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<!DOCTYPE html> |
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<html lang="en"> |
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<head> |
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<meta charset="UTF-8"> |
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<meta name="viewport" content="width=device-width, initial-scale=1.0"> |
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<title>Byte-Sized Brawl: Code Chaos</title> |
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<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js"></script> |
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<link href="https://fonts.googleapis.com/css2?family=Inter:wght@400;700&display=swap" rel="stylesheet"> |
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<style> |
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body { |
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margin: 0; |
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overflow: hidden; |
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font-family: 'Inter', sans-serif; |
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background-color: #1a1a2e; |
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color: #e0e0e0; |
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display: flex; |
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flex-direction: column; |
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align-items: center; |
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justify-content: flex-start; |
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min-height: 100vh; |
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} |
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#game-container { |
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position: relative; |
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width: 100vw; |
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height: 80vh; |
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display: flex; |
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justify-content: center; |
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align-items: center; |
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background-color: #1f1f3f; |
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} |
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canvas { |
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display: block; |
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background-color: #2a2a4a; |
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border-radius: 15px; |
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box-shadow: 0 0 20px rgba(0, 255, 255, 0.5); |
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width: 100%; |
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height: 100%; |
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} |
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#ui-overlay { |
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position: absolute; |
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top: 0; |
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left: 0; |
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width: 100%; |
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height: 100%; |
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pointer-events: none; |
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display: flex; |
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flex-direction: column; |
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justify-content: space-between; |
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padding: 20px; |
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box-sizing: border-box; |
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} |
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.player-stats { |
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display: flex; |
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justify-content: space-between; |
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width: 100%; |
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} |
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.player-info { |
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background-color: rgba(0, 0, 0, 0.6); |
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padding: 10px 15px; |
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border-radius: 10px; |
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border: 1px solid #00ffff; |
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box-shadow: 0 0 10px rgba(0, 255, 255, 0.3); |
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pointer-events: auto; |
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font-size: 1.1em; |
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display: flex; |
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flex-direction: column; |
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gap: 5px; |
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min-width: 150px; |
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text-align: center; |
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} |
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.health-bar-container { |
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width: 100%; |
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background-color: #555; |
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border-radius: 5px; |
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height: 10px; |
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overflow: hidden; |
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border: 1px solid #00ffff; |
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} |
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.health-bar { |
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height: 100%; |
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background-color: #00ff00; |
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width: 100%; |
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transition: width 0.2s ease-out; |
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} |
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#reset-button-container { |
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width: 100%; |
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display: flex; |
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justify-content: center; |
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pointer-events: auto; |
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} |
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#resetButton { |
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background-color: #4CAF50; |
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color: white; |
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padding: 12px 25px; |
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border: none; |
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border-radius: 10px; |
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cursor: pointer; |
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font-size: 1.2em; |
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box-shadow: 0 5px #388e3c; |
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transition: all 0.2s ease; |
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pointer-events: auto; |
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} |
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#resetButton:hover { |
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background-color: #45a049; |
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box-shadow: 0 3px #388e3c; |
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transform: translateY(2px); |
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} |
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#resetButton:active { |
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background-color: #3e8e41; |
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box-shadow: 0 0 #388e3c; |
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transform: translateY(5px); |
