Pen Settings

HTML

CSS

CSS Base

Vendor Prefixing

Add External Stylesheets/Pens

Any URLs added here will be added as <link>s in order, and before the CSS in the editor. You can use the CSS from another Pen by using its URL and the proper URL extension.

+ add another resource

JavaScript

Babel includes JSX processing.

Add External Scripts/Pens

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

+ add another resource

Packages

Add Packages

Search for and use JavaScript packages from npm here. By selecting a package, an import statement will be added to the top of the JavaScript editor for this package.

Behavior

Save Automatically?

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

Auto-Updating Preview

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

Format on Save

If enabled, your code will be formatted when you actively save your Pen. Note: your code becomes un-folded during formatting.

Editor Settings

Code Indentation

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

Visit your global Editor Settings.

HTML

              
                <div id="world" />
<div id="gameoverInstructions">
  Game Over
</div>
<div id="dist">
    <div class="label">distance</div>
    <div id="distValue">000</div>
</div>

<div id="instructions">Click to jump<span class="lightInstructions"> — Grab the carrots / avoid the hedgehogs</span></div>



              
            
!

CSS

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


#world{
  position: absolute;
  width:100%;
  height: 100%;
  background-color: #dbe6e6;
  overflow: hidden;
}


#gameoverInstructions{
  position:absolute;
  font-family:'Voltaire', sans-serif;
  font-weight:bold;
  text-transform: uppercase;
  font-size:120px;
  text-align:center;
  color:#ffc5a2;
  opacity:0;
  left:50%;
  top:50%;
  width:100%;
  transform : translate(-50%,-100%);
  user-select: none;
  transition: all 500ms ease-in-out;
  
  &.show{
    opacity:1;
    transform : translate(-50%,-50%);
    transition: all 500ms ease-in-out;
  };
}


#dist{
  position:absolute;
  left:50%;
  top:50px;
  transform:translate(-50%,0%);
  user-select: none;  
}

.label{
  position:relative;
  font-family:'Voltaire', sans-serif;
  text-transform:uppercase;
  color:#ffa873;//100707;
  font-size:12px;
  letter-spacing:2px;
  text-align:center;
  margin-bottom:5px;
}


#distValue{
  position:relative;
  text-transform:uppercase;
  color:#dc5f45;//dc5f45;
  font-size:40px;
  font-family:'Voltaire';
  text-align:center;
}

#credits{
  position:absolute;
  width:100%;
  margin: auto;
  bottom:0;
  margin-bottom:20px;
  font-family:'Voltaire', sans-serif;
  color:#544027;
  font-size:12px;
  letter-spacing:0.5px;
  text-transform: uppercase;
  text-align : center;
  user-select: none;  
}
#credits a {
  color:#544027;
  
}

#credits a:hover {
  color:#dc5f45;
}

#instructions{
  position:absolute;
  width:100%;
  bottom:0;
  margin: auto;
  margin-bottom:50px;
  font-family:'Voltaire', sans-serif;
  color:#dc5f45;
  font-size:16px;
  letter-spacing:1px;
  text-transform: uppercase;
  text-align : center;
  user-select: none;
}
.lightInstructions {
  color:#5f9042;
}
              
            
!

JS

              
                //THREEJS RELATED VARIABLES 

var scene,
  camera, fieldOfView, aspectRatio, nearPlane, farPlane,
  gobalLight, shadowLight, backLight,
  renderer,
  container,
  controls, 
  clock;
var delta = 0;
var floorRadius = 200;
var speed = 6;
var distance = 0;
var level = 1;
var levelInterval;
var levelUpdateFreq = 3000;
var initSpeed = 5;
var maxSpeed = 48;
var monsterPos = .65;
var monsterPosTarget = .65;
var floorRotation = 0;
var collisionObstacle = 10;
var collisionBonus = 20;
var gameStatus = "play";
var cameraPosGame = 160;
var cameraPosGameOver = 260;
var monsterAcceleration = 0.004;
var malusClearColor = 0xb44b39;
var malusClearAlpha = 0;
var audio = new Audio('https://s3-us-west-2.amazonaws.com/s.cdpn.io/264161/Antonio-Vivaldi-Summer_01.mp3');

var fieldGameOver, fieldDistance;

//SCREEN & MOUSE VARIABLES

var HEIGHT, WIDTH, windowHalfX, windowHalfY,
  mousePos = {
    x: 0,
    y: 0
  };

//3D OBJECTS VARIABLES

var hero;


// Materials
var blackMat = new THREE.MeshPhongMaterial({
    color: 0x100707,
    shading:THREE.FlatShading,
  });
  
var brownMat = new THREE.MeshPhongMaterial({
    color: 0xb44b39,
    shininess:0,
    shading:THREE.FlatShading,
  });

var greenMat = new THREE.MeshPhongMaterial({
    color: 0x7abf8e,
    shininess:0,
    shading:THREE.FlatShading,
  });
  
  var pinkMat = new THREE.MeshPhongMaterial({
    color: 0xdc5f45,//0xb43b29,//0xff5b49,
    shininess:0,
    shading:THREE.FlatShading,
  });
  
  var lightBrownMat = new THREE.MeshPhongMaterial({
    color: 0xe07a57,
    shading:THREE.FlatShading,
  });
  
  var whiteMat = new THREE.MeshPhongMaterial({
    color: 0xa49789, 
    shading:THREE.FlatShading,
  });
  var skinMat = new THREE.MeshPhongMaterial({
    color: 0xff9ea5,
    shading:THREE.FlatShading
  });


// OTHER VARIABLES

var PI = Math.PI;

//INIT THREE JS, SCREEN AND MOUSE EVENTS

function initScreenAnd3D() {

  HEIGHT = window.innerHeight;
  WIDTH = window.innerWidth;
  windowHalfX = WIDTH / 2;
  windowHalfY = HEIGHT / 2;

  scene = new THREE.Scene();
  
  scene.fog = new THREE.Fog(0xd6eae6, 160,350);
  
  aspectRatio = WIDTH / HEIGHT;
  fieldOfView = 50;
  nearPlane = 1;
  farPlane = 2000;
  camera = new THREE.PerspectiveCamera(
    fieldOfView,
    aspectRatio,
    nearPlane,
    farPlane
  );
  camera.position.x = 0;
  camera.position.z = cameraPosGame;
  camera.position.y = 30;
  camera.lookAt(new THREE.Vector3(0, 30, 0));

  renderer = new THREE.WebGLRenderer({
    alpha: true,
    antialias: true
  });
  renderer.setPixelRatio(window.devicePixelRatio); 
  renderer.setClearColor( malusClearColor, malusClearAlpha);
  
  renderer.setSize(WIDTH, HEIGHT);
  renderer.shadowMap.enabled = true;

  container = document.getElementById('world');
  container.appendChild(renderer.domElement);

  window.addEventListener('resize', handleWindowResize, false);
  document.addEventListener('mousedown', handleMouseDown, false);
  document.addEventListener("touchend", handleMouseDown, false);

