Initial game from internet: understood the logic and base, just made it svelte and 5 lanes
This commit is contained in:
198
src/App.svelte
Normal file
198
src/App.svelte
Normal file
@@ -0,0 +1,198 @@
|
||||
<script>
|
||||
//@ts-nocheck - to stop annoying red lines of typescript check
|
||||
|
||||
import { onMount, onDestroy } from "svelte";
|
||||
//onMount - do this the second the component appears on screen
|
||||
//onDestroy - clean up after losing
|
||||
import * as THREE from "three";
|
||||
|
||||
//config for physics
|
||||
const CONFIG = {
|
||||
lane: 2.5, //distance between the lanes
|
||||
jump: 0.35, //jump hight
|
||||
grav: 0.015, //how fast to land after jump
|
||||
speed: 0.3 //how fast world is moving towards us
|
||||
//typically in infinite runner games the environment is moving, not the player as it may seem
|
||||
};
|
||||
|
||||
//variables to track the current state of the game
|
||||
let score = 0;
|
||||
let isPlaying = false;
|
||||
let gameOver = false;
|
||||
let startScreen = true;
|
||||
|
||||
//player position variables
|
||||
let lane = 0; //target lane (-2 to 2 for 5 lanes)
|
||||
let currX = 0; //actual X position used for smooth transition
|
||||
let isJumping = false;
|
||||
let jumpV = 0; //Jump velocity
|
||||
let playerY = 0; //height off the ground
|
||||
|
||||
//making the scene
|
||||
let container, canvas, scene, camera, renderer, player, floor;
|
||||
let worldObjects = [];
|
||||
let resizeObserver;
|
||||
|
||||
function init(){
|
||||
// Creating the universe
|
||||
scene = new THREE.Scene();
|
||||
|
||||
//Setup the field of view, aspect ration, near plane, far plane
|
||||
camera = new THREE.PerspectiveCamera(60, 1, 0.1, 1000);
|
||||
camera.position.set(0, 5, 10); //put the camera from the back of the player
|
||||
camera.lookAt(0, 0, -5);
|
||||
|
||||
renderer = new THREE.WebGLRenderer({canvas, antialias: true}); //antialias makes edges smooth
|
||||
renderer.setPixelRatio(window.devicePixelRatio);
|
||||
|
||||
//adding lights to the scene
|
||||
scene.add(new THREE.AmbientLight(0xffffff, 0.8)); //soft general light
|
||||
const sun = new THREE.DirectionalLight(0xffffff, 1);
|
||||
sun.position.set(5, 10, 7); //light from the side
|
||||
scene.add(sun);
|
||||
|
||||
//build the ground
|
||||
const floorGeo = new THREE.PlaneGeometry(100, 2000);
|
||||
floor = new THREE.Mesh(floorGeo, new THREE.MeshStandardMaterial({ color: 0x222222 }));
|
||||
floor.rotation.x = -Math.PI /2; //so it is horizontal plane
|
||||
scene.add(floor);
|
||||
|
||||
//to prevent game ratio from looking stretched when you resize the window
|
||||
resizeObserver = new ResizeObserver(()=>{
|
||||
const {width, height} = container.getBoundingClientRect();
|
||||
renderer.setSize(width, height);
|
||||
camera.aspect = width / height;
|
||||
camera.updateProjectionMatrix();
|
||||
});
|
||||
resizeObserver.observe(container);
|
||||
}
|
||||
|
||||
function update() {
|
||||
if(!isPlaying || gameOver) return; //if paused or lost, do nothing
|
||||
score++; //points for surviving longer
|
||||
|
||||
//for smooth movement
|
||||
//move 15% of the way every frame to switch to new lane
|
||||
currX += (lane * CONFIG.lane - currX) * 0.15;
|
||||
if (player) player.position.x = currX;
|
||||
|
||||
//Jumping math
|
||||
if (isJumping) {
|
||||
jumpV -= CONFIG.grav; //gravity pulls velocity down
|
||||
playerY += jumpV; //Velocity moves the player
|
||||
if (playerY <= 0){ //hit the ground
|
||||
playerY = 0;
|
||||
isJumping = false;
|
||||
}
|
||||
if(player) player.position.y = playerY;
|
||||
}
|
||||
|
||||
//obstacle movement & collision
|
||||
worldObjects = worldObjects
|
||||
.map(obj => {
|
||||
//move
|
||||
obj.mesh.position.z += CONFIG.speed;
