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26.2 kB
| <html lang="en"> | |
| <head> | |
| <meta charset="UTF-8"> | |
| <meta name="viewport" content="width=device-width, initial-scale=1.0"> | |
| <title>Yar's Revenge 3D: Brick Assault</title> | |
| <script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js"></script> | |
| <style> | |
| body { margin: 0; overflow: hidden; font-family: 'Arial', sans-serif; background-color: #000; color: #fff; } | |
| canvas { display: block; } | |
| #infoPanel { | |
| position: absolute; | |
| top: 10px; | |
| left: 10px; | |
| padding: 10px; | |
| background-color: rgba(0,0,0,0.7); | |
| border-radius: 8px; | |
| color: #fff; | |
| font-size: 16px; | |
| display: flex; | |
| flex-direction: column; | |
| gap: 8px; | |
| } | |
| .player-info { | |
| padding: 5px; | |
| border-radius: 4px; | |
| } | |
| .player1 { background-color: rgba(0, 150, 255, 0.5); } | |
| .player2 { background-color: rgba(255, 100, 0, 0.5); } | |
| #gameOverScreen { | |
| position: absolute; | |
| top: 50%; | |
| left: 50%; | |
| transform: translate(-50%, -50%); | |
| padding: 30px; | |
| background-color: rgba(20, 20, 20, 0.9); | |
| border: 2px solid #555; | |
| border-radius: 15px; | |
| text-align: center; | |
| display: none; /* Hidden by default */ | |
| z-index: 100; | |
| } | |
| #gameOverScreen h2 { margin-top: 0; font-size: 28px; color: #ff4444; } | |
| #gameOverScreen p { font-size: 18px; } | |
| #gameOverScreen button { | |
| padding: 12px 25px; | |
| font-size: 18px; | |
| color: #fff; | |
| background-color: #007bff; | |
| border: none; | |
| border-radius: 8px; | |
| cursor: pointer; | |
| margin-top: 20px; | |
| transition: background-color 0.3s ease; | |
| } | |
| #gameOverScreen button:hover { background-color: #0056b3; } | |
| </style> | |
| </head> | |
| <body> | |
| <div id="infoPanel"> | |
| <div id="player1Info" class="player-info player1">Player 1 (WASD, E): Score 0 | Lives 3</div> | |
| <div id="player2Info" class="player-info player2">Player 2 (IJKL, U): Score 0 | Lives 3</div> | |
| <div id="qotileInfo">Qotile Health: 100</div> | |
| </div> | |
| <div id="gameOverScreen"> | |
| <h2>Game Over!</h2> | |
| <p id="gameOverMessage"></p> | |
| <button id="restartButton">Restart Game</button> | |
| </div> | |
| <script> | |
| let scene, camera, renderer, clock; | |
| let players = []; | |
| let playerProjectiles = []; | |
| let advancingBricks = []; // Renamed from neutralZoneBlocks | |
| let qotile; | |
| const keysPressed = {}; | |
| const gameSettings = { | |
| playerSpeed: 10, | |
| projectileSpeed: 30, | |
| playerSize: 1, | |
| projectileSize: 0.2, | |
| brickSize: 2, // Size of individual bricks | |
| brickDepth: 1, // Thickness of bricks (Z-dimension) | |
| qotileSize: 4, | |
| playAreaWidth: 30, | |
| playAreaHeight: 20, | |
| playerShootCooldown: 0.2, | |
| initialPlayerLives: 3, | |
| qotileInitialHealth: 100, | |
| pointsPerBrick: 10, // Renamed from pointsPerNeutralBlock | |
| pointsPerQotileHit: 50, | |
| brickLayerSpeed: 1.5, // How fast layers move towards player | |
| newLayerSpawnInterval: 5.0, // Seconds between new layers | |
| brickSpawnStartZ: -12, // Z-position where new brick layers spawn (behind Qotile or far back) | |
| initialBrickLayers: 3, // Number of layers to start with | |
| rowsPerLayer: 5, // Bricks vertically in a layer | |
| colsPerLayer: 10, // Bricks horizontally in a layer | |
| gapBetweenInitialLayers: 2.5, // Z-gap for initial setup | |
| playerInvincibilityDuration: 1.5, // seconds | |
| }; | |
| let gameActive = true; | |
| let newLayerTimer = 0; | |
| // Initialization function | |
| function init() { | |
| gameActive = true; | |
