Crossy Road unblocked Game using Javascript 

Crossy Road Unblocked is a highly popular PC and Mobile game that offers a fun and challenging experience to players of all ages. Crossy Road unblocked takes a simple concept and turns it into an addictive gameplay experience.

Crossy Road unblocked Game using Javascript 

The main objective of the game is to navigate a character across a busy road filled with moving vehicles, rivers with floating logs, and other obstacles. The player must be careful about their movements to avoid colliding with these hazards while also collecting rewards and power-ups along the way.

Crossy Road unblocked the Game using Javascript. You can play this game on a PC using keyboard arrow keys.

Code ByHunor Marton Borbely
Language UsedHTML, CSS and Pure Javascript
External Link / DependenciesNo
ResponsiveYes

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There are 3 types of styles to connect CSS with HTML files. Inline CSS, Internal CSS, External CSS. For Inline CSS in this, we have to write the CSS code inside the HTML code using style Attribute elements. For internal CSS we have to use the Style tag in the Head section on HTML File. We have used this Internal CSS in The below section. Last is External CSS for this we have to create another CSS File in the same folder this

Preview of Crossy Road unblocked Game using Javascript 

In this preview, we have used internal CSS in the code. In the internal CSS, we have to write the code in the head section using the Style tag. We have to write the code in <Style> CSS code </style> in the Head section in the HTML file. preview in codepen

See the Pen Crossy Road with three.js by Hunor Marton Borbely (@HunorMarton) on CodePen.

Crossy Road unblocked Game using Javascript  [Source code]

For Creating a Crossy Road unblocked Game using Javascript. First, you have to create three files (HTML, CSS & Javascript) files with the named index.html, style.css, and script.js in the same folder and you have to link the CSS and javascript files to HTML. after that paste, the HTML code in index.html, paste the CSS code in style.css and lastly paste the Javascript Code in Script.js that’s all after pasting the code.

First, you have to create an HTML file with the named index.html and paste the below HTML code on it and save it. Remember to give a .html extension to the HTML file.

<!DOCTYPE html>
<html>
<head>
  <title>Crossy Road unblocked Game</title>
</head>
<body>
<div id="counter">0</div>
    
<div id="controlls">
  <div>
    <button id="forward">
      <svg width="30" height="30" viewBox="0 0 10 10">
        <g transform="rotate(0, 5,5)">
          <path d="M5,4 L7,6 L3,6 L5,4" />
        </g>
      </svg>
    </button>
    <button id="left">
      <svg width="30" height="30" viewBox="0 0 10 10">
        <g transform="rotate(-90, 5,5)">
          <path d="M5,4 L7,6 L3,6 L5,4" />
        </g>
      </svg>
    </button>
    <button id="backward">
      <svg width="30" height="30" viewBox="0 0 10 10">
        <g transform="rotate(180, 5,5)">
          <path d="M5,4 L7,6 L3,6 L5,4" />
        </g>
      </svg>
    </button>
    <button id="right">
      <svg width="30" height="30" viewBox="0 0 10 10">
        <g transform="rotate(90, 5,5)">
          <path d="M5,4 L7,6 L3,6 L5,4" />
        </g>
      </svg>
    </button>
  </div>
</div>

<div id="end">
  <button id="retry">Retry</button>
</div>
  </html>

After pasting the HTML code, Now have to create a second CSS file with the named style.css. Paste the below code on it and save it. Again remember to give a .css extension to the CSS file.

<style>
@import url('https://fonts.googleapis.com/css?family=Press+Start+2P');

body {
  margin: 0;
  font-family: 'Press Start 2P', cursive;
  font-size: 2em;
  color: white;
}
button {
  outline: none;
  cursor: pointer;
  border: none;
  box-shadow: 3px 5px 0px 0px rgba(0,0,0,0.75);
}
#counter {
  position: absolute;
  top: 20px;
  right: 20px;
}
#end {
  position: absolute;
  min-width: 100%;
  min-height: 100%;
  display: flex;
  align-items: center;
  justify-content: center;
  visibility: hidden;
}
#end button {
  background-color: red;
  padding: 20px 50px 20px 50px;
  font-family: inherit;
  font-size: inherit;
}
#controlls {
  position: absolute;
  min-width: 100%;
  min-height: 100%;
  display: flex;
  align-items: flex-end;
  justify-content: center;
}
#controlls div {
  display: grid;
  grid-template-columns: 50px 50px 50px;
  grid-template-rows: auto auto;
  grid-column-gap: 10px;
  grid-row-gap: 10px;
  margin-bottom: 20px;
}
#controlls button {
  width: 100%;
  background-color: white;
  border: 1px solid lightgray;
}
#controlls button:first-of-type {
  grid-column: 1/-1;
}
<\style>

After pasting the HTML and CSS code, Now have to create a third Javascript file with the named script.js. Paste the below code on it and save it. Again remember to give a .js extension to the javascript file.

