From 784661339d105323759e6c53e4793bbead29954c Mon Sep 17 00:00:00 2001 From: Ketan_Sharma <146920220+ketan270@users.noreply.github.com> Date: Thu, 11 Apr 2024 11:21:23 +0530 Subject: [PATCH] Delete dist directory --- dist/index.html | 33 ------ dist/script.js | 298 ------------------------------------------------ dist/style.css | 106 ----------------- 3 files changed, 437 deletions(-) delete mode 100644 dist/index.html delete mode 100644 dist/script.js delete mode 100644 dist/style.css 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 @@ - - - - - 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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Start
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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