  /*
  controls = new THREE.OrbitControls(camera, renderer.domElement);
  //controls.minPolarAngle = -Math.PI / 2; 
  //controls.maxPolarAngle = Math.PI / 2;
  //controls.noZoom = true;
  controls.noPan = true;
  //*/
  
  clock = new THREE.Clock();

}

function handleWindowResize() {
  HEIGHT = window.innerHeight;
  WIDTH = window.innerWidth;
  windowHalfX = WIDTH / 2;
  windowHalfY = HEIGHT / 2;
  renderer.setSize(WIDTH, HEIGHT);
  camera.aspect = WIDTH / HEIGHT;
  camera.updateProjectionMatrix();
}


function handleMouseDown(event){
  if (gameStatus == "play") hero.jump();
  else if (gameStatus == "readyToReplay"){
    replay();
  }
}

function createLights() {
  globalLight = new THREE.AmbientLight(0xffffff, .9);

  shadowLight = new THREE.DirectionalLight(0xffffff, 1);
  shadowLight.position.set(-30, 40, 20);
  shadowLight.castShadow = true;
  shadowLight.shadow.camera.left = -400;
  shadowLight.shadow.camera.right = 400;
  shadowLight.shadow.camera.top = 400;
  shadowLight.shadow.camera.bottom = -400;
  shadowLight.shadow.camera.near = 1;
  shadowLight.shadow.camera.far = 2000;
  shadowLight.shadow.mapSize.width = shadowLight.shadow.mapSize.height = 2048;

  scene.add(globalLight);
  scene.add(shadowLight);
  
}

function createFloor() {
  
  floorShadow = new THREE.Mesh(new THREE.SphereGeometry(floorRadius, 50, 50), new THREE.MeshPhongMaterial({
    color: 0x7abf8e,
    specular:0x000000,
    shininess:1,
    transparent:true,
    opacity:.5
  }));
  //floorShadow.rotation.x = -Math.PI / 2;
  floorShadow.receiveShadow = true;
  
  floorGrass = new THREE.Mesh(new THREE.SphereGeometry(floorRadius-.5, 50, 50), new THREE.MeshBasicMaterial({
    color: 0x7abf8e
  }));
  //floor.rotation.x = -Math.PI / 2;
  floorGrass.receiveShadow = false;
  
  floor = new THREE.Group();
  floor.position.y = -floorRadius;
  
  floor.add(floorShadow);
  floor.add(floorGrass);
  scene.add(floor);
  
}

Hero = function() {
  this.status = "running";
  this.runningCycle = 0;
  this.mesh = new THREE.Group();
  this.body = new THREE.Group();
  this.mesh.add(this.body);
  
  var torsoGeom = new THREE.CubeGeometry(7, 7, 10, 1);
  
  this.torso = new THREE.Mesh(torsoGeom, brownMat);
  this.torso.position.z = 0;
  this.torso.position.y = 7;
  this.torso.castShadow = true;
  this.body.add(this.torso);
  
  var pantsGeom = new THREE.CubeGeometry(9, 9, 5, 1);
  this.pants = new THREE.Mesh(pantsGeom, whiteMat);
  this.pants.position.z = -3;
  this.pants.position.y = 0;
  this.pants.castShadow = true;
  this.torso.add(this.pants);
  
  var tailGeom = new THREE.CubeGeometry(3, 3, 3, 1);
  tailGeom.applyMatrix(new THREE.Matrix4().makeTranslation(0,0,-2));
  this.tail = new THREE.Mesh(tailGeom, lightBrownMat);
  this.tail.position.z = -4;
  this.tail.position.y = 5;
  this.tail.castShadow = true;
  this.torso.add(this.tail);
  
  this.torso.rotation.x = -Math.PI/8;
  
  var headGeom = new THREE.CubeGeometry(10, 10, 13, 1);
  
  headGeom.applyMatrix(new THREE.Matrix4().makeTranslation(0,0,7.5));
  this.head = new THREE.Mesh(headGeom, brownMat);
  this.head.position.z = 2;
  this.head.position.y = 11;
  this.head.castShadow = true;
  this.body.add(this.head);
  
  var cheekGeom = new THREE.CubeGeometry(1, 4, 4, 1);
  this.cheekR = new THREE.Mesh(cheekGeom, pinkMat);
  this.cheekR.position.x = -5;
  this.cheekR.position.z = 7;
  this.cheekR.position.y = -2.5;
  this.cheekR.castShadow = true;
  this.head.add(this.cheekR);
  
  this.cheekL = this.cheekR.clone();
  this.cheekL.position.x = - this.cheekR.position.x;
  this.head.add(this.cheekL);
  
  
  var noseGeom = new THREE.CubeGeometry(6, 6, 3, 1);
  this.nose = new THREE.Mesh(noseGeom, lightBrownMat);
  this.nose.position.z = 13.5;
  this.nose.position.y = 2.6;
  this.nose.castShadow = true;
  this.head.add(this.nose);
  
  var mouthGeom = new THREE.CubeGeometry(4, 2, 4, 1);
  mouthGeom.applyMatrix(new THREE.Matrix4().makeTranslation(0,0,3));
  mouthGeom.applyMatrix(new THREE.Matrix4().makeRotationX(Math.PI/12));
  this.mouth = new THREE.Mesh(mouthGeom, brownMat);
  this.mouth.position.z = 8;
  this.mouth.position.y = -4;
  this.mouth.castShadow = true;
  this.head.add(this.mouth);
  
  
  var pawFGeom = new THREE.CubeGeometry(3,3,3, 1);
  this.pawFR = new THREE.Mesh(pawFGeom, lightBrownMat);
  this.pawFR.position.x = -2;
  this.pawFR.position.z = 6;
  this.pawFR.position.y = 1.5;
  this.pawFR.castShadow = true;
  this.body.add(this.pawFR);
  
  this.pawFL = this.pawFR.clone();
  this.pawFL.position.x = - this.pawFR.position.x;
  this.pawFL.castShadow = true;
  this.body.add(this.pawFL);
  
  var pawBGeom = new THREE.CubeGeometry(3,3,6, 1);
  this.pawBL = new THREE.Mesh(pawBGeom, lightBrownMat);
  this.pawBL.position.y = 1.5;
  this.pawBL.position.z = 0;
  this.pawBL.position.x = 5;
  this.pawBL.castShadow = true;
  this.body.add(this.pawBL);
  
  this.pawBR = this.pawBL.clone();
  this.pawBR.position.x = - this.pawBL.position.x;
  this.pawBR.castShadow = true;
  this.body.add(this.pawBR);
  
  var earGeom = new THREE.CubeGeometry(7, 18, 2, 1);
  earGeom.vertices[6].x+=2;
  earGeom.vertices[6].z+=.5;
  
  earGeom.vertices[7].x+=2;
  earGeom.vertices[7].z-=.5;
  
  earGeom.vertices[2].x-=2;
  earGeom.vertices[2].z-=.5;
  
  earGeom.vertices[3].x-=2;
  earGeom.vertices[3].z+=.5;
  earGeom.applyMatrix(new THREE.Matrix4().makeTranslation(0,9,0));
  
