This code example shows how to use game navigation. Use the mouse to look around and the W,S,A and D keys to move. All the code and assets are in the projects Scripts directory. You can download the project using the link above.
// Turn on debug so that Chat.printDebug() and Chat.dump() work Chat.debugOutput = true; // Display the stats panel in the bottom left corner of screen Application.statsVisible = true; // Turn on collisions, but allow the user to turn it off Actor.setCollisionSetting( true, false ); // Turn on gravity, but allow the user to turn it off Actor.setGravitySetting( true, false ); // Show the avatar Actor.showAvatar = false; // Show the chat panel Application.chatPaneVisible = false; // Set ambient light for the scene Scene.ambientLightColor = Color(0.5, 0.5, 0.5, 0); // Create a point light over the oger head to give meanacing look var oPointLight = Scene.createPointLight( "SceneLight" ); oPointLight.position = Vector( 0, 600, -500 ); // Create the floor var oGround = Scene.createGround( "MainFloor", "RustySteel", 3000.0, 3000.0, true ); // Create a Skydome oSkyDome = Scene.createSkyDome(); oSkyDome.materialName = "CloudySky"; oSkyDome.curvature = 5; oSkyDome.tiling = 8; oSkyDome.distance = 4000; oSkyDome.enable = true; // Add the Ogre head oHeadEntity = Scene.createEntity( "OgreHead", "ogrehead.mesh" ); oHeadNode = Scene.createSceneNode( "OgreHeadNode" ); oHeadNode.attachObject( oHeadEntity ); oHeadNode.position = Vector( 0, 100, -500 ); // Give the Ogre head some physics oHeadEntity.collisionGeometryType = oHeadEntity.COLLISION_GEOM_BOX; oHeadEntity.createPhysicalModel(); // Set the navigation style to game Actor.navigationStyle = Actor.NAVIGATION_STYLE_GAME;