2D template

with orbitControls, XZgrid, info

by joe chan

HTML

<div id="info">Collision Part 0
</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: #ffff00
}

body {
  overflow: hidden;
}

JavaScript

var camera, scene, renderer;
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 ballR = 3;
var keyboard = new KeyboardState();

init();
animate();
function height (x) {
	if (x < 0)
  	return 0;
  else // x > 0
  	return -20;
}

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, 50, -50, -10, 100);
  camera.position.z = 10;
  scene.add(camera);

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

  var ground = new THREE.Mesh(new THREE.PlaneGeometry(100, 50), new THREE.MeshBasicMaterial({
    color: 0xff0000
  }));  ground.position.y = -45;
  scene.add(ground);


  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
  force = new THREE.Vector3(0, -90, 0);
 if (keyboard.down("space") || keyboard.down ("up")) {
    vel.y += 40;
  }
	 
 	// then do Euler's
  vel.add(force.clone().multiplyScalar(dt));
  pos.add(vel.clone().multiplyScalar(dt));
  ball.position.copy(pos);

  // bounce back
  if (pos.y <= ballR + height (pos.x)) {
		pos.y = ballR + height(pos.x);
		vel.y *= -.3;
  }
  
 ...