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src.html
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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>FPS5 Multiplayer</title>
<style>
html, body {
font-family: Arial, Helvetica, sans-serif;
font-size: 20px;
/* cursor: default url(./cursors/cursor2.png), auto!important; */
overflow: hidden !important;
user-select: none !important;
transition: top .2s;
background: #eeeeee;
}
* {
cursor: url(./cursors/cursor1.png), auto !important;
}
.scoreboard {
position: absolute;
background: #444;
width: 75px;
height: 45px;
padding: 5px;
border-top-left-radius: 4px;
border-bottom-left-radius: 4px;
z-index: 9999;
left: 100%;
margin-left: -80px;
top: 85vh;
font-size: 12px;
letter-spacing: 2px;
color: #25750a;
font-family: 'Courier New', Courier, monospace;
font-weight: 600;
box-shadow: 0 0 10px 4px #25750a;
}
hr {
outline-color: #25750a;
border-color: #25750a;
}
.ui #rounds {
position: absolute;
background: #444;
left: 90%;
top: 50px;
color: #25750a;
padding: 3px;
font-family: 'Courier New', Courier, monospace;
letter-spacing: -2px;
font-weight: 600;
box-shadow: 0 0 10px 4px #25750a;
border: 2px solid #333;
height: 80px;
}
.ui img:not(.statustext) {
position: absolute;
left: 0;
top: -10px;
margin: 0;
padding: 0;
}
.swal-overlay {
background: transparent !important;
pointer-events: none !important;
}
.swal-title {
font-size: 30px;
}
/* .crosshair {
position: absolute;
left: 50% !important;
top: 50% !important;
width: 25px;
margin-left: -12.5px !important;
margin-top: -12.5px !important;
z-index: 9999;
filter: invert(100%);
} */
.health {
position: relative;
margin: 0;
padding: 0;
width: 100%;
height: 100%;
background: #444;
}
.health-wrapper {
position: absolute;
width: 300px;
height: 35px;
left: 50%;
margin-left: -150px;
top: 50px;
border: 2px solid #333;
box-shadow: 0px 0px 10px 7px #25750a;
z-index: 99999;
}
body {
top: 0px;
}
.statustext {
position: absolute;
top: -10%;
left: 50%;
width: 50%;
margin-left: -25%;
display: none;
}
.ui .radar {
position: absolute;
left: 50px !important;
top: 70% !important;
}
#visor {
pointer-events: none !important;
}
canvas:first {
position: absolute;
width: 62.5vw;
height: 100vw;
left: 50% !important;
margin-left: -31.25vw !important;
}
.splitframe {
position: absolute;
height: 50%;
top: 50%;
margin: 0;
padding: 0;
border: 0;
left: 0;
right: 0;
bottom: 0;
width: 100%;
z-index: 9999;
}
.splitframe0 {
position: absolute;
height: 50%;
top: 0;
margin: 0;
padding: 0;
border: 0;
left: 0;
right: 0;
width: 100%;
z-index: 9999;
}
#radar-obj {
position: absolute;
margin-top: -5%;
z-index: 9999;
background: #ff0000;
padding: 5px;
border-radius: 100%;
}
.crosshair {
position: absolute;
width: 10px;
height: 10px;
margin: 0;
padding: 0;
border-radius: 50%;
border: 2px solid #444;
background: transparent;
left: 50%;
top: 50%;
margin-left: -5px;
margin-top: -5px;
}
.swal-modal {
background: #444;
box-shadow: 0px 0px 10px 5px #ff4444;
}
.swal-modal * {
color: #ff4444;
}
.swal-button {
background: #ff4444 !important;
color: #333 !important;
box-shadow: none !important;
outline: none !important;
}
* {
white-space: nowrap;
}
.loader {
position: absolute;
width: 100vw;
height: 100vh;
margin: 0;
background-color: #444;
display: flex;
justify-content: center;
align-items: center;
align-content: center;
margin: 0 !important;
left: 0 !important;
top: 0 !important;
right: 0 !important;
bottom: 0 !important;
z-index: 999999;
/* background-image: url(./images/spartan.png); */
background-repeat: no-repeat;
background-position: 50px 45%;
background-size: 25vw;
}
.loader-1 {
width: 8vmax;
height: 8vmax;
border-right: 4px solid #25750a;
border-radius: 100%;
animation: spinRight 800ms linear infinite;
margin: 0;
margin-top: -100px;
}
.loader-1:before, .loader-1:after {
content: "";
width: 6vmax;
height: 6vmax;
display: block;
position: absolute;
left: calc(50% - 3vmax);
border-left: 3px solid #25750a;
border-radius: 100%;
animation: spinLeft 800ms linear infinite;
}
.loader-1:after {
width: 4vmax;
height: 4vmax;
top: calc(50% - 2vmax);
left: calc(50% - 2vmax);
border: 0;
border-right: 2px solid #25750a;
animation: none;
}
@keyframes spinLeft {
from {
transform: rotate(0deg);
}
to {
transform: rotate(720deg);
}
}
@keyframes spinRight {
from {
transform: rotate(360deg);
}
to {
transform: rotate(0deg);
}
}
.progress-bar {
position: absolute;
width: 100px;
height: 10px;
padding: 5px;
background: #333;
left: 50%;
margin-left: -50px;
}
#progress {
margin: 0;
width: 1%;
height: 100%;
background: #25750a;
}
#weapontext {
position: absolute;
left: 50%;
color: #333;
text-shadow: 0 2px #ff4444;
font-size: 20px;
font-weight: 600;
font-family: monospace, Arial;
z-index: 9999;
bottom: 50px;
width: 1000px;
margin-left: -500px;
text-align: center;
}
a:active {
border: 2px solid currentColor;
border-radius: 2px;
}
.pause-menu {
position: absolute;
width: 100%;
height: 100%;
margin: 0;
padding: 0;
top: 0;
left: 0;
bottom: 0;
right: 0;
background: #333;
background: rgba(15,15,15,.5);
z-index: 9999;
}
.pause-tab {
position: relative;
top: 200px;
left: 0;
margin: 0;
margin-bottom: 30px;
background: #444;
display: inline-block;
border-top-right-radius: 10px;
border-bottom-right-radius: 10px;
padding: 5px;
width: 250px;
color: #333;
text-shadow: 0 2px #25750a;
text-align: center;
box-shadow: 0 3px 5px #25750a;
}
</style>
<script type="text/javascript" src="https://npmcdn.com/parse/dist/parse.min.js"></script>
<script src="https://cdn.jsdelivr.net/gh/Parking-Master/Gametime.js-2.0@latest/gametime.js"></script>
<script src="https://unpkg.com/sweetalert/dist/sweetalert.min.js"></script>
<!-- <script src="https://cdn.jsdelivr.net/gh/Parking-Master/Gametime.js@latest/js/username-generator.min.js"></script> -->
</head>
<!-- Google tag (gtag.js) -->
<script async src="https://www.googletagmanager.com/gtag/js?id=G-2ZQ6TMGVXJ"></script>
<script>
window.dataLayer=window.dataLayer||[];
function gtag(){dataLayer.push(arguments);}
gtag("js", new Date());
gtag("config", "G-2ZQ6TMGVXJ");
</script>
<body style="margin:0!important;">
<div class="loader">
<div class="loader-1"></div>
<br>
<h2 style="font-size:20px;text-align:center;position:absolute;margin-top:100px;color:#25750a">LOADING<br><div class="progress-bar"><div id="progress"></div></div></h2>
</div>
<div class="pause-menu" style="display:none">
<h1 style="color:#25750a;font-weight:bold;font-family:monospace;position:absolute;left:20px;top:20px;font-size:75px;margin:0">PAUSED</h1>
<div class="pause-tab" onclick="unpause()">Continue</div><br>
<div class="pause-tab" onclick="confirm('Are you sure? All player will be disconnected.')&&cancelSearch()">Leave game</div><br>
