Update index.html
Browse files- index.html +283 -18
index.html
CHANGED
@@ -1,19 +1,284 @@
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<!DOCTYPE html>
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<html>
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<head>
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<meta charset="utf-8">
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<title>A-Frame 3D Space Shooter Game with Bar Graph Score</title>
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<script src="https://cdnjs.cloudflare.com/ajax/libs/aframe/1.2.0/aframe.min.js"></script>
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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-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="0 3 -5">
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<a-box width="1" height="0.1" depth="0.1" color="#444444"></a-box>
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<a-box id="scoreIndicator" width="1" height="0.1" depth="0.1" color="#FFA500" scale="0 1 1"></a-box>
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<a-text value="Score" position="0 0.1 0" align="center" color="white"></a-text>
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</a-entity>
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<a-entity id="healthDisplay" position="0 2.5 -5" scale="5 5 5"></a-entity>
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<a-entity id="unitCounters" position="-0.8 0.6 -1.5" scale="0.5 0.5 0.5"></a-entity>
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</a-scene>
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<script>
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const scene = document.querySelector('a-scene');
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const player = document.querySelector('#player');
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const scoreIndicator = document.querySelector('#scoreIndicator');
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const healthDisplay = document.querySelector('#healthDisplay');
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const unitCounters = document.querySelector('#unitCounters');
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let score = 0;
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let health = 100;
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let enemies = new Set();
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let spawners = new Set();
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let explosionCount = 0;
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const maxScore = 1000; // Maximum score for full bar
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function updateScoreDisplay() {
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const scale = Math.min(score / maxScore, 1);
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scoreIndicator.setAttribute('scale', `${scale} 1 1`);
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}
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function updateHealthDisplay() {
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healthDisplay.setAttribute('text', {
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value: `Health: ${health}`,
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color: 'white',
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align: 'center'
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});
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}
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function updateUnitCounters() {
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unitCounters.innerHTML = '';
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const counters = [
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{name: 'Enemies', count: enemies.size},
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{name: 'Spawners', count: spawners.size},
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{name: 'Explosions', count: explosionCount}
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];
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counters.forEach((counter, index) => {
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const text = document.createElement('a-text');
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text.setAttribute('value', `${counter.name}: ${counter.count}`);
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text.setAttribute('color', 'white');
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text.setAttribute('position', `0 ${-index * 0.2} 0`);
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unitCounters.appendChild(text);
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});
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}
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function createSpawner() {
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const spawner = document.createElement('a-entity');
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spawner.setAttribute('class', 'spawner');
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spawner.setAttribute('geometry', {primitive: 'box', width: 2, height: 2, depth: 2});
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spawner.setAttribute('material', {color: '#00FF00', metalness: 0.7, roughness: 0.3});
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const angle = Math.random() * Math.PI * 2;
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const distance = 30;
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const position = new THREE.Vector3(
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Math.cos(angle) * distance,
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Math.random() * 10 - 5,
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Math.sin(angle) * distance
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);
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spawner.setAttribute('position', position);
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spawner.health = 100;
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scene.appendChild(spawner);
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spawners.add(spawner);
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// Spawner behavior
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setInterval(() => {
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if (spawner.parentNode && spawner.health > 0) {
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createEnemy(spawner.object3D.position);
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}
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}, 5000);
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updateUnitCounters();
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}
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function createEnemy(spawnPosition) {
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if (enemies.size >= 30) return; // Limit number of enemies
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const enemy = document.createElement('a-entity');
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enemy.setAttribute('class', 'enemy');
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enemy.setAttribute('geometry', {primitive: 'sphere', radius: 0.5});
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enemy.setAttribute('material', {color: '#FF0000', metalness: 0.7, roughness: 0.3});
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const position = new THREE.Vector3(
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spawnPosition.x + (Math.random() - 0.5) * 2,
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spawnPosition.y + (Math.random() - 0.5) * 2,
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spawnPosition.z + (Math.random() - 0.5) * 2
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);
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enemy.setAttribute('position', position);
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const particleSystem = document.createElement('a-entity');
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particleSystem.setAttribute('particle-system', {
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preset: 'dust',
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particleCount: 100,
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color: '#FF0000, #FF5500',
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size: 0.1,
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dur: 1000,
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accelerationValue: '0 -9.8 0'
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});
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enemy.appendChild(particleSystem);
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enemy.creationTime = Date.now();
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scene.appendChild(enemy);
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enemies.add(enemy);
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// Enemy firing behavior
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enemy.setAttribute('animation__movement', {
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property: 'position',
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to: '0 1.6 0',
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dur: 15000,
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easing: 'linear'
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});
