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Update app.py
Browse files
app.py
CHANGED
@@ -8,34 +8,24 @@ with demo:
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<head>
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<meta charset="UTF-8">
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<meta name="viewport" content="width=device-width, initial-scale=1.0">
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<title>
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<style>
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body {
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overflow: hidden;
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}
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#container {
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position: relative;
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}
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#debug {
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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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background: rgba(0, 0, 0, 0.
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padding:
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font-family: Arial, sans-serif;
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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="container"></div>
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<div id="
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<p>Position: <span id="position"></span></p>
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<p>Rotation: <span id="rotation"></span></p>
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</div>
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<!-- Libraries from CDNs -->
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<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js"></script>
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<script src="https://cdn.jsdelivr.net/npm/[email protected]/examples/js/loaders/GLTFLoader.js"></script>
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<script src="https://cdn.jsdelivr.net/npm/[email protected]/examples/js/controls/OrbitControls.js"></script>
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@@ -62,7 +52,7 @@ with demo:
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canvas.width = 256;
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canvas.height = 256;
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const context = canvas.getContext('2d');
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context.fillStyle = '#8B4513'; // Brown
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context.fillRect(0, 0, 256, 256);
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context.strokeStyle = '#FFFFFF';
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context.lineWidth = 2;
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@@ -89,7 +79,7 @@ with demo:
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canvas.width = 64;
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canvas.height = 64;
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const context = canvas.getContext('2d');
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context.fillStyle = '#808080'; // Gray
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context.fillRect(0, 0, 64, 64);
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context.fillStyle = '#A0A0A0';
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for (let i = 0; i < 100; i++) {
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}
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}
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// Walls
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const wallTexture = createWallTexture();
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const wallGeometry = new THREE.BoxGeometry(cellSize, cellSize, cellSize);
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const wallMaterial = new THREE.MeshBasicMaterial({ map: wallTexture });
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const walls = [];
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const wallBounds = [];
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for (let i = 0; i < gridSize; i++) {
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for (let j = 0; j < gridSize; j++) {
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if (maze[i][j] === 1) {
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const wall = new THREE.Mesh(wallGeometry, wallMaterial);
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const z = (i - 7.5) * cellSize;
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wall.position.set(x, cellSize / 2, z);
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scene.add(wall);
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walls.push(wall);
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wallBounds.push({
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minX: x - cellSize / 2,
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maxX: x + cellSize / 2,
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minZ: z - cellSize / 2,
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maxZ: z + cellSize / 2
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});
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}
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}
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}
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//
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const loader = new THREE.GLTFLoader();
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let
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loader.load(
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'https://threejs.org/examples/models/gltf/Soldier.glb',
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(gltf) => {
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soldier = gltf.scene;
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soldier.scale.set(2, 2, 2);
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soldier.position.set(0, 0, 0);
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scene.add(soldier);
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mixer = new THREE.AnimationMixer(soldier);
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const animations = gltf.animations;
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},
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undefined,
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(error) => console.error('Error loading soldier:', error)
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);
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// Camera and Controls
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camera.position.set(0,
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const controls = new THREE.OrbitControls(camera, renderer.domElement);
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controls.target.set(0, 0, 0);
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controls.update();
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// Movement Controls
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const keys = new Set();
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window.addEventListener('keydown', (e) => keys.add(e.key.toLowerCase()));
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window.addEventListener('keyup', (e) => keys.delete(e.key.toLowerCase()));
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const moveSpeed = 10; // Units per second
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const collisionRadius = 0.5;
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function updateSoldier(delta) {
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if (!soldier) return;
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const forward = new THREE.Vector3();
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camera.getWorldDirection(forward);
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forward.y = 0;
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forward.normalize();
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const right = new THREE.Vector3();
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right.crossVectors(forward, new THREE.Vector3(0, 1, 0));
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const moveDirection = new THREE.Vector3();
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if (keys.has('w')) moveDirection.add(forward);
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if (keys.has('s')) moveDirection.add(forward.clone().negate());
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if (keys.has('a')) moveDirection.add(right.clone().negate());
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if (keys.has('d')) moveDirection.add(right);
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if (moveDirection.lengthSq() > 0) {
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moveDirection.normalize();
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const newPosition = soldier.position.clone().add(
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moveDirection.multiplyScalar(moveSpeed * delta)
