Upload folder using huggingface_hub
Browse files- .gitattributes +1 -35
- .gitignore +1 -0
- README.md +11 -0
- index.html +83 -0
- ping.mp3 +3 -0
- script.js +1027 -0
- soundtrack.mp3 +3 -0
.gitattributes
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*.
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*.arrow filter=lfs diff=lfs merge=lfs -text
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saved_model/**/* filter=lfs diff=lfs merge=lfs -text
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*.mp3 filter=lfs diff=lfs merge=lfs -text
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.gitignore
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.aider*
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README.md
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---
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title: Paper Plane
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emoji: 🛩
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header: mini
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colorFrom: blue
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colorTo: indigo
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sdk: static
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pinned: false
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---
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Check out the configuration reference at https://huggingface.co/docs/hub/spaces-config-reference
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index.html
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<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="UTF-8">
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<meta name="viewport" content="width=device-width, initial-scale=1.0">
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<title>Paper Airplane Game</title>
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<style>
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body {
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margin: 0;
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overflow: hidden;
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}
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#distance {
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position: absolute;
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top: 10px;
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left: 10px;
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color: white;
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font-family: Arial, sans-serif;
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}
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#finalScore {
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position: absolute;
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top: 50%;
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left: 50%;
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transform: translate(-50%, -50%);
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color: white;
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font-size: 24px;
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font-family: Arial, sans-serif;
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}
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#instructions {
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position: absolute;
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top: 10px;
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right: 10px;
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color: white;
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font-family: Arial, sans-serif;
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max-width: 300px;
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font-size: 12px;
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}
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#restart {
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position: absolute;
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top: 60%;
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left: 50%;
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transform: translate(-50%, -50%);
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font-size: 18px;
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padding: 10px 20px;
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}
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</style>
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</head>
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<body>
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<div id="distance">Distance: 0</div>
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<div id="finalScore" style="display: none;">Final Distance: 0</div>
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<div id="spaceToRestart" style="position: absolute; top: 70%; left: 50%; transform: translate(-50%, -50%); color: white; font-family: Arial, sans-serif; font-size: 16px; display: none;">Press SPACE to restart</div>
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<div id="instructions">
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<p>Hold the space bar (or touch the screen on mobile) to build power, then release to launch the airplane at a 45-degree angle.</p>
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<p>Use left and right arrow keys to steer the airplane during flight. Press up arrow to dive.</p>
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<p>During flight, hold the down arrow key to boost upward (limited boost power).</p>
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<p>Collect green globes to recharge your boost power.</p>
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<p>Avoid buildings and fly as far as possible.</p>
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</div>
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<div id="powerGauge" style="position: absolute; bottom: 10px; left: 50%; transform: translateX(-50%); width: 200px; height: 20px; background-color: #ccc; display: none;">
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<div style="position: absolute; bottom: 25px; width: 100%; text-align: center; color: white; font-family: Arial, sans-serif;">Hold SPACE</div>
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<div id="powerBar" style="width: 0%; height: 100%; background-color: #f00;"></div>
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</div>
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<div id="boostGauge" style="position: absolute; bottom: 40px; left: 50%; transform: translateX(-50%); width: 200px; height: 20px; background-color: #ccc; display: none;">
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<div style="position: absolute; bottom: 25px; width: 100%; text-align: center; color: white; font-family: Arial, sans-serif;">Boost power</div>
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<div id="boostBar" style="width: 0%; height: 100%; background-color: #00ff00;"></div>
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</div>
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<button id="restart" style="display: none;">Restart</button>
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<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js"></script>
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<script src="https://cdn.jsdelivr.net/npm/[email protected]/examples/js/loaders/OBJLoader.js"></script>
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<!-- Audio elements -->
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<audio id="backgroundMusic" loop>
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<source src="soundtrack.mp3" type="audio/mpeg">
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Your browser does not support the audio element.
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</audio>
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<audio id="pingSound">
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<source src="ping.mp3" type="audio/mpeg">
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Your browser does not support the audio element.
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</audio>
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<script src="script.js"></script>
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</body>
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</html>
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ping.mp3
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version https://git-lfs.github.com/spec/v1
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oid sha256:7a7546d6444f9962f2cea3edcfae6551b7541965c77de5ab92069c679c35de64
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size 122253
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script.js
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|
1 |
+
// Helper Functions
|
2 |
+
/**
|
3 |
+
* Utility function to check if the airplane collides with the ground or a building.
|
4 |
+
*/
|
5 |
+
function checkCollision(airplane, buildingBoxes) {
|
6 |
+
// Ground collision
|
7 |
+
if (airplane.position.y <= 0) {
|
8 |
+
return true;
|
9 |
+
}
|
10 |
+
// Building collisions
|
11 |
+
for (const box of buildingBoxes) {
|
12 |
+
if (
|
13 |
+
airplane.position.x > box.min.x &&
|
14 |
+
airplane.position.x < box.max.x &&
|
15 |
+
airplane.position.y > box.min.y &&
|
16 |
+
airplane.position.y < box.max.y &&
|
17 |
+
airplane.position.z > box.min.z &&
|
18 |
+
airplane.position.z < box.max.z
|
19 |
+
) {
|
20 |
+
return true;
|
21 |
+
}
|
22 |
+
}
|
23 |
+
return false;
|
24 |
+
}
|
25 |
+
|
26 |
+
/**
|
27 |
+
* Utility function to update the camera position and orientation to follow the airplane.
|
28 |
+
*/
|
29 |
+
function updateCamera(camera, airplane) {
|
30 |
+
camera.position.set(
|
31 |
+
airplane.position.x,
|
32 |
+
airplane.position.y + 5,
|
33 |
+
airplane.position.z - 10
|
34 |
+
);
|
35 |
+
camera.lookAt(airplane.position);
|
36 |
+
}
|
37 |
+
|
38 |
+
/**
|
39 |
+
* Utility function to update the distance UI element.
