New_DodgeBall

with orbitControls, XZgrid, info

by Bai Shiuan Huang

HTML

<div id="info">demo page
  <br/>Press Z to toggle</div>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/84/three.min.js"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js">


</script>
<script src="https://jyunming-chen.github.io/tutsplus/js/KeyboardState.js"></script>
<script src="https://yuang2tank.github.io/versions/Dodgeball/DodgeBall001.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 keyboard = new KeyboardState();
var angle = 0;
var p1 = makePlayer(1);

init();
animate();

function init() {

  scene = new THREE.Scene();

  camera = new THREE.PerspectiveCamera(50, window.innerWidth / window.innerHeight, 1, 1000);
  camera.position.z = 500;
  scene.add(camera);

   let light = new THREE.AmbientLight(0xffffff);
  //light.castShadow = true;
  scene.add( light );
  
  /*let light1 = new THREE.PointLight(0xaaaaaa);
  light1.position.set( 50,100, 0);
  light1.castShadow = true; 
  light1.shadow.mapSize.width = 512;  // default
  light1.shadow.mapSize.height = 512; // default
  light1.shadow.camera.near = 0.5;       // default
  light1.shadow.camera.far = 500 */
  let light2 = new THREE.PointLight(0xdddddd);
  light2.position.set( 0,60, 0);
  light2.castShadow = true; 
  light2.shadow.mapSize.width = 512;  // default
  light2.shadow.mapSize.height = 512; // default
  light2.shadow.camera.near = 0.5;       // default
  light2.shadow.camera.far = 500 
  
  scene.add(light2);
  
  let gridXZ = new THREE.GridHelper(200, 20, 'red', 'white');
  scene.add(gridXZ);

  renderer = new THREE.WebGLRenderer();
  renderer.setSize(window.innerWidth, window.innerHeight);
  renderer.setClearColor(0x888888);

  let controls = new THREE.OrbitControls(camera, renderer.domElement);
  
  document.body.appendChild(renderer.domElement);
  ////////////////////////////////////////////////////////////////////////
  
  let p2 = makePlayer(2);
  p1.position.x = -10;
  p2.position.x = 10;
  //p1.rotation.y = -Math.PI/2;
  p2.rotation.y = -Math.PI/2;
  
  scene.add(p1, p2);
  //1.children[1].children[1].children[1].rotation.z = -Math.PI/2;
  //p1.children[1].children[2].rotation.z = Math.PI/2;
}

function animate() {

	keyboard.update();
  p1.children[1].children[1].children[1].rotation.z = -Math.PI/6 + Math.sin(angle) * Math.PI/8;
  p1.children[1].children[1].rotation.z = Math.sin(angle) * Math.PI/6;
 ...