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<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>Advanced A-Frame 3D Space Shooter Game</title>
<script src="https://cdnjs.cloudflare.com/ajax/libs/aframe/1.2.0/aframe.min.js"></script>
</head>
<body>
<a-scene fog="type: linear; color: #87CEEB; near: 0; far: 50">
<a-assets>
<a-asset-item id="model1" src="1.obj"></a-asset-item>
<a-asset-item id="model2" src="2.obj"></a-asset-item>
<a-asset-item id="model3" src="3.obj"></a-asset-item>
<a-asset-item id="model4" src="4.obj"></a-asset-item>
<a-asset-item id="model5" src="5.obj"></a-asset-item>
<a-asset-item id="model6" src="6.obj"></a-asset-item>
<a-asset-item id="model7" src="7.obj"></a-asset-item>
<a-asset-item id="model8" src="8.obj"></a-asset-item>
<a-asset-item id="model9" src="9.obj"></a-asset-item>
<a-asset-item id="model10" src="10.obj"></a-asset-item>
</a-assets>
<a-sky color="#87CEEB"></a-sky>
<a-entity id="player" position="0 1.6 0">
<a-entity camera look-controls wasd-controls>
<a-entity id="cursor" cursor="fuse: false;" position="0 0 -1"
geometry="primitive: ring; radiusInner: 0.02; radiusOuter: 0.03"
material="color: white; shader: flat"
raycaster="objects: .enemy, .spawner"></a-entity>
</a-entity>
</a-entity>
<a-entity id="scoreBar" position="-2 3 -5">
<a-box width="2" height="0.2" depth="0.1" color="#444444"></a-box>
<a-box id="scoreIndicator" width="2" height="0.2" depth="0.1" color="#FFA500" scale="0 1 1"></a-box>
<a-text value="Score" position="0 -0.3 0" align="center" color="white"></a-text>
</a-entity>
<a-entity id="healthBar" position="2 3 -5">
<a-box width="2" height="0.2" depth="0.1" color="#444444"></a-box>
<a-box id="healthIndicator" width="2" height="0.2" depth="0.1" color="#00FF00" scale="1 1 1"></a-box>
<a-text value="Health" position="0 -0.3 0" align="center" color="white"></a-text>
</a-entity>
<a-entity id="spawnCounter" position="0 3 -5">
<a-text value="Spawn Points: 0" align="center" color="white"></a-text>
</a-entity>
</a-scene>
<script>
(function() {
const scene = document.querySelector('a-scene');
const player = document.querySelector('#player');
const camera = document.querySelector('[camera]');
const cursor = document.querySelector('#cursor');
const scoreIndicator = document.querySelector('#scoreIndicator');
const healthIndicator = document.querySelector('#healthIndicator');
const spawnCounter = document.querySelector('#spawnCounter');
let score = 0, health = 10000, enemies = new Set(), spawners = new Set(), explosionCount = 0;
const maxScore = 1000;
function updateDisplays() {
scoreIndicator.setAttribute('scale', `${Math.min(score / maxScore, 1)} 1 1`);
healthIndicator.setAttribute('scale', `${Math.max(health / 10000, 0)} 1 1`);
spawnCounter.setAttribute('text', `value: Spawn Points: ${spawners.size}`);
}
function createEntity(type, attributes) {
const entity = document.createElement('a-entity');
Object.entries(attributes).forEach(([key, value]) => entity.setAttribute(key, value));
scene.appendChild(entity);
return entity;
}
function generateSpawnerPosition() {
const angle = Math.random() * Math.PI * 2;
const distance = 10 + Math.random() * 10; // Spawn between 10 and 20 units away
return new THREE.Vector3(
Math.cos(angle) * distance,
1.6, // Keep at player's eye level
Math.sin(angle) * distance - 5 // Offset by -5 to spawn in front of scoreboard
);
}
function createSpawner(position = null) {
const modelNumber = Math.floor(Math.random() * 10) + 1;
const spawner = createEntity('spawner', {
class: 'spawner',
'obj-model': `obj: #model${modelNumber}`,
material: {color: '#00FF00', metalness: 0.7, roughness: 0.3},
position: position || generateSpawnerPosition()
});
spawner.health = 100;
spawners.add(spawner);
updateDisplays();
}
function createEnemy(spawnPosition) {
if (enemies.size >= 30) return;
const enemy = createEntity('enemy', {
class: 'enemy',
geometry: {primitive: 'sphere', radius: 0.5},
material: {color: '#FF0000', metalness: 0.7, roughness: 0.3, opacity: 0.5, transparent: true},
position: new THREE.Vector3(
spawnPosition.x + (Math.random() - 0.5) * 2,
1.6, // Keep at player's eye level
spawnPosition.z + (Math.random() - 0.5) * 2
)
});
enemy.appendChild(createEntity('particles', {
'particle-system': {preset: 'dust', particleCount: 100, color: '#FF0000, #FF5500', size: 0.1, dur: 1000, accelerationValue: '0 -9.8 0'}
}));
enemy.creationTime = Date.now();
enemies.add(enemy);
updateDisplays();
}
function fireLaser(source, color, direction, isPlayer = false) {
const sourcePosition = source.object3D.position.clone();
sourcePosition.y = 1.6; // Ensure laser starts at eye level
const laserLength = 100;
const endPosition = sourcePosition.clone().add(direction.multiplyScalar(laserLength));
