mirror of
https://gitlab.com/arnekeller/tunnel-racer.git
synced 2024-11-10 01:30:37 +00:00
Cleanups + comments
This commit is contained in:
parent
8c2a8b6272
commit
711bc739ec
@ -4,7 +4,7 @@
|
||||
<title>three.js webgl - tunnel racer</title>
|
||||
<meta charset="utf-8">
|
||||
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
|
||||
<link type="text/css" rel="stylesheet" href="main.css">
|
||||
<link type="text/css" rel="stylesheet" href="./main.css">
|
||||
<link rel="icon" href="./favicon.png">
|
||||
<script src="./gyronorm.complete.min.js"></script>
|
||||
</head>
|
||||
@ -18,6 +18,6 @@
|
||||
<button id="start" disabled>Start</button>
|
||||
|
||||
<script src="./three.min.js"></script>
|
||||
<script src="./game.js"></script>
|
||||
<script src="./game.js"></script>
|
||||
</body>
|
||||
</html>
|
||||
|
111
game.js
111
game.js
@ -1,3 +1,9 @@
|
||||
// ----------------------
|
||||
// | setup. of three.js |
|
||||
// ----------------------
|
||||
|
||||
// shaders for sphere outline
|
||||
// https://stemkoski.github.io/Three.js/Shader-Glow.html
|
||||
const vertexShaderGlow = `
|
||||
uniform vec3 viewVector;
|
||||
uniform float c;
|
||||
@ -17,7 +23,7 @@ void main()
|
||||
vec3 vNormel = normalize( normalMatrix * viewVector );
|
||||
intensity = pow( c - dot(vNormal, vNormel), p );
|
||||
|
||||
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
|
||||
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
|
||||
vColor = hsv2rgb(vec3(fract(gl_Position[2] / 270.0), 0.7, 0.7));
|
||||
//vColor = vec3((sin(position[2] / 360.0) + 1.0) * 0.5, (sin(position[2] / 1000.0) + 1.0) * 0.5, (sin(position[2] / 70.0) + 1.0) * 0.5);
|
||||
//vColor = vec3(0.5, 0, 0.5);
|
||||
@ -34,6 +40,7 @@ void main()
|
||||
}
|
||||
`;
|
||||
|
||||
// shaders for tunnel border
|
||||
const fragmentShader = `
|
||||
#include <common>
|
||||
|
||||
@ -80,20 +87,33 @@ const vertexShader = `
|
||||
}
|
||||
`;
|
||||
|
||||
const diameterOfTunnel = 100;
|
||||
// size of the tunnel
|
||||
const tunnelRadius = 100;
|
||||
// z interval of new obstacles
|
||||
const spawnInterval = 40;
|
||||
// coordinate of newest obstacle
|
||||
let lastSpawned = 0;
|
||||
|
||||
// gyroscope variables
|
||||
var gn;
|
||||
let headSet = false;
|
||||
let gammaReference = 0.0;
|
||||
let leftRightMove = 0.0;
|
||||
let upDownMove = 0.0;
|
||||
|
||||
var speed = 5.0;
|
||||
// current player speed
|
||||
const initialSpeed = 5.0;
|
||||
let speed = initialSpeed;
|
||||
// score points
|
||||
let score = 0;
|
||||
// amount of sphere objects removed
|
||||
let removed = 0;
|
||||
// player is actively racing
|
||||
let running = false;
|
||||
// obstacles
|
||||
const spheres = [];
|
||||
// wall segments
|
||||
const borders = [];
|
||||
let frameCount = 0;
|
||||
|
||||
function logger(text) {
|
||||
@ -101,14 +121,14 @@ function logger(text) {
|
||||
}
|
||||
|
||||
function init_gn() {
|
||||
var args = {
|
||||
const args = {
|
||||
logger: logger
|
||||
};
|
||||
|
||||
gn = new GyroNorm();
|
||||
|
||||
gn.init(args).then(function() {
|
||||
var isAvailable = gn.isAvailable();
|
||||
const isAvailable = gn.isAvailable();
|
||||
if (!isAvailable.deviceOrientationAvailable) {
|
||||
console.log({
|
||||
message: 'Device orientation is not available.'
