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mainMedium.html
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<!DOCTYPE html>
<html>
<head>
<meta http-equiv="Content-Type" content="text/html; charset=windows-1252">
</head>
<body style="margin: 0px; background-color: #3f3f3f; overflow: hidden;">
<script src="three.min.js"></script>
<script src="threex.proceduralcity2.js"></script>
<script src="FirstPersonControls.js"></script>
<script src="CylinderGeometry.js"></script>
<script src="jquery-1.7.2.min.js"></script>
<p id="time" align="center"></p>
<p id="ris" align="center"></p>
<script>
var map = [ // 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17
[1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,], // 0
[1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,], // 1
[1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,], // 2
[1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,], // 3
[1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,], // 4
[1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,], // 5
[1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,], // 6
[1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,], // 7
[1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,], // 8
[1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,], // 9
[1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,], // 10
[1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,], //11
[1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,], // 12
[1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,], // 13
[1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,], // 14
[1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,], // 15
[1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,], // 16
[1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, ], //17
], mapW = map.length, mapH = map[0].length;
var enemy5;
var pun = 0;
var tempo = 10;
var UNITSIZE = 20,
MOVESPEED = 150,
LOOKSPEED = 1,
BULLETMOVESPEED = MOVESPEED * 5,
NUMAI = 100,
DURATIONTIME=62000; //in millisec
var t = THREE,renderer, clock, projector, model, skin;
var renderer = new THREE.WebGLRenderer
({
antialiasing : true
});
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
var mouse = { x: 0, y: 0 };
var ai = [];
var updateFcts = [];
var scene = new THREE.Scene();
scene.fog = new THREE.FogExp2( 0xd0e0f0, 0.0025 );
var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.3, 1000 );
camera.position.z = 45;
camera.position.x = 45,
scene.add(camera);
//////////////////////////////////////////////////////////////////////////////////
// comment //
//////////////////////////////////////////////////////////////////////////////////
var proceduralCity = new THREEx.ProceduralCity()
var mesh = proceduralCity.createSquareCity()
scene.add(mesh)
setupAI();
//////////////////////////////////////////////////////////////////////////////////
// add an object and make it move //
//////////////////////////////////////////////////////////////////////////////////
var light = new THREE.HemisphereLight( 0xfffff0, 0x101020, 1.25 );
light.position.set( 1, 1, 0.25 );
scene.add( light );
// colosseum
var texture = THREE.ImageUtils.loadTexture( '800px_COLOURBOX4176774.jpg' );
var geometry = new THREE.CylinderGeometry( 5, 5, 20, 32 );
var material = new THREE.MeshBasicMaterial( {map: texture, color:0x835C3B} );
var cylinder = new THREE.Mesh( geometry, material );
cylinder.position.set(2, 1.3, 10);
cylinder.scale.set(3.5, 2, 4);
scene.add( cylinder );
