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Browse files- index.html +1205 -18
index.html
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|
| 19 |
</html>
|
|
|
|
| 1 |
+
<!DOCTYPE html>
|
| 2 |
+
<html lang="en">
|
| 3 |
+
<head>
|
| 4 |
+
<meta charset="UTF-8">
|
| 5 |
+
<meta name="viewport" content="width=device-width, initial-scale=1.0">
|
| 6 |
+
<title>Primitive Punch-Up!</title>
|
| 7 |
+
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js"></script>
|
| 8 |
+
<style>
|
| 9 |
+
/* Basic styling for the body to remove default margins and overflows */
|
| 10 |
+
body {
|
| 11 |
+
margin: 0;
|
| 12 |
+
overflow: hidden; /* Hide scrollbars */
|
| 13 |
+
font-family: 'Inter', sans-serif; /* Use Inter font */
|
| 14 |
+
background-color: #1a1a1a; /* Dark background for the page */
|
| 15 |
+
}
|
| 16 |
+
|
| 17 |
+
/* Container for the game canvas and UI elements */
|
| 18 |
+
#game-container {
|
| 19 |
+
position: relative;
|
| 20 |
+
width: 100vw; /* Full viewport width */
|
| 21 |
+
height: 100vh; /* Full viewport height */
|
| 22 |
+
display: flex; /* Use flexbox for centering */
|
| 23 |
+
justify-content: center; /* Center horizontally */
|
| 24 |
+
align-items: center; /* Center vertically */
|
| 25 |
+
overflow: hidden; /* Ensure no overflow */
|
| 26 |
+
}
|
| 27 |
+
|
| 28 |
+
/* Styling for the score displays */
|
| 29 |
+
#score-left, #score-right {
|
| 30 |
+
position: absolute;
|
| 31 |
+
top: 20px; /* Distance from the top */
|
| 32 |
+
color: white; /* White text color */
|
| 33 |
+
font-size: 2.2em; /* Larger font size */
|
| 34 |
+
font-weight: bold; /* Bold text */
|
| 35 |
+
text-shadow: 3px 3px 6px rgba(0,0,0,0.8); /* Stronger text shadow for readability */
|
| 36 |
+
z-index: 10; /* Ensure it's above the canvas */
|
| 37 |
+
padding: 10px 15px; /* Padding around text */
|
| 38 |
+
background-color: rgba(0, 0, 0, 0.4); /* Semi-transparent background */
|
| 39 |
+
border-radius: 12px; /* Rounded corners */
|
| 40 |
+
box-shadow: 0 4px 10px rgba(0,0,0,0.5); /* Subtle box shadow */
|
| 41 |
+
}
|
| 42 |
+
|
| 43 |
+
#score-left {
|
| 44 |
+
left: 30px; /* Position on the left */
|
| 45 |
+
}
|
| 46 |
+
|
| 47 |
+
#score-right {
|
| 48 |
+
right: 30px; /* Position on the right */
|
| 49 |
+
}
|
| 50 |
+
|
| 51 |
+
/* Styling for the health bars */
|
| 52 |
+
#health-bar-left, #health-bar-right {
|
| 53 |
+
position: absolute;
|
| 54 |
+
top: 90px; /* Position below scores */
|
| 55 |
+
height: 35px; /* Height of the health bar */
|
| 56 |
+
background-color: green; /* Default healthy color */
|
| 57 |
+
border: 3px solid #ffffff; /* White border */
|
| 58 |
+
border-radius: 10px; /* Rounded corners */
|
| 59 |
+
transition: width 0.3s ease-out, background-color 0.3s ease-out; /* Smooth transitions for width and color */
|
| 60 |
+
z-index: 10; /* Ensure it's above the canvas */
|
| 61 |
+
box-shadow: 0 4px 10px rgba(0,0,0,0.5); /* Subtle box shadow */
|
| 62 |
+
}
|
| 63 |
+
|
| 64 |
+
#health-bar-left {
|
| 65 |
+
left: 50%; /* Start from the center */
|
| 66 |
+
transform: translateX(-105%); /* Shift left to align to the left of center */
|
| 67 |
+
width: 250px; /* Max width for health bar */
|
| 68 |
+
max-width: 250px; /* Ensure it doesn't exceed this width */
|
| 69 |
+
}
|
| 70 |
+
|
| 71 |
+
#health-bar-right {
|
| 72 |
+
right: 50%; /* Start from the center */
|
| 73 |
+
transform: translateX(5%); /* Shift right to align to the right of center */
|
| 74 |
+
width: 250px; /* Max width for health bar */
|
| 75 |
+
max-width: 250px; /* Ensure it doesn't exceed this width */
|
| 76 |
+
}
|
| 77 |
+
|
| 78 |
+
/* Styling for the reset button */
|
| 79 |
+
#reset-button {
|
| 80 |
+
position: absolute;
|
| 81 |
+
bottom: 40px; /* Distance from the bottom */
|
| 82 |
+
left: 50%; /* Center horizontally */
|
| 83 |
+
transform: translateX(-50%); /* Adjust for true centering */
|
| 84 |
+
padding: 18px 35px; /* Generous padding */
|
| 85 |
+
font-size: 1.8em; /* Larger font size */
|
| 86 |
+
background: linear-gradient(145deg, #ff6b6b, #ee4444); /* Gradient background */
|
| 87 |
+
color: white; /* White text */
|
| 88 |
+
border: none; /* No border */
|
| 89 |
+
border-radius: 15px; /* More rounded corners */
|
| 90 |
+
cursor: pointer; /* Pointer cursor on hover */
|
| 91 |
+
box-shadow: 0 8px 20px rgba(0,0,0,0.6); /* Stronger shadow */
|
| 92 |
+
transition: background 0.3s ease, transform 0.1s ease, box-shadow 0.3s ease; /* Smooth transitions */
|
| 93 |
+
z-index: 10; /* Ensure it's above the canvas */
|
| 94 |
+
font-weight: bold; /* Bold text */
|
| 95 |
+
letter-spacing: 1px; /* Slight letter spacing */
|
| 96 |
+
text-transform: uppercase; /* Uppercase text */
|
| 97 |
+
}
|
| 98 |
+
|
| 99 |
+
#reset-button:hover {
|
| 100 |
+
background: linear-gradient(145deg, #ff4d4d, #cc3333); /* Darker gradient on hover */
|
| 101 |
+
transform: translateX(-50%) scale(1.05); /* Slightly enlarge on hover */
|
| 102 |
+
box-shadow: 0 10px 25px rgba(0,0,0,0.8); /* Deeper shadow on hover */
|
| 103 |
+
}
|
| 104 |
+
|
| 105 |
+
#reset-button:active {
|
| 106 |
+
transform: translateX(-50%) scale(0.98); /* Shrink slightly on click */
|
| 107 |
+
box-shadow: 0 4px 10px rgba(0,0,0,0.4); /* Recessed shadow on click */
|
| 108 |
+
}
|
| 109 |
+
|
| 110 |
+
/* Styling for the Three.js canvas */
|
| 111 |
+
canvas {
|
| 112 |
+
display: block; /* Remove extra space below canvas */
|
| 113 |
+
width: 100%; /* Make canvas fill its container */
|
| 114 |
+
height: 100%; /* Make canvas fill its container */
|
| 115 |
+
border-radius: 15px; /* Rounded corners for the canvas itself */
|
| 116 |
+
box-shadow: 0 0 25px rgba(0,0,0,0.7); /* Shadow around the canvas */
|
| 117 |
+
}
|
| 118 |
+
|
| 119 |
+
/* Controls display */
|
| 120 |
+
#controls {
|
| 121 |
+
position: absolute;
|
| 122 |
+
bottom: 120px; /* Position above the reset button */
|
| 123 |
+
left: 50%;
|
| 124 |
+
transform: translateX(-50%);
|
| 125 |
+
background-color: rgba(0, 0, 0, 0.6);
|
| 126 |
+
color: white;
|
| 127 |
+
padding: 15px 25px;
|
| 128 |
+
border-radius: 12px;
|
| 129 |
+
box-shadow: 0 4px 15px rgba(0,0,0,0.7);
|
| 130 |
+
font-size: 1.1em;
|
| 131 |
+
text-align: center;
|
| 132 |
+
z-index: 10;
|
| 133 |
+
display: flex;
|
| 134 |
+
gap: 40px; /* Space between player control sections */
|
| 135 |
+
}
|
| 136 |
+
|
| 137 |
+
#controls h3 {
|
| 138 |
+
margin-top: 0;
|
| 139 |
+
color: #ffd700; /* Gold color for headings */
|
| 140 |
+
font-size: 1.3em;
|
| 141 |
+
margin-bottom: 10px;
|
| 142 |
+
}
|
| 143 |
+
|
| 144 |
+
#controls ul {
|
| 145 |
+
list-style: none;
|
| 146 |
+
padding: 0;
|
| 147 |
+
margin: 0;
|
| 148 |
+
text-align: left;
|
| 149 |
+
}
|
| 150 |
+
|
| 151 |
+
#controls li {
|
| 152 |
+
margin-bottom: 5px;
|
| 153 |
+
}
|
| 154 |
+
|
| 155 |
+
#controls span {
|
| 156 |
+
font-weight: bold;
|
| 157 |
+
color: #aaffaa; /* Light green for keys */
|
| 158 |
+
display: inline-block;
|
| 159 |
+
width: 40px; /* Fixed width for key display */
|
| 160 |
+
}
|
| 161 |
+
</style>
|
| 162 |
+
</head>
|
| 163 |
+
<body>
|
| 164 |
+
<div id="game-container">
|
| 165 |
+
<div id="score-left">P1 Score: 0</div>
|
| 166 |
+
<div id="score-right">P2 Score: 0</div>
|
| 167 |
+
|
| 168 |
+
<div id="health-bar-left"></div>
|
| 169 |
+
<div id="health-bar-right"></div>
|
| 170 |
+
|
| 171 |
+
<button id="reset-button">Primitive Reset!</button>
|
| 172 |
+
|
| 173 |
+
<div id="controls">
|
| 174 |
+
<div>
|
| 175 |
+
<h3>Player 1 Controls</h3>
|
| 176 |
+
<ul>
|
| 177 |
+
<li><span>WASD:</span> Move</li>
