Spaces:
Running
Running
Update index.html
Browse files- index.html +721 -549
index.html
CHANGED
|
@@ -1,10 +1,9 @@
|
|
| 1 |
-
|
| 2 |
<!DOCTYPE html>
|
| 3 |
<html lang="en">
|
| 4 |
<head>
|
| 5 |
<meta charset="UTF-8">
|
| 6 |
<meta name="viewport" content="width=device-width, initial-scale=1.0, maximum-scale=1.0, user-scalable=no">
|
| 7 |
-
<title>
|
| 8 |
<style>
|
| 9 |
* {
|
| 10 |
margin: 0;
|
|
@@ -20,7 +19,7 @@
|
|
| 20 |
body {
|
| 21 |
overflow: hidden;
|
| 22 |
background: #000;
|
| 23 |
-
color: #
|
| 24 |
height: 100vh;
|
| 25 |
height: 100dvh;
|
| 26 |
}
|
|
@@ -59,16 +58,16 @@
|
|
| 59 |
transform: translate(-50%, -50%);
|
| 60 |
width: 4px;
|
| 61 |
height: 4px;
|
| 62 |
-
background: #
|
| 63 |
border-radius: 50%;
|
| 64 |
-
box-shadow: 0 0 10px #
|
| 65 |
}
|
| 66 |
|
| 67 |
#crosshair::before, #crosshair::after {
|
| 68 |
content: '';
|
| 69 |
position: absolute;
|
| 70 |
-
background: #
|
| 71 |
-
box-shadow: 0 0 5px #
|
| 72 |
}
|
| 73 |
|
| 74 |
#crosshair::before {
|
|
@@ -91,22 +90,22 @@
|
|
| 91 |
position: absolute;
|
| 92 |
width: 15px;
|
| 93 |
height: 2px;
|
| 94 |
-
background: #
|
| 95 |
top: 50%;
|
| 96 |
right: 15px;
|
| 97 |
transform: translateY(-50%);
|
| 98 |
-
box-shadow: 0 0 5px #
|
| 99 |
}
|
| 100 |
|
| 101 |
.crosshair-bottom {
|
| 102 |
position: absolute;
|
| 103 |
width: 2px;
|
| 104 |
height: 15px;
|
| 105 |
-
background: #
|
| 106 |
bottom: -20px;
|
| 107 |
left: 50%;
|
| 108 |
transform: translateX(-50%);
|
| 109 |
-
box-shadow: 0 0 5px #
|
| 110 |
}
|
| 111 |
|
| 112 |
#healthBar {
|
|
@@ -116,16 +115,16 @@
|
|
| 116 |
width: 250px;
|
| 117 |
height: 25px;
|
| 118 |
background: rgba(0, 0, 0, 0.8);
|
| 119 |
-
border: 2px solid #
|
| 120 |
border-radius: 3px;
|
| 121 |
overflow: hidden;
|
| 122 |
-
box-shadow: 0 0 15px rgba(
|
| 123 |
}
|
| 124 |
|
| 125 |
#healthFill {
|
| 126 |
height: 100%;
|
| 127 |
width: 100%;
|
| 128 |
-
background: linear-gradient(180deg, #
|
| 129 |
transition: width 0.3s ease-out;
|
| 130 |
box-shadow: inset 0 2px 5px rgba(255, 255, 255, 0.3);
|
| 131 |
}
|
|
@@ -135,8 +134,8 @@
|
|
| 135 |
bottom: 60px;
|
| 136 |
left: 30px;
|
| 137 |
font-size: 14px;
|
| 138 |
-
color: #
|
| 139 |
-
text-shadow: 0 0 5px #
|
| 140 |
letter-spacing: 2px;
|
| 141 |
}
|
| 142 |
|
|
@@ -185,8 +184,8 @@
|
|
| 185 |
top: 30px;
|
| 186 |
left: 30px;
|
| 187 |
font-size: 28px;
|
| 188 |
-
color: #
|
| 189 |
-
text-shadow: 0 0 10px #
|
| 190 |
}
|
| 191 |
|
| 192 |
#killCount {
|
|
@@ -194,8 +193,8 @@
|
|
| 194 |
top: 70px;
|
| 195 |
left: 30px;
|
| 196 |
font-size: 18px;
|
| 197 |
-
color: #
|
| 198 |
-
text-shadow: 0 0 5px #
|
| 199 |
}
|
| 200 |
|
| 201 |
#waveInfo {
|
|
@@ -208,13 +207,22 @@
|
|
| 208 |
text-align: right;
|
| 209 |
}
|
| 210 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 211 |
#startScreen {
|
| 212 |
position: absolute;
|
| 213 |
top: 0;
|
| 214 |
left: 0;
|
| 215 |
width: 100%;
|
| 216 |
height: 100%;
|
| 217 |
-
background: radial-gradient(ellipse at center, rgba(
|
| 218 |
display: flex;
|
| 219 |
flex-direction: column;
|
| 220 |
justify-content: center;
|
|
@@ -226,26 +234,27 @@
|
|
| 226 |
#title {
|
| 227 |
font-size: 80px;
|
| 228 |
margin-bottom: 20px;
|
| 229 |
-
|
|
|
|
| 230 |
letter-spacing: 10px;
|
| 231 |
animation: pulse 2s infinite;
|
| 232 |
}
|
| 233 |
|
| 234 |
@keyframes pulse {
|
| 235 |
-
0%, 100% { text-shadow: 0 0 20px #
|
| 236 |
-
50% { text-shadow: 0 0 30px #
|
| 237 |
}
|
| 238 |
|
| 239 |
#subtitle {
|
| 240 |
font-size: 24px;
|
| 241 |
margin-bottom: 60px;
|
| 242 |
-
color: #
|
| 243 |
letter-spacing: 5px;
|
| 244 |
}
|
| 245 |
|
| 246 |
#startButton {
|
| 247 |
-
background: linear-gradient(180deg, #
|
| 248 |
-
color: #
|
| 249 |
border: none;
|
| 250 |
padding: 20px 60px;
|
| 251 |
font-size: 28px;
|
|
@@ -254,15 +263,15 @@
|
|
| 254 |
text-transform: uppercase;
|
| 255 |
letter-spacing: 5px;
|
| 256 |
font-weight: bold;
|
| 257 |
-
box-shadow: 0 0 30px #
|
| 258 |
transition: all 0.3s;
|
| 259 |
pointer-events: auto;
|
| 260 |
}
|
| 261 |
|
| 262 |
#startButton:hover {
|
| 263 |
-
background: linear-gradient(180deg, #
|
| 264 |
transform: scale(1.1);
|
| 265 |
-
box-shadow: 0 0 50px #
|
| 266 |
}
|
| 267 |
|
| 268 |
#gameOverScreen {
|
|
@@ -301,12 +310,12 @@
|
|
| 301 |
#finalKills {
|
| 302 |
font-size: 24px;
|
| 303 |
margin-bottom: 40px;
|
| 304 |
-
color: #
|
| 305 |
}
|
| 306 |
|
| 307 |
#restartButton {
|
| 308 |
-
background: linear-gradient(180deg, #
|
| 309 |
-
color: #
|
| 310 |
border: none;
|
| 311 |
padding: 20px 60px;
|
| 312 |
font-size: 28px;
|
|
@@ -315,13 +324,13 @@
|
|
| 315 |
text-transform: uppercase;
|
| 316 |
letter-spacing: 5px;
|
| 317 |
font-weight: bold;
|
| 318 |
-
box-shadow: 0 0 30px #
|
| 319 |
transition: all 0.3s;
|
| 320 |
pointer-events: auto;
|
| 321 |
}
|
| 322 |
|
| 323 |
#restartButton:hover {
|
| 324 |
-
background: linear-gradient(180deg, #
|
| 325 |
transform: scale(1.1);
|
| 326 |
}
|
| 327 |
|
|
@@ -373,8 +382,8 @@
|
|
| 373 |
.joystickBase {
|
| 374 |
width: 150px;
|
| 375 |
height: 150px;
|
| 376 |
-
background: radial-gradient(circle, rgba(
|
| 377 |
-
border: 3px solid rgba(
|
| 378 |
border-radius: 50%;
|
| 379 |
position: absolute;
|
| 380 |
top: 0;
|
|
@@ -384,14 +393,14 @@
|
|
| 384 |
.joystickStick {
|
| 385 |
width: 60px;
|
| 386 |
height: 60px;
|
| 387 |
-
background: radial-gradient(circle, rgba(
|
| 388 |
-
border: 2px solid rgba(
|
| 389 |
border-radius: 50%;
|
| 390 |
position: absolute;
|
| 391 |
top: 50%;
|
| 392 |
left: 50%;
|
| 393 |
transform: translate(-50%, -50%);
|
| 394 |
-
box-shadow: 0 0 20px rgba(
|
| 395 |
}
|
| 396 |
|
| 397 |
#shootButton {
|
|
@@ -440,7 +449,7 @@
|
|
| 440 |
width: 150px;
|
| 441 |
height: 150px;
|
| 442 |
background: rgba(0, 0, 0, 0.7);
|
| 443 |
-
border: 2px solid #
|
| 444 |
border-radius: 5px;
|
| 445 |
overflow: hidden;
|
| 446 |
}
|
|
@@ -535,6 +544,7 @@
|
|
| 535 |
<div id="score">SCORE: <span id="scoreValue">0</span></div>
|
| 536 |
<div id="killCount">KILLS: <span id="killValue">0</span></div>
|
| 537 |
<div id="waveInfo">WAVE: <span id="waveValue">1</span></div>
|
|
|
|
| 538 |
<div id="hitEffect"></div>
|
| 539 |
<div id="damageVignette"></div>
|
| 540 |
<div id="minimap">
|
|
@@ -556,15 +566,15 @@
|
|
| 556 |
</div>
|
| 557 |
|
| 558 |
<div id="startScreen">
|
| 559 |
-
<h1 id="title">
|
| 560 |
-
<p id="subtitle">SURVIVE THE
|
| 561 |
-
<button id="startButton">START
|
| 562 |
</div>
|
| 563 |
|
| 564 |
<div id="gameOverScreen">
|
| 565 |
-
<h1 id="gameOverTitle">
|
| 566 |
<p id="finalScore">SCORE: <span id="finalScoreValue">0</span></p>
|
| 567 |
-
<p id="finalKills">
|
| 568 |
<button id="restartButton">TRY AGAIN</button>
|
| 569 |
</div>
|
| 570 |
</div>
|
|
@@ -584,36 +594,35 @@
|
|
| 584 |
import { RenderPass } from 'three/addons/postprocessing/RenderPass.js';
|
| 585 |
import { UnrealBloomPass } from 'three/addons/postprocessing/UnrealBloomPass.js';
|
| 586 |
import { ShaderPass } from 'three/addons/postprocessing/ShaderPass.js';
|
| 587 |
-
import { FXAAShader } from 'three/addons/shaders/FXAAShader.js';
|
| 588 |
import { SMAAPass } from 'three/addons/postprocessing/SMAAPass.js';
|
| 589 |
|
| 590 |
let scene, camera, renderer, composer;
|
| 591 |
-
let player, enemies = [], bullets = [], particles = []
|
| 592 |
-
let playerHealth = 100, playerArmor = 50, ammo = 30, maxAmmo = 30, reserveAmmo =
|
| 593 |
let score = 0, kills = 0, wave = 1;
|
| 594 |
let gameActive = false, isReloading = false;
|
| 595 |
let moveForward = false, moveBackward = false, moveLeft = false, moveRight = false;
|
| 596 |
-
let canShoot = true,
|
| 597 |
let clock = new THREE.Clock();
|
| 598 |
let isMobile = /iPhone|iPad|iPod|Android/i.test(navigator.userAgent);
|
| 599 |
let screenShake = { intensity: 0, decay: 0.9 };
|
| 600 |
-
let playerVelocity = new THREE.Vector3();
|
| 601 |
let cameraShakeOffset = new THREE.Vector3();
|
| 602 |
let weaponBob = 0, weaponRecoil = 0;
|
| 603 |
let moveJoystickData = { active: false, x: 0, y: 0 };
|
| 604 |
let lookJoystickData = { active: false, x: 0, y: 0, lastX: 0, lastY: 0 };
|
| 605 |
let mouseMovement = { x: 0, y: 0 };
|
| 606 |
let isPointerLocked = false;
|
| 607 |
-
let
|
| 608 |
-
let
|
| 609 |
-
let
|
| 610 |
-
let minimapCtx;
|
| 611 |
let collisionObjects = [];
|
|
|
|
|
|
|
| 612 |
|
| 613 |
function init() {
|
| 614 |
scene = new THREE.Scene();
|
| 615 |
-
scene.background = new THREE.Color(
|
| 616 |
-
scene.fog = new THREE.FogExp2(
|
| 617 |
|
| 618 |
camera = new THREE.PerspectiveCamera(85, window.innerWidth / window.innerHeight, 0.1, 1000);
|
| 619 |
camera.position.set(0, 1.7, 0);
|
|
@@ -627,14 +636,12 @@
|
|
| 627 |
renderer.shadowMap.enabled = true;
|
| 628 |
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
|
| 629 |
renderer.toneMapping = THREE.ACESFilmicToneMapping;
|
| 630 |
-
renderer.toneMappingExposure = 0
|
| 631 |
document.getElementById('gameCanvas').appendChild(renderer.domElement);
|
| 632 |
|
| 633 |
setupPostProcessing();
|
| 634 |
-
|
| 635 |
-
createLevel();
|
| 636 |
createLighting();
|
| 637 |
-
createAmbientParticles();
|
| 638 |
setupControls();
|
| 639 |
setupMinimap();
|
| 640 |
|
|
@@ -661,288 +668,404 @@
|
|
| 661 |
|
| 662 |
const bloomPass = new UnrealBloomPass(
|
| 663 |
new THREE.Vector2(window.innerWidth, window.innerHeight),
|
| 664 |
-
0.
