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<html lang="en"> | |
<head> | |
<meta charset="UTF-8"> | |
<meta name="viewport" content="width=device-width, initial-scale=1.0"> | |
<title>Three.js Isometric 3D Combat Game</title> | |
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js"></script> | |
<script src="https://cdn.tailwindcss.com"></script> | |
<style> | |
body { | |
margin: 0; | |
overflow: hidden; | |
font-family: 'Inter', sans-serif; | |
background-color: #1a202c; /* Tailwind gray-900 */ | |
color: #e2e8f0; /* Tailwind slate-200 */ | |
display: flex; | |
flex-direction: column; /* Allow UI stacking */ | |
align-items: center; | |
justify-content: center; /* Center game area */ | |
height: 100vh; | |
position: relative; /* For absolute positioning of UI elements */ | |
} | |
#game-canvas-wrapper { | |
/* Wrapper for the canvas, helps in centering or specific sizing */ | |
/* width: 80vw; */ /* Example: Use viewport units for responsiveness */ | |
/* height: 60vh; */ | |
/* max-width: 1000px; */ /* Max size */ | |
/* aspect-ratio: 16 / 9; */ /* Maintain aspect ratio */ | |
border: 2px solid #4a5568; /* Tailwind gray-600 */ | |
border-radius: 0.5rem; /* Tailwind rounded-lg */ | |
position: relative; /* For game over message */ | |
} | |
canvas { | |
display: block; /* Remove extra space below canvas */ | |
width: 100%; /* Canvas fills its wrapper */ | |
height: 100%; | |
} | |
.score-board { | |
position: absolute; | |
top: 20px; | |
padding: 10px 15px; | |
font-size: 1.2rem; /* md:text-lg */ | |
font-weight: bold; | |
color: #1a202c; /* Tailwind gray-900 for text on colored bg */ | |
border-radius: 0.375rem; /* rounded-md */ | |
box-shadow: 0 2px 4px rgba(0,0,0,0.2); | |
z-index: 10; | |
} | |
#player1-ui { | |
left: 20px; | |
background-color: #38b2ac; /* Teal */ | |
} | |
#player2-ui { | |
right: 20px; | |
background-color: #ed8936; /* Orange */ | |
} | |
.shield-timer { | |
font-size: 0.9rem; | |
margin-top: 5px; | |
font-weight: normal; | |
} | |
.controls-and-reset { | |
position: absolute; | |
bottom: 10px; /* Position at the bottom */ | |
left: 50%; | |
transform: translateX(-50%); | |
display: flex; | |
flex-direction: column; | |
align-items: center; | |
width: 100%; | |
max-width: 700px; /* Adjust width as needed */ | |
z-index: 10; | |
} | |
.instructions { | |
background-color: rgba(45, 55, 72, 0.9); /* Tailwind gray-700 with more opacity */ | |
padding: 0.75rem 1.25rem; | |
border-radius: 0.5rem; | |
box-shadow: 0 2px 4px rgba(0, 0, 0, 0.1); | |
text-align: center; | |
margin-bottom: 10px; | |
} | |
.instructions h1 { font-size: 1.2rem; margin-bottom: 0.3rem; } | |
.instructions p { font-size: 0.85rem; margin-bottom: 0.2rem; } | |
kbd { | |
display: inline-block; | |
padding: 0.25rem 0.5rem; | |
font-size: 0.75rem; | |
font-weight: 600; | |
color: #1f2937; | |
background-color: #f3f4f6; | |
border: 1px solid #d1d5db; | |
border-radius: 0.25rem; | |
margin: 0 0.1rem; | |
} | |
#reset-button { | |
padding: 0.7rem 1.5rem; | |
font-size: 1rem; | |
font-weight: bold; | |
color: white; | |
background-color: #c53030; /* Tailwind red-700 */ | |
border: none; | |
border-radius: 0.375rem; | |
cursor: pointer; | |
transition: background-color 0.2s; | |
} | |
#reset-button:hover { | |
background-color: #9b2c2c; /* Tailwind red-800 */ | |
} | |
#game-over-message { | |
position: absolute; | |
top: 50%; | |
left: 50%; | |
transform: translate(-50%, -50%); | |
background-color: rgba(0, 0, 0, 0.9); | |
color: white; | |
padding: 25px 35px; | |
border-radius: 10px; | |
font-size: 2rem; | |
text-align: center; | |
z-index: 20; | |
display: none; | |
border: 3px solid #e53e3e; /* red-600 */ | |
} | |
</style> | |
</head> | |
<body> | |
<div id="player1-ui" class="score-board"> | |
