Using Collada¶
Collada is open standard xml schema to define a model. Most 3D modelling applications support exporting models in this format (a .dae file).
For this tutorial we will use a gorilla model to represent the character. Download the gorilla model and the gorilla’s texture file and put them in the same directory.
Create a collada template¶
To assign our model to an entity you must (again) create a template. We will use
the gma.colladaTemplate
object to create a 3D object from a collada file.
We specify the location of the collada file inside a template named gorilla
:
manager.addCustomDefinitions({
templates : {
gorilla : ['colladaTemplate',
{
collada : {
document : 'gorilla.dae'
}
}
]
}
})
Unfortunately the gorilla is facing the wrong direction and not centered correctly. To fix this we will rotate the model by 180 degrees (1.57 radians), move it 0.5 units down and scale it by 0.7 vertically:
manager.addCustomDefinitions({
templates : {
gorilla : ['colladaTemplate',
{
collada : {
document : 'gorilla.dae'
},
yRot : 1.57,
yOffset : -0.5,
yScale : 0.7
}
]
}
})
Note
Loading the Collada file requires that your game’s JavaScript file and the collada model are both fetched via http and from the same server. Accessing your game via the local filesystem (without a server) will not work.
If the url in the browser starts with “file:///” then you’re accessing your game straight from the local filesystem. You will need to serve you files from a web server like Apache, Lighttpd or IIS
Assign the template to the character¶
Assign this new template to the character, and you’re done:
manager.character = gma.character({
left : 0,
bottom : 0,
width : 3,
height : 6,
depth : 3,
template : 'gorilla'
});
End result¶
require([
'gma/base',
'gma/manager',
'gma/entities/character',
'gma/events',
'gma/entities/enemy'
],
function(gma) {
var manager = gma.manager({
width : 600,
height : 500
});
manager.character = gma.character({
left : 0,
bottom : 0,
width : 3,
height : 6,
depth : 3,
template : 'gorilla'
});
manager.addCustomDefinitions({
templates : {
greencube : ['meshTemplate', {
mesh : gma.unitCubeInfo.mesh,
material : {color : "#090"}
}],
brickscube : ['meshTemplate', {
mesh : gma.unitCubeInfo.mesh,
texture : {
src:'bricks.jpg',
repeatX:0.5,
repeatY:0.5
}
}],
gorilla : ['colladaTemplate'
{
collada : {
document : 'gorilla.dae'
},
yRot : 1.57,
yOffset : -0.5,
yScale : 0.7
}
]
},
types : {
jumpingJack: ['jumpingEnemy', {
width : 1,
height : 2,
template : 'greencube'
}]
}
});
var myLevel = {
spawn : {
main : [15, 24]
},
camera : {
attached : ['character', 0, 6, 60]
},
light : {
myLight : {
type : GLGE.L_POINT,
rotY : 1.54,
color : "#fff",
attached : ['character', 0,5,20]
}
},
entities : [
{template:'brickscube', top:0, left:0, width:30, height:3},
{template:'brickscube', top:0, left:39, width:30, height:3},
gma.platformEnemy({bottom:0, left:45, width:3, height:6}),
gma.patrolEnemy({bottom:0, left:6, width:3, height:6, limitLeft: 3, limitRight:12}),
{type:'jumpingJack', bottom:0, left:21},
{type:'jumpingJack', bottom:3, left:24},
{type:'jumpingJack', bottom:6, left:27}
]
};
manager.storeLevels(myLevel);
gma.keyHandler.register(37, manager.character.move.curry(gma.constants.LEFT));
gma.keyHandler.register(39, manager.character.move.curry(gma.constants.RIGHT));
gma.keyHandler.register(32, manager.character.jump);
manager.init();
}
);
What’s next?¶
In the next section we will learn how make multiple levels.