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igev
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sermigu
igev
Commits
4ab3e9ad
Commit
4ab3e9ad
authored
Apr 6, 2021
by
sermigu
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var
scene
,
renderer
,
camera
;
var
controls
,
boxHelper
,
gui
;
var
animator
=
new
Array
();
var
foto
=
new
Array
();
var
clock
=
new
THREE
.
Clock
();
var
datos
,
dimx
,
dimy
;
var
aliados
,
enemigos
,
obstaculos
;
var
ataques
,
casillasObstaculo
,
ataquesEnemigo
;
var
modosimple
;
var
canvas1
,
context1
,
texture1
;
var
projector
,
mouse
=
{
x
:
0
,
y
:
0
},
INTERSECTED
;
var
raycaster
,
contenido
;
function
init
()
{
var
oReq
=
new
XMLHttpRequest
();
oReq
.
open
(
"
GET
"
,
"
https://firebasestorage.googleapis.com/v0/b/busbot-empc.appspot.com/o/capitulo5.txt?alt=media
"
,
false
);
oReq
.
send
();
datos
=
oReq
.
responseText
;
THREE
.
Object3D
.
DefaultUp
.
set
(
0
,
1
,
0
);
// create a scene, that will hold all our elements such as objects, cameras and lights.
scene
=
new
THREE
.
Scene
();
// create a camera, which defines where we're looking at.
camera
=
new
THREE
.
PerspectiveCamera
(
25
,
window
.
innerWidth
/
window
.
innerHeight
,
0.1
,
2000
);
// create a render and set the size
renderer
=
new
THREE
.
WebGLRenderer
();
renderer
.
setClearColor
(
new
THREE
.
Color
(
0x000000
));
renderer
.
setSize
(
window
.
innerWidth
,
window
.
innerHeight
);
// show axes in the screen
var
axes
=
new
THREE
.
AxesHelper
(
20
);
scene
.
add
(
axes
);
datos
=
datos
.
split
(
"
\n
"
);
dimx
=
parseInt
(
datos
[
0
]);
dimy
=
parseInt
(
datos
[
1
]);
enemigos
=
parseInt
(
datos
[
2
]);
var
puntero
=
3
;
aliados
=
parseInt
(
datos
[
puntero
+
enemigos
]);
obstaculos
=
parseInt
(
datos
[
puntero
+
enemigos
+
aliados
+
1
]);
var
i
=
0
;
ataques
=
new
Array
(
dimx
*
dimy
);
casillasObstaculo
=
new
Array
(
dimx
*
dimy
);
ataquesEnemigo
=
new
Array
(
dimx
*
dimy
);
for
(
i
=
0
;
i
<
ataques
.
length
;
i
++
){
ataques
[
i
]
=
0
;
casillasObstaculo
[
i
]
=
0
;
ataquesEnemigo
[
i
]
=
0
;
}
var
texturet
=
new
THREE
.
TextureLoader
().
load
(
'
https://firebasestorage.googleapis.com/v0/b/busbot-empc.appspot.com/o/skybox.jpg?alt=media
'
,
()
=>
{
var
rt
=
new
THREE
.
WebGLCubeRenderTarget
(
texturet
.
image
.
height
);
rt
.
fromEquirectangularTexture
(
renderer
,
texturet
);
scene
.
background
=
rt
;
});
puntero
=
puntero
+
enemigos
+
aliados
+
2
;
for
(
i
=
0
;
i
<
obstaculos
;
i
++
){
var
obstaculo
=
datos
[
puntero
];
obstaculo
=
obstaculo
.
split
(
"
"
);
var
posx
=
parseInt
(
obstaculo
[
0
]);
var
posy
=
parseInt
(
obstaculo
[
1
]);
casillasObstaculo
[
posx
*
dimy
+
posy
]
=
1
;
createCube
(
scene
,
posx
+
0.5
,
0.5
*
1
,
posy
+
0.5
,
1
,
1
,
1
,
0xffffff
,
0x000000
,
"
Obstáculo
"
);
puntero
++
;
}
puntero
=
3
;
for
(
i
=
0
;
i
<
enemigos
;
i
++
){
var
enemigo
=
datos
[
puntero
];
enemigo
=
enemigo
.
