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/* |
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Three.js video tutorial explaining the source code |
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Youtube: https://youtu.be/JhgBwJn1bQw |
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In the tutorial, we go through the source code of this game. We cover, how to set up a Three.js scene with box objects, how to add lights, how to set up the camera, how to add animation and event handlers. We also add textures with HTML Canvas and learn how to draw 2D shapes in Three.js then how to turn them into extruded geometries. |
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Comparing to the tutorial this version has some extra features: |
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- trucks also pop up on the other track |
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- the extruded geometry also has a texture |
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- there are trees around the track |
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- shadows |
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- the game reacts to window resizing |
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Check out my YouTube channel for other game tutorials: https://www.youtube.com/channel/UCxhgW0Q5XLvIoXHAfQXg9oQ |
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*/ |
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window.focus(); // Capture keys right away (by default focus is on editor) |
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// Pick a random value from an array |
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function pickRandom(array) { |
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return array[Math.floor(Math.random() * array.length)]; |
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} |
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// The Pythagorean theorem says that the distance between two points is |
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// the square root of the sum of the horizontal and vertical distance's square |
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function getDistance(coordinate1, coordinate2) { |
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const horizontalDistance = coordinate2.x - coordinate1.x; |
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const verticalDistance = coordinate2.y - coordinate1.y; |
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return Math.sqrt(horizontalDistance ** 2 + verticalDistance ** 2); |
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} |
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const vehicleColors = [ |
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0xa52523, |
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0xef2d56, |
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0x0ad3ff, |
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0xff9f1c /*0xa52523, 0xbdb638, 0x78b14b*/ |
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]; |
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const lawnGreen = "#67C240"; |
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const trackColor = "#546E90"; |
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const edgeColor = "#725F48"; |
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const treeCrownColor = 0x498c2c; |
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const treeTrunkColor = 0x4b3f2f; |
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const wheelGeometry = new THREE.BoxBufferGeometry(12, 33, 12); |
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const wheelMaterial = new THREE.MeshLambertMaterial({ color: 0x333333 }); |
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const treeTrunkGeometry = new THREE.BoxBufferGeometry(15, 15, 30); |
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const treeTrunkMaterial = new THREE.MeshLambertMaterial({ |
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color: treeTrunkColor |
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}); |
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const treeCrownMaterial = new THREE.MeshLambertMaterial({ |
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color: treeCrownColor |
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}); |
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const config = { |
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showHitZones: false, |
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shadows: true, // Use shadow |
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trees: true, // Add trees to the map |
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curbs: true, // Show texture on the extruded geometry |
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grid: false // Show grid helper |
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}; |
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let score; |
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const speed = 0.0017; |
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const playerAngleInitial = Math.PI; |
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let playerAngleMoved; |
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let accelerate = false; // Is the player accelerating |
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let decelerate = false; // Is the player decelerating |
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let otherVehicles = []; |
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let ready; |
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let lastTimestamp; |
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const trackRadius = 225; |
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const trackWidth = 45; |
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const innerTrackRadius = trackRadius - trackWidth; |
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const outerTrackRadius = trackRadius + trackWidth; |
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const arcAngle1 = (1 / 3) * Math.PI; // 60 degrees |
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const deltaY = Math.sin(arcAngle1) * innerTrackRadius; |
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const arcAngle2 = Math.asin(deltaY / outerTrackRadius); |
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const arcCenterX = |
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(Math.cos(arcAngle1) * innerTrackRadius + |
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Math.cos(arcAngle2) * outerTrackRadius) / |
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2; |
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const arcAngle3 = Math.acos(arcCenterX / innerTrackRadius); |
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const arcAngle4 = Math.acos(arcCenterX / outerTrackRadius); |
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const scoreElement = document.getElementById("score"); |
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const buttonsElement = document.getElementById("buttons"); |