|
| 178 |
+
<li><span>E:</span> Attack</li>
|
| 179 |
+
<li><span>Q:</span> Block</li>
|
| 180 |
+
<li><span>C:</span> Change Gear</li>
|
| 181 |
+
</ul>
|
| 182 |
+
</div>
|
| 183 |
+
<div>
|
| 184 |
+
<h3>Player 2 Controls</h3>
|
| 185 |
+
<ul>
|
| 186 |
+
<li><span>IJKL:</span> Move</li>
|
| 187 |
+
<li><span>U:</span> Attack</li>
|
| 188 |
+
<li><span>O:</span> Block</li>
|
| 189 |
+
<li><span>M:</span> Change Gear</li>
|
| 190 |
+
</ul>
|
| 191 |
+
</div>
|
| 192 |
+
</div>
|
| 193 |
+
</div>
|
| 194 |
+
|
| 195 |
+
<script type="module">
|
| 196 |
+
// Import Three.js library from a reliable CDN
|
| 197 |
+
import * as THREE from 'https://cdn.jsdelivr.net/npm/three@0.128.0/build/three.module.js';
|
| 198 |
+
|
| 199 |
+
// Declare global variables for Three.js scene, camera, renderer, and game state
|
| 200 |
+
let scene, camera, renderer;
|
| 201 |
+
let player1, player2; // Our primitive-assembled characters
|
| 202 |
+
let player1Health = 100;
|
| 203 |
+
let player2Health = 100;
|
| 204 |
+
let player1Score = 0;
|
| 205 |
+
let player2Score = 0;
|
| 206 |
+
|
| 207 |
+
const maxHealth = 100; // Define max health for players
|
| 208 |
+
|
| 209 |
+
const movementSpeed = 0.3; // Adjust movement speed for players
|
| 210 |
+
const baseAttackDamage = 10; // Base damage dealt by an attack
|
| 211 |
+
const blockReduction = 0.5; // Percentage of damage reduced when blocking (e.g., 0.5 means 50% less damage)
|
| 212 |
+
const playerScaleFactor = 1.5; // Scale factor for players
|
| 213 |
+
const attackRange = 2 * (1.5 * playerScaleFactor); // About 2 player widths
|
| 214 |
+
|
| 215 |
+
// Projectile parameters
|
| 216 |
+
const projectileSpeed = 0.8;
|
| 217 |
+
const projectileLife = 120; // frames (2 seconds at 60fps)
|
| 218 |
+
const projectileRadius = 0.3;
|
| 219 |
+
|
| 220 |
+
// Object to keep track of pressed keys for smooth movement
|
| 221 |
+
const keys = {
|
| 222 |
+
w: false, a: false, s: false, d: false,
|
| 223 |
+
i: false, j: false, k: false, l: false,
|
| 224 |
+
p1_attack: false, p1_block: false, p1_change_gear: false,
|
| 225 |
+
p2_attack: false, p2_block: false, p2_change_gear: false
|
| 226 |
+
};
|
| 227 |
+
|
| 228 |
+
// Weapon and Shield Definitions for DnD-like classes
|
| 229 |
+
const gearCombinations = [
|
| 230 |
+
{ name: "Fighter (Sword & Kite Shield)", weapon: "sword", shield: "kite_shield" },
|
| 231 |
+
{ name: "Barbarian (Great Axe)", weapon: "great_axe", shield: null },
|
| 232 |
+
{ name: "Rogue (Daggers & Buckler)", weapon: "dagger", shield: "buckler" },
|
| 233 |
+
{ name: "Paladin (Mace & Tower Shield)", weapon: "mace", shield: "tower_shield" },
|
| 234 |
+
{ name: "Ranger (Longbow)", weapon: "longbow", shield: null }
|
| 235 |
+
];
|
| 236 |
+
|
| 237 |
+
let player1GearIndex = 0;
|
| 238 |
+
let player2GearIndex = 0;
|
| 239 |
+
|
| 240 |
+
const activeProjectiles = [];
|
| 241 |
+
const impactParticlesGroup = new THREE.Group();
|
| 242 |
+
const weaponRangeParticlesGroup = new THREE.Group(); // New group for weapon range particles
|
| 243 |
+
|
| 244 |
+
/**
|
| 245 |
+
* Generates a random integer within a specified range (inclusive).
|
| 246 |
+
* @param {number} min - The minimum value.
|
| 247 |
+
* @param {number} max - The maximum value.
|
| 248 |
+
* @returns {number} A random integer.
|
| 249 |
+
*/
|
| 250 |
+
function getRandomInt(min, max) {
|
| 251 |
+
min = Math.ceil(min);
|
| 252 |
+
max = Math.floor(max);
|
| 253 |
+
return Math.floor(Math.random() * (max - min + 1)) + min;
|
| 254 |
+
}
|
| 255 |
+
|
| 256 |
+
/**
|
| 257 |
+
* Initializes the game environment, including the Three.js scene, camera, renderer,
|
| 258 |
+
* 3D objects (players, ground), UI elements, and event listeners.
|
| 259 |
+
*/
|
| 260 |
+
function init() {
|
| 261 |
+
// Scene Setup: The container for all 3D objects, lights, and cameras
|
| 262 |
+
scene = new THREE.Scene();
|
| 263 |
+
scene.background = new THREE.Color(0x333333); // Dark grey background for the 3D scene
|
| 264 |
+
|
| 265 |
+
// Camera Setup: Orthographic camera for a top-down semi-isometric view
|
| 266 |
+
const aspectRatio = window.innerWidth / window.innerHeight;
|
| 267 |
+
const frustumSize = 30; // Adjusted frustum size for a slightly more zoomed in view
|
| 268 |
+
camera = new THREE.OrthographicCamera(
|
| 269 |
+
frustumSize * aspectRatio / - 2,
|
| 270 |
+
frustumSize * aspectRatio / 2,
|
| 271 |
+
frustumSize / 2,
|
| 272 |
+
frustumSize / - 2,
|
| 273 |
+
1, 1000
|
| 274 |
+
);
|
| 275 |
+
// Position camera for a top-down semi-isometric view
|
| 276 |
+
camera.position.set(10, 30, 10); // Higher Y, and equal X/Z for a balanced angle
|
| 277 |
+
camera.lookAt(0, 0, 0); // Make the camera look directly at the origin
|
| 278 |
+
|
| 279 |
+
// Renderer Setup: Renders the 3D scene onto a 2D canvas
|
| 280 |
+
renderer = new THREE.WebGLRenderer({ antialias: true });
|
| 281 |
+
renderer.setSize(window.innerWidth, window.innerHeight);
|
| 282 |
+
renderer.setPixelRatio(window.devicePixelRatio);
|
| 283 |
+
document.getElementById('game-container').appendChild(renderer.domElement);
|
| 284 |
+
|
| 285 |
+
// Lighting: Essential for seeing 3D objects
|
| 286 |
+
const ambientLight = new THREE.AmbientLight(0x404040);
|
| 287 |
+
scene.add(ambientLight);
|
| 288 |
+
const directionalLight = new THREE.DirectionalLight(0xffffff, 0.8);
|
| 289 |
+
directionalLight.position.set(5, 10, 7);
|
| 290 |
+
scene.add(directionalLight);
|
| 291 |
+
|
| 292 |
+
// Ground/Arena: A simple plane representing the fighting stage
|
| 293 |
+
const groundGeometry = new THREE.PlaneGeometry(50, 50); // Larger ground for larger players
|
| 294 |
+
const groundMaterial = new THREE.MeshPhongMaterial({ color: 0x666666, side: THREE.DoubleSide });
|
| 295 |
+
const ground = new THREE.Mesh(groundGeometry, groundMaterial);
|
| 296 |
+
ground.rotation.x = -Math.PI / 2;
|
| 297 |
+
scene.add(ground);
|
| 298 |
+
|
| 299 |
+
// Player 1 Character: Created using primitive shapes
|
| 300 |
+
player1 = createPrimitiveCharacter(0xff4500); // Red-orange color
|
| 301 |
+
player1.position.set(-10, 0.5 * playerScaleFactor, 0); // Start on the left side of the arena, adjusted for size
|
| 302 |
+
scene.add(player1);
|
| 303 |
+
|
| 304 |
+
// Player 2 Character: Created using primitive shapes
|
| 305 |
+
player2 = createPrimitiveCharacter(0x00aaff); // Blue color
|
| 306 |
+
player2.position.set(10, 0.5 * playerScaleFactor, 0); // Start on the right side of the arena, adjusted for size
|
| 307 |
+
scene.add(player2);
|
| 308 |
+
|
| 309 |
+
// Initialize players with their starting gear
|
| 310 |
+
updatePlayerGear(player1, player1GearIndex);
|
| 311 |
+
updatePlayerGear(player2, player2GearIndex);
|
| 312 |
+
|
| 313 |
+
// Add particle groups to the scene
|
| 314 |
+
scene.add(impactParticlesGroup);
|
| 315 |
+
scene.add(weaponRangeParticlesGroup);
|
| 316 |
+
|
| 317 |
+
// UI Elements Initialization and Event Listeners
|
| 318 |
+
document.getElementById('reset-button').addEventListener('click', resetGame);
|
| 319 |
+
updateHealthBars();
|
| 320 |
+
updateScores();
|
| 321 |
+
|
| 322 |
+
// Event Listeners for Keyboard Input
|
| 323 |
+
window.addEventListener('keydown', onKeyDown);
|
| 324 |
+
window.addEventListener('keyup', onKeyUp);
|
| 325 |
+
window.addEventListener('resize', onWindowResize);
|
| 326 |
+
|
| 327 |
+
// Start the animation loop
|
| 328 |
+
animate();
|
| 329 |
+
}
|
| 330 |
+
|
| 331 |
+
/**
|
| 332 |
+
* Creates a "primitive assembled" character with body, head, arms, and legs using Three.js primitives.