|
40 |
+
*/
|
41 |
+
function updateDistanceDisplay(airplane, distanceElement) {
|
42 |
+
const horizontalDistance = Math.sqrt(
|
43 |
+
airplane.position.x ** 2 + airplane.position.z ** 2
|
44 |
+
);
|
45 |
+
distanceElement.innerText = `Distance: ${horizontalDistance.toFixed(2)}`;
|
46 |
+
}
|
47 |
+
|
48 |
+
// Scene Setup
|
49 |
+
const scene = new THREE.Scene();
|
50 |
+
// Create sunset gradient background
|
51 |
+
const canvas = document.createElement('canvas');
|
52 |
+
canvas.width = 1;
|
53 |
+
canvas.height = 256;
|
54 |
+
const context = canvas.getContext('2d');
|
55 |
+
const gradient = context.createLinearGradient(0, 256, 0, 0);
|
56 |
+
gradient.addColorStop(0, '#FF4500'); // Orange-red at the bottom (horizon)
|
57 |
+
gradient.addColorStop(0.4, '#4169E1'); // Royal blue in the middle
|
58 |
+
gradient.addColorStop(1, '#000000'); // Black at the top
|
59 |
+
context.fillStyle = gradient;
|
60 |
+
context.fillRect(0, 0, 1, 256);
|
61 |
+
const texture = new THREE.CanvasTexture(canvas);
|
62 |
+
// Center the texture so rotation pivots around its middle
|
63 |
+
texture.center.set(0.5, 0.5);
|
64 |
+
scene.background = texture;
|
65 |
+
|
66 |
+
// Create stars in the night sky
|
67 |
+
function createStars() {
|
68 |
+
const starsCount = 1000;
|
69 |
+
const starsGeometry = new THREE.BufferGeometry();
|
70 |
+
const starPositions = new Float32Array(starsCount * 3);
|
71 |
+
|
72 |
+
for (let i = 0; i < starsCount; i++) {
|
73 |
+
const i3 = i * 3;
|
74 |
+
// Generate stars in a large hemisphere above the scene
|
75 |
+
const radius = 500;
|
76 |
+
const theta = Math.random() * Math.PI * 2;
|
77 |
+
const phi = Math.random() * Math.PI * 0.65; // Limit to upper hemisphere
|
78 |
+
|
79 |
+
starPositions[i3] = radius * Math.sin(phi) * Math.cos(theta);
|
80 |
+
starPositions[i3 + 1] = radius * Math.cos(phi) + 100; // Lift up a bit
|
81 |
+
starPositions[i3 + 2] = radius * Math.sin(phi) * Math.sin(theta);
|
82 |
+
}
|
83 |
+
|
84 |
+
starsGeometry.setAttribute(
|
85 |
+
"position",
|
86 |
+
new THREE.BufferAttribute(starPositions, 3)
|
87 |
+
);
|
88 |
+
|
89 |
+
const starsMaterial = new THREE.PointsMaterial({
|
90 |
+
color: 0xffffff,
|
91 |
+
size: 1,
|
92 |
+
sizeAttenuation: false,
|
93 |
+
});
|
94 |
+
|
95 |
+
const stars = new THREE.Points(starsGeometry, starsMaterial);
|
96 |
+
scene.add(stars);
|
97 |
+
}
|
98 |
+
|
99 |
+
createStars();
|
100 |
+
|
101 |
+
// Camera Setup
|
102 |
+
const camera = new THREE.PerspectiveCamera(
|
103 |
+
75,
|
104 |
+
window.innerWidth / window.innerHeight,
|
105 |
+
0.1,
|
106 |
+
1000
|
107 |
+
);
|
108 |
+
|
109 |
+
// Renderer Setup
|
110 |
+
const renderer = new THREE.WebGLRenderer();
|
111 |
+
renderer.setSize(window.innerWidth, window.innerHeight);
|
112 |
+
renderer.shadowMap.enabled = true;
|
113 |
+
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
|
114 |
+
document.body.appendChild(renderer.domElement);
|
115 |
+
|
116 |
+
// Lighting
|
117 |
+
const light = new THREE.DirectionalLight(0xfff0dd, 1.5); // Warm sunlight color
|
118 |
+
light.position.set(-100, 200, -50); // More realistic sun angle
|
119 |
+
light.castShadow = true;
|
120 |
+
light.shadow.mapSize.width = 512;
|
121 |
+
light.shadow.mapSize.height = 512;
|
122 |
+
light.shadow.camera.near = 0.1;
|
123 |
+
light.shadow.camera.far = 500;
|
124 |
+
light.shadow.camera.left = -50;
|
125 |
+
light.shadow.camera.right = 50;
|
126 |
+
light.shadow.camera.top = 50;
|
127 |
+
light.shadow.camera.bottom = -50;
|
128 |
+
light.shadow.bias = -0.0001;
|
129 |
+
|
130 |
+
const ambientLight = new THREE.AmbientLight(0x6688cc, 0.4); // Subtle blue sky light
|
131 |
+
scene.add(ambientLight);
|
132 |
+
scene.add(light);
|
133 |
+
|
134 |
+
// Paper Airplane
|
135 |
+
function createPaperAirplane() {
|
136 |
+
// Create a group to hold all paper airplane parts
|
137 |
+
const airplaneGroup = new THREE.Group();
|
138 |
+
|
139 |
+
// Main body/fuselage (triangle)
|
140 |
+
const bodyShape = new THREE.Shape();
|
141 |
+
bodyShape.moveTo(0, 0); // Nose
|
142 |
+
bodyShape.lineTo(-0.2, 0.5); // Left mid fold
|
143 |
+
bodyShape.lineTo(-0.4, 1.0); // Left back corner
|
144 |
+
bodyShape.lineTo(0.4, 1.0); // Right back corner
|
145 |
+
bodyShape.lineTo(0.2, 0.5); // Right mid fold
|
146 |
+
bodyShape.lineTo(0, 0); // Back to nose
|
147 |
+
|
148 |
+
const bodyGeometry = new THREE.ExtrudeGeometry(bodyShape, {
|
149 |
+
depth: 0.03,
|
150 |
+
bevelEnabled: false
|
151 |
+
});
|
152 |
+
const paperMaterial = new THREE.MeshLambertMaterial({
|
153 |
+
color: 0xf0f0f0,
|
154 |
+
side: THREE.DoubleSide,
|
155 |
+
});
|
156 |
+
|
157 |
+
const body = new THREE.Mesh(bodyGeometry, paperMaterial);
|
158 |
+
body.castShadow = true;
|
159 |
+
body.receiveShadow = true;
|
160 |
+
|
161 |
+
// Left wing (triangle extending outward)
|
162 |
+
const leftWingShape = new THREE.Shape();
|
163 |
+
leftWingShape.moveTo(0, 0.2); // Front connection to body
|
164 |
+
leftWingShape.lineTo(-0.3, 0.8); // Back connection to body
|
165 |
+
leftWingShape.lineTo(-0.7, 0.5); // Wing tip
|
166 |
+
leftWingShape.lineTo(0, 0.2); // Back to start
|
167 |
+
|
168 |
+
const leftWingGeometry = new THREE.ExtrudeGeometry(leftWingShape, {
|
169 |
+
depth: 0.02,
|
170 |
+
bevelEnabled: false
|
171 |
+
});
|
172 |
+
const leftWing = new THREE.Mesh(leftWingGeometry, paperMaterial);
|
173 |
+
leftWing.castShadow = true;
|
174 |
+
leftWing.receiveShadow = true;
|
175 |
+
leftWing.position.y = 0.01; // Slight offset to prevent z-fighting
|
176 |
+
leftWing.rotation.x = 0.2;
|
177 |
+
|
178 |
+
// Right wing (triangle extending outward)
|
179 |
