mirror of
https://gitlab.com/arnekeller/tunnel-racer.git
synced 2024-11-08 16:50:38 +00:00
Cleanups + comments
This commit is contained in:
parent
8c2a8b6272
commit
711bc739ec
@ -4,7 +4,7 @@
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<title>three.js webgl - tunnel racer</title>
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<meta charset="utf-8">
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<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
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<link type="text/css" rel="stylesheet" href="main.css">
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<link type="text/css" rel="stylesheet" href="./main.css">
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<link rel="icon" href="./favicon.png">
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<script src="./gyronorm.complete.min.js"></script>
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</head>
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@ -18,6 +18,6 @@
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<button id="start" disabled>Start</button>
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<script src="./three.min.js"></script>
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<script src="./game.js"></script>
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<script src="./game.js"></script>
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</body>
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</html>
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111
game.js
111
game.js
@ -1,3 +1,9 @@
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// ----------------------
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// | setup. of three.js |
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// ----------------------
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// shaders for sphere outline
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// https://stemkoski.github.io/Three.js/Shader-Glow.html
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const vertexShaderGlow = `
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uniform vec3 viewVector;
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uniform float c;
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@ -17,7 +23,7 @@ void main()
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vec3 vNormel = normalize( normalMatrix * viewVector );
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intensity = pow( c - dot(vNormal, vNormel), p );
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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vColor = hsv2rgb(vec3(fract(gl_Position[2] / 270.0), 0.7, 0.7));
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//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);
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//vColor = vec3(0.5, 0, 0.5);
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@ -34,6 +40,7 @@ void main()
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}
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`;
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// shaders for tunnel border
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const fragmentShader = `
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#include <common>
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@ -80,20 +87,33 @@ const vertexShader = `
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}
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`;
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const diameterOfTunnel = 100;
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// size of the tunnel
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const tunnelRadius = 100;
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// z interval of new obstacles
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const spawnInterval = 40;
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// coordinate of newest obstacle
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let lastSpawned = 0;
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// gyroscope variables
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var gn;
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let headSet = false;
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let gammaReference = 0.0;
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let leftRightMove = 0.0;
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let upDownMove = 0.0;
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var speed = 5.0;
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// current player speed
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const initialSpeed = 5.0;
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let speed = initialSpeed;
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// score points
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let score = 0;
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// amount of sphere objects removed
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let removed = 0;
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// player is actively racing
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let running = false;
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// obstacles
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const spheres = [];
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// wall segments
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const borders = [];
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let frameCount = 0;
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function logger(text) {
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@ -101,14 +121,14 @@ function logger(text) {
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}
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function init_gn() {
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var args = {
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const args = {
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logger: logger
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};
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gn = new GyroNorm();
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gn.init(args).then(function() {
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var isAvailable = gn.isAvailable();
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const isAvailable = gn.isAvailable();
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if (!isAvailable.deviceOrientationAvailable) {
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console.log({
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message: 'Device orientation is not available.'
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@ -196,11 +216,13 @@ document.getElementById("set_head").addEventListener("click", () => {
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init_gn();
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// setup three.js: materials, geometries, scene, lighting and camera
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let scene, renderer;
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const camera = new THREE.PerspectiveCamera(70, window.innerWidth / window.innerHeight, 0.1, 10000);
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// obstacle geometry and material
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const geometrySphere = new THREE.SphereGeometry(11, 32, 32);
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const materialCube = new THREE.MeshBasicMaterial();
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const materialSphere = new THREE.MeshBasicMaterial();
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const customMaterial = new THREE.ShaderMaterial({
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uniforms: {
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"c": {
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@ -217,14 +239,13 @@ const customMaterial = new THREE.ShaderMaterial({
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}
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},
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vertexShader: vertexShaderGlow,
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//vertexColors: true,
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fragmentShader: fragmentShaderGlow,
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side: THREE.FrontSide,
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blending: THREE.AdditiveBlending,
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transparent: true
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});
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// wall texture
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const loader = new THREE.TextureLoader();
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const texture = loader.load('./bayer.png');
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texture.minFilter = THREE.NearestFilter;
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@ -249,9 +270,6 @@ const material = new THREE.ShaderMaterial({
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});
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const borderGeometry = new THREE.PlaneGeometry(1, 1);
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const cubes = [];
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const borders = [];
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init();
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animate();
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@ -264,12 +282,13 @@ document.getElementById("start").onclick = () => {
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}
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document.getElementById("start").style.zIndex = -10;
