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Browse files- index.html +914 -18
index.html
CHANGED
@@ -1,19 +1,915 @@
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</html>
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<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="UTF-8">
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<meta name="viewport" content="width=device-width, initial-scale=1.0">
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<title>Three.js 3D Co-op Combat Game - Top Down</title>
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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.tailwindcss.com"></script>
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<style>
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body {
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margin: 0;
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overflow: hidden;
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font-family: 'Inter', sans-serif;
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background-color: #1a202c;
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color: #e2e8f0;
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display: flex;
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flex-direction: column;
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align-items: center;
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justify-content: center;
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height: 100vh;
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position: relative;
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}
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#game-canvas-wrapper {
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width: 100vw;
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height: 100vh;
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border: none;
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border-radius: 0;
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position: relative;
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}
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canvas {
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display: block;
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width: 100%;
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height: 100%;
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}
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/* Score and Shield Status UI (Sides) */
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.player-side-ui {
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position: absolute;
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top: 20px;
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padding: 10px 15px;
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font-size: 1.1rem;
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font-weight: bold;
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color: #1a202c;
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border-radius: 0.375rem;
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box-shadow: 0 2px 4px rgba(0,0,0,0.2);
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z-index: 10;
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background-color: rgba(255,255,255,0.1); /* Fallback */
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}
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#player1-side-ui {
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left: 20px;
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background-color: #38b2ac; /* Teal */
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}
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#player2-side-ui {
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right: 20px;
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background-color: #ed8936; /* Orange */
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}
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.shield-timer {
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font-size: 0.9rem;
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margin-top: 5px;
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font-weight: normal;
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}
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/* Health Bars Container (Top Center) */
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#health-bars-container {
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position: absolute;
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top: 15px;
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left: 50%;
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transform: translateX(-50%);
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display: flex;
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gap: 20px; /* Space between health bars */
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z-index: 11; /* Above side UIs */
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align-items: center;
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}
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.health-bar-wrapper {
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display: flex;
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flex-direction: column;
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align-items: center;
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}
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.health-bar-label {
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font-size: 0.9rem;
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font-weight: bold;
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margin-bottom: 3px;
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}
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.health-bar {
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width: 200px; /* Width of the health bar */
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height: 20px; /* Height of the health bar */
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background-color: #4a5568; /* Tailwind gray-600 (darker background) */
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border-radius: 5px;
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border: 2px solid #718096; /* Tailwind gray-500 (border) */
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overflow: hidden; /* To contain the fill */
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box-shadow: inset 0 1px 3px rgba(0,0,0,0.2);
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}
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.health-bar-fill {
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height: 100%;
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width: 100%; /* Start full */
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border-radius: 3px; /* Slightly smaller radius for fill */
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transition: width 0.3s ease-out, background-color 0.3s ease;
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}
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#player1-health-bar-fill { background-color: #38b2ac; } /* Teal */
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#player2-health-bar-fill { background-color: #ed8936; } /* Orange */
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.controls-and-reset {
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position: absolute;
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bottom: 10px;
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left: 50%;
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transform: translateX(-50%);
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display: flex;
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flex-direction: column;
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align-items: center;
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width: 100%;
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max-width: 700px;
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z-index: 10;
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}