<div class="pause-tab" onclick="openSettings()">Settings</div><br>
</div>
<!-- <audio id="explosion" src="sounds/explosion.mp3" volume="1" current-time=".1"></audio> -->
<audio id="grenade_explosion" src="sounds/grenade_explosion.mp3" volume="1" current-time=".1"></audio>
<audio id="death1" src="sounds/death1.mp3" volume="1" current-time="0"></audio>
<audio id="death2" src="sounds/death2.mp3" volume="1" current-time="0"></audio>
<audio id="death3" src="sounds/death3.mp3" volume="1" current-time="0"></audio>
<audio id="death4" src="sounds/death4.mp3" volume="1" current-time="0"></audio>
<!-- <audio id="death5" src="sounds/death5.mp3" volume="1" current-time="0"></audio> -->
<!-- <audio id="death6" src="sounds/death6.mp3" volume="1" current-time="0"></audio> -->
<audio id="ricochet1" src="sounds/ricochet1.mp3" volume=".4" current-time="0"></audio>
<audio id="ricochet2" src="sounds/ricochet2.mp3" volume=".4" current-time="0"></audio>
<audio id="ricochet3" src="sounds/ricochet3.mp3" volume=".4" current-time="0"></audio>
<audio id="walking" src="sounds/walking.mp3" loop volume=".5"></audio>
<audio id="ambience" src="sounds/ambience.mp3" autoplay loop volume="1"></audio>
<audio id="gunsound-burst" src="sounds/guns/default_rifle.mp3"></audio>
<audio id="gunsound-pistol" src="sounds/guns/colt_m1911.mp3"></audio>
<audio id="gunsound-assault" src="sounds/guns/ar-15.mp3"></audio>
<audio id="gunsound-sniper" src="sounds/guns/hk-g28.mp3"></audio>
<audio id="gunsound-rocket" src="sounds/guns/spnkr.mp3"></audio>
<audio id="gunsound-railgun" src="sounds/guns/railgun.mp3"></audio>
<audio id="countdown" src="sounds/countdown.mp3"></audio>
<audio id="game-over" src="sounds/game_over.mp3"></audio>
<audio id="time-warning" src="sounds/timewarning.mp3"></audio>
<audio id="warthog-sound" src="sounds/warthog.mp3" loop></audio>
<audio id="punch" src="sounds/punch.mp3"></audio>
<audio id="slayer" src="sounds/slayer.mp3"></audio>
<audio id="click" src="sounds/click.mp3"></audio>
<audio id="surge" src="sounds/surge.mp3"></audio>
<script src="https://parking-master.github.io/FPS3/js/three.min.js"></script>
<!-- <script src="https://threejs.org/examples/js/loaders/OBJLoader.js"></script> -->
<script src="https://parking-master.github.io/FPS3/js/GLTFLoader.min.js"></script>
<script src="https://parking-master.github.io/FPS3/js/fflate.min.js"></script>
<script src="https://cdn.jsdelivr.net/gh/alvaromontoro/gamecontroller.js@latest/dist/gamecontroller.min.js"></script>
<script src="https://cdn.jsdelivr.net/gh/Parking-Master/Gametime.js-2.0@latest/gametime.js"></script>
<audio id="gunsound-pistol" src="sounds/guns/colt_m1911.mp3"></audio>
<audio id="gunsound-rifle" src="sounds/guns/default_rifle.mp3"></audio>
<audio id="gunsound-uzi" src="sounds/guns/uzi.mp3"></audio>
<audio id="gunsound-shotgun" src="sounds/guns/shotgun.mp3"></audio>
<audio id="gunsound-rocket" src="sounds/guns/rocket.mp3"></audio>
<audio id="reload-pistol-easy" src="sounds/reloads/pistol/easy-reload.mp3"></audio>
<audio id="reload-pistol-full" src="sounds/reloads/pistol/full-reload.mp3"></audio>
<audio id="reload-rifle-easy" src="sounds/reloads/rifle/easy-reload.mp3"></audio>
<audio id="reload-rifle-full" src="sounds/reloads/rifle/full-reload.mp3"></audio>
<audio id="reload-sniper-easy" src="sounds/reloads/sniper/easy-reload.mp3"></audio>
<audio id="reload-sniper-full" src="sounds/reloads/sniper/full-reload.mp3"></audio>
<audio id="reload-assault-easy" src="sounds/reloads/assault/easy-reload.mp3"></audio>
<audio id="reload-assault-full" src="sounds/reloads/assault/full-reload.mp3"></audio>
<audio id="reload-uzi-easy" src="sounds/reloads/uzi/easy-reload.mp3"></audio>
<audio id="reload-uzi-full" src="sounds/reloads/uzi/full-reload.mp3"></audio>
<audio id="reload-shotgun-easy" src="sounds/reloads/shotgun/easy-reload.mp3"></audio>
<audio id="reload-shotgun-full" src="sounds/reloads/shotgun/full-reload.mp3"></audio>
<audio id="reload-rocket-easy" src="sounds/reloads/rocket/easy-reload.mp3"></audio>
<audio id="reload-rocket-full" src="sounds/reloads/rocket/full-reload.mp3"></audio>
<audio id="reload-railgun-easy" src="sounds/reloads/railgun/easy-reload.mp3"></audio>
<audio id="reload-railgun-full" src="sounds/reloads/railgun/full-reload.mp3"></audio>
<!-- <script src="https://unpkg.com/[email protected]/dist/cannon-es.js"></script> -->
<script>
Gamepad.Context={},Gamepad.Trigger={},Gamepad.Panel={},Gamepad.Item={},Gamepad.JoyStick={},Gamepad.JoyStick.R={},Gamepad.JoyStick.L={},Gamepad.D={},Gamepad.Context.AButtonPressed=function(){},Gamepad.onConnect=function(){},Gamepad.Context.BButtonPressed=function(){},Gamepad.Context.XButtonPressed=function(){},Gamepad.Context.YButtonPressed=function(){},Gamepad.Trigger.LeftButtonPressed=function(){},Gamepad.Trigger.RightButtonPressed=function(){},Gamepad.Panel.LeftButtonPressed=function(){},Gamepad.Panel.RightButtonPressed=function(){},Gamepad.Item.NavButtonPressed=function(){},Gamepad.Item.PauseButtonPressed=function(){},Gamepad.JoyStick.L.Pressed=function(){},Gamepad.JoyStick.R.Pressed=function(){},Gamepad.JoyStick.UpMoved=function(){},Gamepad.JoyStick.DownMoved=function(){},Gamepad.JoyStick.RightMoved=function(){},Gamepad.JoyStick.LeftMoved=function(){},Gamepad.JoyStick.UpCanceled=function(){},Gamepad.JoyStick.DownCanceled=function(){},Gamepad.JoyStick.RightCanceled=function(){},Gamepad.JoyStick.LeftCanceled=function(){},Gamepad.D.UpButtonPressed=function(){},Gamepad.D.DownButtonPressed=function(){},Gamepad.D.LeftButtonPressed=function(){},Gamepad.D.RightButtonPressed=function(){},gameControl.on("connect",(function(e){Gamepad.onConnect();for(let t=0;t<Math.min(17,e.buttons);t++)e.on("button"+t,(function(){0==t?Gamepad.Context.AButtonPressed():1==t?Gamepad.Context.BButtonPressed():2==t?Gamepad.Context.XButtonPressed():3==t?Gamepad.Context.YButtonPressed():4==t?Gamepad.Trigger.LeftButtonPressed():5==t?Gamepad.Trigger.RightButtonPressed():6==t?Gamepad.Panel.LeftButtonPressed():7==t?Gamepad.Panel.RightButtonPressed():8==t?Gamepad.Item.NavButtonPressed():9==t?Gamepad.Item.PauseButtonPressed():10==t?Gamepad.JoyStick.L.Pressed():11==t?Gamepad.JoyStick.R.Pressed():12==t?Gamepad.D.UpButtonPressed():13==t?Gamepad.D.DownButtonPressed():14==t?Gamepad.D.LeftButtonPressed():15==t&&Gamepad.D.RightButtonPressed()})).before("button"+t,()=>{}).after("button"+t,()=>{});for(let t=0;t<Math.min(2,e.axes);t++){const n=["up","down","right","left"];for(let a=0;a<n.length;a++)e.on(n[a]+t,(function(){"up"==n[a]?Gamepad.JoyStick.UpMoved():"right"==n[a]?Gamepad.JoyStick.RightMoved():"left"==n[a]?Gamepad.JoyStick.LeftMoved():"down"==n[a]&&Gamepad.JoyStick.DownMoved()})).after(n[a],()=>{n[a]=="up"?Gamepad.JoyStick.UpCanceled():n[a]=="down"?Gamepad.JoyStick.DownCanceled():n[a]=="left"?Gamepad.JoyStick.LeftCanceled():n[a]=="right"?Gamepad.JoyStick.RightCanceled():void(0)})}})).on("beforeCycle",(function(){}));
