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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.

            
              body {
	margin: 0;
	overflow: hidden;
	position: fixed;
}
canvas {
	-webkit-tap-highlight-color: transparent;
	-webkit-user-select: none;
	-moz-user-select: none;
	user-select: none;
}
            
          
!
            
              window.addEventListener("DOMContentLoaded",app);

function app() {
	var canvas,
		scene,
		camera,
		renderer,
		raycaster,
		textureLoader,
		world,
		blocks,
		player,
		controlConfig = {
			backwards: 83,
			forwards: 87,
			left: 65,
			right: 68,
			jump: 32,
			respawn: 82
		},
		cursor = {
			x: 0,
			y: 0,
			inWindow: false,
			// mobile only
			holding: false,
			holdTime: 0,
			triggerHoldTime: 20
		},
		randomInt = (min,max) => Math.round(Math.random() * (max - min)) + min;

	class World {
		constructor() {
			// Warning: Larger worlds can cause lag!
			this.size = 12;
			this.layers = 2;
			this.skyHeight = 64;
			this.voidHeight = 64;
			this.skyColor = 0xf1f1f1;
			this.lightColor = 0xffffff;
			this.gravity = 0.008;
			this.lighting = {
				ambient: new THREE.AmbientLight(this.lightColor,0.75),
				directional: new THREE.DirectionalLight(this.lightColor,0.5)
			};

			// config ambient
			this.lighting.ambient.name = "Ambient Light";
			scene.add(this.lighting.ambient);

			// config directional
			let sizeHalf = this.size/2;
			this.lighting.directional.name = "Directional Light";
			this.lighting.directional.position.set(0,this.skyHeight,0);
			this.lighting.directional.castShadow = true;
			this.lighting.directional.shadow.camera = new THREE.OrthographicCamera(
				-sizeHalf - 1,sizeHalf + 1,sizeHalf + 1,-sizeHalf,0.5,2e4
			);
			this.lighting.directional.shadow.mapSize = new THREE.Vector2(1024,1024);
			scene.add(this.lighting.directional);

			// blocks
			this.addBlock = (x,y,z,block,rad = 0) => {
				let newBlock = block.mesh.clone(),
					deg = rad * 180/Math.PI,
					// for multi-texture blocks, angle should be at nearest 90°
					rotY = block.multiTexture ? Math.round(deg / 90) * 90 : 0;

				// ensure angles to left are positive, right are negative
				if (rotY >= 360 || rotY <= -360)
					rotY %= 360;
				if (rotY == 270)
					rotY = -90;
				else if (rotY == -270)
					rotY = 90;

				newBlock.position.set(x,y,z);
				newBlock.rotation.y = rotY * Math.PI/180;
				scene.add(newBlock);
			};

			// add them to world
			let sizeStart = !(this.size % 2) ? -sizeHalf : Math.round(-sizeHalf),
				layers = this.layers;
			for (let z = sizeStart; z < sizeHalf; ++z) {
				for (let y = 0; y < layers; ++y) {
					for (let x = sizeStart; x < sizeHalf; ++x) {
						// to ground level
						if (y == layers - 1) {
							this.addBlock(x,y,z,blocks[0]);
						// under ground level
						} else {
							let randBlockID = randomInt(1,blocks.length - 1);
							this.addBlock(x,y,z,blocks[randBlockID]);
						}
					}
				}
			}
		}
	}
	class Block {
		constructor(name,multiTexture = false) {
			var blockProtoGeo = new THREE.BoxBufferGeometry(1,1,1),
				blockMat,
				blockColor = 0xffffff,
				blockSpriteAtlas = name;

			if (multiTexture === true) {
				blockMat = [];

				for (let b in blockSpriteAtlas) {
					let path = blockSpriteAtlas[b],
						sprite = new THREE.MeshLambertMaterial({
							color: blockColor,
							map: textureLoader.load(path)
						});
					sprite.map.wrapS = THREE.RepeatWrapping;
					sprite.map.wrapT = THREE.RepeatWrapping;
					sprite.map.minFilter = THREE.NearestMipMapNearestFilter;
					sprite.map.magFilter = THREE.NearestFilter;
					sprite.map.repeat.set(1,1);
					blockMat.push(sprite);
				}

