// Cloned by Cbum on 5 Dec 2022 from World "minecraft chase (clone by David L)" by David L
// Please leave this clone trail here.
// Cloned by Liam on 30 Nov 2022 from World "User-controlled Model World" by Starter user
// Please leave this clone trail here.
// ==== Starter World =================================================================================================
// This code is designed for use on the Ancient Brain site.
// This code may be freely copied and edited by anyone on the Ancient Brain site.
// To include a working run of this program on another site, see the "Embed code" links provided on Ancient Brain.
// ====================================================================================================================
// User controlled (not Mind controlled) 3D model World with various features:
// - User controlled UP/LEFT/RIGHT arrows move model
// - "First Person View" - Camera rotates with direction you are facing
// Best effect is with "Move with" camera
// - Can have one or multiple ZOMBIEs chasing you
// Smooth movement
// UP moves forward in whatever angle you are at
// LEFT/RIGHT rotate by small angle
// Uses x,y,z rather than grid of squares
// Has collision detection for ZOMBIE moves
// Things to do:
// - Initialise ZOMBIEs so they are not already colliding
// - Collision detection for agent moves
// ===================================================================================================================
// === Start of tweaker's box ========================================================================================
// ===================================================================================================================
// The easiest things to modify are in this box.
// You should be able to change things in this box without being a JavaScript programmer.
// Go ahead and change some of these. What's the worst that could happen?
var hitCount = 0;
AB.clockTick = 100; // Speed of run: Step every n milliseconds. Default 100.
AB.maxSteps = 10000; // Length of run: Maximum length of run in steps. Default 1000.
AB.screenshotStep = 100; // Take screenshot on this step. (All resources should have finished loading.) Default 50.
AB.drawRunControls = true; // Scrap the Run/Step/Pause controls
//---- global constants: -------------------------------------------------------
var zombieAmount = 3; // number of ZOMBIEs:
const OBJ_ZOMBIE = '/uploads/goobert/zombie.obj' ;
const OBJPATH = "/uploads/starter/";
const OBJNAME = "Peter_Parker.obj";
const MTLNAME = "Peter_Parker.mtl";
const floorTextureFile = "/uploads/goobert/grass2.png"; // floor texture
const steveScale = 70; // multiply model sizes by some amount:
const TEXTURE_ZOMBIE = '/uploads/goobert/zombie.png';
var SCALE_ZOMBIE = AB.randomFloatAtoB ( 0, 0 );
const MUSIC_BACK = '/uploads/liam/mc.mp3';
const MAXPOS = 3500; // length of one side of the arena
const SKYCOLOR = 0xffffcc; // a number, not a string
const LIGHTCOLOR = 0xffffff ;
const startRadiusConst = MAXPOS ; // distance from centre to start the camera at
const maxRadiusConst = MAXPOS * 10 ; // maximum distance from camera we will render things
var steveSpeed = 0; // how much agent moves each step
var zombieSpeed = 0; // how much enemy moves each step
const CLOSE_LIMIT = 25; // this is as close as models come to other models
const mixers = [];
const clock = new THREE.Clock();
