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Update index.html
Browse files- index.html +144 -18
index.html
CHANGED
@@ -1,19 +1,145 @@
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<!DOCTYPE html>
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<html>
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<head>
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<title>Endless Runner</title>
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<style>
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body { margin: 0; overflow: hidden; }
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canvas { display: block; }
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#score {
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position: absolute;
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top: 10px;
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left: 10px;
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color: white;
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font-family: Arial;
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font-size: 20px;
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}
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</style>
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</head>
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<body>
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<div id="score">Score: 0</div>
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<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r134/three.min.js"></script>
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<script>
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// Scene setup
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const scene = new THREE.Scene();
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const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
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const renderer = new THREE.WebGLRenderer();
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renderer.setSize(window.innerWidth, window.innerHeight);
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document.body.appendChild(renderer.domElement);
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// Player
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const playerGeometry = new THREE.BoxGeometry(1, 1, 1);
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const playerMaterial = new THREE.MeshBasicMaterial({ color: 0x00ff00 });
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const player = new THREE.Mesh(playerGeometry, playerMaterial);
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player.position.y = 0.5;
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scene.add(player);
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// Ground
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const groundGeometry = new THREE.PlaneGeometry(10, 1000);
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const groundMaterial = new THREE.MeshBasicMaterial({ color: 0x888888 });
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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.position.y = 0;
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scene.add(ground);
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// Game variables
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let obstacles = [];
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let score = 0;
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let isJumping = false;
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let jumpVelocity = 0;
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let gameSpeed = 0.1;
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let lastObstacleTime = 0;
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camera.position.z = 5;
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camera.position.y = 5;
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camera.lookAt(0, 0, 0);
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// Obstacle creation
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function createObstacle() {
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const obstacleGeometry = new THREE.BoxGeometry(1, 1, 1);
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const obstacleMaterial = new THREE.MeshBasicMaterial({ color: 0xff0000 });
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const obstacle = new THREE.Mesh(obstacleGeometry, obstacleMaterial);
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obstacle.position.y = 0.5;
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obstacle.position.z = -50;
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obstacle.position.x = Math.random() * 4 - 2;
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scene.add(obstacle);
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obstacles.push(obstacle);
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}
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// Jump mechanics
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document.addEventListener('keydown', (event) => {
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if (event.code === 'Space' && !isJumping) {
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isJumping = true;
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jumpVelocity = 0.3;
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}
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});
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// Game loop
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function animate() {
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requestAnimationFrame(animate);
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// Update ground movement
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ground.position.z += gameSpeed;
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if (ground.position.z > 100) {
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ground.position.z = 0;
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}
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// Jump physics
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if (isJumping) {
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player.position.y += jumpVelocity;
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jumpVelocity -= 0.015;
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if (player.position.y <= 0.5) {
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player.position.y = 0.5;
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isJumping = false;
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jumpVelocity = 0;
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}
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}
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// Obstacle management
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const currentTime = Date.now();
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if (currentTime - lastObstacleTime > 2000) {
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createObstacle();
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lastObstacleTime = currentTime;
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}
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// Move and check obstacles
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obstacles.forEach((obstacle, index) => {
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obstacle.position.z += gameSpeed;
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// Collision detection
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if (Math.abs(obstacle.position.z - player.position.z) < 1 &&
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Math.abs(obstacle.position.x - player.position.x) < 1 &&
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player.position.y < 1.5) {
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alert('Game Over! Score: ' + score);
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obstacles.forEach(o => scene.remove(o));
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obstacles = [];
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score = 0;
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}
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// Remove obstacles that passed
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if (obstacle.position.z > 10) {
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scene.remove(obstacle);
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obstacles.splice(index, 1);
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score += 10;
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}
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});
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// Update score
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document.getElementById('score').textContent = 'Score: ' + score;
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// Increase difficulty
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gameSpeed += 0.0001;
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renderer.render(scene, camera);
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}
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// Handle window resize
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window.addEventListener('resize', () => {
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camera.aspect = window.innerWidth / window.innerHeight;
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camera.updateProjectionMatrix();
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renderer.setSize(window.innerWidth, window.innerHeight);
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});
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animate();
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</script>
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</body>
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</html>
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