// Cloned by tuitef2 on 25 Feb 2019 from World "Capturetheflag" by tuitef2
// Please leave this clone trail here.
var cam;
var meshFloor;
var food_list = [];
var keyboard = {};
var distance;
var updatedPosX;
var updatedPosZ;
var objLoader = new THREE.OBJLoader();
objLoader.setPath("/uploads/tuitef2/");
var mtlLoader = new THREE.MTLLoader();
mtlLoader.setPath("/uploads/tuitef2/");
var LEVEL = [
'# # # # # # # # # # # # # # # # # # # # # # # # # # # #',
'# . . . . . . . . . . . . # # . . . . . . . . . . . . #',
'# . # # # # . # # # # # . # # . # # # # # . # # # # . #',
'# o # # # # . # # # # # . # # . # # # # # . # # # # o #',
'# . # # # # . # # # # # . # # . # # # # # . # # # # . #',
'# . . . . . . . . . . . . . . . . . . . . . . . . . . #',
'# . # # # # . # # . # # # # # # # # . # # . # # # # . #',
'# . # # # # . # # . # # # # # # # # . # # . # # # # . #',
'# . . . . . . # # . . . . # # . . . . # # . . . . . . #',
'# # # # # # . # # # # # # # # # # # # . # # # # # #',
' # . # # # # # # # # # # # # . # ',
' # . # # G # # . # ',
' # . # # # # # # # # # # # # . # ',
'# # # # # # . # # # # # # . # # # # # #',
' . # # . ',
'# # # # # # . # # # # # # . # # # # # #',
' # . # # # # # # # # # # # # . # ',
' # . # # # # . # ',
' # . # # # # # # # # # # # # . # ',
'# # # # # # . # # # # # # # # # # # # . # # # # # #',
'# . . . . . . . . . . . . # # . . . . . . . . . . . . #',
'# . # # # # . # # # # # . # # . # # # # # . # # # # . #',
'# . # # # # . # # # # # . # # . # # # # # . # # # # . #',
'# o . . # # . . . . . . . P . . . . . . . # # . . o #',
'# # # . # # . # # . # # # # # # # # . # # . # # . # # #',
'# # # . # # . # # . # # # # # # # # . # # . # # . # # #',
'# . . . . . . # # . . . . # # . . . . # # . . . . . . #',
'# . # # # # # # # # # # . # # . # # # # # # # # # # . #',
'# . # # # # # # # # # # . # # . # # # # # # # # # # . #',
'# . . . . . . . . . . . . . . . . . . . . . . . . . . #',
'# # # # # # # # # # # # # # # # # # # # # # # # # # # #'
];
var player = { height:3.5, speed:0.5, turnSpeed:0.2}; //to get player position get cam position
var scene = new THREE.Scene(); //CREATE SCENE
var sky_texture = new THREE.TextureLoader().load( 'uploads/tuitef2/skyyy.png' );
scene.background = sky_texture;
//scene.fog = new THREE.Fog("#a6e0ca", 0.0010, 90);
var renderer = new THREE.WebGLRenderer();
function render(){
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
}
function camera(){
cam = new THREE.PerspectiveCamera(90, window.innerWidth/window.innerHeight, 0.1, 1000);
cam.position.set(0, player.height, -5); //position.x,position.y,position.z
cam.lookAt(new THREE.Vector3(0,player.height,0));
}
function ground(){
var texture = new THREE.TextureLoader().load( 'uploads/tuitef2/ground_texture1.png' );
// immediately use the texture for material creation
meshFloor = new THREE.Mesh(
new THREE.PlaneGeometry(400,400),
new THREE.MeshBasicMaterial({map:texture}));
meshFloor.rotation.x -= Math.PI / 2; // Rotate the plane 90 degrees as if you don't do this it'll be like a tv screen.