var WorldSize = 10000;
const time_elapsed = 0;
//--- lookat and follow -----------------------------------------------------------------
// camera on "Move With" should move up/down in y axis as we re-scale objects
// to place the follow camera just above the agent, something like:
// to point the camera at ZOMBIE's face, sssomething like:
const FOLLOW_Y = steveScale * 4; // going high up (or forward/back) means we get it out of agent's hair (makes it first person)
const LOOKAT_Y = SCALE_ZOMBIE * 40;
const CAMERASHIFT = - steveScale * 40 ; // shift camera behind agent, looking past agent along line of sight
// const CAMERASHIFT = 0 ; // put camera exactly inside agent's head
// const CAMERASHIFT = steveScale * 2 ; // shift camera ahead of agent along line of sight
function mainMenu(){
AB.newSplash();
let splash = document.getElementById("splash-inner");
// var h1 = document.createElement("p");
// h1.innerHTML = "How To Play!";
// splash.appendChild(h1);
let play = document.getElementById("splashbutton");
document.getElementById("splash").style.backgroundImage = "url(data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAMQAAAAPCAAAAACe4j/AAAAEuElEQVRIx1WWS5Ibuw5EtddrdRRJJE4iSKrb4c2/AUuy30iK+jEBHCTwAICMCgAKiGhKVQUwKzJHQo4mQGBy7AIvk1E2AQKhFt6bUGD1gILy0DkD4dmzACkGyzCScgFgQmLZr4LpQpC56QB2wgSYE8i1fd6xd1yPHIAKwAs14Undx2LIHK0X6vdFbzTa6CNBLQE8Y5rapn7oAl3KSDKC6cLfL6sLnIVG7ffnyUgvQ6rwLjUZdIVqWz0iEXXCZ+TJsV8feUdoPHDk+a/IeAbq0ldLT59jtHweHwmKS6gFSUYCqKcVsPami1pEnqolkCMBiAS87FXTICp03geYUr8TV8un3KuyC0BfTUzihOCdwjUya1bkT9VWe+AaFOoJzHdtERXRe/eulyEDhC6pjYwr+JQuIDU9/0wQBnJEAkd+9i6IRTJrV7YWnGfwLA6ESphkBoCu88M0YH1CTTOiRUpDdwpGkkP5yL9phhwn+QVxDarAXq513y9bLKgxBGR/CjDyMl4ECd6lO82CaMLbEHGHp1R8ePDERj392ssaCOigNjJ+dXXl6OLUFfVx6dA1BFJLlHpkUHPam095C3QJLIjn6OLIOB3xe0JS85Zd+govg1/z/UhtG3RdVW98yxNp5I0Vtf/U+6y/dJ/yHtSK4q7G9ARscC3/Df/kXTwiT3d6ovjEISLJIVEvBwWeCXlALZTbpy85xqWuf3sNiBBUmYjI+BqN6aNQqDWpipSYf3W1nOV/WALoykjIiCPreSn97UigsjZdPA5s3AmCDIxaVO0Fa1fV/qkaiijPPz/bEeRyLSBDI8K8j37TO8aH7vmOqUUQ1DboYhvqd+FlFGEo+2T75MbLGnjvPeu7Pl521Ap14dcR3h7p75qv4xieqnNDoyCPLt/yKkf5gOUXl+6S3d9Syq/982fz+fhpsm28C5EhJcxsWWQke6KoPMA7tqm7kKcrn6FLhWcoqCNCxDPyQ8wEKR73nIlEX8GpARSJX7/rzeNtWPD/Dl2IwtOYMwV7osGsHYJanzeU7KqIZVCTcrT0IEbyD4d1e1dkBtW2qLhLXK7a1ogDqsjI1DR4PY7nHEqfF9tn8HUJL+eQ/lGOXdwI1++57CqgmDaReM9CZYLAk4D4ymqti4KZI9Htz9OnrcuOhCQEqJfXaxHPAFG/l/ee1GFJPXmPryYUiUGPutnRGXkagmnjHk5RNpm7xxiclm6CjJEQ4+MD4xPmuT9Ef4b3YT3B51a7d4Np76PF0cavuC+SoaH6PlilipEakoJBJETWT3k7Hf+1REPj2fIx95t5ct6u9S5v3KM2fv2Ve29ax9yC98zT2IZot61MHyYtdPF92nguZ29xfcVxSu9Nj5Gl8G3wcVoW8n1Q/f6BHFEAyy5R2aRIdYH8XfV4453vHKcnqarXPD6mdrD0rlVV5xBPF2xuJM5Oo0SdaaqGMjJva7ii6bYv74IzPMo5pGebpu72ghypwTR+WWDuhQOkFijGyAzF3GXh11lEH0hkPINZivpTqLEtVm2j1hVcn/S0//q0es5dbyxOErxKivQ+bHotvzcT3/XztPf20XqG6fJZMePT2X6ts+nlm9LoSYHMiHuJjGXniB7v2fo/5qT4nuxYg6AAAAAASUVORK5CYII=)";
document.getElementById("splashbutton").style.backgroundSize = "60px 120px";
play.addEventListener("click", beginGame);
splash.appendChild(play); // adds the button start button to the splash page.\
if (AB.socket) {
if (AB.socket.connected) {
console.log("SOCKET CONNECTED");
// AB.socketOut("TESTING SOCKETS!!!");
}
}
document.getElementById("splash").style.backgroundImage = "url('https://picfiles.alphacoders.com/478/478314.png')"; // adds background image with entire splash death screen
document.getElementById("splash").style.backgroundSize = "cover"; // sets the background image to cover the entire splash.
