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man.js
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man.js
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var speedman = 0;
var posr=0;
var posl=0;
var posu=0;
var posd=0;
var hflag=0;
var jflag=0;
function initBuffers_man(gl) {
// Create a buffer for the cube's vertex positions.
const positionBuffer = gl.createBuffer();
// Select the positionBuffer as the one to apply buffer
// operations to from here out.
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
// Now create an array of positions for the cube.
const positions = [
-0.050, -0.90, -2.0,
0.050, -0.90, -2.0,
0.050, -1.190, -2.0,
-0.050, -1.190, -2.0,
];
// Now pass the list of positions into WebGL to build the
// shape. We do this by creating a Float32Array from the
// JavaScript array, then use it to fill the current buffer.
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW);
// Now set up the colors for the faces. We'll use solid colors
// for each face.
const faceColors = [
[0.0, 0.0, 0.0, 1.0], // Front face: white
];
// Convert the array of colors into a table for all the vertices.
var colors = [];
for (var j = 0; j < faceColors.length; ++j) {
const c = faceColors[j];
// Repeat each color four times for the four vertices of the face
colors = colors.concat(c, c, c, c);
}
const colorBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(colors), gl.STATIC_DRAW);
// Build the element array buffer; this specifies the indices
// into the vertex arrays for each face's vertices.
const indexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
// This array defines each face as two triangles, using the
// indices into the vertex array to specify each triangle's
// position.
const indices = [
0, 1, 2, 0, 2, 3, // front
];
// Now send the element array to GL
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER,
new Uint16Array(indices), gl.STATIC_DRAW);
//-------------------------------------------------------------
const textureCoordBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, textureCoordBuffer);
const textureCoordinates = [
// Front
//0.0, 0.0,
//1.0, 0.0,
//1.0, 1.0,
//0.0, 1.0,
// Back
//0.0, 0.0,
//1.0, 0.0,
//1.0, 1.0,
//0.0, 1.0,
// Top
0.0, 0.0,
1.0, 0.0,
1.0, 1.0,
0.0, 1.0,
// Bottom
// 0.0, 0.0,
// 1.0, 0.0,
// 1.0, 1.0,
// 0.0, 1.0,
// 0.0, 0.0,
// 1.0, 0.0,
// 1.0, 1.0,
// 0.0, 1.0,
// // Bottom
// 0.0, 0.0,
// 1.0, 0.0,
// 1.0, 1.0,
// 0.0, 1.0,
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(textureCoordinates),gl.STATIC_DRAW);
const normalBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, normalBuffer);
const vertexNormals = [
// Front
0.0, 0.0, 1.0,
0.0, 0.0, 1.0,
0.0, 0.0, 1.0,
0.0, 0.0, 1.0,
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertexNormals),
gl.STATIC_DRAW);
//-------------------------------------------------------------------------
return {
position: positionBuffer,
normal: normalBuffer,
textureCoord: textureCoordBuffer,
indices: indexBuffer,
};
}
var a=0;
var b=0;
var counteru=0;
var counterd=0;
var manposx=0;
var manposy=0;
var counterh=0;
var hei=0;
var counterj=0;
function drawScene_man(gl, programInfo, buffers, deltaTime,now,score,lives,cubeRotation,cubeRotation2,texture)
{
//speedman -= 0.01;
if(hflag==1)
counterh+=0.01;
if(posu==1)
counteru+=0.01;
if(posd==1)
counterd+=0.01;
if(jflag==1)
counterj+=0.01;
if(counteru == 0.16)
{
b=0;
counteru =0;
posu=0;
//jflag=0;
}
if(counterj >= 0.8)
{
counterj=0;
jflag=0;
b=0.3;
}
if(counterd == 0.16)
{
b=0;
counterd =0;
posd=0;
}
if(counterh >= 2)
{
hei=0;
counterh =0;
hflag=0;
an=0.06;
}
if(posr==1)
{
if(a==0)
a=0.607;
if(a==-0.607)
a=0;
posr=0;
}
if(posl==1)
{
if(a==0)
a=-0.607;
if(a==0.607)
a=0;
posl=0;
}
if(posu==1 && jflag!=1)
{
b=0.3;
}
if(posu==1 && jflag==1)
{
b=0.7;
}
if(posd==1)
{
b=-0.2;
}
if(hflag==1)
hei=0.8;
//speed -= 0.01;
const fieldOfView = 45 * Math.PI / 180; // in radians
const aspect = gl.canvas.clientWidth / gl.canvas.clientHeight;
const zNear = 0.1;
const zFar = 100.0;
const projectionMatrix = mat4.create();
// note: glmatrix.js always has the first argument
// as the destination to receive the result.
