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game.js
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game.js
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// Base
var renderer = new THREE.WebGLRenderer({ antialias: true })
renderer.setSize(window.innerWidth, window.innerHeight)
if (window.innerWidth > 800) {
renderer.shadowMap.enabled = true
renderer.shadowMap.type = THREE.PCFSoftShadowMap
renderer.shadowMap.needsUpdate = true
}
document.body.appendChild(renderer.domElement)
// responsive
window.addEventListener('resize', onWindowResize, false)
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight
camera.updateProjectionMatrix()
renderer.setSize(window.innerWidth, window.innerHeight)
}
var camera = new THREE.PerspectiveCamera(
20,
window.innerWidth / window.innerHeight,
1,
500
)
camera.position.set(0, 2, 14)
var scene = new THREE.Scene()
var city = new THREE.Object3D()
var smoke = new THREE.Object3D()
var town = new THREE.Object3D()
var createCarPos = true
var uSpeed = 0.001
// Background
var setcolor = 0x65003c
scene.background = new THREE.Color(setcolor)
scene.fog = new THREE.Fog(setcolor, 10, 16)
// Random Function
function mathRandom(num = 8) {
var numValue = -Math.random() * num + Math.random() * num
return numValue
}
// Change Building Colors
var setTintNum = true
function setTintColor() {
if (setTintNum) {
setTintNum = false
var setColor = 0x000000
} else {
setTintNum = true
var setColor = 0x000000
}
return setColor
}
// Create City
function init() {
var segments = 2
for (var i = 1; i < 100; i++) {
var geometry = new THREE.CubeGeometry(1, 0, 0, segments, segments, segments)
var material = new THREE.MeshStandardMaterial({
color: setTintColor(),
wireframe: false,
shading: THREE.SmoothShading,
side: THREE.DoubleSide
})
var wmaterial = new THREE.MeshLambertMaterial({
color: 0xffffff,
wireframe: true,
transparent: true,
opacity: 0.03,
side: THREE.DoubleSide
})
var cube = new THREE.Mesh(geometry, material)
var wire = new THREE.Mesh(geometry, material)
var floor = new THREE.Mesh(geometry, material)
var wfloor = new THREE.Mesh(geometry, material)
cube.add(wfloor)
cube.setShadow = true
cube.receiveShadow = true
cube.rotationValue = 0.1 + Math.abs(mathRandom(8))
floor.scale.y = 0.05
cube.scale.y = 0.1 + Math.abs(mathRandom(8))
var cubeWidth = 0.9
cube.scale.x = cube.scale.z = cubeWidth + mathRandom(1 - cubeWidth)
cube.position.x = Math.round(mathRandom())
cube.position.z = Math.round(mathRandom())
floor.position.set(cube.position.x, 0, cube.position.z)
town.add(floor)
town.add(cube)
}
// Particulars
var gmaterial = new THREE.MeshToonMaterial({
color: 0x00ffff,
side: THREE.DoubleSide
})
var gparticular = new THREE.CircleGeometry(0.01, 3)
var aparticular = 5
for (var h = 1; h < 300; h++) {
var particular = new THREE.Mesh(gparticular, gmaterial)
particular.position.set(
mathRandom(aparticular),
mathRandom(aparticular),
mathRandom(aparticular)
)
particular.rotation.set(mathRandom(), mathRandom(), mathRandom())
smoke.add(particular)
}
var pmaterial = new THREE.MeshPhongMaterial({
color: 0x000000,
side: THREE.DoubleSide,
roughness: 10,
metalness: 0.6,
opacity: 0.9,
transparent: true
})
var pgeometry = new THREE.PlaneGeometry(60, 60)
var pelement = new THREE.Mesh(pgeometry, pmaterial)
pelement.rotation.x = (-90 * Math.PI) / 180
