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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>Primitive Punch-Up!</title>
    <script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js"></script>
    <style>
        /* Basic styling for the body to remove default margins and overflows */
        body {
            margin: 0;
            overflow: hidden; /* Hide scrollbars */
            font-family: 'Inter', sans-serif; /* Use Inter font */
            background-color: #1a1a1a; /* Dark background for the page */
        }

        /* Container for the game canvas and UI elements */
        #game-container {
            position: relative;
            width: 100vw; /* Full viewport width */
            height: 100vh; /* Full viewport height */
            display: flex; /* Use flexbox for centering */
            justify-content: center; /* Center horizontally */
            align-items: center; /* Center vertically */
            overflow: hidden; /* Ensure no overflow */
        }

        /* Styling for the score displays */
        #score-left, #score-right {
            position: absolute;
            top: 20px; /* Distance from the top */
            color: white; /* White text color */
            font-size: 2.2em; /* Larger font size */
            font-weight: bold; /* Bold text */
            text-shadow: 3px 3px 6px rgba(0,0,0,0.8); /* Stronger text shadow for readability */
            z-index: 10; /* Ensure it's above the canvas */
            padding: 10px 15px; /* Padding around text */
            background-color: rgba(0, 0, 0, 0.4); /* Semi-transparent background */
            border-radius: 12px; /* Rounded corners */
            box-shadow: 0 4px 10px rgba(0,0,0,0.5); /* Subtle box shadow */
        }

        #score-left {
            left: 30px; /* Position on the left */
        }

        #score-right {
            right: 30px; /* Position on the right */
        }

        /* Styling for the health bars */
        #health-bar-left, #health-bar-right {
            position: absolute;
            top: 90px; /* Position below scores */
            height: 35px; /* Height of the health bar */
            background-color: green; /* Default healthy color */
            border: 3px solid #ffffff; /* White border */
            border-radius: 10px; /* Rounded corners */
            transition: width 0.3s ease-out, background-color 0.3s ease-out; /* Smooth transitions for width and color */
            z-index: 10; /* Ensure it's above the canvas */
            box-shadow: 0 4px 10px rgba(0,0,0,0.5); /* Subtle box shadow */
        }

        #health-bar-left {
            left: 50%; /* Start from the center */
            transform: translateX(-105%); /* Shift left to align to the left of center */
            width: 250px; /* Max width for health bar */
            max-width: 250px; /* Ensure it doesn't exceed this width */
        }

        #health-bar-right {
            right: 50%; /* Start from the center */
            transform: translateX(5%); /* Shift right to align to the right of center */
            width: 250px; /* Max width for health bar */
            max-width: 250px; /* Ensure it doesn't exceed this width */
        }

        /* Styling for the reset button */
        #reset-button {
            position: absolute;
            bottom: 40px; /* Distance from the bottom */
            left: 50%; /* Center horizontally */
            transform: translateX(-50%); /* Adjust for true centering */
            padding: 18px 35px; /* Generous padding */
            font-size: 1.8em; /* Larger font size */
            background: linear-gradient(145deg, #ff6b6b, #ee4444); /* Gradient background */
            color: white; /* White text */
            border: none; /* No border */
            border-radius: 15px; /* More rounded corners */
            cursor: pointer; /* Pointer cursor on hover */
            box-shadow: 0 8px 20px rgba(0,0,0,0.6); /* Stronger shadow */
            transition: background 0.3s ease, transform 0.1s ease, box-shadow 0.3s ease; /* Smooth transitions */
            z-index: 10; /* Ensure it's above the canvas */
            font-weight: bold; /* Bold text */
            letter-spacing: 1px; /* Slight letter spacing */
            text-transform: uppercase; /* Uppercase text */
        }

        #reset-button:hover {
            background: linear-gradient(145deg, #ff4d4d, #cc3333); /* Darker gradient on hover */
            transform: translateX(-50%) scale(1.05); /* Slightly enlarge on hover */
            box-shadow: 0 10px 25px rgba(0,0,0,0.8); /* Deeper shadow on hover */
        }

        #reset-button:active {
            transform: translateX(-50%) scale(0.98); /* Shrink slightly on click */
            box-shadow: 0 4px 10px rgba(0,0,0,0.4); /* Recessed shadow on click */
        }

        /* Styling for the Three.js canvas */
        canvas {
            display: block; /* Remove extra space below canvas */
            width: 100%; /* Make canvas fill its container */
            height: 100%; /* Make canvas fill its container */
            border-radius: 15px; /* Rounded corners for the canvas itself */
            box-shadow: 0 0 25px rgba(0,0,0,0.7); /* Shadow around the canvas */
        }

        /* Controls display */
        #controls {
            position: absolute;
            bottom: 120px; /* Position above the reset button */
            left: 50%;
            transform: translateX(-50%);
            background-color: rgba(0, 0, 0, 0.6);
            color: white;
            padding: 15px 25px;
            border-radius: 12px;
            box-shadow: 0 4px 15px rgba(0,0,0,0.7);
            font-size: 1.1em;
            text-align: center;
            z-index: 10;
            display: flex;
            gap: 40px; /* Space between player control sections */
        }

        #controls h3 {
            margin-top: 0;
            color: #ffd700; /* Gold color for headings */
            font-size: 1.3em;
            margin-bottom: 10px;
        }

        #controls ul {
            list-style: none;
            padding: 0;
            margin: 0;
            text-align: left;
        }

        #controls li {
            margin-bottom: 5px;
        }

        #controls span {
            font-weight: bold;
            color: #aaffaa; /* Light green for keys */
            display: inline-block;
            width: 40px; /* Fixed width for key display */
        }
    </style>
</head>
<body>
    <div id="game-container">
        <div id="score-left">P1 Score: 0</div>
        <div id="score-right">P2 Score: 0</div>

        <div id="health-bar-left"></div>
        <div id="health-bar-right"></div>

        <button id="reset-button">Primitive Reset!</button>

        <div id="controls">
            <div>
                <h3>Player 1 Controls</h3>
                <ul>
                    <li><span>WASD:</span> Move</li>
                    <li><span>E:</span> Attack</li>
                    <li><span>Q:</span> Block</li>
                    <li><span>C:</span> Change Gear</li>
                </ul>
            </div>
            <div>
                <h3>Player 2 Controls</h3>
                <ul>
                    <li><span>IJKL:</span> Move</li>
                    <li><span>U:</span> Attack</li>
                    <li><span>O:</span> Block</li>
                    <li><span>M:</span> Change Gear</li>
                </ul>
            </div>
        </div>
    </div>

