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<!--
Originally just an idea and excuse to test the gamepad API 🎮, this spiraled out of control a little into a multi-input maze. You can navigate trough the maze, depending on your browser/os, by:
- clicking the up/down/left/rigt-buttons
- the arrow keys on your keyboard
- the WASD-keys on your keyboard if that is more your style
- by scrolling up/down or left/right
- by swiping if your device of choice has a touchscreen
- by tilting your device (if your device does not reuqire special permissions for that (i.e. is an iPhone))
- by typing up(), down(), left() or right() in the console
- and finally, by using a compatible gamepad, aka the original idea 🙃
The maze is randomly generated using the "recursive backtracking" algorithm. Found this to be the best option after starting from this SO-Answer: https://stackoverflow.com/a/23681987 and after reading this: http://weblog.jamisbuck.org/2010/12/27/maze-generation-recursive-backtracking"
-->
<div id="container">
<div class="mbox">
<div id="maze">
<div id="thingie">
<div class="emo" id="emo">🥺</div>
</div>
<div id="home">
<div class="emo">🏠</div>
</div>
<div class="barrier" id="top"></div>
<div class="barrier" id="bottom"></div>
</div>
</div>
<div class="controls">
<div class="buttons">
<button class="btn" id="bu"><div class="chevron">↑</div></button>
<button class="btn" id="bd"><div class="chevron">↓</div></button>
<button class="btn" id="bl"><div class="chevron">←</div></button>
<button class="btn" id="br"><div class="chevron">→</div></button>
</div>
</div>
</div>
body {
touch-action: pan-y;
}
#container {
position: absolute;
top: 0;
left: 0;
right: 0;
bottom: 0;
background: #222;
display: grid;
grid-template-rows: 60% 40%;
}
#maze {
position: absolute;
width: 340px;
height: 240px;
/*background: #39a;
align-self: center;
justify-self: center;
place-self: center center;*/
top: 30vh;
left: 50%;
transform: translate(-50%, -50%);
}
.mbox,
.controls {
height: 100%;
background: #222;
display: grid;
}
.mbox {
}
.buttons {
width: 210px;
height: 140px;
background: #222;
align-self: center;
justify-self: center;
display: grid;
grid-template-rows: 70px 70px;
grid-template-columns: 70px 70px 70px;
}
.btn {
width: 60px;
height: 60px;
border: 2px #fff solid;
border-bottom: 2px #fff solid;
align-self: center;
justify-self: center;
cursor: pointer;
border-radius: 8px;
display: grid;
/*box-shadow: 4px 4px 10px rgba(255, 255, 255, 0.2);*/
}
.chevron {
height: 20px;
width: 20px;
align-self: center;
justify-self: center;
color: #222;
font-size: 20px;
line-height: 20px;
text-align: center;
color: #fff;
}
#bu {
grid-column-start: 2;
}
#bd {
grid-column-start: 2;
grid-row-start: 2;
}
#bl {
grid-column-start: 1;
grid-row-start: 2;
}
#br {
grid-column-start: 3;
grid-row-start: 2;
}
#thingie,
#home {
position: absolute;
top: 100px;
left: 100px;
width: 20px;
height: 20px;
border-radius: 20px;
/*background: #39a;
transition: all .1s;*/
}
.emo {
position: absolute;
top: 4px;
left: 1px;
width: 13px;
height: 13px;
border-radius: 20px;
font-size: 15px;
line-height: 15px;
text-align: left;
}
