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Update index.html
Browse files- index.html +101 -105
index.html
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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>Harmonies Game</title>
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<style>
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body {
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font-family: Arial, sans-serif;
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background-color: #f0f8ff;
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margin: 0;
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display: flex;
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flex-direction: column;
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align-items: center;
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}
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}
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.game-board {
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display: grid;
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grid-template-columns: repeat(6, 60px);
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gap: 5px;
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margin-top: 20px;
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}
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.tile {
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width: 60px;
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height: 60px;
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background-color: #ccc;
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display: flex;
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justify-content: center;
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align-items: center;
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border-radius: 5px;
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cursor: pointer;
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}
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.water {
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background-color: #87ceeb;
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}
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.forest {
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background-color: #228b22;
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}
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.grass {
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background-color: #98fb98;
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}
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.score-board {
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margin-top: 20px;
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padding: 10px;
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background-color: #fff;
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border: 1px solid #ddd;
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border-radius: 5px;
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}
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.animal-card {
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margin: 10px;
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padding: 10px;
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border: 1px solid #ccc;
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border-radius: 5px;
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background-color: #fff;
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cursor: pointer;
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}
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</style>
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</head>
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<body>
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<
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<script>
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// Game data
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const tileTypes = ['water', 'forest', 'grass'];
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const animalCards = [
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{ name: 'Swan', habitat: 'water',
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{ name: 'Deer', habitat: 'grass',
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{ name: 'Bear', habitat: 'forest',
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];
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const
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// Game state
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let currentPlayer = 1;
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const scores = { 1: 0, 2: 0 };
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//
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for (let i = 0; i < boardSize * boardSize; i++) {
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const tile = document.createElement('div');
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const tileType = tileTypes[Math.floor(Math.random() * tileTypes.length)];
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tile.classList.add('tile', tileType);
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tile.dataset.index = i;
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tile.dataset.type = tileType;
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tile.addEventListener('click', () => placeAnimal(i));
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board.push({ type: tileType, animal: null });
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gameBoard.appendChild(tile);
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}
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}
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if (tile.animal) {
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alert('This tile already has an animal!');
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return;
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}
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if (
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return;
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}
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}
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// Switch players
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function switchPlayer() {
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currentPlayer = currentPlayer === 1 ? 2 : 1;
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alert(`Player ${currentPlayer}'s turn!`);
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}
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</script>
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</body>
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</html>
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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>Harmonies Game 3D</title>
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<style>
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body {
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margin: 0;
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overflow: hidden;
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}
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canvas {
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display: block;
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}
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</style>
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</head>
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<body>
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<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/110/three.min.js"></script>
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<script>
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// Initialize scene, camera, and renderer
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const scene = new THREE.Scene();
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const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
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const renderer = new THREE.WebGLRenderer();
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renderer.setSize(window.innerWidth, window.innerHeight);
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document.body.appendChild(renderer.domElement);
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// Create the game board (grid of tiles)
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const boardSize = 6;
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const tileSize = 1;
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const tiles = [];
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const tileTypes = [
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{ type: 'water', color: 0x87ceeb },
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{ type: 'forest', color: 0x228b22 },
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{ type: 'grass', color: 0x98fb98 }
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];
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for (let x = 0; x < boardSize; x++) {
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for (let z = 0; z < boardSize; z++) {
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const tileType = tileTypes[Math.floor(Math.random() * tileTypes.length)];
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const geometry = new THREE.BoxGeometry(tileSize, 0.1, tileSize);
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const material = new THREE.MeshBasicMaterial({ color: tileType.color });
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const tile = new THREE.Mesh(geometry, material);
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tile.position.set(x - boardSize / 2, 0, z - boardSize / 2);
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tile.userData = { type: tileType.type, occupied: false };
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scene.add(tile);
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tiles.push(tile);
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}
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}
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// Add light
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const light = new THREE.AmbientLight(0xffffff, 0.8);
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scene.add(light);
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// Add animals
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const animalModels = {
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swan: { model: null, color: 0xffffff },
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deer: { model: null, color: 0x8b4513 },
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bear: { model: null, color: 0x000000 }
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};
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const animalCards = [
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{ name: 'Swan', habitat: 'water', color: 0xffffff },
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{ name: 'Deer', habitat: 'grass', color: 0x8b4513 },
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{ name: 'Bear', habitat: 'forest', color: 0x000000 }
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];
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const animalGeometry = new THREE.SphereGeometry(0.2, 32, 32);
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for (const animal in animalModels) {
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animalModels[animal].model = new THREE.Mesh(
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animalGeometry,
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new THREE.MeshBasicMaterial({ color: animalModels[animal].color })
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);
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}
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// Game state
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let currentPlayer = 1;
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const scores = { 1: 0, 2: 0 };
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// Handle mouse click events
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const raycaster = new THREE.Raycaster();
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const mouse = new THREE.Vector2();
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function onMouseClick(event) {
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mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
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mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;
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raycaster.setFromCamera(mouse, camera);
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const intersects = raycaster.intersectObjects(tiles);
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if (intersects.length > 0) {
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const tile = intersects[0].object;
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if (tile.userData.occupied) {
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alert('This tile is already occupied!');
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return;
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}
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const selectedAnimal = animalCards[Math.floor(Math.random() * animalCards.length)];
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if (selectedAnimal.habitat !== tile.userData.type) {
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alert(`${selectedAnimal.name} cannot live on ${tile.userData.type} tile!`);
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return;
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}
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const animal = animalModels[selectedAnimal.name.toLowerCase()].model.clone();
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animal.position.copy(tile.position);
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animal.position.y += 0.2;
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scene.add(animal);
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tile.userData.occupied = true;
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scores[currentPlayer] += 5;
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switchPlayer();
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}
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}
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function switchPlayer() {
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currentPlayer = currentPlayer === 1 ? 2 : 1;
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alert(`Player ${currentPlayer}'s turn!`);
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}
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window.addEventListener('click', onMouseClick);
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// Set camera position
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camera.position.set(0, 5, 5);
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camera.lookAt(0, 0, 0);
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// Animation loop
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function animate() {
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requestAnimationFrame(animate);
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renderer.render(scene, camera);
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}
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animate();
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</script>
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</body>
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</html>
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