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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>3D Maze Game Demo</title>
    <style>
        body { margin: 0; overflow: hidden; }
        #debug { 
            position: absolute; 
            top: 10px; 
            left: 10px; 
            color: white; 
            background: rgba(0,0,0,0.5); 
            padding: 5px; 
            font-family: monospace;
        }
    </style>
    <script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js"></script>
    <script src="https://cdn.jsdelivr.net/npm/[email protected]/examples/js/loaders/GLTFLoader.js"></script>
    <script src="https://cdn.jsdelivr.net/npm/[email protected]/examples/js/controls/OrbitControls.js"></script>
</head>
<body>
    <canvas id="gameCanvas"></canvas>
    <div id="debug">Position: 0, 0, 0<br>Rotation: 0 degrees</div>
    <script>
        // Scene Setup
        const canvas = document.getElementById('gameCanvas');
        const scene = new THREE.Scene();
        const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
        const renderer = new THREE.WebGLRenderer({ canvas: canvas });
        renderer.setSize(window.innerWidth, window.innerHeight);

        // OrbitControls
        const controls = new THREE.OrbitControls(camera, renderer.domElement);
        controls.enableDamping = true;
        controls.dampingFactor = 0.05;
        controls.screenSpacePanning = false;
        controls.minDistance = 5;
        controls.maxDistance = 50;
        controls.maxPolarAngle = Math.PI / 2;

        // Lighting
        const hemiLight = new THREE.HemisphereLight(0xffffff, 0x444444, 0.6);
        hemiLight.position.set(0, 20, 0);
        scene.add(hemiLight);
        const dirLight = new THREE.DirectionalLight(0xffffff, 0.8);
        dirLight.position.set(3, 10, 3);
        scene.add(dirLight);

        // Floor Texture
        function createFloorTexture() {
            const canvas = document.createElement('canvas');
            canvas.width = 64;
            canvas.height = 64;
            const ctx = canvas.getContext('2d');
            ctx.fillStyle = '#8B4513'; // Brown
            ctx.fillRect(0, 0, 64, 64);
            ctx.strokeStyle = '#000000';
            ctx.lineWidth = 2;
            for (let i = 0; i <= 64; i += 4) {
                ctx.moveTo(i, 0); ctx.lineTo(i, 64);
                ctx.moveTo(0, i); ctx.lineTo(64, i);
            }
            ctx.stroke();
            return canvas;
        }
        const floorTexture = new THREE.CanvasTexture(createFloorTexture());
        floorTexture.wrapS = THREE.RepeatWrapping;
        floorTexture.wrapT = THREE.RepeatWrapping;
        floorTexture.repeat.set(16, 16);
        const floorGeometry = new THREE.PlaneGeometry(64, 64);
        const floorMaterial = new THREE.MeshLambertMaterial({ map: floorTexture });
        const floor = new THREE.Mesh(floorGeometry, floorMaterial);
        floor.rotation.x = -Math.PI / 2;
        floor.position.set(32, 0, 32);
        scene.add(floor);

        // Wall Texture
        function createWallTexture() {
            const canvas = document.createElement('canvas');
            canvas.width = 64;
            canvas.height = 64;
            const ctx = canvas.getContext('2d');
            ctx.fillStyle = '#808080'; // Gray
            ctx.fillRect(0, 0, 64, 64);
            ctx.fillStyle = '#707070';
            for (let i = 0; i < 100; i++) {
                const x = Math.random() * 64;
                const y = Math.random() * 64;
                const size = Math.random() * 5;
                ctx.fillRect(x, y, size, size);
            }
            return canvas;
        }
        const wallTexture = new THREE.CanvasTexture(createWallTexture());
        const wallMaterial = new THREE.MeshLambertMaterial({ map: wallTexture });

        // Maze Generation
        const gridSize = 16;
        const cellSize = 4;
        const maze = [];
        for (let i = 0; i < gridSize; i++) {
            maze[i] = [];
            for (let j = 0; j < gridSize; j++) {
                if (i === 0 || i === gridSize - 1 || j === 0 || j === gridSize - 1) {
                    maze[i][j] = 1; // Boundary walls
                } else if (i >= 6 && i <= 9 && j >= 6 && j <= 9) {
                    maze[i][j] = 0; // Central open area
                } else {
                    maze[i][j] = Math.random() < 0.15 ? 1 : 0; // Random walls
                }
            }
        }

