Update index.html
Browse files- index.html +585 -18
index.html
CHANGED
@@ -1,19 +1,586 @@
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</html>
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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; /* Hidden by default */
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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 = []; // Renamed from neutralZoneBlocks
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let qotile;
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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, // Size of individual bricks
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brickDepth: 1, // Thickness of bricks (Z-dimension)
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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, // Renamed from pointsPerNeutralBlock
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pointsPerQotileHit: 50,
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brickLayerSpeed: 1.5, // How fast layers move towards player
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newLayerSpawnInterval: 5.0, // Seconds between new layers
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brickSpawnStartZ: -12, // Z-position where new brick layers spawn (behind Qotile or far back)
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initialBrickLayers: 3, // Number of layers to start with
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rowsPerLayer: 5, // Bricks vertically in a layer
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colsPerLayer: 10, // Bricks horizontally in a layer
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gapBetweenInitialLayers: 2.5, // Z-gap for initial setup
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playerInvincibilityDuration: 1.5, // seconds
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};
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let gameActive = true;
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let newLayerTimer = 0;
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// Initialization function
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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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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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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(); // New function to set up starting bricks
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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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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); // Player Z position
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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); // Player Z position
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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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// Creates the initial set of brick layers at the start of the game
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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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// Stagger initial layers further back
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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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// Spawns a single new layer of bricks at a given Z depth
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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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// Give bricks varied, but generally dull/rocky colors
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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({
|
215 |
+
color: randomColor,
|
216 |
+
roughness: 0.8,
|
217 |
+
metalness: 0.2
|
218 |
+
});
|
219 |
+
const brick = new THREE.Mesh(brickGeometry.clone(), brickMaterial.clone());
|
220 |
+
|
221 |
+
brick.position.set(
|
222 |
+
(c - gameSettings.colsPerLayer / 2 + 0.5) * gameSettings.brickSize,
|
223 |
+
