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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>Three.js 3D Co-op Combat Game - Top Down</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;
color: #e2e8f0;
display: flex;
flex-direction: column;
align-items: center;
justify-content: center;
height: 100vh;
position: relative;
}
#game-canvas-wrapper {
width: 100vw;
height: 100vh;
border: none;
border-radius: 0;
position: relative;
}
canvas {
display: block;
width: 100%;
height: 100%;
}
/* Score and Shield Status UI (Sides) */
.player-side-ui {
position: absolute;
top: 20px;
padding: 10px 15px;
font-size: 1.1rem;
font-weight: bold;
color: #1a202c;
border-radius: 0.375rem;
box-shadow: 0 2px 4px rgba(0,0,0,0.2);
z-index: 10;
background-color: rgba(255,255,255,0.1); /* Fallback */
}
#player1-side-ui {
left: 20px;
background-color: #38b2ac; /* Teal */
}
#player2-side-ui {
right: 20px;
background-color: #ed8936; /* Orange */
}
.shield-timer {
font-size: 0.9rem;
margin-top: 5px;
font-weight: normal;
}
/* Health Bars Container (Top Center) */
#health-bars-container {
position: absolute;
top: 15px;
left: 50%;
transform: translateX(-50%);
display: flex;
gap: 20px; /* Space between health bars */
z-index: 11; /* Above side UIs */
align-items: center;
}
.health-bar-wrapper {
display: flex;
flex-direction: column;
align-items: center;
}
.health-bar-label {
font-size: 0.9rem;
font-weight: bold;
margin-bottom: 3px;
}
.health-bar {
width: 200px; /* Width of the health bar */
height: 20px; /* Height of the health bar */
background-color: #4a5568; /* Tailwind gray-600 (darker background) */
border-radius: 5px;
border: 2px solid #718096; /* Tailwind gray-500 (border) */
overflow: hidden; /* To contain the fill */
box-shadow: inset 0 1px 3px rgba(0,0,0,0.2);
}
.health-bar-fill {
height: 100%;
width: 100%; /* Start full */
border-radius: 3px; /* Slightly smaller radius for fill */
transition: width 0.3s ease-out, background-color 0.3s ease;
}
#player1-health-bar-fill { background-color: #38b2ac; } /* Teal */
#player2-health-bar-fill { background-color: #ed8936; } /* Orange */
.controls-and-reset {
position: absolute;
bottom: 10px;
left: 50%;
transform: translateX(-50%);
display: flex;
flex-direction: column;
align-items: center;
width: 100%;
max-width: 700px;
z-index: 10;
}
.instructions {
background-color: rgba(45, 55, 72, 0.9);
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;
border: none;
border-radius: 0.375rem;
cursor: pointer;
transition: background-color 0.2s;
}
#reset-button:hover {
background-color: #9b2c2c;
}
#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;
}
</style>
</head>
<body>
<div id="player1-side-ui" class="player-side-ui">
<div>P1 Score: <span id="player1-score-text">0</span></div>
<div class="shield-timer">Shield: <span id="player1-shield-status">READY</span></div>
</div>
<div id="player2-side-ui" class="player-side-ui">
<div>P2 Score: <span id="player2-score-text">0</span></div>
<div class="shield-timer">Shield: <span id="player2-shield-status">READY</span></div>
</div>
<div id="health-bars-container">
<div class="health-bar-wrapper">
<div class="health-bar-label" style="color: #38b2ac;">Player 1 Health</div>
<div id="player1-health-bar" class="health-bar">
<div id="player1-health-bar-fill" class="health-bar-fill"></div>
</div>
</div>
<div class="health-bar-wrapper">
<div class="health-bar-label" style="color: #ed8936;">Player 2 Health</div>
<div id="player2-health-bar" class="health-bar">
<div id="player2-health-bar-fill" class="health-bar-fill"></div>
</div>