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document.getElementById("start").style.visibility = "hidden";
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speed = 5.0;
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// reset variables
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speed = initialSpeed;
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score = 0;
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for (let i = 0; i < cubes.length; i++) {
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scene.remove(cubes[i]);
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for (let i = 0; i < spheres.length; i++) {
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scene.remove(spheres[i]);
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}
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cubes.length = 0;
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spheres.length = 0;
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removed = 0;
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running = true;
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}
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@ -284,8 +303,6 @@ function gameOver() {
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function init() {
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//
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scene = new THREE.Scene();
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camera.position.set(0, 10, 25);
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@ -318,6 +335,7 @@ function onWindowResize() {
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}
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// main render/update function called once per frame
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function animate() {
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requestAnimationFrame(animate);
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@ -327,18 +345,19 @@ function animate() {
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if (running) {
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if (Math.abs(camera.position.x) > diameterOfTunnel || Math.abs(camera.position.y) > diameterOfTunnel) {
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if (Math.abs(camera.position.x) > tunnelRadius || Math.abs(camera.position.y) > tunnelRadius) {
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// out of bounds
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gameOver();
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}
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for (let i = 0; i < cubes.length; i++) {
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if (cubes[i].material !== materialCube) {
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// collision checks
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for (let i = 0; i < spheres.length; i++) {
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if (spheres[i].material !== materialSphere) {
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continue;
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}
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let x1 = cubes[i].position.x;
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let y1 = cubes[i].position.y;
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let z1 = cubes[i].position.z;
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let x1 = spheres[i].position.x;
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let y1 = spheres[i].position.y;
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let z1 = spheres[i].position.z;
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let x2 = camera.position.x;
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let y2 = camera.position.y;
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let z2 = camera.position.z;
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@ -348,7 +367,7 @@ function animate() {
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z2 = Math.max(z1, z2 - speed);
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}
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let dist_squared = (x1 - x2) ** 2 + (y1 - y2) ** 2 + (z1 - z2) ** 2;
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if (dist_squared <= (cubes[i].geometry.parameters.radius * cubes[i].scale.x) ** 2) {
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if (dist_squared <= (spheres[i].geometry.parameters.radius * spheres[i].scale.x) ** 2) {
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gameOver();
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break;
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}
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@ -357,6 +376,7 @@ function animate() {
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if (running) {
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// advance player position, increase speed, handle movement input
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camera.position.z -= 0.5 * speed;
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speed += 0.01;
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if (!Number.isNaN(leftRightMove)) {
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@ -366,16 +386,17 @@ function animate() {
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camera.position.y += 0.1 * upDownMove;
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}
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// create new obstacles as needed
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while (camera.position.z < lastSpawned - spawnInterval) {
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lastSpawned -= spawnInterval;
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// randomly spawn large spheres
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let scale = Math.random() < 0.1 ? 5.0 : 1.0;
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const meshCube = new THREE.Mesh(geometrySphere, materialCube);
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const meshCube = new THREE.Mesh(geometrySphere, materialSphere);
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meshCube.position.z = camera.position.z - speed * 210;
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meshCube.position.x = (2 * Math.random() - 1.0) * diameterOfTunnel;
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meshCube.position.y = (2 * Math.random() - 1.0) * 0.9 * diameterOfTunnel;
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meshCube.position.x = (2 * Math.random() - 1.0) * tunnelRadius;
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meshCube.position.y = (2 * Math.random() - 1.0) * 0.9 * tunnelRadius;
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meshCube.scale.multiplyScalar(scale);
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const outlineMesh = new THREE.Mesh(geometrySphere, customMaterial);
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@ -385,19 +406,20 @@ function animate() {
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outlineMesh.position.y = meshCube.position.y;
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meshCube.add(outlineMesh);
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scene.add(outlineMesh);
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cubes.push(outlineMesh);
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spheres.push(outlineMesh);
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scene.add(meshCube);
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cubes.push(meshCube);
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spheres.push(meshCube);
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}
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}
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renderer.render(scene, camera);
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for (let i = 0; i < cubes.length; i++) {
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if (cubes[i].position.z > camera.position.z + cubes[i].geometry.parameters.radius * cubes[i].scale.x + 20) {
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scene.remove(cubes[i]);
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cubes.splice(i, 1);
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// clean up game elements behind the camera
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for (let i = 0; i < spheres.length; i++) {
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if (spheres[i].position.z > camera.position.z + spheres[i].geometry.parameters.radius * spheres[i].scale.x + 20) {
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scene.remove(spheres[i]);
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spheres.splice(i, 1);
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i--;
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removed++;
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}
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@ -407,44 +429,47 @@ function animate() {
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removed = 0;
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document.getElementById("score").innerText = score;
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}
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// create new wall segments on demand
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if (borders.length == 0 || borders[borders.length - 1].position.z - camera.position.z > -1200) {
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const newZ = borders.length == 0 ? -200 : borders[borders.length - 1].position.z - diameterOfTunnel * 2;
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const newZ = borders.length == 0 ? -200 : borders[borders.length - 1].position.z - tunnelRadius * 2;
