Initial game from internet: understood the logic and base, just made it svelte and 5 lanes

This commit is contained in:
Mak
2026-04-22 22:46:46 +09:00
commit df887cd7fc
18 changed files with 1834 additions and 0 deletions

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# Logs
logs
*.log
npm-debug.log*
yarn-debug.log*
yarn-error.log*
pnpm-debug.log*
lerna-debug.log*
node_modules
dist
dist-ssr
*.local
# Editor directories and files
.vscode/*
!.vscode/extensions.json
.idea
.DS_Store
*.suo
*.ntvs*
*.njsproj
*.sln
*.sw?

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{
"recommendations": ["svelte.svelte-vscode"]
}

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# Svelte + Vite
This template should help get you started developing with Svelte in Vite.
## Recommended IDE Setup
[VS Code](https://code.visualstudio.com/) + [Svelte](https://marketplace.visualstudio.com/items?itemName=svelte.svelte-vscode).
## Need an official Svelte framework?
Check out [SvelteKit](https://github.com/sveltejs/kit#readme), which is also powered by Vite. Deploy anywhere with its serverless-first approach and adapt to various platforms, with out of the box support for TypeScript, SCSS, and Less, and easily-added support for mdsvex, GraphQL, PostCSS, Tailwind CSS, and more.
## Technical considerations
**Why use this over SvelteKit?**
- It brings its own routing solution which might not be preferable for some users.
- It is first and foremost a framework that just happens to use Vite under the hood, not a Vite app.
This template contains as little as possible to get started with Vite + Svelte, while taking into account the developer experience with regards to HMR and intellisense. It demonstrates capabilities on par with the other `create-vite` templates and is a good starting point for beginners dipping their toes into a Vite + Svelte project.
Should you later need the extended capabilities and extensibility provided by SvelteKit, the template has been structured similarly to SvelteKit so that it is easy to migrate.
**Why include `.vscode/extensions.json`?**
Other templates indirectly recommend extensions via the README, but this file allows VS Code to prompt the user to install the recommended extension upon opening the project.
**Why enable `checkJs` in the JS template?**
It is likely that most cases of changing variable types in runtime are likely to be accidental, rather than deliberate. This provides advanced typechecking out of the box. Should you like to take advantage of the dynamically-typed nature of JavaScript, it is trivial to change the configuration.
**Why is HMR not preserving my local component state?**
HMR state preservation comes with a number of gotchas! It has been disabled by default in both `svelte-hmr` and `@sveltejs/vite-plugin-svelte` due to its often surprising behavior. You can read the details [here](https://github.com/sveltejs/svelte-hmr/tree/master/packages/svelte-hmr#preservation-of-local-state).
If you have state that's important to retain within a component, consider creating an external store which would not be replaced by HMR.
```js
// store.js
// An extremely simple external store
import { writable } from 'svelte/store'
export default writable(0)
```

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<!doctype html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<link rel="icon" type="image/svg+xml" href="/favicon.svg" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>neurorunner</title>
</head>
<body>
<div id="app"></div>
<script type="module" src="/src/main.js"></script>
</body>
</html>

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{
"compilerOptions": {
"moduleResolution": "bundler",
"target": "ESNext",
"module": "ESNext",
/**
* svelte-preprocess cannot figure out whether you have
* a value or a type, so tell TypeScript to enforce using
* `import type` instead of `import` for Types.
*/
"verbatimModuleSyntax": true,
"isolatedModules": true,
"resolveJsonModule": true,
/**
* To have warnings / errors of the Svelte compiler at the
* correct position, enable source maps by default.
*/
"sourceMap": true,
"esModuleInterop": true,
"types": ["vite/client"],
"skipLibCheck": true,
/**
* Typecheck JS in `.svelte` and `.js` files by default.
* Disable this if you'd like to use dynamic types.
*/
"checkJs": true
},
/**
* Use global.d.ts instead of compilerOptions.types
* to avoid limiting type declarations.
*/
"include": ["src/**/*.d.ts", "src/**/*.js", "src/**/*.svelte"]
}

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{
"name": "neurorunner",
"private": true,
"version": "0.0.0",
"type": "module",
"scripts": {
"dev": "vite",
"build": "vite build",
"preview": "vite preview"
},
"devDependencies": {
"@sveltejs/vite-plugin-svelte": "^7.0.0",
"svelte": "^5.55.4",
"vite": "^8.0.9"
},
"dependencies": {
"three": "^0.184.0"
}
}

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<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>