</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>3D Co-op Combat! (Top Down)</h1>
<p>P1 (Teal): <kbd>W</kbd> Up, <kbd>S</kbd> Down, <kbd>A</kbd> Left, <kbd>D</kbd> Right</p>
<p>P2 (Orange): <kbd>I</kbd> Up, <kbd>K</kbd> Down, <kbd>J</kbd> Left, <kbd>L</kbd> Right</p>
<p><kbd>SPACEBAR</kbd> to Fire (Both Players) | Heal (Both Players)</p>
</div>
<button id="reset-button">Reset Game</button>
</div>
<script>
// --- Game Constants ---
const PLAYER_SPEED = 0.18; // Slightly increased speed for larger area
const PLAYER_RADIUS = 0.5;
const PROJECTILE_SIZE = 0.15;
const PROJECTILE_SPEED = 0.45;
const PLAYER_MAX_HEALTH = 10;
const INVADER_RADIUS = 0.6;
const PARATROOPER_RADIUS = 0.4;
const INVADER_FIRE_COOLDOWN = 1700;
const PARATROOPER_FIRE_COOLDOWN = 2100;
const PLAYER_MANUAL_FIRE_COOLDOWN = 350;
const SHIELD_DURATION = 7000;
const SHIELD_COOLDOWN = 15000;
const AUTO_SHIELD_HEALTH_THRESHOLD = 3;
const AUTO_SHIELD_CONSIDER_INTERVAL = 3000;
const GAME_PLANE_WIDTH = 32; // Wider plane
const GAME_PLANE_HEIGHT = 22; // Deeper plane
// const DIVIDING_LINE_POS_X = 0; // No longer used
const PARATROOPER_SPAWN_Y = 15;
const PARATROOPER_DROP_SPEED = 0.05;
const PARATROOPER_SPAWN_INTERVAL = 4000;
// --- 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 removed
// DOM Elements
let player1ScoreEl, player1ShieldStatusEl, player1HealthBarFillEl;
let player2ScoreEl, player2ShieldStatusEl, player2HealthBarFillEl;
let resetButtonEl, gameOverMessageEl, gameCanvasWrapperEl;
// --- Initialization ---
function init() {
gameCanvasWrapperEl = document.getElementById('game-canvas-wrapper');
player1ScoreEl = document.getElementById('player1-score-text');
player1ShieldStatusEl = document.getElementById('player1-shield-status');
player1HealthBarFillEl = document.getElementById('player1-health-bar-fill');
player2ScoreEl = document.getElementById('player2-score-text');
player2ShieldStatusEl = document.getElementById('player2-shield-status');
player2HealthBarFillEl = document.getElementById('player2-health-bar-fill');
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(window.innerWidth, window.innerHeight);
renderer.shadowMap.enabled = true;
gameCanvasWrapperEl.appendChild(renderer.domElement);
createGround();
// createDividingLine(); // Removed
resetButtonEl.addEventListener('click', resetGame);
document.addEventListener('keydown', onKeyDown);
document.addEventListener('keyup', onKeyUp);
window.addEventListener('resize', onWindowResize, false);
resetGame();
animate();
}
function setupCamera() {
const aspect = window.innerWidth / window.innerHeight;
camera = new THREE.PerspectiveCamera(55, aspect, 0.1, 1000); // FOV can be adjusted
// True Top-Down View: Position camera directly above, looking straight down.
// Adjust Y based on desired visible area of the plane.
// For a plane of 32x22, a Y of ~25-30 with FOV 55-60 should work well.
camera.position.set(0, 28, 0);
camera.lookAt(0, 0, 0);
// Ensure camera's 'up' is correct for top-down if issues arise (usually (0,0,-1) or (0,0,1) if Y is depth)
// For Y-up world, default up (0,1,0) for camera is fine when looking at (0,0,0) from (0,Y,0)
// However, for the models to appear upright from top-down, their 'up' should be world Y.
// And camera's 'up' should be world Z (or -Z) to orient the view correctly.
// Let's try setting camera.up to make world +Z appear as "up" on screen.
camera.up.set(0, 0, -1); // This makes world -Z "up" on screen.
// If world +Z should be "up", use (0,0,1)
// For typical top-down where -Z world is "up" on screen:
camera.up.set(0,0,-1); // This orients the view so positive Z world is "down" on screen.