// weapon
var texture_weapon = THREE.ImageUtils.loadTexture( 'weapon.png' );
var geometry_weapon = new THREE.CylinderGeometry( 5, 5, 20, 32 );
var material_weapon = new THREE.MeshBasicMaterial( {map: texture_weapon, color:0xffffff} );
var cylinder_weapon = new THREE.Mesh( geometry_weapon, material_weapon );
cylinder_weapon.scale.set(0.05, 0.1, 0.05);
cylinder_weapon.rotation.set(29.8, 0, 0);
camera.add(cylinder_weapon);
cylinder_weapon.position.set(0.7 ,-0.3, -1);
// bullets
var bullets = [];
var canShoot = 0;
var keyboard = {};
projector = new THREE.Projector();
var vector = new THREE.Vector3();
//////////////////////////////////////////////////////////////////////////////////
// Camera Controls //
//////////////////////////////////////////////////////////////////////////////////
camera.position.y = 1.85;
camera.position.z = 200;
var controls, clock;
clock = new THREE.Clock();
controls = new THREE.FirstPersonControls(camera);
controls.movementSpeed = MOVESPEED;
controls.lookSpeed = LOOKSPEED;
controls.lookVertical = false; // Temporary solution; play on flat surfaces only
controls.noFly = true;
// Track mouse position so we know where to shoot
document.addEventListener( 'mousemove', onDocumentMouseMove, false );
// Set the date we're counting down to
var date = new Date().getTime();
var countDownDate = date + DURATIONTIME;
// Update the count down every 1 second
var x = setInterval(function()
{
tempo -=1;
// Get the "now" date
var now1 = new Date().getTime();
// Find the distance between now an the count down date
var distance = countDownDate - now1;
var sec = Math.floor(distance/1000);
document.getElementById("time").innerHTML = "<span style='font-family: Impact; font-size: 15px; color:#00FF00'> Remaining time: " + sec +" sec"+"    Punteggio: "+pun+"</span>";
// If the count down is finished, write some text
if (distance < 0) {
clearInterval(x);
document.getElementById("time").innerHTML = "<br /><span style='font-family: Impact; font-size: 60px; color:#00FF00'>         <h1>TIME OUT!</h1></span>";
document.getElementById("ris").innerHTML = "<span style='font-family: Impact; font-size: 60px; color:#00FF00'><h1> Score: " + pun+ "</span>"+ "<br /><span style='font-family: Impact; font-size: 60px; color:#00FF00'>"+"<a href='index.html'> Restart</a>"+"</h1></span>";
$(renderer.domElement).fadeOut();
}
}, 1000);
//////////////////////////////////////////////////////////////////////////////////
// render the scene //
//////////////////////////////////////////////////////////////////////////////////
updateFcts.push(function()
{
pun =NUMAI - ai.length;
var delta = clock.getDelta(), speed = delta * BULLETMOVESPEED;
var aispeed = delta * MOVESPEED *0.1;
var time = Date.now() * 0.0005;
renderer.render( scene, camera );
controls.update(clock.getDelta());
castRays();
// SHOOT BULLET
for(var index=0; index<bullets.length; index+=1){
if( bullets[index] === undefined ) continue;
if( bullets[index].alive == false ){
bullets.splice(index,1);
continue;
}
bullets[index].position.add(bullets[index].velocity);
}
if(keyboard[32] && canShoot <= 0){ // spacebar key
// creates a bullet as a Mesh object
var bullet = new THREE.Mesh(
new THREE.SphereGeometry(0.2,8,8),
new THREE.MeshBasicMaterial({color:0x42FFFF})
);
bullet.position.set(
camera.position.x - 0.7*parseInt(-Math.cos(camera.rotation.x)),
camera.position.y - 0.3,
camera.position.z
);
// set the velocity of the bullet
bullet.velocity = new THREE.Vector3(
