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0% found this document useful (0 votes)
17 views24 pages

!doctype HTML

Uploaded by

mansooryahusain
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd

<!

DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>3D Battle Royale Arena</title>
<script
src="[Link]
<link href="[Link]
family=Orbitron:wght@400;700;900&family=Rajdhani:wght@300;400;500;600;700&display=s
wap" rel="stylesheet">
<style>
:root {
--primary-blue: #0066ff;
--primary-orange: #ff6600;
--danger-red: #ff0040;
--success-green: #00ff66;
--warning-yellow: #ffcc00;
--dark-bg: #0a0a0a;
--card-bg: rgba(20, 20, 30, 0.9);
--glass-border: rgba(255, 255, 255, 0.1);
--text-primary: #ffffff;
--text-secondary: #cccccc;
}

* {
margin: 0;
padding: 0;
box-sizing: border-box;
}

body {
font-family: 'Rajdhani', sans-serif;
background: var(--dark-bg);
color: var(--text-primary);
overflow: hidden;
height: 100vh;
}

#gameCanvas {
display: block;
width: 100%;
height: 100%;
cursor: none;
}

/* HUD Overlay */
.hud-overlay {
position: fixed;
top: 0;
left: 0;
width: 100%;
height: 100%;
pointer-events: none;
z-index: 1000;
}

.top-hud {
position: absolute;
top: 20px;
left: 50%;
transform: translateX(-50%);
display: flex;
gap: 30px;
align-items: center;
background: var(--card-bg);
backdrop-filter: blur(20px);
padding: 15px 30px;
border-radius: 15px;
border: 1px solid var(--glass-border);
}

.health-shield {
display: flex;
gap: 20px;
align-items: center;
}

.stat-bar {
display: flex;
align-items: center;
gap: 8px;
}

.bar {
width: 120px;
height: 8px;
background: rgba(255, 255, 255, 0.2);
border-radius: 4px;
overflow: hidden;
}

.bar-fill {
height: 100%;
transition: width 0.3s ease;
}

.health-fill {
background: linear-gradient(90deg, var(--danger-red), var(--success-
green));
}

.shield-fill {
background: linear-gradient(90deg, var(--primary-blue), var(--primary-
orange));
}

.players-alive {
font-family: 'Orbitron', monospace;
font-weight: 700;
font-size: 1.2rem;
color: var(--primary-orange);
}

.storm-timer {
font-family: 'Orbitron', monospace;
font-weight: 700;
font-size: 1.1rem;
color: var(--warning-yellow);
}

/* Crosshair */
.crosshair {
position: absolute;
top: 50%;
left: 50%;
transform: translate(-50%, -50%);
width: 20px;
height: 20px;
pointer-events: none;
}

.crosshair::before,
.crosshair::after {
content: '';
position: absolute;
background: var(--text-primary);
box-shadow: 0 0 5px rgba(255, 255, 255, 0.5);
}

.crosshair::before {
width: 2px;
height: 20px;
left: 50%;
transform: translateX(-50%);
}

.crosshair::after {
width: 20px;
height: 2px;
top: 50%;
transform: translateY(-50%);
}

/* Weapon HUD */
.weapon-hud {
position: absolute;
bottom: 30px;
right: 30px;
background: var(--card-bg);
backdrop-filter: blur(20px);
padding: 20px;
border-radius: 15px;
border: 1px solid var(--glass-border);
min-width: 200px;
}

.weapon-info {
text-align: center;
margin-bottom: 15px;
}

.weapon-name {
font-family: 'Orbitron', monospace;
font-size: 1.2rem;
font-weight: 700;
color: var(--primary-orange);
margin-bottom: 5px;
}

.ammo-count {
font-size: 1.5rem;
font-weight: 700;
color: var(--text-primary);
}

.weapon-slots {
display: flex;
gap: 10px;
justify-content: center;
}

.weapon-slot {
width: 50px;
height: 50px;
background: rgba(255, 255, 255, 0.1);
border: 2px solid var(--glass-border);
border-radius: 8px;
display: flex;
align-items: center;
justify-content: center;
font-size: 1.5rem;
transition: all 0.3s ease;
}

.[Link] {
border-color: var(--primary-orange);
background: rgba(255, 102, 0, 0.2);
box-shadow: 0 0 15px rgba(255, 102, 0, 0.3);
}

