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<header>0</header>
<div class="difficulty-select">
<h1>Select Difficulty</h1>
<button type="button" data-difficulty="0" disabled>Easy</button>
<button type="button" data-difficulty="1" disabled>Medium</button>
<button type="button" data-difficulty="2" disabled>Hard</button>
<button type="button" data-difficulty="3" disabled>Brutal</button>
</div>
<div class="tutorial">
<p><strong>Steer:</strong></p>
<p><kbd>A</kbd> <kbd>D</kbd><br>or<br><kbd>←</kbd> <kbd>→</kbd><br>or<br>Drag left/right</p>
</div>
<button type="button" class="replay" disabled>
<svg class="btn-icon" xmlns="http://www.w3.org/2000/svg" x="0px" y="0px" width="96px" height="96px" viewBox="0 0 96 96" enable-background="new 0 0 96 96">
<path d="M96,88V60c0-1.083-0.396-2.021-1.188-2.812C94.02,56.396,93.083,56,92,56H64c-1.75,0-2.979,0.833-3.688,2.5
c-0.709,1.625-0.418,3.062,0.875,4.312l8.625,8.625C63.645,77.145,56.374,79.999,48,79.999c-4.333,0-8.469-0.844-12.406-2.531
c-3.937-1.687-7.344-3.969-10.219-6.844s-5.156-6.281-6.844-10.219C16.843,56.467,16,52.332,16,47.999
c0-4.334,0.844-8.469,2.531-12.406c1.687-3.937,3.969-7.344,6.844-10.219s6.281-5.156,10.219-6.844
c3.938-1.688,8.073-2.531,12.406-2.531c7.042,0,13.375,2.072,19,6.219c5.625,4.147,9.479,9.595,11.562,16.345
C78.854,39.521,79.479,40,80.438,40h12.438c0.667,0,1.188-0.25,1.562-0.75c0.416-0.541,0.562-1.104,0.438-1.688
c-1.625-7.291-4.698-13.791-9.219-19.5C81.135,12.354,75.594,7.916,69.031,4.75C62.468,1.584,55.458,0,48,0
c-6.5,0-12.708,1.271-18.625,3.812s-11.021,5.959-15.312,10.25s-7.708,9.396-10.25,15.312S0,41.5,0,48s1.271,12.708,3.812,18.625
s5.958,11.021,10.25,15.312s9.396,7.707,15.312,10.25C35.29,94.729,41.5,96,48,96c6.125,0,12.052-1.156,17.781-3.469
c5.729-2.313,10.822-5.573,15.281-9.781l8.125,8.062c1.207,1.291,2.666,1.582,4.375,0.875C95.188,90.979,96,89.75,96,88z"/>
</svg>
</button>
* {
border: 0;
box-sizing: border-box;
margin: 0;
padding: 0;
}
:root {
font-size: calc(16px + (20 - 16) * (100vw - 320px)/(1024 - 320));
}
body, button {
color: #fff;
font: 1em Muli, "Helvetica Neue", Helvetica, sans-serif;
line-height: 1.5;
}
body {
overflow: hidden;
}
button, canvas {
-webkit-tap-highlight-color: transparent;
}
button, .difficulty-select, .tutorial {
opacity: 0;
}
button {
background: #2762f3;
border-radius: 0.375em;
box-shadow: 0 0 0 0.25em inset, 0 -0.5em 0 #0003 inset;
cursor: pointer;
display: block;
font-weight: 700;
margin: 0 auto 0.75em auto;
padding: 0.75em 1.5em;
transition: background 0.15s linear;
transform: translateY(50%);
width: 100%;
max-width: 16em;
-webkit-user-select: none;
-moz-user-select: none;
-ms-user-select: none;
user-select: none;
}
button:hover {
background: #5785f6;
}
button:active {
background: #0c48db;
}
button:disabled {
cursor: default;
}
header, .difficulty-select, .tutorial, .replay {
position: absolute;
z-index: 1;
}
header, .difficulty-select {
left: 0;
width: 100%;
}
header, h1 {
line-height: 1;
}
header {
font-size: 4em;
font-weight: 900;
top: 0;
padding: 0.75rem;
-webkit-text-stroke: 4px #171717;
text-shadow: 0 4px 0 #171717;
transform: translateY(-100%);
transition: all 0.25s linear;
}
h1 {
font-size: 2em;
margin-bottom: 1em;
text-align: center;
transform: translateX(100%);
}
kbd {
background: #242424;
border-radius: 0.25em;
display: inline-block;
font-family: Helvetica, sans-serif;
height: 1.5em;
min-width: 1.5em;
padding: 0 0.25em;
text-align: center;
vertical-align: middle;
}
p {
margin-bottom: 1.5em;
}
/* UI */
.difficulty-select, .tutorial, .replay {
top: 50%;
}
.difficulty-select, .tutorial {
background: #0000007f;
}
.difficulty-select {
padding: 1.5em 0;
transform: translateY(-50%);
}
.menu-active, .tutorial-active, .replay-active {
z-index: 9;
}
.menu-active {
animation: fadeIn 0.5s linear forwards;
}
.menu-active h1 {
animation: slideIn 0.5s 0.5s linear forwards;
}
.menu-active button:nth-of-type(1) {
animation: fadeSlide 0.15s 1s linear forwards;
}
.menu-active button:nth-of-type(2) {
animation: fadeSlide 0.15s 1.15s linear forwards;
}
.menu-active button:nth-of-type(3) {
animation: fadeSlide 0.15s 1.3s linear forwards;
}
.menu-active button:nth-of-type(4) {
animation: fadeSlide 0.15s 1.45s linear forwards;
}
.menu-inactive {
