Upload folder using huggingface_hub
Browse files- .gitattributes +1 -35
- .gitignore +1 -0
- README.md +11 -0
- index.html +83 -0
- ping.mp3 +3 -0
- script.js +1027 -0
- soundtrack.mp3 +3 -0
.gitattributes
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*.
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*.arrow filter=lfs diff=lfs merge=lfs -text
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*.pickle filter=lfs diff=lfs merge=lfs -text
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*.rar filter=lfs diff=lfs merge=lfs -text
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*.safetensors filter=lfs diff=lfs merge=lfs -text
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saved_model/**/* filter=lfs diff=lfs merge=lfs -text
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*.mp3 filter=lfs diff=lfs merge=lfs -text
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.gitignore
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.aider*
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README.md
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---
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title: Paper Plane
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emoji: 🛩
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header: mini
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colorFrom: blue
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colorTo: indigo
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sdk: static
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pinned: false
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---
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Check out the configuration reference at https://huggingface.co/docs/hub/spaces-config-reference
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index.html
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<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="UTF-8">
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<meta name="viewport" content="width=device-width, initial-scale=1.0">
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<title>Paper Airplane Game</title>
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<style>
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body {
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margin: 0;
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overflow: hidden;
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}
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#distance {
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position: absolute;
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top: 10px;
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left: 10px;
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color: white;
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font-family: Arial, sans-serif;
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}
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#finalScore {
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position: absolute;
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top: 50%;
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left: 50%;
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transform: translate(-50%, -50%);
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color: white;
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font-size: 24px;
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font-family: Arial, sans-serif;
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}
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#instructions {
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position: absolute;
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top: 10px;
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right: 10px;
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color: white;
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font-family: Arial, sans-serif;
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max-width: 300px;
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font-size: 12px;
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}
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#restart {
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position: absolute;
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top: 60%;
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left: 50%;
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transform: translate(-50%, -50%);
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font-size: 18px;
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padding: 10px 20px;
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}
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</style>
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</head>
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<body>
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<div id="distance">Distance: 0</div>
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<div id="finalScore" style="display: none;">Final Distance: 0</div>
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<div id="spaceToRestart" style="position: absolute; top: 70%; left: 50%; transform: translate(-50%, -50%); color: white; font-family: Arial, sans-serif; font-size: 16px; display: none;">Press SPACE to restart</div>
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<div id="instructions">
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<p>Hold the space bar (or touch the screen on mobile) to build power, then release to launch the airplane at a 45-degree angle.</p>
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<p>Use left and right arrow keys to steer the airplane during flight. Press up arrow to dive.</p>
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<p>During flight, hold the down arrow key to boost upward (limited boost power).</p>
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<p>Collect green globes to recharge your boost power.</p>
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<p>Avoid buildings and fly as far as possible.</p>
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</div>
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<div id="powerGauge" style="position: absolute; bottom: 10px; left: 50%; transform: translateX(-50%); width: 200px; height: 20px; background-color: #ccc; display: none;">
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<div style="position: absolute; bottom: 25px; width: 100%; text-align: center; color: white; font-family: Arial, sans-serif;">Hold SPACE</div>
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<div id="powerBar" style="width: 0%; height: 100%; background-color: #f00;"></div>
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</div>
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<div id="boostGauge" style="position: absolute; bottom: 40px; left: 50%; transform: translateX(-50%); width: 200px; height: 20px; background-color: #ccc; display: none;">
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<div style="position: absolute; bottom: 25px; width: 100%; text-align: center; color: white; font-family: Arial, sans-serif;">Boost power</div>
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<div id="boostBar" style="width: 0%; height: 100%; background-color: #00ff00;"></div>
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</div>
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<button id="restart" style="display: none;">Restart</button>
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<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js"></script>
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<script src="https://cdn.jsdelivr.net/npm/three@0.128.0/examples/js/loaders/OBJLoader.js"></script>
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<!-- Audio elements -->
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<audio id="backgroundMusic" loop>
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<source src="soundtrack.mp3" type="audio/mpeg">
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Your browser does not support the audio element.
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</audio>
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<audio id="pingSound">
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<source src="ping.mp3" type="audio/mpeg">
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Your browser does not support the audio element.
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</audio>
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<script src="script.js"></script>
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</body>
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</html>
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ping.mp3
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version https://git-lfs.github.com/spec/v1
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oid sha256:7a7546d6444f9962f2cea3edcfae6551b7541965c77de5ab92069c679c35de64
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size 122253
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script.js
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|
| 1 |
+
// Helper Functions
|
| 2 |
+
/**
|
| 3 |
+
* Utility function to check if the airplane collides with the ground or a building.
|
| 4 |
+
*/
|
| 5 |
+
function checkCollision(airplane, buildingBoxes) {
|
| 6 |
+
// Ground collision
|
| 7 |
+
if (airplane.position.y <= 0) {
|
| 8 |
+
return true;
|
| 9 |
+
}
|
| 10 |
+
// Building collisions
|
| 11 |
+
for (const box of buildingBoxes) {
|
| 12 |
+
if (
|
| 13 |
+
airplane.position.x > box.min.x &&
|
| 14 |
+
airplane.position.x < box.max.x &&
|
| 15 |
+
airplane.position.y > box.min.y &&
|
| 16 |
+
airplane.position.y < box.max.y &&
|
| 17 |
+
airplane.position.z > box.min.z &&
|
| 18 |
+
airplane.position.z < box.max.z
|
| 19 |
+
) {
|
| 20 |
+
return true;
|
| 21 |
+
}
|
| 22 |
+
}
|
| 23 |
+
return false;
|
| 24 |
+
}
|
| 25 |
+
|
| 26 |
+
/**
|
| 27 |
+
* Utility function to update the camera position and orientation to follow the airplane.
|
| 28 |
+
*/
|
| 29 |
+
function updateCamera(camera, airplane) {
|
| 30 |
+
camera.position.set(
|
| 31 |
+
airplane.position.x,
|
| 32 |
+
airplane.position.y + 5,
|
| 33 |
+
airplane.position.z - 10
|
| 34 |
+
);
|
| 35 |
+
camera.lookAt(airplane.position);
|
| 36 |
+
}
|
| 37 |
+
|
| 38 |
+
/**
|
| 39 |
+
* Utility function to update the distance UI element.
