Refactor to ES6 classes with GameObject inheritance pattern
- Convert from function-based to class-based architecture - Create GameObject base class with common functionality (position, collision, scene management) - Implement Player, Coin, and Obstacle classes extending GameObject - Add Game class to manage game lifecycle and state - Fix shadow rendering by configuring directional light shadow camera bounds - Fix player collision to prevent sinking below ground (horizontal push only) - Improve code organization and maintainability with OOP principles
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0bf4afd499
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1 changed files with 388 additions and 260 deletions
586
index.html
586
index.html
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@ -92,42 +92,277 @@
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<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js"></script>
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<script>
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// Game variables
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let scene, camera, renderer;
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let player;
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let coins = [];
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let obstacles = [];
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let score = 0;
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let health = 100;
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let gameActive = true;
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// Base GameObject class
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class GameObject {
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constructor(scene, groundSize) {
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this.scene = scene;
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this.groundSize = groundSize;
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this.mesh = this.createMesh();
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this.initialize();
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scene.add(this.mesh);
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}
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// Movement
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const keys = {};
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const playerSpeed = 0.15;
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const groundSize = 30;
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// Override in child classes
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createMesh() {
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throw new Error('createMesh() must be implemented by child class');
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}
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// Initialize the game
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function init() {
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// Scene setup
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scene = new THREE.Scene();
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scene.background = new THREE.Color(0x87CEEB);
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scene.fog = new THREE.Fog(0x87CEEB, 0, 50);
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// Override in child classes for initialization
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initialize() {
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// Default implementation - can be overridden
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}
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// Camera setup
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camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
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camera.position.set(0, 10, 15);
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camera.lookAt(0, 0, 0);
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// Override in child classes for update logic
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update(...args) {
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// Default implementation - can be overridden
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}
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// Renderer setup
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renderer = new THREE.WebGLRenderer({ antialias: true });
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renderer.setSize(window.innerWidth, window.innerHeight);
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renderer.shadowMap.enabled = true;
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renderer.shadowMap.type = THREE.PCFSoftShadowMap;
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document.body.appendChild(renderer.domElement);
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// Common collision detection
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checkCollision(otherPosition, collisionRadius) {
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const distance = this.mesh.position.distanceTo(otherPosition);
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return distance < collisionRadius;
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}
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// Lights
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// Common position getter
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getPosition() {
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return this.mesh.position;
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}
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// Remove from scene
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remove() {
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this.scene.remove(this.mesh);
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}
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// Set position
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setPosition(x, y, z) {
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this.mesh.position.set(x, y, z);
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}
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// Get position vector
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getPositionVector() {
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return this.mesh.position.clone();
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}
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}
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// Player class extends GameObject
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class Player extends GameObject {
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constructor(scene, groundSize) {
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super(scene, groundSize);
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this.speed = 0.15;
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}
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createMesh() {
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const geometry = new THREE.BoxGeometry(1, 1, 1);
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const material = new THREE.MeshStandardMaterial({
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color: 0x4169E1,
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metalness: 0.3,
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roughness: 0.4
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});
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const mesh = new THREE.Mesh(geometry, material);
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mesh.castShadow = true;
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mesh.receiveShadow = true;
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return mesh;
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}
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initialize() {
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this.reset();