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} |
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#floating-message { |
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position: absolute; |
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top: 20%; |
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left: 50%; |
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transform: translate(-50%, -50%); |
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background-color: rgba(0, 0, 0, 0.8); |
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padding: 15px 25px; |
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border-radius: 10px; |
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border: 2px solid #00ffff; |
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box-shadow: 0 0 15px rgba(0, 255, 255, 0.7); |
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text-align: center; |
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font-size: 1.3em; |
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color: #ffffff; |
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z-index: 1000; |
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opacity: 0; |
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transition: opacity 0.3s ease-in-out; |
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pointer-events: none; |
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} |
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.game-description-container { |
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width: 80%; |
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max-width: 900px; |
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background-color: rgba(0, 0, 0, 0.6); |
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padding: 20px; |
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border-radius: 15px; |
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border: 1px solid #00ffff; |
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box-shadow: 0 0 15px rgba(0, 255, 255, 0.4); |
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margin-top: 20px; |
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text-align: left; |
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overflow-y: auto; |
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max-height: 18vh; |
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margin-bottom: 20px; |
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} |
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.game-description-container h2 { |
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color: #00ffff; |
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margin-top: 0; |
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text-align: center; |
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} |
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.game-description-container h3 { |
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color: #99ffff; |
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margin-top: 15px; |
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} |
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.game-description-container ul { |
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list-style-type: disc; |
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margin-left: 20px; |
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} |
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.game-description-container li { |
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margin-bottom: 5px; |
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} |
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@media (max-width: 768px) { |
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.player-info { |
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font-size: 0.9em; |
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padding: 8px 10px; |
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min-width: unset; |
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} |
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#resetButton { |
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padding: 10px 20px; |
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font-size: 1em; |
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} |
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.game-description-container { |
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width: 95%; |
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padding: 15px; |
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font-size: 0.9em; |
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max-height: 25vh; |
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} |
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#game-container { |
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height: 65vh; |
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} |
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#floating-message { |
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font-size: 1em; |
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padding: 10px 15px; |
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} |
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} |
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</style> |
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</head> |
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<body> |
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<div id="game-container"> |
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<canvas id="gameCanvas"></canvas> |
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<div id="ui-overlay"> |
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<div class="player-stats"> |
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<div class="player-info"> |
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Player 1 (WASD/E)<br> |
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Life: <span id="player1Life">100</span> |
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<div class="health-bar-container"><div id="player1HealthBar" class="health-bar"></div></div> |
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KOs: <span id="player1KOs">0</span> |
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</div> |
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<div class="player-info"> |
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Player 2 (IJKL/U)<br> |
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Life: <span id="player2Life">100</span> |
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<div class="health-bar-container"><div id="player2HealthBar" class="health-bar"></div></div> |
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KOs: <span id="player2KOs">0</span> |
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</div> |
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</div> |
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<div id="reset-button-container"> |
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<button id="resetButton">Reset Game</button> |
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</div> |
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</div> |
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<div id="floating-message"></div> |
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</div> |
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<div class="game-description-container"> |
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<h2>Byte-Sized Brawl: Code Chaos</h2> |
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<p>Welcome to "Byte-Sized Brawl: Code Chaos"! Dive into a retro-futuristic 3D arena, a simulated MMO testing ground where glitches are the least of your worries. Team up or face off against a friend in this top-down action-RPG, engaging in chaotic combat, solving byte-sized puzzles, and navigating a world on the brink of a digital meltdown!</p> |
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<h3>Game Parts:</h3> |
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<ul> |
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<li><strong>Playable Characters:</strong> Two stylized humanoid figures (Player 1 and Player 2), assembled from 3D primitives, ready for action.</li> |
