Update index.html
Browse files- index.html +24 -326
index.html
CHANGED
@@ -2,9 +2,8 @@
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<html>
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<head>
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<meta charset="utf-8">
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<title>
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<script src="https://cdnjs.cloudflare.com/ajax/libs/aframe/1.2.0/aframe.min.js"></script>
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<script src="https://cdnjs.cloudflare.com/ajax/libs/simplex-noise/2.4.0/simplex-noise.min.js"></script>
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<style>
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.ui-panel {
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position: fixed;
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@@ -22,7 +21,7 @@
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margin: 5px 0;
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padding: 5px 10px;
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}
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.
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position: fixed;
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top: 20px;
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right: 20px;
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@@ -33,7 +32,7 @@
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color: white;
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font-family: Arial, sans-serif;
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}
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.
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width: 50px;
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margin-right: 5px;
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}
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@@ -46,148 +45,51 @@
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<button onclick="addPrimitive('cylinder')">Add Cylinder</button>
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<button onclick="addPrimitive('cone')">Add Cone</button>
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<button onclick="addPrimitive('torus')">Add Torus</button>
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<button onclick="toggleGameMode()">Toggle Game Mode</button>
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</div>
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<div class="
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<h3>Object Controls</h3>
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<p>Position:</p>
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<input id="px" type="number" placeholder="X">
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<input id="py" type="number" placeholder="Y">
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<input id="pz" type="number" placeholder="Z">
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<p>Rotation (degrees):</p>
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<input id="rx" type="number" placeholder="X">
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<input id="ry" type="number" placeholder="Y">
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<input id="rz" type="number" placeholder="Z">
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<button onclick="applyTransform()">Apply Transform</button>
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<button onclick="placeInFrontOfCamera()">Place in Front of Camera</button>
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</div>
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<a-scene
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<a-sky color="#
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<a-entity id="
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<a-
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<a-
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material="color: white; shader: flat"
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raycaster="objects: .enemy, .spawner, .editable"></a-entity>
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</a-entity>
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</a-entity>
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<a-entity id="scoreBar" position="0 3 -5">
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<a-box width="1" height="0.1" depth="0.1" color="#444444"></a-box>
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<a-box id="scoreIndicator" width="1" height="0.1" depth="0.1" color="#FFA500" scale="0 1 1"></a-box>
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<a-text value="Score" position="0 0.1 0" align="center" color="white"></a-text>
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</a-entity>
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<a-entity id="healthDisplay" position="0 2.5 -5" scale="5 5 5"></a-entity>
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<a-entity id="unitCounters" position="-0.8 0.6 -1.5" scale="0.5 0.5 0.5"></a-entity>
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</a-scene>
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<script>
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// Game variables
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let score = 0;
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let health = 100;
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let enemyCount = 0;
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let spawnerCount = 0;
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// Editor variables
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let selectedObject = null;
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let isGameMode = true;
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const simplex = new SimplexNoise();
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function generateProceduralTexture(size = 256) {
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const canvas = document.createElement('canvas');
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canvas.width = canvas.height = size;
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const ctx = canvas.getContext('2d');
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const imageData = ctx.createImageData(size, size);
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const data = imageData.data;
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for (let x = 0; x < size; x++) {
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for (let y = 0; y < size; y++) {
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const i = (x + y * size) * 4;
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const value = (simplex.noise2D(x / 20, y / 20) + 1) / 2;
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const hue = Math.floor(value * 360);
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const [r, g, b] = HSVtoRGB(hue / 360, 0.7, 0.9);
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data[i] = r;
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data[i + 1] = g;
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data[i + 2] = b;
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data[i + 3] = 255;
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}
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}
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ctx.putImageData(imageData, 0, 0);
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return canvas.toDataURL();
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}
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function generateBumpMap(size = 256) {
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const canvas = document.createElement('canvas');
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canvas.width = canvas.height = size;
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const ctx = canvas.getContext('2d');
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const imageData = ctx.createImageData(size, size);
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const data = imageData.data;
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for (let x = 0; x < size; x++) {
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for (let y = 0; y < size; y++) {
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const i = (x + y * size) * 4;
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const value = (simplex.noise2D(x / 10, y / 10) + 1) / 2;
