mirror of
https://gitlab.com/arnekeller/tunnel-racer.git
synced 2024-11-10 01:30:37 +00:00
488 lines
12 KiB
JavaScript
488 lines
12 KiB
JavaScript
// ---------------------
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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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uniform float p;
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varying float intensity;
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varying vec3 vColor;
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vec3 hsv2rgb(vec3 c) {
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vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
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vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
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return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
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}
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void main()
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{
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vec3 vNormal = normalize( normalMatrix * normal );
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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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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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}
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`;
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const fragmentShaderGlow = `
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varying vec3 vColor;
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varying float intensity;
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void main()
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{
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vec3 glow = vColor * intensity;
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gl_FragColor = vec4( glow, 1.0 );
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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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uniform vec3 iResolution;
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uniform float iTime;
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uniform sampler2D iChannel0;
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// By Daedelus: https://www.shadertoy.com/user/Daedelus
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// license: Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
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#define TIMESCALE 0.25
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#define TILES 8
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#define COLOR 0.7, 1.6, 2.8
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varying vec2 vUv;
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varying float z;
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void mainImage( out vec4 fragColor, in vec2 fragCoord )
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{
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vec2 uv = fragCoord.xy / iResolution.xy;
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uv.x *= iResolution.x / iResolution.y;
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vec4 noise = texture2D(iChannel0, floor(uv * float(TILES)) / float(TILES));
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float p = 1.0 - mod(noise.r + noise.g + noise.b + (iTime + z) * float(TIMESCALE), 1.0);
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p = min(max(p * 3.0 - 1.8, 0.1), 2.0);
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vec2 r = mod(uv * float(TILES), 1.0);
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r = vec2(pow(r.x - 0.5, 2.0), pow(r.y - 0.5, 2.0));
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p *= 1.0 - pow(min(1.0, 12.0 * dot(r, r)), 2.0);
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fragColor = vec4(COLOR, 1.0) * p;
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}
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void main() {
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mainImage(gl_FragColor, vUv * iResolution.xy);
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}
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`;
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const vertexShader = `
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varying vec2 vUv;
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varying float z;
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void main() {
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vUv = uv;
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z = -position[1];
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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}
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`;
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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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// 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 time = Date.now() / 1000.0;
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function logger(text) {
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console.log(text);
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}
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function init_gn() {
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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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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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});
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}
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if (!isAvailable.accelerationAvailable) {
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console.log({
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message: 'Device acceleration is not available.'
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});
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}
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if (!isAvailable.accelerationIncludingGravityAvailable) {
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console.log({
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message: 'Device acceleration incl. gravity is not available.'
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});
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}
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if (!isAvailable.rotationRateAvailable) {
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console.log({
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message: 'Device rotation rate is not available.'
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});
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}
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start_gn();
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}).catch(function(e) {
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console.error(e);
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document.getElementById("start").disabled = false;
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});
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document.addEventListener('keydown', e => {
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if (e.key === "ArrowLeft") {
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leftRightMove = -10.0;
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} else if (e.key === "ArrowRight") {
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leftRightMove = 10.0;
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} else if (e.key === "ArrowDown") {
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upDownMove = -10.0;
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} else if (e.key === "ArrowUp") {
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upDownMove = 10.0;
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}
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});
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document.addEventListener('keyup', e => {
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if (e.key === "ArrowLeft") {
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leftRightMove = 0;
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} else if (e.key === "ArrowRight") {
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leftRightMove = 0;
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} else if (e.key === "ArrowDown") {
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upDownMove = 0;
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} else if (e.key === "ArrowUp") {
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upDownMove = 0;
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}
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});
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}
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function stop_gn() {
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gn.stop();
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}
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function start_gn() {
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gn.start(gnCallBack);
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}
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function gnCallBack(data) {
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if (!headSet) {
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gammaReference = data.do.gamma;
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} else {
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// leftRight = data.do.beta > 0 ? "right" : "left";
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leftRightMove = data.do.beta;
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// upDown = data.do.gamma > gammaReference ? "up" : "down";
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upDownMove = data.do.gamma - gammaReference;
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}
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}
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function set_head_gn() {
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try {
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gn.setHeadDirection();
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} catch (e) {
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// fails if the sensor is not available
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}
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headSet = true;
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}
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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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scene = new THREE.Scene();
