alert on escape
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c892f91623
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69
main.js
69
main.js
@ -82,6 +82,7 @@ const camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.inner
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camera.rotation.order = 'YXZ';
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const worldOctree = new Octree();
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const raftOctree = new Octree();
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const container = document.getElementById( 'container' );
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@ -109,7 +110,7 @@ const water = new Water(
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}
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);
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water.rotation.x = - Math.PI / 2;
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water.position.y = -.6
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water.position.y = -.01
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scene.add( water );
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// Ground
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@ -131,7 +132,7 @@ const groundMaterial = new THREE.MeshPhongMaterial( {
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} )
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const ground = new THREE.Mesh( groundGeometry, groundMaterial )
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ground.rotation.x = - Math.PI / 2;
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ground.position.set(mazeLength/2, -.5, mazeWidth/2)
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ground.position.set(mazeLength/2, 0, mazeWidth/2)
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ground.receiveShadow = true;
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ground.matrixAutoUpdate = false
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ground.updateMatrix();
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@ -140,25 +141,28 @@ worldOctree.fromGraphNode( ground )
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// Raft
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const raftGeometry = new THREE.BoxGeometry( 1.8, .1, .9 )
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const raftGeometry = new THREE.BoxGeometry( 1.8, .1, .9, 1, 1, 8 )
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const raftMaterial = new THREE.MeshPhongMaterial( {
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map : woodTexture,
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color : 0xFFFFFF,
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emissive : 0,
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specular : 0x505050,
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shininess : 1,
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bumpMap : woodTexture,
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bumpScale : .1,
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depthFunc : 3,
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depthTest : true,
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depthWrite: true
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map : woodTexture,
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color : 0xFFFFFF,
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emissive : 0,
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specular : 0x505050,
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shininess : 1,
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bumpMap : woodTexture,
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bumpScale : .1,
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depthFunc : 3,
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depthTest : true,
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depthWrite : true,
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displacementMap : woodTexture,
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displacementScale: -0.08
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} )
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const raft = new THREE.Mesh( raftGeometry, raftMaterial )
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raft.position.set( mazeLength/2 + .2, -.6, -1 )
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raft.position.set( mazeLength/2 + .2, 0, -1 )
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raft.rotation.y = 1.4
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raft.rotation.order = 'ZXY';
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scene.add(raft)
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worldOctree.fromGraphNode( raft )
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raftOctree.fromGraphNode( raft )
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// Maze
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@ -184,10 +188,10 @@ const cube = new THREE.Mesh(wallGeometry)
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mazeMap.forEach((row, z) => {
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row.forEach((isWall, x) => {
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if (isWall) {
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matrix.setPosition(x + .5, 0, z + .5)
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matrix.setPosition(x + .5, 0.5, z + .5)
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maze.setMatrixAt( i, matrix );
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const clone = cube.clone()
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clone.position.set(x + .5, 0, z + .5)
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clone.position.set(x + .5, 0.5, z + .5)
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worldOctree.fromGraphNode( clone )
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i++
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}
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@ -299,22 +303,18 @@ const STEPS_PER_FRAME = 5;
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const playerCollider = new Capsule(
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new THREE.Vector3( mazeLength/2, 0.3, mazeWidth/2 ),
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new THREE.Vector3( mazeLength/2, 0.3, mazeWidth/2 ),
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new THREE.Vector3( mazeLength/2, 0.7, mazeWidth/2 ),
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0.3
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);
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const playerVelocity = new THREE.Vector3();
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const playerVelocity = new THREE.Vector3();
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const playerDirection = new THREE.Vector3();
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let playerOnFloor = false;
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let mouseTime = 0;
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let jumping = false;
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let escaped = false;
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const keyStates = {};
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let jumping = false;
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const vector1 = new THREE.Vector3();
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const vector2 = new THREE.Vector3();
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const vector3 = new THREE.Vector3();
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document.addEventListener( 'keydown', ( event ) => {
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@ -333,8 +333,6 @@ container.addEventListener( 'mousedown', () => {
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document.body.requestPointerLock();
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mouseTime = performance.now();
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} );
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document.body.addEventListener( 'mousemove', ( event ) => {
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@ -361,6 +359,13 @@ function onWindowResize() {
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function playerCollisions() {
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if ( !escaped && raftOctree.capsuleIntersect( playerCollider ) ) {
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escaped = true;
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alert("Congrats! You escaped.");
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}
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const result = worldOctree.capsuleIntersect( playerCollider );
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playerOnFloor = false;
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@ -488,9 +493,9 @@ function teleportPlayerIfOob() {
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if ( camera.position.y <= - 25 ) {
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playerCollider.start.set( mazeLength/2, 0.2, mazeWidth/2 );
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playerCollider.end.set( mazeLength/2, 0.3, mazeWidth/2 );
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playerCollider.radius = 0.2;
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playerCollider.start.set( mazeLength/2, 0.3, mazeWidth/2 );
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playerCollider.end.set( mazeLength/2, 0.7, mazeWidth/2 );
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playerCollider.radius = 0.3;
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camera.position.copy( playerCollider.end );
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camera.rotation.set( 0, 0, 0 );
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@ -501,8 +506,6 @@ function teleportPlayerIfOob() {
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function animate() {
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requestAnimationFrame( animate );
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const deltaTime = Math.min( 0.05, clock.getDelta() ) / STEPS_PER_FRAME;
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// we look for collisions in substeps to mitigate the risk of
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@ -523,10 +526,12 @@ function animate() {
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water.material.uniforms[ 'time' ].value += 1.0 / 100.0;
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raft.rotation.z = 0.12 * Math.cos( 1.2 * time )
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raft.rotation.x = 0.06 * Math.cos( time )
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raft.position.y = -0.59 + 0.05 * (0.5 * Math.sin( 1.2 * time ) + 0.5 * Math.sin( time ))
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raft.position.y = 0.05 * (0.5 * Math.sin( 1.2 * time ) + 0.5 * Math.sin( time ))
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renderer.render( scene, camera );
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stats.update();
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requestAnimationFrame( animate );
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}
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