Spaces:
Running
Running
Update index.html
Browse files- index.html +178 -19
index.html
CHANGED
|
@@ -31,6 +31,10 @@
|
|
| 31 |
|
| 32 |
let round = 0;
|
| 33 |
|
|
|
|
|
|
|
|
|
|
|
|
|
| 34 |
const createScene = function () {
|
| 35 |
const scene = new BABYLON.Scene(engine);
|
| 36 |
const camera = new BABYLON.ArcRotateCamera("camera", -Math.PI / 2, Math.PI / 2.5, 3, new BABYLON.Vector3(0, 0, 0), scene);
|
|
@@ -41,13 +45,74 @@
|
|
| 41 |
// Ground
|
| 42 |
const ground = BABYLON.MeshBuilder.CreateGround("ground", {width: 10, height: 10}, scene);
|
| 43 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 44 |
// Elephants
|
| 45 |
let elephants = [];
|
| 46 |
for (let i = 0; i < 5; i++) {
|
| 47 |
const elephant = BABYLON.MeshBuilder.CreateSphere("elephant", {diameter: 0.5}, scene);
|
| 48 |
elephant.position.y = 0.5;
|
| 49 |
-
elephant.position.x = Math.random() *
|
| 50 |
-
elephant.position.z =
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 51 |
elephants.push(elephant);
|
| 52 |
}
|
| 53 |
|
|
@@ -56,8 +121,18 @@
|
|
| 56 |
for (let i = 0; i < 10; i++) {
|
| 57 |
const p = BABYLON.MeshBuilder.CreateSphere("prey", {diameter: 0.3}, scene);
|
| 58 |
p.position.y = 0.3;
|
| 59 |
-
p.position.x = Math.random() *
|
| 60 |
-
p.position.z =
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 61 |
prey.push(p);
|
| 62 |
}
|
| 63 |
|
|
@@ -66,8 +141,8 @@
|
|
| 66 |
for (let i = 0; i < 20; i++) {
|
| 67 |
const g = BABYLON.MeshBuilder.CreateBox("grass", {size: 0.2}, scene);
|
| 68 |
g.position.y = 0.1;
|
| 69 |
-
g.position.x = Math.random() *
|
| 70 |
-
g.position.z =
|
| 71 |
g.material = new BABYLON.StandardMaterial("grassMat", scene);
|
| 72 |
g.material.diffuseColor = new BABYLON.Color3(0, 1, 0); // Green color
|
| 73 |
grass.push(g);
|
|
@@ -82,12 +157,31 @@
|
|
| 82 |
|
| 83 |
const direction = nearestPrey.position.subtract(elephant.position);
|
| 84 |
direction.normalize();
|
| 85 |
-
elephant.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 86 |
|
| 87 |
if (BABYLON.Vector3.Distance(elephant.position, nearestPrey.position) < 0.5) {
|
| 88 |
// Prey is eaten
|
| 89 |
-
nearestPrey.position.x = Math.random() *
|
| 90 |
-
nearestPrey.position.