</script>
<div id="container"></div>
<div class="ui" style="opacity:0">
<div class="scoreboard">
<span class="player1">A - <span class="score">0</span></span>
<hr style="margin:0">
<span class="player2">B - <span class="score">0</span></span>
<hr style="margin:0">
<div id="time"><span id="minutes">0</span>:<span id="seconds">00</span></div>
</div>
<div class="health-wrapper">
<div class="health"></div>
</div>
<span id="visor"><img src="images/textures/visor.png" style="height:105vh;width:100vw" />
<div class="crosshair"></div>
<img class="radar" src="images/radar.png" width="10%" />
<img id="scope" src="images/scope.png" width="100%" height="100%" style="position:absolute;visibility:hidden;margin:0;padding:0;left:0;top:0;right:0;bottom:0;z-index:9999" />
<img id="scope1" src="images/scope1.png" width="100%" height="100%" style="position:absolute;visibility:hidden;margin:0;padding:0;left:0;top:0;right:0;bottom:0;z-index:9999" />
<!-- <div id="radar-obj"></div> -->
<span id="rounds"><img src="images/guns/rifle.png" width="100%" style="margin-top:10px" /><br style="margin-top:25px"><span id="counter">36</span> − <span id="magcount">3</span> − <span id="grenadecount">2</span></span>
<img id="hiteffect" src="images/hit.png" width="100%" height="100%" style="margin:0;padding:0;opacity:0;width:100vw;height:100vw" />
</div>
<p id="weapontext" style="display:none">Hold [T] to pick up <span class="weapon-name"></span></p>
<!-- <script type="module">
import * as CANNON from 'https://unpkg.com/[email protected]/dist/cannon-es.js';
window.CANNON = CANNON;
</script> -->
<!-- <script src="https://cdn.jsdelivr.net/gh/Parking-Master/FPS@master/gametime-socket.js"></script> -->
<script>
Parse.initialize("qEK42aDtmQiBXmIoRdojDAYrKXGj5w4h2QnNRpYz","J4IK0gqf8rQS8G8Hg5LDbz0oEASJtRlUS2LPiRVg"),Parse.serverURL="https://parseapi.back4app.com/";
defaultKeys = "f,b,r, ,t,m,y,i,z,p";
keyControls = {
"shoot": (localStorage["prefsKeyControls"] || defaultKeys).split(",")[0],
"punch": (localStorage["prefsKeyControls"] || defaultKeys).split(",")[1],
"reload": (localStorage["prefsKeyControls"] || defaultKeys).split(",")[2],
"jump": (localStorage["prefsKeyControls"] || defaultKeys).split(",")[3],
"interact": (localStorage["prefsKeyControls"] || defaultKeys).split(",")[4],
"throwGrenade": (localStorage["prefsKeyControls"] || defaultKeys).split(",")[5],
"switchWeapon": (localStorage["prefsKeyControls"] || defaultKeys).split(",")[6],
"zoomIn": (localStorage["prefsKeyControls"] || defaultKeys).split(",")[7],
"zoomOut": (localStorage["prefsKeyControls"] || defaultKeys).split(",")[8],
"pause": (localStorage["prefsKeyControls"] || defaultKeys).split(",")[9]
};
function showText(e) {
document.querySelector("#weapontext").textContent = e;
document.querySelector("#weapontext").style.display = "block";
}
function hideText() {
document.querySelector("#weapontext").textContent = "";
document.querySelector("#weapontext").style.display = "none";
}
function checkTouching(e,t){let o=e.position.y-e.geometry.parameters.height/2,r=e.position.y+e.geometry.parameters.height/2,i=e.position.x+e.geometry.parameters.width/2,p=e.position.x-e.geometry.parameters.width/2,a=e.position.z-e.geometry.parameters.depth/2,m=e.position.z+e.geometry.parameters.depth/2,s=t.position.y-t.geometry.parameters.height/2,h=t.position.y+t.geometry.parameters.height/2,g=t.position.x+t.geometry.parameters.width/2,n=t.position.x-t.geometry.parameters.width/2,y=t.position.z-t.geometry.parameters.depth/2,d=t.position.z+t.geometry.parameters.depth/2;return!(r<s||i<n||o>h||p>g||a>d||m<y)}
connectedUsers = 0;
score1 = 0;
score2 = 0;
setScore = 10;
setTime = 10;
setGrenades = 2;
primaryRounds = 36;
secondaryRounds = 10;
gunMeleeRotationY = 0;
fullAutoFiring = false;
currentPerformance = (localStorage["performance"] || "100") - 0;
// currentPerformance > 90 ? window.devicePixelRatio = 2 : (currentPerformance > 60 ? window.devicePixelRatio = 1 : (currentPerformance > 20 ? window.devicePixelRatio = .5 : void(0)));
currentMap = (new URLSearchParams(location.search).get("map") || "haven").toUpperCase();
setInterval(() => {
if (fullAutoFiring && currentWeapon == "assault") {
fire(1, 5);
}
}, 80);
setInterval(() => {
if (fullAutoFiring && currentWeapon == "uzi") {
fire(1, 3);
}
}, 50);
currentWeaponPosition = "primary";
gunsounds = {
pistol: document.getElementById("gunsound-pistol"),
sniper: document.getElementById("gunsound-sniper"),
rifle: document.getElementById("gunsound-rifle"),
assault: document.getElementById("gunsound-assault"),
uzi: document.getElementById("gunsound-uzi"),
shotgun: document.getElementById("gunsound-shotgun"),
rocket: document.getElementById("gunsound-rocket"),
railgun: document.getElementById("gunsound-railgun")
};
reloadsounds = {
easy: {
pistol: document.getElementById("reload-pistol-easy"),
rifle: document.getElementById("reload-rifle-easy"),
sniper: document.getElementById("reload-sniper-easy"),
assault: document.getElementById("reload-assault-easy"),
uzi: document.getElementById("reload-uzi-easy"),
shotgun: document.getElementById("reload-shotgun-easy"),
rocket: document.getElementById("reload-rocket-easy"),
railgun: document.getElementById("reload-railgun-easy")
},
full: {
pistol: document.getElementById("reload-pistol-full"),
rifle: document.getElementById("reload-rifle-full"),
sniper: document.getElementById("reload-sniper-full"),
assault: document.getElementById("reload-assault-full"),
uzi: document.getElementById("reload-uzi-full"),
shotgun: document.getElementById("reload-shotgun-full"),
rocket: document.getElementById("reload-rocket-full"),
railgun: document.getElementById("reload-railgun-full")
}
};
healthUpgradeTimeout = 1;
animated = false;
const scene = new THREE.Scene();
const camera=new THREE.PerspectiveCamera(75,window.innerWidth/window.innerHeight,.1,1e3),renderer=new THREE.WebGLRenderer(currentPerformance<30?{antialias:false,powerPreference:"high-performance"}:{antialias:true});renderer.setSize(window.innerWidth,window.innerHeight),document.body.appendChild(renderer.domElement),renderer.setPixelRatio(window.devicePixelRatio-(currentPerformance<25?(1.2):(currentPerformance<50?1:.5)));
function isTouchDevice(){return!!window.matchMedia("(pointer: coarse)").matches}
