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Update index.html
Browse files- index.html +253 -568
index.html
CHANGED
@@ -5,32 +5,16 @@
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<meta name="viewport" content="width=device-width, initial-scale=1.0">
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<title>3D City Scene</title>
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<style>
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body {
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overflow: hidden;
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font-family: Arial, sans-serif;
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}
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canvas {
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display: block;
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}
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.ui-container {
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position: absolute;
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left: 10px;
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color: white;
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background-color: rgba(0, 0, 0, 0.5);
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padding: 10px;
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border-radius: 5px;
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user-select: none;
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}
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.controls {
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position: absolute;
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left: 10px;
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color: white;
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background-color: rgba(0, 0, 0, 0.5);
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padding: 10px;
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border-radius: 5px;
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}
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</style>
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</head>
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@@ -41,375 +25,175 @@
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<div id="time">Time: 60</div>
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</div>
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<div class="controls">
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<p>Controls: W
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<p>Collect the floating cubes to score points!</p>
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</div>
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<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js"></script>
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<script>
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// Polyfill for tqdm since it's not defined
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const tqdm = {
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tqdm: function(desc, total) {
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return {
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update: function() {},
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// Other methods as needed
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};
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}
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};
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</script>
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<script>
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// Game variables
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let score = 0;
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let timeRemaining = 60;
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let gameActive = true;
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//
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const scene = new THREE.Scene();
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scene.background = new THREE.Color(0x87CEEB); // Sky blue background
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// Set up camera
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const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
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camera.position.set(0, 5, 15);
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// Set up renderer
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const renderer = new THREE.WebGLRenderer({ antialias: true });
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renderer.setSize(window.innerWidth, window.innerHeight);
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renderer.shadowMap.enabled = true;
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document.body.appendChild(renderer.domElement);
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//
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const ambientLight = new THREE.AmbientLight(0xffffff, 0.
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scene.add(ambientLight);
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scene.add(
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const groundGeometry = new THREE.PlaneGeometry(200, 200);
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const groundMaterial = new THREE.MeshStandardMaterial({
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color: 0x1a5e1a,
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roughness: 0.8,
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metalness: 0.2
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});
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const ground = new THREE.Mesh(groundGeometry, groundMaterial);
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ground.rotation.x = -Math.PI / 2;
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ground.receiveShadow = true;
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scene.add(ground);
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// Buildings
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const buildings = [];
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const
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// Building color palette
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const buildingColors = [
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0x888888, 0x666666, 0x999999, 0xaaaaaa, 0x555555,
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0x334455, 0x445566, 0x223344, 0x556677, 0x667788,
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0x993333, 0x884422, 0x553333, 0x772222, 0x664433
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];
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//
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const buildingRules = [
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{
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"A": "B[+F][-F]",
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"B": "F[-C][+C]F",
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"C": "D[-E][+E]",
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"D": "F[+F][-F]F",
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"E": "F[-F][+F]"
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},
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iterations: 2,
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baseHeight: 10,
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baseWidth: 6,
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baseDepth: 6,
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angle: Math.PI/6,
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probability: 0.2
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},
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// Victorian style - complex with many decorative elements
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{
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name: "Victorian",
