nova64 0.2.4 → 0.2.6
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +25 -8
- package/bin/nova64.js +165 -0
- package/dist/assets/console-CY_kygm3.js +14 -0
- package/dist/assets/console-CY_kygm3.js.map +1 -0
- package/dist/assets/main-l0sNRNKZ.js.map +1 -0
- package/dist/assets/sky/studio/nx.png +0 -0
- package/dist/assets/sky/studio/ny.png +0 -0
- package/dist/assets/sky/studio/nz.png +0 -0
- package/dist/assets/sky/studio/px.png +0 -0
- package/dist/assets/sky/studio/py.png +0 -0
- package/dist/assets/sky/studio/pz.png +0 -0
- package/dist/assets/vanilla-Dcuy32gi.js +2 -0
- package/dist/assets/vanilla-Dcuy32gi.js.map +1 -0
- package/dist/console.html +899 -0
- package/dist/docs/BENCHMARK.md +77 -0
- package/dist/docs/CHEATSHEET.md +255 -0
- package/dist/docs/EFFECTS_API_GUIDE.md +577 -0
- package/dist/docs/EFFECTS_QUICK_REFERENCE.md +331 -0
- package/dist/docs/FONT_CHARACTER_REFERENCE.md +219 -0
- package/dist/docs/FREE_GLB_ASSETS.md +330 -0
- package/dist/docs/FULLSCREEN_BUTTON_FEATURE.md +296 -0
- package/dist/docs/GAMEPAD_SUPPORT.md +348 -0
- package/dist/docs/GAME_IMPROVEMENTS.md +278 -0
- package/dist/docs/GAME_QUALITY_STATUS.md +300 -0
- package/dist/docs/MIGRATION_GUIDE.md +553 -0
- package/dist/docs/NOVA64_3D_API.md +356 -0
- package/dist/docs/NOVA64_API_REFERENCE.md +1406 -0
- package/dist/docs/NOVA64_UI_API.md +503 -0
- package/dist/docs/UI_SYSTEM_SUMMARY.md +445 -0
- package/dist/docs/VOXEL_ENGINE_GUIDE.md +662 -0
- package/dist/docs/VOXEL_QUICK_REFERENCE.md +386 -0
- package/dist/docs/api-3d.html +750 -0
- package/dist/docs/api-effects.html +385 -0
- package/dist/docs/api-improvements.md +121 -0
- package/dist/docs/api-skybox.html +407 -0
- package/dist/docs/api-sprites.html +321 -0
- package/dist/docs/api-voxel.html +337 -0
- package/dist/docs/api.html +543 -0
- package/dist/docs/assets.html +306 -0
- package/dist/docs/audio.html +340 -0
- package/dist/docs/blogs.html +286 -0
- package/dist/docs/collision.html +316 -0
- package/dist/docs/console.html +247 -0
- package/dist/docs/editor.html +297 -0
- package/dist/docs/font.html +247 -0
- package/dist/docs/framebuffer.html +247 -0
- package/dist/docs/fullscreen-button.html +297 -0
- package/dist/docs/gpu-systems.html +247 -0
- package/dist/docs/index.html +580 -0
- package/dist/docs/input.html +491 -0
- package/dist/docs/physics.html +311 -0
- package/dist/docs/screens.html +311 -0
- package/dist/docs/storage.html +311 -0
- package/dist/docs/textinput.html +332 -0
- package/dist/docs/ui.html +488 -0
- package/dist/examples/3d-advanced/code.js +695 -0
- package/dist/examples/adventure-comic-3d/code.js +342 -0
- package/dist/examples/audio-lab/code.js +150 -0
- package/dist/examples/boids-flocking/code.js +270 -0
- package/dist/examples/crystal-cathedral-3d/code.js +706 -0
- package/dist/examples/cyberpunk-city-3d/code.js +1383 -0
- package/dist/examples/demoscene/README.md +192 -0
- package/dist/examples/demoscene/code.js +1081 -0
- package/dist/examples/demoscene/meta.json +21 -0
- package/dist/examples/dungeon-crawler-3d/code.js +1117 -0
- package/dist/examples/f-zero-nova-3d/code.js +865 -0
- package/dist/examples/f-zero-nova-3d/code_old.js +1555 -0
- package/dist/examples/fps-demo-3d/code.js +744 -0
- package/dist/examples/game-of-life-3d/code.js +338 -0
- package/dist/examples/generative-art/code.js +632 -0
- package/dist/examples/hello-3d/code.js +325 -0
- package/dist/examples/hello-skybox/code.js +183 -0
- package/dist/examples/hello-world/code.js +19 -0
- package/dist/examples/input-showcase/code.js +109 -0
- package/dist/examples/instancing-demo/code.js +315 -0
- package/dist/examples/minecraft-demo/code.js +387 -0
- package/dist/examples/model-viewer-3d/code.js +114 -0
- package/dist/examples/mystical-realm-3d/code.js +1203 -0
- package/dist/examples/nature-explorer-3d/code.js +1318 -0
- package/dist/examples/particles-demo/code.js +522 -0
- package/dist/examples/pbr-showcase/code.js +140 -0
- package/dist/examples/physics-demo-3d/code.js +948 -0
- package/dist/examples/screen-demo/code.js +267 -0
- package/dist/examples/shooter-demo-3d/code.js +1286 -0
- package/dist/examples/space-combat-3d/IMPLEMENTATION_SUMMARY.md +109 -0
- package/dist/examples/space-combat-3d/README.md +135 -0
- package/dist/examples/space-combat-3d/code.js +1332 -0
- package/dist/examples/space-harrier-3d/code.js +923 -0
- package/dist/examples/star-fox-nova-3d/code.js +1116 -0
- package/dist/examples/star-fox-nova-3d/code_backup.js +410 -0
- package/dist/examples/star-fox-nova-3d/code_broken.js +1821 -0
- package/dist/examples/storage-quest/code.js +209 -0
- package/dist/examples/strider-demo-3d/IMPROVEMENT_OPTIONS.md +285 -0
- package/dist/examples/strider-demo-3d/cache-test.html +132 -0
- package/dist/examples/strider-demo-3d/code-fixed.js +582 -0
- package/dist/examples/strider-demo-3d/code-old.js +1537 -0
- package/dist/examples/strider-demo-3d/code.js +1462 -0
- package/dist/examples/strider-demo-3d/code.js.bak2 +1169 -0
- package/dist/examples/strider-demo-3d/fix-game.sh +53 -0
- package/dist/examples/super-plumber-64/README.md +128 -0
- package/dist/examples/super-plumber-64/code.js +1185 -0
- package/dist/examples/super-plumber-64/index.html +88 -0
