@@ -9,9 +9,14 @@ const light = new THREE.HemisphereLight(0xeeeeff, 0x777788, 2.5);
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const controls = new PointerLockControls(camera, renderer.domElement);
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const scene = new THREE.Scene();
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const clock = new THREE.Clock();
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const loader = new GLTFLoader();
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const keyMap = {}
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// 3D Loaders.
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const room = new GLTFLoader();
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const image = new THREE.TextureLoader();
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let pawTexture, fingerTexture, currentSprite;
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init();
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//Initialisation
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@@ -40,12 +45,12 @@ function init() {
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document.addEventListener('keydown', onDocumentKey, false);
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document.addEventListener('keyup', onDocumentKey, false);
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// GLFT Loader
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loader.load(
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room.load(
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// url of file
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'../test.gltf',
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// when resource is loaded
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function(gltf) {
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gltf.scene.position.y = -1;
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scene.add(gltf.scene);
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gltf.animations;
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@@ -63,18 +68,50 @@ function init() {
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console.log('a fucking error lmao: ', error);
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}
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);
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image.load('../paw.png', (texture) => {
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pawTexture = texture;
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image.load('../finger.png', (texture) => {
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fingerTexture = texture;
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const material = new THREE.SpriteMaterial({ map: texture });
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currentSprite = new THREE.Sprite(material);
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currentSprite.position.set(1, -0.7, -1.5);
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camera.add(currentSprite);
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scene.add(camera);
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});
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});
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}
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function animate() {
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const delta = clock.getDelta();
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if (controls.isLocked) {
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if (keyMap['KeyW']) controls.moveForward(delta * 5);
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if (keyMap['KeyS']) controls.moveForward(-delta * 5);
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if (keyMap['KeyA']) controls.moveRight(-delta * 5);
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if (keyMap['KeyD']) controls.moveRight(delta * 5);
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if (keyMap['KeyW']) {
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controls.moveForward(delta * 5);
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}
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if (keyMap['KeyS']) {
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controls.moveForward(-delta * 5);
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}
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if (keyMap['KeyA']) {
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controls.moveRight(-delta * 5);
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}
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if (keyMap['KeyD']) {
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controls.moveRight(delta * 5);
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}
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if (keyMap['ShiftLeft']) {
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if (currentSprite && fingerTexture && currentSprite.material.map !== fingerTexture) {
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currentSprite.material.map = fingerTexture;
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console.log("finger up");
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}
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} else {
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if (currentSprite && pawTexture && currentSprite.material.map !== pawTexture) {
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currentSprite.material.map = pawTexture;
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console.log("finger down");
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}
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}
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}
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renderer.render(scene, camera);
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}
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renderer.setAnimationLoop(animate);
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Reference in New Issue
Block a user