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script.js
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400 lines (340 loc) · 11.9 KB
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window.focus(); // Capture keys right away (by default focus is on editor)
let camera, scene, renderer; // ThreeJS globals
let world; // CannonJs world
let lastTime; // Last timestamp of animation
let stack; // Parts that stay solid on top of each other
let overhangs; // Overhanging parts that fall down
const boxHeight = 1; // Height of each layer
const originalBoxSize = 3; // Original width and height of a box
let autopilot;
let gameEnded;
let robotPrecision; // Determines how precise the game is on autopilot
const snapDistance = 0.1;
const scoreElement = document.getElementById("score");
const instructionsElement = document.getElementById("instructions");
const resultsElement = document.getElementById("results");
const clickSound = new Audio('interface.mp3');
const errorSound = new Audio('error.mp3');
let touchTimer;
window.addEventListener('touchstart', (event) => {
event.preventDefault();
if(touchTimer) {
clearTimeout(touchTimer);
}
touchTimer = setTimeout(eventHandler, 300);
});
init();
// Determines how precise the game is on autopilot
function setRobotPrecision() {
robotPrecision = 0;
}
function init() {
autopilot = true;
gameEnded = false;
lastTime = 0;
stack = [];
overhangs = [];
setRobotPrecision();
// Initialize CannonJS
world = new CANNON.World();
world.gravity.set(0, -10, 0); // Gravity pulls things down
world.broadphase = new CANNON.NaiveBroadphase();
world.solver.iterations = 40;
// Initialize ThreeJs
let aspect = window.innerWidth / window.innerHeight;
let width = 10;
let height = width / aspect;
if (window.matchMedia("(max-width: 600px)").matches) {
// The viewport is 600px or less
width = 5; // Adjust these values as needed
height = width / aspect;
}
camera = new THREE.OrthographicCamera(
width / -1.3, // left
width / 1.3, // right
height / 1.3, // top
height / -1.3, // bottom
0, // near plane
100 // far plane
);
// Add event listener for window resize
window.addEventListener('resize', function() {
aspect = window.innerWidth / window.innerHeight;
if (window.matchMedia("(max-width: 600px)").matches) {
// The viewport is 600px or less
width = 5;
height = width / aspect;
} else {
width = 10;
height = width / aspect;
}
camera.left = width / -1.3;
camera.right = width / 1.3;
camera.top = height / 1.3;
camera.bottom = height / -1.3;
camera.updateProjectionMatrix();
}, false);
camera.position.set(4, 4, 4);
camera.lookAt(0, 0, 0);
scene = new THREE.Scene();
// Foundation
addLayer(0, 0, originalBoxSize, originalBoxSize);
// First layer
addLayer(-10, 0, originalBoxSize, originalBoxSize, "x");
// Set up lights
const ambientLight = new THREE.AmbientLight(0xffffff, 0.6);
scene.add(ambientLight);
const dirLight = new THREE.DirectionalLight(0xffffff, 0.6);
dirLight.position.set(10, 20, 0);
scene.add(dirLight);
//Load background texture
const loader = new THREE.TextureLoader();
loader.load('https://images.unsplash.com/photo-1614854262318-831574f15f1f?q=80&w=2670&auto=format&fit=crop&ixlib=rb-4.0.3&ixid=M3wxMjA3fDB8MHxwaG90by1wYWdlfHx8fGVufDB8fHx8fA%3D%3D' , function(texture)
{
scene.background = texture;
});
// Set up renderer
renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setAnimationLoop(animation);
document.body.appendChild(renderer.domElement);
}
function splitBlockAndAddNextOneIfOverlaps() {
// Align block positions to the nearest snapDistance
topLayer.threejs.position.x = Math.round(topLayer.threejs.position.x / snapDistance) * snapDistance;
topLayer.threejs.position.z = Math.round(topLayer.threejs.position.z / snapDistance) * snapDistance;
}
function startGame() {
autopilot = false;
gameEnded = false;