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const instructionsElement = document.getElementById("instructions"); |
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const resultsElement = document.getElementById("results"); |
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const accelerateButton = document.getElementById("accelerate"); |
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const decelerateButton = document.getElementById("decelerate"); |
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const youtubeLogo = document.getElementById("youtube-main"); |
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setTimeout(() => { |
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if (ready) instructionsElement.style.opacity = 1; |
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buttonsElement.style.opacity = 1; |
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youtubeLogo.style.opacity = 1; |
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}, 4000); |
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// Initialize ThreeJs |
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// Set up camera |
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const aspectRatio = window.innerWidth / window.innerHeight; |
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const cameraWidth = 960; |
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const cameraHeight = cameraWidth / aspectRatio; |
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const camera = new THREE.OrthographicCamera( |
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cameraWidth / -2, // left |
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cameraWidth / 2, // right |
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cameraHeight / 2, // top |
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cameraHeight / -2, // bottom |
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50, // near plane |
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700 // far plane |
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); |
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camera.position.set(0, -210, 300); |
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camera.lookAt(0, 0, 0); |
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const scene = new THREE.Scene(); |
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const playerCar = Car(); |
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scene.add(playerCar); |
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renderMap(cameraWidth, cameraHeight * 2); // The map height is higher because we look at the map from an angle |
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// Set up lights |
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const ambientLight = new THREE.AmbientLight(0xffffff, 0.6); |
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scene.add(ambientLight); |
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const dirLight = new THREE.DirectionalLight(0xffffff, 0.6); |
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dirLight.position.set(100, -300, 300); |
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dirLight.castShadow = true; |
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dirLight.shadow.mapSize.width = 1024; |
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dirLight.shadow.mapSize.height = 1024; |
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dirLight.shadow.camera.left = -400; |
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dirLight.shadow.camera.right = 350; |
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dirLight.shadow.camera.top = 400; |
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dirLight.shadow.camera.bottom = -300; |
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dirLight.shadow.camera.near = 100; |
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dirLight.shadow.camera.far = 800; |
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scene.add(dirLight); |
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// const cameraHelper = new THREE.CameraHelper(dirLight.shadow.camera); |
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// scene.add(cameraHelper); |
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if (config.grid) { |
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const gridHelper = new THREE.GridHelper(80, 8); |
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gridHelper.rotation.x = Math.PI / 2; |
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scene.add(gridHelper); |
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} |
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// Set up renderer |
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const renderer = new THREE.WebGLRenderer({ |
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antialias: true, |
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powerPreference: "high-performance" |
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}); |
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renderer.setSize(window.innerWidth, window.innerHeight); |
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if (config.shadows) renderer.shadowMap.enabled = true; |
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document.body.appendChild(renderer.domElement); |
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reset(); |
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function reset() { |
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// Reset position and score |
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playerAngleMoved = 0; |
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score = 0; |
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scoreElement.innerText = "Press UP"; |
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// Remove other vehicles |
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otherVehicles.forEach((vehicle) => { |
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// Remove the vehicle from the scene |
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scene.remove(vehicle.mesh); |
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// If it has hit-zone helpers then remove them as well |
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if (vehicle.mesh.userData.hitZone1) |
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scene.remove(vehicle.mesh.userData.hitZone1); |
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if (vehicle.mesh.userData.hitZone2) |
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scene.remove(vehicle.mesh.userData.hitZone2); |
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if (vehicle.mesh.userData.hitZone3) |
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scene.remove(vehicle.mesh.userData.hitZone3); |
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}); |
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otherVehicles = []; |
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resultsElement.style.display = "none"; |
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lastTimestamp = undefined; |