<script>
const counterDOM = document.getElementById('counter');  
const endDOM = document.getElementById('end');  

const scene = new THREE.Scene();

const distance = 500;
const camera = new THREE.OrthographicCamera( window.innerWidth/-2, window.innerWidth/2, window.innerHeight / 2, window.innerHeight / -2, 0.1, 10000 );

camera.rotation.x = 50*Math.PI/180;
camera.rotation.y = 20*Math.PI/180;
camera.rotation.z = 10*Math.PI/180;

const initialCameraPositionY = -Math.tan(camera.rotation.x)*distance;
const initialCameraPositionX = Math.tan(camera.rotation.y)*Math.sqrt(distance**2 + initialCameraPositionY**2);
camera.position.y = initialCameraPositionY;
camera.position.x = initialCameraPositionX;
camera.position.z = distance;

const zoom = 2;

const chickenSize = 15;

const positionWidth = 42;
const columns = 17;
const boardWidth = positionWidth*columns;

const stepTime = 200; // Miliseconds it takes for the chicken to take a step forward, backward, left or right

let lanes;
let currentLane;
let currentColumn;

let previousTimestamp;
let startMoving;
let moves;
let stepStartTimestamp;

const carFrontTexture = new Texture(40,80,[{x: 0, y: 10, w: 30, h: 60 }]);
const carBackTexture = new Texture(40,80,[{x: 10, y: 10, w: 30, h: 60 }]);
const carRightSideTexture = new Texture(110,40,[{x: 10, y: 0, w: 50, h: 30 }, {x: 70, y: 0, w: 30, h: 30 }]);
const carLeftSideTexture = new Texture(110,40,[{x: 10, y: 10, w: 50, h: 30 }, {x: 70, y: 10, w: 30, h: 30 }]);

const truckFrontTexture = new Texture(30,30,[{x: 15, y: 0, w: 10, h: 30 }]);
const truckRightSideTexture = new Texture(25,30,[{x: 0, y: 15, w: 10, h: 10 }]);
const truckLeftSideTexture = new Texture(25,30,[{x: 0, y: 5, w: 10, h: 10 }]);

const generateLanes = () => [-9,-8,-7,-6,-5,-4,-3,-2,-1,0,1,2,3,4,5,6,7,8,9].map((index) => {
  const lane = new Lane(index);
  lane.mesh.position.y = index*positionWidth*zoom;
  scene.add( lane.mesh );
  return lane;
}).filter((lane) => lane.index >= 0);

const addLane = () => {
  const index = lanes.length;
  const lane = new Lane(index);
  lane.mesh.position.y = index*positionWidth*zoom;
  scene.add(lane.mesh);
  lanes.push(lane);
}

const chicken = new Chicken();
scene.add( chicken );

hemiLight = new THREE.HemisphereLight(0xffffff, 0xffffff, 0.6);
scene.add(hemiLight)

const initialDirLightPositionX = -100;
const initialDirLightPositionY = -100;
dirLight = new THREE.DirectionalLight(0xffffff, 0.6);
dirLight.position.set(initialDirLightPositionX, initialDirLightPositionY, 200);
dirLight.castShadow = true;
dirLight.target = chicken;
scene.add(dirLight);

dirLight.shadow.mapSize.width = 2048;
dirLight.shadow.mapSize.height = 2048;
var d = 500;
dirLight.shadow.camera.left = - d;
dirLight.shadow.camera.right = d;
dirLight.shadow.camera.top = d;
dirLight.shadow.camera.bottom = - d;

