WIP Menu
Still a WIP, but users will be able to choose some settings, select language or maybe use the static website version
This commit is contained in:
90
src/main.js
90
src/main.js
@@ -5,58 +5,62 @@ import * as PlayerMovement from './utils/playerMovement.js';
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import * as Animations from './utils/animateMesh.js';
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import * as PlayerCollisions from './utils/playerCollisions.js';
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let Clock = new THREE.Clock();
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THREE.Cache.enabled = true;//So we can request several time the same file without worrying : https://threejs.org/docs/#api/en/loaders/FileLoader
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// Function used to start Threejs, called from index.html
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function startThreeJS(){
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let Clock = new THREE.Clock();
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THREE.Cache.enabled = true;//So we can request several time the same file without worrying : https://threejs.org/docs/#api/en/loaders/FileLoader
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const APP_DEBUG = false;//Turn true to show player position in browser console
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/* --------------------- */
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/* | SCENE CREATION | */
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/* --------------------- */
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const scene = new THREE.Scene();
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scene.background = new THREE.Color(0x0EB1D2);
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const camera = getCamera();
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const renderer = new THREE.WebGLRenderer();
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renderer.setSize( window.innerWidth, window.innerHeight );
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document.body.appendChild( renderer.domElement );
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//Here, we create/load every asset used, and add it in the scene
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addAssetsOnScene(scene).then(assets => {
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const APP_DEBUG = false;//Turn true to show player position in browser console
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/* --------------------- */
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/* | MOVEMENT | */
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/* | SCENE CREATION | */
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/* --------------------- */
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// Events to listen keyboard inputs
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document.addEventListener('keydown', PlayerMovement.handleKeyDown);
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document.addEventListener('keyup', PlayerMovement.handleKeyUp);
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PlayerMovement.initPhoneMovement();
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const scene = new THREE.Scene();
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scene.background = new THREE.Color(0x0EB1D2);
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const camera = getCamera();
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const renderer = new THREE.WebGLRenderer();
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renderer.setSize( window.innerWidth, window.innerHeight );
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document.body.appendChild( renderer.domElement );
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//Here, we create/load every asset used, and add it in the scene
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addAssetsOnScene(scene).then(assets => {
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/* --------------------- */
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/* | MOVEMENT | */
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/* --------------------- */
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// Events to listen keyboard inputs
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document.addEventListener('keydown', PlayerMovement.handleKeyDown);
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document.addEventListener('keyup', PlayerMovement.handleKeyUp);
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PlayerMovement.initPhoneMovement();
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/* --------------------- */
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/* | ANIMATIONS | */
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/* --------------------- */
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//We can add an animationMixer on objects, and define ready to play actions on objects
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//https://threejs.org/docs/#api/en/animation/AnimationAction
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Animations.addAnimationMixerOnMesh(assets.player, ["Walk"]);
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Animations.addAnimationMixerOnMesh(assets.nameplateModel, ["Animation"]);assets.nameplateModel.animationActions.Animation.play();
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Animations.addAnimationMixerOnMesh(assets.worldStatue, ["Animation"]);assets.worldStatue.animationActions.Animation.play();
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Animations.addAnimationMixerOnMesh(assets.printerStatue, ["Printing"]);assets.printerStatue.animationActions.Printing.play();
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/* --------------------- */
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/* | ANIMATIONS | */
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/* --------------------- */
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//We can add an animationMixer on objects, and define ready to play actions on objects
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//https://threejs.org/docs/#api/en/animation/AnimationAction
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Animations.addAnimationMixerOnMesh(assets.player, ["Walk"]);
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Animations.addAnimationMixerOnMesh(assets.nameplateModel, ["Animation"]);assets.nameplateModel.animationActions.Animation.play();
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Animations.addAnimationMixerOnMesh(assets.worldStatue, ["Animation"]);assets.worldStatue.animationActions.Animation.play();
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Animations.addAnimationMixerOnMesh(assets.printerStatue, ["Printing"]);assets.printerStatue.animationActions.Printing.play();
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function animate() {
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requestAnimationFrame( animate );
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function animate() {
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requestAnimationFrame( animate );
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if(APP_DEBUG)console.log("Player position X : "+assets.player.scene.position.x+ " Y : "+assets.player.scene.position.y);
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if(APP_DEBUG)console.log("Player position X : "+assets.player.scene.position.x+ " Y : "+assets.player.scene.position.y);
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PlayerMovement.updatePlayerPositionAnimation(assets.player, camera, scene);//Updating player position and rotation
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PlayerCollisions.checkPlayerCollisions(assets.player, assets.plates);//Checking collisions with player
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Animations.updateAnimations(Clock.getDelta());//Playing animations
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PlayerMovement.updatePlayerPositionAnimation(assets.player, camera, scene);//Updating player position and rotation
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PlayerCollisions.checkPlayerCollisions(assets.player, assets.plates);//Checking collisions with player
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Animations.updateAnimations(Clock.getDelta());//Playing animations
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renderer.render( scene, camera );//Calculating and redering new frame
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renderer.render( scene, camera );//Calculating and redering new frame
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}
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console.log("Ready to render scene, placed objects : "+scene.children.length);
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animate();
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});
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}
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console.log("Ready to render scene, placed objects : "+scene.children.length);
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animate();
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});
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}
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document.startThreeJS = startThreeJS; // So I'm sure this function is available in index.html
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9
src/menu.js
Normal file
9
src/menu.js
Normal file
@@ -0,0 +1,9 @@
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'use strict';
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// Small script used for the menu
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import $ from 'jquery';
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$("#menu button").on("click", event=>{
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$("#menu").fadeOut(300);
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document.startThreeJS();
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});
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