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.instructions {
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background-color: rgba(45, 55, 72, 0.9);
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padding: 0.75rem 1.25rem;
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border-radius: 0.5rem;
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box-shadow: 0 2px 4px rgba(0, 0, 0, 0.1);
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text-align: center;
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margin-bottom: 10px;
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}
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.instructions h1 { font-size: 1.2rem; margin-bottom: 0.3rem; }
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.instructions p { font-size: 0.85rem; margin-bottom: 0.2rem; }
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kbd {
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display: inline-block;
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padding: 0.25rem 0.5rem;
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font-size: 0.75rem;
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font-weight: 600;
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130 |
+
color: #1f2937;
|
131 |
+
background-color: #f3f4f6;
|
132 |
+
border: 1px solid #d1d5db;
|
133 |
+
border-radius: 0.25rem;
|
134 |
+
margin: 0 0.1rem;
|
135 |
+
}
|
136 |
+
#reset-button {
|
137 |
+
padding: 0.7rem 1.5rem;
|
138 |
+
font-size: 1rem;
|
139 |
+
font-weight: bold;
|
140 |
+
color: white;
|
141 |
+
background-color: #c53030;
|
142 |
+
border: none;
|
143 |
+
border-radius: 0.375rem;
|
144 |
+
cursor: pointer;
|
145 |
+
transition: background-color 0.2s;
|
146 |
+
}
|
147 |
+
#reset-button:hover {
|
148 |
+
background-color: #9b2c2c;
|
149 |
+
}
|
150 |
+
#game-over-message {
|
151 |
+
position: absolute;
|
152 |
+
top: 50%;
|
153 |
+
left: 50%;
|
154 |
+
transform: translate(-50%, -50%);
|
155 |
+
background-color: rgba(0, 0, 0, 0.9);
|
156 |
+
color: white;
|
157 |
+
padding: 25px 35px;
|
158 |
+
border-radius: 10px;
|
159 |
+
font-size: 2rem;
|
160 |
+
text-align: center;
|
161 |
+
z-index: 20;
|
162 |
+
display: none;
|
163 |
+
border: 3px solid #e53e3e;
|
164 |
+
}
|
165 |
+
</style>
|
166 |
+
</head>
|
167 |
+
<body>
|
168 |
+
<div id="player1-side-ui" class="player-side-ui">
|
169 |
+
<div>P1 Score: <span id="player1-score-text">0</span></div>
|
170 |
+
<div class="shield-timer">Shield: <span id="player1-shield-status">READY</span></div>
|
171 |
+
</div>
|
172 |
+
<div id="player2-side-ui" class="player-side-ui">
|
173 |
+
<div>P2 Score: <span id="player2-score-text">0</span></div>
|
174 |
+
<div class="shield-timer">Shield: <span id="player2-shield-status">READY</span></div>
|
175 |
+
</div>
|
176 |
+
|
177 |
+
<div id="health-bars-container">
|
178 |
+
<div class="health-bar-wrapper">
|
179 |
+
<div class="health-bar-label" style="color: #38b2ac;">Player 1 Health</div>
|
180 |
+
<div id="player1-health-bar" class="health-bar">
|
181 |
+
<div id="player1-health-bar-fill" class="health-bar-fill"></div>
|
182 |
+
</div>
|
183 |
+
</div>
|
184 |
+
<div class="health-bar-wrapper">
|
185 |
+
<div class="health-bar-label" style="color: #ed8936;">Player 2 Health</div>
|
186 |
+
<div id="player2-health-bar" class="health-bar">
|
187 |
+
<div id="player2-health-bar-fill" class="health-bar-fill"></div>
|
188 |
+
</div>
|
189 |
+
</div>
|
190 |
+
</div>
|
191 |
+
|
192 |
+
<div id="game-canvas-wrapper">
|
193 |
+
<div id="game-over-message">Game Over!</div>
|
194 |
+
</div>
|
195 |
+
|
196 |
+
<div class="controls-and-reset">
|
197 |
+
<div class="instructions">
|
198 |
+
<h1>3D Co-op Combat! (Top Down)</h1>
|
199 |
+
<p>P1 (Teal): <kbd>W</kbd> Up, <kbd>S</kbd> Down, <kbd>A</kbd> Left, <kbd>D</kbd> Right</p>
|
200 |
+
<p>P2 (Orange): <kbd>I</kbd> Up, <kbd>K</kbd> Down, <kbd>J</kbd> Left, <kbd>L</kbd> Right</p>
|
201 |
+
<p><kbd>SPACEBAR</kbd> to Fire (Both Players) | Heal (Both Players)</p>
|
202 |
+
</div>
|
203 |
+
<button id="reset-button">Reset Game</button>
|
204 |
+
</div>
|
205 |
+
|
206 |
+
<script>
|
207 |
+
// --- Game Constants ---
|
208 |
+
const PLAYER_SPEED = 0.18; // Slightly increased speed for larger area
|
209 |
+
const PLAYER_RADIUS = 0.5;
|
210 |
+
const PROJECTILE_SIZE = 0.15;
|
211 |
+
const PROJECTILE_SPEED = 0.45;
|
212 |
+
const PLAYER_MAX_HEALTH = 10;
|
213 |
+
const INVADER_RADIUS = 0.6;
|
214 |
+
const PARATROOPER_RADIUS = 0.4;
|
215 |
+
const INVADER_FIRE_COOLDOWN = 1700;
|
216 |
+
const PARATROOPER_FIRE_COOLDOWN = 2100;
|
217 |
+
const PLAYER_MANUAL_FIRE_COOLDOWN = 350;
|
218 |
+
const SHIELD_DURATION = 7000;
|
219 |
+
const SHIELD_COOLDOWN = 15000;
|
220 |
+
const AUTO_SHIELD_HEALTH_THRESHOLD = 3;
|
221 |
+
const AUTO_SHIELD_CONSIDER_INTERVAL = 3000;
|
222 |
+
|
223 |
+
const GAME_PLANE_WIDTH = 32; // Wider plane
|
224 |
+
const GAME_PLANE_HEIGHT = 22; // Deeper plane
|
225 |
+
// const DIVIDING_LINE_POS_X = 0; // No longer used
|
226 |
+
const PARATROOPER_SPAWN_Y = 15;
|
227 |
+
const PARATROOPER_DROP_SPEED = 0.05;
|
228 |
+
const PARATROOPER_SPAWN_INTERVAL = 4000;
|
229 |
+
|
230 |
+
// --- Global Variables ---
|
231 |
+
let scene, camera, renderer;
|
232 |
+
let player1, player2;
|
233 |
+
let projectiles = [];
|
234 |
+
let invaders = [];
|
235 |
+
let paratroopers = [];
|
236 |
+
let keysPressed = {};
|
237 |
+
let gameOver = false;
|
238 |
+
let lastParatrooperSpawnTime = 0;
|
239 |
+
let ambientLight, directionalLight;
|
240 |
+
let groundPlane; // dividingLineMesh removed
|
241 |
+
|
242 |
+
// DOM Elements
|
243 |
+
let player1ScoreEl, player1ShieldStatusEl, player1HealthBarFillEl;
|
244 |
+
let player2ScoreEl, player2ShieldStatusEl, player2HealthBarFillEl;
|
245 |
+
let resetButtonEl, gameOverMessageEl, gameCanvasWrapperEl;
|
246 |
+
|
247 |
+
// --- Initialization ---
|
248 |
+
function init() {
|
249 |
+
gameCanvasWrapperEl = document.getElementById('game-canvas-wrapper');
|
250 |
+
player1ScoreEl = document.getElementById('player1-score-text');
|
251 |
+
player1ShieldStatusEl = document.getElementById('player1-shield-status');
|
252 |
+
player1HealthBarFillEl = document.getElementById('player1-health-bar-fill');
|
253 |
+
player2ScoreEl = document.getElementById('player2-score-text');
|
254 |
+
player2ShieldStatusEl = document.getElementById('player2-shield-status');
|
255 |
+
player2HealthBarFillEl = document.getElementById('player2-health-bar-fill');
|
256 |
+
resetButtonEl = document.getElementById('reset-button');
|
257 |
+
gameOverMessageEl = document.getElementById('game-over-message');
|
258 |
+
|
259 |
+
scene = new THREE.Scene();
|
260 |
+
scene.background = new THREE.Color(0x1a202c);
|
261 |
+
|
262 |
+
setupCamera();
|
263 |
+
setupLights();
|
264 |
+
|
265 |
+
renderer = new THREE.WebGLRenderer({ antialias: true });
|
266 |
+
renderer.setSize(window.innerWidth, window.innerHeight);
|
267 |
+
renderer.shadowMap.enabled = true;
|
268 |
+
gameCanvasWrapperEl.appendChild(renderer.domElement);
|
269 |
+
|
270 |
+
createGround();
|
271 |
+
// createDividingLine(); // Removed
|
272 |
+
|
273 |
+
resetButtonEl.addEventListener('click', resetGame);
|
274 |
+
document.addEventListener('keydown', onKeyDown);
|
275 |
+
document.addEventListener('keyup', onKeyUp);
|
276 |
+
window.addEventListener('resize', onWindowResize, false);
|
277 |
+
|
278 |
+
resetGame();
|
279 |
+
animate();
|
280 |
+
}
|
281 |
+
|
282 |
+
function setupCamera() {
|
283 |
+
const aspect = window.innerWidth / window.innerHeight;
|
284 |
+
camera = new THREE.PerspectiveCamera(55, aspect, 0.1, 1000); // FOV can be adjusted
|
285 |
+
// True Top-Down View: Position camera directly above, looking straight down.
|
286 |
+
// Adjust Y based on desired visible area of the plane.
|
287 |
+
// For a plane of 32x22, a Y of ~25-30 with FOV 55-60 should work well.
|
288 |
+
camera.position.set(0, 28, 0);
|
289 |
+
camera.lookAt(0, 0, 0);
|
290 |
+
// Ensure camera's 'up' is correct for top-down if issues arise (usually (0,0,-1) or (0,0,1) if Y is depth)
|
291 |
+
// For Y-up world, default up (0,1,0) for camera is fine when looking at (0,0,0) from (0,Y,0)
|
292 |
+
// However, for the models to appear upright from top-down, their 'up' should be world Y.
