Update index.html
Browse files- index.html +503 -205
index.html
CHANGED
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@@ -121,7 +121,7 @@
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border: 2px solid #8B4513;
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}
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.
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position: absolute;
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bottom: 140px;
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left: 20px;
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@@ -142,10 +142,24 @@
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padding: 10px;
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border-radius: 50%;
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border: 2px solid #87CEEB;
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width:
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height:
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text-align: center;
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font-size:
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}
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.health-bar {
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@@ -192,17 +206,99 @@
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font-size: 16px;
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margin-top: 20px;
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}
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</style>
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</head>
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<body>
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<div class="ui-container">
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<div class="controls ui-panel">
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<h3
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<p
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<p>🌊 Space: Adjust sails</p>
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<p>🎯 Click: Place towers</p>
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<p
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<p
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</div>
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<div class="resource-panel ui-panel">
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@@ -211,10 +307,26 @@
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<p>🏴☠️ Lives: <span id="lives">3</span></p>
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<p>⚔️ Wave: <span id="wave">1</span></p>
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<p>🎯 Score: <span id="score">0</span></p>
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</div>
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<div class="wind-indicator ui-panel">
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<div id="wind-arrow">💨</div>
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</div>
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<div class="tower-shop ui-panel">
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@@ -232,11 +344,11 @@
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</button>
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</div>
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<div class="
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<h4
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<p>Wind Speed: <span id="wind-speed">5</span> kts</p>
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<p>Ship Speed: <span id="ship-speed">0</span> kts</p>
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<p>
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</div>
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<div class="wave-info ui-panel">
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@@ -246,6 +358,15 @@
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<button id="start-wave" class="tower-button">Start Wave</button>
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</div>
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<div class="health-bar ui-panel">
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<div class="health-fill" id="health-fill" style="width: 100%"></div>
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</div>
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@@ -274,7 +395,70 @@
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projectiles: [],
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particles: [],
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windDirection: 0,
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windSpeed: 5
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};
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// Scene setup
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@@ -287,14 +471,13 @@
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document.body.appendChild(renderer.domElement);
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// Camera controls
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let cameraOffset = new THREE.Vector3(0,
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// Player ship
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let playerShip;
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let shipRotation = 0;
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let shipSpeed = 0;
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let sailsOut = 0.5;
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const keys = {};
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// Atmospheric fog
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scene.fog = new THREE.Fog(0x2d1810, 50, 1000);
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const lakeGeometry = new THREE.PlaneGeometry(2000, 2000, 200, 200);
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const lakeMaterial = new THREE.ShaderMaterial({
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uniforms: {
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time: { value: 0 }
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},
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vertexShader: `
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uniform float time;
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varying vec2 vUv;
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varying vec3 vPosition;
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void main() {
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vUv = uv;
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vec3 pos = position;
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//
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float wave1 = sin(pos.x * 0.02 + time * 0.5) * 0.2;
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float wave2 = sin(pos.y * 0.015 + time * 0.7) * 0.15;
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float wave3 = sin((pos.x + pos.y) * 0.01 + time * 0.3) * 0.25;
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vPosition = pos;
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gl_Position = projectionMatrix * modelViewMatrix * vec4(pos, 1.0);
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`,
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fragmentShader: `
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uniform float time;
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varying vec2 vUv;
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varying vec3 vPosition;
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void main() {
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vec3 deepWater = vec3(0.1, 0.3, 0.5);
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vec3 shallowWater = vec3(0.3, 0.5, 0.7);
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float wave = sin(vPosition.x * 0.1 + time) * sin(vPosition.y * 0.08 + time);
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vec3
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}
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`,
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transparent: true
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const lake = new THREE.Mesh(lakeGeometry, lakeMaterial);
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scene.add(lake);
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// Create
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const sectionGeometry = new THREE.RingGeometry(