/* Minimap */
.minimap {
position: absolute;
top: 30px;
right: 30px;
width: 200px;
height: 200px;
background: var(--card-bg);
backdrop-filter: blur(20px);
border-radius: 15px;
border: 1px solid var(--glass-border);
padding: 15px;
}

.minimap-title {
text-align: center;
font-family: 'Orbitron', monospace;
font-size: 0.9rem;
color: var(--primary-blue);
margin-bottom: 10px;
}

.minimap-canvas {
width: 100%;
height: 150px;
background: linear-gradient(45deg, #2d5016, #4a7c59);
border-radius: 8px;
position: relative;
overflow: hidden;
}

.mini-player {
position: absolute;
width: 8px;
height: 8px;
background: var(--primary-blue);
border-radius: 50%;
border: 2px solid white;
transform: translate(-50%, -50%);
z-index: 10;
}

.mini-enemy {
position: absolute;
width: 6px;
height: 6px;
background: var(--danger-red);
border-radius: 50%;
transform: translate(-50%, -50%);
}

.mini-storm {
position: absolute;
border: 2px solid var(--danger-red);
border-radius: 50%;
background: rgba(255, 0, 64, 0.1);
transform: translate(-50%, -50%);
}

/* Controls Info */
.controls {
position: absolute;
bottom: 30px;
left: 30px;
background: var(--card-bg);
backdrop-filter: blur(20px);
padding: 20px;
border-radius: 15px;
border: 1px solid var(--glass-border);
font-size: 0.9rem;
line-height: 1.6;
}

.controls h4 {
font-family: 'Orbitron', monospace;
color: var(--success-green);
margin-bottom: 10px;
}

/* Kill Feed */
.kill-feed {
position: absolute;
top: 120px;
right: 30px;
width: 300px;
max-height: 200px;
overflow-y: auto;
}

.kill-message {
background: var(--card-bg);
backdrop-filter: blur(20px);
padding: 10px 15px;
margin-bottom: 5px;
border-radius: 8px;
border: 1px solid var(--glass-border);
font-size: 0.9rem;
animation: slideIn 0.3s ease-out;
}

@keyframes slideIn {
from { opacity: 0; transform: translateX(100%); }
to { opacity: 1; transform: translateX(0); }
}

.[Link] {
border-left: 3px solid var(--danger-red);
}

.[Link] {
border-left: 3px solid var(--warning-yellow);
}

/* Loading Screen */
.loading-screen {
position: fixed;
top: 0;
left: 0;
width: 100%;
height: 100%;
background: linear-gradient(135deg, var(--dark-bg) 0%, #1a1a2e 50%,
#16213e 100%);
display: flex;
flex-direction: column;
align-items: center;
justify-content: center;
z-index: 2000;
transition: opacity 0.5s ease;
}

.loading-title {
font-family: 'Orbitron', monospace;
font-size: 3rem;
font-weight: 900;
background: linear-gradient(135deg, var(--primary-blue), var(--primary-
orange));
-webkit-background-clip: text;
-webkit-text-fill-color: transparent;
margin-bottom: 2rem;
text-align: center;
}

.loading-bar {
width: 400px;
height: 8px;
background: rgba(255, 255, 255, 0.1);
border-radius: 4px;
overflow: hidden;
margin-bottom: 1rem;
}

.loading-fill {
height: 100%;
background: linear-gradient(90deg, var(--primary-blue), var(--primary-
orange));
width: 0%;
transition: width 0.3s ease;
}

.loading-text {
font-size: 1.2rem;
color: var(--text-secondary);
text-align: center;
}

/* Victory/Defeat Screen */
.game-end-screen {
position: fixed;
top: 0;
left: 0;
width: 100%;
height: 100%;
background: rgba(0, 0, 0, 0.9);
display: none;
flex-direction: column;
align-items: center;
justify-content: center;
z-index: 3000;
}

.end-title {
font-family: 'Orbitron', monospace;
font-size: 4rem;
font-weight: 900;
margin-bottom: 2rem;
text-align: center;
}

.victory {
color: var(--success-green);
text-shadow: 0 0 30px var(--success-green);
}

