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Update index.html
Browse files- index.html +144 -0
index.html
CHANGED
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<script src="index.js" type="module"></script>
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</body>
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</html>
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<script src="index.js" type="module"></script>
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</body>
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</html>
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<!DOCTYPE html>
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<html>
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<head>
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<title>3D Tic Tac Toe</title>
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<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js"></script>
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<style>
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body { margin: 0; }
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canvas { width: 100%; height: 100%; }
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#buttons { position: absolute; top: 10px; left: 10px; }
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button { margin-right: 10px; }
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</style>
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</head>
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<body>
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<div id="buttons">
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<button id="placeX">Place X</button>
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<button id="placeO">Place O</button>
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</div>
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<script>
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// Set up the scene, camera, and renderer
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const scene = new THREE.Scene();
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const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
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const renderer = new THREE.WebGLRenderer();
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renderer.setSize(window.innerWidth, window.innerHeight);
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document.body.appendChild(renderer.domElement);
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// Create the game board
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const boardSize = 3;
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const cellSize = 1;
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const board = new THREE.Group();
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scene.add(board);
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for (let i = 0; i < boardSize; i++) {
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for (let j = 0; j < boardSize; j++) {
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const geometry = new THREE.BoxGeometry(cellSize, cellSize, cellSize);
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const material = new THREE.MeshBasicMaterial({ color: 0xffffff, wireframe: true });
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const cell = new THREE.Mesh(geometry, material);
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cell.position.set(i * cellSize, 0, j * cellSize);
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board.add(cell);
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}
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}
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// Create the confined cube
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const cubeSize = 10;
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const cubeGeometry = new THREE.BoxGeometry(cubeSize, cubeSize, cubeSize);
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const cubeMaterial = new THREE.MeshBasicMaterial({ color: 0x00ff00, wireframe: true });
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const cube = new THREE.Mesh(cubeGeometry, cubeMaterial);
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scene.add(cube);
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// Set up the camera position
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camera.position.set(5, 5, 5);
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camera.lookAt(board.position);
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// Set up the raycaster and mouse events
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const raycaster = new THREE.Raycaster();
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const mouse = new THREE.Vector2();
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let selectedObject = null;
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document.addEventListener('mousedown', onMouseDown, false);
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document.addEventListener('mousemove', onMouseMove, false);
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document.addEventListener('mouseup', onMouseUp, false);
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function onMouseDown(event) {
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mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
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mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;
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raycaster.setFromCamera(mouse, camera);
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const intersects = raycaster.intersectObjects(scene.children, true);
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if (intersects.length > 0) {
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selectedObject = intersects[0].object;
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}
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}
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function onMouseMove(event) {
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if (selectedObject) {
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mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
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mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;
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raycaster.setFromCamera(mouse, camera);
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const intersects = raycaster.intersectObject(cube);
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if (intersects.length > 0) {
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selectedObject.position.copy(intersects[0].point);
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}
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}
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}
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function onMouseUp() {
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selectedObject = null;
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}
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// Set up the buttons for placing X and O
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const placeXButton = document.getElementById('placeX');
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const placeOButton = document.getElementById('placeO');
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placeXButton.addEventListener('click', placeX, false);
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placeOButton.addEventListener('click', placeO, false);
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function placeX() {
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const geometry = new THREE.BoxGeometry(cellSize * 0.8, cellSize * 0.8, cellSize * 0.8);
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const material = new THREE.MeshBasicMaterial({ color: 0xff0000 });
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const xMark = new THREE.Mesh(geometry, material);
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xMark.position.set(Math.random() * cubeSize - cubeSize / 2, Math.random() * cubeSize - cubeSize / 2, Math.random() * cubeSize - cubeSize / 2);
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scene.add(xMark);
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}
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function placeO() {
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const geometry = new THREE.SphereGeometry(cellSize * 0.4);
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const material = new THREE.MeshBasicMaterial({ color: 0x0000ff });
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const oMark = new THREE.Mesh(geometry, material);
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oMark.position.set(Math.random() * cubeSize - cubeSize / 2, Math.random() * cubeSize - cubeSize / 2, Math.random() * cubeSize - cubeSize / 2);
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scene.add(oMark);
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}
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// Animation loop
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function animate() {
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requestAnimationFrame(animate);
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// Move and bounce the objects within the confined cube
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scene.children.forEach(object => {
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if (object !== board && object !== cube) {
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object.position.x += (Math.random() - 0.5) * 0.1;
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object.position.y += (Math.random() - 0.5) * 0.1;
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object.position.z += (Math.random() - 0.5) * 0.1;
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if (object.position.x < -cubeSize / 2 || object.position.x > cubeSize / 2) {
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object.position.x = THREE.MathUtils.clamp(object.position.x, -cubeSize / 2, cubeSize / 2);
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}
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if (object.position.y < -cubeSize / 2 || object.position.y > cubeSize / 2) {
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object.position.y = THREE.MathUtils.clamp(object.position.y, -cubeSize / 2, cubeSize / 2);
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}
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if (object.position.z < -cubeSize / 2 || object.position.z > cubeSize / 2) {
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object.position.z = THREE.MathUtils.clamp(object.position.z, -cubeSize / 2, cubeSize / 2);
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}
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}
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});
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renderer.render(scene, camera);
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}
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animate();
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</script>
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</body>
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</html>
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