|
| 333 |
+
* Each part is given a name and damage value for collision detection and health reduction.
|
| 334 |
+
* @param {number} color - Hex color for the character.
|
| 335 |
+
* @returns {THREE.Group} A group representing the player character.
|
| 336 |
+
*/
|
| 337 |
+
function createPrimitiveCharacter(color) {
|
| 338 |
+
const character = new THREE.Group();
|
| 339 |
+
character.parts = []; // Array to hold all individual body parts
|
| 340 |
+
character.missingParts = []; // Array to track removed parts
|
| 341 |
+
character.playerColor = color; // Store the player's main color
|
| 342 |
+
|
| 343 |
+
// Body: A central box
|
| 344 |
+
const bodyGeometry = new THREE.BoxGeometry(1.5 * playerScaleFactor, 2.5 * playerScaleFactor, 1.5 * playerScaleFactor);
|
| 345 |
+
const bodyMaterial = new THREE.MeshPhongMaterial({ color: color });
|
| 346 |
+
const body = new THREE.Mesh(bodyGeometry, bodyMaterial);
|
| 347 |
+
body.position.y = 1.25 * playerScaleFactor;
|
| 348 |
+
body.name = 'body';
|
| 349 |
+
body.damageValue = baseAttackDamage * 1.5; // Body hits deal more damage
|
| 350 |
+
character.add(body);
|
| 351 |
+
character.parts.push(body);
|
| 352 |
+
|
| 353 |
+
// Head: A sphere on top of the body
|
| 354 |
+
const headGeometry = new THREE.SphereGeometry(0.8 * playerScaleFactor, 24, 24);
|
| 355 |
+
const headMaterial = new THREE.MeshPhongMaterial({ color: color });
|
| 356 |
+
const head = new THREE.Mesh(headGeometry, headMaterial);
|
| 357 |
+
head.position.y = 3.2 * playerScaleFactor;
|
| 358 |
+
head.name = 'head';
|
| 359 |
+
head.damageValue = baseAttackDamage * 3; // Headshots deal critical damage
|
| 360 |
+
character.add(head);
|
| 361 |
+
character.parts.push(head);
|
| 362 |
+
|
| 363 |
+
const visorGeometry = new THREE.BoxGeometry(0.6 * playerScaleFactor, 0.2 * playerScaleFactor, 0.1 * playerScaleFactor);
|
| 364 |
+
const visorMaterial = new THREE.MeshPhongMaterial({ color: 0x333333 });
|
| 365 |
+
const visor = new THREE.Mesh(visorGeometry, visorMaterial);
|
| 366 |
+
visor.position.set(0, 1.8 * playerScaleFactor, 0.5 * playerScaleFactor);
|
| 367 |
+
visor.name = 'visor'; // Not a critical part, no damageValue
|
| 368 |
+
character.add(visor);
|
| 369 |
+
character.parts.push(visor);
|
| 370 |
+
|
| 371 |
+
// Arms: Two cylinders for arms
|
| 372 |
+
const upperArmGeometry = new THREE.CylinderGeometry(0.3 * playerScaleFactor, 0.3 * playerScaleFactor, 0.7 * playerScaleFactor, 8);
|
| 373 |
+
const lowerArmGeometry = new THREE.CylinderGeometry(0.28 * playerScaleFactor, 0.28 * playerScaleFactor, 0.7 * playerScaleFactor, 8);
|
| 374 |
+
const armMaterial = new THREE.MeshPhongMaterial({ color: color });
|
| 375 |
+
|
| 376 |
+
// Player's right arm (for weapon)
|
| 377 |
+
const rightArm = new THREE.Mesh(upperArmGeometry, armMaterial);
|
| 378 |
+
rightArm.position.set(-1.2 * playerScaleFactor, 2.2 * playerScaleFactor, 0);
|
| 379 |
+
rightArm.rotation.z = (color === 0xff4500) ? Math.PI / 6 : -Math.PI / 6;
|
| 380 |
+
rightArm.rotation.x = 0;
|
| 381 |
+
rightArm.name = 'rightArm';
|
| 382 |
+
rightArm.damageValue = baseAttackDamage * 0.8;
|
| 383 |
+
character.add(rightArm);
|
| 384 |
+
character.parts.push(rightArm);
|
| 385 |
+
character.rightArm = rightArm; // Store reference for animation
|
| 386 |
+
character.rightArmInitialRotZ = rightArm.rotation.z;
|
| 387 |
+
character.rightArmInitialRotX = rightArm.rotation.x;
|
| 388 |
+
|
| 389 |
+
const rightLowerArm = new THREE.Mesh(lowerArmGeometry, armMaterial);
|
| 390 |
+
rightLowerArm.position.set(-1.7 * playerScaleFactor, 1.8 * playerScaleFactor, 0);
|
| 391 |
+
rightLowerArm.rotation.z = Math.PI / 8;
|
| 392 |
+
rightLowerArm.name = 'rightLowerArm';
|
| 393 |
+
rightLowerArm.damageValue = baseAttackDamage * 0.8;
|
| 394 |
+
character.add(rightLowerArm);
|
| 395 |
+
character.parts.push(rightLowerArm);
|
| 396 |
+
|
| 397 |
+
|
| 398 |
+
// Player's left arm (for shield)
|
| 399 |
+
const leftArm = new THREE.Mesh(upperArmGeometry, armMaterial);
|
| 400 |
+
leftArm.position.set(1.2 * playerScaleFactor, 2.2 * playerScaleFactor, 0);
|
| 401 |
+
leftArm.rotation.z = (color === 0xff4500) ? -Math.PI / 6 : Math.PI / 6;
|
| 402 |
+
leftArm.rotation.x = 0;
|
| 403 |
+
leftArm.rotation.y = 0;
|
| 404 |
+
leftArm.name = 'leftArm';
|
| 405 |
+
leftArm.damageValue = baseAttackDamage * 0.8;
|
| 406 |
+
character.add(leftArm);
|
| 407 |
+
character.parts.push(leftArm);
|
| 408 |
+
character.leftArm = leftArm; // Store reference for animation
|
| 409 |
+
character.leftArmInitialRotZ = leftArm.rotation.z;
|
| 410 |
+
character.leftArmInitialRotX = leftArm.rotation.x;
|
| 411 |
+
character.leftArmInitialRotY = leftArm.rotation.y;
|
| 412 |
+
|
| 413 |
+
const leftLowerArm = new THREE.Mesh(lowerArmGeometry, armMaterial);
|
| 414 |
+
leftLowerArm.position.set(1.7 * playerScaleFactor, 1.8 * playerScaleFactor, 0);
|
| 415 |
+
leftLowerArm.rotation.z = -Math.PI / 8;
|
| 416 |
+
leftLowerArm.name = 'leftLowerArm';
|
| 417 |
+
leftLowerArm.damageValue = baseAttackDamage * 0.8;
|
| 418 |
+
character.add(leftLowerArm);
|
| 419 |
+
character.parts.push(leftLowerArm);
|
| 420 |
+
|
| 421 |
+
|
| 422 |
+
// Legs: Two cylinders for legs
|
| 423 |
+
const upperLegGeometry = new THREE.CylinderGeometry(0.25 * playerScaleFactor, 0.25 * playerScaleFactor, 0.8 * playerScaleFactor, 8);
|
| 424 |
+
const lowerLegGeometry = new THREE.CylinderGeometry(0.2 * playerScaleFactor, 0.2 * playerScaleFactor, 0.8 * playerScaleFactor, 8);
|
| 425 |
+
const legMaterial = new THREE.MeshPhongMaterial({ color: 0x777777 });
|
| 426 |
+
|
| 427 |
+
const leg1 = new THREE.Mesh(upperLegGeometry, legMaterial);
|
| 428 |
+
leg1.position.set(-0.3 * playerScaleFactor, 0.4 * playerScaleFactor, 0);
|
| 429 |
+
leg1.name = 'leftUpperLeg';
|
| 430 |
+
leg1.damageValue = baseAttackDamage * 0.5;
|
| 431 |
+
character.add(leg1);
|
| 432 |
+
character.parts.push(leg1);
|
| 433 |
+
|
| 434 |
+
const leg2 = new THREE.Mesh(lowerLegGeometry, legMaterial);
|
| 435 |
+
leg2.position.set(-0.3 * playerScaleFactor, -0.4 * playerScaleFactor, 0);
|
| 436 |
+
leg2.name = 'leftLowerLeg';
|
| 437 |
+
leg2.damageValue = baseAttackDamage * 0.5;
|
| 438 |
+
character.add(leg2);
|
| 439 |
+
character.parts.push(leg2);
|
| 440 |
+
|
| 441 |
+
const leg3 = new THREE.Mesh(upperLegGeometry, legMaterial);
|
| 442 |
+
leg3.position.set(0.3 * playerScaleFactor, 0.4 * playerScaleFactor, 0);
|
| 443 |
+
leg3.name = 'rightUpperLeg';
|
| 444 |
+
leg3.damageValue = baseAttackDamage * 0.5;
|
| 445 |
+
character.add(leg3);
|
| 446 |
+
character.parts.push(leg3);
|
| 447 |
+
|
| 448 |
+
const leg4 = new THREE.Mesh(lowerLegGeometry, legMaterial);
|
| 449 |
+
leg4.position.set(0.3 * playerScaleFactor, -0.4 * playerScaleFactor, 0);
|
| 450 |
+
leg4.name = 'rightLowerLeg';
|
| 451 |
+
leg4.damageValue = baseAttackDamage * 0.5;
|
| 452 |
+
character.add(leg4);
|
| 453 |
+
character.parts.push(leg4);
|
| 454 |
+
|
| 455 |
+
// Backpack (Box)
|
| 456 |
+
const backpackGeometry = new THREE.BoxGeometry(0.8 * playerScaleFactor, 1 * playerScaleFactor, 0.4 * playerScaleFactor);
|
| 457 |
+
const backpackMaterial = new THREE.MeshPhongMaterial({ color: 0x444444 });
|
| 458 |
+
const backpack = new THREE.Mesh(backpackGeometry, backpackMaterial);
|
| 459 |
+
backpack.position.set(0, 0.75 * playerScaleFactor, -0.7 * playerScaleFactor);
|
| 460 |
+
backpack.name = 'backpack'; // Not a critical part
|
| 461 |
+
character.add(backpack);
|
| 462 |
+
character.parts.push(backpack);
|
| 463 |
+
|
| 464 |
+
// Store initial positions and rotations for resetting
|
| 465 |
+
character.initialState = {
|
| 466 |
+
position: character.position.clone(),
|
| 467 |
+
parts: character.parts.map(part => ({
|
| 468 |
+
name: part.name,
|
| 469 |
+
position: part.position.clone(),
|
| 470 |
+
rotation: part.rotation.clone(),
|
| 471 |
+
material: part.material // Store material reference
|
| 472 |
+
}))
|
| 473 |
+
};
|
| 474 |
+
|
| 475 |
+
// Animation properties
|
| 476 |
+
character.isAttacking = false;
|
| 477 |
+
character.attackAnimationProgress = 0;
|
| 478 |
+
character.attackDuration = 15; // frames
|
| 479 |
+
|
| 480 |
+
character.isBlocking = false;
|
| 481 |
+
character.blockAnimationProgress = 0;
|
| 482 |
+
character.blockDuration = 10; // frames
|
| 483 |
+
|
| 484 |
+
// Store current weapon type for animation logic
|
| 485 |
+
character.currentWeaponType = null;
|
| 486 |
+
character.weaponMesh = null; // Reference to the actual weapon mesh
|
| 487 |
+
character.shieldMesh = null; // Reference to the actual shield mesh
|
| 488 |
+
|
| 489 |
+
return character;
|
| 490 |
+
}
|
| 491 |
+
|
| 492 |
+
/**
|
| 493 |
+
* Creates a weapon mesh based on the specified type.
