Spaces:
Running
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Update index.html
Browse files- index.html +288 -31
index.html
CHANGED
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@@ -2,7 +2,7 @@
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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-Style 3D Shooter</title>
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<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js"></script>
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<script src="https://cdn.jsdelivr.net/npm/three@0.128.0/examples/js/controls/PointerLockControls.min.js"></script>
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@@ -12,6 +12,7 @@
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padding: 0;
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box-sizing: border-box;
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font-family: 'Courier New', monospace;
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}
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body {
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@@ -258,6 +259,79 @@
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opacity: 0;
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z-index: 5;
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}
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</style>
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</head>
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<body>
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@@ -276,6 +350,15 @@
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<div id="bloodEffect"></div>
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</div>
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<div id="startScreen">
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<h1 id="title">DEMON SLAYER</h1>
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<p id="subtitle">Eliminate all demons to survive</p>
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@@ -306,6 +389,12 @@
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let shotCooldown = 300; // ms
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let enemySpawnTimer = 0;
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let clock = new THREE.Clock();
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// Initialize the game
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function init() {
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scene.add(player);
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player.add(camera);
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// Add pointer lock controls
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// Event listeners
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window.addEventListener('resize', onWindowResize, false);
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// Start button event
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});
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}
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-
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const
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color: 0x880000,
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roughness: 0.
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metalness: 0.
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});
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(Math.random() - 0.5) * 40,
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-
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(Math.random() - 0.5) * 40
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);
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-
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scene.add(enemy);
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enemies.push({
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mesh:
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health: 100,
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speed: 0.02 + Math.random() * 0.03,
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lastAttack: 0,
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function startGame() {
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document.getElementById('startScreen').style.display = 'none';
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-
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gameActive = true;
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// Spawn initial enemies
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spawnEnemy();
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}
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-
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gameActive = true;
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}
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function gameOver() {
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gameActive = false;
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-
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document.getElementById('finalScore').textContent = `SCORE: ${score}`;
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document.getElementById('gameOverScreen').style.display = 'flex';
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}
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}
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function onMouseMove(event) {
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if (!gameActive) return;
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// Add weapon sway effect
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const weapon = document.getElementById('weapon');
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}, 50);
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}
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function onWindowResize() {
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camera.aspect = window.innerWidth / window.innerHeight;
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camera.updateProjectionMatrix();
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if (gameActive) {
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// Player movement
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const speed = 0.1;
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if (
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// Keep player within bounds
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player.position.x = Math.max(-24, Math.min(24, player.position.x));