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);
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// Collision Detection
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let colliding = false;
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for (const wall of wallBounds) {
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if (
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newPosition.x > wall.minX - collisionRadius &&
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newPosition.x < wall.maxX + collisionRadius &&
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newPosition.z > wall.minZ - collisionRadius &&
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newPosition.z < wall.maxZ + collisionRadius
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) {
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colliding = true;
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break;
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}
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}
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if (!colliding) {
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soldier.position.copy(newPosition);
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const angle = Math.atan2(moveDirection.x, moveDirection.z);
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soldier.rotation.y = angle + Math.PI; // Orientation fix
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}
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// Animation Transition to Run
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if (activeAction !== runAction) {
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activeAction.fadeOut(0.2);
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runAction.reset().fadeIn(0.2).play();
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activeAction = runAction;
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}
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} else {
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// Animation Transition to Idle
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if (activeAction !== idleAction) {
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activeAction.fadeOut(0.2);
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idleAction.reset().fadeIn(0.2).play();
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activeAction = idleAction;
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}
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}
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}
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// Animation Loop
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const clock = new THREE.Clock();
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function animate() {
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requestAnimationFrame(animate);
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const delta = clock.getDelta();
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if (
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}
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controls.update();
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renderer.render(scene, camera);
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}
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animate();
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<head>
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<meta charset="UTF-8">
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<meta name="viewport" content="width=device-width, initial-scale=1.0">
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<title>Autonomous Maze Game Demo</title>
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<style>
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body { margin: 0; overflow: hidden; }
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#status {
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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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background: rgba(0, 0, 0, 0.7);
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padding: 5px;
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font-family: Arial, sans-serif;
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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="container"></div>
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<div id="status">Status: In progress</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 src="https://cdn.jsdelivr.net/npm/[email protected]/examples/js/loaders/GLTFLoader.js"></script>
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<script src="https://cdn.jsdelivr.net/npm/[email protected]/examples/js/controls/OrbitControls.js"></script>
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canvas.width = 256;
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canvas.height = 256;
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const context = canvas.getContext('2d');
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context.fillStyle = '#8B4513'; // Brown
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context.fillRect(0, 0, 256, 256);
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context.strokeStyle = '#FFFFFF';
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context.lineWidth = 2;
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canvas.width = 64;
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canvas.height = 64;
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const context = canvas.getContext('2d');
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context.fillStyle = '#808080'; // Gray
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context.fillRect(0, 0, 64, 64);
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context.fillStyle = '#A0A0A0';
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for (let i = 0; i < 100; i++) {
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}
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}
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// Walls
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const wallTexture = createWallTexture();
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const wallGeometry = new THREE.BoxGeometry(cellSize, cellSize, cellSize);
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const wallMaterial = new THREE.MeshBasicMaterial({ map: wallTexture });
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for (let i = 0; i < gridSize; i++) {
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for (let j = 0; j < gridSize; j++) {
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if (maze[i][j] === 1) {
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const wall = new THREE.Mesh(wallGeometry, wallMaterial);
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wall.position.set((j - 7.5) * cellSize, cellSize / 2, (i - 7.5) * cellSize);
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scene.add(wall);
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}
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}
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}
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// Flag
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const flagGeometry = new THREE.BoxGeometry(1, 2, 1);
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const flagMaterial = new THREE.MeshBasicMaterial({ color: 0xffff00 }); // Yellow
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const flag = new THREE.Mesh(flagGeometry, flagMaterial);
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flag.position.set(2, 1, 2); // Center of maze (8,8) translated to world coords
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scene.add(flag);
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// A* Pathfinding
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function aStar(maze, start, goal) {
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const openSet = [start];
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const cameFrom = {};
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const gScore = { [start]: 0 };
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const fScore = { [start]: heuristic(start, goal) };
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while (openSet.length > 0) {
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let current = openSet.reduce((a, b) => fScore[a] < fScore[b] ? a : b);
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if (current === goal) return reconstructPath(cameFrom, current);
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openSet.splice(openSet.indexOf(current), 1);
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for (let neighbor of getNeighbors(maze, current)) {
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let tentative_gScore = gScore[current] + 1;
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if (!(neighbor in gScore) || tentative_gScore < gScore[neighbor]) {
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cameFrom[neighbor] = current;
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gScore[neighbor] = tentative_gScore;