|
| 494 |
+
* Includes a collision sphere for the weapon.
|
| 495 |
+
* @param {string} type - The type of weapon (e.g., "sword", "longbow").
|
| 496 |
+
* @param {number} [color=0xcccccc] - Hex color for the weapon.
|
| 497 |
+
* @returns {THREE.Group} A group representing the weapon.
|
| 498 |
+
*/
|
| 499 |
+
function createWeapon(type, color = 0xcccccc) {
|
| 500 |
+
const weaponGroup = new THREE.Group();
|
| 501 |
+
const material = new THREE.MeshPhongMaterial({ color: color });
|
| 502 |
+
const handleMaterial = new THREE.MeshPhongMaterial({ color: 0x663300 });
|
| 503 |
+
const bladeMaterial = new THREE.MeshPhongMaterial({ color: 0x999999 });
|
| 504 |
+
|
| 505 |
+
// Collision sphere for the weapon (relative to its local origin)
|
| 506 |
+
weaponGroup.collisionSphere = new THREE.Sphere(new THREE.Vector3(), 1.0);
|
| 507 |
+
|
| 508 |
+
switch (type) {
|
| 509 |
+
case "sword":
|
| 510 |
+
weaponGroup.add(new THREE.Mesh(new THREE.BoxGeometry(0.2, 2.0, 0.1), bladeMaterial)); // Blade
|
| 511 |
+
const hiltMesh = new THREE.Mesh(new THREE.CylinderGeometry(0.15, 0.15, 0.5), handleMaterial); // Hilt
|
| 512 |
+
hiltMesh.position.y = -1.25;
|
| 513 |
+
weaponGroup.add(hiltMesh);
|
| 514 |
+
weaponGroup.position.set(0.5, -0.5, 0);
|
| 515 |
+
weaponGroup.rotation.z = -Math.PI / 2;
|
| 516 |
+
weaponGroup.collisionSphere.radius = 1.2; // Adjust collision sphere size
|
| 517 |
+
break;
|
| 518 |
+
case "great_axe":
|
| 519 |
+
weaponGroup.add(new THREE.Mesh(new THREE.BoxGeometry(0.2, 3.0, 0.2), handleMaterial)); // Handle
|
| 520 |
+
const axeHead = new THREE.Mesh(new THREE.BoxGeometry(0.1, 1.5, 1.0), bladeMaterial); // Axe blade
|
| 521 |
+
axeHead.position.set(0, 1.5, 0.5);
|
| 522 |
+
weaponGroup.add(axeHead);
|
| 523 |
+
weaponGroup.position.set(0.5, -1.0, 0);
|
| 524 |
+
weaponGroup.rotation.z = -Math.PI / 2;
|
| 525 |
+
weaponGroup.collisionSphere.radius = 1.8;
|
| 526 |
+
break;
|
| 527 |
+
case "dagger":
|
| 528 |
+
weaponGroup.add(new THREE.Mesh(new THREE.BoxGeometry(0.1, 0.8, 0.05), bladeMaterial)); // Blade
|
| 529 |
+
const daggerHiltMesh = new THREE.Mesh(new THREE.CylinderGeometry(0.08, 0.08, 0.3), handleMaterial); // Hilt
|
| 530 |
+
daggerHiltMesh.position.y = -0.55;
|
| 531 |
+
weaponGroup.add(daggerHiltMesh);
|
| 532 |
+
weaponGroup.position.set(0.3, -0.2, 0);
|
| 533 |
+
weaponGroup.rotation.z = -Math.PI / 2;
|
| 534 |
+
weaponGroup.collisionSphere.radius = 0.8;
|
| 535 |
+
break;
|
| 536 |
+
case "mace":
|
| 537 |
+
weaponGroup.add(new THREE.Mesh(new THREE.CylinderGeometry(0.2, 0.2, 1.5), handleMaterial)); // Handle
|
| 538 |
+
const maceHead = new THREE.Mesh(new THREE.SphereGeometry(0.5, 16, 16), bladeMaterial); // Spiked head
|
| 539 |
+
maceHead.position.y = 0.75;
|
| 540 |
+
weaponGroup.add(maceHead);
|
| 541 |
+
weaponGroup.position.set(0.5, -0.75, 0);
|
| 542 |
+
weaponGroup.rotation.z = -Math.PI / 2;
|
| 543 |
+
weaponGroup.collisionSphere.radius = 1.0;
|
| 544 |
+
break;
|
| 545 |
+
case "longbow":
|
| 546 |
+
const bowString = new THREE.Mesh(new THREE.CylinderGeometry(0.02, 0.02, 2.0), new THREE.MeshPhongMaterial({ color: 0x333333 }));
|
| 547 |
+
const bowBody = new THREE.Mesh(new THREE.BoxGeometry(0.1, 2.0, 0.1), new THREE.MeshPhongMaterial({ color: 0x8B4513 }));
|
| 548 |
+
bowString.position.x = 0.5;
|
| 549 |
+
bowBody.rotation.y = Math.PI / 2;
|
| 550 |
+
weaponGroup.add(bowBody);
|
| 551 |
+
weaponGroup.add(bowString);
|
| 552 |
+
weaponGroup.position.set(0.5, -0.5, 0);
|
| 553 |
+
weaponGroup.rotation.z = -Math.PI / 2;
|
| 554 |
+
weaponGroup.collisionSphere.radius = 1.5;
|
| 555 |
+
break;
|
| 556 |
+
default:
|
| 557 |
+
break;
|
| 558 |
+
}
|
| 559 |
+
weaponGroup.name = `weapon_${type}`;
|
| 560 |
+
weaponGroup.visible = false;
|
| 561 |
+
return weaponGroup;
|
| 562 |
+
}
|
| 563 |
+
|
| 564 |
+
/**
|
| 565 |
+
* Creates a shield mesh based on the specified type.
|
| 566 |
+
* Includes a collision sphere for the shield.
|
| 567 |
+
* @param {string} type - The type of shield (e.g., "kite_shield", "buckler").
|
| 568 |
+
* @param {number} [color=0x888888] - Hex color for the shield.
|
| 569 |
+
* @returns {THREE.Group} A group representing the shield.