animation: fadeIn 0.5s 1.1s linear reverse forwards;
opacity: 1;
}
.menu-inactive h1 {
animation: slideOut 0.5s 0.6s linear forwards;
transform: translateX(0);
}
.menu-inactive button {
opacity: 1;
transform: translateY(0);
}
.menu-inactive button:nth-of-type(1) {
animation: fadeSlide 0.15s linear reverse forwards;
}
.menu-inactive button:nth-of-type(2) {
animation: fadeSlide 0.15s 0.15s linear reverse forwards;
}
.menu-inactive button:nth-of-type(3) {
animation: fadeSlide 0.15s 0.3s linear reverse forwards;
}
.menu-inactive button:nth-of-type(4) {
animation: fadeSlide 0.15s 0.45s linear reverse forwards;
}
.tutorial {
border-radius: 0.75em;
padding: 1.5em 1.5em 0 1.5em;
left: 50%;
text-align: center;
width: 12em;
transform: translate(-50%,-50%);
transition: opacity 0.25s linear;
}
.replay {
margin: 0;
padding: 1.5em;
left: 50%;
transform: translate(-50%,0);
transition: all 0.15s linear;
width: 6em;
height: 6em;
}
.btn-icon {
fill: #fff;
width: 3em;
height: 3em;
}
.score-active {
transform: translateY(0);
}
.tutorial-active, .replay-active {
opacity: 1;
}
.replay-active {
transform: translate(-50%,-50%);
}
/* Animations */
@keyframes fadeIn {
from { opacity: 0 }
to { opacity: 1 }
}
@keyframes slideIn {
from { transform: translateX(100%) }
to { transform: translateX(0) }
}
@keyframes slideOut {
from { transform: translateX(0) }
to { transform: translateX(-100%) }
}
@keyframes fadeSlide {
from {
opacity: 0;
transform: translateY(50%);
}
to {
opacity: 1;
transform: translateY(0);
}
}
window.addEventListener("DOMContentLoaded",app);
function app() {
var header = document.querySelector("header"),
difSelect = document.querySelector(".difficulty-select"),
difButtons = difSelect.querySelectorAll("button"),
tutorialBox = document.querySelector(".tutorial"),
replayButton = document.querySelector(".replay"),
scene,
camera,
renderer,
hemiLight,
pointLight,
touch = {hold: false, x: 0},
difSelectActive = false,
scoreCounterActive = false,
replayBtnActive = false,
game = null,
randomInt = (min,max) => Math.round(Math.random() * (max - min)) + min,
skyColor = 0x69c6d0,
pointLightZ = -60,
cameraY = 45,
cameraYMin = 7,
renderDistance = 8,
roadChunks = [];
class Game {
constructor(args) {
// 0: easy, 1: medium (default), 2: hard, 3: brutal
let d = args.difficulty;
this.difficulty = d >= 0 && d <= 3 ? d : 1;
this.tutorial = args.tutorial === true;
this.over = false;
this.preparingNew = false;
this.score = 0;
this.noScoreXZone = 15;
this.vehicles = [
new Vehicle({
color: 0xff1717,
x: 0,
z: 0,
modelID: 0,
speed: 1,
acceleration: 0.001 * 2**d,
name: "Vehicle 0"
})
];
this.vehicleSpawns = this.vehicles.length;
this.vehicleLimit = 9;
this.vehicleIDCtrld = 0;
this.spark = null;
}
}
class RoadChunk {
constructor(zSpaces) {
let chunkSize = 40,
lineWidth = 1,
lineHeight = 4,
dotLines = 3;
this.chunkSize = chunkSize;
// surface
this.surfaceGeo = new THREE.PlaneBufferGeometry(chunkSize,chunkSize);
this.surfaceMat = new THREE.MeshLambertMaterial({
color: 0x575757
});
this.surface = new THREE.Mesh(this.surfaceGeo,this.surfaceMat);
this.surface.name = "Road Chunk";
this.surface.rotation.x = -Math.PI/2;
this.surface.position.set(0,0,zSpaces*chunkSize);
this.surface.receiveShadow = true;
scene.add(this.surface);
// shoulder lines
let lineGeo = new THREE.PlaneBufferGeometry(lineWidth,chunkSize),
lineMat = new THREE.MeshLambertMaterial({
color: 0xffffff
}),
line = new THREE.Mesh(lineGeo,lineMat);
line.receiveShadow = true;
let leftShoulder = line.clone();
leftShoulder.position.set(-chunkSize*0.375,0,0.01);
this.surface.add(leftShoulder);
let rightShoulder = line.clone();
rightShoulder.position.set(chunkSize*0.375,0,0.01);
this.surface.add(rightShoulder);
// dotted lines
let dotLineGeo = new THREE.PlaneBufferGeometry(lineWidth,lineHeight),
dotLineMat = new THREE.MeshLambertMaterial({
color: 0xffffff
}),
dotLine = new THREE.Mesh(dotLineGeo,dotLineMat);
for (let l = 0; l < dotLines; ++l) {
let y = chunkSize/2 - (chunkSize / dotLines) * l - lineHeight/2;
let leftLine = dotLine.clone();
leftLine.position.set(-chunkSize*0.125,y,0.01);
this.surface.add(leftLine);
let rightLine = dotLine.clone();
rightLine.position.set(chunkSize*0.125,y,0.01);
this.surface.add(rightLine);
}
}
}
class Vehicle {
constructor(args) {
