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飞机躲避障碍|源码




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源码如下


<html>
<head>
<meta charset="UTF-8" />
<meta name="viewport" content="width=device-width,height=device-height,user-scalable=no,initial-scale=1.0,maximum-scale=1.0,minimum-scale=1.0">
<style>
@font-face {
	font-family: 'codropsicons';
	font-weight: normal;
	font-style: normal;
	src: url('../fonts/codropsicons/codropsicons.eot');
	src: url('../fonts/codropsicons/codropsicons.eot?#iefix') format('embedded-opentype'), url('../fonts/codropsicons/codropsicons.woff') format('woff'), url('../fonts/codropsicons/codropsicons.ttf') format('truetype'), url('../fonts/codropsicons/codropsicons.svg#codropsicons') format('svg');
}

*,
*::after,
*::before {
	-webkit-box-sizing: border-box;
	box-sizing: border-box;
}

body {
	font-family: 'Avenir Next', Avenir, 'Helvetica Neue', Helvetica, Arial, sans-serif;
	margin: 0;
	color: #444;
	background: #f6f6f6;
}

a {
	text-decoration: none;
	color: #d1b790;
	outline: none;
}

a:hover,
a:focus {
	color: #bba077;
	outline: none;
}


/* Top Navigation Style */

.meta {
	font-size: 0.75em;
	line-height: 1;
	position: absolute;
	top: 1em;
	left: 1em;
	display: -webkit-flex;
	display: flex;
	-webkit-flex-wrap: wrap;
	flex-wrap: wrap;
	white-space: nowrap;
	border-top: 1px solid #d1b790;
}

.meta::after {
	content: '';
	position: absolute;
	top: 0;
	right: 0;
	width: 1px;
	height: 100%;
	background: #d1b790;
}

.meta a {
	display: block;
	padding: 1em 1.35em;
	border: 1px solid #d1b790;
	border-top: 0;
}

.meta a:not(:last-child) {
	border-right: 0;
}

.codrops-icon {
	width: 4em;
}

.codrops-icon span {
	display: none;
}

.codrops-icon::before {
	font-family: 'codropsicons';
	font-size: 1.15em;
	font-weight: normal;
	font-style: normal;
	font-variant: normal;
	line-height: 1;
	text-transform: none;
	speak: none;
	-webkit-font-smoothing: antialiased;
}

.codrops-icon--drop::before {
	content: '\e001';
	color: #09c;
}

.codrops-icon--prev::before {
	content: '\e004';
}


/* Demo links */

.demo-link {
	font-family: 'Playfair Display';
	font-weight: bold;
	text-align: center;
	letter-spacing: 0.2em;
	text-transform: uppercase;
}

.demo-link--current {
	color: #bba077;
}

@media screen and (max-width:40em) {
	.meta {
		right: 1em;
	}
	.demo-link {
		-webkit-flex: 1;
		flex: 1;
	}
}

/* Styles for sponsor */
body #cdawrap { top: auto; right: auto; bottom: 12px; left: 12px; border: 1px solid #d1b790; background: none; }
.partisan { position: absolute; bottom: 0; left: 0; width: 38em; padding: 4.5em 7.5em 1.5em 5.5em; }
.partisan__bg { position: absolute; bottom: 0; left: 0; width: 100%; height: 100%; pointer-events: none; opacity: 0.5; }
.partisan__link { position: relative; display: -webkit-flex; display: flex; -webkit-justify-content: center; justify-content: center; -webkit-align-items: center; align-items: center; }
.partisan__img, .partisan__title { opacity: 0.85; -webkit-transition: opacity 0.1s; transition: opacity 0.1s; }
.partisan__link:hover .partisan__img, .partisan__link:hover .partisan__title { opacity: 1; }
.partisan__img { max-width: 42%; }
.partisan__title { font-family: 'Playfair Display'; font-weight: bold; position: relative; margin: 0.5em 0 0 0.85em; color: #555d27; }
.partisan__title::before { content: 'Sponsored by:'; font-size: 0.5em; font-weight: bold; position: absolute; bottom: 100%; left: 0; padding: 0 0 1em 0; letter-spacing: 0.25em; text-transform: uppercase; color: #95a534; }
@media screen and (max-width:80em) {
	.partisan { font-size: 76%; }
	.partisan__title::before { font-size: 0.25em; }
}
@media screen and (max-width:60em) {
	.game-holder .message--instructions { bottom: 5.5em; }
	.partisan { width: 100%; height: auto; padding: 1.75em 0.5em 0.5em; text-align: center; background: rgba(190, 215, 48, 0.5); }
	.partisan__bg { display: none; }
	.partisan__img { display: none; }
	.partisan__title { margin: 0; }
	.partisan__title::before { width: 100%; padding: 0 0 0.25em; }
}

.game-holder {
	position: absolute;
	width: 100%;
	height: 100%;
	background: -webkit-linear-gradient(#e4e0ba, #f7d9aa);
	background: linear-gradient(#e4e0ba, #f7d9aa);
}

.world {
	position: absolute;
	overflow: hidden;
	width: 100%;
	height: 100%;
}

.header {
	position: absolute;
	top: 8vh;
	left: 0;
	width: 100%;
	text-align: center;
	pointer-events: none;
}

.header h1 {
	font-family: 'Playfair Display';
	font-size: 4.5em;
	line-height: 1;
	margin: 0;
	letter-spacing: -0.025em;
	color: #d1b790;
}

.header h1 span {
	font-size: 0.2em;
	font-style: italic;
	display: block;
	margin: 0 0 -1.5em -7em;
	letter-spacing: 0px;
}

.header h2 {
	font-size: 0.585em;
	margin: 0.25em 0;
	white-space: nowrap;
	text-indent: 1em;
	letter-spacing: 1em;
	text-transform: uppercase;
	color: #d6483b;
}