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const sectionMaterial = new THREE.MeshBasicMaterial({
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color:
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transparent: true,
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opacity: 0.
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side: THREE.DoubleSide
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});
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const section = new THREE.Mesh(sectionGeometry, sectionMaterial);
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section.rotation.x = -Math.PI / 2;
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section.position.set(x, 0.1, z);
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section.userData = { name: name };
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scene.add(section);
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}
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// Create the different bays of Lake Minnetonka
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createLakeSection(0, 0, 50, "Upper Lake");
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createLakeSection(-80, -60, 40, "Wayzata Bay");
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createLakeSection(70, -50, 35, "Crystal Bay");
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createLakeSection(-50, 80, 30, "Carmans Bay");
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createLakeSection(60, 70, 32, "Smithtown Bay");
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// Create islands and shoreline features
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function createIsland(x, z, size) {
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const islandGeometry = new THREE.CylinderGeometry(size, size * 1.2, 2, 16);
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const islandMaterial = new THREE.MeshLambertMaterial({ color: 0x4d5d3d });
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const island = new THREE.Mesh(islandGeometry, islandMaterial);
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island.position.set(x, 0, z);
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island.castShadow = true;
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scene.add(island);
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// Add some trees
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return island;
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}
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// Create
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const islands = [
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createIsland(-20, -30, 8),
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createIsland(30, -20, 6),
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createIsland(-40, 20, 7),
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createIsland(25, 35, 5),
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createIsland(0, -50, 9),
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createIsland(-60, -10, 6),
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createIsland(45, 10, 7)
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];
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// Create player ship
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const shipGroup = new THREE.Group();
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// Hull
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const hullGeometry = new THREE.BoxGeometry(2, 0.
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const hullMaterial = new THREE.MeshLambertMaterial({ color: 0x8B4513 });
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const hull = new THREE.Mesh(hullGeometry, hullMaterial);
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hull.position.y = 0.
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shipGroup.add(hull);
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// Mast
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const mastGeometry = new THREE.CylinderGeometry(0.
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const mastMaterial = new THREE.MeshLambertMaterial({ color: 0x654321 });
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const mast = new THREE.Mesh(mastGeometry, mastMaterial);
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mast.position.y =
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shipGroup.add(mast);
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//
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const sailGeometry = new THREE.PlaneGeometry(
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const sailMaterial = new THREE.MeshLambertMaterial({
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color: 0xffffff,
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transparent: true,
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side: THREE.DoubleSide
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});
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const sail = new THREE.Mesh(sailGeometry, sailMaterial);
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sail.position.set(
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sail.userData = { type: 'sail' };
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shipGroup.add(sail);
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shipGroup.position.set(0, 1, 0);
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return shipGroup;
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}
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playerShip = createPlayerShip();
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scene.add(playerShip);
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// Enemy ship creation
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function createEnemyShip() {
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const shipGroup = new THREE.Group();
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// Hull (smaller and darker)
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const hullGeometry = new THREE.BoxGeometry(1.5, 0.4, 4);
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const hullMaterial = new THREE.MeshLambertMaterial({ color: 0x2c1810 });
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const hull = new THREE.Mesh(hullGeometry, hullMaterial);
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hull.position.y = 0.2;
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shipGroup.add(hull);
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// Pirate flag
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const flagGeometry = new THREE.PlaneGeometry(1, 1);
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const flagMaterial = new THREE.MeshLambertMaterial({
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color: 0x000000,
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return shipGroup;
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}
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// Tower creation functions
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function createCannonTower(position) {
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const towerGroup = new THREE.Group();
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// Base
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const baseGeometry = new THREE.CylinderGeometry(1.5, 2, 2);
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const baseMaterial = new THREE.MeshLambertMaterial({ color: 0x654321 });
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const base = new THREE.Mesh(baseGeometry, baseMaterial);
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towerGroup.add(base);
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// Cannon
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const cannonGeometry = new THREE.CylinderGeometry(0.2, 0.3, 2);
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const cannonMaterial = new THREE.MeshLambertMaterial({ color: 0x2c2c2c });
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const cannon = new THREE.Mesh(cannonGeometry, cannonMaterial);
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function createHarpoonTower(position) {
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const towerGroup = new THREE.Group();
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// Base
