HTML preprocessors can make writing HTML more powerful or convenient. For instance, Markdown is designed to be easier to write and read for text documents and you could write a loop in Pug.
In CodePen, whatever you write in the HTML editor is what goes within the <body>
tags in a basic HTML5 template. So you don't have access to higher-up elements like the <html>
tag. If you want to add classes there that can affect the whole document, this is the place to do it.
In CodePen, whatever you write in the HTML editor is what goes within the <body>
tags in a basic HTML5 template. If you need things in the <head>
of the document, put that code here.
The resource you are linking to is using the 'http' protocol, which may not work when the browser is using https.
CSS preprocessors help make authoring CSS easier. All of them offer things like variables and mixins to provide convenient abstractions.
It's a common practice to apply CSS to a page that styles elements such that they are consistent across all browsers. We offer two of the most popular choices: normalize.css and a reset. Or, choose Neither and nothing will be applied.
To get the best cross-browser support, it is a common practice to apply vendor prefixes to CSS properties and values that require them to work. For instance -webkit-
or -moz-
.
We offer two popular choices: Autoprefixer (which processes your CSS server-side) and -prefix-free (which applies prefixes via a script, client-side).
Any URLs added here will be added as <link>
s in order, and before the CSS in the editor. You can use the CSS from another Pen by using its URL and the proper URL extension.
You can apply CSS to your Pen from any stylesheet on the web. Just put a URL to it here and we'll apply it, in the order you have them, before the CSS in the Pen itself.
You can also link to another Pen here (use the .css
URL Extension) and we'll pull the CSS from that Pen and include it. If it's using a matching preprocessor, use the appropriate URL Extension and we'll combine the code before preprocessing, so you can use the linked Pen as a true dependency.
JavaScript preprocessors can help make authoring JavaScript easier and more convenient.
Babel includes JSX processing.
Any URL's added here will be added as <script>
s in order, and run before the JavaScript in the editor. You can use the URL of any other Pen and it will include the JavaScript from that Pen.
You can apply a script from anywhere on the web to your Pen. Just put a URL to it here and we'll add it, in the order you have them, before the JavaScript in the Pen itself.
If the script you link to has the file extension of a preprocessor, we'll attempt to process it before applying.
You can also link to another Pen here, and we'll pull the JavaScript from that Pen and include it. If it's using a matching preprocessor, we'll combine the code before preprocessing, so you can use the linked Pen as a true dependency.
Search for and use JavaScript packages from npm here. By selecting a package, an import
statement will be added to the top of the JavaScript editor for this package.
Using packages here is powered by esm.sh, which makes packages from npm not only available on a CDN, but prepares them for native JavaScript ESM usage.
All packages are different, so refer to their docs for how they work.
If you're using React / ReactDOM, make sure to turn on Babel for the JSX processing.
If active, Pens will autosave every 30 seconds after being saved once.
If enabled, the preview panel updates automatically as you code. If disabled, use the "Run" button to update.
If enabled, your code will be formatted when you actively save your Pen. Note: your code becomes un-folded during formatting.
Visit your global Editor Settings.
