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Update index.html
Browse files- index.html +702 -158
index.html
CHANGED
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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>Doom-
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<style>
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margin: 0;
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overflow: hidden;
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}
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}
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#crosshair {
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position: absolute;
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top: 50%;
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left: 50%;
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transform: translate(-50%, -50%);
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font-size: 24px;
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pointer-events: none;
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}
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position: absolute;
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left:
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}
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</style>
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<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js"></script>
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</head>
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<body>
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<div id="
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const wall1 = new THREE.Mesh(new THREE.BoxGeometry(100, 10, 1), wallMaterial);
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wall1.position.set(0, 4, -50);
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scene.add(wall1);
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const wall2 = new THREE.Mesh(new THREE.BoxGeometry(100, 10, 1), wallMaterial);
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wall2.position.set(0, 4, 50);
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scene.add(wall2);
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const wall3 = new THREE.Mesh(new THREE.BoxGeometry(1, 10, 100), wallMaterial);
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wall3.position.set(-50, 4, 0);
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scene.add(wall3);
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const wall4 = new THREE.Mesh(new THREE.BoxGeometry(1, 10, 100), wallMaterial);
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wall4.position.set(50, 4, 0);
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scene.add(wall4);
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// Player setup
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camera.position.y = 1; // Eye level
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const playerVelocity = new THREE.Vector3();
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const playerDirection = new THREE.Vector3();
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const moveSpeed = 0.1;
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let health = 100;
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let kills = 0;
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// Controls
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const keys = {};
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document.addEventListener('keydown', (e) => keys[e.key.toLowerCase()] = true);
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document.addEventListener('keyup', (e) => keys[e.key.toLowerCase()] = false);
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// Mouse look
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let mouseX = 0, mouseY = 0;
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document.addEventListener('mousemove', (e) => {
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mouseX = e.movementX * 0.002;
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mouseY = e.movementY * 0.002;
