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main.js
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var player;
var police;
var dog;
var track1 = new Array();
var track2 = new Array();
var track3 = new Array();
var wall = new Array();
var city = new Array();
var coins = new Array();
var trainT = new Array();
var trainF = new Array();
var trainL = new Array();
var trainR = new Array();
var boxes = new Array();
var manholes = new Array();
var duck_obs_stop = new Array();
var duck_obs_stand1 = new Array();
var duck_obs_stand2 = new Array();
var jump_obs = new Array();
var rope_stand1 = new Array();
var rope_stand2 = new Array();
var rope_stop = new Array();
var boots = new Array();
var flying_boost = new Array();
var hoverboard = new Array();
var player_texture, police_texture, dog_texture;
var track_texture;
var wall_texture;
var city_texture;
var coin_texture;
var trainF_texture, trainT_texture, trainL_texture, trainR_texture;
var box_texture;
var manhole_texture;
var stop_texture, stand_texture;
var boots_texture;
var fb_texture;
var hoverboard_texture;
var cam_x = 0, cam_y = 5, cam_z = 13.0;
var target_x = 0, target_y = 0, target_z = cam_z - 10;
var d, startTime, policeCaughtUp, obstacle_hit_time, flash_start_time, boots_acquired, fb_acquired, hoverboard_acquired;
var theme = 1;
var theme_flag = 1;
var obstacle_hit = -1;
var jump_height = 0;
var duck_ground = -5;
var jumping = false;
var ducking = false;
var greyScale = false;
var flashing = false;
var train_speeds = new Array();
var positions = new Array();
var player_speed = 0.5;
var score = 0;
var coins_collected = 0;
var cubeRotation = 0;
main();
function main() {
document.getElementById('music').play();
const canvas = document.querySelector('#glcanvas');
const gl = canvas.getContext('webgl') || canvas.getContext('experimental-webgl');
d = new Date();
startTime = d.getTime() * 0.001;
policeCaughtUp = startTime;
if (!gl) {
alert('Unable to initialize WebGL. Your browser or machine may not support it.');
return;
}
const vsSource = `
attribute vec4 aVertexPosition;
attribute vec3 aVertexNormal;
attribute vec2 aTextureCoord;
uniform mat4 uNormalMatrix;
uniform mat4 uModelViewMatrix;
uniform mat4 uProjectionMatrix;
varying highp vec2 vTextureCoord;
varying highp vec3 vLighting;
void main(void) {
gl_Position = uProjectionMatrix * uModelViewMatrix * aVertexPosition;
vTextureCoord = aTextureCoord;
// Apply lighting effect
highp vec3 ambientLight = vec3(0.3, 0.3, 0.3);
highp vec3 directionalLightColor = vec3(1, 1, 1);
highp vec3 directionalVector = normalize(vec3(0.85, 0.8, 0.75));
highp vec4 transformedNormal = uNormalMatrix * vec4(aVertexNormal, 1.0);
highp float directional = max(dot(transformedNormal.xyz, directionalVector), 0.0);
vLighting = ambientLight + (directionalLightColor * directional);
}
`;
const vsSourcehigh = `
attribute vec4 aVertexPosition;
attribute vec3 aVertexNormal;
attribute vec2 aTextureCoord;
uniform mat4 uNormalMatrix;
uniform mat4 uModelViewMatrix;
uniform mat4 uProjectionMatrix;
varying highp vec2 vTextureCoord;
varying highp vec3 vLighting;
void main(void) {
gl_Position = uProjectionMatrix * uModelViewMatrix * aVertexPosition;
vTextureCoord = aTextureCoord;
// Apply lighting effect
highp vec3 ambientLight = vec3(0.3, 0.3, 0.3);
highp vec3 directionalLightColor = vec3(1, 1, 1);
highp vec3 directionalVector = normalize(vec3(0.85, 0.8, 0.75));