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bullets.splice(i, 1);
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// Enemy hit effect
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enemy.mesh.material.color.set(0xff0000);
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setTimeout(() => {
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if (enemy.mesh) {
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enemy.mesh.material.color.set(0x880000);
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}
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}, 100);
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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, maximum-scale=1.0, user-scalable=no">
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<title>Doom-Style 3D Shooter</title>
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<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js"></script>
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<script src="https://cdn.jsdelivr.net/npm/three@0.128.0/examples/js/controls/PointerLockControls.min.js"></script>
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padding: 0;
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box-sizing: border-box;
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font-family: 'Courier New', monospace;
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touch-action: none;
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}
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body {
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opacity: 0;
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z-index: 5;
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}
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/* Mobile Controls */
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#mobileControls {
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position: absolute;
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bottom: 20px;
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width: 100%;
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display: none;
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justify-content: space-between;
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padding: 0 20px;
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z-index: 10;
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pointer-events: none;
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}
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.controlPad {
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width: 120px;
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height: 120px;
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background: rgba(255, 0, 0, 0.3);
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border-radius: 50%;
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display: flex;
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justify-content: center;
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align-items: center;
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pointer-events: auto;
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}
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.controlStick {
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width: 50px;
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height: 50px;
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background: rgba(255, 85, 85, 0.7);
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border-radius: 50%;
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position: relative;
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}
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#shootButton {
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width: 80px;
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height: 80px;
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background: rgba(255, 0, 0, 0.5);
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border-radius: 50%;
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display: flex;
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justify-content: center;
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align-items: center;
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font-size: 24px;
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color: white;
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pointer-events: auto;
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border: 2px solid #ff5555;
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}
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#instructions {
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position: absolute;
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bottom: 160px;
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width: 100%;
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text-align: center;
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color: #ff9999;
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font-size: 18px;
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padding: 0 20px;
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}
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@media (max-width: 768px) {
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#mobileControls {
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display: flex;
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}
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#instructions {
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display: block;
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}
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#title {
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font-size: 48px;
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}
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#subtitle {
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font-size: 18px;
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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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<div id="bloodEffect"></div>
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</div>
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<div id="mobileControls">
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<div class="controlPad" id="movementPad">
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<div class="controlStick" id="movementStick"></div>
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</div>
