comparison webGL/dandy/dandy4.html @ 11:680b5b0cd1e4

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author NOBUYASU Oshiro
date Mon, 12 Jul 2010 08:01:12 +0900
parents 1d76f5717ba7
children 61febc94fa62
comparison
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10:a959cdca5b62 11:680b5b0cd1e4
42 <script src="resources/constKey.js"> </script> 42 <script src="resources/constKey.js"> </script>
43 <script src="resources/keybord.js"> </script> 43 <script src="resources/keybord.js"> </script>
44 <script src="resources/boss.js"> </script> 44 <script src="resources/boss.js"> </script>
45 <script src="resources/parse.js"> </script> 45 <script src="resources/parse.js"> </script>
46 <script src="resources/bom.js"> </script> 46 <script src="resources/bom.js"> </script>
47 <script src="resources/pause.js"> </script>
48 <script src="resources/tama.js"> </script>
49 <script src="resources/sankaku.js"> </script>
47 50
48 <script id="vshader" type="x-shader/x-vertex"> 51 <script id="vshader" type="x-shader/x-vertex">
49 uniform mat4 u_modelViewProjMatrix; 52 uniform mat4 u_modelViewProjMatrix;
50 uniform mat4 u_normalMatrix; 53 uniform mat4 u_normalMatrix;
51 uniform vec3 lightDir; 54 uniform vec3 lightDir;
102 gl.uniform3f(gl.getUniformLocation(gl.program, "lightDir"), 0, 0, 1); 105 gl.uniform3f(gl.getUniformLocation(gl.program, "lightDir"), 0, 0, 1);
103 gl.uniform1i(gl.getUniformLocation(gl.program, "sampler2d"), 0); 106 gl.uniform1i(gl.getUniformLocation(gl.program, "sampler2d"), 0);
104 107
105 gl.enable(gl.TEXTURE_2D); 108 gl.enable(gl.TEXTURE_2D);
106 109
110 sankakuf();//mycos,mysinの作成 sankaku.js
107 111
108 parseXml(gl);//parse.js 112 parseXml(gl);//parse.js
109 113
110 return gl; 114 return gl;
111 } 115 }
132 136
133 137
134 138
135 function loop(ctx, ortho) 139 function loop(ctx, ortho)
136 { 140 {
137
138 reshape(ctx, ortho); 141 reshape(ctx, ortho);
139 ctx.clear(ctx.COLOR_BUFFER_BIT | ctx.DEPTH_BUFFER_BIT); 142 ctx.clear(ctx.COLOR_BUFFER_BIT | ctx.DEPTH_BUFFER_BIT);
140 143
141 144
142 Player(ctx, jiki, pad, ortho); 145 Player(ctx, jiki, pad, ortho);
146
143 obj_draw(ctx); 147 obj_draw(ctx);
148
149 PutBom(ctx);
150 pause();
151
144 152
145 ctx.flush(); 153 ctx.flush();
146 154
147 filpcount++; 155 filpcount++;
148 schedule(); 156 schedule();
157
149 state_update(); 158 state_update();
159
150 collision_detect(); 160 collision_detect();
151 161 delete_obj( ctx )
152 PutBom(ctx);
153 162
154 framerate.snapshot(); 163 framerate.snapshot();
155 164 }
156 } 165
157 166 function opening(ctx, ortho)
167 {
168 reshape(ctx, ortho);
169 ctx.clear(ctx.COLOR_BUFFER_BIT | ctx.DEPTH_BUFFER_BIT);
170
171 PutSpriteF(ctx, 100, 70, 1, font[10]);
172 PutSpriteF(ctx, 170, 50, 1, font[11]);
173 PutSpriteF(ctx, 40, 120, 1, font[12]);
174
175 ctx.flush();
176 if(pad.start == 0) {setTimeout(o, 10);}
177 if(pad.start != 0) { audio && audio.play();//audio Test
178 setInterval(f, 10);}
179 }
158 function start() 180 function start()
159 { 181 {
160 182
161 var ortho = makeOrthoPara(0,200,140,0); 183 var ortho = makeOrthoPara(0,200,140,0);
162 // var ortho = makeOrthoPara(-100,100,-70,70);
163
164 audio && audio.play();//audio Test
165 184
166 var c = document.getElementById("example"); 185 var c = document.getElementById("example");
167 186
168 187
169 //画面の大きさ 188 //画面の大きさ
171 c.height = h; 190 c.height = h;
172 191
173 var ctx = init(); 192 var ctx = init();
174 193
175 currentAngle = 0; 194 currentAngle = 0;
176 var f = function() { loop(ctx, ortho) }; 195 // var f = function() { loop(ctx, ortho) };
177 setInterval(f, 10); 196 f = function() { loop(ctx, ortho) };
197 o = function() {opening(ctx, ortho)}
198 setTimeout(o, 10);
199 // if(pad.start != 0) setInterval(f, 10);
200 // setInterval(f, 10);
178 framerate = new Framerate("framerate"); 201 framerate = new Framerate("framerate");
179 } 202 }
180 </script> 203 </script>
181 <style type="text/css"> 204 <style type="text/css">
182 canvas { 205 canvas {