(r - gameSettings.rowsPerLayer / 2 + 0.5) * gameSettings.brickSize,
|
224 |
+
spawnZ
|
225 |
+
);
|
226 |
+
brick.userData = { type: 'brick' }; // Identify object type
|
227 |
+
scene.add(brick);
|
228 |
+
advancingBricks.push(brick);
|
229 |
+
}
|
230 |
+
}
|
231 |
+
}
|
232 |
+
|
233 |
+
function createQotile() {
|
234 |
+
if (qotile && qotile.mesh) {
|
235 |
+
if (scene.getObjectById(qotile.mesh.id)) scene.remove(qotile.mesh);
|
236 |
+
if (qotile.mesh.geometry) qotile.mesh.geometry.dispose();
|
237 |
+
if (qotile.mesh.material) qotile.mesh.material.dispose();
|
238 |
+
}
|
239 |
+
|
240 |
+
const qotileGeometry = new THREE.BoxGeometry(gameSettings.qotileSize, gameSettings.qotileSize, gameSettings.qotileSize);
|
241 |
+
const qotileMaterial = new THREE.MeshStandardMaterial({ color: 0xff0000, emissive: 0x330000 });
|
242 |
+
const qotileMesh = new THREE.Mesh(qotileGeometry, qotileMaterial);
|
243 |
+
qotileMesh.position.set(0, 0, -15); // Qotile is further back
|
244 |
+
scene.add(qotileMesh);
|
245 |
+
qotile = {
|
246 |
+
mesh: qotileMesh,
|
247 |
+
health: gameSettings.qotileInitialHealth,
|
248 |
+
hitTimer: 0
|
249 |
+
};
|
250 |
+
}
|
251 |
+
|
252 |
+
function handlePlayerMovement(player, delta) {
|
253 |
+
if (!player.mesh.visible) return; // Cannot move if not visible (e.g. after losing life briefly)
|
254 |
+
const moveDistance = gameSettings.playerSpeed * delta;
|
255 |
+
if (keysPressed[player.controls.up]) player.mesh.position.y += moveDistance;
|
256 |
+
if (keysPressed[player.controls.down]) player.mesh.position.y -= moveDistance;
|
257 |
+
if (keysPressed[player.controls.left]) player.mesh.position.x -= moveDistance;
|
258 |
+
if (keysPressed[player.controls.right]) player.mesh.position.x += moveDistance;
|
259 |
+
|
260 |
+
const halfWidth = gameSettings.playAreaWidth / 2 - gameSettings.playerSize / 2;
|
261 |
+
const halfHeight = gameSettings.playAreaHeight / 2 - gameSettings.playerSize / 2;
|
262 |
+
player.mesh.position.x = Math.max(-halfWidth, Math.min(halfWidth, player.mesh.position.x));
|
263 |
+
player.mesh.position.y = Math.max(-halfHeight, Math.min(halfHeight, player.mesh.position.y));
|
264 |
+
}
|
265 |
+
|
266 |
+
function updatePlayerInvincibility(player, delta) {
|
267 |
+
if (player.invincibleTimer > 0) {
|
268 |
+
player.invincibleTimer -= delta;
|
269 |
+
// Blink effect
|
270 |
+
const blinkSpeed = 10; // Blinks per second
|
271 |
+
player.mesh.visible = Math.floor(player.invincibleTimer * blinkSpeed) % 2 === 0;
|
272 |
+
if (player.invincibleTimer <= 0) {
|
273 |
+
player.mesh.visible = true; // Ensure visible
|
274 |
+
player.mesh.material.color.setHex(player.originalColor); // Restore color
|
275 |
+
player.invincibleTimer = 0; // Clamp to zero
|
276 |
+
}
|
277 |
+
} else {
|
278 |
+
if(player.lives > 0) player.mesh.visible = true; // Ensure player is visible if they have lives
|
279 |
+
}
|
280 |
+
}
|
281 |
+
|
282 |
+
|
283 |
+
function handlePlayerShooting(player, delta) {
|
284 |
+
if (!player.mesh.visible) return;
|
285 |
+
if (player.shootCooldownTimer > 0) {
|
286 |
+
player.shootCooldownTimer -= delta;
|
287 |
+
}
|
288 |
+
if (keysPressed[player.controls.shoot] && player.shootCooldownTimer <= 0) {
|
289 |
+
player.shootCooldownTimer = gameSettings.playerShootCooldown;
|
290 |
+
createProjectile(player);
|
291 |
+
}
|
292 |
+
}
|
293 |
+
|
294 |
+
function createProjectile(player) {
|
295 |
+
const projectileGeometry = new THREE.SphereGeometry(gameSettings.projectileSize, 8, 8);
|
296 |
+
const projectileMaterial = new THREE.MeshBasicMaterial({ color: player.isPlayer2 ? 0xffaa33 : 0x66ccff });
|
297 |
+
const projectile = new THREE.Mesh(projectileGeometry, projectileMaterial);
|
298 |
+
|
299 |
+
projectile.position.copy(player.mesh.position);
|
300 |
+
projectile.position.z -= gameSettings.playerSize / 2 + gameSettings.projectileSize;
|
301 |
+
|
302 |
+
projectile.userData = {
|
303 |
+
owner: player,
|
304 |
+
velocity: new THREE.Vector3(0, 0, -gameSettings.projectileSpeed)
|
305 |
+
};
|
306 |
+
|
307 |
+
scene.add(projectile);
|
308 |
+
playerProjectiles.push(projectile);
|
309 |
+
}
|
310 |
+
|
311 |
+
function updateProjectiles(delta) {
|
312 |
+