- package/dist/examples/test-2d-overlay/code.js +32 -0
- package/dist/examples/test-font/code.js +51 -0
- package/dist/examples/test-minimal/code.js +21 -0
- package/dist/examples/ui-demo/code.js +306 -0
- package/dist/examples/wing-commander-space/README.md +180 -0
- package/dist/examples/wing-commander-space/code.js +1285 -0
- package/dist/examples/wizardry-3d/CHANGELOG.md +366 -0
- package/dist/examples/wizardry-3d/code.js +3928 -0
- package/dist/index.html +666 -0
- package/dist/os9-shell/assets/index-DIHfrTaW.css +1 -0
- package/dist/os9-shell/assets/index-KchE_ngx.js +483 -0
- package/dist/os9-shell/assets/index-KchE_ngx.js.map +1 -0
- package/dist/os9-shell/index.html +23 -0
- package/dist/os9-shell/nova-icon.svg +12 -0
- package/index.html +6 -1
- package/package.json +37 -32
- package/public/assets/sky/studio/nx.png +0 -0
- package/public/assets/sky/studio/ny.png +0 -0
- package/public/assets/sky/studio/nz.png +0 -0
- package/public/assets/sky/studio/px.png +0 -0
- package/public/assets/sky/studio/py.png +0 -0
- package/public/assets/sky/studio/pz.png +0 -0
- package/public/os9-shell/assets/index-KchE_ngx.js +483 -0
- package/public/os9-shell/assets/index-KchE_ngx.js.map +1 -0
- package/public/os9-shell/index.html +10 -1
- package/runtime/api-2d.js +301 -21
- package/runtime/api-3d/pbr.js +45 -1
- package/runtime/api-3d.js +1 -0
- package/runtime/api-effects.js +90 -3
- package/runtime/api-gameutils.js +476 -0
- package/runtime/api-generative.js +610 -0
- package/runtime/api-skybox.js +54 -0
- package/runtime/api-voxel.js +139 -28
- package/runtime/gpu-threejs.js +13 -9
- package/runtime/ui.js +2 -2
- package/src/main.js +24 -1
- package/public/os9-shell/assets/index-B1Uvacma.js +0 -32825
- package/public/os9-shell/assets/index-B1Uvacma.js.map +0 -1
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// NEO-DOOM: FAST, BRIGHT, FUN ARENA SHOOTER
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// 3 levels, 4 enemy types, pickups, boss fights
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let gameTime = 0;
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let gameState = 'start'; // start, playing, gameover, levelclear, victory
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let player = {
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x: 2,
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y: 1.5,
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z: 2,
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yaw: 0,
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pitch: 0,
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health: 100,
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armor: 0,
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score: 0,
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ammo: 50,
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};
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let level = 1;
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let kills = 0;
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let totalEnemies = 0;
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let levelClearTimer = 0;
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let entities = {
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walls: [],
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enemies: [],
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bullets: [],
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particles: [],
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pickups: [],
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enemyBullets: [],
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};
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// 3 maps with different layouts and enemy compositions
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const MAPS = [
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// Level 1: Classic maze (grunts only)
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[
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'########################',
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'#..E.......#...........#',
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'#.###.####.#.#.#####.E.#',
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'#.#......#.#.#.#...#...#',
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'#.#..E...#...#.#...###.#',
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'#.######.#####.#E......#',
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'#..............#...###.#',
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'###.############...#...#',
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'#......#...E...#...###.#',
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'#.####.#.#####.#E......#',
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'#.#....#.#...#.#.###.###',
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'#.#E...#.#.E.#.#...#...#',
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'#.######.#.###.###.#...#',
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'#......................#',
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'########################',