|
| 665 |
);
|
| 666 |
composer.addPass(bloomPass);
|
| 667 |
|
| 668 |
const smaaPass = new SMAAPass(window.innerWidth, window.innerHeight);
|
| 669 |
composer.addPass(smaaPass);
|
| 670 |
-
|
| 671 |
-
const vignetteShader = {
|
| 672 |
-
uniforms: {
|
| 673 |
-
tDiffuse: { value: null },
|
| 674 |
-
darkness: { value: 1.0 },
|
| 675 |
-
offset: { value: 1.0 }
|
| 676 |
-
},
|
| 677 |
-
vertexShader: `
|
| 678 |
-
varying vec2 vUv;
|
| 679 |
-
void main() {
|
| 680 |
-
vUv = uv;
|
| 681 |
-
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
|
| 682 |
-
}
|
| 683 |
-
`,
|
| 684 |
-
fragmentShader: `
|
| 685 |
-
uniform sampler2D tDiffuse;
|
| 686 |
-
uniform float darkness;
|
| 687 |
-
uniform float offset;
|
| 688 |
-
varying vec2 vUv;
|
| 689 |
-
void main() {
|
| 690 |
-
vec4 texel = texture2D(tDiffuse, vUv);
|
| 691 |
-
vec2 uv = (vUv - vec2(0.5)) * vec2(offset);
|
| 692 |
-
float vignette = 1.0 - dot(uv, uv);
|
| 693 |
-
texel.rgb *= mix(1.0 - darkness, 1.0, vignette);
|
| 694 |
-
gl_FragColor = texel;
|
| 695 |
-
}
|
| 696 |
-
`
|
| 697 |
-
};
|
| 698 |
-
|
| 699 |
-
const vignettePass = new ShaderPass(vignetteShader);
|
| 700 |
-
vignettePass.uniforms.darkness.value = 0.6;
|
| 701 |
-
vignettePass.uniforms.offset.value = 1.2;
|
| 702 |
-
composer.addPass(vignettePass);
|
| 703 |
}
|
| 704 |
|
| 705 |
-
function
|
| 706 |
-
const
|
| 707 |
-
|
| 708 |
-
|
| 709 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 710 |
|
| 711 |
-
|
| 712 |
-
|
| 713 |
|
| 714 |
-
for (let i =
|
| 715 |
-
|
| 716 |
-
|
| 717 |
-
|
| 718 |
-
|
| 719 |
-
|
| 720 |
-
|
| 721 |
-
|
| 722 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 723 |
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 724 |
}
|
| 725 |
|
| 726 |
-
|
| 727 |
-
|
| 728 |
-
|
| 729 |
-
|
| 730 |
-
|
| 731 |
-
const wallCanvas = document.createElement('canvas');
|
| 732 |
-
wallCanvas.width = 256;
|
| 733 |
-
wallCanvas.height = 256;
|
| 734 |
-
const wallCtx = wallCanvas.getContext('2d');
|
| 735 |
-
|
| 736 |
-
const gradient = wallCtx.createLinearGradient(0, 0, 0, 256);
|
| 737 |
-
gradient.addColorStop(0, '#2a1515');
|
| 738 |
-
gradient.addColorStop(0.5, '#1a0a0a');
|
| 739 |
-
gradient.addColorStop(1, '#0a0505');
|
| 740 |
-
wallCtx.fillStyle = gradient;
|
| 741 |
-
wallCtx.fillRect(0, 0, 256, 256);
|
| 742 |
-
|
| 743 |
-
for (let i = 0; i < 50; i++) {
|
| 744 |
-
wallCtx.fillStyle = `rgba(${Math.random() * 50}, 0, 0, ${Math.random() * 0.2})`;
|
| 745 |
-
wallCtx.fillRect(Math.random() * 256, Math.random() * 256, Math.random() * 20, Math.random() * 20);
|
| 746 |
-
}
|
| 747 |
|
| 748 |
-
|
| 749 |
-
|
| 750 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 751 |
}
|
| 752 |
|
| 753 |
-
function
|
| 754 |
-
const
|
| 755 |
-
const floorMaterial = new THREE.MeshStandardMaterial({
|
| 756 |
-
map: floorTexture,
|
| 757 |
-
roughness: 0.9,
|
| 758 |
-
metalness: 0.1,
|
| 759 |
-
bumpScale: 0.02
|
| 760 |
-
});
|
| 761 |
|
| 762 |
-
const
|
| 763 |
-
for (let
|
| 764 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 765 |
}
|
| 766 |
-
floorGeometry.computeVertexNormals();
|
| 767 |
-
|
| 768 |
-
const floor = new THREE.Mesh(floorGeometry, floorMaterial);
|
| 769 |
-
floor.rotation.x = -Math.PI / 2;
|
| 770 |
-
floor.receiveShadow = true;
|
| 771 |
-
scene.add(floor);
|
| 772 |
-
|
| 773 |
-
const ceilingGeometry = new THREE.PlaneGeometry(100, 100);
|
| 774 |
-
const ceilingMaterial = new THREE.MeshStandardMaterial({
|
| 775 |
-
color: 0x0a0505,
|
| 776 |
-
roughness: 1,
|
| 777 |
-
metalness: 0
|
| 778 |
-
});
|
| 779 |
-
const ceiling = new THREE.Mesh(ceilingGeometry, ceilingMaterial);
|
| 780 |
-
ceiling.rotation.x = Math.PI / 2;
|
| 781 |
-
ceiling.position.y = 5;
|
| 782 |
-
scene.add(ceiling);
|
| 783 |
-
|
| 784 |
-
const wallMaterial = new THREE.MeshStandardMaterial({
|
| 785 |
-
map: wallTexture,
|
| 786 |
-
roughness: 0.85,
|
| 787 |
-
metalness: 0.15,
|
| 788 |
-
side: THREE.DoubleSide
|
| 789 |
-
});
|
| 790 |
-
|
| 791 |
-
const walls = [
|
| 792 |
-
{ x: 0, z: -50, rx: 0, ry: 0, w: 100, h: 5 },
|
| 793 |
-
{ x: 0, z: 50, rx: 0, ry: Math.PI, w: 100, h: 5 },
|
| 794 |
-
{ x: -50, z: 0, rx: 0, ry: Math.PI / 2, w: 100, h: 5 },
|
| 795 |
-
{ x: 50, z: 0, rx: 0, ry: -Math.PI / 2, w: 100, h: 5 },
|
| 796 |
-
{ x: -20, z: -20, rx: 0, ry: 0, w: 30, h: 5 },
|
| 797 |
-
{ x: 20, z: 20, rx: 0, ry: Math.PI, w: 30, h: 5 },
|
| 798 |
-
{ x: 0, z: 0, rx: 0, ry: Math.PI / 2, w: 20, h: 5 },
|
| 799 |
-
{ x: -30, z: 10, rx: 0, ry: 0, w: 15, h: 5 },
|
| 800 |
-
{ x: 30, z: -10, rx: 0, ry: Math.PI, w: 15, h: 5 }
|
| 801 |
-
];
|
| 802 |
|
| 803 |
-
|
| 804 |
-
const
|
| 805 |
-
const
|
| 806 |
-
|
| 807 |
-
|
| 808 |
-
|
| 809 |
-
|
| 810 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 811 |
|
| 812 |
collisionObjects.push({
|
| 813 |
-
position: new THREE.Vector3(
|
| 814 |
-
|
| 815 |
-
|
| 816 |
-
|
|
|
|
|
|
|
|
|
|
| 817 |
});
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 818 |
});
|
| 819 |
-
|
| 820 |
-
createPillars();
|
| 821 |
-
createDecorations();
|
| 822 |
}
|
| 823 |
|
| 824 |
-
function
|
| 825 |
-
const
|
| 826 |
-
|
| 827 |
-
|
| 828 |
-
|
| 829 |
-
|
| 830 |
-
|
| 831 |
-
|
| 832 |
-
|
| 833 |
-
|
| 834 |
-
|
| 835 |
-
|
| 836 |
-
|
|
|
|
|
|
|
|
|
|
| 837 |
];
|
| 838 |
|
| 839 |
-
|
| 840 |
-
const
|
| 841 |
-
|
| 842 |
-
|
| 843 |
-
|
| 844 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 845 |
|
| 846 |
-
const
|
| 847 |
-
|
| 848 |
-
|
| 849 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 850 |
|
| 851 |
collisionObjects.push({
|
| 852 |
-
position: new THREE.Vector3(pos
|
| 853 |
-
|
|
|
|
|
|
|
| 854 |
});
|
| 855 |
});
|
| 856 |
}
|
| 857 |
|
| 858 |
-
function
|
| 859 |
-
const
|
| 860 |
-
const boneMaterial = new THREE.MeshStandardMaterial({
|
| 861 |
-
color: 0xd4c4a8,
|
| 862 |
-
roughness: 0.9
|
| 863 |
-
});
|
| 864 |
|
| 865 |
-
for (let
|
| 866 |
-
|
| 867 |
-
|
| 868 |
-
|
| 869 |
-
|
| 870 |
-
(Math.random() - 0.5) * 80
|
| 871 |
-
);
|
| 872 |
-
skull.rotation.set(Math.random() * 0.5, Math.random() * Math.PI * 2, 0);
|
| 873 |
-
skull.scale.setScalar(0.5 + Math.random() * 0.5);
|
| 874 |
-
scene.add(skull);
|
| 875 |
}
|
| 876 |
|
| 877 |
-
|
| 878 |
-
|
| 879 |
-
|
| 880 |
-
|
|
|
|
|
|
|
| 881 |
|
| 882 |
-
|
| 883 |
-
|
| 884 |
-
|
| 885 |
-
|
| 886 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 887 |
|
| 888 |
-
const
|
| 889 |
-
const
|
| 890 |
-
|
| 891 |
-
|
| 892 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 893 |
});
|
| 894 |
-
const flame = new THREE.Mesh(flameGeometry, flameMaterial);
|
| 895 |
-
flame.position.set(pos[0], pos[1] + 1.2, pos[2]);
|
| 896 |
-
scene.add(flame);
|
| 897 |
});
|
| 898 |
}
|
| 899 |
|
| 900 |
-
function
|
| 901 |
-
const
|
| 902 |
-
|
| 903 |
|
| 904 |
-
|
| 905 |
-
|
| 906 |
-
|
| 907 |
-
|
| 908 |
-
|
| 909 |
-
|
| 910 |
-
|
| 911 |
-
|
| 912 |
-
|
| 913 |
-
|
| 914 |
-
|
| 915 |
-
|
| 916 |
-
scene.add(mainLight);
|
| 917 |
-
|
| 918 |
-
const hemisphereLight = new THREE.HemisphereLight(0x443322, 0x111111, 0.3);
|
| 919 |
-
scene.add(hemisphereLight);
|
| 920 |
-
}
|
| 921 |
-
|
| 922 |
-
function createAmbientParticles() {
|
| 923 |
-
const particleCount = 200;
|
| 924 |
-
const geometry = new THREE.BufferGeometry();
|
| 925 |
-
const positions = new Float32Array(particleCount * 3);
|
| 926 |
|
| 927 |
-
|
| 928 |
-
|
| 929 |
-
|
| 930 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 931 |
}
|
| 932 |
|
| 933 |
-
|
|
|
|
| 934 |
|
| 935 |
-
|
| 936 |
-
|
| 937 |
-
|
| 938 |
-
|
| 939 |
-
|
| 940 |
-
|
| 941 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 942 |
|
| 943 |
-
const
|
| 944 |
-
|
| 945 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 946 |
}
|
| 947 |
|
| 948 |
function setupMinimap() {
|
|
@@ -955,27 +1078,47 @@
|
|
| 955 |
function updateMinimap() {
|
| 956 |
if (!minimapCtx) return;
|
| 957 |
|
| 958 |
-
minimapCtx.fillStyle = 'rgba(
|
| 959 |
minimapCtx.fillRect(0, 0, 150, 150);
|
| 960 |
|
| 961 |
-
|
| 962 |
-
|
| 963 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 964 |
|
| 965 |
-
|
| 966 |
-
|
| 967 |
-
|
|
|
|
|
|
|
|
|
|
| 968 |
|
| 969 |
minimapCtx.fillStyle = '#00ff00';
|
|
|
|
|
|
|
| 970 |
minimapCtx.beginPath();
|
| 971 |
-
minimapCtx.arc(
|
| 972 |
minimapCtx.fill();
|
| 973 |
|
| 974 |
minimapCtx.strokeStyle = '#00ff00';
|
|
|
|
| 975 |
minimapCtx.beginPath();
|
| 976 |
-
minimapCtx.moveTo(
|
| 977 |
const angle = player.rotation.y;
|
| 978 |
-
minimapCtx.lineTo(
|
| 979 |
minimapCtx.stroke();
|
| 980 |
|
| 981 |
enemies.forEach(enemy => {
|
|
@@ -985,7 +1128,7 @@
|
|
| 985 |
if (ex >= 0 && ex <= 150 && ez >= 0 && ez <= 150) {
|
| 986 |
minimapCtx.fillStyle = '#ff0000';
|
| 987 |
minimapCtx.beginPath();
|
| 988 |
-
minimapCtx.arc(ex, ez,
|
| 989 |
minimapCtx.fill();
|
| 990 |
}
|
| 991 |
});
|
|
@@ -1179,14 +1322,11 @@
|
|
| 1179 |
canShoot = false;
|
| 1180 |
setTimeout(() => canShoot = true, shotCooldown);
|
| 1181 |
|
| 1182 |
-
weaponRecoil = 0.
|
| 1183 |
-
screenShake.intensity = 0.
|
| 1184 |
|
| 1185 |
-
const bulletGeometry = new THREE.SphereGeometry(0.
|
| 1186 |
-
const bulletMaterial = new THREE.MeshBasicMaterial({
|
| 1187 |
-
color: 0xffff00,
|
| 1188 |
-
emissive: 0xffaa00
|
| 1189 |
-
});
|
| 1190 |
const bullet = new THREE.Mesh(bulletGeometry, bulletMaterial);
|
| 1191 |
|
| 1192 |
const bulletPos = new THREE.Vector3();
|
|
@@ -1196,33 +1336,32 @@
|
|
| 1196 |
const direction = new THREE.Vector3(0, 0, -1);
|
| 1197 |
direction.applyQuaternion(camera.quaternion);
|
| 1198 |
|
| 1199 |
-
const spread = 0.
|
| 1200 |
direction.x += (Math.random() - 0.5) * spread;
|
| 1201 |
direction.y += (Math.random() - 0.5) * spread;
|
| 1202 |
direction.normalize();
|
| 1203 |
|
| 1204 |
scene.add(bullet);
|
| 1205 |
|
| 1206 |
-
const bulletLight = new THREE.PointLight(0xffff00,
|
| 1207 |
bullet.add(bulletLight);
|
| 1208 |
|
| 1209 |
bullets.push({
|
| 1210 |
mesh: bullet,
|
| 1211 |
direction: direction,
|
| 1212 |
-
speed:
|
| 1213 |
distance: 0
|
| 1214 |
});
|
| 1215 |
|
| 1216 |
createMuzzleFlash();
|
| 1217 |
-
createShellCasing();
|
| 1218 |
|
| 1219 |
if (ammo === 0 && reserveAmmo > 0) {
|
| 1220 |
-
setTimeout(reload,
|
| 1221 |
}
|
| 1222 |
}
|
| 1223 |
|
| 1224 |
function createMuzzleFlash() {
|
| 1225 |
-
const flashGeometry = new THREE.SphereGeometry(0.
|
| 1226 |
const flashMaterial = new THREE.MeshBasicMaterial({
|
| 1227 |
color: 0xffaa00,
|
| 1228 |
transparent: true,
|
|
@@ -1230,21 +1369,21 @@
|
|
| 1230 |
});
|
| 1231 |
const flash = new THREE.Mesh(flashGeometry, flashMaterial);
|
| 1232 |
|
| 1233 |
-
const pos = new THREE.Vector3(0, -0.1, -
|
| 1234 |
pos.applyQuaternion(camera.quaternion);
|
| 1235 |
camera.getWorldPosition(flash.position);
|
| 1236 |
flash.position.add(pos);
|
| 1237 |
|
| 1238 |
scene.add(flash);
|
| 1239 |
|
| 1240 |
-
const flashLight = new THREE.PointLight(0xffaa00,
|
| 1241 |
flash.add(flashLight);
|
| 1242 |
|
| 1243 |
let opacity = 1;
|
| 1244 |
const fadeFlash = () => {
|
| 1245 |
-
opacity -= 0.
