Update index.html
Browse files- index.html +26 -645
index.html
CHANGED
@@ -2,7 +2,7 @@
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<html>
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<head>
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<meta charset="utf-8">
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<title>A-Frame Space Shooter with
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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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.ui-panel {
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@@ -40,7 +40,11 @@
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</head>
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<body>
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<div class="ui-panel">
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<button onclick="
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<button onclick="toggleGameMode()">Toggle Game Mode</button>
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</div>
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@@ -64,7 +68,7 @@
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<a-entity id="cursor" cursor="fuse: false;" position="0 0 -1"
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geometry="primitive: ring; radiusInner: 0.02; radiusOuter: 0.03"
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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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@@ -74,658 +78,36 @@
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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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const player = document.querySelector('#player');
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const scoreIndicator = document.querySelector('#scoreIndicator');
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const healthDisplay = document.querySelector('#healthDisplay');
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const unitCounters = document.querySelector('#unitCounters');
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let score = 0;
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let health = 100;
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let enemies = new Set();
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let spawners = new Set();
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let explosionCount = 0;
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const maxScore = 1000; // Maximum score for full bar
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function updateScoreDisplay() {
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const scale = Math.min(score / maxScore, 1);
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scoreIndicator.setAttribute('scale', `${scale} 1 1`);
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}
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function updateHealthDisplay() {
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healthDisplay.setAttribute('text', {
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value: `Health: ${health}`,
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color: 'white',
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align: 'center'
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});
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}
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function updateUnitCounters() {
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unitCounters.innerHTML = '';
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const counters = [
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{name: 'Enemies', count: enemies.size},
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{name: 'Spawners', count: spawners.size},
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{name: 'Explosions', count: explosionCount}
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];
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counters.forEach((counter, index) => {
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const text = document.createElement('a-text');
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text.setAttribute('value', `${counter.name}: ${counter.count}`);
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text.setAttribute('color', 'white');
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text.setAttribute('position', `0 ${-index * 0.2} 0`);
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unitCounters.appendChild(text);
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});
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}
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function createSpawner() {
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const spawner = document.createElement('a-entity');
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spawner.setAttribute('class', 'spawner');
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spawner.setAttribute('geometry', {primitive: 'box', width: 2, height: 2, depth: 2});
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spawner.setAttribute('material', {color: '#00FF00', metalness: 0.7, roughness: 0.3});
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const angle = Math.random() * Math.PI * 2;
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const distance = 30;
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const position = new THREE.Vector3(
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Math.cos(angle) * distance,
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Math.random() * 10 - 5,
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Math.sin(angle) * distance
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);
