Membuat Maze Game JavaScript HTML CSS

10 Desember 2022
Membuat Maze Game JavaScript HTML CSS

Sharing Teknologi – Membuat Maze Game JavaScript HTML CSS Di WordPress. Apakah Sobat teknologi[dot]visitklaten[dot]com ingin Membuat Maze Game Menggunakan JavaScript HTML CSS Di WordPress. 

Membuat Maze Game JavaScript HTML CSS

CSS adalah singkatan dari Cascading Style Sheets yang terdapat 3 versi yaitu CSS1, CSS2, dan CSS3. CSS adalah suatu aturan untuk mengatur beberapa komponen di dalam sebuah web sehingga membuat lebih terstruktur dan seragam.

CSS3 merupakan versi CSS terbaru yang bisa melakukan banyak hal terkait desain website. CSS3 mampu membuat animasi warna sampai animasi 3D di halaman website.

CSS sangat membantu untuk mempercantik tampilan website seperti dengan memberi warna, box shadow, padding, margin, align, posisi, dan efek pengetikan atau typing effect .

HTML (Hypertext markup language) adalah sebuah bahasa markah (markup language) yang paling mendominasi saat ini dalam hal pembuatan sebuah website.

Dengan adanya HTML, maka sebuah website bisa dikreasikan sedemikian rupa menjadi lebih interaktif dan menarik. Karena HTML memadukan berbagai elemen seperti teks, multimedia, dan link, dan juga elemen pendukung lainnya menjadi sebuah kesatuan.

Sebelumnya kami mengucapkan banyak terima kasih kepada para pengunjung teknologi[dot]visitklaten[dot]com yang rela meluangkan waktu untuk mengunjungi ataupun sekedar melihat-lihat web kami yang masih banyak kekurangan ini. Kami menerima segala masukkan dan kritikan agar web dan diri kami menjadi lebih baik lagi..

Di kesempatan kali ini, kami akan berbagi tutorial Membuat Maze Game Menggunakan JavaScript HTML CSS. 

NB: kami menggunakan tambahan CSS dari bootstrap.

Membuat Maze Game

Silakan Copas kode dibawah ini. Rekan-rekan bisa mengubahnya sesuai kebutuhan. Silakan nanti bisa disesuaikan dengan kebutuhan.

HTML


<div class="position-relative px-3 py-5 my-1 text-center overflow-auto mazegame">
    <!-- 
    Originally just an idea and excuse to test the gamepad API 🎮, this spiraled out of control a little into a multi-input maze. You can navigate trough the maze, depending on your browser/os, by:
    - clicking the up/down/left/rigt-buttons
    - the arrow keys on your keyboard
    - the WASD-keys on your keyboard if that is more your style
    - by scrolling up/down or left/right
    - by swiping if your device of choice has a touchscreen
    - by tilting your device (if your device does not reuqire special permissions for that (i.e. is an iPhone))
    - by typing up(), down(), left() or right() in the console
    - and finally, by using a compatible gamepad, aka the original idea 🙃
    
    The maze is randomly generated using the "recursive backtracking" algorithm. Found this to be the best option after starting from this SO-Answer: stackoverflow.com/a/23681987 and after reading this: weblog.jamisbuck.org/2010/12/27/maze-generation-recursive-backtracking"
    -->
    <div id="container">
    	<div class="mbox">
    	<div id="maze">
    		<div id="thingie">
    			<div class="emo" id="emo">🥺</div>
    		</div>
    		<div id="home">
    			<div class="emo">🏠</div>
    		</div>
    		<div class="barrier" id="top"></div>
    		<div class="barrier" id="bottom"></div>
    	</div>
    		</div>
    	<div class="controls">
    		<div class="buttons">
    			<button class="btn" id="bu"><div class="chevron">↑</div></button>
    			<button class="btn" id="bd"><div class="chevron">↓</div></button>
    			<button class="btn" id="bl"><div class="chevron">←</div></button>
    			<button class="btn" id="br"><div class="chevron">→</div></button>
    		</div>
    	</div>
    </div>
</div>

 