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const baseGeometry = new THREE.BoxGeometry(2, 1, 2);
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const baseMaterial = new THREE.MeshLambertMaterial({ color: 0x8B7355 });
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const base = new THREE.Mesh(baseGeometry, baseMaterial);
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towerGroup.add(base);
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// Harpoon launcher
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const launcherGeometry = new THREE.BoxGeometry(0.5, 0.5, 3);
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const launcherMaterial = new THREE.MeshLambertMaterial({ color: 0x2c2c2c });
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const launcher = new THREE.Mesh(launcherGeometry, launcherMaterial);
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function createNetTower(position) {
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const towerGroup = new THREE.Group();
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// Base
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const baseGeometry = new THREE.CylinderGeometry(1, 1.5, 1.5);
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const baseMaterial = new THREE.MeshLambertMaterial({ color: 0x4d5d3d });
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const base = new THREE.Mesh(baseGeometry, baseMaterial);
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towerGroup.add(base);
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// Net mechanism
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const netGeometry = new THREE.TorusGeometry(1, 0.1, 8, 16);
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const netMaterial = new THREE.MeshLambertMaterial({ color: 0x8B8B00 });
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const net = new THREE.Mesh(netGeometry, netMaterial);
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function createLighthouseTower(position) {
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const towerGroup = new THREE.Group();
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// Base
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const baseGeometry = new THREE.CylinderGeometry(1.5, 2, 8);
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const baseMaterial = new THREE.MeshLambertMaterial({ color: 0xffffff });
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const base = new THREE.Mesh(baseGeometry, baseMaterial);
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base.position.y = 4;
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towerGroup.add(base);
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// Light
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const lightGeometry = new THREE.SphereGeometry(0.5);
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const lightMaterial = new THREE.MeshBasicMaterial({ color: 0xFFFF00 });
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const light = new THREE.Mesh(lightGeometry, lightMaterial);
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light.position.y = 8.5;
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| 613 |
towerGroup.add(light);
|
| 614 |
|
| 615 |
-
// Area light effect
|
| 616 |
const areaLight = new THREE.PointLight(0xFFFF00, 1, 60);
|
| 617 |
areaLight.position.y = 8.5;
|
| 618 |
towerGroup.add(areaLight);
|
|
@@ -631,7 +899,169 @@
|
|
| 631 |
return towerGroup;
|
| 632 |
}
|
| 633 |
|
| 634 |
-
//
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|
| 635 |
function createProjectile(start, target, type) {
|
| 636 |
let projectileGeometry, projectileMaterial;
|
| 637 |
|
|
@@ -675,7 +1105,6 @@
|
|
| 675 |
return projectile;
|
| 676 |
}
|
| 677 |
|
| 678 |
-
// Enemy spawning
|
| 679 |
function spawnEnemyWave() {
|
| 680 |
const waveSize = gameState.wave * 3 + 2;
|
| 681 |
const spawnPoints = [
|
|
@@ -710,14 +1139,12 @@
|
|
| 710 |
}
|
| 711 |
}
|
| 712 |
|
| 713 |
-
// Combat system
|
| 714 |
function updateTowers() {
|
| 715 |
const currentTime = Date.now();
|
| 716 |
|
| 717 |
gameState.towers.forEach(tower => {
|
| 718 |
if (currentTime - tower.userData.lastFire < tower.userData.fireRate) return;
|
| 719 |
|
| 720 |
-
// Find nearest enemy in range
|
| 721 |
let nearestEnemy = null;
|
| 722 |
let nearestDistance = Infinity;
|
| 723 |
|
|
@@ -732,7 +1159,6 @@
|
|
| 732 |
if (nearestEnemy) {
|
| 733 |
tower.userData.lastFire = currentTime;
|
| 734 |
|
| 735 |
-
// Create projectile
|
| 736 |
const projectileType = {
|
| 737 |
'cannon': 'cannonball',
|
| 738 |
'harpoon': 'harpoon',
|
|
@@ -747,7 +1173,6 @@
|
|
| 747 |
gameState.projectiles.push(projectile);
|
| 748 |
scene.add(projectile);
|
| 749 |
|
| 750 |
-
// Point tower at target
|
| 751 |
tower.lookAt(nearestEnemy.position);
|
| 752 |
}
|
| 753 |
});
|
|
@@ -763,14 +1188,11 @@
|
|
| 763 |
return;
|
| 764 |
}
|
| 765 |
|
| 766 |
-
// Move projectile
|
| 767 |
const movement = projectile.userData.direction.clone().multiplyScalar(projectile.userData.speed);
|
| 768 |
projectile.position.add(movement);
|
| 769 |
|
| 770 |
-
// Check collision with enemies
|
| 771 |
gameState.enemies.forEach((enemy, enemyIndex) => {
|
| 772 |
if (projectile.position.distanceTo(enemy.position) < 2) {
|
| 773 |
-
// Hit!
|
| 774 |
const tower = gameState.towers.find(t =>
|
| 775 |
t.userData.type === projectile.userData.type.replace('ball', '').replace('lighthouse', 'lighthouse')
|
| 776 |
);
|
|
@@ -778,13 +1200,11 @@
|
|
| 778 |
if (tower) {
|
| 779 |
enemy.userData.health -= tower.userData.damage;
|
| 780 |
|
| 781 |
-
// Special effects
|
| 782 |
if (tower.userData.type === 'net') {
|
| 783 |
enemy.userData.slowFactor = tower.userData.slow;
|
| 784 |
enemy.userData.slowTime = 3000;
|
| 785 |
}
|
| 786 |
|
| 787 |
-
// Create hit particle effect
|
| 788 |
createHitEffect(enemy.position);
|
| 789 |
}
|
| 790 |
|
|
@@ -797,7 +1217,6 @@
|
|
| 797 |
|
| 798 |
function updateEnemies() {
|
| 799 |
gameState.enemies.forEach((enemy, index) => {
|
| 800 |
-
// Remove dead enemies
|
| 801 |
if (enemy.userData.health <= 0) {
|
| 802 |
gameState.gold += enemy.userData.value;
|
| 803 |
gameState.score += enemy.userData.value;
|
|
@@ -806,7 +1225,6 @@
|
|
| 806 |
return;
|
| 807 |
}
|
| 808 |
|
| 809 |
-
// Update slow effect
|
| 810 |
if (enemy.userData.slowTime > 0) {
|
| 811 |
enemy.userData.slowTime -= 16;
|
| 812 |
if (enemy.userData.slowTime <= 0) {
|
|
@@ -814,13 +1232,11 @@
|
|
| 814 |
}
|
| 815 |
}
|
| 816 |
|
| 817 |
-
// Move towards player ship
|
| 818 |
const direction = new THREE.Vector3().subVectors(playerShip.position, enemy.position).normalize();
|
| 819 |
const speed = enemy.userData.speed * enemy.userData.slowFactor;
|
| 820 |
enemy.position.add(direction.multiplyScalar(speed));
|
| 821 |
enemy.lookAt(playerShip.position);
|
| 822 |
|
| 823 |
-
// Check if reached player
|
| 824 |
if (enemy.position.distanceTo(playerShip.position) < 3) {
|
| 825 |
gameState.health -= 20;
|
| 826 |
gameState.lives--;
|
|
@@ -834,7 +1250,6 @@
|
|
| 834 |
});
|
| 835 |
}
|
| 836 |
|
| 837 |
-
// Visual effects
|
| 838 |
function createHitEffect(position) {
|
| 839 |
for (let i = 0; i < 10; i++) {
|
| 840 |
const particleGeometry = new THREE.SphereGeometry(0.1);
|
|
@@ -869,84 +1284,11 @@
|
|
| 869 |
}
|
| 870 |
|
| 871 |
particle.position.add(particle.userData.velocity);
|
| 872 |
-
particle.userData.velocity.y -= 0.005;
|
| 873 |
particle.material.opacity = particle.userData.life / 60;
|
| 874 |
});
|
| 875 |
}
|
| 876 |
|
| 877 |
-
// Sailing physics
|
| 878 |
-
function updateShipPhysics() {
|
| 879 |
-
// Wind effect on sailing
|
| 880 |
-
const windAngle = gameState.windDirection;
|
| 881 |
-
const windEffect = Math.cos(shipRotation - windAngle) * gameState.windSpeed * sailsOut;
|
| 882 |
-
|
| 883 |
-
// Calculate ship speed based on wind
|
| 884 |
-
shipSpeed = Math.max(0, windEffect * 0.1);
|
| 885 |
-
|
| 886 |
-
// Move ship
|
| 887 |
-
const movement = new THREE.Vector3(
|
| 888 |
-
Math.sin(shipRotation) * shipSpeed,
|
| 889 |
-
0,
|
| 890 |
-
Math.cos(shipRotation) * shipSpeed
|
| 891 |
-
);
|
| 892 |
-
|
| 893 |
-
playerShip.position.add(movement);
|
| 894 |
-
|
| 895 |
-
// Constrain to lake bounds
|
| 896 |
-
playerShip.position.x = Math.max(-90, Math.min(90, playerShip.position.x));
|
| 897 |
-
playerShip.position.z = Math.max(-90, Math.min(90, playerShip.position.z));
|
| 898 |
-
|
| 899 |
-
// Update sail animation based on wind
|
| 900 |
-
const sail = playerShip.children.find(child => child.userData.type === 'sail');
|
| 901 |
-
if (sail) {
|
