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linux网站入口,wordpress付费发布,wordpress底下固定,广东快速做网站公司哪家好我的罗里吧嗦的#xff0c;根据小朋友的要求#xff0c;边听边写边输入的提示词#xff1a; 请生成一段完整的在网页中用html5和javascript代码模拟“我的世界”中游戏场景的互动画面#xff0c;要求提供若干人物选项可以选择#xff0c;请自行选择需要使用哪些库或框架来…我的罗里吧嗦的根据小朋友的要求边听边写边输入的提示词 请生成一段完整的在网页中用html5和javascript代码模拟“我的世界”中游戏场景的互动画面要求提供若干人物选项可以选择请自行选择需要使用哪些库或框架来实现该功能但希望能够保存之后用浏览器打开就能够使用。希望能够实现若干个人物的选择其中可供选择的人物要具有动作演示的效果请自己选一些实现动画效果的JavaScript库可以直接在线使用无须其它依赖和安装此功能可以支持两个人同时操作。请提供完整的可以直接在浏览器中打开就能够简单实现的代码 结果打开之后是这样的真能操控 代码也是毫不吝啬一口气输出这么多 !DOCTYPE html html langen headmeta charsetUTF-8meta nameviewport contentwidthdevice-width, initial-scale1.0titleMinecraft-Style 3D Game/titlelink hrefhttps://fastly.jsdelivr.net/npm/tailwindcss2.2.19/dist/tailwind.min.css relstylesheetlink hrefhttps://fastly.jsdelivr.net/npm/fortawesome/fontawesome-free6.0.0/css/all.min.css relstylesheetstylebody {margin: 0;overflow: hidden;font-family: Minecraft, Segoe UI, Tahoma, Geneva, Verdana, sans-serif;background-color: #333;}font-face {font-family: Minecraft;src: url(https://fastly.jsdelivr.net/npm/minecraft-font1.0.0/assets/fonts/minecraft.woff2) format(woff2);font-weight: normal;font-style: normal;}#game-container {position: relative;width: 100vw;height: 100vh;}#render-canvas {position: absolute;top: 0;left: 0;width: 100%;height: 100%;}.interface {position: absolute;z-index: 10;color: white;text-shadow: 2px 2px 4px rgba(0, 0, 0, 0.7);}.character-selection {top: 20px;left: 50%;transform: translateX(-50%);background-color: rgba(0, 0, 0, 0.6);border: 2px solid #555;padding: 15px;border-radius: 8px;width: 90%;max-width: 800px;}.controls {bottom: 20px;background-color: rgba(0, 0, 0, 0.6);border: 2px solid #555;padding: 10px;border-radius: 8px;width: 250px;}#player1-controls {left: 20px;}#player2-controls {right: 20px;}.status-bar {bottom: 20px;left: 50%;transform: translateX(-50%);background-color: rgba(0, 0, 0, 0.6);border: 2px solid #555;padding: 10px;border-radius: 8px;width: 90%;max-width: 500px;text-align: center;}.character-option {display: inline-block;margin: 5px;cursor: pointer;transition: all 0.3s;vertical-align: top;text-align: center;}.character-option img {width: 60px;height: 120px;object-fit: cover;border: 3px solid transparent;border-radius: 4px;filter: brightness(0.7);transition: all 0.3s;}.character-option:hover img {border-color: #aaa;filter: brightness(1);}.character-option.selected img {border-color: #5cf;filter: brightness(1);}.key {display: inline-block;background-color: rgba(255, 255, 255, 0.2);border: 1px solid rgba(255, 255, 255, 0.4);padding: 5px 8px;margin: 2px;border-radius: 4px;font-weight: bold;}.loading-screen {position: absolute;top: 0;left: 0;width: 100%;height: 100%;background-color: #333;display: flex;flex-direction: column;justify-content: center;align-items: center;z-index: 100;color: white;font-size: 24px;}.progress-bar {width: 300px;height: 20px;background-color: #222;border: 2px solid #555;margin-top: 20px;border-radius: 10px;overflow: hidden;}.progress {height: 100%;background-color: #5cf;width: 0%;transition: width 0.3s;}.dirt-block {display: inline-block;width: 30px;height: 30px;background-image: url(https://images.unsplash.com/photo-1607513746994-51f730a44832?q80w30autoformatfitcrop);background-size: cover;margin: 0 5px;border-radius: 2px;vertical-align: middle;}media (max-width: 768px) {.character-selection {padding: 10px;}.character-option img {width: 40px;height: 80px;}.controls {width: 150px;font-size: 12px;}.status-bar {font-size: 12px;}}/style /head body!