|
| 570 |
+
*/
|
| 571 |
+
function createShield(type, color = 0x888888) {
|
| 572 |
+
const shieldGroup = new THREE.Group();
|
| 573 |
+
const material = new THREE.MeshPhongMaterial({ color: color });
|
| 574 |
+
shieldGroup.collisionSphere = new THREE.Sphere(new THREE.Vector3(), 1.5); // Default collision sphere
|
| 575 |
+
|
| 576 |
+
switch (type) {
|
| 577 |
+
case "kite_shield":
|
| 578 |
+
const pointsKite = [
|
| 579 |
+
new THREE.Vector2(0, 1.5), new THREE.Vector2(0.8, 1.0),
|
| 580 |
+
new THREE.Vector2(0.8, -1.5), new THREE.Vector2(-0.8, -1.5),
|
| 581 |
+
new THREE.Vector2(-0.8, 1.0)
|
| 582 |
+
];
|
| 583 |
+
const kiteShape = new THREE.Shape(pointsKite);
|
| 584 |
+
const shieldShapeKite = new THREE.ExtrudeGeometry(kiteShape, { depth: 0.1, bevelEnabled: false });
|
| 585 |
+
shieldGroup.add(new THREE.Mesh(shieldShapeKite, material));
|
| 586 |
+
shieldGroup.position.set(-0.5, -0.5, 0);
|
| 587 |
+
shieldGroup.rotation.y = Math.PI / 2;
|
| 588 |
+
shieldGroup.collisionSphere.radius = 1.8; // Adjust collision sphere size
|
| 589 |
+
break;
|
| 590 |
+
case "buckler":
|
| 591 |
+
const shieldShapeBuckler = new THREE.CylinderGeometry(0.7, 0.7, 0.1, 16);
|
| 592 |
+
shieldGroup.add(new THREE.Mesh(shieldShapeBuckler, material));
|
| 593 |
+
shieldGroup.position.set(-0.5, -0.2, 0);
|
| 594 |
+
shieldGroup.rotation.y = Math.PI / 2;
|
| 595 |
+
shieldGroup.collisionSphere.radius = 0.9;
|
| 596 |
+
break;
|
| 597 |
+
case "tower_shield":
|
| 598 |
+
const shieldShapeTower = new THREE.BoxGeometry(1.2, 2.5, 0.1);
|
| 599 |
+
shieldGroup.add(new THREE.Mesh(shieldShapeTower, material));
|
| 600 |
+
shieldGroup.position.set(-0.5, -1.0, 0);
|
| 601 |
+
shieldGroup.rotation.y = Math.PI / 2;
|
| 602 |
+
shieldGroup.collisionSphere.radius = 2.0;
|
| 603 |
+
break;
|
| 604 |
+
default:
|
| 605 |
+
break;
|
| 606 |
+
}
|
| 607 |
+
shieldGroup.name = `shield_${type}`;
|
| 608 |
+
shieldGroup.visible = false;
|
| 609 |
+
return shieldGroup;
|
| 610 |
+
}
|
| 611 |
+
|
| 612 |
+
/**
|
| 613 |
+
* Creates a projectile (a small sphere) to be fired.
|
| 614 |
+
* @param {THREE.Group} firingPlayer - The player who fired the projectile.
|
| 615 |
+
* @param {THREE.Group} targetPlayer - The intended target of the projectile.
|
| 616 |
+
*/
|
| 617 |
+
function createProjectile(firingPlayer, targetPlayer) {
|
| 618 |
+
const projectileGeometry = new THREE.SphereGeometry(projectileRadius, 8, 8);
|
| 619 |
+
const projectileMaterial = new THREE.MeshPhongMaterial({ color: 0xffd700 }); // Gold color
|
| 620 |
+
const projectileMesh = new THREE.Mesh(projectileGeometry, projectileMaterial);
|
| 621 |
+
|
| 622 |
+
// Set projectile starting position from player's weapon tip or chest height
|
| 623 |
+
const startPosition = new THREE.Vector3();
|
| 624 |
+
if (firingPlayer.weaponMesh) {
|
| 625 |
+
// Get weapon's world position and move it slightly forward
|
| 626 |
+
firingPlayer.weaponMesh.getWorldPosition(startPosition);
|
| 627 |
+
const forwardDir = new THREE.Vector3();
|
| 628 |
+
firingPlayer.getWorldDirection(forwardDir);
|
| 629 |
+
startPosition.add(forwardDir.multiplyScalar(firingPlayer.weaponMesh.collisionSphere.radius * 0.5));
|
| 630 |
+
} else {
|
| 631 |
+
// If no weapon, shoot from player's chest height
|
| 632 |
+
startPosition.copy(firingPlayer.position);
|
| 633 |
+
startPosition.y += 1.5 * playerScaleFactor;
|
| 634 |
+
}
|
| 635 |
+
projectileMesh.position.copy(startPosition);
|
| 636 |
+
|
| 637 |
+
// Calculate direction towards target (at target's chest height)
|
| 638 |
+
const targetPosition = targetPlayer.position.clone();
|
| 639 |
+
targetPosition.y += 1.5 * playerScaleFactor; // Aim for chest height
|
| 640 |
+
const direction = new THREE.Vector3();
|
| 641 |
+
direction.subVectors(targetPosition, projectileMesh.position).normalize();
|
| 642 |
+
projectileMesh.velocity = direction.multiplyScalar(projectileSpeed);
|
| 643 |
+
projectileMesh.life = projectileLife;
|
| 644 |
+
projectileMesh.damage = baseAttackDamage; // Projectiles deal base damage
|
| 645 |
+
projectileMesh.originPlayer = firingPlayer; // Store who fired it
|
| 646 |
+
|
| 647 |
+
scene.add(projectileMesh);
|
| 648 |
+
activeProjectiles.push(projectileMesh);
|
| 649 |
+
}
|
| 650 |
+
|
| 651 |
+
/**
|
| 652 |
+
* Updates a player's equipped weapon and shield based on the gear index.
|
| 653 |
+
* @param {THREE.Group} player - The player character to update.
|
| 654 |
+
* @param {number} gearIndex - The index of the gear combination to equip.
|
| 655 |
+
*/
|
| 656 |
+
function updatePlayerGear(player, gearIndex) {
|
| 657 |
+
// Remove existing weapon and shield meshes from the player's arms
|
| 658 |
+
if (player.weaponMesh && player.weaponMesh.parent) {
|
| 659 |
+
player.weaponMesh.parent.remove(player.weaponMesh);
|
| 660 |
+
}
|
| 661 |
+
if (player.shieldMesh && player.shieldMesh.parent) {
|
| 662 |
+
player.shieldMesh.parent.remove(player.shieldMesh);
|
| 663 |
+
}
|
| 664 |
+
|
| 665 |
+
const gear = gearCombinations[gearIndex];
|
| 666 |
+
player.currentWeaponType = gear.weapon; // Store the current weapon type for animation logic
|
| 667 |
+
|
| 668 |
+
// Add new weapon if applicable
|
| 669 |
+
if (gear.weapon) {
|
| 670 |
+
const newWeapon = createWeapon(gear.weapon);
|
| 671 |
+
player.rightArm.add(newWeapon); // Attach to the player's right arm
|
| 672 |
+
player.weaponMesh = newWeapon; // Store reference
|
| 673 |
+
newWeapon.visible = true;
|
| 674 |
+
} else {
|
| 675 |
+
player.weaponMesh = null;
|
| 676 |
+
}
|
| 677 |
+
|
| 678 |
+
// Add new shield if applicable
|
| 679 |
+
if (gear.shield) {
|
| 680 |
+
const newShield = createShield(gear.shield);
|
| 681 |
+
player.leftArm.add(newShield); // Attach to the player's left arm
|
| 682 |
+
player.shieldMesh = newShield; // Store reference
|
| 683 |
+
newShield.visible = true;
|
| 684 |
+
} else {
|
| 685 |
+
player.shieldMesh = null;
|
| 686 |
+
}
|
| 687 |
+
}
|
| 688 |
+
|
| 689 |
+
/**
|
| 690 |
+
* Handles keydown events to update player movement and action states.
|
| 691 |
+
* @param {KeyboardEvent} event - The keyboard event.
|
| 692 |
+
*/
|
| 693 |
+
function onKeyDown(event) {
|
| 694 |
+
switch (event.code) {
|
| 695 |
+
// Player 1 Movement (WASD)
|
| 696 |
+
case 'KeyW': keys.w = true; break;
|
| 697 |
+
case 'KeyA': keys.a = true; break;
|
| 698 |
+
case 'KeyS': keys.s = true; break;
|
| 699 |
+
case 'KeyD': keys.d = true; break;
|
| 700 |
+
|
| 701 |
+
// Player 1 Actions
|
| 702 |
+
case 'KeyE': // Attack
|
| 703 |
+
// Only allow attack if not already attacking or blocking
|
| 704 |
+
if (!player1.isAttacking && !player1.isBlocking) {
|
| 705 |
+
startAttackAnimation(player1);
|
| 706 |
+
createProjectile(player1, player2); // All attacks now fire projectiles
|
| 707 |
+
}
|
| 708 |
+
break;
|
| 709 |
+
case 'KeyQ': // Block
|
| 710 |
+
// Only allow block if not already blocking or attacking
|
| 711 |
+
if (!player1.isBlocking && !player1.isAttacking) {
|
| 712 |
+
startBlockAnimation(player1);
|
| 713 |
+
}
|
| 714 |
+
break;
|
| 715 |
+
case 'KeyC': // Change Gear
|
| 716 |
+
if (!keys.p1_change_gear) { // Prevent rapid gear changes
|
| 717 |
+
player1GearIndex = (player1GearIndex + 1) % gearCombinations.length;
|
| 718 |
+
updatePlayerGear(player1, player1GearIndex);
|
| 719 |
+
keys.p1_change_gear = true; // Set flag to prevent continuous change
|
| 720 |
+
}
|
| 721 |
+
break;
|
| 722 |
+
|
| 723 |
+
// Player 2 Movement (IJKL)
|
| 724 |
+
case 'KeyI': keys.i = true; break;
|
| 725 |
+
case 'KeyJ': keys.j = true; break;
|
| 726 |
+
case 'KeyK': keys.k = true; break;
|
| 727 |
+
case 'KeyL': keys.l = true; break;
|
| 728 |
+
|
| 729 |
+
// Player 2 Actions
|
| 730 |
+
case 'KeyU': // Attack
|
| 731 |
+
// Only allow attack if not already attacking or blocking
|
| 732 |
+
if (!player2.isAttacking && !player2.isBlocking) {
|
| 733 |
+
startAttackAnimation(player2);
|
| 734 |
+
createProjectile(player2, player1); // All attacks now fire projectiles
|
| 735 |
+
}
|
| 736 |
+
break;
|
| 737 |
+
case 'KeyO': // Block
|
| 738 |
+
// Only allow block if not already blocking or attacking
|
| 739 |
+
if (!player2.isBlocking && !player2.isAttacking) {
|
| 740 |
+
startBlockAnimation(player2);
|
| 741 |
+
}
|
| 742 |
+
break;
|
| 743 |
+
case 'KeyM': // Change Gear
|
| 744 |
+
if (!keys.p2_change_gear) { // Prevent rapid gear changes
|
| 745 |
+
player2GearIndex = (player2GearIndex + 1) % gearCombinations.length;
|
| 746 |
+
updatePlayerGear(player2, player2GearIndex);
|
| 747 |
+
keys.p2_change_gear = true; // Set flag to prevent continuous change
|
| 748 |
+
}
|
| 749 |
+
break;
|
| 750 |
+
}
|
| 751 |
+
}
|
| 752 |
+
|
| 753 |
+
/**
|
| 754 |
+
* Handles keyup events to reset player movement and action states.
