threex
Version:
Game Extensions for three.js http://www.threejsgames.com/extensions/
110 lines (99 loc) • 4.3 kB
HTML
<!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>