scene.add(meshFloor);
}
function randomize_trees(){
mtlLoader.load("PUSHILIN_forest.mtl", function(materials) {
materials.preload();
objLoader.setMaterials(materials);
objLoader.load("PUSHILIN_forest.obj", function(mesh){
mesh.position.z += AB.randomIntAtoB(-90,90);
mesh.position.x += AB.randomIntAtoB(180,200);
mesh.position.y+=5;
mesh.scale.multiplyScalar(15);
scene.add(mesh);
});
});
mtlLoader.load("PUSHILIN_forest.mtl", function(materials) {
materials.preload();
objLoader.setMaterials(materials);
objLoader.load("PUSHILIN_forest.obj", function(mesh){
mesh.position.z += AB.randomIntAtoB(-90,90);
mesh.position.x += AB.randomIntAtoB(-180,-200);
mesh.position.y+=5;
mesh.scale.multiplyScalar(15);
scene.add(mesh);
});
});
mtlLoader.load("PUSHILIN_forest.mtl", function(materials) {
materials.preload();
objLoader.setMaterials(materials);
objLoader.load("PUSHILIN_forest.obj", function(mesh){
//mesh.position.z += AB.randomIntAtoB(-90,90);
mesh.position.z += AB.randomIntAtoB(-90,90);
mesh.position.x += AB.randomIntAtoB(-200,200);
mesh.position.y+=5;
mesh.scale.multiplyScalar(15);
scene.add(mesh);
});
var light = new THREE.DirectionalLight( "#7fe093", 0.3 );
light.position.set( 0, 1, 0 );
scene.add( light );
});
mtlLoader.load("PUSHILIN_forest.mtl", function(materials) {
materials.preload();
objLoader.setMaterials(materials);
objLoader.load("tree01.obj", function(mesh){
mesh.position.z += AB.randomIntAtoB(-90,90);
mesh.position.x += AB.randomIntAtoB(-200,200);
mesh.position.y+=1;
mesh.scale.multiplyScalar(4);
scene.add(mesh);
});
});
var light = new THREE.DirectionalLight( "#7fe093", 0.3 );
light.position.set( 0, 1, 0 );
scene.add( light );
}
function createMap(level) {
var map = {};
map.bottom = -(level.length - 1);
map.top = 0;
map.left = 0;
map.right = 0;
map.numDots = 0;
map.pacmanSpawn = null;
map.ghostSpawn = null;
var x, y;
for (var row = 0; row < level.length; row++) {
// Set the coordinates of the map so that they match the
// coordinate system for objects.
y = -row;
map[y] = {};
// Get the length of the longest row in the level definition.
var length = Math.floor(level[row].length / 2);
//map.right = Math.max(map.right, length - 1);
map.right = Math.max(map.right, length);
// Skip every second element, which is just a space for readability.
for (var column = 0; column < level[row].length; column += 2) {
x = Math.floor(column / 2);
var cell = level[row][column];
var object = null;
if (cell === '#') {
object = createWall();
}
// } else if (cell === '.') {
// object = createDot();
// map.numDots += 1;
// } else if (cell === 'o') {
// object = createPowerPellet();
// } else if (cell === 'P') {
// map.pacmanSpawn = new THREE.Vector3(x, y, 0);
// } else if (cell === 'G') {
// map.ghostSpawn = new THREE.Vector3(x, y, 0);
// }
if (object !== null) {
object.position.set(x, y, 0);
map[y][x] = object;
scene.add(object);
}
}
}
map.centerX = (map.left + map.right) / 2;
map.centerY = (map.bottom + map.top) / 2;
return map;
}
function createWall(){
var wallGeometry = new THREE.BoxGeometry(1, 1, 1);
var wallMaterial = new THREE.MeshLambertMaterial({ color: 'blue' });
var wall = new THREE.Mesh(wallGeometry, wallMaterial);
wall.isWall = true;
return wall;
}
function isWall(map, position) {
var cell = getAt(map, position);
return cell && cell.isWall === true;
}
function getAt(map, position) {
var x = Math.round(position.x), y = Math.round(position.y);
return map[y] && map[y][x];
}
function food(){
for (i=0; i < 10; i++){
mesh = new THREE.Mesh(
new THREE.SphereGeometry(1),
new THREE.MeshBasicMaterial({color:0xff4444}));
mesh.position.z += AB.randomIntAtoB(-50,50);
mesh.position.x += AB.randomIntAtoB(-90,90);
mesh.position.y += 2; // Move the mesh up 1 meter