    <script type="module">
        // Import Three.js library from a reliable CDN
        import * as THREE from 'https://cdn.jsdelivr.net/npm/[email protected]/build/three.module.js';

        // Declare global variables for Three.js scene, camera, renderer, and game state
        let scene, camera, renderer;
        let player1, player2; // Our primitive-assembled characters
        let player1Health = 100;
        let player2Health = 100;
        let player1Score = 0;
        let player2Score = 0;

        const maxHealth = 100; // Define max health for players

        const movementSpeed = 0.3; // Adjust movement speed for players
        const baseAttackDamage = 10; // Base damage dealt by an attack
        const blockReduction = 0.5; // Percentage of damage reduced when blocking (e.g., 0.5 means 50% less damage)
        const playerScaleFactor = 1.5; // Scale factor for players
        const attackRange = 2 * (1.5 * playerScaleFactor); // About 2 player widths

        // Projectile parameters
        const projectileSpeed = 0.8;
        const projectileLife = 120; // frames (2 seconds at 60fps)
        const projectileRadius = 0.3;

        // Object to keep track of pressed keys for smooth movement
        const keys = {
            w: false, a: false, s: false, d: false,
            i: false, j: false, k: false, l: false,
            p1_attack: false, p1_block: false, p1_change_gear: false,
            p2_attack: false, p2_block: false, p2_change_gear: false
        };

        // Weapon and Shield Definitions for DnD-like classes
        const gearCombinations = [
            { name: "Fighter (Sword & Kite Shield)", weapon: "sword", shield: "kite_shield" },
            { name: "Barbarian (Great Axe)", weapon: "great_axe", shield: null },
            { name: "Rogue (Daggers & Buckler)", weapon: "dagger", shield: "buckler" },
            { name: "Paladin (Mace & Tower Shield)", weapon: "mace", shield: "tower_shield" },
            { name: "Ranger (Longbow)", weapon: "longbow", shield: null }
        ];

        let player1GearIndex = 0;
        let player2GearIndex = 0;

        const activeProjectiles = [];
        const impactParticlesGroup = new THREE.Group();
        const weaponRangeParticlesGroup = new THREE.Group(); // New group for weapon range particles

        /**
         * Generates a random integer within a specified range (inclusive).
         * @param {number} min - The minimum value.
         * @param {number} max - The maximum value.
         * @returns {number} A random integer.
         */
        function getRandomInt(min, max) {
            min = Math.ceil(min);
            max = Math.floor(max);
            return Math.floor(Math.random() * (max - min + 1)) + min;
        }

        /**
         * Initializes the game environment, including the Three.js scene, camera, renderer,
         * 3D objects (players, ground), UI elements, and event listeners.
         */
        function init() {
            // Scene Setup: The container for all 3D objects, lights, and cameras
            scene = new THREE.Scene();
            scene.background = new THREE.Color(0x333333); // Dark grey background for the 3D scene

            // Camera Setup: Orthographic camera for a top-down semi-isometric view
            const aspectRatio = window.innerWidth / window.innerHeight;
            const frustumSize = 30; // Adjusted frustum size for a slightly more zoomed in view
            camera = new THREE.OrthographicCamera(
                frustumSize * aspectRatio / - 2,
                frustumSize * aspectRatio / 2,
                frustumSize / 2,
                frustumSize / - 2,
                1, 1000
            );
            // Position camera for a top-down semi-isometric view
            camera.position.set(10, 30, 10); // Higher Y, and equal X/Z for a balanced angle
            camera.lookAt(0, 0, 0); // Make the camera look directly at the origin

            // Renderer Setup: Renders the 3D scene onto a 2D canvas
            renderer = new THREE.WebGLRenderer({ antialias: true });
            renderer.setSize(window.innerWidth, window.innerHeight);
            renderer.setPixelRatio(window.devicePixelRatio);
            document.getElementById('game-container').appendChild(renderer.domElement);

            // Lighting: Essential for seeing 3D objects
            const ambientLight = new THREE.AmbientLight(0x404040);
            scene.add(ambientLight);
            const directionalLight = new THREE.DirectionalLight(0xffffff, 0.8);
            directionalLight.position.set(5, 10, 7);
            scene.add(directionalLight);

            // Ground/Arena: A simple plane representing the fighting stage
            const groundGeometry = new THREE.PlaneGeometry(50, 50); // Larger ground for larger players
            const groundMaterial = new THREE.MeshPhongMaterial({ color: 0x666666, side: THREE.DoubleSide });
            const ground = new THREE.Mesh(groundGeometry, groundMaterial);
            ground.rotation.x = -Math.PI / 2;
            scene.add(ground);

            // Player 1 Character: Created using primitive shapes
            player1 = createPrimitiveCharacter(0xff4500); // Red-orange color
            player1.position.set(-10, 0.5 * playerScaleFactor, 0); // Start on the left side of the arena, adjusted for size
            scene.add(player1);

            // Player 2 Character: Created using primitive shapes
            player2 = createPrimitiveCharacter(0x00aaff); // Blue color
            player2.position.set(10, 0.5 * playerScaleFactor, 0); // Start on the right side of the arena, adjusted for size
            scene.add(player2);

            // Initialize players with their starting gear
            updatePlayerGear(player1, player1GearIndex);
            updatePlayerGear(player2, player2GearIndex);

            // Add particle groups to the scene
            scene.add(impactParticlesGroup);
            scene.add(weaponRangeParticlesGroup);

            // UI Elements Initialization and Event Listeners
            document.getElementById('reset-button').addEventListener('click', resetGame);
            updateHealthBars();
            updateScores();

            // Event Listeners for Keyboard Input
            window.addEventListener('keydown', onKeyDown);
            window.addEventListener('keyup', onKeyUp);
            window.addEventListener('resize', onWindowResize);

            // Start the animation loop
            animate();
        }

        /**
         * Creates a "primitive assembled" character with body, head, arms, and legs using Three.js primitives.
         * Each part is given a name and damage value for collision detection and health reduction.
         * @param {number} color - Hex color for the character.
         * @returns {THREE.Group} A group representing the player character.
         */
        function createPrimitiveCharacter(color) {
            const character = new THREE.Group();
            character.parts = []; // Array to hold all individual body parts
            character.missingParts = []; // Array to track removed parts
            character.playerColor = color; // Store the player's main color

