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8 Commits

Author SHA1 Message Date
Flatlogic Bot
67991b8a3e Ensure js are always loaded with fresh versions 2025-10-02 06:18:59 +00:00
Flatlogic Bot
e6f6732eaa Add score functionality and game timer 2025-10-01 21:58:29 +00:00
Flatlogic Bot
794387fa46 restrict players and ball from traveling outside 2025-10-01 21:35:20 +00:00
Flatlogic Bot
c82e73843b Add stealing mechanics and refactor frontend js 2025-10-01 05:28:11 +00:00
Flatlogic Bot
364f853d0e Add teammates and some basic chasing mechanics 2025-09-29 23:02:26 +00:00
Flatlogic Bot
db2d07f244 Add the ball & implement pass/shoot functionality 2025-09-29 17:44:01 +00:00
Flatlogic Bot
5681888e69 Fix the player movement direction keys 2025-09-29 17:15:51 +00:00
Flatlogic Bot
2f1c0bce8c create moveable players 2025-09-23 07:15:07 +00:00
11 changed files with 880 additions and 125 deletions

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@ -16,3 +16,13 @@ RewriteRule ^(.+?)/?$ $1.php [L]
# 2) Optional: strip trailing slash for non-directories (keeps .php links working)
RewriteCond %{REQUEST_FILENAME} !-d
RewriteRule ^(.+)/$ $1 [R=301,L]
<FilesMatch "\.(js)$">
FileETag None
<IfModule mod_headers.c>
Header unset ETag
Header set Cache-Control "max-age=0, no-cache, no-store, must-revalidate"
Header set Pragma "no-cache"
Header set Expires "Wed, 11 Jan 1984 05:00:00 GMT"
</IfModule>
</FilesMatch>

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agent-plan.md Normal file
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# Pocket 5 Soccer Game Plan
## Phase 1: Core Game Mechanics (Complete)
- [x] Set up basic Three.js scene with a soccer field.
- [x] Create player, AI teammates, and AI opponents.
- [x] Implement player movement controls.
- [x] Implement ball physics and possession logic.
- [x] Basic AI: All AI players chase the ball.
## Phase 2: Improved AI Behavior
- [x] When a player has the ball, AI teammates spread out in a diamond formation.
- [ ] **Next Steps:**
- [ ] Improve defensive AI: Instead of all chasing the ball, have defenders mark opponent players or cover zones.
- [ ] Goalkeeper AI: Implement a goalkeeper that stays near the goal and tries to block shots.
- [ ] AI Shooting/Passing: Make AI players with the ball decide whether to shoot or pass to a teammate.
## Phase 3: UI and UX
- [ ] **Next Steps:**
- [ ] Display a scoreboard.
- [ ] Add a game timer.
- [ ] Create a start/reset menu.
- [ ] Add visual indicators for the selected player.

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agent.md Normal file
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# Pocket 5 Soccer Project Specification
## Overview
Pocket 5 Soccer is a 5v5 multiplayer soccer game, designed for quick gaming sessions on mobile and desktop platforms. The game supports both single-player and multiplayer modes, with AI-controlled players filling in any non-human positions.
## User Roles
- **Player**: The sole user role, enjoying playing against AI or other human players.
## User Stories
- **Single Player Mode**: Players can play against AI-controlled teams.
- **Multiplayer Mode**: Players can compete against each other, with the game eventually supporting up to 8 human players in a match.
## Public Interface
- **Landing Page**: Displays a demo and includes a registration/login page leading to the main game.
## Technical Stack
### Frontend
- **React**: For UI components.
- **3D Game Engine**: Used directly without React to avoid re-rendering issues, using libraries like Three.js or Babylon.js.
### Backend
- **Laravel**: Chosen for its robustness and efficient backend capabilities.
## No Third-Party Integrations or Automations
## Design Aesthetics
- Fun, casual web game style for an engaging user experience.

