GAMEHW2

with orbitControls, XZgrid, info

by Alvin Chen

HTML

<div id="info">HW2

</div>
<p id="cameraX"><p>
<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: #ffff00
}

body {
  overflow: hidden;
}
#cameraX{
  position:absolute;
  bottom:-220px;
  padding: 240px;
  width:100%;
  color : #ffff00
}

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 ball;
var planeP = new THREE.Vector3(10, 0, 0);
var planeN = new THREE.Vector3(0, 1, 0);
var keyboard = new KeyboardState();
var jump1 = false;
var jump2 = false;
var move = false;
var ballR = 4;
init();
animate();

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

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

  renderer.setSize(window.innerWidth, window.innerHeight);
  renderer.setClearColor(0x888888);
  document.body.appendChild(renderer.domElement);

  scene = new THREE.Scene();
  camera = new THREE.OrthographicCamera(-50, 50, 80, -15, -10, 100);
  camera.position.z = 0;
  scene.add(camera);

	THREE.ImageUtils.crossOrigin = '';
	var texture = THREE.ImageUtils.loadTexture('https://i.imgur.com/yFizws8.jpg');
	for (var i = 0; i < 6; i++){
	var background = new THREE.Mesh (new THREE.PlaneGeometry (100,100), new THREE.MeshBasicMaterial({map:texture}));
  background.position.y = 28.7;
  background.position.x = i*100;
  scene.add (background);
  }

	ball = new THREE.Mesh(new THREE.CircleGeometry(ballR, 20), new THREE.MeshBasicMaterial({
    color: 0xEA7500
  }));
  scene.add(ball);
  ball.position.y = 30;

  window.addEventListener('resize', onWindowResize, false);
  //  window.addEventListener('mousedown', onDocumentMouseDown, false);
}

function onWindowResize() {
  camera.aspect = window.innerWidth / window.innerHeight;
  camera.updateProjectionMatrix();
  renderer.setSize(window.innerWidth, window.innerHeight);
}

function animate() {
  var dt = clock.getDelta();
  keyboard.update();
  // force: add gravity first
  	if (keyboard.down ('up')) {
    	if(jump1==true){
        vel.y += 50;
        jump2 = true;
      }
      else if(jump2==true){
      	vel.y+=50;
        jump2 =false;
      }
	}
   if (keyboard.pressed ('right')) {
 ...