+
const rightWingShape = new THREE.Shape();
|
180 |
+
rightWingShape.moveTo(0, 0.2); // Front connection to body
|
181 |
+
rightWingShape.lineTo(0.3, 0.8); // Back connection to body
|
182 |
+
rightWingShape.lineTo(0.7, 0.5); // Wing tip
|
183 |
+
rightWingShape.lineTo(0, 0.2); // Back to start
|
184 |
+
|
185 |
+
const rightWingGeometry = new THREE.ExtrudeGeometry(rightWingShape, {
|
186 |
+
depth: 0.02,
|
187 |
+
bevelEnabled: false
|
188 |
+
});
|
189 |
+
const rightWing = new THREE.Mesh(rightWingGeometry, paperMaterial);
|
190 |
+
rightWing.castShadow = true;
|
191 |
+
rightWing.receiveShadow = true;
|
192 |
+
rightWing.position.y = 0.02; // Slight offset to prevent z-fighting
|
193 |
+
rightWing.rotation.x = 0.2;
|
194 |
+
|
195 |
+
// Add center fold line for realism
|
196 |
+
const foldLineGeometry = new THREE.BufferGeometry();
|
197 |
+
const foldLinePoints = [
|
198 |
+
new THREE.Vector3(0, 0.03, 0), // Slightly above nose
|
199 |
+
new THREE.Vector3(0, 0.03, 1.0), // Slightly above back
|
200 |
+
];
|
201 |
+
foldLineGeometry.setFromPoints(foldLinePoints);
|
202 |
+
const foldLineMaterial = new THREE.LineBasicMaterial({ color: 0xdddddd });
|
203 |
+
const foldLine = new THREE.Line(foldLineGeometry, foldLineMaterial);
|
204 |
+
foldLine.position.z = 0.026; // Slightly above the extruded body
|
205 |
+
|
206 |
+
// Add all parts to the group
|
207 |
+
airplaneGroup.add(body);
|
208 |
+
airplaneGroup.add(leftWing);
|
209 |
+
airplaneGroup.add(rightWing);
|
210 |
+
airplaneGroup.add(foldLine);
|
211 |
+
|
212 |
+
// Rotate and position
|
213 |
+
airplaneGroup.rotation.order = "ZXY";
|
214 |
+
airplaneGroup.rotation.x = -Math.PI / 2; // Rotate to face forward
|
215 |
+
|
216 |
+
return airplaneGroup;
|
217 |
+
}
|
218 |
+
|
219 |
+
const airplane = createPaperAirplane();
|
220 |
+
airplane.position.set(0, 10.1, 0);
|
221 |
+
scene.add(airplane);
|
222 |
+
|
223 |
+
// Cityscape Environment
|
224 |
+
const buildingGeometry = new THREE.BoxGeometry(1, 1, 1);
|
225 |
+
|
226 |
+
// Realistic building colors
|
227 |
+
const buildingColors = [
|
228 |
+
0x8c8c8c, // Concrete gray
|
229 |
+
0x9c5b3c, // Brick red-brown
|
230 |
+
0x5a7d9e, // Steel blue
|
231 |
+
0xbcbcbc, // Light gray
|
232 |
+
0x4a4a4a, // Dark gray
|
233 |
+
];
|
234 |
+
const buildings = [];
|
235 |
+
const buildingBoxes = [];
|
236 |
+
|
237 |
+
// Window parameters
|
238 |
+
const floorHeight = 1;
|
239 |
+
const windowWidth = 0.2;
|
240 |
+
const windowHeight = 0.3;
|
241 |
+
const horizontalSpacingMin = 0.1;
|
242 |
+
const epsilon = 0.01;
|
243 |
+
// Create two window materials - dark and lit
|
244 |
+
const darkWindowMaterial = new THREE.MeshLambertMaterial({
|
245 |
+
color: 0x0a1a2a,
|
246 |
+
transparent: true,
|
247 |
+
opacity: 0.5,
|
248 |
+
}); // Dark blue glass
|
249 |
+
const litWindowMaterial = new THREE.MeshLambertMaterial({
|
250 |
+
color: 0xffeb3b,
|
251 |
+
transparent: true,
|
252 |
+
opacity: 0.8,
|
253 |
+
emissive: 0xffeb3b,
|
254 |
+
emissiveIntensity: 0.5,
|
255 |
+
}); // Yellow lit windows
|
256 |
+
|
257 |
+
function createBuilding(x, z, height, width) {
|
258 |
+
const colorIndex = Math.floor(Math.random() * buildingColors.length);
|
259 |
+
const buildingMaterial = new THREE.MeshLambertMaterial({
|
260 |
+
color: buildingColors[colorIndex],
|
261 |
+
});
|
262 |
+
const building = new THREE.Mesh(buildingGeometry, buildingMaterial);
|
263 |
+
building.scale.set(width, height, width);
|
264 |
+
building.position.set(x, height / 2, z);
|
265 |
+
building.castShadow = true;
|
266 |
+
building.receiveShadow = true;
|
267 |
+
scene.add(building);
|
268 |
+
buildings.push(building);
|
269 |
+
buildingBoxes.push({
|
270 |
+
min: new THREE.Vector3(x - width / 2, 0, z - width / 2),
|
271 |
+
max: new THREE.Vector3(x + width / 2, height, z + width / 2),
|
272 |
+
});
|
273 |
+
|
274 |
+
// Add windows if building is sizable
|
275 |
+
const numFloors = Math.floor(height / floorHeight);
|
276 |
+
if (numFloors > 0) {
|
277 |
+
const n_horizontal = Math.floor(
|
278 |
+
(width + horizontalSpacingMin) / (windowWidth + horizontalSpacingMin)
|
279 |
+
);
|
280 |
+
if (n_horizontal > 0) {
|
281 |
+
const spacing_horizontal =
|
282 |
+
(width - n_horizontal * windowWidth) / (n_horizontal + 1);
|
283 |
+
const faces = [
|
284 |
+
{
|
285 |
+
normal: new THREE.Vector3(0, 0, 1),
|
286 |
+
offset: width / 2 + epsilon,
|
287 |
+
rotationY: 0,
|
288 |
+
}, // Front
|
289 |
+
{
|
290 |
+
normal: new THREE.Vector3(0, 0, -1),
|
291 |
+
offset: -width / 2 - epsilon,
|
292 |
+
rotationY: Math.PI,
|
293 |
+
}, // Back
|
294 |
+
{
|
295 |
+
normal: new THREE.Vector3(-1, 0, 0),
|
296 |
+
offset: -width / 2 - epsilon,
|
297 |
+
rotationY: -Math.PI / 2,
|
298 |
+
}, // Left
|
299 |
+
{
|
300 |
+
normal: new THREE.Vector3(1, 0, 0),
|
301 |
+
offset: width / 2 + epsilon,
|
302 |
+
rotationY: Math.PI / 2,
|
303 |
+
}, // Right
|
304 |
+
];
|
305 |
+
|
306 |
+
// Create a merged BufferGeometry for all windows
|
307 |
+
const windowCount = numFloors * n_horizontal * faces.length;
|
308 |
+
const positions = new Float32Array(windowCount * 12); // 4 vertices * 3 coords per window
|
309 |
+
const indices = new Uint16Array(windowCount * 6); // 2 triangles * 3 indices per window
|
310 |
+
|
311 |
+
let posIndex = 0;
|
312 |
+
let idxIndex = 0;
|
313 |
+
let vertexOffset = 0;
|
314 |
+
|
315 |
+
for (const face of faces) {
|
316 |
+
const { offset, rotationY } = face;
|
317 |
+
const rotationMatrix = new THREE.Matrix4().makeRotationY(rotationY);
|
318 |
+
|
319 |
+
for (let k = 0; k < numFloors; k++) {
|
320 |
+
const y = (k + 0.5) * floorHeight;
