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<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <meta name="viewport" content="width=device-width, initial-scale=1.0">
    <title>3D City Scene</title>
    <style>
        body {
            margin: 0;
            overflow: hidden;
            font-family: Arial, sans-serif;
        }
        canvas {
            display: block;
        }
        .ui-container {
            position: absolute;
            top: 10px;
            left: 10px;
            color: white;
            background-color: rgba(0, 0, 0, 0.5);
            padding: 10px;
            border-radius: 5px;
            user-select: none;
        }
        .controls {
            position: absolute;
            bottom: 10px;
            left: 10px;
            color: white;
            background-color: rgba(0, 0, 0, 0.5);
            padding: 10px;
            border-radius: 5px;
        }
    </style>
</head>
<body>
    <div class="ui-container">
        <h2>3D City Explorer</h2>
        <div id="score">Score: 0</div>
        <div id="time">Time: 60</div>
    </div>
    <div class="controls">
        <p>Controls: W to move backward, S to move forward, A/D to move left/right, Mouse to look, Space to jump</p>
        <p>Collect the floating cubes to score points!</p>
    </div>

    <script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js"></script>
    <script>
        // Polyfill for tqdm since it's not defined
        const tqdm = {
            tqdm: function(desc, total) {
                return {
                    update: function() {},
                    // Other methods as needed
                };
            }
        };
    </script>
    <script>
        // Game variables
        let score = 0;
        let timeRemaining = 60;
        let gameActive = true;

        // Set up scene
        const scene = new THREE.Scene();
        scene.background = new THREE.Color(0x87CEEB); // Sky blue background

        // Set up camera
        const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
        camera.position.set(0, 5, 15);

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

        // Add lights
        const ambientLight = new THREE.AmbientLight(0xffffff, 0.5);
        scene.add(ambientLight);

        const directionalLight = new THREE.DirectionalLight(0xffffff, 0.8);
        directionalLight.position.set(50, 50, 50);
        directionalLight.castShadow = true;
        directionalLight.shadow.mapSize.width = 2048;
        directionalLight.shadow.mapSize.height = 2048;
        directionalLight.shadow.camera.near = 1;
        directionalLight.shadow.camera.far = 500;
        directionalLight.shadow.camera.left = -100;
        directionalLight.shadow.camera.right = 100;
        directionalLight.shadow.camera.top = 100;
        directionalLight.shadow.camera.bottom = -100;
        scene.add(directionalLight);

        // Create ground
        const groundGeometry = new THREE.PlaneGeometry(200, 200);
        const groundMaterial = new THREE.MeshStandardMaterial({ 
            color: 0x1a5e1a, // Green
            roughness: 0.8,
            metalness: 0.2
        });
        const ground = new THREE.Mesh(groundGeometry, groundMaterial);
        ground.rotation.x = -Math.PI / 2;
        ground.receiveShadow = true;
        scene.add(ground);

        // Buildings array
        const buildings = [];
        const collectibles = [];

        // Building color palette
        const buildingColors = [
            0x888888, 0x666666, 0x999999, 0xaaaaaa, 0x555555,
            0x334455, 0x445566, 0x223344, 0x556677, 0x667788,
            0x993333, 0x884422, 0x553333, 0x772222, 0x664433
        ];
        
        // L-system grammar rules for buildings
        const buildingRules = [
            // Colonial style - symmetrical with central features
            {
                name: "Colonial",
                axiom: "A",
                rules: {
                    "A": "B[+F][-F]",
                    "B": "F[-C][+C]F",
                    "C": "D[-E][+E]",
                    "D": "F[+F][-F]F",
                    "E": "F[-F][+F]"
                },
                iterations: 2,
                baseHeight: 10,
                baseWidth: 6,
                baseDepth: 6,
                angle: Math.PI/6,
                probability: 0.2
            },
            // Victorian style - complex with many decorative elements
            {
                name: "Victorian",
                axiom: "A",
                rules: {
                    "A": "B[+C][-C][/D][\\D]",
                    "B": "F[+F][-F][/F][\\F]",
                    "C": "F[++F][--F]",
                    "D": "F[+\F][-/F]"
                },
                iterations: 3,
                baseHeight: 15,
                baseWidth: 5,
                baseDepth: 5,
                angle: Math.PI/5,
                probability: 0.15
            },
            // Modern style - clean lines, boxy but with variations
            {
                name: "Modern",
                axiom: "A",
                rules: {
                    "A": "B[+B][-B]",
                    "B": "F[/C][\\C]",
                    "C": "F"
                },
                iterations: 2,
                baseHeight: 20,
                baseWidth: 8,
                baseDepth: 8,
                angle: Math.PI/2,
                probability: 0.25
            },
            // Skyscraper - tall vertical structures
            {
                name: "Skyscraper",
                axiom: "A",
                rules: {
                    "A": "FB[+C][-C]",
                    "B": "FB",
                    "C": "F[+F][-F]"
                },
                iterations: 4,
                baseHeight: 30,
                baseWidth: 10,
                baseDepth: 10,
                angle: Math.PI/8,
                probability: 0.15
            },
            // Simple box building - for variety and filling space
            {
                name: "Simple",
                axiom: "F",
                rules: {
                    "F": "F[+F][-F]"
                },
                iterations: 1,
                baseHeight: 8,
                baseWidth: 6,
                baseDepth: 6,
                angle: Math.PI/4,
                probability: 0.25
            }
        ];
        