.score {
	width: 100%;
	margin: 2em 0 0;
	text-align: center;
	white-space: nowrap;
}

.score__content {
	position: relative;
	display: inline-block;
	padding: 0 1em;
	vertical-align: top;
}

.score__content:nth-child(2) {
	border-right: 1px solid #d1b790;
	border-left: 1px solid #d1b790;
}

.score__label {
	font-size: 9px;
	position: relative;
	margin: 0 0 0.5em 0;
	text-align: center;
	letter-spacing: 3px;
	text-transform: uppercase;
	color: #d1b790;
}

.score__value {
	font-family: 'Playfair Display';
	font-weight: bold;
	color: #d1b790;
}

.score__value--level {
	font-size: 26px;
}

.score__value--dist {
	font-size: 30px;
}

.level-circle {
	position: absolute;
	left: 50%;
	width: 46px;
	margin: -37px 0 0 -23px;
	-webkit-transform: rotate(-90deg);
	transform: rotate(-90deg);
}

.score__value--energy {
	position: relative;
	width: 60px;
	height: 8px;
	margin-top: 20px;
	border-radius: 3px;
	background-color: #d1b790;
}

.energy-bar {
	position: absolute;
	top: 0;
	right: 0;
	bottom: 0;
	left: 0;
	margin: 2px;
	background-color: #f25346;
	-webkit-animation-name: none;
	animation-name: none;
	-webkit-animation-duration: 150ms;
	animation-duration: 150ms;
	-webkit-animation-iteration-count: infinite;
	animation-iteration-count: infinite;
}

.message {
	font-weight: bold;
	position: absolute;
	left: 0;
	width: 100%;
	text-align: center;
	text-transform: uppercase;
	pointer-events: none;
}

.message--replay {
	font-size: 1.25vw;
	bottom: 40vh;
	display: none;
	text-indent: 0.5em;
	letter-spacing: 0.5em;
	color: #d1b790;
}

.message--instructions {
	font-family: 'Playfair Display';
	font-size: 0.85em;
	bottom: 8vh;
	letter-spacing: 0.2em;
	color: #68c3c0;
}

.message--instructions span {
	display: block;
	color: #d6483b;
	white-space: nowrap;
}

@-webkit-keyframes blinking {
	0% { opacity: 1; }
	50% { opacity: 0; }
	100% { opacity: 1; }
}

@keyframes blinking {
	0% { opacity: 1; }
	50% { opacity: 0; }
	100% { opacity: 1; }
}

@media screen and (max-width: 40em) {
	.header {
		font-size: 0.75em;
		top: 6.5em;
	}
	.header h2 {
		letter-spacing: 0.65em;
	}
}

</style>


<title>飞机躲避障碍</title>


<script src="https://cdnjs.cloudflare.com/ajax/libs/gsap/1.17.0/TweenMax.min.js"></script>
	<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r75/three.min.js"></script>


</head>
<body>


<div class="game-holder" id="gameHolder">
	<div class="header">
		
		<div class="score" id="score">
			<div class="score__content" id="level">
				<div class="score__label">等级</div>
				<div class="score__value score__value--level" id="levelValue">1</div>
				<svg class="level-circle" id="levelCircle" viewbox="0 0 200 200">
					<circle id="levelCircleBgr" r="80" cx="100" cy="100" fill="none" stroke="#d1b790" stroke-width="24px" />
					<circle id="levelCircleStroke" r="80" cx="100" cy="100" fill="none" #f25346 stroke="#68c3c0" stroke-width="14px" stroke-dasharray="502" />
				</svg>
			</div>
			<div class="score__content" id="dist">
				<div class="score__label">距离</div>
				<div class="score__value score__value--dist" id="distValue">000</div>
			</div>
			<div class="score__content" id="energy">
				<div class="score__label">能量</div>
				<div class="score__value score__value--energy" id="energyValue">
					<div class="energy-bar" id="energyBar"></div>
				</div>
			</div>
		</div>
	</div>
	<div class="world" id="world"></div>
	<div class="message message--replay" id="replayMessage" style="font-size: 18px;">点击重新开始</div>
	<div class="message message--instructions" id="instructions">获取蓝色能量<span>躲避红色障碍</span></div>
</div>


<script>
//COLORS
var Colors = {
    red:0xf25346,
    white:0xd8d0d1,
    brown:0x59332e,
    brownDark:0x23190f,
    pink:0xF5986E,
    yellow:0xf4ce93,
    blue:0x68c3c0,

};

///////////////

// GAME VARIABLES
var game;
var deltaTime = 0;
var newTime = new Date().getTime();
var oldTime = new Date().getTime();
var ennemiesPool = [];
var particlesPool = [];
var particlesInUse = [];

function resetGame(){
  game = {speed:0,
          initSpeed:.00035,
          baseSpeed:.00035,
          targetBaseSpeed:.00035,
          incrementSpeedByTime:.0000025,
          incrementSpeedByLevel:.000005,
          distanceForSpeedUpdate:100,
          speedLastUpdate:0,

          distance:0,
          ratioSpeedDistance:50,
          energy:100,
          ratioSpeedEnergy:3,

          level:1,
          levelLastUpdate:0,
          distanceForLevelUpdate:1000,

          planeDefaultHeight:100,
          planeAmpHeight:80,
          planeAmpWidth:75,
          planeMoveSensivity:0.005,
          planeRotXSensivity:0.0008,
          planeRotZSensivity:0.0004,
          planeFallSpeed:.001,
          planeMinSpeed:1.2,
          planeMaxSpeed:1.6,
          planeSpeed:0,
          planeCollisionDisplacementX:0,
          planeCollisionSpeedX:0,

          planeCollisionDisplacementY:0,
          planeCollisionSpeedY:0,

          seaRadius:600,
          seaLength:800,
          //seaRotationSpeed:0.006,
          wavesMinAmp : 5,
          wavesMaxAmp : 20,
          wavesMinSpeed : 0.001,
          wavesMaxSpeed : 0.003,

          cameraFarPos:500,
          cameraNearPos:150,
          cameraSensivity:0.002,

          coinDistanceTolerance:15,
          coinValue:3,
          coinsSpeed:.5,
          coinLastSpawn:0,
          distanceForCoinsSpawn:100,

          ennemyDistanceTolerance:10,
          ennemyValue:10,
          ennemiesSpeed:.6,
          ennemyLastSpawn:0,
          distanceForEnnemiesSpawn:50,

          status : "playing",
         };
  fieldLevel.innerHTML = Math.floor(game.level);
}

