GameProgramming HW2 Demo

with orbitControls, XZgrid, info

by Alan Lin

HTML

<div id="info">GameProgramming HW2 Demo
</div>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r70/three.min.js"></script>
<script src="https://jyunming-chen.github.io/tutsplus/js/KeyboardState.js"></script>

CSS

#info {
  position: absolute;
  top: 0px;
  width: 100%;
  padding: 10px;
  text-align: center;
  color: #ff00ff
}

body {
  overflow: hidden;
}

JavaScript

var camera, scene, renderer;
var satellite, angle = 0;
var mousePoint;
var mouse = new THREE.Vector2();
//var stats;
var pos, vel, force;
var clock = new THREE.Clock();
var keyboard = new KeyboardState();
var ball;
var planeP = new THREE.Vector3(10, 0, 0);
var planeN = new THREE.Vector3(0, 1, 0);
var JUMP = true, JUMP2 = true;
var ballR = 3;
init();
animate();

function init() {
  renderer = new THREE.WebGLRenderer({
    antialias: true
  });

  pos = new THREE.Vector3(-20, 40, 0);
  vel = new THREE.Vector3(5, 0, 0);
  //force = new THREE.Vector3(0, -90, 0);


  /*
    // STATS
  	stats = new Stats();
  	stats.domElement.style.position = 'absolute';
  	stats.domElement.style.top = '0px';
  	stats.domElement.style.zIndex = 100;
  	document.body.appendChild( stats.domElement );	
  */
  renderer.setSize(window.innerWidth, window.innerHeight);
  renderer.setClearColor(0x888888);
  document.body.appendChild(renderer.domElement);

  scene = new THREE.Scene();
  camera = new THREE.OrthographicCamera(-50, 50, 60, -10, -10, 100);
  camera.position.z = 0;
  scene.add(camera);
  
  THREE.ImageUtils.crossOrigin = '';
	var texture = THREE.ImageUtils.loadTexture('http://i.imgur.com/qNL5upu.png');
	for (var i = 0; i < 5; i++){
	var background = new THREE.Mesh (new THREE.PlaneGeometry (150,80), new THREE.MeshBasicMaterial());
  background.position.y = 25.8;
  background.position.x = i*150;
  scene.add (background);
  }

  // what's in the scene? [depth]
  // bordere (blue lines) [0]
  // satellite (white circle) [1]
  // mousePoint (red circle) [2]
  // background (dark yellow quad) [3]
  //
  // all on XY plane: rely on polygonOffset to sort things out
  // line object remains at frontmost

  ////////////////////////////////////////////////////////////////////////////////////////////
  ball = new THREE.Mesh(new THREE.CircleGeometry(ballR, 20), new THREE.MeshBasicMaterial({
    color: 0x000000
  }));
  scene.add(ball);
  ball.position.y = 30;

  /*var ground = new THREE.Mesh(new...