327 lines
7.4 KiB
HTML
327 lines
7.4 KiB
HTML
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<!DOCTYPE html>
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<html lang="en">
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<head>
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<title>three.js webgl - morphtargets - MD2 controls</title>
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<meta charset="utf-8">
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<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
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<link type="text/css" rel="stylesheet" href="main.css">
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<style>
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body {
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background-color: #fff;
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color: #444;
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}
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a {
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color: #08f;
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}
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</style>
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</head>
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<body>
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<div id="info">
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<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - MD2 Loader -
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Ogro by <a href="http://planetquake.gamespy.com/View.php?view=Quake2.Detail&id=556">Magarnigal</a><br />
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use arrows to control characters, mouse for camera
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</div>
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<script type="module">
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import * as THREE from '../build/three.module.js';
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import Stats from './jsm/libs/stats.module.js';
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import { OrbitControls } from './jsm/controls/OrbitControls.js';
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import { MD2CharacterComplex } from './jsm/misc/MD2CharacterComplex.js';
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import { Gyroscope } from './jsm/misc/Gyroscope.js';
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let SCREEN_WIDTH = window.innerWidth;
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let SCREEN_HEIGHT = window.innerHeight;
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let container, stats;
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let camera, scene, renderer;
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const characters = [];
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let nCharacters = 0;
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let cameraControls;
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const controls = {
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moveForward: false,
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moveBackward: false,
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moveLeft: false,
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moveRight: false
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};
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const clock = new THREE.Clock();
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init();
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animate();
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function init() {
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container = document.createElement( 'div' );
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document.body.appendChild( container );
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// CAMERA
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camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 4000 );
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camera.position.set( 0, 150, 1300 );
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// SCENE
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scene = new THREE.Scene();
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scene.background = new THREE.Color( 0xffffff );
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scene.fog = new THREE.Fog( 0xffffff, 1000, 4000 );
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scene.add( camera );
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// LIGHTS
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scene.add( new THREE.AmbientLight( 0x222222 ) );
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const light = new THREE.DirectionalLight( 0xffffff, 2.25 );
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light.position.set( 200, 450, 500 );
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light.castShadow = true;
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light.shadow.mapSize.width = 1024;
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light.shadow.mapSize.height = 512;
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light.shadow.camera.near = 100;
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light.shadow.camera.far = 1200;
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light.shadow.camera.left = - 1000;
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light.shadow.camera.right = 1000;
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light.shadow.camera.top = 350;
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light.shadow.camera.bottom = - 350;
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scene.add( light );
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// scene.add( new THREE.CameraHelper( light.shadow.camera ) );
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// GROUND
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const gt = new THREE.TextureLoader().load( "textures/terrain/grasslight-big.jpg" );
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const gg = new THREE.PlaneGeometry( 16000, 16000 );
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const gm = new THREE.MeshPhongMaterial( { color: 0xffffff, map: gt } );
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const ground = new THREE.Mesh( gg, gm );
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ground.rotation.x = - Math.PI / 2;
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ground.material.map.repeat.set( 64, 64 );
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ground.material.map.wrapS = THREE.RepeatWrapping;
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ground.material.map.wrapT = THREE.RepeatWrapping;
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ground.material.map.encoding = THREE.sRGBEncoding;
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// note that because the ground does not cast a shadow, .castShadow is left false
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ground.receiveShadow = true;
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scene.add( ground );
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// RENDERER
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renderer = new THREE.WebGLRenderer( { antialias: true } );
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renderer.setPixelRatio( window.devicePixelRatio );
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renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
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container.appendChild( renderer.domElement );
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//
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renderer.outputEncoding = THREE.sRGBEncoding;
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renderer.shadowMap.enabled = true;
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renderer.shadowMap.type = THREE.PCFSoftShadowMap;
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// STATS
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stats = new Stats();
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container.appendChild( stats.dom );
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// EVENTS
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window.addEventListener( 'resize', onWindowResize );
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document.addEventListener( 'keydown', onKeyDown );
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document.addEventListener( 'keyup', onKeyUp );
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// CONTROLS
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cameraControls = new OrbitControls( camera, renderer.domElement );
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cameraControls.target.set( 0, 50, 0 );