CSS

.mazegame {
	touch-action: pan-y;
	height: calc(100vh - 80px);
}
.mazegame #container {
	position: absolute;
	top: 0;
	left: 0;
	right: 0;
	bottom: 0;
	background: #222;
	display: grid;
	grid-template-rows: 60% 40%;
}

.mazegame #maze {
	position: absolute;
	width: 340px;
	height: 240px;
	/*background: #39a;
	
	align-self: center;
	justify-self: center;
	place-self: center center;*/
	top: 30vh;
	left: 50%;
	transform: translate(-50%, -50%);
}

.mazegame .mbox,
.mazegame .controls {
	height: 100%;
	background: #222;
	display: grid;
}

.mazegame .mbox {
}

.mazegame .buttons {
	width: 210px;
	height: 140px;
	background: #222;
	align-self: center;
	justify-self: center;
	display: grid;
	grid-template-rows: 70px 70px;
	grid-template-columns: 70px 70px 70px;
}

.mazegame .btn {
	width: 60px;
	height: 60px;
	border: 2px #fff solid;
	border-bottom: 2px #fff solid;
	align-self: center;
	justify-self: center;
	cursor: pointer;
	border-radius: 8px;
	display: grid;
	/*box-shadow: 4px 4px 10px rgba(255, 255, 255, 0.2);*/
}
.mazegame .chevron {
	height: 20px;
	width: 20px;
	align-self: center;
	justify-self: center;
	color: #222;
	font-size: 20px;
	line-height: 20px;
	text-align: center;
	color: #fff;
}

.mazegame #bu {
	grid-column-start: 2;
}
.mazegame #bd {
	grid-column-start: 2;
	grid-row-start: 2;
}
.mazegame #bl {
	grid-column-start: 1;
	grid-row-start: 2;
}
.mazegame #br {
	grid-column-start: 3;
	grid-row-start: 2;
}

.mazegame #thingie,
.mazegame #home {
	position: absolute;
	top: 100px;
	left: 100px;
	width: 20px;
	height: 20px;
	border-radius: 20px;
	/*background: #39a;
	transition: all .1s;*/
}

.mazegame .emo {
	position: absolute;
	top: 4px;
	left: 1px;
	width: 13px;
	height: 13px;
	border-radius: 20px;
	font-size: 15px;
	line-height: 15px;
	text-align: left;
}

.mazegame .barrier {
	position: absolute;
	background: #fff;
}

.mazegame #top {
	top: 20px;
	left: 20px;
	width: 300px;
	height: 2px;
}

.mazegame #bottom {
	top: 220px;
	left: 20px;
	width: 302px;
	height: 2px;
}

/*style reset*/
.mazegame button {
	display: inline-block;
	border: none;
	padding: none;
	margin: 0;
	outline: none;
	-webkit-appearance: none;
	-moz-appearance: none;
	background: none;
	-webkit-tap-highlight-color: transparent;
}

.mazegame button:hover,
.mazegame button:focus {
	-webkit-appearance: none;
}

.mazegame button:focus {
	outline: none;
}

.mazegame button:active {
	transform: scale(1);
	-webkit-appearance: none;
}

 

JavaScript

jQuery(document).ready(function ($) {

    
const cont = document.getElementById("container");
const maze = document.getElementById("maze");
const thingie = document.getElementById("thingie");
const home = document.getElementById("home");
const emo = document.getElementById("emo");

const bu = document.getElementById("bu");
const bd = document.getElementById("bd");
const bl = document.getElementById("bl");
const br = document.getElementById("br");

const step = 20;
const size = 20;
const bwidth = 2;
const mazeHeight = 200;
const mazeWidth = 300;
let nogoX = [];
let nogoX2 = [];
let nogoY = [];
let nogoY2 = [];
let prevDist = mazeWidth * 2;

//tilt vars
let lastUD = 0;
let lastLR = 0;
const mThreshold = 15;
let firstMove = true;
let allowTilt = true;

//swipe vars
const sThreshold = 15;

//scroll vars
const scThreshold = 20;

//generate sides and starting position
genSides();

//define size
let my = mazeHeight / step;
let mx = mazeWidth / step;

