<div id="world" />
<div id="gameoverInstructions">
Game Over
</div>
<div id="dist">
<div class="label">distance</div>
<div id="distValue">000</div>
</div>
<div id="instructions">Click to jump<span class="lightInstructions"> — Grab the carrots / avoid the hedgehogs</span></div>
<div id="credits">
<p><a href="https://codepen.io/Yakudoo/" target="blank">other codepens</a> | <a href="https://www.epic.net" target="blank">epic.net</a></p>
</div>
@import url('https://fonts.googleapis.com/css?family=Voltaire');
#world{
position: absolute;
width:100%;
height: 100%;
background-color: #dbe6e6;
overflow: hidden;
}
#gameoverInstructions{
position:absolute;
font-family:'Voltaire', sans-serif;
font-weight:bold;
text-transform: uppercase;
font-size:120px;
text-align:center;
color:#ffc5a2;
opacity:0;
left:50%;
top:50%;
width:100%;
transform : translate(-50%,-100%);
user-select: none;
transition: all 500ms ease-in-out;
&.show{
opacity:1;
transform : translate(-50%,-50%);
transition: all 500ms ease-in-out;
};
}
#dist{
position:absolute;
left:50%;
top:50px;
transform:translate(-50%,0%);
user-select: none;
}
.label{
position:relative;
font-family:'Voltaire', sans-serif;
text-transform:uppercase;
color:#ffa873;//100707;
font-size:12px;
letter-spacing:2px;
text-align:center;
margin-bottom:5px;
}
#distValue{
position:relative;
text-transform:uppercase;
color:#dc5f45;//dc5f45;
font-size:40px;
font-family:'Voltaire';
text-align:center;
}
#credits{
position:absolute;
width:100%;
margin: auto;
bottom:0;
margin-bottom:20px;
font-family:'Voltaire', sans-serif;
color:#544027;
font-size:12px;
letter-spacing:0.5px;
text-transform: uppercase;
text-align : center;
user-select: none;
}
#credits a {
color:#544027;
}
#credits a:hover {
color:#dc5f45;
}
#instructions{
position:absolute;
width:100%;
bottom:0;
margin: auto;
margin-bottom:50px;
font-family:'Voltaire', sans-serif;
color:#dc5f45;
font-size:16px;
letter-spacing:1px;
text-transform: uppercase;
text-align : center;
user-select: none;
}
.lightInstructions {
color:#5f9042;
}
View Compiled
//THREEJS RELATED VARIABLES
var scene,
camera, fieldOfView, aspectRatio, nearPlane, farPlane,
gobalLight, shadowLight, backLight,
renderer,
container,
controls,
clock;
var delta = 0;
var floorRadius = 200;
var speed = 6;
var distance = 0;
var level = 1;
var levelInterval;
var levelUpdateFreq = 3000;
var initSpeed = 5;
var maxSpeed = 48;
var monsterPos = .65;
var monsterPosTarget = .65;
var floorRotation = 0;
var collisionObstacle = 10;
var collisionBonus = 20;
var gameStatus = "play";
var cameraPosGame = 160;
var cameraPosGameOver = 260;
var monsterAcceleration = 0.004;
var malusClearColor = 0xb44b39;
var malusClearAlpha = 0;
var audio = new Audio('https://s3-us-west-2.amazonaws.com/s.cdpn.io/264161/Antonio-Vivaldi-Summer_01.mp3');
var fieldGameOver, fieldDistance;
//SCREEN & MOUSE VARIABLES
var HEIGHT, WIDTH, windowHalfX, windowHalfY,
mousePos = {
x: 0,
y: 0
};
//3D OBJECTS VARIABLES
var hero;
// Materials
var blackMat = new THREE.MeshPhongMaterial({
color: 0x100707,
shading:THREE.FlatShading,
});
var brownMat = new THREE.MeshPhongMaterial({
color: 0xb44b39,
shininess:0,
shading:THREE.FlatShading,
});
var greenMat = new THREE.MeshPhongMaterial({
color: 0x7abf8e,
shininess:0,
shading:THREE.FlatShading,
});
var pinkMat = new THREE.MeshPhongMaterial({
color: 0xdc5f45,//0xb43b29,//0xff5b49,
shininess:0,
shading:THREE.FlatShading,
});
var lightBrownMat = new THREE.MeshPhongMaterial({
color: 0xe07a57,
shading:THREE.FlatShading,
});
var whiteMat = new THREE.MeshPhongMaterial({
color: 0xa49789,
shading:THREE.FlatShading,
});
var skinMat = new THREE.MeshPhongMaterial({
color: 0xff9ea5,
shading:THREE.FlatShading
});
// OTHER VARIABLES
var PI = Math.PI;
//INIT THREE JS, SCREEN AND MOUSE EVENTS
function initScreenAnd3D() {
HEIGHT = window.innerHeight;
WIDTH = window.innerWidth;
windowHalfX = WIDTH / 2;
windowHalfY = HEIGHT / 2;
scene = new THREE.Scene();
scene.fog = new THREE.Fog(0xd6eae6, 160,350);
aspectRatio = WIDTH / HEIGHT;
fieldOfView = 50;
nearPlane = 1;
farPlane = 2000;
camera = new THREE.PerspectiveCamera(
fieldOfView,
aspectRatio,
nearPlane,
farPlane
);
camera.position.x = 0;
camera.position.z = cameraPosGame;
camera.position.y = 30;
camera.lookAt(new THREE.Vector3(0, 30, 0));
renderer = new THREE.WebGLRenderer({
alpha: true,
antialias: true
});
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setClearColor( malusClearColor, malusClearAlpha);
renderer.setSize(WIDTH, HEIGHT);
renderer.shadowMap.enabled = true;
container = document.getElementById('world');
container.appendChild(renderer.domElement);
window.addEventListener('resize', handleWindowResize, false);
document.addEventListener('mousedown', handleMouseDown, false);
document.addEventListener("touchend", handleMouseDown, false);
/*
controls = new THREE.OrbitControls(camera, renderer.domElement);