for (let i = playerProjectiles.length - 1; i >= 0; i--) {
|
313 |
+
const projectile = playerProjectiles[i];
|
314 |
+
if (!projectile || !projectile.userData) {
|
315 |
+
if (projectile && scene.getObjectById(projectile.id)) scene.remove(projectile);
|
316 |
+
playerProjectiles.splice(i, 1);
|
317 |
+
continue;
|
318 |
+
}
|
319 |
+
projectile.position.addScaledVector(projectile.userData.velocity, delta);
|
320 |
+
|
321 |
+
if (projectile.position.z < -gameSettings.playAreaWidth || projectile.position.z > gameSettings.playAreaWidth * 2 || // Extended bounds
|
322 |
+
Math.abs(projectile.position.x) > gameSettings.playAreaWidth ||
|
323 |
+
Math.abs(projectile.position.y) > gameSettings.playAreaHeight) {
|
324 |
+
scene.remove(projectile);
|
325 |
+
if (projectile.geometry) projectile.geometry.dispose();
|
326 |
+
if (projectile.material) projectile.material.dispose();
|
327 |
+
playerProjectiles.splice(i, 1);
|
328 |
+
continue;
|
329 |
+
}
|
330 |
+
checkProjectileCollisions(projectile, i);
|
331 |
+
}
|
332 |
+
}
|
333 |
+
|
334 |
+
function checkProjectileCollisions(projectile, projectileIndex) {
|
335 |
+
if (!projectile || !projectile.userData || !projectile.userData.owner) {
|
336 |
+
if (projectile && scene.getObjectById(projectile.id)) scene.remove(projectile);
|
337 |
+
if(playerProjectiles[projectileIndex] === projectile) playerProjectiles.splice(projectileIndex, 1);
|
338 |
+
return;
|
339 |
+
}
|
340 |
+
const projectileBox = new THREE.Box3().setFromObject(projectile);
|
341 |
+
|
342 |
+
// Collision with Advancing Bricks
|
343 |
+
for (let j = advancingBricks.length - 1; j >= 0; j--) {
|
344 |
+
const brick = advancingBricks[j];
|
345 |
+
if (!brick || !brick.geometry) continue; // Skip if brick already removed or invalid
|
346 |
+
const brickBox = new THREE.Box3().setFromObject(brick);
|
347 |
+
if (projectileBox.intersectsBox(brickBox)) {
|
348 |
+
scene.remove(brick); // Remove brick from scene
|
349 |
+
if (brick.geometry) brick.geometry.dispose();
|
350 |
+
if (brick.material) brick.material.dispose();
|
351 |
+
advancingBricks.splice(j, 1); // Remove brick from array
|
352 |
+
|
353 |
+
scene.remove(projectile); // Remove projectile from scene
|
354 |
+
if (projectile.geometry) projectile.geometry.dispose();
|
355 |
+
if (projectile.material) projectile.material.dispose();
|
356 |
+
playerProjectiles.splice(projectileIndex, 1); // Remove projectile from array
|
357 |
+
|
358 |
+
projectile.userData.owner.score += gameSettings.pointsPerBrick;
|
359 |
+
updateUI();
|
360 |
+
return; // Projectile is gone, stop further checks for it
|
361 |
+
}
|
362 |
+
}
|
363 |
+
|
364 |
+
// Collision with Qotile
|
365 |
+
if (qotile && qotile.mesh && qotile.health > 0) {
|
366 |
+
const qotileBox = new THREE.Box3().setFromObject(qotile.mesh);
|
367 |
+
if (projectileBox.intersectsBox(qotileBox)) {
|
368 |
+
scene.remove(projectile);
|
369 |
+
if (projectile.geometry) projectile.geometry.dispose();
|
370 |
+
if (projectile.material) projectile.material.dispose();
|
371 |
+
playerProjectiles.splice(projectileIndex, 1);
|
372 |
+
|
373 |
+
qotile.health -= 10;
|
374 |
+
qotile.mesh.material.emissive.setHex(0xffffff);
|
375 |
+
qotile.hitTimer = 0.1;
|
376 |
+
projectile.userData.owner.score += gameSettings.pointsPerQotileHit;
|
377 |
+
updateUI();
|
378 |
+
|
379 |
+
if (qotile.health <= 0) {
|
380 |
+
const winnerName = projectile.userData.owner.isPlayer2 ? "Player 2" : "Player 1";
|
381 |
+
endGame(winnerName + " destroyed the Qotile! Players win!");
|
382 |
+
}
|
383 |
+
return;
|
384 |
+
}
|
385 |
+
}
|
386 |
+
}
|
387 |
+
|
388 |
+
// Moves bricks and checks for collisions with players
|
389 |
+
function updateBricks(delta) {
|
390 |
+
for (let i = advancingBricks.length - 1; i >= 0; i--) {
|
391 |
+
const brick = advancingBricks[i];
|
392 |
+
if (!brick || !brick.geometry) { // Safety check / already removed
|
393 |
+
advancingBricks.splice(i,1);
|
394 |
+
continue;
|
395 |
+
}
|
396 |
+
|
397 |
+
brick.position.z += gameSettings.brickLayerSpeed * delta;
|
398 |
+
|
399 |
+
// Brick is past the player's general Z plane - remove it
|
400 |
+
// Player Z is 15. Brick depth is 1. Player Size is 1.
