| | <!DOCTYPE html> |
| | <html lang="en"> |
| | <head> |
| | <meta charset="UTF-8"> |
| | <meta name="viewport" content="width=device-width, initial-scale=1.0"> |
| | <title>Yar's Revenge 3D: Brick Assault</title> |
| | <script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js"></script> |
| | <style> |
| | body { margin: 0; overflow: hidden; font-family: 'Arial', sans-serif; background-color: #000; color: #fff; } |
| | canvas { display: block; } |
| | #infoPanel { |
| | position: absolute; |
| | top: 10px; |
| | left: 10px; |
| | padding: 10px; |
| | background-color: rgba(0,0,0,0.7); |
| | border-radius: 8px; |
| | color: #fff; |
| | font-size: 16px; |
| | display: flex; |
| | flex-direction: column; |
| | gap: 8px; |
| | } |
| | .player-info { |
| | padding: 5px; |
| | border-radius: 4px; |
| | } |
| | .player1 { background-color: rgba(0, 150, 255, 0.5); } |
| | .player2 { background-color: rgba(255, 100, 0, 0.5); } |
| | #gameOverScreen { |
| | position: absolute; |
| | top: 50%; |
| | left: 50%; |
| | transform: translate(-50%, -50%); |
| | padding: 30px; |
| | background-color: rgba(20, 20, 20, 0.9); |
| | border: 2px solid #555; |
| | border-radius: 15px; |
| | text-align: center; |
| | display: none; |
| | z-index: 100; |
| | } |
| | #gameOverScreen h2 { margin-top: 0; font-size: 28px; color: #ff4444; } |
| | #gameOverScreen p { font-size: 18px; } |
| | #gameOverScreen button { |
| | padding: 12px 25px; |
| | font-size: 18px; |
| | color: #fff; |
| | background-color: #007bff; |
| | border: none; |
| | border-radius: 8px; |
| | cursor: pointer; |
| | margin-top: 20px; |
| | transition: background-color 0.3s ease; |
| | } |
| | #gameOverScreen button:hover { background-color: #0056b3; } |
| | </style> |
| | </head> |
| | <body> |
| | <div id="infoPanel"> |
| | <div id="player1Info" class="player-info player1">Player 1 (WASD, E): Score 0 | Lives 3</div> |
| | <div id="player2Info" class="player-info player2">Player 2 (IJKL, U): Score 0 | Lives 3</div> |
| | <div id="qotileInfo">Qotile Health: 100</div> |
| | </div> |
| |
|
| | <div id="gameOverScreen"> |
| | <h2>Game Over!</h2> |
| | <p id="gameOverMessage"></p> |
| | <button id="restartButton">Restart Game</button> |
| | </div> |
| |
|
| | <script> |
| | let scene, camera, renderer, clock; |
| | let players = []; |
| | let playerProjectiles = []; |
| | let advancingBricks = []; |
| | let qotile; |
| | |
| | const keysPressed = {}; |
| | const gameSettings = { |
| | playerSpeed: 10, |
| | projectileSpeed: 30, |
| | playerSize: 1, |
| | projectileSize: 0.2, |
| | brickSize: 2, |
| | brickDepth: 1, |
| | qotileSize: 4, |
| | playAreaWidth: 30, |
| | playAreaHeight: 20, |
| | playerShootCooldown: 0.2, |
| | initialPlayerLives: 3, |
| | qotileInitialHealth: 100, |
| | pointsPerBrick: 10, |
| | pointsPerQotileHit: 50, |
| | brickLayerSpeed: 1.5, |
| | newLayerSpawnInterval: 5.0, |
| | brickSpawnStartZ: -12, |
| | initialBrickLayers: 3, |
| | rowsPerLayer: 5, |
| | colsPerLayer: 10, |
| | gapBetweenInitialLayers: 2.5, |
| | playerInvincibilityDuration: 1.5, |
| | }; |
| | let gameActive = true; |
| | let newLayerTimer = 0; |
| | |
| | |
| | function init() { |
| | gameActive = true; |
| | newLayerTimer = 0; |
| | scene = new THREE.Scene(); |
| | scene.background = new THREE.Color(0x111122); |
| | |
| | camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000); |
| | camera.position.set(0, 5, 25); |
| | camera.lookAt(0, 0, 0); |
| | |
| | renderer = new THREE.WebGLRenderer({ antialias: true }); |
| | renderer.setSize(window.innerWidth, window.innerHeight); |
| | document.body.appendChild(renderer.domElement); |
| | |
| | const ambientLight = new THREE.AmbientLight(0x606060); |
| | scene.add(ambientLight); |
| | const directionalLight = new THREE.DirectionalLight(0xffffff, 0.8); |
| | directionalLight.position.set(5, 10, 7.5); |
| | scene.add(directionalLight); |
| | |
| | clock = new THREE.Clock(); |
| | |
| | createPlayers(); |
| | createInitialBrickLayers(); |
| | createQotile(); |
| | |
| | document.addEventListener('keydown', onKeyDown); |
| | document.addEventListener('keyup', onKeyUp); |
| | window.addEventListener('resize', onWindowResize); |
| | document.getElementById('restartButton').addEventListener('click', restartGame); |
| | |
| | document.getElementById('gameOverScreen').style.display = 'none'; |
| | updateUI(); |
| | animate(); |
| | } |
| | |
| | function createPlayers() { |
| | players = []; |
| | playerProjectiles = []; |
| | |
| | const playerGeometry = new THREE.BoxGeometry(gameSettings.playerSize, gameSettings.playerSize, gameSettings.playerSize); |
| | |
| | const player1Material = new THREE.MeshStandardMaterial({ color: 0x0099ff }); |
| | const player1Mesh = new THREE.Mesh(playerGeometry, player1Material); |
| | player1Mesh.position.set(-gameSettings.playAreaWidth / 4, 0, 15); |
| | scene.add(player1Mesh); |
| | players.push({ |
| | mesh: player1Mesh, |
| | isPlayer2: false, |
| | controls: { up: 'KeyW', down: 'KeyS', left: 'KeyA', right: 'KeyD', shoot: 'KeyE' }, |
| | shootCooldownTimer: 0, |
| | score: 0, |
| | lives: gameSettings.initialPlayerLives, |
| | projectiles: [], |
| | invincibleTimer: 0, |
| | originalColor: player1Material.color.getHex() |
| | }); |
| | |
| | const player2Material = new THREE.MeshStandardMaterial({ color: 0xff6600 }); |
| | const player2Mesh = new THREE.Mesh(playerGeometry, player2Material); |
| | player2Mesh.position.set(gameSettings.playAreaWidth / 4, 0, 15); |
| | scene.add(player2Mesh); |
| | players.push({ |
| | mesh: player2Mesh, |
| | isPlayer2: true, |
| | controls: { up: 'KeyI', down: 'KeyK', left: 'KeyJ', right: 'KeyL', shoot: 'KeyU' }, |
| | shootCooldownTimer: 0, |
| | score: 0, |
| | lives: gameSettings.initialPlayerLives, |
| | projectiles: [], |
| | invincibleTimer: 0, |
| | originalColor: player2Material.color.getHex() |
| | }); |
| | } |
| | |
| | |
| | function createInitialBrickLayers() { |
| | advancingBricks.forEach(brick => { |
| | if (brick && scene.getObjectById(brick.id)) scene.remove(brick); |
| | if (brick && brick.geometry) brick.geometry.dispose(); |
| | if (brick && brick.material) brick.material.dispose(); |
| | }); |
| | advancingBricks = []; |
| | for (let i = 0; i < gameSettings.initialBrickLayers; i++) { |
| | |
| | const spawnZ = gameSettings.brickSpawnStartZ - (i * gameSettings.gapBetweenInitialLayers); |
| | spawnNewBrickLayer(spawnZ); |
| | } |
| | } |
| | |
| | |
| | function spawnNewBrickLayer(spawnZ) { |
| | const brickGeometry = new THREE.BoxGeometry( |
| | gameSettings.brickSize, |
| | gameSettings.brickSize, |
| | gameSettings.brickDepth |
| | ); |
| | |
| | const colors = [0x888888, 0x777777, 0x666666, 0x807060, 0x706050]; |
