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10 Commits

Author SHA1 Message Date
e928eb3f01 raft displacementScale 2026-01-30 18:31:38 +01:00
94bf853589 textures, keys 2026-01-30 17:25:26 +01:00
b70bdfb955 Add README 2025-05-21 10:19:08 +02:00
6de586ba01 meta 2025-05-20 17:02:24 +02:00
d0446e680d rename laby to loadingMaze 2024-03-20 16:41:00 +01:00
852394c54c perspective rotation 2024-03-20 16:38:26 +01:00
4717ec0877 loading perspective 2024-03-15 02:47:24 +01:00
9ac5c35c90 rotating loading maze 2024-03-14 21:37:05 +01:00
1fb8296bcd Merge branch 'master' of https://git.malingrey.fr/adrien/daedalus 2024-03-13 03:20:26 +01:00
9187d8d9ef Merge pull request 'use three-hex-tiling for ground material' (#1) from hexTiling into master
Reviewed-on: #1
2023-11-18 12:48:30 +01:00
9 changed files with 259 additions and 191 deletions

5
README.md Normal file
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@@ -0,0 +1,5 @@
# Daedalus
3D Maze Web game made with Three.js library
![screenshot](https://git.malingrey.fr/adrien/daedalus/raw/branch/master/thumbnail.png)

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@@ -5,6 +5,15 @@
<title>Daedalus</title>
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<link rel="shortcut icon" type="image/x-icon" href="favicon.ico" id="favicon"/>
<meta property="og:title" content="Daedalus"/>
<meta property="og:type" content="game"/>
<meta property="og:url" content="https://adrien.malingrey.fr/jeux/daedalus/"/>
<meta property="og:image" content="https://adrien.malingrey.fr/jeux/daedalus/thumbnail.png"/>
<meta property="og:image:width" content="250"/>
<meta property="og:image:height" content="250"/>
<meta property="og:description" content="Retrouvez la sortie"/>
<meta property="og:locale" content="fr_FR"/>
<meta property="og:site_name" content="adrien.malingrey.fr"/>
<link rel="stylesheet" href="style.css">
<!-- Import maps polyfill -->
<!-- Remove this when import maps will be widely supported -->
@@ -12,9 +21,8 @@
<script type="importmap">
{
"imports": {
"three": "https://cdn.jsdelivr.net/npm/three@0.161.0/build/three.module.min.js",
"three/addons/": "https://cdn.jsdelivr.net/npm/three@0.161.0/examples/jsm/",
"three-hex-tiling": "https://cdn.jsdelivr.net/npm/three-hex-tiling@0.1.1/dist/index.js"
"three": "https://cdn.jsdelivr.net/npm/three@0.169.0/build/three.module.min.js",
"three/addons/": "https://cdn.jsdelivr.net/npm/three@0.169.0/examples/jsm/"
}
}
</script>
@@ -144,15 +152,23 @@
</head>
<body>
<div id="loading">
<table id="labyTable"></table>
<div id="loadingMazeShadow">
<table id="loadingMazeTable"></table>
</div>
<div id="loadingMessage">Construction du labyrinthe : <span id="progress">0</span>%</div>
<div>
Se déplacer : ↑←↓→, ZQSD ou clic<br/>
Sauter : ESPACE<br/>
Se déplacer : <table class="keysTable">
<tr><td rowspan="2"></td><td></td><td rowspan="2"></td></tr>
<tr><td></td></tr>
</table>, <table class="keysTable">
<tr><td rowspan="2">Q</td><td>Z</td><td rowspan="2">D</td></tr>
<tr><td>S</td></tr>
</table> ou clic<br/>
Sauter : Espace<br/>
Regarder : Souris
</div>
</div>
<div id="container"></div>
<div id="container" style="display: none"></div>
<span id="message"></span>
<script type="module" src="./main.js"></script>

330
main.js
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@@ -5,104 +5,11 @@ import { Water } from 'three/addons/objects/Water.js'
import { PointerLockControls } from 'three/addons/controls/PointerLockControls.js'
import { GUI } from 'three/addons/libs/lil-gui.module.min.js'
import { OctreeHelper } from 'three/addons/helpers/OctreeHelper.js'
