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    Home - JavaScript - How to create Catch the valorous rabbit Game using HTML CSS and JS
    JavaScript

    How to create Catch the valorous rabbit Game using HTML CSS and JS

    Coding StellaBy Coding Stella14 August 2025No Comments21 Mins Read
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    Let’s create Catch the Valorous Rabbit using HTML, CSS, and JavaScript. 🐇🎯
    This fun and interactive game challenges players to click and catch a fast-moving rabbit before it escapes, testing both reflexes and speed.

    We’ll use:

    • HTML for structuring the game area and elements.
    • CSS for styling the background, rabbit, and overall theme.
    • JavaScript for game logic, movement animations, and scoring.

    Features:

    • Fun sounds when you catch or miss the rabbit.
    • Rabbit randomly changes position every second.
    • Score increases every time you catch the rabbit.
    • Countdown timer for extra challenge.

    HTML :

    This HTML sets up a simple game page called “Catch the Valorous Rabbit.” It links a CSS file for styling and uses external libraries (Three.js for 3D graphics, GSAP for animations, OrbitControls for camera control). The page contains elements for the game world, game-over message, distance counter, and instructions. The main gameplay logic and visuals are handled by script.js, while the HTML only provides the structure.

    <!DOCTYPE html>
    <html lang="en" >
    <head>
      <meta charset="UTF-8">
      <title>Catch the valorous rabbit | @coding.stella</title>
      <link rel="stylesheet" href="https://public.codepenassets.com/css/reset-2.0.min.css">
    <link rel="stylesheet" href="./style.css">
    
    </head>
    <body>
    
    <div id="world"></div>
    
    <div id="gameoverInstructions">Game Over</div>
    
    <div id="dist">
      <div class="label">Distance</div>
      <div id="distValue">000</div>
    </div>
    
    <div id="instructions">
      Click to jump 
      <span class="lightInstructions"> — Grab the carrots / avoid the hedgehogs</span>
    </div>
    
    <script src='https://cdnjs.cloudflare.com/ajax/libs/three.js/r80/three.js'></script>
    <script src='https://cdnjs.cloudflare.com/ajax/libs/gsap/1.19.0/TweenMax.min.js'></script>
    <script src='https://s3-us-west-2.amazonaws.com/s.cdpn.io/264161/OrbitControls.js'></script><script  src="./script.js"></script>
    
    </body>
    </html>

    CSS :

    This CSS styles the game interface for “Catch the Valorous Rabbit.” It sets a full-screen background for the game world, custom fonts, and positions UI elements like the “Game Over” text (centered, large, animated fade-in), distance counter (center-top), and instructions (bottom). Colors are themed in soft pastels and warm tones, with non-selectable text for cleaner gameplay. It also styles credits and adds hover effects for links.

    @import url("https://fonts.googleapis.com/css?family=Voltaire");
    #world {
      position: absolute;
      width: 100%;
      height: 100%;
      background-color: #dbe6e6;
      overflow: hidden;
    }
    
    #gameoverInstructions {
      position: absolute;
      font-family: "Voltaire", sans-serif;
      font-weight: bold;
      text-transform: uppercase;
      font-size: 120px;
      text-align: center;
      color: #ffc5a2;
      opacity: 0;
      left: 50%;
      top: 50%;
      width: 100%;
      transform: translate(-50%, -100%);
      -webkit-user-select: none;
         -moz-user-select: none;
          -ms-user-select: none;
              user-select: none;
      transition: all 500ms ease-in-out;
    }
    #gameoverInstructions.show {
      opacity: 1;
      transform: translate(-50%, -50%);
      transition: all 500ms ease-in-out;
    }
    
    #dist {
      position: absolute;
      left: 50%;
      top: 50px;
      transform: translate(-50%, 0%);
      -webkit-user-select: none;
         -moz-user-select: none;
          -ms-user-select: none;
              user-select: none;
    }
    
    .label {
      position: relative;
      font-family: "Voltaire", sans-serif;
      text-transform: uppercase;
      color: #ffa873;
      font-size: 12px;
      letter-spacing: 2px;
      text-align: center;
      margin-bottom: 5px;
    }
    
    #distValue {
      position: relative;
      text-transform: uppercase;
      color: #dc5f45;
      font-size: 40px;
      font-family: "Voltaire";
      text-align: center;
    }
    
    #credits {
      position: absolute;
      width: 100%;
      margin: auto;
      bottom: 0;
      margin-bottom: 20px;
      font-family: "Voltaire", sans-serif;
      color: #544027;
      font-size: 12px;
      letter-spacing: 0.5px;
      text-transform: uppercase;
      text-align: center;
      -webkit-user-select: none;
         -moz-user-select: none;
          -ms-user-select: none;
              user-select: none;
    }
    
    #credits a {
      color: #544027;
    }
    
    #credits a:hover {
      color: #dc5f45;
    }
    
    #instructions {
      position: absolute;
      width: 100%;
      bottom: 0;
      margin: auto;
      margin-bottom: 50px;
      font-family: "Voltaire", sans-serif;
      color: #dc5f45;
      font-size: 16px;
      letter-spacing: 1px;
      text-transform: uppercase;
      text-align: center;
      -webkit-user-select: none;
         -moz-user-select: none;
          -ms-user-select: none;
              user-select: none;
    }
    
    .lightInstructions {
      color: #5f9042;
    }

    JavaScript:

    This JavaScript sets up the 3D game “Catch the Valorous Rabbit” using Three.js.
    It initializes variables for the scene, camera, lighting, floor, hero character, game speed, distance tracking, and gameplay status.
    The initScreenAnd3D() function creates the scene, camera, renderer, event listeners, and fog.
    createLights() adds ambient and directional lights for shadows, while createFloor() makes a green spherical floor.
    The Hero function builds the rabbit from multiple 3D shapes (cubes, spheres) with different materials, adding body parts like torso, head, ears, paws, and tail.
    Mouse clicks control jumping or restarting the game.
    Overall, this code prepares the game world, visuals, and main character before gameplay starts.

    //THREEJS RELATED VARIABLES 
    
    var scene,
      camera, fieldOfView, aspectRatio, nearPlane, farPlane,
      gobalLight, shadowLight, backLight,
      renderer,
      container,
      controls, 
      clock;
    var delta = 0;
    var floorRadius = 200;
    var speed = 6;
    var distance = 0;
    var level = 1;
    var levelInterval;
    var levelUpdateFreq = 3000;
    var initSpeed = 5;
    var maxSpeed = 48;
    var monsterPos = .65;
    var monsterPosTarget = .65;
    var floorRotation = 0;
    var collisionObstacle = 10;
    var collisionBonus = 20;
    var gameStatus = "play";
    var cameraPosGame = 160;
    var cameraPosGameOver = 260;
    var monsterAcceleration = 0.004;
    var malusClearColor = 0xb44b39;
    var malusClearAlpha = 0;
    var audio = new Audio('https://s3-us-west-2.amazonaws.com/s.cdpn.io/264161/Antonio-Vivaldi-Summer_01.mp3');
    
    var fieldGameOver, fieldDistance;
    
    //SCREEN & MOUSE VARIABLES
    
    var HEIGHT, WIDTH, windowHalfX, windowHalfY,
      mousePos = {
        x: 0,
        y: 0
      };
    
    //3D OBJECTS VARIABLES
    
    var hero;
    
