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# Block-Tower | ||
Building Up a AmaizngTower Block is a simple, Play This fun and exciting game. | ||
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How to play: | ||
Tap on the screen to stack a tower block | ||
Stack up the blocks as high as you can. | ||
Try to beat your friend score |
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<html><head> | ||
<link rel="stylesheet" href="style.css"> | ||
<script src="script.js"></script> | ||
</head> | ||
<body> | ||
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<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r83/three.min.js"></script> | ||
<script src="https://cdnjs.cloudflare.com/ajax/libs/gsap/latest/TweenMax.min.js"></script> | ||
<meta name="viewport" content="width=device-width,user-scalable=no"> | ||
<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> | ||
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<script> | ||
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console.clear(); | ||
var Stage = /** @class */function () { | ||
function Stage() { | ||
// container | ||
var _this = this; | ||
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 }); | ||
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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 | ||
var aspect = window.innerWidth / window.innerHeight; | ||
var 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', function () {return _this.onResize();}); | ||
this.onResize(); | ||
} | ||
Stage.prototype.setCamera = function (y, speed) { | ||
if (speed === void 0) {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 }); | ||
}; | ||
Stage.prototype.onResize = function () { | ||
var 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(); | ||
}; | ||
return Stage; | ||
}(); | ||
var Block = /** @class */function () { | ||
function Block(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 | ||
{ | ||
var 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 | ||
var geometry = new THREE.BoxGeometry(this.dimension.width, this.dimension.height, this.dimension.depth); | ||
geometry.applyMatrix(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; | ||
} | ||
} | ||
Block.prototype.reverseDirection = function () { | ||
this.direction = this.direction > 0 ? this.speed : Math.abs(this.speed); | ||
}; | ||
Block.prototype.place = function () { | ||
this.state = this.STATES.STOPPED; | ||
var overlap = this.targetBlock.dimension[this.workingDimension] - Math.abs(this.position[this.workingPlane] - this.targetBlock.position[this.workingPlane]); | ||
var blocksToReturn = { | ||
plane: this.workingPlane, | ||
direction: this.direction }; | ||
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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) { | ||
var choppedDimensions = { width: this.dimension.width, height: this.dimension.height, depth: this.dimension.depth }; | ||
choppedDimensions[this.workingDimension] -= overlap; | ||
this.dimension[this.workingDimension] = overlap; | ||
var placedGeometry = new THREE.BoxGeometry(this.dimension.width, this.dimension.height, this.dimension.depth); | ||
placedGeometry.applyMatrix(new THREE.Matrix4().makeTranslation(this.dimension.width / 2, this.dimension.height / 2, this.dimension.depth / 2)); | ||
var placedMesh = new THREE.Mesh(placedGeometry, this.material); | ||
var choppedGeometry = new THREE.BoxGeometry(choppedDimensions.width, choppedDimensions.height, choppedDimensions.depth); | ||
choppedGeometry.applyMatrix(new THREE.Matrix4().makeTranslation(choppedDimensions.width / 2, choppedDimensions.height / 2, choppedDimensions.depth / 2)); | ||
var choppedMesh = new THREE.Mesh(choppedGeometry, this.material); | ||
var choppedPosition = { | ||
x: this.position.x, | ||
y: this.position.y, | ||
z: this.position.z }; | ||
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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; | ||
}; | ||
Block.prototype.tick = function () { | ||
if (this.state == this.STATES.ACTIVE) { | ||
var 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]; | ||
} | ||
}; | ||
return Block; | ||
}(); | ||
