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import gradio as gr

demo = gr.Blocks()

with demo:
    gr.HTML("""<!DOCTYPE html>
    <html>
    <head>
        <title>Maze Game Demo</title>
        <style>
            body { margin: 0; overflow: hidden; }
            #debug {
                position: absolute;
                top: 10px;
                left: 10px;
                color: white;
                background: rgba(0, 0, 0, 0.7);
                padding: 5px;
                font-family: monospace;
            }
        </style>
    </head>
    <body>
        <div id="debug"></div>
        <script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js"></script>
        <script src="https://cdn.jsdelivr.net/npm/[email protected]/examples/js/loaders/GLTFLoader.js"></script>
        <script src="https://cdn.jsdelivr.net/npm/[email protected]/examples/js/controls/OrbitControls.js"></script>
        <script>
            // Scene setup
            const scene = new THREE.Scene();
            const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
            const renderer = new THREE.WebGLRenderer();
            renderer.setSize(window.innerWidth, window.innerHeight);
            document.body.appendChild(renderer.domElement);
    
            // Lighting
            const hemiLight = new THREE.HemisphereLight(0xffffff, 0x444444, 0.6);
            scene.add(hemiLight);
            const dirLight = new THREE.DirectionalLight(0xffffff, 0.8);
            dirLight.position.set(0, 20, 10);
            scene.add(dirLight);
    
            // OrbitControls
            const controls = new THREE.OrbitControls(camera, renderer.domElement);
            controls.enableDamping = true;
    
            // Maze generation
            const gridSize = 16;
            const cellSize = 4;
            const maze = [];
            const walls = [];
    
            function createTexture(width, height, type) {
                const canvas = document.createElement('canvas');
                canvas.width = width;
                canvas.height = height;
                const ctx = canvas.getContext('2d');
                
                if (type === 'floor') {
                    ctx.fillStyle = '#8B4513';
                    ctx.fillRect(0, 0, width, height);
                    ctx.strokeStyle = '#654321';
                    ctx.lineWidth = 2;
                    ctx.strokeRect(0, 0, width, height);
                } else {
                    ctx.fillStyle = '#666666';
                    ctx.fillRect(0, 0, width, height);
                    for (let i = 0; i < 10; i++) {
                        ctx.fillStyle = `rgba(0, 0, 0, ${Math.random() * 0.3})`;
                        ctx.fillRect(
                            Math.random() * width,
                            Math.random() * height,
                            Math.random() * width/4,
                            Math.random() * height/4
                        );
                    }
                }
                return new THREE.CanvasTexture(canvas);
            }
    
            const floorTexture = createTexture(256, 256, 'floor');
            const wallTexture = createTexture(256, 256, 'wall');
    
            // Generate maze
            for (let x = 0; x < gridSize; x++) {
                maze[x] = [];
                for (let z = 0; z < gridSize; z++) {
                    const isBoundary = x === 0 || x === gridSize - 1 || z === 0 || z === gridSize - 1;
                    const isCenter = x >= 6 && x <= 9 && z >= 6 && z <= 9;
                    const isWall = isBoundary || (!isCenter && Math.random() < 0.15);
                    maze[x][z] = isWall ? 1 : 0;
    
                    if (isWall) {
                        const wallGeometry = new THREE.BoxGeometry(cellSize, cellSize, cellSize);
                        const wallMaterial = new THREE.MeshPhongMaterial({ map: wallTexture });
                        const wall = new THREE.Mesh(wallGeometry, wallMaterial);
                        wall.position.set(x * cellSize, cellSize/2, z * cellSize);
                        scene.add(wall);
                        wall.boundingBox = new THREE.Box3().setFromObject(wall);
                        walls.push(wall);
                    }
                }
            }
    
            // Floor
            const floorGeometry = new THREE.PlaneGeometry(gridSize * cellSize, gridSize * cellSize);
            const floorMaterial = new THREE.MeshPhongMaterial({ map: floorTexture });
            const floor = new THREE.Mesh(floorGeometry, floorMaterial);
            floor.rotation.x = -Math.PI / 2;
            scene.add(floor);
    
