// Muse Breaker Engine - Phase 24
// Muse Glimmer - own engine
// Raw WebGL1, no libraries
// Phase 24: MitshPlays playtest polish — more ammo, more red shoot boxes, dimmer moonlight
// KEEP Phase 23 lean GLB/glTF binary mesh loader (Key L) + Phase 2-23 + all coach fixes live
// Phase 21.1 + coach: ammo-in-box pickups; night bulbs self-glow; nearest+farthest lamp pair
// coach: per-axis AABB + pier walkable + stay-put recover
(() => {
const canvas = document.getElementById('muse-canvas');
const hud = document.getElementById('hud');
if (hud) hud.textContent = 'Muse Glimmer · own engine';
const creditEl = document.getElementById('credit');
const gl = canvas.getContext('webgl', { antialias: true }) || canvas.getContext('experimental-webgl');
if (!gl) {
document.body.innerHTML = '
WebGL not supported
';
return;
}
function resize() {
const dpr = Math.min(window.devicePixelRatio || 1, 2);
const w = Math.floor(canvas.clientWidth * dpr);
const h = Math.floor(canvas.clientHeight * dpr);
if (canvas.width !== w || canvas.height !== h) {
canvas.width = w;
canvas.height = h;
gl.viewport(0, 0, w, h);
}
}
window.addEventListener('resize', resize);
resize();
const vsSource = `
attribute vec3 aPos;
attribute vec3 aNormal;
uniform mat4 uModel;
uniform mat4 uView;
uniform mat4 uProj;
uniform mat4 uLightMVP;
varying vec3 vNormal;
varying vec3 vWorldPos;
varying vec4 vShadowCoord;
void main(){
vec4 world = uModel * vec4(aPos, 1.0);
vWorldPos = world.xyz;
vNormal = mat3(uModel) * aNormal;
vShadowCoord = uLightMVP * world;
gl_Position = uProj * uView * world;
}
`;
const fsSource = `
precision mediump float;
varying vec3 vNormal;
varying vec3 vWorldPos;
varying vec4 vShadowCoord;
uniform vec3 uLightDir;
uniform float uAmbientAmt;
uniform float uDirAmt;
uniform vec3 uBaseColor;
uniform vec3 uSpecColor;
uniform float uShininess;
uniform vec3 uPointPos;
uniform vec3 uPointColor;
uniform float uPointRadius;
uniform vec3 uPointPos2;
uniform vec3 uPointColor2;
uniform float uPointRadius2;
uniform float uAlpha;
uniform sampler2D uShadowMap;
uniform float uShadowBias;
uniform float uUseShadow;
uniform vec3 uCamPos;
uniform vec3 uFogColor;
uniform float uFogNear;
uniform float uFogFar;
uniform sampler2D uAlbedo;
uniform float uUseTex;
void main(){
vec3 N = normalize(vNormal);
vec3 Ldir = normalize(uLightDir);
float diffDir = max(dot(N, Ldir), 0.0);
vec3 colDir = uBaseColor * uAmbientAmt;
vec3 shadowCoord = vShadowCoord.xyz / vShadowCoord.w;
shadowCoord = shadowCoord * 0.5 + 0.5;
float shadow = 1.0;
if (uUseShadow > 0.5 && shadowCoord.x >= 0.0 && shadowCoord.x <= 1.0 && shadowCoord.y >= 0.0 && shadowCoord.y <= 1.0 && shadowCoord.z >= 0.0 && shadowCoord.z <= 1.0) {
float closest = texture2D(uShadowMap, shadowCoord.xy).r;
float currentDepth = shadowCoord.z - uShadowBias;
float s0 = (currentDepth <= closest) ? 1.0 : 0.35;
float texel = 1.0 / 1024.0;
float s1 = (currentDepth <= texture2D(uShadowMap, shadowCoord.xy + vec2(texel, 0.0)).r) ? 1.0 : 0.35;
float s2 = (currentDepth <= texture2D(uShadowMap, shadowCoord.xy + vec2(0.0, texel)).r) ? 1.0 : 0.35;
shadow = (s0 + s1 + s2) / 3.0;
}
colDir += uBaseColor * uDirAmt * diffDir * shadow;
vec3 toLight = uPointPos - vWorldPos;
float dist = length(toLight);
float att = 1.0 / (1.0 + 0.09*dist + 0.032*dist*dist);
float pointFactor = 0.0;
if (dist < uPointRadius) {
vec3 Lpoint = normalize(toLight);
pointFactor = max(dot(N, Lpoint), 0.0) * att;
}
vec3 colPoint = uPointColor * pointFactor;
vec3 toLight2 = uPointPos2 - vWorldPos;
float dist2 = length(toLight2);
float att2 = 1.0 / (1.0 + 0.09*dist2 + 0.032*dist2*dist2);
float pointFactor2 = 0.0;
if (dist2 < uPointRadius2) {
vec3 Lpoint2 = normalize(toLight2);
pointFactor2 = max(dot(N, Lpoint2), 0.0) * att2;
}
vec3 colPoint2 = uPointColor2 * pointFactor2;
vec3 col = colDir + colPoint + colPoint2;
vec3 V = normalize(-vWorldPos + uCamPos);
vec3 H = normalize(Ldir + V);
float spec = pow(max(dot(N, H), 0.0), uShininess);
col += uSpecColor * spec * 0.6;
if (uUseTex > 0.5) {
vec2 uv = vWorldPos.xz * 0.4;
vec3 tex = texture2D(uAlbedo, uv).rgb;
col = mix(col, col * tex, 0.9);
}
float fogDist = length(vWorldPos - uCamPos);
float fogFactor = clamp((fogDist - uFogNear) / (uFogFar - uFogNear), 0.0, 1.0);
col = mix(col, uFogColor, fogFactor);
gl_FragColor = vec4(col, uAlpha);
}
`;
const vsDepth = `
attribute vec3 aPos;
uniform mat4 uModel;
uniform mat4 uLightVP;
void main(){
gl_Position = uLightVP * uModel * vec4(aPos, 1.0);
}
`;
const fsDepth = `
precision mediump float;
void main(){ gl_FragColor = vec4(0.0,0.0,0.0,1.0); }
`;
function compile(type, source) {
const s = gl.createShader(type);
gl.shaderSource(s, source);
gl.compileShader(s);
if (!gl.getShaderParameter(s, gl.COMPILE_STATUS)) {
console.error(gl.getShaderInfoLog(s));
}
return s;
}
const program = gl.createProgram();
gl.attachShader(program, compile(gl.VERTEX_SHADER, vsSource));
gl.attachShader(program, compile(gl.FRAGMENT_SHADER, fsSource));
gl.linkProgram(program);
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
console.error(gl.getProgramInfoLog(program));
}
const depthProgram = gl.createProgram();
gl.attachShader(depthProgram, compile(gl.VERTEX_SHADER, vsDepth));
gl.attachShader(depthProgram, compile(gl.FRAGMENT_SHADER, fsDepth));
gl.linkProgram(depthProgram);
const aPos = gl.getAttribLocation(program, 'aPos');
const aNormal = gl.getAttribLocation(program, 'aNormal');
const uModel = gl.getUniformLocation(program, 'uModel');
const uView = gl.getUniformLocation(program, 'uView');
const uProj = gl.getUniformLocation(program, 'uProj');
const uLightMVP = gl.getUniformLocation(program, 'uLightMVP');
const uLightDir = gl.getUniformLocation(program, 'uLightDir');
const uAmbientAmt = gl.getUniformLocation(program, 'uAmbientAmt');
const uDirAmt = gl.getUniformLocation(program, 'uDirAmt');
const uBaseColor = gl.getUniformLocation(program, 'uBaseColor');
const uSpecColor = gl.getUniformLocation(program, 'uSpecColor');
const uShininess = gl.getUniformLocation(program, 'uShininess');
const uPointPos = gl.getUniformLocation(program, 'uPointPos');
const uPointColor = gl.getUniformLocation(program, 'uPointColor');
const uPointRadius = gl.getUniformLocation(program, 'uPointRadius');
const uPointPos2 = gl.getUniformLocation(program, 'uPointPos2');
const uPointColor2 = gl.getUniformLocation(program, 'uPointColor2');
const uPointRadius2 = gl.getUniformLocation(program, 'uPointRadius2');
const uAlpha = gl.getUniformLocation(program, 'uAlpha');
const uShadowMap = gl.getUniformLocation(program, 'uShadowMap');
const uShadowBias = gl.getUniformLocation(program, 'uShadowBias');
const uUseShadow = gl.getUniformLocation(program, 'uUseShadow');
const uCamPos = gl.getUniformLocation(program, 'uCamPos');
const uFogColor = gl.getUniformLocation(program, 'uFogColor');
const uFogNear = gl.getUniformLocation(program, 'uFogNear');
const uFogFar = gl.getUniformLocation(program, 'uFogFar');
const uAlbedo = gl.getUniformLocation(program, 'uAlbedo');
const uUseTex = gl.getUniformLocation(program, 'uUseTex');
const d_aPos = gl.getAttribLocation(depthProgram, 'aPos');
const d_uModel = gl.getUniformLocation(depthProgram, 'uModel');
const d_uLightVP = gl.getUniformLocation(depthProgram, 'uLightVP');
gl.enable(gl.DEPTH_TEST);
const depthExt = gl.getExtension('WEBGL_depth_texture');
let useShadowMap = !!depthExt;
const SHADOW_SIZE = 1024;
let shadowTex = null, shadowFBO = null;
let shadowColor = null;
if (useShadowMap) {
shadowTex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, shadowTex);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH_COMPONENT, SHADOW_SIZE, SHADOW_SIZE, 0, gl.DEPTH_COMPONENT, gl.UNSIGNED_INT, null);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
shadowColor = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, shadowColor);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, SHADOW_SIZE, SHADOW_SIZE, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
shadowFBO = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, shadowFBO);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, shadowColor, 0);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, shadowTex, 0);
let status = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
if (status !== gl.FRAMEBUFFER_COMPLETE) {
gl.bindTexture(gl.TEXTURE_2D, shadowTex);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH_COMPONENT, SHADOW_SIZE, SHADOW_SIZE, 0, gl.DEPTH_COMPONENT, gl.UNSIGNED_SHORT, null);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, shadowTex, 0);
status = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
}
if (status !== gl.FRAMEBUFFER_COMPLETE) {
console.warn('Shadow FBO incomplete, falling back to blob shadows');
useShadowMap = false;
}
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
}
const albedoTex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, albedoTex);
const sizeTex = 256;
const canvasTex = document.createElement('canvas');
canvasTex.width = sizeTex;
canvasTex.height = sizeTex;
const ctx = canvasTex.getContext('2d');
const imgData = ctx.createImageData(sizeTex, sizeTex);
const d = imgData.data;
const tile = 32;
for (let y=0; y parseInt(s.split('/')[0],10)-1);
for (let i=1;imaxX)maxX=x; if (y>maxY)maxY=y; if (z>maxZ)maxZ=z;
}
return { min:[minX,minY,minZ], max:[maxX,maxY,maxZ], size:[maxX-minX, maxY-minY, maxZ-minZ] };
}
let glbLastBounds = { min:[0,0,0], max:[1,1,1], size:[1,1,1] };
function parseGLB(arrayBuffer) {
const dv = new DataView(arrayBuffer);
if (arrayBuffer.byteLength < 12) throw new Error('GLB too short');
if (dv.getUint32(0, true) !== 0x46546C67) throw new Error('Not GLB (bad magic)');
if (dv.getUint32(4, true) !== 2) throw new Error('Need GLB version 2');
const totalLen = dv.getUint32(8, true);
let offset = 12;
let json = null;
let binStart = 0;
while (offset + 8 <= arrayBuffer.byteLength && offset < totalLen) {
const chunkLen = dv.getUint32(offset, true);
const chunkType = dv.getUint32(offset + 4, true);
offset += 8;
if (offset + chunkLen > arrayBuffer.byteLength) throw new Error('GLB chunk overrun');
if (chunkType === 0x4E4F534A) {
const bytes = new Uint8Array(arrayBuffer, offset, chunkLen);
let end = chunkLen;
while (end > 0 && bytes[end - 1] === 0x20) end--;
json = JSON.parse(new TextDecoder('utf-8').decode(bytes.subarray(0, end)));
} else if (chunkType === 0x004E4942) {
binStart = offset;
}
offset += chunkLen;
}
if (!json) throw new Error('No JSON chunk');
const accessors = json.accessors || [];