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spawner.setAttribute('position', position);
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spawner.health = 100;
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scene.appendChild(spawner);
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spawners.add(spawner);
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// Spawner behavior
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setInterval(() => {
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if (spawner.parentNode && spawner.health > 0) {
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createEnemy(spawner.object3D.position);
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}
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}, 5000);
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updateUnitCounters();
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}
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function createEnemy(spawnPosition) {
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if (enemies.size >= 30) return; // Limit number of enemies
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const enemy = document.createElement('a-entity');
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enemy.setAttribute('class', 'enemy');
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enemy.setAttribute('geometry', {primitive: 'sphere', radius: 0.5});
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enemy.setAttribute('material', {color: '#FF0000', metalness: 0.7, roughness: 0.3});
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const position = new THREE.Vector3(
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spawnPosition.x + (Math.random() - 0.5) * 2,
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spawnPosition.y + (Math.random() - 0.5) * 2,
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spawnPosition.z + (Math.random() - 0.5) * 2
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);
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enemy.setAttribute('position', position);
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const particleSystem = document.createElement('a-entity');
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particleSystem.setAttribute('particle-system', {
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preset: 'dust',
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particleCount: 100,
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color: '#FF0000, #FF5500',
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size: 0.1,
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dur: 1000,
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accelerationValue: '0 -9.8 0'
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});
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enemy.appendChild(particleSystem);
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enemy.creationTime = Date.now();
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scene.appendChild(enemy);
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enemies.add(enemy);
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// Enemy firing behavior
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enemy.setAttribute('animation__movement', {
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property: 'position',
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to: '0 1.6 0',
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dur: 15000,
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easing: 'linear'
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});
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setInterval(() => {
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if (enemy.parentNode) {
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fireLaser(enemy, '#FF0000');
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}
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}, 2000);
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updateUnitCounters();
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}
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function fireLaser(source, color) {
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const laser = document.createElement('a-entity');
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laser.setAttribute('geometry', {primitive: 'cylinder', radius: 0.05, height: 100});
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laser.setAttribute('material', {color: color, opacity: 0.7});
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const sourcePosition = source.object3D.position;
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const targetPosition = player.object3D.position;
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const direction = new THREE.Vector3().subVectors(targetPosition, sourcePosition).normalize();
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laser.setAttribute('position', sourcePosition);
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laser.object3D.lookAt(targetPosition);
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scene.appendChild(laser);
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laser.setAttribute('animation', {
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property: 'scale',
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to: '1 0.01 1',
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dur: 1000,
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easing: 'linear'
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});
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setTimeout(() => {
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scene.removeChild(laser);
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}, 1000);