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});
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}
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}
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}
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});
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}
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function animate() {
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requestAnimationFrame(animate);
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renderer.render(scene, camera);
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}
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window.addEventListener('resize', () => {
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camera.aspect = window.innerWidth / window.innerHeight;
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camera.updateProjectionMatrix();
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renderer.setSize(window.innerWidth, window.innerHeight);
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});
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</script>
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</body>
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</html>
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<!DOCTYPE html>
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2 |
<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>Doom-Style 3D Shooter</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.jsdelivr.net/npm/[email protected]/examples/js/controls/PointerLockControls.min.js"></script>
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<style>
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* {
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margin: 0;
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padding: 0;
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box-sizing: border-box;
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font-family: 'Courier New', monospace;
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}
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body {
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overflow: hidden;
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background: #000;
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color: #ff5555;
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height: 100vh;
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perspective: 1px;
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}
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#gameContainer {
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position: relative;
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width: 100%;
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height: 100vh;
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overflow: hidden;
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}
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#gameCanvas {
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position: absolute;
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top: 0;
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left: 0;
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width: 100%;
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height: 100%;
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z-index: 1;
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}
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#ui {
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position: absolute;
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top: 0;
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left: 0;
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width: 100%;
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height: 100%;
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z-index: 2;
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pointer-events: none;
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}
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#crosshair {