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const intensity = Math.floor(value * 255);
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data[i] = data[i + 1] = data[i + 2] = intensity;
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data[i + 3] = 255;
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}
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}
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ctx.putImageData(imageData, 0, 0);
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return canvas.toDataURL();
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}
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function HSVtoRGB(h, s, v) {
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let r, g, b, i, f, p, q, t;
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i = Math.floor(h * 6);
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f = h * 6 - i;
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p = v * (1 - s);
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q = v * (1 - f * s);
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t = v * (1 - (1 - f) * s);
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switch (i % 6) {
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case 0: r = v, g = t, b = p; break;
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case 1: r = q, g = v, b = p; break;
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case 2: r = p, g = v, b = t; break;
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case 3: r = p, g = q, b = v; break;
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case 4: r = t, g = p, b = v; break;
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case 5: r = v, g = p, b = q; break;
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}
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return [
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Math.round(r * 255),
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Math.round(g * 255),
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Math.round(b * 255)
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];
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}
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function addPrimitive(type) {
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const scene = document.querySelector('a-scene');
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const newEntity = document.createElement('a-entity');
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newEntity.setAttribute('geometry', `primitive: ${type}`);
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const textureUrl = generateProceduralTexture();
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const bumpMapUrl = generateBumpMap();
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newEntity.setAttribute('material', `src: ${textureUrl}; normalMap: ${bumpMapUrl}`);
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newEntity.setAttribute('class', 'editable');
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newEntity.addEventListener('click', function() { selectObject(this); });
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scene.appendChild(newEntity);
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// Place the new object in front of the camera
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placeInFrontOfCamera(newEntity);
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// Select the newly added object
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selectObject(newEntity);
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}
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function selectObject(obj) {
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if (selectedObject) {
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selectedObject.setAttribute('material', '
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}
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selectedObject = obj;
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selectedObject.setAttribute('material', '
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updateTransformInputs(selectedObject);
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}
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@@ -235,8 +137,8 @@
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const direction = new THREE.Vector3(0, 0, -1);
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direction.applyQuaternion(camera.object3D.quaternion);
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// Set the distance to be
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const distance =
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// Calculate the new position
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const newPosition = new THREE.Vector3(
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@@ -253,213 +155,9 @@
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}
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}
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if (isGameMode) {
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cursor.setAttribute('raycaster', 'objects', '.enemy, .spawner');
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} else {
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cursor.setAttribute('raycaster', 'objects', '.editable');
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}
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}
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// Game logic functions
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function fireLaser(shooter, color) {
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const laser = document.createElement('a-entity');
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const start = new THREE.Vector3();
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const direction = new THREE.Vector3();
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shooter.object3D.getWorldPosition(start);
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shooter.object3D.getWorldDirection(direction);
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laser.setAttribute('position', start);
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laser.setAttribute('geometry', 'primitive: sphere; radius: 0.1');
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laser.setAttribute('material', `color: ${color}; shader: flat`);
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document.querySelector('a-scene').appendChild(laser);
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const animateShot = () => {
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const position = laser.getAttribute('position');
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const newPosition = {
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x: position.x + direction.x * 0.5,
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y: position.y + direction.y * 0.5,
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z: position.z + direction.z * 0.5
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};
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laser.setAttribute('position', newPosition);
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// Check for collisions
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const enemies = document.querySelectorAll('.enemy');
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enemies.forEach(enemy => {
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const enemyPos = enemy.getAttribute('position');
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const distance = calculateDistance(newPosition, enemyPos);
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if (distance < 1) {
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enemy.parentNode.removeChild(enemy);
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laser.parentNode.removeChild(laser);
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enemyCount--;
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score += 10;
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updateScoreDisplay();
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updateUnitCounters();
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return;
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}
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});
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const spawners = document.querySelectorAll('.spawner');
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spawners.forEach(spawner => {