.barrier {
position: absolute;
background: #fff;
}
#top {
top: 20px;
left: 20px;
width: 300px;
height: 2px;
}
#bottom {
top: 220px;
left: 20px;
width: 302px;
height: 2px;
}
/*style reset*/
button {
display: inline-block;
border: none;
padding: none;
margin: 0;
outline: none;
-webkit-appearance: none;
-moz-appearance: none;
background: none;
-webkit-tap-highlight-color: transparent;
}
button:hover,
button:focus {
-webkit-appearance: none;
}
button:focus {
outline: none;
}
button:active {
transform: scale(1);
-webkit-appearance: none;
}
const cont = document.getElementById("container");
const maze = document.getElementById("maze");
const thingie = document.getElementById("thingie");
const home = document.getElementById("home");
const emo = document.getElementById("emo");
const bu = document.getElementById("bu");
const bd = document.getElementById("bd");
const bl = document.getElementById("bl");
const br = document.getElementById("br");
const step = 20;
const size = 20;
const bwidth = 2;
const mazeHeight = 200;
const mazeWidth = 300;
let nogoX = [];
let nogoX2 = [];
let nogoY = [];
let nogoY2 = [];
let prevDist = mazeWidth * 2;
//tilt vars
let lastUD = 0;
let lastLR = 0;
const mThreshold = 15;
let firstMove = true;
let allowTilt = true;
//swipe vars
const sThreshold = 15;
//scroll vars
const scThreshold = 20;
//generate sides and starting position
genSides();
//define size
let my = mazeHeight / step;
let mx = mazeWidth / step;
//create full grid
let grid = [];
for (let i = 0; i < my; i++) {
let sg = [];
for (let a = 0; a < mx; a++) {
sg.push({ u: 0, d: 0, l: 0, r: 0, v: 0 });
}
grid.push(sg);
}
//create direction arrays
let dirs = ["u", "d", "l", "r"];
let modDir = {
u: { y: -1, x: 0, o: "d" },
d: { y: 1, x: 0, o: "u" },
l: { y: 0, x: -1, o: "r" },
r: { y: 0, x: 1, o: "l" }
};
//generate maze
genMaze(0, 0, 0);
drawMaze();
//get all the barriers
const barriers = document.getElementsByClassName("barrier");
for (let b = 0; b < barriers.length; b++) {
nogoX.push(barriers[b].offsetLeft);
nogoX2.push(barriers[b].offsetLeft + barriers[b].clientWidth);
nogoY.push(barriers[b].offsetTop);
nogoY2.push(barriers[b].offsetTop + barriers[b].clientHeight);
}
//console.log(nogoX, nogoX2, nogoY, nogoY2);
document.addEventListener("keydown", keys);
function keys(e) {
let code = e.code;
switch (code) {
//arrows
case "ArrowUp":
up();
break;
case "ArrowDown":
down();
break;
case "ArrowLeft":
left();
break;
case "ArrowRight":
right();
break;
//wasd
case "KeyW":
up();
break;
case "KeyS":
down();
break;
case "KeyA":
left();
break;
case "KeyD":
right();
break;
}
}
bu.addEventListener("click", (e) => {
up();
firstMove = true;
});
bd.addEventListener("click", (e) => {
down();
firstMove = true;
});
bl.addEventListener("click", (e) => {
left();
firstMove = true;
});
br.addEventListener("click", (e) => {
right();
firstMove = true;
});
function up() {
animKeys(bu);
if (checkYboundry("u")) {
thingie.style.top = thingie.offsetTop - step + "px";
updateEmo(false);
}
}
function down() {
animKeys(bd);
if (checkYboundry("d")) {
thingie.style.top = thingie.offsetTop + step + "px";
updateEmo(false);
}