.defeat {
color: var(--danger-red);
text-shadow: 0 0 30px var(--danger-red);
}

.stats {
background: var(--card-bg);
backdrop-filter: blur(20px);
padding: 2rem;
border-radius: 15px;
border: 1px solid var(--glass-border);
text-align: center;
margin-bottom: 2rem;
}

.restart-btn {
padding: 15px 30px;
background: linear-gradient(135deg, var(--primary-blue), var(--primary-
orange));
border: none;
border-radius: 10px;
color: white;
font-family: 'Rajdhani', sans-serif;
font-size: 1.2rem;
font-weight: 600;
cursor: pointer;
transition: all 0.3s ease;
pointer-events: auto;
}

.restart-btn:hover {
transform: translateY(-2px);
box-shadow: 0 10px 30px rgba(0, 102, 255, 0.3);
}

@media (max-width: 768px) {


.top-hud {
flex-direction: column;
gap: 15px;
}

.minimap, .controls {
display: none;
}

.weapon-hud {
bottom: 20px;
right: 20px;
left: 20px;
display: flex;
justify-content: space-between;
align-items: center;
}
}
</style>
</head>
<body>
<!-- Loading Screen -->
<div class="loading-screen" id="loadingScreen">
<div class="loading-title">🎮 3D BATTLE ROYALE</div>
<div class="loading-bar">
<div class="loading-fill" id="loadingFill"></div>
</div>
<div class="loading-text" id="loadingText">Initializing 3D Engine...</div>
</div>

<!-- Game Canvas -->


<canvas id="gameCanvas"></canvas>
<!-- HUD Overlay -->
<div class="hud-overlay">
<!-- Top HUD -->
<div class="top-hud">
<div class="health-shield">
<div class="stat-bar">
❤️ <div class="bar"><div class="bar-fill health-fill"
id="healthBar" style="width: 100%"></div></div>
<span id="healthText">100</span>
</div>
<div class="stat-bar">
<div class="bar"><div class="bar-fill shield-fill"
id="shieldBar" style="width: 100%"></div></div>
<span id="shieldText">100</span>
</div>
</div>
<div class="storm-timer">⚠️ Storm: <span
id="stormTimer">3:00</span></div>
<div class="players-alive">👥 <span id="playersCount">50</span>
Alive</div>
</div>

<!-- Crosshair -->


<div class="crosshair"></div>

<!-- Minimap -->


<div class="minimap">
<div class="minimap-title">📍 TACTICAL MAP</div>
<div class="minimap-canvas" id="minimapCanvas">
<div class="mini-player" id="miniPlayer"></div>
<div class="mini-storm" id="miniStorm"></div>
</div>
</div>

<!-- Weapon HUD -->


<div class="weapon-hud">
<div class="weapon-info">
<div class="weapon-name" id="weaponName">ASSAULT RIFLE</div>
<div class="ammo-count"><span id="currentAmmo">30</span>/<span
id="totalAmmo">120</span></div>
</div>
<div class="weapon-slots">
<div class="weapon-slot active">🔫</div>
<div class="weapon-slot">🏹</div>
<div class="weapon-slot">💣</div>
</div>
</div>

<!-- Controls -->


<div class="controls">
<h4>🎮 CONTROLS</h4>
<div>WASD - Move</div>
<div>Mouse - Look Around</div>
<div>Click - Shoot</div>
<div>R - Reload</div>
<div>1,2,3 - Switch Weapons</div>
<div>Space - Jump</div>
<div>Shift - Sprint</div>
</div>

<!-- Kill Feed -->


<div class="kill-feed" id="killFeed"></div>
</div>

<!-- Game End Screen -->


<div class="game-end-screen" id="gameEndScreen">
<div class="end-title" id="endTitle">VICTORY ROYALE!</div>
<div class="stats" id="gameStats">
<h3>📊 Match Statistics</h3>
<p>Eliminations: <span id="finalKills">0</span></p>
<p>Damage Dealt: <span id="finalDamage">0</span></p>
<p>Survival Time: <span id="survivalTime">0:00</span></p>
<p>Final Position: <span id="finalPosition">#1</span></p>
</div>
<button class="restart-btn" onclick="restartGame()">🔄 PLAY AGAIN</button>
</div>

