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// Game State
let scene, camera, renderer;
let player, playerModel;
let moveSpeed = 0.1;
let runSpeed = 0.2;
let jumpHeight = 0.3;
let isJumping = false;
let velocity = { x: 0, y: 0, z: 0 };
let keys = {};
let mouseX = 0, mouseY = 0;
let isPaused = false;
let gameStartTime = Date.now();
let buildings = [];
let ground;
let clock = new THREE.Clock();

// Initialize Game
function init() {
    // Create Scene
    scene = new THREE.Scene();
    scene.fog = new THREE.Fog(0x87CEEB, 10, 100);
    scene.background = new THREE.Color(0x87CEEB);

    // Setup Camera
    camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
    camera.position.set(0, 5, 10);

    // Setup Renderer
    renderer = new THREE.WebGLRenderer({ 
        canvas: document.getElementById('gameCanvas'),
        antialias: true 
    });
    renderer.setSize(window.innerWidth, window.innerHeight);
    renderer.shadowMap.enabled = true;
    renderer.shadowMap.type = THREE.PCFSoftShadowMap;

    // Create Lighting
    setupLighting();

    // Create World
    createGround();
    createBuildings();
    createPlayer();

    // Setup Controls
    setupControls();

    // Start Game Loop
    animate();

    // Hide Loading Screen
    setTimeout(() => {
        document.getElementById('loadingScreen').style.display = 'none';
    }, 2000);
}

function setupLighting() {
    // Ambient Light
    const ambientLight = new THREE.AmbientLight(0x404040, 0.6);
    scene.add(ambientLight);

    // Directional Light (Sun)
    const directionalLight = new THREE.DirectionalLight(0xffffff, 1);
    directionalLight.position.set(50, 100, 50);
    directionalLight.castShadow = true;
    directionalLight.shadow.camera.left = -50;
    directionalLight.shadow.camera.right = 50;
    directionalLight.shadow.camera.top = 50;
    directionalLight.shadow.camera.bottom = -50;
    directionalLight.shadow.camera.near = 0.1;
    directionalLight.shadow.camera.far = 200;
    directionalLight.shadow.mapSize.width = 2048;
    directionalLight.shadow.mapSize.height = 2048;
    scene.add(directionalLight);
}

function createGround() {
    const groundGeometry = new THREE.PlaneGeometry(200, 200);
    const groundMaterial = new THREE.MeshLambertMaterial({ 
        color: 0x3a5f3a,
        side: THREE.DoubleSide
    });
    ground = new THREE.Mesh(groundGeometry, groundMaterial);
    ground.rotation.x = -Math.PI / 2;
    ground.receiveShadow = true;
    scene.add(ground);

    // Add road
    const roadGeometry = new THREE.PlaneGeometry(10, 200);
    const roadMaterial = new THREE.MeshLambertMaterial({ color: 0x333333 });
    const road = new THREE.Mesh(roadGeometry, roadMaterial);
    road.rotation.x = -Math.PI / 2;
    road.position.y = 0.01;
    road.receiveShadow = true;
    scene.add(road);
}

function createBuildings() {
    const buildingPositions = [
        { x: -20, z: -20, height: 30, width: 10, depth: 10 },
        { x: 20, z: -20, height: 25, width: 12, depth: 8 },
        { x: -20, z: 20, height: 35, width: 8, depth: 12 },
        { x: 20, z: 20, height: 40, width: 15, depth: 10 },
        { x: -40, z: 0, height: 20, width: 10, depth: 10 },
        { x: 40, z: 0, height: 28, width: 10, depth: 10 },
        { x: 0, z: -40, height: 32, width: 12, depth: 12 },
        { x: 0, z: 40, height: 24, width: 10, depth: 10 }
    ];

    buildingPositions.forEach(pos => {
        const buildingGeometry = new THREE.BoxGeometry(pos.width, pos.height, pos.depth);
        const buildingMaterial = new THREE.MeshLambertMaterial({ 
            color: new THREE.Color().setHSL(Math.random() * 0.1 + 0.5, 0.5, 0.6)
        });
        const building = new THREE.Mesh(buildingGeometry, buildingMaterial);
        building.position.set(pos.x, pos.height / 2, pos.z);
        building.castShadow = true;
        building.receiveShadow = true;
        buildings.push(building);
        scene.add(building);
    });
}

function createPlayer() {
    // Player group
    player = new THREE.Group();
    
    // Body
    const bodyGeometry = new THREE.CapsuleGeometry(0.5, 1.5, 4, 8);
    const bodyMaterial = new THREE.MeshLambertMaterial({ color: 0x4169e1 });
    const body = new THREE.Mesh(bodyGeometry, bodyMaterial);
    body.position.y = 1.5;
    body.castShadow = true;
    player.add(body);

    // Head
    const headGeometry = new THREE.SphereGeometry(0.3, 16, 16);
    const headMaterial = new THREE.MeshLambertMaterial({ color: 0xffdbac });
    const head = new THREE.Mesh(headGeometry, headMaterial);
    head.position.y = 2.7;
    head.castShadow = true;
    player.add(head);

    player.position.set(0, 0, 0);
    playerModel = player;
    scene.add(player);
}

function setupControls() {
    // Keyboard controls
    document.addEventListener('keydown', (event) => {
        keys[event.code] = true;
        
        if (event.code === 'Space' && !isJumping) {
            velocity.y = jumpHeight;
            isJumping = true;
        }
    });

    document.addEventListener('keyup', (event) => {
        keys[event.code] = false;
    });

