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main.js
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main.js
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"use strict";
window.onload = init;
var world_nodes = [];
var player_node, reticle_node, coll_ids = [];
var spin = 45;
var fps_camera = true;
var last_shoot_time = -1;
var gunflash = -1;
var shading_enabled = true;
var pause_zombies = false;
var camera_bob = 0;
function main_loop() {
requestAnimationFrame(main_loop);
gl.uniform1i(is_shaded_loc, shading_enabled);
gl.uniform1f(time_loc, performance.now());
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
if(fps_camera) {
camera_pos = [player_node.pos[0], player_node.pos[1] + .2, player_node.pos[2]];
camera_pos[1] += .05 * math.sin(camera_bob);
}
update_viewproj();
set_node_properties(player_node, player_node.pos, [0,spin,0], player_node.scale);
draw_node(player_node, null);
spin += 1;
for(let i = 0; i < world_nodes.length; i++)
draw_node(world_nodes[i], null);
render_zombies();
let x_shift = d_pressed-a_pressed;
let z_shift = w_pressed-s_pressed;
let fwd = camera_dir(camera_rot);
let right = camera_right_dir(camera_rot);
fwd[1] = right[1] = 0;
if(fps_camera) {
translate_collider(player_coll_id, math.multiply(right, x_shift*.1));
translate_collider(player_coll_id, math.multiply(fwd, z_shift*.1));
if(!x_shift && !z_shift) {
camera_bob -= .25;
if(camera_bob+.25 > Math.PI && camera_bob-.25 <= Math.PI) camera_bob = 0;
} else camera_bob += .25;
if(camera_bob >= 2.*Math.PI || camera_bob < 0) camera_bob = 0;
} else {
camera_pos = math.add(camera_pos, math.multiply(right, x_shift*.1));
camera_pos = math.add(camera_pos, math.multiply(fwd, z_shift*.1));
camera_pos = math.add(camera_pos, [0, (q_pressed-e_pressed)*.1, 0]);
}
translate_collider(player_coll_id, [0,-.1,0]);
if(!pause_zombies)
progress_zombies(player_node.pos);
if(fps_camera && (last_shoot_time == -1 || performance.now()-last_shoot_time >= 1000)) {
clear_viewproj();
gl.uniform1i(is_shaded_loc, false);
draw_node(reticle_node, null);
gl.uniform1i(is_shaded_loc, shading_enabled);
}
if(gunflash != -1 && performance.now()-last_shoot_time >= 50) {
light_positions.splice(gunflash,1); // remove gunflash light source
light_colors.splice(gunflash,1);
gunflash = -1;
}
}
function toggle_key(key, state) {
if(key == 65) a_pressed = state;
if(key == 68) d_pressed = state;
if(key == 69) e_pressed = state;
if(key == 81) q_pressed = state;
if(key == 83) s_pressed = state;
if(key == 87) w_pressed = state;
}
function move_callback(e) {
let move_x = e.movementX || e.mozMovementX || e.webkitMovementX || 0;
let move_y = e.movementY || e.mozMovementY || e.webkitMovementY || 0;
camera_rot[1] -= move_x*.1;
camera_rot[0] -= move_y*.1;
if(camera_rot[0] <= -80) camera_rot[0] = -80;
if(camera_rot[0] >= 80) camera_rot[0] = 80;
}
function lock_change() {
let canvas = document.getElementById("webglcanvas");
if(document.pointerLockElement === canvas ||
document.mozPointerLockElement === canvas ||
document.webkitPointerLockElement === canvas) {
document.addEventListener("mousemove", move_callback, false); // pointer locked; enable mousemove listener
} else
document.removeEventListener("mousemove", move_callback, false); // pointer unlocked; disable mousemove listener
}
// adds a new tree to the world, given position of the bottom of the trunk
function add_tree(pos) {
let angle = function() { return Math.random()*360.; }
let trunk_height = 3 + Math.random();
let root = create_node(NODE_SPHERE); // root node of the tree's node tree - a static sphere at the top of the trunk (base of the crown)
set_node_properties(root, [pos[0], pos[1]+trunk_height+.5, pos[2]], [0,angle(),0], [1,1,1]);
