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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.

            
              body {
  margin: 0;
  overflow: hidden;
  padding: 0;
}
            
          
!
            
              /**
 * @file
 * The main scene.
 */

/**
 * Set our global variables.
 */
var camera, // We need a camera.
    scene, // The camera has to see something.
    renderer, // Render our graphics.
    controls, // Our Orbit Controller for camera magic.
    container, // Our HTML container for the program.
    rotationPoint;  // The point in which our camera will rotate around.

var characterSize = 50;
var outlineSize = characterSize * 0.05;

// Track all objects and collisions.
var objects = [];

// Set mouse and raycaster.
var raycaster = new THREE.Raycaster();
var mouse = new THREE.Vector2();

// Store movements.
var movements = [];
var playerSpeed = 5;

// Watch for double clicks.
var clickTimer = null;

// The movement destination indicator.
var indicatorTop;
var indicatorBottom;

/**
 * Run initial setup function and loop through rendering.
 */
init();
animate(); 

/**
 * Initializer function.
 */
function init() {
  // Build the container
  container = document.createElement( 'div' );
  document.body.appendChild( container );
  
  // Create the scene.
  scene = new THREE.Scene();
  scene.background = new THREE.Color( 0xccddff );
  scene.fog = new THREE.Fog( 0xccddff, 500, 2000 );
  
  // Ambient lights.
  var ambient = new THREE.AmbientLight( 0xffffff );
  scene.add( ambient );
  
  // Add hemisphere lighting.
  var hemisphereLight = new THREE.HemisphereLight( 0xdddddd, 0x000000, 0.5 );
  scene.add( hemisphereLight );
  
  // Create a rotation point.
  rotationPoint = new THREE.Object3D();
  rotationPoint.position.set( 0, 0, 0 );
  scene.add( rotationPoint );
  
  createCharacter();
  createFloor();
  createTree(300, 300);
  createTree(800, -300);
  createTree(-300, 800);
  createTree(-800, -800);
  
  // Create the camera.
  camera = new THREE.PerspectiveCamera(
    50, // Angle
    window.innerWidth / window.innerHeight, // Aspect Ratio.
    1, // Near view.
    20000 // Far view.
  );
  camera.position.z = -300;
  camera.position.y = 200;
  box.add( camera );
  
  // Build the renderer
  renderer = new THREE.WebGLRenderer( { antialias: true } );
  
  var element = renderer.domElement;
  renderer.setSize( window.innerWidth, window.innerHeight );
  container.appendChild( element );
  
  // Build the controls.
  controls = new THREE.OrbitControls( camera, element );
  controls.enablePan = true;
  controls.enableZoom = true; 
  controls.maxDistance = 1000; // Set our max zoom out distance (mouse scroll)
  controls.minDistance = 60; // Set our min zoom in distance (mouse scroll)
  controls.target.copy( new THREE.Vector3( 0, characterSize/2, 0 ) );
  
  document.addEventListener( 'mousedown', onDocumentMouseDown, false );
  document.addEventListener( 'touchstart', onDocumentTouchStart, false );
}

window.onresize = function () {
  camera.aspect = window.innerWidth / window.innerHeight;
  camera.updateProjectionMatrix();
  renderer.setSize( window.innerWidth, window.innerHeight );
};

/**
 * Event that fires upon touch.
 */
function onDocumentTouchStart( event ) {
  event.preventDefault();
  event.clientX = event.touches[0].clientX;
  event.clientY = event.touches[0].clientY;
 
  // Default touch doesn't offer a bypass.
  var bypass = false;
 
  // Detect if there was a double click. If so, bypass mouse button check.
  bypass = detectDoubleTouch();
  console.log(bypass);
  onDocumentMouseDown( event, bypass );
}

/**
 * Helper function to detect if the user quickly tapped twice.
 */
function detectDoubleTouch() {
  // If a single click was detected, start the timer.
  if (clickTimer == null) {
    clickTimer = setTimeout(function () {
      clickTimer = null;
    }, 300);
  } else {
    // A double tap was detected!
    clearTimeout(clickTimer);
    clickTimer = null;
    return true;
  }
 
  // No double tap.
  return false;
}

/**
 * Event that fires upon mouse down.
 */
function onDocumentMouseDown( event, bypass = false ) {
  event.preventDefault();

  // Detect which mouse button was clicked.
  if ( event.which == 3 || bypass === true ) {
    stopMovement();
    