//controls.minPolarAngle = -Math.PI / 2;
//controls.maxPolarAngle = Math.PI / 2;
//controls.noZoom = true;
controls.noPan = true;
//*/
clock = new THREE.Clock();
}
function handleWindowResize() {
HEIGHT = window.innerHeight;
WIDTH = window.innerWidth;
windowHalfX = WIDTH / 2;
windowHalfY = HEIGHT / 2;
renderer.setSize(WIDTH, HEIGHT);
camera.aspect = WIDTH / HEIGHT;
camera.updateProjectionMatrix();
}
function handleMouseDown(event){
if (gameStatus == "play") hero.jump();
else if (gameStatus == "readyToReplay"){
replay();
}
}
function createLights() {
globalLight = new THREE.AmbientLight(0xffffff, .9);
shadowLight = new THREE.DirectionalLight(0xffffff, 1);
shadowLight.position.set(-30, 40, 20);
shadowLight.castShadow = true;
shadowLight.shadow.camera.left = -400;
shadowLight.shadow.camera.right = 400;
shadowLight.shadow.camera.top = 400;
shadowLight.shadow.camera.bottom = -400;
shadowLight.shadow.camera.near = 1;
shadowLight.shadow.camera.far = 2000;
shadowLight.shadow.mapSize.width = shadowLight.shadow.mapSize.height = 2048;
scene.add(globalLight);
scene.add(shadowLight);
}
function createFloor() {
floorShadow = new THREE.Mesh(new THREE.SphereGeometry(floorRadius, 50, 50), new THREE.MeshPhongMaterial({
color: 0x7abf8e,
specular:0x000000,
shininess:1,
transparent:true,
opacity:.5
}));
//floorShadow.rotation.x = -Math.PI / 2;
floorShadow.receiveShadow = true;
floorGrass = new THREE.Mesh(new THREE.SphereGeometry(floorRadius-.5, 50, 50), new THREE.MeshBasicMaterial({
color: 0x7abf8e
}));
//floor.rotation.x = -Math.PI / 2;
floorGrass.receiveShadow = false;
floor = new THREE.Group();
floor.position.y = -floorRadius;
floor.add(floorShadow);
floor.add(floorGrass);
scene.add(floor);
}
Hero = function() {
this.status = "running";
this.runningCycle = 0;
this.mesh = new THREE.Group();
this.body = new THREE.Group();
this.mesh.add(this.body);
var torsoGeom = new THREE.CubeGeometry(7, 7, 10, 1);
this.torso = new THREE.Mesh(torsoGeom, brownMat);
this.torso.position.z = 0;
this.torso.position.y = 7;
this.torso.castShadow = true;
this.body.add(this.torso);
var pantsGeom = new THREE.CubeGeometry(9, 9, 5, 1);
this.pants = new THREE.Mesh(pantsGeom, whiteMat);
this.pants.position.z = -3;
this.pants.position.y = 0;
this.pants.castShadow = true;
this.torso.add(this.pants);
var tailGeom = new THREE.CubeGeometry(3, 3, 3, 1);
tailGeom.applyMatrix(new THREE.Matrix4().makeTranslation(0,0,-2));
this.tail = new THREE.Mesh(tailGeom, lightBrownMat);
this.tail.position.z = -4;
this.tail.position.y = 5;
this.tail.castShadow = true;
this.torso.add(this.tail);
this.torso.rotation.x = -Math.PI/8;
var headGeom = new THREE.CubeGeometry(10, 10, 13, 1);
headGeom.applyMatrix(new THREE.Matrix4().makeTranslation(0,0,7.5));
this.head = new THREE.Mesh(headGeom, brownMat);
this.head.position.z = 2;
this.head.position.y = 11;
this.head.castShadow = true;
this.body.add(this.head);
var cheekGeom = new THREE.CubeGeometry(1, 4, 4, 1);
this.cheekR = new THREE.Mesh(cheekGeom, pinkMat);
this.cheekR.position.x = -5;
this.cheekR.position.z = 7;
this.cheekR.position.y = -2.5;
this.cheekR.castShadow = true;
this.head.add(this.cheekR);
this.cheekL = this.cheekR.clone();
this.cheekL.position.x = - this.cheekR.position.x;
this.head.add(this.cheekL);
var noseGeom = new THREE.CubeGeometry(6, 6, 3, 1);
this.nose = new THREE.Mesh(noseGeom, lightBrownMat);
this.nose.position.z = 13.5;
this.nose.position.y = 2.6;
this.nose.castShadow = true;
this.head.add(this.nose);
var mouthGeom = new THREE.CubeGeometry(4, 2, 4, 1);
mouthGeom.applyMatrix(new THREE.Matrix4().makeTranslation(0,0,3));
mouthGeom.applyMatrix(new THREE.Matrix4().makeRotationX(Math.PI/12));
this.mouth = new THREE.Mesh(mouthGeom, brownMat);
this.mouth.position.z = 8;
this.mouth.position.y = -4;
this.mouth.castShadow = true;
this.head.add(this.mouth);
var pawFGeom = new THREE.CubeGeometry(3,3,3, 1);
this.pawFR = new THREE.Mesh(pawFGeom, lightBrownMat);
this.pawFR.position.x = -2;
this.pawFR.position.z = 6;
this.pawFR.position.y = 1.5;
this.pawFR.castShadow = true;
this.body.add(this.pawFR);
this.pawFL = this.pawFR.clone();
this.pawFL.position.x = - this.pawFR.position.x;
this.pawFL.castShadow = true;
this.body.add(this.pawFL);
var pawBGeom = new THREE.CubeGeometry(3,3,6, 1);
this.pawBL = new THREE.Mesh(pawBGeom, lightBrownMat);
this.pawBL.position.y = 1.5;
this.pawBL.position.z = 0;
this.pawBL.position.x = 5;
this.pawBL.castShadow = true;
this.body.add(this.pawBL);
this.pawBR = this.pawBL.clone();
this.pawBR.position.x = - this.pawBL.position.x;
this.pawBR.castShadow = true;
this.body.add(this.pawBR);
var earGeom = new THREE.CubeGeometry(7, 18, 2, 1);
earGeom.vertices[6].x+=2;
earGeom.vertices[6].z+=.5;
earGeom.vertices[7].x+=2;
earGeom.vertices[7].z-=.5;
earGeom.vertices[2].x-=2;
earGeom.vertices[2].z-=.5;
earGeom.vertices[3].x-=2;
earGeom.vertices[3].z+=.5;