highp vec4 transformedNormal = uNormalMatrix * vec4(aVertexNormal, 1.0);
highp float directional = max(dot(transformedNormal.xyz, directionalVector), 1.0);
vLighting = ambientLight + (directionalLightColor * directional);
}
`;
const fsSource = `
varying highp vec2 vTextureCoord;
varying highp vec3 vLighting;
uniform sampler2D uSampler;
void main(void) {
highp vec4 texelColor = texture2D(uSampler, vTextureCoord);
gl_FragColor = vec4(texelColor.rgb * vLighting, texelColor.a);
}
`;
const fsSourcebw = `
varying highp vec2 vTextureCoord;
varying highp vec3 vLighting;
uniform sampler2D uSampler;
void main(void) {
highp vec4 texelColor = texture2D(uSampler, vTextureCoord);
gl_FragColor = vec4(texelColor.rrr * vLighting, texelColor.a);
}`;
const shaderProgram = initShaderProgram(gl, vsSource, fsSource);
const shaderProgrambw = initShaderProgram(gl, vsSource, fsSourcebw);
const shaderProgramhigh = initShaderProgram(gl, vsSourcehigh, fsSource);
track_texture = loadTexture(gl, 'assets/1_Track.jpg');
wall_texture = loadTexture(gl, 'assets/1_Wall.jpg');
city_texture = loadTexture(gl, 'assets/1_City.jpg');
player_texture = loadTexture(gl, 'assets/1_Player.jpeg');
police_texture = loadTexture(gl, 'assets/1_Police.png');
coin_texture = loadTexture(gl, 'assets/1_Coin.jpg');
train_texture = loadTexture(gl, 'assets/1_Train.jpeg');
box_texture = loadTexture(gl, 'assets/1_Box.png');
manhole_texture = loadTexture(gl, 'assets/1_Manhole.jpeg');
stop_texture = loadTexture(gl, 'assets/1_Stop.jpg');
stand_texture = loadTexture(gl, 'assets/1_Stand.jpeg');
boots_texture = loadTexture(gl, 'assets/1_Boots.jpeg');
fb_texture = loadTexture(gl, 'assets/1_FlyingBoost.jpeg');
hoverboard_texture = loadTexture(gl, 'assets/1_Hoverboard.jpeg');
dog_texture = loadTexture(gl, 'assets/1_Dog.jpeg');
const programInfo = {
program: shaderProgram,
attribLocations: {
vertexPosition: gl.getAttribLocation(shaderProgram, 'aVertexPosition'),
vertexNormal: gl.getAttribLocation(shaderProgram, 'aVertexNormal'),
textureCoord: gl.getAttribLocation(shaderProgram, 'aTextureCoord'),
},
uniformLocations: {
projectionMatrix: gl.getUniformLocation(shaderProgram, 'uProjectionMatrix'),
modelViewMatrix: gl.getUniformLocation(shaderProgram, 'uModelViewMatrix'),
normalMatrix: gl.getUniformLocation(shaderProgram, 'uNormalMatrix'),
uSampler: gl.getUniformLocation(shaderProgram, 'uSampler'),
},
};
const programInfobw = {
program: shaderProgrambw,
attribLocations: {
vertexPosition: gl.getAttribLocation(shaderProgrambw, 'aVertexPosition'),
vertexNormal: gl.getAttribLocation(shaderProgrambw, 'aVertexNormal'),
textureCoord: gl.getAttribLocation(shaderProgrambw, 'aTextureCoord'),
},
uniformLocations: {
projectionMatrix: gl.getUniformLocation(shaderProgrambw, 'uProjectionMatrix'),
modelViewMatrix: gl.getUniformLocation(shaderProgrambw, 'uModelViewMatrix'),
normalMatrix: gl.getUniformLocation(shaderProgrambw, 'uNormalMatrix'),
uSampler: gl.getUniformLocation(shaderProgrambw, 'uSampler'),
},
};
const programInfohigh = {
program: shaderProgramhigh,
attribLocations: {
vertexPosition: gl.getAttribLocation(shaderProgramhigh, 'aVertexPosition'),
vertexNormal: gl.getAttribLocation(shaderProgramhigh, 'aVertexNormal'),
textureCoord: gl.getAttribLocation(shaderProgramhigh, 'aTextureCoord'),
},
uniformLocations: {
projectionMatrix: gl.getUniformLocation(shaderProgramhigh, 'uProjectionMatrix'),