// var helper = new THREE.CameraHelper( dirLight.shadow.camera );
// var helper = new THREE.CameraHelper( camera );
// scene.add(helper)

backLight = new THREE.DirectionalLight(0x000000, .4);
backLight.position.set(200, 200, 50);
backLight.castShadow = true;
scene.add(backLight)

const laneTypes = ['car', 'truck', 'forest'];
const laneSpeeds = [2, 2.5, 3];
const vechicleColors = [0xa52523, 0xbdb638, 0x78b14b];
const threeHeights = [20,45,60];

const initaliseValues = () => {
  lanes = generateLanes()

  currentLane = 0;
  currentColumn = Math.floor(columns/2);

  previousTimestamp = null;

  startMoving = false;
  moves = [];
  stepStartTimestamp;

  chicken.position.x = 0;
  chicken.position.y = 0;

  camera.position.y = initialCameraPositionY;
  camera.position.x = initialCameraPositionX;

  dirLight.position.x = initialDirLightPositionX;
  dirLight.position.y = initialDirLightPositionY;
}

initaliseValues();

const renderer = new THREE.WebGLRenderer({
  alpha: true,
  antialias: true
});
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );

function Texture(width, height, rects) {
  const canvas = document.createElement( "canvas" );
  canvas.width = width;
  canvas.height = height;
  const context = canvas.getContext( "2d" );
  context.fillStyle = "#ffffff";
  context.fillRect( 0, 0, width, height );
  context.fillStyle = "rgba(0,0,0,0.6)";  
  rects.forEach(rect => {
    context.fillRect(rect.x, rect.y, rect.w, rect.h);
  });
  return new THREE.CanvasTexture(canvas);
}

function Wheel() {
  const wheel = new THREE.Mesh( 
    new THREE.BoxBufferGeometry( 12*zoom, 33*zoom, 12*zoom ), 
    new THREE.MeshLambertMaterial( { color: 0x333333, flatShading: true } ) 
  );
  wheel.position.z = 6*zoom;
  return wheel;
}

function Car() {
  const car = new THREE.Group();
  const color = vechicleColors[Math.floor(Math.random() * vechicleColors.length)];
  
  const main = new THREE.Mesh(
    new THREE.BoxBufferGeometry( 60*zoom, 30*zoom, 15*zoom ), 
    new THREE.MeshPhongMaterial( { color, flatShading: true } )
  );
  main.position.z = 12*zoom;
  main.castShadow = true;
  main.receiveShadow = true;
  car.add(main)
  
  const cabin = new THREE.Mesh(
    new THREE.BoxBufferGeometry( 33*zoom, 24*zoom, 12*zoom ), 
    [
      new THREE.MeshPhongMaterial( { color: 0xcccccc, flatShading: true, map: carBackTexture } ),
      new THREE.MeshPhongMaterial( { color: 0xcccccc, flatShading: true, map: carFrontTexture } ),
      new THREE.MeshPhongMaterial( { color: 0xcccccc, flatShading: true, map: carRightSideTexture } ),
      new THREE.MeshPhongMaterial( { color: 0xcccccc, flatShading: true, map: carLeftSideTexture } ),
      new THREE.MeshPhongMaterial( { color: 0xcccccc, flatShading: true } ), // top
      new THREE.MeshPhongMaterial( { color: 0xcccccc, flatShading: true } ) // bottom
    ]
  );
  cabin.position.x = 6*zoom;
  cabin.position.z = 25.5*zoom;
  cabin.castShadow = true;
  cabin.receiveShadow = true;
  car.add( cabin );
  
  const frontWheel = new Wheel();
  frontWheel.position.x = -18*zoom;
  car.add( frontWheel );

  const backWheel = new Wheel();
  backWheel.position.x = 18*zoom;
  car.add( backWheel );

  car.castShadow = true;
  car.receiveShadow = false;
  
  return car;  
}

function Truck() {
  const truck = new THREE.Group();
  const color = vechicleColors[Math.floor(Math.random() * vechicleColors.length)];


  const base = new THREE.Mesh(
    new THREE.BoxBufferGeometry( 100*zoom, 25*zoom, 5*zoom ), 
    new THREE.MeshLambertMaterial( { color: 0xb4c6fc, flatShading: true } )
  );
  base.position.z = 10*zoom;
  truck.add(base)

  const cargo = new THREE.Mesh(
    new THREE.BoxBufferGeometry( 75*zoom, 35*zoom, 40*zoom ), 
    new THREE.MeshPhongMaterial( { color: 0xb4c6fc, flatShading: true } )
  );
  cargo.position.x = 15*zoom;
  cargo.position.z = 30*zoom;
  cargo.castShadow = true;
  cargo.receiveShadow = true;
  truck.add(cargo)

