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Update index.html
Browse files- index.html +515 -18
index.html
CHANGED
@@ -1,19 +1,516 @@
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19 |
</html>
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<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="UTF-8">
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<meta name="viewport" content="width=device-width, initial-scale=1.0">
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<title>Scottish Castle Tower Builder</title>
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<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js"></script>
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<script src="https://cdnjs.cloudflare.com/ajax/libs/cannon.js/0.6.2/cannon.min.js"></script>
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<script src="https://cdn.tailwindcss.com"></script>
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<style>
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body { margin: 0; overflow: hidden; font-family: 'Inter', sans-serif; background-color: #87CEEB; } /* Sky Blue */
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#container { width: 100vw; height: 100vh; display: block; }
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#ui-container {
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position: absolute;
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top: 20px;
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left: 20px;
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background-color: rgba(0,0,0,0.7);
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color: white;
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padding: 15px;
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border-radius: 10px;
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font-size: 16px;
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z-index: 100;
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max-width: 300px;
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}
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#ui-container h1 { font-size: 24px; margin-bottom: 10px; }
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#ui-container p { margin-bottom: 5px; }
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#next-piece-preview {
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width: 80px;
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height: 80px;
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border: 1px solid #555;
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margin-top: 10px;
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background-color: rgba(255,255,255,0.1);
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border-radius: 5px;
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}
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.button {
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background-color: #4A90E2; /* Brighter Blue */
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color: white;
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padding: 10px 15px;
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border: none;
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border-radius: 5px;
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cursor: pointer;
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font-size: 16px;
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margin-top: 10px;
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transition: background-color 0.3s;
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}
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.button:hover {
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background-color: #357ABD; /* Darker Blue on hover */
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}
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#game-over-message {
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position: absolute;
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top: 50%;
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left: 50%;
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transform: translate(-50%, -50%);
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background-color: rgba(220, 50, 50, 0.9); /* Reddish */
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color: white;
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padding: 30px;
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border-radius: 15px;
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font-size: 28px;
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text-align: center;
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z-index: 200;
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display: none; /* Hidden by default */
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}
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#game-over-message h2 { margin-bottom: 15px; }
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</style>
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</head>
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<body>
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<div id="container"></div>
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<div id="ui-container">
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<h1>Castle Builder</h1>
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<p>Score: <span id="score">0</span></p>
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<p>Controls:</p>
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<ul class="list-disc list-inside ml-2 text-sm">
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<li>Left/Right Arrows: Move piece</li>
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<li>Up/Down Arrows: Rotate piece</li>
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<li>Spacebar: Drop piece</li>
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<li>R: Restart Game</li>
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</ul>
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<p class="mt-2">Next Piece:</p>
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<div id="next-piece-preview-container">
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<canvas id="next-piece-canvas" class="rounded-md border border-gray-600 mt-1"></canvas>
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</div>
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</div>
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<div id="game-over-message">
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<h2>Game Over!</h2>
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<p>Final Score: <span id="final-score">0</span></p>
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<button id="restart-button" class="button">Restart Game</button>