pelement.position.y = -0.001
pelement.receiveShadow = true
city.add(pelement)
}
// Mouse
var raycaster = new THREE.Raycaster()
var mouse = new THREE.Vector2(),
INTERSECTED
var intersected
function onMouseMove(e) {
e.preventDefault()
mouse.x = (e.clientX / window.innerWidth) * 2 - 1
mouse.y = -(e.clientY / window.innerHeight) * 2 + 1
}
function onDocumentTouchStart(e) {
if (e.touches.length == 1) {
e.preventDefault()
mouse.x = e.touches[0].pageX - window.innerWidth / 2
mouse.y = e.touches[0].pageY - window.innerHeight / 2
}
}
function onDocumentTouchMove(e) {
if (e.touches.length == 1) {
e.preventDefault()
mouse.x = e.touches[0].pageX - window.innerWidth / 2
mouse.y = e.touches[0].pageY - window.innerHeight / 2
}
}
window.addEventListener('mousemove', onMouseMove, false)
window.addEventListener('touchstart', onDocumentTouchStart, false)
window.addEventListener('touchmove', onDocumentTouchMove, false)
// lights
var ambientLight = new THREE.AmbientLight(0xffffff, 4)
var lightFront = new THREE.SpotLight(0xffffff, 20, 10)
var lightBack = new THREE.PointLight(0xffffff, 0.5)
var spotLightHelper = new THREE.SpotLightHelper(lightFront)
lightFront.rotation.x = (45 * Math.PI) / 180
lightFront.rotation.z = (-45 * Math.PI) / 180
lightFront.position.set(5, 5, 5)
lightFront.castShadow = true
lightFront.shadow.mapSize.width = 6000
lightFront.shadow.mapSize.height = lightFront.shadow.mapSize.width
lightFront.penumbra = 0.1
lightBack.position.set(0, 6, 0)
smoke.position.y = 2
scene.add(ambientLight)
city.add(lightFront)
scene.add(lightBack)
scene.add(city)
city.add(smoke)
city.add(town)
// Helper
var gridHelper = new THREE.GridHelper(60, 120, 0x6600ff, 0x000000)
city.add(gridHelper)
// Cars
var createCars = function (cScale = 2, cPos = 20, cColor = 0xff0000) {
var cMat = new THREE.MeshToonMaterial({
color: cColor,
side: THREE.DoubleSide
})
var cGeo = new THREE.CubeGeometry(1, cScale / 40, cScale / 40)
var cElem = new THREE.Mesh(cGeo, cMat)
var cAmp = 3
if (createCarPos) {
createCarPos = false
cElem.position.x = -cPos
cElem.position.z = mathRandom(cAmp)
TweenMax.to(cElem.position, 3, {
x: cPos,
repeat: -1,
yoyo: true,
delay: mathRandom(3)
})
} else {
createCarPos = true
cElem.position.x = mathRandom(cAmp)
cElem.position.z = -cPos
cElem.rotation.y = (90 * Math.PI) / 180
TweenMax.to(cElem.position, 5, {
z: cPos,
repeat: -1,
yoyo: true,
delay: mathRandom(3),
ease: Power1.easeInOut
})
}
cElem.receiveShadow = true
cElem.castShadow = true
cElem.position.y = Math.abs(mathRandom(5))
city.add(cElem)
}
var generateLines = function () {
for (var i = 0; i < 60; i++) {
createCars(0.1, 20)
}
}
// Camera Position
var cameraSet = function () {
createCars(0.1, 20, 0xffffff)
}
// Animate
var animate = function () {
var time = Date.now() * 0.00005
requestAnimationFrame(animate)
city.rotation.y -= (mouse.x * 8 - camera.rotation.y) * uSpeed
city.rotation.x -= (-(mouse.y * 2) - camera.rotation.x) * uSpeed
if (city.rotation.x < -0.05) {
city.rotation.x = -0.05
} else if (city.rotation.x > 1) {
city.rotation.x = 1
}
var cityRotation = Math.sin(Date.now() / 5000) * 13
for (let i = 0, l = town.children.length; i < l; i++) {
var object = town.children[i]
}
smoke.rotation.y += 0.01
smoke.rotation.x += 0.01
camera.lookAt(city.position)
renderer.render(scene, camera)
}
// Main Functions
generateLines()
init()
animate()