|
401 |
+
// If brick's front (brick.position.z - brickDepth/2) is > player's back (15 + playerSize/2)
|
402 |
+
if (brick.position.z - gameSettings.brickDepth / 2 > players[0].mesh.position.z + gameSettings.playerSize / 2 + 2) { // Added buffer
|
403 |
+
scene.remove(brick);
|
404 |
+
if (brick.geometry) brick.geometry.dispose();
|
405 |
+
if (brick.material) brick.material.dispose();
|
406 |
+
advancingBricks.splice(i, 1);
|
407 |
+
// console.log("Brick passed player zone and removed");
|
408 |
+
continue;
|
409 |
+
}
|
410 |
+
|
411 |
+
// Check collision with players
|
412 |
+
const brickBox = new THREE.Box3().setFromObject(brick);
|
413 |
+
for (const player of players) {
|
414 |
+
if (player.lives <= 0 || !player.mesh.visible || player.invincibleTimer > 0) continue;
|
415 |
+
|
416 |
+
const playerBox = new THREE.Box3().setFromObject(player.mesh);
|
417 |
+
if (brickBox.intersectsBox(playerBox)) {
|
418 |
+
player.lives--;
|
419 |
+
player.invincibleTimer = gameSettings.playerInvincibilityDuration;
|
420 |
+
player.mesh.material.color.setHex(0xff3333); // Flash red
|
421 |
+
|
422 |
+
// Destroy the brick that hit the player
|
423 |
+
scene.remove(brick);
|
424 |
+
if (brick.geometry) brick.geometry.dispose();
|
425 |
+
if (brick.material) brick.material.dispose();
|
426 |
+
advancingBricks.splice(i, 1);
|
427 |
+
|
428 |
+
updateUI();
|
429 |
+
if (player.lives <= 0) {
|
430 |
+
player.mesh.visible = false; // Hide player mesh when out of lives
|
431 |
+
}
|
432 |
+
checkOverallGameOver();
|
433 |
+
break; // Brick is gone, stop checking it against other players
|
434 |
+
}
|
435 |
+
}
|
436 |
+
}
|
437 |
+
}
|
438 |
+
|
439 |
+
|
440 |
+
function updateQotile(delta) {
|
441 |
+
if (qotile && qotile.hitTimer > 0) {
|
442 |
+
qotile.hitTimer -= delta;
|
443 |
+
if (qotile.hitTimer <= 0) {
|
444 |
+
qotile.mesh.material.emissive.setHex(0x330000);
|
445 |
+
}
|
446 |
+
}
|
447 |
+
}
|
448 |
+
|
449 |
+
function updateUI() {
|
450 |
+
const p1 = players && players[0] ? players[0] : { score: 0, lives: 0 };
|
451 |
+
const p2 = players && players[1] ? players[1] : { score: 0, lives: 0 };
|
452 |
+
|
453 |
+
document.getElementById('player1Info').textContent = `Player 1 (WASD, E): Score ${p1.score} | Lives ${p1.lives}`;
|
454 |
+
document.getElementById('player2Info').textContent = `Player 2 (IJKL, U): Score ${p2.score} | Lives ${p2.lives}`;
|
455 |
+
|
456 |
+
if (qotile) {
|
457 |
+
document.getElementById('qotileInfo').textContent = `Qotile Health: ${Math.max(0, qotile.health)}`;
|
458 |
+
} else {
|
459 |
+
document.getElementById('qotileInfo').textContent = `Qotile Health: N/A`;
|
460 |
+
}
|
461 |
+
}
|
462 |
+
|
463 |
+
function checkOverallGameOver() {
|
464 |
+
if (!gameActive) return;
|
465 |
+
const activePlayers = players.filter(p => p.lives > 0).length;
|
466 |
+
if (activePlayers === 0) {
|
467 |
+
endGame("All players are out of lives! Game Over.");
|
468 |
+
}
|
469 |
+
}
|
470 |
+
|
471 |
+
function endGame(message) {
|
472 |
+
if (!gameActive) return;
|
473 |
+
gameActive = false;
|
474 |
+
console.log("Game Over:", message);
|
475 |
+
document.getElementById('gameOverMessage').textContent = message;
|
476 |
+
document.getElementById('gameOverScreen').style.display = 'flex';
|
477 |
+
|
478 |
+
// Clear remaining projectiles (bricks are cleared by their own logic or restart)
|
479 |
+
playerProjectiles.forEach(p => {
|
480 |
+
if (p && scene.getObjectById(p.id)) scene.remove(p);
|
481 |
+
if (p && p.geometry) p.geometry.dispose();
|
482 |
+
if (p && p.material) p.material.dispose();
|
483 |
+
});
|
484 |
+
playerProjectiles = [];
|
485 |
+
}
|
486 |
+
|
487 |
+