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axiom: "A",
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rules: {
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"A": "B[+C][-C][/D][\\D]",
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"B": "F[+F][-F][/F][\\F]",
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"C": "F[++F][--F]",
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"D": "F[+\F][-/F]"
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},
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iterations: 3,
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baseHeight: 15,
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baseWidth: 5,
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baseDepth: 5,
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angle: Math.PI/5,
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probability: 0.15
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},
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// Modern style - clean lines, boxy but with variations
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{
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name: "Modern",
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axiom: "A",
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rules: {
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"A": "B[+B][-B]",
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"B": "F[/C][\\C]",
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"C": "F"
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},
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iterations: 2,
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baseHeight: 20,
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baseWidth: 8,
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baseDepth: 8,
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angle: Math.PI/2,
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probability: 0.25
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},
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// Skyscraper - tall vertical structures
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{
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name: "Skyscraper",
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axiom: "A",
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rules: {
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"A": "FB[+C][-C]",
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"B": "FB",
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"C": "F[+F][-F]"
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},
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iterations: 4,
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baseHeight: 30,
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baseWidth: 10,
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baseDepth: 10,
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angle: Math.PI/8,
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probability: 0.15
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},
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// Simple box building - for variety and filling space
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{
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name: "Simple",
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axiom: "F",
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rules: {
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"F": "F[+F][-F]"
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},
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iterations: 1,
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baseHeight: 8,
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baseWidth: 6,
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baseDepth: 6,
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angle: Math.PI/4,
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probability: 0.25
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}
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];
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// L-system interpreter
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function interpretLSystem(rule, position, rotation) {
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// Start with the axiom
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let currentString = rule.axiom;
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// Apply rules for the specified number of iterations
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for (let i = 0; i < rule.iterations; i++) {
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let newString = "";
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// Apply rules to each character
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for (let j = 0; j < currentString.length; j++) {
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newString += rule.rules[char] || char;
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}
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currentString = newString;
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}
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// Now interpret the L-system string to create building parts
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let buildingGroup = new THREE.Group();
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buildingGroup.position.copy(position);
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// Stack to keep track of transformations
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const stack = [];
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let currentPosition = new THREE.Vector3(0, 0, 0);
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let currentRotation = rotation || new THREE.Euler();
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let scale = new THREE.Vector3(1, 1, 1);
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// Select a material for this building
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const color = buildingColors[Math.floor(Math.random() * buildingColors.length)];
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const material = new THREE.MeshStandardMaterial({
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color: color,
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roughness: 0.7,
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metalness: 0.2
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});
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// Interpret each character in the final string
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for (let i = 0; i < currentString.length; i++) {
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const char = currentString[i];
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switch (char) {
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case 'F':
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// Randomize dimensions with constraints based on rule
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const width = rule.baseWidth * (0.5 + Math.random() * 0.5) * scale.x;
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const height = rule.baseHeight * (0.5 + Math.random() * 0.5) * scale.y;
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const depth = rule.baseDepth * (0.5 + Math.random() * 0.5) * scale.z;
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// Create geometry
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const geometry = new THREE.BoxGeometry(width, height, depth);
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const buildingPart = new THREE.Mesh(geometry, material);
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// Position and add to group
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buildingPart.position.copy(currentPosition);
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buildingPart.rotation.copy(currentRotation);
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buildingPart.castShadow = true;