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:root {
--text: #6b6375;
--text-h: #08060d;
--bg: #fff;
--border: #e5e4e7;
--code-bg: #f4f3ec;
--accent: #aa3bff;
--accent-bg: rgba(170, 59, 255, 0.1);
--accent-border: rgba(170, 59, 255, 0.5);
--social-bg: rgba(244, 243, 236, 0.5);
--shadow:
rgba(0, 0, 0, 0.1) 0 10px 15px -3px, rgba(0, 0, 0, 0.05) 0 4px 6px -2px;
--sans: system-ui, 'Segoe UI', Roboto, sans-serif;
--heading: system-ui, 'Segoe UI', Roboto, sans-serif;
--mono: ui-monospace, Consolas, monospace;
font: 18px/145% var(--sans);
letter-spacing: 0.18px;
color-scheme: light dark;
color: var(--text);
background: var(--bg);
font-synthesis: none;
text-rendering: optimizeLegibility;
-webkit-font-smoothing: antialiased;
-moz-osx-font-smoothing: grayscale;
@media (max-width: 1024px) {
font-size: 16px;
}
}
@media (prefers-color-scheme: dark) {
:root {
--text: #9ca3af;
--text-h: #f3f4f6;
--bg: #16171d;
--border: #2e303a;
--code-bg: #1f2028;
--accent: #c084fc;
--accent-bg: rgba(192, 132, 252, 0.15);
--accent-border: rgba(192, 132, 252, 0.5);
--social-bg: rgba(47, 48, 58, 0.5);
--shadow:
rgba(0, 0, 0, 0.4) 0 10px 15px -3px, rgba(0, 0, 0, 0.25) 0 4px 6px -2px;
}
#social .button-icon {
filter: invert(1) brightness(2);
}
}
body {
margin: 0;
}
h1,
h2 {
font-family: var(--heading);
font-weight: 500;
color: var(--text-h);
}
h1 {
font-size: 56px;
letter-spacing: -1.68px;
margin: 32px 0;
@media (max-width: 1024px) {
font-size: 36px;
margin: 20px 0;
}
}
h2 {
font-size: 24px;
line-height: 118%;
letter-spacing: -0.24px;
margin: 0 0 8px;
@media (max-width: 1024px) {
font-size: 20px;
}
}
p {
margin: 0;
}
code,
.counter {
font-family: var(--mono);
display: inline-flex;
border-radius: 4px;
color: var(--text-h);
}
code {
font-size: 15px;
line-height: 135%;
padding: 4px 8px;
background: var(--code-bg);
}
.counter {
font-size: 16px;
padding: 5px 10px;
border-radius: 5px;
color: var(--accent);
background: var(--accent-bg);
border: 2px solid transparent;
transition: border-color 0.3s;
margin-bottom: 24px;
&:hover {
border-color: var(--accent-border);
}
&:focus-visible {
outline: 2px solid var(--accent);
outline-offset: 2px;
}
}
.hero {
position: relative;
.base,
.framework,
.vite {
inset-inline: 0;
margin: 0 auto;
}
.base {
width: 170px;
position: relative;
z-index: 0;
}
.framework,
.vite {
position: absolute;
}
.framework {
z-index: 1;
top: 34px;
height: 28px;
transform: perspective(2000px) rotateZ(300deg) rotateX(44deg) rotateY(39deg)
scale(1.4);
}
.vite {
z-index: 0;
top: 107px;
height: 26px;
width: auto;
transform: perspective(2000px) rotateZ(300deg) rotateX(40deg) rotateY(39deg)
scale(0.8);
}
}
#app {
width: 1126px;
max-width: 100%;
margin: 0 auto;
text-align: center;
border-inline: 1px solid var(--border);
min-height: 100svh;
display: flex;
flex-direction: column;
box-sizing: border-box;
}
#center {
display: flex;
flex-direction: column;
gap: 25px;
place-content: center;
place-items: center;
flex-grow: 1;
@media (max-width: 1024px) {
padding: 32px 20px 24px;
gap: 18px;
}
}
#next-steps {
display: flex;
border-top: 1px solid var(--border);
text-align: left;
& > div {
flex: 1 1 0;
padding: 32px;
@media (max-width: 1024px) {
padding: 24px 20px;
}
}
.icon {
margin-bottom: 16px;
width: 22px;
height: 22px;
}
@media (max-width: 1024px) {
flex-direction: column;
text-align: center;
}
}
#docs {
border-right: 1px solid var(--border);
@media (max-width: 1024px) {
border-right: none;
border-bottom: 1px solid var(--border);
}
}
#next-steps ul {
list-style: none;
padding: 0;
display: flex;
gap: 8px;
margin: 32px 0 0;
.logo {
height: 18px;
}
a {
color: var(--text-h);
font-size: 16px;
border-radius: 6px;
background: var(--social-bg);
display: flex;
padding: 6px 12px;
align-items: center;
gap: 8px;
text-decoration: none;
transition: box-shadow 0.3s;
&:hover {
box-shadow: var(--shadow);
}
.button-icon {
height: 18px;
width: 18px;
}
}
@media (max-width: 1024px) {
margin-top: 20px;
flex-wrap: wrap;
justify-content: center;
li {
flex: 1 1 calc(50% - 8px);
}
a {
width: 100%;
justify-content: center;
box-sizing: border-box;
}
}
}
#spacer {
height: 88px;
border-top: 1px solid var(--border);
@media (max-width: 1024px) {
height: 48px;
}
}
.ticks {
position: relative;
width: 100%;
&::before,
&::after {
content: '';
position: absolute;
top: -4.5px;
border: 5px solid transparent;
}
&::before {
left: 0;
border-left-color: var(--border);
}
&::after {
right: 0;
border-right-color: var(--border);
}
}

