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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>Yar's Revenge 3D</title>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js"></script>
<style>
body { margin: 0; overflow: hidden; font-family: 'Arial', sans-serif; background-color: #000; color: #fff; }
canvas { display: block; }
#infoPanel {
position: absolute;
top: 10px;
left: 10px;
padding: 10px;
background-color: rgba(0,0,0,0.7);
border-radius: 8px;
color: #fff;
font-size: 16px;
display: flex;
flex-direction: column;
gap: 8px;
}
.player-info {
padding: 5px;
border-radius: 4px;
}
.player1 { background-color: rgba(0, 150, 255, 0.5); }
.player2 { background-color: rgba(255, 100, 0, 0.5); }
#gameOverScreen {
position: absolute;
top: 50%;
left: 50%;
transform: translate(-50%, -50%);
padding: 30px;
background-color: rgba(20, 20, 20, 0.9);
border: 2px solid #555;
border-radius: 15px;
text-align: center;
display: none; /* Hidden by default */
z-index: 100;
}
#gameOverScreen h2 { margin-top: 0; font-size: 28px; color: #ff4444; }
#gameOverScreen p { font-size: 18px; }
#gameOverScreen button {
padding: 12px 25px;
font-size: 18px;
color: #fff;
background-color: #007bff;
border: none;
border-radius: 8px;
cursor: pointer;
margin-top: 20px;
transition: background-color 0.3s ease;
}
#gameOverScreen button:hover { background-color: #0056b3; }
</style>
</head>
<body>
<div id="infoPanel">
<div id="player1Info" class="player-info player1">Player 1 (WASD, E): Score 0 | Lives 3</div>
<div id="player2Info" class="player-info player2">Player 2 (IJKL, U): Score 0 | Lives 3</div>
<div id="qotileInfo">Qotile Health: 100</div>
</div>
<div id="gameOverScreen">
<h2>Game Over!</h2>
<p id="gameOverMessage"></p>
<button id="restartButton">Restart Game</button>
</div>
<script>
let scene, camera, renderer, clock;
let players = [];
let playerProjectiles = [];
let neutralZoneBlocks = [];
let qotile;
const keysPressed = {}; // Stores the state of currently pressed keys using event.code
const gameSettings = {
playerSpeed: 10,
projectileSpeed: 30,
playerSize: 1,
projectileSize: 0.2,
neutralZoneBlockSize: 2,
qotileSize: 4,
playAreaWidth: 30,
playAreaHeight: 20,
playerShootCooldown: 0.2, // seconds
initialPlayerLives: 3,
qotileInitialHealth: 100,
pointsPerNeutralBlock: 10,
pointsPerQotileHit: 50,
};
let gameActive = true;
// Initialization function
function init() {
gameActive = true;
// Scene
scene = new THREE.Scene();
scene.background = new THREE.Color(0x111122);
// Camera
camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
camera.position.set(0, 5, 25); // Positioned to see the play area
camera.lookAt(0, 0, 0);
// Renderer
renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
// Lighting
const ambientLight = new THREE.AmbientLight(0x606060);
scene.add(ambientLight);
const directionalLight = new THREE.DirectionalLight(0xffffff, 0.8);
directionalLight.position.set(5, 10, 7.5);
scene.add(directionalLight);
// Clock for delta time
clock = new THREE.Clock();
// Create game elements
createPlayers();
createNeutralZone();
createQotile();
// Event Listeners
document.addEventListener('keydown', onKeyDown);
document.addEventListener('keyup', onKeyUp);
window.addEventListener('resize', onWindowResize);
document.getElementById('restartButton').addEventListener('click', restartGame);
document.getElementById('gameOverScreen').style.display = 'none';
updateUI();
animate();
}
// Create Player objects
function createPlayers() {
players = []; // Clear existing players if any (for restart)
playerProjectiles = []; // Clear existing projectiles
const playerGeometry = new THREE.BoxGeometry(gameSettings.playerSize, gameSettings.playerSize, gameSettings.playerSize);