| | |
| | const layerWidth = gameSettings.colsPerLayer * gameSettings.brickSize; |
| | const layerHeight = gameSettings.rowsPerLayer * gameSettings.brickSize; |
| | |
| | for (let r = 0; r < gameSettings.rowsPerLayer; r++) { |
| | for (let c = 0; c < gameSettings.colsPerLayer; c++) { |
| | const randomColor = colors[Math.floor(Math.random() * colors.length)]; |
| | const brickMaterial = new THREE.MeshStandardMaterial({ |
| | color: randomColor, |
| | roughness: 0.8, |
| | metalness: 0.2 |
| | }); |
| | const brick = new THREE.Mesh(brickGeometry.clone(), brickMaterial.clone()); |
| | |
| | brick.position.set( |
| | (c - gameSettings.colsPerLayer / 2 + 0.5) * gameSettings.brickSize, |
| | (r - gameSettings.rowsPerLayer / 2 + 0.5) * gameSettings.brickSize, |
| | spawnZ |
| | ); |
| | brick.userData = { type: 'brick' }; |
| | scene.add(brick); |
| | advancingBricks.push(brick); |
| | } |
| | } |
| | } |
| | |
| | function createQotile() { |
| | if (qotile && qotile.mesh) { |
| | if (scene.getObjectById(qotile.mesh.id)) scene.remove(qotile.mesh); |
| | if (qotile.mesh.geometry) qotile.mesh.geometry.dispose(); |
| | if (qotile.mesh.material) qotile.mesh.material.dispose(); |
| | } |
| | |
| | const qotileGeometry = new THREE.BoxGeometry(gameSettings.qotileSize, gameSettings.qotileSize, gameSettings.qotileSize); |
| | const qotileMaterial = new THREE.MeshStandardMaterial({ color: 0xff0000, emissive: 0x330000 }); |
| | const qotileMesh = new THREE.Mesh(qotileGeometry, qotileMaterial); |
| | qotileMesh.position.set(0, 0, -15); |
| | scene.add(qotileMesh); |
| | qotile = { |
| | mesh: qotileMesh, |
| | health: gameSettings.qotileInitialHealth, |
| | hitTimer: 0 |
| | }; |
| | } |
| | |
| | function handlePlayerMovement(player, delta) { |
| | if (!player.mesh.visible) return; |
| | const moveDistance = gameSettings.playerSpeed * delta; |
| | if (keysPressed[player.controls.up]) player.mesh.position.y += moveDistance; |
| | if (keysPressed[player.controls.down]) player.mesh.position.y -= moveDistance; |
| | if (keysPressed[player.controls.left]) player.mesh.position.x -= moveDistance; |
| | if (keysPressed[player.controls.right]) player.mesh.position.x += moveDistance; |
| | |
| | const halfWidth = gameSettings.playAreaWidth / 2 - gameSettings.playerSize / 2; |
| | const halfHeight = gameSettings.playAreaHeight / 2 - gameSettings.playerSize / 2; |
| | player.mesh.position.x = Math.max(-halfWidth, Math.min(halfWidth, player.mesh.position.x)); |
| | player.mesh.position.y = Math.max(-halfHeight, Math.min(halfHeight, player.mesh.position.y)); |
| | } |
| | |
| | function updatePlayerInvincibility(player, delta) { |
| | if (player.invincibleTimer > 0) { |
| | player.invincibleTimer -= delta; |
| | |
| | const blinkSpeed = 10; |
| | player.mesh.visible = Math.floor(player.invincibleTimer * blinkSpeed) % 2 === 0; |
| | if (player.invincibleTimer <= 0) { |
| | player.mesh.visible = true; |
| | player.mesh.material.color.setHex(player.originalColor); |
| | player.invincibleTimer = 0; |
| | } |
| | } else { |
| | if(player.lives > 0) player.mesh.visible = true; |
| | } |
| | } |
| | |
| | |
| | function handlePlayerShooting(player, delta) { |
| | if (!player.mesh.visible) return; |
| | if (player.shootCooldownTimer > 0) { |
| | player.shootCooldownTimer -= delta; |
| | } |