            // Body: A central box
            const bodyGeometry = new THREE.BoxGeometry(1.5 * playerScaleFactor, 2.5 * playerScaleFactor, 1.5 * playerScaleFactor);
            const bodyMaterial = new THREE.MeshPhongMaterial({ color: color });
            const body = new THREE.Mesh(bodyGeometry, bodyMaterial);
            body.position.y = 1.25 * playerScaleFactor;
            body.name = 'body';
            body.damageValue = baseAttackDamage * 1.5; // Body hits deal more damage
            character.add(body);
            character.parts.push(body);

            // Head: A sphere on top of the body
            const headGeometry = new THREE.SphereGeometry(0.8 * playerScaleFactor, 24, 24);
            const headMaterial = new THREE.MeshPhongMaterial({ color: color });
            const head = new THREE.Mesh(headGeometry, headMaterial);
            head.position.y = 3.2 * playerScaleFactor;
            head.name = 'head';
            head.damageValue = baseAttackDamage * 3; // Headshots deal critical damage
            character.add(head);
            character.parts.push(head);

            const visorGeometry = new THREE.BoxGeometry(0.6 * playerScaleFactor, 0.2 * playerScaleFactor, 0.1 * playerScaleFactor);
            const visorMaterial = new THREE.MeshPhongMaterial({ color: 0x333333 });
            const visor = new THREE.Mesh(visorGeometry, visorMaterial);
            visor.position.set(0, 1.8 * playerScaleFactor, 0.5 * playerScaleFactor);
            visor.name = 'visor'; // Not a critical part, no damageValue
            character.add(visor);
            character.parts.push(visor);

            // Arms: Two cylinders for arms
            const upperArmGeometry = new THREE.CylinderGeometry(0.3 * playerScaleFactor, 0.3 * playerScaleFactor, 0.7 * playerScaleFactor, 8);
            const lowerArmGeometry = new THREE.CylinderGeometry(0.28 * playerScaleFactor, 0.28 * playerScaleFactor, 0.7 * playerScaleFactor, 8);
            const armMaterial = new THREE.MeshPhongMaterial({ color: color });

            // Player's right arm (for weapon)
            const rightArm = new THREE.Mesh(upperArmGeometry, armMaterial);
            rightArm.position.set(-1.2 * playerScaleFactor, 2.2 * playerScaleFactor, 0);
            rightArm.rotation.z = (color === 0xff4500) ? Math.PI / 6 : -Math.PI / 6;
            rightArm.rotation.x = 0;
            rightArm.name = 'rightArm';
            rightArm.damageValue = baseAttackDamage * 0.8;
            character.add(rightArm);
            character.parts.push(rightArm);
            character.rightArm = rightArm; // Store reference for animation
            character.rightArmInitialRotZ = rightArm.rotation.z;
            character.rightArmInitialRotX = rightArm.rotation.x;

            const rightLowerArm = new THREE.Mesh(lowerArmGeometry, armMaterial);
            rightLowerArm.position.set(-1.7 * playerScaleFactor, 1.8 * playerScaleFactor, 0);
            rightLowerArm.rotation.z = Math.PI / 8;
            rightLowerArm.name = 'rightLowerArm';
            rightLowerArm.damageValue = baseAttackDamage * 0.8;
            character.add(rightLowerArm);
            character.parts.push(rightLowerArm);


            // Player's left arm (for shield)
            const leftArm = new THREE.Mesh(upperArmGeometry, armMaterial);
            leftArm.position.set(1.2 * playerScaleFactor, 2.2 * playerScaleFactor, 0);
            leftArm.rotation.z = (color === 0xff4500) ? -Math.PI / 6 : Math.PI / 6;
            leftArm.rotation.x = 0;
            leftArm.rotation.y = 0;
            leftArm.name = 'leftArm';
            leftArm.damageValue = baseAttackDamage * 0.8;
            character.add(leftArm);
            character.parts.push(leftArm);
            character.leftArm = leftArm; // Store reference for animation
            character.leftArmInitialRotZ = leftArm.rotation.z;
            character.leftArmInitialRotX = leftArm.rotation.x;
            character.leftArmInitialRotY = leftArm.rotation.y;

            const leftLowerArm = new THREE.Mesh(lowerArmGeometry, armMaterial);
            leftLowerArm.position.set(1.7 * playerScaleFactor, 1.8 * playerScaleFactor, 0);
            leftLowerArm.rotation.z = -Math.PI / 8;
            leftLowerArm.name = 'leftLowerArm';
            leftLowerArm.damageValue = baseAttackDamage * 0.8;
            character.add(leftLowerArm);
            character.parts.push(leftLowerArm);


            // Legs: Two cylinders for legs
            const upperLegGeometry = new THREE.CylinderGeometry(0.25 * playerScaleFactor, 0.25 * playerScaleFactor, 0.8 * playerScaleFactor, 8);
            const lowerLegGeometry = new THREE.CylinderGeometry(0.2 * playerScaleFactor, 0.2 * playerScaleFactor, 0.8 * playerScaleFactor, 8);
            const legMaterial = new THREE.MeshPhongMaterial({ color: 0x777777 });

            const leg1 = new THREE.Mesh(upperLegGeometry, legMaterial);
            leg1.position.set(-0.3 * playerScaleFactor, 0.4 * playerScaleFactor, 0);
            leg1.name = 'leftUpperLeg';
            leg1.damageValue = baseAttackDamage * 0.5;
            character.add(leg1);
            character.parts.push(leg1);

            const leg2 = new THREE.Mesh(lowerLegGeometry, legMaterial);
            leg2.position.set(-0.3 * playerScaleFactor, -0.4 * playerScaleFactor, 0);
            leg2.name = 'leftLowerLeg';
            leg2.damageValue = baseAttackDamage * 0.5;
            character.add(leg2);
            character.parts.push(leg2);

            const leg3 = new THREE.Mesh(upperLegGeometry, legMaterial);
            leg3.position.set(0.3 * playerScaleFactor, 0.4 * playerScaleFactor, 0);
            leg3.name = 'rightUpperLeg';
            leg3.damageValue = baseAttackDamage * 0.5;
            character.add(leg3);
            character.parts.push(leg3);

            const leg4 = new THREE.Mesh(lowerLegGeometry, legMaterial);
            leg4.position.set(0.3 * playerScaleFactor, -0.4 * playerScaleFactor, 0);
            leg4.name = 'rightLowerLeg';
            leg4.damageValue = baseAttackDamage * 0.5;
            character.add(leg4);
            character.parts.push(leg4);