//create full grid
let grid = [];
for (let i = 0; i < my; i++) {
	let sg = [];
	for (let a = 0; a < mx; a++) {
		sg.push({ u: 0, d: 0, l: 0, r: 0, v: 0 });
	}
	grid.push(sg);
}

//create direction arrays
let dirs = ["u", "d", "l", "r"];
let modDir = {
	u: { y: -1, x: 0, o: "d" },
	d: { y: 1, x: 0, o: "u" },
	l: { y: 0, x: -1, o: "r" },
	r: { y: 0, x: 1, o: "l" }
};

//generate maze
genMaze(0, 0, 0);
drawMaze();

//get all the barriers
const barriers = document.getElementsByClassName("barrier");
for (let b = 0; b < barriers.length; b++) {
	nogoX.push(barriers[b].offsetLeft);
	nogoX2.push(barriers[b].offsetLeft + barriers[b].clientWidth);
	nogoY.push(barriers[b].offsetTop);
	nogoY2.push(barriers[b].offsetTop + barriers[b].clientHeight);
}
//console.log(nogoX, nogoX2, nogoY, nogoY2);

document.addEventListener("keydown", keys);

function keys(e) {
	let code = e.code;
	switch (code) {
		//arrows
		case "ArrowUp":
			up();
			break;
		case "ArrowDown":
			down();
			break;
		case "ArrowLeft":
			left();
			break;
		case "ArrowRight":
			right();
			break;
		//wasd
		case "KeyW":
			up();
			break;
		case "KeyS":
			down();
			break;
		case "KeyA":
			left();
			break;
		case "KeyD":
			right();
			break;
	}
}

bu.addEventListener("click", (e) => {
	up();
	firstMove = true;
});
bd.addEventListener("click", (e) => {
	down();
	firstMove = true;
});
bl.addEventListener("click", (e) => {
	left();
	firstMove = true;
});
br.addEventListener("click", (e) => {
	right();
	firstMove = true;
});

function up() {
	animKeys(bu);
	if (checkYboundry("u")) {
		thingie.style.top = thingie.offsetTop - step + "px";
		updateEmo(false);
	}
}

function down() {
	animKeys(bd);
	if (checkYboundry("d")) {
		thingie.style.top = thingie.offsetTop + step + "px";
		updateEmo(false);
	}
}

function left() {
	animKeys(bl);
	if (checkXboundry("l")) {
		thingie.style.left = thingie.offsetLeft - step + "px";
	}
	updateEmo(true);
}

function right() {
	animKeys(br);
	if (checkXboundry("r")) {
		thingie.style.left = thingie.offsetLeft + step + "px";
	}
	updateEmo(true);
}

//check if one can move horizontally
function checkXboundry(dir) {
	let x = thingie.offsetLeft;
	let y = thingie.offsetTop;
	let ok = [];
	let len = Math.max(nogoX.length, nogoX2.length, nogoY.length, nogoY2.length);

	let check = 0;
	for (let i = 0; i < len; i++) {
		check = 0;
		if (y < nogoY[i] || y > nogoY2[i] - size) {
			check = 1;
		}
		if (dir === "r") {
			if (x < nogoX[i] - size || x > nogoX2[i] - size) {
				check = 1;
			}
		}
		if (dir === "l") {
			if (x < nogoX[i] || x > nogoX2[i]) {
				check = 1;
			}
		}
		ok.push(check);
	}
	//check what to return
	let res = ok.every(function (e) {
		return e > 0;
	});
	return res;
}

//check if one can move vertically
function checkYboundry(dir) {
	let x = thingie.offsetLeft;
	let y = thingie.offsetTop;
	let ok = [];
	let len = Math.max(nogoX.length, nogoX2.length, nogoY.length, nogoY2.length);

	let check = 0;
	for (let i = 0; i < len; i++) {
		check = 0;
		if (x < nogoX[i] || x > nogoX2[i] - size) {
			check = 1;
		}
		if (dir === "u") {
			if (y < nogoY[i] || y > nogoY2[i]) {
				check = 1;
			}
		}
		if (dir === "d") {
			if (y < nogoY[i] - size || y > nogoY2[i] - size) {
				check = 1;
			}
		}
		ok.push(check);
	}
	//check what to return
	let res = ok.every(function (e) {
		return e > 0;
	});
	return res;
}

