Zylon Fighter, Fake 3d
How do I make an zylon fighter, fake 3d?
Using angles we can fake sorting order of our zylon fighter. Using ellipse rendering for the cockpit we can get a very nice 3d effect. Wings are made of simple hexagons with some line rendering. Its modular.. What is a zylon fighter, fake 3d? How do you make a zylon fighter, fake 3d? This script and codes were developed by Andi Smithers on 21 November 2022, Monday.
Zylon Fighter, Fake 3d - Script Codes HTML Codes
<!DOCTYPE html>
<html >
<head> <meta charset="UTF-8"> <title>Zylon Fighter, Fake 3d</title> <link rel="stylesheet" href="css/style.css">
</head>
<body> <body> <canvas id='moon'></canvas>
</body> <script src="js/index.js"></script>
</body>
</html>
Zylon Fighter, Fake 3d - Script Codes CSS Codes
body{ background:#000000; margin: 0px; padding: 0px;
}
Zylon Fighter, Fake 3d - Script Codes JS Codes
/*****************************************************************************
The MIT License (MIT)
Copyright (c) 2014 Andi Smithers
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
*****************************************************************************/
// conceptualized and written by andi smithers
// constant options
const focalDepth = 80;
const focalPoint = 256;
// variables
var centreX;
var centreY;
var mouseX;
var mouseY;
var spawnX;
var spawnY;
var frameCount=0;
var phi = Math.PI*0.5;
var theta = 0;
var autoRotate = 0;
var cameraDepth = 0;
// test multiple groups
var parts = [];
var flyby = [];
// handles negative numbers correctly
function modulo2(a, b)
{ return a-b * Math.floor(a/b);
}
function Part()
{ this.init();
}
Part.prototype.init = function()
{ this.pos = {x:0, y:0, z:0} this.vel = {x:0, y:0, z:0}
}
Part.prototype.move = function()
{ this.pos.x+=this.vel.x; this.pos.y+=this.vel.y; this.pos.z+=this.vel.z; this.vel.x*=1.03; this.vel.y*=1.03; this.vel.z*=1.03;
}
// initialization
function init()
{ // setup canvas and context canvas = document.getElementById('moon'); context = canvas.getContext('2d'); // set canvas to be window dimensions resize(); // create event listeners canvas.addEventListener('mousemove', mouseMove); canvas.addEventListener('click', mouseClick); window.addEventListener('resize', resize); mouseX = centreX; mouseY = centreY; // initialze variables for (var i=0; i<4; i++) { parts[i] = new Part(); } for (var i=0; i<100; i++) { flyby[i] = {x:Math.random()*16384-8192, y:Math.random()*2048-1024, z:i*100}; }
}
// input functionsf
function mouseMove(event)
{ var rect = canvas.getBoundingClientRect(); mouseX = event.clientX - rect.left, mouseY = event.clientY - rect.top if (!autoRotate) { phi = Math.atan2((centreX - mouseX) , canvas.width/2) + (Math.PI*0.5); theta = Math.atan2((centreY - mouseY) , canvas.height); }
}
function mouseClick()
{ autoRotate^=1; if (!autoRotate) { phi = Math.atan2((centreX - mouseX) , canvas.width/2) + (Math.PI*0.5); } parts[0].vel.x = Math.random()*4; parts[0].vel.y = Math.random()*4; parts[0].pos.x = 0; parts[0].pos.y = 0;
}
function resize()
{ canvas.width = window.innerWidth; canvas.height = window.innerHeight; // compute centre of screen centreX = canvas.width/2; centreY = canvas.height/2;
}
// rendering functions
function render()
{ context.fillStyle = 'black'; context.clearRect(0, 0, canvas.width, canvas.height); context.globalAlpha = 1.0; context.font = '20pt Calibri'; context.fillStyle = 'rgb(255,255,128)'; context.textAlign = "center"; context.fillText('Zylon Fighter', canvas.width/2, 20); context.font = '10pt Calibri'; context.fillText('(look up star-raiders on wikipedia)', canvas.width/2, 40); context.font = '13pt Calibri'; context.fillText('mouse button toggles autorotate', canvas.width/2, canvas.height-30); // autorotate if (autoRotate) { theta=0; phi+=0.01; } for (var i=99; i>=0; --i) { var index = Math.floor(modulo2(i + cameraDepth/100, 100)); var depth = modulo2(flyby[index].z - cameraDepth, 10000); renderZylon(flyby[index].x, flyby[index].y, depth, phi, theta); }
}
function renderZylon(x1, y1, z1, rotation, elevation)
