模板:Wikigame
console.clear();
interface BlockReturn { placed?:any; chopped?:any; plane: 'x' | 'y' | 'z'; direction: number; bonus?: boolean; }
class Stage { private container: any; private camera: any; private scene: any; private renderer: any; private light: any; private softLight: any; private group: any;
constructor() { // container
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:number, speed:number = 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(); }
render = function() { this.renderer.render(this.scene, this.camera); }
add = function(elem) { this.scene.add(elem); }
remove = function(elem) { this.scene.remove(elem); } }
class Block { const STATES = {ACTIVE: 'active', STOPPED: 'stopped', MISSED: 'missed'}; const MOVE_AMOUNT = 12;
dimension = { width: 0, height: 0, depth: 0} position = {x: 0, y: 0, z: 0};
mesh:any; state:string; index:number; speed:number; direction:number; colorOffset:number; color:number; material:any;
workingPlane:string; workingDimension:string;
targetBlock:Block;
constructor(block:Block) { // set size and position
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.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; } }
reverseDirection() { this.direction = this.direction > 0 ? this.speed : Math.abs(this.speed); }
place():BlockReturn { 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:BlockReturn = { 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.applyMatrix( 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.applyMatrix( 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 { const STATES = { 'LOADING': 'loading', 'PLAYING': 'playing', 'READY': 'ready', 'ENDED': 'ended', 'RESETTING': 'resetting' } blocks:Block[] = []; state:string = this.STATES.LOADING;
// groups
newBlocks:any; placedBlocks:any; choppedBlocks:any;
// UI elements
scoreContainer:any; mainContainer:any; startButton:any; instructions:any;
constructor() { 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, will figure it out later. }); }
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:BlockReturn = 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();