|
| 1246 |
flashMaterial.opacity = opacity;
|
| 1247 |
-
flashLight.intensity = opacity *
|
| 1248 |
if (opacity > 0) {
|
| 1249 |
requestAnimationFrame(fadeFlash);
|
| 1250 |
} else {
|
|
@@ -1254,40 +1393,6 @@
|
|
| 1254 |
fadeFlash();
|
| 1255 |
}
|
| 1256 |
|
| 1257 |
-
function createShellCasing() {
|
| 1258 |
-
const shellGeometry = new THREE.CylinderGeometry(0.02, 0.02, 0.1, 8);
|
| 1259 |
-
const shellMaterial = new THREE.MeshStandardMaterial({ color: 0xccaa00 });
|
| 1260 |
-
const shell = new THREE.Mesh(shellGeometry, shellMaterial);
|
| 1261 |
-
|
| 1262 |
-
const pos = new THREE.Vector3(0.3, -0.2, -0.5);
|
| 1263 |
-
pos.applyQuaternion(camera.quaternion);
|
| 1264 |
-
camera.getWorldPosition(shell.position);
|
| 1265 |
-
shell.position.add(pos);
|
| 1266 |
-
|
| 1267 |
-
scene.add(shell);
|
| 1268 |
-
|
| 1269 |
-
const velocity = new THREE.Vector3(
|
| 1270 |
-
(Math.random() - 0.3) * 0.1,
|
| 1271 |
-
0.1,
|
| 1272 |
-
(Math.random() - 0.5) * 0.05
|
| 1273 |
-
);
|
| 1274 |
-
velocity.applyQuaternion(camera.quaternion);
|
| 1275 |
-
|
| 1276 |
-
const animate = () => {
|
| 1277 |
-
velocity.y -= 0.005;
|
| 1278 |
-
shell.position.add(velocity);
|
| 1279 |
-
shell.rotation.x += 0.2;
|
| 1280 |
-
shell.rotation.z += 0.1;
|
| 1281 |
-
|
| 1282 |
-
if (shell.position.y > 0) {
|
| 1283 |
-
requestAnimationFrame(animate);
|
| 1284 |
-
} else {
|
| 1285 |
-
setTimeout(() => scene.remove(shell), 3000);
|
| 1286 |
-
}
|
| 1287 |
-
};
|
| 1288 |
-
animate();
|
| 1289 |
-
}
|
| 1290 |
-
|
| 1291 |
function reload() {
|
| 1292 |
if (isReloading || ammo === maxAmmo || reserveAmmo <= 0) return;
|
| 1293 |
|
|
@@ -1300,172 +1405,187 @@
|
|
| 1300 |
reserveAmmo -= toReload;
|
| 1301 |
isReloading = false;
|
| 1302 |
updateUI();
|
| 1303 |
-
},
|
| 1304 |
}
|
| 1305 |
|
| 1306 |
-
function
|
| 1307 |
-
const
|
|
|
|
|
|
|
|
|
|
| 1308 |
|
| 1309 |
-
const
|
| 1310 |
-
const
|
| 1311 |
-
color:
|
| 1312 |
-
roughness: 0.
|
| 1313 |
-
metalness: 0.2,
|
| 1314 |
-
emissive: 0x220000
|
| 1315 |
});
|
| 1316 |
-
const
|
| 1317 |
-
|
| 1318 |
-
|
| 1319 |
-
|
| 1320 |
-
|
| 1321 |
-
const headGeometry = new THREE.SphereGeometry(0.
|
| 1322 |
-
const
|
| 1323 |
-
color:
|
| 1324 |
-
roughness: 0.
|
| 1325 |
-
metalness: 0.3,
|
| 1326 |
-
emissive: 0x330000
|
| 1327 |
});
|
| 1328 |
-
const head = new THREE.Mesh(headGeometry,
|
| 1329 |
-
head.position.y = 2;
|
| 1330 |
head.castShadow = true;
|
| 1331 |
-
|
| 1332 |
-
|
| 1333 |
-
const hornGeometry = new THREE.ConeGeometry(0.08, 0.6, 8);
|
| 1334 |
-
const hornMaterial = new THREE.MeshStandardMaterial({
|
| 1335 |
-
color: 0x222222,
|
| 1336 |
-
roughness: 0.3,
|
| 1337 |
-
metalness: 0.7
|
| 1338 |
-
});
|
| 1339 |
-
|
| 1340 |
-
const horn1 = new THREE.Mesh(hornGeometry, hornMaterial);
|
| 1341 |
-
horn1.position.set(-0.25, 2.4, 0);
|
| 1342 |
-
horn1.rotation.z = 0.3;
|
| 1343 |
-
demon.add(horn1);
|
| 1344 |
|
| 1345 |
-
const
|
| 1346 |
-
|
| 1347 |
-
|
| 1348 |
-
|
|
|
|
|
|
|
| 1349 |
|
| 1350 |
-
const eyeGeometry = new THREE.SphereGeometry(0.
|
| 1351 |
const eyeMaterial = new THREE.MeshBasicMaterial({ color: 0xffff00 });
|
| 1352 |
|
| 1353 |
const eye1 = new THREE.Mesh(eyeGeometry, eyeMaterial);
|
| 1354 |
-
eye1.position.set(-0.
|
| 1355 |
-
|
| 1356 |
|
| 1357 |
const eye2 = new THREE.Mesh(eyeGeometry, eyeMaterial);
|
| 1358 |
-
eye2.position.set(0.
|
| 1359 |
-
|
| 1360 |
-
|
| 1361 |
-
const
|
| 1362 |
-
|
| 1363 |
-
|
| 1364 |
-
|
| 1365 |
-
|
| 1366 |
-
|
| 1367 |
-
|
| 1368 |
-
|
| 1369 |
-
|
| 1370 |
-
|
| 1371 |
-
|
| 1372 |
-
|
| 1373 |
-
|
| 1374 |
-
|
| 1375 |
-
|
| 1376 |
-
|
| 1377 |
-
|
| 1378 |
-
|
| 1379 |
-
|
| 1380 |
-
|
| 1381 |
-
|
| 1382 |
-
|
| 1383 |
-
|
| 1384 |
-
|
| 1385 |
-
|
| 1386 |
-
|
| 1387 |
-
|
| 1388 |
-
claw2.position.set(1.1 - i * 0.1, 0.9, 0);
|
| 1389 |
-
claw2.rotation.z = Math.PI;
|
| 1390 |
-
demon.add(claw2);
|
| 1391 |
-
}
|
| 1392 |
-
|
| 1393 |
-
const legGeometry = new THREE.CylinderGeometry(0.15, 0.1, 0.8, 8);
|
| 1394 |
-
|
| 1395 |
-
const leg1 = new THREE.Mesh(legGeometry, armMaterial);
|
| 1396 |
-
leg1.position.set(-0.3, 0.4, 0);
|
| 1397 |
-
demon.add(leg1);
|
| 1398 |
|
| 1399 |
-
const
|
| 1400 |
-
|
| 1401 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1402 |
|
| 1403 |
-
return
|
| 1404 |
}
|
| 1405 |
|
| 1406 |
-
function
|
| 1407 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1408 |
|
| 1409 |
-
|
| 1410 |
-
|
| 1411 |
-
|
| 1412 |
-
|
| 1413 |
-
|
| 1414 |
-
|
| 1415 |
-
|
| 1416 |
-
|
| 1417 |
-
demon.position.set(x, 0, z);
|
| 1418 |
-
scene.add(demon);
|
| 1419 |
-
|
| 1420 |
-
const baseSpeed = 0.03 + wave * 0.005;
|
| 1421 |
-
const baseHealth = 80 + wave * 20;
|
| 1422 |
-
|
| 1423 |
-
enemies.push({
|
| 1424 |
-
mesh: demon,
|
| 1425 |
-
health: baseHealth,
|
| 1426 |
-
maxHealth: baseHealth,
|
| 1427 |
-
speed: baseSpeed + Math.random() * 0.02,
|
| 1428 |
-
lastAttack: 0,
|
| 1429 |
-
attackCooldown: 800 + Math.random() * 400,
|
| 1430 |
-
damage: 8 + wave * 2,
|
| 1431 |
-
animTime: Math.random() * Math.PI * 2
|
| 1432 |
});
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1433 |
}
|
| 1434 |
|
| 1435 |
-
function createBloodParticles(position, count =
|
| 1436 |
for (let i = 0; i < count; i++) {
|
| 1437 |
-
const geometry = new THREE.SphereGeometry(0.
|
| 1438 |
const material = new THREE.MeshBasicMaterial({
|
| 1439 |
-
color: new THREE.Color(0.
|
| 1440 |
transparent: true,
|
| 1441 |
opacity: 1
|
| 1442 |
});
|
| 1443 |
const particle = new THREE.Mesh(geometry, material);
|
| 1444 |
particle.position.copy(position);
|
| 1445 |
-
particle.position.y += 1 + Math.random();
|
| 1446 |
|
| 1447 |
scene.add(particle);
|
| 1448 |
|
| 1449 |
const velocity = new THREE.Vector3(
|
| 1450 |
-
(Math.random() - 0.5) * 0.
|
| 1451 |
-
Math.random() * 0.
|
| 1452 |
-
(Math.random() - 0.5) * 0.
|
| 1453 |
);
|
| 1454 |
|
| 1455 |
particles.push({
|
| 1456 |
mesh: particle,
|
| 1457 |
velocity: velocity,
|
| 1458 |
life: 1,
|
| 1459 |
-
decay: 0.
|
| 1460 |
});
|
| 1461 |
}
|
| 1462 |
}
|
| 1463 |
|
| 1464 |
-
function
|
| 1465 |
-
for (let i = 0; i <
|
| 1466 |
-
const geometry = new THREE.SphereGeometry(0.
|
| 1467 |
const material = new THREE.MeshBasicMaterial({
|
| 1468 |
-
color: new THREE.Color(
|
| 1469 |
transparent: true,
|
| 1470 |
opacity: 1
|
| 1471 |
});
|
|
@@ -1476,35 +1596,18 @@
|
|
| 1476 |
scene.add(particle);
|
| 1477 |
|
| 1478 |
const velocity = new THREE.Vector3(
|
| 1479 |
-
(Math.random() - 0.5) * 0.
|
| 1480 |
-
Math.random() * 0.
|
| 1481 |
-
(Math.random() - 0.5) * 0.
|
| 1482 |
);
|
| 1483 |
|
| 1484 |
particles.push({
|
| 1485 |
mesh: particle,
|
| 1486 |
velocity: velocity,
|
| 1487 |
life: 1,
|
| 1488 |
-
decay: 0.
|
| 1489 |
});
|
| 1490 |
}
|
| 1491 |
-
|
| 1492 |
-
const explosionLight = new THREE.PointLight(0xff6600, 5, 20);
|
| 1493 |
-
explosionLight.position.copy(position);
|
| 1494 |
-
explosionLight.position.y += 1;
|
| 1495 |
-
scene.add(explosionLight);
|
| 1496 |
-
|
| 1497 |
-
let intensity = 5;
|
| 1498 |
-
const fadeLight = () => {
|
| 1499 |
-
intensity -= 0.3;
|
| 1500 |
-
explosionLight.intensity = intensity;
|
| 1501 |
-
if (intensity > 0) {
|
| 1502 |
-
requestAnimationFrame(fadeLight);
|
| 1503 |
-
} else {
|
| 1504 |
-
scene.remove(explosionLight);
|
| 1505 |
-
}
|
| 1506 |
-
};
|
| 1507 |
-
fadeLight();
|
| 1508 |
}
|
| 1509 |
|
| 1510 |
function startGame() {
|
|
@@ -1515,8 +1618,16 @@
|
|
| 1515 |
renderer.domElement.requestPointerLock();
|
| 1516 |
}
|
| 1517 |
|
| 1518 |
-
for (let i = 0; i <
|
| 1519 |
-
setTimeout(() =>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1520 |
}
|
| 1521 |
}
|
| 1522 |
|
|
@@ -1526,7 +1637,7 @@
|
|
| 1526 |
playerHealth = 100;
|
| 1527 |
playerArmor = 50;
|
| 1528 |
ammo = maxAmmo;
|
| 1529 |
-
reserveAmmo =
|
| 1530 |
score = 0;
|
| 1531 |
kills = 0;
|
| 1532 |
wave = 1;
|
|
@@ -1552,8 +1663,16 @@
|
|
| 1552 |
|
| 1553 |
gameActive = true;
|
| 1554 |
|
| 1555 |
-
for (let i = 0; i <
|
| 1556 |
-
setTimeout(() =>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1557 |
}
|
| 1558 |
}
|
| 1559 |
|
|
@@ -1577,6 +1696,7 @@
|
|
| 1577 |
document.getElementById('scoreValue').textContent = score;
|
| 1578 |
document.getElementById('killValue').textContent = kills;
|
| 1579 |
document.getElementById('waveValue').textContent = wave;
|
|
|
|
| 1580 |
|
| 1581 |
const damageVignette = document.getElementById('damageVignette');
|
| 1582 |
damageVignette.style.opacity = Math.max(0, (50 - playerHealth) / 50) * 0.8;
|
|
@@ -1585,20 +1705,32 @@
|
|
| 1585 |
function checkCollision(newPos) {
|
| 1586 |
for (const obj of collisionObjects) {
|
| 1587 |
if (obj.radius) {
|
| 1588 |
-
const dist = newPos.
|
| 1589 |
if (dist < obj.radius + 0.5) return true;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1590 |
}
|
| 1591 |
}
|
| 1592 |
|
| 1593 |
-
if (Math.abs(newPos.x) >
|
| 1594 |
|
| 1595 |
return false;
|
| 1596 |
}
|
| 1597 |
|
|
|
|
|
|
|
|
|
|
| 1598 |
function animate() {
|
| 1599 |
requestAnimationFrame(animate);
|
| 1600 |
|
| 1601 |
const delta = clock.getDelta();
|
|
|
|
| 1602 |
|
| 1603 |
if (gameActive) {
|
| 1604 |
if (!isMobile && isPointerLocked) {
|
|
@@ -1617,7 +1749,7 @@
|
|
| 1617 |
lookJoystickData.y *= 0.5;
|
| 1618 |
}
|
| 1619 |
|
| 1620 |
-
const speed = 0.
|
| 1621 |
const direction = new THREE.Vector3();
|
| 1622 |
|
| 1623 |
if (moveForward) direction.z -= 1;
|
|
@@ -1634,9 +1766,21 @@
|
|
| 1634 |
|
| 1635 |
if (!checkCollision(newPos)) {
|
| 1636 |
player.position.copy(newPos);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1637 |
}
|
| 1638 |
|
| 1639 |
-
weaponBob += delta *
|
| 1640 |
}
|
| 1641 |
|
| 1642 |
for (let i = bullets.length - 1; i >= 0; i--) {
|
|
@@ -1644,7 +1788,7 @@
|
|
| 1644 |
bullet.mesh.position.add(bullet.direction.clone().multiplyScalar(bullet.speed));
|
| 1645 |
bullet.distance += bullet.speed;
|
| 1646 |
|
| 1647 |
-
if (bullet.distance >
|
| 1648 |
scene.remove(bullet.mesh);
|
| 1649 |
bullets.splice(i, 1);
|
| 1650 |
continue;
|
|
@@ -1652,10 +1796,12 @@
|
|
| 1652 |
|
| 1653 |
for (let j = enemies.length - 1; j >= 0; j--) {
|
| 1654 |
const enemy = enemies[j];
|
| 1655 |
-
const
|
|
|
|
|
|
|
| 1656 |
|
| 1657 |
-
if (dist < 1
|
| 1658 |
-
const damage =
|
| 1659 |
enemy.health -= damage;
|
| 1660 |
|
| 1661 |
scene.remove(bullet.mesh);
|
|
@@ -1664,21 +1810,21 @@
|
|
| 1664 |
createBloodParticles(enemy.mesh.position);
|
| 1665 |
|
| 1666 |
if (enemy.health <= 0) {
|
| 1667 |
-
|
| 1668 |
scene.remove(enemy.mesh);
|
| 1669 |
enemies.splice(j, 1);
|
| 1670 |
-
score +=
|
| 1671 |
kills++;
|
| 1672 |
updateUI();
|
| 1673 |
|
| 1674 |
-
if (Math.random() < 0.