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<li><strong>Glitch Bots:</strong> Various enemies constructed from primitive shapes, each with unique (and sometimes buggy) attack patterns.</li> |
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<li><strong>Interactive Environment:</strong> A 3D arena with obstacles, movable blocks, and pressure plates that might just lead to digital treasure... or a trap!</li> |
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<li><strong>NPCs (Non-Playable Code):</strong> Simple primitive figures offering cryptic quests and dialogue that might just make sense in the matrix.</li> |
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<li><strong>Skill Tree (Conceptual):</strong> While not fully implemented in this demo, imagine a branching path of digital upgrades to enhance your character's abilities.</li> |
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<li><strong>Digital Loot:</strong> Primitive-assembled items and equipment to boost your stats.</li> |
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<li><strong>Life/Score Display:</strong> Keep track of your vital signs and KOs with clear displays at the top of the screen.</li> |
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<li><strong>"Reset" Button:</strong> Your ultimate debug tool! Heals both players to full life and resets the current area, perfect for when things get too chaotic.</li> |
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</ul> |
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<h3>Method Steps:</h3> |
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<ul> |
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<li><strong>Explore the Digital Frontier:</strong> Navigate the top-down, full-screen 3D scene.</li> |
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<li><strong>Player 1 Controls (WASD):</strong> Move your character with precision.</li> |
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<li><strong>Player 2 Controls (IJKL):</strong> Guide your companion through the chaos.</li> |
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<li><strong>Left Player Action (E):</strong> Unleash a digital attack, activate objects, or try to understand the NPCs.</li> |
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<li><strong>Right Player Action (U):</strong> Perform your own digital assault, interact with the environment, or just flail wildly.</li> |
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<li><strong>Solve Byte-Sized Puzzles:</strong> Push blocks, activate pressure plates, and bypass laser grids (if they were here!).</li> |
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<li><strong>Complete Quests (Theoretically):</strong> Accept challenges from NPCs and try not to break the simulation.</li> |
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<li><strong>Level Up (Imagination Required):</strong> Gain experience and unlock new skills from your conceptual skill tree.</li> |
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<li><strong>Hit the Reset Button:</strong> When all else fails, use the "Reset Game" button to get a fresh start.</li> |
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</ul> |
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<h3>Rules of Engagement:</h3> |
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<ul> |
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<li><strong>Combat Rewards:</strong> Defeat Glitch Bots to earn experience and digital loot.</li> |
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<li><strong>Skill Gates:</strong> Certain areas or puzzles might require specific skills or items (in a full version!).</li> |
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<li><strong>Narrative Glitches:</strong> Dialogue choices might impact the story (or just confuse you further).</li> |
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<li><strong>Co-op or Compete:</strong> Work together to achieve common goals, or compete for the most KOs and resources.</li> |
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<li><strong>Incapacitation Protocol:</strong> If your life bar depletes, you're incapacitated! Your partner can revive you by getting close and using their action button, or you can both use the "Reset" button. If both players are down, it's game over!</li> |
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</ul> |
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<h3>What Makes It Fun:</h3> |
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<ul> |
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<li><strong>Retro-Futuristic Mashup:</strong> A unique blend of nostalgic 2D action-RPG vibes with modern 3D chaos.</li> |
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<li><strong>Dynamic Duo Gameplay:</strong> The cooperative/competitive modes add layers of strategy and hilarious interactions.</li> |
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<li><strong>Varied Digital Mayhem:</strong> From combat to puzzles and the promise of skill progression, there's always something to do.</li> |
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<li><strong>Witty Narrative:</strong> The "futuristic MMO testing ground" setting provides a fun, self-aware backdrop for your adventures.</li> |
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</ul> |
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</div> |
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<script> |
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let scene, camera, renderer; |
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let player1, player2; |
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let enemies = []; |
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let movableBlock; |
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let pressurePlate; |
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let wallToOpen; |
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let powerups = []; |
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let shieldVisual; |
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let activeExplosions = []; |
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let activeShieldParticles = []; |
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const MAX_HEALTH = 100; |
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let player1Health = MAX_HEALTH; |
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let player2Health = MAX_HEALTH; |
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let player1KOs = 0; |
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let player2KOs = 0; |
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let player1Incapacitated = false; |
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let player2Incapacitated = false; |
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let pressurePlateActivated = false; |
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let isShieldActive = false; |
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|
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let currentWave = 1; |
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let enemiesInCurrentWave = 0; |
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let enemiesDefeatedInWave = 0; |
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let scorePerEnemy = 10; |
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let totalScore = 0; |
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|
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const keys = { |
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w: false, a: false, s: false, d: false, e: false, |
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i: false, j: false, k: false, l: false, u: false |
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}; |
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const PLAYER_SPEED = 0.5; |
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const BASE_ATTACK_RANGE = 10; |
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const COOP_ATTACK_RANGE_BOOST = 15; |
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const ATTACK_COOLDOWN = 500; |
