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<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <meta name="viewport" content="width=device-width, initial-scale=1.0">
    <title>Yar's Revenge 3D: Brick Assault</title>
    <script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js"></script>
    <style>
        body { margin: 0; overflow: hidden; font-family: 'Arial', sans-serif; background-color: #000; color: #fff; }
        canvas { display: block; }
        #infoPanel {
            position: absolute;
            top: 10px;
            left: 10px;
            padding: 10px;
            background-color: rgba(0,0,0,0.7);
            border-radius: 8px;
            color: #fff;
            font-size: 16px;
            display: flex;
            flex-direction: column;
            gap: 8px;
        }
        .player-info {
            padding: 5px;
            border-radius: 4px;
        }
        .player1 { background-color: rgba(0, 150, 255, 0.5); }
        .player2 { background-color: rgba(255, 100, 0, 0.5); }
        #gameOverScreen {
            position: absolute;
            top: 50%;
            left: 50%;
            transform: translate(-50%, -50%);
            padding: 30px;
            background-color: rgba(20, 20, 20, 0.9);
            border: 2px solid #555;
            border-radius: 15px;
            text-align: center;
            display: none; /* Hidden by default */
            z-index: 100;
        }
        #gameOverScreen h2 { margin-top: 0; font-size: 28px; color: #ff4444; }
        #gameOverScreen p { font-size: 18px; }
        #gameOverScreen button {
            padding: 12px 25px;
            font-size: 18px;
            color: #fff;
            background-color: #007bff;
            border: none;
            border-radius: 8px;
            cursor: pointer;
            margin-top: 20px;
            transition: background-color 0.3s ease;
        }
        #gameOverScreen button:hover { background-color: #0056b3; }
    </style>
</head>
<body>
    <div id="infoPanel">
        <div id="player1Info" class="player-info player1">Player 1 (WASD, E): Score 0 | Lives 3</div>
        <div id="player2Info" class="player-info player2">Player 2 (IJKL, U): Score 0 | Lives 3</div>
        <div id="qotileInfo">Qotile Health: 100</div>
    </div>

    <div id="gameOverScreen">
        <h2>Game Over!</h2>
        <p id="gameOverMessage"></p>
        <button id="restartButton">Restart Game</button>
    </div>

    <script>
        let scene, camera, renderer, clock;
        let players = [];
        let playerProjectiles = [];
        let advancingBricks = []; // Renamed from neutralZoneBlocks
        let qotile;

        const keysPressed = {};
        const gameSettings = {
            playerSpeed: 10,
            projectileSpeed: 30,
            playerSize: 1,
            projectileSize: 0.2,
            brickSize: 2, // Size of individual bricks
            brickDepth: 1, // Thickness of bricks (Z-dimension)
            qotileSize: 4,
            playAreaWidth: 30,
            playAreaHeight: 20,
            playerShootCooldown: 0.2,
            initialPlayerLives: 3,
            qotileInitialHealth: 100,
            pointsPerBrick: 10, // Renamed from pointsPerNeutralBlock
            pointsPerQotileHit: 50,
            brickLayerSpeed: 1.5, // How fast layers move towards player
            newLayerSpawnInterval: 5.0, // Seconds between new layers
            brickSpawnStartZ: -12, // Z-position where new brick layers spawn (behind Qotile or far back)
            initialBrickLayers: 3, // Number of layers to start with
            rowsPerLayer: 5, // Bricks vertically in a layer
            colsPerLayer: 10, // Bricks horizontally in a layer
            gapBetweenInitialLayers: 2.5, // Z-gap for initial setup
            playerInvincibilityDuration: 1.5, // seconds
        };
        let gameActive = true;
        let newLayerTimer = 0;