|
| 40 |
+
*/
|
| 41 |
+
function updateDistanceDisplay(airplane, distanceElement) {
|
| 42 |
+
const horizontalDistance = Math.sqrt(
|
| 43 |
+
airplane.position.x ** 2 + airplane.position.z ** 2
|
| 44 |
+
);
|
| 45 |
+
distanceElement.innerText = `Distance: ${horizontalDistance.toFixed(2)}`;
|
| 46 |
+
}
|
| 47 |
+
|
| 48 |
+
// Scene Setup
|
| 49 |
+
const scene = new THREE.Scene();
|
| 50 |
+
// Create sunset gradient background
|
| 51 |
+
const canvas = document.createElement('canvas');
|
| 52 |
+
canvas.width = 1;
|
| 53 |
+
canvas.height = 256;
|
| 54 |
+
const context = canvas.getContext('2d');
|
| 55 |
+
const gradient = context.createLinearGradient(0, 256, 0, 0);
|
| 56 |
+
gradient.addColorStop(0, '#FF4500'); // Orange-red at the bottom (horizon)
|
| 57 |
+
gradient.addColorStop(0.4, '#4169E1'); // Royal blue in the middle
|
| 58 |
+
gradient.addColorStop(1, '#000000'); // Black at the top
|
| 59 |
+
context.fillStyle = gradient;
|
| 60 |
+
context.fillRect(0, 0, 1, 256);
|
| 61 |
+
const texture = new THREE.CanvasTexture(canvas);
|
| 62 |
+
// Center the texture so rotation pivots around its middle
|
| 63 |
+
texture.center.set(0.5, 0.5);
|
| 64 |
+
scene.background = texture;
|
| 65 |
+
|
| 66 |
+
// Create stars in the night sky
|
| 67 |
+
function createStars() {
|
| 68 |
+
const starsCount = 1000;
|
| 69 |
+
const starsGeometry = new THREE.BufferGeometry();
|
| 70 |
+
const starPositions = new Float32Array(starsCount * 3);
|
| 71 |
+
|
| 72 |
+
for (let i = 0; i < starsCount; i++) {
|
| 73 |
+
const i3 = i * 3;
|
| 74 |
+
// Generate stars in a large hemisphere above the scene
|
| 75 |
+
const radius = 500;
|
| 76 |
+
const theta = Math.random() * Math.PI * 2;
|
| 77 |
+
const phi = Math.random() * Math.PI * 0.65; // Limit to upper hemisphere
|
| 78 |
+
|
| 79 |
+
starPositions[i3] = radius * Math.sin(phi) * Math.cos(theta);
|
| 80 |
+
starPositions[i3 + 1] = radius * Math.cos(phi) + 100; // Lift up a bit
|
| 81 |
+
starPositions[i3 + 2] = radius * Math.sin(phi) * Math.sin(theta);
|
| 82 |
+
}
|
| 83 |
+
|
| 84 |
+
starsGeometry.setAttribute(
|
| 85 |
+
"position",
|
| 86 |
+
new THREE.BufferAttribute(starPositions, 3)
|
| 87 |
+
);
|
| 88 |
+
|
| 89 |
+
const starsMaterial = new THREE.PointsMaterial({
|
| 90 |
+
color: 0xffffff,
|
| 91 |
+
size: 1,
|
| 92 |
+
sizeAttenuation: false,
|
| 93 |
+
});
|
| 94 |
+
|
| 95 |
+
const stars = new THREE.Points(starsGeometry, starsMaterial);
|
| 96 |
+
scene.add(stars);
|
| 97 |
+
}
|
| 98 |
+
|
| 99 |
+
createStars();
|
| 100 |
+
|
| 101 |
+
// Camera Setup
|
| 102 |
+
const camera = new THREE.PerspectiveCamera(
|
| 103 |
+
75,
|
| 104 |
+
window.innerWidth / window.innerHeight,
|
| 105 |
+
0.1,
|
| 106 |
+
1000
|
| 107 |
+
);
|
| 108 |
+
|
| 109 |
+
// Renderer Setup
|
| 110 |
+
const renderer = new THREE.WebGLRenderer();
|
| 111 |
+
renderer.setSize(window.innerWidth, window.innerHeight);
|
| 112 |
+
renderer.shadowMap.enabled = true;
|
| 113 |
+
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
|
| 114 |
+
document.body.appendChild(renderer.domElement);
|
| 115 |
+
|
| 116 |
+
// Lighting
|
| 117 |
+
const light = new THREE.DirectionalLight(0xfff0dd, 1.5); // Warm sunlight color
|
| 118 |
+
light.position.set(-100, 200, -50); // More realistic sun angle
|
| 119 |
+
light.castShadow = true;
|
| 120 |
+
light.shadow.mapSize.width = 512;
|
| 121 |
+
light.shadow.mapSize.height = 512;
|
| 122 |
+
light.shadow.camera.near = 0.1;
|
| 123 |
+
light.shadow.camera.far = 500;
|
| 124 |
+
light.shadow.camera.left = -50;
|
| 125 |
+
light.shadow.camera.right = 50;
|
| 126 |
+
light.shadow.camera.top = 50;
|
| 127 |
+
light.shadow.camera.bottom = -50;
|
| 128 |
+
light.shadow.bias = -0.0001;
|
| 129 |
+
|
| 130 |
+
const ambientLight = new THREE.AmbientLight(0x6688cc, 0.4); // Subtle blue sky light
|
| 131 |
+
scene.add(ambientLight);
|
| 132 |
+
scene.add(light);
|
| 133 |
+
|
| 134 |
+
// Paper Airplane
|
| 135 |
+
function createPaperAirplane() {
|
| 136 |
+
// Create a group to hold all paper airplane parts
|
| 137 |
+
const airplaneGroup = new THREE.Group();
|
| 138 |
+
|
| 139 |
+
// Main body/fuselage (triangle)
|
| 140 |
+
const bodyShape = new THREE.Shape();
|
| 141 |
+
bodyShape.moveTo(0, 0); // Nose
|
| 142 |
+
bodyShape.lineTo(-0.2, 0.5); // Left mid fold
|
| 143 |
+
bodyShape.lineTo(-0.4, 1.0); // Left back corner
|
| 144 |
+
bodyShape.lineTo(0.4, 1.0); // Right back corner
|
| 145 |
+
bodyShape.lineTo(0.2, 0.5); // Right mid fold
|
| 146 |
+
bodyShape.lineTo(0, 0); // Back to nose
|
| 147 |
+
|
| 148 |
+
const bodyGeometry = new THREE.ExtrudeGeometry(bodyShape, {
|
| 149 |
+
depth: 0.03,
|
| 150 |
+
bevelEnabled: false
|
| 151 |
+
});
|
| 152 |
+
const paperMaterial = new THREE.MeshLambertMaterial({
|
| 153 |
+
color: 0xf0f0f0,
|
| 154 |
+
side: THREE.DoubleSide,
|
| 155 |
+
});
|
| 156 |
+
|
| 157 |
+
const body = new THREE.Mesh(bodyGeometry, paperMaterial);
|
| 158 |
+
body.castShadow = true;
|
| 159 |
+
body.receiveShadow = true;
|
| 160 |
+
|
| 161 |
+
// Left wing (triangle extending outward)
|
| 162 |
+
const leftWingShape = new THREE.Shape();
|
| 163 |
+
leftWingShape.moveTo(0, 0.2); // Front connection to body
|
| 164 |
+
leftWingShape.lineTo(-0.3, 0.8); // Back connection to body
|
| 165 |
+
leftWingShape.lineTo(-0.7, 0.5); // Wing tip
|
| 166 |
+
leftWingShape.lineTo(0, 0.2); // Back to start
|
| 167 |
+
|
| 168 |
+
const leftWingGeometry = new THREE.ExtrudeGeometry(leftWingShape, {
|
| 169 |
+
depth: 0.02,
|
| 170 |
+
bevelEnabled: false
|
| 171 |
+
});
|
| 172 |
+
const leftWing = new THREE.Mesh(leftWingGeometry, paperMaterial);
|
| 173 |
+
leftWing.castShadow = true;
|
| 174 |
+
leftWing.receiveShadow = true;
|
| 175 |
+
leftWing.position.y = 0.01; // Slight offset to prevent z-fighting
|
| 176 |
+
leftWing.rotation.x = 0.2;
|
| 177 |
+
|
| 178 |
+
// Right wing (triangle extending outward)
|
| 179 |
+