|
| 91 |
}
|
| 92 |
});
|
| 93 |
});
|
|
@@ -95,8 +189,43 @@
|
|
| 95 |
// Prey behavior
|
| 96 |
scene.registerBeforeRender(function () {
|
| 97 |
prey.forEach(p => {
|
| 98 |
-
const
|
| 99 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 100 |
});
|
| 101 |
});
|
| 102 |
|
|
@@ -132,16 +261,26 @@
|
|
| 132 |
// Mutation
|
| 133 |
if (elephantFitness[i] > 10) {
|
| 134 |
elephantFitness[i] = 0;
|
| 135 |
-
elephant.position.x = Math.random() *
|
| 136 |
-
elephant.position.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 137 |
}
|
| 138 |
});
|
| 139 |
|
| 140 |
prey.forEach((p, i) => {
|
| 141 |
if (preyFitness[i] < -10) {
|
| 142 |
preyFitness[i] = 0;
|
| 143 |
-
p.position.x = Math.random() *
|
| 144 |
-
p.position.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 145 |
}
|
| 146 |
});
|
| 147 |
|
|
@@ -155,8 +294,16 @@
|
|
| 155 |
for (let i = 0; i < 2; i++) {
|
| 156 |
const newElephant = BABYLON.MeshBuilder.CreateSphere("elephant", {diameter: 0.5}, scene);
|
| 157 |
newElephant.position.y = 0.5;
|
| 158 |
-
newElephant.position.x = Math.random() *
|
| 159 |
-
newElephant.position.z =
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 160 |
elephants.push(newElephant);
|
| 161 |
elephantFitness.push(0);
|
| 162 |
}
|
|
@@ -165,8 +312,18 @@
|
|
| 165 |
for (let i = 0; i < 2; i++) {
|
| 166 |
const newPrey = BABYLON.MeshBuilder.CreateSphere("prey", {diameter: 0.3}, scene);
|
| 167 |
newPrey.position.y = 0.3;
|
| 168 |
-
newPrey.position.x = Math.random() *
|
| 169 |
-
newPrey.position.z =
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 170 |
prey.push(newPrey);
|
| 171 |
preyFitness.push(0);
|
| 172 |
}
|
|
@@ -186,6 +343,8 @@
|
|
| 186 |
});
|
| 187 |
|
| 188 |
window.addEventListener("resize", function () {
|
|
|
|
|
|
|
| 189 |
engine.resize();
|
| 190 |
});
|
| 191 |
</script>
|
|
|
|
| 31 |
|
| 32 |
let round = 0;
|
| 33 |
|
| 34 |
+
// Set canvas size to match window size
|
| 35 |
+
canvas.width = window.innerWidth;
|
| 36 |
+
canvas.height = window.innerHeight;
|
| 37 |
+
|
| 38 |
const createScene = function () {
|
| 39 |
const scene = new BABYLON.Scene(engine);
|
| 40 |
const camera = new BABYLON.ArcRotateCamera("camera", -Math.PI / 2, Math.PI / 2.5, 3, new BABYLON.Vector3(0, 0, 0), scene);
|
|
|
|
| 45 |
// Ground
|
| 46 |
const ground = BABYLON.MeshBuilder.CreateGround("ground", {width: 10, height: 10}, scene);
|
| 47 |
|
| 48 |
+
// Boundary
|
| 49 |
+
const boundary = {
|
| 50 |
+
minX: -5,
|
| 51 |
+
maxX: 5,
|
| 52 |
+
minZ: -5,
|
| 53 |
+
maxZ: 5,
|
| 54 |
+
minY: 0,
|
| 55 |
+
maxY: 2 // Ceiling height
|
| 56 |
+
};
|
| 57 |
+
|
| 58 |
+
// Walls
|
| 59 |
+
const wallHeight = 2;
|
| 60 |
+
const wallThickness = 0.1;
|
| 61 |
+
const walls = [];
|
| 62 |
+
|
| 63 |
+
// Left wall
|
| 64 |
+
const leftWall = BABYLON.MeshBuilder.CreateBox("leftWall", {width: wallThickness, height: wallHeight, depth: boundary.maxZ - boundary.minZ}, scene);
|
| 65 |
+