((mouse.x*parseInt(Math.cos(camera.rotation.z))) - Math.sin(camera.rotation.y) * 0.75),//*parseInt(-Math.cos(camera.rotation.z)) ,
mouse.y,
Math.cos(camera.rotation.y)*parseInt(-Math.cos(camera.rotation.z))
).normalize();
bullet.alive = true;
setTimeout(function(){
bullet.alive = false;
scene.remove(bullet);
}, 1000);
// add to scene, array, and set the delay to 10 frames
bullets.push(bullet);
scene.add(bullet);
canShoot = 10;
}
if(canShoot > 0) canShoot -= 1;
// COLLIDE WITH AI
for (var i = bullets.length-1; i >= 0; i--)
{
var b = bullets[i], p = b.position;
//var hit = false;
for (var j = ai.length-1; j >= 0; j--)
{
var a = ai[j];
var v = a.geometry.vertices[0];
var c = a.position;
if (p.x <= c.x + 2 && p.x >= c.x - 2 && p.z <= c.z + 2 && p.z >= c.z - 2)
{
var geometry_hit1 = new THREE.SphereGeometry(3,50,50); //corpo
var texture_hit1 = THREE.ImageUtils.loadTexture( 'spento.png' );
var material_hit1 = new THREE.MeshBasicMaterial( {map: texture_hit1, color:0xffffff} );
var geometry_hit1 = new THREE.SphereGeometry(3,50,50);
var hit1 = new THREE.Mesh( geometry_hit1, material_hit1 );
var material_hit2 = new THREE.MeshBasicMaterial( {color:0x999999} );
var geometry_hit2 = new THREE.SphereGeometry(5,20,2); // base
var geometry_hit3 = new THREE.CubeGeometry(3,9,2); // braccio sx
var geometry_hit4 = new THREE.CubeGeometry(3,9,2); // braccio dx
var geometry_hit5 = new THREE.CylinderGeometry(0.3,0.5,4); // antenna1 - giù
var geometry_hit6 = new THREE.CylinderGeometry(0.3,0.5,4); // antenna2 - giù
var geometry_hit7 = new THREE.CylinderGeometry(0.3,0.3,3); // antenna1 - su
var geometry_hit8 = new THREE.CylinderGeometry(0.3,0.3,3); // antenna2 - su
var geometry_hit9 = new THREE.SphereGeometry(0.7,8,8); // sfera antenna 1
var geometry_hit10 = new THREE.SphereGeometry(0.7,8,8); // sfera antenna 2
var hit2 = new THREE.Mesh( geometry_hit2, material_hit2 );
var hit3 = new THREE.Mesh( geometry_hit3, material_hit2 );
var hit4 = new THREE.Mesh( geometry_hit4, material_hit2 );
var hit5 = new THREE.Mesh( geometry_hit5, material_hit2 );
var hit6 = new THREE.Mesh( geometry_hit6, material_hit2 );
var hit7 = new THREE.Mesh( geometry_hit7, material_hit2 );
var hit8 = new THREE.Mesh( geometry_hit8, material_hit2 );
var hit9 = new THREE.Mesh( geometry_hit9, material_hit1);
var hit10 = new THREE.Mesh( geometry_hit10, material_hit1 );
hit2.scale.set(0.9,0.25,0.9);
hit2.rotation.set(0,0,0);
hit2.position.y = -2.3;
hit3.scale.set(0.4,0.4,0.4);
hit3.position.z = 3.5;
hit4.scale.set(0.4,0.4,0.4);
hit4.position.z = -3.5;
hit5.position.y = 2;
hit5.position.z = 2;
hit6.position.y = 2;
hit6.position.z = -2;
hit7.position.y = 3;
hit7.position.x = -0.7;
hit7.rotation.z+=0.7;
hit8.position.y = 3;
hit8.position.x = -0.7;
hit8.rotation.z+=0.7;
hit9.position.y = 1;
hit10.position.y = 1;
hit1.add(hit2);
hit1.add(hit3);
hit1.add(hit4);
hit1.add(hit5);
hit1.add(hit6);
hit5.add(hit7);
hit6.add(hit8);
hit7.add(hit9);
hit8.add(hit10);
hit1.position.x = c.x;
hit1.position.y = c.y;
hit1.position.z = c.z;
scene.add(hit1);
/*
var texture_hit1 = THREE.ImageUtils.loadTexture( 'spento.png' );
var material_hit1 = new THREE.MeshBasicMaterial( {map: texture_hit1, color:0xffffff} );
var geometry_hit1 = new THREE.SphereGeometry(3,50,50);
var hit1 = new THREE.Mesh( geometry_hit1, material_hit1 );
hit1.position.x = c.x;
hit1.position.y = c.y;
hit1.position.z = c.z;
scene.add(hit1);
*/
var y = setInterval(function()
{
scene.remove(hit1);
}, 500);
ai.splice(j,1);
scene.remove(a);
bullets.splice(i,1);
scene.remove(b);
break;
}
}
}
// Update AI.