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position: absolute;
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top: 50%;
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left: 50%;
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transform: translate(-50%, -50%);
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width: 30px;
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height: 30px;
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border: 2px solid #ff5555;
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border-radius: 50%;
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pointer-events: none;
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}
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#crosshair::before, #crosshair::after {
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content: '';
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position: absolute;
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background: #ff5555;
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}
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#crosshair::before {
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width: 2px;
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height: 10px;
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top: -12px;
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left: 50%;
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transform: translateX(-50%);
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}
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#crosshair::after {
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width: 10px;
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height: 2px;
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top: 50%;
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right: -12px;
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transform: translateY(-50%);
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}
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#healthBar {
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position: absolute;
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bottom: 30px;
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left: 30px;
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width: 200px;
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height: 30px;
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background: rgba(0, 0, 0, 0.7);
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border: 2px solid #ff5555;
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border-radius: 5px;
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overflow: hidden;
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}
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#healthFill {
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height: 100%;
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width: 100%;
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background: linear-gradient(90deg, #ff0000, #ff5555);
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transition: width 0.3s;
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}
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#ammoCounter {
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position: absolute;
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bottom: 30px;
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right: 30px;
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font-size: 24px;
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color: #ff5555;
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text-shadow: 0 0 5px #ff0000;
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background: rgba(0, 0, 0, 0.7);
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padding: 10px 20px;
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border: 2px solid #ff5555;
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border-radius: 5px;
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}
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#score {