| 902 |
-
sail.rotation.y = Math.sin(Date.now() * 0.003) * 0.1 * sailsOut;
|
| 903 |
-
}
|
| 904 |
-
}
|
| 905 |
-
|
| 906 |
-
// Input handling
|
| 907 |
-
document.addEventListener('keydown', (event) => {
|
| 908 |
-
keys[event.code] = true;
|
| 909 |
-
|
| 910 |
-
if (event.code === 'Space') {
|
| 911 |
-
event.preventDefault();
|
| 912 |
-
sailsOut = sailsOut === 1 ? 0.3 : 1;
|
| 913 |
-
}
|
| 914 |
-
|
| 915 |
-
if (event.code === 'KeyR') {
|
| 916 |
-
shipRotation += Math.PI / 4;
|
| 917 |
-
}
|
| 918 |
-
|
| 919 |
-
// Quick tower selection
|
| 920 |
-
if (event.code === 'Tab') {
|
| 921 |
-
event.preventDefault();
|
| 922 |
-
cycleTowerSelection();
|
| 923 |
-
}
|
| 924 |
-
});
|
| 925 |
-
|
| 926 |
-
document.addEventListener('keyup', (event) => {
|
| 927 |
-
keys[event.code] = false;
|
| 928 |
-
});
|
| 929 |
-
|
| 930 |
-
// Ship movement
|
| 931 |
-
function updateShipMovement() {
|
| 932 |
-
const turnSpeed = 0.05;
|
| 933 |
-
const acceleration = 0.01;
|
| 934 |
-
|
| 935 |
-
if (keys['KeyA']) shipRotation -= turnSpeed;
|
| 936 |
-
if (keys['KeyD']) shipRotation += turnSpeed;
|
| 937 |
-
if (keys['KeyW']) sailsOut = Math.min(1, sailsOut + acceleration);
|
| 938 |
-
if (keys['KeyS']) sailsOut = Math.max(0, sailsOut - acceleration);
|
| 939 |
-
|
| 940 |
-
playerShip.rotation.y = shipRotation;
|
| 941 |
-
}
|
| 942 |
-
|
| 943 |
-
// Camera following
|
| 944 |
-
function updateCamera() {
|
| 945 |
-
const targetPosition = playerShip.position.clone().add(cameraOffset);
|
| 946 |
-
camera.position.lerp(targetPosition, 0.05);
|
| 947 |
-
camera.lookAt(playerShip.position);
|
| 948 |
-
}
|
| 949 |
-
|
| 950 |
// Tower placement
|
| 951 |
let raycaster = new THREE.Raycaster();
|
| 952 |
let mouse = new THREE.Vector2();
|
|
@@ -1016,7 +1358,6 @@
|
|
| 1016 |
}
|
| 1017 |
});
|
| 1018 |
|
| 1019 |
-
// Game management
|
| 1020 |
function startWave() {
|
| 1021 |
gameState.waveActive = true;
|
| 1022 |
spawnEnemyWave();
|
|
@@ -1033,33 +1374,6 @@
|
|
| 1033 |
}
|
| 1034 |
}
|
| 1035 |
|
| 1036 |
-
function updateUI() {
|
| 1037 |
-
document.getElementById('gold').textContent = gameState.gold;
|
| 1038 |
-
document.getElementById('lives').textContent = gameState.lives;
|
| 1039 |
-
document.getElementById('wave').textContent = gameState.wave;
|
| 1040 |
-
document.getElementById('score').textContent = gameState.score;
|
| 1041 |
-
document.getElementById('enemies-left').textContent = gameState.enemies.length;
|
| 1042 |
-
document.getElementById('health-fill').style.width = `${gameState.health}%`;
|
| 1043 |
-
document.getElementById('wind-speed').textContent = gameState.windSpeed;
|
| 1044 |
-
document.getElementById('ship-speed').textContent = shipSpeed.toFixed(1);
|
| 1045 |
-
|
| 1046 |
-
const headings = ['N', 'NE', 'E', 'SE', 'S', 'SW', 'W', 'NW'];
|
| 1047 |
-
const headingIndex = Math.round((shipRotation + Math.PI) / (Math.PI / 4)) % 8;
|
| 1048 |
-
document.getElementById('heading').textContent = headings[headingIndex];
|
| 1049 |
-
|
| 1050 |
-
// Update wind indicator
|
| 1051 |
-
const windArrow = document.getElementById('wind-arrow');
|
| 1052 |
-
windArrow.style.transform = `rotate(${gameState.windDirection * 180 / Math.PI}deg)`;
|
| 1053 |
-
|
| 1054 |
-
// Update tower button states
|
| 1055 |
-
document.querySelectorAll('.tower-button').forEach(button => {
|
| 1056 |
-
if (button.dataset.cost) {
|
| 1057 |
-
const cost = parseInt(button.dataset.cost);
|
| 1058 |
-
button.classList.toggle('disabled', gameState.gold < cost);
|
| 1059 |
-
}
|
| 1060 |
-
});
|
| 1061 |
-
}
|
| 1062 |
-
|
| 1063 |
function cycleTowerSelection() {
|
| 1064 |
const towers = ['cannon', 'harpoon', 'net', 'lighthouse'];
|
| 1065 |
const currentIndex = towers.indexOf(gameState.selectedTower);
|
|
@@ -1078,7 +1392,6 @@
|
|
| 1078 |
}
|
| 1079 |
|
| 1080 |
function restartGame() {
|
| 1081 |
-
// Reset game state
|
| 1082 |
gameState = {
|
| 1083 |
gold: 500,
|
| 1084 |
lives: 3,
|
|
@@ -1093,18 +1406,16 @@
|
|
| 1093 |
projectiles: [],
|
| 1094 |
particles: [],
|
| 1095 |
windDirection: 0,
|
| 1096 |
-
windSpeed: 5
|
|
|
|
|
|
|
| 1097 |
};
|
| 1098 |
|
| 1099 |
-
// Clear scene
|
| 1100 |
[...gameState.enemies, ...gameState.towers, ...gameState.projectiles, ...gameState.particles]
|
| 1101 |
.forEach(obj => scene.remove(obj));
|
| 1102 |
|
| 1103 |
-
// Reset ship position
|
| 1104 |
playerShip.position.set(0, 1, 0);
|
| 1105 |
shipRotation = 0;
|
| 1106 |
-
shipSpeed = 0;
|
| 1107 |
-
sailsOut = 0.5;
|
| 1108 |
|
| 1109 |
document.getElementById('game-over').style.display = 'none';
|
| 1110 |
document.getElementById('start-wave').style.display = 'block';
|
|
@@ -1112,15 +1423,6 @@
|
|
| 1112 |
updateUI();
|
| 1113 |
}
|
| 1114 |
|
| 1115 |
-
// Environmental effects
|
| 1116 |
-
function updateEnvironment() {
|
| 1117 |
-
// Change wind periodically
|
| 1118 |
-
if (Math.random() < 0.001) {
|
| 1119 |
-
gameState.windDirection += (Math.random() - 0.5) * 0.5;
|
| 1120 |
-
gameState.windSpeed = 3 + Math.random() * 7;
|
| 1121 |
-
}
|
| 1122 |
-
}
|
| 1123 |
-
|
| 1124 |
// Lighting
|
| 1125 |
const ambientLight = new THREE.AmbientLight(0x404070, 0.4);
|
| 1126 |
scene.add(ambientLight);
|
|
@@ -1140,7 +1442,6 @@
|
|
| 1140 |
|
| 1141 |
if (gameState.gameRunning) {
|
| 1142 |
updateShipMovement();
|
| 1143 |
-
updateShipPhysics();
|
| 1144 |
updateCamera();
|
| 1145 |
updateTowers();
|
| 1146 |
updateProjectiles();
|
|
@@ -1151,21 +1452,18 @@
|
|
| 1151 |
updateUI();
|
| 1152 |
}
|
| 1153 |
|
| 1154 |
-
// Update water animation
|
| 1155 |
lakeMaterial.uniforms.time.value = time;
|
| 1156 |
skyMaterial.uniforms.time.value = time;
|
| 1157 |
|
| 1158 |
renderer.render(scene, camera);
|
| 1159 |
}
|
| 1160 |
|
| 1161 |
-
// Window resize handler
|
| 1162 |
window.addEventListener('resize', () => {
|
| 1163 |
camera.aspect = window.innerWidth / window.innerHeight;
|
| 1164 |
camera.updateProjectionMatrix();
|
| 1165 |
renderer.setSize(window.innerWidth, window.innerHeight);
|
| 1166 |
});
|
| 1167 |
|
| 1168 |
-
// Initialize
|
| 1169 |
updateUI();
|
| 1170 |
animate();
|
| 1171 |
</script>
|
|
|
|
| 121 |
border: 2px solid #8B4513;
|
| 122 |
}
|
| 123 |
|
| 124 |
+
.environment-info {
|
| 125 |
position: absolute;
|
| 126 |
bottom: 140px;
|
| 127 |
left: 20px;
|
|
|
|
| 142 |
padding: 10px;
|
| 143 |
border-radius: 50%;
|
| 144 |
border: 2px solid #87CEEB;
|
| 145 |
+
width: 80px;
|
| 146 |
+
height: 80px;
|
| 147 |
text-align: center;
|
| 148 |
+
font-size: 16px;
|
| 149 |
+
}
|
| 150 |
+
|
| 151 |
+
.area-indicator {
|
| 152 |
+
position: absolute;
|
| 153 |
+
top: 120px;
|
| 154 |
+
left: 50%;
|
| 155 |
+
transform: translateX(-50%);
|
| 156 |
+
color: #d4af37;
|
| 157 |
+
background: rgba(0, 0, 0, 0.8);
|
| 158 |
+
padding: 10px;
|
| 159 |
+
border-radius: 10px;
|
| 160 |
+
border: 2px solid #8B4513;
|
| 161 |
+
text-align: center;
|
| 162 |
+
min-width: 150px;
|
| 163 |
}
|
| 164 |
|
| 165 |
.health-bar {
|
|
|
|
| 206 |
font-size: 16px;
|
| 207 |
margin-top: 20px;
|
| 208 |
}
|
| 209 |
+
|
| 210 |
+
.cargo-panel {
|
| 211 |
+
position: absolute;
|
| 212 |
+
top: 180px;
|
| 213 |
+
right: 20px;
|
| 214 |
+
color: #d4af37;
|
| 215 |
+
background: rgba(0, 0, 0, 0.8);
|
| 216 |
+
padding: 15px;
|
| 217 |
+
border-radius: 10px;
|
| 218 |
+
border: 2px solid #8B4513;
|
| 219 |
+
min-width: 200px;
|
| 220 |
+
max-height: 300px;
|
| 221 |
+
overflow-y: auto;
|
| 222 |
+
}
|
| 223 |
+
|
| 224 |
+
.cargo-item {
|
| 225 |
+
display: flex;
|
| 226 |
+
justify-content: space-between;
|
| 227 |
+
align-items: center;
|
| 228 |
+
margin: 5px 0;
|
| 229 |
+
padding: 5px;
|
| 230 |
+
background: rgba(139, 69, 19, 0.3);
|
| 231 |
+
border-radius: 5px;
|
| 232 |
+
font-size: 14px;
|
| 233 |
+
}
|
| 234 |
+
|
| 235 |
+
.cargo-emoji {
|
| 236 |
+
font-size: 18px;
|
| 237 |
+
margin-right: 8px;
|
| 238 |
+
}
|
| 239 |
+
|
| 240 |
+
.island-trade-panel {
|
| 241 |
+
position: absolute;
|
| 242 |
+
bottom: 180px;
|
| 243 |
+
right: 20px;
|
| 244 |
+
color: #d4af37;
|
| 245 |
+
background: rgba(0, 0, 0, 0.9);
|
| 246 |
+
padding: 15px;
|
| 247 |
+
border-radius: 10px;
|
| 248 |
+
border: 2px solid #FFD700;
|
| 249 |
+
min-width: 250px;
|
| 250 |
+
display: none;
|
| 251 |
+
}
|
| 252 |
+
|
| 253 |
+
.trade-button {
|
| 254 |
+
background: rgba(0, 128, 0, 0.8);
|
| 255 |
+
border: 2px solid #32CD32;
|
| 256 |
+
color: #d4af37;
|
| 257 |
+
padding: 5px 10px;
|
| 258 |
+
border-radius: 3px;
|
| 259 |
+
cursor: pointer;
|
| 260 |
+
font-family: Georgia, serif;
|
| 261 |
+
font-size: 12px;
|
| 262 |
+
margin: 2px;
|
| 263 |
+
}
|
| 264 |
+
|
