File size: 42,746 Bytes
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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>