varcreateScene=function(){// This creates a basic Babylon Scene object (non-mesh)var scene =newBABYLON.Scene(engine);// This creates and positions a free camera (non-mesh)var camera =newBABYLON.FreeCamera("camera1",newBABYLON.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);// This creates a light, aiming 0,1,0 - to the sky (non-mesh)var light =newBABYLON.HemisphericLight("light1",newBABYLON.Vector3(0,1,0), scene);// Default intensity is 1. Let's dim the light a small amount
light.intensity =0.7;// Our built-in 'sphere' shape. Params: name, subdivs, size, scenevar sphere =BABYLON.Mesh.CreateSphere("sphere1",16,2, scene);// Move the sphere upward 1/2 its height
sphere.position.y =1;// Our built-in 'ground' shape. Params: name, width, depth, subdivs, scenevar ground =BABYLON.Mesh.CreateGround("ground1",6,6,2, scene);// GUIvar advancedTexture =BABYLON.GUI.AdvancedDynamicTexture.CreateFullscreenUI("UI");var image =newBABYLON.GUI.Image("but","textures/player.png");
image.width ="60px";
image.height ="60px";var cellFlag =true;if(cellFlag){
image.cellId =1;
image.cellHeight =64;
image.cellWidth =64;}else{
image.sourceWidth =64;
image.sourceHeight =64;}
advancedTexture.addControl(image);setInterval(()=>{if(cellFlag){if(image.cellId <10) image.cellId++;else image.cellId =1;}else{
image.sourceLeft += image.sourceWidth;if(image.sourceLeft >=1408) image.sourceLeft =0;}},50);return scene;};