Spaces:
Running
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Update index.html
Browse files- index.html +288 -31
index.html
CHANGED
@@ -2,7 +2,7 @@
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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-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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@@ -12,6 +12,7 @@
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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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@@ -258,6 +259,79 @@
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opacity: 0;
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z-index: 5;
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}
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</style>
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</head>
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<body>
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@@ -276,6 +350,15 @@
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<div id="bloodEffect"></div>
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</div>
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<div id="startScreen">
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<h1 id="title">DEMON SLAYER</h1>
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<p id="subtitle">Eliminate all demons to survive</p>
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@@ -306,6 +389,12 @@
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let shotCooldown = 300; // ms
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let enemySpawnTimer = 0;
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let clock = new THREE.Clock();
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// Initialize the game
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function init() {
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@@ -357,14 +446,21 @@
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scene.add(player);
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player.add(camera);
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// Add pointer lock controls
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// Event listeners
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window.addEventListener('resize', onWindowResize, false);
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// Start button event
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@@ -436,26 +532,107 @@
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});
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}
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const
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color: 0x880000,
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roughness: 0.
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metalness: 0.
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});
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(Math.random() - 0.5) * 40,
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(Math.random() - 0.5) * 40
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);
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scene.add(enemy);
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enemies.push({
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mesh:
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health: 100,
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speed: 0.02 + Math.random() * 0.03,
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lastAttack: 0,
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@@ -465,7 +642,9 @@
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function startGame() {
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document.getElementById('startScreen').style.display = 'none';
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gameActive = true;
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// Spawn initial enemies
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spawnEnemy();
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}
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gameActive = true;
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}
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function gameOver() {
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gameActive = false;
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-
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document.getElementById('finalScore').textContent = `SCORE: ${score}`;
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document.getElementById('gameOverScreen').style.display = 'flex';
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}
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@@ -547,7 +730,7 @@
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}
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function onMouseMove(event) {
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if (!gameActive) return;
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// Add weapon sway effect
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const weapon = document.getElementById('weapon');
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}, 50);
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}
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function onWindowResize() {
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camera.aspect = window.innerWidth / window.innerHeight;
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camera.updateProjectionMatrix();
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if (gameActive) {
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// Player movement
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const speed = 0.1;
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if (
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// Keep player within bounds
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player.position.x = Math.max(-24, Math.min(24, player.position.x));
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bullets.splice(i, 1);
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// Enemy hit effect
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enemy.mesh.material.color.set(0xff0000);
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setTimeout(() => {
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if (enemy.mesh) {
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enemy.mesh.material.color.set(0x880000);
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}
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}, 100);
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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, maximum-scale=1.0, user-scalable=no">