// Player 1
const player1Material = new THREE.MeshStandardMaterial({ color: 0x0099ff });
const player1Mesh = new THREE.Mesh(playerGeometry, player1Material);
player1Mesh.position.set(-gameSettings.playAreaWidth / 4, 0, 15);
scene.add(player1Mesh);
players.push({
mesh: player1Mesh,
isPlayer2: false,
// ******** UPDATED FIRE KEY FOR PLAYER 1 ********
controls: { up: 'KeyW', down: 'KeyS', left: 'KeyA', right: 'KeyD', shoot: 'KeyE' },
shootCooldownTimer: 0,
score: 0,
lives: gameSettings.initialPlayerLives,
projectiles: []
});
// Player 2
const player2Material = new THREE.MeshStandardMaterial({ color: 0xff6600 });
const player2Mesh = new THREE.Mesh(playerGeometry, player2Material);
player2Mesh.position.set(gameSettings.playAreaWidth / 4, 0, 15);
scene.add(player2Mesh);
players.push({
mesh: player2Mesh,
isPlayer2: true,
// ******** UPDATED FIRE KEY FOR PLAYER 2 ********
controls: { up: 'KeyI', down: 'KeyK', left: 'KeyJ', right: 'KeyL', shoot: 'KeyU' },
shootCooldownTimer: 0,
score: 0,
lives: gameSettings.initialPlayerLives,
projectiles: []
});
}
// Create Neutral Zone blocks
function createNeutralZone() {
// Remove existing blocks from scene before clearing array
neutralZoneBlocks.forEach(block => {
if (block && scene.getObjectById(block.id)) scene.remove(block);
if (block && block.geometry) block.geometry.dispose();
if (block && block.material) block.material.dispose();
});
neutralZoneBlocks = []; // Clear for restart
const blockGeometry = new THREE.BoxGeometry(
gameSettings.neutralZoneBlockSize,
gameSettings.neutralZoneBlockSize,
gameSettings.neutralZoneBlockSize / 2 // Thinner blocks
);
const blockMaterial = new THREE.MeshStandardMaterial({ color: 0x888888, roughness: 0.7, metalness: 0.3 });
const numX = Math.floor(gameSettings.playAreaWidth / gameSettings.neutralZoneBlockSize);
const numY = Math.floor(gameSettings.playAreaHeight / gameSettings.neutralZoneBlockSize);
for (let i = 0; i < numX; i++) {
for (let j = 0; j < numY; j++) {
const block = new THREE.Mesh(blockGeometry.clone(), blockMaterial.clone());
block.position.set(
(i - numX / 2 + 0.5) * gameSettings.neutralZoneBlockSize,
(j - numY / 2 + 0.5) * gameSettings.neutralZoneBlockSize,
0 // Z-position of the neutral zone
);
block.userData = { health: 1 }; // Simple health for blocks
scene.add(block);
neutralZoneBlocks.push(block);
}
}
}
// Create Qotile (enemy base)
function createQotile() {
if (qotile && qotile.mesh) {
if (scene.getObjectById(qotile.mesh.id)) scene.remove(qotile.mesh);
if (qotile.mesh.geometry) qotile.mesh.geometry.dispose();
if (qotile.mesh.material) qotile.mesh.material.dispose();
}
const qotileGeometry = new THREE.BoxGeometry(gameSettings.qotileSize, gameSettings.qotileSize, gameSettings.qotileSize);
const qotileMaterial = new THREE.MeshStandardMaterial({ color: 0xff0000, emissive: 0x330000 });
const qotileMesh = new THREE.Mesh(qotileGeometry, qotileMaterial);
qotileMesh.position.set(0, 0, -15); // Positioned behind the neutral zone
scene.add(qotileMesh);
qotile = {
mesh: qotileMesh,
health: gameSettings.qotileInitialHealth,
hitTimer: 0 // For visual feedback on hit
};
}
// Handle player movement
function handlePlayerMovement(player, delta) {
const moveDistance = gameSettings.playerSpeed * delta;
// Check against the correct event.code strings stored in player.controls
if (keysPressed[player.controls.up]) player.mesh.position.y += moveDistance;
if (keysPressed[player.controls.down]) player.mesh.position.y -= moveDistance;
if (keysPressed[player.controls.left]) player.mesh.position.x -= moveDistance;
if (keysPressed[player.controls.right]) player.mesh.position.x += moveDistance;
// Boundary checks
