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added tower block game #665

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21 changes: 21 additions & 0 deletions src/Games/Tower_Blocks/README.md
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# **TOWER BLOCKS GAME**

---

<br>

## **Description 📃**
- Blocks will be sliding in different directions. Your aim is to stop them at the right place so as to make the highest tower possible.

## **functionalities 🎮**
- Easy to play
- Used Three.js for making the game look 3D.
<br>

## **How to play? 🕹️**
1. Start the game either by pressing the Spacebar or by a mouse click.
2. Now either by using Spacebar or mouse or even your finger try to stack the blocks as high as possible with utmost precision.
3. Each time you perform step 2 you get a point. If you fail to do so, no problem! use any three navigating methods to restart the game.

<br>

36 changes: 36 additions & 0 deletions src/Games/Tower_Blocks/index.html
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<!DOCTYPE html>
<html lang="en">

<head>
<meta charset="UTF-8">
<meta http-equiv="X-UA-Compatible" content="IE=edge">
<meta name="viewport" content="width=device-width,user-scalable=no">
<script src="https://codepen.io/steveg3003/pen/zBVakw"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r83/three.min.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/gsap/latest/TweenMax.min.js"></script>
<link rel="stylesheet" href="./style.css" />
<title>Tower Blocks</title>


</head>

<body>
<script src="./script.js" async></script>
<div id="container">
<div id="game"></div>
<div id="score">0</div>
<div id="instructions">Click (or press the spacebar) to place the block</div>
<div class="game-over">
<h2>Game Over</h2>
<p>You did great, you're the best.</p>
<p>Click or spacebar to start again</p>
</div>
<div class="game-ready">
<div id="heading"><p>Tower Blocks</p></div>
<div id="start-button">Start</div>
<div></div>
</div>
</div>
</body>

</html>
307 changes: 307 additions & 0 deletions src/Games/Tower_Blocks/script.js
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console.clear();
var Stage = /** @class */ (function () {
function Stage() {
// container
var _this = this;
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
var aspect = window.innerWidth / window.innerHeight;
var 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', function () { return _this.onResize(); });
this.onResize();
}
Stage.prototype.setCamera = function (y, speed) {
if (speed === void 0) { 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 });
};
Stage.prototype.onResize = function () {
var 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();
};
return Stage;
}());
var Block = /** @class */ (function () {
function Block(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 {
var 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
var 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;
}
}
Block.prototype.reverseDirection = function () {
this.direction = this.direction > 0 ? this.speed : Math.abs(this.speed);
};
Block.prototype.place = function () {
this.state = this.STATES.STOPPED;
var overlap = this.targetBlock.dimension[this.workingDimension] - Math.abs(this.position[this.workingPlane] - this.targetBlock.position[this.workingPlane]);
var 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) {
var choppedDimensions = { width: this.dimension.width, height: this.dimension.height, depth: this.dimension.depth };
choppedDimensions[this.workingDimension] -= overlap;
this.dimension[this.workingDimension] = overlap;
var 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));
var placedMesh = new THREE.Mesh(placedGeometry, this.material);
var 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));
var choppedMesh = new THREE.Mesh(choppedGeometry, this.material);
var 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;
};
Block.prototype.tick = function () {
if (this.state == this.STATES.ACTIVE) {
var 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];
}
};
return Block;
}());
var Game = /** @class */ (function () {
function Game() {
var _this = this;
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', function (e) {
if (e.keyCode == 32)
_this.onAction();
});
document.addEventListener('click', function (e) {
_this.onAction();
});
document.addEventListener('touchstart', function (e) {
e.preventDefault();

});
}
Game.prototype.updateState = function (newState) {
for (var key in this.STATES)
this.mainContainer.classList.remove(this.STATES[key]);
this.mainContainer.classList.add(newState);
this.state = newState;
};
Game.prototype.onAction = function () {
switch (this.state) {
case this.STATES.READY:
this.startGame();
break;
case this.STATES.PLAYING:
this.placeBlock();
break;
case this.STATES.ENDED:
this.restartGame();
break;
}
};
Game.prototype.startGame = function () {
if (this.state != this.STATES.PLAYING) {
this.scoreContainer.innerHTML = '0';
this.updateState(this.STATES.PLAYING);
this.addBlock();
}
};
Game.prototype.restartGame = function () {
var _this = this;
this.updateState(this.STATES.RESETTING);
var oldBlocks = this.placedBlocks.children;
var removeSpeed = 0.2;
var delayAmount = 0.02;
var _loop_1 = function (i) {
TweenLite.to(oldBlocks[i].scale, removeSpeed, { x: 0, y: 0, z: 0, delay: (oldBlocks.length - i) * delayAmount, ease: Power1.easeIn, onComplete: function () { return _this.placedBlocks.remove(oldBlocks[i]); } });
TweenLite.to(oldBlocks[i].rotation, removeSpeed, { y: 0.5, delay: (oldBlocks.length - i) * delayAmount, ease: Power1.easeIn });
};
for (var i = 0; i < oldBlocks.length; i++) {
_loop_1(i);
}
var cameraMoveSpeed = removeSpeed * 2 + (oldBlocks.length * delayAmount);
this.stage.setCamera(2, cameraMoveSpeed);
var countdown = { value: this.blocks.length - 1 };
TweenLite.to(countdown, cameraMoveSpeed, { value: 0, onUpdate: function () { _this.scoreContainer.innerHTML = String(Math.round(countdown.value)); } });
this.blocks = this.blocks.slice(0, 1);
setTimeout(function () {
_this.startGame();
}, cameraMoveSpeed * 1000);
};
Game.prototype.placeBlock = function () {
var _this = this;
var currentBlock = this.blocks[this.blocks.length - 1];
var newBlocks = currentBlock.place();
this.newBlocks.remove(currentBlock.mesh);
if (newBlocks.placed)
this.placedBlocks.add(newBlocks.placed);
if (newBlocks.chopped) {
this.choppedBlocks.add(newBlocks.chopped);
var positionParams = { y: '-=30', ease: Power1.easeIn, onComplete: function () { return _this.choppedBlocks.remove(newBlocks.chopped); } };
var rotateRandomness = 10;
var 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();
};
Game.prototype.addBlock = function () {
var 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);
var 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');
};
Game.prototype.endGame = function () {
this.updateState(this.STATES.ENDED);
};
Game.prototype.tick = function () {
var _this = this;
this.blocks[this.blocks.length - 1].tick();
this.stage.render();
requestAnimationFrame(function () { _this.tick(); });
};
return Game;
}());
var game = new Game();
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