<body id="js-touch">
<div id="world"></div>
<div class="txt">
<header class="header">
<h1 class="title">
Wizbii
<div class="title-sub">experiment</div>
</h1>
<div class="header-sub subhead">github.com/wprod/threejs</div>
</header>
<h1>Score : <span id="js-score"></span></h1>
</div>
</body>
@import url('https://fonts.googleapis.com/css?family=Kanit:800|Mr+Dafoe');
$c-base: #222;
$bg-color: #53e3a6;
$bg-img: linear-gradient(to bottom right, #50a3a2 0%, #53e3a6 100%);
$enable-fontSmoothing: true;
$b-fontSize: 1.6rem;
$b-fontFamily: Helvetica, Arial, sans-serif;
$b-fontWeight: normal;
$b-lineHeight: 1.5;
$Title-color: saturate(lighten(#51c1a4, 6), 8);
$Title-sub-color: #fff;
html {
box-sizing: border-box;
color: $c-base;
font-size: $b-fontSize;
font-family: $b-fontFamily;
font-weight: $b-fontWeight;
line-height: $b-lineHeight;
@if ($enable-fontSmoothing) {
-webkit-font-smoothing: antialiased;
-moz-osx-font-smoothing: grayscale;
}
}
*, *:before, *:after {
box-sizing: inherit;
}
* {
margin: 0;
padding: 0;
overflow: hidden "";
}
#world {
position: absolute;
width: 100%;
height: 100%;
overflow: hidden;
background: linear-gradient(
to bottom,
#94c5f8 0%,
#a6e6ff 10%,
#b1b5ea 20%,
#fa709a 30%,
#fee140 40%,
#FF1361 50%,
#44107A 60%,
#231557 70%,
#0250c5 80%,
#d43f8d 100%
);
background-repeat: repeat-y;
background-size: 100% 1000%;
background-position: 0 0;
transition: background 6000ms ease-in-out;
&.yellow {
background-position: 0 20%;
}
&.red {
background-position: 0 40%;
}
&.black {
background-position: 0 60%;
}
&.blue {
background-position: 0 80%;
}
}
.txt {
position: absolute;
color: #a96fa0;
font-family: sans-serif;
display: flex;
flex-direction: column;
align-items: center;
justify-content: space-between;
width: 100%;
height: 100%;
.header {
text-align: center;
}
.header-sub {
opacity: 0.4;
}
.title, h1 {
color: $Title-color;
font-family: 'Kanit', Helvetica, Arial, sans-serif;
font-weight: 800;
letter-spacing: -0.04em;
line-height: 0.7;
text-transform: uppercase;
position: relative;
margin: 0.2em;
font-size: 2.5rem;
text-shadow: 0.02em 0.02em 0.02em rgba(black, 0.08);
filter: drop-shadow(0.045em 0.045em 0.04em rgba(black, 0.21));
}
.title-sub {
color: $Title-sub-color;
font: 200 0.45em/1 "Mr Dafoe", serif;
text-transform: none;
letter-spacing: 0.02em;
text-shadow: 0.02em 0.02em 0.02em rgba(black, 0.3);
position: absolute;
top: 50%;
left: 50%;
font-size: 1rem;
transform: translate(-50%, -50%) rotate(-5deg);
}
.subhead {
color: inherit;
font-weight: bold;
letter-spacing: 0.4em;
text-transform: uppercase;
font-size: .3rem;
}
h1 {
font-size: 1rem;
}
}
const colors = {
green: 0x2bca2b,
black: 0x333359,
white: 0xd8d0d1,
pink: 0xf5986e,
blue: 0x68c3c0,
grey: 0x5f5f5f,
yellow: 0xe7af11,
};
let mousePos = {
x: 0,
y: 0,
};
let scene, fieldOfView, aspectRatio, renderer, from, to, camera, container;
let bee, sea, earth;
let HEIGHT, WIDTH;
let coins = [];
let bombs = [];
let score = 0;
let level = 0;
let dead = false;
let speedFactor = 0;
const target = new THREE.Vector3();
let ambientLight, hemisphereLight, shadowLight;
window.addEventListener('load', init, false);
function init() {
createScene();
createLights();
createBee();
createCoin();
createEarth();
createSea();
document.addEventListener('mousemove', handleMouseMove, false);
loop();
}
// Handle touch/mobile
const myElement = document.getElementById('js-touch');
const mc = new Hammer(myElement);
mc.get('pan').set({direction: Hammer.DIRECTION_ALL});
mc.on("panleft panright panup pandown tap press", function (ev) {