this.color = args.color || randomInt(0x171717,0xcccccc);
this.x = args.x || 0;
this.z = args.z || 0;
this.width = 1;
this.height = 1;
this.depth = 1;
this.speed = args.speed || 1;
this.acceleration = args.acceleration || 0;
this.model = null;
this.name = args.name || "";
this.maxSpeed = 4;
this.isSteering = false;
this.steerAngle = 0;
this.maxSteerAngle = 30;
this.steerSpeed = 0.15;
this.steerDir = "";
this.xLimit = 20;
this.crashed = false;
this.deceleration = 0.01;
// 0: car, 1: truck, 2: tractor trailer
let modelID = args.modelID;
if (modelID === undefined)
modelID = Math.round(Math.random() * 2)
// dimensions refer to hitbox
switch (modelID) {
case 1:
this.width = 5;
this.height = 5;
this.depth = 10;
this.model = new Truck(this.color,this.x,this.z,this.name);
break;
case 2:
this.width = 5;
this.height = 8;
this.depth = 18;
this.model = new TractorTrailer(this.color,this.x,this.z,this.name);
break;
default:
this.width = 5;
this.height = 4;
this.depth = 10;
this.model = new Car(this.color,this.x,this.z,this.name);
break;
}
}
accelerate() {
if (this.speed < this.maxSpeed) {
this.speed += this.acceleration;
this.speed = +(this.speed).toFixed(3);
}
}
decelerate() {
if (this.speed > 0) {
this.speed -= this.deceleration;
this.speed = +(this.speed).toFixed(3);
if (this.speed < 0)
this.speed = 0;
}
}
move() {
let mesh = this.model.mesh;
// normal forward direction
this.z -= this.speed;
mesh.position.z = this.z;
// handle steering
if (this.isSteering && !this.crashed) {
if (this.steerDir == "left") {
this.x -= this.steerSpeed;
if (this.steerAngle < this.maxSteerAngle)
++this.steerAngle;
}
else if (this.steerDir == "right") {
this.x += this.steerSpeed;
if (this.steerAngle > -this.maxSteerAngle)
--this.steerAngle;
}
// undo steering
} else if (!this.crashed) {
if (this.steerAngle > 0) {
--this.steerAngle;
this.x -= this.steerSpeed;
} else if (this.steerAngle < 0) {
++this.steerAngle;
this.x += this.steerSpeed;
}
}
// auto crash if out of bounds
if (this.x < -this.xLimit || this.x > this.xLimit) {
this.crashed = true;
game.over = true;
}
mesh.position.x = this.x;
mesh.rotation.y = this.steerAngle * Math.PI/180;
if (!this.crashed) {
mesh.getObjectByName("FL").rotation.y = mesh.rotation.y;
mesh.getObjectByName("FR").rotation.y = mesh.rotation.y;
}
}
steer(dir) {
this.isSteering = true;
this.steerDir = dir;
}
straighten() {
this.isSteering = false;
this.steerDir = "";
}
}
class Car {
constructor(color,x,z,name) {
// I. Group
this.mass = 3;
this.mesh = new THREE.Object3D();
this.mesh.name = name;
this.mesh.position.set(x,2,z);
scene.add(this.mesh);
// II. Body
var carBodyBase = new THREE.Mesh(new THREE.BoxBufferGeometry(5,3,10)),
cutFront = new THREE.Mesh(new THREE.BoxBufferGeometry(5,1,3)),
cutBack = new THREE.Mesh(new THREE.BoxBufferGeometry(5,1,2)),
frontTireHoles = new THREE.Mesh(new THREE.CylinderBufferGeometry(1.2,1.2,5,16,16,false)),
backTireHoles = frontTireHoles.clone();
cutFront.position.set(0,1,-3.5);
cutBack.position.set(0,1,4);
frontTireHoles.position.set(0,-1.5,-3);
frontTireHoles.rotation.z = 90 * Math.PI/180;
backTireHoles.position.set(0,-1.5,3);
backTireHoles.rotation.z = frontTireHoles.rotation.z;
carBodyBase.updateMatrix();
cutFront.updateMatrix();
cutBack.updateMatrix();
frontTireHoles.updateMatrix();
backTireHoles.updateMatrix();
var carBodyBase_BSP = CSG.fromMesh(carBodyBase),
cutFront_BSP = CSG.fromMesh(cutFront),
cutBack_BSP = CSG.fromMesh(cutBack),
frontTireHoles_BSP = CSG.fromMesh(frontTireHoles),
backTireHoles_BSP = CSG.fromMesh(backTireHoles),
carBody_BSP = carBodyBase_BSP
.subtract(cutFront_BSP)
.subtract(cutBack_BSP)
.subtract(frontTireHoles_BSP)
.subtract(backTireHoles_BSP),
carBody = CSG.toMesh(carBody_BSP, carBodyBase.matrix);
carBody.material = new THREE.MeshLambertMaterial({
color: color
});
carBody.position.set(0,0.5,0);
carBody.castShadow = true;
this.mesh.add(carBody);
// III. Wheels
var wheelGeo = new THREE.CylinderBufferGeometry(1,1,0.5,24,24,false),
wheelMat = new THREE.MeshLambertMaterial({
color: 0x171717
}),
wheel = new THREE.Mesh(wheelGeo,wheelMat);
wheel.castShadow = true;
wheel.rotation.z = -0.5 * Math.PI;
var wheelPos = [
{x: -2.25, y: -1, z: 3, name: "BL"},
{x: 2.25, y: -1, z: 3, name: "BR"},
{x: -2.25, y: -1, z: -3, name: "FL"},
