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Found 183 results

  1. I want to keep it short here, but I am trying every place I know, to get help with this. This stackovervflow question is written by me. I have a map, that's presented by LeafletJS. I have some mapfeatures, that when in a cluster of mapfeatures is clicked da list pops up in a div. But when I scroll inside that div the div does f*ck all and the map zooms in and out. I have made some efforts to try and solve this. The closest I got is described in the StackOverflow post linked below. It was an attempt made with JS Event Bubbling, but it was only partially successful. Thanks for reading. https://stackoverflow.com/questions/62003454/disable-scroll-on-leafletjs-map-when-mouse-inside-infobox
  2. Howdy fellas, i need a little help, let me explain my problem. I have a website where user can fill out some stuff and then send it to database. Problem is the connection to the database can be done in Node.js, but i don't really know how to connect it with the javascript or the html button, or simply how to do it, because i'm myself just learning in Node.js. It is my school project and i only have 26days left to complete it (still got lot of work to do). I appreciate anyone who can help, or even be with me in touch if i would need some help. If you need more information feel free to ask for it. Thanks everyone for any help.
  3. Hey guys so I'm just learning to code in Javascript and APIs and how it all works. I want to practice but idk where to start? Does anyone have any recommendations or can point me towards a free API that would be "fun" to work with as my first project?
  4. so I'm trying to create an error event handler in javascript. I'm purposely adding the website wrong so that I get a specific error message but thats not what I'm getting. When I run my code I get the following: undefined:1 SyntaxError: Unexpected end of JSON input at JSON.parse (<anonymous>) at IncomingMessage.<anonymous> (/Users/elmaschingon/Desktop/app.js:24:30) at IncomingMessage.emit (events.js:327:22) at endReadableNT (_stream_readable.js:1201:12) at processTicksAndRejections (internal/process/task_queues.js:84:21) Here is my code below // Problem: We need a simple way to look at a user's badge count and JavaScript points // Solution: Use Node.js to connect to Treehouse's API to get profile information to print out const https = require('https'); // Function: to pring message to console function printMessage (username, badgeCount, points) { const message = `${username} has ${badgeCount} total badge(s) and ${points} points in Javascript.` console.log(message); } function getProfile(username) { // Connect to the API url const request = https.get(`https://wwwteamtreehouse.com/${username}.json`, response => { let body = ""; // Read the data response.on('data', data => { body += data.toString(); }); // Parse the data response.on('end', () => { const profile = JSON.parse(body); printMessage(username, profile.badges.length, profile.points.JavaScript ); }); }); request.on('error', error => console.error(`Problem with request: ${error.message}`)); } const users = process.argv.slice(2) users.forEach(getProfile); The really weird thing is that when I make the site "https://wwwwteamtreehouse.com" (adding an additional w and still missing the '.') I get the right error code that I'm looking for which is: Problem with request: getaddrinfo ENOTFOUND wwwwteamtreehouse.com Any help would be GREATLY appreciated guys
  5. If I add a new tree in Firebase, how do I detect that a new tree has been added in Java and Swift? I only want to detect when an item directly below the root has been added, not if any sub-fields have been added/updated.
  6. I am trying to make a program where the user uploads a map and can cover it and uncover it. I can manage to write a code to allow the user to cover the map, but not to uncover the map. I am trying to use CSS sprites that take a piece of the uploaded image and makes that what the user paints. Since the image is uploads, it does not have a url, so using CSS sprites does not work. Is there a way to use CSS sprites, or an easier way? Note: The image is in an HTML canvas. Here is the program, if showing it helps: <!DOCTYPE html> <html> <head> <title>Dungeon Crawler</title> <style> #title { font-variant: small-caps; font-size: 50px; } </style> </head> <body> <h1 id = "title">Dungeon Crawler</h1> <b id = importMapText> Import Map: </b><span id = "imageLoader"><input type="file" accept="image/*" name="imageLoader"/></span> <input type="button" id = "back" value="Back" onclick="back()" /> <p> <span id = "tools"> <select id="coverOrUncover"> <option value="uncover"> Uncover</option> <option value="cover"> Cover </option> </select> the map with a brush size of <input type="text" value = "50" name = "size" id = "size"> pixels. </span> <canvas id="imageCanvas"></canvas> <script src="https://cdn.jsdelivr.net/processing.js/1.4.8/processing.min.js"></script> <script> var vv = document.getElementById("tools"); vv.style.display = "none"; var v = document.getElementById("title"); v.style.display = "block"; var w = document.getElementById("imageCanvas"); w.style.display = "none"; var x = document.getElementById("back"); x.style.display = "none"; var imageLoader = document.getElementById('imageLoader'); imageLoader.addEventListener('change', handleImage, false); var canvas = document.getElementById('imageCanvas'); var ctx = canvas.getContext('2d'); document.getElementById("imageLoader").innerHTML = "<input type=\"file\" name=\"imageLoader\">" function handleImage(e){ var vv = document.getElementById("tools"); vv.style.display = "block"; var v = document.getElementById("title"); v.style.display = "none"; var w = document.getElementById("imageCanvas"); w.style.display = "block"; document.getElementById("imageLoader").innerHTML = "" document.getElementById("size").value = "50" var y = document.getElementById("importMapText"); y.style.display = "none"; var z = document.getElementById("back"); z.style.display = "block"; // ^ shows stuff that need to and hides things that don't var reader = new FileReader(); reader.onload = function(event){ var img = new Image(); img.onload = function(){ canvas.width = img.width; canvas.height = img.height; ctx.drawImage(img,0,0); } img.src = event.target.result; } reader.readAsDataURL(e.target.files[0]); // ^ Prints the image to the canvas } function back(){ var vv = document.getElementById("tools"); vv.style.display = "none"; var v = document.getElementById("title"); v.style.display = "block"; var w = document.getElementById("imageCanvas"); w.style.display = "none"; document.getElementById("imageLoader").innerHTML = "<input type=\"file\" accept=\"image/*\" name=\"imageLoader\">" var y = document.getElementById("importMapText"); y.style.display = "block"; var z = document.getElementById("back"); z.style.display = "none"; // ^ shows stuff that need to and hides things that don't } </script> <script> var sketchProc = function(processingInstance) { with (processingInstance) { size(700, 400); frameRate(30); // ProgramCodeGoesHere var size = document.getElementById("size").value; size = parseInt(size, 10); var coverOrUncover = document.getElementById("coverOrUncover").value; draw = function() { size = document.getElementById("size").value; size = parseInt(size, 10); fill(0, 0, 0); noStroke(); rect(mouseX, mouseY, size, size); }; }}; // Get the canvas that Processing-js will use var canvas = document.getElementById("imageCanvas"); // Pass the function sketchProc (defined in myCode.js) to Processing's constructor. var processingInstance = new Processing(canvas, sketchProc); </script> </body> </html>
  7. looking at start to learn coding but dont know how and what to start with , there are alot of people saying about what language to learn but what should i actually start with , i like to work around with data and numbers as well as looking to learn to develop api
  8. <!DOCTYPE html> <html> <head> <title>Password Generator</title> </head> <body> Characters: <input type="number" id="charNum" value="16" min="8" max="100" /><br /> Number: <input type="checkbox" id="num"/><br /> Symbol: <input type="checkbox" id="sym"/><br /><br /> <button id="submit">Submit</button><br /><br /> Your Password: <input type="text" id="yourPw" size="100"/> <style type="text/css"> table td{ /* border: #000 solid 1px; */ border-bottom: 1px solid #000; padding: 5px; } } </style> <script> var char = 'abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ'; var num = '0123456789'; var sym = '!@#$%^&*=-_'; var charNum = document.getElementById("charNum"); var numBox = document.getElementById("num"); var symBox = document.getElementById("sym"); var submit = document.getElementById("submit"); var yourPw = document.getElementById("yourPw"); submit.addEventListener("click",function(e){ var characters = char; (numBox.checked) ? characters += num : ''; (symBox.checked) ? characters += sym : ''; yourPw.value = password(charNum.value, characters); }); function password(l,characters){ var pwd = ''; for(var i = 0; i<l; i++){ pwd += characters.charAt(Math.floor(Math.random() * characters.length)); } return pwd; } </script> </body> </html> Hey guys, So the HTML webpage opens i can insert no.s use all the buttons but I don't get the output of password in the field upon clicking the "Submit" button. Hoping for a positive response, Basil
  9. Im looking for some new coding challenges to help expand my knowledge of JavaScript
  10. Source: https://www.infoq.com/news/2019/10/WebAssembly-wasm-malicious-usage/ There is also a PDF file summary: https://www.dimva2019.org/wp-content/uploads/sites/31/2019/06/DIMVA19-slides-2-R.pdf Or the fully study: https://www.tu-braunschweig.de/Medien-DB/ias/pubs/2019-dimva.pdf My opinion: I knew this was going to happen the very second Chrome turned on WebAssembly. And it did. Back in June of 2018 I had an argument with some people online about how we killed off flash and java, only to bring it back as WebAssembly, and now there's multiple "webasm" implementations that can have holes in it, not just closed-source Java and Flash plugins. This was when some of my clients customers started noticing bad behavior on their websites that previously wasn't present in earlier versions of Chrome and Firefox. The context of that discussion was why we keep giving up sovereignty of webstandards to google. This was not the first thing google pushed that unnecessarily harmed users or site operators. (WebASM) WebAssembly should have been "click to activate", just like flash/java extensions. Sure that might minimize it's usefulness, but at least a legitimate site can go "hey so if you want to play this game/media player, activate wasm for this domain". At this point, WebAssembly hasn't been widely adopted (1 in 600 sites), but it has been used more for malicious uses than not, and that's even worse than flash, which primarily was used for auto-playing obnoxious video ads. When you run into a crypto-miner on a website, your entire computer grinds to nearly a halt, with all the CPU cores getting pinned to 90% or whatever level the miner decided would be "undetectable" unless they were not listening to music and can hear their fans spin up like jet engines.
