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HTML

              
                <!-- PWA: https://bsehovac.github.io/the-cube/ -->

<div class="ui">

  <div class="ui__background"></div>

  <div class="ui__game"></div>

  <div class="ui__texts">
    <h1 class="text text--title">
      <span>THE</span>
      <span>CUBE</span>
    </h1>
    <div class="text text--note">
      Double tap to start
    </div>
    <div class="text text--timer">
      0:00
    </div>
    <div class="text text--complete">
      <span>Complete!</span>
    </div>
    <div class="text text--best-time">
      <icon trophy></icon>
      <span>Best Time!</span>
    </div>
  </div>

  <div class="ui__prefs">
    <range name="size" title="Cube Size" list="2,3,4,5"></range>
    <range name="flip" title="Flip Type" list="Swift&nbsp;,Smooth,Bounce"></range>
    <range name="scramble" title="Scramble Length" list="20,25,30"></range>
    <range name="fov" title="Camera Angle" list="Ortographic,Perspective"></range>
    <range name="theme" title="Color Scheme" list="Cube,Erno,Dust,Camo,Rain"></range>
  </div>

  <div class="ui__theme">
    <range name="hue" title="Hue" color></range>
    <range name="saturation" title="Saturation" color></range>
    <range name="lightness" title="Lightness" color></range>
  </div>

  <div class="ui__stats">
    <div class="stats" name="cube-size">
      <i>Cube:</i><b>3x3x3</b>
    </div>
    <div class="stats" name="total-solves">
      <i>Total solves:</i><b>-</b>
    </div>
    <div class="stats" name="best-time">
      <i>Best time:</i><b>-</b>
    </div>
    <div class="stats" name="worst-time">
      <i>Worst time:</i><b>-</b>
    </div>
    <div class="stats" name="average-5">
      <i>Average of 5:</i><b>-</b>
    </div>
    <div class="stats" name="average-12">
      <i>Average of 12:</i><b>-</b>
    </div>
    <div class="stats" name="average-25">
      <i>Average of 25:</i><b>-</b>
    </div>
  </div>

  <div class="ui__buttons">
    <button class="btn btn--bl btn--stats">
      <icon trophy></icon>
    </button>
    <button class="btn btn--br btn--prefs">
      <icon settings></icon>
    </button>
    <button class="btn btn--bl btn--back">
      <icon back></icon>
    </button>
    <button class="btn btn--br btn--theme">
      <icon theme></icon>
    </button>
    <button class="btn btn--br btn--reset">
      <icon reset></icon>
    </button>
  </div>

</div>
              
            
!

CSS

              
                @font-face
  font-family: 'BungeeFont'
  font-weight: normal
  font-style: normal
  src: 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') 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') format('woff')

=inset($position: absolute)
  position: $position
  top: 0
  left: 0
  width: 100%
  height: 100%

*
  &,
  &:before,
  &:after
    -webkit-user-select: none
    -moz-user-select: none
    user-select: none
    box-sizing: border-box
    cursor: inherit
    margin: 0
    padding: 0
    outline: none
    font-size: inherit
    font-family: inherit
    font-weight: inherit
    font-style: inherit
    text-transform: uppercase

  &:focus
    outline: none

html
  -webkit-tap-highlight-color: transparent
  -webkit-text-size-adjust: 100%
  -webkit-font-smoothing: antialiased
  -moz-osx-font-smoothing: grayscale
  -ms-text-size-adjust: 100%
  -webkit-text-size-adjust: 100%
  overflow: hidden
  height: 100%

body
  font-family: 'BungeeFont', sans-serif
  font-weight: normal
  font-style: normal
  line-height: 1
  cursor: default
  overflow: hidden
  height: 100%
  font-size: 5rem

.icon
  display: inline-block
  font-size: inherit
  overflow: visible
  vertical-align: -0.125em
  preserveAspectRatio: none
  
.range
  position: relative
  width: 14em
  z-index: 1
  opacity: 0

  &:not(:last-child)
    margin-bottom: 2em

  &__label
    position: relative
    font-size: 0.9em
    line-height: 0.75em
    padding-bottom: 0.5em
    z-index: 2

  &__track
    position: relative
    height: 1em
    margin-left: 0.5em
    margin-right: 0.5em
    z-index: 3

    &-line
      position: absolute
      background: rgba(#000, 0.2)
      height: 2px
      top: 50%
      margin-top: -1px
      left: -0.5em
      right: -0.5em
      transform-origin: left center

  &__handle
    position: absolute
    width: 0
    height: 0
    top: 50%
    left: 0
    cursor: pointer
    z-index: 1

    div
      transition: background 500ms ease
      position: absolute
      left: 0
      top: 0
      width: 0.9em
      height: 0.9em
      border-radius: 0.2em
      margin-left: -0.45em
      margin-top: -0.45em
      background: #41aac8
      border-bottom: 2px solid rgba(#000, 0.2)

      .range.is-active &
        transform: scale(1.25)

    &:after
      content: ''
      position: absolute
      left: 0
      top: 0
      width: 3em
      height: 3em
      margin-left: -1.5em
      margin-top: -1.5em

  &__list
    display: flex
    flex-flow: row nowrap
    justify-content: space-between
    position: relative
    padding-top: 0.5em
    font-size: 0.55em
    color: rgba(#000, 0.5)
    z-index: 1

  &--type
    &-color
      &:not(:last-child)
        margin-bottom: 1em

      .range
        &__list
          display: none

        &__handle
          > div
            background: currentColor !important

        &__track
          &-line
            background: transparent

            &:after
              +inset
              content: ''
              opacity: 0.5

  &--color
    &-hue
      .range
        &__handle
          color: red

        &__track
          color: red

          &-line
            &:after
              background: linear-gradient(to right, red, yellow, lime, cyan, blue, magenta, red)
              

    &-saturation
      .range
        &__handle
          color: red

        &__track
          color: red

          &-line
            &:after
              background: linear-gradient(to right, gray, currentColor)

    &-lightness
      .range
        &__handle
          color: red

        &__track
          color: red

          &-line
            &:after
              background: linear-gradient(to right, black, currentColor, white)

.stats
  position: relative
  width: 14em
  z-index: 1
  display: flex
  justify-content: space-between
  opacity: 0

  &:not(:last-child)
    margin-bottom: 1.5em

  > i
    display: block
    color: rgba(#000, 0.5)
    font-size: 0.9em

  > b
    display: block
    font-size: 0.9em

    > i
      font-size: 0.75em

  &[name="worst-time"]
    display: none

.text
  position: absolute
  left: 0
  right: 0
  text-align: center
  line-height: 0.75
  perspective: 100rem
  opacity: 0

  i
    display: inline-block
    opacity: 0
    white-space: pre-wrap

  &--title
    bottom: 75%
    font-size: 4.4em
    height: 1.2em

    span
      display: block

      &:first-child
        font-size: 0.5em
        margin-bottom: 0.2em

  &--note
    top: 87%
    font-size: 1em

  &--timer
    bottom: 78%
    font-size: 3.5em
    line-height: 1

  &--complete,
  &--best-time
    font-size: 1.5em
    top: 83%
    line-height: 1em

.btn
  -webkit-appearance: none
  -moz-appearance: none
  appearance: none
  background-color: transparent
  border-radius: 0
  border-width: 0
  position: absolute
  pointer-events: none
  font-size: 1.2em
  color: rgba(#000, 0.25)
  opacity: 0

  &:after
    position: absolute
    content: ''
    width: 3em
    height: 3em
    left: 50%
    top: 50%
    margin-left: -1.5em
    margin-top: -1.5em
    border-radius: 100%

  &--bl
    bottom: 0.8em
    left: 0.8em

  &--br
    bottom: 0.8em
    right: 0.8em

  &--bc
    bottom: 0.8em
    left: calc(50% - 0.5em)

  svg 
    display: block

  &--cancel
    display: none !important
.ui
  pointer-events: none
  color: #070d15

  &,
  &__background,
  &__game,
  &__texts,
  &__prefs,
  &__theme,
  &__stats,
  &__buttons
    +inset
    overflow: hidden

  &__background
    z-index: 1
    transition: background 500ms ease
    background: #d1d5db

    &:after
      +inset
      content: ''
      background-image: linear-gradient(to bottom, rgba(#fff, 1) 50%, rgba(#fff, 0) 100%)

  &__game
    pointer-events: all
    z-index: 2

    canvas
      display: block
      width: 100%
      height: 100%

  &__texts
    z-index: 3

  &__prefs,
  &__stats,
  &__theme
    display: flex
    flex-flow: column nowrap
    justify-content: center
    align-items: center
    overflow: hidden
    z-index: 4

  &__theme
    padding-top: 15em

  &__buttons
    z-index: 5
              
            
!

JS

              
                // Three.js - https://github.com/mrdoob/three.js/
// RoundedBoxGeometry - https://github.com/pailhead/three-rounded-box

const animationEngine = ( () => {

  let uniqueID = 0;

  class AnimationEngine {

    constructor() {

      this.ids = [];
      this.animations = {};
      this.update = this.update.bind( this );
      this.raf = 0;
      this.time = 0;

    }

    update() {

      const now = performance.now();
      const delta = now - this.time;
      this.time = now;

      let i = this.ids.length;

      this.raf = i ? requestAnimationFrame( this.update ) : 0;

      while ( i-- )
        this.animations[ this.ids[ i ] ] && this.animations[ this.ids[ i ] ].update( delta );

    }

    add( animation ) {

      animation.id = uniqueID ++;

      this.ids.push( animation.id );
      this.animations[ animation.id ] = animation;

      if ( this.raf !== 0 ) return;

      this.time = performance.now();
      this.raf = requestAnimationFrame( this.update );

    }

    remove( animation ) {

      const index = this.ids.indexOf( animation.id );

      if ( index < 0 ) return;

      this.ids.splice( index, 1 );
      delete this.animations[ animation.id ];
      animation = null;

    }

  }

  return new AnimationEngine();

} )();

class Animation {

  constructor( start ) {

    if ( start === true ) this.start();

  }

  start() {

    animationEngine.add( this );

  }

  stop() {

    animationEngine.remove( this );

  }

  update( delta ) {}

}

class World extends Animation {

  constructor( game ) {

    super( true );

    this.game = game;

    this.container = this.game.dom.game;
    this.scene = new THREE.Scene();

    this.renderer = new THREE.WebGLRenderer( { antialias: true, alpha: true } );
    this.renderer.setPixelRatio( window.devicePixelRatio );
    this.container.appendChild( this.renderer.domElement );

    this.camera = new THREE.PerspectiveCamera( 2, 1, 0.1, 10000 );

    this.stage = { width: 2, height: 3 };
    this.fov = 10;

    this.createLights();

    this.onResize = [];

    this.resize();
    window.addEventListener( 'resize', () => this.resize(), false );

  }

  update() {

    this.renderer.render( this.scene, this.camera );

  }

  resize() {

    this.width = this.container.offsetWidth;
    this.height = this.container.offsetHeight;

    this.renderer.setSize( this.width, this.height );

    this.camera.fov = this.fov;
    this.camera.aspect = this.width / this.height;

    const aspect = this.stage.width / this.stage.height;
    const fovRad = this.fov * THREE.Math.DEG2RAD;

    let distance = ( aspect < this.camera.aspect )
      ? ( this.stage.height / 2 ) / Math.tan( fovRad / 2 )
      : ( this.stage.width / this.camera.aspect ) / ( 2 * Math.tan( fovRad / 2 ) );

    distance *= 0.5;

    this.camera.position.set( distance, distance, distance);
    this.camera.lookAt( this.scene.position );
    this.camera.updateProjectionMatrix();

    const docFontSize = ( aspect < this.camera.aspect )
      ? ( this.height / 100 ) * aspect
      : this.width / 100;

    document.documentElement.style.fontSize = docFontSize + 'px';

    if ( this.onResize ) this.onResize.forEach( cb => cb() );

  }

  createLights() {

    this.lights = {
      holder:  new THREE.Object3D,
      ambient: new THREE.AmbientLight( 0xffffff, 0.69 ),
      front:   new THREE.DirectionalLight( 0xffffff, 0.36 ),
      back:    new THREE.DirectionalLight( 0xffffff, 0.19 ),
    };

    this.lights.front.position.set( 1.5, 5, 3 );
    this.lights.back.position.set( -1.5, -5, -3 );

    this.lights.holder.add( this.lights.ambient );
    this.lights.holder.add( this.lights.front );
    this.lights.holder.add( this.lights.back );

    this.scene.add( this.lights.holder );

  }

}

function RoundedBoxGeometry( size, radius, radiusSegments ) {

  THREE.BufferGeometry.call( this );

  this.type = 'RoundedBoxGeometry';

  radiusSegments = ! isNaN( radiusSegments ) ? Math.max( 1, Math.floor( radiusSegments ) ) : 1;

  var width, height, depth;

  width = height = depth = size;
  radius = size * radius;

  radius = Math.min( radius, Math.min( width, Math.min( height, Math.min( depth ) ) ) / 2 );

  var edgeHalfWidth = width / 2 - radius;
  var edgeHalfHeight = height / 2 - radius;
  var edgeHalfDepth = depth / 2 - radius;

  this.parameters = {
    width: width,
    height: height,
    depth: depth,
    radius: radius,
    radiusSegments: radiusSegments
  };

  var rs1 = radiusSegments + 1;
  var totalVertexCount = ( rs1 * radiusSegments + 1 ) << 3;

  var positions = new THREE.BufferAttribute( new Float32Array( totalVertexCount * 3 ), 3 );
  var normals = new THREE.BufferAttribute( new Float32Array( totalVertexCount * 3 ), 3 );

  var
    cornerVerts = [],
    cornerNormals = [],
    normal = new THREE.Vector3(),
    vertex = new THREE.Vector3(),
    vertexPool = [],
    normalPool = [],
    indices = []
  ;

  var
    lastVertex = rs1 * radiusSegments,
    cornerVertNumber = rs1 * radiusSegments + 1
  ;

  doVertices();
  doFaces();
  doCorners();
  doHeightEdges();
  doWidthEdges();
  doDepthEdges();

  function doVertices() {

    var cornerLayout = [
      new THREE.Vector3( 1, 1, 1 ),
      new THREE.Vector3( 1, 1, - 1 ),
      new THREE.Vector3( - 1, 1, - 1 ),
      new THREE.Vector3( - 1, 1, 1 ),
      new THREE.Vector3( 1, - 1, 1 ),
      new THREE.Vector3( 1, - 1, - 1 ),
      new THREE.Vector3( - 1, - 1, - 1 ),
      new THREE.Vector3( - 1, - 1, 1 )
    ];

    for ( var j = 0; j < 8; j ++ ) {

      cornerVerts.push( [] );
      cornerNormals.push( [] );

