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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>3D Card Game with Physics</title>
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<style>
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body { margin: 0; }
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canvas { display: block; }
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</style>
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<script src="https://cdn.jsdelivr.net/npm/three@0.132.2/build/three.min.js"></script>
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<script src="https://cdnjs.cloudflare.com/ajax/libs/cannon.js/0.6.2/cannon.min.js"></script>
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</head>
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<body>
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<canvas id="gameCanvas"></canvas>
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<script>
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var scene = new THREE.Scene();
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var camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
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camera.position.set(0, 30, 100);
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var renderer = new THREE.WebGLRenderer({ canvas: document.getElementById('gameCanvas') });
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renderer.setSize(window.innerWidth, window.innerHeight);
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// Physics world setup
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var world = new CANNON.World();
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world.gravity.set(0, -9.82, 0); // Apply gravity in the negative y direction
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// Lighting
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var ambientLight = new THREE.AmbientLight(0x404040); // Soft white light
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scene.add(ambientLight);
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var directionalLight = new THREE.DirectionalLight(0xffffff, 0.5);
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directionalLight.position.set(0, 1, 1);
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scene.add(directionalLight);
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// Table surface with physics
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var tableGeometry = new THREE.BoxGeometry(100, 1, 100);
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var tableMaterial = new THREE.MeshLambertMaterial({ color: 0x8B4513 }); // Brown color for the table
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var table = new THREE.Mesh(tableGeometry, tableMaterial);
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table.position.set(0, -0.5, 0); // Adjust position to align with the physics body
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scene.add(table);
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// Create physics body for the table
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var tableShape = new CANNON.Box(new CANNON.Vec3(50, 0.5, 50)); // Half extents match the Three.js geometry
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var tableBody = new CANNON.Body({
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mass: 0, // Mass of 0 makes the body static
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position: new CANNON.Vec3(0, -0.5, 0), // Match the position of the Three.js mesh
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shape: tableShape
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});
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world.addBody(tableBody);
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// Card geometry and material
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var cardGeometry = new THREE.BoxGeometry(5, 0.1, 7); // Generic card size
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var cards = [];
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var cardBodies = []; // For physics bodies
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// Generate colors for cards
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var colors = [];
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for (let i = 0; i < 52; i++) {
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colors.push(Math.random() * 0xffffff); // Generate random color
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}
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// Shuffle colors
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function shuffleArray(array) {
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for (let i = array.length - 1; i > 0; i--) {
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const j = Math.floor(Math.random() * (i + 1));
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[array[i], array[j]] = [array[j], array[i]]; // Swap
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}
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}
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shuffleArray(colors); // Shuffle the colors array to simulate shuffling cards
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// Card creation with physics and color based on shuffle
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function addCard(x, y, z, colorIndex) {
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var cardMaterial = new THREE.MeshLambertMaterial({ color: colors[colorIndex] });
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var card = new THREE.Mesh(cardGeometry, cardMaterial);
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card.position.set(x, y, z);
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scene.add(card);
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cards.push(card);
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// Physics for card
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var cardShape = new CANNON.Box(new CANNON.Vec3(2.5, 0.05, 3.5));
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var cardBody = new CANNON.Body({ mass: 0.1 });
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cardBody.addShape(cardShape);
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cardBody.position.set(x, y, z);
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world.addBody(cardBody);
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cardBodies.push(cardBody);
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}
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// Create a stack of cards
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for (let i = 0; i < 52; i++) {
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addCard(0, i * 0.2 + 1, 0, i); // Position cards in a stack
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}
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function animate() {
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requestAnimationFrame(animate);
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// Update physics world
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world.step(1 / 60);
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// Sync Three.js objects with physics objects
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for (let i = 0; i < cardBodies.length; i++) {
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cards[i].position.copy(cardBodies[i].position);
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cards[i].quaternion.copy(cardBodies[i].quaternion);
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}
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renderer.render(scene, camera);
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}
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animate();
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</script>
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</body>
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</html>
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