            // Backpack (Box)
            const backpackGeometry = new THREE.BoxGeometry(0.8 * playerScaleFactor, 1 * playerScaleFactor, 0.4 * playerScaleFactor);
            const backpackMaterial = new THREE.MeshPhongMaterial({ color: 0x444444 });
            const backpack = new THREE.Mesh(backpackGeometry, backpackMaterial);
            backpack.position.set(0, 0.75 * playerScaleFactor, -0.7 * playerScaleFactor);
            backpack.name = 'backpack'; // Not a critical part
            character.add(backpack);
            character.parts.push(backpack);

            // Store initial positions and rotations for resetting
            character.initialState = {
                position: character.position.clone(),
                parts: character.parts.map(part => ({
                    name: part.name,
                    position: part.position.clone(),
                    rotation: part.rotation.clone(),
                    material: part.material // Store material reference
                }))
            };

            // Animation properties
            character.isAttacking = false;
            character.attackAnimationProgress = 0;
            character.attackDuration = 15; // frames

            character.isBlocking = false;
            character.blockAnimationProgress = 0;
            character.blockDuration = 10; // frames

            // Store current weapon type for animation logic
            character.currentWeaponType = null;
            character.weaponMesh = null; // Reference to the actual weapon mesh
            character.shieldMesh = null; // Reference to the actual shield mesh

            return character;
        }

        /**
         * Creates a weapon mesh based on the specified type.
         * Includes a collision sphere for the weapon.
         * @param {string} type - The type of weapon (e.g., "sword", "longbow").
         * @param {number} [color=0xcccccc] - Hex color for the weapon.
         * @returns {THREE.Group} A group representing the weapon.
         */
        function createWeapon(type, color = 0xcccccc) {
            const weaponGroup = new THREE.Group();
            const material = new THREE.MeshPhongMaterial({ color: color });
            const handleMaterial = new THREE.MeshPhongMaterial({ color: 0x663300 });
            const bladeMaterial = new THREE.MeshPhongMaterial({ color: 0x999999 });

            // Collision sphere for the weapon (relative to its local origin)
            weaponGroup.collisionSphere = new THREE.Sphere(new THREE.Vector3(), 1.0);

            switch (type) {
                case "sword":
                    weaponGroup.add(new THREE.Mesh(new THREE.BoxGeometry(0.2, 2.0, 0.1), bladeMaterial)); // Blade
                    const hiltMesh = new THREE.Mesh(new THREE.CylinderGeometry(0.15, 0.15, 0.5), handleMaterial); // Hilt
                    hiltMesh.position.y = -1.25;
                    weaponGroup.add(hiltMesh);
                    weaponGroup.position.set(0.5, -0.5, 0);
                    weaponGroup.rotation.z = -Math.PI / 2;
                    weaponGroup.collisionSphere.radius = 1.2; // Adjust collision sphere size
                    break;
                case "great_axe":
                    weaponGroup.add(new THREE.Mesh(new THREE.BoxGeometry(0.2, 3.0, 0.2), handleMaterial)); // Handle
                    const axeHead = new THREE.Mesh(new THREE.BoxGeometry(0.1, 1.5, 1.0), bladeMaterial); // Axe blade
                    axeHead.position.set(0, 1.5, 0.5);
                    weaponGroup.add(axeHead);
                    weaponGroup.position.set(0.5, -1.0, 0);
                    weaponGroup.rotation.z = -Math.PI / 2;
                    weaponGroup.collisionSphere.radius = 1.8;
                    break;
                case "dagger":
                    weaponGroup.add(new THREE.Mesh(new THREE.BoxGeometry(0.1, 0.8, 0.05), bladeMaterial)); // Blade
                    const daggerHiltMesh = new THREE.Mesh(new THREE.CylinderGeometry(0.08, 0.08, 0.3), handleMaterial); // Hilt
                    daggerHiltMesh.position.y = -0.55;
                    weaponGroup.add(daggerHiltMesh);
                    weaponGroup.position.set(0.3, -0.2, 0);
                    weaponGroup.rotation.z = -Math.PI / 2;
                    weaponGroup.collisionSphere.radius = 0.8;
                    break;
                case "mace":
                    weaponGroup.add(new THREE.Mesh(new THREE.CylinderGeometry(0.2, 0.2, 1.5), handleMaterial)); // Handle
                    const maceHead = new THREE.Mesh(new THREE.SphereGeometry(0.5, 16, 16), bladeMaterial); // Spiked head
                    maceHead.position.y = 0.75;
                    weaponGroup.add(maceHead);
                    weaponGroup.position.set(0.5, -0.75, 0);
                    weaponGroup.rotation.z = -Math.PI / 2;
                    weaponGroup.collisionSphere.radius = 1.0;
                    break;
                case "longbow":
                    const bowString = new THREE.Mesh(new THREE.CylinderGeometry(0.02, 0.02, 2.0), new THREE.MeshPhongMaterial({ color: 0x333333 }));
                    const bowBody = new THREE.Mesh(new THREE.BoxGeometry(0.1, 2.0, 0.1), new THREE.MeshPhongMaterial({ color: 0x8B4513 }));
                    bowString.position.x = 0.5;
                    bowBody.rotation.y = Math.PI / 2;
                    weaponGroup.add(bowBody);
                    weaponGroup.add(bowString);
                    weaponGroup.position.set(0.5, -0.5, 0);
                    weaponGroup.rotation.z = -Math.PI / 2;
                    weaponGroup.collisionSphere.radius = 1.5;
                    break;
                default:
                    break;
            }
            weaponGroup.name = `weapon_${type}`;
            weaponGroup.visible = false;
            return weaponGroup;
        }