    }

    var PIhalf = Math.PI / 2;
    var cornerOffset = new THREE.Vector3( edgeHalfWidth, edgeHalfHeight, edgeHalfDepth );

    for ( var y = 0; y <= radiusSegments; y ++ ) {

      var v = y / radiusSegments;
      var va = v * PIhalf;
      var cosVa = Math.cos( va );
      var sinVa = Math.sin( va );

      if ( y == radiusSegments ) {

        vertex.set( 0, 1, 0 );
        var vert = vertex.clone().multiplyScalar( radius ).add( cornerOffset );
        cornerVerts[ 0 ].push( vert );
        vertexPool.push( vert );
        var norm = vertex.clone();
        cornerNormals[ 0 ].push( norm );
        normalPool.push( norm );
        continue;

      }

      for ( var x = 0; x <= radiusSegments; x ++ ) {

        var u = x / radiusSegments;
        var ha = u * PIhalf;
        vertex.x = cosVa * Math.cos( ha );
        vertex.y = sinVa;
        vertex.z = cosVa * Math.sin( ha );

        var vert = vertex.clone().multiplyScalar( radius ).add( cornerOffset );
        cornerVerts[ 0 ].push( vert );
        vertexPool.push( vert );

        var norm = vertex.clone().normalize();
        cornerNormals[ 0 ].push( norm );
        normalPool.push( norm );

      }

    }

    for ( var i = 1; i < 8; i ++ ) {

      for ( var j = 0; j < cornerVerts[ 0 ].length; j ++ ) {

        var vert = cornerVerts[ 0 ][ j ].clone().multiply( cornerLayout[ i ] );
        cornerVerts[ i ].push( vert );
        vertexPool.push( vert );

        var norm = cornerNormals[ 0 ][ j ].clone().multiply( cornerLayout[ i ] );
        cornerNormals[ i ].push( norm );
        normalPool.push( norm );

      }

    }

  }

  function doCorners() {

    var flips = [
      true,
      false,
      true,
      false,
      false,
      true,
      false,
      true
    ];

    var lastRowOffset = rs1 * ( radiusSegments - 1 );

    for ( var i = 0; i < 8; i ++ ) {

      var cornerOffset = cornerVertNumber * i;

      for ( var v = 0; v < radiusSegments - 1; v ++ ) {

        var r1 = v * rs1;
        var r2 = ( v + 1 ) * rs1;

        for ( var u = 0; u < radiusSegments; u ++ ) {

          var u1 = u + 1;
          var a = cornerOffset + r1 + u;
          var b = cornerOffset + r1 + u1;
          var c = cornerOffset + r2 + u;
          var d = cornerOffset + r2 + u1;

          if ( ! flips[ i ] ) {

            indices.push( a );
            indices.push( b );
            indices.push( c );

            indices.push( b );
            indices.push( d );
            indices.push( c );

          } else {

            indices.push( a );
            indices.push( c );
            indices.push( b );

            indices.push( b );
            indices.push( c );
            indices.push( d );

          }

        }

      }

      for ( var u = 0; u < radiusSegments; u ++ ) {

        var a = cornerOffset + lastRowOffset + u;
        var b = cornerOffset + lastRowOffset + u + 1;
        var c = cornerOffset + lastVertex;

        if ( ! flips[ i ] ) {

          indices.push( a );
          indices.push( b );
          indices.push( c );

        } else {

          indices.push( a );
          indices.push( c );
          indices.push( b );

        }

      }

    }

  }

  function doFaces() {

    var a = lastVertex;
    var b = lastVertex + cornerVertNumber;
    var c = lastVertex + cornerVertNumber * 2;
    var d = lastVertex + cornerVertNumber * 3;

    indices.push( a );
    indices.push( b );
    indices.push( c );
    indices.push( a );
    indices.push( c );
    indices.push( d );

    a = lastVertex + cornerVertNumber * 4;
    b = lastVertex + cornerVertNumber * 5;
    c = lastVertex + cornerVertNumber * 6;
    d = lastVertex + cornerVertNumber * 7;

    indices.push( a );
    indices.push( c );
    indices.push( b );
    indices.push( a );
    indices.push( d );
    indices.push( c );

    a = 0;
    b = cornerVertNumber;
    c = cornerVertNumber * 4;
    d = cornerVertNumber * 5;

    indices.push( a );
    indices.push( c );
    indices.push( b );
    indices.push( b );
    indices.push( c );
    indices.push( d );

    a = cornerVertNumber * 2;
    b = cornerVertNumber * 3;
    c = cornerVertNumber * 6;
    d = cornerVertNumber * 7;

    indices.push( a );
    indices.push( c );
    indices.push( b );
    indices.push( b );
    indices.push( c );
    indices.push( d );

    a = radiusSegments;
    b = radiusSegments + cornerVertNumber * 3;
    c = radiusSegments + cornerVertNumber * 4;
    d = radiusSegments + cornerVertNumber * 7;

    indices.push( a );
    indices.push( b );
    indices.push( c );
    indices.push( b );
    indices.push( d );
    indices.push( c );

    a = radiusSegments + cornerVertNumber;
    b = radiusSegments + cornerVertNumber * 2;
    c = radiusSegments + cornerVertNumber * 5;
    d = radiusSegments + cornerVertNumber * 6;

    indices.push( a );
    indices.push( c );
    indices.push( b );
    indices.push( b );
    indices.push( c );
    indices.push( d );

  }

  function doHeightEdges() {

    for ( var i = 0; i < 4; i ++ ) {

      var cOffset = i * cornerVertNumber;
      var cRowOffset = 4 * cornerVertNumber + cOffset;
      var needsFlip = i & 1 === 1;

      for ( var u = 0; u < radiusSegments; u ++ ) {

        var u1 = u + 1;
        var a = cOffset + u;
        var b = cOffset + u1;
        var c = cRowOffset + u;
        var d = cRowOffset + u1;

        if ( ! needsFlip ) {

          indices.push( a );
          indices.push( b );
          indices.push( c );
          indices.push( b );
          indices.push( d );
          indices.push( c );

        } else {

          indices.push( a );
          indices.push( c );
          indices.push( b );
          indices.push( b );
          indices.push( c );
          indices.push( d );

        }

      }

    }

  }

  function doDepthEdges() {

    var cStarts = [ 0, 2, 4, 6 ];
    var cEnds = [ 1, 3, 5, 7 ];

    for ( var i = 0; i < 4; i ++ ) {

      var cStart = cornerVertNumber * cStarts[ i ];
      var cEnd = cornerVertNumber * cEnds[ i ];

      var needsFlip = 1 >= i;

      for ( var u = 0; u < radiusSegments; u ++ ) {

        var urs1 = u * rs1;
        var u1rs1 = ( u + 1 ) * rs1;

        var a = cStart + urs1;
        var b = cStart + u1rs1;
        var c = cEnd + urs1;
        var d = cEnd + u1rs1;

        if ( needsFlip ) {

          indices.push( a );
          indices.push( c );
          indices.push( b );
          indices.push( b );
          indices.push( c );
          indices.push( d );

        } else {

          indices.push( a );
          indices.push( b );
          indices.push( c );
          indices.push( b );
          indices.push( d );
          indices.push( c );

        }

      }

    }

  }

  function doWidthEdges() {

    var end = radiusSegments - 1;

    var cStarts = [ 0, 1, 4, 5 ];
    var cEnds = [ 3, 2, 7, 6 ];
    var needsFlip = [ 0, 1, 1, 0 ];

    for ( var i = 0; i < 4; i ++ ) {

      var cStart = cStarts[ i ] * cornerVertNumber;
      var cEnd = cEnds[ i ] * cornerVertNumber;

      for ( var u = 0; u <= end; u ++ ) {

        var a = cStart + radiusSegments + u * rs1;
        var b = cStart + ( u != end ? radiusSegments + ( u + 1 ) * rs1 : cornerVertNumber - 1 );

        var c = cEnd + radiusSegments + u * rs1;
        var d = cEnd + ( u != end ? radiusSegments + ( u + 1 ) * rs1 : cornerVertNumber - 1 );

        if ( ! needsFlip[ i ] ) {

          indices.push( a );
          indices.push( b );
          indices.push( c );
          indices.push( b );
          indices.push( d );
          indices.push( c );

        } else {

          indices.push( a );
          indices.push( c );
          indices.push( b );
          indices.push( b );
          indices.push( c );
          indices.push( d );

        }

      }

    }

  }

  var index = 0;

  for ( var i = 0; i < vertexPool.length; i ++ ) {

    positions.setXYZ(
      index,
      vertexPool[ i ].x,
      vertexPool[ i ].y,
      vertexPool[ i ].z
    );

    normals.setXYZ(
      index,
      normalPool[ i ].x,
      normalPool[ i ].y,
      normalPool[ i ].z
    );

    index ++;

  }

  this.setIndex( new THREE.BufferAttribute( new Uint16Array( indices ), 1 ) );
  this.addAttribute( 'position', positions );
  this.addAttribute( 'normal', normals );

}

RoundedBoxGeometry.prototype = Object.create( THREE.BufferGeometry.prototype );
RoundedBoxGeometry.constructor = RoundedBoxGeometry;

function RoundedPlaneGeometry( size, radius, depth ) {

  var x, y, width, height;

  x = y = - size / 2;
  width = height = size;
  radius = size * radius;

  const shape = new THREE.Shape();

  shape.moveTo( x, y + radius );
  shape.lineTo( x, y + height - radius );
  shape.quadraticCurveTo( x, y + height, x + radius, y + height );
  shape.lineTo( x + width - radius, y + height );
  shape.quadraticCurveTo( x + width, y + height, x + width, y + height - radius );
  shape.lineTo( x + width, y + radius );
  shape.quadraticCurveTo( x + width, y, x + width - radius, y );
  shape.lineTo( x + radius, y );
  shape.quadraticCurveTo( x, y, x, y + radius );

  const geometry = new THREE.ExtrudeBufferGeometry(
    shape,
    { depth: depth, bevelEnabled: false, curveSegments: 3 }
  );

  return geometry;

}

class Cube {

  constructor( game ) {

    this.game = game;
    this.size = 3;

    this.geometry = {
      pieceCornerRadius: 0.12,
      edgeCornerRoundness: 0.15,
      edgeScale: 0.82,
      edgeDepth: 0.01,
    };

    this.holder = new THREE.Object3D();
    this.object = new THREE.Object3D();
    this.animator = new THREE.Object3D();

    this.holder.add( this.animator );
    this.animator.add( this.object );

    this.game.world.scene.add( this.holder );

  }

  init() {

    this.cubes = [];
    this.object.children = [];
    this.object.add( this.game.controls.group );

    if ( this.size === 2 ) this.scale = 1.25;
    else if ( this.size === 3 ) this.scale = 1;
    else if ( this.size > 3 ) this.scale = 3 / this.size;

    this.object.scale.set( this.scale, this.scale, this.scale );

    const controlsScale = this.size === 2 ? 0.825 : 1;
    this.game.controls.edges.scale.set( controlsScale, controlsScale, controlsScale );
    
    this.generatePositions();
    this.generateModel();

    this.pieces.forEach( piece => {

      this.cubes.push( piece.userData.cube );
      this.object.add( piece );

    } );

    this.holder.traverse( node => {

      if ( node.frustumCulled ) node.frustumCulled = false;

    } );

    this.updateColors( this.game.themes.getColors() );

    this.sizeGenerated = this.size;

  }

  resize( force = false ) {

    if ( this.size !== this.sizeGenerated || force ) {

      this.size = this.game.preferences.ranges.size.value;

      this.reset();
      this.init();

      this.game.saved = false;
      this.game.timer.reset();
      this.game.storage.clearGame();

    }

  }

  reset() {

    this.game.controls.edges.rotation.set( 0, 0, 0 );

    this.holder.rotation.set( 0, 0, 0 );
    this.object.rotation.set( 0, 0, 0 );
    this.animator.rotation.set( 0, 0, 0 );

  }

  generatePositions() {

    const m = this.size - 1;
    const first = this.size % 2 !== 0
      ? 0 - Math.floor(this.size / 2)
      : 0.5 - this.size / 2;

    let x, y, z;

    this.positions = [];

    for ( x = 0; x < this.size; x ++ ) {
      for ( y = 0; y < this.size; y ++ ) {
        for ( z = 0; z < this.size; z ++ ) {

          let position = new THREE.Vector3(first + x, first + y, first + z);
          let edges = [];

          if ( x == 0 ) edges.push(0);
          if ( x == m ) edges.push(1);
          if ( y == 0 ) edges.push(2);
          if ( y == m ) edges.push(3);
          if ( z == 0 ) edges.push(4);
          if ( z == m ) edges.push(5);

          position.edges = edges;
          this.positions.push( position );

        }
      }
    }

  }

  generateModel() {

    this.pieces = [];
    this.edges = [];

    const pieceSize = 1 / 3;

    const mainMaterial = new THREE.MeshLambertMaterial();

    const pieceMesh = new THREE.Mesh(
      new RoundedBoxGeometry( pieceSize, this.geometry.pieceCornerRadius, 3 ),
      mainMaterial.clone()
    );

    const edgeGeometry = RoundedPlaneGeometry(
      pieceSize,
      this.geometry.edgeCornerRoundness,
      this.geometry.edgeDepth
    );

    this.positions.forEach( ( position, index ) => {

      const piece = new THREE.Object3D();
      const pieceCube = pieceMesh.clone();
      const pieceEdges = [];

      piece.position.copy( position.clone().divideScalar( 3 ) );
      piece.add( pieceCube );
      piece.name = index;
      piece.edgesName = '';

      position.edges.forEach( position => {

        const edge = new THREE.Mesh( edgeGeometry, mainMaterial.clone() );
        const name = [ 'L', 'R', 'D', 'U', 'B', 'F' ][ position ];
        const distance = pieceSize / 2;

        edge.position.set(
          distance * [ - 1, 1, 0, 0, 0, 0 ][ position ],
          distance * [ 0, 0, - 1, 1, 0, 0 ][ position ],
          distance * [ 0, 0, 0, 0, - 1, 1 ][ position ]
        );

        edge.rotation.set(
          Math.PI / 2 * [ 0, 0, 1, - 1, 0, 0 ][ position ],
          Math.PI / 2 * [ - 1, 1, 0, 0, 2, 0 ][ position ],
          0
        );

        edge.scale.set(
          this.geometry.edgeScale,
          this.geometry.edgeScale,
          this.geometry.edgeScale
        );

        edge.name = name;

        piece.add( edge );
        pieceEdges.push( name );
        this.edges.push( edge );