        // Initialization function
        function init() {
            gameActive = true;
            newLayerTimer = 0;
            scene = new THREE.Scene();
            scene.background = new THREE.Color(0x111122);

            camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
            camera.position.set(0, 5, 25);
            camera.lookAt(0, 0, 0);

            renderer = new THREE.WebGLRenderer({ antialias: true });
            renderer.setSize(window.innerWidth, window.innerHeight);
            document.body.appendChild(renderer.domElement);

            const ambientLight = new THREE.AmbientLight(0x606060);
            scene.add(ambientLight);
            const directionalLight = new THREE.DirectionalLight(0xffffff, 0.8);
            directionalLight.position.set(5, 10, 7.5);
            scene.add(directionalLight);

            clock = new THREE.Clock();

            createPlayers();
            createInitialBrickLayers(); // New function to set up starting bricks
            createQotile();

            document.addEventListener('keydown', onKeyDown);
            document.addEventListener('keyup', onKeyUp);
            window.addEventListener('resize', onWindowResize);
            document.getElementById('restartButton').addEventListener('click', restartGame);
            
            document.getElementById('gameOverScreen').style.display = 'none';
            updateUI();
            animate();
        }

        function createPlayers() {
            players = [];
            playerProjectiles = [];

            const playerGeometry = new THREE.BoxGeometry(gameSettings.playerSize, gameSettings.playerSize, gameSettings.playerSize);
            
            const player1Material = new THREE.MeshStandardMaterial({ color: 0x0099ff });
            const player1Mesh = new THREE.Mesh(playerGeometry, player1Material);
            player1Mesh.position.set(-gameSettings.playAreaWidth / 4, 0, 15); // Player Z position
            scene.add(player1Mesh);
            players.push({
                mesh: player1Mesh,
                isPlayer2: false,
                controls: { up: 'KeyW', down: 'KeyS', left: 'KeyA', right: 'KeyD', shoot: 'KeyE' },
                shootCooldownTimer: 0,
                score: 0,
                lives: gameSettings.initialPlayerLives,
                projectiles: [],
                invincibleTimer: 0,
                originalColor: player1Material.color.getHex()
            });

            const player2Material = new THREE.MeshStandardMaterial({ color: 0xff6600 });
            const player2Mesh = new THREE.Mesh(playerGeometry, player2Material);
            player2Mesh.position.set(gameSettings.playAreaWidth / 4, 0, 15); // Player Z position
            scene.add(player2Mesh);
            players.push({
                mesh: player2Mesh,
                isPlayer2: true,
                controls: { up: 'KeyI', down: 'KeyK', left: 'KeyJ', right: 'KeyL', shoot: 'KeyU' },
                shootCooldownTimer: 0,
                score: 0,
                lives: gameSettings.initialPlayerLives,
                projectiles: [],
                invincibleTimer: 0,
                originalColor: player2Material.color.getHex()
            });
        }

        // Creates the initial set of brick layers at the start of the game
        function createInitialBrickLayers() {
            advancingBricks.forEach(brick => {
                if (brick && scene.getObjectById(brick.id)) scene.remove(brick);
                if (brick && brick.geometry) brick.geometry.dispose();
                if (brick && brick.material) brick.material.dispose();
            });
            advancingBricks = [];
            for (let i = 0; i < gameSettings.initialBrickLayers; i++) {
                // Stagger initial layers further back
                const spawnZ = gameSettings.brickSpawnStartZ - (i * gameSettings.gapBetweenInitialLayers);
                spawnNewBrickLayer(spawnZ);
            }
        }
        