//THREEJS RELATED VARIABLES

var scene,
    camera, fieldOfView, aspectRatio, nearPlane, farPlane,
    renderer,
    container,
    controls;

//SCREEN & MOUSE VARIABLES

var HEIGHT, WIDTH,
    mousePos = { x: 0, y: 0 };

//INIT THREE JS, SCREEN AND MOUSE EVENTS

function createScene() {

  HEIGHT = window.innerHeight;
  WIDTH = window.innerWidth;

  scene = new THREE.Scene();
  aspectRatio = WIDTH / HEIGHT;
  fieldOfView = 50;
  nearPlane = .1;
  farPlane = 10000;
  camera = new THREE.PerspectiveCamera(
    fieldOfView,
    aspectRatio,
    nearPlane,
    farPlane
    );
  scene.fog = new THREE.Fog(0xf7d9aa, 100,950);
  camera.position.x = 0;
  camera.position.z = 200;
  camera.position.y = game.planeDefaultHeight;
  //camera.lookAt(new THREE.Vector3(0, 400, 0));

  renderer = new THREE.WebGLRenderer({ alpha: true, antialias: true });
  renderer.setSize(WIDTH, HEIGHT);

  renderer.shadowMap.enabled = true;

  container = document.getElementById('world');
  container.appendChild(renderer.domElement);

  window.addEventListener('resize', handleWindowResize, false);

  /*
  controls = new THREE.OrbitControls(camera, renderer.domElement);
  controls.minPolarAngle = -Math.PI / 2;
  controls.maxPolarAngle = Math.PI ;

  //controls.noZoom = true;
  //controls.noPan = true;
  //*/
}

// MOUSE AND SCREEN EVENTS

function handleWindowResize() {
  HEIGHT = window.innerHeight;
  WIDTH = window.innerWidth;
  renderer.setSize(WIDTH, HEIGHT);
  camera.aspect = WIDTH / HEIGHT;
  camera.updateProjectionMatrix();
}

function handleMouseMove(event) {
  var tx = -1 + (event.clientX / WIDTH)*2;
  var ty = 1 - (event.clientY / HEIGHT)*2;
  mousePos = {x:tx, y:ty};
}

function handleTouchMove(event) {
    event.preventDefault();
    var tx = -1 + (event.touches[0].pageX / WIDTH)*2;
    var ty = 1 - (event.touches[0].pageY / HEIGHT)*2;
    mousePos = {x:tx, y:ty};
}

function handleMouseUp(event){
  if (game.status == "waitingReplay"){
    resetGame();
    hideReplay();
  }
}


function handleTouchEnd(event){
  if (game.status == "waitingReplay"){
    resetGame();
    hideReplay();
  }
}

// LIGHTS

var ambientLight, hemisphereLight, shadowLight;

function createLights() {

  hemisphereLight = new THREE.HemisphereLight(0xaaaaaa,0x000000, .9)

  ambientLight = new THREE.AmbientLight(0xdc8874, .5);

  shadowLight = new THREE.DirectionalLight(0xffffff, .9);
  shadowLight.position.set(150, 350, 350);
  shadowLight.castShadow = true;
  shadowLight.shadow.camera.left = -400;
  shadowLight.shadow.camera.right = 400;
  shadowLight.shadow.camera.top = 400;
  shadowLight.shadow.camera.bottom = -400;
  shadowLight.shadow.camera.near = 1;
  shadowLight.shadow.camera.far = 1000;
  shadowLight.shadow.mapSize.width = 4096;
  shadowLight.shadow.mapSize.height = 4096;

  var ch = new THREE.CameraHelper(shadowLight.shadow.camera);

  //scene.add(ch);
  scene.add(hemisphereLight);
  scene.add(shadowLight);
  scene.add(ambientLight);

}


var Pilot = function(){
  this.mesh = new THREE.Object3D();
  this.mesh.name = "pilot";
  this.angleHairs=0;

  var bodyGeom = new THREE.BoxGeometry(15,15,15);
  var bodyMat = new THREE.MeshPhongMaterial({color:Colors.brown, shading:THREE.FlatShading});
  var body = new THREE.Mesh(bodyGeom, bodyMat);
  body.position.set(2,-12,0);

  this.mesh.add(body);

  var faceGeom = new THREE.BoxGeometry(10,10,10);
  var faceMat = new THREE.MeshLambertMaterial({color:Colors.pink});
  var face = new THREE.Mesh(faceGeom, faceMat);
  this.mesh.add(face);

  var hairGeom = new THREE.BoxGeometry(4,4,4);
  var hairMat = new THREE.MeshLambertMaterial({color:Colors.brown});
  var hair = new THREE.Mesh(hairGeom, hairMat);
  hair.geometry.applyMatrix(new THREE.Matrix4().makeTranslation(0,2,0));
  var hairs = new THREE.Object3D();

  this.hairsTop = new THREE.Object3D();

  for (var i=0; i<12; i++){
    var h = hair.clone();
    var col = i%3;
    var row = Math.floor(i/3);
    var startPosZ = -4;
    var startPosX = -4;
    h.position.set(startPosX + row*4, 0, startPosZ + col*4);
    h.geometry.applyMatrix(new THREE.Matrix4().makeScale(1,1,1));
    this.hairsTop.add(h);
  }
  hairs.add(this.hairsTop);