{x: 2.25, y: -1, z: -3, name: "FR"}
];
for (let p of wheelPos) {
var w = wheel.clone();
w.name = p.name;
w.position.set(p.x,p.y,p.z);
this.mesh.add(w);
}
// IV. Windows
var windowMat = new THREE.MeshLambertMaterial({
color: 0x171717
}),
horzWindowGeo = new THREE.PlaneBufferGeometry(4.4,0.8),
horzWindowMat = windowMat,
horzWindow = new THREE.Mesh(horzWindowGeo,horzWindowMat),
midFrontWindowGeo = new THREE.PlaneBufferGeometry(2.3,0.8),
midFrontWindowMat = windowMat,
midFrontWindow = new THREE.Mesh(midFrontWindowGeo,midFrontWindowMat),
midBackWindowGeo = new THREE.PlaneBufferGeometry(1.5,0.8),
midBackWindowMat = windowMat,
midBackWindow = new THREE.Mesh(midBackWindowGeo,midBackWindowMat);
horzWindow.receiveShadow = true;
midFrontWindow.receiveShadow = true;
midBackWindow.receiveShadow = true;
var leftMFWindow = midFrontWindow.clone();
leftMFWindow.position.set(-2.51,1.4,-0.4);
leftMFWindow.rotation.y = -0.5 * Math.PI;
this.mesh.add(leftMFWindow);
var rightMFWindow = midFrontWindow.clone();
rightMFWindow.position.set(2.51,1.4,-0.4);
rightMFWindow.rotation.y = 0.5 * Math.PI;
this.mesh.add(rightMFWindow);
var leftMBWindow = midBackWindow.clone();
leftMBWindow.position.set(-2.51,1.4,1.9);
leftMBWindow.rotation.y = -0.5 * Math.PI;
this.mesh.add(leftMBWindow);
var rightMBWindow = midBackWindow.clone();
rightMBWindow.position.set(2.51,1.4,1.9);
rightMBWindow.rotation.y = 0.5 * Math.PI;
this.mesh.add(rightMBWindow);
var frontWindow = horzWindow.clone();
frontWindow.position.set(0,1.4,-2.01);
frontWindow.rotation.y = Math.PI;
this.mesh.add(frontWindow);
var backWindow = horzWindow.clone();
backWindow.position.set(0,1.4,3.01);
this.mesh.add(backWindow);
// V. Lights
var lightGeo = new THREE.PlaneBufferGeometry(1,0.5),
frontLightMat = new THREE.MeshLambertMaterial({
color: 0xf1f1f1
}),
frontLight = new THREE.Mesh(lightGeo,frontLightMat),
backLightMat = new THREE.MeshLambertMaterial({
color: 0xf65555
}),
backLight = new THREE.Mesh(lightGeo,backLightMat);
frontLight.rotation.y = Math.PI;
var frontLeftLight = frontLight.clone();
frontLeftLight.position.set(-2,0.25,-5.01);
this.mesh.add(frontLeftLight);
var frontRightLight = frontLight.clone();
frontRightLight.position.set(2,0.25,-5.01);
this.mesh.add(frontRightLight);
var backLeftLight = backLight.clone();
backLeftLight.position.set(-2,0.25,5.01);
this.mesh.add(backLeftLight);
var backRightLight = backLight.clone();
backRightLight.position.set(2,0.25,5.01);
this.mesh.add(backRightLight);
}
}
class Truck {
constructor(color,x,z,name) {
// I. Group
this.mass = 4;
this.mesh = new THREE.Object3D();
this.mesh.name = name;
this.mesh.position.set(x,2.5,z);
scene.add(this.mesh);
// II. Body
var truckBodyBase = new THREE.Mesh(new THREE.BoxBufferGeometry(5,4,10)),
cutFront = new THREE.Mesh(new THREE.BoxBufferGeometry(5,1.5,2.5)),
cutBack = new THREE.Mesh(new THREE.BoxBufferGeometry(5,1.5,4.5)),
frontTireHoles = new THREE.Mesh(new THREE.CylinderBufferGeometry(1.2,1.2,5,16,16,false)),
backTireHoles = frontTireHoles.clone(),
trunk = new THREE.Mesh(new THREE.BoxBufferGeometry(4.4,1.5,4));
cutFront.position.set(0,1.25,-3.75);
cutBack.position.set(0,1.25,3);
frontTireHoles.position.set(0,-2,-3);
frontTireHoles.rotation.z = 90 * Math.PI/180;
backTireHoles.position.set(0,-2,3);
backTireHoles.rotation.z = frontTireHoles.rotation.z;
trunk.position.set(0,0.1,2.75);
truckBodyBase.updateMatrix();
cutFront.updateMatrix();
cutBack.updateMatrix();
frontTireHoles.updateMatrix();
backTireHoles.updateMatrix();
trunk.updateMatrix();
var truckBodyBase_BSP = CSG.fromMesh(truckBodyBase),
cutFront_BSP = CSG.fromMesh(cutFront),
cutBack_BSP = CSG.fromMesh(cutBack),
frontTireHoles_BSP = CSG.fromMesh(frontTireHoles),
backTireHoles_BSP = CSG.fromMesh(backTireHoles),
trunk_BSP = CSG.fromMesh(trunk),
truckBody_BSP = truckBodyBase_BSP
.subtract(cutFront_BSP)
.subtract(cutBack_BSP)
.subtract(frontTireHoles_BSP)
.subtract(backTireHoles_BSP)
.subtract(trunk_BSP),
truckBody = CSG.toMesh(truckBody_BSP, truckBodyBase.matrix);
truckBody.material = new THREE.MeshLambertMaterial({
color: color
});
truckBody.position.set(0,0.5,0);
truckBody.castShadow = true;
this.mesh.add(truckBody);
// III. Wheels
var wheelGeo = new THREE.CylinderBufferGeometry(1,1,0.5,24,24,false),