      } );

      piece.userData.edges = pieceEdges;
      piece.userData.cube = pieceCube;

      piece.userData.start = {
        position: piece.position.clone(),
        rotation: piece.rotation.clone(),
      };

      this.pieces.push( piece );

    } );

  }

  updateColors( colors ) {

    if ( typeof this.pieces !== 'object' && typeof this.edges !== 'object' ) return;

    this.pieces.forEach( piece => piece.userData.cube.material.color.setHex( colors.P ) );
    this.edges.forEach( edge => edge.material.color.setHex( colors[ edge.name ] ) );

  }

  loadFromData( data ) {

    this.size = data.size;

    this.reset();
    this.init();

    this.pieces.forEach( piece => {

      const index = data.names.indexOf( piece.name );

      const position = data.positions[index];
      const rotation = data.rotations[index];

      piece.position.set( position.x, position.y, position.z );
      piece.rotation.set( rotation.x, rotation.y, rotation.z );

    } );

  }

}

const Easing = {

  Power: {

    In: power => {

      power = Math.round( power || 1 );

      return t => Math.pow( t, power );

    },

    Out: power => {

      power = Math.round( power || 1 );

      return t => 1 - Math.abs( Math.pow( t - 1, power ) );

    },

    InOut: power => {

      power = Math.round( power || 1 );

      return t => ( t < 0.5 )
        ? Math.pow( t * 2, power ) / 2
        : ( 1 - Math.abs( Math.pow( ( t * 2 - 1 ) - 1, power ) ) ) / 2 + 0.5;

    },

  },

  Sine: {

    In: () => t => 1 + Math.sin( Math.PI / 2 * t - Math.PI / 2 ),

    Out: () => t => Math.sin( Math.PI / 2 * t ),

    InOut: () => t => ( 1 + Math.sin( Math.PI * t - Math.PI / 2 ) ) / 2,

  },

  Back: {

    Out: s => {

      s = s || 1.70158;

      return t => { return ( t -= 1 ) * t * ( ( s + 1 ) * t + s ) + 1; };

    },

    In: s => {

      s = s || 1.70158;

      return t => { return t * t * ( ( s + 1 ) * t - s ); };

    }

  },

  Elastic: {

    Out: ( amplitude, period ) => {

      let PI2 = Math.PI * 2;

      let p1 = ( amplitude >= 1 ) ? amplitude : 1;
      let p2 = ( period || 0.3 ) / ( amplitude < 1 ? amplitude : 1 );
      let p3 = p2 / PI2 * ( Math.asin( 1 / p1 ) || 0 );

      p2 = PI2 / p2;

      return t => { return p1 * Math.pow( 2, -10 * t ) * Math.sin( ( t - p3 ) * p2 ) + 1 }

    },

  },

};

class Tween extends Animation {

  constructor( options ) {

    super( false );

    this.duration = options.duration || 500;
    this.easing = options.easing || ( t => t );
    this.onUpdate = options.onUpdate || ( () => {} );
    this.onComplete = options.onComplete || ( () => {} );

    this.delay = options.delay || false;
    this.yoyo = options.yoyo ? false : null;

    this.progress = 0;
    this.value = 0;
    this.delta = 0;

    this.getFromTo( options );

    if ( this.delay ) setTimeout( () => super.start(), this.delay );
    else super.start();

    this.onUpdate( this );

  }

  update( delta ) {

    const old = this.value * 1;
    const direction = ( this.yoyo === true ) ? - 1 : 1;

    this.progress += ( delta / this.duration ) * direction;

    this.value = this.easing( this.progress );
    this.delta = this.value - old;

    if ( this.values !== null ) this.updateFromTo();

    if ( this.yoyo !== null ) this.updateYoyo();
    else if ( this.progress <= 1 ) this.onUpdate( this );
    else {

      this.progress = 1;
      this.value = 1;
      this.onUpdate( this );
      this.onComplete( this );
      super.stop();      

    }

  }

  updateYoyo() {

    if ( this.progress > 1 || this.progress < 0 ) {

      this.value = this.progress = ( this.progress > 1 ) ? 1 : 0;
      this.yoyo = ! this.yoyo;

    }

    this.onUpdate( this );

  }

  updateFromTo() {

    this.values.forEach( key => {

      this.target[ key ] = this.from[ key ] + ( this.to[ key ] - this.from[ key ] ) * this.value;

    } );

  }

  getFromTo( options ) {

    if ( ! options.target || ! options.to ) {

      this.values = null;
      return;

    }

    this.target = options.target || null;
    this.from = options.from || {};
    this.to = options.to || null;
    this.values = [];

    if ( Object.keys( this.from ).length < 1 )
      Object.keys( this.to ).forEach( key => { this.from[ key ] = this.target[ key ]; } );

    Object.keys( this.to ).forEach( key => { this.values.push( key ); } );

  }

}

window.addEventListener( 'touchmove', () => {} );
document.addEventListener( 'touchmove',  event => { event.preventDefault(); }, { passive: false } );

class Draggable {

  constructor( element, options ) {

    this.position = {
      current: new THREE.Vector2(),
      start: new THREE.Vector2(),
      delta: new THREE.Vector2(),
      old: new THREE.Vector2(),
      drag: new THREE.Vector2(),
    };

    this.options = Object.assign( {
      calcDelta: false,
    }, options || {} );

    this.element = element;
    this.touch = null;

    this.drag = {

      start: ( event ) => {

        if ( event.type == 'mousedown' && event.which != 1 ) return;
        if ( event.type == 'touchstart' && event.touches.length > 1 ) return;

        this.getPositionCurrent( event );

        if ( this.options.calcDelta ) {

          this.position.start = this.position.current.clone();
          this.position.delta.set( 0, 0 );
          this.position.drag.set( 0, 0 );

        }

        this.touch = ( event.type == 'touchstart' );

        this.onDragStart( this.position );

        window.addEventListener( ( this.touch ) ? 'touchmove' : 'mousemove', this.drag.move, false );
        window.addEventListener( ( this.touch ) ? 'touchend' : 'mouseup', this.drag.end, false );

      },

      move: ( event ) => {

        if ( this.options.calcDelta ) {

          this.position.old = this.position.current.clone();

        }

        this.getPositionCurrent( event );

        if ( this.options.calcDelta ) {

          this.position.delta = this.position.current.clone().sub( this.position.old );
          this.position.drag = this.position.current.clone().sub( this.position.start );

        }

        this.onDragMove( this.position );

      },

      end: ( event ) => {

        this.getPositionCurrent( event );

        this.onDragEnd( this.position );

        window.removeEventListener( ( this.touch ) ? 'touchmove' : 'mousemove', this.drag.move, false );
        window.removeEventListener( ( this.touch ) ? 'touchend' : 'mouseup', this.drag.end, false );

      },

    };

    this.onDragStart = () => {};
    this.onDragMove = () => {};
    this.onDragEnd = () => {};

    this.enable();

    return this;

  }

  enable() {

    this.element.addEventListener( 'touchstart', this.drag.start, false );
    this.element.addEventListener( 'mousedown', this.drag.start, false );

    return this;

  }

  disable() {

    this.element.removeEventListener( 'touchstart', this.drag.start, false );
    this.element.removeEventListener( 'mousedown', this.drag.start, false );

    return this;

  }

  getPositionCurrent( event ) {

    const dragEvent = event.touches
      ? ( event.touches[ 0 ] || event.changedTouches[ 0 ] )
      : event;

    this.position.current.set( dragEvent.pageX, dragEvent.pageY );

  }

  convertPosition( position ) {

    position.x = ( position.x / this.element.offsetWidth ) * 2 - 1;
    position.y = - ( ( position.y / this.element.offsetHeight ) * 2 - 1 );

    return position;

  }

}

const STILL = 0;
const PREPARING = 1;
const ROTATING = 2;
const ANIMATING = 3;

class Controls {

  constructor( game ) {

    this.game = game;

    this.flipConfig = 0;

    this.flipEasings = [ Easing.Power.Out( 3 ), Easing.Sine.Out(), Easing.Back.Out( 1.5 ) ];
    this.flipSpeeds = [ 125, 200, 300 ];

    this.raycaster = new THREE.Raycaster();

    const helperMaterial = new THREE.MeshBasicMaterial( { depthWrite: false, transparent: true, opacity: 0, color: 0x0033ff } );

    this.group = new THREE.Object3D();
    this.group.name = 'controls';
    this.game.cube.object.add( this.group );

    this.helper = new THREE.Mesh(
      new THREE.PlaneBufferGeometry( 200, 200 ),
      helperMaterial.clone()
    );

    this.helper.rotation.set( 0, Math.PI / 4, 0 );
    this.game.world.scene.add( this.helper );

    this.edges = new THREE.Mesh(
      new THREE.BoxBufferGeometry( 1, 1, 1 ),
      helperMaterial.clone(),
    );

    this.game.world.scene.add( this.edges );

    this.onSolved = () => {};
    this.onMove = () => {};

    this.momentum = [];

    this.scramble = null;
    this.state = STILL;
    this.enabled = false;

    this.initDraggable();

  }

  enable() {

    this.draggable.enable();
    this.enabled = true;

  }

  disable() {

    this.draggable.disable();
    this.enabled = false;

  }

  initDraggable() {

    this.draggable = new Draggable( this.game.dom.game );

    this.draggable.onDragStart = position => {

      if ( this.scramble !== null ) return;
      if ( this.state === PREPARING || this.state === ROTATING ) return;

      this.gettingDrag = this.state === ANIMATING;

      const edgeIntersect = this.getIntersect( position.current, this.edges, false );

      if ( edgeIntersect !== false ) {

        this.dragIntersect = this.getIntersect( position.current, this.game.cube.cubes, true );

      }

      if ( edgeIntersect !== false && this.dragIntersect !== false ) {

        this.dragNormal = edgeIntersect.face.normal.round();
        this.flipType = 'layer';

        this.attach( this.helper, this.edges );

        this.helper.rotation.set( 0, 0, 0 );
        this.helper.position.set( 0, 0, 0 );
        this.helper.lookAt( this.dragNormal );
        this.helper.translateZ( 0.5 );
        this.helper.updateMatrixWorld();

        this.detach( this.helper, this.edges );

      } else {

        this.dragNormal = new THREE.Vector3( 0, 0, 1 );
        this.flipType = 'cube';

        this.helper.position.set( 0, 0, 0 );
        this.helper.rotation.set( 0, Math.PI / 4, 0 );
        this.helper.updateMatrixWorld();

      }

      let planeIntersect = this.getIntersect( position.current, this.helper, false );
      if ( planeIntersect === false ) return;

      this.dragCurrent = this.helper.worldToLocal( planeIntersect.point );
      this.dragTotal = new THREE.Vector3();
      this.state = ( this.state === STILL ) ? PREPARING : this.state;

    };

    this.draggable.onDragMove = position => {

      if ( this.scramble !== null ) return;
      if ( this.state === STILL || ( this.state === ANIMATING && this.gettingDrag === false ) ) return;

      const planeIntersect = this.getIntersect( position.current, this.helper, false );
      if ( planeIntersect === false ) return;

      const point = this.helper.worldToLocal( planeIntersect.point.clone() );

      this.dragDelta = point.clone().sub( this.dragCurrent ).setZ( 0 );
      this.dragTotal.add( this.dragDelta );
      this.dragCurrent = point;
      this.addMomentumPoint( this.dragDelta );

      if ( this.state === PREPARING && this.dragTotal.length() > 0.05 ) {

        this.dragDirection = this.getMainAxis( this.dragTotal );

        if ( this.flipType === 'layer' ) {

          const direction = new THREE.Vector3();
          direction[ this.dragDirection ] = 1;

          const worldDirection = this.helper.localToWorld( direction ).sub( this.helper.position );
          const objectDirection = this.edges.worldToLocal( worldDirection ).round();

          this.flipAxis = objectDirection.cross( this.dragNormal ).negate();

          this.selectLayer( this.getLayer( false ) );

        } else {

          const axis = ( this.dragDirection != 'x' )
            ? ( ( this.dragDirection == 'y' && position.current.x > this.game.world.width / 2 ) ? 'z' : 'x' )
            : 'y';

          this.flipAxis = new THREE.Vector3();
          this.flipAxis[ axis ] = 1 * ( ( axis == 'x' ) ? - 1 : 1 );

        }

        this.flipAngle = 0;
        this.state = ROTATING;

      } else if ( this.state === ROTATING ) {

        const rotation = this.dragDelta[ this.dragDirection ];

        if ( this.flipType === 'layer' ) { 

          this.group.rotateOnAxis( this.flipAxis, rotation );
          this.flipAngle += rotation;

        } else {

          this.edges.rotateOnWorldAxis( this.flipAxis, rotation );
          this.game.cube.object.rotation.copy( this.edges.rotation );
          this.flipAngle += rotation;

        }

      }

    };

    this.draggable.onDragEnd = position => {

      if ( this.scramble !== null ) return;
      if ( this.state !== ROTATING ) {

        this.gettingDrag = false;
        this.state = STILL;
        return;

      }

      this.state = ANIMATING;

      const momentum = this.getMomentum()[ this.dragDirection ];
      const flip = ( Math.abs( momentum ) > 0.05 && Math.abs( this.flipAngle ) < Math.PI / 2 );

      const angle = flip
        ? this.roundAngle( this.flipAngle + Math.sign( this.flipAngle ) * ( Math.PI / 4 ) )
        : this.roundAngle( this.flipAngle );

      const delta = angle - this.flipAngle;

      if ( this.flipType === 'layer' ) {

        this.rotateLayer( delta, false, layer => {

          this.game.storage.saveGame();
          
          this.state = this.gettingDrag ? PREPARING : STILL;
          this.gettingDrag = false;

          this.checkIsSolved();