| 265 |
+
.trade-button:hover {
|
| 266 |
+
background: rgba(0, 200, 0, 0.8);
|
| 267 |
+
}
|
| 268 |
+
|
| 269 |
+
.trade-button.buy {
|
| 270 |
+
background: rgba(0, 0, 128, 0.8);
|
| 271 |
+
border-color: #4169E1;
|
| 272 |
+
}
|
| 273 |
+
|
| 274 |
+
.trade-button.buy:hover {
|
| 275 |
+
background: rgba(0, 0, 200, 0.8);
|
| 276 |
+
}
|
| 277 |
+
|
| 278 |
+
.island-indicator {
|
| 279 |
+
position: absolute;
|
| 280 |
+
top: 50%;
|
| 281 |
+
left: 50%;
|
| 282 |
+
transform: translate(-50%, -50%);
|
| 283 |
+
color: #FFD700;
|
| 284 |
+
background: rgba(0, 0, 0, 0.8);
|
| 285 |
+
padding: 10px 20px;
|
| 286 |
+
border-radius: 10px;
|
| 287 |
+
border: 2px solid #FFD700;
|
| 288 |
+
font-size: 18px;
|
| 289 |
+
display: none;
|
| 290 |
+
z-index: 200;
|
| 291 |
+
}
|
| 292 |
</style>
|
| 293 |
</head>
|
| 294 |
<body>
|
| 295 |
<div class="ui-container">
|
| 296 |
<div class="controls ui-panel">
|
| 297 |
+
<h3>⛵ Ship Controls</h3>
|
| 298 |
+
<p>🎮 WASD: Direct ship movement</p>
|
|
|
|
| 299 |
<p>🎯 Click: Place towers</p>
|
| 300 |
+
<p>⚡ Tab: Cycle towers</p>
|
| 301 |
+
<p>🔄 Shift: Boost speed</p>
|
| 302 |
</div>
|
| 303 |
|
| 304 |
<div class="resource-panel ui-panel">
|
|
|
|
| 307 |
<p>🏴☠️ Lives: <span id="lives">3</span></p>
|
| 308 |
<p>⚔️ Wave: <span id="wave">1</span></p>
|
| 309 |
<p>🎯 Score: <span id="score">0</span></p>
|
| 310 |
+
<p>📦 Cargo: <span id="cargo-count">0</span>/<span id="cargo-capacity">6</span></p>
|
| 311 |
+
</div>
|
| 312 |
+
|
| 313 |
+
<div class="cargo-panel ui-panel">
|
| 314 |
+
<h3>📦 Cargo Hold</h3>
|
| 315 |
+
<div id="cargo-list">
|
| 316 |
+
<p style="font-style: italic; color: #888;">Empty hold</p>
|
| 317 |
+
</div>
|
| 318 |
</div>
|
| 319 |
|
| 320 |
<div class="wind-indicator ui-panel">
|
| 321 |
+
<div id="wind-arrow" style="font-size: 24px;">💨</div>
|
| 322 |
+
<div style="font-size: 12px; margin-top: 5px;">
|
| 323 |
+
<span id="wind-speed">5</span> kts
|
| 324 |
+
</div>
|
| 325 |
+
</div>
|
| 326 |
+
|
| 327 |
+
<div class="area-indicator ui-panel">
|
| 328 |
+
<h4 id="current-area">Upper Lake</h4>
|
| 329 |
+
<p id="area-effect">Calm Waters</p>
|
| 330 |
</div>
|
| 331 |
|
| 332 |
<div class="tower-shop ui-panel">
|
|
|
|
| 344 |
</button>
|
| 345 |
</div>
|
| 346 |
|
| 347 |
+
<div class="environment-info ui-panel">
|
| 348 |
+
<h4>🌊 Environment</h4>
|
|
|
|
| 349 |
<p>Ship Speed: <span id="ship-speed">0</span> kts</p>
|
| 350 |
+
<p>Tide: <span id="tide-info">Normal</span></p>
|
| 351 |
+
<p>Wind Effect: <span id="wind-effect">+0%</span></p>
|
| 352 |
</div>
|
| 353 |
|
| 354 |
<div class="wave-info ui-panel">
|
|
|
|
| 358 |
<button id="start-wave" class="tower-button">Start Wave</button>
|
| 359 |
</div>
|
| 360 |
|
| 361 |
+
<div class="island-trade-panel ui-panel" id="trade-panel">
|
| 362 |
+
<h3>🏝️ Island Trading Post</h3>
|
| 363 |
+
<div id="trade-content"></div>
|
| 364 |
+
</div>
|
| 365 |
+
|
| 366 |
+
<div class="island-indicator ui-panel" id="island-indicator">
|
| 367 |
+
⚓ Press E to Trade ⚓
|
| 368 |
+
</div>
|
| 369 |
+
|
| 370 |
<div class="health-bar ui-panel">
|
| 371 |
<div class="health-fill" id="health-fill" style="width: 100%"></div>
|
| 372 |
</div>
|
|
|
|
| 395 |
projectiles: [],
|
| 396 |
particles: [],
|
| 397 |
windDirection: 0,
|
| 398 |
+
windSpeed: 5,
|
| 399 |
+
currentArea: "Upper Lake",
|
| 400 |
+
shipSpeed: 0,
|
| 401 |
+
cargo: [],
|
| 402 |
+
cargoCapacity: 6,
|
| 403 |
+
nearIsland: null
|
| 404 |
+
};
|
| 405 |
+
|
| 406 |
+
// Cargo types with their emoji representations and base values
|
| 407 |
+
const cargoTypes = {
|
| 408 |
+
fish: { emoji: '🐟', name: 'Fresh Fish', baseValue: 30, rarity: 0.4 },
|
| 409 |
+
lumber: { emoji: '🪵', name: 'Lumber', baseValue: 25, rarity: 0.3 },
|
| 410 |
+
grain: { emoji: '🌾', name: 'Grain', baseValue: 20, rarity: 0.5 },
|
| 411 |
+
gems: { emoji: '💎', name: 'Gems', baseValue: 100, rarity: 0.05 },
|
| 412 |
+
gold: { emoji: '🪙', name: 'Gold Coins', baseValue: 75, rarity: 0.1 },
|
| 413 |
+
spices: { emoji: '🌶️', name: 'Spices', baseValue: 50, rarity: 0.15 },
|
| 414 |
+
pottery: { emoji: '🏺', name: 'Pottery', baseValue: 35, rarity: 0.2 },
|
| 415 |
+
tools: { emoji: '🔨', name: 'Tools', baseValue: 40, rarity: 0.25 },
|
| 416 |
+
cloth: { emoji: '🧶', name: 'Fine Cloth', baseValue: 45, rarity: 0.18 },
|
| 417 |
+
wine: { emoji: '🍷', name: 'Wine', baseValue: 60, rarity: 0.12 }
|
| 418 |
+
};
|
| 419 |
+
|
| 420 |
+
// Lake areas with different environmental effects
|
| 421 |
+
const lakeAreas = {
|
| 422 |
+
"Upper Lake": {
|
| 423 |
+
center: { x: 0, z: 0 },
|
| 424 |
+
radius: 50,
|
| 425 |
+
windMultiplier: 1.0,
|
| 426 |
+
tideEffect: 0,
|
| 427 |
+
description: "Calm Waters",
|
| 428 |
+
color: 0x87CEEB
|
| 429 |
+
},
|
| 430 |
+
"Wayzata Bay": {
|
| 431 |
+
center: { x: -80, z: -60 },
|
| 432 |
+
radius: 40,
|
| 433 |
+
windMultiplier: 1.5,
|
| 434 |
+
tideEffect: 0.2,
|
| 435 |
+
description: "Strong Winds",
|
| 436 |
+
color: 0x4682B4
|
| 437 |
+
},
|
| 438 |
+
"Crystal Bay": {
|
| 439 |
+
center: { x: 70, z: -50 },
|
| 440 |
+
radius: 35,
|
| 441 |
+
windMultiplier: 0.7,
|
| 442 |
+
tideEffect: -0.1,
|
| 443 |
+
description: "Sheltered Cove",
|
| 444 |
+
color: 0x20B2AA
|
| 445 |
+
},
|
| 446 |
+
"Carmans Bay": {
|
| 447 |
+
center: { x: -50, z: 80 },
|
| 448 |
+
radius: 30,
|
| 449 |
+
windMultiplier: 0.8,
|
| 450 |
+
tideEffect: 0.3,
|
| 451 |
+
description: "Choppy Waters",
|
| 452 |
+
color: 0x008B8B
|
| 453 |
+
},
|
| 454 |
+
"Smithtown Bay": {
|
| 455 |
+
center: { x: 60, z: 70 },
|
| 456 |
+
radius: 32,
|
| 457 |
+
windMultiplier: 1.3,
|
| 458 |
+
tideEffect: -0.2,
|
| 459 |
+
description: "Swift Currents",
|
| 460 |
+
color: 0x5F9EA0
|
| 461 |
+
}
|
| 462 |
};
|
| 463 |
|
| 464 |
// Scene setup
|
|
|
|
| 471 |
document.body.appendChild(renderer.domElement);
|
| 472 |
|
| 473 |
// Camera controls
|
| 474 |
+
let cameraOffset = new THREE.Vector3(0, 25, 30);
|
| 475 |
|
| 476 |
// Player ship
|
| 477 |
let playerShip;
|
| 478 |
let shipRotation = 0;
|
|
|
|
|
|
|
| 479 |
const keys = {};
|
| 480 |
+
const baseSpeed = 0.4;
|
| 481 |
|
| 482 |
// Atmospheric fog
|
| 483 |
scene.fog = new THREE.Fog(0x2d1810, 50, 1000);
|
|
|
|
| 523 |
const lakeGeometry = new THREE.PlaneGeometry(2000, 2000, 200, 200);
|
| 524 |
const lakeMaterial = new THREE.ShaderMaterial({
|
| 525 |
uniforms: {
|
| 526 |
+
time: { value: 0 },
|
| 527 |
+
playerPos: { value: new THREE.Vector2(0, 0) }
|
| 528 |
},
|
| 529 |
vertexShader: `
|
| 530 |
uniform float time;
|
| 531 |
+
uniform vec2 playerPos;
|
| 532 |
varying vec2 vUv;
|
| 533 |
varying vec3 vPosition;
|
| 534 |
+
varying float vDistanceToPlayer;
|
| 535 |
|
| 536 |
void main() {
|
| 537 |
vUv = uv;
|
| 538 |
vec3 pos = position;
|
| 539 |
|
| 540 |
+
// Distance-based wave intensity
|
| 541 |
+
float distToPlayer = length(vec2(pos.x, pos.y) - playerPos);
|
| 542 |
+
vDistanceToPlayer = distToPlayer;
|
| 543 |
+
|
| 544 |
+
// Area-specific wave patterns
|
| 545 |
float wave1 = sin(pos.x * 0.02 + time * 0.5) * 0.2;
|
| 546 |
float wave2 = sin(pos.y * 0.015 + time * 0.7) * 0.15;
|
| 547 |
float wave3 = sin((pos.x + pos.y) * 0.01 + time * 0.3) * 0.25;
|
| 548 |
+
|
| 549 |
+
// Stronger waves in certain areas
|
| 550 |
+
float areaEffect = sin(pos.x * 0.005) * sin(pos.y * 0.004) * 0.1;
|
| 551 |
+
|
| 552 |
+
pos.z = wave1 + wave2 + wave3 + areaEffect;
|
| 553 |
|
| 554 |
vPosition = pos;
|
| 555 |
gl_Position = projectionMatrix * modelViewMatrix * vec4(pos, 1.0);
|
|
|
|
| 557 |
`,
|
| 558 |
fragmentShader: `
|
| 559 |
uniform float time;
|
| 560 |
+
uniform vec2 playerPos;
|
| 561 |
varying vec2 vUv;
|
| 562 |
varying vec3 vPosition;
|
| 563 |
+
varying float vDistanceToPlayer;
|
| 564 |
|
| 565 |
void main() {
|
| 566 |
vec3 deepWater = vec3(0.1, 0.3, 0.5);
|
| 567 |
vec3 shallowWater = vec3(0.3, 0.5, 0.7);
|
| 568 |
+
vec3 currentWater = vec3(0.2, 0.6, 0.8);
|
| 569 |
+
|
| 570 |
+
// Area-based water coloring
|
| 571 |
+
float areaBlend = sin(vPosition.x * 0.003 + time * 0.1) * sin(vPosition.y * 0.002 + time * 0.15);
|
| 572 |
|
| 573 |
float wave = sin(vPosition.x * 0.1 + time) * sin(vPosition.y * 0.08 + time);
|
| 574 |
+
vec3 baseColor = mix(deepWater, shallowWater, wave * 0.5 + 0.5);
|
| 575 |
|
| 576 |
+
// Add current effect in certain areas
|
| 577 |
+
vec3 finalColor = mix(baseColor, currentWater, areaBlend * 0.3);
|
| 578 |
+
|
| 579 |
+
gl_FragColor = vec4(finalColor, 0.8);
|
| 580 |
}
|
| 581 |
`,
|
| 582 |
transparent: true
|
|
|
|
| 585 |
const lake = new THREE.Mesh(lakeGeometry, lakeMaterial);
|
| 586 |
scene.add(lake);
