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body {
margin: 0;
overflow: hidden;
padding: 0;
}
/**
* @file
* The main scene.
*/
/**
* Set our global variables.
*/
var camera, // We need a camera.
scene, // The camera has to see something.
renderer, // Render our graphics.
controls, // Our Orbit Controller for camera magic.
container, // Our HTML container for the program.
rotationPoint; // The point in which our camera will rotate around.
var characterSize = 50;
var outlineSize = characterSize * 0.05;
// Track all objects and collisions.
var objects = [];
// Set mouse and raycaster.
var raycaster = new THREE.Raycaster();
var mouse = new THREE.Vector2();
// Store movements.
var movements = [];
var playerSpeed = 5;
// Watch for double clicks.
var clickTimer = null;
// The movement destination indicator.
var indicatorTop;
var indicatorBottom;
/**
* Run initial setup function and loop through rendering.
*/
init();
animate();
/**
* Initializer function.
*/
function init() {
// Build the container
container = document.createElement( 'div' );
document.body.appendChild( container );
// Create the scene.
scene = new THREE.Scene();
scene.background = new THREE.Color( 0xccddff );
scene.fog = new THREE.Fog( 0xccddff, 500, 2000 );
// Ambient lights.
var ambient = new THREE.AmbientLight( 0xffffff );
scene.add( ambient );
// Add hemisphere lighting.
var hemisphereLight = new THREE.HemisphereLight( 0xdddddd, 0x000000, 0.5 );
scene.add( hemisphereLight );
// Create a rotation point.
rotationPoint = new THREE.Object3D();
rotationPoint.position.set( 0, 0, 0 );
scene.add( rotationPoint );
createCharacter();
createFloor();
createTree(300, 300);
createTree(800, -300);
createTree(-300, 800);
createTree(-800, -800);
// Create the camera.
camera = new THREE.PerspectiveCamera(
50, // Angle
window.innerWidth / window.innerHeight, // Aspect Ratio.
1, // Near view.
20000 // Far view.
);
camera.position.z = -300;
camera.position.y = 200;
box.add( camera );
// Build the renderer
renderer = new THREE.WebGLRenderer( { antialias: true } );
var element = renderer.domElement;
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( element );
// Build the controls.
controls = new THREE.OrbitControls( camera, element );
controls.enablePan = true;
controls.enableZoom = true;
controls.maxDistance = 1000; // Set our max zoom out distance (mouse scroll)
controls.minDistance = 60; // Set our min zoom in distance (mouse scroll)
controls.target.copy( new THREE.Vector3( 0, characterSize/2, 0 ) );
document.addEventListener( 'mousedown', onDocumentMouseDown, false );
document.addEventListener( 'touchstart', onDocumentTouchStart, false );
}
window.onresize = function () {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
};
/**
* Event that fires upon touch.
*/
function onDocumentTouchStart( event ) {
event.preventDefault();
event.clientX = event.touches[0].clientX;
event.clientY = event.touches[0].clientY;
// Default touch doesn't offer a bypass.
var bypass = false;
// Detect if there was a double click. If so, bypass mouse button check.
bypass = detectDoubleTouch();
console.log(bypass);
onDocumentMouseDown( event, bypass );
}
/**
* Helper function to detect if the user quickly tapped twice.
*/
function detectDoubleTouch() {
// If a single click was detected, start the timer.
if (clickTimer == null) {
clickTimer = setTimeout(function () {
clickTimer = null;
}, 300);
} else {
// A double tap was detected!
clearTimeout(clickTimer);
clickTimer = null;
return true;
}
// No double tap.
return false;
}
/**
* Event that fires upon mouse down.