modelViewMatrix: gl.getUniformLocation(shaderProgramhigh, 'uModelViewMatrix'),
normalMatrix: gl.getUniformLocation(shaderProgramhigh, 'uNormalMatrix'),
uSampler: gl.getUniformLocation(shaderProgramhigh, 'uSampler'),
},
};
for (var i = 0; i < 1000; i += 1) {
wall.push(new Wall(gl, [0, 0, -i * 5]));
city.push(new City(gl, [0, 5, -i * 10]));
}
for (var i = 0; i < 1000; i += 1) {
track1.push(new Track(gl, [-6, 0, -i * 5]));
track2.push(new Track(gl, [0, 0, -i * 5]));
track3.push(new Track(gl, [6, 0, -i * 5]));
}
player = new Player(gl, [-6, -4, -4]);
player.speedz = player_speed;
police = new Police(gl, [-6, -4, 0]);
police.speedz = player_speed;
dog = new Dog(gl, [player.pos[0] + 2, -4.5, -2])
dog.speedz = player_speed;
for (var i = 0; i < 50; i++) {
var j = Math.floor(Math.random() * 3);
var x, y, z;
if (j == 0)
x = -6;
else if (j == 1)
x = 0;
else
x = 6;
y = -4;
if (i == 0)
z = -30;
else
z = coins[coins.length - 1].pos[2] - (Math.random() * 30 - 15);
var num_coins = Math.floor(Math.random() * 5 + 5);
for (var k = 0; k < num_coins; k++) {
coins.push(new Coin(gl, [x, y, z]));
z -= 2.5;
}
}
for (var i = 0; i < 10; i++) {
var x, y, z;
var j = Math.floor(Math.random() * 3);
if (j == 0)
x = -6;
else if (j == 1)
x = 0;
else
x = 6;
y = -4;
z = - (i + 1) * 79;
trainF.push(new Train(gl, [x, y, z + 10], 10, 3, 0.1));
trainT.push(new Train(gl, [x, y + 5, z], 0.1, 3, 20));
trainL.push(new Train(gl, [x - 1.5, y, z], 10, 0.1, 20));
trainR.push(new Train(gl, [x + 1.5, y, z], 10, 0.1, 20));
var train_speed;
var j = Math.floor(Math.random() * 3);
if (j == 0)
train_speed = 0.2;
else if (j == 1)
train_speed = 0.5;
else
train_speed = 0.7;
train_speeds.push(train_speed);
}
for (var i = 0; i < 10; i++) {
var x, y, z;
var j = Math.floor(Math.random() * 3);
if (j == 0)
x = -6;
else if (j == 1)
x = 0;
else
x = 6;
y = -3.4;
z = - i * 73 - 40;
boxes.push(new Box(gl, [x, y, z], 4, 5, 6));
}
for (var i = 0; i < 10; i++) {
var x, y, z;
var j = Math.floor(Math.random() * 3);
if (j == 0)
x = -6;
else if (j == 1)
x = 0;
else
x = 6;
y = -5.1;
z = - (i + 1) * 151;
manholes.push(new Manhole(gl, [x, y, z], 0.6, 4, 4));
}
for (var i = 0; i < 20; i++) {
var x, y, z;
var j = Math.floor(Math.random() * 3);
if (j == 0)
x = -6;
else if (j == 1)
x = 0;
else
x = 6;
y = 0;
z = -i * 61 - 30
duck_obs_stop.push(new Stop(gl, [x, y, z], 7, 3, 0.1));
duck_obs_stand1.push(new Stand(gl, [x + 1.5, y - 2, z], 6, 0.2, 0.1));
duck_obs_stand2.push(new Stand(gl, [x - 1.5, y - 2, z], 6, 0.2, 0.1));
}
for (var i = 0; i < 20; i++) {
var x, y, z;
var j = Math.floor(Math.random() * 3);
if (j == 0)
x = -6;
else if (j == 1)
x = 0;
else
x = 6;
y = -3;
z = -(i + 1) * 53;
jump_obs.push(new Stop(gl, [x, y, z], 3, 3, 1));
}
for (var i = 0; i < 6; i++) {
var x, y, z;
y = -3.5;
z = -(i + 1) * 127;
rope_stand1.push(new Stand(gl, [-8, y - 1, z], 2, 0.4, 0.1));
rope_stand2.push(new Stand(gl, [8, y - 1, z], 2, 0.4, 0.1));
rope_stop.push(new Stop(gl, [0, y, z], 0.3, 16, 0.1));
}
for (var i = 0; i < 5; i++) {
var x, y, z;
var j = Math.floor(Math.random() * 3);
if (j == 0)
x = -6;
else if (j == 1)
x = 0;
else
x = 6;
y = 0;
z = -(i + 1) * 103;
boots.push(new Boots(gl, [x, y, z], 1.5, 1.5, 1.5));
}
for (var i = 0; i < 5; i++) {
var x, y, z;
var j = Math.floor(Math.random() * 3);
if (j == 0)
x = -6;
else if (j == 1)
x = 0;
else
x = 6;
y = 0;
z = -i * 157 - 60;
flying_boost.push(new FlyingBoost(gl, [x, y, z], 1.5, 1.5, 1.5));
