Old stuff/old_sites/threejs/18/js/perso.js
(Deskargatu)
var Perso = function(game, options)
{
var self=this;
self.id=game.getNewId();
self.walk_speed= game.opt.debug_level > 1 ? 0.50 : 0.50;
self.run_speed= game.opt.debug_level > 1 ? 2.00 : 1.50;
self.move_speed= self.run_speed;
self.open_range = 12;
self.weapon_speed=1.0;
self.weapon_range = 15;
self.weapon_attack_damage = 0;
self.weapon_hit_chance = 0;
self.weapon_defense = 0;
self.weapon_type = 'stick';
self.previous_weight_destination=[];
self.is_dying=false;
self.is_dead=false;
self.is_running=true;
self.max_life=game.opt.debug_level>1 ? 10000 : 100;
self.life=self.max_life;
self.max_stamina = game.opt.debug_level>1 ? 1000 : 500;
self.stamina = self.max_stamina;
self.is_attacking=false;
self.is_opening=false;
self.is_moving=false;
this.build = function()
{
this.game = game;
this.options=options;
this.bind();
this.create();
this.update_life();
if(options.moveable)
{
this.moveable();
}
};
this.bind = function()
{
this.life_value = document.querySelector('.life_value');
this.stamina_value = document.querySelector('.staminabar_filled');
};
this.create =function()
{
var self=this;
this.container = new THREE.Object3D();
this.game.scene.add(this.container);
// Cube simulating perso, for collision detection
var cube_material = new THREE.MeshPhongMaterial( { color: 0xbbbbff, wireframe:true, visible: game.opt.debug_level>1 } );
var cube_geo = new THREE.BoxGeometry(7,7,7);
this.container_mesh = new THREE.Mesh(cube_geo, cube_material);
this.container_mesh.rotation.x = Math.radians(90);
this.container_mesh.rotation.z = Math.radians(45);
this.container_mesh.position.y=1;
this.container_mesh.name='p';
this.container.add(this.container_mesh);
this.container.position.x = this.options.x;
this.container.position.y = 0;
this.container.position.z = this.options.z;
var materials = game.assets.perso_mat;
for ( var i = 0; i < materials.length; i ++ ) {
var m = materials[ i ];
m.skinning = true;
m.morphTargets = true;
}
this.mesh = new THREE.SkinnedMesh( game.assets.perso_geo, new THREE.MultiMaterial(materials));
this.weapon_bone = search_bone_name('Weapon',this.mesh.children.concat());
this.mesh.castShadow=true;
this.mesh.scale.x=25;
this.mesh.scale.y=25;
this.mesh.scale.z=25;
this.container.add(this.mesh);
this.mesh.receiveShadow = true;
this.mesh.position.x = 0;
this.mesh.position.y = 1;
this.mesh.position.z = 0;
this.mixer = new THREE.AnimationMixer( this.mesh );
this.mixer.addEventListener('finished', this.end_attack.bind(this));
this.attackingClip = game.assets.perso_geo.animations[3];
this.walkingClip = game.assets.perso_geo.animations[2];
this.iddlingClip = game.assets.perso_geo.animations[1];
this.dyingClip = game.assets.perso_geo.animations[4];
this.openingClip = game.assets.perso_geo.animations[5];
this.attack_action = this.mixer.clipAction(this.attackingClip, null ).setDuration(this.weapon_speed);
this.attack_action.setLoop(THREE.LoopOnce, 0);
this.attack_action.clampWhenFinished = true;
this.open_action = this.mixer.clipAction(this.openingClip, null ).setDuration(0.8);