<div>P1 Score: <span id="player1-score">0</span></div> | |
<div>P1 Health: <span id="player1-health">3</span></div> | |
<div class="shield-timer">Shield: <span id="player1-shield-status">OFF</span></div> | |
</div> | |
<div id="player2-ui" class="score-board"> | |
<div>P2 Score: <span id="player2-score">0</span></div> | |
<div>P2 Health: <span id="player2-health">3</span></div> | |
<div class="shield-timer">Shield: <span id="player2-shield-status">OFF</span></div> | |
</div> | |
<div id="game-canvas-wrapper"> | |
<div id="game-over-message">Game Over!</div> | |
</div> | |
<div class="controls-and-reset"> | |
<div class="instructions"> | |
<h1>Isometric Combat!</h1> | |
<p>P1 (Teal): <kbd>W</kbd><kbd>A</kbd><kbd>S</kbd><kbd>D</kbd> Move | <kbd>L SHIFT</kbd> Shoot | <kbd>TAB</kbd> Shield</p> | |
<p>P2 (Orange): <kbd>I</kbd><kbd>J</kbd><kbd>K</kbd><kbd>L</kbd> Move | <kbd>R SHIFT</kbd> Shoot | <kbd>\</kbd> Shield</p> | |
</div> | |
<button id="reset-button">Reset Game</button> | |
</div> | |
<script> | |
// --- Game Constants --- | |
const PLAYER_SPEED = 0.15; // Adjusted for 3D | |
const PLAYER_RADIUS = 0.5; // For collision, visual size might differ | |
const PROJECTILE_SIZE = 0.15; | |
const PROJECTILE_SPEED = 0.4; | |
const PLAYER_MAX_HEALTH = 3; | |
const INVADER_RADIUS = 0.6; | |
const PARATROOPER_RADIUS = 0.4; | |
const INVADER_FIRE_COOLDOWN = 1800; | |
const PARATROOPER_FIRE_COOLDOWN = 2200; | |
const PLAYER_FIRE_COOLDOWN = 300; | |
const SHIELD_DURATION = 10000; // 10 seconds | |
const SHIELD_COOLDOWN = 20000; // 20 seconds after shield ends | |
const GAME_PLANE_WIDTH = 20; | |
const GAME_PLANE_HEIGHT = 12; // This is depth (Z-axis) | |
const DIVIDING_LINE_POS_X = 0; | |
const PARATROOPER_SPAWN_Y = 10; | |
const PARATROOPER_DROP_SPEED = 0.05; | |
const PARATROOPER_SPAWN_INTERVAL = 5000; // ms | |
// --- Global Variables --- | |
let scene, camera, renderer; | |
let player1, player2; | |
let projectiles = []; | |
let invaders = []; | |
let paratroopers = []; | |
let keysPressed = {}; | |
let gameOver = false; | |
let lastParatrooperSpawnTime = 0; | |
let ambientLight, directionalLight; | |
let groundPlane, dividingLineMesh; | |
// DOM Elements | |
let player1ScoreEl, player1HealthEl, player1ShieldStatusEl; | |
let player2ScoreEl, player2HealthEl, player2ShieldStatusEl; | |
let resetButtonEl, gameOverMessageEl, gameCanvasWrapperEl; | |
// --- Initialization --- | |
function init() { | |
gameCanvasWrapperEl = document.getElementById('game-canvas-wrapper'); | |
player1ScoreEl = document.getElementById('player1-score'); | |
player1HealthEl = document.getElementById('player1-health'); | |
player1ShieldStatusEl = document.getElementById('player1-shield-status'); | |
player2ScoreEl = document.getElementById('player2-score'); | |
player2HealthEl = document.getElementById('player2-health'); | |
player2ShieldStatusEl = document.getElementById('player2-shield-status'); | |
resetButtonEl = document.getElementById('reset-button'); | |
gameOverMessageEl = document.getElementById('game-over-message'); | |
scene = new THREE.Scene(); | |
scene.background = new THREE.Color(0x1a202c); | |
setupCamera(); | |
setupLights(); | |
renderer = new THREE.WebGLRenderer({ antialias: true }); | |
renderer.setSize(gameCanvasWrapperEl.clientWidth || 800, (gameCanvasWrapperEl.clientWidth || 800) * (9/16) ); // Initial size | |
renderer.shadowMap.enabled = true; // Enable shadows | |
gameCanvasWrapperEl.appendChild(renderer.domElement); | |
createGround(); | |
createDividingLine(); | |
resetButtonEl.addEventListener('click', resetGame); | |
document.addEventListener('keydown', onKeyDown); | |
document.addEventListener('keyup', onKeyUp); | |
window.addEventListener('resize', onWindowResize, false); | |