isTouchDevice()?(()=>{const{Euler:e,EventDispatcher:t,Vector3:n}=THREE;var o;o=!1;var i=/iPhone|iPad|iPod|Android/i.test(navigator.userAgent),c=document.body.clientWidth/2,r=(document.body.clientHeight,window.innerHeight),s=function(t,s){o=!!i,void 0===s&&(console.warn('THREE.PointerLockControls: The second parameter "domElement" is now mandatory.'),s=document.body),this.domElement=s,this.isLocked=!1;var m,u,d,a=this,h={type:"change"},v={type:"lock"},l={type:"unlock"},E=new e(0,0,0,"YXZ"),p=Math.PI/2,k=Math.PI/3.8,L=Math.PI/9,f=new n,y=0,M=0;function x(){}function P(e){u=e.touches[0].clientY,m=e.touches[0].clientX,y=m-c,M=u-(r-100),E.setFromQuaternion(t.quaternion),E.y=.005*y,E.x=.005*M,E.x=Math.max(-p,Math.min(L,E.x)),E.y=Math.max(-k,Math.min(k,E.y)),t.quaternion.setFromEuler(E),a.dispatchEvent(h),console.log(M)}function w(e){}function g(e){if(!1!==a.isLocked){var n=e.movementX||e.mozMovementX||e.webkitMovementX||0,o=e.movementY||e.mozMovementY||e.webkitMovementY||0;E.setFromQuaternion(t.quaternion),E.y-=.002*n,E.x-=.002*o,E.x=Math.max(-p,Math.min(p,E.x)),E.y=Math.max(-k,Math.min(k,E.y)),t.quaternion.setFromEuler(E),a.dispatchEvent(h)}}function b(){document.pointerLockElement===a.domElement?(a.dispatchEvent(v),a.isLocked=!0):(a.dispatchEvent(l),a.isLocked=!1)}function F(){console.error("THREE.PointerLockControls: Unable to use Pointer Lock API")}this.connect=function(){document.addEventListener("mousemove",g,!1),document.addEventListener("touchstart",x,!1),document.addEventListener("touchmove",P,!1),document.addEventListener("pointerlockchange",b,!1),document.addEventListener("pointerlockerror",F,!1)},this.disconnect=function(){document.removeEventListener("mousemove",g,!1),document.removeEventListener("touchend",w,!1),document.removeEventListener("touchmove",onTouchmove,!1),document.removeEventListener("pointerlockchange",b,!1),document.removeEventListener("pointerlockerror",F,!1)},this.dispose=function(){this.disconnect()},this.getObject=function(){return t},this.getDirection=(d=new n(0,0,-1),function(e){return e.copy(d).applyQuaternion(t.quaternion)}),this.moveForward=function(e){f.setFromMatrixColumn(t.matrix,0),f.crossVectors(t.up,f),t.position.addScaledVector(f,e)},this.moveRight=function(e){f.setFromMatrixColumn(t.matrix,0),t.position.addScaledVector(f,e)},this.lock=1==o?function(){a.isLocked=!0,this.connect()}:function(){this.domElement.requestPointerLock()},this.unlock=function(){document.exitPointerLock()},this.connect()};(s.prototype=Object.create(t.prototype)).constructor=s,window.PointerLockControls=s})():(()=>{const _euler=new THREE.Euler(0,0,0,"YXZ"),_vector=new THREE.Vector3,_changeEvent={type:"change"},_lockEvent={type:"lock"},_unlockEvent={type:"unlock"},_PI_2=Math.PI/2;class PointerLockControls extends THREE.EventDispatcher{constructor(e,t){super(),void 0===t&&(console.warn('THREE.PointerLockControls: The second parameter "domElement" is now mandatory.'),t=document.body),this.domElement=t,this.isLocked=!1,this.minPolarAngle=0,this.maxPolarAngle=Math.PI,this.pointerSpeed=1;const o=this;function n(t){if(!1===o.isLocked)return;const n=t.movementX||t.mozMovementX||t.webkitMovementX||0,r=t.movementY||t.mozMovementY||t.webkitMovementY||0;_euler.setFromQuaternion(e.quaternion),_euler.y-=.002*n*o.pointerSpeed,_euler.x-=.002*r*o.pointerSpeed,_euler.x=Math.max(_PI_2-o.maxPolarAngle,Math.min(_PI_2-o.minPolarAngle,_euler.x)),e.quaternion.setFromEuler(_euler),o.dispatchEvent(_changeEvent)}function r(){o.domElement.ownerDocument.pointerLockElement===o.domElement?(o.dispatchEvent(_lockEvent),o.isLocked=!0):(o.dispatchEvent(_unlockEvent),o.isLocked=!1)}function c(){console.error("THREE.PointerLockControls: Unable to use Pointer Lock API")}this.connect=function(){o.domElement.ownerDocument.addEventListener("mousemove",n),o.domElement.ownerDocument.addEventListener("pointerlockchange",r),o.domElement.ownerDocument.addEventListener("pointerlockerror",c)},this.disconnect=function(){o.domElement.ownerDocument.removeEventListener("mousemove",n),o.domElement.ownerDocument.removeEventListener("pointerlockchange",r),o.domElement.ownerDocument.removeEventListener("pointerlockerror",c)},this.dispose=function(){this.disconnect()},this.getObject=function(){return e},this.getDirection=function(){const t=new THREE.Vector3(0,0,-1);return function(o){return o.copy(t).applyQuaternion(e.quaternion)}}(),this.moveForward=function(t){_vector.setFromMatrixColumn(e.matrix,0),_vector.crossVectors(e.up,_vector),e.position.addScaledVector(_vector,t)},this.moveRight=function(t){_vector.setFromMatrixColumn(e.matrix,0),e.position.addScaledVector(_vector,t)},this.lock=function(){this.domElement.requestPointerLock()},this.unlock=function(){o.domElement.ownerDocument.exitPointerLock()},this.connect()}}window.PointerLockControls=PointerLockControls})();
scene.add(camera);
map = new THREE.Mesh();
light=new THREE.PointLight(0xf7f7ea,2),light.position.set(-10,20,-10),scene.add(light);
light1=new THREE.SpotLight(15196368,1),light1.position.set(-10,50,-50),light1.castShadow=!0,scene.add(light1);
follower = new THREE.Mesh(new THREE.BoxGeometry(.5,1,.5));
gun = new THREE.Mesh();
clock = new THREE.Clock();
myPlayer = new THREE.Mesh();
otherPlayer = new THREE.Mesh();
otherLooker = new THREE.Mesh();
looker = new THREE.Mesh();
melee = false;
gunAnimations = [];
shotsLeft = 10;
primaryMagsLeft = 3 + 1;
secondaryMagsLeft = 4 + 1;
gunLocked = true;
isZoomed = false;
walkAxisYLocked = true;
defaultY = .35;
health = 100;
respawnPoints = [
currentMap != "GHOST" ? [0, 0, 8] : [50, 0, 0],
currentMap == "CARGO" ? [5, .35, 37] : (currentMap == "GHOST" ? [-18, 0, 0] : [0, -1, 46])
];
textures = {
"spark": (new THREE.TextureLoader).load("images/textures/spark.png"),
"smoke": (new THREE.TextureLoader).load("images/textures/smoke.png"),
"flame": (new THREE.TextureLoader).load("images/textures/flame.png"),
"hole": (new THREE.TextureLoader).load("images/textures/bullethole.png"),
"scratch": (new THREE.TextureLoader).load("images/textures/scratch.png")
};
ordinances = [];
altNames = {
"rifle": "Concept 35R",
"pistol": "9mm G17",
"sniper": "HK-G28",
"assault": "M16 A2",
"uzi": "UZI",
"shotgun": "Remington 870",
"rocket": "SPNKR Rocket Launcher",
"railgun": "Railgun"
};
otherPlayerFollower = new THREE.Mesh(new THREE.BoxGeometry(.45,1.5,.4));
scene.add(otherPlayerFollower);
otherPlayerFollower.visible = false;
isJumping = false;
otherSelectedCharacter = "mark-vi";
lockIntersection = false;
function respawn(position) {
let x = position[0];
let y = position[1];
let z = position[2];
camera.rotation.set(0, 0, 0);
camera.position.set(x, y, z);
swal.close();
health = 100;
document.querySelector(".health").style.width = "100%";
document.querySelector("#hiteffect").style.opacity = "0";
document.querySelector(".health-wrapper").style.boxShadow = "0px 0px 10px 7px #25750a";
shotsLeft = 10;
primaryRounds = 36;
secondaryRounds = 10;
primaryRoundsDefault = 36;
