Pig Minecraft

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4,795 Kb
Views
12,144

How do I make an pig minecraft?

Pig Minecraft. What is a pig minecraft? How do you make a pig minecraft? This script and codes were developed by Kevoj on 25 November 2022, Friday.

Pig Minecraft Previews

Pig Minecraft - Script Codes HTML Codes

<!DOCTYPE html>
<html >
<head> <meta charset="UTF-8"> <title>Pig Minecraft</title> <link rel="stylesheet" href="css/style.css">
</head>
<body> <div id="minecraft" ></div>
<div id="instruccions"> <h1>PIG MINECRAFT</h1> <span>press click to remove oxygen
</span>
</div>
<div id="social"> <a href="https://github.com/kevoj" target="_blank"> | Github | </a>
</div> <script src='https://cdnjs.cloudflare.com/ajax/libs/three.js/r79/three.min.js'></script> <script src="js/index.js"></script>
</body>
</html>

Pig Minecraft - Script Codes CSS Codes

 body { margin: 0; padding: 0; -webkit-touch-callout: none; /* iOS Safari */ -webkit-user-select: none; /* Chrome/Safari/Opera */ -khtml-user-select: none; /* Konqueror */ -moz-user-select: none; /* Firefox */ -ms-user-select: none; /* IE/Edge */ user-select: none; } #minecraft { background-image: -webkit-radial-gradient(#54e2d5, #027cb3); background-image: radial-gradient(#54e2d5, #027cb3); position: absolute; width: 100%; height: 100%; overflow: hidden; }
#minecraft.noBreathe{ background-image: -webkit-radial-gradient(#121a48, #3F51B5); background-image: radial-gradient(#121a48, #3F51B5);
}
#social,#instruccions{ position:fixed; bottom:20px; width:100%; text-align:center; color:white; font-family:monospace; font-size:15px;
}
#instruccions{ top:20px;
}
#instruccions span{ color:orange; font-weight:bold;
}
#instruccions h1{ margin-bottom:2px;
}
a{ text-decoration: none; font-weight:bold; color:white;
}