*/
function onDocumentMouseDown( event, bypass = false ) {
event.preventDefault();
// Detect which mouse button was clicked.
if ( event.which == 3 || bypass === true ) {
stopMovement();
// Grab the coordinates.
mouse.x = ( event.clientX / renderer.domElement.clientWidth ) * 2 - 1;
mouse.y = - ( event.clientY / renderer.domElement.clientHeight ) * 2 + 1;
// Use the raycaster to detect intersections.
raycaster.setFromCamera( mouse, camera );
// Grab all objects that can be intersected.
var intersects = raycaster.intersectObjects( objects );
if ( intersects.length > 0 ) {
movements.push(intersects[ 0 ].point);
}
}
}
function move( location, destination, speed = playerSpeed ) {
var moveDistance = speed;
// Translate over to the position.
var posX = location.position.x;
var posZ = location.position.z;
var newPosX = destination.x;
var newPosZ = destination.z;
// Set a multiplier just in case we need negative values.
var multiplierX = 1;
var multiplierZ = 1;
// Detect the distance between the current pos and target.
var diffX = Math.abs( posX - newPosX );
var diffZ = Math.abs( posZ - newPosZ );
var distance = Math.sqrt( diffX * diffX + diffZ * diffZ );
// Use negative multipliers if necessary.
if (posX > newPosX) {
multiplierX = -1;
}
if (posZ > newPosZ) {
multiplierZ = -1;
}
// Update the main position.
location.position.x = location.position.x + ( moveDistance * ( diffX / distance )) * multiplierX;
location.position.z = location.position.z + ( moveDistance * ( diffZ / distance )) * multiplierZ;
// If the position is close we can call the movement complete.
if (( Math.floor( location.position.x ) <= Math.floor( newPosX ) + 15 &&
Math.floor( location.position.x ) >= Math.floor( newPosX ) - 15 ) &&
( Math.floor( location.position.z ) <= Math.floor( newPosZ ) + 15 &&
Math.floor( location.position.z ) >= Math.floor( newPosZ ) - 15 )) {
location.position.x = Math.floor( location.position.x );
location.position.z = Math.floor( location.position.z );
// Reset any movements.
stopMovement();
// Maybe move should return a boolean. True if completed, false if not.
}
}
/**
* Stop character movement.
*/
function stopMovement() {
movements = [];
scene.remove( indicatorTop );
scene.remove( indicatorBottom );
}
/**
* Updates to apply to the scene while running.
*/
function update() {
camera.updateProjectionMatrix();
}
/**
* Render the scene.
*/
function render() {
renderer.render( scene, camera );
// Don't let the camera go too low.
if ( camera.position.y < 10 ) {
camera.position.y = 10;
}
// If any movement was added, run it!
if ( movements.length > 0 ) {
// Set an indicator point to destination.
if ( scene.getObjectByName('indicator_top') === undefined ) {
drawIndicator();
} else {
if ( indicatorTop.position.y > 10 ) {
indicatorTop.position.y -= 3;
} else {
indicatorTop.position.y = 100;
}
}
move( rotationPoint, movements[ 0 ] );
}
}
/**
* Animate the scene.
*/
function animate() {
requestAnimationFrame(animate);
update();
render();
}
/**
* Create the main character.
*/
function createCharacter() {
var geometry = new THREE.BoxBufferGeometry( characterSize, characterSize, characterSize );
var material = new THREE.MeshPhongMaterial({ color: 0x22dd88 });
box = new THREE.Mesh( geometry, material );
box.position.y = characterSize/2;
rotationPoint.add( box );
// Create outline object
var outline_geo = new THREE.BoxGeometry( characterSize + outlineSize, characterSize + outlineSize, characterSize + outlineSize );
var outline_mat = new THREE.MeshBasicMaterial({ color : 0x0000000, side: THREE.BackSide });
outline = new THREE.Mesh( outline_geo, outline_mat );
box.add( outline );
}
/**
* Create the floor of the scene.
*/
function createFloor() {
var geometry = new THREE.PlaneBufferGeometry( 100000, 100000 );
var material = new THREE.MeshToonMaterial( {color: 0x336633} );
var plane = new THREE.Mesh( geometry, material );
plane.rotation.x = -1 * Math.PI/2;
plane.position.y = 0;
scene.add( plane );
objects.push( plane );
}
/**
* Create a happy little tree.