  const cabin = new THREE.Mesh(
    new THREE.BoxBufferGeometry( 25*zoom, 30*zoom, 30*zoom ), 
    [
      new THREE.MeshPhongMaterial( { color, flatShading: true } ), // back
      new THREE.MeshPhongMaterial( { color, flatShading: true, map: truckFrontTexture } ),
      new THREE.MeshPhongMaterial( { color, flatShading: true, map: truckRightSideTexture } ),
      new THREE.MeshPhongMaterial( { color, flatShading: true, map: truckLeftSideTexture } ),
      new THREE.MeshPhongMaterial( { color, flatShading: true } ), // top
      new THREE.MeshPhongMaterial( { color, flatShading: true } ) // bottom
    ]
  );
  cabin.position.x = -40*zoom;
  cabin.position.z = 20*zoom;
  cabin.castShadow = true;
  cabin.receiveShadow = true;
  truck.add( cabin );

  const frontWheel = new Wheel();
  frontWheel.position.x = -38*zoom;
  truck.add( frontWheel );

  const middleWheel = new Wheel();
  middleWheel.position.x = -10*zoom;
  truck.add( middleWheel );

  const backWheel = new Wheel();
  backWheel.position.x = 30*zoom;
  truck.add( backWheel );

  return truck;  
}

function Three() {
  const three = new THREE.Group();

  const trunk = new THREE.Mesh(
    new THREE.BoxBufferGeometry( 15*zoom, 15*zoom, 20*zoom ), 
    new THREE.MeshPhongMaterial( { color: 0x4d2926, flatShading: true } )
  );
  trunk.position.z = 10*zoom;
  trunk.castShadow = true;
  trunk.receiveShadow = true;
  three.add(trunk);

  height = threeHeights[Math.floor(Math.random()*threeHeights.length)];

  const crown = new THREE.Mesh(
    new THREE.BoxBufferGeometry( 30*zoom, 30*zoom, height*zoom ), 
    new THREE.MeshLambertMaterial( { color: 0x7aa21d, flatShading: true } )
  );
  crown.position.z = (height/2+20)*zoom;
  crown.castShadow = true;
  crown.receiveShadow = false;
  three.add(crown);

  return three;  
}

function Chicken() {
  const chicken = new THREE.Group();

  const body = new THREE.Mesh(
    new THREE.BoxBufferGeometry( chickenSize*zoom, chickenSize*zoom, 20*zoom ), 
    new THREE.MeshPhongMaterial( { color: 0xffffff, flatShading: true } )
  );
  body.position.z = 10*zoom;
  body.castShadow = true;
  body.receiveShadow = true;
  chicken.add(body);

  const rowel = new THREE.Mesh(
    new THREE.BoxBufferGeometry( 2*zoom, 4*zoom, 2*zoom ), 
    new THREE.MeshLambertMaterial( { color: 0xF0619A, flatShading: true } )
  );
  rowel.position.z = 21*zoom;
  rowel.castShadow = true;
  rowel.receiveShadow = false;
  chicken.add(rowel);

  return chicken;  
}

function Road() {
  const road = new THREE.Group();

  const createSection = color => new THREE.Mesh(
    new THREE.PlaneBufferGeometry( boardWidth*zoom, positionWidth*zoom ), 
    new THREE.MeshPhongMaterial( { color } )
  );

  const middle = createSection(0x454A59);
  middle.receiveShadow = true;
  road.add(middle);

  const left = createSection(0x393D49);
  left.position.x = - boardWidth*zoom;
  road.add(left);

  const right = createSection(0x393D49);
  right.position.x = boardWidth*zoom;
  road.add(right);

  return road;
}

function Grass() {
  const grass = new THREE.Group();

  const createSection = color => new THREE.Mesh(
    new THREE.BoxBufferGeometry( boardWidth*zoom, positionWidth*zoom, 3*zoom ), 
    new THREE.MeshPhongMaterial( { color } )
  );

  const middle = createSection(0xbaf455);
  middle.receiveShadow = true;
  grass.add(middle);

  const left = createSection(0x99C846);
  left.position.x = - boardWidth*zoom;
  grass.add(left);

  const right = createSection(0x99C846);
  right.position.x = boardWidth*zoom;
  grass.add(right);

  grass.position.z = 1.5*zoom;
  return grass;
}

function Lane(index) {
  this.index = index;
  this.type = index <= 0 ? 'field' : laneTypes[Math.floor(Math.random()*laneTypes.length)];

  switch(this.type) {
    case 'field': {
      this.type = 'field';
      this.mesh = new Grass();
      break;
    }
    case 'forest': {
      this.mesh = new Grass();

