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// Game variables
let scene, camera, renderer, controls;
let player, walls = [], enemies = [], coins = [], emojis = [], powerups = [];
let score = 0, timeLeft = 60, gameActive = false, gameOver = false;
let playerSpeed = 5, invincible = false, doublePoints = false;
let clock = new THREE.Clock();
let moveForward = false, moveBackward = false, moveLeft = false, moveRight = false;

// Audio elements
const bgMusic = document.getElementById('bg-music');
const coinSound = document.getElementById('coin-sound');
const enemySound = document.getElementById('enemy-sound');
const winSound = document.getElementById('win-sound');
const loseSound = document.getElementById('lose-sound');
// UI elements
const scoreDisplay = document.getElementById('score-display');
const timerDisplay = document.getElementById('timer');
// Initialize the game
function init() {
    // Create scene
    scene = new THREE.Scene();
    scene.background = new THREE.Color(0x87CEEB);
    
    // Create camera
    camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
    camera.position.set(0, 1.6, 0);
    
    // Create renderer
    renderer = new THREE.WebGLRenderer({ antialias: true });
    renderer.setSize(window.innerWidth, window.innerHeight);
    renderer.shadowMap.enabled = true;
    document.body.appendChild(renderer.domElement);
    // Add pointer lock controls
    controls = new THREE.PointerLockControls(camera, renderer.domElement);
// Create player
    createPlayer();
    
    // Generate maze
    generateMaze();
    
    // Add lights
    addLights();
    
    // Add event listeners
    setupEventListeners();
    
    // Start render loop
    animate();
// Setup restart button
    document.getElementById('restart-btn').addEventListener('click', restartGame);
}

// Create player
function createPlayer() {
    // Create player with better 3D model
    const group = new THREE.Group();
    
    // Body
    const body = new THREE.Mesh(
        new THREE.BoxGeometry(0.5, 1, 0.3),
        new THREE.MeshStandardMaterial({ color: 0x4ECDC4 })
    );
    body.position.y = 0.5;
    
    // Head
    const head = new THREE.Mesh(
        new THREE.SphereGeometry(0.3, 16, 16),
        new THREE.MeshStandardMaterial({ color: 0xFFD166 })
    );
    head.position.y = 1.15;
    
    // Eyes
    const eyeGeometry = new THREE.SphereGeometry(0.05, 8, 8);
    const leftEye = new THREE.Mesh(eyeGeometry, new THREE.MeshStandardMaterial({ color: 0x000000 }));
    const rightEye = new THREE.Mesh(eyeGeometry, new THREE.MeshStandardMaterial({ color: 0x000000 }));
    leftEye.position.set(0.1, 1.15, 0.25);
    rightEye.position.set(-0.1, 1.15, 0.25);
    
    group.add(body);
    group.add(head);
    group.add(leftEye);
    group.add(rightEye);
    
    player = group;
player.castShadow = true;
    player.position.y = 0.85;
    scene.add(player);
}

// Generate maze
function generateMaze() {
    const size = 30;
    const gridSize = 15;
    
    // Add skybox
    const skyGeometry = new THREE.BoxGeometry(100, 100, 100);
    const skyMaterial = new THREE.MeshBasicMaterial({
        color: 0x87CEEB,
        side: THREE.BackSide
    });
    const skybox = new THREE.Mesh(skyGeometry, skyMaterial);
    scene.add(skybox);
const maze = [];
    
    // Create grid
    for (let i = 0; i < gridSize; i++) {
        maze[i] = [];
        for (let j = 0; j < gridSize; j++) {
            maze[i][j] = Math.random() > 0.7 ? 1 : 0;
        }
    }
    
    // Ensure exit path
    maze[0][0] = 0;
    maze[gridSize-1][gridSize-1] = 0;
    
    // Create walls
    for (let i = 0; i < gridSize; i++) {
        for (let j = 0; j < gridSize; j++) {
            if (maze[i][j] === 1) {
                const wall = new THREE.Mesh(
                    new THREE.BoxGeometry(size/gridSize, 2, size/gridSize),
                    new THREE.MeshStandardMaterial({ color: 0xFFD166 })
                );
                wall.position.x = (i - gridSize/2) * (size/gridSize);
                wall.position.z = (j - gridSize/2) * (size/gridSize);
                wall.position.y = 1;
                wall.castShadow = true;
                wall.receiveShadow = true;
                scene.add(wall);
                walls.push(wall);
            }
        }
    }
    // Create coins
    for (let i = 0; i < 30; i++) {
        createCoin();
    }
    