}
hoverboard.push(new Hoverboard(gl, [0, 0, -150], 1.5, 1.5, 1.5));
hoverboard.push(new Hoverboard(gl, [0, 0, -400], 1.5, 1.5, 1.5));
var then = 0;
function render(now) {
now *= 0.001; // convert to seconds
const deltaTime = now - then;
then = now;
d = new Date();
if (obstacle_hit != -1) {
if (d.getTime() * 0.001 - obstacle_hit_time >= 10) {
obstacle_hit = -1;
player.speedz = player_speed;
policeCaughtUp = d.getTime() * 0.001;
}
}
if (player.jumping_boots) {
if (d.getTime() * 0.001 - boots_acquired >= 10) {
player.jumping_boots = false;
jump_height = 0;
jumping = false;
}
}
if (player.fly_boost) {
if (d.getTime() * 0.001 - fb_acquired >= 10) {
player.fly_boost = false;
player.pos[1] = -4;
dog.pos[2] = player.pos[2] + 2;
cam_y = 5;
target_y = 0;
jumping = false;
}
}
if (player.hoverboard) {
if (d.getTime() * 0.001 - hoverboard_acquired >= 10) {
player.hoverboard = false;
jumping = false;
}
}
// move forward
player.pos[2] -= player.speedz;
cam_z -= player.speedz;
dog.pos[2] -= player.speedz;
d = new Date();
if (d.getTime() * 0.001 - policeCaughtUp >= 5 && d.getTime() * 0.001 - policeCaughtUp <= 10)
police.speedz = player_speed / 2;
else
police.speedz = player_speed;
police.pos[2] -= police.speedz
if (player.pos[0] > 6)
player.pos[0] = 6;
if (player.pos[0] < -6)
player.pos[0] = -6;
police.pos[0] = player.pos[0];
police.pos[1] = player.pos[1];
dog.pos[0] = player.pos[0] + 2;
if (!player.fly_boost) {
// jump
if (jumping) {
player.pos[1] += player.speedy;
player.speedy -= 0.01;
police.pos[1] = player.pos[1];
if (player.pos[1] >= jump_height) {
player.pos[1] = jump_height;
jumping = false;
player.speedy = 0.05;
}
}
if (jumping == false) {
if (player.pos[1] > -4) {
player.speedy += 0.02;
player.pos[1] -= player.speedy;
// jump onto train
var n = trainF.length;
for (var i = 0; i < n; i++) {
if (player.pos[0] == trainF[i].pos[0]) {
if (player.pos[1] <= trainT[i].pos[1] + 1 && player.pos[1] >= trainT[i].pos[1]) {
if (player.pos[2] <= trainF[i].pos[2] && player.pos[2] >= trainF[i].pos[2] - 20) {
player.pos[1] = trainT[i].pos[1] + 1;
break;
}
}
}
}
// jump onto box
n = boxes.length;
for (var i = 0; i < n; i++) {
if (player.pos[0] == boxes[i].pos[0]) {
if (player.pos[1] <= boxes[i].pos[1] + 3.5) {
if (player.pos[2] <= boxes[i].pos[2] + 3.5 && player.pos[2] >= boxes[i].pos[2] - 3.5) {
player.pos[1] = boxes[i].pos[1] + 3.5;
break;
}
}
}
}
if (player.pos[1] < -4 && !ducking) {
player.pos[1] = -4;
player.speedy = 0;
}
police.pos[1] = player.pos[1];
}
}
// duck
if (ducking) {
player.pos[1] -= player.speedy;
police.pos[1] = player.pos[1];
if (player.pos[1] <= duck_ground) {
ducking = false;
player.speedy = 0.05;
}
}
if (ducking == false) {
if (player.pos[1] < -4) {
player.pos[1] += player.speedy;
if (player.pos[1] > -4 && !jumping) {
player.pos[1] = -4;
player.speedy = 0.05;
}
police.pos[1] = player.pos[1];
}
}
}
// train movement
var num_trains = trainF.length;
for (var i = 0; i < num_trains; i++) {
trainF[i].pos[2] += train_speeds[i];
trainT[i].pos[2] += train_speeds[i];
trainL[i].pos[2] += train_speeds[i];
trainR[i].pos[2] += train_speeds[i];
}
// coins collecting
var num_coins = coins.length;
for (var i = 0; i < num_coins; i++) {
if (coins[i].exist == true) {
if (coins[i].pos[0] == player.pos[0]) {
if (coins[i].pos[1] >= player.pos[1] - 0.75 && coins[i].pos[1] <= player.pos[1] + 0.75) {
