diff --git a/README.md b/README.md index 85fcb99..e3dedb6 100644 --- a/README.md +++ b/README.md @@ -1 +1,3 @@ -# css_effect \ No newline at end of file +# Tower Block Game CSS JS + +View and try [DEMO](https://codepen.io/filippoerbisti/pen/GRQMQzK) on Codepen. diff --git a/game.js b/game.js new file mode 100644 index 0000000..c9df8ce --- /dev/null +++ b/game.js @@ -0,0 +1,299 @@ +"use strict"; + +console.clear(); + +class Stage { + constructor() { + // container + this.render = function () { + this.renderer.render(this.scene, this.camera); + }; + this.add = function (elem) { + this.scene.add(elem); + }; + this.remove = function (elem) { + this.scene.remove(elem); + }; + this.container = document.getElementById('game'); + // renderer + this.renderer = new THREE.WebGLRenderer({ + antialias: true, + alpha: false + }); + this.renderer.setSize(window.innerWidth, window.innerHeight); + this.renderer.setClearColor('#D0CBC7', 1); + this.container.appendChild(this.renderer.domElement); + // scene + this.scene = new THREE.Scene(); + // camera + let aspect = window.innerWidth / window.innerHeight; + let d = 20; + this.camera = new THREE.OrthographicCamera(-d * aspect, d * aspect, d, -d, -100, 1000); + this.camera.position.x = 2; + this.camera.position.y = 2; + this.camera.position.z = 2; + this.camera.lookAt(new THREE.Vector3(0, 0, 0)); + //light + this.light = new THREE.DirectionalLight(0xffffff, 0.5); + this.light.position.set(0, 499, 0); + this.scene.add(this.light); + this.softLight = new THREE.AmbientLight(0xffffff, 0.4); + this.scene.add(this.softLight); + window.addEventListener('resize', () => this.onResize()); + this.onResize(); + } + setCamera(y, speed = 0.3) { + TweenLite.to(this.camera.position, speed, { y: y + 4, ease: Power1.easeInOut }); + TweenLite.to(this.camera.lookAt, speed, { y: y, ease: Power1.easeInOut }); + } + onResize() { + let viewSize = 30; + this.renderer.setSize(window.innerWidth, window.innerHeight); + this.camera.left = window.innerWidth / -viewSize; + this.camera.right = window.innerWidth / viewSize; + this.camera.top = window.innerHeight / viewSize; + this.camera.bottom = window.innerHeight / -viewSize; + this.camera.updateProjectionMatrix(); + } +} +class Block { + constructor(block) { + // set size and position + this.STATES = { ACTIVE: 'active', STOPPED: 'stopped', MISSED: 'missed' }; + this.MOVE_AMOUNT = 12; + this.dimension = { width: 0, height: 0, depth: 0 }; + this.position = { x: 0, y: 0, z: 0 }; + this.targetBlock = block; + this.index = (this.targetBlock ? this.targetBlock.index : 0) + 1; + this.workingPlane = this.index % 2 ? 'x' : 'z'; + this.workingDimension = this.index % 2 ? 'width' : 'depth'; + // set the dimensions from the target block, or defaults. + this.dimension.width = this.targetBlock ? this.targetBlock.dimension.width : 10; + this.dimension.height = this.targetBlock ? this.targetBlock.dimension.height : 2; + this.dimension.depth = this.targetBlock ? this.targetBlock.dimension.depth : 10; + this.position.x = this.targetBlock ? this.targetBlock.position.x : 0; + this.position.y = this.dimension.height * this.index; + this.position.z = this.targetBlock ? this.targetBlock.position.z : 0; + this.colorOffset = this.targetBlock ? this.targetBlock.colorOffset : Math.round(Math.random() * 100); + // set color + if (!this.targetBlock) { + this.color = 0x333344; + } + else { + let offset = this.index + this.colorOffset; + var r = Math.sin(0.3 * offset) * 55 + 200; + var g = Math.sin(0.3 * offset + 2) * 55 + 200; + var b = Math.sin(0.3 * offset + 4) * 55 + 200; + this.color = new THREE.Color(r / 255, g / 255, b / 255); + } + // state + this.state = this.index > 1 ? this.STATES.ACTIVE : this.STATES.STOPPED; + // set direction + this.speed = -0.1 - (this.index * 0.005); + if (this.speed < -4) + this.speed = -4; + this.direction = this.speed; + // create block + let geometry = new THREE.BoxGeometry(this.dimension.width, this.dimension.height, this.dimension.depth); + geometry.applyMatrix4(new THREE.Matrix4().makeTranslation(this.dimension.width / 2, this.dimension.height / 2, this.dimension.depth / 2)); + this.material = new THREE.MeshToonMaterial({ color: this.color, shading: THREE.FlatShading }); + this.mesh = new THREE.Mesh(geometry, this.material); + this.mesh.position.set(this.position.x, this.position.y + (this.state == this.STATES.ACTIVE ? 