| newLayerTimer = 0; | |
| scene = new THREE.Scene(); | |
| scene.background = new THREE.Color(0x111122); | |
| camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000); | |
| camera.position.set(0, 5, 25); | |
| camera.lookAt(0, 0, 0); | |
| renderer = new THREE.WebGLRenderer({ antialias: true }); | |
| renderer.setSize(window.innerWidth, window.innerHeight); | |
| document.body.appendChild(renderer.domElement); | |
| const ambientLight = new THREE.AmbientLight(0x606060); | |
| scene.add(ambientLight); | |
| const directionalLight = new THREE.DirectionalLight(0xffffff, 0.8); | |
| directionalLight.position.set(5, 10, 7.5); | |
| scene.add(directionalLight); | |
| clock = new THREE.Clock(); | |
| createPlayers(); | |
| createInitialBrickLayers(); // New function to set up starting bricks | |
| createQotile(); | |
| document.addEventListener('keydown', onKeyDown); | |
| document.addEventListener('keyup', onKeyUp); | |
| window.addEventListener('resize', onWindowResize); | |
| document.getElementById('restartButton').addEventListener('click', restartGame); | |
| document.getElementById('gameOverScreen').style.display = 'none'; | |
| updateUI(); | |
| animate(); | |
| } | |
| function createPlayers() { | |
| players = []; | |
| playerProjectiles = []; | |
| const playerGeometry = new THREE.BoxGeometry(gameSettings.playerSize, gameSettings.playerSize, gameSettings.playerSize); | |
| const player1Material = new THREE.MeshStandardMaterial({ color: 0x0099ff }); | |
| const player1Mesh = new THREE.Mesh(playerGeometry, player1Material); | |
| player1Mesh.position.set(-gameSettings.playAreaWidth / 4, 0, 15); // Player Z position | |
| scene.add(player1Mesh); | |
| players.push({ | |
| mesh: player1Mesh, | |
| isPlayer2: false, | |
| controls: { up: 'KeyW', down: 'KeyS', left: 'KeyA', right: 'KeyD', shoot: 'KeyE' }, | |
| shootCooldownTimer: 0, | |
| score: 0, | |
| lives: gameSettings.initialPlayerLives, | |
| projectiles: [], | |
| invincibleTimer: 0, | |
| originalColor: player1Material.color.getHex() | |
| }); | |
| const player2Material = new THREE.MeshStandardMaterial({ color: 0xff6600 }); | |
| const player2Mesh = new THREE.Mesh(playerGeometry, player2Material); | |
| player2Mesh.position.set(gameSettings.playAreaWidth / 4, 0, 15); // Player Z position | |
| scene.add(player2Mesh); | |
| players.push({ | |
| mesh: player2Mesh, | |
| isPlayer2: true, | |
| controls: { up: 'KeyI', down: 'KeyK', left: 'KeyJ', right: 'KeyL', shoot: 'KeyU' }, | |
| shootCooldownTimer: 0, | |
| score: 0, | |
| lives: gameSettings.initialPlayerLives, | |
| projectiles: [], | |
| invincibleTimer: 0, | |
| originalColor: player2Material.color.getHex() | |
| }); | |
| } | |
| // Creates the initial set of brick layers at the start of the game | |
| function createInitialBrickLayers() { | |
| advancingBricks.forEach(brick => { | |
| if (brick && scene.getObjectById(brick.id)) scene.remove(brick); | |
| if (brick && brick.geometry) brick.geometry.dispose(); | |
| if (brick && brick.material) brick.material.dispose(); | |
| }); | |
| advancingBricks = []; | |
| for (let i = 0; i < gameSettings.initialBrickLayers; i++) { | |
| // Stagger initial layers further back | |
| const spawnZ = gameSettings.brickSpawnStartZ - (i * gameSettings.gapBetweenInitialLayers); | |
| spawnNewBrickLayer(spawnZ); | |
| } | |
| } | |
| // Spawns a single new layer of bricks at a given Z depth | |
| function spawnNewBrickLayer(spawnZ) { | |
| const brickGeometry = new THREE.BoxGeometry( | |
| gameSettings.brickSize, | |
| gameSettings.brickSize, | |
| gameSettings.brickDepth | |
| ); | |
| // Give bricks varied, but generally dull/rocky colors | |