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buildingPart.receiveShadow = true;
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// Add windows if part is large enough
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if (height > 5 && width > 2 && depth > 2) {
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addWindowsToBuilding(buildingPart, width, height, depth);
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}
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buildingGroup.add(buildingPart);
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// Move forward in the direction of current rotation
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const direction = new THREE.Vector3(0, height/2, 0);
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direction.applyEuler(currentRotation);
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currentPosition.add(direction);
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break;
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case '
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case '
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case '
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currentRotation.x += rule.angle;
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break;
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case '\\': // Rotate around X axis (opposite)
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currentRotation.x -= rule.angle;
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break;
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case '^': // Rotate around Z axis
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currentRotation.z += rule.angle;
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break;
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case '&': // Rotate around Z axis (opposite)
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currentRotation.z -= rule.angle;
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break;
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case '[': // Push state
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stack.push({
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position: currentPosition.clone(),
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rotation: currentRotation.clone(),
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scale: scale.clone()
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});
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break;
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case ']': // Pop state
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if (stack.length > 0) {
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const state = stack.pop();
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currentPosition = state.position;
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currentRotation = state.rotation;
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scale = state.scale;
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}
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break;
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case '>': // Scale up
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scale.multiplyScalar(1.2);
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break;
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case '<': // Scale down
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scale.multiplyScalar(0.8);
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break;
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}
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}
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return buildingGroup;
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}
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// Create
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function createCity() {
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const citySize = 5; // Size of the city grid
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const spacing = 15; // Spacing between building centers
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for (let x = -citySize; x <= citySize; x++) {
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for (let z = -citySize; z <= citySize; z++) {
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// Skip sometimes to create spaces
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if (Math.random() < 0.2) continue;
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const position = new THREE.Vector3(
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x * spacing + (Math.random() * 2 - 1), // Add slight randomness
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0, // Will be adjusted by the L-system
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z * spacing + (Math.random() * 2 - 1)
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);
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// Select a building style based on probability
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let selectedRule = null;
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let random = Math.random();
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let cumulativeProbability = 0;
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for (const rule of buildingRules) {
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cumulativeProbability += rule.probability;
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if (random <= cumulativeProbability) {
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selectedRule = rule;
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break;
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}
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}
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if (!selectedRule) {
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selectedRule = buildingRules[0]; // Default to first rule if somehow none selected
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}
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// Create building using L-system
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const building = interpretLSystem(selectedRule, position, new THREE.Euler());
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scene.add(building);
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buildings.push(building);
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}
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}
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const roadWidth = 8;
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const roadColor = 0x333333;
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// X-axis roads
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for (let x = -citySize; x <= citySize; x++) {
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const roadGeometry = new THREE.PlaneGeometry(roadWidth, citySize * 2 * spacing + roadWidth);
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const roadMaterial = new THREE.MeshStandardMaterial({
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color: roadColor,
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roughness: 0.9,
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metalness: 0.1
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});
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const road = new THREE.Mesh(roadGeometry, roadMaterial);
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road.rotation.x = -Math.PI / 2;
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road.position.set(x * spacing, 0.01, 0);
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scene.add(road);
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// Add road markings
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const markingGeometry = new THREE.PlaneGeometry(0.5, citySize * 2 * spacing + roadWidth);
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const markingMaterial = new THREE.MeshStandardMaterial({
