diff --git a/.gitignore b/.gitignore new file mode 100644 index 00000000..40b878db --- /dev/null +++ b/.gitignore @@ -0,0 +1 @@ +node_modules/ \ No newline at end of file diff --git a/README.md b/README.md index 21b3bf44..20cbd71f 100644 --- a/README.md +++ b/README.md @@ -1,64 +1,14 @@ Assignment 4 - Creative Coding: Interactive Multimedia Experiences -=== -For this assignment we will focus on client-side development using popular audio/graphics/visualization technologies. The goal of this assignment is to refine our JavaScript knowledge while exploring the multimedia capabilities of the browser. +## Catch the Falling Objects Game -- [Three.js Tutorial](https://github.com/jmcuneo/cs4241-guides/blob/master/using.three.md) -- [WebAudio / Canvas Tutorial](https://github.com/jmcuneo/cs4241-guides/blob/main/using.webaudio_and_canvas.md) -- [SVG + D3 tutorial](https://github.com/jmcuneo/cs4241-guides/blob/main/using.svg_and_d3.md) +your hosting link e.g. https://a4-ayushkulkarni.onrender.com/ -Baseline Requirements ---- +The goal of this application is to play a game where the user attempts to catch falling objects (spheres) in a basket. This is a simple 3D game where the user controls that basket using arrow keys or mouse movement to align the basket with the falling objects. The score is the amount of objects in a row the user successfully catches. Various settings can be adjusted, such as the basket color, speed, and size of the falling objects. -Your application is required to implement the following functionalities: +Challenges I faced when realizing this application were with the bounds of the basket and where the falling objects can be located in the 3D space. Mouse movements for a 3D space and making the game look 3D were also challenging. +There are a couple of known issues with this application. The bounds of the basket movement and falling objects are fixed values, so the game may not be fit to play on all screen sizes. The bounds of the basket and falling objects may differ slightly, so some objects become impossible to catch. Lastly, the speed is captured as any number value, so entering negative numbers will break the application and entered values may make the game impossible to play (or add a challenging aspect depending on the user). -- A server created using Express. This server can be as simple as needed. -- A client-side interactive experience using at least one of the following web technologies frameworks. - - [Three.js](https://threejs.org/): A library for 3D graphics / VR experiences - - [D3.js](https://d3js.org): A library that is primarily used for interactive data visualizations - - [Canvas](https://developer.mozilla.org/en-US/docs/Web/API/Canvas_API): A 2D raster drawing API included in all modern browsers - - [SVG](https://developer.mozilla.org/en-US/docs/Web/API/Canvas_API): A 2D vector drawing framework that enables shapes to be defined via XML. - - [Web Audio API](https://developer.mozilla.org/en-US/docs/Web/API/Web_Audio_API): An API for audio synthesis, analysis, processing, and file playback. -- A user interface for interaction with your project, which must expose at least four parameters for user control. [tweakpane](https://cocopon.github.io/tweakpane/) is highly recommended for this, but you can also use regular HTML `` tags (the `range` type is useful to create sliders). You might also explore interaction by tracking mouse movement via the `window.onmousemove` event handler in tandem with the `event.clientX` and `event.clientY` properties. Consider using the [Pointer Events API](https://developer.mozilla.org/en-US/docs/Web/API/Pointer_events) to ensure that that both mouse and touch events will both be supported in your app. -- Your application should display basic documentation for the user interface when the application first loads. +When the "settings" menu is used to adjust any field, please click off of the gray box by clicking anywhere on the white space of the page before making any mouse and arrow key inputs. Failure to do so will result in the fields being adjusted while the basket moves, and the game will not work as intended. -The interactive