import { CSM } from 'three/addons/csm/CSM.js';
import Stats from 'three/addons/libs/stats.module.js'
import MazeMesh from './MazeMesh.js'
//import 'three-hex-tiling'
// LOADING
const labyWidth = 23
const labyHeight = 23
for(let y=0; y < labyHeight; y++) {
let tr = document.createElement("tr")
labyTable.appendChild(tr)
for(let x=0; x < labyWidth; x++) {
let td = document.createElement("td")
tr.appendChild(td)
}
}
let walls
function dig(x, y) {
walls[y][x] = false
labyTable.children[y].children[x].className = "ground"
}
const directions = [[0, 1], [0, -1], [1, 0], [-1, 0]]
function* build(x, y) {
for (let direction of Array.from(directions).sort(x => .5 - Math.random())) {
let [dx, dy] = direction
let x1 = x + dx
let y1 = y + dy
let x2 = x1 + dx
let y2 = y1 + dy
if (0 <= x2 && x2 < labyWidth && 0 <= y2 && y2 < labyHeight && walls[y2][x2]) {
dig(x1, y1)
yield x1, y1
dig(x2, y2)
yield x2, y2
yield* build(x2, y2)
}
}
}
function* endlessLaby() {
while (true) {
for (const tr of labyTable.children) {
for (const td of tr.children) {
td.className = "wall"
}
}
walls = Array(labyHeight).fill(true).map(row => Array(labyWidth).fill(true))
let x0 = Math.floor(labyWidth / 2)
let y0 = Math.floor(labyHeight / 2)
dig(x0, y0)
yield* build(x0, y0)
}
}
let labyIterator = endlessLaby()
let interval = window.setInterval(() => labyIterator.next(), 200)
const loadMngr = new THREE.LoadingManager()
const loader = new THREE.TextureLoader(loadMngr)
loader.setPath("textures/")
let t0
loadMngr.onStart = function (url, itemsLoaded, itemsTotal) {
progress.innerText = "0"
t0 = Date.now()
}
loadMngr.onProgress = function (url, itemsLoaded, itemsTotal) {
progress.innerText = Math.floor(100 * itemsLoaded / itemsTotal)
}
loadMngr.onError = function (url) {
loadingMessage.innerHTML = `Erreur de chargement :<br/>${url}`
}
loadMngr.onLoad = function (url, itemsLoaded, itemsTotal) {
loading.style.display = "none"
window.clearInterval(interval)
renderer.setAnimationLoop(animate)
setInterval(() => {
let x = Math.floor(8 + camera.position.x * 16 / mazeWidth)
let y = Math.floor(8 + camera.position.z * 16 / mazeWidth)
favicon.href = `favicon.php?x=${x}&y=${y}`
}, 1000)
}
// GAME
const playerHeight = 0.5
const mazeWidth = 23
@@ -118,21 +25,119 @@ const waves = {
C: { direction: 60, steepness: 0.05, wavelength: 1.5 },
}
const loadingMaze = {
width: 23,
height: 23
}
const container = document.getElementById('container')
// LOADING
for(let y=0; y < loadingMaze.height; y++) {
let tr = document.createElement("tr")
loadingMazeTable.appendChild(tr)
for(let x=0; x < loadingMaze.width; x++) {
let td = document.createElement("td")
tr.appendChild(td)
}
}
let walls
function dig(x, y) {
walls[y][x] = false
loadingMazeTable.children[y].children[x].className = "ground"
}
const directions = [[0, 1], [0, -1], [1, 0], [-1, 0]]
function* build(x, y) {
for (let direction of Array.from(directions).sort(x => .5 - Math.random())) {
let [dx, dy] = direction
let x1 = x + dx
let y1 = y + dy
let x2 = x1 + dx
let y2 = y1 + dy
if (0 <= x2 && x2 < loadingMaze.width && 0 <= y2 && y2 < loadingMaze.height && walls[y2][x2]) {
dig(x1, y1)
yield x1, y1
dig(x2, y2)
yield x2, y2
yield* build(x2, y2)
}
}
}
function* endlessLoadingMaze() {
while (true) {
for (const tr of loadingMazeTable.children) {
for (const td of tr.children) {
td.className = "wall"
}
}
walls = Array(loadingMaze.height).fill(true).map(row => Array(loadingMaze.width).fill(true))
let x0 = Math.floor(loadingMaze.width / 2)
let y0 = Math.floor(loadingMaze.height / 2)
dig(x0, y0)
yield* build(x0, y0)
}
}
let interval