}
function left() {
animKeys(bl);
if (checkXboundry("l")) {
thingie.style.left = thingie.offsetLeft - step + "px";
}
updateEmo(true);
}
function right() {
animKeys(br);
if (checkXboundry("r")) {
thingie.style.left = thingie.offsetLeft + step + "px";
}
updateEmo(true);
}
//check if one can move horizontally
function checkXboundry(dir) {
let x = thingie.offsetLeft;
let y = thingie.offsetTop;
let ok = [];
let len = Math.max(nogoX.length, nogoX2.length, nogoY.length, nogoY2.length);
let check = 0;
for (let i = 0; i < len; i++) {
check = 0;
if (y < nogoY[i] || y > nogoY2[i] - size) {
check = 1;
}
if (dir === "r") {
if (x < nogoX[i] - size || x > nogoX2[i] - size) {
check = 1;
}
}
if (dir === "l") {
if (x < nogoX[i] || x > nogoX2[i]) {
check = 1;
}
}
ok.push(check);
}
//check what to return
let res = ok.every(function (e) {
return e > 0;
});
return res;
}
//check if one can move vertically
function checkYboundry(dir) {
let x = thingie.offsetLeft;
let y = thingie.offsetTop;
let ok = [];
let len = Math.max(nogoX.length, nogoX2.length, nogoY.length, nogoY2.length);
let check = 0;
for (let i = 0; i < len; i++) {
check = 0;
if (x < nogoX[i] || x > nogoX2[i] - size) {
check = 1;
}
if (dir === "u") {
if (y < nogoY[i] || y > nogoY2[i]) {
check = 1;
}
}
if (dir === "d") {
if (y < nogoY[i] - size || y > nogoY2[i] - size) {
check = 1;
}
}
ok.push(check);
}
//check what to return
let res = ok.every(function (e) {
return e > 0;
});
return res;
}
//generate sides with random entry and exit points
function genSides() {
let max = mazeHeight / step;
let l1 = Math.floor(Math.random() * max) * step;
//let l1 = 0;
let l2 = mazeHeight - step - l1;
//console.log(l1, l2);
let lb1 = document.createElement("div");
lb1.style.top = step + "px";
lb1.style.left = step + "px";
lb1.style.height = l1 + "px";
let lb2 = document.createElement("div");
lb2.style.top = l1 + step * 2 + "px";
lb2.style.left = step + "px";
lb2.style.height = l2 + "px";
let rb1 = document.createElement("div");
rb1.style.top = step + "px";
rb1.style.left = mazeWidth + step + "px";
rb1.style.height = l2 + "px";
let rb2 = document.createElement("div");
rb2.style.top = l2 + step * 2 + "px";
rb2.style.left = mazeWidth + step + "px";
rb2.style.height = l1 + "px";
//create invisible barriers for start and end: vertical left, vertical right, left top, left bottom, right top, right bottom
nogoX.push(0, mazeWidth + 2 * step, 0, 0, mazeWidth + step, mazeWidth + step);
nogoX2.push(
0 + bwidth,
mazeWidth + 2 * step + bwidth,
step,
step,
mazeWidth + 2 * step,
mazeWidth + 2 * step
);
nogoY.push(
l1 + step,
l2 + step,
l1 + step,
l1 + 2 * step,
l2 + step,
l2 + 2 * step
);
nogoY2.push(
l1 + 2 * step,
l2 + 2 * step,
l1 + step + bwidth,
l1 + 2 * step + bwidth,
l2 + step + bwidth,
l2 + 2 * step + bwidth
);
//set start-pos
thingie.style.top = l1 + step + "px";
thingie.style.left = 0 + "px";
//set end-pos & store height of end
home.style.top = l2 + step + "px";
home.style.left = mazeWidth + step + "px";
//style & append
let els = [lb1, lb2, rb1, rb2];
for (let i = 0; i < els.length; i++) {
confSideEl(els[i]);
maze.appendChild(els[i]);
}
}