const rightWingShape = new THREE.Shape();
|
| 180 |
+
rightWingShape.moveTo(0, 0.2); // Front connection to body
|
| 181 |
+
rightWingShape.lineTo(0.3, 0.8); // Back connection to body
|
| 182 |
+
rightWingShape.lineTo(0.7, 0.5); // Wing tip
|
| 183 |
+
rightWingShape.lineTo(0, 0.2); // Back to start
|
| 184 |
+
|
| 185 |
+
const rightWingGeometry = new THREE.ExtrudeGeometry(rightWingShape, {
|
| 186 |
+
depth: 0.02,
|
| 187 |
+
bevelEnabled: false
|
| 188 |
+
});
|
| 189 |
+
const rightWing = new THREE.Mesh(rightWingGeometry, paperMaterial);
|
| 190 |
+
rightWing.castShadow = true;
|
| 191 |
+
rightWing.receiveShadow = true;
|
| 192 |
+
rightWing.position.y = 0.02; // Slight offset to prevent z-fighting
|
| 193 |
+
rightWing.rotation.x = 0.2;
|
| 194 |
+
|
| 195 |
+
// Add center fold line for realism
|
| 196 |
+
const foldLineGeometry = new THREE.BufferGeometry();
|
| 197 |
+
const foldLinePoints = [
|
| 198 |
+
new THREE.Vector3(0, 0.03, 0), // Slightly above nose
|
| 199 |
+
new THREE.Vector3(0, 0.03, 1.0), // Slightly above back
|
| 200 |
+
];
|
| 201 |
+
foldLineGeometry.setFromPoints(foldLinePoints);
|
| 202 |
+
const foldLineMaterial = new THREE.LineBasicMaterial({ color: 0xdddddd });
|
| 203 |
+
const foldLine = new THREE.Line(foldLineGeometry, foldLineMaterial);
|
| 204 |
+
foldLine.position.z = 0.026; // Slightly above the extruded body
|
| 205 |
+
|
| 206 |
+
// Add all parts to the group
|
| 207 |
+
airplaneGroup.add(body);
|
| 208 |
+
airplaneGroup.add(leftWing);
|
| 209 |
+
airplaneGroup.add(rightWing);
|
| 210 |
+
airplaneGroup.add(foldLine);
|
| 211 |
+
|
| 212 |
+
// Rotate and position
|
| 213 |
+
airplaneGroup.rotation.order = "ZXY";
|
| 214 |
+
airplaneGroup.rotation.x = -Math.PI / 2; // Rotate to face forward
|
| 215 |
+
|
| 216 |
+
return airplaneGroup;
|
| 217 |
+
}
|
| 218 |
+
|
| 219 |
+
const airplane = createPaperAirplane();
|
| 220 |
+
airplane.position.set(0, 10.1, 0);
|
| 221 |
+
scene.add(airplane);
|
| 222 |
+
|
| 223 |
+
// Cityscape Environment
|
| 224 |
+
const buildingGeometry = new THREE.BoxGeometry(1, 1, 1);
|
| 225 |
+
|
| 226 |
+
// Realistic building colors
|
| 227 |
+
const buildingColors = [
|
| 228 |
+
0x8c8c8c, // Concrete gray
|
| 229 |
+
0x9c5b3c, // Brick red-brown
|
| 230 |
+
0x5a7d9e, // Steel blue
|
| 231 |
+
0xbcbcbc, // Light gray
|
| 232 |
+
0x4a4a4a, // Dark gray
|
| 233 |
+
];
|
| 234 |
+
const buildings = [];
|
| 235 |
+
const buildingBoxes = [];
|
| 236 |
+
|
| 237 |
+
// Window parameters
|
| 238 |
+
const floorHeight = 1;
|
| 239 |
+
const windowWidth = 0.2;
|
| 240 |
+
const windowHeight = 0.3;
|
| 241 |
+
const horizontalSpacingMin = 0.1;
|
| 242 |
+
const epsilon = 0.01;
|
| 243 |
+
// Create two window materials - dark and lit
|
| 244 |
+
const darkWindowMaterial = new THREE.MeshLambertMaterial({
|
| 245 |
+
color: 0x0a1a2a,
|
| 246 |
+
transparent: true,
|
| 247 |
+
opacity: 0.5,
|
| 248 |
+
}); // Dark blue glass
|
| 249 |
+
const litWindowMaterial = new THREE.MeshLambertMaterial({
|
| 250 |
+
color: 0xffeb3b,
|
| 251 |
+
transparent: true,
|
| 252 |
+
opacity: 0.8,
|
| 253 |
+
emissive: 0xffeb3b,
|
| 254 |
+
emissiveIntensity: 0.5,
|
| 255 |
+
}); // Yellow lit windows
|
| 256 |
+
|
| 257 |
+
function createBuilding(x, z, height, width) {
|
| 258 |
+
const colorIndex = Math.floor(Math.random() * buildingColors.length);
|
| 259 |
+
const buildingMaterial = new THREE.MeshLambertMaterial({
|
| 260 |
+
color: buildingColors[colorIndex],
|
| 261 |
+
});
|
| 262 |
+
const building = new THREE.Mesh(buildingGeometry, buildingMaterial);
|
| 263 |
+
building.scale.set(width, height, width);
|
| 264 |
+
building.position.set(x, height / 2, z);
|
| 265 |
+
building.castShadow = true;
|
| 266 |
+
building.receiveShadow = true;
|
| 267 |
+
scene.add(building);
|
| 268 |
+
buildings.push(building);
|
| 269 |
+
buildingBoxes.push({
|
| 270 |
+
min: new THREE.Vector3(x - width / 2, 0, z - width / 2),
|
| 271 |
+
max: new THREE.Vector3(x + width / 2, height, z + width / 2),
|
| 272 |
+
});
|
| 273 |
+
|
| 274 |
+
// Add windows if building is sizable
|
| 275 |
+
const numFloors = Math.floor(height / floorHeight);
|
| 276 |
+
if (numFloors > 0) {
|
| 277 |
+
const n_horizontal = Math.floor(
|
| 278 |
+
(width + horizontalSpacingMin) / (windowWidth + horizontalSpacingMin)
|
| 279 |
+
);
|
| 280 |
+
if (n_horizontal > 0) {
|
| 281 |
+
const spacing_horizontal =
|
| 282 |
+
(width - n_horizontal * windowWidth) / (n_horizontal + 1);
|
| 283 |
+
const faces = [
|
| 284 |
+
{
|
| 285 |
+
normal: new THREE.Vector3(0, 0, 1),
|
| 286 |
+
offset: width / 2 + epsilon,
|
| 287 |
+
rotationY: 0,
|
| 288 |
+
}, // Front
|
| 289 |
+
{
|
| 290 |
+
normal: new THREE.Vector3(0, 0, -1),
|
| 291 |
+
offset: -width / 2 - epsilon,
|
| 292 |
+
rotationY: Math.PI,
|
| 293 |
+
}, // Back
|
| 294 |
+
{
|
| 295 |
+
normal: new THREE.Vector3(-1, 0, 0),
|
| 296 |
+
offset: -width / 2 - epsilon,
|
| 297 |
+
rotationY: -Math.PI / 2,
|
| 298 |
+
}, // Left
|
| 299 |
+
{
|
| 300 |
+
normal: new THREE.Vector3(1, 0, 0),
|
| 301 |
+
offset: width / 2 + epsilon,
|
| 302 |
+
rotationY: Math.PI / 2,
|
| 303 |
+
}, // Right
|
| 304 |
+
];
|
| 305 |
+
|
| 306 |
+
// Create a merged BufferGeometry for all windows
|
| 307 |
+
const windowCount = numFloors * n_horizontal * faces.length;
|
| 308 |
+
const positions = new Float32Array(windowCount * 12); // 4 vertices * 3 coords per window
|
| 309 |
+
const indices = new Uint16Array(windowCount * 6); // 2 triangles * 3 indices per window
|
| 310 |
+
|
| 311 |
+
let posIndex = 0;
|
| 312 |
+
let idxIndex = 0;
|
| 313 |
+
let vertexOffset = 0;
|
| 314 |
+
|
| 315 |
+
for (const face of faces) {
|
| 316 |
+
const { offset, rotationY } = face;
|
| 317 |
+
const rotationMatrix = new THREE.Matrix4().makeRotationY(rotationY);
|
| 318 |
+
|
| 319 |
+
for (let k = 0; k < numFloors; k++) {
|
| 320 |
+
const y = (k + 0.5) * floorHeight;
|
| 321 |
+