			} else {
				let path = blockSpriteAtlas.side,
					sprite = new THREE.MeshLambertMaterial({
						color: blockColor,
						map: textureLoader.load(path)
					});
				sprite.map.wrapS = THREE.RepeatWrapping;
				sprite.map.wrapT = THREE.RepeatWrapping;
				sprite.map.minFilter = THREE.NearestMipMapNearestFilter;
				sprite.map.magFilter = THREE.NearestFilter;
				sprite.map.repeat.set(1,1);
				blockMat = sprite;
			}

			this.multiTexture = multiTexture;
			this.mesh = new THREE.Mesh(blockProtoGeo,blockMat);
    		this.mesh.material.needsUpdate = true;
			this.mesh.castShadow = true;
			this.mesh.receiveShadow = true;
		}
	}
	class Player {
		constructor(name,x = 0,y = 0,z = 0,preserveCam = false) {
			this.x = x;
			this.y = y;
			this.z = z;
			this.height = 1.7;
			this.width = 0.25;
			this.depth = 0.25;
			this.pitch = 0;
			this.yaw = 0;
			this.speed = 0.05;
			this.velocity = 0;
			this.jumpSpeed = 0.13;
			this.jumpVelocity = 0;
			this.xdir = "";
			this.zdir = "";
			this.attackRange = 5;
			this.lookingAt = null;
			this.jumping = false;
			this.onGround = false;
			this.dead = false;

			// interaction
			this.blockFaceHL = {
				mesh: new THREE.Mesh(
					new THREE.PlaneBufferGeometry(1,1),
					new THREE.MeshLambertMaterial({
						color: 0xffffff,
						opacity: 0.5,
						transparent: true
					})
				),
				dir: ""
			};
			this.blockFaceHL.mesh.name = "Block Face Highlight";

			this.highlightBlock = () => {
				raycaster.setFromCamera({x: 0, y: 0},camera);

				let intersects = raycaster.intersectObjects(scene.children),
					intersected = intersects.filter(
						child => child.object.type == "Mesh" && 
							child.distance > this.depth && 
							child.distance < this.attackRange &&
							child.object.name != this.blockFaceHL.mesh.name
					),
					firstBlock = intersected[0];

				if (intersected.length) {
					if (this.lookingAt == null)
						scene.add(this.blockFaceHL.mesh);

					this.lookingAt = firstBlock;

					let fbObj = firstBlock.object,
						fbObjRot = fbObj.rotation.y;

					this.blockFaceHL.mesh.position.set(fbObj.position.x,fbObj.position.y,fbObj.position.z);
					this.blockFaceHL.mesh.rotation.set(0,0,0);

					let face = firstBlock.faceIndex,
						minOpacity = 0.16,
						maxOpacity = 0.84,
						opacityRange = maxOpacity - minOpacity,
						ms = opacityRange * 1e3,
						opacityFromMin = new Date() % ms / ms,
						zFightFix = 1e-3;

					this.blockFaceHL.mesh.material.opacity = 
						(opacityFromMin > maxOpacity/2 ? maxOpacity - opacityFromMin : opacityFromMin) + minOpacity;

					// face directions: 0,1—right, 2,3—left, 4,5—top, 6,7—bottom, 8,9—front, 10,11—back
					if (
						(face < 2 && fbObjRot == 0) ||
						(face >= 2 && face < 4 && Math.abs(fbObjRot) == Math.PI) ||
						(face >= 8 && face < 10 && fbObjRot == Math.PI/2) ||
						(face >= 10 && face < 12 && fbObjRot == -Math.PI/2)
					) {
						this.blockFaceHL.mesh.position.x += 0.5 + zFightFix;
						this.blockFaceHL.mesh.rotation.y += Math.PI/2;
						this.blockFaceHL.dir = "east";

					} else if (
						(face < 2 && Math.abs(fbObjRot) == Math.PI) ||
						(face >= 2 && face < 4 && fbObjRot == 0) ||
						(face >= 8 && face < 10 && fbObjRot == -Math.PI/2) ||
						(face >= 10 && face < 12 && fbObjRot == Math.PI/2)
					) {
						this.blockFaceHL.mesh.position.x -= 0.5 + zFightFix;
						this.blockFaceHL.mesh.rotation.y -= Math.PI/2;
						this.blockFaceHL.dir = "west";

					} else if (face >= 4 && face < 6) {
						this.blockFaceHL.mesh.position.y += 0.5 + zFightFix;
						this.blockFaceHL.mesh.rotation.x -= Math.PI/2;
						this.blockFaceHL.dir = "above";

					} else if (face >= 6 && face < 8) {
						this.blockFaceHL.mesh.position.y -= 0.5 + zFightFix;
						this.blockFaceHL.mesh.rotation.x += Math.PI/2;
						this.blockFaceHL.dir = "below";