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// Place the player's car to the starting position |
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movePlayerCar(0); |
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// Render the scene |
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renderer.render(scene, camera); |
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ready = true; |
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} |
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function startGame() { |
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if (ready) { |
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ready = false; |
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scoreElement.innerText = 0; |
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buttonsElement.style.opacity = 1; |
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instructionsElement.style.opacity = 0; |
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youtubeLogo.style.opacity = 1; |
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renderer.setAnimationLoop(animation); |
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} |
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} |
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function positionScoreElement() { |
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const arcCenterXinPixels = (arcCenterX / cameraWidth) * window.innerWidth; |
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scoreElement.style.cssText = ` |
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left: ${window.innerWidth / 2 - arcCenterXinPixels * 1.3}px; |
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top: ${window.innerHeight / 2}px |
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`; |
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} |
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function getLineMarkings(mapWidth, mapHeight) { |
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const canvas = document.createElement("canvas"); |
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canvas.width = mapWidth; |
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canvas.height = mapHeight; |
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const context = canvas.getContext("2d"); |
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context.fillStyle = trackColor; |
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context.fillRect(0, 0, mapWidth, mapHeight); |
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context.lineWidth = 2; |
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context.strokeStyle = "#E0FFFF"; |
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context.setLineDash([10, 14]); |
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// Left circle |
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context.beginPath(); |
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context.arc( |
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mapWidth / 2 - arcCenterX, |
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mapHeight / 2, |
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trackRadius, |
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0, |
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Math.PI * 2 |
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); |
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context.stroke(); |
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// Right circle |
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context.beginPath(); |
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context.arc( |
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mapWidth / 2 + arcCenterX, |
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mapHeight / 2, |
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trackRadius, |
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0, |
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Math.PI * 2 |
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); |
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context.stroke(); |
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return new THREE.CanvasTexture(canvas); |
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} |
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function getCurbsTexture(mapWidth, mapHeight) { |
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const canvas = document.createElement("canvas"); |
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canvas.width = mapWidth; |
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canvas.height = mapHeight; |
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const context = canvas.getContext("2d"); |
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context.fillStyle = lawnGreen; |
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context.fillRect(0, 0, mapWidth, mapHeight); |
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// Extra big |
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context.lineWidth = 65; |
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context.strokeStyle = "#A2FF75"; |
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context.beginPath(); |
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context.arc( |
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mapWidth / 2 - arcCenterX, |
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mapHeight / 2, |
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innerTrackRadius, |
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arcAngle1, |
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-arcAngle1 |
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); |
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context.arc( |
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mapWidth / 2 + arcCenterX, |
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mapHeight / 2, |
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outerTrackRadius, |
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Math.PI + arcAngle2, |
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Math.PI - arcAngle2, |
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true |
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); |
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context.stroke(); |
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context.beginPath(); |
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context.arc( |
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mapWidth / 2 + arcCenterX, |
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mapHeight / 2, |
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innerTrackRadius, |
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Math.PI + arcAngle1, |
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Math.PI - arcAngle1 |
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); |
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context.arc( |
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mapWidth / 2 - arcCenterX, |