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assets/css/custom.css Normal file
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#scoreboard {
position: absolute;
top: 10px;
left: 50%;
transform: translateX(-50%);
font-size: 40px;
color: white;
font-family: sans-serif;
font-weight: bold;
text-shadow: 2px 2px 4px #000000;
}
#timer {
position: absolute;
top: 60px; /* Below the scoreboard */
left: 50%;
transform: translateX(-50%);
font-size: 30px;
color: white;
font-family: sans-serif;
font-weight: bold;
text-shadow: 2px 2px 4px #000000;
}
#game-over-modal {
position: absolute;
top: 0;
left: 0;
width: 100%;
height: 100%;
background-color: rgba(0, 0, 0, 0.7);
display: flex;
justify-content: center;
align-items: center;
color: white;
font-family: sans-serif;
}
#game-over-content {
text-align: center;
background-color: #333;
padding: 40px;
border-radius: 10px;
}
#game-over-content h2 {
font-size: 50px;
margin-bottom: 20px;
}
#game-over-content p {
font-size: 24px;
margin-bottom: 10px;
}
#restart-button {
margin-top: 20px;
padding: 15px 30px;
font-size: 20px;
cursor: pointer;
border: none;
border-radius: 5px;
background-color: #4CAF50;
color: white;
}
#tutorial-modal {
position: absolute;
top: 0;
left: 0;
width: 100%;
height: 100%;
background-color: rgba(0, 0, 0, 0.7);
display: flex;
justify-content: center;
align-items: center;
color: white;
font-family: sans-serif;
z-index: 100;
}
.modal-content {
text-align: center;
background-color: #333;
padding: 40px;
border-radius: 10px;
}
.modal-content h2 {
font-size: 50px;
margin-bottom: 20px;
}
.modal-content p {
font-size: 20px;
margin-bottom: 15px;
line-height: 1.5;
}
#start-game-btn {
margin-top: 20px;
padding: 15px 30px;
font-size: 20px;
cursor: pointer;
border: none;
border-radius: 5px;
background-color: #4CAF50;
color: white;
}

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assets/js/Ball.js Normal file
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import * as THREE from 'three';
export class Ball {
constructor(scene) {
this.scene = scene;
this.createBall();
}
createBall() {
const ballGeometry = new THREE.SphereGeometry(0.8, 16, 16);
const ballMaterial = new THREE.MeshStandardMaterial({ color: 0xffffff });
this.mesh = new THREE.Mesh(ballGeometry, ballMaterial);
this.mesh.position.y = 0.8;
this.mesh.castShadow = true;
this.mesh.possessedBy = null;
this.mesh.velocity = new THREE.Vector3();
this.mesh.lastStealTime = 0;
this.scene.add(this.mesh);
}
update() {
const possessionDistance = 1 + 0.8 + 0.5; // player radius + ball radius + buffer
if (this.mesh.possessedBy) {
const ballOffset = 1.5; // Distance in front of player
let offset = new THREE.Vector3(ballOffset, 0, 0); // Default offset
// Ball moves with the player who possesses it
if (this.mesh.possessedBy.lastVelocity && this.mesh.possessedBy.lastVelocity.lengthSq() > 0) {
const direction = this.mesh.possessedBy.lastVelocity.clone().normalize();
offset = direction.multiplyScalar(ballOffset);
}
this.mesh.position.copy(this.mesh.possessedBy.position).add(offset);
} else {
// Update ball position based on velocity (when not possessed)
this.mesh.position.add(this.mesh.velocity);
this.mesh.velocity.multiplyScalar(0.97); // Friction
}
// --- Field Boundaries ---
const fieldWidth = 60;
const fieldLength = 100;
const ballRadius = 0.8;
// --- Force 2D movement on the XZ plane ---
this.mesh.position.y = 0.8;
this.mesh.velocity.y = 0;
}
}

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assets/js/Field.js Normal file