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],
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// Level 2: Open arena with pillars (grunts + shooters)
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[
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'########################',
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'#......................#',
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'#..##..S.......##..S..#',
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'#..##..........##.....#',
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'#......E..............#',
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'#...........##........#',
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'#..S........##....S...#',
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'#.........E.......E...#',
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'#...##................#',
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'#...##.....S....##....#',
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'#.........E.....##....#',
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'#..E..............S...#',
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'#.......##............#',
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'#.......##.....E......#',
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'########################',
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],
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// Level 3: Corridors (grunts + shooters + tanks + boss)
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[
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'########################',
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'#..T...#......#...S...#',
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'#.####.#.####.#.####..#',
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'#......#.#..#.#.#.....#',
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'#.##.###.#..#...#.###.#',
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'#....S...#..#####.T...#',
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'#.######.#............#',
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'#........####.####.####',
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'#.####.#.......#...S..#',
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'#.T....#.#####.#.####.#',
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'#.######.#...#.#......#',
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'#........#.B.#...####.#',
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'#.####.###...###......#',
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'#.S....................#',
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'########################',
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],
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];
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const MAT = {
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floor: { material: 'standard', color: 0x223344, roughness: 1.0 },
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wall: { material: 'standard', color: 0xdddddd, roughness: 0.8 },
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wallColor: { material: 'standard', color: 0x00aaff, roughness: 0.8 },
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wall2: { material: 'standard', color: 0xff6600, roughness: 0.8 },
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wall3: { material: 'standard', color: 0xcc00ff, roughness: 0.8 },
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enemy: { material: 'emissive', color: 0xff3300, intensity: 2.0 },
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enemyEye: { material: 'emissive', color: 0xffffff, intensity: 3.0 },
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shooter: { material: 'emissive', color: 0x00ff44, intensity: 2.0 },
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tank: { material: 'emissive', color: 0x9933ff, intensity: 2.0 },
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boss: { material: 'emissive', color: 0xffcc00, intensity: 3.0 },
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bullet: { material: 'emissive', color: 0x00ffcc, intensity: 4.0 },
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enemyBullet: { material: 'emissive', color: 0xff4400, intensity: 3.0 },
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particle: { material: 'emissive', color: 0xffaa00, intensity: 2.0 },
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healthPickup: { material: 'emissive', color: 0x00ff44, intensity: 3.0 },
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ammoPickup: { material: 'emissive', color: 0xffcc00, intensity: 3.0 },
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armorPickup: { material: 'emissive', color: 0x4488ff, intensity: 3.0 },
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};
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let mouseInit = false;
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export function init() {
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setFog(0x001122, 5, 80);