|
| 1675 |
-
playerHealth = Math.min(100, playerHealth +
|
| 1676 |
}
|
| 1677 |
-
if (Math.random() < 0.
|
| 1678 |
-
playerArmor = Math.min(100, playerArmor +
|
| 1679 |
}
|
| 1680 |
-
if (Math.random() < 0.
|
| 1681 |
-
reserveAmmo = Math.min(999, reserveAmmo +
|
| 1682 |
}
|
| 1683 |
updateUI();
|
| 1684 |
}
|
|
@@ -1688,15 +1834,50 @@
|
|
| 1688 |
}
|
| 1689 |
|
| 1690 |
enemies.forEach((enemy, index) => {
|
| 1691 |
-
enemy.animTime += delta *
|
|
|
|
| 1692 |
|
| 1693 |
const targetPos = player.position.clone();
|
| 1694 |
-
const direction =
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1695 |
|
| 1696 |
-
enemy.mesh.position.add(direction.multiplyScalar(enemy.speed));
|
| 1697 |
enemy.mesh.lookAt(player.position.x, enemy.mesh.position.y, player.position.z);
|
| 1698 |
|
| 1699 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1700 |
|
| 1701 |
const dist = player.position.distanceTo(enemy.mesh.position);
|
| 1702 |
|
|
@@ -1705,7 +1886,7 @@
|
|
| 1705 |
|
| 1706 |
let damage = enemy.damage;
|
| 1707 |
if (playerArmor > 0) {
|
| 1708 |
-
const absorbed = Math.min(playerArmor, damage * 0.
|
| 1709 |
playerArmor -= absorbed;
|
| 1710 |
damage -= absorbed;
|
| 1711 |
}
|
|
@@ -1713,7 +1894,7 @@
|
|
| 1713 |
|
| 1714 |
updateUI();
|
| 1715 |
|
| 1716 |
-
screenShake.intensity = 0.
|
| 1717 |
|
| 1718 |
const hitEffect = document.getElementById('hitEffect');
|
| 1719 |
hitEffect.style.opacity = '1';
|
|
@@ -1727,7 +1908,7 @@
|
|
| 1727 |
|
| 1728 |
for (let i = particles.length - 1; i >= 0; i--) {
|
| 1729 |
const p = particles[i];
|
| 1730 |
-
p.velocity.y -= 0.
|
| 1731 |
p.mesh.position.add(p.velocity);
|
| 1732 |
p.life -= p.decay;
|
| 1733 |
p.mesh.material.opacity = p.life;
|
|
@@ -1738,17 +1919,19 @@
|
|
| 1738 |
}
|
| 1739 |
}
|
| 1740 |
|
| 1741 |
-
|
| 1742 |
-
|
| 1743 |
-
|
| 1744 |
-
|
| 1745 |
}
|
| 1746 |
|
| 1747 |
-
if (kills > 0 && kills %
|
| 1748 |
wave++;
|
|
|
|
| 1749 |
updateUI();
|
|
|
|
| 1750 |
for (let i = 0; i < 3; i++) {
|
| 1751 |
-
setTimeout(() =>
|
| 1752 |
}
|
| 1753 |
}
|
| 1754 |
|
|
@@ -1768,19 +1951,8 @@
|
|
| 1768 |
}
|
| 1769 |
}
|
| 1770 |
|
| 1771 |
-
|
| 1772 |
-
|
| 1773 |
-
pointLights.forEach((light, i) => {
|
| 1774 |
-
light.intensity = 1.5 + Math.sin(Date.now() * 0.01 + i) * 0.5;
|
| 1775 |
-
});
|
| 1776 |
-
|
| 1777 |
-
ambientParticles.forEach(ps => {
|
| 1778 |
-
const positions = ps.geometry.attributes.position.array;
|
| 1779 |
-
for (let i = 1; i < positions.length; i += 3) {
|
| 1780 |
-
positions[i] += 0.01;
|
| 1781 |
-
if (positions[i] > 5) positions[i] = 0;
|
| 1782 |
-
}
|
| 1783 |
-
ps.geometry.attributes.position.needsUpdate = true;
|
| 1784 |
});
|
| 1785 |
|
| 1786 |
updateMinimap();
|
|
@@ -1799,4 +1971,4 @@
|
|
| 1799 |
init();
|
| 1800 |
</script>
|
| 1801 |
</body>
|
| 1802 |
-
</html>
|
|
|
|
|
|
|
| 1 |
<!DOCTYPE html>
|
| 2 |
<html lang="en">
|
| 3 |
<head>
|
| 4 |
<meta charset="UTF-8">
|
| 5 |
<meta name="viewport" content="width=device-width, initial-scale=1.0, maximum-scale=1.0, user-scalable=no">
|
| 6 |
+
<title>ZOMBIE CITY - Survival Shooter</title>
|
| 7 |
<style>
|
| 8 |
* {
|
| 9 |
margin: 0;
|
|
|
|
| 19 |
body {
|
| 20 |
overflow: hidden;
|
| 21 |
background: #000;
|
| 22 |
+
color: #00ff00;
|
| 23 |
height: 100vh;
|
| 24 |
height: 100dvh;
|
| 25 |
}
|
|
|
|
| 58 |
transform: translate(-50%, -50%);
|
| 59 |
width: 4px;
|
| 60 |
height: 4px;
|
| 61 |
+
background: #00ff00;
|
| 62 |
border-radius: 50%;
|
| 63 |
+
box-shadow: 0 0 10px #00ff00, 0 0 20px #00ff00;
|
| 64 |
}
|
| 65 |
|
| 66 |
#crosshair::before, #crosshair::after {
|
| 67 |
content: '';
|
| 68 |
position: absolute;
|
| 69 |
+
background: #00ff00;
|
| 70 |
+
box-shadow: 0 0 5px #00ff00;
|
| 71 |
}
|
| 72 |
|
| 73 |
#crosshair::before {
|
|
|
|
| 90 |
position: absolute;
|
| 91 |
width: 15px;
|
| 92 |
height: 2px;
|
| 93 |
+
background: #00ff00;
|
| 94 |
top: 50%;
|
| 95 |
right: 15px;
|
| 96 |
transform: translateY(-50%);
|
| 97 |
+
box-shadow: 0 0 5px #00ff00;
|
| 98 |
}
|
| 99 |
|
| 100 |
.crosshair-bottom {
|
| 101 |
position: absolute;
|
| 102 |
width: 2px;
|
| 103 |
height: 15px;
|
| 104 |
+
background: #00ff00;
|
| 105 |
bottom: -20px;
|
| 106 |
left: 50%;
|
| 107 |
transform: translateX(-50%);
|
| 108 |
+
box-shadow: 0 0 5px #00ff00;
|
| 109 |
}
|
| 110 |
|
| 111 |
#healthBar {
|
|
|
|
| 115 |
width: 250px;
|
| 116 |
height: 25px;
|
| 117 |
background: rgba(0, 0, 0, 0.8);
|
| 118 |
+
border: 2px solid #00ff00;
|
| 119 |
border-radius: 3px;
|
| 120 |
overflow: hidden;
|
| 121 |
+
box-shadow: 0 0 15px rgba(0, 255, 0, 0.5), inset 0 0 10px rgba(0, 0, 0, 0.5);
|
| 122 |
}
|
| 123 |
|
| 124 |
#healthFill {
|
| 125 |
height: 100%;
|
| 126 |
width: 100%;
|
| 127 |
+
background: linear-gradient(180deg, #66ff66 0%, #00cc00 50%, #009900 100%);
|
| 128 |
transition: width 0.3s ease-out;
|
| 129 |
box-shadow: inset 0 2px 5px rgba(255, 255, 255, 0.3);
|
| 130 |
}
|
|
|
|
| 134 |
bottom: 60px;
|
| 135 |
left: 30px;
|
| 136 |
font-size: 14px;
|
| 137 |
+
color: #99ff99;
|
| 138 |
+
text-shadow: 0 0 5px #00ff00;
|
| 139 |
letter-spacing: 2px;
|
| 140 |
}
|
| 141 |
|
|
|
|
| 184 |
top: 30px;
|
| 185 |
left: 30px;
|
| 186 |
font-size: 28px;
|
| 187 |
+
color: #00ff00;
|
| 188 |
+
text-shadow: 0 0 10px #00ff00;
|
| 189 |
}
|
| 190 |
|
| 191 |
#killCount {
|
|
|
|
| 193 |
top: 70px;
|
| 194 |
left: 30px;
|
| 195 |
font-size: 18px;
|
| 196 |
+
color: #99ff99;
|
| 197 |
+
text-shadow: 0 0 5px #00ff00;
|
| 198 |
}
|
| 199 |
|
| 200 |
#waveInfo {
|
|
|
|
| 207 |
text-align: right;
|
| 208 |
}
|
| 209 |
|
| 210 |
+
#zombieCount {
|
| 211 |
+
position: absolute;
|
| 212 |
+
top: 60px;
|
| 213 |
+
right: 30px;
|
| 214 |
+
font-size: 16px;
|
| 215 |
+
color: #ff9999;
|
| 216 |
+
text-shadow: 0 0 5px #ff0000;
|
| 217 |
+
}
|
| 218 |
+
|
| 219 |
#startScreen {
|
| 220 |
position: absolute;
|
| 221 |
top: 0;
|
| 222 |
left: 0;
|
| 223 |
width: 100%;
|
| 224 |
height: 100%;
|
| 225 |
+
background: radial-gradient(ellipse at center, rgba(0, 30, 0, 0.9) 0%, rgba(0, 0, 0, 0.95) 100%);
|
| 226 |
display: flex;
|
| 227 |
flex-direction: column;
|
| 228 |
justify-content: center;
|
|
|
|
| 234 |
#title {
|
| 235 |
font-size: 80px;
|
| 236 |
margin-bottom: 20px;
|
| 237 |
+
color: #00ff00;
|
| 238 |
+
text-shadow: 0 0 20px #00ff00, 0 0 40px #00ff00, 0 0 60px #00ff00;
|
| 239 |
letter-spacing: 10px;
|
| 240 |
animation: pulse 2s infinite;
|
| 241 |
}
|
| 242 |
|
| 243 |
@keyframes pulse {
|
| 244 |
+
0%, 100% { text-shadow: 0 0 20px #00ff00, 0 0 40px #00ff00; }
|
| 245 |
+
50% { text-shadow: 0 0 30px #00ff00, 0 0 60px #00ff00, 0 0 80px #00ff00; }
|
| 246 |
}
|
| 247 |
|
| 248 |
#subtitle {
|
| 249 |
font-size: 24px;
|
| 250 |
margin-bottom: 60px;
|
| 251 |
+
color: #99ff99;
|
| 252 |
letter-spacing: 5px;
|
| 253 |
}
|
| 254 |
|
| 255 |
#startButton {
|
| 256 |
+
background: linear-gradient(180deg, #33ff33 0%, #00cc00 100%);
|
| 257 |
+
color: #000;
|
| 258 |
border: none;
|
| 259 |
padding: 20px 60px;
|
| 260 |
font-size: 28px;
|
|
|
|
| 263 |
text-transform: uppercase;
|
| 264 |
letter-spacing: 5px;
|
| 265 |
font-weight: bold;
|
| 266 |
+
box-shadow: 0 0 30px #00ff00, inset 0 2px 10px rgba(255, 255, 255, 0.3);
|
| 267 |
transition: all 0.3s;
|
| 268 |
pointer-events: auto;
|
| 269 |
}
|
| 270 |
|
| 271 |
#startButton:hover {
|
| 272 |
+
background: linear-gradient(180deg, #55ff55 0%, #22ee22 100%);
|
| 273 |
transform: scale(1.1);
|
| 274 |
+
box-shadow: 0 0 50px #00ff00;
|
| 275 |
}
|
| 276 |
|
| 277 |
#gameOverScreen {
|
|
|
|
| 310 |
#finalKills {
|
| 311 |
font-size: 24px;
|
| 312 |
margin-bottom: 40px;
|
| 313 |
+
color: #99ff99;
|
| 314 |
}
|
| 315 |
|
| 316 |
#restartButton {
|
| 317 |
+
background: linear-gradient(180deg, #33ff33 0%, #00cc00 100%);
|
| 318 |
+
color: #000;
|
| 319 |
border: none;
|
| 320 |
padding: 20px 60px;
|
| 321 |
font-size: 28px;
|
|
|
|
| 324 |
text-transform: uppercase;
|
| 325 |
letter-spacing: 5px;
|
| 326 |
font-weight: bold;
|
| 327 |
+
box-shadow: 0 0 30px #00ff00;
|
| 328 |
transition: all 0.3s;
|
| 329 |
pointer-events: auto;
|
| 330 |
}
|
| 331 |
|
| 332 |
#restartButton:hover {
|
| 333 |
+
background: linear-gradient(180deg, #55ff55 0%, #22ee22 100%);
|
| 334 |
transform: scale(1.1);
|
| 335 |
}
|
| 336 |
|
|
|
|
| 382 |
.joystickBase {
|
| 383 |
width: 150px;
|
| 384 |
height: 150px;
|
| 385 |
+
background: radial-gradient(circle, rgba(0, 255, 0, 0.3) 0%, rgba(0, 200, 0, 0.1) 100%);
|
| 386 |
+
border: 3px solid rgba(0, 255, 0, 0.5);
|
| 387 |
border-radius: 50%;
|
| 388 |
position: absolute;
|
| 389 |
top: 0;
|
|
|
|
| 393 |
.joystickStick {
|
| 394 |
width: 60px;
|
| 395 |
height: 60px;
|
| 396 |
+
background: radial-gradient(circle, rgba(100, 255, 100, 0.9) 0%, rgba(0, 200, 0, 0.8) 100%);
|
| 397 |
+
border: 2px solid rgba(150, 255, 150, 0.8);
|
| 398 |
border-radius: 50%;
|
| 399 |
position: absolute;
|
| 400 |
top: 50%;
|
| 401 |
left: 50%;
|
| 402 |
transform: translate(-50%, -50%);
|
| 403 |
+
box-shadow: 0 0 20px rgba(0, 255, 0, 0.5);
|
| 404 |
}
|
| 405 |
|
| 406 |
#shootButton {
|
|
|
|
| 449 |
width: 150px;
|
| 450 |
height: 150px;
|
| 451 |
background: rgba(0, 0, 0, 0.7);
|
| 452 |
+
border: 2px solid #00ff00;
|
| 453 |
border-radius: 5px;
|
| 454 |
overflow: hidden;
|
| 455 |
}
|
|
|
|
| 544 |
<div id="score">SCORE: <span id="scoreValue">0</span></div>
|
| 545 |
<div id="killCount">KILLS: <span id="killValue">0</span></div>
|
| 546 |
<div id="waveInfo">WAVE: <span id="waveValue">1</span></div>
|
| 547 |
+
<div id="zombieCount">ZOMBIES: <span id="zombieValue">0</span></div>
|
| 548 |
<div id="hitEffect"></div>
|
| 549 |
<div id="damageVignette"></div>
|
| 550 |
<div id="minimap">
|
|
|
|
| 566 |
</div>
|
| 567 |
|
| 568 |
<div id="startScreen">
|
| 569 |
+
<h1 id="title">ZOMBIE CITY</h1>
|
| 570 |
+
<p id="subtitle">SURVIVE THE UNDEAD APOCALYPSE</p>
|
| 571 |
+
<button id="startButton">START SURVIVAL</button>
|
| 572 |
</div>
|
| 573 |
|
| 574 |
<div id="gameOverScreen">
|
| 575 |
+