resetGame(); | |
animate(); | |
} | |
function setupCamera() { | |
const aspect = (gameCanvasWrapperEl.clientWidth || 800) / ((gameCanvasWrapperEl.clientWidth || 800) * (9/16)); | |
camera = new THREE.PerspectiveCamera(50, aspect, 0.1, 1000); | |
// Isometric-like position | |
camera.position.set(GAME_PLANE_WIDTH * 0.7, GAME_PLANE_WIDTH * 0.8, GAME_PLANE_HEIGHT * 0.7); // Adjust for good view | |
camera.lookAt(0, 0, 0); // Look at the center of the scene | |
} | |
function setupLights() { | |
ambientLight = new THREE.AmbientLight(0xffffff, 0.6); | |
scene.add(ambientLight); | |
directionalLight = new THREE.DirectionalLight(0xffffff, 0.8); | |
directionalLight.position.set(10, 15, 10); | |
directionalLight.castShadow = true; | |
directionalLight.shadow.mapSize.width = 1024; | |
directionalLight.shadow.mapSize.height = 1024; | |
directionalLight.shadow.camera.near = 0.5; | |
directionalLight.shadow.camera.far = 50; | |
// Define shadow camera frustum to cover play area | |
directionalLight.shadow.camera.left = -GAME_PLANE_WIDTH; | |
directionalLight.shadow.camera.right = GAME_PLANE_WIDTH; | |
directionalLight.shadow.camera.top = GAME_PLANE_HEIGHT; | |
directionalLight.shadow.camera.bottom = -GAME_PLANE_HEIGHT; | |
scene.add(directionalLight); | |
} | |
function createGround() { | |
const groundGeometry = new THREE.PlaneGeometry(GAME_PLANE_WIDTH, GAME_PLANE_HEIGHT); | |
const groundMaterial = new THREE.MeshStandardMaterial({ color: 0x4a5568, side: THREE.DoubleSide }); // Tailwind gray-600 | |
groundPlane = new THREE.Mesh(groundGeometry, groundMaterial); | |
groundPlane.rotation.x = -Math.PI / 2; // Rotate to be flat | |
groundPlane.receiveShadow = true; | |
scene.add(groundPlane); | |
} | |
function createDividingLine() { | |
const lineMaterial = new THREE.LineBasicMaterial({ color: 0xffffff, linewidth: 2 }); | |
const points = []; | |
points.push(new THREE.Vector3(DIVIDING_LINE_POS_X, 0.01, -GAME_PLANE_HEIGHT / 2)); | |
points.push(new THREE.Vector3(DIVIDING_LINE_POS_X, 0.01, GAME_PLANE_HEIGHT / 2)); | |
const lineGeometry = new THREE.BufferGeometry().setFromPoints(points); | |
dividingLineMesh = new THREE.Line(lineGeometry, lineMaterial); | |
scene.add(dividingLineMesh); | |
} | |
function resetGame() { | |
gameOver = false; | |
gameOverMessageEl.style.display = 'none'; | |
keysPressed = {}; | |
projectiles.forEach(p => scene.remove(p)); projectiles = []; | |
invaders.forEach(i => scene.remove(i.meshGroup)); invaders = []; // Remove group | |
paratroopers.forEach(pt => scene.remove(pt.meshGroup)); paratroopers = []; // Remove group | |
if (player1) scene.remove(player1.meshGroup); | |
if (player2) scene.remove(player2.meshGroup); | |
createPlayers(); | |
createInitialInvaders(); | |
lastParatrooperSpawnTime = Date.now(); | |
updateUI(); | |
} | |
// --- Create 3D Assembled Game Elements --- | |
function createPlayerModel(color) { | |
const group = new THREE.Group(); | |
// Body (capsule-like: cylinder + two half-spheres) | |
const bodyRadius = PLAYER_RADIUS * 0.6; | |
const bodyHeight = PLAYER_RADIUS * 1.2; | |
const bodyCylinderGeom = new THREE.CylinderGeometry(bodyRadius, bodyRadius, bodyHeight, 16); | |
const bodyMaterial = new THREE.MeshStandardMaterial({ color: color }); | |
const bodyCylinder = new THREE.Mesh(bodyCylinderGeom, bodyMaterial); | |
bodyCylinder.castShadow = true; | |
group.add(bodyCylinder); | |
const sphereGeom = new THREE.SphereGeometry(bodyRadius, 16, 8); | |
const topSphere = new THREE.Mesh(sphereGeom, bodyMaterial); | |
topSphere.position.y = bodyHeight / 2; | |
topSphere.castShadow = true; | |
group.add(topSphere); | |
const bottomSphere = new THREE.Mesh(sphereGeom, bodyMaterial); | |
bottomSphere.position.y = -bodyHeight / 2; | |
