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BabylonJS_pazzle_01.html
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<!doctype html>
<html>
<head>
<meta charset="utf-8">
<title> Babylon.js - 3D Pazzle (Create Stages) - 2019/12/18 by T. Fujita</title>
<link rel = "stylesheet" type="text/css" href = "./css/babylon_menu.css" />
<script src="https://code.jquery.com/pep/0.4.0/pep.min.js"></script>
<script src="https://cdn.babylonjs.com/babylon.js"></script>
<script src="https://cdn.babylonjs.com/gui/babylon.gui.js"></script>
<!-- <script src="https://cdn.babylonjs.com/loaders/babylon.glTFFileLoader.js"></script> -->
<script src="https://cdn.babylonjs.com/loaders/babylonjs.loaders.js"></script>
<script src="./stages_301.js"></script>
</head>
<body onLoad = "init()">
<nav id="menu-wrap">
<ul id="menu">
<li><a href="#">Menu</a>
<ul>
<li><a>Click the left side. Then, you can control the character.</a></li>
<li><a>Click the right side. Then, you can control the camera.</a></li>
</ul>
</li>
<li><a href="#">Walk Speed</a>
<ul>
<li><a href="#" onclick = "slow()">Slow</a></li>
<li><a href="#" onclick = "medium()">Medium</a></li>
<li><a href="#" onclick = "fast()">Fast</a></li>
</ul>
</li>
<li><a href="#">Game Start</a>
<ul>
<li><a href="#" onclick = "again()">Again Same Stage</a></li>
<li><a href="#" onclick = "init()">Next Stage</a></li>
<li><a href="#" onclick = "window.location.reload()">All Reset</a></li>
</ul>
</li>
</ul>
</nav>
<canvas id = "renderCanvas"></canvas>
<script type = "text/javascript">
"use strict";
var engine;
var scene;
var canvas = document.getElementById("renderCanvas");
var temp_Environment = "./textures/TropicalSunnyDay";
var BLOCK_SIZE = 8;
var Maze_size_X = 0; // The row size of stage.
var Maze_size_Y = 0; // The vertical size of stage.
var Maze_size_Z = 0; // The col size of stage.
var camera;
var Goal_x, Goal_y, Goal_z;
var Goal_flag = 0;
var gltf_dir = "./scenes/GLTF/ruby/";
var gltf_data_01 = "ruby_03ani.glb";
var gltf_data_03 = "rv_lamp_post_3_01.glb";
var enemy_data = "Ghost_Night_Light_03.glb";
var walk_org = 0.15;
var walk_step = 0.2;
var walk_dir = -90 / 180 * Math.PI;
var x = 0;
var y = 0;
var z = 0;
var moveX = 0;
var moveY = 0;
var moveZ = 0;
var counter = -1;
var BOX_count = 0;
var LIFT_count = 0;
var ENEMY_count = 0;
var Temp_Room = [];
var ROOM = [];
var BOX = [];
var BOX_X = [];
var BOX_Y = [];
var BOX_Z = [];
var Offset_BoxY = [];
var BOX_flag = [];
var LIFTcube = [];
var LIFT_X = [];
var LIFT_Y = [];
var LIFT_Z = [];
var LIFT_YY = [];
var Offset_LIFTY = [];
var ENEMY = [];
var Enemy_X = [];
var Enemy_Y = [];
var Enemy_Z = [];
var enemyX = [];
var enemyY = [];
var enemyZ = [];
function again() {
counter = counter - 1;
init();
}