      this.occupiedPositions = new Set();
      this.threes = [1,2,3,4].map(() => {
        const three = new Three();
        let position;
        do {
          position = Math.floor(Math.random()*columns);
        }while(this.occupiedPositions.has(position))
          this.occupiedPositions.add(position);
        three.position.x = (position*positionWidth+positionWidth/2)*zoom-boardWidth*zoom/2;
        this.mesh.add( three );
        return three;
      })
      break;
    }
    case 'car' : {
      this.mesh = new Road();
      this.direction = Math.random() >= 0.5;

      const occupiedPositions = new Set();
      this.vechicles = [1,2,3].map(() => {
        const vechicle = new Car();
        let position;
        do {
          position = Math.floor(Math.random()*columns/2);
        }while(occupiedPositions.has(position))
          occupiedPositions.add(position);
        vechicle.position.x = (position*positionWidth*2+positionWidth/2)*zoom-boardWidth*zoom/2;
        if(!this.direction) vechicle.rotation.z = Math.PI;
        this.mesh.add( vechicle );
        return vechicle;
      })

      this.speed = laneSpeeds[Math.floor(Math.random()*laneSpeeds.length)];
      break;
    }
    case 'truck' : {
      this.mesh = new Road();
      this.direction = Math.random() >= 0.5;

      const occupiedPositions = new Set();
      this.vechicles = [1,2].map(() => {
        const vechicle = new Truck();
        let position;
        do {
          position = Math.floor(Math.random()*columns/3);
        }while(occupiedPositions.has(position))
          occupiedPositions.add(position);
        vechicle.position.x = (position*positionWidth*3+positionWidth/2)*zoom-boardWidth*zoom/2;
        if(!this.direction) vechicle.rotation.z = Math.PI;
        this.mesh.add( vechicle );
        return vechicle;
      })

      this.speed = laneSpeeds[Math.floor(Math.random()*laneSpeeds.length)];
      break;
    }
  }
}

document.querySelector("#retry").addEventListener("click", () => {
  lanes.forEach(lane => scene.remove( lane.mesh ));
  initaliseValues();
  endDOM.style.visibility = 'hidden';
});

document.getElementById('forward').addEventListener("click", () => move('forward'));

document.getElementById('backward').addEventListener("click", () => move('backward'));

document.getElementById('left').addEventListener("click", () => move('left'));

document.getElementById('right').addEventListener("click", () => move('right'));

window.addEventListener("keydown", event => {
  if (event.keyCode == '38') {
    // up arrow
    move('forward');
  }
  else if (event.keyCode == '40') {
    // down arrow
    move('backward');
  }
  else if (event.keyCode == '37') {
    // left arrow
    move('left');
  }
  else if (event.keyCode == '39') {
    // right arrow
    move('right');
  }
});

function move(direction) {
  const finalPositions = moves.reduce((position,move) => {
    if(move === 'forward') return {lane: position.lane+1, column: position.column};
    if(move === 'backward') return {lane: position.lane-1, column: position.column};
    if(move === 'left') return {lane: position.lane, column: position.column-1};
    if(move === 'right') return {lane: position.lane, column: position.column+1};
  }, {lane: currentLane, column: currentColumn})

  if (direction === 'forward') {
    if(lanes[finalPositions.lane+1].type === 'forest' && lanes[finalPositions.lane+1].occupiedPositions.has(finalPositions.column)) return;
    if(!stepStartTimestamp) startMoving = true;
    addLane();
  }
  else if (direction === 'backward') {
    if(finalPositions.lane === 0) return;
    if(lanes[finalPositions.lane-1].type === 'forest' && lanes[finalPositions.lane-1].occupiedPositions.has(finalPositions.column)) return;
    if(!stepStartTimestamp) startMoving = true;
  }
  else if (direction === 'left') {
    if(finalPositions.column === 0) return;
    if(lanes[finalPositions.lane].type === 'forest' && lanes[finalPositions.lane].occupiedPositions.has(finalPositions.column-1)) return;
    if(!stepStartTimestamp) startMoving = true;
  }
  else if (direction === 'right') {
    if(finalPositions.column === columns - 1 ) return;
    if(lanes[finalPositions.lane].type === 'forest' && lanes[finalPositions.lane].occupiedPositions.has(finalPositions.column+1)) return;
    if(!stepStartTimestamp) startMoving = true;
  }
  moves.push(direction);
}

function animate(timestamp) {
  requestAnimationFrame( animate );

  if(!previousTimestamp) previousTimestamp = timestamp;
  const delta = timestamp - previousTimestamp;
  previousTimestamp = timestamp;

