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<!DOCTYPE html>
<html>
<head>
    <title>3D Tile Driving Game</title>
    <script src="https://cdnjs.cloudflare.com/ajax/libs/aframe/1.4.2/aframe.min.js"></script>
</head>
<body>
    <a-scene>
        <!-- Assets -->
        <a-assets>
            <img id="ground-tile" src="/api/placeholder/128/128" />
            <img id="bump-map" src="/api/placeholder/128/128" />
            
            <!-- Custom SVG shapes -->
            <svg id="crystal" viewBox="0 0 100 100">
                <path d="M50 0 L100 25 L100 75 L50 100 L0 75 L0 25 Z" fill="#88ff88"/>
            </svg>
            
            <svg id="starShape" viewBox="0 0 100 100">
                <path d="M50 0 L63 38 L100 38 L69 59 L81 100 L50 75 L19 100 L31 59 L0 38 L37 38 Z" fill="#ffff00"/>
            </svg>
            
            <svg id="pyramid" viewBox="0 0 100 100">
                <path d="M50 0 L100 100 L0 100 Z" fill="#ff88ff"/>
            </svg>
        </a-assets>

        <!-- Environment -->
        <a-sky color="#001133"></a-sky>
        <a-entity id="tileMap"></a-entity>

        <!-- Decorative 3D Shapes -->
        <a-entity id="decorativeShapes"></a-entity>

        <!-- Player Character -->
        <a-entity id="player" position="2 0 2">
            <!-- Player body -->
            <a-sphere radius="0.3" color="#44aaff"></a-sphere>
            <!-- Player head -->
            <a-sphere radius="0.2" position="0 0.4 0" color="#4488ff"></a-sphere>
            <!-- Arms -->
            <a-cylinder radius="0.08" height="0.5" position="0.3 0.1 0" rotation="0 0 90" color="#4488ff"></a-cylinder>
            <a-cylinder radius="0.08" height="0.5" position="-0.3 0.1 0" rotation="0 0 90" color="#4488ff"></a-cylinder>
        </a-entity>

        <!-- Car -->
        <a-entity id="car" position="0 0.5 0">
            <!-- Car body with gradient color -->
            <a-box width="2" height="0.75" depth="4" color="#ff3333" metalness="0.8" roughness="0.2" shadow></a-box>
            <!-- Car roof -->
            <a-box width="1.5" height="0.75" depth="2" position="0 0.75 -0.5" color="#cc2222" metalness="0.8" roughness="0.2" shadow></a-box>
            <!-- Wheels with chrome effect -->
            <a-cylinder radius="0.4" height="0.3" rotation="0 0 90" position="1 -0.3 1" color="#333333" metalness="0.9" roughness="0.1"></a-cylinder>
            <a-cylinder radius="0.4" height="0.3" rotation="0 0 90" position="-1 -0.3 1" color="#333333" metalness="0.9" roughness="0.1"></a-cylinder>
            <a-cylinder radius="0.4" height="0.3" rotation="0 0 90" position="1 -0.3 -1" color="#333333" metalness="0.9" roughness="0.1"></a-cylinder>
            <a-cylinder radius="0.4" height="0.3" rotation="0 0 90" position="-1 -0.3 -1" color="#333333" metalness="0.9" roughness="0.1"></a-cylinder>
            <!-- Headlights -->
            <a-sphere radius="0.2" position="0.8 0 1.8" color="#ffff88" emission="intensity: 0.5"></a-sphere>
            <a-sphere radius="0.2" position="-0.8 0 1.8" color="#ffff88" emission="intensity: 0.5"></a-sphere>
        </a-entity>

        <!-- Camera -->
        <a-entity id="rig" position="0 2 8">
            <a-camera look-controls wasd-controls="enabled: false"></a-camera>
        </a-entity>

        <!-- Lighting -->
        <a-light type="ambient" color="#445566"></a-light>
        <a-light type="directional" position="2 4 1" color="#ffffff" intensity="0.8" cast-shadow="true"></a-light>
    </a-scene>

    <script>
        // Car physics parameters
        const carState = {
            position: { x: 0, z: 0 },
            rotation: 0,
            velocity: 0,
            acceleration: 0,
            maxSpeed: 0.2,
            turnSpeed: 2,
            friction: 0.98
        };

        // Player state
        const playerState = {
            position: { x: 2, y: 0, z: 2 },
            velocity: { x: 0, y: 0, z: 0 },
            speed: 0.1,
            jumpForce: 0.2,
            isJumping: false
        };

        // Generate tile map with varying colors
        const tileMap = document.querySelector('#tileMap');
        const mapSize = 20;
        const tileSize = 5;

        const colors = ['#2244aa', '#22aa44', '#aa2244', '#aaaa22'];

        for (let x = 0; x < mapSize; x++) {
            for (let z = 0; z < mapSize; z++) {
                const tile = document.createElement('a-box');
                tile.setAttribute('width', tileSize);
                tile.setAttribute('height', 0.1);
                tile.setAttribute('depth', tileSize);
                tile.setAttribute('position', {
                    x: x * tileSize - (mapSize * tileSize) / 2,
                    y: -0.05,
                    z: z * tileSize - (mapSize * tileSize) / 2
                });
                tile.setAttribute('material', {
                    color: colors[(x + z) % colors.length],
                    src: '#ground-tile',
                    repeat: { x: 1, y: 1 },
                    normalMap: '#bump-map'
                });
                tile.setAttribute('shadow', '');
                tileMap.appendChild(tile);
            }
        }