function init() {
counter = counter + 1;
Goal_flag = 0;
BOX_count = 0;
LIFT_count = 0;
ENEMY_count = 0;
BOX = [];
Offset_BoxY = [];
BOX_flag = [];
LIFTcube = [];
LIFT_X = [];
LIFT_Y = [];
LIFT_Z = [];
LIFT_YY = [];
Offset_LIFTY = [];
BOX_X = [];
BOX_Y = [];
BOX_Z = [];
ENEMY = [];
Enemy_X = [];
Enemy_Y = [];
Enemy_Z = [];
if(counter >= room.length) {
counter = 0;
}
ROOM = room[counter];
Maze_size_Y = ROOM.length;
Maze_size_X = ROOM[0].length;
Maze_size_Z = ROOM[0][0].length;
for(var k = 0; k < Maze_size_Y + 4; k++) {
Temp_Room[k] = [];
for(var i = 0; i < Maze_size_X + 4; i++) {
Temp_Room[k][i] = [];
for(var j = 0; j < Maze_size_Z + 4; j++) {
Temp_Room[k][i][j] = "F";
}
}
}
for(var k = 0; k < Maze_size_Y; k++) {
for(var i = 0; i < Maze_size_X; i++) {
for(var j = 0; j < Maze_size_Z; j++) {
Temp_Room[k + 2][i + 2][j + 2] = ROOM[k][i].substr(j,1)
}
}
}
engine = new BABYLON.Engine(canvas, true, { preserveDrawingBuffer: true, stencil: true });
scene = createScene();
engine.runRenderLoop(function() {
scene.render();
});
}
var createScene = function() {
var scene = new BABYLON.Scene(engine);
scene.gravity = new BABYLON.Vector3(0, -0.8, 0);
scene.collisionsEnabled = true;
// Camera
camera = new BABYLON.ArcRotateCamera("Camera", 0/180*Math.PI, 30/180*Math.PI, 10, new BABYLON.Vector3(0, 8, 0), scene);
camera.setPosition(new BABYLON.Vector3((BLOCK_SIZE * Maze_size_X / 2 * -1) - 40, BLOCK_SIZE * 6, (BLOCK_SIZE * Maze_size_Z / 2 * -1) + 12));
// Ground
var groundMaterial = new BABYLON.StandardMaterial("ground", scene);
groundMaterial.diffuseTexture = new BABYLON.Texture("./textures/ground_2.jpg", scene);
groundMaterial.diffuseTexture.uScale = Maze_size_X;
groundMaterial.diffuseTexture.vScale = Maze_size_Z;
groundMaterial.specularColor = new BABYLON.Color3(0, 0, 0);
var ground = BABYLON.Mesh.CreateGround("ground", (Maze_size_X + 2) * BLOCK_SIZE, (Maze_size_Z + 2) * BLOCK_SIZE, 1, scene, false);
ground.material = groundMaterial;
ground.position.y = BLOCK_SIZE * 2;
ground.checkCollisions = true;
ground.receiveShadows = true;
//Skybox
var skybox = BABYLON.Mesh.CreateBox("skyBox", 800.0, scene);
var skyboxMaterial = new BABYLON.StandardMaterial("skyBox", scene);
skyboxMaterial.backFaceCulling = false;
skyboxMaterial.reflectionTexture = new BABYLON.CubeTexture(temp_Environment, scene);
skyboxMaterial.reflectionTexture.coordinatesMode = BABYLON.Texture.SKYBOX_MODE;
skyboxMaterial.diffuseColor = new BABYLON.Color3(0, 0, 0);
skyboxMaterial.specularColor = new BABYLON.Color3(0, 0, 0);
skybox.material = skyboxMaterial;
// Lights
var light0 = new BABYLON.DirectionalLight('light00', new BABYLON.Vector3(3000, -10000, 5000), scene);
light0.position = new BABYLON.Vector3(0, 100, 0);
light0.intensity = 1.0;
