hw2 helper
by Rebecca Chen
HTML
<div id="info">Move and Jump
<br>arrow keys
</div>
<script src="http://cdnjs.cloudflare.com/ajax/libs/three.js/r70/three.min.js"></script>
<script src="http://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 mouse = new THREE.Vector2();
var pos, vel, force;
var m = 1;
var clock = new THREE.Clock();
var ballFrame;
var keyboard = new KeyboardState();
var onFloor;
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;
scene.add(camera);
////////////////////////////////////////////////////////////////////////////////////////////
var floor = new THREE.Mesh(new THREE.PlaneGeometry(100, 50), new THREE.MeshBasicMaterial({color:0xff1234}));
floor.position.set(0, -25, 0);
scene.add(floor);
var ball = new THREE.Mesh(new THREE.CircleGeometry(5, 20), new THREE.MeshBasicMaterial({color:0x12ff34}));
ballFrame = new THREE.Object3D();
scene.add(ballFrame);
ballFrame.add(ball);
ball.position.y = 5;
pos = new THREE.Vector3(-30, 15, 0);
vel = new THREE.Vector3(0,0,0);
force = new THREE.Vector3();
window.addEventListener('resize', onWindowResize, false);
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
function animate() {
keyboard.update();
if (onFloor) {
if (keyboard.down("up")) {
vel.y += 20;
}
if (keyboard.down("right")) {
vel.x = 10;
} else if (keyboard.down("left")) {
vel.x = -10;
} else if (keyboard.down("down")) {
vel.x = 0;
}
}
var dt = clock.getDelta();
force.set(0, -10, 0);
vel.add(force.clone().multiplyScalar(1. / m * dt));
pos.add(vel.clone().multiplyScalar(dt));
ballFrame.position.copy(pos);
// collision
onFloor = false;
if (pos.y < 0) {
pos.y = 0;
vel.y *= -0.3;
}
if (pos.y <= 0) {
onFloor =...