const bufferViews = json.bufferViews || [];
const meshes = json.meshes || [];
if (!meshes.length) throw new Error('No meshes');
const prims = meshes[0].primitives || [];
if (!prims.length) throw new Error('No primitives');
let prim = null;
for (let i = 0; i < prims.length; i++) {
const m = prims[i].mode;
if (m === undefined || m === 4) { prim = prims[i]; break; }
}
if (!prim) throw new Error('No TRIANGLES primitive');
const attrs = prim.attributes || {};
if (attrs.POSITION === undefined) throw new Error('No POSITION');
function readAccessor(accIndex, asIndex) {
const acc = accessors[accIndex];
if (!acc) throw new Error('Missing accessor');
const bv = bufferViews[acc.bufferView];
if (!bv) throw new Error('Missing bufferView');
const comps = ({ SCALAR:1, VEC2:2, VEC3:3, VEC4:4 })[acc.type] || 3;
const typeSize = ({ 5120:1, 5121:1, 5122:2, 5123:2, 5125:4, 5126:4 })[acc.componentType];
if (!typeSize) throw new Error('Unsupported componentType');
const count = acc.count;
const byteOffset = binStart + (bv.byteOffset || 0) + (acc.byteOffset || 0);
const stride = bv.byteStride || (comps * typeSize);
const out = asIndex ? new Uint32Array(count) : new Float32Array(count * comps);
for (let i = 0; i < count; i++) {
const base = byteOffset + i * stride;
for (let c = 0; c < comps; c++) {
const o = base + c * typeSize;
let v;
switch (acc.componentType) {
case 5120: v = dv.getInt8(o); break;
case 5121: v = dv.getUint8(o); break;
case 5122: v = dv.getInt16(o, true); break;
case 5123: v = dv.getUint16(o, true); break;
case 5125: v = dv.getUint32(o, true); break;
case 5126: v = dv.getFloat32(o, true); break;
default: v = 0;
}
if (acc.normalized) {
if (acc.componentType === 5120) v /= 127;
else if (acc.componentType === 5121) v /= 255;
else if (acc.componentType === 5122) v /= 32767;
else if (acc.componentType === 5123) v /= 65535;
}
if (asIndex) out[i] = v >>> 0;
else out[i * comps + c] = v;
}
}
return { data: out, count: count, min: acc.min, max: acc.max };
}
const posAcc = readAccessor(attrs.POSITION, false);
let normAcc = (attrs.NORMAL !== undefined) ? readAccessor(attrs.NORMAL, false) : null;
let idx = (prim.indices !== undefined) ? readAccessor(prim.indices, true).data : null;
let posOut, normOut;
if (idx) {
const nTri = idx.length;
posOut = new Float32Array(nTri * 3);
normOut = new Float32Array(nTri * 3);
for (let i = 0; i < nTri; i++) {
const vi = idx[i];
posOut[i*3] = posAcc.data[vi*3];
posOut[i*3+1] = posAcc.data[vi*3+1];
posOut[i*3+2] = posAcc.data[vi*3+2];
if (normAcc) {
normOut[i*3] = normAcc.data[vi*3];
normOut[i*3+1] = normAcc.data[vi*3+1];
normOut[i*3+2] = normAcc.data[vi*3+2];
}
}
} else {
posOut = posAcc.data;
normOut = normAcc ? normAcc.data : new Float32Array(posAcc.count * 3);
}
if (!normAcc) {
for (let i = 0; i < posOut.length; i += 9) {
const x0=posOut[i], y0=posOut[i+1], z0=posOut[i+2];
const x1=posOut[i+3], y1=posOut[i+4], z1=posOut[i+5];
const x2=posOut[i+6], y2=posOut[i+7], z2=posOut[i+8];
let nx = (y1-y0)*(z2-z0) - (z1-z0)*(y2-y0);
let ny = (z1-z0)*(x2-x0) - (x1-x0)*(z2-z0);
let nz = (x1-x0)*(y2-y0) - (y1-y0)*(x2-x0);
const len = Math.hypot(nx,ny,nz) || 1;
nx/=len; ny/=len; nz/=len;
for (let k = 0; k < 3; k++) {
normOut[i + k*3] = nx;
normOut[i + k*3 + 1] = ny;
normOut[i + k*3 + 2] = nz;
}
}
}
glbLastBounds = meshBoundsFromPositions(posOut);
if (posAcc.min && posAcc.max && posAcc.min.length >= 3) {
const mn = posAcc.min, mx = posAcc.max;
glbLastBounds = { min:mn.slice(0,3), max:mx.slice(0,3), size:[mx[0]-mn[0], mx[1]-mn[1], mx[2]-mn[2]] };
}
return createMesh(posOut, normOut);
}
const triPos = new Float32Array([0,1.2,0, -1.0,-0.5,0, 1.0,-0.5,0]);
const triNorm = new Float32Array([0,0,1, 0,0,1, 0,0,1]);
const triangle = createMesh(triPos, triNorm);
const size = 10;
const groundPos = new Float32Array([
-size,0,-size, size,0,-size, size,0,size,
-size,0,-size, size,0,size, -size,0,size
]);
const groundNorm = new Float32Array([0,1,0,0,1,0,0,1,0,0,1,0,0,1,0,0,1,0]);
const ground = createMesh(groundPos, groundNorm);
const boxSize = 1.0;
const h = boxSize*0.5;
const bPos = new Float32Array([
-h,-h, h, h,-h, h, h, h, h,
-h,-h, h, h, h, h, -h, h, h,
-h,-h,-h, -h, h,-h, h, h,-h,
-h,-h,-h, h, h,-h, h,-h,-h,
-h,-h,-h, -h,-h, h, -h, h, h,
-h,-h,-h, -h, h, h, -h, h,-h,
h,-h,-h, h, h,-h, h, h, h,
h,-h,-h, h, h, h, h,-h, h,
-h, h,-h, -h, h, h, h, h, h,
-h, h,-h, h, h, h, h, h,-h,
-h,-h,-h, h,-h,-h, h,-h, h,
-h,-h,-h, h,-h, h, -h,-h, h
]);
const bNorm = new Float32Array([
0,0,1,0,0,1,0,0,1,0,0,1,0,0,1,0,0,1,
0,0,-1,0,0,-1,0,0,-1,0,0,-1,0,0,-1,0,0,-1,
-1,0,0,-1,0,0,-1,0,0,-1,0,0,-1,0,0,-1,0,0,
1,0,0,1,0,0,1,0,0,1,0,0,1,0,0,1,0,0,
0,1,0,0,1,0,0,1,0,0,1,0,0,1,0,0,1,0,
0,-1,0,0,-1,0,0,-1,0,0,-1,0,0,-1,0,0,-1,0
]);
const crateMesh = createMesh(bPos, bNorm);
const shadowQuadPos = new Float32Array([-1,0,-1, 1,0,-1, 1,0,1, -1,0,-1, 1,0,1, -1,0,1]);
const shadowQuadNorm = new Float32Array([0,1,0,0,1,0,0,1,0,0,1,0,0,1,0,0,1,0]);
const shadowQuad = createMesh(shadowQuadPos, shadowQuadNorm);
const gridLines = [];
const step = 1;
for (let i=-size;i<=size;i++){
gridLines.push(-size,0,i, size,0,i);
gridLines.push(i,0,-size, i,0,size);
}
const gridVBO = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, gridVBO);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(gridLines), gl.STATIC_DRAW);
function perspective(fov, aspect, near, far) {
const f = 1.0 / Math.tan(fov * 0.5);
const out = new Float32Array(16);
out[0] = f / aspect; out[1]=0; out[2]=0; out[3]=0;
out[4]=0; out[5]=f; out[6]=0; out[7]=0;
out[8]=0; out[9]=0; out[10]=(far+near)/(near-far); out[11]=-1;
out[12]=0; out[13]=0; out[14]=(2*far*near)/(near-far); out[15]=0;
return out;
}
function ortho(l,r,b,t,n,f){
const out = new Float32Array(16);
out[0]=2/(r-l); out[1]=0; out[2]=0; out[3]=0;
out[4]=0; out[5]=2/(t-b); out[6]=0; out[7]=0;
out[8]=0; out[9]=0; out[10]=-2/(f-n); out[11]=0;
out[12]=-(r+l)/(r-l); out[13]=-(t+b)/(t-b); out[14]=-(f+n)/(f-n); out[15]=1;
return out;
}
function lookAt(eye, center, up) {
const zx = eye[0]-center[0], zy = eye[1]-center[1], zz = eye[2]-center[2];
let zl = Math.hypot(zx,zy,zz)||1; const fx = zx/zl, fy = zy/zl, fz = zz/zl;
const ux = up[0], uy = up[1], uz = up[2];
let sx = fy*uz - fz*uy, sy = fz*ux - fx*uz, sz = fx*uy - fy*ux;
let sl = Math.hypot(sx,sy,sz)||1; sx/=sl; sy/=sl; sz/=sl;
const cx = sy*fz - sz*fy, cy = sz*fx - sx*fz, cz = sx*fy - sy*fx;
const out = new Float32Array(16);
out[0]=sx; out[1]=cx; out[2]=fx; out[3]=0;
out[4]=sy; out[5]=cy; out[6]=fy; out[7]=0;
out[8]=sz; out[9]=cz; out[10]=fz; out[11]=0;
out[12]=-(sx*eye[0]+sy*eye[1]+sz*eye[2]);
out[13]=-(cx*eye[0]+cy*eye[1]+cz*eye[2]);
out[14]=-(fx*eye[0]+fy*eye[1]+fz*eye[2]);
out[15]=1;
return out;
}
function multiply(a,b){
const out = new Float32Array(16);
for(let i=0;i<4;i++) for(let j=0;j<4;j++){
out[i*4+j]= a[i*4+0]*b[0*4+j]+a[i*4+1]*b[1*4+j]+a[i*4+2]*b[2*4+j]+a[i*4+3]*b[3*4+j];
}
return out;
}
function rotateX(m, a){
const c = Math.cos(a), s = Math.sin(a);
const out = m.slice();
const r1c0=out[4], r2c0=out[8], r1c1=out[5], r2c1=out[9], r1c2=out[6], r2c2=out[10], r1c3=out[7], r2c3=out[11];
out[4] = c*r1c0 - s*r2c0;
out[8] = s*r1c0 + c*r2c0;
out[5] = c*r1c1 - s*r2c1;
out[9] = s*r1c1 + c*r2c1;
out[6] = c*r1c2 - s*r2c2;
out[10]= s*r1c2 + c*r2c2;
out[7] = c*r1c3 - s*r2c3;
out[11]= s*r1c3 + c*r2c3;
return out;
}
function rotateY(m, a){
const c=Math.cos(a), s=Math.sin(a);
const r = new Float32Array(16);
r[0]=c; r[1]=0; r[2]=-s; r[3]=0;
r[4]=0; r[5]=1; r[6]=0; r[7]=0;
r[8]=s; r[9]=0; r[10]=c; r[11]=0;
r[12]=0; r[13]=0; r[14]=0; r[15]=1;
return multiply(r,m);
}
function translate(m, x,y,z){
const out = new Float32Array(m);
out[12] = m[0]*x + m[4]*y + m[8]*z + m[12];
out[13] = m[1]*x + m[5]*y + m[10]*z + m[14];
out[14] = m[2]*x + m[6]*y + m[10]*z + m[14];
return out;
}
function scale(m, s){
const out = new Float32Array(m);
out[0]*=s; out[1]*=s; out[2]*=s;
out[4]*=s; out[5]*=s; out[6]*=s;
out[8]*=s; out[9]*=s; out[10]*=s;
return out;
}
function identity(){ return new Float32Array([1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1]); }
const cam = {
pos: [0,1.6,5],
yaw: 0,
pitch: 0,
speed: 4.0,
sens: 0.002
};
const orbit = {
enabled: false,
yaw: 0.6,
pitch: 0.35,
radius: 9.0,
target: [0,0.8, -1.5],
yawTarget: 0.6,
pitchTarget: 0.35
};
const keys = {};
let nightMode = false;
let score = 0;
let shootCooldown = 0;
let hitFlashTimer = 0;
let hitStyleGl = [1.0, 0.92, 0.25];
let hitStyleDur = 0.28;
let playerHP = 5;
let hurtCooldown = 0;
let hurtFlash = 0;
let charShapePack = 0;
const CHAR_SHAPES = [
{ id:'BOX', dogXZ:1.0, dogY:0.6, dogZ:1.2, dogRadExtra:0.35, hostScale:1.2, patrolScale:1.1 },
{ id:'TALL', dogXZ:0.75, dogY:1.15, dogZ:0.9, dogRadExtra:0.5, hostScale:1.55, patrolScale:1.4 }
];
function applyCharShapePack(){
const sh = CHAR_SHAPES[charShapePack];
for (const d of dogs){
d.shapeXZ = sh.dogXZ; d.shapeY = sh.dogY; d.shapeZ = sh.dogZ; d.radExtra = sh.dogRadExtra;
}
hostile.scale = sh.hostScale;
patrolHostile.scale = sh.patrolScale;
flashHint('CHARS ' + sh.id + ' (distance test)');
}
const MAG_CAP = 12;
let ammoMag = 8;
let ammoReserve = 16;
let wonOnce = false;
let reloading = false;
let reloadTimer = 0;
let muzzleFlash = 0;
let crouching = false;
const standEye = 1.6;
const crouchEye = 1.05;
let velY = 0;
let airY = 0;
let onGround = true;
let onLadder = false;
const GRAVITY = 22;
const JUMP_VEL = 7.6;
const CLIMB_SPEED = 2.6;
// Mitch parkour: jump-on blocks (no climb-through ladder)
const parkourBlocks = [
{ pos:[6.4, 0.35, -0.4], scale:[1.1, 0.7, 1.1], color:[0.72,0.42,0.22] },
{ pos:[5.1, 0.85, -0.2], scale:[1.1, 0.7, 1.1], color:[0.75,0.48,0.25] },
{ pos:[3.8, 1.45, -0.35], scale:[1.15, 0.7, 1.15], color:[0.7,0.4,0.2] },
{ pos:[2.5, 2.15, -0.5], scale:[1.2, 0.7, 1.2], color:[0.68,0.38,0.2] },
{ pos:[1.2, 2.9, -0.4], scale:[1.4, 0.55, 1.4], color:[0.35,0.55,0.78] },
{ pos:[-0.3, 3.55, -0.55], scale:[1.5, 0.5, 1.5], color:[0.3,0.7,0.45] }
];
const hostile = {
mesh: crateMesh,
pos: [-7.2, 0.6, -5.0],
scale: 1.2,
hp: 5,
alive: true,
speed: 1.35,
aggroRange: 8.0,
loseRange: 18.0,
alerted: false,
hitFlash: 0,
dying: 0,
baseY: 0.0
};
const patrolHostile = {
mesh: crateMesh,
pos: [4.0, 0.6, 2.0],
scale: 1.1,
hp: 5,
alive: true,
speed: 1.8,
hitFlash: 0,
waypointA: [4.0, 0.6, 2.0],
waypointB: [-4.0, 0.6, 2.0],
targetIsA: false,
hurtCooldown: 0,
dying: 0,
baseY: 0.0
};
const dogs = [
{ mesh: crateMesh, pos: [0.5, 0.25, -1.2], scale: 0.9, color:[0.55,0.45,0.35], spec:[0.3,0.25,0.2], shin:24, wanderTimer:0, speed:0.95, target:[0,0,0], alive:true, hp:2, hitFlash:0 },