//generate sides with random entry and exit points
function genSides() {
	let max = mazeHeight / step;
	let l1 = Math.floor(Math.random() * max) * step;
	//let l1 = 0;
	let l2 = mazeHeight - step - l1;
	//console.log(l1, l2);

	let lb1 = document.createElement("div");
	lb1.style.top = step + "px";
	lb1.style.left = step + "px";
	lb1.style.height = l1 + "px";

	let lb2 = document.createElement("div");
	lb2.style.top = l1 + step * 2 + "px";
	lb2.style.left = step + "px";
	lb2.style.height = l2 + "px";

	let rb1 = document.createElement("div");
	rb1.style.top = step + "px";
	rb1.style.left = mazeWidth + step + "px";
	rb1.style.height = l2 + "px";

	let rb2 = document.createElement("div");
	rb2.style.top = l2 + step * 2 + "px";
	rb2.style.left = mazeWidth + step + "px";
	rb2.style.height = l1 + "px";

	//create invisible barriers for start and end: vertical left, vertical right, left top, left bottom, right top, right bottom
	nogoX.push(0, mazeWidth + 2 * step, 0, 0, mazeWidth + step, mazeWidth + step);
	nogoX2.push(
		0 + bwidth,
		mazeWidth + 2 * step + bwidth,
		step,
		step,
		mazeWidth + 2 * step,
		mazeWidth + 2 * step
	);
	nogoY.push(
		l1 + step,
		l2 + step,
		l1 + step,
		l1 + 2 * step,
		l2 + step,
		l2 + 2 * step
	);
	nogoY2.push(
		l1 + 2 * step,
		l2 + 2 * step,
		l1 + step + bwidth,
		l1 + 2 * step + bwidth,
		l2 + step + bwidth,
		l2 + 2 * step + bwidth
	);
	//set start-pos
	thingie.style.top = l1 + step + "px";
	thingie.style.left = 0 + "px";
	//set end-pos & store height of end
	home.style.top = l2 + step + "px";
	home.style.left = mazeWidth + step + "px";

	//style & append
	let els = [lb1, lb2, rb1, rb2];
	for (let i = 0; i < els.length; i++) {
		confSideEl(els[i]);
		maze.appendChild(els[i]);
	}
}

function confSideEl(el) {
	el.setAttribute("class", "barrier");
	el.style.width = bwidth + "px";
}

//gen maze using Recursive Backtracking
function genMaze(cx, cy, s) {
	// shuffle unchecked directions
	let d = limShuffle(dirs, s);

	for (let i = 0; i < d.length; i++) {
		let nx = cx + modDir[d[i]].x;
		let ny = cy + modDir[d[i]].y;
		grid[cy][cx].v = 1;

		if (nx >= 0 && nx < mx && ny >= 0 && ny < my && grid[ny][nx].v === 0) {
			grid[cy][cx][d[i]] = 1;
			grid[ny][nx][modDir[d[i]].o] = 1;
			//avoid shuffling d if d's not exhausted.. hence the i
			genMaze(nx, ny, i);
		}
	}
}

//draw maze
function drawMaze() {
	for (let x = 0; x < mx; x++) {
		for (let y = 0; y < my; y++) {
			let l = grid[y][x].l;
			let r = grid[y][x].r;
			let u = grid[y][x].u;
			let d = grid[y][x].d;

			drawLines(x, y, l, r, u, d);
		}
	}
}

//draw the actual lines
function drawLines(x, y, l, r, u, d) {
	let top = (y + 1) * step;
	let left = (x + 1) * step;
	if (l === 0 && x > 0) {
		let el = document.createElement("div");
		el.style.left = left + "px";
		el.style.height = step + "px";
		el.style.top = top + "px";
		el.setAttribute("class", "barrier");
		el.style.width = bwidth + "px";
		maze.appendChild(el);
	}

