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HTML

              
                <!-- Copyright 2023 The MediaPipe Authors.

Licensed under the Apache License, Version 2.0 (the "License");
you may not use this file except in compliance with the License.
You may obtain a copy of the License at

     http://www.apache.org/licenses/LICENSE-2.0

Unless required by applicable law or agreed to in writing, software
distributed under the License is distributed on an "AS IS" BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
See the License for the specific language governing permissions and
limitations under the License. -->
<!doctype html>
<html>
<head>
  <!-- <base href="/"> -->
  <meta charset="utf-8">
  <meta http-equiv="Cache-control" content="no-cache, no-store, must-revalidate">
  <meta http-equiv="Pragma" content="no-cache">
  <meta name="viewport" content="width=device-width, initial-scale=1, user-scalable=no">
  <title>UFO Shooting</title>

  <link href="https://unpkg.com/material-components-web@latest/dist/material-components-web.min.css" rel="stylesheet">
  <script src="https://unpkg.com/material-components-web@latest/dist/material-components-web.min.js"></script>
  <script src="https://cdnjs.cloudflare.com/ajax/libs/gsap/3.11.4/gsap.min.js" integrity="sha512-f8mwTB+Bs8a5c46DEm7HQLcJuHMBaH/UFlcgyetMqqkvTcYg4g5VXsYR71b3qC82lZytjNYvBj2pf0VekA9/FQ==" crossorigin="anonymous" referrerpolicy="no-referrer"></script>
</head>
<body>
  <canvas class="game-canvas" id="game-canvas"></canvas>
  <div class="camera">
    <div class="output-wrapper">
      <video autoplay class="input-video" id="input-video"></video>
      <canvas class="output-canvas" id="output-canvas" width="720px" height="480px"></canvas>
    </div>
    <form class="form-controller">
      <div class="form-group">
        <label class="form-label">Movement scale ratio: <strong class="slider-movement-scale-value">3</strong></label>
        <div class="flex-space-between">
          <span>1</span>
          <span>10</span>
        </div>
        <div class="mdc-slider mdc-slider--discrete slider-movement-scale">
          <input class="mdc-slider__input" type="range" min="1" max="10" value="3" name="volume" step="1" aria-label="Movement scale slider">
          <div class="mdc-slider__track">
            <div class="mdc-slider__track--inactive"></div>
            <div class="mdc-slider__track--active">
              <div class="mdc-slider__track--active_fill"></div>
            </div>
          </div>
          <div class="mdc-slider__thumb">
            <div class="mdc-slider__value-indicator-container" aria-hidden="true">
              <div class="mdc-slider__value-indicator">
                <span class="mdc-slider__value-indicator-text">
                  3
                </span>
              </div>
            </div>
            <div class="mdc-slider__thumb-knob"></div>
          </div>
        </div>
      </div>
    </form>
  </div>
  <div class="score-dialog">
    <p class="score-point">0</p>
    <p class="score-label">Points</p>
    <p class="score-label" style="margin-top: 16px;">Try to blast down as many UFOs as you can.</p>
    <p class="score-label" style="margin-top: 16px;"><b>Move your head</b> to aim the green dot at the object you want to target and <b>open your mouth</b> to start firing.</p>
    <p class="score-label" style="margin-top: 16px;">Make sure to give permission to enable your camera.</p>
    <div class="dialog-actions">
      <button class="start-btn">Start game</button>
    </div>
  </div>
</body>
</html>
              
            
!

CSS

              
                /* Copyright 2023 The MediaPipe Authors.

Licensed under the Apache License, Version 2.0 (the "License");
you may not use this file except in compliance with the License.
You may obtain a copy of the License at

     http://www.apache.org/licenses/LICENSE-2.0

Unless required by applicable law or agreed to in writing, software
distributed under the License is distributed on an "AS IS" BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
See the License for the specific language governing permissions and
limitations under the License. */

@use "@material";
@use "@material/floating-label/mdc-floating-label";
@use "@material/line-ripple/mdc-line-ripple";
@use "@material/notched-outline/mdc-notched-outline";
@use "@material/textfield";
@use "@material/slider/styles";