        } );

      } else {

        this.rotateCube( delta, () => {

          this.state = this.gettingDrag ? PREPARING : STILL;
          this.gettingDrag = false;

        } );

      }

    };

  }

  rotateLayer( rotation, scramble, callback ) {

    const config = scramble ? 0 : this.flipConfig;

    const easing = this.flipEasings[ config ];
    const duration = this.flipSpeeds[ config ];
    const bounce = ( config == 2 ) ? this.bounceCube() : ( () => {} );

    this.rotationTween = new Tween( {
      easing: easing,
      duration: duration,
      onUpdate: tween => {

        let deltaAngle = tween.delta * rotation;
        this.group.rotateOnAxis( this.flipAxis, deltaAngle );
        bounce( tween.value, deltaAngle, rotation );

      },
      onComplete: () => {

        if ( ! scramble ) this.onMove();

        const layer = this.flipLayer.slice( 0 );

        this.game.cube.object.rotation.setFromVector3( this.snapRotation( this.game.cube.object.rotation.toVector3() ) );
        this.group.rotation.setFromVector3( this.snapRotation( this.group.rotation.toVector3() ) );
        this.deselectLayer( this.flipLayer );

        callback( layer );

      },
    } );

  }

  bounceCube() {

    let fixDelta = true;

    return ( progress, delta, rotation ) => {

        if ( progress >= 1 ) {

          if ( fixDelta ) {

            delta = ( progress - 1 ) * rotation;
            fixDelta = false;

          }

          this.game.cube.object.rotateOnAxis( this.flipAxis, delta );

        }

    }

  }

  rotateCube( rotation, callback ) {

    const config = this.flipConfig;
    const easing = [ Easing.Power.Out( 4 ), Easing.Sine.Out(), Easing.Back.Out( 2 ) ][ config ];
    const duration = [ 100, 150, 350 ][ config ];

    this.rotationTween = new Tween( {
      easing: easing,
      duration: duration,
      onUpdate: tween => {

        this.edges.rotateOnWorldAxis( this.flipAxis, tween.delta * rotation );
        this.game.cube.object.rotation.copy( this.edges.rotation );

      },
      onComplete: () => {

        this.edges.rotation.setFromVector3( this.snapRotation( this.edges.rotation.toVector3() ) );
        this.game.cube.object.rotation.copy( this.edges.rotation );
        callback();

      },
    } );

  }

  selectLayer( layer ) {

    this.group.rotation.set( 0, 0, 0 );
    this.movePieces( layer, this.game.cube.object, this.group );
    this.flipLayer = layer;

  }

  deselectLayer( layer ) {

    this.movePieces( layer, this.group, this.game.cube.object );
    this.flipLayer = null;

  }

  movePieces( layer, from, to ) {

    from.updateMatrixWorld();
    to.updateMatrixWorld();

    layer.forEach( index => {

      const piece = this.game.cube.pieces[ index ];

      piece.applyMatrix( from.matrixWorld );
      from.remove( piece );
      piece.applyMatrix( new THREE.Matrix4().getInverse( to.matrixWorld ) );
      to.add( piece );

    } );

  }

  getLayer( position ) {

    const scalar = { 2: 6, 3: 3, 4: 4, 5: 3 }[ this.game.cube.size ];
    const layer = [];

    let axis;

    if ( position === false ) {

      const piece = this.dragIntersect.object.parent;

      axis = this.getMainAxis( this.flipAxis );
      position = piece.position.clone() .multiplyScalar( scalar ) .round();

    } else {

      axis = this.getMainAxis( position );

    }

    this.game.cube.pieces.forEach( piece => {

      const piecePosition = piece.position.clone().multiplyScalar( scalar ).round();

      if ( piecePosition[ axis ] == position[ axis ] ) layer.push( piece.name );

    } );

    return layer;

  }

  keyboardMove( type, move, callback ) {

    if ( this.state !== STILL ) return;
    if ( this.enabled !== true ) return;

    if ( type === 'LAYER' ) {

      const layer = this.getLayer( move.position );

      this.flipAxis = new THREE.Vector3();
      this.flipAxis[ move.axis ] = 1;
      this.state = ROTATING;

      this.selectLayer( layer );
      this.rotateLayer( move.angle, false, layer => {

        this.game.storage.saveGame();
        this.state = STILL;
        this.checkIsSolved();

      } );

    } else if ( type === 'CUBE' ) {

      this.flipAxis = new THREE.Vector3();
      this.flipAxis[ move.axis ] = 1;
      this.state = ROTATING;

      this.rotateCube( move.angle, () => {

        this.state = STILL;

      } );

    }

  }

  scrambleCube() {

    if ( this.scramble == null ) {

      this.scramble = this.game.scrambler;
      this.scramble.callback = ( typeof callback !== 'function' ) ? () => {} : callback;

    }

    const converted = this.scramble.converted;
    const move = converted[ 0 ];
    const layer = this.getLayer( move.position );

    this.flipAxis = new THREE.Vector3();
    this.flipAxis[ move.axis ] = 1;

    this.selectLayer( layer );
    this.rotateLayer( move.angle, true, () => {

      converted.shift();

      if ( converted.length > 0 ) {

        this.scrambleCube();

      } else {

        this.scramble = null;
        this.game.storage.saveGame();

      }

    } );

  }

  getIntersect( position, object, multiple ) {

    this.raycaster.setFromCamera(
      this.draggable.convertPosition( position.clone() ),
      this.game.world.camera
    );

    const intersect = ( multiple )
      ? this.raycaster.intersectObjects( object )
      : this.raycaster.intersectObject( object );

    return ( intersect.length > 0 ) ? intersect[ 0 ] : false;

  }

  getMainAxis( vector ) {

    return Object.keys( vector ).reduce(
      ( a, b ) => Math.abs( vector[ a ] ) > Math.abs( vector[ b ] ) ? a : b
    );

  }

  detach( child, parent ) {

    child.applyMatrix( parent.matrixWorld );
    parent.remove( child );
    this.game.world.scene.add( child );

  }

  attach( child, parent ) {

    child.applyMatrix( new THREE.Matrix4().getInverse( parent.matrixWorld ) );
    this.game.world.scene.remove( child );
    parent.add( child );

  }

  addMomentumPoint( delta ) {

    const time = Date.now();

    this.momentum = this.momentum.filter( moment => time - moment.time < 500 );

    if ( delta !== false ) this.momentum.push( { delta, time } );

  }

  getMomentum() {

    const points = this.momentum.length;
    const momentum = new THREE.Vector2();

    this.addMomentumPoint( false );

    this.momentum.forEach( ( point, index ) => {

      momentum.add( point.delta.multiplyScalar( index / points ) );

    } );

    return momentum;

  }

  roundAngle( angle ) {

    const round = Math.PI / 2;
    return Math.sign( angle ) * Math.round( Math.abs( angle) / round ) * round;

  }

  snapRotation( angle ) {

    return angle.set(
      this.roundAngle( angle.x ),
      this.roundAngle( angle.y ),
      this.roundAngle( angle.z )
    );

  }

  checkIsSolved() {

    const start = performance.now();

    let solved = true;
    const sides = { 'x-': [], 'x+': [], 'y-': [], 'y+': [], 'z-': [], 'z+': [] };

    this.game.cube.edges.forEach( edge => {

      const position = edge.parent
        .localToWorld( edge.position.clone() )
        .sub( this.game.cube.object.position );

      const mainAxis = this.getMainAxis( position );
      const mainSign = position.multiplyScalar( 2 ).round()[ mainAxis ] < 1 ? '-' : '+';

      sides[ mainAxis + mainSign ].push( edge.name );

    } );

    Object.keys( sides ).forEach( side => {

      if ( ! sides[ side ].every( value => value === sides[ side ][ 0 ] ) ) solved = false;

    } );

    if ( solved ) this.onSolved();

  }

}

class Scrambler {

  constructor( game ) {

    this.game = game;

    this.dificulty = 0;

    this.scrambleLength = {
      2: [ 7, 9, 11 ],
      3: [ 20, 25, 30 ],
      4: [ 30, 40, 50 ],
      5: [ 40, 60, 80 ],
    };

    this.moves = [];
    this.conveted = [];
    this.pring = '';

  }

  scramble( scramble ) {

    let count = 0;
    this.moves = ( typeof scramble !== 'undefined' ) ? scramble.split( ' ' ) : [];

    if ( this.moves.length < 1 ) {

      const scrambleLength = this.scrambleLength[ this.game.cube.size ][ this.dificulty ];

      const faces = this.game.cube.size < 4 ? 'UDLRFB' : 'UuDdLlRrFfBb';
      const modifiers = [ "", "'", "2" ];
      const total = ( typeof scramble === 'undefined' ) ? scrambleLength : scramble;

      while ( count < total ) {

        const move =
          faces[ Math.floor( Math.random() * faces.length ) ] +
          modifiers[ Math.floor( Math.random() * 3 ) ];

        if ( count > 0 && move.charAt( 0 ) == this.moves[ count - 1 ].charAt( 0 ) ) continue;
        if ( count > 1 && move.charAt( 0 ) == this.moves[ count - 2 ].charAt( 0 ) ) continue;

        this.moves.push( move );
        count ++;

      }

    }

    this.callback = () => {};
    this.convert();
    this.print = this.moves.join( ' ' );

    return this;

  }

  convert( moves ) {

    this.converted = [];

    this.moves.forEach( move => {

      const convertedMove = this.convertMove( move );
      const modifier = move.charAt( 1 );

      this.converted.push( convertedMove );
      if ( modifier == "2" ) this.converted.push( convertedMove );

    } );

  }

  convertMove( move ) {

    const face = move.charAt( 0 );
    const modifier = move.charAt( 1 );

    const axis = { D: 'y', U: 'y', L: 'x', R: 'x', F: 'z', B: 'z' }[ face.toUpperCase() ];
    let row = { D: -1, U: 1, L: -1, R: 1, F: 1, B: -1 }[ face.toUpperCase() ];

    if ( this.game.cube.size > 3 && face !== face.toLowerCase() ) row = row * 2;

    const position = new THREE.Vector3();
    position[ { D: 'y', U: 'y', L: 'x', R: 'x', F: 'z', B: 'z' }[ face.toUpperCase() ] ] = row;

    const angle = ( Math.PI / 2 ) * - row * ( ( modifier == "'" ) ? - 1 : 1 );

    return { position, axis, angle, name: move };

  }

}

class Transition {

  constructor( game ) {

    this.game = game;

    this.tweens = {};
    this.durations = {};
    this.data = {
      cubeY: -0.2,
      cameraZoom: 0.85,
    };

    this.activeTransitions = 0;

  }

  init() {

    this.game.controls.disable();

    this.game.cube.object.position.y = this.data.cubeY;
    this.game.cube.animator.position.y = 4;
    this.game.cube.animator.rotation.x = - Math.PI / 3;
    this.game.world.camera.zoom = this.data.cameraZoom;
    this.game.world.camera.updateProjectionMatrix();

    this.tweens.buttons = {};
    this.tweens.timer = [];
    this.tweens.title = [];
    this.tweens.best = [];
    this.tweens.complete = [];
    this.tweens.prefs = [];
    this.tweens.theme = [];
    this.tweens.stats = [];

  }

  buttons( show, hide ) {

    const buttonTween = ( button, show ) => {

      return new Tween( {
        target: button.style,
        duration: 300,
        easing: show ? Easing.Power.Out( 2 ) : Easing.Power.In( 3 ),
        from: { opacity: show ? 0 : 1 },
        to: { opacity: show ? 1 : 0 },
        onUpdate: tween => {

          const translate = show ? 1 - tween.value : tween.value;
          button.style.transform = `translate3d(0, ${translate * 1.5}em, 0)`;

        },
        onComplete: () => button.style.pointerEvents = show ? 'all' : 'none'
      } );

    };

    hide.forEach( button =>
      this.tweens.buttons[ button ] = buttonTween( this.game.dom.buttons[ button ], false )
    );

    setTimeout( () => show.forEach( button => {

      this.tweens.buttons[ button ] = buttonTween( this.game.dom.buttons[ button ], true );

    } ), hide ? 500 : 0 );

  }

  cube( show, theming = false ) {

    this.activeTransitions++;

    try { this.tweens.cube.stop(); } catch(e) {}
    const currentY = this.game.cube.animator.position.y;
    const currentRotation = this.game.cube.animator.rotation.x;

    this.tweens.cube = new Tween( {
      duration: show ? 3000 : 1250,
      easing: show ? Easing.Elastic.Out( 0.8, 0.6 ) : Easing.Back.In( 1 ),
      onUpdate: tween => {

        this.game.cube.animator.position.y = show
          ? ( theming ? 0.9 + ( 1 - tween.value ) * 3.5 : ( 1 - tween.value ) * 4 )
          : currentY + tween.value * 4;

        this.game.cube.animator.rotation.x = show
          ? ( 1 - tween.value ) * Math.PI / 3
          : currentRotation + tween.value * - Math.PI / 3;

      },
    } );

    if ( theming ) {

      if ( show ) {

        this.game.world.camera.zoom = 0.75;
        this.game.world.camera.updateProjectionMatrix();

      } else {

        setTimeout( () => {

          this.game.world.camera.zoom = this.data.cameraZoom;
          this.game.world.camera.updateProjectionMatrix();

        }, 1500 );

      }

    }

    this.durations.cube = show ? 1500 : 1500;

    setTimeout( () => this.activeTransitions--, this.durations.cube );

  }

  float() {

    try { this.tweens.float.stop(); } catch(e) {}
    this.tweens.float = new Tween( {
      duration: 1500,
      easing: Easing.Sine.InOut(),
      yoyo: true,
      onUpdate: tween => {

        this.game.cube.holder.position.y = (- 0.02 + tween.value * 0.04); 
        this.game.cube.holder.rotation.x = 0.005 - tween.value * 0.01;
        this.game.cube.holder.rotation.z = - this.game.cube.holder.rotation.x;
        this.game.cube.holder.rotation.y = this.game.cube.holder.rotation.x;

        this.game.controls.edges.position.y =
          this.game.cube.holder.position.y + this.game.cube.object.position.y;

      },
    } );