}
function setupLights() {
ambientLight = new THREE.AmbientLight(0xffffff, 0.7);
scene.add(ambientLight);
directionalLight = new THREE.DirectionalLight(0xffffff, 0.9);
directionalLight.position.set(10, 30, 10); // Light from an angle
directionalLight.castShadow = true;
directionalLight.shadow.mapSize.width = 2048;
directionalLight.shadow.mapSize.height = 2048;
directionalLight.shadow.camera.near = 0.5;
directionalLight.shadow.camera.far = 100; // Increased far plane for larger view
directionalLight.shadow.camera.left = -GAME_PLANE_WIDTH / 1.5; // Adjust shadow camera for larger plane
directionalLight.shadow.camera.right = GAME_PLANE_WIDTH / 1.5;
directionalLight.shadow.camera.top = GAME_PLANE_HEIGHT / 1.5;
directionalLight.shadow.camera.bottom = -GAME_PLANE_HEIGHT / 1.5;
scene.add(directionalLight);
}
function createGround() {
const groundGeometry = new THREE.PlaneGeometry(GAME_PLANE_WIDTH, GAME_PLANE_HEIGHT);
const groundMaterial = new THREE.MeshStandardMaterial({ color: 0x2d3748, side: THREE.DoubleSide });
groundPlane = new THREE.Mesh(groundGeometry, groundMaterial);
groundPlane.rotation.x = -Math.PI / 2;
groundPlane.receiveShadow = true;
scene.add(groundPlane);
}
// createDividingLine function is removed
function resetGame() {
gameOver = false;
gameOverMessageEl.style.display = 'none';
keysPressed = {};
projectiles.forEach(p => scene.remove(p)); projectiles = [];
invaders.forEach(i => scene.remove(i.meshGroup)); invaders = [];
paratroopers.forEach(pt => scene.remove(pt.meshGroup)); paratroopers = [];
if (player1) scene.remove(player1.meshGroup);
if (player2) scene.remove(player2.meshGroup);
createPlayers();
createInitialInvaders();
lastParatrooperSpawnTime = Date.now();
updateUI();
}
function createPlayerModel(color) {
const group = new THREE.Group();
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, metalness: 0.3, roughness: 0.6 });
const bodyCylinder = new THREE.Mesh(bodyCylinderGeom, bodyMaterial);
bodyCylinder.castShadow = true;
bodyCylinder.name = "body";
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);
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, metalness: 0.5, roughness: 0.4 });
const barrel = new THREE.Mesh(barrelGeom, barrelMaterial);
// Barrel points along the group's local +Z axis for top-down view (if model is upright)
barrel.rotation.x = Math.PI / 2;
barrel.position.z = bodyRadius + barrelLength / 2 - 0.1; // Position in "front" (local +Z)
barrel.position.y = 0;
barrel.castShadow = true;
group.add(barrel);
// For top-down, models are typically upright on Y, and rotate around Y.
// The group itself will be positioned with its base on y=0.