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mapHeight / 2, |
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outerTrackRadius, |
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arcAngle2, |
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-arcAngle2, |
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true |
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); |
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context.stroke(); |
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// Extra small |
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context.lineWidth = 60; |
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context.strokeStyle = lawnGreen; |
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context.beginPath(); |
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context.arc( |
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mapWidth / 2 - arcCenterX, |
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mapHeight / 2, |
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innerTrackRadius, |
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arcAngle1, |
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-arcAngle1 |
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); |
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context.arc( |
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mapWidth / 2 + arcCenterX, |
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mapHeight / 2, |
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outerTrackRadius, |
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Math.PI + arcAngle2, |
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Math.PI - arcAngle2, |
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true |
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); |
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context.arc( |
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mapWidth / 2 + arcCenterX, |
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mapHeight / 2, |
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innerTrackRadius, |
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Math.PI + arcAngle1, |
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Math.PI - arcAngle1 |
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); |
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context.arc( |
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mapWidth / 2 - arcCenterX, |
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mapHeight / 2, |
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outerTrackRadius, |
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arcAngle2, |
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-arcAngle2, |
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true |
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); |
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context.stroke(); |
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// Base |
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context.lineWidth = 6; |
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context.strokeStyle = edgeColor; |
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// Outer circle left |
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context.beginPath(); |
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context.arc( |
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mapWidth / 2 - arcCenterX, |
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mapHeight / 2, |
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outerTrackRadius, |
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0, |
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Math.PI * 2 |
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); |
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context.stroke(); |
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// Outer circle right |
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context.beginPath(); |
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context.arc( |
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mapWidth / 2 + arcCenterX, |
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mapHeight / 2, |
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outerTrackRadius, |
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0, |
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Math.PI * 2 |
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); |
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context.stroke(); |
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// Inner circle left |
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context.beginPath(); |
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context.arc( |
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mapWidth / 2 - arcCenterX, |
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mapHeight / 2, |
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innerTrackRadius, |
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0, |
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Math.PI * 2 |
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); |
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context.stroke(); |
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// Inner circle right |
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context.beginPath(); |
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context.arc( |
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mapWidth / 2 + arcCenterX, |
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mapHeight / 2, |
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innerTrackRadius, |
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0, |
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Math.PI * 2 |
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); |
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context.stroke(); |
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return new THREE.CanvasTexture(canvas); |
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} |
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function getLeftIsland() { |
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const islandLeft = new THREE.Shape(); |
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islandLeft.absarc( |
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-arcCenterX, |
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0, |
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innerTrackRadius, |
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arcAngle1, |
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-arcAngle1, |
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false |
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); |
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islandLeft.absarc( |
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arcCenterX, |
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0, |
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outerTrackRadius, |
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Math.PI + arcAngle2, |
