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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/A/S/D to move, Mouse to look, Space to jump, Shift for speed boost</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>
        // Game variables
        let score = 0, timeRemaining = 60, gameActive = true;

        // Scene setup
        const scene = new THREE.Scene();
        const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
        camera.position.set(0, 5, 15);
        const renderer = new THREE.WebGLRenderer({ antialias: true });
        renderer.setSize(window.innerWidth, window.innerHeight);
        renderer.shadowMap.enabled = true;
        document.body.appendChild(renderer.domElement);

        // Lighting
        const ambientLight = new THREE.AmbientLight(0xffffff, 0.2);
        scene.add(ambientLight);

        // Sun and Moon
        const sunLight = new THREE.DirectionalLight(0xffddaa, 0.8);
        sunLight.castShadow = true;
        sunLight.shadow.mapSize.width = 2048;
        sunLight.shadow.mapSize.height = 2048;
        sunLight.shadow.camera.near = 1;
        sunLight.shadow.camera.far = 500;
        sunLight.shadow.camera.left = -100;
        sunLight.shadow.camera.right = 100;
        sunLight.shadow.camera.top = 100;
        sunLight.shadow.camera.bottom = -100;
        scene.add(sunLight);

        const moonLight = new THREE.DirectionalLight(0xaabbff, 0.4);
        moonLight.castShadow = true;
        moonLight.shadow.mapSize.width = 2048;
        moonLight.shadow.mapSize.height = 2048;
        scene.add(moonLight);

        // Ground with bump mapping
        const textureLoader = new THREE.TextureLoader();
        const groundGeometry = new THREE.PlaneGeometry(200, 200);
        const groundMaterial = new THREE.MeshStandardMaterial({ 
            color: 0x1a5e1a,
            roughness: 0.8,
            metalness: 0.2,
            bumpMap: textureLoader.load('https://threejs.org/examples/textures/terrain/grasslight-big-nm.jpg'),
            bumpScale: 0.1
        });
        const ground = new THREE.Mesh(groundGeometry, groundMaterial);
        ground.rotation.x = -Math.PI / 2;
        ground.receiveShadow = true;
        scene.add(ground);

        // Buildings and collectibles arrays
        const buildings = [], collectibles = [];
        const buildingColors = [0x888888, 0x666666, 0x999999, 0xaaaaaa, 0x555555, 0x334455, 0x445566, 0x223344, 0x556677, 0x667788, 0x993333, 0x884422, 0x553333, 0x772222, 0x664433];
        
        // Building rules (unchanged)
        const buildingRules = [
            {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},
            {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},
            {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},
            {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},
            {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 (modified for better window positioning)
        function interpretLSystem(rule, position, rotation) {
            let currentString = rule.axiom;
            for (let i = 0; i < rule.iterations; i++) {
                let newString = "";
                for (let j = 0; j < currentString.length; j++) {
                    newString += rule.rules[currentString[j]] || currentString[j];
                }
                currentString = newString;
            }
            
            let buildingGroup = new THREE.Group();
            buildingGroup.position.copy(position);
            const stack = [];
            let currentPosition = new THREE.Vector3(0, 0, 0);
            let currentRotation = rotation || new THREE.Euler();
            let scale = new THREE.Vector3(1, 1, 1);
            const color = buildingColors[Math.floor(Math.random() * buildingColors.length)];
            const material = new THREE.MeshStandardMaterial({color: color, roughness: 0.7, metalness: 0.2});
            
