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Update app.py
Browse files
app.py
CHANGED
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@@ -8,7 +8,7 @@ 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>Hugging Face Game with
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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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@@ -36,29 +36,32 @@ with demo:
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}
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#controls {
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position: absolute;
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top:
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font-size:
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color: white;
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background: rgba(0, 0, 0, 0.8);
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padding:
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font-family: Arial, sans-serif;
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text-align:
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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="win-message">You Win!</div>
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<div id="gpu-counter">GPUs Collected: 0 / 10</div>
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<div id="controls">
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<p>Controls:</p>
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<p>W / Up
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<p>S / Down
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<p>A / Left
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<p>D / Right
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<p>
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<p>Shift: Down</p>
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<p>Collect all GPUs to win!</p>
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</div>
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@@ -126,6 +129,30 @@ with demo:
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face.acceleration = new THREE.Vector3(0, 0, 0);
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face.friction = 0.95;
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// "GPU" Texts
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const canvas = document.createElement('canvas');
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canvas.width = 128;
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@@ -149,33 +176,6 @@ with demo:
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gpuSprites.push(sprite);
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}
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// Sound setup (Web Audio API)
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const audioCtx = new (window.AudioContext || window.webkitAudioContext)();
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// Background music (simple looping oscillator)
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const bgOscillator = audioCtx.createOscillator();
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const bgGain = audioCtx.createGain();
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bgOscillator.type = 'sine';
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bgOscillator.frequency.setValueAtTime(220, audioCtx.currentTime); // Low hum
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bgGain.gain.setValueAtTime(0.1, audioCtx.currentTime); // Quiet volume
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bgOscillator.connect(bgGain);
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bgGain.connect(audioCtx.destination);
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bgOscillator.start();
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// GPU collect sound
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function playCollectSound() {
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const oscillator = audioCtx.createOscillator();
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const gain = audioCtx.createGain();
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oscillator.type = 'square';
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oscillator.frequency.setValueAtTime(880, audioCtx.currentTime); // High pitch
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gain.gain.setValueAtTime(0.3, audioCtx.currentTime);
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gain.gain.exponentialRampToValueAtTime(0.01, audioCtx.currentTime + 0.2);
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oscillator.connect(gain);
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gain.connect(audioCtx.destination);
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oscillator.start();
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oscillator.stop(audioCtx.currentTime + 0.2);
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}
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// Clock for smooth animation
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const clock = new THREE.Clock();
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@@ -184,27 +184,9 @@ with demo:
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const gpuCounter = document.getElementById('gpu-counter');
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let gameWon = false;
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// Controls instructions
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const controlsDiv = document.getElementById('controls');
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let controlsVisible = true;
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setTimeout(() => {
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if (controlsVisible) {
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controlsDiv.style.opacity = '0';
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setTimeout(() => controlsDiv.style.display = 'none', 1000);
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controlsVisible = false;
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}
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}, 5000); // Hide after 5 seconds
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// Keyboard controls
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const keys = {};
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window.addEventListener('keydown', (e) => {
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keys[e.key] = true;
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if (controlsVisible) {
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controlsDiv.style.opacity = '0';
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setTimeout(() => controlsDiv.style.display = 'none', 1000);
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controlsVisible = false;
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}
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});
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window.addEventListener('keyup', (e) => { keys[e.key] = false; });
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function handleControls(deltaTime) {
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@@ -218,20 +200,15 @@ with demo:
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if (keys[' ']) face.acceleration.y = accel;
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if (keys['Shift']) face.acceleration.y = -accel;
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// Apply acceleration and friction
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face.velocity.add(face.acceleration.clone().multiplyScalar(deltaTime));
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face.velocity.multiplyScalar(face.friction);
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face.velocity.clampLength(0, face.maxSpeed);
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// Update position
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face.position.add(face.velocity.clone().multiplyScalar(deltaTime));
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// Face direction of movement
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if (face.velocity.length() > 0.1) {
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face.lookAt(face.position.clone().add(face.velocity));
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}
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// Keep within bounds
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face.position.x = Math.max(-50, Math.min(50, face.position.x));
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face.position.z = Math.max(-50, Math.min(50, face.position.z));
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face.position.y = Math.max(1, Math.min(50, face.position.y));
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@@ -243,32 +220,27 @@ with demo:
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const deltaTime = clock.getDelta();
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if (!gameWon) {
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// Handle player controls
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handleControls(deltaTime);
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// Check for "GPU" collisions
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gpuSprites.forEach((gpu, index) => {
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if (face.position.distanceTo(gpu.position) < 1) {
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scene.remove(gpu);
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gpuSprites.splice(index, 1);
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collectedGPUs++;
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gpuCounter.textContent = `GPUs Collected: ${collectedGPUs} / ${totalGPUs}`;
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if (collectedGPUs === totalGPUs) {
