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Here you can Sed posuere consectetur est at lobortis. Donec ullamcorper nulla non metus auctor fringilla. Maecenas sed diam eget risus varius blandit sit amet non magna. Donec id elit non mi porta gravida at eget metus. Praesent commodo cursus magna, vel scelerisque nisl consectetur et.

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>


<div id="credits"> Credits
  Karim Maloul <a href="https://www.epic.net" target="blank">epic.net</a></p>
</div>
              
            
!

CSS

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

html, body {
  height: 100%;
  padding: 0;
  margin: 0;
}
*, *:before, *:after {
  box-sizing: border-box;
  -webkit-tap-highlight-color: transparent;

}

blockquote, dd, div, dl, dt, form, h1, h2, h3, h4, h5, h6, li, ol, p, pre, td, th, ul {
  margin: 0;
  padding: 0;
}

#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;
}
#gameoverInstructions.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