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platformer example
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examples/index.html

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@@ -298,6 +298,7 @@ <h1><a href="http://threejs.org">three.js</a> / examples</h1>
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"misc_controls_transform",
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"misc_lights_test",
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"misc_lookat",
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"misc_platformer",
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"misc_sound",
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"misc_ubiquity_test",
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"misc_ubiquity_test2",

examples/misc_platformer.html

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<!DOCTYPE html>
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<html lang="en">
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<head>
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<title>three.js - platformer demo</title>
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<meta charset="utf-8">
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<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
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<style>
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body {
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background-color: rgb(200,200,200);
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margin: 0px;
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overflow: hidden;
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}
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#info {
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position: absolute;
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top: 0px; width: 100%;
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color: #ffffff;
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padding: 5px;
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font-family:Monospace;
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font-size:13px;
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font-weight: bold;
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text-align:center;
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}
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a {
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color: #ffffff;
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}
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</style>
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</head>
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<body>
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<div id="container"></div>
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<div id="info"><a href="http://threejs.org" target="_blank">three.js</a> - platformer demo. cubemap by <a href="http://www.zfight.com/" target="_blank">Jochum Skoglund</a>.<br />Use arrow keys to look around and WASD to move.</div>
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<script src="../build/three.min.js"></script>
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<script>
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// player motion parameters
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var motion = {
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airborne : false,
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position : new THREE.Vector3(), velocity : new THREE.Vector3(),
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rotation : new THREE.Vector2(), spinning : new THREE.Vector2()
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};
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motion.position.y = -150;
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// game systems code
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var resetPlayer = function() {
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if( motion.position.y < -123 ) {
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motion.position.set( -2, 7.7, 25 );
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motion.velocity.multiplyScalar( 0 );
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}
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};
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var keyboardControls = (function() {
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var keys = { SP : 32, W : 87, A : 65, S : 83, D : 68, UP : 38, LT : 37, DN : 40, RT : 39 };
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var keysPressed = {};
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(function( watchedKeyCodes ) {
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var handler = function( down ) {
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return function( e ) {
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var index = watchedKeyCodes.indexOf( e.keyCode );
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if( index >= 0 ) {
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keysPressed[watchedKeyCodes[index]] = down; e.preventDefault();
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}
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};
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}
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window.addEventListener( "keydown", handler( true ), false );
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window.addEventListener( "keyup", handler( false ), false );
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})([
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keys.SP, keys.W, keys.A, keys.S, keys.D, keys.UP, keys.LT, keys.DN, keys.RT
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]);
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var forward = new THREE.Vector3();
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var sideways = new THREE.Vector3();
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return function() {
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if( !motion.airborne ) {
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// look around
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var sx = keysPressed[keys.UP] ? 0.04 : ( keysPressed[keys.DN] ? -0.04 : 0 );
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var sy = keysPressed[keys.LT] ? 0.04 : ( keysPressed[keys.RT] ? -0.04 : 0 );
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if( Math.abs( sx ) >= Math.abs( motion.spinning.x ) ) motion.spinning.x = sx;
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if( Math.abs( sy ) >= Math.abs( motion.spinning.y ) ) motion.spinning.y = sy;
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// move around
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forward.set( Math.sin( motion.rotation.y ), 0, Math.cos( motion.rotation.y ) );
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sideways.set( forward.z, 0, -forward.x );
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forward.multiplyScalar( keysPressed[keys.W] ? -0.1 : (keysPressed[keys.S] ? 0.1 : 0));
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sideways.multiplyScalar( keysPressed[keys.A] ? -0.1 : (keysPressed[keys.D] ? 0.1 : 0));
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var combined = forward.add( sideways );
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if( Math.abs( combined.x ) >= Math.abs( motion.velocity.x ) ) motion.velocity.x = combined.x;
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if( Math.abs( combined.y ) >= Math.abs( motion.velocity.y ) ) motion.velocity.y = combined.y;
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if( Math.abs( combined.z ) >= Math.abs( motion.velocity.z ) ) motion.velocity.z = combined.z;
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}
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};
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})();
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var jumpPads = (function() {
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var pads = [ new THREE.Vector3( -17.5, 8, -10 ), new THREE.Vector3( 17.5, 8, -10 ), new THREE.Vector3( 0, 8, 21 ) ];
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var temp = new THREE.Vector3();
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return function() {
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if( !motion.airborne ) {
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for( var j = 0, n = pads.length; j < n; j++ ) {
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if ( pads[j].distanceToSquared( motion.position ) < 2.3 ) {
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// calculate velocity towards another side of platform from jump pad position
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temp.copy( pads[j] ); temp.y = 0; temp.setLength( -0.8 ); temp.y = 0.7;
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motion.airborne = true; motion.velocity.copy( temp ); break;
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}
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}
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}
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};
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})();
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var applyPhysics = (function() {
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var timeStep = 5;
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var timeLeft = timeStep + 1;
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var birdsEye = 100;
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var kneeDeep = 0.4;
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var raycaster = new THREE.Raycaster();
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raycaster.ray.direction.set( 0, -1, 0 );
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var angles = new THREE.Vector2();
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var displacement = new THREE.Vector3();
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return function( dt ) {
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var platform = scene.getObjectByName( "platform", true );
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if( platform ) {
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timeLeft += dt;
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// run several fixed-step iterations to approximate varying-step