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const marking = new THREE.Mesh(markingGeometry, markingMaterial);
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marking.rotation.x = -Math.PI / 2;
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marking.position.set(x * spacing, 0.02, 0);
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scene.add(marking);
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}
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// Z-axis roads
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for (let z = -citySize; z <= citySize; z++) {
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const roadGeometry = new THREE.PlaneGeometry(citySize * 2 * spacing + roadWidth, roadWidth);
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const roadMaterial = new THREE.MeshStandardMaterial({
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color: roadColor,
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roughness: 0.9,
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metalness: 0.1
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});
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const road = new THREE.Mesh(roadGeometry, roadMaterial);
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road.rotation.x = -Math.PI / 2;
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road.position.set(0, 0.01, z * spacing);
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scene.add(road);
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// Add road markings
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const markingGeometry = new THREE.PlaneGeometry(citySize * 2 * spacing + roadWidth, 0.5);
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const markingMaterial = new THREE.MeshStandardMaterial({
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const marking = new THREE.Mesh(markingGeometry, markingMaterial);
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marking.rotation.x = -Math.PI / 2;
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marking.position.set(0, 0.02, z * spacing);
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}
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}
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// Add windows to
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function addWindowsToBuilding(building, width, height, depth) {
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const windowSize = 0.5;
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const windowSpacing = 1.5;
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const windowGeometry = new THREE.PlaneGeometry(windowSize, windowSize);
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const windowMaterial = new THREE.MeshStandardMaterial({
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color: 0xffffcc,
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emissive: 0xffffcc,
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emissiveIntensity: 0.5,
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transparent: true,
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opacity: 0.8
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});
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// Calculate how many levels of windows to add based on building height
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const numLevels = Math.floor((height - 2) / windowSpacing);
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// Front and back
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const frontZ = depth / 2 + 0.01;
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const backZ = -depth / 2 - 0.01;
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for (let level = 0; level < numLevels; level++) {
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-
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for (let x = -width / 2 + windowSpacing; x < width / 2 - windowSpacing / 2; x += windowSpacing) {
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// Only add some windows randomly
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if (Math.random() < 0.3) continue;
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// Front window
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const frontWindow = new THREE.Mesh(windowGeometry, windowMaterial);
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frontWindow.position.set(x, y,
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frontWindow.rotation.y = Math.PI;
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building.add(frontWindow);
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// Back window
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const backWindow = new THREE.Mesh(windowGeometry, windowMaterial);
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backWindow.position.set(x, y,
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building.add(backWindow);
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}
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}
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//
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const rightX = width / 2 + 0.01;
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const leftX = -width / 2 - 0.01;
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for (let level = 0; level < numLevels; level++) {
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for (let z = -depth / 2 + windowSpacing; z < depth / 2 - windowSpacing / 2; z += windowSpacing) {
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// Only add some windows randomly
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if (Math.random() < 0.3) continue;
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// Right window
|
474 |
const rightWindow = new THREE.Mesh(windowGeometry, windowMaterial);
|
475 |
-
rightWindow.position.set(
|
476 |
-
rightWindow.rotation.y = Math.PI
|
477 |
building.add(rightWindow);
|
478 |
-
|
479 |
-
// Left window
|
480 |
const leftWindow = new THREE.Mesh(windowGeometry, windowMaterial);
|
481 |
-
leftWindow.position.set(
|
482 |
-
leftWindow.rotation.y =
|
483 |
building.add(leftWindow);
|
484 |
}
|
485 |
}
|
486 |
}
|
487 |
|
488 |
-
//
|
489 |
function createCollectibles() {
|
490 |
-
const citySize = 5;
|
491 |
-
const spacing = 15;
|
492 |
-
|
493 |
for (let i = 0; i < 20; i++) {
|
|
|
|
|
|
|
|
|
494 |
const x = (Math.random() * 2 - 1) * citySize * spacing;
|
495 |
const z = (Math.random() * 2 - 1) * citySize * spacing;
|
496 |
const y = 1 + Math.random() * 20;
|
497 |
-
|
498 |
-
const collectibleGeometry = new THREE.BoxGeometry(1, 1, 1);
|
499 |
-
const collectibleMaterial = new THREE.MeshStandardMaterial({
|
500 |
-
color: 0xffff00,
|
501 |
-
emissive: 0xffff00,
|
502 |
-
emissiveIntensity: 0.5,
|
503 |
-
transparent: true,
|
504 |
-
opacity: 0.8
|
505 |
-
});
|
506 |
-
|
507 |
-
const collectible = new THREE.Mesh(collectibleGeometry, collectibleMaterial);
|
508 |
collectible.position.set(x, y, z);
|
509 |
-
collectible.userData
|
510 |
-
|
511 |
-
|
512 |
-
|
513 |
-
|
514 |
-
|
515 |
scene.add(collectible);
|
516 |
collectibles.push(collectible);
|
517 |
}
|
518 |
}
|
519 |
|
520 |
-
// Create skybox with clouds
|
521 |
function createSkybox() {
|
522 |
-
const
|
523 |
-
|
524 |
-
color: 0x87CEEB,
|
525 |
-
|
526 |
-
});
|
527 |
-
const sky = new THREE.Mesh(skyGeometry, skyMaterial);
|
528 |
scene.add(sky);
|
529 |
-
|
530 |
-
// Add clouds
|
531 |
for (let i = 0; i < 50; i++) {
|
532 |
-
const radius = 350;
|
533 |
-
const
|
534 |
-
|
535 |
-
|
536 |
-
|
537 |
-
|
538 |
-
|
539 |
-
|
540 |
-
|
541 |
-
|
542 |
-
const cloudMaterial = new THREE.MeshStandardMaterial({
|
543 |
-
color: 0xffffff,
|
544 |
-
roughness: 1,
|
545 |
-
metalness: 0,
|
546 |
-
transparent: true,
|
547 |
-
opacity: 0.8
|
548 |
-
});
|
549 |
-
|
550 |
-
const cloud = new THREE.Mesh(cloudGeometry, cloudMaterial);
|
551 |
-
cloud.position.set(x, y, z);
|
552 |
cloud.userData.rotationSpeed = 0.0001 + Math.random() * 0.0002;
|
553 |
-
|
554 |
scene.add(cloud);
|
555 |
}
|
556 |
}
|
557 |
|
558 |
-
|
559 |
-
|
560 |
-
|
561 |
-
|
562 |
-
|
563 |
-