    // Grab the coordinates.
    mouse.x = ( event.clientX / renderer.domElement.clientWidth ) * 2 - 1;
    mouse.y = - ( event.clientY / renderer.domElement.clientHeight ) * 2 + 1;
    
    // Use the raycaster to detect intersections.
    raycaster.setFromCamera( mouse, camera );

    // Grab all objects that can be intersected.
    var intersects = raycaster.intersectObjects( objects );
    if ( intersects.length > 0 ) {
      movements.push(intersects[ 0 ].point);
    }
  }
}

function move( location, destination, speed = playerSpeed ) {
	  var moveDistance = speed;

    // Translate over to the position.
    var posX = location.position.x;
    var posZ = location.position.z;
    var newPosX = destination.x;
    var newPosZ = destination.z;

    // Set a multiplier just in case we need negative values.
    var multiplierX = 1;
    var multiplierZ = 1;
    
    // Detect the distance between the current pos and target.
    var diffX = Math.abs( posX - newPosX );
    var diffZ = Math.abs( posZ - newPosZ );
    var distance = Math.sqrt( diffX * diffX + diffZ * diffZ );
    
    // Use negative multipliers if necessary.
    if (posX > newPosX) {
      multiplierX = -1;
    }

    if (posZ > newPosZ) {
      multiplierZ = -1;
    }

    // Update the main position.
    location.position.x = location.position.x + ( moveDistance * ( diffX / distance )) * multiplierX;
    location.position.z = location.position.z + ( moveDistance * ( diffZ / distance )) * multiplierZ;

    // If the position is close we can call the movement complete.
    if (( Math.floor( location.position.x ) <= Math.floor( newPosX ) + 15 && 
          Math.floor( location.position.x ) >= Math.floor( newPosX ) - 15 ) &&
        ( Math.floor( location.position.z ) <= Math.floor( newPosZ ) + 15 && 
          Math.floor( location.position.z ) >= Math.floor( newPosZ ) - 15 )) {
      location.position.x = Math.floor( location.position.x );
      location.position.z = Math.floor( location.position.z );
      
      // Reset any movements.
      stopMovement();
      
      // Maybe move should return a boolean. True if completed, false if not. 
    }
}

/**
 * Stop character movement.
 */
function stopMovement() {
  movements = [];
  scene.remove( indicatorTop );
  scene.remove( indicatorBottom );
}

/**
 * Updates to apply to the scene while running.
 */
function update() {
  camera.updateProjectionMatrix();
}

/**
 * Render the scene.
 */
function render() {
  renderer.render( scene, camera );
  
  // Don't let the camera go too low.
  if ( camera.position.y < 10 ) {
    camera.position.y = 10;
  }
  
  // If any movement was added, run it!
  if ( movements.length > 0 ) {
    // Set an indicator point to destination.
    if ( scene.getObjectByName('indicator_top') === undefined ) {
      drawIndicator();
    } else {
      if ( indicatorTop.position.y > 10 ) {
        indicatorTop.position.y -= 3;
      } else {
        indicatorTop.position.y = 100;
      }
    }
    
    move( rotationPoint, movements[ 0 ] );
  }
}

/**
 * Animate the scene.
 */
function animate() {
  requestAnimationFrame(animate);
  update();
  render();
}

/**
 * Create the main character.
 */
function createCharacter() {
  var geometry = new THREE.BoxBufferGeometry( characterSize, characterSize, characterSize );
  var material = new THREE.MeshPhongMaterial({ color: 0x22dd88 });
  box = new THREE.Mesh( geometry, material );
  box.position.y = characterSize/2;
  rotationPoint.add( box );
  
  // Create outline object
  var outline_geo = new THREE.BoxGeometry( characterSize + outlineSize, characterSize + outlineSize, characterSize + outlineSize );
  var outline_mat = new THREE.MeshBasicMaterial({ color : 0x0000000, side: THREE.BackSide });
  outline = new THREE.Mesh( outline_geo, outline_mat );
  box.add( outline );
}

/**
 * Create the floor of the scene.
 */
function createFloor() {
  var geometry = new THREE.PlaneBufferGeometry( 100000, 100000 );
  var material = new THREE.MeshToonMaterial( {color: 0x336633} );
  var plane = new THREE.Mesh( geometry, material );
  plane.rotation.x = -1 * Math.PI/2;
  plane.position.y = 0;
  scene.add( plane );
  objects.push( plane );
}