        // L-system interpreter
        function interpretLSystem(rule, position, rotation) {
            // Start with the axiom
            let currentString = rule.axiom;
            
            // Apply rules for the specified number of iterations
            for (let i = 0; i < rule.iterations; i++) {
                let newString = "";
                
                // Apply rules to each character
                for (let j = 0; j < currentString.length; j++) {
                    const char = currentString[j];
                    newString += rule.rules[char] || char;
                }
                
                currentString = newString;
            }
            
            // Now interpret the L-system string to create building parts
            let buildingGroup = new THREE.Group();
            buildingGroup.position.copy(position);
            
            // Stack to keep track of transformations
            const stack = [];
            let currentPosition = new THREE.Vector3(0, 0, 0);
            let currentRotation = rotation || new THREE.Euler();
            let scale = new THREE.Vector3(1, 1, 1);
            
            // Select a material for this building
            const color = buildingColors[Math.floor(Math.random() * buildingColors.length)];
            const material = new THREE.MeshStandardMaterial({
                color: color,
                roughness: 0.7,
                metalness: 0.2
            });
            
            // Interpret each character in the final string
            for (let i = 0; i < currentString.length; i++) {
                const char = currentString[i];
                
                switch (char) {
                    case 'F': // Forward and create a building part
                        // Randomize dimensions with constraints based on rule
                        const width = rule.baseWidth * (0.5 + Math.random() * 0.5) * scale.x;
                        const height = rule.baseHeight * (0.5 + Math.random() * 0.5) * scale.y;
                        const depth = rule.baseDepth * (0.5 + Math.random() * 0.5) * scale.z;
                        
                        // Create geometry
                        const geometry = new THREE.BoxGeometry(width, height, depth);
                        const buildingPart = new THREE.Mesh(geometry, material);
                        
                        // Position and add to group
                        buildingPart.position.copy(currentPosition);
                        buildingPart.rotation.copy(currentRotation);
                        buildingPart.castShadow = true;
                        buildingPart.receiveShadow = true;
                        
                        // Add windows if part is large enough
                        if (height > 5 && width > 2 && depth > 2) {
                            addWindowsToBuilding(buildingPart, width, height, depth);
                        }
                        
                        buildingGroup.add(buildingPart);
                        
                        // Move forward in the direction of current rotation
                        const direction = new THREE.Vector3(0, height/2, 0);
                        direction.applyEuler(currentRotation);
                        currentPosition.add(direction);
                        break;
                        
                    case '+': // Rotate right around Y axis
                        currentRotation.y += rule.angle;
                        break;
                        
                    case '-': // Rotate left around Y axis
                        currentRotation.y -= rule.angle;
                        break;
                        
                    case '/': // Rotate around X axis
                        currentRotation.x += rule.angle;
                        break;
                        
                    case '\\': // Rotate around X axis (opposite)
                        currentRotation.x -= rule.angle;
                        break;
                        
                    case '^': // Rotate around Z axis
                        currentRotation.z += rule.angle;
                        break;
                        
                    case '&': // Rotate around Z axis (opposite)
                        currentRotation.z -= rule.angle;
                        break;
                        
                    case '[': // Push state
                        stack.push({
                            position: currentPosition.clone(),
                            rotation: currentRotation.clone(),
                            scale: scale.clone()
                        });
                        break;
                        
                    case ']': // Pop state
                        if (stack.length > 0) {
                            const state = stack.pop();
                            currentPosition = state.position;
                            currentRotation = state.rotation;
                            scale = state.scale;
                        }
                        break;
                        
                    case '>': // Scale up
                        scale.multiplyScalar(1.2);
                        break;
                        
                    case '<': // Scale down
                        scale.multiplyScalar(0.8);
                        break;
                }
            }
            
            return buildingGroup;
        }

        // Create a city
        function createCity() {
            // Create grid of buildings
            const citySize = 5; // Size of the city grid
            const spacing = 15; // Spacing between building centers
            
            for (let x = -citySize; x <= citySize; x++) {
                for (let z = -citySize; z <= citySize; z++) {
                    // Skip sometimes to create spaces
                    if (Math.random() < 0.2) continue;
                    