group.position.y = bodyHeight/2;
return group;
}
function createInvaderModel(color) {
const group = new THREE.Group();
const mainBodySize = INVADER_RADIUS * 0.8;
const bodyGeom = new THREE.BoxGeometry(mainBodySize, mainBodySize, mainBodySize);
const bodyMaterial = new THREE.MeshStandardMaterial({ color: color, metalness: 0.2, roughness: 0.7 });
const body = new THREE.Mesh(bodyGeom, bodyMaterial);
body.castShadow = true;
body.name = "body";
group.add(body);
const eyeRadius = mainBodySize * 0.15;
const eyeGeom = new THREE.SphereGeometry(eyeRadius, 8, 8);
const eyeMaterial = new THREE.MeshStandardMaterial({ color: 0xffff00, emissive: 0xffff00, emissiveIntensity: 0.5 });
// Eyes on +Z face, assuming model's "front" is +Z for top-down
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;
return group;
}
function createParatrooperModel(color) {
const group = new THREE.Group();
const bodyRadius = PARATROOPER_RADIUS * 0.7;
const bodyHeight = PARATROOPER_RADIUS * 1.5;
const bodyGeom = new THREE.CylinderGeometry(bodyRadius*0.7, bodyRadius, bodyHeight, 12);
const bodyMaterial = new THREE.MeshStandardMaterial({ color: color, metalness: 0.3, roughness: 0.6 });
const body = new THREE.Mesh(bodyGeom, bodyMaterial);
body.castShadow = true;
body.name = "body";
group.add(body);
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: 0xf0f0f0, transparent: true, opacity: 0.75, side: THREE.DoubleSide });
const canopy = new THREE.Mesh(canopyGeom, canopyMaterial);
canopy.position.y = bodyHeight / 2 + canopyRadius * 0.3;
canopy.castShadow = false;
group.add(canopy);
return group;
}
function createPlayers() {
player1 = { meshGroup: createPlayerModel(0x38b2ac),
health: PLAYER_MAX_HEALTH, score: 0, lastShotTime: 0,
shieldActive: false, shieldEndTime: 0, shieldCooldownEndTime: 0,
lastAutoShieldConsiderTime: 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),
health: PLAYER_MAX_HEALTH, score: 0, lastShotTime: 0,
shieldActive: false, shieldEndTime: 0, shieldCooldownEndTime: 0,
lastAutoShieldConsiderTime: 0,
id: 'player2', radius: PLAYER_RADIUS
};
player2.meshGroup.position.set(GAME_PLANE_WIDTH / 4, player2.meshGroup.position.y, 0);
scene.add(player2.meshGroup);
}
function createInitialInvaders() {
const invaderPositions = [
new THREE.Vector3(-GAME_PLANE_WIDTH / 2.5, 0, GAME_PLANE_HEIGHT / 3),
new THREE.Vector3(GAME_PLANE_WIDTH / 2.5, 0, -GAME_PLANE_HEIGHT / 3),
new THREE.Vector3(-GAME_PLANE_WIDTH / 3, 0, -GAME_PLANE_HEIGHT / 3.5),
new THREE.Vector3(GAME_PLANE_WIDTH / 3, 0, GAME_PLANE_HEIGHT / 3.5),
new THREE.Vector3(0, 0, GAME_PLANE_HEIGHT / 2.2),
new THREE.Vector3(0, 0, -GAME_PLANE_HEIGHT / 2.2),
new THREE.Vector3(GAME_PLANE_WIDTH / 4, 0, 0), // More central spawns
new THREE.Vector3(-GAME_PLANE_WIDTH / 4, 0, 0),
];
invaderPositions.forEach((pos, index) => {
const invaderMeshGroup = createInvaderModel(0x9f7aea);
invaderMeshGroup.position.set(pos.x, invaderMeshGroup.position.y, pos.z);
const invader = {
meshGroup: invaderMeshGroup, health: 1, id: `invader${index}`,
lastShotTime: 0, radius: INVADER_RADIUS, originalZ: pos.z, oscillationTime: Math.random() * Math.PI * 2
};
scene.add(invader.meshGroup);
invaders.push(invader);
});
}
function spawnParatrooper() {
const spawnX = (Math.random() - 0.5) * (GAME_PLANE_WIDTH * 0.95);
const spawnZ = (Math.random() - 0.5) * (GAME_PLANE_HEIGHT * 0.95);
const paratrooperMeshGroup = createParatrooperModel(0xdd6b20);
paratrooperMeshGroup.position.set(spawnX, PARATROOPER_SPAWN_Y, spawnZ);
const bodyHeight = PARATROOPER_RADIUS * 1.5;
const paratrooper = {
meshGroup: paratrooperMeshGroup, health: 1, id: `paratrooper${paratroopers.length}`,
lastShotTime: 0, radius: PARATROOPER_RADIUS,
targetY: bodyHeight / 2, landed: false
};
scene.add(paratrooper.meshGroup);
paratroopers.push(paratrooper);
lastParatrooperSpawnTime = Date.now();
}
function createProjectile(shooter) {
if (!shooter || shooter.health <= 0) return;
const now = Date.now();
if (shooter.id.includes('player')) {
if (now - shooter.lastShotTime < PLAYER_MANUAL_FIRE_COOLDOWN) return;
shooter.lastShotTime = now;
}
else if (shooter.id.includes('invader') || shooter.id.includes('paratrooper')) {
const fireCooldown = shooter.id.includes('invader') ? INVADER_FIRE_COOLDOWN : PARATROOPER_FIRE_COOLDOWN;
if (now - shooter.lastShotTime < fireCooldown) return;
shooter.lastShotTime = now;
}
const projectileGeom = new THREE.SphereGeometry(PROJECTILE_SIZE, 8, 8);
let projectileColor;
let velocity = new THREE.Vector3();
const startPos = shooter.meshGroup.position.clone();
// Adjust start Y for projectile origin from model center
const modelHeight = shooter.id.includes('player') ? (PLAYER_RADIUS * 1.2 + PLAYER_RADIUS * 0.6) : // Approx height of player model body
(shooter.id.includes('paratrooper') ? PARATROOPER_RADIUS * 1.5 : INVADER_RADIUS * 0.8); // Approx height of enemy body
startPos.y = shooter.meshGroup.position.y; // Model base is already at its Y position.
