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 the amount of blue.
For the cave, we’re using equal amounts of red and green ( 99 ), but we’ll add
a little more blue by setting it to aa.
The last thing we do above the START CODING line is switch to the orthographic
camera we used back in A Quick Peek at a Weirdly Named Camera, on page
89. This is more of a two-dimensional game, so the orthographic camera will
work better for our purposes.
WebGL Only
Make the following changes only if your computer supports WebGL
as described in Section 12.3, Realism: Shininess, on page 111. Even
if your computer does support WebGL, it’s OK to skip these settings
to make it easier to share this game with others.
Comment out the perspective camera and uncomment the three lines for the
orthographic camera:
//var camera = new THREE.PerspectiveCamera(75, aspect_ratio, 1, 10000);
varcamera =newTHREE.OrthographicCamera(
-width/2, width/2, height/2, -height/2, 1, 10000
);
And, since the orthographic camera only works in WebGL, we need to switch
the renderer:
// This will draw what the camera sees onto the screen:
varrenderer =newTHREE.WebGLRenderer();
With that, we’re ready to start coding.
18.2 Setting the Game’s Boundaries
All of the action in this game will take place on the screen. So we need
something to keep the avatar in the screen. We need boundaries—four of
them. Since we need to add four of the same things, we’ll do so with a make-
Border() function. This function will use x and y positions to decide where to
place the border. It will also define a width and height to build the correct
shape. Let’s add the following code to our project below the START CODING line:
functionmakeBorder(x, y, w, h) {
varborder =newPhysijs.BoxMesh(
newTHREE.CubeGeometry(w, h, 100),
Physijs.createMaterial(
newTHREE.MeshBasicMaterial({color: 0x000000}), 0.2, 1.0
),
report erratum • discuss
Setting the Game’s Boundaries • 167
Prepared exclusively for Michael Powell