|
321 |
+
for (let m = 0; m < n_horizontal; m++) {
|
322 |
+
let x_local, z_local;
|
323 |
+
if (face.normal.x !== 0) {
|
324 |
+
// Left or right face
|
325 |
+
z_local =
|
326 |
+
z -
|
327 |
+
width / 2 +
|
328 |
+
spacing_horizontal +
|
329 |
+
m * (windowWidth + spacing_horizontal) +
|
330 |
+
windowWidth / 2;
|
331 |
+
x_local = x + offset;
|
332 |
+
} else {
|
333 |
+
// Front or back face
|
334 |
+
x_local =
|
335 |
+
x -
|
336 |
+
width / 2 +
|
337 |
+
spacing_horizontal +
|
338 |
+
m * (windowWidth + spacing_horizontal) +
|
339 |
+
windowWidth / 2;
|
340 |
+
z_local = z + offset;
|
341 |
+
}
|
342 |
+
const windowPos = new THREE.Vector3(x_local, y, z_local);
|
343 |
+
|
344 |
+
// Define the four vertices of the window plane
|
345 |
+
const halfW = windowWidth / 2;
|
346 |
+
const halfH = windowHeight / 2;
|
347 |
+
const vertices = [
|
348 |
+
new THREE.Vector3(-halfW, -halfH, 0),
|
349 |
+
new THREE.Vector3(halfW, -halfH, 0),
|
350 |
+
new THREE.Vector3(halfW, halfH, 0),
|
351 |
+
new THREE.Vector3(-halfW, halfH, 0),
|
352 |
+
];
|
353 |
+
|
354 |
+
// Apply rotation and translation
|
355 |
+
vertices.forEach((v) => {
|
356 |
+
v.applyMatrix4(rotationMatrix);
|
357 |
+
v.add(windowPos);
|
358 |
+
});
|
359 |
+
|
360 |
+
// Add positions
|
361 |
+
positions[posIndex++] = vertices[0].x;
|
362 |
+
positions[posIndex++] = vertices[0].y;
|
363 |
+
positions[posIndex++] = vertices[0].z;
|
364 |
+
positions[posIndex++] = vertices[1].x;
|
365 |
+
positions[posIndex++] = vertices[1].y;
|
366 |
+
positions[posIndex++] = vertices[1].z;
|
367 |
+
positions[posIndex++] = vertices[2].x;
|
368 |
+
positions[posIndex++] = vertices[2].y;
|
369 |
+
positions[posIndex++] = vertices[2].z;
|
370 |
+
positions[posIndex++] = vertices[3].x;
|
371 |
+
positions[posIndex++] = vertices[3].y;
|
372 |
+
positions[posIndex++] = vertices[3].z;
|
373 |
+
|
374 |
+
// Add indices (two triangles per quad)
|
375 |
+
indices[idxIndex++] = vertexOffset + 0;
|
376 |
+
indices[idxIndex++] = vertexOffset + 1;
|
377 |
+
indices[idxIndex++] = vertexOffset + 2;
|
378 |
+
indices[idxIndex++] = vertexOffset + 0;
|
379 |
+
indices[idxIndex++] = vertexOffset + 2;
|
380 |
+
indices[idxIndex++] = vertexOffset + 3;
|
381 |
+
vertexOffset += 4;
|
382 |
+
}
|
383 |
+
}
|
384 |
+
}
|
385 |
+
|
386 |
+
// Create and populate BufferGeometry
|
387 |
+
const mergedWindowGeometry = new THREE.BufferGeometry();
|
388 |
+
mergedWindowGeometry.setAttribute(
|
389 |
+
"position",
|
390 |
+
new THREE.BufferAttribute(positions, 3)
|
391 |
+
);
|
392 |
+
mergedWindowGeometry.setIndex(new THREE.BufferAttribute(indices, 1));
|
393 |
+
// Append window positions to global arrays
|
394 |
+
for (let i = 0; i < positions.length; i += 12) {
|
395 |
+
if (Math.random() < 0.2) {
|
396 |
+
// 20% chance to be lit
|
397 |
+
allLitWindowPositions.push(...positions.slice(i, i + 12));
|
398 |
+
} else {
|
399 |
+
allDarkWindowPositions.push(...positions.slice(i, i + 12));
|
400 |
+
}
|
401 |
+
}
|
402 |
+
}
|
403 |
+
}
|
404 |
+
return building;
|
405 |
+
}
|
406 |
+
|
407 |
+
function createGlobe(x, y, z) {
|
408 |
+
// Create the main sphere
|
409 |
+
const geometry = new THREE.SphereGeometry(1.0, 16, 16);
|
410 |
+
const material = new THREE.MeshBasicMaterial({
|
411 |
+
color: 0x00ff00,
|
412 |
+
});
|
413 |
+
const globe = new THREE.Mesh(geometry, material);
|
414 |
+
globe.position.set(x, y, z);
|
415 |
+
|
416 |
+
// Create outer glow sphere
|
417 |
+
const glowGeometry = new THREE.SphereGeometry(1.3, 16, 16);
|
418 |
+
const glowMaterial = new THREE.MeshBasicMaterial({
|
419 |
+
color: 0x00ff00,
|
420 |
+
transparent: true,
|
421 |
+
opacity: 0.3,
|
422 |
+
side: THREE.BackSide
|
423 |
+
});
|
424 |
+
const glow = new THREE.Mesh(glowGeometry, glowMaterial);
|
425 |
+
globe.add(glow);
|
426 |
+
|
427 |
+
// Create second outer glow for more intensity
|
428 |
+
const glow2Geometry = new THREE.SphereGeometry(1.6, 16, 16);
|
429 |
+
const glow2Material = new THREE.MeshBasicMaterial({
|
430 |
+
color: 0x00ff00,
|
431 |
+
transparent: true,
|
432 |
+
opacity: 0.15,
|
433 |
+
side: THREE.BackSide
|
434 |
+
});
|
435 |
+
const glow2 = new THREE.Mesh(glow2Geometry, glow2Material);
|
436 |
+
globe.add(glow2);
|
437 |
+
|
438 |
+
// Add a pulsing glow effect
|
439 |
+
globe.userData.pulsePhase = Math.random() * Math.PI * 2; // Random starting phase
|
440 |
+
globe.userData.glowLayers = [glow, glow2]; // Store references to glow layers
|
441 |
+
|
442 |
+
scene.add(globe);
|
443 |
+
return globe;
|
444 |
+
}
|
445 |
+
|
446 |
+
// Generate more buildings
|
447 |
+
// Arrays for merging windows
|
448 |
+
let allDarkWindowPositions = [];
|
449 |
+
let allLitWindowPositions = [];
|
450 |
+
|
451 |
+
for (let z = 20; z < 700; z += 5) {
|
452 |
+
// Start at z=20 instead of z=10 to double the gap
|
453 |
+
for (let x = -60; x <= 60; x += 5) {
|
454 |
+
let placeBuilding = Math.random() > 0.3;
|
455 |
+
let height, width;
|
456 |
+
|
457 |
+
// Calculate base height first
|
458 |
+
const baseHeight = Math.random() * 15 + 5; // Normal height range: 5 to 20
|
459 |
+
|
460 |
+
// 2% chance for a super tall building (30% higher)
|
461 |
+
if (Math.random() < 0.02) {
|
462 |
+
height = baseHeight * 1.3; // 30% higher than normal buildings
|
463 |
+
width = Math.random() * 4 + 3; // Wider base for tall buildings
|
464 |
+
} else {
|
465 |
+
height = baseHeight;
|
466 |
+
width = Math.random() * 3 + 1;
|
467 |
+
}
|
468 |
+
if (placeBuilding) {
|
469 |
+
const offsetX = (Math.random() - 0.5) * 2;
|
470 |
+
const offsetZ = (Math.random() - 0.5) * 2;
|
471 |
+
createBuilding(x + offsetX, z + offsetZ, height, width);