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</div>
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<script type="module">
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let scene, camera, renderer, world;
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let currentPiece, nextPieceMeshPreview;
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let placedBlocks = []; // To store { mesh, body } of placed blocks
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let score = 0;
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let gameOver = false;
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let gameStarted = false;
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const pieceTypes = [
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{ name: 'Foundation Stone', type: 'box', size: { x: 4, y: 1.5, z: 3 }, color: 0x6c757d, mass: 10 }, // Dark grey
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{ name: 'Wall Segment', type: 'box', size: { x: 3.5, y: 2.5, z: 1 }, color: 0xadb5bd, mass: 5 }, // Medium grey
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{ name: 'Round Tower Section', type: 'cylinder', size: { rTop: 1.2, rBottom: 1.2, h: 2.5, segments: 16 }, color: 0xd1d1d1, mass: 4 }, // Light grey
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{ name: 'Square Tower Section', type: 'box', size: { x: 2, y: 3, z: 2 }, color: 0xced4da, mass: 4.5 }, // Lighter grey
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{ name: 'Bartizan Base', type: 'box', size: { x: 1, y: 1, z: 1 }, color: 0xadb5bd, mass: 1 }, // Small, like wall
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{ name: 'Cap House', type: 'box', size: { x: 1.8, y: 1.2, z: 1.8 }, color: 0x495057, mass: 2 }, // Dark slate
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{ name: 'Stepped Gable Block', type: 'box', size: { x: 2.5, y: 0.8, z: 0.8 }, color: 0x8a7967, mass: 1.5 } // Brownish stone
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];
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let nextPieceType;
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// For next piece preview
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111 |
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let previewScene, previewCamera, previewRenderer;
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const groundMaterial = new CANNON.Material('groundMaterial');
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const blockMaterial = new CANNON.Material('blockMaterial');
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const contactMaterial = new CANNON.ContactMaterial(groundMaterial, blockMaterial, {
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friction: 0.7,
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restitution: 0.1,
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});
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const blockToBlockContactMaterial = new CANNON.ContactMaterial(blockMaterial, blockMaterial, {
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friction: 0.6, // Higher friction between blocks
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restitution: 0.05,
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});
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function init() {
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// Main Scene
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scene = new THREE.Scene();
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scene.background = new THREE.Color(0x87CEEB); // Sky blue
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camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 0.1, 1000);
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camera.position.set(0, 10, 20); // Adjusted for better view
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camera.lookAt(0, 5, 0);
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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.getElementById('container').appendChild(renderer.domElement);
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// Lighting
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const ambientLight = new THREE.AmbientLight(0xffffff, 0.6);
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scene.add(ambientLight);
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const directionalLight = new THREE.DirectionalLight(0xffffff, 0.8);
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directionalLight.position.set(10, 20, 15);
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directionalLight.castShadow = true;
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directionalLight.shadow.mapSize.width = 2048;
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directionalLight.shadow.mapSize.height = 2048;
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148 |
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directionalLight.shadow.camera.near = 0.5;
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directionalLight.shadow.camera.far = 50;
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directionalLight.shadow.camera.left = -20;
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directionalLight.shadow.camera.right = 20;
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directionalLight.shadow.camera.top = 20;
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directionalLight.shadow.camera.bottom = -20;
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scene.add(directionalLight);
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// Physics World
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world = new CANNON.World();
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world.gravity.set(0, -9.82, 0);
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159 |
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world.broadphase = new CANNON.NaiveBroadphase();
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world.solver.iterations = 10;
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world.addContactMaterial(contactMaterial);
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world.addContactMaterial(blockToBlockContactMaterial);
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// Ground
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const groundGeometry = new THREE.PlaneGeometry(50, 50);
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const groundMeshMaterial = new THREE.MeshStandardMaterial({ color: 0x556B2F, side: THREE.DoubleSide }); // Dark Olive Green
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const groundMesh = new THREE.Mesh(groundGeometry, groundMeshMaterial);
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groundMesh.rotation.x = -Math.PI / 2;
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groundMesh.receiveShadow = true;
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scene.add(groundMesh);