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<svg xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink" aria-hidden="true" role="img" class="iconify iconify--logos" width="26.6" height="32" preserveAspectRatio="xMidYMid meet" viewBox="0 0 256 308"><path fill="#FF3E00" d="M239.682 40.707C211.113-.182 154.69-12.301 113.895 13.69L42.247 59.356a82.198 82.198 0 0 0-37.135 55.056a86.566 86.566 0 0 0 8.536 55.576a82.425 82.425 0 0 0-12.296 30.719a87.596 87.596 0 0 0 14.964 66.244c28.574 40.893 84.997 53.007 125.787 27.016l71.648-45.664a82.182 82.182 0 0 0 37.135-55.057a86.601 86.601 0 0 0-8.53-55.577a82.409 82.409 0 0 0 12.29-30.718a87.573 87.573 0 0 0-14.963-66.244"></path><path fill="#FFF" d="M106.889 270.841c-23.102 6.007-47.497-3.036-61.103-22.648a52.685 52.685 0 0 1-9.003-39.85a49.978 49.978 0 0 1 1.713-6.693l1.35-4.115l3.671 2.697a92.447 92.447 0 0 0 28.036 14.007l2.663.808l-.245 2.659a16.067 16.067 0 0 0 2.89 10.656a17.143 17.143 0 0 0 18.397 6.828a15.786 15.786 0 0 0 4.403-1.935l71.67-45.672a14.922 14.922 0 0 0 6.734-9.977a15.923 15.923 0 0 0-2.713-12.011a17.156 17.156 0 0 0-18.404-6.832a15.78 15.78 0 0 0-4.396 1.933l-27.35 17.434a52.298 52.298 0 0 1-14.553 6.391c-23.101 6.007-47.497-3.036-61.101-22.649a52.681 52.681 0 0 1-9.004-39.849a49.428 49.428 0 0 1 22.34-33.114l71.664-45.677a52.218 52.218 0 0 1 14.563-6.398c23.101-6.007 47.497 3.036 61.101 22.648a52.685 52.685 0 0 1 9.004 39.85a50.559 50.559 0 0 1-1.713 6.692l-1.35 4.116l-3.67-2.693a92.373 92.373 0 0 0-28.037-14.013l-2.664-.809l.246-2.658a16.099 16.099 0 0 0-2.89-10.656a17.143 17.143 0 0 0-18.398-6.828a15.786 15.786 0 0 0-4.402 1.935l-71.67 45.674a14.898 14.898 0 0 0-6.73 9.975a15.9 15.9 0 0 0 2.709 12.012a17.156 17.156 0 0 0 18.404 6.832a15.841 15.841 0 0 0 4.402-1.935l27.345-17.427a52.147 52.147 0 0 1 14.552-6.397c23.101-6.006 47.497 3.037 61.102 22.65a52.681 52.681 0 0 1 9.003 39.848a49.453 49.453 0 0 1-22.34 33.12l-71.664 45.673a52.218 52.218 0 0 1-14.563 6.398"></path></svg>

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<script>
let count = $state(0)
</script>
<button class="counter" onclick={() => count++}>Count is {count}</button>

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import { mount } from 'svelte'
import './app.css'
import App from './App.svelte'
const app = mount(App, {
target: document.getElementById('app'),
})
export default app

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/** @type {import("@sveltejs/vite-plugin-svelte").SvelteConfig} */
export default {}

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import { defineConfig } from 'vite'
import { svelte } from '@sveltejs/vite-plugin-svelte'
// https://vite.dev/config/
export default defineConfig({
plugins: [svelte()],
})