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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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padding: 0;
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box-sizing: border-box;
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font-family: 'Courier New', monospace;
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touch-action: none;
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}
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body {
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opacity: 0;
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z-index: 5;
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}
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/* Mobile Controls */
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#mobileControls {
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position: absolute;
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bottom: 20px;
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width: 100%;
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display: none;
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justify-content: space-between;
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padding: 0 20px;
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z-index: 10;
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pointer-events: none;
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}
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.controlPad {
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width: 120px;
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height: 120px;
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background: rgba(255, 0, 0, 0.3);
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border-radius: 50%;
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display: flex;
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justify-content: center;
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align-items: center;
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pointer-events: auto;
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}
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.controlStick {
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width: 50px;
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height: 50px;
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background: rgba(255, 85, 85, 0.7);
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border-radius: 50%;
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position: relative;
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}
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#shootButton {
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width: 80px;
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height: 80px;
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background: rgba(255, 0, 0, 0.5);
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border-radius: 50%;
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display: flex;
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justify-content: center;
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align-items: center;
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font-size: 24px;
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color: white;
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pointer-events: auto;
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border: 2px solid #ff5555;
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}
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#instructions {
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position: absolute;
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bottom: 160px;
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width: 100%;
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text-align: center;
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color: #ff9999;
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font-size: 18px;
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padding: 0 20px;
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}
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@media (max-width: 768px) {
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#mobileControls {
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display: flex;
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}
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#instructions {
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display: block;
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}
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#title {
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font-size: 48px;
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}
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#subtitle {
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font-size: 18px;
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}
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}
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</style>
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</head>
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<body>
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<div id="bloodEffect"></div>
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</div>
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<div id="mobileControls">
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<div class="controlPad" id="movementPad">
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<div class="controlStick" id="movementStick"></div>
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</div>
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<div id="shootButton">FIRE</div>
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</div>
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<div id="instructions">Use joystick to move, tap FIRE to shoot</div>
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<div id="startScreen">
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<h1 id="title">DEMON SLAYER</h1>
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<p id="subtitle">Eliminate all demons to survive</p>
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let shotCooldown = 300; // ms
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let enemySpawnTimer = 0;
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let clock = new THREE.Clock();
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let isMobile = /iPhone|iPad|iPod|Android/i.test(navigator.userAgent);
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// Mobile controls
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let movementStickActive = false;