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position: absolute;
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top: 30px;
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left: 30px;
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font-size: 24px;
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color: #ff5555;
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text-shadow: 0 0 5px #ff0000;
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+
}
|
125 |
+
|
126 |
+
#startScreen {
|
127 |
+
position: absolute;
|
128 |
+
top: 0;
|
129 |
+
left: 0;
|
130 |
+
width: 100%;
|
131 |
+
height: 100%;
|
132 |
+
background: linear-gradient(rgba(0, 0, 0, 0.8), rgba(20, 0, 0, 0.9)),
|
133 |
+
url('data:image/svg+xml;utf8,<svg xmlns="http://www.w3.org/2000/svg" width="100" height="100" viewBox="0 0 100 100"><rect width="100" height="100" fill="%23110000"/><path d="M0 0L100 100M100 0L0 100" stroke="%23300" stroke-width="1"/></svg>');
|
134 |
+
display: flex;
|
135 |
+
flex-direction: column;
|
136 |
+
justify-content: center;
|
137 |
+
align-items: center;
|
138 |
+
z-index: 10;
|
139 |
+
text-align: center;
|
140 |
+
}
|
141 |
+
|
142 |
+
#title {
|
143 |
+
font-size: 72px;
|
144 |
+
margin-bottom: 30px;
|
145 |
+
text-shadow: 0 0 10px #ff0000, 0 0 20px #ff0000;
|
146 |
+
letter-spacing: 5px;
|
147 |
+
}
|
148 |
+
|
149 |
+
#subtitle {
|
150 |
+
font-size: 24px;
|
151 |
+
margin-bottom: 50px;
|
152 |
+
color: #ff9999;
|
153 |
+
}
|
154 |
+
|
155 |
+
#startButton {
|
156 |
+
background: #ff0000;
|
157 |
+
color: #fff;
|
158 |
+
border: none;
|
159 |
+
padding: 15px 50px;
|
160 |
+
font-size: 24px;
|
161 |
+
cursor: pointer;
|
162 |
+
border-radius: 5px;
|
163 |
+
text-transform: uppercase;
|
164 |
+
letter-spacing: 3px;
|
165 |
+
font-weight: bold;
|
166 |
+
box-shadow: 0 0 15px #ff0000;
|
167 |
+
transition: all 0.3s;
|
168 |
+
pointer-events: auto;
|
169 |
+
}
|
170 |
+
|
171 |
+
#startButton:hover {
|
172 |
+
background: #ff5555;
|
173 |
+
transform: scale(1.05);
|
174 |
+
box-shadow: 0 0 25px #ff0000;
|
175 |
+
}
|
176 |
+
|
177 |
+
#gameOverScreen {
|
178 |
+
position: absolute;
|
179 |
+
top: 0;
|
180 |
+
left: 0;
|
181 |
+
width: 100%;
|
182 |
+
height: 100%;
|
183 |
+
background: rgba(0, 0, 0, 0.85);
|
184 |
+
display: none;
|
185 |
+
flex-direction: column;
|
186 |
+
justify-content: center;
|
187 |
+
align-items: center;
|
188 |
+
z-index: 10;
|
189 |
+
}
|
190 |
+
|
191 |
+
#gameOverTitle {
|
192 |
+
font-size: 60px;
|
193 |
+
margin-bottom: 20px;
|
194 |
+
color: #ff0000;
|
195 |
+
text-shadow: 0 0 10px #ff0000;
|
196 |
+
}
|
197 |
+
|
198 |
+
#finalScore {
|
199 |
+
font-size: 36px;
|
200 |
+
margin-bottom: 40px;
|
201 |
+
color: #ff9999;
|
202 |
+
}
|
203 |
+
|
204 |
+
#restartButton {
|
205 |
+
background: #ff0000;
|
206 |
+
color: #fff;
|
207 |
+
border: none;
|
208 |
+
padding: 15px 50px;
|
209 |
font-size: 24px;
|
210 |
+
cursor: pointer;
|
211 |
+
border-radius: 5px;
|
212 |
+
text-transform: uppercase;
|
213 |
+
letter-spacing: 3px;
|
214 |
+
font-weight: bold;
|
215 |
+
box-shadow: 0 0 15px #ff0000;
|
216 |
+
transition: all 0.3s;
|
217 |
+
}
|
218 |
+
|
219 |
+
#restartButton:hover {
|
220 |
+
background: #ff5555;
|
221 |
+
transform: scale(1.05);
|
222 |
+
box-shadow: 0 0 25px #ff0000;
|
223 |
+
}
|
224 |
+
|
225 |
+
#weapon {
|
226 |
+
position: absolute;
|
227 |
+
bottom: 0;
|
228 |
+
left: 50%;
|
229 |
+
transform: translateX(-50%);
|
230 |
+
width: 300px;
|
231 |
+
height: 200px;
|
232 |
+
background: url('data:image/svg+xml;utf8,<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 300 200"><rect x="50" y="100" width="200" height="30" fill="%23333"/><rect x="100" y="50" width="100" height="50" fill="%23444"/><rect x="130" y="30" width="40" height="20" fill="%23555"/><circle cx="150" cy="115" r="15" fill="%23222"/></svg>') no-repeat center bottom;
|
233 |
+
background-size: contain;
|
234 |
+
z-index: 3;
|
235 |
+
transition: transform 0.1s;
|
236 |
+
}
|
237 |
+
|
238 |
+
.hitEffect {
|
239 |
+
position: absolute;
|
240 |
+
top: 0;
|
241 |
+
left: 0;
|
242 |
+
width: 100%;
|
243 |
+
height: 100%;
|
244 |
+