function confSideEl(el) {
el.setAttribute("class", "barrier");
el.style.width = bwidth + "px";
}
//gen maze using Recursive Backtracking
function genMaze(cx, cy, s) {
// shuffle unchecked directions
let d = limShuffle(dirs, s);
for (let i = 0; i < d.length; i++) {
let nx = cx + modDir[d[i]].x;
let ny = cy + modDir[d[i]].y;
grid[cy][cx].v = 1;
if (nx >= 0 && nx < mx && ny >= 0 && ny < my && grid[ny][nx].v === 0) {
grid[cy][cx][d[i]] = 1;
grid[ny][nx][modDir[d[i]].o] = 1;
//avoid shuffling d if d's not exhausted.. hence the i
genMaze(nx, ny, i);
}
}
}
//draw maze
function drawMaze() {
for (let x = 0; x < mx; x++) {
for (let y = 0; y < my; y++) {
let l = grid[y][x].l;
let r = grid[y][x].r;
let u = grid[y][x].u;
let d = grid[y][x].d;
drawLines(x, y, l, r, u, d);
}
}
}
//draw the actual lines
function drawLines(x, y, l, r, u, d) {
let top = (y + 1) * step;
let left = (x + 1) * step;
if (l === 0 && x > 0) {
let el = document.createElement("div");
el.style.left = left + "px";
el.style.height = step + "px";
el.style.top = top + "px";
el.setAttribute("class", "barrier");
el.style.width = bwidth + "px";
maze.appendChild(el);
}
if (d === 0 && y < my - 1) {
let el = document.createElement("div");
el.style.left = left + "px";
el.style.height = bwidth + "px";
el.style.top = top + step + "px";
el.setAttribute("class", "barrier");
el.style.width = step + bwidth + "px";
maze.appendChild(el);
}
}
function limShuffle(array, s) {
let con = array.slice(0, s);
let ran = array.slice(s, array.length);
for (let i = ran.length - 1; i > 0; i--) {
const j = Math.floor(Math.random() * (i + 1));
//console.log(i, j);
[ran[i], ran[j]] = [ran[j], ran[i]];
}
let comb = con.concat(ran);
return comb;
}
function animKeys(key) {
if (key.id === "bu") {
key.style.border = "3px #fff solid";
key.style.borderTop = "1px #fff solid";
key.style.borderBottom = "4px #fff solid";
key.style.transform = "translateY(-2px)";
}
if (key.id === "bd") {
key.style.border = "3px #fff solid";
key.style.borderBottom = "1px #fff solid";
key.style.borderTop = "4px #fff solid";
key.style.transform = "translateY(2px)";
}
if (key.id === "bl") {
key.style.border = "3px #fff solid";
key.style.borderLeft = "1px #fff solid";
key.style.borderRight = "4px #fff solid";
key.style.transform = "translateX(-2px)";
}
if (key.id === "br") {
key.style.border = "3px #fff solid";
key.style.borderRight = "1px #fff solid";
key.style.borderLeft = "4px #fff solid";
key.style.transform = "translateX(2px)";
}
//reset
setTimeout(() => {
key.style.border = "2px #fff solid";
key.style.borderTop = "2px #fff solid";
key.style.borderBottom = "2px #fff solid";
key.style.borderLeft = "2px #fff solid";
key.style.borderRight = "2px #fff solid";
key.style.transform = "translateY(0px)";
key.style.transform = "translateX(0px)";
}, "150");
}
let maxl = 0;
let prevl = 0;
function updateEmo(lr) {
//simple/manual emo-adjustment - old
if (lr) {
if (thingie.offsetLeft < maxl) {
emo.innerHTML = "🙄";
}
if (thingie.offsetLeft < maxl - 2 * step) {
emo.innerHTML = "😒";
}
if (thingie.offsetLeft < maxl - 4 * step) {
emo.innerHTML = "😣";
}
if (thingie.offsetLeft < maxl - 6 * step) {