split
(
"
"
);
var
clase
=
enemigo
[
0
];
var
posx
=
parseInt
(
enemigo
[
1
]);
var
posy
=
parseInt
(
enemigo
[
2
]);
var
movimiento
=
parseInt
(
enemigo
[
3
]);
var
rango
=
parseInt
(
enemigo
[
4
]);
var
distancia
=
movimiento
+
rango
;
calcularMovimiento
(
posx
,
posy
,
distancia
,
ataquesEnemigo
,
dimx
,
dimy
,
casillasObstaculo
);
for
(
var
j
=
0
;
j
<
ataques
.
length
;
j
++
){
ataques
[
j
]
=
ataques
[
j
]
+
ataquesEnemigo
[
j
];
ataquesEnemigo
[
j
]
=
0
;
}
puntero
++
;
}
createFloor
(
dimx
,
dimy
);
const
gridHelper
=
new
THREE
.
GridHelper
(
40
,
40
);
scene
.
add
(
gridHelper
);
var
texture
,
materialg
,
geometryg
;
puntero
=
3
+
enemigos
+
1
;
for
(
i
=
0
;
i
<
aliados
;
i
++
){
var
aliado
=
datos
[
puntero
];
aliado
=
aliado
.
split
(
"
"
);
var
nombre
=
aliado
[
0
];
var
posx
=
parseInt
(
aliado
[
1
]);
var
posy
=
parseInt
(
aliado
[
2
]);
var
spriteDim
=
parseInt
(
aliado
[
3
]);
if
(
ataques
[
posx
*
dimy
+
posy
]
!=
0
){
//createCube2(scene,posx+0.5,0.5*ataques[posx*dimy+posy],posy+0.5,1,ataques[posx*dimy+posy],1,0x1176c5,0x000000,0xff0000);
createCube
(
scene
,
posx
+
0.5
,
0.5
*
ataques
[
posx
*
dimy
+
posy
],
posy
+
0.5
,
1
,
ataques
[
posx
*
dimy
+
posy
],
1
,
0x00ff00
,
0x000000
,
"
Enemigo
"
);
createCube
(
scene
,
posx
+
0.5
,
0.5
*
1
,
posy
+
0.5
,
1
,
1
,
1
,
0x00ff00
,
0x000000
,
2
);
var
spriteDuration
=
spriteDim
==
6
?
200
:
300
;
texture
=
new
THREE
.
TextureLoader
().
load
(
'
https://firebasestorage.googleapis.com/v0/b/busbot-empc.appspot.com/o/
'
+
nombre
+
'
.png?alt=media
'
);
animator
[
i
]
=
new
TextureAnimator
(
texture
,
spriteDim
,
1
,
spriteDim
,
spriteDuration
);
// texture, #horiz, #vert, #total, duration.
materialg
=
new
THREE
.
SpriteMaterial
({
map
:
texture
,
transparent
:
true
,
side
:
THREE
.
DoubleSide
});
foto
[
i
]
=
new
THREE
.
Sprite
(
materialg
);
foto
[
i
].
position
.
set
(
posx
+
0.5
,
ataques
[
posx
*
dimy
+
posy
]
+
0.5
,
posy
+
0.5
);
foto
[
i
].
scale
.
set
(
1
,
1
,
1.0
);
foto
[
i
].
name
=
nombre
;
scene
.
add
(
foto
[
i
]);
ataques
[
posx
*
dimy
+
posy
]
=
0
;
}
else
{
var
nombre2
=
nombre
;
if
(
nombre
.
includes
(
"
-
"
)){
nombre2
=
nombre
.
split
(
"
-
"
);
nombre2
=
nombre2
[
0
]
+
"
"
+
nombre2
[
1
];
}
createCube
(
scene
,
posx
+
0.5
,
0.5
*
1
,
posy
+
0.5
,
1
,
1
,
1
,
0x1176c5
,
0x000000
,
nombre2
);
var
spriteDuration
=
spriteDim
==
6
?
200
:
300
;
texture
=
new
THREE
.
TextureLoader
().
load
(
'
https://firebasestorage.googleapis.com/v0/b/busbot-empc.appspot.com/o/
'
+
nombre
+
'
.png?alt=media
'
);
animator
[
i
]
=
new
TextureAnimator
(
texture
,
spriteDim
,
1
,
spriteDim
,
spriteDuration
);
// texture, #horiz, #vert, #total, duration.
materialg
=
new
THREE
.
SpriteMaterial
({
map
:
texture
,
transparent
:
true
,
side
:
THREE
.
DoubleSide
});
foto
[
i
]
=
new
THREE
.