secondaryRoundsDefault = 10;
if (currentMode == "fiesta") {
fixedLoadout[0]=weaponDefs[Math.floor(Math.random()*weaponDefs.length)];
fixedLoadout[1]=weaponDefs[Math.floor(Math.random()*weaponDefs.length)];
} else if (currentMode == "snipers") {
fixedLoadout[0]="sniper";
fixedLoadout[1]="sniper";
primaryRounds = 6;
secondaryRounds = 6;
primaryRoundsDefault = 6;
secondaryRoundsDefault = 6;
} else if (currentMode == "rocknrail") {
fixedLoadout[0]="rocket";
fixedLoadout[1]="railgun";
primaryRounds = 1;
secondaryRounds = 1;
primaryRoundsDefault = 1;
secondaryRoundsDefault = 1;
} else if (currentMode == "slayer") {
fixedLoadout = (localStorage["prefsLoadout"] || "rifle,pistol").split(",");
}
magsLeft = 3;
primaryMagsLeft = 3;
secondaryMagsLeft = 4;
grenadesLeft = setGrenades;
primaryGun = weapons[fixedLoadout[0]].scene;
secondGun = weapons[fixedLoadout[1]].scene;
currentWeaponPosition = "primary";
loadout = fixedLoadout;
currentWeapon = fixedLoadout[0];
for(let i=0;i<2;i++){gametime.run("endPlayerWalk",[camera.position.x+","+camera.position.y+","+camera.position.z+","+camera.rotation.x+","+camera.rotation.y+","+camera.rotation.z+","+gametime.user.position])}
controls.isLocked = true;
walkAxisYLocked = true;
scene.add(gun);
scene.add(myPlayer);
document.querySelector(".ui").style.visibility = "visible";
for (let i = 0; i < 2; i++) {
document.dispatchEvent(new KeyboardEvent("keydown",{key:keyControls.switchWeapon}));
}
canFire = true;
}
function error(code) {
if (code == 404) { alert("Error: This lobby does not exist. You will return to the menu"); location.replace("/") }
}
function startCountdown(time) {
let seconds = 0;
let minutes = time;
let n = setInterval(() => {
if (seconds <= 0 && minutes <= 0) {
if (score1 > score2) {
score1 = setScore;
} else if (score2 > score1) {
score2 = setScore;
}
return GameOver(), clearInterval(n);
}
seconds <= 0 ? (minutes--, seconds = 59, document.querySelector("#time").querySelector("#seconds").textContent = (seconds<10?"0"+seconds.toString():seconds.toString())) : (seconds--, document.querySelector("#time").querySelector("#seconds").textContent = (seconds<10?"0"+seconds.toString():seconds.toString()));
document.querySelector("#time").querySelector("#minutes").textContent = minutes;
minutes == 5 && seconds <= 0 && document.querySelector("#time-warning").play();
}, 950);
}
function GameOver() {
if (score1 >= setScore || score2 >= setScore) {
document.querySelector("#game-over").play();
if (score1 >= setScore && gametime.user.position == 1 || score2 >= setScore && gametime.user.position == 2) {
swal({
title: "Game over",
text: "You win!",
closeOnEsc: false,
closeOnEnterKey: false,
closeOnSpaceKey: false,
closeOnClickOutside: false
}).then(() => {
location.replace("/?e="+(gametime.user.position==1?score1:score2).toString());
});
} else {
swal({
title: "Game over",
text: "You lose...",
closeOnEsc: false,
closeOnEnterKey: false,
closeOnSpaceKey: false,
closeOnClickOutside: false
}).then(() => {
location.replace("/");
});
}
return true;
}
return false;
}
primaryRoundsDefault = primaryRounds;
secondaryRoundsDefault = secondaryRounds;
function throwGrenade(){let b=0;"undefined"==typeof grenade||grenadesLeft<=0||!canThrowGrenade||(canThrowGrenade=!1,grenadesLeft--,grenade.position.copy(camera.position),grenade.rotation.copy(camera.rotation),grenade.scale.set(.2,.2,.2),(()=>{let e,a=grenade.clone();scene.add(a),a.updateMatrix(),a.translateZ(-.5);let t=setInterval((()=>{map.traverse((n=>{collision(a,n)&&n instanceof THREE.Mesh&&n!=gun&&n!=a&&(currentMap=="GHOST"?(!n.name.includes("scene")&&!n.name.includes("Scene")&&!n.name.includes("root")&&!n.name.includes("Root")&&!/Sketchfab_model|BLD_L_gedungA_part1_1|BLD_L_gedungA_part2_2|Object_6|Object_8|Object_62|BAKE_29/gi.test(n.name)):true)&&n instanceof THREE.Mesh&&(()=>{let g=document.querySelector("#ricochet"+(Math.floor(Math.random()*3)+1)).cloneNode();let u=(1-(distanceTo(a.position,camera.position)/5));((u<=0&&(u=0)),(u>=1&&(u=1)));g.volume=u;g.play();return true})()&&((n.name.includes("Container")||n.name.includes("Warthog"))&&console.log(n),e=n,(()=>{let e=.1,t=setInterval((()=>{map.traverse((e=>{collision(a,e)&&(currentMap=="GHOST"?(!e.name.includes("scene")&&!e.name.includes("Scene")&&!e.name.includes("root")&&!e.name.includes("Root")&&!/Sketchfab_model|BLD_L_gedungA_part1_1|BLD_L_gedungA_part2_2|Object_6|Object_8|Object_62|BAKE_29/gi.test(e.name)):true)&&e instanceof THREE.Mesh&&e!=gun&&e!=a&&e instanceof THREE.Mesh&&(()=>{let g=document.querySelector("#ricochet"+(Math.floor(Math.random()*3)+1)).cloneNode();let u=(1-(distanceTo(a.position,camera.position)/5));((u<=0&&(u=0)),(u>=1&&(u=1)));g.volume=u;g.play();return true})()&&(console.log(e),(()=>{let e=.1,t=setInterval((()=>{map.traverse((e=>{collision(a,e)&&e instanceof THREE.Mesh&&(currentMap=="GHOST"?(!e.name.includes("scene")&&!e.name.includes("Scene")&&!e.name.includes("root")&&!e.name.includes("Root")&&!/Sketchfab_model|BLD_L_gedungA_part1_1|BLD_L_gedungA_part2_2|Object_6|Object_8|Object_62|BAKE_29/gi.test(e.name)):true)&&e!=gun&&e!=a&&e instanceof THREE.Mesh&&(()=>{let g=document.querySelector("#ricochet"+(Math.floor(Math.random()*3)+1)).cloneNode();let u=(1-(distanceTo(a.position,camera.position)/5));((u<=0&&(u=0)),(u>=1&&(u=1)));g.volume=u;g.play();return true})()&&clearInterval(t)})),e+=-.001,a.translateY(e)}))})(),clearInterval(t))})),e+=-.001,a.translateY(e)}))})(),setTimeout((()=>{let e=new THREE.Mesh(new THREE.CircleGeometry(2,30),new THREE.MeshBasicMaterial({color:16777215,map:(new THREE.TextureLoader).load("images/textures/explosion.png"),transparent:!0}));let g=document.querySelector("#grenade_explosion").cloneNode();let u=(1-(distanceTo(a.position,camera.position)/5))+.2;((u<=0&&(u=.2)),(u>=1&&(u=1)));g.volume=u;g.play();scene.remove(a),e.position.copy(a.position),e.rotation.copy(a.rotation),a.updateMatrix(),e.translateY(2),(()=>{let e=new THREE.Mesh(new THREE.CircleGeometry(4,30),new THREE.MeshBasicMaterial({map:textures["smoke"],transparent:!0}));e.position.copy(a.position),e.rotation.copy(a.rotation),e.updateMatrix(),e.lookAt(camera.position),e.translateY(1);let t=setInterval((()=>{e.translateY(.0025),e.material.opacity<0||(e.material.opacity+=-.0025)}));setTimeout((()=>clearInterval(t)),10000)})(),e.lookAt(camera.position),scene.add(e);let t=setInterval((()=>{distanceTo(camera.position,e.position)<=4?(gametime.run("eleminate",[gametime.user.position]),document.querySelector("#hiteffect").style.opacity=1,setTimeout(()=>{document.querySelector("#hiteffect").style.opacity=0},1000)):(distanceTo(otherPlayer.position,e.position)<=4&&gametime.run("eleminate",[1==gametime.user.position?2:1])),e.material.opacity<=0?(clearInterval(t),scene.remove(e)):(e.scale.set(e.scale.x+.3,e.scale.y+.3,e.scale.z+.3),e.material.opacity+=-.05)}))}),2e3),clearInterval(t))})),b+=.001,a.translateZ(-.1),a.position.y+=(-b)}))})(),setTimeout((()=>{canThrowGrenade=!0}),750))}grenadesLeft=setGrenades,canThrowGrenade=!0;(new THREE.GLTFLoader).load("models/weapons/grenades/frag.glb",(e)=>{grenade=e.scene});