this.open_action.setLoop(THREE.LoopOnce, 0);
this.open_action.clampWhenFinished = true;
this.dying_action = this.mixer.clipAction(this.dyingClip, null ).setDuration(0.7);
this.dying_action.setLoop(THREE.LoopOnce, 0);
this.dying_action.clampWhenFinished = true;
this.move_action = this.mixer.clipAction(this.walkingClip, null ).setDuration(0.45);
this.idle_action = this.mixer.clipAction(this.iddlingClip, null ).setDuration(5);
this.move_action.play();
this.idle_action.play();
this.attack_action.setEffectiveWeight(0);
this.move_action.setEffectiveWeight(0);
this.idle_action.setEffectiveWeight(1);
};
this.hand_equip = function(type)
{
var className = type.substr(0,1).toUpperCase()+type.substr(1).toLowerCase();
var item = new window[className](game, {});
this.weapon_speed=item.weapon_speed;
this.weapon_range = item.weapon_range;
this.weapon_attack_damage = item.weapon_attack_damage;
this.weapon_hit_chance = item.weapon_hit_chance;
this.weapon_defense = item.weapon_defense;
this.attack_action = this.mixer.clipAction(this.attackingClip, null ).setDuration(this.weapon_speed);
play_multiple(game.assets.weapon_switch_sound);
if(this.weapon_mesh)
{
console.log('remove mesh ');
this.weapon_bone.remove(this.weapon_mesh);
this.weapon_mesh=null;
}
if(game.assets[type+'_geo'])
{
var materials=[];
game.assets[type+'_mat'].forEach(function(mat){
materials.push(mat.clone());
});
var weapon = new THREE.SkinnedMesh( game.assets[type+'_geo'], new THREE.MultiMaterial(materials));
weapon.rotation.x = Math.radians(90);
weapon.rotation.z = Math.radians(180);
weapon.position.x=0;
weapon.position.y=0;
weapon.position.z=0;
weapon.scale.x=1;
weapon.scale.y=1;
weapon.scale.z=1;
this.weapon_bone.add(weapon);
this.weapon_mesh = weapon;
}
else
{
console.log('cannot equip with ',type);
}
};
this.attacked=function(from)
{
if(!this.is_dying)
{
var value = get_attack_value(from, this);
if(value>0)
{
this.life= Math.max(0,this.life-value);
game.add_fadeout_text({ text:value, color:game.config.text_hit_color, size: game.config.text_hit_size, delta_y : 15,position: this.container.position});
this.update_life();
}
if(this.life===0)
{
this.die();
}
}
};
this.increase_life_value = function(value)
{
game.add_fadeout_text({ text:value, color:game.config.text_heal_color, size: game.config.text_heal_size, delta_y : 15,position: this.container.position});
this.life= Math.min(this.max_life,this.life+value);
this.update_life();
};
this.update_life = function()
{
this.life_value.innerHTML = this.life;
};
this.attack=function()
{
if(!this.is_attacking)
{
play_multiple(Math.random()>0.5 ? game.assets.attack_sound : game.assets.attack_sound) ;
this.is_moving=false;
this.is_attacking=true;
console.log('attack!');
this.set_weight_destination([0,0,1,0]);
this.attack_action.stop();
this.attack_action.play();
return true;
}
return false;
};
this.open=function()
{
if(!this.is_opening)
{
this.is_moving=false;
this.is_opening=true;
console.log('attack!');
this.set_weight_destination([0,0,0,1]);
this.open_action.stop();
this.open_action.play();
}
};
this.die = function()
{
var self=this;
// Already dead?
