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<!DOCTYPE html> |
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<html lang="en"> |
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<head> |
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<meta charset="UTF-8"> |
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<meta name="viewport" content="width=device-width, initial-scale=1.0"> |
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<title>Yar's Revenge 3D: Brick Assault</title> |
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<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js"></script> |
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<style> |
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body { margin: 0; overflow: hidden; font-family: 'Arial', sans-serif; background-color: #000; color: #fff; } |
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canvas { display: block; } |
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#infoPanel { |
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position: absolute; |
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top: 10px; |
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left: 10px; |
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padding: 10px; |
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background-color: rgba(0,0,0,0.7); |
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border-radius: 8px; |
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color: #fff; |
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font-size: 16px; |
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display: flex; |
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flex-direction: column; |
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gap: 8px; |
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} |
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.player-info { |
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padding: 5px; |
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border-radius: 4px; |
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} |
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.player1 { background-color: rgba(0, 150, 255, 0.5); } |
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.player2 { background-color: rgba(255, 100, 0, 0.5); } |
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#gameOverScreen { |
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position: absolute; |
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top: 50%; |
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left: 50%; |
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transform: translate(-50%, -50%); |
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padding: 30px; |
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background-color: rgba(20, 20, 20, 0.9); |
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border: 2px solid #555; |
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border-radius: 15px; |
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text-align: center; |
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display: none; |
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z-index: 100; |
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} |
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#gameOverScreen h2 { margin-top: 0; font-size: 28px; color: #ff4444; } |
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#gameOverScreen p { font-size: 18px; } |
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#gameOverScreen button { |
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padding: 12px 25px; |
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font-size: 18px; |
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color: #fff; |
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background-color: #007bff; |
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border: none; |
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border-radius: 8px; |
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cursor: pointer; |
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margin-top: 20px; |
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transition: background-color 0.3s ease; |
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} |
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#gameOverScreen button:hover { background-color: #0056b3; } |
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</style> |
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</head> |
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<body> |
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<div id="infoPanel"> |
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<div id="player1Info" class="player-info player1">Player 1 (WASD, E): Score 0 | Lives 3</div> |
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<div id="player2Info" class="player-info player2">Player 2 (IJKL, U): Score 0 | Lives 3</div> |
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<div id="qotileInfo">Qotile Health: 100</div> |
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</div> |
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<div id="gameOverScreen"> |
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<h2>Game Over!</h2> |
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<p id="gameOverMessage"></p> |
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<button id="restartButton">Restart Game</button> |
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</div> |
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<script> |
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let scene, camera, renderer, clock; |
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let players = []; |
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let playerProjectiles = []; |
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let advancingBricks = []; |
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let qotile; |
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|
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const keysPressed = {}; |
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const gameSettings = { |
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playerSpeed: 10, |
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projectileSpeed: 30, |
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playerSize: 1, |
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projectileSize: 0.2, |
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brickSize: 2, |
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brickDepth: 1, |
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qotileSize: 4, |
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playAreaWidth: 30, |
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playAreaHeight: 20, |
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playerShootCooldown: 0.2, |
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initialPlayerLives: 3, |
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qotileInitialHealth: 100, |
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pointsPerBrick: 10, |
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pointsPerQotileHit: 50, |
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brickLayerSpeed: 1.5, |
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newLayerSpawnInterval: 5.0, |
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brickSpawnStartZ: -12, |
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initialBrickLayers: 3, |
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rowsPerLayer: 5, |
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colsPerLayer: 10, |
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gapBetweenInitialLayers: 2.5, |
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playerInvincibilityDuration: 1.5, |
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}; |
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let gameActive = true; |
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let newLayerTimer = 0; |
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function init() { |
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gameActive = true; |
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newLayerTimer = 0; |
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scene = new THREE.Scene(); |