/* Gametime.js event variables */
gametime.set("key", "pub-c-61965947-3f17-4d68-97f4-7ff836c75b3e", "sub-c-5ebee0f0-c27d-48c1-bd20-4d167102bcc7");
gametime.set("channel", new URLSearchParams(location.search).get("lobby")||(error(404)));
gametime.make("leftGame");
gametime.make("playerWalk");
gametime.make("moveWarthog");
gametime.make("endPlayerWalk");
gametime.make("playerRotate");
gametime.make("hit");
gametime.make("eleminate");
gametime.make("respawn");
gametime.make("selectCharacter");
gametime.make("playerJump");
gametime.make("pickupWeapon");
gametime.make("shot");
gametime.make("connect");
gametime.make("syncCountdown");
countdown = false;
gametime.on("moveWarthog", function(data) {
let player = data.split(",")[0];
let warthog = data.split(",")[1];
let posx = data.split(",")[2];
let posy = data.split(",")[3];
let posz = data.split(",")[4];
let rotx = data.split(",")[5];
let roty = data.split(",")[6];
let rotz = data.split(",")[7];
if (player == gametime.user.position) {
return;
}
warthogs[warthog].position.set(posx, posy, posz);
warthogs[warthog].rotation.set(rotx, roty, rotz);
otherPlayer.position.y = 1000000;
});
gametime.on("leftGame", function() {
swal({
icon: "error",
title: "Warning",
text: "One or more players have left the game session.\nYou will return to the main menu.",
button: "Return"
}).then(() => { gametime.disconnect(), location.assign("/") });
});
window.onbeforeunload=function(e){
e.preventDefault();
return (gametime.run("leftGame"),(async()=>{let e=!1;const t=Parse.Object.extend("Lobby"),n=new Parse.Query(t),s=await n.find();for(let t=0;t<s.length;t++){const n=Parse.Object.extend("Lobby");new Parse.Query(n).get(s[t].id).then((t=>{const n={name:t.get("name"),time:t.get("createdAt"),active:t.get("active")};e?(()=>{n.name==new URLSearchParams(location.search).get("lobby")&&(t.set("active",false),t.save())})():(()=>{n.name==new URLSearchParams(location.search).get("lobby")&&(t.set("active",false),t.save())})(),e=!0}),(e=>{}))}})());
};
gametime.on("pickupWeapon", function(e) {
ordinances[e].position.y=10000;
scene.remove(ordinances[e]);
});
gametime.on("syncCountdown", function(d) {
d != gametime.user.position && (countdown = true);
});
gametime.on("shot", function(data) {
let player = data.split(",")[4];
let wpn = data.split(",")[0];
let epos = {x:data.split(",")[1]-0,y:data.split(",")[2]-0,z:data.split(",")[3]-0};
if (player == gametime.user.position) {
return;
}
if (wpn == "rocket" || wpn == "railgun") {
(()=>{let gun=otherPlayer;let y=new THREE.Mesh(new THREE.CylinderGeometry(.1,.1,1),new THREE.MeshPhongMaterial({color:0x555555,shininess:1}));y.castShadow=true,y.receiveShadow=true,y.position.copy(gun.position),y.rotation.copy(gun.rotation),y.updateMatrix(),y.rotateY(.075),y.rotateX(Math.PI/2),y.translateY(-2),y.translateZ(-.65),y.translateX(.2);let f=setInterval(()=>{map.traverse((x)=>{if(collision(y,x)&&x!=gun&&(currentMap=="GHOST"?(!x.name.includes("scene")&&!x.name.includes("Scene")&&!x.name.includes("root")&&!x.name.includes("Root")&&!/Sketchfab_model|BLD_L_gedungA_part1_1|BLD_L_gedungA_part2_2|Object_6|Object_8|Object_62|BAKE_29/gi.test(x.name)):true)&&(!x.name.includes("scene")&&!x.name.includes("Scene"))&&x!=y&&x!=camera&&x.isObject3D){console.log(x),scene.remove(y),(()=>{let e=new THREE.Mesh(new THREE.CircleGeometry(2,30),new THREE.MeshBasicMaterial({color:16777215,map:(new THREE.TextureLoader).load("images/textures/explosion.png"),transparent:!0}));scene.add(e);let g=document.querySelector("#grenade_explosion").cloneNode();(distanceTo(camera.position,y.position)<=4?(gametime.run("eleminate",[gametime.user.position]),document.querySelector("#hiteffect").style.opacity=1):(distanceTo(otherPlayer.position,y.position)<=4&&gametime.run("eleminate",[gametime.user.position==1?2:1])));let u=(1-(distanceTo(y.position,camera.position)/5))+.2;((u<=0&&(u=.2)),(u>=1&&(u=1)));g.volume=u;g.play();e.position.copy(y.position),e.updateMatrix(),e.lookAt(camera.position),e.translateY(2);let t=setInterval((()=>{e.translateY(.005),e.scale.set(e.scale.x+.3,e.scale.y+.3,e.scale.z+.3),e.material.opacity<0||(e.material.opacity+=-.1)}))})(),clearInterval(f)}});y.translateY(-1)});wpn=="rocket"&&scene.add(y)})();
}
document.body.appendChild(gunsounds[wpn].cloneNode()).play();
(()=>{let e=new THREE.Mesh(new THREE.CircleGeometry(.05,20),new THREE.MeshBasicMaterial({map:textures["hole"],transparent:true}));e.position.set(epos.x,epos.y,epos.z),e.updateMatrix(),e.lookAt(camera.position),scene.add(e),setTimeout(()=>scene.remove(e),100)})();
(new THREE.GLTFLoader).load("models/muzzle_flash.glb",(e)=>{e=e.scene;e.position.copy(otherPlayer.position),e.scale.set(.6,.6,.6),e.rotation.copy(otherPlayer.rotation),e.updateMatrix(),e.translateY(1.3),e.translateZ(-1),e.rotateY(.6),scene.add(e),setTimeout(()=>scene.remove(e),50)});
otherPlayer.getObjectByName("WeaponConceptACE35Rglb").rotation.x+=.04;
otherPlayer.getObjectByName("clavicle_r_039").rotation.y+=.1;
setTimeout(() => {
otherPlayer.getObjectByName("WeaponConceptACE35Rglb").rotation.x+=-.04;
otherPlayer.getObjectByName("clavicle_r_039").rotation.y+=-.1;
}, 50);
});
gametime.on("connect", function() {
connectedUsers++;
});
gametime.on("respawn", function(data) {
let player = data.split(",")[0];
if (player == gametime.user.position) {
return;
}
let x = data.split(",")[1];
let y = data.split(",")[2];
let z = data.split(",")[3];
otherPlayer.rotation.set(0, 0, 0);
otherPlayer.position.set(x, y, z);
scene.add(otherPlayer);
});
let r = false;
let hasDied = false;
gametime.on("eleminate", function(player) {
if (hasDied) {
return;
}
setTimeout(() => { r = false }, 1000);
hasDied = true;
setTimeout(() => { hasDied = false }, 5000);
document.querySelector("#death3").play();
if (player != gametime.user.position) {
GameOver();
scene.remove(otherPlayer);
switchToDeath(otherPlayer);
otherPlayer.position.y = 1000000;
gametime.user.position == 1 && !r ? (score1++, r = true) : (score2++, r = true);
return;
}
camera.position.y = 1000000;
gametime.user.position == 1 && !r ? (score2++, r = true) : (score1++, r = true);
switchToDeath(camera);
let t = 5;
let spawnPoint = respawnPoints[Math.floor(Math.random() * respawnPoints.length)];
let otherSpawnPoint = [respawnPoints[0],respawnPoints[1]-.35,respawnPoints[2]];
swal({
title: "You died!",
