Pen Settings

HTML

CSS

CSS Base

Vendor Prefixing

Add External Stylesheets/Pens

Any URL's added here will be added as <link>s in order, and before the CSS in the editor. If you link to another Pen, it will include the CSS from that Pen. If the preprocessor matches, it will attempt to combine them before processing.

+ add another resource

JavaScript

Babel is required to process package imports. If you need a different preprocessor remove all packages first.

Add External Scripts/Pens

Any URL's added here will be added as <script>s in order, and run before the JavaScript in the editor. You can use the URL of any other Pen and it will include the JavaScript from that Pen.

+ add another resource

Behavior

Save Automatically?

If active, Pens will autosave every 30 seconds after being saved once.

Auto-Updating Preview

If enabled, the preview panel updates automatically as you code. If disabled, use the "Run" button to update.

Editor Settings

Code Indentation

Want to change your Syntax Highlighting theme, Fonts and more?

Visit your global Editor Settings.

HTML Settings

Here you can Sed posuere consectetur est at lobortis. Donec ullamcorper nulla non metus auctor fringilla. Maecenas sed diam eget risus varius blandit sit amet non magna. Donec id elit non mi porta gravida at eget metus. Praesent commodo cursus magna, vel scelerisque nisl consectetur et.

HTML

            
              <meta name="viewport" content="width=device-width,user-scalable=no">

<div id="container">
	<div id="game"></div>
	<div id="score">0</div>
	<div id="instructions">Click (or press the spacebar) to place the block</div>
	<div class="game-over">
		<h2>Game Over</h2>
		<p>You did great, you're the best.</p>
		<p>Click or spacebar to start again</p>
	</div>
	<div class="game-ready">
		<div id="start-button">Start</div>
		<div></div>
	</div>
</div>

            
          
!

CSS

            
              @import url('https://fonts.googleapis.com/css?family=Comfortaa');

$color-dark: #333344;

html, body
{
	margin: 0;
	overflow: hidden;
	height: 100%;
	width: 100%;
	position: relative;
	font-family: 'Comfortaa', cursive;
}

#container
{
	width: 100%;
	height: 100%;
	
	#score
	{
		position: absolute;
		top: 20px;
		width: 100%;
		text-align: center;
		font-size: 10vh;
		transition: transform 0.5s ease;
		color: $color-dark;
		transform: translatey(-200px) scale(1);
	}

	#game
	{
		position: absolute;
		top: 0;
		right: 0;
		bottom: 0;
		left: 0;
	}
	
	.game-over
	{
		position: absolute;
		top: 0;
		left: 0;
		width: 100%;
		height: 85%;
		display: flex;
		flex-direction: column;
		align-items: center;
		justify-content: center;
		
		*
		{
			transition: opacity 0.5s ease, transform 0.5s ease;
			opacity: 0;
			transform: translatey(-50px);
			color: $color-dark;
		}
		
		h2
		{
			margin: 0;
			padding: 0;
			font-size: 40px;
		}
	}
	
	.game-ready
	{
		position: absolute;
		top: 0;
		left: 0;
		width: 100%;
		height: 100%;
		display: flex;
		flex-direction: column;
		align-items: center;
		justify-content: space-around;
		
		#start-button
		{
			transition: opacity 0.5s ease, transform 0.5s ease;
			opacity: 0;
			transform: translatey(-50px);
			
			border: 3px solid $color-dark;
			padding: 10px 20px;
			background-color: transparent;
			color: $color-dark;
			font-size: 30px;
		}
	}
	
	#instructions
	{
		position: absolute;
		width: 100%;
		top: 16vh;
		left: 0;
		text-align: center;
		transition: opacity 0.5s ease, transform 0.5s ease;
		
		opacity: 0;
		
		&.hide
		{
			opacity: 0 !important;
		}
	}
	
	&.playing, &.resetting
	{
		#score
		{
			transform: translatey(0px) scale(1);
		}
	}
	
	&.playing
	{
		#instructions
		{
			opacity: 1;
		}
	}
	
	&.ready
	{
		
		
		.game-ready
		{
			#start-button
			{
				opacity: 1;
				transform: translatey(0);
			}
		}
	}
	
	&.ended
	{
		#score
		{
			transform: translatey(6vh) scale(1.5);
		}
		
		.game-over
		{
			*
			{
				opacity: 1;
				transform: translatey(0);
			}
			
			p
			{
				transition-delay: 0.3s;
			}
		}
	}
}





            
          
!

JS

            
              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();
            
          
!
999px

Console