Update index.html
Browse files- index.html +172 -7
index.html
CHANGED
@@ -7,12 +7,109 @@
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</head>
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<body>
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<a-scene fog="type: linear; color: #87CEEB; near: 0; far: 50">
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</a-scene>
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<script>
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(function() {
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function fireLaser(source, color, direction, isPlayer = false) {
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const sourcePosition = source.object3D.position.clone();
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@@ -25,14 +122,14 @@
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class: 'laser',
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geometry: {
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primitive: 'cylinder',
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radius: isPlayer ? 0.2 : 0.1, // Player lasers are
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height: laserLength
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},
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material: {
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color: color,
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opacity: isPlayer ? 0.5 : 1, // Player lasers are
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transparent: isPlayer,
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shader: 'flat' //
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},
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position: sourcePosition.clone().add(direction.multiplyScalar(laserLength / 2))
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});
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@@ -61,6 +158,53 @@
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});
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}
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function shootFromCamera() {
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const direction = new THREE.Vector3(0, 0, -1);
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direction.applyQuaternion(camera.object3D.quaternion);
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@@ -92,10 +236,31 @@
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}
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});
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}
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})();
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</script>
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</body>
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</head>
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<body>
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<a-scene fog="type: linear; color: #87CEEB; near: 0; far: 50">
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<a-assets>
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<a-asset-item id="model1" src="1.obj"></a-asset-item>
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<a-asset-item id="model2" src="2.obj"></a-asset-item>
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<a-asset-item id="model3" src="3.obj"></a-asset-item>
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<a-asset-item id="model4" src="4.obj"></a-asset-item>
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<a-asset-item id="model5" src="5.obj"></a-asset-item>
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<a-asset-item id="model6" src="6.obj"></a-asset-item>
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<a-asset-item id="model7" src="7.obj"></a-asset-item>
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<a-asset-item id="model8" src="8.obj"></a-asset-item>
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<a-asset-item id="model9" src="9.obj"></a-asset-item>
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<a-asset-item id="model10" src="10.obj"></a-asset-item>
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</a-assets>
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<a-sky color="#87CEEB"></a-sky>
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<a-entity id="player" position="0 1.6 0">
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<a-entity camera look-controls wasd-controls>
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<a-entity id="cursor" cursor="fuse: false;" position="0 0 -1"
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geometry="primitive: ring; radiusInner: 0.02; radiusOuter: 0.03"
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material="color: white; shader: flat"
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raycaster="objects: .enemy, .spawner"></a-entity>
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</a-entity>
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</a-entity>
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<a-entity id="scoreBar" position="-2 3 -5">
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<a-box width="2" height="0.2" depth="0.1" color="#444444"></a-box>
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<a-box id="scoreIndicator" width="2" height="0.2" depth="0.1" color="#FFA500" scale="0 1 1"></a-box>
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<a-text value="Score" position="0 -0.3 0" align="center" color="white"></a-text>
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</a-entity>
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<a-entity id="healthBar" position="2 3 -5">
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<a-box width="2" height="0.2" depth="0.1" color="#444444"></a-box>
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<a-box id="healthIndicator" width="2" height="0.2" depth="0.1" color="#00FF00" scale="1 1 1"></a-box>
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<a-text value="Health" position="0 -0.3 0" align="center" color="white"></a-text>
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</a-entity>
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<a-entity id="spawnCounter" position="0 3 -5">
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<a-text value="Spawn Points: 0" align="center" color="white"></a-text>
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</a-entity>
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</a-scene>
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<script>
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(function() {
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const scene = document.querySelector('a-scene');
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const player = document.querySelector('#player');
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const camera = document.querySelector('[camera]');
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const cursor = document.querySelector('#cursor');
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const scoreIndicator = document.querySelector('#scoreIndicator');
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const healthIndicator = document.querySelector('#healthIndicator');
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const spawnCounter = document.querySelector('#spawnCounter');
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let score = 0, health = 10000, enemies = new Set(), spawners = new Set(), explosionCount = 0;
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const maxScore = 1000;
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function updateDisplays() {
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scoreIndicator.setAttribute('scale', `${Math.min(score / maxScore, 1)} 1 1`);
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healthIndicator.setAttribute('scale', `${Math.max(health / 10000, 0)} 1 1`);
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spawnCounter.setAttribute('text', `value: Spawn Points: ${spawners.size}`);
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}
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function createEntity(type, attributes) {
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const entity = document.createElement('a-entity');
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Object.entries(attributes).forEach(([key, value]) => entity.setAttribute(key, value));
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scene.appendChild(entity);
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return entity;
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}
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function generateSpawnerPosition() {
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const angle = Math.random() * Math.PI * 2;
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const distance = 10 + Math.random() * 10; // Spawn between 10 and 20 units away
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return new THREE.Vector3(
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Math.cos(angle) * distance,
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1.6, // Keep at player's eye level
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Math.sin(angle) * distance - 5 // Offset by -5 to spawn in front of scoreboard
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);
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}
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function createSpawner(position = null) {
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const modelNumber = Math.floor(Math.random() * 10) + 1;
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const spawner = createEntity('spawner', {
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class: 'spawner',
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'obj-model': `obj: #model${modelNumber}`,
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material: {color: '#00FF00', metalness: 0.7, roughness: 0.3},
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position: position || generateSpawnerPosition()