const loadMngr = new THREE.LoadingManager()
const loader = new THREE.TextureLoader(loadMngr)
loader.setPath("textures/")
loadMngr.onStart = function (url, itemsLoaded, itemsTotal) {
progress.innerText = "0"
let loadingMazeIterator = endlessLoadingMaze()
interval = window.setInterval(() => loadingMazeIterator.next(), 200)
}
loadMngr.onProgress = function (url, itemsLoaded, itemsTotal) {
progress.innerText = Math.floor(100 * itemsLoaded / itemsTotal)
}
loadMngr.onError = function (url) {
loadingMessage.innerHTML = `Erreur de chargement :<br/>${url}`
}
loadMngr.onLoad = function (url, itemsLoaded, itemsTotal) {
loading.style.display = "none"
container.style.display = "block"
window.clearInterval(interval)
renderer.setAnimationLoop(animate)
setInterval(() => {
let x = Math.floor(8 + camera.position.x * 16 / mazeWidth)
let y = Math.floor(8 + camera.position.z * 16 / mazeWidth)
favicon.href = `favicon.php?x=${x}&y=${y}`
}, 1000)
}
// GAME
const ambiance = new Audio("snd/ambiance.mp3")
ambiance.loop = true
const piano = new Audio("snd/waves-and-tears.mp3")
piano.loop = false
const container = document.getElementById('container')
const renderer = new THREE.WebGLRenderer({
powerPreference: "high-performance",
})
renderer.setPixelRatio(window.devicePixelRatio)
renderer.setSize(window.innerWidth, window.innerHeight)
renderer.toneMapping = THREE.ACESFilmicToneMapping
renderer.toneMappingExposure = 1.0
renderer.shadowMap.enabled = true
renderer.shadowMap.type = THREE.PCFSoftShadowMap
renderer.physicallyCorrectLights = true
renderer.outputColorSpace = THREE.SRGBColorSpace
container.appendChild(renderer.domElement)
@@ -165,15 +170,50 @@ const mazeCollisionner = new THREE.Group()
const wallMaterial = new THREE.MeshStandardMaterial({
map : loader.load('Poly-cobblestone-wall/color_map.webp'),
normalMap : loader.load('Poly-cobblestone-wall/normal_map_opengl.webp'),
aoMap : loader.load('Poly-cobblestone-wall/ao_map.webp'),
aoMapIntensity : 1,
roughnessMap : loader.load('Poly-cobblestone-wall/roughness_map.webp'),
roughness : 1
roughness : 1,
metalness : 1
})
const sideGroundMaterial = new THREE.MeshStandardMaterial({
map : wallMaterial.map.clone(),
normalMap : wallMaterial.normalMap.clone(),
normalScale : new THREE.Vector2(0.6, 0.6),
aoMapIntensity : wallMaterial.aoMapIntensity,
roughnessMap : wallMaterial.roughnessMap.clone(),
roughness : wallMaterial.roughness,
metalness : wallMaterial.metalness,
})
loader.load('Poly-cobblestone-wall/ao_map.jpg', (texture) => {
wallMaterial.aoMap = texture
wallMaterial.metalnessMap = texture
wallMaterial.needsUpdate = true
const sidegroundTexture = texture.clone()
sidegroundTexture.wrapS = sidegroundTexture.wrapT = THREE.RepeatWrapping
sidegroundTexture.repeat.set(mazeWidth, 20)
sidegroundTexture.rotation = Math.PI
sideGroundMaterial.map.wrapS = sideGroundMaterial.map.wrapT = THREE.RepeatWrapping
sideGroundMaterial.map.repeat.set(mazeWidth, 20)
sideGroundMaterial.map.rotation = Math.PI
sideGroundMaterial.normalMap.wrapS = sideGroundMaterial.normalMap.wrapT = THREE.RepeatWrapping
sideGroundMaterial.normalMap.repeat.set(mazeWidth, 20)
sideGroundMaterial.normalMap.rotation = Math.PI
sideGroundMaterial.aoMap = sidegroundTexture
sideGroundMaterial.roughnessMap.wrapS = sideGroundMaterial.roughnessMap.wrapT = THREE.RepeatWrapping
sideGroundMaterial.roughnessMap.repeat.set(mazeWidth, 20)
sideGroundMaterial.roughnessMap.rotation = Math.PI
sideGroundMaterial.metalnessMap = sidegroundTexture
sideGroundMaterial.needsUpdate = true
})
const maze = new MazeMesh(mazeWidth, mazeWidth, 1, wallMaterial)
maze.castShadow = true