var light1 = new BABYLON.DirectionalLight("light01", new BABYLON.Vector3(1000, 1000, -1000), scene);
light1.position = new BABYLON.Vector3(0, 1000, 1000);
light1.intensity = 2.0;
var light2 = new BABYLON.PointLight("light02", new BABYLON.Vector3(0, 1000, 0), scene);
light2.range = 100;
light2.parent = bulb;
var light4 = new BABYLON.HemisphericLight("light04", new BABYLON.Vector3(0, 100, 0), scene);
light4.position = new BABYLON.Vector3(0, 1000, 1000);
light4.intensity = 0.5;
var shadowGenerator = new BABYLON.ShadowGenerator(1024, light0);
// Create Materials
var goalMaterial = new BABYLON.StandardMaterial("goal", scene);
var goaltexture = new BABYLON.Texture("./textures/Goal_02.png", scene);
goalMaterial.diffuseTexture = goaltexture;
var cubeMaterial = new BABYLON.StandardMaterial("cube", scene);
var cubetexture = new BABYLON.Texture("./textures/block_texture.png", scene);
cubeMaterial.diffuseTexture = cubetexture;
var LIFTcubeMaterial = new BABYLON.StandardMaterial("LIFTcube", scene);
var LIFTcubetexture = new BABYLON.Texture("./textures/lift_texture_01.png", scene);
LIFTcubeMaterial.diffuseTexture = LIFTcubetexture;
var bulb = BABYLON.Mesh.CreateSphere('bulb', 10, 1.0, scene);
var columns = 6;
var rows = 1;
var faceUV = new Array(6);
for (var i = 0; i < 6; i++) {
faceUV[i] = new BABYLON.Vector4(i / columns, 0, (i + 1) / columns, 1 / rows);
}
var options = {
width: BLOCK_SIZE,
height: BLOCK_SIZE,
depth: BLOCK_SIZE,
faceUV: faceUV
};
var options_L = {
width: (BLOCK_SIZE - 0.2),
height: BLOCK_SIZE,
depth: (BLOCK_SIZE - 0.2),
faceUV: faceUV
};
var options_G = {
width: BLOCK_SIZE,
height: 0.2,
depth: BLOCK_SIZE,
faceUV: faceUV
};
// Create a Maze
for (var vrt = 0; vrt < Maze_size_Y + 4; vrt++) {
for (var row = 0; row < Maze_size_X + 4; row++) {
for (var col = 0; col < Maze_size_Z + 4; col++) {
if(Temp_Room[vrt][row][col] == "W") {
var cube = BABYLON.MeshBuilder.CreateBox('Cube', options, scene);
cube.material = cubeMaterial;
cube.position = new BABYLON.Vector3(BLOCK_SIZE / 2 + (row - (Maze_size_X + 4) / 2) * BLOCK_SIZE, BLOCK_SIZE * (vrt + 1 / 2), BLOCK_SIZE / 2 + (col - (Maze_size_Z + 4) / 2) * BLOCK_SIZE);
light1.excludedMeshes.push(cube);
shadowGenerator.addShadowCaster(cube);
shadowGenerator.getShadowMap().renderList.push(cube);
cube.receiveShadows = true;
}
if(Temp_Room[vrt][row][col] == "L") {
LIFTcube[LIFT_count] = BABYLON.MeshBuilder.CreateBox('LIFTCube', options_L, scene);
LIFTcube[LIFT_count].material = LIFTcubeMaterial;
LIFTcube[LIFT_count].position = new BABYLON.Vector3(BLOCK_SIZE / 2 + (row - (Maze_size_X + 4) / 2) * BLOCK_SIZE, (BLOCK_SIZE * (vrt - 1 / 2) + 0.1), BLOCK_SIZE / 2 + (col - (Maze_size_Z + 4) / 2) * BLOCK_SIZE);
LIFT_X[LIFT_count] = row;
LIFT_Y[LIFT_count] = vrt;
