tunnel-racer/game.js
2022-01-30 11:45:49 +01:00

490 lines
16 KiB
JavaScript

const vertexShaderGlow = `
uniform vec3 viewVector;
uniform float c;
uniform float p;
varying float intensity;
varying vec3 vColor;
vec3 hsv2rgb(vec3 c) {
vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
}
void main()
{
vec3 vNormal = normalize( normalMatrix * normal );
vec3 vNormel = normalize( normalMatrix * viewVector );
intensity = pow( c - dot(vNormal, vNormel), p );
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);
}
`;
const fragmentShaderGlow = `
varying vec3 vColor;
varying float intensity;
void main()
{
vec3 glow = vColor * intensity;
gl_FragColor = vec4( glow, 1.0 );
}
`;
const fragmentShader = `
#include <common>
uniform vec3 iResolution;
uniform float iTime;
uniform sampler2D iChannel0;
// By Daedelus: https://www.shadertoy.com/user/Daedelus
// license: Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
#define TIMESCALE 0.25
#define TILES 8
#define COLOR 0.7, 1.6, 2.8
varying vec2 vUv;
varying float z;
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
vec2 uv = fragCoord.xy / iResolution.xy;
uv.x *= iResolution.x / iResolution.y;
vec4 noise = texture2D(iChannel0, floor(uv * float(TILES)) / float(TILES));
float p = 1.0 - mod(noise.r + noise.g + noise.b + (iTime + z) * float(TIMESCALE), 1.0);
p = min(max(p * 3.0 - 1.8, 0.1), 2.0);
vec2 r = mod(uv * float(TILES), 1.0);
r = vec2(pow(r.x - 0.5, 2.0), pow(r.y - 0.5, 2.0));
p *= 1.0 - pow(min(1.0, 12.0 * dot(r, r)), 2.0);
fragColor = vec4(COLOR, 1.0) * p;
}
void main() {
mainImage(gl_FragColor, vUv * iResolution.xy);
}
`;
const vertexShader = `
varying vec2 vUv;
varying float z;
void main() {
vUv = uv;
z = -position[1];
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}
`;
const diameterOfTunnel = 100;
var gn;
var headSet = false;
var betaReference = 0.0;
var leftRightMove = 0.0;
var upDownMove = 0.0;
var speed = 5.0;
let score = 0;
let removed = 0;
let running = false;
let frameCount = 0;
function logger(text) {
}
function init_gn() {
var args = {
logger: logger
};
gn = new GyroNorm();
gn.init(args).then(function() {
var isAvailable = gn.isAvailable();
if(!isAvailable.deviceOrientationAvailable) {
console.log({message:'Device orientation is not available.'});
}
if(!isAvailable.accelerationAvailable) {
console.log({message:'Device acceleration is not available.'});
}
if(!isAvailable.accelerationIncludingGravityAvailable) {
console.log({message:'Device acceleration incl. gravity is not available.'});
}
if(!isAvailable.rotationRateAvailable) {
console.log({message:'Device rotation rate is not available.'});
}
start_gn();
}).catch(function(e){
console.error(e);
});
document.addEventListener('keydown', e => {
if (e.key === "ArrowLeft") {
leftRightMove = -10.0;
} else if (e.key === "ArrowRight") {
leftRightMove = 10.0;
} else if (e.key === "ArrowDown") {
upDownMove = -10.0;
} else if (e.key === "ArrowUp") {
upDownMove = 10.0;
}
});
document.addEventListener('keyup', e => {
if (e.key === "ArrowLeft") {
leftRightMove = 0;
} else if (e.key === "ArrowRight") {
leftRightMove = 0;
} else if (e.key === "ArrowDown") {
upDownMove = 0;
} else if (e.key === "ArrowUp") {
upDownMove = 0;
}
});
}
function stop_gn() {
gn.stop();
}
function start_gn() {
gn.start(gnCallBack);
}
function gnCallBack(data) {
if (!headSet) {
betaReference = data.do.beta;
} else {
let leftRight = data.do.alpha > 180.0 ? "right" : "left";
leftRightMove = data.do.alpha > 180.0 ? 360.0 - data.do.alpha : -data.do.alpha;
let upDown = data.do.beta > betaReference ? "up" : "down";
upDownMove = data.do.beta - betaReference;
}
}
function set_head_gn() {
gn.setHeadDirection();
headSet = true;
}
document.getElementById("set_head").addEventListener("click", () => {
document.getElementById("log").innerHTML += "clicked button<br>";
set_head_gn();
});
init_gn();
import * as THREE from './three.module.js';
// import { GUI } from './jsm/libs/dat.gui.module.js';
//import { OrbitControls } from './three/examples/jsm/controls/OrbitControls.js';