|
293 |
+
// And camera's 'up' should be world Z (or -Z) to orient the view correctly.
|
294 |
+
// Let's try setting camera.up to make world +Z appear as "up" on screen.
|
295 |
+
camera.up.set(0, 0, -1); // This makes world -Z "up" on screen.
|
296 |
+
// If world +Z should be "up", use (0,0,1)
|
297 |
+
// For typical top-down where -Z world is "up" on screen:
|
298 |
+
camera.up.set(0,0,-1); // This orients the view so positive Z world is "down" on screen.
|
299 |
+
}
|
300 |
+
|
301 |
+
function setupLights() {
|
302 |
+
ambientLight = new THREE.AmbientLight(0xffffff, 0.7);
|
303 |
+
scene.add(ambientLight);
|
304 |
+
directionalLight = new THREE.DirectionalLight(0xffffff, 0.9);
|
305 |
+
directionalLight.position.set(10, 30, 10); // Light from an angle
|
306 |
+
directionalLight.castShadow = true;
|
307 |
+
directionalLight.shadow.mapSize.width = 2048;
|
308 |
+
directionalLight.shadow.mapSize.height = 2048;
|
309 |
+
directionalLight.shadow.camera.near = 0.5;
|
310 |
+
directionalLight.shadow.camera.far = 100; // Increased far plane for larger view
|
311 |
+
directionalLight.shadow.camera.left = -GAME_PLANE_WIDTH / 1.5; // Adjust shadow camera for larger plane
|
312 |
+
directionalLight.shadow.camera.right = GAME_PLANE_WIDTH / 1.5;
|
313 |
+
directionalLight.shadow.camera.top = GAME_PLANE_HEIGHT / 1.5;
|
314 |
+
directionalLight.shadow.camera.bottom = -GAME_PLANE_HEIGHT / 1.5;
|
315 |
+
scene.add(directionalLight);
|
316 |
+
}
|
317 |
+
|
318 |
+
function createGround() {
|
319 |
+
const groundGeometry = new THREE.PlaneGeometry(GAME_PLANE_WIDTH, GAME_PLANE_HEIGHT);
|
320 |
+
const groundMaterial = new THREE.MeshStandardMaterial({ color: 0x2d3748, side: THREE.DoubleSide });
|
321 |
+
groundPlane = new THREE.Mesh(groundGeometry, groundMaterial);
|
322 |
+
groundPlane.rotation.x = -Math.PI / 2;
|
323 |
+
groundPlane.receiveShadow = true;
|
324 |
+
scene.add(groundPlane);
|
325 |
+
}
|
326 |
+
|
327 |
+
// createDividingLine function is removed
|
328 |
+
|
329 |
+
function resetGame() {
|
330 |
+
gameOver = false;
|
331 |
+
gameOverMessageEl.style.display = 'none';
|
332 |
+
keysPressed = {};
|
333 |
+
|
334 |
+
projectiles.forEach(p => scene.remove(p)); projectiles = [];
|
335 |
+
invaders.forEach(i => scene.remove(i.meshGroup)); invaders = [];
|
336 |
+
paratroopers.forEach(pt => scene.remove(pt.meshGroup)); paratroopers = [];
|
337 |
+
if (player1) scene.remove(player1.meshGroup);
|
338 |
+
if (player2) scene.remove(player2.meshGroup);
|
339 |
+
|
340 |
+
createPlayers();
|
341 |
+
createInitialInvaders();
|
342 |
+
lastParatrooperSpawnTime = Date.now();
|
343 |
+
|
344 |
+
updateUI();
|
345 |
+
}
|
346 |
+
|
347 |
+
function createPlayerModel(color) {
|
348 |
+
const group = new THREE.Group();
|
349 |
+
const bodyRadius = PLAYER_RADIUS * 0.6;
|
350 |
+
const bodyHeight = PLAYER_RADIUS * 1.2;
|
351 |
+
const bodyCylinderGeom = new THREE.CylinderGeometry(bodyRadius, bodyRadius, bodyHeight, 16);
|
352 |
+
const bodyMaterial = new THREE.MeshStandardMaterial({ color: color, metalness: 0.3, roughness: 0.6 });
|
353 |
+
const bodyCylinder = new THREE.Mesh(bodyCylinderGeom, bodyMaterial);
|
354 |
+
bodyCylinder.castShadow = true;
|
355 |
+
bodyCylinder.name = "body";
|
356 |
+
group.add(bodyCylinder);
|
357 |
+
|
358 |
+
const sphereGeom = new THREE.SphereGeometry(bodyRadius, 16, 8);
|
359 |
+
const topSphere = new THREE.Mesh(sphereGeom, bodyMaterial);
|
360 |
+
topSphere.position.y = bodyHeight / 2;
|
361 |
+
topSphere.castShadow = true;
|
362 |
+
group.add(topSphere);
|
363 |
+
|
364 |
+
const bottomSphere = new THREE.Mesh(sphereGeom, bodyMaterial);
|
365 |
+
bottomSphere.position.y = -bodyHeight / 2;
|
366 |
+
bottomSphere.castShadow = true;
|
367 |
+
group.add(bottomSphere);
|
368 |
+
|
369 |
+
const barrelLength = PLAYER_RADIUS * 0.8;
|
370 |
+
const barrelRadius = PLAYER_RADIUS * 0.15;
|
371 |
+
const barrelGeom = new THREE.CylinderGeometry(barrelRadius, barrelRadius, barrelLength, 8);
|
372 |
+
const barrelMaterial = new THREE.MeshStandardMaterial({ color: 0x666666, metalness: 0.5, roughness: 0.4 });
|
373 |
+
const barrel = new THREE.Mesh(barrelGeom, barrelMaterial);
|
374 |
+
// Barrel points along the group's local +Z axis for top-down view (if model is upright)
|
375 |
+
barrel.rotation.x = Math.PI / 2;
|
376 |
+
barrel.position.z = bodyRadius + barrelLength / 2 - 0.1; // Position in "front" (local +Z)
|
377 |
+
barrel.position.y = 0;
|
378 |
+
barrel.castShadow = true;
|
379 |
+
group.add(barrel);
|
380 |
+
|
381 |
+
// For top-down, models are typically upright on Y, and rotate around Y.
|
382 |
+
// The group itself will be positioned with its base on y=0.