    // Mouse controls
    document.addEventListener('mousemove', (event) => {
        mouseX = (event.clientX / window.innerWidth) * 2 - 1;
        mouseY = -(event.clientY / window.innerHeight) * 2 + 1;
    });

    // Window resize
    window.addEventListener('resize', () => {
        camera.aspect = window.innerWidth / window.innerHeight;
        camera.updateProjectionMatrix();
        renderer.setSize(window.innerWidth, window.innerHeight);
    });

    // UI Controls
    document.getElementById('startButton').addEventListener('click', () => {
        document.getElementById('startScreen').style.display = 'none';
        document.getElementById('hud').classList.remove('hidden');
        document.body.requestPointerLock();
    });

    document.getElementById('togglePause').addEventListener('click', () => {
        isPaused = !isPaused;
        const btn = document.getElementById('togglePause');
        btn.innerHTML = isPaused ? 
            '<i data-feather="play" class="w-4 h-4"></i><span>Resume</span>' : 
            '<i data-feather="pause" class="w-4 h-4"></i><span>Pause</span>';
        feather.replace();
    });
}

function updatePlayer() {
    if (isPaused) return;

    const speed = keys['ShiftLeft'] ? runSpeed : moveSpeed;
    const moveVector = new THREE.Vector3();

    // Calculate movement
    if (keys['KeyW']) moveVector.z -= speed;
    if (keys['KeyS']) moveVector.z += speed;
    if (keys['KeyA']) moveVector.x -= speed;
    if (keys['KeyD']) moveVector.x += speed;

    // Apply movement relative to camera direction
    const angle = camera.rotation.y;
    const rotatedVector = moveVector.applyAxisAngle(new THREE.Vector3(0, 1, 0), angle);
    
    player.position.x += rotatedVector.x;
    player.position.z += rotatedVector.z;

    // Apply gravity
    velocity.y -= 0.015;
    player.position.y += velocity.y;

    // Ground collision
    if (player.position.y <= 0) {
        player.position.y = 0;
        velocity.y = 0;
        isJumping = false;
    }

    // Building collision (simple)
    buildings.forEach(building => {
        const distance = player.position.distanceTo(building.position);
        const minDistance = 5; // Simple collision radius
        if (distance < minDistance) {
            const direction = new THREE.Vector3()
                .subVectors(player.position, building.position)
                .normalize();
            player.position.copy(building.position).add(direction.multiplyScalar(minDistance));
        }
    });

    // Update camera to follow player
    const cameraOffset = new THREE.Vector3(0, 5, 10);
    cameraOffset.applyAxisAngle(new THREE.Vector3(0, 1, 0), angle);
    camera.position.copy(player.position).add(cameraOffset);
    camera.lookAt(player.position);

    // Camera rotation with mouse
    camera.rotation.y = mouseX * Math.PI;
    camera.rotation.x = mouseY * Math.PI / 4;

    // Update HUD
    updateHUD();
}

function updateHUD() {
    // Position
    document.getElementById('position').textContent = 
        `${Math.round(player.position.x)}, ${Math.round(player.position.z)}`;

    // Speed
    const currentSpeed = Math.sqrt(velocity.x ** 2 + velocity.z ** 2) * 100;
    document.getElementById('speed').textContent = Math.round(currentSpeed);

    // Game Time
    const elapsed = Date.now() - gameStartTime;
    const minutes = Math.floor(elapsed / 60000);
    const seconds = Math.floor((elapsed % 60000) / 1000);
    document.getElementById('gameTime').textContent = 
        `${minutes.toString().padStart(2, '0')}:${seconds.toString().padStart(2, '0')}`;

    // Update mini map
    updateMiniMap();
}

function updateMiniMap() {
    const canvas = document.getElementById('miniMap');
    const ctx = canvas.getContext('2d');
    canvas.width = 192;
    canvas.height = 192;

    // Clear
    ctx.fillStyle = 'rgba(0, 0, 0, 0.5)';
    ctx.fillRect(0, 0, 192, 192);

    // Draw player position
    const mapX = (player.position.x + 100) * 0.96;
    const mapZ = (player.position.z + 100) * 0.96;
    
    ctx.fillStyle = '#4ade80';
    ctx.beginPath();
    ctx.arc(mapX, mapZ, 3, 0, Math.PI * 2);
    ctx.fill();

    // Draw buildings on map
    ctx.fillStyle = '#6b7280';
    buildings.forEach(building => {
        const bX = (building.position.x + 100) * 0.96;
        const bZ = (building.position.z + 100) * 0.96;
        ctx.fillRect(bX - 5, bZ - 5, 10, 10);
    });
}

function animate() {
    requestAnimationFrame(animate);
    
    if (!isPaused) {
        updatePlayer();
        
        // Animate player model (simple bobbing)
        if (keys['KeyW'] || keys['KeyS'] || keys['KeyA'] || keys['KeyD']) {
            player.rotation.y = camera.rotation.y;
            player.position.y = Math.sin(Date.now() * 0.01) * 0.05;
        }
    }

    renderer.render(scene, camera);
}

// Start the game when page loads
window.addEventListener('load', init);