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// Game variables
let scene, camera, renderer;
let sphere, playerPaddle, computerPaddle, ball;
let playerScore = 0;
let computerScore = 0;
let gameActive = false;
let clock = new THREE.Clock();

// Paddle properties
const PADDLE_WIDTH = 0.5;
const PADDLE_HEIGHT = 0.3;
const PADDLE_DEPTH = 0.1;
const PADDLE_SPEED = 0.08;

// Ball properties
const BALL_RADIUS = 0.05;
let ballVelocity = new THREE.Vector3(0.03, 0.03, 0.03);

// Sphere arena properties
const SPHERE_RADIUS = 3;
const SPHERE_SEGMENTS = 32;
const SPHERE_RINGS = 32;

// Rotation controls
let sphereRotationX = 0;
let sphereRotationY = 0;
let sphereRotationSpeed = 0.02;
let autoRotate = true;

// DOM Elements
const playerScoreElement = document.getElementById('playerScore');
const computerScoreElement = document.getElementById('computerScore');
const startBtn = document.getElementById('startBtn');
const resetBtn = document.getElementById('resetBtn');
const playAgainBtn = document.getElementById('playAgainBtn');
const gameOverScreen = document.getElementById('gameOverScreen');
const winnerText = document.getElementById('winnerText');

// Keyboard state tracking
const keys = {
    w: false,
    s: false,
    q: false,
    e: false
};

// Initialize Three.js scene
function init() {
    // Create scene
    scene = new THREE.Scene();
    scene.background = new THREE.Color(0x0c0c2d);
    
    // Create camera
    camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
    camera.position.set(0, 0, 7);
    
    // Create renderer
    renderer = new THREE.WebGLRenderer({
        canvas: document.getElementById('gameCanvas'),
        antialias: true
    });
    renderer.setSize(window.innerWidth, window.innerHeight);
    renderer.setPixelRatio(window.devicePixelRatio);
    
    // Create spherical arena
    createSphereArena();
    
    // Create paddles
    createPaddles();
    
    // Create ball
    createBall();
    
    // Add lighting
    addLighting();
    
    // Event listeners
    setupEventListeners();
    
    // Start animation loop
    animate();
}

// Create the spherical playing arena
function createSphereArena() {
    const geometry = new THREE.SphereGeometry(SPHERE_RADIUS, SPHERE_SEGMENTS, SPHERE_RINGS);
    const material = new THREE.MeshBasicMaterial({
        color: 0x1a1a40,
        wireframe: true,
        transparent: true,
        opacity: 0.5
    });
    
    sphere = new THREE.Mesh(geometry, material);
    scene.add(sphere);
    
    // Add center dividing planes
    const planeGeometry = new THREE.PlaneGeometry(SPHERE_RADIUS * 1.8, SPHERE_RADIUS * 1.8);
    const planeMaterial = new THREE.MeshBasicMaterial({
        color: 0x00ffff,
        wireframe: true,
        transparent: true,
        opacity: 0.2,
        side: THREE.DoubleSide
    });
    
    // Vertical center plane
    const verticalPlane = new THREE.Mesh(planeGeometry, planeMaterial);
    verticalPlane.rotation.x = Math.PI / 2;
    scene.add(verticalPlane);
    
    // Horizontal center plane
    const horizontalPlane = new THREE.Mesh(planeGeometry, planeMaterial);
    scene.add(horizontalPlane);
}

// Create player and computer paddles as curved surfaces on the sphere
function createPaddles() {
    // Player paddle (right side)
    const playerGeometry = new THREE.BoxGeometry(PADDLE_WIDTH, PADDLE_HEIGHT, PADDLE_DEPTH);
    const playerMaterial = new THREE.MeshBasicMaterial({ color: 0x00ff00 });
    playerPaddle = new THREE.Mesh(playerGeometry, playerMaterial);
    playerPaddle.position.x = SPHERE_RADIUS - 0.1;
    scene.add(playerPaddle);
    
    // Computer paddle (left side)
    const computerGeometry = new THREE.BoxGeometry(PADDLE_WIDTH, PADDLE_HEIGHT, PADDLE_DEPTH);
    const computerMaterial = new THREE.MeshBasicMaterial({ color: 0xff0000 });
    computerPaddle = new THREE.Mesh(computerGeometry, computerMaterial);
    computerPaddle.position.x = -(SPHERE_RADIUS - 0.1);
    scene.add(computerPaddle);
}

// Create the ball
function createBall() {
    const geometry = new THREE.SphereGeometry(BALL_RADIUS, 16, 16);
    const material = new THREE.MeshBasicMaterial({ color: 0xffff00 });
    ball = new THREE.Mesh(geometry, material);
    resetBall();
    scene.add(ball);
}

// Add lighting to the scene
function addLighting() {
    const ambientLight = new THREE.AmbientLight(0xffffff, 0.5);
    scene.add(ambientLight);
    
    const directionalLight = new THREE.DirectionalLight(0xffffff, 0.8);
    directionalLight.position.set(1, 1, 1);
    scene.add(directionalLight);
    
    const pointLight = new THREE.PointLight(0x4d79ff, 1, 20);
    pointLight.position.set(5, 5, 5);
    scene.add(pointLight);
}

