game programming hw2
by YouTingKuo
HTML
<div id="info">hw2
</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>
<script type="text/javascript">
document.oncontextmenu=function(){return false;}
</script>
<div id="cameraXShow"></div>
CSS
#info {
position: absolute;
top: 0px;
width: 100%;
padding: 10px;
text-align: center;
color: #ffff00
}
body {
overflow: hidden;
}
#cameraXShow {
position: absolute;
top: 25px;
width: 100%;
padding:5px;
text-align: center;
color: #ff0000;
}
JavaScript
var camera, scene, renderer;
var satellite, angle = 0;
//var stats;
var pos, vel, force;
var clock = new THREE.Clock();
var ball;
var countX = 0;
var cameraXShow;
var keyboard = new KeyboardState();
var ballR = 4;
init();
animate();
function init() {
renderer = new THREE.WebGLRenderer({
antialias: true
});
pos = new THREE.Vector3(-20, 40, 0);
vel = new THREE.Vector3(0, 0, 0);
force = new THREE.Vector3(0, -90, 0);
cameraXShow = document.getElementById("cameraXShow");
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setClearColor(0x888888);
document.body.appendChild(renderer.domElement);
scene = new THREE.Scene();
camera = new THREE.OrthographicCamera(-50, 120, 80, -20, -10, 100);
camera.position.z = 10;
scene.add(camera);
THREE.ImageUtils.crossOrigin = '';
var texture = THREE.ImageUtils.loadTexture('http://i.imgur.com/iHpRwcZ.png');
var background = new THREE.Mesh (new THREE.PlaneGeometry (400,100), new THREE.MeshBasicMaterial({map: texture, side:THREE.DoubleSide}));
background.position.y = 30;
background.position.x = 150;
scene.add (background);
////////////////////////////////////////////////////////////////////////////////////////////
ball = new THREE.Mesh(new THREE.CircleGeometry(ballR, 20), new THREE.MeshBasicMaterial({ //color: 0x12ff23
color: 0xff0000
}));
scene.add(ball);
ball.position.y = 30;
window.addEventListener('resize', onWindowResize, 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();
if (keyboard.pressed ('right')) {
vel.x = 70;
}
if (keyboard.pressed ('left')) {
vel.x = -70;
}
if (keyboard.up ('right') || keyboard.up ('left')) {
vel.x = 0;
}
if(pos.y <= 0.8001) {
if (keyboard.down ('space')) {
vel.y = 80;
}
}
...