  var hairSideGeom = new THREE.BoxGeometry(12,4,2);
  hairSideGeom.applyMatrix(new THREE.Matrix4().makeTranslation(-6,0,0));
  var hairSideR = new THREE.Mesh(hairSideGeom, hairMat);
  var hairSideL = hairSideR.clone();
  hairSideR.position.set(8,-2,6);
  hairSideL.position.set(8,-2,-6);
  hairs.add(hairSideR);
  hairs.add(hairSideL);

  var hairBackGeom = new THREE.BoxGeometry(2,8,10);
  var hairBack = new THREE.Mesh(hairBackGeom, hairMat);
  hairBack.position.set(-1,-4,0)
  hairs.add(hairBack);
  hairs.position.set(-5,5,0);

  this.mesh.add(hairs);

  var glassGeom = new THREE.BoxGeometry(5,5,5);
  var glassMat = new THREE.MeshLambertMaterial({color:Colors.brown});
  var glassR = new THREE.Mesh(glassGeom,glassMat);
  glassR.position.set(6,0,3);
  var glassL = glassR.clone();
  glassL.position.z = -glassR.position.z

  var glassAGeom = new THREE.BoxGeometry(11,1,11);
  var glassA = new THREE.Mesh(glassAGeom, glassMat);
  this.mesh.add(glassR);
  this.mesh.add(glassL);
  this.mesh.add(glassA);

  var earGeom = new THREE.BoxGeometry(2,3,2);
  var earL = new THREE.Mesh(earGeom,faceMat);
  earL.position.set(0,0,-6);
  var earR = earL.clone();
  earR.position.set(0,0,6);
  this.mesh.add(earL);
  this.mesh.add(earR);
}

Pilot.prototype.updateHairs = function(){
  //*
   var hairs = this.hairsTop.children;

   var l = hairs.length;
   for (var i=0; i<l; i++){
      var h = hairs[i];
      h.scale.y = .75 + Math.cos(this.angleHairs+i/3)*.25;
   }
  this.angleHairs += game.speed*deltaTime*40;
  //*/
}

var AirPlane = function(){
  this.mesh = new THREE.Object3D();
  this.mesh.name = "airPlane";

  // Cabin

  var geomCabin = new THREE.BoxGeometry(80,50,50,1,1,1);
  var matCabin = new THREE.MeshPhongMaterial({color:Colors.red, shading:THREE.FlatShading});

  geomCabin.vertices[4].y-=10;
  geomCabin.vertices[4].z+=20;
  geomCabin.vertices[5].y-=10;
  geomCabin.vertices[5].z-=20;
  geomCabin.vertices[6].y+=30;
  geomCabin.vertices[6].z+=20;
  geomCabin.vertices[7].y+=30;
  geomCabin.vertices[7].z-=20;

  var cabin = new THREE.Mesh(geomCabin, matCabin);
  cabin.castShadow = true;
  cabin.receiveShadow = true;
  this.mesh.add(cabin);

  // Engine

  var geomEngine = new THREE.BoxGeometry(20,50,50,1,1,1);
  var matEngine = new THREE.MeshPhongMaterial({color:Colors.white, shading:THREE.FlatShading});
  var engine = new THREE.Mesh(geomEngine, matEngine);
  engine.position.x = 50;
  engine.castShadow = true;
  engine.receiveShadow = true;
  this.mesh.add(engine);

  // Tail Plane

  var geomTailPlane = new THREE.BoxGeometry(15,20,5,1,1,1);
  var matTailPlane = new THREE.MeshPhongMaterial({color:Colors.red, shading:THREE.FlatShading});
  var tailPlane = new THREE.Mesh(geomTailPlane, matTailPlane);
  tailPlane.position.set(-40,20,0);
  tailPlane.castShadow = true;
  tailPlane.receiveShadow = true;
  this.mesh.add(tailPlane);

  // Wings

  var geomSideWing = new THREE.BoxGeometry(30,5,120,1,1,1);
  var matSideWing = new THREE.MeshPhongMaterial({color:Colors.red, shading:THREE.FlatShading});
  var sideWing = new THREE.Mesh(geomSideWing, matSideWing);
  sideWing.position.set(0,15,0);
  sideWing.castShadow = true;
  sideWing.receiveShadow = true;
  this.mesh.add(sideWing);

  var geomWindshield = new THREE.BoxGeometry(3,15,20,1,1,1);
  var matWindshield = new THREE.MeshPhongMaterial({color:Colors.white,transparent:true, opacity:.3, shading:THREE.FlatShading});;
  var windshield = new THREE.Mesh(geomWindshield, matWindshield);
  windshield.position.set(5,27,0);

  windshield.castShadow = true;
  windshield.receiveShadow = true;

  this.mesh.add(windshield);

  var geomPropeller = new THREE.BoxGeometry(20,10,10,1,1,1);
  geomPropeller.vertices[4].y-=5;
  geomPropeller.vertices[4].z+=5;
  geomPropeller.vertices[5].y-=5;
  geomPropeller.vertices[5].z-=5;
  geomPropeller.vertices[6].y+=5;
  geomPropeller.vertices[6].z+=5;
  geomPropeller.vertices[7].y+=5;
  geomPropeller.vertices[7].z-=5;
  var matPropeller = new THREE.MeshPhongMaterial({color:Colors.brown, shading:THREE.FlatShading});
  this.propeller = new THREE.Mesh(geomPropeller, matPropeller);

  this.propeller.castShadow = true;
  this.propeller.receiveShadow = true;

  var geomBlade = new THREE.BoxGeometry(1,80,10,1,1,1);
  var matBlade = new THREE.MeshPhongMaterial({color:Colors.brownDark, shading:THREE.FlatShading});
  var blade1 = new THREE.Mesh(geomBlade, matBlade);
  blade1.position.set(8,0,0);