const laser = createEntity('laser', {
class: 'laser',
geometry: {
primitive: 'cylinder',
radius: isPlayer ? 0.2 : 0.1, // Player lasers are wider
height: laserLength
},
material: {
color: color,
opacity: isPlayer ? 0.5 : 1, // Player lasers are semi-transparent
transparent: isPlayer,
shader: 'flat' // Ensures the laser color is not affected by lighting
},
position: sourcePosition.clone().add(direction.multiplyScalar(laserLength / 2))
});
laser.object3D.lookAt(endPosition);
laser.object3D.rotateX(Math.PI / 2);
laser.setAttribute('animation', {
property: 'scale',
to: '1 0.01 1',
dur: 1000,
easing: 'linear'
});
setTimeout(() => {
scene.removeChild(laser);
}, 1000);
// Check for collisions
const targets = document.querySelectorAll('.enemy, .spawner');
targets.forEach(target => {
const targetPos = target.object3D.position;
if (isPointNearLine(sourcePosition, endPosition, targetPos, 0.5)) {
handleHit(target, targetPos);
}
});
}
function isPointNearLine(lineStart, lineEnd, point, threshold) {
const lineVec = new THREE.Vector3().subVectors(lineEnd, lineStart);
const pointVec = new THREE.Vector3().subVectors(point, lineStart);
const lineLengthSq = lineVec.lengthSq();
const dotProduct = pointVec.dot(lineVec);
const t = Math.max(0, Math.min(1, dotProduct / lineLengthSq));
const projection = lineStart.clone().add(lineVec.multiplyScalar(t));
return point.distanceTo(projection) < threshold;
}
function handleHit(target, position) {
if (target.classList.contains('enemy')) {
createExplosion(position);
scene.removeChild(target);
enemies.delete(target);
score += 10;
health = Math.min(10000, health + 20);
} else if (target.classList.contains('spawner')) {
target.health -= 20;
createExplosion(position);
if (target.health <= 0) {
scene.removeChild(target);
spawners.delete(target);
score += 50;
createSpawner(generateSpawnerPosition());
}
}
updateDisplays();
}
function createExplosion(position) {
const explosion = createEntity('explosion', {position: position});
for (let i = 0; i < 20; i++) {
const particle = createEntity('particle', {
geometry: {primitive: 'sphere', radius: 0.1},
material: {color: '#FFA500'},
position: `${(Math.random() - 0.5) * 2} ${(Math.random() - 0.5) * 2} ${(Math.random() - 0.5) * 2}`
});
particle.setAttribute('animation', {property: 'position', to: `${(Math.random() - 0.5) * 2} ${(Math.random() - 0.5) * 2} ${(Math.random() - 0.5) * 2}`, dur: 1000, easing: 'easeOutQuad'});
particle.setAttribute('animation__opacity', {property: 'material.opacity', from: 1, to: 0, dur: 1000, easing: 'easeOutQuad'});
explosion.appendChild(particle);
}
setTimeout(() => scene.removeChild(explosion), 1000);
explosionCount++;
updateDisplays();
}
function shootFromCamera() {
const direction = new THREE.Vector3(0, 0, -1);
direction.applyQuaternion(camera.object3D.quaternion);
fireLaser(camera, '#FFFF00', direction, true); // Yellow color for player laser
}
function updateGame() {
const now = Date.now();
const cameraPosition = camera.object3D.position;
enemies.forEach(enemy => {
if (now - enemy.creationTime > 20000) {
scene.removeChild(enemy);
enemies.delete(enemy);
} else {
const direction = new THREE.Vector3().subVectors(cameraPosition, enemy.object3D.position).normalize();
enemy.object3D.position.add(direction.multiplyScalar(0.05));
enemy.object3D.position.y = 1.6; // Keep at player's eye level
if (enemy.object3D.position.distanceTo(cameraPosition) < 2) {
createExplosion(enemy.object3D.position);
scene.removeChild(enemy);
enemies.delete(enemy);
health = Math.max(0, health - 50);
}
if (Math.random() < 0.01) {
const enemyDirection = new THREE.Vector3().subVectors(cameraPosition, enemy.object3D.position).normalize();
fireLaser(enemy, '#000000', enemyDirection); // Black color for enemy laser
}
}
});
spawners.forEach(spawner => {
const direction = new THREE.Vector3().subVectors(cameraPosition, spawner.object3D.position).normalize();
spawner.object3D.position.add(direction.multiplyScalar(0.02));
spawner.object3D.position.y = 1.6; // Keep at player's eye level
spawner.object3D.lookAt(cameraPosition);
if (spawner.object3D.position.distanceTo(cameraPosition) < 3) {
createExplosion(spawner.object3D.position);
scene.removeChild(spawner);
spawners.delete(spawner);
health = Math.max(0, health - 100);
}
if (Math.random() < 0.005 && enemies.size < 30) {
createEnemy(spawner.object3D.position);
}
});
while (spawners.size < 5) createSpawner();
updateDisplays();
}
document.addEventListener('keydown', (event) => { if (event.code === 'Space') shootFromCamera(); });
scene.addEventListener('click', shootFromCamera);
updateDisplays();
setInterval(updateGame, 1000 / 60); // 60 FPS update
})();
</script>
</body>
</html> |