const tx = -1 + (ev.center.x / WIDTH) * 2;
const ty = 1 - (ev.center.y / HEIGHT) * 2;
mousePos = {
x: tx,
y: ty,
};
});
function createScene() {
HEIGHT = window.innerHeight;
WIDTH = window.innerWidth;
scene = new THREE.Scene();
aspectRatio = WIDTH / HEIGHT;
fieldOfView = 55;
from = 1;
to = 10000;
camera = new THREE.PerspectiveCamera(fieldOfView, aspectRatio, from, to);
scene.fog = new THREE.Fog(colors.grey, 100, 1000);
camera.position.x = 0;
camera.position.z = 220;
camera.position.y = 150;
camera.rotation.x = -Math.PI / 6;
renderer = new THREE.WebGLRenderer({alpha: true, antialias: true});
renderer.setSize(WIDTH, HEIGHT);
renderer.shadowMap.enabled = true;
container = document.getElementById('world');
container.appendChild(renderer.domElement);
renderer.render(scene, camera);
window.addEventListener('resize', handleWindowResize, false);
}
function createLights() {
hemisphereLight = new THREE.HemisphereLight(0xaaaaaa, 0x000000, 0.9);
shadowLight = new THREE.DirectionalLight(0xffffff, 0.6);
shadowLight.position.set(150, 490, 350);
shadowLight.castShadow = true;
shadowLight.shadow.camera.left = -400;
shadowLight.shadow.camera.right = 400;
shadowLight.shadow.camera.top = 400;
shadowLight.shadow.camera.bottom = -400;
shadowLight.shadow.camera.near = 1;
shadowLight.shadow.camera.far = 1000;
shadowLight.shadow.mapSize.width = 2048;
shadowLight.shadow.mapSize.height = 2048;
ambientLight = new THREE.AmbientLight(0xff8d8d, 0.9);
scene.add(ambientLight);
scene.add(hemisphereLight);
scene.add(shadowLight);
}
function createCoin(nb = 100, patternFactor = 2) {
let i = 0;
for (i; i < nb; i++) {
coins[i] = new Coin(i, patternFactor);
scene.add(coins[i].mesh);
}
}
function createBomb(nb) {
for (let i = 0; i < nb; i++) {
bombs[i] = new Bomb();
scene.add(bombs[i].mesh);
}
}
function createBee() {
bee = new Bee();
bee.mesh.scale.set(0.25, 0.25, 0.25);
bee.mesh.position.y = 0;
bee.mesh.position.z = 0;
scene.add(bee.mesh);
}
function createEarth() {
earth = new Earth();
earth.moveHills();
scene.add(earth.mesh);
}
function createSea() {
sea = new Sea();
scene.add(sea.mesh);
}
// =============================
// ========= UTILITIES =========
// =============================
function handleWindowResize() {
HEIGHT = window.innerHeight;
WIDTH = window.innerWidth;
renderer.setSize(WIDTH, HEIGHT);
camera.aspect = WIDTH / HEIGHT;
camera.updateProjectionMatrix();
}
function handleMouseMove(event) {
const tx = -1 + (event.clientX / WIDTH) * 2;
const ty = 1 - (event.clientY / HEIGHT) * 2;
mousePos = {
x: tx,
y: ty,
};
}
function getRandomInt(min, max) {
min = Math.ceil(min);
max = Math.floor(max);
return Math.floor(Math.random() * (max - min)) + min;
}
// NORMALIZER
function normalize(v, vmin, vmax, tmin, tmax) {
const nv = Math.max(Math.min(v, vmax), vmin);
const dv = vmax - vmin;
const pc = (nv - vmin) / dv;
const dt = tmax - tmin;
const tv = tmin + pc * dt;
return tv;
}
// =============================
// ============ BEE ============
// =============================
let Bee = function () {
this.mesh = new THREE.Object3D();
// HEAD
const geomHead = new THREE.SphereGeometry(55, 32, 32);
const matHead = new THREE.MeshPhongMaterial({
color: colors.black,
flatShading: THREE.FlatShading,
});
this.head = new THREE.Mesh(geomHead, matHead);
this.head.castShadow = true;
this.head.receiveShadow = true;
this.head.position.z -= 130;
this.head.position.y -= 10;
this.mesh.add(this.head);
// BODY1
const geomBody1 = new THREE.SphereGeometry(65, 32, 32);