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setInterval(() => {
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if (enemy.parentNode) {
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fireLaser(enemy, '#FF0000');
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}
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}, 2000);
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updateUnitCounters();
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}
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function fireLaser(source, color) {
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const laser = document.createElement('a-entity');
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laser.setAttribute('geometry', {primitive: 'cylinder', radius: 0.05, height: 100});
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laser.setAttribute('material', {color: color, opacity: 0.7});
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const sourcePosition = source.object3D.position;
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const targetPosition = player.object3D.position;
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const direction = new THREE.Vector3().subVectors(targetPosition, sourcePosition).normalize();
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laser.setAttribute('position', sourcePosition);
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laser.object3D.lookAt(targetPosition);
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scene.appendChild(laser);
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laser.setAttribute('animation', {
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property: 'scale',
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to: '1 0.01 1',
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dur: 1000,
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easing: 'linear'
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});
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setTimeout(() => {
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scene.removeChild(laser);
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}, 1000);
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// Check for enemy or spawner hit
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if (source === player) {
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const targets = document.querySelectorAll('.enemy, .spawner');
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targets.forEach(target => {
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const targetPos = target.object3D.position;
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const distance = sourcePosition.distanceTo(targetPos);
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if (distance < 2) {
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if (target.classList.contains('enemy')) {
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createExplosion(targetPos);
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scene.removeChild(target);
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enemies.delete(target);
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score += 10;
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} else if (target.classList.contains('spawner')) {
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target.health -= 20;
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if (target.health <= 0) {
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createExplosion(targetPos);
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scene.removeChild(target);
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spawners.delete(target);
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score += 50;
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}
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}
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updateScoreDisplay();
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updateUnitCounters();
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}
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});
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}
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// Check for player hit
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if (source !== player && Math.random() < 0.1) { // 10% chance to hit player
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health = Math.max(0, health - 10);
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updateHealthDisplay();
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}
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}
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function createExplosion(position) {
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const explosion = document.createElement('a-entity');
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explosion.setAttribute('position', position);
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for (let i = 0; i < 20; i++) {
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const particle = document.createElement('a-sphere');
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particle.setAttribute('radius', 0.1);
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particle.setAttribute('material', {color: '#FFA500'});
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const x = (Math.random() - 0.5) * 2;
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const y = (Math.random() - 0.5) * 2;
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const z = (Math.random() - 0.5) * 2;
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particle.setAttribute('animation', {
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property: 'position',
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to: `${x} ${y} ${z}`,
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dur: 1000,
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easing: 'easeOutQuad'
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});
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particle.setAttribute('animation__opacity', {
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property: 'material.opacity',
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from: 1,
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to: 0,
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dur: 1000,
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easing: 'easeOutQuad'
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});
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explosion.appendChild(particle);
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}
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scene.appendChild(explosion);
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setTimeout(() => {
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scene.removeChild(explosion);
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}, 1000);
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explosionCount++;
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updateUnitCounters();
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}
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function updateGame() {
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const now = Date.now();
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enemies.forEach(enemy => {
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if (now - enemy.creationTime > 20000) { // Remove after 20 seconds
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scene.removeChild(enemy);
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enemies.delete(enemy);
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updateUnitCounters();
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}
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});
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while (spawners.size < 5) {
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createSpawner();
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}
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}
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document.addEventListener('keydown', (event) => {
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if (event.code === 'Space') {
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fireLaser(player, '#00FF00');
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}
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});
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scene.addEventListener('click', () => {
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fireLaser(player, '#00FF00');
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});
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updateHealthDisplay();
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updateUnitCounters();
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setInterval(() => {
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updateGame();
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score++;
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updateScoreDisplay();
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}, 1000);
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</script>
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</body>
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</html>
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