mesh.scale.multiplyScalar(1.5);
scene.add(mesh);
food_list.push(mesh);
}
}
function eat_food(){
for(i = 0;i <food_list.length; i++){
distanceX = Math.abs((parseInt(updatedPosX)) - food_list[i].position.x);
distanceZ = Math.abs((parseInt(updatedPosZ)) - food_list[i].position.z);
if(distanceX <=2 && distanceZ <= 2 ){ //if player is close
food_list[i].position.x = AB.randomIntAtoB(-90,90);
food_list[i].position.z = AB.randomIntAtoB(-40,40);//change the position of the item
}
}
}
function movement(){
requestAnimationFrame(movement);
// Keyboard movement inputs
for (j = 0; j < food_list.length; j++){
food_list[j].rotation.x += 0.01;
food_list[j].rotation.y += 0.02;
}
// Keyboard movement inputs
if(keyboard[87]){ // W key
if (cam.position.x<= 200 && cam.position.x>= -200){
cam.position.x -= Math.sin(cam.rotation.y) * player.speed;
cam.position.z -= -Math.cos(cam.rotation.y) * player.speed;
updatedPosX = cam.position.x;
updatedPosZ = cam.position.z;
}
else{
cam.position.x += Math.sin(cam.rotation.y) * player.speed;
}
if(cam.position.z<= 200 && cam.position.z>= -200){
cam.position.x -= Math.sin(cam.rotation.y) * player.speed;
cam.position.z -= -Math.cos(cam.rotation.y) * player.speed;
}
else{
cam.position.z += -Math.cos(cam.rotation.y) * player.speed;
}
eat_food();
}
if(keyboard[83]){ // S key
if (cam.position.x<= 200 && cam.position.x>= -200){
cam.position.x += Math.sin(cam.rotation.y) * player.speed;
cam.position.z += -Math.cos(cam.rotation.y) * player.speed;
}
else{
cam.position.x -= Math.sin(cam.rotation.y) * player.speed;
}
if(cam.position.z<= 200 && cam.position.z>= -200){
cam.position.x += Math.sin(cam.rotation.y) * player.speed;
cam.position.z += -Math.cos(cam.rotation.y) * player.speed;
}
else{
cam.position.z -= -Math.cos(cam.rotation.y) * player.speed;
}
eat_food();
}
if(keyboard[65]){ // A key
// Redirect motion by 90 degrees
if (cam.position.x <= 200 && cam.position.x >= -200){
cam.position.x += Math.sin(cam.rotation.y + Math.PI/2) * player.speed;
cam.position.z += -Math.cos(cam.rotation.y + Math.PI/2) * player.speed;
updatedPosX = cam.position.x;
updatedPosZ = cam.position.z;
}
else{
cam.position.x = Math.sin(cam.rotation.y - Math.PI/2) * player.speed;
}
if(cam.position.z <= 200 && cam.position.z >= -200){
cam.position.x += Math.sin(cam.rotation.y + Math.PI/2) * player.speed;
cam.position.z += -Math.cos(cam.rotation.y + Math.PI/2) * player.speed;
}
else{
cam.position.z = -Math.cos(cam.rotation.y - Math.PI/2) * player.speed;
}
eat_food();
}
if(keyboard[68]){ // D key
if (cam.position.x<= 200 && cam.position.x>= -200){
cam.position.x += Math.sin(cam.rotation.y - Math.PI/2) * player.speed;
cam.position.z += -Math.cos(cam.rotation.y - Math.PI/2) * player.speed;
updatedPosX = cam.position.x;
updatedPosZ = cam.position.z;
}
else{
cam.position.x = Math.sin(cam.rotation.y + Math.PI/2) * player.speed;
}
if(cam.position.z<= 200 && cam.position.z>= -200){
cam.position.x += Math.sin(cam.rotation.y - Math.PI/2) * player.speed;
cam.position.z += -Math.cos(cam.rotation.y - Math.PI/2) * player.speed;
}
else{
cam.position.z = -Math.cos(cam.rotation.y + Math.PI/2) * player.speed;
}
eat_food();
}
// Keyboard turn inputs
if(keyboard[37]){ // left arrow key
cam.rotation.y -= player.turnSpeed;
}
if(keyboard[39]){ // right arrow key
cam.rotation.y += player.turnSpeed;
}
renderer.render(scene, cam);
}
function keyDown(event){
keyboard[event.keyCode] = true;
}
function keyUp(event){
keyboard[event.keyCode] = false;
}
function main(){
render();
camera();
ground();
food();
eat_food();
var map = createMap(scene, LEVEL);
movement();
for(i = 0;i<15;i++){
randomize_trees();
}
}
window.addEventListener('keydown', keyDown);
window.addEventListener('keyup', keyUp);
window.onload = main;