const matBody1 = new THREE.MeshPhongMaterial({
color: colors.yellow,
flatShading: THREE.FlatShading,
});
this.body1 = new THREE.Mesh(geomBody1, matBody1);
this.body1.castShadow = true;
this.body1.receiveShadow = true;
this.body1.position.z = -100;
this.mesh.add(this.body1);
// BODY2
const geomBody2 = new THREE.SphereGeometry(70, 32, 32);
const matBody2 = new THREE.MeshPhongMaterial({
color: colors.black,
flatShading: THREE.FlatShading,
});
this.body2 = new THREE.Mesh(geomBody2, matBody2);
this.body2.castShadow = true;
this.body2.receiveShadow = true;
this.body2.position.z -= 70;
this.mesh.add(this.body2);
// BODYWING
const geomBodyWing = new THREE.SphereGeometry(30, 32, 32);
const matBodyWing = new THREE.MeshPhongMaterial({
color: colors.black,
flatShading: THREE.FlatShading,
});
this.bodyWing = new THREE.Mesh(geomBodyWing, matBodyWing);
this.bodyWing.castShadow = true;
this.bodyWing.receiveShadow = true;
this.bodyWing.position.z -= 70;
this.bodyWing.position.y += 50;
this.mesh.add(this.bodyWing);
// BODY3
const geomBody3 = new THREE.SphereGeometry(65, 32, 32);
const matBody3 = new THREE.MeshPhongMaterial({
color: colors.yellow,
flatShading: THREE.FlatShading,
});
this.body3 = new THREE.Mesh(geomBody3, matBody3);
this.body3.castShadow = true;
this.body3.receiveShadow = true;
this.body3.position.z -= 40;
this.mesh.add(this.body3);
// TAIL
const geomTail = new THREE.SphereGeometry(45, 32, 32);
const matTail = new THREE.MeshPhongMaterial({
color: colors.black,
flatShading: THREE.FlatShading,
});
this.tail = new THREE.Mesh(geomTail, matTail);
this.tail.castShadow = true;
this.tail.receiveShadow = true;
this.tail.position.z = 0;
this.head.position.y -= 10;
this.mesh.add(this.tail);
// WINGS
const geomWing = new THREE.Geometry();
geomWing.vertices.push(new THREE.Vector3(150, 100, -100));
geomWing.vertices.push(new THREE.Vector3(200, 100, 50));
geomWing.vertices.push(new THREE.Vector3(150, 100, 150));
geomWing.vertices.push(new THREE.Vector3(0, 0, 0));
geomWing.vertices.push(new THREE.Vector3(-150, 100, -100));
geomWing.vertices.push(new THREE.Vector3(-200, 100, 50));
geomWing.vertices.push(new THREE.Vector3(-150, 100, 150));
geomWing.vertices.push(new THREE.Vector3(0, 0, 0));
geomWing.faces.push(new THREE.Face3(0, 1, 2));
geomWing.faces.push(new THREE.Face3(0, 3, 2));
geomWing.faces.push(new THREE.Face3(4, 5, 6));
geomWing.faces.push(new THREE.Face3(4, 6, 7));
const material = new THREE.MeshBasicMaterial({
color: colors.white,
transparent: true,
opacity: 0.5,
side: THREE.DoubleSide,
});
this.wings = new THREE.Mesh(geomWing, material);
this.wings.castShadow = true;
this.wings.receiveShadow = true;
this.wings.position.x = 0;
this.wings.position.y = 75;
this.wings.position.z = -65;
this.mesh.add(this.wings);
// STING
const geomSting = new THREE.CylinderGeometry(20, 0, 50, 10);
const matSting = new THREE.MeshPhongMaterial({
color: colors.white,
flatShading: THREE.FlatShading,
});
this.sting = new THREE.Mesh(geomSting, matSting);
this.sting.castShadow = true;
this.sting.receiveShadow = true;
this.sting.position.z += 50;
this.sting.position.y -= 10;
this.sting.rotation.x = Math.PI * 1.6;
this.mesh.add(this.sting);
};
// =============================
// =========== EARTH ===========
// =============================
let Earth = function () {
const geom = new THREE.CylinderGeometry(500, 500, 2900, 33, 34);
geom.mergeVertices();
const l = geom.vertices.length;
this.hills = [];
for (let i = 0; i < l; i++) {
const v = geom.vertices[i];
this.hills.push({