let trunk = create_node(NODE_CYLINDER);
set_node_properties(trunk, [0,-trunk_height/2. - .5,0], [0,angle(),0], [.5,trunk_height,.5]);
add_child(root, trunk);
coll_ids.push(create_collider(math.add(root.pos,trunk.pos), trunk.scale));
let crown = create_node(NODE_SPHERE);
set_node_properties(crown, [0,1,0], [0,angle(),0], [2,2,2]);
add_child(root, crown);
crown.wind_effect = true;
// assign textures
load_texture(trunk, "textures/trunk.jpg");
load_texture(root, "textures/leaves.jpg");
root.tex_scale = [5,5];
load_texture(crown, "textures/leaves.jpg");
crown.tex_scale = [5,5];
world_nodes.push(root);
}
function init() {
let have_pointer_lock = 'pointerLockElement' in document || 'mozPointerLockElement' in document || 'webkitPointerLockElement' in document;
if(!have_pointer_lock) {
alert("Pointer lock is not supported on this browser. Please run on Chrome or Firefox.");
return;
}
gfx_init(); // defined in graphics.js
// slider will update values defined in graphics.js
document.getElementById("fovy_slider").oninput = function(event) { fovy = Number(event.target.value); };
document.getElementById("near_slider").oninput = function(event) { near = Number(event.target.value); };
document.getElementById("far_slider").oninput = function(event) { far = Number(event.target.value); };
let canvas = document.getElementById("webglcanvas");
canvas.requestPointerLock = canvas.requestPointerLock || canvas.mozRequestPointerLock || canvas.webkitRequestPointerLock
canvas.onclick = function() {
canvas.requestPointerLock();
}
document.addEventListener('pointerlockchange', lock_change, false);
document.addEventListener('mozpointerlockchange', lock_change, false);
document.addEventListener('webkitpointerlockchange', lock_change, false);
window.addEventListener("keydown", function(event) {
toggle_key(event.keyCode, true);
if(event.keyCode == 76) shading_enabled = !shading_enabled;
if(event.keyCode == 80) pause_zombies = !pause_zombies;
if(event.keyCode == 86) fps_camera = !fps_camera;
});
window.addEventListener("keyup", function(event) {
toggle_key(event.keyCode, false);
});
player_node = create_node(NODE_CUBE);
reticle_node = create_node(NODE_CUBE);
set_node_properties(player_node, [0,5,-8], [0,0,0], [1,2,1]);
set_node_properties(reticle_node, [0,0,0], [0,0,0], [.025,.05,.05]);
coll_ids.push(create_collider(player_node.pos, player_node.scale));
add_child(colliders[coll_ids[0]], player_node);
player_coll_id = coll_ids[0];
canvas.addEventListener("mousedown", function(event) {
if(fps_camera && (last_shoot_time == -1 || performance.now()-last_shoot_time >= 1000)) {
last_shoot_time = performance.now();
hit_zombie_check(check_ray_intersect(camera_pos, camera_dir(camera_rot), [ player_coll_id ]));
// apply random recoil
camera_rot[0] += Math.random()*10;
camera_rot[1] += Math.random()*10-5;
// add gunflash light source
light_positions.push(camera_pos);
light_colors.push([.8,.58,.5]);
gunflash = light_positions.length-1;
}
});
let base_node = create_node(NODE_CUBE);
set_node_properties(base_node, [0,0,0], [0,0,0], [100,.5,100]);
coll_ids.push(create_collider(base_node.pos, base_node.scale));
world_nodes.push(base_node);
add_tree([-5,.25,-8]);
add_tree([15,.25,-20]);
add_tree([12,.25,5]);
add_tree([3,.25,4]);
add_tree([2,.25,-15]);
add_tree([2,.25,-15]);
add_tree([20,.25,3]);
add_tree([18,.25,-9]);
add_tree([17,.25,-1]);
add_tree([-15,.25,-5]);
add_tree([-4,.25,10]);
add_tree([-9,.25,3]);
add_tree([-2,.25,-13]);
load_texture(base_node, "textures/grass.jpg");
base_node.tex_scale = [10,10];
load_texture(reticle_node, "textures/reticle.png");
reticle_node.tex_scale = [1,1];
main_loop();
}