const halfWidth = gameSettings.playAreaWidth / 2 - gameSettings.playerSize / 2;
const halfHeight = gameSettings.playAreaHeight / 2 - gameSettings.playerSize / 2;
player.mesh.position.x = Math.max(-halfWidth, Math.min(halfWidth, player.mesh.position.x));
player.mesh.position.y = Math.max(-halfHeight, Math.min(halfHeight, player.mesh.position.y));
}
// Handle player shooting
function handlePlayerShooting(player, delta) {
if (player.shootCooldownTimer > 0) {
player.shootCooldownTimer -= delta;
}
// Check against the correct event.code string for shooting
if (keysPressed[player.controls.shoot] && player.shootCooldownTimer <= 0) {
player.shootCooldownTimer = gameSettings.playerShootCooldown;
createProjectile(player);
}
}
// Create a projectile
function createProjectile(player) {
const projectileGeometry = new THREE.SphereGeometry(gameSettings.projectileSize, 8, 8);
const projectileMaterial = new THREE.MeshBasicMaterial({ color: player.isPlayer2 ? 0xffaa33 : 0x66ccff });
const projectile = new THREE.Mesh(projectileGeometry, projectileMaterial);
projectile.position.copy(player.mesh.position);
projectile.position.z -= gameSettings.playerSize / 2; // Start in front of player
projectile.userData = {
owner: player,
velocity: new THREE.Vector3(0, 0, -gameSettings.projectileSpeed) // Shoots "into" the screen
};
scene.add(projectile);
playerProjectiles.push(projectile);
}
// Update projectiles
function updateProjectiles(delta) {
for (let i = playerProjectiles.length - 1; i >= 0; i--) {
const projectile = playerProjectiles[i];
if (!projectile || !projectile.userData) { // Safety check
if (projectile && scene.getObjectById(projectile.id)) scene.remove(projectile); // Clean up from scene if partially added
playerProjectiles.splice(i, 1);
continue;
}
projectile.position.addScaledVector(projectile.userData.velocity, delta);
// Remove if out of bounds
if (projectile.position.z < -30 || projectile.position.z > 30 ||
Math.abs(projectile.position.x) > gameSettings.playAreaWidth / 2 + 5 || // Added some buffer
Math.abs(projectile.position.y) > gameSettings.playAreaHeight / 2 + 5) {
scene.remove(projectile);
if (projectile.geometry) projectile.geometry.dispose();
if (projectile.material) projectile.material.dispose();
playerProjectiles.splice(i, 1);
continue;
}
checkProjectileCollisions(projectile, i);
}
}
// Check projectile collisions
function checkProjectileCollisions(projectile, projectileIndex) {
if (!projectile || !projectile.userData || !projectile.userData.owner) {
if (projectile && scene.getObjectById(projectile.id)) scene.remove(projectile);
if(playerProjectiles[projectileIndex] === projectile) playerProjectiles.splice(projectileIndex, 1);
return;
}
const projectileBox = new THREE.Box3().setFromObject(projectile);
// Collision with Neutral Zone blocks
for (let j = neutralZoneBlocks.length - 1; j >= 0; j--) {
const block = neutralZoneBlocks[j];
const blockBox = new THREE.Box3().setFromObject(block);
if (projectileBox.intersectsBox(blockBox)) {
scene.remove(block);
if (block.geometry) block.geometry.dispose();
if (block.material) block.material.dispose();
neutralZoneBlocks.splice(j, 1);
scene.remove(projectile);
if (projectile.geometry) projectile.geometry.dispose();
if (projectile.material) projectile.material.dispose();
playerProjectiles.splice(projectileIndex, 1);
projectile.userData.owner.score += gameSettings.pointsPerNeutralBlock;
updateUI();
return;
}
}
// Collision with Qotile
if (qotile && qotile.mesh && qotile.health > 0) {
const qotileBox = new THREE.Box3().setFromObject(qotile.mesh);
if (projectileBox.intersectsBox(qotileBox)) {
scene.remove(projectile);
if (projectile.geometry) projectile.geometry.dispose();
if (projectile.material) projectile.material.dispose();