* {
  box-sizing: border-box;
}

body {
  font-family: helvetica, arial, sans-serif;
  margin: 0;
  padding: 0;
  border: 0;
  background-color: #000000;
  color: #ffffff;
  --mdc-theme-primary: #007f8b;
  --mdc-theme-on-primary: #f1f3f4;
}

h1 {
  font-style: italic;
  color: #007f8b;
}

h2 {
  clear: both;
}

em {
  font-weight: bold;
}

video {
  clear: both;
  display: block;
  transform: rotateY(180deg);
  -webkit-transform: rotateY(180deg);
  -moz-transform: rotateY(180deg);
  /* height: 280px; */
}

section {
  opacity: 1;
  transition: opacity 500ms ease-in-out;
}

.input-video,
.output-canvas {
  display: block;
  max-width: 100%;
  margin: 0 auto;
  transform: rotateY(180deg);
  -webkit-transform: rotateY(180deg);
  -moz-transform: rotateY(180deg);
}
.result {
  text-align: center;
  font-size: 24px;
  padding: 16px;
}
.input-video {
  display: none;
}

.output-wrapper {
  position: relative;
  background: linear-gradient(-45deg, #cccccc, #ffffff, #D9D9D9);
  background-size: 400% 400%;
  animation: gradient 2s ease infinite;
}

@keyframes gradient {
  0% {
    background-position: 0% 50%;
  }
  50% {
    background-position: 100% 50%;
  }
  100% {
    background-position: 0% 50%;
  }
}

.output-wrapper::after {
  position: absolute;
  content: "";
  display: block;
  top: 0;
  left: 0;
  right: 0;
  bottom: 0;
  z-index: 1;
  border: 80px solid transparent;
}
.output-wrapper.top::after {
  border-top-color: rgba(0, 255, 0, 0.4);
}
.output-wrapper.left::after {
  border-left-color: rgba(0, 255, 0, 0.4);
}
.output-wrapper.right::after {
  border-right-color: rgba(0, 255, 0, 0.4);
}
.output-wrapper.bottom::after {
  border-bottom-color: rgba(0, 255, 0, 0.4);
}

.camera {
  position: fixed;
  right: 32px;
  bottom: 0;
  width: 240px;
  z-index: 1;
  opacity: 0.5;
}
.camera:hover {
  opacity: 1;
}

@media (max-width: 576px) {
  .camera {
    width: 120px;
    font-size: 10px;
  }
}

.screen-simulation {
  height: 100vh;
  padding: 2em;
}

.output-screen {
  position: relative;
  max-width: 100%;
  max-height: 100%;
  width: 100%;
  height: 100%;
  margin: 0 auto;
  border: 1px solid #000;
}

.output-point {
  position: absolute;
  display: block;
  width: 8px;
  height: 8px;
  top: calc(50% - 4px);
  left: calc(50% - 4px);
  background-color: #000;
  border-radius: 50%;
}

.form-controller {
  padding: 16px 0;
}
.form-group:not(:last-child) {
  margin-bottom: 16px;
}

.txt-center {
  text-align: center;
}
.flex-space-between {
  display: flex;
  justify-content: space-between;
  padding: 8px 16px 0;
  margin-bottom: -8px;
}

.mouse-simulation {
  position: absolute;
  left: 136px;
  bottom: 16px;
  width: 80px;
  height: 100px;
  border: 2px solid #000000;
  border-radius: 38px;
  overflow: hidden;
  display: flex;
  flex-wrap: wrap;
}
.mouse-simulation-left,
.mouse-simulation-right {
  display: flex;
  width: 38px;
  background-color: transparent;
  border: 1px solid #000000;
}
.mouse-simulation-body {
  display: flex;
  width: 100%;
  border: 1px solid #000000;
}

.arrow-simulation {
  position: absolute;
  display: flex;
  flex-wrap: wrap;
  left: 32px;
  bottom: 32px;
  width: 70px;
  height: 70px;
  border: 2px solid #000000;
  transform: rotateZ(45deg);
}
.arrow-simulation-body {
  position: absolute;
  left: 9px;
  bottom: 9px;
  width: 48px;
  height: 48px;
  background-color: #ffffff;
  border: 2px solid #000000;
  transform: rotateZ(45deg);
  z-index: 1;
}
.arrow-simulation-top,
.arrow-simulation-left,
.arrow-simulation-right,
.arrow-simulation-bottom {
  width: 50%;
}