bottomSphere.castShadow = true; | |
group.add(bottomSphere); | |
// "Gun" barrel | |
const barrelLength = PLAYER_RADIUS * 0.8; | |
const barrelRadius = PLAYER_RADIUS * 0.15; | |
const barrelGeom = new THREE.CylinderGeometry(barrelRadius, barrelRadius, barrelLength, 8); | |
const barrelMaterial = new THREE.MeshStandardMaterial({ color: 0x666666 }); | |
const barrel = new THREE.Mesh(barrelGeom, barrelMaterial); | |
barrel.rotation.z = Math.PI / 2; // Point forward along X | |
barrel.position.x = bodyRadius + barrelLength / 2 - 0.1; // Position in front of body | |
barrel.position.y = 0; // Centered vertically on body | |
barrel.castShadow = true; | |
group.add(barrel); | |
group.position.y = PLAYER_RADIUS * 0.6 + bodyHeight/2; // Sit on ground plane | |
return group; | |
} | |
function createInvaderModel(color) { | |
const group = new THREE.Group(); | |
const mainBodySize = INVADER_RADIUS * 0.8; | |
// Main body (Box) | |
const bodyGeom = new THREE.BoxGeometry(mainBodySize, mainBodySize, mainBodySize); | |
const bodyMaterial = new THREE.MeshStandardMaterial({ color: color }); | |
const body = new THREE.Mesh(bodyGeom, bodyMaterial); | |
body.castShadow = true; | |
group.add(body); | |
// "Eyes" or "Sensors" (small spheres) | |
const eyeRadius = mainBodySize * 0.15; | |
const eyeGeom = new THREE.SphereGeometry(eyeRadius, 8, 8); | |
const eyeMaterial = new THREE.MeshStandardMaterial({ color: 0xffff00 }); | |
const eye1 = new THREE.Mesh(eyeGeom, eyeMaterial); | |
eye1.position.set(mainBodySize * 0.25, mainBodySize * 0.2, mainBodySize * 0.51); | |
group.add(eye1); | |
const eye2 = new THREE.Mesh(eyeGeom, eyeMaterial); | |
eye2.position.set(-mainBodySize * 0.25, mainBodySize * 0.2, mainBodySize * 0.51); | |
group.add(eye2); | |
group.position.y = mainBodySize / 2; // Sit on ground plane | |
return group; | |
} | |
function createParatrooperModel(color) { | |
const group = new THREE.Group(); | |
const bodyRadius = PARATROOPER_RADIUS * 0.7; | |
const bodyHeight = PARATROOPER_RADIUS * 1.5; | |
// Body (Cylinder) | |
const bodyGeom = new THREE.CylinderGeometry(bodyRadius*0.7, bodyRadius, bodyHeight, 12); | |
const bodyMaterial = new THREE.MeshStandardMaterial({ color: color }); | |
const body = new THREE.Mesh(bodyGeom, bodyMaterial); | |
body.castShadow = true; | |
group.add(body); | |
// "Canopy" (half-sphere) | |
const canopyRadius = PARATROOPER_RADIUS * 1.5; | |
const canopyGeom = new THREE.SphereGeometry(canopyRadius, 16, 8, 0, Math.PI * 2, 0, Math.PI / 2); | |
const canopyMaterial = new THREE.MeshStandardMaterial({ color: 0xffffff, transparent: true, opacity: 0.7 }); | |
const canopy = new THREE.Mesh(canopyGeom, canopyMaterial); | |
canopy.position.y = bodyHeight / 2 + canopyRadius * 0.5; | |
canopy.castShadow = true; // May not look great with transparency | |
group.add(canopy); | |
// No specific ground adjustment here as it drops | |
return group; | |
} | |
function createPlayers() { | |
player1 = { meshGroup: createPlayerModel(0x38b2ac), // Teal | |
health: PLAYER_MAX_HEALTH, score: 0, lastShotTime: 0, | |
shieldActive: false, shieldEndTime: 0, shieldCooldownEndTime: 0, | |
id: 'player1', radius: PLAYER_RADIUS | |
}; | |
player1.meshGroup.position.set(-GAME_PLANE_WIDTH / 4, player1.meshGroup.position.y, 0); | |
scene.add(player1.meshGroup); | |
player2 = { meshGroup: createPlayerModel(0xed8936), // Orange | |
health: PLAYER_MAX_HEALTH, score: 0, lastShotTime: 0, | |
shieldActive: false, shieldEndTime: 0, shieldCooldownEndTime: 0, | |
id: 'player2', radius: PLAYER_RADIUS | |
}; | |
player2.meshGroup.position.set(GAME_PLANE_WIDTH / 4, player2.meshGroup.position.y, 0); | |
// Rotate P2 to face P1 | |
player2.meshGroup.rotation.y = Math.PI; | |
scene.add(player2.meshGroup); | |
} | |
