feat: implement ECS architecture with game entity management
- Introduced a new Entity-Component-System (ECS) architecture for the game. - Created foundational components such as Transform, Velocity, Health, and Collidable. - Developed systems for handling input, movement, collision detection, and rendering. - Added game logic for player control, coin collection, and obstacle interactions. - Implemented a performance monitor for real-time metrics display. - Enhanced game initialization and entity creation processes. This update significantly refactors the game structure, improving maintainability and scalability.
This commit is contained in:
parent
50544989ca
commit
7dd7477a3b
20 changed files with 1610 additions and 616 deletions
659
index.html
659
index.html
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@ -15,9 +15,6 @@
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font-family: 'Arial', sans-serif;
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background: linear-gradient(135deg, #667eea 0%, #764ba2 100%);
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}
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#gameCanvas {
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display: block;
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}
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#ui {
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position: absolute;
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top: 20px;
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@ -82,6 +79,26 @@
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z-index: 100;
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font-family: 'Courier New', monospace;
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}
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#perfMonitor {
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position: absolute;
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top: 60px;
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right: 20px;
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background: rgba(0, 0, 0, 0.7);
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padding: 10px;
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border-radius: 5px;
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color: #00ff00;
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font-size: 12px;
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font-family: 'Courier New', monospace;
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z-index: 100;
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display: none;
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min-width: 120px;
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}
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#perfMonitor.visible {
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display: block;
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}
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#perfMonitor .label {
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color: #888;
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}
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@media (max-width: 768px) {
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#instructions {
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font-size: 14px;
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@ -91,6 +108,11 @@
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top: 10px;
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right: 10px;
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}
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#perfMonitor {
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top: 40px;
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right: 10px;
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font-size: 11px;
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}
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}
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</style>
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</head>
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@ -102,6 +124,12 @@
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<div id="version">v<span id="versionNumber">-</span></div>
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<div id="perfMonitor">
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<div><span class="label">FPS:</span> <span id="fps">60</span></div>
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<div><span class="label">Frame:</span> <span id="frameTime">16.7</span>ms</div>
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<div><span class="label">Entities:</span> <span id="entityCount">0</span></div>
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</div>
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<div id="gameOver">
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<h1>Game Over!</h1>
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<p>Final Score: <span id="finalScore">0</span></p>
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@ -110,623 +138,22 @@
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<div id="instructions">
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<p><strong>Controls:</strong> WASD or Arrow Keys to move | Touch and drag to move (mobile) | Collect yellow coins | Avoid red obstacles!</p>
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<p style="margin-top: 5px; font-size: 11px; opacity: 0.7;">Press "T" or shake device to toggle performance monitor</p>
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</div>
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<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js"></script>
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<script>
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// Load and display version information
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(function() {
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fetch('/version.json')
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.then(response => {
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if (response.ok) {
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return response.json();
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}
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throw new Error('Version file not found');
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})
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.then(data => {
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const versionElement = document.getElementById('versionNumber');
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if (versionElement && data.version) {
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versionElement.textContent = data.version;
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}
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})
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.catch(error => {
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// Silently fail if version.json doesn't exist (e.g., in development)
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console.debug('Version information not available:', error.message);
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});
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})();
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<script type="module">
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// Import Three.js from CDN
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// Base GameObject class
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class GameObject {
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constructor(scene, groundSize) {
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this.scene = scene;
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this.groundSize = groundSize;
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this.mesh = this.createMesh();
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this.initialize();
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scene.add(this.mesh);
