1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
|
MX.Movements = function (cam) {
var moveForward,
moveLeft,
moveBackward,
moveRight,
moveUp,
moveDown,
turnLeft,
turnRight,
turnUp,
turnDown,
jumping = false,
creeping = false,
locked = false,
gravity = false,
rotationX_min = PI/-2,
rotationX_max = PI/2
var v = 12,
vr = Math.PI * 0.012,
jumpV = 23,
vx = vy = vz = 0,
creepFactor = 0.3
var DEFAULT_SCALE = 1.0, scale = DEFAULT_SCALE
var pos = { x: 0, y: 0, z: 0, rotationX: 0, rotationY: 0 }
return {
init: function () {
document.addEventListener('keydown', function (e) {
// console.log(e.keyCode)
if (locked) return;
switch ( e.keyCode ) {
case 16: // shift
creeping = true
break
case 38: // up
case 87: // w
moveForward = true
break
case 37: // left
case 65: // a
moveLeft = true
break
case 40: // down
case 83: // s
moveBackward = true
break
case 39: // right
case 68: // d
moveRight = true
break
case 81: // q
turnLeft = true
break
case 69: // e
turnRight = true
break
case 82: // r
turnUp = true
break
case 70: // f
turnDown = true
break
case 32: // space
if (gravity) {
jumping = true
vy = abs(vy) + jumpV * scale
if (e.shiftKey) {
vy *= -1
}
}
else {
if (e.shiftKey) {
moveDown = true
}
else {
moveUp = true
}
}
break
case 27: // esc
map.toggle()
break
}
})
document.addEventListener('keyup', function (e) {
if (locked) return;
switch ( e.keyCode ) {
case 16: // shift
creeping = false
break
case 38: // up
case 87: // w
moveForward = false
break
case 37: // left
case 65: // a
moveLeft = false
break
case 40: // down
case 83: // s
moveBackward = false
break
case 39: // right
case 68: // d
moveRight = false
break
case 81: // q
turnLeft = false
break
case 69: // e
turnRight = false
break
case 82: // r
turnUp = false
break
case 70: // f
turnDown = false
break
case 32: // space
moveUp = moveDown = false
break
/*
case 48: // 0
cam.rotationX = 0
cam.rotationY = 0
cam.x = 0
cam.y = viewHeight
cam.z = 0
break
*/
}
})
var mouseX, mouseY, dx, dy, rotX, rotY, dragging = false
document.addEventListener('mousedown', function (e) {
if (locked) return;
mouseX = e.pageX
mouseY = e.pageY
rotX = cam.rotationX
rotY = cam.rotationY
dragging = true
})
document.addEventListener('mousemove', function (e) {
if (locked || ! dragging) return
var dx = (e.pageX - mouseX) / window.innerWidth * Math.PI/3
var dy = (e.pageY - mouseY) / window.innerHeight * Math.PI/3
cam.rotationY = rotY + dx
cam.rotationX = clamp( rotX - dy, rotationX_min, rotationX_max )
})
document.addEventListener('mouseup', function (e) {
dragging = false
})
window.addEventListener('blur', reset)
window.addEventListener('focus', reset)
function reset(){
moveForward = moveLeft = moveBackward = moveRight = moveUp = moveDown = turnLeft = turnRight = jumping = dragging = creeping = false
}
},
update: function () {
if (locked) return;
var ry = cam.rotationY
var s = creeping ? scale * creepFactor : scale
var vrrrr = creeping ? vr * creepFactor * 5 : vr
var moving = moveForward || moveBackward || moveRight || moveLeft || moveUp || moveDown || turnLeft || turnRight || turnUp || turnDown
vx = vz = 0
pos.x = cam.x
pos.z = cam.z
if (moving) {
if (moveForward) {
vx += v * Math.cos(ry + Math.PI / 2) * s
vz += v * Math.sin(ry + Math.PI / 2) * s
}
if (moveBackward) {
vx -= v * Math.cos(ry + Math.PI / 2) * s
vz -= v * Math.sin(ry + Math.PI / 2) * s
}
if (moveLeft) {
vx -= v * Math.cos(ry) * s
vz -= v * Math.sin(ry) * s
}
if (moveRight) {
vx += v * Math.cos(ry) * s
vz += v * Math.sin(ry) * s
}
if (moveUp) {
pos.y += v * scale
}
if (moveDown) {
pos.y -= v * scale
}
if (turnUp) {
cam.rotationX = clamp( cam.rotationX - vrrrr*s, rotationX_min, rotationX_max)
}
if (turnDown) {
cam.rotationX = clamp( cam.rotationX + vrrrr*s, rotationX_min, rotationX_max)
}
if (turnLeft) {
cam.rotationY += vrrrr*s
}
if (turnRight) {
cam.rotationY -= vrrrr*s
}
pos.x += vx
pos.z += vz
}
if (gravity) {
vy -= 1 * scale
pos.y += vy
if (vy) {
moving = true
}
if (pos.y <= viewHeight) {
pos.y = viewHeight
vy = 0
jumping = false
vz = vz || 1
}
var ceiling = (Rooms.mover.room ? Rooms.mover.room.height : 5000)
if (pos.y >= ceiling) {
vy = 0
pos.y = ceiling
vz = vz || 1
}
}
if (moving) {
app.tube("move", pos)
}
},
lock: function(){ locked = true },
unlock: function(){ locked = false },
scale: function(n){ if (n) scale = n; return scale },
resetScale: function(n){ scale = DEFAULT_SCALE },
gravity: function(g){ return typeof g == "boolean" ? gravity = g : gravity },
velocity: function(n){ v = clamp(n, 1, 50) },
jumpVelocity: function(n){ jumpV = clamp(n, 1, 50) },
}
}
|