// Reset ball to center
function resetBall() {
    ball.position.set(0, 0, 0);
    
    // Random direction
    const angleXY = Math.random() * Math.PI * 2;
    const angleZ = (Math.random() - 0.5) * Math.PI;
    const speed = 0.03;
    ballVelocity.set(
        Math.cos(angleXY) * Math.cos(angleZ) * speed,
        Math.sin(angleXY) * Math.cos(angleZ) * speed,
        Math.sin(angleZ) * speed
    );
}

// Update player paddle based on keyboard input
function updatePlayerPaddle() {
    if (!gameActive) return;
    
    // Move paddle vertically (W/S keys)
    if (keys.w) {
        playerPaddle.position.y += PADDLE_SPEED;
    }
    if (keys.s) {
        playerPaddle.position.y -= PADDLE_SPEED;
    }
    
    // Constrain paddle to sphere surface
    constrainPaddleToSphere(playerPaddle);
}

// Update computer paddle AI
function updateComputerPaddle() {
    if (!gameActive) return;
    
    // Simple AI - follow the ball with some delay
    const targetY = ball.position.y;
    const currentY = computerPaddle.position.y;
    
    if (currentY < targetY - 0.1) {
        computerPaddle.position.y += PADDLE_SPEED * 0.8; // Slightly slower than player
    } else if (currentY > targetY + 0.1) {
        computerPaddle.position.y -= PADDLE_SPEED * 0.8;
    }
    
    // Constrain paddle to sphere surface
    constrainPaddleToSphere(computerPaddle);
}

// Constrain paddle to sphere surface
function constrainPaddleToSphere(paddle) {
    // Keep paddle on sphere surface
    const distanceFromCenter = Math.sqrt(
        paddle.position.x * paddle.position.x +
        paddle.position.y * paddle.position.y +
        paddle.position.z * paddle.position.z
    );
    
    if (Math.abs(distanceFromCenter - SPHERE_RADIUS) > 0.1) {
        const scale = SPHERE_RADIUS / distanceFromCenter;
        paddle.position.x *= scale;
        paddle.position.y *= scale;
        paddle.position.z *= scale;
    }
    
    // Limit paddle movement to prevent it from going through the sphere
    const maxDistance = SPHERE_RADIUS - Math.max(PADDLE_WIDTH, PADDLE_HEIGHT) / 2;
    const currentDistance = Math.sqrt(
        paddle.position.x * paddle.position.x +
        paddle.position.y * paddle.position.y +
        paddle.position.z * paddle.position.z
    );
    
    if (currentDistance > maxDistance) {
        const scale = maxDistance / currentDistance;
        paddle.position.x *= scale;
        paddle.position.y *= scale;
        paddle.position.z *= scale;
    }
}

// Update ball position and handle collisions
function updateBall() {
    if (!gameActive) return;
    
    // Move ball
    ball.position.add(ballVelocity);
    
    // Check for collisions with paddles
    checkPaddleCollisions();
    
    // Check for scoring
    checkScoring();
    
    // Keep ball on sphere surface
    constrainBallToSphere();
}

// Check for collisions with paddles
function checkPaddleCollisions() {
    // Player paddle collision
    if (
        Math.abs(ball.position.x - playerPaddle.position.x) < (PADDLE_WIDTH/2 + BALL_RADIUS) &&
        Math.abs(ball.position.y - playerPaddle.position.y) < (PADDLE_HEIGHT/2 + BALL_RADIUS) &&
        Math.abs(ball.position.z - playerPaddle.position.z) < (PADDLE_DEPTH/2 + BALL_RADIUS)
    ) {
        // Reflect ball and add some randomness
        ballVelocity.x = -Math.abs(ballVelocity.x);
        ballVelocity.y += (ball.position.y - playerPaddle.position.y) * 0.02;
        ballVelocity.z += (ball.position.z - playerPaddle.position.z) * 0.02;
        
        // Increase speed slightly
        ballVelocity.multiplyScalar(1.05);
    }
    
    // Computer paddle collision
    if (
        Math.abs(ball.position.x - computerPaddle.position.x) < (PADDLE_WIDTH/2 + BALL_RADIUS) &&
        Math.abs(ball.position.y - computerPaddle.position.y) < (PADDLE_HEIGHT/2 + BALL_RADIUS) &&
        Math.abs(ball.position.z - computerPaddle.position.z) < (PADDLE_DEPTH/2 + BALL_RADIUS)
    ) {
        // Reflect ball and add some randomness
        ballVelocity.x = Math.abs(ballVelocity.x);
        ballVelocity.y += (ball.position.y - computerPaddle.position.y) * 0.02;
        ballVelocity.z += (ball.position.z - computerPaddle.position.z) * 0.02;
        
