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Update index.html
Browse files- index.html +447 -18
index.html
CHANGED
@@ -1,19 +1,448 @@
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<!DOCTYPE html>
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<html>
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<head>
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<title>FPS Game</title>
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<style>
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body { margin: 0; overflow: hidden; }
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#gameCanvas { width: 100vw; height: 100vh; }
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.ui {
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position: fixed;
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color: white;
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font-family: Arial;
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pointer-events: none;
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text-shadow: 1px 1px 2px black;
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}
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#health {
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top: 20px;
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left: 20px;
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width: 200px;
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height: 20px;
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background: rgba(255,0,0,0.3);
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border: 2px solid red;
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}
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#healthBar {
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width: 100%;
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height: 100%;
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background: red;
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transition: width 0.2s;
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}
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#ammo {
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top: 50px;
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left: 20px;
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font-size: 24px;
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}
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#enemies {
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top: 80px;
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left: 20px;
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font-size: 20px;
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}
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#crosshair {
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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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}
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.modal {
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position: fixed;
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top: 50%;
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left: 50%;
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transform: translate(-50%, -50%);
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background: rgba(0,0,0,0.9);
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padding: 30px;
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border-radius: 10px;
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text-align: center;
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color: white;
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border: 2px solid white;
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min-width: 300px;
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}
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.button {
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margin: 10px;
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padding: 15px 30px;
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font-size: 18px;
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cursor: pointer;
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background: #4CAF50;
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border: none;
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color: white;
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border-radius: 5px;
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transition: background 0.3s;
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}
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.button:hover {
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background: #45a049;
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}
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.modal h1 {
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color: #4CAF50;
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margin-bottom: 20px;
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}
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</style>
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</head>
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<body>
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<canvas id="gameCanvas"></canvas>
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+
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+
<div class="ui">
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+
<div id="health"><div id="healthBar"></div></div>
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+
<div id="ammo">90/90</div>
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94 |
+
<div id="enemies">Enemies: 3</div>
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95 |
+
<div id="crosshair">+</div>
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96 |
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</div>
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+
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+
<div id="menuModal" class="modal">
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+
<h1>FPS Game</h1>
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+
<h2>Select Difficulty</h2>
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101 |
+
<button class="button" onclick="startGame(1)">Level 1 (3 Enemies)</button>
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102 |
+
<button class="button" onclick="startGame(2)">Level 2 (5 Enemies)</button>
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103 |
+
<button class="button" onclick="startGame(3)">Level 3 (7 Enemies)</button>
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104 |
+
<button class="button" onclick="startGame(4)">Level 4 (9 Enemies)</button>
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+
<button class="button" onclick="startGame(5)">Level 5 (12 Enemies)</button>
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</div>
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+
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+
<div id="gameOverModal" class="modal" style="display:none;">
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109 |