text: "You will respawn in " + t + " seconds...",
closeOnEsc: false,
closeOnEnterKey: false,
closeOnSpaceKey: false,
closeOnClickOutside: false
});
let i = setInterval(() => {
t <= 0 ? (clearInterval(i), respawn(spawnPoint), gametime.run("respawn", [gametime.user.position + "," + otherSpawnPoint.join(",")])) : t--;
document.querySelector(".swal-text").textContent = "You will respawn in " + t + " seconds...";
}, 1000);
});
gametime.on("hit", function(player) {
if (player != gametime.user.position) {
return;
}
health += -1;
clearTimeout(healthUpgradeTimeout);
healthUpgradeTimeout = setTimeout(() => { health = 100, document.querySelector("#hiteffect").style.opacity = 0, document.querySelector(".health").style.width = health + "%" }, 5000);
if (health <= 0) {
gametime.run("eleminate", [gametime.user.position]);
}
if (health <= 50) {
document.querySelector(".health-wrapper").style.boxShadow = "0px 0px 10px 7px #ff4444";
} else {
document.querySelector(".health-wrapper").style.boxShadow = "0px 0px 10px 7px #25750a";
}
document.querySelector(".health").style.width = health + "%";
let n = setInterval(() => {
if (document.querySelector("#hiteffect").style.opacity >= 1) {
return clearInterval(n), (() => {
let n = setInterval(() => {
if (document.querySelector("#hiteffect").style.opacity <= 0) {
return clearInterval(n);
}
document.querySelector("#hiteffect").style.opacity = String((document.querySelector("#hiteffect").style.opacity-0) - .1);
});
})();
}
document.querySelector("#hiteffect").style.opacity = String((document.querySelector("#hiteffect").style.opacity-0) + .1);
});
});
gametime.on("playerJump", function(data) {
let player = data.split(",")[1];
let defaultY = data.split(",")[0];
console.log(defaultY);
if (player == gametime.user.position) {
return;
}
((defaultY)=>{let t=.5;let h=setInterval(()=>{if(t<=0){return(clearInterval(h),(()=>{let t=0;let h=setInterval(()=>{if(otherPlayer.position.y<=defaultY){return(clearInterval(h))}(t+=.05);otherPlayer.position.y+=-t},25)})())}(t+=-.05);otherPlayer.position.y+=t},25)})(defaultY);
});
gametime.on("playerRotate", function(pos) {
if (pos.split(",")[3] == gametime.user.position) {
return;
}
otherPlayer.rotation.order = "YXZ";
otherPlayer.rotation.y = pos.split(",")[1];
otherPlayer.getObjectByName("neck_02_071").rotation.z = pos.split(",")[0];
// otherPlayer.getObjectByName("WeaponConceptACE35Rglb").rotation.x = pos.split(",")[0]-1;
});
gametime.on("selectCharacter", function(data) {
let character = data.split(",")[0];
let player = data.split(",")[1];
if (player == gametime.user.position) {
return;
}
otherSelectedCharacter = character;
createCharacter(data.split(",")[2]);
});
gametime.on("endPlayerWalk", function(data) {
let player = data.split(",")[6];
if (player == gametime.user.position) {
return;
}
let a = mixer1.clipAction(characterAnimations[0]);
a.stop();
otherIsWalkingForward=false;
otherIsWalkingBackward=false;
otherIsWalkingLeft=false;
otherIsWalkingRight=false;
otherPlayer.position.set(data.split(",")[0]-0,data.split(",")[1]-1.25,data.split(",")[2]-0);
otherPlayer.rotation.y = data.split(",")[4]-0;
});
gametime.on("playerWalk", function(data) {
let player = data.split(",")[7];
let e = data.split(",")[6];
if (player == gametime.user.position) {
return;
}
let a = mixer1.clipAction(characterAnimations[0]);
a.play();
otherPlayer.position.set(data.split(",")[0]-0,data.split(",")[1]-1.25,data.split(",")[2]-0);
otherPlayer.rotation.y = data.split(",")[4]-0;
if (e == "ArrowUp") {
otherIsWalkingForward = true;
}
if (e == "ArrowDown") {
otherIsWalkingBackward = true;
}
if (e == "ArrowLeft") {
otherIsWalkingLeft = true;
}
if (e == "ArrowRight") {
otherIsWalkingRight = true;
}
});
gametime.onconnect = function() {
gametime.run("connect");
gametime.run("selectCharacter", [(new URLSearchParams(location.search).get("character")||"mark-vi")+","+gametime.user.position+","+(localStorage["prefsArmorColor"]||"#fff")]);
// Temporary fix (page won't load without this)
createCharacter(localStorage["prefsArmorColor"] || "#fff");
};
warthogsToAdd = [];
function createWarthog(position, rotation) {
warthogsToAdd.push(position.concat(rotation));
}
crosshairColor="#25750a";
createWarthog([-12, 0, 34], [0, Math.PI+.75, 0]);
createWarthog([-12, 0, 30], [0, Math.PI+.75, 0]);
warthogs=[];for(let i=0;i<warthogsToAdd.length;i++){(new THREE.GLTFLoader).load("models/vehicles/warthog.glb",(e)=>{warthogs.push(e.scene),e.scene.obstructed=false,e.scene.scale.set(2,2,2),e.scene.name="Warthog",e.scene.maxshot=100,map.add(e.scene),e.scene.position.set(warthogsToAdd[i][0],warthogsToAdd[i][1],warthogsToAdd[i][2]),e.scene.rotation.set(warthogsToAdd[i][3],warthogsToAdd[i][4],warthogsToAdd[i][5]),scene.add(e.scene)})}
/* End Gametime.js event variables */
let raycaster = new THREE.Raycaster();
raycastTargets = [otherPlayerFollower];
center = new THREE.Vector2(0,0);
function animate() {
animated = true;
otherPlayerFollower.position.copy(otherPlayer.position);
otherPlayerFollower.rotation.copy(otherPlayer.rotation);
otherPlayerFollower.updateMatrix();
otherPlayerFollower.translateY(.8);
isInWarthog?(camera.position.copy(currentVehicle.position),camera.position.z+=.4,camera.position.y+=.5,walkAxisYLocked=false,canFire=false):void(0);
primaryRounds<=0?primaryRounds=0:(secondaryRounds<=0&&(secondaryRounds=0));
(currentWeaponPosition=="primary"?primaryMagsLeft:secondaryMagsLeft)<=0&&(currentWeaponPosition=="primary"?primaryRounds:secondaryRounds)<=0&&!isReloading?showText("No ammo left. Press ["+keyControls.switchWeapon.toUpperCase()+"] to switch weapon."):(!isTouchingOrdinance&&hideText());
myPlayer.position.copy(camera.position);
myPlayer.rotation.y = camera.rotation.y;
myPlayer.translateY(-1.15);
myPlayer.translateZ(.2);
myPlayer.scale.set(.5,.5,.5);
distanceTo(otherPlayer.position,camera.position)>=40?otherPlayer.visible=false:otherPlayer.visible=true;
if(currentMap=="HAVEN"){
if(camera.position.x<=-2&&camera.position.z>=9.5&&camera.position.x>=-7.1&&camera.position.z<=14.3&&camera.position.y>=0&&camera.position.y<=1){
camera.position.x+=(.05);
}else if(camera.position.x<=-2&&camera.position.z>=9.5&&camera.position.x>=-7.1&&camera.position.z<=14.3&&camera.position.y>=1){
(defaultY=1.35);
}else if(camera.position.x>=2&&camera.position.z>=9.5&&camera.position.x<=7.1&&camera.position.z<=14.3&&camera.position.y>=0&&camera.position.y<=1){
camera.position.x+=(-.05);
}else if(camera.position.x>=2&&camera.position.z>=9.5&&camera.position.x<=7.1&&camera.position.z<=14.3&&camera.position.y>=1){
(defaultY=1.35);
}else if(camera.position.x<=.8&&camera.position.x>=-.8&&camera.position.z>=14.2&&camera.position.z<=18.35){
camera.rotation.y<=Math.PI/2?camera.position.x+=(-.05):camera.position.x+=(.05);
