Three.js shooter template
How do I make an three.js shooter template?
Cannon.js and three.js, updated for three r77. What is a three.js shooter template? How do you make a three.js shooter template? This script and codes were developed by Theun on 23 July 2022, Saturday.
Three.js shooter template - Script Codes HTML Codes
<!DOCTYPE html>
<html >
<head> <meta charset="UTF-8"> <title>Three.js shooter template</title> <link rel="stylesheet" href="css/style.css">
</head>
<body> <div id="blocker"> <div id="instructions"> <span style="font-size:40px">Click to play</span> <br /> (W,A,S,D = Move, SPACE = Jump, MOUSE = Look, CLICK = Shoot) </div> </div> <script src='https://cdnjs.cloudflare.com/ajax/libs/three.js/r77/three.min.js'></script>
<script src='http://cdnjs.cloudflare.com/ajax/libs/cannon.js/0.6.2/cannon.js'></script>
<script src='http://threejs.org/examples/js/renderers/Projector.js'></script> <script src="js/index.js"></script>
</body>
</html>
Three.js shooter template - Script Codes CSS Codes
html, body { width: 100%; height: 100%; } body { background-color: #ffffff; margin: 0; overflow: hidden; font-family: arial; } #blocker { position: absolute; width: 100%; height: 100%; background-color: rgba(0,0,0,0.5); } #instructions { width: 100%; height: 100%; display: -webkit-box; display: -moz-box; display: box; -webkit-box-orient: horizontal; -moz-box-orient: horizontal; box-orient: horizontal; -webkit-box-pack: center; -moz-box-pack: center; box-pack: center; -webkit-box-align: center; -moz-box-align: center; box-align: center; color: #ffffff; text-align: center; cursor: pointer; }
Three.js shooter template - Script Codes JS Codes
/** * @author mrdoob / http://mrdoob.com/ * @author schteppe / https://github.com/schteppe */ var PointerLockControls = function ( camera, cannonBody ) { var eyeYPos = 2; // eyes are 2 meters above the ground var velocityFactor = 0.2; var jumpVelocity = 20; var scope = this; var pitchObject = new THREE.Object3D(); pitchObject.add( camera ); var yawObject = new THREE.Object3D(); yawObject.position.y = 2; yawObject.add( pitchObject ); var quat = new THREE.Quaternion(); var moveForward = false; var moveBackward = false; var moveLeft = false; var moveRight = false; var canJump = false; var contactNormal = new CANNON.Vec3(); // Normal in the contact, pointing *out* of whatever the player touched var upAxis = new CANNON.Vec3(0,1,0); cannonBody.addEventListener("collide",function(e){ var contact = e.contact; // contact.bi and contact.bj are the colliding bodies, and contact.ni is the collision normal. // We do not yet know which one is which! Let's check. if(contact.bi.id == cannonBody.id) // bi is the player body, flip the contact normal contact.ni.negate(contactNormal); else contactNormal.copy(contact.ni); // bi is something else. Keep the normal as it is // If contactNormal.dot(upAxis) is between 0 and 1, we know that the contact normal is somewhat in the up direction. if(contactNormal.dot(upAxis) > 0.5) // Use a "good" threshold value between 0 and 1 here! canJump = true; }); var velocity = cannonBody.velocity; var PI_2 = Math.PI / 2; var onMouseMove = function ( event ) { if ( scope.enabled === false ) return; var movementX = event.movementX || event.mozMovementX || event.webkitMovementX || 0; var movementY = event.movementY || event.mozMovementY || event.webkitMovementY || 0; yawObject.rotation.y -= movementX * 0.002; pitchObject.rotation.x -= movementY * 0.002; pitchObject.rotation.x = Math.max( - PI_2, Math.min( PI_2, pitchObject.rotation.x ) ); }; var onKeyDown = function ( event ) { switch ( event.keyCode ) { case 38: // up case 87: // w moveForward = true; break; case 37: // left case 65: // a moveLeft = true; break; case 40: // down case 83: // s moveBackward = true; break; case 39: // right case 68: // d moveRight = true; break; case 32: // space