leftWall.position.x = boundary.minX - wallThickness / 2;
|
| 66 |
+
leftWall.position.y = wallHeight / 2;
|
| 67 |
+
leftWall.position.z = (boundary.maxZ + boundary.minZ) / 2;
|
| 68 |
+
walls.push(leftWall);
|
| 69 |
+
|
| 70 |
+
// Right wall
|
| 71 |
+
const rightWall = BABYLON.MeshBuilder.CreateBox("rightWall", {width: wallThickness, height: wallHeight, depth: boundary.maxZ - boundary.minZ}, scene);
|
| 72 |
+
rightWall.position.x = boundary.maxX + wallThickness / 2;
|
| 73 |
+
rightWall.position.y = wallHeight / 2;
|
| 74 |
+
rightWall.position.z = (boundary.maxZ + boundary.minZ) / 2;
|
| 75 |
+
walls.push(rightWall);
|
| 76 |
+
|
| 77 |
+
// Front wall
|
| 78 |
+
const frontWall = BABYLON.MeshBuilder.CreateBox("frontWall", {width: boundary.maxX - boundary.minX, height: wallHeight, depth: wallThickness}, scene);
|
| 79 |
+
frontWall.position.x = (boundary.maxX + boundary.minX) / 2;
|
| 80 |
+
frontWall.position.y = wallHeight / 2;
|
| 81 |
+
frontWall.position.z = boundary.minZ - wallThickness / 2;
|
| 82 |
+
walls.push(frontWall);
|
| 83 |
+
|
| 84 |
+
// Back wall
|
| 85 |
+
const backWall = BABYLON.MeshBuilder.CreateBox("backWall", {width: boundary.maxX - boundary.minX, height: wallHeight, depth: wallThickness}, scene);
|
| 86 |
+
backWall.position.x = (boundary.maxX + boundary.minX) / 2;
|
| 87 |
+
backWall.position.y = wallHeight / 2;
|
| 88 |
+
backWall.position.z = boundary.maxZ + wallThickness / 2;
|
| 89 |
+
walls.push(backWall);
|
| 90 |
+
|
| 91 |
+
// Ceiling
|
| 92 |
+
const ceiling = BABYLON.MeshBuilder.CreatePlane("ceiling", {width: boundary.maxX - boundary.minX, height: boundary.maxZ - boundary.minZ}, scene);
|
| 93 |
+
ceiling.position.x = (boundary.maxX + boundary.minX) / 2;
|
| 94 |
+
ceiling.position.y = boundary.maxY;
|
| 95 |
+
ceiling.position.z = (boundary.maxZ + boundary.minZ) / 2;
|
| 96 |
+
ceiling.rotation.x = Math.PI / 2;
|
| 97 |
+
const ceilingMaterial = new BABYLON.StandardMaterial("ceilingMat", scene);
|
| 98 |
+
ceilingMaterial.alpha = 0.5; // Transparency
|
| 99 |
+
ceiling.material = ceilingMaterial;
|
| 100 |
+
|
| 101 |
// Elephants
|
| 102 |
let elephants = [];
|
| 103 |
for (let i = 0; i < 5; i++) {
|
| 104 |
const elephant = BABYLON.MeshBuilder.CreateSphere("elephant", {diameter: 0.5}, scene);
|
| 105 |
elephant.position.y = 0.5;
|
| 106 |
+
elephant.position.x = Math.random() * (boundary.maxX - boundary.minX) + boundary.minX;
|
| 107 |
+
elephant.position.z = 0; // Fixed Z position
|
| 108 |
+
elephant.behavior = {
|
| 109 |
+
speed: Math.random() * 0.02,
|
| 110 |
+
direction: new BABYLON.Vector3(Math.random() - 0.5, Math.random() - 0.5, 0).normalize(),
|
| 111 |
+
size: 0.5,
|
| 112 |
+
color: new BABYLON.Color3(Math.random(), Math.random(), Math.random())
|
| 113 |
+
};
|
| 114 |
+
elephant.material = new BABYLON.StandardMaterial("elephantMat", scene);
|
| 115 |
+
elephant.material.diffuseColor = elephant.behavior.color;
|
| 116 |
elephants.push(elephant);
|
| 117 |