            for (let i = 0; i < currentString.length; i++) {
                const char = currentString[i];
                switch (char) {
                    case 'F':
                        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;
                        const geometry = new THREE.BoxGeometry(width, height, depth);
                        const buildingPart = new THREE.Mesh(geometry, material);
                        buildingPart.position.copy(currentPosition);
                        buildingPart.position.y += height / 2; // Center properly
                        buildingPart.rotation.copy(currentRotation);
                        buildingPart.castShadow = true;
                        buildingPart.receiveShadow = true;
                        if (height > 5 && width > 2 && depth > 2) {
                            addWindowsToBuilding(buildingPart, width, height, depth);
                        }
                        buildingGroup.add(buildingPart);
                        const direction = new THREE.Vector3(0, height, 0);
                        direction.applyEuler(currentRotation);
                        currentPosition.add(direction);
                        break;
                    case '+': currentRotation.y += rule.angle; break;
                    case '-': currentRotation.y -= rule.angle; break;
                    case '/': currentRotation.x += rule.angle; break;
                    case '\\': currentRotation.x -= rule.angle; break;
                    case '^': currentRotation.z += rule.angle; break;
                    case '&': currentRotation.z -= rule.angle; break;
                    case '[': stack.push({position: currentPosition.clone(), rotation: currentRotation.clone(), scale: scale.clone()}); break;
                    case ']': if (stack.length > 0) { const state = stack.pop(); currentPosition = state.position; currentRotation = state.rotation; scale = state.scale; } break;
                    case '>': scale.multiplyScalar(1.2); break;
                    case '<': scale.multiplyScalar(0.8); break;
                }
            }
            return buildingGroup;
        }

        // Create city (unchanged)
        function createCity() {
            const citySize = 5, spacing = 15;
            for (let x = -citySize; x <= citySize; x++) {
                for (let z = -citySize; z <= citySize; z++) {
                    if (Math.random() < 0.2) continue;
                    const position = new THREE.Vector3(x * spacing + (Math.random() * 2 - 1), 0, z * spacing + (Math.random() * 2 - 1));
                    let selectedRule, random = Math.random(), cumulativeProbability = 0;
                    for (const rule of buildingRules) {
                        cumulativeProbability += rule.probability;
                        if (random <= cumulativeProbability) { selectedRule = rule; break; }
                    }
                    if (!selectedRule) selectedRule = buildingRules[0];
                    const building = interpretLSystem(selectedRule, position, new THREE.Euler());
                    scene.add(building);
                    buildings.push(building);
                }
            }
            // Roads (unchanged)
            const roadWidth = 8, roadColor = 0x333333;
            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);
                scene.add(road);
                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);
            }
            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);
                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 building (fixed positioning)
        function addWindowsToBuilding(building, width, height, depth) {
            const windowSize = 0.5, 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
            });
            const numLevels = Math.floor((height - 2) / windowSpacing);
            
            // Front and back
            for (let level = 0; level < numLevels; level++) {
                const y = -height/2 + 1 + level * windowSpacing;
                for (let x = -width/2 + windowSpacing; x < width/2 - windowSpacing/2; x += windowSpacing) {
                    if (Math.random() < 0.3) continue;
                    const frontWindow = new THREE.Mesh(windowGeometry, windowMaterial);
                    frontWindow.position.set(x, y, depth/2 + 0.01);
                    building.add(frontWindow);
                    const backWindow = new THREE.Mesh(windowGeometry, windowMaterial);
                    backWindow.position.set(x, y, -depth/2 - 0.01);
                    backWindow.rotation.y = Math.PI;
                    building.add(backWindow);
                }
            }
            
            // Sides
            for (let level = 0; level < numLevels; level++) {
                const y = -height/2 + 1 + level * windowSpacing;
                for (let z = -depth/2 + windowSpacing; z < depth/2 - windowSpacing/2; z += windowSpacing) {
                    if (Math.random() < 0.3) continue;
                    const rightWindow = new THREE.Mesh(windowGeometry, windowMaterial);
                    rightWindow.position.set(width/2 + 0.01, y, z);
                    rightWindow.rotation.y = -Math.PI/2;
                    building.add(rightWindow);
                    const leftWindow = new THREE.Mesh(windowGeometry, windowMaterial);
                    leftWindow.position.set(-width/2 - 0.01, y, z);
                    leftWindow.rotation.y = Math.PI/2;
                    building.add(leftWindow);
                }
            }
        }