if (coins[i].pos[2] >= player.pos[2] - 0.5 && coins[i].pos[2] <= player.pos[2] + 0.5) {
coins[i].exist = false;
coins_collected += 1;
}
}
}
}
}
if (!player.hoverboard) {
// collision with train
for (var i = 0; i < num_trains; i++) {
if (player.pos[0] == trainF[i].pos[0]) {
if (player.pos[1] >= trainF[i].pos[1] - 4 && player.pos[1] <= trainF[i].pos[1] + 4) {
if (player.pos[2] >= trainF[i].pos[2] - 18 && player.pos[2] <= trainF[i].pos[2]) {
score = -player.pos[2] + coins_collected;
Die();
alert("YOU LOST\nScore: " + score + "\nCoins: " + coins_collected);
}
}
}
}
// collision with boxes
var num_boxes = boxes.length;
for (var i = 0; i < num_boxes; i++) {
if (player.pos[0] == boxes[i].pos[0]) {
if (player.pos[1] >= boxes[i].pos[1] - 2 && player.pos[1] <= boxes[i].pos[1] + 2) {
if (player.pos[2] <= boxes[i].pos[2] + 3 && player.pos[2] >= boxes[i].pos[2] - 3) {
score = -player.pos[2] + coins_collected;
Die();
alert("YOU LOST\nScore: " + score + "\nCoins: " + coins_collected);
}
}
}
}
// collision with manholes
var num_manholes = manholes.length;
for (var i = 0; i < num_manholes; i++) {
if (player.pos[0] == manholes[i].pos[0]) {
if (player.pos[1] <= -4) {
if (player.pos[2] <= manholes[i].pos[2] + 2.3 && player.pos[2] >= manholes[i].pos[2] - 2.3) {
score = -player.pos[2] + coins_collected;
Die();
alert("YOU LOST\nScore: " + score + "\nCoins: " + coins_collected);
}
}
}
}
// collision with duck_obs
var num_high = duck_obs_stop.length;
for (var i = 0; i < num_high; i++) {
if (i != obstacle_hit) {
if (player.pos[0] == duck_obs_stop[i].pos[0]) {
if (player.pos[1] >= duck_obs_stop[i].pos[1] - 4 && player.pos[1] <= duck_obs_stop[i].pos[1] + 4) {
if (duck_obs_stop[i].pos[2] >= player.pos[2] - 0.7 && duck_obs_stop[i].pos[2] <= player.pos[2] + 0.7) {
d = new Date();
if (d.getTime() * 0.001 - policeCaughtUp <= 10) {
alert("YOU LOST\nScore: " + score + "\nCoins: " + coins_collected);
}
else {
obstacle_hit = i;
player.speedz = player_speed / 2;
policeCaughtUp = d.getTime() * 0.001;
obstacle_hit_time = policeCaughtUp;
}
}
}
}
}
}
// collision with jump_obs
var num_low = jump_obs.length;
for (var i = 0; i < num_low; i++) {
if (i != obstacle_hit) {
if (player.pos[0] == jump_obs[i].pos[0]) {
if (player.pos[1] >= jump_obs[i].pos[1] - 2 && player.pos[1] <= jump_obs[i].pos[1] + 2) {
if (player.pos[2] <= jump_obs[i].pos[2] + 0.2 && player.pos[2] >= jump_obs[i].pos[2] - 0.2) {
d = new Date();
if (d.getTime() * 0.001 - policeCaughtUp <= 10) {
score = -player.pos[2] + coins_collected;
alert("YOU LOST\nScore: " + score + "\nCoins: " + coins_collected);
}
else {
obstacle_hit = i;
player.speedz = player_speed / 2;
policeCaughtUp = d.getTime() * 0.001;
obstacle_hit_time = policeCaughtUp;
}
}
}
}
}
}
// collision with rope
var num_rope = rope_stop.length;
for (var i = 0; i < num_rope; i++) {
if (i != obstacle_hit) {
if (rope_stop[i].pos[1] <= player.pos[1] + 0.5 && rope_stop[i].pos[1] >= player.pos[1] - 0.5) {
if (player.pos[2] <= rope_stop[i].pos[2] + 0.02 && player.pos[2] >= rope_stop[i].pos[2] - 0.02) {
d = new Date();
if (d.getTime() * 0.001 - policeCaughtUp <= 10) {
score = -player.pos[2] + coins_collected;
alert("YOU LOST\nScore: " + score + "\nCoins: " + coins_collected);
}
else {
obstacle_hit = i;
player.speedz = player_speed / 2;
policeCaughtUp = d.getTime() * 0.001;
obstacle_hit_time = policeCaughtUp;
}
}
}
}
}
}
// // train and box
// for (var i = 0; i < num_trains; i++) {
