// Cloned by David Jusev on 4 Dec 2022 from World "Websockets boxes" by Starter user
// Please leave this clone trail here.
// ==== Starter World =================================================================================================
// This code is designed for use on the Ancient Brain site.
// This code may be freely copied and edited by anyone on the Ancient Brain site.
// To include a working run of this program on another site, see the "Embed code" links provided on Ancient Brain.
// ====================================================================================================================
// Demo of Websockets functionality added to a 3D World
// Run with two or more users
// Click button to change a random box's texture on all clients running this World
// Pick a side and compete against an opponent!
// You can annoy the other player by reloading the page!
AB.clockTick = 100;
// Speed of run: Step every n milliseconds. Default 100.
AB.maxSteps = 100000;
// Length of run: Maximum length of run in steps. Default 1000.
AB.screenshotStep = 100;
// Take screenshot on this step. (All resources should have finished loading.) Default 50.
const FILE_ARRAY = [
"/uploads/jusevd2/squidward.jpg", // array 0 to 4 are the earths
"/uploads/jusevd2/spongebob.jpg",
"/uploads/jusevd2/patrick.png",
"/uploads/jusevd2/doodlebob.jpg",
];
const SKYCOLOR = 0xccffcc; // a number, not a string
const ARMYSIZE = 50; // an "army" of objects
const objectsize = 0.1 ;
const WALKSTEP = 200; // bounds of the random move per timestep
// try 50 (vibrating sheet) versus 1000 (cloud)
const MAXPOS = 11 ; // start things within these bounds
const startRadiusConst = MAXPOS * 1.5 ; // distance from centre to start the camera at
const maxRadiusConst = MAXPOS * 5 ; // maximum distance from camera we will render things
ABHandler.MAXCAMERAPOS = MAXPOS * 10 ; // allow camera go far away
ABWorld.drawCameraControls = false;
AB.drawRunControls = false;
var THEARMY = new Array( ARMYSIZE );
var textureArray = new Array ( FILE_ARRAY.length );
function loadResources() // asynchronous file loads - call initScene() when all finished
{
for ( var i = 0; i < FILE_ARRAY.length; i++ )
startFileLoad ( i ); // launch n asynchronous file loads
}
function startFileLoad ( n ) // asynchronous file load of texture n
{
var loader = new THREE.TextureLoader();
loader.load ( FILE_ARRAY[n], function ( thetexture )
{
thetexture.minFilter = THREE.LinearFilter;
textureArray[n] = thetexture;
if ( asynchFinished() ) initArmy();
});
}
function asynchFinished() // all file loads returned
{
for ( var i = 0; i < FILE_ARRAY.length; i++ )
if ( ! textureArray[i] )
return false;
return true;
}
function initArmy() // called when all textures ready
{
var t = 0;
for ( var c=1 ; c <= ARMYSIZE ; c++ )
{
// var shape = new THREE.SphereGeometry ( objectsize, 30, 30 );
var shape = new THREE.BoxGeometry( objectsize, objectsize, objectsize );
var theobject = new THREE.Mesh( shape );
theobject.position.x = AB.randomIntAtoB ( -MAXPOS, MAXPOS );
theobject.position.z = AB.randomIntAtoB ( -MAXPOS, MAXPOS );
theobject.position.y = 0;
// var r = AB.randomIntAtoB ( 0, textureArray.length - 1 ); // random texture
var r = AB.randomIntAtoB ( 0, 4 ); // random one of the earths
theobject.material = new THREE.MeshBasicMaterial ( { map: textureArray[r] } );
ABWorld.scene.add(theobject);
THEARMY[t] = theobject; // save it for later
t++;
}
// can start the run loop
ABWorld.render();
AB.removeLoading();
