Update index.html
Browse files- index.html +268 -19
index.html
CHANGED
@@ -1,19 +1,268 @@
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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>3D Maze Game Demo</title>
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<style>
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body { margin: 0; overflow: hidden; }
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#debug {
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position: absolute;
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top: 10px;
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left: 10px;
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color: white;
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background: rgba(0,0,0,0.5);
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padding: 5px;
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}
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</style>
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<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js"></script>
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<script src="https://cdn.jsdelivr.net/npm/[email protected]/examples/js/loaders/GLTFLoader.js"></script>
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<script src="https://cdn.jsdelivr.net/npm/[email protected]/examples/js/controls/OrbitControls.js"></script>
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</head>
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<body>
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<canvas id="gameCanvas"></canvas>
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<div id="debug"></div>
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<script>
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// Scene Setup
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const canvas = document.getElementById('gameCanvas');
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const scene = new THREE.Scene();
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const camera = new THREE.PerspectiveCamera(
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75,
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window.innerWidth / window.innerHeight,
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0.1,
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1000
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);
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const renderer = new THREE.WebGLRenderer({ canvas: canvas });
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renderer.setSize(window.innerWidth, window.innerHeight);
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// OrbitControls for camera manipulation
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const controls = new THREE.OrbitControls(camera, renderer.domElement);
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controls.enableDamping = true;
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controls.dampingFactor = 0.05;
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controls.screenSpacePanning = false;
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controls.minDistance = 5;
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controls.maxDistance = 50;
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controls.maxPolarAngle = Math.PI / 2;
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// Lighting
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const hemiLight = new THREE.HemisphereLight(0xffffff, 0x444444);
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hemiLight.position.set(0, 20, 0);
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scene.add(hemiLight);
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const dirLight = new THREE.DirectionalLight(0xffffff);
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dirLight.position.set(3, 10, 3);
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scene.add(dirLight);
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// Floor Texture (procedural using canvas)
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function createFloorTexture() {
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const canvas = document.createElement('canvas');
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canvas.width = 64;
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canvas.height = 64;
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const ctx = canvas.getContext('2d');
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ctx.fillStyle = '#8B4513'; // Brown
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ctx.fillRect(0, 0, 64, 64);
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ctx.strokeStyle = '#000000';
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ctx.lineWidth = 2;
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for (let i = 0; i <= 64; i += 4) {
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ctx.moveTo(i, 0);
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ctx.lineTo(i, 64);
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ctx.moveTo(0, i);
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ctx.lineTo(64, i);
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}
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ctx.stroke();
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return canvas;
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}
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const floorTexture = new THREE.CanvasTexture(createFloorTexture());
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floorTexture.wrapS = THREE.RepeatWrapping;
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floorTexture.wrapT = THREE.RepeatWrapping;
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floorTexture.repeat.set(16, 16);
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const floorGeometry = new THREE.PlaneGeometry(64, 64);
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const floorMaterial = new THREE.MeshLambertMaterial({ map: floorTexture });
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const floor = new THREE.Mesh(floorGeometry, floorMaterial);
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floor.rotation.x = -Math.PI / 2;
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floor.position.set(32, 0, 32); // Center under maze (0 to 64)
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scene.add(floor);
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// Wall Texture (procedural using canvas)
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function createWallTexture() {
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const canvas = document.createElement('canvas');
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canvas.width = 64;
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canvas.height = 64;
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const ctx = canvas.getContext('2d');
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ctx.fillStyle = '#808080'; // Gray
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ctx.fillRect(0, 0, 64, 64);
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ctx.fillStyle = '#707070';
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for (let i = 0; i < 100; i++) {
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const x = Math.random() * 64;
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const y = Math.random() * 64;
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const size = Math.random() * 5;
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ctx.fillRect(x, y, size, size);
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}
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return canvas;
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}
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const wallTexture = new THREE.CanvasTexture(createWallTexture());
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const wallMaterial = new THREE.MeshLambertMaterial({ map: wallTexture });
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// Maze Generation (16x16 grid, cell size = 4 units)
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const gridSize = 16;
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const cellSize = 4;
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const maze = [];
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for (let i = 0; i < gridSize; i++) {
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maze[i] = [];
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for (let j = 0; j < gridSize; j++) {
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if (i === 0 || i === gridSize - 1 || j === 0 || j === gridSize - 1) {
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maze[i][j] = 1; // Wall at boundaries
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} else if (i >= 6 && i <= 9 && j >= 6 && j <= 9) {
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maze[i][j] = 0; // Central open area
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} else {
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maze[i][j] = Math.random() < 0.15 ? 1 : 0; // Random walls (15% chance)
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}
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}
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}
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// Wall Meshes and Collision Boxes
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const wallBoxes = [];
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for (let i = 0; i < gridSize; i++) {
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for (let j = 0; j < gridSize; j++) {
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if (maze[i][j] === 1) {
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const wall = new THREE.Mesh(
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new THREE.BoxGeometry(cellSize, cellSize, cellSize),
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wallMaterial
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);