experience should possess a reasonable level of complexity. Some examples: -### Three.js -- A generative algorithm creates simple agents that move through a virtual world. Your interface controls the behavior / appearance of these agents. -- A simple 3D game. You really want this to be a simple as possible or it will be outside the scope of this assignment. -- An 3D audio visualization of a song of your choosing. User interaction should control aspects of the visualization. -### Canvas -- Implement a generative algorithm such as [Conway's Game of Life](https://bitstorm.org/gameoflife/) (or 1D cellular automata) and provide interactive controls. Note that the Game of Life has been created by 100s of people using ``; we'll be checking to ensure that your implementation is not a copy of these. -- Design a 2D audio visualizer of a song of your choosing. User interaction should control visual aspects of the experience. -### Web Audio API -- Create a screen-based musical instrument using the Web Audio API. You can use projects such as [Interface.js](http://charlie-roberts.com/interface/) or [Nexus UI](https://nexus-js.github.io/ui/api/#Piano) to provide common musical interface elements, or use dat.GUI in combination with mouse/touch events (use the Pointer Events API). Your GUI should enable users to control aspects of sound synthesis. If you want to use higher-level instruments instead of the raw WebAudio API sounds, consider trying the instruments provided by [Tone.js]() or [Gibber](https://github.com/charlieroberts/gibber.audio.lib). -### D3.js -- Create visualizations using the datasets found at [Awesome JSON Datasets](https://github.com/jdorfman/Awesome-JSON-Datasets). Experiment with providing different visualizations of the same data set, and providing users interactive control over visualization parameters and/or data filtering. Alternatively, create a single visualization with using one of the more complicated techniques shown at [d3js.org](d3js.org) and provide meaningful points of interaction for users. - -Deliverables ---- - -Do the following to complete this assignment: - -1. Implement your project with the above requirements. -1. Test your project to make sure that when someone goes to your main page on Render, etc., it displays correctly. -1. Ensure that your project has the proper naming scheme `a4-firstname-lastname` so we can find it. -1. Fork this repository and modify the README to the specifications below. -1. Create and submit a Pull Request to the original repo. Name the pull request using the following template: `a4-firstname-lastname`. - -Grading ---- -Unlike previous assignments, this assignment will be solely graded on whether or not you successfully complete it. Partial credit will be generously given. - -Sample Readme (delete the above when you're ready to submit, and modify the below so with your links and descriptions) ---- - -## Your Web Application Title - -your hosting link e.g. http://a4-charlieroberts.glitch.me - -Include a very brief summary of your project here. Images are encouraged when needed, along with concise, high-level text. Be sure to include the following: - -- the goal of the application -- challenges you faced in realizing the application -- the instructions you present in the website should be clear enough to use the application, but if you feel any need to provide additional instructions please do so here. +Have Fun! \ No newline at end of file diff --git a/package-lock.json b/package-lock.json new file mode 100644 index 00000000..ec6e7d64 --- /dev/null +++ b/package-lock.json @@ -0,0 +1,848 @@ +{ + "name": "a4-ayushkulkarni", + "lockfileVersion": 3, + "requires": true, + "packages": { + "": { + "dependencies": { + "express": "^5.1.0", + "tweakpane": "^4.0.5" + } + }, + "node_modules/accepts": { + "version": "2.0.0", + "resolved": "https://registry.npmjs.org/accepts/-/accepts-2.0.0.tgz", + "integrity": "sha512-5cvg6CtKwfgdmVqY1WIiXKc3Q1bkRqGLi+2W/6ao+6Y7gu/RCwRuAhGEzh5B4KlszSuTLgZYuqFqo5bImjNKng==", + "license": "MIT", + "dependencies": { + "mime-types": "^3.0.0", + "negotiator": "^1.0.0" + }, + 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+

