3D Game Programming
Uncomment the animate() function (it’s before the final gameStep() call) from the code outline. Nothing will change, but now we ...
updating board.rotation['z']. This is something new! We’ve seen stuff like board.rotation.z, but we’ve never seen square bracket ...
The first part of this function adds a light to the scene, but not a real light. This is not a light that shines, but rather a f ...
The bulk of this function is dedicated to setting the color and opacity (how easy it is to see through) of the goal light. If th ...
functionaddBackground() { document.body.style.backgroundColor ='black'; varstars =newTHREE.Geometry(); while(stars.vertices.leng ...
That’s It! You should have a fully functioning, space-age tilt-a-game working at this point. Use the arrow keys to tilt the boar ...
CHAPTER 17 Project: Learning about JavaScript Objects We’ve made some pretty incredible progress so far. We have an avatar that ...
We won’t be creating visualizations in this chapter. Instead we’ll be creating objects in ICE and looking at them in the JavaScr ...
When we use functions in objects like this, we call them with a different name, method. Methods let us change an object or, as w ...
However, we do want to update the title and other information in our new object. Let’s make this new object refer to a movie tha ...
functionMovie(title, stars) { this.title = title; this.stars = stars; this.year = (newDate()).getFullYear(); } This is just a no ...
Now we know how the creators of our 3D JavaScript library write all of their code, so we can write things like this: varshape =n ...
CHAPTER 18 Project: Cave Puzzle In this chapter we’ll build an action-based puzzle game. In the game, the avatar can only move l ...
As you might guess, this template includes much of the physics-engine work we manually added back in Chapter 15, Project: The Pu ...
The first two numbers are the amount of red we want to use, the second two numbers are the amount of green, and the last two are ...
0 ); border.position.set(x, y, 0); returnborder; } This makes the same kinds of physics-ready meshes that we used in Chapter 15, ...
varavatar =newPhysijs.ConvexMesh( newTHREE.CylinderGeometry(30, 30, 5, 16), Physijs.createMaterial( newTHREE.MeshBasicMaterial({ ...
functionmove(x) { varv_y = avatar.getLinearVelocity().y, v_x = avatar.getLinearVelocity().x; if(Math.abs(v_x + x) > 200)retur ...
a number between 0 and 1. So, if the random number is less than 0.33, we place the goal in the top-left corner (width/-2, height ...
We start by defining our ramp constructor. Since it constructs objects, we capitalize the name of the constructor function as Ra ...
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