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wall.js
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wall.js
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var speedwall=0;
function initBuffers_wall(gl)
{
// Create a buffer for the cube's vertex positions.
const positionBuffer = gl.createBuffer();
// Select the positionBuffer as the one to apply buffer
// operations to from here out.
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
// gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
// Now create an array of positions for the cube.
const positions = [
//-1.0, -1.0, 1.0,
//1.0, -1.0, 1.0,
//1.0, 1.0, 1.0,
//-1.0, 1.0, 1.0,
// Back face
//-1.0, -1.0, -1.0,
//-1.0, 1.0, -1.0,
//1.0, 1.0, -1.0,
//1.0, -1.0, -1.0,
// Top face
-3.0, 3000.0, -3.0,
-3.0, 3000.0, 3.0,
3.0, 3000.0, 3.0,
3.0, 3000.0, -3.0,
// Bottom face
-3.0, -1.0, -3.0,
3.0, -1.0, -3.0,
3.0, -1.0, 3.0,
-3.0, -1.0, 3.0,
// Right face
3.0, -3.0, -1.0,
3.0, 3.0, -1.0,
3.0, 3.0, 1.0,
3.0, -3.0, 1.0,
// Left face
-3.0, -3.0, -1.0,
-3.0, -3.0, 1.0,
-3.0, 3.0, 1.0,
-3.0, 3.0, -1.0,
];
// Now pass the list of positions into WebGL to build the
// shape. We do this by creating a Float32Array from the
// JavaScript array, then use it to fill the current buffer.
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions),
gl.STATIC_DRAW);
const textureCoordBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, textureCoordBuffer);
const textureCoordinates = [
// Front
//0.0, 0.0,
//1.0, 0.0,
//1.0, 1.0,
//0.0, 1.0,
// Back
//0.0, 0.0,
//1.0, 0.0,
//1.0, 1.0,
//0.0, 1.0,
// Top
0.0, 0.0,
1.0, 0.0,
1.0, 1.0,
0.0, 1.0,
// Bottom
0.0, 0.0,
1.0, 0.0,
1.0, 1.0,
0.0, 1.0,
0.0, 0.0,
1.0, 0.0,
1.0, 1.0,
0.0, 1.0,
// Bottom
0.0, 0.0,
1.0, 0.0,
1.0, 1.0,
0.0, 1.0,
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(textureCoordinates),gl.STATIC_DRAW);
const normalBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, normalBuffer);
const vertexNormals = [
// Front
//0.0, 0.0, 1.0,
//0.0, 0.0, 1.0,
//0.0, 0.0, 1.0,
//0.0, 0.0, 1.0,
// Back
//0.0, 0.0, -1.0,
//0.0, 0.0, -1.0,
//0.0, 0.0, -1.0,
//0.0, 0.0, -1.0,
// Top
0.0, 1.0, 0.0,
0.0, 1.0, 0.0,
0.0, 1.0, 0.0,
0.0, 1.0, 0.0,
// Bottom
0.0, -1.0, 0.0,
0.0, -1.0, 0.0,
0.0, -1.0, 0.0,
0.0, -1.0, 0.0,
// Right
1.0, 0.0, 0.0,
1.0, 0.0, 0.0,
1.0, 0.0, 0.0,
1.0, 0.0, 0.0,
// Left
-1.0, 0.0, 0.0,
-1.0, 0.0, 0.0,
-1.0, 0.0, 0.0,
-1.0, 0.0, 0.0
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertexNormals),
gl.STATIC_DRAW);
// Now set up the colors for the faces. We'll use solid colors
// for each face.
// // Build the element array buffer; this specifies the indices
// // into the vertex arrays for each face's vertices.
const indexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
// This array defines each face as two triangles, using the
// indices into the vertex array to specify each triangle's
// position.
const indices = [
0, 1, 2, 0, 2, 3, // front
4, 5, 6, 4, 6, 7, // back
8, 9, 10, 8, 10, 11, // top
12, 13, 14, 12, 14, 15, // bottom
//16, 17, 18, 16, 18, 19, // right
//20, 21, 22, 20, 22, 23,
];
// for(var i=1;i<=200;i++)
// {
// for(var j=1;j<=48;j++)
// {
// indices.push(i*32+indices[j-1]);
// }
//}
// Now send the element array to GL
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER,
new Uint16Array(indices), gl.STATIC_DRAW);
return {
position: positionBuffer,
normal: normalBuffer,
textureCoord: textureCoordBuffer,
indices: indexBuffer,
};
}
//var frotate_tunnel=0;
//var jj=0.0;
function drawScene_wall(gl, programInfo, buffers, deltaTime,now,score,lives,texture)
{
speedwall +=an;
if(score%100==0)
{
flag_periodic=1-flag_periodic;
}
ctx.font = "22px Arial";
ctx.fillStyle = "#000000";
var level =parseInt(score/500);
ctx.clearRect(0, 0, ctx.canvas.width, ctx.canvas.height);
ctx.fillText("Score:" + score + " Lives:" + lives + " Level:" + level, 29, 40);
score++;
if(score%1000==0)
flag_rotate=1-flag_rotate;
if(level==8)
{alert("YOU WON, Click OK to play the game again!");
document.location.reload();}
gl.clearColor(27/255,179/255,245/255, 1.0); // Clear to black, fully opaque
gl.clearDepth(1.0); // Clear everything
gl.enable(gl.DEPTH_TEST); // Enable depth testing
gl.depthFunc(gl.LEQUAL); // Near things obscure far things
// Clear the canvas before we start drawing on it.
