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

Auto Save

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 class="hud">
		<h1 id="level"></h1>
		<p>Click on the boxes to make them go away!</p>
		<p id="score"></p>
</div>

<div id="webgl-container"></div>
              
            
!

CSS

              
                body {
	margin: 0;
	padding: 0;
	background-color: #eee;
	color: #333;
	font-family: helvetica;
}

canvas {
	position: absolute;
}

.hud {
	position: absolute;
	margin-left: 1em;
}

.hit {
	font-weight: bold;
	color: red;
}
              
            
!

JS

              
                var scene;
var cube;
var camera;
var renderer;
var clock;
var holder;
var intersects;
var particles = [];
var level = 1;
var totalLevels = 4;
var score = 0;
var totalTargets = 3;
var speed = 0.01;
var complete = false;
var comments = ["Easy", "Tricky", "Careful now", "INSANITY"];
var myLevel = document.getElementById("level");
var myScore = document.getElementById("score");

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

function myScene () {
	scene=new THREE.Scene();
	var light= new THREE.AmbientLight(0xffffff);
	var width = window.innerWidth;
	var height = window.innerHeight;
	camera = new THREE.PerspectiveCamera(75, width/height, 0.1, 1000);
	camera.position.z = 18;

	renderer = new THREE.WebGLRenderer( { antialias: true, alpha: true } );
	renderer.setSize( width, height );
	document.getElementById("webgl-container").appendChild(renderer.domElement);
	clock = new THREE.Clock();
	
	var sLight = new THREE.SpotLight( 0xffffff );
	sLight.position.set( -100, 100, 100 );
	scene.add( sLight );

	var aLight = new THREE.AmbientLight( 0xffffff );
	scene.add( aLight );		
}

function spinner () {
	var geometry = new THREE.BoxGeometry(1,1,1);
	var material = new THREE.MeshPhongMaterial( {color: "hotpink", ambient: "hotpink" } );

	var cube = new THREE.Mesh(geometry, material);
	cube.position.x = 10;
	var spinner = new THREE.Object3D();
	spinner.rotation.x = 6;

	spinner.add(cube);
	scene.add(spinner);
}

function addHolder () {
	holder = new THREE.Object3D();
	holder.name = "holder"

	for (var i = 0; i < totalTargets; i++) {
		var ranCol = new THREE.Color();
		ranCol.setRGB( Math.random(), Math.random(), Math.random() );

		var geometry = new THREE.BoxGeometry(2,2,2);
		var material = new THREE.MeshPhongMaterial( {color: ranCol, ambient: ranCol } );

		var cube = new THREE.Mesh(geometry, material);
		cube.position.x = i * 5;
		cube.name = "cubeName" + i;

		var spinner = new THREE.Object3D();
		spinner.rotation.x = i*2.5*Math.PI;
		spinner.name = "spinnerName" + i;

		spinner.add(cube);
		holder.add(spinner);
	};
	scene.add(holder);
}

function addExplosion (point) {
	var timeNow = clock.getElapsedTime();

	for (var i = 0; i < 4; i++) {
		var geometry = new THREE.BoxGeometry(1,1,1);
		var material = new THREE.MeshBasicMaterial({color: 0x999999});
		var part = new THREE.Mesh(geometry, material);
		part.position.x = point.x;
		part.position.y = point.y;
		part.position.z = point.z;
		part.name = "part" + i;
		part.birthDay = timeNow;
		scene.add(part);
		particles.push(part);
	};
}

function animate() {
	requestAnimationFrame( animate );
	render();
}

function render () {		

	holder.children.forEach(function (elem, index, array) {
		elem.rotation.y += (speed * (6-index));
		elem.children[0].rotation.x += 0.01;
		elem.children[0].rotation.y += 0.01;
	});

	if (particles.length > 0) {
		particles.forEach(function (elem, index, array) {
			switch (elem.name) {
				case "part0":
					elem.position.x += 1;
					break;
				case "part1":
					elem.position.x -= 1;
					break;
				case "part2":
					elem.position.y += 1;
					break;
				case "part3":
					elem.position.y -= 1;
					break;
				default:
					break;
			}

			if (elem.birthDay - clock.getElapsedTime() < -1 ) {
				scene.remove(elem);
				particles.splice(index, 1);
			}
		})

	};

	renderer.render(scene, camera);
}

function onDocumentMouseDown(event) {
	event.preventDefault();

	if (complete) {
		complete = false;
		score = 0;
		restartScene();
		return;
	}

	// calculate mouse position in normalized device coordinates
	// (-1 to +1) for both components
	mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
	mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;

	// update the picking ray with the camera and mouse position	
	raycaster.setFromCamera( mouse, camera );
	
	if (score < totalTargets) {
		holder.children.forEach(function (elem, index, array) {
			intersects = raycaster.intersectObjects( elem.children );
			if (intersects.length > 0 && intersects[0].object.visible) {
				intersects[0].object.visible = false;

				addExplosion(intersects[0].point);
				score += 1;

				if (score < totalTargets) {
					myScore.innerHTML = "<span class='hit'>HIT!</span> Score: " + score + "/" + totalTargets;
				} else {
					complete = true;

					if (level < totalLevels) {
						myScore.innerHTML = "<strong>You got 'em all!</strong> Click the screen for level "  + (level+1) + ".";
					} else {
						myScore.innerHTML = "<strong>You win!</strong> Click the screen to play again.";
					}
				};
			}
		});
	}
}

function restartScene () {
	myScore.innerHTML = "";

	if (level < totalLevels) {
		speed += 0.005;
		totalTargets += 1;
		level += 1;
	} else {
		speed = 0.01;
		totalTargets = 3;
		level = 1;
	}

	myLevel.innerText = comments[level-1] +  ": Level " + level + " of " + totalLevels;
	scene.remove(holder);
	addHolder();
}

document.getElementById("webgl-container").addEventListener('mousedown', onDocumentMouseDown, false);

function onWindowResize() {

	camera.aspect = window.innerWidth / window.innerHeight;
	camera.updateProjectionMatrix();

	renderer.setSize( window.innerWidth, window.innerHeight );

	render();
}

window.onload = function() {
	myLevel.innerText = comments[level-1] +  ": Level " + level + " of " + totalLevels;
	myScene();
	addHolder();
	animate();

	window.addEventListener( 'resize', onWindowResize, false );
};
              
            
!
999px

Console