  // Animate cars and trucks moving on the lane
  lanes.forEach(lane => {
    if(lane.type === 'car' || lane.type === 'truck') {
      const aBitBeforeTheBeginingOfLane = -boardWidth*zoom/2 - positionWidth*2*zoom;
      const aBitAfterTheEndOFLane = boardWidth*zoom/2 + positionWidth*2*zoom;
      lane.vechicles.forEach(vechicle => {
        if(lane.direction) {
          vechicle.position.x = vechicle.position.x < aBitBeforeTheBeginingOfLane ? aBitAfterTheEndOFLane : vechicle.position.x -= lane.speed/16*delta;
        }else{
          vechicle.position.x = vechicle.position.x > aBitAfterTheEndOFLane ? aBitBeforeTheBeginingOfLane : vechicle.position.x += lane.speed/16*delta;
        }
      });
    }
  });

  if(startMoving) {
    stepStartTimestamp = timestamp;
    startMoving = false;
  }

  if(stepStartTimestamp) {
    const moveDeltaTime = timestamp - stepStartTimestamp;
    const moveDeltaDistance = Math.min(moveDeltaTime/stepTime,1)*positionWidth*zoom;
    const jumpDeltaDistance = Math.sin(Math.min(moveDeltaTime/stepTime,1)*Math.PI)*8*zoom;
    switch(moves[0]) {
      case 'forward': {
        const positionY = currentLane*positionWidth*zoom + moveDeltaDistance;
        camera.position.y = initialCameraPositionY + positionY; 
        dirLight.position.y = initialDirLightPositionY + positionY; 
        chicken.position.y = positionY; // initial chicken position is 0

        chicken.position.z = jumpDeltaDistance;
        break;
      }
      case 'backward': {
        positionY = currentLane*positionWidth*zoom - moveDeltaDistance
        camera.position.y = initialCameraPositionY + positionY;
        dirLight.position.y = initialDirLightPositionY + positionY; 
        chicken.position.y = positionY;

        chicken.position.z = jumpDeltaDistance;
        break;
      }
      case 'left': {
        const positionX = (currentColumn*positionWidth+positionWidth/2)*zoom -boardWidth*zoom/2 - moveDeltaDistance;
        camera.position.x = initialCameraPositionX + positionX;     
        dirLight.position.x = initialDirLightPositionX + positionX; 
        chicken.position.x = positionX; // initial chicken position is 0
        chicken.position.z = jumpDeltaDistance;
        break;
      }
      case 'right': {
        const positionX = (currentColumn*positionWidth+positionWidth/2)*zoom -boardWidth*zoom/2 + moveDeltaDistance;
        camera.position.x = initialCameraPositionX + positionX;       
        dirLight.position.x = initialDirLightPositionX + positionX;
        chicken.position.x = positionX; 

        chicken.position.z = jumpDeltaDistance;
        break;
      }
    }
    // Once a step has ended
    if(moveDeltaTime > stepTime) {
      switch(moves[0]) {
        case 'forward': {
          currentLane++;
          counterDOM.innerHTML = currentLane;    
          break;
        }
        case 'backward': {
          currentLane--;
          counterDOM.innerHTML = currentLane;    
          break;
        }
        case 'left': {
          currentColumn--;
          break;
        }
        case 'right': {
          currentColumn++;
          break;
        }
      }
      moves.shift();
      // If more steps are to be taken then restart counter otherwise stop stepping
      stepStartTimestamp = moves.length === 0 ? null : timestamp;
    }
  }

  // Hit test
  if(lanes[currentLane].type === 'car' || lanes[currentLane].type === 'truck') {
    const chickenMinX = chicken.position.x - chickenSize*zoom/2;
    const chickenMaxX = chicken.position.x + chickenSize*zoom/2;
    const vechicleLength = { car: 60, truck: 105}[lanes[currentLane].type]; 
    lanes[currentLane].vechicles.forEach(vechicle => {
      const carMinX = vechicle.position.x - vechicleLength*zoom/2;
      const carMaxX = vechicle.position.x + vechicleLength*zoom/2;
      if(chickenMaxX > carMinX && chickenMinX < carMaxX) {
        endDOM.style.visibility = 'visible';
      }
    });

  }
  renderer.render( scene, camera );	
}

requestAnimationFrame( animate );
<\script>

That’s all after pasting the code your code will be successfully run. If you get any kind of error/problem in the code just comment or contact me on social media

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