|
| 755 |
+
* @param {KeyboardEvent} event - The keyboard event.
|
| 756 |
+
*/
|
| 757 |
+
function onKeyUp(event) {
|
| 758 |
+
switch (event.code) {
|
| 759 |
+
// Player 1 Movement
|
| 760 |
+
case 'KeyW': keys.w = false; break;
|
| 761 |
+
case 'KeyA': keys.a = false; break;
|
| 762 |
+
case 'KeyS': keys.s = false; break;
|
| 763 |
+
case 'KeyD': keys.d = false; break;
|
| 764 |
+
|
| 765 |
+
// Player 1 Actions (resetting the "pressed" state for single-trigger actions)
|
| 766 |
+
case 'KeyE': /* Attack action is handled by animation state */ break;
|
| 767 |
+
case 'KeyQ': /* Block action is handled by animation state */ break;
|
| 768 |
+
case 'KeyC': keys.p1_change_gear = false; break; // Release for next change
|
| 769 |
+
|
| 770 |
+
// Player 2 Movement
|
| 771 |
+
case 'KeyI': keys.i = false; break;
|
| 772 |
+
case 'KeyJ': keys.j = false; break;
|
| 773 |
+
case 'KeyK': keys.k = false; break;
|
| 774 |
+
case 'KeyL': keys.l = false; break;
|
| 775 |
+
|
| 776 |
+
// Player 2 Actions
|
| 777 |
+
case 'KeyU': /* Attack action is handled by animation state */ break;
|
| 778 |
+
case 'KeyO': /* Block action is handled by animation state */ break;
|
| 779 |
+
case 'KeyM': keys.p2_change_gear = false; break; // Release for next change
|
| 780 |
+
}
|
| 781 |
+
}
|
| 782 |
+
|
| 783 |
+
/**
|
| 784 |
+
* Initiates the attack animation for a given player.
|
| 785 |
+
* @param {THREE.Group} player - The player initiating the attack.
|
| 786 |
+
*/
|
| 787 |
+
function startAttackAnimation(player) {
|
| 788 |
+
player.isAttacking = true;
|
| 789 |
+
player.attackAnimationProgress = 0; // Reset animation progress
|
| 790 |
+
// Store initial arm rotation for smooth return
|
| 791 |
+
player.rightArm.initialRotationZ = player.rightArm.rotation.z;
|
| 792 |
+
player.rightArm.initialRotationX = player.rightArm.rotation.x;
|
| 793 |
+
|
| 794 |
+
// Create weapon range particles using the player's stored color
|
| 795 |
+
createWeaponRangeParticles(player.weaponMesh ? player.weaponMesh : player.position, player.playerColor);
|
| 796 |
+
}
|
| 797 |
+
|
| 798 |
+
/**
|
| 799 |
+
* Initiates the block animation for a given player.
|
| 800 |
+
* @param {THREE.Group} player - The player initiating the block.
|
| 801 |
+
*/
|
| 802 |
+
function startBlockAnimation(player) {
|
| 803 |
+
player.isBlocking = true;
|
| 804 |
+
player.blockAnimationProgress = 0; // Reset animation progress
|
| 805 |
+
// Store initial arm rotation for smooth return
|
| 806 |
+
player.leftArm.initialRotationZ = player.leftArm.rotation.z;
|
| 807 |
+
player.leftArm.initialRotationX = player.leftArm.rotation.x;
|
| 808 |
+
player.leftArm.initialRotationY = player.leftArm.rotation.y;
|
| 809 |
+
}
|
| 810 |
+
|
| 811 |
+
/**
|
| 812 |
+
* Creates a burst of small particles at a given position and color.
|
| 813 |
+
* Used for visual feedback on hits/blocks.
|
| 814 |
+
* @param {THREE.Vector3} position - The world position for particles.
|
| 815 |
+
* @param {number} color - Hex color for the particles.
|
| 816 |
+
* @param {string} type - Type of particles ('impact' or 'blood').
|
| 817 |
+
*/
|
| 818 |
+
function createParticles(position, color, type = 'impact') {
|
| 819 |
+
const particleCount = (type === 'blood') ? 20 : 10;
|
| 820 |
+
const particleColor = (type === 'blood') ? 0x8B0000 : color; // Dark red for blood
|
| 821 |
+
const particleMaterial = new THREE.MeshBasicMaterial({ color: particleColor, transparent: true, opacity: 1 });
|
| 822 |
+
const particleGeometry = new THREE.SphereGeometry(0.1, 8, 8); // Smaller for blood
|
| 823 |
+
|
| 824 |
+
for (let i = 0; i < particleCount; i++) {
|
| 825 |
+
const particle = new THREE.Mesh(particleGeometry, particleMaterial.clone());
|
| 826 |
+
particle.position.copy(position);
|
| 827 |
+
particle.velocity = new THREE.Vector3(
|
| 828 |
+
(Math.random() - 0.5) * 0.8, // Random X velocity
|
| 829 |
+
Math.random() * 0.8 + 0.2, // Upward Y velocity
|
| 830 |
+
(Math.random() - 0.5) * 0.8 // Random Z velocity
|
| 831 |
+
);
|
| 832 |
+
particle.life = (type === 'blood') ? 60 : 40; // Longer life for blood
|
| 833 |
+
particle.initialLife = particle.life; // Store initial life for opacity calculation
|
| 834 |
+
impactParticlesGroup.add(particle);
|
| 835 |
+
}
|
| 836 |
+
}
|
| 837 |
+
|
| 838 |
+
/**
|
| 839 |
+
* Creates a temporary particle system to visualize weapon range/attack.
|
| 840 |
+
* @param {THREE.Object3D} originObject - The object from which particles emanate (weapon or player).
|
| 841 |
+
* @param {number} color - The hex color of the particles.
|
| 842 |
+
*/
|
| 843 |
+
function createWeaponRangeParticles(originObject, color) {
|
| 844 |
+
const particleCount = 15;
|
| 845 |
+
const particleMaterial = new THREE.MeshBasicMaterial({ color: color, transparent: true, opacity: 0.8 });
|
| 846 |
+
const particleGeometry = new THREE.SphereGeometry(0.15, 8, 8);
|
| 847 |
+
|
| 848 |
+
const originPosition = new THREE.Vector3();
|
| 849 |
+
if (originObject instanceof THREE.Mesh || originObject instanceof THREE.Group) { // Check if it's a Three.js object
|
| 850 |
+
originObject.getWorldPosition(originPosition);
|
| 851 |
+
} else { // Assume it's a Vector3 if not a mesh/group
|
| 852 |
+
originPosition.copy(originObject);
|
| 853 |
+
}
|
| 854 |
+
|
| 855 |
+
for (let i = 0; i < particleCount; i++) {
|
| 856 |
+
const particle = new THREE.Mesh(particleGeometry, particleMaterial.clone());
|
| 857 |
+
particle.position.copy(originPosition);
|
| 858 |
+
// Randomize initial direction slightly
|
| 859 |
+
const angle = Math.random() * Math.PI * 2;
|
| 860 |
+
const speed = 0.1 + Math.random() * 0.1;
|
| 861 |
+
particle.velocity = new THREE.Vector3(
|
| 862 |
+
Math.cos(angle) * speed,
|
| 863 |
+
0.1 + Math.random() * 0.1, // Slight upward motion
|
| 864 |
+
Math.sin(angle) * speed
|
| 865 |
+
);
|
| 866 |
+
particle.life = 30; // Short life for range visualization
|
| 867 |
+
particle.initialLife = particle.life; // Store initial life for opacity calculation
|
| 868 |
+
weaponRangeParticlesGroup.add(particle);
|
| 869 |
+
}
|
| 870 |
+
}
|
| 871 |
+
|
| 872 |
+
|
| 873 |
+
/**
|
| 874 |
+
* The main animation loop of the game.
|
| 875 |
+
* Updates player movement, animations, projectile physics, and renders the scene.