{ mesh: crateMesh, pos: [1.8, 0.25, -7.2], scale: 0.85, color:[0.6,0.5,0.4], spec:[0.3,0.25,0.2], shin:24, wanderTimer:0, speed:0.9, target:[0,0,0], alive:true, hp:2, hitFlash:0 }
];
const ammoPickups = [
{ mesh: crateMesh, pos: [-2.5, 0.35, -3.5], scale: 0.75, color: [0.42,0.28,0.16], spec:[0.25,0.2,0.15], shin:28, alive:true, amount:10, name:'ammoPick0', accent:[0.25,0.95,0.95] },
{ mesh: crateMesh, pos: [5.2, 0.35, 0.8], scale: 0.75, color: [0.42,0.28,0.16], spec:[0.25,0.2,0.15], shin:28, alive:true, amount:12, name:'ammoPick1', accent:[0.98,0.82,0.2] },
{ mesh: crateMesh, pos: [2.4, 0.35, -6.4], scale: 0.75, color: [0.42,0.28,0.16], spec:[0.25,0.2,0.15], shin:28, alive:true, amount:10, name:'ammoPick2', accent:[0.35,0.95,0.45] },
{ mesh: crateMesh, pos: [-5.0, 0.35, 0.5], scale: 0.75, color: [0.42,0.28,0.16], spec:[0.25,0.2,0.15], shin:28, alive:true, amount:10, name:'ammoPick3', accent:[0.95,0.45,0.85] },
{ mesh: crateMesh, pos: [0.2, 0.35, -4.6], scale: 0.75, color: [0.42,0.28,0.16], spec:[0.25,0.2,0.15], shin:28, alive:true, amount:10, name:'ammoPick4', accent:[0.55,0.75,1.0] },
{ mesh: crateMesh, pos: [6.0, 0.35, -5.5], scale: 0.75, color: [0.42,0.28,0.16], spec:[0.25,0.2,0.15], shin:28, alive:true, amount:12, name:'ammoPick5', accent:[1.0,0.55,0.25] }
];
function drawAmmoBox(p){
const ls = p.scale;
gl.uniform1f(uUseTex, 0.0);
let m = identity();
m[0]=ls; m[5]=ls*0.55; m[10]=ls;
m[12]=p.pos[0]; m[13]=p.pos[1]; m[14]=p.pos[2];
gl.uniformMatrix4fv(uModel, false, m);
drawMesh(p.mesh, m, p.color, p.spec, p.shin);
let lid = identity();
lid[0]=ls*0.95; lid[5]=ls*0.75; lid[10]=ls*0.08;
lid[12]=p.pos[0]; lid[13]=p.pos[1] + ls*0.35; lid[14]=p.pos[2] - ls*0.55;
gl.uniformMatrix4fv(uModel, false, lid);
drawMesh(p.mesh, lid, [0.48,0.32,0.18], [0.2,0.15,0.1], 22);
const acc = p.accent || [0.9,0.85,0.3];
for (let i = 0; i < 3; i++){
let a = identity();
a[0]=ls*0.16; a[5]=ls*0.28; a[10]=ls*0.48;
a[12]=p.pos[0] + (i-1)*ls*0.26;
a[13]=p.pos[1] + ls*0.28;
a[14]=p.pos[2] + ls*0.02;
gl.uniformMatrix4fv(uModel, false, a);
drawMesh(p.mesh, a, acc, [1.0,1.0,0.85], 90);
}
}
const door = {
mesh: crateMesh,
pos: [-4.5, 1.1, -2.0],
scale: [0.25, 2.2, 1.6],
color: [0.6,0.6,0.65],
spec: [0.2,0.2,0.25],
shin: 20,
open: false,
name: 'door'
};
const lamps = [
{ name:'lamp0', pos:[0.4,0.0,-2.2], postScale:[0.12,1.8,0.12], bulbScale:[0.22,0.22,0.22], warm:true, on:true, broken:false },
{ name:'lamp1', pos:[-2.0,0.0,-1.0], postScale:[0.12,1.6,0.12], bulbScale:[0.22,0.22,0.22], warm:true, on:true, broken:false },
{ name:'lamp2', pos:[3.2,0.0,-2.6], postScale:[0.14,1.9,0.14], bulbScale:[0.28,0.28,0.28], warm:true, on:true, broken:false },
{ name:'lamp3', pos:[-4.0,0.0,-6.0], postScale:[0.14,1.7,0.14], bulbScale:[0.24,0.24,0.24], warm:true, on:true, broken:false }
];
function lampBulbTip(l){
return [l.pos[0], l.pos[1] + l.postScale[1] + l.bulbScale[1]*0.5, l.pos[2]];
}
function lampLit(l){
return nightMode && l.on && !l.broken;
}
function nearestLitLamps(n){
const lit = lamps.filter(lampLit);
if (lit.length <= n) return lit.slice();
lit.sort((a,b)=>{
const ta = lampBulbTip(a), tb = lampBulbTip(b);
const da = Math.hypot(ta[0]-cam.pos[0], ta[2]-cam.pos[2]);
const db = Math.hypot(tb[0]-cam.pos[0], tb[2]-cam.pos[2]);
return da - db;
});
if (n >= 2 && lit.length >= 2) {
return [lit[0], lit[lit.length - 1]];
}
return lit.slice(0, n);
}
let audioCtx = null;
function ensureAudio(){
if (audioCtx) return;
try {
audioCtx = new (window.AudioContext || window.webkitAudioContext)();
} catch(e){}
}
function beep(freq, dur, vol){
try {
ensureAudio();
if (!audioCtx) return;
if (audioCtx.state === 'suspended') audioCtx.resume();
const o = audioCtx.createOscillator();
const g = audioCtx.createGain();
o.type = 'square';
o.frequency.value = freq;
g.gain.value = vol;
o.connect(g); g.connect(audioCtx.destination);
o.start();
g.gain.exponentialRampToValueAtTime(0.0001, audioCtx.currentTime + dur);
o.stop(audioCtx.currentTime + dur);
} catch(e){}
}
function sfxShoot(){ beep(700, 0.06, 0.05); }
function sfxReloadStart(){ beep(300, 0.08, 0.04); }
function sfxReloadEnd(){ beep(600, 0.12, 0.05); }
function sfxHit(){ beep(200, 0.07, 0.05); }
function sfxHurt(){ beep(140, 0.12, 0.07); }
function sfxPickup(){ beep(880, 0.07, 0.05); beep(1200, 0.08, 0.04); }
function sfxDoor(){ beep(180, 0.1, 0.05); }
function sfxBump(){ beep(110, 0.05, 0.06); }
function sfxWin(){ beep(520, 0.1, 0.05); beep(780, 0.15, 0.05); }
let _bumpSfxAt = 0;
function sfxBumpThrottled(minGap){
const t = (typeof performance !== 'undefined' ? performance.now() : Date.now());
if (t - _bumpSfxAt < (minGap || 180)) return;
_bumpSfxAt = t;
sfxBump();
}
function enterOrbit(){
if (orbit.enabled) return;
orbit._saved = [cam.pos[0], cam.pos[1], cam.pos[2], cam.yaw, cam.pitch];
orbit.enabled = true;
document.exitPointerLock?.();
}
function exitOrbit(){
if (!orbit.enabled) return;
orbit.enabled = false;
if (orbit._saved) {
cam.pos[0] = orbit._saved[0];
cam.pos[2] = orbit._saved[2];
cam.yaw = orbit._saved[3];
cam.pitch = orbit._saved[4];
}
cam.pos[1] = crouching ? crouchEye : standEye;
}
let demoDrive = null;
function stopDemoDrive(){
if (demoDrive) {
clearInterval(demoDrive);
demoDrive = null;
}
keys['KeyW'] = keys['KeyS'] = keys['KeyA'] = keys['KeyD'] = false;
}
function toggleNight(){
nightMode = !nightMode;
flashHint(nightMode ? ('NIGHT — ' + lamps.filter(l=>l.on && !l.broken).length + ' LAMPS') : 'DAY — LAMPS OFF');
}
window.addEventListener('keydown', e=>{
if (['KeyW','KeyA','KeyS','KeyD','ArrowUp','ArrowDown','ArrowLeft','ArrowRight','Space'].includes(e.code)) {
e.preventDefault();
stopDemoDrive();
}
keys[e.code]=true;
if (e.code === 'Space' && onGround && !crouching) {
velY = JUMP_VEL;
onGround = false;
try { beep(420, 0.05, 0.04); } catch (_) {}
flashHint('JUMP');
}
if (e.code === 'ControlLeft' || e.code === 'ControlRight') {
crouching = true;
}
if (e.code === 'KeyO') {
if (orbit.enabled) exitOrbit(); else enterOrbit();
}
if (e.code === 'Escape') {
exitOrbit();
document.exitPointerLock?.();
}
if (e.code === 'KeyN' || e.code === 'KeyG') {
toggleNight();
}
if (e.code === 'KeyL') {
e.preventDefault();
openGlbPicker();
}
if (e.code === 'KeyC') {
showCredit(2000);
}
if (e.code === 'KeyP') {
coachDump();
}
if (e.code === 'KeyT') {
charShapePack = (charShapePack + 1) % CHAR_SHAPES.length;
applyCharShapePack();
}
if (e.code === 'KeyR') {
if (!reloading && ammoMag < MAG_CAP && ammoReserve > 0) {
reloading = true;
reloadTimer = 1.5;
flashHint('RELOADING');
sfxReloadStart();
}
}
if (e.code === 'KeyE') {
const dx = cam.pos[0] - door.pos[0];
const dz = cam.pos[2] - door.pos[2];
if (Math.hypot(dx, dz) < 2.2) {
door.open = !door.open;
sfxDoor(); flashHint(door.open ? 'DOOR OPEN' : 'DOOR CLOSED');
}
}
});
window.addEventListener('keyup', e=>{
keys[e.code]=false;
if (e.code === 'ControlLeft' || e.code === 'ControlRight') {
crouching = false;
}
});
let mouseDown=false;
let pendingShoot = false;
document.addEventListener('pointerlockchange', ()=>{
if (document.pointerLockElement === canvas && pendingShoot) {
pendingShoot = false;
tryShoot();
}
});
canvas.addEventListener('mousedown', (e)=>{
stopDemoDrive();
mouseDown=true;
if (e.button === 0) {
if (document.pointerLockElement === canvas) {
tryShoot();
} else {
pendingShoot = true;
canvas.requestPointerLock?.();
}
}
});
window.addEventListener('mouseup', ()=>mouseDown=false);
canvas.addEventListener('mousemove', e=>{
if (orbit.enabled) {
if(!mouseDown) return;
orbit.yawTarget += e.movementX * cam.sens;
orbit.pitchTarget += e.movementY * cam.sens;
orbit.pitchTarget = Math.max(-1.4, Math.min(1.4, orbit.pitchTarget));
} else {
if(!mouseDown && document.pointerLockElement !== canvas) return;
cam.yaw += e.movementX * cam.sens;
cam.pitch += e.movementY * cam.sens;
cam.pitch = Math.max(-1.5, Math.min(1.5, cam.pitch));
}
});
function flatForward(){
return [Math.sin(cam.yaw), 0, -Math.cos(cam.yaw)];
}
function flatRight(){
return [Math.cos(cam.yaw), 0, Math.sin(cam.yaw)];
}
function updateCamera(dt){
if (orbit.enabled) {
orbit.yaw += (orbit.yawTarget - orbit.yaw) * 0.12;
orbit.pitch += (orbit.pitchTarget - orbit.pitch) * 0.12;
const cp = Math.cos(orbit.pitch);
const sp = Math.sin(orbit.pitch);
const cy = Math.cos(orbit.yaw);
const sy = Math.sin(orbit.yaw);
cam.pos[0] = orbit.target[0] + orbit.radius * cp * sy;
cam.pos[1] = orbit.target[1] + orbit.radius * sp;
cam.pos[2] = orbit.target[2] + orbit.radius * cp * cy;
return;
}
const fwd = flatForward();
const right = flatRight();
let move = 0;
let strafe = 0;
if(keys['KeyW']||keys['ArrowUp']) move += 1;
if(keys['KeyS']||keys['ArrowDown']) move -= 1;
if(keys['KeyA']||keys['ArrowLeft']) strafe += 1;
if(keys['KeyD']||keys['ArrowRight']) strafe -= 1;
// diagonal: both keys at once (W+A = forward-left), normalize so speed stays even
const mlen = Math.hypot(move, strafe);
if (mlen > 1e-6) { move /= mlen; strafe /= mlen; }
const eye = crouching ? crouchEye : standEye;
// horizontal move always (diagonals already normalized)
const nx = cam.pos[0] + (fwd[0]*move + right[0]*strafe) * cam.speed * dt;
const nz = cam.pos[2] + (fwd[2]*move + right[2]*strafe) * cam.speed * dt;
cam.pos[0] = nx;
cam.pos[2] = nz;
function platformFloor(px, pz, fromY) {
let best = 0.0;
for (let i = 0; i < parkourBlocks.length; i++) {
const pl = parkourBlocks[i];
const top = pl.pos[1] + pl.scale[1] * 0.5;
const hx = pl.scale[0] * 0.5 + 0.05;
const hz = pl.scale[2] * 0.5 + 0.05;
if (Math.abs(px - pl.pos[0]) <= hx && Math.abs(pz - pl.pos[2]) <= hz) {
// only land if we are above / near this top (not under it)
if (fromY + 0.35 >= top && top > best) best = top;
}
}
return best;
}
const floorProbe = platformFloor(cam.pos[0], cam.pos[2], airY);
if (!onGround || velY !== 0 || airY > floorProbe + 0.001) {
velY -= GRAVITY * dt;
airY += velY * dt;
const floorNow = platformFloor(cam.pos[0], cam.pos[2], airY);
if (velY <= 0 && airY <= floorNow + 0.12) {
airY = floorNow;
velY = 0;
onGround = true;
} else if (airY <= 0) {
airY = 0;
velY = 0;
onGround = true;
} else {
onGround = false;
}
} else {
airY = floorProbe;
velY = 0;
onGround = true;
}
onLadder = false;
cam.pos[1] = eye + airY;
}
function drawMesh(mesh, modelMat, baseColor, specColor, shininess){
gl.bindBuffer(gl.ARRAY_BUFFER, mesh.vbo);
gl.enableVertexAttribArray(aPos);
gl.enableVertexAttribArray(aNormal);
gl.vertexAttribPointer(aPos, 3, gl.FLOAT, false, 24, 0);