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cameraControls.update();
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// CHARACTER
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const configOgro = {
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baseUrl: "models/md2/ogro/",
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body: "ogro.md2",
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skins: [ "grok.jpg", "ogrobase.png", "arboshak.png", "ctf_r.png", "ctf_b.png", "darkam.png", "freedom.png",
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"gib.png", "gordogh.png", "igdosh.png", "khorne.png", "nabogro.png",
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"sharokh.png" ],
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weapons: [[ "weapon.md2", "weapon.jpg" ]],
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animations: {
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move: "run",
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idle: "stand",
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jump: "jump",
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attack: "attack",
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crouchMove: "cwalk",
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crouchIdle: "cstand",
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crouchAttach: "crattack"
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},
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walkSpeed: 350,
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crouchSpeed: 175
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};
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const nRows = 1;
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const nSkins = configOgro.skins.length;
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nCharacters = nSkins * nRows;
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for ( let i = 0; i < nCharacters; i ++ ) {
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const character = new MD2CharacterComplex();
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character.scale = 3;
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character.controls = controls;
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characters.push( character );
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}
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const baseCharacter = new MD2CharacterComplex();
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baseCharacter.scale = 3;
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baseCharacter.onLoadComplete = function () {
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let k = 0;
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for ( let j = 0; j < nRows; j ++ ) {
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for ( let i = 0; i < nSkins; i ++ ) {
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const cloneCharacter = characters[ k ];
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cloneCharacter.shareParts( baseCharacter );
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// cast and receive shadows
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cloneCharacter.enableShadows( true );
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cloneCharacter.setWeapon( 0 );
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cloneCharacter.setSkin( i );
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cloneCharacter.root.position.x = ( i - nSkins / 2 ) * 150;
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cloneCharacter.root.position.z = j * 250;
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scene.add( cloneCharacter.root );
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k ++;
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}
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}
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const gyro = new Gyroscope();
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gyro.add( camera );
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gyro.add( light, light.target );
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characters[ Math.floor( nSkins / 2 ) ].root.add( gyro );
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};
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baseCharacter.loadParts( configOgro );
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}
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// EVENT HANDLERS
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function onWindowResize() {
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SCREEN_WIDTH = window.innerWidth;
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SCREEN_HEIGHT = window.innerHeight;
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renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
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camera.aspect = SCREEN_WIDTH / SCREEN_HEIGHT;
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camera.updateProjectionMatrix();
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}
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function onKeyDown( event ) {
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switch ( event.code ) {
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case 'ArrowUp':
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case 'KeyW': controls.moveForward = true; break;
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case 'ArrowDown':
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case 'KeyS': controls.moveBackward = true; break;
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case 'ArrowLeft':
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case 'KeyA': controls.moveLeft = true; break;
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case 'ArrowRight':
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case 'KeyD': controls.moveRight = true; break;
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// case 'KeyC': controls.crouch = true; break;
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// case 'Space': controls.jump = true; break;
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// case 'ControlLeft':
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// case 'ControlRight': controls.attack = true; break;
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}
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}
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function onKeyUp( event ) {
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switch ( event.code ) {
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case 'ArrowUp':
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case 'KeyW': controls.moveForward = false; break;
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case 'ArrowDown':
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case 'KeyS': controls.moveBackward = false; break;
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case 'ArrowLeft':
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case 'KeyA': controls.moveLeft = false; break;
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case 'ArrowRight':
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case 'KeyD': controls.moveRight = false; break;
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// case 'KeyC': controls.crouch = false; break;
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// case 'Space': controls.jump = false; break;
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// case 'ControlLeft':
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// case 'ControlRight': controls.attack = false; break;
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}
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}
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//
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function animate() {
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requestAnimationFrame( animate );
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render();
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stats.update();
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}
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function render() {
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const delta = clock.getDelta();
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for ( let i = 0; i < nCharacters; i ++ ) {
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characters[ i ].update( delta );
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}
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renderer.render( scene, camera );
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}
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</script>
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</body>
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</html>
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