earGeom.applyMatrix(new THREE.Matrix4().makeTranslation(0,9,0));
this.earL = new THREE.Mesh(earGeom, brownMat);
this.earL.position.x = 2;
this.earL.position.z = 2.5;
this.earL.position.y = 5;
this.earL.rotation.z = -Math.PI/12;
this.earL.castShadow = true;
this.head.add(this.earL);
this.earR = this.earL.clone();
this.earR.position.x = -this.earL.position.x;
this.earR.rotation.z = -this.earL.rotation.z;
this.earR.castShadow = true;
this.head.add(this.earR);
var eyeGeom = new THREE.CubeGeometry(2,4,4);
this.eyeL = new THREE.Mesh(eyeGeom, whiteMat);
this.eyeL.position.x = 5;
this.eyeL.position.z = 5.5;
this.eyeL.position.y = 2.9;
this.eyeL.castShadow = true;
this.head.add(this.eyeL);
var irisGeom = new THREE.CubeGeometry(.6,2,2);
this.iris = new THREE.Mesh(irisGeom, blackMat);
this.iris.position.x = 1.2;
this.iris.position.y = 1;
this.iris.position.z = 1;
this.eyeL.add(this.iris);
this.eyeR = this.eyeL.clone();
this.eyeR.children[0].position.x = -this.iris.position.x;
this.eyeR.position.x = -this.eyeL.position.x;
this.head.add(this.eyeR);
this.body.traverse(function(object) {
if (object instanceof THREE.Mesh) {
object.castShadow = true;
object.receiveShadow = true;
}
});
}
BonusParticles = function(){
this.mesh = new THREE.Group();
var bigParticleGeom = new THREE.CubeGeometry(10,10,10,1);
var smallParticleGeom = new THREE.CubeGeometry(5,5,5,1);
this.parts = [];
for (var i=0; i<10; i++){
var partPink = new THREE.Mesh(bigParticleGeom, pinkMat);
var partGreen = new THREE.Mesh(smallParticleGeom, greenMat);
partGreen.scale.set(.5,.5,.5);
this.parts.push(partPink);
this.parts.push(partGreen);
this.mesh.add(partPink);
this.mesh.add(partGreen);
}
}
BonusParticles.prototype.explose = function(){
var _this = this;
var explosionSpeed = .5;
for(var i=0; i<this.parts.length; i++){
var tx = -50 + Math.random()*100;
var ty = -50 + Math.random()*100;
var tz = -50 + Math.random()*100;
var p = this.parts[i];
p.position.set(0,0,0);
p.scale.set(1,1,1);
p.visible = true;
var s = explosionSpeed + Math.random()*.5;
TweenMax.to(p.position, s,{x:tx, y:ty, z:tz, ease:Power4.easeOut});
TweenMax.to(p.scale, s,{x:.01, y:.01, z:.01, ease:Power4.easeOut, onComplete:removeParticle, onCompleteParams:[p]});
}
}
function removeParticle(p){
p.visible = false;
}
Hero.prototype.run = function(){
this.status = "running";
var s = Math.min(speed,maxSpeed);
this.runningCycle += delta * s * .7;
this.runningCycle = this.runningCycle % (Math.PI*2);
var t = this.runningCycle;
var amp = 4;
var disp = .2;
// BODY
this.body.position.y = 6+ Math.sin(t - Math.PI/2)*amp;
this.body.rotation.x = .2 + Math.sin(t - Math.PI/2)*amp*.1;
this.torso.rotation.x = Math.sin(t - Math.PI/2)*amp*.1;
this.torso.position.y = 7 + Math.sin(t - Math.PI/2)*amp*.5;
// MOUTH
this.mouth.rotation.x = Math.PI/16 + Math.cos(t)*amp*.05;
// HEAD
this.head.position.z = 2 + Math.sin(t - Math.PI/2)*amp*.5;
this.head.position.y = 8 + Math.cos(t - Math.PI/2)*amp*.7;
this.head.rotation.x = -.2 + Math.sin(t + Math.PI)*amp*.1;
// EARS
this.earL.rotation.x = Math.cos(-Math.PI/2 + t)*(amp*.2);
this.earR.rotation.x = Math.cos(-Math.PI/2 + .2 + t)*(amp*.3);
// EYES
this.eyeR.scale.y = this.eyeL.scale.y = .7 + Math.abs(Math.cos(-Math.PI/4 + t*.5))*.6;
// TAIL
this.tail.rotation.x = Math.cos(Math.PI/2 + t)*amp*.3;
// FRONT RIGHT PAW
this.pawFR.position.y = 1.5 + Math.sin(t)*amp;
this.pawFR.rotation.x = Math.cos(t ) * Math.PI/4;
this.pawFR.position.z = 6 - Math.cos(t)*amp*2;
// FRONT LEFT PAW
this.pawFL.position.y = 1.5 + Math.sin(disp + t)*amp;
this.pawFL.rotation.x = Math.cos( t ) * Math.PI/4;
this.pawFL.position.z = 6 - Math.cos(disp+t)*amp*2;
// BACK RIGHT PAW
this.pawBR.position.y = 1.5 + Math.sin(Math.PI + t)*amp;
this.pawBR.rotation.x = Math.cos(t + Math.PI*1.5) * Math.PI/3;
this.pawBR.position.z = - Math.cos(Math.PI + t)*amp;
// BACK LEFT PAW
this.pawBL.position.y = 1.5 + Math.sin(Math.PI + t)*amp;
this.pawBL.rotation.x = Math.cos(t + Math.PI *1.5) * Math.PI/3;
this.pawBL.position.z = - Math.cos(Math.PI + t)*amp;
}
Hero.prototype.jump = function(){
if (this.status == "jumping") return;
this.status = "jumping";
var _this = this;
var totalSpeed = 10 / speed;
var jumpHeight = 45;
TweenMax.to(this.earL.rotation, totalSpeed, {x:"+=.3", ease:Back.easeOut});
TweenMax.to(this.earR.rotation, totalSpeed, {x:"-=.3", ease:Back.easeOut});
TweenMax.to(this.pawFL.rotation, totalSpeed, {x:"+=.7", ease:Back.easeOut});
TweenMax.to(this.pawFR.rotation, totalSpeed, {x:"-=.7", ease:Back.easeOut});
TweenMax.to(this.pawBL.rotation, totalSpeed, {x:"+=.7", ease:Back.easeOut});
TweenMax.to(this.pawBR.rotation, totalSpeed, {x:"-=.7", ease:Back.easeOut});
TweenMax.to(this.tail.rotation, totalSpeed, {x:"+=1", ease:Back.easeOut});
TweenMax.to(this.mouth.rotation, totalSpeed, {x:.5, ease:Back.easeOut});
TweenMax.to(this.mesh.position, totalSpeed/2, {y:jumpHeight, ease:Power2.easeOut});