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}
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reset() {
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this.setPosition(0, 0.5, 0);
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this.mesh.rotation.y = 0;
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}
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update(keys) {
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const moveVector = new THREE.Vector3();
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if (keys['w'] || keys['arrowup']) moveVector.z -= this.speed;
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if (keys['s'] || keys['arrowdown']) moveVector.z += this.speed;
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if (keys['a'] || keys['arrowleft']) moveVector.x -= this.speed;
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if (keys['d'] || keys['arrowright']) moveVector.x += this.speed;
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this.mesh.position.add(moveVector);
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// Boundary checks
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const boundary = this.groundSize / 2 - 0.5;
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this.mesh.position.x = Math.max(-boundary, Math.min(boundary, this.mesh.position.x));
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this.mesh.position.z = Math.max(-boundary, Math.min(boundary, this.mesh.position.z));
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// Rotate player based on movement
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if (moveVector.length() > 0) {
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this.mesh.rotation.y += 0.1;
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}
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}
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handleCollision(obstaclePosition) {
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const pushDirection = this.mesh.position.clone().sub(obstaclePosition);
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pushDirection.y = 0;
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pushDirection.normalize();
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this.mesh.position.add(pushDirection.multiplyScalar(0.3));
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this.mesh.position.y = 0.5;
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}
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}
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// Coin class extends GameObject
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class Coin extends GameObject {
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constructor(scene, groundSize, index = 0) {
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super(scene, groundSize);
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this.index = index;
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this.rotationSpeed = 0.02;
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this.collisionRadius = 0.8;
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}
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createMesh() {
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const geometry = new THREE.SphereGeometry(0.3, 16, 16);
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const material = new THREE.MeshStandardMaterial({
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color: 0xFFD700,
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metalness: 0.8,
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roughness: 0.2,
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emissive: 0xFFD700,
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emissiveIntensity: 0.3
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});
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const mesh = new THREE.Mesh(geometry, material);
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mesh.castShadow = true;
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mesh.receiveShadow = true;
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return mesh;
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}
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initialize() {
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this.setRandomPosition();
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}
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setRandomPosition() {
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const x = (Math.random() - 0.5) * (this.groundSize - 4);
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const z = (Math.random() - 0.5) * (this.groundSize - 4);
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this.setPosition(x, 0.5, z);
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}
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update() {
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this.mesh.rotation.y += this.rotationSpeed;
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this.mesh.position.y = 0.5 + Math.sin(Date.now() * 0.003 + this.index) * 0.2;
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}
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checkCollisionWithPlayer(playerPosition) {
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return this.checkCollision(playerPosition, this.collisionRadius);
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}
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}
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// Obstacle class extends GameObject
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class Obstacle extends GameObject {
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constructor(scene, groundSize) {
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super(scene, groundSize);
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this.direction = this.createRandomDirection();
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this.collisionRadius = 1.5;
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}
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createMesh() {
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const geometry = new THREE.BoxGeometry(1.5, 2, 1.5);
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const material = new THREE.MeshStandardMaterial({
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color: 0xFF4500,
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metalness: 0.3,
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roughness: 0.7
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});
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const mesh = new THREE.Mesh(geometry, material);
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mesh.castShadow = true;
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mesh.receiveShadow = true;
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return mesh;
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}
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initialize() {
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this.setRandomPosition();
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this.mesh.position.y = 1;
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}
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createRandomDirection() {
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return new THREE.Vector3(
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(Math.random() - 0.5) * 0.05,
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0,
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(Math.random() - 0.5) * 0.05
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);
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}
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setRandomPosition() {
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let posX, posZ;
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do {
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posX = (Math.random() - 0.5) * (this.groundSize - 4);
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posZ = (Math.random() - 0.5) * (this.groundSize - 4);
