///
///
///
'use strict';
import Vector3 = THREE.Vector3;
import Material = THREE.Material;
import Geometry = THREE.Geometry;
//wtf fix..
Physijs.scripts.worker = "physi_js/physijs_worker.js";
Physijs.scripts.ammo = "ammo.js";
class PointerLock {
hasLock:boolean = false;
constructor(private game:Game, private blocker:HTMLElement, private instructions:HTMLElement) {
}
gain() {
let havePointerLock = 'pointerLockElement' in document || 'mozPointerLockElement' in document || 'webkitPointerLockElement' in document;
if (!havePointerLock) {
return;
}
document.addEventListener('pointerlockchange', this.onChange, false);
document.addEventListener('mozpointerlockchange', this.onChange, false);
document.addEventListener('webkitpointerlockchange', this.onChange, false);
document.addEventListener('pointerlockerror', this.onError, false);
document.addEventListener('mozpointerlockerror', this.onError, false);
document.addEventListener('webkitpointerlockerror', this.onError, false);
this.blocker.addEventListener("click", this.onClick, false)
}
onChange = (event) => {
let element = document.body;
let doc:any = document;
if (doc.pointerLockElement === element || doc.mozPointerLockElement === element || doc.webkitPointerLockElement === element) {
//gained
this.hasLock = true;
this.blocker.style.display = "none";
if (this.game.state == GameState.INITIALIZED || this.game.state == GameState.PAUSED) {
this.game.start();
}
console.log("gained");
} else {
//lost
this.hasLock = false;
this.blocker.style.display = '-webkit-box';
this.blocker.style.display = '-moz-box';
this.blocker.style.display = 'box';
this.instructions.style.display = "";
if (this.game.state == GameState.STARTED) {
this.game.pause();
}
console.log("lost");
}
};
onError = (event) => {
this.instructions.style.display = "";
};
onClick = (event) => {
let element:any = document.body;
element.requestPointerLock = element.requestPointerLock || element.mozRequestPointerLock || element.webkitRequestPointerLock;
this.instructions.style.display = "none";
element.requestPointerLock();
};
}
class Keyboard {
/*
Credit to: https://github.com/stemkoski
*/
static k = {
8: "backspace", 9: "tab", 13: "enter", 16: "shift",
17: "ctrl", 18: "alt", 27: "esc", 32: "space",
33: "pageup", 34: "pagedown", 35: "end", 36: "home",
37: "left", 38: "up", 39: "right", 40: "down",
45: "insert", 46: "delete", 186: ";", 187: "=",
188: ",", 189: "-", 190: ".", 191: "/",
219: "[", 220: "\\", 221: "]", 222: "'"
};
private status = {};
constructor() {
}
update():void {
for (var key in this.status) {
// insure that every keypress has "down" status exactly once
if (!this.status[key].updatedPreviously) {
this.status[key].down = true;
this.status[key].pressed = true;
this.status[key].updatedPreviously = true;
}
else // updated previously
{
this.status[key].down = false;
}
// key has been flagged as "up" since last update
if (this.status[key].up) {
delete this.status[key];
continue; // move on to next key
}
if (!this.status[key].pressed) // key released
this.status[key].up = true;
}
}
onKeyDown = (event:KeyboardEvent) => {
var key = Keyboard.keyName(event.keyCode);
if (!this.status[key])
this.status[key] = {down: false, pressed: false, up: false, updatedPreviously: false};
};
onKeyUp = (event:KeyboardEvent) => {
var key = Keyboard.keyName(event.keyCode);
if (this.status[key])
this.status[key].pressed = false;
};
down(key):boolean {
return (this.status[key] && this.status[key].down);
}
pressed(key):boolean {
return (this.status[key] && this.status[key].pressed);
}
up(key):boolean {
return (this.status[key] && this.status[key].up);
}
register():void {
document.addEventListener("keydown", this.onKeyDown, false);
document.addEventListener("keyup", this.onKeyUp, false);
}
unregister():void {
document.removeEventListener("keydown", this.onKeyDown, false);
document.removeEventListener("keyup", this.onKeyUp, false);
}
static keyName(keyCode) {
return ( Keyboard.k[keyCode] != null ) ?