|
| 587 |
|
| 588 |
+
// Create visible lake sections with different colors
|
| 589 |
+
Object.entries(lakeAreas).forEach(([name, area]) => {
|
| 590 |
+
const sectionGeometry = new THREE.RingGeometry(area.radius * 0.9, area.radius, 32);
|
| 591 |
const sectionMaterial = new THREE.MeshBasicMaterial({
|
| 592 |
+
color: area.color,
|
| 593 |
transparent: true,
|
| 594 |
+
opacity: 0.15,
|
| 595 |
side: THREE.DoubleSide
|
| 596 |
});
|
| 597 |
const section = new THREE.Mesh(sectionGeometry, sectionMaterial);
|
| 598 |
section.rotation.x = -Math.PI / 2;
|
| 599 |
+
section.position.set(area.center.x, 0.1, area.center.z);
|
| 600 |
+
section.userData = { name: name, area: area };
|
| 601 |
scene.add(section);
|
| 602 |
+
});
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 603 |
|
| 604 |
// Create islands and shoreline features
|
| 605 |
+
function createIsland(x, z, size, name = null) {
|
| 606 |
const islandGeometry = new THREE.CylinderGeometry(size, size * 1.2, 2, 16);
|
| 607 |
const islandMaterial = new THREE.MeshLambertMaterial({ color: 0x4d5d3d });
|
| 608 |
const island = new THREE.Mesh(islandGeometry, islandMaterial);
|
| 609 |
island.position.set(x, 0, z);
|
| 610 |
island.castShadow = true;
|
| 611 |
+
|
| 612 |
+
// Generate random cargo offerings and demands for this island
|
| 613 |
+
const availableCargo = [];
|
| 614 |
+
const demandedCargo = [];
|
| 615 |
+
|
| 616 |
+
Object.keys(cargoTypes).forEach(type => {
|
| 617 |
+
if (Math.random() < cargoTypes[type].rarity) {
|
| 618 |
+
availableCargo.push({
|
| 619 |
+
type: type,
|
| 620 |
+
quantity: Math.floor(Math.random() * 3) + 1,
|
| 621 |
+
price: Math.floor(cargoTypes[type].baseValue * (0.7 + Math.random() * 0.6))
|
| 622 |
+
});
|
| 623 |
+
}
|
| 624 |
+
|
| 625 |
+
if (Math.random() < 0.3) {
|
| 626 |
+
demandedCargo.push({
|
| 627 |
+
type: type,
|
| 628 |
+
quantity: Math.floor(Math.random() * 2) + 1,
|
| 629 |
+
price: Math.floor(cargoTypes[type].baseValue * (1.2 + Math.random() * 0.8))
|
| 630 |
+
});
|
| 631 |
+
}
|
| 632 |
+
});
|
| 633 |
+
|
| 634 |
+
island.userData = {
|
| 635 |
+
type: 'island',
|
| 636 |
+
name: name || `Island ${Math.floor(Math.random() * 100)}`,
|
| 637 |
+
size: size,
|
| 638 |
+
availableCargo: availableCargo,
|
| 639 |
+
demandedCargo: demandedCargo,
|
| 640 |
+
lastRestock: Date.now()
|
| 641 |
+
};
|
| 642 |
+
|
| 643 |
+
// Add visual cargo indicators on the island
|
| 644 |
+
availableCargo.forEach((cargo, index) => {
|
| 645 |
+
const indicatorGeometry = new THREE.PlaneGeometry(1, 1);
|
| 646 |
+
const indicatorMaterial = new THREE.MeshBasicMaterial({
|
| 647 |
+
map: createCargoTexture(cargoTypes[cargo.type].emoji),
|
| 648 |
+
transparent: true
|
| 649 |
+
});
|
| 650 |
+
const indicator = new THREE.Mesh(indicatorGeometry, indicatorMaterial);
|
| 651 |
+
indicator.position.set(
|
| 652 |
+
x + (Math.cos(index * Math.PI / 2) * size * 0.7),
|
| 653 |
+
3,
|
| 654 |
+
z + (Math.sin(index * Math.PI / 2) * size * 0.7)
|
| 655 |
+
);
|
| 656 |
+
indicator.rotation.x = -Math.PI / 4;
|
| 657 |
+
scene.add(indicator);
|
| 658 |
+
});
|
| 659 |
+
|
| 660 |
scene.add(island);
|
| 661 |
|
| 662 |
// Add some trees
|
|
|
|
| 675 |
return island;
|
| 676 |
}
|
| 677 |
|
| 678 |
+
// Create emoji texture for cargo indicators
|
| 679 |
+
function createCargoTexture(emoji) {
|
| 680 |
+
const canvas = document.createElement('canvas');
|
| 681 |
+
canvas.width = 64;
|
| 682 |
+
canvas.height = 64;
|
| 683 |
+
const context = canvas.getContext('2d');
|
| 684 |
+
context.font = '48px Arial';
|
| 685 |
+
context.textAlign = 'center';
|
| 686 |
+
context.textBaseline = 'middle';
|
| 687 |
+
context.fillText(emoji, 32, 32);
|
| 688 |
+
|
| 689 |
+
const texture = new THREE.Texture(canvas);
|
| 690 |
+
texture.needsUpdate = true;
|
| 691 |
+
return texture;
|
| 692 |
+
}
|
| 693 |
+
|
| 694 |
+
// Create strategic islands for tower placement and trading
|
| 695 |
const islands = [
|
| 696 |
+
createIsland(-20, -30, 8, "Merchant's Harbor"),
|
| 697 |
+
createIsland(30, -20, 6, "Fisher's Cove"),
|
| 698 |
+
createIsland(-40, 20, 7, "Timber Point"),
|
| 699 |
+
createIsland(25, 35, 5, "Spice Island"),
|
| 700 |
+
createIsland(0, -50, 9, "Grand Bazaar"),
|
| 701 |
+
createIsland(-60, -10, 6, "Gold Coast"),
|
| 702 |
+
createIsland(45, 10, 7, "Pottery Bay"),
|
| 703 |
+
createIsland(-70, -50, 5, "Tool Town"),
|
| 704 |
+
createIsland(55, -40, 6, "Wine Harbor"),
|
| 705 |
+
createIsland(-35, 65, 7, "Gem Isle"),
|
| 706 |
+
createIsland(40, 60, 6, "Cloth Port")
|
| 707 |
];
|
| 708 |
|
| 709 |
// Create player ship
|
|
|
|
| 711 |
const shipGroup = new THREE.Group();
|
| 712 |
|
| 713 |
// Hull
|
| 714 |
+
const hullGeometry = new THREE.BoxGeometry(2.5, 0.6, 8);
|
| 715 |
const hullMaterial = new THREE.MeshLambertMaterial({ color: 0x8B4513 });
|
| 716 |
const hull = new THREE.Mesh(hullGeometry, hullMaterial);
|
| 717 |
+
hull.position.y = 0.3;
|
| 718 |
shipGroup.add(hull);
|
| 719 |
|
| 720 |
+
// Deck
|
| 721 |
+
const deckGeometry = new THREE.BoxGeometry(2, 0.1, 7);
|
| 722 |
+
const deckMaterial = new THREE.MeshLambertMaterial({ color: 0xDEB887 });
|
| 723 |
+
const deck = new THREE.Mesh(deckGeometry, deckMaterial);
|
| 724 |
+
deck.position.y = 0.65;
|
| 725 |
+
shipGroup.add(deck);
|
| 726 |
+
|
| 727 |
// Mast
|
| 728 |
+
const mastGeometry = new THREE.CylinderGeometry(0.15, 0.15, 10);
|
| 729 |
const mastMaterial = new THREE.MeshLambertMaterial({ color: 0x654321 });
|
| 730 |
const mast = new THREE.Mesh(mastGeometry, mastMaterial);
|
| 731 |
+
mast.position.y = 5.6;
|
| 732 |
shipGroup.add(mast);
|
| 733 |
|
| 734 |
+
// Main sail
|
| 735 |
+
const sailGeometry = new THREE.PlaneGeometry(4, 6);
|
| 736 |
const sailMaterial = new THREE.MeshLambertMaterial({
|
| 737 |
color: 0xffffff,
|
| 738 |
transparent: true,
|
|
|
|
| 740 |
side: THREE.DoubleSide
|
| 741 |
});
|
| 742 |
const sail = new THREE.Mesh(sailGeometry, sailMaterial);
|
| 743 |
+
sail.position.set(2, 5, 0);
|
| 744 |
sail.userData = { type: 'sail' };
|
| 745 |
shipGroup.add(sail);
|
| 746 |
|
| 747 |
+
// Bow decoration
|
| 748 |
+
const bowGeometry = new THREE.ConeGeometry(0.3, 1.5, 8);
|
| 749 |
+
const bowMaterial = new THREE.MeshLambertMaterial({ color: 0xFFD700 });
|
| 750 |
+
const bow = new THREE.Mesh(bowGeometry, bowMaterial);
|
| 751 |
+
bow.rotation.x = Math.PI / 2;
|
| 752 |
+
bow.position.set(0, 1, 4);
|
| 753 |
+
shipGroup.add(bow);
|
| 754 |
+
|
| 755 |
shipGroup.position.set(0, 1, 0);
|
| 756 |
return shipGroup;
|
| 757 |
}
|
|
|
|
| 759 |
playerShip = createPlayerShip();
|
| 760 |
scene.add(playerShip);
|
| 761 |
|
| 762 |
+
// Enemy ship creation (same as before)
|
| 763 |
function createEnemyShip() {
|
| 764 |
const shipGroup = new THREE.Group();
|
| 765 |
|
|
|
|
| 766 |
const hullGeometry = new THREE.BoxGeometry(1.5, 0.4, 4);
|
| 767 |
const hullMaterial = new THREE.MeshLambertMaterial({ color: 0x2c1810 });
|
| 768 |
const hull = new THREE.Mesh(hullGeometry, hullMaterial);
|
| 769 |
hull.position.y = 0.2;
|
| 770 |
shipGroup.add(hull);
|
| 771 |
|
|
|
|
| 772 |
const flagGeometry = new THREE.PlaneGeometry(1, 1);
|
| 773 |
const flagMaterial = new THREE.MeshLambertMaterial({
|
| 774 |
color: 0x000000,
|
|
|
|
| 782 |
return shipGroup;
|
| 783 |
}
|
| 784 |
|
| 785 |
+
// Tower creation functions (same as before but keeping them)
|
| 786 |
function createCannonTower(position) {
|
| 787 |
const towerGroup = new THREE.Group();
|
| 788 |
|
|
|
|
| 789 |
const baseGeometry = new THREE.CylinderGeometry(1.5, 2, 2);
|
| 790 |
const baseMaterial = new THREE.MeshLambertMaterial({ color: 0x654321 });
|
| 791 |
const base = new THREE.Mesh(baseGeometry, baseMaterial);
|
| 792 |
towerGroup.add(base);
|
| 793 |
|
|
|
|
| 794 |
const cannonGeometry = new THREE.CylinderGeometry(0.2, 0.3, 2);
|
| 795 |
const cannonMaterial = new THREE.MeshLambertMaterial({ color: 0x2c2c2c });
|
| 796 |
const cannon = new THREE.Mesh(cannonGeometry, cannonMaterial);
|
|
|
|
| 814 |
function createHarpoonTower(position) {
|
| 815 |
const towerGroup = new THREE.Group();
|
| 816 |
|
|
|
|
| 817 |
const baseGeometry = new THREE.BoxGeometry(2, 1, 2);
|
| 818 |
const baseMaterial = new THREE.MeshLambertMaterial({ color: 0x8B7355 });
|
| 819 |
const base = new THREE.Mesh(baseGeometry, baseMaterial);
|
| 820 |
towerGroup.add(base);
|
| 821 |
|
|
|
|
| 822 |
const launcherGeometry = new THREE.BoxGeometry(0.5, 0.5, 3);
|
| 823 |
const launcherMaterial = new THREE.MeshLambertMaterial({ color: 0x2c2c2c });
|
| 824 |
const launcher = new THREE.Mesh(launcherGeometry, launcherMaterial);