const playerMaterial = new THREE.MeshStandardMaterial({ color: 0x0000ff });
|
564 |
-
const player = new THREE.Mesh(playerGeometry, playerMaterial);
|
565 |
-
player.position.set(0, playerHeight / 2, 0);
|
566 |
player.castShadow = true;
|
567 |
scene.add(player);
|
568 |
|
569 |
-
// Player physics
|
570 |
const playerVelocity = new THREE.Vector3();
|
571 |
const playerDirection = new THREE.Vector3();
|
572 |
let isJumping = false;
|
573 |
-
const GRAVITY = 0.2;
|
574 |
-
|
575 |
-
|
576 |
-
|
577 |
-
// Player collision detection
|
578 |
-
function checkPlayerCollisions() {
|
579 |
-
// Collectible collisions
|
580 |
-
for (let i = collectibles.length - 1; i >= 0; i--) {
|
581 |
-
const collectible = collectibles[i];
|
582 |
-
const distance = player.position.distanceTo(collectible.position);
|
583 |
-
|
584 |
-
if (distance < playerRadius + 1) {
|
585 |
-
scene.remove(collectible);
|
586 |
-
collectibles.splice(i, 1);
|
587 |
-
score += 10;
|
588 |
-
document.getElementById('score').textContent = `Score: ${score}`;
|
589 |
-
}
|
590 |
-
}
|
591 |
-
|
592 |
-
// Building collisions - updated for composite buildings
|
593 |
-
for (const building of buildings) {
|
594 |
-
// For each building group, we need to check collision with each child
|
595 |
-
building.traverse((child) => {
|
596 |
-
if (child.isMesh) {
|
597 |
-
const buildingBox = new THREE.Box3().setFromObject(child);
|
598 |
-
const playerPos = player.position.clone();
|
599 |
-
|
600 |
-
// Check if player is inside building bounds but add some margin for the radius
|
601 |
-
if (playerPos.x + playerRadius > buildingBox.min.x &&
|
602 |
-
playerPos.x - playerRadius < buildingBox.max.x &&
|
603 |
-
playerPos.z + playerRadius > buildingBox.min.z &&
|
604 |
-
playerPos.z - playerRadius < buildingBox.max.z) {
|
605 |
-
|
606 |
-
// Find the closest edge to push the player away from
|
607 |
-
const edgeDistances = [
|
608 |
-
{edge: 'left', dist: Math.abs(playerPos.x - buildingBox.min.x)},
|
609 |
-
{edge: 'right', dist: Math.abs(playerPos.x - buildingBox.max.x)},
|
610 |
-
{edge: 'front', dist: Math.abs(playerPos.z - buildingBox.min.z)},
|
611 |
-
{edge: 'back', dist: Math.abs(playerPos.z - buildingBox.max.z)}
|
612 |
-
];
|
613 |
-
|
614 |
-
edgeDistances.sort((a, b) => a.dist - b.dist);
|
615 |
-
const closestEdge = edgeDistances[0].edge;
|
616 |
-
|
617 |
-
// Push player away from the closest edge
|
618 |
-
switch (closestEdge) {
|
619 |
-
case 'left':
|
620 |
-
player.position.x = buildingBox.min.x - playerRadius;
|
621 |
-
break;
|
622 |
-
case 'right':
|
623 |
-
player.position.x = buildingBox.max.x + playerRadius;
|
624 |
-
break;
|
625 |
-
case 'front':
|
626 |
-
player.position.z = buildingBox.min.z - playerRadius;
|
627 |
-
break;
|
628 |
-
case 'back':
|
629 |
-
player.position.z = buildingBox.max.z + playerRadius;
|
630 |
-
break;
|
631 |
-
}
|
632 |
-
}
|
633 |
-
}
|
634 |
-
});
|
635 |
-
}
|
636 |
-
|
637 |
-
// Floor collision and jumping physics
|
638 |
-
if (player.position.y <= playerHeight / 2) {
|
639 |
-
player.position.y = playerHeight / 2;
|
640 |
-
playerVelocity.y = 0;
|
641 |
-
isJumping = false;
|
642 |
-
}
|
643 |
-
}
|
644 |
-
|
645 |
-
// Controls
|
646 |
-
const keys = {
|
647 |
-
w: false,
|
648 |
-
a: false,
|
649 |
-
s: false,
|
650 |
-
d: false,
|
651 |
-
space: false
|
652 |
-
};
|
653 |
|
654 |
-
|
655 |
-
|
656 |
-
x: 0,
|
657 |
-
y: 0
|
658 |
-
};
|
659 |
-
|
660 |
-
let cameraRotation = 0;
|
661 |
-
let cameraPitch = 0;
|
662 |
|
663 |
document.addEventListener('keydown', (event) => {
|
664 |
switch (event.key.toLowerCase()) {
|
@@ -667,6 +313,7 @@
|
|
667 |
case 's': keys.s = true; break;
|
668 |
case 'd': keys.d = true; break;
|
669 |
case ' ': keys.space = true; break;
|
|
|
670 |
}
|
671 |
});
|
672 |
|
@@ -677,72 +324,157 @@
|
|
677 |
case 's': keys.s = false; break;
|
678 |
case 'd': keys.d = false; break;
|
679 |
case ' ': keys.space = false; break;
|
|
|
680 |
}
|
681 |
});
|
682 |
|
683 |
document.addEventListener('mousemove', (event) => {
|
684 |
-
// Only capture mouse if pointer is locked
|
685 |
if (document.pointerLockElement === renderer.domElement) {
|
686 |
cameraRotation -= event.movementX * 0.002;
|
687 |
cameraPitch -= event.movementY * 0.002;
|
688 |
-
|
689 |
-
// Limit pitch to prevent camera flipping
|
690 |
cameraPitch = Math.max(-Math.PI / 2 + 0.1, Math.min(Math.PI / 2 - 0.1, cameraPitch));
|
691 |
}
|
692 |
});
|
693 |
|
694 |
-
// Lock pointer when clicking on the game
|
695 |
renderer.domElement.addEventListener('click', () => {
|
696 |
-
if (!document.pointerLockElement)
|
697 |
-
renderer.domElement.requestPointerLock();
|
698 |
-
}
|
699 |
});
|
700 |
|
701 |
-
|
702 |
-
|
703 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
704 |
playerVelocity.y -= GRAVITY;
|
705 |
-
|
706 |
-
// Handle jumping
|
707 |
if (keys.space && !isJumping) {
|
708 |
playerVelocity.y = JUMP_FORCE;
|
709 |
isJumping = true;
|
710 |
}
|
711 |
-
|
712 |
-
// Get movement direction based on camera rotation
|
713 |
-
// Switching W and S keys (W now moves backward, S moves forward)
|
714 |
playerDirection.z = Number(keys.s) - Number(keys.w);
|
715 |
playerDirection.x = Number(keys.d) - Number(keys.a);
|
716 |
playerDirection.normalize();
|
717 |
-
|
718 |
-
// Rotate direction based on camera rotation
|
719 |
playerDirection.applyAxisAngle(new THREE.Vector3(0, 1, 0), cameraRotation);
|
720 |
-
|
721 |
-
|
722 |
-
player.position.x += playerDirection.x * MOVE_SPEED;
|
723 |
-
player.position.z += playerDirection.z * MOVE_SPEED;
|
724 |
player.position.y += playerVelocity.y;
|
725 |
-
|
726 |
-
|
727 |
-
camera.position.x = player.position.x;
|
728 |
-
camera.position.z = player.position.z;
|
729 |
-
camera.position.y = player.position.y + 1.5; // Eye level
|
730 |
-
|
731 |
-
// Update camera rotation
|
732 |
-
camera.rotation.order = 'YXZ'; // Important for proper rotation
|
733 |
camera.rotation.y = cameraRotation;
|
734 |
camera.rotation.x = cameraPitch;
|
735 |
-
|
736 |
-
// Collision detection
|
737 |
checkPlayerCollisions();
|
738 |
}
|
739 |
|
740 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
741 |
function updateTimer() {
|
742 |
if (gameActive && timeRemaining > 0) {
|
743 |
timeRemaining--;
|
744 |
document.getElementById('time').textContent = `Time: ${timeRemaining}`;
|
745 |
-
|
746 |
if (timeRemaining === 0) {
|
747 |
gameActive = false;
|
748 |
endGame();
|
@@ -750,72 +482,29 @@
|
|
750 |
}
|
751 |
}
|
752 |
|
753 |
-
// End game
|
754 |
function endGame() {
|
755 |
const endScreen = document.createElement('div');
|
756 |
-
endScreen.style.
|
757 |
-
endScreen.style.top = '50%';
|
758 |
-
endScreen.style.left = '50%';
|
759 |
-
endScreen.style.transform = 'translate(-50%, -50%)';
|
760 |
-
endScreen.style.background = 'rgba(0, 0, 0, 0.8)';
|
761 |
-
endScreen.style.color = 'white';
|
762 |
-
endScreen.style.padding = '20px';
|
763 |
-
endScreen.style.borderRadius = '10px';
|
764 |
-
endScreen.style.textAlign = 'center';
|
765 |
endScreen.innerHTML = `
|
766 |
<h2>Game Over!</h2>
|
767 |
<p>Your final score: ${score}</p>
|
768 |
-
<button id="restart-btn" style="padding:
|
769 |
`;
|
770 |
document.body.appendChild(endScreen);
|
771 |
-
|
772 |
document.getElementById('restart-btn').addEventListener('click', () => {
|
773 |
document.body.removeChild(endScreen);
|
774 |
-
score = 0;
|
775 |
-
timeRemaining = 60;
|
776 |
-
gameActive = true;
|
777 |
document.getElementById('score').textContent = `Score: ${score}`;
|
778 |
document.getElementById('time').textContent = `Time: ${timeRemaining}`;
|
779 |
-
|
780 |
-
// Reset player position
|
781 |
-
player.position.set(0, playerHeight / 2, 0);
|
782 |
playerVelocity.set(0, 0, 0);
|
783 |
-
|
784 |
-
|
785 |
-
cameraRotation = 0;
|
786 |
-
cameraPitch = 0;
|
787 |
-
|
788 |
-
// Reset collectibles
|
789 |
-
for (const collectible of collectibles) {
|
790 |
-
scene.remove(collectible);
|
791 |
-
}
|
792 |
collectibles.length = 0;
|
793 |
createCollectibles();
|
794 |
});
|
795 |
}
|
796 |
|
797 |
-
// Animation and game loop
|
798 |
-
function animate() {
|
799 |
-
requestAnimationFrame(animate);
|
800 |
-
|
801 |
-
if (gameActive) {