for (let m = 0; m < n_horizontal; m++) {
|
| 322 |
+
let x_local, z_local;
|
| 323 |
+
if (face.normal.x !== 0) {
|
| 324 |
+
// Left or right face
|
| 325 |
+
z_local =
|
| 326 |
+
z -
|
| 327 |
+
width / 2 +
|
| 328 |
+
spacing_horizontal +
|
| 329 |
+
m * (windowWidth + spacing_horizontal) +
|
| 330 |
+
windowWidth / 2;
|
| 331 |
+
x_local = x + offset;
|
| 332 |
+
} else {
|
| 333 |
+
// Front or back face
|
| 334 |
+
x_local =
|
| 335 |
+
x -
|
| 336 |
+
width / 2 +
|
| 337 |
+
spacing_horizontal +
|
| 338 |
+
m * (windowWidth + spacing_horizontal) +
|
| 339 |
+
windowWidth / 2;
|
| 340 |
+
z_local = z + offset;
|
| 341 |
+
}
|
| 342 |
+
const windowPos = new THREE.Vector3(x_local, y, z_local);
|
| 343 |
+
|
| 344 |
+
// Define the four vertices of the window plane
|
| 345 |
+
const halfW = windowWidth / 2;
|
| 346 |
+
const halfH = windowHeight / 2;
|
| 347 |
+
const vertices = [
|
| 348 |
+
new THREE.Vector3(-halfW, -halfH, 0),
|
| 349 |
+
new THREE.Vector3(halfW, -halfH, 0),
|
| 350 |
+
new THREE.Vector3(halfW, halfH, 0),
|
| 351 |
+
new THREE.Vector3(-halfW, halfH, 0),
|
| 352 |
+
];
|
| 353 |
+
|
| 354 |
+
// Apply rotation and translation
|
| 355 |
+
vertices.forEach((v) => {
|
| 356 |
+
v.applyMatrix4(rotationMatrix);
|
| 357 |
+
v.add(windowPos);
|
| 358 |
+
});
|
| 359 |
+
|
| 360 |
+
// Add positions
|
| 361 |
+
positions[posIndex++] = vertices[0].x;
|
| 362 |
+
positions[posIndex++] = vertices[0].y;
|
| 363 |
+
positions[posIndex++] = vertices[0].z;
|
| 364 |
+
positions[posIndex++] = vertices[1].x;
|
| 365 |
+
positions[posIndex++] = vertices[1].y;
|
| 366 |
+
positions[posIndex++] = vertices[1].z;
|
| 367 |
+
positions[posIndex++] = vertices[2].x;
|
| 368 |
+
positions[posIndex++] = vertices[2].y;
|
| 369 |
+
positions[posIndex++] = vertices[2].z;
|
| 370 |
+
positions[posIndex++] = vertices[3].x;
|
| 371 |
+
positions[posIndex++] = vertices[3].y;
|
| 372 |
+
positions[posIndex++] = vertices[3].z;
|
| 373 |
+
|
| 374 |
+
// Add indices (two triangles per quad)
|
| 375 |
+
indices[idxIndex++] = vertexOffset + 0;
|
| 376 |
+
indices[idxIndex++] = vertexOffset + 1;
|
| 377 |
+
indices[idxIndex++] = vertexOffset + 2;
|
| 378 |
+
indices[idxIndex++] = vertexOffset + 0;
|
| 379 |
+
indices[idxIndex++] = vertexOffset + 2;
|
| 380 |
+
indices[idxIndex++] = vertexOffset + 3;
|
| 381 |
+
vertexOffset += 4;
|
| 382 |
+
}
|
| 383 |
+
}
|
| 384 |
+
}
|
| 385 |
+
|
| 386 |
+
// Create and populate BufferGeometry
|
| 387 |
+
const mergedWindowGeometry = new THREE.BufferGeometry();
|
| 388 |
+
mergedWindowGeometry.setAttribute(
|
| 389 |
+
"position",
|
| 390 |
+
new THREE.BufferAttribute(positions, 3)
|
| 391 |
+
);
|
| 392 |
+
mergedWindowGeometry.setIndex(new THREE.BufferAttribute(indices, 1));
|
| 393 |
+
// Append window positions to global arrays
|
| 394 |
+
for (let i = 0; i < positions.length; i += 12) {
|
| 395 |
+
if (Math.random() < 0.2) {
|
| 396 |
+
// 20% chance to be lit
|
| 397 |
+
allLitWindowPositions.push(...positions.slice(i, i + 12));
|
| 398 |
+
} else {
|
| 399 |
+
allDarkWindowPositions.push(...positions.slice(i, i + 12));
|
| 400 |
+
}
|
| 401 |
+
}
|
| 402 |
+
}
|
| 403 |
+
}
|
| 404 |
+
return building;
|
| 405 |
+
}
|
| 406 |
+
|
| 407 |
+
function createGlobe(x, y, z) {
|
| 408 |
+
// Create the main sphere
|
| 409 |
+
const geometry = new THREE.SphereGeometry(1.0, 16, 16);
|
| 410 |
+
const material = new THREE.MeshBasicMaterial({
|
| 411 |
+
color: 0x00ff00,
|
| 412 |
+
});
|
| 413 |
+
const globe = new THREE.Mesh(geometry, material);
|
| 414 |
+
globe.position.set(x, y, z);
|
| 415 |
+
|
| 416 |
+
// Create outer glow sphere
|
| 417 |
+
const glowGeometry = new THREE.SphereGeometry(1.3, 16, 16);
|
| 418 |
+
const glowMaterial = new THREE.MeshBasicMaterial({
|
| 419 |
+
color: 0x00ff00,
|
| 420 |
+
transparent: true,
|
| 421 |
+
opacity: 0.3,
|
| 422 |
+
side: THREE.BackSide
|
| 423 |
+
});
|
| 424 |
+
const glow = new THREE.Mesh(glowGeometry, glowMaterial);
|
| 425 |
+
globe.add(glow);
|
| 426 |
+
|
| 427 |
+
// Create second outer glow for more intensity
|
| 428 |
+
const glow2Geometry = new THREE.SphereGeometry(1.6, 16, 16);
|
| 429 |
+
const glow2Material = new THREE.MeshBasicMaterial({
|
| 430 |
+
color: 0x00ff00,
|
| 431 |
+
transparent: true,
|
| 432 |
+
opacity: 0.15,
|
| 433 |
+
side: THREE.BackSide
|
| 434 |
+
});
|
| 435 |
+
const glow2 = new THREE.Mesh(glow2Geometry, glow2Material);
|
| 436 |
+
globe.add(glow2);
|
| 437 |
+
|
| 438 |
+
// Add a pulsing glow effect
|
| 439 |
+
globe.userData.pulsePhase = Math.random() * Math.PI * 2; // Random starting phase
|
| 440 |
+
globe.userData.glowLayers = [glow, glow2]; // Store references to glow layers
|
| 441 |
+
|
| 442 |
+
scene.add(globe);
|
| 443 |
+
return globe;
|
| 444 |
+
}
|
| 445 |
+
|
| 446 |
+
// Generate more buildings
|
| 447 |
+
// Arrays for merging windows
|
| 448 |
+
let allDarkWindowPositions = [];
|
| 449 |
+
let allLitWindowPositions = [];
|
| 450 |
+
|
| 451 |
+
for (let z = 20; z < 700; z += 5) {
|
| 452 |
+
// Start at z=20 instead of z=10 to double the gap
|
| 453 |
+
for (let x = -60; x <= 60; x += 5) {
|
| 454 |
+
let placeBuilding = Math.random() > 0.3;
|
| 455 |
+
let height, width;
|
| 456 |
+
|
| 457 |
+
// Calculate base height first
|
| 458 |
+
const baseHeight = Math.random() * 15 + 5; // Normal height range: 5 to 20
|
| 459 |
+
|
| 460 |
+
// 2% chance for a super tall building (30% higher)
|
| 461 |
+
if (Math.random() < 0.02) {
|
| 462 |
+
height = baseHeight * 1.3; // 30% higher than normal buildings
|
| 463 |
+
width = Math.random() * 4 + 3; // Wider base for tall buildings
|
| 464 |
+
} else {
|
| 465 |
+
height = baseHeight;
|
| 466 |
+
width = Math.random() * 3 + 1;
|
| 467 |
+
}
|
| 468 |
+
if (placeBuilding) {
|
| 469 |
+
const offsetX = (Math.random() - 0.5) * 2;
|
| 470 |
+
const offsetZ = (Math.random() - 0.5) * 2;
|
| 471 |
+