|
383 |
+
group.position.y = bodyHeight/2;
|
384 |
+
return group;
|
385 |
+
}
|
386 |
+
|
387 |
+
function createInvaderModel(color) {
|
388 |
+
const group = new THREE.Group();
|
389 |
+
const mainBodySize = INVADER_RADIUS * 0.8;
|
390 |
+
const bodyGeom = new THREE.BoxGeometry(mainBodySize, mainBodySize, mainBodySize);
|
391 |
+
const bodyMaterial = new THREE.MeshStandardMaterial({ color: color, metalness: 0.2, roughness: 0.7 });
|
392 |
+
const body = new THREE.Mesh(bodyGeom, bodyMaterial);
|
393 |
+
body.castShadow = true;
|
394 |
+
body.name = "body";
|
395 |
+
group.add(body);
|
396 |
+
|
397 |
+
const eyeRadius = mainBodySize * 0.15;
|
398 |
+
const eyeGeom = new THREE.SphereGeometry(eyeRadius, 8, 8);
|
399 |
+
const eyeMaterial = new THREE.MeshStandardMaterial({ color: 0xffff00, emissive: 0xffff00, emissiveIntensity: 0.5 });
|
400 |
+
|
401 |
+
// Eyes on +Z face, assuming model's "front" is +Z for top-down
|
402 |
+
const eye1 = new THREE.Mesh(eyeGeom, eyeMaterial);
|
403 |
+
eye1.position.set(mainBodySize * 0.25, mainBodySize * 0.2, mainBodySize * 0.51);
|
404 |
+
group.add(eye1);
|
405 |
+
const eye2 = new THREE.Mesh(eyeGeom, eyeMaterial);
|
406 |
+
eye2.position.set(-mainBodySize * 0.25, mainBodySize * 0.2, mainBodySize * 0.51);
|
407 |
+
group.add(eye2);
|
408 |
+
|
409 |
+
group.position.y = mainBodySize / 2;
|
410 |
+
return group;
|
411 |
+
}
|
412 |
+
|
413 |
+
function createParatrooperModel(color) {
|
414 |
+
const group = new THREE.Group();
|
415 |
+
const bodyRadius = PARATROOPER_RADIUS * 0.7;
|
416 |
+
const bodyHeight = PARATROOPER_RADIUS * 1.5;
|
417 |
+
|
418 |
+
const bodyGeom = new THREE.CylinderGeometry(bodyRadius*0.7, bodyRadius, bodyHeight, 12);
|
419 |
+
const bodyMaterial = new THREE.MeshStandardMaterial({ color: color, metalness: 0.3, roughness: 0.6 });
|
420 |
+
const body = new THREE.Mesh(bodyGeom, bodyMaterial);
|
421 |
+
body.castShadow = true;
|
422 |
+
body.name = "body";
|
423 |
+
group.add(body);
|
424 |
+
|
425 |
+
const canopyRadius = PARATROOPER_RADIUS * 1.5;
|
426 |
+
const canopyGeom = new THREE.SphereGeometry(canopyRadius, 16, 8, 0, Math.PI * 2, 0, Math.PI / 2);
|
427 |
+
const canopyMaterial = new THREE.MeshStandardMaterial({ color: 0xf0f0f0, transparent: true, opacity: 0.75, side: THREE.DoubleSide });
|
428 |
+
const canopy = new THREE.Mesh(canopyGeom, canopyMaterial);
|
429 |
+
canopy.position.y = bodyHeight / 2 + canopyRadius * 0.3;
|
430 |
+
canopy.castShadow = false;
|
431 |
+
group.add(canopy);
|
432 |
+
return group;
|
433 |
+
}
|
434 |
+
|
435 |
+
function createPlayers() {
|
436 |
+
player1 = { meshGroup: createPlayerModel(0x38b2ac),
|
437 |
+
health: PLAYER_MAX_HEALTH, score: 0, lastShotTime: 0,
|
438 |
+
shieldActive: false, shieldEndTime: 0, shieldCooldownEndTime: 0,
|
439 |
+
lastAutoShieldConsiderTime: 0,
|
440 |
+
id: 'player1', radius: PLAYER_RADIUS
|
441 |
+
};
|
442 |
+
player1.meshGroup.position.set(-GAME_PLANE_WIDTH / 4, player1.meshGroup.position.y, 0);
|
443 |
+
scene.add(player1.meshGroup);
|
444 |
+
|
445 |
+
player2 = { meshGroup: createPlayerModel(0xed8936),
|
446 |
+
health: PLAYER_MAX_HEALTH, score: 0, lastShotTime: 0,
|
447 |
+
shieldActive: false, shieldEndTime: 0, shieldCooldownEndTime: 0,
|
448 |
+
lastAutoShieldConsiderTime: 0,
|
449 |
+
id: 'player2', radius: PLAYER_RADIUS
|
450 |
+
};
|
451 |
+
player2.meshGroup.position.set(GAME_PLANE_WIDTH / 4, player2.meshGroup.position.y, 0);
|
452 |
+
scene.add(player2.meshGroup);
|
453 |
+
}
|
454 |
+
|
455 |
+
function createInitialInvaders() {
|
456 |
+
const invaderPositions = [
|
457 |
+
new THREE.Vector3(-GAME_PLANE_WIDTH / 2.5, 0, GAME_PLANE_HEIGHT / 3),
|
458 |
+
new THREE.Vector3(GAME_PLANE_WIDTH / 2.5, 0, -GAME_PLANE_HEIGHT / 3),
|
459 |
+
new THREE.Vector3(-GAME_PLANE_WIDTH / 3, 0, -GAME_PLANE_HEIGHT / 3.5),
|
460 |
+
new THREE.Vector3(GAME_PLANE_WIDTH / 3, 0, GAME_PLANE_HEIGHT / 3.5),
|
461 |
+
new THREE.Vector3(0, 0, GAME_PLANE_HEIGHT / 2.2),
|
462 |
+
new THREE.Vector3(0, 0, -GAME_PLANE_HEIGHT / 2.2),
|
463 |
+
new THREE.Vector3(GAME_PLANE_WIDTH / 4, 0, 0), // More central spawns
|
464 |
+
new THREE.Vector3(-GAME_PLANE_WIDTH / 4, 0, 0),
|
465 |
+
];
|
466 |
+
invaderPositions.forEach((pos, index) => {
|
467 |
+
const invaderMeshGroup = createInvaderModel(0x9f7aea);
|
468 |
+
invaderMeshGroup.position.set(pos.x, invaderMeshGroup.position.y, pos.z);
|
469 |
+
const invader = {
|
470 |
+
meshGroup: invaderMeshGroup, health: 1, id: `invader${index}`,
|
471 |
+
lastShotTime: 0, radius: INVADER_RADIUS, originalZ: pos.z, oscillationTime: Math.random() * Math.PI * 2
|
472 |
+
};
|
473 |
+
scene.add(invader.meshGroup);
|
474 |
+
invaders.push(invader);
|
475 |
+
});
|
476 |
+
}
|
477 |
+
|
478 |
+
function spawnParatrooper() {
|
479 |
+
const spawnX = (Math.random() - 0.5) * (GAME_PLANE_WIDTH * 0.95);
|
480 |
+
const spawnZ = (Math.random() - 0.5) * (GAME_PLANE_HEIGHT * 0.95);
