TestSimulation / index.html
awacke1's picture
Update index.html
85be50c verified
raw
history blame
4.66 kB
<!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>