+
<h1>Game Over</h1>
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110 |
+
<p>Your health reached 0!</p>
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111 |
+
<button class="button" onclick="showMenu()">Try Again</button>
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+
</div>
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+
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+
<div id="victoryModal" class="modal" style="display:none;">
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+
<h1>Victory!</h1>
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+
<p>All enemies eliminated!</p>
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+
<button class="button" onclick="showMenu()">Play Again</button>
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+
</div>
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+
|
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+
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js"></script>
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121 |
+
<script>
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+
const GAME_CONFIG = {
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+
PLAYER: {
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+
HEALTH: 200,
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+
AMMO: 90,
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126 |
+
DAMAGE: 5,
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127 |
+
SPEED: 0.15,
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128 |
+
FIRE_RATE: 100
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},
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+
ENEMY: {
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+
HEALTH: 30,
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+
DAMAGE: 10,
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+
FIRE_RATE: 1000,
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+
GROUP_DISTANCE: 10,
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+
SPEED: 0.05
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},
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137 |
+
LEVELS: {
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138 |
+
1: { enemies: 3, obstacles: 5, mapSize: 100 },
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+
2: { enemies: 5, obstacles: 8, mapSize: 150 },
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+
3: { enemies: 7, obstacles: 12, mapSize: 200 },
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+
4: { enemies: 9, obstacles: 16, mapSize: 250 },
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+
5: { enemies: 12, obstacles: 20, mapSize: 300 }
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}
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};
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+
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const scene = new THREE.Scene();
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147 |
+
const camera = new THREE.PerspectiveCamera(75, window.innerWidth/window.innerHeight, 0.1, 1000);
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148 |
+
const renderer = new THREE.WebGLRenderer({canvas: document.getElementById('gameCanvas')});
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149 |
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renderer.setSize(window.innerWidth, window.innerHeight);
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+
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+
let gameState = {
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+
player: {
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153 |
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health: GAME_CONFIG.PLAYER.HEALTH,
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154 |
+
ammo: GAME_CONFIG.PLAYER.AMMO,
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155 |
+
lastShot: 0
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156 |
+
},
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+
enemies: [],
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+
bullets: [],
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159 |
+
enemyBullets: [],
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+
isShooting: false,
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161 |
+
isPlaying: false,
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162 |
+
level: 1
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};
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164 |
+
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165 |
+
const keys = { w: false, s: false, a: false, d: false };
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166 |
+
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167 |
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document.addEventListener('keydown', e => {
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168 |
+
if(keys.hasOwnProperty(e.key.toLowerCase())) {
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keys[e.key.toLowerCase()] = true;
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}
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});
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+
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document.addEventListener('keyup', e => {
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if(keys.hasOwnProperty(e.key.toLowerCase())) {
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keys[e.key.toLowerCase()] = false;
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176 |
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}
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});
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178 |
+
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179 |
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document.addEventListener('mousedown', e => {
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if(e.button === 0) gameState.isShooting = true;
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});
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182 |
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document.addEventListener('mouseup', e => {
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184 |
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if(e.button === 0) gameState.isShooting = false;
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});
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186 |
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document.addEventListener('mousemove', e => {
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188 |
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if(document.pointerLockElement === document.body) {
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189 |
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camera.rotation.y -= e.movementX * 0.002;
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190 |
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}
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191 |
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});
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+