playerProjectiles.splice(projectileIndex, 1);
qotile.health -= 10;
qotile.mesh.material.emissive.setHex(0xffffff);
qotile.hitTimer = 0.1;
projectile.userData.owner.score += gameSettings.pointsPerQotileHit;
updateUI();
if (qotile.health <= 0) {
const winnerName = projectile.userData.owner.isPlayer2 ? "Player 2" : "Player 1";
endGame(winnerName + " destroyed the Qotile!");
}
return;
}
}
}
function updateQotile(delta) {
if (qotile && qotile.hitTimer > 0) {
qotile.hitTimer -= delta;
if (qotile.hitTimer <= 0) {
qotile.mesh.material.emissive.setHex(0x330000);
}
}
}
// Update UI elements
function updateUI() {
const p1 = players && players[0] ? players[0] : { score: 0, lives: 0 };
const p2 = players && players[1] ? players[1] : { score: 0, lives: 0 };
// ******** UPDATED UI TEXT FOR NEW FIRE KEYS ********
document.getElementById('player1Info').textContent = `Player 1 (WASD, E): Score ${p1.score} | Lives ${p1.lives}`;
document.getElementById('player2Info').textContent = `Player 2 (IJKL, U): Score ${p2.score} | Lives ${p2.lives}`;
if (qotile) {
document.getElementById('qotileInfo').textContent = `Qotile Health: ${Math.max(0, qotile.health)}`;
} else {
document.getElementById('qotileInfo').textContent = `Qotile Health: N/A`;
}
}
function checkGameOver() {
if (!gameActive) return;
}
function endGame(message) {
if (!gameActive) return;
gameActive = false;
console.log("Game Over:", message);
document.getElementById('gameOverMessage').textContent = message;
document.getElementById('gameOverScreen').style.display = 'flex';
playerProjectiles.forEach(p => {
if (p && scene.getObjectById(p.id)) scene.remove(p);
if (p && p.geometry) p.geometry.dispose();
if (p && p.material) p.material.dispose();
});
playerProjectiles = [];
}
function restartGame() {
players.forEach(p => {
if (p.mesh && scene.getObjectById(p.mesh.id)) scene.remove(p.mesh);
if (p.mesh && p.mesh.geometry) p.mesh.geometry.dispose();
if (p.mesh && p.mesh.material) p.mesh.material.dispose();
});
playerProjectiles.forEach(p => {
if (p && scene.getObjectById(p.id)) scene.remove(p);
if (p && p.geometry) p.geometry.dispose();
if (p && p.material) p.material.dispose();
});
neutralZoneBlocks.forEach(b => {
if (b && scene.getObjectById(b.id)) scene.remove(b);
if (b && b.geometry) b.geometry.dispose();
if (b && b.material) b.material.dispose();
});
if (qotile && qotile.mesh) {
if (scene.getObjectById(qotile.mesh.id)) scene.remove(qotile.mesh);
if (qotile.mesh.geometry) qotile.mesh.geometry.dispose();
if (qotile.mesh.material) qotile.mesh.material.dispose();
}
players = [];
playerProjectiles = [];
neutralZoneBlocks = [];
qotile = null;
createPlayers();
createNeutralZone();
createQotile();
gameActive = true;
document.getElementById('gameOverScreen').style.display = 'none';
updateUI();
}
// Animation loop
function animate() {
requestAnimationFrame(animate);
const delta = clock.getDelta();
if (gameActive) {
players.forEach(player => {
if (player && player.mesh) {
handlePlayerMovement(player, delta);
handlePlayerShooting(player, delta);
}
});
updateProjectiles(delta);
updateQotile(delta);
}
updateUI();
renderer.render(scene, camera);
}
// Event handlers
function onKeyDown(event) {
keysPressed[event.code] = true;
// ******** UPDATED GAMEKEYS FOR PREVENTDEFAULT ********
const gameKeys = ['KeyW', 'KeyA', 'KeyS', 'KeyD', 'KeyI', 'KeyJ', 'KeyK', 'KeyL', 'KeyE', 'KeyU', 'Space'];
if (gameKeys.includes(event.code)) {
event.preventDefault();
}
}
function onKeyUp(event) {
keysPressed[event.code] = false;
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
window.onload = function() {
init();
};
</script>
</body>
</html>
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