var p = document.createElement("p");
var p1 = document.createElement("p");
var h2 = document.createElement("p");
}
function splashScreen(text) {
// let text = "Welcome to Tic Tac Toe. The aim of the game is to fill a row, diagonal or column with your symbol, X or O. First to do so is the winner.";
return (text); // display welcome message on splash screen
}
function death(){ // this function is called when the player has no more lives.
steve.position.y = 0;
steve.position.x = 0;
steve.position.z = 0;
steveSpeed = 0;
AB.newSplash();
let splash = document.getElementById("splash-inner");
let span = document.getElementById("splashbutton");
span.innerHTML = "Restart";
document.getElementById("splash").style.backgroundImage = "url('https://picfiles.alphacoders.com/478/478314.png')"; // adds background image with entire splash death screen
document.getElementById("splash").style.backgroundSize = "cover"; // sets the background image to cover the entire splash.
span.addEventListener("click", beginGame); // when the restart button is clicked the beginGame function is executed.
var winmessage = document.createElement("p");
winmessage.innerHTML = "<br><b>You Died! <b>";
splash.append(winmessage);
winmessage.style.fontSize = "25px";
zombieSpeed = 0; // freezes the zombies in place until updated when game is restarted.
steve.rotation.z = Math.PI / 1; // faces steve model in the default direction (forward).
for ( var i = 0; i < zombieAmount ; i++ ) // loops for all zombies and changes their scale.
{
zombieArray[i].scale.set(0, 0, 0); // sets the zombies to 0 so invisible.
}
}
ABHandler.MAXCAMERAPOS = maxRadiusConst ;
ABHandler.GROUNDZERO = true; // "ground" exists at altitude zero
const SKYBOX_ARRAY = [
"/uploads/goobert/pz.jpg", // left
"/uploads/goobert/nz.jpg", // right
"/uploads/goobert/py.jpg", // top
"/uploads/goobert/ny.jpg", // bottom
"/uploads/goobert/nx.jpg", // back
"/uploads/goobert/px.jpg", // front
];
var zombieArray = new Array ( zombieAmount );
var steve, zombie;
var steveRotation = 0 ;
var enemyRotation = 0 ;
var ZOMBIE_texture;
function loadResources() // asynchronous file loads - call initScene() when all finished
{
var loader = new THREE.OBJLoader ( new THREE.LoadingManager() ); // load ZOMBIE - OBJ that we will paint with a texture
loader.load ( OBJ_ZOMBIE, function ( object )
{
zombie = object; // canonical enemy object - may be copied multiple times
if ( asynchFinished() ) initScene();
});
THREE.DefaultLoadingManager.addHandler ( /\.tga$/i, new THREE.TGALoader() );
// load textures
var loader2 = new THREE.TextureLoader();
loader2.load ( TEXTURE_ZOMBIE, function ( thetexture )
{
thetexture.minFilter = THREE.LinearFilter;
ZOMBIE_texture = thetexture;
if ( asynchFinished() ) initScene();
});
}
var difficulty = "<p align=\"center\"><button id='easyButton', style=\"height:50px;width:100px;\"><b>Easy</b></button><button id='normalButton', style=\"height:50px;width:100px\"><b>Normal</b></button><button id='hardButton', style=\"height:50px;width:100px\"><b>Hard</b></button></p>";
function setDifficulty()
{
$("#user_span5").html( difficulty );
easyButton.style.background = '#4CAF63';
normalButton.style.background = '#FA9E2A';
hardButton.style.background = '#C43737';
document.getElementById("easyButton").style.font = "20px MinecraftiaRegular";
document.getElementById("easyButton").addEventListener("click", easyMode); // checks if the button with the ID of easyButton is pressed, if so the easyMode is set (function is called)
document.getElementById("normalButton").addEventListener("click", normalMode); // checks if the button with the ID of normalButton is pressed, if so the normalMode is set (function is called)
