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HTML-Game/doom.html
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2026-06-15 18:31:30 +03:00

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28 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: Advanced Web 3D</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; }
#crosshair {
position: absolute; top: 50%; left: 50%; width: 24px; height: 24px;
transform: translate(-50%, -50%); pointer-events: none; z-index: 10;
}
#crosshair::before, #crosshair::after {
content: ''; position: absolute; background: #00ff00; box-shadow: 0 0 8px #00ff00;
}
#crosshair::before { top: 11px; left: 0; width: 24px; height: 2px; }
#crosshair::after { top: 0; left: 11px; width: 2px; height: 24px; }
#blocker {
position: absolute; width: 100%; height: 100%; background: rgba(0,0,0,0.9);
display: flex; flex-direction: column; align-items: center; justify-content: center;
z-index: 20; color: #fff; cursor: pointer;
}
#instructions { font-size: 42px; text-transform: uppercase; letter-spacing: 6px; color: #ff3333; text-shadow: 0 0 20px #ff0000; text-align: center; }
#sub-instructions { font-size: 16px; color: #888; margin-top: 20px; font-family: monospace; letter-spacing: 1px; }
#hud {
position: absolute; bottom: 0; left: 0; width: 100%; height: 110px;
background: linear-gradient(to top, #050000 85%, transparent);
border-top: 4px solid #8b0000; display: flex; justify-content: space-between;
align-items: center; padding: 0 50px; box-sizing: border-box; pointer-events: none; z-index: 10;
}
.stat-box { text-align: center; color: #fff; position: relative; }
.stat-label { font-size: 14px; color: #666; letter-spacing: 3px; text-transform: uppercase; font-family: monospace; }
.stat-value { font-size: 56px; line-height: 56px; text-shadow: 0 0 15px currentColor; font-family: 'Impact', sans-serif; }
.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 40%, rgba(139, 0, 0, 0.8) 100%);
opacity: 0; pointer-events: none; transition: opacity 0.1s; z-index: 5;
}
#ammo-warning {
position: absolute; bottom: 130px; left: 50%; transform: translateX(-50%);
color: #ff0000; font-size: 24px; font-family: monospace; opacity: 0; transition: opacity 0.3s;
text-shadow: 0 0 10px #ff0000;
}
</style>
<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="ammo-warning">МАЛО ПАТРОНОВ!</div>
<div id="blocker">
<div id="instructions">КЛИКНИ ДЛЯ СТАРТА</div>
<div id="sub-instructions">WASD - Движение | Мышь - Обзор | ЛКМ - Огонь | R - Перезарядка (симуляция)</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();
let health = 100, armor = 50, ammo = 24;
const MAX_AMMO = 50;
let enemies = [];
let particles = [];
let pickups = [];
let weaponGroup, pumpGroup;
let isShooting = false, isPumping = false;
let muzzleLight, ambientLight;
let audioCtx;
// Карта: 1 = Стена, 0 = Пол, 2 = Спавн врага, 3 = Спавн патронов, 9 = Игрок
const mapLayout = [
[1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1],
[1,9,0,0,0,1,0,0,0,0,0,0,1,0,0,3,0,0,0,0,0,0,0,0,1],
[1,0,1,1,0,1,0,1,1,1,1,0,1,0,1,1,1,1,0,1,1,1,1,0,1],
[1,0,1,0,0,0,0,0,0,0,1,0,0,0,0,0,0,1,0,0,0,0,1,0,1],
[1,0,1,0,1,1,1,1,1,0,1,1,1,1,1,1,0,1,1,1,1,0,1,0,1],
[1,0,0,0,1,3,0,0,0,0,0,0,0,0,0,1,0,0,0,0,1,0,0,0,1],
[1,1,1,0,1,0,1,1,1,2,1,1,1,0,1,1,1,1,1,0,1,0,1,1,1],