<h1 id="gameOverTitle">YOU DIED</h1>
|
| 576 |
<p id="finalScore">SCORE: <span id="finalScoreValue">0</span></p>
|
| 577 |
+
<p id="finalKills">ZOMBIES KILLED: <span id="finalKillValue">0</span></p>
|
| 578 |
<button id="restartButton">TRY AGAIN</button>
|
| 579 |
</div>
|
| 580 |
</div>
|
|
|
|
| 594 |
import { RenderPass } from 'three/addons/postprocessing/RenderPass.js';
|
| 595 |
import { UnrealBloomPass } from 'three/addons/postprocessing/UnrealBloomPass.js';
|
| 596 |
import { ShaderPass } from 'three/addons/postprocessing/ShaderPass.js';
|
|
|
|
| 597 |
import { SMAAPass } from 'three/addons/postprocessing/SMAAPass.js';
|
| 598 |
|
| 599 |
let scene, camera, renderer, composer;
|
| 600 |
+
let player, enemies = [], bullets = [], particles = [];
|
| 601 |
+
let playerHealth = 100, playerArmor = 50, ammo = 30, maxAmmo = 30, reserveAmmo = 200;
|
| 602 |
let score = 0, kills = 0, wave = 1;
|
| 603 |
let gameActive = false, isReloading = false;
|
| 604 |
let moveForward = false, moveBackward = false, moveLeft = false, moveRight = false;
|
| 605 |
+
let canShoot = true, shotCooldown = 80;
|
| 606 |
let clock = new THREE.Clock();
|
| 607 |
let isMobile = /iPhone|iPad|iPod|Android/i.test(navigator.userAgent);
|
| 608 |
let screenShake = { intensity: 0, decay: 0.9 };
|
|
|
|
| 609 |
let cameraShakeOffset = new THREE.Vector3();
|
| 610 |
let weaponBob = 0, weaponRecoil = 0;
|
| 611 |
let moveJoystickData = { active: false, x: 0, y: 0 };
|
| 612 |
let lookJoystickData = { active: false, x: 0, y: 0, lastX: 0, lastY: 0 };
|
| 613 |
let mouseMovement = { x: 0, y: 0 };
|
| 614 |
let isPointerLocked = false;
|
| 615 |
+
let streetLights = [];
|
| 616 |
+
let cars = [];
|
| 617 |
+
let buildings = [];
|
|
|
|
| 618 |
let collisionObjects = [];
|
| 619 |
+
let minimapCtx;
|
| 620 |
+
let spawnPoints = [];
|
| 621 |
|
| 622 |
function init() {
|
| 623 |
scene = new THREE.Scene();
|
| 624 |
+
scene.background = new THREE.Color(0x1a2a3a);
|
| 625 |
+
scene.fog = new THREE.FogExp2(0x1a2a3a, 0.008);
|
| 626 |
|
| 627 |
camera = new THREE.PerspectiveCamera(85, window.innerWidth / window.innerHeight, 0.1, 1000);
|
| 628 |
camera.position.set(0, 1.7, 0);
|
|
|
|
| 636 |
renderer.shadowMap.enabled = true;
|
| 637 |
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
|
| 638 |
renderer.toneMapping = THREE.ACESFilmicToneMapping;
|
| 639 |
+
renderer.toneMappingExposure = 1.0;
|
| 640 |
document.getElementById('gameCanvas').appendChild(renderer.domElement);
|
| 641 |
|
| 642 |
setupPostProcessing();
|
| 643 |
+
createCity();
|
|
|
|
| 644 |
createLighting();
|
|
|
|
| 645 |
setupControls();
|
| 646 |
setupMinimap();
|
| 647 |
|
|
|
|
| 668 |
|
| 669 |
const bloomPass = new UnrealBloomPass(
|
| 670 |
new THREE.Vector2(window.innerWidth, window.innerHeight),
|
| 671 |
+
0.3, 0.4, 0.85
|
| 672 |
);
|
| 673 |
composer.addPass(bloomPass);
|
| 674 |
|
| 675 |
const smaaPass = new SMAAPass(window.innerWidth, window.innerHeight);
|
| 676 |
composer.addPass(smaaPass);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 677 |
}
|
| 678 |
|
| 679 |
+
function createCity() {
|
| 680 |
+
const groundGeometry = new THREE.PlaneGeometry(500, 500, 100, 100);
|
| 681 |
+
const groundMaterial = new THREE.MeshStandardMaterial({
|
| 682 |
+
color: 0x2a2a2a,
|
| 683 |
+
roughness: 0.9,
|
| 684 |
+
metalness: 0.1
|
| 685 |
+
});
|
| 686 |
+
const ground = new THREE.Mesh(groundGeometry, groundMaterial);
|
| 687 |
+
ground.rotation.x = -Math.PI / 2;
|
| 688 |
+
ground.receiveShadow = true;
|
| 689 |
+
scene.add(ground);
|
| 690 |
+
|
| 691 |
+
createRoads();
|
| 692 |
+
createBuildings();
|
| 693 |
+
createCars();
|
| 694 |
+
createStreetLights();
|
| 695 |
+
createProps();
|
| 696 |
+
createSpawnPoints();
|
| 697 |
+
}
|
| 698 |
+
|
| 699 |
+
function createRoads() {
|
| 700 |
+
const roadMaterial = new THREE.MeshStandardMaterial({
|
| 701 |
+
color: 0x333333,
|
| 702 |
+
roughness: 0.8
|
| 703 |
+
});
|
| 704 |
|
| 705 |
+
const lineMaterial = new THREE.MeshBasicMaterial({ color: 0xffff00 });
|
| 706 |
+
const whiteLine = new THREE.MeshBasicMaterial({ color: 0xffffff });
|
| 707 |
|
| 708 |
+
for (let i = -2; i <= 2; i++) {
|
| 709 |
+
const roadH = new THREE.Mesh(
|
| 710 |
+
new THREE.PlaneGeometry(500, 15),
|
| 711 |
+
roadMaterial
|
| 712 |
+
);
|
| 713 |
+
roadH.rotation.x = -Math.PI / 2;
|
| 714 |
+
roadH.position.set(0, 0.01, i * 80);
|
| 715 |
+
scene.add(roadH);
|
| 716 |
+
|
| 717 |
+
for (let j = -25; j <= 25; j++) {
|
| 718 |
+
const line = new THREE.Mesh(
|
| 719 |
+
new THREE.PlaneGeometry(4, 0.3),
|
| 720 |
+
lineMaterial
|
| 721 |
+
);
|
| 722 |
+
line.rotation.x = -Math.PI / 2;
|
| 723 |
+
line.position.set(j * 10, 0.02, i * 80);
|
| 724 |
+
scene.add(line);
|
| 725 |
}
|
| 726 |
+
|
| 727 |
+
const roadV = new THREE.Mesh(
|
| 728 |
+
new THREE.PlaneGeometry(15, 500),
|
| 729 |
+
roadMaterial
|
| 730 |
+
);
|
| 731 |
+
roadV.rotation.x = -Math.PI / 2;
|
| 732 |
+
roadV.position.set(i * 80, 0.01, 0);
|
| 733 |
+
scene.add(roadV);
|
| 734 |
}
|
| 735 |
|
| 736 |
+
const sidewalkMaterial = new THREE.MeshStandardMaterial({
|
| 737 |
+
color: 0x666666,
|
| 738 |
+
roughness: 0.7
|
| 739 |
+
});
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 740 |
|
| 741 |
+
for (let i = -2; i <= 2; i++) {
|
| 742 |
+
for (let side = -1; side <= 1; side += 2) {
|
| 743 |
+
const sidewalkH = new THREE.Mesh(
|
| 744 |
+
new THREE.BoxGeometry(500, 0.15, 3),
|
| 745 |
+
sidewalkMaterial
|
| 746 |
+
);
|
| 747 |
+
sidewalkH.position.set(0, 0.075, i * 80 + side * 9);
|
| 748 |
+
sidewalkH.receiveShadow = true;
|
| 749 |
+
scene.add(sidewalkH);
|
| 750 |
+
}
|
| 751 |
+
}
|
| 752 |
}
|
| 753 |
|
| 754 |
+
function createBuildings() {
|
| 755 |
+
const buildingColors = [0x4a5568, 0x5a6578, 0x3a4558, 0x6a7588, 0x2d3748];
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 756 |
|
| 757 |
+
const gridPositions = [];
|
| 758 |
+
for (let x = -3; x <= 3; x++) {
|
| 759 |
+
for (let z = -3; z <= 3; z++) {
|
| 760 |
+
if (Math.abs(x) <= 2 && Math.abs(z) <= 2) {
|
| 761 |
+
if (x !== 0 && z !== 0) {
|
| 762 |
+
gridPositions.push({ x: x * 80 - 35, z: z * 80 - 35 });
|
| 763 |
+
gridPositions.push({ x: x * 80 + 35, z: z * 80 - 35 });
|
| 764 |
+
gridPositions.push({ x: x * 80 - 35, z: z * 80 + 35 });
|
| 765 |
+
gridPositions.push({ x: x * 80 + 35, z: z * 80 + 35 });
|
| 766 |
+
}
|
| 767 |
+
}
|
| 768 |
+
}
|
| 769 |
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 770 |
|
| 771 |
+
gridPositions.forEach(pos => {
|
| 772 |
+
const width = 20 + Math.random() * 25;
|
| 773 |
+
const depth = 20 + Math.random() * 25;
|
| 774 |
+
const height = 15 + Math.random() * 60;
|
| 775 |
+
|
| 776 |
+
const buildingGeometry = new THREE.BoxGeometry(width, height, depth);
|
| 777 |
+
const buildingMaterial = new THREE.MeshStandardMaterial({
|
| 778 |
+
color: buildingColors[Math.floor(Math.random() * buildingColors.length)],
|
| 779 |
+
roughness: 0.8,
|
| 780 |
+
metalness: 0.2
|
| 781 |
+
});
|
| 782 |
+
|
| 783 |
+
const building = new THREE.Mesh(buildingGeometry, buildingMaterial);
|
| 784 |
+
building.position.set(pos.x, height / 2, pos.z);
|
| 785 |
+
building.castShadow = true;
|
| 786 |
+
building.receiveShadow = true;
|
| 787 |
+
scene.add(building);
|
| 788 |
+
buildings.push(building);
|
| 789 |
|
| 790 |
collisionObjects.push({
|
| 791 |
+
position: new THREE.Vector3(pos.x, height / 2, pos.z),
|
| 792 |
+
width: width,
|
| 793 |
+
depth: depth
|
| 794 |
+
});
|
| 795 |
+
|
| 796 |
+
const windowMaterial = new THREE.MeshBasicMaterial({
|
| 797 |
+
color: Math.random() > 0.3 ? 0xffffaa : 0x333333
|
| 798 |
});
|
| 799 |
+
|
| 800 |
+
const windowRows = Math.floor(height / 4);
|
| 801 |
+
const windowCols = Math.floor(width / 4);
|
| 802 |
+
|
| 803 |
+
for (let row = 0; row < windowRows; row++) {
|
| 804 |
+
for (let col = 0; col < windowCols; col++) {
|
| 805 |
+
if (Math.random() > 0.2) {
|
| 806 |
+
const windowGeom = new THREE.PlaneGeometry(1.5, 2);
|
| 807 |
+
const windowMat = new THREE.MeshBasicMaterial({
|
| 808 |
+
color: Math.random() > 0.4 ? 0xffffcc : 0x222222
|
| 809 |
+
});
|
| 810 |
+
|
| 811 |
+
const windowMesh = new THREE.Mesh(windowGeom, windowMat);
|
| 812 |
+
windowMesh.position.set(
|
| 813 |
+
pos.x - width/2 + 2 + col * 4,
|
| 814 |
+
2 + row * 4,
|
| 815 |
+
pos.z + depth/2 + 0.1
|
| 816 |
+
);
|
| 817 |
+
scene.add(windowMesh);
|
| 818 |
+
|
| 819 |
+
const windowMesh2 = windowMesh.clone();
|
| 820 |
+
windowMesh2.position.z = pos.z - depth/2 - 0.1;
|
| 821 |
+
windowMesh2.rotation.y = Math.PI;
|
| 822 |
+
scene.add(windowMesh2);
|
| 823 |
+
}
|
| 824 |
+
}
|
| 825 |
+
}
|
| 826 |
});
|
|
|
|
|
|
|
|
|
|
| 827 |
}
|
| 828 |
|
| 829 |
+
function createCars() {
|
| 830 |
+
const carColors = [0xff0000, 0x0000ff, 0x00ff00, 0xffff00, 0xff00ff, 0x00ffff, 0xffffff, 0x333333];
|
| 831 |
+
|
| 832 |
+
const carPositions = [
|
| 833 |
+
{ x: 20, z: 80, rot: 0 },
|
| 834 |
+
{ x: -30, z: 80, rot: 0 },
|
| 835 |
+
{ x: 50, z: -80, rot: Math.PI },
|
| 836 |
+
{ x: -60, z: -80, rot: Math.PI },
|
| 837 |
+
{ x: 80, z: 30, rot: Math.PI / 2 },
|
| 838 |
+
{ x: 80, z: -40, rot: Math.PI / 2 },
|
| 839 |
+
{ x: -80, z: 20, rot: -Math.PI / 2 },
|
| 840 |
+
{ x: -80, z: -50, rot: -Math.PI / 2 },
|
| 841 |
+
{ x: 10, z: 0, rot: 0 },
|
| 842 |
+
{ x: -25, z: 0, rot: Math.PI },
|
| 843 |
+
{ x: 0, z: 25, rot: Math.PI / 2 },
|
| 844 |
+
{ x: 0, z: -30, rot: -Math.PI / 2 }
|
| 845 |
];
|
| 846 |
|
| 847 |
+
carPositions.forEach(pos => {
|
| 848 |
+
const carGroup = new THREE.Group();
|
| 849 |
+
|
| 850 |
+
const bodyGeometry = new THREE.BoxGeometry(4, 1.2, 2);
|
| 851 |
+
const bodyMaterial = new THREE.MeshStandardMaterial({
|
| 852 |
+
color: carColors[Math.floor(Math.random() * carColors.length)],
|
| 853 |
+
roughness: 0.3,
|
| 854 |
+
metalness: 0.8
|
| 855 |
+
});
|
| 856 |
+
const body = new THREE.Mesh(bodyGeometry, bodyMaterial);
|
| 857 |
+
body.position.y = 0.8;
|
| 858 |
+
body.castShadow = true;
|
| 859 |
+
carGroup.add(body);