document.getElementById("hardButton").addEventListener("click", hardMode); // checks if the button with the ID of hardButton is pressed, if so the hardMode is set (function is called)
}
function loadModels()
{
const loader = new THREE.GLTFLoader();
const onLoad = ( gltf, position ) =>
{
var model = gltf.scene.children[ 0 ]; // the model is the first child of the scene
model.position.copy( position ); // set the position of the model
var animation = gltf.animations[ 1 ];
var animationIdle = gltf.animations[ 0 ]; // get the animation from the gltf object
const mixer = new THREE.AnimationMixer( model );
mixers.push( mixer );
const action = mixer.clipAction( animation );
action.play();
ABWorld.scene.add( model );
steve = model;
model.scale.set(5, 5, 5);
initScene();
lighting();
};
var stevePosition = new THREE.Vector3 ( 0, 0, 0 );
const mutantPosition = new THREE.Vector3 ( 10, 0, -60 );
// can load 3D models of other user:
loader.load ( '/uploads/liam/steve.glb', glb => onLoad ( glb, stevePosition ) );
// loader.load ( '/uploads/liam/mutant.glb', glb => onLoad ( glb, mutantPosition ) );
}
function asynchFinished() // all file loads returned
{
if ( ZOMBIE_texture && zombie && steve ) return true;
else return false;
}
function initScene() // all file loads have returned
{
// add agent model start at center
// ABWorld.scene.add( steve );
setLookatFollow(); // set up lookat and follow in direction agent is pointing in
// add enemies
// first paint and size the canonical enemy object
zombie.traverse ( function ( child )
{
if ( child instanceof THREE.Mesh )
child.material.map = ZOMBIE_texture ;
});
zombie.scale.multiplyScalar ( SCALE_ZOMBIE ); // scale it
// add perhaps multiple enemy models, starting near outside of arena
for ( var i = 0; i < zombieAmount ; i++ )
{
var object = zombie.clone(); // copy the object multiple times
object.position.y = 0;
object.position.x = AB.randomPick ( AB.randomIntAtoB ( -MAXPOS/2, -MAXPOS/3 ), AB.randomIntAtoB ( MAXPOS/3, MAXPOS/2 ));
object.position.z = AB.randomPick ( AB.randomIntAtoB ( -MAXPOS/2, -MAXPOS/3 ), AB.randomIntAtoB ( MAXPOS/3, MAXPOS/2 ));
ABWorld.scene.add( object ); // adds the ZOMBIE enemies
zombieArray[i] = object; // save in array for later
}
}
function lighting() // this function is called on the first new run of the game.
{
steve.scale.multiplyScalar ( steveScale ); // sets steve's scale
ABWorld.scene.background = new THREE.CubeTextureLoader().load ( SKYBOX_ARRAY, function() // skybox
{
ABWorld.render(); // skybox
AB.removeLoading(); // removes loading splash
AB.runReady = true;
});
}
// --- lookat and follow -----------------------------------
// we do NOT automatically look at enemy / enemies
// instead we look in direction we are facing
function setLookatFollow() // set up lookat and follow
{
// follow - camera position
// start with agent centre, then adjust it by small amount
console.log(steve.position)
ABWorld.follow.copy ( steve.position );
ABWorld.follow.y = FOLLOW_Y ;
// shifted forward/back along line linking agent with direction it is facing
ABWorld.follow.x = ABWorld.follow.x + ( CAMERASHIFT * Math.sin(steveRotation) );
ABWorld.follow.z = ABWorld.follow.z + ( CAMERASHIFT * Math.cos(steveRotation) );
// lookat - look at point in distance along line we are facing
// start with agent centre, then adjust it along line by huge amount
ABWorld.lookat.copy ( steve.position );
ABWorld.lookat.y = LOOKAT_Y ;
ABWorld.lookat.x = ABWorld.lookat.x + ( (startRadiusConst * 3) * Math.sin(steveRotation) );
ABWorld.lookat.z = ABWorld.lookat.z + ( (startRadiusConst * 3) * Math.cos(steveRotation) );
}
// --- enemy move -----------------------------------