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const spawnerPos = spawner.getAttribute('position');
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const distance = calculateDistance(newPosition, spawnerPos);
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if (distance < 1.5) {
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spawner.parentNode.removeChild(spawner);
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laser.parentNode.removeChild(laser);
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spawnerCount--;
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score += 50;
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updateScoreDisplay();
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updateUnitCounters();
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return;
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}
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});
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if (laser.parentNode) {
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requestAnimationFrame(animateShot);
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}
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};
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requestAnimationFrame(animateShot);
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}
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function calculateDistance(pos1, pos2) {
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const dx = pos1.x - pos2.x;
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const dy = pos1.y - pos2.y;
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const dz = pos1.z - pos2.z;
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return Math.sqrt(dx * dx + dy * dy + dz * dz);
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}
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function spawnEnemy() {
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const enemy = document.createElement('a-entity');
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enemy.setAttribute('geometry', 'primitive: box');
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enemy.setAttribute('material', 'color: red');
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enemy.setAttribute('class', 'enemy');
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const angle = Math.random() * Math.PI * 2;
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const radius = 10 + Math.random() * 10;
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const x = Math.cos(angle) * radius;
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const z = Math.sin(angle) * radius;
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enemy.setAttribute('position', `${x} 1.6 ${z}`);
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document.querySelector('a-scene').appendChild(enemy);
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enemyCount++;
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updateUnitCounters();
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}
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function spawnSpawner() {
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const spawner = document.createElement('a-entityfunction spawnSpawner() {
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const spawner = document.createElement('a-entity');
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spawner.setAttribute('geometry', 'primitive: box; width: 2; height: 2; depth: 2');
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spawner.setAttribute('material', 'color: purple');
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spawner.setAttribute('class', 'spawner');
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const angle = Math.random() * Math.PI * 2;
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const radius = 15 + Math.random() * 10;
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const x = Math.cos(angle) * radius;
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const z = Math.sin(angle) * radius;
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spawner.setAttribute('position', `${x} 1.6 ${z}`);
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document.querySelector('a-scene').appendChild(spawner);
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spawnerCount++;
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updateUnitCounters();
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}
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function updateGame() {
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// Spawn enemies from spawners
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const spawners = document.querySelectorAll('.spawner');
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spawners.forEach(spawner => {
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if (Math.random() < 0.1) {
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const enemy = document.createElement('a-entity');
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enemy.setAttribute('geometry', 'primitive: box');
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enemy.setAttribute('material', 'color: red');
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enemy.setAttribute('class', 'enemy');
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const spawnerPos = spawner.getAttribute('position');
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enemy.setAttribute('position', `${spawnerPos.x} ${spawnerPos.y} ${spawnerPos.z}`);
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document.querySelector('a-scene').appendChild(enemy);
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enemyCount++;
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}
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});
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// Move enemies towards player
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const player = document.querySelector('#player');
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const playerPos = player.getAttribute('position');
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const enemies = document.querySelectorAll('.enemy');
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enemies.forEach(enemy => {
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const enemyPos = enemy.getAttribute('position');
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const direction = {
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x: playerPos.x - enemyPos.x,
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y: 0,
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z: playerPos.z - enemyPos.z
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};
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const length = Math.sqrt(direction.x * direction.x + direction.z * direction.z);
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direction.x /= length;
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direction.z /= length;
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enemy.setAttribute('position', {
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x: enemyPos.x + direction.x * 0.05,
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y: enemyPos.y,
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z: enemyPos.z + direction.z * 0.05
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});
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// Check for collision with player
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if (calculateDistance(playerPos, enemy.getAttribute('position')) < 1) {
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enemy.parentNode.removeChild(enemy);
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enemyCount--;
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health -= 10;
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updateHealthDisplay();
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updateUnitCounters();
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}
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});
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// Randomly spawn new enemies and spawners
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if (Math.random() < 0.02) spawnEnemy();
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if (Math.random() < 0.005) spawnSpawner();
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}
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function updateScoreDisplay() {