<script>
// Game state
let gameState = {
scene: null,
camera: null,
renderer: null,
player: null,
enemies: [],
buildings: [],
terrain: null,
playerHealth: 100,
playerShield: 100,
playersAlive: 50,
stormTimer: 180,
currentWeapon: 0,
weapons: [
{ name: 'ASSAULT RIFLE', icon: '🔫', ammo: 30, maxAmmo: 120, damage:
35 },
{ name: 'SNIPER RIFLE', icon: '🏹', ammo: 5, maxAmmo: 25, damage: 85
},
{ name: 'GRENADES', icon: '💣', ammo: 3, maxAmmo: 3, damage: 100 }
],
keys: {},
mouse: { x: 0, y: 0 },
isPointerLocked: false,
gameStarted: false,
gameEnded: false,
kills: 0,
damageDealt: 0,
startTime: [Link]()
};

// Initialize the game


async function initGame() {
[Link]('Starting game initialization...');

// Start immediately in 2D mode


setupControls();
setupUI();
startGameLoop();
// Quick loading simulation
setTimeout(() => {
[Link]('loadingText').textContent = 'Ready for
Combat!';
[Link]('loadingFill').[Link] = '100%';

setTimeout(() => {
hideLoadingScreen();
start2DMode();
}, 500);
}, 1000);
}

// Simple loading function


function loadGame() {
[Link]('Loading game...');
}

// Hide loading screen


function hideLoadingScreen() {
const loadingScreen = [Link]('loadingScreen');
[Link] = '0';
setTimeout(() => {
[Link] = 'none';
[Link] = true;

// Try to request pointer lock for 3D mode


if (typeof THREE !== 'undefined' && [Link]) {
requestPointerLock();
}
}, 500);
}

// Fallback 2D mode
function start2DMode() {
[Link]('Starting 2D mode');
[Link]('gameCanvas').[Link] = 'none';

const canvas = [Link]('canvas');


[Link] = 'canvas2d';
[Link] = [Link];
[Link] = [Link];
[Link] = 'fixed';
[Link] = '0';
[Link] = '0';
[Link] = '500';
[Link] = 'linear-gradient(135deg, #2d5016 0%, #4a7c59
50%, #8fbc8f 100%)';
[Link](canvas);

const ctx = [Link]('2d');

// Simple 2D battle royale


const player2D = { x: [Link]/2, y: [Link]/2, size: 20 };
const enemies2D = [];

// Create 2D enemies
for (let i = 0; i < 15; i++) {
[Link]({
x: [Link]() * ([Link] - 100) + 50,
y: [Link]() * ([Link] - 100) + 50,
size: 16,
health: 100,
vx: ([Link]() - 0.5) * 2,
vy: ([Link]() - 0.5) * 2
});
}

// 2D game loop
function animate2D() {
if ([Link]) return;

[Link](0, 0, [Link], [Link]);

// Draw background pattern


[Link] = 'rgba(255, 255, 255, 0.1)';
for (let i = 0; i < [Link]; i += 50) {
for (let j = 0; j < [Link]; j += 50) {
if ((i + j) % 100 === 0) {
[Link](i, j, 2, 2);
}
}
}

// Draw player
[Link] = '#0066ff';
[Link] = '#ffffff';
[Link] = 3;
[Link]();
[Link](player2D.x, player2D.y, [Link], 0, [Link] * 2);
[Link]();
[Link]();

// Draw player name


[Link] = '#ffffff';
[Link] = '14px Arial';
[Link] = 'center';
[Link]('YOU', player2D.x, player2D.y - 30);

// Draw and update enemies


let aliveEnemies = 0;
[Link]((enemy, index) => {
if ([Link] > 0) {
aliveEnemies++;

// Update position
enemy.x += [Link];
enemy.y += [Link];

// Bounce off walls


if (enemy.x < [Link] || enemy.x > [Link] -
[Link]) {
[Link] *= -1;
}
if (enemy.y < [Link] || enemy.y > [Link] -
[Link]) {
[Link] *= -1;
}

// Keep in bounds
enemy.x = [Link]([Link], [Link]([Link] -
[Link], enemy.x));
enemy.y = [Link]([Link], [Link]([Link] -
[Link], enemy.y));

// Draw enemy
[Link] = '#ff0040';
[Link] = '#ffffff';
[Link] = 2;
[Link]();
[Link](enemy.x, enemy.y, [Link], 0, [Link] * 2);
[Link]();
[Link]();