| | if (keysPressed[player.controls.shoot] && player.shootCooldownTimer <= 0) { |
| | player.shootCooldownTimer = gameSettings.playerShootCooldown; |
| | createProjectile(player); |
| | } |
| | } |
| | |
| | function createProjectile(player) { |
| | const projectileGeometry = new THREE.SphereGeometry(gameSettings.projectileSize, 8, 8); |
| | const projectileMaterial = new THREE.MeshBasicMaterial({ color: player.isPlayer2 ? 0xffaa33 : 0x66ccff }); |
| | const projectile = new THREE.Mesh(projectileGeometry, projectileMaterial); |
| | |
| | projectile.position.copy(player.mesh.position); |
| | projectile.position.z -= gameSettings.playerSize / 2 + gameSettings.projectileSize; |
| | |
| | projectile.userData = { |
| | owner: player, |
| | velocity: new THREE.Vector3(0, 0, -gameSettings.projectileSpeed) |
| | }; |
| | |
| | scene.add(projectile); |
| | playerProjectiles.push(projectile); |
| | } |
| | |
| | function updateProjectiles(delta) { |
| | for (let i = playerProjectiles.length - 1; i >= 0; i--) { |
| | const projectile = playerProjectiles[i]; |
| | if (!projectile || !projectile.userData) { |
| | if (projectile && scene.getObjectById(projectile.id)) scene.remove(projectile); |
| | playerProjectiles.splice(i, 1); |
| | continue; |
| | } |
| | projectile.position.addScaledVector(projectile.userData.velocity, delta); |
| | |
| | if (projectile.position.z < -gameSettings.playAreaWidth || projectile.position.z > gameSettings.playAreaWidth * 2 || |
| | Math.abs(projectile.position.x) > gameSettings.playAreaWidth || |
| | Math.abs(projectile.position.y) > gameSettings.playAreaHeight) { |
| | scene.remove(projectile); |
| | if (projectile.geometry) projectile.geometry.dispose(); |
| | if (projectile.material) projectile.material.dispose(); |
| | playerProjectiles.splice(i, 1); |
| | continue; |
| | } |
| | checkProjectileCollisions(projectile, i); |
| | } |
| | } |
| | |
| | function checkProjectileCollisions(projectile, projectileIndex) { |
| | if (!projectile || !projectile.userData || !projectile.userData.owner) { |
| | if (projectile && scene.getObjectById(projectile.id)) scene.remove(projectile); |
| | if(playerProjectiles[projectileIndex] === projectile) playerProjectiles.splice(projectileIndex, 1); |
| | return; |
| | } |
| | const projectileBox = new THREE.Box3().setFromObject(projectile); |
| | |
| | |
| | for (let j = advancingBricks.length - 1; j >= 0; j--) { |
| | const brick = advancingBricks[j]; |
| | if (!brick || !brick.geometry) continue; |
| | const brickBox = new THREE.Box3().setFromObject(brick); |
| | if (projectileBox.intersectsBox(brickBox)) { |
| | scene.remove(brick); |
| | if (brick.geometry) brick.geometry.dispose(); |
| | if (brick.material) brick.material.dispose(); |
| | advancingBricks.splice(j, 1); |
| | |
| | scene.remove(projectile); |
| | if (projectile.geometry) projectile.geometry.dispose(); |
| | if (projectile.material) projectile.material.dispose(); |
| | playerProjectiles.splice(projectileIndex, 1); |
| | |
| | projectile.userData.owner.score += gameSettings.pointsPerBrick; |
| | updateUI(); |
| | return; |
| | } |
| | } |
| | |
| | |
| | if (qotile && qotile.mesh && qotile.health > 0) { |
| | const qotileBox = new THREE.Box3().setFromObject(qotile.mesh); |
| | if (projectileBox.intersectsBox(qotileBox)) { |
| | scene.remove(projectile); |