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const groundBody = new CANNON.Body({
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mass: 0, // static
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shape: new CANNON.Plane(),
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material: groundMaterial
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});
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groundBody.quaternion.setFromAxisAngle(new CANNON.Vec3(1, 0, 0), -Math.PI / 2);
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world.addBody(groundBody);
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// Initial piece selection
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selectNextPieceType();
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// Initialize Next Piece Preview
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initPreviewCanvas();
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spawnNewPiece(); // Spawn the first piece
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updateNextPiecePreview(); // Show the *next* one
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188 |
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document.addEventListener('keydown', onKeyDown);
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window.addEventListener('resize', onWindowResize);
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gameStarted = true;
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gameOver = false;
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document.getElementById('game-over-message').style.display = 'none';
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updateScoreDisplay();
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animate();
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}
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function initPreviewCanvas() {
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const canvas = document.getElementById('next-piece-canvas');
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const container = document.getElementById('next-piece-preview-container');
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const size = Math.min(container.clientWidth, 80); // Ensure it fits
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canvas.width = size;
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canvas.height = size;
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previewScene = new THREE.Scene();
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previewScene.background = new THREE.Color(0x444444); // Darker background for preview
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previewCamera = new THREE.PerspectiveCamera(50, 1, 0.1, 100);
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previewCamera.position.set(0, 2, 4); // Adjusted for better preview
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previewCamera.lookAt(0, 0, 0);
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previewRenderer = new THREE.WebGLRenderer({ canvas: canvas, antialias: true });
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previewRenderer.setSize(size, size);
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const previewLight = new THREE.AmbientLight(0xffffff, 0.8);
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previewScene.add(previewLight);
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const previewDirectionalLight = new THREE.DirectionalLight(0xffffff, 0.5);
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previewDirectionalLight.position.set(2,3,2);
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previewScene.add(previewDirectionalLight);
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}
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function selectNextPieceType() {
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nextPieceType = pieceTypes[Math.floor(Math.random() * pieceTypes.length)];
|
225 |
+
}
|
226 |
+
|
227 |
+
function createCastlePiece(pieceInfo, isPreview = false) {
|
228 |
+
let geometry, bodyShape;
|
229 |
+
const material = new THREE.MeshStandardMaterial({
|
230 |
+
color: pieceInfo.color,
|
231 |
+
roughness: 0.7,
|
232 |
+
metalness: 0.1
|
233 |
+
});
|
234 |
+
|
235 |
+
switch (pieceInfo.type) {
|
236 |
+
case 'box':
|
237 |
+
geometry = new THREE.BoxGeometry(pieceInfo.size.x, pieceInfo.size.y, pieceInfo.size.z);
|
238 |
+
bodyShape = new CANNON.Box(new CANNON.Vec3(pieceInfo.size.x / 2, pieceInfo.size.y / 2, pieceInfo.size.z / 2));
|
239 |
+
break;
|
240 |
+
case 'cylinder':
|
241 |
+
geometry = new THREE.CylinderGeometry(pieceInfo.size.rTop, pieceInfo.size.rBottom, pieceInfo.size.h, pieceInfo.size.segments);
|
242 |
+
bodyShape = new CANNON.Cylinder(pieceInfo.size.rTop, pieceInfo.size.rBottom, pieceInfo.size.h, pieceInfo.size.segments);
|
243 |
+
break;
|
244 |
+
}
|
245 |
+
|
246 |
+
const mesh = new THREE.Mesh(geometry, material);
|
247 |
+
mesh.castShadow = true;
|
248 |
+
mesh.receiveShadow = true;
|
249 |
+
|
250 |
+
if (isPreview) return mesh; // For preview, only mesh is needed
|
251 |
+
|
252 |
+
const body = new CANNON.Body({
|
253 |
+
mass: pieceInfo.mass,
|
254 |
+
shape: bodyShape,
|
255 |
+
material: blockMaterial,
|
256 |
+
linearDamping: 0.1, // Helps stabilize faster
|
257 |
+
angularDamping: 0.1
|
258 |
+
});
|
259 |
+
|
260 |
+
return { mesh, body, pieceInfo };
|
261 |
+
}
|
262 |
+
|
263 |
+
function spawnNewPiece() {
|
264 |
+
if (gameOver) return;
|
265 |
+
|
266 |
+
currentPiece = createCastlePiece(nextPieceType); // Use the pre-selected nextPieceType
|
267 |
+
selectNextPieceType(); // Select the *next* one for the preview
|
268 |
+
updateNextPiecePreview();
|
269 |
+
|
270 |
+
// Position new piece above the highest block or ground
|
271 |
+
let highestY = 0.5; // Start slightly above ground
|
272 |
+
if (placedBlocks.length > 0) {
|
273 |
+
// Find the top surface of the highest block
|
274 |
+
let maxBodyY = -Infinity;
|
275 |
+
placedBlocks.forEach(block => {
|
276 |
+
if (block.pieceInfo.type === 'box') {
|
277 |
+
maxBodyY = Math.max(maxBodyY, block.body.position.y + block.pieceInfo.size.y / 2);
|
278 |
+
} else if (block.pieceInfo.type === 'cylinder') {
|
279 |
+
maxBodyY = Math.max(maxBodyY, block.body.position.y + block.pieceInfo.size.h / 2);
|
280 |
+
}
|
281 |
+
});
|
282 |
+
highestY = maxBodyY + 2; // Spawn above the highest point
|
283 |
+
} else {
|
284 |
+
highestY = 10; // Initial spawn height
|
285 |
+
}
|
286 |
+
|
287 |
+
|
288 |
+
currentPiece.mesh.position.set(0, highestY, 0);
|
289 |
+
currentPiece.body.position.copy(currentPiece.mesh.position);
|
290 |
+
currentPiece.body.quaternion.copy(currentPiece.mesh.quaternion);
|
291 |
+
|
292 |
+
// Initially, the body is kinematic or not added to world, so it doesn't fall
|
293 |
+
// We will add it to world when dropped. For now, just control mesh.