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const ATTACK_DURATION = 200; |
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let player1LastAttackTime = 0; |
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let player2LastAttackTime = 0; |
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const ENEMY_SPEED = 0.1; |
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const POWERUP_DURATION = 5000; |
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const SHIELD_RANGE = 20; |
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const COOP_ATTACK_WINDOW = 300; |
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const PARTICLE_LIFESPAN = 1000; |
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const player1LifeSpan = document.getElementById('player1Life'); |
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const player2LifeSpan = document.getElementById('player2Life'); |
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const player1KOsSpan = document.getElementById('player1KOs'); |
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const player2KOsSpan = document.getElementById('player2KOs'); |
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const player1HealthBar = document.getElementById('player1HealthBar'); |
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const player2HealthBar = document.getElementById('player2HealthBar'); |
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const resetButton = document.getElementById('resetButton'); |
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const floatingMessage = document.getElementById('floating-message'); |
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let messageTimeout; |
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function showMessage(message) { |
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clearTimeout(messageTimeout); |
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floatingMessage.textContent = message; |
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floatingMessage.style.opacity = 1; |
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messageTimeout = setTimeout(() => { |
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floatingMessage.style.opacity = 0; |
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}, 2000); |
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} |
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function spawnEnemiesForWave(waveNumber) { |
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enemies.forEach(enemy => scene.remove(enemy)); |
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enemies = []; |
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const numEnemies = Math.min(15, 3 + waveNumber * 2); |
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scorePerEnemy = 10 * waveNumber; |
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for (let i = 0; i < numEnemies; i++) { |
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const x = (Math.random() - 0.5) * 100; |
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const z = (Math.random() - 0.5) * 100; |
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enemies.push(createEnemy(0x00ff00, x, 0, z)); |
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} |
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enemies.forEach(enemy => scene.add(enemy)); |
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enemiesInCurrentWave = numEnemies; |
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enemiesDefeatedInWave = 0; |
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showMessage(`Wave ${waveNumber} started! Score per enemy: ${scorePerEnemy}`); |
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} |
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function checkWaveCompletion() { |
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if (enemiesDefeatedInWave >= enemiesInCurrentWave) { |
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currentWave++; |
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showMessage(`Wave ${currentWave - 1} completed! Preparing Wave ${currentWave}...`); |
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setTimeout(() => spawnEnemiesForWave(currentWave), 2000); |
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} |
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} |
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window.onload = function() { |
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checkCanvasDimensions(); |
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}; |
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function checkCanvasDimensions() { |
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const canvas = document.getElementById('gameCanvas'); |
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if (canvas.clientWidth > 0 && canvas.clientHeight > 0) { |
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console.log('Canvas dimensions are valid. Initializing Three.js...'); |
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initThreeJS(); |
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spawnEnemiesForWave(1); |
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animate(); |
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} else { |
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console.log('Canvas dimensions not yet valid. Retrying in 100ms...'); |
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setTimeout(checkCanvasDimensions, 100); |
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} |
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} |
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function initThreeJS() { |
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console.log('initThreeJS called.'); |
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scene = new THREE.Scene(); |
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scene.background = new THREE.Color(0x2a2a4a); |
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const canvas = document.getElementById('gameCanvas'); |
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const canvasWidth = canvas.clientWidth; |
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const canvasHeight = canvas.clientHeight; |
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console.log('initThreeJS - Canvas Width:', canvasWidth, 'Canvas Height:', canvasHeight); |
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const aspect = canvasWidth / canvasHeight; |
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const frustumSize = 120; |
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camera = new THREE.OrthographicCamera( |
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frustumSize * aspect / -2, |
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frustumSize * aspect / 2, |
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frustumSize / 2, |
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frustumSize / -2, |
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1, |
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1000 |
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); |
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camera.position.set(0, 70, 0); |
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camera.lookAt(0, 0, 0); |
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renderer = new THREE.WebGLRenderer({ canvas: canvas, antialias: true }); |
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renderer.setSize(canvasWidth, canvasHeight); |
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renderer.setPixelRatio(window.devicePixelRatio); |
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const ambientLight = new THREE.AmbientLight(0x606060); |
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scene.add(ambientLight); |
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const directionalLight = new THREE.DirectionalLight(0xffffff, 1); |
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directionalLight.position.set(1, 1, 1).normalize(); |
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scene.add(directionalLight); |
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const groundGeometry = new THREE.PlaneGeometry(150, 150); |