|
802 |
-
updatePlayer();
|
803 |
-
|
804 |
-
// Animate collectibles
|
805 |
-
for (const collectible of collectibles) {
|
806 |
-
collectible.rotation.x += collectible.userData.rotationSpeed;
|
807 |
-
collectible.rotation.y += collectible.userData.rotationSpeed * 1.5;
|
808 |
-
|
809 |
-
// Float up and down
|
810 |
-
const floatOffset = Math.sin(Date.now() * 0.001 * collectible.userData.floatSpeed) * collectible.userData.floatRange;
|
811 |
-
collectible.position.y = collectible.userData.initialY + floatOffset;
|
812 |
-
}
|
813 |
-
}
|
814 |
-
|
815 |
-
renderer.render(scene, camera);
|
816 |
-
}
|
817 |
-
|
818 |
-
// Handle window resize
|
819 |
window.addEventListener('resize', () => {
|
820 |
camera.aspect = window.innerWidth / window.innerHeight;
|
821 |
camera.updateProjectionMatrix();
|
@@ -826,11 +515,7 @@
|
|
826 |
createCity();
|
827 |
createCollectibles();
|
828 |
createSkybox();
|
829 |
-
|
830 |
-
// Start game timer
|
831 |
setInterval(updateTimer, 1000);
|
832 |
-
|
833 |
-
// Start animation loop
|
834 |
animate();
|
835 |
</script>
|
836 |
</body>
|
|
|
5 |
<meta name="viewport" content="width=device-width, initial-scale=1.0">
|
6 |
<title>3D City Scene</title>
|
7 |
<style>
|
8 |
+
body { margin: 0; overflow: hidden; font-family: Arial, sans-serif; }
|
9 |
+
canvas { display: block; }
|
|
|
|
|
|
|
|
|
|
|
|
|
10 |
.ui-container {
|
11 |
+
position: absolute; top: 10px; left: 10px; color: white;
|
12 |
+
background-color: rgba(0, 0, 0, 0.5); padding: 10px; border-radius: 5px;
|
|
|
|
|
|
|
|
|
|
|
13 |
user-select: none;
|
14 |
}
|
15 |
.controls {
|
16 |
+
position: absolute; bottom: 10px; left: 10px; color: white;
|
17 |
+
background-color: rgba(0, 0, 0, 0.5); padding: 10px; border-radius: 5px;
|
|
|
|
|
|
|
|
|
|
|
18 |
}
|
19 |
</style>
|
20 |
</head>
|
|
|
25 |
<div id="time">Time: 60</div>
|
26 |
</div>
|
27 |
<div class="controls">
|
28 |
+
<p>Controls: W/A/S/D to move, Mouse to look, Space to jump, Shift for speed boost</p>
|
29 |
<p>Collect the floating cubes to score points!</p>
|
30 |
</div>
|
31 |
|
32 |
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js"></script>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
33 |
<script>
|
34 |
// Game variables
|
35 |
+
let score = 0, timeRemaining = 60, gameActive = true;
|
|
|
|
|
36 |
|
37 |
+
// Scene setup
|
38 |
const scene = new THREE.Scene();
|
|
|
|
|
|
|
39 |
const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
|
40 |
camera.position.set(0, 5, 15);
|
|
|
|
|
41 |
const renderer = new THREE.WebGLRenderer({ antialias: true });
|
42 |
renderer.setSize(window.innerWidth, window.innerHeight);
|
43 |
renderer.shadowMap.enabled = true;
|
44 |
document.body.appendChild(renderer.domElement);
|
45 |
|
46 |
+
// Lighting
|
47 |
+
const ambientLight = new THREE.AmbientLight(0xffffff, 0.2);
|
48 |
scene.add(ambientLight);
|
49 |
|
50 |
+
// Sun and Moon
|
51 |
+
const sunLight = new THREE.DirectionalLight(0xffddaa, 0.8);
|
52 |
+
sunLight.castShadow = true;
|
53 |
+
sunLight.shadow.mapSize.width = 2048;
|
54 |
+
sunLight.shadow.mapSize.height = 2048;
|
55 |
+
sunLight.shadow.camera.near = 1;
|
56 |
+
sunLight.shadow.camera.far = 500;
|
57 |
+
sunLight.shadow.camera.left = -100;
|
58 |
+
sunLight.shadow.camera.right = 100;
|
59 |
+
sunLight.shadow.camera.top = 100;
|
60 |
+
sunLight.shadow.camera.bottom = -100;
|
61 |
+
scene.add(sunLight);
|
62 |
|
63 |
+
const moonLight = new THREE.DirectionalLight(0xaabbff, 0.4);
|
64 |
+
moonLight.castShadow = true;
|
65 |
+
moonLight.shadow.mapSize.width = 2048;
|
66 |
+
moonLight.shadow.mapSize.height = 2048;
|
67 |
+
scene.add(moonLight);
|
68 |
+
|
69 |
+
// Ground with bump mapping
|
70 |
+
const textureLoader = new THREE.TextureLoader();
|
71 |
const groundGeometry = new THREE.PlaneGeometry(200, 200);
|
72 |
const groundMaterial = new THREE.MeshStandardMaterial({
|
73 |
+
color: 0x1a5e1a,
|
74 |
roughness: 0.8,
|
75 |
+
metalness: 0.2,
|
76 |
+
bumpMap: textureLoader.load('https://threejs.org/examples/textures/terrain/grasslight-big-nm.jpg'),
|
77 |
+
bumpScale: 0.1
|
78 |
});
|
79 |
const ground = new THREE.Mesh(groundGeometry, groundMaterial);
|
80 |
ground.rotation.x = -Math.PI / 2;
|
81 |
ground.receiveShadow = true;
|
82 |
scene.add(ground);
|
83 |
|
84 |
+
// Buildings and collectibles arrays
|
85 |
+
const buildings = [], collectibles = [];
|
86 |
+
const buildingColors = [0x888888, 0x666666, 0x999999, 0xaaaaaa, 0x555555, 0x334455, 0x445566, 0x223344, 0x556677, 0x667788, 0x993333, 0x884422, 0x553333, 0x772222, 0x664433];
|
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|
87 |
|
88 |
+
// Building rules (unchanged)
|
89 |
const buildingRules = [
|
90 |
+
{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},
|
91 |
+
{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},
|
92 |
+
{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},
|
93 |
+
{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},
|
94 |
+
{name: "Simple", axiom: "F", rules: {"F": "F[+F][-F]"}, iterations: 1, baseHeight: 8, baseWidth: 6, baseDepth: 6, angle: Math.PI/4, probability: 0.25}
|
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|
95 |
];
|
96 |
+
|
97 |
+
// L-system interpreter (modified for better window positioning)
|
98 |
function interpretLSystem(rule, position, rotation) {
|
|
|
99 |
let currentString = rule.axiom;
|
|
|
|
|
100 |
for (let i = 0; i < rule.iterations; i++) {
|
101 |
let newString = "";
|
|
|
|
|
102 |
for (let j = 0; j < currentString.length; j++) {
|
103 |
+
newString += rule.rules[currentString[j]] || currentString[j];
|
|
|
104 |
}
|
|
|
105 |
currentString = newString;
|
106 |
}
|
107 |
|
|
|
108 |
let buildingGroup = new THREE.Group();
|
109 |
buildingGroup.position.copy(position);
|
|
|
|
|
110 |
const stack = [];
|
111 |
let currentPosition = new THREE.Vector3(0, 0, 0);
|
112 |
let currentRotation = rotation || new THREE.Euler();
|
113 |
let scale = new THREE.Vector3(1, 1, 1);
|
|
|
|
|
114 |
const color = buildingColors[Math.floor(Math.random() * buildingColors.length)];
|
115 |
+
const material = new THREE.MeshStandardMaterial({color: color, roughness: 0.7, metalness: 0.2});
|
|
|
|
|
|
|
|
|
116 |
|
|
|
117 |
for (let i = 0; i < currentString.length; i++) {
|
118 |
const char = currentString[i];
|
|
|
119 |
switch (char) {
|
120 |
+
case 'F':
|
|
|
121 |
const width = rule.baseWidth * (0.5 + Math.random() * 0.5) * scale.x;
|
122 |
const height = rule.baseHeight * (0.5 + Math.random() * 0.5) * scale.y;
|
123 |
const depth = rule.baseDepth * (0.5 + Math.random() * 0.5) * scale.z;
|
|
|
|
|
124 |
const geometry = new THREE.BoxGeometry(width, height, depth);
|
125 |
const buildingPart = new THREE.Mesh(geometry, material);
|
|
|
|
|
126 |
buildingPart.position.copy(currentPosition);
|
127 |
+
buildingPart.position.y += height / 2; // Center properly
|
128 |
buildingPart.rotation.copy(currentRotation);
|
129 |
buildingPart.castShadow = true;
|
130 |
buildingPart.receiveShadow = true;
|
|
|
|
|
131 |
if (height > 5 && width > 2 && depth > 2) {
|
132 |
addWindowsToBuilding(buildingPart, width, height, depth);
|
133 |
}
|
|
|
134 |
buildingGroup.add(buildingPart);
|
135 |
+
const direction = new THREE.Vector3(0, height, 0);
|
|
|
|
|
136 |
direction.applyEuler(currentRotation);
|
137 |
currentPosition.add(direction);
|
138 |
break;
|
139 |
+
case '+': currentRotation.y += rule.angle; break;
|
140 |
+
case '-': currentRotation.y -= rule.angle; break;
|
141 |
+
case '/': currentRotation.x += rule.angle; break;
|
142 |
+
case '\\': currentRotation.x -= rule.angle; break;
|
143 |
+
case '^': currentRotation.z += rule.angle; break;
|
144 |
+
case '&': currentRotation.z -= rule.angle; break;
|
145 |
+
case '[': stack.push({position: currentPosition.clone(), rotation: currentRotation.clone(), scale: scale.clone()}); break;
|
146 |
+
case ']': if (stack.length > 0) { const state = stack.pop(); currentPosition = state.position; currentRotation = state.rotation; scale = state.scale; } break;
|
147 |
+
case '>': scale.multiplyScalar(1.2); break;
|
148 |
+
case '<': scale.multiplyScalar(0.8); break;
|
|
|
|
|
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|