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

        function createSkybox() {
            const sky = new THREE.Mesh(
                new THREE.SphereGeometry(400, 32, 32),
                new THREE.MeshBasicMaterial({color: 0x87CEEB, side: THREE.BackSide})
            );
            scene.add(sky);
            for (let i = 0; i < 50; i++) {
                const radius = 350, phi = Math.random() * Math.PI, theta = Math.random() * Math.PI * 2;
                const cloud = new THREE.Mesh(
                    new THREE.SphereGeometry(10 + Math.random() * 20, 8, 8),
                    new THREE.MeshStandardMaterial({color: 0xffffff, roughness: 1, metalness: 0, transparent: true, opacity: 0.8})
                );
                cloud.position.set(
                    radius * Math.sin(phi) * Math.cos(theta),
                    radius * Math.cos(phi) + 50,
                    radius * Math.sin(phi) * Math.sin(theta)
                );
                cloud.userData.rotationSpeed = 0.0001 + Math.random() * 0.0002;
                scene.add(cloud);
            }
        }

        const player = new THREE.Mesh(
            new THREE.CylinderGeometry(0.5, 0.5, 2, 8),
            new THREE.MeshStandardMaterial({color: 0x0000ff})
        );
        player.position.set(0, 1, 0);
        player.castShadow = true;
        scene.add(player);

        // Player physics and controls
        const playerVelocity = new THREE.Vector3();
        const playerDirection = new THREE.Vector3();
        let isJumping = false;
        const GRAVITY = 0.2, JUMP_FORCE = 0.7, BASE_SPEED = 0.2;
        let moveSpeed = BASE_SPEED;
        let speedBoostActive = false, speedBoostCooldown = false;
        let speedBoostTimer = 0, cooldownTimer = 0;

        const keys = {w: false, a: false, s: false, d: false, space: false, shift: false};
        let cameraRotation = 0, 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;
                case 'shift': keys.shift = 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;
                case 'shift': keys.shift = false; break;
            }
        });

        document.addEventListener('mousemove', (event) => {
            if (document.pointerLockElement === renderer.domElement) {
                cameraRotation -= event.movementX * 0.002;
                cameraPitch -= event.movementY * 0.002;
                cameraPitch = Math.max(-Math.PI / 2 + 0.1, Math.min(Math.PI / 2 - 0.1, cameraPitch));
            }
        });

        renderer.domElement.addEventListener('click', () => {
            if (!document.pointerLockElement) renderer.domElement.requestPointerLock();
        });

        function updatePlayer(delta) {
            // Speed boost handling
            if (keys.shift && !speedBoostActive && !speedBoostCooldown) {
                speedBoostActive = true;
                speedBoostTimer = 10;
                moveSpeed = BASE_SPEED * 2;
            }
            if (speedBoostActive) {
                speedBoostTimer -= delta;
                if (speedBoostTimer <= 0) {
                    speedBoostActive = false;
                    speedBoostCooldown = true;
                    cooldownTimer = 10;
                    moveSpeed = BASE_SPEED;
                }
            }
            if (speedBoostCooldown) {
                cooldownTimer -= delta;
                if (cooldownTimer <= 0) speedBoostCooldown = false;
            }

            playerVelocity.y -= GRAVITY;
            if (keys.space && !isJumping) {
                playerVelocity.y = JUMP_FORCE;
                isJumping = true;
            }
            playerDirection.z = Number(keys.s) - Number(keys.w);
            playerDirection.x = Number(keys.d) - Number(keys.a);
            playerDirection.normalize();
            playerDirection.applyAxisAngle(new THREE.Vector3(0, 1, 0), cameraRotation);
            player.position.x += playerDirection.x * moveSpeed;
            player.position.z += playerDirection.z * moveSpeed;
            player.position.y += playerVelocity.y;
            camera.position.set(player.position.x, player.position.y + 1.5, player.position.z);
            camera.rotation.order = 'YXZ';
            camera.rotation.y = cameraRotation;
            camera.rotation.x = cameraPitch;
            checkPlayerCollisions();
        }

