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HTML

              
                
              
            
!

CSS

              
                body {
  margin: 0;
  overflow: hidden;
  padding: 0;
}
              
            
!

JS

              
                /**
 * @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 );
}
              
            
!
999px

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