|
294 |
+
scene.add(currentPiece.mesh);
|
295 |
+
currentPiece.isDropped = false; // Custom flag
|
296 |
+
}
|
297 |
+
|
298 |
+
function updateNextPiecePreview() {
|
299 |
+
if (nextPieceMeshPreview) {
|
300 |
+
previewScene.remove(nextPieceMeshPreview);
|
301 |
+
nextPieceMeshPreview.geometry.dispose();
|
302 |
+
nextPieceMeshPreview.material.dispose();
|
303 |
+
}
|
304 |
+
nextPieceMeshPreview = createCastlePiece(nextPieceType, true); // Create mesh only
|
305 |
+
previewScene.add(nextPieceMeshPreview);
|
306 |
+
}
|
307 |
+
|
308 |
+
|
309 |
+
function dropPiece() {
|
310 |
+
if (!currentPiece || currentPiece.isDropped || gameOver) return;
|
311 |
+
|
312 |
+
currentPiece.isDropped = true;
|
313 |
+
// Set initial velocity or just let gravity take over
|
314 |
+
currentPiece.body.velocity.set(0, -1, 0); // Give it a slight downward push
|
315 |
+
currentPiece.body.angularVelocity.set(0,0,0); // Reset any spin from movement
|
316 |
+
currentPiece.body.position.copy(currentPiece.mesh.position);
|
317 |
+
currentPiece.body.quaternion.copy(currentPiece.mesh.quaternion);
|
318 |
+
world.addBody(currentPiece.body);
|
319 |
+
placedBlocks.push(currentPiece);
|
320 |
+
|
321 |
+
// Check for stability and game over after a short delay
|
322 |
+
setTimeout(() => {
|
323 |
+
if (!checkStabilityAndScore(currentPiece)) {
|
324 |
+
handleGameOver();
|
325 |
+
} else {
|
326 |
+
spawnNewPiece();
|
327 |
+
}
|
328 |
+
}, 1500); // Delay to allow piece to settle
|
329 |
+
}
|
330 |
+
|
331 |
+
function checkStabilityAndScore(droppedPiece) {
|
332 |
+
if (gameOver) return false;
|
333 |
+
|
334 |
+
// Check if the dropped piece fell off (too low)
|
335 |
+
if (droppedPiece.body.position.y < -5) { // Arbitrary low threshold
|
336 |
+
console.log("Piece fell off!");
|
337 |
+
return false;
|
338 |
+
}
|
339 |
+
|
340 |
+
// Check if it's moving too much (unstable)
|
341 |
+
const speedThreshold = 0.5;
|
342 |
+
if (droppedPiece.body.velocity.length() > speedThreshold && droppedPiece.body.position.y < 0) { // Check only if near ground
|
343 |
+
console.log("Piece unstable and fell!");
|
344 |
+
return false;
|
345 |
+
}
|
346 |
+
|
347 |
+
// Update score based on the highest point of any block
|
348 |
+
let maxOverallY = 0;
|
349 |
+
placedBlocks.forEach(block => {
|
350 |
+
let topY = block.body.position.y;
|
351 |
+
if (block.pieceInfo.type === 'box') {
|
352 |
+
topY += block.pieceInfo.size.y / 2;
|
353 |
+
} else if (block.pieceInfo.type === 'cylinder') {
|
354 |
+
topY += block.pieceInfo.size.h / 2;
|
355 |
+
}
|
356 |
+
maxOverallY = Math.max(maxOverallY, topY);
|
357 |
+
});
|
358 |
+
|
359 |
+
score = Math.floor(maxOverallY * 10); // Scale score
|
360 |
+
updateScoreDisplay();
|
361 |
+
return true;
|
362 |
+
}
|
363 |
+
|
364 |
+
function updateScoreDisplay() {
|
365 |
+
document.getElementById('score').innerText = score;
|
366 |
+
}
|
367 |
+
|
368 |
+
function handleGameOver() {
|
369 |
+
if (gameOver) return; // Prevent multiple calls
|
370 |
+
gameOver = true;
|
371 |