// For top-down, this is fine, or adjust slightly if needed.
// Let's assume firing from model's current Y is okay for top-down.
// Projectiles fire in the direction the shooter's model is currently facing
const worldForward = new THREE.Vector3();
// Model's "front" is local +Z due to createPlayerModel barrel change for top-down
const localForward = new THREE.Vector3(0, 0, 1);
worldForward.copy(localForward).applyQuaternion(shooter.meshGroup.quaternion);
if (shooter.id.includes('player')) {
projectileColor = shooter.id === 'player1' ? 0x81e6d9 : 0xfbd38d;
velocity.copy(worldForward).multiplyScalar(PROJECTILE_SPEED);
} else if (shooter.id.includes('invader') || shooter.id.includes('paratrooper')) {
projectileColor = shooter.id.includes('invader') ? 0xc4b5fd : 0xffa07a;
velocity.copy(worldForward).multiplyScalar(PROJECTILE_SPEED * 0.8);
} else { return; }
const projectileMaterial = new THREE.MeshStandardMaterial({ color: projectileColor, emissive: projectileColor, emissiveIntensity: 0.7 });
const projectile = new THREE.Mesh(projectileGeom, projectileMaterial);
projectile.castShadow = true;
const offset = worldForward.clone().multiplyScalar(shooter.radius * 1.2);
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.toLowerCase() !== " ") return;
keysPressed[event.key.toLowerCase()] = true;
const key = event.key.toLowerCase();
if (key === ' ') {
if (player1) player1.health = PLAYER_MAX_HEALTH;
if (player2) player2.health = PLAYER_MAX_HEALTH;
if (gameOver) {
gameOver = false;
gameOverMessageEl.style.display = 'none';
}
if (player1 && player1.health > 0 && !player1.shieldActive) createProjectile(player1);
if (player2 && player2.health > 0 && !player2.shieldActive) createProjectile(player2);
updateUI();
event.preventDefault();
}
}
function onKeyUp(event) {
keysPressed[event.key.toLowerCase()] = false;
}
function onWindowResize() {
renderer.setSize(window.innerWidth, window.innerHeight);
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
}
function activateShield(player) {
const now = Date.now();
if (player && !player.shieldActive && now > player.shieldCooldownEndTime) {
player.shieldActive = true;
player.shieldEndTime = now + SHIELD_DURATION;
player.shieldCooldownEndTime = player.shieldEndTime + SHIELD_COOLDOWN;
if (!player.shieldMesh) {
const shieldGeom = new THREE.SphereGeometry(player.radius * 1.6, 16, 16);
const shieldMat = new THREE.MeshStandardMaterial({ color: 0x00ddff, transparent: true, opacity: 0.30, emissive: 0x00ccee, emissiveIntensity: 0.25 });
player.shieldMesh = new THREE.Mesh(shieldGeom, shieldMat);
player.meshGroup.add(player.shieldMesh);
}
player.shieldMesh.visible = true;
updateUI();
}
}
function updateShields() {
const now = Date.now();
[player1, player2].forEach(player => {
if (player && player.shieldActive && now > player.shieldEndTime) {
player.shieldActive = false;
if (player.shieldMesh) player.shieldMesh.visible = false;
updateUI();
}
});
}
function handleAutoShielding() {
const now = Date.now();
[player1, player2].forEach(player => {
if (player && player.health > 0 && !player.shieldActive && now > player.shieldCooldownEndTime) {
if (player.health <= AUTO_SHIELD_HEALTH_THRESHOLD) {
activateShield(player);
player.lastAutoShieldConsiderTime = now;