[1,0,0,0,0,0,1,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,1,1,1,1,1,0,1,1,1,0,1,1,1,1,0,1,1,1,1,1,1,0,1],
[1,0,0,0,0,0,0,0,1,3,0,0,0,0,0,0,0,0,0,0,0,0,1,0,1],
[1,1,1,0,1,1,1,1,1,0,1,1,1,1,1,1,1,1,1,0,1,0,1,0,1],
[1,2,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,1,0,0,0,1],
[1,0,1,1,1,0,1,1,1,1,1,0,1,1,1,1,1,0,1,0,1,1,1,1,1],
[1,0,0,0,0,0,1,0,0,0,1,0,1,0,0,0,0,0,0,0,0,0,0,0,1],
[1,1,1,1,1,1,1,0,1,0,1,0,1,0,1,1,1,1,1,1,1,1,1,0,1],
[1,3,0,0,0,0,0,0,1,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1],
[1,0,1,1,1,1,1,1,1,1,1,1,1,1,1,0,1,1,1,1,1,1,1,0,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1]
];
const CELL_SIZE = 4;
const uiHealth = document.getElementById('health-val');
const uiArmor = document.getElementById('armor-val');
const uiAmmo = document.getElementById('ammo-val');
const ammoWarning = document.getElementById('ammo-warning');
const damageOverlay = document.getElementById('damage-overlay');
init();
animate();
// --- Процедурная генерация текстур ---
function createNoiseTexture(baseColor, noiseColor, scale = 1) {
const canvas = document.createElement('canvas');
canvas.width = 256 * scale; canvas.height = 256 * scale;
const ctx = canvas.getContext('2d');
ctx.fillStyle = baseColor;
ctx.fillRect(0, 0, canvas.width, canvas.height);
for (let i = 0; i < 4000 * scale; i++) {
ctx.fillStyle = noiseColor;
ctx.globalAlpha = Math.random() * 0.3;
const x = Math.random() * canvas.width;
const y = Math.random() * canvas.height;
const size = Math.random() * 3 * scale;
ctx.fillRect(x, y, size, size);
}
// Добавим "швы" или линии для реалистичности
ctx.globalAlpha = 0.1;
ctx.strokeStyle = '#000';
ctx.lineWidth = 2;
ctx.beginPath();
ctx.moveTo(0, canvas.height/2); ctx.lineTo(canvas.width, canvas.height/2);
ctx.moveTo(canvas.width/2, 0); ctx.lineTo(canvas.width/2, canvas.height);
ctx.stroke();
const tex = new THREE.CanvasTexture(canvas);
tex.wrapS = THREE.RepeatWrapping;
tex.wrapT = THREE.RepeatWrapping;
return tex;
}
const wallTexture = createNoiseTexture('#3a1515', '#5a2020', 2);
const floorTexture = createNoiseTexture('#1a1a1a', '#2a2a2a', 4);
floorTexture.repeat.set(10, 10);
// --- Аудио движок (Web Audio API) ---
function initAudio() {
if (!audioCtx) {
audioCtx = new (window.AudioContext || window.webkitAudioContext)();
}
if (audioCtx.state === 'suspended') {
audioCtx.resume();
}
}
function playSound(type) {
if (!audioCtx) return;
const osc = audioCtx.createOscillator();
const gain = audioCtx.createGain();
osc.connect(gain);
gain.connect(audioCtx.destination);
const now = audioCtx.currentTime;
if (type === 'shoot') {
// Шум выстрела (симуляция через буфер)
const bufferSize = audioCtx.sampleRate * 0.2;
const buffer = audioCtx.createBuffer(1, bufferSize, audioCtx.sampleRate);
const data = buffer.getChannelData(0);
for (let i = 0; i < bufferSize; i++) {
data[i] = Math.random() * 2 - 1;
}
const noise = audioCtx.createBufferSource();
noise.buffer = buffer;
const noiseGain = audioCtx.createGain();
noise.connect(noiseGain);
noiseGain.connect(audioCtx.destination);
noiseGain.gain.setValueAtTime(0.8, now);
noiseGain.gain.exponentialRampToValueAtTime(0.01, now + 0.2);
noise.start(now);
// Низкий удар
osc.type = 'sawtooth';
osc.frequency.setValueAtTime(150, now);
osc.frequency.exponentialRampToValueAtTime(40, now + 0.15);