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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 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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type: "f",
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value: 0.8
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},
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"p": {
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type: "f",
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value: 2.4
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},
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viewVector: {
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type: "v3",
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value: camera.position
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}
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},
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vertexShader: vertexShaderGlow,
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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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texture.magFilter = THREE.NearestFilter;
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texture.wrapS = THREE.RepeatWrapping;
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texture.wrapT = THREE.RepeatWrapping;
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const uniforms = {
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iTime: {
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value: 0
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},
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iResolution: {
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value: new THREE.Vector3(1, 1, 1)
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},
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iChannel0: {
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value: texture
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},
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};
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const material = new THREE.ShaderMaterial({
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vertexShader,
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fragmentShader,
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uniforms,
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});
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const borderGeometry = new THREE.PlaneGeometry(1, 1);
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init();
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animate();
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document.getElementById("start").onclick = () => {
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set_head_gn();
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try {
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document.body.requestFullscreen();
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window.screen.orientation.lock.call(window.screen.orientation, 'landscape');
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} catch (e) {
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// browser doesn't support this API, try another hack
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window.scrollTo(0,1);
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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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// reset variables
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speed = initialSpeed;
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score = 0;
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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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spheres.length = 0;
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for (let i = 0; i < borders.length; i++) {
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scene.remove(borders[i]);
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}
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borders.length = 0;
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removed = 0;
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lastSpawned = 0;
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camera.position.set(0, 10, 25);
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camera.lookAt(scene.position);
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running = true;
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}
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function gameOver() {
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running = false;
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headSet = false;
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document.getElementById("score").innerText = document.getElementById("score").innerText + " - Game Over!";
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document.getElementById("start").style.zIndex = 0;
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document.getElementById("start").style.visibility = "visible";
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document.getElementById("start").innerText = "Restart";
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}
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function init() {
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camera.position.set(0, 10, 25);
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camera.lookAt(scene.position);
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const ambientLight = new THREE.AmbientLight(0xffffff, 0.7);
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scene.add(ambientLight);
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const pointLight = new THREE.PointLight(0xffffff, 0.8);
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camera.add(pointLight);
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scene.add(camera);
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renderer = new THREE.WebGLRenderer();
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renderer.setPixelRatio(window.devicePixelRatio);
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renderer.setSize(window.innerWidth, window.innerHeight);
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document.body.appendChild(renderer.domElement);
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window.addEventListener('resize', onWindowResize);
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}
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function onWindowResize() {
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camera.aspect = window.innerWidth / window.innerHeight;
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camera.updateProjectionMatrix();
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renderer.setSize(window.innerWidth, window.innerHeight);
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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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let now = Date.now() / 1000.0;
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let delta = now - time;
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time = now;
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requestAnimationFrame(animate);
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uniforms.iTime.value += delta;
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if (running) {
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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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// 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 = 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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if (z2 > z1) {
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// account for very fast speeds
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// (prevents clipping through obstacles)
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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 <= (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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}
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}
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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 * delta * 60.0;
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speed += 0.01;
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if (!Number.isNaN(leftRightMove)) {
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camera.position.x += 0.1 * leftRightMove;
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}
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if (!Number.isNaN(upDownMove)) {
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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, 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) * 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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outlineMesh.scale.multiplyScalar(scale * 1.17);
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outlineMesh.position.z = meshCube.position.z;
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outlineMesh.position.x = meshCube.position.x;
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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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spheres.push(outlineMesh);
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scene.add(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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// 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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}
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if (removed >= 2 || score == 0) {
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score += removed / 2;
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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 - tunnelRadius * 2;
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let border = new THREE.Mesh(borderGeometry, material);
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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(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 = 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(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 = -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(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 = 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(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 + 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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}
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}
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}
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