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import gradio as gr

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>""").launch()