gain.gain.setValueAtTime(0.5, now);
gain.gain.exponentialRampToValueAtTime(0.01, now + 0.15);
osc.start(now);
osc.stop(now + 0.2);
} else if (type === 'pickup') {
osc.type = 'sine';
osc.frequency.setValueAtTime(400, now);
osc.frequency.linearRampToValueAtTime(800, now + 0.1);
gain.gain.setValueAtTime(0.3, now);
gain.gain.linearRampToValueAtTime(0, now + 0.15);
osc.start(now);
osc.stop(now + 0.15);
} else if (type === 'hit') {
osc.type = 'square';
osc.frequency.setValueAtTime(100, now);
osc.frequency.exponentialRampToValueAtTime(50, now + 0.1);
gain.gain.setValueAtTime(0.3, now);
gain.gain.exponentialRampToValueAtTime(0.01, now + 0.1);
osc.start(now);
osc.stop(now + 0.1);
}
}
function init() {
scene = new THREE.Scene();
scene.background = new THREE.Color(0x050000);
scene.fog = new THREE.FogExp2(0x1a0505, 0.04);
camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 100);
ambientLight = new THREE.AmbientLight(0x220505, 0.6);
scene.add(ambientLight);
muzzleLight = new THREE.PointLight(0xffaa00, 0, 15);
muzzleLight.castShadow = true;
scene.add(muzzleLight);
// Генерация уровня
const wallGeo = new THREE.BoxGeometry(CELL_SIZE, CELL_SIZE * 1.5, CELL_SIZE);
const wallMat = new THREE.MeshStandardMaterial({
map: wallTexture, roughness: 0.7, metalness: 0.3
});
const floorGeo = new THREE.PlaneGeometry(mapLayout[0].length * CELL_SIZE, mapLayout.length * CELL_SIZE);
const floorMat = new THREE.MeshStandardMaterial({
map: floorTexture, roughness: 0.8, metalness: 0.1
});
const floor = new THREE.Mesh(floorGeo, floorMat);
floor.rotation.x = -Math.PI / 2;
floor.position.set((mapLayout[0].length * CELL_SIZE)/2 - CELL_SIZE/2, 0, (mapLayout.length * CELL_SIZE)/2 - CELL_SIZE/2);
floor.receiveShadow = true;
scene.add(floor);
// Потолок
const ceilGeo = new THREE.PlaneGeometry(mapLayout[0].length * CELL_SIZE, mapLayout.length * CELL_SIZE);
const ceilMat = new THREE.MeshStandardMaterial({ color: 0x110505, roughness: 1 });
const ceil = new THREE.Mesh(ceilGeo, ceilMat);
ceil.rotation.x = Math.PI / 2;
ceil.position.set((mapLayout[0].length * CELL_SIZE)/2 - CELL_SIZE/2, CELL_SIZE * 1.5, (mapLayout.length * CELL_SIZE)/2 - CELL_SIZE/2);
scene.add(ceil);
for (let z = 0; z < mapLayout.length; z++) {
for (let x = 0; x < mapLayout[z].length; x++) {
const type = mapLayout[z][x];
const posX = x * CELL_SIZE;
const posZ = z * CELL_SIZE;
if (type === 1) {
const wall = new THREE.Mesh(wallGeo, wallMat);
wall.position.set(posX, CELL_SIZE * 0.75, posZ);
wall.castShadow = true;
wall.receiveShadow = true;
scene.add(wall);
} else if (type === 9) {
camera.position.set(posX, 1.6, posZ);
} else if (type === 2) {
spawnEnemy(posX, posZ);
} else if (type === 3) {
spawnPickup(posX, posZ);
}
}
}
// Оружие: Супердробовик
weaponGroup = new THREE.Group();
// Основной корпус
const bodyGeo = new THREE.BoxGeometry(0.12, 0.15, 0.7);
const bodyMat = new THREE.MeshStandardMaterial({ color: 0x222222, metalness: 0.8, roughness: 0.4 });
const body = new THREE.Mesh(bodyGeo, bodyMat);
// Стволы
const barrelGeo = new THREE.CylinderGeometry(0.035, 0.035, 0.6, 8);
const barrelMat = new THREE.MeshStandardMaterial({ color: 0x111111, metalness: 0.9, roughness: 0.2 });
const b1 = new THREE.Mesh(barrelGeo, barrelMat);
b1.rotation.x = Math.PI / 2; b1.position.set(-0.04, 0.05, -0.5);
const b2 = new THREE.Mesh(barrelGeo, barrelMat);