createBuilding(x + offsetX, z + offsetZ, height, width);
|
| 472 |
+
}
|
| 473 |
+
}
|
| 474 |
+
}
|
| 475 |
+
|
| 476 |
+
// Starting building for takeoff
|
| 477 |
+
const startingBuilding = createBuilding(0, 0, 10, 2);
|
| 478 |
+
startingBuilding.material.color.set(0x0000ff);
|
| 479 |
+
|
| 480 |
+
// Create boost recharge globes
|
| 481 |
+
let globes = [];
|
| 482 |
+
|
| 483 |
+
function initGlobes() {
|
| 484 |
+
// Remove existing globes
|
| 485 |
+
globes.forEach((globe) => scene.remove(globe));
|
| 486 |
+
globes = [];
|
| 487 |
+
|
| 488 |
+
// Define globe z-positions
|
| 489 |
+
const globe_z_positions = [];
|
| 490 |
+
for (let z = 40; z <= 680; z += 20) {
|
| 491 |
+
globe_z_positions.push(z);
|
| 492 |
+
}
|
| 493 |
+
|
| 494 |
+
// Place globes relative to buildings
|
| 495 |
+
globe_z_positions.forEach((z) => {
|
| 496 |
+
const nearbyBuildings = buildings.filter(
|
| 497 |
+
(b) => b.position.z >= z - 10 && b.position.z <= z + 10
|
| 498 |
+
);
|
| 499 |
+
if (nearbyBuildings.length > 0) {
|
| 500 |
+
const randomBuilding = nearbyBuildings[Math.floor(Math.random() * nearbyBuildings.length)];
|
| 501 |
+
const offsetX = (Math.random() - 0.5) * 2;
|
| 502 |
+
const offsetZ = (Math.random() - 0.5) * 2;
|
| 503 |
+
const globeX = randomBuilding.position.x + offsetX;
|
| 504 |
+
const globeZ = randomBuilding.position.z + offsetZ;
|
| 505 |
+
const globeY = randomBuilding.position.y + randomBuilding.scale.y / 2 + 5;
|
| 506 |
+
const globe = createGlobe(globeX, globeY, globeZ);
|
| 507 |
+
globes.push(globe);
|
| 508 |
+
}
|
| 509 |
+
});
|
| 510 |
+
}
|
| 511 |
+
|
| 512 |
+
// Initialize globes after buildings are created
|
| 513 |
+
initGlobes();
|
| 514 |
+
|
| 515 |
+
// Create merged window meshes
|
| 516 |
+
const darkGeometry = new THREE.BufferGeometry();
|
| 517 |
+
const darkPositionsArray = new Float32Array(allDarkWindowPositions);
|
| 518 |
+
darkGeometry.setAttribute(
|
| 519 |
+
"position",
|
| 520 |
+
new THREE.BufferAttribute(darkPositionsArray, 3)
|
| 521 |
+
);
|
| 522 |
+
const numDarkWindows = allDarkWindowPositions.length / 12;
|
| 523 |
+
const darkIndices = [];
|
| 524 |
+
for (let i = 0; i < numDarkWindows; i++) {
|
| 525 |
+
const offset = i * 4;
|
| 526 |
+
darkIndices.push(
|
| 527 |
+
offset,
|
| 528 |
+
offset + 1,
|
| 529 |
+
offset + 2,
|
| 530 |
+
offset,
|
| 531 |
+
offset + 2,
|
| 532 |
+
offset + 3
|
| 533 |
+
);
|
| 534 |
+
}
|
| 535 |
+
darkGeometry.setIndex(darkIndices);
|
| 536 |
+
const darkWindowsMesh = new THREE.Mesh(darkGeometry, darkWindowMaterial);
|
| 537 |
+
darkWindowsMesh.receiveShadow = true;
|
| 538 |
+
scene.add(darkWindowsMesh);
|
| 539 |
+
|
| 540 |
+
// Create lit windows mesh
|
| 541 |
+
const litGeometry = new THREE.BufferGeometry();
|
| 542 |
+
const litPositionsArray = new Float32Array(allLitWindowPositions);
|
| 543 |
+
litGeometry.setAttribute(
|
| 544 |
+
"position",
|
| 545 |
+
new THREE.BufferAttribute(litPositionsArray, 3)
|
| 546 |
+
);
|
| 547 |
+
const numLitWindows = allLitWindowPositions.length / 12;
|
| 548 |
+
const litIndices = [];
|
| 549 |
+
for (let i = 0; i < numLitWindows; i++) {
|
| 550 |
+
const offset = i * 4;
|
| 551 |
+
litIndices.push(
|
| 552 |
+
offset,
|
| 553 |
+
offset + 1,
|
| 554 |
+
offset + 2,
|
| 555 |
+
offset,
|
| 556 |
+
offset + 2,
|
| 557 |
+
offset + 3
|
| 558 |
+
);
|
| 559 |
+
}
|
| 560 |
+
litGeometry.setIndex(litIndices);
|
| 561 |
+
const litWindowsMesh = new THREE.Mesh(litGeometry, litWindowMaterial);
|
| 562 |
+
litWindowsMesh.receiveShadow = true;
|
| 563 |
+
scene.add(litWindowsMesh);
|
| 564 |
+
|
| 565 |
+
// Ground Plane with texture
|
| 566 |
+
const groundGeometry = new THREE.PlaneGeometry(2000, 2000, 100, 100);
|
| 567 |
+
const groundCanvas = document.createElement('canvas');
|
| 568 |
+
groundCanvas.width = 1024;
|
| 569 |
+
groundCanvas.height = 1024;
|
| 570 |
+
const groundContext = groundCanvas.getContext('2d');
|
| 571 |
+
|
| 572 |
+
// Fill with dark base color
|
| 573 |
+
groundContext.fillStyle = '#111111';
|
| 574 |
+
groundContext.fillRect(0, 0, 1024, 1024);
|
| 575 |
+
|
| 576 |
+
// Draw grid pattern
|
| 577 |
+
groundContext.strokeStyle = '#333333';
|
| 578 |
+
groundContext.lineWidth = 1;
|
| 579 |
+
|
| 580 |
+
// Draw major grid lines
|
| 581 |
+
const majorGridSize = 64;
|
| 582 |
+
groundContext.beginPath();
|
| 583 |
+
for (let i = 0; i <= 1024; i += majorGridSize) {
|
| 584 |
+
groundContext.moveTo(i, 0);
|
| 585 |
+
groundContext.lineTo(i, 1024);
|
| 586 |
+
groundContext.moveTo(0, i);
|
| 587 |
+
groundContext.lineTo(1024, i);
|
| 588 |
+
}
|
| 589 |
+
groundContext.stroke();
|
| 590 |
+
|
| 591 |
+
// Draw minor grid lines
|
| 592 |
+
groundContext.strokeStyle = '#222222';
|
| 593 |
+
groundContext.lineWidth = 0.5;
|
| 594 |
+
const minorGridSize = 16;
|
| 595 |
+
groundContext.beginPath();
|
| 596 |
+
for (let i = 0; i <= 1024; i += minorGridSize) {
|
| 597 |
+
if (i % majorGridSize !== 0) { // Skip where major lines already exist
|
| 598 |
+
groundContext.moveTo(i, 0);
|
| 599 |
+
groundContext.lineTo(i, 1024);
|
| 600 |
+
groundContext.moveTo(0, i);
|
| 601 |
+
groundContext.lineTo(1024, i);
|
| 602 |
+
}
|
| 603 |
+
}
|
| 604 |
+
groundContext.stroke();
|
| 605 |
+
|
| 606 |
+
// Add radial gradient for fade-out effect
|
| 607 |
+
const groundGradient = groundContext.createRadialGradient(512, 512, 0, 512, 512, 700);
|
| 608 |
+
groundGradient.addColorStop(0, 'rgba(0, 0, 0, 0)');
|
| 609 |
+
groundGradient.addColorStop(0.7, 'rgba(0, 0, 0, 0.3)');
|
| 610 |
+
groundGradient.addColorStop(1, 'rgba(0, 0, 0, 0.9)');
|
| 611 |
+
groundContext.fillStyle = groundGradient;
|
| 612 |
+
groundContext.fillRect(0, 0, 1024, 1024);
|
| 613 |
+
|
| 614 |
+
const groundTexture = new THREE.CanvasTexture(groundCanvas);
|
| 615 |
+
groundTexture.wrapS = THREE.RepeatWrapping;
|
| 616 |
+
groundTexture.wrapT = THREE.RepeatWrapping;
|
| 617 |
+
groundTexture.repeat.set(4, 4);
|