        /**
         * Creates a shield mesh based on the specified type.
         * Includes a collision sphere for the shield.
         * @param {string} type - The type of shield (e.g., "kite_shield", "buckler").
         * @param {number} [color=0x888888] - Hex color for the shield.
         * @returns {THREE.Group} A group representing the shield.
         */
        function createShield(type, color = 0x888888) {
            const shieldGroup = new THREE.Group();
            const material = new THREE.MeshPhongMaterial({ color: color });
            shieldGroup.collisionSphere = new THREE.Sphere(new THREE.Vector3(), 1.5); // Default collision sphere

            switch (type) {
                case "kite_shield":
                    const pointsKite = [
                        new THREE.Vector2(0, 1.5), new THREE.Vector2(0.8, 1.0),
                        new THREE.Vector2(0.8, -1.5), new THREE.Vector2(-0.8, -1.5),
                        new THREE.Vector2(-0.8, 1.0)
                    ];
                    const kiteShape = new THREE.Shape(pointsKite);
                    const shieldShapeKite = new THREE.ExtrudeGeometry(kiteShape, { depth: 0.1, bevelEnabled: false });
                    shieldGroup.add(new THREE.Mesh(shieldShapeKite, material));
                    shieldGroup.position.set(-0.5, -0.5, 0);
                    shieldGroup.rotation.y = Math.PI / 2;
                    shieldGroup.collisionSphere.radius = 1.8; // Adjust collision sphere size
                    break;
                case "buckler":
                    const shieldShapeBuckler = new THREE.CylinderGeometry(0.7, 0.7, 0.1, 16);
                    shieldGroup.add(new THREE.Mesh(shieldShapeBuckler, material));
                    shieldGroup.position.set(-0.5, -0.2, 0);
                    shieldGroup.rotation.y = Math.PI / 2;
                    shieldGroup.collisionSphere.radius = 0.9;
                    break;
                case "tower_shield":
                    const shieldShapeTower = new THREE.BoxGeometry(1.2, 2.5, 0.1);
                    shieldGroup.add(new THREE.Mesh(shieldShapeTower, material));
                    shieldGroup.position.set(-0.5, -1.0, 0);
                    shieldGroup.rotation.y = Math.PI / 2;
                    shieldGroup.collisionSphere.radius = 2.0;
                    break;
                default:
                    break;
            }
            shieldGroup.name = `shield_${type}`;
            shieldGroup.visible = false;
            return shieldGroup;
        }

        /**
         * Creates a projectile (a small sphere) to be fired.
         * @param {THREE.Group} firingPlayer - The player who fired the projectile.
         * @param {THREE.Group} targetPlayer - The intended target of the projectile.
         */
        function createProjectile(firingPlayer, targetPlayer) {
            const projectileGeometry = new THREE.SphereGeometry(projectileRadius, 8, 8);
            const projectileMaterial = new THREE.MeshPhongMaterial({ color: 0xffd700 }); // Gold color
            const projectileMesh = new THREE.Mesh(projectileGeometry, projectileMaterial);

            // Set projectile starting position from player's weapon tip or chest height
            const startPosition = new THREE.Vector3();
            if (firingPlayer.weaponMesh) {
                // Get weapon's world position and move it slightly forward
                firingPlayer.weaponMesh.getWorldPosition(startPosition);
                const forwardDir = new THREE.Vector3();
                firingPlayer.getWorldDirection(forwardDir);
                startPosition.add(forwardDir.multiplyScalar(firingPlayer.weaponMesh.collisionSphere.radius * 0.5));
            } else {
                // If no weapon, shoot from player's chest height
                startPosition.copy(firingPlayer.position);
                startPosition.y += 1.5 * playerScaleFactor;
            }
            projectileMesh.position.copy(startPosition);

            // Calculate direction towards target (at target's chest height)
            const targetPosition = targetPlayer.position.clone();
            targetPosition.y += 1.5 * playerScaleFactor; // Aim for chest height
            const direction = new THREE.Vector3();
            direction.subVectors(targetPosition, projectileMesh.position).normalize();
            projectileMesh.velocity = direction.multiplyScalar(projectileSpeed);
            projectileMesh.life = projectileLife;
            projectileMesh.damage = baseAttackDamage; // Projectiles deal base damage
            projectileMesh.originPlayer = firingPlayer; // Store who fired it

            scene.add(projectileMesh);
            activeProjectiles.push(projectileMesh);
        }

        /**
         * Updates a player's equipped weapon and shield based on the gear index.
         * @param {THREE.Group} player - The player character to update.
         * @param {number} gearIndex - The index of the gear combination to equip.
         */
        function updatePlayerGear(player, gearIndex) {
            // Remove existing weapon and shield meshes from the player's arms
            if (player.weaponMesh && player.weaponMesh.parent) {
                player.weaponMesh.parent.remove(player.weaponMesh);
            }
            if (player.shieldMesh && player.shieldMesh.parent) {
                player.shieldMesh.parent.remove(player.shieldMesh);
            }

            const gear = gearCombinations[gearIndex];
            player.currentWeaponType = gear.weapon; // Store the current weapon type for animation logic

            // Add new weapon if applicable
            if (gear.weapon) {
                const newWeapon = createWeapon(gear.weapon);
                player.rightArm.add(newWeapon); // Attach to the player's right arm
                player.weaponMesh = newWeapon; // Store reference
                newWeapon.visible = true;
            } else {
                player.weaponMesh = null;
            }

            // Add new shield if applicable
            if (gear.shield) {
                const newShield = createShield(gear.shield);
                player.leftArm.add(newShield); // Attach to the player's left arm
                player.shieldMesh = newShield; // Store reference
                newShield.visible = true;
            } else {
                player.shieldMesh = null;
            }
        }

        /**
         * Handles keydown events to update player movement and action states.
         * @param {KeyboardEvent} event - The keyboard event.
         */
        function onKeyDown(event) {
            switch (event.code) {
                // Player 1 Movement (WASD)
                case 'KeyW': keys.w = true; break;
                case 'KeyA': keys.a = true; break;
                case 'KeyS': keys.s = true; break;
                case 'KeyD': keys.d = true; break;

                // Player 1 Actions
                case 'KeyE': // Attack
                    // Only allow attack if not already attacking or blocking
                    if (!player1.isAttacking && !player1.isBlocking) {
                        startAttackAnimation(player1);
                        createProjectile(player1, player2); // All attacks now fire projectiles
                    }
                    break;
                case 'KeyQ': // Block
                    // Only allow block if not already blocking or attacking
                    if (!player1.isBlocking && !player1.isAttacking) {
                        startBlockAnimation(player1);
                    }
                    break;
                case 'KeyC': // Change Gear
                    if (!keys.p1_change_gear) { // Prevent rapid gear changes
                        player1GearIndex = (player1GearIndex + 1) % gearCombinations.length;
                        updatePlayerGear(player1, player1GearIndex);
                        keys.p1_change_gear = true; // Set flag to prevent continuous change
                    }
                    break;

                // Player 2 Movement (IJKL)
                case 'KeyI': keys.i = true; break;
                case 'KeyJ': keys.j = true; break;
                case 'KeyK': keys.k = true; break;
                case 'KeyL': keys.l = true; break;