|
|
|
|
| 841 |
function createNetTower(position) {
|
| 842 |
const towerGroup = new THREE.Group();
|
| 843 |
|
|
|
|
| 844 |
const baseGeometry = new THREE.CylinderGeometry(1, 1.5, 1.5);
|
| 845 |
const baseMaterial = new THREE.MeshLambertMaterial({ color: 0x4d5d3d });
|
| 846 |
const base = new THREE.Mesh(baseGeometry, baseMaterial);
|
| 847 |
towerGroup.add(base);
|
| 848 |
|
|
|
|
| 849 |
const netGeometry = new THREE.TorusGeometry(1, 0.1, 8, 16);
|
| 850 |
const netMaterial = new THREE.MeshLambertMaterial({ color: 0x8B8B00 });
|
| 851 |
const net = new THREE.Mesh(netGeometry, netMaterial);
|
|
|
|
| 869 |
function createLighthouseTower(position) {
|
| 870 |
const towerGroup = new THREE.Group();
|
| 871 |
|
|
|
|
| 872 |
const baseGeometry = new THREE.CylinderGeometry(1.5, 2, 8);
|
| 873 |
const baseMaterial = new THREE.MeshLambertMaterial({ color: 0xffffff });
|
| 874 |
const base = new THREE.Mesh(baseGeometry, baseMaterial);
|
| 875 |
base.position.y = 4;
|
| 876 |
towerGroup.add(base);
|
| 877 |
|
|
|
|
| 878 |
const lightGeometry = new THREE.SphereGeometry(0.5);
|
| 879 |
const lightMaterial = new THREE.MeshBasicMaterial({ color: 0xFFFF00 });
|
| 880 |
const light = new THREE.Mesh(lightGeometry, lightMaterial);
|
| 881 |
light.position.y = 8.5;
|
| 882 |
towerGroup.add(light);
|
| 883 |
|
|
|
|
| 884 |
const areaLight = new THREE.PointLight(0xFFFF00, 1, 60);
|
| 885 |
areaLight.position.y = 8.5;
|
| 886 |
towerGroup.add(areaLight);
|
|
|
|
| 899 |
return towerGroup;
|
| 900 |
}
|
| 901 |
|
| 902 |
+
// Improved ship movement with area effects
|
| 903 |
+
function updateShipMovement() {
|
| 904 |
+
const currentArea = getCurrentArea();
|
| 905 |
+
const areaData = lakeAreas[currentArea];
|
| 906 |
+
|
| 907 |
+
// Base movement speed
|
| 908 |
+
let moveSpeed = baseSpeed;
|
| 909 |
+
|
| 910 |
+
// Apply area effects
|
| 911 |
+
if (areaData) {
|
| 912 |
+
// Wind effect
|
| 913 |
+
const windEffect = areaData.windMultiplier;
|
| 914 |
+
moveSpeed *= windEffect;
|
| 915 |
+
|
| 916 |
+
// Tide effect (affects movement in certain directions)
|
| 917 |
+
const tideBoost = areaData.tideEffect;
|
| 918 |
+
moveSpeed += tideBoost * 0.2;
|
| 919 |
+
}
|
| 920 |
+
|
| 921 |
+
// Speed boost with Shift
|
| 922 |
+
if (keys['ShiftLeft'] || keys['ShiftRight']) {
|
| 923 |
+
moveSpeed *= 1.5;
|
| 924 |
+
}
|
| 925 |
+
|
| 926 |
+
// Direct WASD movement
|
| 927 |
+
let movement = new THREE.Vector3(0, 0, 0);
|
| 928 |
+
|
| 929 |
+
if (keys['KeyW']) movement.z -= moveSpeed;
|
| 930 |
+
if (keys['KeyS']) movement.z += moveSpeed;
|
| 931 |
+
if (keys['KeyA']) movement.x -= moveSpeed;
|
| 932 |
+
if (keys['KeyD']) movement.x += moveSpeed;
|
| 933 |
+
|
| 934 |
+
// Apply movement
|
| 935 |
+
if (movement.length() > 0) {
|
| 936 |
+
movement.normalize().multiplyScalar(moveSpeed);
|
| 937 |
+
playerShip.position.add(movement);
|
| 938 |
+
|
| 939 |
+
// Rotate ship to face movement direction
|
| 940 |
+
if (movement.length() > 0) {
|
| 941 |
+
shipRotation = Math.atan2(movement.x, movement.z);
|
| 942 |
+
playerShip.rotation.y = shipRotation;
|
| 943 |
+
}
|
| 944 |
+
}
|
| 945 |
+
|
| 946 |
+
// Constrain to lake bounds
|
| 947 |
+
playerShip.position.x = Math.max(-95, Math.min(95, playerShip.position.x));
|
| 948 |
+
playerShip.position.z = Math.max(-95, Math.min(95, playerShip.position.z));
|
| 949 |
+
|
| 950 |
+
// Calculate actual speed for display
|
| 951 |
+
gameState.shipSpeed = movement.length() * 10;
|
| 952 |
+
|
| 953 |
+
// Update water shader with player position
|
| 954 |
+
lakeMaterial.uniforms.playerPos.value.set(playerShip.position.x, playerShip.position.z);
|
| 955 |
+
}
|
| 956 |
+
|
| 957 |
+
// Area detection
|
| 958 |
+
function getCurrentArea() {
|
| 959 |
+
const playerPos = playerShip.position;
|
| 960 |
+
|
| 961 |
+
for (const [name, area] of Object.entries(lakeAreas)) {
|
| 962 |
+
const distance = Math.sqrt(
|
| 963 |
+
Math.pow(playerPos.x - area.center.x, 2) +
|
| 964 |
+
Math.pow(playerPos.z - area.center.z, 2)
|
| 965 |
+
);
|
| 966 |
+
|
| 967 |
+
if (distance <= area.radius) {
|
| 968 |
+
return name;
|
| 969 |
+
}
|
| 970 |
+
}
|
| 971 |
+
|
| 972 |
+
return "Open Water";
|
| 973 |
+
}
|
| 974 |
+
|
| 975 |
+
// Environment updates
|
| 976 |
+
function updateEnvironment() {
|
| 977 |
+
const currentArea = getCurrentArea();
|
| 978 |
+
const areaData = lakeAreas[currentArea] || { windMultiplier: 1, tideEffect: 0, description: "Open Waters" };
|
| 979 |
+
|
| 980 |
+
// Update current area if changed
|
| 981 |
+
if (gameState.currentArea !== currentArea) {
|
| 982 |
+
gameState.currentArea = currentArea;
|
| 983 |
+
|
| 984 |
+
// Change wind based on area
|
| 985 |
+
gameState.windSpeed = 3 + Math.random() * 4 + (areaData.windMultiplier - 1) * 2;
|
| 986 |
+
gameState.windDirection += (Math.random() - 0.5) * 0.3;
|
| 987 |
+
}
|
| 988 |
+
|
| 989 |
+
// Random wind changes
|
| 990 |
+
if (Math.random() < 0.002) {
|
| 991 |
+
gameState.windDirection += (Math.random() - 0.5) * 0.5;
|
| 992 |
+
gameState.windSpeed = Math.max(1, Math.min(10, gameState.windSpeed + (Math.random() - 0.5) * 2));
|
| 993 |
+
}
|
| 994 |
+
|
| 995 |
+
// Update sail animation based on area wind
|
| 996 |
+
const sail = playerShip.children.find(child => child.userData.type === 'sail');
|
| 997 |
+
if (sail) {
|
| 998 |
+
const windIntensity = areaData.windMultiplier;
|
| 999 |
+
sail.rotation.y = Math.sin(Date.now() * 0.003) * 0.15 * windIntensity;
|
| 1000 |
+
sail.position.x = 2 + Math.sin(Date.now() * 0.002) * 0.2 * windIntensity;
|
| 1001 |
+
}
|
| 1002 |
+
}
|
| 1003 |
+
|
| 1004 |
+
// Input handling
|
| 1005 |
+
document.addEventListener('keydown', (event) => {
|
| 1006 |
+
keys[event.code] = true;
|
| 1007 |
+
|
| 1008 |
+
if (event.code === 'Tab') {
|
| 1009 |
+
event.preventDefault();
|
| 1010 |
+
cycleTowerSelection();
|
| 1011 |
+
}
|
| 1012 |
+
});
|
| 1013 |
+
|
| 1014 |
+
document.addEventListener('keyup', (event) => {
|
| 1015 |
+
keys[event.code] = false;
|
| 1016 |
+
});
|
| 1017 |
+
|
| 1018 |
+
// Camera following
|
| 1019 |
+
function updateCamera() {
|
| 1020 |
+
const targetPosition = playerShip.position.clone().add(cameraOffset);
|
| 1021 |
+
camera.position.lerp(targetPosition, 0.08);
|
| 1022 |
+
camera.lookAt(playerShip.position);
|
| 1023 |
+
}
|
| 1024 |
+
|
| 1025 |
+
// UI Updates
|
| 1026 |
+
function updateUI() {
|
| 1027 |
+
document.getElementById('gold').textContent = gameState.gold;
|
| 1028 |
+
document.getElementById('lives').textContent = gameState.lives;
|
| 1029 |
+
document.getElementById('wave').textContent = gameState.wave;
|
| 1030 |
+
document.getElementById('score').textContent = gameState.score;
|
| 1031 |
+
document.getElementById('enemies-left').textContent = gameState.enemies.length;
|
| 1032 |
+
document.getElementById('health-fill').style.width = `${gameState.health}%`;
|
| 1033 |
+
document.getElementById('wind-speed').textContent = Math.round(gameState.windSpeed);
|
| 1034 |
+
document.getElementById('ship-speed').textContent = gameState.shipSpeed.toFixed(1);
|
| 1035 |
+
|
| 1036 |
+
// Update area info
|
| 1037 |
+
const currentArea = getCurrentArea();
|
| 1038 |
+
const areaData = lakeAreas[currentArea] || { description: "Open Waters", windMultiplier: 1, tideEffect: 0 };
|
| 1039 |
+
|
| 1040 |
+
document.getElementById('current-area').textContent = currentArea;
|
| 1041 |
+
document.getElementById('area-effect').textContent = areaData.description;
|
| 1042 |
+
|
| 1043 |
+
// Environmental effects
|
| 1044 |
+
const windEffect = ((areaData.windMultiplier - 1) * 100).toFixed(0);
|
| 1045 |
+
document.getElementById('wind-effect').textContent = `${windEffect >= 0 ? '+' : ''}${windEffect}%`;
|
| 1046 |
+
|
| 1047 |
+
const tideText = areaData.tideEffect > 0.1 ? "Outgoing" :
|
| 1048 |
+
areaData.tideEffect < -0.1 ? "Incoming" : "Normal";
|
| 1049 |
+
document.getElementById('tide-info').textContent = tideText;
|
| 1050 |
+
|
| 1051 |
+
// Update wind indicator
|
| 1052 |
+
const windArrow = document.getElementById('wind-arrow');
|
| 1053 |
+
windArrow.style.transform = `rotate(${gameState.windDirection * 180 / Math.PI}deg)`;
|
| 1054 |
+
|
| 1055 |
+
// Update tower button states
|
| 1056 |
+
document.querySelectorAll('.tower-button').forEach(button => {
|
| 1057 |
+
if (button.dataset.cost) {
|
| 1058 |
+
const cost = parseInt(button.dataset.cost);
|
| 1059 |
+
button.classList.toggle('disabled', gameState.gold < cost);
|
| 1060 |
+
}
|
| 1061 |
+
});
|
| 1062 |
+
}
|
| 1063 |
+
|
| 1064 |
+
// All combat and game logic functions remain the same...