  this.earL = new THREE.Mesh(earGeom, brownMat);
  this.earL.position.x = 2;
  this.earL.position.z = 2.5;
  this.earL.position.y = 5;
  this.earL.rotation.z = -Math.PI/12;
  this.earL.castShadow = true;
  this.head.add(this.earL);
  
  this.earR = this.earL.clone();
  this.earR.position.x = -this.earL.position.x;
  this.earR.rotation.z = -this.earL.rotation.z;
  this.earR.castShadow = true;
  this.head.add(this.earR);
  
  var eyeGeom = new THREE.CubeGeometry(2,4,4);
  
  this.eyeL = new THREE.Mesh(eyeGeom, whiteMat);
  this.eyeL.position.x = 5;
  this.eyeL.position.z = 5.5;
  this.eyeL.position.y = 2.9;
  this.eyeL.castShadow = true;
  this.head.add(this.eyeL);
  
  var irisGeom = new THREE.CubeGeometry(.6,2,2);
  
  this.iris = new THREE.Mesh(irisGeom, blackMat);
  this.iris.position.x = 1.2;
  this.iris.position.y = 1;
  this.iris.position.z = 1;
  this.eyeL.add(this.iris);
  
  this.eyeR = this.eyeL.clone();
  this.eyeR.children[0].position.x = -this.iris.position.x;
  
  
  this.eyeR.position.x = -this.eyeL.position.x;
  this.head.add(this.eyeR);

  this.body.traverse(function(object) {
    if (object instanceof THREE.Mesh) {
      object.castShadow = true;
      object.receiveShadow = true;
    }
  });
}

BonusParticles = function(){
  this.mesh = new THREE.Group();
  var bigParticleGeom = new THREE.CubeGeometry(10,10,10,1);
  var smallParticleGeom = new THREE.CubeGeometry(5,5,5,1);
  this.parts = [];
  for (var i=0; i<10; i++){
    var partPink = new THREE.Mesh(bigParticleGeom, pinkMat);
    var partGreen = new THREE.Mesh(smallParticleGeom, greenMat);
    partGreen.scale.set(.5,.5,.5);
    this.parts.push(partPink);
    this.parts.push(partGreen);
    this.mesh.add(partPink);
    this.mesh.add(partGreen);
  }
}

BonusParticles.prototype.explose = function(){
  var _this = this;
  var explosionSpeed = .5;
  for(var i=0; i<this.parts.length; i++){
    var tx = -50 + Math.random()*100;
    var ty = -50 + Math.random()*100;
    var tz = -50 + Math.random()*100;
    var p = this.parts[i];
    p.position.set(0,0,0);
    p.scale.set(1,1,1);
    p.visible = true;
    var s = explosionSpeed + Math.random()*.5;
    TweenMax.to(p.position, s,{x:tx, y:ty, z:tz, ease:Power4.easeOut});
    TweenMax.to(p.scale, s,{x:.01, y:.01, z:.01, ease:Power4.easeOut, onComplete:removeParticle, onCompleteParams:[p]});
  }
}

function removeParticle(p){
  p.visible = false;
}

Hero.prototype.run = function(){
  this.status = "running";
  
  var s = Math.min(speed,maxSpeed);
  
  this.runningCycle += delta * s * .7;
  this.runningCycle = this.runningCycle % (Math.PI*2);
  var t = this.runningCycle;
  
  var amp = 4;
  var disp = .2;
  
  // BODY
  
  this.body.position.y = 6+ Math.sin(t - Math.PI/2)*amp;
  this.body.rotation.x = .2 + Math.sin(t - Math.PI/2)*amp*.1;
  
  this.torso.rotation.x =  Math.sin(t - Math.PI/2)*amp*.1;
  this.torso.position.y =  7 + Math.sin(t - Math.PI/2)*amp*.5;
  
  // MOUTH
  this.mouth.rotation.x = Math.PI/16 + Math.cos(t)*amp*.05;
  
  // HEAD
  this.head.position.z = 2 + Math.sin(t - Math.PI/2)*amp*.5;
  this.head.position.y = 8 + Math.cos(t - Math.PI/2)*amp*.7;
  this.head.rotation.x = -.2 + Math.sin(t + Math.PI)*amp*.1;
  
  // EARS
  this.earL.rotation.x = Math.cos(-Math.PI/2 + t)*(amp*.2);
  this.earR.rotation.x = Math.cos(-Math.PI/2 + .2 + t)*(amp*.3);
  
  // EYES
  this.eyeR.scale.y = this.eyeL.scale.y = .7 +  Math.abs(Math.cos(-Math.PI/4 + t*.5))*.6;
  
  // TAIL
  this.tail.rotation.x = Math.cos(Math.PI/2 + t)*amp*.3;
  
  // FRONT RIGHT PAW
  this.pawFR.position.y = 1.5 + Math.sin(t)*amp;
  this.pawFR.rotation.x = Math.cos(t ) * Math.PI/4;
  
  
  this.pawFR.position.z = 6 - Math.cos(t)*amp*2;
  
  // FRONT LEFT PAW
  
  this.pawFL.position.y = 1.5 + Math.sin(disp + t)*amp;
  this.pawFL.rotation.x = Math.cos( t ) * Math.PI/4;
  
  
  this.pawFL.position.z = 6 - Math.cos(disp+t)*amp*2;
  
  // BACK RIGHT PAW
  this.pawBR.position.y = 1.5 + Math.sin(Math.PI + t)*amp;
  this.pawBR.rotation.x = Math.cos(t + Math.PI*1.5) * Math.PI/3;
  
  
  this.pawBR.position.z = - Math.cos(Math.PI + t)*amp;
  
  // BACK LEFT PAW
  this.pawBL.position.y = 1.5 + Math.sin(Math.PI + t)*amp;
  this.pawBL.rotation.x = Math.cos(t + Math.PI *1.5) * Math.PI/3;
  
  
  this.pawBL.position.z = - Math.cos(Math.PI + t)*amp;
  
  
}

Hero.prototype.jump = function(){
  if (this.status == "jumping") return;
  this.status = "jumping";
  var _this = this;
  var totalSpeed = 10 / speed;
  var jumpHeight = 45;
  
  TweenMax.to(this.earL.rotation, totalSpeed, {x:"+=.3", ease:Back.easeOut});
  TweenMax.to(this.earR.rotation, totalSpeed, {x:"-=.3", ease:Back.easeOut});
  
  TweenMax.to(this.pawFL.rotation, totalSpeed, {x:"+=.7", ease:Back.easeOut});
  TweenMax.to(this.pawFR.rotation, totalSpeed, {x:"-=.7", ease:Back.easeOut});
  TweenMax.to(this.pawBL.rotation, totalSpeed, {x:"+=.7", ease:Back.easeOut});
  TweenMax.to(this.pawBR.rotation, totalSpeed, {x:"-=.7", ease:Back.easeOut});
  
  TweenMax.to(this.tail.rotation, totalSpeed, {x:"+=1", ease:Back.easeOut});
  