  11. var person = 'Mike'; var age = 28; function myTag(strings, expA, expB) { var str0 = strings[0]; var str1 = strings[1]; var ageStr; if (expB > 99){ ageStr = 'centenarian'; } else { ageStr = 'youngster'; } return `${str0}${expA}${str1}${ageStr}`; } var output = myTag`That ${ person } is a ${ age }`; So I was shown this example, and my first thought was "Oh, you're not actually calling the function, you're just assigning it to output and then theres just a string template there" No myTag is actually run using the string on the right and is called 'Tagged Templates' This is magic and confusing and am not sure if I like it or not. Will probably love it once I become more familiar with it haha
  12. How and why I made Syntatical (an NPM package that changes how you write JavaScript) Basics of Syntatical: Goal: The initial goal was to make an NPM package that changed how JavaScript is written. Not to make it "easier" or "weirder", just a different way to write it. How it works: Syntactical basically just puts JavaScript code into functions. Making multi-line functions one-line. It also makes console.log shorter, I did this because I hate using console.log() to log everything. To show it better I will use a snippit from the index file "arr_buff":function(num){ if(isNaN(num) == false){ var b = new ArrayBuffer(num); console.log(b.byteLength); } else if(Array.isArray(num)){ var x = num.length; console.log(x) } else { console.log("input invalid") } }, This basically takes if(isNaN(num) == false){ var b = new ArrayBuffer(num); console.log(b.byteLength); } else if(Array.isArray(num)){ var x = num.length; console.log(x) } else { console.log("input invalid") } and shrinks it down to s.arr_buff(633) // ------ OR ------ // You can use: s.arr_buff(["a", "b", "c", "d", "e", "f", "g", "h", "i", "j", "k", "l", "m", "n", "o", "p", "q", "r", "s", "t", "u", "v", "w", "x", "y", "z"]) The one on top will print out: 633 The one bellow will print out: 26 s.arr_buff("a string, not an array") This one will print our "input invalid" Why Node.js and NPM? JavaScript's syntax is fine, but I thought I could make it simple. I would have done it in Python if I felt like Python needed this, which I feel it really does not. JavaScript's syntax is easy, but I wanted to make it easier. How to install and use: Install script and view the Syntatical NPM repo What does the future hold for Syntatical? A lot actually. I am going to gather a few friends to continue development on the main Syntatical package. Plans for syntatical-electron, syntatical-discord, syntatical-express and syntatical-passport do exist and are being considered. Having a Syntatical.py module is also in thought, same with a Syntatical.lua package. However these are plans in consideration, not yet confirmed!
  13. Hello All I wanted to start programming a bot for Discord and want to host it on a RaspberryPi but am undescided between using the .py or .js library. Thanks for Suggestions about which one I should use. ~Loop Programming languages I already know are C#, PHP
  14. This is very hard to explain. How do I make a form that adds to a link? For example: When I enter "test" into the form, it takes you to www.example.com/item/test Another example: When I enter "hello" it takes me to www.dictionary.com/words?=hello Is this possible? And if it is how do I do it? I want to integrate this into my site.
  15. The title is pretty explanatory of what i need, couldn't find it anywhere else so I'm asking if it is even possible I dont know PHP, so i made my own Login API in C# and the client side is just JavaScript (idk if it is even possible with anything else) I have a function in the head that checks for the login, if it fails it redirects back to the index and if it succeeds it keeps the page I dont mind people viewing the page without being logged in, the thing is, if they aren't logged in, sometimes the login process takes time and it lets other page contents load (images and that stuff) which causes a bit more bandwidth usage on the server side Is there any way that i could make that function pause the page loading until it completes, and if it is successful resume the page loading... Tried await, but VSC just returns it as an syntax error (actually, nvmd, might be VSC, it does it only on .php files, and it doesnt seem to affect the page loading) Im sorry if i don't understand some stuff about JS and HTML, haven't done something like this before, im a Back-end Developer working mostly in C# .... not JS Thank you !
  16. Hi. I'm trying to create a "video site template" for people who want to upload videos to their friends, or audience, but not use a 3rd party website. I've managed to make a system that is pretty simple to use, and works pretty well too, but I can't embed the video on apps like Discord, Twitter, or Facebook. I actually have no idea how those apps do their embedding thing, or if it's possible for me to create my own interface for them. Can someone who is more knowledgeable help me out? I'll show off what I got so far. It's at http://jackomail.com/videos/videotest/ If giving that link is frowned upon at all please let me know and I will remove it. For those wondering I've been into programming for around 10 years, and I'm trying to do this project because I'm getting a little sick of how YouTube does things. I want a place where I can manage my own uploads, and handle my own DMCAs if need be. I also want other people to start doing this so someday maybe I can stop using YouTube to watch things too.
  17. Hey guys! I have run into at problem where I have two different arrays: // Sample data from function getTimeIntervals() [ RowDataPacket { issue_id: 117648, seconds_elapsed_issue: '318' }, RowDataPacket { issue_id: 118090, seconds_elapsed_issue: '8940' }, RowDataPacket { issue_id: 118092, seconds_elapsed_issue: '5357' }, RowDataPacket { issue_id: 118199, seconds_elapsed_issue: '41604' }, RowDataPacket { issue_id: 118351, seconds_elapsed_issue: '3778' }, RowDataPacket { issue_id: 118395, seconds_elapsed_issue: '2974' }, RowDataPacket { issue_id: 119014, seconds_elapsed_issue: '37680' }, RowDataPacket { issue_id: 119729, seconds_elapsed_issue: '15006' }, RowDataPacket { issue_id: 119735, seconds_elapsed_issue: '26389' }, RowDataPacket { issue_id: 119742, seconds_elapsed_issue: '67' }, ... ] // Sample data from function getIssueData() [ RowDataPacket { project_id: 1445, issue_id: 121007 }, RowDataPacket { project_id: 1445, issue_id: 120921 }, RowDataPacket { project_id: 1445, issue_id: 121011 }, RowDataPacket { project_id: 1420, issue_id: 120454 }, RowDataPacket { project_id: 1420, issue_id: 121004 }, RowDataPacket { project_id: 1445, issue_id: 120868 }, RowDataPacket { project_id: 1467, issue_id: 121010 }, RowDataPacket { project_id: 1445, issue_id: 120870 }, RowDataPacket { project_id: 1420, issue_id: 121009 }, RowDataPacket { project_id: 1445, issue_id: 120018 }, ... ] Now... What I want to do is avoid using a nested for loop for this because using nested for loops is in my opinion the slowest possible way to solve this task (O(n^2) time if I'm not mistaken): I want to add up all elapsed seconds from an issue under the 'project_id' value from the second array. This means producing a result that looks something like this: [ {project_id: 1445, seconds_elapsed: '270129'}, {project_id: 1467, seconds_elapsed: '16012'}, ... ] Does anyone have a solution to this particular problem? Because those I have found out there on the internet, I either do not understand or does not apply to my use case. -- Thanks!
  18. Would someone explain to me what is the difference between let and var in this situation as I don't quite understand the exact difference between let and var ? The only statement that I kinda understand is this : var Declares a variable, optionally initializing it to a value. let Declares a block-scoped, local variable, optionally initializing it to a value. From the statement above let does make local variable but in the code below let y = 5; in a local scope is not defined ??? The situation is : if (true) { var x = 5; } console.log(x); // x is 5 ------------------------------ if (true) { let y = 5; } console.log(y); // ReferenceError: y is not defined
  19. On iOS 12, using Siri shortcuts and Scriptable, to my understanding, it’s now possible to execute JavaScript code anywhere in iOS. To do so create a script in Scriptable, add it to a shortcut in Shortcuts and you should be able to execute it from the share menu and Siri voice command. Arbitrary code execution is something iOS tried to avoid for a long time and now it’s here intentionally. Do you think it will be able to be misused? Or will it be good?