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let border = new THREE.Mesh(borderGeometry, material);
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//border.position.x = -70;
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border.position.y = -diameterOfTunnel;
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border.position.y = -tunnelRadius;
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border.rotation.x = -Math.PI / 2;
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border.position.z = newZ;
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border.scale.multiplyScalar(diameterOfTunnel * 2);
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border.scale.multiplyScalar(tunnelRadius * 2);
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scene.add(border);
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borders.push(border);
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border = new THREE.Mesh(borderGeometry, material);
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border.position.y = diameterOfTunnel;
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border.position.y = tunnelRadius;
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border.rotation.x = Math.PI / 2;
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border.position.z = newZ;
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border.scale.multiplyScalar(diameterOfTunnel * 2);
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border.scale.multiplyScalar(tunnelRadius * 2);
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scene.add(border);
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borders.push(border);
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border = new THREE.Mesh(borderGeometry, material);
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border.position.x = -diameterOfTunnel;
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border.position.x = -tunnelRadius;
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border.rotation.y = Math.PI / 2;
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border.position.z = newZ;
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border.scale.multiplyScalar(diameterOfTunnel * 2);
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border.scale.multiplyScalar(tunnelRadius * 2);
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scene.add(border);
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borders.push(border);
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border = new THREE.Mesh(borderGeometry, material);
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border.position.x = diameterOfTunnel;
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border.position.x = tunnelRadius;
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border.rotation.y = -Math.PI / 2;
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border.position.z = newZ;
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border.scale.multiplyScalar(diameterOfTunnel * 2);
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border.scale.multiplyScalar(tunnelRadius * 2);
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scene.add(border);
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borders.push(border);
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}
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// clean up wall segments behind the camera
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for (let i = 0; i < borders.length; i++) {
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if (borders[i].position.z > camera.position.z + diameterOfTunnel + 50) {
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if (borders[i].position.z > camera.position.z + tunnelRadius + 50) {
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scene.remove(borders[i]);
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borders.splice(i, 1);
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i--;
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67
main.css
67
main.css
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body {
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margin: 0;
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background-color: #000;
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font-family: Monospace;
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font-family: monospace;
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overscroll-behavior: none;
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font-size: xxx-large;
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@ -12,23 +12,17 @@ body {
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-0.07em 0 black,
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0 -0.07em black;
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}
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#start {
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width: 50vw;
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height: 20vh;
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font-size: 15vh;
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/* center button */
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position: absolute;
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top: 50vh;
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left: 50vw;
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transform: translate(-50%, -50%);
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font-size: 15vh;
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}
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a {
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color: #ff0;
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text-decoration: none;
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}
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a:hover {
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text-decoration: underline;
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}
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button {
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@ -43,56 +37,7 @@ button {
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padding: 10px;
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box-sizing: border-box;
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text-align: center;
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-moz-user-select: none;
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-webkit-user-select: none;
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-ms-user-select: none;
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user-select: none;
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pointer-events: none;
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z-index: 1; /* TODO Solve this in HTML */
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}
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a, button, input, select {
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pointer-events: auto;
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}
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.dg.ac {
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-moz-user-select: none;
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-webkit-user-select: none;
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-ms-user-select: none;
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user-select: none;
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z-index: 2 !important; /* TODO Solve this in HTML */
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}
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#overlay {
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position: absolute;
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font-size: 16px;
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z-index: 2;
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top: 0;
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left: 0;
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width: 100%;
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height: 100%;
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display: flex;
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align-items: center;
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justify-content: center;
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flex-direction: column;
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background: rgba(0,0,0,0.7);
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}
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#overlay button {
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background: transparent;
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border: 0;
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border: 1px solid rgb(255, 255, 255);
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border-radius: 4px;
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color: #ffffff;
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padding: 12px 18px;
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text-transform: uppercase;
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cursor: pointer;
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}
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#notSupported {
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width: 50%;
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margin: auto;
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background-color: #f00;
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margin-top: 20px;
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padding: 10px;
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z-index: 1;
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}
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