        // Generate decorative shapes
        const shapes = document.querySelector('#decorativeShapes');
        const numShapes = 30;

        for (let i = 0; i < numShapes; i++) {
            const shape = document.createElement('a-entity');
            const type = Math.floor(Math.random() * 3);
            const scale = 2 + Math.random() * 3;
            const x = (Math.random() - 0.5) * mapSize * tileSize;
            const z = (Math.random() - 0.5) * mapSize * tileSize;
            const rotY = Math.random() * 360;

            shape.setAttribute('position', `${x} ${scale/2} ${z}`);
            shape.setAttribute('rotation', `0 ${rotY} 0`);
            shape.setAttribute('scale', `${scale} ${scale} ${scale}`);

            switch(type) {
                case 0:
                    shape.setAttribute('geometry', 'primitive: cylinder; radius: 0.5; height: 1;');
                    shape.setAttribute('material', 'color: #ff88ff; metalness: 0.5; roughness: 0.2');
                    break;
                case 1:
                    shape.setAttribute('geometry', 'primitive: box; width: 1; height: 1; depth: 1;');
                    shape.setAttribute('material', 'color: #88ffff; metalness: 0.5; roughness: 0.2');
                    break;
                case 2:
                    shape.setAttribute('geometry', 'primitive: cone; radiusBottom: 0.7; radiusTop: 0;');
                    shape.setAttribute('material', 'color: #ffff88; metalness: 0.5; roughness: 0.2');
                    break;
            }

            shapes.appendChild(shape);
        }

        // Controls
        const car = document.querySelector('#car');
        const player = document.querySelector('#player');
        const camera = document.querySelector('#rig');
        let keys = {};

        document.addEventListener('keydown', (e) => {
            keys[e.key.toLowerCase()] = true;
        });

        document.addEventListener('keyup', (e) => {
            keys[e.key.toLowerCase()] = false;
        });

        // Game loop
        function updateGame() {
            // Car controls
            if (keys['w']) {
                carState.acceleration = 0.001;
            } else if (keys['s']) {
                carState.acceleration = 0;
                carState.velocity *= 0.9;
            } else if (keys['x']) {
                carState.acceleration = -0.001;
            } else {
                carState.acceleration = 0;
            }

            if (keys['a']) {
                carState.rotation += carState.turnSpeed * Math.abs(carState.velocity);
            }
            if (keys['d']) {
                carState.rotation -= carState.turnSpeed * Math.abs(carState.velocity);
            }

            // Player controls (IJKL + Space)
            if (keys['i']) {
                playerState.position.z -= playerState.speed;
            }
            if (keys['k']) {
                playerState.position.z += playerState.speed;
            }
            if (keys['j']) {
                playerState.position.x -= playerState.speed;
            }
            if (keys['l']) {
                playerState.position.x += playerState.speed;
            }
            if (keys[' '] && !playerState.isJumping) {
                playerState.velocity.y = playerState.jumpForce;
                playerState.isJumping = true;
            }

            // Player physics
            playerState.velocity.y -= 0.01; // Gravity
            playerState.position.y += playerState.velocity.y;

            // Ground collision
            if (playerState.position.y < 0) {
                playerState.position.y = 0;
                playerState.velocity.y = 0;
                playerState.isJumping = false;
            }

            // Update car physics
            carState.velocity += carState.acceleration;
            carState.velocity *= carState.friction;
            carState.velocity = Math.max(Math.min(carState.velocity, carState.maxSpeed), -carState.maxSpeed);

            const rad = (carState.rotation * Math.PI) / 180;
            carState.position.x += Math.sin(rad) * carState.velocity;
            carState.position.z += Math.cos(rad) * carState.velocity;

            // Update positions
            car.setAttribute('position', {
                x: carState.position.x,
                y: 0.5,
                z: carState.position.z
            });
            car.setAttribute('rotation', {
                x: 0,
                y: carState.rotation,
                z: 0
            });

            player.setAttribute('position', {
                x: playerState.position.x,
                y: playerState.position.y + 0.5,
                z: playerState.position.z
            });

            // Camera follows car
            const cameraDistance = 8;
            const cameraHeight = 2;
            camera.setAttribute('position', {
                x: carState.position.x - Math.sin(rad) * cameraDistance,
                y: cameraHeight,
                z: carState.position.z - Math.cos(rad) * cameraDistance
            });
            camera.setAttribute('rotation', {
                x: 15,
                y: carState.rotation,
                z: 0
            });

            requestAnimationFrame(updateGame);
        }

        // Start the game loop
        updateGame();
    </script>
</body>
</html>