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HTML-Game/doom.html
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2026-06-15 18:20:46 +03:00

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18 KiB
HTML

<!DOCTYPE html>
<html lang="ru">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>DOOM ETERNAL: Web 3D Prototype</title>
<style>
body { margin: 0; overflow: hidden; background: #000; font-family: 'Impact', 'Arial Black', sans-serif; user-select: none; }
#game-container { position: relative; width: 100vw; height: 100vh; }
/* Прицел */
#crosshair {
position: absolute; top: 50%; left: 50%; width: 20px; height: 20px;
transform: translate(-50%, -50%); pointer-events: none; z-index: 10;
}
#crosshair::before, #crosshair::after {
content: ''; position: absolute; background: #00ff00; box-shadow: 0 0 5px #00ff00;
}
#crosshair::before { top: 9px; left: 0; width: 20px; height: 2px; }
#crosshair::after { top: 0; left: 9px; width: 2px; height: 20px; }
/* Экран старта */
#blocker {
position: absolute; width: 100%; height: 100%; background: rgba(0,0,0,0.85);
display: flex; flex-direction: column; align-items: center; justify-content: center;
z-index: 20; color: #fff; cursor: pointer;
}
#instructions { font-size: 36px; text-transform: uppercase; letter-spacing: 4px; color: #ff3333; text-shadow: 0 0 15px #ff0000; text-align: center; }
#sub-instructions { font-size: 18px; color: #aaa; margin-top: 20px; font-family: monospace; }
/* HUD в стиле Doom Eternal */
#hud {
position: absolute; bottom: 0; left: 0; width: 100%; height: 100px;
background: linear-gradient(to top, #0a0a0a 80%, transparent);
border-top: 3px solid #8b0000; display: flex; justify-content: space-between;
align-items: center; padding: 0 40px; box-sizing: border-box; pointer-events: none; z-index: 10;
}
.stat-box { text-align: center; color: #fff; }
.stat-label { font-size: 14px; color: #888; letter-spacing: 2px; text-transform: uppercase; }
.stat-value { font-size: 48px; line-height: 48px; text-shadow: 0 0 10px currentColor; }
.health { color: #00ff00; }
.armor { color: #00bfff; }
.ammo { color: #ffcc00; }
#damage-overlay {
position: absolute; top: 0; left: 0; width: 100%; height: 100%;
background: radial-gradient(circle, transparent 50%, rgba(255,0,0,0.6) 100%);
opacity: 0; pointer-events: none; transition: opacity 0.2s; z-index: 5;
}
</style>
<!-- Импорт Three.js через CDN -->
<script type="importmap">
{
"imports": {
"three": "https://unpkg.com/three@0.160.0/build/three.module.js",
"three/addons/": "https://unpkg.com/three@0.160.0/examples/jsm/"
}
}
</script>
</head>
<body>
<div id="game-container">
<div id="damage-overlay"></div>
<div id="crosshair"></div>
<div id="blocker">
<div id="instructions">КЛИКНИ, ЧТОБЫ ИГРАТЬ</div>
<div id="sub-instructions">WASD - Движение | Мышь - Обзор | ЛКМ - Огонь | RIP AND TEAR</div>
</div>
<div id="hud">
<div class="stat-box">
<div class="stat-label">Здоровье</div>
<div class="stat-value health" id="health-val">100</div>
</div>
<div class="stat-box">
<div class="stat-label">Броня</div>
<div class="stat-value armor" id="armor-val">50</div>
</div>
<div class="stat-box">
<div class="stat-label">Патроны</div>
<div class="stat-value ammo" id="ammo-val">24</div>
</div>
</div>
</div>
<script type="module">
import * as THREE from 'three';