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});
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spawner.health = 100;
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spawners.add(spawner);
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updateDisplays();
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}
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function createEnemy(spawnPosition) {
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if (enemies.size >= 30) return;
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const enemy = createEntity('enemy', {
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class: 'enemy',
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geometry: {primitive: 'sphere', radius: 0.5},
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material: {color: '#FF0000', metalness: 0.7, roughness: 0.3, opacity: 0.5, transparent: true},
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position: new THREE.Vector3(
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spawnPosition.x + (Math.random() - 0.5) * 2,
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1.6, // Keep at player's eye level
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spawnPosition.z + (Math.random() - 0.5) * 2
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)
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});
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enemy.appendChild(createEntity('particles', {
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'particle-system': {preset: 'dust', particleCount: 100, color: '#FF0000, #FF5500', size: 0.1, dur: 1000, accelerationValue: '0 -9.8 0'}
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}));
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enemy.creationTime = Date.now();
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enemies.add(enemy);
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updateDisplays();
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}
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function fireLaser(source, color, direction, isPlayer = false) {
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const sourcePosition = source.object3D.position.clone();
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class: 'laser',
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geometry: {
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primitive: 'cylinder',
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radius: isPlayer ? 0.2 : 0.1, // Player lasers are wider
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height: laserLength
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},
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material: {
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color: color,
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opacity: isPlayer ? 0.5 : 1, // Player lasers are semi-transparent
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transparent: isPlayer,
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shader: 'flat' // Ensures the laser color is not affected by lighting
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},
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position: sourcePosition.clone().add(direction.multiplyScalar(laserLength / 2))
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});
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});
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}
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function isPointNearLine(lineStart, lineEnd, point, threshold) {
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const lineVec = new THREE.Vector3().subVectors(lineEnd, lineStart);
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const pointVec = new THREE.Vector3().subVectors(point, lineStart);
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const lineLengthSq = lineVec.lengthSq();
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const dotProduct = pointVec.dot(lineVec);
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const t = Math.max(0, Math.min(1, dotProduct / lineLengthSq));
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const projection = lineStart.clone().add(lineVec.multiplyScalar(t));
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return point.distanceTo(projection) < threshold;
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}
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function handleHit(target, position) {
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if (target.classList.contains('enemy')) {
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createExplosion(position);
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scene.removeChild(target);
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enemies.delete(target);
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score += 10;
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health = Math.min(10000, health + 20);
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} else if (target.classList.contains('spawner')) {
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target.health -= 20;
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createExplosion(position);
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if (target.health <= 0) {
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scene.removeChild(target);
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spawners.delete(target);
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score += 50;
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createSpawner(generateSpawnerPosition());
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}
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}
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updateDisplays();
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}
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function createExplosion(position) {
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const explosion = createEntity('explosion', {position: position});
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for (let i = 0; i < 20; i++) {
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const particle = createEntity('particle', {
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geometry: {primitive: 'sphere', radius: 0.1},
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material: {color: '#FFA500'},
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position: `${(Math.random() - 0.5) * 2} ${(Math.random() - 0.5) * 2} ${(Math.random() - 0.5) * 2}`
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});
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particle.setAttribute('animation', {property: 'position', to: `${(Math.random() - 0.5) * 2} ${(Math.random() - 0.5) * 2} ${(Math.random() - 0.5) * 2}`, dur: 1000, easing: 'easeOutQuad'});
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particle.setAttribute('animation__opacity', {property: 'material.opacity', from: 1, to: 0, dur: 1000, easing: 'easeOutQuad'});
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explosion.appendChild(particle);
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}
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setTimeout(() => scene.removeChild(explosion), 1000);
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explosionCount++;
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updateDisplays();
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}
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function shootFromCamera() {
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const direction = new THREE.Vector3(0, 0, -1);
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direction.applyQuaternion(camera.object3D.quaternion);
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}
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});
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spawners.forEach(spawner => {
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const direction = new THREE.Vector3().subVectors(cameraPosition, spawner.object3D.position).normalize();
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spawner.object3D.position.add(direction.multiplyScalar(0.02));
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spawner.object3D.position.y = 1.6; // Keep at player's eye level
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spawner.object3D.lookAt(cameraPosition);
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if (spawner.object3D.position.distanceTo(cameraPosition) < 3) {
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createExplosion(spawner.object3D.position);
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scene.removeChild(spawner);
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spawners.delete(spawner);
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health = Math.max(0, health - 100);
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}
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if (Math.random() < 0.005 && enemies.size < 30) {
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createEnemy(spawner.object3D.position);
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}
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});
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while (spawners.size < 5) createSpawner();
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updateDisplays();
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}
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document.addEventListener('keydown', (event) => { if (event.code === 'Space') shootFromCamera(); });
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scene.addEventListener('click', shootFromCamera);
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updateDisplays();
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setInterval(updateGame, 1000 / 60); // 60 FPS update
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})();
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</script>
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</body>
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