Skip to content
GitLab
Explore
Sign in
Primary navigation
Search or go to…
Project
I
igev
Manage
Activity
Members
Labels
Plan
Issues
Issue boards
Milestones
Wiki
Requirements
Code
Merge requests
Repository
Branches
Commits
Tags
Repository graph
Compare revisions
Snippets
Locked files
Build
Pipelines
Jobs
Pipeline schedules
Test cases
Artifacts
Deploy
Releases
Package registry
Model registry
Operate
Environments
Terraform modules
Monitor
Incidents
Analyze
Value stream analytics
Contributor analytics
CI/CD analytics
Repository analytics
Code review analytics
Issue analytics
Insights
Model experiments
Help
Help
Support
GitLab documentation
Compare GitLab plans
GitLab community forum
Contribute to GitLab
Provide feedback
Keyboard shortcuts
?
Snippets
Groups
Projects
Show more breadcrumbs
sermigu
igev
Commits
64de7979
Commit
64de7979
authored
Mar 16, 2021
by
sermigu
Browse files
Options
Downloads
Patches
Plain Diff
Subir nuevo archivo
parent
8c135fb6
No related branches found
No related tags found
No related merge requests found
Changes
1
Show whitespace changes
Inline
Side-by-side
Showing
1 changed file
barras.js
+356
-0
356 additions, 0 deletions
barras.js
with
356 additions
and
0 deletions
barras.js
0 → 100644
+
356
−
0
View file @
64de7979
var
scene
,
renderer
,
camera
;
var
controls
,
boxHelper
;
var
animator
=
new
Array
();
var
foto
=
new
Array
();
var
clock
=
new
THREE
.
Clock
();
var
aliados
,
enemigos
,
obstaculos
;
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
();
var
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
"
);
var
dimx
=
parseInt
(
datos
[
0
]);
var
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
;
var
ataques
=
new
Array
(
dimx
*
dimy
);
var
casillasObstaculo
=
new
Array
(
dimx
*
dimy
);
var
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
(
2048
/*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
);
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
);
if
(
ataquesEnemigo
[
125
]
!=
0
)
console
.
log
(
posx
+
"
"
+
posy
)
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
);
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
);
scene
.
add
(
foto
[
i
]);
ataques
[
posx
*
dimy
+
posy
]
=
0
;
}
else
{
createCube
(
scene
,
posx
+
0.5
,
0.5
*
1
,
posy
+
0.5
,
1
,
1
,
1
,
0x1176c5
,
0x000000
);
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
);
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
);
}
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
);
scene
.
add
(
foto
[
i
+
aliados
]);
}
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
);
//controls
createControls
();
//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
});
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
)
{
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
;
scene
.
add
(
cube
);
var
helper
=
new
THREE
.
BoxHelper
(
cube
);
helper
.
material
.
color
.
set
(
colorhelper
);
scene
.
add
(
helper
);
}
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
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
];
}
function
animate
()
{
requestAnimationFrame
(
animate
);
render
();
update
();
}
function
render
()
{
renderer
.
render
(
scene
,
camera
);
}
function
reqListener
()
{
console
.
log
(
this
.
responseText
);
}
function
update
(){
var
delta
=
clock
.
getDelta
();
for
(
var
i
=
0
;
i
<
aliados
+
enemigos
;
i
++
){
animator
[
i
].
update
(
1000
*
delta
);
}
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
;
}
};
}
\ No newline at end of file
This diff is collapsed.
Click to expand it.
Preview
0%
Loading
Try again
or
attach a new file
.
Cancel
You are about to add
0
people
to the discussion. Proceed with caution.
Finish editing this message first!
Save comment
Cancel
Please
sign in
to comment