AB.runReady = true;
AB.msg ( ` <hr> <p> Multi-user game. Pick a side. Click buttons to change boxes on all users' machines. Drag the camera. <p>
<button onclick='baby();' class=ab-largenormbutton > Baby </button>
<button onclick='skull();' class=ab-largenormbutton > Skull </button> <p> ` );
}
function moveArmy() // move all the objects
{
for ( var i = 0; i < THEARMY.length; i++ )
{
if ( THEARMY[i] ) // in case initArmy() not called yet
{
THEARMY[i].position.x = THEARMY[i].position.x + AB.randomIntAtoB(-WALKSTEP,WALKSTEP) ;
THEARMY[i].position.z = THEARMY[i].position.z + AB.randomIntAtoB(-WALKSTEP,WALKSTEP) ;
THEARMY[i].position.y = THEARMY[i].position.y + AB.randomIntAtoB(-WALKSTEP,WALKSTEP) ;
ABWorld.scene.add( THEARMY[i] );
}
}
}
function initLights()
// the lights are needed to show up models
{
const ambientLight = new THREE.AmbientLight( 0xffffff, 1 );
ABWorld.scene.add( ambientLight );
const frontLight = new THREE.DirectionalLight( 0xffffff, 1 );
frontLight.position.set( 10, 10, 10 );
const backLight = new THREE.DirectionalLight( 0xffffff, 1 );
backLight.position.set( -10, 10, -10 );
ABWorld.scene.add( frontLight, backLight );
}
AB.world.newRun = function()
{
AB.loadingScreen();
AB.runReady = false;
ABWorld.init3d ( startRadiusConst, maxRadiusConst, SKYCOLOR );
loadResources(); // aynch file loads
// calls initArmy() when it returns
loadStayModels();
initLights();
};
AB.world.nextStep = function()
{
moveArmy();
};
function loadStayModels() // Added function to import non-animated character and object models
{
const Sloader = new THREE.GLTFLoader();
const SonLoad = ( gltf, Sposition ) =>
{
const Smodel = gltf.scene.children[ 0 ];
Smodel.position.copy( Sposition );
ABWorld.scene.add( Smodel );
};
const scenePos = new THREE.Vector3 ( 0, 0, 0);
const realisticSpongePos = new THREE.Vector3 ( 1, 0, 0 );
const squidPos = new THREE.Vector3(0, 1, 0);
const doodleBobPos = new THREE.Vector3( 4, 1, 4 );
const patrickPos = new THREE.Vector3 ( 0, 0, 0);
const pattyWagonPos = new THREE.Vector3 ( 0, 0, 0);
Sloader.load ( '/uploads/jusevd2/ultra_realistic_spongebob_wip.glb', gltf => SonLoad ( gltf, realisticSpongePos ) ); // Import non-animated character and object models and adjust their positions according to the overall layout
Sloader.load ( '/uploads/jusevd2/squidward_tentacles.glb', gltf => SonLoad ( gltf, squidPos ) );
Sloader.load ( '/uploads/jusevd2/spongebob_environment.glb', gltf => SonLoad ( gltf, scenePos ) );
Sloader.load ( '/uploads/jusevd2/kame_house.glb', gltf => SonLoad ( gltf, scenePos ) );
Sloader.load ( '/uploads/jusevd2/spongebob_draw.glb', gltf => SonLoad ( gltf, doodleBobPos ) );
Sloader.load ( '/uploads/jusevd2/patrick_star.glb', gltf => SonLoad ( gltf, patrickPos ) );
Sloader.load ( '/uploads/jusevd2/krabby_patty_wagon.glb', gltf => SonLoad ( gltf, pattyWagonPos ) );
}
//--- Socket functionality -----------------------------------------------------
// start socket
AB.socketStart();
// functions called by buttons
// baby and skull are textures 5 and 6 in the array:
function baby() { changeBox(5); AB.socketOut (5); }
function skull() { changeBox(6); AB.socketOut (6); }
function changeBox(n) // change a random box to texture n (5 or 6)
{
var i = AB.randomIntAtoB ( 0, THEARMY.length - 1 ); // pick a random box to change
THEARMY[i].material = new THREE.MeshBasicMaterial ( { map: textureArray[n] } );
}
AB.socketIn = function(n) // incoming data on socket, i.e. clicks of other player
{
if ( ! AB.runReady ) return;
changeBox(n);
};