| | if (projectile.geometry) projectile.geometry.dispose(); |
| | if (projectile.material) projectile.material.dispose(); |
| | playerProjectiles.splice(projectileIndex, 1); |
| | |
| | qotile.health -= 10; |
| | qotile.mesh.material.emissive.setHex(0xffffff); |
| | qotile.hitTimer = 0.1; |
| | projectile.userData.owner.score += gameSettings.pointsPerQotileHit; |
| | updateUI(); |
| | |
| | if (qotile.health <= 0) { |
| | const winnerName = projectile.userData.owner.isPlayer2 ? "Player 2" : "Player 1"; |
| | endGame(winnerName + " destroyed the Qotile! Players win!"); |
| | } |
| | return; |
| | } |
| | } |
| | } |
| | |
| | |
| | function updateBricks(delta) { |
| | for (let i = advancingBricks.length - 1; i >= 0; i--) { |
| | const brick = advancingBricks[i]; |
| | if (!brick || !brick.geometry) { |
| | advancingBricks.splice(i,1); |
| | continue; |
| | } |
| | |
| | brick.position.z += gameSettings.brickLayerSpeed * delta; |
| | |
| | |
| | |
| | |
| | if (brick.position.z - gameSettings.brickDepth / 2 > players[0].mesh.position.z + gameSettings.playerSize / 2 + 2) { |
| | scene.remove(brick); |
| | if (brick.geometry) brick.geometry.dispose(); |
| | if (brick.material) brick.material.dispose(); |
| | advancingBricks.splice(i, 1); |
| | |
| | continue; |
| | } |
| | |
| | |
| | const brickBox = new THREE.Box3().setFromObject(brick); |
| | for (const player of players) { |
| | if (player.lives <= 0 || !player.mesh.visible || player.invincibleTimer > 0) continue; |
| | |
| | const playerBox = new THREE.Box3().setFromObject(player.mesh); |
| | if (brickBox.intersectsBox(playerBox)) { |
| | player.lives--; |
| | player.invincibleTimer = gameSettings.playerInvincibilityDuration; |
| | player.mesh.material.color.setHex(0xff3333); |
| | |
| | |
| | scene.remove(brick); |
| | if (brick.geometry) brick.geometry.dispose(); |
| | if (brick.material) brick.material.dispose(); |
| | advancingBricks.splice(i, 1); |
| | |
| | updateUI(); |
| | if (player.lives <= 0) { |
| | player.mesh.visible = false; |
| | } |
| | checkOverallGameOver(); |
| | break; |
| | } |
| | } |
| | } |
| | } |
| | |
| | |
| | function updateQotile(delta) { |
| | if (qotile && qotile.hitTimer > 0) { |
| | qotile.hitTimer -= delta; |
| | if (qotile.hitTimer <= 0) { |
| | qotile.mesh.material.emissive.setHex(0x330000); |
| | } |
| | } |
| | } |
| | |
| | function updateUI() { |
| | const p1 = players && players[0] ? players[0] : { score: 0, lives: 0 }; |
| | const p2 = players && players[1] ? players[1] : { score: 0, lives: 0 }; |
| | |
| | document.getElementById('player1Info').textContent = `Player 1 (WASD, E): Score ${p1.score} | Lives ${p1.lives}`; |
| | document.getElementById('player2Info').textContent = `Player 2 (IJKL, U): Score ${p2.score} | Lives ${p2.lives}`; |
| | |
| | if (qotile) { |
| | document.getElementById('qotileInfo').textContent = `Qotile Health: ${Math.max(0, qotile.health)}`; |
| | } else { |
| | document.getElementById('qotileInfo').textContent = `Qotile Health: N/A`; |
| | } |
| | } |
| | |
| | function checkOverallGameOver() { |
| | if (!gameActive) return; |
| | const activePlayers = players.filter(p => p.lives > 0).length; |
| | if (activePlayers === 0) { |
| | endGame("All players are out of lives! Game Over."); |
| | } |
| | } |
| | |
| | function endGame(message) { |
| | if (!gameActive) return; |