emo.innerHTML = "🤬";
}
if (thingie.offsetLeft > prevl) {
emo.innerHTML = "😐";
}
if (thingie.offsetLeft >= maxl) {
if (thingie.offsetLeft > mazeWidth * 0.6) {
emo.innerHTML = "😀";
} else {
emo.innerHTML = "🙂";
}
maxl = thingie.offsetLeft;
}
if (thingie.offsetLeft === 0) {
emo.innerHTML = "😢";
}
if (
thingie.offsetLeft > mazeWidth - step &&
thingie.offsetTop === home.offsetTop
) {
emo.innerHTML = "🤗";
home.innerHTML = "🏠";
}
if (thingie.offsetLeft > mazeWidth) {
emo.innerHTML = "";
home.innerHTML = "🥳";
}
prevl = thingie.offsetLeft;
} else {
if (thingie.offsetLeft > (mazeWidth - step) && thingie.offsetTop === home.offsetTop) {
emo.innerHTML = "🤗";
}else{
if(thingie.offsetLeft > (mazeWidth - step) && thingie.offsetTop != home.offsetTo){
emo.innerHTML = "🙄";
}
}
}
// //Variant: Detect distance to target using old Greeks: Phytagoras (More scientifically interesting, but somehow less funny 🙃)
// let h = home.offsetLeft - thingie.offsetLeft;
// let v = Math.abs(home.offsetTop - thingie.offsetTop);
// let dist = Math.hypot(h, v);
// console.log(h, v, dist);
// //dist = h;
// //dynamic stuff
// if (dist <= prevDist) {
// //happy
// emo.innerHTML = "😀";
// } else {
// //sad
// emo.innerHTML = "🙄";
// }
// //fixed values
// if (dist === 20) {
// emo.innerHTML = "🤗";
// }
// if (dist === 0) {
// emo.innerHTML = "🥳";
// home.innerHTML = "";
// } else {
// home.innerHTML = "🏠";
// }
// prevDist = dist;
}
//navigate with tilting
window.addEventListener("deviceorientation", handleOrientation);
function tiltTimer() {
allowTilt = false;
setTimeout(() => {
allowTilt = true;
}, "200");
}
function handleOrientation(e) {
//up/down = beta (smaller = up)
//left/right = gamma (neg = left)
if (firstMove) {
lastUD = e.beta;
lastLR = e.gamma;
firstMove = false;
}
if (allowTilt) {
if (e.beta < lastUD - mThreshold) {
up();
tiltTimer();
}
if (e.beta > lastUD + mThreshold) {
down();
tiltTimer();
}
if (e.gamma < lastLR - mThreshold) {
left();
tiltTimer();
}
if (e.gamma > lastLR + mThreshold) {
right();
tiltTimer();
}
}
}
//navigate with controller
let haveEvents = "ongamepadconnected" in window;
let gp = [];
let allowU = true;
let allowD = true;
let allowL = true;
let allowR = true;
let allowAU = true;
let allowAD = true;
let allowAL = true;
let allowAR = true;
window.addEventListener("gamepadconnected", connectGamepad);
window.addEventListener("gamepaddisconnected", disconnectGamepad);
function disconnectGamepad() {
gp = [];
}
function connectGamepad(e) {
console.log("trying to connect");
gp[0] = e.gamepad;
requestAnimationFrame(updateStatus);
}
function updateStatus() {
if (!haveEvents) {
scangamepads();
}
for (let i = 0; i < gp[0].buttons.length; i++) {
//up
if (gp[0].buttons[12].pressed) {
if (allowU) {
up();
gpTimer("u");
}
}
if (gp[0].buttons[12].pressed === false) {
allowU = true;
}
//down
if (gp[0].buttons[13].pressed) {
if (allowD) {
down();
gpTimer("d");
}
}
if (gp[0].buttons[13].pressed === false) {
allowD = true;
}
//left
if (gp[0].buttons[14].pressed) {
if (allowL) {
left();
gpTimer("l");
}
}
if (gp[0].buttons[14].pressed === false) {
allowL = true;
}
//up