|
||||
@ -196,11 +216,13 @@ document.getElementById("set_head").addEventListener("click", () => {
|
||||
|
||||
init_gn();
|
||||
|
||||
// setup three.js: materials, geometries, scene, lighting and camera
|
||||
let scene, renderer;
|
||||
const camera = new THREE.PerspectiveCamera(70, window.innerWidth / window.innerHeight, 0.1, 10000);
|
||||
|
||||
// obstacle geometry and material
|
||||
const geometrySphere = new THREE.SphereGeometry(11, 32, 32);
|
||||
const materialCube = new THREE.MeshBasicMaterial();
|
||||
const materialSphere = new THREE.MeshBasicMaterial();
|
||||
const customMaterial = new THREE.ShaderMaterial({
|
||||
uniforms: {
|
||||
"c": {
|
||||
@ -217,14 +239,13 @@ const customMaterial = new THREE.ShaderMaterial({
|
||||
}
|
||||
},
|
||||
vertexShader: vertexShaderGlow,
|
||||
//vertexColors: true,
|
||||
fragmentShader: fragmentShaderGlow,
|
||||
side: THREE.FrontSide,
|
||||
blending: THREE.AdditiveBlending,
|
||||
transparent: true
|
||||
});
|
||||
|
||||
|
||||
// wall texture
|
||||
const loader = new THREE.TextureLoader();
|
||||
const texture = loader.load('./bayer.png');
|
||||
texture.minFilter = THREE.NearestFilter;
|
||||
@ -249,9 +270,6 @@ const material = new THREE.ShaderMaterial({
|
||||
});
|
||||
const borderGeometry = new THREE.PlaneGeometry(1, 1);
|
||||
|
||||
const cubes = [];
|
||||
const borders = [];
|
||||
|
||||
init();
|
||||
animate();
|
||||
|
||||
@ -264,12 +282,13 @@ document.getElementById("start").onclick = () => {
|
||||
}
|
||||
document.getElementById("start").style.zIndex = -10;
|
||||
document.getElementById("start").style.visibility = "hidden";
|
||||
speed = 5.0;
|
||||
// reset variables
|
||||
speed = initialSpeed;
|
||||
score = 0;
|
||||
for (let i = 0; i < cubes.length; i++) {
|
||||
scene.remove(cubes[i]);
|
||||
for (let i = 0; i < spheres.length; i++) {
|
||||
scene.remove(spheres[i]);
|
||||
}
|
||||
cubes.length = 0;
|
||||
spheres.length = 0;
|
||||
removed = 0;
|
||||
running = true;
|
||||
}
|
||||
@ -284,8 +303,6 @@ function gameOver() {
|
||||
|
||||
function init() {
|
||||
|
||||
//
|
||||
|
||||
scene = new THREE.Scene();
|
||||
|
||||
camera.position.set(0, 10, 25);
|
||||
@ -318,6 +335,7 @@ function onWindowResize() {
|
||||
|
||||
}
|
||||
|
||||
// main render/update function called once per frame
|
||||
function animate() {
|
||||
|
||||
requestAnimationFrame(animate);
|
||||
@ -327,18 +345,19 @@ function animate() {
|
||||
|
||||
if (running) {
|
||||
|
||||
if (Math.abs(camera.position.x) > diameterOfTunnel || Math.abs(camera.position.y) > diameterOfTunnel) {
|
||||
if (Math.abs(camera.position.x) > tunnelRadius || Math.abs(camera.position.y) > tunnelRadius) {
|
||||
// out of bounds
|
||||
gameOver();
|
||||
}
|
||||
|
||||
for (let i = 0; i < cubes.length; i++) {
|
||||
if (cubes[i].material !== materialCube) {
|
||||
// collision checks
|
||||
for (let i = 0; i < spheres.length; i++) {
|
||||
if (spheres[i].material !== materialSphere) {
|
||||
continue;
|
||||
}
|
||||
let x1 = cubes[i].position.x;
|
||||
let y1 = cubes[i].position.y;
|
||||
let z1 = cubes[i].position.z;
|
||||
let x1 = spheres[i].position.x;
|
||||
let y1 = spheres[i].position.y;
|
||||
let z1 = spheres[i].position.z;
|
||||
let x2 = camera.position.x;
|
||||
let y2 = camera.position.y;
|
||||
let z2 = camera.position.z;
|
||||
@ -348,7 +367,7 @@ function animate() {
|
||||
z2 = Math.max(z1, z2 - speed);
|
||||
}
|
||||
let dist_squared = (x1 - x2) ** 2 + (y1 - y2) ** 2 + (z1 - z2) ** 2;
|
||||
