feat: Introduce CoinType, ObstacleType, PowerUp components and systems
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- Added CoinType component to define different coin types and their score values. - Implemented ObstacleType component to manage various obstacle behaviors. - Created PowerUp component to handle power-up types and durations. - Integrated ParticleSystem for visual effects upon collecting coins and power-ups. - Updated EntityFactory to create coins, obstacles, and power-ups with respective types. - Enhanced Game class to manage power-up collection and effects, including score multipliers and health restoration. This update enriches gameplay by adding collectible items with distinct behaviors and effects, enhancing player interaction and strategy.
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11 changed files with 885 additions and 33 deletions
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@ -4,6 +4,9 @@ import { MeshComponent } from '../components/MeshComponent.js';
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import { Collidable } from '../components/Collidable.js';
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import { Health } from '../components/Health.js';
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import { Invincibility } from '../components/Invincibility.js';
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import { ObstacleType } from '../components/ObstacleType.js';
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import { CoinType } from '../components/CoinType.js';
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import { PowerUp } from '../components/PowerUp.js';
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import { PlayerTag, CoinTag, ObstacleTag, BoundaryConstrained } from '../components/Tags.js';
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import { GameConfig } from './GameConfig.js';
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@ -65,19 +68,58 @@ export class EntityFactory {
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/**
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* Create a collectible coin entity
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* @param {number} [index=0] - Unique index for animation offset
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* @param {string} [type] - Optional coin type ('gold', 'silver', 'diamond', 'health')
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* @returns {EntityId} The coin entity ID
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*/
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createCoin(index = 0) {
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createCoin(index = 0, type = null) {
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const entity = this.world.createEntity();
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// Create mesh
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const geometry = new window.THREE.SphereGeometry(0.3, 16, 16);
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// Determine coin type (weighted random if not specified)
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let coinType = type;
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if (!coinType) {
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const rand = Math.random();
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if (rand < 0.6) {
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coinType = 'gold'; // 60% gold
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} else if (rand < 0.85) {
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coinType = 'silver'; // 25% silver
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} else if (rand < 0.95) {
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coinType = 'diamond'; // 10% diamond
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} else {
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coinType = 'health'; // 5% health
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}
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}
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const typeComponent = new CoinType(coinType);
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// Create mesh with different colors/sizes based on type
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let size = 0.3;
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let color = 0xFFD700; // Gold
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let emissive = 0xFFD700;
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let emissiveIntensity = 0.3;
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if (coinType === 'silver') {
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color = 0xC0C0C0;
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emissive = 0xC0C0C0;
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size = 0.25;
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} else if (coinType === 'diamond') {
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color = 0x00FFFF;
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emissive = 0x00FFFF;
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emissiveIntensity = 0.6;
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size = 0.4;
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} else if (coinType === 'health') {
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color = 0x00FF00;
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emissive = 0x00FF00;
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emissiveIntensity = 0.4;
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size = 0.35;
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}
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const geometry = new window.THREE.SphereGeometry(size, 16, 16);
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const material = new window.THREE.MeshStandardMaterial({
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color: 0xFFD700,
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color: color,
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metalness: 0.8,
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roughness: 0.2,
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emissive: 0xFFD700,
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emissiveIntensity: 0.3
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emissive: emissive,
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emissiveIntensity: emissiveIntensity
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});
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const mesh = new window.THREE.Mesh(geometry, material);
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mesh.castShadow = true;
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@ -92,6 +134,7 @@ export class EntityFactory {
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this.world.addComponent(entity, new Transform(x, 0.5, z));
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this.world.addComponent(entity, new MeshComponent(mesh));
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this.world.addComponent(entity, new Collidable(0.8, 'coin'));
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this.world.addComponent(entity, typeComponent);
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this.world.addComponent(entity, new CoinTag(index));
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return entity;
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@ -99,15 +142,42 @@ export class EntityFactory {
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/**
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* Create an obstacle entity
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* @param {string} [type] - Optional obstacle type ('normal', 'fast', 'chasing', 'spinning')
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* @returns {EntityId} The obstacle entity ID
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*/
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createObstacle() {
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createObstacle(type = null) {
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const entity = this.world.createEntity();
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// Create mesh
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// Determine obstacle type (weighted random if not specified)
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let obstacleType = type;
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if (!obstacleType) {
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const rand = Math.random();
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if (rand < 0.5) {
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obstacleType = 'normal';
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} else if (rand < 0.7) {
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obstacleType = 'fast';
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} else if (rand < 0.85) {
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obstacleType = 'chasing';
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} else {
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obstacleType = 'spinning';
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}
