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first-phaser-game-3d-version.html
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first-phaser-game-3d-version.html
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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0, minimum-scale=1.0, maximum-scale=1.0, user-scalable=no, viewport-fit=cover" />
<meta http-equiv="X-UA-Compatible" content="ie=edge" />
<title>First Phaser Game (3d version)</title>
<link rel="stylesheet" href="/css/examples.css?ver=1.0.0" />
<script src="/js/examples.js?ver=1.0.0"></script>
<script src="/lib/phaser.min.js"></script>
<script src="/lib/enable3d.phaserExtension.0.19.1.min.js"></script>
</head>
<body>
<div id="info-text">Use A and D to move<br />and W to jump.</div>
<script>
const { enable3d, Scene3D, Canvas, ExtendedObject3D, THREE } = ENABLE3D
class MainScene extends Scene3D {
constructor() {
super({ key: 'MainScene' })
}
preload() {
this.load.image('sky', '/assets/img/sky.png')
this.load.html('star', '/assets/svg/star.svg')
}
init() {
this.accessThirdDimension({ gravity: { x: 0, y: -20, z: 0 } })
delete this.robot
this.stars = []
this.score = 0
}
create() {
this.third.warpSpeed('-ground', '-sky', '-orbitControls')
// adjust gamma factor
this.third.renderer.gammaFactor = 1.2
// adjust the camera
this.third.camera.position.set(0, 5, 20)
this.third.camera.lookAt(0, 0, 0)
// enable physics debugging
// this.third.physics.debug.enable()
// add background image
const sky = this.add.image(this.cameras.main.width / 2, this.cameras.main.height / 2, 'sky')
const scaleX = this.cameras.main.width / sky.width
const scaleY = this.cameras.main.height / sky.height
const scale = Math.max(scaleX, scaleY)
sky.depth = -1
sky.setScale(scale).setScrollFactor(0)
// add score text
this.scoreText = this.add.text(32, this.cameras.main.height - 32, 'score: 0', { fontSize: '32px', fill: '#000' })
this.scoreText.setOrigin(0, 1)
this.scoreText.depth = 1
// add platforms
const platformMaterial = { phong: { transparent: true, color: 0x21572f } }
const platforms = [
this.third.physics.add.box({ name: 'platform-ground', y: -2, width: 30, depth: 5, height: 2, mass: 0 }, platformMaterial),
this.third.physics.add.box({ name: 'platform-right1', x: 7, y: 4, width: 15, depth: 5, mass: 0 }, platformMaterial),
this.third.physics.add.box({ name: 'platform-left', x: -10, y: 7, width: 10, depth: 5, mass: 0 }, platformMaterial),
this.third.physics.add.box({ name: 'platform-right2', x: 10, y: 10, width: 10, depth: 5, mass: 0 }, platformMaterial)
]
// add stars
const svg = this.cache.html.get('star')
const starShape = this.third.transform.fromSVGtoShape(svg)
const starScale = 250
const starPositions = [
{ x: -14, y: 8.5 },
{ x: -12, y: 8.5 },
{ x: -10, y: 8.5 },
{ x: -8, y: 8.5 },
{ x: -6, y: 8.5 },
{ x: -4, y: 0 },
{ x: -2, y: 0 },
{ x: 0, y: 5.5 },
{ x: 2, y: 5.5 },
{ x: 4, y: 5.5 },
{ x: 6, y: 11.5 },
{ x: 8, y: 11.5 },
{ x: 10, y: 11.5 },
{ x: 12, y: 11.5 },
{ x: 14, y: 11.5 }
]
starPositions.forEach((pos, i) => {
const star = this.third.add.extrude({ shape: starShape[0], depth: 120 })
star.name = `star-${i}`
star.scale.set(1 / starScale, 1 / -starScale, 1 / starScale)
star.material.color.setHex(0xffd851)
star.position.setX(pos.x)
star.position.setY(pos.y)
this.third.physics.add.existing(star, { shape: 'box', width: 0.5, height: 0.5, depth: 0.5 })
star.body.setCollisionFlags(6)
this.stars.push(star)
})
/**
* Model by Tomás Laulhé (https://www.patreon.com/quaternius), modifications by Don McCurdy (https://donmccurdy.com)