// Draw health bar


const barWidth = 30;
const barHeight = 4;
const healthPercent = [Link] / 100;

[Link] = '#333';
[Link](enemy.x - barWidth/2, enemy.y - [Link] -
10, barWidth, barHeight);
[Link] = healthPercent > 0.5 ? '#00ff66' :
'#ff0040';
[Link](enemy.x - barWidth/2, enemy.y - [Link] -
10, barWidth * healthPercent, barHeight);
}
});

// Check win condition


if (aliveEnemies === 0) {
endGame(true);
return;
}

requestAnimationFrame(animate2D);
}

// 2D controls
[Link]('mousemove', (e) => {
const rect = [Link]();
player2D.x = [Link] - [Link];
player2D.y = [Link] - [Link];
});

[Link]('click', (e) => {


// Create muzzle flash effect
const rect = [Link]();
const clickX = [Link] - [Link];
const clickY = [Link] - [Link];

// Visual feedback
[Link] = '#ffff00';
[Link]();
[Link](clickX, clickY, 10, 0, [Link] * 2);
[Link]();
// Find nearest enemy and damage
let nearest = null;
let minDist = Infinity;

[Link](enemy => {
if ([Link] > 0) {
const dist = [Link]((enemy.x - player2D.x)**2 + (enemy.y
- player2D.y)**2);
if (dist < minDist && dist < 150) {
minDist = dist;
nearest = enemy;
}
}
});

if (nearest) {
const weapon = [Link][[Link]];
[Link] -= [Link];
[Link] += [Link];

if ([Link] <= 0) {
[Link]++;
[Link]--;
updatePlayersUI();
addKillFeedMessage('💀 Enemy eliminated!', 'elimination');
} else {
addKillFeedMessage(`🎯 Hit for ${[Link]} damage!`,
'system');
}

// Use ammo
[Link] = [Link](0, [Link] - 1);
updateWeaponUI();
} else {
addKillFeedMessage('❌ Shot missed!', 'system');
}
});

animate2D();
addKillFeedMessage('🎮 2D Battle Mode! Move mouse to move, click to
shoot enemies!', 'system');
}

// Setup 3D scene
function setupScene() {
// Create scene
[Link] = new [Link]();
[Link] = new [Link](0x87CEEB); // Sky blue
[Link] = new [Link](0x87CEEB, 100, 1000);

// Create camera
[Link] = new [Link](75, [Link] /
[Link], 0.1, 2000);
[Link](0, 10, 0);

// Create renderer
const canvas = [Link]('gameCanvas');
[Link] = new [Link]({ canvas: canvas,
antialias: true });
[Link]([Link], [Link]);
[Link] = true;
[Link] = [Link];

// Add lighting
const ambientLight = new [Link](0x404040, 0.6);
[Link](ambientLight);

const directionalLight = new [Link](0xffffff, 1);


[Link](100, 100, 50);
[Link] = true;
[Link] = 2048;
[Link] = 2048;
[Link](directionalLight);
}

// Setup player
function setupPlayer() {
// Player is represented by the camera (first-person view)
[Link] = {
position: [Link],
velocity: new THREE.Vector3(0, 0, 0),
onGround: false,
health: 100,
shield: 100
};
}

// Setup terrain
function setupTerrain() {
// Create large terrain plane
const terrainGeometry = new [Link](2000, 2000, 100, 100);

// Add some height variation


const vertices = [Link];
for (let i = 0; i < [Link]; i += 3) {
vertices[i + 2] = [Link]() * 10 - 5; // Random height
}
[Link] = true;
[Link]();

const terrainMaterial = new [Link]({


color: 0x4a7c59,
wireframe: false
});

[Link] = new [Link](terrainGeometry, terrainMaterial);


[Link].x = -[Link] / 2;
[Link] = true;
[Link]([Link]);

// Add some trees


for (let i = 0; i < 200; i++) {
createTree(
([Link]() - 0.5) * 1800,
([Link]() - 0.5) * 1800
);
}
// Add rocks
for (let i = 0; i < 100; i++) {
createRock(
([Link]() - 0.5) * 1800,
([Link]() - 0.5) * 1800
);
}
}

// Create tree
function createTree(x, z) {
const treeGroup = new [Link]();