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setAmbientLight(0xffffff, 0.6);
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setDirectionalLight([-1, -2, -1], 0xffffee, 1.2);
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let floor = createPlane(200, 200, 0x112233, [0, 0, 0], MAT.floor);
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setRotation(floor, -Math.PI / 2, 0, 0);
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if (!mouseInit) {
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mouseInit = true;
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document.addEventListener('mousedown', () => {
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if (!document.pointerLockElement) {
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document.body.requestPointerLock().catch(() => {});
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}
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if (gameState === 'start' || gameState === 'gameover' || gameState === 'victory') {
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startGame(1);
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}
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});
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document.addEventListener('mousemove', e => {
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if (document.pointerLockElement && gameState === 'playing') {
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player.yaw -= e.movementX * 0.003;
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player.pitch -= e.movementY * 0.003;
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if (player.pitch > 1.2) player.pitch = 1.2;
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if (player.pitch < -1.2) player.pitch = -1.2;
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}
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});
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}
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}
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function cleanupLevel() {
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for (let w of entities.walls) destroyMesh(w.m);
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for (let e of entities.enemies) {
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destroyMesh(e.m1);
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destroyMesh(e.m2);
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}
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for (let b of entities.bullets) destroyMesh(b.m);
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for (let b of entities.enemyBullets) destroyMesh(b.m);
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for (let p of entities.particles) destroyMesh(p.m);
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for (let p of entities.pickups) destroyMesh(p.m);
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entities = { walls: [], enemies: [], bullets: [], particles: [], pickups: [], enemyBullets: [] };
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}
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function startGame(lvl) {
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cleanupLevel();
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gameState = 'playing';
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gameTime = 0;
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level = lvl;
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kills = 0;
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totalEnemies = 0;
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levelClearTimer = 0;
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// Full reset on level 1, keep stats on level transitions
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if (lvl === 1) {
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player.health = 100;
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player.armor = 0;
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player.score = 0;
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player.ammo = 50;
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}
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// Bonus ammo each level
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player.ammo += lvl > 1 ? 25 : 0;
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const map = MAPS[lvl - 1];
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const SIZE = 4;
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let accentMat = lvl === 1 ? MAT.wallColor : lvl === 2 ? MAT.wall2 : MAT.wall3;
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for (let z = 0; z < map.length; z++) {
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for (let x = 0; x < map[z].length; x++) {
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let char = map[z][x];
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let px = (x - 12) * SIZE;
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let pz = (z - 7) * SIZE;
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if (char === '#') {
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let isColor = (x + z) % 3 === 0;