|
| 1065 |
function createProjectile(start, target, type) {
|
| 1066 |
let projectileGeometry, projectileMaterial;
|
| 1067 |
|
|
|
|
| 1105 |
return projectile;
|
| 1106 |
}
|
| 1107 |
|
|
|
|
| 1108 |
function spawnEnemyWave() {
|
| 1109 |
const waveSize = gameState.wave * 3 + 2;
|
| 1110 |
const spawnPoints = [
|
|
|
|
| 1139 |
}
|
| 1140 |
}
|
| 1141 |
|
|
|
|
| 1142 |
function updateTowers() {
|
| 1143 |
const currentTime = Date.now();
|
| 1144 |
|
| 1145 |
gameState.towers.forEach(tower => {
|
| 1146 |
if (currentTime - tower.userData.lastFire < tower.userData.fireRate) return;
|
| 1147 |
|
|
|
|
| 1148 |
let nearestEnemy = null;
|
| 1149 |
let nearestDistance = Infinity;
|
| 1150 |
|
|
|
|
| 1159 |
if (nearestEnemy) {
|
| 1160 |
tower.userData.lastFire = currentTime;
|
| 1161 |
|
|
|
|
| 1162 |
const projectileType = {
|
| 1163 |
'cannon': 'cannonball',
|
| 1164 |
'harpoon': 'harpoon',
|
|
|
|
| 1173 |
gameState.projectiles.push(projectile);
|
| 1174 |
scene.add(projectile);
|
| 1175 |
|
|
|
|
| 1176 |
tower.lookAt(nearestEnemy.position);
|
| 1177 |
}
|
| 1178 |
});
|
|
|
|
| 1188 |
return;
|
| 1189 |
}
|
| 1190 |
|
|
|
|
| 1191 |
const movement = projectile.userData.direction.clone().multiplyScalar(projectile.userData.speed);
|
| 1192 |
projectile.position.add(movement);
|
| 1193 |
|
|
|
|
| 1194 |
gameState.enemies.forEach((enemy, enemyIndex) => {
|
| 1195 |
if (projectile.position.distanceTo(enemy.position) < 2) {
|
|
|
|
| 1196 |
const tower = gameState.towers.find(t =>
|
| 1197 |
t.userData.type === projectile.userData.type.replace('ball', '').replace('lighthouse', 'lighthouse')
|
| 1198 |
);
|
|
|
|
| 1200 |
if (tower) {
|
| 1201 |
enemy.userData.health -= tower.userData.damage;
|
| 1202 |
|
|
|
|
| 1203 |
if (tower.userData.type === 'net') {
|
| 1204 |
enemy.userData.slowFactor = tower.userData.slow;
|
| 1205 |
enemy.userData.slowTime = 3000;
|
| 1206 |
}
|
| 1207 |
|
|
|
|
| 1208 |
createHitEffect(enemy.position);
|
| 1209 |
}
|
| 1210 |
|
|
|
|
| 1217 |
|
| 1218 |
function updateEnemies() {
|
| 1219 |
gameState.enemies.forEach((enemy, index) => {
|
|
|
|
| 1220 |
if (enemy.userData.health <= 0) {
|
| 1221 |
gameState.gold += enemy.userData.value;
|
| 1222 |
gameState.score += enemy.userData.value;
|
|
|
|
| 1225 |
return;
|
| 1226 |
}
|
| 1227 |
|
|
|
|
| 1228 |
if (enemy.userData.slowTime > 0) {
|
| 1229 |
enemy.userData.slowTime -= 16;
|
| 1230 |
if (enemy.userData.slowTime <= 0) {
|
|
|
|
| 1232 |
}
|
| 1233 |
}
|
| 1234 |
|
|
|
|
| 1235 |
const direction = new THREE.Vector3().subVectors(playerShip.position, enemy.position).normalize();
|
| 1236 |
const speed = enemy.userData.speed * enemy.userData.slowFactor;
|
| 1237 |
enemy.position.add(direction.multiplyScalar(speed));
|
| 1238 |
enemy.lookAt(playerShip.position);
|
| 1239 |
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|
|
|
| 1240 |
if (enemy.position.distanceTo(playerShip.position) < 3) {
|
| 1241 |
gameState.health -= 20;
|
| 1242 |
gameState.lives--;
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|
| 1250 |
});
|
| 1251 |
}
|
| 1252 |
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|
| 1253 |
function createHitEffect(position) {
|
| 1254 |
for (let i = 0; i < 10; i++) {
|
| 1255 |
const particleGeometry = new THREE.SphereGeometry(0.1);
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|
| 1284 |
}
|
| 1285 |
|
| 1286 |
particle.position.add(particle.userData.velocity);
|
| 1287 |
+
particle.userData.velocity.y -= 0.005;
|
| 1288 |
particle.material.opacity = particle.userData.life / 60;
|
| 1289 |
});
|
| 1290 |
}
|
| 1291 |
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|
| 1292 |
// Tower placement
|
| 1293 |
let raycaster = new THREE.Raycaster();
|
| 1294 |
let mouse = new THREE.Vector2();
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|
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|
| 1358 |
}
|
| 1359 |
});
|
| 1360 |
|
|
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|
| 1361 |
function startWave() {
|
| 1362 |
gameState.waveActive = true;
|
| 1363 |
spawnEnemyWave();
|
|
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|
| 1374 |
}
|
| 1375 |
}
|
| 1376 |
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|
| 1377 |
function cycleTowerSelection() {
|
| 1378 |
const towers = ['cannon', 'harpoon', 'net', 'lighthouse'];
|
| 1379 |
const currentIndex = towers.indexOf(gameState.selectedTower);
|
|
|
|
| 1392 |
}
|
| 1393 |
|
| 1394 |
function restartGame() {
|
|
|
|
| 1395 |
gameState = {
|
| 1396 |
gold: 500,
|
| 1397 |
lives: 3,
|
|
|
|
| 1406 |
projectiles: [],
|
| 1407 |
particles: [],
|
| 1408 |
windDirection: 0,
|
| 1409 |
+
windSpeed: 5,
|
| 1410 |
+
currentArea: "Upper Lake",
|
| 1411 |
+
shipSpeed: 0
|
| 1412 |
};
|
| 1413 |
|
|
|
|
| 1414 |
[...gameState.enemies, ...gameState.towers, ...gameState.projectiles, ...gameState.particles]
|
| 1415 |
.forEach(obj => scene.remove(obj));
|
| 1416 |
|
|
|
|
| 1417 |
playerShip.position.set(0, 1, 0);
|
| 1418 |
shipRotation = 0;
|
|
|
|
|
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|
| 1419 |
|
| 1420 |
document.getElementById('game-over').style.display = 'none';
|
| 1421 |
document.getElementById('start-wave').style.display = 'block';
|
|
|
|
| 1423 |
updateUI();
|
| 1424 |
}
|
| 1425 |
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|
| 1426 |
// Lighting
|
| 1427 |
const ambientLight = new THREE.AmbientLight(0x404070, 0.4);
|
| 1428 |
scene.add(ambientLight);
|
|
|
|
| 1442 |
|
| 1443 |
if (gameState.gameRunning) {
|
| 1444 |
updateShipMovement();
|
|
|
|
| 1445 |
updateCamera();
|
| 1446 |
updateTowers();
|
| 1447 |
updateProjectiles();
|
|
|
|
| 1452 |
updateUI();
|
| 1453 |
}
|
| 1454 |
|
|
|
|
| 1455 |
lakeMaterial.uniforms.time.value = time;
|
| 1456 |
skyMaterial.uniforms.time.value = time;
|
| 1457 |
|
| 1458 |
renderer.render(scene, camera);
|
| 1459 |
}
|
| 1460 |
|
|
|
|
| 1461 |
window.addEventListener('resize', () => {
|
| 1462 |
camera.aspect = window.innerWidth / window.innerHeight;
|
| 1463 |
camera.updateProjectionMatrix();
|
| 1464 |
renderer.setSize(window.innerWidth, window.innerHeight);
|
| 1465 |
});
|
| 1466 |
|
|
|
|
| 1467 |
updateUI();
|
| 1468 |
animate();
|
| 1469 |
</script>
|