                    // Position with slight randomization
                    const position = new THREE.Vector3(
                        x * spacing + (Math.random() * 2 - 1), // Add slight randomness
                        0, // Will be adjusted by the L-system
                        z * spacing + (Math.random() * 2 - 1)
                    );
                    
                    // Select a building style based on probability
                    let selectedRule = null;
                    let random = Math.random();
                    let cumulativeProbability = 0;
                    
                    for (const rule of buildingRules) {
                        cumulativeProbability += rule.probability;
                        if (random <= cumulativeProbability) {
                            selectedRule = rule;
                            break;
                        }
                    }
                    
                    if (!selectedRule) {
                        selectedRule = buildingRules[0]; // Default to first rule if somehow none selected
                    }
                    
                    // Create building using L-system
                    const building = interpretLSystem(selectedRule, position, new THREE.Euler());
                    scene.add(building);
                    buildings.push(building);
                }
            }

            // Create streets
            const roadWidth = 8;
            const roadColor = 0x333333;
            
            // X-axis roads
            for (let x = -citySize; x <= citySize; x++) {
                const roadGeometry = new THREE.PlaneGeometry(roadWidth, citySize * 2 * spacing + roadWidth);
                const roadMaterial = new THREE.MeshStandardMaterial({ 
                    color: roadColor,
                    roughness: 0.9,
                    metalness: 0.1
                });
                const road = new THREE.Mesh(roadGeometry, roadMaterial);
                road.rotation.x = -Math.PI / 2;
                road.position.set(x * spacing, 0.01, 0); // Slightly above ground to prevent z-fighting
                scene.add(road);
                
                // Add road markings
                const markingGeometry = new THREE.PlaneGeometry(0.5, citySize * 2 * spacing + roadWidth);
                const markingMaterial = new THREE.MeshStandardMaterial({ color: 0xffffff });
                const marking = new THREE.Mesh(markingGeometry, markingMaterial);
                marking.rotation.x = -Math.PI / 2;
                marking.position.set(x * spacing, 0.02, 0);
                scene.add(marking);
            }
            
            // Z-axis roads
            for (let z = -citySize; z <= citySize; z++) {
                const roadGeometry = new THREE.PlaneGeometry(citySize * 2 * spacing + roadWidth, roadWidth);
                const roadMaterial = new THREE.MeshStandardMaterial({ 
                    color: roadColor,
                    roughness: 0.9,
                    metalness: 0.1
                });
                const road = new THREE.Mesh(roadGeometry, roadMaterial);
                road.rotation.x = -Math.PI / 2;
                road.position.set(0, 0.01, z * spacing);
                scene.add(road);
                
                // Add road markings
                const markingGeometry = new THREE.PlaneGeometry(citySize * 2 * spacing + roadWidth, 0.5);
                const markingMaterial = new THREE.MeshStandardMaterial({ color: 0xffffff });
                const marking = new THREE.Mesh(markingGeometry, markingMaterial);
                marking.rotation.x = -Math.PI / 2;
                marking.position.set(0, 0.02, z * spacing);
                scene.add(marking);
            }
        }

        // Add windows to a building
        function addWindowsToBuilding(building, width, height, depth) {
            const windowSize = 0.5;
            const windowSpacing = 1.5;
            const windowGeometry = new THREE.PlaneGeometry(windowSize, windowSize);
            const windowMaterial = new THREE.MeshStandardMaterial({ 
                color: 0xffffcc,
                emissive: 0xffffcc,
                emissiveIntensity: 0.5,
                transparent: true,
                opacity: 0.8
            });
            
            // Calculate how many levels of windows to add based on building height
            const numLevels = Math.floor((height - 2) / windowSpacing);
            