| const colors = [0x888888, 0x777777, 0x666666, 0x807060, 0x706050]; | |
| const layerWidth = gameSettings.colsPerLayer * gameSettings.brickSize; | |
| const layerHeight = gameSettings.rowsPerLayer * gameSettings.brickSize; | |
| for (let r = 0; r < gameSettings.rowsPerLayer; r++) { | |
| for (let c = 0; c < gameSettings.colsPerLayer; c++) { | |
| const randomColor = colors[Math.floor(Math.random() * colors.length)]; | |
| const brickMaterial = new THREE.MeshStandardMaterial({ | |
| color: randomColor, | |
| roughness: 0.8, | |
| metalness: 0.2 | |
| }); | |
| const brick = new THREE.Mesh(brickGeometry.clone(), brickMaterial.clone()); | |
| brick.position.set( | |
| (c - gameSettings.colsPerLayer / 2 + 0.5) * gameSettings.brickSize, | |
| (r - gameSettings.rowsPerLayer / 2 + 0.5) * gameSettings.brickSize, | |
| spawnZ | |
| ); | |
| brick.userData = { type: 'brick' }; // Identify object type | |
| scene.add(brick); | |
| advancingBricks.push(brick); | |
| } | |
| } | |
| } | |
| function createQotile() { | |
| if (qotile && qotile.mesh) { | |
| if (scene.getObjectById(qotile.mesh.id)) scene.remove(qotile.mesh); | |
| if (qotile.mesh.geometry) qotile.mesh.geometry.dispose(); | |
| if (qotile.mesh.material) qotile.mesh.material.dispose(); | |
| } | |
| const qotileGeometry = new THREE.BoxGeometry(gameSettings.qotileSize, gameSettings.qotileSize, gameSettings.qotileSize); | |
| const qotileMaterial = new THREE.MeshStandardMaterial({ color: 0xff0000, emissive: 0x330000 }); | |
| const qotileMesh = new THREE.Mesh(qotileGeometry, qotileMaterial); | |
| qotileMesh.position.set(0, 0, -15); // Qotile is further back | |
| scene.add(qotileMesh); | |
| qotile = { | |
| mesh: qotileMesh, | |
| health: gameSettings.qotileInitialHealth, | |
| hitTimer: 0 | |
| }; | |
| } | |
| function handlePlayerMovement(player, delta) { | |
| if (!player.mesh.visible) return; // Cannot move if not visible (e.g. after losing life briefly) | |
| const moveDistance = gameSettings.playerSpeed * delta; | |
| if (keysPressed[player.controls.up]) player.mesh.position.y += moveDistance; | |
| if (keysPressed[player.controls.down]) player.mesh.position.y -= moveDistance; | |
| if (keysPressed[player.controls.left]) player.mesh.position.x -= moveDistance; | |
| if (keysPressed[player.controls.right]) player.mesh.position.x += moveDistance; | |
| const halfWidth = gameSettings.playAreaWidth / 2 - gameSettings.playerSize / 2; | |
| const halfHeight = gameSettings.playAreaHeight / 2 - gameSettings.playerSize / 2; | |
| player.mesh.position.x = Math.max(-halfWidth, Math.min(halfWidth, player.mesh.position.x)); | |
| player.mesh.position.y = Math.max(-halfHeight, Math.min(halfHeight, player.mesh.position.y)); | |
| } | |
| function updatePlayerInvincibility(player, delta) { | |
| if (player.invincibleTimer > 0) { | |
| player.invincibleTimer -= delta; | |
| // Blink effect | |
| const blinkSpeed = 10; // Blinks per second | |
| player.mesh.visible = Math.floor(player.invincibleTimer * blinkSpeed) % 2 === 0; | |
| if (player.invincibleTimer <= 0) { | |
| player.mesh.visible = true; // Ensure visible | |
| player.mesh.material.color.setHex(player.originalColor); // Restore color | |
| player.invincibleTimer = 0; // Clamp to zero | |
| } | |
| } else { | |
| if(player.lives > 0) player.mesh.visible = true; // Ensure player is visible if they have lives | |
| } | |
| } | |
| function handlePlayerShooting(player, delta) { | |
| if (!player.mesh.visible) return; | |
| if (player.shootCooldownTimer > 0) { | |
| player.shootCooldownTimer -= delta; | |
| } | |
| if (keysPressed[player.controls.shoot] && player.shootCooldownTimer <= 0) { | |