background: rgba(255, 0, 0, 0.3);
|
245 |
pointer-events: none;
|
246 |
+
opacity: 0;
|
247 |
+
z-index: 4;
|
248 |
}
|
249 |
+
|
250 |
+
#bloodEffect {
|
251 |
position: absolute;
|
252 |
+
top: 0;
|
253 |
+
left: 0;
|
254 |
+
width: 100%;
|
255 |
+
height: 100%;
|
256 |
+
background: radial-gradient(circle, rgba(255,0,0,0.7) 0%, rgba(255,0,0,0) 70%);
|
257 |
+
pointer-events: none;
|
258 |
+
opacity: 0;
|
259 |
+
z-index: 5;
|
260 |
}
|
261 |
</style>
|
|
|
262 |
</head>
|
263 |
<body>
|
264 |
+
<div id="gameContainer">
|
265 |
+
<div id="gameCanvas"></div>
|
266 |
+
|
267 |
+
<div id="ui">
|
268 |
+
<div id="crosshair"></div>
|
269 |
+
<div id="healthBar">
|
270 |
+
<div id="healthFill"></div>
|
271 |
+
</div>
|
272 |
+
<div id="ammoCounter">AMMO: 30</div>
|
273 |
+
<div id="score">SCORE: 0</div>
|
274 |
+
<div id="weapon"></div>
|
275 |
+
<div class="hitEffect" id="hitEffect"></div>
|
276 |
+
<div id="bloodEffect"></div>
|
277 |
+
</div>
|
278 |
+
|
279 |
+
<div id="startScreen">
|
280 |
+
<h1 id="title">DEMON SLAYER</h1>
|
281 |
+
<p id="subtitle">Eliminate all demons to survive</p>
|
282 |
+
<button id="startButton">START MISSION</button>
|
283 |
+
</div>
|
284 |
+
|
285 |
+
<div id="gameOverScreen">
|
286 |
+
<h1 id="gameOverTitle">MISSION FAILED</h1>
|
287 |
+
<p id="finalScore">SCORE: 0</p>
|
288 |
+
<button id="restartButton">TRY AGAIN</button>
|
289 |
+
</div>
|
290 |
+
</div>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
291 |
|
292 |
+
<script>
|
293 |
+
// Game variables
|
294 |
+
let scene, camera, renderer, controls;
|
295 |
+
let player, enemies = [], bullets = [];
|
296 |
+
let playerHealth = 100;
|
297 |
+
let ammo = 30;
|
298 |
+
let score = 0;
|
299 |
+
let gameActive = false;
|
300 |
+
let moveForward = false;
|
301 |
+
let moveBackward = false;
|
302 |
+
let moveLeft = false;
|
303 |
+
let moveRight = false;
|
304 |
+
let canShoot = true;
|
305 |
+
let lastShotTime = 0;
|
306 |
+
let shotCooldown = 300; // ms
|
307 |
+
let enemySpawnTimer = 0;
|
308 |
+
let clock = new THREE.Clock();
|
309 |
+
|
310 |
+
// Initialize the game
|
311 |
+
function init() {
|
312 |
+
// Create scene
|
313 |
+
scene = new THREE.Scene();
|
314 |
+
scene.background = new THREE.Color(0x110000);
|
315 |
+
scene.fog = new THREE.Fog(0x110000, 10, 50);
|
316 |
+
|
317 |
+
// Create camera
|
318 |
+
camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
|
319 |
+
camera.position.y = 1.6;
|
320 |
+
|
321 |
+
// Create renderer
|
322 |
+
renderer = new THREE.WebGLRenderer({ antialias: true });
|
323 |
+
renderer.setSize(window.innerWidth, window.innerHeight);
|
324 |
+
renderer.shadowMap.enabled = true;
|
325 |
+
document.getElementById('gameCanvas').appendChild(renderer.domElement);
|
326 |
+
|
327 |
+
// Add lighting
|
328 |
+
const ambientLight = new THREE.AmbientLight(0x404040, 0.5);
|
329 |
+
scene.add(ambientLight);
|
330 |
+
|
331 |
+
const directionalLight = new THREE.DirectionalLight(0xff5555, 0.8);
|
332 |
+
directionalLight.position.set(10, 20, 10);
|
333 |
+
directionalLight.castShadow = true;
|
334 |
+
scene.add(directionalLight);
|
335 |
+
|
336 |
+
// Create floor
|
337 |
+
const floorGeometry = new THREE.PlaneGeometry(100, 100);
|
338 |
+
const floorMaterial = new THREE.MeshStandardMaterial({
|
339 |
+
color: 0x222222,
|
340 |
+
roughness: 0.8,
|
341 |
+
metalness: 0.2
|
342 |
+
});
|
343 |
+
const floor = new THREE.Mesh(floorGeometry, floorMaterial);
|
344 |
+
floor.rotation.x = -Math.PI / 2;
|
345 |
+
floor.receiveShadow = true;
|
346 |
+
scene.add(floor);
|
347 |
+
|
348 |
+
// Create walls
|
349 |
+
createWalls();
|
350 |
+
|
351 |
+
// Create pillars
|
352 |
+
createPillars();
|
353 |
+
|
354 |
+
// Create player
|
355 |
+
player = new THREE.Object3D();
|
356 |
+
player.position.set(0, 1.6, 0);
|
357 |
+
scene.add(player);
|
358 |
+
player.add(camera);
|
359 |
+
|
360 |
+
// Add pointer lock controls
|
361 |
+
controls = new THREE.PointerLockControls(camera, document.body);
|
362 |
+
|
363 |
+
// Event listeners
|
364 |
+
document.addEventListener('keydown', onKeyDown, false);
|
365 |
+
document.addEventListener('keyup', onKeyUp, false);
|
366 |
+