Sprite
(
materialg
);
foto
[
i
].
position
.
set
(
posx
+
0.5
,
1.5
,
posy
+
0.5
);
foto
[
i
].
scale
.
set
(
1
,
1
,
1.0
);
foto
[
i
].
name
=
nombre2
;
scene
.
add
(
foto
[
i
]);
}
puntero
++
;
}
for
(
i
=
0
;
i
<
dimx
*
dimy
;
i
++
){
if
(
ataques
[
i
]
==
0
){
continue
;
}
createCube
(
scene
,
Math
.
floor
(
i
/
dimy
)
+
0.5
,
0.5
*
ataques
[
i
],
i
%
dimy
+
0.5
,
1
,
ataques
[
i
],
1
,
0xff0000
,
0x000000
,
"
Enemigo
"
);
createCube
(
scene
,
Math
.
floor
(
i
/
dimy
)
+
0.5
,
0.5
*
1
,
i
%
dimy
+
0.5
,
1
,
1
,
1
,
0xff0000
,
0x000000
,
"
Simple
"
);
}
puntero
=
3
;
for
(
i
=
0
;
i
<
enemigos
;
i
++
){
var
enemigo
=
datos
[
puntero
];
enemigo
=
enemigo
.
split
(
"
"
);
var
clase
=
enemigo
[
0
];
var
posx
=
parseInt
(
enemigo
[
1
]);
var
posy
=
parseInt
(
enemigo
[
2
]);
puntero
++
;
texture
=
new
THREE
.
TextureLoader
().
load
(
'
https://firebasestorage.googleapis.com/v0/b/busbot-empc.appspot.com/o/
'
+
clase
+
'
.png?alt=media
'
);
animator
[
i
+
aliados
]
=
new
TextureAnimator
(
texture
,
6
,
1
,
6
,
200
);
// texture, #horiz, #vert, #total, duration.
materialg
=
new
THREE
.
SpriteMaterial
({
map
:
texture
,
transparent
:
true
,
side
:
THREE
.
DoubleSide
});
foto
[
i
+
aliados
]
=
new
THREE
.
Sprite
(
materialg
);
foto
[
i
+
aliados
].
position
.
set
(
posx
+
0.5
,
ataques
[
posx
*
dimy
+
posy
]
+
0.5
,
posy
+
0.5
);
foto
[
i
+
aliados
].
scale
.
set
(
1
,
1
,
1.0
);
if
(
clase
.
includes
(
"
-
"
)){
clase
=
clase
.
split
(
"
-
"
);
clase
=
clase
[
0
]
+
"
"
+
clase
[
1
];
}
foto
[
i
+
aliados
].
name
=
clase
;
scene
.
add
(
foto
[
i
+
aliados
]);
}
gui
=
new
dat
.
GUI
();
var
parameters
=
{
simple
:
false
,
// boolean (checkbox)
contenido
:
""
}
contenido
=
gui
.
add
(
parameters
,
'
contenido
'
).
name
(
'
Descripción
'
).
listen
();
//gui.remove(contenido);
modosimple
=
false
;
var
animatec
=
gui
.
add
(
parameters
,
'
simple
'
).
name
(
'
Vista 2D
'
).
listen
();
animatec
.
onChange
(
function
(
value
)
{
cambiarEstilo
(
value
);
});
gui
.
open
();
//create light
createLight
();
//position and point the camera to the center of the scene
camera
.
position
.
set
(
25
,
20
,
25
);
camera
.
lookAt
(
scene
.
position
);
//add the output of the renderer to the html element
document
.
getElementById
(
"
contenedor
"
).
appendChild
(
renderer
.
domElement
);
raycaster
=
new
THREE
.
Raycaster
();
/*
// create a canvas element
canvas1 = document.createElement('canvas');
context1 = canvas1.getContext('2d');
context1.font = "Bold 20px Arial";
context1.fillStyle = "rgba(0,0,0,0.95)";
context1.fillText('Hello, world!', 0, 20);
// canvas contents will be used for a texture
texture1 = new THREE.Texture(canvas1)
texture1.needsUpdate = true;
////////////////////////////////////////
var spriteMaterial = new THREE.SpriteMaterial( { map: texture1 } );
sprite1 = new THREE.Sprite( spriteMaterial );
sprite1.scale.set(8,4,1.0);
sprite1.position.set( 25, 1, 25 );
scene.add( sprite1 );
// initialize object to perform world/screen calculations
//projector = new THREE.Projector();
*/
// when the mouse moves, call the given function
document
.