0 : 0), this.position.z); + if (this.state == this.STATES.ACTIVE) { + this.position[this.workingPlane] = Math.random() > 0.5 ? -this.MOVE_AMOUNT : this.MOVE_AMOUNT; + } + } + reverseDirection() { + this.direction = this.direction > 0 ? this.speed : Math.abs(this.speed); + } + place() { + this.state = this.STATES.STOPPED; + let overlap = this.targetBlock.dimension[this.workingDimension] - Math.abs(this.position[this.workingPlane] - this.targetBlock.position[this.workingPlane]); + let blocksToReturn = { + plane: this.workingPlane, + direction: this.direction + }; + if (this.dimension[this.workingDimension] - overlap < 0.3) { + overlap = this.dimension[this.workingDimension]; + blocksToReturn.bonus = true; + this.position.x = this.targetBlock.position.x; + this.position.z = this.targetBlock.position.z; + this.dimension.width = this.targetBlock.dimension.width; + this.dimension.depth = this.targetBlock.dimension.depth; + } + if (overlap > 0) { + let choppedDimensions = { width: this.dimension.width, height: this.dimension.height, depth: this.dimension.depth }; + choppedDimensions[this.workingDimension] -= overlap; + this.dimension[this.workingDimension] = overlap; + let placedGeometry = new THREE.BoxGeometry(this.dimension.width, this.dimension.height, this.dimension.depth); + placedGeometry.applyMatrix4(new THREE.Matrix4().makeTranslation(this.dimension.width / 2, this.dimension.height / 2, this.dimension.depth / 2)); + let placedMesh = new THREE.Mesh(placedGeometry, this.material); + let choppedGeometry = new THREE.BoxGeometry(choppedDimensions.width, choppedDimensions.height, choppedDimensions.depth); + choppedGeometry.applyMatrix4(new THREE.Matrix4().makeTranslation(choppedDimensions.width / 2, choppedDimensions.height / 2, choppedDimensions.depth / 2)); + let choppedMesh = new THREE.Mesh(choppedGeometry, this.material); + let choppedPosition = { + x: this.position.x, + y: this.position.y, + z: this.position.z + }; + if (this.position[this.workingPlane] < this.targetBlock.position[this.workingPlane]) { + this.position[this.workingPlane] = this.targetBlock.position[this.workingPlane]; + } + else { + choppedPosition[this.workingPlane] += overlap; + } + placedMesh.position.set(this.position.x, this.position.y, this.position.z); + choppedMesh.position.set(choppedPosition.x, choppedPosition.y, choppedPosition.z); + blocksToReturn.placed = placedMesh; + if (!blocksToReturn.bonus) + blocksToReturn.chopped = choppedMesh; + } + else { + this.state = this.STATES.MISSED; + } + this.dimension[this.workingDimension] = overlap; + return blocksToReturn; + } + tick() { + if (this.state == this.STATES.ACTIVE) { + let value = this.position[this.workingPlane]; + if (value > this.MOVE_AMOUNT || value < -this.MOVE_AMOUNT) + this.reverseDirection(); + this.position[this.workingPlane] += this.direction; + this.mesh.position[this.workingPlane] = this.position[this.workingPlane]; + } + } +} +class Game { + constructor() { + this.STATES = { + 'LOADING': 'loading', + 'PLAYING': 'playing', + 'READY': 'ready', + 'ENDED': 'ended', + 'RESETTING': 'resetting' + }; + this.blocks = []; + this.state = this.STATES.LOADING; + this.stage = new Stage(); + this.mainContainer = document.getElementById('container'); + this.scoreContainer = document.getElementById('score'); + this.startButton = document.getElementById('start-button'); + this.instructions = document.getElementById('instructions'); + this.scoreContainer.innerHTML = '0'; + this.newBlocks = new THREE.Group(); + this.placedBlocks = new THREE.Group(); + this.choppedBlocks = new