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// Check for enemy or spawner hit
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if (source === player) {
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const targets = document.querySelectorAll('.enemy, .spawner');
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targets.forEach(target => {
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const targetPos = target.object3D.position;
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const distance = sourcePosition.distanceTo(targetPos);
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if (distance < 2) {
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if (target.classList.contains('enemy')) {
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createExplosion(targetPos);
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scene.removeChild(target);
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enemies.delete(target);
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score += 10;
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} else if (target.classList.contains('spawner')) {
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target.health -= 20;
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if (target.health <= 0) {
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createExplosion(targetPos);
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scene.removeChild(target);
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spawners.delete(target);
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score += 50;
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}
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}
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updateScoreDisplay();
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updateUnitCounters();
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}
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});
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}
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// Check for player hit
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if (source !== player && Math.random() < 0.1) { // 10% chance to hit player
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health = Math.max(0, health - 10);
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updateHealthDisplay();
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}
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}
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function createExplosion(position) {
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const explosion = document.createElement('a-entity');
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explosion.setAttribute('position', position);
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for (let i = 0; i < 20; i++) {
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const particle = document.createElement('a-sphere');
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particle.setAttribute('radius', 0.1);
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particle.setAttribute('material', {color: '#FFA500'});
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const x = (Math.random() - 0.5) * 2;
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const y = (Math.random() - 0.5) * 2;
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const z = (Math.random() - 0.5) * 2;
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particle.setAttribute('animation', {
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property: 'position',
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to: `${x} ${y} ${z}`,
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dur: 1000,
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easing: 'easeOutQuad'
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});
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particle.setAttribute('animation__opacity', {
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property: 'material.opacity',
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from: 1,
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to: 0,
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dur: 1000,
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easing: 'easeOutQuad'
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});
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explosion.appendChild(particle);
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}
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scene.appendChild(explosion);
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setTimeout(() => {
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scene.removeChild(explosion);
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}, 1000);
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explosionCount++;
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updateUnitCounters();
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}
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function updateGame() {
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const now = Date.now();
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enemies.forEach(enemy => {
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if (now - enemy.creationTime > 20000) { // Remove after 20 seconds
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scene.removeChild(enemy);
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enemies.delete(enemy);
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updateUnitCounters();
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}
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});
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while (spawners.size < 5) {
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createSpawner();