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fScore[neighbor] = gScore[neighbor] + heuristic(neighbor, goal);
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if (!openSet.includes(neighbor)) openSet.push(neighbor);
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}
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}
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}
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return [];
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}
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function heuristic(a, b) {
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const [aRow, aCol] = a.split(',').map(Number);
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const [bRow, bCol] = b.split(',').map(Number);
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return Math.abs(aRow - bRow) + Math.abs(aCol - bCol);
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}
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function getNeighbors(maze, node) {
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const [row, col] = node.split(',').map(Number);
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const neighbors = [];
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if (row > 0 && maze[row - 1][col] === 0) neighbors.push(`${row - 1},${col}`);
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if (row < 15 && maze[row + 1][col] === 0) neighbors.push(`${row + 1},${col}`);
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if (col > 0 && maze[row][col - 1] === 0) neighbors.push(`${row},${col - 1}`);
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if (col < 15 && maze[row][col + 1] === 0) neighbors.push(`${row},${col + 1}`);
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return neighbors;
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}
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function reconstructPath(cameFrom, current) {
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const path = [current];
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while (current in cameFrom) {
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current = cameFrom[current];
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path.unshift(current);
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}
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return path;
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}
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// Soldiers
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const loader = new THREE.GLTFLoader();
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let soldiers = [];
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let winner = null;
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const moveSpeed = 5;
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loader.load(
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'https://threejs.org/examples/models/gltf/Soldier.glb',
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(gltf) => {
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const animations = gltf.animations;
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for (let team = 0; team < 2; team++) {
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for (let i = 0; i < 3; i++) {
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const soldierClone = gltf.scene.clone();
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const mixer = new THREE.AnimationMixer(soldierClone);
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soldierClone.scale.set(2, 2, 2);
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const soldierObj = {
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mesh: soldierClone,
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mixer: mixer,
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team: team,
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path: [],
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idleAction: mixer.clipAction(THREE.AnimationClip.findByName(animations, 'Idle')),
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runAction: mixer.clipAction(THREE.AnimationClip.findByName(animations, 'Run')),
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activeAction: null
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};
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soldierObj.activeAction = soldierObj.idleAction;
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soldierObj.activeAction.play();
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// Color soldiers
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soldierClone.traverse((child) => {
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if (child.isMesh) {
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child.material = child.material.clone();
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child.material.color.set(team === 0 ? 0x0000ff : 0xff0000);
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}
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});
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// Random starting position
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let gridX, gridZ;
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do {
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gridZ = Math.floor(Math.random() * 16);
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gridX = team === 0 ? Math.floor(Math.random() * 8) : Math.floor(Math.random() * 8) + 8;
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} while (maze[gridZ][gridX] === 1);
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const worldX = (gridX - 7.5) * cellSize;
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const worldZ = (gridZ - 7.5) * cellSize;
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soldierClone.position.set(worldX, 0, worldZ);
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scene.add(soldierClone);
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// Path to flag
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const start = `${gridZ},${gridX}`;
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const goal = "8,8";
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const path = aStar(maze, start, goal);
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soldierObj.path = path.map(node => {
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const [row, col] = node.split(',').map(Number);
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return new THREE.Vector3((col - 7.5) * cellSize, 0, (row - 7.5) * cellSize);
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});
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soldiers.push(soldierObj);
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}
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}
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},
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undefined,
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(error) => console.error('Error loading soldier:', error)
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);
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// Camera and Controls
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camera.position.set(0, 20, 30);
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const controls = new THREE.OrbitControls(camera, renderer.domElement);
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controls.target.set(0, 0, 0);
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controls.update();
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261 |
// Animation Loop
|
262 |
const clock = new THREE.Clock();
|
263 |
function animate() {
|
264 |
requestAnimationFrame(animate);
|
265 |
const delta = clock.getDelta();
|
266 |
|
267 |
+
if (!winner) {
|
268 |
+
for (let soldier of soldiers) {
|
269 |
+
if (soldier.mesh.position.distanceTo(flag.position) < 1) {
|
270 |
+
winner = soldier.team;
|
271 |
+
document.getElementById('status').textContent = `Status: Team ${winner} wins!`;
|
272 |
+
break;
|
273 |
+
} else if (soldier.path.length > 0) {
|
274 |
+
const target = soldier.path[0];
|
275 |
+
const direction = target.clone().sub(soldier.mesh.position).normalize();
|
276 |
+
const step = direction.multiplyScalar(moveSpeed * delta);
|
277 |
+
soldier.mesh.position.add(step);
|
278 |
+
|
279 |
+
const angle = Math.atan2(direction.x, direction.z);
|
280 |
+
soldier.mesh.rotation.y = angle + Math.PI;
|
281 |
+
|
282 |
+
if (soldier.mesh.position.distanceTo(target) < 0.5) {
|
283 |
+
soldier.path.shift();
|
284 |
+
}
|
285 |
|
286 |
+
if (soldier.activeAction !== soldier.runAction) {
|
287 |
+
soldier.activeAction.fadeOut(0.2);
|
288 |
+
soldier.runAction.reset().fadeIn(0.2).play();
|
289 |
+
soldier.activeAction = soldier.runAction;
|
290 |
+
}
|
291 |
+
} else {
|
292 |
+
if (soldier.activeAction !== soldier.idleAction) {
|
293 |
+
soldier.activeAction.fadeOut(0.2);
|
294 |
+
soldier.idleAction.reset().fadeIn(0.2).play();
|
295 |
+
soldier.activeAction = soldier.idleAction;
|
296 |
+
}
|
297 |
+
}
|
298 |
+
soldier.mixer.update(delta);
|
299 |
+
}
|
300 |
}
|
301 |
|
|
|
302 |
renderer.render(scene, camera);
|
303 |
}
|
304 |
animate();
|