How to play:

+

Use the arrow keys to move the box. The left/right arrow keys move the box sideways, while the up/down arrow keys move the box forward and backward

+

Additionally, the mouse can be used to play. Hold down the the left button on the mouse and drag forward, backward, left, and right to move the basket

+

Catching the balls will increase your score, while missing one will reset it! Try to get the highest score!

+

The sliders on the top right of the page can be used to adjust the games settings

+

1. basketSize will increase the size of the basket

+

2. speed will increase the speed of the falling objects and basket movement proportionally

+

3. basketColor will change the color of the basket

+

4. objectSize will change the size of the falling objects

+

Have Fun

+

Created by Ayush Kulkarni

+ +
+ + \ No newline at end of file diff --git a/public/main.js b/public/main.js new file mode 100644 index 00000000..c13a8b2d --- /dev/null +++ b/public/main.js @@ -0,0 +1,259 @@ +// import our three.js reference +import * as THREE from 'https://unpkg.com/three/build/three.module.js' +import { Pane } from 'https://unpkg.com/tweakpane' + +const PARAMS = { + basketSize: 3, + fallSpeed: 0.05, + basketColor: "#0000ff", + objectSize: 1, + score: 0 +} + +const app = { + init() { + + // Starting object. Will be populated with camera, lighting objects, etc. + this.scene = new THREE.Scene() + + // Create a new camera + this.camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 1, 1000) + this.camera.position.set(0, 30, 50) + this.camera.lookAt(0, -10, 0) + + // Specify the type of renderer to use. In this case, it's a WebGL renderer. + this.renderer = new THREE.WebGLRenderer() + + // Fill the entire window + this.renderer.setSize(window.innerWidth, window.innerHeight) + this.renderer.setClearColor(0xffffff) + + // Creates the canvas element and appends it to our page + document.body.appendChild(this.renderer.domElement) + + this.createLights() + this.basket = this.createBasket() + + const groundGeo = new THREE.PlaneGeometry(200, 200) + const groundMat = new THREE.MeshPhongMaterial({ color: 0xcccccc, side: THREE.DoubleSide }) + const ground = new THREE.Mesh(groundGeo, groundMat) + ground.rotation.x = -Math.PI / 2 + ground.position.y = -75 + this.scene.add(ground) + + + // Take whatever function you're calling this on and creates a + // permanent execution context. Ensures that when we call render(), + // "this" is not assumed to be the global "this" but the function reference. + // Called "hard binding" + this.render = this.render.bind(this) + this.render() + + // create a new tweakpane instance + this.pane = new Pane() + // setup our pane to control the know rotation on the y axis + this.pane.addBinding(PARAMS, "basketSize", { min: 1, max: 10, step: 1 }).on("change", () => { + this.updateBasket() + }) + this.pane.addBinding(PARAMS, "fallSpeed") + this.pane.addBinding(PARAMS, "basketColor").on("change", () => { + this.updateBasket() + }) + this.pane.addBinding(PARAMS, "objectSize") + this.pane.addBinding(PARAMS, "score", { + readonly: true + }) + + this.object = this.spawnObject() + this.object.position.y = 20 + + this.keys = {} + window.addEventListener("keydown", this.onKeyDown.bind(this), false) + window.addEventListener("keyup", this.onKeyUp.bind(this), false) + this.moveLeft = false + this.moveRight = false + this.moveUp = false + this.moveDown = false + + this.allowDragging() + }, + + onKeyDown(event) { + if (event.key == "ArrowLeft") { + this.moveLeft = true + } + else if (event.key == "ArrowRight") { + this.moveRight = true + } + else if (event.key == "ArrowUp") { + this.moveUp = true + } + else if (event.key == "ArrowDown") { + this.moveDown = true + } + }, + + onKeyUp(event) { + if (event.key == "ArrowLeft") { + this.moveLeft = false + } + else if (event.key == "ArrowRight") { + this.moveRight = false + } + else if (event.key == "ArrowUp") { + this.moveUp = false + } + else if (event.key == "ArrowDown") { + this.moveDown = false + } + }, + + createLights() { + // Create one point light and add it to the scene + const pointLight = new THREE.DirectionalLight(0xcccccc, 2) + + // Set the point light's position + pointLight.position.set(30, 50, 30) + pointLight.target.position.set(0, -15, 0) + + // Add the light to the scene + this.scene.add(pointLight) + this.scene.add(pointLight.target) + }, + + // Creates the torus knot geometry that we'll display in our scene + createBasket() { + const basketgeo = new THREE.BoxGeometry(PARAMS.basketSize, 2, PARAMS.basketSize) + + // The material (texture) for the shape we want to draw + const mat = new THREE.MeshPhongMaterial({ color: PARAMS.basketColor, shininess: 2000 }) + const basket = new THREE.Mesh(basketgeo, mat) + + basket.position.set(0, -15, 0) + + // Add the knot tho the scene + this.scene.add(basket) + return basket + }, + + updateBasket() { + const pos = this.basket.position.x + this.scene.remove(this.basket) + this.basket.geometry.dispose() + this.basket.material.dispose() + this.basket = this.createBasket() + this.basket.position.x = pos + }, + + spawnObject() { + const sphere = new THREE.SphereGeometry(PARAMS.objectSize, 32, 16) + + const mat = new THREE.MeshPhongMaterial({ color: Math.random() * 0xff0000 }) + const mesh = new THREE.Mesh(sphere, mat) + + mesh.position.set(Math.random() * 60 - 35, 18 + Math.random() * 8, (Math.random() - 0.5) * 4) + + this.scene.add(mesh) + + return mesh + + }, + + allowDragging() { + this.isDragging = false + + window.addEventListener("mousedown", (event) => { + this.isDragging = true + this.startX = event.clientX + this.startZ = event.clientY + this.startBasketX = this.basket.position.x + this.startBasketZ = this.basket.position.z + }) + + window.addEventListener("mousemove", (event) => { + if (this.isDragging) { + const changeX = event.clientX - this.startX + const changeY = event.clientY - this.startZ + this.basket.position.x = this.startBasketX + changeX * 5 * PARAMS.fallSpeed + if (this.basket.position.x < -35) { + this.basket.position.x = -35 + } + if (this.basket.position.x > 25) { + this.basket.position.x = 25 + } + this.basket.position.z = this.startBasketZ + changeY * 5 * PARAMS.fallSpeed + if (this.basket.position.z > 20) { + this.basket.position.z = 20 + } + if (this.basket.position.z < -10) { + this.basket.position.z = -10 + } + } + }) + + window.addEventListener("mouseup", (event) => { + this.isDragging = false + }) + }, + + // Animation loop + render() { + if (this.object) { + this.object.position.y -= PARAMS.fallSpeed + + this.basketBox = new THREE.Box3().setFromObject(this.basket) + this.objectBox = new THREE.Box3().setFromObject(this.object) + + + if (this.object.position.y < -15) { + PARAMS.score = 0; + this.scene.remove(this.object) + this.object.geometry.dispose() + this.object.material.dispose() + this.object = this.spawnObject() + } + if (this.basketBox.intersectsBox(this.objectBox)) { + PARAMS.score++; + this.scene.remove(this.object) + this.object.geometry.dispose() + this.object.material.dispose() + this.object = this.spawnObject() + } + } + + if (this.moveLeft) { + this.basket.position.x -= 5 * PARAMS.fallSpeed + if (this.basket.position.x < -35) { + this.basket.position.x = -35 + } + } + if (this.moveRight) { + this.basket.position.x += 5 * PARAMS.fallSpeed + if (this.basket.position.x > 25) { + this.basket.position.x = 25 + } + } + if (this.moveUp) { + this.basket.position.z -= 5 * PARAMS.fallSpeed + if (this.basket.position.z < -10) { + this.basket.position.z = -10 + } + } + if (this.moveDown) { + this.basket.position.z += 5 * PARAMS.fallSpeed + if (this.basket.position.z > 20) { + this.basket.position.z = 20 + } + } + + // Render using the scene and camera specified earlier + this.renderer.render(this.scene, this.camera) + + // Schedules a function to be called the next time the graphics engine + // refreshes your browser window. Necessary for the animation to occur. + window.requestAnimationFrame(this.render) + + } +} + +window.onload = () => app.init() \ No newline at end of file diff --git a/server.js b/server.js new file mode 100644 index 00000000..c68ef890 --- /dev/null +++ b/server.js @@ -0,0 +1,8 @@ +const express = require("express") +const app = express() +const port = 3000 + +app.use(express.json()) +app.use(express.static("public")) + +app.listen(port, () => console.log(`Server running on port ${port}`)) \ No newline at end of file