  }

  zoom( play, time ) {

    this.activeTransitions++;

    const zoom = ( play ) ? 1 : this.data.cameraZoom;
    const duration = ( time > 0 ) ? Math.max( time, 1500 ) : 1500;
    const rotations = ( time > 0 ) ? Math.round( duration / 1500 ) : 1;
    const easing = Easing.Power.InOut( ( time > 0 ) ? 2 : 3 );

    this.tweens.zoom = new Tween( {
      target: this.game.world.camera,
      duration: duration,
      easing: easing,
      to: { zoom: zoom },
      onUpdate: () => { this.game.world.camera.updateProjectionMatrix(); },
    } );

    this.tweens.rotate = new Tween( {
      target: this.game.cube.animator.rotation,
      duration: duration,
      easing: easing,
      to: { y: - Math.PI * 2 * rotations },
      onComplete: () => { this.game.cube.animator.rotation.y = 0; },
    } );

    this.durations.zoom = duration;

    setTimeout( () => this.activeTransitions--, this.durations.zoom );

  }

  elevate( complete ) {

    this.activeTransitions++;

    const cubeY = 

    this.tweens.elevate = new Tween( {
      target: this.game.cube.object.position,
      duration: complete ? 1500 : 0,
      easing: Easing.Power.InOut( 3 ),
      to: { y: complete ? -0.05 : this.data.cubeY }
    } );

    this.durations.elevate = 1500;

    setTimeout( () => this.activeTransitions--, this.durations.elevate );

  }

  complete( show, best ) {

    this.activeTransitions++;

    const text = best ? this.game.dom.texts.best : this.game.dom.texts.complete;

    if ( text.querySelector( 'span i' ) === null )
      text.querySelectorAll( 'span' ).forEach( span => this.splitLetters( span ) );

    const letters = text.querySelectorAll( '.icon, i' );

    this.flipLetters( best ? 'best' : 'complete', letters, show );

    text.style.opacity = 1;

    const duration = this.durations[ best ? 'best' : 'complete' ];

    if ( ! show ) setTimeout( () => this.game.dom.texts.timer.style.transform = '', duration );

    setTimeout( () => this.activeTransitions--, duration );

  } 

  stats( show ) {

    if ( show ) this.game.scores.calcStats();

    this.activeTransitions++;

    this.tweens.stats.forEach( tween => { tween.stop(); tween = null; } );

    let tweenId = -1;

    const stats = this.game.dom.stats.querySelectorAll( '.stats' );
    const easing = show ? Easing.Power.Out( 2 ) : Easing.Power.In( 3 );

    stats.forEach( ( stat, index ) => {

      const delay = index * ( show ? 80 : 60 );

      this.tweens.stats[ tweenId++ ] = new Tween( {
        delay: delay,
        duration: 400,
        easing: easing,
        onUpdate: tween => {

          const translate = show ? ( 1 - tween.value ) * 2 : tween.value;
          const opacity = show ? tween.value : ( 1 - tween.value );

          stat.style.transform = `translate3d(0, ${translate}em, 0)`;
          stat.style.opacity = opacity;

        }
      } );

    } );

    this.durations.stats = 0;

    setTimeout( () => this.activeTransitions--, this.durations.stats );

  }

  preferences( show ) {

    this.ranges( this.game.dom.prefs.querySelectorAll( '.range' ), 'prefs', show );

  }

  theming( show ) {

    this.ranges( this.game.dom.theme.querySelectorAll( '.range' ), 'prefs', show );

  }

  ranges( ranges, type, show ) {

    this.activeTransitions++;

    this.tweens[ type ].forEach( tween => { tween.stop(); tween = null; } );

    const easing = show ? Easing.Power.Out(2) : Easing.Power.In(3);

    let tweenId = -1;
    let listMax = 0;

    ranges.forEach( ( range, rangeIndex ) => {
    
      const label = range.querySelector( '.range__label' );
      const track = range.querySelector( '.range__track-line' );
      const handle = range.querySelector( '.range__handle' );
      const list = range.querySelectorAll( '.range__list div' );

      const delay = rangeIndex * ( show ? 120 : 100 );

      label.style.opacity = show ? 0 : 1;
      track.style.opacity = show ? 0 : 1;
      handle.style.opacity = show ? 0 : 1;
      handle.style.pointerEvents = show ? 'all' : 'none';

      this.tweens[ type ][ tweenId++ ] = new Tween( {
        delay: show ? delay : delay,
        duration: 400,
        easing: easing,
        onUpdate: tween => {

          const translate = show ? ( 1 - tween.value ) : tween.value;
          const opacity = show ? tween.value : ( 1 - tween.value );

          label.style.transform = `translate3d(0, ${translate}em, 0)`;
          label.style.opacity = opacity;

        }
      } );

      this.tweens[ type ][ tweenId++ ] = new Tween( {
        delay: show ? delay + 100 : delay,
        duration: 400,
        easing: easing,
        onUpdate: tween => {

          const translate = show ? ( 1 - tween.value ) : tween.value;
          const scale = show ? tween.value : ( 1 - tween.value );
          const opacity = scale;

          track.style.transform = `translate3d(0, ${translate}em, 0) scale3d(${scale}, 1, 1)`;
          track.style.opacity = opacity;

        }
      } );

      this.tweens[ type ][ tweenId++ ] = new Tween( {
        delay: show ? delay + 100 : delay,
        duration: 400,
        easing: easing,
        onUpdate: tween => {

          const translate = show ? ( 1 - tween.value ) : tween.value;
          const opacity = 1 - translate;
          const scale = 0.5 + opacity * 0.5;

          handle.style.transform = `translate3d(0, ${translate}em, 0) scale3d(${scale}, ${scale}, ${scale})`;
          handle.style.opacity = opacity;

        }
      } );

      list.forEach( ( listItem, labelIndex ) => {

        listItem.style.opacity = show ? 0 : 1;

        this.tweens[ type ][ tweenId++ ] = new Tween( {
          delay: show ? delay + 200 + labelIndex * 50 : delay,
          duration: 400,
          easing: easing,
          onUpdate: tween => {

            const translate = show ? ( 1 - tween.value ) : tween.value;
            const opacity = show ? tween.value : ( 1 - tween.value );

            listItem.style.transform = `translate3d(0, ${translate}em, 0)`;
            listItem.style.opacity = opacity;

          }
        } );

      } );

      listMax = list.length > listMax ? list.length - 1 : listMax;

      range.style.opacity = 1;

    } );

    this.durations[ type ] = show
      ? ( ( ranges.length - 1 ) * 100 ) + 200 + listMax * 50 + 400
      : ( ( ranges.length - 1 ) * 100 ) + 400;

    setTimeout( () => this.activeTransitions--, this.durations[ type ] ); 

  }

  title( show ) {

    this.activeTransitions++;

    const title = this.game.dom.texts.title;

    if ( title.querySelector( 'span i' ) === null )
      title.querySelectorAll( 'span' ).forEach( span => this.splitLetters( span ) );

    const letters = title.querySelectorAll( 'i' );

    this.flipLetters( 'title', letters, show );

    title.style.opacity = 1;

    const note = this.game.dom.texts.note;

    this.tweens.title[ letters.length ] = new Tween( {
      target: note.style,
      easing: Easing.Sine.InOut(),
      duration: show ? 800 : 400,
      yoyo: show ? true : null,
      from: { opacity: show ? 0 : ( parseFloat( getComputedStyle( note ).opacity ) ) },
      to: { opacity: show ? 1 : 0 },
    } );

    setTimeout( () => this.activeTransitions--, this.durations.title );

  }

  timer( show ) {

    this.activeTransitions++;

    const timer = this.game.dom.texts.timer;

    timer.style.opacity = 0;
    this.game.timer.convert();
    this.game.timer.setText();

    this.splitLetters( timer );
    const letters = timer.querySelectorAll( 'i' );
    this.flipLetters( 'timer', letters, show );

    timer.style.opacity = 1;

    setTimeout( () => this.activeTransitions--, this.durations.timer );

  }

  splitLetters( element ) {

    const text = element.innerHTML;

    element.innerHTML = '';

    text.split( '' ).forEach( letter => {

      const i = document.createElement( 'i' );

      i.innerHTML = letter;

      element.appendChild( i );

    } );

  }

  flipLetters( type, letters, show ) {

    try { this.tweens[ type ].forEach( tween => tween.stop() ); } catch(e) {}
    letters.forEach( ( letter, index ) => {

      letter.style.opacity = show ? 0 : 1;

      this.tweens[ type ][ index ] = new Tween( {
        easing: Easing.Sine.Out(),
        duration: show ? 800 : 400,
        delay: index * 50,
        onUpdate: tween => {

          const rotation = show ? ( 1 - tween.value ) * -80 : tween.value * 80;

          letter.style.transform = `rotate3d(0, 1, 0, ${rotation}deg)`;
          letter.style.opacity = show ? tween.value : ( 1 - tween.value );

        },
      } );

    } );

    this.durations[ type ] = ( letters.length - 1 ) * 50 + ( show ? 800 : 400 );

  }

}

class Timer extends Animation {

  constructor( game ) {

    super( false );

    this.game = game;
    this.reset();
    
  }

  start( continueGame ) {

    this.startTime = continueGame ? ( Date.now() - this.deltaTime ) : Date.now();
    this.deltaTime = 0;
    this.converted = this.convert();

    super.start();

  }

  reset() {

    this.startTime = 0;
    this.currentTime = 0;
    this.deltaTime = 0;
    this.converted = '0:00';

  }

  stop() {

    this.currentTime = Date.now();
    this.deltaTime = this.currentTime - this.startTime;
    this.convert();

    super.stop();

    return { time: this.converted, millis: this.deltaTime };

  }

  update() {

    const old = this.converted;

    this.currentTime = Date.now();
    this.deltaTime = this.currentTime - this.startTime;
    this.convert();

    if ( this.converted != old ) {

      localStorage.setItem( 'theCube_time', this.deltaTime );
      this.setText();

    }

  }

  convert() {

    const seconds = parseInt( ( this.deltaTime / 1000 ) % 60 );
    const minutes = parseInt( ( this.deltaTime / ( 1000 * 60 ) ) );

    this.converted = minutes + ':' + ( seconds < 10 ? '0' : '' ) + seconds;

  }

  setText() {

    this.game.dom.texts.timer.innerHTML = this.converted;

  }

}

const RangeHTML = [

  '<div class="range">',
    '<div class="range__label"></div>',
    '<div class="range__track">',
      '<div class="range__track-line"></div>',
      '<div class="range__handle"><div></div></div>',
    '</div>',
    '<div class="range__list"></div>',
  '</div>',

].join( '\n' );

document.querySelectorAll( 'range' ).forEach( el => {

  const temp = document.createElement( 'div' );
  temp.innerHTML = RangeHTML;

  const range = temp.querySelector( '.range' );
  const rangeLabel = range.querySelector( '.range__label' );
  const rangeList = range.querySelector( '.range__list' );

  range.setAttribute( 'name', el.getAttribute( 'name' ) );
  rangeLabel.innerHTML = el.getAttribute( 'title' );

  if ( el.hasAttribute( 'color' ) ) {

    range.classList.add( 'range--type-color' );
    range.classList.add( 'range--color-' + el.getAttribute( 'name' ) );

  }

  if ( el.hasAttribute( 'list' ) ) {

    el.getAttribute( 'list' ).split( ',' ).forEach( listItemText => {

      const listItem = document.createElement( 'div' );
      listItem.innerHTML = listItemText;
      rangeList.appendChild( listItem );

    } );

  }

  el.parentNode.replaceChild( range, el );

} );

class Range {

  constructor( name, options ) {

    options = Object.assign( {
      range: [ 0, 1 ],
      value: 0,
      step: 0,
      onUpdate: () => {},
      onComplete: () => {},
    }, options || {} );

    this.element = document.querySelector( '.range[name="' + name + '"]' );
    this.track = this.element.querySelector( '.range__track' );
    this.handle = this.element.querySelector( '.range__handle' );
    this.list = [].slice.call( this.element.querySelectorAll( '.range__list div' ) );

    this.value = options.value;
    this.min = options.range[0];
    this.max = options.range[1];
    this.step = options.step;

    this.onUpdate = options.onUpdate;
    this.onComplete = options.onComplete;

    this.setValue( this.value );

    this.initDraggable();

  }

  setValue( value ) {

    this.value = this.round( this.limitValue( value ) );
    this.setHandlePosition();

  }

  initDraggable() {

    let current;

    this.draggable = new Draggable( this.handle, { calcDelta: true } );

    this.draggable.onDragStart = position => {

      current = this.positionFromValue( this.value );
      this.handle.style.left = current + 'px';

    };

    this.draggable.onDragMove = position => {

      current = this.limitPosition( current + position.delta.x );
      this.value = this.round( this.valueFromPosition( current ) );
      this.setHandlePosition();
      
      this.onUpdate( this.value );

    };

    this.draggable.onDragEnd = position => {

      this.onComplete( this.value );

    };

  }

  round( value ) {

    if ( this.step < 1 ) return value;

    return Math.round( ( value - this.min ) / this.step ) * this.step + this.min;

  }

  limitValue( value ) {

    const max = Math.max( this.max, this.min );
    const min = Math.min( this.max, this.min );

    return Math.min( Math.max( value, min ), max );

  }

  limitPosition( position ) {

    return Math.min( Math.max( position, 0 ), this.track.offsetWidth );

  }

  percentsFromValue( value ) {

    return ( value - this.min ) / ( this.max - this.min );

  }

  valueFromPosition( position ) {

    return this.min + ( this.max - this.min ) * ( position / this.track.offsetWidth );

  }

  positionFromValue( value ) {

    return this.percentsFromValue( value ) * this.track.offsetWidth;

  }

  setHandlePosition() {

    this.handle.style.left = this.percentsFromValue( this.value ) * 100 + '%';

  }

}

class Preferences {

  constructor( game ) {

    this.game = game;

  }

  init() {

    this.ranges = {

      size: new Range( 'size', {
        value: this.game.cube.size,
        range: [ 2, 5 ],
        step: 1,
        onUpdate: value => {

          this.game.cube.size = value;

          this.game.preferences.ranges.scramble.list.forEach( ( item, i ) => {

            item.innerHTML = this.game.scrambler.scrambleLength[ this.game.cube.size ][ i ];

          } );

        },
        onComplete: () => this.game.storage.savePreferences(),
      } ),

      flip: new Range( 'flip', {
        value: this.game.controls.flipConfig,
        range: [ 0, 2 ],
        step: 1,
        onUpdate: value => {

          this.game.controls.flipConfig = value;