| | gameActive = false; |
| | console.log("Game Over:", message); |
| | document.getElementById('gameOverMessage').textContent = message; |
| | document.getElementById('gameOverScreen').style.display = 'flex'; |
| | |
| | |
| | playerProjectiles.forEach(p => { |
| | if (p && scene.getObjectById(p.id)) scene.remove(p); |
| | if (p && p.geometry) p.geometry.dispose(); |
| | if (p && p.material) p.material.dispose(); |
| | }); |
| | playerProjectiles = []; |
| | } |
| | |
| | function restartGame() { |
| | |
| | players.forEach(p => { |
| | if (p.mesh && scene.getObjectById(p.mesh.id)) scene.remove(p.mesh); |
| | if (p.mesh && p.mesh.geometry) p.mesh.geometry.dispose(); |
| | if (p.mesh && p.mesh.material) p.mesh.material.dispose(); |
| | }); |
| | playerProjectiles.forEach(p => { |
| | if (p && scene.getObjectById(p.id)) scene.remove(p); |
| | if (p && p.geometry) p.geometry.dispose(); |
| | if (p && p.material) p.material.dispose(); |
| | }); |
| | advancingBricks.forEach(b => { |
| | if (b && scene.getObjectById(b.id)) scene.remove(b); |
| | if (b && b.geometry) b.geometry.dispose(); |
| | if (b && b.material) b.material.dispose(); |
| | }); |
| | if (qotile && qotile.mesh) { |
| | if (scene.getObjectById(qotile.mesh.id)) scene.remove(qotile.mesh); |
| | if (qotile.mesh.geometry) qotile.mesh.geometry.dispose(); |
| | if (qotile.mesh.material) qotile.mesh.material.dispose(); |
| | } |
| | |
| | |
| | players = []; |
| | playerProjectiles = []; |
| | advancingBricks = []; |
| | qotile = null; |
| | |
| | |
| | createPlayers(); |
| | createInitialBrickLayers(); |
| | createQotile(); |
| | |
| | |
| | gameActive = true; |
| | newLayerTimer = 0; |
| | players.forEach(p => { |
| | p.mesh.visible = true; |
| | p.invincibleTimer = 0; |
| | p.mesh.material.color.setHex(p.originalColor); |
| | }); |
| | |
| | |
| | document.getElementById('gameOverScreen').style.display = 'none'; |
| | updateUI(); |
| | } |
| | |
| | function animate() { |
| | requestAnimationFrame(animate); |
| | const delta = clock.getDelta(); |
| | |
| | if (gameActive) { |
| | players.forEach(player => { |
| | if (player.mesh && player.lives > 0) { |
| | handlePlayerMovement(player, delta); |
| | handlePlayerShooting(player, delta); |
| | } |
| | |
| | updatePlayerInvincibility(player, delta); |
| | }); |
| | |
| | updateProjectiles(delta); |
| | updateBricks(delta); |
| | updateQotile(delta); |
| | |
| | |
| | newLayerTimer += delta; |
| | if (newLayerTimer >= gameSettings.newLayerSpawnInterval) { |
| | spawnNewBrickLayer(gameSettings.brickSpawnStartZ); |
| | newLayerTimer = 0; |
| | } |
| | } |
| | |
| | updateUI(); |
| | renderer.render(scene, camera); |
| | } |
| | |
| | function onKeyDown(event) { |
| | keysPressed[event.code] = true; |
| | const gameKeys = ['KeyW', 'KeyA', 'KeyS', 'KeyD', 'KeyI', 'KeyJ', 'KeyK', 'KeyL', 'KeyE', 'KeyU', 'Space']; |
| | if (gameKeys.includes(event.code)) { |
| | event.preventDefault(); |
| | } |
| | } |
| | function onKeyUp(event) { |
| | keysPressed[event.code] = false; |
| | } |
| | function onWindowResize() { |
| | camera.aspect = window.innerWidth / window.innerHeight; |
| | camera.updateProjectionMatrix(); |
| | renderer.setSize(window.innerWidth, window.innerHeight); |
| | } |
| | |
| | window.onload = function() { |
| | init(); |
| | }; |
| | </script> |
| | </body> |
| | </html> |
| |
|