|
| 876 |
+
*/
|
| 877 |
+
function animate() {
|
| 878 |
+
requestAnimationFrame(animate);
|
| 879 |
+
|
| 880 |
+
// Player 1 Movement
|
| 881 |
+
if (keys.w) player1.position.z -= movementSpeed;
|
| 882 |
+
if (keys.s) player1.position.z += movementSpeed;
|
| 883 |
+
if (keys.a) player1.position.x -= movementSpeed;
|
| 884 |
+
if (keys.d) player1.position.x += movementSpeed;
|
| 885 |
+
|
| 886 |
+
// Player 2 Movement
|
| 887 |
+
if (keys.i) player2.position.z -= movementSpeed;
|
| 888 |
+
if (keys.k) player2.position.z += movementSpeed;
|
| 889 |
+
if (keys.j) player2.position.x -= movementSpeed;
|
| 890 |
+
if (keys.l) player2.position.x += movementSpeed;
|
| 891 |
+
|
| 892 |
+
// Auto-rotate players to face each other (only if not attacking/blocking to prevent jitter)
|
| 893 |
+
if (!player1.isAttacking && !player1.isBlocking) {
|
| 894 |
+
player1.lookAt(player2.position.x, player1.position.y, player2.position.z);
|
| 895 |
+
}
|
| 896 |
+
if (!player2.isAttacking && !player2.isBlocking) {
|
| 897 |
+
player2.lookAt(player1.position.x, player2.position.y, player1.position.z);
|
| 898 |
+
}
|
| 899 |
+
|
| 900 |
+
// Attack Animation Logic for both players
|
| 901 |
+
[player1, player2].forEach(player => {
|
| 902 |
+
if (player.isAttacking) {
|
| 903 |
+
player.attackAnimationProgress++;
|
| 904 |
+
const progress = player.attackAnimationProgress / player.attackDuration;
|
| 905 |
+
const swingDirection = (player === player1) ? 1 : -1; // Adjust swing direction for each player
|
| 906 |
+
|
| 907 |
+
// Animate weapon arm based on weapon type
|
| 908 |
+
switch (player.currentWeaponType) {
|
| 909 |
+
case "sword":
|
| 910 |
+
case "great_axe":
|
| 911 |
+
case "mace":
|
| 912 |
+
// Sweeping motion: Z-axis for horizontal swing, X-axis for vertical tilt
|
| 913 |
+
player.rightArm.rotation.z = player.rightArmInitialRotZ + swingDirection * Math.sin(progress * Math.PI * 1.5) * Math.PI / 2;
|
| 914 |
+
player.rightArm.rotation.x = player.rightArmInitialRotX + Math.sin(progress * Math.PI * 2) * Math.PI / 12;
|
| 915 |
+
break;
|
| 916 |
+
case "dagger":
|
| 917 |
+
// Forward jab: X-axis for forward thrust
|
| 918 |
+
player.rightArm.rotation.x = player.rightArmInitialRotX + Math.sin(progress * Math.PI * 2) * Math.PI / 6;
|
| 919 |
+
player.rightArm.rotation.z = player.rightArmInitialRotZ + swingDirection * Math.sin(progress * Math.PI * 2) * Math.PI / 12; // Slight side movement
|
| 920 |
+
break;
|
| 921 |
+
case "longbow":
|
| 922 |
+
// Draw back and release: X-axis for pulling back, then forward
|
| 923 |
+
player.rightArm.rotation.x = player.rightArmInitialRotX + Math.sin(progress * Math.PI * 2) * Math.PI / 4;
|
| 924 |
+
player.rightArm.rotation.z = player.rightArmInitialRotZ; // Keep Z stable
|
| 925 |
+
break;
|
| 926 |
+
}
|
| 927 |
+
|
| 928 |
+
// End attack animation
|
| 929 |
+
if (player.attackAnimationProgress >= player.attackDuration) {
|
| 930 |
+
player.isAttacking = false;
|
| 931 |
+
// Reset arm rotations to initial state
|
| 932 |
+
player.rightArm.rotation.z = player.rightArmInitialRotZ;
|
| 933 |
+
player.rightArm.rotation.x = player.rightArmInitialRotX;
|
| 934 |
+
}
|
| 935 |
+
}
|
| 936 |
+
|
| 937 |
+
// Block Animation Logic
|
| 938 |
+
if (player.isBlocking) {
|
| 939 |
+
player.blockAnimationProgress++;
|
| 940 |
+
const progress = player.blockAnimationProgress / player.blockDuration;
|
| 941 |
+
const blockDirection = (player === player1) ? 1 : -1; // Adjust block direction
|
| 942 |
+
|
| 943 |
+
// Move shield arm to a defensive position
|
| 944 |
+
player.leftArm.rotation.z = player.leftArmInitialRotZ + blockDirection * Math.sin(progress * Math.PI) * Math.PI / 8; // Arm moves up/down slightly
|
| 945 |
+
player.leftArm.rotation.y = player.leftArmInitialRotY + blockDirection * Math.sin(progress * Math.PI) * Math.PI / 6; // Shield turns towards opponent
|
| 946 |
+
|
| 947 |
+
// End block animation
|
| 948 |
+
if (player.blockAnimationProgress >= player.blockDuration) {
|
| 949 |
+
player.isBlocking = false;
|
| 950 |
+
// Reset arm rotations to initial state
|
| 951 |
+
player.leftArm.rotation.z = player.leftArmInitialRotZ;
|
| 952 |
+
player.leftArm.rotation.x = player.leftArmInitialRotX;
|
| 953 |
+
player.leftArm.rotation.y = player.leftArmInitialRotY;
|
| 954 |
+
}
|
| 955 |
+
}
|
| 956 |
+
|
| 957 |
+
// Health decay from missing parts
|
| 958 |
+
const healthDecayRate = player.missingParts.length * 0.1; // 0.1 health per frame per missing part
|
| 959 |
+
if (healthDecayRate > 0) {
|
| 960 |
+
if (player === player1) {
|
| 961 |
+
player1Health = Math.max(0, player1Health - healthDecayRate);
|
| 962 |
+
if (player1Health === 0) {
|
| 963 |
+
player2Score++;
|
| 964 |
+
updateScores();
|
| 965 |
+
resetGame();
|
| 966 |
+
}
|
| 967 |
+
} else {
|
| 968 |
+
player2Health = Math.max(0, player2Health - healthDecayRate);
|
| 969 |
+
if (player2Health === 0) {
|
| 970 |
+
player1Score++;
|
| 971 |
+
updateScores();
|
| 972 |
+
resetGame();
|
| 973 |
+
}
|
| 974 |
+
}
|
| 975 |
+
updateHealthBars();
|
| 976 |
+
}
|
| 977 |
+
});
|
| 978 |
+
|
| 979 |
+
// Projectile Movement and Collision
|
| 980 |
+
for (let i = activeProjectiles.length - 1; i >= 0; i--) {
|
| 981 |
+
const projectile = activeProjectiles[i];
|
| 982 |
+
projectile.position.add(projectile.velocity);
|
| 983 |
+
projectile.life--;
|
| 984 |
+
|
| 985 |
+
const targetPlayer = (projectile.originPlayer === player1) ? player2 : player1;
|
| 986 |
+
|
| 987 |
+
// Check for collision with target player's *individual* body parts
|
| 988 |
+
const projectileSphere = new THREE.Sphere(projectile.position, projectileRadius);
|
| 989 |
+
let hitOccurred = false;
|
| 990 |
+
let hitPart = null;
|
| 991 |
+
|
| 992 |
+
// Loop through each part of the target player
|
| 993 |
+
for (let j = targetPlayer.parts.length - 1; j >= 0; j--) {
|
| 994 |
+
const part = targetPlayer.parts[j];
|
| 995 |
+
// Calculate world position and collision sphere for the part
|
| 996 |
+
const partWorldPosition = new THREE.Vector3();
|
| 997 |
+
part.getWorldPosition(partWorldPosition);
|
| 998 |
+
const partCollisionSphere = new THREE.Sphere(partWorldPosition, part.geometry.parameters.radius || part.geometry.parameters.width / 2 || 0.5); // Estimate radius from geometry
|
| 999 |
+
|
| 1000 |
+
if (projectileSphere.intersectsSphere(partCollisionSphere)) {
|
| 1001 |
+
// Check for shield block first
|
| 1002 |
+
if (targetPlayer.isBlocking && targetPlayer.shieldMesh) {
|
| 1003 |
+
const targetShield = targetPlayer.shieldMesh;
|
| 1004 |
+
const shieldWorldPosition = new THREE.Vector3();
|
| 1005 |
+
targetShield.getWorldPosition(shieldWorldPosition);
|
| 1006 |
+
targetShield.collisionSphere.center.copy(shieldWorldPosition);
|
| 1007 |
+
|
| 1008 |
+
if (projectileSphere.intersectsSphere(targetShield.collisionSphere)) {
|
| 1009 |
+
// Block successful!
|
| 1010 |
+
applyDamage(targetPlayer, projectile.damage * (1 - blockReduction), projectile.originPlayer);
|
| 1011 |
+
createParticles(shieldWorldPosition, 0x00ff00, 'impact'); // Green for block
|
| 1012 |
+
hitOccurred = true;
|
| 1013 |
+
break; // Shield blocked, no need to check other parts
|
| 1014 |
+
}
|
| 1015 |
+
}
|
| 1016 |
+
|
| 1017 |
+
// If not blocked by shield, apply damage to the part
|
| 1018 |
+
if (!hitOccurred) {
|
| 1019 |
+
hitPart = part;
|
| 1020 |
+
applyDamage(targetPlayer, part.damageValue || projectile.damage, projectile.originPlayer); // Use part's damage value if available
|
| 1021 |
+
createParticles(partWorldPosition, 0xffa500, 'impact'); // Orange for hit
|
| 1022 |
+
createParticles(partWorldPosition, 0xff0000, 'blood'); // Red blood particles
|
| 1023 |
+
hitOccurred = true;
|
| 1024 |
+
|
| 1025 |
+
// Remove the hit part from the player model
|
| 1026 |
+
targetPlayer.remove(part);
|
| 1027 |
+
targetPlayer.parts.splice(j, 1); // Remove from active parts array
|
| 1028 |
+
targetPlayer.missingParts.push(part.name); // Add to missing parts list
|
| 1029 |
+
|
| 1030 |
+
// Dispose of the removed part's geometry and material
|
| 1031 |
+
if (part.geometry) part.geometry.dispose();
|
| 1032 |
+
if (part.material) part.material.dispose();
|
| 1033 |
+
break; // Only one part hit per projectile
|
| 1034 |
+
}
|
| 1035 |
+
}
|
| 1036 |
+
}
|
| 1037 |
+
|
| 1038 |
+
// Remove projectile on impact or if it goes too far
|
| 1039 |
+
if (hitOccurred || projectile.life <= 0) {
|
| 1040 |
+
scene.remove(projectile);
|
| 1041 |
+
projectile.geometry.dispose();
|
| 1042 |
+
projectile.material.dispose();
|
| 1043 |
+
activeProjectiles.splice(i, 1);
|
| 1044 |
+
}
|
| 1045 |
+
}
|
| 1046 |
+
|
| 1047 |
+
// Update impact particles (move and fade out)
|
| 1048 |
+
for (let i = impactParticlesGroup.children.length - 1; i >= 0; i--) {
|
| 1049 |
+
const particle = impactParticlesGroup.children[i];
|
| 1050 |
+
particle.position.add(particle.velocity);
|
| 1051 |
+
particle.velocity.y -= 0.02; // Simple gravity
|
| 1052 |
+
particle.life--;
|
| 1053 |
+
particle.material.opacity = particle.life / particle.initialLife; // Fade out over lifetime (assuming initialLife was stored)
|
| 1054 |
+
if (particle.life <= 0) {
|
| 1055 |
+
impactParticlesGroup.remove(particle);
|
| 1056 |
+
particle.geometry.dispose();
|
| 1057 |
+
particle.material.dispose();
|
| 1058 |
+
}
|
| 1059 |
+
}
|
| 1060 |
+
|
| 1061 |
+
// Update weapon range particles (expand and fade out)
|
| 1062 |
+
for (let i = weaponRangeParticlesGroup.children.length - 1; i >= 0; i--) {
|
| 1063 |
+
const particle = weaponRangeParticlesGroup.children[i];
|
| 1064 |
+
particle.position.add(particle.velocity);
|
| 1065 |
+
particle.scale.setScalar(particle.scale.x + 0.05); // Expand
|
| 1066 |
+
particle.material.opacity -= 0.03; // Fade out
|
| 1067 |
+
if (particle.material.opacity <= 0) {
|
| 1068 |
+
weaponRangeParticlesGroup.remove(particle);
|
| 1069 |
+
particle.geometry.dispose();
|
| 1070 |
+
particle.material.dispose();
|
| 1071 |
+
}
|
| 1072 |
+
}
|
| 1073 |
+
|
| 1074 |
+
renderer.render(scene, camera);
|
| 1075 |
+
}
|
| 1076 |
+
|
| 1077 |
+
/**
|
| 1078 |
+
* Applies damage to a target player, considering if they are blocking.