for (var i = ai.length-1; i >= 0; i--)
{
var a = ai[i];
// Move AI
var r = Math.random();
if (r > 0.995) {
a.lastRandomX = Math.random() * 2 - 1;
a.lastRandomZ = Math.random() * 2 - 1;
}
a.translateX(aispeed * a.lastRandomX);
a.translateZ(aispeed * a.lastRandomZ);
a.rotation._z+=0.5;
a.children[3].rotation.y+=0.05; //antenna1 rotation
a.children[4].rotation.y-=0.05; //antenna2 rotation
a.children[1].rotation.z+=0.05; //arm rotation
a.children[2].rotation.z+=0.05; //arm rotation
var c = getMapSector(a.position);
if (c.x < 0 || c.x >= mapW || c.y < 0 || c.y >= mapH ) {
a.translateX(-2 * aispeed * a.lastRandomX);
a.translateZ(-2 * aispeed * a.lastRandomZ);
a.lastRandomX = Math.random() * 2 - 1;
a.lastRandomZ = Math.random() * 2 - 1;
}
if (c.x < -1 || c.x > mapW || c.z < -1 || c.z > mapH) {
ai.splice(i, 1);
scene.remove(a);
addAI();
}
var cc = getMapSector(camera.position);
}
})
// enemies
var geometry_enemy1 = new THREE.SphereGeometry(3,50,50); //corpo
var geometry_enemy2 = new THREE.SphereGeometry(5,20,2); // base
var geometry_enemy3 = new THREE.CubeGeometry(3,9,2); // braccio sx
var geometry_enemy4 = new THREE.CubeGeometry(3,9,2); // braccio dx
var geometry_enemy5 = new THREE.CylinderGeometry(0.3,0.5,4); // antenna1 - giù
var geometry_enemy6 = new THREE.CylinderGeometry(0.3,0.5,4); // antenna2 - giù
var geometry_enemy7 = new THREE.CylinderGeometry(0.3,0.3,3); // antenna1 - su
var geometry_enemy8 = new THREE.CylinderGeometry(0.3,0.3,3); // antenna2 - su
var geometry_enemy9 = new THREE.SphereGeometry(0.7,8,8); // sfera antenna 1
var geometry_enemy10 = new THREE.SphereGeometry(0.7,8,8); // sfera antenna 2
var material_enemy2 = new THREE.MeshBasicMaterial( {color:0x999999} );
var texture_enemy9 = THREE.ImageUtils.loadTexture( 'luciAntenna.jpeg' );
var material_enemy9 = new THREE.MeshBasicMaterial( {map: texture_enemy9} );
function setupAI()
{
for (var i=0; i<NUMAI; i++)
{
addAI();
}
}
function addAI()
{
var c = getMapSector(camera.position);
var texture_enemy1 = THREE.ImageUtils.loadTexture( 'Enemy.jpg' );
var material_enemy1 = new THREE.MeshBasicMaterial( {map: texture_enemy1, color:0xffffff} );
var enemy1 = new THREE.Mesh( geometry_enemy1, material_enemy1 );
var enemy2 = new THREE.Mesh( geometry_enemy2, material_enemy2 );
var enemy3 = new THREE.Mesh( geometry_enemy3, material_enemy2 );
var enemy4 = new THREE.Mesh( geometry_enemy4, material_enemy2 );
enemy5 = new THREE.Mesh( geometry_enemy5, material_enemy2 );
var enemy6 = new THREE.Mesh( geometry_enemy6, material_enemy2 );
var enemy7 = new THREE.Mesh( geometry_enemy7, material_enemy2 );
var enemy8 = new THREE.Mesh( geometry_enemy8, material_enemy2 );
var enemy9 = new THREE.Mesh( geometry_enemy9, material_enemy9);
var enemy10 = new THREE.Mesh( geometry_enemy10, material_enemy9 );
enemy2.scale.set(0.9,0.25,0.9);
enemy2.rotation.set(0,0,0);
enemy2.position.y = -2.3;
enemy3.scale.set(0.4,0.4,0.4);
enemy3.position.z = 3.5;
enemy4.scale.set(0.4,0.4,0.4);
enemy4.position.z = -3.5;
enemy5.position.y = 2;
enemy5.position.z = 2;
enemy6.position.y = 2;
enemy6.position.z = -2;