  TweenMax.to(this.mouth.rotation, totalSpeed, {x:.5, ease:Back.easeOut});
  
  TweenMax.to(this.mesh.position, totalSpeed/2, {y:jumpHeight, ease:Power2.easeOut});
  TweenMax.to(this.mesh.position, totalSpeed/2, {y:0, ease:Power4.easeIn, delay:totalSpeed/2, onComplete: function(){
    //t = 0;
    _this.status="running";
  }});
  
}


Monster = function(){
  
  this.runningCycle = 0;
  
  this.mesh = new THREE.Group();
  this.body = new THREE.Group();
  
  var torsoGeom = new THREE.CubeGeometry(15,15,20, 1);
  this.torso = new THREE.Mesh(torsoGeom, blackMat);
  
  var headGeom = new THREE.CubeGeometry(20,20,40, 1);
  headGeom.applyMatrix(new THREE.Matrix4().makeTranslation(0,0,20));
  this.head = new THREE.Mesh(headGeom, blackMat);
  this.head.position.z = 12;
  this.head.position.y = 2;
  
  var mouthGeom = new THREE.CubeGeometry(10,4,20, 1);
  mouthGeom.applyMatrix(new THREE.Matrix4().makeTranslation(0,-2,10));
  this.mouth = new THREE.Mesh(mouthGeom, blackMat);
  this.mouth.position.y = -8;
  this.mouth.rotation.x = .4;
  this.mouth.position.z = 4;
  
  this.heroHolder = new THREE.Group();
  this.heroHolder.position.z = 20;
  this.mouth.add(this.heroHolder);
  
  var toothGeom = new THREE.CubeGeometry(2,2,1,1);
  
  toothGeom.vertices[1].x-=1;
  toothGeom.vertices[4].x+=1;
  toothGeom.vertices[5].x+=1;
  toothGeom.vertices[0].x-=1;
  
  for(var i=0; i<3; i++){
    var toothf = new THREE.Mesh(toothGeom, whiteMat);
    toothf.position.x = -2.8 + i*2.5;
    toothf.position.y = 1;
    toothf.position.z = 19;
    
    var toothl = new THREE.Mesh(toothGeom, whiteMat);
    toothl.rotation.y = Math.PI/2;
    toothl.position.z = 12 + i*2.5;
    toothl.position.y = 1;
    toothl.position.x = 4;
    
    var toothr = toothl.clone();
    toothl.position.x = -4;
    
    this.mouth.add(toothf);
    this.mouth.add(toothl);
    this.mouth.add(toothr);
  }
  
  var tongueGeometry = new THREE.CubeGeometry(6,1,14);
  tongueGeometry.applyMatrix(new THREE.Matrix4().makeTranslation(0,0,7));
  
  this.tongue = new THREE.Mesh(tongueGeometry, pinkMat);
  this.tongue.position.z = 2;
  this.tongue.rotation.x = -.2;
  this.mouth.add(this.tongue);
  
  var noseGeom = new THREE.CubeGeometry(4,4,4, 1);
  this.nose = new THREE.Mesh(noseGeom, pinkMat);
  this.nose.position.z = 39.5;
  this.nose.position.y = 9;
  this.head.add(this.nose);
  
  this.head.add(this.mouth);
  
  var eyeGeom = new THREE.CubeGeometry(2,3,3);
  
  this.eyeL = new THREE.Mesh(eyeGeom, whiteMat);
  this.eyeL.position.x = 10;
  this.eyeL.position.z = 5;
  this.eyeL.position.y = 5;
  this.eyeL.castShadow = true;
  this.head.add(this.eyeL);
  
  var irisGeom = new THREE.CubeGeometry(.6,1,1);
  
  this.iris = new THREE.Mesh(irisGeom, blackMat);
  this.iris.position.x = 1.2;
  this.iris.position.y = -1;
  this.iris.position.z = 1;
  this.eyeL.add(this.iris);
  
  this.eyeR = this.eyeL.clone();
  this.eyeR.children[0].position.x = -this.iris.position.x;
  this.eyeR.position.x = -this.eyeL.position.x;
  this.head.add(this.eyeR);
  
  
  var earGeom = new THREE.CubeGeometry(8, 6, 2, 1);
  earGeom.vertices[1].x-=4;
  earGeom.vertices[4].x+=4;
  earGeom.vertices[5].x+=4;
  earGeom.vertices[5].z-=2;
  earGeom.vertices[0].x-=4;
  earGeom.vertices[0].z-=2;

 
  earGeom.applyMatrix(new THREE.Matrix4().makeTranslation(0,3,0));
  
  this.earL = new THREE.Mesh(earGeom, blackMat);
  this.earL.position.x = 6;
  this.earL.position.z = 1;
  this.earL.position.y = 10;
  this.earL.castShadow = true;
  this.head.add(this.earL);
  
  this.earR = this.earL.clone();
  this.earR.position.x = -this.earL.position.x;
  this.earR.rotation.z = -this.earL.rotation.z;
  this.head.add(this.earR);
  
  var eyeGeom = new THREE.CubeGeometry(2,4,4);
  
  var tailGeom = new THREE.CylinderGeometry(5,2, 20, 4, 1);
  tailGeom.applyMatrix(new THREE.Matrix4().makeTranslation(0,10,0));
  tailGeom.applyMatrix(new THREE.Matrix4().makeRotationX(-Math.PI/2));
  tailGeom.applyMatrix(new THREE.Matrix4().makeRotationZ(Math.PI/4));
  
  this.tail = new THREE.Mesh(tailGeom, blackMat);
  this.tail.position.z = -10;
  this.tail.position.y = 4;
  this.torso.add(this.tail);
  
  
  var pawGeom = new THREE.CylinderGeometry(1.5,0,10);
  pawGeom.applyMatrix(new THREE.Matrix4().makeTranslation(0,-5,0));
  this.pawFL = new THREE.Mesh(pawGeom, blackMat);
  this.pawFL.position.y = -7.5;
  this.pawFL.position.z = 8.5;
  this.pawFL.position.x = 5.5;
  this.torso.add(this.pawFL);
  
  this.pawFR = this.pawFL.clone();
  this.pawFR.position.x = - this.pawFL.position.x;
  this.torso.add(this.pawFR);
  
  this.pawBR = this.pawFR.clone();
  this.pawBR.position.z = - this.pawFL.position.z;
  this.torso.add(this.pawBR);
  
  this.pawBL = this.pawBR.clone();
  this.pawBL.position.x = this.pawFL.position.x;
  this.torso.add(this.pawBL);
  
  this.mesh.add(this.body);
  this.torso.add(this.head);
  this.body.add(this.torso);
  
  this.torso.castShadow = true;
  this.head.castShadow = true;
  this.pawFL.castShadow = true;
  this.pawFR.castShadow = true;
  this.pawBL.castShadow = true;
  this.pawBR.castShadow = true;
  
  this.body.rotation.y = Math.PI/2;
}

Monster.prototype.run = function(){
  var s = Math.min(speed,maxSpeed);
  this.runningCycle += delta * s * .7;
  this.runningCycle = this.runningCycle % (Math.PI*2);
  var t = this.runningCycle;
  