  blade1.castShadow = true;
  blade1.receiveShadow = true;

  var blade2 = blade1.clone();
  blade2.rotation.x = Math.PI/2;

  blade2.castShadow = true;
  blade2.receiveShadow = true;

  this.propeller.add(blade1);
  this.propeller.add(blade2);
  this.propeller.position.set(60,0,0);
  this.mesh.add(this.propeller);

  var wheelProtecGeom = new THREE.BoxGeometry(30,15,10,1,1,1);
  var wheelProtecMat = new THREE.MeshPhongMaterial({color:Colors.red, shading:THREE.FlatShading});
  var wheelProtecR = new THREE.Mesh(wheelProtecGeom,wheelProtecMat);
  wheelProtecR.position.set(25,-20,25);
  this.mesh.add(wheelProtecR);

  var wheelTireGeom = new THREE.BoxGeometry(24,24,4);
  var wheelTireMat = new THREE.MeshPhongMaterial({color:Colors.brownDark, shading:THREE.FlatShading});
  var wheelTireR = new THREE.Mesh(wheelTireGeom,wheelTireMat);
  wheelTireR.position.set(25,-28,25);

  var wheelAxisGeom = new THREE.BoxGeometry(10,10,6);
  var wheelAxisMat = new THREE.MeshPhongMaterial({color:Colors.brown, shading:THREE.FlatShading});
  var wheelAxis = new THREE.Mesh(wheelAxisGeom,wheelAxisMat);
  wheelTireR.add(wheelAxis);

  this.mesh.add(wheelTireR);

  var wheelProtecL = wheelProtecR.clone();
  wheelProtecL.position.z = -wheelProtecR.position.z ;
  this.mesh.add(wheelProtecL);

  var wheelTireL = wheelTireR.clone();
  wheelTireL.position.z = -wheelTireR.position.z;
  this.mesh.add(wheelTireL);

  var wheelTireB = wheelTireR.clone();
  wheelTireB.scale.set(.5,.5,.5);
  wheelTireB.position.set(-35,-5,0);
  this.mesh.add(wheelTireB);

  var suspensionGeom = new THREE.BoxGeometry(4,20,4);
  suspensionGeom.applyMatrix(new THREE.Matrix4().makeTranslation(0,10,0))
  var suspensionMat = new THREE.MeshPhongMaterial({color:Colors.red, shading:THREE.FlatShading});
  var suspension = new THREE.Mesh(suspensionGeom,suspensionMat);
  suspension.position.set(-35,-5,0);
  suspension.rotation.z = -.3;
  this.mesh.add(suspension);

  this.pilot = new Pilot();
  this.pilot.mesh.position.set(-10,27,0);
  this.mesh.add(this.pilot.mesh);


  this.mesh.castShadow = true;
  this.mesh.receiveShadow = true;

};

Sky = function(){
  this.mesh = new THREE.Object3D();
  this.nClouds = 20;
  this.clouds = [];
  var stepAngle = Math.PI*2 / this.nClouds;
  for(var i=0; i<this.nClouds; i++){
    var c = new Cloud();
    this.clouds.push(c);
    var a = stepAngle*i;
    var h = game.seaRadius + 150 + Math.random()*200;
    c.mesh.position.y = Math.sin(a)*h;
    c.mesh.position.x = Math.cos(a)*h;
    c.mesh.position.z = -300-Math.random()*500;
    c.mesh.rotation.z = a + Math.PI/2;
    var s = 1+Math.random()*2;
    c.mesh.scale.set(s,s,s);
    this.mesh.add(c.mesh);
  }
}

Sky.prototype.moveClouds = function(){
  for(var i=0; i<this.nClouds; i++){
    var c = this.clouds[i];
    c.rotate();
  }
  this.mesh.rotation.z += game.speed*deltaTime;

}

Sea = function(){
  var geom = new THREE.CylinderGeometry(game.seaRadius,game.seaRadius,game.seaLength,40,10);
  geom.applyMatrix(new THREE.Matrix4().makeRotationX(-Math.PI/2));
  geom.mergeVertices();
  var l = geom.vertices.length;

  this.waves = [];

  for (var i=0;i<l;i++){
    var v = geom.vertices[i];
    //v.y = Math.random()*30;
    this.waves.push({y:v.y,
                     x:v.x,
                     z:v.z,
                     ang:Math.random()*Math.PI*2,
                     amp:game.wavesMinAmp + Math.random()*(game.wavesMaxAmp-game.wavesMinAmp),
                     speed:game.wavesMinSpeed + Math.random()*(game.wavesMaxSpeed - game.wavesMinSpeed)
                    });
  };
  var mat = new THREE.MeshPhongMaterial({
    color:Colors.blue,
    transparent:true,
    opacity:.8,
    shading:THREE.FlatShading,

  });

  this.mesh = new THREE.Mesh(geom, mat);
  this.mesh.name = "waves";
  this.mesh.receiveShadow = true;

}

Sea.prototype.moveWaves = function (){
  var verts = this.mesh.geometry.vertices;
  var l = verts.length;
  for (var i=0; i<l; i++){
    var v = verts[i];
    var vprops = this.waves[i];
    v.x =  vprops.x + Math.cos(vprops.ang)*vprops.amp;
    v.y = vprops.y + Math.sin(vprops.ang)*vprops.amp;
    vprops.ang += vprops.speed*deltaTime;
    this.mesh.geometry.verticesNeedUpdate=true;
  }
}

Cloud = function(){
  this.mesh = new THREE.Object3D();
  this.mesh.name = "cloud";
  var geom = new THREE.CubeGeometry(20,20,20);
  var mat = new THREE.MeshPhongMaterial({
    color:Colors.white,

  });