Pig Minecraft - Script Codes JS Codes

var camera, scene, renderer;
var world, pig;
var hemiLight,dirLight,backLight,isUp,frrrr;
var container = { width:0, height:0
}
var mouse = { x:{ current:0, previous:0, calc: 0 }, y:{ current:0, previous:0, calc: 0 }
}
function init() { container.width = window.innerWidth; container.height = window.innerHeight; camera = new THREE.PerspectiveCamera(60, container.width / container.height , 1, 2000); camera.position.z = 2000; camera.position.y = 400; camera.lookAt(new THREE.Vector3(0, 0, 0)); scene = new THREE.Scene(); renderer = new THREE.WebGLRenderer({alpha: true, antialias: true}); renderer.setSize( window.innerWidth, window.innerHeight ); renderer.shadowMapEnabled = true; world = document.getElementById('minecraft'); world.appendChild(renderer.domElement); window.addEventListener('load', function(){ document.addEventListener('mousemove', mousemove, false); window.addEventListener( 'resize', onWindowResize, false ); document.addEventListener('mouseup', mouseup, false); document.addEventListener('mousedown', mousedown, false); document.addEventListener('touchend', touchend, false); document.addEventListener('touchmove', touchmove, false); });
} function onWindowResize(){ container.width = window.innerWidth ; container.height = window.innerHeight; camera.aspect = container.width / container.height; camera.updateProjectionMatrix(); renderer.setSize( window.innerWidth, window.innerHeight );
}
function mousemove(e) { mouse.x.current = e.clientX; mouse.y.current = e.clientY; mouse.x.calc = mouse.x.current - (container.width / 2); mouse.y.calc = mouse.y.current - (container.height / 2);
}
function touchend(e){ if(isUp){ isUp = false; }else{ mousedown(e); }
}
function touchmove(e){ if (e.touches.length === 1) { e.preventDefault(); mouse.x.current = e.touches[0].pageX, mouse.y.current = e.touches[0].pageY; mouse.x.calc = mouse.x.current - (container.width / 2); mouse.y.calc = mouse.y.current - (container.height / 2); }
}
var ct = [];
function mouseup(e) { isUp = false; for (var i = 0; i < ct.length; i++) { clearTimeout(ct[i]); }
}
function mousedown(e) { var colors = ['#ab99af','#827a7a','#467d78','#395073','#212e77']; isUp = true; for (var i = 0; i < colors.length; i++) { (function(index) { ct[index] = setTimeout(function() { if(isUp){ pig.head.material.color = new THREE.Color(colors[index]); }}, i * 1000); })(i); }
}
function addLights() { hemiLight = new THREE.HemisphereLight( 0xffffff, 0xffffff, 0.6); dirLight = new THREE.DirectionalLight(0xffffff, .8); dirLight.position.set(200, 200, 200); dirLight.castShadow = true; dirLight.shadowDarkness = .1; backLight = new THREE.DirectionalLight(0xffffff, .4); backLight.position.set(-200, 200, 50); backLight.shadowDarkness = .1; backLight.castShadow = true; scene.add(backLight); scene.add(hemiLight); scene.add(dirLight);
}
function createPig(){ pig = new Pig(); scene.add(pig.threegroup);
}
Pig = function (){ this.threegroup = new THREE.Group(); this.pinkMat = new THREE.MeshLambertMaterial({ color: "#F48FB1", shading: THREE.FlatShading, // map: THREE.ImageUtils.loadTexture('http://sdg.repositoryhosting.com/git_public/sdg/sdg-blog.git/blob_plain/abced5687967687c3e429ddd18a38055d0439550:/Three-js-examples/images/crate.jpg') }); this.holeMat = new THREE.MeshLambertMaterial({ color: "#983154", shading: THREE.FlatShading }); this.whiteMat = new THREE.MeshLambertMaterial({ color: "white", shading: THREE.FlatShading }); this.blackMat = new THREE.MeshLambertMaterial({ color: "black", shading: THREE.FlatShading }); this.nailMat = new THREE.MeshLambertMaterial({ color: "#48261a", shading: THREE.FlatShading }); //head var head = new THREE.BoxGeometry(280, 280, 280); this.head = new THREE.Mesh(head, this.pinkMat); this.head.position.x = 0; this.head.position.y = 80; this.head.position.z = 400; //eyes var eyes = new THREE.BoxGeometry(80, 50, 5); //eye left this.eyeLeft = new THREE.Mesh(eyes, this.whiteMat); this.eyeLeft.position.x = -100; this.eyeLeft.position.y = 5; this.eyeLeft.position.z = 155; //eye right this.eyeRight = new THREE.Mesh(eyes, this.whiteMat); this.eyeRight.position.x = 100; this.eyeRight.position.y = 5; this.eyeRight.position.z = 155; //Retinas var retina = new THREE.BoxGeometry(40, 50, 2); //Retinas Left this.retinaLeft = new THREE.Mesh(retina, this.blackMat); this.retinaLeft.position.x = -120; this.retinaLeft.position.y = 4; this.retinaLeft.position.z = 158; //Retinas Right this.retinaRight = new THREE.Mesh(retina, this.blackMat); this.retinaRight.position.x = 120; this.retinaRight.position.y = 5; this.retinaRight.position.z = 158; //snout var snout = new THREE.BoxGeometry(125, 70, 90); this.snout = new THREE.Mesh(snout, this.pinkMat); this.snout.position.x = 0; this.snout.position.y = -60; this.snout.position.z = 155; //holes var hole = new THREE.BoxGeometry(40, 40, 3); //hole Left this.holeLeft = new THREE.Mesh(hole, this.holeMat); this.holeLeft.position.x = -40; this.holeLeft.position.y = 