					} else if (
						(face < 2 && fbObjRot == -Math.PI/2) ||
						(face >= 2 && face < 4 && fbObjRot == Math.PI/2) ||
						(face >= 8 && face < 10 && fbObjRot == 0) ||
						(face >= 10 && face < 12 && Math.abs(fbObjRot) == Math.PI)
					) {
						this.blockFaceHL.mesh.position.z += 0.5 + zFightFix;
						this.blockFaceHL.dir = "south";

					} else if (
						(face < 2 && fbObjRot == Math.PI/2) ||
						(face >= 2 && face < 4 && fbObjRot == -Math.PI/2) ||
						(face >= 8 && face < 10 && Math.abs(fbObjRot) == Math.PI) ||
						(face >= 10 && face < 12 && fbObjRot == 0)
					) {
						this.blockFaceHL.mesh.position.z -= 0.5 + zFightFix;
						this.blockFaceHL.mesh.rotation.x -= Math.PI;
						this.blockFaceHL.dir = "north";
					}

				} else if (this.lookingAt != null) {
					scene.remove(this.blockFaceHL.mesh);
					this.blockFaceHL.dir = "";
					this.lookingAt = null;
				}
			};
			this.lookAround = e => {
				if (cursor.inWindow) {
					let center = {
							x: window.innerWidth/2,
							y: window.innerHeight/2
						},
						maxPitch = Math.PI/2,
						sensitivity = 4;

					if (e) {
						cursor.x += e.movementX;
						cursor.y += e.movementY;
					}
					this.pitch = -Math.atan((cursor.y - center.y) / center.y) * sensitivity;

					if (this.pitch < -maxPitch)
						this.pitch = -maxPitch;
					else if (this.pitch > maxPitch)
						this.pitch = maxPitch

					this.yaw = -Math.atan((cursor.x - center.x) / center.x) * sensitivity;
				}
			};
			this.build = e => {
				// destroy block
				if ((e && e.button === 2) || cursor.holdTime == cursor.triggerHoldTime) {
					if (this.lookingAt != null)
						scene.remove(this.lookingAt.object);

				// place block
				} else if ((e && e.button === 0) || (cursor.holdTime > 0 && cursor.holdTime < cursor.triggerHoldTime)) {
					let at = this.lookingAt;
					if (at != null) {
						let face = at.faceIndex,
							pos = at.object.position,
							rot = at.object.rotation,
							placeX = pos.x,
							placeY = pos.y,
							placeZ = pos.z;
						
						switch (this.blockFaceHL.dir) {
							case "east":
								++placeX;
								break;
							case "west":
								--placeX;
								break;
							case "above":
								++placeY;
								break;
							case "below":
								--placeY;
								break;
							case "south":
								++placeZ;
								break;
							case "north":
								--placeZ;
								break;
							default:
								break;
						}

						let xr = Math.round(this.x),
							yr = Math.round(this.y),
							zr = Math.round(this.z),
							pxr = Math.round(placeX),
							pyr = Math.round(placeY),
							pzr = Math.round(placeZ);

						// prevent placement in same position, touching player, and outside vertical boundaries
						if ( !(xr == pxr && (yr == pyr || yr == pyr - ~~this.height) && zr == pzr) && 
							(pxr >= -world.size/2 && pxr < world.size/2) && 
							(pyr >= 0 && pyr < world.skyHeight) && 
							(pzr >= -world.size/2 && pzr < world.size/2) ) {
							let layers = world.layers - 1,
								currentY = Math.floor(placeY);

							if (currentY == layers) {
								world.addBlock(placeX,placeY,placeZ,blocks[0],player.yaw);
							} else {
								let randBlockID = randomInt(1,blocks.length - 1);
								world.addBlock(placeX,placeY,placeZ,blocks[randBlockID],player.yaw);
							}
							
						}
					}
				}
			};
			this.xmove = e => {
				if (e.keyCode == controlConfig.left)
					this.xdir = "left";

				else if (e.keyCode == controlConfig.right)
					this.xdir = "right";
			};
			this.jump = e => {
				if (e.keyCode == controlConfig.jump)
					this.jumping = true;
			};
			this.zmove = e => {
				if (e.keyCode == controlConfig.backwards)
					this.zdir = "backwards";