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} while (Math.abs(posX) < 3 && Math.abs(posZ) < 3);
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this.setPosition(posX, 1, posZ);
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}
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update() {
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this.mesh.position.add(this.direction);
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// Bounce off boundaries
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const boundary = this.groundSize / 2 - 1;
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if (Math.abs(this.mesh.position.x) > boundary) {
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this.direction.x *= -1;
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}
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if (Math.abs(this.mesh.position.z) > boundary) {
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this.direction.z *= -1;
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}
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}
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checkCollisionWithPlayer(playerPosition) {
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return this.checkCollision(playerPosition, this.collisionRadius);
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}
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}
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// Game class
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class Game {
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constructor() {
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this.groundSize = 30;
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this.score = 0;
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this.health = 100;
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this.gameActive = true;
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this.keys = {};
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this.coins = [];
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this.obstacles = [];
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this.init();
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this.setupEventListeners();
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this.animate();
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}
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init() {
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this.setupScene();
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this.setupCamera();
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this.setupRenderer();
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this.setupLights();
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this.setupGround();
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this.setupPlayer();
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this.createGameObjects();
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}
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setupScene() {
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this.scene = new THREE.Scene();
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this.scene.background = new THREE.Color(0x87CEEB);
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this.scene.fog = new THREE.Fog(0x87CEEB, 0, 50);
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}
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setupCamera() {
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this.camera = new THREE.PerspectiveCamera(
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75,
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window.innerWidth / window.innerHeight,
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0.1,
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1000
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);
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this.camera.position.set(0, 10, 15);
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this.camera.lookAt(0, 0, 0);
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}
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setupRenderer() {
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this.renderer = new THREE.WebGLRenderer({ antialias: true });
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this.renderer.setSize(window.innerWidth, window.innerHeight);
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this.renderer.shadowMap.enabled = true;
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this.renderer.shadowMap.type = THREE.PCFSoftShadowMap;
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document.body.appendChild(this.renderer.domElement);
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}
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setupLights() {
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const ambientLight = new THREE.AmbientLight(0xffffff, 0.6);
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scene.add(ambientLight);
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this.scene.add(ambientLight);
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const directionalLight = new THREE.DirectionalLight(0xffffff, 0.8);
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directionalLight.position.set(10, 20, 10);
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directionalLight.shadow.camera.bottom = -20;
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directionalLight.shadow.camera.near = 0.5;
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directionalLight.shadow.camera.far = 50;
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scene.add(directionalLight);
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this.scene.add(directionalLight);
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}
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// Ground
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const groundGeometry = new THREE.PlaneGeometry(groundSize, groundSize);
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setupGround() {
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const groundGeometry = new THREE.PlaneGeometry(this.groundSize, this.groundSize);
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const groundMaterial = new THREE.MeshStandardMaterial({
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color: 0x90EE90,
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roughness: 0.8
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@ -151,254 +387,146 @@
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const ground = new THREE.Mesh(groundGeometry, groundMaterial);
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ground.rotation.x = -Math.PI / 2;
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ground.receiveShadow = true;
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scene.add(ground);
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this.scene.add(ground);
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// Grid helper
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const gridHelper = new THREE.GridHelper(groundSize, 20, 0x000000, 0x000000);
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const gridHelper = new THREE.GridHelper(this.groundSize, 20, 0x000000, 0x000000);
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gridHelper.material.opacity = 0.2;
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gridHelper.material.transparent = true;
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scene.add(gridHelper);
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// Player
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const playerGeometry = new THREE.BoxGeometry(1, 1, 1);
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const playerMaterial = new THREE.MeshStandardMaterial({
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color: 0x4169E1,
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metalness: 0.3,
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roughness: 0.4