-- Loading Screen --div idf2305d93-bcef-4e15-b7ce-a63c8d491b52 classloading-screendiv idd40cd4d8-4c0e-48e4-a4d0-05bbfd6fa7db classdirt-block/divspan id916207e2-1aa4-49bc-b83c-c3eece7a44c2Loading Minecraft-Style Game.../spandiv idb83699d9-78e5-4708-b801-716a85eef33f classprogress-bardiv id39d52c16-9215-4ebf-a6a0-25c67b5a8de1 classprogress/div/div/div!-- Game Container --div ida24df7c4-8bb6-4ac3-9e3b-91aa2a63136f classgame-container!-- Canvas for Three.js rendering --canvas idrender-canvas/canvas!-- Character Selection UI --div id6c1abfc1-2331-40ab-a1e5-5eeb687d8092 classinterface character-selectiondiv idcf8ae90c-cf05-40b4-af8a-faf0b60c47cb classgrid grid-cols-2 md:grid-cols-4 gap-2div idb05e2f3c-5dbe-444f-9fa0-0e9a1e637919 classtext-center col-span-2 md:col-span-4 mb-2h2 idc815cc5e-5ff2-46f5-9342-c4118cb0ecd7 classtext-xl font-boldSelect Characters/h2div id8268f04e-2325-4c9e-aa64-44bb6acb32c0 classmt-1span id1cff1ae5-0e54-4f3f-bf0b-ab87bce5408f classtext-blue-300Player 1:/span span idplayer1-characterSteve/span | span id5f21f725-c5c0-4034-bb01-a7f56da3f128 classtext-green-300Player 2:/span span idplayer2-characterAlex/span/div/divdiv idcharacter-options/div/div/div!-- Player 1 Controls --div idplayer1-controls classinterface controlsh3 id0376da1d-f2a0-4b95-907e-936476a841a1 classtext-blue-300 font-boldPlayer 1 Controls:/h3div idd2bc2fb3-0502-4f5d-86b3-0f2a5f028a3adiv ida0294bc3-bcc8-4f28-b001-e9fc0ea2f56a classmb-1span idcd96b41c-00d3-4309-b805-f2befdda40c9 classkeyW/span Forward/divdiv id369be69d-d537-4bc3-a11e-2411ca8ee159 classmb-1span id9ae1c1c2-6f71-4575-8dd1-dc0fccd922e3 classkeyA/spanspan idd7053019-0309-433e-be51-603a9a10cb23 classkeyS/spanspan id1f78a456-bc7e-4bb2-9c52-7efc4c2c65c4 classkeyD/span Move/divdiv id27312d5e-377e-4469-9802-7c3b846846f3 classmb-1span id0c01c5d2-b55a-4e2c-b21b-bdd32152b755 classkeySpace/span Jump/divdiv id15cfdb30-6696-4cfd-b61c-6ac80e730ebespan id6a42c7fc-dc00-442c-9478-8c5d295bd8b5 classkeyE/span Action/div/div/div!-- Player 2 Controls --div idplayer2-controls classinterface controlsh3 id140c646d-11b9-4ea8-82ad-bf915bd8b8f0 classtext-green-300 font-boldPlayer 2 Controls:/h3div id9dba0abc-4a53-4299-92b3-2c6319cfe33ddiv id0c620c17-2910-430a-b0c5-428c2e86fbc8 classmb-1span id80c340f8-c8d9-41d0-9e71-0d14ea07e90e classkey↑/span Forward/divdiv id007bccc6-d4fb-4658-98cf-6b5c88d491be classmb-1span id086ae8b2-c512-4ad3-8a35-4d60e8a441ae classkey←/spanspan ide4222974-a876-490d-aa4b-c2f4188ac164 classkey↓/spanspan id0a94ad7f-9ef5-440e-a144-a875a790ffb0 classkey→/span Move/divdiv idfb07362d-4363-40d3-b520-3b56722fbea1 classmb-1span id9a900166-a068-4c4c-b1a6-59bcc0304d38 classkeyEnter/span Jump/divdiv idbac976e5-fa44-462a-902e-bf729516482espan idd6c0bf9a-6007-4f5f-a530-a9b64c6f6c11 classkey//span Action/div/div/div!-- Status Bar --div idde6f85ed-466b-4bd7-9e51-5b778908622d classinterface status-bardiv idgame-statusUse WASDSpace and ArrowEnter to move around and explore the world!/div/div/div!-- Scripts --script srchttps://fastly.jsdelivr.net/npm/three0.142.0/build/three.min.js/scriptscript srchttps://fastly.jsdelivr.net/npm/three0.142.0/examples/js/controls/OrbitControls.js/scriptscript srchttps://fastly.jsdelivr.net/npm/tweenjs/tween.js18.6.4/dist/tween.umd.js/scriptscript// Main game classclass MinecraftStyleGame {constructor() {// Core propertiesthis.scene null;this.camera null;this.renderer null;this.clock new THREE.Clock();// Game statethis.players [{ id: 1, character: Steve, model: null, position: new THREE.Vector3(0, 1, 0), velocity: new THREE.Vector3(), isJumping: false, onGround: true },{ id: 2, character: Alex, model: null, position: new THREE.Vector3(3, 1, 0), velocity: new THREE.Vector3(), isJumping: false, onGround: true }];this.keys {player1: {forward: false,backward: false,left: false,right: false,jump: false,action: false},player2: {forward: false,backward: false,left: false,right: false,jump: false,action: false}};// Game world parametersthis.worldSize 20;this.blockSize 1;this.gravity 0.02;this.jumpForce 0.2;this.moveSpeed 0.1;// Character optionsthis.characterOptions [{ name: Steve, texture: https://minecraft-heads.com/media/com_minecraft/skins/original/steve.png, playerID: 1 },{ name: Alex, texture: https://minecraft-heads.com/media/com_minecraft/skins/original/alex.png, playerID: 2 },{ name: Zombie, texture: https://minecraft-heads.com/media/com_minecraft/skins/original/zombie.png, playerID: null },{ name: Skeleton, texture: https://minecraft-heads.com/media/com_minecraft/skins/original/skeleton.png, playerID: null },{ name: Creeper, texture: https://minecraft-heads.com/media/com_minecraft/skins/original/creeper.png, playerID: null },{ name: Enderman, texture: https://minecraft-heads.com/media/com_minecraft/skins/original/enderman.png, playerID: null },{ name: Villager, texture: https://minecraft-heads.com/media/com_minecraft/skins/original/villager.png, playerID: null },{ name: Pig, texture: https://minecraft-heads.com/media/com_minecraft/skins/original/pig.png, playerID: null }];// Resources to loadthis.textures {dirt: new THREE.TextureLoader().load(https://images.unsplash.com/photo-1607513746994-51f730a44832?q80w200autoformatfitcrop),grass: new THREE.TextureLoader().load(https://images.unsplash.com/photo-1626269555171-153a1bca85f7?q80w200autoformatfitcrop),stone: new THREE.TextureLoader().load(https://images.unsplash.com/photo-1588371758051-e93a5ce1b5f4?q80w200autoformatfitcrop),wood: new THREE.TextureLoader().load(https://images.unsplash.com/photo-1599751449128-eb7249c3d6b1?q80w200autoformatfitcrop),leaves: new THREE.TextureLoader().load(https://images.unsplash.com/photo-1570822153940-2b3b795f54cf?q80w200autoformatfitcrop)};// Loading progressthis.resourcesLoaded 0;this.totalResources Object.keys(this.textures).length this.characterOptions.length;// Initialize the gamethis.init();}init() {// Initialize Three.js scenethis.initScene();// Handle loadingthis.loadResources();// UI setupthis.setupCharacterSelection();// Setup event listenersthis.setupEventListeners();// Start animation loopthis.animate();}initScene() {// Create scenethis.scene new THREE.Scene();this.scene.background new THREE.Color(0x87CEEB); // Sky blue// Create camerathis.camera new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);this.camera.position.set(10, 10, 10);this.camera.lookAt(0, 0, 0);// Create rendererthis.renderer new THREE.WebGLRenderer({ canvas: document.getElementById(render-canvas),antialias: true });this.renderer.setSize(window.innerWidth, window.innerHeight);this.renderer.shadowMap.enabled true;// Add lightconst ambientLight new THREE.AmbientLight(0xffffff, 0.6);this.scene.add(ambientLight);const directionalLight new THREE.DirectionalLight(0xffffff, 0.8);directionalLight.position.set(10, 20, 10);directionalLight.castShadow true;directionalLight.shadow.mapSize.width 2048;directionalLight.shadow.mapSize.height 2048;this.scene.add(directionalLight);// Add controls for debugging// this.controls new THREE.OrbitControls(this.camera, this.renderer.domElement);}loadResources() {// Track texture loadingconst loadingManager new THREE.LoadingManager();loadingManager.onProgress (url, itemsLoaded, itemsTotal) {this.resourcesLoaded;this.updateLoadingProgress();};loadingManager.onLoad () {// All textures are loadedthis.createWorld();setTimeout(() {document.getElementById(f2305d93-bcef-4e15-b7ce-a63c8d491b52).style.display none;}, 500);};// Create texture loader with the loading managerconst textureLoader new THREE.TextureLoader(loadingManager);// Load all texturesObject.keys(this.textures).forEach(key {const url this.textures[key].source?.data?.src;if (url) {this.textures[key] textureLoader.load(url);this.textures[key].wrapS THREE.RepeatWrapping;this.textures[key].wrapT THREE.RepeatWrapping;}});// Load character texturesthis.characterOptions.forEach(char {textureLoader.load(char.texture, () {this.resourcesLoaded;this.updateLoadingProgress();});});}updateLoadingProgress() {const progress Math.min((this.resourcesLoaded / this.totalResources) * 100, 100);document.getElementById(39d52c16-9215-4ebf-a6a0-25c67b5a8de1).style.width ${progress}%;}createWorld() {// Create groundthis.createTerrain();// Create various structuresthis.createStructures();// Create player charactersthis.createPlayerCharacters();}createTerrain() {// Create base terrainconst groundGeometry new THREE.BoxGeometry(this.worldSize, 1, this.worldSize);const groundMaterial new THREE.MeshStandardMaterial({ map: this.textures.grass });const ground new THREE.Mesh(groundGeometry, groundMaterial);ground.position.y -0.5;ground.receiveShadow true;this.scene.add(ground);// Create random terrain variationsfor (let x -this.worldSize/2; x this.worldSize/2; x this.blockSize) {for (let z -this.worldSize/2; z this.worldSize/2; z this.blockSize) {// Skip the center area for player spawnif (Math.abs(x) 4 Math.abs(z) 4) continue;if (Math.random() 0.1) {const height Math.floor(Math.random() * 3) 1;for (let y 0; y height; y) {const material y height - 1 ? new THREE.MeshStandardMaterial({ map: this.textures.grass }) : new THREE.MeshStandardMaterial({ map: this.textures.dirt });this.createBlock(x, y, z, material);}}// Create treesif (Math.random() 0.02) {this.createTree(x, 0, z);}}}}createBlock(x, y, z, material) {const geometry new THREE.BoxGeometry(this.blockSize, this.blockSize, this.blockSize);const block new THREE.Mesh(geometry, material);block.position.set(x, y, z);block.castShadow true;block.receiveShadow true;this.scene.add(block);return block;}createTree(x, y, z) {// Tree trunkconst trunkHeight 4 Math.floor(Math.random() * 3);const woodMaterial new THREE.MeshStandardMaterial({ map: this.textures.wood });for (let i 0; i trunkHeight; i) {this.createBlock(x, y i, z, woodMaterial);}// Tree leavesconst leavesMaterial new THREE.MeshStandardMaterial({ map: this.textures.leaves,transparent: true,alphaTest: 0.8});const leavesSize 3;for (let lx -leavesSize; lx leavesSize; lx) {for (let ly 0; ly leavesSize 1; ly) {for (let lz -leavesSize; lz leavesSize; lz) {// Create spherical-ish shape for leavesif (lx*lx (ly-1)*(ly-1) lz*lz leavesSize*leavesSize) {// Dont place leaves where trunk isif (!(lx 0 lz 0 ly leavesSize)) {this.createBlock(x lx, y trunkHeight - 1 ly, z lz, leavesMaterial);}}}}}}createStructures() {// Create a small houseconst housePosX 8;const housePosZ 8;const houseSizeX 5;const houseSizeZ 4;const wallHeight 3;const stoneMaterial new THREE.MeshStandardMaterial({ map: this.textures.stone });const woodMaterial new THREE.MeshStandardMaterial({ map: this.textures.wood });// Floorfor (let x 0; x houseSizeX; x) {for (let z 0; z houseSizeZ; z) {this.createBlock(housePosX x, 0, housePosZ z, stoneMaterial);}}// Wallsfor (let x 0; x houseSizeX; x) {for (let y 1; y wallHeight; y) {// Front and back wallsif (!(x 2 y 3)) { // Door in front wallthis.createBlock(housePosX x, y, housePosZ, woodMaterial); // Front wall}this.createBlock(housePosX x, y, housePosZ houseSizeZ - 1, woodMaterial); // Back wall}}for (let z 0; z houseSizeZ; z) {for (let y 1; y wallHeight; y) {// Side wallsthis.createBlock(housePosX, y, housePosZ z, woodMaterial); // Left wallthis.createBlock(housePosX houseSizeX - 1, y, housePosZ z, woodMaterial); // Right wall}}// Rooffor (let x -1; x houseSizeX; x) {for (let z -1; z houseSizeZ; z) {this.createBlock(housePosX x, wallHeight 1, housePosZ z, stoneMaterial);}}// Create a small mining areaconst minePosX -8;const minePosZ -8;// Create pitfor (let x 0; x 4; x) {for (let z 0; z 4; z) {// Remove blocks to create a pit// but leave some stone blocks at the bottomif (!