  this.pawFR.rotation.x = Math.sin(t)*Math.PI/4;
  this.pawFR.position.y = -5.5 - Math.sin(t);
  this.pawFR.position.z = 7.5 + Math.cos(t);
  
  this.pawFL.rotation.x = Math.sin(t+.4)*Math.PI/4;
  this.pawFL.position.y = -5.5 - Math.sin(t+.4);
  this.pawFL.position.z = 7.5 + Math.cos(t+.4);
  
  this.pawBL.rotation.x = Math.sin(t+2)*Math.PI/4;
  this.pawBL.position.y = -5.5 - Math.sin(t+3.8);
  this.pawBL.position.z = -7.5 + Math.cos(t+3.8);
  
  this.pawBR.rotation.x = Math.sin(t+2.4)*Math.PI/4;
  this.pawBR.position.y = -5.5 - Math.sin(t+3.4);
  this.pawBR.position.z = -7.5 + Math.cos(t+3.4);
  
  this.torso.rotation.x = Math.sin(t)*Math.PI/8;
  this.torso.position.y = 3-Math.sin(t+Math.PI/2)*3;
  
  //this.head.position.y = 5-Math.sin(t+Math.PI/2)*2;
  this.head.rotation.x = -.1+Math.sin(-t-1)*.4;
  this.mouth.rotation.x = .2 + Math.sin(t+Math.PI+.3)*.4;
  
  this.tail.rotation.x = .2 + Math.sin(t-Math.PI/2);
  
  this.eyeR.scale.y = .5 + Math.sin(t+Math.PI)*.5;
}

Hero.prototype.nod = function(){
  var _this = this;
  var sp = .5 + Math.random();
  
  // HEAD
  var tHeadRotY = -Math.PI/6 + Math.random()* Math.PI/3;
  TweenMax.to(this.head.rotation, sp, {y:tHeadRotY, ease:Power4.easeInOut, onComplete:function(){_this.nod()}});
  
  // EARS
  var tEarLRotX =  Math.PI/4 + Math.random()* Math.PI/6;
  var tEarRRotX =  Math.PI/4 + Math.random()* Math.PI/6;
  
  TweenMax.to(this.earL.rotation, sp, {x:tEarLRotX, ease:Power4.easeInOut});
  TweenMax.to(this.earR.rotation, sp, {x:tEarRRotX, ease:Power4.easeInOut});
  
  
  // PAWS BACK LEFT
  
  var tPawBLRot = Math.random()*Math.PI/2;
  var tPawBLY = -4 + Math.random()*8;
  
  TweenMax.to(this.pawBL.rotation, sp/2, {x:tPawBLRot, ease:Power1.easeInOut, yoyo:true, repeat:2});
  TweenMax.to(this.pawBL.position, sp/2, {y:tPawBLY, ease:Power1.easeInOut, yoyo:true, repeat:2});
  
  
  // PAWS BACK RIGHT
  
  var tPawBRRot = Math.random()*Math.PI/2;
  var tPawBRY = -4 + Math.random()*8;
  TweenMax.to(this.pawBR.rotation, sp/2, {x:tPawBRRot, ease:Power1.easeInOut, yoyo:true, repeat:2});
  TweenMax.to(this.pawBR.position, sp/2, {y:tPawBRY, ease:Power1.easeInOut, yoyo:true, repeat:2});
  
  // PAWS FRONT LEFT
  
  var tPawFLRot = Math.random()*Math.PI/2;
  var tPawFLY = -4 + Math.random()*8;
  
  TweenMax.to(this.pawFL.rotation, sp/2, {x:tPawFLRot, ease:Power1.easeInOut, yoyo:true, repeat:2});
  
  TweenMax.to(this.pawFL.position, sp/2, {y:tPawFLY, ease:Power1.easeInOut, yoyo:true, repeat:2});
  
  // PAWS FRONT RIGHT
  
  var tPawFRRot = Math.random()*Math.PI/2;
  var tPawFRY = -4 + Math.random()*8;
  
  TweenMax.to(this.pawFR.rotation, sp/2, {x:tPawFRRot, ease:Power1.easeInOut, yoyo:true, repeat:2});
  
  TweenMax.to(this.pawFR.position, sp/2, {y:tPawFRY, ease:Power1.easeInOut, yoyo:true, repeat:2});
  
  // MOUTH
  var tMouthRot = Math.random()*Math.PI/8;
  TweenMax.to(this.mouth.rotation, sp, {x:tMouthRot, ease:Power1.easeInOut});
  // IRIS
  var tIrisY = -1 + Math.random()*2;
  var tIrisZ = -1 + Math.random()*2;
  var iris1 = this.iris;
  var iris2 = this.eyeR.children[0];
  TweenMax.to([iris1.position, iris2.position], sp, {y:tIrisY, z:tIrisZ, ease:Power1.easeInOut});
  
  //EYES
  if (Math.random()>.2) TweenMax.to([this.eyeR.scale, this.eyeL.scale], sp/8, {y:0, ease:Power1.easeInOut, yoyo:true, repeat:1});
  
}

Hero.prototype.hang = function(){
  var _this = this;
  var sp = 1;
  var ease = Power4.easeOut;
  
  TweenMax.killTweensOf(this.eyeL.scale);
  TweenMax.killTweensOf(this.eyeR.scale);
  
  this.body.rotation.x = 0;
  this.torso.rotation.x = 0;
  this.body.position.y = 0;
  this.torso.position.y = 7;
  
  TweenMax.to(this.mesh.rotation, sp, {y:0, ease:ease});
  TweenMax.to(this.mesh.position, sp, {y:-7, z:6, ease:ease});
  TweenMax.to(this.head.rotation, sp, {x:Math.PI/6, ease:ease, onComplete:function(){_this.nod();}});
  
  TweenMax.to(this.earL.rotation, sp, {x:Math.PI/3, ease:ease});
  TweenMax.to(this.earR.rotation, sp, {x:Math.PI/3, ease:ease});
  
  TweenMax.to(this.pawFL.position, sp, {y:-1, z:3, ease:ease});
  TweenMax.to(this.pawFR.position, sp, {y:-1, z:3, ease:ease});
  TweenMax.to(this.pawBL.position, sp, {y:-2, z:-3, ease:ease});
  TweenMax.to(this.pawBR.position, sp, {y:-2, z:-3, ease:ease});
  
  TweenMax.to(this.eyeL.scale, sp, {y:1, ease:ease});
  TweenMax.to(this.eyeR.scale, sp, {y:1, ease:ease});
}

Monster.prototype.nod = function(){
  var _this = this;
  var sp = 1 + Math.random()*2;
  
  // HEAD
  var tHeadRotY = -Math.PI/3 + Math.random()*.5;
  var tHeadRotX = Math.PI/3 - .2 +  Math.random()*.4;
  TweenMax.to(this.head.rotation, sp, {x:tHeadRotX, y:tHeadRotY, ease:Power4.easeInOut, onComplete:function(){_this.nod()}});
  