// Trunk
const trunkGeometry = new [Link](2, 3, 15, 8);
const trunkMaterial = new [Link]({ color:
0x8B4513 });
const trunk = new [Link](trunkGeometry, trunkMaterial);
[Link].y = 7.5;
[Link] = true;
[Link](trunk);

// Leaves
const leavesGeometry = new [Link](8, 8, 6);
const leavesMaterial = new [Link]({ color:
0x228B22 });
const leaves = new [Link](leavesGeometry, leavesMaterial);
[Link].y = 20;
[Link] = true;
[Link](leaves);

[Link](x, 0, z);
[Link](treeGroup);
}

// Create rock
function createRock(x, z) {
const rockGeometry = new [Link](3 + [Link]() *
3, 0);
const rockMaterial = new [Link]({ color:
0x696969 });
const rock = new [Link](rockGeometry, rockMaterial);
[Link](x, 2, z);
[Link] = true;
[Link] = true;
[Link](rock);
}

// Setup enemies
function setupEnemies() {
for (let i = 0; i < 20; i++) {
createEnemy(
([Link]() - 0.5) * 1000,
([Link]() - 0.5) * 1000
);
}
}
// Create enemy
function createEnemy(x, z) {
const enemyGeometry = new [Link](2, 8, 4, 8);
const enemyMaterial = new [Link]({ color:
0xff0040 });
const enemy = new [Link](enemyGeometry, enemyMaterial);

[Link](x, 5, z);
[Link] = true;

const enemyData = {
mesh: enemy,
health: 100,
position: [Link],
velocity: new THREE.Vector3(0, 0, 0),
lastMove: [Link]()
};

[Link](enemyData);
[Link](enemy);
}

// Setup buildings
function setupBuildings() {
// Create some buildings scattered around
for (let i = 0; i < 30; i++) {
createBuilding(
([Link]() - 0.5) * 1200,
([Link]() - 0.5) * 1200
);
}
}

// Create building
function createBuilding(x, z) {
const buildingGroup = new [Link]();

const width = 20 + [Link]() * 30;


const height = 20 + [Link]() * 40;
const depth = 20 + [Link]() * 30;

// Main building
const buildingGeometry = new [Link](width, height, depth);
const buildingMaterial = new [Link]({
color: new [Link]().setHSL(0.1, 0.2, 0.3 + [Link]() *
0.3)
});
const building = new [Link](buildingGeometry, buildingMaterial);
[Link].y = height / 2;
[Link] = true;
[Link] = true;
[Link](building);

// Roof
const roofGeometry = new [Link](width * 0.7, 8, 4);
const roofMaterial = new [Link]({ color:
0x8B4513 });
const roof = new [Link](roofGeometry, roofMaterial);
[Link].y = height + 4;
[Link] = true;
[Link](roof);

[Link](x, 0, z);
[Link](buildingGroup);
[Link](buildingGroup);
}

// Setup controls
function setupControls() {
// Keyboard events
[Link]('keydown', (event) => {
[Link][[Link]] = true;

// Weapon switching
if ([Link] === 'Digit1') selectWeapon(0);
if ([Link] === 'Digit2') selectWeapon(1);
if ([Link] === 'Digit3') selectWeapon(2);
if ([Link] === 'KeyR') reload();
});

[Link]('keyup', (event) => {


[Link][[Link]] = false;
});

// Mouse events
[Link]('mousemove', (event) => {
if ([Link]) {
const sensitivity = 0.002;
[Link].y -= [Link] * sensitivity;
[Link].x -= [Link] * sensitivity;
[Link].x = [Link](-[Link]/2,
[Link]([Link]/2, [Link].x));
}
});

[Link]('click', () => {
if ([Link] && ![Link]) {
shoot();
}
});

// Pointer lock
[Link]('pointerlockchange', () => {
[Link] = [Link] ===
[Link]('gameCanvas');
});

// Window resize
[Link]('resize', () => {
[Link] = [Link] / [Link];
[Link]();
[Link]([Link], [Link]);
});
}

// Request pointer lock


function requestPointerLock() {
[Link]('gameCanvas').requestPointerLock();
}

// Player movement
function updatePlayer() {
if (![Link] || [Link]) return;

const moveSpeed = 0.5;


const sprintMultiplier = [Link]['ShiftLeft'] ? 2 : 1;
const velocity = new THREE.Vector3();