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scene.background = new THREE.Color(0x111122); |
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|
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camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000); |
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camera.position.set(0, 5, 25); |
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camera.lookAt(0, 0, 0); |
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renderer = new THREE.WebGLRenderer({ antialias: true }); |
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renderer.setSize(window.innerWidth, window.innerHeight); |
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document.body.appendChild(renderer.domElement); |
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|
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const ambientLight = new THREE.AmbientLight(0x606060); |
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scene.add(ambientLight); |
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const directionalLight = new THREE.DirectionalLight(0xffffff, 0.8); |
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directionalLight.position.set(5, 10, 7.5); |
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scene.add(directionalLight); |
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clock = new THREE.Clock(); |
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createPlayers(); |
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createInitialBrickLayers(); |
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createQotile(); |
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document.addEventListener('keydown', onKeyDown); |
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document.addEventListener('keyup', onKeyUp); |
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window.addEventListener('resize', onWindowResize); |
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document.getElementById('restartButton').addEventListener('click', restartGame); |
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document.getElementById('gameOverScreen').style.display = 'none'; |
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updateUI(); |
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animate(); |
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} |
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function createPlayers() { |
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players = []; |
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playerProjectiles = []; |
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const playerGeometry = new THREE.BoxGeometry(gameSettings.playerSize, gameSettings.playerSize, gameSettings.playerSize); |
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|
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const player1Material = new THREE.MeshStandardMaterial({ color: 0x0099ff }); |
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const player1Mesh = new THREE.Mesh(playerGeometry, player1Material); |
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player1Mesh.position.set(-gameSettings.playAreaWidth / 4, 0, 15); |
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scene.add(player1Mesh); |
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players.push({ |
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mesh: player1Mesh, |
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isPlayer2: false, |
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controls: { up: 'KeyW', down: 'KeyS', left: 'KeyA', right: 'KeyD', shoot: 'KeyE' }, |
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shootCooldownTimer: 0, |
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score: 0, |
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lives: gameSettings.initialPlayerLives, |
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projectiles: [], |
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invincibleTimer: 0, |
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originalColor: player1Material.color.getHex() |
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}); |
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const player2Material = new THREE.MeshStandardMaterial({ color: 0xff6600 }); |
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const player2Mesh = new THREE.Mesh(playerGeometry, player2Material); |
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player2Mesh.position.set(gameSettings.playAreaWidth / 4, 0, 15); |
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scene.add(player2Mesh); |
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players.push({ |
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mesh: player2Mesh, |
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isPlayer2: true, |
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controls: { up: 'KeyI', down: 'KeyK', left: 'KeyJ', right: 'KeyL', shoot: 'KeyU' }, |
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shootCooldownTimer: 0, |
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score: 0, |
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lives: gameSettings.initialPlayerLives, |
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projectiles: [], |
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invincibleTimer: 0, |
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originalColor: player2Material.color.getHex() |
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}); |
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} |
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function createInitialBrickLayers() { |
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advancingBricks.forEach(brick => { |
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if (brick && scene.getObjectById(brick.id)) scene.remove(brick); |
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if (brick && brick.geometry) brick.geometry.dispose(); |
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if (brick && brick.material) brick.material.dispose(); |
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}); |
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advancingBricks = []; |
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for (let i = 0; i < gameSettings.initialBrickLayers; i++) { |
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const spawnZ = gameSettings.brickSpawnStartZ - (i * gameSettings.gapBetweenInitialLayers); |
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spawnNewBrickLayer(spawnZ); |
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} |
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} |
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function spawnNewBrickLayer(spawnZ) { |
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const brickGeometry = new THREE.BoxGeometry( |
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gameSettings.brickSize, |
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gameSettings.brickSize, |
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gameSettings.brickDepth |
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); |
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const colors = [0x888888, 0x777777, 0x666666, 0x807060, 0x706050]; |
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const layerWidth = gameSettings.colsPerLayer * gameSettings.brickSize; |
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const layerHeight = gameSettings.rowsPerLayer * gameSettings.brickSize; |
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for (let r = 0; r < gameSettings.rowsPerLayer; r++) { |
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for (let c = 0; c < gameSettings.colsPerLayer; c++) { |
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const randomColor = colors[Math.floor(Math.random() * colors.length)]; |
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const brickMaterial = new THREE.MeshStandardMaterial({ |
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color: randomColor, |
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roughness: 0.8, |
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metalness: 0.2 |
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}); |
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const brick = new THREE.Mesh(brickGeometry.clone(), brickMaterial.clone()); |