mat4.perspective(projectionMatrix,fieldOfView,aspect,zNear,zFar);
// Set the drawing position to the "identity" point, which is
// the center of the scene.
// for(var i=0;i<1000;i++){
manposx=a;
manposy=speedman;
var modelViewMatrix = mat4.create();
// Now move the drawing position a bit to where we want to
// start drawing the square.
mat4.translate(modelViewMatrix, // destination matrix
modelViewMatrix, // matrix to translate
[a, hei+0.79+b, speedman]); // amount to translate
mat4.rotate(modelViewMatrix, // destination matrix
modelViewMatrix, // matrix to rotate
0, // amount to rotate in radians
[0, 0, 1]); // axis to rotate around (Z)
// Tell WebGL how to pull out the positions from the position
// buffer into the vertexPosition attribute
const normalMatrix = mat4.create();
mat4.invert(normalMatrix, modelViewMatrix);
mat4.transpose(normalMatrix, normalMatrix);
{
const numComponents = 3;
const type = gl.FLOAT;
const normalize = false;
const stride = 0;
const offset = 0;
gl.bindBuffer(gl.ARRAY_BUFFER, buffers.position);
gl.vertexAttribPointer(
programInfo.attribLocations.vertexPosition,
numComponents,
type,
normalize,
stride,
offset);
gl.enableVertexAttribArray(
programInfo.attribLocations.vertexPosition);
}
// Tell WebGL how to pull out the colors from the color buffer
// into the vertexColor attribute.
//
{
const numComponents = 2;
const type = gl.FLOAT;
const normalize = false;
const stride = 0;
const offset = 0;
gl.bindBuffer(gl.ARRAY_BUFFER, buffers.textureCoord);
gl.vertexAttribPointer(
programInfo.attribLocations.textureCoord,
numComponents,
type,
normalize,
stride,
offset);
gl.enableVertexAttribArray(
programInfo.attribLocations.textureCoord);
}
{
const numComponents = 3;
const type = gl.FLOAT;
const normalize = false;
const stride = 0;
const offset = 0;
gl.bindBuffer(gl.ARRAY_BUFFER, buffers.normal);
gl.vertexAttribPointer(
programInfo.attribLocations.vertexNormal,
numComponents,
type,
normalize,
stride,
offset);
gl.enableVertexAttribArray(
programInfo.attribLocations.vertexNormal);
}
// Tell WebGL which indices to use to index the vertices
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, buffers.indices);
// Tell WebGL to use our program when drawing
gl.useProgram(programInfo.program);
// Set the shader uniforms
gl.uniformMatrix4fv(
programInfo.uniformLocations.projectionMatrix,
false,
projectionMatrix);
gl.uniformMatrix4fv(
programInfo.uniformLocations.modelViewMatrix,
false,
modelViewMatrix);
gl.uniformMatrix4fv(
programInfo.uniformLocations.normalMatrix,
false,
normalMatrix);
// Specify the texture to map onto the faces.
// Tell WebGL we want to affect texture unit 0
gl.activeTexture(gl.TEXTURE0);
// Bind the texture to texture unit 0
gl.bindTexture(gl.TEXTURE_2D, texture);
{
const vertexCount = 6;
const type = gl.UNSIGNED_SHORT;
const offset = 0;
gl.drawElements(gl.TRIANGLES, vertexCount, type, offset);
}
// }
return lives;
}