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}
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// Override in child classes
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createMesh() {
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throw new Error('createMesh() must be implemented by child class');
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}
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// Override in child classes for initialization
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initialize() {
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// Default implementation - can be overridden
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}
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// Override in child classes for update logic
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update(...args) {
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// Default implementation - can be overridden
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}
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// Common collision detection
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checkCollision(otherPosition, collisionRadius) {
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const distance = this.mesh.position.distanceTo(otherPosition);
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return distance < collisionRadius;
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}
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// Common position getter
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getPosition() {
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return this.mesh.position;
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}
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// Remove from scene
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remove() {
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this.scene.remove(this.mesh);
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}
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// Set position
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setPosition(x, y, z) {
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this.mesh.position.set(x, y, z);
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}
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// Get position vector
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getPositionVector() {
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return this.mesh.position.clone();
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}
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}
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import * as THREE from 'https://cdn.jsdelivr.net/npm/three@0.181.2/build/three.module.js';
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// Player class extends GameObject
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class Player extends GameObject {
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constructor(scene, groundSize) {
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super(scene, groundSize);
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this.maxSpeed = 0.15;
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this.acceleration = 0.08;
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this.deceleration = 0.12;
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this.velocity = new THREE.Vector3(0, 0, 0);
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}
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createMesh() {
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const geometry = new THREE.BoxGeometry(1, 1, 1);
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const material = new THREE.MeshStandardMaterial({
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color: 0x4169E1,
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metalness: 0.3,
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roughness: 0.4
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});
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const mesh = new THREE.Mesh(geometry, material);
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mesh.castShadow = true;
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mesh.receiveShadow = true;
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return mesh;
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}
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initialize() {
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// Initialize velocity (needed because initialize is called from parent constructor)
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if (!this.velocity) {
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this.velocity = new THREE.Vector3(0, 0, 0);
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}
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this.reset();
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}
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reset() {
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this.setPosition(0, 0.5, 0);
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this.mesh.rotation.y = 0;
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if (this.velocity) {
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this.velocity.set(0, 0, 0);
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}
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}
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update(keys) {
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// Calculate target velocity based on input
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const targetVelocity = new THREE.Vector3(0, 0, 0);
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if (keys['w'] || keys['arrowup']) targetVelocity.z -= this.maxSpeed;
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if (keys['s'] || keys['arrowdown']) targetVelocity.z += this.maxSpeed;
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if (keys['a'] || keys['arrowleft']) targetVelocity.x -= this.maxSpeed;
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if (keys['d'] || keys['arrowright']) targetVelocity.x += this.maxSpeed;
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// Smoothly interpolate velocity towards target
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const isMoving = targetVelocity.length() > 0;
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const accelRate = isMoving ? this.acceleration : this.deceleration;
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// Calculate velocity difference for each axis
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const velDiffX = targetVelocity.x - this.velocity.x;
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const velDiffZ = targetVelocity.z - this.velocity.z;
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// Apply easing to each axis independently for smoother diagonal movement
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if (Math.abs(velDiffX) > 0.001) {
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this.velocity.x += velDiffX * accelRate;
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} else {
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this.velocity.x = targetVelocity.x;
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}
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if (Math.abs(velDiffZ) > 0.001) {
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this.velocity.z += velDiffZ * accelRate;
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} else {
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this.velocity.z = targetVelocity.z;
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}
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// Apply velocity to position
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this.mesh.position.add(this.velocity);
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// Boundary checks
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const boundary = this.groundSize / 2 - 0.5;
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this.mesh.position.x = Math.max(-boundary, Math.min(boundary, this.mesh.position.x));