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}
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}
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// Editor functionality
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let selectedObject = null;
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let isGameMode = true;
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function
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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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newEntity.setAttribute('material', 'color: #4CC3D9');
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newEntity.setAttribute('position', '0 1.5 -3');
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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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}
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function selectObject(obj) {
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if (selectedObject) {
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selectedObject.setAttribute('material', 'color', '#4CC3D9');
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}
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selectedObject = obj;
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selectedObject.setAttribute('material', 'color', '#FF0000');
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}
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function applyAnimation() {
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if (!selectedObject) {
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alert('Please select an object first');
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return;
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}
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const vx = parseFloat(document.getElementById('vx').value) || 0;
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const vy = parseFloat(document.getElementById('vy').value) || 0;
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const vz = parseFloat(document.getElementById('vz').value) || 0;
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const rx = parseFloat(document.getElementById('rx').value) || 0;
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const ry = parseFloat(document.getElementById('ry').value) || 0;
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const rz = parseFloat(document.getElementById('rz').value) || 0;
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let currentPosition = selectedObject.getAttribute('position');
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selectedObject.setAttribute('animation__position', {
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property: 'position',
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dur: 1000,
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dir: 'alternate',
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loop: true,
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to: `${currentPosition.x + vx} ${currentPosition.y + vy} ${currentPosition.z + vz}`,
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easing: 'linear'
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});
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selectedObject.setAttribute('animation__rotation', {
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property: 'rotation',
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dur: 1000,
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dir: 'alternate',
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loop: true,
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to: `${rx} ${ry} ${rz}`,
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easing: 'linear'
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});
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}
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function toggleGameMode() {
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isGameMode = !isGameMode;
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const cursor = document.querySelector('#cursor');
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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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document.addEventListener('keydown', (event) => {
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if (event.code === 'Space') {
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fireLaser(player, '#00FF00');
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}
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});
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scene.addEventListener('click', (event) => {
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if (isGameMode) {
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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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// Initialize the game
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update<!DOCTYPE html>
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<html>
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<head>
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<meta charset="utf-8">
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<title>A-Frame Space Shooter with Simple 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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.ui-panel {
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position: fixed;
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top: 20px;
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left: 20px;
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z-index: 9999;
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background: rgba(0,0,0,0.7);
