2D Collision Detector v4
* Uses 2D bounding box.
* Player rotates.
* Accepts multiple concurrent keys.
HTML
<script src="http://threejs.org/build/three.min.js"></script>
<script src="http://threejs.org/examples/js/libs/stats.min.js"></script>
<script src="http://threejs.org/examples/js/controls/PointerLockControls.js"></script>
<!-- h1 id="title_A">2D Collision Detection</h1 -->
<!--- After Lee Stemkoski & /u/AndreasElia 2016 -->
<!--- Use keys W,A,S,D and arrow keys to move player, use Numpad 4,6 to rotate player -->
<!--- Use Numpad keys 2,5,8 to rotate camera up-centre-down -->
<input type="text" id="myTextField" value="QQQ" size = "48" />
<input type="submit" id="byBtn" value="Reset" onclick="F_UserClickButton()" />
<!-- NB In jsfiddle Frameworks & Extensions select No wrap - in <body> -->
CSS
body {
background-color: #fff;
color: #444;
margin: 0px;
overflow: hidden;
font-family: Tahoma;
font-size: 13px;
}
#stats {
position: absolute;
left: 0px;
right: 0px;
}
JavaScript
var element = document.body;
var WIDTH = window.innerWidth,
HEIGHT = window.innerHeight;
var ASPECT = WIDTH / HEIGHT;
var UNITSIZE = 10; //...# of units along each side of the square grid
var scale = 1; //... cube edge length/width/height
//var cubeR = 1.414/2; //... radius of bounding sphere.
//var moverR = 0.25; //... mover radius for collision detection.http://jsfiddle.net/29kLct0y/13/#
var WALLSIZE = 16; //unused???
var t = THREE, stats, loader;
var scene, camera, renderer, clock, controls, key;
var eddie;
var rotate_left = false;
var rotate_right = false;
var cRotate_up = false;
var cRotate_down = false;
var cRotate_centre = false;
//... 0 = floor, 1 = wall, 2 = spawn point
//... NB map[u][v] implies
//... u = rows: up to down (--> increasing z)
//... v = columns: left across to right (--> increasing x)
//... where --> are our chosen mappings
//... so that the pattern below mimics the pattern in the simulation
var objects = [];
var mouse = new t.Vector2();
var player;
var spawnSet;
var Message = " <message>";
var reset_player = false ;
var pointerlockchange = function(event)
{
if (document.pointerLockElement === element || document.mozPointerLockElement === element || document.webkitPointerLockElement === element) {
controls.enabled = true;
} else
{
controls.enabled = false;
}
};
//============================================================================================
function init()
{
//stats = new Stats();
// stats.setMode(0);
//document.body.appendChild(stats.domElement);
renderer = new t.WebGLRenderer();
renderer.setSize(WIDTH, HEIGHT);
document.body.appendChild(renderer.domElement);
key = new Keyboard();
player = new fPlayer();
clock = new t.Clock();
scene = new t.Scene();
camera = new t.PerspectiveCamera(75, ASPECT, 0.01, 1000);
camera.zoom = 0.5;//1;//2;//3;//...prevents seeing through walls to each side
...