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let m = createCube(
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SIZE,
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isColor ? accentMat.color : MAT.wall.color,
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[px, 3, pz],
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isColor ? accentMat : MAT.wall
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);
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setScale(m, 1, 1.5, 1);
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entities.walls.push({ m, x: px, z: pz, r: SIZE / 2 });
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} else if (char === 'E') {
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194
|
+
spawnEnemy(px, pz, 'grunt');
|
|
195
|
+
totalEnemies++;
|
|
196
|
+
} else if (char === 'S') {
|
|
197
|
+
spawnEnemy(px, pz, 'shooter');
|
|
198
|
+
totalEnemies++;
|
|
199
|
+
} else if (char === 'T') {
|
|
200
|
+
spawnEnemy(px, pz, 'tank');
|
|
201
|
+
totalEnemies++;
|
|
202
|
+
} else if (char === 'B') {
|
|
203
|
+
spawnEnemy(px, pz, 'boss');
|
|
204
|
+
totalEnemies++;
|
|
205
|
+
}
|
|
206
|
+
}
|
|
207
|
+
}
|
|
208
|
+
|
|
209
|
+
player.x = -11 * SIZE;
|
|
210
|
+
player.z = -6 * SIZE;
|
|
211
|
+
player.yaw = Math.PI / 4;
|
|
212
|
+
player.pitch = 0;
|
|
213
|
+
}
|
|
214
|
+
|
|
215
|
+
function spawnEnemy(x, z, type) {
|
|
216
|
+
let mat, hp, spd, size, dmg;
|
|
217
|
+
switch (type) {
|
|
218
|
+
case 'shooter':
|
|
219
|
+
mat = MAT.shooter;
|
|
220
|
+
hp = 5;
|
|
221
|
+
spd = 0.1 + Math.random() * 0.05;
|
|
222
|
+
size = 1.5;
|
|
223
|
+
dmg = 8;
|
|
224
|
+
break;
|
|
225
|
+
case 'tank':
|
|
226
|
+
mat = MAT.tank;
|
|
227
|
+
hp = 12;
|
|
228
|
+
spd = 0.08;
|
|
229
|
+
size = 2.2;
|
|
230
|
+
dmg = 20;
|
|
231
|
+
break;
|
|
232
|
+
case 'boss':
|
|
233
|
+
mat = MAT.boss;
|
|
234
|
+
hp = 40 + level * 10;
|
|
235
|
+
spd = 0.12;
|
|
236
|
+
size = 3.5;
|
|
237
|
+
dmg = 15;
|
|
238
|
+
break;
|
|
239
|
+
default: // grunt
|
|
240
|
+
mat = MAT.enemy;
|
|
241
|
+
hp = 3;
|
|
242
|
+
spd = 0.15 + Math.random() * 0.1;
|
|
243
|
+
size = 1.5;
|
|
244
|
+
dmg = 10;
|
|
245
|
+
break;
|
|
246
|
+
}
|
|
247
|
+
let m1 = createCube(size, mat.color, [x, 2, z], mat);
|
|
248
|
+
let m2 = createCube(size * 0.5, MAT.enemyEye.color, [x, 2.5, z + 0.5], MAT.enemyEye);
|
|
249
|
+
entities.enemies.push({
|
|
250
|
+
m1,
|
|
251
|
+
m2,
|
|
252
|
+
x,
|
|
253
|
+
z,
|
|
254
|
+
y: 2,
|
|
255
|
+
health: hp,
|
|
256
|
+
maxHealth: hp,
|
|
257
|
+
speed: spd,
|
|
258
|
+
type,
|
|
259
|
+
dmg,
|
|
260
|
+
size,
|
|
261
|
+
fireTimer: 0,
|
|
262
|
+
});
|
|
263
|
+
}
|
|
264
|
+
|
|
265
|
+
function getWallCollision(nx, nz, radius) {
|
|
266
|
+
for (let w of entities.walls) {
|
|
267
|
+
if (Math.abs(nx - w.x) < w.r + radius && Math.abs(nz - w.z) < w.r + radius) return true;
|
|
268
|
+
}
|
|
269
|
+
return false;
|
|
270
|
+
}
|
|
271
|
+
|
|
272
|
+
function shoot() {
|
|
273
|
+
if (player.ammo <= 0) return;
|
|
274
|
+
player.ammo--;
|
|
275
|
+
|
|
276
|
+
let fx = Math.sin(player.yaw) * Math.cos(player.pitch);
|
|
277
|
+
let fy = Math.sin(player.pitch);
|
|
278
|
+
let fz = Math.cos(player.yaw) * Math.cos(player.pitch);
|
|
279
|
+
|
|
280
|
+
// Spawn bullet from camera/head height, offset slightly down and right for gun position
|
|
281
|
+
let headY = player.y + 1.0;
|
|
282
|
+
let rx = Math.cos(player.yaw);
|
|
283
|
+
let rz = -Math.sin(player.yaw);
|
|
284
|
+
let bx = player.x + fx * 1.5 + rx * 0.3;
|
|
285
|
+
let by = headY + fy * 1.5 - 0.3;
|
|
286
|
+
let bz = player.z + fz * 1.5 + rz * 0.3;
|
|
287
|
+
|
|
288
|
+
let m = createCube(0.2, MAT.bullet.color, [bx, by, bz], MAT.bullet);
|
|
289
|
+
setScale(m, 1, 1, 6);
|
|
290
|
+
setRotation(m, -player.pitch, player.yaw, 0);
|
|
291
|
+
|
|
292
|
+
entities.bullets.push({ m, x: bx, y: by, z: bz, vx: fx * 3, vy: fy * 3, vz: fz * 3, life: 30 });
|
|
293
|
+
sfx('laser');
|
|
294
|
+
}
|
|
295
|
+
|
|
296
|
+
function enemyShoot(e, angleOffset) {
|
|
297
|
+
let dx = player.x - e.x;
|
|
298
|
+
let dy = player.y + 1 - e.y;
|
|
299
|
+
let dz = player.z - e.z;
|
|
300
|
+
let hDist = Math.hypot(dx, dz);
|
|
301
|
+
if (hDist < 0.1) return;
|
|
302
|
+
|
|
303
|
+
let baseAngle = Math.atan2(dx, dz) + (angleOffset || 0);
|
|
304
|
+
let dist3d = Math.hypot(dx, dy, dz);
|
|
305
|
+
let spd = e.type === 'boss' ? 2.0 : 1.5;
|
|
306
|
+
let bx = e.x,
|
|
307
|
+
by = e.y + 0.5,
|
|
308
|
+
bz = e.z;
|
|
309
|
+
let m = createCube(0.3, MAT.enemyBullet.color, [bx, by, bz], MAT.enemyBullet);
|
|
310
|
+
|
|
311
|
+
entities.enemyBullets.push({
|
|
312
|
+
m,
|
|
313
|
+
x: bx,
|
|
314
|
+
y: by,
|
|
315
|
+
z: bz,
|
|
316
|
+
vx: Math.sin(baseAngle) * spd,
|
|
317
|
+
vy: (dy / dist3d) * spd,
|
|
318
|
+
vz: Math.cos(baseAngle) * spd,
|
|
319
|
+
life: 60,
|
|
320
|
+
dmg: e.type === 'boss' ? 12 : 8,
|
|
321
|
+
});
|
|
322
|
+
}
|
|
323
|
+
|
|
324
|
+
function spawnPickup(x, y, z) {
|
|
325
|
+
let r = Math.random();
|
|
326
|
+
let type, mat;
|
|
327
|
+
if (r < 0.4) {
|
|
328
|
+
type = 'ammo';
|
|
329
|
+
mat = MAT.ammoPickup;
|
|
330
|
+
} else if (r < 0.75) {
|
|
331
|
+
type = 'health';
|
|
332
|
+
mat = MAT.healthPickup;