y: v.y,
x: v.x,
z: v.z,
ang: Math.random() * Math.PI * 2 + 10,
amp: 20 + Math.random() * 30,
speed: 6 + Math.random() * 0.032,
});
}
const mat = new THREE.MeshPhongMaterial({
color: 0x38661f,
opacity: 0.6,
flatShading: THREE.FlatShading,
});
this.mesh = new THREE.Mesh(geom, mat);
this.mesh.receiveShadow = true;
this.mesh.rotation.z += Math.PI / 2;
this.mesh.position.y -= 700;
};
Earth.prototype.moveHills = function () {
const verts = this.mesh.geometry.vertices;
const l = verts.length;
for (let i = 0; i < l; i++) {
const v = verts[i];
const vprops = this.hills[i];
v.x = vprops.x + Math.cos(vprops.ang) * vprops.amp;
v.y = vprops.y + Math.sin(vprops.ang) * vprops.amp;
vprops.ang += vprops.speed;
}
this.mesh.geometry.verticesNeedUpdate = true;
earth.mesh.rotation.z += 0.1;
};
// =============================
// ============ SEA ============
// =============================
let Sea = function () {
const geom = new THREE.CylinderGeometry(480, 480, 2900, 100, 34);
geom.mergeVertices();
const mat = new THREE.MeshPhongMaterial({
color: 0x00c0ff,
opacity: 0.4,
flatShading: THREE.FlatShading,
});
this.mesh = new THREE.Mesh(geom, mat);
this.mesh.receiveShadow = true;
this.mesh.rotation.z += Math.PI / 2;
this.mesh.position.y -= 700;
};
// =============================
// ============ COIN ===========
// =============================
let Coin = function (i, patternFactor = 2) {
this.mesh = new THREE.Object3D();
this.radius = 1200;
this.side = 15;
this.s = (Math.PI * i) / patternFactor;
this.t = (Math.PI * i) / 180;
const geom = new THREE.CylinderGeometry(this.side, this.side, 5, 32);
const mat = new THREE.MeshPhongMaterial({
color: colors.yellow,
opacity: 0.8,
flatShading: THREE.FlatShading,
});
this.coin = new THREE.Mesh(geom, mat);
this.coin.receiveShadow = true;
this.coin.castShadow = true;
const xAxis = this.radius * Math.cos(this.s) * Math.sin(this.t)/1.5;
const yAxis = this.radius * Math.sin(this.s) * Math.sin(this.t);
const zAxis = this.radius * Math.cos(this.t);
this.coin.position.x = xAxis;
this.coin.position.y = yAxis;
this.coin.position.z = zAxis;
this.coin.rotation.z = zAxis;
this.coin.rotation.x = zAxis;
this.coin.rotation.y = zAxis;
this.mesh.position.y -= 1195;
this.mesh.add(this.coin);
};
// =============================
// ============ BOMB ===========
// =============================
let Bomb = function () {
this.mesh = new THREE.Object3D();
this.radius = 1200;
this.side = 20;
this.s = (Math.PI * getRandomInt(0, 360)) / 180;
this.t = (Math.PI * getRandomInt(0, 360)) / 180;
const geom = new THREE.SphereGeometry(this.side, this.side, 5, 32);
const mat = new THREE.MeshPhongMaterial({
color: colors.black,
opacity: 0.8,
flatShading: THREE.FlatShading,
});
this.bomb = new THREE.Mesh(geom, mat);
this.bomb.receiveShadow = true;
this.bomb.castShadow = true;
const xAxis = this.radius * Math.cos(this.s) * Math.sin(this.t);
const yAxis = this.radius * Math.sin(this.s) * Math.sin(this.t);
const zAxis = this.radius * Math.cos(this.t);
this.bomb.position.x = xAxis;
this.bomb.position.y = yAxis;
this.bomb.position.z = zAxis;
this.bomb.rotation.z = zAxis;
this.bomb.rotation.x = zAxis;
this.bomb.rotation.y = zAxis;
this.mesh.position.y -= 1200;
this.mesh.add(this.bomb);
};
// =============================
// ====== COLLISION LOGIC ======
// =============================
function checkCollision(coin, bee, distance) {
return (coin.z >= bee.z - distance && coin.z <= bee.z + distance)
&& (coin.x >= bee.x - distance && coin.x <= bee.x + distance)