function createInitialInvaders() { | |
const invaderPositions = [ | |
new THREE.Vector3(0, 0, GAME_PLANE_HEIGHT / 4), | |
new THREE.Vector3(0, 0, -GAME_PLANE_HEIGHT / 4), | |
]; | |
invaderPositions.forEach((pos, index) => { | |
const invaderMeshGroup = createInvaderModel(0x9f7aea); // Purple | |
invaderMeshGroup.position.set(pos.x, invaderMeshGroup.position.y, pos.z); | |
const invader = { | |
meshGroup: invaderMeshGroup, health: 1, id: `invader${index}`, | |
lastShotTime: 0, radius: INVADER_RADIUS, originalZ: pos.z, oscillationTime: Math.random() * Math.PI * 2 | |
}; | |
scene.add(invader.meshGroup); | |
invaders.push(invader); | |
}); | |
} | |
function spawnParatrooper() { | |
const spawnX = (Math.random() - 0.5) * (GAME_PLANE_WIDTH * 0.8); // Random X within most of the width | |
const spawnZ = (Math.random() - 0.5) * (GAME_PLANE_HEIGHT * 0.8); // Random Z within most of the depth | |
const paratrooperMeshGroup = createParatrooperModel(0xdd6b20); // Darker Orange | |
paratrooperMeshGroup.position.set(spawnX, PARATROOPER_SPAWN_Y, spawnZ); | |
const paratrooper = { | |
meshGroup: paratrooperMeshGroup, health: 1, id: `paratrooper${paratroopers.length}`, | |
lastShotTime: 0, radius: PARATROOPER_RADIUS, targetY: paratrooperMeshGroup.position.y / 2 + PARATROOPER_RADIUS // Land on its feet | |
}; | |
scene.add(paratrooper.meshGroup); | |
paratroopers.push(paratrooper); | |
lastParatrooperSpawnTime = Date.now(); | |
} | |
function createProjectile(shooter) { | |
if (!shooter || shooter.health <= 0) return; | |
const now = Date.now(); | |
const fireCooldown = (shooter.id.includes('invader') ? INVADER_FIRE_COOLDOWN : | |
(shooter.id.includes('paratrooper') ? PARATROOPER_FIRE_COOLDOWN : PLAYER_FIRE_COOLDOWN)); | |
if (now - shooter.lastShotTime < fireCooldown) return; | |
shooter.lastShotTime = now; | |
const projectileGeom = new THREE.SphereGeometry(PROJECTILE_SIZE, 8, 8); | |
let projectileMaterial, projectileColor; | |
let velocity = new THREE.Vector3(); | |
const startPos = shooter.meshGroup.position.clone(); | |
startPos.y += PLAYER_RADIUS * 0.5; // Fire from mid-body height | |
// Determine direction based on shooter's orientation | |
const direction = new THREE.Vector3(); | |
shooter.meshGroup.getWorldDirection(direction); // Gets the local -Z direction | |
if (shooter.id === 'player1') { | |
projectileColor = 0x81e6d9; // Lighter Teal | |
velocity.copy(direction).multiplyScalar(-PROJECTILE_SPEED); // Player 1 model faces -Z by default | |
} else if (shooter.id === 'player2') { | |
projectileColor = 0xfbd38d; // Lighter Orange | |
velocity.copy(direction).multiplyScalar(-PROJECTILE_SPEED); // Player 2 model is rotated PI, so its -Z is forward | |
} else if (shooter.id.includes('invader') || shooter.id.includes('paratrooper')) { | |
projectileColor = shooter.id.includes('invader') ? 0xc4b5fd : 0xffa07a; // Light purple or light salmon | |
const targetPlayer = (player1.health > 0 && player2.health > 0) ? (Math.random() < 0.5 ? player1 : player2) : (player1.health > 0 ? player1 : (player2.health > 0 ? player2 : null)); | |
if (targetPlayer) { | |
velocity.subVectors(targetPlayer.meshGroup.position, shooter.meshGroup.position).normalize().multiplyScalar(PROJECTILE_SPEED * 0.8); | |
} else { return; } // No valid target | |
} else { return; } | |
projectileMaterial = new THREE.MeshStandardMaterial({ color: projectileColor, emissive: projectileColor, emissiveIntensity: 0.5 }); | |
const projectile = new THREE.Mesh(projectileGeom, projectileMaterial); | |
projectile.castShadow = true; | |
// Adjust start position slightly in front of shooter based on their facing direction | |
const offset = direction.clone().multiplyScalar(-shooter.radius * 1.2); // Negative because getWorldDirection gives -Z | |