	if (d === 0 && y < my - 1) {
		let el = document.createElement("div");
		el.style.left = left + "px";
		el.style.height = bwidth + "px";
		el.style.top = top + step + "px";
		el.setAttribute("class", "barrier");
		el.style.width = step + bwidth + "px";
		maze.appendChild(el);
	}
}

function limShuffle(array, s) {
	let con = array.slice(0, s);
	let ran = array.slice(s, array.length);

	for (let i = ran.length - 1; i > 0; i--) {
		const j = Math.floor(Math.random() * (i + 1));
		//console.log(i, j);
		[ran[i], ran[j]] = [ran[j], ran[i]];
	}
	let comb = con.concat(ran);
	return comb;
}

function animKeys(key) {
	if (key.id === "bu") {
		key.style.border = "3px #fff solid";
		key.style.borderTop = "1px #fff solid";
		key.style.borderBottom = "4px #fff solid";
		key.style.transform = "translateY(-2px)";
	}
	if (key.id === "bd") {
		key.style.border = "3px #fff solid";
		key.style.borderBottom = "1px #fff solid";
		key.style.borderTop = "4px #fff solid";
		key.style.transform = "translateY(2px)";
	}
	if (key.id === "bl") {
		key.style.border = "3px #fff solid";
		key.style.borderLeft = "1px #fff solid";
		key.style.borderRight = "4px #fff solid";
		key.style.transform = "translateX(-2px)";
	}
	if (key.id === "br") {
		key.style.border = "3px #fff solid";
		key.style.borderRight = "1px #fff solid";
		key.style.borderLeft = "4px #fff solid";
		key.style.transform = "translateX(2px)";
	}

	//reset
	setTimeout(() => {
		key.style.border = "2px #fff solid";
		key.style.borderTop = "2px #fff solid";
		key.style.borderBottom = "2px #fff solid";
		key.style.borderLeft = "2px #fff solid";
		key.style.borderRight = "2px #fff solid";
		key.style.transform = "translateY(0px)";
		key.style.transform = "translateX(0px)";
	}, "150");
}

let maxl = 0;
let prevl = 0;
function updateEmo(lr) {
	//simple/manual emo-adjustment - old
	if (lr) {
		if (thingie.offsetLeft < maxl) {
			emo.innerHTML = "🙄";
		}
		if (thingie.offsetLeft < maxl - 2 * step) {
			emo.innerHTML = "😒";
		}
		if (thingie.offsetLeft < maxl - 4 * step) {
			emo.innerHTML = "😣";
		}
		if (thingie.offsetLeft < maxl - 6 * step) {
			emo.innerHTML = "🤬";
		}
		if (thingie.offsetLeft > prevl) {
			emo.innerHTML = "😐";
		}
		if (thingie.offsetLeft >= maxl) {
			if (thingie.offsetLeft > mazeWidth * 0.6) {
				emo.innerHTML = "😀";
			} else {
				emo.innerHTML = "🙂";
			}
			maxl = thingie.offsetLeft;
		}
		if (thingie.offsetLeft === 0) {
			emo.innerHTML = "😢";
		}
		if (
			thingie.offsetLeft > mazeWidth - step &&
			thingie.offsetTop === home.offsetTop
		) {
			emo.innerHTML = "🤗";
			home.innerHTML = "🏠";
		}
		if (thingie.offsetLeft > mazeWidth) {
			emo.innerHTML = "";
			home.innerHTML = "🥳";
		}
		prevl = thingie.offsetLeft;
	} else {
		if (thingie.offsetLeft > (mazeWidth - step) && thingie.offsetTop === home.offsetTop) {
			emo.innerHTML = "🤗";
		}else{
			if(thingie.offsetLeft > (mazeWidth - step) && thingie.offsetTop != home.offsetTo){
				emo.innerHTML = "🙄";
			}
		}
	}

	// 	//Variant: Detect distance to target using old Greeks: Phytagoras (More scientifically interesting, but somehow less funny 🙃)
	// 	let h = home.offsetLeft - thingie.offsetLeft;
	// 	let v = Math.abs(home.offsetTop - thingie.offsetTop);
	// 	let dist = Math.hypot(h, v);
	// 	console.log(h, v, dist);