|
481 |
+
|
482 |
+
const paratrooperMeshGroup = createParatrooperModel(0xdd6b20);
|
483 |
+
paratrooperMeshGroup.position.set(spawnX, PARATROOPER_SPAWN_Y, spawnZ);
|
484 |
+
|
485 |
+
const bodyHeight = PARATROOPER_RADIUS * 1.5;
|
486 |
+
const paratrooper = {
|
487 |
+
meshGroup: paratrooperMeshGroup, health: 1, id: `paratrooper${paratroopers.length}`,
|
488 |
+
lastShotTime: 0, radius: PARATROOPER_RADIUS,
|
489 |
+
targetY: bodyHeight / 2, landed: false
|
490 |
+
};
|
491 |
+
scene.add(paratrooper.meshGroup);
|
492 |
+
paratroopers.push(paratrooper);
|
493 |
+
lastParatrooperSpawnTime = Date.now();
|
494 |
+
}
|
495 |
+
|
496 |
+
function createProjectile(shooter) {
|
497 |
+
if (!shooter || shooter.health <= 0) return;
|
498 |
+
const now = Date.now();
|
499 |
+
|
500 |
+
if (shooter.id.includes('player')) {
|
501 |
+
if (now - shooter.lastShotTime < PLAYER_MANUAL_FIRE_COOLDOWN) return;
|
502 |
+
shooter.lastShotTime = now;
|
503 |
+
}
|
504 |
+
else if (shooter.id.includes('invader') || shooter.id.includes('paratrooper')) {
|
505 |
+
const fireCooldown = shooter.id.includes('invader') ? INVADER_FIRE_COOLDOWN : PARATROOPER_FIRE_COOLDOWN;
|
506 |
+
if (now - shooter.lastShotTime < fireCooldown) return;
|
507 |
+
shooter.lastShotTime = now;
|
508 |
+
}
|
509 |
+
|
510 |
+
const projectileGeom = new THREE.SphereGeometry(PROJECTILE_SIZE, 8, 8);
|
511 |
+
let projectileColor;
|
512 |
+
let velocity = new THREE.Vector3();
|
513 |
+
const startPos = shooter.meshGroup.position.clone();
|
514 |
+
|
515 |
+
// Adjust start Y for projectile origin from model center
|
516 |
+
const modelHeight = shooter.id.includes('player') ? (PLAYER_RADIUS * 1.2 + PLAYER_RADIUS * 0.6) : // Approx height of player model body
|
517 |
+
(shooter.id.includes('paratrooper') ? PARATROOPER_RADIUS * 1.5 : INVADER_RADIUS * 0.8); // Approx height of enemy body
|
518 |
+
startPos.y = shooter.meshGroup.position.y; // Model base is already at its Y position.
|
519 |
+
// For top-down, this is fine, or adjust slightly if needed.
|
520 |
+
// Let's assume firing from model's current Y is okay for top-down.
|
521 |
+
|
522 |
+
// Projectiles fire in the direction the shooter's model is currently facing
|
523 |
+
const worldForward = new THREE.Vector3();
|
524 |
+
// Model's "front" is local +Z due to createPlayerModel barrel change for top-down
|
525 |
+
const localForward = new THREE.Vector3(0, 0, 1);
|
526 |
+
worldForward.copy(localForward).applyQuaternion(shooter.meshGroup.quaternion);
|
527 |
+
|
528 |
+
|
529 |
+
if (shooter.id.includes('player')) {
|
530 |
+
projectileColor = shooter.id === 'player1' ? 0x81e6d9 : 0xfbd38d;
|
531 |
+
velocity.copy(worldForward).multiplyScalar(PROJECTILE_SPEED);
|
532 |
+
} else if (shooter.id.includes('invader') || shooter.id.includes('paratrooper')) {
|
533 |
+
projectileColor = shooter.id.includes('invader') ? 0xc4b5fd : 0xffa07a;
|
534 |
+
velocity.copy(worldForward).multiplyScalar(PROJECTILE_SPEED * 0.8);
|
535 |
+
} else { return; }
|
536 |
+
|
537 |
+
const projectileMaterial = new THREE.MeshStandardMaterial({ color: projectileColor, emissive: projectileColor, emissiveIntensity: 0.7 });
|
538 |
+
const projectile = new THREE.Mesh(projectileGeom, projectileMaterial);
|
539 |
+
projectile.castShadow = true;
|
540 |
+
|
541 |
+
const offset = worldForward.clone().multiplyScalar(shooter.radius * 1.2);
|
542 |
+
startPos.add(offset);
|
543 |
+
projectile.position.copy(startPos);
|
544 |
+
|
545 |
+
projectile.userData = { ownerId: shooter.id, velocity: velocity, creationTime: Date.now() };
|
546 |
+
scene.add(projectile);
|
547 |
+
projectiles.push(projectile);
|
548 |
+
}
|
549 |
+
|
550 |
+
// --- Event Handlers ---
|
551 |
+
function onKeyDown(event) {
|
552 |
+
if (gameOver && event.key.toLowerCase() !== " ") return;
|
553 |
+
keysPressed[event.key.toLowerCase()] = true;
|
554 |
+
const key = event.key.toLowerCase();
|
555 |
+
|
556 |
+
if (key === ' ') {
|
557 |
+
if (player1) player1.health = PLAYER_MAX_HEALTH;
|
558 |
+
if (player2) player2.health = PLAYER_MAX_HEALTH;
|
559 |
+
if (gameOver) {
|
560 |
+
gameOver = false;
|
561 |
+
gameOverMessageEl.style.display = 'none';
|
562 |
+
}
|
563 |
+
if (player1 && player1.health > 0 && !player1.shieldActive) createProjectile(player1);
|
564 |
+
if (player2 && player2.health > 0 && !player2.shieldActive) createProjectile(player2);
|
565 |
+
|
566 |
+
updateUI();
|
567 |
+
event.preventDefault();
|
568 |
+
}
|
569 |
+
}
|
570 |
+
function onKeyUp(event) {
|
571 |
+
keysPressed[event.key.toLowerCase()] = false;
|
572 |
+
}
|
573 |
+
function onWindowResize() {
|
574 |
+
renderer.setSize(window.innerWidth, window.innerHeight);
|
575 |
+
camera.aspect = window.innerWidth / window.innerHeight;
|
576 |
+
camera.updateProjectionMatrix();
|
577 |
+
}
|
578 |
+
|
579 |
+
function activateShield(player) {
|
580 |
+
const now = Date.now();
|
581 |
+