TweenMax.to(this.mesh.position, totalSpeed/2, {y:0, ease:Power4.easeIn, delay:totalSpeed/2, onComplete: function(){
//t = 0;
_this.status="running";
}});
}
Monster = function(){
this.runningCycle = 0;
this.mesh = new THREE.Group();
this.body = new THREE.Group();
var torsoGeom = new THREE.CubeGeometry(15,15,20, 1);
this.torso = new THREE.Mesh(torsoGeom, blackMat);
var headGeom = new THREE.CubeGeometry(20,20,40, 1);
headGeom.applyMatrix(new THREE.Matrix4().makeTranslation(0,0,20));
this.head = new THREE.Mesh(headGeom, blackMat);
this.head.position.z = 12;
this.head.position.y = 2;
var mouthGeom = new THREE.CubeGeometry(10,4,20, 1);
mouthGeom.applyMatrix(new THREE.Matrix4().makeTranslation(0,-2,10));
this.mouth = new THREE.Mesh(mouthGeom, blackMat);
this.mouth.position.y = -8;
this.mouth.rotation.x = .4;
this.mouth.position.z = 4;
this.heroHolder = new THREE.Group();
this.heroHolder.position.z = 20;
this.mouth.add(this.heroHolder);
var toothGeom = new THREE.CubeGeometry(2,2,1,1);
toothGeom.vertices[1].x-=1;
toothGeom.vertices[4].x+=1;
toothGeom.vertices[5].x+=1;
toothGeom.vertices[0].x-=1;
for(var i=0; i<3; i++){
var toothf = new THREE.Mesh(toothGeom, whiteMat);
toothf.position.x = -2.8 + i*2.5;
toothf.position.y = 1;
toothf.position.z = 19;
var toothl = new THREE.Mesh(toothGeom, whiteMat);
toothl.rotation.y = Math.PI/2;
toothl.position.z = 12 + i*2.5;
toothl.position.y = 1;
toothl.position.x = 4;
var toothr = toothl.clone();
toothl.position.x = -4;
this.mouth.add(toothf);
this.mouth.add(toothl);
this.mouth.add(toothr);
}
var tongueGeometry = new THREE.CubeGeometry(6,1,14);
tongueGeometry.applyMatrix(new THREE.Matrix4().makeTranslation(0,0,7));
this.tongue = new THREE.Mesh(tongueGeometry, pinkMat);
this.tongue.position.z = 2;
this.tongue.rotation.x = -.2;
this.mouth.add(this.tongue);
var noseGeom = new THREE.CubeGeometry(4,4,4, 1);
this.nose = new THREE.Mesh(noseGeom, pinkMat);
this.nose.position.z = 39.5;
this.nose.position.y = 9;
this.head.add(this.nose);
this.head.add(this.mouth);
var eyeGeom = new THREE.CubeGeometry(2,3,3);
this.eyeL = new THREE.Mesh(eyeGeom, whiteMat);
this.eyeL.position.x = 10;
this.eyeL.position.z = 5;
this.eyeL.position.y = 5;
this.eyeL.castShadow = true;
this.head.add(this.eyeL);
var irisGeom = new THREE.CubeGeometry(.6,1,1);
this.iris = new THREE.Mesh(irisGeom, blackMat);
this.iris.position.x = 1.2;
this.iris.position.y = -1;
this.iris.position.z = 1;
this.eyeL.add(this.iris);
this.eyeR = this.eyeL.clone();
this.eyeR.children[0].position.x = -this.iris.position.x;
this.eyeR.position.x = -this.eyeL.position.x;
this.head.add(this.eyeR);
var earGeom = new THREE.CubeGeometry(8, 6, 2, 1);
earGeom.vertices[1].x-=4;
earGeom.vertices[4].x+=4;
earGeom.vertices[5].x+=4;
earGeom.vertices[5].z-=2;
earGeom.vertices[0].x-=4;
earGeom.vertices[0].z-=2;
earGeom.applyMatrix(new THREE.Matrix4().makeTranslation(0,3,0));
this.earL = new THREE.Mesh(earGeom, blackMat);
this.earL.position.x = 6;
this.earL.position.z = 1;
this.earL.position.y = 10;
this.earL.castShadow = true;
this.head.add(this.earL);
this.earR = this.earL.clone();
this.earR.position.x = -this.earL.position.x;
this.earR.rotation.z = -this.earL.rotation.z;
this.head.add(this.earR);
var eyeGeom = new THREE.CubeGeometry(2,4,4);
var tailGeom = new THREE.CylinderGeometry(5,2, 20, 4, 1);
tailGeom.applyMatrix(new THREE.Matrix4().makeTranslation(0,10,0));
tailGeom.applyMatrix(new THREE.Matrix4().makeRotationX(-Math.PI/2));
tailGeom.applyMatrix(new THREE.Matrix4().makeRotationZ(Math.PI/4));
this.tail = new THREE.Mesh(tailGeom, blackMat);
this.tail.position.z = -10;
this.tail.position.y = 4;
this.torso.add(this.tail);
var pawGeom = new THREE.CylinderGeometry(1.5,0,10);
pawGeom.applyMatrix(new THREE.Matrix4().makeTranslation(0,-5,0));
this.pawFL = new THREE.Mesh(pawGeom, blackMat);
this.pawFL.position.y = -7.5;
this.pawFL.position.z = 8.5;
this.pawFL.position.x = 5.5;
this.torso.add(this.pawFL);
this.pawFR = this.pawFL.clone();
this.pawFR.position.x = - this.pawFL.position.x;
this.torso.add(this.pawFR);
this.pawBR = this.pawFR.clone();
this.pawBR.position.z = - this.pawFL.position.z;
this.torso.add(this.pawBR);
this.pawBL = this.pawBR.clone();
this.pawBL.position.x = this.pawFL.position.x;
this.torso.add(this.pawBL);
this.mesh.add(this.body);
this.torso.add(this.head);
this.body.add(this.torso);
this.torso.castShadow = true;
this.head.castShadow = true;
this.pawFL.castShadow = true;
this.pawFR.castShadow = true;
this.pawBL.castShadow = true;
this.pawBR.castShadow = true;
this.body.rotation.y = Math.PI/2;
}
Monster.prototype.run = function(){
var s = Math.min(speed,maxSpeed);
this.runningCycle += delta * s * .7;
this.runningCycle = this.runningCycle % (Math.PI*2);
var t = this.runningCycle;
this.pawFR.rotation.x = Math.sin(t)*Math.PI/4;
this.pawFR.position.y = -5.5 - Math.sin(t);
