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game.html
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<!DOCTYPE html>
<html>
<head>
<title>A game</title>
<script type="text/javascript" src="libs/three.js"></script>
<script type="text/javascript" src="libs/jquery-1.9.0.js"></script>
<script type="text/javascript" src="libs/THREEx.KeyboardState.js"></script>
<script type="text/javascript" src="maps.js"></script>
<script type="text/javascript" src="MapLoader.js"></script>
<script type="text/javascript" src="SceneBuilder.js"></script>
<script type="text/javascript" src="Map.js"></script>
<script type="text/javascript" src="PlayerControls.js"></script>
<style>
body {
/* set margin to 0 and overflow to hidden, to go fullscreen */
margin: 0;
overflow: hidden;
}
</style>
</head>
<body>
<!-- Div which will hold the Output -->
<div id="WebGL-output">
</div>
<script type="text/javascript">
var mapLoader = new MapLoader(maps);
var sceneBuilder = new SceneBuilder();
var keyboard = new THREEx.KeyboardState();
var renderer = new THREE.WebGLRenderer({antialias: true});
renderer.setClearColor(new THREE.Color(0x002233, 1.0)); //background color and opacity
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.shadowMapEnabled = true; // false is default
renderer.shadowMapType = THREE.PCFSoftShadowMap;
document.getElementById("WebGL-output").appendChild(renderer.domElement);
var SCREEN_WIDTH = window.innerWidth, SCREEN_HEIGHT = window.innerHeight;
var levelId = 0;
var map, controls, scene;
function loadLevel() {
document.title = levelId + ' loading ...';
map = mapLoader.load(levelId);
controls = new PlayerControls(map.getPlayers());
scene = sceneBuilder.build(map, controls);
document.title = levelId + ' level';
}
loadLevel(levelId);
function render() {
var zoomOut = keyboard.pressed('space');
for (var i = 0; i < controls.views.length; ++i)
controls.views[i].zoomOut.value = zoomOut ? 1 : 0;
if (!controls.isMoving()) {
if (keyboard.pressed('q') && !keyboard.pressed('e'))
controls.rotate(-1);
else if (keyboard.pressed('e') && !keyboard.pressed('q'))
controls.rotate(1);
else if (keyboard.pressed('w') && !keyboard.pressed('s'))
controls.move(1, 0, map.getCollisionChecker());
else if (keyboard.pressed('s') && !keyboard.pressed('w'))
controls.move(-1, 0, map.getCollisionChecker());
else if (keyboard.pressed('a') && !keyboard.pressed('d'))
controls.move(0, -1, map.getCollisionChecker());
else if (keyboard.pressed('d') && !keyboard.pressed('a'))
controls.move(0, 1, map.getCollisionChecker());
controls.cleanupDuplicateViews();
}
for (var i = 0; i < controls.views.length; ++i) {
controls.views[i].updateObjects();
controls.views[i].updateRenderer(renderer, SCREEN_WIDTH, SCREEN_HEIGHT);
renderer.render(scene, controls.views[i].camera);
}
if (controls.allEscaped(map.getEscapeChecker())) {
++levelId;
loadLevel();
}
for (var i = 1; i < 10; ++i)
if (keyboard.pressed(''+i))
{ levelId = i; loadLevel(i); }
requestAnimationFrame(render);
}
render();
</script>
</body>
</html>