|
472 |
+
}
|
473 |
+
}
|
474 |
+
}
|
475 |
+
|
476 |
+
// Starting building for takeoff
|
477 |
+
const startingBuilding = createBuilding(0, 0, 10, 2);
|
478 |
+
startingBuilding.material.color.set(0x0000ff);
|
479 |
+
|
480 |
+
// Create boost recharge globes
|
481 |
+
let globes = [];
|
482 |
+
|
483 |
+
function initGlobes() {
|
484 |
+
// Remove existing globes
|
485 |
+
globes.forEach((globe) => scene.remove(globe));
|
486 |
+
globes = [];
|
487 |
+
|
488 |
+
// Define globe z-positions
|
489 |
+
const globe_z_positions = [];
|
490 |
+
for (let z = 40; z <= 680; z += 20) {
|
491 |
+
globe_z_positions.push(z);
|
492 |
+
}
|
493 |
+
|
494 |
+
// Place globes relative to buildings
|
495 |
+
globe_z_positions.forEach((z) => {
|
496 |
+
const nearbyBuildings = buildings.filter(
|
497 |
+
(b) => b.position.z >= z - 10 && b.position.z <= z + 10
|
498 |
+
);
|
499 |
+
if (nearbyBuildings.length > 0) {
|
500 |
+
const randomBuilding = nearbyBuildings[Math.floor(Math.random() * nearbyBuildings.length)];
|
501 |
+
const offsetX = (Math.random() - 0.5) * 2;
|
502 |
+
const offsetZ = (Math.random() - 0.5) * 2;
|
503 |
+
const globeX = randomBuilding.position.x + offsetX;
|
504 |
+
const globeZ = randomBuilding.position.z + offsetZ;
|
505 |
+
const globeY = randomBuilding.position.y + randomBuilding.scale.y / 2 + 5;
|
506 |
+
const globe = createGlobe(globeX, globeY, globeZ);
|
507 |
+
globes.push(globe);
|
508 |
+
}
|
509 |
+
});
|
510 |
+
}
|
511 |
+
|
512 |
+
// Initialize globes after buildings are created
|
513 |
+
initGlobes();
|
514 |
+
|
515 |
+
// Create merged window meshes
|
516 |
+
const darkGeometry = new THREE.BufferGeometry();
|
517 |
+
const darkPositionsArray = new Float32Array(allDarkWindowPositions);
|
518 |
+
darkGeometry.setAttribute(
|
519 |
+
"position",
|
520 |
+
new THREE.BufferAttribute(darkPositionsArray, 3)
|
521 |
+
);
|
522 |
+
const numDarkWindows = allDarkWindowPositions.length / 12;
|
523 |
+
const darkIndices = [];
|
524 |
+
for (let i = 0; i < numDarkWindows; i++) {
|
525 |
+
const offset = i * 4;
|
526 |
+
darkIndices.push(
|
527 |
+
offset,
|
528 |
+
offset + 1,
|
529 |
+
offset + 2,
|
530 |
+
offset,
|
531 |
+
offset + 2,
|
532 |
+
offset + 3
|
533 |
+
);
|
534 |
+
}
|
535 |
+
darkGeometry.setIndex(darkIndices);
|
536 |
+
const darkWindowsMesh = new THREE.Mesh(darkGeometry, darkWindowMaterial);
|
537 |
+
darkWindowsMesh.receiveShadow = true;
|
538 |
+
scene.add(darkWindowsMesh);
|
539 |
+
|
540 |
+
// Create lit windows mesh
|
541 |
+
const litGeometry = new THREE.BufferGeometry();
|
542 |
+
const litPositionsArray = new Float32Array(allLitWindowPositions);
|
543 |
+
litGeometry.setAttribute(
|
544 |
+
"position",
|
545 |
+
new THREE.BufferAttribute(litPositionsArray, 3)
|
546 |
+
);
|
547 |
+
const numLitWindows = allLitWindowPositions.length / 12;
|
548 |
+
const litIndices = [];
|
549 |
+
for (let i = 0; i < numLitWindows; i++) {
|
550 |
+
const offset = i * 4;
|
551 |
+
litIndices.push(
|
552 |
+
offset,
|
553 |
+
offset + 1,
|
554 |
+
offset + 2,
|
555 |
+
offset,
|
556 |
+
offset + 2,
|
557 |
+
offset + 3
|
558 |
+
);
|
559 |
+
}
|
560 |
+
litGeometry.setIndex(litIndices);
|
561 |
+
const litWindowsMesh = new THREE.Mesh(litGeometry, litWindowMaterial);
|
562 |
+
litWindowsMesh.receiveShadow = true;
|
563 |
+
scene.add(litWindowsMesh);
|
564 |
+
|
565 |
+
// Ground Plane with texture
|
566 |
+
const groundGeometry = new THREE.PlaneGeometry(2000, 2000, 100, 100);
|
567 |
+
const groundCanvas = document.createElement('canvas');
|
568 |
+
groundCanvas.width = 1024;
|
569 |
+
groundCanvas.height = 1024;
|
570 |
+
const groundContext = groundCanvas.getContext('2d');
|
571 |
+
|
572 |
+
// Fill with dark base color
|
573 |
+
groundContext.fillStyle = '#111111';
|
574 |
+
groundContext.fillRect(0, 0, 1024, 1024);
|
575 |
+
|
576 |
+
// Draw grid pattern
|
577 |
+
groundContext.strokeStyle = '#333333';
|
578 |
+
groundContext.lineWidth = 1;
|
579 |
+
|
580 |
+
// Draw major grid lines
|
581 |
+
const majorGridSize = 64;
|
582 |
+
groundContext.beginPath();
|
583 |
+
for (let i = 0; i <= 1024; i += majorGridSize) {
|
584 |
+
groundContext.moveTo(i, 0);
|
585 |
+
groundContext.lineTo(i, 1024);
|
586 |
+
groundContext.moveTo(0, i);
|
587 |
+
groundContext.lineTo(1024, i);
|
588 |
+
}
|
589 |
+
groundContext.stroke();
|
590 |
+
|
591 |
+
// Draw minor grid lines
|
592 |
+
groundContext.strokeStyle = '#222222';
|
593 |
+
groundContext.lineWidth = 0.5;
|
594 |
+
const minorGridSize = 16;
|
595 |
+
groundContext.beginPath();
|
596 |
+
for (let i = 0; i <= 1024; i += minorGridSize) {
|
597 |
+
if (i % majorGridSize !== 0) { // Skip where major lines already exist
|
598 |
+
groundContext.moveTo(i, 0);
|
599 |
+
groundContext.lineTo(i, 1024);
|
600 |
+
groundContext.moveTo(0, i);
|
601 |
+
groundContext.lineTo(1024, i);
|
602 |
+
}
|
603 |
+
}
|
604 |
+
groundContext.stroke();
|
605 |
+
|
606 |
+
// Add radial gradient for fade-out effect
|
607 |
+
const groundGradient = groundContext.createRadialGradient(512, 512, 0, 512, 512, 700);
|
608 |
+
groundGradient.addColorStop(0, 'rgba(0, 0, 0, 0)');
|
609 |
+
groundGradient.addColorStop(0.7, 'rgba(0, 0, 0, 0.3)');
|
610 |
+
groundGradient.addColorStop(1, 'rgba(0, 0, 0, 0.9)');
|
611 |
+
groundContext.fillStyle = groundGradient;
|
612 |
+
groundContext.fillRect(0, 0, 1024, 1024);
|
613 |
+
|
614 |
+
const groundTexture = new THREE.CanvasTexture(groundCanvas);
|
615 |
+
groundTexture.wrapS = THREE.RepeatWrapping;
|
616 |
+
groundTexture.wrapT = THREE.RepeatWrapping;
|
617 |
+
groundTexture.repeat.set(4, 4);
|
618 |
+