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import * as THREE from 'three';
export class Field {
constructor(scene) {
this.scene = scene;
this.createField();
this.createLines();
this.createGoals();
}
createField() {
const fieldGeometry = new THREE.PlaneGeometry(60, 100);
const fieldMaterial = new THREE.MeshStandardMaterial({ color: 0x008000 }); // Green grass
const field = new THREE.Mesh(fieldGeometry, fieldMaterial);
field.rotation.x = -Math.PI / 2;
field.receiveShadow = true;
this.scene.add(field);
}
createLines() {
const lineMaterial = new THREE.LineBasicMaterial({ color: 0xffffff });
// Outer boundary
const boundary = new THREE.BufferGeometry().setFromPoints([
new THREE.Vector3(-30, 0.01, -50),
new THREE.Vector3(30, 0.01, -50),
new THREE.Vector3(30, 0.01, 50),
new THREE.Vector3(-30, 0.01, 50),
new THREE.Vector3(-30, 0.01, -50)
]);
const boundaryLine = new THREE.Line(boundary, lineMaterial);
this.scene.add(boundaryLine);
// Center line
const centerLineGeo = new THREE.BufferGeometry().setFromPoints([
new THREE.Vector3(-30, 0.01, 0),
new THREE.Vector3(30, 0.01, 0)
]);
const centerLine = new THREE.Line(centerLineGeo, lineMaterial);
this.scene.add(centerLine);
// Center circle
const centerCirclePoints = [];
const centerCircleRadius = 8;
for (let i = 0; i <= 64; i++) {
const theta = (i / 64) * Math.PI * 2;
centerCirclePoints.push(new THREE.Vector3(Math.cos(theta) * centerCircleRadius, 0.01, Math.sin(theta) * centerCircleRadius));
}
const centerCircleGeo = new THREE.BufferGeometry().setFromPoints(centerCirclePoints);
const centerCircleLine = new THREE.Line(centerCircleGeo, lineMaterial);
this.scene.add(centerCircleLine);
// Penalty Boxes
const penaltyBox1Geo = new THREE.BufferGeometry().setFromPoints([
new THREE.Vector3(15, 0.01, -50),
new THREE.Vector3(15, 0.01, -35),
new THREE.Vector3(-15, 0.01, -35),
new THREE.Vector3(-15, 0.01, -50),
new THREE.Vector3(15, 0.01, -50)
]);
const penaltyBox1 = new THREE.Line(penaltyBox1Geo, lineMaterial);
this.scene.add(penaltyBox1);
const penaltyBox2Geo = new THREE.BufferGeometry().setFromPoints([
new THREE.Vector3(15, 0.01, 50),
new THREE.Vector3(15, 0.01, 35),
new THREE.Vector3(-15, 0.01, 35),
new THREE.Vector3(-15, 0.01, 50),
new THREE.Vector3(15, 0.01, 50)
]);
const penaltyBox2 = new THREE.Line(penaltyBox2Geo, lineMaterial);
this.scene.add(penaltyBox2);
}
createGoals() {
const goalMaterial = new THREE.MeshStandardMaterial({ color: 0xCCCCCC, metalness: 0.8, roughness: 0.2 });
const goal1 = new THREE.Group();
const post1_1 = new THREE.Mesh(new THREE.BoxGeometry(1, 5, 1), goalMaterial);
post1_1.position.set(-10, 2.5, 0);
const post1_2 = new THREE.Mesh(new THREE.BoxGeometry(1, 5, 1), goalMaterial);
post1_2.position.set(10, 2.5, 0);
const crossbar1 = new THREE.Mesh(new THREE.BoxGeometry(21, 1, 1), goalMaterial);
crossbar1.position.set(0, 5, 0);
goal1.add(post1_1, post1_2, crossbar1);
goal1.position.z = -50;
this.scene.add(goal1);
const goal2 = goal1.clone();
goal2.position.z = 50;
this.scene.add(goal2);
}
}

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import * as THREE from 'three';
export class Player {
constructor(scene, color, position, type, team) {
this.scene = scene;
this.color = color;
this.velocity = new THREE.Vector3(0, 0, 0);
this.type = type;
this.team = team;
this.radius = 1.5;
this.hasBall = false;
this.createPlayer(new THREE.Vector3(position.x, position.y, position.z));
}
createPlayer(initialPosition) {
const playerGeometry = new THREE.CapsuleGeometry(1, 2, 4, 8);
const playerMaterial = new THREE.MeshStandardMaterial({ color: this.color });