            // Front and back windows
            const frontZ = depth / 2 + 0.01;
            const backZ = -depth / 2 - 0.01;
            
            for (let level = 0; level < numLevels; level++) {
                // Calculate y position for this level, starting from near the bottom
                const y = 1 + level * windowSpacing;
                
                for (let x = -width / 2 + windowSpacing; x < width / 2 - windowSpacing / 2; x += windowSpacing) {
                    // Only add some windows randomly
                    if (Math.random() < 0.3) continue;
                    
                    // Front window
                    const frontWindow = new THREE.Mesh(windowGeometry, windowMaterial);
                    frontWindow.position.set(x, y, frontZ);
                    frontWindow.rotation.y = Math.PI;
                    building.add(frontWindow);
                    
                    // Back window
                    const backWindow = new THREE.Mesh(windowGeometry, windowMaterial);
                    backWindow.position.set(x, y, backZ);
                    building.add(backWindow);
                }
            }
            
            // Side windows
            const rightX = width / 2 + 0.01;
            const leftX = -width / 2 - 0.01;
            
            for (let level = 0; level < numLevels; level++) {
                // Calculate y position for this level, starting from near the bottom
                const y = 1 + level * windowSpacing;
                
                for (let z = -depth / 2 + windowSpacing; z < depth / 2 - windowSpacing / 2; z += windowSpacing) {
                    // Only add some windows randomly
                    if (Math.random() < 0.3) continue;
                    
                    // Right window
                    const rightWindow = new THREE.Mesh(windowGeometry, windowMaterial);
                    rightWindow.position.set(rightX, y, z);
                    rightWindow.rotation.y = Math.PI / 2;
                    building.add(rightWindow);
                    
                    // Left window
                    const leftWindow = new THREE.Mesh(windowGeometry, windowMaterial);
                    leftWindow.position.set(leftX, y, z);
                    leftWindow.rotation.y = -Math.PI / 2;
                    building.add(leftWindow);
                }
            }
        }

        // Create collectible items
        function createCollectibles() {
            const citySize = 5;
            const spacing = 15;
            
            for (let i = 0; i < 20; i++) {
                const x = (Math.random() * 2 - 1) * citySize * spacing;
                const z = (Math.random() * 2 - 1) * citySize * spacing;
                const y = 1 + Math.random() * 20;
                
                const collectibleGeometry = new THREE.BoxGeometry(1, 1, 1);
                const collectibleMaterial = new THREE.MeshStandardMaterial({
                    color: 0xffff00,
                    emissive: 0xffff00,
                    emissiveIntensity: 0.5,
                    transparent: true,
                    opacity: 0.8
                });
                
                const collectible = new THREE.Mesh(collectibleGeometry, collectibleMaterial);
                collectible.position.set(x, y, z);
                collectible.userData.id = i;
                collectible.userData.rotationSpeed = 0.01 + Math.random() * 0.02;
                collectible.userData.floatSpeed = 0.5 + Math.random() * 0.5;
                collectible.userData.floatRange = 0.5 + Math.random() * 0.5;
                collectible.userData.initialY = y;
                
                scene.add(collectible);
                collectibles.push(collectible);
            }
        }

        // Create skybox with clouds
        function createSkybox() {
            const skyGeometry = new THREE.SphereGeometry(400, 32, 32);
            const skyMaterial = new THREE.MeshBasicMaterial({
                color: 0x87CEEB,
                side: THREE.BackSide
            });
            const sky = new THREE.Mesh(skyGeometry, skyMaterial);
            scene.add(sky);
            
            // Add clouds
            for (let i = 0; i < 50; i++) {
                const radius = 350;
                const phi = Math.random() * Math.PI;
                const theta = Math.random() * Math.PI * 2;
                
                const x = radius * Math.sin(phi) * Math.cos(theta);
                const y = radius * Math.cos(phi) + 50; // Keep clouds higher in the sky
                const z = radius * Math.sin(phi) * Math.sin(theta);
                
                const cloudSize = 10 + Math.random() * 20;
                const cloudGeometry = new THREE.SphereGeometry(cloudSize, 8, 8);
                const cloudMaterial = new THREE.MeshStandardMaterial({
                    color: 0xffffff,
                    roughness: 1,
                    metalness: 0,
                    transparent: true,
                    opacity: 0.8
                });
                
                const cloud = new THREE.Mesh(cloudGeometry, cloudMaterial);
                cloud.position.set(x, y, z);
                cloud.userData.rotationSpeed = 0.0001 + Math.random() * 0.0002;
                
                scene.add(cloud);
            }
        }

        // Player object
        const playerHeight = 2;
        const playerRadius = 0.5;
        // Use cylinder instead of capsule for compatibility with r128
        const playerGeometry = new THREE.CylinderGeometry(playerRadius, playerRadius, playerHeight, 8);
        const playerMaterial = new THREE.MeshStandardMaterial({ color: 0x0000ff });
        const player = new THREE.Mesh(playerGeometry, playerMaterial);
        player.position.set(0, playerHeight / 2, 0);
        player.castShadow = true;
        scene.add(player);