if (gp[0].buttons[15].pressed) {
if (allowR) {
right();
gpTimer("r");
}
}
if (gp[0].buttons[15].pressed === false) {
allowR = true;
}
}
for (let j = 0; j < gp[0].axes.length; j++) {
//console.log(gp[0].axes[3]);
if (gp[0].axes[1] < -0.8 || gp[0].axes[3] < -0.8) {
if (allowAU) {
up();
gpATimer("u");
}
}
if (gp[0].axes[1] > 0.8 || gp[0].axes[3] > 0.8) {
if (allowAD) {
down();
gpATimer("d");
}
}
if (gp[0].axes[0] < -0.8 || gp[0].axes[2] < -0.8) {
if (allowAL) {
left();
gpATimer("l");
}
}
if (gp[0].axes[0] > 0.8 || gp[0].axes[2] > 0.8) {
if (allowAR) {
right();
gpATimer("r");
}
}
}
requestAnimationFrame(updateStatus);
}
function scangamepads() {
var gamepads = navigator.getGamepads
? navigator.getGamepads()
: navigator.webkitGetGamepads
? navigator.webkitGetGamepads()
: [];
for (var i = 0; i < gamepads.length; i++) {
if (gamepads[i]) {
if (gamepads[i].index in gp) {
gp[gamepads[i].index] = gamepads[i];
} else {
addgamepad(gamepads[i]);
}
}
}
}
if (!haveEvents) {
setInterval(scangamepads, 500);
}
function gpTimer(adir) {
switch (adir) {
case "u":
allowU = false;
break;
case "d":
allowD = false;
break;
case "l":
allowL = false;
break;
case "r":
allowR = false;
break;
}
setTimeout(() => {
allowU = true;
allowD = true;
allowL = true;
allowR = true;
}, "200");
}
function gpATimer(adir) {
switch (adir) {
case "u":
allowAU = false;
break;
case "d":
allowAD = false;
break;
case "l":
allowAL = false;
break;
case "r":
allowAR = false;
break;
}
setTimeout(() => {
allowAU = true;
allowAD = true;
allowAL = true;
allowAR = true;
}, "200");
}
//Navigate with swipe
let lasttouchpY = 0;
let lasttouchpX = 0;
cont.addEventListener("touchstart", (e) => {
lasttouchpY = e.changedTouches[0].pageY;
lasttouchpX = e.changedTouches[0].pageX;
});
cont.addEventListener("touchmove", (e) => {
e.preventDefault();
//console.log("touch " + e.changedTouches[0].pageY);
let diffY = e.changedTouches[0].pageY - lasttouchpY;
let diffX = e.changedTouches[0].pageX - lasttouchpX;
if (diffY > sThreshold) {
down();
lasttouchpY = e.changedTouches[0].pageY;
} else {
if (diffY < -1 * sThreshold) {
up();
lasttouchpY = e.changedTouches[0].pageY;
}
}
if (diffX > sThreshold) {
right();
lasttouchpX = e.changedTouches[0].pageX;
} else {
if (diffX < -1 * sThreshold) {
left();
lasttouchpX = e.changedTouches[0].pageX;
}
}
});
//Navigate with scrolling
let lastscrollpY = 0;
let lastscrollpX = 0;
cont.addEventListener("wheel", (e) => {
//console.log("scrollY: " + e.deltaY + " scrollX: " + e.deltaX);
//handle Y scrolling
lastscrollpY = lastscrollpY + e.deltaY;
if (lastscrollpY > 0 && e.deltaY < 0) {
lastscrollpY = 0;
}
if (lastscrollpY < 0 && e.deltaY > 0) {
lastscrollpY = 0;
}
if (lastscrollpY > scThreshold) {
up();
lastscrollpY = 0;
}
if (lastscrollpY < (-1 * scThreshold)) {
down();
lastscrollpY = 0;
}
//handle X scrolling
lastscrollpX = lastscrollpX + e.deltaX;
if (lastscrollpX > 0 && e.deltaX < 0) {
lastscrollpX = 0;
}
if (lastscrollpX < 0 && e.deltaX > 0) {
lastscrollpX = 0;
}
if (lastscrollpX > scThreshold) {
left();
lastscrollpX = 0;
}
if (lastscrollpX < (-1 * scThreshold)) {
right();
lastscrollpX = 0;
}
});
Also see: Tab Triggers