|
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|
|
149 |
}
|
150 |
}
|
|
|
151 |
return buildingGroup;
|
152 |
}
|
153 |
|
154 |
+
// Create city (unchanged)
|
155 |
function createCity() {
|
156 |
+
const citySize = 5, spacing = 15;
|
|
|
|
|
|
|
157 |
for (let x = -citySize; x <= citySize; x++) {
|
158 |
for (let z = -citySize; z <= citySize; z++) {
|
|
|
159 |
if (Math.random() < 0.2) continue;
|
160 |
+
const position = new THREE.Vector3(x * spacing + (Math.random() * 2 - 1), 0, z * spacing + (Math.random() * 2 - 1));
|
161 |
+
let selectedRule, random = Math.random(), cumulativeProbability = 0;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
162 |
for (const rule of buildingRules) {
|
163 |
cumulativeProbability += rule.probability;
|
164 |
+
if (random <= cumulativeProbability) { selectedRule = rule; break; }
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
165 |
}
|
166 |
+
if (!selectedRule) selectedRule = buildingRules[0];
|
|
|
167 |
const building = interpretLSystem(selectedRule, position, new THREE.Euler());
|
168 |
scene.add(building);
|
169 |
buildings.push(building);
|
170 |
}
|
171 |
}
|
172 |
+
// Roads (unchanged)
|
173 |
+
const roadWidth = 8, roadColor = 0x333333;
|
|
|
|
|
|
|
|
|
174 |
for (let x = -citySize; x <= citySize; x++) {
|
175 |
const roadGeometry = new THREE.PlaneGeometry(roadWidth, citySize * 2 * spacing + roadWidth);
|
176 |
+
const roadMaterial = new THREE.MeshStandardMaterial({color: roadColor, roughness: 0.9, metalness: 0.1});
|
|
|
|
|
|
|
|
|
177 |
const road = new THREE.Mesh(roadGeometry, roadMaterial);
|
178 |
road.rotation.x = -Math.PI / 2;
|
179 |
+
road.position.set(x * spacing, 0.01, 0);
|
180 |
scene.add(road);
|
|
|
|
|
181 |
const markingGeometry = new THREE.PlaneGeometry(0.5, citySize * 2 * spacing + roadWidth);
|
182 |
+
const markingMaterial = new THREE.MeshStandardMaterial({color: 0xffffff});
|
183 |
const marking = new THREE.Mesh(markingGeometry, markingMaterial);
|
184 |
marking.rotation.x = -Math.PI / 2;
|
185 |
marking.position.set(x * spacing, 0.02, 0);
|
186 |
scene.add(marking);
|
187 |
}
|
|
|
|
|
188 |
for (let z = -citySize; z <= citySize; z++) {
|
189 |
const roadGeometry = new THREE.PlaneGeometry(citySize * 2 * spacing + roadWidth, roadWidth);
|
190 |
+
const roadMaterial = new THREE.MeshStandardMaterial({color: roadColor, roughness: 0.9, metalness: 0.1});
|
|
|
|
|
|
|
|
|
191 |
const road = new THREE.Mesh(roadGeometry, roadMaterial);
|
192 |
road.rotation.x = -Math.PI / 2;
|
193 |
road.position.set(0, 0.01, z * spacing);
|
194 |
scene.add(road);
|
|
|
|
|
195 |
const markingGeometry = new THREE.PlaneGeometry(citySize * 2 * spacing + roadWidth, 0.5);
|
196 |
+
const markingMaterial = new THREE.MeshStandardMaterial({color: 0xffffff});
|
197 |
const marking = new THREE.Mesh(markingGeometry, markingMaterial);
|
198 |
marking.rotation.x = -Math.PI / 2;
|
199 |
marking.position.set(0, 0.02, z * spacing);
|
|
|
201 |
}
|
202 |
}
|
203 |
|
204 |
+
// Add windows to building (fixed positioning)
|
205 |
function addWindowsToBuilding(building, width, height, depth) {
|
206 |
+
const windowSize = 0.5, windowSpacing = 1.5;
|
|
|
207 |
const windowGeometry = new THREE.PlaneGeometry(windowSize, windowSize);
|
208 |
+
const windowMaterial = new THREE.MeshStandardMaterial({
|
209 |
+
color: 0xffffcc, emissive: 0xffffcc, emissiveIntensity: 0.5, transparent: true, opacity: 0.8
|
|
|
|
|
|
|
|
|
210 |
});
|
|
|
|
|
211 |
const numLevels = Math.floor((height - 2) / windowSpacing);
|
212 |
|
213 |
+
// Front and back
|
|
|
|
|
|
|
214 |
for (let level = 0; level < numLevels; level++) {
|
215 |
+
const y = -height/2 + 1 + level * windowSpacing;
|
216 |
+
for (let x = -width/2 + windowSpacing; x < width/2 - windowSpacing/2; x += windowSpacing) {
|
|
|
|
|
|
|
217 |
if (Math.random() < 0.3) continue;
|
|
|
|
|
218 |
const frontWindow = new THREE.Mesh(windowGeometry, windowMaterial);
|
219 |
+
frontWindow.position.set(x, y, depth/2 + 0.01);
|
|
|
220 |
building.add(frontWindow);
|
|
|
|
|
221 |
const backWindow = new THREE.Mesh(windowGeometry, windowMaterial);
|
222 |
+
backWindow.position.set(x, y, -depth/2 - 0.01);
|
223 |
+
backWindow.rotation.y = Math.PI;
|
224 |
building.add(backWindow);
|
225 |
}
|
226 |
}
|
227 |
|
228 |
+
// Sides
|
|
|
|
|
|
|
229 |
for (let level = 0; level < numLevels; level++) {
|
230 |
+
const y = -height/2 + 1 + level * windowSpacing;
|
231 |
+
for (let z = -depth/2 + windowSpacing; z < depth/2 - windowSpacing/2; z += windowSpacing) {
|
|
|
|
|
|
|
232 |
if (Math.random() < 0.3) continue;
|
|
|
|
|
233 |
const rightWindow = new THREE.Mesh(windowGeometry, windowMaterial);
|
234 |
+
rightWindow.position.set(width/2 + 0.01, y, z);
|
235 |
+
rightWindow.rotation.y = -Math.PI/2;
|
236 |
building.add(rightWindow);
|
|
|
|
|
237 |
const leftWindow = new THREE.Mesh(windowGeometry, windowMaterial);
|
238 |
+
leftWindow.position.set(-width/2 - 0.01, y, z);
|
239 |
+
leftWindow.rotation.y = Math.PI/2;
|
240 |
building.add(leftWindow);
|
241 |
}
|
242 |
}
|
243 |
}
|
244 |
|
245 |
+
// Collectibles, skybox, player setup (unchanged)
|
246 |
function createCollectibles() {
|
247 |
+
const citySize = 5, spacing = 15;
|
|
|
|
|
248 |
for (let i = 0; i < 20; i++) {
|
249 |
+
const collectible = new THREE.Mesh(
|
250 |
+
new THREE.BoxGeometry(1, 1, 1),
|
251 |
+
new THREE.MeshStandardMaterial({color: 0xffff00, emissive: 0xffff00, emissiveIntensity: 0.5, transparent: true, opacity: 0.8})
|
252 |
+
);
|
253 |
const x = (Math.random() * 2 - 1) * citySize * spacing;
|
254 |
const z = (Math.random() * 2 - 1) * citySize * spacing;
|
255 |
const y = 1 + Math.random() * 20;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
256 |
collectible.position.set(x, y, z);
|
257 |
+
collectible.userData = {
|
258 |
+
id: i, rotationSpeed: 0.01 + Math.random() * 0.02,
|
259 |
+
floatSpeed: 0.5 + Math.random() * 0.5, floatRange: 0.5 + Math.random() * 0.5,
|
260 |
+
initialY: y
|
261 |
+
};
|
|
|
262 |
scene.add(collectible);
|
263 |
collectibles.push(collectible);
|
264 |
}
|
265 |
}
|
266 |
|
|
|
267 |
function createSkybox() {
|
268 |
+
const sky = new THREE.Mesh(
|
269 |
+
new THREE.SphereGeometry(400, 32, 32),
|
270 |
+
new THREE.MeshBasicMaterial({color: 0x87CEEB, side: THREE.BackSide})
|
271 |
+
);
|
|
|
|
|
272 |
scene.add(sky);
|
|
|
|
|
273 |
for (let i = 0; i < 50; i++) {
|
274 |
+
const radius = 350, phi = Math.random() * Math.PI, theta = Math.random() * Math.PI * 2;
|
275 |
+
const cloud = new THREE.Mesh(
|
276 |
+
new THREE.SphereGeometry(10 + Math.random() * 20, 8, 8),
|
277 |
+
new THREE.MeshStandardMaterial({color: 0xffffff, roughness: 1, metalness: 0, transparent: true, opacity: 0.8})
|
278 |
+
);
|
279 |
+
cloud.position.set(
|
280 |
+
radius * Math.sin(phi) * Math.cos(theta),
|
281 |
+
radius * Math.cos(phi) + 50,
|
282 |
+
radius * Math.sin(phi) * Math.sin(theta)
|
283 |
+
);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
284 |
cloud.userData.rotationSpeed = 0.0001 + Math.random() * 0.0002;
|
|
|
285 |
scene.add(cloud);
|
286 |
}
|
287 |
}
|
288 |
|
289 |
+
const player = new THREE.Mesh(
|
290 |
+
new THREE.CylinderGeometry(0.5, 0.5, 2, 8),
|
291 |
+
new THREE.MeshStandardMaterial({color: 0x0000ff})
|
292 |
+
);
|
293 |
+
player.position.set(0, 1, 0);
|
|
|
|
|
|
|
294 |
player.castShadow = true;
|
295 |
scene.add(player);
|
296 |
|
297 |
+
// Player physics and controls
|
298 |
const playerVelocity = new THREE.Vector3();
|
299 |
const playerDirection = new THREE.Vector3();
|
300 |
let isJumping = false;
|
301 |
+
const GRAVITY = 0.2, JUMP_FORCE = 0.7, BASE_SPEED = 0.2;
|
302 |
+
let moveSpeed = BASE_SPEED;
|
303 |
+
let speedBoostActive = false, speedBoostCooldown = false;
|
304 |
+
let speedBoostTimer = 0, cooldownTimer = 0;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
305 |
|
306 |
+
const keys = {w: false, a: false, s: false, d: false, space: false, shift: false};
|
307 |
+
let cameraRotation = 0, cameraPitch = 0;
|
|
|
|
|
|
|
|
|
|
|
|
|
308 |
|
309 |
document.addEventListener('keydown', (event) => {
|
310 |
switch (event.key.toLowerCase()) {
|
|
|
313 |
case 's': keys.s = true; break;