|
||||
|
||||
//detect collision
|
||||
if ( //to see if we are close to the object
|
||||
Math.abs(obj.mesh.position.z) < 0.8 &&
|
||||
obj.lane === lane &&
|
||||
playerY < 1
|
||||
) {
|
||||
isPlaying = false;
|
||||
gameOver = true;
|
||||
}
|
||||
return obj;
|
||||
})
|
||||
.filter(obj => {
|
||||
//delete obstacles behind us
|
||||
const keep = obj.mesh.position.z <= 15;
|
||||
if(!keep) scene.remove(obj.mesh);
|
||||
return keep;
|
||||
});
|
||||
// spawn new obstacles every 30 frames
|
||||
if (score % 30 === 0) spawn();
|
||||
}
|
||||
|
||||
function spawn(){
|
||||
// choose a random lane btw -2 and 2
|
||||
const l = Math.floor(Math.random() * 5) - 2;
|
||||
const mesh = new THREE.Mesh(
|
||||
new THREE.BoxGeometry(1.5, 1.5, 1.5),
|
||||
new THREE.MeshStandardMaterial({ color: 0x00fff2 })
|
||||
);
|
||||
mesh.position.set(l * CONFIG.lane, 0.75, -100); //start far
|
||||
scene.add(mesh);
|
||||
worldObjects.push({ mesh, lane: l});
|
||||
}
|
||||
|
||||
function startGame(){
|
||||
//clear old obstacles
|
||||
worldObjects.map(obj => scene.remove(obj.mesh));
|
||||
worldObjects = [];
|
||||
|
||||
//creating the player CUBE for now
|
||||
if (player) scene.remove(player);
|
||||
player = new THREE.Group();
|
||||
player.add(new THREE.Mesh(new THREE.BoxGeometry(1, 1, 1), new THREE.MeshStandardMaterial({ color: 0xffffff })));
|
||||
scene.add(player);
|
||||
|
||||
//Resey all variables
|
||||
score = 0; lane = 0; playerY = 0; currX = 0; isJumping = false;
|
||||
startScreen = false; gameOver = false; isPlaying = true;
|
||||
}
|
||||
|
||||
onMount(() => {
|
||||
init(); //build the world
|
||||
|
||||
//the loop of rendering, updating, repeating
|
||||
const loop = () => {
|
||||
requestAnimationFrame(loop);
|
||||
update();
|
||||
renderer.render(scene, camera);
|
||||
};
|
||||
loop();
|
||||
|
||||
//listening to keys
|
||||
window.addEventListener("keydown", (e) => {
|
||||
if(!isPlaying) return;
|
||||
if (e.key === "ArrowLeft" && lane > -2) lane--;
|
||||
if (e.key === "ArrowRight" && lane < 2) lane ++;
|
||||
if ((e.key === " " || e.key === "ArrowUp") && !isJumping) {
|
||||
isJumping = true;
|
||||
jumpV = CONFIG.jump;
|
||||
}
|
||||
});
|
||||
});
|
||||
|
||||
onDestroy(() => resizeObserver?.disconnect()); //disconnect resizeobserver so it doesn;t leak memory adn cpu
|
||||
|
||||
</script>
|
||||
|
||||
<style>
|
||||
/* Make the game full screen */
|
||||
:global(body, html) { margin: 0; padding: 0; height: 100%; overflow: hidden; background: #000; }
|
||||
#wrapper { position: absolute; inset: 0; display: flex; align-items: center; justify-content: center; }
|
||||
canvas { width: 100% !important; height: 100% !important; display: block; }
|
||||
|
||||
/* The UI Overlay */
|
||||
.ui { position: absolute; inset: 0; pointer-events: none; color: white; text-align: center; font-family: sans-serif; }
|
||||
.modal { pointer-events: auto; background: rgba(0,0,0,0.9); padding: 40px; border-radius: 20px; margin-top: 20vh;}
|
||||
button { padding: 15px 40px; background: #00fff2; border: none; cursor: pointer; font-weight: bold; }
|
||||
</style>
|
||||
|
||||
<div id="wrapper" bind:this={container}>
|
||||
<canvas bind:this={canvas}></canvas>
|
||||
|
||||
<div class="ui">
|
||||
<div style="font-size: 2rem; margin-top: 20px;">{score}</div>
|
||||
|
||||
{#if startScreen || gameOver}
|
||||
<div class="modal">
|
||||
<h1>{gameOver ? 'GAME OVER' : 'CUBE RUNNER'}</h1>
|
||||
<p>{gameOver ? 'Final Score: ' + score : 'Arrows to Move • Space to Jump'}</p>
|
||||
<button on:click={startGame}>{gameOver ? 'RETRY' : 'START'}</button>
|
||||
</div>
|
||||
{/if}
|
||||
</div>
|
||||
</div>
|
||||
Reference in New Issue
Block a user