(x 1 z 1) !(x 2 z 2)) {this.createBlock(minePosX x, -3, minePosZ z, stoneMaterial);}}}// Add some stone around the pitfor (let i 0; i 10; i) {const rx minePosX Math.floor(Math.random() * 6) - 1;const rz minePosZ Math.floor(Math.random() * 6) - 1;const ry Math.floor(Math.random() * 2);this.createBlock(rx, ry, rz, stoneMaterial);}}createPlayerCharacters() {// Well create simple block player models for now// In a real implementation, you would load Minecraft character models// Player 1this.createPlayerModel(this.players[0]);// Player 2this.createPlayerModel(this.players[1]);}createPlayerModel(player) {// Get character info from optionsconst characterInfo this.characterOptions.find(c c.name player.character);if (!characterInfo) return;// Create character groupconst playerModel new THREE.Group();// Load character textureconst textureLoader new THREE.TextureLoader();const texture textureLoader.load(characterInfo.texture);// Create body parts with correct proportions// Headconst headGeometry new THREE.BoxGeometry(0.8, 0.8, 0.8);const headMaterial new THREE.MeshStandardMaterial({ map: texture });const head new THREE.Mesh(headGeometry, headMaterial);head.position.y 1.4;head.castShadow true;playerModel.add(head);// Bodyconst bodyGeometry new THREE.BoxGeometry(0.6, 1.2, 0.4);const bodyMaterial new THREE.MeshStandardMaterial({ map: texture,color: player.id 1 ? 0x3090ff : 0x60d060 });const body new THREE.Mesh(bodyGeometry, bodyMaterial);body.position.y 0.6;body.castShadow true;playerModel.add(body);// Armsconst armGeometry new THREE.BoxGeometry(0.3, 1.0, 0.3);const armMaterial new THREE.MeshStandardMaterial({ map: texture,color: player.id 1 ? 0x2080dd : 0x50c050});const leftArm new THREE.Mesh(armGeometry, armMaterial);leftArm.position.set(-0.45, 0.5, 0);leftArm.castShadow true;playerModel.add(leftArm);const rightArm new THREE.Mesh(armGeometry, armMaterial);rightArm.position.set(0.45, 0.5, 0);rightArm.castShadow true;playerModel.add(rightArm);// Legsconst legGeometry new THREE.BoxGeometry(0.3, 1.0, 0.3);const legMaterial new THREE.MeshStandardMaterial({ map: texture,color: 0x3060b0});const leftLeg new THREE.Mesh(legGeometry, legMaterial);leftLeg.position.set(-0.2, -0.5, 0);leftLeg.castShadow true;playerModel.add(leftLeg);const rightLeg new THREE.Mesh(legGeometry, legMaterial);rightLeg.position.set(0.2, -0.5, 0);rightLeg.castShadow true;playerModel.add(rightLeg);// Position the player modelplayerModel.position.copy(player.position);// Store limbs for animationplayerModel.userData {head,leftArm,rightArm,leftLeg,rightLeg,animationTime: 0};// Add to scene and assign to playerthis.scene.add(playerModel);player.model playerModel;}setupCharacterSelection() {const container document.getElementById(character-options);this.characterOptions.forEach((char, index) {const option document.createElement(div);option.className character-option;if (char.playerID 1) option.classList.add(selected);const img document.createElement(img);img.src char.texture;img.alt char.name;const name document.createElement(div);name.textContent char.name;option.appendChild(img);option.appendChild(name);option.addEventListener(click, () {// Show character selection dialogthis.selectCharacter(char, index);});container.appendChild(option);});}selectCharacter(character, index) {// Create a simple modal for character selectionconst selection prompt(Assign ${character.name} to:\n1: Player 1\n2: Player 2\n0: Cancel);if (selection 1 || selection 2) {const playerIndex parseInt(selection) - 1;const player this.players[playerIndex];// Update selectedPlayerID on old characterconst oldCharOption this.characterOptions.find(c c.name player.character);if (oldCharOption) oldCharOption.playerID null;// Update player characterplayer.character character.name;character.playerID parseInt(selection);// Update UIdocument.getElementById(player${selection}-character).textContent character.name;// Remove old player model and create a new oneif (player.model) {this.scene.remove(player.model);}this.createPlayerModel(player);// Update character selection UIconst options document.querySelectorAll(.character-option);options.forEach((opt, idx) {if (this.characterOptions[idx].playerID 1 || this.characterOptions[idx].playerID 2) {opt.classList.add(selected);} else {opt.classList.remove(selected);}});}}setupEventListeners() {// Keyboard controlsdocument.addEventListener(keydown, (event) this.handleKeyDown(event));document.addEventListener(keyup, (event) this.handleKeyUp(event));// Window resizewindow.addEventListener(resize, () this.handleResize());}handleKeyDown(event) {// Player 1 controls (WASD Space)switch(event.code) {case KeyW: this.keys.player1.forward true; break;case KeyS: this.keys.player1.backward true; break;case KeyA: this.keys.player1.left true; break;case KeyD: this.keys.player1.right true; break;case Space: event.preventDefault();this.keys.player1.jump true; break;case KeyE: this.keys.player1.action true; break;}// Player 2 controls (Arrow keys Enter)switch(event.code) {case ArrowUp: this.keys.player2.forward true; break;case ArrowDown: this.keys.player2.backward true; break;case ArrowLeft: this.keys.player2.left true; break;case ArrowRight: this.keys.player2.right true; break;case Enter: this.keys.player2.jump true; break;case Slash: this.keys.player2.action true; break;}}handleKeyUp(event) {// Player 1 controlsswitch(event.code) {case KeyW: this.keys.player1.forward false; break;case KeyS: this.keys.player1.backward false; break;case KeyA: this.keys.player1.left false; break;case KeyD: this.keys.player1.right false; break;case Space: this.keys.player1.jump false; break;case KeyE: this.keys.player1.action false; break;}// Player 2 controlsswitch(event.code) {case ArrowUp: this.keys.player2.forward false; break;case ArrowDown: this.keys.player2.backward false; break;case ArrowLeft: this.keys.player2.left false; break;case ArrowRight: this.keys.player2.right false; break;case Enter: this.keys.player2.jump false; break;case Slash: this.keys.player2.action false; break;}}handleResize() {const width window.innerWidth;const height window.innerHeight;this.camera.aspect width / height;this.camera.updateProjectionMatrix();this.renderer.setSize(width, height);}updatePlayer(player, controls, deltaTime) {if (!player.model) return;// Movement directionconst moveDir new THREE.Vector3(0, 0, 0);if (controls.forward) moveDir.z - 1;if (controls.backward) moveDir.z 1;if (controls.left) moveDir.x - 1;if (controls.right) moveDir.x 1;// Normalize movement directionif (moveDir.length() 0) {moveDir.normalize();// Calculate movementconst movement moveDir.multiplyScalar(this.moveSpeed * deltaTime * 60);// Update positionplayer.position.x movement.x;player.position.z movement.z;// Update animation stateplayer.model.userData.animationTime deltaTime * 10;// Animate legs and arms while walkingthis.animateWalking(player.model, player.model.userData.animationTime);// Face direction of movementif (movement.x ! 0 || movement.z ! 