import { PointerLockControls } from 'three/addons/controls/PointerLockControls.js';
// --- Глобальные переменные ---
let camera, scene, renderer, controls;
let moveForward = false, moveBackward = false, moveLeft = false, moveRight = false;
let prevTime = performance.now();
const velocity = new THREE.Vector3();
const direction = new THREE.Vector3();
// Игровые параметры
let health = 100, armor = 50, ammo = 24;
let enemies = [];
let particles = [];
let weaponGroup;
let isShooting = false;
let muzzleLight;
// Элементы UI
const blocker = document.getElementById('blocker');
const instructions = document.getElementById('instructions');
const damageOverlay = document.getElementById('damage-overlay');
const uiHealth = document.getElementById('health-val');
const uiArmor = document.getElementById('armor-val');
const uiAmmo = document.getElementById('ammo-val');
init();
animate();
function init() {
// 1. Сцена и Камера
scene = new THREE.Scene();
scene.background = new THREE.Color(0x050000);
// Адский туман
scene.fog = new THREE.FogExp2(0x1a0505, 0.035);
camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
camera.position.y = 1.6; // Рост игрока
// 2. Освещение
const ambientLight = new THREE.AmbientLight(0x401010, 0.5); // Темно-красный ambient
scene.add(ambientLight);
const dirLight = new THREE.DirectionalLight(0xff4400, 0.8);
dirLight.position.set(10, 20, 10);
dirLight.castShadow = true;
scene.add(dirLight);
// Вспышка выстрела (PointLight)
muzzleLight = new THREE.PointLight(0xffaa00, 0, 10);
scene.add(muzzleLight);
// 3. Окружение (Пол и Стены)
const floorGeometry = new THREE.PlaneGeometry(100, 100);
const floorMaterial = new THREE.MeshStandardMaterial({
color: 0x221111, roughness: 0.8, metalness: 0.2
});
const floor = new THREE.Mesh(floorGeometry, floorMaterial);
floor.rotation.x = -Math.PI / 2;
floor.receiveShadow = true;
scene.add(floor);
// Создаем несколько колонн/стен для укрытий
const boxGeo = new THREE.BoxGeometry(2, 6, 2);
const boxMat = new THREE.MeshStandardMaterial({ color: 0x331111, roughness: 0.9 });
for (let i = 0; i < 15; i++) {
const wall = new THREE.Mesh(boxGeo, boxMat);
wall.position.x = (Math.random() - 0.5) * 60;
wall.position.z = (Math.random() - 0.5) * 60;
wall.position.y = 3;
wall.castShadow = true;
wall.receiveShadow = true;
scene.add(wall);
}
// 4. Оружие (Супердробовик - процедурная модель)
weaponGroup = new THREE.Group();
const barrelGeo = new THREE.CylinderGeometry(0.04, 0.04, 0.8, 8);
const barrelMat = new THREE.MeshStandardMaterial({ color: 0x111111, metalness: 0.8, roughness: 0.3 });
const barrel1 = new THREE.Mesh(barrelGeo, barrelMat);
barrel1.rotation.x = Math.PI / 2;
barrel1.position.set(-0.03, 0, -0.4);
const barrel2 = new THREE.Mesh(barrelGeo, barrelMat);
barrel2.rotation.x = Math.PI / 2;
barrel2.position.set(0.03, 0, -0.4);
const bodyGeo = new THREE.BoxGeometry(0.15, 0.2, 0.6);
const bodyMat = new THREE.MeshStandardMaterial({ color: 0x4a3c31, metalness: 0.5 });
const body = new THREE.Mesh(bodyGeo, bodyMat);
body.position.z = 0.1;
weaponGroup.add(barrel1, barrel2, body);
weaponGroup.position.set(0.3, -0.3, -0.5);
camera.add(weaponGroup); // Прикрепляем оружие к камере
scene.add(camera);
// 5. Управление
controls = new PointerLockControls(camera, document.body);
blocker.addEventListener('click', () => {
controls.lock();
});
controls.addEventListener('lock', () => {