THREE.Group(); + this.stage.add(this.newBlocks); + this.stage.add(this.placedBlocks); + this.stage.add(this.choppedBlocks); + this.addBlock(); + this.tick(); + this.updateState(this.STATES.READY); + document.addEventListener('keydown', e => { + if (e.keyCode == 32) + this.onAction(); + }); + document.addEventListener('click', e => { + this.onAction(); + }); + document.addEventListener('touchstart', e => { + e.preventDefault(); + // this.onAction(); + // ☝️ this triggers after click on android so you insta-lose. + }); + } + updateState(newState) { + for (let key in this.STATES) + this.mainContainer.classList.remove(this.STATES[key]); + this.mainContainer.classList.add(newState); + this.state = newState; + } + onAction() { + switch (this.state) { + case this.STATES.READY: + this.startGame(); + break; + case this.STATES.PLAYING: + this.placeBlock(); + break; + case this.STATES.ENDED: + this.restartGame(); + break; + } + } + startGame() { + if (this.state != this.STATES.PLAYING) { + this.scoreContainer.innerHTML = '0'; + this.updateState(this.STATES.PLAYING); + this.addBlock(); + } + } + restartGame() { + this.updateState(this.STATES.RESETTING); + let oldBlocks = this.placedBlocks.children; + let removeSpeed = 0.2; + let delayAmount = 0.02; + for (let i = 0; i < oldBlocks.length; i++) { + TweenLite.to(oldBlocks[i].scale, removeSpeed, { x: 0, y: 0, z: 0, delay: (oldBlocks.length - i) * delayAmount, ease: Power1.easeIn, onComplete: () => this.placedBlocks.remove(oldBlocks[i]) }); + TweenLite.to(oldBlocks[i].rotation, removeSpeed, { y: 0.5, delay: (oldBlocks.length - i) * delayAmount, ease: Power1.easeIn }); + } + let cameraMoveSpeed = removeSpeed * 2 + (oldBlocks.length * delayAmount); + this.stage.setCamera(2, cameraMoveSpeed); + let countdown = { value: this.blocks.length - 1 }; + TweenLite.to(countdown, cameraMoveSpeed, { value: 0, onUpdate: () => { this.scoreContainer.innerHTML = String(Math.round(countdown.value)); } }); + this.blocks = this.blocks.slice(0, 1); + setTimeout(() => { + this.startGame(); + }, cameraMoveSpeed * 1000); + } + placeBlock() { + let currentBlock = this.blocks[this.blocks.length - 1]; + let newBlocks = currentBlock.place(); + this.newBlocks.remove(currentBlock.mesh); + if (newBlocks.placed) + this.placedBlocks.add(newBlocks.placed); + if (newBlocks.chopped) { + this.choppedBlocks.add(newBlocks.chopped); + let positionParams = { y: '-=30', ease: Power1.easeIn, onComplete: () => this.choppedBlocks.remove(newBlocks.chopped) }; + let rotateRandomness = 10; + let rotationParams = { + delay: 0.05, + x: newBlocks.plane == 'z' ? ((Math.random() * rotateRandomness) - (rotateRandomness / 2)) : 0.1, + z: newBlocks.plane == 'x' ? ((Math.random() * rotateRandomness) - (rotateRandomness / 2)) : 0.1, + y: Math.random() * 0.1, + }; + if (newBlocks.chopped.position[newBlocks.plane] > newBlocks.placed.position[newBlocks.plane]) { + positionParams[newBlocks.plane] = '+=' + (40 * Math.abs(newBlocks.direction)); + } + else { + positionParams[newBlocks.plane] = '-=' + (40 * Math.abs(newBlocks.direction)); + } + TweenLite.to(newBlocks.chopped.position, 1, positionParams); + TweenLite.to(newBlocks.chopped.rotation, 1, rotationParams); + } + this.addBlock(); + } + addBlock() { + let lastBlock = this.blocks[this.blocks.length - 1]; + if (lastBlock && lastBlock.state == lastBlock.STATES.MISSED) { + return this.endGame(); + } + this.scoreContainer.innerHTML = String(this.blocks.length - 1); + let newKidOnTheBlock = new Block(lastBlock); + this.newBlocks.add(newKidOnTheBlock.mesh); + this.blocks.push(newKidOnTheBlock); + this.stage.setCamera(this.blocks.length * 2); + if (this.blocks.length >= 5) + this.instructions.classList.add('hide'); + } + endGame() { + this.updateState(this.STATES.ENDED); + } + tick() { + this.blocks[this.blocks.length - 1].tick(); + this.stage.render(); + requestAnimationFrame(() => { this.tick(); }); + } +} +let game = new Game(); diff --git a/index.html b/index.html new file mode 100644 index 0000000..190bb2a --- /dev/null +++ b/index.html @@ -0,0 +1,32 @@ + + +
+ + + +You did great, you're the best.
+Click or spacebar to start again
+