maze.receiveShadow = true
maze.matrixAutoUpdate = false
scene.add(maze)
console.log(String(maze))
@@ -204,9 +244,9 @@ function repeatGroundMaterial (texture) {
const groundMaterial = new THREE.MeshStandardMaterial({
map : loader.load('angled-blocks-vegetation/albedo.webp', repeatGroundMaterial),
aoMap : loader.load('angled-blocks-vegetation/ao.webp', repeatGroundMaterial),
metalnessMap: loader.load('angled-blocks-vegetation/metallic.webp', repeatGroundMaterial),
metalnessMap: loader.load('angled-blocks-vegetation/ao-roughness-metalness.webp', repeatGroundMaterial),
normalMap : loader.load('angled-blocks-vegetation/normal-dx.webp', repeatGroundMaterial),
roughnessMap: loader.load('angled-blocks-vegetation/roughness.webp', repeatGroundMaterial),
roughnessMap: loader.load('angled-blocks-vegetation/ao-roughness-metalness.webp', repeatGroundMaterial),
/*hexTiling : {
patchScale: 1,
useContrastCorrectedBlending: true,
@@ -215,27 +255,6 @@ const groundMaterial = new THREE.MeshStandardMaterial({
}*/
})
const sideGroundMaterial = new THREE.MeshStandardMaterial({
map : wallMaterial.map.clone(),
normalMap : wallMaterial.normalMap.clone(),
normalScale : new THREE.Vector2(0.6, 0.6),
aoMap : wallMaterial.aoMap.clone(),
roughnessMap : wallMaterial.roughnessMap.clone(),
roughness : 1,
})
sideGroundMaterial.map.wrapS = sideGroundMaterial.map.wrapT = THREE.RepeatWrapping
sideGroundMaterial.map.repeat.set(mazeWidth, 20)
sideGroundMaterial.map.rotation = Math.PI
sideGroundMaterial.normalMap.wrapS = sideGroundMaterial.normalMap.wrapT = THREE.RepeatWrapping
sideGroundMaterial.normalMap.repeat.set(mazeWidth, 20)
sideGroundMaterial.normalMap.rotation = Math.PI
sideGroundMaterial.aoMap.wrapS = sideGroundMaterial.aoMap.wrapT = THREE.RepeatWrapping
sideGroundMaterial.aoMap.repeat.set(mazeWidth, 20)
sideGroundMaterial.aoMap.rotation = Math.PI
sideGroundMaterial.roughnessMap.wrapS = sideGroundMaterial.roughnessMap.wrapT = THREE.RepeatWrapping
sideGroundMaterial.roughnessMap.repeat.set(mazeWidth, 20)
sideGroundMaterial.roughnessMap.rotation = Math.PI
const ground = new THREE.Mesh(
groundGeometry,
[
@@ -284,7 +303,6 @@ ocean.position.y = -0.2
ocean.material.transparent = true
ocean.material.onBeforeCompile = function (shader) {
shader.uniforms.size = { value: 6 }
shader.uniforms.waveA = {
@@ -313,7 +331,6 @@ ocean.material.onBeforeCompile = function (shader) {
}
shader.vertexShader = document.getElementById('vertexShader').textContent
shader.fragmentShader = document.getElementById('fragmentShader').textContent
}
scene.add(ocean)
@@ -321,12 +338,12 @@ const oceanOctree = new Octree().fromGraphNode(ocean)
// Lights
const sun = new THREE.Vector3()
const sunPosition = new THREE.Vector3()
const ambientLight = new THREE.AmbientLight(0x404040, 5)
const ambientLight = new THREE.AmbientLight(0xffffff, 0.5)
scene.add(ambientLight)
const sunLight = new THREE.DirectionalLight(0xffffff, 1)
const sunLight = new THREE.DirectionalLight(0xffffff, 3)
sunLight.castShadow = true
sunLight.shadow.camera.near = 0.1
sunLight.shadow.camera.far = 1.4 * mazeWidth
@@ -344,17 +361,15 @@ scene.add(sunLight)
updateSun()
function updateSun() {
const phi = THREE.MathUtils.degToRad(90 - parameters.elevation)
const theta = THREE.MathUtils.degToRad(parameters.azimuth)
sun.setFromSphericalCoords(1.4 * mazeWidth/2, phi, theta)
ocean.material.uniforms['sunDirection'].value.copy(sun).normalize()
sunPosition.setFromSphericalCoords(1.4 * mazeWidth/2, phi, theta)
ocean.material.uniforms['sunDirection'].value.copy(sunPosition).normalize()
sunLight.position.copy(sun)
