Integrate three.js inside phaser.js
by yandeu
HTML
<script src="//cdn.rawgit.com/mrdoob/three.js/master/build/three.min.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/phaser/3.21.0/phaser.min.js"></script>
JavaScript
var config = {
width: 800,
height: 600,
type: Phaser.WEBGL,
parent: 'phaser-example',
backgroundColor: '#2d2d88',
scene: {
create: create,
update: update
}
};
var camera;
var scene;
var mesh;
var renderer;
var objects = [];
var rotation = 1
var game = new Phaser.Game(config);
function create() {
var e = this.add.extern();
camera = new THREE.PerspectiveCamera(70, window.innerWidth / window.innerHeight, 1, 100);
camera.position.z = 5;
scene = new THREE.Scene();
var light = new THREE.HemisphereLight(0xffffbb, 0x080820, 1);
var directionalLight = new THREE.DirectionalLight(0xffffff, 0.5);
scene.add(light);
scene.add(directionalLight);
renderer = new THREE.WebGLRenderer({ canvas: this.game.canvas, context: this.game.context, antialias: true });
e.render = function (prenderer, pcamera, pcalcMatrix) {
renderer.state.reset();
renderer.render(scene, camera);
}
renderer.autoClear = false;
for (let i = -2; i <= 2; i += 2) {
var geometry = new THREE.BoxGeometry(1, 1, 1);
var material = new THREE.MeshStandardMaterial({ color: Math.random() * 0xffff });
mesh = new THREE.Mesh(geometry, material);
mesh.position.setX(i)
objects.push(mesh)
scene.add(mesh);
}
}
function update() {
// rotate the boxes
objects.forEach((obj) => {
obj.rotation.x += 0.005;
obj.rotation.y += 0.01;
})
// move camera around
rotation += 0.02;
camera.position.x = Math.sin(rotation) * 10;
camera.lookAt(0, 0, 0);
renderer.render(scene, camera);
}