                // Player 2 Actions
                case 'KeyU': // Attack
                    // Only allow attack if not already attacking or blocking
                    if (!player2.isAttacking && !player2.isBlocking) {
                        startAttackAnimation(player2);
                        createProjectile(player2, player1); // All attacks now fire projectiles
                    }
                    break;
                case 'KeyO': // Block
                    // Only allow block if not already blocking or attacking
                    if (!player2.isBlocking && !player2.isAttacking) {
                        startBlockAnimation(player2);
                    }
                    break;
                case 'KeyM': // Change Gear
                    if (!keys.p2_change_gear) { // Prevent rapid gear changes
                        player2GearIndex = (player2GearIndex + 1) % gearCombinations.length;
                        updatePlayerGear(player2, player2GearIndex);
                        keys.p2_change_gear = true; // Set flag to prevent continuous change
                    }
                    break;
            }
        }

        /**
         * Handles keyup events to reset player movement and action states.
         * @param {KeyboardEvent} event - The keyboard event.
         */
        function onKeyUp(event) {
            switch (event.code) {
                // Player 1 Movement
                case 'KeyW': keys.w = false; break;
                case 'KeyA': keys.a = false; break;
                case 'KeyS': keys.s = false; break;
                case 'KeyD': keys.d = false; break;

                // Player 1 Actions (resetting the "pressed" state for single-trigger actions)
                case 'KeyE': /* Attack action is handled by animation state */ break;
                case 'KeyQ': /* Block action is handled by animation state */ break;
                case 'KeyC': keys.p1_change_gear = false; break; // Release for next change

                // Player 2 Movement
                case 'KeyI': keys.i = false; break;
                case 'KeyJ': keys.j = false; break;
                case 'KeyK': keys.k = false; break;
                case 'KeyL': keys.l = false; break;

                // Player 2 Actions
                case 'KeyU': /* Attack action is handled by animation state */ break;
                case 'KeyO': /* Block action is handled by animation state */ break;
                case 'KeyM': keys.p2_change_gear = false; break; // Release for next change
            }
        }

        /**
         * Initiates the attack animation for a given player.
         * @param {THREE.Group} player - The player initiating the attack.
         */
        function startAttackAnimation(player) {
            player.isAttacking = true;
            player.attackAnimationProgress = 0; // Reset animation progress
            // Store initial arm rotation for smooth return
            player.rightArm.initialRotationZ = player.rightArm.rotation.z;
            player.rightArm.initialRotationX = player.rightArm.rotation.x;

            // Create weapon range particles using the player's stored color
            createWeaponRangeParticles(player.weaponMesh ? player.weaponMesh : player.position, player.playerColor);
        }

        /**
         * Initiates the block animation for a given player.
         * @param {THREE.Group} player - The player initiating the block.
         */
        function startBlockAnimation(player) {
            player.isBlocking = true;
            player.blockAnimationProgress = 0; // Reset animation progress
            // Store initial arm rotation for smooth return
            player.leftArm.initialRotationZ = player.leftArm.rotation.z;
            player.leftArm.initialRotationX = player.leftArm.rotation.x;
            player.leftArm.initialRotationY = player.leftArm.rotation.y;
        }

        /**
         * Creates a burst of small particles at a given position and color.
         * Used for visual feedback on hits/blocks.
         * @param {THREE.Vector3} position - The world position for particles.
         * @param {number} color - Hex color for the particles.
         * @param {string} type - Type of particles ('impact' or 'blood').
         */
        function createParticles(position, color, type = 'impact') {
            const particleCount = (type === 'blood') ? 20 : 10;
            const particleColor = (type === 'blood') ? 0x8B0000 : color; // Dark red for blood
            const particleMaterial = new THREE.MeshBasicMaterial({ color: particleColor, transparent: true, opacity: 1 });
            const particleGeometry = new THREE.SphereGeometry(0.1, 8, 8); // Smaller for blood

            for (let i = 0; i < particleCount; i++) {
                const particle = new THREE.Mesh(particleGeometry, particleMaterial.clone());
                particle.position.copy(position);
                particle.velocity = new THREE.Vector3(
                    (Math.random() - 0.5) * 0.8, // Random X velocity
                    Math.random() * 0.8 + 0.2,   // Upward Y velocity
                    (Math.random() - 0.5) * 0.8  // Random Z velocity
                );
                particle.life = (type === 'blood') ? 60 : 40; // Longer life for blood
                particle.initialLife = particle.life; // Store initial life for opacity calculation
                impactParticlesGroup.add(particle);
            }
        }

        /**
         * Creates a temporary particle system to visualize weapon range/attack.
         * @param {THREE.Object3D} originObject - The object from which particles emanate (weapon or player).
         * @param {number} color - The hex color of the particles.
         */
        function createWeaponRangeParticles(originObject, color) {
            const particleCount = 15;
            const particleMaterial = new THREE.MeshBasicMaterial({ color: color, transparent: true, opacity: 0.8 });
            const particleGeometry = new THREE.SphereGeometry(0.15, 8, 8);

            const originPosition = new THREE.Vector3();
            if (originObject instanceof THREE.Mesh || originObject instanceof THREE.Group) { // Check if it's a Three.js object
                originObject.getWorldPosition(originPosition);
            } else { // Assume it's a Vector3 if not a mesh/group
                originPosition.copy(originObject);
            }

            for (let i = 0; i < particleCount; i++) {
                const particle = new THREE.Mesh(particleGeometry, particleMaterial.clone());
                particle.position.copy(originPosition);
                // Randomize initial direction slightly
                const angle = Math.random() * Math.PI * 2;
                const speed = 0.1 + Math.random() * 0.1;
                particle.velocity = new THREE.Vector3(
                    Math.cos(angle) * speed,
                    0.1 + Math.random() * 0.1, // Slight upward motion
                    Math.sin(angle) * speed
                );
                particle.life = 30; // Short life for range visualization
                particle.initialLife = particle.life; // Store initial life for opacity calculation
                weaponRangeParticlesGroup.add(particle);
            }
        }


        /**
         * The main animation loop of the game.
         * Updates player movement, animations, projectile physics, and renders the scene.
         */
        function animate() {
            requestAnimationFrame(animate);

            // Player 1 Movement
            if (keys.w) player1.position.z -= movementSpeed;
            if (keys.s) player1.position.z += movementSpeed;
            if (keys.a) player1.position.x -= movementSpeed;
            if (keys.d) player1.position.x += movementSpeed;