b2.rotation.x = Math.PI / 2; b2.position.set(0.04, 0.05, -0.5);
// Цевье (движущаяся часть помпы)
pumpGroup = new THREE.Group();
const pumpGeo = new THREE.BoxGeometry(0.14, 0.12, 0.25);
const pumpMat = new THREE.MeshStandardMaterial({ color: 0x4a3c31, roughness: 0.9 });
const pump = new THREE.Mesh(pumpGeo, pumpMat);
pump.position.z = 0.15;
pumpGroup.add(pump);
pumpGroup.position.z = 0;
weaponGroup.add(body, b1, b2, pumpGroup);
weaponGroup.position.set(0.35, -0.35, -0.6);
camera.add(weaponGroup);
scene.add(camera);
controls = new PointerLockControls(camera, document.body);
const blocker = document.getElementById('blocker');
blocker.addEventListener('click', () => {
initAudio();
controls.lock();
});
controls.addEventListener('lock', () => {
blocker.style.display = 'none';
});
controls.addEventListener('unlock', () => {
blocker.style.display = 'flex';
document.getElementById('instructions').innerText = "ПАУЗА. КЛИКНИ ДЛЯ ПРОДОЛЖЕНИЯ";
});
document.addEventListener('keydown', onKeyDown);
document.addEventListener('keyup', onKeyUp);
document.addEventListener('mousedown', onMouseDown);
renderer = new THREE.WebGLRenderer({ antialias: true, powerPreference: "high-performance" });
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
document.getElementById('game-container').appendChild(renderer.domElement);
window.addEventListener('resize', onWindowResize);
}
function spawnEnemy(x, z) {
// Враг: Какодемон-подобная форма
const group = new THREE.Group();
const bodyGeo = new THREE.IcosahedronGeometry(0.7, 1);
const bodyMat = new THREE.MeshStandardMaterial({ color: 0x880000, roughness: 0.3, metalness: 0.6, emissive: 0x220000 });
const body = new THREE.Mesh(bodyGeo, bodyMat);
const eyeGeo = new THREE.SphereGeometry(0.25, 16, 16);
const eyeMat = new THREE.MeshBasicMaterial({ color: 0xffff00 });
const eye = new THREE.Mesh(eyeGeo, eyeMat);
eye.position.set(0, 0.2, 0.6);
// Свет от врага
const light = new THREE.PointLight(0xff0000, 1, 5);
light.position.y = 0.5;
group.add(body, eye, light);
group.position.set(x, 1.2, z);
group.castShadow = true;
group.userData = { health: 40, speed: 3.5, lastAttack: 0, id: Math.random() };
scene.add(group);
enemies.push(group);
}
function spawnPickup(x, z, isDrop = false) {
const geo = new THREE.BoxGeometry(0.6, 0.4, 0.4);
const mat = new THREE.MeshStandardMaterial({
color: 0xffcc00, emissive: 0xaa6600, emissiveIntensity: 0.5, metalness: 0.8
});
const mesh = new THREE.Mesh(geo, mat);
mesh.position.set(x, isDrop ? 0.5 : 1, z);
const light = new THREE.PointLight(0xffcc00, 0.5, 3);
mesh.add(light);
scene.add(mesh);
pickups.push({ mesh, isDrop, bobOffset: Math.random() * Math.PI });
}
function createParticles(pos, color, count, speed = 5) {
const geo = new THREE.BoxGeometry(0.08, 0.08, 0.08);
const mat = new THREE.MeshBasicMaterial({ color: color });
for (let i = 0; i < count; i++) {
const mesh = new THREE.Mesh(geo, mat);
mesh.position.copy(pos);
const vel = new THREE.Vector3(
(Math.random() - 0.5) * speed,
(Math.random() - 0.5) * speed + 2,
(Math.random() - 0.5) * speed
);
scene.add(mesh);
particles.push({ mesh, vel, life: 1.0 });
}
}
function onKeyDown(event) {
switch (event.code) {
case 'KeyW': case 'ArrowUp': moveForward = true; break;
case 'KeyA': case 'ArrowLeft': moveLeft = true; break;
