Old stuff/old_sites/threejs/10_game/js/game.js
(Deskargatu)
var Game = function()
{
var scene;
var lock;
var SCREEN_HEIGHT;
var SCREEN_HEIGHT;
var camera;
var renderer;
var camera_decal_x = 0;
var camera_decal_y = 0;
var camera_decal_z = 0;
var clock = new THREE.Clock();
this.load = function(opt)
{
var promises = [];
this.perso = new Perso();
promises.push(this.perso.load());
promises.push(this.level.load(opt));
return Promise.all(promises);
};
this.init= function(opt)
{
var self=this;
console.log('call init');
this.scene = new THREE.Scene();
this.level = new Level(this.scene,{
tall: opt.door_size,
door_size: opt.door_size,
maze_num: opt.maze_num
});
return new Promise(function(ok, reject)
{
self.load(opt).then(function()
{
self.camera = new THREE.PerspectiveCamera(45, 1, 0.1, 10000);
self.scene.add(self.camera);
self.light = new THREE.PointLight();
self.light.intensity=1.5;
self.light.position.set(10, 100, 80);
self.light.castShadow=true;
self.scene.add(self.light);
self.renderer = new THREE.WebGLRenderer();
self.renderer.shadowMapEnabled = true;
self.container = opt.root;
self.setAspect();
self.container.appendChild(self.renderer.domElement);
ok();
}, function()
{
console.error('error loading game.js');
reject();
});
});
};
this.setAspect= function()
{
var w = this.container.offsetWidth;
// Fit the initial visible area's height
h = this.container.offsetHeight;
// Update the renderer and the camera
this.renderer.setSize(w, h);
this.camera.aspect = w / h;
this.camera.updateProjectionMatrix();
};
this.setCameraPos = function(x,y,z)
{
camera_decal_x = x;
camera_decal_y = y;
camera_decal_z = z;
};
this.setFocus = function(object)
{
this.camera.position.set(object.position.x + camera_decal_x, object.position.y + camera_decal_y, object.position.z + camera_decal_z);
this.camera.lookAt(object.position);
};
this.create= function(opt)
{
this.level.init(this.scene);
this.level.add_doors(this.scene);
var pos = this.level.doors.get_start_pos();
console.log('pos ',pos);
this.add_player({
x: pos.x,
y: 0,
z: pos.z,
obstacles: this.level.doors.mesh
});
};
this.add_player= function(params)
{
var self=this;
this.perso.build(params, this);
this.perso.moveable();
},
this.getObstacles= function () {
'use strict';
return this.obstacles.concat(this.walls);
}
this.render = function()
{
requestAnimationFrame( this.render.bind(this) );
var delta = 0.75 * clock.getDelta();
if(this.perso.mixer)
{
this.perso.update(delta);
this.setFocus(this.perso.container);
}
this.renderer.render(this.scene, this.camera);
};
};