LIFT_Z[LIFT_count] = col;
LIFT_YY[LIFT_count] = BLOCK_SIZE * (vrt - 1 / 2);
Offset_LIFTY[LIFT_count] = 0;
light1.excludedMeshes.push(LIFTcube[LIFT_count]);
LIFTcube[LIFT_count].receiveShadows = true;
LIFT_count = LIFT_count + 1;
}
if(Temp_Room[vrt][row][col] == "G") {
Goal_x = BLOCK_SIZE / 2 + (row - (Maze_size_X + 4) / 2) * BLOCK_SIZE;
Goal_y = BLOCK_SIZE * vrt;
Goal_z = BLOCK_SIZE / 2 + (col - (Maze_size_Z + 4) / 2) * BLOCK_SIZE;
var goalCube = BABYLON.MeshBuilder.CreateBox('goalCube', options_G, scene);
goalCube.material = goalMaterial;
goalCube.position = new BABYLON.Vector3(Goal_x, Goal_y + 0.1, Goal_z);
light1.excludedMeshes.push(goalCube);
goalCube.receiveShadows = true;
BABYLON.SceneLoader.ImportMesh("", gltf_dir, gltf_data_03, scene, function (newMeshes2) {
var lamp = newMeshes2[0];
lamp.position = new BABYLON.Vector3(Goal_x + 3, Goal_y, Goal_z + 3);
lamp.scaling = new BABYLON.Vector3(1, 1, 1);
var materialSphere = new BABYLON.StandardMaterial("sphere0", scene);
materialSphere.emissiveColor = new BABYLON.Color3(1.0, 0.84, 0.0);
bulb.position = new BABYLON.Vector3(Goal_x + 3, Goal_y + 17.5, Goal_z + 3);
bulb.material = materialSphere;
shadowGenerator.addShadowCaster(lamp);
shadowGenerator.getShadowMap().renderList.push(lamp);
});
}
if(Temp_Room[vrt][row][col] == "B") {
var BOX_mat = new BABYLON.StandardMaterial("box_mat", scene);
var BOX_texture = new BABYLON.Texture("./textures/Box_07.png", scene);
BOX_mat.diffuseTexture = BOX_texture;
BOX_X[BOX_count] = row;
BOX_Y[BOX_count] = vrt;
BOX_Z[BOX_count] = col;
BOX[BOX_count] = BABYLON.Mesh.CreateBox("box", BLOCK_SIZE, scene);
BOX[BOX_count].material = BOX_mat;
BOX[BOX_count].position = new BABYLON.Vector3(BLOCK_SIZE / 2 + (row - (Maze_size_X + 4) / 2) * BLOCK_SIZE, BLOCK_SIZE * (vrt + 1 / 2), BLOCK_SIZE / 2 + (col - (Maze_size_Z + 4) / 2) * BLOCK_SIZE);
BOX[BOX_count].receiveShadows = true;
Offset_BoxY[BOX_count] = 0;
BOX_flag[BOX_count] = 0;
light1.excludedMeshes.push(BOX[BOX_count]);
shadowGenerator.addShadowCaster(BOX[BOX_count]);
shadowGenerator.getShadowMap().renderList.push(BOX[BOX_count]);
BOX[BOX_count].receiveShadows = true;
BOX_count = BOX_count + 1;
}
if(Temp_Room[vrt][row][col] == "E") {
Enemy_X[ ENEMY_count ] = BLOCK_SIZE / 2 + (row - (Maze_size_X + 4) / 2) * BLOCK_SIZE;
Enemy_Y[ ENEMY_count ] = BLOCK_SIZE * vrt;
Enemy_Z[ ENEMY_count ] = BLOCK_SIZE / 2 + (col - (Maze_size_Z + 4) / 2) * BLOCK_SIZE;
enemyX[ ENEMY_count ] = 0;
enemyY[ ENEMY_count ] = 0;
enemyZ[ ENEMY_count ] = 0;
Temp_Room[vrt][row][col] = "F";
ENEMY_count = ENEMY_count + 1;
}
if(Temp_Room[vrt][row][col] == "P") {
x = BLOCK_SIZE / 2 + (row - (Maze_size_X + 4) / 2) * BLOCK_SIZE;
y = BLOCK_SIZE * vrt;
z = BLOCK_SIZE / 2 + (col - (Maze_size_Z + 4) / 2) * BLOCK_SIZE;
