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Copy pathcreatePlayer.js
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102 lines (85 loc) · 3.71 KB
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import { Sprite, Texture } from 'pixi.js';
import * as THREE from 'three';
import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
export default async function createPlayer(container, app) {
// size of the "sprite" coming from Three render
const width = 70;
const height = 150;
// Three setup with an offscreen canvas
const canvas = document.createElement('canvas');
const threeRenderer = new THREE.WebGLRenderer({ canvas, alpha: true, antialias: true });
threeRenderer.setSize(width, height);
threeRenderer.setClearColor(0x000000, 0); // transparent
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(50, width / height, 0.1, 1000);
camera.position.set(0, 0, 3);
// simple lighting
const hemi = new THREE.HemisphereLight(0xffffff, 0x444444, 1.0);
scene.add(hemi);
const dir = new THREE.DirectionalLight(0xffffff, 0.8);
dir.position.set(1, 1, 1);
scene.add(dir);
// load GLTF
let diver = null;
const loader = new GLTFLoader();
loader.load('public/diver.glb',
(gltf) => {
diver = gltf.scene;
// reset rotations and center/scale the model
diver.rotation.set(0, 0, 0);
const box = new THREE.Box3().setFromObject(diver);
const size = box.getSize(new THREE.Vector3());
const maxDim = Math.max(size.x, size.y, size.z) || 1;
const desired = 1.2;
const scale = (desired / maxDim);
diver.scale.setScalar(scale);
// center
const center = box.getCenter(new THREE.Vector3());
diver.position.sub(center);
scene.add(diver);
},
undefined,
(err) => console.error('GLTF load error:', err)
);
// create PIXI texture from Three canvas and sprite
const threeTexture = Texture.from(canvas);
const player = new Sprite(threeTexture);
player.width = width;
player.height = height;
player.x = app.screen.width / 2 - player.width / 2;
player.y = app.screen.height / 2 - player.height / 2;
container.addChild(player);
// input + movement
const speed = 5;
const keys = {};
window.addEventListener('keydown', (e) => { keys[e.key.toLowerCase()] = true; });
window.addEventListener('keyup', (e) => { keys[e.key.toLowerCase()] = false; });
// додаємо зверху перед ticker
let targetRotationY = 0; // бажаний кут
const rotationLerpSpeed = 0.1; // чим менше, тим повільніше поворот
app.ticker.add(() => {
if (!diver) return; // чекаємо, поки модель завантажиться
// визначаємо цільовий кут по Y
if (keys['w']) targetRotationY = 0;
else if (keys['s']) targetRotationY = 3.14;
else if (keys['a']) targetRotationY = 1;
else if (keys['d']) targetRotationY = -1;
// рух гравця
if (keys['w']) player.y -= speed;
if (keys['s']) player.y += speed;
if (keys['a']) player.x -= speed;
if (keys['d']) player.x += speed;
// обмеження екрану
player.x = Math.max(0, Math.min(app.screen.width - player.width, player.x));
player.y = Math.max(0, Math.min(app.screen.height - player.height, player.y));
// плавне обертання diver по Y
diver.rotation.y += (targetRotationY - diver.rotation.y) * rotationLerpSpeed;
// обертання тільки по X/Z
diver.rotation.x = 0;
diver.rotation.z = 0;
// render Three scene to canvas
threeRenderer.render(scene, camera);
threeTexture.baseTexture.update();
});
return player;
}