Spaces:
Running
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Update index.html
Browse files- index.html +503 -205
index.html
CHANGED
@@ -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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<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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@@ -340,22 +523,33 @@
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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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towerGroup.add(light);
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// Area light effect
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const areaLight = new THREE.PointLight(0xFFFF00, 1, 60);
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areaLight.position.y = 8.5;
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towerGroup.add(areaLight);
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return towerGroup;
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}
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//
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function createProjectile(start, target, type) {
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let projectileGeometry, projectileMaterial;
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@@ -675,7 +1105,6 @@
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|
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 |
|
|
|
1240 |
if (enemy.position.distanceTo(playerShip.position) < 3) {
|
1241 |
gameState.health -= 20;
|
1242 |
gameState.lives--;
|
|
|
1250 |
});
|
1251 |
}
|
1252 |
|
|
|
1253 |
function createHitEffect(position) {
|
1254 |
for (let i = 0; i < 10; i++) {
|
1255 |
const particleGeometry = new THREE.SphereGeometry(0.1);
|
|
|
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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|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
1292 |
// Tower placement
|
1293 |
let raycaster = new THREE.Raycaster();
|
1294 |
let mouse = new THREE.Vector2();
|
|
|
1358 |
}
|
1359 |
});
|
1360 |
|
|
|
1361 |
function startWave() {
|
1362 |
gameState.waveActive = true;
|
1363 |
spawnEnemyWave();
|
|
|
1374 |
}
|
1375 |
}
|
1376 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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;
|
|
|
|
|
1419 |
|
1420 |
document.getElementById('game-over').style.display = 'none';
|
1421 |
document.getElementById('start-wave').style.display = 'block';
|
|
|
1423 |
updateUI();
|
1424 |
}
|
1425 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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>
|