        },
        onComplete: () => this.game.storage.savePreferences(),
      } ),

      scramble: new Range( 'scramble', {
        value: this.game.scrambler.dificulty,
        range: [ 0, 2 ],
        step: 1,
        onUpdate: value => {

          this.game.scrambler.dificulty = value;

        },
        onComplete: () => this.game.storage.savePreferences()
      } ),

      fov: new Range( 'fov', {
        value: this.game.world.fov,
        range: [ 2, 45 ],
        onUpdate: value => {

          this.game.world.fov = value;
          this.game.world.resize();

        },
        onComplete: () => this.game.storage.savePreferences()
      } ),

      theme: new Range( 'theme', {
        value: { cube: 0, erno: 1, dust: 2, camo: 3, rain: 4 }[ this.game.themes.theme ],
        range: [ 0, 4 ],
        step: 1,
        onUpdate: value => {

          const theme = [ 'cube', 'erno', 'dust', 'camo', 'rain' ][ value ];
          this.game.themes.setTheme( theme );

        },
        onComplete: () => this.game.storage.savePreferences()
      } ),

      hue: new Range( 'hue', {
        value: 0,
        range: [ 0, 360 ],
        onUpdate: value => this.game.themeEditor.updateHSL(),
        onComplete: () => this.game.storage.savePreferences(),
      } ),

      saturation: new Range( 'saturation', {
        value: 100,
        range: [ 0, 100 ],
        onUpdate: value => this.game.themeEditor.updateHSL(),
        onComplete: () => this.game.storage.savePreferences(),
      } ),

      lightness: new Range( 'lightness', {
        value: 50,
        range: [ 0, 100 ],
        onUpdate: value => this.game.themeEditor.updateHSL(),
        onComplete: () => this.game.storage.savePreferences(),
      } ),

    };

    this.ranges.scramble.list.forEach( ( item, i ) => {

      item.innerHTML = this.game.scrambler.scrambleLength[ this.game.cube.size ][ i ];

    } );
    
  }

}

class Confetti {

  constructor( game ) {

    this.game = game;
    this.started = 0;

    this.options = {
      speed: { min: 0.0011, max: 0.0022 },
      revolution: { min: 0.01, max: 0.05 },
      size: { min: 0.1, max: 0.15 },
      colors: [ 0x41aac8, 0x82ca38, 0xffef48, 0xef3923, 0xff8c0a ],
    };

    this.geometry = new THREE.PlaneGeometry( 1, 1 );
    this.material = new THREE.MeshLambertMaterial( { side: THREE.DoubleSide } );

    this.holders = [
      new ConfettiStage( this.game, this, 1, 20 ),
      new ConfettiStage( this.game, this, -1, 30 ),
    ];

  }

  start() {

    if ( this.started > 0 ) return;

    this.holders.forEach( holder => {

      this.game.world.scene.add( holder.holder );
      holder.start();
      this.started ++;

    } );

  }

  stop() {

    if ( this.started == 0 ) return;

    this.holders.forEach( holder => {

      holder.stop( () => {

        this.game.world.scene.remove( holder.holder );
        this.started --;

      } );

    } );

  }

  updateColors( colors ) {

    this.holders.forEach( holder => {

      holder.options.colors.forEach( ( color, index ) => {

        holder.options.colors[ index ] = colors[ [ 'D', 'F', 'R', 'B', 'L' ][ index ] ];

      } );

    } );

  }

}

class ConfettiStage extends Animation {

  constructor( game, parent, distance, count ) {

    super( false );

    this.game = game;
    this.parent = parent;

    this.distanceFromCube = distance;

    this.count = count;
    this.particles = [];

    this.holder = new THREE.Object3D();
    this.holder.rotation.copy( this.game.world.camera.rotation );

    this.object = new THREE.Object3D();
    this.holder.add( this.object );

    this.resizeViewport = this.resizeViewport.bind( this );
    this.game.world.onResize.push( this.resizeViewport );
    this.resizeViewport();    

    this.geometry = this.parent.geometry;
    this.material = this.parent.material;

    this.options = this.parent.options;

    let i = this.count;
    while ( i-- ) this.particles.push( new Particle( this ) );

  }

  start() {

    this.time = performance.now();
    this.playing = true;

    let i = this.count;
    while ( i-- ) this.particles[ i ].reset();

    super.start();

  }

  stop( callback ) {

    this.playing = false;
    this.completed = 0;
    this.callback = callback;

  }

  reset() {

    super.stop();

    this.callback();

  }

  update() {

    const now = performance.now();
    const delta = now - this.time;
    this.time = now;

    let i = this.count;

    while ( i-- )
      if ( ! this.particles[ i ].completed ) this.particles[ i ].update( delta );

    if ( ! this.playing && this.completed == this.count ) this.reset();

  }

  resizeViewport() {

    const fovRad = this.game.world.camera.fov * THREE.Math.DEG2RAD;

    this.height = 2 * Math.tan( fovRad / 2 ) * ( this.game.world.camera.position.length() - this.distanceFromCube );
    this.width = this.height * this.game.world.camera.aspect;

    const scale = 1 / this.game.transition.data.cameraZoom;

    this.width *= scale;
    this.height *= scale;

    this.object.position.z = this.distanceFromCube;
    this.object.position.y = this.height / 2;

  }
  
}

class Particle {

  constructor( confetti ) {

    this.confetti = confetti;
    this.options = this.confetti.options;

    this.velocity = new THREE.Vector3();
    this.force = new THREE.Vector3();

    this.mesh = new THREE.Mesh( this.confetti.geometry, this.confetti.material.clone() );
    this.confetti.object.add( this.mesh );

    this.size = THREE.Math.randFloat( this.options.size.min, this.options.size.max );
    this.mesh.scale.set( this.size, this.size, this.size );

    return this;

  }

  reset( randomHeight = true ) {

    this.completed = false;

    this.color = new THREE.Color( this.options.colors[ Math.floor( Math.random() * this.options.colors.length ) ] );
    this.mesh.material.color.set( this.color );

    this.speed = THREE.Math.randFloat( this.options.speed.min, this.options.speed.max ) * - 1;
    this.mesh.position.x = THREE.Math.randFloat( - this.confetti.width / 2, this.confetti.width / 2 );
    this.mesh.position.y = ( randomHeight )
      ? THREE.Math.randFloat( this.size, this.confetti.height + this.size )
      : this.size;

    this.revolutionSpeed = THREE.Math.randFloat( this.options.revolution.min, this.options.revolution.max );
    this.revolutionAxis = [ 'x', 'y', 'z' ][ Math.floor( Math.random() * 3 ) ];
    this.mesh.rotation.set( Math.random() * Math.PI / 3, Math.random() * Math.PI / 3, Math.random() * Math.PI / 3 );

  }

  stop() {

    this.completed = true;
    this.confetti.completed ++;

  }

  update( delta ) {

    this.mesh.position.y += this.speed * delta;
    this.mesh.rotation[ this.revolutionAxis ] += this.revolutionSpeed;

    if ( this.mesh.position.y < - this.confetti.height - this.size )
      ( this.confetti.playing ) ? this.reset( false ) : this.stop();

  }

}

class Scores {

  constructor( game ) {

    this.game = game;

    this.data = {
      2: {
        scores: [],
        solves: 0,
        best: 0,
        worst: 0,
      },
      3: {
        scores: [],
        solves: 0,
        best: 0,
        worst: 0,
      },
      4: {
        scores: [],
        solves: 0,
        best: 0,
        worst: 0,
      },
      5: {
        scores: [],
        solves: 0,
        best: 0,
        worst: 0,
      }
    };

  }

  addScore( time ) {

    const data = this.data[ this.game.cube.sizeGenerated ];

    data.scores.push( time );
    data.solves++;

    if ( data.scores.lenght > 100 ) data.scores.shift();

    let bestTime = false;    

    if ( time < data.best || data.best === 0 ) {

      data.best = time;
      bestTime = true;

    }

    if ( time > data.worst ) data.worst = time;

    this.game.storage.saveScores();

    return bestTime;

  }

  calcStats() {

    const s = this.game.cube.sizeGenerated;
    const data = this.data[ s ];

    this.setStat( 'cube-size', `${s}<i>x</i>${s}<i>x</i>${s}` );
    this.setStat( 'total-solves', data.solves );
    this.setStat( 'best-time', this.convertTime( data.best ) );
    this.setStat( 'worst-time', this.convertTime( data.worst ) );
    this.setStat( 'average-5', this.getAverage( 5 ) );
    this.setStat( 'average-12', this.getAverage( 12 ) );
    this.setStat( 'average-25', this.getAverage( 25 ) );

  }

  setStat( name, value ) {

    if ( value === 0 ) value = '-';

    this.game.dom.stats.querySelector( `.stats[name="${name}"] b` ).innerHTML = value;

  }

  getAverage( count ) {

    const data = this.data[ this.game.cube.sizeGenerated ];

    if ( data.scores.length < count ) return 0;

    return this.convertTime( data.scores.slice( -count ).reduce( ( a, b ) => a + b, 0 ) / count );

  }

  convertTime( time ) {

    if ( time <= 0 ) return 0;

    const seconds = parseInt( ( time / 1000 ) % 60 );
    const minutes = parseInt( ( time / ( 1000 * 60 ) ) );

    return minutes + ':' + ( seconds < 10 ? '0' : '' ) + seconds;

  }

}

class Storage {

  constructor( game ) {

    this.game = game;

    const userVersion = localStorage.getItem( 'theCube_version' );

    if ( ! userVersion || userVersion !== window.gameVersion ) {

      this.clearGame();
      this.clearPreferences();
      this.migrateScores();
      localStorage.setItem( 'theCube_version', window.gameVersion );

    }

  }

  init() {

    this.loadPreferences();
    this.loadScores();

  }

  loadGame() {

    try {

      const gameInProgress = localStorage.getItem( 'theCube_playing' ) === 'true';

      if ( ! gameInProgress ) throw new Error();

      const gameCubeData = JSON.parse( localStorage.getItem( 'theCube_savedState' ) );
      const gameTime = parseInt( localStorage.getItem( 'theCube_time' ) );

      if ( ! gameCubeData || gameTime === null ) throw new Error();
      if ( gameCubeData.size !== this.game.cube.sizeGenerated ) throw new Error();

      this.game.cube.loadFromData( gameCubeData );

      this.game.timer.deltaTime = gameTime;

      this.game.saved = true;

    } catch( e ) {

      this.game.saved = false;

    }

  }

  saveGame() {

    const gameInProgress = true;
    const gameCubeData = { names: [], positions: [], rotations: [] };
    const gameTime = this.game.timer.deltaTime;

    gameCubeData.size = this.game.cube.sizeGenerated;

    this.game.cube.pieces.forEach( piece => {

      gameCubeData.names.push( piece.name );
      gameCubeData.positions.push( piece.position );
      gameCubeData.rotations.push( piece.rotation.toVector3() );

    } );

    localStorage.setItem( 'theCube_playing', gameInProgress );
    localStorage.setItem( 'theCube_savedState', JSON.stringify( gameCubeData ) );
    localStorage.setItem( 'theCube_time', gameTime );

  }

  clearGame() {

    localStorage.removeItem( 'theCube_playing' );
    localStorage.removeItem( 'theCube_savedState' );
    localStorage.removeItem( 'theCube_time' );

  }

  loadScores() {

    try {

      const scoresData = JSON.parse( localStorage.getItem( 'theCube_scores' ) );

      if ( ! scoresData ) throw new Error();

      this.game.scores.data = scoresData;

    } catch( e ) {}

  }

  saveScores() {

    const scoresData = this.game.scores.data;

    localStorage.setItem( 'theCube_scores', JSON.stringify( scoresData ) );

  }

  clearScores() {

    localStorage.removeItem( 'theCube_scores' );

  }

  migrateScores() {

    try {

      const scoresData = JSON.parse( localStorage.getItem( 'theCube_scoresData' ) );
      const scoresBest = parseInt( localStorage.getItem( 'theCube_scoresBest' ) );
      const scoresWorst = parseInt( localStorage.getItem( 'theCube_scoresWorst' ) );
      const scoresSolves = parseInt( localStorage.getItem( 'theCube_scoresSolves' ) );

      if ( ! scoresData || ! scoresBest || ! scoresSolves || ! scoresWorst ) return false;

      this.game.scores.data[ 3 ].scores = scoresData;
      this.game.scores.data[ 3 ].best = scoresBest;
      this.game.scores.data[ 3 ].solves = scoresSolves;
      this.game.scores.data[ 3 ].worst = scoresWorst;

      localStorage.removeItem( 'theCube_scoresData' );
      localStorage.removeItem( 'theCube_scoresBest' );
      localStorage.removeItem( 'theCube_scoresWorst' );
      localStorage.removeItem( 'theCube_scoresSolves' );

    } catch( e ) {}

  }

  loadPreferences() {

    try {

      const preferences = JSON.parse( localStorage.getItem( 'theCube_preferences' ) );

      if ( ! preferences ) throw new Error();

      this.game.cube.size = parseInt( preferences.cubeSize );
      this.game.controls.flipConfig = parseInt( preferences.flipConfig );
      this.game.scrambler.dificulty = parseInt( preferences.dificulty );

      this.game.world.fov = parseFloat( preferences.fov );
      this.game.world.resize();

      this.game.themes.colors = preferences.colors;
      this.game.themes.setTheme( preferences.theme );

      return true;

    } catch (e) {

      this.game.cube.size = 3;
      this.game.controls.flipConfig = 0;
      this.game.scrambler.dificulty = 1;

      this.game.world.fov = 10;
      this.game.world.resize();

      this.game.themes.setTheme( 'cube' );

      this.savePreferences();

      return false;

    }

  }

  savePreferences() {

    const preferences = {
      cubeSize: this.game.cube.size,
      flipConfig: this.game.controls.flipConfig,
      dificulty: this.game.scrambler.dificulty,
      fov: this.game.world.fov,
      theme: this.game.themes.theme,
      colors: this.game.themes.colors,
    };

    localStorage.setItem( 'theCube_preferences', JSON.stringify( preferences ) );

  }

  clearPreferences() {

    localStorage.removeItem( 'theCube_preferences' );

