view Pants_FPS/resources/human.js @ 17:bf87fe5a9797

ver3
author <e085737>
date Fri, 10 Dec 2010 20:19:03 +0900
parents 9367d87879ee
children 931ad40d56f5
line wrap: on
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createHuman = function(sgroot, w, h){

    var walk_man = new sgroot.createSceneGraph3()
    walk_man.xyz[0] = 100
    walk_man.xyz[1] = 0
    walk_man.xyz[2] = 100
    position_xyz[0] = walk_man.xyz[0]
    position_xyz[1] = walk_man.xyz[1] + 10
    position_xyz[2] = walk_man.xyz[2] - 30
    aim_xyz[0] = position_xyz[0]
    aim_xyz[1] = position_xyz[1] 
    aim_xyz[2] = position_xyz[2] + 1
    walk_man.scale = 0.01
    walk_man.set_move_collision(body_move, body_collision)
    


    var head = new sgroot.createSceneGraph1("head")
    head.angle[0] = 90
    head.angle[1] = 90
    head.xyz[0] = 0
    head.xyz[1] = 0 
    head.xyz[2] = 0
    head.scale = 1
    head.set_move_collision(head_move, no_collision_idle)
    

    var body = new sgroot.createSceneGraph1("body")
    body.angle[1] = 0
    body.xyz[0] = 0
    body.xyz[1] = 0
    body.xyz[2] = 0
    body.scale = 1    
    //body.set_move_collision(body_move, body_collision)


    var right_hand = new sgroot.createSceneGraph1("right_hand")
    right_hand.link = true
    right_hand.angle[1] = -90
    right_hand.scale = 1
    right_hand.set_move_collision(right_hand_move, no_collision_idle)


    var left_hand = new sgroot.createSceneGraph1("left_hand")
    left_hand.link = true
    left_hand.angle[1] = 90
    left_hand.scale = 1
    left_hand.set_move_collision(left_hand_move, no_collision_idle)


    var right_leg = new sgroot.createSceneGraph1("left_leg")
    right_leg.link = true 
    //right_leg.angle[1] = 90
    right_leg.scale = 1
    right_leg.set_move_collision(right_leg_move, no_collision_idle)


    var left_leg = new sgroot.createSceneGraph1("left_leg")
    left_leg.link = true
    //left_leg.angle[1] = 90
    left_leg.scale = 1
    left_leg.set_move_collision(left_leg_move, no_collision_idle)




    walk_man.addChild(head)
    head.addChild(body)
    body.addChild(right_hand)
    body.addChild(left_hand)
    body.addChild(right_leg)
    body.addChild(left_leg)

    return walk_man

}


head_move = function(node, sgroot, w, h){
    var move_eye = 1.0 
    var PI = 3.14
    var pad = new sgroot.getController()
    var d = 30

    if(pad.left_isHold()){
	cameraAngle_xyz[0] -= move_eye
        theta += move_eye
	theta1 += move_eye
	var radian = ((theta%360) / 360) * 2 * PI
	var x_rate = Math.sin(radian)
	var z_rate = Math.cos(radian)
        var mv_x = d * Math.cos(radian)
	var mv_z = d * Math.sin(radian)
         
	position_xyz[0] = node.parents.xyz[0] - mv_x
	position_xyz[2] = node.parents.xyz[2] - mv_z	
	aim_xyz[0] = position_xyz[0] 
	aim_xyz[2] = position_xyz[2] + 1
	node.angle[0] -= move_eye 
	angleRate_xyz[0] = x_rate
	angleRate_xyz[2] = z_rate
    }

     
    if(pad.right_isHold()){
	cameraAngle_xyz[0] += move_eye
	theta -= move_eye
	theta1 -= move_eye
	var radian = ((theta%360) / 360) * 2 * PI
	var x_rate = Math.sin(radian)
	var z_rate = Math.cos(radian)
	var mv_x = d * Math.cos(radian)
	var mv_z = d * Math.sin(radian)

	position_xyz[0] = node.parents.xyz[0] - mv_x
	position_xyz[2] = node.parents.xyz[2] - mv_z
	aim_xyz[0] = position_xyz[0]
	aim_xyz[2] = position_xyz[2] + 1
	node.angle[0] += move_eye
	angleRate_xyz[0] = x_rate
	angleRate_xyz[2] = z_rate
    }


    if(pad.up_isHold() && cameraAngle_xyz[1] > -90){
	node.angle[2] -= move_eye
	cameraAngle_xyz[1] -= move_eye
    }

    if(pad.down_isHold() && cameraAngle_xyz[1] < 90){
	node.angle[2] += move_eye
	cameraAngle_xyz[1] += move_eye
    }

