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;
...