threex
Version:
Game Extensions for three.js http://www.threejsgames.com/extensions/
104 lines (90 loc) • 3.62 kB
HTML
<!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>