AEUPH commited on
Commit
14f4143
·
verified ·
1 Parent(s): ba88325

Create index.html

Browse files
Files changed (1) hide show
  1. index.html +133 -0
index.html ADDED
@@ -0,0 +1,133 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ // Setup Babylon.js
2
+ const canvas = document.getElementById("renderCanvas");
3
+ const engine = new BABYLON.Engine(canvas, true);
4
+
5
+ const createScene = function() {
6
+ const scene = new BABYLON.Scene(engine);
7
+
8
+ // Skybox setup
9
+ scene.environmentTexture = new BABYLON.CubeTexture("sky.jpg", scene);
10
+
11
+ // Camera
12
+ const camera = new BABYLON.ArcRotateCamera("Camera", Math.PI / 2, Math.PI / 2, 100, BABYLON.Vector3.Zero(), scene);
13
+ camera.attachControl(canvas, true);
14
+
15
+ // Light
16
+ const light = new BABYLON.HemisphericLight("light", new BABYLON.Vector3(1, 1, 0), scene);
17
+
18
+ // Load maps
19
+ const mapMatrix = generateRandomMap();
20
+ const mapWidth = mapMatrix[0].length;
21
+ const mapHeight = mapMatrix.length;
22
+
23
+ // Ground setup with the same size as the map
24
+ const ground = BABYLON.MeshBuilder.CreateGround("ground", { width: mapWidth, height: mapHeight }, scene);
25
+ ground.material = new BABYLON.StandardMaterial("groundMat", scene);
26
+ ground.material.diffuseTexture = new BABYLON.Texture("sky.jpg", scene);
27
+
28
+ // Position ground underneath the map
29
+ ground.position.x = mapWidth / 2 - 0.5;
30
+ ground.position.z = mapHeight / 2 - 0.5;
31
+
32
+ // Create a video texture
33
+ const videoTexture = new BABYLON.VideoTexture("video", ["wall1.mp4"], scene, true);
34
+
35
+ // Create a material and assign the video texture to it
36
+ const videoMaterial = new BABYLON.StandardMaterial("videoMat", scene);
37
+ videoMaterial.diffuseTexture = videoTexture;
38
+
39
+ // Create map
40
+ createMapFromMatrix(mapMatrix, scene, videoMaterial);
41
+
42
+ // Player
43
+ const startPosition = getStartPosition(mapMatrix);
44
+ const player = BABYLON.MeshBuilder.CreateBox("player", { size: 1 }, scene);
45
+ player.position = new BABYLON.Vector3(startPosition.x, 0.5, startPosition.z);
46
+ player.material = new BABYLON.StandardMaterial("playerMat", scene);
47
+ player.material.diffuseTexture = new BABYLON.Texture("sky.jpg", scene);
48
+
49
+ // NPC - Red Sphere
50
+ const npcPosition = getRandomFreePosition(mapMatrix);
51
+ const npc = BABYLON.MeshBuilder.CreateSphere("npc", { diameter: 1 }, scene);
52
+ npc.position = new BABYLON.Vector3(npcPosition.x, 0.5, npcPosition.z);
53
+ npc.material = new BABYLON.StandardMaterial("npcMat", scene);
54
+ npc.material.diffuseColor = new BABYLON.Color3(1, 0, 0); // Red color
55
+
56
+ // Basic movement
57
+ window.addEventListener("keydown", (event) => {
58
+ switch (event.key) {
59
+ case "ArrowUp":
60
+ player.position.z -= 0.1;
61
+ break;
62
+ case "ArrowDown":
63
+ player.position.z += 0.1;
64
+ break;
65
+ case "ArrowLeft":
66
+ player.position.x -= 0.1;
67
+ break;
68
+ case "ArrowRight":
69
+ player.position.x += 0.1;
70
+ break;
71
+ }
72
+ });
73
+
74
+ return scene;
75
+ };
76
+
77
+ function generateRandomMap() {
78
+ const size = 100;
79
+ const map = [];
80
+ for (let y = 0; y < size; y++) {
81
+ const row = [];
82
+ for (let x = 0; x < size; x++) {
83
+ row.push(Math.random() > 0.8 ? 1 : 0); // 1 for wall, 0 for empty
84
+ }
85
+ map.push(row);
86
+ }
87
+ return map;
88
+ }
89
+
90
+ function createMapFromMatrix(matrix, scene, wallMaterial) {
91
+ matrix.forEach((row, y) => {
92
+ row.forEach((value, x) => {
93
+ if (value === 1) {
94
+ const wall = BABYLON.MeshBuilder.CreateBox("wall_" + x + "_" + y, {
95
+ width: 1,
96
+ height: 2,
97
+ depth: 1
98
+ }, scene);
99
+ wall.position = new BABYLON.Vector3(x, 1, y);
100
+ wall.material = wallMaterial; // Assign the same material to all walls
101
+ }
102
+ });
103
+ });
104
+ }
105
+
106
+ function getStartPosition(matrix) {
107
+ for (let y = 0; y < matrix.length; y++) {
108
+ for (let x = 0; x < matrix[y].length; x++) {
109
+ if (matrix[y][x] === 0) {
110
+ return { x, z: y }; // Starting position
111
+ }
112
+ }
113
+ }
114
+ return { x: 0, z: 0 }; // Default position if none found
115
+ }
116
+
117
+ function getRandomFreePosition(matrix) {
118
+ let x, z;
119
+ do {
120
+ x = Math.floor(Math.random() * matrix[0].length);
121
+ z = Math.floor(Math.random() * matrix.length);
122
+ } while (matrix[z][x] !== 0); // Ensure the position is free (no wall)
123
+ return { x, z };
124
+ }
125
+
126
+ const scene = createScene();
127
+ engine.runRenderLoop(() => {
128
+ scene.render();
129
+ });
130
+
131
+ window.addEventListener("resize", () => {
132
+ engine.resize();
133
+ });