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<div id="shootButton">FIRE</div>
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</div>
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<div id="instructions">Use joystick to move, tap FIRE to shoot</div>
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<div id="startScreen">
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<h1 id="title">DEMON SLAYER</h1>
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<p id="subtitle">Eliminate all demons to survive</p>
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let shotCooldown = 300; // ms
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let enemySpawnTimer = 0;
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let clock = new THREE.Clock();
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let isMobile = /iPhone|iPad|iPod|Android/i.test(navigator.userAgent);
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// Mobile controls
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let movementStickActive = false;
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let movementStickPosition = { x: 0, y: 0 };
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let movementStickRadius = 35;
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// Initialize the game
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function init() {
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scene.add(player);
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player.add(camera);
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// Add pointer lock controls for desktop
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if (!isMobile) {
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controls = new THREE.PointerLockControls(camera, document.body);
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}
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// Event listeners
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if (!isMobile) {
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document.addEventListener('keydown', onKeyDown, false);
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document.addEventListener('keyup', onKeyUp, false);
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document.addEventListener('mousedown', onMouseDown, false);
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document.addEventListener('mousemove', onMouseMove, false);
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} else {
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setupMobileControls();
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}
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window.addEventListener('resize', onWindowResize, false);
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// Start button event
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});
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}
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// Create a detailed demon model
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function createDemon() {
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const demonGroup = new THREE.Group();
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// Body
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const bodyGeometry = new THREE.SphereGeometry(0.8, 16, 16);
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const bodyMaterial = new THREE.MeshStandardMaterial({
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color: 0x880000,
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roughness: 0.7,
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metalness: 0.3
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});
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const body = new THREE.Mesh(bodyGeometry, bodyMaterial);
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body.position.y = 1;
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body.castShadow = true;
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demonGroup.add(body);
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// Head
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const headGeometry = new THREE.SphereGeometry(0.6, 16, 16);
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const headMaterial = new THREE.MeshStandardMaterial({
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color: 0xaa0000,
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roughness: 0.7,
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metalness: 0.3
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});
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const head = new THREE.Mesh(headGeometry, headMaterial);
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head.position.y = 1.8;
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head.castShadow = true;
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demonGroup.add(head);
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// Horns
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const hornGeometry = new THREE.ConeGeometry(0.1, 0.8, 8);
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const hornMaterial = new THREE.MeshStandardMaterial({ color: 0x333333 });
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const horn1 = new THREE.Mesh(hornGeometry, hornMaterial);
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horn1.position.set(-0.2, 2.3, 0);
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horn1.rotation.z = Math.PI / 6;
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horn1.castShadow = true;
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demonGroup.add(horn1);
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const horn2 = new THREE.Mesh(hornGeometry, hornMaterial);
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horn2.position.set(0.2, 2.3, 0);
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horn2.rotation.z = -Math.PI / 6;
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horn2.castShadow = true;
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demonGroup.add(horn2);
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// Eyes
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const eyeGeometry = new THREE.SphereGeometry(0.15, 8, 8);
|
| 581 |
+
const eyeMaterial = new THREE.MeshStandardMaterial({ color: 0xffff00 });
|
| 582 |
+
|
| 583 |
+
const eye1 = new THREE.Mesh(eyeGeometry, eyeMaterial);
|
| 584 |
+
eye1.position.set(-0.25, 1.9, 0.4);
|
| 585 |
+
demonGroup.add(eye1);
|
| 586 |
+
|
| 587 |
+
const eye2 = new THREE.Mesh(eyeGeometry, eyeMaterial);
|
| 588 |
+
eye2.position.set(0.25, 1.9, 0.4);