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}
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const typeComponent = new ObstacleType(obstacleType);
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// Create mesh with different colors based on type
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const geometry = new window.THREE.BoxGeometry(1.5, 2, 1.5);
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let color = 0xFF4500; // Default orange-red
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if (obstacleType === 'fast') {
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color = 0xFF0000; // Red
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} else if (obstacleType === 'chasing') {
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color = 0x8B0000; // Dark red
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} else if (obstacleType === 'spinning') {
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color = 0xFF6347; // Tomato
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}
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const material = new window.THREE.MeshStandardMaterial({
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color: 0xFF4500,
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color: color,
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metalness: 0.3,
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roughness: 0.7
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});
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@ -123,11 +193,12 @@ export class EntityFactory {
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posZ = (Math.random() - 0.5) * (this.groundSize - 4);
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} while (Math.abs(posX) < 3 && Math.abs(posZ) < 3);
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// Random velocity
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// Base velocity (will be modified by ObstacleSystem for different types)
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const baseSpeed = 0.05;
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const velocity = new Velocity(
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(Math.random() - 0.5) * 0.05,
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(Math.random() - 0.5) * baseSpeed * typeComponent.speedMultiplier,
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0,
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(Math.random() - 0.5) * 0.05
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(Math.random() - 0.5) * baseSpeed * typeComponent.speedMultiplier
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);
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// Add components
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@ -135,12 +206,89 @@ export class EntityFactory {
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this.world.addComponent(entity, velocity);
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this.world.addComponent(entity, new MeshComponent(mesh));
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this.world.addComponent(entity, new Collidable(1.5, 'obstacle'));
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this.world.addComponent(entity, typeComponent);
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this.world.addComponent(entity, new ObstacleTag());
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this.world.addComponent(entity, new BoundaryConstrained(this.groundSize));
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return entity;
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}
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/**
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* Create a power-up entity
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* @param {string} [type] - Optional power-up type ('speed', 'shield', 'multiplier', 'magnet')
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* @returns {EntityId} The power-up entity ID
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*/
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createPowerUp(type = null) {
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const entity = this.world.createEntity();
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// Determine power-up type (random if not specified)
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let powerUpType = type;
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if (!powerUpType) {
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const rand = Math.random();
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if (rand < 0.25) {
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powerUpType = 'speed';
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} else if (rand < 0.5) {
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powerUpType = 'shield';
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} else if (rand < 0.75) {
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powerUpType = 'multiplier';
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} else {
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powerUpType = 'magnet';
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}
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}
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// Get duration based on type
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let duration = 10;
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let color = 0x00FF00;
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let size = 0.4;
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switch (powerUpType) {
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case 'speed':
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duration = GameConfig.POWERUP_DURATION_SPEED;
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color = 0x00FFFF; // Cyan
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break;
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case 'shield':
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duration = GameConfig.POWERUP_DURATION_SHIELD;
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color = 0x0000FF; // Blue
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break;
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case 'multiplier':
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duration = GameConfig.POWERUP_DURATION_MULTIPLIER;
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color = 0xFF00FF; // Magenta
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break;
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case 'magnet':
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duration = GameConfig.POWERUP_DURATION_MAGNET;
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color = 0xFFFF00; // Yellow
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break;
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}
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const powerUpComponent = new PowerUp(powerUpType, duration);
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// Create mesh
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const geometry = new window.THREE.OctahedronGeometry(size, 0);
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const material = new window.THREE.MeshStandardMaterial({
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color: color,
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metalness: 0.9,
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roughness: 0.1,
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emissive: color,
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emissiveIntensity: 0.5
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});
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const mesh = new window.THREE.Mesh(geometry, material);
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mesh.castShadow = true;
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mesh.receiveShadow = true;
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this.scene.add(mesh);
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// Random position
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const x = (Math.random() - 0.5) * (this.groundSize - 4);
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const z = (Math.random() - 0.5) * (this.groundSize - 4);
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// Add components
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this.world.addComponent(entity, new Transform(x, 1, z));
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this.world.addComponent(entity, new MeshComponent(mesh));
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this.world.addComponent(entity, new Collidable(0.6, 'powerup'));
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this.world.addComponent(entity, powerUpComponent);
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return entity;
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}
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/**
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* Remove entity and its mesh from scene
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* @param {EntityId} entityId - The entity to destroy
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