lastTime = 0;
stack = [];
overhangs = [];
if (instructionsElement) instructionsElement.style.display = "none";
if (resultsElement) resultsElement.style.display = "none";
if (scoreElement) scoreElement.innerText = 0;
if (world) {
// Remove every object from world
while (world.bodies.length > 0) {
world.remove(world.bodies[0]);
}
}
if (scene) {
// Remove every Mesh from the scene
while (scene.children.find((c) => c.type == "Mesh")) {
const mesh = scene.children.find((c) => c.type == "Mesh");
scene.remove(mesh);
}
// Foundation
addLayer(0, 0, originalBoxSize, originalBoxSize);
// First layer
addLayer(-10, 0, originalBoxSize, originalBoxSize, "x");
}
if (camera) {
// Reset camera positions
camera.position.set(4, 4, 4);
camera.lookAt(0, 0, 0);
}
}
function addLayer(x, z, width, depth, direction) {
const y = boxHeight * stack.length; // Add the new box one layer higher
const layer = generateBox(x, y, z, width, depth, false);
layer.direction = direction;
stack.push(layer);
}
function addOverhang(x, z, width, depth) {
const y = boxHeight * (stack.length - 1); // Add the new box one the same layer
const overhang = generateBox(x, y, z, width, depth, true);
overhangs.push(overhang);
}
function generateBox(x, y, z, width, depth, falls) {
// ThreeJS
const geometry = new THREE.BoxGeometry(width, boxHeight, depth);
const color = new THREE.Color(`hsl(${30 + stack.length * 4}, 100%, 50%)`);
const material = new THREE.MeshLambertMaterial({ color });
const mesh = new THREE.Mesh(geometry, material);
mesh.position.set(x, y, z);
scene.add(mesh);
// CannonJS
const shape = new CANNON.Box(
new CANNON.Vec3(width / 2, boxHeight / 2, depth / 2)
);
let mass = falls ? 5 : 0; // If it shouldn't fall then setting the mass to zero will keep it stationary
mass *= width / originalBoxSize; // Reduce mass proportionately by size
mass *= depth / originalBoxSize; // Reduce mass proportionately by size
const body = new CANNON.Body({ mass, shape });
body.position.set(x, y, z);
world.addBody(body);
return {
threejs: mesh,
cannonjs: body,
width,
depth
};
}
function cutBox(topLayer, overlap, size, delta) {
const direction = topLayer.direction;
const newWidth = direction == "x" ? overlap : topLayer.width;
const newDepth = direction == "z" ? overlap : topLayer.depth;
// Update metadata
topLayer.width = newWidth;
topLayer.depth = newDepth;
// Update ThreeJS model
topLayer.threejs.scale[direction] = overlap / size;
topLayer.threejs.position[direction] -= delta / 2;
// Update CannonJS model
topLayer.cannonjs.position[direction] -= delta / 2;
// Replace shape to a smaller one (in CannonJS you can't simply just scale a shape)
const shape = new CANNON.Box(
new CANNON.Vec3(newWidth / 2, boxHeight / 2, newDepth / 2)
);
topLayer.cannonjs.shapes = [];
topLayer.cannonjs.addShape(shape);
}
window.addEventListener('touchstart', playClick);
function playClick() {
clickSound.play();
}
function playError() {
errorSound.play();
}
document.getElementById('start-button').addEventListener('click', startGame);
window.addEventListener("mousedown", eventHandler);
window.addEventListener("touchstart", eventHandler);
window.addEventListener("keydown", function (event) {
if (event.key == " ") {
event.preventDefault();
eventHandler();
return;
}
if (event.key == "R" || event.key == "r") {
event.preventDefault();
startGame();
return;
}
function resetGame(event) {
event.preventDefault();
startGame();
}
});
let lastInputTime = 0;
const inputCooldown = 500; // Cooldown in milliseconds
function eventHandler() {
if (autopilot) startGame();
else splitBlockAndAddNextOneIfOverlaps();
}
function splitBlockAndAddNextOneIfOverlaps() {
if (gameEnded) return;
const topLayer = stack[stack.length - 1];
const previousLayer = stack[stack.length - 2];
const direction = topLayer.direction;
