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// Main game script
document.addEventListener('DOMContentLoaded', () => {
    // Game variables
    let scene, camera, renderer, controls;
    let player, enemies = [], mazeWalls = [], exit;
    let moveDirection = { forward: 0, backward: 0, left: 0, right: 0 };
let isGameOver = false;
    let gameStarted = false;
    let playerSpeed = 0.1;
    let enemySpeed = 0.08;
    let mazeSize = 15;
    let cellSize = 3;
    let wallHeight = 2;
    
    // Initialize game
    init();
    createMaze();
    createPlayer();
    createEnemies(3);
    createExit();
    setupControls();
    animate();
    
    // Event listeners
    document.getElementById('restart-btn').addEventListener('click', restartGame);
    document.getElementById('next-level-btn').addEventListener('click', nextLevel);
    
    function init() {
        // Create scene
        scene = new THREE.Scene();
        scene.background = new THREE.Color(0x111111);
        
        // Create camera
        camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
        camera.position.set(0, 10, 15);
        camera.lookAt(0, 0, 0);
        
        // Create renderer
        renderer = new THREE.WebGLRenderer({ antialias: true });
        renderer.setSize(window.innerWidth, window.innerHeight);
        renderer.shadowMap.enabled = true;
        document.getElementById('game-container').appendChild(renderer.domElement);
        
        // Add lights
        const ambientLight = new THREE.AmbientLight(0x404040);
        scene.add(ambientLight);
        
        const directionalLight = new THREE.DirectionalLight(0xffffff, 0.8);
        directionalLight.position.set(1, 1, 1);
        directionalLight.castShadow = true;
        scene.add(directionalLight);
        
        // Add fog
        scene.fog = new THREE.FogExp2(0x111111, 0.05);
        
        // Handle window resize
        window.addEventListener('resize', () => {
            camera.aspect = window.innerWidth / window.innerHeight;
            camera.updateProjectionMatrix();
            renderer.setSize(window.innerWidth, window.innerHeight);
        });
    }
    
    function createMaze() {
        // Simple maze generation - in a real game you'd implement a proper maze algorithm
        const wallGeometry = new THREE.BoxGeometry(cellSize, wallHeight, 0.2);
        const wallMaterial = new THREE.MeshStandardMaterial({ color: 0x880000 });
        
        // Create outer walls
        const outerWalls = [];
        const outerSize = mazeSize * cellSize;
        
        // Floor
        const floorGeometry = new THREE.PlaneGeometry(outerSize, outerSize);
        const floorMaterial = new THREE.MeshStandardMaterial({ color: 0x333333 });
        const floor = new THREE.Mesh(floorGeometry, floorMaterial);
        floor.rotation.x = -Math.PI / 2;
        floor.receiveShadow = true;
        scene.add(floor);
        
        // Ceiling
        const ceiling = new THREE.Mesh(floorGeometry, floorMaterial);
        ceiling.rotation.x = Math.PI / 2;
        ceiling.position.y = wallHeight;
        scene.add(ceiling);
        
        // Inner maze walls (simplified)
        for (let i = 0; i < mazeSize - 1; i++) {
            for (let j = 0; j < mazeSize - 1; j++) {
                if (Math.random() > 0.7) {
                    const wall = new THREE.Mesh(wallGeometry, wallMaterial);
                    wall.position.set(
                        (i - mazeSize/2) * cellSize + cellSize/2,
                        wallHeight/2,
                        (j - mazeSize/2) * cellSize + cellSize/2
                    );
                    wall.castShadow = true;
                    wall.receiveShadow = true;
                    scene.add(wall);
                    mazeWalls.push(wall);
                    
                    // Randomly rotate some walls
                    if (Math.random() > 0.5) {
                        wall.rotation.y = Math.PI / 2;
                    }
                }
            }
        }
    }
    
    function createPlayer() {
        const geometry = new THREE.CylinderGeometry(0.5, 0.5, 1.8, 16);
        const material = new THREE.MeshStandardMaterial({ color: 0x00ff00 });
        player = new THREE.Mesh(geometry, material);
        player.position.set(0, 1, 0);
        player.castShadow = true;
        player.receiveShadow = true;
        scene.add(player);
        