if (player && !player.shieldActive && now > player.shieldCooldownEndTime) {
|
582 |
+
player.shieldActive = true;
|
583 |
+
player.shieldEndTime = now + SHIELD_DURATION;
|
584 |
+
player.shieldCooldownEndTime = player.shieldEndTime + SHIELD_COOLDOWN;
|
585 |
+
if (!player.shieldMesh) {
|
586 |
+
const shieldGeom = new THREE.SphereGeometry(player.radius * 1.6, 16, 16);
|
587 |
+
const shieldMat = new THREE.MeshStandardMaterial({ color: 0x00ddff, transparent: true, opacity: 0.30, emissive: 0x00ccee, emissiveIntensity: 0.25 });
|
588 |
+
player.shieldMesh = new THREE.Mesh(shieldGeom, shieldMat);
|
589 |
+
player.meshGroup.add(player.shieldMesh);
|
590 |
+
}
|
591 |
+
player.shieldMesh.visible = true;
|
592 |
+
updateUI();
|
593 |
+
}
|
594 |
+
}
|
595 |
+
|
596 |
+
function updateShields() {
|
597 |
+
const now = Date.now();
|
598 |
+
[player1, player2].forEach(player => {
|
599 |
+
if (player && player.shieldActive && now > player.shieldEndTime) {
|
600 |
+
player.shieldActive = false;
|
601 |
+
if (player.shieldMesh) player.shieldMesh.visible = false;
|
602 |
+
updateUI();
|
603 |
+
}
|
604 |
+
});
|
605 |
+
}
|
606 |
+
|
607 |
+
function handleAutoShielding() {
|
608 |
+
const now = Date.now();
|
609 |
+
[player1, player2].forEach(player => {
|
610 |
+
if (player && player.health > 0 && !player.shieldActive && now > player.shieldCooldownEndTime) {
|
611 |
+
if (player.health <= AUTO_SHIELD_HEALTH_THRESHOLD) {
|
612 |
+
activateShield(player);
|
613 |
+
player.lastAutoShieldConsiderTime = now;
|
614 |
+
return;
|
615 |
+
}
|
616 |
+
if (player.health < PLAYER_MAX_HEALTH && (now - player.lastAutoShieldConsiderTime > AUTO_SHIELD_CONSIDER_INTERVAL)) {
|
617 |
+
if (Math.random() < 0.3) {
|
618 |
+
activateShield(player);
|
619 |
+
}
|
620 |
+
player.lastAutoShieldConsiderTime = now;
|
621 |
+
}
|
622 |
+
}
|
623 |
+
});
|
624 |
+
}
|
625 |
+
|
626 |
+
function handleEntityAutoRotation(entity) { // Generic for players and enemies
|
627 |
+
if (!entity || entity.health <= 0) return;
|
628 |
+
|
629 |
+
let closestTarget = null;
|
630 |
+
let minDistanceSq = Infinity;
|
631 |
+
let targets = [];
|
632 |
+
|
633 |
+
if (entity.id.includes('player')) { // Player targets enemies
|
634 |
+
targets = [...invaders, ...paratroopers];
|
635 |
+
} else { // Enemy targets players
|
636 |
+
if (player1 && player1.health > 0) targets.push(player1);
|
637 |
+
if (player2 && player2.health > 0) targets.push(player2);
|
638 |
+
}
|
639 |
+
|
640 |
+
targets.forEach(target => {
|
641 |
+
if (target.health > 0) {
|
642 |
+
const distanceSq = entity.meshGroup.position.distanceToSquared(target.meshGroup.position);
|
643 |
+
if (distanceSq < minDistanceSq) {
|
644 |
+
minDistanceSq = distanceSq;
|
645 |
+
closestTarget = target;
|
646 |
+
}
|
647 |
+
}
|
648 |
+
});
|
649 |
+
|
650 |
+
if (closestTarget) {
|
651 |
+
const targetPosition = new THREE.Vector3();
|
652 |
+
targetPosition.copy(closestTarget.meshGroup.position);
|
653 |
+
// For top-down, we want to rotate around Y axis, looking at XZ plane projection of target
|
654 |
+
targetPosition.y = entity.meshGroup.position.y;
|
655 |
+
entity.meshGroup.lookAt(targetPosition);
|
656 |
+
}
|
657 |
+
}
|
658 |
+
|
659 |
+
|
660 |
+
function handlePlayerMovement(player, upKey, downKey, leftKey, rightKey) {
|
661 |
+
if (!player || player.health <= 0) return;
|
662 |
+
|
663 |
+
const moveDelta = new THREE.Vector3(0,0,0);
|
664 |
+
|
665 |
+
// W/I for "up" on screen (world -Z), S/K for "down" (world +Z)
|
666 |
+
// A/J for "left" on screen (world -X), D/L for "right" (world +X)
|
667 |
+
if (keysPressed[upKey]) moveDelta.z -= PLAYER_SPEED;
|
668 |
+
if (keysPressed[downKey]) moveDelta.z += PLAYER_SPEED;
|
669 |
+
if (keysPressed[leftKey]) moveDelta.x -= PLAYER_SPEED;
|
670 |
+
if (keysPressed[rightKey]) moveDelta.x += PLAYER_SPEED;
|
671 |
+
|
672 |
+
// Normalize for consistent speed if moving diagonally
|
673 |
+
if (moveDelta.x !== 0 && moveDelta.z !== 0) {
|
674 |
+
moveDelta.normalize().multiplyScalar(PLAYER_SPEED);
|
675 |
+
}
|
676 |
+
|
677 |
+
player.meshGroup.position.add(moveDelta);
|
678 |
+
|
679 |
+
// Boundary checks (no dividing line)
|
680 |
+
const halfWorldWidth = GAME_PLANE_WIDTH / 2 - player.radius;
|
681 |
+
const halfWorldDepth = GAME_PLANE_HEIGHT / 2 - player.radius;
|
682 |
+
|
683 |
+
player.meshGroup.position.x = Math.max(-halfWorldWidth, Math.min(halfWorldWidth, player.meshGroup.position.x));
|
684 |
+
player.meshGroup.position.z = Math.max(-halfWorldDepth, Math.min(halfWorldDepth, player.meshGroup.position.z));
|
685 |
+
|
686 |
+
const otherPlayer = player.id === 'player1' ? player2 : player1;
|
687 |
+
if (otherPlayer && otherPlayer.health > 0) {
|
688 |
+
const distSq = player.meshGroup.position.distanceToSquared(otherPlayer.meshGroup.position);
|
689 |
+
if (distSq < (player.radius + otherPlayer.radius) ** 2 && distSq > 0.001) {
|
690 |
+