this.mesh = new THREE.Mesh(playerGeometry, playerMaterial);
this.mesh.position.copy(initialPosition);
this.mesh.initialPosition = initialPosition.clone();
this.mesh.castShadow = true;
this.mesh.lastVelocity = new THREE.Vector3();
this.mesh.team = this.team;
this.scene.add(this.mesh);
}
shoot(ball) {
if (ball.mesh.possessedBy === this.mesh) {
ball.mesh.possessedBy = null;
const shootPower = 1.5;
ball.mesh.velocity.copy(this.mesh.lastVelocity).normalize().multiplyScalar(shootPower);
}
}
pass(ball, teammates) {
if (ball.mesh.possessedBy === this.mesh) {
ball.mesh.possessedBy = null;
const passPower = 0.8;
const passAngle = Math.PI / 6; // 30 degrees
let targetTeammate = null;
let minAngle = passAngle;
const playerDirection = this.mesh.lastVelocity.clone().normalize();
for (const teammate of teammates) {
const toTeammate = teammate.mesh.position.clone().sub(this.mesh.position);
const distanceToTeammate = toTeammate.length();
toTeammate.normalize();
const angle = playerDirection.angleTo(toTeammate);
if (angle < minAngle && distanceToTeammate < 40) { // Max pass distance
minAngle = angle;
targetTeammate = teammate;
}
}
if (targetTeammate) {
const direction = targetTeammate.mesh.position.clone().sub(this.mesh.position).normalize();
ball.mesh.velocity.copy(direction).multiplyScalar(passPower);
} else {
ball.mesh.velocity.copy(playerDirection).multiplyScalar(passPower);
}
}
}
}

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assets/js/Team.js Normal file
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import { Player } from './Player.js';
export class Team {
constructor(scene, color, numberOfPlayers, isPlayerTeam) {
this.scene = scene;
this.color = color;
this.numberOfPlayers = numberOfPlayers;
this.isPlayerTeam = isPlayerTeam;
this.players = [];
this.createTeam();
}
createTeam() {
for (let i = 0; i < this.numberOfPlayers; i++) {
const position = this.generatePosition(i);
const player = new Player(this.scene, this.color, position, this.isPlayerTeam ? 'player' : 'bot', this);
this.players.push(player);
}
}
resetPositions() {
this.players.forEach(player => {
player.mesh.position.copy(player.mesh.initialPosition);
player.velocity.set(0, 0, 0);
});
}
generatePosition(i) {
if (this.isPlayerTeam) {
if (i === 0) {
return { x: -15, y: 1.5, z: 0 };
} else {
return {
x: -Math.random() * 25 - 5, // Left side
y: 1.5,
z: (Math.random() - 0.5) * 80
};
}
} else {
return {
x: Math.random() * 25 + 5, // Right side
y: 1.5,
z: (Math.random() - 0.5) * 80
};
}
}
}

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import './main.js';

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import * as THREE from 'three';
import { Field } from 'app/field';
import { Ball } from 'app/ball';
import { Team } from 'app/team';
class Game {
constructor() {
this.scene = new THREE.Scene();
this.camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
this.renderer = new THREE.WebGLRenderer({ antialias: true });
this.keyboardState = {};
}
init() {
this.scene.background = new THREE.Color(0x87CEEB); // Sky blue background
this.camera.position.set(45, 25, 0);
this.renderer.setSize(window.innerWidth, window.innerHeight);
this.renderer.shadowMap.enabled = true;
document.body.appendChild(this.renderer.domElement);
this.initLighting();
this.field = new Field(this.scene);
this.ball = new Ball(this.scene);
this.playerTeam = new Team(this.scene, 0xff0000, 4, true);
this.botTeam = new Team(this.scene, 0x0000ff, 4, false);
this.allPlayers = [...this.playerTeam.players, ...this.botTeam.players];