  }

}

class Themes {

  constructor( game ) {

    this.game = game;
    this.theme = null;

    this.defaults = {
      cube: {
        U: 0xfff7ff, // white
        D: 0xffef48, // yellow
        F: 0xef3923, // red
        R: 0x41aac8, // blue
        B: 0xff8c0a, // orange
        L: 0x82ca38, // green
        P: 0x08101a, // piece
        G: 0xd1d5db, // background
      },
      erno: {
        U: 0xffffff,
        D: 0xffd500,
        F: 0xc41e3a,
        R: 0x0051ba,
        B: 0xff5800,
        L: 0x009e60,
        P: 0x08101a,
        G: 0x8abdff,
      },
      dust: {
        U: 0xfff6eb,
        D: 0xe7c48d,
        F: 0x8f253e,
        R: 0x607e69,
        B: 0xbe6f62,
        L: 0x849f5d,
        P: 0x08101a,
        G: 0xE7C48D,
      },
      camo: {
        U: 0xfff6eb,
        D: 0xbfb672,
        F: 0x37241c,
        R: 0x718456,
        B: 0x805831,
        L: 0x37431d,
        P: 0x08101a,
        G: 0xBFB672,
      },
      rain: {
        U: 0xfafaff,
        D: 0xedb92d,
        F: 0xce2135,
        R: 0x449a89,
        B: 0xec582f,
        L: 0xa3a947,
        P: 0x08101a,
        G: 0x87b9ac,
      },
    };

    this.colors = JSON.parse( JSON.stringify( this.defaults ) );

  }

  getColors() {

    return this.colors[ this.theme ];

  }

  setTheme( theme = false, force = false ) {

    if ( theme === this.theme && force === false ) return;
    if ( theme !== false ) this.theme = theme;

    const colors = this.getColors();

    this.game.dom.prefs.querySelectorAll( '.range__handle div' ).forEach( range => {

      range.style.background = '#' + colors.R.toString(16).padStart(6, '0');

    } );

    this.game.cube.updateColors( colors );

    this.game.confetti.updateColors( colors );

    this.game.dom.back.style.background = '#' + colors.G.toString(16).padStart(6, '0');

  }

}

class ThemeEditor {

  constructor( game ) {

    this.game = game;

    this.editColor = 'R';

    this.getPieceColor = this.getPieceColor.bind( this );

  }

  colorFromHSL( h, s, l ) {

    h = Math.round( h );
    s = Math.round( s );
    l = Math.round( l );

    return new THREE.Color( `hsl(${h}, ${s}%, ${l}%)` );

  }

  setHSL( color = null, animate = false ) {

    this.editColor = ( color === null) ? 'R' : color;

    const hsl = new THREE.Color( this.game.themes.getColors()[ this.editColor ] );

    const { h, s, l } = hsl.getHSL( hsl );
    const { hue, saturation, lightness } = this.game.preferences.ranges;

    if ( animate ) {

      const ho = hue.value / 360;
      const so = saturation.value / 100;
      const lo = lightness.value / 100;

      const colorOld = this.colorFromHSL( hue.value, saturation.value, lightness.value );

      if ( this.tweenHSL ) this.tweenHSL.stop();

      this.tweenHSL = new Tween( {
        duration: 200,
        easing: Easing.Sine.Out(),
        onUpdate: tween => {

          hue.setValue( ( ho + ( h - ho ) * tween.value ) * 360 );
          saturation.setValue( ( so + ( s - so ) * tween.value ) * 100 );
          lightness.setValue( ( lo + ( l - lo ) * tween.value ) * 100 );

          const colorTween = colorOld.clone().lerp( hsl, tween.value );

          const colorTweenStyle = colorTween.getStyle();
          const colorTweenHex = colorTween.getHSL( colorTween );

          hue.handle.style.color = colorTweenStyle;
          saturation.handle.style.color = colorTweenStyle;
          lightness.handle.style.color = colorTweenStyle;

          saturation.track.style.color =
            this.colorFromHSL( colorTweenHex.h * 360, 100, 50 ).getStyle();
          lightness.track.style.color =
            this.colorFromHSL( colorTweenHex.h * 360, colorTweenHex.s * 100, 50 ).getStyle();

          this.game.dom.theme.style.display = 'none';
          this.game.dom.theme.offsetHeight;
          this.game.dom.theme.style.display = '';

        },
        onComplete: () => {

          this.updateHSL();
          this.game.storage.savePreferences();

        },
      } );

    } else {

      hue.setValue( h * 360 );
      saturation.setValue( s * 100 );
      lightness.setValue( l * 100 );

      this.updateHSL();
      this.game.storage.savePreferences();

    }

  }

  updateHSL() {

    const { hue, saturation, lightness } = this.game.preferences.ranges;

    const h = hue.value;
    const s = saturation.value;
    const l = lightness.value;

    const color = this.colorFromHSL( h, s, l ).getStyle();

    hue.handle.style.color = color;
    saturation.handle.style.color = color;
    lightness.handle.style.color = color;

    saturation.track.style.color = this.colorFromHSL( h, 100, 50 ).getStyle();
    lightness.track.style.color = this.colorFromHSL( h, s, 50 ).getStyle();

    this.game.dom.theme.style.display = 'none';
    this.game.dom.theme.offsetHeight;
    this.game.dom.theme.style.display = '';

    const theme = this.game.themes.theme;

    this.game.themes.colors[ theme ][ this.editColor ] = this.colorFromHSL( h, s, l ).getHex();
    this.game.themes.setTheme();

  }

  colorPicker( enable ) {

    if ( enable ) {

      this.game.dom.game.addEventListener( 'click', this.getPieceColor, false );

    } else {

      this.game.dom.game.removeEventListener( 'click', this.getPieceColor, false );

    }

  }

  getPieceColor( event ) {

    const clickEvent = event.touches
      ? ( event.touches[ 0 ] || event.changedTouches[ 0 ] )
      : event;

    const clickPosition = new THREE.Vector2( clickEvent.pageX, clickEvent.pageY );

    let edgeIntersect = this.game.controls.getIntersect( clickPosition, this.game.cube.edges, true );
    let pieceIntersect = this.game.controls.getIntersect( clickPosition, this.game.cube.cubes, true );

    if ( edgeIntersect !== false ) {

      const edge = edgeIntersect.object;

      const position = edge.parent
        .localToWorld( edge.position.clone() )
        .sub( this.game.cube.object.position )
        .sub( this.game.cube.animator.position );

      const mainAxis = this.game.controls.getMainAxis( position );
      if ( position.multiplyScalar( 2 ).round()[ mainAxis ] < 1 ) edgeIntersect = false;

    }

    const name = edgeIntersect ? edgeIntersect.object.name : pieceIntersect ? 'P' : 'G';

    this.setHSL( name, true );

  }

  resetTheme() {

    this.game.themes.colors[ this.game.themes.theme ] =
      JSON.parse( JSON.stringify( this.game.themes.defaults[ this.game.themes.theme ] ) );

    this.game.themes.setTheme();

    this.setHSL( this.editColor, true );

  }

}

const States = {
  3: {
    checkerboard: {
      names: [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26 ],
      positions: [
        { "x": 1/3, "y": -1/3, "z": 1/3 },
        { "x": -1/3, "y": 1/3, "z": 0 },
        { "x": 1/3, "y": -1/3, "z": -1/3 },
        { "x": -1/3, "y": 0, "z": -1/3 },
        { "x": 1/3, "y": 0, "z": 0 },
        { "x": -1/3, "y": 0, "z": 1/3 },
        { "x": 1/3, "y": 1/3, "z": 1/3 },
        { "x": -1/3, "y": -1/3, "z": 0 },
        { "x": 1/3, "y": 1/3, "z": -1/3 },
        { "x": 0, "y": 1/3, "z": -1/3 },
        { "x": 0, "y": -1/3, "z": 0 },
        { "x": 0, "y": 1/3, "z": 1/3 },
        { "x": 0, "y": 0, "z": 1/3 },
        { "x": 0, "y": 0, "z": 0 },
        { "x": 0, "y": 0, "z": -1/3 },
        { "x": 0, "y": -1/3, "z": -1/3 },
        { "x": 0, "y": 1/3, "z": 0 },
        { "x": 0, "y": -1/3, "z": 1/3 },
        { "x": -1/3, "y": -1/3, "z": 1/3 },
        { "x": 1/3, "y": 1/3, "z": 0 },
        { "x": -1/3, "y": -1/3, "z": -1/3 },
        { "x": 1/3, "y": 0, "z": -1/3 },
        { "x": -1/3, "y": 0, "z": 0 },
        { "x": 1/3, "y": 0, "z": 1/3 },
        { "x": -1/3, "y": 1/3, "z": 1/3 },
        { "x": 1/3, "y": -1/3, "z": 0 },
        { "x": -1/3, "y": 1/3, "z": -1/3 }
      ],
      rotations: [
        { "x": -Math.PI, "y": 0, "z": Math.PI, },
        { "x": Math.PI, "y": 0, "z": 0 },
        { "x": -Math.PI, "y": 0, "z": Math.PI },
        { "x": 0, "y": 0, "z": 0 },
        { "x": 0, "y": 0, "z": Math.PI },
        { "x": 0, "y": 0, "z": 0 },
        { "x": -Math.PI, "y": 0, "z": Math.PI },
        { "x": Math.PI, "y": 0, "z": 0 },
        { "x": -Math.PI, "y": 0, "z": Math.PI },
        { "x": 0, "y": 0, "z": Math.PI },
        { "x": 0, "y": 0, "z": 0 },
        { "x": 0, "y": 0, "z": Math.PI },
        { "x": -Math.PI, "y": 0, "z": 0 },
        { "x": Math.PI, "y": 0, "z": Math.PI },
        { "x": Math.PI, "y": 0, "z": 0 },
        { "x": 0, "y": 0, "z": Math.PI },
        { "x": 0, "y": 0, "z": 0 },
        { "x": 0, "y": 0, "z": Math.PI },
        { "x": Math.PI, "y": 0, "z": Math.PI },
        { "x": -Math.PI, "y": 0, "z": 0 },
        { "x": Math.PI, "y": 0, "z": Math.PI },
        { "x": 0, "y": 0, "z": 0 },
        { "x": 0, "y": 0, "z": Math.PI },
        { "x": 0, "y": 0, "z": 0 },
        { "x": Math.PI, "y": 0, "z": Math.PI },
        { "x": -Math.PI, "y": 0, "z": 0 },
        { "x": Math.PI, "y": 0, "z": Math.PI }
      ],
      size: 3,
    },
  }
};

class IconsConverter {

  constructor( options ) {

    options = Object.assign( {
      tagName: 'icon',
      className: 'icon',
      styles: false,
      icons: {},
      observe: false,
      convert: false,
    }, options || {} );

    this.tagName = options.tagName;
    this.className = options.className;
    this.icons = options.icons;

    this.svgTag = document.createElementNS( 'http://www.w3.org/2000/svg', 'svg' );
    this.svgTag.setAttribute( 'class', this.className );

    if ( options.styles ) this.addStyles();
    if ( options.convert ) this.convertAllIcons();

    if ( options.observe ) {

      const MutationObserver = window.MutationObserver || window.WebKitMutationObserver;
      this.observer = new MutationObserver( mutations => { this.convertAllIcons(); } );
      this.observer.observe( document.documentElement, { childList: true, subtree: true } );

    }

    return this;

  }

  convertAllIcons() {

    document.querySelectorAll( this.tagName ).forEach( icon => { this.convertIcon( icon ); } );

  }

  convertIcon( icon ) {

    const svgData = this.icons[ icon.attributes[0].localName ];

    if ( typeof svgData === 'undefined' ) return;

    const svg = this.svgTag.cloneNode( true );
    const viewBox = svgData.viewbox.split( ' ' );

    svg.setAttributeNS( null, 'viewBox', svgData.viewbox );
    svg.style.width = viewBox[2] / viewBox[3] + 'em';
    svg.style.height = '1em';
    svg.innerHTML = svgData.content;

    icon.parentNode.replaceChild( svg, icon );

  }

  addStyles() {

    const style = document.createElement( 'style' );
    style.innerHTML = `.${this.className} { display: inline-block; font-size: inherit; overflow: visible; vertical-align: -0.125em; preserveAspectRatio: none; }`;
    document.head.appendChild( style );