Temp_Room[vrt][row][col] = "F";
BABYLON.SceneLoader.ImportMesh("", gltf_dir, gltf_data_01, scene, function (newMeshes1, particleSystems, skeletons) {
var obj = newMeshes1[0];
obj.rotationQuaternion = undefined;
obj.scaling = new BABYLON.Vector3(0.08, 0.08, 0.08);
obj.position = new BABYLON.Vector3(x, y, z);
obj.rotation.y = -90/180 * Math.PI + walk_dir;
shadowGenerator.addShadowCaster(obj);
shadowGenerator.getShadowMap().renderList.push(obj);
camera.target = obj;
});
}
}
}
}
// Enemy
if(ENEMY_count > 0) {
BABYLON.SceneLoader.ImportMesh("", gltf_dir, enemy_data, scene, function (newMeshes3) {
ENEMY[ 0 ] = newMeshes3[ 0 ];
ENEMY[ 0 ].rotationQuaternion = undefined;
ENEMY[ 0 ].position = new BABYLON.Vector3(Enemy_X[ 0 ], Enemy_Y[ 0 ], Enemy_Z[ 0 ]);
ENEMY[ 0 ].scaling = new BABYLON.Vector3(0.1, 0.15, 0.1);
ENEMY[ 0 ].alpha = 0.5; // Not Working
// shadowGenerator.addShadowCaster(ENEMY[ 0 ]);
// shadowGenerator.getShadowMap().renderList.push(ENEMY[ 0 ]);
if(ENEMY_count > 1) {
for(var i = 1; i < ENEMY_count; i++) {
for (var index = 1; index < newMeshes3.length; index++) {
ENEMY[ i ] = newMeshes3[index].createInstance("Enemy" + index);
ENEMY[ i ].rotationQuaternion = undefined;
ENEMY[ i ].rotation.y = 90/180 * Math.PI * index;
ENEMY[ i ].position = new BABYLON.Vector3(Enemy_X[ i ], Enemy_Y[ i ], Enemy_Z[ i ]);
ENEMY[ i ].scaling = new BABYLON.Vector3(0.1, 0.1 + Math.random() * 0.1, 0.1);
ENEMY[ i ].alpha = 0.5; // Not Working
// shadowGenerator.addShadowCaster(ENEMY[ i ]);
// shadowGenerator.getShadowMap().renderList.push(ENEMY[ i ]);
}
}
}
});
}
// Create VirtualJoystick and set z index to be below playgrounds top bar
var leftJoystick = new BABYLON.VirtualJoystick(true);
var rightJoystick = new BABYLON.VirtualJoystick(false);
BABYLON.VirtualJoystick.Canvas.style.zIndex = "4";
// Render loop for VirtualJoystick
scene.onBeforeRenderObservable.add(()=>{
moveX=0;
moveZ=0;
if(leftJoystick.pressed){
if(leftJoystick.deltaPosition.x <= -0.5) {
walk_dir = 0 / 180 * Math.PI;
moveX = 0;
moveZ = 1;
walk_step = walk_org * Math.pow(leftJoystick.deltaPosition.x, 2);
} else if(leftJoystick.deltaPosition.x >= 0.5) {
walk_dir = 180 / 180 * Math.PI;
moveX = 0;
moveZ = -1;
walk_step = walk_org * Math.pow(leftJoystick.deltaPosition.x, 2);
} else {
moveZ = 0;
}
if(leftJoystick.deltaPosition.y <= -0.5) {
walk_dir = -90 / 180 * Math.PI;
moveX = -1;
moveZ = 0;
walk_step = walk_org * Math.pow(leftJoystick.deltaPosition.y, 2);
} else if(leftJoystick.deltaPosition.y >= 0.5) {
walk_dir = 90 / 180 * Math.PI;
moveX = 1;
moveZ = 0;
walk_step = walk_org * Math.pow(leftJoystick.deltaPosition.y, 2);
} else {
moveX = 0;
}
if((camera.alpha >= -135 / 180 * Math.PI) && (camera.alpha < -45 / 180 * Math.PI)) {