}
|
| 118 |
|
|
|
|
| 121 |
for (let i = 0; i < 10; i++) {
|
| 122 |
const p = BABYLON.MeshBuilder.CreateSphere("prey", {diameter: 0.3}, scene);
|
| 123 |
p.position.y = 0.3;
|
| 124 |
+
p.position.x = Math.random() * (boundary.maxX - boundary.minX) + boundary.minX;
|
| 125 |
+
p.position.z = 0; // Fixed Z position
|
| 126 |
+
p.material = new BABYLON.StandardMaterial("preyMat", scene);
|
| 127 |
+
p.material.diffuseColor = new BABYLON.Color3(1, 0, 0); // Red color
|
| 128 |
+
p.behavior = {
|
| 129 |
+
speed: Math.random() * 0.02,
|
| 130 |
+
direction: new BABYLON.Vector3(Math.random() - 0.5, Math.random() - 0.5, 0).normalize(),
|
| 131 |
+
size: 0.3,
|
| 132 |
+
color: new BABYLON.Color3(Math.random(), Math.random(), Math.random())
|
| 133 |
+
};
|
| 134 |
+
p.material = new BABYLON.StandardMaterial("preyMat", scene);
|
| 135 |
+
p.material.diffuseColor = p.behavior.color;
|
| 136 |
prey.push(p);
|
| 137 |
}
|
| 138 |
|
|
|
|
| 141 |
for (let i = 0; i < 20; i++) {
|
| 142 |
const g = BABYLON.MeshBuilder.CreateBox("grass", {size: 0.2}, scene);
|
| 143 |
g.position.y = 0.1;
|
| 144 |
+
g.position.x = Math.random() * (boundary.maxX - boundary.minX) + boundary.minX;
|
| 145 |
+
g.position.z = 0; // Fixed Z position
|
| 146 |
g.material = new BABYLON.StandardMaterial("grassMat", scene);
|
| 147 |
g.material.diffuseColor = new BABYLON.Color3(0, 1, 0); // Green color
|
| 148 |
grass.push(g);
|
|
|
|
| 157 |
|
| 158 |
const direction = nearestPrey.position.subtract(elephant.position);
|
| 159 |
direction.normalize();
|
| 160 |
+
elephant.behavior.direction = direction;
|
| 161 |
+
elephant.position.addInPlace(elephant.behavior.direction.scale(elephant.behavior.speed));
|
| 162 |
+
|
| 163 |
+
// Boundary check
|
| 164 |
+
if (elephant.position.x < boundary.minX) elephant.position.x = boundary.minX;
|
| 165 |
+
if (elephant.position.x > boundary.maxX) elephant.position.x = boundary.maxX;
|
| 166 |
+
if (elephant.position.y < boundary.minY) elephant.position.y = boundary.minY;
|
| 167 |
+
if (elephant.position.y > boundary.maxY) elephant.position.y = boundary.maxY;
|
| 168 |
+
|
| 169 |
+
// Collision detection with walls
|
| 170 |
+
walls.forEach(wall => {
|
| 171 |
+
const boundingBox = wall.getBoundingInfo().boundingBox;
|
| 172 |
+
if (boundingBox.intersectsPoint(elephant.position)) {
|
| 173 |
+
// Adjust position to avoid clipping
|
| 174 |
+
if (wall === leftWall) elephant.position.x = boundary.minX + wallThickness / 2;
|
| 175 |
+
if (wall === rightWall) elephant.position.x = boundary.maxX - wallThickness / 2;
|
| 176 |
+
if (wall === frontWall) elephant.position.z = boundary.minZ + wallThickness / 2;
|
| 177 |
+
if (wall === backWall) elephant.position.z = boundary.maxZ - wallThickness / 2;
|
| 178 |
+
}
|
| 179 |
+
});
|
| 180 |
|
| 181 |
if (BABYLON.Vector3.Distance(elephant.position, nearestPrey.position) < 0.5) {
|
| 182 |
// Prey is eaten
|
| 183 |
+
nearestPrey.position.x = Math.random() * (boundary.maxX - boundary.minX) + boundary.minX;