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this.mesh.position.z = Math.max(-boundary, Math.min(boundary, this.mesh.position.z));
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// Stop velocity if hitting boundary
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if (Math.abs(this.mesh.position.x) >= boundary) {
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this.velocity.x = 0;
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}
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if (Math.abs(this.mesh.position.z) >= boundary) {
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this.velocity.z = 0;
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}
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// Rotate player based on movement
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if (this.velocity.length() > 0.01) {
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this.mesh.rotation.y += 0.1;
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}
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}
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handleCollision(obstaclePosition) {
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const pushDirection = this.mesh.position.clone().sub(obstaclePosition);
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pushDirection.y = 0;
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pushDirection.normalize();
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this.mesh.position.add(pushDirection.multiplyScalar(0.3));
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this.mesh.position.y = 0.5;
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}
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}
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// Make THREE globally available for our modules
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window.THREE = THREE;
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// Coin class extends GameObject
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class Coin extends GameObject {
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constructor(scene, groundSize, index = 0) {
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super(scene, groundSize);
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this.index = index;
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this.rotationSpeed = 0.02;
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this.collisionRadius = 0.8;
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}
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createMesh() {
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const geometry = new THREE.SphereGeometry(0.3, 16, 16);
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const material = new THREE.MeshStandardMaterial({
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color: 0xFFD700,
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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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});
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const mesh = new THREE.Mesh(geometry, material);
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mesh.castShadow = true;
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mesh.receiveShadow = true;
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return mesh;
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}
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initialize() {
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this.setRandomPosition();
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}
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setRandomPosition() {
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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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this.setPosition(x, 0.5, z);
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}
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update() {
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this.mesh.rotation.y += this.rotationSpeed;
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this.mesh.position.y = 0.5 + Math.sin(Date.now() * 0.003 + this.index) * 0.2;
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}
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checkCollisionWithPlayer(playerPosition) {
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return this.checkCollision(playerPosition, this.collisionRadius);
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}
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}
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// Obstacle class extends GameObject
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class Obstacle extends GameObject {
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constructor(scene, groundSize) {
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super(scene, groundSize);
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this.direction = this.createRandomDirection();
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this.collisionRadius = 1.5;
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}
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createMesh() {
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const geometry = new THREE.BoxGeometry(1.5, 2, 1.5);
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const material = new THREE.MeshStandardMaterial({
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color: 0xFF4500,
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metalness: 0.3,
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roughness: 0.7
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});
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const mesh = new THREE.Mesh(geometry, material);
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mesh.castShadow = true;
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mesh.receiveShadow = true;
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return mesh;
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}
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initialize() {
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this.setRandomPosition();
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this.mesh.position.y = 1;
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}
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createRandomDirection() {
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return new THREE.Vector3(
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(Math.random() - 0.5) * 0.05,
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0,
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(Math.random() - 0.5) * 0.05
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);
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}
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setRandomPosition() {
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let posX, posZ;
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do {
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posX = (Math.random() - 0.5) * (this.groundSize - 4);
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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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this.setPosition(posX, 1, posZ);
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}
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update() {
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this.mesh.position.add(this.direction);
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// Bounce off boundaries
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const boundary = this.groundSize / 2 - 1;
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if (Math.abs(this.mesh.position.x) > boundary) {
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this.direction.x *= -1;
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}
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if (Math.abs(this.mesh.position.z) > boundary) {