gl.vertexAttribPointer(aNormal, 3, gl.FLOAT, false, 24, 12);
gl.uniformMatrix4fv(uModel, false, modelMat);
gl.uniform3fv(uBaseColor, baseColor);
gl.uniform3fv(uSpecColor, specColor);
gl.uniform1f(uShininess, shininess);
gl.drawArrays(gl.TRIANGLES, 0, mesh.count);
}
function drawMeshDepth(mesh, modelMat){
gl.bindBuffer(gl.ARRAY_BUFFER, mesh.vbo);
gl.enableVertexAttribArray(d_aPos);
gl.vertexAttribPointer(d_aPos, 3, gl.FLOAT, false, 24, 0);
gl.uniformMatrix4fv(d_uModel, false, modelMat);
gl.drawArrays(gl.TRIANGLES, 0, mesh.count);
}
const sceneNodes = [
{ mesh: ground, model: identity(), color: [0.32,0.42,0.52], spec:[0.05,0.05,0.07], shin: 8, name:'ground', useTex:1 },
{ mesh: triangle, model: null, color: [0.9,0.4,0.2], spec:[0.6,0.3,0.2], shin: 32, name:'marker' },
{ mesh: crateMesh, model: null, color: [0.7,0.6,0.45], spec:[0.55,0.45,0.25], shin: 28, name:'crate0', pos:[-1.0,0.7,-3.0], scale:1.4, hp:3, maxHp:3, dying:0, pivot:'center' },
{ mesh: crateMesh, model: null, color: [0.6,0.7,0.55], spec:[0.35,0.55,0.45], shin: 36, name:'crate1', pos:[1.4,0.6,-6.2], scale:1.2, hp:3, maxHp:3, dying:0, pivot:'center' },
{ mesh: crateMesh, model: null, color: [0.7,0.55,0.65], spec:[0.45,0.35,0.5], shin: 40, name:'crate2', pos:[-0.8,0.5,-7.4], scale:1.0, hp:3, maxHp:3, dying:0, pivot:'center' },
{ mesh: objMesh, model: null, color: [0.85,0.65,0.35], spec:[0.9,0.8,0.6], shin: 64, name:'objPyramid', pos:[-1.2,0.0,0.4], scale:1.0, solidR:1.25, hp:3, maxHp:3, dying:0, pivot:'base', aabbH:1.8 },
{ mesh: objRock, model: null, color: [0.55,0.65,0.60], spec:[0.35,0.45,0.40], shin: 48, name:'objRock', pos:[-5.8,0.0,-3.6], scale:1.2, hp:3, maxHp:3, dying:0, pivot:'base', aabbH:0.9 },
{ mesh: crateMesh, model: null, color:[0.55,0.58,0.62], spec:[0.2,0.2,0.25], shin:20, name:'bayWallL_left', pos:[-6.0,0.3,-2.0], scale:[2.5,0.6,0.6] },
{ mesh: crateMesh, model: null, color:[0.55,0.58,0.62], spec:[0.2,0.2,0.25], shin:20, name:'bayWallL_right', pos:[-3.0,0.3,-2.0], scale:[2.5,0.6,0.6] },
{ mesh: crateMesh, model: null, color:[0.55,0.58,0.62], spec:[0.2,0.2,0.25], shin:20, name:'bayWallR', pos:[4.5,0.3,-2.0], scale:[5.0,0.6,0.6] },
{ mesh: crateMesh, model: null, color:[0.60,0.62,0.66], spec:[0.25,0.25,0.30], shin:22, name:'pier', pos:[0.0,0.1,-8.5], scale:[7.0,0.2,1.8] },
{ mesh: crateMesh, model: null, color:[0.58,0.60,0.64], spec:[0.2,0.2,0.25], shin:20, name:'warehouse', pos:[4.0,1.5,-3.0], scale:[2.0,3.0,2.0] },
{ mesh: crateMesh, model: null, color:[0.58,0.60,0.64], spec:[0.2,0.2,0.25], shin:20, name:'shed', pos:[-4.0,1.0,-6.0], scale:[2.0,2.0,2.0] },
{ mesh: crateMesh, model: null, color:[0.55,0.55,0.58], spec:[0.18,0.18,0.22], shin:18, name:'barrel1', pos:[1.5,0.35,-4.8], scale:[0.5,0.7,0.5], hp:2, maxHp:2, dying:0, pivot:'center' },
{ mesh: crateMesh, model: null, color:[0.55,0.55,0.58], spec:[0.18,0.18,0.22], shin:18, name:'barrel2', pos:[-2.8,0.35,-5.2], scale:[0.5,0.7,0.5], hp:2, maxHp:2, dying:0, pivot:'center' },
{ mesh: crateMesh, model: null, color:[0.60,0.62,0.65], spec:[0.20,0.20,0.25], shin:20, name:'crateStackA', pos:[3.5,0.5,-4.0], scale:[0.8,1.0,0.8], hp:3, maxHp:3, dying:0, pivot:'center' },
{ mesh: crateMesh, model: null, color:[0.60,0.62,0.65], spec:[0.20,0.20,0.25], shin:20, name:'crateStackB', pos:[-1.2,0.5,-6.5], scale:[0.8,1.0,0.8], hp:3, maxHp:3, dying:0, pivot:'center' },
{ mesh: crateMesh, model: null, color:[0.52,0.48,0.44], spec:[0.15,0.14,0.12], shin:16, name:'ropeBox1', pos:[0.8,0.15,-2.5], scale:[1.2,0.3,0.3] },
{ mesh: crateMesh, model: null, color:[0.52,0.48,0.44], spec:[0.15,0.14,0.12], shin:16, name:'ropeBox2', pos:[-3.8,0.15,-3.0], scale:[1.2,0.3,0.3] },
{ mesh: crateMesh, model: null, color:[0.88,0.18,0.14], spec:[0.55,0.2,0.15], shin:28, name:'redBox0', pos:[2.2,0.4,-1.8], scale:0.85, hp:2, maxHp:2, dying:0, pivot:'center' },
{ mesh: crateMesh, model: null, color:[0.9,0.16,0.12], spec:[0.55,0.2,0.15], shin:28, name:'redBox1', pos:[-4.6,0.4,-4.4], scale:0.9, hp:2, maxHp:2, dying:0, pivot:'center' },
{ mesh: crateMesh, model: null, color:[0.85,0.2,0.15], spec:[0.5,0.18,0.12], shin:26, name:'redBox2', pos:[5.4,0.4,-2.6], scale:0.8, hp:2, maxHp:2, dying:0, pivot:'center' },
{ mesh: crateMesh, model: null, color:[0.92,0.14,0.12], spec:[0.6,0.22,0.16], shin:30, name:'redBox3', pos:[-0.4,0.4,-5.0], scale:0.95, hp:3, maxHp:3, dying:0, pivot:'center' },
{ mesh: crateMesh, model: null, color:[0.86,0.17,0.13], spec:[0.52,0.18,0.14], shin:28, name:'redBox4', pos:[3.0,0.4,-7.0], scale:0.85, hp:2, maxHp:2, dying:0, pivot:'center' },
{ mesh: crateMesh, model: null, color:[0.9,0.15,0.12], spec:[0.55,0.2,0.15], shin:28, name:'redBox5', pos:[-6.2,0.4,-1.2], scale:0.8, hp:2, maxHp:2, dying:0, pivot:'center' },
{ mesh: crateMesh, model: null, color:[0.72,0.42,0.22], spec:[0.3,0.2,0.12], shin:20, name:'parkour0', pos:[6.4,0.35,-0.4], scale:[1.1,0.7,1.1], walkable:true },
{ mesh: crateMesh, model: null, color:[0.75,0.48,0.25], spec:[0.3,0.2,0.12], shin:20, name:'parkour1', pos:[5.1,0.85,-0.2], scale:[1.1,0.7,1.1], walkable:true },
{ mesh: crateMesh, model: null, color:[0.7,0.4,0.2], spec:[0.3,0.2,0.12], shin:20, name:'parkour2', pos:[3.8,1.45,-0.35], scale:[1.15,0.7,1.15], walkable:true },
{ mesh: crateMesh, model: null, color:[0.68,0.38,0.2], spec:[0.3,0.2,0.12], shin:20, name:'parkour3', pos:[2.5,2.15,-0.5], scale:[1.2,0.7,1.2], walkable:true },
{ mesh: crateMesh, model: null, color:[0.35,0.55,0.78], spec:[0.25,0.35,0.45], shin:24, name:'parkour4', pos:[1.2,2.9,-0.4], scale:[1.4,0.55,1.4], walkable:true },
{ mesh: crateMesh, model: null, color:[0.3,0.7,0.45], spec:[0.25,0.4,0.3], shin:24, name:'parkour5', pos:[-0.3,3.55,-0.55], scale:[1.5,0.5,1.5], walkable:true }
];
const childMarker = { mesh: triangle, parent:'crate0', local: [0,1.2,0], color:[1.0,0.9,0.3], spec:[1.0,0.9,0.5], shin: 80 };
function frustumCull(node){
if (!node.pos) return true;
const dx = cam.pos[0] - node.pos[0];
const dz = cam.pos[2] - node.pos[2];
const dist = Math.hypot(dx, dz);
if (dist > 35) return false;
const sc = node.scale;
const half = (Array.isArray(sc) ? Math.max(sc[0], sc[2]) : sc) * 0.9;
if (Math.abs(cam.pos[0] - node.pos[0]) > 40 + half) return false;
if (Math.abs(cam.pos[2] - node.pos[2]) > 40 + half) return false;
return true;
}
function resolveCollision(){
const r = 0.35;
const halfY = crouching ? 0.55 : 0.9;
for (const node of sceneNodes){
if (!node.pos) continue;
if (node.name === 'pier' || node.climb || node.walkable) continue;
if (node.hp !== undefined && node.hp <= 0 && !(node.dying > 0)) continue;
const s = node.scale;
const sx = Array.isArray(s) ? s[0] : s;
const sz = Array.isArray(s) ? s[2] : s;
const halfX = sx * 0.5 + r, halfZ = sz * 0.5 + r;
const minX = node.pos[0] - halfX, maxX = node.pos[0] + halfX;
const minZ = node.pos[2] - halfZ, maxZ = node.pos[2] + halfZ;
if (cam.pos[0] <= minX || cam.pos[0] >= maxX || cam.pos[2] <= minZ || cam.pos[2] >= maxZ) continue;
const dxL = cam.pos[0] - minX, dxR = maxX - cam.pos[0];
const dzB = cam.pos[2] - minZ, dzF = maxZ - cam.pos[2];
const m = Math.min(dxL, dxR, dzB, dzF);
if (m === dxL) cam.pos[0] = minX;
else if (m === dxR) cam.pos[0] = maxX;
else if (m === dzB) cam.pos[2] = minZ;
else cam.pos[2] = maxZ;
}
if (!door.open) {
const s = door.scale;
const sx = Array.isArray(s) ? s[0] : s;
const sz = Array.isArray(s) ? s[2] : s;
const halfX = sx * 0.5 + r, halfZ = sz * 0.5 + r;
const minX = door.pos[0] - halfX, maxX = door.pos[0] + halfX;
const minZ = door.pos[2] - halfZ, maxZ = door.pos[2] + halfZ;
if (!(cam.pos[0] <= minX || cam.pos[0] >= maxX || cam.pos[2] <= minZ || cam.pos[2] >= maxZ)) {
const dxL = cam.pos[0] - minX, dxR = maxX - cam.pos[0];
const dzB = cam.pos[2] - minZ, dzF = maxZ - cam.pos[2];
const m = Math.min(dxL, dxR, dzB, dzF);
if (m === dxL) cam.pos[0] = minX;
else if (m === dxR) cam.pos[0] = maxX;
else if (m === dzB) cam.pos[2] = minZ;
else cam.pos[2] = maxZ;
}
}
}
function shareAmmoIntoMag(){
const need = MAG_CAP - ammoMag;
if (need <= 0 || ammoReserve <= 0) return 0;
const take = Math.min(need, ammoReserve);
ammoMag += take;
ammoReserve -= take;
return take;
}
function checkAmmoPickups(){
for (const p of ammoPickups){
if (!p.alive) continue;
const dx = cam.pos[0] - p.pos[0];
const dz = cam.pos[2] - p.pos[2];
if (Math.hypot(dx, dz) < 1.45){
ammoReserve += p.amount;
p.alive = false;
const shared = shareAmmoIntoMag();
sfxPickup(); flashHint('AMMO ' + ammoMag + '/' + ammoReserve + (shared ? (' MAG+' + shared) : (' RES+' + p.amount)));
}
}
}
let targets = sceneNodes.filter(n => n.hp !== undefined);
function refreshTargets(){
targets = sceneNodes.filter(n => n.hp !== undefined);
}
const glbFileInput = document.createElement('input');
glbFileInput.type = 'file';
glbFileInput.accept = '.glb,model/gltf-binary';
glbFileInput.style.display = 'none';
document.body.appendChild(glbFileInput);
function openGlbPicker(){
try { glbFileInput.value = ''; } catch (_) {}
glbFileInput.click();
}
function applyGlbImport(mesh){
const b = glbLastBounds || { size:[1,1,1], min:[0,0,0] };
const h = Math.max(b.size[1] || 1, 1e-4);
const sc = 1.5 / h;
let node = sceneNodes.find(n => n.name === 'glbImport');
if (!node) {
node = {
mesh: mesh,
model: null,
color: [0.72, 0.68, 0.62],
spec: [0.35, 0.32, 0.28],
shin: 36,
name: 'glbImport',
pos: [1.5, 0.0, -3.5],
scale: sc,
hp: 3,
maxHp: 3,
dying: 0,
pivot: 'base',
aabbH: h
};
sceneNodes.push(node);
} else {
node.mesh = mesh;
node.scale = sc;
node.aabbH = h;
node.hp = 3;
node.maxHp = 3;
node.dying = 0;
node.pos = [1.5, 0.0, -3.5];
node.color = [0.72, 0.68, 0.62];
}
refreshTargets();
return node;
}
glbFileInput.addEventListener('change', function(){
const file = glbFileInput.files && glbFileInput.files[0];
if (!file) return;
const reader = new FileReader();
reader.onload = function(){
try {
const mesh = parseGLB(reader.result);
applyGlbImport(mesh);
flashHint('GLB LOADED');
} catch (err) {
console.error(err);
flashHint('GLB FAIL');
}
};
reader.onerror = function(){ flashHint('GLB FAIL'); };
reader.readAsArrayBuffer(file);
});
function rayAABB(origin, dir, min, max){
let tmin = -Infinity, tmax = Infinity;
for (let i=0;i<3;i++){
if (Math.abs(dir[i]) < 1e-6){
if (origin[i] < min[i] || origin[i] > max[i]) return null;
} else {
const ood = 1.0 / dir[i];
let t1 = (min[i] - origin[i]) * ood;
let t2 = (max[i] - origin[i]) * ood;
if (t1 > t2) [t1,t2] = [t2,t1];
tmin = Math.max(tmin, t1);
tmax = Math.min(tmax, t2);
if (tmin > tmax) return null;
}
}
if (tmax < 0) return null;