addEventListener
(
'
mousemove
'
,
onDocumentMouseMove
,
false
);
//controls
createControls
();
//console.log(scene);
//render the scene
scene
.
translateX
(
-
dimx
/
2
);
scene
.
translateZ
(
-
dimy
/
2
);
renderer
.
render
(
scene
,
camera
);
}
function
calcularMovimiento
(
posx
,
posy
,
distancia
,
ataquesEnemigo
,
dimx
,
dimy
,
casillasObstaculo
){
if
(
distancia
==
0
){
return
0
;
}
if
(
!
(
posx
+
1
>=
dimx
)){
if
(
casillasObstaculo
[(
posx
+
1
)
*
dimy
+
posy
]
!=
1
){
ataquesEnemigo
[(
posx
+
1
)
*
dimy
+
posy
]
=
1
;
calcularMovimiento
(
posx
+
1
,
posy
,
distancia
-
1
,
ataquesEnemigo
,
dimx
,
dimy
,
casillasObstaculo
);
}
}
if
(
!
(
posx
-
1
<
0
)){
if
(
casillasObstaculo
[(
posx
-
1
)
*
dimy
+
posy
]
!=
1
){
ataquesEnemigo
[(
posx
-
1
)
*
dimy
+
posy
]
=
1
;
calcularMovimiento
(
posx
-
1
,
posy
,
distancia
-
1
,
ataquesEnemigo
,
dimx
,
dimy
,
casillasObstaculo
);
}
}
if
(
!
(
posy
+
1
>=
dimy
)){
if
(
casillasObstaculo
[
posx
*
dimy
+
posy
+
1
]
!=
1
){
ataquesEnemigo
[
posx
*
dimy
+
posy
+
1
]
=
1
;
calcularMovimiento
(
posx
,
posy
+
1
,
distancia
-
1
,
ataquesEnemigo
,
dimx
,
dimy
,
casillasObstaculo
);
}
}
if
(
!
(
posy
-
1
<
0
)){
if
(
casillasObstaculo
[
posx
*
dimy
+
posy
-
1
]
!=
1
){
ataquesEnemigo
[
posx
*
dimy
+
posy
-
1
]
=
1
;
calcularMovimiento
(
posx
,
posy
-
1
,
distancia
-
1
,
ataquesEnemigo
,
dimx
,
dimy
,
casillasObstaculo
);
}
}
return
ataquesEnemigo
;
}
function
createFloor
(
dimx
,
dimy
)
{
var
planeGeometry
=
new
THREE
.
PlaneGeometry
(
dimx
,
dimy
);
var
groundTexture
=
new
THREE
.
TextureLoader
().
load
(
'
https://firebasestorage.googleapis.com/v0/b/busbot-empc.appspot.com/o/piedras.jpg?alt=media
'
);
var
planeMaterial
=
new
THREE
.
MeshBasicMaterial
({
map
:
groundTexture
});
groundTexture
.
wrapS
=
THREE
.
RepeatWrapping
;
groundTexture
.
wrapT
=
THREE
.
RepeatWrapping
;
groundTexture
.
repeat
.
set
(
4
,
4
);
var
plane
=
new
THREE
.
Mesh
(
planeGeometry
,
planeMaterial
);
// rotate and position the plane
plane
.
rotation
.
x
=
-
0.5
*
Math
.
PI
;
plane
.
position
.
set
(
dimx
/
2
,
0
,
dimy
/
2
);
// add the plane to the scene
scene
.
add
(
plane
);
}
function
createLight
()
{
var
ambient
=
new
THREE
.
AmbientLight
(
0x999999
);
var
spot
=
new
THREE
.
SpotLight
({
color
:
0xffffff
,
intensity
:
0.1
});
spot
.
position
.
set
(
-
50
,
100
,
100
);
spot
.
castShadow
=
true
;
//spot.shadowDarkness = 0.2;
scene
.
add
(
ambient
,
spot
);
}
function
createCube
(
scene
,
x
,
y
,
z
,
dimx
,
dimy
,
dimz
,
color
,
colorhelper
,
tipo
)
{
var
cubeGeometry
=
new
THREE
.
BoxGeometry
(
dimx
,
dimy
,
dimz
);
var
cubeMaterial
=
new
THREE
.