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});
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player = new THREE.Mesh(playerGeometry, playerMaterial);
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player.position.y = 0.5;
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player.castShadow = true;
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player.receiveShadow = true;
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scene.add(player);
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// Create initial game objects
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createCoins(10);
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createObstacles(8);
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// Event listeners
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window.addEventListener('keydown', (e) => keys[e.key.toLowerCase()] = true);
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window.addEventListener('keyup', (e) => keys[e.key.toLowerCase()] = false);
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window.addEventListener('resize', onWindowResize);
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document.getElementById('restartBtn').addEventListener('click', restartGame);
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// Start animation loop
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animate();
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this.scene.add(gridHelper);
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}
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// Create coins
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function createCoins(count) {
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setupPlayer() {
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this.player = new Player(this.scene, this.groundSize);
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}
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createGameObjects() {
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this.createCoins(10);
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this.createObstacles(8);
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}
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createCoins(count) {
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for (let i = 0; i < count; i++) {
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const coinGeometry = new THREE.SphereGeometry(0.3, 16, 16);
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const coinMaterial = new THREE.MeshStandardMaterial({
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color: 0xFFD700,
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metalness: 0.8,
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roughness: 0.2,
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emissive: 0xFFD700,
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emissiveIntensity: 0.3
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});
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const coin = new THREE.Mesh(coinGeometry, coinMaterial);
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// Random position
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coin.position.x = (Math.random() - 0.5) * (groundSize - 4);
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coin.position.z = (Math.random() - 0.5) * (groundSize - 4);
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coin.position.y = 0.5;
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coin.castShadow = true;
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coin.receiveShadow = true;
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coin.userData.rotationSpeed = 0.02;
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scene.add(coin);
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coins.push(coin);
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const coin = new Coin(this.scene, this.groundSize, this.coins.length);
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this.coins.push(coin);
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}
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}
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// Create obstacles
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function createObstacles(count) {
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createObstacles(count) {
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for (let i = 0; i < count; i++) {
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const obstacleGeometry = new THREE.BoxGeometry(1.5, 2, 1.5);
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const obstacleMaterial = new THREE.MeshStandardMaterial({
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color: 0xFF4500,
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metalness: 0.3,
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roughness: 0.7
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const obstacle = new Obstacle(this.scene, this.groundSize);
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this.obstacles.push(obstacle);
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}
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}
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setupEventListeners() {
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window.addEventListener('keydown', (e) => {
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this.keys[e.key.toLowerCase()] = true;
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});
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const obstacle = new THREE.Mesh(obstacleGeometry, obstacleMaterial);
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// Random position (ensure not too close to player start)
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let posX, posZ;
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do {
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posX = (Math.random() - 0.5) * (groundSize - 4);
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posZ = (Math.random() - 0.5) * (groundSize - 4);
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} while (Math.abs(posX) < 3 && Math.abs(posZ) < 3);
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obstacle.position.x = posX;
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obstacle.position.z = posZ;
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obstacle.position.y = 1;
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obstacle.castShadow = true;
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obstacle.receiveShadow = true;
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// Random movement pattern
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obstacle.userData.direction = new THREE.Vector3(
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(Math.random() - 0.5) * 0.05,
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0,
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(Math.random() - 0.5) * 0.05
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);
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scene.add(obstacle);
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obstacles.push(obstacle);
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}
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window.addEventListener('keyup', (e) => {
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this.keys[e.key.toLowerCase()] = false;
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});
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window.addEventListener('resize', () => this.onWindowResize());
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document.getElementById('restartBtn').addEventListener('click', () => this.restart());
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}
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// Update player movement
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function updatePlayer() {
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if (!gameActive) return;
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const moveVector = new THREE.Vector3();