const size = direction == "x" ? topLayer.width : topLayer.depth;
const delta =
topLayer.threejs.position[direction] -
previousLayer.threejs.position[direction];
const overhangSize = Math.abs(delta);
const overlap = size - overhangSize;
if (overlap > 0) {
clickSound.play();
cutBox(topLayer, overlap, size, delta);
// Overhang
const overhangShift = (overlap / 2 + overhangSize / 2) * Math.sign(delta);
const overhangX =
direction == "x"
? topLayer.threejs.position.x + overhangShift
: topLayer.threejs.position.x;
const overhangZ =
direction == "z"
? topLayer.threejs.position.z + overhangShift
: topLayer.threejs.position.z;
const overhangWidth = direction == "x" ? overhangSize : topLayer.width;
const overhangDepth = direction == "z" ? overhangSize : topLayer.depth;
addOverhang(overhangX, overhangZ, overhangWidth, overhangDepth);
// Next layer
const nextX = direction == "x" ? topLayer.threejs.position.x : -10;
const nextZ = direction == "z" ? topLayer.threejs.position.z : -10;
const newWidth = topLayer.width; // New layer has the same size as the cut top layer
const newDepth = topLayer.depth; // New layer has the same size as the cut top layer
const nextDirection = direction == "x" ? "z" : "x";
if (scoreElement) scoreElement.innerText = stack.length - 1;
addLayer(nextX, nextZ, newWidth, newDepth, nextDirection);
} else {
missedTheSpot();
playError();
}
}
function missedTheSpot() {
playError();
const topLayer = stack[stack.length - 1];
// Turn to top layer into an overhang and let it fall down
addOverhang(
topLayer.threejs.position.x,
topLayer.threejs.position.z,
topLayer.width,
topLayer.depth
);
world.remove(topLayer.cannonjs);
scene.remove(topLayer.threejs);
gameEnded = true;
if (resultsElement && !autopilot) resultsElement.style.display = "flex";
}
function animation(time) {
if (lastTime) {
const timePassed = time - lastTime;
const speed = 0.008;
const topLayer = stack[stack.length - 1];
const previousLayer = stack[stack.length - 2];
// The top level box should move if the game has not ended AND
// it's either NOT in autopilot or it is in autopilot and the box did not yet reach the robot position
const boxShouldMove =
!gameEnded &&
(!autopilot ||
(autopilot &&
topLayer.threejs.position[topLayer.direction] <
previousLayer.threejs.position[topLayer.direction] +
robotPrecision));
if (boxShouldMove) {
// Keep the position visible on UI and the position in the model in sync
topLayer.threejs.position[topLayer.direction] += speed * timePassed;
topLayer.cannonjs.position[topLayer.direction] += speed * timePassed;
// If the box went beyond the stack then show up the fail screen
if (topLayer.threejs.position[topLayer.direction] > 10) {
missedTheSpot();
}
} else {
// If it shouldn't move then is it because the autopilot reached the correct position?
// Because if so then next level is coming
if (autopilot) {
splitBlockAndAddNextOneIfOverlaps();
setRobotPrecision();
}
}
// 4 is the initial camera height
if (camera.position.y < boxHeight * (stack.length - 2) + 4) {
camera.position.y += (speed/10) * timePassed;
}
updatePhysics(timePassed);
renderer.render(scene, camera);
}
lastTime = time;
}
function updatePhysics(timePassed) {
world.step(timePassed / 2000); // Step the physics world
// Copy coordinates from Cannon.js to Three.js
overhangs.forEach((element) => {
element.threejs.position.copy(element.cannonjs.position);
element.threejs.quaternion.copy(element.cannonjs.quaternion);
});
}
window.addEventListener("resize", () => {
// Adjust camera
console.log("resize", window.innerWidth, window.innerHeight);
const aspect = window.innerWidth / window.innerHeight;
const width = 10;
const height = width / aspect;
camera.top = height / 2;
camera.bottom = height / -2;
// Reset renderer
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.render(scene, camera);
});