    
    // Materials
    var blackMat = new THREE.MeshPhongMaterial({
        color: 0x100707,
        shading:THREE.FlatShading,
      });
      
    var brownMat = new THREE.MeshPhongMaterial({
        color: 0xb44b39,
        shininess:0,
        shading:THREE.FlatShading,
      });
    
    var greenMat = new THREE.MeshPhongMaterial({
        color: 0x7abf8e,
        shininess:0,
        shading:THREE.FlatShading,
      });
      
      var pinkMat = new THREE.MeshPhongMaterial({
        color: 0xdc5f45,//0xb43b29,//0xff5b49,
        shininess:0,
        shading:THREE.FlatShading,
      });
      
      var lightBrownMat = new THREE.MeshPhongMaterial({
        color: 0xe07a57,
        shading:THREE.FlatShading,
      });
      
      var whiteMat = new THREE.MeshPhongMaterial({
        color: 0xa49789, 
        shading:THREE.FlatShading,
      });
      var skinMat = new THREE.MeshPhongMaterial({
        color: 0xff9ea5,
        shading:THREE.FlatShading
      });
    
    
    // OTHER VARIABLES
    
    var PI = Math.PI;
    
    //INIT THREE JS, SCREEN AND MOUSE EVENTS
    
    function initScreenAnd3D() {
    
      HEIGHT = window.innerHeight;
      WIDTH = window.innerWidth;
      windowHalfX = WIDTH / 2;
      windowHalfY = HEIGHT / 2;
    
      scene = new THREE.Scene();
      
      scene.fog = new THREE.Fog(0xd6eae6, 160,350);
      
      aspectRatio = WIDTH / HEIGHT;
      fieldOfView = 50;
      nearPlane = 1;
      farPlane = 2000;
      camera = new THREE.PerspectiveCamera(
        fieldOfView,
        aspectRatio,
        nearPlane,
        farPlane
      );
      camera.position.x = 0;
      camera.position.z = cameraPosGame;
      camera.position.y = 30;
      camera.lookAt(new THREE.Vector3(0, 30, 0));
    
      renderer = new THREE.WebGLRenderer({
        alpha: true,
        antialias: true
      });
      renderer.setPixelRatio(window.devicePixelRatio); 
      renderer.setClearColor( malusClearColor, malusClearAlpha);
      
      renderer.setSize(WIDTH, HEIGHT);
      renderer.shadowMap.enabled = true;
    
      container = document.getElementById('world');
      container.appendChild(renderer.domElement);
    
      window.addEventListener('resize', handleWindowResize, false);
      document.addEventListener('mousedown', handleMouseDown, false);
      document.addEventListener("touchend", handleMouseDown, false);
    
      /*
      controls = new THREE.OrbitControls(camera, renderer.domElement);
      //controls.minPolarAngle = -Math.PI / 2; 
      //controls.maxPolarAngle = Math.PI / 2;
      //controls.noZoom = true;
      controls.noPan = true;
      //*/
      
      clock = new THREE.Clock();
    
    }
    
    function handleWindowResize() {
      HEIGHT = window.innerHeight;
      WIDTH = window.innerWidth;
      windowHalfX = WIDTH / 2;
      windowHalfY = HEIGHT / 2;
      renderer.setSize(WIDTH, HEIGHT);
      camera.aspect = WIDTH / HEIGHT;
      camera.updateProjectionMatrix();
    }
    
    
    function handleMouseDown(event){
      if (gameStatus == "play") hero.jump();
      else if (gameStatus == "readyToReplay"){
        replay();
      }
    }
    
    function createLights() {
      globalLight = new THREE.AmbientLight(0xffffff, .9);
    
      shadowLight = new THREE.DirectionalLight(0xffffff, 1);
      shadowLight.position.set(-30, 40, 20);
      shadowLight.castShadow = true;
      shadowLight.shadow.camera.left = -400;
      shadowLight.shadow.camera.right = 400;
      shadowLight.shadow.camera.top = 400;
      shadowLight.shadow.camera.bottom = -400;
      shadowLight.shadow.camera.near = 1;
      shadowLight.shadow.camera.far = 2000;
      shadowLight.shadow.mapSize.width = shadowLight.shadow.mapSize.height = 2048;
    
      scene.add(globalLight);
      scene.add(shadowLight);
      
    }
    
    function createFloor() {
      
      floorShadow = new THREE.Mesh(new THREE.SphereGeometry(floorRadius, 50, 50), new THREE.MeshPhongMaterial({
        color: 0x7abf8e,
        specular:0x000000,
        shininess:1,
        transparent:true,
        opacity:.5
      }));
      //floorShadow.rotation.x = -Math.PI / 2;
      floorShadow.receiveShadow = true;
      
      floorGrass = new THREE.Mesh(new THREE.SphereGeometry(floorRadius-.5, 50, 50), new THREE.MeshBasicMaterial({
        color: 0x7abf8e
      }));
      //floor.rotation.x = -Math.PI / 2;
      floorGrass.receiveShadow = false;
      
      floor = new THREE.Group();
      floor.position.y = -floorRadius;
      
      floor.add(floorShadow);
      floor.add(floorGrass);
      scene.add(floor);
      
    }
    
    Hero = function() {
      this.status = "running";
      this.runningCycle = 0;
      this.mesh = new THREE.Group();
      this.body = new THREE.Group();
      this.mesh.add(this.body);
      
      var torsoGeom = new THREE.CubeGeometry(7, 7, 10, 1);
      
      this.torso = new THREE.Mesh(torsoGeom, brownMat);
      this.torso.position.z = 0;
      this.torso.position.y = 7;
      this.torso.castShadow = true;
      this.body.add(this.torso);
      
      var pantsGeom = new THREE.CubeGeometry(9, 9, 5, 1);
      this.pants = new THREE.Mesh(pantsGeom, whiteMat);
      this.pants.position.z = -3;
      this.pants.position.y = 0;
      this.pants.castShadow = true;
      this.torso.add(this.pants);
      
      var tailGeom = new THREE.CubeGeometry(3, 3, 3, 1);
      tailGeom.applyMatrix(new THREE.Matrix4().makeTranslation(0,0,-2));
      this.tail = new THREE.Mesh(tailGeom, lightBrownMat);
      this.tail.position.z = -4;
      this.tail.position.y = 5;
      this.tail.castShadow = true;
      this.torso.add(this.tail);
      
      this.torso.rotation.x = -Math.PI/8;
      
      var headGeom = new THREE.CubeGeometry(10, 10, 13, 1);
      
      headGeom.applyMatrix(new THREE.Matrix4().makeTranslation(0,0,7.5));
      this.head = new THREE.Mesh(headGeom, brownMat);
      this.head.position.z = 2;
      this.head.position.y = 11;
      this.head.castShadow = true;
      this.body.add(this.head);
      
      var cheekGeom = new THREE.CubeGeometry(1, 4, 4, 1);
      this.cheekR = new THREE.Mesh(cheekGeom, pinkMat);
      this.cheekR.position.x = -5;
      this.cheekR.position.z = 7;
      this.cheekR.position.y = -2.5;
      this.cheekR.castShadow = true;
      this.head.add(this.cheekR);
      
      this.cheekL = this.cheekR.clone();
      this.cheekL.position.x = - this.cheekR.position.x;
      this.head.add(this.cheekL);
      
      
      var noseGeom = new THREE.CubeGeometry(6, 6, 3, 1);
      this.nose = new THREE.Mesh(noseGeom, lightBrownMat);
      this.nose.position.z = 13.5;
      this.nose.position.y = 2.6;
      this.nose.castShadow = true;
      this.head.add(this.nose);
      
