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<!DOCTYPE html>
<html>
<head>
<title>Tower Building Game</title>
<meta charset="utf-8">
<style>
body {
margin: 0;
overflow: hidden;
}
canvas {
display: block;
}
</style>
</head>
<body>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js"></script>
<script src="https://cdn.jsdelivr.net/npm/cannon/build/cannon.min.js"></script>
<script>
let scene, camera, renderer;
let world, stack;
let blocks = [];
let currentBlock = null;
let score = 0;
init();
animate();
function init() {
// Create a Three.js scene
scene = new THREE.Scene();
// Create a camera
camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
camera.position.set(0, 50, 100);
camera.lookAt(0, 0, 0);
// Create a renderer
renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
// Add lights to the scene
let ambientLight = new THREE.AmbientLight(0xffffff, 0.5);
scene.add(ambientLight);
let directionalLight = new THREE.DirectionalLight(0xffffff, 0.5);
directionalLight.position.set(0, 100, 100);
scene.add(directionalLight);
// Add ground plane to the scene
let planeGeometry = new THREE.PlaneGeometry(100, 100);
let planeMaterial = new THREE.MeshPhongMaterial({ color: 0xffffff });
let plane = new THREE.Mesh(planeGeometry, planeMaterial);
plane.rotation.x = -Math.PI / 2;
scene.add(plane);
// Create a physics world
world = new CANNON.World();
world.gravity.set(0, -9.82, 0);
world.broadphase = new CANNON.NaiveBroadphase();
world.solver.iterations = 10;
// Create a ground plane in the physics world
let groundShape = new CANNON.Plane();
let groundBody = new CANNON.Body({ mass: 0 });
groundBody.addShape(groundShape);
groundBody.quaternion.setFromAxisAngle(new CANNON.Vec3(1, 0, 0), -Math.PI / 2);
world.addBody(groundBody);
// Add event listeners for input
document.addEventListener('keydown', onKeyDown, false);
}
function animate() {
requestAnimationFrame(animate);
// Step the physics world
world.step(1 / 60);
// Update the position of the blocks in the Three.js scene
for (let i = 0; i < blocks.length; i++) {
let block = blocks[i];
let body = block.userData.physicsBody;
block.position.copy(body.position);
block.quaternion.copy(body.quaternion);
}
// Render the scene
renderer.render(scene, camera);
}
function createBlock() {
// Create a block object in the Three.js scene
let blockGeometry = new THREE.BoxGeometry(10, 10, 10);
let blockMaterial = new THREE.MeshPhongMaterial({ map: new THREE.TextureLoader().load('block_texture.jpg') });
let block = new THREE.Mesh(blockGeometry, blockMaterial);
block.position.set(0, 5, 0);
scene.add(block);
blocks.push(block);
currentBlock = block;
// Create a physics body for the block
let blockShape = new CANNON.Box(new CANNON.Vec3(5, 5, 5));
let blockBody = new CANNON.Body({ mass: 1 });
blockBody.addShape(blockShape);
blockBody.position.set(0, 15, 0);
world.addBody(blockBody);
block.userData.physicsBody = blockBody;
}
function placeBlock() {
if (currentBlock) {
let position = currentBlock.position.clone();
let body = currentBlock.userData.physicsBody;
body.position.copy(position);
body.velocity.set(0, 0, 0);
body.angularVelocity.set(0, 0, 0);
stack.push(currentBlock);
currentBlock = null;
}
}
function steerBlock(direction) {
if (currentBlock) {
let position = currentBlock.position.clone();
position.x += direction * 10;
currentBlock.position.copy(position);
}
}
function onKeyDown(event) {
if (event.keyCode === 65) { // A key
steerBlock(-1);
} else if (event.keyCode === 68) { // D key
steerBlock(1);
} else if (event.keyCode === 32) { // Spacebar
placeBlock();
let stability = checkStability();
if (stability) {
score += Math.pow(2, stack.length);
document.getElementById('score').innerHTML = 'Score: ' + score;
} else {
alert('Game Over!');
}
}
}
function checkStability() {
let positions = [];
for (let i = 0; i < stack.length; i++) {
let block = stack[i];
let position = block.userData.physicsBody.position;
positions.push(position.clone());
}
for (let i = 0; i < stack.length - 1; i++) {
let block1 = stack[i];
let position1 = positions[i];
for (let j = i + 1; j < stack.length; j++) {
let block2 = stack[j];
let position2 = positions[j];
let distance = position1.distanceTo(position2);
if (distance < 10) {
return false;
}
}
}
return true;
}
function resetGame() {
// Remove all blocks from the scene and the physics world
while (blocks.length > 0) {
let block = blocks.pop();
scene.remove(block);
world.remove(block.userData.physicsBody);
}
// Reset the stack and the score
stack = [];
score = 0;
document.getElementById('score').innerHTML = 'Score: ' + score;
// Create a new block
createBlock();
}
resetGame();
</script>
<div id="score" style="position: absolute; top: 10px; left: 10px; font-size: 24px; font-weight: bold; color: white;"></div>
<button onclick="resetGame()" style="position: absolute; top: 10px; right: 10px; font-size: 24px;">Restart</button>
</body>
</html> |