{ // compute depth and 3D position var depth = focalPoint / (z1 + focalDepth); var x = x1 * depth + centreX; var y = y1 * depth + centreY; var size = 100 * depth; if (!autoRotate) { rotation = Math.atan2((x - mouseX) , canvas.width/2) + (Math.PI*0.5); elevation = Math.atan2((y - mouseY) , canvas.height); } if (size<=0) return; context.globalAlpha = 1.0; if (z1>5000) context.globalAlpha = 1.0 - (z1-5000)/5000; // rotate the ship var angle = rotation; var c = Math.sin(angle+Math.PI*0.5); var s = Math.sin(angle); // exploit symetrical rendering and use angle to determine which wing to do first var itemAngle = c>=0? angle : angle+Math.PI; var itemEle = c>=0? elevation*-1 : elevation; if (s<0) { renderWing(x, y, size, itemAngle, itemEle); renderLauncher(x, y, size, itemAngle); renderCockpit(x, y, size, angle,elevation); renderFuselage(x, y, size, angle); // do other side itemAngle+=Math.PI; itemEle*=-1; renderLauncher(x, y, size, itemAngle); renderWing(x, y, size, itemAngle, itemEle); } else { renderWing(x, y, size, itemAngle, itemEle); renderLauncher(x, y, size, itemAngle); renderFuselage(x, y, size, angle); renderCockpit(x, y, size, angle, elevation); // do other side itemAngle+=Math.PI; itemEle*=-1; renderLauncher(x, y, size, itemAngle); renderWing(x, y, size, itemAngle, itemEle); }
}
function renderFuselage(x, y, size, angle)
{ context.fillStyle = 'rgb(255,255,255)'; context.beginPath(); context.arc(x, y, size, 2 * Math.PI, false); context.fill(); context.lineWidth = size/100 * 8; context.strokeStyle = '#808080'; context.stroke();
}
function renderCockpit(x, y, size, angle, elev)
{ context.fillStyle = '#000000'; context.beginPath(); var c = Math.cos(angle); var s = Math.sin(angle); var ce = Math.cos(elev+Math.PI*0.5); var se = Math.sin(elev+Math.PI*0.5); // really should be a fully transformed X not a radius hack drawEllipseByCenter(context, x+ c*size*0.9, y+ce*size*0.9, s*size, se*size); context.fill(); context.lineWidth = size/100 * 8; context.strokeStyle = '#404040'; context.stroke();
}
// found a useful ellipse by centre by Steve Tranby.
function drawEllipseByCenter(ctx, cx, cy, w, h)
{ drawEllipse(ctx, cx - w/2.0, cy - h/2.0, w, h);
}
function drawEllipse(ctx, x, y, w, h)
{ var kappa = .5522848, ox = (w / 2) * kappa, // control point offset horizontal oy = (h / 2) * kappa, // control point offset vertical xe = x + w, // x-end ye = y + h, // y-end xm = x + w / 2, // x-middle ym = y + h / 2; // y-middle ctx.beginPath(); ctx.moveTo(x, ym); ctx.bezierCurveTo(x, ym - oy, xm - ox, y, xm, y); ctx.bezierCurveTo(xm + ox, y, xe, ym - oy, xe, ym); ctx.bezierCurveTo(xe, ym + oy, xm + ox, ye, xm, ye); ctx.bezierCurveTo(xm - ox, ye, x, ym + oy, x, ym); //ctx.closePath(); // not used correctly, see comments (use to close off open path) ctx.stroke();
}
function renderWing(x, y, size, angle, ele)
{ var inc = Math.PI /3; context.fillStyle = '#000000'; context.beginPath(); var s = Math.sin(angle+Math.PI*.5); var c = Math.sin(angle); var wingRad = size*1.5; var wingSize = size*1.6; context.moveTo(x + c*wingRad + (wingSize*Math.cos(ele))*s, y + wingSize*Math.sin(ele)); for (var i = 1; i < 6; i++) { context.lineTo(x + c*wingRad + (wingSize*Math.cos(inc*i+ele))*s, y + wingSize*Math.sin(inc*i+ele)); } context.closePath(); context.fill(); context.lineWidth = size/100 * 8;; context.strokeStyle = '#FFFFFF'; context.stroke(); context.beginPath(); for (var i = 0; i < 6; i++) { context.moveTo(x + c*wingRad , y+0); context.lineTo(x + c*wingRad + (wingSize*Math.cos(inc*i+ele))*s, y + wingSize*Math.sin(inc*i+ele)); context.lineWidth = size/100 * 8; context.strokeStyle = '#FFFFFF'; context.stroke(); }
}
function renderLauncher(x, y, size, angle)
{ var inc = Math.PI /3; context.fillStyle = '#FFFFFF'; context.beginPath(); var s = Math.sin(angle+Math.PI*.5); var c = Math.sin(angle); context.fillStyle = 'rgb(255,255,255)'; context.beginPath(); context.arc(x + c*size*1.25, y, size*0.25, 2 * Math.PI, false); context.fill(); context.lineWidth = size/100 * 8; context.strokeStyle = '#808080'; context.stroke();
}
// movement functions
var accel = 5;
function update()
{ accel+=0.1; if (accel>20) accel = 20; if (!autoRotate) cameraDepth += accel; for (var j=0; j<100; j++) { radial = ((modulo2(cameraDepth+flyby[j].z),10000) *Math.PI*2) / 12500; distance = modulo2(cameraDepth+flyby[j].z,10000) - 5000; flyby[j].x = distance * Math.sin(radial+j*3) - distance*Math.cos(radial+j); flyby[j].y = distance * Math.sin(radial+j/2) + distance*Math.cos(radial); } for (var i=0; i<4; i++) { parts[i].move(); }
}
// per frame tick functions
function animate()
{ frameCount++; // movement update update(); // render update render(); // trigger next frame requestAnimationFrame(animate);
}
// entry point
init();
animate();
Developer | Andi Smithers |
Username | Bolloxim |
Uploaded | November 21, 2022 |
Rating | 3.5 |
Size | 4,981 Kb |
Views | 26,312 |
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