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const groundMaterial = new THREE.MeshLambertMaterial({ color: 0x4a4a6a, side: THREE.DoubleSide }); |
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const ground = new THREE.Mesh(groundGeometry, groundMaterial); |
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ground.rotation.x = Math.PI / 2; |
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scene.add(ground); |
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const gridHelper = new THREE.GridHelper(100, 10, 0x00ffff, 0x888888); |
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scene.add(gridHelper); |
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const axesHelper = new THREE.AxesHelper(50); |
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scene.add(axesHelper); |
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player1 = createPlayer(0xff0000, -20, 0, 0); |
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player2 = createPlayer(0x0000ff, 20, 0, 0); |
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scene.add(player1); |
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scene.add(player2); |
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const shieldGeometry = new THREE.CylinderGeometry(SHIELD_RANGE, SHIELD_RANGE, 1, 32); |
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const shieldMaterial = new THREE.MeshBasicMaterial({ color: 0x00ffff, transparent: true, opacity: 0.2 }); |
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shieldVisual = new THREE.Mesh(shieldGeometry, shieldMaterial); |
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shieldVisual.position.y = 5; |
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shieldVisual.visible = false; |
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scene.add(shieldVisual); |
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movableBlock = createMovableBlock(0xffff00, -10, 0, -10); |
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scene.add(movableBlock); |
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pressurePlate = createPressurePlate(0x888888, 10, 0, -10); |
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scene.add(pressurePlate); |
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wallToOpen = createWall(0x663300, 10, 0, -20); |
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scene.add(wallToOpen); |
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powerups.push(createPowerup('health', -40, 0, 40)); |
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powerups.push(createPowerup('attack', 40, 0, 40)); |
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powerups.push(createPowerup('magic', -40, 0, -40)); |
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powerups.push(createPowerup('armor', 40, 0, -40)); |
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powerups.push(createPowerup('health', 0, 0, 0)); |
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powerups.forEach(powerup => scene.add(powerup)); |
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window.addEventListener('resize', onWindowResize, false); |
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document.addEventListener('keydown', onKeyDown, false); |
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document.addEventListener('keyup', onKeyUp, false); |
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resetButton.addEventListener('click', resetGame); |
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updateUI(); |
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onWindowResize(); |
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} |
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function createPlayer(color, x, y, z) { |
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const playerGroup = new THREE.Group(); |
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const bodyGeometry = new THREE.BoxGeometry(4, 8, 4); |
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const bodyMaterial = new THREE.MeshLambertMaterial({ color: color }); |
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const body = new THREE.Mesh(bodyGeometry, bodyMaterial); |
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body.position.y = 4; |
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playerGroup.add(body); |
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const headGeometry = new THREE.SphereGeometry(2, 16, 16); |
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const headMaterial = new THREE.MeshLambertMaterial({ color: 0xffe0bd }); |
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const head = new THREE.Mesh(headGeometry, headMaterial); |
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head.position.y = 10; |
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playerGroup.add(head); |
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const armRightGroup = new THREE.Group(); |
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const armGeometry = new THREE.CylinderGeometry(1, 1, 6, 8); |
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const armMaterial = new THREE.MeshLambertMaterial({ color: color }); |
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const armRightMesh = new THREE.Mesh(armGeometry, armMaterial); |
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armRightMesh.position.set(0, 3, 0); |
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armRightGroup.add(armRightMesh); |
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armRightGroup.position.set(3, 7, 0); |
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armRightGroup.rotation.z = -Math.PI / 4; |
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playerGroup.add(armRightGroup); |
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playerGroup.userData.armRight = armRightGroup; |
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const weaponGeometry = new THREE.BoxGeometry(1, 1, 5); |
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const weaponMaterial = new THREE.MeshLambertMaterial({ color: 0x888888 }); |
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const weapon = new THREE.Mesh(weaponGeometry, weaponMaterial); |
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weapon.position.set(0, 3, 2.5); |
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armRightGroup.add(weapon); |
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playerGroup.userData.weapon = weapon; |
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const armLeft = new THREE.Mesh(armGeometry, armMaterial); |
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armLeft.position.set(-3, 7, 0); |
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armLeft.rotation.z = Math.PI / 4; |
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playerGroup.add(armLeft); |
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const legGeometry = new THREE.CylinderGeometry(1.5, 1.5, 4, 8); |
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const legMaterial = new THREE.MeshLambertMaterial({ color: 0x000000 }); |
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const legLeft = new THREE.Mesh(legGeometry, legMaterial); |
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legLeft.position.set(-1.5, 2, 0); |
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playerGroup.add(legLeft); |
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|
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const legRight = new THREE.Mesh(legGeometry, legMaterial); |
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legRight.position.set(1.5, 2, 0); |
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playerGroup.add(legRight); |
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|
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playerGroup.position.set(x, y, z); |
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playerGroup.userData.health = MAX_HEALTH; |
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playerGroup.userData.isPlayer = true; |
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playerGroup.userData.incapacitated = false; |
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playerGroup.userData.isAttacking = false; |
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playerGroup.userData.attackBoost = 0; |