				else if (e.keyCode == controlConfig.forwards)
					this.zdir = "forwards";
			};
			this.xmoveStop = e => {
				if (!e || e.keyCode == controlConfig.left || e.keyCode == controlConfig.right)
					this.xdir = "";
			};
			this.jumpStop = e => {
				if (!e || e.keyCode == controlConfig.jump)
					this.jumping = false;
			};
			this.zmoveStop = e => {
				if (!e || e.keyCode == controlConfig.backwards || e.keyCode == controlConfig.forwards)
					this.zdir = "";
			};
			this.midairMoveStop = () => {
				if (!this.onGround && this.jumpVelocity > 0)
					this.velocity = -this.jumpVelocity;
			};
			this.die = e => {
				scene.remove(this.mesh);
				scene.remove(this.blockFaceHL.mesh);
				this.dead = true;
				return this.dead;
			};
			this.updatePosition = () => {
				// moving
				let move = this.velocity < 0 ? 0 : this.velocity,
					rate = 0.01,
					yaw = this.yaw;

				if (this.xdir == "left") {
					this.x -= move * Math.cos(yaw);
					this.z += move * Math.sin(yaw);

				} else if (this.xdir == "right") {
					this.x += move * Math.cos(yaw);
					this.z -= move * Math.sin(yaw);
				}
				if (this.zdir == "backwards") {
					this.z += move * Math.cos(yaw);
					this.x += move * Math.sin(yaw);

				} else if (this.zdir == "forwards") {
					this.z -= move * Math.cos(yaw);
					this.x -= move * Math.sin(yaw);
				}

				// accelerate movement
				if (this.xdir != "" || this.zdir != "") {
					this.velocity += rate;
					if (this.velocity > this.speed)
						this.velocity = this.speed;

				} else if (this.xdir == "" && this.zdir == "") {
					this.velocity -= rate;
					if (this.velocity < 0)
						this.velocity = 0;
				}

				// jumping, falling
				if (this.jumpVelocity == 0) {
					if (this.jumping) {
						this.jumpVelocity = this.jumpSpeed;
						this.onGround = false;

					} else {
						this.onGround = true;
					}
				}
				this.y += this.jumpVelocity;
				this.jumpVelocity -= world.gravity;

				// touch blocks
				scene.traverse(child => {
					let cpos = child.position,
						excludedNames = [this.mesh.name, this.blockFaceHL.mesh.name],
						xFromPlyr = Math.abs(cpos.x - this.x),
						yFromPlyr = cpos.y - this.y,
						zFromPlyr = Math.abs(cpos.z - this.z);

					if (child instanceof THREE.Mesh && 
						child.name != excludedNames[0] && child.name != excludedNames[1] && 
						xFromPlyr <= 1 && (yFromPlyr <= this.height + 1 || yFromPlyr <= 1) && zFromPlyr <= 1)
						collideWithBlock(this,child);
				});

				if (this.y < -world.voidHeight)
					this.die();

				// camera keep up
				camera.position.x = this.x;
				camera.position.y = this.y + (this.height - 0.5);
				camera.position.z = this.z;

				if (preserveCam)
					this.lookAround();

				camera.rotation.x = this.pitch;
				camera.rotation.y = this.yaw;
			};

			// entity in scene
			this.mesh = new THREE.Object3D();
			this.mesh.name = name;
			this.mesh.position.set(this.x,this.y,this.z);
			scene.add(this.mesh);
		}
	}
	
	var init = () => {
			// setup
			scene = new THREE.Scene();
			camera = new THREE.PerspectiveCamera(45,window.innerWidth / window.innerHeight,0.1,2e4);
			renderer = new THREE.WebGLRenderer();

			renderer.setPixelRatio(window.devicePixelRatio);
			renderer.setSize(window.innerWidth, window.innerHeight);
			renderer.shadowMap.enabled = true;
			raycaster = new THREE.Raycaster();
			textureLoader = new THREE.TextureLoader();

			// world generation, spawn player
			let BLOCK = BlockList();
			blocks = [
				new Block(BLOCK.siliconBlock),
				new Block(BLOCK.blueberryIMac,true),
				new Block(BLOCK.bondiIMac,true),
				new Block(BLOCK.grapeIMac,true),
				new Block(BLOCK.limeIMac,true),
				new Block(BLOCK.macintosh128k,true),
				new Block(BLOCK.strawberryIMac,true),
				new Block(BLOCK.tangerineIMac,true)
			];
			world = new World();
			player = new Player("Player",0,world.layers,0);
			
			// camera
			camera.position.set(player.x,player.y + (player.height - 0.5),player.z);
			camera.rotation.order = "YXZ";
			camera.rotation.x = player.pitch;
			camera.rotation.y = player.yaw;
			camera.zoom = 0.5;
			camera.updateProjectionMatrix();
			