wheelMat = new THREE.MeshLambertMaterial({
color: 0x171717
}),
wheel = new THREE.Mesh(wheelGeo,wheelMat);
wheel.castShadow = true;
wheel.rotation.z = -0.5 * Math.PI;
var wheelPos = [
{x: -2.25, y: -1.5, z: 3, name: "BL"},
{x: 2.25, y: -1.5, z: 3, name: "BR"},
{x: -2.25, y: -1.5, z: -3, name: "FL"},
{x: 2.25, y: -1.5, z: -3, name: "FR"}
];
for (let p of wheelPos) {
var w = wheel.clone();
w.name = p.name;
w.position.set(p.x,p.y,p.z);
this.mesh.add(w);
}
// IV. Windows
var windowMat = new THREE.MeshLambertMaterial({
color: 0x171717
}),
horzWindowGeo = new THREE.PlaneBufferGeometry(4.4,1.2),
horzWindowMat = windowMat,
horzWindow = new THREE.Mesh(horzWindowGeo,horzWindowMat),
midFrontWindowGeo = new THREE.PlaneBufferGeometry(1.4,1.2),
midFrontWindowMat = windowMat,
midFrontWindow = new THREE.Mesh(midFrontWindowGeo,midFrontWindowMat),
midBackWindowGeo = new THREE.PlaneBufferGeometry(1,1.2),
midBackWindowMat = windowMat,
midBackWindow = new THREE.Mesh(midBackWindowGeo,midBackWindowMat);
horzWindow.receiveShadow = true;
midFrontWindow.receiveShadow = true;
midBackWindow.receiveShadow = true;
var leftMFWindow = midFrontWindow.clone();
leftMFWindow.position.set(-2.51,1.55,-1.55);
leftMFWindow.rotation.y = -0.5 * Math.PI;
this.mesh.add(leftMFWindow);
var rightMFWindow = midFrontWindow.clone();
rightMFWindow.position.set(2.51,1.55,-1.55);
rightMFWindow.rotation.y = 0.5 * Math.PI;
this.mesh.add(rightMFWindow);
var leftMBWindow = midBackWindow.clone();
leftMBWindow.position.set(-2.51,1.55,-0.05);
leftMBWindow.rotation.y = -0.5 * Math.PI;
this.mesh.add(leftMBWindow);
var rightMBWindow = midBackWindow.clone();
rightMBWindow.position.set(2.51,1.55,-0.05);
rightMBWindow.rotation.y = 0.5 * Math.PI;
this.mesh.add(rightMBWindow);
var frontWindow = horzWindow.clone();
frontWindow.position.set(0,1.55,-2.51);
frontWindow.rotation.y = Math.PI;
this.mesh.add(frontWindow);
var backWindow = horzWindow.clone();
backWindow.position.set(0,1.55,0.76);
this.mesh.add(backWindow);
/// V. Lights
var lightGeo = new THREE.PlaneBufferGeometry(0.75,1),
frontLightMat = new THREE.MeshLambertMaterial({
color: 0xf1f1f1
}),
frontLight = new THREE.Mesh(lightGeo,frontLightMat),
backLightMat = new THREE.MeshLambertMaterial({
color: 0xf65555
}),
backLight = new THREE.Mesh(lightGeo,backLightMat);
frontLight.rotation.y = Math.PI;
var frontLeftLight = frontLight.clone();
frontLeftLight.position.set(-2.125,0.25,-5.01);
this.mesh.add(frontLeftLight);
var frontRightLight = frontLight.clone();
frontRightLight.position.set(2.125,0.25,-5.01);
this.mesh.add(frontRightLight);
var backLeftLight = backLight.clone();
backLeftLight.position.set(-2.125,0.25,5.01);
this.mesh.add(backLeftLight);
var backRightLight = backLight.clone();
backRightLight.position.set(2.125,0.25,5.01);
this.mesh.add(backRightLight);
}
}
class TractorTrailer {
constructor(color,x,z,name) {
// I. Group
this.mass = 12;
this.mesh = new THREE.Object3D();
this.mesh.name = name;
this.mesh.position.set(x,4,z);
scene.add(this.mesh);
// II. Cab
var cabPt1Geo = new THREE.BoxBufferGeometry(5,4,5),
cabPt1Mat = new THREE.MeshLambertMaterial({
color: color
}),
cabPt1 = new THREE.Mesh(cabPt1Geo,cabPt1Mat);
cabPt1.position.set(0,1,-6.5);
cabPt1.castShadow = true;
this.mesh.add(cabPt1);
var cabPt2Geo = new THREE.BoxBufferGeometry(5,2,0.5),
cabPt2Mat = cabPt1Mat,
cabPt2 = new THREE.Mesh(cabPt2Geo,cabPt2Mat);
cabPt2.position.set(0,-2,-8.75);
cabPt2.castShadow = true;
this.mesh.add(cabPt2);
var cabPt3Geo = new THREE.BoxBufferGeometry(3,2,8.25),
cabPt3Mat = new THREE.MeshLambertMaterial({
color: 0x3f3f3f
}),
cabPt3 = new THREE.Mesh(cabPt3Geo,cabPt3Mat);
cabPt3.position.set(0,-2,-4.375);
cabPt3.castShadow = true;
this.mesh.add(cabPt3);
var cabLeftWindowGeo = new THREE.PlaneBufferGeometry(2.5,2),
cabLeftWindowMat = new THREE.MeshLambertMaterial({
color: 0x171717
}),
cabLeftWindow = new THREE.Mesh(cabLeftWindowGeo,cabLeftWindowMat);
cabLeftWindow.position.set(-2.51,1,-7.75);
cabLeftWindow.rotation.y = -0.5 * Math.PI;
cabLeftWindow.receiveShadow = true;
this.mesh.add(cabLeftWindow);
var cabRightWindow = cabLeftWindow.clone();
cabRightWindow.position.x = -cabLeftWindow.position.x;
cabRightWindow.rotation.y = -cabLeftWindow.rotation.y;
this.mesh.add(cabRightWindow);