| player.shootCooldownTimer = gameSettings.playerShootCooldown; | |
| createProjectile(player); | |
| } | |
| } | |
| function createProjectile(player) { | |
| const projectileGeometry = new THREE.SphereGeometry(gameSettings.projectileSize, 8, 8); | |
| const projectileMaterial = new THREE.MeshBasicMaterial({ color: player.isPlayer2 ? 0xffaa33 : 0x66ccff }); | |
| const projectile = new THREE.Mesh(projectileGeometry, projectileMaterial); | |
| projectile.position.copy(player.mesh.position); | |
| projectile.position.z -= gameSettings.playerSize / 2 + gameSettings.projectileSize; | |
| projectile.userData = { | |
| owner: player, | |
| velocity: new THREE.Vector3(0, 0, -gameSettings.projectileSpeed) | |
| }; | |
| scene.add(projectile); | |
| playerProjectiles.push(projectile); | |
| } | |
| function updateProjectiles(delta) { | |
| for (let i = playerProjectiles.length - 1; i >= 0; i--) { | |
| const projectile = playerProjectiles[i]; | |
| if (!projectile || !projectile.userData) { | |
| if (projectile && scene.getObjectById(projectile.id)) scene.remove(projectile); | |
| playerProjectiles.splice(i, 1); | |
| continue; | |
| } | |
| projectile.position.addScaledVector(projectile.userData.velocity, delta); | |
| if (projectile.position.z < -gameSettings.playAreaWidth || projectile.position.z > gameSettings.playAreaWidth * 2 || // Extended bounds | |
| Math.abs(projectile.position.x) > gameSettings.playAreaWidth || | |
| Math.abs(projectile.position.y) > gameSettings.playAreaHeight) { | |
| scene.remove(projectile); | |
| if (projectile.geometry) projectile.geometry.dispose(); | |
| if (projectile.material) projectile.material.dispose(); | |
| playerProjectiles.splice(i, 1); | |
| continue; | |
| } | |
| checkProjectileCollisions(projectile, i); | |
| } | |
| } | |
| function checkProjectileCollisions(projectile, projectileIndex) { | |
| if (!projectile || !projectile.userData || !projectile.userData.owner) { | |
| if (projectile && scene.getObjectById(projectile.id)) scene.remove(projectile); | |
| if(playerProjectiles[projectileIndex] === projectile) playerProjectiles.splice(projectileIndex, 1); | |
| return; | |
| } | |
| const projectileBox = new THREE.Box3().setFromObject(projectile); | |
| // Collision with Advancing Bricks | |
| for (let j = advancingBricks.length - 1; j >= 0; j--) { | |
| const brick = advancingBricks[j]; | |
| if (!brick || !brick.geometry) continue; // Skip if brick already removed or invalid | |
| const brickBox = new THREE.Box3().setFromObject(brick); | |
| if (projectileBox.intersectsBox(brickBox)) { | |
| scene.remove(brick); // Remove brick from scene | |
| if (brick.geometry) brick.geometry.dispose(); | |
| if (brick.material) brick.material.dispose(); | |
| advancingBricks.splice(j, 1); // Remove brick from array | |
| scene.remove(projectile); // Remove projectile from scene | |
| if (projectile.geometry) projectile.geometry.dispose(); | |
| if (projectile.material) projectile.material.dispose(); | |
| playerProjectiles.splice(projectileIndex, 1); // Remove projectile from array | |
| projectile.userData.owner.score += gameSettings.pointsPerBrick; | |
| updateUI(); | |
| return; // Projectile is gone, stop further checks for it | |
| } | |
| } | |
| // Collision with Qotile | |
| if (qotile && qotile.mesh && qotile.health > 0) { | |
| const qotileBox = new THREE.Box3().setFromObject(qotile.mesh); | |
| if (projectileBox.intersectsBox(qotileBox)) { | |
| scene.remove(projectile); | |
| if (projectile.geometry) projectile.geometry.dispose(); | |
| if (projectile.material) projectile.material.dispose(); | |
| playerProjectiles.splice(projectileIndex, 1); | |
| qotile.health -= 10; | |