.arrow-simulation.top .arrow-simulation-top {
  background-color: #30FF30;
}
.arrow-simulation.left .arrow-simulation-left {
  background-color: #30FF30;
}
.arrow-simulation.right .arrow-simulation-right {
  background-color: #30FF30;
}
.arrow-simulation.bottom .arrow-simulation-bottom {
  background-color: #30FF30;
}

.guideline {
  text-align: center;
}
.guideline img {
  width: 80%;
}

.score-wrapper {
  position: fixed;
  top: 16px;
  left: 16px;
}

.score-dialog {
  position: fixed;
  top: 50%;
  left: 50%;
  width: 400px;
  padding: 32px;
  transform: translate(-50%, -50%);
  background-color: #ffffff;
  color: #000000;
  text-align: center;
  z-index: 2;
}

.score-dialog p {
  margin: 0;
}
.score-dialog .score-point {
  font-size: 40px;
  font-weight: 500;
}
.score-dialog .dialog-actions {
  margin-top: 32px;
}

.score-dialog button {
  width: 100%;
  padding: 8px;
  border: 0;
  border-radius: 16px;
  background-color: cadetblue;
  color: #ffffff;
  font-size: 24px;
  font-weight: 500;
  cursor: pointer;
}
              
            
!

JS

              
                // Copyright 2023 The MediaPipe Authors.

// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at

//      http://www.apache.org/licenses/LICENSE-2.0

// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.

import {
  FaceLandmarker, 
  FaceLandmarkerResult, 
  FilesetResolver
} from "https://cdn.jsdelivr.net/npm/@mediapipe/tasks-vision@0.10.0";

/**********************************************
 * Game Models
 **********************************************/
class Player {
  x: number;
  y: number;
  radius: number;
  color: string;

  constructor(x: number, y: number, radius: number, color: string) {
    this.x = x;
    this.y = y;
    this.radius = radius;
    this.color = color;
  }

  draw(ctx: CanvasRenderingContext2D) {
    ctx.beginPath();
    ctx.arc(this.x, this.y, this.radius, 0, Math.PI * 2, false);
    ctx.fillStyle = this.color;
    ctx.fill();
  }
}
class Projectile {
  x: number;
  y: number;
  radius: number;
  color: string;
  velocity: {x: number, y: number};

  constructor(x: number, y: number, radius: number, color: string, velocity) {
    this.x = x;
    this.y = y;
    this.radius = radius;
    this.color = color;
    this.velocity = velocity;
  }

  draw(ctx: CanvasRenderingContext2D) {
    ctx.beginPath();
    ctx.arc(this.x, this.y, this.radius, 0, Math.PI * 2, false);
    ctx.fillStyle = this.color;
    ctx.fill();
  }

  update(ctx: CanvasRenderingContext2D) {
    this.draw(ctx);
    this.x += this.velocity.x;
    this.y += this.velocity.y;
  }
}
class Enemy {
  x: number;
  y: number;
  radius: number;
  color: string;
  velocity: {x: number, y: number};

  constructor(x: number, y: number, radius: number, color: string, velocity) {
    this.x = x;
    this.y = y;
    this.radius = radius;
    this.color = color;
    this.velocity = velocity;
  }

  draw(ctx: CanvasRenderingContext2D) {
    ctx.beginPath();
    ctx.arc(this.x, this.y, this.radius, 0, Math.PI * 2, false);
    ctx.fillStyle = this.color;
    ctx.fill();
  }

  update(ctx: CanvasRenderingContext2D) {
    this.draw(ctx);
    this.x += this.velocity.x;
    this.y += this.velocity.y;
  }
}
class Particle {
  x: number;
  y: number;
  radius: number;
  color: string;
  velocity: {x: number, y: number};
  alpha: number;

  constructor(x: number, y: number, radius: number, color: string, velocity) {
    this.x = x;
    this.y = y;
    this.radius = radius;
    this.color = color;
    this.velocity = velocity;
    this.alpha = 1;
  }