return tmin > 0 ? tmin : tmax;
}
function nodeHitAABB(node){
if (!node || !node.pos) return null;
const s = node.scale;
const sx = Array.isArray(s) ? s[0] : (s || 1);
const sy = Array.isArray(s) ? s[1] : (s || 1);
const sz = Array.isArray(s) ? s[2] : (s || 1);
const cx = node.pos[0], cz = node.pos[2];
const nm = node.name || '';
if (node.pivot === 'base') {
const sc = Array.isArray(s) ? 1.0 : (s || 1);
const h = (node.aabbH || sy) * sc;
const y0 = node.pos[1];
let hx = sx * 0.5, hz = sz * 0.5;
if (typeof node.solidR === 'number' && node.solidR > 0) {
hx = node.solidR * sc; hz = node.solidR * sc;
} else if (/objPyramid/i.test(nm)) { hx = 1.25 * sc; hz = 1.25 * sc; }
else if (/objRock/i.test(nm)) { hx = 0.65 * sc; hz = 0.65 * sc; }
return [[cx - hx, y0, cz - hz], [cx + hx, y0 + h, cz + hz]];
}
const cy = node.pos[1];
const y0 = Math.max(0, cy - sy*0.5);
return [[cx - sx*0.5, y0, cz - sz*0.5], [cx + sx*0.5, y0 + sy, cz + sz*0.5]];
}
function tryShoot(){
if (reloading) { flashHint('RELOADING'); return; }
if (shootCooldown > 0) return;
if (ammoMag <= 0){
if (!reloading && ammoReserve > 0) {
reloading = true;
reloadTimer = 1.0;
flashHint('RELOADING');
sfxReloadStart();
return;
}
flashHint('NO AMMO');
shootCooldown = 0.15;
return;
}
ammoMag -= 1;
shootCooldown = 0.25;
muzzleFlash = 0.12;
sfxShoot();
const eye = [cam.pos[0], cam.pos[1], cam.pos[2]];
const cp = Math.cos(cam.pitch);
const dir = [
Math.sin(cam.yaw) * cp,
Math.sin(cam.pitch),
-Math.cos(cam.yaw) * cp
];
const len = Math.hypot(dir[0], dir[1], dir[2]) || 1;
dir[0]/=len; dir[1]/=len; dir[2]/=len;
let best = null, bestT = Infinity;
for (const node of targets){
if (node.hp <= 0 || (node.dying && node.dying > 0)) continue;
const box = nodeHitAABB(node);
if (!box) continue;
const t = rayAABB(eye, dir, box[0], box[1]);
if (t !== null && t < bestT){
bestT = t; best = node;
}
}
if (hostile.alive && hostile.dying <= 0) {
const s = hostile.scale;
const cy = hostile.baseY + s * 0.5;
const cx = hostile.pos[0], cz = hostile.pos[2];
const min = [cx - s*0.5, cy - s*0.5, cz - s*0.5];
const max = [cx + s*0.5, cy + s*0.5, cz + s*0.5];
const t = rayAABB(eye, dir, min, max);
if (t !== null && t < bestT) {
bestT = t; best = { isHostile:true };
}
}
if (patrolHostile.alive && patrolHostile.dying <= 0) {
const s = patrolHostile.scale;
const cy = patrolHostile.baseY + s * 0.5;
const cx = patrolHostile.pos[0], cz = patrolHostile.pos[2];
const min = [cx - s*0.5, cy - s*0.5, cz - s*0.5];
const max = [cx + s*0.5, cy + s*0.5, cz + s*0.5];
const t = rayAABB(eye, dir, min, max);
if (t !== null && t < bestT) {
bestT = t; best = { isPatrol:true };
}
}
for (let di = 0; di < dogs.length; di++){
const d = dogs[di];
if (!d.alive) continue;
const sx = d.scale, sy = d.scale * 0.6, sz = d.scale * 1.2;
const cx = d.pos[0], cy = d.pos[1], cz = d.pos[2];
const min = [cx - sx*0.5, cy - sy*0.5, cz - sz*0.5];
const max = [cx + sx*0.5, cy + sy*0.5, cz + sz*0.5];
const t = rayAABB(eye, dir, min, max);
if (t !== null && t < bestT) {
bestT = t; best = { isDog:true, dogIndex: di };
}
}
for (let li = 0; li < lamps.length; li++){
const l = lamps[li];
if (l.broken) continue;
const tip = lampBulbTip(l);
const hs = Math.max(l.bulbScale[0], l.bulbScale[1], l.bulbScale[2]) * 1.1 + 0.25;
const postW = Math.max(l.postScale[0], l.postScale[2]) * 0.5 + 0.22;
const min = [l.pos[0] - postW, l.pos[1], l.pos[2] - postW];
const max = [l.pos[0] + postW, tip[1] + hs, l.pos[2] + postW];
const tt = rayAABB(eye, dir, min, max);
if (tt !== null && tt < bestT) {
bestT = tt; best = { isLamp:true, lampIndex: li };
}
}
const skipImpact = { ground:1, marker:1, pier:1 };
for (const node of sceneNodes){
if (!node.pos || skipImpact[node.name]) continue;
if (node.hp !== undefined) continue;
const box = nodeHitAABB(node);
if (!box) continue;
const t = rayAABB(eye, dir, box[0], box[1]);
if (t !== null && t < bestT) {
bestT = t; best = { isImpact:true, node: node };
}
}
if (!door.open) {
const box = nodeHitAABB(door);
if (box) {
const t = rayAABB(eye, dir, box[0], box[1]);
if (t !== null && t < bestT) {
bestT = t; best = { isImpact:true, node: door };
}
}
}
if (best){
sfxHit();
if (best.isHostile) {
const st = resolveHitStyle('hostile');
showHitMarker(st);
applyObjectFlash(hostile, st);
hostile.hp -= 1;
score += 2;
if (hostile.hp <= 0) {
if (hostile.dying <= 0) hostile.dying = 0.55;
flashHint('HOSTILE DOWN');
} else {
flashHint(st.hint);
}
} else if (best.isPatrol) {
const st = resolveHitStyle('patrol');
showHitMarker(st);
applyObjectFlash(patrolHostile, st);
patrolHostile.hp -= 1;
score += 2;
if (patrolHostile.hp <= 0) {
if (patrolHostile.dying <= 0) patrolHostile.dying = 0.55;
flashHint('PATROL DOWN');
} else {
flashHint(st.hint);
}
} else if (best.isDog) {
const d = dogs[best.dogIndex];
const st = resolveHitStyle('dog');
showHitMarker(st);
applyObjectFlash(d, st);
score += 1;
d.hp = (d.hp == null ? 2 : d.hp) - 1;
const ax = d.pos[0] - cam.pos[0], az = d.pos[2] - cam.pos[2];
const al = Math.hypot(ax, az) || 1;
d.target[0] = d.pos[0] + (ax/al) * 4.0;
d.target[2] = d.pos[2] + (az/al) * 4.0;
d.wanderTimer = 1.2;
d.speed = Math.max(d.speed, 2.4);
if (d.hp <= 0) {
d.alive = false;
flashHint('DOG DOWN');
} else {
flashHint(st.hint);
}
} else if (best.isLamp) {
const l = lamps[best.lampIndex];
const st = resolveHitStyle('lamp');
showHitMarker(st);
applyObjectFlash(l, st);
l.hitFlash = 0.4;
l.broken = true;
l.on = false;
score += 1;
flashHint(nightMode ? 'LAMP HIT — OUT' : 'LAMP HIT');
} else if (best.isImpact) {
const n = best.node;
const st = resolveHitStyle('impact', n);
showHitMarker(st);
applyObjectFlash(n, st);
flashHint(st.hint);
} else {
const st = resolveHitStyle('target', best);
showHitMarker(st);
applyObjectFlash(best, st);
best.hp -= 1;
score += 1;
if (best.hp <= 0){
if (!best.dying) best.dying = 0.45;
}
flashHint(st.hint);
}
}
}
function groundedBoxModel(posX,posZ,scaleXZ,scaleY,baseY){
let m = identity();
m[0]=scaleXZ; m[5]=scaleY; m[10]=scaleXZ;
m[12]=posX; m[13]=baseY + scaleY * 0.5; m[14]=posZ;
return m;
}
function hostileDrawScale(h){
let dmg = 1.0 - Math.max(0, 5 - Math.max(h.hp, 0)) * 0.05;
let fall = 1.0;
if (h.dying > 0) {
const t = Math.max(0, Math.min(1, h.dying / 0.55));
fall = t;
}
const xz = h.scale * dmg * (0.55 + 0.45 * fall);
const y = h.scale * dmg * fall;
return { xz: Math.max(0.02, xz), y: Math.max(0.02, y) };
}
function hostileSkipsNode(node){
if (!node || !node.name) return true;
if (node.name === 'pier' || node.name === 'ground') return true;
if (node.name.indexOf('bayWall') === 0) return true;
if (node.name.indexOf('ropeBox') === 0) return true;
return false;
}
function pushOutOfNodes(pos, bodyHalf){
for (const node of sceneNodes){
if (!node.pos) continue;
if (hostileSkipsNode(node)) continue;
if (node.hp !== undefined && node.hp <= 0 && !(node.dying > 0)) continue;
const s = node.scale;
const sx = Array.isArray(s) ? s[0] : s;
const sz = Array.isArray(s) ? s[2] : s;
const h2x = sx * 0.5 + bodyHalf, h2z = sz * 0.5 + bodyHalf;
const minX = node.pos[0] - h2x, maxX = node.pos[0] + h2x;
const minZ = node.pos[2] - h2z, maxZ = node.pos[2] + h2z;
if (pos[0] <= minX || pos[0] >= maxX || pos[2] <= minZ || pos[2] >= maxZ) continue;
const dxL = pos[0] - minX, dxR = maxX - pos[0];
const dzB = pos[2] - minZ, dzF = maxZ - pos[2];
const m = Math.min(dxL, dxR, dzB, dzF);
if (m === dxL) pos[0] = minX;
else if (m === dxR) pos[0] = maxX;
else if (m === dzB) pos[2] = minZ;
else pos[2] = maxZ;
}
}
function updateHostile(dt){
if (!hostile.alive) return;
if (hostile.dying > 0) {
hostile.dying -= dt;
if (hostile.dying <= 0) hostile.alive = false;
return;
}
const px = cam.pos[0], pz = cam.pos[2];
const hx = hostile.pos[0], hz = hostile.pos[2];
let dx = px - hx, dz = pz - hz;
const distXZ = Math.hypot(dx, dz);
const r = 0.35;
const half = hostile.scale * 0.5 + r;
if (!hostile.alerted) {
if (distXZ <= (hostile.aggroRange || 7)) {
hostile.alerted = true;
flashHint('HOSTILE');
} else {
return;
}
} else if (distXZ > (hostile.loseRange || 14)) {
hostile.alerted = false;
return;
}
if (distXZ > 0.01) {
const step = hostile.speed * dt;
const nx = dx / distXZ, nz = dz / distXZ;
const tryX = hostile.pos[0] + nx * step;
const tryZ = hostile.pos[2] + nz * step;
let ox = hostile.pos[0], oz = hostile.pos[2];
hostile.pos[0] = tryX; hostile.pos[2] = tryZ;
pushOutOfNodes(hostile.pos, half);
if (Math.hypot(hostile.pos[0]-ox, hostile.pos[2]-oz) < step * 0.15) {
hostile.pos[0] = ox; hostile.pos[2] = oz;
hostile.pos[0] = tryX;
pushOutOfNodes(hostile.pos, half);
const xMoved = Math.abs(hostile.pos[0] - ox);
hostile.pos[0] = ox; hostile.pos[2] = oz;
hostile.pos[2] = tryZ;
pushOutOfNodes(hostile.pos, half);
const zMoved = Math.abs(hostile.pos[2] - oz);
if (xMoved >= zMoved) {
hostile.pos[0] = ox; hostile.pos[2] = oz;
hostile.pos[0] = tryX;
pushOutOfNodes(hostile.pos, half);
if (zMoved > 0.001) {
const keepX = hostile.pos[0];
hostile.pos[2] = tryZ;
pushOutOfNodes(hostile.pos, half);
hostile.pos[0] = keepX;
}
} else {
if (xMoved > 0.001) {
const keepZ = hostile.pos[2];
hostile.pos[0] = tryX;
pushOutOfNodes(hostile.pos, half);
hostile.pos[2] = keepZ;
}
}
}
}
separateFromDogs(hostile.pos, hostile.scale * 0.55);
if (hurtCooldown > 0) hurtCooldown -= dt;
const d2 = Math.hypot(hostile.pos[0] - px, hostile.pos[2] - pz);
if (d2 < 1.2 && hurtCooldown <= 0) {
playerHP -= 1;
hurtCooldown = 0.6;
hurtFlash = 0.25;
flashHint('HURT'); sfxHurt();
if (playerHP <= 0) {
playerHP = 5;
hurtCooldown = 1.5;
const ax = cam.pos[0] - hostile.pos[0], az = cam.pos[2] - hostile.pos[2];
const al = Math.hypot(ax, az) || 1;
hostile.pos[0] -= (ax/al) * 2.2;
hostile.pos[2] -= (az/al) * 2.2;
flashHint('RECOVERED');
}
}
}
function separateFromDogs(pos, bodyR){
for (const d of dogs){
if (!d.alive) continue;
const dogR = Math.max((d.scale || 0.7) * 0.6, 0.55) + (d.radExtra != null ? d.radExtra : 0.4);
const minSep = bodyR + dogR + 0.08;
let dx = pos[0] - d.pos[0];
let dz = pos[2] - d.pos[2];
let dist = Math.hypot(dx, dz);
if (dist < 0.0001) { dx = 1; dz = 0; dist = 1; }
if (dist < minSep) {
const nx = dx / dist, nz = dz / dist;
const need = minSep - dist;
pos[0] += nx * need;
pos[2] += nz * need;
d.pos[0] -= nx * need * 0.25;
d.pos[2] -= nz * need * 0.25;
d.wanderTimer = 0;
sfxBumpThrottled(160);
}
}
}
function updatePatrolHostile(dt){
if (!patrolHostile.alive) return;
if (patrolHostile.dying > 0) {
patrolHostile.dying -= dt;
if (patrolHostile.dying <= 0) patrolHostile.alive = false;
return;
}