        // Add a small directional light to the player to make them stand out
        const playerLight = new THREE.PointLight(0x00ff00, 1, 5);
        player.add(playerLight);
    }
    
    function createEnemies(count) {
        const geometry = new THREE.CylinderGeometry(0.5, 0.5, 1.8, 16);
        const material = new THREE.MeshStandardMaterial({ color: 0xff0000 });
        
        for (let i = 0; i < count; i++) {
            const enemy = new THREE.Mesh(geometry, material);
            
            // Position enemies at random locations in the maze
            enemy.position.set(
                (Math.random() - 0.5) * mazeSize * cellSize * 0.8,
                1,
                (Math.random() - 0.5) * mazeSize * cellSize * 0.8
            );
            
            enemy.castShadow = true;
            enemy.receiveShadow = true;
            
            // Add red glow
            const enemyLight = new THREE.PointLight(0xff0000, 1, 5);
            enemy.add(enemyLight);
            
            scene.add(enemy);
            enemies.push(enemy);
        }
    }
    
    function createExit() {
        const exitGeometry = new THREE.BoxGeometry(cellSize, 0.1, cellSize);
        const exitMaterial = new THREE.MeshStandardMaterial({ color: 0xffff00 });
        exit = new THREE.Mesh(exitGeometry, exitMaterial);
        
        // Position exit at a random edge of the maze
        const side = Math.floor(Math.random() * 4);
        let x, z;
        
        switch(side) {
            case 0: // top
                x = (Math.random() - 0.5) * mazeSize * cellSize * 0.8;
                z = -mazeSize * cellSize / 2;
                break;
            case 1: // right
                x = mazeSize * cellSize / 2;
                z = (Math.random() - 0.5) * mazeSize * cellSize * 0.8;
                break;
            case 2: // bottom
                x = (Math.random() - 0.5) * mazeSize * cellSize * 0.8;
                z = mazeSize * cellSize / 2;
                break;
            case 3: // left
                x = -mazeSize * cellSize / 2;
                z = (Math.random() - 0.5) * mazeSize * cellSize * 0.8;
                break;
        }
        
        exit.position.set(x, 0.05, z);
        scene.add(exit);
    }
    function setupControls() {
        const forwardBtn = document.getElementById('forward-btn');
        const backwardBtn = document.getElementById('backward-btn');
        const leftBtn = document.getElementById('left-btn');
        const rightBtn = document.getElementById('right-btn');

        // Touch start events
        forwardBtn.addEventListener('touchstart', (e) => {
            e.preventDefault();
            moveDirection.forward = 1;
            gameStarted = true;
        });
        backwardBtn.addEventListener('touchstart', (e) => {
            e.preventDefault();
            moveDirection.backward = 1;
            gameStarted = true;
        });
        leftBtn.addEventListener('touchstart', (e) => {
            e.preventDefault();
            moveDirection.left = 1;
            gameStarted = true;
        });
        rightBtn.addEventListener('touchstart', (e) => {
            e.preventDefault();
            moveDirection.right = 1;
            gameStarted = true;
        });

        // Touch end events
        forwardBtn.addEventListener('touchend', (e) => {
            e.preventDefault();
            moveDirection.forward = 0;
        });
        backwardBtn.addEventListener('touchend', (e) => {
            e.preventDefault();
            moveDirection.backward = 0;
        });
        leftBtn.addEventListener('touchend', (e) => {
            e.preventDefault();
            moveDirection.left = 0;
        });
        rightBtn.addEventListener('touchend', (e) => {
            e.preventDefault();
            moveDirection.right = 0;
        });
}
    
    function update() {
        if (!gameStarted || isGameOver) return;
        // Player movement
        const moveForward = moveDirection.forward - moveDirection.backward;
        const moveSideways = moveDirection.right - moveDirection.left;
        
        // Apply movement
        const speed = playerSpeed;
        player.position.x -= Math.sin(player.rotation.y) * moveForward * speed;
        player.position.z -= Math.cos(player.rotation.y) * moveForward * speed;
        