// for (var j = 0; j < num_boxes; j++) {
// if (boxes[j].pos[0] == trainF[i].pos[0]) {
// if (boxes[j].pos[2] - 5 <= trainF[i].pos[2] && boxes[j].pos[2] - 4.5 >= trainF[i].pos[2]) {
// train_speeds[i] = 0;
// }
// }
// }
// }
// // train and duck_obs
// for (var i = 0; i < num_trains; i++) {
// for (var j = 0; j < num_high; j++) {
// if (trainF[i].pos[0] == duck_obs_stop[j].pos[0]) {
// if (trainF[i].pos[2] >= duck_obs_stop[j].pos[2] - 5 && trainF[i].pos[2] <= duck_obs_stop[j].pos[2] - 4.5) {
// train_speeds[i] = 0;
// }
// }
// }
// }
// // train and jump_obs
// for (var i = 0; i < num_trains; i++) {
// for (var j = 0; j < num_low; j++) {
// if (trainF[i].pos[0] == jump_obs[j].pos[0]) {
// if (trainF[i].pos[2] >= jump_obs[j].pos[2] - 5 && trainF[i].pos[2] <= jump_obs[j].pos[2] - 4.5) {
// train_speeds[i] = 0;
// }
// }
// }
// }
// collision with jumping boots
var num_boots = boots.length;
for (var i = 0; i < num_boots; i++) {
if (boots[i].exist) {
boots[i].rotation += 0.3;
if (player.pos[0] == boots[i].pos[0]) {
if (player.pos[1] >= boots[i].pos[1] - 1.2 && player.pos[1] <= boots[i].pos[1] + 1.2) {
if (player.pos[2] >= boots[i].pos[2] - 1.2 && player.pos[2] <= boots[i].pos[2] + 1.2) {
boots[i].exist = false;
player.jumping_boots = true;
d = new Date();
boots_acquired = d.getTime() * 0.001;
jump_height = 3;
jumping = false;
}
}
}
}
}
// collision with flying boost
var num_fb = flying_boost.length;
for (var i = 0; i < num_fb; i++) {
if (flying_boost[i].exist) {
flying_boost[i].rotation += 0.1;
if (player.pos[0] == flying_boost[i].pos[0]) {
if (player.pos[1] >= flying_boost[i].pos[1] - 1.75 && player.pos[1] <= flying_boost[i].pos[1] + 1.75) {
if (player.pos[2] >= flying_boost[i].pos[2] - 1.75 && player.pos[2] <= flying_boost[i].pos[2] + 1.75) {
flying_boost[i].exist = false;
player.fly_boost = true;
dog.pos[2] -= 10;
player.pos[1] = 10;
cam_y = player.pos[1] + 9;
target_y = player.pos[1] + 4;
d = new Date();
fb_acquired = d.getTime() * 0.001;
jumping = false;
// generate coins in air
var zi = flying_boost[i].pos[2] - 5;
var zf = zi - 70;
var c = 0;
var xc = player.pos[0];
var yc = player.pos[1];
while (zi >= zf) {
if (c == 10) {
c = 0;
if (xc == -6)
xc = 0
else if (xc == 0)
xc = 6
else if (xc == 6)
xc = -6;
}
coins.push(new Coin(gl, [xc, yc, zi]))
zi -= 2;
c += 1;
}
}
}
}
}
}
// collision with hoverboard
for (var i = 0; i < 2; i++) {
hoverboard[i].rotation += 0.2;
if (hoverboard[i].exist) {
if (player.pos[0] == hoverboard[i].pos[0]) {
if (player.pos[1] >= hoverboard[i].pos[1] - 1.2 && player.pos[1] <= hoverboard[i].pos[1] + 1.2) {
if (player.pos[2] >= hoverboard[i].pos[2] - 1.2 && player.pos[2] <= hoverboard[i].pos[2] + 1.2) {
hoverboard[i].exist = false;
player.hoverboard = true;
d = new Date();
hoverboard_acquired = d.getTime() * 0.001;
jumping = false;
}
}
}
}
}
if (player.pos[2] <= -800) {
score = -player.pos[2] + coins_collected;
alert("YOU WON\nScore: " + score + "\nCoins: " + coins_collected);
}
if (greyScale) {
drawScene(gl, programInfobw, deltaTime);
}
else if (flashing) {
d = new Date();
if (Math.floor(d.getTime() * 0.001 - flash_start_time) % 2 == 0) {
drawScene(gl, programInfo, deltaTime);
}
else {
drawScene(gl, programInfohigh, deltaTime);
}
}
else {
drawScene(gl, programInfo, deltaTime);
}
requestAnimationFrame(render);
}
requestAnimationFrame(render);
}
function drawScene(gl, programInfo, deltaTime) {
if (theme_flag == 1) {
