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index.html
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<!doctype html>
<html>
<head>
<title>game</title>
</head>
<body style="padding: 0; margin: 0; overflow: hidden;">
<script src="js/three.js"></script>
<script src="js/Utilities.js"></script>
<script src="js/LevelSpecifics.js"></script>
<script src="js/ControlAndMovement.js"></script>
<script src="js/FirstLoad.js"></script>
<script src="js/ForDeath.js"></script>
<script src="js/ForInit.js"></script>
<!-- shaders for level 4 -->
<script id="vertexShader" type="x-shader/x-vertex">
varying vec2 vUv;
void main()
{
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}
</script>
<script id="fragmentShader" type="x-shader/x-vertex">
uniform sampler2D baseTexture;
uniform float baseSpeed;
uniform sampler2D noiseTexture;
uniform float noiseScale;
uniform float alpha;
uniform float time;
varying vec2 vUv;
void main()
{
vec2 uvTimeShift = vUv + vec2( -0.7, 1.5 ) * time * baseSpeed;
vec4 noiseGeneratorTimeShift = texture2D( noiseTexture, uvTimeShift );
vec2 uvNoiseTimeShift = vUv + noiseScale * vec2( noiseGeneratorTimeShift.r, noiseGeneratorTimeShift.b );
vec4 baseColor = texture2D( baseTexture, uvNoiseTimeShift );
baseColor.a = alpha;
gl_FragColor = baseColor;
}
</script>
<script>
// essential
var camera, scene, renderer, sound;
var soundInitialized = false;
var time;
var controlsActive = false;
var inGame = false;
var toDispose = [];
var toRemove = [];
var everythingLoaded;
// for levels
var numberOfLevels = 5;
var gameplayStage = 1;
var dificulty = "hard";
var extraHints = false;
var canPlayerWinLevel = [false, true, true, true];
var jsonLevels = []; // jsons
var currentLevel; // json
var terrainGroup;
var playerGotHintFor3 = false;
// for level0
var levelNumberGroups = [];
var nextLevelNumber = 0;
var levelTransp = [];
var behindNumbersGroup;
// for level4
var level4Materials = {};
var loadedFonts = {};
// camera
var smoothRotate = true;
var rotateCamera = 0;
var cameraRotateSpeed = 0.01;
var cameraRotateAcc = 0.0;
var canRotate = true;
// player
var player;
var playerGeometry;
var playerMaterial;
var playerToggleDress;
// for movement
var playerXSpeed = 0.03;
var playerYSpeed = 0.03;
var playerXAcc = 0.0;
var playerYAcc = 0.0;
var playerWeight = 1.1; // 0 -> inf: light -> heavy
var eps = 0.001;
var canMove = true;
// for falling
var playerGridForgiveness = 1;
var playerIsFalling = false;
var playerZSpeed = 1.0;
var playerZInitial = 2.5;
var playerZAcc = 0.1;
// for lights
var aboveLight;
var lightDistanceFromPlayer = 10;
var lightIntensity = 50;
var lightColor;
var specularLight = 0x111111;
var level0NumberGroupLights = [];
// for bg
var skyBox;
// textures
var texturesMap = {}; // pairs (name, texture)
var texturesLoaded = false;
// loads everything, creates world and calls init(0)
firstInit();
// initialize level (level)
function init(level) {
nextLevelNumber = 0;
currentLevel = jsonLevels[level];
levelSpecificsInit(level);
buildLevel(currentLevel); // build current level
updatePlayer(); // player
updateCamera(); // place camera behind player
setupLight(); // place light above player
controlsActive = true; // allow controls
inGame = true;
}
function animate() {
// checking for player's death
if (inGame) {
var playerGridX = coordToGrid(player.position.x);
var playerGridY = coordToGrid(player.position.y);
if (playerShouldFall(playerGridX, playerGridY) && noLandCloseToPlayer(playerGridForgiveness)) {
// console.log("player is falling.");
playerIsFalling = true;
controlsActive = false;
keyMap = {};
if (currentLevel.id == 0) {
if (playerGridX == levelTransp[1].x && playerGridY == levelTransp[1].y) {
nextLevelNumber = 1;
}
else if (playerGridX == levelTransp[2].x && playerGridY == levelTransp[2].y) {
nextLevelNumber = 2;
}
else if (playerGridX == levelTransp[3].x && playerGridY == levelTransp[3].y) {
nextLevelNumber = 3;
}
else if (gameplayStage == 4 && playerGridX == levelTransp[4].x && playerGridY == levelTransp[4].y) {
nextLevelNumber = 4;
}
}
else if (currentLevel.id >= 1 && currentLevel.id <= 3 && canPlayerWinLevel[currentLevel.id] && playerWonLevel(currentLevel, playerGridX, playerGridY)) {
if (currentLevel.id >= 1 && currentLevel.id <= 2 || currentLevel.id == 3 && playerGotHintFor3) {
canPlayerWinLevel[currentLevel.id] = false;
gameplayStage += 1;
}
}
// for level 3 hint
if (currentLevel.id == 2 && playerGridX == 18 && playerGridY == 8) {
playerGotHintFor3 = true;
}
}
if (playerIsFalling) {
cameraLookPlayer();
playerZSpeed = playerZSpeed + playerZAcc;
player.position.z = player.position.z - Math.log10(playerZSpeed);
// console.log("acc: " + playerZAcc + "pos: " + player.position.z);
if (player.position.z < -20) {
console.log("///////// Player died. Restarting game..")
inGame = false;
if (everythingLoaded || nextLevelNumber == 0)
reInit(nextLevelNumber);
else {
console.log("Level not loaded yet");
reInit(0);
}
}
}
// for smooth movement player + camera
overdueMovements();
if (currentLevel.id == 4) {
var delta = time.getDelta();
customUniforms.time.value += delta;
customUniforms2.time.value += delta;
}
updateLight();
}
// every 3s or so
// if (time.getElapsedTime() > 3) {
// time = new THREE.Clock(true);
// time.start();
// }
// essential
requestAnimationFrame( animate );
renderer.render( scene, camera );
}
</script>
</body>
</html>