  // TAIL
  
  var tTailRotY = -Math.PI/4;
  TweenMax.to(this.tail.rotation, sp/8, {y:tTailRotY, ease:Power1.easeInOut, yoyo:true, repeat:8});
  
  // EYES
  
  TweenMax.to([this.eyeR.scale, this.eyeL.scale], sp/20, {y:0, ease:Power1.easeInOut, yoyo:true, repeat:1});
}

Monster.prototype.sit = function(){
  var sp = 1.2;
  var ease = Power4.easeOut;
  var _this = this;
  TweenMax.to(this.torso.rotation, sp, {x:-1.3, ease:ease});
  TweenMax.to(this.torso.position, sp, {y:-5, ease:ease, onComplete:function(){
    _this.nod();
    gameStatus = "readyToReplay";
  }});
  
  TweenMax.to(this.head.rotation, sp, {x:Math.PI/3, y :-Math.PI/3, ease:ease});
  TweenMax.to(this.tail.rotation, sp, {x:2, y:Math.PI/4, ease:ease});
  TweenMax.to(this.pawBL.rotation, sp, {x:-.1, ease:ease});
  TweenMax.to(this.pawBR.rotation, sp, {x:-.1, ease:ease});
  TweenMax.to(this.pawFL.rotation, sp, {x:1, ease:ease});
  TweenMax.to(this.pawFR.rotation, sp, {x:1, ease:ease});
  TweenMax.to(this.mouth.rotation, sp, {x:.3, ease:ease});
  TweenMax.to(this.eyeL.scale, sp, {y:1, ease:ease});
  TweenMax.to(this.eyeR.scale, sp, {y:1, ease:ease});
  
  //TweenMax.to(this.body.rotation, sp, {y:Math.PI/4});
  
}


Carrot = function() {
  this.angle = 0;
  this.mesh = new THREE.Group();
  
  var bodyGeom = new THREE.CylinderGeometry(5,3, 10, 4,1);
  bodyGeom.vertices[8].y+=2;
  bodyGeom.vertices[9].y-=3;
  
  this.body = new THREE.Mesh(bodyGeom, pinkMat);
  
  var leafGeom = new THREE.CubeGeometry(5,10,1,1);
  leafGeom.applyMatrix(new THREE.Matrix4().makeTranslation(0,5,0));
  leafGeom.vertices[2].x-=1;
  leafGeom.vertices[3].x-=1;
  leafGeom.vertices[6].x+=1;
  leafGeom.vertices[7].x+=1;
  
  this.leaf1 = new THREE.Mesh(leafGeom,greenMat);
  this.leaf1.position.y = 7;
  this.leaf1.rotation.z = .3;
  this.leaf1.rotation.x = .2;
  
  this.leaf2 = this.leaf1.clone();
  this.leaf2.scale.set(1,1.3,1);
  this.leaf2.position.y = 7;
  this.leaf2.rotation.z = -.3;
  this.leaf2.rotation.x = -.2;
  
  this.mesh.add(this.body);
  this.mesh.add(this.leaf1);
  this.mesh.add(this.leaf2);

  this.body.traverse(function(object) {
    if (object instanceof THREE.Mesh) {
      object.castShadow = true;
      object.receiveShadow = true;
    }
  });
}

Hedgehog = function() {
  this.angle = 0;
  this.status="ready";
  this.mesh = new THREE.Group();
  var bodyGeom = new THREE.CubeGeometry(6,6,6,1);
  this.body = new THREE.Mesh(bodyGeom, blackMat);
  
  var headGeom = new THREE.CubeGeometry(5,5,7,1);
  this.head= new THREE.Mesh(headGeom, lightBrownMat);
  this.head.position.z = 6;
  this.head.position.y = -.5;
  
  var noseGeom = new THREE.CubeGeometry(1.5,1.5,1.5,1);
  this.nose = new THREE.Mesh(noseGeom, blackMat);
  this.nose.position.z = 4;
  this.nose.position.y = 2;
  
  var eyeGeom = new THREE.CubeGeometry(1,3,3);
  
  this.eyeL = new THREE.Mesh(eyeGeom, whiteMat);
  this.eyeL.position.x = 2.2;
  this.eyeL.position.z = -.5;
  this.eyeL.position.y = .8;
  this.eyeL.castShadow = true;
  this.head.add(this.eyeL);
  
  var irisGeom = new THREE.CubeGeometry(.5,1,1);
  
  this.iris = new THREE.Mesh(irisGeom, blackMat);
  this.iris.position.x = .5;
  this.iris.position.y = .8;
  this.iris.position.z = .8;
  this.eyeL.add(this.iris);
  
  this.eyeR = this.eyeL.clone();
  this.eyeR.children[0].position.x = -this.iris.position.x;
  this.eyeR.position.x = -this.eyeL.position.x;
  
  var spikeGeom = new THREE.CubeGeometry(.5,2,.5,1);
  spikeGeom.applyMatrix(new THREE.Matrix4().makeTranslation(0,1,0));
  
  for (var i=0; i<9; i++){ 
    var row = (i%3);
    var col = Math.floor(i/3);
    var sb = new THREE.Mesh(spikeGeom, blackMat);
    sb.rotation.x =-Math.PI/2 + (Math.PI/12*row) -.5 +  Math.random();
    sb.position.z = -3;
    sb.position.y = -2 + row*2;
    sb.position.x = -2 + col*2; 
    this.body.add(sb); 
    var st = new THREE.Mesh(spikeGeom, blackMat);
    st.position.y = 3;
    st.position.x = -2 + row*2;
    st.position.z = -2 + col*2;
    st.rotation.z = Math.PI/6 - (Math.PI/6*row) -.5 +  Math.random();
    this.body.add(st);
    
    var sr = new THREE.Mesh(spikeGeom, blackMat);
    sr.position.x = 3;
    sr.position.y = -2 + row*2;
    sr.position.z = -2 + col*2;
    sr.rotation.z = -Math.PI/2 + (Math.PI/12*row) -.5 +  Math.random();
    this.body.add(sr);
    
    var sl = new THREE.Mesh(spikeGeom, blackMat);
    sl.position.x = -3;
    sl.position.y = -2 + row*2;
    sl.position.z = -2 + col*2;
    sl.rotation.z = Math.PI/2  - (Math.PI/12*row) -.5 +  Math.random();;
    this.body.add(sl); 
  }

  this.head.add(this.eyeR);
  var earGeom = new THREE.CubeGeometry(2, 2, .5, 1);
  this.earL = new THREE.Mesh(earGeom, lightBrownMat);
  this.earL.position.x = 2.5;
  this.earL.position.z = -2.5;
  this.earL.position.y = 2.5;
  this.earL.rotation.z = -Math.PI/12;
  this.earL.castShadow = true;
  this.head.add(this.earL);
  
  this.earR = this.earL.clone();
  this.earR.position.x = -this.earL.position.x;
  this.earR.rotation.z = -this.earL.rotation.z;
  this.earR.castShadow = true;
  this.head.add(this.earR);
  
  var mouthGeom = new THREE.CubeGeometry( 1, 1,.5, 1);
  this.mouth = new THREE.Mesh(mouthGeom, blackMat);
  this.mouth.position.z = 3.5;
  this.mouth.position.y = -1.5;
  this.head.add(this.mouth);
  
  
  this.mesh.add(this.body);
  this.body.add(this.head);
  this.head.add(this.nose);

  this.mesh.traverse(function(object) {
    if (object instanceof THREE.Mesh) {
      object.castShadow = true;
      object.receiveShadow = true;
    }
  });
}