  draw(ctx: CanvasRenderingContext2D) {
    ctx.save();
    ctx.globalAlpha = this.alpha;
    ctx.beginPath();
    ctx.arc(this.x, this.y, this.radius, 0, Math.PI * 2, false);
    ctx.fillStyle = this.color;
    ctx.fill();
    ctx.restore();
  }

  update(ctx: CanvasRenderingContext2D) {
    this.draw(ctx);
    // Slow fown
    this.velocity.x *= 0.99;
    this.velocity.y *= 0.99;
    this.x += this.velocity.x;
    this.y += this.velocity.y;
    this.alpha -= 0.01;
  }
}
class GameBoard {
  gameCanvas: HTMLCanvasElement;
  ctxGame: CanvasRenderingContext2D;
  // scoreEl: HTMLElement;
  width: number;
  height: number;
  player: Player;
  projectiles: Projectile[] = [];
  enemies: Enemy[] = [];
  particles: Particle[] = [];
  score: number;
  onGameOver: (score: number) => void;
  animateObj;
  spawmEnemiesInterval;
  gameLevel = {
    1: 4000,
    2: 3000,
    3: 2000,
    4: 1000,
    5: 800,
    6: 600,
    7: 500,
    8: 400,
    9: 300,
    other: 300
  }
  currentLevel = 1;

  constructor(canvas, ctx, onGameOver, width = window.innerWidth, height = window.innerHeight) {
    this.gameCanvas = canvas;
    this.ctxGame = ctx;
    // this.scoreEl = scoreEl;
    this.onGameOver = onGameOver;
    this.width = width;
    this.height = height

    this.gameCanvas.width = this.width;
    this.gameCanvas.height = this.height;
    this.player = new Player(this.gameCanvas.width / 2, this.gameCanvas.height / 2, 20, '#ffffff');
    this.score = 20;
    this.currentLevel = 1;
  }

  init() {
    this.player = new Player(this.gameCanvas.width / 2, this.gameCanvas.height / 2, 20, '#ffffff');
    this.projectiles = [];
    this.enemies.length = 0;
    this.particles = [];
    this.score = 20;
    this.currentLevel = 1;
  }

  clearSpawmEnemier() {
    if (this.spawmEnemiesInterval) {
      clearInterval(this.spawmEnemiesInterval);
    }
  }
  
  changesize(width = window.innerWidth, height = window.innerHeight) {
    this.width = width;
    this.height = height

    this.gameCanvas.width = this.width;
    this.gameCanvas.height = this.height;
    this.player.x = this.gameCanvas.width / 2;
    this.player.y = this.gameCanvas.height / 2;
  }

  spawmEnemies = () => {
    this.spawmEnemiesInterval = setInterval(() => {
      const radius = Math.random() * (30 - 4) + 10;
      let x;
      let y;
  
      if (Math.random() < 0.5) {
        x = Math.random() < 0.5 ? 0 - radius : this.gameCanvas.width + radius;
        y = Math.random() * this.gameCanvas.height;
      } else {
        x = Math.random() * this.gameCanvas.width;
        y = Math.random() < 0.5 ? 0 - radius : this.gameCanvas.height + radius;
      }
      const angel = Math.atan2(
        this.gameCanvas.height / 2 - y,
        this.gameCanvas.width / 2 - x
      );
      const velocity = {
        x: Math.cos(angel),
        y: Math.sin(angel)
      }
      this.enemies.push(new Enemy(
        x,
        y,
        radius,
        `hsl(${Math.random() * 360}, 50%, 50%)`,
        velocity
      ));
    },
    // Time of spawm enemies follow the gameLevel
    // this.gameLevel[(this.score / 1000).toFixed(0)] || this.gameLevel['other']);
    this.gameLevel[this.currentLevel] || this.gameLevel['other']);
  };

  start = () => {
    this.init();
    this.run();
    this.spawmEnemies();
    this.updateScore();
  }

  run = () => {
    this.animateObj = requestAnimationFrame(this.run);
    this.ctxGame.fillStyle = 'rgba(0,0,0,0.1)';
    this.ctxGame.fillRect(0, 0, this.gameCanvas.width, this.gameCanvas.height);
    this.player.draw(this.ctxGame);
    this.updateScore();

    this.particles.forEach((particle, index) => {
      if (particle.alpha <= 0) {
        this.particles.splice(index, 1);
      } else {
        particle.update(this.ctxGame);
      }
    });

    this.projectiles.forEach((projectile, index) => {
      projectile.update(this.ctxGame);