if (theme == 1) {
track_texture = loadTexture(gl, 'assets/1_Track.jpg');
wall_texture = loadTexture(gl, 'assets/1_Wall.jpg');
city_texture = loadTexture(gl, 'assets/1_City.jpg');
player_texture = loadTexture(gl, 'assets/1_Player.jpeg');
police_texture = loadTexture(gl, 'assets/1_Police.png');
coin_texture = loadTexture(gl, 'assets/1_Coin.jpg');
train_texture = loadTexture(gl, 'assets/1_Train.jpeg');
box_texture = loadTexture(gl, 'assets/1_Box.png');
manhole_texture = loadTexture(gl, 'assets/1_Manhole.jpeg');
stop_texture = loadTexture(gl, 'assets/1_Stop.jpg');
stand_texture = loadTexture(gl, 'assets/1_Stand.jpeg');
boots_texture = loadTexture(gl, 'assets/1_Boots.jpeg');
fb_texture = loadTexture(gl, 'assets/1_FlyingBoost.jpeg');
hoverboard_texture = loadTexture(gl, 'assets/1_Hoverboard.jpeg');
dog_texture = loadTexture(gl, 'assets/1_Dog.jpeg');
gl.clearColor(144 / 256, 228 / 256, 252 / 256, 1.0);
if (greyScale)
gl.clearColor(50 / 255, 50 / 255, 50 / 255, 1.0);
}
if (theme == 2) {
track_texture = loadTexture(gl, 'assets/2_Track.jpeg');
wall_texture = loadTexture(gl, 'assets/2_Wall.jpeg');
city_texture = loadTexture(gl, 'assets/2_City.jpg');
player_texture = loadTexture(gl, 'assets/2_Player.jpeg');
police_texture = loadTexture(gl, 'assets/2_Police.jpeg');
coin_texture = loadTexture(gl, 'assets/2_Coin.jpeg');
train_texture = loadTexture(gl, 'assets/2_Train.jpg');
box_texture = loadTexture(gl, 'assets/2_Box.jpg');
manhole_texture = loadTexture(gl, 'assets/2_Manhole.jpeg');
stop_texture = loadTexture(gl, 'assets/2_Stop.jpeg');
stand_texture = loadTexture(gl, 'assets/2_Stand.jpg');
boots_texture = loadTexture(gl, 'assets/2_Boots.jpg');
fb_texture = loadTexture(gl, 'assets/2_FlyingBoost.jpg');
hoverboard_texture = loadTexture(gl, 'assets/2_Hoverboard.jpg');
dog_texture = loadTexture(gl, 'assets/1_Dog.jpeg');
gl.clearColor(0, 0, 0, 1.0);
}
theme_flag = 0;
}
gl.clearDepth(1.0); // Clear everything
gl.enable(gl.DEPTH_TEST); // Enable depth testing
gl.depthFunc(gl.LEQUAL); // Near things obscure far things
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
const fieldOfView = 45 * Math.PI / 180; // in radians
const aspect = gl.canvas.clientWidth / gl.canvas.clientHeight;
const zNear = 0.1;
const zFar = 100.0;
const projectionMatrix = mat4.create();
mat4.perspective(projectionMatrix,
fieldOfView,
aspect,
zNear,
zFar);
var cameraMatrix = mat4.create();
mat4.translate(cameraMatrix, cameraMatrix, [cam_x, cam_y, cam_z]);
var cameraPosition = [
cameraMatrix[12],
cameraMatrix[13],
cameraMatrix[14],
];
var up = [0, 1, 0];
mat4.lookAt(cameraMatrix, cameraPosition, [target_x, target_y, cam_z - 10], up);
var viewMatrix = cameraMatrix;//mat4.create();
var viewProjectionMatrix = mat4.create();
mat4.multiply(viewProjectionMatrix, projectionMatrix, viewMatrix);
for (var i = 0; i < 1000; i += 1) {
track1[i].drawCube(gl, viewProjectionMatrix, programInfo, deltaTime);
track2[i].drawCube(gl, viewProjectionMatrix, programInfo, deltaTime);
track3[i].drawCube(gl, viewProjectionMatrix, programInfo, deltaTime);
if (theme == 1)
city[i].drawCube(gl, viewProjectionMatrix, programInfo, deltaTime);
else if (theme == 2)
wall[i].drawCube(gl, viewProjectionMatrix, programInfo, deltaTime);
}
player.drawCube(gl, viewProjectionMatrix, programInfo, deltaTime);
police.drawCube(gl, viewProjectionMatrix, programInfo, deltaTime);
dog.drawCube(gl, viewProjectionMatrix, programInfo, deltaTime);