if(leftJoystick.deltaPosition.x <= -0.5) {
walk_dir = -90 / 180 * Math.PI;
moveX = -1;
moveZ = 0;
walk_step = walk_org * Math.pow(leftJoystick.deltaPosition.x, 2);
} else if(leftJoystick.deltaPosition.x >= 0.5) {
walk_dir = 90 / 180 * Math.PI;
moveX = 1;
moveZ = 0;
walk_step = walk_org * Math.pow(leftJoystick.deltaPosition.x, 2);
} else {
moveX = 0;
}
if(leftJoystick.deltaPosition.y <= -0.5) {
walk_dir = 180 / 180 * Math.PI;
moveX = 0;
moveZ = -1;
walk_step = walk_org * Math.pow(leftJoystick.deltaPosition.y, 2);
} else if(leftJoystick.deltaPosition.y >= 0.5) {
walk_dir = 0 / 180 * Math.PI;
moveX = 0;
moveZ = 1;
walk_step = walk_org * Math.pow(leftJoystick.deltaPosition.y, 2);
} else {
moveZ = 0;
}
}
if((camera.alpha >= -45 / 180 * Math.PI) && (camera.alpha < 45 / 180 * Math.PI)) {
if(leftJoystick.deltaPosition.x <= -0.5) {
walk_dir = 180 / 180 * Math.PI;
moveX = 0;
moveZ = -1;
walk_step = walk_org * Math.pow(leftJoystick.deltaPosition.x, 2);
} else if(leftJoystick.deltaPosition.x >= 0.5) {
walk_dir = 0 / 180 * Math.PI;
moveX = 0;
moveZ = 1;
walk_step = walk_org * Math.pow(leftJoystick.deltaPosition.x, 2);
} else {
moveZ = 0;
}
if(leftJoystick.deltaPosition.y <= -0.5) {
walk_dir = 90 / 180 * Math.PI;
moveX = 1;
moveZ = 0;
walk_step = walk_org * Math.pow(leftJoystick.deltaPosition.y, 2);
} else if(leftJoystick.deltaPosition.y >= 0.5) {
walk_dir = -90 / 180 * Math.PI;
moveX = -1;
moveZ = 0;
walk_step = walk_org * Math.pow(leftJoystick.deltaPosition.y, 2);
} else {
moveX = 0;
}
}
if((camera.alpha >= 45 / 180 * Math.PI) && (camera.alpha < 135 / 180 * Math.PI)) {
if(leftJoystick.deltaPosition.x <= -0.5) {
walk_dir = 90 / 180 * Math.PI;
moveX = 1;
moveZ = 0;
walk_step = walk_org * Math.pow(leftJoystick.deltaPosition.x, 2);
} else if(leftJoystick.deltaPosition.x >= 0.5) {
walk_dir = -90 / 180 * Math.PI;
moveX = -1;
moveZ = 0;
walk_step = walk_org * Math.pow(leftJoystick.deltaPosition.x, 2);
} else {
moveX = 0;
}
if(leftJoystick.deltaPosition.y <= -0.5) {
walk_dir = 0 / 180 * Math.PI;
moveX = 0;
moveZ = 1;
walk_step = walk_org * Math.pow(leftJoystick.deltaPosition.y, 2);
} else if(leftJoystick.deltaPosition.y >= 0.5) {
walk_dir = 180 / 180 * Math.PI;
moveX = 0;
moveZ = -1;
walk_step = walk_org * Math.pow(leftJoystick.deltaPosition.y, 2);
} else {
moveZ = 0;
}
}
}
if(rightJoystick.pressed){
if(rightJoystick.deltaPosition.x <= -0.5) {
camera.alpha = camera.alpha + rightJoystick.deltaPosition.x/180*Math.PI;
if(camera.alpha < -1 * Math.PI) {
camera.alpha = Math.PI;
}
}
else if(rightJoystick.deltaPosition.x >= 0.5) {
camera.alpha = camera.alpha + rightJoystick.deltaPosition.x/180*Math.PI;
if(camera.alpha > Math.PI) {
camera.alpha = -1 * Math.PI;
}
}
else {
camera.alpha = camera.alpha;
}
