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Update index.html
Browse files- index.html +486 -18
index.html
CHANGED
@@ -1,19 +1,487 @@
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19 |
</html>
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<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="UTF-8">
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<meta name="viewport" content="width=device-width, initial-scale=1.0">
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<title>Yar's Revenge 3D</title>
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<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js"></script>
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<style>
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body { margin: 0; overflow: hidden; font-family: 'Arial', sans-serif; background-color: #000; color: #fff; }
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canvas { display: block; }
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#infoPanel {
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position: absolute;
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top: 10px;
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left: 10px;
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padding: 10px;
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background-color: rgba(0,0,0,0.7);
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border-radius: 8px;
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color: #fff;
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font-size: 16px;
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display: flex;
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flex-direction: column;
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gap: 8px;
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}
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.player-info {
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padding: 5px;
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border-radius: 4px;
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}
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.player1 { background-color: rgba(0, 150, 255, 0.5); }
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.player2 { background-color: rgba(255, 100, 0, 0.5); }
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#gameOverScreen {
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position: absolute;
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top: 50%;
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left: 50%;
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transform: translate(-50%, -50%);
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padding: 30px;
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background-color: rgba(20, 20, 20, 0.9);
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border: 2px solid #555;
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border-radius: 15px;
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text-align: center;
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display: none; /* Hidden by default */
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z-index: 100;
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}
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#gameOverScreen h2 { margin-top: 0; font-size: 28px; color: #ff4444; }
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#gameOverScreen p { font-size: 18px; }
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#gameOverScreen button {
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padding: 12px 25px;
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font-size: 18px;
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color: #fff;
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background-color: #007bff;
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border: none;
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border-radius: 8px;
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cursor: pointer;
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margin-top: 20px;
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transition: background-color 0.3s ease;
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}
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#gameOverScreen button:hover { background-color: #0056b3; }
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</style>
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</head>
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<body>
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<div id="infoPanel">
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<div id="player1Info" class="player-info player1">Player 1 (WASD, E): Score 0 | Lives 3</div>
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<div id="player2Info" class="player-info player2">Player 2 (IJKL, U): Score 0 | Lives 3</div>
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<div id="qotileInfo">Qotile Health: 100</div>
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</div>
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<div id="gameOverScreen">
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<h2>Game Over!</h2>
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<p id="gameOverMessage"></p>
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<button id="restartButton">Restart Game</button>
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</div>
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<script>
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let scene, camera, renderer, clock;
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let players = [];
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let playerProjectiles = [];
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let neutralZoneBlocks = [];
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let qotile;
