Mercurial > hg > Members > e085711
view webGL/dandy/dandy2.html @ 6:881478004f18
update Bullet.js
author | NOBUYASU Oshiro |
---|---|
date | Mon, 21 Jun 2010 17:37:26 +0900 |
parents | e6bdfa6616a6 |
children |
line wrap: on
line source
<!DOCTYPE html> <!-- /* * Copyright (C) 2009 Apple Inc. All Rights Reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions * are met: * 1. Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * 2. Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * THIS SOFTWARE IS PROVIDED BY APPLE INC. ``AS IS'' AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE INC. OR * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ --> <html> <head> <title>WebGL dandy</title> <script src="resources/CanvasMatrix.js"> </script> <script src="resources/utils3d.js"> </script> <script src="resources/jkl-parsexml.js"> </script> <script src="resources/makePanel.js"> </script> <script src="resources/Character_state.js"> </script> <script src="resources/Character.js"> </script> <script src="resources/schedule.js"> </script> <script src="resources/Player.js"> </script> <script src="resources/enemy.js"> </script> <script src="resources/bullet.js"> </script> <script id="vshader" type="x-shader/x-vertex"> uniform mat4 u_modelViewProjMatrix; uniform mat4 u_normalMatrix; uniform vec3 lightDir; attribute vec3 vNormal; attribute vec4 vTexCoord; attribute vec4 vPosition; varying float v_Dot; varying vec2 v_texCoord; void main() { gl_Position = u_modelViewProjMatrix * vPosition; v_texCoord = vTexCoord.st; vec4 transNormal = u_normalMatrix * vec4(vNormal,1); v_Dot = max(dot(transNormal.xyz, lightDir), 0.0); // v_Dot = min(dot(transNormal.xyz, lightDir), 1.0); } </script> <script id="fshader" type="x-shader/x-fragment"> uniform sampler2D sampler2d; varying float v_Dot; varying vec2 v_texCoord; void main() { vec4 color = texture2D(sampler2d,v_texCoord); color += vec4(0.1,0.1,0.1,1); gl_FragColor = vec4(color.xyz * v_Dot, color.a); } </script> <script> pad = new Pad(); const LEFT_ARROW = 37; const UP_ARROW = 38; const RIGHT_ARROW = 39; const DOWN_ARROW = 40; const KEY_D = 68; const KEY_A = 65; const KEY_W = 87; const KEY_S = 83; const KEY_Z = 90; const KEY_X = 88; const KEY_Z = 90; const KEY_R = 82; const KEY_E = 69; const KEY_W = 87; const KEY_S = 83; var audio = window.Audio && new Audio("sound/sample.wav"); var audioShoot = window.Audio && new Audio("sound/shotc.wav"); function init() { var gl = initWebGL("example", "vshader", "fshader", [ "vNormal", "vTexCoord", "vPosition"], [ 0, 0, 0, 1 ], 10000); gl.uniform3f(gl.getUniformLocation(gl.program, "lightDir"), 0, 0, 1); gl.uniform1i(gl.getUniformLocation(gl.program, "sampler2d"), 0); gl.enable(gl.TEXTURE_2D); loadEnemyXml( gl,"./xml/character.xml"); loadBulletXml( gl,"./xml/effect.xml"); player = new makePlayer(gl.chara); enemy = new parseEnemy(gl); bullets = new parseBullet(gl); return gl; } width = -1; height = -1; function reshape(ctx) { var canvas = document.getElementById('example'); if (canvas.width == width && canvas.width == height) return; width = canvas.width; height = canvas.height; ctx.viewport(0, 0, width, height); ctx.perspectiveMatrix = new CanvasMatrix4(); // ctx.perspectiveMatrix.lookat(0,0,6, 0, 0, 0, 0, 1, 0); ctx.perspectiveMatrix.ortho(-100, 100, -70, 70, 0, 10000); } function loop(ctx,canvas) { reshape(ctx); ctx.clear(ctx.COLOR_BUFFER_BIT | ctx.DEPTH_BUFFER_BIT); // movePlayer( player, pad); // drawPlayer(ctx, player, 1.2); Player(ctx, player, pad); obj_draw(ctx); ctx.flush(); filpcount++; schedule(); state_update(); framerate.snapshot(); } function start() { audio && audio.play();//audio Test var c = document.getElementById("example"); var w = Math.floor(window.innerWidth * 0.9); var h = Math.floor(window.innerHeight * 0.9); c.width = w; c.height = h; var ctx = init(); currentAngle = 0; var f = function() { loop(ctx,c) }; setInterval(f, 10); framerate = new Framerate("framerate"); } function keybordDown() { var code = event.keyCode; if(code == KEY_D) pad.right+=0.5; if(code == KEY_A) pad.left+=0.5; if(code == KEY_W) pad.up+=1; if(code == KEY_S) pad.down+=1; if(code == KEY_Z) audioShoot && audioShoot.play(); if(code == KEY_X) pad.k4++; if(code == KEY_S) pad.k3++; if(code == LEFT_ARROW) pad.left+=0.5; if(code == RIGHT_ARROW) pad.right+=0.5; if(code == UP_ARROW) pad.up+=1; if(code == DOWN_ARROW) pad.down+=1; } function keybordPress() { pad.count++; } function keybordUp() { var code = event.keyCode; if(code == KEY_D) pad.right = 0; if(code == KEY_A) pad.left = 0; if(code == KEY_W) pad.up = 0; if(code == KEY_S) pad.down = 0; if(code == KEY_X) pad.k4 = 0; if(code == LEFT_ARROW) pad.left = 0; if(code == RIGHT_ARROW) pad.right = 0; if(code == UP_ARROW) pad.up = 0; if(code == DOWN_ARROW) pad.down = 0; pad.state=0; pad.count=0; } </script> <style type="text/css"> canvas { border: 2px solid black; } </style> </head> <body onload="start()" onkeydown="keybordDown()" onkeypress="keybordPress()" onkeyup="keybordUp()"> <canvas id="example"> There is supposed to be an example drawing here, but it's not important. </canvas> <div id="framerate"></div> <div id="console"></div> <img id="test" style="border:1px solid red"> </body> </html>