instructions.style.display = 'none';
blocker.style.display = 'none';
});
controls.addEventListener('unlock', () => {
blocker.style.display = 'flex';
instructions.style.display = 'block';
instructions.innerText = "ПАУЗА. КЛИКНИ, ЧТОБЫ ПРОДОЛЖИТЬ";
});
document.addEventListener('keydown', onKeyDown);
document.addEventListener('keyup', onKeyUp);
document.addEventListener('mousedown', onMouseDown);
// 6. Рендерер
renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.shadowMap.enabled = true;
document.getElementById('game-container').appendChild(renderer.domElement);
window.addEventListener('resize', onWindowResize);
// Спавн первых врагов
for(let i=0; i<5; i++) spawnEnemy();
}
function spawnEnemy() {
// Враг - демоническая светящаяся сфера (Икосаэдр)
const geometry = new THREE.IcosahedronGeometry(0.8, 1);
const material = new THREE.MeshStandardMaterial({
color: 0xff0000,
emissive: 0x550000,
roughness: 0.4,
metalness: 0.6
});
const enemy = new THREE.Mesh(geometry, material);
// Случайная позиция вдали от игрока
const angle = Math.random() * Math.PI * 2;
const radius = 15 + Math.random() * 20;
enemy.position.x = camera.position.x + Math.cos(angle) * radius;
enemy.position.z = camera.position.z + Math.sin(angle) * radius;
enemy.position.y = 1;
enemy.castShadow = true;
enemy.userData = { health: 30, speed: 2 + Math.random() * 2, lastAttack: 0 };
scene.add(enemy);
enemies.push(enemy);
}
function createParticles(position, color, count) {
const geo = new THREE.BoxGeometry(0.1, 0.1, 0.1);
const mat = new THREE.MeshBasicMaterial({ color: color });
for (let i = 0; i < count; i++) {
const mesh = new THREE.Mesh(geo, mat);
mesh.position.copy(position);
mesh.position.x += (Math.random() - 0.5) * 0.5;
mesh.position.y += (Math.random() - 0.5) * 0.5;
mesh.position.z += (Math.random() - 0.5) * 0.5;
const vel = new THREE.Vector3(
(Math.random() - 0.5) * 5,
(Math.random() - 0.5) * 5 + 2, // Вверх
(Math.random() - 0.5) * 5
);
scene.add(mesh);
particles.push({ mesh, vel, life: 1.0 });
}
}
function onKeyDown(event) {
switch (event.code) {
case 'ArrowUp': case 'KeyW': moveForward = true; break;
case 'ArrowLeft': case 'KeyA': moveLeft = true; break;
case 'ArrowDown': case 'KeyS': moveBackward = true; break;
case 'ArrowRight': case 'KeyD': moveRight = true; break;
}
}
function onKeyUp(event) {
switch (event.code) {
case 'ArrowUp': case 'KeyW': moveForward = false; break;
case 'ArrowLeft': case 'KeyA': moveLeft = false; break;
case 'ArrowDown': case 'KeyS': moveBackward = false; break;
case 'ArrowRight': case 'KeyD': moveRight = false; break;
}
}
function onMouseDown(event) {
if (!controls.isLocked || event.button !== 0 || ammo <= 0) return;
// Логика выстрела
ammo--;
uiAmmo.innerText = ammo;
isShooting = true;
// Анимация отдачи
weaponGroup.position.z += 0.2;
weaponGroup.rotation.x -= 0.1;
// Вспышка света
muzzleLight.position.copy(camera.position).add(camera.getWorldDirection(new THREE.Vector3()).multiplyScalar(1));
muzzleLight.intensity = 5;
setTimeout(() => { muzzleLight.intensity = 0; }, 50);
// Raycasting (стрельба)
const raycaster = new THREE.Raycaster();
raycaster.setFromCamera(new THREE.Vector2(0, 0), camera);
const intersects = raycaster.intersectObjects(enemies);
if (intersects.length > 0) {
const hit = intersects[0];
const enemy = hit.object;
// Эффект попадания
createParticles(hit.point, 0xff0000, 8); // Кровь
