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Showing posts with the label Keyboard

Adding Keyboard Input (part 2)

Now that we have included the new keyboard input helper file, how do we access it?  Well, Jerome Etienne designed his 'threex.keyboardstate.js' to work a lot like Three.js does, so we should feel comfortable using it.  Open up our 'tempGame.js' file and add the following line near the top:      var keyboard = new THREEx.KeyboardState(); That looks familiar doesn't it?  There IS a small difference however in this variable declaration.  Notice the small letter 'x' placed right after the word 'THREE' .  This tells us that the variable 'keyboard' will be using the new THREEx library rather than the older THREE library that we have had since the beginning of our project.  Other than that, it's identical in syntax, so we should feel right at home. The 'keyboard' object now holds all the properties and functionality designed by Jerome to aid us in scanning the player's keyboard for keypresses in real time.  And since we want ...

Adding Keyboard Input (part 1)

At this point we have the makings of a fun graphics demo, but it is not responsive yet for the player.  Other than re-sizing the browser window, the user has no way of interacting with our program.  It's time to remedy that!  What we will do in this post is add a simple keyboard input file to our project.  When we've done that, our demo (future game) will respond to keyboard key-presses in real time.    You may recall back when we added the Three.js library file to our project, I said that it makes our 3D game programming lives much easier.  Three.js takes care of the not-so-fun raw GL graphics / math initialization for us, so that we can focus on the fun stuff.   However, Three.js is meant to only aid in 3D graphics rendering inside the browser.  It purposefully leaves out libraries of keyboard/mouse/touch input, AI, networking, game physics, audio, and other various components that we might need for our future games.  If it DID incl...