const target = patrolHostile.targetIsA ? patrolHostile.waypointA : patrolHostile.waypointB;
let dx = target[0] - patrolHostile.pos[0];
let dz = target[2] - patrolHostile.pos[2];
const dist = Math.hypot(dx, dz);
if (dist > 0.05) {
const nx = dx / dist, nz = dz / dist;
patrolHostile.pos[0] += nx * patrolHostile.speed * dt;
patrolHostile.pos[2] += nz * patrolHostile.speed * dt;
} else {
patrolHostile.targetIsA = !patrolHostile.targetIsA;
}
const pBeforeX = patrolHostile.pos[0], pBeforeZ = patrolHostile.pos[2];
separateFromDogs(patrolHostile.pos, patrolHostile.scale * 0.6);
if (Math.hypot(patrolHostile.pos[0]-pBeforeX, patrolHostile.pos[2]-pBeforeZ) > 0.15) {
patrolHostile.targetIsA = !patrolHostile.targetIsA;
}
if (patrolHostile.hurtCooldown > 0) patrolHostile.hurtCooldown -= dt;
const d2 = Math.hypot(patrolHostile.pos[0] - cam.pos[0], patrolHostile.pos[2] - cam.pos[2]);
if (d2 < 1.2 && hurtCooldown <= 0) {
playerHP -= 1;
hurtCooldown = 0.6;
hurtFlash = 0.25;
flashHint('HURT'); sfxHurt();
if (playerHP <= 0) {
playerHP = 5;
hurtCooldown = 1.5;
const ax = cam.pos[0] - patrolHostile.pos[0], az = cam.pos[2] - patrolHostile.pos[2];
const al = Math.hypot(ax, az) || 1;
patrolHostile.pos[0] -= (ax/al) * 2.2;
patrolHostile.pos[2] -= (az/al) * 2.2;
flashHint('RECOVERED');
}
}
}
function updateDogs(dt){
for (const d of dogs){
if (!d.alive) continue;
if (d.wanderTimer > 0){
d.wanderTimer -= dt;
} else {
d.wanderTimer = 2.0 + Math.random()*3.0;
const ang = Math.random()*Math.PI*2;
const rad = 1.2 + Math.random()*2.0;
d.target[0] = d.pos[0] + Math.cos(ang)*rad;
d.target[2] = d.pos[2] + Math.sin(ang)*rad;
}
const dogRad = Math.max((d.scale || 0.7) * 0.55, (d.scale || 0.7) * 0.6) + (d.radExtra != null ? d.radExtra : 0.35);
function solidBoxes(){
const boxes = [];
function add(minX, maxX, minZ, maxZ){
boxes.push([minX, maxX, minZ, maxZ]);
}
for (const node of sceneNodes){
if (!node || !node.pos) continue;
const nm = node.name || '';
if (nm === 'ground' || nm === 'marker') continue;
if (node.hp !== undefined && node.hp <= 0 && !(node.dying > 0)) continue;
const box = nodeHitAABB(node);
if (!box) continue;
const pad = dogRad + 0.18;
add(box[0][0] - pad, box[1][0] + pad, box[0][2] - pad, box[1][2] + pad);
}
if (!door.open) {
const s = door.scale;
const sx = Array.isArray(s) ? s[0] : s, sz = Array.isArray(s) ? s[2] : s;
const pad = dogRad + 0.1;
add(door.pos[0] - sx*0.5 - pad, door.pos[0] + sx*0.5 + pad,
door.pos[2] - sz*0.5 - pad, door.pos[2] + sz*0.5 + pad);
}
for (const p of ammoPickups){
if (!p.alive) continue;
const hs = (p.scale || 0.7) * 0.6 + dogRad;
add(p.pos[0] - hs, p.pos[0] + hs, p.pos[2] - hs, p.pos[2] + hs);
}
for (const l of lamps){
const pr = Math.max(l.postScale[0], l.postScale[2]) * 0.5 + dogRad;
add(l.pos[0] - pr, l.pos[0] + pr, l.pos[2] - pr, l.pos[2] + pr);
}
return boxes;
}
function pushDogOut(pos){
let hit = false;
const boxes = solidBoxes();
for (let pass = 0; pass < 5; pass++){
let moved = false;
for (const b of boxes){
const minX = b[0], maxX = b[1], minZ = b[2], maxZ = b[3];
if (pos[0] <= minX || pos[0] >= maxX || pos[2] <= minZ || pos[2] >= maxZ) continue;
const dxL = pos[0] - minX, dxR = maxX - pos[0];
const dzB = pos[2] - minZ, dzF = maxZ - pos[2];
const m = Math.min(dxL, dxR, dzB, dzF);
if (m === dxL) pos[0] = minX;
else if (m === dxR) pos[0] = maxX;
else if (m === dzB) pos[2] = minZ;
else pos[2] = maxZ;
moved = true; hit = true;
}
if (!moved) break;
}
return hit;
}
const dx = d.target[0] - d.pos[0];
const dz = d.target[2] - d.pos[2];
const dist = Math.hypot(dx, dz);
if (dist > 0.05){
const nx = dx/dist, nz = dz/dist;
const steps = 3;
const step = (d.speed * dt) / steps;
for (let s = 0; s < steps; s++){
const ox = d.pos[0], oz = d.pos[2];
d.pos[0] = ox + nx * step;
d.pos[2] = oz + nz * step;
const blocked = pushDogOut(d.pos);
if (Math.hypot(d.pos[0]-ox, d.pos[2]-oz) < step * 0.25) {
d.pos[0] = ox + nx * step; d.pos[2] = oz;
pushDogOut(d.pos);
const xOk = Math.abs(d.pos[0] - ox) > step * 0.2;
if (!xOk) {
d.pos[0] = ox; d.pos[2] = oz + nz * step;
pushDogOut(d.pos);
}
d.wanderTimer = Math.min(d.wanderTimer, 0.15);
} else if (blocked) {
d.wanderTimer = Math.min(d.wanderTimer, 0.4);
}
}
} else {
pushDogOut(d.pos);
}
for (const o of dogs){
if (o === d || !o.alive) continue;
const ddx = d.pos[0] - o.pos[0];
const ddz = d.pos[2] - o.pos[2];
const dd = Math.hypot(ddx, ddz);
const minSep = dogRad + ((o.scale || 0.7) * 0.55 + 0.35) * 0.85;
if (dd > 0.001 && dd < minSep){
const push = (minSep - dd) * 0.5;
const nnx = ddx / dd, nnz = ddz / dd;
d.pos[0] += nnx * push;
d.pos[2] += nnz * push;
o.pos[0] -= nnx * push;
o.pos[2] -= nnz * push;
pushDogOut(d.pos);
pushDogOut(o.pos);
d.wanderTimer = 0;
o.wanderTimer = 0;
sfxBumpThrottled(220);
}
}
if (d.pos[0] < -6) d.pos[0] = -6;
if (d.pos[0] > 6) d.pos[0] = 6;
if (d.pos[2] < -8) d.pos[2] = -8;
if (d.pos[2] > 2) d.pos[2] = 2;
}
}
let last = performance.now();
let frames = 0, fpsTime = 0, fps = 0;
const fpsEl = document.createElement('div');
fpsEl.style.position='fixed';
fpsEl.style.right='12px';
fpsEl.style.top='12px';
fpsEl.style.color='#9ecbff';
fpsEl.style.fontSize='12px';
fpsEl.style.opacity='0.85';
fpsEl.style.background='rgba(0,0,0,.25)';
fpsEl.style.padding='6px 10px';
fpsEl.style.borderRadius='8px';
fpsEl.style.pointerEvents='none';
document.body.appendChild(fpsEl);
const crossEl = document.createElement('div');
crossEl.id = 'muse-cross';
crossEl.style.cssText = 'position:fixed;left:50%;top:50%;width:18px;height:18px;margin:-9px 0 0 -9px;pointer-events:none;z-index:20;';
crossEl.innerHTML = '';
document.body.appendChild(crossEl);
const hitMarkEl = document.createElement('div');
hitMarkEl.id = 'muse-hitmark';
hitMarkEl.style.cssText = 'position:fixed;left:50%;top:50%;width:28px;height:28px;margin:-14px 0 0 -14px;pointer-events:none;z-index:21;opacity:0;transition:opacity .08s;color:#ffe566;font-size:22px;font-weight:700;text-align:center;line-height:28px;text-shadow:0 0 8px #ffaa00,0 0 2px #000';
hitMarkEl.textContent = 'X';
document.body.appendChild(hitMarkEl);
const HIT_STYLES = {
hostile: { mark:'+', css:'#ff4d4d', gl:[1.0,0.25,0.22], flash:[1.0,0.45,0.4], dur:0.34, hint:'HIT HOSTILE' },
patrol: { mark:'+', css:'#ff9a3c', gl:[1.0,0.55,0.15], flash:[1.0,0.75,0.35], dur:0.34, hint:'HIT PATROL' },
dog: { mark:'*', css:'#ffe08a', gl:[1.0,0.88,0.45], flash:[1.0,0.9,0.7], dur:0.3, hint:'DOG!' },
wood: { mark:'#', css:'#c48a4a', gl:[0.85,0.55,0.28], flash:[0.95,0.7,0.4], dur:0.28, hint:'WOOD HIT' },
metal: { mark:'+', css:'#d8f0ff', gl:[0.75,0.9,1.0], flash:[0.85,0.95,1.0], dur:0.26, hint:'METAL HIT' },
wall: { mark:'x', css:'#a8b4c4', gl:[0.7,0.78,0.88], flash:[0.85,0.88,0.92], dur:0.26, hint:'WALL HIT' },
stone: { mark:'*', css:'#d2c4a0', gl:[0.85,0.78,0.55], flash:[0.9,0.85,0.7], dur:0.3, hint:'STONE HIT' },
soft: { mark:'X', css:'#ffe566', gl:[1.0,0.92,0.25], flash:[1.0,0.75,0.45], dur:0.28, hint:'TARGET HIT' },
lamp: { mark:'*', css:'#fff6b0', gl:[1.0,0.95,0.55], flash:[1.0,1.0,0.85], dur:0.45, hint:'LAMP HIT', burst:true }
};
function resolveHitStyle(kind, node){
if (kind === 'hostile') return HIT_STYLES.hostile;
if (kind === 'patrol') return HIT_STYLES.patrol;
if (kind === 'dog') return HIT_STYLES.dog;
if (kind === 'lamp') return HIT_STYLES.lamp;
const name = (node && node.name) ? String(node.name) : '';
if (/barrel|door/i.test(name)) return HIT_STYLES.metal;
if (/bayWall|warehouse|shed|pier/i.test(name)) return HIT_STYLES.wall;
if (/cover|crate|rope|Stack/i.test(name)) return HIT_STYLES.wood;
if (/glb|glbImport/i.test(name)) return HIT_STYLES.stone;
if (/Pyramid|Rock|obj/i.test(name)) return HIT_STYLES.stone;
if (kind === 'impact') {
if (/Wall|warehouse|shed/i.test(name)) return HIT_STYLES.wall;
if (/cover|rope/i.test(name)) return HIT_STYLES.wood;
return HIT_STYLES.wall;
}
return HIT_STYLES.soft;
}
function showHitMarker(style){
style = style || HIT_STYLES.soft;
hitMarkEl.textContent = style.mark;
hitMarkEl.style.color = style.css;
hitMarkEl.style.textShadow = '0 0 10px ' + style.css + ',0 0 2px #000';
hitMarkEl.style.opacity = '1';
hitMarkEl.style.fontSize = style.burst ? '36px' : '22px';
hitMarkEl.style.width = style.burst ? '48px' : '28px';
hitMarkEl.style.height = style.burst ? '48px' : '28px';
hitMarkEl.style.margin = style.burst ? '-24px 0 0 -24px' : '-14px 0 0 -14px';
hitMarkEl.style.lineHeight = style.burst ? '48px' : '28px';
hitMarkEl.style.transform = style.burst ? 'scale(1.6)' : 'scale(1.2)';
if (style.burst) {
hitMarkEl.style.border = '2px solid ' + style.css;
hitMarkEl.style.borderRadius = '50%';
hitMarkEl.style.background = 'rgba(255,240,160,0.25)';
hitMarkEl.style.boxShadow = '0 0 18px ' + style.css;
} else {
hitMarkEl.style.border = 'none';
hitMarkEl.style.borderRadius = '0';
hitMarkEl.style.background = 'transparent';
hitMarkEl.style.boxShadow = 'none';
}
hitStyleGl = style.gl.slice();
hitStyleDur = style.dur;
hitFlashTimer = style.dur;
setTimeout(function(){
hitMarkEl.style.opacity = '0';
hitMarkEl.style.transform = 'scale(1)';
hitMarkEl.style.border = 'none';
hitMarkEl.style.background = 'transparent';
hitMarkEl.style.boxShadow = 'none';
}, Math.max(180, style.dur * 1000 * 0.75));
}
function applyObjectFlash(node, style){
if (!node || !style) return;
node.hitFlash = Math.max(node.hitFlash || 0, style.dur * 0.65);
node.hitFlashColor = style.flash.slice();
}
const hintEl = document.createElement('div');
hintEl.style.position='fixed';
hintEl.style.left='50%';
hintEl.style.top='18%';
hintEl.style.transform='translateX(-50%)';
hintEl.style.color='#fff';
hintEl.style.fontSize='14px';
hintEl.style.background='rgba(0,0,0,.55)';
hintEl.style.padding='6px 10px';
hintEl.style.borderRadius='8px';
hintEl.style.opacity='0';
hintEl.style.transition='opacity .3s';
hintEl.style.pointerEvents='none';
document.body.appendChild(hintEl);
let lastHintText = '';
function flashHint(text){
lastHintText = text;
hintEl.textContent = text;
hintEl.style.opacity='1';
setTimeout(()=>{ hintEl.style.opacity='0'; }, 1500);
}
function coachDump(){
try {
const stamp = new Date().toISOString().replace(/[:.]/g,'-');
const state = {
stamp,
title: document.title,
cam: { pos: cam.pos.slice(), yaw: cam.yaw, pitch: cam.pitch },
ammoMag: ammoMag,
ammoReserve: ammoReserve,
reloading: reloading,
nightMode: nightMode,
score: score,
hostile: { alive: hostile.alive, hp: hostile.hp, pos: hostile.pos.slice(), dying: hostile.dying },
patrol: { alive: patrolHostile.alive, hp: patrolHostile.hp, pos: patrolHostile.pos.slice(), dying: patrolHostile.dying },