var cabFrontWindowGeo = new THREE.PlaneBufferGeometry(5,2),
cabFrontWindowMat = cabLeftWindowMat,
cabFrontWindow = new THREE.Mesh(cabFrontWindowGeo,cabFrontWindowMat);
cabFrontWindow.position.set(0,1,-9.01);
cabFrontWindow.rotation.y = Math.PI;
cabFrontWindow.receiveShadow = true;
this.mesh.add(cabFrontWindow);
var lightGeo = new THREE.PlaneBufferGeometry(1,1),
lightMat = new THREE.MeshLambertMaterial({
color: 0xf1f1f1
}),
light = new THREE.Mesh(lightGeo,lightMat);
light.rotation.y = Math.PI;
var leftLight = light.clone();
leftLight.position.set(-1.5,-1.5,-9.01);
this.mesh.add(leftLight);
var rightLight = light.clone();
rightLight.position.set(1.5,-1.5,-9.01);
this.mesh.add(rightLight);
// III. Metal Cylinders
var cabLeftCylinderGeo = new THREE.CylinderBufferGeometry(0.75,0.75,2.25,16,16,false),
cabLeftCylinderMat = new THREE.MeshLambertMaterial({
color: 0x7f7f7f
}),
cabLeftCylinder = new THREE.Mesh(cabLeftCylinderGeo,cabLeftCylinderMat);
cabLeftCylinder.position.set(-2.25,-1.875,-3.875);
cabLeftCylinder.rotation.x = -0.5 * Math.PI;
cabLeftCylinder.castShadow = true;
this.mesh.add(cabLeftCylinder);
var cabRightCylinder = cabLeftCylinder.clone();
cabRightCylinder.position.x = -cabLeftCylinder.position.x;
this.mesh.add(cabRightCylinder);
// IV. Trailer
var trailerGeo = new THREE.BoxBufferGeometry(5,5,12),
trailerMat = new THREE.MeshLambertMaterial({
color: 0xffffff
}),
trailer = new THREE.Mesh(trailerGeo,trailerMat);
trailer.position.set(0,1.5,3);
trailer.castShadow = true;
this.mesh.add(trailer);
var trailerBottomGeo = new THREE.BoxBufferGeometry(3,2,2),
trailerBottomMat = cabPt3Mat,
trailerBottom = new THREE.Mesh(trailerBottomGeo,trailerBottomMat);
trailerBottom.position.set(0,-2,7);
trailerBottom.castShadow = true;
this.mesh.add(trailerBottom);
// V. Wheels
var wheelGeo = new THREE.CylinderBufferGeometry(1.5,1.5,1,24,24,false),
wheelMat = new THREE.MeshLambertMaterial({
color: 0x242424
}),
wheel = new THREE.Mesh(wheelGeo,wheelMat);
wheel.castShadow = true;
wheel.rotation.z = -0.5 * Math.PI;
var wheelPos = [
{x: -2, y: -2.5, z: 7, name: "BL"},
{x: 2, y: -2.5, z: 7, name: "BR"},
{x: -2, y: -2.5, z: -1, name: "ML"},
{x: 2, y: -2.5, z: -1, name: "MR"},
{x: -2, y: -2.5, z: -6.75, name: "FL"},
{x: 2, y: -2.5, z: -6.75, name: "FR"}
];
for (let p of wheelPos) {
var w = wheel.clone();
w.name = p.name;
w.position.set(p.x,p.y,p.z);
this.mesh.add(w);
}
}
}
class Spark {
constructor(x,y,z,isHorz = false) {
this.center = new THREE.Object3D();
this.center.name = "Spark";
this.center.position.set(x,y,z);
scene.add(this.center);
this.isHorz = isHorz;
this.particles = [];
// populate particles
let particleGeo = new THREE.SphereBufferGeometry(1,16,16),
particleMat = new THREE.MeshBasicMaterial({
color: 0xffff00
}),
particleMesh = new THREE.Mesh(particleGeo,particleMat);
for (var m = 0; m < randomInt(6,8); ++m) {
this.particles.push({
x: 0,
y: 0,
z: 0,
size: 1,
speed: 0.2,
decay: 0.04,
angle: randomInt(0,359),
mesh: particleMesh.clone()
});
this.center.add(this.particles[m].mesh);
}
}
moveParticles() {
// shrink particles as they move
for (let p of this.particles) {
if (p.size > 0) {
p.size -= p.decay;
if (this.isHorz === true) {
p.x += p.speed * Math.sin(p.angle * Math.PI/180);
p.mesh.position.x = p.x;
}
else {
p.z += p.speed * Math.sin(p.angle * Math.PI/180);
p.mesh.position.z = p.z;
}
p.y += p.speed * Math.cos(p.angle * Math.PI/180);
p.mesh.position.y = p.y;
p.mesh.scale.x = p.size;
p.mesh.scale.y = p.size;
p.mesh.scale.z = p.size;
}
}
}
}
var init = () => {
// I. Setting Up Scene
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera(45,window.innerWidth / window.innerHeight,0.1,2000);
renderer = new THREE.WebGLRenderer({
logarithmicDepthBuffer: true
});
renderer.setClearColor(new THREE.Color(skyColor));
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.shadowMap.enabled = true;
// II. Lighting
// A. Ambient
var ambientLight = new THREE.AmbientLight(0xffffff);
ambientLight.name = "Ambient Light";
scene.add(ambientLight);
// B. Hemisphere
hemiLight = new THREE.HemisphereLight(0x0044ff, 0xffffff, 0.5);
hemiLight.name = "Hemisphere Light";
hemiLight.position.set(0,5,0);
scene.add(hemiLight);
// C. Point
pointLight = new THREE.PointLight(0xffffff,0.5);
pointLight.name = "Point Light";