| qotile.mesh.material.emissive.setHex(0xffffff); | |
| qotile.hitTimer = 0.1; | |
| projectile.userData.owner.score += gameSettings.pointsPerQotileHit; | |
| updateUI(); | |
| if (qotile.health <= 0) { | |
| const winnerName = projectile.userData.owner.isPlayer2 ? "Player 2" : "Player 1"; | |
| endGame(winnerName + " destroyed the Qotile! Players win!"); | |
| } | |
| return; | |
| } | |
| } | |
| } | |
| // Moves bricks and checks for collisions with players | |
| function updateBricks(delta) { | |
| for (let i = advancingBricks.length - 1; i >= 0; i--) { | |
| const brick = advancingBricks[i]; | |
| if (!brick || !brick.geometry) { // Safety check / already removed | |
| advancingBricks.splice(i,1); | |
| continue; | |
| } | |
| brick.position.z += gameSettings.brickLayerSpeed * delta; | |
| // Brick is past the player's general Z plane - remove it | |
| // Player Z is 15. Brick depth is 1. Player Size is 1. | |
| // If brick's front (brick.position.z - brickDepth/2) is > player's back (15 + playerSize/2) | |
| if (brick.position.z - gameSettings.brickDepth / 2 > players[0].mesh.position.z + gameSettings.playerSize / 2 + 2) { // Added buffer | |
| scene.remove(brick); | |
| if (brick.geometry) brick.geometry.dispose(); | |
| if (brick.material) brick.material.dispose(); | |
| advancingBricks.splice(i, 1); | |
| // console.log("Brick passed player zone and removed"); | |
| continue; | |
| } | |
| // Check collision with players | |
| const brickBox = new THREE.Box3().setFromObject(brick); | |
| for (const player of players) { | |
| if (player.lives <= 0 || !player.mesh.visible || player.invincibleTimer > 0) continue; | |
| const playerBox = new THREE.Box3().setFromObject(player.mesh); | |
| if (brickBox.intersectsBox(playerBox)) { | |
| player.lives--; | |
| player.invincibleTimer = gameSettings.playerInvincibilityDuration; | |
| player.mesh.material.color.setHex(0xff3333); // Flash red | |
| // Destroy the brick that hit the player | |
| scene.remove(brick); | |
| if (brick.geometry) brick.geometry.dispose(); | |
| if (brick.material) brick.material.dispose(); | |
| advancingBricks.splice(i, 1); | |
| updateUI(); | |
| if (player.lives <= 0) { | |
| player.mesh.visible = false; // Hide player mesh when out of lives | |
| } | |
| checkOverallGameOver(); | |
| break; // Brick is gone, stop checking it against other players | |
| } | |
| } | |
| } | |
| } | |
| function updateQotile(delta) { | |
| if (qotile && qotile.hitTimer > 0) { | |
| qotile.hitTimer -= delta; | |
| if (qotile.hitTimer <= 0) { | |
| qotile.mesh.material.emissive.setHex(0x330000); | |
| } | |
| } | |
| } | |
| function updateUI() { | |
| const p1 = players && players[0] ? players[0] : { score: 0, lives: 0 }; | |
| const p2 = players && players[1] ? players[1] : { score: 0, lives: 0 }; | |
| document.getElementById('player1Info').textContent = `Player 1 (WASD, E): Score ${p1.score} | Lives ${p1.lives}`; | |
| document.getElementById('player2Info').textContent = `Player 2 (IJKL, U): Score ${p2.score} | Lives ${p2.lives}`; | |
| if (qotile) { | |
| document.getElementById('qotileInfo').textContent = `Qotile Health: ${Math.max(0, qotile.health)}`; | |
| } else { | |
| document.getElementById('qotileInfo').textContent = `Qotile Health: N/A`; | |
| } | |
| } | |
| function checkOverallGameOver() { | |
| if (!gameActive) return; | |
| const activePlayers = players.filter(p => p.lives > 0).length; | |
| if (activePlayers === 0) { | |
| endGame("All players are out of lives! Game Over."); | |
| } | |
| } | |
| function endGame(message) { | |
| if (!gameActive) return; | |
| gameActive = false; | |
| console.log("Game Over:", message); | |