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193 |
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function startGame(level) {
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194 |
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gameState = {
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195 |
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player: {
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196 |
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health: GAME_CONFIG.PLAYER.HEALTH,
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197 |
+
ammo: GAME_CONFIG.PLAYER.AMMO,
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198 |
+
lastShot: 0
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199 |
+
},
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enemies: [],
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201 |
+
bullets: [],
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202 |
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enemyBullets: [],
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203 |
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isShooting: false,
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204 |
+
isPlaying: true,
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level: level
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};
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207 |
+
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208 |
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hideAllModals();
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209 |
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document.body.requestPointerLock();
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210 |
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createLevel(level);
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211 |
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gameLoop();
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212 |
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}
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213 |
+
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function hideAllModals() {
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215 |
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document.getElementById('menuModal').style.display = 'none';
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216 |
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document.getElementById('gameOverModal').style.display = 'none';
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217 |
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document.getElementById('victoryModal').style.display = 'none';
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218 |
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}
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219 |
+
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220 |
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function showMenu() {
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hideAllModals();
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222 |
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document.getElementById('menuModal').style.display = 'block';
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223 |
+
}
|
224 |
+
|
225 |
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function gameOver() {
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226 |
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gameState.isPlaying = false;
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227 |
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document.exitPointerLock();
|
228 |
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hideAllModals();
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229 |
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document.getElementById('gameOverModal').style.display = 'block';
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230 |
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}
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231 |
+
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232 |
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function victory() {
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233 |
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gameState.isPlaying = false;
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234 |
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document.exitPointerLock();
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235 |
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hideAllModals();
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236 |
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document.getElementById('victoryModal').style.display = 'block';
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237 |
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}
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238 |
+
|
239 |
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function createLevel(level) {
|
240 |
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while(scene.children.length > 0) {
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241 |
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scene.remove(scene.children[0]);
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242 |
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}
|
243 |
+
|
244 |
+
const config = GAME_CONFIG.LEVELS[level];
|
245 |
+
|
246 |
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// Ground
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247 |
+
const ground = new THREE.Mesh(
|
248 |
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new THREE.PlaneGeometry(config.mapSize, config.mapSize),
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249 |
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new THREE.MeshBasicMaterial({color: 0x444444})
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);
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251 |
+
ground.rotation.x = -Math.PI/2;
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252 |
+
scene.add(ground);
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253 |
+
|
254 |
+
// Obstacles
|
255 |
+
for(let i = 0; i < config.obstacles; i++) {
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256 |
+
const obstacle = new THREE.Mesh(
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257 |
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new THREE.BoxGeometry(5, 10, 5),
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258 |
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new THREE.MeshBasicMaterial({color: 0x666666})
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);
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260 |
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obstacle.position.set(
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261 |
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(Math.random() - 0.5) * config.mapSize * 0.8,
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262 |
+
5,
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263 |
