Okay, let's add the shooting mechanic. We'll implement the basic spacebar press to fire, charging, and directional control while charging.
Now you should be able to:
Spacebar to charge a shot. The shield will stop moving.Spacebar, press ArrowLeft or ArrowRight to aim the shot slightly left or right.Spacebar to fire the projectile. The longer you hold, the faster it goes (up to a limit).You're right, my apologies! Let's add some logging to see exactly what's happening with the input and firing logic. It's possible the events aren't firing as expected or a condition is preventing the projectile creation.
Now, please open your browser's developer console (usually by pressing F12) and look at the "Console" tab. Try pressing and releasing the spacebar, and moving the shield. The new console.log messages should tell us:
fireProjectile is being called when you release Space.updateProjectile.Let me know what the console output shows when you try to fire. That will be key to fixing this.
Okay, thank you for providing the console logs.
It seems like the logs we added (console.log("Space pressed..."), console.log("fireProjectile called..."), etc.) are not appearing in the console output you shared. The errors shown (CSP, cross-origin frames, 404s) appear to be related to browser extensions or the preview environment itself, not our game code directly.
This strongly suggests that either:
main.js script isn't loading or running correctly.animate function get set up.Let's add some very basic logs to confirm the script is running and the core Three.js import is working.
Please clear your browser console, run this updated code, and then check the console again. We are looking for these specific logs:
main.js: Script execution started. (Should be the very first log from our code)main.js: THREE imported successfully: ... (Should show the Three.js object)Setting up Scene..., Renderer added..., Input listeners attached..., etc.)main.js: Starting animation loop...main.js: Resize event triggered. (Should appear shortly after load due to the setTimeout)>>> Space pressed - Start charging... when you press Space, and >>> Space released - Attempting fire... when you release it.If you don't see logs past step 1 or 2, there's likely an issue with the import or a very early syntax error. If you see the setup logs but not the spacebar logs, the event listeners might still not be working correctly in this environment. Let me know what you find!
Okay, let's implement the Cobra progression system. We'll define the sequence, handle spawning new Cobras with increasing difficulty (speed, firing rate), and manage their colors. We'll also add the basic downward missile attack.
First, we need to define the properties for each Cobra level.
Key changes:
cobraData.js: Created a new file to store the properties (colors, speeds, firing rates) for each of the 16 Cobra levels.main.js now imports cobraLevels from cobraData.js.currentCobraLevel, criticalHitsOnCurrentCobra, cobraMoveDirection, framesUntilNextMissile, and isSpawningCobra.spawnCobra(levelIndex): This function now handles removing the old Cobra (if any), getting the data for the specified level (looping back after level 16), creating the new Cobra mesh, setting its color, resetting hit counts and timers, and adding it to the scene. Includes a small delay before the Cobra becomes active.cobra is now a let variable holding the current Cobra mesh. We clone the material when creating a new Cobra so colors can be changed independently.updateCobra):
currentCobraData.moveSpeed.framesUntilNextMissile and calls fireCobraMissile when the timer reaches zero.currentCobraData.fireAttackChance each frame and calls fireCobraSpecialAttack randomly based on the chance (starting from Cobra 2).cobraMissiles array stores active missiles.fireCobraMissile creates a missile, sets its downward velocity based on currentCobraData.missileSpeed, and adds it to the scene/array.cobraFireAttacks array stores active special fire attacks.fireCobraSpecialAttack creates a fire cone, sets its velocity/lifetime, and adds it. (Needs a "lightning" visual added).updateCobraProjectiles moves all Cobra projectiles, checks for collisions with the shield (adding score), and removes them if they hit or go off-screen.criticalHitsOnCurrentCobra, adds score, and checks if criticalHitsOnCurrentCobra reaches CRITICAL_HITS_TO_KILL. If so, it increments currentCobraLevel and calls spawnCobra for the next level.updateInfo to show the current Cobra number and hits needed.spawnCobra(0) at the start to bring in the first Cobra.Now, the game will cycle through the Cobras, each with its defined color and progressively faster movement and attacks.*_
Okay, let's add the 'A'/'D' keyboard controls, the mouse control scheme, and the ability to switch between them using 'C' or the mouse wheel. We'll also add a visual indicator for the current scheme.
Changes Summary:
index.html):
<div id="controls-info"> to display the current control scheme.<div id="custom-cursor"> for the mouse cursor in mouse mode.cursor: none; to body style to hide the default OS cursor.index.html > <style>):
#controls-info (position bottom, center, color).#custom-cursor (small circle, follows mouse, hidden initially).main.js):
controlScheme variable ('keyboard' or 'mouse').mouseTargetX for desired shield position in mouse mode.mouseScreenX, mouseScreenY to track raw mouse coords for the custom cursor.controlsInfoElement, customCursorElement).switchControlScheme() function toggles the controlScheme variable and updates the UI.wheel (mouse wheel) to call switchControlScheme().updateControlSchemeUI() updates the text display and toggles the visibility of the custom cursor.keydown/keyup: Now check controlScheme. Only process A/D/Space if controlScheme === 'keyboard'.mousemove: Updates mouseScreenX/Y always. If controlScheme === 'mouse', it also updates mouseTargetX (converting screen coords to world coords) and the position of the customCursorElement.mousedown: If controlScheme === 'mouse', it calls firePlayerProjectile(true) to indicate an instant mouse fire.handleInput():
keyboard: Handles A/D movement (discrete steps) and Spacebar charging/aiming. Shield movement stops when charging.mouse: Smoothly moves the shield towards mouseTargetX using linear interpolation (Lerp). Movement is continuous.firePlayerProjectile(isMouseClick = false):
isMouseClick is true, it fires immediately with base speed straight up.firePower and fireDirectionX.updateControlSchemeUI() at the start to set the initial display.Now you can use 'A'/'D' and 'Space' (with charging) or switch using 'C'/Mouse Wheel to use the mouse (move to position, click to fire instantly). The display at the bottom indicates the active mode.
Okay, I understand. We'll increase the shield's responsiveness, ensure mouse clicks always fire straight up, and provide the complete, rewritten code for all files.
Here is the updated project structure and code:
Key adjustments made:
main.js:
SHIELD_MOVE_SPEED_KEYBOARD increased to 3.5.SHIELD_MOVE_LERP_FACTOR increased to 0.35 for faster mouse following.PROJECTILE_SPEED_BASE and PROJECTILE_SPEED_CHARGE_MULTIPLIER slightly increased.firePlayerProjectile, when isMouseClick is true, finalDirectionX is explicitly set to 0, ensuring mouse clicks always fire straight up.Okay, understood. Let's reduce the shield speed specifically for the keyboard mode back to a slower value. We'll revert SHIELD_MOVE_SPEED_KEYBOARD to 2.
The only change is in main.js where SHIELD_MOVE_SPEED_KEYBOARD is set back to 2.0. The mouse movement remains responsive with SHIELD_MOVE_LERP_FACTOR at 0.35._