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// Position wall at center of cell
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wall.position.set(
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(i + 0.5) * cellSize,
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cellSize / 2,
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(j + 0.5) * cellSize
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);
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scene.add(wall);
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const box = new THREE.Box3().setFromObject(wall);
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wallBoxes.push(box);
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}
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}
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}
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// Soldier Character and Animations
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let soldier;
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let mixer;
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let idleAction, runAction;
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let currentAction;
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const loader = new THREE.GLTFLoader();
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loader.load('https://threejs.org/examples/models/gltf/Soldier.glb', (gltf) => {
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soldier = gltf.scene;
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soldier.scale.set(2, 2, 2); // Adjust scale
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soldier.position.set(30, 0, 30); // Center of open area (x:24-36, z:24-36)
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scene.add(soldier);
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mixer = new THREE.AnimationMixer(soldier);
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const clips = gltf.animations;
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idleAction = mixer.clipAction(clips.find(clip => clip.name === 'Idle'));
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runAction = mixer.clipAction(clips.find(clip => clip.name === 'Run'));
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idleAction.play();
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currentAction = idleAction;
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// Set initial camera position
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camera.position.set(30, 10, 40);
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controls.target.set(30, 0, 30);
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controls.update();
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// Start animation loop
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animate();
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});
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// Keyboard Controls (WASD)
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const keys = { w: false, a: false, s: false, d: false };
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window.addEventListener('keydown', (e) => {
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const key = e.key.toLowerCase();
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if (keys.hasOwnProperty(key)) keys[key] = true;
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});
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window.addEventListener('keyup', (e) => {
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const key = e.key.toLowerCase();
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if (keys.hasOwnProperty(key)) keys[key] = false;
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});
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// Animation Loop
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const clock = new THREE.Clock();
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function animate() {
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requestAnimationFrame(animate);
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const deltaTime = clock.getDelta();
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if (mixer) mixer.update(deltaTime);
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if (soldier) {
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// Calculate movement direction based on camera orientation
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const forward = new THREE.Vector3();
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camera.getWorldDirection(forward);
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forward.y = 0;
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forward.normalize();
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const left = new THREE.Vector3(-forward.z, 0, forward.x);
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const moveDirection = new THREE.Vector3();
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if (keys.w) moveDirection.add(forward);
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if (keys.s) moveDirection.add(forward.clone().negate());
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if (keys.a) moveDirection.add(left);
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if (keys.d) moveDirection.add(left.clone().negate());
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if (moveDirection.length() > 0) {
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moveDirection.normalize();
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const speed = 5; // units per second
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const newPosition = soldier.position.clone().add(
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moveDirection.multiplyScalar(speed * deltaTime)
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);
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// Collision Detection
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const soldierSphere = new THREE.Sphere(newPosition, 1); // Collision radius 1
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let collision = false;
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for (const wallBox of wallBoxes) {
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if (wallBox.intersectsSphere(soldierSphere)) {
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collision = true;
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break;
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}
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}
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if (!collision) {
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soldier.position.copy(newPosition);
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}
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// Orient Soldier (correct rotation adjustment)
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const angle = Math.atan2(moveDirection.x, moveDirection.z);
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soldier.rotation.y = angle + Math.PI;
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// Play Run Animation
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if (currentAction !== runAction) {
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currentAction = runAction;
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idleAction.fadeOut(0.2);
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runAction.reset().fadeIn(0.2).play();
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}
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} else {
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// Play Idle Animation
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if (currentAction !== idleAction) {
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currentAction = idleAction;
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runAction.fadeOut(0.2);
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idleAction.reset().fadeIn(0.2).play();
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}
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}
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// Update OrbitControls target to follow soldier
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controls.target.copy(soldier.position);
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}
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controls.update();
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renderer.render(scene, camera);
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// Update Debug Overlay
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if (soldier) {
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const pos = soldier.position;
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const rot = ((soldier.rotation.y * 180 / Math.PI) % 360).toFixed(2);
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document.getElementById('debug').innerHTML =
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`Position: ${pos.x.toFixed(2)}, ${pos.y.toFixed(2)}, ${pos.z.toFixed(2)}<br>` +
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`Rotation: ${rot} degrees`;
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}
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}
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// Handle Window Resize
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window.addEventListener('resize', () => {
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camera.aspect = window.innerWidth / window.innerHeight;
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camera.updateProjectionMatrix();
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renderer.setSize(window.innerWidth, window.innerHeight);
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});
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</script>
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</body>
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</html>
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