| 618 |
+
|
| 619 |
+
const groundMaterial = new THREE.MeshLambertMaterial({
|
| 620 |
+
map: groundTexture,
|
| 621 |
+
transparent: true,
|
| 622 |
+
opacity: 0.9
|
| 623 |
+
});
|
| 624 |
+
|
| 625 |
+
const ground = new THREE.Mesh(groundGeometry, groundMaterial);
|
| 626 |
+
ground.rotation.x = -Math.PI / 2;
|
| 627 |
+
ground.position.y = 0;
|
| 628 |
+
ground.receiveShadow = true;
|
| 629 |
+
scene.add(ground);
|
| 630 |
+
|
| 631 |
+
// Trail system for the airplane
|
| 632 |
+
const trailLength = 50; // Number of points in the trail
|
| 633 |
+
const trailPositions = new Float32Array(trailLength * 3);
|
| 634 |
+
const trailGeometry = new THREE.BufferGeometry();
|
| 635 |
+
trailGeometry.setAttribute(
|
| 636 |
+
"position",
|
| 637 |
+
new THREE.BufferAttribute(trailPositions, 3)
|
| 638 |
+
);
|
| 639 |
+
|
| 640 |
+
// Create gradient trail material
|
| 641 |
+
const trailMaterial = new THREE.LineBasicMaterial({
|
| 642 |
+
color: 0x88ccff,
|
| 643 |
+
transparent: true,
|
| 644 |
+
opacity: 0.7,
|
| 645 |
+
vertexColors: true,
|
| 646 |
+
linewidth: 1,
|
| 647 |
+
});
|
| 648 |
+
|
| 649 |
+
// Add vertex colors for gradient effect
|
| 650 |
+
const trailColors = new Float32Array(trailLength * 3);
|
| 651 |
+
for (let i = 0; i < trailLength; i++) {
|
| 652 |
+
// Create a gradient from light blue to darker blue
|
| 653 |
+
const intensity = 1 - i / trailLength;
|
| 654 |
+
trailColors[i * 3] = 0.4 * intensity; // R (less red for blue color)
|
| 655 |
+
trailColors[i * 3 + 1] = 0.7 * intensity; // G (medium green for cyan/blue)
|
| 656 |
+
trailColors[i * 3 + 2] = 1.0 * intensity; // B (full blue)
|
| 657 |
+
}
|
| 658 |
+
trailGeometry.setAttribute("color", new THREE.BufferAttribute(trailColors, 3));
|
| 659 |
+
|
| 660 |
+
const trail = new THREE.Line(trailGeometry, trailMaterial);
|
| 661 |
+
scene.add(trail);
|
| 662 |
+
|
| 663 |
+
// Function to update the trail positions
|
| 664 |
+
function updateTrail(newPosition) {
|
| 665 |
+
// Shift all positions one slot back
|
| 666 |
+
for (let i = trailLength - 1; i > 0; i--) {
|
| 667 |
+
trailPositions[i * 3] = trailPositions[(i - 1) * 3];
|
| 668 |
+
trailPositions[i * 3 + 1] = trailPositions[(i - 1) * 3 + 1];
|
| 669 |
+
trailPositions[i * 3 + 2] = trailPositions[(i - 1) * 3 + 2];
|
| 670 |
+
}
|
| 671 |
+
|
| 672 |
+
// Add the new position at the front
|
| 673 |
+
trailPositions[0] = newPosition.x;
|
| 674 |
+
trailPositions[1] = newPosition.y;
|
| 675 |
+
trailPositions[2] = newPosition.z;
|
| 676 |
+
|
| 677 |
+
// Update the geometry
|
| 678 |
+
trailGeometry.attributes.position.needsUpdate = true;
|
| 679 |
+
}
|
| 680 |
+
|
| 681 |
+
// Game State and Physics Variables
|
| 682 |
+
let gameState = "aiming";
|
| 683 |
+
let velocity = new THREE.Vector3(0, 0, 0);
|
| 684 |
+
const gravity = 2.5; // Increased gravity from 1 to 2.5
|
| 685 |
+
const acceleration = new THREE.Vector3(0, -gravity, 0);
|
| 686 |
+
|
| 687 |
+
// Power charging variables
|
| 688 |
+
let isCharging = false;
|
| 689 |
+
let currentPower = 0;
|
| 690 |
+
const maxPower = 10;
|
| 691 |
+
const powerIncreaseRate = 20; // units per second (4x faster)
|
| 692 |
+
|
| 693 |
+
// Launch controls
|
| 694 |
+
window.addEventListener("keydown", (event) => {
|
| 695 |
+
if (event.code === "Space") {
|
| 696 |
+
if (gameState === "aiming") {
|
| 697 |
+
event.preventDefault();
|
| 698 |
+
isCharging = true;
|
| 699 |
+
} else if (gameState === "ended") {
|
| 700 |
+
event.preventDefault();
|
| 701 |
+
resetGame();
|
| 702 |
+
}
|
| 703 |
+
} else if (event.key === "ArrowDown") {
|
| 704 |
+
if (gameState === "flying") {
|
| 705 |
+
event.preventDefault();
|
| 706 |
+
isBoosting = true;
|
| 707 |
+
}
|
| 708 |
+
} else if (event.key === "ArrowLeft") {
|
| 709 |
+
leftPressed = true;
|
| 710 |
+
} else if (event.key === "ArrowRight") {
|
| 711 |
+
rightPressed = true;
|
| 712 |
+
}
|
| 713 |
+
});
|
| 714 |
+
|
| 715 |
+
window.addEventListener("keyup", (event) => {
|
| 716 |
+
if (event.code === "Space") {
|
| 717 |
+
if (gameState === "aiming") {
|
| 718 |
+
event.preventDefault();
|
| 719 |
+
isCharging = false;
|
| 720 |
+
launchAirplane();
|
| 721 |
+
} else if (gameState === "ended") {
|
| 722 |
+
event.preventDefault();
|
| 723 |
+
resetGame();
|
| 724 |
+
}
|
| 725 |
+
} else if (event.key === "ArrowDown") {
|
| 726 |
+
if (gameState === "flying") {
|
| 727 |
+
event.preventDefault();
|
| 728 |
+
isBoosting = false;
|
| 729 |
+
}
|
| 730 |
+
} else if (event.key === "Escape") {
|
| 731 |
+
// Restart the game instantly when Escape key is pressed
|
| 732 |
+
event.preventDefault();
|
| 733 |
+
resetGame();
|
| 734 |
+
}
|
| 735 |
+
});
|
| 736 |
+
|
| 737 |
+
window.addEventListener(
|
| 738 |
+
"touchstart",
|
| 739 |
+
(event) => {
|
| 740 |
+
if (gameState === "aiming") {
|
| 741 |
+
event.preventDefault();
|
| 742 |
+
isCharging = true;
|
| 743 |
+
} else if (gameState === "flying") {
|
| 744 |
+
event.preventDefault();
|
| 745 |
+
// For touch screens, we'll still allow touch to boost since there's no down arrow
|
| 746 |
+
isBoosting = true;
|
| 747 |
+
}
|
| 748 |
+
},
|
| 749 |
+
{ passive: false }
|
| 750 |
+
);
|
| 751 |
+
|
| 752 |
+
window.addEventListener(
|
| 753 |
+
"touchend",
|
| 754 |
+
(event) => {
|
| 755 |
+
if (gameState === "aiming") {
|
| 756 |
+
event.preventDefault();
|
| 757 |
+
isCharging = false;
|
| 758 |
+
launchAirplane();
|
| 759 |
+
} else if (gameState === "flying") {
|
| 760 |
+
event.preventDefault();
|
| 761 |
+
isBoosting = false;
|
| 762 |
+
} else if (gameState === "ended") {
|
| 763 |
+
event.preventDefault();
|
| 764 |
+
resetGame();
|
| 765 |
+
}
|
| 766 |
+
},
|
| 767 |
+
{ passive: false }
|
| 768 |
+
);
|
| 769 |
+
|
| 770 |
+
function launchAirplane() {
|
| 771 |
+
const pitchAngle = Math.PI / 4; // 45 degrees
|
| 772 |
+
const initialVelocity = new THREE.Vector3(
|
| 773 |
+
0,
|
| 774 |
+
