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<!DOCTYPE html>
<html>
<head>
<meta charset="UTF-8">
<title>3D Card Game</title>
<style>
body { margin: 0; }
canvas { display: block; }
</style>
<script src="https://cdn.jsdelivr.net/npm/[email protected]/build/three.min.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/cannon.js/0.6.2/cannon.min.js"></script> <!-- For physics -->
</head>
<body>
<canvas id="gameCanvas"></canvas>
<script>
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
camera.position.set(0, 30, 100);
var renderer = new THREE.WebGLRenderer({ canvas: document.getElementById('gameCanvas') });
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
// Physics world setup
var world = new CANNON.World();
world.gravity.set(0, -9.82, 0); // Apply gravity in the negative y direction
// Card geometry
var cardGeometry = new THREE.BoxGeometry(5, 0.1, 7);
var cardMaterial = new THREE.MeshLambertMaterial({ color: 0xffffff });
var cards = [];
var cardBodies = [];
// Lighting
var ambientLight = new THREE.AmbientLight(0x404040);
scene.add(ambientLight);
var directionalLight = new THREE.DirectionalLight(0xffffff, 0.5);
directionalLight.position.set(0, 1, 1);
scene.add(directionalLight);
// Card creation
function addCard(x, y, z) {
var card = new THREE.Mesh(cardGeometry, cardMaterial);
card.position.set(x, y, z);
scene.add(card);
cards.push(card);
// Physics for card
var cardShape = new CANNON.Box(new CANNON.Vec3(2.5, 0.05, 3.5));
var cardBody = new CANNON.Body({ mass: 1 });
cardBody.addShape(cardShape);
cardBody.position.set(x, y, z);
world.addBody(cardBody);
cardBodies.push(cardBody);
}
// Example: Add a stack of cards
for (let i = 0; i < 52; i++) {
addCard(0, i * 0.2, 0); // Adjust position as needed
}
// Drag and drop functionality (simplified)
// You will need to implement raycasting to pick up and move cards
function animate() {
requestAnimationFrame(animate);
// Update physics world
world.step(1 / 60);
// Sync Three.js objects with physics objects
for (let i = 0; i < cardBodies.length; i++) {
cards[i].position.copy(cardBodies[i].position);
cards[i].quaternion.copy(cardBodies[i].quaternion);
}
renderer.render(scene, camera);
}
animate();
</script>
</body>
</html>
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