// angle between two points (x1,y1) and (x2,y2)
function angleTwoPoints ( x1, y1, x2, y2 )
{
return Math.atan2 ( x2 - x1, y2 - y1 );
}
function dist ( a, b ) // distance between them when a,b are Three vectors
{
// console.log(a.distanceTo ( b ))
return ( a.distanceTo ( b ) );
}
var liveCount = 0;
var lives = 5;
var lives2 = 0;
function collision ( proposedMove, k ) // proposed move FOR ZOMBIE k
{
if ( dist ( proposedMove, steve.position ) < CLOSE_LIMIT )
hitCount += 1; // updates every tick the enemey is inside the range of the close limit
// console.log(hitCount);
var scoreDisplay = "<p align=\"center\">Health: " + lives + "</p>";
$("#user_span2").html( scoreDisplay );
if ( hitCount == 4 ) // if the player has been hit 4 times, the game is over (around being hit for 0.5 second)
{
lives -= 1;
hitCount = 0; // hit count is resit back to zero
var deathSound = new Audio('/uploads/liam/damage.mp3'); // play damage sound everytime hitcounter is 4.
deathSound.play();
}
if ( lives === 0 ) // if the player has no lives left, the death menu is displayed.
{
death(); // calling the death function
lives = 1000;
}
for ( var i=0 ; i < zombieAmount ; i++ )
if ( i != k )
if ( dist ( proposedMove, zombieArray[i].position ) < CLOSE_LIMIT )
return true;
// else
return false;
}
function moveEnemy()
{
for ( var i = 0; i < zombieAmount ; i++ )
{
var e = zombieArray[i];
enemyRotation = angleTwoPoints ( e.position.x, e.position.z, steve.position.x, steve.position.z ); // rotate enemy to face agent
e.rotation.set ( 0, enemyRotation + 85, 0 );
// move along that line, if no collision with any other model
var proposedMove = new THREE.Vector3
(
e.position.x + ( zombieSpeed * Math.sin(enemyRotation) ),
e.position.y,
e.position.z + ( zombieSpeed * Math.cos(enemyRotation) )
);
if ( ! collision ( proposedMove, i ) )
e.position.copy ( proposedMove );
// else enemy i just misses a turn
}
}
//--- key control of agent -------------------------------------------------------------
const KEY_UP = 38;
const KEY_LEFT = 37;
const KEY_RIGHT = 39;
const KEY_DOWN = 40;
const SPACEBAR = 32;
const KEY_W = 87;
const KEY_A = 65;
const KEY_S = 83;
const KEY_D = 68;
var pressedcount = 0; // counts how long the key is pressed for.
var OURKEYS = [ KEY_UP, KEY_DOWN, KEY_LEFT, KEY_RIGHT, KEY_W, KEY_A, KEY_S, KEY_D ];
function ourKeys ( event ) { return ( OURKEYS.includes ( event.keyCode ) ); }
function keyHandler ( event )
{
if ( ! AB.runReady ) return true; // not ready yet
// if not handling this key, send it to default:
if ( ! ourKeys ( event ) ) return true;
// else handle it and prevent default:
if ( event.keyCode == KEY_UP || event.keyCode == KEY_W) // if the Up arrow or W key is pressed.
{
// pressedcount = pressedcount + 1; // updates the pressed count each time the W key is pressed
// console.log(pressedcount) // logs the pressing to console.
if ( pressedcount > 8 ) // only play the sound every 8 key presses to avoid the sound effect overlapping.
{
pressedcount = 0; // resets the pressedcount
var forwardSound = new Audio('/uploads/liam/walk_forward.mp3'); // play the walking forward sound effect
forwardSound.setLoop = ( false );
forwardSound.setVolume = ( 0.1 );
forwardSound.play(); // audio is played
}
if ( steve.position.z > -(WorldSize / 2)){
// console.log("up", (WorldSize / 2) );
steve.rotation.z = 0; // face the agent backwards
steveRotation = steve.rotation.z;
steve.position.z = steve.position.z - ( steveSpeed * Math.cos(steveRotation) ); // moves the agent in the direction its facing (backwards)
}
}
if ( event.keyCode == KEY_DOWN || event.keyCode == KEY_S) // if the down arrow or S key is pressed.