MeshLambertMaterial
({
color
:
color
});
var
cube
=
new
THREE
.
Mesh
(
cubeGeometry
,
cubeMaterial
);
cube
.
castShadow
=
true
;
// position the cube
cube
.
position
.
x
=
x
;
cube
.
position
.
y
=
y
;
cube
.
position
.
z
=
z
;
cube
.
name
=
tipo
;
if
(
tipo
==
"
Simple
"
)
cube
.
visible
=
false
;
scene
.
add
(
cube
);
var
helper
=
new
THREE
.
BoxHelper
(
cube
);
helper
.
material
.
color
.
set
(
colorhelper
);
helper
.
name
=
tipo
;
if
(
tipo
==
"
Simple
"
)
helper
.
visible
=
false
;
scene
.
add
(
helper
);
}
//No funciona con esta version de three js
function
createCube2
(
scene
,
x
,
y
,
z
,
dimx
,
dimy
,
dimz
,
color
,
colorhelper
,
colorface
)
{
var
cubeGeometry
=
new
THREE
.
BoxGeometry
(
dimx
,
dimy
,
dimz
);
cubeGeometry
.
faces
[
0
].
color
.
setHex
(
color
);
cubeGeometry
.
faces
[
1
].
color
.
setHex
(
colorface
);
cubeGeometry
.
faces
[
2
].
color
.
setHex
(
colorface
);
cubeGeometry
.
faces
[
3
].
color
.
setHex
(
color
);
cubeGeometry
.
faces
[
4
].
color
.
setHex
(
color
);
cubeGeometry
.
faces
[
5
].
color
.
setHex
(
color
);
cubeGeometry
.
faces
[
6
].
color
.
setHex
(
color
);
cubeGeometry
.
faces
[
7
].
color
.
setHex
(
color
);
cubeGeometry
.
faces
[
8
].
color
.
setHex
(
colorface
);
cubeGeometry
.
faces
[
9
].
color
.
setHex
(
color
);
cubeGeometry
.
faces
[
10
].
color
.
setHex
(
colorface
);
cubeGeometry
.
faces
[
11
].
color
.
setHex
(
color
);
var
cubeMaterial
=
new
THREE
.
MeshLambertMaterial
({
color
:
0xffffff
,
vertexColors
:
true
});
var
cube
=
new
THREE
.
Mesh
(
cubeGeometry
,
cubeMaterial
);
cube
.
geometry
.
colorsNeedUpdate
=
true
;
cube
.
castShadow
=
true
;
// position the cube
cube
.
position
.
x
=
x
;
cube
.
position
.
y
=
y
;
cube
.
position
.
z
=
z
;
scene
.
add
(
cube
);
var
helper
=
new
THREE
.
BoxHelper
(
cube
);
helper
.
material
.
color
.
set
(
colorhelper
);
scene
.
add
(
helper
);
}
function
cambiarEstilo
(
value
){
/*var i=0.0;
var x,y,z;
y=foto[0].position.y;
z=foto[0].position.z;
for(i=0.0; i<=3.0; i=i+0.01){
x=foto[0].position.x;
foto[0].position.set(x+0.01,y,z);
//requestAnimationFrame( animate );
//var delta = clock.getDelta();
//animator[0].update(1000 * delta);
//animate();
//requestAnimationFrame(renderScene);
//renderer.render(scene, camera);
}
console.log(foto[0]);
console.log(scene)*/
//while(scene.children.length > 0){
//scene.remove(scene.children[0]);
//}
for
(
var
i
=
0
;
i
<
scene
.
children
.
length
;
i
++
){
if
(
value
==
true
){
if
(
scene
.
children
[
i
].
name
==
"
Enemigo
"
){
scene
.
children
[
i
].
visible
=
false
;
}
if
(
scene
.
children
[
i
].
name
==
"
Simple
"
){
scene
.
children
[
i
].
visible
=
true
;
}
}
else
{
if
(
scene
.
children
[
i
].
name
==
"
Enemigo
"
){
scene
.
children
[
i
].
visible
=
true
;
}
if
(
scene
.
children
[
i
].
name
==
"
Simple
"
){
scene
.
children
[
i
].
visible
=
false
;
}
}
}
if
(
value
==
true
){
var
puntero
=
3
;
for
(
i
=
0
;
i
<
enemigos
;
i
++
){
var
enemigo
=
datos
[
puntero
];
enemigo
=
enemigo
.