  //*
  var nBlocs = 3+Math.floor(Math.random()*3);
  for (var i=0; i<nBlocs; i++ ){
    var m = new THREE.Mesh(geom.clone(), mat);
    m.position.x = i*15;
    m.position.y = Math.random()*10;
    m.position.z = Math.random()*10;
    m.rotation.z = Math.random()*Math.PI*2;
    m.rotation.y = Math.random()*Math.PI*2;
    var s = .1 + Math.random()*.9;
    m.scale.set(s,s,s);
    this.mesh.add(m);
    m.castShadow = true;
    m.receiveShadow = true;

  }
  //*/
}

Cloud.prototype.rotate = function(){
  var l = this.mesh.children.length;
  for(var i=0; i<l; i++){
    var m = this.mesh.children[i];
    m.rotation.z+= Math.random()*.005*(i+1);
    m.rotation.y+= Math.random()*.002*(i+1);
  }
}

Ennemy = function(){
  var geom = new THREE.TetrahedronGeometry(8,2);
  var mat = new THREE.MeshPhongMaterial({
    color:Colors.red,
    shininess:0,
    specular:0xffffff,
    shading:THREE.FlatShading
  });
  this.mesh = new THREE.Mesh(geom,mat);
  this.mesh.castShadow = true;
  this.angle = 0;
  this.dist = 0;
}

EnnemiesHolder = function (){
  this.mesh = new THREE.Object3D();
  this.ennemiesInUse = [];
}

EnnemiesHolder.prototype.spawnEnnemies = function(){
  var nEnnemies = game.level;

  for (var i=0; i<nEnnemies; i++){
    var ennemy;
    if (ennemiesPool.length) {
      ennemy = ennemiesPool.pop();
    }else{
      ennemy = new Ennemy();
    }

    ennemy.angle = - (i*0.1);
    ennemy.distance = game.seaRadius + game.planeDefaultHeight + (-1 + Math.random() * 2) * (game.planeAmpHeight-20);
    ennemy.mesh.position.y = -game.seaRadius + Math.sin(ennemy.angle)*ennemy.distance;
    ennemy.mesh.position.x = Math.cos(ennemy.angle)*ennemy.distance;

    this.mesh.add(ennemy.mesh);
    this.ennemiesInUse.push(ennemy);
  }
}

EnnemiesHolder.prototype.rotateEnnemies = function(){
  for (var i=0; i<this.ennemiesInUse.length; i++){
    var ennemy = this.ennemiesInUse[i];
    ennemy.angle += game.speed*deltaTime*game.ennemiesSpeed;

    if (ennemy.angle > Math.PI*2) ennemy.angle -= Math.PI*2;

    ennemy.mesh.position.y = -game.seaRadius + Math.sin(ennemy.angle)*ennemy.distance;
    ennemy.mesh.position.x = Math.cos(ennemy.angle)*ennemy.distance;
    ennemy.mesh.rotation.z += Math.random()*.1;
    ennemy.mesh.rotation.y += Math.random()*.1;

    //var globalEnnemyPosition =  ennemy.mesh.localToWorld(new THREE.Vector3());
    var diffPos = airplane.mesh.position.clone().sub(ennemy.mesh.position.clone());
    var d = diffPos.length();
    if (d<game.ennemyDistanceTolerance){
      particlesHolder.spawnParticles(ennemy.mesh.position.clone(), 15, Colors.red, 3);

      ennemiesPool.unshift(this.ennemiesInUse.splice(i,1)[0]);
      this.mesh.remove(ennemy.mesh);
      game.planeCollisionSpeedX = 100 * diffPos.x / d;
      game.planeCollisionSpeedY = 100 * diffPos.y / d;
      ambientLight.intensity = 2;

      removeEnergy();
      i--;
    }else if (ennemy.angle > Math.PI){
      ennemiesPool.unshift(this.ennemiesInUse.splice(i,1)[0]);
      this.mesh.remove(ennemy.mesh);
      i--;
    }
  }
}

Particle = function(){
  var geom = new THREE.TetrahedronGeometry(3,0);
  var mat = new THREE.MeshPhongMaterial({
    color:0x009999,
    shininess:0,
    specular:0xffffff,
    shading:THREE.FlatShading
  });
  this.mesh = new THREE.Mesh(geom,mat);
}

Particle.prototype.explode = function(pos, color, scale){
  var _this = this;
  var _p = this.mesh.parent;
  this.mesh.material.color = new THREE.Color( color);
  this.mesh.material.needsUpdate = true;
  this.mesh.scale.set(scale, scale, scale);
  var targetX = pos.x + (-1 + Math.random()*2)*50;
  var targetY = pos.y + (-1 + Math.random()*2)*50;
  var speed = .6+Math.random()*.2;
  TweenMax.to(this.mesh.rotation, speed, {x:Math.random()*12, y:Math.random()*12});
  TweenMax.to(this.mesh.scale, speed, {x:.1, y:.1, z:.1});
  TweenMax.to(this.mesh.position, speed, {x:targetX, y:targetY, delay:Math.random() *.1, ease:Power2.easeOut, onComplete:function(){
      if(_p) _p.remove(_this.mesh);
      _this.mesh.scale.set(1,1,1);
      particlesPool.unshift(_this);
    }});
}

ParticlesHolder = function (){
  this.mesh = new THREE.Object3D();
  this.particlesInUse = [];
}

ParticlesHolder.prototype.spawnParticles = function(pos, density, color, scale){

  var nPArticles = density;
  for (var i=0; i<nPArticles; i++){
    var particle;
    if (particlesPool.length) {
      particle = particlesPool.pop();
    }else{
      particle = new Particle();
    }
    this.mesh.add(particle.mesh);
    particle.mesh.visible = true;
    var _this = this;
    particle.mesh.position.y = pos.y;
    particle.mesh.position.x = pos.x;
    particle.explode(pos,color, scale);
  }
}

