1 <!DOCTYPE html>
2 <html lang="en">
3 <head>
4
<meta charset="UTF-8">
5
<title>第二个场景测试,手牌的显示、排列、分组排序,显示瓷砖地面</title>
6
<link href="../CSS/newland.css" rel="stylesheet">
7
<link href="../CSS/stat.css" rel="stylesheet">
8
<script src="../JS/LIB/babylon.32.all.maxs.js"></script>
9
<script src="../JS/LIB/stat.js"></script>
10
<script src="../JS/MYLIB/Events.js"></script>
11
<script src="../JS/MYLIB/FileText.js"></script>
12
<script src="../JS/MYLIB/newland.js"></script>
13
<script src="../JS/MYLIB/View.js"></script>
14
<script src="../JS/PAGE/Game.js"></script>
15
<script src="../JS/PAGE/Character.js"></script>
16
<script src="../JS/PAGE/Control20180312.js"></script>
17
<script src="../JS/PAGE/Moves.js"></script>
18
<script src="../JS/PAGE/DrawCard.js"></script>
19
<script src="../JS/PAGE/tab_carddata.js"></script>
20
<script src="../JS/PAGE/tab_somedata.js"></script>
21
<script src="../JS/PAGE/HandleCard2.js"></script>
22
<script src="../JS/PAGE/FullUI.js"></script>
23 </head>
24 <body>
25 <div id="div_allbase">
26
<canvas id="renderCanvas"></canvas>
27
<div id="fps" style="z-index: 301;"></div>
28 </div>
29 </body>
30 <script>
31
var VERSION=1.0,AUTHOR="lz_newland@163.com";
32
var machine,canvas,engine,scene,gl,MyGame={};
33 canvas = document.getElementById("renderCanvas");
34 engine = new BABYLON.Engine(canvas, true);
35 engine.displayLoadingUI();
36 gl=engine._gl;//决定在这里结合使用原生OpenGL和Babylon.js;
37 scene = new BABYLON.Scene(engine);
38
var divFps = document.getElementById("fps");
39
40
var MyGame={};
41 window.onload=beforewebGL;
42
function beforewebGL()
43 {
44
if(engine._webGLVersion==2.0)//输出ES版本
45
{
46
console.log("ES3.0");
47
}
48
else{
49
console.log("ES2.0");
50
}
51
MyGame=new Game(0,"first_pick","",":8082/");//建立MyGame对象用来进行全局调度
52
/*0-startWebGL
53
* */
54
webGLStart();
55 }
。。。
56 </script>
57 </html>
在WebGL场景中管理多个卡牌对象的实验 (2)
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