Keyboard.k[keyCode] :
String.fromCharCode(keyCode);
}
}
/**
*
*/
class Mouse {
x:number;
y:number;
xMovement:number = 0;
yMovement:number = 0;
private buttons = {};
constructor(private player:Player) {
}
onMouseMove = (event:MouseEvent) => {
this.x = event.screenX;
this.xMovement = event.movementX;
this.y = event.screenY;
this.yMovement = event.movementY;
this.player.rotate(event.movementX);
this.player.look(event.movementY);
};
onMouseDown = (event:MouseEvent) => {
this.buttons[event.button] = true;
this.player.click(event.button);
};
onMouseUp = (event:MouseEvent) => {
this.buttons[event.button] = false;
};
pressed(button:number):boolean {
return this.buttons[button];
}
register() {
document.addEventListener("mousemove", this.onMouseMove, false);
document.addEventListener("mousedown", this.onMouseDown, false);
document.addEventListener("mouseup", this.onMouseUp, false);
}
unregister() {
document.removeEventListener("mousemove", this.onMouseMove, false);
document.removeEventListener("mousedown", this.onMouseDown, false);
document.removeEventListener("mouseup", this.onMouseUp, false);
}
}
/**
*
*/
class Morph extends Physijs.SphereMesh {
static levels:number[] = [4, 6, 12, 20];
constructor(public level:number, material?:THREE.Material, mass?:number) {
super(Morph.generateGeometry(level), material, mass);
}
static generateGeometry(level:number):THREE.Geometry {
let numFaces = Morph.levels[level];
switch (numFaces) {
case 4:
return new THREE.TetrahedronGeometry();
case 6:
return new THREE.BoxGeometry(1, 1, 1, 1, 1, 1);
case 12:
return new THREE.DodecahedronGeometry(1, 0);
case 20:
return new THREE.IcosahedronGeometry(1, 0);
default:
return new THREE.TetrahedronGeometry();
}
}
private updateGeometry():void {
this.geometry = Morph.generateGeometry(this.level);
}
shrink():void {
if (this.level > 0) {
this.level--;
this.updateGeometry();
}
}
grow():void {
if (this.level < 3) {
this.level++;
this.updateGeometry();
}
}
}
/**
*
*/
class Projectile extends Morph {
time:number = 0;
constructor(private pos:Vector3, private dir:Vector3, level:number) {
super(level,
Physijs.createMaterial(new THREE.MeshBasicMaterial({
color: 0x303030
}),
0.5,
0.3
),
0.01);
this.position.copy(pos.clone().add(dir.clone().setLength(2)));
}
shoot():void {
this.setLinearVelocity(this.dir);
}
tick(delta):void {
this.time += delta;
}
}
/**
*
*/
class Enemy extends Morph {
speed:number = 10;
constructor() {
super(0, Physijs.createMaterial(
new THREE.MeshBasicMaterial({
color: 0xb02000
}),
.8,
.6
), 2);
}
approach(player:Player) {
let toPlayer = player.position.clone().sub(this.position).normalize();
this.setLinearVelocity(toPlayer.setLength(this.speed));
}
}
class Player extends Morph {
minus:number;
plus:number;
life:number;
forward:Vector3 = new Vector3(0, 0, -1);
upward:Vector3 = new Vector3(0, 1, 0);
camera:Vector3 = new Vector3(0, 10, 10);
heading:number = 0;
pitch:number = 0;
speed:number = 25;
projectiles:Projectile[] = [];
constructor() {
super(1, Physijs.createMaterial(
new THREE.MeshBasicMaterial({
color: 0x00a0b0
}),
1,
0.1
),
0.5);
}
jump():void {
this.applyCentralImpulse(new Vector3(0, 8, 0));
}
rotate(xMovement:number):void {
this.heading -= xMovement * 0.002;
}
look(yMovement:number):void {
this.pitch -= yMovement * 0.002;
}
click(button:number):void {
if (button == THREE.MOUSE.LEFT) {
this.projectiles.push(new Projectile(this.position, this.getDirection().multiplyScalar(35), this.level));
}
}
getRight():Vector3 {
return this.getDirection().cross(this.upward).normalize();
}
getDirection():Vector3 {
return this.forward.clone().applyAxisAngle(this.upward, this.heading);
}
getCamera():Vector3 {
return this.camera.clone().applyAxisAngle(this.upward, this.heading).applyAxisAngle(this.getRight(), this.pitch);
}
}
class World extends Physijs.Scene {
private mobs:Enemy[] = [];
private projectiles:Projectile[] = [];
constructor(private player:Player) {
super();
this.setGravity(new THREE.Vector3(0, -40, 0));
this.add(player);
player.position.set(0, 2, 0);
player.castShadow = true;
player.setDamping(0.05, 0.05);
for (let i = 0; i < 10; i++) {
let enemy = new Enemy();
let x = Math.floor(Math.random() * 20 + 3);
let z = Math.floor(Math.random() * 20 + 3);
enemy.position.set(x, 2, z);
this.add(enemy);
this.mobs.push(enemy);
}
let light:any = new THREE.DirectionalLight(0xFFFFFF);
light.position.set(20, 40, -15);
light.target.position.copy(player.position);
light.castShadow = true;
light.shadow.camera.left = -60;
light.shadow.camera.top = -60;
light.shadow.camera.right = 60;
light.shadow.camera.bottom = 60;
light.shadow.camera.near = 20;
light.shadow.camera.far = 200;
light.shadow.bias = -.0001;
light.shadow.mapSize.width = light.shadow.mapSize.height = 2048;
this.add(light);
let groundGeometry = new THREE.BoxGeometry(1000, 1, 1000);
let groundMaterial = Physijs.createMaterial(
new THREE.MeshBasicMaterial({color: 0xdadada}),
1,
1
);
let ground = new Physijs.BoxMesh(groundGeometry, groundMaterial, 0);
ground.receiveShadow = true;
this.add(ground);
}
tick(delta:number):void {
//push projectiles queued from player into the world.