      var mouthGeom = new THREE.CubeGeometry(4, 2, 4, 1);
      mouthGeom.applyMatrix(new THREE.Matrix4().makeTranslation(0,0,3));
      mouthGeom.applyMatrix(new THREE.Matrix4().makeRotationX(Math.PI/12));
      this.mouth = new THREE.Mesh(mouthGeom, brownMat);
      this.mouth.position.z = 8;
      this.mouth.position.y = -4;
      this.mouth.castShadow = true;
      this.head.add(this.mouth);
      
      
      var pawFGeom = new THREE.CubeGeometry(3,3,3, 1);
      this.pawFR = new THREE.Mesh(pawFGeom, lightBrownMat);
      this.pawFR.position.x = -2;
      this.pawFR.position.z = 6;
      this.pawFR.position.y = 1.5;
      this.pawFR.castShadow = true;
      this.body.add(this.pawFR);
      
      this.pawFL = this.pawFR.clone();
      this.pawFL.position.x = - this.pawFR.position.x;
      this.pawFL.castShadow = true;
      this.body.add(this.pawFL);
      
      var pawBGeom = new THREE.CubeGeometry(3,3,6, 1);
      this.pawBL = new THREE.Mesh(pawBGeom, lightBrownMat);
      this.pawBL.position.y = 1.5;
      this.pawBL.position.z = 0;
      this.pawBL.position.x = 5;
      this.pawBL.castShadow = true;
      this.body.add(this.pawBL);
      
      this.pawBR = this.pawBL.clone();
      this.pawBR.position.x = - this.pawBL.position.x;
      this.pawBR.castShadow = true;
      this.body.add(this.pawBR);
      
      var earGeom = new THREE.CubeGeometry(7, 18, 2, 1);
      earGeom.vertices[6].x+=2;
      earGeom.vertices[6].z+=.5;
      
      earGeom.vertices[7].x+=2;
      earGeom.vertices[7].z-=.5;
      
      earGeom.vertices[2].x-=2;
      earGeom.vertices[2].z-=.5;
      
      earGeom.vertices[3].x-=2;
      earGeom.vertices[3].z+=.5;
      earGeom.applyMatrix(new THREE.Matrix4().makeTranslation(0,9,0));
      
      this.earL = new THREE.Mesh(earGeom, brownMat);
      this.earL.position.x = 2;
      this.earL.position.z = 2.5;
      this.earL.position.y = 5;
      this.earL.rotation.z = -Math.PI/12;
      this.earL.castShadow = true;
      this.head.add(this.earL);
      
      this.earR = this.earL.clone();
      this.earR.position.x = -this.earL.position.x;
      this.earR.rotation.z = -this.earL.rotation.z;
      this.earR.castShadow = true;
      this.head.add(this.earR);
      
      var eyeGeom = new THREE.CubeGeometry(2,4,4);
      
      this.eyeL = new THREE.Mesh(eyeGeom, whiteMat);
      this.eyeL.position.x = 5;
      this.eyeL.position.z = 5.5;
      this.eyeL.position.y = 2.9;
      this.eyeL.castShadow = true;
      this.head.add(this.eyeL);
      
      var irisGeom = new THREE.CubeGeometry(.6,2,2);
      
      this.iris = new THREE.Mesh(irisGeom, blackMat);
      this.iris.position.x = 1.2;
      this.iris.position.y = 1;
      this.iris.position.z = 1;
      this.eyeL.add(this.iris);
      
      this.eyeR = this.eyeL.clone();
      this.eyeR.children[0].position.x = -this.iris.position.x;
      
      
      this.eyeR.position.x = -this.eyeL.position.x;
      this.head.add(this.eyeR);
    
      this.body.traverse(function(object) {
        if (object instanceof THREE.Mesh) {
          object.castShadow = true;
          object.receiveShadow = true;
        }
      });
    }
    
    BonusParticles = function(){
      this.mesh = new THREE.Group();
      var bigParticleGeom = new THREE.CubeGeometry(10,10,10,1);
      var smallParticleGeom = new THREE.CubeGeometry(5,5,5,1);
      this.parts = [];
      for (var i=0; i<10; i++){
        var partPink = new THREE.Mesh(bigParticleGeom, pinkMat);
        var partGreen = new THREE.Mesh(smallParticleGeom, greenMat);
        partGreen.scale.set(.5,.5,.5);
        this.parts.push(partPink);
        this.parts.push(partGreen);
        this.mesh.add(partPink);
        this.mesh.add(partGreen);
      }
    }
    
    BonusParticles.prototype.explose = function(){
      var _this = this;
      var explosionSpeed = .5;
      for(var i=0; i<this.parts.length; i++){
        var tx = -50 + Math.random()*100;
        var ty = -50 + Math.random()*100;
        var tz = -50 + Math.random()*100;
        var p = this.parts[i];
        p.position.set(0,0,0);
        p.scale.set(1,1,1);
        p.visible = true;
        var s = explosionSpeed + Math.random()*.5;
        TweenMax.to(p.position, s,{x:tx, y:ty, z:tz, ease:Power4.easeOut});
        TweenMax.to(p.scale, s,{x:.01, y:.01, z:.01, ease:Power4.easeOut, onComplete:removeParticle, onCompleteParams:[p]});
      }
    }
    
    function removeParticle(p){
      p.visible = false;
    }
    
    Hero.prototype.run = function(){
      this.status = "running";
      
      var s = Math.min(speed,maxSpeed);
      
      this.runningCycle += delta * s * .7;
      this.runningCycle = this.runningCycle % (Math.PI*2);
      var t = this.runningCycle;
      
      var amp = 4;
      var disp = .2;
      
      // BODY
      
      this.body.position.y = 6+ Math.sin(t - Math.PI/2)*amp;
      this.body.rotation.x = .2 + Math.sin(t - Math.PI/2)*amp*.1;
      
      this.torso.rotation.x =  Math.sin(t - Math.PI/2)*amp*.1;
      this.torso.position.y =  7 + Math.sin(t - Math.PI/2)*amp*.5;
      
      // MOUTH
      this.mouth.rotation.x = Math.PI/16 + Math.cos(t)*amp*.05;
      
      // HEAD
      this.head.position.z = 2 + Math.sin(t - Math.PI/2)*amp*.5;
      this.head.position.y = 8 + Math.cos(t - Math.PI/2)*amp*.7;
      this.head.rotation.x = -.2 + Math.sin(t + Math.PI)*amp*.1;
      
      // EARS
      this.earL.rotation.x = Math.cos(-Math.PI/2 + t)*(amp*.2);
      this.earR.rotation.x = Math.cos(-Math.PI/2 + .2 + t)*(amp*.3);
      
      // EYES
      this.eyeR.scale.y = this.eyeL.scale.y = .7 +  Math.abs(Math.cos(-Math.PI/4 + t*.5))*.6;
      
      // TAIL
      this.tail.rotation.x = Math.cos(Math.PI/2 + t)*amp*.3;
      
      // FRONT RIGHT PAW
      this.pawFR.position.y = 1.5 + Math.sin(t)*amp;
      this.pawFR.rotation.x = Math.cos(t ) * Math.PI/4;
      
      
      this.pawFR.position.z = 6 - Math.cos(t)*amp*2;
      
      // FRONT LEFT PAW
      
      this.pawFL.position.y = 1.5 + Math.sin(disp + t)*amp;
      this.pawFL.rotation.x = Math.cos( t ) * Math.PI/4;
      
      
      this.pawFL.position.z = 6 - Math.cos(disp+t)*amp*2;
      