	// 	//dist = h;

	// 	//dynamic stuff
	// 	if (dist <= prevDist) {
	// 		//happy
	// 		emo.innerHTML = "😀";
	// 	} else {
	// 		//sad
	// 		emo.innerHTML = "🙄";
	// 	}

	// 	//fixed values
	// 	if (dist === 20) {
	// 		emo.innerHTML = "🤗";
	// 	}
	// 	if (dist === 0) {
	// 		emo.innerHTML = "🥳";
	// 		home.innerHTML = "";
	// 	} else {
	// 		home.innerHTML = "🏠";
	// 	}

	// 	prevDist = dist;
}

//navigate with tilting
window.addEventListener("deviceorientation", handleOrientation);

function tiltTimer() {
	allowTilt = false;
	setTimeout(() => {
		allowTilt = true;
	}, "200");
}

function handleOrientation(e) {
	//up/down = beta (smaller = up)
	//left/right = gamma (neg = left)

	if (firstMove) {
		lastUD = e.beta;
		lastLR = e.gamma;
		firstMove = false;
	}
	if (allowTilt) {
		if (e.beta < lastUD - mThreshold) {
			up();
			tiltTimer();
		}
		if (e.beta > lastUD + mThreshold) {
			down();
			tiltTimer();
		}
		if (e.gamma < lastLR - mThreshold) {
			left();
			tiltTimer();
		}
		if (e.gamma > lastLR + mThreshold) {
			right();
			tiltTimer();
		}
	}
}

//navigate with controller
let haveEvents = "ongamepadconnected" in window;
let gp = [];
let allowU = true;
let allowD = true;
let allowL = true;
let allowR = true;

let allowAU = true;
let allowAD = true;
let allowAL = true;
let allowAR = true;

window.addEventListener("gamepadconnected", connectGamepad);
window.addEventListener("gamepaddisconnected", disconnectGamepad);

function disconnectGamepad() {
	gp = [];
}

function connectGamepad(e) {
	console.log("trying to connect");
	gp[0] = e.gamepad;
	requestAnimationFrame(updateStatus);
}

function updateStatus() {
	if (!haveEvents) {
		scangamepads();
	}

	for (let i = 0; i < gp[0].buttons.length; i++) {
		//up
		if (gp[0].buttons[12].pressed) {
			if (allowU) {
				up();
				gpTimer("u");
			}
		}
		if (gp[0].buttons[12].pressed === false) {
			allowU = true;
		}

		//down
		if (gp[0].buttons[13].pressed) {
			if (allowD) {
				down();
				gpTimer("d");
			}
		}
		if (gp[0].buttons[13].pressed === false) {
			allowD = true;
		}

		//left
		if (gp[0].buttons[14].pressed) {
			if (allowL) {
				left();
				gpTimer("l");
			}
		}
		if (gp[0].buttons[14].pressed === false) {
			allowL = true;
		}

		//up
		if (gp[0].buttons[15].pressed) {
			if (allowR) {
				right();
				gpTimer("r");
			}
		}
		if (gp[0].buttons[15].pressed === false) {
			allowR = true;
		}
	}

	for (let j = 0; j < gp[0].axes.length; j++) {
		//console.log(gp[0].axes[3]);
		if (gp[0].axes[1] < -0.8 || gp[0].axes[3] < -0.8) {
			if (allowAU) {
				up();
				gpATimer("u");
			}
		}
		if (gp[0].axes[1] > 0.8 || gp[0].axes[3] > 0.8) {
			if (allowAD) {
				down();
				gpATimer("d");
			}
		}
		if (gp[0].axes[0] < -0.8 || gp[0].axes[2] < -0.8) {
			if (allowAL) {
				left();
				gpATimer("l");
			}
		}
		if (gp[0].axes[0] > 0.8 || gp[0].axes[2] > 0.8) {
			if (allowAR) {
				right();
				gpATimer("r");
			}
		}
	}