+
console.log("Game Over. Final Score:", score);
|
372 |
+
document.getElementById('final-score').innerText = score;
|
373 |
+
document.getElementById('game-over-message').style.display = 'flex';
|
374 |
+
|
375 |
+
// Optional: Stop current piece movement if any
|
376 |
+
if (currentPiece && !currentPiece.isDropped) {
|
377 |
+
scene.remove(currentPiece.mesh); // Remove the controlled piece if not dropped
|
378 |
+
}
|
379 |
+
}
|
380 |
+
|
381 |
+
function restartGame() {
|
382 |
+
gameOver = true; // Temporarily set to stop animate loop from interfering
|
383 |
+
|
384 |
+
// Clear existing blocks
|
385 |
+
placedBlocks.forEach(block => {
|
386 |
+
scene.remove(block.mesh);
|
387 |
+
if (block.mesh.geometry) block.mesh.geometry.dispose();
|
388 |
+
if (block.mesh.material) block.mesh.material.dispose();
|
389 |
+
if (world.bodies.includes(block.body)) {
|
390 |
+
world.removeBody(block.body);
|
391 |
+
}
|
392 |
+
});
|
393 |
+
placedBlocks = [];
|
394 |
+
|
395 |
+
if (currentPiece && currentPiece.mesh && scene.children.includes(currentPiece.mesh)) {
|
396 |
+
scene.remove(currentPiece.mesh);
|
397 |
+
if(currentPiece.mesh.geometry) currentPiece.mesh.geometry.dispose();
|
398 |
+
if(currentPiece.mesh.material) currentPiece.mesh.material.dispose();
|
399 |
+
if(currentPiece.body && world.bodies.includes(currentPiece.body)){
|
400 |
+
world.removeBody(currentPiece.body); // Corrected this line
|
401 |
+
}
|
402 |
+
}
|
403 |
+
currentPiece = null;
|
404 |
+
|
405 |
+
score = 0;
|
406 |
+
updateScoreDisplay();
|
407 |
+
document.getElementById('game-over-message').style.display = 'none';
|
408 |
+
|
409 |
+
// Reset camera if needed, though current setup might be fine
|
410 |
+
// camera.position.set(0, 10, 20);
|
411 |
+
// camera.lookAt(0, 5, 0);
|
412 |
+
|
413 |
+
gameOver = false; // Allow game to run again
|
414 |
+
gameStarted = false; // To re-trigger init aspects if needed, or just re-spawn
|
415 |
+
|
416 |
+
// Re-initialize critical parts or just spawn the first piece
|
417 |
+
selectNextPieceType();
|
418 |
+
spawnNewPiece();
|
419 |
+
updateNextPiecePreview();
|
420 |
+
gameStarted = true; // Set after spawning first piece
|
421 |
+
}
|
422 |
+
|
423 |
+
|
424 |
+
function onKeyDown(event) {
|
425 |
+
if (gameOver && event.key.toLowerCase() !== 'r') return;
|
426 |
+
if (!currentPiece || currentPiece.isDropped) return;
|
427 |
+
|
428 |
+
const moveSpeed = 0.5;
|
429 |
+
const rotateSpeed = Math.PI / 16; // 11.25 degrees
|
430 |
+
|
431 |
+
switch (event.key.toLowerCase()) {
|
432 |
+
case 'arrowleft':
|
433 |
+
currentPiece.mesh.position.x -= moveSpeed;
|
434 |
+
break;
|
435 |
+
case 'arrowright':
|
436 |
+
currentPiece.mesh.position.x += moveSpeed;
|
437 |
+
break;
|
438 |
+
case 'arrowup': // Rotate
|
439 |
+
currentPiece.mesh.rotateY(rotateSpeed);
|
440 |
+
break;
|
441 |
+
case 'arrowdown': // Rotate other way
|
442 |
+
currentPiece.mesh.rotateY(-rotateSpeed);
|
443 |
+
break;
|
444 |
+
case ' ': // Spacebar to drop
|
445 |
+
dropPiece();
|
446 |
+