            // Player 2 Movement
            if (keys.i) player2.position.z -= movementSpeed;
            if (keys.k) player2.position.z += movementSpeed;
            if (keys.j) player2.position.x -= movementSpeed;
            if (keys.l) player2.position.x += movementSpeed;

            // Auto-rotate players to face each other (only if not attacking/blocking to prevent jitter)
            if (!player1.isAttacking && !player1.isBlocking) {
                player1.lookAt(player2.position.x, player1.position.y, player2.position.z);
            }
            if (!player2.isAttacking && !player2.isBlocking) {
                player2.lookAt(player1.position.x, player2.position.y, player1.position.z);
            }

            // Attack Animation Logic for both players
            [player1, player2].forEach(player => {
                if (player.isAttacking) {
                    player.attackAnimationProgress++;
                    const progress = player.attackAnimationProgress / player.attackDuration;
                    const swingDirection = (player === player1) ? 1 : -1; // Adjust swing direction for each player

                    // Animate weapon arm based on weapon type
                    switch (player.currentWeaponType) {
                        case "sword":
                        case "great_axe":
                        case "mace":
                            // Sweeping motion: Z-axis for horizontal swing, X-axis for vertical tilt
                            player.rightArm.rotation.z = player.rightArmInitialRotZ + swingDirection * Math.sin(progress * Math.PI * 1.5) * Math.PI / 2;
                            player.rightArm.rotation.x = player.rightArmInitialRotX + Math.sin(progress * Math.PI * 2) * Math.PI / 12;
                            break;
                        case "dagger":
                            // Forward jab: X-axis for forward thrust
                            player.rightArm.rotation.x = player.rightArmInitialRotX + Math.sin(progress * Math.PI * 2) * Math.PI / 6;
                            player.rightArm.rotation.z = player.rightArmInitialRotZ + swingDirection * Math.sin(progress * Math.PI * 2) * Math.PI / 12; // Slight side movement
                            break;
                        case "longbow":
                            // Draw back and release: X-axis for pulling back, then forward
                            player.rightArm.rotation.x = player.rightArmInitialRotX + Math.sin(progress * Math.PI * 2) * Math.PI / 4;
                            player.rightArm.rotation.z = player.rightArmInitialRotZ; // Keep Z stable
                            break;
                    }

                    // End attack animation
                    if (player.attackAnimationProgress >= player.attackDuration) {
                        player.isAttacking = false;
                        // Reset arm rotations to initial state
                        player.rightArm.rotation.z = player.rightArmInitialRotZ;
                        player.rightArm.rotation.x = player.rightArmInitialRotX;
                    }
                }

                // Block Animation Logic
                if (player.isBlocking) {
                    player.blockAnimationProgress++;
                    const progress = player.blockAnimationProgress / player.blockDuration;
                    const blockDirection = (player === player1) ? 1 : -1; // Adjust block direction

                    // Move shield arm to a defensive position
                    player.leftArm.rotation.z = player.leftArmInitialRotZ + blockDirection * Math.sin(progress * Math.PI) * Math.PI / 8; // Arm moves up/down slightly
                    player.leftArm.rotation.y = player.leftArmInitialRotY + blockDirection * Math.sin(progress * Math.PI) * Math.PI / 6; // Shield turns towards opponent

                    // End block animation
                    if (player.blockAnimationProgress >= player.blockDuration) {
                        player.isBlocking = false;
                        // Reset arm rotations to initial state
                        player.leftArm.rotation.z = player.leftArmInitialRotZ;
                        player.leftArm.rotation.x = player.leftArmInitialRotX;
                        player.leftArm.rotation.y = player.leftArmInitialRotY;
                    }
                }

                // Health decay from missing parts
                const healthDecayRate = player.missingParts.length * 0.1; // 0.1 health per frame per missing part
                if (healthDecayRate > 0) {
                    if (player === player1) {
                        player1Health = Math.max(0, player1Health - healthDecayRate);
                        if (player1Health === 0) {
                            player2Score++;
                            updateScores();
                            resetGame();
                        }
                    } else {
                        player2Health = Math.max(0, player2Health - healthDecayRate);
                        if (player2Health === 0) {
                            player1Score++;
                            updateScores();
                            resetGame();
                        }
                    }
                    updateHealthBars();
                }
            });

            // Projectile Movement and Collision
            for (let i = activeProjectiles.length - 1; i >= 0; i--) {
                const projectile = activeProjectiles[i];
                projectile.position.add(projectile.velocity);
                projectile.life--;

                const targetPlayer = (projectile.originPlayer === player1) ? player2 : player1;

                // Check for collision with target player's *individual* body parts
                const projectileSphere = new THREE.Sphere(projectile.position, projectileRadius);
                let hitOccurred = false;
                let hitPart = null;

                // Loop through each part of the target player
                for (let j = targetPlayer.parts.length - 1; j >= 0; j--) {
                    const part = targetPlayer.parts[j];
                    // Calculate world position and collision sphere for the part
                    const partWorldPosition = new THREE.Vector3();
                    part.getWorldPosition(partWorldPosition);
                    const partCollisionSphere = new THREE.Sphere(partWorldPosition, part.geometry.parameters.radius || part.geometry.parameters.width / 2 || 0.5); // Estimate radius from geometry

                    if (projectileSphere.intersectsSphere(partCollisionSphere)) {
                        // Check for shield block first
                        if (targetPlayer.isBlocking && targetPlayer.shieldMesh) {
                            const targetShield = targetPlayer.shieldMesh;
                            const shieldWorldPosition = new THREE.Vector3();
                            targetShield.getWorldPosition(shieldWorldPosition);
                            targetShield.collisionSphere.center.copy(shieldWorldPosition);

                            if (projectileSphere.intersectsSphere(targetShield.collisionSphere)) {
                                // Block successful!
                                applyDamage(targetPlayer, projectile.damage * (1 - blockReduction), projectile.originPlayer);
                                createParticles(shieldWorldPosition, 0x00ff00, 'impact'); // Green for block
                                hitOccurred = true;
                                break; // Shield blocked, no need to check other parts
                            }
                        }

                        // If not blocked by shield, apply damage to the part
                        if (!hitOccurred) {
                            hitPart = part;
                            applyDamage(targetPlayer, part.damageValue || projectile.damage, projectile.originPlayer); // Use part's damage value if available
                            createParticles(partWorldPosition, 0xffa500, 'impact'); // Orange for hit
                            createParticles(partWorldPosition, 0xff0000, 'blood'); // Red blood particles
                            hitOccurred = true;

