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Adding building block game wrt #4056 #4087

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12 changes: 12 additions & 0 deletions Games/Buliding Block Game/Readme.md
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# Building Block Game

## About Building Blocks Game
Building blocks game is a fun game for kids of all ages. In this game, our target is to construct the highest tower by arranging blocks one over the other such that we never disobey Newton’s law by this line we mean no block can hang in the air. It has to be over some other block or over the ground.

Project Prerequisites
To implement this project we need to know the following :

1. Basic concepts of JavaScript
2. HTML
3. CSS

1 change: 1 addition & 0 deletions Games/Buliding Block Game/assets
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c:\Users\aasth\OneDrive\Pictures\Screenshots\Screenshot (266).png
19 changes: 19 additions & 0 deletions Games/Buliding Block Game/index.html
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<meta name="viewport" content="width=device-width,user-scalable=no">
<link rel="stylesheet" href="style.css">
<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='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>
<script src="script.js"></script>
309 changes: 309 additions & 0 deletions Games/Buliding Block Game/script.js
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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
});
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
};
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
};
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'
};
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;
}
};
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
};
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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