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let movementStickPosition = { x: 0, y: 0 };
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let movementStickRadius = 35;
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// Initialize the game
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function init() {
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scene.add(player);
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player.add(camera);
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// Add pointer lock controls for desktop
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if (!isMobile) {
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controls = new THREE.PointerLockControls(camera, document.body);
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}
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// Event listeners
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if (!isMobile) {
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document.addEventListener('keydown', onKeyDown, false);
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document.addEventListener('keyup', onKeyUp, false);
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document.addEventListener('mousedown', onMouseDown, false);
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document.addEventListener('mousemove', onMouseMove, false);
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} else {
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setupMobileControls();
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}
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window.addEventListener('resize', onWindowResize, false);
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// Start button event
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});
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}
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// Create a detailed demon model
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function createDemon() {
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const demonGroup = new THREE.Group();
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// Body
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const bodyGeometry = new THREE.SphereGeometry(0.8, 16, 16);
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const bodyMaterial = new THREE.MeshStandardMaterial({
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color: 0x880000,
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roughness: 0.7,
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metalness: 0.3
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});
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const body = new THREE.Mesh(bodyGeometry, bodyMaterial);
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body.position.y = 1;
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body.castShadow = true;
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demonGroup.add(body);
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// Head
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const headGeometry = new THREE.SphereGeometry(0.6, 16, 16);
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const headMaterial = new THREE.MeshStandardMaterial({
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color: 0xaa0000,
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roughness: 0.7,
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metalness: 0.3
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});
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const head = new THREE.Mesh(headGeometry, headMaterial);
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head.position.y = 1.8;
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head.castShadow = true;
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demonGroup.add(head);
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// Horns
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const hornGeometry = new THREE.ConeGeometry(0.1, 0.8, 8);
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const hornMaterial = new THREE.MeshStandardMaterial({ color: 0x333333 });
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const horn1 = new THREE.Mesh(hornGeometry, hornMaterial);
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horn1.position.set(-0.2, 2.3, 0);
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horn1.rotation.z = Math.PI / 6;
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horn1.castShadow = true;
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demonGroup.add(horn1);
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const horn2 = new THREE.Mesh(hornGeometry, hornMaterial);
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horn2.position.set(0.2, 2.3, 0);
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horn2.rotation.z = -Math.PI / 6;
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horn2.castShadow = true;
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demonGroup.add(horn2);
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// Eyes
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const eyeGeometry = new THREE.SphereGeometry(0.15, 8, 8);
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const eyeMaterial = new THREE.MeshStandardMaterial({ color: 0xffff00 });
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const eye1 = new THREE.Mesh(eyeGeometry, eyeMaterial);
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eye1.position.set(-0.25, 1.9, 0.4);
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demonGroup.add(eye1);
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const eye2 = new THREE.Mesh(eyeGeometry, eyeMaterial);
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eye2.position.set(0.25, 1.9, 0.4);
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demonGroup.add(eye2);
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// Arms
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const armGeometry = new THREE.CylinderGeometry(0.15, 0.15, 1.2, 8);
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const armMaterial = new THREE.MeshStandardMaterial({ color: 0x770000 });
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const arm1 = new THREE.Mesh(armGeometry, armMaterial);
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arm1.position.set(-0.9, 1, 0);
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arm1.rotation.z = Math.PI / 4;
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arm1.castShadow = true;
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demonGroup.add(arm1);
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const arm2 = new THREE.Mesh(armGeometry, armMaterial);
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arm2.position.set(0.9, 1, 0);
