// Cloned by David L on 27 Nov 2022 from World "Dragon Ball" by MENGTE ZHU
// Please leave this clone trail here.
// Cloned by MENGTE ZHU on 14 Nov 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/chris/download1.jpg", // array 0 to 4 are the earths
"uploads/chris/download1.jpg",
"/uploads/chris/download1.jpg",
"/uploads/chris/download1.jpg",
"/uploads/chris/download1.jpg",
"/uploads/chris/download1.jpg",
"/uploads/chris/download1.jpg",
"/uploads/chris/download1.jpg",
"/uploads/chris/download1.jpg",
"/uploads/starter/baby.1.png", // array 5
"/uploads/starter/ghost.3.png" // array 6
];
const SKYCOLOR = 0xccffcc; // a number, not a string
const ARMYSIZE = 500; // an "army" of objects
const objectsize = 0.2;
const WALKSTEP = 0.6; // 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
const SKYBOX_ARRAY = [
"/uploads/chris/xpos.png",
"/uploads/chris/xneg.png",
"/uploads/chris/zpos.png",
"/uploads/chris/zneg.png",
"/uploads/chris/yneg.png",
"/uploads/chris/ypos.png"
];
const mixers = [];
const clock = new THREE.Clock();
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, 8 ); // 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] );
}
}
}
// const MUSICFILE = '/uploads/test/StarCommander1.wav';
// AB.backgroundMusic ( MUSICFILE );
AB.world.newRun = function()
{
AB.loadingScreen();
AB.runReady = false;
ABWorld.init3d ( startRadiusConst, maxRadiusConst, SKYCOLOR );
loadResources(); // aynch file loads
// calls initArmy() when it returns
initLights();
loadModels();
loadStayModels();
ABWorld.scene.background = new THREE.CubeTextureLoader().load ( SKYBOX_ARRAY );
};
AB.world.nextStep = function()
{
const delta = clock.getDelta();
mixers.forEach( ( mixer ) => { mixer.update( delta ); } );
moveArmy();
};
function loadModels()
{
const loader = new THREE.GLTFLoader();
const onLoad = ( gltf, position ) =>
{
const model = gltf.scene.children[ 0 ];
model.position.copy( position );
const animation = gltf.animations[ 0 ];
const mixer = new THREE.AnimationMixer( model );
mixers.push( mixer );
const action = mixer.clipAction( animation );
action.play();
ABWorld.scene.add( model );
};
const gokuPosition = new THREE.Vector3 ( 12, 0, 0);
const buuPosition = new THREE.Vector3 ( 9, 0, 6 );
// can load 3D models of other user:
loader.load ( '/uploads/chris/goku_rigged__animated.glb', gltf => onLoad ( gltf, gokuPosition ) );
loader.load ( '/uploads/chris/kid_buu.glb', gltf => onLoad ( gltf, buuPosition ) );
}
function loadStayModels()
{
const Sloader = new THREE.GLTFLoader();
const SonLoad = ( gltf, Sposition ) =>
{
const Smodel = gltf.scene.children[ 0 ];
Smodel.position.copy( Sposition );
ABWorld.scene.add( Smodel );
};
const vegettoPosition = new THREE.Vector3 ( 0, 0, 0);
const brolyPosition = new THREE.Vector3 ( 0, 1, -8 );
const smallgokuPosition = new THREE.Vector3(-4, 5, -16);
const dragonPosition = new THREE.Vector3( 0, 0, 0 );
const androidPosition = new THREE.Vector3 ( -3, 0, 10 );
// Sloader.load ( '/uploads/chris/vegetto.glb', gltf => SonLoad ( gltf, vegettoPosition ) );
Sloader.load ( '/uploads/chris/bulma_-_dragon_ball.glb', gltf => SonLoad ( gltf, brolyPosition ) );
Sloader.load ( '/uploads/chris/son_goku_and_kintoun_nimbus.glb', gltf => SonLoad ( gltf, smallgokuPosition ) );
Sloader.load ( '/uploads/chris/kame_house.glb', gltf => SonLoad ( gltf, dragonPosition ) );
Sloader.load ( '/uploads/chris/dragon_ball_z_-_android_18.glb', gltf => SonLoad ( gltf, androidPosition ) );
}
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 );
}
//--- Socket functionality -----------------------------------------------------
// start socket
AB.socketStart();
// functions called by buttons
// baby and skull are textures 5 and 6 in the array:
function baby() { changeBox(9); AB.socketOut (9); }
function skull() { changeBox(10); AB.socketOut (10); }
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);
};