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padding: 10px;
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border-radius: 5px;
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color: white;
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font-family: Arial, sans-serif;
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}
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.ui-panel button {
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display: block;
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margin: 5px 0;
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padding: 5px 10px;
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}
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.animation-panel {
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position: fixed;
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top: 20px;
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right: 20px;
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z-index: 9999;
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background: rgba(0,0,0,0.7);
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padding: 10px;
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border-radius: 5px;
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color: white;
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font-family: Arial, sans-serif;
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}
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.animation-panel input {
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width: 50px;
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margin-right: 5px;
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}
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</style>
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</head>
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<body>
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<div class="ui-panel">
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<button onclick="addPrimitive('box')">Add Box</button>
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<button onclick="toggleGameMode()">Toggle Game Mode</button>
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</div>
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<div class="animation-panel">
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<h3>Animation Controls</h3>
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<p>Velocity:</p>
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<input id="vx" type="number" placeholder="X">
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<input id="vy" type="number" placeholder="Y">
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<input id="vz" 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="applyAnimation()">Apply Animation</button>
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</div>
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<a-scene fog="type: linear; color: #87CEEB; near: 0; far: 50">
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<a-sky color="#87CEEB"></a-sky>
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<a-entity id="player" position="0 1.6 0">
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<a-entity camera look-controls wasd-controls>
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<a-entity id="cursor" cursor="fuse: false;" position="0 0 -1"
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geometry="primitive: ring; radiusInner: 0.02; radiusOuter: 0.03"
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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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471 |
-
<a-box id="scoreIndicator" width="1" height="0.1" depth="0.1" color="#FFA500" scale="0 1 1"></a-box>
|
472 |
-
<a-text value="Score" position="0 0.1 0" align="center" color="white"></a-text>
|
473 |
-
</a-entity>
|
474 |
-
<a-entity id="healthDisplay" position="0 2.5 -5" scale="5 5 5"></a-entity>
|
475 |
-
<a-entity id="unitCounters" position="-0.8 0.6 -1.5" scale="0.5 0.5 0.5"></a-entity>
|
476 |
-
</a-scene>
|
477 |
-
|
478 |
-
<script>
|
479 |
-
const scene = document.querySelector('a-scene');
|
480 |
-
const player = document.querySelector('#player');
|
481 |
-
const scoreIndicator = document.querySelector('#scoreIndicator');
|
482 |
-
const healthDisplay = document.querySelector('#healthDisplay');
|
483 |
-
const unitCounters = document.querySelector('#unitCounters');
|
484 |
-
let score = 0;
|
485 |
-
let health = 100;
|
486 |
-
let enemies = new Set();
|
487 |
-
let spawners = new Set();
|
488 |
-
let explosionCount = 0;
|
489 |
-
const maxScore = 1000; // Maximum score for full bar
|
490 |
-
|
491 |
-
function updateScoreDisplay() {
|
492 |
-
const scale = Math.min(score / maxScore, 1);
|
493 |
-
scoreIndicator.setAttribute('scale', `${scale} 1 1`);
|
494 |
-
}
|
495 |
-
|
496 |
-
function updateHealthDisplay() {
|
497 |
-
healthDisplay.setAttribute('text', {
|
498 |
-
value: `Health: ${health}`,
|
499 |
-
color: 'white',
|
500 |
-
align: 'center'
|
501 |
-
});
|
502 |
-
}
|
503 |
-
|
504 |
-
function updateUnitCounters() {
|
505 |
-
unitCounters.innerHTML = '';
|
506 |
-
const counters = [
|
507 |
-
{name: 'Enemies', count: enemies.size},
|
508 |
-
{name: 'Spawners', count: spawners.size},
|
509 |
-
{name: 'Explosions', count: explosionCount}
|
510 |
-
];
|
511 |
-
|
512 |
-
counters.forEach((counter, index) => {
|
513 |
-
const text = document.createElement('a-text');
|
514 |
-
text.setAttribute('value', `${counter.name}: ${counter.count}`);
|
515 |
-
text.setAttribute('color', 'white');
|
516 |
-
text.setAttribute('position', `0 ${-index * 0.2} 0`);
|
517 |
-
unitCounters.appendChild(text);
|
518 |
-
});
|
519 |
-
}
|
520 |
-
|
521 |
-