const delta = player.meshGroup.position.clone().sub(otherPlayer.meshGroup.position).normalize();
|
691 |
+
const overlap = (player.radius + otherPlayer.radius) - Math.sqrt(distSq);
|
692 |
+
player.meshGroup.position.add(delta.multiplyScalar(overlap / 2 + 0.01));
|
693 |
+
}
|
694 |
+
}
|
695 |
+
}
|
696 |
+
|
697 |
+
function updateInvaderBehavior() {
|
698 |
+
invaders.forEach(invader => {
|
699 |
+
if (invader.health <= 0) return;
|
700 |
+
handleEntityAutoRotation(invader); // Invaders also auto-rotate
|
701 |
+
|
702 |
+
invader.oscillationTime += 0.025;
|
703 |
+
// Simple sidestep or hold position logic could be added here, for now they mostly rotate and fire
|
704 |
+
// let targetZ = invader.originalZ + Math.sin(invader.oscillationTime) * (GAME_PLANE_HEIGHT * 0.1);
|
705 |
+
// invader.meshGroup.position.z = THREE.MathUtils.lerp(invader.meshGroup.position.z, targetZ, 0.05);
|
706 |
+
|
707 |
+
if (Date.now() - invader.lastShotTime > INVADER_FIRE_COOLDOWN) {
|
708 |
+
if (Math.random() < 0.5) createProjectile(invader); // Increased fire chance
|
709 |
+
}
|
710 |
+
});
|
711 |
+
}
|
712 |
+
|
713 |
+
function updateParatroopers() {
|
714 |
+
for (let i = paratroopers.length - 1; i >= 0; i--) {
|
715 |
+
const pt = paratroopers[i];
|
716 |
+
if (pt.health <= 0) continue;
|
717 |
+
|
718 |
+
if (pt.meshGroup.position.y > pt.targetY) {
|
719 |
+
pt.meshGroup.position.y -= PARATROOPER_DROP_SPEED;
|
720 |
+
} else {
|
721 |
+
pt.meshGroup.position.y = pt.targetY;
|
722 |
+
if(!pt.landed) {
|
723 |
+
handleEntityAutoRotation(pt); // Auto-rotate once landed
|
724 |
+
pt.landed = true;
|
725 |
+
} else {
|
726 |
+
// Continuous auto-rotation for landed paratroopers
|
727 |
+
handleEntityAutoRotation(pt);
|
728 |
+
}
|
729 |
+
}
|
730 |
+
if (Date.now() - pt.lastShotTime > PARATROOPER_FIRE_COOLDOWN) {
|
731 |
+
if (Math.random() < 0.45) createProjectile(pt);
|
732 |
+
}
|
733 |
+
}
|
734 |
+
if (Date.now() - lastParatrooperSpawnTime > PARATROOPER_SPAWN_INTERVAL && paratroopers.length < 12) { // Max 12 paratroopers
|
735 |
+
spawnParatrooper();
|
736 |
+
}
|
737 |
+
}
|
738 |
+
|
739 |
+
function updateProjectiles() {
|
740 |
+
for (let i = projectiles.length - 1; i >= 0; i--) {
|
741 |
+
const p = projectiles[i];
|
742 |
+
p.position.add(p.userData.velocity);
|
743 |
+
|
744 |
+
if (Date.now() - p.userData.creationTime > 3500 ||
|
745 |
+
Math.abs(p.position.x) > GAME_PLANE_WIDTH / 2 + 5 ||
|
746 |
+
Math.abs(p.position.z) > GAME_PLANE_HEIGHT / 2 + 5 ||
|
747 |
+
p.position.y < -2 || p.position.y > PARATROOPER_SPAWN_Y + 5) {
|
748 |
+
scene.remove(p);
|
749 |
+
projectiles.splice(i, 1);
|
750 |
+
continue;
|
751 |
+
}
|
752 |
+
checkProjectileHit(p, i);
|
753 |
+
}
|
754 |
+
}
|
755 |
+
|
756 |
+
function getHitFlashMaterial(meshGroup) {
|
757 |
+
if (meshGroup && meshGroup.children) {
|
758 |
+
let bodyMesh = meshGroup.children.find(child => child.name === 'body' && child.material && child.material.isMeshStandardMaterial);
|
759 |
+
if (bodyMesh) return bodyMesh.material;
|
760 |
+
for(let child of meshGroup.children){
|
761 |
+
if(child.isMesh && child.material && child.material.isMeshStandardMaterial){
|
762 |
+
return child.material;
|
763 |
+
}
|
764 |
+
}
|
765 |
+
}
|
766 |
+
return null;
|
767 |
+
}
|
768 |
+
|
769 |
+
function checkProjectileHit(projectile, projectileIndex) {
|
770 |
+
const pPos = projectile.position;
|
771 |
+
const ownerId = projectile.userData.ownerId;
|
772 |
+
|
773 |
+
if (ownerId.includes('player')) {
|
774 |
+
// Player projectiles only hit enemies
|
775 |
+
} else { // Enemy projectile
|
776 |
+
[player1, player2].forEach(player => {
|
777 |
+
if (!player || player.health <= 0 || player.shieldActive) return;
|
778 |
+
const distSq = pPos.distanceToSquared(player.meshGroup.position);
|
779 |
+
if (distSq < (player.radius + PROJECTILE_SIZE) ** 2) {
|
780 |
+
player.health--;
|
781 |
+
scene.remove(projectile); projectiles.splice(projectileIndex, 1);
|
782 |
+
const hitMaterial = getHitFlashMaterial(player.meshGroup);
|
783 |
+
if (hitMaterial) {
|
784 |
+
const originalColor = hitMaterial.color.clone();
|
785 |
+
const originalEmissive = hitMaterial.emissive.clone();
|
786 |
+
const originalEmissiveIntensity = hitMaterial.emissiveIntensity;
|
787 |
+
hitMaterial.color.setHex(0xff0000);
|
788 |
+
hitMaterial.emissive.setHex(0xff0000); hitMaterial.emissiveIntensity = 0.8;
|
789 |
+
setTimeout(() => {
|
790 |
+
if(hitMaterial) {
|
791 |
+
hitMaterial.color.copy(originalColor);
|
792 |
+
hitMaterial.emissive.copy(originalEmissive);
|
793 |
+
hitMaterial.emissiveIntensity = originalEmissiveIntensity;
|
794 |
+
}
|
795 |
+
}, 120);
|
796 |
+
}
|
797 |
+
updateUI(); checkWinCondition(); return;
|
798 |
+
}
|
799 |
+
});
|
800 |
+
if (projectiles.indexOf(projectile) === -1) return;
|
801 |
+
}
|
802 |
+
|
803 |
+
const enemyTypes = [invaders, paratroopers];
|
804 |
+