if (dist_squared <= (cubes[i].geometry.parameters.radius * cubes[i].scale.x) ** 2) {
|
||||
if (dist_squared <= (spheres[i].geometry.parameters.radius * spheres[i].scale.x) ** 2) {
|
||||
gameOver();
|
||||
break;
|
||||
}
|
||||
@ -357,6 +376,7 @@ function animate() {
|
||||
|
||||
if (running) {
|
||||
|
||||
// advance player position, increase speed, handle movement input
|
||||
camera.position.z -= 0.5 * speed;
|
||||
speed += 0.01;
|
||||
if (!Number.isNaN(leftRightMove)) {
|
||||
@ -366,16 +386,17 @@ function animate() {
|
||||
camera.position.y += 0.1 * upDownMove;
|
||||
}
|
||||
|
||||
// create new obstacles as needed
|
||||
while (camera.position.z < lastSpawned - spawnInterval) {
|
||||
lastSpawned -= spawnInterval;
|
||||
|
||||
// randomly spawn large spheres
|
||||
let scale = Math.random() < 0.1 ? 5.0 : 1.0;
|
||||
|
||||
const meshCube = new THREE.Mesh(geometrySphere, materialCube);
|
||||
const meshCube = new THREE.Mesh(geometrySphere, materialSphere);
|
||||
meshCube.position.z = camera.position.z - speed * 210;
|
||||
meshCube.position.x = (2 * Math.random() - 1.0) * diameterOfTunnel;
|
||||
meshCube.position.y = (2 * Math.random() - 1.0) * 0.9 * diameterOfTunnel;
|
||||
meshCube.position.x = (2 * Math.random() - 1.0) * tunnelRadius;
|
||||
meshCube.position.y = (2 * Math.random() - 1.0) * 0.9 * tunnelRadius;
|
||||
meshCube.scale.multiplyScalar(scale);
|
||||
|
||||
const outlineMesh = new THREE.Mesh(geometrySphere, customMaterial);
|
||||
@ -385,19 +406,20 @@ function animate() {
|
||||
outlineMesh.position.y = meshCube.position.y;
|
||||
meshCube.add(outlineMesh);
|
||||
scene.add(outlineMesh);
|
||||
cubes.push(outlineMesh);
|
||||
spheres.push(outlineMesh);
|
||||
|
||||
scene.add(meshCube);
|
||||
cubes.push(meshCube);
|
||||
spheres.push(meshCube);
|
||||
}
|
||||
}
|
||||
renderer.render(scene, camera);
|
||||
|
||||
|
||||
for (let i = 0; i < cubes.length; i++) {
|
||||
if (cubes[i].position.z > camera.position.z + cubes[i].geometry.parameters.radius * cubes[i].scale.x + 20) {
|
||||
scene.remove(cubes[i]);
|
||||
cubes.splice(i, 1);
|
||||
// clean up game elements behind the camera
|
||||
for (let i = 0; i < spheres.length; i++) {
|
||||
if (spheres[i].position.z > camera.position.z + spheres[i].geometry.parameters.radius * spheres[i].scale.x + 20) {
|
||||
scene.remove(spheres[i]);
|
||||
spheres.splice(i, 1);
|
||||
i--;
|
||||
removed++;
|
||||
}
|
||||
@ -407,44 +429,47 @@ function animate() {
|
||||
removed = 0;
|
||||
document.getElementById("score").innerText = score;
|
||||
}
|
||||
|
||||
// create new wall segments on demand
|
||||
if (borders.length == 0 || borders[borders.length - 1].position.z - camera.position.z > -1200) {
|
||||
const newZ = borders.length == 0 ? -200 : borders[borders.length - 1].position.z - diameterOfTunnel * 2;
|
||||
const newZ = borders.length == 0 ? -200 : borders[borders.length - 1].position.z - tunnelRadius * 2;
|
||||
|
||||
let border = new THREE.Mesh(borderGeometry, material);
|
||||
//border.position.x = -70;
|
||||
border.position.y = -diameterOfTunnel;
|
||||
border.position.y = -tunnelRadius;
|
||||
border.rotation.x = -Math.PI / 2;
|
||||
border.position.z = newZ;
|
||||
border.scale.multiplyScalar(diameterOfTunnel * 2);
|
||||
border.scale.multiplyScalar(tunnelRadius * 2);
|
||||
scene.add(border);
|
||||
borders.push(border);
|
||||
|
||||
border = new THREE.Mesh(borderGeometry, material);
|
||||
border.position.y = diameterOfTunnel;
|
||||
border.position.y = tunnelRadius;
|
||||
border.rotation.x = Math.PI / 2;
