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[GAME SUGGESTION] Cubefield ! #32

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21 changes: 21 additions & 0 deletions views/archive/cubefield/LICENSE
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MIT License

Copyright (c) 2018 Chris Hayes

Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
4 changes: 4 additions & 0 deletions views/archive/cubefield/README.md
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# cubefield
Cubefield clone using Three.JS

Live at [christopher-hayes.github.io/cubefield](https://christopher-hayes.github.io/cubefield)
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164 changes: 164 additions & 0 deletions views/archive/cubefield/assets/styles/main.css
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* {
margin: 0;
padding: 0;
font-family: "Arial";
}
body {
height: 100vh;
background-color: #A3A3A3;
transition: background 2s;
overflow: hidden;
}
canvas {
position: absolute;
bottom: 0;
left: 0;
width: 100%;
height: 100%;
background-color: inherit;
transition: filter 1000ms;
}
/* overlay */
.newGame {
position: absolute;
z-index: 3;
width: 150px;
height: 50px;
outline: none;
border: none;
background: rgba(0, 0, 0, 0.6);
color: white;
font-size: 1em;
left: calc( 50% - 75px);
top: 45%;
cursor: pointer;
/*
-webkit-transition: color 300ms, background 300ms;
transition: color 300ms, background 300ms;
*/
}
.newGame:hover {
background-color: white;
color: black;
}
.score {
position: absolute;
color: white;
z-index: 3;
font-size: 4em;
font-weight: 700;
text-align: center;
width: 500px;
top: 50px;
left: calc( 50% - 250px );
}
.highscore {
position: absolute;
z-index: 3;
width: 300px;
left: 30px;
top: 50px;
text-align: center;
color: #6d6d6d;
}
.instr {
position: absolute;
width: 500px;
height: 200px;
z-index: 3;
right: 30px;
top: 50px;
text-align: right;
color: #6d6d6d;
}
.info {
position: absolute;
z-index: 3;
width: 660px;
left: calc( 50% - 330px);
top: calc( 50% - 270px );
text-align: center;
font-size: 1.4em;
}
.settings {
position: absolute;
z-index: 3;
width: 100%;
bottom: 0;
background-color: rgba( 0, 0, 0, 0.2 );
opacity: 0;
height: 0;
text-align: center;
-webkit-transition: opacity 1500ms, height 1500ms;
transition: opacity 1500ms, height 1500ms;
}
.settingsVis {
opacity: 1;
height: 40%;
}
.group {
position: relative;
display: block;
width: 306px;
height: 70px;
margin: 20px 30px;
color: white;
background-color: rgba( 0, 0, 0, 0.3);
padding: 20px 50px;
float: left;
}
.group h3 {
margin-bottom: 10px;
font-size: 1.4em;
font-weight: 100;
}
.select {
width: 100px;
height: 30px;
line-height: 30px;
float: left;
cursor: pointer;
opacity: 0.5;
border: 1px solid rgba(0,0,0,0);
}
.select:hover {
opacity: 1;
}
.focus {
opacity: 1;
border: 1px solid white;
}
#bounce {
opacity: 0;
transition: opacity 1s;
}
.pause {
position: absolute;
width: 400px;
height: 200px;
z-index: 4;
background-color: rgba(255, 255, 255, 0.4);
left: calc( 50% - 150px );
top: calc( 50% - 75px );
text-align: center;
opacity: 0;
visibility: hidden;
-webkit-transition: opacity 500ms;
transition: opacity 500ms;
}
.pause h3 {
height: 50px;
line-height: 60px;
background-color: rgba( 255, 255, 255, 0.3 )
}
.menu, .unpause {
width: 180px;
color: white;
background-color: rgba( 0, 0, 0, 0.4 );
padding: 10px;
margin: 20px auto;
cursor: pointer;
}
.menu:hover, .unpause:hover {
background-color: rgba( 0, 0, 0, 0.7 );
}
1,031 changes: 1,031 additions & 0 deletions views/archive/cubefield/assets/three.min.js