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const scoreIndicator = document.querySelector('#scoreIndicator');
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scoreIndicator.setAttribute('scale', `${score / 1000} 1 1`);
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}
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function updateHealthDisplay() {
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const healthDisplay = document.querySelector('#healthDisplay');
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healthDisplay.innerHTML = '';
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for (let i = 0; i < health / 10; i++) {
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const heart = document.createElement('a-text');
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heart.setAttribute('value', '❤');
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heart.setAttribute('position', `${i * 0.2} 0 0`);
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heart.setAttribute('color', 'red');
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healthDisplay.appendChild(heart);
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}
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}
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function updateUnitCounters() {
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const unitCounters = document.querySelector('#unitCounters');
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unitCounters.innerHTML = '';
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const enemyCounter = document.createElement('a-text');
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enemyCounter.setAttribute('value', `Enemies: ${enemyCount}`);
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enemyCounter.setAttribute('position', '0 0 0');
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unitCounters.appendChild(enemyCounter);
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const spawnerCounter = document.createElement('a-text');
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spawnerCounter.setAttribute('value', `Spawners: ${spawnerCount}`);
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spawnerCounter.setAttribute('position', '0 -0.3 0');
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unitCounters.appendChild(spawnerCounter);
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}
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// Initialize the game
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updateHealthDisplay();
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updateUnitCounters();
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// Main game loop
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setInterval(() => {
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updateGame();
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score++;
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updateScoreDisplay();
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}, 1000 / 60); // 60 FPS
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// Event listeners
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const scene = document.querySelector('a-scene');
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scene.addEventListener('click', (event) => {
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if (isGameMode) {
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const player = document.querySelector('#player');
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fireLaser(player, '#00FF00');
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} else if (event.detail.intersectedEl && event.detail.intersectedEl.classList.contains('editable')) {
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selectObject(event.detail.intersectedEl);
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}
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});
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<html>
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<head>
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<meta charset="utf-8">
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5 |
+
<title>Simplified A-Frame 3D Editor</title>
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<script src="https://cdnjs.cloudflare.com/ajax/libs/aframe/1.2.0/aframe.min.js"></script>
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<style>
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8 |
.ui-panel {
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9 |
position: fixed;
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margin: 5px 0;
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padding: 5px 10px;
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}
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.control-panel {
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position: fixed;
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26 |
top: 20px;
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27 |
right: 20px;
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32 |
color: white;
|
33 |
font-family: Arial, sans-serif;
|
34 |
}
|
35 |
+
.control-panel input {
|
36 |
width: 50px;
|
37 |
margin-right: 5px;
|
38 |
}
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|
45 |
<button onclick="addPrimitive('cylinder')">Add Cylinder</button>
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<button onclick="addPrimitive('cone')">Add Cone</button>
|
47 |
<button onclick="addPrimitive('torus')">Add Torus</button>
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48 |
</div>
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49 |
|
50 |
+
<div class="control-panel">
|
51 |
<h3>Object Controls</h3>
|
52 |
<p>Position:</p>
|
53 |
+
<input id="px" type="number" step="0.1" placeholder="X">
|
54 |
+
<input id="py" type="number" step="0.1" placeholder="Y">
|
55 |
+
<input id="pz" type="number" step="0.1" placeholder="Z">
|
56 |
<p>Rotation (degrees):</p>
|
57 |
+
<input id="rx" type="number" step="1" placeholder="X">
|
58 |
+
<input id="ry" type="number" step="1" placeholder="Y">
|
59 |
+
<input id="rz" type="number" step="1" placeholder="Z">
|
60 |
<button onclick="applyTransform()">Apply Transform</button>
|
61 |
<button onclick="placeInFrontOfCamera()">Place in Front of Camera</button>
|
62 |
</div>
|
63 |
|
64 |
+
<a-scene>
|
65 |
+
<a-sky color="#ECECEC"></a-sky>
|
66 |
+
<a-entity id="rig" position="0 1.6 0">
|
67 |
+
<a-camera look-controls wasd-controls>
|
68 |
+
<a-cursor></a-cursor>
|
69 |
+
</a-camera>
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|
70 |
</a-entity>
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|
71 |
</a-scene>
|
72 |
|
73 |
<script>
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|
74 |
let selectedObject = null;
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|
75 |
|
76 |
function addPrimitive(type) {
|
77 |
const scene = document.querySelector('a-scene');
|
78 |
const newEntity = document.createElement('a-entity');
|
79 |
newEntity.setAttribute('geometry', `primitive: ${type}`);
|
80 |
+
newEntity.setAttribute('material', 'color: #4CC3D9');
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|
81 |
newEntity.setAttribute('class', 'editable');
|
82 |
newEntity.addEventListener('click', function() { selectObject(this); });
|
83 |
scene.appendChild(newEntity);
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|
84 |
placeInFrontOfCamera(newEntity);
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|
85 |
}
|
86 |
|
87 |
function selectObject(obj) {
|
88 |
if (selectedObject) {
|
89 |
+
selectedObject.setAttribute('material', 'color', '#4CC3D9');
|
90 |
}
|
91 |
selectedObject = obj;
|
92 |
+
selectedObject.setAttribute('material', 'color', '#FF0000');
|
|
|
93 |
updateTransformInputs(selectedObject);
|
94 |
}
|
95 |
|
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|
137 |
const direction = new THREE.Vector3(0, 0, -1);
|
138 |
direction.applyQuaternion(camera.object3D.quaternion);
|
139 |
|
140 |
+
// Set the distance to be 3 units away from the camera
|
141 |
+
const distance = 3;
|
142 |
|
143 |
// Calculate the new position
|
144 |
const newPosition = new THREE.Vector3(
|
|
|
155 |
}
|
156 |
}
|
157 |
|
158 |
+
// Event listener for object selection
|
159 |
+
document.querySelector('a-scene').addEventListener('click', (event) => {
|
160 |
+
if (event.detail.intersectedEl && event.detail.intersectedEl.classList.contains('editable')) {
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|
161 |
selectObject(event.detail.intersectedEl);
|
162 |
}
|
163 |
});
|