//import { EffectComposer } from './three/examples/jsm/postprocessing/EffectComposer.js';
//import { RenderPass } from './three/examples/jsm/postprocessing/RenderPass.js';
//import { ShaderPass } from '/three/examples/jsm/postprocessing/ShaderPass.js';
//import { LuminosityShader } from '/three/examples/jsm/shaders/LuminosityShader.js';
//import { SobelOperatorShader } from '/three/examples/jsm/shaders/SobelOperatorShader.js';
let scene, renderer, composer;
const camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.1, 1000 );
let effectSobel;
const params = {
enable: true
};
const geometryCube = new THREE.BoxGeometry( 20, 20, 20 );
const geometrySphere = new THREE.SphereGeometry(11, 32, 32);
const geometrySphere2 = new THREE.SphereGeometry(13, 32, 32);
const materialCube = new THREE.MeshBasicMaterial();
const outlineMaterial = new THREE.MeshBasicMaterial( { color: 0x00ffff, side: THREE.BackSide } );
const customMaterial = new THREE.ShaderMaterial({
uniforms:
{
"c": { type: "f", value: 0.8 },
"p": { type: "f", value: 2.4 },
viewVector: { type: "v3", value: camera.position }
},
vertexShader: vertexShaderGlow,
//vertexColors: true,
fragmentShader: fragmentShaderGlow,
side: THREE.FrontSide,
blending: THREE.AdditiveBlending,
transparent: true
});
const loader = new THREE.TextureLoader();
const texture = loader.load('/bayer.png');
texture.minFilter = THREE.NearestFilter;
texture.magFilter = THREE.NearestFilter;
texture.wrapS = THREE.RepeatWrapping;
texture.wrapT = THREE.RepeatWrapping;
const uniforms = {
iTime: { value: 0 },
iResolution: { value: new THREE.Vector3(1, 1, 1) },
iChannel0: { value: texture },
};
const material = new THREE.ShaderMaterial({
vertexShader,
fragmentShader,
uniforms,
});
const borderGeometry = new THREE.PlaneGeometry( 1, 1 );
const positions = [];
const colors = [];
const sizes = [];
const color = new THREE.Color();
const cubes = [];
const borders = [];
init();
animate();
document.getElementById("start").onclick = () => {
document.getElementById("start").style.zIndex = -10;
speed = 5.0;
score = 0;
for (let i = 0; i < cubes.length; i++) {
scene.remove(cubes[i]);
}
cubes.length = 0;
removed = 0;
running = true;
}
function init() {
//
scene = new THREE.Scene();
camera.position.set( 0, 10, 25 );
camera.lookAt( scene.position );
//const geometry = geometrySphere2;
//geometry.setAttribute( 'positioned', new THREE.Float32BufferAttribute( positions, 3 ) );
//geometry.setAttribute( 'glowColor', new THREE.Float32BufferAttribute( colors, 3 ) );
////geometry.setAttribute( 'size', new THREE.Float32BufferAttribute( sizes, 1 ).setUsage( THREE.DynamicDrawUsage ) );
//const particleSystem = new THREE.Mesh( geometry, customMaterial );
//scene.add(particleSystem);
//
//
//const meshCube = new THREE.Mesh( geometryCube, materialCube );
//meshCube.position.z = -30;
//meshCube.position.x = 40;
//scene.add(meshCube);
//cubes.push(meshCube);
//
const ambientLight = new THREE.AmbientLight( 0xffffff, 0.7 );
scene.add( ambientLight );
const pointLight = new THREE.PointLight( 0xffffff, 0.8 );
camera.add( pointLight );
scene.add( camera );
//
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
// postprocessing
//composer = new EffectComposer( renderer );
//const renderPass = new RenderPass( scene, camera );
//composer.addPass( renderPass );
// color to grayscale conversion
//const effectGrayScale = new ShaderPass( LuminosityShader );
//composer.addPass( effectGrayScale );
// you might want to use a gaussian blur filter before
// the next pass to improve the result of the Sobel operator
// Sobel operator
//effectSobel = new ShaderPass( SobelOperatorShader );
//effectSobel.uniforms[ 'resolution' ].value.x = window.innerWidth * window.devicePixelRatio;
//effectSobel.uniforms[ 'resolution' ].value.y = window.innerHeight * window.devicePixelRatio;
//composer.addPass( effectSobel );
//const controls = new OrbitControls( camera, renderer.domElement );
//controls.minDistance = 10;
//controls.maxDistance = 100;
//
//const gui = new GUI();
