pinball shooter
with orbitControls, XZgrid, info
by FatHomebody
HTML
<div id="info">pinball shooter interface
</div>
<script src="http://cdnjs.cloudflare.com/ajax/libs/three.js/84/three.min.js"></script>
CSS
#info {
position: absolute;
top: 0px;
width: 100%;
padding: 10px;
text-align: center;
color: #ffff00
}
body {
overflow: hidden;
}
JavaScript
var camera, scene, renderer;
var pull
var point = new THREE.Vector3();
var mouseDown = false;
init();
animate();
function init() {
renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setClearColor(0x888888);
document.body.appendChild(renderer.domElement);
scene = new THREE.Scene();
camera = new THREE.OrthographicCamera(-50, 50, 50, -50, -10, 100);
camera.position.z = 10;
grid = new THREE.GridHelper (100,10,'red','white')
grid.rotation.x = Math.PI/2
scene.add (grid)
pin = new THREE.Mesh (new THREE.CircleGeometry(1,20), new THREE.MeshBasicMaterial())
scene.add(pin)
pull = new THREE.Mesh (new THREE.CircleGeometry(1,20), new THREE.MeshBasicMaterial({color:'red'}))
pull.position.y = -10
scene.add(pull)
let loader = new THREE.TextureLoader ();
loader.crossOrigin =""
let tex = loader.load ("https://i.imgur.com/BC8sDKe.png")
spring = new THREE.Object3D();
let springMesh = new THREE.Mesh (new THREE.PlaneGeometry (10,10), new THREE.MeshBasicMaterial({map: tex, transparent: true}))
scene.add (spring)
spring.add (springMesh)
springMesh.position.y = -5
window.addEventListener('resize', onWindowResize, false);
window.addEventListener('mousedown', onDocumentMouseDown, false);
window.addEventListener('mouseup', onDocumentMouseUp, false);
window.addEventListener('mousemove', processMove, false);
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
function onDocumentMouseDown(event) {
mouseDown = true;
processMove (event)
}
function onDocumentMouseUp(event) {
mouseDown = false;
let startPos = new THREE.Vector3()
startPos.copy ( pull.position )
let midPos = new THREE.Vector3();
midPos.copy(startPos).setLength(10)
let finalPos = new THREE.Vector3()
finalPos.set (0, -10, 0)
setTimeout...