  }

}

const Icons = new IconsConverter( {

  icons: {
    settings: {
      viewbox: '0 0 512 512',
      content: '<path fill="currentColor" d="M444.788 291.1l42.616 24.599c4.867 2.809 7.126 8.618 5.459 13.985-11.07 35.642-29.97 67.842-54.689 94.586a12.016 12.016 0 0 1-14.832 2.254l-42.584-24.595a191.577 191.577 0 0 1-60.759 35.13v49.182a12.01 12.01 0 0 1-9.377 11.718c-34.956 7.85-72.499 8.256-109.219.007-5.49-1.233-9.403-6.096-9.403-11.723v-49.184a191.555 191.555 0 0 1-60.759-35.13l-42.584 24.595a12.016 12.016 0 0 1-14.832-2.254c-24.718-26.744-43.619-58.944-54.689-94.586-1.667-5.366.592-11.175 5.459-13.985L67.212 291.1a193.48 193.48 0 0 1 0-70.199l-42.616-24.599c-4.867-2.809-7.126-8.618-5.459-13.985 11.07-35.642 29.97-67.842 54.689-94.586a12.016 12.016 0 0 1 14.832-2.254l42.584 24.595a191.577 191.577 0 0 1 60.759-35.13V25.759a12.01 12.01 0 0 1 9.377-11.718c34.956-7.85 72.499-8.256 109.219-.007 5.49 1.233 9.403 6.096 9.403 11.723v49.184a191.555 191.555 0 0 1 60.759 35.13l42.584-24.595a12.016 12.016 0 0 1 14.832 2.254c24.718 26.744 43.619 58.944 54.689 94.586 1.667 5.366-.592 11.175-5.459 13.985L444.788 220.9a193.485 193.485 0 0 1 0 70.2zM336 256c0-44.112-35.888-80-80-80s-80 35.888-80 80 35.888 80 80 80 80-35.888 80-80z" />',
    },
    back: {
      viewbox: '0 0 512 512',
      content: '<path transform="translate(512, 0) scale(-1,1)" fill="currentColor" d="M503.691 189.836L327.687 37.851C312.281 24.546 288 35.347 288 56.015v80.053C127.371 137.907 0 170.1 0 322.326c0 61.441 39.581 122.309 83.333 154.132 13.653 9.931 33.111-2.533 28.077-18.631C66.066 312.814 132.917 274.316 288 272.085V360c0 20.7 24.3 31.453 39.687 18.164l176.004-152c11.071-9.562 11.086-26.753 0-36.328z" />',
    },
    trophy: {
      viewbox: '0 0 576 512',
      content: '<path fill="currentColor" d="M552 64H448V24c0-13.3-10.7-24-24-24H152c-13.3 0-24 10.7-24 24v40H24C10.7 64 0 74.7 0 88v56c0 66.5 77.9 131.7 171.9 142.4C203.3 338.5 240 360 240 360v72h-48c-35.3 0-64 20.7-64 56v12c0 6.6 5.4 12 12 12h296c6.6 0 12-5.4 12-12v-12c0-35.3-28.7-56-64-56h-48v-72s36.7-21.5 68.1-73.6C498.4 275.6 576 210.3 576 144V88c0-13.3-10.7-24-24-24zM64 144v-16h64.2c1 32.6 5.8 61.2 12.8 86.2-47.5-16.4-77-49.9-77-70.2zm448 0c0 20.2-29.4 53.8-77 70.2 7-25 11.8-53.6 12.8-86.2H512v16zm-127.3 4.7l-39.6 38.6 9.4 54.6c1.7 9.8-8.7 17.2-17.4 12.6l-49-25.8-49 25.8c-8.8 4.6-19.1-2.9-17.4-12.6l9.4-54.6-39.6-38.6c-7.1-6.9-3.2-19 6.7-20.5l54.8-8 24.5-49.6c4.4-8.9 17.1-8.9 21.5 0l24.5 49.6 54.8 8c9.6 1.5 13.5 13.6 6.4 20.5z" />',
    },
    cancel: {
      viewbox: '0 0 352 512',
      content: '<path fill="currentColor" d="M242.72 256l100.07-100.07c12.28-12.28 12.28-32.19 0-44.48l-22.24-22.24c-12.28-12.28-32.19-12.28-44.48 0L176 189.28 75.93 89.21c-12.28-12.28-32.19-12.28-44.48 0L9.21 111.45c-12.28 12.28-12.28 32.19 0 44.48L109.28 256 9.21 356.07c-12.28 12.28-12.28 32.19 0 44.48l22.24 22.24c12.28 12.28 32.2 12.28 44.48 0L176 322.72l100.07 100.07c12.28 12.28 32.2 12.28 44.48 0l22.24-22.24c12.28-12.28 12.28-32.19 0-44.48L242.72 256z" />',
    },
    theme: {
      viewbox: '0 0 512 512',
      content: '<path fill="currentColor" d="M204.3 5C104.9 24.4 24.8 104.3 5.2 203.4c-37 187 131.7 326.4 258.8 306.7 41.2-6.4 61.4-54.6 42.5-91.7-23.1-45.4 9.9-98.4 60.9-98.4h79.7c35.8 0 64.8-29.6 64.9-65.3C511.5 97.1 368.1-26.9 204.3 5zM96 320c-17.7 0-32-14.3-32-32s14.3-32 32-32 32 14.3 32 32-14.3 32-32 32zm32-128c-17.7 0-32-14.3-32-32s14.3-32 32-32 32 14.3 32 32-14.3 32-32 32zm128-64c-17.7 0-32-14.3-32-32s14.3-32 32-32 32 14.3 32 32-14.3 32-32 32zm128 64c-17.7 0-32-14.3-32-32s14.3-32 32-32 32 14.3 32 32-14.3 32-32 32z"/>',
    },
    reset: {
      viewbox: '0 0 512 512',
      content: '<path fill="currentColor" d="M370.72 133.28C339.458 104.008 298.888 87.962 255.848 88c-77.458.068-144.328 53.178-162.791 126.85-1.344 5.363-6.122 9.15-11.651 9.15H24.103c-7.498 0-13.194-6.807-11.807-14.176C33.933 94.924 134.813 8 256 8c66.448 0 126.791 26.136 171.315 68.685L463.03 40.97C478.149 25.851 504 36.559 504 57.941V192c0 13.255-10.745 24-24 24H345.941c-21.382 0-32.09-25.851-16.971-40.971l41.75-41.749zM32 296h134.059c21.382 0 32.09 25.851 16.971 40.971l-41.75 41.75c31.262 29.273 71.835 45.319 114.876 45.28 77.418-.07 144.315-53.144 162.787-126.849 1.344-5.363 6.122-9.15 11.651-9.15h57.304c7.498 0 13.194 6.807 11.807 14.176C478.067 417.076 377.187 504 256 504c-66.448 0-126.791-26.136-171.315-68.685L48.97 471.03C33.851 486.149 8 475.441 8 454.059V320c0-13.255 10.745-24 24-24z" />',
    },
    trash: {
      viewbox: '0 0 448 512',
      content: '<path fill="currentColor" d="M432 32H312l-9.4-18.7A24 24 0 0 0 281.1 0H166.8a23.72 23.72 0 0 0-21.4 13.3L136 32H16A16 16 0 0 0 0 48v32a16 16 0 0 0 16 16h416a16 16 0 0 0 16-16V48a16 16 0 0 0-16-16zM53.2 467a48 48 0 0 0 47.9 45h245.8a48 48 0 0 0 47.9-45L416 128H32z" />',
    },
  },

  convert: true,

} );

const STATE = {
  Menu: 0,
  Playing: 1,
  Complete: 2,
  Stats: 3,
  Prefs: 4,
  Theme: 5,
};

const BUTTONS = {
  Menu: [ 'stats', 'prefs' ],
  Playing: [ 'back' ],
  Complete: [],
  Stats: [],
  Prefs: [ 'back', 'theme' ],
  Theme: [ 'back', 'reset' ],
  None: [],
};

const SHOW = true;
const HIDE = false;

class Game {

  constructor() {

    this.dom = {
      ui: document.querySelector( '.ui' ),
      game: document.querySelector( '.ui__game' ),
      back: document.querySelector( '.ui__background' ),
      prefs: document.querySelector( '.ui__prefs' ),
      theme: document.querySelector( '.ui__theme' ),
      stats: document.querySelector( '.ui__stats' ),
      texts: {
        title: document.querySelector( '.text--title' ),
        note: document.querySelector( '.text--note' ),
        timer: document.querySelector( '.text--timer' ),
        complete: document.querySelector( '.text--complete' ),
        best: document.querySelector( '.text--best-time' ),
        theme: document.querySelector( '.text--theme' ),
      },
      buttons: {
        prefs: document.querySelector( '.btn--prefs' ),
        back: document.querySelector( '.btn--back' ),
        stats: document.querySelector( '.btn--stats' ),
        reset: document.querySelector( '.btn--reset' ),
        theme: document.querySelector( '.btn--theme' ),
      },
    };

    this.world = new World( this );
    this.cube = new Cube( this );
    this.controls = new Controls( this );
    this.scrambler = new Scrambler( this );
    this.transition = new Transition( this );
    this.timer = new Timer( this );
    this.preferences = new Preferences( this );
    this.scores = new Scores( this );
    this.storage = new Storage( this );
    this.confetti = new Confetti( this );
    this.themes = new Themes( this );
    this.themeEditor = new ThemeEditor( this );

    this.initActions();

    this.state = STATE.Menu;
    this.newGame = false;
    this.saved = false;

    this.storage.init();
    this.preferences.init();
    this.cube.init();
    this.transition.init();

    this.storage.loadGame();
    this.scores.calcStats();

    setTimeout( () => {

      this.transition.float();
      this.transition.cube( SHOW );

      setTimeout( () => this.transition.title( SHOW ), 700 );
      setTimeout( () => this.transition.buttons( BUTTONS.Menu, BUTTONS.None ), 1000 );

    }, 500 );

  }

  initActions() {

    let tappedTwice = false;

    this.dom.game.addEventListener( 'click', event => {

      if ( this.transition.activeTransitions > 0 ) return;
      if ( this.state === STATE.Playing ) return;

      if ( this.state === STATE.Menu ) {

        if ( ! tappedTwice ) {

          tappedTwice = true;
          setTimeout( () => tappedTwice = false, 300 );
          return false;

        }

        this.game( SHOW );

      } else if ( this.state === STATE.Complete ) {

        this.complete( HIDE );

      } else if ( this.state === STATE.Stats ) {

        this.stats( HIDE );

      } 

    }, false );

    this.controls.onMove = () => {

      if ( this.newGame ) {
        
        this.timer.start( true );
        this.newGame = false;

      }

    };

    this.dom.buttons.back.onclick = event => {

      if ( this.transition.activeTransitions > 0 ) return;

      if ( this.state === STATE.Playing ) {

        this.game( HIDE );

      } else if ( this.state === STATE.Prefs ) {

        this.prefs( HIDE );

      } else if ( this.state === STATE.Theme ) {

        this.theme( HIDE );

      }

    };

    this.dom.buttons.reset.onclick = event => {

      if ( this.state === STATE.Theme ) {

        this.themeEditor.resetTheme();

      }
      
    };

    this.dom.buttons.prefs.onclick = event => this.prefs( SHOW );

    this.dom.buttons.theme.onclick = event => this.theme( SHOW );

    this.dom.buttons.stats.onclick = event => this.stats( SHOW );

    this.controls.onSolved = () => this.complete( SHOW );

  }

  game( show ) {

    if ( show ) {

      if ( ! this.saved ) {

        this.scrambler.scramble();
        this.controls.scrambleCube();
        this.newGame = true;

      }

      const duration = this.saved ? 0 :
        this.scrambler.converted.length * ( this.controls.flipSpeeds[0] + 10 );

      this.state = STATE.Playing;
      this.saved = true;

      this.transition.buttons( BUTTONS.None, BUTTONS.Menu );

      this.transition.zoom( STATE.Playing, duration );
      this.transition.title( HIDE );

      setTimeout( () => {

        this.transition.timer( SHOW );
        this.transition.buttons( BUTTONS.Playing, BUTTONS.None );

      }, this.transition.durations.zoom - 1000 );

      setTimeout( () => {

        this.controls.enable();
        if ( ! this.newGame ) this.timer.start( true );

      }, this.transition.durations.zoom );

    } else {

      this.state = STATE.Menu;

      this.transition.buttons( BUTTONS.Menu, BUTTONS.Playing );

      this.transition.zoom( STATE.Menu, 0 );

      this.controls.disable();
      if ( ! this.newGame ) this.timer.stop();
      this.transition.timer( HIDE );

      setTimeout( () => this.transition.title( SHOW ), this.transition.durations.zoom - 1000 );

      this.playing = false;
      this.controls.disable();

    }

  }

  prefs( show ) {

    if ( show ) {

      if ( this.transition.activeTransitions > 0 ) return;

      this.state = STATE.Prefs;

      this.transition.buttons( BUTTONS.Prefs, BUTTONS.Menu );

      this.transition.title( HIDE );
      this.transition.cube( HIDE );

      setTimeout( () => this.transition.preferences( SHOW ), 1000 );

    } else {

      this.cube.resize();

      this.state = STATE.Menu;

      this.transition.buttons( BUTTONS.Menu, BUTTONS.Prefs );

      this.transition.preferences( HIDE );

      setTimeout( () => this.transition.cube( SHOW ), 500 );
      setTimeout( () => this.transition.title( SHOW ), 1200 );

    }

  }

  theme( show ) {

    this.themeEditor.colorPicker( show );
    
    if ( show ) {

      if ( this.transition.activeTransitions > 0 ) return;

      this.cube.loadFromData( States[ '3' ][ 'checkerboard' ] );

      this.themeEditor.setHSL( null, false );

      this.state = STATE.Theme;

      this.transition.buttons( BUTTONS.Theme, BUTTONS.Prefs );

      this.transition.preferences( HIDE );

      setTimeout( () => this.transition.cube( SHOW, true ), 500 );
      setTimeout( () => this.transition.theming( SHOW ), 1000 );

    } else {

      this.state = STATE.Prefs;

      this.transition.buttons( BUTTONS.Prefs, BUTTONS.Theme );

      this.transition.cube( HIDE, true );
      this.transition.theming( HIDE );

      setTimeout( () => this.transition.preferences( SHOW ), 1000 );
      setTimeout( () => {

        const gameCubeData = JSON.parse( localStorage.getItem( 'theCube_savedState' ) );

        if ( !gameCubeData ) {

          this.cube.resize( true );
          return;

        }

        this.cube.loadFromData( gameCubeData );

      }, 1500 );

    }

  }

  stats( show ) {

    if ( show ) {

      if ( this.transition.activeTransitions > 0 ) return;

      this.state = STATE.Stats;

      this.transition.buttons( BUTTONS.Stats, BUTTONS.Menu );

      this.transition.title( HIDE );
      this.transition.cube( HIDE );

      setTimeout( () => this.transition.stats( SHOW ), 1000 );

    } else {

      this.state = STATE.Menu;

      this.transition.buttons( BUTTONS.Menu, BUTTONS.None );

      this.transition.stats( HIDE );

      setTimeout( () => this.transition.cube( SHOW ), 500 );
      setTimeout( () => this.transition.title( SHOW ), 1200 );

    }

  }

  complete( show ) {

    if ( show ) {

      this.transition.buttons( BUTTONS.Complete, BUTTONS.Playing );

      this.state = STATE.Complete;
      this.saved = false;

      this.controls.disable();
      this.timer.stop();
      this.storage.clearGame();

      this.bestTime = this.scores.addScore( this.timer.deltaTime );

      this.transition.zoom( STATE.Menu, 0 );
      this.transition.elevate( SHOW );

      setTimeout( () => {

        this.transition.complete( SHOW, this.bestTime );
        this.confetti.start();

      }, 1000 );

    } else {

      this.state = STATE.Stats;
      this.saved = false;

      this.transition.timer( HIDE );
      this.transition.complete( HIDE, this.bestTime );
      this.transition.cube( HIDE );
      this.timer.reset();

      setTimeout( () => {

        this.cube.reset();
        this.confetti.stop();

        this.transition.stats( SHOW );
        this.transition.elevate( 0 );

      }, 1000 );

      return false;

    }

  }

}

window.version = '0.99.2';
window.game = new Game();
              
            
!
999px

Console