Math.sin(pitchAngle) * currentPower,
|
| 775 |
+
Math.cos(pitchAngle) * currentPower
|
| 776 |
+
);
|
| 777 |
+
velocity.copy(initialVelocity);
|
| 778 |
+
gameState = "flying";
|
| 779 |
+
currentPower = 0;
|
| 780 |
+
}
|
| 781 |
+
|
| 782 |
+
// Steering Controls
|
| 783 |
+
let leftPressed = false;
|
| 784 |
+
let rightPressed = false;
|
| 785 |
+
let upPressed = false;
|
| 786 |
+
let downPressed = false;
|
| 787 |
+
const steeringForce = 5;
|
| 788 |
+
const diveForce = 8; // Force applied when diving
|
| 789 |
+
let currentTilt = 0;
|
| 790 |
+
let currentPitch = 0; // Track pitch angle
|
| 791 |
+
|
| 792 |
+
// Boost variables
|
| 793 |
+
const maxBoostPower = 100;
|
| 794 |
+
let boostPower = maxBoostPower;
|
| 795 |
+
const boostConsumptionRate = 20; // units per second
|
| 796 |
+
const boostForce = 6.0; // increased from 4.5 to 6.0 for more powerful boost
|
| 797 |
+
let isBoosting = false;
|
| 798 |
+
|
| 799 |
+
window.addEventListener("keydown", (event) => {
|
| 800 |
+
if (event.key === "ArrowLeft") leftPressed = true;
|
| 801 |
+
else if (event.key === "ArrowRight") rightPressed = true;
|
| 802 |
+
else if (event.key === "ArrowUp") upPressed = true;
|
| 803 |
+
else if (event.key === "ArrowDown") downPressed = true;
|
| 804 |
+
});
|
| 805 |
+
|
| 806 |
+
window.addEventListener("keyup", (event) => {
|
| 807 |
+
if (event.key === "ArrowLeft") leftPressed = false;
|
| 808 |
+
else if (event.key === "ArrowRight") rightPressed = false;
|
| 809 |
+
else if (event.key === "ArrowUp") upPressed = false;
|
| 810 |
+
else if (event.key === "ArrowDown") downPressed = false;
|
| 811 |
+
});
|
| 812 |
+
|
| 813 |
+
// Background music setup
|
| 814 |
+
const backgroundMusic = document.getElementById('backgroundMusic');
|
| 815 |
+
backgroundMusic.volume = 0.5; // Set volume to 50%
|
| 816 |
+
|
| 817 |
+
// Function to start background music
|
| 818 |
+
function startBackgroundMusic() {
|
| 819 |
+
backgroundMusic.play().catch(error => {
|
| 820 |
+
console.log("Audio playback failed:", error);
|
| 821 |
+
});
|
| 822 |
+
}
|
| 823 |
+
|
| 824 |
+
// Try to start music on page load
|
| 825 |
+
document.addEventListener('DOMContentLoaded', () => {
|
| 826 |
+
// Modern browsers require user interaction before playing audio
|
| 827 |
+
document.addEventListener('click', startBackgroundMusic, { once: true });
|
| 828 |
+
document.addEventListener('keydown', startBackgroundMusic, { once: true });
|
| 829 |
+
document.addEventListener('touchstart', startBackgroundMusic, { once: true });
|
| 830 |
+
});
|
| 831 |
+
|
| 832 |
+
// Animation Loop
|
| 833 |
+
const clock = new THREE.Clock();
|
| 834 |
+
|
| 835 |
+
function animate() {
|
| 836 |
+
requestAnimationFrame(animate);
|
| 837 |
+
const delta = clock.getDelta();
|
| 838 |
+
|
| 839 |
+
// Update UI elements
|
| 840 |
+
if (gameState === "aiming") {
|
| 841 |
+
// Always show the power gauge in aiming state
|
| 842 |
+
document.getElementById("powerGauge").style.display = "block";
|
| 843 |
+
|
| 844 |
+
if (isCharging) {
|
| 845 |
+
currentPower += powerIncreaseRate * delta;
|
| 846 |
+
if (currentPower > maxPower) currentPower = maxPower;
|
| 847 |
+
const powerPercentage = (currentPower / maxPower) * 100;
|
| 848 |
+
document.getElementById("powerBar").style.width = powerPercentage + "%";
|
| 849 |
+
} else {
|
| 850 |
+
document.getElementById("powerBar").style.width = "0%";
|
| 851 |
+
}
|
| 852 |
+
document.getElementById("boostGauge").style.display = "none";
|
| 853 |
+
} else if (gameState === "flying") {
|
| 854 |
+
document.getElementById("powerGauge").style.display = "none";
|
| 855 |
+
document.getElementById("boostGauge").style.display = "block";
|
| 856 |
+
const boostPercentage = (boostPower / maxBoostPower) * 100;
|
| 857 |
+
document.getElementById("boostBar").style.width = boostPercentage + "%";
|
| 858 |
+
} else if (gameState === "ended") {
|
| 859 |
+
document.getElementById("powerGauge").style.display = "none";
|
| 860 |
+
document.getElementById("boostGauge").style.display = "none";
|
| 861 |
+
}
|
| 862 |
+
|
| 863 |
+
if (gameState === "flying") {
|
| 864 |
+
velocity.add(acceleration.clone().multiplyScalar(delta));
|
| 865 |
+
|
| 866 |
+
if (upPressed) {
|
| 867 |
+
// Dive downward when up arrow is pressed
|
| 868 |
+
velocity.y -= diveForce * delta;
|
| 869 |
+
|
| 870 |
+
// Tilt the airplane's nose down when diving
|
| 871 |
+
currentPitch = THREE.MathUtils.lerp(currentPitch, 0.3, 0.1); // Gradually tilt nose down
|
| 872 |
+
} else if (isBoosting && boostPower > 0) {
|
| 873 |
+
velocity.y += boostForce * delta;
|
| 874 |
+
boostPower -= boostConsumptionRate * delta;
|
| 875 |
+
if (boostPower < 0) boostPower = 0;
|
| 876 |
+
|
| 877 |
+
// Tilt the airplane's nose up slightly when boosting
|
| 878 |
+
currentPitch = THREE.MathUtils.lerp(currentPitch, -0.2, 0.1); // Gradually tilt nose up
|
| 879 |
+
} else {
|
| 880 |
+
// Return to normal orientation when not boosting or diving
|
| 881 |
+
currentPitch = THREE.MathUtils.lerp(currentPitch, 0, 0.1); // Gradually return to neutral
|
| 882 |
+
}
|
| 883 |
+
|
| 884 |
+
// Apply the current pitch to the airplane
|
| 885 |
+
airplane.rotation.x = -Math.PI / 2 + currentPitch;
|
| 886 |
+
|
| 887 |
+
// Create a modified velocity vector with doubled forward (z) speed
|
| 888 |
+
const modifiedVelocity = velocity.clone();
|
| 889 |
+
modifiedVelocity.z *= 2; // Double the forward speed
|
| 890 |
+
airplane.position.add(modifiedVelocity.multiplyScalar(delta));
|
| 891 |
+
|
| 892 |
+
// Update the trail with the current airplane position
|
| 893 |
+
updateTrail(airplane.position);
|
| 894 |
+
|
| 895 |
+
if (leftPressed) velocity.x += steeringForce * delta; // Inverted: left key moves right
|
| 896 |
+
if (rightPressed) velocity.x -= steeringForce * delta; // Inverted: right key moves left
|
| 897 |
+
|
| 898 |
+
let targetTilt = 0;
|
| 899 |
+