                            // Remove the hit part from the player model
                            targetPlayer.remove(part);
                            targetPlayer.parts.splice(j, 1); // Remove from active parts array
                            targetPlayer.missingParts.push(part.name); // Add to missing parts list

                            // Dispose of the removed part's geometry and material
                            if (part.geometry) part.geometry.dispose();
                            if (part.material) part.material.dispose();
                            break; // Only one part hit per projectile
                        }
                    }
                }

                // Remove projectile on impact or if it goes too far
                if (hitOccurred || projectile.life <= 0) {
                    scene.remove(projectile);
                    projectile.geometry.dispose();
                    projectile.material.dispose();
                    activeProjectiles.splice(i, 1);
                }
            }

            // Update impact particles (move and fade out)
            for (let i = impactParticlesGroup.children.length - 1; i >= 0; i--) {
                const particle = impactParticlesGroup.children[i];
                particle.position.add(particle.velocity);
                particle.velocity.y -= 0.02; // Simple gravity
                particle.life--;
                particle.material.opacity = particle.life / particle.initialLife; // Fade out over lifetime (assuming initialLife was stored)
                if (particle.life <= 0) {
                    impactParticlesGroup.remove(particle);
                    particle.geometry.dispose();
                    particle.material.dispose();
                }
            }

            // Update weapon range particles (expand and fade out)
            for (let i = weaponRangeParticlesGroup.children.length - 1; i >= 0; i--) {
                const particle = weaponRangeParticlesGroup.children[i];
                particle.position.add(particle.velocity);
                particle.scale.setScalar(particle.scale.x + 0.05); // Expand
                particle.material.opacity -= 0.03; // Fade out
                if (particle.material.opacity <= 0) {
                    weaponRangeParticlesGroup.remove(particle);
                    particle.geometry.dispose();
                    particle.material.dispose();
                }
            }

            renderer.render(scene, camera);
        }

        /**
         * Applies damage to a target player, considering if they are blocking.
         * If a player's health drops to 0, the game resets and the other player scores.
         * @param {THREE.Group} targetPlayer - The player receiving damage.
         * @param {number} amount - The base amount of damage.
         * @param {THREE.Group} attackingPlayer - The player dealing damage.
         */
        function applyDamage(targetPlayer, amount, attackingPlayer) {
            let actualDamage = amount;
            if (targetPlayer.isBlocking) {
                actualDamage = amount * (1 - blockReduction); // Reduce damage if blocking
            }

            if (targetPlayer === player1) {
                player1Health = Math.max(0, player1Health - actualDamage);
                if (player1Health === 0) {
                    player2Score++;
                    updateScores();
                    resetGame();
                }
            } else if (targetPlayer === player2) {
                player2Health = Math.max(0, player2Health - actualDamage);
                if (player2Health === 0) {
                    player1Score++;
                    updateScores();
                    resetGame();
                }
            }
            updateHealthBars();
        }

        /**
         * Updates the visual width and color of the player health bars.
         */
        function updateHealthBars() {
            const healthBarLeft = document.getElementById('health-bar-left');
            const healthBarRight = document.getElementById('health-bar-right');

            const maxWidth = 250;

            healthBarLeft.style.width = `${(player1Health / maxHealth) * maxWidth}px`;
            healthBarLeft.style.backgroundColor = player1Health > maxHealth * 0.6 ? '#28a745' : (player1Health > maxHealth * 0.3 ? '#ffc107' : '#dc3545');

            healthBarRight.style.width = `${(player2Health / maxHealth) * maxWidth}px`;
            healthBarRight.style.backgroundColor = player2Health > maxHealth * 0.6 ? '#28a745' : (player2Health > maxHealth * 0.3 ? '#ffc107' : '#dc3545');
        }

        /**
         * Updates the displayed scores for Player 1 and Player 2.
         */
        function updateScores() {
            document.getElementById('score-left').textContent = `P1 Score: ${player1Score}`;
            document.getElementById('score-right').textContent = `P2 Score: ${player2Score}`;
        }

        /**
         * Resets the game to its initial state, including player health, positions,
         * and clearing all projectiles and particles. Also rebuilds player models.
         */
        function resetGame() {
            player1Health = maxHealth;
            player2Health = maxHealth;
            updateHealthBars();

            // Rebuild players to restore missing parts
            scene.remove(player1);
            scene.remove(player2);
            player1 = createPrimitiveCharacter(0xff4500);
            player2 = createPrimitiveCharacter(0x00aaff);
            scene.add(player1);
            scene.add(player2);

            player1.position.set(-10, 0.5 * playerScaleFactor, 0);
            player2.position.set(10, 0.5 * playerScaleFactor, 0);

            // Re-initialize gear
            updatePlayerGear(player1, player1GearIndex);
            updatePlayerGear(player2, player2GearIndex);

            // Reset any ongoing animations and arm positions
            [player1, player2].forEach(player => {
                player.isAttacking = false;
                player.isBlocking = false;
                player.attackAnimationProgress = 0;
                player.blockAnimationProgress = 0;
                // Arm rotations are reset by updatePlayerGear and createPrimitiveCharacter
            });

            // Remove all active projectiles from scene and array
            while (activeProjectiles.length > 0) {
                const projectile = activeProjectiles.pop();
                scene.remove(projectile);
                projectile.geometry.dispose();
                projectile.material.dispose();
            }
            // Clear all impact particles from scene and dispose
            while(impactParticlesGroup.children.length > 0){
                const particle = impactParticlesGroup.children[0];
                impactParticlesGroup.remove(particle);
                particle.geometry.dispose();
                particle.material.dispose();
            }
            // Clear all weapon range particles
            while(weaponRangeParticlesGroup.children.length > 0){
                const particle = weaponRangeParticlesGroup.children[0];
                weaponRangeParticlesGroup.remove(particle);
                particle.geometry.dispose();
                particle.material.dispose();
            }
        }

        /**
         * Handles window resize events to adjust the camera and renderer size.
         */
        function onWindowResize() {
            const aspectRatio = window.innerWidth / window.innerHeight;
            const frustumSize = 30; // Keep consistent with init
            camera.left = frustumSize * aspectRatio / - 2;
            camera.right = frustumSize * aspectRatio / 2;
            camera.top = frustumSize / 2;
            camera.bottom = frustumSize / - 2;
            camera.updateProjectionMatrix();
            renderer.setSize(window.innerWidth, window.innerHeight);
        }

        // Initialize the game when the window loads
        window.onload = init;
    </script>
</body>
</html>