// You have to create a function called createScene. This function must return a BABYLON.Scene object
// You can reference the following variables: engine, canvas
// You must at least define a camera
var createScene = function() {
var scene = new BABYLON.Scene(engine);
//var camera = new BABYLON.ArcRotateCamera("Camera", -Math.PI / 2, Math.PI / 2, 12, BABYLON.Vector3.Zero(), scene);
var camera = new BABYLON.FreeCamera("camera1", new BABYLON.Vector3(0, 5, -10), scene);
// This targets the camera to scene origin
camera.setTarget(BABYLON.Vector3.Zero());
// This attaches the camera to the canvas
// camera.attachControl(canvas, true);
let box = new BABYLON.MeshBuilder.CreateBox("box", {}, scene);
let boxMaterial = new BABYLON.StandardMaterial("box-color", scene);
boxMaterial.diffuseColor = new BABYLON.Color3(1, 0, 1);
box.material = boxMaterial;
let ground = new BABYLON.CreateGround("ground", { width: 10, height: 10 });
ground.position.y = 0;
let light = new BABYLON.HemisphericLight("light", new BABYLON.Vector3(0, 1, 0), scene);
let player = scene.getMeshByName("box");
scene.onKeyboardObservable.add((key) => {
switch(key.type) {
case BABYLON.KeyboardEventTypes.KEYDOWN:
switch(key.event.code) {
case "ArrowRight":
player.movePOV(-1, 0, 0);
console.log(player.position);
break;
case "ArrowLeft":
player.movePOV(1, 0, 0);
console.log(player.position);
break;
}
break;
}
});
return scene;
};