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Old stuff/old_sites/threejs/16/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 = 10;
    var camera_decal_y = 200;
    var camera_decal_z = 100;
    if(opt.debug_level>1)
    {
        camera_decal_x = 0;
        camera_decal_y = 300;
        camera_decal_z = 50;
    }

    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 ? 0x000000 : 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();
        }
    };

};