this.player = this.playerTeam.players[0];
this.initControls();
this.score = { red: 0, blue: 0 };
this.redScoreEl = document.getElementById('red-score');
this.blueScoreEl = document.getElementById('blue-score');
this.isGoalScored = false;
this.goalCooldown = 0;
this.timer = 30;
this.gameOver = false;
this.timerEl = document.getElementById('timer');
this.gameOverModal = document.getElementById('game-over-modal');
this.finalScoreEl = document.getElementById('final-score');
this.winnerEl = document.getElementById('winner');
this.restartButton = document.getElementById('restart-button');
this.restartButton.addEventListener('click', () => this.restartGame());
this.animate();
}
initLighting() {
const ambientLight = new THREE.AmbientLight(0xffffff, 0.6);
this.scene.add(ambientLight);
const directionalLight = new THREE.DirectionalLight(0xffffff, 1.2);
directionalLight.position.set(20, 30, 20);
directionalLight.castShadow = true;
directionalLight.shadow.camera.top = 20;
directionalLight.shadow.camera.bottom = -20;
directionalLight.shadow.camera.left = -20;
directionalLight.shadow.camera.right = 20;
this.scene.add(directionalLight);
}
initControls() {
window.addEventListener('keydown', (e) => { this.keyboardState[e.code] = true; });
window.addEventListener('keyup', (e) => { this.keyboardState[e.code] = false; });
}
updatePlayerPosition() {
const playerSpeed = 0.2;
const playerRadius = 1; // Approximate radius for collision
const velocity = new THREE.Vector3();
if (this.keyboardState['ArrowUp']) {
velocity.x -= playerSpeed;
}
if (this.keyboardState['ArrowDown']) {
velocity.x += playerSpeed;
}
if (this.keyboardState['ArrowLeft']) {
velocity.z += playerSpeed;
}
if (this.keyboardState['ArrowRight']) {
velocity.z -= playerSpeed;
}
if (velocity.lengthSq() > 0) {
this.player.mesh.lastVelocity.copy(velocity);
}
const newPosition = this.player.mesh.position.clone().add(velocity);
// --- Field Boundaries ---
const fieldWidth = 60;
const fieldLength = 100;
newPosition.x = Math.max(-fieldWidth / 2 + playerRadius, Math.min(fieldWidth / 2 - playerRadius, newPosition.x));
newPosition.z = Math.max(-fieldLength / 2 + playerRadius, Math.min(fieldLength / 2 - playerRadius, newPosition.z));
// Collision detection with other players
let collision = false;
for (const otherPlayer of this.allPlayers) {
if (otherPlayer === this.player) continue;
const distance = newPosition.distanceTo(otherPlayer.mesh.position);
if (distance < playerRadius * 2) {
collision = true;
break;
}
}
if (!collision) {
this.player.mesh.position.copy(newPosition);
}
// --- Force 2D movement on the XZ plane ---
this.player.mesh.position.y = 1;
// Shooting
if (this.keyboardState['KeyD']) {
this.player.shoot(this.ball);
}
// Passing
if (this.keyboardState['KeyS']) {
this.player.pass(this.ball, this.playerTeam.players.slice(1));
}
}
updateAIPlayers() {
const aiSpeed = 0.1;
const playerRadius = 1;
for (const aiPlayer of this.allPlayers) {
if (aiPlayer === this.player) continue; // Skip user-controlled player
let targetPosition;
const ballOwner = this.ball.mesh.possessedBy;
if (ballOwner === aiPlayer.mesh) {
// This AI has the ball, move towards the opponent's goal
targetPosition = new THREE.Vector3(0, 0, aiPlayer.mesh.team === 'player' ? 50 : -50);
} else if (ballOwner && aiPlayer.mesh.team === ballOwner.team) {
// This AI is a teammate of the ball owner, get into formation
targetPosition = ballOwner.position.clone().add(new THREE.Vector3(10, 0, 10));
} else {
// This AI is an opponent, or no one has the ball. Chase the ball.