document.addEventListener('mousedown', onMouseDown, false);
|
367 |
+
document.addEventListener('mousemove', onMouseMove, false);
|
368 |
+
window.addEventListener('resize', onWindowResize, false);
|
369 |
+
|
370 |
+
// Start button event
|
371 |
+
document.getElementById('startButton').addEventListener('click', startGame);
|
372 |
+
document.getElementById('restartButton').addEventListener('click', restartGame);
|
373 |
+
|
374 |
+
// Start animation loop
|
375 |
+
animate();
|
376 |
+
}
|
377 |
+
|
378 |
+
function createWalls() {
|
379 |
+
const wallMaterial = new THREE.MeshStandardMaterial({
|
380 |
+
color: 0x330000,
|
381 |
+
roughness: 0.9,
|
382 |
+
metalness: 0.1
|
383 |
+
});
|
384 |
+
|
385 |
+
// Create a simple maze-like structure
|
386 |
+
const walls = [
|
387 |
+
// Outer walls
|
388 |
+
{ x: 0, y: 2, z: -25, width: 50, height: 4, depth: 1 },
|
389 |
+
{ x: 0, y: 2, z: 25, width: 50, height: 4, depth: 1 },
|
390 |
+
{ x: -25, y: 2, z: 0, width: 1, height: 4, depth: 50 },
|
391 |
+
{ x: 25, y: 2, z: 0, width: 1, height: 4, depth: 50 },
|
392 |
+
|
393 |
+
// Inner walls
|
394 |
+
{ x: -10, y: 2, z: -10, width: 1, height: 4, depth: 20 },
|
395 |
+
{ x: 10, y: 2, z: 10, width: 1, height: 4, depth: 20 },
|
396 |
+
{ x: 0, y: 2, z: 0, width: 20, height: 4, depth: 1 },
|
397 |
+
{ x: 0, y: 2, z: -20, width: 20, height: 4, depth: 1 }
|
398 |
+
];
|
399 |
+
|
400 |
+
walls.forEach(wall => {
|
401 |
+
const wallGeometry = new THREE.BoxGeometry(wall.width, wall.height, wall.depth);
|
402 |
+
const wallMesh = new THREE.Mesh(wallGeometry, wallMaterial);
|
403 |
+
wallMesh.position.set(wall.x, wall.y, wall.z);
|
404 |
+
wallMesh.castShadow = true;
|
405 |
+
wallMesh.receiveShadow = true;
|
406 |
+
scene.add(wallMesh);
|
407 |
+
});
|
408 |
+
}
|
409 |
+
|
410 |
+
function createPillars() {
|
411 |
+
const pillarMaterial = new THREE.MeshStandardMaterial({
|
412 |
+
color: 0x440000,
|
413 |
+
roughness: 0.7,
|
414 |
+
metalness: 0.3
|
415 |
+
});
|
416 |
+
|
417 |
+
const pillarGeometry = new THREE.CylinderGeometry(1, 1, 4, 16);
|
418 |
+
|
419 |
+
const positions = [
|
420 |
+
{ x: -20, z: -20 },
|
421 |
+
{ x: 20, z: -20 },
|
422 |
+
{ x: -20, z: 20 },
|
423 |
+
{ x: 20, z: 20 },
|
424 |
+
{ x: 0, z: -15 },
|
425 |
+
{ x: 0, z: 15 },
|
426 |
+
{ x: -15, z: 0 },
|
427 |
+
{ x: 15, z: 0 }
|
428 |
+
];
|
429 |
+
|
430 |
+
positions.forEach(pos => {
|
431 |
+
const pillar = new THREE.Mesh(pillarGeometry, pillarMaterial);
|
432 |
+
pillar.position.set(pos.x, 2, pos.z);
|
433 |
+
pillar.castShadow = true;
|
434 |
+
pillar.receiveShadow = true;
|
435 |
+
scene.add(pillar);
|
436 |
+
});
|
437 |
+
}
|
438 |
+
|
439 |
+
function spawnEnemy() {
|
440 |
+
const enemyGeometry = new THREE.ConeGeometry(1, 3, 8);
|
441 |
+
const enemyMaterial = new THREE.MeshStandardMaterial({
|
442 |
+
color: 0x880000,
|
443 |
+
roughness: 0.8,
|
444 |
+
metalness: 0.2
|
445 |
+
});
|
446 |
+
|
447 |
+
const enemy = new THREE.Mesh(enemyGeometry, enemyMaterial);
|
448 |
+
enemy.position.set(
|
449 |
+
(Math.random() - 0.5) * 40,
|
450 |
+
1.5,
|
451 |
+
(Math.random() - 0.5) * 40
|
452 |
+
);
|
453 |
+
enemy.rotation.y = Math.random() * Math.PI * 2;
|
454 |
+
enemy.castShadow = true;
|
455 |
+
scene.add(enemy);
|
456 |
+
|
457 |
+
enemies.push({
|
458 |
+
mesh: enemy,
|
459 |
+
health: 100,
|
460 |
+
speed: 0.02 + Math.random() * 0.03,
|
461 |
+
lastAttack: 0,
|
462 |
+
attackCooldown: 1000 + Math.random() * 2000
|
463 |
+
});
|
464 |
+
}
|
465 |
+
|
466 |
+
function startGame() {
|
467 |
+
document.getElementById('startScreen').style.display = 'none';
|
468 |
+
controls.lock();
|
469 |
+
gameActive = true;
|
470 |
+
|
471 |
+
// Spawn initial enemies
|
472 |
+
for (let i = 0; i < 5; i++) {
|
473 |
+
spawnEnemy();
|
474 |
}
|
475 |
}
|
476 |
+
|
477 |
+
function restartGame() {
|
478 |
+
document.getElementById('gameOverScreen').style.display = 'none';
|
479 |
+
playerHealth = 100;
|
480 |
+
ammo = 30;
|
481 |
+
score = 0;
|
482 |
+
updateUI();
|
483 |
+
|
484 |
+
// Remove all enemies
|
485 |
+
enemies.forEach(enemy => {
|
486 |
+
scene.remove(enemy.mesh);
|
487 |
+
});
|
488 |
+
enemies = [];
|
489 |
+
|