| document.getElementById('gameOverMessage').textContent = message; | |
| document.getElementById('gameOverScreen').style.display = 'flex'; | |
| // Clear remaining projectiles (bricks are cleared by their own logic or restart) | |
| playerProjectiles.forEach(p => { | |
| if (p && scene.getObjectById(p.id)) scene.remove(p); | |
| if (p && p.geometry) p.geometry.dispose(); | |
| if (p && p.material) p.material.dispose(); | |
| }); | |
| playerProjectiles = []; | |
| } | |
| function restartGame() { | |
| // Clean up existing meshes from scene | |
| players.forEach(p => { | |
| if (p.mesh && scene.getObjectById(p.mesh.id)) scene.remove(p.mesh); | |
| if (p.mesh && p.mesh.geometry) p.mesh.geometry.dispose(); | |
| if (p.mesh && p.mesh.material) p.mesh.material.dispose(); | |
| }); | |
| playerProjectiles.forEach(p => { | |
| if (p && scene.getObjectById(p.id)) scene.remove(p); | |
| if (p && p.geometry) p.geometry.dispose(); | |
| if (p && p.material) p.material.dispose(); | |
| }); | |
| advancingBricks.forEach(b => { | |
| if (b && scene.getObjectById(b.id)) scene.remove(b); | |
| if (b && b.geometry) b.geometry.dispose(); | |
| if (b && b.material) b.material.dispose(); | |
| }); | |
| if (qotile && qotile.mesh) { | |
| if (scene.getObjectById(qotile.mesh.id)) scene.remove(qotile.mesh); | |
| if (qotile.mesh.geometry) qotile.mesh.geometry.dispose(); | |
| if (qotile.mesh.material) qotile.mesh.material.dispose(); | |
| } | |
| // Reset arrays | |
| players = []; | |
| playerProjectiles = []; | |
| advancingBricks = []; | |
| qotile = null; | |
| // Re-initialize game elements | |
| createPlayers(); // This will reset player scores, lives, positions, visibility | |
| createInitialBrickLayers(); | |
| createQotile(); | |
| // Reset game state variables | |
| gameActive = true; | |
| newLayerTimer = 0; | |
| players.forEach(p => { // Ensure players are visible and not invincible | |
| p.mesh.visible = true; | |
| p.invincibleTimer = 0; | |
| p.mesh.material.color.setHex(p.originalColor); | |
| }); | |
| document.getElementById('gameOverScreen').style.display = 'none'; | |
| updateUI(); | |
| } | |
| function animate() { | |
| requestAnimationFrame(animate); | |
| const delta = clock.getDelta(); | |
| if (gameActive) { | |
| players.forEach(player => { | |
| if (player.mesh && player.lives > 0) { | |
| handlePlayerMovement(player, delta); | |
| handlePlayerShooting(player, delta); | |
| } | |
| // Invincibility update happens regardless of player input if timer is active | |
| updatePlayerInvincibility(player, delta); | |
| }); | |
| updateProjectiles(delta); | |
| updateBricks(delta); // Handles brick movement and collision with players | |
| updateQotile(delta); | |
| // Spawn new brick layers | |
| newLayerTimer += delta; | |
| if (newLayerTimer >= gameSettings.newLayerSpawnInterval) { | |
| spawnNewBrickLayer(gameSettings.brickSpawnStartZ); | |
| newLayerTimer = 0; | |
| } | |
| } | |
| updateUI(); | |
| renderer.render(scene, camera); | |
| } | |
| function onKeyDown(event) { | |
| keysPressed[event.code] = true; | |
| const gameKeys = ['KeyW', 'KeyA', 'KeyS', 'KeyD', 'KeyI', 'KeyJ', 'KeyK', 'KeyL', 'KeyE', 'KeyU', 'Space']; | |
| if (gameKeys.includes(event.code)) { | |
| event.preventDefault(); | |
| } | |
| } | |
| function onKeyUp(event) { | |
| keysPressed[event.code] = false; | |
| } | |
| function onWindowResize() { | |
| camera.aspect = window.innerWidth / window.innerHeight; | |
| camera.updateProjectionMatrix(); | |
| renderer.setSize(window.innerWidth, window.innerHeight); | |
| } | |
| window.onload = function() { | |
| init(); | |
| }; | |
| </script> | |
| </body> | |
| </html> | |