			// render
			renderer.setClearColor(new THREE.Color(world.skyColor));
			document.body.appendChild(renderer.domElement);
			
			// pointer lock
			canvas = renderer.domElement;
			canvas.requestPointerLock = canvas.requestPointerLock || canvas.mozRequestPointerLock;
			document.exitPointerLock = document.exitPointerLock || document.mozExitPointerLock;
		},
		collideWithBlock = (player,block) => {
			let pX = player.x,
				pY = player.y,
				pZ = player.z,
				pW = player.width,
				pH = player.height,
				pD = player.depth,
				bX = block.position.x,
				bY = block.position.y,
				bZ = block.position.z,
				bS = 1, // block size

				vectorX = pX - bX,
				vectorY = (pY + pH/2) - bY,
				vectorZ = pZ - bZ,
				hWidths = pW/2 + bS/2,
				hHeights = pH/2 + bS/2,
				hDepths = pD/2 + bS/2;

			if (Math.abs(vectorX) < hWidths && Math.abs(vectorY) < hHeights && Math.abs(vectorZ) < hDepths) {
				let pushX = hWidths - Math.abs(vectorX),
					pushY = hHeights - Math.abs(vectorY),
					pushZ = hDepths - Math.abs(vectorZ),
					reqXZSpace = 0.1; // to prevent clinging of block sides

				if (pushZ <= pushX && pushX <= pushY) {
					// hit south
					if (vectorZ > 0) {
						player.z += pushZ;
					// hit north
					} else {
						player.z -= pushZ;
					}
					player.midairMoveStop();

				} else if (pushX <= pushZ && pushZ <= pushY) {
					// hit east
					if (vectorX > 0) {
						player.x += pushX;
					// hit west
					} else {
						player.x -= pushX;
					}
					player.midairMoveStop();

				} else if (pushY <= pushX && pushY <= pushZ && pushX > reqXZSpace && pushZ > reqXZSpace) {
					// land on top
					if (vectorY > 0) {
						player.y = bY + bS/2;
						player.jumpVelocity = 0;
					// hit bottom
					} else {
						player.y -= pushY;
						player.jumpVelocity -= player.jumpSpeed;
					}
				}
			}
		},
		adjustWindow = () => {
			camera.aspect = window.innerWidth / window.innerHeight;
			camera.updateProjectionMatrix();
			renderer.setSize(window.innerWidth,window.innerHeight)
		},
		renderScene = () => {
			player.updatePosition();
			player.highlightBlock();

			if (player.dead)
				player = new Player(player.name,0,world.layers,0,true);

			if (cursor.holding) {
				++cursor.holdTime;
				if (cursor.holdTime == cursor.triggerHoldTime) {
					player.build();
				}
			}

			renderer.render(scene,camera);
			requestAnimationFrame(renderScene);
		},
		run = () => {
			let promise = new Promise((resolve,reject) => {
				init();
				resolve("World loaded");
			});
			promise.then(msg => {
				renderScene();
				console.log(msg);
			});
		};

	run();

	// game control
	window.addEventListener("resize",adjustWindow);
	window.addEventListener("contextmenu",e => {
		e.preventDefault();
	});
	canvas.addEventListener("click",() => {
		canvas.requestPointerLock();
		cursor.inWindow = true;
	});
	window.addEventListener("keydown",e => {
		if (e.keyCode == 27) {
			document.exitPointerLock();
			cursor.inWindow = false;
		}
	});

	// player control
	window.addEventListener("touchstart",e => {
		cursor.holding = true;
		cursor.holdTime = 0;
	});
	window.addEventListener("touchmove",e => {
		player.lookAround(e);
		cursor.holdTime = 0;
	});
	window.addEventListener("touchend",e => {
		if (cursor.holdTime < cursor.triggerHoldTime) {
			player.build();
			cursor.holding = false;
		}
	});
	window.addEventListener("mousemove",e => { player.lookAround(e) });
	window.addEventListener("mousedown",e => {player.build(e) });
	window.addEventListener("keydown",e => { player.xmove(e) });
	window.addEventListener("keydown",e => { player.jump(e) });
	window.addEventListener("keydown",e => { player.zmove(e) });
	window.addEventListener("keyup",e => { player.xmoveStop(e) });
	window.addEventListener("keyup",e => { player.jumpStop(e) });
	window.addEventListener("keyup",e => { player.zmoveStop(e) });
	window.addEventListener("keydown",e => {
		if (e.keyCode == controlConfig.respawn && player.die())
			player = new Player(player.name,0,world.layers,0,true);
	});
}
            
          
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