/**
 * Create a happy little tree.
 */
function createTree( posX, posZ ) {
  // Set some random values so our trees look different.
  var randomScale = ( Math.random() * 3 ) + 0.8;
  var randomRotateY = Math.PI/( Math.floor(( Math.random() * 32) + 1 ));
  
  // Create the trunk.
  var geometry = new THREE.CylinderGeometry( characterSize/3.5, characterSize/2.5, characterSize * 1.3, 8 );
  var material = new THREE.MeshToonMaterial( {color: 0x664422} );
  var trunk = new THREE.Mesh( geometry, material );
  trunk.position.set(posX, ((characterSize * 1.3 * randomScale)/2), posZ);
  trunk.scale.x = trunk.scale.y = trunk.scale.z = randomScale;
  scene.add( trunk );

  // Create the trunk outline.
  var outline_geo = new THREE.CylinderGeometry( characterSize/3.5 + outlineSize, characterSize/2.5 + outlineSize, characterSize * 1.3 + outlineSize, 8 );
  var outline_mat = new THREE.MeshBasicMaterial({
    color : 0x0000000,
    side: THREE.BackSide
  });
  var outlineTrunk = new THREE.Mesh( outline_geo, outline_mat );
  trunk.add( outlineTrunk );
  
  var geometry = new THREE.DodecahedronGeometry( characterSize );
  var material = new THREE.MeshToonMaterial({ color: 0x44aa44 });
  var treeTop = new THREE.Mesh( geometry, material );
    treeTop.position.set( posX, ((characterSize * 1.3 * randomScale)/2) + characterSize * randomScale, posZ );
  treeTop.scale.x = treeTop.scale.y = treeTop.scale.z = randomScale;
  treeTop.rotation.y = randomRotateY;
  scene.add( treeTop );
  
  // Create outline.
  var outline_geo = new THREE.DodecahedronGeometry(characterSize + outlineSize);
  var outline_mat = new THREE.MeshBasicMaterial({
    color : 0x0000000, 
    side: THREE.BackSide
  });
  var outlineTreeTop = new THREE.Mesh(outline_geo, outline_mat);
  treeTop.add( outlineTreeTop );
}

/**
 * Draw indicator for movement destination.
 */
function drawIndicator() {
  // Store variables.
  var topSize = characterSize/8;
  var bottomRadius = characterSize/4;
  
  // Create the top indicator.
  var geometry = new THREE.TetrahedronGeometry( topSize, 0 );
  var material = new THREE.MeshToonMaterial({ color: 0x00ccff, emissive: 0x00ccff  });
  indicatorTop = new THREE.Mesh( geometry, material );
  indicatorTop.position.y = 100; // Flat surface so hardcode Y position for now.
  indicatorTop.position.x = movements[ 0 ].x; // Get the X destination.
  indicatorTop.position.z = movements[ 0 ].z; // Get the Z destination.
  indicatorTop.rotation.x = -0.97;
  indicatorTop.rotation.y = Math.PI/4;
  indicatorTop.name = 'indicator_top'
  scene.add( indicatorTop );
  
  // Create the top indicator outline.
  var geometry = new THREE.TetrahedronGeometry( topSize + outlineSize, 0 );
  var material = new THREE.MeshBasicMaterial({ color : 0x0000000, side: THREE.BackSide });
  var outlineTop = new THREE.Mesh( geometry, material );
  indicatorTop.add( outlineTop );
  
  // Create the bottom indicator.
  var geometry = new THREE.TorusGeometry( bottomRadius, ( bottomRadius * 0.25), 2, 12 );
  geometry.dynamic = true;
  var material = new THREE.MeshToonMaterial({ color: 0x00ccff, emissive: 0x00ccff });
  indicatorBottom = new THREE.Mesh( geometry, material );
  indicatorBottom.position.y = 3;
  indicatorBottom.position.x = movements[ 0 ].x;
  indicatorBottom.position.z = movements[ 0 ].z;
  indicatorBottom.rotation.x = -Math.PI/2;
  scene.add( indicatorBottom );
  
  // Create the bottom outline.
  var geometry = new THREE.TorusGeometry( bottomRadius + outlineSize/10, bottomRadius / 2.5, 2, 24 );
  var material = new THREE.MeshBasicMaterial({ color : 0x0000000, side: THREE.BackSide });
  var outlineBottom = new THREE.Mesh( geometry, material );
  outlineBottom.position.z = -2;
  indicatorBottom.add( outlineBottom );
}
            
          
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