var Game = /** @class */function () { | ||
function Game() { | ||
var _this = this; | ||
this.STATES = { | ||
'LOADING': 'loading', | ||
'PLAYING': 'playing', | ||
'READY': 'ready', | ||
'ENDED': 'ended', | ||
'RESETTING': 'resetting' }; | ||
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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', function (e) { | ||
if (e.keyCode == 32) | ||
_this.onAction(); | ||
}); | ||
document.addEventListener('click', function (e) { | ||
_this.onAction(); | ||
}); | ||
document.addEventListener('touchstart', function (e) { | ||
e.preventDefault(); | ||
// this.onAction(); | ||
// ☝️ this triggers after click on android so you | ||
// insta-lose, will figure it out later. | ||
}); | ||
} | ||
Game.prototype.updateState = function (newState) { | ||
for (var key in this.STATES) | ||
this.mainContainer.classList.remove(this.STATES[key]); | ||
this.mainContainer.classList.add(newState); | ||
this.state = newState; | ||
}; | ||
Game.prototype.onAction = function () { | ||
switch (this.state) { | ||
case this.STATES.READY: | ||
this.startGame(); | ||
break; | ||
case this.STATES.PLAYING: | ||
this.placeBlock(); | ||
break; | ||
case this.STATES.ENDED: | ||
this.restartGame(); | ||
break;} | ||
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}; | ||
Game.prototype.startGame = function () { | ||
if (this.state != this.STATES.PLAYING) { | ||
this.scoreContainer.innerHTML = '0'; | ||
this.updateState(this.STATES.PLAYING); | ||
this.addBlock(); | ||
} | ||
}; | ||
Game.prototype.restartGame = function () { | ||
var _this = this; | ||
this.updateState(this.STATES.RESETTING); | ||
var oldBlocks = this.placedBlocks.children; | ||
var removeSpeed = 0.2; | ||
var delayAmount = 0.02; | ||
var _loop_1 = function (i) { | ||
TweenLite.to(oldBlocks[i].scale, removeSpeed, { x: 0, y: 0, z: 0, delay: (oldBlocks.length - i) * delayAmount, ease: Power1.easeIn, onComplete: function () {return _this.placedBlocks.remove(oldBlocks[i]);} }); | ||
TweenLite.to(oldBlocks[i].rotation, removeSpeed, { y: 0.5, delay: (oldBlocks.length - i) * delayAmount, ease: Power1.easeIn }); | ||
}; | ||
for (var i = 0; i < oldBlocks.length; i++) { | ||
_loop_1(i); | ||
} | ||
var cameraMoveSpeed = removeSpeed * 2 + oldBlocks.length * delayAmount; | ||
this.stage.setCamera(2, cameraMoveSpeed); | ||
var countdown = { value: this.blocks.length - 1 }; | ||
TweenLite.to(countdown, cameraMoveSpeed, { value: 0, onUpdate: function () {_this.scoreContainer.innerHTML = String(Math.round(countdown.value));} }); | ||
this.blocks = this.blocks.slice(0, 1); | ||
setTimeout(function () { | ||
_this.startGame(); | ||
}, cameraMoveSpeed * 1000); | ||
}; | ||
Game.prototype.placeBlock = function () { | ||
var _this = this; | ||
var currentBlock = this.blocks[this.blocks.length - 1]; | ||
var newBlocks = currentBlock.place(); | ||
this.newBlocks.remove(currentBlock.mesh); | ||
if (newBlocks.placed) | ||
this.placedBlocks.add(newBlocks.placed); | ||
if (newBlocks.chopped) { | ||
this.choppedBlocks.add(newBlocks.chopped); | ||
var positionParams = { y: '-=30', ease: Power1.easeIn, onComplete: function () {return _this.choppedBlocks.remove(newBlocks.chopped);} }; | ||
var rotateRandomness = 10; | ||
var 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 }; | ||
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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(); | ||
}; | ||
Game.prototype.addBlock = function () { | ||
var 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); | ||
var 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'); | ||
}; | ||
Game.prototype.endGame = function () { | ||
this.updateState(this.STATES.ENDED); | ||
}; | ||
Game.prototype.tick = function () { | ||
var _this = this; | ||
this.blocks[this.blocks.length - 1].tick(); | ||
this.stage.render(); | ||
requestAnimationFrame(function () {_this.tick();}); | ||
}; | ||
return Game; | ||
}(); | ||
var game = new Game(); | ||
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</script> | ||
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</body></html> |
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