function createSpawner() {
|
522 |
-
const spawner = document.createElement('a-entity');
|
523 |
-
spawner.setAttribute('class', 'spawner');
|
524 |
-
spawner.setAttribute('geometry', {primitive: 'box', width: 2, height: 2, depth: 2});
|
525 |
-
spawner.setAttribute('material', {color: '#00FF00', metalness: 0.7, roughness: 0.3});
|
526 |
-
|
527 |
-
const angle = Math.random() * Math.PI * 2;
|
528 |
-
const distance = 30;
|
529 |
-
const position = new THREE.Vector3(
|
530 |
-
Math.cos(angle) * distance,
|
531 |
-
Math.random() * 10 - 5,
|
532 |
-
Math.sin(angle) * distance
|
533 |
-
);
|
534 |
-
spawner.setAttribute('position', position);
|
535 |
-
|
536 |
-
spawner.health = 100;
|
537 |
-
|
538 |
-
scene.appendChild(spawner);
|
539 |
-
spawners.add(spawner);
|
540 |
-
|
541 |
-
// Spawner behavior
|
542 |
-
setInterval(() => {
|
543 |
-
if (spawner.parentNode && spawner.health > 0) {
|
544 |
-
createEnemy(spawner.object3D.position);
|
545 |
-
}
|
546 |
-
}, 5000);
|
547 |
-
|
548 |
-
updateUnitCounters();
|
549 |
-
}
|
550 |
-
|
551 |
-
function createEnemy(spawnPosition) {
|
552 |
-
if (enemies.size >= 30) return; // Limit number of enemies
|
553 |
-
|
554 |
-
const enemy = document.createElement('a-entity');
|
555 |
-
enemy.setAttribute('class', 'enemy');
|
556 |
-
enemy.setAttribute('geometry', {primitive: 'sphere', radius: 0.5});
|
557 |
-
enemy.setAttribute('material', {color: '#FF0000', metalness: 0.7, roughness: 0.3});
|
558 |
-
|
559 |
-
const position = new THREE.Vector3(
|
560 |
-
spawnPosition.x + (Math.random() - 0.5) * 2,
|
561 |
-
spawnPosition.y + (Math.random() - 0.5) * 2,
|
562 |
-
spawnPosition.z + (Math.random() - 0.5) * 2
|
563 |
-
);
|
564 |
-
enemy.setAttribute('position', position);
|
565 |
-
|
566 |
-
const particleSystem = document.createElement('a-entity');
|
567 |
-
particleSystem.setAttribute('particle-system', {
|
568 |
-
preset: 'dust',
|
569 |
-
particleCount: 100,
|
570 |
-
color: '#FF0000, #FF5500',
|
571 |
-
size: 0.1,
|
572 |
-
dur: 1000,
|
573 |
-
accelerationValue: '0 -9.8 0'
|
574 |
-
});
|
575 |
-
enemy.appendChild(particleSystem);
|
576 |
-
|
577 |
-
enemy.creationTime = Date.now();
|
578 |
-
|
579 |
-
scene.appendChild(enemy);
|
580 |
-
enemies.add(enemy);
|
581 |
-
|
582 |
-
// Enemy firing behavior
|
583 |
-
enemy.setAttribute('animation__movement', {
|
584 |
-
property: 'position',
|
585 |
-
to: '0 1.6 0',
|
586 |
-
dur: 15000,
|
587 |
-
easing: 'linear'
|
588 |
-
});
|
589 |
-
|
590 |
-
setInterval(() => {
|
591 |
-
if (enemy.parentNode) {
|
592 |
-
fireLaser(enemy, '#FF0000');
|
593 |
-
}
|
594 |
-
}, 2000);
|
595 |
-
|
596 |
-
updateUnitCounters();
|
597 |
-
}
|
598 |
-
|
599 |
-
function fireLaser(source, color) {
|
600 |
-
const laser = document.createElement('a-entity');
|
601 |
-
laser.setAttribute('geometry', {primitive: 'cylinder', radius: 0.05, height: 100});
|
602 |
-
laser.setAttribute('material', {color: color, opacity: 0.7});
|
603 |
-
|
604 |
-
const sourcePosition = source.object3D.position;
|
605 |
-
const targetPosition = player.object3D.position;
|
606 |
-
const direction = new THREE.Vector3().subVectors(targetPosition, sourcePosition).normalize();
|
607 |
-
|
608 |
-
laser.setAttribute('position', sourcePosition);
|
609 |
-
laser.object3D.lookAt(targetPosition);
|
610 |
-
|
611 |
-
scene.appendChild(laser);
|
612 |
-
|
613 |
-
laser.setAttribute('animation', {
|
614 |
-
property: 'scale',
|
615 |
-
to: '1 0.01 1',
|
616 |
-
dur: 1000,
|
617 |
-
easing: 'linear'
|
618 |
-
});
|
619 |
-
|
620 |
-
setTimeout(() => {
|
621 |
-
scene.removeChild(laser);
|
622 |
-
}, 1000);
|
623 |
-
|
624 |
-
// Check for enemy or spawner hit
|
625 |
-
if (source === player) {
|
626 |
-
const targets = document.querySelectorAll('.enemy, .spawner');
|
627 |
-
targets.forEach(target => {
|
628 |
-
const targetPos = target.object3D.position;
|
629 |
-
const distance = sourcePosition.distanceTo(targetPos);
|
630 |
-
if (distance < 2) {
|
631 |
-
if (target.classList.contains('enemy')) {
|
632 |
-
createExplosion(targetPos);
|
633 |
-
scene.removeChild(target);
|
634 |
-
enemies.delete(target);
|
635 |
-
score += 10;
|
636 |
-
} else if (target.classList.contains('spawner')) {
|
637 |
-
target.health -= 20;
|
638 |
-
if (target.health <= 0) {
|
639 |
-
createExplosion(targetPos);
|
640 |
-
scene.removeChild(target);
|
641 |
-
spawners.delete(target);
|
642 |
-
score += 50;
|
643 |
-
}
|
644 |
-
}
|
645 |
-
updateScoreDisplay();
|
646 |
-
updateUnitCounters();
|
647 |
-
}
|
648 |
-
});
|
649 |
-
}
|
650 |
-
|
651 |
-
// Check for player hit
|
652 |
-
if (source !== player && Math.random() < 0.1) { // 10% chance to hit player
|
653 |
-
health = Math.max(0, health - 10);
|
654 |
-
updateHealthDisplay();
|
655 |
-
}
|
656 |
-
}
|
657 |
-
|
658 |
-
function createExplosion(position) {
|
659 |
-
const explosion = document.createElement('a-entity');
|
660 |
-
explosion.setAttribute('position', position);
|
661 |
-
|
662 |
-
for (let i = 0; i < 20; i++) {
|
663 |
-
const particle = document.createElement('a-sphere');
|
664 |
-
particle.setAttribute('radius', 0.1);
|
665 |
-
particle.setAttribute('material', {color: '#FFA500'});
|
666 |
-
|
667 |
-
const x = (Math.random() - 0.5) * 2;
|
668 |
-
const y = (Math.random() - 0.5) * 2;
|
669 |
-
const z = (Math.random() - 0.5) * 2;
|
670 |
-
|
671 |
-
particle.setAttribute('animation', {
|
672 |
-
property: 'position',
|
673 |
-
to: `${x} ${y} ${z}`,
|
674 |
-
dur: 1000,
|
675 |
-
easing: 'easeOutQuad'
|
676 |
-
});
|
677 |
-
|
678 |
-
particle.setAttribute('animation__opacity', {
|
679 |
-
property: 'material.opacity',
|
680 |
-
from: 1,
|
681 |
-
to: 0,
|
682 |
-
dur: 1000,
|
683 |
-
easing: 'easeOutQuad'
|
684 |
-
});
|
685 |
-
|
686 |
-
explosion.appendChild(particle);
|
687 |
-
}
|
688 |
-
|
689 |
-
scene.appendChild(explosion);
|
690 |
-
|
691 |
-
setTimeout(() => {