      // Clear projectiles from edges screen
      if (
        projectile.x + projectile.radius < 0 ||
        projectile.x - projectile.radius > this.gameCanvas.width ||
        projectile.y + projectile.radius < 0 ||
        projectile.y - projectile.radius > this.gameCanvas.height
      ) {
        setTimeout(() => {
          this.projectiles.splice(index, 1);
        }, 0);
      }
    });

    this.enemies.forEach((enemy, index) => {
      enemy.update(this.ctxGame);

      const distancePlayer = Math.hypot(this.player.x - enemy.x, this.player.y - enemy.y);
      if (distancePlayer - enemy.radius - this.player.radius < 1) {
        cancelAnimationFrame(this.animateObj);
        // Execute onGameOver
        if (this.onGameOver) {
          this.onGameOver(this.score);
        }
        this.clearSpawmEnemier();
      }

      this.projectiles.forEach((projectile, indexPro) => {
        const distance = Math.hypot(projectile.x - enemy.x, projectile.y - enemy.y);

        // When projectile touch enemy
        if (distance - enemy.radius - projectile.radius < 1) {

          // Create explosions
          for (let i = 0; i < enemy.radius * 2; i++) {
            this.particles.push(new Particle(
              projectile.x,
              projectile.y,
              Math.random() * 2,
              enemy.color,
              {
                x: (Math.random() - 0.5) * (Math.random() * 6),
                y: (Math.random() - 0.5) * (Math.random() * 6)
              }
            ));
          }

          if (enemy.radius - 6 > 10) {
            // Decrease enemy radius
            window['gsap'].to(enemy, {
              radius: enemy.radius - 6
            })
            this.score += 10;
            setTimeout(() => {
              this.projectiles.splice(indexPro, 1);
            }, 0);
          } else {
            // Remove enemy
            this.score += 20;
            setTimeout(() => {
              this.enemies.splice(index, 1);
              this.projectiles.splice(indexPro, 1);
            }, 0);
          }
          // this.updateScore();
        }
      });
    });
  };

  createProjectile = (x: number, y: number) => {
    const angel = Math.atan2(
      y - this.gameCanvas.height / 2,
      x - this.gameCanvas.width / 2
    );
    const velocity = {
      x: Math.cos(angel) * 6,
      y: Math.sin(angel) * 6
    };
    this.projectiles.push(new Projectile(
      this.gameCanvas.width / 2,
      this.gameCanvas.height / 2,
      5,
      '#ffffff',
      velocity
    ));

    // Decrease score when fight projectile
    this.score -= 1;
    // this.updateScore();
  };

  updateScore = () => {
    this.ctxGame.font = '20px sans-serif';
    this.ctxGame.textBaseline = 'top';
    this.ctxGame.fillStyle = '#FFFFFF';
    this.ctxGame.fillText(`Score: ${this.score} - Current level: ${this.currentLevel}`, 16, 16);

    // When score reaching each 1000 point, updating game level, level 9 is maximum level
    if (this.currentLevel < 9 && this.score > this.currentLevel * 1000) {
      this.currentLevel += 1;
      this.clearSpawmEnemier();
      this.spawmEnemies();
    }
  }
}

/**********************************************
 * FaceDetector Model
 **********************************************/
export class FaceDetector {
  faceLandmarker: FaceLandmarker;
  cameraWidth: number;
  cameraHeight: number;
  cameraEl: HTMLVideoElement;
  canvas: HTMLCanvasElement;
  canvasCtx: CanvasRenderingContext2D;
  constructor(
    faceLandmarker: FaceLandmarker,
    cameraEl: HTMLVideoElement,
    canvasEl: HTMLCanvasElement,
    width: number = 720,
    height: number = 480
  ) {
    this.cameraEl = cameraEl;
    this.faceLandmarker = faceLandmarker;
    this.cameraWidth = window.innerWidth < window.innerHeight ? height : width;
    this.cameraHeight = window.innerWidth < window.innerHeight ? width : height;
    this.canvas = canvasEl;
    this.canvas.width = this.cameraWidth;
    this.canvas.height = this.cameraHeight;
    this.canvasCtx = this.canvas.getContext('2d');
  }