targetPosition = this.ball.mesh.position;
}
const direction = targetPosition.clone().sub(aiPlayer.mesh.position).normalize();
const velocity = direction.multiplyScalar(aiSpeed);
const newPosition = aiPlayer.mesh.position.clone().add(velocity);
// --- Field Boundaries ---
const fieldWidth = 60;
const fieldLength = 100;
newPosition.x = Math.max(-fieldWidth / 2 + playerRadius, Math.min(fieldWidth / 2 - playerRadius, newPosition.x));
newPosition.z = Math.max(-fieldLength / 2 + playerRadius, Math.min(fieldLength / 2 - playerRadius, newPosition.z));
// Basic collision avoidance with other players
let collision = false;
for (const otherPlayer of this.allPlayers) {
if (otherPlayer === aiPlayer) continue;
const distance = newPosition.distanceTo(otherPlayer.mesh.position);
if (distance < playerRadius * 2) {
collision = true;
break;
}
}
if (!collision) {
aiPlayer.mesh.position.copy(newPosition);
aiPlayer.mesh.lastVelocity.copy(velocity);
}
// --- Force 2D movement on the XZ plane ---
aiPlayer.mesh.position.y = 1;
}
}
updateBall() {
this.ball.update();
const playerRadius = 1;
const possessionDistance = playerRadius + 0.8 + 0.5;
const STEAL_COOLDOWN = 1000;
// Ball collision with players
for (const p of this.allPlayers) {
const distance = this.ball.mesh.position.distanceTo(p.mesh.position);
if (distance < playerRadius + 0.8) {
const normal = this.ball.mesh.position.clone().sub(p.mesh.position).normalize();
this.ball.mesh.velocity.reflect(normal).multiplyScalar(0.8);
}
}
// Check for gaining possession
if (!this.ball.mesh.possessedBy) {
for (const p of this.allPlayers) {
const distanceToPlayer = this.ball.mesh.position.distanceTo(p.mesh.position);
if (distanceToPlayer < possessionDistance && this.ball.mesh.velocity.lengthSq() < 0.1) {
this.ball.mesh.possessedBy = p.mesh;
this.ball.mesh.velocity.set(0, 0, 0);
this.ball.mesh.lastStealTime = Date.now();
break; // Only one player can possess the ball at a time
}
}
}
// Check for steals
const stealRadius = playerRadius * 2.2;
const now = Date.now();
const ballOwner = this.ball.mesh.possessedBy;
if (ballOwner && now - this.ball.mesh.lastStealTime > STEAL_COOLDOWN) {
for (const p of this.allPlayers) {
if (p.mesh === ballOwner) continue;
const distanceToBallOwner = p.mesh.position.distanceTo(ballOwner.position);
if (distanceToBallOwner < stealRadius) {
const owner = ballOwner;
const stealer = p.mesh;
let canSteal = true; // Default to allow steal
if (owner.lastVelocity.lengthSq() > 0) {
// Check if the stealer is roughly in front of the owner
const ownerDirection = owner.lastVelocity.clone().normalize();
const toStealer = stealer.position.clone().sub(owner.position).normalize();
const angle = ownerDirection.angleTo(toStealer);
if (angle >= Math.PI / 2) { // If stealer is not in front (90 degree FOV)
canSteal = false;
}
}
if (canSteal) {
this.ball.mesh.possessedBy = stealer;
this.ball.mesh.lastStealTime = now;
break;
}
}
}
}
}
updateScoreboard() {
this.redScoreEl.textContent = this.score.red;
this.blueScoreEl.textContent = this.score.blue;
}
resetPositions(teamToGetPossession) {
this.ball.mesh.position.set(0, 0.8, 0);
this.ball.mesh.velocity.set(0, 0, 0);
this.ball.mesh.possessedBy = null;
// Reset player positions
this.playerTeam.resetPositions();
this.botTeam.resetPositions();
// Give possession to the team that was scored on
if (teamToGetPossession) {
// Give ball to the player closest to the center
let closestPlayer = null;
let minDistance = Infinity;
const team = teamToGetPossession === 'red' ? this.playerTeam : this.botTeam;
for (const player of team.players) {
const distance = player.mesh.position.length();
if (distance < minDistance) {
minDistance = distance;
closestPlayer = player;
}
}
if(closestPlayer){
this.ball.mesh.possessedBy = closestPlayer.mesh;
}
}
}
handleGoal(scoringTeam) {