|
|
333
|
+
} else {
|
|
334
|
+
type = 'armor';
|
|
335
|
+
mat = MAT.armorPickup;
|
|
336
|
+
}
|
|
337
|
+
|
|
338
|
+
let m = createCube(0.6, mat.color, [x, y, z], mat);
|
|
339
|
+
entities.pickups.push({ m, x, y, z, type, life: 600 });
|
|
340
|
+
}
|
|
341
|
+
|
|
342
|
+
function spawnGibs(cx, cy, cz, color, count) {
|
|
343
|
+
for (let i = 0; i < count; i++) {
|
|
344
|
+
let m = createCube(0.3, color, [cx, cy, cz], { material: 'emissive', color, intensity: 2 });
|
|
345
|
+
entities.particles.push({
|
|
346
|
+
m,
|
|
347
|
+
x: cx,
|
|
348
|
+
y: cy,
|
|
349
|
+
z: cz,
|
|
350
|
+
vx: (Math.random() - 0.5) * 1.5,
|
|
351
|
+
vy: Math.random() * 1.5,
|
|
352
|
+
vz: (Math.random() - 0.5) * 1.5,
|
|
353
|
+
life: 20 + Math.random() * 10,
|
|
354
|
+
});
|
|
355
|
+
}
|
|
356
|
+
}
|
|
357
|
+
|
|
358
|
+
function applyDamage(dmg) {
|
|
359
|
+
if (player.armor > 0) {
|
|
360
|
+
let absorbed = Math.min(player.armor, Math.floor(dmg * 0.6));
|
|
361
|
+
player.armor -= absorbed;
|
|
362
|
+
dmg -= absorbed;
|
|
363
|
+
}
|
|
364
|
+
player.health -= dmg;
|
|
365
|
+
setFog(0xff0000, 1, 20);
|
|
366
|
+
sfx('hit');
|
|
367
|
+
if (player.health <= 0) {
|
|
368
|
+
gameState = 'gameover';
|
|
369
|
+
sfx('death');
|
|
370
|
+
if (document.pointerLockElement) document.exitPointerLock();
|
|
371
|
+
}
|
|
372
|
+
}
|
|
373
|
+
|
|
374
|
+
export function update() {
|
|
375
|
+
gameTime++;
|
|
376
|
+
|
|
377
|
+
// Level clear transition
|
|
378
|
+
if (gameState === 'levelclear') {
|
|
379
|
+
levelClearTimer--;
|
|
380
|
+
if (levelClearTimer <= 0) {
|
|
381
|
+
if (level >= 3) {
|
|
382
|
+
gameState = 'victory';
|
|
383
|
+
if (document.pointerLockElement) document.exitPointerLock();
|
|
384
|
+
} else {
|
|
385
|
+
startGame(level + 1);
|
|
386
|
+
}
|
|
387
|
+
}
|
|
388
|
+
let headY = player.y + 1.0;
|
|
389
|
+
setCameraPosition(player.x, headY, player.z);
|
|
390
|
+
setCameraTarget(
|
|
391
|
+
player.x + Math.sin(player.yaw),
|
|
392
|
+
headY + Math.sin(player.pitch),
|
|
393
|
+
player.z + Math.cos(player.yaw)
|
|
394
|
+
);
|
|
395
|
+
return;
|
|
396
|
+
}
|
|
397
|
+
|
|
398
|
+
if (gameState !== 'playing') {
|
|
399
|
+
let r = 40;
|
|
400
|
+
setCameraPosition(Math.sin(gameTime * 0.005) * r, 30, Math.cos(gameTime * 0.005) * r);
|
|
401
|
+
setCameraTarget(0, 0, 0);
|
|
402
|
+
return;
|
|
403
|
+
}
|
|
404
|
+
|
|
405
|
+
// Player Movement
|
|
406
|
+
let speed = 0.35;
|
|
407
|
+
let fx = Math.sin(player.yaw);
|
|
408
|
+
let fz = Math.cos(player.yaw);
|
|
409
|
+
let rx = Math.cos(player.yaw);
|
|
410
|
+
let rz = -Math.sin(player.yaw);
|
|
411
|
+
|
|
412
|
+
let dx = 0,
|
|
413
|
+
dz = 0;
|
|
414
|
+
if (key('KeyW') || key('ArrowUp')) {
|
|
415
|
+
dx += fx;
|
|
416
|
+
dz += fz;
|
|
417
|
+
}
|
|
418
|
+
if (key('KeyS') || key('ArrowDown')) {
|
|
419
|
+
dx -= fx;
|
|
420
|
+
dz -= fz;
|
|
421
|
+
}
|
|
422
|
+
if (key('KeyA') || key('ArrowLeft')) {
|
|
423
|
+
dx += rx;
|
|
424
|
+
dz += rz;
|
|
425
|
+
}
|
|
426
|
+
if (key('KeyD') || key('ArrowRight')) {
|
|
427
|
+
dx -= rx;
|
|
428
|
+
dz -= rz;
|
|
429
|
+
}
|
|
430
|
+
|
|
431
|
+
let len = Math.hypot(dx, dz);
|
|
432
|
+
if (len > 0) {
|
|
433
|
+
dx = (dx / len) * speed;
|
|
434
|
+
dz = (dz / len) * speed;
|
|
435
|
+
}
|
|
436
|
+
|
|
437
|
+
let plrRadius = 1.0;
|
|
438
|
+
if (!getWallCollision(player.x + dx, player.z, plrRadius)) player.x += dx;
|
|
439
|
+
if (!getWallCollision(player.x, player.z + dz, plrRadius)) player.z += dz;
|
|
440
|
+
|
|
441
|
+
if (len > 0) player.y = 1.5 + Math.sin(gameTime * 0.4) * 0.2;
|
|
442
|
+
else player.y = 1.5 + Math.sin(gameTime * 0.05) * 0.05;
|
|
443
|
+
|
|
444
|
+
// Camera
|
|
445
|
+
let headY = player.y + 1.0;
|
|
446
|
+
let tx = player.x + Math.sin(player.yaw) * Math.cos(player.pitch);
|
|
447
|
+
let ty = headY + Math.sin(player.pitch);
|
|
448
|
+
let tz = player.z + Math.cos(player.yaw) * Math.cos(player.pitch);
|
|
449
|
+
setCameraPosition(player.x, headY, player.z);
|
|
450
|
+
setCameraTarget(tx, ty, tz);
|
|
451
|
+
setCameraFOV(100);
|
|
452
|
+
|
|
453
|
+
// Shooting
|
|
454
|
+
if ((mouseDown() || key('Space') || btn('A')) && gameTime % 4 === 0) {
|
|
455
|
+
shoot();
|
|
456
|
+
if (player.ammo > 0) player.pitch += 0.02;
|
|
457
|
+
}
|
|
458
|
+
|
|
459
|
+
// Update Player Bullets
|
|
460
|
+
for (let i = entities.bullets.length - 1; i >= 0; i--) {
|
|
461
|
+
let b = entities.bullets[i];
|
|
462
|
+
b.x += b.vx;
|
|
463
|
+
b.y += b.vy;
|
|
464
|
+
b.z += b.vz;
|
|
465
|
+
setPosition(b.m, b.x, b.y, b.z);
|
|
466
|
+
b.life--;
|
|
467
|
+
let hit = false;
|
|
468
|
+
|
|
469
|
+
for (let j = entities.enemies.length - 1; j >= 0; j--) {
|
|
470
|
+
let e = entities.enemies[j];
|
|
471
|
+
let hitR = e.size * 0.6;
|
|
472
|
+
if (Math.hypot(b.x - e.x, b.z - e.z) < hitR + 0.5 && Math.abs(b.y - e.y) < hitR + 1.0) {
|
|
473
|
+
hit = true;
|
|
474
|
+
e.health -= 1;
|
|
475
|
+
spawnGibs(b.x, b.y, b.z, 0xffaa00, 3);
|
|
476
|
+
if (e.health <= 0) {
|
|
477
|
+
destroyMesh(e.m1);
|
|
478
|
+
destroyMesh(e.m2);
|
|
479
|
+
entities.enemies.splice(j, 1);
|
|
480
|
+
kills++;
|
|
481
|
+
let pts =
|
|
482
|
+
e.type === 'boss' ? 1000 : e.type === 'tank' ? 300 : e.type === 'shooter' ? 200 : 100;
