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index.html
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<!doctype html>
<html lang="en">
<head>
<meta charset="utf-8">
<title>WebGL Demo</title>
<meta name="viewport" content="width=device-width, initial-scale=1.0"/>
<meta charset="utf-8">
<link rel="stylesheet" href="https://cdnjs.cloudflare.com/ajax/libs/materialize/0.99.0/css/materialize.min.css">
<script src="https://ajax.googleapis.com/ajax/libs/jquery/3.2.1/jquery.min.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/materialize/0.99.0/js/materialize.min.js"></script>
<style type="text/css">
body{
background-color: #000000;
user-zoom:fixed;
}
h1{
color: #FFFFFF;
font-family:sans-serif;
font-size: ;
}
.container{
width: 100%
}
#main_div{
width: 100%;
max-width: 100%
}
#canvas{
position: relative;
/*right: 100px;*/
}
</style>
</head>
<body>
<header>
<h1 align="center"> Tunnel Rush</h1>
</header>
<div id="main_div" class="container">
<div class="row">
<div class="white-text black col s2 card">
<br>
<br>
<br>
<br>
<br>
<br>
<br>
<br>
<br>
<br>
<h4 align="center" id="score_value">Score:</h4>
<h4 align="center" id="live_value">Lives:</h4>
<h4 align="center" id="level_value">Level:</h4>
<h4 align="center" id="state_value">Gameover:</h4>
<br>
<br>
<br>
<br>
<form action="#">
<div align="center" class="switch">
<h4> Pause</h4>
<label>
Off
<input id="pause_box" type="checkbox">
<span class="lever"></span>
On
</label>
</div>
<div align="center" class="switch">
<h4> Mute</h4>
<label>
Off
<input id="mute_box" type="checkbox">
<span class="lever"></span>
On
</label>
</div>
</form>
</div>
<div align="center" class="col s8 ">
<br>
<canvas id="glcanvas" width='1100' height='900'></canvas>
</div>
<div align="center" class="white-text black col s2 card">
<br>
<br>
<br>
<br>
<br>
<br>
<br>
<br>
<br>
<br>
<div class="card-title">
<h4>Controls</h4>
</div>
<div class="card-content">
<ul style="font-size:30px">
<li>
Tunnel: Arrow Keys
</li>
<li>
Camera: A,D
</li>
<li>
Space: Jump
</li>
<li>
Pause: P
</li>
<li>
Mute: M
</li>
<li>
B: Backward
</li>
<li>
T: Teleport
</li>
</ul>
</div>
</div>
</div>
</div>
</body>
<!-- Helper Libraries -->
<script src="gl-matrix.js"></script>
<script src="vector.js"></script>
<!-- Keyboard control -->
<script src="mousetrap.min.js"></script>
<!-- Shaders -->
<script id="fragment_shader" type="x-shader/x-fragment">
precision mediump float;
varying vec3 vTransformedNormal;
varying vec4 vColor;
varying vec4 vPosition;
varying vec2 vTexture;
uniform sampler2D sampler;
uniform bool isTextured;
uniform float uMaterialShininess;
uniform vec3 uAmbientColor;
uniform vec3 uAmbientColorObject;
uniform vec3 uPointLightingLocation;
uniform vec3 uPointLightingSpecularColor;
uniform vec3 uPointLightingDiffuseColor;
uniform vec3 eyeLocation;
void main(void) {
vec3 lightWeighting;
vec3 uAmbientTotal = uAmbientColor * uAmbientColorObject;
// Diffuse lighting
vec3 normal = normalize(vTransformedNormal);
vec3 lightDirection = normalize(uPointLightingLocation - vPosition.xyz);
float diffuseLightWeighting = max(dot(normal, lightDirection), 0.0);
// Specular
float specularLightWeighting = 0.0;
float uMaterialShininess = 20.0;
vec3 eyeDirection = normalize(eyeLocation-vPosition.xyz);
vec3 reflectionDirection = reflect(-lightDirection, normal);
specularLightWeighting = pow(max(dot(reflectionDirection, eyeDirection), 0.0), uMaterialShininess);
lightWeighting = uAmbientTotal+ (uPointLightingDiffuseColor*diffuseLightWeighting + specularLightWeighting*uPointLightingSpecularColor) * 0.7*dot(vPosition.xyz,vPosition.xyz);
vec4 fragmentColor;
if(isTextured){
fragmentColor = texture2D(sampler, vec2(vTexture.s, vTexture.t));
}
else{
fragmentColor = vColor;
}
gl_FragColor = vec4(fragmentColor.rgb * lightWeighting,fragmentColor.a);
}
</script>
<script id="vertex_shader" type="x-shader/x-fragment">
attribute vec4 aVertexPosition;
attribute vec4 aVertexColor;
attribute vec3 aVertexNormal;
attribute vec2 aVertexTexture;
uniform mat4 uModelViewMatrix;
uniform mat4 uProjectionMatrix;
uniform mat3 uNMatrix;
varying vec4 vColor;
varying vec3 vTransformedNormal;
varying vec4 vPosition;
varying vec2 vTexture;
void main(void) {
vPosition = uModelViewMatrix * aVertexPosition;
gl_Position = uProjectionMatrix * vPosition;
vColor = aVertexColor;
vTransformedNormal = uNMatrix * aVertexNormal;
vTexture = aVertexTexture;
}
</script>
<!-- Basic Webgl Code -->
<script src="cube.js"></script>
<script src="pyramid.js"></script>
<!-- For audio -->
<script src="https://code.createjs.com/1.0.0/createjs.min.js" ></script>
<script src="audioplay.js"></script>
<!-- Main -->
<script src="webgl-demo.js"></script>
</html>