        // Player physics
        const playerVelocity = new THREE.Vector3();
        const playerDirection = new THREE.Vector3();
        let isJumping = false;
        const GRAVITY = 0.2;
        const JUMP_FORCE = 0.7;
        const MOVE_SPEED = 0.2;

        // Player collision detection
        function checkPlayerCollisions() {
            // Collectible collisions
            for (let i = collectibles.length - 1; i >= 0; i--) {
                const collectible = collectibles[i];
                const distance = player.position.distanceTo(collectible.position);
                
                if (distance < playerRadius + 1) {
                    scene.remove(collectible);
                    collectibles.splice(i, 1);
                    score += 10;
                    document.getElementById('score').textContent = `Score: ${score}`;
                }
            }
            
            // Building collisions - updated for composite buildings
            for (const building of buildings) {
                // For each building group, we need to check collision with each child
                building.traverse((child) => {
                    if (child.isMesh) {
                        const buildingBox = new THREE.Box3().setFromObject(child);
                        const playerPos = player.position.clone();
                        
                        // Check if player is inside building bounds but add some margin for the radius
                        if (playerPos.x + playerRadius > buildingBox.min.x && 
                            playerPos.x - playerRadius < buildingBox.max.x &&
                            playerPos.z + playerRadius > buildingBox.min.z && 
                            playerPos.z - playerRadius < buildingBox.max.z) {
                            
                            // Find the closest edge to push the player away from
                            const edgeDistances = [
                                {edge: 'left', dist: Math.abs(playerPos.x - buildingBox.min.x)},
                                {edge: 'right', dist: Math.abs(playerPos.x - buildingBox.max.x)},
                                {edge: 'front', dist: Math.abs(playerPos.z - buildingBox.min.z)},
                                {edge: 'back', dist: Math.abs(playerPos.z - buildingBox.max.z)}
                            ];
                            
                            edgeDistances.sort((a, b) => a.dist - b.dist);
                            const closestEdge = edgeDistances[0].edge;
                            
                            // Push player away from the closest edge
                            switch (closestEdge) {
                                case 'left':
                                    player.position.x = buildingBox.min.x - playerRadius;
                                    break;
                                case 'right':
                                    player.position.x = buildingBox.max.x + playerRadius;
                                    break;
                                case 'front':
                                    player.position.z = buildingBox.min.z - playerRadius;
                                    break;
                                case 'back':
                                    player.position.z = buildingBox.max.z + playerRadius;
                                    break;
                            }
                        }
                    }
                });
            }
            
            // Floor collision and jumping physics
            if (player.position.y <= playerHeight / 2) {
                player.position.y = playerHeight / 2;
                playerVelocity.y = 0;
                isJumping = false;
            }
        }

        // Controls
        const keys = {
            w: false,
            a: false,
            s: false,
            d: false,
            space: false
        };

        // Mouse controls for looking around
        const mousePosition = {
            x: 0,
            y: 0
        };

        let cameraRotation = 0;
        let cameraPitch = 0;

        document.addEventListener('keydown', (event) => {
            switch (event.key.toLowerCase()) {
                case 'w': keys.w = true; break;
                case 'a': keys.a = true; break;
                case 's': keys.s = true; break;
                case 'd': keys.d = true; break;
                case ' ': keys.space = true; break;
            }
        });

        document.addEventListener('keyup', (event) => {
            switch (event.key.toLowerCase()) {
                case 'w': keys.w = false; break;
                case 'a': keys.a = false; break;
                case 's': keys.s = false; break;
                case 'd': keys.d = false; break;
                case ' ': keys.space = false; break;
            }
        });

        document.addEventListener('mousemove', (event) => {
            // Only capture mouse if pointer is locked
            if (document.pointerLockElement === renderer.domElement) {
                cameraRotation -= event.movementX * 0.002;
                cameraPitch -= event.movementY * 0.002;
                
                // Limit pitch to prevent camera flipping
                cameraPitch = Math.max(-Math.PI / 2 + 0.1, Math.min(Math.PI / 2 - 0.1, cameraPitch));
            }
        });