if(rightJoystick.deltaPosition.y <= -0.5) {
camera.radius = camera.radius + 0.5;
}
else if(rightJoystick.deltaPosition.y >= 0.5) {
camera.radius = camera.radius - 0.5;
}
else {
camera.radius = camera.radius;
}
if((rightJoystick.deltaPosition.x <= -0.6) && (rightJoystick.deltaPosition.y <= -0.6)) {
camera.alpha = camera.alpha;
camera.beta = camera.beta + 0.2/180*Math.PI;
camera.radius = camera.radius;
}
else if((rightJoystick.deltaPosition.x <= -0.6) && (rightJoystick.deltaPosition.y >= 0.6)) {
camera.alpha = camera.alpha;
camera.beta = camera.beta - 0.2/180*Math.PI;
camera.radius = camera.radius;
}
else if((rightJoystick.deltaPosition.x >= 0.6) && (rightJoystick.deltaPosition.y <= -0.6)) {
camera.alpha = camera.alpha;
camera.beta = camera.beta + 0.2/180*Math.PI;
camera.radius = camera.radius;
}
else if((rightJoystick.deltaPosition.x >= 0.6) && (rightJoystick.deltaPosition.y >= 0.6)) {
camera.alpha = camera.alpha;
camera.beta = camera.beta - 0.2/180*Math.PI;
camera.radius = camera.radius;
}
}
});
// Create button to toggle VirtualJoystick overlay canvas
var btn = document.createElement("button");
btn.innerText = "Enable/Disable Joystick";
btn.style.zIndex = 10;
btn.style.position = "absolute";
btn.style.bottom = "50px";
btn.style.right = "0px";
document.body.appendChild(btn);
// Button toggle logic for VirtualJoystick
btn.onclick = ()=>{
if(BABYLON.VirtualJoystick.Canvas.style.zIndex == "-1"){
BABYLON.VirtualJoystick.Canvas.style.zIndex = "4";
}else{
BABYLON.VirtualJoystick.Canvas.style.zIndex = "-1";
}
}
// Dispose button on rerun for VirtualJoystick
scene.onDisposeObservable.add(()=>{
document.body.removeChild(btn);
});
var beforeRenderFunction = function () {
camera.lowerBetaLimit = 0.1; // Moving Limit for Camera
camera.upperBetaLimit = (Math.PI / 2) * 0.9;
camera.lowerRadiusLimit = 10;
camera.upperRadiusLimit = 1500;
camera.attachControl(canvas, true);
if((Math.floor(x / BLOCK_SIZE) == Math.floor(Goal_x / BLOCK_SIZE)) && (Math.floor(y / BLOCK_SIZE) == Math.floor(Goal_y / BLOCK_SIZE)) && (Math.floor(z / BLOCK_SIZE) == Math.floor(Goal_z / BLOCK_SIZE))) {
var advancedTexture_03 = BABYLON.GUI.AdvancedDynamicTexture.CreateFullscreenUI("UI");
var text1 = new BABYLON.GUI.TextBlock();
text1.text = "GOAL !";
text1.color = "red";
text1.fontSize = 100;
advancedTexture_03.addControl(text1);
if(Goal_flag == 0) {
var music = new BABYLON.Sound('Goal', './sound/info-girl1-goal1.mp3', scene, function() {
music.play();
});
}
Goal_flag = 1;
}
};
scene.registerBeforeRender(beforeRenderFunction);
return scene;
}
function slow() {
walk_org = 0.1;
walk_step = 0.1;
}
function medium() {
walk_org = 0.2;
walk_step = 0.2;
}
function fast() {
walk_org = 0.3;
walk_step = 0.4;
}
</script>
</body>
</html>