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
// Create a perspective matrix, a special matrix that is
// used to simulate the distortion of perspective in a camera.
// Our field of view is 45 degrees, with a width/height
// ratio that matches the display size of the canvas
// and we only want to see objects between 0.1 units
// and 100 units away from the camera.
const fieldOfView = 45 * Math.PI / 180; // in radians
const aspect = gl.canvas.clientWidth / gl.canvas.clientHeight;
const zNear = 0.1;
const zFar = 100.0;
const projectionMatrix = mat4.create();
// note: glmatrix.js always has the first argument
// as the destination to receive the result.
mat4.perspective(projectionMatrix,fieldOfView,aspect,zNear,zFar);
// Set the drawing position to the "identity" point, which is
// the center of the scene.
//var i;
// extraRotation+=90*Math.PI/180;
// tunnelrotation += i/50 *(45*Math.PI/180;)
for(var i =0;i<1000;i++)
{
var modelViewMatrix = mat4.create();
// Now move the drawing position a bit to where we want to
// start drawing the square.
mat4.translate(modelViewMatrix, // destination matrix
modelViewMatrix, // matrix to translate
[0.0, 0.0, -2*i+speedwall]); // amount to translate
// far_pt=0.8-speedy;
mat4.rotate(modelViewMatrix, // destination matrix
modelViewMatrix, // matrix to rotate
cubeRotation, // amount to rotate in radians
[0, 0, 1]); // axis to rotate around (Z)
//frotate_tunnel+=cubeRotation+extraRotation;
//frotate_tunnel=frotate_tunnel%6;
// Tell WebGL how to pull out the positions from the position
// buffer into the vertexPosition attribute
const normalMatrix = mat4.create();
mat4.invert(normalMatrix, modelViewMatrix);
mat4.transpose(normalMatrix, normalMatrix);
{
const numComponents = 3;
const type = gl.FLOAT;
const normalize = false;
const stride = 0;
const offset = 0;
gl.bindBuffer(gl.ARRAY_BUFFER, buffers.position);
gl.vertexAttribPointer(
programInfo.attribLocations.vertexPosition,
numComponents,
type,
normalize,
stride,
offset);
gl.enableVertexAttribArray(
programInfo.attribLocations.vertexPosition);
}
{
const numComponents = 2;
const type = gl.FLOAT;
const normalize = false;
const stride = 0;
const offset = 0;
gl.bindBuffer(gl.ARRAY_BUFFER, buffers.textureCoord);
gl.vertexAttribPointer(
programInfo.attribLocations.textureCoord,
numComponents,
type,
normalize,
stride,
offset);
gl.enableVertexAttribArray(
programInfo.attribLocations.textureCoord);
}
{
const numComponents = 3;
const type = gl.FLOAT;
const normalize = false;
const stride = 0;
const offset = 0;
gl.bindBuffer(gl.ARRAY_BUFFER, buffers.normal);
gl.vertexAttribPointer(
programInfo.attribLocations.vertexNormal,
numComponents,
type,
normalize,
stride,
offset);
gl.enableVertexAttribArray(
programInfo.attribLocations.vertexNormal);
}
// Tell WebGL which indices to use to index the vertices
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, buffers.indices);
// Tell WebGL to use our program when drawing
gl.useProgram(programInfo.program);
// Set the shader uniforms
gl.uniformMatrix4fv(
programInfo.uniformLocations.projectionMatrix,
false,
projectionMatrix);
gl.uniformMatrix4fv(
programInfo.uniformLocations.modelViewMatrix,
false,
modelViewMatrix);
gl.uniformMatrix4fv(
programInfo.uniformLocations.normalMatrix,
false,
normalMatrix);
// Specify the texture to map onto the faces.
// Tell WebGL we want to affect texture unit 0
gl.activeTexture(gl.TEXTURE0);
// Bind the texture to texture unit 0
gl.bindTexture(gl.TEXTURE_2D, texture);
{
const vertexCount = 24;
const type = gl.UNSIGNED_SHORT;
const offset = 0;
gl.drawElements(gl.TRIANGLES, vertexCount, type, offset);
}
}
return score;
}
//----------------------------------------------------------------------------------------------------------------