this.pawFR.position.z = 7.5 + Math.cos(t);
this.pawFL.rotation.x = Math.sin(t+.4)*Math.PI/4;
this.pawFL.position.y = -5.5 - Math.sin(t+.4);
this.pawFL.position.z = 7.5 + Math.cos(t+.4);
this.pawBL.rotation.x = Math.sin(t+2)*Math.PI/4;
this.pawBL.position.y = -5.5 - Math.sin(t+3.8);
this.pawBL.position.z = -7.5 + Math.cos(t+3.8);
this.pawBR.rotation.x = Math.sin(t+2.4)*Math.PI/4;
this.pawBR.position.y = -5.5 - Math.sin(t+3.4);
this.pawBR.position.z = -7.5 + Math.cos(t+3.4);
this.torso.rotation.x = Math.sin(t)*Math.PI/8;
this.torso.position.y = 3-Math.sin(t+Math.PI/2)*3;
//this.head.position.y = 5-Math.sin(t+Math.PI/2)*2;
this.head.rotation.x = -.1+Math.sin(-t-1)*.4;
this.mouth.rotation.x = .2 + Math.sin(t+Math.PI+.3)*.4;
this.tail.rotation.x = .2 + Math.sin(t-Math.PI/2);
this.eyeR.scale.y = .5 + Math.sin(t+Math.PI)*.5;
}
Hero.prototype.nod = function(){
var _this = this;
var sp = .5 + Math.random();
// HEAD
var tHeadRotY = -Math.PI/6 + Math.random()* Math.PI/3;
TweenMax.to(this.head.rotation, sp, {y:tHeadRotY, ease:Power4.easeInOut, onComplete:function(){_this.nod()}});
// EARS
var tEarLRotX = Math.PI/4 + Math.random()* Math.PI/6;
var tEarRRotX = Math.PI/4 + Math.random()* Math.PI/6;
TweenMax.to(this.earL.rotation, sp, {x:tEarLRotX, ease:Power4.easeInOut});
TweenMax.to(this.earR.rotation, sp, {x:tEarRRotX, ease:Power4.easeInOut});
// PAWS BACK LEFT
var tPawBLRot = Math.random()*Math.PI/2;
var tPawBLY = -4 + Math.random()*8;
TweenMax.to(this.pawBL.rotation, sp/2, {x:tPawBLRot, ease:Power1.easeInOut, yoyo:true, repeat:2});
TweenMax.to(this.pawBL.position, sp/2, {y:tPawBLY, ease:Power1.easeInOut, yoyo:true, repeat:2});
// PAWS BACK RIGHT
var tPawBRRot = Math.random()*Math.PI/2;
var tPawBRY = -4 + Math.random()*8;
TweenMax.to(this.pawBR.rotation, sp/2, {x:tPawBRRot, ease:Power1.easeInOut, yoyo:true, repeat:2});
TweenMax.to(this.pawBR.position, sp/2, {y:tPawBRY, ease:Power1.easeInOut, yoyo:true, repeat:2});
// PAWS FRONT LEFT
var tPawFLRot = Math.random()*Math.PI/2;
var tPawFLY = -4 + Math.random()*8;
TweenMax.to(this.pawFL.rotation, sp/2, {x:tPawFLRot, ease:Power1.easeInOut, yoyo:true, repeat:2});
TweenMax.to(this.pawFL.position, sp/2, {y:tPawFLY, ease:Power1.easeInOut, yoyo:true, repeat:2});
// PAWS FRONT RIGHT
var tPawFRRot = Math.random()*Math.PI/2;
var tPawFRY = -4 + Math.random()*8;
TweenMax.to(this.pawFR.rotation, sp/2, {x:tPawFRRot, ease:Power1.easeInOut, yoyo:true, repeat:2});
TweenMax.to(this.pawFR.position, sp/2, {y:tPawFRY, ease:Power1.easeInOut, yoyo:true, repeat:2});
// MOUTH
var tMouthRot = Math.random()*Math.PI/8;
TweenMax.to(this.mouth.rotation, sp, {x:tMouthRot, ease:Power1.easeInOut});
// IRIS
var tIrisY = -1 + Math.random()*2;
var tIrisZ = -1 + Math.random()*2;
var iris1 = this.iris;
var iris2 = this.eyeR.children[0];
TweenMax.to([iris1.position, iris2.position], sp, {y:tIrisY, z:tIrisZ, ease:Power1.easeInOut});
//EYES
if (Math.random()>.2) TweenMax.to([this.eyeR.scale, this.eyeL.scale], sp/8, {y:0, ease:Power1.easeInOut, yoyo:true, repeat:1});
}
Hero.prototype.hang = function(){
var _this = this;
var sp = 1;
var ease = Power4.easeOut;
TweenMax.killTweensOf(this.eyeL.scale);
TweenMax.killTweensOf(this.eyeR.scale);
this.body.rotation.x = 0;
this.torso.rotation.x = 0;
this.body.position.y = 0;
this.torso.position.y = 7;
TweenMax.to(this.mesh.rotation, sp, {y:0, ease:ease});
TweenMax.to(this.mesh.position, sp, {y:-7, z:6, ease:ease});
TweenMax.to(this.head.rotation, sp, {x:Math.PI/6, ease:ease, onComplete:function(){_this.nod();}});
TweenMax.to(this.earL.rotation, sp, {x:Math.PI/3, ease:ease});
TweenMax.to(this.earR.rotation, sp, {x:Math.PI/3, ease:ease});
TweenMax.to(this.pawFL.position, sp, {y:-1, z:3, ease:ease});
TweenMax.to(this.pawFR.position, sp, {y:-1, z:3, ease:ease});
TweenMax.to(this.pawBL.position, sp, {y:-2, z:-3, ease:ease});
TweenMax.to(this.pawBR.position, sp, {y:-2, z:-3, ease:ease});
TweenMax.to(this.eyeL.scale, sp, {y:1, ease:ease});
TweenMax.to(this.eyeR.scale, sp, {y:1, ease:ease});
}
Monster.prototype.nod = function(){
var _this = this;
var sp = 1 + Math.random()*2;
// HEAD
var tHeadRotY = -Math.PI/3 + Math.random()*.5;
var tHeadRotX = Math.PI/3 - .2 + Math.random()*.4;
TweenMax.to(this.head.rotation, sp, {x:tHeadRotX, y:tHeadRotY, ease:Power4.easeInOut, onComplete:function(){_this.nod()}});
// TAIL
var tTailRotY = -Math.PI/4;
TweenMax.to(this.tail.rotation, sp/8, {y:tTailRotY, ease:Power1.easeInOut, yoyo:true, repeat:8});
// EYES
TweenMax.to([this.eyeR.scale, this.eyeL.scale], sp/20, {y:0, ease:Power1.easeInOut, yoyo:true, repeat:1});
}
Monster.prototype.sit = function(){
var sp = 1.2;
var ease = Power4.easeOut;
var _this = this;
TweenMax.to(this.torso.rotation, sp, {x:-1.3, ease:ease});
TweenMax.to(this.torso.position, sp, {y:-5, ease:ease, onComplete:function(){
_this.nod();
gameStatus = "readyToReplay";
}});