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gameWon = true;
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winMessage.style.display = 'block';
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face.velocity.set(0, 0, 0);
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}
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}
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});
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}
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// Update camera
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camera.position.set(face.position.x, face.position.y + 5, face.position.z - 10);
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camera.lookAt(face.position);
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// Render
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renderer.render(scene, camera);
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}
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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>Hugging Face Game with Pinned Controls</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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}
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#controls {
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position: absolute;
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top: 0;
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right: 0;
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width: 200px;
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font-size: 16px;
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color: white;
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background: rgba(0, 0, 0, 0.8);
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padding: 15px;
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font-family: Arial, sans-serif;
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text-align: left;
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height: 100%;
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box-sizing: border-box;
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}
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#controls p { margin: 5px 0; }
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#controls strong { color: #ffcc00; }
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</style>
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</head>
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<body>
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<div id="win-message">You Win!</div>
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<div id="gpu-counter">GPUs Collected: 0 / 10</div>
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<div id="controls">
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<p><strong>Controls:</strong></p>
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<p>W / Up: Forward</p>
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<p>S / Down: Backward</p>
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<p>A / Left: Left</p>
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<p>D / Right: Right</p>
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<p>Space: Up</p>
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<p>Shift: Down</p>
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<p>Collect all GPUs to win!</p>
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</div>
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face.acceleration = new THREE.Vector3(0, 0, 0);
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face.friction = 0.95;
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// Audio setup
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const listener = new THREE.AudioListener();
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camera.add(listener);
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// Background music (ambient wind-like sound)
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const bgSound = new THREE.Audio(listener);
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const audioLoader = new THREE.AudioLoader();
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const bgAudioData = 'data:audio/mp3;base64,' + btoa(String.fromCharCode(...new Uint8Array([/* Simulated wind sound MP3 data would go here */])));
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audioLoader.load(bgAudioData || 'https://threejs.org/examples/sounds/358232_j_s_song.mp3', function(buffer) {
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bgSound.setBuffer(buffer);
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bgSound.setLoop(true);
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bgSound.setVolume(0.2);
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bgSound.play();
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});
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// GPU collect sound (positional, ping-like)
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const collectSound = new THREE.PositionalAudio(listener);
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face.add(collectSound);
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audioLoader.load('https://threejs.org/examples/sounds/376737_Skullbeatz___Bad_Cat_Maste.mp3', function(buffer) {
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collectSound.setBuffer(buffer);
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collectSound.setRefDistance(10);
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collectSound.setVolume(0.5);
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});
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// "GPU" Texts
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const canvas = document.createElement('canvas');
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canvas.width = 128;
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gpuSprites.push(sprite);
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}
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// Clock for smooth animation
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const clock = new THREE.Clock();
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const gpuCounter = document.getElementById('gpu-counter');
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let gameWon = false;
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// Keyboard controls
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const keys = {};
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window.addEventListener('keydown', (e) => { keys[e.key] = true; });
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window.addEventListener('keyup', (e) => { keys[e.key] = false; });
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function handleControls(deltaTime) {
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if (keys[' ']) face.acceleration.y = accel;
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if (keys['Shift']) face.acceleration.y = -accel;
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face.velocity.add(face.acceleration.clone().multiplyScalar(deltaTime));
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face.velocity.multiplyScalar(face.friction);
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face.velocity.clampLength(0, face.maxSpeed);
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face.position.add(face.velocity.clone().multiplyScalar(deltaTime));
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if (face.velocity.length() > 0.1) {
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face.lookAt(face.position.clone().add(face.velocity));
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}
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face.position.x = Math.max(-50, Math.min(50, face.position.x));
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face.position.z = Math.max(-50, Math.min(50, face.position.z));
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face.position.y = Math.max(1, Math.min(50, face.position.y));
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const deltaTime = clock.getDelta();
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if (!gameWon) {
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handleControls(deltaTime);
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gpuSprites.forEach((gpu, index) => {
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if (face.position.distanceTo(gpu.position) < 1) {
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scene.remove(gpu);
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gpuSprites.splice(index, 1);
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collectedGPUs++;
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gpuCounter.textContent = `GPUs Collected: ${collectedGPUs} / ${totalGPUs}`;
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collectSound.play(); // Play positional sound
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if (collectedGPUs === totalGPUs) {
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gameWon = true;
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winMessage.style.display = 'block';
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face.velocity.set(0, 0, 0);
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bgSound.stop();
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}
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}
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});
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}
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camera.position.set(face.position.x, face.position.y + 5, face.position.z - 10);
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camera.lookAt(face.position);
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renderer.render(scene, camera);
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}
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