return;
}
if (player.health < PLAYER_MAX_HEALTH && (now - player.lastAutoShieldConsiderTime > AUTO_SHIELD_CONSIDER_INTERVAL)) {
if (Math.random() < 0.3) {
activateShield(player);
}
player.lastAutoShieldConsiderTime = now;
}
}
});
}
function handleEntityAutoRotation(entity) { // Generic for players and enemies
if (!entity || entity.health <= 0) return;
let closestTarget = null;
let minDistanceSq = Infinity;
let targets = [];
if (entity.id.includes('player')) { // Player targets enemies
targets = [...invaders, ...paratroopers];
} else { // Enemy targets players
if (player1 && player1.health > 0) targets.push(player1);
if (player2 && player2.health > 0) targets.push(player2);
}
targets.forEach(target => {
if (target.health > 0) {
const distanceSq = entity.meshGroup.position.distanceToSquared(target.meshGroup.position);
if (distanceSq < minDistanceSq) {
minDistanceSq = distanceSq;
closestTarget = target;
}
}
});
if (closestTarget) {
const targetPosition = new THREE.Vector3();
targetPosition.copy(closestTarget.meshGroup.position);
// For top-down, we want to rotate around Y axis, looking at XZ plane projection of target
targetPosition.y = entity.meshGroup.position.y;
entity.meshGroup.lookAt(targetPosition);
}
}
function handlePlayerMovement(player, upKey, downKey, leftKey, rightKey) {
if (!player || player.health <= 0) return;
const moveDelta = new THREE.Vector3(0,0,0);
// W/I for "up" on screen (world -Z), S/K for "down" (world +Z)
// A/J for "left" on screen (world -X), D/L for "right" (world +X)
if (keysPressed[upKey]) moveDelta.z -= PLAYER_SPEED;
if (keysPressed[downKey]) moveDelta.z += PLAYER_SPEED;
if (keysPressed[leftKey]) moveDelta.x -= PLAYER_SPEED;
if (keysPressed[rightKey]) moveDelta.x += PLAYER_SPEED;
// Normalize for consistent speed if moving diagonally
if (moveDelta.x !== 0 && moveDelta.z !== 0) {
moveDelta.normalize().multiplyScalar(PLAYER_SPEED);
}
player.meshGroup.position.add(moveDelta);
// Boundary checks (no dividing line)
const halfWorldWidth = GAME_PLANE_WIDTH / 2 - player.radius;
const halfWorldDepth = GAME_PLANE_HEIGHT / 2 - player.radius;
player.meshGroup.position.x = Math.max(-halfWorldWidth, Math.min(halfWorldWidth, player.meshGroup.position.x));
player.meshGroup.position.z = Math.max(-halfWorldDepth, Math.min(halfWorldDepth, player.meshGroup.position.z));
const otherPlayer = player.id === 'player1' ? player2 : player1;
if (otherPlayer && otherPlayer.health > 0) {
const distSq = player.meshGroup.position.distanceToSquared(otherPlayer.meshGroup.position);
if (distSq < (player.radius + otherPlayer.radius) ** 2 && distSq > 0.001) {
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 + 0.01));
}
}
}
function updateInvaderBehavior() {
invaders.forEach(invader => {
if (invader.health <= 0) return;
handleEntityAutoRotation(invader); // Invaders also auto-rotate
invader.oscillationTime += 0.025;
// Simple sidestep or hold position logic could be added here, for now they mostly rotate and fire
// let targetZ = invader.originalZ + Math.sin(invader.oscillationTime) * (GAME_PLANE_HEIGHT * 0.1);
// invader.meshGroup.position.z = THREE.MathUtils.lerp(invader.meshGroup.position.z, targetZ, 0.05);
if (Date.now() - invader.lastShotTime > INVADER_FIRE_COOLDOWN) {