TweenMax.to(this.head.rotation, sp, {x:Math.PI/3, y :-Math.PI/3, ease:ease});
TweenMax.to(this.tail.rotation, sp, {x:2, y:Math.PI/4, ease:ease});
TweenMax.to(this.pawBL.rotation, sp, {x:-.1, ease:ease});
TweenMax.to(this.pawBR.rotation, sp, {x:-.1, ease:ease});
TweenMax.to(this.pawFL.rotation, sp, {x:1, ease:ease});
TweenMax.to(this.pawFR.rotation, sp, {x:1, ease:ease});
TweenMax.to(this.mouth.rotation, sp, {x:.3, ease:ease});
TweenMax.to(this.eyeL.scale, sp, {y:1, ease:ease});
TweenMax.to(this.eyeR.scale, sp, {y:1, ease:ease});
//TweenMax.to(this.body.rotation, sp, {y:Math.PI/4});
}
Carrot = function() {
this.angle = 0;
this.mesh = new THREE.Group();
var bodyGeom = new THREE.CylinderGeometry(5,3, 10, 4,1);
bodyGeom.vertices[8].y+=2;
bodyGeom.vertices[9].y-=3;
this.body = new THREE.Mesh(bodyGeom, pinkMat);
var leafGeom = new THREE.CubeGeometry(5,10,1,1);
leafGeom.applyMatrix(new THREE.Matrix4().makeTranslation(0,5,0));
leafGeom.vertices[2].x-=1;
leafGeom.vertices[3].x-=1;
leafGeom.vertices[6].x+=1;
leafGeom.vertices[7].x+=1;
this.leaf1 = new THREE.Mesh(leafGeom,greenMat);
this.leaf1.position.y = 7;
this.leaf1.rotation.z = .3;
this.leaf1.rotation.x = .2;
this.leaf2 = this.leaf1.clone();
this.leaf2.scale.set(1,1.3,1);
this.leaf2.position.y = 7;
this.leaf2.rotation.z = -.3;
this.leaf2.rotation.x = -.2;
this.mesh.add(this.body);
this.mesh.add(this.leaf1);
this.mesh.add(this.leaf2);
this.body.traverse(function(object) {
if (object instanceof THREE.Mesh) {
object.castShadow = true;
object.receiveShadow = true;
}
});
}
Hedgehog = function() {
this.angle = 0;
this.status="ready";
this.mesh = new THREE.Group();
var bodyGeom = new THREE.CubeGeometry(6,6,6,1);
this.body = new THREE.Mesh(bodyGeom, blackMat);
var headGeom = new THREE.CubeGeometry(5,5,7,1);
this.head= new THREE.Mesh(headGeom, lightBrownMat);
this.head.position.z = 6;
this.head.position.y = -.5;
var noseGeom = new THREE.CubeGeometry(1.5,1.5,1.5,1);
this.nose = new THREE.Mesh(noseGeom, blackMat);
this.nose.position.z = 4;
this.nose.position.y = 2;
var eyeGeom = new THREE.CubeGeometry(1,3,3);
this.eyeL = new THREE.Mesh(eyeGeom, whiteMat);
this.eyeL.position.x = 2.2;
this.eyeL.position.z = -.5;
this.eyeL.position.y = .8;
this.eyeL.castShadow = true;
this.head.add(this.eyeL);
var irisGeom = new THREE.CubeGeometry(.5,1,1);
this.iris = new THREE.Mesh(irisGeom, blackMat);
this.iris.position.x = .5;
this.iris.position.y = .8;
this.iris.position.z = .8;
this.eyeL.add(this.iris);
this.eyeR = this.eyeL.clone();
this.eyeR.children[0].position.x = -this.iris.position.x;
this.eyeR.position.x = -this.eyeL.position.x;
var spikeGeom = new THREE.CubeGeometry(.5,2,.5,1);
spikeGeom.applyMatrix(new THREE.Matrix4().makeTranslation(0,1,0));
for (var i=0; i<9; i++){
var row = (i%3);
var col = Math.floor(i/3);
var sb = new THREE.Mesh(spikeGeom, blackMat);
sb.rotation.x =-Math.PI/2 + (Math.PI/12*row) -.5 + Math.random();
sb.position.z = -3;
sb.position.y = -2 + row*2;
sb.position.x = -2 + col*2;
this.body.add(sb);
var st = new THREE.Mesh(spikeGeom, blackMat);
st.position.y = 3;
st.position.x = -2 + row*2;
st.position.z = -2 + col*2;
st.rotation.z = Math.PI/6 - (Math.PI/6*row) -.5 + Math.random();
this.body.add(st);
var sr = new THREE.Mesh(spikeGeom, blackMat);
sr.position.x = 3;
sr.position.y = -2 + row*2;
sr.position.z = -2 + col*2;
sr.rotation.z = -Math.PI/2 + (Math.PI/12*row) -.5 + Math.random();
this.body.add(sr);
var sl = new THREE.Mesh(spikeGeom, blackMat);
sl.position.x = -3;
sl.position.y = -2 + row*2;
sl.position.z = -2 + col*2;
sl.rotation.z = Math.PI/2 - (Math.PI/12*row) -.5 + Math.random();;
this.body.add(sl);
}
this.head.add(this.eyeR);
var earGeom = new THREE.CubeGeometry(2, 2, .5, 1);
this.earL = new THREE.Mesh(earGeom, lightBrownMat);
this.earL.position.x = 2.5;
this.earL.position.z = -2.5;
this.earL.position.y = 2.5;
this.earL.rotation.z = -Math.PI/12;
this.earL.castShadow = true;
this.head.add(this.earL);
this.earR = this.earL.clone();
this.earR.position.x = -this.earL.position.x;
this.earR.rotation.z = -this.earL.rotation.z;
this.earR.castShadow = true;
this.head.add(this.earR);
var mouthGeom = new THREE.CubeGeometry( 1, 1,.5, 1);
this.mouth = new THREE.Mesh(mouthGeom, blackMat);
this.mouth.position.z = 3.5;
this.mouth.position.y = -1.5;
this.head.add(this.mouth);
this.mesh.add(this.body);
this.body.add(this.head);
this.head.add(this.nose);
this.mesh.traverse(function(object) {
if (object instanceof THREE.Mesh) {
object.castShadow = true;
object.receiveShadow = true;
}
});
}
Hedgehog.prototype.nod = function(){
var _this = this;
var speed = .1 + Math.random()*.5;
var angle = -Math.PI/4 + Math.random()*Math.PI/2;
TweenMax.to(this.head.rotation, speed, {y:angle, onComplete:function(){
_this.nod();
}});
}
function createHero() {
hero = new Hero();
hero.mesh.rotation.y = Math.PI/2;
scene.add(hero.mesh);
hero.nod();