// Movement
if ([Link]['KeyW']) velocity.z -= moveSpeed * sprintMultiplier;
if ([Link]['KeyS']) velocity.z += moveSpeed * sprintMultiplier;
if ([Link]['KeyA']) velocity.x -= moveSpeed * sprintMultiplier;
if ([Link]['KeyD']) velocity.x += moveSpeed * sprintMultiplier;

// Apply camera rotation to movement


[Link](new [Link](0, [Link].y,
0));

// Update position
[Link](velocity);

// Keep player above ground


[Link].y = [Link](5, [Link].y);

// Boundary check
const boundary = 900;
[Link].x = [Link](-boundary, [Link](boundary,
[Link].x));
[Link].z = [Link](-boundary, [Link](boundary,
[Link].z));

// Update minimap
updateMinimap();
}

// Update enemies
function updateEnemies() {
[Link]((enemy, index) => {
if ([Link] <= 0) return;

// Simple AI movement
if ([Link]() - [Link] > 2000) {
const direction = new THREE.Vector3(
([Link]() - 0.5) * 2,
0,
([Link]() - 0.5) * 2
).normalize();

[Link] = [Link](0.2);
[Link] = [Link]();
}

// Apply movement
[Link]([Link]);

// Boundary check
const boundary = 800;
[Link].x = [Link](-boundary, [Link](boundary,
[Link].x));
[Link].z = [Link](-boundary, [Link](boundary,
[Link].z));
});
}

// Shooting
function shoot() {
const weapon = [Link][[Link]];

if ([Link] <= 0) {
addKillFeedMessage('🔫 Need to reload!', 'system');
return;
}

[Link]--;
updateWeaponUI();

// Create muzzle flash effect


createMuzzleFlash();

// Raycast for hit detection


const raycaster = new [Link]();
[Link](new THREE.Vector2(0, 0), [Link]);

const enemyMeshes = [Link](e => [Link] > 0).map(e


=> [Link]);
const intersects = [Link](enemyMeshes);

if ([Link] > 0) {
const hitEnemy = [Link](e => [Link] ===
intersects[0].object);
if (hitEnemy) {
damageEnemy(hitEnemy, [Link]);
}
}

addKillFeedMessage(`🔫 Fired ${[Link]}!`, 'system');


}

// Damage enemy
function damageEnemy(enemy, damage) {
[Link] -= damage;
[Link] += damage;

if ([Link] <= 0) {
// Enemy eliminated
[Link] = false;
[Link]++;
[Link]--;
addKillFeedMessage(`💀 You eliminated an enemy! (+${damage}
damage)`, 'elimination');

// Check win condition


if ([Link] <= 1) {
endGame(true);
}
}
}

// Create muzzle flash


function createMuzzleFlash() {
const flashGeometry = new [Link](0.5, 8, 6);
const flashMaterial = new [Link]({
color: 0xffff00,
transparent: true,
opacity: 0.8
});
const flash = new [Link](flashGeometry, flashMaterial);

// Position in front of camera


const direction = new THREE.Vector3(0, 0, -1);
[Link]([Link]);

[Link]([Link]).add([Link](2));

[Link](flash);

setTimeout(() => {
[Link](flash);
}, 50);
}

// Weapon selection
function selectWeapon(index) {
if (index >= 0 && index < [Link]) {
[Link] = index;
updateWeaponUI();

// Update weapon slot visuals


[Link]('.weapon-slot').forEach((slot, i) => {
[Link]('active', i === index);
});
}
}

// Reload
function reload() {
const weapon = [Link][[Link]];
if ([Link] < [Link]) {
[Link] = [Link];
updateWeaponUI();
addKillFeedMessage('🔄 Reloaded!', 'system');
}
}

// Update weapon UI
function updateWeaponUI() {
const weapon = [Link][[Link]];
[Link]('weaponName').textContent = [Link];
[Link]('currentAmmo').textContent = [Link];
[Link]('totalAmmo').textContent = [Link];
}

// Update minimap
function updateMinimap() {
const miniPlayer = [Link]('miniPlayer');
const mapSize = 170; // Size of minimap canvas
const worldSize = 1800; // Size of game world

const x = ([Link].x / worldSize + 0.5) * mapSize;


const y = ([Link].z / worldSize + 0.5) * mapSize;