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this.direction.z *= -1;
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}
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}
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checkCollisionWithPlayer(playerPosition) {
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return this.checkCollision(playerPosition, this.collisionRadius);
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}
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}
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// Game class
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class Game {
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constructor() {
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this.groundSize = 30;
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this.score = 0;
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this.health = 100;
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this.gameActive = true;
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this.keys = {};
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this.coins = [];
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this.obstacles = [];
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this.touchActive = false;
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this.touchStartX = 0;
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this.touchStartY = 0;
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this.touchCurrentX = 0;
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this.touchCurrentY = 0;
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this.touchId = null;
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this.init();
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this.setupEventListeners();
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this.animate();
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}
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init() {
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this.setupScene();
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this.setupCamera();
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this.setupRenderer();
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this.setupLights();
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this.setupGround();
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this.setupPlayer();
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this.createGameObjects();
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}
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setupScene() {
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this.scene = new THREE.Scene();
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this.scene.background = new THREE.Color(0x87CEEB);
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this.scene.fog = new THREE.Fog(0x87CEEB, 0, 50);
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}
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setupCamera() {
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this.camera = new THREE.PerspectiveCamera(
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75,
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window.innerWidth / window.innerHeight,
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0.1,
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1000
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);
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this.camera.position.set(0, 10, 15);
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this.camera.lookAt(0, 0, 0);
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}
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setupRenderer() {
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this.renderer = new THREE.WebGLRenderer({ antialias: true });
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this.renderer.setSize(window.innerWidth, window.innerHeight);
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this.renderer.shadowMap.enabled = true;
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this.renderer.shadowMap.type = THREE.PCFSoftShadowMap;
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document.body.appendChild(this.renderer.domElement);
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}
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setupLights() {
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const ambientLight = new THREE.AmbientLight(0xffffff, 0.6);
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this.scene.add(ambientLight);
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const directionalLight = new THREE.DirectionalLight(0xffffff, 0.8);
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directionalLight.position.set(10, 20, 10);
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directionalLight.castShadow = true;
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directionalLight.shadow.mapSize.width = 2048;
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directionalLight.shadow.mapSize.height = 2048;
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directionalLight.shadow.camera.left = -20;
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directionalLight.shadow.camera.right = 20;
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directionalLight.shadow.camera.top = 20;
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directionalLight.shadow.camera.bottom = -20;
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directionalLight.shadow.camera.near = 0.5;
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directionalLight.shadow.camera.far = 50;
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this.scene.add(directionalLight);
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}
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setupGround() {
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const groundGeometry = new THREE.PlaneGeometry(this.groundSize, this.groundSize);
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const groundMaterial = new THREE.MeshStandardMaterial({
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color: 0x90EE90,
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roughness: 0.8
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});
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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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ground.receiveShadow = true;
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this.scene.add(ground);
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const gridHelper = new THREE.GridHelper(this.groundSize, 20, 0x000000, 0x000000);
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gridHelper.material.opacity = 0.2;
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gridHelper.material.transparent = true;
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this.scene.add(gridHelper);
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}
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setupPlayer() {
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this.player = new Player(this.scene, this.groundSize);
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}
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createGameObjects() {
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this.createCoins(10);
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this.createObstacles(8);
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}
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createCoins(count) {
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for (let i = 0; i < count; i++) {
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const coin = new Coin(this.scene, this.groundSize, this.coins.length);
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this.coins.push(coin);
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}
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}
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createObstacles(count) {
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for (let i = 0; i < count; i++) {