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brick.position.set( |
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(c - gameSettings.colsPerLayer / 2 + 0.5) * gameSettings.brickSize, |
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(r - gameSettings.rowsPerLayer / 2 + 0.5) * gameSettings.brickSize, |
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spawnZ |
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); |
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brick.userData = { type: 'brick' }; |
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scene.add(brick); |
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advancingBricks.push(brick); |
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} |
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} |
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} |
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function createQotile() { |
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if (qotile && qotile.mesh) { |
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if (scene.getObjectById(qotile.mesh.id)) scene.remove(qotile.mesh); |
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if (qotile.mesh.geometry) qotile.mesh.geometry.dispose(); |
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if (qotile.mesh.material) qotile.mesh.material.dispose(); |
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} |
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const qotileGeometry = new THREE.BoxGeometry(gameSettings.qotileSize, gameSettings.qotileSize, gameSettings.qotileSize); |
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const qotileMaterial = new THREE.MeshStandardMaterial({ color: 0xff0000, emissive: 0x330000 }); |
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const qotileMesh = new THREE.Mesh(qotileGeometry, qotileMaterial); |
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qotileMesh.position.set(0, 0, -15); |
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scene.add(qotileMesh); |
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qotile = { |
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mesh: qotileMesh, |
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health: gameSettings.qotileInitialHealth, |
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hitTimer: 0 |
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}; |
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} |
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function handlePlayerMovement(player, delta) { |
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if (!player.mesh.visible) return; |
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const moveDistance = gameSettings.playerSpeed * delta; |
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if (keysPressed[player.controls.up]) player.mesh.position.y += moveDistance; |
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if (keysPressed[player.controls.down]) player.mesh.position.y -= moveDistance; |
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if (keysPressed[player.controls.left]) player.mesh.position.x -= moveDistance; |
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if (keysPressed[player.controls.right]) player.mesh.position.x += moveDistance; |
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const halfWidth = gameSettings.playAreaWidth / 2 - gameSettings.playerSize / 2; |
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const halfHeight = gameSettings.playAreaHeight / 2 - gameSettings.playerSize / 2; |
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player.mesh.position.x = Math.max(-halfWidth, Math.min(halfWidth, player.mesh.position.x)); |
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player.mesh.position.y = Math.max(-halfHeight, Math.min(halfHeight, player.mesh.position.y)); |
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} |
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function updatePlayerInvincibility(player, delta) { |
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if (player.invincibleTimer > 0) { |
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player.invincibleTimer -= delta; |
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const blinkSpeed = 10; |
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player.mesh.visible = Math.floor(player.invincibleTimer * blinkSpeed) % 2 === 0; |
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if (player.invincibleTimer <= 0) { |
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player.mesh.visible = true; |
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player.mesh.material.color.setHex(player.originalColor); |
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player.invincibleTimer = 0; |
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} |
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} else { |
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if(player.lives > 0) player.mesh.visible = true; |
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} |
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} |
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function handlePlayerShooting(player, delta) { |
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if (!player.mesh.visible) return; |
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if (player.shootCooldownTimer > 0) { |
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player.shootCooldownTimer -= delta; |
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} |
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if (keysPressed[player.controls.shoot] && player.shootCooldownTimer <= 0) { |
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player.shootCooldownTimer = gameSettings.playerShootCooldown; |
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createProjectile(player); |
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} |
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} |
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function createProjectile(player) { |
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const projectileGeometry = new THREE.SphereGeometry(gameSettings.projectileSize, 8, 8); |
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const projectileMaterial = new THREE.MeshBasicMaterial({ color: player.isPlayer2 ? 0xffaa33 : 0x66ccff }); |
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const projectile = new THREE.Mesh(projectileGeometry, projectileMaterial); |
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projectile.position.copy(player.mesh.position); |
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projectile.position.z -= gameSettings.playerSize / 2 + gameSettings.projectileSize; |
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projectile.userData = { |
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owner: player, |
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velocity: new THREE.Vector3(0, 0, -gameSettings.projectileSpeed) |
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}; |
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scene.add(projectile); |
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playerProjectiles.push(projectile); |
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} |
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function updateProjectiles(delta) { |
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for (let i = playerProjectiles.length - 1; i >= 0; i--) { |
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const projectile = playerProjectiles[i]; |
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if (!projectile || !projectile.userData) { |
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if (projectile && scene.getObjectById(projectile.id)) scene.remove(projectile); |
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playerProjectiles.splice(i, 1); |
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continue; |
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} |
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projectile.position.addScaledVector(projectile.userData.velocity, delta); |
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if (projectile.position.z < -gameSettings.playAreaWidth || projectile.position.z > gameSettings.playAreaWidth * 2 || |