&& (coin.y >= bee.y - distance && coin.y <= bee.y + distance);
}
function handleCollision(speed) {
// COINS
for (let [index, coin] of coins.entries()) {
if (checkCollision(
coin.mesh.children[0].getWorldPosition(target),
bee.mesh.position,
60
)) {
scene.remove(coin.mesh);
coins.splice(index, 1);
updateLevel();
} else {
coin.mesh.children[0].rotation.y += 0.1;
coin.mesh.children[0].rotation.z += 0.1;
coin.mesh.children[0].rotation.x += 0.1;
coin.mesh.rotation.x += speed;
}
}
//BOMBS
for (let bomb of bombs) {
if (checkCollision(
bomb.mesh.children[0].getWorldPosition(target),
bee.mesh.position,
60
)) {
dead = true;
}
bomb.mesh.children[0].rotation.y += 0.1;
bomb.mesh.rotation.x += speed + .005;
}
}
// =============================
// ======= UPDATE LOGIC ========
// =============================
function cleanAndAdd(nb, patternFactor) {
for (let coin of coins) {
scene.remove(coin.mesh);
}
createCoin(nb, patternFactor);
}
function updateLevel() {
score += 1;
document.getElementById('js-score').innerHTML = score;
if (score === 52) {
console.log('LEVEL UP');
level = 1;
speedFactor = .002;
cleanAndAdd(100, 5);
document.getElementById("world").className = 'yellow';
} else if (score === 70) {
console.log('LEVEL UP');
level = 2;
speedFactor = .004;
createBomb(10);
cleanAndAdd(100, 10);
document.getElementById("world").className = 'red';
} else if (score === 100) {
console.log('LEVEL UP');
level = 3;
speedFactor = .006;
cleanAndAdd(100, 10);
document.getElementById("world").className = 'black';
} else if (score === 130) {
console.log('LEVEL UP');
level = 4;
speedFactor = .008;
cleanAndAdd(100, 10);
document.getElementById("world").className = 'red';
} else if (score === 160) {
console.log('LEVEL UP');
level = 5;
speedFactor = .01;
cleanAndAdd(100, 20);
document.getElementById("world").className = 'yellow';
}
}
function updateBee() {
const targetX = normalize(mousePos.x, -1, 1, -100, 100);
let targetZ = normalize(mousePos.y, -1, 1, 100, -200);
bee.mesh.position.x += (targetX - bee.mesh.position.x / 2) * 0.2;
bee.mesh.position.z += (targetZ - bee.mesh.position.z) * 0.2;
bee.mesh.rotation.x -= mousePos.y / 2;
bee.mesh.rotation.x = (targetZ - bee.mesh.position.z) * 0.015;
bee.mesh.rotation.y = (targetX - bee.mesh.position.x / 1.5) * -0.01;
bee.mesh.rotation.z = (targetX - bee.mesh.position.x / 1.5) * -0.01;
// Check if bee is forward or backward
if (targetZ > 0) {
earth.mesh.rotation.x += 0.002 + targetZ / 100000 + speedFactor;
const speed = 0.001 + targetZ / 100000 + speedFactor; // Move slower
handleCollision(speed);
} else {
earth.mesh.rotation.x += 0.005 + -targetZ / 10000 + speedFactor;
const speed = 0.001 + -targetZ / 10000 + speedFactor; // Move faster
handleCollision(speed);
}
// Min wing speed
if (targetZ > -40) {
targetZ = -40;
} else if (targetZ < -150) {
targetZ = -150;
}
let normalisedSpeed = Math.sqrt(targetZ * targetZ);
if (bee.wings.geometry.vertices[0].y < 0 || bee.wings.geometry.vertices[0].y > 200) {
normalisedSpeed *= -1;
}
bee.wings.geometry.vertices[0].y -= normalisedSpeed;
bee.wings.geometry.vertices[1].y -= normalisedSpeed;
bee.wings.geometry.vertices[2].y -= normalisedSpeed;
bee.wings.geometry.vertices[4].y -= normalisedSpeed;
bee.wings.geometry.vertices[5].y -= normalisedSpeed;
bee.wings.geometry.vertices[6].y -= normalisedSpeed;
bee.wings.geometry.verticesNeedUpdate = true;
}
function loop() {
renderer.render(scene, camera);
updateBee();
dead ? console.log("DEAD") : requestAnimationFrame(loop);
}
Also see: Tab Triggers