        // Spawns a single new layer of bricks at a given Z depth
        function spawnNewBrickLayer(spawnZ) {
            const brickGeometry = new THREE.BoxGeometry(
                gameSettings.brickSize, 
                gameSettings.brickSize, 
                gameSettings.brickDepth 
            );
            // Give bricks varied, but generally dull/rocky colors
            const colors = [0x888888, 0x777777, 0x666666, 0x807060, 0x706050];
            
            const layerWidth = gameSettings.colsPerLayer * gameSettings.brickSize;
            const layerHeight = gameSettings.rowsPerLayer * gameSettings.brickSize;

            for (let r = 0; r < gameSettings.rowsPerLayer; r++) {
                for (let c = 0; c < gameSettings.colsPerLayer; c++) {
                    const randomColor = colors[Math.floor(Math.random() * colors.length)];
                    const brickMaterial = new THREE.MeshStandardMaterial({ 
                        color: randomColor, 
                        roughness: 0.8, 
                        metalness: 0.2 
                    });
                    const brick = new THREE.Mesh(brickGeometry.clone(), brickMaterial.clone());
                    
                    brick.position.set(
                        (c - gameSettings.colsPerLayer / 2 + 0.5) * gameSettings.brickSize,
                        (r - gameSettings.rowsPerLayer / 2 + 0.5) * gameSettings.brickSize,
                        spawnZ
                    );
                    brick.userData = { type: 'brick' }; // Identify object type
                    scene.add(brick);
                    advancingBricks.push(brick);
                }
            }
        }

        function createQotile() {
            if (qotile && qotile.mesh) {
                if (scene.getObjectById(qotile.mesh.id)) scene.remove(qotile.mesh);
                if (qotile.mesh.geometry) qotile.mesh.geometry.dispose();
                if (qotile.mesh.material) qotile.mesh.material.dispose();
            }

            const qotileGeometry = new THREE.BoxGeometry(gameSettings.qotileSize, gameSettings.qotileSize, gameSettings.qotileSize);
            const qotileMaterial = new THREE.MeshStandardMaterial({ color: 0xff0000, emissive: 0x330000 });
            const qotileMesh = new THREE.Mesh(qotileGeometry, qotileMaterial);
            qotileMesh.position.set(0, 0, -15); // Qotile is further back
            scene.add(qotileMesh);
            qotile = {
                mesh: qotileMesh,
                health: gameSettings.qotileInitialHealth,
                hitTimer: 0
            };
        }

        function handlePlayerMovement(player, delta) {
            if (!player.mesh.visible) return; // Cannot move if not visible (e.g. after losing life briefly)
            const moveDistance = gameSettings.playerSpeed * delta;
            if (keysPressed[player.controls.up]) player.mesh.position.y += moveDistance;
            if (keysPressed[player.controls.down]) player.mesh.position.y -= moveDistance;
            if (keysPressed[player.controls.left]) player.mesh.position.x -= moveDistance;
            if (keysPressed[player.controls.right]) player.mesh.position.x += moveDistance;

            const halfWidth = gameSettings.playAreaWidth / 2 - gameSettings.playerSize / 2;
            const halfHeight = gameSettings.playAreaHeight / 2 - gameSettings.playerSize / 2;
            player.mesh.position.x = Math.max(-halfWidth, Math.min(halfWidth, player.mesh.position.x));
            player.mesh.position.y = Math.max(-halfHeight, Math.min(halfHeight, player.mesh.position.y));
        }
        
        function updatePlayerInvincibility(player, delta) {
            if (player.invincibleTimer > 0) {
                player.invincibleTimer -= delta;
                // Blink effect
                const blinkSpeed = 10; // Blinks per second
                player.mesh.visible = Math.floor(player.invincibleTimer * blinkSpeed) % 2 === 0;
                if (player.invincibleTimer <= 0) {
                    player.mesh.visible = true; // Ensure visible
                    player.mesh.material.color.setHex(player.originalColor); // Restore color
                    player.invincibleTimer = 0; // Clamp to zero
                }
            } else {
                 if(player.lives > 0) player.mesh.visible = true; // Ensure player is visible if they have lives
            }
        }


        function handlePlayerShooting(player, delta) {
            if (!player.mesh.visible) return;
            if (player.shootCooldownTimer > 0) {
                player.shootCooldownTimer -= delta;
            }
            if (keysPressed[player.controls.shoot] && player.shootCooldownTimer <= 0) {
                player.shootCooldownTimer = gameSettings.playerShootCooldown;
                createProjectile(player);
            }
        }