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const keysPressed = {}; // Stores the state of currently pressed keys using event.code
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const gameSettings = {
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playerSpeed: 10,
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projectileSpeed: 30,
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playerSize: 1,
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projectileSize: 0.2,
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neutralZoneBlockSize: 2,
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qotileSize: 4,
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playAreaWidth: 30,
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playAreaHeight: 20,
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playerShootCooldown: 0.2, // seconds
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initialPlayerLives: 3,
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qotileInitialHealth: 100,
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pointsPerNeutralBlock: 10,
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pointsPerQotileHit: 50,
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};
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let gameActive = true;
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+
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// Initialization function
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function init() {
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gameActive = true;
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// Scene
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scene = new THREE.Scene();
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scene.background = new THREE.Color(0x111122);
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+
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// Camera
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camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
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camera.position.set(0, 5, 25); // Positioned to see the play area
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camera.lookAt(0, 0, 0);
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// Renderer
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renderer = new THREE.WebGLRenderer({ antialias: true });
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renderer.setSize(window.innerWidth, window.innerHeight);
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document.body.appendChild(renderer.domElement);
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// Lighting
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const ambientLight = new THREE.AmbientLight(0x606060);
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scene.add(ambientLight);
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const directionalLight = new THREE.DirectionalLight(0xffffff, 0.8);
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directionalLight.position.set(5, 10, 7.5);
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scene.add(directionalLight);
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// Clock for delta time
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clock = new THREE.Clock();
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// Create game elements
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createPlayers();
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createNeutralZone();
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createQotile();
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// Event Listeners
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document.addEventListener('keydown', onKeyDown);
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document.addEventListener('keyup', onKeyUp);
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window.addEventListener('resize', onWindowResize);
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document.getElementById('restartButton').addEventListener('click', restartGame);
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document.getElementById('gameOverScreen').style.display = 'none';
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updateUI();
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animate();
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}
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// Create Player objects
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function createPlayers() {
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players = []; // Clear existing players if any (for restart)
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playerProjectiles = []; // Clear existing projectiles
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+
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const playerGeometry = new THREE.BoxGeometry(gameSettings.playerSize, gameSettings.playerSize, gameSettings.playerSize);
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// Player 1
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const player1Material = new THREE.MeshStandardMaterial({ color: 0x0099ff });
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const player1Mesh = new THREE.Mesh(playerGeometry, player1Material);
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player1Mesh.position.set(-gameSettings.playAreaWidth / 4, 0, 15);
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scene.add(player1Mesh);
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players.push({
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mesh: player1Mesh,
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isPlayer2: false,
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// ******** UPDATED FIRE KEY FOR PLAYER 1 ********
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controls: { up: 'KeyW', down: 'KeyS', left: 'KeyA', right: 'KeyD', shoot: 'KeyE' },