if (leftPressed) targetTilt = -Math.PI / 6; // Inverted: negative tilt for left arrow
|
| 900 |
+
else if (rightPressed) targetTilt = Math.PI / 6; // Inverted: positive tilt for right arrow
|
| 901 |
+
currentTilt = THREE.MathUtils.lerp(currentTilt, targetTilt, 0.1);
|
| 902 |
+
airplane.rotation.z = currentTilt;
|
| 903 |
+
|
| 904 |
+
const collided = checkCollision(airplane, buildingBoxes);
|
| 905 |
+
|
| 906 |
+
// Check for globe collection
|
| 907 |
+
globes = globes.filter((globe) => {
|
| 908 |
+
const distance = airplane.position.distanceTo(globe.position);
|
| 909 |
+
if (distance < 3.0) { // Increased from 2.0 to 3.0 for larger hitbox (1.5x)
|
| 910 |
+
// Collected a globe - recharge boost
|
| 911 |
+
boostPower = maxBoostPower;
|
| 912 |
+
scene.remove(globe);
|
| 913 |
+
|
| 914 |
+
// Play ping sound
|
| 915 |
+
const pingSound = document.getElementById('pingSound');
|
| 916 |
+
pingSound.volume = 0.25; // Set volume to 25% (half of the default 0.5)
|
| 917 |
+
pingSound.currentTime = 0; // Reset sound to beginning
|
| 918 |
+
pingSound.play().catch(error => {
|
| 919 |
+
console.log("Ping sound playback failed:", error);
|
| 920 |
+
});
|
| 921 |
+
|
| 922 |
+
// Add visual feedback
|
| 923 |
+
console.log("Globe collected! Boost recharged.");
|
| 924 |
+
return false;
|
| 925 |
+
}
|
| 926 |
+
|
| 927 |
+
// Animate globe pulsing
|
| 928 |
+
globe.userData.pulsePhase += delta * 2;
|
| 929 |
+
const scale = 1 + 0.1 * Math.sin(globe.userData.pulsePhase);
|
| 930 |
+
globe.scale.set(scale, scale, scale);
|
| 931 |
+
|
| 932 |
+
// Animate glow layers
|
| 933 |
+
const glowScale = 1 + 0.2 * Math.sin(globe.userData.pulsePhase + Math.PI/4);
|
| 934 |
+
const glowOpacity = 0.3 + 0.1 * Math.sin(globe.userData.pulsePhase);
|
| 935 |
+
|
| 936 |
+
if (globe.userData.glowLayers) {
|
| 937 |
+
globe.userData.glowLayers[0].scale.set(glowScale, glowScale, glowScale);
|
| 938 |
+
globe.userData.glowLayers[0].material.opacity = glowOpacity;
|
| 939 |
+
|
| 940 |
+
const glow2Scale = 1 + 0.15 * Math.sin(globe.userData.pulsePhase + Math.PI/2);
|
| 941 |
+
const glow2Opacity = 0.15 + 0.05 * Math.sin(globe.userData.pulsePhase + Math.PI/3);
|
| 942 |
+
globe.userData.glowLayers[1].scale.set(glow2Scale, glow2Scale, glow2Scale);
|
| 943 |
+
globe.userData.glowLayers[1].material.opacity = glow2Opacity;
|
| 944 |
+
}
|
| 945 |
+
|
| 946 |
+
return true;
|
| 947 |
+
});
|
| 948 |
+
|
| 949 |
+
if (collided) {
|
| 950 |
+
gameState = "ended";
|
| 951 |
+
const finalHorizontalDistance = Math.sqrt(
|
| 952 |
+
airplane.position.x ** 2 + airplane.position.z ** 2
|
| 953 |
+
);
|
| 954 |
+
document.getElementById(
|
| 955 |
+
"finalScore"
|
| 956 |
+
).innerText = `Final Distance: ${finalHorizontalDistance.toFixed(2)}`;
|
| 957 |
+
document.getElementById("finalScore").style.display = "block";
|
| 958 |
+
document.getElementById("restart").style.display = "block";
|
| 959 |
+
document.getElementById("spaceToRestart").style.display = "block";
|
| 960 |
+
}
|
| 961 |
+
}
|
| 962 |
+
|
| 963 |
+
// Camera follows airplane correctly
|
| 964 |
+
camera.position.set(
|
| 965 |
+
airplane.position.x,
|
| 966 |
+
airplane.position.y + 5,
|
| 967 |
+
airplane.position.z - 10
|
| 968 |
+
);
|
| 969 |
+
camera.lookAt(airplane.position);
|
| 970 |
+
|
| 971 |
+
updateDistanceDisplay(airplane, document.getElementById("distance"));
|
| 972 |
+
|
| 973 |
+
// Calculate distance and rotate background
|
| 974 |
+
const totalCityDistance = 700; // Adjust if needed
|
| 975 |
+
const horizontalDistance = Math.sqrt(
|
| 976 |
+
airplane.position.x ** 2 + airplane.position.z ** 2
|
| 977 |
+
);
|
| 978 |
+
const ratio = Math.min(1, horizontalDistance / totalCityDistance);
|
| 979 |
+
texture.rotation = ratio * (Math.PI * 0.5); // Up to 90° rotation
|
| 980 |
+
texture.needsUpdate = true;
|
| 981 |
+
|
| 982 |
+
renderer.render(scene, camera);
|
| 983 |
+
}
|
| 984 |
+
animate();
|
| 985 |
+
|
| 986 |
+
// Reset Game Function
|
| 987 |
+
function resetGame() {
|
| 988 |
+
airplane.position.set(0, 10.1, 0);
|
| 989 |
+
velocity.set(0, 0, 0);
|
| 990 |
+
currentTilt = 0;
|
| 991 |
+
currentPitch = 0;
|
| 992 |
+
airplane.rotation.z = 0;
|
| 993 |
+
airplane.rotation.x = -Math.PI / 2; // Reset pitch to default
|
| 994 |
+
gameState = "aiming";
|
| 995 |
+
currentPower = 0;
|
| 996 |
+
boostPower = maxBoostPower;
|
| 997 |
+
|
| 998 |
+
// Make sure music is playing
|
| 999 |
+
if (backgroundMusic.paused) {
|
| 1000 |
+
backgroundMusic.play().catch(error => {
|
| 1001 |
+
console.log("Audio playback failed:", error);
|
| 1002 |
+
});
|
| 1003 |
+
}
|
| 1004 |
+
|
| 1005 |
+
// Clear the trail when resetting the game
|
| 1006 |
+
for (let i = 0; i < trailLength * 3; i++) {
|
| 1007 |
+
trailPositions[i] = 0;
|
| 1008 |
+
}
|
| 1009 |
+
trailGeometry.attributes.position.needsUpdate = true;
|
| 1010 |
+
|
| 1011 |
+
document.getElementById("powerGauge").style.display = "block"; // Show power gauge on reset
|
| 1012 |
+
document.getElementById("finalScore").style.display = "none";
|
| 1013 |
+
document.getElementById("restart").style.display = "none";
|
| 1014 |
+
document.getElementById("spaceToRestart").style.display = "none";
|
| 1015 |
+
|
| 1016 |
+
// Reset globes
|
| 1017 |
+
initGlobes();
|
| 1018 |
+
}
|
| 1019 |
+
|
| 1020 |
+
document.getElementById("restart").addEventListener("click", resetGame);
|
| 1021 |
+
|
| 1022 |
+
// Handle Window Resize
|
| 1023 |
+
window.addEventListener("resize", () => {
|
| 1024 |
+
camera.aspect = window.innerWidth / window.innerHeight;
|
| 1025 |
+
camera.updateProjectionMatrix();
|
| 1026 |
+
renderer.setSize(window.innerWidth, window.innerHeight);
|
| 1027 |
+
});
|
soundtrack.mp3
ADDED
|
@@ -0,0 +1,3 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
version https://git-lfs.github.com/spec/v1
|
| 2 |
+
oid sha256:a0ea1747bba738dc396b95f589176f9213cf394d39639096c72b29d337d747b6
|
| 3 |
+
size 5761197
|