|
619 |
+
const groundMaterial = new THREE.MeshLambertMaterial({
|
620 |
+
map: groundTexture,
|
621 |
+
transparent: true,
|
622 |
+
opacity: 0.9
|
623 |
+
});
|
624 |
+
|
625 |
+
const ground = new THREE.Mesh(groundGeometry, groundMaterial);
|
626 |
+
ground.rotation.x = -Math.PI / 2;
|
627 |
+
ground.position.y = 0;
|
628 |
+
ground.receiveShadow = true;
|
629 |
+
scene.add(ground);
|
630 |
+
|
631 |
+
// Trail system for the airplane
|
632 |
+
const trailLength = 50; // Number of points in the trail
|
633 |
+
const trailPositions = new Float32Array(trailLength * 3);
|
634 |
+
const trailGeometry = new THREE.BufferGeometry();
|
635 |
+
trailGeometry.setAttribute(
|
636 |
+
"position",
|
637 |
+
new THREE.BufferAttribute(trailPositions, 3)
|
638 |
+
);
|
639 |
+
|
640 |
+
// Create gradient trail material
|
641 |
+
const trailMaterial = new THREE.LineBasicMaterial({
|
642 |
+
color: 0x88ccff,
|
643 |
+
transparent: true,
|
644 |
+
opacity: 0.7,
|
645 |
+
vertexColors: true,
|
646 |
+
linewidth: 1,
|
647 |
+
});
|
648 |
+
|
649 |
+
// Add vertex colors for gradient effect
|
650 |
+
const trailColors = new Float32Array(trailLength * 3);
|
651 |
+
for (let i = 0; i < trailLength; i++) {
|
652 |
+
// Create a gradient from light blue to darker blue
|
653 |
+
const intensity = 1 - i / trailLength;
|
654 |
+
trailColors[i * 3] = 0.4 * intensity; // R (less red for blue color)
|
655 |
+
trailColors[i * 3 + 1] = 0.7 * intensity; // G (medium green for cyan/blue)
|
656 |
+
trailColors[i * 3 + 2] = 1.0 * intensity; // B (full blue)
|
657 |
+
}
|
658 |
+
trailGeometry.setAttribute("color", new THREE.BufferAttribute(trailColors, 3));
|
659 |
+
|
660 |
+
const trail = new THREE.Line(trailGeometry, trailMaterial);
|
661 |
+
scene.add(trail);
|
662 |
+
|
663 |
+
// Function to update the trail positions
|
664 |
+
function updateTrail(newPosition) {
|
665 |
+
// Shift all positions one slot back
|
666 |
+
for (let i = trailLength - 1; i > 0; i--) {
|
667 |
+
trailPositions[i * 3] = trailPositions[(i - 1) * 3];
|
668 |
+
trailPositions[i * 3 + 1] = trailPositions[(i - 1) * 3 + 1];
|
669 |
+
trailPositions[i * 3 + 2] = trailPositions[(i - 1) * 3 + 2];
|
670 |
+
}
|
671 |
+
|
672 |
+
// Add the new position at the front
|
673 |
+
trailPositions[0] = newPosition.x;
|
674 |
+
trailPositions[1] = newPosition.y;
|
675 |
+
trailPositions[2] = newPosition.z;
|
676 |
+
|
677 |
+
// Update the geometry
|
678 |
+
trailGeometry.attributes.position.needsUpdate = true;
|
679 |
+
}
|
680 |
+
|
681 |
+
// Game State and Physics Variables
|
682 |
+
let gameState = "aiming";
|
683 |
+
let velocity = new THREE.Vector3(0, 0, 0);
|
684 |
+
const gravity = 2.5; // Increased gravity from 1 to 2.5
|
685 |
+
const acceleration = new THREE.Vector3(0, -gravity, 0);
|
686 |
+
|
687 |
+
// Power charging variables
|
688 |
+
let isCharging = false;
|
689 |
+
let currentPower = 0;
|
690 |
+
const maxPower = 10;
|
691 |
+
const powerIncreaseRate = 20; // units per second (4x faster)
|
692 |
+
|
693 |
+
// Launch controls
|
694 |
+
window.addEventListener("keydown", (event) => {
|
695 |
+
if (event.code === "Space") {
|
696 |
+
if (gameState === "aiming") {
|
697 |
+
event.preventDefault();
|
698 |
+
isCharging = true;
|
699 |
+
} else if (gameState === "ended") {
|
700 |
+
event.preventDefault();
|
701 |
+
resetGame();
|
702 |
+
}
|
703 |
+
} else if (event.key === "ArrowDown") {
|
704 |
+
if (gameState === "flying") {
|
705 |
+
event.preventDefault();
|
706 |
+
isBoosting = true;
|
707 |
+
}
|
708 |
+
} else if (event.key === "ArrowLeft") {
|
709 |
+
leftPressed = true;
|
710 |
+
} else if (event.key === "ArrowRight") {
|
711 |
+
rightPressed = true;
|
712 |
+
}
|
713 |
+
});
|
714 |
+
|
715 |
+
window.addEventListener("keyup", (event) => {
|
716 |
+
if (event.code === "Space") {
|
717 |
+
if (gameState === "aiming") {
|
718 |
+
event.preventDefault();
|
719 |
+
isCharging = false;
|
720 |
+
launchAirplane();
|
721 |
+
} else if (gameState === "ended") {
|
722 |
+
event.preventDefault();
|
723 |
+
resetGame();
|
724 |
+
}
|
725 |
+
} else if (event.key === "ArrowDown") {
|
726 |
+
if (gameState === "flying") {
|
727 |
+
event.preventDefault();
|
728 |
+
isBoosting = false;
|
729 |
+
}
|
730 |
+
} else if (event.key === "Escape") {
|
731 |
+
// Restart the game instantly when Escape key is pressed
|
732 |
+
event.preventDefault();
|
733 |
+
resetGame();
|
734 |
+
}
|
735 |
+
});
|
736 |
+
|
737 |
+
window.addEventListener(
|
738 |
+
"touchstart",
|
739 |
+
(event) => {
|
740 |
+
if (gameState === "aiming") {
|
741 |
+
event.preventDefault();
|
742 |
+
isCharging = true;
|
743 |
+
} else if (gameState === "flying") {
|
744 |
+
event.preventDefault();
|
745 |
+
// For touch screens, we'll still allow touch to boost since there's no down arrow
|
746 |
+
isBoosting = true;
|
747 |
+
}
|
748 |
+
},
|
749 |
+
{ passive: false }
|
750 |
+
);
|
751 |
+
|
752 |
+
window.addEventListener(
|
753 |
+
"touchend",
|
754 |
+
(event) => {
|
755 |
+
if (gameState === "aiming") {
|
756 |
+
event.preventDefault();
|
757 |
+
isCharging = false;
|
758 |
+
launchAirplane();
|
759 |
+
} else if (gameState === "flying") {
|
760 |
+
event.preventDefault();
|
761 |
+
isBoosting = false;
|
762 |
+
} else if (gameState === "ended") {
|
763 |
+
event.preventDefault();
|
764 |
+
resetGame();
|
765 |
+
}
|
766 |
+
},
|
767 |
+
{ passive: false }
|
768 |
+
);
|
769 |
+
|
770 |
+
function launchAirplane() {
|
771 |
+
const pitchAngle = Math.PI / 4; // 45 degrees
|
772 |
+
const initialVelocity = new THREE.Vector3(
|
773 |
+
0,
|
774 |
+
Math.sin(pitchAngle) * currentPower,
|
775 |