|
| 860 |
+
|
| 861 |
+
const topGeometry = new THREE.BoxGeometry(2.5, 1, 1.8);
|
| 862 |
+
const topMaterial = new THREE.MeshStandardMaterial({
|
| 863 |
+
color: 0x88ccff,
|
| 864 |
+
roughness: 0.1,
|
| 865 |
+
metalness: 0.9,
|
| 866 |
+
transparent: true,
|
| 867 |
+
opacity: 0.7
|
| 868 |
+
});
|
| 869 |
+
const top = new THREE.Mesh(topGeometry, topMaterial);
|
| 870 |
+
top.position.set(-0.3, 1.8, 0);
|
| 871 |
+
carGroup.add(top);
|
| 872 |
+
|
| 873 |
+
const wheelGeometry = new THREE.CylinderGeometry(0.4, 0.4, 0.3, 16);
|
| 874 |
+
const wheelMaterial = new THREE.MeshStandardMaterial({ color: 0x111111 });
|
| 875 |
+
|
| 876 |
+
const wheelPositions = [
|
| 877 |
+
{ x: 1.3, y: 0.4, z: 1 },
|
| 878 |
+
{ x: 1.3, y: 0.4, z: -1 },
|
| 879 |
+
{ x: -1.3, y: 0.4, z: 1 },
|
| 880 |
+
{ x: -1.3, y: 0.4, z: -1 }
|
| 881 |
+
];
|
| 882 |
+
|
| 883 |
+
wheelPositions.forEach(wPos => {
|
| 884 |
+
const wheel = new THREE.Mesh(wheelGeometry, wheelMaterial);
|
| 885 |
+
wheel.rotation.x = Math.PI / 2;
|
| 886 |
+
wheel.position.set(wPos.x, wPos.y, wPos.z);
|
| 887 |
+
carGroup.add(wheel);
|
| 888 |
+
});
|
| 889 |
+
|
| 890 |
+
const headlightGeom = new THREE.SphereGeometry(0.15, 8, 8);
|
| 891 |
+
const headlightMat = new THREE.MeshBasicMaterial({ color: 0xffffcc });
|
| 892 |
|
| 893 |
+
const hl1 = new THREE.Mesh(headlightGeom, headlightMat);
|
| 894 |
+
hl1.position.set(2, 0.8, 0.6);
|
| 895 |
+
carGroup.add(hl1);
|
| 896 |
+
|
| 897 |
+
const hl2 = new THREE.Mesh(headlightGeom, headlightMat);
|
| 898 |
+
hl2.position.set(2, 0.8, -0.6);
|
| 899 |
+
carGroup.add(hl2);
|
| 900 |
+
|
| 901 |
+
carGroup.position.set(pos.x, 0, pos.z);
|
| 902 |
+
carGroup.rotation.y = pos.rot;
|
| 903 |
+
scene.add(carGroup);
|
| 904 |
+
cars.push(carGroup);
|
| 905 |
|
| 906 |
collisionObjects.push({
|
| 907 |
+
position: new THREE.Vector3(pos.x, 1, pos.z),
|
| 908 |
+
width: 5,
|
| 909 |
+
depth: 2.5,
|
| 910 |
+
rotation: pos.rot
|
| 911 |
});
|
| 912 |
});
|
| 913 |
}
|
| 914 |
|
| 915 |
+
function createStreetLights() {
|
| 916 |
+
const lightPositions = [];
|
|
|
|
|
|
|
|
|
|
|
|
|
| 917 |
|
| 918 |
+
for (let x = -200; x <= 200; x += 40) {
|
| 919 |
+
for (let z = -2; z <= 2; z++) {
|
| 920 |
+
lightPositions.push({ x: x, z: z * 80 + 11 });
|
| 921 |
+
lightPositions.push({ x: x, z: z * 80 - 11 });
|
| 922 |
+
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 923 |
}
|
| 924 |
|
| 925 |
+
for (let z = -200; z <= 200; z += 40) {
|
| 926 |
+
for (let x = -2; x <= 2; x++) {
|
| 927 |
+
lightPositions.push({ x: x * 80 + 11, z: z });
|
| 928 |
+
lightPositions.push({ x: x * 80 - 11, z: z });
|
| 929 |
+
}
|
| 930 |
+
}
|
| 931 |
|
| 932 |
+
const uniquePositions = [];
|
| 933 |
+
lightPositions.forEach(pos => {
|
| 934 |
+
const exists = uniquePositions.some(p =>
|
| 935 |
+
Math.abs(p.x - pos.x) < 5 && Math.abs(p.z - pos.z) < 5
|
| 936 |
+
);
|
| 937 |
+
if (!exists && Math.abs(pos.x) < 200 && Math.abs(pos.z) < 200) {
|
| 938 |
+
uniquePositions.push(pos);
|
| 939 |
+
}
|
| 940 |
+
});
|
| 941 |
+
|
| 942 |
+
uniquePositions.slice(0, 80).forEach(pos => {
|
| 943 |
+
const poleGeometry = new THREE.CylinderGeometry(0.1, 0.15, 6, 8);
|
| 944 |
+
const poleMaterial = new THREE.MeshStandardMaterial({ color: 0x444444 });
|
| 945 |
+
const pole = new THREE.Mesh(poleGeometry, poleMaterial);
|
| 946 |
+
pole.position.set(pos.x, 3, pos.z);
|
| 947 |
+
pole.castShadow = true;
|
| 948 |
+
scene.add(pole);
|
| 949 |
|
| 950 |
+
const armGeometry = new THREE.BoxGeometry(2, 0.1, 0.1);
|
| 951 |
+
const arm = new THREE.Mesh(armGeometry, poleMaterial);
|
| 952 |
+
arm.position.set(pos.x + 1, 6, pos.z);
|
| 953 |
+
scene.add(arm);
|
| 954 |
+
|
| 955 |
+
const lampGeometry = new THREE.SphereGeometry(0.3, 8, 8);
|
| 956 |
+
const lampMaterial = new THREE.MeshBasicMaterial({ color: 0xffffcc });
|
| 957 |
+
const lamp = new THREE.Mesh(lampGeometry, lampMaterial);
|
| 958 |
+
lamp.position.set(pos.x + 2, 5.8, pos.z);
|
| 959 |
+
scene.add(lamp);
|
| 960 |
+
|
| 961 |
+
const streetLight = new THREE.PointLight(0xffffcc, 1, 25);
|
| 962 |
+
streetLight.position.set(pos.x + 2, 5.5, pos.z);
|
| 963 |
+
streetLight.castShadow = true;
|
| 964 |
+
streetLight.shadow.mapSize.width = 512;
|
| 965 |
+
streetLight.shadow.mapSize.height = 512;
|
| 966 |
+
scene.add(streetLight);
|
| 967 |
+
streetLights.push(streetLight);
|
| 968 |
+
|
| 969 |
+
collisionObjects.push({
|
| 970 |
+
position: new THREE.Vector3(pos.x, 3, pos.z),
|
| 971 |
+
radius: 0.3
|
| 972 |
});
|
|
|
|
|
|
|
|
|
|
| 973 |
});
|
| 974 |
}
|
| 975 |
|
| 976 |
+
function createProps() {
|
| 977 |
+
const trashCanGeometry = new THREE.CylinderGeometry(0.4, 0.35, 1, 12);
|
| 978 |
+
const trashCanMaterial = new THREE.MeshStandardMaterial({ color: 0x228822 });
|
| 979 |
|
| 980 |
+
for (let i = 0; i < 30; i++) {
|
| 981 |
+
const trashCan = new THREE.Mesh(trashCanGeometry, trashCanMaterial);
|
| 982 |
+
const angle = Math.random() * Math.PI * 2;
|
| 983 |
+
const dist = 20 + Math.random() * 150;
|
| 984 |
+
trashCan.position.set(
|
| 985 |
+
Math.cos(angle) * dist,
|
| 986 |
+
0.5,
|
| 987 |
+
Math.sin(angle) * dist
|
| 988 |
+
);
|
| 989 |
+
trashCan.castShadow = true;
|
| 990 |
+
scene.add(trashCan);
|
| 991 |
+
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 992 |
|
| 993 |
+
const benchGeometry = new THREE.BoxGeometry(2, 0.5, 0.5);
|
| 994 |
+
const benchMaterial = new THREE.MeshStandardMaterial({ color: 0x8b4513 });
|
| 995 |
+
|
| 996 |
+
for (let i = 0; i < 20; i++) {
|
| 997 |
+
const bench = new THREE.Mesh(benchGeometry, benchMaterial);
|
| 998 |
+
const angle = Math.random() * Math.PI * 2;
|
| 999 |
+
const dist = 30 + Math.random() * 120;
|
| 1000 |
+
bench.position.set(
|
| 1001 |
+
Math.cos(angle) * dist,
|
| 1002 |
+
0.5,
|
| 1003 |
+
Math.sin(angle) * dist
|
| 1004 |
+
);
|
| 1005 |
+
bench.rotation.y = Math.random() * Math.PI;
|
| 1006 |
+
bench.castShadow = true;
|
| 1007 |
+
scene.add(bench);
|
| 1008 |
}
|
| 1009 |
|
| 1010 |
+
const barrelGeometry = new THREE.CylinderGeometry(0.5, 0.5, 1.2, 12);
|
| 1011 |
+
const barrelMaterial = new THREE.MeshStandardMaterial({ color: 0x884422 });
|
| 1012 |
|
| 1013 |
+
for (let i = 0; i < 15; i++) {
|
| 1014 |
+
const barrel = new THREE.Mesh(barrelGeometry, barrelMaterial);
|
| 1015 |
+
const angle = Math.random() * Math.PI * 2;
|
| 1016 |
+
const dist = 25 + Math.random() * 100;
|
| 1017 |
+
barrel.position.set(
|
| 1018 |
+
Math.cos(angle) * dist,
|
| 1019 |
+
0.6,
|
| 1020 |
+
Math.sin(angle) * dist
|
| 1021 |
+
);
|
| 1022 |
+
if (Math.random() > 0.7) {
|
| 1023 |
+
barrel.rotation.x = Math.PI / 2;
|
| 1024 |
+
barrel.position.y = 0.5;
|
| 1025 |
+
}
|
| 1026 |
+
barrel.castShadow = true;
|
| 1027 |
+
scene.add(barrel);
|
| 1028 |
+
}
|
| 1029 |
+
}
|
| 1030 |
+
|
| 1031 |
+
function createSpawnPoints() {
|
| 1032 |
+
for (let x = -2; x <= 2; x++) {
|
| 1033 |
+
for (let z = -2; z <= 2; z++) {
|
| 1034 |
+
if (x !== 0 || z !== 0) {
|
| 1035 |
+
spawnPoints.push(new THREE.Vector3(x * 60, 0, z * 60));
|
| 1036 |
+
}
|
| 1037 |
+
}
|
| 1038 |
+
}
|
| 1039 |
+
|
| 1040 |
+
spawnPoints.push(new THREE.Vector3(100, 0, 0));
|
| 1041 |
+
spawnPoints.push(new THREE.Vector3(-100, 0, 0));
|
| 1042 |
+
spawnPoints.push(new THREE.Vector3(0, 0, 100));
|
| 1043 |
+
spawnPoints.push(new THREE.Vector3(0, 0, -100));
|
| 1044 |
+
spawnPoints.push(new THREE.Vector3(100, 0, 100));
|
| 1045 |
+
spawnPoints.push(new THREE.Vector3(-100, 0, -100));
|
| 1046 |
+
spawnPoints.push(new THREE.Vector3(100, 0, -100));
|
| 1047 |
+
spawnPoints.push(new THREE.Vector3(-100, 0, 100));
|
| 1048 |
+
}
|
| 1049 |
+
|
| 1050 |
+
function createLighting() {
|
| 1051 |
+
const ambientLight = new THREE.AmbientLight(0x404060, 0.4);
|
| 1052 |
+
scene.add(ambientLight);
|
| 1053 |
|
| 1054 |
+
const moonLight = new THREE.DirectionalLight(0x6688cc, 0.5);
|
| 1055 |
+
moonLight.position.set(50, 100, 50);
|
| 1056 |
+
moonLight.castShadow = true;
|
| 1057 |
+
moonLight.shadow.mapSize.width = 4096;
|
| 1058 |
+
moonLight.shadow.mapSize.height = 4096;
|
| 1059 |
+
moonLight.shadow.camera.near = 0.5;
|
| 1060 |
+
moonLight.shadow.camera.far = 300;
|
| 1061 |
+
moonLight.shadow.camera.left = -150;
|
| 1062 |
+
moonLight.shadow.camera.right = 150;
|
| 1063 |
+
moonLight.shadow.camera.top = 150;
|
| 1064 |
+
moonLight.shadow.camera.bottom = -150;
|
| 1065 |
+
scene.add(moonLight);
|
| 1066 |
+
|
| 1067 |
+
const hemisphereLight = new THREE.HemisphereLight(0x6688aa, 0x222233, 0.3);
|
| 1068 |
+
scene.add(hemisphereLight);
|
| 1069 |
}
|
| 1070 |
|
| 1071 |
function setupMinimap() {
|
|
|
|
| 1078 |
function updateMinimap() {
|
| 1079 |
if (!minimapCtx) return;
|
| 1080 |
|
| 1081 |
+
minimapCtx.fillStyle = 'rgba(20, 30, 40, 0.9)';
|
| 1082 |
minimapCtx.fillRect(0, 0, 150, 150);
|
| 1083 |
|
| 1084 |
+
const scale = 0.4;
|
| 1085 |
+
const offsetX = 75;
|
| 1086 |
+
const offsetZ = 75;
|
| 1087 |
+
|
| 1088 |
+
minimapCtx.strokeStyle = '#333';
|
| 1089 |
+
minimapCtx.lineWidth = 2;
|
| 1090 |
+
for (let i = -2; i <= 2; i++) {
|
| 1091 |
+
minimapCtx.beginPath();
|
| 1092 |
+
minimapCtx.moveTo(0, 75 + i * 80 * scale);
|
| 1093 |
+
minimapCtx.lineTo(150, 75 + i * 80 * scale);
|
| 1094 |
+
minimapCtx.stroke();
|
| 1095 |
+
|
| 1096 |
+
minimapCtx.beginPath();
|
| 1097 |
+
minimapCtx.moveTo(75 + i * 80 * scale, 0);
|
| 1098 |
+
minimapCtx.lineTo(75 + i * 80 * scale, 150);
|
| 1099 |
+
minimapCtx.stroke();
|
| 1100 |
+
}
|
| 1101 |
|
| 1102 |
+
minimapCtx.fillStyle = '#555';
|
| 1103 |
+
buildings.forEach(b => {
|
| 1104 |
+
const bx = b.position.x * scale + offsetX;
|
| 1105 |
+
const bz = b.position.z * scale + offsetZ;
|
| 1106 |
+
minimapCtx.fillRect(bx - 5, bz - 5, 10, 10);
|
| 1107 |
+
});
|
| 1108 |
|
| 1109 |
minimapCtx.fillStyle = '#00ff00';
|
| 1110 |
+
const px = player.position.x * scale + offsetX;
|
| 1111 |
+
const pz = player.position.z * scale + offsetZ;
|
| 1112 |
minimapCtx.beginPath();
|
| 1113 |
+
minimapCtx.arc(px, pz, 4, 0, Math.PI * 2);