* https://threejs.org/examples/#webgl_animation_skinning_morph
* CC-0 license
*/
// add robot
this.third.load.gltf('/assets/glb/robot.glb').then(gltf => {
this.robot = new ExtendedObject3D()
this.robot.add(gltf.scene)
const scale = 1 / 3
this.robot.scale.set(scale, scale, scale)
this.robot.traverse(child => {
if (child.isMesh) {
child.castShadow = child.receiveShadow = true
}
})
// animations
this.third.animationMixers.add(this.robot.animation.mixer)
gltf.animations.forEach(animation => {
this.robot.animation.add(animation.name, animation)
})
this.robot.animation.play('Idle')
this.third.add.existing(this.robot)
this.third.physics.add.existing(this.robot, { shape: 'box', width: 0.5, depth: 0.5, offset: { y: -0.5 } })
this.robot.body.setLinearFactor(1, 1, 0)
this.robot.body.setAngularFactor(0, 0, 0)
this.robot.body.setFriction(0)
this.third.camera.lookAt(this.robot.position)
// add a sensor
const sensor = new ExtendedObject3D()
sensor.position.setY(-0.5)
this.third.physics.add.existing(sensor, { mass: 1e-8, shape: 'box', width: 0.2, height: 0.2, depth: 0.2 })
sensor.body.setCollisionFlags(4)
// connect sensor to robot
this.third.physics.add.constraints.lock(this.robot.body, sensor.body)
// detect if sensor is on the ground
sensor.body.on.collision((otherObject, event) => {
if (/platform/.test(otherObject.name)) {
if (event !== 'end') this.robot.userData.onGround = true
else this.robot.userData.onGround = false
}
})
// check robot overlap with star
this.robot.body.on.collision((otherObject, event) => {
if (/star/.test(otherObject.name)) {
if (!otherObject.userData.dead) {
otherObject.userData.dead = true
otherObject.visible = false
this.score += 10
this.scoreText.setText(`score: ${this.score}`)
}
}
})
})
// add keys
this.keys = {
w: this.input.keyboard.addKey('w'),
a: this.input.keyboard.addKey('a'),
d: this.input.keyboard.addKey('d')
}
}
walkAnimation() {
if (this.robot.animation.current !== 'Walking') this.robot.animation.play('Walking')
}
idleAnimation() {
if (this.robot.animation.current !== 'Idle') this.robot.animation.play('Idle')
}
update(time, delta) {
// rotate the starts
// (this looks strange I know, I will try to improve this in a future update)
this.stars.forEach(star => {
star.rotation.y += 0.03
star.body.needUpdate = true
})
if (this.robot && this.robot.body) {
// add just the camera position
this.third.camera.position.copy(this.robot.position).add(new THREE.Vector3(0, 5, 16))
// get rotation of robot
const theta = this.robot.world.theta
this.robot.body.setAngularVelocityY(0)
// set the speed variable
const speed = 7
// move left
if (this.keys.a.isDown) {
this.robot.body.setVelocityX(-speed)
if (theta > -(Math.PI / 2)) this.robot.body.setAngularVelocityY(-10)
this.walkAnimation()
}
// move right
else if (this.keys.d.isDown) {
this.robot.body.setVelocityX(speed)
if (theta < Math.PI / 2) this.robot.body.setAngularVelocityY(10)
this.walkAnimation()
}
// do not move
else {
this.robot.body.setVelocityX(0)
this.idleAnimation()
}
// jump
if (this.keys.w.isDown && this.robot.userData.onGround && Math.abs(this.robot.body.velocity.y) < 1e-1) {
this.robot.animation.play('WalkJump')
this.robot.body.applyForceY(16)
}
}
}
}
const config = {
type: Phaser.WEBGL,
scale: {
mode: Phaser.Scale.FIT,
autoCenter: Phaser.Scale.CENTER_BOTH,
width: window.innerWidth * Math.max(1, window.devicePixelRatio / 2),
height: window.innerHeight * Math.max(1, window.devicePixelRatio / 2)
},
scene: [MainScene],
...Canvas()
}
window.addEventListener('load', () => {
enable3d(() => new Phaser.Game(config)).withPhysics('/lib')
})
</script>
</body>
</html>