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Math.PI - arcAngle2, |
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true |
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); |
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return islandLeft; |
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} |
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function getMiddleIsland() { |
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const islandMiddle = new THREE.Shape(); |
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islandMiddle.absarc( |
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-arcCenterX, |
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0, |
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innerTrackRadius, |
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arcAngle3, |
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-arcAngle3, |
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true |
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); |
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islandMiddle.absarc( |
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arcCenterX, |
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0, |
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innerTrackRadius, |
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Math.PI + arcAngle3, |
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Math.PI - arcAngle3, |
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true |
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); |
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return islandMiddle; |
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} |
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function getRightIsland() { |
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const islandRight = new THREE.Shape(); |
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islandRight.absarc( |
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arcCenterX, |
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0, |
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innerTrackRadius, |
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Math.PI - arcAngle1, |
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Math.PI + arcAngle1, |
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true |
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); |
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islandRight.absarc( |
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-arcCenterX, |
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0, |
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outerTrackRadius, |
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-arcAngle2, |
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arcAngle2, |
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false |
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); |
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return islandRight; |
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} |
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function getOuterField(mapWidth, mapHeight) { |
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const field = new THREE.Shape(); |
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field.moveTo(-mapWidth / 2, -mapHeight / 2); |
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field.lineTo(0, -mapHeight / 2); |
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field.absarc(-arcCenterX, 0, outerTrackRadius, -arcAngle4, arcAngle4, true); |
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field.absarc( |
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arcCenterX, |
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0, |
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outerTrackRadius, |
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Math.PI - arcAngle4, |
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Math.PI + arcAngle4, |
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true |
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); |
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field.lineTo(0, -mapHeight / 2); |
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field.lineTo(mapWidth / 2, -mapHeight / 2); |
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field.lineTo(mapWidth / 2, mapHeight / 2); |
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field.lineTo(-mapWidth / 2, mapHeight / 2); |
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return field; |
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} |
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function renderMap(mapWidth, mapHeight) { |
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const lineMarkingsTexture = getLineMarkings(mapWidth, mapHeight); |
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const planeGeometry = new THREE.PlaneBufferGeometry(mapWidth, mapHeight); |
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const planeMaterial = new THREE.MeshLambertMaterial({ |
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map: lineMarkingsTexture |
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}); |
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const plane = new THREE.Mesh(planeGeometry, planeMaterial); |
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plane.receiveShadow = true; |
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plane.matrixAutoUpdate = false; |
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scene.add(plane); |
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// Extruded geometry with curbs |
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const islandLeft = getLeftIsland(); |
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const islandMiddle = getMiddleIsland(); |
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const islandRight = getRightIsland(); |
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const outerField = getOuterField(mapWidth, mapHeight); |
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// Mapping a texture on an extruded geometry works differently than mapping it to a box |
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// By default it is mapped to a 1x1 unit square, and we have to stretch it out by setting repeat |
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// We also need to shift it by setting the offset to have it centered |
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const curbsTexture = getCurbsTexture(mapWidth, mapHeight); |
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curbsTexture.offset = new THREE.Vector2(0.5, 0.5); |
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curbsTexture.repeat.set(1 / mapWidth, 1 / mapHeight); |
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// An extruded geometry turns a 2D shape into 3D by giving it a depth |
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const fieldGeometry = new THREE.ExtrudeBufferGeometry( |
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[islandLeft, islandRight, islandMiddle, outerField], |
