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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 - Dynamic Simulation</title>
<style>
body {
margin: 0;
overflow: hidden;
}
canvas {
display: block;
}
.hud {
position: absolute;
top: 10px;
left: 10px;
background: rgba(0, 0, 0, 0.5);
color: white;
padding: 10px;
border-radius: 5px;
font-family: Arial, sans-serif;
}
</style>
</head>
<body>
<div class="hud" id="hud">
<p>Current Type: <span id="currentType">Swan 🦢</span></p>
</div>
<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);
// Game board parameters
const boardSize = 50; // Gigantic board
const tileSize = 1;
const tiles = [];
const tileTypes = [
{ type: 'water', color: 0x87ceeb },
{ type: 'forest', color: 0x228b22 },
{ type: 'grass', color: 0x98fb98 }
];
// Particle system for motion simulation
const particleSystem = new THREE.Group();
scene.add(particleSystem);
// Create tiles and particles
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 particles for motion simulation
const particleGeometry = new THREE.SphereGeometry(0.1, 16, 16);
const particleMaterial = new THREE.MeshBasicMaterial({ color: 0xff0000 });
const particle = new THREE.Mesh(particleGeometry, particleMaterial);
particle.position.set(
x - boardSize / 2 + Math.random(),
0.2,
z - boardSize / 2 + Math.random()
);
particle.userData = { direction: new THREE.Vector3(Math.random(), 0, Math.random()).normalize() };
particleSystem.add(particle);
}
}
// Add light
const light = new THREE.AmbientLight(0xffffff, 0.8);
scene.add(light);
// HUD for displaying the current type
const hud = document.getElementById('hud');
const currentTypeDisplay = document.getElementById('currentType');
// Current type with emoji
const animalTypes = [
{ name: 'Swan', emoji: '🦢' },
{ name: 'Deer', emoji: '🦌' },
{ name: 'Bear', emoji: '🐻' }
];
let currentTypeIndex = 0;
function updateCurrentType() {
currentTypeDisplay.textContent = `${animalTypes[currentTypeIndex].name} ${animalTypes[currentTypeIndex].emoji}`;
}
updateCurrentType();
// Handle key presses to switch types
window.addEventListener('keydown', (event) => {
if (event.key === 'ArrowRight') {
currentTypeIndex = (currentTypeIndex + 1) % animalTypes.length;
updateCurrentType();
} else if (event.key === 'ArrowLeft') {
currentTypeIndex = (currentTypeIndex - 1 + animalTypes.length) % animalTypes.length;
updateCurrentType();
}
});
// Particle motion simulation
function updateParticles() {
particleSystem.children.forEach(particle => {
const direction = particle.userData.direction;
particle.position.add(direction.multiplyScalar(0.01));
// Bounce off edges of the board
if (particle.position.x < -boardSize / 2 || particle.position.x > boardSize / 2) {
direction.x = -direction.x;
}
if (particle.position.z < -boardSize / 2 || particle.position.z > boardSize / 2) {
direction.z = -direction.z;
}
});
}
// Set camera position
camera.position.set(0, 50, 50);
camera.lookAt(0, 0, 0);
// Animation loop
function animate() {
requestAnimationFrame(animate);
updateParticles();
renderer.render(scene, camera);
}
animate();
</script>
</body>
</html>
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