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(Math.random() - 0.5) * config.mapSize * 0.8
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);
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265 |
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scene.add(obstacle);
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266 |
+
}
|
267 |
+
|
268 |
+
// Enemies
|
269 |
+
for(let i = 0; i < config.enemies; i++) {
|
270 |
+
const enemy = new THREE.Mesh(
|
271 |
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new THREE.BoxGeometry(2, 4, 2),
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272 |
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new THREE.MeshBasicMaterial({color: 0xff0000})
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);
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274 |
+
|
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const angle = (Math.PI * 2 / config.enemies) * i;
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276 |
+
const radius = config.mapSize * 0.4;
|
277 |
+
enemy.position.set(
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278 |
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Math.cos(angle) * radius,
|
279 |
+
2,
|
280 |
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Math.sin(angle) * radius
|
281 |
+
);
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282 |
+
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283 |
+
enemy.health = GAME_CONFIG.ENEMY.HEALTH;
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284 |
+
enemy.lastShot = 0;
|
285 |
+
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286 |
+
scene.add(enemy);
|
287 |
+
gameState.enemies.push(enemy);
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288 |
+
}
|
289 |
+
|
290 |
+
camera.position.set(0, 2, 0);
|
291 |
+
camera.rotation.set(0, 0, 0);
|
292 |
+
|
293 |
+
updateUI();
|
294 |
+
}
|
295 |
+
|
296 |
+
function movePlayer() {
|
297 |
+
const moveVector = new THREE.Vector3();
|
298 |
+
|
299 |
+
if(keys.w) moveVector.z -= GAME_CONFIG.PLAYER.SPEED;
|
300 |
+
if(keys.s) moveVector.z += GAME_CONFIG.PLAYER.SPEED;
|
301 |
+
if(keys.a) moveVector.x -= GAME_CONFIG.PLAYER.SPEED;
|
302 |
+
if(keys.d) moveVector.x += GAME_CONFIG.PLAYER.SPEED;
|
303 |
+
|
304 |
+
moveVector.applyAxisAngle(new THREE.Vector3(0, 1, 0), camera.rotation.y);
|
305 |
+
camera.position.add(moveVector);
|
306 |
+
}
|
307 |
+
|
308 |
+
function shoot() {
|
309 |
+
if(gameState.player.ammo <= 0 ||
|
310 |
+
Date.now() - gameState.player.lastShot < GAME_CONFIG.PLAYER.FIRE_RATE) return;
|
311 |
+
|
312 |
+
gameState.player.ammo--;
|
313 |
+
gameState.player.lastShot = Date.now();
|
314 |
+
|
315 |
+
const bullet = new THREE.Mesh(
|
316 |
+
new THREE.SphereGeometry(0.2),
|
317 |
+
new THREE.MeshBasicMaterial({color: 0xffff00})
|
318 |
+
);
|
319 |
+
|
320 |
+
bullet.position.copy(camera.position);
|
321 |
+
const direction = new THREE.Vector3(0, 0, -1);
|
322 |
+
direction.applyQuaternion(camera.quaternion);
|
323 |
+
bullet.velocity = direction.multiplyScalar(2);
|
324 |
+
|
325 |
+
scene.add(bullet);
|
326 |
+
gameState.bullets.push(bullet);
|
327 |
+
|
328 |
+
updateUI();
|
329 |
+
}
|
330 |
+
|
331 |
+
function updateBullets() {
|
332 |
+
// Player bullets
|
333 |
+
for(let i = gameState.bullets.length - 1; i >= 0; i--) {
|
334 |
+
const bullet = gameState.bullets[i];
|
335 |
+
bullet.position.add(bullet.velocity);
|
336 |
+
|
337 |
+
gameState.enemies.forEach((enemy, enemyIndex) => {
|
338 |
+
if(bullet.position.distanceTo(enemy.position) < 2) {
|
339 |
+
enemy.health -= GAME_CONFIG.PLAYER.DAMAGE;
|
340 |
+
scene.remove(bullet);
|
341 |
+
gameState.bullets.splice(i, 1);
|
342 |
+
|
343 |
+
if(enemy.health <= 0) {
|
344 |
+
scene.remove(enemy);
|
345 |
+
gameState.enemies.splice(enemyIndex, 1);
|
346 |
+
gameState.player.ammo += 30;
|
347 |
+
updateUI();
|
348 |
+
|
349 |
+
if(gameState.enemies.length === 0) {
|
350 |
+
victory();
|
351 |
+
}
|
352 |
+
}
|
353 |
+
}
|
354 |
+
});
|
355 |
+
}
|
356 |
+
|
357 |
+
// Enemy bullets
|
358 |
+
for(let i = gameState.enemyBullets.length - 1; i >= 0; i--) {
|
359 |
+
const bullet = gameState.enemyBullets[i];
|
360 |
+
bullet.position.add(bullet.velocity);
|
361 |
+
|
362 |
+
if(bullet.position.distanceTo(camera.position) < 1) {
|
363 |
+
gameState.player.health -= GAME_CONFIG.ENEMY.DAMAGE;
|
364 |
+
scene.remove(bullet);
|
365 |
+
gameState.enemyBullets.splice(i, 1);
|
366 |
+
updateUI();
|
367 |
+
|
368 |
+
if(gameState.player.health <= 0) {
|
369 |
+
gameOver();
|
370 |
+
}
|
371 |
+
}
|
372 |
+
}
|
373 |
+
}
|
374 |
+
|
375 |
+
function updateEnemies() {
|
376 |
+
gameState.enemies.forEach(enemy => {
|
377 |
+
// Movement with group avoidance
|
378 |
+
const toPlayer = new THREE.Vector3()
|
379 |
+
.subVectors(camera.position, enemy.position)
|
380 |
+
.normalize();
|
381 |
+
|
382 |
+
const avoidance = new THREE.Vector3();
|
383 |
+
gameState.enemies.forEach(other => {
|
384 |
+
if(other !== enemy) {
|
385 |
+
const dist = enemy.position.distanceTo(other.position);
|
386 |
+
if(dist < GAME_CONFIG.ENEMY.GROUP_DISTANCE) {
|
387 |
+
const away = new THREE.Vector3()
|
388 |
+
.subVectors(enemy.position, other.position)
|
389 |
+
.normalize()
|
390 |
+
.multiplyScalar(1/dist);
|
391 |
+
avoidance.add(away);
|
392 |
+
}
|
393 |
+
}
|
394 |
+
});
|
395 |
+
|
396 |
+
const movement = toPlayer.add(avoidance.multiplyScalar(0.5))
|
397 |
+
.normalize()
|
398 |
+
.multiplyScalar(GAME_CONFIG.ENEMY.SPEED);
|
399 |
+
enemy.position.add(movement);
|
400 |
+
|
401 |
+
// Shooting
|
402 |
+
if(Date.now() - enemy.lastShot > GAME_CONFIG.ENEMY.FIRE_RATE) {
|
403 |
+
enemy.lastShot = Date.now();
|
404 |
+
const bullet = new THREE.Mesh(
|
405 |
+
new THREE.SphereGeometry(0.2),
|
406 |
+
new THREE.MeshBasicMaterial({color: 0xff0000})
|
407 |
+
);
|
408 |
+
bullet.position.copy(enemy.position);
|
409 |
+
bullet.velocity = toPlayer.normalize().multiplyScalar(0.5);
|
410 |
+
scene.add(bullet);
|
411 |
+
gameState.enemyBullets.push(bullet);
|
412 |
+
}
|
413 |
+
});
|
414 |
+
}
|
415 |
+
|
416 |
+
function updateUI() {
|
417 |
+
document.getElementById('healthBar').style.width =
|
418 |
+
(gameState.player.health / GAME_CONFIG.PLAYER.HEALTH * 100) + '%';
|
419 |
+
document.getElementById('ammo').textContent =
|
420 |
+
`Ammo: ${gameState.player.ammo}/${GAME_CONFIG.PLAYER.AMMO}`;
|
421 |
+
document.getElementById('enemies').textContent =
|
422 |
+
`Enemies: ${gameState.enemies.length}`;
|
423 |
+
}
|
424 |
+
|
425 |
+
function gameLoop() {
|
426 |
+
if(!gameState.isPlaying) return;
|
427 |
+
|
428 |
+
requestAnimationFrame(gameLoop);
|
429 |
+
|
430 |
+
if(gameState.isShooting) shoot();
|
431 |
+
movePlayer();
|
432 |
+
updateEnemies();
|
433 |
+
updateBullets();
|
434 |
+
|
435 |
+
renderer.render(scene, camera);
|
436 |
+
}
|
437 |
+
|
438 |
+
window.addEventListener('resize', () => {
|
439 |
+
camera.aspect = window.innerWidth / window.innerHeight;
|
440 |
+
camera.updateProjectionMatrix();
|
441 |
+
renderer.setSize(window.innerWidth, window.innerHeight);
|
442 |
+
});
|
443 |
+
|
444 |
+
// Initialize game
|
445 |
+
updateUI();
|
446 |
+
</script>
|
447 |
+
</body>
|
448 |
+
</html>
|