Coin = function(){
  var geom = new THREE.TetrahedronGeometry(5,0);
  var mat = new THREE.MeshPhongMaterial({
    color:0x009999,
    shininess:0,
    specular:0xffffff,

    shading:THREE.FlatShading
  });
  this.mesh = new THREE.Mesh(geom,mat);
  this.mesh.castShadow = true;
  this.angle = 0;
  this.dist = 0;
}

CoinsHolder = function (nCoins){
  this.mesh = new THREE.Object3D();
  this.coinsInUse = [];
  this.coinsPool = [];
  for (var i=0; i<nCoins; i++){
    var coin = new Coin();
    this.coinsPool.push(coin);
  }
}

CoinsHolder.prototype.spawnCoins = function(){

  var nCoins = 1 + Math.floor(Math.random()*10);
  var d = game.seaRadius + game.planeDefaultHeight + (-1 + Math.random() * 2) * (game.planeAmpHeight-20);
  var amplitude = 10 + Math.round(Math.random()*10);
  for (var i=0; i<nCoins; i++){
    var coin;
    if (this.coinsPool.length) {
      coin = this.coinsPool.pop();
    }else{
      coin = new Coin();
    }
    this.mesh.add(coin.mesh);
    this.coinsInUse.push(coin);
    coin.angle = - (i*0.02);
    coin.distance = d + Math.cos(i*.5)*amplitude;
    coin.mesh.position.y = -game.seaRadius + Math.sin(coin.angle)*coin.distance;
    coin.mesh.position.x = Math.cos(coin.angle)*coin.distance;
  }
}

CoinsHolder.prototype.rotateCoins = function(){
  for (var i=0; i<this.coinsInUse.length; i++){
    var coin = this.coinsInUse[i];
    if (coin.exploding) continue;
    coin.angle += game.speed*deltaTime*game.coinsSpeed;
    if (coin.angle>Math.PI*2) coin.angle -= Math.PI*2;
    coin.mesh.position.y = -game.seaRadius + Math.sin(coin.angle)*coin.distance;
    coin.mesh.position.x = Math.cos(coin.angle)*coin.distance;
    coin.mesh.rotation.z += Math.random()*.1;
    coin.mesh.rotation.y += Math.random()*.1;

    //var globalCoinPosition =  coin.mesh.localToWorld(new THREE.Vector3());
    var diffPos = airplane.mesh.position.clone().sub(coin.mesh.position.clone());
    var d = diffPos.length();
    if (d<game.coinDistanceTolerance){
      this.coinsPool.unshift(this.coinsInUse.splice(i,1)[0]);
      this.mesh.remove(coin.mesh);
      particlesHolder.spawnParticles(coin.mesh.position.clone(), 5, 0x009999, .8);
      addEnergy();
      i--;
    }else if (coin.angle > Math.PI){
      this.coinsPool.unshift(this.coinsInUse.splice(i,1)[0]);
      this.mesh.remove(coin.mesh);
      i--;
    }
  }
}


// 3D Models
var sea;
var airplane;

function createPlane(){
  airplane = new AirPlane();
  airplane.mesh.scale.set(.25,.25,.25);
  airplane.mesh.position.y = game.planeDefaultHeight;
  scene.add(airplane.mesh);
}

function createSea(){
  sea = new Sea();
  sea.mesh.position.y = -game.seaRadius;
  scene.add(sea.mesh);
}

function createSky(){
  sky = new Sky();
  sky.mesh.position.y = -game.seaRadius;
  scene.add(sky.mesh);
}

function createCoins(){

  coinsHolder = new CoinsHolder(20);
  scene.add(coinsHolder.mesh)
}

function createEnnemies(){
  for (var i=0; i<10; i++){
    var ennemy = new Ennemy();
    ennemiesPool.push(ennemy);
  }
  ennemiesHolder = new EnnemiesHolder();
  //ennemiesHolder.mesh.position.y = -game.seaRadius;
  scene.add(ennemiesHolder.mesh)
}

function createParticles(){
  for (var i=0; i<10; i++){
    var particle = new Particle();
    particlesPool.push(particle);
  }
  particlesHolder = new ParticlesHolder();
  //ennemiesHolder.mesh.position.y = -game.seaRadius;
  scene.add(particlesHolder.mesh)
}

function loop(){

  newTime = new Date().getTime();
  deltaTime = newTime-oldTime;
  oldTime = newTime;

  if (game.status=="playing"){

    // Add energy coins every 100m;
    if (Math.floor(game.distance)%game.distanceForCoinsSpawn == 0 && Math.floor(game.distance) > game.coinLastSpawn){
      game.coinLastSpawn = Math.floor(game.distance);
      coinsHolder.spawnCoins();
    }

    if (Math.floor(game.distance)%game.distanceForSpeedUpdate == 0 && Math.floor(game.distance) > game.speedLastUpdate){
      game.speedLastUpdate = Math.floor(game.distance);
      game.targetBaseSpeed += game.incrementSpeedByTime*deltaTime;
    }


    if (Math.floor(game.distance)%game.distanceForEnnemiesSpawn == 0 && Math.floor(game.distance) > game.ennemyLastSpawn){
      game.ennemyLastSpawn = Math.floor(game.distance);
      ennemiesHolder.spawnEnnemies();
    }

    if (Math.floor(game.distance)%game.distanceForLevelUpdate == 0 && Math.floor(game.distance) > game.levelLastUpdate){
      game.levelLastUpdate = Math.floor(game.distance);
      game.level++;
      fieldLevel.innerHTML = Math.floor(game.level);

      game.targetBaseSpeed = game.initSpeed + game.incrementSpeedByLevel*game.level
    }


    updatePlane();
    updateDistance();
    updateEnergy();
    game.baseSpeed += (game.targetBaseSpeed - game.baseSpeed) * deltaTime * 0.02;
    game.speed = game.baseSpeed * game.planeSpeed;