while (this.player.projectiles.length > 0) {
let projectile = this.player.projectiles.pop();
this.projectiles.push(projectile);
this.add(projectile);
projectile.shoot();
}
//enemy movement
this.mobs.forEach((mob) => {
mob.approach(this.player);
});
//tick projectiles and remove them if time out
this.projectiles.filter((projectile) => {
projectile.tick(delta);
let keep = projectile.time < 10 * 1000;
if (!keep) {
this.remove(projectile);
}
return keep;
});
//physijs
this.simulate(delta, 1);
}
}
enum GameState {
INITIALIZED,
STARTED,
PAUSED,
STOPPED
}
class Game {
private renderer:THREE.WebGLRenderer;
private camera:THREE.PerspectiveCamera;
private player:Player;
private world:World;
private keyboard:Keyboard;
private mouse:Mouse;
state:GameState;
private ticks:number = 0;
private delta:number = 0;
private lastFrame:number = 0;
private timestep:number = 1000 / 60;
private maxFPS:number = 60;
private keepRunning:boolean;
constructor() {
this.renderer = new THREE.WebGLRenderer({
antialias: true
});
this.renderer.setClearColor(0xffffff);
this.renderer.setPixelRatio(window.devicePixelRatio);
this.renderer.setSize(window.innerWidth, window.innerHeight);
this.renderer.shadowMap.enabled = true;
this.renderer.shadowMap.type = THREE.PCFSoftShadowMap;
document.body.appendChild(this.renderer.domElement);
window.addEventListener("resize", this.onWindowResize, false);
this.camera = new THREE.PerspectiveCamera(55, window.innerWidth / window.innerHeight, 1, 1000);
}
init():void {
//init player and world
this.player = new Player();
this.world = new World(this.player);
//init camera
this.camera.position.addVectors(this.player.position, this.player.camera);
this.camera.lookAt(this.player.position);
//init keyboard and mouse
this.keyboard = new Keyboard();
this.mouse = new Mouse(this.player);
this.state = GameState.INITIALIZED;
}
onWindowResize = () => {
this.camera.aspect = window.innerWidth / window.innerHeight;
this.camera.updateProjectionMatrix();
this.renderer.setSize(window.innerWidth, window.innerHeight);
};
/**
* Just render the scene.
*/
render():void {
this.renderer.render(this.world, this.camera);
}
/**
* Update logic based on @param delta.
* @param delta
*/
tick(delta:number):void {
this.ticks++;
this.keyboard.update();
//camera
this.camera.position.addVectors(this.player.position, this.player.getCamera());
this.camera.lookAt(this.player.position);
//player movement
let forward = this.player.getDirection();
forward.setLength(this.player.speed);
let right = forward.clone().cross(this.player.upward);
right.setLength(this.player.speed);
if (this.keyboard.pressed("W")) {
this.player.applyCentralForce(forward);
}
if (this.keyboard.pressed("S")) {
this.player.applyCentralForce(forward.negate());
}
if (this.keyboard.pressed("D")) {
this.player.applyCentralForce(right);
}
if (this.keyboard.pressed("A")) {
this.player.applyCentralForce(right.negate());
}
//clamp speed, TODO into a method
let velocity = this.player.getLinearVelocity().clampLength(-20, 20);
this.player.setLinearVelocity(velocity);
//morph!
if (this.keyboard.down("Q")) {
this.player.shrink();
} else if (this.keyboard.down("E")) {
this.player.grow();
}
//jump!
if (this.keyboard.down("space")) {
console.log("jump");
this.player.jump();
}
this.world.tick(delta);
}
run(timestamp?):void {
if (!timestamp) {
timestamp = performance.now();
}
if (timestamp < this.lastFrame + (1000 / this.maxFPS)) {
if (this.keepRunning) {
requestAnimationFrame(() => this.run());
}
return;
}
this.delta += timestamp - this.lastFrame;
this.lastFrame = timestamp;
var numUpdateSteps = 0;
while (this.delta >= this.timestep) {
this.tick(this.timestep);
this.delta -= this.timestep;
if (++numUpdateSteps >= 240) {
// panic here, reset delta
this.delta = 0;
break;
}
}
this.render();
if (this.keepRunning) {
requestAnimationFrame((time) => this.run(time));
}
}
start() {
this.state = GameState.STARTED;
this.keepRunning = true;
this.lastFrame = performance.now();
this.keyboard.register();
this.mouse.register();
this.run();
}
pause() {
this.state = GameState.PAUSED;
this.keyboard.unregister();
this.mouse.unregister();
this.keepRunning = false;
}
stop() {
this.pause();
this.state = GameState.STOPPED;
this.mouse.unregister();
this.keyboard.unregister();
window.removeEventListener("resize", this.onWindowResize, false);
//todo
}
}
if (!Detector.webgl) {
Detector.addGetWebGLMessage();
}
window.onload = () => {
let game = new Game();
game.init();
//make sure we have pointerlock here
//from three.js example(PointerLock), thanks
let block = document.getElementById("block");
let instructions = document.getElementById("instructions");
let plock = new PointerLock(game, block, instructions);
plock.gain();
};