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{ depth: 6, bevelEnabled: false } |
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); |
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const fieldMesh = new THREE.Mesh(fieldGeometry, [ |
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new THREE.MeshLambertMaterial({ |
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// Either set a plain color or a texture depending on config |
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color: !config.curbs && lawnGreen, |
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map: config.curbs && curbsTexture |
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}), |
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new THREE.MeshLambertMaterial({ color: 0x23311c }) |
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]); |
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fieldMesh.receiveShadow = true; |
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fieldMesh.matrixAutoUpdate = false; |
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scene.add(fieldMesh); |
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positionScoreElement(); |
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if (config.trees) { |
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const tree1 = Tree(); |
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tree1.position.x = arcCenterX * 1.3; |
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scene.add(tree1); |
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const tree2 = Tree(); |
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tree2.position.y = arcCenterX * 1.9; |
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tree2.position.x = arcCenterX * 1.3; |
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scene.add(tree2); |
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const tree3 = Tree(); |
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tree3.position.x = arcCenterX * 0.8; |
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tree3.position.y = arcCenterX * 2; |
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scene.add(tree3); |
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const tree4 = Tree(); |
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tree4.position.x = arcCenterX * 1.8; |
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tree4.position.y = arcCenterX * 2; |
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scene.add(tree4); |
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const tree5 = Tree(); |
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tree5.position.x = -arcCenterX * 1; |
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tree5.position.y = arcCenterX * 2; |
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scene.add(tree5); |
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const tree6 = Tree(); |
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tree6.position.x = -arcCenterX * 2; |
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tree6.position.y = arcCenterX * 1.8; |
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scene.add(tree6); |
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const tree7 = Tree(); |
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tree7.position.x = arcCenterX * 0.8; |
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tree7.position.y = -arcCenterX * 2; |
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scene.add(tree7); |
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const tree8 = Tree(); |
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tree8.position.x = arcCenterX * 1.8; |
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tree8.position.y = -arcCenterX * 2; |
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scene.add(tree8); |
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const tree9 = Tree(); |
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tree9.position.x = -arcCenterX * 1; |
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tree9.position.y = -arcCenterX * 2; |
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scene.add(tree9); |
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const tree10 = Tree(); |
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tree10.position.x = -arcCenterX * 2; |
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tree10.position.y = -arcCenterX * 1.8; |
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scene.add(tree10); |
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const tree11 = Tree(); |
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tree11.position.x = arcCenterX * 0.6; |
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tree11.position.y = -arcCenterX * 2.3; |
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scene.add(tree11); |
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const tree12 = Tree(); |
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tree12.position.x = arcCenterX * 1.5; |
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tree12.position.y = -arcCenterX * 2.4; |
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scene.add(tree12); |
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const tree13 = Tree(); |
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tree13.position.x = -arcCenterX * 0.7; |
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tree13.position.y = -arcCenterX * 2.4; |
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scene.add(tree13); |
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const tree14 = Tree(); |
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tree14.position.x = -arcCenterX * 1.5; |
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tree14.position.y = -arcCenterX * 1.8; |
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scene.add(tree14); |
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} |
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} |
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function getCarFrontTexture() { |
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const canvas = document.createElement("canvas"); |
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canvas.width = 64; |
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canvas.height = 32; |
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const context = canvas.getContext("2d"); |
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context.fillStyle = "#ffffff"; |
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context.fillRect(0, 0, 64, 32); |
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context.fillStyle = "#666666"; |
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context.fillRect(8, 8, 48, 24); |
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return new THREE.CanvasTexture(canvas); |
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} |
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function getCarSideTexture() { |
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const canvas = document.createElement("canvas"); |
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canvas.width = 128; |