+
Math.cos(pitchAngle) * currentPower
|
776 |
+
);
|
777 |
+
velocity.copy(initialVelocity);
|
778 |
+
gameState = "flying";
|
779 |
+
currentPower = 0;
|
780 |
+
}
|
781 |
+
|
782 |
+
// Steering Controls
|
783 |
+
let leftPressed = false;
|
784 |
+
let rightPressed = false;
|
785 |
+
let upPressed = false;
|
786 |
+
let downPressed = false;
|
787 |
+
const steeringForce = 5;
|
788 |
+
const diveForce = 8; // Force applied when diving
|
789 |
+
let currentTilt = 0;
|
790 |
+
let currentPitch = 0; // Track pitch angle
|
791 |
+
|
792 |
+
// Boost variables
|
793 |
+
const maxBoostPower = 100;
|
794 |
+
let boostPower = maxBoostPower;
|
795 |
+
const boostConsumptionRate = 20; // units per second
|
796 |
+
const boostForce = 6.0; // increased from 4.5 to 6.0 for more powerful boost
|
797 |
+
let isBoosting = false;
|
798 |
+
|
799 |
+
window.addEventListener("keydown", (event) => {
|
800 |
+
if (event.key === "ArrowLeft") leftPressed = true;
|
801 |
+
else if (event.key === "ArrowRight") rightPressed = true;
|
802 |
+
else if (event.key === "ArrowUp") upPressed = true;
|
803 |
+
else if (event.key === "ArrowDown") downPressed = true;
|
804 |
+
});
|
805 |
+
|
806 |
+
window.addEventListener("keyup", (event) => {
|
807 |
+
if (event.key === "ArrowLeft") leftPressed = false;
|
808 |
+
else if (event.key === "ArrowRight") rightPressed = false;
|
809 |
+
else if (event.key === "ArrowUp") upPressed = false;
|
810 |
+
else if (event.key === "ArrowDown") downPressed = false;
|
811 |
+
});
|
812 |
+
|
813 |
+
// Background music setup
|
814 |
+
const backgroundMusic = document.getElementById('backgroundMusic');
|
815 |
+
backgroundMusic.volume = 0.5; // Set volume to 50%
|
816 |
+
|
817 |
+
// Function to start background music
|
818 |
+
function startBackgroundMusic() {
|
819 |
+
backgroundMusic.play().catch(error => {
|
820 |
+
console.log("Audio playback failed:", error);
|
821 |
+
});
|
822 |
+
}
|
823 |
+
|
824 |
+
// Try to start music on page load
|
825 |
+
document.addEventListener('DOMContentLoaded', () => {
|
826 |
+
// Modern browsers require user interaction before playing audio
|
827 |
+
document.addEventListener('click', startBackgroundMusic, { once: true });
|
828 |
+
document.addEventListener('keydown', startBackgroundMusic, { once: true });
|
829 |
+
document.addEventListener('touchstart', startBackgroundMusic, { once: true });
|
830 |
+
});
|
831 |
+
|
832 |
+
// Animation Loop
|
833 |
+
const clock = new THREE.Clock();
|
834 |
+
|
835 |
+
function animate() {
|
836 |
+
requestAnimationFrame(animate);
|
837 |
+
const delta = clock.getDelta();
|
838 |
+
|
839 |
+
// Update UI elements
|
840 |
+
if (gameState === "aiming") {
|
841 |
+
// Always show the power gauge in aiming state
|
842 |
+
document.getElementById("powerGauge").style.display = "block";
|
843 |
+
|
844 |
+
if (isCharging) {
|
845 |
+
currentPower += powerIncreaseRate * delta;
|
846 |
+
if (currentPower > maxPower) currentPower = maxPower;
|
847 |
+
const powerPercentage = (currentPower / maxPower) * 100;
|
848 |
+
document.getElementById("powerBar").style.width = powerPercentage + "%";
|
849 |
+
} else {
|
850 |
+
document.getElementById("powerBar").style.width = "0%";
|
851 |
+
}
|
852 |
+
document.getElementById("boostGauge").style.display = "none";
|
853 |
+
} else if (gameState === "flying") {
|
854 |
+
document.getElementById("powerGauge").style.display = "none";
|
855 |
+
document.getElementById("boostGauge").style.display = "block";
|
856 |
+
const boostPercentage = (boostPower / maxBoostPower) * 100;
|
857 |
+
document.getElementById("boostBar").style.width = boostPercentage + "%";
|
858 |
+
} else if (gameState === "ended") {
|
859 |
+
document.getElementById("powerGauge").style.display = "none";
|
860 |
+
document.getElementById("boostGauge").style.display = "none";
|
861 |
+
}
|
862 |
+
|
863 |
+
if (gameState === "flying") {
|
864 |
+
velocity.add(acceleration.clone().multiplyScalar(delta));
|
865 |
+
|
866 |
+
if (upPressed) {
|
867 |
+
// Dive downward when up arrow is pressed
|
868 |
+
velocity.y -= diveForce * delta;
|
869 |
+
|
870 |
+
// Tilt the airplane's nose down when diving
|
871 |
+
currentPitch = THREE.MathUtils.lerp(currentPitch, 0.3, 0.1); // Gradually tilt nose down
|
872 |
+
} else if (isBoosting && boostPower > 0) {
|
873 |
+
velocity.y += boostForce * delta;
|
874 |
+
boostPower -= boostConsumptionRate * delta;
|
875 |
+
if (boostPower < 0) boostPower = 0;
|
876 |
+
|
877 |
+
// Tilt the airplane's nose up slightly when boosting
|
878 |
+
currentPitch = THREE.MathUtils.lerp(currentPitch, -0.2, 0.1); // Gradually tilt nose up
|
879 |
+
} else {
|
880 |
+
// Return to normal orientation when not boosting or diving
|
881 |
+
currentPitch = THREE.MathUtils.lerp(currentPitch, 0, 0.1); // Gradually return to neutral
|
882 |
+
}
|
883 |
+
|
884 |
+
// Apply the current pitch to the airplane
|
885 |
+
airplane.rotation.x = -Math.PI / 2 + currentPitch;
|
886 |
+
|
887 |
+
// Create a modified velocity vector with doubled forward (z) speed
|
888 |
+
const modifiedVelocity = velocity.clone();
|
889 |
+
modifiedVelocity.z *= 2; // Double the forward speed
|
890 |
+
airplane.position.add(modifiedVelocity.multiplyScalar(delta));
|
891 |
+
|
892 |
+
// Update the trail with the current airplane position
|
893 |
+
updateTrail(airplane.position);
|
894 |
+
|
895 |
+
if (leftPressed) velocity.x += steeringForce * delta; // Inverted: left key moves right
|
896 |
+
if (rightPressed) velocity.x -= steeringForce * delta; // Inverted: right key moves left
|
897 |
+
|
898 |
+
let targetTilt = 0;
|
899 |
+