|
692 |
-
scene.removeChild(explosion);
|
693 |
-
}, 1000);
|
694 |
-
|
695 |
-
explosionCount++;
|
696 |
-
updateUnitCounters();
|
697 |
-
}
|
698 |
-
|
699 |
-
function updateGame() {
|
700 |
-
const now = Date.now();
|
701 |
-
enemies.forEach(enemy => {
|
702 |
-
if (now - enemy.creationTime > 20000) { // Remove after 20 seconds
|
703 |
-
scene.removeChild(enemy);
|
704 |
-
enemies.delete(enemy);
|
705 |
-
updateUnitCounters();
|
706 |
-
}
|
707 |
-
});
|
708 |
-
|
709 |
-
while (spawners.size < 5) {
|
710 |
-
createSpawner();
|
711 |
-
}
|
712 |
-
}
|
713 |
-
|
714 |
-
// Editor functionality
|
715 |
-
let selectedObject = null;
|
716 |
-
let isGameMode = true;
|
717 |
-
|
718 |
-
function addPrimitive(type) {
|
719 |
-
if (isGameMode) return; // Don't add primitives in game mode
|
720 |
-
|
721 |
const scene = document.querySelector('a-scene');
|
722 |
const newEntity = document.createElement('a-entity');
|
723 |
newEntity.setAttribute('geometry', `primitive: ${type}`);
|
724 |
newEntity.setAttribute('material', 'color: #4CC3D9');
|
725 |
-
newEntity.setAttribute('position',
|
726 |
newEntity.setAttribute('class', 'editable');
|
727 |
newEntity.addEventListener('click', function() { selectObject(this); });
|
728 |
scene.appendChild(newEntity);
|
|
|
729 |
}
|
730 |
|
731 |
function selectObject(obj) {
|
@@ -776,20 +158,19 @@
|
|
776 |
if (isGameMode) {
|
777 |
cursor.setAttribute('raycaster', 'objects', '.enemy, .spawner');
|
778 |
} else {
|
779 |
-
cursor.setAttribute('raycaster', 'objects', '.editable');
|
780 |
}
|
781 |
}
|
782 |
|
783 |
// Modify the click event listener to work with both game and edit modes
|
784 |
-
document.addEventListener('
|
785 |
-
if (event.code === 'Space') {
|
786 |
-
fireLaser(player, '#00FF00');
|
787 |
-
}
|
788 |
-
});
|
789 |
-
|
790 |
-
scene.addEventListener('click', (event) => {
|
791 |
if (isGameMode) {
|
792 |
fireLaser(player, '#00FF00');
|
|
|
|
|
|
|
|
|
|
|
793 |
} else if (event.detail.intersectedEl && event.detail.intersectedEl.classList.contains('editable')) {
|
794 |
selectObject(event.detail.intersectedEl);
|
795 |
}
|
|
|
2 |
<html>
|
3 |
<head>
|
4 |
<meta charset="utf-8">
|
5 |
+
<title>A-Frame Space Shooter with 3D Editor and Raycast Placement</title>
|
6 |
<script src="https://cdnjs.cloudflare.com/ajax/libs/aframe/1.2.0/aframe.min.js"></script>
|
7 |
<style>
|
8 |
.ui-panel {
|
|
|
40 |
</head>
|
41 |
<body>
|
42 |
<div class="ui-panel">
|
43 |
+
<button onclick="setPlacementMode('box')">Add Box</button>
|
44 |
+
<button onclick="setPlacementMode('sphere')">Add Sphere</button>
|
45 |
+
<button onclick="setPlacementMode('cylinder')">Add Cylinder</button>
|
46 |
+
<button onclick="setPlacementMode('cone')">Add Cone</button>
|
47 |
+
<button onclick="setPlacementMode('torus')">Add Torus</button>
|
48 |
<button onclick="toggleGameMode()">Toggle Game Mode</button>
|
49 |
</div>
|
50 |
|
|
|
68 |
<a-entity id="cursor" cursor="fuse: false;" position="0 0 -1"
|
69 |
geometry="primitive: ring; radiusInner: 0.02; radiusOuter: 0.03"
|
70 |
material="color: white; shader: flat"
|
71 |
+
raycaster="objects: .enemy, .spawner, .editable, [ground]"></a-entity>
|
72 |
</a-entity>
|
73 |
</a-entity>
|
74 |
<a-entity id="scoreBar" position="0 3 -5">
|
|
|
78 |
</a-entity>
|
79 |
<a-entity id="healthDisplay" position="0 2.5 -5" scale="5 5 5"></a-entity>
|
80 |
<a-entity id="unitCounters" position="-0.8 0.6 -1.5" scale="0.5 0.5 0.5"></a-entity>
|
81 |
+
|
82 |
+
<!-- Add a large ground plane for raycasting -->
|
83 |
+
<a-plane position="0 0 0" rotation="-90 0 0" width="1000" height="1000" color="#7BC8A4" ground></a-plane>
|
84 |
</a-scene>
|
85 |
|
86 |
<script>
|
87 |
+
// ... [All the game logic from the previous script goes here] ...
|
|
|
|
|
|
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|
|
88 |
|
89 |
// Editor functionality
|
90 |
let selectedObject = null;
|
91 |
let isGameMode = true;
|
92 |
+
let placementMode = null;
|
93 |
|
94 |
+
function setPlacementMode(type) {
|
95 |
+
placementMode = type;
|
96 |
+
isGameMode = false;
|
|
|
|
|
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|
|
97 |
const cursor = document.querySelector('#cursor');
|
98 |
+
cursor.setAttribute('raycaster', 'objects', '.editable, [ground]');
|
|
|
|
|
|
|
|
|
99 |
}
|
100 |
|
101 |
+
function addPrimitive(type, position) {
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|
102 |
const scene = document.querySelector('a-scene');
|
103 |
const newEntity = document.createElement('a-entity');
|
104 |
newEntity.setAttribute('geometry', `primitive: ${type}`);
|
105 |
newEntity.setAttribute('material', 'color: #4CC3D9');
|
106 |
+
newEntity.setAttribute('position', position);
|
107 |
newEntity.setAttribute('class', 'editable');
|
108 |
newEntity.addEventListener('click', function() { selectObject(this); });
|
109 |
scene.appendChild(newEntity);
|
110 |
+
placementMode = null;
|
111 |
}
|
112 |
|
113 |
function selectObject(obj) {
|
|
|
158 |
if (isGameMode) {
|
159 |
cursor.setAttribute('raycaster', 'objects', '.enemy, .spawner');
|
160 |
} else {
|
161 |
+
cursor.setAttribute('raycaster', 'objects', '.editable, [ground]');
|
162 |
}
|
163 |
}
|
164 |
|
165 |
// Modify the click event listener to work with both game and edit modes
|
166 |
+
document.querySelector('a-scene').addEventListener('click', (event) => {
|
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|
167 |
if (isGameMode) {
|
168 |
fireLaser(player, '#00FF00');
|
169 |
+
} else if (placementMode) {
|
170 |
+
const intersection = event.detail.intersection;
|
171 |
+
if (intersection) {
|
172 |
+
addPrimitive(placementMode, intersection.point);
|
173 |
+
}
|
174 |
} else if (event.detail.intersectedEl && event.detail.intersectedEl.classList.contains('editable')) {
|
175 |
selectObject(event.detail.intersectedEl);
|
176 |
}
|