        // Lock pointer when clicking on the game
        renderer.domElement.addEventListener('click', () => {
            if (!document.pointerLockElement) {
                renderer.domElement.requestPointerLock();
            }
        });

        // Update player position based on input
        function updatePlayer() {
            // Apply gravity
            playerVelocity.y -= GRAVITY;
            
            // Handle jumping
            if (keys.space && !isJumping) {
                playerVelocity.y = JUMP_FORCE;
                isJumping = true;
            }
            
            // Get movement direction based on camera rotation
            // Switching W and S keys (W now moves backward, S moves forward)
            playerDirection.z = Number(keys.s) - Number(keys.w);
            playerDirection.x = Number(keys.d) - Number(keys.a);
            playerDirection.normalize();
            
            // Rotate direction based on camera rotation
            playerDirection.applyAxisAngle(new THREE.Vector3(0, 1, 0), cameraRotation);
            
            // Apply movement
            player.position.x += playerDirection.x * MOVE_SPEED;
            player.position.z += playerDirection.z * MOVE_SPEED;
            player.position.y += playerVelocity.y;
            
            // Update camera position to follow player
            camera.position.x = player.position.x;
            camera.position.z = player.position.z;
            camera.position.y = player.position.y + 1.5; // Eye level
            
            // Update camera rotation
            camera.rotation.order = 'YXZ'; // Important for proper rotation
            camera.rotation.y = cameraRotation;
            camera.rotation.x = cameraPitch;
            
            // Collision detection
            checkPlayerCollisions();
        }

        // Timer function
        function updateTimer() {
            if (gameActive && timeRemaining > 0) {
                timeRemaining--;
                document.getElementById('time').textContent = `Time: ${timeRemaining}`;
                
                if (timeRemaining === 0) {
                    gameActive = false;
                    endGame();
                }
            }
        }

        // End game
        function endGame() {
            const endScreen = document.createElement('div');
            endScreen.style.position = 'absolute';
            endScreen.style.top = '50%';
            endScreen.style.left = '50%';
            endScreen.style.transform = 'translate(-50%, -50%)';
            endScreen.style.background = 'rgba(0, 0, 0, 0.8)';
            endScreen.style.color = 'white';
            endScreen.style.padding = '20px';
            endScreen.style.borderRadius = '10px';
            endScreen.style.textAlign = 'center';
            endScreen.innerHTML = `
                <h2>Game Over!</h2>
                <p>Your final score: ${score}</p>
                <button id="restart-btn" style="padding: 10px 20px; background: #4CAF50; color: white; border: none; border-radius: 5px; cursor: pointer; margin-top: 10px;">Play Again</button>
            `;
            document.body.appendChild(endScreen);
            
            document.getElementById('restart-btn').addEventListener('click', () => {
                document.body.removeChild(endScreen);
                score = 0;
                timeRemaining = 60;
                gameActive = true;
                document.getElementById('score').textContent = `Score: ${score}`;
                document.getElementById('time').textContent = `Time: ${timeRemaining}`;
                
                // Reset player position
                player.position.set(0, playerHeight / 2, 0);
                playerVelocity.set(0, 0, 0);
                
                // Reset camera
                cameraRotation = 0;
                cameraPitch = 0;
                
                // Reset collectibles
                for (const collectible of collectibles) {
                    scene.remove(collectible);
                }
                collectibles.length = 0;
                createCollectibles();
            });
        }

        // Animation and game loop
        function animate() {
            requestAnimationFrame(animate);
            
            if (gameActive) {
                updatePlayer();
                
                // Animate collectibles
                for (const collectible of collectibles) {
                    collectible.rotation.x += collectible.userData.rotationSpeed;
                    collectible.rotation.y += collectible.userData.rotationSpeed * 1.5;
                    
                    // Float up and down
                    const floatOffset = Math.sin(Date.now() * 0.001 * collectible.userData.floatSpeed) * collectible.userData.floatRange;
                    collectible.position.y = collectible.userData.initialY + floatOffset;
                }
            }
            
            renderer.render(scene, camera);
        }

        // Handle window resize
        window.addEventListener('resize', () => {
            camera.aspect = window.innerWidth / window.innerHeight;
            camera.updateProjectionMatrix();
            renderer.setSize(window.innerWidth, window.innerHeight);
        });

        // Initialize
        createCity();
        createCollectibles();
        createSkybox();
        
        // Start game timer
        setInterval(updateTimer, 1000);
        
        // Start animation loop
        animate();
    </script>
</body>
</html>