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<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <meta name="viewport" content="width=device-width, initial-scale=1.0">
    <title>Harmonies Game 3D</title>
    <style>
        body {
            margin: 0;
            overflow: hidden;
        }
        canvas {
            display: block;
        }
    </style>
</head>
<body>
    <script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/110/three.min.js"></script>
    <script>
        // Initialize scene, camera, and renderer
        const scene = new THREE.Scene();
        const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
        const renderer = new THREE.WebGLRenderer();
        renderer.setSize(window.innerWidth, window.innerHeight);
        document.body.appendChild(renderer.domElement);

        // Create the game board (grid of tiles)
        const boardSize = 6;
        const tileSize = 1;
        const tiles = [];
        const tileTypes = [
            { type: 'water', color: 0x87ceeb },
            { type: 'forest', color: 0x228b22 },
            { type: 'grass', color: 0x98fb98 }
        ];

        for (let x = 0; x < boardSize; x++) {
            for (let z = 0; z < boardSize; z++) {
                const tileType = tileTypes[Math.floor(Math.random() * tileTypes.length)];
                const geometry = new THREE.BoxGeometry(tileSize, 0.1, tileSize);
                const material = new THREE.MeshBasicMaterial({ color: tileType.color });
                const tile = new THREE.Mesh(geometry, material);
                tile.position.set(x - boardSize / 2, 0, z - boardSize / 2);
                tile.userData = { type: tileType.type, occupied: false };
                scene.add(tile);
                tiles.push(tile);
            }
        }

        // Add light
        const light = new THREE.AmbientLight(0xffffff, 0.8);
        scene.add(light);

        // Add animals
        const animalModels = {
            swan: { model: null, color: 0xffffff },
            deer: { model: null, color: 0x8b4513 },
            bear: { model: null, color: 0x000000 }
        };

        const animalCards = [
            { name: 'Swan', habitat: 'water', color: 0xffffff },
            { name: 'Deer', habitat: 'grass', color: 0x8b4513 },
            { name: 'Bear', habitat: 'forest', color: 0x000000 }
        ];

        const animalGeometry = new THREE.SphereGeometry(0.2, 32, 32);

        for (const animal in animalModels) {
            animalModels[animal].model = new THREE.Mesh(
                animalGeometry,
                new THREE.MeshBasicMaterial({ color: animalModels[animal].color })
            );
        }

        // Game state
        let currentPlayer = 1;
        const scores = { 1: 0, 2: 0 };

        // Handle mouse click events
        const raycaster = new THREE.Raycaster();
        const mouse = new THREE.Vector2();

        function onMouseClick(event) {
            mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
            mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;

            raycaster.setFromCamera(mouse, camera);
            const intersects = raycaster.intersectObjects(tiles);

            if (intersects.length > 0) {
                const tile = intersects[0].object;

                if (tile.userData.occupied) {
                    alert('This tile is already occupied!');
                    return;
                }

                const selectedAnimal = animalCards[Math.floor(Math.random() * animalCards.length)];

                if (selectedAnimal.habitat !== tile.userData.type) {
                    alert(`${selectedAnimal.name} cannot live on ${tile.userData.type} tile!`);
                    return;
                }

                const animal = animalModels[selectedAnimal.name.toLowerCase()].model.clone();
                animal.position.copy(tile.position);
                animal.position.y += 0.2;
                scene.add(animal);

                tile.userData.occupied = true;
                scores[currentPlayer] += 5;

                switchPlayer();
            }
        }

        function switchPlayer() {
            currentPlayer = currentPlayer === 1 ? 2 : 1;
            alert(`Player ${currentPlayer}'s turn!`);
        }

        window.addEventListener('click', onMouseClick);

        // Set camera position
        camera.position.set(0, 5, 5);
        camera.lookAt(0, 0, 0);

        // Animation loop
        function animate() {
            requestAnimationFrame(animate);
            renderer.render(scene, camera);
        }

        animate();
    </script>
</body>
</html>