split
(
"
"
);
var
clase
=
enemigo
[
0
];
var
posx
=
parseInt
(
enemigo
[
1
]);
var
posy
=
parseInt
(
enemigo
[
2
]);
puntero
++
;
foto
[
i
+
aliados
].
position
.
set
(
posx
+
0.5
,
1
+
0.5
,
posy
+
0.5
);
}
foto
[
aliados
-
1
].
position
.
set
(
7
+
0.5
,
1
+
0.5
,
1
+
0.5
);
//Unidad verde, puesta a mano
modosimple
=
true
;
gui
.
remove
(
contenido
);
camera
.
position
.
set
(
-
0.005
,
45
,
-
1
);
}
else
{
var
puntero
=
3
;
for
(
i
=
0
;
i
<
enemigos
;
i
++
){
var
enemigo
=
datos
[
puntero
];
enemigo
=
enemigo
.
split
(
"
"
);
var
clase
=
enemigo
[
0
];
var
posx
=
parseInt
(
enemigo
[
1
]);
var
posy
=
parseInt
(
enemigo
[
2
]);
puntero
++
;
foto
[
i
+
aliados
].
position
.
set
(
posx
+
0.5
,
ataques
[
posx
*
dimy
+
posy
]
+
0.5
,
posy
+
0.5
);
}
foto
[
aliados
-
1
].
position
.
set
(
7
+
0.5
,
5
+
0.5
,
1
+
0.5
);
//Unidad verde, puesta a mano
modosimple
=
false
;
var
parameters
=
{
contenido
:
""
}
contenido
=
gui
.
add
(
parameters
,
'
contenido
'
).
name
(
'
Descripción
'
).
listen
();
camera
.
position
.
set
(
25
,
20
,
25
);
}
}
function
createControls
()
{
controls
=
new
THREE
.
OrbitControls
(
camera
,
renderer
.
domElement
);
controls
.
rotateSpeed
=
1.0
;
controls
.
zoomSpeed
=
1.2
;
controls
.
panSpeed
=
0.8
;
controls
.
keys
=
[
65
,
83
,
68
];
//controls.keys = { LEFT: 'ArrowLeft', UP: 'ArrowUp', RIGHT: 'ArrowRight', BOTTOM: 'ArrowDown' };
}
function
animate
()
{
requestAnimationFrame
(
animate
);
render
();
update
();
}
function
render
()
{
renderer
.
render
(
scene
,
camera
);
}
function
update
(){
var
delta
=
clock
.
getDelta
();
for
(
var
i
=
0
;
i
<
aliados
+
enemigos
;
i
++
){
animator
[
i
].
update
(
1000
*
delta
);
}
raycast
();
//x=foto[0].position.x;
//y=foto[0].position.y;
//z=foto[0].position.z;
//foto[0].position.set(x+0.1,y,z);
controls
.
update
();
}
function
TextureAnimator
(
texture
,
tilesHoriz
,
tilesVert
,
numTiles
,
tileDispDuration
){
// note: texture passed by reference, will be updated by the update function.
this
.
tilesHorizontal
=
tilesHoriz
;
this
.
tilesVertical
=
tilesVert
;
// how many images does this spritesheet contain?
// usually equals tilesHoriz * tilesVert, but not necessarily,
// if there at blank tiles at the bottom of the spritesheet.
this
.
numberOfTiles
=
numTiles
;
texture
.
wrapS
=
texture
.
wrapT
=
THREE
.
RepeatWrapping
;
texture
.
repeat
.
set
(
1
/
this
.
tilesHorizontal
,
1
/
this
.
tilesVertical
);
// how long should each image be displayed?
this
.
tileDisplayDuration
=
tileDispDuration
;
// how long has the current image been displayed?
this
.
currentDisplayTime
=
0
;
// which image is currently being displayed?
this
.
currentTile
=
0
;
this
.
update
=
function
(
milliSec
)
{
this
.
currentDisplayTime
+=
milliSec
;
while
(
this
.
currentDisplayTime
>
this
.
tileDisplayDuration
)
{
this
.
currentDisplayTime
-=
this
.
tileDisplayDuration
;
this
.
currentTile
++
;
if
(
this
.
currentTile
==
this
.
numberOfTiles
)
this
.
currentTile
=
0
;
var
currentColumn
=
this
.
currentTile
%
this
.
tilesHorizontal
;
texture
.
offset
.
