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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='../../../vendor/three.js/examples/js/loaders/BinaryLoader.js'></script> <script src="../../../vendor/require.js/require.js"></script> <script src='../Car.js'></script> <script src='../threex.sportcars.js'></script> <body style='margin: 0px; background-color: #bbbbbb; overflow: hidden;'><script> require([ 'bower_components/threex.skymap/package.require.js' ], function(){ var renderer = new THREE.WebGLRenderer(); renderer.setSize( window.innerWidth, window.innerHeight ); document.body.appendChild( renderer.domElement ); var onRenderFcts= []; var scene = new THREE.Scene(); var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.01, 1000); camera.position.z = 1; ////////////////////////////////////////////////////////////////////////////////// // set 3 point lighting // ////////////////////////////////////////////////////////////////////////////////// ;(function(){ // add a ambient light var light = new THREE.AmbientLight( 0xFFFFFF ) scene.add( light ) // add a light in front var light = new THREE.DirectionalLight('white', 2) light.position.set(1,1,-1) scene.add( light ) // add a light behind var light = new THREE.DirectionalLight('white', 4) light.position.set(-10, 20, 30) scene.add( light ) })() ////////////////////////////////////////////////////////////////////////////////// // comment // ////////////////////////////////////////////////////////////////////////////////// var car = new THREEx.SportCar() car.object3d.position.y = -2 car.object3d.rotation.y = Math.PI car.addEventListener('load', function(){ console.log('sport car is loaded.') car.flareOpacity(['frontA', 'frontB', 'backA', 'backB'], 0.0) car.flareOpacity(['frontA', 'frontB', 'backA', 'backB'], 1.0) }) scene.add(car.object3d) onRenderFcts.push(function(delta){ car.update(delta) }) ////////////////////////////////////////////////////////////////////////////////// // controls.input based on keyboard // ////////////////////////////////////////////////////////////////////////////////// document.body.addEventListener('keydown', function(event){ if( event.keyCode === 38 ) car.inputs.moveForward = true if( event.keyCode === 40 ) car.inputs.moveBackward = true if( event.keyCode === 37 ) car.inputs.moveLeft = true if( event.keyCode === 39 ) car.inputs.moveRight = true }) document.body.addEventListener('keyup', function(event){ if( event.keyCode === 38 ) car.inputs.moveForward = false if( event.keyCode === 40 ) car.inputs.moveBackward = false if( event.keyCode === 37 ) car.inputs.moveLeft = false if( event.keyCode === 39 ) car.inputs.moveRight = 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) onRenderFcts.push(function(delta, now){ camera.position.x += (mouse.x*5 - camera.position.x) * (delta*3) camera.position.y += (mouse.y*1 - camera.position.y) * (delta*3) camera.lookAt( scene.position ) }) ////////////////////////////////////////////////////////////////////////////////// // render the scene // ////////////////////////////////////////////////////////////////////////////////// onRenderFcts.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 onRenderFcts.forEach(function(onRenderFct){ onRenderFct(deltaMsec/1000, nowMsec/1000) }) }) }) </script></body>