diff --git a/dist/index.html b/dist/index.html
deleted file mode 100644
index d31033e..0000000
--- a/dist/index.html
+++ /dev/null
@@ -1,33 +0,0 @@
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- CodePen - Tower Blocks
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0
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Click (or press the spacebar) to place the block
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Game Over
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You did great, you're the best.
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Click or spacebar to start again
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diff --git a/dist/script.js b/dist/script.js
deleted file mode 100644
index 77006dc..0000000
--- a/dist/script.js
+++ /dev/null
@@ -1,298 +0,0 @@
-"use strict";
-console.clear();
-class Stage {
- constructor() {
- // container
- this.render = function () {
- this.renderer.render(this.scene, this.camera);
- };
- this.add = function (elem) {
- this.scene.add(elem);
- };
- this.remove = function (elem) {
- this.scene.remove(elem);
- };
- this.container = document.getElementById('game');
- // renderer
- this.renderer = new THREE.WebGLRenderer({
- antialias: true,
- alpha: false
- });
- this.renderer.setSize(window.innerWidth, window.innerHeight);
- this.renderer.setClearColor('#D0CBC7', 1);
- this.container.appendChild(this.renderer.domElement);
- // scene
- this.scene = new THREE.Scene();
- // camera
- let aspect = window.innerWidth / window.innerHeight;
- let d = 20;
- this.camera = new THREE.OrthographicCamera(-d * aspect, d * aspect, d, -d, -100, 1000);
- this.camera.position.x = 2;
- this.camera.position.y = 2;
- this.camera.position.z = 2;
- this.camera.lookAt(new THREE.Vector3(0, 0, 0));
- //light
- this.light = new THREE.DirectionalLight(0xffffff, 0.5);
- this.light.position.set(0, 499, 0);
- this.scene.add(this.light);
- this.softLight = new THREE.AmbientLight(0xffffff, 0.4);
- this.scene.add(this.softLight);
- window.addEventListener('resize', () => this.onResize());
- this.onResize();
- }
- setCamera(y, speed = 0.3) {
- TweenLite.to(this.camera.position, speed, { y: y + 4, ease: Power1.easeInOut });
- TweenLite.to(this.camera.lookAt, speed, { y: y, ease: Power1.easeInOut });
- }
- onResize() {
- let viewSize = 30;
- this.renderer.setSize(window.innerWidth, window.innerHeight);
- this.camera.left = window.innerWidth / -viewSize;
- this.camera.right = window.innerWidth / viewSize;
- this.camera.top = window.innerHeight / viewSize;
- this.camera.bottom = window.innerHeight / -viewSize;
- this.camera.updateProjectionMatrix();
- }
-}
-class Block {
- constructor(block) {
- // set size and position
- this.STATES = { ACTIVE: 'active', STOPPED: 'stopped', MISSED: 'missed' };
- this.MOVE_AMOUNT = 12;
- this.dimension = { width: 0, height: 0, depth: 0 };
- this.position = { x: 0, y: 0, z: 0 };
- this.targetBlock = block;
- this.index = (this.targetBlock ? this.targetBlock.index : 0) + 1;
- this.workingPlane = this.index % 2 ? 'x' : 'z';
- this.workingDimension = this.index % 2 ? 'width' : 'depth';
- // set the dimensions from the target block, or defaults.