for (const enemyList of enemyTypes) {
|
805 |
+
for (let j = enemyList.length - 1; j >= 0; j--) {
|
806 |
+
const enemy = enemyList[j];
|
807 |
+
if (enemy.health <= 0 || ownerId === enemy.id) continue;
|
808 |
+
|
809 |
+
const distSq = pPos.distanceToSquared(enemy.meshGroup.position);
|
810 |
+
if (distSq < (enemy.radius + PROJECTILE_SIZE) ** 2) {
|
811 |
+
enemy.health--;
|
812 |
+
scene.remove(projectile); projectiles.splice(projectileIndex, 1);
|
813 |
+
|
814 |
+
if (ownerId === 'player1' && player1) player1.score++;
|
815 |
+
else if (ownerId === 'player2' && player2) player2.score++;
|
816 |
+
|
817 |
+
if (enemy.health <= 0) {
|
818 |
+
scene.remove(enemy.meshGroup);
|
819 |
+
enemyList.splice(j, 1);
|
820 |
+
} else {
|
821 |
+
const hitMaterial = getHitFlashMaterial(enemy.meshGroup);
|
822 |
+
if (hitMaterial) {
|
823 |
+
const originalColor = hitMaterial.color.clone();
|
824 |
+
const originalEmissive = hitMaterial.emissive.clone();
|
825 |
+
const originalEmissiveIntensity = hitMaterial.emissiveIntensity;
|
826 |
+
hitMaterial.color.setHex(0xff0000);
|
827 |
+
hitMaterial.emissive.setHex(0xff0000); hitMaterial.emissiveIntensity = 0.8;
|
828 |
+
setTimeout(() => {
|
829 |
+
if(hitMaterial) {
|
830 |
+
hitMaterial.color.copy(originalColor);
|
831 |
+
hitMaterial.emissive.copy(originalEmissive);
|
832 |
+
hitMaterial.emissiveIntensity = originalEmissiveIntensity;
|
833 |
+
}
|
834 |
+
}, 120);
|
835 |
+
}
|
836 |
+
}
|
837 |
+
updateUI(); return;
|
838 |
+
}
|
839 |
+
}
|
840 |
+
if (projectiles.indexOf(projectile) === -1) return;
|
841 |
+
}
|
842 |
+
}
|
843 |
+
|
844 |
+
function updateUI() {
|
845 |
+
if (player1) {
|
846 |
+
player1ScoreEl.textContent = player1.score;
|
847 |
+
const p1HealthPercent = Math.max(0, (player1.health / PLAYER_MAX_HEALTH) * 100);
|
848 |
+
player1HealthBarFillEl.style.width = `${p1HealthPercent}%`;
|
849 |
+
if (p1HealthPercent <= 30) player1HealthBarFillEl.style.backgroundColor = '#e53e3e';
|
850 |
+
else if (p1HealthPercent <= 60) player1HealthBarFillEl.style.backgroundColor = '#dd6b20';
|
851 |
+
else player1HealthBarFillEl.style.backgroundColor = '#38b2ac';
|
852 |
+
const now = Date.now();
|
853 |
+
player1ShieldStatusEl.textContent = player1.shieldActive ? `ON (${Math.ceil((player1.shieldEndTime - now)/1000)}s)` : (now < player1.shieldCooldownEndTime ? `CD (${Math.ceil((player1.shieldCooldownEndTime - now)/1000)}s)`: 'READY');
|
854 |
+
}
|
855 |
+
if (player2) {
|
856 |
+
player2ScoreEl.textContent = player2.score;
|
857 |
+
const p2HealthPercent = Math.max(0, (player2.health / PLAYER_MAX_HEALTH) * 100);
|
858 |
+
player2HealthBarFillEl.style.width = `${p2HealthPercent}%`;
|
859 |
+
if (p2HealthPercent <= 30) player2HealthBarFillEl.style.backgroundColor = '#e53e3e';
|
860 |
+
else if (p2HealthPercent <= 60) player2HealthBarFillEl.style.backgroundColor = '#dd6b20';
|
861 |
+
else player2HealthBarFillEl.style.backgroundColor = '#ed8936';
|
862 |
+
const now = Date.now();
|
863 |
+
player2ShieldStatusEl.textContent = player2.shieldActive ? `ON (${Math.ceil((player2.shieldEndTime - now)/1000)}s)` : (now < player2.shieldCooldownEndTime ? `CD (${Math.ceil((player2.shieldCooldownEndTime - now)/1000)}s)`: 'READY');
|
864 |
+
}
|
865 |
+
}
|
866 |
+
|
867 |
+
function checkWinCondition() {
|
868 |
+
if (gameOver) return;
|
869 |
+
let message = null;
|
870 |
+
const p1Exists = !!player1;
|
871 |
+
const p2Exists = !!player2;
|
872 |
+
const p1Health = p1Exists ? player1.health : 1;
|
873 |
+
const p2Health = p2Exists ? player2.health : 1;
|
874 |
+
|
875 |
+
if (p1Exists && p1Health <= 0 && p2Exists && p2Health <=0) {
|
876 |
+
message = "Game Over! Both players defeated.";
|
877 |
+
}
|
878 |
+
if (message) {
|
879 |
+
gameOver = true;
|
880 |
+
gameOverMessageEl.textContent = message;
|
881 |
+
gameOverMessageEl.style.display = 'block';
|
882 |
+
}
|
883 |
+
}
|
884 |
+
|
885 |
+
function animate() {
|
886 |
+
requestAnimationFrame(animate);
|
887 |
+
|
888 |
+
if (!gameOver) {
|
889 |
+
if (player1) {
|
890 |
+
handlePlayerMovement(player1, 'w', 's', 'a', 'd'); // Up, Down, Left, Right
|
891 |
+
handleEntityAutoRotation(player1); // Renamed from handlePlayerAutoRotation
|
892 |
+
}
|
893 |
+
if (player2) {
|
894 |
+
handlePlayerMovement(player2, 'i', 'k', 'j', 'l'); // Up, Down, Left, Right
|
895 |
+
handleEntityAutoRotation(player2); // Renamed from handlePlayerAutoRotation
|
896 |
+
}
|
897 |
+
handleAutoShielding();
|
898 |
+
updateInvaderBehavior();
|
899 |
+
updateParatroopers();
|
900 |
+
updateShields();
|
901 |
+
}
|
902 |
+
updateProjectiles();
|
903 |
+
updateUI();
|
904 |
+
|
905 |
+
renderer.render(scene, camera);
|
906 |
+
}
|
907 |
+
|
908 |
+
if (document.readyState === 'loading') {
|
909 |
+
document.addEventListener('DOMContentLoaded', init);
|
910 |
+
} else {
|
911 |
+
init();
|
912 |
+
}
|
913 |
+
</script>
|
914 |
+
</body>
|
915 |
</html>
|