createParticles(hit.point, 0xffaa00, 4); // Искры
enemy.userData.health -= 15;
// Отталкивание врага
const pushDir = hit.point.clone().sub(camera.position).normalize();
enemy.position.add(pushDir.multiplyScalar(0.5));
if (enemy.userData.health <= 0) {
scene.remove(enemy);
enemies = enemies.filter(e => e !== enemy);
createParticles(enemy.position, 0xff0000, 20); // Взрыв крови
spawnEnemy(); // Спавним нового
spawnEnemy(); // Усложняем
}
}
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
function animate() {
requestAnimationFrame(animate);
const time = performance.now();
const delta = (time - prevTime) / 1000;
prevTime = time;
if (controls.isLocked) {
// --- Движение игрока ---
velocity.x -= velocity.x * 10.0 * delta;
velocity.z -= velocity.z * 10.0 * delta;
direction.z = Number(moveForward) - Number(moveBackward);
direction.x = Number(moveRight) - Number(moveLeft);
direction.normalize();
if (moveForward || moveBackward) velocity.z -= direction.z * 100.0 * delta;
if (moveLeft || moveRight) velocity.x -= direction.x * 100.0 * delta;
controls.moveRight(-velocity.x * delta);
controls.moveForward(-velocity.z * delta);
// Ограничение карты (простая коллизия с границами)
camera.position.x = Math.max(-45, Math.min(45, camera.position.x));
camera.position.z = Math.max(-45, Math.min(45, camera.position.z));
// --- Анимация оружия ---
// Возврат отдачи
weaponGroup.position.z = THREE.MathUtils.lerp(weaponGroup.position.z, -0.5, delta * 10);
weaponGroup.rotation.x = THREE.MathUtils.lerp(weaponGroup.rotation.x, 0, delta * 10);
// Покачивание оружия при ходьбе (Bobbing)
if (moveForward || moveBackward || moveLeft || moveRight) {
weaponGroup.position.y = -0.3 + Math.sin(time * 0.01) * 0.01;
weaponGroup.position.x = 0.3 + Math.cos(time * 0.01) * 0.01;
}
// --- Логика врагов ---
enemies.forEach(enemy => {
// Движение к игроку
const dirToPlayer = new THREE.Vector3().subVectors(camera.position, enemy.position).normalize();
dirToPlayer.y = 0; // Не летать вверх/вниз
// Простая проверка расстояния, чтобы не застревать друг в друге
let tooClose = false;
enemies.forEach(other => {
if (enemy !== other && enemy.position.distanceTo(other.position) < 1.5) {
tooClose = true;
}
});
if (!tooClose) {
enemy.position.add(dirToPlayer.multiplyScalar(enemy.userData.speed * delta));
enemy.lookAt(camera.position.x, enemy.position.y, camera.position.z);
}
// Атака игрока
const dist = enemy.position.distanceTo(camera.position);
if (dist < 2.0 && time - enemy.userData.lastAttack > 1000) {
enemy.userData.lastAttack = time;
health -= 10;
uiHealth.innerText = health;
// Эффект урона
damageOverlay.style.opacity = 0.8;
setTimeout(() => { damageOverlay.style.opacity = 0; }, 200);
// Тряска камеры
camera.position.y += 0.1;
setTimeout(() => { camera.position.y -= 0.1; }, 50);
if (health <= 0) {
alert("ВЫ ПОГИБЛИ. RIP AND TEAR В СЛЕДУЮЩИЙ РАЗ.");
location.reload();
}
}
});
// --- Частицы ---
for (let i = particles.length - 1; i >= 0; i--) {
const p = particles[i];
p.life -= delta * 2;
p.vel.y -= 9.8 * delta; // Гравитация
p.mesh.position.add(p.vel.clone().multiplyScalar(delta));
p.mesh.rotation.x += delta * 5;
p.mesh.scale.setScalar(p.life);
if (p.life <= 0 || p.mesh.position.y < 0) {
scene.remove(p.mesh);
particles.splice(i, 1);
}
}
}
renderer.render(scene, camera);
}
</script>
</body>
</html>