startPos.add(offset); | |
projectile.position.copy(startPos); | |
projectile.userData = { ownerId: shooter.id, velocity: velocity, creationTime: Date.now() }; | |
scene.add(projectile); | |
projectiles.push(projectile); | |
} | |
// --- Event Handlers --- | |
function onKeyDown(event) { | |
if (gameOver && event.key !== "Escape") return; // Allow Esc for potential menu later | |
keysPressed[event.key.toLowerCase()] = true; | |
const key = event.key.toLowerCase(); | |
// Player 1 Controls | |
if (player1.health > 0) { | |
if (key === 'shift' && event.location === KeyboardEvent.DOM_KEY_LOCATION_LEFT) { | |
createProjectile(player1); event.preventDefault(); | |
} | |
if (key === 'tab') { | |
activateShield(player1); event.preventDefault(); | |
} | |
} | |
// Player 2 Controls | |
if (player2.health > 0) { | |
if (key === 'shift' && event.location === KeyboardEvent.DOM_KEY_LOCATION_RIGHT) { | |
createProjectile(player2); event.preventDefault(); | |
} | |
if (key === '\\') { | |
activateShield(player2); event.preventDefault(); | |
} | |
} | |
} | |
function onKeyUp(event) { | |
keysPressed[event.key.toLowerCase()] = false; | |
} | |
function onWindowResize() { | |
const w = gameCanvasWrapperEl.clientWidth || 800; | |
const h = (gameCanvasWrapperEl.clientWidth || 800) * (9/16); | |
renderer.setSize(w, h); | |
camera.aspect = w / h; | |
camera.updateProjectionMatrix(); | |
} | |
// --- Game Logic --- | |
function activateShield(player) { | |
const now = Date.now(); | |
if (!player.shieldActive && now > player.shieldCooldownEndTime) { | |
player.shieldActive = true; | |
player.shieldEndTime = now + SHIELD_DURATION; | |
player.shieldCooldownEndTime = player.shieldEndTime + SHIELD_COOLDOWN; // Cooldown starts after shield ends | |
// Visual feedback for shield | |
if (!player.shieldMesh) { | |
const shieldGeom = new THREE.SphereGeometry(player.radius * 1.5, 16, 16); | |
const shieldMat = new THREE.MeshStandardMaterial({ color: 0x00ffff, transparent: true, opacity: 0.3 }); | |
player.shieldMesh = new THREE.Mesh(shieldGeom, shieldMat); | |
player.meshGroup.add(player.shieldMesh); // Add to player's group | |
} | |
player.shieldMesh.visible = true; | |
updateUI(); | |
} | |
} | |
function updateShields() { | |
const now = Date.now(); | |
[player1, player2].forEach(player => { | |
if (player.shieldActive && now > player.shieldEndTime) { | |
player.shieldActive = false; | |
if (player.shieldMesh) player.shieldMesh.visible = false; | |
updateUI(); | |
} | |
}); | |
} | |
function handlePlayerMovement(player, up, down, left, right) { | |
if (!player || player.health <= 0) return; | |
const moveDirection = new THREE.Vector3(0, 0, 0); | |
if (keysPressed[left]) moveDirection.x -= 1; | |
if (keysPressed[right]) moveDirection.x += 1; | |
if (keysPressed[up]) moveDirection.z -= 1; // Forward in local Z | |
if (keysPressed[down]) moveDirection.z += 1; // Backward in local Z | |
if (moveDirection.lengthSq() > 0) { | |
moveDirection.normalize().multiplyScalar(PLAYER_SPEED); | |
// Apply rotation for turning, then move | |
if (keysPressed[left]) player.meshGroup.rotation.y += 0.05; | |
if (keysPressed[right]) player.meshGroup.rotation.y -= 0.05; | |
// Transform movement to world space based on player's orientation | |
const worldMove = moveDirection.clone().applyQuaternion(player.meshGroup.quaternion); | |
player.meshGroup.position.add(worldMove); | |
} | |
// Boundary and dividing line checks | |
const halfWidth = GAME_PLANE_WIDTH / 2 - player.radius; | |
const halfDepth = GAME_PLANE_HEIGHT / 2 - player.radius; | |
player.meshGroup.position.z = Math.max(-halfDepth, Math.min(halfDepth, player.meshGroup.position.z)); | |
if (player.id === 'player1') { // Left player | |