}
function createMonster() {
monster = new Monster();
monster.mesh.position.z = 20;
//monster.mesh.scale.set(1.2,1.2,1.2);
scene.add(monster.mesh);
updateMonsterPosition();
}
function updateMonsterPosition(){
monster.run();
monsterPosTarget -= delta*monsterAcceleration;
monsterPos += (monsterPosTarget-monsterPos) *delta;
if (monsterPos < .56){
gameOver();
}
var angle = Math.PI*monsterPos;
monster.mesh.position.y = - floorRadius + Math.sin(angle)*(floorRadius + 12);
monster.mesh.position.x = Math.cos(angle)*(floorRadius+15);
monster.mesh.rotation.z = -Math.PI/2 + angle;
}
function gameOver(){
fieldGameOver.className = "show";
gameStatus = "gameOver";
monster.sit();
hero.hang();
monster.heroHolder.add(hero.mesh);
TweenMax.to(this, 1, {speed:0});
TweenMax.to(camera.position, 3, {z:cameraPosGameOver, y: 60, x:-30});
carrot.mesh.visible = false;
obstacle.mesh.visible = false;
clearInterval(levelInterval);
}
function replay(){
gameStatus = "preparingToReplay"
fieldGameOver.className = "";
TweenMax.killTweensOf(monster.pawFL.position);
TweenMax.killTweensOf(monster.pawFR.position);
TweenMax.killTweensOf(monster.pawBL.position);
TweenMax.killTweensOf(monster.pawBR.position);
TweenMax.killTweensOf(monster.pawFL.rotation);
TweenMax.killTweensOf(monster.pawFR.rotation);
TweenMax.killTweensOf(monster.pawBL.rotation);
TweenMax.killTweensOf(monster.pawBR.rotation);
TweenMax.killTweensOf(monster.tail.rotation);
TweenMax.killTweensOf(monster.head.rotation);
TweenMax.killTweensOf(monster.eyeL.scale);
TweenMax.killTweensOf(monster.eyeR.scale);
//TweenMax.killTweensOf(hero.head.rotation);
monster.tail.rotation.y = 0;
TweenMax.to(camera.position, 3, {z:cameraPosGame, x:0, y:30, ease:Power4.easeInOut});
TweenMax.to(monster.torso.rotation,2, {x:0, ease:Power4.easeInOut});
TweenMax.to(monster.torso.position,2, {y:0, ease:Power4.easeInOut});
TweenMax.to(monster.pawFL.rotation,2, {x:0, ease:Power4.easeInOut});
TweenMax.to(monster.pawFR.rotation,2, {x:0, ease:Power4.easeInOut});
TweenMax.to(monster.mouth.rotation,2, {x:.5, ease:Power4.easeInOut});
TweenMax.to(monster.head.rotation,2, {y:0, x:-.3, ease:Power4.easeInOut});
TweenMax.to(hero.mesh.position, 2, { x:20, ease:Power4.easeInOut});
TweenMax.to(hero.head.rotation, 2, { x:0, y:0, ease:Power4.easeInOut});
TweenMax.to(monster.mouth.rotation, 2, {x:.2, ease:Power4.easeInOut});
TweenMax.to(monster.mouth.rotation, 1, {x:.4, ease:Power4.easeIn, delay: 1, onComplete:function(){
resetGame();
}});
}
Fir = function() {
var height = 200;
var truncGeom = new THREE.CylinderGeometry(2,2,height, 6,1);
truncGeom.applyMatrix(new THREE.Matrix4().makeTranslation(0,height/2,0));
this.mesh = new THREE.Mesh(truncGeom, greenMat);
this.mesh.castShadow = true;
}
var firs = new THREE.Group();
function createFirs(){
var nTrees = 100;
for(var i=0; i< nTrees; i++){
var phi = i*(Math.PI*2)/nTrees;
var theta = Math.PI/2;
//theta += .25 + Math.random()*.3;
theta += (Math.random()>.05)? .25 + Math.random()*.3 : - .35 - Math.random()*.1;
var fir = new Tree();
fir.mesh.position.x = Math.sin(theta)*Math.cos(phi)*floorRadius;
fir.mesh.position.y = Math.sin(theta)*Math.sin(phi)*(floorRadius-10);
fir.mesh.position.z = Math.cos(theta)*floorRadius;
var vec = fir.mesh.position.clone();
var axis = new THREE.Vector3(0,1,0);
fir.mesh.quaternion.setFromUnitVectors(axis, vec.clone().normalize());
floor.add(fir.mesh);
}
}
function createCarrot(){
carrot = new Carrot();
scene.add(carrot.mesh);
}
function updateCarrotPosition(){
carrot.mesh.rotation.y += delta * 6;
carrot.mesh.rotation.z = Math.PI/2 - (floorRotation+carrot.angle);
carrot.mesh.position.y = -floorRadius + Math.sin(floorRotation+carrot.angle) * (floorRadius+50);
carrot.mesh.position.x = Math.cos(floorRotation+carrot.angle) * (floorRadius+50);
}
function updateObstaclePosition(){
if (obstacle.status=="flying")return;
// TODO fix this,
if (floorRotation+obstacle.angle > 2.5 ){
obstacle.angle = -floorRotation + Math.random()*.3;
obstacle.body.rotation.y = Math.random() * Math.PI*2;
}
obstacle.mesh.rotation.z = floorRotation + obstacle.angle - Math.PI/2;
obstacle.mesh.position.y = -floorRadius + Math.sin(floorRotation+obstacle.angle) * (floorRadius+3);
obstacle.mesh.position.x = Math.cos(floorRotation+obstacle.angle) * (floorRadius+3);
}
function updateFloorRotation(){
floorRotation += delta*.03 * speed;
floorRotation = floorRotation%(Math.PI*2);
floor.rotation.z = floorRotation;
}
function createObstacle(){
obstacle = new Hedgehog();
obstacle.body.rotation.y = -Math.PI/2;
obstacle.mesh.scale.set(1.1,1.1,1.1);
obstacle.mesh.position.y = floorRadius+4;
obstacle.nod();
scene.add(obstacle.mesh);
}
function createBonusParticles(){
bonusParticles = new BonusParticles();
bonusParticles.mesh.visible = false;
scene.add(bonusParticles.mesh);
}
function checkCollision(){
var db = hero.mesh.position.clone().sub(carrot.mesh.position.clone());
