. up, Switchspeed * Time. Deltatime);} else {//The menu is placed in a standard position after the rotation is complete currenttransform. Rotation= quaternion. Angleaxis(- -, Vector3. up);Nexttransform. Rotation= quaternion. Angleaxis(- -, Vector3. up);Set flag ready to rotate the next menu out Switchtag =1;}} if (Switchtag = =1) {if (nexttransform. Eulerangles. Y0) {Nexttransform. Rotate(Vector3. up, Switchspeed * Time. Deltatime);} else {Nexttransform. Rotation. Eulerangles. Set(0,0,0);Next me
Lufylegend engine is one of the simpler engines in the canvas game, it does not need to configure the environment, similar to the introduction of jquery package, reference to the corresponding JS file can beLufylegend Official website: http://www.lufylegend.com/First look at the gameGame design is rough, logic is also very simple, is to control the red car by clicking around to avoid the opposite of the car, if there is a collision, the
Here we will construct a HT for web-based Html5+javascript to implement the Hanoi game. Http://hightopo.com/demo/hanoi_20151106/index.html Hanoi game rules and recursive algorithm analysis please refer to Http://en.wikipedia.org/wiki/Tower_of_Hanoi. Knowing the rules and algorithms of Hanoi, we now start creating elements. Creating a chassis and 3 pillars with the HT for WEB (http://www.hightopo.com) existi
HTML5-based WebGL design 3D game for Nottingham
Here we will construct a HT for web-based Html5+javascript to implement the Hanoi game.
Http://hightopo.com/demo/hanoi_20151106/index.html
Hanoi game rules and recursive algorithm analysis please refer to Http://en.wikipedia.org/wiki/Tower_of_Hanoi.
Knowing the rules and
HTML5-based WebGL design of the tower 3D Game
Here we will construct a HTML5 + JavaScript Based on HT for Web to implement the tower of death game.
Http://hightopo.com/demo/hanoi_20151106/index.html
For details about the game rules and recursive algorithms of tower of Hanoi, see http://en.wikipedia.org/wiki/tower_of_ha
: Name, width, depth, subdivision, Scene varGround = BABYLON. Mesh.createground ("Ground1",6,6,2, scene);//Leave the function returnScene };//End of Createscene function // ------------------------------------------------------------- ///Now, call the Createscene function that you just created varScene = Createscene ();//Register a render cycle for repeated rendered scenesEngine.runrenderloop ( function () {Scene.render (); });//Monitor browser/canvas size change e
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