player.meshGroup.position.x = Math.max(-halfWidth, Math.min(DIVIDING_LINE_POS_X - player.radius, player.meshGroup.position.x)); | |
} else { // player2, Right player | |
player.meshGroup.position.x = Math.max(DIVIDING_LINE_POS_X + player.radius, Math.min(halfWidth, player.meshGroup.position.x)); | |
} | |
// Collision with other player (simple sphere check) | |
const otherPlayer = player.id === 'player1' ? player2 : player1; | |
if (otherPlayer.health > 0) { | |
const distSq = player.meshGroup.position.distanceToSquared(otherPlayer.meshGroup.position); | |
if (distSq < (player.radius + otherPlayer.radius) ** 2) { | |
// Basic push-apart (can be jittery, more complex physics needed for smooth) | |
const delta = player.meshGroup.position.clone().sub(otherPlayer.meshGroup.position).normalize(); | |
const overlap = (player.radius + otherPlayer.radius) - Math.sqrt(distSq); | |
player.meshGroup.position.add(delta.multiplyScalar(overlap / 2)); | |
// otherPlayer.meshGroup.position.sub(delta.multiplyScalar(overlap / 2)); // Not strictly needed if only one moves | |
} | |
} | |
} | |
function updateInvaderBehavior() { | |
invaders.forEach(invader => { | |
if (invader.health <= 0) return; | |
// Simple oscillation on Z for invaders | |
invader.oscillationTime += 0.02; | |
invader.meshGroup.position.z = invader.originalZ + Math.sin(invader.oscillationTime) * (GAME_PLANE_HEIGHT * 0.1); | |
// Aim and fire | |
if (Date.now() - invader.lastShotTime > INVADER_FIRE_COOLDOWN) { | |
if (Math.random() < 0.5) createProjectile(invader); | |
} | |
}); | |
} | |
function updateParatroopers() { | |
for (let i = paratroopers.length - 1; i >= 0; i--) { | |
const pt = paratroopers[i]; | |
if (pt.health <= 0) continue; | |
// Drop until they reach their target Y (ground level) | |
if (pt.meshGroup.position.y > pt.targetY) { | |
pt.meshGroup.position.y -= PARATROOPER_DROP_SPEED; | |
} else { | |
pt.meshGroup.position.y = pt.targetY; // Landed | |
// Basic movement on ground (e.g., towards center or a player) | |
// For now, they just stay put and fire | |
} | |
// Fire | |
if (Date.now() - pt.lastShotTime > PARATROOPER_FIRE_COOLDOWN) { | |
if (Math.random() < 0.4) createProjectile(pt); | |
} | |
} | |
// Spawn new paratroopers | |
if (Date.now() - lastParatrooperSpawnTime > PARATROOPER_SPAWN_INTERVAL && paratroopers.length < 5) { | |
spawnParatrooper(); | |
} | |
} | |
function updateProjectiles() { | |
for (let i = projectiles.length - 1; i >= 0; i--) { | |
const p = projectiles[i]; | |
p.position.add(p.userData.velocity); | |
if (Date.now() - p.userData.creationTime > 5000 || // Lifespan | |
Math.abs(p.position.x) > GAME_PLANE_WIDTH / 2 + 2 || | |
Math.abs(p.position.z) > GAME_PLANE_HEIGHT / 2 + 2 || | |
p.position.y < -1 || p.position.y > PARATROOPER_SPAWN_Y + 2) { | |
scene.remove(p); | |
projectiles.splice(i, 1); | |
continue; | |
} | |
checkProjectileHit(p, i); | |
} | |
} | |
function checkProjectileHit(projectile, projectileIndex) { | |
const pPos = projectile.position; | |
const ownerId = projectile.userData.ownerId; | |
// Check players | |
[player1, player2].forEach(player => { | |
if (player.health <= 0 || player.id === ownerId || player.shieldActive) return; | |
const distSq = pPos.distanceToSquared(player.meshGroup.position); | |
if (distSq < (player.radius + PROJECTILE_SIZE) ** 2) { | |
player.health--; | |
scene.remove(projectile); projectiles.splice(projectileIndex, 1); | |
if (!ownerId.includes('invader') && !ownerId.includes('paratrooper')) { // Player hit player | |
const shooter = ownerId === 'player1' ? player1 : player2; | |
shooter.score++; | |
} | |
// Hit flash (can be improved) | |
const originalColor = player.id === 'player1' ? 0x38b2ac : 0xed8936; | |
player.meshGroup.children[0].material.color.setHex(0xff0000); | |