0; this.holeLeft.position.z = 50; //hole Right this.holeRight = new THREE.Mesh(hole, this.holeMat); this.holeRight.position.x = 40; this.holeRight.position.y = 0; this.holeRight.position.z = 50; //legs var legs = new THREE.BoxGeometry(180, 250, 180); //leg Left front this.legLeftFront = new THREE.Mesh(legs, this.pinkMat); this.legLeftFront.position.x = -120; this.legLeftFront.position.y = -280; this.legLeftFront.position.z = 100; //leg right front this.legRightFront = new THREE.Mesh(legs, this.pinkMat); this.legRightFront.position.x = 120; this.legRightFront.position.y = -280; this.legRightFront.position.z = 100; //nail var nails = new THREE.BoxGeometry(50, 50, 2); //leg Left front this.nailLeft1 = new THREE.Mesh(nails, this.nailMat); this.nailLeft1.position.x = -160; this.nailLeft1.position.y = -380; this.nailLeft1.position.z = 190; this.nailLeft2 = new THREE.Mesh(nails, this.nailMat); this.nailLeft2.position.x = -80; this.nailLeft2.position.y = -380; this.nailLeft2.position.z = 190; this.nailRight1 = new THREE.Mesh(nails, this.nailMat); this.nailRight1.position.x = 160; this.nailRight1.position.y = -380; this.nailRight1.position.z = 190; this.nailRight2 = new THREE.Mesh(nails, this.nailMat); this.nailRight2.position.x = 80; this.nailRight2.position.y = -380; this.nailRight2.position.z = 190; //body var body = new THREE.BoxGeometry(400, 300, 600); this.body = new THREE.Mesh(body, this.pinkMat); this.body.position.x = 0; this.body.position.y = 0; this.body.position.z = 0; // Add Elements to head this.head.add(this.retinaLeft); this.head.add(this.retinaRight); this.head.add(this.eyeLeft); this.head.add(this.eyeRight); this.head.add(this.snout); this.snout.add(this.holeLeft); this.snout.add(this.holeRight); this.body.add(this.legLeftFront); this.body.add(this.nailLeft1); this.body.add(this.nailLeft2); this.body.add(this.legRightFront); this.body.add(this.nailRight1) this.body.add(this.nailRight2) this.threegroup.add(this.head); this.threegroup.add(this.body); this.threegroup.traverse(function (object) { if (object instanceof THREE.Mesh) { object.castShadow = true; object.receiveShadow = true; } }); /*Methods*/ this.update = function(){ //move body this.bodyRY = calc(mouse.x.calc, -400, 400, -Math.PI / 20, Math.PI / 20); this.bodyRX = calc(mouse.y.calc, -400, 400, -Math.PI / 90, Math.PI / 90); //move head this.headRY = calc(mouse.x.calc, -200, 200, -Math.PI / 4, Math.PI / 4); this.headRX = calc(mouse.y.calc, -200, 200, -Math.PI / 4, Math.PI / 4); this.rotate(10); } this.rotate = function(speed){ if(isUp){ world.classList.add('noBreathe'); var self = this; //this.body.rotateZ(0.05); //this.head.rotateZ(0.05); this.nailLeft1.rotateZ(0.20); this.nailLeft2.rotateZ(0.20); this.nailRight1.rotateZ(0.20); this.nailRight2.rotateZ(0.20); this.body.scale.x = this.body.scale.y = this.body.scale.z = 0.9; this.head.scale.x = this.head.scale.y = this.head.scale.z = 1.2; this.eyeLeft.scale.x = this.eyeRight.scale.x = 2; this.eyeLeft.scale.y = this.eyeRight.scale.y = 2; this.retinaLeft.scale.x = this.retinaLeft.scale.y = this.retinaRight.scale.x = this.retinaRight.scale.y = 0.3; this.holeRight.scale.y = this.holeRight.scale.x = this.holeLeft.scale.y = this.holeLeft.scale.x = 0.3; }else{ //this.body.rotation.z = this.head.rotation.z = 0; this.nailLeft1.rotation.z = this.nailLeft2.rotation.z = this.nailRight1.rotation.z = this.nailRight2.rotation.z = 0; world.classList.remove('noBreathe'); this.head.scale.x = this.head.scale.y = this.head.scale.z = 1; this.head.material.color = new THREE.Color('#F48FB1'); this.body.scale.x = this.body.scale.y = this.body.scale.z = 1; this.eyeLeft.scale.x = this.eyeRight.scale.x = 1; this.eyeLeft.scale.y = this.eyeRight.scale.y = 1; this.retinaLeft.scale.x = this.retinaLeft.scale.y = this.retinaRight.scale.x = this.retinaRight.scale.y =1; this.breathe(); } this.body.rotation.y += (this.bodyRY - this.body.rotation.y) / speed; this.body.rotation.x += (this.bodyRX - this.body.rotation.x) / speed; this.head.rotation.y += (this.headRY - this.head.rotation.y) / speed; this.head.rotation.x += (this.headRX - this.head.rotation.x) / speed; } this.breathe = function(){ this.snout.rotation.x += 0.005; if(this.snout.rotation.x > 0.20){ this.snout.rotation.x -= 0.099; this.holeRight.scale.y = this.holeRight.scale.x = this.holeLeft.scale.y = this.holeLeft.scale.x = (this.holeRight.scale.x == 0.5) ? 1 : 0.5; } }
};
function calc (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;
}
function loop(){ renderer.render(scene, camera); pig.update(); requestAnimationFrame(loop);
}
init();
addLights();
createPig();
loop();
Pig Minecraft - Script Codes
Pig Minecraft - Script Codes
Home Page Home
Developer Kevoj
Username kevoj
Uploaded November 25, 2022
Rating 4
Size 4,795 Kb
Views 12,144
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Kevoj (kevoj) Script Codes
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Minecraft Chicken
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