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>