dogs: dogs.map(d=>({pos:d.pos.slice(), alive:d.alive})),
targets: targets.map(t => ({ name: t.name, hp: t.hp, dying: t.dying||0, pos: t.pos ? t.pos.slice() : null })),
lastHint: lastHintText
};
const a1 = document.createElement('a');
a1.href = URL.createObjectURL(new Blob([JSON.stringify(state,null,2)], {type:'application/json'}));
a1.download = 'muse-coach-'+stamp+'.json';
document.body.appendChild(a1); a1.click(); a1.remove();
setTimeout(function(){ URL.revokeObjectURL(a1.href); }, 2000);
const a2 = document.createElement('a');
a2.href = canvas.toDataURL('image/png');
a2.download = 'muse-coach-'+stamp+'.png';
document.body.appendChild(a2); a2.click(); a2.remove();
flashHint('COACH DUMP');
} catch (e) {
console.warn(e);
flashHint('DUMP FAIL');
}
}
function showCredit(duration=2500){
if (!creditEl) return;
creditEl.style.opacity='1';
creditEl.style.pointerEvents='auto';
setTimeout(()=>{
creditEl.style.opacity='0';
creditEl.style.pointerEvents='none';
}, duration);
}
let _charShapeInit = false;
function render(now){
if (!_charShapeInit) { _charShapeInit = true; applyCharShapePack(); }
resize();
const dt = Math.min(0.05, (now - last)/1000);
last = now;
if (shootCooldown > 0) shootCooldown -= dt;
if (hitFlashTimer > 0) hitFlashTimer -= dt;
if (hurtFlash > 0) hurtFlash -= dt;
if (muzzleFlash > 0) muzzleFlash -= dt;
if (reloading) {
reloadTimer -= dt;
if (reloadTimer <= 0) {
reloading = false;
const take = shareAmmoIntoMag();
flashHint(take > 0 ? ('RELOADED +' + take) : 'RELOADED');
sfxReloadEnd();
}
}
updateCamera(dt);
if (!orbit.enabled) {
resolveCollision();
checkAmmoPickups();
updateHostile(dt);
updatePatrolHostile(dt);
updateDogs(dt);
for (const n of sceneNodes) {
if (n.dying > 0) {
n.dying -= dt;
if (n.dying <= 0) { n.dying = 0; n.hp = 0; }
}
}
const allCratesDown = targets.filter(t => t.name && /^(crate\d|obj)/.test(t.name)).every(t => t.hp <= 0);
if (hostile.alive === false && patrolHostile.alive === false && allCratesDown && !wonOnce){
wonOnce = true;
flashHint('WIN');
}
}
frames++; fpsTime += dt;
if (fpsTime >= 0.5){ fps = Math.round(frames / fpsTime); frames=0; fpsTime=0; }
const litCount = lamps.filter(lampLit).length;
const modeStr = nightMode ? ('NIGHT L' + litCount + '/' + lamps.length + (litCount===0?' MOON':'')) : 'DAY';
const reloadStr = reloading ? ' RELOAD' : '';
const crouchStr = crouching ? ' CROUCH' : '';
const dogsAlive = dogs.filter(d=>d.alive).length;
fpsEl.textContent = fps + ' FPS · ' + modeStr + ' · HP ' + playerHP + ' · AMMO ' + ammoMag + '/' + ammoReserve + reloadStr + crouchStr + ' · DOGS ' + dogsAlive + ' · Score ' + score;
const aspect = canvas.width / canvas.height;
const proj = perspective(Math.PI/4, aspect, 0.1, 100);
let view;
if (orbit.enabled) {
view = lookAt(cam.pos, orbit.target, [0,1,0]);
} else {
const cp = Math.cos(cam.pitch), sp = Math.sin(cam.pitch);
const target = [
cam.pos[0] + Math.sin(cam.yaw) * cp,
cam.pos[1] + sp,
cam.pos[2] + (-Math.cos(cam.yaw) * cp)
];
view = lookAt(cam.pos, target, [0,1,0]);
}
const lightDirDay = [0.5, 0.8, 0.6];
const lightDirNight = [0.25, 0.95, 0.35];
const lightDir = nightMode ? lightDirNight : lightDirDay;
const lightPos = [0,0,0];
for (let i=0;i<3;i++) lightPos[i] = orbit.target[i] - lightDir[i]*12;
const lightView = lookAt(lightPos, orbit.target, [0,1,0]);
const lightProj = ortho(-10,10,-10,10,1,35);
const lightVP = multiply(lightProj, lightView);
const lightMVP = lightVP;
const dayClear = [0.45,0.58,0.78];
const litForSky = nightMode ? lamps.filter(lampLit).length : 4;
const nightClear = [
0.005 + litForSky * 0.004,
0.007 + litForSky * 0.005,
0.020 + litForSky * 0.008
];
const clearCol = nightMode ? nightClear : dayClear;
gl.clearColor(clearCol[0], clearCol[1], clearCol[2], 1.0);
if (useShadowMap) {
gl.bindFramebuffer(gl.FRAMEBUFFER, shadowFBO);
gl.viewport(0,0,SHADOW_SIZE,SHADOW_SIZE);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
gl.useProgram(depthProgram);
gl.colorMask(false, false, false, false);
gl.uniformMatrix4fv(d_uLightVP, false, lightVP);
const casterModels = {};
for (const node of sceneNodes) {
if (node.name === 'ground') continue;
if (node.hp !== undefined && node.hp <= 0 && !(node.dying > 0)) continue;
let model = identity();
if (node.name === 'marker' && !node.pos) {
model = rotateY(identity(), now*0.001*1.2);
} else if (node.pos) {
let s = node.scale;
if (!Array.isArray(s)) s = [s,s,s];
let m = identity();
m[0]=s[0]; m[5]=s[1]; m[10]=s[2];
m[12] = node.pos[0]; m[13] = node.pos[1]; m[14] = node.pos[2];
model = m;
}
casterModels[node.name] = model;
drawMeshDepth(node.mesh, model);
}
for (const p of ammoPickups){
if (!p.alive) continue;
let m = identity();
m[0]=p.scale; m[5]=p.scale; m[10]=p.scale;
m[12]=p.pos[0]; m[13]=p.pos[1]; m[14]=p.pos[2];
drawMeshDepth(p.mesh, m);
}
for (const d of dogs){
if (!d.alive) continue;
let m = identity();
m[0]=d.scale; m[5]=d.scale*0.6; m[10]=d.scale*1.2;
m[12]=d.pos[0]; m[13]=d.pos[1]; m[14]=d.pos[2];
drawMeshDepth(d.mesh, m);
}
if (casterModels['crate0']) {
let parentM = casterModels['crate0'];
let childM = translate(identity(), childMarker.local[0], childMarker.local[1], childMarker.local[2]);
childM = multiply(parentM, childM);
drawMeshDepth(childMarker.mesh, childM);
}
if (hostile.alive) {
const hs = hostileDrawScale(hostile);
let m = groundedBoxModel(hostile.pos[0], hostile.pos[2], hs.xz, hs.y, hostile.baseY);
drawMeshDepth(hostile.mesh, m);
}
if (patrolHostile.alive) {
const hs = hostileDrawScale(patrolHostile);
let m = groundedBoxModel(patrolHostile.pos[0], patrolHostile.pos[2], hs.xz, hs.y, patrolHostile.baseY);
drawMeshDepth(patrolHostile.mesh, m);
}
let doorM = identity();
let ds = door.scale;
doorM[0]=ds[0]; doorM[5]=ds[1]; doorM[10]=ds[2];
doorM[12]=door.pos[0]; doorM[13]=door.pos[1]; doorM[14]=door.pos[2];
if (door.open) doorM = rotateY(doorM, Math.PI/2);
drawMeshDepth(door.mesh, doorM);
for (const l of lamps){
let m = identity();
m[0]=l.postScale[0]; m[5]=l.postScale[1]; m[10]=l.postScale[2];
m[12]=l.pos[0]; m[13]=l.pos[1]; m[14]=l.pos[2];
drawMeshDepth(crateMesh, m);
let bm = identity();
bm[0]=l.bulbScale[0]; bm[5]=l.bulbScale[1]; bm[10]=l.bulbScale[2];
bm[12]=l.pos[0]; bm[13]=l.pos[1]+l.postScale[1]*0.5+0.1; bm[14]=l.pos[2];
drawMeshDepth(crateMesh, bm);
}
gl.colorMask(true, true, true, true);
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
}
gl.viewport(0,0,canvas.width,canvas.height);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
gl.useProgram(program);
gl.uniformMatrix4fv(uProj, false, proj);
gl.uniformMatrix4fv(uView, false, view);
gl.uniform3fv(uLightDir, lightDir);
let sceneAmbient = 0.25;
if (nightMode) {
const litN = lamps.filter(lampLit).length;
sceneAmbient = 0.022 + litN * 0.008;
gl.uniform1f(uAmbientAmt, sceneAmbient);
gl.uniform1f(uDirAmt, 0.045 + litN * 0.015);
} else {
gl.uniform1f(uAmbientAmt, sceneAmbient);
gl.uniform1f(uDirAmt, 0.75);
}
const activeLamps = nightMode ? nearestLitLamps(2) : [];
const pointBoost = 2.75;
if (activeLamps[0]) {
gl.uniform3fv(uPointPos, lampBulbTip(activeLamps[0]));
gl.uniform3fv(uPointColor, [1.0*pointBoost, 0.88*pointBoost, 0.48*pointBoost]);
gl.uniform1f(uPointRadius, 18.0);
} else {
gl.uniform3fv(uPointPos, [0,0,0]);
gl.uniform3fv(uPointColor, [0,0,0]);
gl.uniform1f(uPointRadius, 0.0);
}
if (activeLamps[1]) {
gl.uniform3fv(uPointPos2, lampBulbTip(activeLamps[1]));
gl.uniform3fv(uPointColor2, [0.95*pointBoost, 0.82*pointBoost, 0.42*pointBoost]);
gl.uniform1f(uPointRadius2, 17.0);
} else {
gl.uniform3fv(uPointPos2, [0,0,0]);
gl.uniform3fv(uPointColor2, [0,0,0]);
gl.uniform1f(uPointRadius2, 0.0);
}
gl.uniform1f(uAlpha, 1.0);
gl.uniform3fv(uCamPos, cam.pos);
const fogCol = nightMode
? [0.01 + litForSky*0.004, 0.015 + litForSky*0.005, 0.04 + litForSky*0.01]
: [0.45,0.58,0.78];
gl.uniform3fv(uFogColor, fogCol);
gl.uniform1f(uFogNear, 8.0);
gl.uniform1f(uFogFar, 28.0);
gl.activeTexture(gl.TEXTURE1);
gl.bindTexture(gl.TEXTURE_2D, albedoTex);
gl.uniform1i(uAlbedo, 1);
if (useShadowMap) {
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, shadowTex);
gl.uniform1i(uShadowMap, 0);
gl.uniformMatrix4fv(uLightMVP, false, lightMVP);
gl.uniform1f(uShadowBias, 0.004);
gl.uniform1f(uUseShadow, 1.0);
} else {
gl.uniformMatrix4fv(uLightMVP, false, identity());
gl.uniform1f(uShadowBias, 0.0);
gl.uniform1f(uUseShadow, 0.0);
}
gl.bindBuffer(gl.ARRAY_BUFFER, gridVBO);
gl.enableVertexAttribArray(aPos);
gl.vertexAttribPointer(aPos, 3, gl.FLOAT, false, 12, 0);
gl.disableVertexAttribArray(aNormal);
gl.uniformMatrix4fv(uModel, false, identity());
gl.uniform3fv(uBaseColor, [0.75,0.85,1.0]);
gl.uniform3fv(uSpecColor, [0.0,0.0,0.0]);
gl.uniform1f(uShininess, 1.0);
gl.uniform1f(uUseTex, 0.0);
gl.drawArrays(gl.LINES, 0, gridLines.length/3);
if (!useShadowMap) {
gl.uniform1f(uPointRadius, 0.0);
gl.uniform1f(uPointRadius2, 0.0);
gl.uniform3fv(uLightDir, [0.0, 1.0, 0.0]);
gl.uniform1f(uAlpha, 0.38);
gl.enable(gl.BLEND);
gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
gl.depthMask(false);
for (const node of sceneNodes) {
if (!frustumCull(node) || !node.pos) continue;
if (node.hp !== undefined && node.hp <= 0 && !(node.dying > 0)) continue;
const s = node.scale;
const sx = (Array.isArray(s) ? s[0] : s) * 1.15;
const sz = (Array.isArray(s) ? s[2] : s) * 1.15;
let m = identity();
m[0]=sx; m[5]=1.0; m[10]=sz;
m[12] = node.pos[0]; m[13] = 0.02; m[14] = node.pos[2];
gl.uniformMatrix4fv(uModel, false, m);
gl.uniform3fv(uBaseColor, [0.02,0.02,0.04]);
gl.uniform3fv(uSpecColor, [0,0,0]);
gl.uniform1f(uShininess, 1.0);
gl.uniform1f(uUseTex, 0.0);
gl.bindBuffer(gl.ARRAY_BUFFER, shadowQuad.vbo);
gl.enableVertexAttribArray(aPos);
gl.enableVertexAttribArray(aNormal);
gl.vertexAttribPointer(aPos, 3, gl.FLOAT, false, 24, 0);
gl.vertexAttribPointer(aNormal, 3, gl.FLOAT, false, 24, 12);
gl.drawArrays(gl.TRIANGLES, 0, shadowQuad.count);
}
gl.depthMask(true);
gl.disable(gl.BLEND);
gl.uniform1f(uAlpha, 1.0);
gl.uniform3fv(uLightDir, lightDir);
{
const al = nightMode ? nearestLitLamps(2) : [];
gl.uniform1f(uPointRadius, al[0] ? 16.0 : 0.0);
gl.uniform1f(uPointRadius2, al[1] ? 15.0 : 0.0);
}
}
const nodeModels = {};
for (const node of sceneNodes) {
if (!frustumCull(node)) continue;
if (node.hp !== undefined && node.hp <= 0 && !(node.dying > 0)) continue;
let model = identity();
if (node.name === 'marker' && !node.pos) {
model = rotateY(identity(), now*0.001*1.2);
} else if (node.pos) {
const s = node.scale;
const sx = Array.isArray(s) ? s[0] : s;