490 |
+
// Remove all bullets
|
491 |
+
bullets.forEach(bullet => {
|
492 |
+
scene.remove(bullet.mesh);
|
493 |
+
});
|
494 |
+
bullets = [];
|
495 |
+
|
496 |
+
// Reset player position
|
497 |
+
player.position.set(0, 1.6, 0);
|
498 |
+
|
499 |
+
// Spawn initial enemies
|
500 |
+
for (let i = 0; i < 5; i++) {
|
501 |
+
spawnEnemy();
|
502 |
+
}
|
503 |
+
|
504 |
+
controls.lock();
|
505 |
+
gameActive = true;
|
506 |
}
|
507 |
+
|
508 |
+
function gameOver() {
|
509 |
+
gameActive = false;
|
510 |
+
controls.unlock();
|
511 |
+
document.getElementById('finalScore').textContent = `SCORE: ${score}`;
|
512 |
+
document.getElementById('gameOverScreen').style.display = 'flex';
|
513 |
+
}
|
514 |
+
|
515 |
+
function updateUI() {
|
516 |
+
document.getElementById('healthFill').style.width = `${playerHealth}%`;
|
517 |
+
document.getElementById('ammoCounter').textContent = `AMMO: ${ammo}`;
|
518 |
+
document.getElementById('score').textContent = `SCORE: ${score}`;
|
519 |
+
}
|
520 |
+
|
521 |
+
function onKeyDown(event) {
|
522 |
+
switch (event.code) {
|
523 |
+
case 'KeyW': moveForward = true; break;
|
524 |
+
case 'KeyS': moveBackward = true; break;
|
525 |
+
case 'KeyA': moveLeft = true; break;
|
526 |
+
case 'KeyD': moveRight = true; break;
|
527 |
+
}
|
528 |
+
}
|
529 |
+
|
530 |
+
function onKeyUp(event) {
|
531 |
+
switch (event.code) {
|
532 |
+
case 'KeyW': moveForward = false; break;
|
533 |
+
case 'KeyS': moveBackward = false; break;
|
534 |
+
case 'KeyA': moveLeft = false; break;
|
535 |
+
case 'KeyD': moveRight = false; break;
|
536 |
+
}
|
537 |
+
}
|
538 |
+
|
539 |
+
function onMouseDown() {
|
540 |
+
if (!gameActive) return;
|
541 |
+
|
542 |
+
if (ammo > 0 && canShoot) {
|
543 |
+
shoot();
|
544 |
+
canShoot = false;
|
545 |
+
setTimeout(() => { canShoot = true; }, shotCooldown);
|
546 |
+
}
|
547 |
+
}
|
548 |
+
|
549 |
+
function onMouseMove(event) {
|
550 |
+
if (!gameActive) return;
|
551 |
+
|
552 |
+
// Add weapon sway effect
|
553 |
+
const weapon = document.getElementById('weapon');
|
554 |
+
const moveX = (event.movementX || 0) * 0.05;
|
555 |
+
const moveY = (event.movementY || 0) * 0.05;
|
556 |
+
weapon.style.transform = `translateX(calc(-50% + ${moveX}px)) translateY(${moveY}px)`;
|
557 |
+
}
|
558 |
+
|
559 |
+
function shoot() {
|
560 |
+
ammo--;
|
561 |
+
updateUI();
|
562 |
+
|
563 |
+
// Create bullet
|
564 |
+
const bulletGeometry = new THREE.SphereGeometry(0.1, 8, 8);
|
565 |
+
const bulletMaterial = new THREE.MeshBasicMaterial({ color: 0xffff00 });
|
566 |
+
const bullet = new THREE.Mesh(bulletGeometry, bulletMaterial);
|
567 |
+
|
568 |
+
// Position bullet at camera
|
569 |
+
bullet.position.set(0, 0, 0);
|
570 |
+
camera.getWorldPosition(bullet.position);
|
571 |
+
|
572 |
+
// Direction vector
|
573 |
+
const direction = new THREE.Vector3(0, 0, -1);
|
574 |
+
direction.applyQuaternion(camera.quaternion);
|
575 |
+
|
576 |
+
scene.add(bullet);
|
577 |
+
bullets.push({
|
578 |
+
mesh: bullet,
|
579 |
+
direction: direction,
|
580 |
+
speed: 1.0,
|
581 |
+
distance: 0
|
582 |
});
|
583 |
+
|
584 |
+
// Weapon recoil effect
|
585 |
+
const weapon = document.getElementById('weapon');
|
586 |
+
weapon.style.transform = 'translateX(-50%) translateY(20px)';
|
587 |
+
setTimeout(() => {
|
588 |
+
weapon.style.transform = 'translateX(-50%) translateY(0)';
|
589 |
+
}, 100);
|
590 |
+
|
591 |
+
// Muzzle flash effect
|
592 |
+
const flash = document.createElement('div');
|
593 |
+
flash.style.position = 'absolute';
|
594 |
+
flash.style.width = '50px';
|
595 |
+
flash.style.height = '50px';
|
596 |
+
flash.style.background = 'radial-gradient(circle, #ffff00, #ff5500, transparent)';
|
597 |
+
flash.style.borderRadius = '50%';
|
598 |
+
flash.style.top = '50%';
|
599 |
+
flash.style.left = '50%';
|
600 |
+
flash.style.transform = 'translate(-50%, -50%)';
|
601 |
+
flash.style.pointerEvents = 'none';
|
602 |
+
flash.style.zIndex = '10';
|
603 |
+
document.getElementById('ui').appendChild(flash);
|
604 |
+
|
605 |
+
setTimeout(() => {
|
606 |
+
document.getElementById('ui').removeChild(flash);
|
607 |
+
}, 50);
|
608 |
}
|
609 |
+
|
610 |
+