if(this.is_dying)
{
return;
}
play_multiple(game.assets.die_sound);
this.is_dying=true;
self.move_action.setEffectiveWeight(0);
self.idle_action.setEffectiveWeight(0);
self.attack_action.setEffectiveWeight(0);
self.dying_action.setEffectiveWeight(1);
self.dying_action.stop();
self.dying_action.play();
game.zoomInCircle(function()
{
game.reload();
console.log('really dead here');
});
window.setTimeout(function()
{
self.is_dead=true;
game.updateCollisionsCache();
}, 700);
};
this.end_attack=function()
{
if(!this.is_dying)
{
this.is_attacking=false;
this.is_opening=false;
this.set_weight_destination([1,0,0,0]);
//this.update_weight(true);
}
};
this.mouseEvent= function(event, moving_mouse)
{
// No action if dead
if(this.is_dying || this.is_dead) { return false; }
if(this.click_target && this.mouse_clicked)
{
if(this.click_target.targeted(this))
{
return false;
}
else
{
this.click_target=null;
}
}
var raycaster = new THREE.Raycaster();
var mouse = new THREE.Vector2();
mouse.x = ( event.clientX / this.game.renderer.domElement.width ) * 2 - 1;
mouse.y = - ( event.clientY / this.game.renderer.domElement.height ) * 2 + 1;
raycaster.setFromCamera( mouse, this.game.camera );
var objects;
if(!this.mouse_clicked)
{
objects = game.getHovers();
}
else
{
objects = game.getHoversWithClickGround();
}
var intersects = raycaster.intersectObjects(objects);
if ( intersects.length > 0 ) {
if(intersects[0].object.object)
{
if(this.mouse_clicked)
{
this.click_target = intersects[0].object.object;
}
if(this.last_hover_id!== intersects[0].object.id)
{
if(this.last_hover_object)
{
this.last_hover_object.unhover();
this.last_hover_object=null;
}
intersects[0].object.object.hover();
this.last_hover_object = intersects[0].object.object;
this.last_hover_id = this.last_hover_object.id;
}
}
else
{
this.last_hover_id = '';
if(this.last_hover_object)
{
this.last_hover_object.unhover();
this.last_hover_object=null;
}
}
if(this.mouse_clicked)
{
this.move_collision = intersects[0];
return intersects[0].point;
}
}
else
{
this.last_hover_id = '';
if(this.last_hover_object)
{
this.last_hover_object.unhover();
this.last_hover_object=null;
}
}
return null;
}
this.lookAt= function(pos)
{
if(!this.is_opening)
{
pos.y=0;
this.container.lookAt(pos);
}
}
this.reload = function(pos)
{
this.is_dead=false;
this.is_dying=false;
this.is_attacking=false;
this.is_opening=false;
this.is_moving=false;
this.move_destination=null;
this.life = this.max_life;
this.update_life();
this.container.position.x = pos.x;
this.container.position.z = pos.z;
this.move_weight_destination=null;
this.move_action.setEffectiveWeight(0);
this.dying_action.setEffectiveWeight(0);
this.idle_action.setEffectiveWeight(1);
};
this.mouseMoveCallback= function(event)
{
var pos = this.mouseEvent(event, true);
if(this.click_target)
{
this.lookAt(this.click_target.container.position);
this.moveTo(this.click_target.container.position);
}
else if(pos && this.mouse_clicked)
{
this.lookAt(pos);
this.moveTo(pos);
}
}
this.mouseDownCallback= function(event)
{
var pos = this.mouseEvent(event,false);
if(this.click_target)
{
this.lookAt(this.click_target.container.position);
this.moveTo(this.click_target.container.position);
}
else if(pos)
{
this.lookAt(pos);
this.moveTo(pos);
}
}
this.updateMovingStatus = function(destination)
{
if(this.is_attacking || this.is_opening)
{
return false;
}
this.is_moving=!!destination;
var weight = destination ? 1 : 0;
// Actually moving...
this.set_weight_destination([this.is_moving ? 0 : 1, this.is_moving? 1 : 0, 0, 0]);
this.move_destination = destination;
};
this.set_weight_destination = function(destinations)
{
var self=this;
var update=false;
destinations.forEach(function(destination, i)
{
if(destination!== self.previous_weight_destination[i])
{
update=true;
}
});
if(update)
{
this.move_weight_destination=destinations;
this.previous_weight_destination=this.move_weight_destination.concat()
}
}
this.moveTo= function(pos)
{
// Check if there is something between us and the destination
var originPoint = this.container.position;
var localVertex = pos.clone();
var globalVertex = localVertex.sub(originPoint);
var collision=false;
var current_pos = this.container.position;
if(current_pos.equals(pos))
{
return;
}
this.move_vector = pos.clone().sub(this.container.position).normalize();
this.move_vector_alt1 = this.move_vector.clone().applyAxisAngle(new THREE.Vector3(0,1,0), Math.radians(70));
this.move_vector_alt2 = this.move_vector.clone().applyAxisAngle(new THREE.Vector3(0,1,0), Math.radians(-70));
this.move_vector.multiplyScalar(this.move_speed);
this.move_vector_alt1.multiplyScalar(this.move_speed);
this.move_vector_alt2.multiplyScalar(this.move_speed);
this.updateMovingStatus(pos);
};
this.move_step= function()
{
if(this.mouse_clicked)
{
this.mouseMoveCallback(this.last_mouse_event);
}
if(this.is_moving)
{
game.assets.step_sound.play();
var moving=0;
// Collision callbacks (keys / etc)
var originPoint = this.container.position;
var all_obstacles = game.getMovingAndStaticObstacles();
var obstacles_with_callbacks = game.getCollisionCallbacks();
var objects=[];
for (var vertexIndex = 0; vertexIndex < this.container_mesh.geometry.vertices.length; vertexIndex++)
{
var localVertex = this.container_mesh.geometry.vertices[vertexIndex].clone();
var globalVertex = localVertex.applyMatrix4( this.container_mesh.matrix );
var directionVector = globalVertex.sub( this.container_mesh.position );
var ray = new THREE.Raycaster( originPoint, directionVector.clone().normalize(),0 , game.opt.door_size );
var collisionResults = ray.intersectObjects(obstacles_with_callbacks);
collisionResults.forEach(function(collision)
{
if (collision.distance < directionVector.length() )
{
objects.push(collision.object);
}
});
}
game.callCollisionCallbacks(this,objects);
// Moving if far enough
var distance= this.container.position.clone().sub(this.move_destination).length();
if(Math.abs(distance) > 2)
{
var originPoint = this.container.position.clone();
originPoint.add(this.move_vector);
var new_distance= originPoint.clone().sub(this.move_destination).length();
if(new_distance<distance)
{
var collision=false;
// Check collision with items that are moving and static ones
for (var vertexIndex = 0; vertexIndex < this.container_mesh.geometry.vertices.length; vertexIndex++)
{
var localVertex = this.container_mesh.geometry.vertices[vertexIndex].clone();
var globalVertex = localVertex.applyMatrix4( this.container_mesh.matrix );
var directionVector = globalVertex.sub( this.container_mesh.position );
var ray = new THREE.Raycaster( originPoint, directionVector.clone().normalize(),0 , game.opt.door_size );
var collisionResults = ray.intersectObjects(all_obstacles);
if ( collisionResults.length > 0 && collisionResults[0].distance < directionVector.length() )
{
collision=true;
}
}
if(collision)
{
var originPoint = this.container.position.clone();
originPoint.add(this.move_vector_alt1);
var distance_alt1= originPoint.clone().sub(this.move_destination).length();
if(distance_alt1<distance)
{
var collision_alt1= false;
// Check collision with items that are moving and static ones
for (var vertexIndex = 0; vertexIndex < this.container_mesh.geometry.vertices.length; vertexIndex++)
{
var localVertex = this.container_mesh.geometry.vertices[vertexIndex].clone();
var globalVertex = localVertex.applyMatrix4( this.container_mesh.matrix );
var directionVector = globalVertex.sub( this.container_mesh.position );