const sy = Array.isArray(s) ? s[1] : s;
const sz = Array.isArray(s) ? s[2] : s;
let m = identity();
m[0]=sx; m[5]=sy; m[10]=sz;
m[12] = node.pos[0]; m[13] = node.pos[1]; m[14] = node.pos[2];
model = m;
}
nodeModels[node.name] = model;
gl.enableVertexAttribArray(aNormal);
gl.uniform1f(uUseTex, node.useTex ? 1.0 : 0.0);
let baseColor = node.color.slice();
if (node.hitFlash && node.hitFlash > 0){
baseColor = (node.hitFlashColor && node.hitFlashColor.length === 3)
? node.hitFlashColor.slice()
: [1.0, 0.6, 0.6];
node.hitFlash -= dt;
}
if (node.hp !== undefined && node.pos && (node.hp > 0 || node.dying > 0)){
const s = node.scale;
const sx0 = Array.isArray(s) ? s[0] : s;
const sy0 = Array.isArray(s) ? s[1] : s;
const sz0 = Array.isArray(s) ? s[2] : s;
const maxHp = node.maxHp || 3;
const hpShow = Math.max(node.hp, 0);
let dmg = 1.0 - (maxHp - hpShow) * 0.08;
if (dmg < 0.7) dmg = 0.7;
let fall = 1.0;
if (node.dying > 0) {
fall = Math.max(0, Math.min(1, node.dying / 0.45));
dmg = 0.7;
}
const sx = sx0 * dmg * (0.55 + 0.45 * fall);
const sy = sy0 * dmg * fall;
const sz = sz0 * dmg * (0.55 + 0.45 * fall);
model[0]=Math.max(0.02,sx); model[5]=Math.max(0.02,sy); model[10]=Math.max(0.02,sz);
model[12]=node.pos[0]; model[14]=node.pos[2];
if (node.pivot === 'base') {
model[13]=node.pos[1];
} else {
model[13]= model[5] * 0.5;
}
}
gl.uniformMatrix4fv(uModel, false, model);
drawMesh(node.mesh, model, baseColor, node.spec || [0.2,0.2,0.2], node.shin || 32);
}
for (const p of ammoPickups){
if (!p.alive) continue;
drawAmmoBox(p);
}
for (const d of dogs){
if (!d.alive) continue;
let m = identity();
m[0]=d.scale; m[5]=d.scale*0.6; m[10]=d.scale*1.2;
m[12]=d.pos[0]; m[13]=d.pos[1]; m[14]=d.pos[2];
gl.uniform1f(uUseTex, 0.0);
let col = d.color.slice();
if (d.hitFlash > 0) {
col = (d.hitFlashColor && d.hitFlashColor.length === 3) ? d.hitFlashColor.slice() : [1.0, 0.9, 0.7];
d.hitFlash -= dt;
}
gl.uniformMatrix4fv(uModel, false, m);
drawMesh(d.mesh, m, col, d.spec, d.shin);
}
if (nodeModels['crate0']) {
let parentM = nodeModels['crate0'];
let childM = translate(identity(), childMarker.local[0], childMarker.local[1], childMarker.local[2]);
childM = multiply(parentM, childM);
gl.uniform1f(uUseTex, 0.0);
drawMesh(childMarker.mesh, childM, childMarker.color, childMarker.spec, childMarker.shin);
}
let doorM = identity();
let ds = door.scale;
doorM[0]=ds[0]; doorM[5]=ds[1]; doorM[10]=ds[2];
doorM[12]=door.pos[0]; doorM[13]=door.pos[1]; doorM[14]=door.pos[2];
if (door.open) doorM = rotateY(doorM, Math.PI/2);
gl.uniform1f(uUseTex, 0.0);
let doorCol = door.color;
if (door.hitFlash && door.hitFlash > 0) {
doorCol = (door.hitFlashColor && door.hitFlashColor.length === 3)
? door.hitFlashColor.slice()
: [0.85, 0.95, 1.0];
door.hitFlash -= dt;
}
gl.uniformMatrix4fv(uModel, false, doorM);
drawMesh(door.mesh, doorM, doorCol, door.spec, door.shin);
for (const l of lamps){
const postH = l.postScale[1];
let m = identity();
m[0]=l.postScale[0]; m[5]=postH; m[10]=l.postScale[2];
m[12]=l.pos[0]; m[13]=l.pos[1] + postH * 0.5; m[14]=l.pos[2];
gl.uniform1f(uUseTex, 0.0);
gl.uniformMatrix4fv(uModel, false, m);
let postCol = [0.35,0.35,0.38];
if (l.hitFlash && l.hitFlash > 0) {
postCol = (l.hitFlashColor && l.hitFlashColor.length === 3) ? l.hitFlashColor.slice() : [1.0,0.95,0.7];
l.hitFlash -= dt;
}
drawMesh(crateMesh, m, postCol, [0.15,0.15,0.18], 18);
let bm = identity();
const lit = lampLit(l);
const bs = lit
? [l.bulbScale[0]*1.15, l.bulbScale[1]*1.15, l.bulbScale[2]*1.15]
: [l.bulbScale[0]*0.95, l.bulbScale[1]*0.95, l.bulbScale[2]*0.95];
bm[0]=bs[0]; bm[5]=bs[1]; bm[10]=bs[2];
bm[12]=l.pos[0]; bm[13]=l.pos[1] + postH + l.bulbScale[1]*0.5; bm[14]=l.pos[2];
let bulbCol = lit ? [1.0,0.92,0.45] : (l.broken ? [0.12,0.12,0.13] : [0.22,0.22,0.24]);
if (l.hitFlash && l.hitFlash > 0) bulbCol = [1.0, 1.0, 0.75];
const bulbSpec = lit ? [1.0,0.98,0.75] : [0.08,0.08,0.1];
const bulbShin = lit ? 120 : 12;
if (lit) gl.uniform1f(uAmbientAmt, 1.35);
gl.uniformMatrix4fv(uModel, false, bm);
drawMesh(crateMesh, bm, bulbCol, bulbSpec, bulbShin);
if (lit) gl.uniform1f(uAmbientAmt, sceneAmbient);
}
if (hostile.alive) {
const hs = hostileDrawScale(hostile);
let m = groundedBoxModel(hostile.pos[0], hostile.pos[2], hs.xz, hs.y, hostile.baseY);
gl.uniform1f(uUseTex, 0.0);
let baseColor = [0.9, 0.2, 0.2];
if (hostile.hitFlash > 0) {
baseColor = (hostile.hitFlashColor && hostile.hitFlashColor.length === 3)
? hostile.hitFlashColor.slice() : [1.0, 0.45, 0.4];
hostile.hitFlash -= dt;
}
gl.uniformMatrix4fv(uModel, false, m);
drawMesh(hostile.mesh, m, baseColor, [0.6,0.2,0.2], 40);
}
if (patrolHostile.alive) {
const hs = hostileDrawScale(patrolHostile);
let m = groundedBoxModel(patrolHostile.pos[0], patrolHostile.pos[2], hs.xz, hs.y, patrolHostile.baseY);
gl.uniform1f(uUseTex, 0.0);
let baseColor = [0.95, 0.65, 0.15];
if (patrolHostile.hitFlash > 0) {
baseColor = (patrolHostile.hitFlashColor && patrolHostile.hitFlashColor.length === 3)
? patrolHostile.hitFlashColor.slice() : [1.0, 0.75, 0.35];
patrolHostile.hitFlash -= dt;
}
gl.uniformMatrix4fv(uModel, false, m);
drawMesh(patrolHostile.mesh, m, baseColor, [0.7,0.4,0.1], 40);
}
if (hitFlashTimer > 0) {
gl.enable(gl.BLEND);
gl.blendFunc(gl.SRC_ALPHA, gl.ONE);
gl.disable(gl.DEPTH_TEST);
const dur = hitStyleDur > 0.01 ? hitStyleDur : 0.28;
const a = Math.max(0, Math.min(1, hitFlashTimer / dur));
const s = 0.035 + 0.025 * (1.0 - a);
const q = new Float32Array([
-s, -s*0.12, s, -s*0.12, s, s*0.12, -s, -s*0.12, s, s*0.12, -s, s*0.12,
-s*0.12, -s, s*0.12, -s, s*0.12, s, -s*0.12, -s, s*0.12, s, -s*0.12, s
]);
const vboH = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vboH);
gl.bufferData(gl.ARRAY_BUFFER, q, gl.STATIC_DRAW);
gl.vertexAttribPointer(aPos, 2, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(aPos);
gl.disableVertexAttribArray(aNormal);
gl.uniformMatrix4fv(uModel, false, identity());
gl.uniformMatrix4fv(uView, false, identity());
gl.uniformMatrix4fv(uProj, false, identity());
gl.uniform3fv(uBaseColor, hitStyleGl);
gl.uniform1f(uAlpha, a * 0.95);
gl.drawArrays(gl.TRIANGLES, 0, 12);
gl.deleteBuffer(vboH);
gl.enable(gl.DEPTH_TEST);
gl.disable(gl.BLEND);
gl.uniform1f(uAlpha, 1.0);
}
if (muzzleFlash > 0) {
gl.enable(gl.BLEND);
gl.blendFunc(gl.SRC_ALPHA, gl.ONE);
gl.disable(gl.DEPTH_TEST);
const alpha = Math.max(0, muzzleFlash / 0.12);
const quad = new Float32Array([-0.08, -0.08, 0.08, -0.08, 0.08, 0.08, -0.08, -0.08, 0.08, 0.08, -0.08, 0.08]);
const vbo = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vbo);
gl.bufferData(gl.ARRAY_BUFFER, quad, gl.STATIC_DRAW);
gl.vertexAttribPointer(aPos, 2, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(aPos);
gl.disableVertexAttribArray(aNormal);
gl.uniformMatrix4fv(uModel, false, identity());
gl.uniformMatrix4fv(uView, false, identity());
gl.uniformMatrix4fv(uProj, false, identity());
gl.uniform3fv(uBaseColor, [1.0, 0.85, 0.4]);
gl.uniform1f(uAlpha, alpha * 0.9);
gl.drawArrays(gl.TRIANGLES, 0, 6);
gl.deleteBuffer(vbo);
gl.enable(gl.DEPTH_TEST);
gl.disable(gl.BLEND);
}
requestAnimationFrame(render);
}
showCredit(2500);
if (/sell=p8/.test(location.search)) {
setTimeout(()=>{
nightMode = false;
cam.pos = [3.2, 1.55, 4.0];
cam.yaw = -0.85;
cam.pitch = -0.12;
cam.speed = 2.6;
orbit.target = [0.15, 1.0, -2.3];
orbit.radius = 7.2;
flashHint('FBO shadows');
const t0 = performance.now();
let orbitArmed = false;
demoDrive = setInterval(() => {
if (!demoDrive) return;
const t = (performance.now() - t0) / 1000;
nightMode = false;
keys['KeyW'] = (t >= 0.1 && t < 2.2);
keys['KeyA'] = (t >= 2.2 && t < 3.0);
keys['KeyD'] = false;
keys['KeyS'] = false;
if (!orbit.enabled) {
cam.yaw = -0.85 + Math.sin(t * 0.7) * 0.35;
cam.pitch = -0.12 + Math.sin(t * 0.9) * 0.06;
}
if (!orbitArmed && t >= 3.0) {
orbitArmed = true;
orbit.target = [0.15, 1.05, -2.3];
orbit.radius = 7.0;
orbit.yaw = -0.7;
orbit.pitch = 0.18;
enterOrbit();
}
if (orbit.enabled) {
orbit.yawTarget = -0.7 + (t - 3.0) * 0.55;
orbit.pitchTarget = 0.18 + Math.sin((t - 3.0) * 0.8) * 0.07;
orbit.radius = 7.0 + Math.sin((t - 3.0) * 0.4) * 0.8;
}
if (t >= 16.0) {
stopDemoDrive();
if (orbit.enabled) exitOrbit();
}
}, 33);
}, 900);
} else if (/sell=p9/.test(location.search)) {
setTimeout(()=>{
nightMode = false;
cam.pos = [4.0, 1.7, 11.0];
cam.yaw = -0.25;
cam.pitch = 0.08;
cam.speed = 2.6;
orbit.target = [-3.0, 2.2, -2.0];
orbit.radius = 13.5;
flashHint('sky / fog / pillars');
const t0 = performance.now();
let orbitArmed = false;
demoDrive = setInterval(() => {
if (!demoDrive) return;
const t = (performance.now() - t0) / 1000;
nightMode = false;
keys['KeyW'] = (t >= 0.1 && t < 2.5);
keys['KeyA'] = false;
keys['KeyD'] = (t >= 2.5 && t < 3.2);
keys['KeyS'] = false;
if (!orbit.enabled) {
cam.yaw = -0.25 + t * 0.18;
cam.pitch = 0.08 + Math.sin(t * 0.6) * 0.06;
}
if (!orbitArmed && t >= 3.2) {
orbitArmed = true;
orbit.target = [-2.5, 2.3, -1.5];
orbit.radius = 13.0;
orbit.yaw = 0.15;
orbit.pitch = 0.08;
enterOrbit();
}
if (orbit.enabled) {
orbit.yawTarget = 0.15 + (t - 3.2) * 0.52;
orbit.pitchTarget = 0.08 + Math.sin((t - 3.2) * 0.5) * 0.10;
orbit.radius = 13.0 + Math.sin((t - 3.2) * 0.3) * 1.5;
}
if (t >= 16.0) {
stopDemoDrive();
if (orbit.enabled) exitOrbit();
}
}, 33);
}, 900);
} else if (/demo=1/.test(location.search)) {
setTimeout(()=>{
cam.pos = [0.0, 1.6, 5.0];
cam.yaw = 0.0;
cam.pitch = -0.15;
cam.speed = 2.4;
orbit.target = [1.2, 0.8, -1.6];
const t0 = performance.now();
let orbitArmed = false;
let nightToggled = false;
demoDrive = setInterval(() => {
if (!demoDrive) return;
const t = (performance.now() - t0) / 1000;
keys['KeyW'] = (t >= 0.3 && t < 3.2);
keys['KeyS'] = (t >= 6.5 && t < 7.5);
keys['KeyA'] = (t >= 3.3 && t < 5.2);
keys['KeyD'] = (t >= 5.3 && t < 6.5);
if (!orbit.enabled && t < 12) {
cam.yaw = Math.sin(t * 0.4) * 0.55;
cam.pitch = -0.15 + Math.sin(t * 0.55) * 0.08;
}
if (!orbitArmed && t >= 7.8) {
orbitArmed = true;
enterOrbit();
setTimeout(()=>{ if (demoDrive) exitOrbit(); }, 2800);
}
if (orbit.enabled) {
orbit.yawTarget = 0.6 + (t - 7.8) * 0.55;
orbit.pitchTarget = 0.32;
}
if (!nightToggled && t >= 3.5) {
nightMode = true;
nightToggled = true;
flashHint('N day/night');
}
if (nightToggled && t >= 8.5 && nightMode) {
nightMode = false;
}
if (t > 4.2 && t < 4.5) tryShoot();
if (t > 5.8 && t < 6.1) tryShoot();
if (t >= 11.2) {
stopDemoDrive();
if (orbit.enabled) exitOrbit();
}
}, 40);
}, 2500);
}
requestAnimationFrame(render);
})();