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const obstacle = new Obstacle(this.scene, this.groundSize);
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this.obstacles.push(obstacle);
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}
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}
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setupEventListeners() {
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window.addEventListener('keydown', (e) => {
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this.keys[e.key.toLowerCase()] = true;
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});
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window.addEventListener('keyup', (e) => {
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this.keys[e.key.toLowerCase()] = false;
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});
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window.addEventListener('resize', () => this.onWindowResize());
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document.getElementById('restartBtn').addEventListener('click', () => this.restart());
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// Touch event listeners
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this.setupTouchControls();
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}
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setupTouchControls() {
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const canvas = this.renderer.domElement;
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// Prevent default touch behaviors
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canvas.addEventListener('touchstart', (e) => {
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e.preventDefault();
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this.handleTouchStart(e);
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}, { passive: false });
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canvas.addEventListener('touchmove', (e) => {
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e.preventDefault();
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this.handleTouchMove(e);
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}, { passive: false });
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canvas.addEventListener('touchend', (e) => {
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e.preventDefault();
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this.handleTouchEnd(e);
|
||||
}, { passive: false });
|
||||
|
||||
canvas.addEventListener('touchcancel', (e) => {
|
||||
e.preventDefault();
|
||||
this.handleTouchEnd(e);
|
||||
}, { passive: false });
|
||||
}
|
||||
|
||||
handleTouchStart(e) {
|
||||
if (this.touchActive) return;
|
||||
|
||||
const touch = e.touches[0];
|
||||
const rect = this.renderer.domElement.getBoundingClientRect();
|
||||
|
||||
// Use center of screen as reference point
|
||||
this.touchStartX = rect.left + rect.width / 2;
|
||||
this.touchStartY = rect.top + rect.height / 2;
|
||||
|
||||
this.touchId = touch.identifier;
|
||||
this.touchCurrentX = touch.clientX;
|
||||
this.touchCurrentY = touch.clientY;
|
||||
this.touchActive = true;
|
||||
}
|
||||
|
||||
handleTouchMove(e) {
|
||||
if (!this.touchActive) return;
|
||||
|
||||
const touch = Array.from(e.touches).find(t => t.identifier === this.touchId);
|
||||
if (!touch) return;
|
||||
|
||||
this.touchCurrentX = touch.clientX;
|
||||
this.touchCurrentY = touch.clientY;
|
||||
|
||||
this.updateTouchMovement();
|
||||
}
|
||||
|
||||
handleTouchEnd(e) {
|
||||
if (!this.touchActive) return;
|
||||
|
||||
// Check if the touch that ended is our tracked touch
|
||||
const touch = Array.from(e.changedTouches).find(t => t.identifier === this.touchId);
|
||||
if (!touch) return;
|
||||
|
||||
this.touchActive = false;
|
||||
this.touchId = null;
|
||||
this.touchCurrentX = this.touchStartX;
|
||||
this.touchCurrentY = this.touchStartY;
|
||||
this.updateTouchMovement();
|
||||
}
|
||||
|
||||
updateTouchMovement() {
|
||||
if (!this.touchActive) {
|
||||
// Reset all movement keys
|
||||
this.keys['w'] = false;
|
||||
this.keys['s'] = false;
|
||||
this.keys['a'] = false;
|
||||
this.keys['d'] = false;
|
||||
return;
|
||||
}
|
||||
|
||||
const deltaX = this.touchCurrentX - this.touchStartX;
|
||||
const deltaY = this.touchCurrentY - this.touchStartY;
|
||||
const distance = Math.sqrt(deltaX * deltaX + deltaY * deltaY);
|
||||
|
||||
// Normalize movement direction
|
||||
const threshold = 10; // Minimum movement to register
|
||||
if (distance < threshold) {
|
||||
this.keys['w'] = false;
|
||||
this.keys['s'] = false;
|
||||
this.keys['a'] = false;
|
||||
this.keys['d'] = false;
|
||||
return;
|
||||
}
|
||||
|
||||
// Calculate direction
|
||||
const normalizedX = deltaX / distance;
|
||||
const normalizedY = deltaY / distance;
|
||||
|
||||
// Update movement keys based on direction
|
||||
this.keys['w'] = normalizedY < -0.3;
|
||||
this.keys['s'] = normalizedY > 0.3;
|
||||
this.keys['a'] = normalizedX < -0.3;
|
||||
this.keys['d'] = normalizedX > 0.3;
|
||||
}
|
||||
|
||||
updatePlayer() {
|
||||
if (!this.gameActive) return;
|
||||
this.player.update(this.keys);
|
||||
}
|
||||
|
||||
updateCoins() {
|
||||
this.coins.forEach((coin, index) => {
|
||||
coin.update();
|
||||
|
||||
if (coin.checkCollisionWithPlayer(this.player.getPosition())) {
|
||||
coin.remove();
|
||||
this.coins.splice(index, 1);
|
||||
this.score += 10;
|
||||
this.updateUI();
|
||||
this.createCoins(1);
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
updateObstacles() {
|
||||
if (!this.gameActive) return;
|
||||
|
||||
this.obstacles.forEach(obstacle => {
|
||||
obstacle.update();
|
||||
|
||||
if (obstacle.checkCollisionWithPlayer(this.player.getPosition())) {
|
||||
this.health -= 1;
|
||||
this.updateUI();
|
||||
this.player.handleCollision(obstacle.getPosition());
|
||||
|
||||
if (this.health <= 0) {
|
||||
this.gameOver();
|
||||
}
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
updateCamera() {
|
||||
const playerPos = this.player.getPosition();
|
||||
this.camera.position.x = playerPos.x;
|
||||
this.camera.position.z = playerPos.z + 15;
|
||||
this.camera.lookAt(playerPos);
|
||||
}
|
||||
|
||||
updateUI() {
|
||||
document.getElementById('score').textContent = this.score;
|
||||
document.getElementById('health').textContent = Math.max(0, this.health);
|
||||
}
|
||||
|
||||
gameOver() {
|
||||
this.gameActive = false;
|
||||
document.getElementById('finalScore').textContent = this.score;
|
||||
document.getElementById('gameOver').style.display = 'block';
|
||||
}
|
||||
|
||||
restart() {
|
||||
// Remove all coins and obstacles
|
||||
this.coins.forEach(coin => coin.remove());
|
||||
this.obstacles.forEach(obstacle => obstacle.remove());
|
||||
this.coins = [];
|
||||
this.obstacles = [];
|
||||
|
||||
// Reset player
|
||||
this.player.reset();
|
||||
|
||||
// Reset game state
|
||||
this.score = 0;
|
||||
this.health = 100;
|
||||
this.gameActive = true;
|
||||
|
||||
// Recreate game objects
|
||||
this.createGameObjects();
|
||||
|
||||
// Hide game over screen
|
||||
document.getElementById('gameOver').style.display = 'none';
|
||||
this.updateUI();
|
||||
}
|
||||
|
||||
onWindowResize() {
|
||||
this.camera.aspect = window.innerWidth / window.innerHeight;
|
||||
this.camera.updateProjectionMatrix();
|
||||
this.renderer.setSize(window.innerWidth, window.innerHeight);
|
||||
}
|
||||
|
||||
animate() {
|
||||
requestAnimationFrame(() => this.animate());
|
||||
|
||||
// Update touch movement if active
|
||||
if (this.touchActive) {
|
||||
this.updateTouchMovement();
|
||||
}
|
||||
|
||||
this.updatePlayer();
|
||||
this.updateCoins();
|
||||
this.updateObstacles();
|
||||
this.updateCamera();
|
||||
|
||||
this.renderer.render(this.scene, this.camera);
|
||||
}
|
||||
}
|
||||
|
||||
// Start the game
|
||||
const game = new Game();
|
||||
// Load the game after THREE is loaded
|
||||
import('./src/main.js').catch(err => {
|
||||
console.error('Failed to load game:', err);
|
||||
});
|
||||
</script>
|
||||
</body>
|
||||
</html>
|
||||
</html>
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue