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,{ width: opt.game_width, height:opt.game_height, 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=1.0; self.light.position.set(10, 50, 80); self.scene.add(self.light); self.scene.add( new THREE.HemisphereLight( 0x111111, 0x444444 ) ); var light = new THREE.DirectionalLight( 0xebf3ff, 1.5 ); light.position.set( 0, 140, 500 ).multiplyScalar( 1.1 ); self.scene.add( light ); self.renderer = new THREE.WebGLRenderer(); 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); //this.setFocus(this.level.game_mesh); this.add_player({ x: 0, y: 0, z: 0, 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); }; };