      // BACK RIGHT PAW
      this.pawBR.position.y = 1.5 + Math.sin(Math.PI + t)*amp;
      this.pawBR.rotation.x = Math.cos(t + Math.PI*1.5) * Math.PI/3;
      
      
      this.pawBR.position.z = - Math.cos(Math.PI + t)*amp;
      
      // BACK LEFT PAW
      this.pawBL.position.y = 1.5 + Math.sin(Math.PI + t)*amp;
      this.pawBL.rotation.x = Math.cos(t + Math.PI *1.5) * Math.PI/3;
      
      
      this.pawBL.position.z = - Math.cos(Math.PI + t)*amp;
      
      
    }
    
    Hero.prototype.jump = function(){
      if (this.status == "jumping") return;
      this.status = "jumping";
      var _this = this;
      var totalSpeed = 10 / speed;
      var jumpHeight = 45;
      
      TweenMax.to(this.earL.rotation, totalSpeed, {x:"+=.3", ease:Back.easeOut});
      TweenMax.to(this.earR.rotation, totalSpeed, {x:"-=.3", ease:Back.easeOut});
      
      TweenMax.to(this.pawFL.rotation, totalSpeed, {x:"+=.7", ease:Back.easeOut});
      TweenMax.to(this.pawFR.rotation, totalSpeed, {x:"-=.7", ease:Back.easeOut});
      TweenMax.to(this.pawBL.rotation, totalSpeed, {x:"+=.7", ease:Back.easeOut});
      TweenMax.to(this.pawBR.rotation, totalSpeed, {x:"-=.7", ease:Back.easeOut});
      
      TweenMax.to(this.tail.rotation, totalSpeed, {x:"+=1", ease:Back.easeOut});
      
      TweenMax.to(this.mouth.rotation, totalSpeed, {x:.5, ease:Back.easeOut});
      
      TweenMax.to(this.mesh.position, totalSpeed/2, {y:jumpHeight, ease:Power2.easeOut});
      TweenMax.to(this.mesh.position, totalSpeed/2, {y:0, ease:Power4.easeIn, delay:totalSpeed/2, onComplete: function(){
        //t = 0;
        _this.status="running";
      }});
      
    }
    
    
    Monster = function(){
      
      this.runningCycle = 0;
      
      this.mesh = new THREE.Group();
      this.body = new THREE.Group();
      
      var torsoGeom = new THREE.CubeGeometry(15,15,20, 1);
      this.torso = new THREE.Mesh(torsoGeom, blackMat);
      
      var headGeom = new THREE.CubeGeometry(20,20,40, 1);
      headGeom.applyMatrix(new THREE.Matrix4().makeTranslation(0,0,20));
      this.head = new THREE.Mesh(headGeom, blackMat);
      this.head.position.z = 12;
      this.head.position.y = 2;
      
      var mouthGeom = new THREE.CubeGeometry(10,4,20, 1);
      mouthGeom.applyMatrix(new THREE.Matrix4().makeTranslation(0,-2,10));
      this.mouth = new THREE.Mesh(mouthGeom, blackMat);
      this.mouth.position.y = -8;
      this.mouth.rotation.x = .4;
      this.mouth.position.z = 4;
      
      this.heroHolder = new THREE.Group();
      this.heroHolder.position.z = 20;
      this.mouth.add(this.heroHolder);
      
      var toothGeom = new THREE.CubeGeometry(2,2,1,1);
      
      toothGeom.vertices[1].x-=1;
      toothGeom.vertices[4].x+=1;
      toothGeom.vertices[5].x+=1;
      toothGeom.vertices[0].x-=1;
      
      for(var i=0; i<3; i++){
        var toothf = new THREE.Mesh(toothGeom, whiteMat);
        toothf.position.x = -2.8 + i*2.5;
        toothf.position.y = 1;
        toothf.position.z = 19;
        
        var toothl = new THREE.Mesh(toothGeom, whiteMat);
        toothl.rotation.y = Math.PI/2;
        toothl.position.z = 12 + i*2.5;
        toothl.position.y = 1;
        toothl.position.x = 4;
        
        var toothr = toothl.clone();
        toothl.position.x = -4;
        
        this.mouth.add(toothf);
        this.mouth.add(toothl);
        this.mouth.add(toothr);
      }
      
      var tongueGeometry = new THREE.CubeGeometry(6,1,14);
      tongueGeometry.applyMatrix(new THREE.Matrix4().makeTranslation(0,0,7));
      
      this.tongue = new THREE.Mesh(tongueGeometry, pinkMat);
      this.tongue.position.z = 2;
      this.tongue.rotation.x = -.2;
      this.mouth.add(this.tongue);
      
      var noseGeom = new THREE.CubeGeometry(4,4,4, 1);
      this.nose = new THREE.Mesh(noseGeom, pinkMat);
      this.nose.position.z = 39.5;
      this.nose.position.y = 9;
      this.head.add(this.nose);
      
      this.head.add(this.mouth);
      
      var eyeGeom = new THREE.CubeGeometry(2,3,3);
      
      this.eyeL = new THREE.Mesh(eyeGeom, whiteMat);
      this.eyeL.position.x = 10;
      this.eyeL.position.z = 5;
      this.eyeL.position.y = 5;
      this.eyeL.castShadow = true;
      this.head.add(this.eyeL);
      
      var irisGeom = new THREE.CubeGeometry(.6,1,1);
      
      this.iris = new THREE.Mesh(irisGeom, blackMat);
      this.iris.position.x = 1.2;
      this.iris.position.y = -1;
      this.iris.position.z = 1;
      this.eyeL.add(this.iris);
      
      this.eyeR = this.eyeL.clone();
      this.eyeR.children[0].position.x = -this.iris.position.x;
      this.eyeR.position.x = -this.eyeL.position.x;
      this.head.add(this.eyeR);
      
      
      var earGeom = new THREE.CubeGeometry(8, 6, 2, 1);
      earGeom.vertices[1].x-=4;
      earGeom.vertices[4].x+=4;
      earGeom.vertices[5].x+=4;
      earGeom.vertices[5].z-=2;
      earGeom.vertices[0].x-=4;
      earGeom.vertices[0].z-=2;
    
     
      earGeom.applyMatrix(new THREE.Matrix4().makeTranslation(0,3,0));
      
      this.earL = new THREE.Mesh(earGeom, blackMat);
      this.earL.position.x = 6;
      this.earL.position.z = 1;
      this.earL.position.y = 10;
      this.earL.castShadow = true;
      this.head.add(this.earL);
      
      this.earR = this.earL.clone();
      this.earR.position.x = -this.earL.position.x;
      this.earR.rotation.z = -this.earL.rotation.z;
      this.head.add(this.earR);
      
      var eyeGeom = new THREE.CubeGeometry(2,4,4);
      
      var tailGeom = new THREE.CylinderGeometry(5,2, 20, 4, 1);
      tailGeom.applyMatrix(new THREE.Matrix4().makeTranslation(0,10,0));
      tailGeom.applyMatrix(new THREE.Matrix4().makeRotationX(-Math.PI/2));
      tailGeom.applyMatrix(new THREE.Matrix4().makeRotationZ(Math.PI/4));
      
      this.tail = new THREE.Mesh(tailGeom, blackMat);
      this.tail.position.z = -10;
      this.tail.position.y = 4;
      this.torso.add(this.tail);
      
      
      var pawGeom = new THREE.CylinderGeometry(1.5,0,10);
      pawGeom.applyMatrix(new THREE.Matrix4().makeTranslation(0,-5,0));
      this.pawFL = new THREE.Mesh(pawGeom, blackMat);
      this.pawFL.position.y = -7.5;
      this.pawFL.position.z = 8.5;
      this.pawFL.position.x = 5.5;
      this.torso.add(this.pawFL);
      