case 'KeyS': case 'ArrowDown': moveBackward = true; break;
case 'KeyD': case 'ArrowRight': moveRight = true; break;
case 'KeyR':
if (ammo < MAX_AMMO) {
// Симуляция перезарядки
isPumping = true;
setTimeout(() => {
ammo = Math.min(ammo + 6, MAX_AMMO);
uiAmmo.innerText = ammo;
isPumping = false;
playSound('pickup');
}, 800);
}
break;
}
}
function onKeyUp(event) {
switch (event.code) {
case 'KeyW': case 'ArrowUp': moveForward = false; break;
case 'KeyA': case 'ArrowLeft': moveLeft = false; break;
case 'KeyS': case 'ArrowDown': moveBackward = false; break;
case 'KeyD': case 'ArrowRight': moveRight = false; break;
}
}
function onMouseDown(event) {
if (!controls.isLocked || event.button !== 0 || isPumping) return;
if (ammo <= 0) {
// Щелчок пустого оружия
playSound('hit');
return;
}
ammo--;
uiAmmo.innerText = ammo;
playSound('shoot');
// Анимация отдачи и помпы
weaponGroup.position.z += 0.15;
weaponGroup.rotation.x -= 0.15;
pumpGroup.position.z = -0.2; // Откат цевья
setTimeout(() => {
pumpGroup.position.z = 0; // Возврат цевья
}, 300);
muzzleLight.intensity = 8;
setTimeout(() => { muzzleLight.intensity = 0; }, 60);
// Стрельба (Raycast)
const raycaster = new THREE.Raycaster();
raycaster.setFromCamera(new THREE.Vector2(0, 0), camera);
const intersects = raycaster.intersectObjects(enemies, true); // true для рекурсивного поиска в группах
if (intersects.length > 0) {
// Находим корневой объект врага (группу)
let target = intersects[0].object;
while(target.parent && target.parent.type !== 'Scene') {
if (target.userData && target.userData.health !== undefined) break;
target = target.parent;
}
if (target.userData && target.userData.health !== undefined) {
const hitPoint = intersects[0].point;
createParticles(hitPoint, 0xaa0000, 10, 8); // Кровь
createParticles(hitPoint, 0xffaa00, 5, 6); // Искры
target.userData.health -= 20;
playSound('hit');
// Отталкивание
const pushDir = hitPoint.clone().sub(camera.position).normalize();
target.position.add(pushDir.multiplyScalar(0.8));
if (target.userData.health <= 0) {
createParticles(target.position, 0xaa0000, 30, 10);
scene.remove(target);
enemies = enemies.filter(e => e !== target);
// Дроп патронов с врага
spawnPickup(target.position.x, target.position.z, true);
// Спавн нового врага в случайной точке
setTimeout(() => {
const emptySpots = [];
for(let z=0; z<mapLayout.length; z++) {
for(let x=0; x<mapLayout[z].length; x++) {
if(mapLayout[z][x] === 0 || mapLayout[z][x] === 2) emptySpots.push({x, z});
}
}
const spot = emptySpots[Math.floor(Math.random() * emptySpots.length)];
spawnEnemy(spot.x * CELL_SIZE, spot.z * CELL_SIZE);
}, 2000);
}
}
}
}
function checkWallCollision(newX, newZ) {
const gridX = Math.round(newX / CELL_SIZE);
const gridZ = Math.round(newZ / CELL_SIZE);
if (gridZ >= 0 && gridZ < mapLayout.length && gridX >= 0 && gridX < mapLayout[0].length) {
return mapLayout[gridZ][gridX] === 1;
}
return true;
}
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 = Math.min((time - prevTime) / 1000, 0.1); // Ограничение delta для стабильности
prevTime = time;
if (controls.isLocked) {
// --- Движение игрока с коллизией ---
velocity.x -= velocity.x * 12.0 * delta;
velocity.z -= velocity.z * 12.0 * delta;
direction.z = Number(moveForward) - Number(moveBackward);
direction.x = Number(moveRight) - Number(moveLeft);