//ambientLight.intensity = 5 + 5 * Math.sin(Math.max(THREE.MathUtils.degToRad(parameters.elevation), 0))
sunLight.position.copy(sunPosition)
ambientLight.intensity = 0.5 + 0.5 * Math.sin(Math.max(THREE.MathUtils.degToRad(parameters.elevation), 0))
}
// Raft
@@ -374,7 +389,7 @@ const raftMaterial = new THREE.MeshStandardMaterial({
depthTest: true,
depthWrite: true,
displacementMap: loader.load("Poly-wood/displacement_map.webp", repeatRaftMaterial),
displacementScale: -0.3,
displacementScale: -0.32,
displacementBias: 0.15,
})
const raft = new THREE.Mesh(raftGeometry, raftMaterial)
@@ -389,30 +404,28 @@ const raftOctree = new Octree().fromGraphNode(raft)
const stats = new Stats()
if (dev) {
container.appendChild(stats.dom)
const gui = new GUI()
const lightHelper = new THREE.DirectionalLightHelper(sunLight, .5)
/*const lightHelper = new THREE.DirectionalLightHelper(sunLight, .5)
lightHelper.position.copy(maze.start)
lightHelper.visible = false
lightHelper.visible = false*/
const octreeHelper = new OctreeHelper(mazeOctree)
octreeHelper.visible = false
scene.add(octreeHelper)
const showHelper = gui.add({ helpers: false }, "helpers")
showHelper.onChange(function (value) {
lightHelper.visible = value
octreeHelper.visible = value
})
const cameraFolder = gui.addFolder("camera")
cameraFolder.add(camera, "focus", 0, 200).onChange(() => camera.updateProjectionMatrix())
cameraFolder.add(camera, "fov", 0, 200).onChange(() => camera.updateProjectionMatrix())
cameraFolder.add(camera, "filmGauge", 0, 200).onChange(() => camera.updateProjectionMatrix())
cameraFolder.close()
const raftFolder = gui.addFolder("Raft")
const raftPositionFolder = raftFolder.addFolder("position")
@@ -509,6 +522,14 @@ if (dev) {
})
waveCFolder.open()
const wallMaterialFolder = gui.addFolder("wallMaterial")
wallMaterialFolder.add(wallMaterial, "roughness").min(0).max(1)
wallMaterialFolder.add(wallMaterial, "metalness").min(0).max(1)
wallMaterialFolder.add(wallMaterial, "aoMapIntensity").min(-10).max(10)
wallMaterialFolder.add(wallMaterial, "bumpScale").min(-10).max(10).onChange(() => wallMaterial.needsUpdate = true)
wallMaterialFolder.close()
if (wallMaterial?.hexTiling) {
const hexTilingFolder = gui.addFolder('Hex Tiling')
if (wallMaterial?.hexTiling?.patchScale) {
const wallMaterialFolder = hexTilingFolder.addFolder("wall")
@@ -526,6 +547,7 @@ if (dev) {
}
hexTilingFolder.close()
}
}
//
@@ -553,15 +575,25 @@ let escaped = false
const pointerLockControls = new PointerLockControls(camera, document.body)
pointerLockControls.pointerSpeed = 0.7
const keys = [
"ArrowUp", "ArrowDown", "ArrowLeft", "ArrowRight",
"KeyW", "KeyS", "KeyA", "KeyD", "Space"
]
const keyStates = {}
document.addEventListener('keydown', (event) => {
if (keys.includes(event.code)) {
event.preventDefault()
keyStates[event.code] = true
}
})
document.addEventListener('keyup', (event) => {
if (keys.includes(event.code)) {
event.preventDefault()
keyStates[event.code] = false
if (event.code == 'Space') jumping = false
}
})
let mouseButtonsStates = []
@@ -588,10 +620,9 @@ pointerLockControls.addEventListener('unlock', function () {
document.removeEventListener('mouseup', onMouseChange)
})
scene.add(pointerLockControls.getObject())
scene.add(pointerLockControls.object)
function playerCollisions() {
const playerOnMaze = mazeOctree.capsuleIntersect(playerCollider)
const playerOnRaft = raftOctree.capsuleIntersect(playerCollider)
const playerOnWater = oceanOctree.capsuleIntersect(playerCollider)
@@ -619,11 +650,9 @@ function playerCollisions() {
camera.position.y = ocean.position.y + waveInfo.position.y + 0.2
}
}
}
function gameEnd() {
