move on mouse button pressed
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@ -145,8 +145,8 @@
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<div id="container"></div>
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<div id="container"></div>
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<span id="message" class="loading">
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<span id="message" class="loading">
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<div>
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<div>
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Se déplacer : ZQSD ou ↑←↓→<br>
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Se déplacer : ↑←↓→, ZQSD ou clic<br/>
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Sauter : ESPACE<br>
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Sauter : ESPACE<br/>
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Regarder : Souris
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Regarder : Souris
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</div>
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</div>
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<div id="progressCircle" style="--progress: 0deg;">0%</div>
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<div id="progressCircle" style="--progress: 0deg;">0%</div>
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15
main.js
15
main.js
@ -73,7 +73,7 @@ container.appendChild(renderer.domElement);
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const scene = new THREE.Scene();
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const scene = new THREE.Scene();
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scene.background = new THREE.CubeTextureLoader()
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scene.background = new THREE.CubeTextureLoader(loadMngr)
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.setPath( 'textures/calm-sea-skybox/' )
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.setPath( 'textures/calm-sea-skybox/' )
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.load( [
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.load( [
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'ft.jpg',
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'ft.jpg',
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@ -103,7 +103,7 @@ const wallMaterial = new THREE.MeshStandardMaterial({
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aoMap : loader.load('textures/stonewall/ao.png'),
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aoMap : loader.load('textures/stonewall/ao.png'),
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roughnessMap: loader.load('textures/stonewall/roughness.png'),
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roughnessMap: loader.load('textures/stonewall/roughness.png'),
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roughness : 1,
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roughness : 1,
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envMapIntensity: 0.1
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envMapIntensity: 0.4
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})
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})
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const maze = new MazeMesh(mazeWidth, mazeWidth, 1, wallMaterial);
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const maze = new MazeMesh(mazeWidth, mazeWidth, 1, wallMaterial);
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@ -631,18 +631,25 @@ function getSideVector() {
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}
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}
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var pressedMouseButtons = [];
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document.body.onmousedown = document.body.onmouseup = function(event) {
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for(var i=0; i <= Math.log2(event.buttons) || i < pressedMouseButtons.length; i++) {
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pressedMouseButtons[i] = (event.buttons & (1 << i)) > 0
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}
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}
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function controls(deltaTime) {
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function controls(deltaTime) {
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// gives a bit of air control
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// gives a bit of air control
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const speedDelta = deltaTime * (playerOnFloor ? 100 : 20) / STEPS_PER_FRAME;
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const speedDelta = deltaTime * (playerOnFloor ? 100 : 20) / STEPS_PER_FRAME;
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if (keyStates["ArrowUp"] || keyStates['KeyW']) {
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if (keyStates["ArrowUp"] || keyStates['KeyW'] || pressedMouseButtons[0]) {
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playerVelocity.add(getForwardVector().multiplyScalar(speedDelta));
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playerVelocity.add(getForwardVector().multiplyScalar(speedDelta));
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}
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}
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if (keyStates["ArrowDown"] || keyStates['KeyS']) {
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if (keyStates["ArrowDown"] || keyStates['KeyS'] || pressedMouseButtons[1]) {
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playerVelocity.add(getForwardVector().multiplyScalar(- speedDelta));
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playerVelocity.add(getForwardVector().multiplyScalar(- speedDelta));
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