|
| 1114 |
minimapCtx.fill();
|
| 1115 |
|
| 1116 |
minimapCtx.strokeStyle = '#00ff00';
|
| 1117 |
+
minimapCtx.lineWidth = 2;
|
| 1118 |
minimapCtx.beginPath();
|
| 1119 |
+
minimapCtx.moveTo(px, pz);
|
| 1120 |
const angle = player.rotation.y;
|
| 1121 |
+
minimapCtx.lineTo(px - Math.sin(angle) * 10, pz - Math.cos(angle) * 10);
|
| 1122 |
minimapCtx.stroke();
|
| 1123 |
|
| 1124 |
enemies.forEach(enemy => {
|
|
|
|
| 1128 |
if (ex >= 0 && ex <= 150 && ez >= 0 && ez <= 150) {
|
| 1129 |
minimapCtx.fillStyle = '#ff0000';
|
| 1130 |
minimapCtx.beginPath();
|
| 1131 |
+
minimapCtx.arc(ex, ez, 2, 0, Math.PI * 2);
|
| 1132 |
minimapCtx.fill();
|
| 1133 |
}
|
| 1134 |
});
|
|
|
|
| 1322 |
canShoot = false;
|
| 1323 |
setTimeout(() => canShoot = true, shotCooldown);
|
| 1324 |
|
| 1325 |
+
weaponRecoil = 0.2;
|
| 1326 |
+
screenShake.intensity = 0.03;
|
| 1327 |
|
| 1328 |
+
const bulletGeometry = new THREE.SphereGeometry(0.06, 8, 8);
|
| 1329 |
+
const bulletMaterial = new THREE.MeshBasicMaterial({ color: 0xffff00 });
|
|
|
|
|
|
|
|
|
|
| 1330 |
const bullet = new THREE.Mesh(bulletGeometry, bulletMaterial);
|
| 1331 |
|
| 1332 |
const bulletPos = new THREE.Vector3();
|
|
|
|
| 1336 |
const direction = new THREE.Vector3(0, 0, -1);
|
| 1337 |
direction.applyQuaternion(camera.quaternion);
|
| 1338 |
|
| 1339 |
+
const spread = 0.015;
|
| 1340 |
direction.x += (Math.random() - 0.5) * spread;
|
| 1341 |
direction.y += (Math.random() - 0.5) * spread;
|
| 1342 |
direction.normalize();
|
| 1343 |
|
| 1344 |
scene.add(bullet);
|
| 1345 |
|
| 1346 |
+
const bulletLight = new THREE.PointLight(0xffff00, 0.5, 3);
|
| 1347 |
bullet.add(bulletLight);
|
| 1348 |
|
| 1349 |
bullets.push({
|
| 1350 |
mesh: bullet,
|
| 1351 |
direction: direction,
|
| 1352 |
+
speed: 3,
|
| 1353 |
distance: 0
|
| 1354 |
});
|
| 1355 |
|
| 1356 |
createMuzzleFlash();
|
|
|
|
| 1357 |
|
| 1358 |
if (ammo === 0 && reserveAmmo > 0) {
|
| 1359 |
+
setTimeout(reload, 300);
|
| 1360 |
}
|
| 1361 |
}
|
| 1362 |
|
| 1363 |
function createMuzzleFlash() {
|
| 1364 |
+
const flashGeometry = new THREE.SphereGeometry(0.2, 8, 8);
|
| 1365 |
const flashMaterial = new THREE.MeshBasicMaterial({
|
| 1366 |
color: 0xffaa00,
|
| 1367 |
transparent: true,
|
|
|
|
| 1369 |
});
|
| 1370 |
const flash = new THREE.Mesh(flashGeometry, flashMaterial);
|
| 1371 |
|
| 1372 |
+
const pos = new THREE.Vector3(0.2, -0.1, -0.8);
|
| 1373 |
pos.applyQuaternion(camera.quaternion);
|
| 1374 |
camera.getWorldPosition(flash.position);
|
| 1375 |
flash.position.add(pos);
|
| 1376 |
|
| 1377 |
scene.add(flash);
|
| 1378 |
|
| 1379 |
+
const flashLight = new THREE.PointLight(0xffaa00, 2, 8);
|
| 1380 |
flash.add(flashLight);
|
| 1381 |
|
| 1382 |
let opacity = 1;
|
| 1383 |
const fadeFlash = () => {
|
| 1384 |
+
opacity -= 0.25;
|
| 1385 |
flashMaterial.opacity = opacity;
|
| 1386 |
+
flashLight.intensity = opacity * 2;
|
| 1387 |
if (opacity > 0) {
|
| 1388 |
requestAnimationFrame(fadeFlash);
|
| 1389 |
} else {
|
|
|
|
| 1393 |
fadeFlash();
|
| 1394 |
}
|
| 1395 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1396 |
function reload() {
|
| 1397 |
if (isReloading || ammo === maxAmmo || reserveAmmo <= 0) return;
|
| 1398 |
|
|
|
|
| 1405 |
reserveAmmo -= toReload;
|
| 1406 |
isReloading = false;
|
| 1407 |
updateUI();
|
| 1408 |
+
}, 1200);
|
| 1409 |
}
|
| 1410 |
|
| 1411 |
+
function createZombie() {
|
| 1412 |
+
const zombie = new THREE.Group();
|
| 1413 |
+
|
| 1414 |
+
const skinColors = [0x5a7a5a, 0x4a6a4a, 0x6a8a6a, 0x3a5a3a, 0x7a9a7a];
|
| 1415 |
+
const skinColor = skinColors[Math.floor(Math.random() * skinColors.length)];
|
| 1416 |
|
| 1417 |
+
const torsoGeometry = new THREE.BoxGeometry(0.8, 1.2, 0.5);
|
| 1418 |
+
const clothesMaterial = new THREE.MeshStandardMaterial({
|
| 1419 |
+
color: Math.random() > 0.5 ? 0x333344 : 0x443333,
|
| 1420 |
+
roughness: 0.9
|
|
|
|
|
|
|
| 1421 |
});
|
| 1422 |
+
const torso = new THREE.Mesh(torsoGeometry, clothesMaterial);
|
| 1423 |
+
torso.position.y = 1.4;
|
| 1424 |
+
torso.castShadow = true;
|
| 1425 |
+
zombie.add(torso);
|
| 1426 |
+
|
| 1427 |
+
const headGeometry = new THREE.SphereGeometry(0.3, 12, 12);
|
| 1428 |
+
const skinMaterial = new THREE.MeshStandardMaterial({
|
| 1429 |
+
color: skinColor,
|
| 1430 |
+
roughness: 0.8
|
|
|
|
|
|
|
| 1431 |
});
|
| 1432 |
+
const head = new THREE.Mesh(headGeometry, skinMaterial);
|
| 1433 |
+
head.position.y = 2.2;
|
| 1434 |
head.castShadow = true;
|
| 1435 |
+
zombie.add(head);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1436 |
|
| 1437 |
+
const hairGeometry = new THREE.SphereGeometry(0.25, 8, 8, 0, Math.PI * 2, 0, Math.PI / 2);
|
| 1438 |
+
const hairMaterial = new THREE.MeshStandardMaterial({ color: 0x222222 });
|
| 1439 |
+
const hair = new THREE.Mesh(hairGeometry, hairMaterial);
|
| 1440 |
+
hair.position.y = 2.35;
|
| 1441 |
+
hair.rotation.x = Math.random() * 0.3;
|
| 1442 |
+
zombie.add(hair);
|
| 1443 |
|
| 1444 |
+
const eyeGeometry = new THREE.SphereGeometry(0.05, 8, 8);
|
| 1445 |
const eyeMaterial = new THREE.MeshBasicMaterial({ color: 0xffff00 });
|
| 1446 |
|
| 1447 |
const eye1 = new THREE.Mesh(eyeGeometry, eyeMaterial);
|
| 1448 |
+
eye1.position.set(-0.1, 2.25, 0.25);
|
| 1449 |
+
zombie.add(eye1);
|
| 1450 |
|
| 1451 |
const eye2 = new THREE.Mesh(eyeGeometry, eyeMaterial);
|
| 1452 |
+
eye2.position.set(0.1, 2.25, 0.25);
|
| 1453 |
+
zombie.add(eye2);
|
| 1454 |
+
|
| 1455 |
+
const mouthGeometry = new THREE.BoxGeometry(0.15, 0.05, 0.05);
|
| 1456 |
+
const mouthMaterial = new THREE.MeshBasicMaterial({ color: 0x440000 });
|
| 1457 |
+
const mouth = new THREE.Mesh(mouthGeometry, mouthMaterial);
|
| 1458 |
+
mouth.position.set(0, 2.1, 0.28);
|
| 1459 |
+
zombie.add(mouth);
|
| 1460 |
+
|
| 1461 |
+
const armGeometry = new THREE.BoxGeometry(0.2, 0.8, 0.2);
|
| 1462 |
+
|
| 1463 |
+
const armL = new THREE.Mesh(armGeometry, skinMaterial);
|
| 1464 |
+
armL.position.set(-0.6, 1.4, 0);
|
| 1465 |
+
armL.rotation.x = -0.5 + Math.random() * 0.3;
|
| 1466 |
+
armL.rotation.z = 0.2;
|
| 1467 |
+
armL.castShadow = true;
|
| 1468 |
+
zombie.add(armL);
|
| 1469 |
+
|
| 1470 |
+
const armR = new THREE.Mesh(armGeometry, skinMaterial);
|
| 1471 |
+
armR.position.set(0.6, 1.4, 0);
|
| 1472 |
+
armR.rotation.x = -0.5 + Math.random() * 0.3;
|
| 1473 |
+
armR.rotation.z = -0.2;
|
| 1474 |
+
armR.castShadow = true;
|
| 1475 |
+
zombie.add(armR);
|
| 1476 |
+
|
| 1477 |
+
const legGeometry = new THREE.BoxGeometry(0.25, 0.9, 0.25);
|
| 1478 |
+
const pantsMaterial = new THREE.MeshStandardMaterial({
|
| 1479 |
+
color: 0x222233,
|
| 1480 |
+
roughness: 0.9
|
| 1481 |
+
});
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1482 |
|
| 1483 |
+
const legL = new THREE.Mesh(legGeometry, pantsMaterial);
|
| 1484 |
+
legL.position.set(-0.2, 0.45, 0);
|
| 1485 |
+
legL.castShadow = true;
|
| 1486 |
+
zombie.add(legL);
|
| 1487 |
+
|
| 1488 |
+
const legR = new THREE.Mesh(legGeometry, pantsMaterial);
|
| 1489 |
+
legR.position.set(0.2, 0.45, 0);
|
| 1490 |
+
legR.castShadow = true;
|
| 1491 |
+
zombie.add(legR);
|
| 1492 |
+
|
| 1493 |
+
if (Math.random() > 0.5) {
|
| 1494 |
+
const woundGeometry = new THREE.SphereGeometry(0.08, 6, 6);
|
| 1495 |
+
const woundMaterial = new THREE.MeshBasicMaterial({ color: 0x660000 });
|
| 1496 |
+
for (let i = 0; i < 3; i++) {
|
| 1497 |
+
const wound = new THREE.Mesh(woundGeometry, woundMaterial);
|
| 1498 |
+
wound.position.set(
|
| 1499 |
+
(Math.random() - 0.5) * 0.6,
|
| 1500 |
+
1.2 + Math.random() * 0.8,
|
| 1501 |
+
0.26
|
| 1502 |
+
);
|
| 1503 |
+
wound.scale.setScalar(0.5 + Math.random() * 0.5);
|
| 1504 |
+
zombie.add(wound);
|
| 1505 |
+
}
|
| 1506 |
+
}
|
| 1507 |
|
| 1508 |
+
return zombie;
|
| 1509 |
}
|
| 1510 |
|
| 1511 |
+
function spawnZombieSwarm(position, count) {
|
| 1512 |
+
for (let i = 0; i < count; i++) {
|
| 1513 |
+
const zombie = createZombie();
|
| 1514 |
+
|
| 1515 |
+
const offsetX = (Math.random() - 0.5) * 15;
|
| 1516 |
+
const offsetZ = (Math.random() - 0.5) * 15;
|
| 1517 |
+
|
| 1518 |
+
zombie.position.set(
|
| 1519 |
+
position.x + offsetX,
|
| 1520 |
+
0,
|
| 1521 |
+
position.z + offsetZ
|
| 1522 |
+
);
|
| 1523 |
+
|
| 1524 |
+
scene.add(zombie);
|
| 1525 |
+
|
| 1526 |
+
enemies.push({
|
| 1527 |
+
mesh: zombie,
|
| 1528 |
+
health: 30 + wave * 5,
|
| 1529 |
+
maxHealth: 30 + wave * 5,
|
| 1530 |
+
speed: 0.04 + Math.random() * 0.03 + wave * 0.003,
|
| 1531 |
+
lastAttack: 0,
|
| 1532 |
+
attackCooldown: 600 + Math.random() * 400,
|
| 1533 |
+
damage: 5 + wave,
|
| 1534 |
+
animTime: Math.random() * Math.PI * 2,
|
| 1535 |
+
walkCycle: Math.random() * Math.PI * 2
|
| 1536 |
+
});
|
| 1537 |
+
}
|
| 1538 |
|
| 1539 |
+
updateUI();
|
| 1540 |
+
}
|
| 1541 |
+
|
| 1542 |
+
function spawnRandomSwarm() {
|
| 1543 |
+
const validSpawnPoints = spawnPoints.filter(sp => {
|
| 1544 |
+
const dist = player.position.distanceTo(sp);
|
| 1545 |
+
return dist > 30 && dist < 150;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1546 |
});
|
| 1547 |
+
|
| 1548 |
+
if (validSpawnPoints.length > 0) {
|
| 1549 |
+
const spawnPoint = validSpawnPoints[Math.floor(Math.random() * validSpawnPoints.length)];
|
| 1550 |
+
const swarmSize = 3 + Math.floor(Math.random() * 5) + Math.floor(wave / 2);
|
| 1551 |
+
spawnZombieSwarm(spawnPoint, swarmSize);
|
| 1552 |
+
}
|
| 1553 |
}
|
| 1554 |
|
| 1555 |
+
function createBloodParticles(position, count = 15) {
|
| 1556 |
for (let i = 0; i < count; i++) {
|
| 1557 |
+
const geometry = new THREE.SphereGeometry(0.04 + Math.random() * 0.06, 6, 6);
|
| 1558 |
const material = new THREE.MeshBasicMaterial({
|
| 1559 |
+
color: new THREE.Color(0.4 + Math.random() * 0.2, 0, 0),
|
| 1560 |
transparent: true,
|
| 1561 |
opacity: 1
|
| 1562 |
});
|
| 1563 |
const particle = new THREE.Mesh(geometry, material);
|
| 1564 |
particle.position.copy(position);
|
| 1565 |
+
particle.position.y += 1 + Math.random() * 0.5;
|
| 1566 |
|
| 1567 |
scene.add(particle);