Hedgehog.prototype.nod = function(){
  var _this = this;
  var speed = .1 + Math.random()*.5;
  var angle = -Math.PI/4 + Math.random()*Math.PI/2;
  TweenMax.to(this.head.rotation, speed, {y:angle, onComplete:function(){
    _this.nod();
  }});
}


function createHero() {
  hero = new Hero();
  hero.mesh.rotation.y = Math.PI/2;
  scene.add(hero.mesh);
  hero.nod();
}

function createMonster() {
  
  monster = new Monster();
  monster.mesh.position.z = 20;
  //monster.mesh.scale.set(1.2,1.2,1.2);
  scene.add(monster.mesh);
  updateMonsterPosition();
  
}

function updateMonsterPosition(){
  monster.run();
  monsterPosTarget -= delta*monsterAcceleration;
  monsterPos += (monsterPosTarget-monsterPos) *delta;
  if (monsterPos < .56){
    gameOver();
  }
  
  var angle = Math.PI*monsterPos;
  monster.mesh.position.y = - floorRadius + Math.sin(angle)*(floorRadius + 12);
  monster.mesh.position.x = Math.cos(angle)*(floorRadius+15);
  monster.mesh.rotation.z = -Math.PI/2 + angle;
}

function gameOver(){
  fieldGameOver.className = "show";
  gameStatus = "gameOver";
  monster.sit();
  hero.hang();
  monster.heroHolder.add(hero.mesh);
  TweenMax.to(this, 1, {speed:0});
  TweenMax.to(camera.position, 3, {z:cameraPosGameOver, y: 60, x:-30});
  carrot.mesh.visible = false;
  obstacle.mesh.visible = false;
  clearInterval(levelInterval);
}

function replay(){
  
  gameStatus = "preparingToReplay"
  
  fieldGameOver.className = "";
  
  TweenMax.killTweensOf(monster.pawFL.position);
  TweenMax.killTweensOf(monster.pawFR.position);
  TweenMax.killTweensOf(monster.pawBL.position);
  TweenMax.killTweensOf(monster.pawBR.position);
  
  TweenMax.killTweensOf(monster.pawFL.rotation);
  TweenMax.killTweensOf(monster.pawFR.rotation);
  TweenMax.killTweensOf(monster.pawBL.rotation);
  TweenMax.killTweensOf(monster.pawBR.rotation);
  
  TweenMax.killTweensOf(monster.tail.rotation);
  TweenMax.killTweensOf(monster.head.rotation);
  TweenMax.killTweensOf(monster.eyeL.scale);
  TweenMax.killTweensOf(monster.eyeR.scale);
  
  //TweenMax.killTweensOf(hero.head.rotation);
  
  monster.tail.rotation.y = 0;
    
  TweenMax.to(camera.position, 3, {z:cameraPosGame, x:0, y:30, ease:Power4.easeInOut});
  TweenMax.to(monster.torso.rotation,2, {x:0, ease:Power4.easeInOut});
  TweenMax.to(monster.torso.position,2, {y:0, ease:Power4.easeInOut});
  TweenMax.to(monster.pawFL.rotation,2, {x:0, ease:Power4.easeInOut});
  TweenMax.to(monster.pawFR.rotation,2, {x:0, ease:Power4.easeInOut});
  TweenMax.to(monster.mouth.rotation,2, {x:.5, ease:Power4.easeInOut});
  
  
  TweenMax.to(monster.head.rotation,2, {y:0, x:-.3, ease:Power4.easeInOut});
  
  TweenMax.to(hero.mesh.position, 2, { x:20, ease:Power4.easeInOut});
  TweenMax.to(hero.head.rotation, 2, { x:0, y:0, ease:Power4.easeInOut});
  TweenMax.to(monster.mouth.rotation, 2, {x:.2, ease:Power4.easeInOut});
  TweenMax.to(monster.mouth.rotation, 1, {x:.4, ease:Power4.easeIn, delay: 1, onComplete:function(){
    
    resetGame();
  }});
  
}

Fir = function() {
  var height = 200;
  var truncGeom = new THREE.CylinderGeometry(2,2,height, 6,1);
  truncGeom.applyMatrix(new THREE.Matrix4().makeTranslation(0,height/2,0));
  this.mesh = new THREE.Mesh(truncGeom, greenMat);
  this.mesh.castShadow = true;
}

var firs = new THREE.Group();

function createFirs(){
  
  var nTrees = 100;
   for(var i=0; i< nTrees; i++){
    var phi = i*(Math.PI*2)/nTrees;
    var theta = Math.PI/2;
    //theta += .25 + Math.random()*.3; 
    theta += (Math.random()>.05)? .25 + Math.random()*.3 : - .35 -  Math.random()*.1;
   
    var fir = new Tree();
    fir.mesh.position.x = Math.sin(theta)*Math.cos(phi)*floorRadius;
    fir.mesh.position.y = Math.sin(theta)*Math.sin(phi)*(floorRadius-10);
    fir.mesh.position.z = Math.cos(theta)*floorRadius; 
     
    var vec = fir.mesh.position.clone();
    var axis = new THREE.Vector3(0,1,0);
    fir.mesh.quaternion.setFromUnitVectors(axis, vec.clone().normalize());
    floor.add(fir.mesh); 
  }
}

function createCarrot(){
  carrot = new Carrot();
  scene.add(carrot.mesh);
}

function updateCarrotPosition(){
  carrot.mesh.rotation.y += delta * 6;
  carrot.mesh.rotation.z = Math.PI/2 - (floorRotation+carrot.angle);
  carrot.mesh.position.y = -floorRadius + Math.sin(floorRotation+carrot.angle) * (floorRadius+50);
  carrot.mesh.position.x = Math.cos(floorRotation+carrot.angle) * (floorRadius+50);
  
}

function updateObstaclePosition(){
  if (obstacle.status=="flying")return;
  
  // TODO fix this,
  if (floorRotation+obstacle.angle > 2.5 ){
    obstacle.angle = -floorRotation + Math.random()*.3;
    obstacle.body.rotation.y = Math.random() * Math.PI*2;
  }
  
  obstacle.mesh.rotation.z = floorRotation + obstacle.angle - Math.PI/2;
  obstacle.mesh.position.y = -floorRadius + Math.sin(floorRotation+obstacle.angle) * (floorRadius+3);
  obstacle.mesh.position.x = Math.cos(floorRotation+obstacle.angle) * (floorRadius+3);
  