|
||||
border.position.z = newZ;
|
||||
border.scale.multiplyScalar(diameterOfTunnel * 2);
|
||||
border.scale.multiplyScalar(tunnelRadius * 2);
|
||||
scene.add(border);
|
||||
borders.push(border);
|
||||
|
||||
border = new THREE.Mesh(borderGeometry, material);
|
||||
border.position.x = -diameterOfTunnel;
|
||||
border.position.x = -tunnelRadius;
|
||||
border.rotation.y = Math.PI / 2;
|
||||
border.position.z = newZ;
|
||||
border.scale.multiplyScalar(diameterOfTunnel * 2);
|
||||
border.scale.multiplyScalar(tunnelRadius * 2);
|
||||
scene.add(border);
|
||||
borders.push(border);
|
||||
|
||||
border = new THREE.Mesh(borderGeometry, material);
|
||||
border.position.x = diameterOfTunnel;
|
||||
border.position.x = tunnelRadius;
|
||||
border.rotation.y = -Math.PI / 2;
|
||||
border.position.z = newZ;
|
||||
border.scale.multiplyScalar(diameterOfTunnel * 2);
|
||||
border.scale.multiplyScalar(tunnelRadius * 2);
|
||||
scene.add(border);
|
||||
borders.push(border);
|
||||
}
|
||||
// clean up wall segments behind the camera
|
||||
for (let i = 0; i < borders.length; i++) {
|
||||
if (borders[i].position.z > camera.position.z + diameterOfTunnel + 50) {
|
||||
if (borders[i].position.z > camera.position.z + tunnelRadius + 50) {
|
||||
scene.remove(borders[i]);
|
||||
borders.splice(i, 1);
|
||||
i--;
|
||||
|
67
main.css
67
main.css
@ -1,7 +1,7 @@
|
||||
body {
|
||||
margin: 0;
|
||||
background-color: #000;
|
||||
font-family: Monospace;
|
||||
font-family: monospace;
|
||||
overscroll-behavior: none;
|
||||
|
||||
font-size: xxx-large;
|
||||
@ -12,23 +12,17 @@ body {
|
||||
-0.07em 0 black,
|
||||
0 -0.07em black;
|
||||
}
|
||||
|
||||
#start {
|
||||
width: 50vw;
|
||||
height: 20vh;
|
||||
font-size: 15vh;
|
||||
|
||||
/* center button */
|
||||
position: absolute;
|
||||
top: 50vh;
|
||||
left: 50vw;
|
||||
transform: translate(-50%, -50%);
|
||||
font-size: 15vh;
|
||||
}
|
||||
|
||||
a {
|
||||
color: #ff0;
|
||||
text-decoration: none;
|
||||
}
|
||||
|
||||
a:hover {
|
||||
text-decoration: underline;
|
||||
}
|
||||
|
||||
button {
|
||||
@ -43,56 +37,7 @@ button {
|
||||
padding: 10px;
|
||||
box-sizing: border-box;
|
||||
text-align: center;
|
||||
-moz-user-select: none;
|
||||
-webkit-user-select: none;
|
||||
-ms-user-select: none;
|
||||
user-select: none;
|
||||
pointer-events: none;
|
||||
z-index: 1; /* TODO Solve this in HTML */
|
||||
z-index: 1;
|
||||
}
|
||||
|
||||
a, button, input, select {
|
||||
pointer-events: auto;
|
||||
}
|
||||
|
||||
.dg.ac {
|
||||
-moz-user-select: none;
|
||||
-webkit-user-select: none;
|
||||
-ms-user-select: none;
|
||||
user-select: none;
|
||||
z-index: 2 !important; /* TODO Solve this in HTML */
|
||||
}
|
||||
|
||||
#overlay {
|
||||
position: absolute;
|
||||
font-size: 16px;
|
||||
z-index: 2;
|
||||
top: 0;
|
||||
left: 0;
|
||||
width: 100%;
|
||||
height: 100%;
|
||||
display: flex;
|
||||
align-items: center;
|
||||
justify-content: center;
|
||||
flex-direction: column;
|
||||
background: rgba(0,0,0,0.7);
|
||||
}
|
||||
|
||||
#overlay button {
|
||||
background: transparent;
|
||||
border: 0;
|
||||
border: 1px solid rgb(255, 255, 255);
|
||||
border-radius: 4px;
|
||||
color: #ffffff;
|
||||
padding: 12px 18px;
|
||||
text-transform: uppercase;
|
||||
cursor: pointer;
|
||||
}
|
||||
|
||||
#notSupported {
|
||||
width: 50%;
|
||||
margin: auto;
|
||||
background-color: #f00;
|
||||
margin-top: 20px;
|
||||
padding: 10px;
|
||||
}
|
Loading…
Reference in New Issue
Block a user