A guide to creating 2D alphabet renderings with three.js

I'm currently in the process of developing a 2D game that involves blocks falling down in a Tetris-like fashion. I'm looking to render different alphabets on these blocks. Here's how I am setting up the blocks:

var geometry = new THREE.BoxGeometry( this.BLOCK_WIDTH, this.BLOCK_WIDTH, 4 );
var material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );

this.blocks = [];

for (var i = 0; i < rows * columns; i++) {
cube = new THREE.Mesh( geometry, material );
cube.visible = false;
cube.letter = letterGenerator.getNextLetter();
this.blocks[i] = cube;

scene.add( this.blocks[i] );
};

Each block will have a unique alphabet associated with it, but otherwise they will all look the same. In the update() function, I move the blocks either left, right, or down. With this movement, the block positions are updated, and I need the alphabets to be rendered accordingly.

Can someone guide me on how to effectively render alphabets on these blocks?

UPDATE: The game is being rendered using WebGLRenderer.

Answer №1

If you wish to display text on each block in your scene, you can find the screen position of the block using the "cube" variable and use HTML to paint the text at that location. A method to create a text sprite in HTML is detailed in this link:

https://github.com/mrdoob/three.js/issues/1321

To get the screen position of your "cube" variable, follow these steps:

var container = document.getElementById("idcanvas");
var containerWidth = container.clientWidth;
var containerHeight = container.clientHeight;
var widthHalf = containerWidth / 2, heightHalf = containerHeight / 2;
var locvector = new THREE.Vector3();
locvector.setFromMatrixPosition(cube.matrixWorld);
locvector.project(your_camera); //returns center of mesh
var xpos = locvector.x = (locvector.x * widthHalf) + widthHalf; //convert to screen coordinates
var ypos = locvector.y = -(locvector.y * heightHalf) + heightHalf;

You will need to make adjustments to the HTML for cube movement.

Alternatively, you can create custom textures with the desired text and assign these textures as materials to the corresponding cubes for a different approach.

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