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<!DOCTYPE html>
<html>
<head>
<title>PlayCanvas Gamepad</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<link rel="icon" type="image/png" href="../playcanvas-favicon.png" />
<script src="../../build/playcanvas.js"></script>
<script src="../../build/playcanvas-extras.js"></script>
<style>
body {
margin: 0;
overflow-y: hidden;
}
</style>
</head>
<body>
<!-- The canvas element -->
<canvas id="application-canvas"></canvas>
<!-- The script -->
<script>
var canvas = document.getElementById("application-canvas");
// Create the application and start the update loop
var app = new pc.Application(canvas);
app.start();
// Set the canvas to fill the window and automatically change resolution to be the same as the canvas size
app.setCanvasFillMode(pc.FILLMODE_FILL_WINDOW);
app.setCanvasResolution(pc.RESOLUTION_AUTO);
window.addEventListener("resize", function () {
app.resizeCanvas(canvas.width, canvas.height);
});
var miniStats = new pcx.MiniStats(app);
app.scene.ambientLight = new pc.Color(0.2, 0.2, 0.2);
var entity, light, camera;
// Create an Entity with a camera component
var camera = new pc.Entity();
camera.addComponent("camera", {
clearColor: new pc.Color(0.4, 0.45, 0.5)
});
camera.translate(0, 7, 24);
// Create an Entity with a point light component and a sphere model component.
var light = new pc.Entity();
light.addComponent("light", {
type: "point",
color: new pc.Color(1, 1, 1),
range: 100
});
light.translate(5, 5, 10);
app.root.addChild(camera);
app.root.addChild(light);
var url = "../assets/models/statue.glb";
app.assets.loadFromUrl(url, "container", function (err, asset) {
entity = new pc.Entity();
entity.addComponent("model", {
type: "asset",
asset: asset.resource.model
});
app.root.addChild(entity);
});
var gamepads = new pc.GamePads();
app.on("update", function () {
gamepads.update();
if (gamepads.isPressed(pc.PAD_1, pc.PAD_LEFT)) {
entity.rotate(0, -1, 0);
}
if (gamepads.isPressed(pc.PAD_1, pc.PAD_RIGHT)) {
entity.rotate(0, 1, 0);
}
if (gamepads.wasPressed(pc.PAD_1, pc.PAD_UP)) {
entity.rotate(-1, 0, 0);
}
if (gamepads.wasPressed(pc.PAD_1, pc.PAD_DOWN)) {
entity.rotate(1, 0, 0);
}
});
</script>
</body>
</html>