}else{
camera.position.x>=-2&&camera.position.x<=2&&camera.position.z.toFixed(0)==8&&(defaultY=.2);
camera.position.x>=-2&&camera.position.x<=2&&camera.position.z.toFixed(0)==7&&(defaultY=-.2);
camera.position.x>=-2&&camera.position.x<=2&&camera.position.z.toFixed(0)==6&&(defaultY=-.6);
camera.position.x>=-2&&camera.position.x<=2&&camera.position.z.toFixed(0)==5&&(defaultY=-1);
camera.position.x>=-2&&camera.position.x<=2&&camera.position.z.toFixed(0)==4&&(defaultY=-1.4);
camera.position.x>=-2&&camera.position.x<=2&&camera.position.z.toFixed(0)==3&&(defaultY=-1.8);
!(camera.position.z.toFixed(0)<=8&&camera.position.x>=-2&&camera.position.x<=2)&&(defaultY=.35);
}
}else{
map.traverse((i)=>{i.isMesh&&(i.name.includes("Container")||i.name.includes("Warthog")||currentMap=="GHOST")&&(collision(i,follower)&&(currentMap=="GHOST"?(!i.name.includes("scene")&&!i.name.includes("Scene")&&!i.name.includes("root")&&!i.name.includes("Root")&&!/Sketchfab_model|BLD_L_gedungA_part1_1|BLD_L_gedungA_part2_2|Object_6|Object_8|Object_62|BAKE_29/gi.test(i.name)):true)&&stopMoving(true,i))});
collision(otherPlayerFollower,follower)&&stopMoving(true,otherPlayerFollower);
new URLSearchParams(location.search).get("blob")||(map.position.y = -308.5);
}
gunIdle = false;
setInterval(() => { if (gunIdle || !animated || typeof mixer1 == "undefined" || typeof mixer3 == "undefined" || /rocket|shotgun|railgun/gi.test(currentWeapon)) { return } gunIdle = true; let e = (currentWeapon=="rifle"?mixers[weaponDefs.indexOf(currentWeapon)].clipAction(gunAnimations[0]):(currentWeapon=="pistol"?mixer3.clipAction(secondGunAnimations[0]):mixers[weaponDefs.indexOf(currentWeapon)].clipAction(gunsAnimations[weaponDefs.indexOf(currentWeapon)][0]))); e.play() });
raycastTargets[0] = otherPlayerFollower;
looker.position.copy(camera.position),looker.rotation.copy(camera.rotation),looker.updateMatrix(),looker.translateZ(-2);
intersection!=null?(document.querySelector(".crosshair").style.boxShadow="0px 0px 10px 2px #ff4444"):(document.querySelector(".crosshair").style.boxShadow="0px 0px 10px 2px "+crosshairColor);
walkAxisYLocked && (camera.position.y = defaultY);
// document.querySelector("#radar-obj").style.top = (distanceTo(camera.position, otherPlayer.position) * 30) + "px";
if (gunLocked) { !isZoomed ? (gun.position.copy(camera.position),gun.rotation.copy(camera.rotation),gun.updateMatrix(),gun.translateX(.1),gun.translateY(-.85),gun.scale.set(.1,.1,.1),gun.rotateY(-.05),(melee&&gun.rotateY(gunMeleeRotationY),gun.translateZ(gunMeleeRotationY/25),gun.translateX(-(gunMeleeRotationY/100)))) : (gun.position.copy(camera.position),gun.rotation.copy(camera.rotation),gun.updateMatrix(),(currentWeapon=="rifle"?(scene.children.indexOf(gun)>-1&&scene.remove(gun)):gun.translateX(-.255)),gun.translateY(-.84),gun.scale.set(.1,.1,.1),gun.rotateX(-.025),gun.rotateY(-.05),gun.rotateZ(-.2),(currentWeapon=="assault"&&(gun.position.copy(camera.position),gun.rotation.copy(camera.rotation),gun.updateMatrix(),(currentWeapon=="rifle"?(scene.children.indexOf(gun)>-1&&scene.remove(gun)):gun.translateX(-.1)),gun.translateY(-.86),gun.scale.set(.1,.1,.1),gun.rotateX(-.025),gun.rotateY(-.05),gun.rotateZ(-.1)))) }
if (gunLocked && currentWeapon == "uzi" && isZoomed) { (gun.position.copy(camera.position),gun.rotation.copy(camera.rotation),gun.updateMatrix(),(currentWeapon=="rifle"?(scene.children.indexOf(gun)>-1&&scene.remove(gun)):gun.translateX(-.115)),gun.translateY(-.84),gun.scale.set(.1,.1,.1),gun.rotateX(-.025),gun.rotateY(-.05),gun.rotateZ(-.1),(currentWeapon=="assault"&&(gun.position.copy(camera.position),gun.rotation.copy(camera.rotation),gun.updateMatrix(),(currentWeapon=="rifle"?(scene.children.indexOf(gun)>-1&&scene.remove(gun)):gun.translateX(-.1)),gun.translateY(-.86),gun.scale.set(.1,.1,.1),gun.rotateX(-.025),gun.rotateY(-.05),gun.rotateZ(-.1)))) }
if (gunLocked && (currentWeapon == "shotgun" || currentWeapon == "rocket") && isZoomed) { (gun.position.copy(camera.position),gun.rotation.copy(camera.rotation),gun.updateMatrix(),gun.translateX(.1),gun.translateY(-.85),gun.scale.set(.1,.1,.1),gun.rotateY(-.05),(melee&&gun.rotateY(gunMeleeRotationY),gun.translateZ(gunMeleeRotationY/25),gun.translateX(-(gunMeleeRotationY/100)))) }
let delta = clock.getDelta();
if (typeof mixer1 != "undefined") mixer1.update(delta+.02);
if (typeof mixer2 != "undefined") mixer2.update(delta+.02);
if (typeof mixer4 != "undefined") mixer3.update(delta);
mixers.length>0&&(()=>{for(let i=0;i<mixers.length;i++){typeof mixers[i]!="undefined"&&mixers[i].update((isReloading&&/rocket|railgun/gi.test(currentWeapon)?delta-.01:(currentWeapon=="shotgun"?delta+.01:delta)))}})();
follower.position.copy(camera.position);
document.querySelector("#rounds").querySelector("#counter").textContent = (currentWeaponPosition=="primary"?primaryRounds:secondaryRounds);
document.querySelector("#rounds").querySelector("#magcount").textContent = ((currentWeaponPosition=="primary"?primaryMagsLeft:secondaryMagsLeft) < 0 ? 0 : (currentWeaponPosition=="primary"?primaryMagsLeft:secondaryMagsLeft));
document.querySelector("#rounds").querySelector("#grenadecount").textContent = grenadesLeft;
document.querySelector(".player1").querySelector(".score").textContent = score1;
document.querySelector(".player2").querySelector(".score").textContent = score2;
currentPerformance < 100 ? setTimeout(() => {
renderer.render(scene, camera);
}, (100 - currentPerformance) * 5) : (renderer.render(scene, camera));
requestAnimationFrame(animate);
}
camera.rotation.order = "YXZ";
document.addEventListener("mousemove", function(e) {
if (!controls.isLocked) { return e.preventDefault() }
!isFreePlay && setTimeout(() => gametime.run("playerRotate", [camera.rotation.x+","+camera.rotation.y+","+camera.rotation.z+","+gametime.user.position]), 100);
document.querySelector(".radar").style.transform = `rotate(${-(()=>{const a=camera.rotation.y,t=a>0?a:2*Math.PI+a;return THREE.MathUtils.radToDeg(t)})()}deg)`;
});
currentMode = (new URLSearchParams(location.search).get("mode") || "Slayer").toLowerCase();
weaponDefs = ["rifle", "pistol", "sniper", "assault", "uzi", "shotgun", "rocket", "railgun"];
fixedLoadout=[];
if (currentMode == "fiesta") {
fixedLoadout[0]=weaponDefs[Math.floor(Math.random()*weaponDefs.length)];
fixedLoadout[1]=weaponDefs[Math.floor(Math.random()*weaponDefs.length)];
} else if (currentMode == "snipers") {
fixedLoadout[0]="sniper";
fixedLoadout[1]="sniper";
primaryRounds = 6;
secondaryRounds = 6;
primaryRoundsDefault = 6;
secondaryRoundsDefault = 6;
} else if (currentMode == "rocknrail") {
fixedLoadout[0]="rocket";
fixedLoadout[1]="railgun";
primaryRounds = 1;