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if (keys['w'] || keys['arrowup']) moveVector.z -= playerSpeed;
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if (keys['s'] || keys['arrowdown']) moveVector.z += playerSpeed;
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if (keys['a'] || keys['arrowleft']) moveVector.x -= playerSpeed;
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if (keys['d'] || keys['arrowright']) moveVector.x += playerSpeed;
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// Apply movement
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player.position.add(moveVector);
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// Boundary checks
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const boundary = groundSize / 2 - 0.5;
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player.position.x = Math.max(-boundary, Math.min(boundary, player.position.x));
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player.position.z = Math.max(-boundary, Math.min(boundary, player.position.z));
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// Rotate player based on movement
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if (moveVector.length() > 0) {
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player.rotation.y += 0.1;
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}
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updatePlayer() {
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if (!this.gameActive) return;
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this.player.update(this.keys);
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}
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// Update coins
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function updateCoins() {
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coins.forEach((coin, index) => {
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// Rotate coins
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coin.rotation.y += coin.userData.rotationSpeed;
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coin.position.y = 0.5 + Math.sin(Date.now() * 0.003 + index) * 0.2;
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updateCoins() {
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this.coins.forEach((coin, index) => {
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coin.update();
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// Check collision with player
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const distance = player.position.distanceTo(coin.position);
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if (distance < 0.8) {
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// Collect coin
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scene.remove(coin);
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coins.splice(index, 1);
|
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score += 10;
|
||||
updateUI();
|
||||
|
||||
// Create new coin
|
||||
createCoins(1);
|
||||
if (coin.checkCollisionWithPlayer(this.player.getPosition())) {
|
||||
coin.remove();
|
||||
this.coins.splice(index, 1);
|
||||
this.score += 10;
|
||||
this.updateUI();
|
||||
this.createCoins(1);
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
// Update obstacles
|
||||
function updateObstacles() {
|
||||
if (!gameActive) return;
|
||||
updateObstacles() {
|
||||
if (!this.gameActive) return;
|
||||
|
||||
obstacles.forEach(obstacle => {
|
||||
// Move obstacle
|
||||
obstacle.position.add(obstacle.userData.direction);
|
||||
this.obstacles.forEach(obstacle => {
|
||||
obstacle.update();
|
||||
|
||||
// Bounce off boundaries
|
||||
const boundary = groundSize / 2 - 1;
|
||||
if (Math.abs(obstacle.position.x) > boundary) {
|
||||
obstacle.userData.direction.x *= -1;
|
||||
}
|
||||
if (Math.abs(obstacle.position.z) > boundary) {
|
||||
obstacle.userData.direction.z *= -1;
|
||||
}
|
||||
if (obstacle.checkCollisionWithPlayer(this.player.getPosition())) {
|
||||
this.health -= 1;
|
||||
this.updateUI();
|
||||
this.player.handleCollision(obstacle.getPosition());
|
||||
|
||||
// Check collision with player
|
||||
const distance = player.position.distanceTo(obstacle.position);
|
||||
if (distance < 1.5) {
|
||||
health -= 1;
|
||||
updateUI();
|
||||
|
||||
// Push player away (only on X and Z axis, keep Y constant)
|
||||
const pushDirection = player.position.clone().sub(obstacle.position);
|
||||
pushDirection.y = 0; // Keep player on ground level
|
||||
pushDirection.normalize();
|
||||
player.position.add(pushDirection.multiplyScalar(0.3));
|
||||
player.position.y = 0.5; // Ensure player stays at ground level
|
||||
|
||||
// Check game over
|
||||
if (health <= 0) {
|
||||
gameOver();
|
||||
if (this.health <= 0) {
|
||||
this.gameOver();
|
||||
}
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
// Update UI
|
||||
function updateUI() {
|
||||
document.getElementById('score').textContent = score;
|
||||
document.getElementById('health').textContent = Math.max(0, health);
|
||||
updateCamera() {
|
||||
const playerPos = this.player.getPosition();
|
||||
this.camera.position.x = playerPos.x;
|
||||
this.camera.position.z = playerPos.z + 15;
|
||||
this.camera.lookAt(playerPos);
|
||||
}
|
||||
|
||||
// Game over
|
||||
function gameOver() {
|
||||
gameActive = false;
|
||||
document.getElementById('finalScore').textContent = score;
|
||||
updateUI() {
|
||||
document.getElementById('score').textContent = this.score;
|
||||
document.getElementById('health').textContent = Math.max(0, this.health);
|
||||
}
|
||||
|
||||
gameOver() {
|
||||
this.gameActive = false;
|
||||
document.getElementById('finalScore').textContent = this.score;
|
||||
document.getElementById('gameOver').style.display = 'block';
|
||||
}
|
||||
|
||||
// Restart game
|
||||
function restartGame() {
|
||||
restart() {
|
||||
// Remove all coins and obstacles
|
||||
coins.forEach(coin => scene.remove(coin));
|
||||
obstacles.forEach(obstacle => scene.remove(obstacle));
|
||||
coins = [];
|
||||
obstacles = [];
|
||||
this.coins.forEach(coin => coin.remove());
|
||||
this.obstacles.forEach(obstacle => obstacle.remove());
|
||||
this.coins = [];
|
||||
this.obstacles = [];
|
||||
|
||||
// Reset player
|
||||
player.position.set(0, 0.5, 0);
|
||||
player.rotation.y = 0;
|
||||
this.player.reset();
|
||||
|
||||
// Reset game state
|
||||
score = 0;
|
||||
health = 100;
|
||||
gameActive = true;
|
||||
this.score = 0;
|
||||
this.health = 100;
|
||||
this.gameActive = true;
|
||||
|
||||
// Recreate game objects
|
||||
createCoins(10);
|
||||
createObstacles(8);
|
||||
this.createGameObjects();
|
||||
|
||||
// Hide game over screen
|
||||
document.getElementById('gameOver').style.display = 'none';
|
||||
updateUI();
|
||||
this.updateUI();
|
||||
}
|
||||
|
||||
// Handle window resize
|
||||
function onWindowResize() {
|
||||
camera.aspect = window.innerWidth / window.innerHeight;
|
||||
camera.updateProjectionMatrix();
|
||||
renderer.setSize(window.innerWidth, window.innerHeight);
|
||||
onWindowResize() {
|
||||
this.camera.aspect = window.innerWidth / window.innerHeight;
|
||||
this.camera.updateProjectionMatrix();
|
||||
this.renderer.setSize(window.innerWidth, window.innerHeight);
|
||||
}
|
||||
|
||||
// Animation loop
|
||||
function animate() {
|
||||
requestAnimationFrame(animate);
|
||||
animate() {
|
||||
requestAnimationFrame(() => this.animate());
|
||||
|
||||
updatePlayer();
|
||||
updateCoins();
|
||||
updateObstacles();
|
||||
this.updatePlayer();
|
||||
this.updateCoins();
|
||||
this.updateObstacles();
|
||||
this.updateCamera();
|
||||
|
||||
// Camera follows player
|
||||
camera.position.x = player.position.x;
|
||||
camera.position.z = player.position.z + 15;
|
||||
camera.lookAt(player.position);
|
||||
|
||||
renderer.render(scene, camera);
|
||||
this.renderer.render(this.scene, this.camera);
|
||||
}
|
||||
}
|
||||
|
||||
// Start the game
|
||||
init();
|
||||
const game = new Game();
|
||||
</script>
|
||||
</body>
|
||||
</html>
|
||||
Loading…
Add table
Add a link
Reference in a new issue