        // Apply rotation
        player.rotation.y -= moveSideways * speed * 0.5;
// Simple collision detection with walls
        const playerRadius = 0.5;
        for (const wall of mazeWalls) {
            const wallBox = new THREE.Box3().setFromObject(wall);
            const playerBox = new THREE.Box3(
                new THREE.Vector3(player.position.x - playerRadius, 0, player.position.z - playerRadius),
                new THREE.Vector3(player.position.x + playerRadius, 2, player.position.z + playerRadius)
            );
            
            if (wallBox.intersectsBox(playerBox)) {
                // Push player back
                player.position.x -= moveDirection.x * speed * 2;
                player.position.z -= moveDirection.z * speed * 2;
                break;
            }
        }
        
        // Enemy movement
        for (const enemy of enemies) {
            // Simple AI: move toward player
            const direction = new THREE.Vector3(
                player.position.x - enemy.position.x,
                0,
                player.position.z - enemy.position.z
            ).normalize();
            
            enemy.position.x += direction.x * enemySpeed;
            enemy.position.z += direction.z * enemySpeed;
            
            // Simple collision detection between enemies and walls
            const enemyRadius = 0.5;
            for (const wall of mazeWalls) {
                const wallBox = new THREE.Box3().setFromObject(wall);
                const enemyBox = new THREE.Box3(
                    new THREE.Vector3(enemy.position.x - enemyRadius, 0, enemy.position.z - enemyRadius),
                    new THREE.Vector3(enemy.position.x + enemyRadius, 2, enemy.position.z + enemyRadius)
                );
                
                if (wallBox.intersectsBox(enemyBox)) {
                    // Push enemy back
                    enemy.position.x -= direction.x * enemySpeed * 2;
                    enemy.position.z -= direction.z * enemySpeed * 2;
                    break;
                }
            }
            
            // Check for collision with player
            const distanceToPlayer = Math.sqrt(
                Math.pow(player.position.x - enemy.position.x, 2) +
                Math.pow(player.position.z - enemy.position.z, 2)
            );
            
            if (distanceToPlayer < 1) {
                gameOver();
            }
        }
        
        // Check if player reached exit
        const exitBox = new THREE.Box3().setFromObject(exit);
        const playerBox = new THREE.Box3(
            new THREE.Vector3(player.position.x - 0.5, 0, player.position.z - 0.5),
            new THREE.Vector3(player.position.x + 0.5, 2, player.position.z + 0.5)
        );
        
        if (exitBox.intersectsBox(playerBox)) {
            winGame();
        }
        
        // Update camera position to follow player
        camera.position.x = player.position.x;
        camera.position.z = player.position.z + 5;
        camera.lookAt(player.position.x, player.position.y, player.position.z);
    }
    
    function gameOver() {
        isGameOver = true;
        document.getElementById('game-over').classList.remove('hidden');
    }
    
    function winGame() {
        isGameOver = true;
        document.getElementById('win-screen').classList.remove('hidden');
    }
    
    function restartGame() {
        // Reset player and enemies
        player.position.set(0, 1, 0);
        enemies.forEach(enemy => {
            enemy.position.set(
                (Math.random() - 0.5) * mazeSize * cellSize * 0.8,
                1,
                (Math.random() - 0.5) * mazeSize * cellSize * 0.8
            );
        });
        
        // Reset UI
        document.getElementById('game-over').classList.add('hidden');
        document.getElementById('win-screen').classList.add('hidden');
        
        isGameOver = false;
        gameStarted = false;
    }
    
    function nextLevel() {
        // Clear current maze and enemies
        mazeWalls.forEach(wall => scene.remove(wall));
        mazeWalls = [];
        enemies.forEach(enemy => scene.remove(enemy));
        enemies = [];
        scene.remove(exit);
        
        // Increase difficulty
        mazeSize += 2;
        enemySpeed += 0.01;
        
        // Create new level
        createMaze();
        createEnemies(3 + Math.floor(mazeSize / 5));
        createExit();
        
        // Reset player
        player.position.set(0, 1, 0);
        
        // Reset UI
        document.getElementById('win-screen').classList.add('hidden');
        
        isGameOver = false;
        gameStarted = false;
    }
    
    function animate() {
        requestAnimationFrame(animate);
        update();
        renderer.render(scene, camera);
    }
});