    // Create enemies
    for (let i = 0; i < 5; i++) {
        createEnemy();
    }
    
    // Create powerups
    for (let i = 0; i < 3; i++) {
        createPowerup();
    }
// Create exit
    const exit = new THREE.Mesh(
        new THREE.BoxGeometry(size/gridSize, 2, size/gridSize),
        new THREE.MeshStandardMaterial({ color: 0x06D6A0, transparent: true, opacity: 0.5 })
    );
    exit.position.x = (gridSize/2 - 0.5) * (size/gridSize);
    exit.position.z = (gridSize/2 - 0.5) * (size/gridSize);
    exit.position.y = 1;
    scene.add(exit);
    exit.isExit = true;
    walls.push(exit);
}
function createCoin() {
    const coin = new THREE.Mesh(
        new THREE.CylinderGeometry(0.3, 0.3, 0.1, 32),
        new THREE.MeshStandardMaterial({ 
            color: 0xFFD700,
            metalness: 0.9,
            roughness: 0.1
        })
    );
    coin.castShadow = true;
coin.rotation.x = Math.PI / 2;
    coin.position.set(
        (Math.random() - 0.5) * 18,
        0.5,
        (Math.random() - 0.5) * 18
    );
    coin.castShadow = true;
    coin.isCoin = true;
    scene.add(coin);
    coins.push(coin);
}
function createEnemy() {
    const enemy = new THREE.Mesh(
        new THREE.ConeGeometry(0.4, 1.2, 4),
        new THREE.MeshStandardMaterial({ 
            color: 0xFF6B6B,
            emissive: 0x880000,
            emissiveIntensity: 0.2
        })
    );
enemy.position.set(
        (Math.random() - 0.5) * 18,
        0.5,
        (Math.random() - 0.5) * 18
    );
    enemy.castShadow = true;
    enemy.speed = 0.02 + Math.random() * 0.03;
    enemy.direction = new THREE.Vector3(Math.random() - 0.5, 0, Math.random() - 0.5).normalize();
    scene.add(enemy);
    enemies.push(enemy);
    
    // Create emoji above enemy
    const emoji = document.createElement('div');
    emoji.className = 'enemy-emote';
    emoji.textContent = ['😈', '👹', '👻', '🤡', '👾'][Math.floor(Math.random() * 5)];
    document.getElementById('ui').appendChild(emo);
    emojis.push({ element: emoji, enemy: enemy });
}
function addLights() {
    // Ambient light
    const ambientLight = new THREE.AmbientLight(0xffffff, 0.5);
    scene.add(ambientLight);
    
    // Directional light (sun)
    const directionalLight = new THREE.DirectionalLight(0xffffff, 0.8);
    directionalLight.position.set(10, 20, 10);
    directionalLight.castShadow = true;
    directionalLight.shadow.mapSize.width = 2048;
    directionalLight.shadow.mapSize.height = 2048;
    directionalLight.shadow.camera.near = 0.5;
    directionalLight.shadow.camera.far = 50;
    directionalLight.shadow.camera.left = -20;
    directionalLight.shadow.camera.right = 20;
    directionalLight.shadow.camera.top = 20;
    directionalLight.shadow.camera.bottom = -20;
    scene.add(directionalLight);
    
    // Hemisphere light for more natural outdoor lighting
    const hemisphereLight = new THREE.HemisphereLight(0x87CEEB, 0x006400, 0.3);
    scene.add(hemisphereLight);
    
    // Add some point lights for better 3D effect
    const pointLight1 = new THREE.PointLight(0xFFD166, 0.5, 10);
    pointLight1.position.set(5, 3, 5);
    scene.add(pointLight1);
    
    const pointLight2 = new THREE.PointLight(0x4ECDC4, 0.5, 10);
    pointLight2.position.set(-5, 3, -5);
    scene.add(pointLight2);
}
function setupEventListeners() {
    // Movement controls
    document.addEventListener('keydown', (event) => {
        switch (event.code) {
            case 'KeyW': 
            case 'ArrowUp': moveForward = true; break;
            case 'KeyA': 
            case 'ArrowLeft': moveLeft = true; break;
            case 'KeyS': 
            case 'ArrowDown': moveBackward = true; break;
            case 'KeyD': 
            case 'ArrowRight': moveRight = true; break;
        }
    });
    
    document.addEventListener('keyup', (event) => {
        switch (event.code) {
            case 'KeyW': 
            case 'ArrowUp': moveForward = false; break;
            case 'KeyA': 
            case 'ArrowLeft': moveLeft = false; break;
            case 'KeyS': 
            case 'ArrowDown': moveBackward = false; break;
            case 'KeyD': 
            case 'ArrowRight': moveRight = false; break;
        }
    });

    // Touch controls
    const upBtn = document.getElementById('up');
    const leftBtn = document.getElementById('left');
    const downBtn = document.getElementById('down');
    const rightBtn = document.getElementById('right');
    const lookBtn = document.getElementById('look');