|
|
483
|
+
player.score += pts;
|
|
484
|
+
let gibColor =
|
|
485
|
+
e.type === 'boss'
|
|
486
|
+
? 0xffcc00
|
|
487
|
+
: e.type === 'tank'
|
|
488
|
+
? 0x9933ff
|
|
489
|
+
: e.type === 'shooter'
|
|
490
|
+
? 0x00ff44
|
|
491
|
+
: 0xff3300;
|
|
492
|
+
spawnGibs(e.x, e.y, e.z, gibColor, 15);
|
|
493
|
+
sfx('explosion');
|
|
494
|
+
if (Math.random() < 0.6) spawnPickup(e.x, 1, e.z);
|
|
495
|
+
} else {
|
|
496
|
+
sfx('hit');
|
|
497
|
+
}
|
|
498
|
+
break;
|
|
499
|
+
}
|
|
500
|
+
}
|
|
501
|
+
|
|
502
|
+
if (!hit && getWallCollision(b.x, b.z, 0)) {
|
|
503
|
+
hit = true;
|
|
504
|
+
spawnGibs(b.x, b.y, b.z, 0x00ffff, 4);
|
|
505
|
+
}
|
|
506
|
+
if (b.life <= 0 || hit) {
|
|
507
|
+
destroyMesh(b.m);
|
|
508
|
+
entities.bullets.splice(i, 1);
|
|
509
|
+
}
|
|
510
|
+
}
|
|
511
|
+
|
|
512
|
+
// Update Enemy Bullets
|
|
513
|
+
for (let i = entities.enemyBullets.length - 1; i >= 0; i--) {
|
|
514
|
+
let b = entities.enemyBullets[i];
|
|
515
|
+
b.x += b.vx;
|
|
516
|
+
b.y += b.vy;
|
|
517
|
+
b.z += b.vz;
|
|
518
|
+
setPosition(b.m, b.x, b.y, b.z);
|
|
519
|
+
b.life--;
|
|
520
|
+
let hit = false;
|
|
521
|
+
|
|
522
|
+
if (Math.hypot(b.x - player.x, b.z - player.z) < 1.5 && Math.abs(b.y - player.y) < 2.0) {
|
|
523
|
+
hit = true;
|
|
524
|
+
applyDamage(b.dmg);
|
|
525
|
+
}
|
|
526
|
+
if (!hit && getWallCollision(b.x, b.z, 0)) hit = true;
|
|
527
|
+
if (b.life <= 0 || hit) {
|
|
528
|
+
destroyMesh(b.m);
|
|
529
|
+
entities.enemyBullets.splice(i, 1);
|
|
530
|
+
}
|
|
531
|
+
}
|
|
532
|
+
|
|
533
|
+
// Update Enemies
|
|
534
|
+
for (let i = entities.enemies.length - 1; i >= 0; i--) {
|
|
535
|
+
let e = entities.enemies[i];
|
|
536
|
+
let dist = Math.hypot(player.x - e.x, player.z - e.z);
|
|
537
|
+
|
|
538
|
+
// Movement - shooters keep distance, others charge
|
|
539
|
+
let minDist = e.type === 'shooter' ? 8 : 1.5;
|
|
540
|
+
if (dist < 30 && dist > minDist) {
|
|
541
|
+
let ex = e.x + ((player.x - e.x) / dist) * e.speed;
|
|
542
|
+
let ez = e.z + ((player.z - e.z) / dist) * e.speed;
|
|
543
|
+
if (!getWallCollision(ex, e.z, 1.2)) e.x = ex;
|
|
544
|
+
if (!getWallCollision(e.x, ez, 1.2)) e.z = ez;
|
|
545
|
+
}
|
|
546
|
+
// Shooters retreat if too close
|
|
547
|
+
if (e.type === 'shooter' && dist < 6 && dist > 0.1) {
|
|
548
|
+
let ex = e.x - ((player.x - e.x) / dist) * e.speed * 0.5;
|
|
549
|
+
let ez = e.z - ((player.z - e.z) / dist) * e.speed * 0.5;
|
|
550
|
+
if (!getWallCollision(ex, e.z, 1.2)) e.x = ex;
|
|
551
|
+
if (!getWallCollision(e.x, ez, 1.2)) e.z = ez;
|
|
552
|
+
}
|
|
553
|
+
|
|
554
|
+
// Animate
|
|
555
|
+
let t = gameTime * 0.1 + i;
|
|
556
|
+
e.y = e.type === 'boss' ? 3 + Math.sin(t) * 0.8 : 2 + Math.sin(t) * 0.5;
|
|
557
|
+
setPosition(e.m1, e.x, e.y, e.z);
|
|
558
|
+
setRotation(e.m1, t, t, 0);
|
|
559
|
+
|
|
560
|
+
let eyeYaw = Math.atan2(player.x - e.x, player.z - e.z);
|
|
561
|
+
let eyeOff = e.size * 0.5;
|
|
562
|
+
setPosition(
|
|
563
|
+
e.m2,
|
|
564
|
+
e.x + Math.sin(eyeYaw) * eyeOff,
|
|
565
|
+
e.y + e.size * 0.3,
|
|
566
|
+
e.z + Math.cos(eyeYaw) * eyeOff
|
|
567
|
+
);
|
|
568
|
+
setRotation(e.m2, 0, eyeYaw, 0);
|
|
569
|
+
|
|
570
|
+
// Ranged attacks (shooters + boss)
|
|
571
|
+
if ((e.type === 'shooter' || e.type === 'boss') && dist < 25) {
|
|
572
|
+
e.fireTimer++;
|
|
573
|
+
let fireRate = e.type === 'boss' ? 45 : 90;
|
|
574
|
+
if (e.fireTimer >= fireRate) {
|
|
575
|
+
e.fireTimer = 0;
|
|
576
|
+
enemyShoot(e, 0);
|
|
577
|
+
if (e.type === 'boss') {
|
|
578
|
+
enemyShoot(e, -0.15);
|
|
579
|
+
enemyShoot(e, 0.15);
|
|
580
|
+
}
|
|
581
|
+
}
|
|
582
|
+
}
|
|
583
|
+
|
|
584
|
+
// Melee attack (not shooters)
|
|
585
|
+
if (e.type !== 'shooter' && dist < 2.0 && gameTime % 15 === 0) {
|
|
586
|
+
applyDamage(e.dmg);
|
|
587
|
+
}
|
|
588
|
+
}
|
|
589
|
+
|
|
590
|
+
// Update Pickups
|
|
591
|
+
for (let i = entities.pickups.length - 1; i >= 0; i--) {
|
|
592
|
+
let p = entities.pickups[i];
|
|
593
|
+
p.life--;
|
|
594
|
+
let py = p.y + Math.sin(gameTime * 0.1 + i) * 0.3;
|
|
595
|
+
setPosition(p.m, p.x, py, p.z);
|
|
596
|
+
setRotation(p.m, 0, gameTime * 0.05, 0);
|
|
597
|
+
|
|
598
|
+
// Collect
|
|
599
|
+
if (Math.hypot(player.x - p.x, player.z - p.z) < 2.0) {
|
|
600
|
+
let picked = false;
|
|
601
|
+
if (p.type === 'health' && player.health < 100) {
|
|
602
|
+
player.health = Math.min(100, player.health + 25);
|
|
603
|
+
sfx('powerup');
|
|
604
|
+
picked = true;
|
|
605
|
+
} else if (p.type === 'ammo') {
|
|
606
|
+
player.ammo += 20;
|
|
607
|
+
sfx('coin');
|
|
608
|
+
picked = true;
|
|
609
|
+
} else if (p.type === 'armor' && player.armor < 100) {
|
|
610
|
+
player.armor = Math.min(100, player.armor + 25);
|
|
611
|
+
sfx('powerup');
|
|
612
|
+
picked = true;
|
|
613
|
+
}
|
|
614
|
+
if (picked) {
|
|
615
|
+
destroyMesh(p.m);
|
|
616
|
+
entities.pickups.splice(i, 1);
|
|
617
|
+
continue;
|
|
618
|
+
}
|
|
619
|
+
}
|
|
620
|
+
if (p.life <= 0) {
|
|
621
|
+
destroyMesh(p.m);
|
|
622
|
+
entities.pickups.splice(i, 1);
|
|
623
|
+
}
|
|
624
|
+
}
|
|
625
|
+
|
|
626
|
+
// Particles
|
|
627
|
+
for (let i = entities.particles.length - 1; i >= 0; i--) {
|
|
628
|
+
