<!DOCTYPE html> <html> <head> <meta charset="UTF-8"> <title>đ¤đšī¸đą 3D Breakout Game</title> <style> body { margin: 0; } canvas { width: 100%; height: 100%; } </style> <script src="https://cdn.jsdelivr.net/npm/three@0.132.2/build/three.min.js"></script> </head> <body> <canvas id="gameCanvas"></canvas> <script> var scene = new THREE.Scene(); var camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000); camera.position.set(0, 30, 0); camera.lookAt(new THREE.Vector3(0, 0, 0)); scene.add(camera); var renderer = new THREE.WebGLRenderer({ canvas: document.getElementById('gameCanvas') }); renderer.setClearColor(0x000000); renderer.setPixelRatio(window.devicePixelRatio); renderer.setSize(window.innerWidth, window.innerHeight); var ballGeometry = new THREE.SphereGeometry(0.5, 32, 32); var ballMaterial = new THREE.MeshLambertMaterial({ color: 0xffffff }); var balls = []; var brickGeometry = new THREE.BoxGeometry(2, 1, 1); var bricks = []; function addBall() { var ball = new THREE.Mesh(ballGeometry, ballMaterial); ball.position.set((Math.random() - 0.5) * 25, (Math.random() - 0.5) * 25, (Math.random() - 0.5) * 25); ball.velocity = new THREE.Vector3((Math.random() - 0.5) * 2, (Math.random() - 0.5) * 2, (Math.random() - 0.5) * 2).normalize(); scene.add(ball); balls.push(ball); } function addBrick() { var brickMaterial = new THREE.MeshLambertMaterial({ color: Math.random() * 0xffffff }); var brick = new THREE.Mesh(brickGeometry, brickMaterial); brick.position.set((Math.random() - 0.5) * 50, (Math.random() - 0.5) * 50, (Math.random() - 0.5) * 50); scene.add(brick); bricks.push(brick); } for (var i = 0; i < 50; i++) { addBrick(); } var light = new THREE.PointLight(0xffffff, 1, 100); light.position.set(0, 30, 0); scene.add(light); var paddleGeometry = new THREE.BoxGeometry(4, 1, 1); var paddleMaterial = new THREE.MeshLambertMaterial({ color: 0xffffff }); var paddle = new THREE.Mesh(paddleGeometry, paddleMaterial); scene.add(paddle); function animate() { requestAnimationFrame(animate); var paddleSpeed = 1.5; if (keys["87"] || keys["38"]) { // w or up arrow paddle.position.z -= paddleSpeed; } if (keys["83"] || keys["40"]) { paddle.position.z += paddleSpeed; } if (keys["65"] || keys["37"]) { // a or left arrow paddle.position.x -= paddleSpeed; } if (keys["68"] || keys["39"]) { // d or right arrow paddle.position.x += paddleSpeed; } var mouseSpeed = 0.1; if (mouseX !== null && mouseY !== null) { paddle.position.x = (mouseX / window.innerWidth) * 50 - 25; paddle.position.z = -(mouseY / window.innerHeight) * 50 + 25; } for (var i = 0; i < balls.length; i++) { balls[i].position.add(balls[i].velocity); // Collision detection with the walls and paddle updated for wider paddle if (balls[i].position.x + 0.5 > 25 || balls[i].position.x - 0.5 < -25) { balls[i].velocity.x = -balls[i].velocity.x; } if (balls[i].position.y + 0.5 > 25 || balls[i].position.y - 0.5 < -25) { balls[i].velocity.y = -balls[i].velocity.y; } if (balls[i].position.z + 0.5 > 25 || balls[i].position.z - 0.5 < -25) { balls[i].velocity.z = -balls[i].velocity.z; } if (balls[i].position.y - 0.5 < -15 && balls[i].position.x + 0.5 > paddle.position.x - 3 && balls[i].position.x - 0.5 < paddle.position.x + 3 && balls[i].position.z + 0.5 > paddle.position.z - 0.5 && balls[i].position.z - 0.5 < paddle.position.z + 0.5) { // Adjusted for wider paddle balls[i].velocity.y = Math.abs(balls[i].velocity.y); } for (var j = 0; j < bricks.length; j++) { if (balls[i].position.distanceTo(bricks[j].position) <= 2) { scene.remove(bricks[j]); bricks.splice(j, 1); balls[i].velocity.negate(); addBrick(); } } } renderer.render(scene, camera); } var keys = {}; var mouseX = null; var mouseY = null; document.addEventListener('mousedown', function(event) { if (event.button === 0) { addBrick(); } if (event.button === 2) { addBall(); } }); document.addEventListener('keydown', function(event) { keys[event.keyCode] = true; }); document.addEventListener('keyup', function(event) { keys[event.keyCode] = false; }); document.addEventListener('mousemove', function(event) { mouseX = event.clientX; mouseY = event.clientY; }); document.addEventListener('mouseleave', function(event) { mouseX = null; mouseY = null; }); animate(); </script> </body> </html>