  draw = (results: FaceLandmarkerResult, cameraEl: HTMLVideoElement) => {
    this.canvasCtx.save();
    this.canvasCtx.clearRect(0, 0, this.canvas.width, this.canvas.height);
    this.canvasCtx.drawImage(cameraEl, 0, 0, this.canvas.width, this.canvas.height);
    if (results.faceLandmarks.length) {
      const facePoints = [
        // Face oval
        // results.multiFaceLandmarks[0][10],
        // results.multiFaceLandmarks[0][323],
        // results.multiFaceLandmarks[0][93],
        // results.multiFaceLandmarks[0][152],
        results.faceLandmarks[0][8], // between eyes 168, 8, 9
        // Lips inner
        // results.multiFaceLandmarks[0][78],
        // results.multiFaceLandmarks[0][13],
        // results.multiFaceLandmarks[0][308],
        // results.multiFaceLandmarks[0][14],
      ]
      // Example draw key points
      for (const key of facePoints) {
        this.canvasCtx.beginPath();
        this.canvasCtx.arc(key.x * this.cameraWidth, key.y * this.cameraHeight, 4, 0, 2 * Math.PI);
        this.canvasCtx.fillStyle = '#30FF30';
        this.canvasCtx.fill();
      }
    }
    this.canvasCtx.restore();
    this.onResults(results);
  };

  onResults: (results) => void;
}

/**********************************************
 * Main
 **********************************************/

const MDCSlider = mdc.slider.MDCSlider;
const videoElement = document.getElementById('input-video') as HTMLVideoElement;
const canvasElement = document.getElementById('output-canvas') as HTMLCanvasElement;

const outputScreen = document.getElementsByClassName('output-screen')[0] as HTMLElement;

const startBtn = document.getElementsByClassName('start-btn')[0] as HTMLButtonElement;
const scoreDialog = document.getElementsByClassName('score-dialog')[0] as HTMLElement;
const scorePoint = document.getElementsByClassName('score-point')[0] as HTMLElement;

const CAMERA_WIDTH = 720;
const CAMERA_HEIGHT = 480;
const MOVEMENT_SCALE = 3;
let SCREEN_WIDTH = 720;
let SCREEN_HEIGHT = 480;
const FRAME_TO_FIGHT = 6;

// Controller
const sliderMovementScale = new MDCSlider(document.querySelector('.slider-movement-scale'));
const txtMovementScale = document.getElementsByClassName('slider-movement-scale-value')[0] as HTMLElement;

// Controller events
sliderMovementScale.listen('MDCSlider:change', () => {
  txtMovementScale.innerHTML = `${sliderMovementScale.getValue()}`;
});

// Set default thresholds
sliderMovementScale.setValue(MOVEMENT_SCALE);

// Mouse move controller variable
let startPoint: {x: number, y: number} = null;
let prevPoint: {x: number, y: number} = null;

// Frames to fight projectile
let frameToFight = FRAME_TO_FIGHT;

// Game controller
let isGameRunning = false;

// Detect width of simulation screen depend on the device
const detectSimulationScreen = () => {
  if (outputScreen) {
    SCREEN_WIDTH = outputScreen.offsetWidth - 2; // 2px of borders
    SCREEN_HEIGHT = outputScreen.offsetHeight - 2
  }
};
detectSimulationScreen();

const distance2Points = (point1, point2) => {
  return Math.sqrt((point2.x - point1.x)**2 + (point2.y - point1.y)**2 + (point2.z - point1.z)**2);
};

const moveDistance = (point1, point2) => {
  return {
    moveX: point2.x - point1.x,
    moveY: point2.y - point1.y
  }
};

const getMovementScale = (point1, point2) => {
  const scaleRatio = sliderMovementScale.getValue();
  return {
    newX: (point2.x - point1.x) * scaleRatio,
    newY: (point2.y - point1.y) * scaleRatio
  };
}