var dm = hero.mesh.position.clone().sub(obstacle.mesh.position.clone());
if(db.length() < collisionBonus){
getBonus();
}
if(dm.length() < collisionObstacle && obstacle.status != "flying"){
getMalus();
}
}
function getBonus(){
bonusParticles.mesh.position.copy(carrot.mesh.position);
bonusParticles.mesh.visible = true;
bonusParticles.explose();
carrot.angle += Math.PI/2;
//speed*=.95;
monsterPosTarget += .025;
}
function getMalus(){
obstacle.status="flying";
var tx = (Math.random()>.5)? -20-Math.random()*10 : 20+Math.random()*5;
TweenMax.to(obstacle.mesh.position, 4, {x:tx, y:Math.random()*50, z:350, ease:Power4.easeOut});
TweenMax.to(obstacle.mesh.rotation, 4, {x:Math.PI*3, z:Math.PI*3, y:Math.PI*6, ease:Power4.easeOut, onComplete:function(){
obstacle.status = "ready";
obstacle.body.rotation.y = Math.random() * Math.PI*2;
obstacle.angle = -floorRotation - Math.random()*.4;
obstacle.angle = obstacle.angle%(Math.PI*2);
obstacle.mesh.rotation.x = 0;
obstacle.mesh.rotation.y = 0;
obstacle.mesh.rotation.z = 0;
obstacle.mesh.position.z = 0;
}});
//
monsterPosTarget -= .04;
TweenMax.from(this, .5, {malusClearAlpha:.5, onUpdate:function(){
renderer.setClearColor(malusClearColor, malusClearAlpha );
}})
}
function updateDistance(){
distance += delta*speed;
var d = distance/2;
fieldDistance.innerHTML = Math.floor(d);
}
function updateLevel(){
if (speed >= maxSpeed) return;
level++;
speed += 2;
}
function loop(){
delta = clock.getDelta();
updateFloorRotation();
if (gameStatus == "play"){
if (hero.status == "running"){
hero.run();
}
updateDistance();
updateMonsterPosition();
updateCarrotPosition();
updateObstaclePosition();
checkCollision();
}
render();
requestAnimationFrame(loop);
}
function render(){
renderer.render(scene, camera);
}
window.addEventListener('load', init, false);
function init(event){
initScreenAnd3D();
createLights();
createFloor()
createHero();
createMonster();
createFirs();
createCarrot();
createBonusParticles();
createObstacle();
initUI();
resetGame();
loop();
//setInterval(hero.blink.bind(hero), 3000);
}
function resetGame(){
scene.add(hero.mesh);
hero.mesh.rotation.y = Math.PI/2;
hero.mesh.position.y = 0;
hero.mesh.position.z = 0;
hero.mesh.position.x = 0;
monsterPos = .56;
monsterPosTarget = .65;
speed = initSpeed;
level = 0;
distance = 0;
carrot.mesh.visible = true;
obstacle.mesh.visible = true;
gameStatus = "play";
hero.status = "running";
hero.nod();
audio.play();
updateLevel();
levelInterval = setInterval(updateLevel, levelUpdateFreq);
}
function initUI(){
fieldDistance = document.getElementById("distValue");
fieldGameOver = document.getElementById("gameoverInstructions");
}
////////////////////////////////////////////////
// MODELS
////////////////////////////////////////////////
// TREE
Tree = function(){
this.mesh = new THREE.Object3D();
this.trunc = new Trunc();
this.mesh.add(this.trunc.mesh);
}
Trunc = function(){
var truncHeight = 50 + Math.random()*150;
var topRadius = 1+Math.random()*5;
var bottomRadius = 5+Math.random()*5;
var mats = [blackMat, brownMat, pinkMat, whiteMat, greenMat, lightBrownMat, pinkMat];
var matTrunc = blackMat;//mats[Math.floor(Math.random()*mats.length)];
var nhSegments = 3;//Math.ceil(2 + Math.random()*6);
var nvSegments = 3;//Math.ceil(2 + Math.random()*6);
var geom = new THREE.CylinderGeometry(topRadius,bottomRadius,truncHeight, nhSegments, nvSegments);
geom.applyMatrix(new THREE.Matrix4().makeTranslation(0,truncHeight/2,0));
this.mesh = new THREE.Mesh(geom, matTrunc);
for (var i=0; i<geom.vertices.length; i++){
var noise = Math.random() ;
var v = geom.vertices[i];
v.x += -noise + Math.random()*noise*2;
v.y += -noise + Math.random()*noise*2;
v.z += -noise + Math.random()*noise*2;
geom.computeVertexNormals();
// FRUITS
if (Math.random()>.7){
var size = Math.random()*3;
var fruitGeometry = new THREE.CubeGeometry(size,size,size,1);
var matFruit = mats[Math.floor(Math.random()*mats.length)];
var fruit = new THREE.Mesh(fruitGeometry, matFruit);
fruit.position.x = v.x;
fruit.position.y = v.y+3;
fruit.position.z = v.z;
fruit.rotation.x = Math.random()*Math.PI;
fruit.rotation.y = Math.random()*Math.PI;
this.mesh.add(fruit);
}
// BRANCHES
if (Math.random()>.5 && v.y > 10 && v.y < truncHeight - 10){
var h = 3 + Math.random()*5;
var thickness = .2 + Math.random();
var branchGeometry = new THREE.CylinderGeometry(thickness/2, thickness, h, 3, 1);
branchGeometry.applyMatrix(new THREE.Matrix4().makeTranslation(0,h/2,0));
var branch = new THREE.Mesh(branchGeometry, matTrunc);
branch.position.x = v.x;
branch.position.y = v.y;
branch.position.z = v.z;
var vec = new THREE.Vector3(v.x, 2, v.z);
var axis = new THREE.Vector3(0,1,0);
branch.quaternion.setFromUnitVectors(axis, vec.clone().normalize());
this.mesh.add(branch);
}
}
this.mesh.castShadow = true;
}
This Pen doesn't use any external CSS resources.