if (this.isGoalScored) return;
this.isGoalScored = true;
this.goalCooldown = 60; // 60 frames ~ 1 second
if (scoringTeam === 'red') {
this.score.blue++;
} else {
this.score.red++;
}
this.updateScoreboard();
const losingTeam = scoringTeam === 'red' ? 'blue' : 'red';
this.resetPositions(losingTeam);
}
updateTimer() {
if (this.gameOver) return;
this.timer -= 1 / 60; // Assuming 60 FPS
this.timerEl.textContent = Math.ceil(this.timer);
if (this.timer <= 0) {
this.endGame();
}
}
endGame() {
this.gameOver = true;
this.gameOverModal.style.display = 'flex';
let winner;
if (this.score.red > this.score.blue) {
winner = 'Red Team Wins!';
} else if (this.score.blue > this.score.red) {
winner = 'Blue Team Wins!';
} else {
winner = "It's a draw!";
}
this.finalScoreEl.textContent = `Final Score: ${this.score.red} - ${this.score.blue}`;
this.winnerEl.textContent = winner;
}
restartGame() {
this.gameOver = false;
this.timer = 30;
this.score = { red: 0, blue: 0 };
this.updateScoreboard();
this.gameOverModal.style.display = 'none';
this.resetPositions();
}
checkCollisions() {
const ballPos = this.ball.mesh.position;
const ballRadius = 0.8; // Corrected from this.ball.radius
const fieldWidth = 60;
const fieldLength = 100;
const goalWidth = 20;
// Sideline collision (bounce)
const hasHitSideline = (Math.abs(ballPos.x) + ballRadius) > (fieldWidth / 2);
if (hasHitSideline) {
this.ball.mesh.velocity.x *= -1;
ballPos.x = (fieldWidth / 2 - ballRadius) * Math.sign(ballPos.x);
this.ball.mesh.velocity.y = 0; // Keep ball on the ground
ballPos.y = 0.8; // Reset y position
}
const goalLine = fieldLength / 2;
const isWithinGoalPosts = Math.abs(ballPos.x) < goalWidth / 2;
// Goal detection or back wall bounce
if (Math.abs(ballPos.z) + ballRadius > goalLine) {
if (isWithinGoalPosts) {
// Goal
if (ballPos.z > 0) {
this.handleGoal('blue'); // Blue team scored
} else {
this.handleGoal('red'); // Red team scored
}
} else {
// Bounce off back wall
this.ball.mesh.velocity.z *= -1;
ballPos.z = (goalLine - ballRadius) * Math.sign(ballPos.z);
this.ball.mesh.velocity.y = 0; // Keep ball on the ground
ballPos.y = 0.8; // Reset y position
}
}
}
animate() {
requestAnimationFrame(() => this.animate());
if (this.gameOver) {
this.renderer.render(this.scene, this.camera);
return;
}
this.updateTimer();
if (this.goalCooldown > 0) {
this.goalCooldown--;
if (this.goalCooldown === 0) {
this.isGoalScored = false;
}
}
this.updatePlayerPosition();
this.updateAIPlayers();
this.updateBall();
if (!this.isGoalScored) {
this.checkCollisions();
}
// Camera follows player from the sideline
this.camera.position.z = this.player.mesh.position.z;
this.camera.lookAt(this.player.mesh.position);
this.renderer.render(this.scene, this.camera);
}
}
const game = new Game();
const startGameBtn = document.getElementById('start-game-btn');
const tutorialModal = document.getElementById('tutorial-modal');
function startGame() {
tutorialModal.style.display = 'none';
game.init();
}
startGameBtn.addEventListener('click', startGame);

163
index.php
View File

@ -1,131 +1,46 @@
<?php
declare(strict_types=1);
@ini_set('display_errors', '1');
@error_reporting(E_ALL);
@date_default_timezone_set('UTC');
$phpVersion = PHP_VERSION;
$now = date('Y-m-d H:i:s');
?>
<!doctype html>
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8" />
<meta name="viewport" content="width=device-width, initial-scale=1" />
<title>New Style</title>
<link rel="preconnect" href="https://fonts.googleapis.com">
<link rel="preconnect" href="https://fonts.gstatic.com" crossorigin>
<link href="https://fonts.googleapis.com/css2?family=Inter:wght@400;700&display=swap" rel="stylesheet">
<style>
:root {
--bg-color-start: #6a11cb;
--bg-color-end: #2575fc;
--text-color: #ffffff;
--card-bg-color: rgba(255, 255, 255, 0.01);
--card-border-color: rgba(255, 255, 255, 0.1);
