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planes.js
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planes.js
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import * as TR from 'three';
import { FontLoader } from 'three/examples/jsm/loaders/FontLoader.js';
import { TextGeometry } from 'three/examples/jsm/geometries/TextGeometry.js';
// Global variables for renderer, camera, scenes, and mixers
let renderer, camera;
let scenes = {};
let currentScene = 'mapScene';
// Set up the renderer
function initRenderer() {
renderer = new TR.WebGLRenderer({ antialias: true });
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
}
// Set up a camera
function initCamera() {
camera = new TR.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
camera.position.set(0, 0, 10);
//camera.lookAt(5, 3, 0);
}
// Create the minimap as a plane in the map scene
let minimap;
function createMinimap() {
const scene = new TR.Scene();
const geometry = new TR.PlaneGeometry(5, 5);
const customMaterial = new TR.ShaderMaterial({
uniforms: {
frontColor: { value: new TR.Color(0x009688) }, // Front side color
backColor: { value: new TR.Color(0xff0000) }, // Back side color
},
vertexShader: `
varying vec3 vNormal;
void main() {
vNormal = normalize(normalMatrix * normal);
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`,
fragmentShader: `
uniform vec3 frontColor;
uniform vec3 backColor;
varying vec3 vNormal;
void main() {
// gl_FrontFacing is a built-in variable to check if the face is front or back
if (gl_FrontFacing) {
gl_FragColor = vec4(frontColor, 1.0);
} else {
gl_FragColor = vec4(backColor, 1.0);
}
}
`,
side: TR.DoubleSide, // Ensure both sides of the plane are rendered
});
minimap = new TR.Mesh(geometry, customMaterial);
minimap.rotation.x = 0;
scene.add(minimap);
{
const geometry = new TR.PlaneGeometry(5, 5);
const material = new TR.MeshBasicMaterial({ color: 0x009688 });
const minimap = new TR.Mesh(geometry, material);
//minimap.rotation.x = -Math.PI / 2;
minimap.position.x = 6;
scene.add(minimap);
}
scenes['mapScene'] = scene;
}
const rotStep = 0.1;
let axis = 'x';
function plus() {
minimap.rotation[axis] += rotStep;
}
function minus() {
minimap.rotation[axis] -= rotStep;
}
// Placeholder for battle screen
function createBattleScene() {
const scene = new TR.Scene();
// Create the battle text, then add it to the scene once the font is loaded
createTextMesh('Battle Screen', 0xff0000, (battleText) => {
battleText.position.set(0, 1, 0);
scene.add(battleText);
scenes['battleScene'] = scene;
});
}
// Placeholder for city screen
function createCityScene() {
const scene = new TR.Scene();
// Create the city text, then add it to the scene once the font is loaded
createTextMesh('City Screen', 0x0000ff, (cityText) => {
cityText.position.set(0, 1, 0);
scene.add(cityText);
scenes['cityScene'] = scene;
});
}
// Helper function to create a basic text mesh
function createTextMesh(text, color, callback) {
const loader = new FontLoader();
// Use the default Helvetiker font from Three.js's CDN
loader.load('https://threejs.org/examples/fonts/helvetiker_regular.typeface.json', (font) => {
const textGeometry = new TextGeometry(text, {
font: font,
size: 0.5,
depth: 0.2, // Use .depth instead of deprecated .height
});
const textMaterial = new TR.MeshBasicMaterial({ color });
const textMesh = new TR.Mesh(textGeometry, textMaterial);
callback(textMesh); // Execute the callback with the created text mesh
});
}
// Key handler to switch between scenes
function initKeyHandlers() {
window.addEventListener('keydown', (event) => {
switch (event.code) {
case 'Digit1':
currentScene = 'mapScene';
break;
case 'Digit2':
currentScene = 'battleScene';
break;
case 'Digit3':
currentScene = 'cityScene';
break;
case 'Minus':
minus();
break;
case 'Equal':
plus();
break;
case 'KeyX':
axis = 'x';
break;
case 'KeyY':
axis = 'y';
break;
case 'KeyZ':
axis = 'z';
break;
case 'Digit0':
minimap.rotation.x = 0;
minimap.rotation.y = 0;
minimap.rotation.z = 0;
break;
default:
break;
}
});
}
// Animation loop
function animate() {
requestAnimationFrame(animate);
renderer.render(scenes[currentScene], camera);
}
// Initialize everything
function init() {
initRenderer();
initCamera();
createMinimap();
createBattleScene();
createCityScene();
initKeyHandlers();
animate();
}
init();