x
=
currentColumn
/
this
.
tilesHorizontal
;
var
currentRow
=
Math
.
floor
(
this
.
currentTile
/
this
.
tilesHorizontal
);
texture
.
offset
.
y
=
currentRow
/
this
.
tilesVertical
;
}
};
}
function
raycast
(){
raycaster
.
setFromCamera
(
mouse
,
camera
);
var
intersects
=
raycaster
.
intersectObjects
(
scene
.
children
);
if
(
intersects
.
length
>
0
)
{
if
(
INTERSECTED
!=
intersects
[
0
].
object
)
{
//if ( INTERSECTED )
//INTERSECTED.material.emissive.setHex( INTERSECTED.currentHex );
INTERSECTED
=
intersects
[
0
].
object
;
//INTERSECTED.currentHex = INTERSECTED.material.emissive.getHex();
//INTERSECTED.material.emissive.setHex( 0xff0000 );
if
(
intersects
[
0
].
object
.
name
!=
""
&&
modosimple
==
false
){
/*context1.clearRect(0,0,640,480);
var message = intersects[ 0 ].object.name;
var metrics = context1.measureText(message);
var width = metrics.width;
context1.fillStyle = "rgba(0,0,0,0.95)"; // black border
context1.fillRect( 0,0, width+8,20+8);
context1.fillStyle = "rgba(255,255,255,0.95)"; // white filler
context1.fillRect( 2,2, width+4,20+4 );
context1.fillStyle = "rgba(0,0,0,1)"; // text color
context1.fillText( message, 4,20 );
texture1.needsUpdate = true;*/
gui
.
remove
(
contenido
);
if
(
intersects
[
0
].
object
.
name
==
"
Enemigo
"
){
var
parameters
=
{
contenido
:
"
Atacantes:
"
+
intersects
[
0
].
object
.
object
.
geometry
.
parameters
.
height
}
}
else
{
var
parameters
=
{
contenido
:
intersects
[
0
].
object
.
name
}
}
contenido
=
gui
.
add
(
parameters
,
'
contenido
'
).
name
(
'
Descripción
'
).
listen
();
//console.log(intersects[ 0 ].object);
}
else
{
if
(
modosimple
==
false
){
gui
.
remove
(
contenido
);
var
parameters
=
{
contenido
:
""
}
contenido
=
gui
.
add
(
parameters
,
'
contenido
'
).
name
(
'
Descripción
'
).
listen
();
}
//context1.clearRect(0,0,300,300);
//texture1.needsUpdate = true;
}
//console.log(INTERSECTED);
}
}
else
{
//if ( INTERSECTED ) INTERSECTED.material.emissive.setHex( INTERSECTED.currentHex );
INTERSECTED
=
null
;
//context1.clearRect(0,0,300,300);
//texture1.needsUpdate = true;
}
}
function
onDocumentMouseMove
(
event
)
{
// the following line would stop any other event handler from firing
// (such as the mouse's TrackballControls)
// event.preventDefault();
// update sprite position
//sprite1.position.set( event.clientX, event.clientY - 20, 0 );
//sprite1.position.set( (event.clientX / window.innerWidth)* 2 - 1, (event.clientY / window.innerHeight) * 2 + 1, 5 );
//sprite1.position.set( 0, 0, 20 );
//console.log(event.clientX+" "+event.clientY+ " " + window.innerWidth + " " + window.innerHeight)
// update the mouse variable
mouse
.
x
=
(
event
.
clientX
/
window
.
innerWidth
)
*
2
-
1
;
mouse
.
y
=
-
(
event
.
clientY
/
window
.
innerHeight
)
*
2
+
1
;
//mouse.x = ( (event.clientX -renderer.domElement.offsetLeft) / renderer.domElement.width ) * 2 - 1;
//mouse.y = -( (event.clientY - renderer.domElement.offsetTop) / renderer.domElement.height ) * 2 + 1;
/*
var vector = new THREE.Vector3(mouse.x, mouse.y, 0.5);
vector.unproject( camera );
var dir = vector.sub( camera.position ).normalize();
var distance = - camera.position.z / dir.z;
//var distance = ( targetZ - camera.position.z ) / vec.z
var pos = camera.position.clone().add( dir.multiplyScalar( distance ) );
sprite1.position.set( pos.x, pos.y, 0 );
*/
//console.log(mouse.x + " " + mouse.y);
}
\ No newline at end of file
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