charactercontroller
v3.0.2
Published
A first person character controller for the Three.js graphics library
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charactercontroller
A first person character controller for the Three.js graphics library
Demo
Installation
npm install charactercontroller
Usage
import CharacterController from "charactercontroller";
// Scene & renderer initialisation...
const controller = new CharacterController(scene, options);
function animate() {
requestAnimationFrame(animate);
// ...
controller.update();
renderer.render(scene, controller.camera);
}
scene
An instance of
THREE.Scene
that the Character Controller is to become a child of.options
An object defining options for the Character Controller. The valid fields are described below
Constructor Options
walkSpeed
The rate at which the controller is translated in the scene in response to player inputs, when the sprint key (left shift) is not being pressed.
- Default:
5
- Default:
sprintSpeed
The rate at which the controller is translated in the scene in response to player inputs, when the sprint key (left shift) is being pressed.
- Default:
10
- Default:
floorDistance
How far above a surface the controller can get before stopping falling.
Could be interpreted as the height of the player.
- Default:
1
- Default:
gravity
How quickly the controller is pulled down when there is no surface beneath it.
- Default:
-9.81
- Default:
jumpPower
With how much force the controller is projected upwards when a jump is initiated.
- Default:
5
- Default:
sensitivity
x
How much the camera should move in response to the player moving the mouse left and right.
- Default:
0.1
- Default:
y
How much the camera should move in response to the player moving the mouse up and down.
- Default:
0.1
- Default:
lookLimit
down
The angle in degrees that the camera's
x
rotation should be clamped to when looking down- Default:
0
- Default:
up
The angle in degrees that the camera's
x
rotation should be clamped to when looking up- Default:
180
- Default:
cameraFov
The field of view of the camera attatched to the character controller.
- Default:
75
- Default:
inputMappings
The
KeyboardEvent.code
s that control the character controller. An array ofcode
s are used to support multiple keys controlling the same actions; primarily for accessability reasons.scalar
Note
The scalar property defines axes that can take on any value within a range. There are two axes that control the planar movement of the character controller; horizontal and vertical, named
horizontalAxis
andverticalAxis
respectively. These both take an array of input maps as values. The format of the input maps required in arrays on scalar axes is as follows;{ inputs: KeyboardEvent.code[], value: number }
Where
value
is the magnitude of the axis when a key ininputs
is being pressed.horizontalAxis
- Default:
{ inputs: ["KeyA", "ArrowLeft"], value: -1 }, { inputs: ["KeyD", "ArrowRight"], value: 1 },
- Default:
verticalAxis
- Default:
{ inputs: ["KeyS", "ArrowDown"], value: -1 }, { inputs: ["KeyW", "ArrowUp"], value: 1 },
- Default:
discrete
Note
The discrete property defines single-fire actions that occur at a specific point in time. These inputs differ from the ones defined under
scalar
as they describe events that happen once at a time, rather than continuously over time. The format of input maps required here is simply an array ofKeyboardEvent.code
s.jump
- Default:
["Space"]
- Default:
sprint
- Default:
["ShiftLeft", "ShiftRight"]
,
- Default:
Note
The default
inputMappings
object is shown below;inputMappings = { scalar: { horizontalAxis: [ { inputs: ["KeyA", "ArrowLeft"], value: -1 }, { inputs: ["KeyD", "ArrowRight"], value: 1 }, ], verticalAxis: [ { inputs: ["KeyS", "ArrowDown"], value: -1 }, { inputs: ["KeyW", "ArrowUp"], value: 1 }, ], }, discrete: { jump: ["Space"], sprint: ["ShiftLeft", "ShiftRight"], }, },