- this.dimension.width = this.targetBlock ? this.targetBlock.dimension.width : 10;
- this.dimension.height = this.targetBlock ? this.targetBlock.dimension.height : 2;
- this.dimension.depth = this.targetBlock ? this.targetBlock.dimension.depth : 10;
- this.position.x = this.targetBlock ? this.targetBlock.position.x : 0;
- this.position.y = this.dimension.height * this.index;
- this.position.z = this.targetBlock ? this.targetBlock.position.z : 0;
- this.colorOffset = this.targetBlock ? this.targetBlock.colorOffset : Math.round(Math.random() * 100);
- // set color
- if (!this.targetBlock) {
- this.color = 0x333344;
- }
- else {
- let offset = this.index + this.colorOffset;
- var r = Math.sin(0.3 * offset) * 55 + 200;
- var g = Math.sin(0.3 * offset + 2) * 55 + 200;
- var b = Math.sin(0.3 * offset + 4) * 55 + 200;
- this.color = new THREE.Color(r / 255, g / 255, b / 255);
- }
- // state
- this.state = this.index > 1 ? this.STATES.ACTIVE : this.STATES.STOPPED;
- // set direction
- this.speed = -0.1 - (this.index * 0.005);
- if (this.speed < -4)
- this.speed = -4;
- this.direction = this.speed;
- // create block
- let geometry = new THREE.BoxGeometry(this.dimension.width, this.dimension.height, this.dimension.depth);
- geometry.applyMatrix(new THREE.Matrix4().makeTranslation(this.dimension.width / 2, this.dimension.height / 2, this.dimension.depth / 2));
- this.material = new THREE.MeshToonMaterial({ color: this.color, shading: THREE.FlatShading });
- this.mesh = new THREE.Mesh(geometry, this.material);
- this.mesh.position.set(this.position.x, this.position.y + (this.state == this.STATES.ACTIVE ? 0 : 0), this.position.z);
- if (this.state == this.STATES.ACTIVE) {
- this.position[this.workingPlane] = Math.random() > 0.5 ? -this.MOVE_AMOUNT : this.MOVE_AMOUNT;
- }
- }
- reverseDirection() {
- this.direction = this.direction > 0 ? this.speed : Math.abs(this.speed);
- }
- place() {
- this.state = this.STATES.STOPPED;
- let overlap = this.targetBlock.dimension[this.workingDimension] - Math.abs(this.position[this.workingPlane] - this.targetBlock.position[this.workingPlane]);
- let blocksToReturn = {
- plane: this.workingPlane,
- direction: this.direction
- };
- if (this.dimension[this.workingDimension] - overlap < 0.3) {
- overlap = this.dimension[this.workingDimension];
- blocksToReturn.bonus = true;
- this.position.x = this.targetBlock.position.x;
- this.position.z = this.targetBlock.position.z;
- this.dimension.width = this.targetBlock.dimension.width;
- this.dimension.depth = this.targetBlock.dimension.depth;
- }
- if (overlap > 0) {
- let choppedDimensions = { width: this.dimension.width, height: this.dimension.height, depth: this.dimension.depth };
- choppedDimensions[this.workingDimension] -= overlap;
- this.dimension[this.workingDimension] = overlap;
- let placedGeometry = new THREE.BoxGeometry(this.dimension.width, this.dimension.height, this.dimension.depth);
- placedGeometry.applyMatrix(new THREE.Matrix4().makeTranslation(this.dimension.width / 2, this.dimension.height / 2, this.dimension.depth / 2));
- let placedMesh = new THREE.Mesh(placedGeometry, this.material);
- let choppedGeometry = new THREE.BoxGeometry(choppedDimensions.width, choppedDimensions.height, choppedDimensions.depth);
- choppedGeometry.applyMatrix(new THREE.Matrix4().makeTranslation(choppedDimensions.width / 2, choppedDimensions.height / 2, choppedDimensions.depth / 2));
- let choppedMesh = new THREE.Mesh(choppedGeometry, this.material);
- let choppedPosition = {
- x: this.position.x,
- y: this.position.y,
- z: this.position.z
- };
- if (this.position[this.workingPlane] < this.targetBlock.position[this.workingPlane]) {
- this.position[this.workingPlane] = this.targetBlock.position[this.workingPlane];
- }
- else {
- choppedPosition[this.workingPlane] += overlap;
- }