|
| 184 |
+
nearestPrey.position.y = Math.random() * (boundary.maxY - boundary.minY) + boundary.minY;
|
| 185 |
}
|
| 186 |
});
|
| 187 |
});
|
|
|
|
| 189 |
// Prey behavior
|
| 190 |
scene.registerBeforeRender(function () {
|
| 191 |
prey.forEach(p => {
|
| 192 |
+
const nearestElephant = elephants.reduce((nearest, e) => {
|
| 193 |
+
return BABYLON.Vector3.Distance(p.position, e.position) < BABYLON.Vector3.Distance(p.position, nearest.position) ? e : nearest;
|
| 194 |
+
}, elephants[0]);
|
| 195 |
+
|
| 196 |
+
const direction = p.position.subtract(nearestElephant.position);
|
| 197 |
+
direction.normalize();
|
| 198 |
+
p.behavior.direction = direction;
|
| 199 |
+
p.position.addInPlace(p.behavior.direction.scale(p.behavior.speed));
|
| 200 |
+
|
| 201 |
+
// Boundary check
|
| 202 |
+
if (p.position.x < boundary.minX) p.position.x = boundary.minX;
|
| 203 |
+
if (p.position.x > boundary.maxX) p.position.x = boundary.maxX;
|
| 204 |
+
if (p.position.y < boundary.minY) p.position.y = boundary.minY;
|
| 205 |
+
if (p.position.y > boundary.maxY) p.position.y = boundary.maxY;
|
| 206 |
+
|
| 207 |
+
// Collision detection with walls
|
| 208 |
+
walls.forEach(wall => {
|
| 209 |
+
const boundingBox = wall.getBoundingInfo().boundingBox;
|
| 210 |
+
if (boundingBox.intersectsPoint(p.position)) {
|
| 211 |
+
// Adjust position to avoid clipping
|
| 212 |
+
if (wall === leftWall) p.position.x = boundary.minX + wallThickness / 2;
|
| 213 |
+
if (wall === rightWall) p.position.x = boundary.maxX - wallThickness / 2;
|
| 214 |
+
if (wall === frontWall) p.position.z = boundary.minZ + wallThickness / 2;
|
| 215 |
+
if (wall === backWall) p.position.z = boundary.maxZ - wallThickness / 2;
|
| 216 |
+
}
|
| 217 |
+
});
|
| 218 |
+
|
| 219 |
+
// Prey eats grass
|
| 220 |
+
const nearestGrass = grass.reduce((nearest, g) => {
|
| 221 |
+
return BABYLON.Vector3.Distance(p.position, g.position) < BABYLON.Vector3.Distance(p.position, nearest.position) ? g : nearest;
|
| 222 |
+
}, grass[0]);
|
| 223 |
+
|
| 224 |
+
if (BABYLON.Vector3.Distance(p.position, nearestGrass.position) < 0.3) {
|
| 225 |
+
// Grass is eaten
|
| 226 |
+
nearestGrass.position.x = Math.random() * (boundary.maxX - boundary.minX) + boundary.minX;
|
| 227 |
+
nearestGrass.position.y = Math.random() * (boundary.maxY - boundary.minY) + boundary.minY;
|
| 228 |
+
}
|
| 229 |
});
|
| 230 |
});
|
| 231 |
|
|
|
|
| 261 |
// Mutation
|
| 262 |
if (elephantFitness[i] > 10) {
|
| 263 |
elephantFitness[i] = 0;
|
| 264 |
+
elephant.position.x = Math.random() * (boundary.maxX - boundary.minX) + boundary.minX;
|
| 265 |
+
elephant.position.y = Math.random() * (boundary.maxY - boundary.minY) + boundary.minY;
|
| 266 |
+
elephant.behavior.speed = Math.random() * 0.02;
|
| 267 |
+
elephant.behavior.size = Math.random() * 0.5 + 0.1;
|
| 268 |
+
elephant.behavior.color = new BABYLON.Color3(Math.random(), Math.random(), Math.random());