enemy7.position.y = 3;
enemy7.position.x = -0.7;
enemy7.rotation.z+=0.7;
enemy8.position.y = 3;
enemy8.position.x = -0.7;
enemy8.rotation.z+=0.7;
enemy9.position.y = 1;
enemy10.position.y = 1;
enemy1.add(enemy2);
enemy1.add(enemy3);
enemy1.add(enemy4);
enemy1.add(enemy5);
enemy1.add(enemy6);
enemy5.add(enemy7);
enemy6.add(enemy8);
enemy7.add(enemy9);
enemy8.add(enemy10);
do
{
var x = getRandBetween(0, mapW-1);
var z = getRandBetween(0, mapH-1);
}
while (map[x][z] > 0 || (x == c.x && z == c.z));
x = Math.floor(x - mapW/2) * UNITSIZE;
z = Math.floor(z - mapW/2) * UNITSIZE;
enemy1.position.set(x, UNITSIZE * 0.15, z);
enemy1.pathPos = 1;
enemy1.lastRandomX = Math.random();
enemy1.lastRandomZ = Math.random();
ai.push(enemy1);
scene.add(enemy1);
}
/*
function getAIpath(a)
{
var p = getMapSector(a.position);
do { // Cop-out
do {
var x = getRandBetween(0, mapW-1);
var z = getRandBetween(0, mapH-1);
} while (map[x][z] > 0 || distance(p.x, p.z, x, z) < 3);
var path = findAIpath(p.x, p.z, x, z);
} while (path.length == 0);
return path;
}
function findAIpath(sX, sZ, eX, eZ)
{
var backupGrid = grid.clone();
var path = finder.findPath(sX, sZ, eX, eZ, grid);
grid = backupGrid;
return path;
}
function distance(x1, y1, x2, y2)
{
return Math.sqrt((x2-x1)*(x2-x1)+(y2-y1)*(y2-y1));
}
enemy5.rotation.z+=0.5;
*/
function getMapSector(v)
{
var x = Math.floor((v.x + UNITSIZE / 2) / UNITSIZE + mapW/2);
var z = Math.floor((v.z + UNITSIZE / 2) / UNITSIZE + mapW/2);
return {x: x, z: z};
}
function getRandBetween(lo, hi)
{
return parseInt(Math.floor(Math.random()*(hi-lo+1))+lo, 10);
}
//////////////////////////////////////////////////////////////////////////////////
// loop runner //
//////////////////////////////////////////////////////////////////////////////////
var lastTimeMsec= null
requestAnimationFrame(function animate(nowMsec){
// keep looping
requestAnimationFrame( animate );
// measure time
lastTimeMsec = lastTimeMsec || nowMsec-1000/60
var deltaMsec = Math.min(200, nowMsec - lastTimeMsec)
lastTimeMsec = nowMsec
function keyDown(event)
{
keyboard[event.keyCode] = true;
}
function keyUp(event){
keyboard[event.keyCode] = false;
}
window.addEventListener('keydown', keyDown);
window.addEventListener('keyup', keyUp);
// call each update function
updateFcts.forEach(function(updateFn)
{
updateFn(deltaMsec/1000, nowMsec/1000)
})
})
function castRays()
{
// rays
var direction = new THREE.Vector3(1000, 5500, 1000);
var startPoint = camera.position.clone();
var directionVector = direction.sub( startPoint );
var ray = new THREE.Raycaster(startPoint, directionVector.clone(). normalize());
scene.updateMatrixWorld(); // required, since you haven't rendered yet
var rayIntersects = ray.intersectObjects(scene.children, true);
if (rayIntersects.length > 0)
{
camera.position.z = camera.position.z - 5;
camera.position.x = camera.position.x - 5;
}
}
function onDocumentMouseMove(e)
{
e.preventDefault();
mouse.x = (e.clientX / window.innerWidth) * 2 - 1;
mouse.y = - (e.clientY / window.innerHeight) * 2 + 1;
}
</script><canvas width="1440" height="757"></canvas>
</body></html>