if (Math.random() < 0.5) createProjectile(invader); // Increased fire chance
}
});
}
function updateParatroopers() {
for (let i = paratroopers.length - 1; i >= 0; i--) {
const pt = paratroopers[i];
if (pt.health <= 0) continue;
if (pt.meshGroup.position.y > pt.targetY) {
pt.meshGroup.position.y -= PARATROOPER_DROP_SPEED;
} else {
pt.meshGroup.position.y = pt.targetY;
if(!pt.landed) {
handleEntityAutoRotation(pt); // Auto-rotate once landed
pt.landed = true;
} else {
// Continuous auto-rotation for landed paratroopers
handleEntityAutoRotation(pt);
}
}
if (Date.now() - pt.lastShotTime > PARATROOPER_FIRE_COOLDOWN) {
if (Math.random() < 0.45) createProjectile(pt);
}
}
if (Date.now() - lastParatrooperSpawnTime > PARATROOPER_SPAWN_INTERVAL && paratroopers.length < 12) { // Max 12 paratroopers
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 > 3500 ||
Math.abs(p.position.x) > GAME_PLANE_WIDTH / 2 + 5 ||
Math.abs(p.position.z) > GAME_PLANE_HEIGHT / 2 + 5 ||
p.position.y < -2 || p.position.y > PARATROOPER_SPAWN_Y + 5) {
scene.remove(p);
projectiles.splice(i, 1);
continue;
}
checkProjectileHit(p, i);
}
}
function getHitFlashMaterial(meshGroup) {
if (meshGroup && meshGroup.children) {
let bodyMesh = meshGroup.children.find(child => child.name === 'body' && child.material && child.material.isMeshStandardMaterial);
if (bodyMesh) return bodyMesh.material;
for(let child of meshGroup.children){
if(child.isMesh && child.material && child.material.isMeshStandardMaterial){
return child.material;
}
}
}
return null;
}
function checkProjectileHit(projectile, projectileIndex) {
const pPos = projectile.position;
const ownerId = projectile.userData.ownerId;
if (ownerId.includes('player')) {
// Player projectiles only hit enemies
} else { // Enemy projectile
[player1, player2].forEach(player => {
if (!player || player.health <= 0 || 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);
const hitMaterial = getHitFlashMaterial(player.meshGroup);
if (hitMaterial) {
const originalColor = hitMaterial.color.clone();
const originalEmissive = hitMaterial.emissive.clone();
const originalEmissiveIntensity = hitMaterial.emissiveIntensity;
hitMaterial.color.setHex(0xff0000);
hitMaterial.emissive.setHex(0xff0000); hitMaterial.emissiveIntensity = 0.8;
setTimeout(() => {
if(hitMaterial) {
hitMaterial.color.copy(originalColor);
hitMaterial.emissive.copy(originalEmissive);
hitMaterial.emissiveIntensity = originalEmissiveIntensity;
}
}, 120);
}
updateUI(); checkWinCondition(); return;
}
});
if (projectiles.indexOf(projectile) === -1) return;
}
const enemyTypes = [invaders, paratroopers];
for (const enemyList of enemyTypes) {
for (let j = enemyList.length - 1; j >= 0; j--) {
const enemy = enemyList[j];
if (enemy.health <= 0 || ownerId === enemy.id) continue;
const distSq = pPos.distanceToSquared(enemy.meshGroup.position);
if (distSq < (enemy.radius + PROJECTILE_SIZE) ** 2) {
enemy.health--;
scene.remove(projectile); projectiles.splice(projectileIndex, 1);
if (ownerId === 'player1' && player1) player1.score++;
else if (ownerId === 'player2' && player2) player2.score++;
if (enemy.health <= 0) {
scene.remove(enemy.meshGroup);
enemyList.splice(j, 1);
} else {
const hitMaterial = getHitFlashMaterial(enemy.meshGroup);