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canvas.height = 32; |
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const context = canvas.getContext("2d"); |
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context.fillStyle = "#ffffff"; |
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context.fillRect(0, 0, 128, 32); |
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context.fillStyle = "#666666"; |
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context.fillRect(10, 8, 38, 24); |
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context.fillRect(58, 8, 60, 24); |
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return new THREE.CanvasTexture(canvas); |
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} |
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function Car() { |
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const car = new THREE.Group(); |
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|
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const color = pickRandom(vehicleColors); |
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|
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const main = new THREE.Mesh( |
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new THREE.BoxBufferGeometry(60, 30, 15), |
|
new THREE.MeshLambertMaterial({ color }) |
|
); |
|
main.position.z = 12; |
|
main.castShadow = true; |
|
main.receiveShadow = true; |
|
car.add(main); |
|
|
|
const carFrontTexture = getCarFrontTexture(); |
|
carFrontTexture.center = new THREE.Vector2(0.5, 0.5); |
|
carFrontTexture.rotation = Math.PI / 2; |
|
|
|
const carBackTexture = getCarFrontTexture(); |
|
carBackTexture.center = new THREE.Vector2(0.5, 0.5); |
|
carBackTexture.rotation = -Math.PI / 2; |
|
|
|
const carLeftSideTexture = getCarSideTexture(); |
|
carLeftSideTexture.flipY = false; |
|
|
|
const carRightSideTexture = getCarSideTexture(); |
|
|
|
const cabin = new THREE.Mesh(new THREE.BoxBufferGeometry(33, 24, 12), [ |
|
new THREE.MeshLambertMaterial({ map: carFrontTexture }), |
|
new THREE.MeshLambertMaterial({ map: carBackTexture }), |
|
new THREE.MeshLambertMaterial({ map: carLeftSideTexture }), |
|
new THREE.MeshLambertMaterial({ map: carRightSideTexture }), |
|
new THREE.MeshLambertMaterial({ color: 0xffffff }), // top |
|
new THREE.MeshLambertMaterial({ color: 0xffffff }) // bottom |
|
]); |
|
cabin.position.x = -6; |
|
cabin.position.z = 25.5; |
|
cabin.castShadow = true; |
|
cabin.receiveShadow = true; |
|
car.add(cabin); |
|
|
|
const backWheel = new Wheel(); |
|
backWheel.position.x = -18; |
|
car.add(backWheel); |
|
|
|
const frontWheel = new Wheel(); |
|
frontWheel.position.x = 18; |
|
car.add(frontWheel); |
|
|
|
if (config.showHitZones) { |
|
car.userData.hitZone1 = HitZone(); |
|
car.userData.hitZone2 = HitZone(); |
|
} |
|
|
|
return car; |
|
} |
|
|
|
function getTruckFrontTexture() { |
|
const canvas = document.createElement("canvas"); |
|
canvas.width = 32; |
|
canvas.height = 32; |
|
const context = canvas.getContext("2d"); |
|
|
|
context.fillStyle = "#ffffff"; |
|
context.fillRect(0, 0, 32, 32); |
|
|
|
context.fillStyle = "#666666"; |
|
context.fillRect(0, 5, 32, 10); |
|
|
|
return new THREE.CanvasTexture(canvas); |
|
} |
|
|
|
function getTruckSideTexture() { |
|
const canvas = document.createElement("canvas"); |
|
canvas.width = 32; |
|
canvas.height = 32; |
|
const context = canvas.getContext("2d"); |
|
|
|
context.fillStyle = "#ffffff"; |
|
context.fillRect(0, 0, 32, 32); |
|
|
|
context.fillStyle = "#666666"; |
|
context.fillRect(17, 5, 15, 10); |
|
|
|
return new THREE.CanvasTexture(canvas); |
|
} |
|
|
|
function Truck() { |
|
const truck = new THREE.Group(); |
|
const color = pickRandom(vehicleColors); |
|
|
|
const base = new THREE.Mesh( |
|
new THREE.BoxBufferGeometry(100, 25, 5), |
|
new THREE.MeshLambertMaterial({ color: 0xb4c6fc }) |
|
); |
|
base.position.z = 10; |
|
truck.add(base); |
|
|
|
const cargo = new THREE.Mesh( |
|
new THREE.BoxBufferGeometry(75, 35, 40), |
|
new THREE.MeshLambertMaterial({ color: 0xffffff }) // 0xb4c6fc |
|
); |
|
cargo.position.x = -15; |
|
cargo.position.z = 30; |
|
cargo.castShadow = true; |
|
cargo.receiveShadow = true; |
|
truck.add(cargo); |
|
|
|
const truckFrontTexture = getTruckFrontTexture(); |
|
truckFrontTexture.center = new THREE.Vector2(0.5, 0.5); |
|
truckFrontTexture.rotation = Math.PI / 2; |
|
|
|
const truckLeftTexture = getTruckSideTexture(); |
|
truckLeftTexture.flipY = false; |
|
|
|
const truckRightTexture = getTruckSideTexture(); |
|
|
|
const cabin = new THREE.Mesh(new THREE.BoxBufferGeometry(25, 30, 30), [ |
|
new THREE.MeshLambertMaterial({ color, map: truckFrontTexture }), |
|
new THREE.MeshLambertMaterial({ color }), // back |
|
new THREE.MeshLambertMaterial({ color, map: truckLeftTexture }), |
|
new THREE.MeshLambertMaterial({ color, map: truckRightTexture }), |
|
new THREE.MeshLambertMaterial({ color }), // top |
|
new THREE.MeshLambertMaterial({ color }) // bottom |
|
]); |
|
cabin.position.x = 40; |
|
cabin.position.z = 20; |
|
cabin.castShadow = true; |
|
cabin.receiveShadow = true; |
|
truck.add(cabin); |
|
|
|
const backWheel = Wheel(); |
|
backWheel.position.x = -30; |
|
truck.add(backWheel); |
|
|
|
const middleWheel = Wheel(); |
|
middleWheel.position.x = 10; |
|
truck.add(middleWheel); |
|
|
|
const frontWheel = Wheel(); |
|
frontWheel.position.x = 38; |
|
truck.add(frontWheel); |
|
|
|
if (config.showHitZones) { |
|
truck.userData.hitZone1 = HitZone(); |
|
truck.userData.hitZone2 = HitZone(); |
|
truck.userData.hitZone3 = HitZone(); |
|
} |
|
|
|
return truck; |
|
} |
|
|
|
function HitZone() { |
|
const hitZone = new THREE.Mesh( |
|
new THREE.CylinderGeometry(20, 20, 60, 30), |
|
new THREE.MeshLambertMaterial({ color: 0xff0000 }) |
|
); |
|
hitZone.position.z = 25; |
|
hitZone.rotation.x = Math.PI / 2; |
|
|
|
scene.add(hitZone); |
|
return hitZone; |
|
} |
|
|
|
function Wheel() { |
|
const wheel = new THREE.Mesh(wheelGeometry, wheelMaterial); |
|
wheel.position.z = 6; |
|
wheel.castShadow = false; |
|
wheel.receiveShadow = false; |
|
return wheel; |
|
} |
|
|
|
function Tree() { |
|
const tree = new THREE.Group(); |
|
|
|
const trunk = new THREE.Mesh(treeTrunkGeometry, treeTrunkMaterial); |
|
trunk.position.z = 10; |
|
trunk.castShadow = true; |
|
trunk.receiveShadow = true; |
|
trunk.matrixAutoUpdate = false; |
|
tree.add(trunk); |
|
|
|
const treeHeights = [45, 60, 75]; |
|
const height = pickRandom(treeHeights); |
|
|
|
const crown = new THREE.Mesh( |
|
new THREE.SphereGeometry(height / 2, 30, 30), |
|
treeCrownMaterial |
|
); |
|
crown.position.z = height / 2 + 30; |
|
crown.castShadow = true; |
|
crown.receiveShadow = false; |
|
tree.add(crown); |
|
|
|
return tree; |
|
} |
|
|
|
accelerateButton.addEventListener("mousedown", function () { |
|
startGame(); |
|
accelerate = true; |
|
}); |
|
decelerateButton.addEventListener("mousedown", function () { |
|
startGame(); |
|
decelerate = true; |
|
}); |
|
accelerateButton.addEventListener("mouseup", function () { |
|
accelerate = false; |
|
}); |
|
decelerateButton.addEventListener("mouseup", function () { |
|