}
body {
margin: 0;
font-family: 'Inter', sans-serif;
background: linear-gradient(45deg, var(--bg-color-start), var(--bg-color-end));
color: var(--text-color);
display: flex;
justify-content: center;
align-items: center;
min-height: 100vh;
text-align: center;
overflow: hidden;
position: relative;
}
body::before {
content: '';
position: absolute;
top: 0;
left: 0;
width: 100%;
height: 100%;
background-image: url('data:image/svg+xml,<svg xmlns="http://www.w3.org/2000/svg" width="100" height="100" viewBox="0 0 100 100"><path d="M-10 10L110 10M10 -10L10 110" stroke-width="1" stroke="rgba(255,255,255,0.05)"/></svg>');
animation: bg-pan 20s linear infinite;
z-index: -1;
}
@keyframes bg-pan {
0% { background-position: 0% 0%; }
100% { background-position: 100% 100%; }
}
main {
padding: 2rem;
}
.card {
background: var(--card-bg-color);
border: 1px solid var(--card-border-color);
border-radius: 16px;
padding: 2rem;
backdrop-filter: blur(20px);
-webkit-backdrop-filter: blur(20px);
box-shadow: 0 8px 32px 0 rgba(0, 0, 0, 0.1);
}
.loader {
margin: 1.25rem auto 1.25rem;
width: 48px;
height: 48px;
border: 3px solid rgba(255, 255, 255, 0.25);
border-top-color: #fff;
border-radius: 50%;
animation: spin 1s linear infinite;
}
@keyframes spin {
from { transform: rotate(0deg); }
to { transform: rotate(360deg); }
}
.hint {
opacity: 0.9;
}
.sr-only {
position: absolute;
width: 1px; height: 1px;
padding: 0; margin: -1px;
overflow: hidden;
clip: rect(0, 0, 0, 0);
white-space: nowrap; border: 0;
}
h1 {
font-size: 3rem;
font-weight: 700;
margin: 0 0 1rem;
letter-spacing: -1px;
}
p {
margin: 0.5rem 0;
font-size: 1.1rem;
}
code {
background: rgba(0,0,0,0.2);
padding: 2px 6px;
border-radius: 4px;
font-family: ui-monospace, SFMono-Regular, Menlo, Consolas, monospace;
}
footer {
position: absolute;
bottom: 1rem;
font-size: 0.8rem;
opacity: 0.7;
}
</style>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Pocket 5 Soccer</title>
<link rel="stylesheet" href="assets/css/custom.css?v=<?php echo time(); ?>">
<style>
body { margin: 0; overflow: hidden; }
canvas { display: block; }
</style>
</head>
<body>
<main>
<div class="card">
<h1>Analyzing your requirements and generating your website…</h1>
<div class="loader" role="status" aria-live="polite" aria-label="Applying initial changes">
<span class="sr-only">Loading…</span>
</div>
<p class="hint"><?= ($_SERVER['HTTP_HOST'] ?? '') === 'appwizzy.com' ? 'AppWiZZy' : 'Flatlogic' ?> AI is collecting your requirements and applying the first changes.</p>
<p class="hint">This page will update automatically as the plan is implemented.</p>
<p>Runtime: PHP <code><?= htmlspecialchars($phpVersion) ?></code> — UTC <code><?= htmlspecialchars($now) ?></code></p>
<div id="tutorial-modal">
<div class="modal-content">
<h2>Pocket 5 Soccer</h2>
<p>Use Arrow Keys to move. Press S to pass, D to shoot.</p>
<button id="start-game-btn">Start Game</button>
</div>
</div>
</main>
<footer>
Page updated: <?= htmlspecialchars($now) ?> (UTC)
</footer>
<div id="scoreboard">
<span id="red-score">0</span> - <span id="blue-score">0</span>
</div>
<div id="timer">30</div>
<div id="game-over-modal" style="display: none;">
<div id="game-over-content">
<h2>Game Over</h2>
<p id="final-score"></p>
<p id="winner"></p>
<button id="restart-button">Restart Game</button>
</div>
</div>
<script type="importmap">
{
"imports": {
"three": "https://unpkg.com/three@0.163.0/build/three.module.js",
"three/addons/": "https://unpkg.com/three@0.163.0/examples/jsm/",
"app/field": "./assets/js/Field.js?v=<?php echo time(); ?>",
"app/ball": "./assets/js/Ball.js?v=<?php echo time(); ?>",
"app/team": "./assets/js/Team.js?v=<?php echo time(); ?>"
}
}
</script>
<script type="module" src="assets/js/main.js?v=<?php echo time(); ?>"></script>
</body>
</html>