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147 changes: 147 additions & 0 deletions views/archive/cubefield/cube.js
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// GLOBALS
var cubeColors = [ 0xFFF535, 0xFFA428, 0xFF5015 ];
var meshMaterials = [
[ // Level 1
new THREE.MeshBasicMaterial({ color: cubeColors[ 0 ] }), // 0xFFF535
new THREE.MeshBasicMaterial({ color: cubeColors[ 1 ] }), // 0xFFA428
new THREE.MeshBasicMaterial({ color: cubeColors[ 2 ] }) // 0xFF5015
],
[ // Level 2
new THREE.MeshBasicMaterial({ color: 0x000000 }) // 0x000000
],
[ // Level 3
new THREE.MeshBasicMaterial({ color: 0x000000 }) // 0x000000
],
[ // Level 4
new THREE.MeshBasicMaterial({ color: 0x000000 }) // 0x000000
],
[ // Level 5
new THREE.MeshBasicMaterial({ color: 0xFF326C }) // 0xFF326C
]
];
// var edgeMaterials = [ 0x000000, 0x00ff00, 0x000000, 0x000000, 0xffffff ];
var edgeMaterials = [ new THREE.MeshBasicMaterial({ color: 0x000000 }),
new THREE.MeshBasicMaterial({ color: 0x00ff00 }),
new THREE.MeshBasicMaterial({ color: 0x000000 }),
new THREE.MeshBasicMaterial({ color: 0x000000 }),
new THREE.MeshBasicMaterial({ color: 0xffffff })
];
var cubeGeo = new THREE.BoxBufferGeometry( 0.1, 0.12, 0.05 );

// CUBE CLASS
class Cube {

constructor (scene) {
// Material
var material = meshMaterials[0][Math.floor(Math.random() * 3)];

// Mesh
this.mesh = new THREE.Mesh(cubeGeo, material);
this.mesh.castShadow = true;
this.mesh.position.x = Math.random() * 12 - 6.0;
this.mesh.position.y = 0.06;
this.mesh.position.z = Math.random() * -30.0;
var edgeGeo = new THREE.EdgesGeometry(cubeGeo);
this.edges = new THREE.LineSegments(edgeGeo, edgeMaterials[0]);
this.edges.position.set(this.mesh.position.x, this.mesh.position.y, this.mesh.position.z);

// Add to scene
scene.add(this.mesh);
scene.add(this.edges);

// Object properties
this.fromBelow = false;
this.ySpeed = 0.0;
this.opacity = 0.0;
}

update (rate, levelSpeed, triangle, levelBreak, level, bounce, block, diff) {
// Update position
if (this.mesh.position.z > triangle.position.z - Math.pow(levelSpeed, 1.2) * 150) {
this.ySpeed += 0.005 * rate * ( phase == -1 ? 3.0 : 1.0 );
this.mesh.position.y -= this.ySpeed;
}

if (this.mesh.position.y < 0.06 && !this.fromBelow) {
this.ySpeed *= -0.4 * bounce;
this.mesh.position.y = ( this.mesh.position.y - 0.06 ) * -1 + 0.06;
} else if (this.fromBelow && this.mesh.position.y > 0.06) {
this.fromBelow = false;
}

// Update edge position too
this.edges.position.set(this.mesh.position.x, this.mesh.position.y, this.mesh.position.z);

// check collision
if (Math.abs(this.mesh.position.z - triangle.position.z - 0.4) < 0.5 &&
Math.abs(this.mesh.position.x - triangle.position.x) < 0.055 &&
Math.abs(this.mesh.position.y - triangle.position.y - 0.06) < 0.03)
{
return true;
}

// Reset position once past screen
if (this.mesh.position.z > triangle.position.z + 3.0) {
const threshold = triangle.position.z - 20.0 - level * 5 * diff - (this.mesh.position.z - triangle.position.z);
this.resetPos(triangle, threshold, levelBreak, block);
}

// Return if cube collided with player
return false;
}

// reset position after passes user
resetPos (triangle, threshold, levelBreak, block) {
this.fromBelow = block == 2;
// this.opacity = 0.0;
// this.mesh.material.opacity = 0.0;
// this.edges.material.opacity = 0.0;
this.ySpeed = block == 2 ? -0.045 : 0;
// Star further back if in break between levels
this.mesh.position.z = threshold - (levelBreak > 0 ? 40 + Math.random() * 60 : 0);
this.mesh.position.x = triangle.position.x + Math.random() * 12.0 - 6.0;
this.mesh.position.y = block == 0 ? 0.06 : block == 1 ? Math.random() * 4 + 0.5 : -1.0;

// Update edge position too
this.edges.position.set(this.mesh.position.x, this.mesh.position.y, this.mesh.position.z);
}