pointLight.position.set(0,60,pointLightZ);
pointLight.castShadow = true;
pointLight.shadow.mapSize = new THREE.Vector2(1024,1024);
scene.add(pointLight);
// III. Scenery
// A. Road
for (let r = 1; r > -renderDistance; --r)
roadChunks.push(new RoadChunk(r));
// B. Grass
var firstChunkSize = roadChunks[0].chunkSize,
grassDepth = firstChunkSize * (renderDistance + 1),
grassGeo = new THREE.PlaneBufferGeometry(400,grassDepth),
grassMat = new THREE.MeshLambertMaterial({
color: 0xbbe868
}),
grass = new THREE.Mesh(grassGeo,grassMat);
grass.name = "Grass";
grass.rotation.x = -Math.PI/2;
grass.position.set(0,-0.05,-grassDepth/2 + firstChunkSize*1.5);
grass.receiveShadow = true;
scene.add(grass);
// C. Fog
scene.fog = new THREE.Fog(skyColor, 0.01, grassDepth - firstChunkSize*2);
// IV. Camera
camera.position.set(0,cameraYMin,30);
camera.lookAt(scene.position);
// V. Rendering
document.body.appendChild(renderer.domElement);
},
checkCollision = (a,b) => {
if (!a.crashed && !b.crashed && (a.name != b.name)) {
let A_left = a.x - a.width/2,
A_right = a.x + a.width/2,
A_front = a.z - a.depth/2,
A_back = a.z + a.depth/2,
B_left = b.x - b.width/2,
B_right = b.x + b.width/2,
B_front = b.z - b.depth/2,
B_back = b.z + b.depth/2;
// right hits left, left hits right
let touchedX_RL = (A_left <= B_right && A_left >= B_left),
touchedX_LR = (A_right >= B_left && A_right <= B_right),
// front hits back, back hits front
touchedZ_FB = (A_front <= B_back && A_front >= B_front),
touchedZ_BF = (A_back >= B_front && A_back <= B_back);
if ((touchedX_RL || touchedX_LR) && (touchedZ_FB || touchedZ_BF)) {
var newMomentum = (a.model.mass * a.speed + b.model.mass * b.speed)/(a.model.mass + b.model.mass);
a.speed = newMomentum;
b.speed = newMomentum;
let sx = 0,
sz = 0;
// x-center the spark between crashing ends
if (A_left <= B_right)
sx = (A_left + B_right)/2;
else if (A_right >= B_left)
sx = (A_right + B_left)/2;
// then z-center it
if (A_front <= B_back)
sz = (A_front + B_back)/2;
else if (A_back >= B_front)
sz = (A_back + B_front)/2;
// trigger spark for player vehicle
if (a.name == "Vehicle 0") {
a.crashed = true;
game.over = true;
game.spark = new Spark(sx,a.height/2,sz,A_front - B_back < 1);
}
}
}
},
toggleDifBtnStates = () => {
for (let b of difButtons)
b.disabled = !b.disabled;
},
toggleDifMenu = () => {
difSelectActive = !difSelectActive;
let activeClass = "menu-active",
inactiveClass = "menu-inactive";
if (difSelectActive) {
difSelect.classList.remove(inactiveClass);
void difSelect.offsetWidth;
difSelect.classList.add(activeClass);
setTimeout(toggleDifBtnStates,1500);
} else {
difSelect.classList.remove(activeClass);
void difSelect.offsetWidth;
difSelect.classList.add(inactiveClass);
toggleDifBtnStates();
}
},
toggleScoreCounter = () => {
scoreCounterActive = !scoreCounterActive;
let activeClass = "score-active";
if (scoreCounterActive)
header.classList.add(activeClass);
else
header.classList.remove(activeClass);
},
toggleReplayBtn = () => {
replayBtnActive = !replayBtnActive;
replayButton.disabled = !replayBtnActive;
let activeClass = "replay-active";
if (replayBtnActive)
replayButton.classList.add(activeClass);
else
replayButton.classList.remove(activeClass);
},
showTutorial = () => {
if (game.tutorial)
tutorialBox.classList.add("tutorial-active");
},
hideTutorial = () => {
if (game.tutorial) {
game.tutorial = false;
tutorialBox.classList.remove("tutorial-active");
}
},
startGame = difficulty => {
if (game != null && game.over) {
// remove spark
if (game.spark != null) {
let sparkName = scene.getObjectByName(game.spark.name);
scene.remove(sparkName);
}
// remove all vehicles
for (let v of game.vehicles) {
let vehicleName = scene.getObjectByName(v.name);
scene.remove(vehicleName);
}
}
// first time or starting anew
if (game == null || game.over) {
game = new Game({
difficulty: difficulty,
tutorial: game == null
});
header.innerHTML = game.score;
toggleScoreCounter();
showTutorial();
}
},
update = () => {
// intro sequence
if (cameraY > cameraYMin) {
cameraY -= 0.5;
if (cameraY == cameraYMin)
toggleDifMenu();
}
// normal game function
if (game != null && cameraY == cameraYMin) {
let firstChunkSize = roadChunks[0].chunkSize,
vehicleCtrld = game.vehicles[game.vehicleIDCtrld];