      this.pawFR = this.pawFL.clone();
      this.pawFR.position.x = - this.pawFL.position.x;
      this.torso.add(this.pawFR);
      
      this.pawBR = this.pawFR.clone();
      this.pawBR.position.z = - this.pawFL.position.z;
      this.torso.add(this.pawBR);
      
      this.pawBL = this.pawBR.clone();
      this.pawBL.position.x = this.pawFL.position.x;
      this.torso.add(this.pawBL);
      
      this.mesh.add(this.body);
      this.torso.add(this.head);
      this.body.add(this.torso);
      
      this.torso.castShadow = true;
      this.head.castShadow = true;
      this.pawFL.castShadow = true;
      this.pawFR.castShadow = true;
      this.pawBL.castShadow = true;
      this.pawBR.castShadow = true;
      
      this.body.rotation.y = Math.PI/2;
    }
    
    Monster.prototype.run = function(){
      var s = Math.min(speed,maxSpeed);
      this.runningCycle += delta * s * .7;
      this.runningCycle = this.runningCycle % (Math.PI*2);
      var t = this.runningCycle;
      
      this.pawFR.rotation.x = Math.sin(t)*Math.PI/4;
      this.pawFR.position.y = -5.5 - Math.sin(t);
      this.pawFR.position.z = 7.5 + Math.cos(t);
      
      this.pawFL.rotation.x = Math.sin(t+.4)*Math.PI/4;
      this.pawFL.position.y = -5.5 - Math.sin(t+.4);
      this.pawFL.position.z = 7.5 + Math.cos(t+.4);
      
      this.pawBL.rotation.x = Math.sin(t+2)*Math.PI/4;
      this.pawBL.position.y = -5.5 - Math.sin(t+3.8);
      this.pawBL.position.z = -7.5 + Math.cos(t+3.8);
      
      this.pawBR.rotation.x = Math.sin(t+2.4)*Math.PI/4;
      this.pawBR.position.y = -5.5 - Math.sin(t+3.4);
      this.pawBR.position.z = -7.5 + Math.cos(t+3.4);
      
      this.torso.rotation.x = Math.sin(t)*Math.PI/8;
      this.torso.position.y = 3-Math.sin(t+Math.PI/2)*3;
      
      //this.head.position.y = 5-Math.sin(t+Math.PI/2)*2;
      this.head.rotation.x = -.1+Math.sin(-t-1)*.4;
      this.mouth.rotation.x = .2 + Math.sin(t+Math.PI+.3)*.4;
      
      this.tail.rotation.x = .2 + Math.sin(t-Math.PI/2);
      
      this.eyeR.scale.y = .5 + Math.sin(t+Math.PI)*.5;
    }
    
    Hero.prototype.nod = function(){
      var _this = this;
      var sp = .5 + Math.random();
      
      // HEAD
      var tHeadRotY = -Math.PI/6 + Math.random()* Math.PI/3;
      TweenMax.to(this.head.rotation, sp, {y:tHeadRotY, ease:Power4.easeInOut, onComplete:function(){_this.nod()}});
      
      // EARS
      var tEarLRotX =  Math.PI/4 + Math.random()* Math.PI/6;
      var tEarRRotX =  Math.PI/4 + Math.random()* Math.PI/6;
      
      TweenMax.to(this.earL.rotation, sp, {x:tEarLRotX, ease:Power4.easeInOut});
      TweenMax.to(this.earR.rotation, sp, {x:tEarRRotX, ease:Power4.easeInOut});
      
      
      // PAWS BACK LEFT
      
      var tPawBLRot = Math.random()*Math.PI/2;
      var tPawBLY = -4 + Math.random()*8;
      
      TweenMax.to(this.pawBL.rotation, sp/2, {x:tPawBLRot, ease:Power1.easeInOut, yoyo:true, repeat:2});
      TweenMax.to(this.pawBL.position, sp/2, {y:tPawBLY, ease:Power1.easeInOut, yoyo:true, repeat:2});
      
      
      // PAWS BACK RIGHT
      
      var tPawBRRot = Math.random()*Math.PI/2;
      var tPawBRY = -4 + Math.random()*8;
      TweenMax.to(this.pawBR.rotation, sp/2, {x:tPawBRRot, ease:Power1.easeInOut, yoyo:true, repeat:2});
      TweenMax.to(this.pawBR.position, sp/2, {y:tPawBRY, ease:Power1.easeInOut, yoyo:true, repeat:2});
      
      // PAWS FRONT LEFT
      
      var tPawFLRot = Math.random()*Math.PI/2;
      var tPawFLY = -4 + Math.random()*8;
      
      TweenMax.to(this.pawFL.rotation, sp/2, {x:tPawFLRot, ease:Power1.easeInOut, yoyo:true, repeat:2});
      
      TweenMax.to(this.pawFL.position, sp/2, {y:tPawFLY, ease:Power1.easeInOut, yoyo:true, repeat:2});
      
      // PAWS FRONT RIGHT
      
      var tPawFRRot = Math.random()*Math.PI/2;
      var tPawFRY = -4 + Math.random()*8;
      
      TweenMax.to(this.pawFR.rotation, sp/2, {x:tPawFRRot, ease:Power1.easeInOut, yoyo:true, repeat:2});
      
      TweenMax.to(this.pawFR.position, sp/2, {y:tPawFRY, ease:Power1.easeInOut, yoyo:true, repeat:2});
      
      // MOUTH
      var tMouthRot = Math.random()*Math.PI/8;
      TweenMax.to(this.mouth.rotation, sp, {x:tMouthRot, ease:Power1.easeInOut});
      // IRIS
      var tIrisY = -1 + Math.random()*2;
      var tIrisZ = -1 + Math.random()*2;
      var iris1 = this.iris;
      var iris2 = this.eyeR.children[0];
      TweenMax.to([iris1.position, iris2.position], sp, {y:tIrisY, z:tIrisZ, ease:Power1.easeInOut});
      
      //EYES
      if (Math.random()>.2) TweenMax.to([this.eyeR.scale, this.eyeL.scale], sp/8, {y:0, ease:Power1.easeInOut, yoyo:true, repeat:1});
      
    }
    
    Hero.prototype.hang = function(){
      var _this = this;
      var sp = 1;
      var ease = Power4.easeOut;
      
      TweenMax.killTweensOf(this.eyeL.scale);
      TweenMax.killTweensOf(this.eyeR.scale);
      
      this.body.rotation.x = 0;
      this.torso.rotation.x = 0;
      this.body.position.y = 0;
      this.torso.position.y = 7;
      
      TweenMax.to(this.mesh.rotation, sp, {y:0, ease:ease});
      TweenMax.to(this.mesh.position, sp, {y:-7, z:6, ease:ease});
      TweenMax.to(this.head.rotation, sp, {x:Math.PI/6, ease:ease, onComplete:function(){_this.nod();}});
      
      TweenMax.to(this.earL.rotation, sp, {x:Math.PI/3, ease:ease});
      TweenMax.to(this.earR.rotation, sp, {x:Math.PI/3, ease:ease});
      
      TweenMax.to(this.pawFL.position, sp, {y:-1, z:3, ease:ease});
      TweenMax.to(this.pawFR.position, sp, {y:-1, z:3, ease:ease});
      TweenMax.to(this.pawBL.position, sp, {y:-2, z:-3, ease:ease});
      TweenMax.to(this.pawBR.position, sp, {y:-2, z:-3, ease:ease});
      