	requestAnimationFrame(updateStatus);
}

function scangamepads() {
	var gamepads = navigator.getGamepads
		? navigator.getGamepads()
		: navigator.webkitGetGamepads
		? navigator.webkitGetGamepads()
		: [];
	for (var i = 0; i < gamepads.length; i++) {
		if (gamepads[i]) {
			if (gamepads[i].index in gp) {
				gp[gamepads[i].index] = gamepads[i];
			} else {
				addgamepad(gamepads[i]);
			}
		}
	}
}

if (!haveEvents) {
	setInterval(scangamepads, 500);
}

function gpTimer(adir) {
	switch (adir) {
		case "u":
			allowU = false;
			break;

		case "d":
			allowD = false;
			break;

		case "l":
			allowL = false;
			break;

		case "r":
			allowR = false;
			break;
	}

	setTimeout(() => {
		allowU = true;
		allowD = true;
		allowL = true;
		allowR = true;
	}, "200");
}

function gpATimer(adir) {
	switch (adir) {
		case "u":
			allowAU = false;
			break;

		case "d":
			allowAD = false;
			break;

		case "l":
			allowAL = false;
			break;

		case "r":
			allowAR = false;
			break;
	}

	setTimeout(() => {
		allowAU = true;
		allowAD = true;
		allowAL = true;
		allowAR = true;
	}, "200");
}



//Navigate with swipe
let lasttouchpY = 0;
let lasttouchpX = 0;
cont.addEventListener("touchstart", (e) => {
	lasttouchpY = e.changedTouches[0].pageY;
	lasttouchpX = e.changedTouches[0].pageX;
});

cont.addEventListener("touchmove", (e) => {
	e.preventDefault();
	//console.log("touch " + e.changedTouches[0].pageY);
	let diffY = e.changedTouches[0].pageY - lasttouchpY;
	let diffX = e.changedTouches[0].pageX - lasttouchpX;
	if (diffY > sThreshold) {
		down();
		lasttouchpY = e.changedTouches[0].pageY;
	} else {
		if (diffY < -1 * sThreshold) {
			up();
			lasttouchpY = e.changedTouches[0].pageY;
		}
	}
	if (diffX > sThreshold) {
		right();
		lasttouchpX = e.changedTouches[0].pageX;
	} else {
		if (diffX < -1 * sThreshold) {
			left();
			lasttouchpX = e.changedTouches[0].pageX;
		}
	}
});

//Navigate with scrolling
let lastscrollpY = 0;
let lastscrollpX = 0;
cont.addEventListener("wheel", (e) => {
	//console.log("scrollY: " + e.deltaY + " scrollX: " + e.deltaX);

	//handle Y scrolling
	lastscrollpY = lastscrollpY + e.deltaY;
	if (lastscrollpY > 0 && e.deltaY < 0) {
		lastscrollpY = 0;
	}
	if (lastscrollpY < 0 && e.deltaY > 0) {
		lastscrollpY = 0;
	}

	if (lastscrollpY > scThreshold) {
		up();
		lastscrollpY = 0;
	}
		if (lastscrollpY < (-1 * scThreshold)) {
		down();
		lastscrollpY = 0;
	}
	
	//handle X scrolling
	lastscrollpX = lastscrollpX + e.deltaX;
	if (lastscrollpX > 0 && e.deltaX < 0) {
		lastscrollpX = 0;
	}
	if (lastscrollpX < 0 && e.deltaX > 0) {
		lastscrollpX = 0;
	}

	if (lastscrollpX > scThreshold) {
		left();
		lastscrollpX = 0;
	}
		if (lastscrollpX < (-1 * scThreshold)) {
		right();
		lastscrollpX = 0;
	}
});

});

 

Hasil

Tampilannya kurang lebih bisa dilihat dibawah ini. Jika dibuka di PC silakan klik tombol “Lihat Full Screen”. Jika dibuka di Mobile/HP silakan geser layarnya.

Lihat Full Screen
🥺
🏠

 

Terima kasih telah mengunjungi website kami.

Share jika bermanfaat, jika ada kritik, tambahan, pertanyaan atau saran silakan hubungi kami atau silakan isi di kolom komentar.

Referensi :
codepen.io/nitnelav/full/GRQEadJ

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