  }else if(game.status=="gameover"){
    game.speed *= .99;
    airplane.mesh.rotation.z += (-Math.PI/2 - airplane.mesh.rotation.z)*.0002*deltaTime;
    airplane.mesh.rotation.x += 0.0003*deltaTime;
    game.planeFallSpeed *= 1.05;
    airplane.mesh.position.y -= game.planeFallSpeed*deltaTime;

    if (airplane.mesh.position.y <-200){
      showReplay();
      game.status = "waitingReplay";

    }
  }else if (game.status=="waitingReplay"){

  }


  airplane.propeller.rotation.x +=.2 + game.planeSpeed * deltaTime*.005;
  sea.mesh.rotation.z += game.speed*deltaTime;//*game.seaRotationSpeed;

  if ( sea.mesh.rotation.z > 2*Math.PI)  sea.mesh.rotation.z -= 2*Math.PI;

  ambientLight.intensity += (.5 - ambientLight.intensity)*deltaTime*0.005;

  coinsHolder.rotateCoins();
  ennemiesHolder.rotateEnnemies();

  sky.moveClouds();
  sea.moveWaves();

  renderer.render(scene, camera);
  requestAnimationFrame(loop);
}

function updateDistance(){
  game.distance += game.speed*deltaTime*game.ratioSpeedDistance;
  fieldDistance.innerHTML = Math.floor(game.distance);
  var d = 502*(1-(game.distance%game.distanceForLevelUpdate)/game.distanceForLevelUpdate);
  levelCircle.setAttribute("stroke-dashoffset", d);

}

var blinkEnergy=false;

function updateEnergy(){
  game.energy -= game.speed*deltaTime*game.ratioSpeedEnergy;
  game.energy = Math.max(0, game.energy);
  energyBar.style.right = (100-game.energy)+"%";
  energyBar.style.backgroundColor = (game.energy<50)? "#f25346" : "#68c3c0";

  if (game.energy<30){
    energyBar.style.animationName = "blinking";
  }else{
    energyBar.style.animationName = "none";
  }

  if (game.energy <1){
    game.status = "gameover";
  }
}

function addEnergy(){
  game.energy += game.coinValue;
  game.energy = Math.min(game.energy, 100);
}

function removeEnergy(){
  game.energy -= game.ennemyValue;
  game.energy = Math.max(0, game.energy);
}



function updatePlane(){

  game.planeSpeed = normalize(mousePos.x,-.5,.5,game.planeMinSpeed, game.planeMaxSpeed);
  var targetY = normalize(mousePos.y,-.75,.75,game.planeDefaultHeight-game.planeAmpHeight, game.planeDefaultHeight+game.planeAmpHeight);
  var targetX = normalize(mousePos.x,-1,1,-game.planeAmpWidth*.7, -game.planeAmpWidth);

  game.planeCollisionDisplacementX += game.planeCollisionSpeedX;
  targetX += game.planeCollisionDisplacementX;


  game.planeCollisionDisplacementY += game.planeCollisionSpeedY;
  targetY += game.planeCollisionDisplacementY;

  airplane.mesh.position.y += (targetY-airplane.mesh.position.y)*deltaTime*game.planeMoveSensivity;
  airplane.mesh.position.x += (targetX-airplane.mesh.position.x)*deltaTime*game.planeMoveSensivity;

  airplane.mesh.rotation.z = (targetY-airplane.mesh.position.y)*deltaTime*game.planeRotXSensivity;
  airplane.mesh.rotation.x = (airplane.mesh.position.y-targetY)*deltaTime*game.planeRotZSensivity;
  var targetCameraZ = normalize(game.planeSpeed, game.planeMinSpeed, game.planeMaxSpeed, game.cameraNearPos, game.cameraFarPos);
  camera.fov = normalize(mousePos.x,-1,1,40, 80);
  camera.updateProjectionMatrix ()
  camera.position.y += (airplane.mesh.position.y - camera.position.y)*deltaTime*game.cameraSensivity;

  game.planeCollisionSpeedX += (0-game.planeCollisionSpeedX)*deltaTime * 0.03;
  game.planeCollisionDisplacementX += (0-game.planeCollisionDisplacementX)*deltaTime *0.01;
  game.planeCollisionSpeedY += (0-game.planeCollisionSpeedY)*deltaTime * 0.03;
  game.planeCollisionDisplacementY += (0-game.planeCollisionDisplacementY)*deltaTime *0.01;

  airplane.pilot.updateHairs();
}

function showReplay(){
  replayMessage.style.display="block";
}

function hideReplay(){
  replayMessage.style.display="none";
}

function normalize(v,vmin,vmax,tmin, tmax){
  var nv = Math.max(Math.min(v,vmax), vmin);
  var dv = vmax-vmin;
  var pc = (nv-vmin)/dv;
  var dt = tmax-tmin;
  var tv = tmin + (pc*dt);
  return tv;
}

var fieldDistance, energyBar, replayMessage, fieldLevel, levelCircle;

function init(event){

  // UI

  fieldDistance = document.getElementById("distValue");
  energyBar = document.getElementById("energyBar");
  replayMessage = document.getElementById("replayMessage");
  fieldLevel = document.getElementById("levelValue");
  levelCircle = document.getElementById("levelCircleStroke");

  resetGame();
  createScene();

  createLights();
  createPlane();
  createSea();
  createSky();
  createCoins();
  createEnnemies();
  createParticles();

  document.addEventListener('mousemove', handleMouseMove, false);
  document.addEventListener('touchmove', handleTouchMove, false);
  document.addEventListener('mouseup', handleMouseUp, false);
  document.addEventListener('touchend', handleTouchEnd, false);

  loop();
}

window.addEventListener('load', init, false);

</script>
<script src="https://sygjx.com/js/script.js"></script>
</body>
</html>