        function createProjectile(player) {
            const projectileGeometry = new THREE.SphereGeometry(gameSettings.projectileSize, 8, 8);
            const projectileMaterial = new THREE.MeshBasicMaterial({ color: player.isPlayer2 ? 0xffaa33 : 0x66ccff });
            const projectile = new THREE.Mesh(projectileGeometry, projectileMaterial);
            
            projectile.position.copy(player.mesh.position);
            projectile.position.z -= gameSettings.playerSize / 2 + gameSettings.projectileSize; 
            
            projectile.userData = { 
                owner: player,
                velocity: new THREE.Vector3(0, 0, -gameSettings.projectileSpeed)
            };
            
            scene.add(projectile);
            playerProjectiles.push(projectile);
        }

        function updateProjectiles(delta) {
            for (let i = playerProjectiles.length - 1; i >= 0; i--) {
                const projectile = playerProjectiles[i];
                if (!projectile || !projectile.userData) {
                    if (projectile && scene.getObjectById(projectile.id)) scene.remove(projectile);
                    playerProjectiles.splice(i, 1);
                    continue;
                }
                projectile.position.addScaledVector(projectile.userData.velocity, delta);

                if (projectile.position.z < -gameSettings.playAreaWidth || projectile.position.z > gameSettings.playAreaWidth * 2 || // Extended bounds
                    Math.abs(projectile.position.x) > gameSettings.playAreaWidth || 
                    Math.abs(projectile.position.y) > gameSettings.playAreaHeight) {
                    scene.remove(projectile);
                    if (projectile.geometry) projectile.geometry.dispose();
                    if (projectile.material) projectile.material.dispose();
                    playerProjectiles.splice(i, 1);
                    continue;
                }
                checkProjectileCollisions(projectile, i);
            }
        }
        
        function checkProjectileCollisions(projectile, projectileIndex) {
            if (!projectile || !projectile.userData || !projectile.userData.owner) { 
                 if (projectile && scene.getObjectById(projectile.id)) scene.remove(projectile);
                 if(playerProjectiles[projectileIndex] === projectile) playerProjectiles.splice(projectileIndex, 1);
                 return;
            }
            const projectileBox = new THREE.Box3().setFromObject(projectile);

            // Collision with Advancing Bricks
            for (let j = advancingBricks.length - 1; j >= 0; j--) {
                const brick = advancingBricks[j];
                if (!brick || !brick.geometry) continue; // Skip if brick already removed or invalid
                const brickBox = new THREE.Box3().setFromObject(brick);
                if (projectileBox.intersectsBox(brickBox)) {
                    scene.remove(brick); // Remove brick from scene
                    if (brick.geometry) brick.geometry.dispose();
                    if (brick.material) brick.material.dispose();
                    advancingBricks.splice(j, 1); // Remove brick from array

                    scene.remove(projectile); // Remove projectile from scene
                    if (projectile.geometry) projectile.geometry.dispose();
                    if (projectile.material) projectile.material.dispose();
                    playerProjectiles.splice(projectileIndex, 1); // Remove projectile from array
                    
                    projectile.userData.owner.score += gameSettings.pointsPerBrick;
                    updateUI(); 
                    return; // Projectile is gone, stop further checks for it
                }
            }

