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Update index.html
Browse files- index.html +169 -63
index.html
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<!DOCTYPE html>
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<html lang="
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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>
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<!-- Стили Pannellum (загружаются из CDN) -->
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<link rel="stylesheet" href="https://cdn.jsdelivr.net/npm/pannellum@2.5.6/build/pannellum.css"/>
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<style>
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body, html {
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margin: 0;
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height: 100%;
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width: 100%;
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overflow: hidden; /* Убираем полосы прокрутки */
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font-family: sans-serif;
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background-color: #f0f0f0;
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color: #333;
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}
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#panorama {
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width: 100%;
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height: 100%;
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}
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/* Стили для инструкции (по желанию) */
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.instruction {
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position: absolute;
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top:
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left: 50%;
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transform:
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color: white;
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border-radius: 5px;
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font-size: 14px;
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z-index: 1000;
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text-align: center;
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}
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}
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</style>
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</head>
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<body>
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});
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});
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</script>
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</body>
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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>Doom-like FPS Game</title>
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<style>
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body {
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margin: 0;
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overflow: hidden;
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}
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canvas {
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display: block;
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}
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#crosshair {
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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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font-size: 24px;
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color: white;
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pointer-events: none;
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}
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#hud {
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position: absolute;
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bottom: 10px;
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left: 10px;
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color: white;
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font-family: Arial, sans-serif;
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}
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</style>
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<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js"></script>
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</head>
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<body>
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<div id="crosshair">+</div>
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<div id="hud">Health: <span id="health">100</span> | Kills: <span id="kills">0</span></div>
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<script>
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// Scene setup
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const scene = new THREE.Scene();
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const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
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const renderer = new THREE.WebGLRenderer();
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renderer.setSize(window.innerWidth, window.innerHeight);
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document.body.appendChild(renderer.domElement);
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// Lighting
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const ambientLight = new THREE.AmbientLight(0x404040);
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scene.add(ambientLight);
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const directionalLight = new THREE.DirectionalLight(0xffffff, 0.5);
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directionalLight.position.set(1, 1, 1);
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scene.add(directionalLight);
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// Floor
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const floorGeometry = new THREE.PlaneGeometry(100, 100);
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const floorMaterial = new THREE.MeshBasicMaterial({ color: 0x555555, side: THREE.DoubleSide });
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const floor = new THREE.Mesh(floorGeometry, floorMaterial);
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floor.rotation.x = Math.PI / 2;
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floor.position.y = -1;
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scene.add(floor);
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// Walls for a simple room
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const wallMaterial = new THREE.MeshBasicMaterial({ color: 0x888888 });
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const wall1 = new THREE.Mesh(new THREE.BoxGeometry(100, 10, 1), wallMaterial);
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wall1.position.set(0, 4, -50);
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scene.add(wall1);
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const wall2 = new THREE.Mesh(new THREE.BoxGeometry(100, 10, 1), wallMaterial);
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wall2.position.set(0, 4, 50);
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scene.add(wall2);
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const wall3 = new THREE.Mesh(new THREE.BoxGeometry(1, 10, 100), wallMaterial);
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wall3.position.set(-50, 4, 0);
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scene.add(wall3);
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const wall4 = new THREE.Mesh(new THREE.BoxGeometry(1, 10, 100), wallMaterial);
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wall4.position.set(50, 4, 0);
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scene.add(wall4);
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// Player setup
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camera.position.y = 1; // Eye level
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const playerVelocity = new THREE.Vector3();
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const playerDirection = new THREE.Vector3();
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const moveSpeed = 0.1;
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let health = 100;
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let kills = 0;
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// Controls
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const keys = {};
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document.addEventListener('keydown', (e) => keys[e.key.toLowerCase()] = true);
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document.addEventListener('keyup', (e) => keys[e.key.toLowerCase()] = false);
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// Mouse look
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let mouseX = 0, mouseY = 0;
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document.addEventListener('mousemove', (e) => {
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mouseX = e.movementX * 0.002;
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mouseY = e.movementY * 0.002;
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});
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// Pointer lock
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document.body.addEventListener('click', () => {
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document.body.requestPointerLock();
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});
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// Shooting
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const raycaster = new THREE.Raycaster();
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const mouse = new THREE.Vector2(0, 0); // Center for crosshair
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document.addEventListener('click', shoot);
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function shoot() {
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raycaster.setFromCamera(mouse, camera);
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const intersects = raycaster.intersectObjects(demons);
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if (intersects.length > 0) {
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const demon = intersects[0].object;
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scene.remove(demon);
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demons = demons.filter(d => d !== demon);
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kills++;
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document.getElementById('kills').innerText = kills;
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if (demons.length === 0) {
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alert('You win! All demons killed.');
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}
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}
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}
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// Demons
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const demonMaterial = new THREE.MeshBasicMaterial({ color: 0xff0000 });
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const demons = [];
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for (let i = 0; i < 5; i++) {
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const demon = new THREE.Mesh(new THREE.SphereGeometry(1, 32, 32), demonMaterial);
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demon.position.set(Math.random() * 80 - 40, 0, Math.random() * 80 - 40);
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scene.add(demon);
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demons.push(demon);
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}
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// Demon AI (simple chase)
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function updateDemons() {
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demons.forEach(demon => {
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const direction = new THREE.Vector3();
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direction.subVectors(camera.position, demon.position).normalize();
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demon.position.add(direction.multiplyScalar(0.02));
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// Check collision with player
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if (demon.position.distanceTo(camera.position) < 1.5) {
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health -= 1;
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document.getElementById('health').innerText = health;
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if (health <= 0) {
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alert('Game Over! You died.');
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health = 100;
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kills = 0;
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// Reset game if needed
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}
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}
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});
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}
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// Animation loop
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function animate() {
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requestAnimationFrame(animate);
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// Rotation (mouse look)
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camera.rotation.y -= mouseX;
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camera.rotation.x -= mouseY;
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camera.rotation.x = Math.max(-Math.PI / 2, Math.min(Math.PI / 2, camera.rotation.x));
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mouseX = 0;
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mouseY = 0;
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// Movement
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playerDirection.set(0, 0, 0);
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if (keys['w']) playerDirection.z -= 1;
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if (keys['s']) playerDirection.z += 1;
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if (keys['a']) playerDirection.x -= 1;
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if (keys['d']) playerDirection.x += 1;
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playerDirection.normalize();
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playerDirection.applyEuler(camera.rotation);
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playerVelocity.add(playerDirection.multiplyScalar(moveSpeed));
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playerVelocity.multiplyScalar(0.95); // Friction
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camera.position.add(playerVelocity);
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// Prevent going through walls (basic collision)
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camera.position.x = Math.max(-49, Math.min(49, camera.position.x));
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camera.position.z = Math.max(-49, Math.min(49, camera.position.z));
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updateDemons();
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renderer.render(scene, camera);
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}
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animate();
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// Resize handler
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window.addEventListener('resize', () => {
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camera.aspect = window.innerWidth / window.innerHeight;
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camera.updateProjectionMatrix();
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renderer.setSize(window.innerWidth, window.innerHeight);
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});
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</script>
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</body>
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</html>
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