        // Increase speed slightly
        ballVelocity.multiplyScalar(1.05);
    }
}

// Check for scoring
function checkScoring() {
    // Check if ball has passed the paddles (scoring)
    if (ball.position.x > SPHERE_RADIUS) {
        // Computer scores
        computerScore++;
        computerScoreElement.textContent = computerScore;
        resetBall();
        checkGameOver();
    } else if (ball.position.x < -SPHERE_RADIUS) {
        // Player scores
        playerScore++;
        playerScoreElement.textContent = playerScore;
        resetBall();
        checkGameOver();
    }
}

// Check if game is over
function checkGameOver() {
    if (playerScore >= 5 || computerScore >= 5) {
        gameActive = false;
        winnerText.textContent = playerScore >= 5 ? "You Win!" : "Computer Wins!";
        gameOverScreen.classList.remove('hidden');
    }
}

// Keep ball constrained to sphere surface
function constrainBallToSphere() {
    const distance = ball.position.length();
    
    if (Math.abs(distance - SPHERE_RADIUS) > BALL_RADIUS) {
        // Normalize position vector and scale to sphere radius
        ball.position.normalize().multiplyScalar(SPHERE_RADIUS);
        
        // Reflect velocity vector
        const normal = ball.position.clone().normalize();
        ballVelocity.reflect(normal);
    }
}

// Rotate sphere based on keyboard input
function rotateSphere() {
    if (keys.q) {
        sphereRotationY += sphereRotationSpeed;
    }
    if (keys.e) {
        sphereRotationY -= sphereRotationSpeed;
    }
    
    sphere.rotation.y = sphereRotationY;
    sphere.rotation.x = sphereRotationX;
}

// Set up event listeners
function setupEventListeners() {
    // Keyboard controls
    document.addEventListener('keydown', (event) => {
        if (event.key === 'w' || event.key === 'W') keys.w = true;
        if (event.key === 's' || event.key === 'S') keys.s = true;
        if (event.key === 'q' || event.key === 'Q') keys.q = true;
        if (event.key === 'e' || event.key === 'E') keys.e = true;
    });
    
    document.addEventListener('keyup', (event) => {
        if (event.key === 'w' || event.key === 'W') keys.w = false;
        if (event.key === 's' || event.key === 'S') keys.s = false;
        if (event.key === 'q' || event.key === 'Q') keys.q = false;
        if (event.key === 'e' || event.key === 'E') keys.e = false;
    });
    
    // Mouse controls for camera rotation
    let isDragging = false;
    let previousMousePosition = {
        x: 0,
        y: 0
    };
    
    document.addEventListener('mousedown', () => {
        isDragging = true;
    });
    
    document.addEventListener('mouseup', () => {
        isDragging = false;
    });
    
    document.addEventListener('mousemove', (event) => {
        if (!isDragging) return;
        
        const deltaMove = {
            x: event.offsetX - previousMousePosition.x,
            y: event.offsetY - previousMousePosition.y
        };
        
        // Rotate camera based on mouse movement
        camera.rotation.y += deltaMove.x * 0.01;
        camera.rotation.x += deltaMove.y * 0.01;
        
        previousMousePosition = {
            x: event.offsetX,
            y: event.offsetY
        };
    });
    
    // Start button
    startBtn.addEventListener('click', () => {
        gameActive = !gameActive;
        startBtn.textContent = gameActive ? "Pause" : "Start Game";
        if (playerScore >= 5 || computerScore >= 5) {
            resetGame();
        }
    });
    
    // Reset button
    resetBtn.addEventListener('click', resetGame);
    
    // Play again button
    playAgainBtn.addEventListener('click', () => {
        gameOverScreen.classList.add('hidden');
        resetGame();
        gameActive = true;
        startBtn.textContent = "Pause";
    });
    
    // Window resize
    window.addEventListener('resize', onWindowResize);
}

// Reset game state
function resetGame() {
    playerScore = 0;
    computerScore = 0;
    playerScoreElement.textContent = "0";
    computerScoreElement.textContent = "0";
    resetBall();
    gameActive = false;
    startBtn.textContent = "Start Game";
    sphereRotationX = 0;
    sphereRotationY = 0;
    sphere.rotation.set(0, 0, 0);
    camera.rotation.set(0, 0, 0);
}

// Handle window resize
function onWindowResize() {
    camera.aspect = window.innerWidth / window.innerHeight;
    camera.updateProjectionMatrix();
    renderer.setSize(window.innerWidth, window.innerHeight);
}

// Animation loop
function animate() {
    requestAnimationFrame(animate);
    
    const delta = clock.getDelta();
    
    // Update game objects
    updatePlayerPaddle();
    updateComputerPaddle();
    updateBall();
    rotateSphere();
    
    // Auto-rotate sphere slowly when not manually rotated
    if (autoRotate && !keys.q && !keys.e) {
        sphere.rotation.y += 0.002;
    }
    
    renderer.render(scene, camera);
}

// Initialize the game when page loads
window.addEventListener('load', init);