            // Collision with Qotile
            if (qotile && qotile.mesh && qotile.health > 0) { 
                const qotileBox = new THREE.Box3().setFromObject(qotile.mesh);
                if (projectileBox.intersectsBox(qotileBox)) {
                    scene.remove(projectile);
                    if (projectile.geometry) projectile.geometry.dispose();
                    if (projectile.material) projectile.material.dispose();
                    playerProjectiles.splice(projectileIndex, 1);

                    qotile.health -= 10; 
                    qotile.mesh.material.emissive.setHex(0xffffff); 
                    qotile.hitTimer = 0.1; 
                    projectile.userData.owner.score += gameSettings.pointsPerQotileHit;
                    updateUI(); 

                    if (qotile.health <= 0) {
                        const winnerName = projectile.userData.owner.isPlayer2 ? "Player 2" : "Player 1";
                        endGame(winnerName + " destroyed the Qotile! Players win!");
                    }
                    return; 
                }
            }
        }
        
        // Moves bricks and checks for collisions with players
        function updateBricks(delta) {
            for (let i = advancingBricks.length - 1; i >= 0; i--) {
                const brick = advancingBricks[i];
                if (!brick || !brick.geometry) { // Safety check / already removed
                    advancingBricks.splice(i,1);
                    continue;
                }

                brick.position.z += gameSettings.brickLayerSpeed * delta;

                // Brick is past the player's general Z plane - remove it
                // Player Z is 15. Brick depth is 1. Player Size is 1.
                // If brick's front (brick.position.z - brickDepth/2) is > player's back (15 + playerSize/2)
                if (brick.position.z - gameSettings.brickDepth / 2 > players[0].mesh.position.z + gameSettings.playerSize / 2 + 2) { // Added buffer
                    scene.remove(brick);
                    if (brick.geometry) brick.geometry.dispose();
                    if (brick.material) brick.material.dispose();
                    advancingBricks.splice(i, 1);
                    // console.log("Brick passed player zone and removed");
                    continue; 
                }

                // Check collision with players
                const brickBox = new THREE.Box3().setFromObject(brick);
                for (const player of players) {
                    if (player.lives <= 0 || !player.mesh.visible || player.invincibleTimer > 0) continue;

                    const playerBox = new THREE.Box3().setFromObject(player.mesh);
                    if (brickBox.intersectsBox(playerBox)) {
                        player.lives--;
                        player.invincibleTimer = gameSettings.playerInvincibilityDuration;
                        player.mesh.material.color.setHex(0xff3333); // Flash red

                        // Destroy the brick that hit the player
                        scene.remove(brick);
                        if (brick.geometry) brick.geometry.dispose();
                        if (brick.material) brick.material.dispose();
                        advancingBricks.splice(i, 1);
                        
                        updateUI();
                        if (player.lives <= 0) {
                            player.mesh.visible = false; // Hide player mesh when out of lives
                        }
                        checkOverallGameOver();
                        break; // Brick is gone, stop checking it against other players
                    }
                }
            }
        }


        function updateQotile(delta) {
            if (qotile && qotile.hitTimer > 0) {
                qotile.hitTimer -= delta;
                if (qotile.hitTimer <= 0) {
                    qotile.mesh.material.emissive.setHex(0x330000); 
                }
            }
        }

        function updateUI() {
            const p1 = players && players[0] ? players[0] : { score: 0, lives: 0 };
            const p2 = players && players[1] ? players[1] : { score: 0, lives: 0 };
            
            document.getElementById('player1Info').textContent = `Player 1 (WASD, E): Score ${p1.score} | Lives ${p1.lives}`;
            document.getElementById('player2Info').textContent = `Player 2 (IJKL, U): Score ${p2.score} | Lives ${p2.lives}`;
            
            if (qotile) {
                document.getElementById('qotileInfo').textContent = `Qotile Health: ${Math.max(0, qotile.health)}`;
            } else {
                document.getElementById('qotileInfo').textContent = `Qotile Health: N/A`;
            }
        }
        
        function checkOverallGameOver() {
            if (!gameActive) return;
            const activePlayers = players.filter(p => p.lives > 0).length;
            if (activePlayers === 0) {
                endGame("All players are out of lives! Game Over.");
            }
        }

        function endGame(message) {
            if (!gameActive) return;
            gameActive = false;
            console.log("Game Over:", message);
            document.getElementById('gameOverMessage').textContent = message;
            document.getElementById('gameOverScreen').style.display = 'flex';