|
| 269 |
+
elephant.material.diffuseColor = elephant.behavior.color;
|
| 270 |
+
elephant.scaling.setAll(elephant.behavior.size);
|
| 271 |
}
|
| 272 |
});
|
| 273 |
|
| 274 |
prey.forEach((p, i) => {
|
| 275 |
if (preyFitness[i] < -10) {
|
| 276 |
preyFitness[i] = 0;
|
| 277 |
+
p.position.x = Math.random() * (boundary.maxX - boundary.minX) + boundary.minX;
|
| 278 |
+
p.position.y = Math.random() * (boundary.maxY - boundary.minY) + boundary.minY;
|
| 279 |
+
p.behavior.speed = Math.random() * 0.02;
|
| 280 |
+
p.behavior.size = Math.random() * 0.3 + 0.1;
|
| 281 |
+
p.behavior.color = new BABYLON.Color3(Math.random(), Math.random(), Math.random());
|
| 282 |
+
p.material.diffuseColor = p.behavior.color;
|
| 283 |
+
p.scaling.setAll(p.behavior.size);
|
| 284 |
}
|
| 285 |
});
|
| 286 |
|
|
|
|
| 294 |
for (let i = 0; i < 2; i++) {
|
| 295 |
const newElephant = BABYLON.MeshBuilder.CreateSphere("elephant", {diameter: 0.5}, scene);
|
| 296 |
newElephant.position.y = 0.5;
|
| 297 |
+
newElephant.position.x = Math.random() * (boundary.maxX - boundary.minX) + boundary.minX;
|
| 298 |
+
newElephant.position.z = 0; // Fixed Z position
|
| 299 |
+
newElephant.behavior = {
|
| 300 |
+
speed: Math.random() * 0.02,
|
| 301 |
+
direction: new BABYLON.Vector3(Math.random() - 0.5, Math.random() - 0.5, 0).normalize(),
|
| 302 |
+
size: 0.5,
|
| 303 |
+
color: new BABYLON.Color3(Math.random(), Math.random(), Math.random())
|
| 304 |
+
};
|
| 305 |
+
newElephant.material = new BABYLON.StandardMaterial("elephantMat", scene);
|
| 306 |
+
newElephant.material.diffuseColor = newElephant.behavior.color;
|
| 307 |
elephants.push(newElephant);
|
| 308 |
elephantFitness.push(0);
|
| 309 |
}
|
|
|
|
| 312 |
for (let i = 0; i < 2; i++) {
|
| 313 |
const newPrey = BABYLON.MeshBuilder.CreateSphere("prey", {diameter: 0.3}, scene);
|
| 314 |
newPrey.position.y = 0.3;
|
| 315 |
+
newPrey.position.x = Math.random() * (boundary.maxX - boundary.minX) + boundary.minX;
|
| 316 |
+
newPrey.position.z = 0; // Fixed Z position
|
| 317 |
+
newPrey.material = new BABYLON.StandardMaterial("preyMat", scene);
|
| 318 |
+
newPrey.material.diffuseColor = new BABYLON.Color3(1, 0, 0); // Red color
|
| 319 |
+
newPrey.behavior = {
|
| 320 |
+
speed: Math.random() * 0.02,
|
| 321 |
+
direction: new BABYLON.Vector3(Math.random() - 0.5, Math.random() - 0.5, 0).normalize(),
|
| 322 |
+
size: 0.3,
|
| 323 |
+
color: new BABYLON.Color3(Math.random(), Math.random(), Math.random())
|
| 324 |
+
};
|
| 325 |
+
newPrey.material = new BABYLON.StandardMaterial("preyMat", scene);
|
| 326 |
+
newPrey.material.diffuseColor = newPrey.behavior.color;
|
| 327 |
prey.push(newPrey);
|
| 328 |
preyFitness.push(0);
|
| 329 |
}
|
|
|
|
| 343 |
});
|
| 344 |
|
| 345 |
window.addEventListener("resize", function () {
|
| 346 |
+
canvas.width = window.innerWidth;
|
| 347 |
+
canvas.height = window.innerHeight;
|
| 348 |
engine.resize();
|
| 349 |
});
|
| 350 |
</script>
|