if ( canJump === true ){ velocity.y = jumpVelocity; } canJump = false; break; } }; var onKeyUp = function ( event ) { switch( event.keyCode ) { case 38: // up case 87: // w moveForward = false; break; case 37: // left case 65: // a moveLeft = false; break; case 40: // down case 83: // a moveBackward = false; break; case 39: // right case 68: // d moveRight = false; break; } }; document.addEventListener( 'mousemove', onMouseMove, false ); document.addEventListener( 'keydown', onKeyDown, false ); document.addEventListener( 'keyup', onKeyUp, false ); this.enabled = false; this.getObject = function () { return yawObject; }; this.getDirection = function(targetVec){ targetVec.set(0,0,-1); quat.multiplyVector3(targetVec); } // Moves the camera to the Cannon.js object position and adds velocity to the object if the run key is down var inputVelocity = new THREE.Vector3(); var euler = new THREE.Euler(); this.update = function ( delta ) { if ( scope.enabled === false ) return; delta *= 0.1; inputVelocity.set(0,0,0); if ( moveForward ){ inputVelocity.z = -velocityFactor * delta; } if ( moveBackward ){ inputVelocity.z = velocityFactor * delta; } if ( moveLeft ){ inputVelocity.x = -velocityFactor * delta; } if ( moveRight ){ inputVelocity.x = velocityFactor * delta; } // Convert velocity to world coordinates euler.x = pitchObject.rotation.x; euler.y = yawObject.rotation.y; euler.order = "XYZ"; quat.setFromEuler(euler); inputVelocity.applyQuaternion(quat); //quat.multiplyVector3(inputVelocity); // Add to the object velocity.x += inputVelocity.x; velocity.z += inputVelocity.z; yawObject.position.copy(cannonBody.position); };
};
//########################
// code start var sphereShape, sphereBody, world, physicsMaterial, walls=[], balls=[], ballMeshes=[], boxes=[], boxMeshes=[]; var camera, scene, renderer; var geometry, material, mesh; var controls,time = Date.now(); var blocker = document.getElementById( 'blocker' ); var instructions = document.getElementById( 'instructions' ); var havePointerLock = 'pointerLockElement' in document || 'mozPointerLockElement' in document || 'webkitPointerLockElement' in document; if ( havePointerLock ) { var element = document.body; var pointerlockchange = function ( event ) { if ( document.pointerLockElement === element || document.mozPointerLockElement === element || document.webkitPointerLockElement === element ) { controls.enabled = true; blocker.style.display = 'none'; } else { controls.enabled = false; blocker.style.display = '-webkit-box'; blocker.style.display = '-moz-box'; blocker.style.display = 'box'; instructions.style.display = ''; } } var pointerlockerror = function ( event ) { instructions.style.display = ''; } // Hook pointer lock state change events document.addEventListener( 'pointerlockchange', pointerlockchange, false ); document.addEventListener( 'mozpointerlockchange', pointerlockchange, false ); document.addEventListener( 'webkitpointerlockchange', pointerlockchange, false ); document.addEventListener( 'pointerlockerror', pointerlockerror, false ); document.addEventListener( 'mozpointerlockerror', pointerlockerror, false ); document.addEventListener( 'webkitpointerlockerror', pointerlockerror, false ); instructions.addEventListener( 'click', function ( event ) { instructions.style.display = 'none'; // Ask the browser to lock the pointer element.requestPointerLock = element.requestPointerLock || element.mozRequestPointerLock || element.webkitRequestPointerLock; if ( /Firefox/i.test( navigator.userAgent ) ) { var fullscreenchange = function ( event ) { if ( document.fullscreenElement === element || document.mozFullscreenElement === element || document.mozFullScreenElement === element ) { document.removeEventListener( 'fullscreenchange', fullscreenchange ); document.removeEventListener( 'mozfullscreenchange', fullscreenchange ); element.requestPointerLock(); } } document.addEventListener( 'fullscreenchange', fullscreenchange, false ); document.addEventListener( 'mozfullscreenchange', fullscreenchange, false ); element.requestFullscreen = element.requestFullscreen || element.mozRequestFullscreen || element.mozRequestFullScreen || element.webkitRequestFullscreen; element.requestFullscreen(); } else { element.requestPointerLock(); } }, false ); } else { instructions.innerHTML = 'Your browser doesn\'t seem to support Pointer Lock API'; } initCannon(); init(); animate(); function initCannon(){ // Setup our world world = new CANNON.World(); world.quatNormalizeSkip = 0; world.quatNormalizeFast = false; var solver = new CANNON.GSSolver(); world.defaultContactMaterial.contactEquationStiffness = 1e9; world.defaultContactMaterial.contactEquationRelaxation = 4; solver.iterations = 7; solver.tolerance = 0.1; var split = true; if(split) world.solver = new CANNON.SplitSolver(solver); else world.solver = solver; world.gravity.set(0,-20,0); world.broadphase = new CANNON.NaiveBroadphase(); // Create a slippery material (friction coefficient = 0.0) physicsMaterial = new CANNON.Material("slipperyMaterial"); var physicsContactMaterial = new CANNON.ContactMaterial(physicsMaterial, physicsMaterial, 0.0, // friction coefficient 0.3 // restitution ); // We must add the contact materials to the world world.addContactMaterial(physicsContactMaterial); // Create a sphere var mass = 5, radius = 1.3; sphereShape = new CANNON.Sphere(radius); sphereBody = new CANNON.Body({ mass: mass }); sphereBody.addShape(sphereShape); sphereBody.position.set(0,5,0); sphereBody.linearDamping = 0.9; world.add(sphereBody); // Create a plane var groundShape = new CANNON.Plane(); var groundBody = new CANNON.Body({ mass: 0 }); groundBody.addShape(groundShape); groundBody.quaternion.setFromAxisAngle(new CANNON.Vec3(1,0,0),-Math.PI/2); world.add(groundBody); } function init() { camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.1, 1000 ); scene = new THREE.Scene(); scene.fog = new THREE.Fog( 0x000000, 0, 500 ); var ambient = new THREE.AmbientLight( 0x111111 ); scene.add( ambient ); light = new THREE.SpotLight( 0xffffff ); light.position.set( 10, 30, 20 ); light.target.position.set( 0, 0, 0 ); if(true){ light.castShadow = true; light.shadow.camera.near = 20; light.shadow.camera.far = 50;//camera.far; light.shadow.camera.fov = 40; light.shadowMapBias = 0.1; light.shadowMapDarkness = 0.7; light.shadow.mapSize.width = 2*512; light.shadow.mapSize.height = 2*512; //light.shadowCameraVisible = true; } scene.add( light ); controls = new PointerLockControls( camera , sphereBody ); scene.add( controls.getObject() ); // floor geometry = new THREE.PlaneGeometry( 300, 300, 50, 50 ); geometry.applyMatrix( new THREE.Matrix4().makeRotationX( - Math.PI / 2 ) ); material = new THREE.MeshLambertMaterial( { color: 0xeeee00 } ); mesh = new THREE.Mesh( geometry, material ); mesh.castShadow = true; mesh.receiveShadow = true; scene.add( mesh ); renderer = new THREE.WebGLRenderer({antialias: true}); renderer.shadowMap.enabled = true; renderer.shadowMapSoft = true; renderer.setSize( window.innerWidth, window.innerHeight ); renderer.setClearColor( scene.fog.color, 1 ); document.body.appendChild(renderer.domElement); window.addEventListener( 'resize', onWindowResize, false ); // Add boxes var halfExtents = new CANNON.Vec3(1,1,1); var boxShape = new CANNON.Box(halfExtents); var boxGeometry = new THREE.BoxGeometry(halfExtents.x*2,halfExtents.y*2,halfExtents.z*2); for(var i=0; i<7; i++){ var x = (Math.random()-0.5)*20; var y = 1 + (Math.random()-0.5)*1; var z = (Math.random()-0.5)*20; var boxBody = new CANNON.Body({ mass: 5 }); boxBody.addShape(boxShape); var randomColor = '#' + (Math.random() * 0xFFFFFF << 0).toString(16); material2 = new THREE.MeshLambertMaterial( { color: randomColor } ); var boxMesh = new THREE.Mesh( boxGeometry, material2 ); world.add(boxBody); scene.add(boxMesh); boxBody.position.set(x,y,z); boxMesh.position.set(x,y,z); boxMesh.castShadow = true; boxMesh.receiveShadow = true; boxes.push(boxBody); boxMeshes.push(boxMesh); } // Add linked boxes var size = 0.5; var he = new CANNON.Vec3(size,size,size*0.1); var boxShape = new CANNON.Box(he); var mass = 0; var space = 0.1 * size; var N = 5, last; var boxGeometry = new THREE.BoxGeometry(he.x*2,he.y*2,he.z*2); for(var i=0; i<N; i++){ var boxbody = new CANNON.Body({ mass: mass }); var randomColor = '#' + (Math.random() * 0xFFFFFF << 0).toString(16); material2 = new THREE.MeshBasicMaterial( { color: randomColor } ); //console.log (randomColor); boxbody.addShape(boxShape); var boxMesh = new THREE.Mesh(boxGeometry, material2); boxbody.position.set(5,(N-i)*(size*2+2*space) + size*2+space,0); boxbody.linearDamping = 0.01; boxbody.angularDamping = 0.01; // boxMesh.castShadow = true; boxMesh.receiveShadow = true; world.add(boxbody); scene.add(boxMesh); boxes.push(boxbody); boxMeshes.push(boxMesh); if(i!=0){ // Connect this body to the last one var c1 = new CANNON.PointToPointConstraint(boxbody,new CANNON.Vec3(-size,size+space,0),last,new CANNON.Vec3(-size,-size-space,0)); var c2 = new CANNON.PointToPointConstraint(boxbody,new CANNON.Vec3(size,size+space,0),last,new CANNON.Vec3(size,-size-space,0)); world.addConstraint(c1); world.addConstraint(c2); } else { mass=0.3; } last = boxbody; } } function onWindowResize() { camera.aspect = window.innerWidth / window.innerHeight; camera.updateProjectionMatrix(); renderer.setSize( window.innerWidth, window.innerHeight ); } var dt = 1/60; function animate() { requestAnimationFrame( animate ); if(controls.enabled){ world.step(dt); // Update ball positions for(var i=0; i<balls.length; i++){ ballMeshes[i].position.copy(balls[i].position); ballMeshes[i].quaternion.copy(balls[i].quaternion); } // Update box positions for(var i=0; i<boxes.length; i++){ boxMeshes[i].position.copy(boxes[i].position); boxMeshes[i].quaternion.copy(boxes[i].quaternion); } } controls.update( Date.now() - time ); renderer.render( scene, camera ); time = Date.now(); } var ballShape = new CANNON.Sphere(0.2); var ballGeometry = new THREE.SphereGeometry(ballShape.radius, 32, 32); var shootDirection = new THREE.Vector3(); var shootVelo = 35; var projector = new THREE.Projector(); function getShootDir(targetVec){ var vector = targetVec; targetVec.set(0,0,1); vector.unproject(camera); var ray = new THREE.Ray(sphereBody.position, vector.sub(sphereBody.position).normalize() ); targetVec.copy(ray.direction); } window.addEventListener("click",function(e){ if(controls.enabled==true){ var x = sphereBody.position.x; var y = sphereBody.position.y; var z = sphereBody.position.z; var ballBody = new CANNON.Body({ mass: 1 }); ballBody.addShape(ballShape); var randomColor = '#' + (Math.random() * 0xFFFFFF << 0).toString(16); material2 = new THREE.MeshPhongMaterial( { color: randomColor } ); var ballMesh = new THREE.Mesh( ballGeometry, material2 ); world.add(ballBody); scene.add(ballMesh); ballMesh.castShadow = true; ballMesh.receiveShadow = true; balls.push(ballBody); ballMeshes.push(ballMesh); getShootDir(shootDirection); ballBody.velocity.set( shootDirection.x * shootVelo, shootDirection.y * shootVelo, shootDirection.z * shootVelo); // Move the ball outside the player sphere x += shootDirection.x * (sphereShape.radius*1.02 + ballShape.radius); y += shootDirection.y * (sphereShape.radius*1.02 + ballShape.radius); z += shootDirection.z * (sphereShape.radius*1.02 + ballShape.radius); ballBody.position.set(x,y,z); ballMesh.position.set(x,y,z); } });
Developer | Theun |
Username | tjoen |
Uploaded | July 23, 2022 |
Rating | 3 |
Size | 6,268 Kb |
Views | 50,600 |
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