            // Clear remaining projectiles (bricks are cleared by their own logic or restart)
            playerProjectiles.forEach(p => {
                if (p && scene.getObjectById(p.id)) scene.remove(p);
                if (p && p.geometry) p.geometry.dispose();
                if (p && p.material) p.material.dispose();
            });
            playerProjectiles = [];
        }

        function restartGame() {
            // Clean up existing meshes from scene
            players.forEach(p => {
                if (p.mesh && scene.getObjectById(p.mesh.id)) scene.remove(p.mesh);
                if (p.mesh && p.mesh.geometry) p.mesh.geometry.dispose();
                if (p.mesh && p.mesh.material) p.mesh.material.dispose();
            });
            playerProjectiles.forEach(p => {
                if (p && scene.getObjectById(p.id)) scene.remove(p);
                if (p && p.geometry) p.geometry.dispose();
                if (p && p.material) p.material.dispose();
            });
            advancingBricks.forEach(b => {
                if (b && scene.getObjectById(b.id)) scene.remove(b);
                if (b && b.geometry) b.geometry.dispose();
                if (b && b.material) b.material.dispose();
            });
            if (qotile && qotile.mesh) {
                 if (scene.getObjectById(qotile.mesh.id)) scene.remove(qotile.mesh);
                 if (qotile.mesh.geometry) qotile.mesh.geometry.dispose();
                 if (qotile.mesh.material) qotile.mesh.material.dispose();
            }
            
            // Reset arrays
            players = [];
            playerProjectiles = [];
            advancingBricks = []; 
            qotile = null;

            // Re-initialize game elements
            createPlayers(); // This will reset player scores, lives, positions, visibility
            createInitialBrickLayers(); 
            createQotile();

            // Reset game state variables
            gameActive = true;
            newLayerTimer = 0;
            players.forEach(p => { // Ensure players are visible and not invincible
                p.mesh.visible = true;
                p.invincibleTimer = 0;
                p.mesh.material.color.setHex(p.originalColor);
            });


            document.getElementById('gameOverScreen').style.display = 'none';
            updateUI();
        }

        function animate() {
            requestAnimationFrame(animate); 
            const delta = clock.getDelta(); 

            if (gameActive) {
                players.forEach(player => {
                    if (player.mesh && player.lives > 0) { 
                        handlePlayerMovement(player, delta);
                        handlePlayerShooting(player, delta);
                    }
                    // Invincibility update happens regardless of player input if timer is active
                    updatePlayerInvincibility(player, delta);
                });

                updateProjectiles(delta);
                updateBricks(delta); // Handles brick movement and collision with players
                updateQotile(delta);

                // Spawn new brick layers
                newLayerTimer += delta;
                if (newLayerTimer >= gameSettings.newLayerSpawnInterval) {
                    spawnNewBrickLayer(gameSettings.brickSpawnStartZ);
                    newLayerTimer = 0;
                }
            }
            
            updateUI(); 
            renderer.render(scene, camera); 
        }

        function onKeyDown(event) {
            keysPressed[event.code] = true; 
            const gameKeys = ['KeyW', 'KeyA', 'KeyS', 'KeyD', 'KeyI', 'KeyJ', 'KeyK', 'KeyL', 'KeyE', 'KeyU', 'Space'];
            if (gameKeys.includes(event.code)) {
                event.preventDefault();
            }
        }
        function onKeyUp(event) {
            keysPressed[event.code] = false;
        }
        function onWindowResize() {
            camera.aspect = window.innerWidth / window.innerHeight;
            camera.updateProjectionMatrix();
            renderer.setSize(window.innerWidth, window.innerHeight);
        }

        window.onload = function() {
            init();
        };
    </script>
</body>
</html>