setTimeout(() => { if(player.meshGroup.children[0]) player.meshGroup.children[0].material.color.setHex(originalColor); }, 100); | |
updateUI(); checkWinCondition(); return; | |
} | |
}); | |
if (projectiles.indexOf(projectile) === -1) return; // Hit a player | |
// Check invaders | |
for (let j = invaders.length - 1; j >= 0; j--) { | |
const inv = invaders[j]; | |
if (inv.health <= 0 || ownerId.includes('invader')) continue; | |
const distSq = pPos.distanceToSquared(inv.meshGroup.position); | |
if (distSq < (inv.radius + PROJECTILE_SIZE) ** 2) { | |
inv.health--; | |
scene.remove(projectile); projectiles.splice(projectileIndex, 1); | |
if (ownerId === 'player1') player1.score++; else if (ownerId === 'player2') player2.score++; | |
if (inv.health <= 0) { scene.remove(inv.meshGroup); invaders.splice(j, 1); } | |
else { // Hit flash | |
inv.meshGroup.children[0].material.color.setHex(0xff0000); | |
setTimeout(() => { if(inv.meshGroup.children[0]) inv.meshGroup.children[0].material.color.setHex(0x9f7aea); }, 100); | |
} | |
updateUI(); return; | |
} | |
} | |
if (projectiles.indexOf(projectile) === -1) return; | |
// Check paratroopers | |
for (let k = paratroopers.length - 1; k >= 0; k--) { | |
const pt = paratroopers[k]; | |
if (pt.health <= 0 || ownerId.includes('paratrooper')) continue; | |
const distSq = pPos.distanceToSquared(pt.meshGroup.position); | |
if (distSq < (pt.radius + PROJECTILE_SIZE) ** 2) { | |
pt.health--; | |
scene.remove(projectile); projectiles.splice(projectileIndex, 1); | |
if (ownerId === 'player1') player1.score++; else if (ownerId === 'player2') player2.score++; | |
if (pt.health <= 0) { scene.remove(pt.meshGroup); paratroopers.splice(k, 1); } | |
else { // Hit flash | |
pt.meshGroup.children[0].material.color.setHex(0xff0000); | |
setTimeout(() => { if(pt.meshGroup.children[0]) pt.meshGroup.children[0].material.color.setHex(0xdd6b20); }, 100); | |
} | |
updateUI(); return; | |
} | |
} | |
} | |
function updateUI() { | |
player1ScoreEl.textContent = player1.score; | |
player1HealthEl.textContent = Math.max(0, player1.health); | |
player2ScoreEl.textContent = player2.score; | |
player2HealthEl.textContent = Math.max(0, player2.health); | |
const now = Date.now(); | |
player1ShieldStatusEl.textContent = player1.shieldActive ? `ON (${Math.ceil((player1.shieldEndTime - now)/1000)}s)` : (now < player1.shieldCooldownEndTime ? `CD (${Math.ceil((player1.shieldCooldownEndTime - now)/1000)}s)`: 'OFF'); | |
player2ShieldStatusEl.textContent = player2.shieldActive ? `ON (${Math.ceil((player2.shieldEndTime - now)/1000)}s)` : (now < player2.shieldCooldownEndTime ? `CD (${Math.ceil((player2.shieldCooldownEndTime - now)/1000)}s)`: 'OFF'); | |
} | |
function checkWinCondition() { | |
if (gameOver) return; | |
let winner = null; | |
if (player1.health <= 0 && player2.health <=0) winner = "It's a Draw!"; | |
else if (player1.health <= 0) winner = "Player 2 Wins!"; | |
else if (player2.health <= 0) winner = "Player 1 Wins!"; | |
if (winner) { | |
gameOver = true; | |
gameOverMessageEl.textContent = winner; | |
gameOverMessageEl.style.display = 'block'; | |
} | |
} | |
// --- Animation Loop --- | |
function animate() { | |
requestAnimationFrame(animate); | |
if (!gameOver) { | |
handlePlayerMovement(player1, 'w', 's', 'a', 'd'); | |
handlePlayerMovement(player2, 'i', 'k', 'j', 'l'); | |
updateInvaderBehavior(); | |
updateParatroopers(); | |
updateShields(); | |
} | |
updateProjectiles(); | |
updateUI(); // Continuously update UI for timers | |
renderer.render(scene, camera); | |
} | |
// --- Start the game --- | |
if (document.readyState === 'loading') { | |
document.addEventListener('DOMContentLoaded', init); | |
} else { | |
init(); | |
} | |
</script> | |
</body> | |
</html> | |