}



body_move = function(node, sgroot, w, h){
    var move_eye = 1.0
    var move_walk = 1.0
    var PI = 3.14
    var pad = new sgroot.getController()
    var dx = position_xyz[0] - aim_xyz[0]
    var dz = position_xyz[2] - aim_xyz[2]
    var d = Math.sqrt(Math.pow(dx,2) + Math.pow(dz,2))


    if(node.xyz[0] >= 0 && node.xyz[2] >= 0){
        if(pad.left_move_isHold()){
  	    var radian = (((theta+90)%360) / 360) * 2 * PI
          
            if(!pad.zoom_in_isHold()){
	        node.xyz[0] += move_walk * Math.cos(radian)
	        node.xyz[2] += move_walk * Math.sin(radian) 
	    }

            aim_xyz[0] += move_walk * Math.cos(radian)
	    aim_xyz[2] += move_walk * Math.sin(radian)
	    position_xyz[0] += move_walk * Math.cos(radian)
	    position_xyz[2] += move_walk * Math.sin(radian)
        }

        if(pad.right_move_isHold()){
            var radian = (((theta+90)%360) / 360) * 2 * PI
            
	    if(!pad.zoom_in_isHold()){
	        node.xyz[0] -= move_walk * Math.cos(radian)
	        node.xyz[2] -= move_walk * Math.sin(radian) 
	    }

            aim_xyz[0] -= move_walk * Math.cos(radian)
	    aim_xyz[2] -= move_walk * Math.sin(radian)
	    position_xyz[0] -= move_walk * Math.cos(radian)
	    position_xyz[2] -= move_walk * Math.sin(radian)
        }

        if(pad.front_move_isHold()){
	    var radian = ((theta%360) / 360) * 2 * PI
            
	    if(!pad.zoom_in_isHold()){
	        node.xyz[0] += move_walk * Math.cos(radian)
	        node.xyz[2] += move_walk * Math.sin(radian) 
	    }

	    position_xyz[0] += move_walk * Math.cos(radian)	
            position_xyz[2] += move_walk * Math.sin(radian)
	    aim_xyz[0] += move_walk * Math.cos(radian)
	    aim_xyz[2] += move_walk * Math.sin(radian)
        }

        if(pad.back_move_isHold()){
	    var radian = ((theta%360) / 360) * 2 * PI
            
	    if(!pad.zoom_in_isHold()){
	        node.xyz[0] -= move_walk * Math.cos(radian)
	        node.xyz[2] -= move_walk * Math.sin(radian) 
	    }

	    position_xyz[0] -= move_walk * Math.cos(radian)
            position_xyz[2] -= move_walk * Math.sin(radian)
	    aim_xyz[0] -= move_walk * Math.cos(radian)
	    aim_xyz[2] -= move_walk * Math.sin(radian)
        }
    }

    if(pad.start_isHold()){
	var bullet_speed = 2
	var radian_xz  = ((theta%360)/360) * 2 * PI
	var radian_yz  = ((cameraAngle_xyz[1]%90)/90) * (PI / 2)  
        var bullet = new sgroot.createSceneGraph1("yellow")
	bullet.xyz[0] = position_xyz[0] + Math.cos(radian_xz) * 200
	bullet.xyz[1] = position_xyz[1] + Math.sin(radian_yz) * 200 
        bullet.xyz[2] = position_xyz[2] + Math.sin(radian_xz) * 200 
	bullet.dx = Math.cos(radian_xz) * bullet_speed
	bullet.dy = Math.sin(radian_yz) * bullet_speed
	bullet.dz = Math.sin(radian_xz) * bullet_speed 
	bullet.scale = 0.3
        bullet.set_move_collision(bullet_move, no_collision_idle)
    }

    
    if(pad.space_isHold()){
	node.set_move_collision(jump_move, no_collision_idle)
    }

    
    if(pad.cross_isHold() && position_xyz[1] < 80){
	position_xyz[1] += 8
        aim_xyz[1] += 8
    }else if(pad.cross_isRelease() && position_xyz[1] > 0){
	position_xyz[1] -= 8
        aim_xyz[1] -= 8
    }
}



body_collision = function(node, sgroot, w, h){
    var d = 30
    var PI = 3.14
    var radian = ((theta%360) / 360) * 2 * PI
    if(node.xyz[0] < 0){
        node.xyz[0] = 0
	position_xyz[0] = -d * Math.cos(radian)
	aim_xyz[0] = position_xyz[0]
    }

    if(node.xyz[0] > 350){
	node.xyz[0] = 350
        position_xyz[0] = 350 + (-d * Math.cos(radian))
	aim_xyz[0] = position_xyz[0]
    }



    if(node.xyz[2] < 0){
	node.xyz[2] = 0
	position_xyz[2] = -d * Math.sin(radian)
	aim_xyz[2] = position_xyz[2] + 1
    }

    if(node.xyz[2] > 350){
	node.xyz[2] = 350
	position_xyz[2] = 350 + (-d * Math.sin(radian))
	aim_xyz[2] = position_xyz[2] + 1
    }
}


right_hand_move = function(node, sgroot, w, h){
    node.xyz[0] = 0
    node.xyz[1] = -430
    node.xyz[2] = 350
}


left_hand_move = function(node, sgroot, w, h){
    node.xyz[0] = 0
    node.xyz[1] = 430
    node.xyz[2] = 220
}


right_leg_move = function(node, sgroot, w, h){
    node.xyz[0] = 0 
    node.xyz[1] = 100
    node.xyz[2] = 0
}


left_leg_move = function(node, sgroot, w, h){
    node.xyz[0] = 0
    node.xyz[1] = 0
    node.xyz[2] = 0
}