break;
|
447 |
+
case 'r': // Restart
|
448 |
+
restartGame();
|
449 |
+
break;
|
450 |
+
}
|
451 |
+
// Keep body synced if not dropped yet (for visual placement)
|
452 |
+
if (currentPiece && !currentPiece.isDropped) {
|
453 |
+
currentPiece.body.position.copy(currentPiece.mesh.position);
|
454 |
+
currentPiece.body.quaternion.copy(currentPiece.mesh.quaternion);
|
455 |
+
}
|
456 |
+
}
|
457 |
+
|
458 |
+
function onWindowResize() {
|
459 |
+
camera.aspect = window.innerWidth / window.innerHeight;
|
460 |
+
camera.updateProjectionMatrix();
|
461 |
+
renderer.setSize(window.innerWidth, window.innerHeight);
|
462 |
+
|
463 |
+
// Resize preview canvas
|
464 |
+
const canvas = document.getElementById('next-piece-canvas');
|
465 |
+
const container = document.getElementById('next-piece-preview-container');
|
466 |
+
const size = Math.min(container.clientWidth, 80);
|
467 |
+
canvas.width = size;
|
468 |
+
canvas.height = size;
|
469 |
+
previewCamera.aspect = 1; // Square
|
470 |
+
previewCamera.updateProjectionMatrix();
|
471 |
+
previewRenderer.setSize(size, size);
|
472 |
+
updateNextPiecePreview(); // Re-render preview
|
473 |
+
}
|
474 |
+
|
475 |
+
function animate() {
|
476 |
+
if (gameOver && !gameStarted) { // Only truly stop if game over AND not in restart process
|
477 |
+
// Do nothing if game is fully over and not restarting
|
478 |
+
} else if (gameOver && gameStarted) {
|
479 |
+
// This case handles when game is over, but restart might be pending or just happened.
|
480 |
+
// We still want to render the game over screen and potentially the static scene.
|
481 |
+
renderer.render(scene, camera);
|
482 |
+
if (nextPieceMeshPreview && previewScene && previewCamera) {
|
483 |
+
if(nextPieceMeshPreview.parent) nextPieceMeshPreview.rotation.y += 0.02; // Gentle spin
|
484 |
+
previewRenderer.render(previewScene, previewCamera);
|
485 |
+
}
|
486 |
+
requestAnimationFrame(animate); // Keep rendering for game over screen
|
487 |
+
}
|
488 |
+
else { // Game is active
|
489 |
+
requestAnimationFrame(animate);
|
490 |
+
world.step(1 / 60); // Step the physics world
|
491 |
+
|
492 |
+
// Update visuals of all placed blocks
|
493 |
+
placedBlocks.forEach(block => {
|
494 |
+
block.mesh.position.copy(block.body.position);
|
495 |
+
block.mesh.quaternion.copy(block.body.quaternion);
|
496 |
+
});
|
497 |
+
|
498 |
+
// If current piece is dropped, its mesh is updated by the loop above.
|
499 |
+
// If not dropped, its mesh is controlled by player input.
|
500 |
+
|
501 |
+
renderer.render(scene, camera);
|
502 |
+
|
503 |
+
// Render next piece preview
|
504 |
+
if (nextPieceMeshPreview && previewScene && previewCamera) {
|
505 |
+
nextPieceMeshPreview.rotation.y += 0.02; // Gentle spin
|
506 |
+
previewRenderer.render(previewScene, previewCamera);
|
507 |
+
}
|
508 |
+
}
|
509 |
+
}
|
510 |
+
|
511 |
+
document.getElementById('restart-button').addEventListener('click', restartGame);
|
512 |
+
init();
|
513 |
+
|
514 |
+
</script>
|
515 |
+
</body>
|
516 |
</html>
|