// push all vehicles forward one chunk when player reaches that distance
if (vehicleCtrld.z <= -firstChunkSize) {
let vehiclesBehind = [];
game.vehicles.forEach((e,i) => {
e.z += firstChunkSize;
// mark for removal if no longer seen
if (e.z - e.depth/2 > vehicleCtrld.z + firstChunkSize/2) {
vehiclesBehind.push({
index: i,
name: e.name
});
}
});
// remove vehicles way behind, score
vehiclesBehind.sort((a,b) => b.index - a.index);
for (let v of vehiclesBehind) {
let objectName = scene.getObjectByName(v.name);
scene.remove(objectName);
game.vehicles.splice(v.index,1);
// score points for passing without using shoulder
if (Math.abs(vehicleCtrld.x) < game.noScoreXZone) {
++game.score;
header.innerHTML = game.score;
}
}
// and then spawn 0–3 new ones
if (game.vehicles.length < game.vehicleLimit && !game.tutorial) {
let spawnTries = 3;
while (spawnTries--) {
if (Math.random() < 0.05 + game.difficulty * 0.025) {
game.vehicles.push(new Vehicle({
x: (-1 + spawnTries) * 10,
z: -renderDistance * firstChunkSize - spawnTries * 15,
name: "Vehicle " + game.vehicleSpawns
}));
++game.vehicleSpawns;
}
}
}
}
// move vehicles
let vehiclesAhead = [];
game.vehicles.forEach((e,i) => {
e.move();
for (let v of game.vehicles)
checkCollision(e,v);
if (!game.tutorial) {
if (!e.crashed)
e.accelerate();
else {
e.decelerate();
// spinout if steering
if (e.steerAngle > 0)
e.steerAngle += e.speed * e.steerSpeed;
else if (e.steerAngle < 0)
e.steerAngle -= e.speed * e.steerSpeed;
}
}
// mark for removal if no longer seen
if (e.z < (-renderDistance - 1.5) * firstChunkSize) {
vehiclesAhead.push({
index: i,
name: e.name
});
}
});
// remove vehicles way ahead
vehiclesAhead.sort((a,b) => b.index - a.index);
for (let v of vehiclesAhead) {
let objectName = scene.getObjectByName(v.name);
scene.remove(objectName);
game.vehicles.splice(v.index,1);
}
// spark from crash
if (game.spark != null) {
game.spark.moveParticles();
game.spark.center.position.z = vehicleCtrld.z - (game.spark.isHorz ? vehicleCtrld.depth/2 : 0);
}
// show difficulty menu on game over
if (vehicleCtrld.speed <= 0 && game.over && !game.preparingNew && !replayBtnActive)
toggleReplayBtn();
// center spotlight and camera on player vehicle
pointLight.position.z = vehicleCtrld.z + pointLightZ;
camera.position.set(0,cameraY,vehicleCtrld.z + 30);
} else {
pointLight.position.z = pointLightZ;
camera.position.set(0,cameraY,30);
}
renderer.render(scene,camera);
requestAnimationFrame(update);
},
adjustWindow = () => {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth,window.innerHeight)
},
steerVehicle = e => {
if (game != null && !game.over && game.vehicles.length) {
let playerVehicle = game.vehicles[game.vehicleIDCtrld];
// left arrow, A, or drag left
if ((e.keyCode && (e.keyCode == 37 || e.keyCode == 65)) ||
(touch.hold && e.pageX < touch.x)) {
playerVehicle.steer("left");
hideTutorial();
// right arrow, D, or drag right
} else if ((e.keyCode && (e.keyCode == 39 || e.keyCode == 68)) ||
(touch.hold && e.pageX > touch.x)) {
playerVehicle.steer("right");
hideTutorial();
}
}
},
straightenVehicle = () => {
if (game != null && !game.over && game.vehicles.length) {
game.vehicles[game.vehicleIDCtrld].straighten();
}
touch.hold = false;
},
getTouchHold = e => {
touch.hold = true;
touch.x = e.pageX;
};
init();
update();
window.addEventListener("resize",adjustWindow);
// steering
var downEvent = "ontouchstart" in document.documentElement ? "touchstart" : "mousedown",
moveEvent = "ontouchmove" in document.documentElement ? "touchmove" : "mousemove",
upEvent = "ontouchend" in document.documentElement ? "touchend" : "mouseup";
document.addEventListener("keydown",steerVehicle);
document.addEventListener("keyup",straightenVehicle);
document.addEventListener(downEvent,getTouchHold);
document.addEventListener(moveEvent,steerVehicle);
document.addEventListener(upEvent,straightenVehicle);
// difficulty buttons
for (let b of difButtons) {
b.addEventListener("click",function(){
toggleDifMenu();
let t = this;
setTimeout(() => {
startGame(t.getAttribute("data-difficulty"));
},1600);
});
}
// replay button
replayButton.addEventListener("click",function(){
game.preparingNew = true;
toggleScoreCounter();
toggleReplayBtn();
setTimeout(toggleDifMenu,250);
});
}
Also see: Tab Triggers