function restartGame() {
|
488 |
+
// Clean up existing meshes from scene
|
489 |
+
players.forEach(p => {
|
490 |
+
if (p.mesh && scene.getObjectById(p.mesh.id)) scene.remove(p.mesh);
|
491 |
+
if (p.mesh && p.mesh.geometry) p.mesh.geometry.dispose();
|
492 |
+
if (p.mesh && p.mesh.material) p.mesh.material.dispose();
|
493 |
+
});
|
494 |
+
playerProjectiles.forEach(p => {
|
495 |
+
if (p && scene.getObjectById(p.id)) scene.remove(p);
|
496 |
+
if (p && p.geometry) p.geometry.dispose();
|
497 |
+
if (p && p.material) p.material.dispose();
|
498 |
+
});
|
499 |
+
advancingBricks.forEach(b => {
|
500 |
+
if (b && scene.getObjectById(b.id)) scene.remove(b);
|
501 |
+
if (b && b.geometry) b.geometry.dispose();
|
502 |
+
if (b && b.material) b.material.dispose();
|
503 |
+
});
|
504 |
+
if (qotile && qotile.mesh) {
|
505 |
+
if (scene.getObjectById(qotile.mesh.id)) scene.remove(qotile.mesh);
|
506 |
+
if (qotile.mesh.geometry) qotile.mesh.geometry.dispose();
|
507 |
+
if (qotile.mesh.material) qotile.mesh.material.dispose();
|
508 |
+
}
|
509 |
+
|
510 |
+
// Reset arrays
|
511 |
+
players = [];
|
512 |
+
playerProjectiles = [];
|
513 |
+
advancingBricks = [];
|
514 |
+
qotile = null;
|
515 |
+
|
516 |
+
// Re-initialize game elements
|
517 |
+
createPlayers(); // This will reset player scores, lives, positions, visibility
|
518 |
+
createInitialBrickLayers();
|
519 |
+
createQotile();
|
520 |
+
|
521 |
+
// Reset game state variables
|
522 |
+
gameActive = true;
|
523 |
+
newLayerTimer = 0;
|
524 |
+
players.forEach(p => { // Ensure players are visible and not invincible
|
525 |
+
p.mesh.visible = true;
|
526 |
+
p.invincibleTimer = 0;
|
527 |
+
p.mesh.material.color.setHex(p.originalColor);
|
528 |
+
});
|
529 |
+
|
530 |
+
|
531 |
+
document.getElementById('gameOverScreen').style.display = 'none';
|
532 |
+
updateUI();
|
533 |
+
}
|
534 |
+
|
535 |
+
function animate() {
|
536 |
+
requestAnimationFrame(animate);
|
537 |
+
const delta = clock.getDelta();
|
538 |
+
|
539 |
+
if (gameActive) {
|
540 |
+
players.forEach(player => {
|
541 |
+
if (player.mesh && player.lives > 0) {
|
542 |
+
handlePlayerMovement(player, delta);
|
543 |
+
handlePlayerShooting(player, delta);
|
544 |
+
}
|
545 |
+
// Invincibility update happens regardless of player input if timer is active
|
546 |
+
updatePlayerInvincibility(player, delta);
|
547 |
+
});
|
548 |
+
|
549 |
+
updateProjectiles(delta);
|
550 |
+
updateBricks(delta); // Handles brick movement and collision with players
|
551 |
+
updateQotile(delta);
|
552 |
+
|
553 |
+
// Spawn new brick layers
|
554 |
+
newLayerTimer += delta;
|
555 |
+
if (newLayerTimer >= gameSettings.newLayerSpawnInterval) {
|
556 |
+
spawnNewBrickLayer(gameSettings.brickSpawnStartZ);
|
557 |
+
newLayerTimer = 0;
|
558 |
+
}
|
559 |
+
}
|
560 |
+
|
561 |
+
updateUI();
|
562 |
+
renderer.render(scene, camera);
|
563 |
+
}
|
564 |
+
|
565 |
+
function onKeyDown(event) {
|
566 |
+
keysPressed[event.code] = true;
|
567 |
+
const gameKeys = ['KeyW', 'KeyA', 'KeyS', 'KeyD', 'KeyI', 'KeyJ', 'KeyK', 'KeyL', 'KeyE', 'KeyU', 'Space'];
|
568 |
+
if (gameKeys.includes(event.code)) {
|
569 |
+
event.preventDefault();
|
570 |
+
}
|
571 |
+
}
|
572 |
+
function onKeyUp(event) {
|
573 |
+
keysPressed[event.code] = false;
|
574 |
+
}
|
575 |
+
function onWindowResize() {
|
576 |
+
camera.aspect = window.innerWidth / window.innerHeight;
|
577 |
+
camera.updateProjectionMatrix();
|
578 |
+
renderer.setSize(window.innerWidth, window.innerHeight);
|
579 |
+
}
|
580 |
+
|
581 |
+
window.onload = function() {
|
582 |
+
init();
|
583 |
+
};
|
584 |
+
</script>
|
585 |
+
</body>
|
586 |
</html>
|