//gui.add( params, 'enable' );
//gui.open();
//
window.addEventListener( 'resize', onWindowResize );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
//composer.setSize( window.innerWidth, window.innerHeight );
//effectSobel.uniforms[ 'resolution' ].value.x = window.innerWidth * window.devicePixelRatio;
//effectSobel.uniforms[ 'resolution' ].value.y = window.innerHeight * window.devicePixelRatio;
}
function animate() {
requestAnimationFrame( animate );
uniforms.iTime.value = frameCount / 60.0;
frameCount++;
if (running) {
for (let i = 0; i < cubes.length; i++) {
if (cubes[i].geometry.parameters.radius !== geometrySphere.parameters.radius) {
continue;
}
let x1 = cubes[i].position.x;
let y1 = cubes[i].position.y;
let z1 = cubes[i].position.z;
let x2 = camera.position.x;
let y2 = camera.position.y;
let z2 = camera.position.z;
if (z2 > z1) {
// account for very fast speeds
// (prevents clipping through obstacles)
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**2) {
running = false;
document.getElementById("score").innerText = document.getElementById("score").innerText + " - Game Over!";
document.getElementById("start").style.zIndex = 0;
document.getElementById("start").innerText = "Restart";
break;
}
}
camera.position.z -= 0.5 * speed;
speed += 0.01;
camera.position.x += 0.1 * leftRightMove;
camera.position.y += 0.1 * upDownMove;
if (Math.random() < 0.09) {
const meshCube = new THREE.Mesh( geometrySphere, materialCube );
meshCube.position.z = camera.position.z - 930;
meshCube.position.x = (2 * Math.random() - 1.0) * diameterOfTunnel;
meshCube.position.y = (2 * Math.random() - 1.0) * 0.9 * diameterOfTunnel;
const outlineMesh = new THREE.Mesh( geometrySphere, customMaterial );
outlineMesh.scale.multiplyScalar( 1.17 );
outlineMesh.position.z = meshCube.position.z;
outlineMesh.position.x = meshCube.position.x;
outlineMesh.position.y = meshCube.position.y;
meshCube.add( outlineMesh );
scene.add(outlineMesh);
cubes.push(outlineMesh);
//positions.push( meshCube.position.x );
//positions.push( meshCube.position.y );
//positions.push( meshCube.position.z );
//
//color.setHSL( Math.random(), 1.0, 0.5 );
//colors.push( color.r, color.g, color.b );
//sizes.push( 20 );
scene.add(meshCube);
cubes.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) {
scene.remove(cubes[i]);
cubes.splice(i, 1);
i--;
removed++;
}
}
if (removed >= 2 || score == 0) {
score += removed / 2;
removed = removed % 2;
document.getElementById("score").innerText = score;
}
if (borders.length == 0 || borders[borders.length - 1].position.z - camera.position.z > -600) {
const newZ = borders.length == 0 ? -200 : borders[borders.length - 1].position.z - diameterOfTunnel * 2;
let border = new THREE.Mesh( borderGeometry, material );
//border.position.x = -70;
border.position.y = -diameterOfTunnel;
border.rotation.x = -Math.PI / 2;
border.position.z = newZ;
border.scale.multiplyScalar(diameterOfTunnel * 2);
scene.add(border);
borders.push(border);
border = new THREE.Mesh( borderGeometry, material );
border.position.y = diameterOfTunnel;
border.rotation.x = Math.PI / 2;
border.position.z = newZ;
border.scale.multiplyScalar(diameterOfTunnel * 2);
scene.add(border);
borders.push(border);
border = new THREE.Mesh( borderGeometry, material );
border.position.x = -diameterOfTunnel;
border.rotation.y = Math.PI / 2;
border.position.z = newZ;
border.scale.multiplyScalar(diameterOfTunnel * 2);
scene.add(border);
borders.push(border);
border = new THREE.Mesh( borderGeometry, material );
border.position.x = diameterOfTunnel;
border.rotation.y = -Math.PI / 2;
border.position.z = newZ;
border.scale.multiplyScalar(diameterOfTunnel * 2);
scene.add(border);
borders.push(border);
}
//console.log(borders[borders.length - 1].position.z - camera.position.z);
//console.log(borders[borders.length - 1] - camera.position.z);
for (let i = 0; i < borders.length; i++) {
if (borders[i].position.z > camera.position.z + diameterOfTunnel + 50) {
scene.remove(borders[i]);
borders.splice(i, 1);
i--;
}
}
}