  20. Hi guys, I am trying to find a tool or browser add on that will show me all of the javascript that is run when I load a web page (obfuscated or not) and then tell me exactly what it is doing. Specifically I am trying to find a tool that will assist me in identifying javascript snippets that are creating tracking pixels (1x1 images) and also be able to identify where these javascript snippets are being downloaded from or where the images they create are being downloaded from. Any info you guys might be able to provide is greatly appreciated, thank you in advance!
  21. I have this here and all I'm wondering is under `document.createTextNode(addLocation.name);` How do I add more than one item? For example, would it work if i did `document.createTextNode(addLocation.name, addLocation.description)`? below is the full code for my function, it's meant to grab a bunch of different fields from localstorage and put them into different HTML elements in the same div but right now it only does 1 of the fields (the name, called "name" as a variable) function locationcardload(){ var allLocations = document.getElementById("locationList"); ; rawTxt = localStorage.getItem("locations") LocationArray = JSON.parse(rawTxt); ; for (var x=0; x<LocationArray.length; x++) { var addLocation = LocationArray[x]; var additem = document.createElement("div") additem.classname = "icon"; additem.className = "item"; ; var LocListText = document.createTextNode(addLocation.name); additem.appendChild(LocListText); allLocations.appendChild(additem); } }
  22. Just want to thank you ahead of time for helping me out. The issue that I am running into is creating a un-ordered list with 3 numbers that the user inputs. **THIS IS MY ASSIGNMENT** Please don't give me the answer right away I just need some guidance. I have a HTML file and Java Script File. I am trying to create the table from the javascript file. I have assigned the numbers and prompted the user to enter their numbers. I have been using FireFox With FireBug to run the files. I am using Notepad++ and cloud9 for my IDE. Thanks again! <!DOCTYPE html> <html> <head> <meta charset="UTF-8"> <meta name="author" content="Enter your name here"> <title>Web Programming - Unit 8</title> <script type="text/javascript" src="javascript/basics.js"> </script> </head> <body> <h1 id="title"></h1> </body> </html> var $ = function(id) {return document.getElementById(id); }//end $ window.onload = function () { //Provide answer for Question 1 here document.getElementById("#title") { document.write("JavaScript Control Structures Test Document."); } ////////////////////// testQuestion2(); testQuestion3(); } function testQuestion2() { var firstNumber; var secondNumber; var thirdNumber; var number1; var number2; var number3; firstNumber = prompt("Enter First Number"); secondNumber= prompt("Enter Second Number"); thirdNumber= prompt("Enter Third Number"); number1= parseInt(firstNumber); number2= parseInt(secondNumber); number3= parseInt(thirdNumber); //console.log("first"+" "+firstNumber+" "+"Second"+" "+secondNumber+" "+"Third"+" "+thirdNumber); }//end testQuestion2 function testQuestion3() { }//end testQuestion3 index.zip
  23. Hello everyone, I'm working on a website for uploading and viewing your skin for my minecraft server which uses a custom skin server from Mojangs (Skinport 1.7.10 for anyone that want's to use the mod, allows offline skins and 1.8+ skins to work in 1.7.10). So far I've got everything else set up and am using a script I found for viewing the skin however I can not get it to stay in the div section I made and it is HUGE on the webpage. Here is the code I'm using now <script type="text/javascript"> var scene, camera, renderer; var geometry, material, mesh; var rightLeg2Box, leftLeg2Box; var radius = 32; var alpha = 0; var sidebarWidth = 250; camera = new THREE.PerspectiveCamera(70, (window.innerWidth - sidebarWidth) / window.innerHeight, 1, 10000); camera.position.y = -12; scene = new THREE.Scene(); canvas = document.getElementById('canvas'); canvas.width = 64; canvas.height = 64; var context = canvas.getContext("2d"); var skinTexture = new THREE.Texture(canvas); skinTexture.magFilter = THREE.NearestFilter; skinTexture.minFilter = THREE.NearestMipMapNearestFilter; // Get the texture for the skin material = new THREE.MeshBasicMaterial({map: skinTexture, side: THREE.FrontSide}); material2 = new THREE.MeshBasicMaterial({map: skinTexture, transparent: true, opacity: 1, alphaTest: 0.5, side: THREE.DoubleSide}); var img = new Image(); img.crossOrigin = ''; var hasAnimate = false; img.onload = function() { console.log("Loaded Image"); // Erase what was on the canvas before context.clearRect(0, 0, 64, 64); // Draw the image to the canvas context.drawImage(img, 0, 0); // Convert the image if need be if(img.height == 32) Convert6432To6464(context); FixNonVisible(context); FixOverlay(context); skinTexture.needsUpdate = true; material.needsUpdate = true; material2.needsUpdate = true; if(!hasAnimate) { RenderSkin(); hasAnimate = true; Animate(); } } img.onerror = function() { console.log("Failed loading " + img.src); } img.src = 'http://www.cyberconnects2.com/games/updates/rcraft/skins/upload/AzureZhen.png'; function RenderSkin() { // Head Parts var headTop = [ new THREE.Vector2(0.125, 0.875), new THREE.Vector2(0.25, 0.875), new THREE.Vector2(0.25, 1), new THREE.Vector2(0.125, 1) ]; var headBottom = [ new THREE.Vector2(0.25, 0.875), new THREE.Vector2(0.375, 0.875), new THREE.Vector2(0.375, 1), new THREE.Vector2(0.25, 1) ]; var headLeft = [ new THREE.Vector2(0, 0.75), new THREE.Vector2(0.125, 0.75), new THREE.Vector2(0.125, 0.875), new THREE.Vector2(0, 0.875) ]; var headFront = [ new THREE.Vector2(0.125, 0.75), new THREE.Vector2(0.25, 0.75), new THREE.Vector2(0.25 ,0.875), new THREE.Vector2(0.125 ,0.875) ]; var headRight = [ new THREE.Vector2(0.25, 0.75), new THREE.Vector2(0.375, 0.75), new THREE.Vector2(0.375, 0.875), new THREE.Vector2(0.25, 0.875) ]; var headBack = [ new THREE.Vector2(0.375, 0.75), new THREE.Vector2(0.5, 0.75), new THREE.Vector2(0.5, 0.875), new THREE.Vector2(0.375, 0.875) ]; headBox = new THREE.BoxGeometry(8, 8, 8, 0, 0, 