|
| 589 |
+
demonGroup.add(eye2);
|
| 590 |
+
|
| 591 |
+
// Arms
|
| 592 |
+
const armGeometry = new THREE.CylinderGeometry(0.15, 0.15, 1.2, 8);
|
| 593 |
+
const armMaterial = new THREE.MeshStandardMaterial({ color: 0x770000 });
|
| 594 |
+
|
| 595 |
+
const arm1 = new THREE.Mesh(armGeometry, armMaterial);
|
| 596 |
+
arm1.position.set(-0.9, 1, 0);
|
| 597 |
+
arm1.rotation.z = Math.PI / 4;
|
| 598 |
+
arm1.castShadow = true;
|
| 599 |
+
demonGroup.add(arm1);
|
| 600 |
+
|
| 601 |
+
const arm2 = new THREE.Mesh(armGeometry, armMaterial);
|
| 602 |
+
arm2.position.set(0.9, 1, 0);
|
| 603 |
+
arm2.rotation.z = -Math.PI / 4;
|
| 604 |
+
arm2.castShadow = true;
|
| 605 |
+
demonGroup.add(arm2);
|
| 606 |
+
|
| 607 |
+
// Legs
|
| 608 |
+
const legGeometry = new THREE.CylinderGeometry(0.2, 0.2, 1, 8);
|
| 609 |
+
const legMaterial = new THREE.MeshStandardMaterial({ color: 0x660000 });
|
| 610 |
+
|
| 611 |
+
const leg1 = new THREE.Mesh(legGeometry, legMaterial);
|
| 612 |
+
leg1.position.set(-0.4, 0.3, 0);
|
| 613 |
+
leg1.castShadow = true;
|
| 614 |
+
demonGroup.add(leg1);
|
| 615 |
+
|
| 616 |
+
const leg2 = new THREE.Mesh(legGeometry, legMaterial);
|
| 617 |
+
leg2.position.set(0.4, 0.3, 0);
|
| 618 |
+
leg2.castShadow = true;
|
| 619 |
+
demonGroup.add(leg2);
|
| 620 |
+
|
| 621 |
+
return demonGroup;
|
| 622 |
+
}
|
| 623 |
+
|
| 624 |
+
function spawnEnemy() {
|
| 625 |
+
const demon = createDemon();
|
| 626 |
+
demon.position.set(
|
| 627 |
(Math.random() - 0.5) * 40,
|
| 628 |
+
0,
|
| 629 |
(Math.random() - 0.5) * 40
|
| 630 |
);
|
| 631 |
+
demon.rotation.y = Math.random() * Math.PI * 2;
|
| 632 |
+
scene.add(demon);
|
|
|
|
| 633 |
|
| 634 |
enemies.push({
|
| 635 |
+
mesh: demon,
|
| 636 |
health: 100,
|
| 637 |
speed: 0.02 + Math.random() * 0.03,
|
| 638 |
lastAttack: 0,
|
|
|
|
| 642 |
|
| 643 |
function startGame() {
|
| 644 |
document.getElementById('startScreen').style.display = 'none';
|
| 645 |
+
if (!isMobile) {
|
| 646 |
+
controls.lock();
|
| 647 |
+
}
|
| 648 |
gameActive = true;
|
| 649 |
|
| 650 |
// Spawn initial enemies
|
|
|
|
| 680 |
spawnEnemy();
|
| 681 |
}
|
| 682 |
|
| 683 |
+
if (!isMobile) {
|
| 684 |
+
controls.lock();
|
| 685 |
+
}
|
| 686 |
gameActive = true;
|
| 687 |
}
|
| 688 |
|
| 689 |
function gameOver() {
|
| 690 |
gameActive = false;
|
| 691 |
+
if (!isMobile) {
|
| 692 |
+
controls.unlock();
|
| 693 |
+
}
|
| 694 |
document.getElementById('finalScore').textContent = `SCORE: ${score}`;
|
| 695 |
document.getElementById('gameOverScreen').style.display = 'flex';
|
| 696 |
}
|
|
|
|
| 730 |
}
|
| 731 |
|
| 732 |
function onMouseMove(event) {
|
| 733 |
+
if (!gameActive || isMobile) return;
|
| 734 |
|
| 735 |
// Add weapon sway effect
|
| 736 |
const weapon = document.getElementById('weapon');
|
|
|
|
| 790 |
}, 50);
|
| 791 |
}
|
| 792 |
|
| 793 |
+
function setupMobileControls() {
|
| 794 |
+
const movementPad = document.getElementById('movementPad');
|
| 795 |
+
const movementStick = document.getElementById('movementStick');
|
| 796 |
+
const shootButton = document.getElementById('shootButton');
|
| 797 |
+
|
| 798 |
+
// Movement pad touch events
|
| 799 |
+
movementPad.addEventListener('touchstart', (e) => {
|
| 800 |
+
movementStickActive = true;
|
| 801 |
+
updateMovementStick(e.touches[0]);
|
| 802 |
+
});
|
| 803 |
+
|
| 804 |
+
movementPad.addEventListener('touchmove', (e) => {
|
| 805 |
+
if (movementStickActive) {
|
| 806 |
+
e.preventDefault();
|
| 807 |
+
updateMovementStick(e.touches[0]);
|
| 808 |
+
}
|
| 809 |
+
});
|
| 810 |
+
|
| 811 |
+
movementPad.addEventListener('touchend', () => {
|
| 812 |
+
movementStickActive = false;
|
| 813 |
+
movementStickPosition = { x: 0, y: 0 };
|
| 814 |
+
movementStick.style.transform = 'translate(0, 0)';
|
| 815 |
+
moveForward = false;
|
| 816 |
+
moveBackward = false;
|
| 817 |
+
moveLeft = false;
|
| 818 |
+
moveRight = false;
|
| 819 |
+
});
|
| 820 |
+
|
| 821 |
+
// Shoot button touch events
|
| 822 |
+
shootButton.addEventListener('touchstart', (e) => {
|
| 823 |
+
e.preventDefault();
|
| 824 |
+
if (gameActive && ammo > 0 && canShoot) {
|
| 825 |
+
shoot();
|
| 826 |
+
canShoot = false;
|
| 827 |
+
setTimeout(() => { canShoot = true; }, shotCooldown);
|
| 828 |
+
}
|
| 829 |
+
});
|
| 830 |
+
|
| 831 |
+
function updateMovementStick(touch) {
|
| 832 |
+
const padRect = movementPad.getBoundingClientRect();
|
| 833 |
+
const centerX = padRect.left + padRect.width / 2;
|
| 834 |
+
const centerY = padRect.top + padRect.height / 2;
|
| 835 |
+
|
| 836 |
+
let deltaX = touch.clientX - centerX;
|
| 837 |
+
let deltaY = touch.clientY - centerY;
|
| 838 |
+
|
| 839 |
+
// Limit to pad radius
|
| 840 |
+
const distance = Math.sqrt(deltaX * deltaX + deltaY * deltaY);
|
| 841 |
+
if (distance > movementStickRadius) {
|
| 842 |
+
deltaX = deltaX * movementStickRadius / distance;
|
| 843 |
+
deltaY = deltaY * movementStickRadius / distance;
|
| 844 |
+
}
|
| 845 |
+
|
| 846 |
+
movementStickPosition = { x: deltaX, y: deltaY };
|
| 847 |
+
movementStick.style.transform = `translate(${deltaX}px, ${deltaY}px)`;
|
| 848 |
+
|
| 849 |
+
// Update movement flags
|
| 850 |
+
moveForward = deltaY < -10;
|
| 851 |
+
moveBackward = deltaY > 10;
|
| 852 |
+
moveLeft = deltaX < -10;
|
| 853 |
+
moveRight = deltaX > 10;
|
| 854 |
+
}
|
| 855 |
+
}
|
| 856 |
+
|
| 857 |
function onWindowResize() {
|
| 858 |
camera.aspect = window.innerWidth / window.innerHeight;
|
| 859 |
camera.updateProjectionMatrix();
|
|
|
|
| 868 |
if (gameActive) {
|
| 869 |
// Player movement
|
| 870 |
const speed = 0.1;
|
| 871 |
+
|
| 872 |
+
if (isMobile) {
|
| 873 |
+
// Mobile movement based on joystick
|
| 874 |
+
if (moveForward) player.translateZ(-speed);
|
| 875 |
+
if (moveBackward) player.translateZ(speed);
|
| 876 |
+
if (moveLeft) player.translateX(-speed);
|
| 877 |
+
if (moveRight) player.translateX(speed);
|
| 878 |
+
} else {
|
| 879 |
+
// Desktop movement
|
| 880 |
+
if (moveForward) player.translateZ(-speed);
|
| 881 |
+
if (moveBackward) player.translateZ(speed);
|
| 882 |
+
if (moveLeft) player.translateX(-speed);
|
| 883 |
+
if (moveRight) player.translateX(speed);
|
| 884 |
+
}
|
| 885 |
|
| 886 |
// Keep player within bounds
|
| 887 |
player.position.x = Math.max(-24, Math.min(24, player.position.x));
|
|
|
|
| 964 |
bullets.splice(i, 1);
|
| 965 |
|
| 966 |
// Enemy hit effect
|
| 967 |
+
enemy.mesh.children[0].material.color.set(0xff0000);
|
| 968 |
setTimeout(() => {
|
| 969 |
+
if (enemy.mesh && enemy.mesh.children[0]) {
|
| 970 |
+
enemy.mesh.children[0].material.color.set(0x880000);
|
| 971 |
}
|
| 972 |
}, 100);
|
| 973 |
|