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arm2.rotation.z = -Math.PI / 4;
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arm2.castShadow = true;
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demonGroup.add(arm2);
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// Legs
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const legGeometry = new THREE.CylinderGeometry(0.2, 0.2, 1, 8);
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const legMaterial = new THREE.MeshStandardMaterial({ color: 0x660000 });
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const leg1 = new THREE.Mesh(legGeometry, legMaterial);
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leg1.position.set(-0.4, 0.3, 0);
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leg1.castShadow = true;
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demonGroup.add(leg1);
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const leg2 = new THREE.Mesh(legGeometry, legMaterial);
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leg2.position.set(0.4, 0.3, 0);
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leg2.castShadow = true;
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demonGroup.add(leg2);
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return demonGroup;
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}
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function spawnEnemy() {
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const demon = createDemon();
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demon.position.set(
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(Math.random() - 0.5) * 40,
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0,
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(Math.random() - 0.5) * 40
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);
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demon.rotation.y = Math.random() * Math.PI * 2;
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scene.add(demon);
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enemies.push({
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mesh: demon,
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health: 100,
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speed: 0.02 + Math.random() * 0.03,
|
638 |
lastAttack: 0,
|
|
|
642 |
|
643 |
function startGame() {
|
644 |
document.getElementById('startScreen').style.display = 'none';
|
645 |
+
if (!isMobile) {
|
646 |
+
controls.lock();
|
647 |
+
}
|
648 |
gameActive = true;
|
649 |
|
650 |
// Spawn initial enemies
|
|
|
680 |
spawnEnemy();
|
681 |
}
|
682 |
|
683 |
+
if (!isMobile) {
|
684 |
+
controls.lock();
|
685 |
+
}
|
686 |
gameActive = true;
|
687 |
}
|
688 |
|
689 |
function gameOver() {
|
690 |
gameActive = false;
|
691 |
+
if (!isMobile) {
|
692 |
+
controls.unlock();
|
693 |
+
}
|
694 |
document.getElementById('finalScore').textContent = `SCORE: ${score}`;
|
695 |
document.getElementById('gameOverScreen').style.display = 'flex';
|
696 |
}
|
|
|
730 |
}
|
731 |
|
732 |
function onMouseMove(event) {
|
733 |
+
if (!gameActive || isMobile) return;
|
734 |
|
735 |
// Add weapon sway effect
|
736 |
const weapon = document.getElementById('weapon');
|
|
|
790 |
}, 50);
|
791 |
}
|
792 |
|
793 |
+
function setupMobileControls() {
|
794 |
+
const movementPad = document.getElementById('movementPad');
|
795 |
+
const movementStick = document.getElementById('movementStick');
|
796 |
+
const shootButton = document.getElementById('shootButton');
|
797 |
+
|
798 |
+
// Movement pad touch events
|
799 |
+
movementPad.addEventListener('touchstart', (e) => {
|
800 |
+
movementStickActive = true;
|
801 |
+
updateMovementStick(e.touches[0]);
|
802 |
+
});
|
803 |
+
|
804 |
+
movementPad.addEventListener('touchmove', (e) => {
|
805 |
+
if (movementStickActive) {
|
806 |
+
e.preventDefault();
|
807 |
+
updateMovementStick(e.touches[0]);
|
808 |
+
}
|
809 |
+
});
|
810 |
+
|
811 |
+
movementPad.addEventListener('touchend', () => {
|
812 |
+
movementStickActive = false;
|
813 |
+
movementStickPosition = { x: 0, y: 0 };
|
814 |
+
movementStick.style.transform = 'translate(0, 0)';
|
815 |
+
moveForward = false;
|
816 |
+
moveBackward = false;
|
817 |
+
moveLeft = false;
|
818 |
+
moveRight = false;
|
819 |
+
});
|
820 |
+
|
821 |
+
// Shoot button touch events
|
822 |
+
shootButton.addEventListener('touchstart', (e) => {
|
823 |
+
e.preventDefault();
|
824 |
+
if (gameActive && ammo > 0 && canShoot) {
|
825 |
+
shoot();
|
826 |
+
canShoot = false;
|
827 |
+
setTimeout(() => { canShoot = true; }, shotCooldown);
|
828 |
+
}
|
829 |
+
});
|
830 |
+
|
831 |
+
function updateMovementStick(touch) {
|
832 |
+
const padRect = movementPad.getBoundingClientRect();
|
833 |
+
const centerX = padRect.left + padRect.width / 2;
|
834 |
+
const centerY = padRect.top + padRect.height / 2;
|
835 |
+
|
836 |
+
let deltaX = touch.clientX - centerX;
|
837 |
+
let deltaY = touch.clientY - centerY;
|
838 |
+
|
839 |
+
// Limit to pad radius
|
840 |
+
const distance = Math.sqrt(deltaX * deltaX + deltaY * deltaY);
|
841 |
+
if (distance > movementStickRadius) {
|
842 |
+
deltaX = deltaX * movementStickRadius / distance;
|
843 |
+
deltaY = deltaY * movementStickRadius / distance;
|
844 |
+
}
|
845 |
+
|
846 |
+
movementStickPosition = { x: deltaX, y: deltaY };
|
847 |
+
movementStick.style.transform = `translate(${deltaX}px, ${deltaY}px)`;
|
848 |
+
|
849 |
+
// Update movement flags
|
850 |
+
moveForward = deltaY < -10;
|
851 |
+
moveBackward = deltaY > 10;
|
852 |
+
moveLeft = deltaX < -10;
|
853 |
+
moveRight = deltaX > 10;
|
854 |
+
}
|
855 |
+
}
|
856 |
+
|
857 |
function onWindowResize() {
|
858 |
camera.aspect = window.innerWidth / window.innerHeight;
|
859 |
camera.updateProjectionMatrix();
|
|
|
868 |
if (gameActive) {
|
869 |
// Player movement
|
870 |
const speed = 0.1;
|
871 |
+
|
872 |
+
if (isMobile) {
|
873 |
+
// Mobile movement based on joystick
|
874 |
+
if (moveForward) player.translateZ(-speed);
|
875 |
+
if (moveBackward) player.translateZ(speed);
|
876 |
+
if (moveLeft) player.translateX(-speed);
|
877 |
+
if (moveRight) player.translateX(speed);
|
878 |
+
} else {
|
879 |
+
// Desktop movement
|
880 |
+
if (moveForward) player.translateZ(-speed);
|
881 |
+
if (moveBackward) player.translateZ(speed);
|
882 |
+
if (moveLeft) player.translateX(-speed);
|
883 |
+
if (moveRight) player.translateX(speed);
|
884 |
+
}
|
885 |
|
886 |
// Keep player within bounds
|
887 |
player.position.x = Math.max(-24, Math.min(24, player.position.x));
|
|
|
964 |
bullets.splice(i, 1);
|
965 |
|
966 |
// Enemy hit effect
|
967 |
+
enemy.mesh.children[0].material.color.set(0xff0000);
|
968 |
setTimeout(() => {
|
969 |
+
if (enemy.mesh && enemy.mesh.children[0]) {
|
970 |
+
enemy.mesh.children[0].material.color.set(0x880000);
|
971 |
}
|
972 |
}, 100);
|
973 |
|