var num_coins = coins.length;
for (var i = 0; i < num_coins; i++) {
if (coins[i].exist == true)
coins[i].drawCube(gl, viewProjectionMatrix, programInfo, deltaTime);
}
var num_trains = trainF.length;
for (var i = 0; i < num_trains; i++) {
trainF[i].drawCube(gl, viewProjectionMatrix, programInfo, deltaTime);
trainT[i].drawCube(gl, viewProjectionMatrix, programInfo, deltaTime);
trainL[i].drawCube(gl, viewProjectionMatrix, programInfo, deltaTime);
trainR[i].drawCube(gl, viewProjectionMatrix, programInfo, deltaTime);
}
var num_boxes = boxes.length;
for (var i = 0; i < num_boxes; i++) {
boxes[i].drawCube(gl, viewProjectionMatrix, programInfo, deltaTime);
}
var num_manholes = manholes.length;
for (var i = 0; i < num_manholes; i++) {
manholes[i].drawCube(gl, viewProjectionMatrix, programInfo, deltaTime);
}
var num_high = duck_obs_stop.length;
for (var i = 0; i < num_high; i++) {
duck_obs_stop[i].drawCube(gl, viewProjectionMatrix, programInfo, deltaTime);
duck_obs_stand1[i].drawCube(gl, viewProjectionMatrix, programInfo, deltaTime);
duck_obs_stand2[i].drawCube(gl, viewProjectionMatrix, programInfo, deltaTime);
}
var num_low = jump_obs.length;
for (var i = 0; i < num_low; i++) {
jump_obs[i].drawCube(gl, viewProjectionMatrix, programInfo, deltaTime);
}
var num_rope = rope_stop.length;
for (var i = 0; i < num_rope; i++) {
rope_stand1[i].drawCube(gl, viewProjectionMatrix, programInfo, deltaTime);
rope_stand2[i].drawCube(gl, viewProjectionMatrix, programInfo, deltaTime);
rope_stop[i].drawCube(gl, viewProjectionMatrix, programInfo, deltaTime);
}
var num_boots = boots.length;
for (var i = 0; i < num_boots; i++) {
if (boots[i].exist)
boots[i].drawCube(gl, viewProjectionMatrix, programInfo, deltaTime);
}
var num_boost = flying_boost.length;
for (var i = 0; i < num_boost; i++) {
if (flying_boost[i].exist)
flying_boost[i].drawCube(gl, viewProjectionMatrix, programInfo, deltaTime);
}
for (var i = 0; i < 2; i++) {
if (hoverboard[i].exist)
hoverboard[i].drawCube(gl, viewProjectionMatrix, programInfo, deltaTime);
}
}
function initShaderProgram(gl, vsSource, fsSource) {
const vertexShader = loadShader(gl, gl.VERTEX_SHADER, vsSource);
const fragmentShader = loadShader(gl, gl.FRAGMENT_SHADER, fsSource);
const shaderProgram = gl.createProgram();
gl.attachShader(shaderProgram, vertexShader);
gl.attachShader(shaderProgram, fragmentShader);
gl.linkProgram(shaderProgram);
if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
alert('Unable to initialize the shader program: ' + gl.getProgramInfoLog(shaderProgram));
return null;
}
return shaderProgram;
}
function loadTexture(gl, url) {
const texture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, texture);
const level = 0;
const internalFormat = gl.RGBA;
const width = 1;
const height = 1;
const border = 0;
const srcFormat = gl.RGBA;
const srcType = gl.UNSIGNED_BYTE;
const pixel = new Uint8Array([0, 0, 255, 255]);
gl.texImage2D(gl.TEXTURE_2D, level, internalFormat,
width, height, border, srcFormat, srcType,
pixel);
const image = new Image();
image.onload = function () {
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.texImage2D(gl.TEXTURE_2D, level, internalFormat,
srcFormat, srcType, image);
if (isPowerOf2(image.width) && isPowerOf2(image.height)) {
gl.generateMipmap(gl.TEXTURE_2D);
} else {
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
}
};
image.src = url;