    // Touch start events
    upBtn.addEventListener('touchstart', (e) => { e.preventDefault(); moveForward = true; });
    leftBtn.addEventListener('touchstart', (e) => { e.preventDefault(); moveLeft = true; });
    downBtn.addEventListener('touchstart', (e) => { e.preventDefault(); moveBackward = true; });
    rightBtn.addEventListener('touchstart', (e) => { e.preventDefault(); moveRight = true; });
    lookBtn.addEventListener('touchstart', (e) => { 
        e.preventDefault(); 
        if (!controls.isLocked) {
            controls.lock();
        }
    });

    // Touch end events
    upBtn.addEventListener('touchend', (e) => { e.preventDefault(); moveForward = false; });
    leftBtn.addEventListener('touchend', (e) => { e.preventDefault(); moveLeft = false; });
    downBtn.addEventListener('touchend', (e) => { e.preventDefault(); moveBackward = false; });
    rightBtn.addEventListener('touchend', (e) => { e.preventDefault(); moveRight = false; });

    // Mouse events for desktop
    upBtn.addEventListener('mousedown', () => moveForward = true);
    leftBtn.addEventListener('mousedown', () => moveLeft = true);
    downBtn.addEventListener('mousedown', () => moveBackward = true);
    rightBtn.addEventListener('mousedown', () => moveRight = true);
    lookBtn.addEventListener('mousedown', () => {
        if (!controls.isLocked) {
            controls.lock();
        }
    });

    upBtn.addEventListener('mouseup', () => moveForward = false);
    leftBtn.addEventListener('mouseup', () => moveLeft = false);
    downBtn.addEventListener('mouseup', () => moveBackward = false);
    rightBtn.addEventListener('mouseup', () => moveRight = false);
// Pointer lock controls
    const lockChangeAlert = () => {
        if (document.pointerLockElement === renderer.domElement) {
            controls.isLocked = true;
        } else {
            controls.isLocked = false;
        }
    };
    document.addEventListener('pointerlockchange', lockChangeAlert, false);
// Window resize
    window.addEventListener('resize', () => {
        camera.aspect = window.innerWidth / window.innerHeight;
        camera.updateProjectionMatrix();
        renderer.setSize(window.innerWidth, window.innerHeight);
    });
}
function startGame() {
    // This function is now empty since we start the game automatically
}
function restartGame() {
    // Reset all game state
    scene = new THREE.Scene();
    scene.background = new THREE.Color(0x87CEEB);
    
    // Clear all arrays
    walls = [];
    enemies = [];
    coins = [];
    powerups = [];
    emojis.forEach(emoji => emoji.element.remove());
    emojis = [];
    
    // Reset variables
    score = 0;
    timeLeft = 60;
    gameActive = false;
    gameOver = false;
    playerSpeed = 5;
    invincible = false;
    doublePoints = false;
    
    // Update UI
    scoreDisplay.textContent = `Coins: ${score}`;
    timerDisplay.textContent = `Time: ${timeLeft}`;
    
    // Hide end screen
    document.getElementById('end-screen').style.display = 'none';
    document.getElementById('start-screen').style.display = 'flex';
    
    // Rebuild game elements
    createPlayer();
    generateMaze();
    addLights();
    
    // Reattach camera
    controls.getObject().position.set(0, 1.6, 0);
    camera.position.set(0, 1.6, 0);
    camera.lookAt(0, 1.6, -1);
}
function endGame(win) {
    gameOver = true;
    gameActive = false;
    if (controls.isLocked) {
        controls.unlock();
    }
    
    const endScreen = document.getElementById('end-screen');
    const endMessage = document.getElementById('end-message');
    
    endScreen.style.display = 'flex';
    
    if (win) {
        endMessage.textContent = `You Escaped!\nFinal Score: ${score}`;
        endMessage.style.animation = 'rainbow 2s infinite';
        winSound.play();
    } else {
        endMessage.textContent = `Time's Up!\nFinal Score: ${score}`;
        endMessage.style.color = '#FF6B6B';
        loseSound.play();
    }
}
function createPowerup() {
    const types = ['speed', 'invincible', 'double'];
    const type = types[Math.floor(Math.random() * types.length)];
    
    let color, shape;
    switch(type) {
        case 'speed':
            color = 0x00FF00;
            shape = new THREE.SphereGeometry(0.4);
            break;
        case 'invincible':
            color = 0x0000FF;
            shape = new THREE.TetrahedronGeometry(0.5);
            break;
        case 'double':
            color = 0xFF00FF;
            shape = new THREE.OctahedronGeometry(0.4);
            break;
    }
    