var ray = new THREE.Raycaster( originPoint, directionVector.clone().normalize(),0 , game.opt.door_size );
var collisionResults = ray.intersectObjects(all_obstacles);
if ( collisionResults.length > 0 && collisionResults[0].distance < directionVector.length() )
{
collision_alt1=true;
}
}
if(!collision_alt1)
{
moving++;
this.container.position.add(this.move_vector_alt1);
}
}
var collision_alt2=false;
var originPoint = this.container.position.clone();
originPoint.add(this.move_vector_alt2);
var distance_alt2= originPoint.clone().sub(this.move_destination).length();
if(distance_alt2<distance)
{
// Check collision with items that are moving and static ones
for (var vertexIndex = 0; vertexIndex < this.container_mesh.geometry.vertices.length; vertexIndex++)
{
var localVertex = this.container_mesh.geometry.vertices[vertexIndex].clone();
var globalVertex = localVertex.applyMatrix4( this.container_mesh.matrix );
var directionVector = globalVertex.sub( this.container_mesh.position );
var ray = new THREE.Raycaster( originPoint, directionVector.clone().normalize(),0 , game.opt.door_size );
var collisionResults = ray.intersectObjects(all_obstacles);
if ( collisionResults.length > 0 && collisionResults[0].distance < directionVector.length() )
{
collision_alt2=true;
}
}
if(!collision_alt2)
{
moving++;
this.container.position.add(this.move_vector_alt2);
}
}
}
if(!collision)
{
moving++;
this.container.position.add(this.move_vector);
}
}
}
if(!moving)
{
game.assets.step_sound.pause();
this.updateMovingStatus(null);
}
}
};
this.update_weight = function(force)
{
if(this.move_weight_destination)
{
var s1= this.update_weight_value(this.idle_action, this.move_weight_destination[0]);
var s2= this.update_weight_value(this.move_action, this.move_weight_destination[1]);
var s3= this.update_weight_value(this.attack_action, this.move_weight_destination[2]);
var s4= this.update_weight_value(this.open_action, this.move_weight_destination[3]);
if(s1 && s2 && s3 && s4)
{
this.move_weight_destination=null;
}
}
};
this.update_weight_value = function(action, to)
{
var current = action.getEffectiveWeight();
if(current<to)
{
action.setEffectiveWeight(Math.min(to,current+0.3));
return false;
}
else if(current>to)
{
action.setEffectiveWeight(Math.max(to,current-0.3));
return false;
}
else
{
return true;
}
};
this.moveable = function()
{
var self=this;
this.mouse_clicked=false;
// Moveable perso has a light
document.addEventListener( 'mousemove', this.move.bind(this));
document.addEventListener( 'mouseup', this.mouseup.bind(this));
document.addEventListener( 'mousedown', this.mousedown.bind(this));
};
this.move = function(e) {
this.last_mouse_event=e;
self.mouseMoveCallback(e);
};
this.mouseup = function(e) {
if(this.click_target)
{
this.click_target.untargeted();
this.click_target=null;
}
this.last_mouse_event=e;
self.mouse_clicked=false;
e.stopPropagation();
return false;
};
this.mousedown = function(e) {
this.last_mouse_event=e;
self.mouse_clicked=true;
e.stopPropagation();
self.mouseDownCallback(e);
return false;
};
this.walk = function()
{
this.is_running=false;
this.move_speed = this.walk_speed;
console.log('walking!');
};
this.run = function()
{
this.is_running=true;
this.move_speed = this.run_speed;
console.log('running!');
};
this.update_stamina = function(delta)
{
delta*=30;
if(this.is_running && this.is_moving)
{
this.stamina = Math.max(0, this.stamina-delta);
}
else if(!this.is_exhausted)
{
this.stamina = Math.min(this.max_stamina, this.stamina+(delta*2));
}
if(this.stamina===0 && !this.is_exhausted) {
this.is_exhausted=true;
this.walk();
}
else if(!this.mouse_clicked && this.is_exhausted && !this.is_moving)
{
this.is_exhausted=false;
this.run();
}
this.stamina_value.style.width=(((this.stamina/this.max_stamina)*100))+'%';
};
this.update= function(delta)
{
this.mixer.update(delta);
this.delta=delta;
if(!this.is_dying && !this.is_attacking && !this.is_opening)
{
this.move_step();
}
this.update_stamina(delta);
this.update_weight();
};
this.build();
};