      TweenMax.to(this.eyeL.scale, sp, {y:1, ease:ease});
      TweenMax.to(this.eyeR.scale, sp, {y:1, ease:ease});
    }
    
    Monster.prototype.nod = function(){
      var _this = this;
      var sp = 1 + Math.random()*2;
      
      // HEAD
      var tHeadRotY = -Math.PI/3 + Math.random()*.5;
      var tHeadRotX = Math.PI/3 - .2 +  Math.random()*.4;
      TweenMax.to(this.head.rotation, sp, {x:tHeadRotX, y:tHeadRotY, ease:Power4.easeInOut, onComplete:function(){_this.nod()}});
      
      // TAIL
      
      var tTailRotY = -Math.PI/4;
      TweenMax.to(this.tail.rotation, sp/8, {y:tTailRotY, ease:Power1.easeInOut, yoyo:true, repeat:8});
      
      // EYES
      
      TweenMax.to([this.eyeR.scale, this.eyeL.scale], sp/20, {y:0, ease:Power1.easeInOut, yoyo:true, repeat:1});
    }
    
    Monster.prototype.sit = function(){
      var sp = 1.2;
      var ease = Power4.easeOut;
      var _this = this;
      TweenMax.to(this.torso.rotation, sp, {x:-1.3, ease:ease});
      TweenMax.to(this.torso.position, sp, {y:-5, ease:ease, onComplete:function(){
        _this.nod();
        gameStatus = "readyToReplay";
      }});
      
      TweenMax.to(this.head.rotation, sp, {x:Math.PI/3, y :-Math.PI/3, ease:ease});
      TweenMax.to(this.tail.rotation, sp, {x:2, y:Math.PI/4, ease:ease});
      TweenMax.to(this.pawBL.rotation, sp, {x:-.1, ease:ease});
      TweenMax.to(this.pawBR.rotation, sp, {x:-.1, ease:ease});
      TweenMax.to(this.pawFL.rotation, sp, {x:1, ease:ease});
      TweenMax.to(this.pawFR.rotation, sp, {x:1, ease:ease});
      TweenMax.to(this.mouth.rotation, sp, {x:.3, ease:ease});
      TweenMax.to(this.eyeL.scale, sp, {y:1, ease:ease});
      TweenMax.to(this.eyeR.scale, sp, {y:1, ease:ease});
      
      //TweenMax.to(this.body.rotation, sp, {y:Math.PI/4});
      
    }
    
    
    Carrot = function() {
      this.angle = 0;
      this.mesh = new THREE.Group();
      
      var bodyGeom = new THREE.CylinderGeometry(5,3, 10, 4,1);
      bodyGeom.vertices[8].y+=2;
      bodyGeom.vertices[9].y-=3;
      
      this.body = new THREE.Mesh(bodyGeom, pinkMat);
      
      var leafGeom = new THREE.CubeGeometry(5,10,1,1);
      leafGeom.applyMatrix(new THREE.Matrix4().makeTranslation(0,5,0));
      leafGeom.vertices[2].x-=1;
      leafGeom.vertices[3].x-=1;
      leafGeom.vertices[6].x+=1;
      leafGeom.vertices[7].x+=1;
      
      this.leaf1 = new THREE.Mesh(leafGeom,greenMat);
      this.leaf1.position.y = 7;
      this.leaf1.rotation.z = .3;
      this.leaf1.rotation.x = .2;
      
      this.leaf2 = this.leaf1.clone();
      this.leaf2.scale.set(1,1.3,1);
      this.leaf2.position.y = 7;
      this.leaf2.rotation.z = -.3;
      this.leaf2.rotation.x = -.2;
      
      this.mesh.add(this.body);
      this.mesh.add(this.leaf1);
      this.mesh.add(this.leaf2);
    
      this.body.traverse(function(object) {
        if (object instanceof THREE.Mesh) {
          object.castShadow = true;
          object.receiveShadow = true;
        }
      });
    }
    
    Hedgehog = function() {
      this.angle = 0;
      this.status="ready";
      this.mesh = new THREE.Group();
      var bodyGeom = new THREE.CubeGeometry(6,6,6,1);
      this.body = new THREE.Mesh(bodyGeom, blackMat);
      
      var headGeom = new THREE.CubeGeometry(5,5,7,1);
      this.head= new THREE.Mesh(headGeom, lightBrownMat);
      this.head.position.z = 6;
      this.head.position.y = -.5;
      
      var noseGeom = new THREE.CubeGeometry(1.5,1.5,1.5,1);
      this.nose = new THREE.Mesh(noseGeom, blackMat);
      this.nose.position.z = 4;
      this.nose.position.y = 2;
      
      var eyeGeom = new THREE.CubeGeometry(1,3,3);
      
      this.eyeL = new THREE.Mesh(eyeGeom, whiteMat);
      this.eyeL.position.x = 2.2;
      this.eyeL.position.z = -.5;
      this.eyeL.position.y = .8;
      this.eyeL.castShadow = true;
      this.head.add(this.eyeL);
      
      var irisGeom = new THREE.CubeGeometry(.5,1,1);
      
      this.iris = new THREE.Mesh(irisGeom, blackMat);
      this.iris.position.x = .5;
      this.iris.position.y = .8;
      this.iris.position.z = .8;
      this.eyeL.add(this.iris);
      
      this.eyeR = this.eyeL.clone();
      this.eyeR.children[0].position.x = -this.iris.position.x;
      this.eyeR.position.x = -this.eyeL.position.x;
      
      var spikeGeom = new THREE.CubeGeometry(.5,2,.5,1);
      spikeGeom.applyMatrix(new THREE.Matrix4().makeTranslation(0,1,0));
      
      for (var i=0; i<9; i++){ 
        var row = (i%3);
        var col = Math.floor(i/3);
        var sb = new THREE.Mesh(spikeGeom, blackMat);
        sb.rotation.x =-Math.PI/2 + (Math.PI/12*row) -.5 +  Math.random();
        sb.position.z = -3;
        sb.position.y = -2 + row*2;
        sb.position.x = -2 + col*2; 
        this.body.add(sb); 
        var st = new THREE.Mesh(spikeGeom, blackMat);
        st.position.y = 3;
        st.position.x = -2 + row*2;
        st.position.z = -2 + col*2;
        st.rotation.z = Math.PI/6 - (Math.PI/6*row) -.5 +  Math.random();
        this.body.add(st);
        
        var sr = new THREE.Mesh(spikeGeom, blackMat);
        sr.position.x = 3;
        sr.position.y = -2 + row*2;
        sr.position.z = -2 + col*2;
        sr.rotation.z = -Math.PI/2 + (Math.PI/12*row) -.5 +  Math.random();
        this.body.add(sr);
        
        var sl = new THREE.Mesh(spikeGeom, blackMat);
        sl.position.x = -3;
        sl.position.y = -2 + row*2;
        sl.position.z = -2 + col*2;
        sl.rotation.z = Math.PI/2  - (Math.PI/12*row) -.5 +  Math.random();;
        this.body.add(sl); 
      }
    
      this.head.add(this.eyeR);
      var earGeom = new THREE.CubeGeometry(2, 2, .5, 1);
      this.earL = new THREE.Mesh(earGeom, lightBrownMat);
      this.earL.position.x = 2.5;
      this.earL.position.z = -2.5;
      this.earL.position.y = 2.5;
      this.earL.rotation.z = -Math.PI/12;
      this.earL.castShadow = true;
      this.head.add(this.earL);
      
      this.earR = this.earL.clone();
      this.earR.position.x = -this.earL.position.x;
      this.earR.rotation.z = -this.earL.rotation.z;
      this.earR.castShadow = true;
      this.head.add(this.earR);
      
      var mouthGeom = new THREE.CubeGeometry( 1, 1,.5, 1);
      this.mouth = new THREE.Mesh(mouthGeom, blackMat);
      this.mouth.position.z = 3.5;
      this.mouth.position.y = -1.5;
      this.head.add(this.mouth);
      
      
      this.mesh.add(this.body);
      this.body.add(this.head);
      this.head.add(this.nose);
    
      this.mesh.traverse(function(object) {
        if (object instanceof THREE.Mesh) {
          object.castShadow = true;
          object.receiveShadow = true;
        }
      });
    }
    
