1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
|
/// <reference path="three_js/ts/three.d.ts"/>
/// <reference path="physi_js/physijs.d.ts"/>
/// <reference path="three_js/ts/detector.d.ts"/>
import Vector3 = THREE.Vector3;
class Morph extends Physijs.Mesh {
faces:number;
//TODO, probelm s tym ze ked extendujem Mesh, tak sa nedostanem k Geometry ale iba k BufferGeometry
constructor(numFaces:number, material:THREE.Material, mass:number) {
let geometry = Morph.generateGeometry(numFaces);
super(geometry, material, mass);
}
static generateGeometry(numFaces:number):THREE.Geometry {
if (numFaces == 4) {
return new THREE.TetrahedronGeometry();
} else if (numFaces == 6) {
return new THREE.BoxGeometry(1, 1, 1, 2, 2, 2);
} else if (numFaces == 12) {
return new THREE.DodecahedronGeometry(1, 0);
} else if (numFaces == 20) {
return new THREE.IcosahedronGeometry(1, 0);
}
return null;
}
private updateGeometry(numFaces:number) {
this.faces = numFaces;
this.geometry = Morph.generateGeometry(this.faces);
}
shrink(numFaces:number):void {
this.updateGeometry(this.faces - numFaces);
}
grow(numFaces:number):void {
this.updateGeometry(this.faces + numFaces);
}
wobble():void {
}
}
class Enemy extends Morph {
constructor() {
super(null, null, null);
//todo
}
}
class Player extends Morph {
constructor() {
let mat = new THREE.MeshBasicMaterial({
color: 0x00b0a0,
});
super(4, mat, 1);
}
}
class World {
constructor(player: Player, scene:THREE.Scene, camera:THREE.Camera) {
scene.add(player);
}
}
class Game {
renderer:THREE.WebGLRenderer;
scene:THREE.Scene;
camera:THREE.PerspectiveCamera;
player:Player;
world: World;
private ticks:number;
private running: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);
document.body.appendChild(this.renderer.domElement);
this.scene = new THREE.Scene();
this.camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 1, 1000);
}
init():void {
//init world
this.player = new Player();
this.world = new World(this.player, this.scene, this.camera);
this.player.position.set(0,0,0);
this.camera.position.set(10,10,10);
this.camera.lookAt(this.player.position);
//init camera
}
render():void {
this.renderer.render(this.scene, this.camera);
}
tick():void {
this.ticks++;
}
run():void {
this.running = true;
while (this.running) {
this.tick();
let shouldRender = true;
if (shouldRender) {
this.render();
}
}
}
}
if (!Detector.webgl) {
Detector.addGetWebGLMessage();
}
window.onload = () => {
var game = new Game();
game.init();
//game.run();
};
|