direction.normalize();
if (moveForward || moveBackward) velocity.z -= direction.z * 80.0 * delta;
if (moveLeft || moveRight) velocity.x -= direction.x * 80.0 * delta;
const nextX = camera.position.x - velocity.x * delta;
const nextZ = camera.position.z - velocity.z * delta;
// Простая коллизия по осям отдельно для скольжения вдоль стен
if (!checkWallCollision(nextX, camera.position.z)) {
camera.position.x = nextX;
}
if (!checkWallCollision(camera.position.x, nextZ)) {
camera.position.z = nextZ;
}
// --- Анимация оружия ---
weaponGroup.position.z = THREE.MathUtils.lerp(weaponGroup.position.z, -0.6, delta * 12);
weaponGroup.rotation.x = THREE.MathUtils.lerp(weaponGroup.rotation.x, 0, delta * 12);
if (moveForward || moveBackward || moveLeft || moveRight) {
const bobSpeed = time * 0.015;
weaponGroup.position.y = -0.35 + Math.sin(bobSpeed) * 0.015;
weaponGroup.position.x = 0.35 + Math.cos(bobSpeed * 0.5) * 0.01;
}
// --- Логика врагов ---
enemies.forEach(enemy => {
const dist = enemy.position.distanceTo(camera.position);
const dirToPlayer = new THREE.Vector3().subVectors(camera.position, enemy.position).normalize();
dirToPlayer.y = 0;
// Движение к игроку, если не слишком близко
if (dist > 1.5) {
// Простое избегание друг друга
let separation = new THREE.Vector3();
enemies.forEach(other => {
if (enemy !== other) {
const d = enemy.position.distanceTo(other.position);
if (d < 1.5) {
separation.add(new THREE.Vector3().subVectors(enemy.position, other.position).normalize().multiplyScalar(1/d));
}
}
});
const finalDir = dirToPlayer.add(separation.multiplyScalar(0.5)).normalize();
enemy.position.add(finalDir.multiplyScalar(enemy.userData.speed * delta));
enemy.lookAt(camera.position.x, enemy.position.y, camera.position.z);
}
// Атака
if (dist < 2.0 && time - enemy.userData.lastAttack > 800) {
enemy.userData.lastAttack = time;
let damage = 15;
if (armor > 0) {
armor -= damage * 0.6;
damage *= 0.4;
uiArmor.innerText = Math.max(0, Math.floor(armor));
}
health -= damage;
uiHealth.innerText = Math.max(0, Math.floor(health));
damageOverlay.style.opacity = 0.6;
setTimeout(() => { damageOverlay.style.opacity = 0; }, 150);
// Тряска камеры
camera.position.y -= 0.1;
setTimeout(() => { camera.position.y += 0.1; }, 100);
if (health <= 0) {
controls.unlock();
alert("ВЫ ПОГИБЛИ. RIP AND TEAR В СЛЕДУЮЩИЙ РАЗ.");
location.reload();
}
}
});
// --- Подбор предметов ---
for (let i = pickups.length - 1; i >= 0; i--) {
const p = pickups[i];
p.mesh.rotation.y += delta * 2;
p.mesh.position.y = (p.isDrop ? 0.5 : 1.0) + Math.sin(time * 0.005 + p.bobOffset) * 0.15;
if (camera.position.distanceTo(p.mesh.position) < 1.5) {
ammo = Math.min(ammo + 12, MAX_AMMO);
uiAmmo.innerText = ammo;
playSound('pickup');
scene.remove(p.mesh);
pickups.splice(i, 1);
}
}
// --- Частицы ---
for (let i = particles.length - 1; i >= 0; i--) {
const p = particles[i];
p.life -= delta * 1.5;
p.vel.y -= 15.0 * delta; // Гравитация
p.mesh.position.add(p.vel.clone().multiplyScalar(delta));
p.mesh.rotation.x += delta * 8;
p.mesh.scale.setScalar(Math.max(0, p.life));
if (p.life <= 0 || p.mesh.position.y < 0.05) {
scene.remove(p.mesh);
particles.splice(i, 1);
}
}
// UI предупреждения
ammoWarning.style.opacity = ammo <= 6 ? 1 : 0;
}
renderer.render(scene, camera);
}
</script>
</body>
</html>