    Hedgehog.prototype.nod = function(){
      var _this = this;
      var speed = .1 + Math.random()*.5;
      var angle = -Math.PI/4 + Math.random()*Math.PI/2;
      TweenMax.to(this.head.rotation, speed, {y:angle, onComplete:function(){
        _this.nod();
      }});
    }
    
    
    function createHero() {
      hero = new Hero();
      hero.mesh.rotation.y = Math.PI/2;
      scene.add(hero.mesh);
      hero.nod();
    }
    
    function createMonster() {
      
      monster = new Monster();
      monster.mesh.position.z = 20;
      //monster.mesh.scale.set(1.2,1.2,1.2);
      scene.add(monster.mesh);
      updateMonsterPosition();
      
    }
    
    function updateMonsterPosition(){
      monster.run();
      monsterPosTarget -= delta*monsterAcceleration;
      monsterPos += (monsterPosTarget-monsterPos) *delta;
      if (monsterPos < .56){
        gameOver();
      }
      
      var angle = Math.PI*monsterPos;
      monster.mesh.position.y = - floorRadius + Math.sin(angle)*(floorRadius + 12);
      monster.mesh.position.x = Math.cos(angle)*(floorRadius+15);
      monster.mesh.rotation.z = -Math.PI/2 + angle;
    }
    
    function gameOver(){
      fieldGameOver.className = "show";
      gameStatus = "gameOver";
      monster.sit();
      hero.hang();
      monster.heroHolder.add(hero.mesh);
      TweenMax.to(this, 1, {speed:0});
      TweenMax.to(camera.position, 3, {z:cameraPosGameOver, y: 60, x:-30});
      carrot.mesh.visible = false;
      obstacle.mesh.visible = false;
      clearInterval(levelInterval);
    }
    
    function replay(){
      
      gameStatus = "preparingToReplay"
      
      fieldGameOver.className = "";
      
      TweenMax.killTweensOf(monster.pawFL.position);
      TweenMax.killTweensOf(monster.pawFR.position);
      TweenMax.killTweensOf(monster.pawBL.position);
      TweenMax.killTweensOf(monster.pawBR.position);
      
      TweenMax.killTweensOf(monster.pawFL.rotation);
      TweenMax.killTweensOf(monster.pawFR.rotation);
      TweenMax.killTweensOf(monster.pawBL.rotation);
      TweenMax.killTweensOf(monster.pawBR.rotation);
      
      TweenMax.killTweensOf(monster.tail.rotation);
      TweenMax.killTweensOf(monster.head.rotation);
      TweenMax.killTweensOf(monster.eyeL.scale);
      TweenMax.killTweensOf(monster.eyeR.scale);
      
      //TweenMax.killTweensOf(hero.head.rotation);
      
      monster.tail.rotation.y = 0;
        
      TweenMax.to(camera.position, 3, {z:cameraPosGame, x:0, y:30, ease:Power4.easeInOut});
      TweenMax.to(monster.torso.rotation,2, {x:0, ease:Power4.easeInOut});
      TweenMax.to(monster.torso.position,2, {y:0, ease:Power4.easeInOut});
      TweenMax.to(monster.pawFL.rotation,2, {x:0, ease:Power4.easeInOut});
      TweenMax.to(monster.pawFR.rotation,2, {x:0, ease:Power4.easeInOut});
      TweenMax.to(monster.mouth.rotation,2, {x:.5, ease:Power4.easeInOut});
      
      
      TweenMax.to(monster.head.rotation,2, {y:0, x:-.3, ease:Power4.easeInOut});
      
      TweenMax.to(hero.mesh.position, 2, { x:20, ease:Power4.easeInOut});
      TweenMax.to(hero.head.rotation, 2, { x:0, y:0, ease:Power4.easeInOut});
      TweenMax.to(monster.mouth.rotation, 2, {x:.2, ease:Power4.easeInOut});
      TweenMax.to(monster.mouth.rotation, 1, {x:.4, ease:Power4.easeIn, delay: 1, onComplete:function(){
        
        resetGame();
      }});
      
    }
    
    Fir = function() {
      var height = 200;
      var truncGeom = new THREE.CylinderGeometry(2,2,height, 6,1);
      truncGeom.applyMatrix(new THREE.Matrix4().makeTranslation(0,height/2,0));
      this.mesh = new THREE.Mesh(truncGeom, greenMat);
      this.mesh.castShadow = true;
    }
    
    var firs = new THREE.Group();
    
    function createFirs(){
      
      var nTrees = 100;
       for(var i=0; i< nTrees; i++){
        var phi = i*(Math.PI*2)/nTrees;
        var theta = Math.PI/2;
        //theta += .25 + Math.random()*.3; 
        theta += (Math.random()>.05)? .25 + Math.random()*.3 : - .35 -  Math.random()*.1;
       
        var fir = new Tree();
        fir.mesh.position.x = Math.sin(theta)*Math.cos(phi)*floorRadius;
        fir.mesh.position.y = Math.sin(theta)*Math.sin(phi)*(floorRadius-10);
        fir.mesh.position.z = Math.cos(theta)*floorRadius; 
         
        var vec = fir.mesh.position.clone();
        var axis = new THREE.Vector3(0,1,0);
        fir.mesh.quaternion.setFromUnitVectors(axis, vec.clone().normalize());
        floor.add(fir.mesh); 
      }
    }
    
    function createCarrot(){
      carrot = new Carrot();
      scene.add(carrot.mesh);
    }
    
    function updateCarrotPosition(){
      carrot.mesh.rotation.y += delta * 6;
      carrot.mesh.rotation.z = Math.PI/2 - (floorRotation+carrot.angle);
      carrot.mesh.position.y = -floorRadius + Math.sin(floorRotation+carrot.angle) * (floorRadius+50);
      carrot.mesh.position.x = Math.cos(floorRotation+carrot.angle) * (floorRadius+50);
      
    }
    
    function updateObstaclePosition(){
      if (obstacle.status=="flying")return;
      
      // TODO fix this,
      if (floorRotation+obstacle.angle > 2.5 ){
        obstacle.angle = -floorRotation + Math.random()*.3;
        obstacle.body.rotation.y = Math.random() * Math.PI*2;
      }
      
      obstacle.mesh.rotation.z = floorRotation + obstacle.angle - Math.PI/2;
      obstacle.mesh.position.y = -floorRadius + Math.sin(floorRotation+obstacle.angle) * (floorRadius+3);
      obstacle.mesh.position.x = Math.cos(floorRotation+obstacle.angle) * (floorRadius+3);
      