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playerGroup.userData.magicBoost = 0; |
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playerGroup.userData.armorBoost = 0; |
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return playerGroup; |
|
} |
|
|
|
function createEnemy(color, x, y, z) { |
|
const enemyGroup = new THREE.Group(); |
|
|
|
|
|
const bodyGeometry = new THREE.BoxGeometry(6, 6, 6); |
|
const bodyMaterial = new THREE.MeshLambertMaterial({ color: color }); |
|
const body = new THREE.Mesh(bodyGeometry, bodyMaterial); |
|
body.position.y = 3; |
|
enemyGroup.add(body); |
|
|
|
|
|
const headGeometry = new THREE.OctahedronGeometry(3); |
|
const headMaterial = new THREE.MeshLambertMaterial({ color: 0x888888 }); |
|
const head = new THREE.Mesh(headGeometry, headMaterial); |
|
head.position.y = 8; |
|
enemyGroup.add(head); |
|
|
|
|
|
const eyeGeometry = new THREE.SphereGeometry(0.8, 8, 8); |
|
const eyeMaterial = new THREE.MeshBasicMaterial({ color: 0xff0000 }); |
|
const eyeLeft = new THREE.Mesh(eyeGeometry, eyeMaterial); |
|
eyeLeft.position.set(-1.5, 9, 2.5); |
|
head.add(eyeLeft); |
|
const eyeRight = new THREE.Mesh(eyeGeometry, eyeMaterial); |
|
eyeRight.position.set(1.5, 9, 2.5); |
|
head.add(eyeRight); |
|
|
|
|
|
const legGeometry = new THREE.CylinderGeometry(0.8, 0.8, 4, 8); |
|
const legMaterial = new THREE.MeshLambertMaterial({ color: 0x555555 }); |
|
const legFrontLeft = new THREE.Mesh(legGeometry, legMaterial); |
|
legFrontLeft.position.set(-2, 0, -2); |
|
enemyGroup.add(legFrontLeft); |
|
const legFrontRight = new THREE.Mesh(legGeometry, legMaterial); |
|
legFrontRight.position.set(2, 0, -2); |
|
enemyGroup.add(legFrontRight); |
|
const legBackLeft = new THREE.Mesh(legGeometry, legMaterial); |
|
legBackLeft.position.set(-2, 0, 2); |
|
enemyGroup.add(legBackLeft); |
|
const legBackRight = new THREE.Mesh(legGeometry, legMaterial); |
|
legBackRight.position.set(2, 0, 2); |
|
enemyGroup.add(legBackRight); |
|
|
|
|
|
const antennaGeometry = new THREE.CylinderGeometry(0.3, 0.3, 3, 8); |
|
const antennaMaterial = new THREE.MeshLambertMaterial({ color: 0xaaaaaa }); |
|
const antennaLeft = new THREE.Mesh(antennaGeometry, antennaMaterial); |
|
antennaLeft.position.set(-1.5, 11, 0); |
|
antennaLeft.rotation.x = Math.PI / 4; |
|
enemyGroup.add(antennaLeft); |
|
const antennaRight = new THREE.Mesh(antennaGeometry, antennaMaterial); |
|
antennaRight.position.set(1.5, 11, 0); |
|
antennaRight.rotation.x = -Math.PI / 4; |
|
enemyGroup.add(antennaRight); |
|
|
|
|
|
enemyGroup.position.set(x, y, z); |
|
enemyGroup.userData.health = 50; |
|
enemyGroup.userData.isEnemy = true; |
|
return enemyGroup; |
|
} |
|
|
|
function createMovableBlock(color, x, y, z) { |
|
const geometry = new THREE.DodecahedronGeometry(6); |
|
const material = new THREE.MeshLambertMaterial({ color: color }); |
|
const block = new THREE.Mesh(geometry, material); |
|
block.position.set(x, y + 6, z); |
|
block.userData.isMovable = true; |
|
return block; |
|
} |
|
|
|
function createPressurePlate(color, x, y, z) { |
|
const geometry = new THREE.TorusGeometry(4, 1, 8, 32); |
|
const material = new THREE.MeshLambertMaterial({ color: color }); |
|
const plate = new THREE.Mesh(geometry, material); |
|
plate.rotation.x = Math.PI / 2; |
|
plate.position.set(x, y + 0.5, z); |
|
plate.userData.isPressurePlate = true; |
|
return plate; |
|
} |
|
|
|
function createWall(color, x, y, z) { |
|
|
|
const wallGroup = new THREE.Group(); |
|
const segmentGeometry = new THREE.BoxGeometry(5, 15, 5); |
|
const segmentMaterial = new THREE.MeshLambertMaterial({ color: color }); |
|
|
|
for (let i = -2; i <= 2; i++) { |
|
const segment = new THREE.Mesh(segmentGeometry, segmentMaterial); |
|
segment.position.set(i * 6, 7.5, 0); |
|
wallGroup.add(segment); |
|
} |
|
wallGroup.position.set(x, y, z); |
|
wallGroup.userData.isWall = true; |
|
return wallGroup; |
|
} |
|
|
|
function createPowerup(type, x, y, z) { |
|
let geometry; |
|
let material; |
|
let powerupMesh; |
|
|
|
switch (type) { |
|
case 'health': |
|
geometry = new THREE.SphereGeometry(3, 16, 16); |
|
material = new THREE.MeshLambertMaterial({ color: 0xff0000 }); |
|
powerupMesh = new THREE.Mesh(geometry, material); |
|
break; |
|
case 'attack': |
|
geometry = new THREE.ConeGeometry(3, 6, 8); |
|
material = new THREE.MeshLambertMaterial({ color: 0x00ffff }); |
|
powerupMesh = new THREE.Mesh(geometry, material); |
|
powerupMesh.rotation.x = Math.PI / 2; |
|
break; |
|
case 'magic': |
|
geometry = new THREE.TetrahedronGeometry(4); |
|
material = new THREE.MeshLambertMaterial({ color: 0x8A2BE2 }); |
|
powerupMesh = new THREE.Mesh(geometry, material); |
|
break; |
|
case 'armor': |
|
geometry = new THREE.BoxGeometry(5, 5, 5); |
|
material = new THREE.MeshLambertMaterial({ color: 0x708090 }); |
|
powerupMesh = new THREE.Mesh(geometry, material); |
|
break; |
|
default: |
|
geometry = new THREE.BoxGeometry(4, 4, 4); |
|
material = new THREE.MeshLambertMaterial({ color: 0xcccccc }); |
|
powerupMesh = new THREE.Mesh(geometry, material); |
|
break; |
|
} |
|
|
|
powerupMesh.position.set(x, y + (geometry.parameters.height ? geometry.parameters.height / 2 : 2), z); |
|
powerupMesh.userData.isPowerup = true; |
|
powerupMesh.userData.type = type; |
|
return powerupMesh; |
|
} |
|
|
|
function createExplosionParticles(position, color) { |
|
const particleCount = 50; |
|
const positions = new Float32Array(particleCount * 3); |
|
const colors = new Float32Array(particleCount * 3); |
|
const sizes = new Float32Array(particleCount); |
|
|
|
const pColor = new THREE.Color(color); |
|
|
|
for (let i = 0; i < particleCount; i++) { |
|
|
|
positions[i * 3] = position.x + (Math.random() - 0.5) * 10; |
|
positions[i * 3 + 1] = position.y + (Math.random() - 0.5) * 10 + 5; |
|
positions[i * 3 + 2] = position.z + (Math.random() - 0.5) * 10; |
|
|
|
colors[i * 3] = pColor.r; |
|
colors[i * 3 + 1] = pColor.g; |
|
colors[i * 3 + 2] = pColor.b; |
|
|
|
sizes[i] = Math.random() * 2 + 1; |
|
} |
|
|
|
const geometry = new THREE.BufferGeometry(); |
|
geometry.setAttribute('position', new THREE.BufferAttribute(positions, 3)); |
|
geometry.setAttribute('color', new THREE.BufferAttribute(colors, 3)); |
|
geometry.setAttribute('size', new THREE.BufferAttribute(sizes, 1)); |
|
|
|
const material = new THREE.PointsMaterial({ |
|
size: 1, |
|
vertexColors: true, |
|
transparent: true, |
|
opacity: 1, |
|
blending: THREE.AdditiveBlending, |
|
sizeAttenuation: true |
|
}); |
|
|
|
const particles = new THREE.Points(geometry, material); |
|
particles.userData.spawnTime = Date.now(); |
|
particles.userData.lifespan = PARTICLE_LIFESPAN; |
|
particles.userData.velocity = []; |
|
for (let i = 0; i < particleCount; i++) { |
|
particles.userData.velocity.push( |
|
new THREE.Vector3((Math.random() - 0.5) * 0.5, Math.random() * 0.5 + 0.1, (Math.random() - 0.5) * 0.5) |
|
); |
|
} |
|
scene.add(particles); |
|
activeExplosions.push(particles); |
|
} |
|
|
|
function createShieldHealingParticles(position) { |
|
const particleCount = 5; |
|
const positions = new Float32Array(particleCount * 3); |
|
const colors = new Float32Array(particleCount * 3); |
|
const sizes = new Float32Array(particleCount); |
|
|
|
const pColor = new THREE.Color(0x00ff00); |
|
|
|
for (let i = 0; i < particleCount; i++) { |
|
positions[i * 3] = position.x + (Math.random() - 0.5) * 5; |
|
positions[i * 3 + 1] = position.y + (Math.random() - 0.5) * 5 + 5; |
|
positions[i * 3 + 2] = position.z + (Math.random() - 0.5) * 5; |
|
|
|
colors[i * 3] = pColor.r; |
|
colors[i * 3 + 1] = pColor.g; |
|
colors[i * 3 + 2] = pColor.b; |
|
|
|
sizes[i] = Math.random() * 1 + 0.5; |
|
} |
|
|
|
const geometry = new THREE.BufferGeometry(); |
|
geometry.setAttribute('position', new THREE.BufferAttribute(positions, 3)); |
|
geometry.setAttribute('color', new THREE.BufferAttribute(colors, 3)); |
|
geometry.setAttribute('size', new THREE.BufferAttribute(sizes, 1)); |
|
|
|
const material = new THREE.PointsMaterial({ |
|
size: 1, |
|
vertexColors: true, |
|
transparent: true, |
|
opacity: 0.8, |
|
blending: THREE.AdditiveBlending, |
|
sizeAttenuation: true |
|
}); |
|
|
|
const particles = new THREE.Points(geometry, material); |
|
particles.userData.spawnTime = Date.now(); |
|
particles.userData.lifespan = PARTICLE_LIFESPAN; |
|
particles.userData.velocity = []; |
