<!DOCTYPE html>
<html>
<head>
	<meta charset="UTF-8">
	<title>🤓🕹ī¸đŸ“ą 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>