            // Soldier setup
            const loader = new THREE.GLTFLoader();
            const soldiers = [];
            const mixers = [];
    
            function createSoldier(team, startX, startZ) {
                loader.load('https://threejs.org/examples/models/gltf/Soldier.glb', (gltf) => {
                    const soldier = gltf.scene;
                    soldier.scale.set(2, 2, 2);
                    soldier.position.set(startX, 0, startZ);
                    soldier.team = team;
                    soldier.collisionRadius = 1;
                    soldier.speed = 0.1;
                    scene.add(soldier);
                    soldiers.push(soldier);
    
                    const mixer = new THREE.AnimationMixer(soldier);
                    mixers.push(mixer);
                    
                    const idleAction = mixer.clipAction(gltf.animations[0]);
                    const runAction = mixer.clipAction(gltf.animations[3]);
                    
                    soldier.actions = { idle: idleAction, run: runAction };
                    idleAction.play();
                });
            }
    
            // Create two teams
            createSoldier(1, 28, 28); // Team 1
            createSoldier(2, 36, 36); // Team 2
    
            camera.position.set(32, 20, 32);
    
            // Movement controls
            const keys = { w: false, a: false, s: false, d: false };
            document.addEventListener('keydown', (e) => {
                if (e.key in keys) keys[e.key] = true;
            });
            document.addEventListener('keyup', (e) => {
                if (e.key in keys) keys[e.key] = false;
            });
    
            function checkCollision(newPosition, soldier) {
                const soldierBox = new THREE.Sphere(newPosition, soldier.collisionRadius);
                for (const wall of walls) {
                    if (soldierBox.intersectsBox(wall.boundingBox)) {
                        return true;
                    }
                }
                return false;
            }
    
            // Animation loop
            const clock = new THREE.Clock();
            function animate() {
                requestAnimationFrame(animate);
                const delta = clock.getDelta();
    
                soldiers.forEach((soldier, index) => {
                    if (!soldier) return;
    
                    const moveDirection = new THREE.Vector3();
                    if (index === 0) { // Only control first soldier for demo
                        const camForward = new THREE.Vector3();
                        camera.getWorldDirection(camForward);
                        camForward.y = 0;
                        camForward.normalize();
                        const camLeft = new THREE.Vector3(-camForward.z, 0, camForward.x);
    
                        if (keys.w) moveDirection.add(camForward);
                        if (keys.s) moveDirection.sub(camForward);
                        if (keys.a) moveDirection.add(camLeft);
                        if (keys.d) moveDirection.sub(camLeft);
                    }
    
                    if (moveDirection.length() > 0) {
                        moveDirection.normalize();
                        const newPosition = soldier.position.clone()
                            .add(moveDirection.multiplyScalar(soldier.speed));
                        
                        if (!checkCollision(newPosition, soldier)) {
                            soldier.position.copy(newPosition);
                            const angle = Math.atan2(moveDirection.x, moveDirection.z);
                            soldier.rotation.y = angle + Math.PI;
    
                            soldier.actions.idle.fadeOut(0.2);
                            soldier.actions.run.fadeIn(0.2);
                        }
                    } else {
                        soldier.actions.run.fadeOut(0.2);
                        soldier.actions.idle.fadeIn(0.2);
                    }
    
                    if (index === 0) {
                        controls.target.copy(soldier.position);
                        controls.update();
    
                        // Update debug overlay
                        document.getElementById('debug').innerHTML = `
                            Position: ${soldier.position.x.toFixed(2)}, 
                            ${soldier.position.y.toFixed(2)}, 
                            ${soldier.position.z.toFixed(2)}<br>
                            Rotation: ${(soldier.rotation.y * 180 / Math.PI).toFixed(2)}°
                        `;
                    }
                });
    
                mixers.forEach(mixer => mixer.update(delta));
                renderer.render(scene, camera);
            }
    
            // Responsive design
            window.addEventListener('resize', () => {
                camera.aspect = window.innerWidth / window.innerHeight;
                camera.updateProjectionMatrix();
                renderer.setSize(window.innerWidth, window.innerHeight);
            });
    
            animate();
        </script>
    </body>
    </html>""")

demo.launch()