- placedMesh.position.set(this.position.x, this.position.y, this.position.z);
- choppedMesh.position.set(choppedPosition.x, choppedPosition.y, choppedPosition.z);
- blocksToReturn.placed = placedMesh;
- if (!blocksToReturn.bonus)
- blocksToReturn.chopped = choppedMesh;
- }
- else {
- this.state = this.STATES.MISSED;
- }
- this.dimension[this.workingDimension] = overlap;
- return blocksToReturn;
- }
- tick() {
- if (this.state == this.STATES.ACTIVE) {
- let value = this.position[this.workingPlane];
- if (value > this.MOVE_AMOUNT || value < -this.MOVE_AMOUNT)
- this.reverseDirection();
- this.position[this.workingPlane] += this.direction;
- this.mesh.position[this.workingPlane] = this.position[this.workingPlane];
- }
- }
-}
-class Game {
- constructor() {
- this.STATES = {
- 'LOADING': 'loading',
- 'PLAYING': 'playing',
- 'READY': 'ready',
- 'ENDED': 'ended',
- 'RESETTING': 'resetting'
- };
- this.blocks = [];
- this.state = this.STATES.LOADING;
- this.stage = new Stage();
- this.mainContainer = document.getElementById('container');
- this.scoreContainer = document.getElementById('score');
- this.startButton = document.getElementById('start-button');
- this.instructions = document.getElementById('instructions');
- this.scoreContainer.innerHTML = '0';
- this.newBlocks = new THREE.Group();
- this.placedBlocks = new THREE.Group();
- this.choppedBlocks = new THREE.Group();
- this.stage.add(this.newBlocks);
- this.stage.add(this.placedBlocks);
- this.stage.add(this.choppedBlocks);
- this.addBlock();
- this.tick();
- this.updateState(this.STATES.READY);
- document.addEventListener('keydown', e => {
- if (e.keyCode == 32)
- this.onAction();
- });
- document.addEventListener('click', e => {
- this.onAction();
- });
- document.addEventListener('touchstart', e => {
- e.preventDefault();
- // this.onAction();
- // ☝️ this triggers after click on android so you
- // insta-lose, will figure it out later.
- });
- }
- updateState(newState) {
- for (let key in this.STATES)
- this.mainContainer.classList.remove(this.STATES[key]);
- this.mainContainer.classList.add(newState);
- this.state = newState;
- }
- onAction() {
- switch (this.state) {
- case this.STATES.READY:
- this.startGame();
- break;
- case this.STATES.PLAYING:
- this.placeBlock();
- break;
- case this.STATES.ENDED:
- this.restartGame();
- break;
- }
- }
- startGame() {
- if (this.state != this.STATES.PLAYING) {
- this.scoreContainer.innerHTML = '0';
- this.updateState(this.STATES.PLAYING);
- this.addBlock();
- }
- }
- restartGame() {
- this.updateState(this.STATES.RESETTING);
- let oldBlocks = this.placedBlocks.children;
- let removeSpeed = 0.2;
- let delayAmount = 0.02;
- for (let i = 0; i < oldBlocks.length; i++) {
- TweenLite.to(oldBlocks[i].scale, removeSpeed, { x: 0, y: 0, z: 0, delay: (oldBlocks.length - i) * delayAmount, ease: Power1.easeIn, onComplete: () => this.placedBlocks.remove(oldBlocks[i]) });
- TweenLite.to(oldBlocks[i].rotation, removeSpeed, { y: 0.5, delay: (oldBlocks.length - i) * delayAmount, ease: Power1.easeIn });
- }
- let cameraMoveSpeed = removeSpeed * 2 + (oldBlocks.length * delayAmount);
- this.stage.setCamera(2, cameraMoveSpeed);
- let countdown = { value: this.blocks.length - 1 };
- TweenLite.to(countdown, cameraMoveSpeed, { value: 0, onUpdate: () => { this.scoreContainer.innerHTML = String(Math.round(countdown.value)); } });
- this.blocks = this.blocks.slice(0, 1);
- setTimeout(() => {
- this.startGame();
- }, cameraMoveSpeed * 1000);
- }
- placeBlock() {
- let currentBlock = this.blocks[this.blocks.length - 1];
- let newBlocks = currentBlock.place();
- this.newBlocks.remove(currentBlock.mesh);
- if (newBlocks.placed)
- this.placedBlocks.add(newBlocks.placed);
- if (newBlocks.chopped) {
- this.choppedBlocks.add(newBlocks.chopped);
- let positionParams = { y: '-=30', ease: Power1.easeIn, onComplete: () => this.choppedBlocks.remove(newBlocks.chopped) };
- let rotateRandomness = 10;
- let rotationParams = {
- delay: 0.05,
- x: newBlocks.plane == 'z' ? ((Math.random() * rotateRandomness) - (rotateRandomness / 2)) : 0.1,
- z: newBlocks.plane == 'x' ? ((Math.random() * rotateRandomness) - (rotateRandomness / 2)) : 0.1,
- y: Math.random() * 0.1,
- };
- if (newBlocks.chopped.position[newBlocks.plane] > newBlocks.placed.position[newBlocks.plane]) {
- positionParams[newBlocks.plane] = '+=' + (40 * Math.abs(newBlocks.direction));
- }
- else {
- positionParams[newBlocks.plane] = '-=' + (40 * Math.abs(newBlocks.direction));
- }
- TweenLite.to(newBlocks.chopped.position, 1, positionParams);
- TweenLite.to(newBlocks.chopped.rotation, 1, rotationParams);
- }
- this.addBlock();
- }
- addBlock() {
- let lastBlock = this.blocks[this.blocks.length - 1];
- if (lastBlock && lastBlock.state == lastBlock.STATES.MISSED) {
- return this.endGame();
- }
- this.scoreContainer.innerHTML = String(this.blocks.length - 1);
- let newKidOnTheBlock = new Block(lastBlock);
- this.newBlocks.add(newKidOnTheBlock.mesh);
- this.blocks.push(newKidOnTheBlock);
- this.stage.setCamera(this.blocks.length * 2);
- if (this.blocks.length >= 5)
- this.instructions.classList.add('hide');
- }
- endGame() {
- this.updateState(this.STATES.ENDED);
- }
- tick() {
- this.blocks[this.blocks.length - 1].tick();
- this.stage.render();
- requestAnimationFrame(() => { this.tick(); });
- }
-}
-let game = new Game();
\ No newline at end of file
diff --git a/dist/style.css b/dist/style.css
deleted file mode 100644
index 6b25cf1..0000000
--- a/dist/style.css
+++ /dev/null
@@ -1,106 +0,0 @@
-@import url("https://fonts.googleapis.com/css?family=Comfortaa");
-html, body {
- margin: 0;
- overflow: hidden;
- height: 100%;
- width: 100%;
- position: relative;
- font-family: "Comfortaa", cursive;
-}
-
-#container {
- width: 100%;
- height: 100%;
-}
-#container #score {
- position: absolute;
- top: 20px;
- width: 100%;
- text-align: center;
- font-size: 10vh;
- transition: transform 0.5s ease;
- color: #333344;
- transform: translatey(-200px) scale(1);
-}
-#container #game {
- position: absolute;
- top: 0;
- right: 0;
- bottom: 0;
- left: 0;
-}
-#container .game-over {
- position: absolute;
- top: 0;
- left: 0;
- width: 100%;
- height: 85%;
- display: flex;
- flex-direction: column;
- align-items: center;
- justify-content: center;
-}
-#container .game-over * {
- transition: opacity 0.5s ease, transform 0.5s ease;
- opacity: 0;
- transform: translatey(-50px);
- color: #333344;
-}
-#container .game-over h2 {
- margin: 0;
- padding: 0;
- font-size: 40px;
-}
-#container .game-ready {
- position: absolute;
- top: 0;
- left: 0;
- width: 100%;
- height: 100%;
- display: flex;
- flex-direction: column;
- align-items: center;
- justify-content: space-around;
-}
-#container .game-ready #start-button {
- transition: opacity 0.5s ease, transform 0.5s ease;
- opacity: 0;
- transform: translatey(-50px);
- border: 3px solid #333344;
- padding: 10px 20px;
- background-color: transparent;
- color: #333344;
- font-size: 30px;
-}
-#container #instructions {
- position: absolute;
- width: 100%;
- top: 16vh;
- left: 0;
- text-align: center;
- transition: opacity 0.5s ease, transform 0.5s ease;
- opacity: 0;
-}
-#container #instructions.hide {
- opacity: 0 !important;
-}
-#container.playing #score, #container.resetting #score {
- transform: translatey(0px) scale(1);
-}
-#container.playing #instructions {
- opacity: 1;
-}
-#container.ready .game-ready #start-button {
- opacity: 1;
- transform: translatey(0);
-}
-#container.ended #score {
- transform: translatey(6vh) scale(1.5);
-}
-#container.ended .game-over * {
- opacity: 1;
- transform: translatey(0);
-}
-#container.ended .game-over p {
- transition-delay: 0.3s;
-}
\ No newline at end of file