|
314 |
case 'd': keys.d = true; break;
|
315 |
case ' ': keys.space = true; break;
|
316 |
+
case 'shift': keys.shift = true; break;
|
317 |
}
|
318 |
});
|
319 |
|
|
|
324 |
case 's': keys.s = false; break;
|
325 |
case 'd': keys.d = false; break;
|
326 |
case ' ': keys.space = false; break;
|
327 |
+
case 'shift': keys.shift = false; break;
|
328 |
}
|
329 |
});
|
330 |
|
331 |
document.addEventListener('mousemove', (event) => {
|
|
|
332 |
if (document.pointerLockElement === renderer.domElement) {
|
333 |
cameraRotation -= event.movementX * 0.002;
|
334 |
cameraPitch -= event.movementY * 0.002;
|
|
|
|
|
335 |
cameraPitch = Math.max(-Math.PI / 2 + 0.1, Math.min(Math.PI / 2 - 0.1, cameraPitch));
|
336 |
}
|
337 |
});
|
338 |
|
|
|
339 |
renderer.domElement.addEventListener('click', () => {
|
340 |
+
if (!document.pointerLockElement) renderer.domElement.requestPointerLock();
|
|
|
|
|
341 |
});
|
342 |
|
343 |
+
function updatePlayer(delta) {
|
344 |
+
// Speed boost handling
|
345 |
+
if (keys.shift && !speedBoostActive && !speedBoostCooldown) {
|
346 |
+
speedBoostActive = true;
|
347 |
+
speedBoostTimer = 10;
|
348 |
+
moveSpeed = BASE_SPEED * 2;
|
349 |
+
}
|
350 |
+
if (speedBoostActive) {
|
351 |
+
speedBoostTimer -= delta;
|
352 |
+
if (speedBoostTimer <= 0) {
|
353 |
+
speedBoostActive = false;
|
354 |
+
speedBoostCooldown = true;
|
355 |
+
cooldownTimer = 10;
|
356 |
+
moveSpeed = BASE_SPEED;
|
357 |
+
}
|
358 |
+
}
|
359 |
+
if (speedBoostCooldown) {
|
360 |
+
cooldownTimer -= delta;
|
361 |
+
if (cooldownTimer <= 0) speedBoostCooldown = false;
|
362 |
+
}
|
363 |
+
|
364 |
playerVelocity.y -= GRAVITY;
|
|
|
|
|
365 |
if (keys.space && !isJumping) {
|
366 |
playerVelocity.y = JUMP_FORCE;
|
367 |
isJumping = true;
|
368 |
}
|
|
|
|
|
|
|
369 |
playerDirection.z = Number(keys.s) - Number(keys.w);
|
370 |
playerDirection.x = Number(keys.d) - Number(keys.a);
|
371 |
playerDirection.normalize();
|
|
|
|
|
372 |
playerDirection.applyAxisAngle(new THREE.Vector3(0, 1, 0), cameraRotation);
|
373 |
+
player.position.x += playerDirection.x * moveSpeed;
|
374 |
+
player.position.z += playerDirection.z * moveSpeed;
|
|
|
|
|
375 |
player.position.y += playerVelocity.y;
|
376 |
+
camera.position.set(player.position.x, player.position.y + 1.5, player.position.z);
|
377 |
+
camera.rotation.order = 'YXZ';
|
|
|
|
|
|
|
|
|
|
|
|
|
378 |
camera.rotation.y = cameraRotation;
|
379 |
camera.rotation.x = cameraPitch;
|
|
|
|
|
380 |
checkPlayerCollisions();
|
381 |
}
|
382 |
|
383 |
+
function checkPlayerCollisions() {
|
384 |
+
for (let i = collectibles.length - 1; i >= 0; i--) {
|
385 |
+
const collectible = collectibles[i];
|
386 |
+
if (player.position.distanceTo(collectible.position) < 1) {
|
387 |
+
scene.remove(collectible);
|
388 |
+
collectibles.splice(i, 1);
|
389 |
+
score += 10;
|
390 |
+
document.getElementById('score').textContent = `Score: ${score}`;
|
391 |
+
}
|
392 |
+
}
|
393 |
+
for (const building of buildings) {
|
394 |
+
building.traverse((child) => {
|
395 |
+
if (child.isMesh) {
|
396 |
+
const buildingBox = new THREE.Box3().setFromObject(child);
|
397 |
+
const playerPos = player.position.clone();
|
398 |
+
if (playerPos.x + 0.5 > buildingBox.min.x && playerPos.x - 0.5 < buildingBox.max.x &&
|
399 |
+
playerPos.z + 0.5 > buildingBox.min.z && playerPos.z - 0.5 < buildingBox.max.z) {
|
400 |
+
const edgeDistances = [
|
401 |
+
{edge: 'left', dist: Math.abs(playerPos.x - buildingBox.min.x)},
|
402 |
+
{edge: 'right', dist: Math.abs(playerPos.x - buildingBox.max.x)},
|
403 |
+
{edge: 'front', dist: Math.abs(playerPos.z - buildingBox.min.z)},
|
404 |
+
{edge: 'back', dist: Math.abs(playerPos.z - buildingBox.max.z)}
|
405 |
+
].sort((a, b) => a.dist - b.dist);
|
406 |
+
switch (edgeDistances[0].edge) {
|
407 |
+
case 'left': player.position.x = buildingBox.min.x - 0.5; break;
|
408 |
+
case 'right': player.position.x = buildingBox.max.x + 0.5; break;
|
409 |
+
case 'front': player.position.z = buildingBox.min.z - 0.5; break;
|
410 |
+
case 'back': player.position.z = buildingBox.max.z + 0.5; break;
|
411 |
+
}
|
412 |
+
}
|
413 |
+
}
|
414 |
+
});
|
415 |
+
}
|
416 |
+
if (player.position.y <= 1) {
|
417 |
+
player.position.y = 1;
|
418 |
+
playerVelocity.y = 0;
|
419 |
+
isJumping = false;
|
420 |
+
}
|
421 |
+
}
|
422 |
+
|
423 |
+
// Sun and Moon cycle
|
424 |
+
let cycleTime = 0;
|
425 |
+
function updateLighting(delta) {
|
426 |
+
cycleTime += delta;
|
427 |
+
const cycleDuration = 120; // 2 minutes in seconds
|
428 |
+
const angle = (cycleTime / cycleDuration) * Math.PI * 2;
|
429 |
+
|
430 |
+
// Sun position and intensity
|
431 |
+
sunLight.position.set(
|
432 |
+
Math.cos(angle) * 100,
|
433 |
+
Math.sin(angle) * 100,
|
434 |
+
Math.sin(angle) * 50
|
435 |
+
);
|
436 |
+
sunLight.intensity = Math.max(0, Math.sin(angle)) * 0.8;
|
437 |
+
|
438 |
+
// Moon position and intensity
|
439 |
+
moonLight.position.set(
|
440 |
+
Math.cos(angle + Math.PI) * 100,
|
441 |
+
Math.sin(angle + Math.PI) * 100,
|
442 |
+
Math.sin(angle + Math.PI) * 50
|
443 |
+
);
|
444 |
+
moonLight.intensity = Math.max(0, Math.sin(angle + Math.PI)) * 0.4;
|
445 |
+
|
446 |
+
// Sky color transition
|
447 |
+
const dayColor = new THREE.Color(0x87CEEB);
|
448 |
+
const nightColor = new THREE.Color(0x001133);
|
449 |
+
scene.background = dayColor.clone().lerp(nightColor, Math.max(0, -Math.sin(angle)));
|
450 |
+
}
|
451 |
+
|
452 |
+
// Game loop
|
453 |
+
let lastTime = performance.now();
|
454 |
+
function animate() {
|
455 |
+
requestAnimationFrame(animate);
|
456 |
+
const currentTime = performance.now();
|
457 |
+
const delta = (currentTime - lastTime) / 1000;
|
458 |
+
lastTime = currentTime;
|
459 |
+
|
460 |
+
if (gameActive) {
|
461 |
+
updatePlayer(delta);
|
462 |
+
updateLighting(delta);
|
463 |
+
for (const collectible of collectibles) {
|
464 |
+
collectible.rotation.x += collectible.userData.rotationSpeed;
|
465 |
+
collectible.rotation.y += collectible.userData.rotationSpeed * 1.5;
|
466 |
+
collectible.position.y = collectible.userData.initialY +
|
467 |
+
Math.sin(Date.now() * 0.001 * collectible.userData.floatSpeed) * collectible.userData.floatRange;
|
468 |
+
}
|
469 |
+
}
|
470 |
+
renderer.render(scene, camera);
|
471 |
+
}
|
472 |
+
|
473 |
+
// Timer and end game (unchanged)
|
474 |
function updateTimer() {
|
475 |
if (gameActive && timeRemaining > 0) {
|
476 |
timeRemaining--;
|
477 |
document.getElementById('time').textContent = `Time: ${timeRemaining}`;
|
|
|
478 |
if (timeRemaining === 0) {
|
479 |
gameActive = false;
|
480 |
endGame();
|
|
|
482 |
}
|
483 |
}
|
484 |
|
|
|
485 |
function endGame() {
|
486 |
const endScreen = document.createElement('div');
|
487 |
+
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;';
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
488 |
endScreen.innerHTML = `
|
489 |
<h2>Game Over!</h2>
|
490 |
<p>Your final score: ${score}</p>
|
491 |
+
<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>
|
492 |
`;
|
493 |
document.body.appendChild(endScreen);
|
|
|
494 |
document.getElementById('restart-btn').addEventListener('click', () => {
|
495 |
document.body.removeChild(endScreen);
|
496 |
+
score = 0; timeRemaining = 60; gameActive = true;
|
|
|
|
|
497 |
document.getElementById('score').textContent = `Score: ${score}`;
|
498 |
document.getElementById('time').textContent = `Time: ${timeRemaining}`;
|
499 |
+
player.position.set(0, 1, 0);
|
|
|
|
|
500 |
playerVelocity.set(0, 0, 0);
|
501 |
+
cameraRotation = 0; cameraPitch = 0;
|
502 |
+
for (const collectible of collectibles) scene.remove(collectible);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
503 |
collectibles.length = 0;
|
504 |
createCollectibles();
|
505 |
});
|
506 |
}
|
507 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
508 |
window.addEventListener('resize', () => {
|
509 |
camera.aspect = window.innerWidth / window.innerHeight;
|
510 |
camera.updateProjectionMatrix();
|
|
|
515 |
createCity();
|
516 |
createCollectibles();
|
517 |
createSkybox();
|
|
|
|
|
518 |
setInterval(updateTimer, 1000);
|
|
|
|
|
519 |
animate();
|
520 |
</script>
|
521 |
</body>
|