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Math.abs(projectile.position.x) > gameSettings.playAreaWidth || |
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Math.abs(projectile.position.y) > gameSettings.playAreaHeight) { |
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scene.remove(projectile); |
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if (projectile.geometry) projectile.geometry.dispose(); |
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if (projectile.material) projectile.material.dispose(); |
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playerProjectiles.splice(i, 1); |
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continue; |
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} |
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checkProjectileCollisions(projectile, i); |
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} |
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} |
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function checkProjectileCollisions(projectile, projectileIndex) { |
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if (!projectile || !projectile.userData || !projectile.userData.owner) { |
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if (projectile && scene.getObjectById(projectile.id)) scene.remove(projectile); |
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if(playerProjectiles[projectileIndex] === projectile) playerProjectiles.splice(projectileIndex, 1); |
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return; |
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} |
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const projectileBox = new THREE.Box3().setFromObject(projectile); |
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for (let j = advancingBricks.length - 1; j >= 0; j--) { |
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const brick = advancingBricks[j]; |
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if (!brick || !brick.geometry) continue; |
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const brickBox = new THREE.Box3().setFromObject(brick); |
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if (projectileBox.intersectsBox(brickBox)) { |
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scene.remove(brick); |
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if (brick.geometry) brick.geometry.dispose(); |
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if (brick.material) brick.material.dispose(); |
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advancingBricks.splice(j, 1); |
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scene.remove(projectile); |
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if (projectile.geometry) projectile.geometry.dispose(); |
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if (projectile.material) projectile.material.dispose(); |
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playerProjectiles.splice(projectileIndex, 1); |
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projectile.userData.owner.score += gameSettings.pointsPerBrick; |
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updateUI(); |
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return; |
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} |
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} |
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if (qotile && qotile.mesh && qotile.health > 0) { |
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const qotileBox = new THREE.Box3().setFromObject(qotile.mesh); |
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if (projectileBox.intersectsBox(qotileBox)) { |
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scene.remove(projectile); |
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if (projectile.geometry) projectile.geometry.dispose(); |
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if (projectile.material) projectile.material.dispose(); |
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playerProjectiles.splice(projectileIndex, 1); |
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qotile.health -= 10; |
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qotile.mesh.material.emissive.setHex(0xffffff); |
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qotile.hitTimer = 0.1; |
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projectile.userData.owner.score += gameSettings.pointsPerQotileHit; |
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updateUI(); |
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if (qotile.health <= 0) { |
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const winnerName = projectile.userData.owner.isPlayer2 ? "Player 2" : "Player 1"; |
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endGame(winnerName + " destroyed the Qotile! Players win!"); |
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} |
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return; |
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} |
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} |
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} |
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function updateBricks(delta) { |
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for (let i = advancingBricks.length - 1; i >= 0; i--) { |
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const brick = advancingBricks[i]; |
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if (!brick || !brick.geometry) { |
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advancingBricks.splice(i,1); |
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continue; |
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} |
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brick.position.z += gameSettings.brickLayerSpeed * delta; |
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if (brick.position.z - gameSettings.brickDepth / 2 > players[0].mesh.position.z + gameSettings.playerSize / 2 + 2) { |
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scene.remove(brick); |
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if (brick.geometry) brick.geometry.dispose(); |
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if (brick.material) brick.material.dispose(); |
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advancingBricks.splice(i, 1); |
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continue; |
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} |
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const brickBox = new THREE.Box3().setFromObject(brick); |
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for (const player of players) { |
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if (player.lives <= 0 || !player.mesh.visible || player.invincibleTimer > 0) continue; |
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const playerBox = new THREE.Box3().setFromObject(player.mesh); |
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if (brickBox.intersectsBox(playerBox)) { |
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player.lives--; |
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player.invincibleTimer = gameSettings.playerInvincibilityDuration; |
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player.mesh.material.color.setHex(0xff3333); |
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scene.remove(brick); |
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if (brick.geometry) brick.geometry.dispose(); |
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if (brick.material) brick.material.dispose(); |
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advancingBricks.splice(i, 1); |
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updateUI(); |
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if (player.lives <= 0) { |
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player.mesh.visible = false; |
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} |
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checkOverallGameOver(); |
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break; |
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} |
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} |
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} |
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} |
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function updateQotile(delta) { |