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shootCooldownTimer: 0,
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score: 0,
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lives: gameSettings.initialPlayerLives,
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projectiles: []
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});
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// Player 2
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const player2Material = new THREE.MeshStandardMaterial({ color: 0xff6600 });
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const player2Mesh = new THREE.Mesh(playerGeometry, player2Material);
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player2Mesh.position.set(gameSettings.playAreaWidth / 4, 0, 15);
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scene.add(player2Mesh);
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players.push({
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mesh: player2Mesh,
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isPlayer2: true,
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171 |
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// ******** UPDATED FIRE KEY FOR PLAYER 2 ********
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controls: { up: 'KeyI', down: 'KeyK', left: 'KeyJ', right: 'KeyL', shoot: 'KeyU' },
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173 |
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shootCooldownTimer: 0,
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score: 0,
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lives: gameSettings.initialPlayerLives,
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projectiles: []
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});
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178 |
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}
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+
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// Create Neutral Zone blocks
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function createNeutralZone() {
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// Remove existing blocks from scene before clearing array
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183 |
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neutralZoneBlocks.forEach(block => {
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184 |
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if (block && scene.getObjectById(block.id)) scene.remove(block);
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if (block && block.geometry) block.geometry.dispose();
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if (block && block.material) block.material.dispose();
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});
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188 |
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neutralZoneBlocks = []; // Clear for restart
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189 |
+
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+
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const blockGeometry = new THREE.BoxGeometry(
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gameSettings.neutralZoneBlockSize,
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gameSettings.neutralZoneBlockSize,
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gameSettings.neutralZoneBlockSize / 2 // Thinner blocks
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);
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const blockMaterial = new THREE.MeshStandardMaterial({ color: 0x888888, roughness: 0.7, metalness: 0.3 });
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+
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const numX = Math.floor(gameSettings.playAreaWidth / gameSettings.neutralZoneBlockSize);
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const numY = Math.floor(gameSettings.playAreaHeight / gameSettings.neutralZoneBlockSize);
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for (let i = 0; i < numX; i++) {
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202 |
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for (let j = 0; j < numY; j++) {
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const block = new THREE.Mesh(blockGeometry.clone(), blockMaterial.clone());
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block.position.set(
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(i - numX / 2 + 0.5) * gameSettings.neutralZoneBlockSize,
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(j - numY / 2 + 0.5) * gameSettings.neutralZoneBlockSize,
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0 // Z-position of the neutral zone
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);
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block.userData = { health: 1 }; // Simple health for blocks
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scene.add(block);
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neutralZoneBlocks.push(block);
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}
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}
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}
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// Create Qotile (enemy base)
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function createQotile() {
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if (qotile && qotile.mesh) {
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if (scene.getObjectById(qotile.mesh.id)) scene.remove(qotile.mesh);
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if (qotile.mesh.geometry) qotile.mesh.geometry.dispose();
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if (qotile.mesh.material) qotile.mesh.material.dispose();
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}