let p = entities.particles[i];
|
|
629
|
+
p.x += p.vx;
|
|
630
|
+
p.y += p.vy;
|
|
631
|
+
p.z += p.vz;
|
|
632
|
+
p.vy -= 0.1;
|
|
633
|
+
if (p.y < 0) {
|
|
634
|
+
p.y = 0;
|
|
635
|
+
p.vy *= -0.5;
|
|
636
|
+
}
|
|
637
|
+
p.life--;
|
|
638
|
+
setPosition(p.m, p.x, p.y, p.z);
|
|
639
|
+
let s = p.life / 20;
|
|
640
|
+
setScale(p.m, s, s, s);
|
|
641
|
+
if (p.life <= 0) {
|
|
642
|
+
destroyMesh(p.m);
|
|
643
|
+
entities.particles.splice(i, 1);
|
|
644
|
+
}
|
|
645
|
+
}
|
|
646
|
+
|
|
647
|
+
// Level clear check
|
|
648
|
+
if (entities.enemies.length === 0 && kills >= totalEnemies && totalEnemies > 0) {
|
|
649
|
+
gameState = 'levelclear';
|
|
650
|
+
levelClearTimer = 180;
|
|
651
|
+
player.score += level * 500;
|
|
652
|
+
sfx('powerup');
|
|
653
|
+
}
|
|
654
|
+
|
|
655
|
+
// Restore fog (color per level)
|
|
656
|
+
if (player.health > 0) {
|
|
657
|
+
let fogColor = level === 1 ? 0x001122 : level === 2 ? 0x221100 : 0x110022;
|
|
658
|
+
setFog(fogColor, 5, 80);
|
|
659
|
+
}
|
|
660
|
+
}
|
|
661
|
+
|
|
662
|
+
export function draw() {
|
|
663
|
+
if (gameState === 'start') {
|
|
664
|
+
rectfill(0, 0, 640, 360, rgba8(0, 0, 0, 187));
|
|
665
|
+
print('NEO-DOOM', 100, 80, rgba8(0, 255, 204, 255));
|
|
666
|
+
print('3 LEVELS OF DEMON CARNAGE', 60, 110, rgba8(255, 100, 0, 255));
|
|
667
|
+
print('CLICK TO START AND LOCK MOUSE', 50, 150, rgba8(255, 255, 255, 255));
|
|
668
|
+
print('WASD Move | Mouse Aim | Click Shoot', 30, 180, rgba8(170, 170, 170, 255));
|
|
669
|
+
} else if (gameState === 'gameover') {
|
|
670
|
+
rectfill(0, 0, 640, 360, rgba8(187, 0, 0, 187));
|
|
671
|
+
print('YOU DIED', 120, 80, rgba8(255, 255, 255, 255));
|
|
672
|
+
print(`LEVEL ${level} KILLS: ${kills}/${totalEnemies}`, 80, 110, rgba8(255, 170, 0, 255));
|
|
673
|
+
print(`FINAL SCORE: ${player.score}`, 90, 140, rgba8(255, 170, 0, 255));
|
|
674
|
+
print('CLICK TO RESTART', 90, 190, rgba8(170, 170, 170, 255));
|
|
675
|
+
} else if (gameState === 'victory') {
|
|
676
|
+
rectfill(0, 0, 640, 360, rgba8(0, 50, 0, 200));
|
|
677
|
+
print('VICTORY!', 120, 70, rgba8(0, 255, 100, 255));
|
|
678
|
+
print('ALL DEMONS SLAIN', 90, 100, rgba8(255, 255, 255, 255));
|
|
679
|
+
print(`FINAL SCORE: ${player.score}`, 90, 140, rgba8(255, 170, 0, 255));
|
|
680
|
+
print('CLICK TO PLAY AGAIN', 80, 190, rgba8(170, 170, 170, 255));
|
|
681
|
+
} else if (gameState === 'levelclear') {
|
|
682
|
+
drawHUD();
|
|
683
|
+
rectfill(60, 90, 200, 50, rgba8(0, 0, 0, 200));
|
|
684
|
+
print(`LEVEL ${level} CLEAR!`, 95, 100, rgba8(0, 255, 100, 255));
|
|
685
|
+
print(`+${level * 500} BONUS`, 110, 120, rgba8(255, 170, 0, 255));
|
|
686
|
+
} else {
|
|
687
|
+
drawHUD();
|
|
688
|
+
}
|
|
689
|
+
}
|
|
690
|
+
|
|
691
|
+
function drawHUD() {
|
|
692
|
+
// Health bar
|
|
693
|
+
let hColor = player.health > 30 ? rgba8(0, 255, 100, 255) : rgba8(255, 0, 0, 255);
|
|
694
|
+
drawProgressBar(10, 220, 80, 8, Math.max(0, player.health) / 100, hColor, rgba8(50, 50, 50, 200));
|
|
695
|
+
print(`HP: ${Math.max(0, player.health)}`, 10, 210, hColor);
|
|
696
|
+
|
|
697
|
+
// Armor bar
|
|
698
|
+
if (player.armor > 0) {
|
|
699
|
+
drawProgressBar(
|
|
700
|
+
10,
|
|
701
|
+
200,
|
|
702
|
+
80,
|
|
703
|
+
6,
|
|
704
|
+
player.armor / 100,
|
|
705
|
+
rgba8(68, 136, 255, 255),
|
|
706
|
+
rgba8(50, 50, 50, 200)
|
|
707
|
+
);
|
|
708
|
+
print(`ARM: ${player.armor}`, 10, 190, rgba8(68, 136, 255, 255));
|
|
709
|
+
}
|
|
710
|
+
|
|
711
|
+
// Ammo
|
|
712
|
+
let ammoColor = player.ammo > 10 ? rgba8(255, 204, 0, 255) : rgba8(255, 50, 50, 255);
|
|
713
|
+
print(`AMMO: ${player.ammo}`, 260, 218, ammoColor);
|
|
714
|
+
if (player.ammo <= 0) print('NO AMMO!', 130, 135, rgba8(255, 50, 50, 255));
|
|
715
|
+
|
|
716
|
+
// Score + Level + Kills
|
|
717
|
+
print(`SCORE: ${player.score}`, 120, 5, rgba8(255, 170, 0, 255));
|
|
718
|
+
print(`LEVEL ${level}`, 10, 5, rgba8(0, 255, 204, 255));
|
|
719
|
+
print(`KILLS: ${kills}/${totalEnemies}`, 240, 5, rgba8(255, 255, 255, 255));
|
|
720
|
+
|
|
721
|
+
// Crosshair
|
|
722
|
+
rectfill(159, 119, 3, 3, rgba8(255, 255, 255, 200));
|
|
723
|
+
rectfill(151, 120, 6, 1, rgba8(255, 255, 255, 150));
|
|
724
|
+
rectfill(164, 120, 6, 1, rgba8(255, 255, 255, 150));
|
|
725
|
+
rectfill(160, 111, 1, 6, rgba8(255, 255, 255, 150));
|
|
726
|
+
rectfill(160, 124, 1, 6, rgba8(255, 255, 255, 150));
|
|
727
|
+
|
|
728
|
+
// Gun
|
|
729
|
+
let isMoving = key('KeyW') || key('KeyS') || key('KeyA') || key('KeyD');
|
|
730
|
+
let bobX = isMoving ? Math.sin(gameTime * 0.3) * 10 : 0;
|
|
731
|
+
let bobY = isMoving ? Math.abs(Math.sin(gameTime * 0.3)) * 10 : 0;
|
|
732
|
+
let recoil = mouseDown() && gameTime % 4 < 2 ? 15 : 0;
|
|
733
|
+
let gx = 160 + bobX;
|
|
734
|
+
let gy = 260 + bobY + recoil;
|
|
735
|
+
|
|
736
|
+
rectfill(gx - 15, gy - 60, 30, 100, rgba8(51, 51, 51, 255));
|
|
737
|
+
rectfill(gx - 20, gy - 20, 40, 80, rgba8(85, 85, 85, 255));
|
|
738
|
+
rectfill(gx - 5, gy - 70, 10, 60, rgba8(0, 255, 204, 255));
|
|
739
|
+
|
|
740
|
+
if (recoil) {
|
|
741
|
+
rectfill(gx - 25, gy - 90, 50, 40, rgba8(0, 255, 204, 170));
|
|
742
|
+
rectfill(gx - 10, gy - 80, 20, 20, rgba8(255, 255, 255, 255));
|
|
743
|
+
}
|
|
744
|
+
}
|