        function checkPlayerCollisions() {
            for (let i = collectibles.length - 1; i >= 0; i--) {
                const collectible = collectibles[i];
                if (player.position.distanceTo(collectible.position) < 1) {
                    scene.remove(collectible);
                    collectibles.splice(i, 1);
                    score += 10;
                    document.getElementById('score').textContent = `Score: ${score}`;
                }
            }
            for (const building of buildings) {
                building.traverse((child) => {
                    if (child.isMesh) {
                        const buildingBox = new THREE.Box3().setFromObject(child);
                        const playerPos = player.position.clone();
                        if (playerPos.x + 0.5 > buildingBox.min.x && playerPos.x - 0.5 < buildingBox.max.x &&
                            playerPos.z + 0.5 > buildingBox.min.z && playerPos.z - 0.5 < buildingBox.max.z) {
                            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)}
                            ].sort((a, b) => a.dist - b.dist);
                            switch (edgeDistances[0].edge) {
                                case 'left': player.position.x = buildingBox.min.x - 0.5; break;
                                case 'right': player.position.x = buildingBox.max.x + 0.5; break;
                                case 'front': player.position.z = buildingBox.min.z - 0.5; break;
                                case 'back': player.position.z = buildingBox.max.z + 0.5; break;
                            }
                        }
                    }
                });
            }
            if (player.position.y <= 1) {
                player.position.y = 1;
                playerVelocity.y = 0;
                isJumping = false;
            }
        }

        // Sun and Moon cycle
        let cycleTime = 0;
        function updateLighting(delta) {
            cycleTime += delta;
            const cycleDuration = 120; // 2 minutes in seconds
            const angle = (cycleTime / cycleDuration) * Math.PI * 2;
            
            // Sun position and intensity
            sunLight.position.set(
                Math.cos(angle) * 100,
                Math.sin(angle) * 100,
                Math.sin(angle) * 50
            );
            sunLight.intensity = Math.max(0, Math.sin(angle)) * 0.8;
            
            // Moon position and intensity
            moonLight.position.set(
                Math.cos(angle + Math.PI) * 100,
                Math.sin(angle + Math.PI) * 100,
                Math.sin(angle + Math.PI) * 50
            );
            moonLight.intensity = Math.max(0, Math.sin(angle + Math.PI)) * 0.4;
            
            // Sky color transition
            const dayColor = new THREE.Color(0x87CEEB);
            const nightColor = new THREE.Color(0x001133);
            scene.background = dayColor.clone().lerp(nightColor, Math.max(0, -Math.sin(angle)));
        }

        // Game loop
        let lastTime = performance.now();
        function animate() {
            requestAnimationFrame(animate);
            const currentTime = performance.now();
            const delta = (currentTime - lastTime) / 1000;
            lastTime = currentTime;

            if (gameActive) {
                updatePlayer(delta);
                updateLighting(delta);
                for (const collectible of collectibles) {
                    collectible.rotation.x += collectible.userData.rotationSpeed;
                    collectible.rotation.y += collectible.userData.rotationSpeed * 1.5;
                    collectible.position.y = collectible.userData.initialY + 
                        Math.sin(Date.now() * 0.001 * collectible.userData.floatSpeed) * collectible.userData.floatRange;
                }
            }
            renderer.render(scene, camera);
        }

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

        function endGame() {
            const endScreen = document.createElement('div');
            endScreen.style.cssText = 'position:absolute;top:50%;left:50%;transform:translate(-50%,-50%);background:rgba(0,0,0,0.8);color:white;padding:20px;border-radius:10px;text-align: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}`;
                player.position.set(0, 1, 0);
                playerVelocity.set(0, 0, 0);
                cameraRotation = 0; cameraPitch = 0;
                for (const collectible of collectibles) scene.remove(collectible);
                collectibles.length = 0;
                createCollectibles();
            });
        }

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

        // Initialize
        createCity();
        createCollectibles();
        createSkybox();
        setInterval(updateTimer, 1000);
        animate();
    </script>
</body>
</html>