const detectMovement = (newPoint) => {
  if (!startPoint || !startPoint['x'] || !startPoint['y']) {
    startPoint = {x: newPoint.x, y: newPoint.y};
    prevPoint = {x: newPoint.x, y: newPoint.y};
    return prevPoint;
  }
  // const movement = moveDistance(prevPoint, newPoint);
  const movement =  getMovementScale(startPoint, newPoint);
  prevPoint.x = startPoint.x + movement.newX;
  prevPoint.y = startPoint.y + movement.newY;
  return {
    x: prevPoint['x'],
    y: prevPoint['y']
  }
};

const detectMouthOpen = (landmarks) => {
  return distance2Points(landmarks[0][13], landmarks[0][14]) > 0.02;
}

function onResults(results: FaceLandmarkerResult) {
  if (results.faceLandmarks.length) {
    const isOpenMouth = detectMouthOpen(results.faceLandmarks);
    const { x, y } = detectMovement(results.faceLandmarks[0][8]);
    
    const newX = window.innerWidth - (x * window.innerWidth); // Mirror camera
    const newY = y * window.innerHeight;
    
    // Draw green point when game running
    if (isGameRunning) {
      ctxGame.beginPath();
      ctxGame.arc(newX, newY, 4, 0, 2 * Math.PI);
      ctxGame.fillStyle = '#30FF30';
      ctxGame.fill();
  
      if (isOpenMouth) {
        frameToFight += 1;
        if (frameToFight > FRAME_TO_FIGHT) {
          gameBoard.createProjectile(newX, newY);
          frameToFight = 0;
        }
      } else {
        frameToFight = FRAME_TO_FIGHT;
      }
    }
  }
};

let faceDetector: FaceDetector

async function createFaceDetector() {
  console.log("Loading face landmarker model.");
  const vision = await FilesetResolver.forVisionTasks('https://cdn.jsdelivr.net/npm/@mediapipe/tasks-vision@0.10.0/wasm');
  const faceLandmarker = await FaceLandmarker.createFromOptions(vision, {
    baseOptions: {
      modelAssetPath: `https://storage.googleapis.com/mediapipe-models/face_landmarker/face_landmarker/float16/1/face_landmarker.task`,
    },
    runningMode: 'VIDEO',
    outputFaceBlendshapes: true,
    numFaces: 1
  });
  console.log("Face landmarker model loaded successfully.")
  faceDetector = new FaceDetector(
    faceLandmarker,
    videoElement,
    canvasElement,
    CAMERA_WIDTH,
    CAMERA_HEIGHT,
  );
  faceDetector.onResults = onResults;
}

createFaceDetector();

// Check if webcam access is supported.
function hasGetUserMedia() {
  return !!(navigator.mediaDevices && navigator.mediaDevices.getUserMedia);
}
// getUsermedia parameters.
const constraints = {
  video: true
};

// Activate the webcam stream.
navigator.mediaDevices.getUserMedia(constraints).then(function (stream) {
  videoElement.srcObject = stream;
  videoElement.addEventListener('loadeddata', predictWebcam);
});

async function predictWebcam() {
  let nowInMs = Date.now();
  if (!faceDetector) {
    window.requestAnimationFrame(predictWebcam);
    return 
  }
  const results = await faceDetector.faceLandmarker.detectForVideo(videoElement, nowInMs);
  faceDetector.draw(results, videoElement);
  window.requestAnimationFrame(predictWebcam);
}

// Game
const gameCanvas = document.getElementById('game-canvas') as HTMLCanvasElement;
const ctxGame = gameCanvas.getContext('2d') as CanvasRenderingContext2D;

const gameOverFunc = (score: number) => {
  isGameRunning = false;
  scorePoint.innerHTML = `${score}`;
  scoreDialog.style.display = 'block';
}

const gameBoard = new GameBoard(gameCanvas, ctxGame, gameOverFunc);

startBtn.addEventListener('click', () => {
  isGameRunning = true;
  gameBoard.start();
  scoreDialog.style.display = 'none';
});

window.addEventListener('resize', resizeGameBoard, false);

function resizeGameBoard() {
  gameBoard.changesize();
}
              
            
!
999px

Console