{
// pressedcount = pressedcount + 1; // updates the pressed count each time the W key is pressed
// console.log(pressedcount) // logs the pressing to console.
if ( pressedcount > 8 ) // only play the sound every 8 key presses to avoid the sound effect overlapping.
{
pressedcount = 0; // resets the pressedcount
var backwardsSound = new Audio('/uploads/liam/walk_backward.mp3'); // play the walking forward sound effect
backwardsSound.setLoop = ( false );
backwardsSound.setVolume = ( 0.1 );
backwardsSound.play(); // audio is played
}
if ( steve.position.z < (WorldSize / 2)){
// console.log("down", steve.position.z);
steve.rotation.z = Math.PI / 1; // face the agent forward
steveRotation = steve.rotation.z;
steve.position.z = steve.position.z - ( steveSpeed * Math.cos(steveRotation) ); // moves the agent in the direction its facing (forward)
}
}
if ( event.keyCode == KEY_LEFT || event.keyCode == KEY_A) // if the left arrow or A key is pressed.
{
// pressedcount = pressedcount + 1; // updates the pressed count each time the W key is pressed
// console.log(pressedcount) // logs the pressing to console.
if ( pressedcount > 8 ) // only play the sound every 8 key presses to avoid the sound effect overlapping.
{
pressedcount = 0; // resets the pressedcount
var leftSound = new Audio('/uploads/liam/walk_left.mp3'); // play the walking forward sound effect
leftSound.setLoop = ( false );
leftSound.setVolume = ( 0.1 );
leftSound.play(); // audio is played
}
if (steve.position.x > -(WorldSize / 2) ){
// console.log("left", steve.position.x);
steve.rotation.z = Math.PI / 2; // face the agent left
steveRotation = steve.rotation.z;
steve.position.x = steve.position.x - ( steveSpeed * Math.sin(steveRotation) ); // moves the agent in the direction its facing (left)
}
}
if ( event.keyCode == KEY_RIGHT || event.keyCode == KEY_D) // if the right arrow or D key is pressed.
{
// pressedcount = pressedcount + 1; // updates the pressed count each time the W key is pressed
// console.log(pressedcount) // logs the pressing to console.
if ( pressedcount > 8 ) // only play the sound every 8 key presses to avoid the sound effect overlapping.
{
pressedcount = 0; // resets the pressedcount
var rightSound = new Audio('/uploads/liam/walk_right.mp3'); // play the walking forward sound effect
rightSound.setLoop = ( false );
rightSound.setVolume = ( 0.1 );
rightSound.play(); // audio is played
}
if (steve.position.x < (WorldSize / 2) ){
// console.log("right", steve.position.x);
steve.rotation.z = Math.PI / -2; // face the agent right
steveRotation = steve.rotation.z;
steve.position.x = steve.position.x - ( steveSpeed * Math.sin(steveRotation) ); // moves the agent in the direction its facing (left)
}
}
// if ( event.keyCode == SPACEBAR )
// {
// steve.rotation.z = Math.PI / -2; // face the agent right
// steveRotation = steve.rotation.z;
// steve.position.y = steve.position.y - ( steveSpeed * Math.sin(steveRotation) ); // moves the agent in the direction its facing (left)
// steve.position.y = steve.position.y + ( steveSpeed * Math.sin(steveRotation) ); // moves the agent in the direction its facing (left)
// }
setLookatFollow(); // lookat/follow depend on change in agent position/rotation: M.H
event.stopPropagation(); event.preventDefault(); return false;
}
function easyMode() // this function is called when Easy difficulty is selected.
{
steveSpeed = 100;
zombieSpeed = 50; // makes the enemy speed 50% slower.
for ( var i = 0; i < zombieAmount ; i++ ) // loops for all zombies and increases their size to 700x700x700
{
zombieArray[i].scale.set(300, 300, 300);
}
}
function normalMode() // this function is called when Normal difficulty is selected.