function onWindowResize() {
|
611 |
+
camera.aspect = window.innerWidth / window.innerHeight;
|
612 |
+
camera.updateProjectionMatrix();
|
613 |
+
renderer.setSize(window.innerWidth, window.innerHeight);
|
614 |
+
}
|
615 |
+
|
616 |
function animate() {
|
617 |
requestAnimationFrame(animate);
|
618 |
+
|
619 |
+
const delta = clock.getDelta();
|
620 |
+
|
621 |
+
if (gameActive) {
|
622 |
+
// Player movement
|
623 |
+
const speed = 0.1;
|
624 |
+
if (moveForward) player.translateZ(-speed);
|
625 |
+
if (moveBackward) player.translateZ(speed);
|
626 |
+
if (moveLeft) player.translateX(-speed);
|
627 |
+
if (moveRight) player.translateX(speed);
|
628 |
+
|
629 |
+
// Keep player within bounds
|
630 |
+
player.position.x = Math.max(-24, Math.min(24, player.position.x));
|
631 |
+
player.position.z = Math.max(-24, Math.min(24, player.position.z));
|
632 |
+
|
633 |
+
// Enemy AI
|
634 |
+
enemies.forEach((enemy, index) => {
|
635 |
+
// Move towards player
|
636 |
+
const direction = new THREE.Vector3();
|
637 |
+
direction.subVectors(player.position, enemy.mesh.position).normalize();
|
638 |
+
enemy.mesh.position.add(direction.multiplyScalar(enemy.speed));
|
639 |
+
|
640 |
+
// Rotate to face player
|
641 |
+
enemy.mesh.lookAt(player.position);
|
642 |
+
enemy.mesh.rotation.x = 0; // Keep upright
|
643 |
+
enemy.mesh.rotation.z = 0;
|
644 |
+
|
645 |
+
// Attack player if close
|
646 |
+
const distance = player.position.distanceTo(enemy.mesh.position);
|
647 |
+
if (distance < 3 && Date.now() - enemy.lastAttack > enemy.attackCooldown) {
|
648 |
+
playerHealth -= 10;
|
649 |
+
updateUI();
|
650 |
+
enemy.lastAttack = Date.now();
|
651 |
+
|
652 |
+
// Show hit effect
|
653 |
+
const hitEffect = document.getElementById('hitEffect');
|
654 |
+
hitEffect.style.opacity = '1';
|
655 |
+
setTimeout(() => {
|
656 |
+
hitEffect.style.opacity = '0';
|
657 |
+
}, 100);
|
658 |
+
|
659 |
+
// Show blood effect
|
660 |
+
const bloodEffect = document.getElementById('bloodEffect');
|
661 |
+
bloodEffect.style.opacity = '0.7';
|
662 |
+
setTimeout(() => {
|
663 |
+
bloodEffect.style.opacity = '0';
|
664 |
+
}, 200);
|
665 |
+
|
666 |
+
if (playerHealth <= 0) {
|
667 |
+
gameOver();
|
668 |
+
}
|
669 |
+
}
|
670 |
+
|
671 |
+
// Remove dead enemies
|
672 |
+
if (enemy.health <= 0) {
|
673 |
+
scene.remove(enemy.mesh);
|
674 |
+
enemies.splice(index, 1);
|
675 |
+
score += 100;
|
676 |
+
updateUI();
|
677 |
+
|
678 |
+
// Spawn new enemy
|
679 |
+
if (Math.random() > 0.7) {
|
680 |
+
spawnEnemy();
|
681 |
+
}
|
682 |
+
}
|
683 |
+
});
|
684 |
+
|
685 |
+
// Update bullets
|
686 |
+
for (let i = bullets.length - 1; i >= 0; i--) {
|
687 |
+
const bullet = bullets[i];
|
688 |
+
bullet.mesh.position.add(bullet.direction.clone().multiplyScalar(bullet.speed));
|
689 |
+
bullet.distance += bullet.speed;
|
690 |
+
|
691 |
+
// Remove bullets that travel too far
|
692 |
+
if (bullet.distance > 50) {
|
693 |
+
scene.remove(bullet.mesh);
|
694 |
+
bullets.splice(i, 1);
|
695 |
+
continue;
|
696 |
+
}
|
697 |
+
|
698 |
+
// Check for collisions with enemies
|
699 |
+
for (let j = enemies.length - 1; j >= 0; j--) {
|
700 |
+
const enemy = enemies[j];
|
701 |
+
const distance = bullet.mesh.position.distanceTo(enemy.mesh.position);
|
702 |
+
|
703 |
+
if (distance < 1.5) {
|
704 |
+
// Hit enemy
|
705 |
+
enemy.health -= 25;
|
706 |
+
scene.remove(bullet.mesh);
|
707 |
+
bullets.splice(i, 1);
|
708 |
+
|
709 |
+
// Enemy hit effect
|
710 |
+
enemy.mesh.material.color.set(0xff0000);
|
711 |
+
setTimeout(() => {
|
712 |
+
if (enemy.mesh) {
|
713 |
+
enemy.mesh.material.color.set(0x880000);
|
714 |
+
}
|
715 |
+
}, 100);
|
716 |
+
|
717 |
+
break;
|
718 |
+
}
|
719 |
+
}
|
720 |
+
}
|
721 |
+
|
722 |
+
// Spawn enemies periodically
|
723 |
+
enemySpawnTimer += delta;
|
724 |
+
if (enemySpawnTimer > 5) {
|
725 |
+
spawnEnemy();
|
726 |
+
enemySpawnTimer = 0;
|
727 |
+
}
|
728 |
+
}
|
729 |
+
|
730 |
renderer.render(scene, camera);
|
731 |
}
|
732 |
+
|
733 |
+
// Initialize the game when the page loads
|
734 |
+
window.onload = init;
|
|
|
|
|
|
|
|
|
|
|
735 |
</script>
|
736 |
</body>
|
737 |
+
</html>
|