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4 changes: 3 additions & 1 deletion README.md
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# css_effect
# Tower Block Game CSS JS

View and try [DEMO](https://codepen.io/filippoerbisti/pen/GRQMQzK) on Codepen.
299 changes: 299 additions & 0 deletions game.js
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"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();
32 changes: 32 additions & 0 deletions index.html
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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta http-equiv="X-UA-Compatible" content="IE=edge">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Tower Block Game CSS JS</title>
<link rel="stylesheet" href="style.css">
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js" integrity="sha512-dLxUelApnYxpLt6K2iomGngnHO83iUvZytA3YjDUCjT0HDOHKXnVYdf3hU4JjM8uEhxf9nD1/ey98U3t2vZ0qQ==" crossorigin="anonymous" referrerpolicy="no-referrer"></script>
<script src="http://cdnjs.cloudflare.com/ajax/libs/gsap/1.18.0/TweenMax.min.js"></script>

</head>
<body>
<div id="container">
<div id="game"></div>
<div id="score">0</div>
<div id="instructions">Click (or press the spacebar) to place the block</div>
<div class="game-over">
<h2>Game Over</h2>
<p>You did great, you're the best.</p>
<p>Click or spacebar to start again</p>
</div>
<div class="game-ready">
<div id="start-button">Start</div>
<div></div>
</div>
</div>

<script src="game.js"></script>

</body>
</html>
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