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dt = 5;
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while( timeLeft >= dt ) {
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var time = 0.3, damping = 0.93, gravity = 0.01, tau = 2 * Math.PI;
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raycaster.ray.origin.copy( motion.position );
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raycaster.ray.origin.y += birdsEye;
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var hits = raycaster.intersectObject( platform );
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motion.airborne = true;
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// are we above, or at most knee deep in, the platform?
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if( ( hits.length > 0 ) && ( hits[0].face.normal.y > 0 ) ) {
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var actualHeight = hits[0].distance - birdsEye;
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// collision: stick to the surface if landing on it
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if( ( motion.velocity.y <= 0 ) && ( Math.abs( actualHeight ) < kneeDeep ) ) {
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motion.position.y -= actualHeight;
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motion.velocity.y = 0;
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motion.airborne = false;
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}
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}
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if( motion.airborne ) motion.velocity.y -= gravity;
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angles.copy( motion.spinning ).multiplyScalar( time );
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if( !motion.airborne ) motion.spinning.multiplyScalar( damping );
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displacement.copy( motion.velocity ).multiplyScalar( time );
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if( !motion.airborne ) motion.velocity.multiplyScalar( damping );
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motion.rotation.add( angles );
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motion.position.add( displacement );
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// limit the tilt at ±0.4 radians
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motion.rotation.x = Math.max( -0.4, Math.min ( +0.4, motion.rotation.x ) );
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// wrap horizontal rotation to 0...2π
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motion.rotation.y += tau; motion.rotation.y %= tau;
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timeLeft -= dt;
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}
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}
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};
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})();
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var updateCamera = (function() {
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var euler = new THREE.Euler( 0, 0, 0, 'YXZ' );
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return function() {
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euler.x = motion.rotation.x;
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euler.y = motion.rotation.y;
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camera.quaternion.setFromEuler( euler );
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camera.position.copy( motion.position );
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camera.position.y += 3.0;
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};
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})();
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// init 3D stuff
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function makeSkybox( urls, size ) {
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var skyboxCubemap = THREE.ImageUtils.loadTextureCube( urls );
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skyboxCubemap.format = THREE.RGBFormat;
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var skyboxShader = THREE.ShaderLib['cube'];
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skyboxShader.uniforms['tCube'].value = skyboxCubemap;
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return new THREE.Mesh(
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new THREE.BoxGeometry( size, size, size ),
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new THREE.ShaderMaterial({
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fragmentShader : skyboxShader.fragmentShader, vertexShader : skyboxShader.vertexShader,
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uniforms : skyboxShader.uniforms, depthWrite : false, side : THREE.BackSide
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})
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);
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};
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function makePlatform( jsonUrl, textureUrl, textureQuality ) {
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var placeholder = new THREE.Object3D();
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var texture = THREE.ImageUtils.loadTexture( textureUrl );
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texture.anisotropy = textureQuality;
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var loader = new THREE.JSONLoader();
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loader.load( jsonUrl, function( geometry ) {
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geometry.computeFaceNormals();
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var platform = new THREE.Mesh( geometry, new THREE.MeshBasicMaterial({ map : texture }) );
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platform.name = "platform";
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placeholder.add( platform );
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});
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return placeholder;
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};
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var renderer = new THREE.WebGLRenderer({ antialias : true });
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var camera = new THREE.PerspectiveCamera( 90, 1, 0.1, 9000 );
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var scene = new THREE.Scene();
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scene.add( camera );
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scene.add( makeSkybox( [
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'textures/cube/skybox/px.jpg', // right
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'textures/cube/skybox/nx.jpg', // left
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'textures/cube/skybox/py.jpg', // top
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'textures/cube/skybox/ny.jpg', // bottom
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'textures/cube/skybox/pz.jpg', // back
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'textures/cube/skybox/nz.jpg' // front
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], 8000 ));
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scene.add( makePlatform(
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'models/platform/platform.json',
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'models/platform/platform.jpg',
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renderer.getMaxAnisotropy()
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));
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// start the game
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var start = function( gameLoop, gameViewportSize ) {
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var resize = function() {
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var viewport = gameViewportSize();
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renderer.setSize( viewport.width, viewport.height );
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camera.aspect = viewport.width / viewport.height;
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camera.updateProjectionMatrix();
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};
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window.addEventListener( 'resize', resize, false );
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resize();
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var lastTimeStamp;
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var render = function( timeStamp ) {
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var timeElapsed = lastTimeStamp ? timeStamp - lastTimeStamp : 0; lastTimeStamp = timeStamp;
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// call our game loop with the time elapsed since last rendering, in ms
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gameLoop( timeElapsed );
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renderer.render( scene, camera );
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requestAnimationFrame( render );
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};
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requestAnimationFrame( render );
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};
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var gameLoop = function( dt ) {
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resetPlayer();
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keyboardControls();
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jumpPads();
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applyPhysics( dt );
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updateCamera();
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};
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var gameViewportSize = function() { return {
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width: window.innerWidth, height: window.innerHeight
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}};
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document.getElementById( 'container' ).appendChild( renderer.domElement );
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start( gameLoop, gameViewportSize );
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</script>
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</body>
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</html>
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