|
| 1079 |
+
* If a player's health drops to 0, the game resets and the other player scores.
|
| 1080 |
+
* @param {THREE.Group} targetPlayer - The player receiving damage.
|
| 1081 |
+
* @param {number} amount - The base amount of damage.
|
| 1082 |
+
* @param {THREE.Group} attackingPlayer - The player dealing damage.
|
| 1083 |
+
*/
|
| 1084 |
+
function applyDamage(targetPlayer, amount, attackingPlayer) {
|
| 1085 |
+
let actualDamage = amount;
|
| 1086 |
+
if (targetPlayer.isBlocking) {
|
| 1087 |
+
actualDamage = amount * (1 - blockReduction); // Reduce damage if blocking
|
| 1088 |
+
}
|
| 1089 |
+
|
| 1090 |
+
if (targetPlayer === player1) {
|
| 1091 |
+
player1Health = Math.max(0, player1Health - actualDamage);
|
| 1092 |
+
if (player1Health === 0) {
|
| 1093 |
+
player2Score++;
|
| 1094 |
+
updateScores();
|
| 1095 |
+
resetGame();
|
| 1096 |
+
}
|
| 1097 |
+
} else if (targetPlayer === player2) {
|
| 1098 |
+
player2Health = Math.max(0, player2Health - actualDamage);
|
| 1099 |
+
if (player2Health === 0) {
|
| 1100 |
+
player1Score++;
|
| 1101 |
+
updateScores();
|
| 1102 |
+
resetGame();
|
| 1103 |
+
}
|
| 1104 |
+
}
|
| 1105 |
+
updateHealthBars();
|
| 1106 |
+
}
|
| 1107 |
+
|
| 1108 |
+
/**
|
| 1109 |
+
* Updates the visual width and color of the player health bars.
|
| 1110 |
+
*/
|
| 1111 |
+
function updateHealthBars() {
|
| 1112 |
+
const healthBarLeft = document.getElementById('health-bar-left');
|
| 1113 |
+
const healthBarRight = document.getElementById('health-bar-right');
|
| 1114 |
+
|
| 1115 |
+
const maxWidth = 250;
|
| 1116 |
+
|
| 1117 |
+
healthBarLeft.style.width = `${(player1Health / maxHealth) * maxWidth}px`;
|
| 1118 |
+
healthBarLeft.style.backgroundColor = player1Health > maxHealth * 0.6 ? '#28a745' : (player1Health > maxHealth * 0.3 ? '#ffc107' : '#dc3545');
|
| 1119 |
+
|
| 1120 |
+
healthBarRight.style.width = `${(player2Health / maxHealth) * maxWidth}px`;
|
| 1121 |
+
healthBarRight.style.backgroundColor = player2Health > maxHealth * 0.6 ? '#28a745' : (player2Health > maxHealth * 0.3 ? '#ffc107' : '#dc3545');
|
| 1122 |
+
}
|
| 1123 |
+
|
| 1124 |
+
/**
|
| 1125 |
+
* Updates the displayed scores for Player 1 and Player 2.
|
| 1126 |
+
*/
|
| 1127 |
+
function updateScores() {
|
| 1128 |
+
document.getElementById('score-left').textContent = `P1 Score: ${player1Score}`;
|
| 1129 |
+
document.getElementById('score-right').textContent = `P2 Score: ${player2Score}`;
|
| 1130 |
+
}
|
| 1131 |
+
|
| 1132 |
+
/**
|
| 1133 |
+
* Resets the game to its initial state, including player health, positions,
|
| 1134 |
+
* and clearing all projectiles and particles. Also rebuilds player models.
|
| 1135 |
+
*/
|
| 1136 |
+
function resetGame() {
|
| 1137 |
+
player1Health = maxHealth;
|
| 1138 |
+
player2Health = maxHealth;
|
| 1139 |
+
updateHealthBars();
|
| 1140 |
+
|
| 1141 |
+
// Rebuild players to restore missing parts
|
| 1142 |
+
scene.remove(player1);
|
| 1143 |
+
scene.remove(player2);
|
| 1144 |
+
player1 = createPrimitiveCharacter(0xff4500);
|
| 1145 |
+
player2 = createPrimitiveCharacter(0x00aaff);
|
| 1146 |
+
scene.add(player1);
|
| 1147 |
+
scene.add(player2);
|
| 1148 |
+
|
| 1149 |
+
player1.position.set(-10, 0.5 * playerScaleFactor, 0);
|
| 1150 |
+
player2.position.set(10, 0.5 * playerScaleFactor, 0);
|
| 1151 |
+
|
| 1152 |
+
// Re-initialize gear
|
| 1153 |
+
updatePlayerGear(player1, player1GearIndex);
|
| 1154 |
+
updatePlayerGear(player2, player2GearIndex);
|
| 1155 |
+
|
| 1156 |
+
// Reset any ongoing animations and arm positions
|
| 1157 |
+
[player1, player2].forEach(player => {
|
| 1158 |
+
player.isAttacking = false;
|
| 1159 |
+
player.isBlocking = false;
|
| 1160 |
+
player.attackAnimationProgress = 0;
|
| 1161 |
+
player.blockAnimationProgress = 0;
|
| 1162 |
+
// Arm rotations are reset by updatePlayerGear and createPrimitiveCharacter
|
| 1163 |
+
});
|
| 1164 |
+
|
| 1165 |
+
// Remove all active projectiles from scene and array
|
| 1166 |
+
while (activeProjectiles.length > 0) {
|
| 1167 |
+
const projectile = activeProjectiles.pop();
|
| 1168 |
+
scene.remove(projectile);
|
| 1169 |
+
projectile.geometry.dispose();
|
| 1170 |
+
projectile.material.dispose();
|
| 1171 |
+
}
|
| 1172 |
+
// Clear all impact particles from scene and dispose
|
| 1173 |
+
while(impactParticlesGroup.children.length > 0){
|
| 1174 |
+
const particle = impactParticlesGroup.children[0];
|
| 1175 |
+
impactParticlesGroup.remove(particle);
|
| 1176 |
+
particle.geometry.dispose();
|
| 1177 |
+
particle.material.dispose();
|
| 1178 |
+
}
|
| 1179 |
+
// Clear all weapon range particles
|
| 1180 |
+
while(weaponRangeParticlesGroup.children.length > 0){
|
| 1181 |
+
const particle = weaponRangeParticlesGroup.children[0];
|
| 1182 |
+
weaponRangeParticlesGroup.remove(particle);
|
| 1183 |
+
particle.geometry.dispose();
|
| 1184 |
+
particle.material.dispose();
|
| 1185 |
+
}
|
| 1186 |
+
}
|
| 1187 |
+
|
| 1188 |
+
/**
|
| 1189 |
+
* Handles window resize events to adjust the camera and renderer size.
|
| 1190 |
+
*/
|
| 1191 |
+
function onWindowResize() {
|
| 1192 |
+
const aspectRatio = window.innerWidth / window.innerHeight;
|
| 1193 |
+
const frustumSize = 30; // Keep consistent with init
|
| 1194 |
+
camera.left = frustumSize * aspectRatio / - 2;
|
| 1195 |
+
camera.right = frustumSize * aspectRatio / 2;
|
| 1196 |
+
camera.top = frustumSize / 2;
|
| 1197 |
+
camera.bottom = frustumSize / - 2;
|
| 1198 |
+
camera.updateProjectionMatrix();
|
| 1199 |
+
renderer.setSize(window.innerWidth, window.innerHeight);
|
| 1200 |
+
}
|
| 1201 |
+
|
| 1202 |
+
// Initialize the game when the window loads
|
| 1203 |
+
window.onload = init;
|
| 1204 |
+
</script>
|
| 1205 |
+
</body>
|
| 1206 |
</html>
|