if (leftPressed) targetTilt = -Math.PI / 6; // Inverted: negative tilt for left arrow
|
900 |
+
else if (rightPressed) targetTilt = Math.PI / 6; // Inverted: positive tilt for right arrow
|
901 |
+
currentTilt = THREE.MathUtils.lerp(currentTilt, targetTilt, 0.1);
|
902 |
+
airplane.rotation.z = currentTilt;
|
903 |
+
|
904 |
+
const collided = checkCollision(airplane, buildingBoxes);
|
905 |
+
|
906 |
+
// Check for globe collection
|
907 |
+
globes = globes.filter((globe) => {
|
908 |
+
const distance = airplane.position.distanceTo(globe.position);
|
909 |
+
if (distance < 3.0) { // Increased from 2.0 to 3.0 for larger hitbox (1.5x)
|
910 |
+
// Collected a globe - recharge boost
|
911 |
+
boostPower = maxBoostPower;
|
912 |
+
scene.remove(globe);
|
913 |
+
|
914 |
+
// Play ping sound
|
915 |
+
const pingSound = document.getElementById('pingSound');
|
916 |
+
pingSound.volume = 0.25; // Set volume to 25% (half of the default 0.5)
|
917 |
+
pingSound.currentTime = 0; // Reset sound to beginning
|
918 |
+
pingSound.play().catch(error => {
|
919 |
+
console.log("Ping sound playback failed:", error);
|
920 |
+
});
|
921 |
+
|
922 |
+
// Add visual feedback
|
923 |
+
console.log("Globe collected! Boost recharged.");
|
924 |
+
return false;
|
925 |
+
}
|
926 |
+
|
927 |
+
// Animate globe pulsing
|
928 |
+
globe.userData.pulsePhase += delta * 2;
|
929 |
+
const scale = 1 + 0.1 * Math.sin(globe.userData.pulsePhase);
|
930 |
+
globe.scale.set(scale, scale, scale);
|
931 |
+
|
932 |
+
// Animate glow layers
|
933 |
+
const glowScale = 1 + 0.2 * Math.sin(globe.userData.pulsePhase + Math.PI/4);
|
934 |
+
const glowOpacity = 0.3 + 0.1 * Math.sin(globe.userData.pulsePhase);
|
935 |
+
|
936 |
+
if (globe.userData.glowLayers) {
|
937 |
+
globe.userData.glowLayers[0].scale.set(glowScale, glowScale, glowScale);
|
938 |
+
globe.userData.glowLayers[0].material.opacity = glowOpacity;
|
939 |
+
|
940 |
+
const glow2Scale = 1 + 0.15 * Math.sin(globe.userData.pulsePhase + Math.PI/2);
|
941 |
+
const glow2Opacity = 0.15 + 0.05 * Math.sin(globe.userData.pulsePhase + Math.PI/3);
|
942 |
+
globe.userData.glowLayers[1].scale.set(glow2Scale, glow2Scale, glow2Scale);
|
943 |
+
globe.userData.glowLayers[1].material.opacity = glow2Opacity;
|
944 |
+
}
|
945 |
+
|
946 |
+
return true;
|
947 |
+
});
|
948 |
+
|
949 |
+
if (collided) {
|
950 |
+
gameState = "ended";
|
951 |
+
const finalHorizontalDistance = Math.sqrt(
|
952 |
+
airplane.position.x ** 2 + airplane.position.z ** 2
|
953 |
+
);
|
954 |
+
document.getElementById(
|
955 |
+
"finalScore"
|
956 |
+
).innerText = `Final Distance: ${finalHorizontalDistance.toFixed(2)}`;
|
957 |
+
document.getElementById("finalScore").style.display = "block";
|
958 |
+
document.getElementById("restart").style.display = "block";
|
959 |
+
document.getElementById("spaceToRestart").style.display = "block";
|
960 |
+
}
|
961 |
+
}
|
962 |
+
|
963 |
+
// Camera follows airplane correctly
|
964 |
+
camera.position.set(
|
965 |
+
airplane.position.x,
|
966 |
+
airplane.position.y + 5,
|
967 |
+
airplane.position.z - 10
|
968 |
+
);
|
969 |
+
camera.lookAt(airplane.position);
|
970 |
+
|
971 |
+
updateDistanceDisplay(airplane, document.getElementById("distance"));
|
972 |
+
|
973 |
+
// Calculate distance and rotate background
|
974 |
+
const totalCityDistance = 700; // Adjust if needed
|
975 |
+
const horizontalDistance = Math.sqrt(
|
976 |
+
airplane.position.x ** 2 + airplane.position.z ** 2
|
977 |
+
);
|
978 |
+
const ratio = Math.min(1, horizontalDistance / totalCityDistance);
|
979 |
+
texture.rotation = ratio * (Math.PI * 0.5); // Up to 90° rotation
|
980 |
+
texture.needsUpdate = true;
|
981 |
+
|
982 |
+
renderer.render(scene, camera);
|
983 |
+
}
|
984 |
+
animate();
|
985 |
+
|
986 |
+
// Reset Game Function
|
987 |
+
function resetGame() {
|
988 |
+
airplane.position.set(0, 10.1, 0);
|
989 |
+
velocity.set(0, 0, 0);
|
990 |
+
currentTilt = 0;
|
991 |
+
currentPitch = 0;
|
992 |
+
airplane.rotation.z = 0;
|
993 |
+
airplane.rotation.x = -Math.PI / 2; // Reset pitch to default
|
994 |
+
gameState = "aiming";
|
995 |
+
currentPower = 0;
|
996 |
+
boostPower = maxBoostPower;
|
997 |
+
|
998 |
+
// Make sure music is playing
|
999 |
+
if (backgroundMusic.paused) {
|
1000 |
+
backgroundMusic.play().catch(error => {
|
1001 |
+
console.log("Audio playback failed:", error);
|
1002 |
+
});
|
1003 |
+
}
|
1004 |
+
|
1005 |
+
// Clear the trail when resetting the game
|
1006 |
+
for (let i = 0; i < trailLength * 3; i++) {
|
1007 |
+
trailPositions[i] = 0;
|
1008 |
+
}
|
1009 |
+
trailGeometry.attributes.position.needsUpdate = true;
|
1010 |
+
|
1011 |
+
document.getElementById("powerGauge").style.display = "block"; // Show power gauge on reset
|
1012 |
+
document.getElementById("finalScore").style.display = "none";
|
1013 |
+
document.getElementById("restart").style.display = "none";
|
1014 |
+
document.getElementById("spaceToRestart").style.display = "none";
|
1015 |
+
|
1016 |
+
// Reset globes
|
1017 |
+
initGlobes();
|
1018 |
+
}
|
1019 |
+
|
1020 |
+
document.getElementById("restart").addEventListener("click", resetGame);
|
1021 |
+
|
1022 |
+
// Handle Window Resize
|
1023 |
+
window.addEventListener("resize", () => {
|
1024 |
+
camera.aspect = window.innerWidth / window.innerHeight;
|
1025 |
+
camera.updateProjectionMatrix();
|
1026 |
+
renderer.setSize(window.innerWidth, window.innerHeight);
|
1027 |
+
});
|
soundtrack.mp3
ADDED
@@ -0,0 +1,3 @@
|
|
|
|
|
|
|
|
|
1 |
+
version https://git-lfs.github.com/spec/v1
|
2 |
+
oid sha256:a0ea1747bba738dc396b95f589176f9213cf394d39639096c72b29d337d747b6
|
3 |
+
size 5761197
|