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const qotileGeometry = new THREE.BoxGeometry(gameSettings.qotileSize, gameSettings.qotileSize, gameSettings.qotileSize);
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const qotileMaterial = new THREE.MeshStandardMaterial({ color: 0xff0000, emissive: 0x330000 });
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const qotileMesh = new THREE.Mesh(qotileGeometry, qotileMaterial);
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qotileMesh.position.set(0, 0, -15); // Positioned behind the neutral zone
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scene.add(qotileMesh);
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qotile = {
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mesh: qotileMesh,
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health: gameSettings.qotileInitialHealth,
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hitTimer: 0 // For visual feedback on hit
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};
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}
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+
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// Handle player movement
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function handlePlayerMovement(player, delta) {
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const moveDistance = gameSettings.playerSpeed * delta;
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// Check against the correct event.code strings stored in player.controls
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if (keysPressed[player.controls.up]) player.mesh.position.y += moveDistance;
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if (keysPressed[player.controls.down]) player.mesh.position.y -= moveDistance;
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if (keysPressed[player.controls.left]) player.mesh.position.x -= moveDistance;
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if (keysPressed[player.controls.right]) player.mesh.position.x += moveDistance;
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+
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+
// Boundary checks
|
246 |
+
const halfWidth = gameSettings.playAreaWidth / 2 - gameSettings.playerSize / 2;
|
247 |
+
const halfHeight = gameSettings.playAreaHeight / 2 - gameSettings.playerSize / 2;
|
248 |
+
player.mesh.position.x = Math.max(-halfWidth, Math.min(halfWidth, player.mesh.position.x));
|
249 |
+
player.mesh.position.y = Math.max(-halfHeight, Math.min(halfHeight, player.mesh.position.y));
|
250 |
+
}
|
251 |
+
|
252 |
+
// Handle player shooting
|
253 |
+
function handlePlayerShooting(player, delta) {
|
254 |
+
if (player.shootCooldownTimer > 0) {
|
255 |
+
player.shootCooldownTimer -= delta;
|
256 |
+
}
|
257 |
+
// Check against the correct event.code string for shooting
|
258 |
+
if (keysPressed[player.controls.shoot] && player.shootCooldownTimer <= 0) {
|
259 |
+
player.shootCooldownTimer = gameSettings.playerShootCooldown;
|
260 |
+
createProjectile(player);
|
261 |
+
}
|
262 |
+
}
|
263 |
+
|
264 |
+
// Create a projectile
|
265 |
+
function createProjectile(player) {
|
266 |
+
const projectileGeometry = new THREE.SphereGeometry(gameSettings.projectileSize, 8, 8);
|
267 |
+
const projectileMaterial = new THREE.MeshBasicMaterial({ color: player.isPlayer2 ? 0xffaa33 : 0x66ccff });
|
268 |
+
const projectile = new THREE.Mesh(projectileGeometry, projectileMaterial);
|
269 |
+
|
270 |
+
projectile.position.copy(player.mesh.position);
|
271 |
+
projectile.position.z -= gameSettings.playerSize / 2; // Start in front of player
|
272 |
+
|
273 |
+
projectile.userData = {
|
274 |
+
owner: player,
|
275 |
+
velocity: new THREE.Vector3(0, 0, -gameSettings.projectileSpeed) // Shoots "into" the screen
|
276 |
+
};
|
277 |
+
|
278 |
+
scene.add(projectile);
|
279 |
+
playerProjectiles.push(projectile);
|
280 |
+
}
|
281 |
+
|
282 |
+
// Update projectiles
|
283 |
+
function updateProjectiles(delta) {
|
284 |
+
for (let i = playerProjectiles.length - 1; i >= 0; i--) {
|
285 |
+
const projectile = playerProjectiles[i];
|
286 |
+
if (!projectile || !projectile.userData) { // Safety check
|
287 |
+
if (projectile && scene.getObjectById(projectile.id)) scene.remove(projectile); // Clean up from scene if partially added
|
288 |
+
playerProjectiles.splice(i, 1);
|
289 |
+
continue;
|
290 |
+
}
|
291 |
+
projectile.position.addScaledVector(projectile.userData.velocity, delta);
|
292 |
+
|
293 |
+
// Remove if out of bounds
|
294 |
+
if (projectile.position.z < -30 || projectile.position.z > 30 ||
|
295 |
+
Math.abs(projectile.position.x) > gameSettings.playAreaWidth / 2 + 5 || // Added some buffer
|
296 |
+
Math.abs(projectile.position.y) > gameSettings.playAreaHeight / 2 + 5) {
|
297 |
+
scene.remove(projectile);
|
298 |
+
if (projectile.geometry) projectile.geometry.dispose();
|
299 |
+
if (projectile.material) projectile.material.dispose();
|
300 |
+
playerProjectiles.splice(i, 1);
|
301 |
+
continue;
|
302 |
+
}
|
303 |
+
checkProjectileCollisions(projectile, i);
|
304 |
+
}
|
305 |
+
}
|
306 |
+
|
307 |
+
// Check projectile collisions
|
308 |
+
function checkProjectileCollisions(projectile, projectileIndex) {
|
309 |
+
if (!projectile || !projectile.userData || !projectile.userData.owner) {
|
310 |
+
if (projectile && scene.getObjectById(projectile.id)) scene.remove(projectile);
|
311 |
+
if(playerProjectiles[projectileIndex] === projectile) playerProjectiles.splice(projectileIndex, 1);
|
312 |
+
return;
|
313 |
+
}
|
314 |
+
const projectileBox = new THREE.Box3().setFromObject(projectile);
|
315 |
+
|
316 |
+
// Collision with Neutral Zone blocks
|
317 |
+
for (let j = neutralZoneBlocks.length - 1; j >= 0; j--) {
|
318 |
+
const block = neutralZoneBlocks[j];
|
319 |
+
const blockBox = new THREE.Box3().setFromObject(block);
|
320 |
+
if (projectileBox.intersectsBox(blockBox)) {
|
321 |
+
scene.remove(block);
|
322 |
+
if (block.geometry) block.geometry.dispose();
|
323 |
+
if (block.material) block.material.dispose();
