PlayerControls | Three.js 3rd person player controls | Frontend Framework library
kandi X-RAY | PlayerControls Summary
kandi X-RAY | PlayerControls Summary
PlayerControls is a modificatin to the three.js script, OrbitControls.js:
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Top functions reviewed by kandi - BETA
- Handler for mouse move
- The mouse wheel event handler .
- Register mouse down
- bind mouseup event
- change keydown
- Keyup event handler
- Return the angle for the auto rotate angle .
- Gets the zoom scale .
PlayerControls Key Features
PlayerControls Examples and Code Snippets
Community Discussions
Trending Discussions on PlayerControls
QUESTION
I'm building a game to practice my skills. Everytime someone scores a point, the game starts again really fast and I'd like it to give it a little time before going back. The main function looks like this:
...ANSWER
Answered 2021-Dec-22 at 09:10You would still call setTimeout(drawGame, 1);
when you dont move it into the else statement or add a return after.
QUESTION
I have a three.js program, where when I press the "w" key it moves the camera forward.
...ANSWER
Answered 2021-Dec-20 at 22:09The translateZ
is important to move the camera in the direction you're facing, but you can easily fix the Y position by correcting it after each movement:
QUESTION
I'm trying to adapt someone's code from codepen.io that made this pretty visual audio player playlist. My goal I want to achieve is to have multiple of these on a single page since the original code only supported one. I'm trying to figure out how to get these audio players to behave on their own accord rather than, when I press play on one it will pause the previous or vice versa. At the moment, the problem is that they're all sharing the same audio controls and I'm trying to figure out a way to target each audio player uniquely.
Been trying at this for a couple days so I'm reaching out for help. My initial thought which you'll see in the codepen.io below was to wrap each div of the audio player in its own unique div. Then in JS, call an array of the divs and with forEach iterate the JS function for the audio playlist on each div. I know there is something wrong with my functions or perhaps my approach in general and I would love to have some feedback and direction.
Currently, I have just two audio players to start with so I can even see if my idea is working. Right now their both accessing the same songs/album covers, however I just wanted to figure out how to get them to play differently first before figuring out the rest of the stuff haha. So apologies if you notice that problem too.
2 Audio Players Independently -- Codepen.io
Lastly, I'm implementing this with some AHK scripts & Edge/IE, so I'm forced for the time being to use Legacy JS.
Thank you. Cheers!
Here is the code for the JS in case you don't want to visit codepen.io.
...ANSWER
Answered 2021-Aug-31 at 14:45Alright, I've figured out why the players won't play independently, and it seems to be related to some type of JS scoping issue, and how the audio variable was being assigned in the init
function. I'm still not exactly sure why, but it seems as every audio player created was referencing the same exact audio instance.
If you change two things, then it should work for you.
First, at the very beginning of the immediately invoked function expression, declare an audio variable, set to nothing.
QUESTION
I have this audio player script that plays audio files, but i don't know how to play the files individually based on id from mysql database. I have a datatable and all the files listed there with a play button to make an idea. Thanks
Codepen audio player script: https://codepen.io/abxlfazl/pen/YzGEVRP
Here is the audio script:
PHP:
...ANSWER
Answered 2021-Jul-30 at 14:36You could put the track ID into an attribute like "data-track" then retrieve it and send out an ajax request to a php page which will do your DB query and return the info you want.
QUESTION
I'm currently trying to detect the mouse wheel scrolling input for my 2D Game I am currently doing in the Unity Engine.
I'm using the new Input System and I'm currently stuck with the follwing code.
...ANSWER
Answered 2021-Mar-09 at 13:06If you treat the scroll wheel as a "1D Axis" you need to tell Unity which side (up or down) should win. Otherwise, you will only receive an average value which will always be 0.
Another option that is better would be to let the value pass through and add a "Binding".
Note that the default scroll value is 120 on most systems, but on Linux it seems to be 1. I would therefore recommend simply checking if the value is larger or smaller than 0 to decide if it is scrolling up or down.
QUESTION
Good evening everyone,
I hate to ask this question but I am new to Unity and I'm running into an error(I think) that is really unexpected. I actually just started work on my first 2D game tonight and cannot find anything online that seems to explain this.
Long story short, I have a character (GameObject) that simply moves from the left to the right on a platform, then he should fall (or jump) onto the next platform and keep moving until he falls into infinity. I have been able to get my character to move from the left to the right, but when he reaches the midway point between the two platforms ... the platforms begin to rotate counter-clockwise. I'm including screenshots below to show what I mean. Has anyone seen this before?
My player has the RigidBody2D and Box Collider 2D Components My platforms have the Box Collider 2D Components
This is the code I am using:
...ANSWER
Answered 2020-Dec-19 at 09:07The problem of your game isn't the character but the platforms!
On each platform you have a Rigidbody2D and a box collider 2D so the player can walk on them and collide.
On unity physics is always working and so even if you set the gravity to zero the player has gravity and so it will push the platforms and make them rotate
You can easily fix this by going to the constraints of the rigidbody2D of each platform and check the freeze rotation on the Z axis. It will stop rotating
QUESTION
I'm trying to update some content on the screen upon a change in the data. I'm using React function component with hooks. When the data is updated in the parent element, I send it via props to PlayerControls
:
ANSWER
Answered 2020-Sep-10 at 01:10Instead of rendering the heatmaps
string, return the mapped data if it exists when rendering:
QUESTION
Problem:
I have created an image and video picker with react-native-image-picker. This is how my code looks like.
...ANSWER
Answered 2020-Jul-27 at 20:48Once you have the image selected you'll have a response object, in which you'll have the uri for the image chosen (you can console.log the response object to make sure what the key for the uri is). Once you have this object with the response, use its uri to set a state and make sure you use that state in your image tag, like this: source={{ uri: imageUriFromState }}
QUESTION
I am trying to make a random enemy spawner for my game. For that, I have seen this method on Stack Overflow but it does not seem to work for me, and I am not sure why. When appending the code to my list, for some reason it does not go through properly. Below is my relevant code for more clarification as to what I mean. The code between the hashtags are the ones to be highlighted
moveFunctions:
...ANSWER
Answered 2020-Feb-13 at 19:24You actually create a new enemy list (enemies = []
) in every frame and add 5 new enemy
instances to the list. Furthermore the list is printed in the loop.
Create the list of enemies before the main application loop and print the attributes of each single enemy rather than the list of enemies:
QUESTION
so in my game here, I'm trying to have a scoring system where every time an enemy is hit, your score goes up by 1. However, the score doesn't seem to be updating and I'm not sure why and how to fix it. If possible, I do not want to use global variables due to my lecturer encouraging us against it.
Here's all relevant code (I have marked where the score variable is mentioned):
main():
...ANSWER
Answered 2020-Feb-12 at 22:37In fact, your attempt to return score
from a function should work if you do it for every function that uses score
, but you must also save that returned value from every call to each function that uses it in order to propagate the updated value between function calls. Modify your code to meet the following format and you should achieve the desired behavior.
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