|
| 1568 |
|
| 1569 |
const velocity = new THREE.Vector3(
|
| 1570 |
+
(Math.random() - 0.5) * 0.15,
|
| 1571 |
+
Math.random() * 0.1,
|
| 1572 |
+
(Math.random() - 0.5) * 0.15
|
| 1573 |
);
|
| 1574 |
|
| 1575 |
particles.push({
|
| 1576 |
mesh: particle,
|
| 1577 |
velocity: velocity,
|
| 1578 |
life: 1,
|
| 1579 |
+
decay: 0.03 + Math.random() * 0.02
|
| 1580 |
});
|
| 1581 |
}
|
| 1582 |
}
|
| 1583 |
|
| 1584 |
+
function createDeathEffect(position) {
|
| 1585 |
+
for (let i = 0; i < 20; i++) {
|
| 1586 |
+
const geometry = new THREE.SphereGeometry(0.08 + Math.random() * 0.1, 6, 6);
|
| 1587 |
const material = new THREE.MeshBasicMaterial({
|
| 1588 |
+
color: new THREE.Color(0.5 + Math.random() * 0.3, 0.2, 0.1),
|
| 1589 |
transparent: true,
|
| 1590 |
opacity: 1
|
| 1591 |
});
|
|
|
|
| 1596 |
scene.add(particle);
|
| 1597 |
|
| 1598 |
const velocity = new THREE.Vector3(
|
| 1599 |
+
(Math.random() - 0.5) * 0.2,
|
| 1600 |
+
Math.random() * 0.15,
|
| 1601 |
+
(Math.random() - 0.5) * 0.2
|
| 1602 |
);
|
| 1603 |
|
| 1604 |
particles.push({
|
| 1605 |
mesh: particle,
|
| 1606 |
velocity: velocity,
|
| 1607 |
life: 1,
|
| 1608 |
+
decay: 0.025
|
| 1609 |
});
|
| 1610 |
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1611 |
}
|
| 1612 |
|
| 1613 |
function startGame() {
|
|
|
|
| 1618 |
renderer.domElement.requestPointerLock();
|
| 1619 |
}
|
| 1620 |
|
| 1621 |
+
for (let i = 0; i < 4; i++) {
|
| 1622 |
+
setTimeout(() => {
|
| 1623 |
+
const angle = (i / 4) * Math.PI * 2;
|
| 1624 |
+
const spawnPos = new THREE.Vector3(
|
| 1625 |
+
Math.cos(angle) * 40,
|
| 1626 |
+
0,
|
| 1627 |
+
Math.sin(angle) * 40
|
| 1628 |
+
);
|
| 1629 |
+
spawnZombieSwarm(spawnPos, 5 + wave);
|
| 1630 |
+
}, i * 800);
|
| 1631 |
}
|
| 1632 |
}
|
| 1633 |
|
|
|
|
| 1637 |
playerHealth = 100;
|
| 1638 |
playerArmor = 50;
|
| 1639 |
ammo = maxAmmo;
|
| 1640 |
+
reserveAmmo = 200;
|
| 1641 |
score = 0;
|
| 1642 |
kills = 0;
|
| 1643 |
wave = 1;
|
|
|
|
| 1663 |
|
| 1664 |
gameActive = true;
|
| 1665 |
|
| 1666 |
+
for (let i = 0; i < 4; i++) {
|
| 1667 |
+
setTimeout(() => {
|
| 1668 |
+
const angle = (i / 4) * Math.PI * 2;
|
| 1669 |
+
const spawnPos = new THREE.Vector3(
|
| 1670 |
+
Math.cos(angle) * 40,
|
| 1671 |
+
0,
|
| 1672 |
+
Math.sin(angle) * 40
|
| 1673 |
+
);
|
| 1674 |
+
spawnZombieSwarm(spawnPos, 5);
|
| 1675 |
+
}, i * 600);
|
| 1676 |
}
|
| 1677 |
}
|
| 1678 |
|
|
|
|
| 1696 |
document.getElementById('scoreValue').textContent = score;
|
| 1697 |
document.getElementById('killValue').textContent = kills;
|
| 1698 |
document.getElementById('waveValue').textContent = wave;
|
| 1699 |
+
document.getElementById('zombieValue').textContent = enemies.length;
|
| 1700 |
|
| 1701 |
const damageVignette = document.getElementById('damageVignette');
|
| 1702 |
damageVignette.style.opacity = Math.max(0, (50 - playerHealth) / 50) * 0.8;
|
|
|
|
| 1705 |
function checkCollision(newPos) {
|
| 1706 |
for (const obj of collisionObjects) {
|
| 1707 |
if (obj.radius) {
|
| 1708 |
+
const dist = new THREE.Vector2(newPos.x - obj.position.x, newPos.z - obj.position.z).length();
|
| 1709 |
if (dist < obj.radius + 0.5) return true;
|
| 1710 |
+
} else if (obj.width && obj.depth) {
|
| 1711 |
+
const hw = obj.width / 2 + 0.5;
|
| 1712 |
+
const hd = obj.depth / 2 + 0.5;
|
| 1713 |
+
|
| 1714 |
+
if (Math.abs(newPos.x - obj.position.x) < hw &&
|
| 1715 |
+
Math.abs(newPos.z - obj.position.z) < hd) {
|
| 1716 |
+
return true;
|
| 1717 |
+
}
|
| 1718 |
}
|
| 1719 |
}
|
| 1720 |
|
| 1721 |
+
if (Math.abs(newPos.x) > 240 || Math.abs(newPos.z) > 240) return true;
|
| 1722 |
|
| 1723 |
return false;
|
| 1724 |
}
|
| 1725 |
|
| 1726 |
+
let lastSpawnTime = 0;
|
| 1727 |
+
let spawnInterval = 8000;
|
| 1728 |
+
|
| 1729 |
function animate() {
|
| 1730 |
requestAnimationFrame(animate);
|
| 1731 |
|
| 1732 |
const delta = clock.getDelta();
|
| 1733 |
+
const time = clock.getElapsedTime();
|
| 1734 |
|
| 1735 |
if (gameActive) {
|
| 1736 |
if (!isMobile && isPointerLocked) {
|
|
|
|
| 1749 |
lookJoystickData.y *= 0.5;
|
| 1750 |
}
|
| 1751 |
|
| 1752 |
+
const speed = 0.18;
|
| 1753 |
const direction = new THREE.Vector3();
|
| 1754 |
|
| 1755 |
if (moveForward) direction.z -= 1;
|
|
|
|
| 1766 |
|
| 1767 |
if (!checkCollision(newPos)) {
|
| 1768 |
player.position.copy(newPos);
|
| 1769 |
+
} else {
|
| 1770 |
+
const newPosX = player.position.clone();
|
| 1771 |
+
newPosX.x += direction.x * speed / direction.length();
|
| 1772 |
+
if (!checkCollision(newPosX)) {
|
| 1773 |
+
player.position.x = newPosX.x;
|
| 1774 |
+
}
|
| 1775 |
+
|
| 1776 |
+
const newPosZ = player.position.clone();
|
| 1777 |
+
newPosZ.z += direction.z * speed / direction.length();
|
| 1778 |
+
if (!checkCollision(newPosZ)) {
|
| 1779 |
+
player.position.z = newPosZ.z;
|
| 1780 |
+
}
|
| 1781 |
}
|
| 1782 |
|
| 1783 |
+
weaponBob += delta * 12;
|
| 1784 |
}
|
| 1785 |
|
| 1786 |
for (let i = bullets.length - 1; i >= 0; i--) {
|
|
|
|
| 1788 |
bullet.mesh.position.add(bullet.direction.clone().multiplyScalar(bullet.speed));
|
| 1789 |
bullet.distance += bullet.speed;
|
| 1790 |
|
| 1791 |
+
if (bullet.distance > 150) {
|
| 1792 |
scene.remove(bullet.mesh);
|
| 1793 |
bullets.splice(i, 1);
|
| 1794 |
continue;
|
|
|
|
| 1796 |
|
| 1797 |
for (let j = enemies.length - 1; j >= 0; j--) {
|
| 1798 |
const enemy = enemies[j];
|
| 1799 |
+
const enemyCenter = enemy.mesh.position.clone();
|
| 1800 |
+
enemyCenter.y += 1.2;
|
| 1801 |
+
const dist = bullet.mesh.position.distanceTo(enemyCenter);
|
| 1802 |
|
| 1803 |
+
if (dist < 1) {
|
| 1804 |
+
const damage = 35 + Math.random() * 20;
|
| 1805 |
enemy.health -= damage;
|
| 1806 |
|
| 1807 |
scene.remove(bullet.mesh);
|
|
|
|
| 1810 |
createBloodParticles(enemy.mesh.position);
|
| 1811 |
|
| 1812 |
if (enemy.health <= 0) {
|
| 1813 |
+
createDeathEffect(enemy.mesh.position);
|
| 1814 |
scene.remove(enemy.mesh);
|
| 1815 |
enemies.splice(j, 1);
|
| 1816 |
+
score += 50 * wave;
|
| 1817 |
kills++;
|
| 1818 |
updateUI();
|
| 1819 |
|
| 1820 |
+
if (Math.random() < 0.25) {
|
| 1821 |
+
playerHealth = Math.min(100, playerHealth + 8);
|
| 1822 |
}
|
| 1823 |
+
if (Math.random() < 0.15) {
|
| 1824 |
+
playerArmor = Math.min(100, playerArmor + 10);
|
| 1825 |
}
|
| 1826 |
+
if (Math.random() < 0.2) {
|
| 1827 |
+
reserveAmmo = Math.min(999, reserveAmmo + 15);
|
| 1828 |
}
|
| 1829 |
updateUI();
|
| 1830 |
}
|
|
|
|
| 1834 |
}
|
| 1835 |
|
| 1836 |
enemies.forEach((enemy, index) => {
|
| 1837 |
+
enemy.animTime += delta * 3;
|
| 1838 |
+
enemy.walkCycle += delta * 8;
|
| 1839 |
|
| 1840 |
const targetPos = player.position.clone();
|
| 1841 |
+
const direction = new THREE.Vector3();
|
| 1842 |
+
direction.subVectors(targetPos, enemy.mesh.position).normalize();
|
| 1843 |
+
|
| 1844 |
+
const newEnemyPos = enemy.mesh.position.clone();
|
| 1845 |
+
newEnemyPos.add(direction.multiplyScalar(enemy.speed));
|
| 1846 |
+
|
| 1847 |
+
let canMove = true;
|
| 1848 |
+
for (const other of enemies) {
|
| 1849 |
+
if (other !== enemy) {
|
| 1850 |
+
const dist = newEnemyPos.distanceTo(other.mesh.position);
|
| 1851 |
+
if (dist < 1) {
|
| 1852 |
+
canMove = false;
|
| 1853 |
+
break;
|
| 1854 |
+
}
|
| 1855 |
+
}
|
| 1856 |
+
}
|
| 1857 |
+
|
| 1858 |
+
if (canMove) {
|
| 1859 |
+
enemy.mesh.position.copy(newEnemyPos);
|
| 1860 |
+
}
|
| 1861 |
|
|
|
|
| 1862 |
enemy.mesh.lookAt(player.position.x, enemy.mesh.position.y, player.position.z);
|
| 1863 |
|
| 1864 |
+
const bobAmount = Math.sin(enemy.walkCycle) * 0.05;
|
| 1865 |
+
enemy.mesh.position.y = bobAmount;
|
| 1866 |
+
|
| 1867 |
+
const leftLeg = enemy.mesh.children[5];
|
| 1868 |
+
const rightLeg = enemy.mesh.children[6];
|
| 1869 |
+
const leftArm = enemy.mesh.children[3];
|
| 1870 |
+
const rightArm = enemy.mesh.children[4];
|
| 1871 |
+
|
| 1872 |
+
if (leftLeg && rightLeg) {
|
| 1873 |
+
leftLeg.rotation.x = Math.sin(enemy.walkCycle) * 0.4;
|
| 1874 |
+
rightLeg.rotation.x = Math.sin(enemy.walkCycle + Math.PI) * 0.4;
|
| 1875 |
+
}
|
| 1876 |
+
|
| 1877 |
+
if (leftArm && rightArm) {
|
| 1878 |
+
leftArm.rotation.x = -0.5 + Math.sin(enemy.walkCycle + Math.PI) * 0.2;
|
| 1879 |
+
rightArm.rotation.x = -0.5 + Math.sin(enemy.walkCycle) * 0.2;
|
| 1880 |
+
}
|
| 1881 |
|
| 1882 |
const dist = player.position.distanceTo(enemy.mesh.position);
|
| 1883 |
|
|
|
|
| 1886 |
|
| 1887 |
let damage = enemy.damage;
|
| 1888 |
if (playerArmor > 0) {
|
| 1889 |
+
const absorbed = Math.min(playerArmor, damage * 0.5);
|
| 1890 |
playerArmor -= absorbed;
|
| 1891 |
damage -= absorbed;
|
| 1892 |
}
|
|
|
|
| 1894 |
|
| 1895 |
updateUI();
|
| 1896 |
|
| 1897 |
+
screenShake.intensity = 0.08;
|
| 1898 |
|
| 1899 |
const hitEffect = document.getElementById('hitEffect');
|
| 1900 |
hitEffect.style.opacity = '1';
|
|
|
|
| 1908 |
|
| 1909 |
for (let i = particles.length - 1; i >= 0; i--) {
|
| 1910 |
const p = particles[i];
|
| 1911 |
+
p.velocity.y -= 0.008;
|
| 1912 |
p.mesh.position.add(p.velocity);
|
| 1913 |
p.life -= p.decay;
|
| 1914 |
p.mesh.material.opacity = p.life;
|
|
|
|
| 1919 |
}
|
| 1920 |
}
|
| 1921 |
|
| 1922 |
+
const now = Date.now();
|
| 1923 |
+
if (now - lastSpawnTime > spawnInterval && enemies.length < 50) {
|
| 1924 |
+
spawnRandomSwarm();
|
| 1925 |
+
lastSpawnTime = now;
|
| 1926 |
}
|
| 1927 |
|
| 1928 |
+
if (kills > 0 && kills % 15 === 0 && kills / 15 >= wave) {
|
| 1929 |
wave++;
|
| 1930 |
+
spawnInterval = Math.max(3000, 8000 - wave * 500);
|
| 1931 |
updateUI();
|
| 1932 |
+
|
| 1933 |
for (let i = 0; i < 3; i++) {
|
| 1934 |
+
setTimeout(() => spawnRandomSwarm(), i * 500);
|
| 1935 |
}
|
| 1936 |
}
|
| 1937 |
|
|
|
|
| 1951 |
}
|
| 1952 |
}
|
| 1953 |
|
| 1954 |
+
streetLights.forEach((light, i) => {
|
| 1955 |
+
light.intensity = 0.8 + Math.sin(time * 2 + i * 0.5) * 0.2;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1956 |
});
|
| 1957 |
|
| 1958 |
updateMinimap();
|
|
|
|
| 1971 |
init();
|
| 1972 |
</script>
|
| 1973 |
</body>
|
| 1974 |
+
</html>
|