}

function updateFloorRotation(){
  floorRotation += delta*.03 * speed;
  floorRotation = floorRotation%(Math.PI*2);
  floor.rotation.z = floorRotation;
}

function createObstacle(){
  obstacle = new Hedgehog();
  obstacle.body.rotation.y = -Math.PI/2;
  obstacle.mesh.scale.set(1.1,1.1,1.1);
  obstacle.mesh.position.y = floorRadius+4;
  obstacle.nod();
  scene.add(obstacle.mesh);
}

function createBonusParticles(){
  bonusParticles = new BonusParticles();
  bonusParticles.mesh.visible = false;
  scene.add(bonusParticles.mesh);
  
}



function checkCollision(){
  var db = hero.mesh.position.clone().sub(carrot.mesh.position.clone());
  var dm = hero.mesh.position.clone().sub(obstacle.mesh.position.clone());
  
  if(db.length() < collisionBonus){
    getBonus();
  }
  
  if(dm.length() < collisionObstacle && obstacle.status != "flying"){
    getMalus();
  }
}

function getBonus(){
  bonusParticles.mesh.position.copy(carrot.mesh.position);
  bonusParticles.mesh.visible = true;
  bonusParticles.explose();
  carrot.angle += Math.PI/2;
  //speed*=.95;
  monsterPosTarget += .025;
  
}

function getMalus(){
  obstacle.status="flying";
  var tx = (Math.random()>.5)? -20-Math.random()*10 : 20+Math.random()*5;
  TweenMax.to(obstacle.mesh.position, 4, {x:tx, y:Math.random()*50, z:350, ease:Power4.easeOut});
  TweenMax.to(obstacle.mesh.rotation, 4, {x:Math.PI*3, z:Math.PI*3, y:Math.PI*6, ease:Power4.easeOut, onComplete:function(){
    obstacle.status = "ready";
    obstacle.body.rotation.y = Math.random() * Math.PI*2;
    obstacle.angle = -floorRotation - Math.random()*.4;
    
    obstacle.angle = obstacle.angle%(Math.PI*2);
    obstacle.mesh.rotation.x = 0;
    obstacle.mesh.rotation.y = 0;
    obstacle.mesh.rotation.z = 0;
    obstacle.mesh.position.z = 0;
    
  }});
  //
  monsterPosTarget -= .04;
  TweenMax.from(this, .5, {malusClearAlpha:.5, onUpdate:function(){
    renderer.setClearColor(malusClearColor, malusClearAlpha );
  }})
}

function updateDistance(){
  distance += delta*speed;
  var d = distance/2;
  fieldDistance.innerHTML = Math.floor(d);
}

function updateLevel(){
  if (speed >= maxSpeed) return;
  level++;
  speed += 2; 
}

function loop(){
  delta = clock.getDelta();
  updateFloorRotation();
  
  if (gameStatus == "play"){
    
    if (hero.status == "running"){
      hero.run();
    }
    updateDistance();
    updateMonsterPosition();
    updateCarrotPosition();
    updateObstaclePosition();
    checkCollision();
  }
  
  render();  
  requestAnimationFrame(loop);
}

function render(){
  renderer.render(scene, camera);
}

window.addEventListener('load', init, false);

function init(event){
  initScreenAnd3D();
  createLights();
  createFloor()
  createHero();
  createMonster();
  createFirs();
  createCarrot();
  createBonusParticles();
  createObstacle();
  initUI();
  resetGame();
  loop();
  
  //setInterval(hero.blink.bind(hero), 3000);
}

function resetGame(){
  scene.add(hero.mesh);
  hero.mesh.rotation.y = Math.PI/2;
  hero.mesh.position.y = 0;
  hero.mesh.position.z = 0;
  hero.mesh.position.x = 0;

  monsterPos = .56;
  monsterPosTarget = .65;
  speed = initSpeed;
  level = 0;
  distance = 0;
  carrot.mesh.visible = true;
  obstacle.mesh.visible = true;
  gameStatus = "play";
  hero.status = "running";
  hero.nod();
  audio.play();
  updateLevel();
  levelInterval = setInterval(updateLevel, levelUpdateFreq);
}

function initUI(){
  fieldDistance = document.getElementById("distValue");
  fieldGameOver = document.getElementById("gameoverInstructions");
  
}



////////////////////////////////////////////////
//                                        MODELS
////////////////////////////////////////////////

// TREE

Tree = function(){
	this.mesh = new THREE.Object3D();
	this.trunc = new Trunc();
	this.mesh.add(this.trunc.mesh);
}


Trunc = function(){
  var truncHeight = 50 + Math.random()*150;
  var topRadius = 1+Math.random()*5;
  var bottomRadius = 5+Math.random()*5;
  var mats = [blackMat, brownMat, pinkMat, whiteMat, greenMat, lightBrownMat, pinkMat];
  var matTrunc = blackMat;//mats[Math.floor(Math.random()*mats.length)];
  var nhSegments = 3;//Math.ceil(2 + Math.random()*6);
  var nvSegments = 3;//Math.ceil(2 + Math.random()*6);
  var geom = new THREE.CylinderGeometry(topRadius,bottomRadius,truncHeight, nhSegments, nvSegments);
  geom.applyMatrix(new THREE.Matrix4().makeTranslation(0,truncHeight/2,0));
  
  this.mesh = new THREE.Mesh(geom, matTrunc);
  
  for (var i=0; i<geom.vertices.length; i++){
    var noise = Math.random() ;
    var v = geom.vertices[i];
    v.x += -noise + Math.random()*noise*2;
    v.y += -noise + Math.random()*noise*2;
    v.z += -noise + Math.random()*noise*2;
    
    geom.computeVertexNormals();
    
    // FRUITS
    
    if (Math.random()>.7){
      var size = Math.random()*3;
      var fruitGeometry = new THREE.CubeGeometry(size,size,size,1);
      var matFruit = mats[Math.floor(Math.random()*mats.length)];
      var fruit = new THREE.Mesh(fruitGeometry, matFruit);
      fruit.position.x = v.x;
      fruit.position.y = v.y+3;
      fruit.position.z = v.z;
      fruit.rotation.x = Math.random()*Math.PI;
      fruit.rotation.y = Math.random()*Math.PI;
      
      this.mesh.add(fruit);
    }
    
    // BRANCHES
    
    if (Math.random()>.5 && v.y > 10 && v.y < truncHeight - 10){
      var h = 3 + Math.random()*5;
      var thickness = .2 + Math.random();
      
      var branchGeometry = new THREE.CylinderGeometry(thickness/2, thickness, h, 3, 1);
      branchGeometry.applyMatrix(new THREE.Matrix4().makeTranslation(0,h/2,0));
      var branch = new THREE.Mesh(branchGeometry, matTrunc);
      branch.position.x = v.x;
      branch.position.y = v.y;
      branch.position.z = v.z;
      
      var vec = new THREE.Vector3(v.x, 2, v.z);
      var axis = new THREE.Vector3(0,1,0);
      branch.quaternion.setFromUnitVectors(axis, vec.clone().normalize());
      
      
      this.mesh.add(branch);
    }
    
  }
  
  
  this.mesh.castShadow = true;
}

              
            
!
999px

Console