    }
    
    function updateFloorRotation(){
      floorRotation += delta*.03 * speed;
      floorRotation = floorRotation%(Math.PI*2);
      floor.rotation.z = floorRotation;
    }
    
    function createObstacle(){
      obstacle = new Hedgehog();
      obstacle.body.rotation.y = -Math.PI/2;
      obstacle.mesh.scale.set(1.1,1.1,1.1);
      obstacle.mesh.position.y = floorRadius+4;
      obstacle.nod();
      scene.add(obstacle.mesh);
    }
    
    function createBonusParticles(){
      bonusParticles = new BonusParticles();
      bonusParticles.mesh.visible = false;
      scene.add(bonusParticles.mesh);
      
    }
    
    
    
    function checkCollision(){
      var db = hero.mesh.position.clone().sub(carrot.mesh.position.clone());
      var dm = hero.mesh.position.clone().sub(obstacle.mesh.position.clone());
      
      if(db.length() < collisionBonus){
        getBonus();
      }
      
      if(dm.length() < collisionObstacle && obstacle.status != "flying"){
        getMalus();
      }
    }
    
    function getBonus(){
      bonusParticles.mesh.position.copy(carrot.mesh.position);
      bonusParticles.mesh.visible = true;
      bonusParticles.explose();
      carrot.angle += Math.PI/2;
      //speed*=.95;
      monsterPosTarget += .025;
      
    }
    
    function getMalus(){
      obstacle.status="flying";
      var tx = (Math.random()>.5)? -20-Math.random()*10 : 20+Math.random()*5;
      TweenMax.to(obstacle.mesh.position, 4, {x:tx, y:Math.random()*50, z:350, ease:Power4.easeOut});
      TweenMax.to(obstacle.mesh.rotation, 4, {x:Math.PI*3, z:Math.PI*3, y:Math.PI*6, ease:Power4.easeOut, onComplete:function(){
        obstacle.status = "ready";
        obstacle.body.rotation.y = Math.random() * Math.PI*2;
        obstacle.angle = -floorRotation - Math.random()*.4;
        
        obstacle.angle = obstacle.angle%(Math.PI*2);
        obstacle.mesh.rotation.x = 0;
        obstacle.mesh.rotation.y = 0;
        obstacle.mesh.rotation.z = 0;
        obstacle.mesh.position.z = 0;
        
      }});
      //
      monsterPosTarget -= .04;
      TweenMax.from(this, .5, {malusClearAlpha:.5, onUpdate:function(){
        renderer.setClearColor(malusClearColor, malusClearAlpha );
      }})
    }
    
    function updateDistance(){
      distance += delta*speed;
      var d = distance/2;
      fieldDistance.innerHTML = Math.floor(d);
    }
    
    function updateLevel(){
      if (speed >= maxSpeed) return;
      level++;
      speed += 2; 
    }
    
    function loop(){
      delta = clock.getDelta();
      updateFloorRotation();
      
      if (gameStatus == "play"){
        
        if (hero.status == "running"){
          hero.run();
        }
        updateDistance();
        updateMonsterPosition();
        updateCarrotPosition();
        updateObstaclePosition();
        checkCollision();
      }
      
      render();  
      requestAnimationFrame(loop);
    }
    
    function render(){
      renderer.render(scene, camera);
    }
    
    window.addEventListener('load', init, false);
    
    function init(event){
      initScreenAnd3D();
      createLights();
      createFloor()
      createHero();
      createMonster();
      createFirs();
      createCarrot();
      createBonusParticles();
      createObstacle();
      initUI();
      resetGame();
      loop();
      
      //setInterval(hero.blink.bind(hero), 3000);
    }
    
    function resetGame(){
      scene.add(hero.mesh);
      hero.mesh.rotation.y = Math.PI/2;
      hero.mesh.position.y = 0;
      hero.mesh.position.z = 0;
      hero.mesh.position.x = 0;
    
      monsterPos = .56;
      monsterPosTarget = .65;
      speed = initSpeed;
      level = 0;
      distance = 0;
      carrot.mesh.visible = true;
      obstacle.mesh.visible = true;
      gameStatus = "play";
      hero.status = "running";
      hero.nod();
      audio.play();
      updateLevel();
      levelInterval = setInterval(updateLevel, levelUpdateFreq);
    }
    
    function initUI(){
      fieldDistance = document.getElementById("distValue");
      fieldGameOver = document.getElementById("gameoverInstructions");
      
    }
    
    
    
    ////////////////////////////////////////////////
    //                                        MODELS
    ////////////////////////////////////////////////
    
    // TREE
    
    Tree = function(){
    	this.mesh = new THREE.Object3D();
    	this.trunc = new Trunc();
    	this.mesh.add(this.trunc.mesh);
    }
    
    
    Trunc = function(){
      var truncHeight = 50 + Math.random()*150;
      var topRadius = 1+Math.random()*5;
      var bottomRadius = 5+Math.random()*5;
      var mats = [blackMat, brownMat, pinkMat, whiteMat, greenMat, lightBrownMat, pinkMat];
      var matTrunc = blackMat;//mats[Math.floor(Math.random()*mats.length)];
      var nhSegments = 3;//Math.ceil(2 + Math.random()*6);
      var nvSegments = 3;//Math.ceil(2 + Math.random()*6);
      var geom = new THREE.CylinderGeometry(topRadius,bottomRadius,truncHeight, nhSegments, nvSegments);
      geom.applyMatrix(new THREE.Matrix4().makeTranslation(0,truncHeight/2,0));
      
      this.mesh = new THREE.Mesh(geom, matTrunc);
      
      for (var i=0; i<geom.vertices.length; i++){
        var noise = Math.random() ;
        var v = geom.vertices[i];
        v.x += -noise + Math.random()*noise*2;
        v.y += -noise + Math.random()*noise*2;
        v.z += -noise + Math.random()*noise*2;
        
        geom.computeVertexNormals();
        
        // FRUITS
        
        if (Math.random()>.7){
          var size = Math.random()*3;
          var fruitGeometry = new THREE.CubeGeometry(size,size,size,1);
          var matFruit = mats[Math.floor(Math.random()*mats.length)];
          var fruit = new THREE.Mesh(fruitGeometry, matFruit);
          fruit.position.x = v.x;
          fruit.position.y = v.y+3;
          fruit.position.z = v.z;
          fruit.rotation.x = Math.random()*Math.PI;
          fruit.rotation.y = Math.random()*Math.PI;
          
          this.mesh.add(fruit);
        }
        
        // BRANCHES
        
        if (Math.random()>.5 && v.y > 10 && v.y < truncHeight - 10){
          var h = 3 + Math.random()*5;
          var thickness = .2 + Math.random();
          
          var branchGeometry = new THREE.CylinderGeometry(thickness/2, thickness, h, 3, 1);
          branchGeometry.applyMatrix(new THREE.Matrix4().makeTranslation(0,h/2,0));
          var branch = new THREE.Mesh(branchGeometry, matTrunc);
          branch.position.x = v.x;
          branch.position.y = v.y;
          branch.position.z = v.z;
          
          var vec = new THREE.Vector3(v.x, 2, v.z);
          var axis = new THREE.Vector3(0,1,0);
          branch.quaternion.setFromUnitVectors(axis, vec.clone().normalize());
          
          
          this.mesh.add(branch);
        }
        
      }
      
      
      this.mesh.castShadow = true;
    }

    Whether you’re a beginner learning event handling or an experienced developer exploring fun animations, this project is a great way to improve your HTML, CSS, and JavaScript skills while building something playful. Let’s hop right in and start coding! 🐇✨

    If your project has problems, don’t worry. Just click to download the source code and face your coding challenges with excitement. Have fun coding!

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