|
for (let i = 0; i < particleCount; i++) { |
|
particles.userData.velocity.push( |
|
new THREE.Vector3(0, Math.random() * 0.2 + 0.05, 0) |
|
); |
|
} |
|
scene.add(particles); |
|
activeShieldParticles.push(particles); |
|
} |
|
|
|
|
|
|
|
|
|
function onWindowResize() { |
|
const canvas = document.getElementById('gameCanvas'); |
|
const newWidth = canvas.clientWidth; |
|
const newHeight = canvas.clientHeight; |
|
|
|
console.log('Resizing - Canvas Width:', newWidth, 'Canvas Height:', newHeight); |
|
|
|
if (newWidth > 0 && newHeight > 0) { |
|
const aspect = newWidth / newHeight; |
|
const frustumSize = 120; |
|
|
|
camera.left = frustumSize * aspect / -2; |
|
camera.right = frustumSize * aspect / 2; |
|
camera.top = frustumSize / 2; |
|
camera.bottom = frustumSize / -2; |
|
camera.updateProjectionMatrix(); |
|
|
|
renderer.setSize(newWidth, newHeight); |
|
} |
|
} |
|
|
|
function onKeyDown(event) { |
|
switch (event.key) { |
|
case 'w': keys.w = true; break; case 'a': keys.a = true; break; |
|
case 's': keys.s = true; break; case 'd': keys.d = true; break; |
|
case 'e': keys.e = true; break; |
|
|
|
case 'i': keys.i = true; break; case 'j': keys.j = true; break; |
|
case 'k': keys.k = true; break; case 'l': keys.l = true; break; |
|
case 'u': keys.u = true; break; |
|
} |
|
} |
|
|
|
function onKeyUp(event) { |
|
switch (event.key) { |
|
case 'w': keys.w = false; break; case 'a': keys.a = false; break; |
|
case 's': keys.s = false; break; case 'd': keys.d = false; break; |
|
case 'e': keys.e = false; break; |
|
|
|
case 'i': keys.i = false; break; case 'j': keys.j = false; break; |
|
case 'k': keys.k = false; break; case 'l': keys.l = false; break; |
|
case 'u': keys.u = false; break; |
|
} |
|
} |
|
|
|
function updatePlayerMovement(player, deltaX, deltaZ) { |
|
if (player.userData.incapacitated) return; |
|
|
|
const newX = player.position.x + deltaX; |
|
const newZ = player.position.z + deltaZ; |
|
|
|
const boundary = 70; |
|
if (Math.abs(newX) < boundary && Math.abs(newZ) < boundary) { |
|
player.position.x = newX; |
|
player.position.z = newZ; |
|
} |
|
} |
|
|
|
function handlePlayerActions() { |
|
const currentTime = Date.now(); |
|
|
|
|
|
if (keys.e && !player1Incapacitated) { |
|
if (player2Incapacitated && player1.position.distanceTo(player2.position) < 10) { |
|
player2Incapacitated = false; |
|
player2Health = Math.min(MAX_HEALTH, player2Health + MAX_HEALTH / 2); |
|
updateUI(); |
|
showMessage("Player 1 revived Player 2!"); |
|
} else if (!player1.userData.isAttacking && currentTime - player1LastAttackTime > ATTACK_COOLDOWN) { |
|
player1.userData.isAttacking = true; |
|
player1.userData.attackStartTime = currentTime; |
|
player1LastAttackTime = currentTime; |
|
} |
|
} |
|
|
|
|
|
if (keys.u && !player2Incapacitated) { |
|
if (player1Incapacitated && player2.position.distanceTo(player1.position) < 10) { |
|
player1Incapacitated = false; |
|
player1Health = Math.min(MAX_HEALTH, player1Health + MAX_HEALTH / 2); |
|
updateUI(); |
|
showMessage("Player 2 revived Player 1!"); |
|
} else if (!player2.userData.isAttacking && currentTime - player2LastAttackTime > ATTACK_COOLDOWN) { |
|
player2.userData.isAttacking = true; |
|
player2.userData.attackStartTime = currentTime; |
|
player2LastAttackTime = currentTime; |
|
} |
|
} |
|
} |
|
|
|
function animatePlayerAttack(player) { |
|
if (!player.userData.isAttacking) return; |
|
|
|
const currentTime = Date.now(); |
|
const elapsedTime = currentTime - player.userData.attackStartTime; |
|
const progress = Math.min(1, elapsedTime / ATTACK_DURATION); |
|
|
|
const startAngle = -Math.PI / 4; |
|
const endAngle = Math.PI * 3 / 4; |
|
|
|
if (progress < 0.5) { |
|
player.userData.armRight.rotation.z = startAngle + (endAngle - startAngle) * (progress * 2); |
|
} else { |
|
player.userData.armRight.rotation.z = endAngle - (endAngle - startAngle) * ((progress - 0.5) * 2); |
|
} |
|
|
|
if (progress >= 0.25 && progress <= 0.75 && !player.userData.damageDealtThisSwing) { |
|
let currentAttackRange = BASE_ATTACK_RANGE; |
|
if (isShieldActive) { |
|
currentAttackRange += COOP_ATTACK_RANGE_BOOST; |
|
} |
|
if (player.userData.magicBoost > currentTime) { |
|
currentAttackRange *= 1.5; |
|
} |
|
|
|
enemies.forEach(enemy => { |
|
if (enemy.userData.health > 0 && player.position.distanceTo(enemy.position) < currentAttackRange) { |
|
|
|
const otherPlayer = (player === player1) ? player2 : player1; |
|
const otherPlayerLastAttackTime = (player === player1) ? player2LastAttackTime : player1LastAttackTime; |
|
|
|
if (isShieldActive && otherPlayer.userData.isAttacking && (currentTime - otherPlayerLastAttackTime < COOP_ATTACK_WINDOW)) { |
|
showMessage("Combined Attack! Monster Instantly Defeated!"); |
|
enemy.userData.health = 0; |
|
} else { |
|
showMessage("Monster Instantly Defeated!"); |
|
enemy.userData.health = 0; |
|
} |
|
|
|
if (enemy.userData.health <= 0) { |
|
scene.remove(enemy); |
|
createExplosionParticles(enemy.position, 0xffa500); |
|
if (player === player1) player1KOs++; |
|
else player2KOs++; |
|
totalScore += scorePerEnemy; |
|
enemiesDefeatedInWave++; |
|
checkWaveCompletion(); |
|
} |
|
updateUI(); |
|
} |
|
}); |
|
player.userData.damageDealtThisSwing = true; |
|
} |
|
|
|
if (progress >= 1) { |
|
player.userData.isAttacking = false; |
|
player.userData.armRight.rotation.z = startAngle; |
|
player.userData.damageDealtThisSwing = false; |
|
} |
|
} |
|
|
|
function updateEnemyLogic() { |
|
enemies.forEach(enemy => { |
|
if (enemy.userData.health <= 0) return; |
|
|
|
let targetPlayer = null; |
|
const distToP1 = enemy.position.distanceTo(player1.position); |
|
const distToP2 = enemy.position.distanceTo(player2.position); |
|
|
|
if (!player1Incapacitated && !player2Incapacitated) { |
|
targetPlayer = (distToP1 < distToP2) ? player1 : player2; |
|
} else if (!player1Incapacitated) { |
|
targetPlayer = player1; |
|
} else if (!player2Incapacitated) { |
|
targetPlayer = player2; |
|
} else { |
|
return; |
|
} |
|
|
|
if (targetPlayer) { |
|
const direction = new THREE.Vector3().subVectors(targetPlayer.position, enemy.position).normalize(); |
|
enemy.position.addScaledVector(direction, ENEMY_SPEED); |
|
|
|
if (enemy.position.distanceTo(targetPlayer.position) < 8) { |
|
let damage = 0.5; |
|
if (isShieldActive) { |
|
damage *= 0.1; |
|
} |
|
if (targetPlayer.userData.armorBoost > Date.now()) { |
|
damage *= 0.5; |
|
} |
|
|
|
if (targetPlayer === player1 && !player1Incapacitated) { |
|
player1Health -= damage; |
|
if (player1Health <= 0) { |
|
player1Health = 0; |
|
player1Incapacitated = true; |
|
showMessage("Player 1 incapacitated! Player 2, revive them or reset!"); |
|
} |
|
} else if (targetPlayer === player2 && !player2Incapacitated) { |
|
player2Health -= damage; |
|
if (player2Health <= 0) { |
|
player2Health = 0; |
|
player2Incapacitated = true; |
|
showMessage("Player 2 incapacitated! Player 1, revive them or reset!"); |
|
} |
|
} |
|
updateUI(); |
|
} |
|
} |
|
}); |
|
} |
|
|
|
function handleMovableBlock() { |
|
|
|
const players = [player1, player2]; |
|
players.forEach(player => { |
|
if (player.userData.incapacitated) return; |
|
const distToBlock = player.position.distanceTo(movableBlock.position); |
|
if (distToBlock < 10) { |
|
const direction = new THREE.Vector3().subVectors(movableBlock.position, player.position).normalize(); |
|
movableBlock.position.addScaledVector(direction, PLAYER_SPEED * 0.5); |
|
|
|
const blockBoundary = 60; |
|
movableBlock.position.x = Math.max(-blockBoundary, Math.min(blockBoundary, movableBlock.position.x)); |
|
movableBlock.position.z = Math.max(-blockBoundary, Math.min(blockBoundary, movableBlock.position.z)); |
|
} |
|
}); |
|
|
|
const distanceToPlate = movableBlock.position.distanceTo(pressurePlate.position); |
|
if (distanceToPlate < 5 && !pressurePlateActivated) { |
|
pressurePlateActivated = true; |
|
scene.remove(wallToOpen); |
|
showMessage("A path has opened!"); |
|
} else if (distanceToPlate >= 5 && pressurePlateActivated) { |
|
|
|
|
|
|
|
|
|
|
|
} |
|
} |
|
|
|
function checkPowerupCollisions() { |
|
const currentTime = Date.now(); |
|
const players = [player1, player2]; |
|
|
|
for (let i = powerups.length - 1; i >= 0; i--) { |
|
const powerup = powerups[i]; |
|
powerup.rotation.y += 0.02; |
|
|
|
players.forEach(player => { |
|
if (player.position.distanceTo(powerup.position) < 5) { |