0) {player.model.rotation.y Math.atan2(movement.x, movement.z);}} else {// Reset animation when not movingthis.resetAnimation(player.model);}// Jumpingif (controls.jump player.onGround) {player.velocity.y this.jumpForce;player.isJumping true;player.onGround false;// Update game statusdocument.getElementById(game-status).textContent Player ${player.id} jumped!;}// Apply gravityplayer.velocity.y - this.gravity;player.position.y player.velocity.y;// Ground collision detectionif (player.position.y 1) {player.position.y 1;player.velocity.y 0;player.onGround true;player.isJumping false;}// World boundariesconst boundaryLimit this.worldSize / 2 - 1;player.position.x Math.max(-boundaryLimit, Math.min(boundaryLimit, player.position.x));player.position.z Math.max(-boundaryLimit, Math.min(boundaryLimit, player.position.z));// Update model positionplayer.model.position.copy(player.position);// Perform action if requestedif (controls.action) {this.performAction(player);}}performAction(player) {// Simple action feedbackdocument.getElementById(game-status).textContent Player ${player.id} is performing an action!;// Animate action (e.g. arm swing)if (player.model) {const rightArm player.model.userData.rightArm;// Create a simple animation for the arm swingconst startRotation { x: 0 };const endRotation { x: -Math.PI / 2 };// Animate swing downconst swingDown new TWEEN.Tween(startRotation).to(endRotation, 200).easing(TWEEN.Easing.Quadratic.Out).onUpdate(() {rightArm.rotation.x startRotation.x;});// Animate swing backconst swingBack new TWEEN.Tween(endRotation).to({ x: 0 }, 200).easing(TWEEN.Easing.Quadratic.In).onUpdate(() {rightArm.rotation.x endRotation.x;});// Chain the animationsswingDown.chain(swingBack);swingDown.start();}}animateWalking(model, time) {if (!model || !model.userData) return;const { leftLeg, rightLeg, leftArm, rightArm } model.userData;// Animate legsif (leftLeg rightLeg) {leftLeg.rotation.x Math.sin(time) * 0.5;rightLeg.rotation.x Math.sin(time Math.PI) * 0.5;}// Animate armsif (leftArm rightArm) {leftArm.rotation.x Math.sin(time Math.PI) * 0.5;rightArm.rotation.x Math.sin(time) * 0.5;}}resetAnimation(model) {if (!model || !model.userData) return;const { leftLeg, rightLeg, leftArm, rightArm } model.userData;// Reset all rotationsif (leftLeg) leftLeg.rotation.set(0, 0, 0);if (rightLeg) rightLeg.rotation.set(0, 0, 0);if (leftArm) leftArm.rotation.set(0, 0, 0);if (rightArm) rightArm.rotation.set(0, 0, 0);}updateCamera() {// Calculate center position between playersconst center new THREE.Vector3();this.players.forEach(player {center.add(player.position);});center.divideScalar(this.players.length);// Calculate distance between playerslet maxDistance 0;this.players.forEach(player {const distance player.position.distanceTo(center);maxDistance Math.max(maxDistance, distance);});// Adjust camera position based on player positionsconst cameraDistance Math.max(10, maxDistance * 3);const cameraHeight Math.max(6, maxDistance * 1.5);// Smoothly move camera to new positionconst targetCameraPos new THREE.Vector3(center.x cameraDistance * Math.sin(Date.now() * 0.0001),cameraHeight,center.z cameraDistance * Math.cos(Date.now() * 0.0001));this.camera.position.lerp(targetCameraPos, 0.02);this.camera.lookAt(center);}animate() {requestAnimationFrame(() this.animate());const deltaTime this.clock.getDelta();// Update playersthis.updatePlayer(this.players[0], this.keys.player1, deltaTime);this.updatePlayer(this.players[1], this.keys.player2, deltaTime);// Update camera to follow playersthis.updateCamera();// Update animationsTWEEN.update();// Render scenethis.renderer.render(this.scene, this.camera);}}// Initialize the game when page is loadedwindow.addEventListener(load, () {const game new MinecraftStyleGame();});/script /body /html

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