threex
Version:
Game Extensions for three.js http://www.threejsgames.com/extensions/
112 lines (95 loc) • 4.72 kB
HTML
<!DOCTYPE html>
<script src='../../../vendor/three.js/build/three.min.js'></script>
<script src='../threex.minecraft.js'></script>
<script src='../threex.minecraftcontrols.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;
//////////////////////////////////////////////////////////////////////////////////
// load Character //
//////////////////////////////////////////////////////////////////////////////////
var character = new THREEx.MinecraftChar()
scene.add(character.root)
//////////////////////////////////////////////////////////////////////////////////
// controls //
//////////////////////////////////////////////////////////////////////////////////
var controls = new THREEx.MinecraftControls(character.root)
updateFcts.push(function(delta, now){
controls.update(delta, now)
})
//////////////////////////////////////////////////////////////////////////////////
// controls.input based on keyboard //
//////////////////////////////////////////////////////////////////////////////////
document.body.addEventListener('keydown', function(event){
var input = controls.input
if( event.keyCode === 'W'.charCodeAt(0) ) input.up = true
if( event.keyCode === 'S'.charCodeAt(0) ) input.down = true
if( event.keyCode === 'A'.charCodeAt(0) ) input.left = true
if( event.keyCode === 'D'.charCodeAt(0) ) input.right = true
if( event.keyCode === 'Q'.charCodeAt(0) ) input.strafeLeft= true
if( event.keyCode === 'E'.charCodeAt(0) ) input.strafeRight= true
// to support arrows because tsate asked me :)
if( event.keyCode === 38 ) input.up = true
if( event.keyCode === 40 ) input.down = true
if( event.keyCode === 37 && !event.shiftKey ) input.left = true
if( event.keyCode === 39 && !event.shiftKey ) input.right = true
if( event.keyCode === 37 && event.shiftKey ) input.strafeLeft= true
if( event.keyCode === 39 && event.shiftKey ) input.strafeRight= true
})
document.body.addEventListener('keyup', function(event){
var input = controls.input
if( event.keyCode === 'W'.charCodeAt(0) ) input.up = false
if( event.keyCode === 'S'.charCodeAt(0) ) input.down = false
if( event.keyCode === 'A'.charCodeAt(0) ) input.left = false
if( event.keyCode === 'D'.charCodeAt(0) ) input.right = false
if( event.keyCode === 'Q'.charCodeAt(0) ) input.strafeLeft= false
if( event.keyCode === 'E'.charCodeAt(0) ) input.strafeRight= false
// to support arrows because tsate asked me :)
if( event.keyCode === 38 ) input.up = false
if( event.keyCode === 40 ) input.down = false
if( event.keyCode === 37 || event.shiftKey ) input.left = false
if( event.keyCode === 39 || event.shiftKey ) input.right = false
if( event.keyCode === 37 || !event.shiftKey ) input.strafeLeft= false
if( event.keyCode === 39 || !event.shiftKey ) input.strafeRight= false
})
//////////////////////////////////////////////////////////////////////////////////
// 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>