{
steveSpeed = 100;
zombieSpeed = 80; // increased zombie movement speed.
for ( var i = 0; i < zombieAmount ; i++ ) // loops for all zombies and increases their size to 700x700x700
{
zombieArray[i].scale.set(700, 700, 700);
}
}
function hardMode() // this function is called when Easy difficulty is selected.
{
steveSpeed = 100;
zombieSpeed = 200 ; // makes the enemy speed much faster
for ( var i = 0; i < zombieAmount ; i++ )
{
zombieArray[i].scale.set(1000, 1000, 1000); // zombie is larger then normal mode.
}
}
const gameClock = new THREE.Clock();
AB.world.nextStep = function()
{
var time_elapsed = Math.trunc(gameClock.getElapsedTime());
var timelapsed = "<p align=\"center\">Time Elapsed: " + time_elapsed + "s</p>";
$("#user_span4").html( timelapsed );
moveEnemy(); // enemies moves on their own clock
const delta = clock.getDelta();
mixers.forEach( ( mixer ) => { mixer.update( delta ); } );
if(AB.socket)
{
if(AB.socket.connected)
{
AB.socketOut(lives);
AB.msg("P1 Score = " + lives + " P2 score = " + lives2 + "\n Time remaining: ");
}
}
};
AB.backgroundMusic ( MUSIC_BACK );
function beginGame(){ // removes the splash menu when button is pressed
steve.position.y = 0;
steve.position.x = 0;
steve.position.z = 0;
initScene();
AB.removeSplash();
lives = 50;
}
AB.world.newRun = function()
{
AB.socketStart();
mainMenu();
AB.loadingScreen();
AB.runReady = false;
ABWorld.init3d ( startRadiusConst, maxRadiusConst, SKYCOLOR );
loadResources(); // aynch file loads // calls initScene() when it returns
loadModels();
setDifficulty();
// light
var ambient = new THREE.AmbientLight();
ABWorld.scene.add( ambient );
var thelight = new THREE.DirectionalLight ( LIGHTCOLOR, 3 );
thelight.position.set ( startRadiusConst, startRadiusConst, startRadiusConst );
ABWorld.scene.add(thelight);
var BlockSize = 500;
var floorGeometry = new THREE.PlaneBufferGeometry( WorldSize, WorldSize );
floorGeometry.rotateX( - Math.PI / 2 );
// loading the floor texture
var floorTexture = new THREE.ImageUtils.loadTexture ( floorTextureFile );
floorTexture.minFilter = THREE.LinearFilter;
floorTexture.wrapS = floorTexture.wrapT = THREE.RepeatWrapping;
// world floor texture size and location
floorTexture.offset.set( 0, 0 );
floorTexture.repeat.set( WorldSize / BlockSize, WorldSize / BlockSize );
var floor = new THREE.Mesh(floorGeometry, new THREE.MeshBasicMaterial({map : floorTexture}));
floor.position.set(0,0,0);
threeworld.scene.add(floor);
document.onkeydown = keyHandler;
};
AB.socketUserlist = function ( array ) {
console.log(array.length);
if (array.length > 2) {
// there are more than 2 players trying to enter the game, which is 2-player only
// display an error screen
AB.newSplash (splashScreen("<h3>The game is full. Please wait a moment, and then try again."));
// update the button from "start" to "retry"
document.getElementById("splashbutton").innerHTML = "Retry";
// reload the page when the button is clicked
document.getElementById("splashbutton").onclick = function () {
location.reload();
};
} else if (array.length === 1) {
// there is only one player, so don't start the game until a second
// player joins and the first player hits 'retry'
AB.newSplash (splashScreen("<h3>Waiting for a matched player. Please wait a moment and try again.</h3>"));
// update the button from "start" to "retry"
document.getElementById("splashbutton").innerHTML = "Retry";
// reload the page when the button is clicked
document.getElementById("splashbutton").onclick = function () {
location.reload();
};
}
// ensure that when this function is called again, the user array is not passed
// this will avoid the error message displaying for all users currently playing and ensure it only displays for
// the new user trying to join
AB.socketUserlist = function() {};
};
AB.socketIn = function (score)
{
lives2 = score;
};