decelerate = false; |
|
}); |
|
window.addEventListener("keydown", function (event) { |
|
if (event.key == "ArrowUp") { |
|
startGame(); |
|
accelerate = true; |
|
return; |
|
} |
|
if (event.key == "ArrowDown") { |
|
decelerate = true; |
|
return; |
|
} |
|
if (event.key == "R" || event.key == "r") { |
|
reset(); |
|
return; |
|
} |
|
}); |
|
window.addEventListener("keyup", function (event) { |
|
if (event.key == "ArrowUp") { |
|
accelerate = false; |
|
return; |
|
} |
|
if (event.key == "ArrowDown") { |
|
decelerate = false; |
|
return; |
|
} |
|
}); |
|
|
|
function animation(timestamp) { |
|
if (!lastTimestamp) { |
|
lastTimestamp = timestamp; |
|
return; |
|
} |
|
|
|
const timeDelta = timestamp - lastTimestamp; |
|
|
|
movePlayerCar(timeDelta); |
|
|
|
const laps = Math.floor(Math.abs(playerAngleMoved) / (Math.PI * 2)); |
|
|
|
// Update score if it changed |
|
if (laps != score) { |
|
score = laps; |
|
scoreElement.innerText = score; |
|
} |
|
|
|
// Add a new vehicle at the beginning and with every 5th lap |
|
if (otherVehicles.length < (laps + 1) / 5) addVehicle(); |
|
|
|
moveOtherVehicles(timeDelta); |
|
|
|
hitDetection(); |
|
|
|
renderer.render(scene, camera); |
|
lastTimestamp = timestamp; |
|
} |
|
|
|
function movePlayerCar(timeDelta) { |
|
const playerSpeed = getPlayerSpeed(); |
|
playerAngleMoved -= playerSpeed * timeDelta; |
|
|
|
const totalPlayerAngle = playerAngleInitial + playerAngleMoved; |
|
|
|
const playerX = Math.cos(totalPlayerAngle) * trackRadius - arcCenterX; |
|
const playerY = Math.sin(totalPlayerAngle) * trackRadius; |
|
|
|
playerCar.position.x = playerX; |
|
playerCar.position.y = playerY; |
|
|
|
playerCar.rotation.z = totalPlayerAngle - Math.PI / 2; |
|
} |
|
|
|
function moveOtherVehicles(timeDelta) { |
|
otherVehicles.forEach((vehicle) => { |
|
if (vehicle.clockwise) { |
|
vehicle.angle -= speed * timeDelta * vehicle.speed; |
|
} else { |
|
vehicle.angle += speed * timeDelta * vehicle.speed; |
|
} |
|
|
|
const vehicleX = Math.cos(vehicle.angle) * trackRadius + arcCenterX; |
|
const vehicleY = Math.sin(vehicle.angle) * trackRadius; |
|
const rotation = |
|
vehicle.angle + (vehicle.clockwise ? -Math.PI / 2 : Math.PI / 2); |
|
vehicle.mesh.position.x = vehicleX; |
|
vehicle.mesh.position.y = vehicleY; |
|
vehicle.mesh.rotation.z = rotation; |
|
}); |
|
} |
|
|
|
function getPlayerSpeed() { |
|
if (accelerate) return speed * 2; |
|
if (decelerate) return speed * 0.5; |
|
return speed; |
|
} |
|
|
|
function addVehicle() { |
|
const vehicleTypes = ["car", "truck"]; |
|
|
|
const type = pickRandom(vehicleTypes); |
|
const speed = getVehicleSpeed(type); |
|
const clockwise = Math.random() >= 0.5; |
|
|
|
const angle = clockwise ? Math.PI / 2 : -Math.PI / 2; |
|
|
|
const mesh = type == "car" ? Car() : Truck(); |
|
scene.add(mesh); |
|
|
|
otherVehicles.push({ mesh, type, speed, clockwise, angle }); |
|
} |
|
|
|
function getVehicleSpeed(type) { |
|
if (type == "car") { |
|
const minimumSpeed = 1; |
|
const maximumSpeed = 2; |
|
return minimumSpeed + Math.random() * (maximumSpeed - minimumSpeed); |
|
} |
|
if (type == "truck") { |
|
const minimumSpeed = 0.6; |
|
const maximumSpeed = 1.5; |
|
return minimumSpeed + Math.random() * (maximumSpeed - minimumSpeed); |
|
} |
|
} |
|
|
|
function getHitZonePosition(center, angle, clockwise, distance) { |
|
const directionAngle = angle + clockwise ? -Math.PI / 2 : +Math.PI / 2; |
|
return { |
|
x: center.x + Math.cos(directionAngle) * distance, |
|
y: center.y + Math.sin(directionAngle) * distance |
|
}; |
|
} |
|
|
|
function hitDetection() { |
|
const playerHitZone1 = getHitZonePosition( |
|
playerCar.position, |
|
playerAngleInitial + playerAngleMoved, |
|
true, |
|
15 |
|
); |
|
|
|
const playerHitZone2 = getHitZonePosition( |
|
playerCar.position, |
|
playerAngleInitial + playerAngleMoved, |
|
true, |
|
-15 |
|
); |
|
|
|
if (config.showHitZones) { |
|
playerCar.userData.hitZone1.position.x = playerHitZone1.x; |
|
playerCar.userData.hitZone1.position.y = playerHitZone1.y; |
|
|
|
playerCar.userData.hitZone2.position.x = playerHitZone2.x; |
|
playerCar.userData.hitZone2.position.y = playerHitZone2.y; |
|
} |
|
|
|
const hit = otherVehicles.some((vehicle) => { |
|
if (vehicle.type == "car") { |
|
const vehicleHitZone1 = getHitZonePosition( |
|
vehicle.mesh.position, |
|
vehicle.angle, |
|
vehicle.clockwise, |
|
15 |
|
); |
|
|
|
const vehicleHitZone2 = getHitZonePosition( |
|
vehicle.mesh.position, |
|
vehicle.angle, |
|
vehicle.clockwise, |
|
-15 |
|
); |
|
|
|
if (config.showHitZones) { |
|
vehicle.mesh.userData.hitZone1.position.x = vehicleHitZone1.x; |
|
vehicle.mesh.userData.hitZone1.position.y = vehicleHitZone1.y; |
|
|
|
vehicle.mesh.userData.hitZone2.position.x = vehicleHitZone2.x; |
|
vehicle.mesh.userData.hitZone2.position.y = vehicleHitZone2.y; |
|
} |
|
|
|
// The player hits another vehicle |
|
if (getDistance(playerHitZone1, vehicleHitZone1) < 40) return true; |
|
if (getDistance(playerHitZone1, vehicleHitZone2) < 40) return true; |
|
|
|
// Another vehicle hits the player |
|
if (getDistance(playerHitZone2, vehicleHitZone1) < 40) return true; |
|
} |
|
|
|
if (vehicle.type == "truck") { |
|
const vehicleHitZone1 = getHitZonePosition( |
|
vehicle.mesh.position, |
|
vehicle.angle, |
|
vehicle.clockwise, |
|
35 |
|
); |
|
|
|
const vehicleHitZone2 = getHitZonePosition( |
|
vehicle.mesh.position, |
|
vehicle.angle, |
|
vehicle.clockwise, |
|
0 |
|
); |
|
|
|
const vehicleHitZone3 = getHitZonePosition( |
|
vehicle.mesh.position, |
|
vehicle.angle, |
|
vehicle.clockwise, |
|
-35 |
|
); |
|
|
|
if (config.showHitZones) { |
|
vehicle.mesh.userData.hitZone1.position.x = vehicleHitZone1.x; |
|
vehicle.mesh.userData.hitZone1.position.y = vehicleHitZone1.y; |
|
|
|
vehicle.mesh.userData.hitZone2.position.x = vehicleHitZone2.x; |
|
vehicle.mesh.userData.hitZone2.position.y = vehicleHitZone2.y; |
|
|
|
vehicle.mesh.userData.hitZone3.position.x = vehicleHitZone3.x; |
|
vehicle.mesh.userData.hitZone3.position.y = vehicleHitZone3.y; |
|
} |
|
|
|
// The player hits another vehicle |
|
if (getDistance(playerHitZone1, vehicleHitZone1) < 40) return true; |
|
if (getDistance(playerHitZone1, vehicleHitZone2) < 40) return true; |
|
if (getDistance(playerHitZone1, vehicleHitZone3) < 40) return true; |
|
|
|
// Another vehicle hits the player |
|
if (getDistance(playerHitZone2, vehicleHitZone1) < 40) return true; |
|
} |
|
}); |
|
|
|
if (hit) { |
|
if (resultsElement) resultsElement.style.display = "flex"; |
|
renderer.setAnimationLoop(null); // Stop animation loop |
|
} |
|
} |
|
|
|
window.addEventListener("resize", () => { |
|
console.log("resize", window.innerWidth, window.innerHeight); |
|
|
|
// Adjust camera |
|
const newAspectRatio = window.innerWidth / window.innerHeight; |
|
const adjustedCameraHeight = cameraWidth / newAspectRatio; |
|
|
|
camera.top = adjustedCameraHeight / 2; |
|
camera.bottom = adjustedCameraHeight / -2; |
|
camera.updateProjectionMatrix(); // Must be called after change |
|
|
|
positionScoreElement(); |
|
|
|
// Reset renderer |
|
renderer.setSize(window.innerWidth, window.innerHeight); |
|
renderer.render(scene, camera); |
|
}); |