*/
function createTree( posX, posZ ) {
// Set some random values so our trees look different.
var randomScale = ( Math.random() * 3 ) + 0.8;
var randomRotateY = Math.PI/( Math.floor(( Math.random() * 32) + 1 ));
// Create the trunk.
var geometry = new THREE.CylinderGeometry( characterSize/3.5, characterSize/2.5, characterSize * 1.3, 8 );
var material = new THREE.MeshToonMaterial( {color: 0x664422} );
var trunk = new THREE.Mesh( geometry, material );
trunk.position.set(posX, ((characterSize * 1.3 * randomScale)/2), posZ);
trunk.scale.x = trunk.scale.y = trunk.scale.z = randomScale;
scene.add( trunk );
// Create the trunk outline.
var outline_geo = new THREE.CylinderGeometry( characterSize/3.5 + outlineSize, characterSize/2.5 + outlineSize, characterSize * 1.3 + outlineSize, 8 );
var outline_mat = new THREE.MeshBasicMaterial({
color : 0x0000000,
side: THREE.BackSide
});
var outlineTrunk = new THREE.Mesh( outline_geo, outline_mat );
trunk.add( outlineTrunk );
var geometry = new THREE.DodecahedronGeometry( characterSize );
var material = new THREE.MeshToonMaterial({ color: 0x44aa44 });
var treeTop = new THREE.Mesh( geometry, material );
treeTop.position.set( posX, ((characterSize * 1.3 * randomScale)/2) + characterSize * randomScale, posZ );
treeTop.scale.x = treeTop.scale.y = treeTop.scale.z = randomScale;
treeTop.rotation.y = randomRotateY;
scene.add( treeTop );
// Create outline.
var outline_geo = new THREE.DodecahedronGeometry(characterSize + outlineSize);
var outline_mat = new THREE.MeshBasicMaterial({
color : 0x0000000,
side: THREE.BackSide
});
var outlineTreeTop = new THREE.Mesh(outline_geo, outline_mat);
treeTop.add( outlineTreeTop );
}
/**
* Draw indicator for movement destination.
*/
function drawIndicator() {
// Store variables.
var topSize = characterSize/8;
var bottomRadius = characterSize/4;
// Create the top indicator.
var geometry = new THREE.TetrahedronGeometry( topSize, 0 );
var material = new THREE.MeshToonMaterial({ color: 0x00ccff, emissive: 0x00ccff });
indicatorTop = new THREE.Mesh( geometry, material );
indicatorTop.position.y = 100; // Flat surface so hardcode Y position for now.
indicatorTop.position.x = movements[ 0 ].x; // Get the X destination.
indicatorTop.position.z = movements[ 0 ].z; // Get the Z destination.
indicatorTop.rotation.x = -0.97;
indicatorTop.rotation.y = Math.PI/4;
indicatorTop.name = 'indicator_top'
scene.add( indicatorTop );
// Create the top indicator outline.
var geometry = new THREE.TetrahedronGeometry( topSize + outlineSize, 0 );
var material = new THREE.MeshBasicMaterial({ color : 0x0000000, side: THREE.BackSide });
var outlineTop = new THREE.Mesh( geometry, material );
indicatorTop.add( outlineTop );
// Create the bottom indicator.
var geometry = new THREE.TorusGeometry( bottomRadius, ( bottomRadius * 0.25), 2, 12 );
geometry.dynamic = true;
var material = new THREE.MeshToonMaterial({ color: 0x00ccff, emissive: 0x00ccff });
indicatorBottom = new THREE.Mesh( geometry, material );
indicatorBottom.position.y = 3;
indicatorBottom.position.x = movements[ 0 ].x;
indicatorBottom.position.z = movements[ 0 ].z;
indicatorBottom.rotation.x = -Math.PI/2;
scene.add( indicatorBottom );
// Create the bottom outline.
var geometry = new THREE.TorusGeometry( bottomRadius + outlineSize/10, bottomRadius / 2.5, 2, 24 );
var material = new THREE.MeshBasicMaterial({ color : 0x0000000, side: THREE.BackSide });
var outlineBottom = new THREE.Mesh( geometry, material );
outlineBottom.position.z = -2;
indicatorBottom.add( outlineBottom );
}
Also see: Tab Triggers