Old stuff/old_sites/threejs/15_die/js/game.js
(Deskargatu)
var Game = function(opt)
{
var scene;
var lock;
var SCREEN_HEIGHT;
var SCREEN_HEIGHT;
var camera;
var renderer;
var mazes= {};
var camera_decal_x = -60;
var camera_decal_y = opt.debug_level>1 ? 300 : 140;
var camera_decal_z = 60;
var current_item_id = 0;
// "Main perso view"
//var camera_decal_x = -10;
//var camera_decal_y = 10;
//var camera_decal_z = -10;
var clock = new THREE.Clock();
//var stats = new Stats();
//stats.showPanel( 0 ); // 0: fps, 1: ms, 2: mb, 3+: custom
//document.body.appendChild( stats.dom );
var start_num_maze = 7;
var maze_increment = 1;
this.load = function()
{
var promises = [];
this.assets = new Assets();
return this.assets.load();
};
this.init = function()
{
var self=this;
this.load().then(function()
{
self.init_loaded();
}, function(e)
{
console.error('error loading ',e);
alert('Error loading some assets...');
});
};
this.init_loaded= function()
{
var self=this;
this.opt = opt;
this.static_obstacles = [];
this.moving_obstacles = [];
this.moving_and_static_obstacles = [];
this.obstacles_with_player = [];
this.collision_callbacks = [];
this.scene = new THREE.Scene();
// Build basic structures
var width = 10000;
var height = 10000;
var click_ground = new THREE.PlaneGeometry(width, height);
var material = new THREE.LineBasicMaterial( { color: 0x555555, opacity:0, transparent:true } );
// Set and add the click_ground
this.click_ground = new THREE.Mesh(click_ground, material);
this.click_ground.name='click_ground';
this.click_ground.rotation.x = -Math.PI / 2;
this.scene.add(this.click_ground);
this.camera = new THREE.PerspectiveCamera(45, 1, 0.1, 10000);
this.scene.add(this.camera);
this.ambient_light = new THREE.PointLight();
this.ambient_light.intensity=opt.debug_level>1 ? 2.0 : 1.0;
this.ambient_light.position.set(100, 200, 80);
this.scene.add(this.ambient_light);
//this.scene.fog = new THREE.FogExp2( 0x333355, 0.0055 );
this.renderer = new THREE.WebGLRenderer({ antialias: true});
this.renderer.setClearColor(opt.debug_level>1 ? 0xffffff : 0x000000, 1);
this.renderer.shadowMapEnabled=true;
this.renderer.shadowMapSoft=true;
window.addEventListener( 'resize', onWindowResize, false );
function onWindowResize(){
self.camera.aspect = window.innerWidth / window.innerHeight;
self.camera.updateProjectionMatrix();
self.renderer.setSize( window.innerWidth, window.innerHeight );
}
this.container = opt.root;
this.setAspect();
this.container.appendChild(this.renderer.domElement);
this.start();
this.render();
this.updateCollisionsCache();
};
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.setFocus = function(object)
{
this.ambient_light.position.set(100+object.position.x, 200, 80+object.position.z);
this.camera.position.x = object.position.x + camera_decal_x;
this.camera.position.y = object.position.y + camera_decal_y;
this.camera.position.z = object.position.z + camera_decal_z;
this.camera.lookAt(object.position);
};
this.start = function()
{
var self=this;
this.direction=0;
this.focus_perso = self.add_character({
x: 10,
y: 0,
z: 10,
moveable: true,
ai: false,
game: self
});
this.focus_perso.name='main character';
// Create start path
var path = new Path(this, {level: 1, direction: this.direction, x: 0, z: 0});
path.build();
var pos = path.get_start_pos();
var angle = Math.radians(30);
pos.x += Math.cos(angle) * 20;
pos.z += Math.sin(angle) * 20;
this.current_item = path;
path.enter();
// Look at player
this.resetCamera();
};
this.add_character= function(params)
{
return new Perso(this, params);
},
this.add_key= function(params)
{
return new Key(this, params);
},
this.reload = function()