|
324 |
+
neutralZoneBlocks.splice(j, 1);
|
325 |
+
|
326 |
+
scene.remove(projectile);
|
327 |
+
if (projectile.geometry) projectile.geometry.dispose();
|
328 |
+
if (projectile.material) projectile.material.dispose();
|
329 |
+
playerProjectiles.splice(projectileIndex, 1);
|
330 |
+
|
331 |
+
projectile.userData.owner.score += gameSettings.pointsPerNeutralBlock;
|
332 |
+
updateUI();
|
333 |
+
return;
|
334 |
+
}
|
335 |
+
}
|
336 |
+
|
337 |
+
// Collision with Qotile
|
338 |
+
if (qotile && qotile.mesh && qotile.health > 0) {
|
339 |
+
const qotileBox = new THREE.Box3().setFromObject(qotile.mesh);
|
340 |
+
if (projectileBox.intersectsBox(qotileBox)) {
|
341 |
+
scene.remove(projectile);
|
342 |
+
if (projectile.geometry) projectile.geometry.dispose();
|
343 |
+
if (projectile.material) projectile.material.dispose();
|
344 |
+
playerProjectiles.splice(projectileIndex, 1);
|
345 |
+
|
346 |
+
qotile.health -= 10;
|
347 |
+
qotile.mesh.material.emissive.setHex(0xffffff);
|
348 |
+
qotile.hitTimer = 0.1;
|
349 |
+
projectile.userData.owner.score += gameSettings.pointsPerQotileHit;
|
350 |
+
updateUI();
|
351 |
+
|
352 |
+
if (qotile.health <= 0) {
|
353 |
+
const winnerName = projectile.userData.owner.isPlayer2 ? "Player 2" : "Player 1";
|
354 |
+
endGame(winnerName + " destroyed the Qotile!");
|
355 |
+
}
|
356 |
+
return;
|
357 |
+
}
|
358 |
+
}
|
359 |
+
}
|
360 |
+
|
361 |
+
function updateQotile(delta) {
|
362 |
+
if (qotile && qotile.hitTimer > 0) {
|
363 |
+
qotile.hitTimer -= delta;
|
364 |
+
if (qotile.hitTimer <= 0) {
|
365 |
+
qotile.mesh.material.emissive.setHex(0x330000);
|
366 |
+
}
|
367 |
+
}
|
368 |
+
}
|
369 |
+
|
370 |
+
// Update UI elements
|
371 |
+
function updateUI() {
|
372 |
+
const p1 = players && players[0] ? players[0] : { score: 0, lives: 0 };
|
373 |
+
const p2 = players && players[1] ? players[1] : { score: 0, lives: 0 };
|
374 |
+
|
375 |
+
// ******** UPDATED UI TEXT FOR NEW FIRE KEYS ********
|
376 |
+
document.getElementById('player1Info').textContent = `Player 1 (WASD, E): Score ${p1.score} | Lives ${p1.lives}`;
|
377 |
+
document.getElementById('player2Info').textContent = `Player 2 (IJKL, U): Score ${p2.score} | Lives ${p2.lives}`;
|
378 |
+
|
379 |
+
if (qotile) {
|
380 |
+
document.getElementById('qotileInfo').textContent = `Qotile Health: ${Math.max(0, qotile.health)}`;
|
381 |
+
} else {
|
382 |
+
document.getElementById('qotileInfo').textContent = `Qotile Health: N/A`;
|
383 |
+
}
|
384 |
+
}
|
385 |
+
|
386 |
+
function checkGameOver() {
|
387 |
+
if (!gameActive) return;
|
388 |
+
}
|
389 |
+
|
390 |
+
|
391 |
+
function endGame(message) {
|
392 |
+
if (!gameActive) return;
|
393 |
+
gameActive = false;
|
394 |
+
console.log("Game Over:", message);
|
395 |
+
document.getElementById('gameOverMessage').textContent = message;
|
396 |
+
document.getElementById('gameOverScreen').style.display = 'flex';
|
397 |
+
|
398 |
+
playerProjectiles.forEach(p => {
|
399 |
+
if (p && scene.getObjectById(p.id)) scene.remove(p);
|
400 |
+
if (p && p.geometry) p.geometry.dispose();
|
401 |
+
if (p && p.material) p.material.dispose();
|
402 |
+
});
|
403 |
+
playerProjectiles = [];
|
404 |
+
}
|
405 |
+
|
406 |
+
function restartGame() {
|
407 |
+
players.forEach(p => {
|
408 |
+
if (p.mesh && scene.getObjectById(p.mesh.id)) scene.remove(p.mesh);
|
409 |
+
if (p.mesh && p.mesh.geometry) p.mesh.geometry.dispose();
|
410 |
+
if (p.mesh && p.mesh.material) p.mesh.material.dispose();
|
411 |
+
});
|
412 |
+
playerProjectiles.forEach(p => {
|
413 |
+
if (p && scene.getObjectById(p.id)) scene.remove(p);
|
414 |
+
if (p && p.geometry) p.geometry.dispose();
|
415 |
+
if (p && p.material) p.material.dispose();
|
416 |
+
});
|
417 |
+
neutralZoneBlocks.forEach(b => {
|
418 |
+
if (b && scene.getObjectById(b.id)) scene.remove(b);
|
419 |
+
if (b && b.geometry) b.geometry.dispose();
|
420 |
+
if (b && b.material) b.material.dispose();
|
421 |
+
});
|
422 |
+
if (qotile && qotile.mesh) {
|
423 |
+
if (scene.getObjectById(qotile.mesh.id)) scene.remove(qotile.mesh);
|
424 |
+
if (qotile.mesh.geometry) qotile.mesh.geometry.dispose();
|
425 |
+
if (qotile.mesh.material) qotile.mesh.material.dispose();
|
426 |
+
}
|
427 |
+
|
428 |
+
players = [];
|
429 |
+
playerProjectiles = [];
|
430 |
+
neutralZoneBlocks = [];
|
431 |
+
qotile = null;
|
432 |
+
|
433 |
+
createPlayers();
|
434 |
+
createNeutralZone();
|
435 |
+
createQotile();
|
436 |
+
|
437 |
+
gameActive = true;
|
438 |
+
document.getElementById('gameOverScreen').style.display = 'none';
|
439 |
+
updateUI();
|
440 |
+
}
|
441 |
+
|
442 |
+
|
443 |
+
// Animation loop
|
444 |
+
function animate() {
|
445 |
+
requestAnimationFrame(animate);
|
446 |
+
const delta = clock.getDelta();
|
447 |
+
|
448 |
+
if (gameActive) {
|
449 |
+
players.forEach(player => {
|
450 |
+
if (player && player.mesh) {
|
451 |
+
handlePlayerMovement(player, delta);
|
452 |
+
handlePlayerShooting(player, delta);
|
453 |
+
}
|
454 |
+
});
|
455 |
+
updateProjectiles(delta);
|
456 |
+
updateQotile(delta);
|
457 |
+
}
|
458 |
+
|
459 |
+
updateUI();
|
460 |
+
renderer.render(scene, camera);
|
461 |
+
}
|
462 |
+
|
463 |
+
// Event handlers
|
464 |
+
function onKeyDown(event) {
|
465 |
+
keysPressed[event.code] = true;
|
466 |
+
|
467 |
+
// ******** UPDATED GAMEKEYS FOR PREVENTDEFAULT ********
|
468 |
+
const gameKeys = ['KeyW', 'KeyA', 'KeyS', 'KeyD', 'KeyI', 'KeyJ', 'KeyK', 'KeyL', 'KeyE', 'KeyU', 'Space'];
|
469 |
+
if (gameKeys.includes(event.code)) {
|
470 |
+
event.preventDefault();
|
471 |
+
}
|
472 |
+
}
|
473 |
+
function onKeyUp(event) {
|
474 |
+
keysPressed[event.code] = false;
|
475 |
+
}
|
476 |
+
function onWindowResize() {
|
477 |
+
camera.aspect = window.innerWidth / window.innerHeight;
|
478 |
+
camera.updateProjectionMatrix();
|
479 |
+
renderer.setSize(window.innerWidth, window.innerHeight);
|
480 |
+
}
|
481 |
+
|
482 |
+
window.onload = function() {
|
483 |
+
init();
|
484 |
+
};
|
485 |
+
</script>
|
486 |
+
</body>
|
487 |
</html>
|