    const powerup = new THREE.Mesh(
        shape,
        new THREE.MeshStandardMaterial({ 
            color: color,
            emissive: color,
            emissiveIntensity: 0.3
        })
    );
    powerup.position.set(
        (Math.random() - 0.5) * 28,
        0.5,
        (Math.random() - 0.5) * 28
    );
    powerup.castShadow = true;
    powerup.type = type;
    scene.add(powerup);
    powerups.push(powerup);
}

function checkCollisions() {
    // Check coin collisions
    for (let i = coins.length - 1; i >= 0; i--) {
        const coin = coins[i];
        if (player.position.distanceTo(coin.position) < 1) {
            scene.remove(coin);
            coins.splice(i, 1);
            score += doublePoints ? 20 : 10;
            scoreDisplay.textContent = `Coins: ${score}`;
            coinSound.play();
            createCoin();
        }
    }
    
    // Check powerup collisions
    for (let i = powerups.length - 1; i >= 0; i--) {
        const powerup = powerups[i];
        if (player.position.distanceTo(powerup.position) < 1) {
            scene.remove(powerup);
            powerups.splice(i, 1);
            
            switch(powerup.type) {
                case 'speed':
                    playerSpeed = 8;
                    setTimeout(() => playerSpeed = 5, 10000);
                    break;
                case 'invincible':
                    invincible = true;
                    setTimeout(() => invincible = false, 15000);
                    break;
                case 'double':
                    doublePoints = true;
                    setTimeout(() => doublePoints = false, 20000);
                    break;
            }
            
            coinSound.play();
        }
    }
// Check wall collisions
    const playerBox = new THREE.Box3().setFromObject(player);
    
    for (const wall of walls) {
        const wallBox = new THREE.Box3().setFromObject(wall);
        
        if (playerBox.intersectsBox(wallBox)) {
            if (wall.isExit) {
                endGame(true);
            } else {
                // Simple collision response
                const direction = new THREE.Vector3().subVectors(player.position, wall.position).normalize();
                player.position.add(direction.multiplyScalar(0.1));
            }
        }
    }
        // Check enemy collisions
        for (let i = 0; i < enemies.length; i++) {
            const enemy = enemies[i];
            if (player.position.distanceTo(enemy.position) < 1 && !invincible) {
                score = Math.max(0, score - 5);
                scoreDisplay.textContent = `Coins: ${score}`;
                enemySound.play();
                
                // Push player away
                const direction = new THREE.Vector3().subVectors(player.position, enemy.position).normalize();
                player.position.add(direction.multiplyScalar(1.5));
            }
        }
}

function updateEnemies() {
    for (let i = 0; i < enemies.length; i++) {
        const enemy = enemies[i];
        
        // Simple AI - change direction randomly
        if (Math.random() < 0.01) {
            enemy.direction = new THREE.Vector3(Math.random() - 0.5, 0, Math.random() - 0.5).normalize();
        }
        
        // Move enemy
        enemy.position.add(enemy.direction.clone().multiplyScalar(enemy.speed));
        
        // Boundary check
        if (enemy.position.x > 9 || enemy.position.x < -9 || enemy.position.z > 9 || enemy.position.z < -9) {
            enemy.direction.negate();
        }
        
        // Wall collision
        const enemyBox = new THREE.Box3().setFromObject(enemy);
        for (const wall of walls) {
            const wallBox = new THREE.Box3().setFromObject(wall);
            if (enemyBox.intersectsBox(wallBox) && !wall.isExit) {
                enemy.direction.negate();
                break;
            }
        }
        
        // Update emoji position
        if (emojis[i]) {
            const emoji = emojis[i].element;
            const screenPos = enemy.position.clone().project(camera);
            emoji.style.left = `${(screenPos.x * 0.5 + 0.5) * window.innerWidth}px`;
            emoji.style.top = `${(-(screenPos.y * 0.5) + 0.5) * window.innerHeight - 50}px`;
            
            // Show emoji when enemy is close
            const distance = player.position.distanceTo(enemy.position);
            emoji.style.opacity = distance < 5 ? '1' : '0';
        }
    }
}

function animate() {
    requestAnimationFrame(animate);
    
    const delta = clock.getDelta();
    
    if (gameActive && controls.isLocked) {
        // Player movement
        const speed = playerSpeed * delta;
if (moveForward) {
            controls.moveForward(speed);
        }
        if (moveBackward) {
            controls.moveForward(-speed);
        }
        if (moveLeft) {
            controls.moveRight(-speed);
        }
        if (moveRight) {
            controls.moveRight(speed);
        }
        
        // Update player position
        player.position.copy(controls.getObject().position);
        player.position.y = 0.85;
        
        // Check collisions
        checkCollisions();
        
        // Update enemies
        updateEnemies();
    }
    
    renderer.render(scene, camera);
}

// Start the game
init();