////////// // 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>