        // Wall Meshes and Collision Boxes
        const wallBoxes = [];
        for (let i = 0; i < gridSize; i++) {
            for (let j = 0; j < gridSize; j++) {
                if (maze[i][j] === 1) {
                    const wall = new THREE.Mesh(
                        new THREE.BoxGeometry(cellSize, cellSize, cellSize),
                        wallMaterial
                    );
                    wall.position.set((i + 0.5) * cellSize, cellSize / 2, (j + 0.5) * cellSize);
                    scene.add(wall);
                    wallBoxes.push(new THREE.Box3().setFromObject(wall));
                }
            }
        }

        // Soldier Setup
        let soldier, mixer, idleAction, runAction, currentAction;
        const loader = new THREE.GLTFLoader();
        loader.load('https://threejs.org/examples/models/gltf/Soldier.glb', (gltf) => {
            soldier = gltf.scene;
            soldier.scale.set(2, 2, 2);
            soldier.position.set(30, 0, 30); // Center of open area
            scene.add(soldier);

            mixer = new THREE.AnimationMixer(soldier);
            const clips = gltf.animations;
            idleAction = mixer.clipAction(clips.find(clip => clip.name === 'Idle'));
            runAction = mixer.clipAction(clips.find(clip => clip.name === 'Run'));
            idleAction.play();
            currentAction = idleAction;

            camera.position.set(30, 10, 40);
            controls.target.copy(soldier.position);
            controls.update();

            animate();
        });

        // Keyboard Controls (WASD)
        const keys = { w: false, a: false, s: false, d: false };
        window.addEventListener('keydown', (e) => {
            const key = e.key.toLowerCase();
            if (keys.hasOwnProperty(key)) keys[key] = true;
        });
        window.addEventListener('keyup', (e) => {
            const key = e.key.toLowerCase();
            if (keys.hasOwnProperty(key)) keys[key] = false;
        });

        // Movement Logic
        const clock = new THREE.Clock();
        const speed = 5; // Movement speed in units per second
        const collisionRadius = 1; // Collision sphere radius

        function updateMovement(deltaTime) {
            if (!soldier) return;

            const forward = new THREE.Vector3();
            camera.getWorldDirection(forward);
            forward.y = 0;
            forward.normalize();
            const left = new THREE.Vector3(-forward.z, 0, forward.x);

            const moveDirection = new THREE.Vector3();
            if (keys.w) moveDirection.add(forward);
            if (keys.s) moveDirection.add(forward.clone().negate());
            if (keys.a) moveDirection.add(left);
            if (keys.d) moveDirection.add(left.clone().negate());

            if (moveDirection.length() > 0) {
                moveDirection.normalize();
                const newPosition = soldier.position.clone().add(
                    moveDirection.multiplyScalar(speed * deltaTime)
                );

                // Collision Detection
                const soldierSphere = new THREE.Sphere(newPosition, collisionRadius);
                let collision = false;
                for (const wallBox of wallBoxes) {
                    if (wallBox.intersectsSphere(soldierSphere)) {
                        collision = true;
                        break;
                    }
                }
                if (!collision) {
                    soldier.position.copy(newPosition);
                }

                // Rotate soldier to face movement direction
                const angle = Math.atan2(moveDirection.x, moveDirection.z);
                soldier.rotation.y = angle + Math.PI;

                // Switch to run animation
                if (currentAction !== runAction) {
                    currentAction = runAction;
                    idleAction.fadeOut(0.2);
                    runAction.reset().fadeIn(0.2).play();
                }
            } else {
                // Switch to idle animation
                if (currentAction !== idleAction) {
                    currentAction = idleAction;
                    runAction.fadeOut(0.2);
                    idleAction.reset().fadeIn(0.2).play();
                }
            }

            // Update camera target
            controls.target.copy(soldier.position);
        }

        // Animation Loop
        function animate() {
            requestAnimationFrame(animate);
            const deltaTime = clock.getDelta();
            if (mixer) mixer.update(deltaTime);

            updateMovement(deltaTime);
            controls.update();
            renderer.render(scene, camera);

            // Debug Overlay
            if (soldier) {
                const pos = soldier.position;
                const rot = ((soldier.rotation.y * 180 / Math.PI) % 360).toFixed(2);
                document.getElementById('debug').innerHTML = 
                    `Position: ${pos.x.toFixed(2)}, ${pos.y.toFixed(2)}, ${pos.z.toFixed(2)}<br>` +
                    `Rotation: ${rot} degrees`;
            }
        }

        // Window Resize
        window.addEventListener('resize', () => {
            camera.aspect = window.innerWidth / window.innerHeight;
            camera.updateProjectionMatrix();
            renderer.setSize(window.innerWidth, window.innerHeight);
        });
    </script>
</body>
</html>