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if (qotile && qotile.hitTimer > 0) { |
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qotile.hitTimer -= delta; |
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if (qotile.hitTimer <= 0) { |
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qotile.mesh.material.emissive.setHex(0x330000); |
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} |
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} |
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} |
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function updateUI() { |
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const p1 = players && players[0] ? players[0] : { score: 0, lives: 0 }; |
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const p2 = players && players[1] ? players[1] : { score: 0, lives: 0 }; |
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|
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document.getElementById('player1Info').textContent = `Player 1 (WASD, E): Score ${p1.score} | Lives ${p1.lives}`; |
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document.getElementById('player2Info').textContent = `Player 2 (IJKL, U): Score ${p2.score} | Lives ${p2.lives}`; |
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if (qotile) { |
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document.getElementById('qotileInfo').textContent = `Qotile Health: ${Math.max(0, qotile.health)}`; |
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} else { |
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document.getElementById('qotileInfo').textContent = `Qotile Health: N/A`; |
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} |
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} |
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function checkOverallGameOver() { |
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if (!gameActive) return; |
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const activePlayers = players.filter(p => p.lives > 0).length; |
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if (activePlayers === 0) { |
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endGame("All players are out of lives! Game Over."); |
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} |
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} |
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|
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function endGame(message) { |
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if (!gameActive) return; |
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gameActive = false; |
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console.log("Game Over:", message); |
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document.getElementById('gameOverMessage').textContent = message; |
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document.getElementById('gameOverScreen').style.display = 'flex'; |
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|
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|
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playerProjectiles.forEach(p => { |
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if (p && scene.getObjectById(p.id)) scene.remove(p); |
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if (p && p.geometry) p.geometry.dispose(); |
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if (p && p.material) p.material.dispose(); |
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}); |
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playerProjectiles = []; |
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} |
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|
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function restartGame() { |
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|
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players.forEach(p => { |
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if (p.mesh && scene.getObjectById(p.mesh.id)) scene.remove(p.mesh); |
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if (p.mesh && p.mesh.geometry) p.mesh.geometry.dispose(); |
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if (p.mesh && p.mesh.material) p.mesh.material.dispose(); |
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}); |
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playerProjectiles.forEach(p => { |
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if (p && scene.getObjectById(p.id)) scene.remove(p); |
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if (p && p.geometry) p.geometry.dispose(); |
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if (p && p.material) p.material.dispose(); |
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}); |
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advancingBricks.forEach(b => { |
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if (b && scene.getObjectById(b.id)) scene.remove(b); |
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if (b && b.geometry) b.geometry.dispose(); |
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if (b && b.material) b.material.dispose(); |
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}); |
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if (qotile && qotile.mesh) { |
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if (scene.getObjectById(qotile.mesh.id)) scene.remove(qotile.mesh); |
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if (qotile.mesh.geometry) qotile.mesh.geometry.dispose(); |
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if (qotile.mesh.material) qotile.mesh.material.dispose(); |
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} |
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|
|
|
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players = []; |
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playerProjectiles = []; |
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advancingBricks = []; |
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qotile = null; |
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|
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createPlayers(); |
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createInitialBrickLayers(); |
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createQotile(); |
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|
|
|
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gameActive = true; |
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newLayerTimer = 0; |
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players.forEach(p => { |
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p.mesh.visible = true; |
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p.invincibleTimer = 0; |
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p.mesh.material.color.setHex(p.originalColor); |
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}); |
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|
|
|
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document.getElementById('gameOverScreen').style.display = 'none'; |
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updateUI(); |
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} |
|
|
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function animate() { |
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requestAnimationFrame(animate); |
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const delta = clock.getDelta(); |
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|
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if (gameActive) { |
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players.forEach(player => { |
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if (player.mesh && player.lives > 0) { |
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handlePlayerMovement(player, delta); |
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handlePlayerShooting(player, delta); |
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} |
|
|
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updatePlayerInvincibility(player, delta); |
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}); |
|
|
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updateProjectiles(delta); |
|
updateBricks(delta); |
|
updateQotile(delta); |
|
|
|
|
|
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> |
|
|