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jenga-game.html
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jenga-game.html
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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0, minimum-scale=1.0, maximum-scale=1.0, user-scalable=no, viewport-fit=cover" />
<meta http-equiv="X-UA-Compatible" content="ie=edge" />
<title>Jenga Game</title>
<link rel="stylesheet" href="/css/examples.css?ver=1.0.0" />
<script src="/js/examples.js?ver=1.0.0"></script>
<script src="/lib/phaser.min.js"></script>
<script src="/lib/enable3d.phaserExtension.0.19.1.min.js"></script>
</head>
<body>
<script>
const { enable3d, Scene3D, Canvas, THREE } = ENABLE3D
class MainScene extends Scene3D {
constructor() {
super({ key: 'MainScene' })
}
init() {
this.requestThirdDimension()
this.selected = null
this.mousePosition = new THREE.Vector3()
this.blockOffset = new THREE.Vector3()
this.prev == { x: 0, y: 0 }
}
create() {
this.accessThirdDimension({ gravity: { x: 0, y: -20, z: 0 } })
this.third.warpSpeed('-orbitControls')
this.third.camera.position.set(-8, 8, 8)
this.third.camera.lookAt(0, 2, 0)
const blocks = []
const addTower = () => {
const material = this.third.add.material({ lambert: { color: 'chocolate' } })
for (let i = 0; i < 12; i++) {
if (i % 2 == 0) {
blocks.push(
this.third.physics.add.box({ y: i * 0.85, z: -1.3, width: 4, height: 0.65 }, { custom: material }),
this.third.physics.add.box({ y: i * 0.85, z: 0, width: 4, height: 0.65 }, { custom: material }),
this.third.physics.add.box({ y: i * 0.85, z: 1.3, width: 4, height: 0.65 }, { custom: material })
)
} else {
blocks.push(
this.third.physics.add.box({ y: i * 0.85, x: -1.3, depth: 4, height: 0.65 }, { custom: material }),
this.third.physics.add.box({ y: i * 0.85, x: 0, depth: 4, height: 0.65 }, { custom: material }),
this.third.physics.add.box({ y: i * 0.85, x: 1.3, depth: 4, height: 0.65 }, { custom: material })
)
}
}
blocks.forEach(block => {
block.body.setFriction(0.8)
})
}
addTower()
const raycaster = new THREE.Raycaster()
this.input.on('pointerdown', () => {
const { x, y } = this.getPointer()
raycaster.setFromCamera({ x, y }, this.third.camera)
const intersection = raycaster.intersectObjects(blocks)
if (intersection.length > 0) {
const block = intersection[0].object
this.selected = block
this.selected?.body.setCollisionFlags(2)
this.mousePosition.copy(intersection[0].point)
this.blockOffset.subVectors(this.selected.position, this.mousePosition)
}
this.prev = { x, y }
})
this.input.on('pointerup', () => {
this.selected?.body.setCollisionFlags(0)
this.selected = null
})
}
getPointer() {
// calculate mouse position in normalized device coordinates
// (-1 to +1) for both components
const pointer = this.input.activePointer
const x = (pointer.x / this.cameras.main.width) * 2 - 1
const y = -(pointer.y / this.cameras.main.height) * 2 + 1
return { x, y }
}
update() {
if (this.selected?.body.getCollisionFlags() === 2) {
const { x, y } = this.getPointer()
const speed = 5
const movementX = (x - this.prev.x) * speed
const movementZ = (y - this.prev.y) * -speed
// since the scene has a rotation of -Math.PI / 4,
// we adjust the movement by -Math.PI / 4
const v3 = new THREE.Vector3(movementX, 0, movementZ)
v3.applyAxisAngle(new THREE.Vector3(0, 1, 0), -Math.PI / 4)
this.selected.position.x += v3.x
this.selected.position.y += v3.y
this.selected.position.z += v3.z
this.selected.body.needUpdate = true
this.prev = { x, y }
}
}
}
const config = {
type: Phaser.WEBGL,
scale: {
mode: Phaser.Scale.FIT,
autoCenter: Phaser.Scale.CENTER_BOTH,
width: window.innerWidth * Math.max(1, window.devicePixelRatio / 2),
height: window.innerHeight * Math.max(1, window.devicePixelRatio / 2)
},
scene: [MainScene],
...Canvas()
}
window.addEventListener('load', () => {
enable3d(() => new Phaser.Game(config)).withPhysics('/lib')
})
</script>
</body>
</html>