// Reset position
reset (block, buffer, diff) {
var threshold = -20.0 * ( 1 + diff * 0.5 );
this.fromBelow = block == 2;
// this.opacity = 0.0;
// this.mesh.material.opacity = 0.0;
// this.edges.material.opacity = 0.0;
this.ySpeed = block == 2 ? -0.045 : 0;
this.mesh.position.x = Math.random() * 64.0 - 32.0;
this.mesh.position.y = block == 0 ? 0.06 : block == 1 ? Math.random() * 4 + 0.5 : -1.0;
this.mesh.position.z = Math.random() * threshold + ( buffer ? threshold * 2 : 0.0 );

// Update edge position too
this.edges.position.set(this.mesh.position.x, this.mesh.position.y, this.mesh.position.z);
}

// Update visuals
updateDesign(level) {
switch (level % 5) {
case 0:
this.mesh.material = meshMaterials[0][ Math.floor(Math.random() * 3) ];
this.edges.material = edgeMaterials[0];
break;
case 1:
this.mesh.material = meshMaterials[1][0];
this.edges.material = edgeMaterials[1];
break;
case 2:
this.mesh.material = meshMaterials[2][0];
this.edges.material = edgeMaterials[2];
break;
case 3:
break;
case 4:
this.mesh.material = meshMaterials[4][0];
this.edges.material = edgeMaterials[4];
}
}
}
1 change: 1 addition & 0 deletions views/archive/cubefield/cube.min.js

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57 changes: 57 additions & 0 deletions views/archive/cubefield/index.html
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<!doctype html>
<html>
<head>
<meta charset="utf-8">
<title>Cubefield in JS</title>
<link rel="stylesheet" href="assets/styles/main.css">
<!-- THREE.JS -->
<script src="assets/three.min.js"></script>
<!-- CLASSES -->
<script src="cube.min.js"></script>
</head>
<body>
<button class="newGame" id="newGame" type="button" onclick="gameReset()">New Game</button>
<div class="score" id="score">0.0</div>
<div class="highscore">Highscore:<br><span id="highScore">15.0</span></div>
<div class="instr">Use the left and right arrow keys to dodge the cubes.<br>See how far you can get without hitting any cubes.<br>Press P to pause.</div>
<div class="info" id="info">
<h2>Cubefield in JS</h2>
<br>a hobby project to learn WebGL<br><br>Powered by Three.JS (Credit to Mr. Doob)<br>Credit to Cubefield creator, Max Abernethy of flecko.net
</div>
<div class="settings settingsVis" id="settings">
<div style="margin:0 auto;height:150px;width:100%;max-width:1398px">
<div class="group" id="difficulty">
<h3>Difficulty</h3>
<div class="select focus" onmousedown="updateDiff(0)" style="background-color:rgb(64, 167, 175)">Rookie</div>
<div class="select" onmousedown="updateDiff(1)" style="background-color:rgb(118, 57, 170)">Skilled</div>
<div class="select" onmousedown="updateDiff(2)" style="background-color:rgb(159, 40, 90)">Master</div>
</div>
<div class="group" id="camera">
<h3>Camera</h3>
<div class="select focus" onmousedown="updateCam(0)" style="background-color:rgb(64, 167, 175)">Hawk</div>
<div class="select" onmousedown="updateCam(1)" style="background-color:rgb(118, 57, 170)">Chase</div>
<div class="select" onmousedown="updateCam(2)" style="background-color:rgb(159, 40, 90)">1st person</div>
</div>
<div class="group" id="block">
<h3>Blocks</h3>
<div class="select focus" onmousedown="updateBlock(0)" style="background-color:rgb(64, 167, 175)">Normal</div>
<div class="select" onmousedown="updateBlock(1)" style="background-color:rgb(118, 57, 170)">Falling</div>
<div class="select" onmousedown="updateBlock(2)" style="background-color:rgb(159, 40, 90)">Pop up</div>
</div>
<div class="group" id="bounce">
<h3>Bounce</h3>
<div class="select focus" onmousedown="updateBounce(0)" style="background-color:rgb(64, 167, 175)">None</div>
<div class="select" onmousedown="updateBounce(1)" style="background-color:rgb(118, 57, 170)">Some</div>
<div class="select" onmousedown="updateBounce(2)" style="background-color:rgb(159, 40, 90)">Too Much</div>
</div>
</div>
</div>
<div class="pause" id="pause">
<h3>PAUSE</h3>
<div class="menu" onmousedown="returnToMenu()">Return to Menu</div>
<div class="unpause" onmousedown="pauseGameScreen()">Resume</div>
</div>
<!-- js code -->
<script src="main.min.js"></script>
</body>
</html>
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