|
switch (powerup.userData.type) { |
|
case 'health': |
|
if (player === player1) player1Health = Math.min(MAX_HEALTH, player1Health + 30); |
|
else player2Health = Math.min(MAX_HEALTH, player2Health + 30); |
|
showMessage(`${player === player1 ? 'Player 1' : 'Player 2'} picked up Health!`); |
|
break; |
|
case 'attack': |
|
player.userData.attackBoost = currentTime + POWERUP_DURATION; |
|
showMessage(`${player === player1 ? 'Player 1' : 'Player 2'} picked up Attack Boost!`); |
|
break; |
|
case 'magic': |
|
player.userData.magicBoost = currentTime + POWERUP_DURATION; |
|
showMessage(`${player === player1 ? 'Player 1' : 'Player 2'} picked up Magic Boost!`); |
|
break; |
|
case 'armor': |
|
player.userData.armorBoost = currentTime + POWERUP_DURATION; |
|
showMessage(`${player === player1 ? 'Player 1' : 'Player 2'} picked up Armor Boost!`); |
|
break; |
|
} |
|
scene.remove(powerup); |
|
powerups.splice(i, 1); |
|
updateUI(); |
|
} |
|
}); |
|
} |
|
|
|
|
|
players.forEach(player => { |
|
if (player.userData.attackBoost > 0 && currentTime > player.userData.attackBoost) { |
|
player.userData.attackBoost = 0; |
|
showMessage(`${player === player1 ? 'Player 1' : 'Player 2'}'s Attack Boost expired!`); |
|
} |
|
if (player.userData.magicBoost > 0 && currentTime > player.userData.magicBoost) { |
|
player.userData.magicBoost = 0; |
|
showMessage(`${player === player1 ? 'Player 1' : 'Player 2'}'s Magic Boost expired!`); |
|
} |
|
if (player.userData.armorBoost > 0 && currentTime > player.userData.armorBoost) { |
|
player.userData.armorBoost = 0; |
|
showMessage(`${player === player1 ? 'Player 1' : 'Player 2'}'s Armor Boost expired!`); |
|
} |
|
}); |
|
} |
|
|
|
function updateCoopShield() { |
|
const distanceBetweenPlayers = player1.position.distanceTo(player2.position); |
|
const wasShieldActive = isShieldActive; |
|
|
|
if (distanceBetweenPlayers < SHIELD_RANGE && !player1Incapacitated && !player2Incapacitated) { |
|
isShieldActive = true; |
|
shieldVisual.position.copy(player1.position).lerp(player2.position, 0.5); |
|
shieldVisual.visible = true; |
|
|
|
|
|
if (Math.random() < 0.1) { |
|
createShieldHealingParticles(player1.position); |
|
createShieldHealingParticles(player2.position); |
|
} |
|
|
|
if (!wasShieldActive) { |
|
showMessage("Co-op Shield Activated!"); |
|
} |
|
} else { |
|
isShieldActive = false; |
|
shieldVisual.visible = false; |
|
if (wasShieldActive) { |
|
showMessage("Co-op Shield Deactivated."); |
|
} |
|
} |
|
} |
|
|
|
function updateParticleSystems() { |
|
const currentTime = Date.now(); |
|
|
|
|
|
for (let i = activeExplosions.length - 1; i >= 0; i--) { |
|
const particles = activeExplosions[i]; |
|
const elapsedTime = currentTime - particles.userData.spawnTime; |
|
const progress = elapsedTime / particles.userData.lifespan; |
|
|
|
if (progress >= 1) { |
|
scene.remove(particles); |
|
activeExplosions.splice(i, 1); |
|
continue; |
|
} |
|
|
|
|
|
const positions = particles.geometry.attributes.position.array; |
|
const sizes = particles.geometry.attributes.size.array; |
|
const velocities = particles.userData.velocity; |
|
const material = particles.material; |
|
|
|
material.opacity = 1 - progress; |
|
|
|
for (let j = 0; j < positions.length / 3; j++) { |
|
positions[j * 3] += velocities[j].x; |
|
positions[j * 3 + 1] += velocities[j].y; |
|
positions[j * 3 + 2] += velocities[j].z; |
|
|
|
sizes[j] = (1 - progress) * (particles.userData.initialSizes ? particles.userData.initialSizes[j] : sizes[j]); |
|
} |
|
particles.geometry.attributes.position.needsUpdate = true; |
|
particles.geometry.attributes.size.needsUpdate = true; |
|
} |
|
|
|
|
|
for (let i = activeShieldParticles.length - 1; i >= 0; i--) { |
|
const particles = activeShieldParticles[i]; |
|
const elapsedTime = currentTime - particles.userData.spawnTime; |
|
const progress = elapsedTime / particles.userData.lifespan; |
|
|
|
if (progress >= 1) { |
|
scene.remove(particles); |
|
activeShieldParticles.splice(i, 1); |
|
continue; |
|
} |
|
|
|
const positions = particles.geometry.attributes.position.array; |
|
const velocities = particles.userData.velocity; |
|
const material = particles.material; |
|
|
|
material.opacity = 1 - progress; |
|
|
|
for (let j = 0; j < positions.length / 3; j++) { |
|
positions[j * 3] += velocities[j].x; |
|
positions[j * 3 + 1] += velocities[j].y; |
|
positions[j * 3 + 2] += velocities[j].z; |
|
} |
|
particles.geometry.attributes.position.needsUpdate = true; |
|
} |
|
} |
|
|
|
|
|
function updateUI() { |
|
player1LifeSpan.textContent = Math.max(0, Math.floor(player1Health)); |
|
player2LifeSpan.textContent = Math.max(0, Math.floor(player2Health)); |
|
|
|
document.getElementById('player1KOs').textContent = totalScore; |
|
document.getElementById('player2KOs').textContent = `Wave: ${currentWave}`; |
|
|
|
|
|
player1HealthBar.style.width = `${(player1Health / MAX_HEALTH) * 100}%`; |
|
player2HealthBar.style.width = `${(player2Health / MAX_HEALTH) * 100}%`; |
|
|
|
player1.visible = !player1Incapacitated; |
|
player2.visible = !player2Incapacitated; |
|
|
|
if (player1Incapacitated && player2Incapacitated) { |
|
showMessage("Game Over! Both players incapacitated. Press Reset to restart."); |
|
|
|
return; |
|
} |
|
} |
|
|
|
function resetGame() { |
|
player1Health = MAX_HEALTH; |
|
player2Health = MAX_HEALTH; |
|
player1KOs = 0; |
|
player2KOs = 0; |
|
totalScore = 0; |
|
currentWave = 1; |
|
player1Incapacitated = false; |
|
player2Incapacitated = false; |
|
pressurePlateActivated = false; |
|
isShieldActive = false; |
|
|
|
player1.position.set(-20, 0, 0); |
|
player2.position.set(20, 0, 0); |
|
player1.userData.isAttacking = false; |
|
player2.userData.isAttacking = false; |
|
player1.userData.attackBoost = 0; |
|
player2.userData.attackBoost = 0; |
|
player1.userData.magicBoost = 0; |
|
player2.userData.magicBoost = 0; |
|
player1.userData.armorBoost = 0; |
|
player2.userData.armorBoost = 0; |
|
player1.userData.armRight.rotation.z = -Math.PI / 4; |
|
player2.userData.armRight.rotation.z = -Math.PI / 4; |
|
|
|
enemies.forEach(enemy => scene.remove(enemy)); |
|
enemies = []; |
|
powerups.forEach(powerup => scene.remove(powerup)); |
|
powerups = []; |
|
activeExplosions.forEach(p => scene.remove(p)); |
|
activeExplosions = []; |
|
activeShieldParticles.forEach(p => scene.remove(p)); |
|
activeShieldParticles = []; |
|
|
|
|
|
if (movableBlock && movableBlock.parent) scene.remove(movableBlock); |
|
if (pressurePlate && pressurePlate.parent) scene.remove(pressurePlate); |
|
if (wallToOpen && wallToOpen.parent) scene.remove(wallToOpen); |
|
|
|
|
|
movableBlock = createMovableBlock(0xffff00, -10, 0, -10); |
|
scene.add(movableBlock); |
|
pressurePlate = createPressurePlate(0x888888, 10, 0, -10); |
|
scene.add(pressurePlate); |
|
wallToOpen = createWall(0x663300, 10, 0, -20); |
|
scene.add(wallToOpen); |
|
pressurePlateActivated = false; |
|
|
|
powerups.push(createPowerup('health', -40, 0, 40)); |
|
powerups.push(createPowerup('attack', 40, 0, 40)); |
|
powerups.push(createPowerup('magic', -40, 0, -40)); |
|
powerups.push(createPowerup('armor', 40, 0, -40)); |
|
powerups.push(createPowerup('health', 0, 0, 0)); |
|
powerups.forEach(powerup => scene.add(powerup)); |
|
|
|
shieldVisual.visible = false; |
|
|
|
spawnEnemiesForWave(currentWave); |
|
updateUI(); |
|
} |
|
|
|
|
|
function animate() { |
|
requestAnimationFrame(animate); |
|
|
|
|
|
if (!(player1Incapacitated && player2Incapacitated)) { |
|
if (keys.w) updatePlayerMovement(player1, 0, -PLAYER_SPEED); |
|
if (keys.s) updatePlayerMovement(player1, 0, PLAYER_SPEED); |
|
if (keys.a) updatePlayerMovement(player1, -PLAYER_SPEED, 0); |
|
if (keys.d) updatePlayerMovement(player1, PLAYER_SPEED, 0); |
|
|
|
if (keys.i) updatePlayerMovement(player2, 0, -PLAYER_SPEED); |
|
if (keys.k) updatePlayerMovement(player2, 0, PLAYER_SPEED); |
|
if (keys.j) updatePlayerMovement(player2, -PLAYER_SPEED, 0); |
|
if (keys.l) updatePlayerMovement(player2, PLAYER_SPEED); |
|
|
|
handlePlayerActions(); |
|
animatePlayerAttack(player1); |
|
animatePlayerAttack(player2); |
|
updateEnemyLogic(); |
|
handleMovableBlock(); |
|
checkPowerupCollisions(); |
|
updateCoopShield(); |
|
} |
|
updateParticleSystems(); |
|
updateUI(); |
|
|
|
renderer.render(scene, camera); |
|
} |
|
</script> |
|
</body> |
|
</html> |
|
|