if (hitMaterial) {
const originalColor = hitMaterial.color.clone();
const originalEmissive = hitMaterial.emissive.clone();
const originalEmissiveIntensity = hitMaterial.emissiveIntensity;
hitMaterial.color.setHex(0xff0000);
hitMaterial.emissive.setHex(0xff0000); hitMaterial.emissiveIntensity = 0.8;
setTimeout(() => {
if(hitMaterial) {
hitMaterial.color.copy(originalColor);
hitMaterial.emissive.copy(originalEmissive);
hitMaterial.emissiveIntensity = originalEmissiveIntensity;
}
}, 120);
}
}
updateUI(); return;
}
}
if (projectiles.indexOf(projectile) === -1) return;
}
}
function updateUI() {
if (player1) {
player1ScoreEl.textContent = player1.score;
const p1HealthPercent = Math.max(0, (player1.health / PLAYER_MAX_HEALTH) * 100);
player1HealthBarFillEl.style.width = `${p1HealthPercent}%`;
if (p1HealthPercent <= 30) player1HealthBarFillEl.style.backgroundColor = '#e53e3e';
else if (p1HealthPercent <= 60) player1HealthBarFillEl.style.backgroundColor = '#dd6b20';
else player1HealthBarFillEl.style.backgroundColor = '#38b2ac';
const now = Date.now();
player1ShieldStatusEl.textContent = player1.shieldActive ? `ON (${Math.ceil((player1.shieldEndTime - now)/1000)}s)` : (now < player1.shieldCooldownEndTime ? `CD (${Math.ceil((player1.shieldCooldownEndTime - now)/1000)}s)`: 'READY');
}
if (player2) {
player2ScoreEl.textContent = player2.score;
const p2HealthPercent = Math.max(0, (player2.health / PLAYER_MAX_HEALTH) * 100);
player2HealthBarFillEl.style.width = `${p2HealthPercent}%`;
if (p2HealthPercent <= 30) player2HealthBarFillEl.style.backgroundColor = '#e53e3e';
else if (p2HealthPercent <= 60) player2HealthBarFillEl.style.backgroundColor = '#dd6b20';
else player2HealthBarFillEl.style.backgroundColor = '#ed8936';
const now = Date.now();
player2ShieldStatusEl.textContent = player2.shieldActive ? `ON (${Math.ceil((player2.shieldEndTime - now)/1000)}s)` : (now < player2.shieldCooldownEndTime ? `CD (${Math.ceil((player2.shieldCooldownEndTime - now)/1000)}s)`: 'READY');
}
}
function checkWinCondition() {
if (gameOver) return;
let message = null;
const p1Exists = !!player1;
const p2Exists = !!player2;
const p1Health = p1Exists ? player1.health : 1;
const p2Health = p2Exists ? player2.health : 1;
if (p1Exists && p1Health <= 0 && p2Exists && p2Health <=0) {
message = "Game Over! Both players defeated.";
}
if (message) {
gameOver = true;
gameOverMessageEl.textContent = message;
gameOverMessageEl.style.display = 'block';
}
}
function animate() {
requestAnimationFrame(animate);
if (!gameOver) {
if (player1) {
handlePlayerMovement(player1, 'w', 's', 'a', 'd'); // Up, Down, Left, Right
handleEntityAutoRotation(player1); // Renamed from handlePlayerAutoRotation
}
if (player2) {
handlePlayerMovement(player2, 'i', 'k', 'j', 'l'); // Up, Down, Left, Right
handleEntityAutoRotation(player2); // Renamed from handlePlayerAutoRotation
}
handleAutoShielding();
updateInvaderBehavior();
updateParatroopers();
updateShields();
}
updateProjectiles();
updateUI();
renderer.render(scene, camera);
}
if (document.readyState === 'loading') {
document.addEventListener('DOMContentLoaded', init);
} else {
init();
}
</script>
</body>
</html>
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