escaped = true
message.innerHTML = '<h2>Libre !</h2><a href="">Rejouer</a>'
message.className = "escaped"
@@ -631,11 +660,9 @@ function gameEnd() {
document.exitPointerLock()
//container.style.cursor = "default"
}
function updatePlayer(deltaTime) {
let damping = Math.exp(- 4 * deltaTime) - 1
if (!playerOnFloor) {
@@ -651,32 +678,26 @@ function updatePlayer(deltaTime) {
camera.position.copy(playerCollider.end)
playerCollisions()
}
function getForwardVector() {
camera.getWorldDirection(playerDirection)
playerDirection.y = 0
playerDirection.normalize()
return playerDirection
}
function getSideVector() {
camera.getWorldDirection(playerDirection)
playerDirection.y = 0
playerDirection.normalize()
playerDirection.cross(camera.up)
return playerDirection
}
function controls(deltaTime) {
// gives a bit of air control
const speedDelta = deltaTime * (playerOnFloor ? 100 : 20) / STEPS_PER_FRAME
@@ -701,7 +722,6 @@ function controls(deltaTime) {
}
function getWaveInfo(x, z, time) {
const pos = new THREE.Vector3()
const tangent = new THREE.Vector3(1, 0, 0)
const binormal = new THREE.Vector3(0, 0, 1)
@@ -732,11 +752,9 @@ function getWaveInfo(x, z, time) {
const normal = binormal.cross(tangent).normalize()
return { position: pos, normal: normal }
}
function updateRaft(delta) {
const t = ocean.material.uniforms['time'].value
const waveInfo = getWaveInfo(raft.position.x, raft.position.z, t)
@@ -745,22 +763,18 @@ function updateRaft(delta) {
new THREE.Euler().setFromVector3(waveInfo.normal)
)
raft.quaternion.rotateTowards(quat, delta * 0.5)
}
window.addEventListener('resize', onWindowResize)
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight
camera.updateProjectionMatrix()
renderer.setSize(window.innerWidth, window.innerHeight)
}
function animate() {
const delta = Math.min(0.05, clock.getDelta())
const deltaTime = delta / STEPS_PER_FRAME
@@ -772,7 +786,6 @@ function animate() {
// an object traversing another too quickly for detection.
for (let i = 0; i < STEPS_PER_FRAME; i++) {
controls(deltaTime)
updatePlayer(deltaTime)
@@ -785,5 +798,4 @@ function animate() {
renderer.render(scene, camera)
if (dev) stats.update()
}

View File

@@ -3,7 +3,7 @@ body {
background-color: #041626;
font-size: 1.3em;
overscroll-behavior: none;
cursor: wait;
cursor: progress;
}
#loading {
@@ -12,27 +12,62 @@ body {
font-size: 1.3em;
top: 20vh;
margin: auto;
font-family: sans-serif;
}
#loadingMessage {
margin-bottom: 0.5em;
}
#labyTable {
.keysTable {
display: inline-table;
vertical-align: middle;
text-align: center;
}
@keyframes perspective {
from {
transform: rotateX(0deg) perspective(0px);
filter: drop-shadow(0px 00px 0px #0f2437);
}
to {
transform: rotateX(40deg) perspective(150px);
filter: drop-shadow(0px 10px 0px #0f2437);
}
}
#loadingMazeShadow {
width: 230px;
height: 230px;
margin-left: auto;
margin-right: auto;
margin-top: 20vh;
margin-bottom: 5vh;
border-collapse: collapse;
animation: perspective 30s;
transform: rotateX(40deg) perspective(150px);
filter: drop-shadow(0px 10px 0px #0f2437);
}
#labyTable td {
@keyframes rotation {
from {
transform: rotateZ(0deg);
}
to {
transform: rotateZ(360deg);
}
}
#loadingMazeTable {
border-collapse: collapse;
animation: rotation 60s infinite;
border: none;
}
#loadingMazeTable td {
width: 10px;
height: 10px;
transition: background-color 1s;
border: 0;
border: none;
padding: 0;
}
@@ -70,7 +105,7 @@ body {
justify-content: center;
z-index: 1;
color: gray;
font-family: Times, "Times New Roman", Georgia, serif;
font-family: serif;
}
#message a {

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