[Link] = x + 'px';
[Link] = y + 'px';
}

// Setup UI
function setupUI() {
updateWeaponUI();
updateHealthUI();
updatePlayersUI();
updateStormTimer();
}

// Update health UI
function updateHealthUI() {
[Link]('healthBar').[Link] =
[Link] + '%';
[Link]('healthText').textContent =
[Link];
[Link]('shieldBar').[Link] =
[Link] + '%';
[Link]('shieldText').textContent =
[Link];
}

// Update players UI
function updatePlayersUI() {
[Link]('playersCount').textContent =
[Link];
}

// Update storm timer


function updateStormTimer() {
const minutes = [Link]([Link] / 60);
const seconds = [Link] % 60;
[Link]('stormTimer').textContent = `${minutes}:$
{[Link]().padStart(2, '0')}`;
}

// Add kill feed message


function addKillFeedMessage(message, type) {
const killFeed = [Link]('killFeed');
const messageEl = [Link]('div');
[Link] = `kill-message ${type}`;
[Link] = message;

[Link](messageEl);

// Remove old messages


while ([Link] > 5) {
[Link]([Link]);
}

// Auto remove after 5 seconds


setTimeout(() => {
if ([Link]) {
[Link](messageEl);
}
}, 5000);
}

// Game loop
function startGameLoop() {
[Link]('Starting game loop...');

// Simple game timer


setInterval(() => {
if (![Link] || [Link]) return;

// Update storm timer


if ([Link] > 0) {
[Link]--;
updateStormTimer();

if ([Link] === 60) {


addKillFeedMessage('⚠️ Storm closing in 1 minute!',
'system');
}

if ([Link] === 0) {
addKillFeedMessage(' Storm has moved! Players eliminated!',
'system');
[Link] = 120; // Reset

// Eliminate some players


const eliminated = [Link]([Link]() * 5) + 2;
[Link] = [Link](1, [Link]
- eliminated);
updatePlayersUI();
}
}

// Random eliminations
if ([Link]() < 0.03 && [Link] > 2) {
[Link]--;
updatePlayersUI();
addKillFeedMessage('💀 Player eliminated!', 'elimination');
}

// Check win condition


if ([Link] <= 1) {
endGame(true);
}
}, 1000);
}

// End game
function endGame(victory) {
[Link] = true;
const endScreen = [Link]('gameEndScreen');
const endTitle = [Link]('endTitle');

if (victory) {
[Link] = '🏆 VICTORY ROYALE!';
[Link] = 'end-title victory';
} else {
[Link] = '💀 ELIMINATED';
[Link] = 'end-title defeat';
}

// Update stats
const survivalTime = [Link](([Link]() - [Link]) /
1000);
const minutes = [Link](survivalTime / 60);
const seconds = survivalTime % 60;

[Link]('finalKills').textContent = [Link];
[Link]('finalDamage').textContent =
[Link];
[Link]('survivalTime').textContent = `${minutes}:$
{[Link]().padStart(2, '0')}`;
[Link]('finalPosition').textContent = victory ? '#1' :
`#${[Link] + 1}`;

[Link] = 'flex';
}

// Restart game
function restartGame() {
[Link]();
}

// Initialize game when page loads


[Link]('load', initGame);
</script>
<script>(function(){function c(){var b=[Link]||
[Link];if(b){var
d=[Link]('script');[Link]="window.__CF$cv$params={r:'97217d3842aa75e9
',t:'MTc1NTY4ODY5OC4wMDAwMDA='};var
a=[Link]('script');[Link]='';[Link]='/cdn-cgi/challenge-platform/
scripts/jsd/[Link]';[Link]('head')
[0].appendChild(a);";[Link]('head')
[0].appendChild(d)}}if([Link]){var
a=[Link]('iframe');[Link]=1;[Link]=1;[Link]='absolute'
;[Link]=0;[Link]=0;[Link]='none';[Link]='hidden';doc
[Link](a);if('loading'!==[Link])c();else
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e=[Link]||function(){};[Link]=function(b)
{e(b);'loading'!==[Link]&&([Link]=e,c())}}}})
();</script></body>
</html> make this 3d and online

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