0); headBox.faceVertexUvs[0] = []; headBox.faceVertexUvs[0][0] = [headRight[3], headRight[0], headRight[2]]; headBox.faceVertexUvs[0][1] = [headRight[0], headRight[1], headRight[2]]; headBox.faceVertexUvs[0][2] = [headLeft[3], headLeft[0], headLeft[2]]; headBox.faceVertexUvs[0][3] = [headLeft[0], headLeft[1], headLeft[2]]; headBox.faceVertexUvs[0][4] = [headTop[3], headTop[0], headTop[2]]; headBox.faceVertexUvs[0][5] = [headTop[0], headTop[1], headTop[2]]; headBox.faceVertexUvs[0][6] = [headBottom[0], headBottom[3], headBottom[1]]; headBox.faceVertexUvs[0][7] = [headBottom[3], headBottom[2], headBottom[1]]; headBox.faceVertexUvs[0][8] = [headFront[3], headFront[0], headFront[2]]; headBox.faceVertexUvs[0][9] = [headFront[0], headFront[1], headFront[2]]; headBox.faceVertexUvs[0][10] = [headBack[3], headBack[0], headBack[2]]; headBox.faceVertexUvs[0][11] = [headBack[0], headBack[1], headBack[2]]; headMesh = new THREE.Mesh(headBox, material); headMesh.name = "head"; scene.add(headMesh); // Body Parts var bodyTop = [ new THREE.Vector2(0.3125, 0.6875), new THREE.Vector2(0.4375, 0.6875), new THREE.Vector2(0.4375, 0.75), new THREE.Vector2(0.3125, 0.75) ]; var bodyBottom = [ new THREE.Vector2(0.4375, 0.6875), new THREE.Vector2(0.5625, 0.6875), new THREE.Vector2(0.5625, 0.75), new THREE.Vector2(0.4375, 0.75) ]; var bodyLeft = [ new THREE.Vector2(0.25, 0.5), new THREE.Vector2(0.3125, 0.5), new THREE.Vector2(0.3125, 0.6875), new THREE.Vector2(0.25, 0.6875) ]; var bodyFront = [ new THREE.Vector2(0.3125, 0.5), new THREE.Vector2(0.4375, 0.5), new THREE.Vector2(0.4375, 0.6875), new THREE.Vector2(0.3125, 0.6875) ]; var bodyRight = [ new THREE.Vector2(0.4375, 0.5), new THREE.Vector2(0.5, 0.5), new THREE.Vector2(0.5, 0.6875), new THREE.Vector2(0.4375, 0.6875) ]; var bodyBack = [ new THREE.Vector2(0.5, 0.5), new THREE.Vector2(0.625, 0.5), new THREE.Vector2(0.625, 0.6875), new THREE.Vector2(0.5, 0.6875) ]; bodyBox = new THREE.BoxGeometry(8, 12, 4, 0, 0, 0); bodyBox.faceVertexUvs[0] = []; bodyBox.faceVertexUvs[0][0] = [bodyRight[3], bodyRight[0], bodyRight[2]]; bodyBox.faceVertexUvs[0][1] = [bodyRight[0], bodyRight[1], bodyRight[2]]; bodyBox.faceVertexUvs[0][2] = [bodyLeft[3], bodyLeft[0], bodyLeft[2]]; bodyBox.faceVertexUvs[0][3] = [bodyLeft[0], bodyLeft[1], bodyLeft[2]]; bodyBox.faceVertexUvs[0][4] = [bodyTop[3], bodyTop[0], bodyTop[2]]; bodyBox.faceVertexUvs[0][5] = [bodyTop[0], bodyTop[1], bodyTop[2]]; bodyBox.faceVertexUvs[0][6] = [bodyBottom[0], bodyBottom[3], bodyBottom[1]]; bodyBox.faceVertexUvs[0][7] = [bodyBottom[3], bodyBottom[2], bodyBottom[1]]; bodyBox.faceVertexUvs[0][8] = [bodyFront[3], bodyFront[0], bodyFront[2]]; bodyBox.faceVertexUvs[0][9] = [bodyFront[0], bodyFront[1], bodyFront[2]]; bodyBox.faceVertexUvs[0][10] = [bodyBack[3], bodyBack[0], bodyBack[2]]; bodyBox.faceVertexUvs[0][11] = [bodyBack[0], bodyBack[1], bodyBack[2]]; bodyMesh = new THREE.Mesh(bodyBox, material); bodyMesh.name = "body"; bodyMesh.position.y = -10; scene.add(bodyMesh); // Right Arm Parts var rightArmTop = [ new THREE.Vector2(0.6875, 0.6875), new THREE.Vector2(0.75, 0.6875), new THREE.Vector2(0.75, 0.75), new THREE.Vector2(0.6875, 0.75), ]; var rightArmBottom = [ new THREE.Vector2(0.75, 0.6875), new THREE.Vector2(0.8125, 0.6875), new THREE.Vector2(0.8125, 0.75), new THREE.Vector2(0.75, 0.75) ]; var rightArmLeft = [ new THREE.Vector2(0.625, 0.5), new THREE.Vector2(0.6875, 0.5), new THREE.Vector2(0.6875, 0.6875), new THREE.Vector2(0.625, 0.6875) ]; var rightArmFront = [ new THREE.Vector2(0.6875, 0.5), new THREE.Vector2(0.75, 0.5), new THREE.Vector2(0.75, 0.6875), new THREE.Vector2(0.6875, 0.6875) ]; var rightArmRight = [ new THREE.Vector2(0.75, 0.5), new THREE.Vector2(0.8125, 0.5), new THREE.Vector2(0.8125, 0.6875), new THREE.Vector2(0.75, 0.6875) ]; var rightArmBack = [ new THREE.Vector2(0.8125, 0.5), new THREE.Vector2(0.875, 0.5), new THREE.Vector2(0.875, 0.6875), new THREE.Vector2(0.8125, 0.6875) ]; rightArmBox = new THREE.BoxGeometry(4, 12, 4, 0, 0, 0); rightArmBox.faceVertexUvs[0] = []; rightArmBox.faceVertexUvs[0][0] = [rightArmRight[3], rightArmRight[0], rightArmRight[2]]; rightArmBox.faceVertexUvs[0][1] = [rightArmRight[0], rightArmRight[1], rightArmRight[2]]; rightArmBox.faceVertexUvs[0][2] = [rightArmLeft[3], rightArmLeft[0], rightArmLeft[2]]; rightArmBox.faceVertexUvs[0][3] = [rightArmLeft[0], rightArmLeft[1], rightArmLeft[2]]; rightArmBox.faceVertexUvs[0][4] = [rightArmTop[3], rightArmTop[0], rightArmTop[2]]; rightArmBox.faceVertexUvs[0][5] = [rightArmTop[0], rightArmTop[1], rightArmTop[2]]; rightArmBox.faceVertexUvs[0][6] = [rightArmBottom[0], rightArmBottom[3], rightArmBottom[1]]; rightArmBox.faceVertexUvs[0][7] = [rightArmBottom[3], rightArmBottom[2], rightArmBottom[1]]; rightArmBox.faceVertexUvs[0][8] = [rightArmFront[3], rightArmFront[0], rightArmFront[2]]; rightArmBox.faceVertexUvs[0][9] = [rightArmFront[0], rightArmFront[1], rightArmFront[2]]; rightArmBox.faceVertexUvs[0][10] = [rightArmBack[3], rightArmBack[0], rightArmBack[2]]; rightArmBox.faceVertexUvs[0][11] = [rightArmBack[0], rightArmBack[1], rightArmBack[2]]; rightArmMesh = new THREE.Mesh(rightArmBox, material); rightArmMesh.name = "rightArm"; rightArmMesh.position.y = -10; rightArmMesh.position.x = -6; scene.add(rightArmMesh); // Left Arm Parts var leftArmTop = [ new THREE.Vector2(0.5625, 0.1875), new THREE.Vector2(0.625, 0.1875), new THREE.Vector2(0.625, 0.25), new THREE.Vector2(0.5625, 0.25), ]; var leftArmBottom = [ new THREE.Vector2(0.625, 0.1875), new THREE.Vector2(0.6875, 0.1875), new THREE.Vector2(0.6875, 0.25), new THREE.Vector2(0.625, 0.25) ]; var leftArmLeft = [ new THREE.Vector2(0.5, 0), new THREE.Vector2(0.5625, 0), new THREE.Vector2(0.5625, 0.1875), new THREE.Vector2(0.5, 0.1875) ]; var leftArmFront = [ new THREE.Vector2(0.5625, 0), new THREE.Vector2(0.625, 0), new THREE.Vector2(0.625, 0.1875), new THREE.Vector2(0.5625, 0.1875) ]; var leftArmRight = [ new THREE.Vector2(0.625, 0), new THREE.Vector2(0.6875, 0), new THREE.Vector2(0.6875, 0.1875), new THREE.Vector2(0.625, 0.1875) ]; var leftArmBack = [ new THREE.Vector2(0.6875, 0), new THREE.Vector2(0.75, 0), new THREE.Vector2(0.75, 0.1875), new THREE.Vector2(0.6875, 0.1875) ]; leftArmBox = new THREE.BoxGeometry(4, 12, 4, 0, 0, 0); leftArmBox.faceVertexUvs[0] = []; leftArmBox.faceVertexUvs[0][0] = [leftArmRight[3], leftArmRight[0], leftArmRight[2]]; leftArmBox.faceVertexUvs[0][1] = [leftArmRight[0], leftArmRight[1], leftArmRight[2]]; leftArmBox.faceVertexUvs[0][2] = [leftArmLeft[3], leftArmLeft[0], leftArmLeft[2]]; leftArmBox.faceVertexUvs[0][3] = [leftArmLeft[0], leftArmLeft[1], leftArmLeft[2]]; leftArmBox.faceVertexUvs[0][4] = [leftArmTop[3], leftArmTop[0], leftArmTop[2]]; leftArmBox.faceVertexUvs[0][5] = [leftArmTop[0], leftArmTop[1], leftArmTop[2]]; leftArmBox.faceVertexUvs[0][6] = [leftArmBottom[0], leftArmBottom[3], leftArmBottom[1]]; leftArmBox.faceVertexUvs[0][7] = [leftArmBottom[3], leftArmBottom[2], leftArmBottom[1]]; leftArmBox.faceVertexUvs[0][8] = [leftArmFront[3], leftArmFront[0], leftArmFront[2]]; leftArmBox.faceVertexUvs[0][9] = [leftArmFront[0], leftArmFront[1], leftArmFront[2]]; leftArmBox.faceVertexUvs[0][10] = [leftArmBack[3], leftArmBack[0], leftArmBack[2]]; leftArmBox.faceVertexUvs[0][11] = [leftArmBack[0], leftArmBack[1], leftArmBack[2]]; leftArmMesh = new THREE.Mesh(leftArmBox, material); leftArmMesh.name = "leftArm"; leftArmMesh.position.y = -10; leftArmMesh.position.x = 6; scene.add(leftArmMesh); // Right Leg Parts var rightLegTop = [ new THREE.Vector2(0.0625, 0.6875), new THREE.Vector2(0.125, 0.6875), new THREE.Vector2(0.125, 0.75), new THREE.Vector2(0.0625, 0.75), ]; var rightLegBottom = [ new THREE.Vector2(0.125, 0.6875), new THREE.Vector2(0.1875, 0.6875), new THREE.Vector2(0.1875, 0.75), new THREE.Vector2(0.125, 0.75) ]; var rightLegLeft = [ new THREE.Vector2(0, 0.5), new THREE.Vector2(0.0625, 0.5), new THREE.Vector2(0.0625, 0.6875), new THREE.Vector2(0, 0.6875) ]; var rightLegFront = [ new THREE.Vector2(0.0625, 0.5), new THREE.Vector2(0.125, 0.5), new THREE.Vector2(0.125, 0.6875), new THREE.Vector2(0.0625, 0.6875) ]; var rightLegRight = [ new THREE.Vector2(0.125, 0.5), new THREE.Vector2(0.1875, 0.5), new THREE.Vector2(0.1875, 0.6875), new THREE.Vector2(0.125, 0.6875) ]; var rightLegBack = [ new THREE.Vector2(0.1875, 0.5), new THREE.Vector2(0.25, 0.5), new THREE.Vector2(0.25, 0.6875), new THREE.Vector2(0.1875, 0.6875) ]; rightLegBox = new THREE.BoxGeometry(4, 12, 4, 0, 0, 0); rightLegBox.faceVertexUvs[0] = []; rightLegBox.faceVertexUvs[0][0] = [rightLegRight[3], rightLegRight[0], rightLegRight[2]]; rightLegBox.faceVertexUvs[0][1] = [rightLegRight[0], rightLegRight[1], rightLegRight[2]]; rightLegBox.faceVertexUvs[0][2] = [rightLegLeft[3], rightLegLeft[0], rightLegLeft[2]]; rightLegBox.faceVertexUvs[0][3] = [rightLegLeft[0], rightLegLeft[1], rightLegLeft[2]]; rightLegBox.faceVertexUvs[0][4] = [rightLegTop[3], rightLegTop[0], rightLegTop[2]]; rightLegBox.faceVertexUvs[0][5] = [rightLegTop[0], rightLegTop[1], rightLegTop[2]]; rightLegBox.faceVertexUvs[0][6] = [rightLegBottom[0], rightLegBottom[3], rightLegBottom[1]]; rightLegBox.faceVertexUvs[0][7] = [rightLegBottom[3], rightLegBottom[2], rightLegBottom[1]]; rightLegBox.faceVertexUvs[0][8] = [rightLegFront[3], rightLegFront[0], rightLegFront[2]]; rightLegBox.faceVertexUvs[0][9] = [rightLegFront[0], rightLegFront[1], rightLegFront[2]]; rightLegBox.faceVertexUvs[0][10] = [rightLegBack[3], rightLegBack[0], rightLegBack[2]]; rightLegBox.faceVertexUvs[0][11] = [rightLegBack[0], rightLegBack[1], rightLegBack[2]]; rightLegMesh = new THREE.Mesh(rightLegBox, material); rightLegMesh.name = "rightLeg" rightLegMesh.position.y = -22; rightLegMesh.position.x = -2; scene.add(rightLegMesh); // Left Leg Parts var leftLegTop = [ new THREE.Vector2(0.3125, 0.1875), new THREE.Vector2(0.375, 0.1875), new THREE.Vector2(0.375, 0.25), new THREE.Vector2(0.3125, 0.25), ]; var leftLegBottom = [ new THREE.Vector2(0.375, 0.1875), new THREE.Vector2(0.4375, 0.1875), new THREE.Vector2(0.4375, 0.25), new THREE.Vector2(0.375, 0.25) ]; var leftLegLeft = [ new THREE.Vector2(0.25, 0), new THREE.Vector2(0.3125, 0), new THREE.Vector2(0.3125, 0.1875), new THREE.Vector2(0.25, 0.1875) ]; var leftLegFront = [ new THREE.Vector2(0.3125, 0), new THREE.Vector2(0.375, 0), new THREE.Vector2(0.375, 0.1875), new THREE.Vector2(0.3125, 0.1875) ]; var leftLegRight = [ new THREE.Vector2(0.375, 0), new THREE.Vector2(0.4375, 0), new THREE.Vector2(0.4375, 0.1875), new THREE.Vector2(0.375, 0.1875) ]; var leftLegBack = [ new THREE.Vector2(0.4375, 0), new THREE.Vector2(0.5, 0), new THREE.Vector2(0.5, 0.1875), new THREE.Vector2(0.4375, 0.1875) ]; leftLegBox = new THREE.BoxGeometry(4, 12, 4, 0, 0, 0); leftLegBox.faceVertexUvs[0] = []; leftLegBox.faceVertexUvs[0][0] = [leftLegRight[3], leftLegRight[0], leftLegRight[2]]; leftLegBox.faceVertexUvs[0][1] = [leftLegRight[0], leftLegRight[1], leftLegRight[2]]; leftLegBox.faceVertexUvs[0][2] = [leftLegLeft[3], leftLegLeft[0], leftLegLeft[2]]; leftLegBox.faceVertexUvs[0][3] = [leftLegLeft[0], leftLegLeft[1], leftLegLeft[2]]; leftLegBox.faceVertexUvs[0][4] = [leftLegTop[3], leftLegTop[0], leftLegTop[2]]; leftLegBox.faceVertexUvs[0][5] = [leftLegTop[0], leftLegTop[1], leftLegTop[2]]; leftLegBox.faceVertexUvs[0][6] = [leftLegBottom[0], leftLegBottom[3], leftLegBottom[1]]; leftLegBox.faceVertexUvs[0][7] = [leftLegBottom[3], leftLegBottom[2], leftLegBottom[1]]; leftLegBox.faceVertexUvs[0][8] = [leftLegFront[3], leftLegFront[0], leftLegFront[2]]; leftLegBox.faceVertexUvs[0][9] = [leftLegFront[0], leftLegFront[1], leftLegFront[2]]; leftLegBox.faceVertexUvs[0][10] = [leftLegBack[3], leftLegBack[0], leftLegBack[2]]; leftLegBox.faceVertexUvs[0][11] = [leftLegBack[0], leftLegBack[1], leftLegBack[2]]; leftLegMesh = new THREE.Mesh(leftLegBox, material); leftLegMesh.name = "leftLeg"; leftLegMesh.position.y = -22; leftLegMesh.position.x = 2; scene.add(leftLegMesh); // Head Overlay Parts var head2Top = [ new THREE.Vector2(0.625, 0.875), new THREE.Vector2(0.75, 0.875), new THREE.Vector2(0.75, 1), new THREE.Vector2(0.625, 1) ]; var head2Bottom = [ new THREE.Vector2(0.75, 0.875), new THREE.Vector2(0.875, 0.875), new THREE.Vector2(0.875, 1), new THREE.Vector2(0.75, 1) ]; var head2Left = [ new THREE.Vector2(0.5, 0.75), new THREE.Vector2(0.625, 0.75), new THREE.Vector2(0.625, 0.875), new THREE.Vector2(0.5, 0.875) ]; var head2Front = [ new THREE.Vector2(0.625, 0.75), new THREE.Vector2(0.75, 0.75), new THREE.Vector2(0.75, 0.875), new THREE.Vector2(0.625, 0.875) ]; var head2Right = [ new THREE.Vector2(0.75, 0.75), new THREE.Vector2(0.875, 0.75), new THREE.Vector2(0.875, 0.875), new THREE.Vector2(0.75, 0.875) ]; var head2Back = [ new THREE.Vector2(0.875, 0.75), new THREE.Vector2(1, 0.75), new THREE.Vector2(1, 0.875), new THREE.Vector2(0.875, 0.875) ]; head2Box = new THREE.BoxGeometry(9, 9, 9, 0, 0, 0); head2Box.faceVertexUvs[0] = []; head2Box.faceVertexUvs[0][0] = [head2Right[3], head2Right[0], head2Right[2]]; head2Box.faceVertexUvs[0][1] = [head2Right[0], head2Right[1], head2Right[2]]; head2Box.faceVertexUvs[0][2] = [head2Left[3], head2Left[0], head2Left[2]]; head2Box.faceVertexUvs[0][3] = [head2Left[0], head2Left[1], head2Left[2]]; head2Box.faceVertexUvs[0][4] = [head2Top[3], head2Top[0], head2Top[2]]; head2Box.faceVertexUvs[0][5] = [head2Top[0], head2Top[1], head2Top[2]]; head2Box.faceVertexUvs[0][6] = [head2Bottom[0], head2Bottom[3], head2Bottom[1]]; head2Box.faceVertexUvs[0][7] = [head2Bottom[3], head2Bottom[2], head2Bottom[1]]; head2Box.faceVertexUvs[0][8] = [head2Front[3], head2Front[0], head2Front[2]]; head2Box.faceVertexUvs[0][9] = [head2Front[0], head2Front[1], head2Front[2]]; head2Box.faceVertexUvs[0][10] = [head2Back[3], head2Back[0], head2Back[2]]; head2Box.faceVertexUvs[0][11] = [head2Back[0], head2Back[1], head2Back[2]]; head2Mesh = new THREE.Mesh(head2Box, material2); head2Mesh.name = "head2" scene.add(head2Mesh); // Body Overlay Parts var body2Top = [ new THREE.Vector2(0.3125, 0.4375), new THREE.Vector2(0.4375, 0.4375), new THREE.Vector2(0.4375, 0.5), new THREE.Vector2(0.3125, 0.5) ]; var body2Bottom = [ new THREE.Vector2(0.4375, 0.4375), new THREE.Vector2(0.5625, 0.4375), new THREE.Vector2(0.5625, 0.5), new THREE.Vector2(0.4375, 0.5) ]; var body2Left = [ new THREE.Vector2(0.25, 0.25), new THREE.Vector2(0.3125, 0.25), new THREE.Vector2(0.3125, 0.4375), new THREE.Vector2(0.25, 0.4375) ]; var body2Front = [ new THREE.Vector2(0.3125, 0.25), new THREE.Vector2(0.4375, 0.25), new THREE.Vector2(0.4375, 0.4375), new THREE.Vector2(0.3125, 0.4375) ]; var body2Right = [ new THREE.Vector2(0.4375, 0.25), new THREE.Vector2(0.5, 0.25), new THREE.Vector2(0.5, 0.4375), new THREE.Vector2(0.4375, 0.4375) ]; var body2Back = [ new THREE.Vector2(0.5, 0.25), new THREE.Vector2(0.625, 0.25), new THREE.Vector2(0.625, 0.4375), new THREE.Vector2(0.5, 0.4375) ]; body2Box = new THREE.BoxGeometry(9, 13.5, 4.5, 0, 0, 0); body2Box.faceVertexUvs[0] = []; body2Box.faceVertexUvs[0][0] = [body2Right[3], body2Right[0], body2Right[2]]; body2Box.faceVertexUvs[0][1] = [body2Right[0], body2Right[1], body2Right[2]]; body2Box.faceVertexUvs[0][2] = [body2Left[3], body2Left[0], body2Left[2]]; body2Box.faceVertexUvs[0][3] = [body2Left[0], body2Left[1], body2Left[2]]; body2Box.faceVertexUvs[0][4] = [body2Top[3], body2Top[0], body2Top[2]]; body2Box.faceVertexUvs[0][5] = [body2Top[0], body2Top[1], body2Top[2]]; body2Box.faceVertexUvs[0][6] = [body2Bottom[0], body2Bottom[3], body2Bottom[1]]; body2Box.faceVertexUvs[0][7] = [body2Bottom[3], body2Bottom[2], body2Bottom[1]]; body2Box.faceVertexUvs[0][8] = [body2Front[3], body2Front[0], body2Front[2]]; body2Box.faceVertexUvs[0][9] = [body2Front[0], body2Front[1], body2Front[2]]; body2Box.faceVertexUvs[0][10] = [body2Back[3], body2Back[0], body2Back[2]]; body2Box.faceVertexUvs[0][11] = [body2Back[0], body2Back[1], body2Back[2]]; body2Mesh = new THREE.Mesh(body2Box, material2); body2Mesh.name = "body2"; body2Mesh.position.y = -10; scene.add(body2Mesh); // Right Arm Overlay Parts var rightArm2Top = [ new THREE.Vector2(0.6875, 0.4375), new THREE.Vector2(0.75, 0.4375), new THREE.Vector2(0.75, 0.5), new THREE.Vector2(0.6875, 0.5), ]; var rightArm2Bottom = [ new THREE.Vector2(0.75, 0.4375), new THREE.Vector2(0.8125, 0.4375), new THREE.Vector2(0.8125, 0.5), new THREE.Vector2(0.75, 0.5) ]; var rightArm2Left = [ new THREE.Vector2(0.625, 0.25), new THREE.Vector2(0.6875, 0.25), new THREE.Vector2(0.6875, 0.4375), new THREE.Vector2(0.625, 0.4375) ]; var rightArm2Front = [ new THREE.Vector2(0.6875, 0.25), new THREE.Vector2(0.75, 0.25), new THREE.Vector2(0.75, 0.4375), new THREE.Vector2(0.6875, 0.4375) ]; var rightArm2Right = [ new THREE.Vector2(0.75, 0.25), new THREE.Vector2(0.8125, 0.25), new THREE.Vector2(0.8125, 0.4375), new THREE.Vector2(0.75, 0.4375) ]; var rightArm2Back = [ new THREE.Vector2(0.8125, 0.25), new THREE.Vector2(0.875, 0.25), new THREE.Vector2(0.875, 0.4375), new THREE.Vector2(0.8125, 0.4375) ]; rightArm2Box = new THREE.BoxGeometry(4.5, 13.5, 4.5, 0, 0, 0); rightArm2Box.faceVertexUvs[0] = []; rightArm2Box.faceVertexUvs[0][0] = [rightArm2Right[3], rightArm2Right[0], rightArm2Right[2]]; rightArm2Box.faceVertexUvs[0][1] = [rightArm2Right[0], rightArm2Right[1], rightArm2Right[2]]; rightArm2Box.faceVertexUvs[0][2] = [rightArm2Left[3], rightArm2Left[0], rightArm2Left[2]]; rightArm2Box.faceVertexUvs[0][3] = [rightArm2Left[0], rightArm2Left[1], rightArm2Left[2]]; rightArm2Box.faceVertexUvs[0][4] = [rightArm2Top[3], rightArm2Top[0], rightArm2Top[2]]; rightArm2Box.faceVertexUvs[0][5] = [rightArm2Top[0], rightArm2Top[1], rightArm2Top[2]]; rightArm2Box.faceVertexUvs[0][6] = [rightArm2Bottom[0], rightArm2Bottom[3], rightArm2Bottom[1]]; rightArm2Box.faceVertexUvs[0][7] = [rightArm2Bottom[3], rightArm2Bottom[2], rightArm2Bottom[1]]; rightArm2Box.faceVertexUvs[0][8] = [rightArm2Front[3], rightArm2Front[0], rightArm2Front[2]]; rightArm2Box.faceVertexUvs[0][9] = [rightArm2Front[0], rightArm2Front[1], rightArm2Front[2]]; rightArm2Box.faceVertexUvs[0][10] = [rightArm2Back[3], rightArm2Back[0], rightArm2Back[2]]; rightArm2Box.faceVertexUvs[0][11] = [rightArm2Back[0], rightArm2Back[1], rightArm2Back[2]]; rightArm2Mesh = new THREE.Mesh(rightArm2Box, material2); rightArm2Mesh.name = "rightArm2"; rightArm2Mesh.position.y = -10; rightArm2Mesh.position.x = -6; scene.add(rightArm2Mesh); // Left Arm Overlay Parts var leftArm2Top = [ new THREE.Vector2(0.8125, 0.1875), new THREE.Vector2(0.875, 0.1875), new THREE.Vector2(0.875, 0.25), new THREE.Vector2(0.8125, 0.25), ]; var leftArm2Bottom = [ new THREE.Vector2(0.875, 0.1875), new THREE.Vector2(0.9375, 0.1875), new THREE.Vector2(0.9375, 0.25), new THREE.Vector2(0.875, 0.25) ]; var leftArm2Left = [ new THREE.Vector2(0.75, 0), new THREE.Vector2(0.8125, 0), new THREE.Vector2(0.8125, 0.1875), new THREE.Vector2(0.75, 0.1875) ]; var leftArm2Front = [ new THREE.Vector2(0.8125, 0), new THREE.Vector2(0.875, 0), new THREE.Vector2(0.875, 0.1875), new THREE.Vector2(0.8125, 0.1875) ]; var leftArm2Right = [ new THREE.Vector2(0.875, 0), new THREE.Vector2(0.9375, 0), new THREE.Vector2(0.9375, 0.1875), new THREE.Vector2(0.875, 0.1875) ]; var leftArm2Back = [ new THREE.Vector2(0.9375, 0), new THREE.Vector2(1, 0), new THREE.Vector2(1, 0.1875), new THREE.Vector2(0.9375, 0.1875) ]; leftArm2Box = new THREE.BoxGeometry(4.5, 13.5, 4.5, 0, 0, 0); leftArm2Box.faceVertexUvs[0] = []; leftArm2Box.faceVertexUvs[0][0] = [leftArm2Right[3], leftArm2Right[0], leftArm2Right[2]]; leftArm2Box.faceVertexUvs[0][1] = [leftArm2Right[0], leftArm2Right[1], leftArm2Right[2]]; leftArm2Box.faceVertexUvs[0][2] = [leftArm2Left[3], leftArm2Left[0], leftArm2Left[2]]; leftArm2Box.faceVertexUvs[0][3] = [leftArm2Left[0], leftArm2Left[1], leftArm2Left[2]]; leftArm2Box.faceVertexUvs[0][4] = [leftArm2Top[3], leftArm2Top[0], leftArm2Top[2]]; leftArm2Box.faceVertexUvs[0][5] = [leftArm2Top[0], leftArm2Top[1], leftArm2Top[2]]; leftArm2Box.faceVertexUvs[0][6] = [leftArm2Bottom[0], leftArm2Bottom[3], leftArm2Bottom[1]]; leftArm2Box.faceVertexUvs[0][7] = [leftArm2Bottom[3], leftArm2Bottom[2], leftArm2Bottom[1]]; leftArm2Box.faceVertexUvs[0][8] = [leftArm2Front[3], leftArm2Front[0], leftArm2Front[2]]; leftArm2Box.faceVertexUvs[0][9] = [leftArm2Front[0], leftArm2Front[1], leftArm2Front[2]]; leftArm2Box.faceVertexUvs[0][10] = [leftArm2Back[3], leftArm2Back[0], leftArm2Back[2]]; leftArm2Box.faceVertexUvs[0][11] = [leftArm2Back[0], leftArm2Back[1], leftArm2Back[2]]; leftArm2Mesh = new THREE.Mesh(leftArm2Box, material2); leftArm2Mesh.name = "leftArm2"; leftArm2Mesh.position.y = -10; leftArm2Mesh.position.x = 6; scene.add(leftArm2Mesh); // Right Leg Overlay Parts var rightLeg2Top = [ new THREE.Vector2(0.0625, 0.4375), new THREE.Vector2(0.125, 0.4375), new THREE.Vector2(0.125, 0.5), new THREE.Vector2(0.0625, 0.5), ]; var rightLeg2Bottom = [ new THREE.Vector2(0.125, 0.4375), new THREE.Vector2(0.1875, 0.4375), new THREE.Vector2(0.1875, 0.5), new THREE.Vector2(0.125, 0.5) ]; var rightLeg2Left = [ new THREE.Vector2(0, 0.25), new THREE.Vector2(0.0625, 0.25), new THREE.Vector2(0.0625, 0.4375), new THREE.Vector2(0, 0.4375) ]; var rightLeg2Front = [ new THREE.Vector2(0.0625, 0.25), new THREE.Vector2(0.125, 0.25), new THREE.Vector2(0.125, 0.4375), new THREE.Vector2(0.0625, 0.4375) ]; var rightLeg2Right = [ new THREE.Vector2(0.125, 0.25), new THREE.Vector2(0.1875, 0.25), new THREE.Vector2(0.1875, 0.4375), new THREE.Vector2(0.125, 0.4375) ]; var rightLeg2Back = [ new THREE.Vector2(0.1875, 0.25), new THREE.Vector2(0.25, 0.25), new THREE.Vector2(0.25, 0.4375), new THREE.Vector2(0.1875, 0.4375) ]; rightLeg2Box = new THREE.BoxGeometry(4.5, 13.5, 4.5, 0, 0, 0); rightLeg2Box.faceVertexUvs[0] = []; rightLeg2Box.faceVertexUvs[0][0] = [rightLeg2Right[3], rightLeg2Right[0], rightLeg2Right[2]]; rightLeg2Box.faceVertexUvs[0][1] = [rightLeg2Right[0], rightLeg2Right[1], rightLeg2Right[2]]; rightLeg2Box.faceVertexUvs[0][2] = [rightLeg2Left[3], rightLeg2Left[0], rightLeg2Left[2]]; rightLeg2Box.faceVertexUvs[0][3] = [rightLeg2Left[0], rightLeg2Left[1], rightLeg2Left[2]]; rightLeg2Box.faceVertexUvs[0][4] = [rightLeg2Top[3], rightLeg2Top[0], rightLeg2Top[2]]; rightLeg2Box.faceVertexUvs[0][5] = [rightLeg2Top[0], rightLeg2Top[1], rightLeg2Top[2]]; rightLeg2Box.faceVertexUvs[0][6] = [rightLeg2Bottom[0], rightLeg2Bottom[3], rightLeg2Bottom[1]]; rightLeg2Box.faceVertexUvs[0][7] = [rightLeg2Bottom[3], rightLeg2Bottom[2], rightLeg2Bottom[1]]; rightLeg2Box.faceVertexUvs[0][8] = [rightLeg2Front[3], rightLeg2Front[0], rightLeg2Front[2]]; rightLeg2Box.faceVertexUvs[0][9] = [rightLeg2Front[0], rightLeg2Front[1], rightLeg2Front[2]]; rightLeg2Box.faceVertexUvs[0][10] = [rightLeg2Back[3], rightLeg2Back[0], rightLeg2Back[2]]; rightLeg2Box.faceVertexUvs[0][11] = [rightLeg2Back[0], rightLeg2Back[1], rightLeg2Back[2]]; rightLeg2Mesh = new THREE.Mesh(rightLeg2Box, material2); rightLeg2Mesh.name = "rightLeg2" rightLeg2Mesh.position.y = -22; rightLeg2Mesh.position.x = -2; scene.add(rightLeg2Mesh); // Left Leg Overlay Parts var leftLeg2Top = [ new THREE.Vector2(0.0625, 0.1875), new THREE.Vector2(0.125, 0.1875), new THREE.Vector2(0.125, 0.25), new THREE.Vector2(0.0625, 0.25), ]; var leftLeg2Bottom = [ new THREE.Vector2(0.125, 0.1875), new THREE.Vector2(0.1875, 0.1875), new THREE.Vector2(0.1875, 0.25), new THREE.Vector2(0.125, 0.25) ]; var leftLeg2Left = [ new THREE.Vector2(0, 0), new THREE.Vector2(0.0625, 0), new THREE.Vector2(0.0625, 0.1875), new THREE.Vector2(0, 0.1875) ]; var leftLeg2Front = [ new THREE.Vector2(0.0625, 0), new THREE.Vector2(0.125, 0), new THREE.Vector2(0.125, 0.1875), new THREE.Vector2(0.0625, 0.1875) ]; var leftLeg2Right = [ new THREE.Vector2(0.125, 0), new THREE.Vector2(0.1875, 0), new THREE.Vector2(0.1875, 0.1875), new THREE.Vector2(0.125, 0.1875) ]; var leftLeg2Back = [ new THREE.Vector2(0.1875, 0), new THREE.Vector2(0.25, 0), new THREE.Vector2(0.25, 0.1875), new THREE.Vector2(0.1875, 0.1875) ]; var leftLeg2Box = new THREE.BoxGeometry(4.5, 13.5, 4.5, 0, 0, 0); leftLeg2Box.faceVertexUvs[0] = []; leftLeg2Box.faceVertexUvs[0][0] = [leftLeg2Right[3], leftLeg2Right[0], leftLeg2Right[2]]; leftLeg2Box.faceVertexUvs[0][1] = [leftLeg2Right[0], leftLeg2Right[1], leftLeg2Right[2]]; leftLeg2Box.faceVertexUvs[0][2] = [leftLeg2Left[3], leftLeg2Left[0], leftLeg2Left[2]]; leftLeg2Box.faceVertexUvs[0][3] = [leftLeg2Left[0], leftLeg2Left[1], leftLeg2Left[2]]; leftLeg2Box.faceVertexUvs[0][4] = [leftLeg2Top[3], leftLeg2Top[0], leftLeg2Top[2]]; leftLeg2Box.faceVertexUvs[0][5] = [leftLeg2Top[0], leftLeg2Top[1], leftLeg2Top[2]]; leftLeg2Box.faceVertexUvs[0][6] = [leftLeg2Bottom[0], leftLeg2Bottom[3], leftLeg2Bottom[1]]; leftLeg2Box.faceVertexUvs[0][7] = [leftLeg2Bottom[3], leftLeg2Bottom[2], leftLeg2Bottom[1]]; leftLeg2Box.faceVertexUvs[0][8] = [leftLeg2Front[3], leftLeg2Front[0], leftLeg2Front[2]]; leftLeg2Box.faceVertexUvs[0][9] = [leftLeg2Front[0], leftLeg2Front[1], leftLeg2Front[2]]; leftLeg2Box.faceVertexUvs[0][10] = [leftLeg2Back[3], leftLeg2Back[0], leftLeg2Back[2]]; leftLeg2Box.faceVertexUvs[0][11] = [leftLeg2Back[0], leftLeg2Back[1], leftLeg2Back[2]]; leftLeg2Mesh = new THREE.Mesh(leftLeg2Box, material2); leftLeg2Mesh.name = "leftLeg2"; leftLeg2Mesh.position.y = -22; leftLeg2Mesh.position.x = 2; scene.add(leftLeg2Mesh); // Add to page container = document.getElementById('model'); renderer = new THREE.WebGLRenderer({alpha: true}); renderer.setSize(window.innerWidth, window.innerHeight); window.addEventListener('resize', onWindowResize, false); model.appendChild(renderer.domElement); } function onWindowResize() { camera.aspect = (window.innerWidth - sidebarWidth) / window.innerHeight; camera.updateProjectionMatrix(); renderer.setSize(window.innerWidth - sidebarWidth, window.innerHeight); } function Animate() { requestAnimationFrame(Animate); camera.rotation.y = alpha; //alpha = /*(Math.PI / 2)*/ + (Math.PI / 16); alpha += Math.PI / 320; camera.position.z = radius*Math.cos(alpha); camera.position.x = radius*Math.sin(alpha); //Leg Swing leftLeg2Mesh.rotation.x = leftLegMesh.rotation.x = Math.cos(alpha*4); leftLeg2Mesh.position.z = leftLegMesh.position.z = 0 - 6*Math.sin(leftLegMesh.rotation.x); leftLeg2Mesh.position.y = leftLegMesh.position.y = -16 - 6*Math.abs(Math.cos(leftLegMesh.rotation.x)); rightLeg2Mesh.rotation.x = rightLegMesh.rotation.x = Math.cos(alpha*4 + (Math.PI)); rightLeg2Mesh.position.z = rightLegMesh.position.z = 0 - 6*Math.sin(rightLegMesh.rotation.x); rightLeg2Mesh.position.y = rightLegMesh.position.y = -16 - 6*Math.abs(Math.cos(rightLegMesh.rotation.x)); //Arm Swing leftArm2Mesh.rotation.x = leftArmMesh.rotation.x = Math.cos(alpha*4 + (Math.PI)); leftArm2Mesh.position.z = leftArmMesh.position.z = 0 - 6*Math.sin(leftArmMesh.rotation.x); leftArm2Mesh.position.y = leftArmMesh.position.y = -4 - 6*Math.abs(Math.cos(leftArmMesh.rotation.x)); rightArm2Mesh.rotation.x = rightArmMesh.rotation.x = Math.cos(alpha*4); rightArm2Mesh.position.z = rightArmMesh.position.z = 0 - 6*Math.sin(rightArmMesh.rotation.x); rightArm2Mesh.position.y = rightArmMesh.position.y = -4 - 6*Math.abs(Math.cos(rightArmMesh.rotation.x)); renderer.render(scene, camera); } // Handle the sidebar input things // Make checkboxes toggle visibility headToggle = document.getElementById('headToggle'); headToggle.addEventListener("change", toggleHead, false); function toggleHead() { console.log("toggling head"); var head = scene.getObjectByName("head", false); head.visible = headToggle.checked; console.log(head); } leftArmToggle = document.getElementById('leftArmToggle'); leftArmToggle.addEventListener("change", toggleLeftArm, false); function toggleLeftArm() { var leftArm = scene.getObjectByName("leftArm", false); leftArm.visible = leftArmToggle.checked; } rightArmToggle = document.getElementById('rightArmToggle'); rightArmToggle.addEventListener("change", toggleRightArm, false); function toggleRightArm() { var rightArm = scene.getObjectByName("rightArm", false); rightArm.visible = rightArmToggle.checked; } bodyToggle = document.getElementById('bodyToggle'); bodyToggle.addEventListener("change", toggleBody, false); function toggleBody() { var body = scene.getObjectByName("body", false); body.visible = bodyToggle.checked; } leftLegToggle = document.getElementById('leftLegToggle'); leftLegToggle.addEventListener("change", toggleLeftLeg, false); function toggleLeftLeg() { var leftLeg = scene.getObjectByName("leftLeg", false); leftLeg.visible = leftLegToggle.checked; } rightLegToggle = document.getElementById('rightLegToggle'); rightLegToggle.addEventListener("change", toggleRightLeg, false); function toggleRightLeg() { var rightLeg = scene.getObjectByName("rightLeg", false); rightLeg.visible = rightLegToggle.checked; } head2Toggle = document.getElementById('head2Toggle'); head2Toggle.addEventListener("change", toggleHead2, false); function toggleHead2() { var head2 = scene.getObjectByName("head2", false); head2.visible = head2Toggle.checked; } leftArm2Toggle = document.getElementById('leftArm2Toggle'); leftArm2Toggle.addEventListener("change", toggleLeftArm2, false); function toggleLeftArm2() { var leftArm2 = scene.getObjectByName("leftArm2", false); leftArm2.visible = leftArm2Toggle.checked; } rightArm2Toggle = document.getElementById('rightArm2Toggle'); rightArm2Toggle.addEventListener("change", toggleRightArm2, false); function toggleRightArm2() { var rightArm2 = scene.getObjectByName("rightArm2", false); rightArm2.visible = rightArm2Toggle.checked; } body2Toggle = document.getElementById('body2Toggle'); body2Toggle.addEventListener("change", toggleBody2, false); function toggleBody2() { var body2 = scene.getObjectByName("body2", false); body2.visible = body2Toggle.checked; } leftLeg2Toggle = document.getElementById('leftLeg2Toggle'); leftLeg2Toggle.addEventListener("change", toggleLeftLeg2, false); function toggleLeftLeg2() { var leftLeg2 = scene.getObjectByName("leftLeg2", false); leftLeg2.visible = leftLeg2Toggle.checked; } rightLeg2Toggle = document.getElementById('rightLeg2Toggle'); rightLeg2Toggle.addEventListener("change", toggleRightLeg2, false); function toggleRightLeg2() { var rightLeg2 = scene.getObjectByName("rightLeg2", false); rightLeg2.visible = rightLeg2Toggle.checked; } // Change the username document.getElementById('username').onkeypress = function(e){ if (!e) e = window.event; var keyCode = e.keyCode || e.which; if (keyCode == '13'){ // Enter pressed, set new image img.src = 'http://www.cyberconnects2.com/games/updates/rcraft/skins/upload/' + document.getElementById('username').value; } } </script> I believe it's something to do with this bit of code but any time I try missing with, it's just messes up completely. renderer = new THREE.WebGLRenderer({alpha: true}); renderer.setSize(window.innerWidth, window.innerHeight); I can post up the html I have if it's needed. It's been bugging me a ton and if anyone could help, you'd be my savior haha
  24. <html> <head> <title>Eksempel_2</title> <meta charset="utf-8" /> <script> function btnUtfor_onclick_tekst() { document.getElementById("pMelding").innerHTML = "DerpDerp"; document.getElementById("btnUtfor").onclick = "btnUtfor_onclick_blank()"; } function btnUtfor_onclick_blank() { document.getElementById("pMelding").innerHTML = "..."; document.getElementById("btnUtfor").onclick = "btnUtfor_onclick_tekst()"; } </script> </head> <body> <input id="btnUtfor" type="button" value="Trykk meg" onclick="btnUtfor_onclick_tekst()" /> <p id="pMelding"></p> </body> </html> can someone please explain why this doesn't work and how to fix it, I'm very (very) new to javascript and coding in general
  25. Hey guys, So I am trying to do the following: assign a "default" value to a javascript variable, then change that value, and to then again be able to change the variable, <script> function functie1(x) { var z = "jasonr"; var x = prompt("Which chat do you want to see?", "Shroud"); if (x == "") { window.alert("You canceled."); location.reload(); } else { window.alert("You chose " + x ); document.getElementById( z ).src = "https://www.twitch.tv/" + x + "/chat?popout="; document.getElementById( z ).id = x; }} document.getElementById("clickMe").onclick = functie1; function functie2(y) { var k = "lirik"; var y = prompt("Which chat do you want to see?", "lirik"); if (y == "") { window.alert("You canceled."); location.reload(); } else { window.alert("You chose " + y) document.getElementById( k ).src = "https://www.twitch.tv/" + y + "/chat?popout="; document.getElementById( k ).id = y; }} document.getElementById("clickMe2").onclick = functie2; var y = k; var x = z; </script> this is my script, I am altering Iframe elements with it, what I want to achieveis that I can alter the elements multiple times where I can only do that once at this moment. I think it has something to do with that there is no element left that goes byid = z after it has been altered once, so now I thought I had to change the value of z into x after the function ran, but I cant get it to work. Can someone tell me what's what with the variable scopes or how I can assign the new values to it, I've looked all over but I am not getting wiser at all. Thanks in advance! Bob
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