{
this.current_item.reload();
var pos = this.current_item.get_start_pos();
game.focus_perso.reload(pos);
},
// Camera refresh animation
this.update = function(delta)
{
if(this.zoomOut)
{
}
else if(this.zoominDestination)
{
this.zoominAngle-= 0.01;
this.current_radius = Math.min(this.current_radius+1, game.opt.door_size);
this.current_camera_decal_x *=0.96;
this.current_camera_decal_y *=0.96;
this.current_camera_decal_z *=0.96;
this.camera.position.x =
game.focus_perso.container.position.x +
this.current_camera_decal_x +
this.current_radius * Math.cos( this.zoominAngle);
this.camera.position.y *= 0.99;
this.camera.position.z =
game.focus_perso.container.position.z +
this.current_camera_decal_z +
this.current_radius * Math.sin( this.zoominAngle);
this.camera.lookAt(game.focus_perso.container.position);
if(this.camera.position.y<this.zoominDestination)
{
this.zoomOutDestination=0;
this.zoominCallback();
this.zoominDestination=null;
}
}
else
{
this.setFocus(this.focus_perso.container);
}
},
this.render = function()
{
//stats.begin();
this.renderer.render(this.scene, this.camera);
if(!this.updating)
{
this.updating=1;
var delta = clock.getDelta();
if(delta>0.070 && game.opt.debug_level>10)
{
console.warn('SLOW RENDERING DELTA: ',delta);
delta=0.070;
}
//delta=0.030;
this.update(delta);
this.focus_perso.update(delta);
this.current_item.update(delta);
this.updating=0;
}
requestAnimationFrame(this.render_fct);
//stats.end();
};
this.render_fct = this.render.bind(this);
this.getStaticObstacles = function()
{
return this.static_obstacles;
};
this.getMovingObstacles = function()
{
return this.moving_obstacles;
};
this.getMovingAndStaticObstacles = function()
{
return this.moving_and_static_obstacles;
};
this.getHovers = function()
{
return this.hovers;
};
this.getHoversWithClickGround = function()
{
return this.hovers_with_ground;
};
this.getObstaclesWithPlayer = function()
{
return this.obstacles_with_player;
};
this.getCollisionCallbacks = function()
{
return this.collision_callbacks;
}
this.generateCollisionCallbacks = function()
{
return this.current_item.getCollisionCallbacks();
};
this.callCollisionCallbacks = function(perso,collisions)
{
collisions.forEach(function (obj)
{
obj.callback();
});
};
this.updateCollisionsCache = function()
{
this.hovers=this.current_item.getHovers();
this.static_obstacles = this.current_item.getStaticObstacles();
this.moving_obstacles = this.current_item.getMovingObstacles();
this.obstacles_with_player = [].concat(this.static_obstacles, this.focus_perso.container_mesh);
this.moving_and_static_obstacles = [].concat(this.static_obstacles).concat(this.moving_obstacles);
this.hovers_with_ground= this.hovers.concat([this.click_ground]);
this.collision_callbacks = this.generateCollisionCallbacks();
};
this.getNewId = function()
{
return 'item_'+(++current_item_id);
};
this.zoomInCircle = function(callback)
{
this.zoominAngle = 0;
this.zoominDestination=50;
this.zoominCallback=callback;
this.current_radius = 0;
this.current_camera_decal_x = camera_decal_x;
this.current_camera_decal_y = camera_decal_y;
this.current_camera_decal_z = camera_decal_z;
};
this.resetCamera = function()
{
this.camera.position.x = game.focus_perso.container.position.x + camera_decal_x;
this.camera.position.y = game.focus_perso.container.position.y + camera_decal_y;
this.camera.position.z = game.focus_perso.container.position.z + camera_decal_z;
this.camera.lookAt(game.focus_perso.container.position);
}
this.setItem = function(item)
{
if(this.current_item.id!==item.id)
{
this.current_item.leave();
this.current_item=item;
this.current_item.enter();
}
};
};