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<!DOCTYPE html> <html> <head> <title>Mini Battle Royale 3D</title> <style> body { margin:0; overflow:hidden; font-family:Arial; } #hud { position:absolute; top:10px; left:10px; color:white; background:rgba(0,0,0,0.5); padding:10px; } </style> </head> <body> <div id="hud"> Health: <span id="health">100</span><br> Enemies: <span id="enemyCount">0</span> </div> <script src="https://cdn.jsdelivr.net/npm/three@0.158/build/three.min.js"></script> <script src="https://cdn.jsdelivr.net/npm/three@0.158/examples/js/controls/PointerLockControls.js"></script> <script> // --- setup --- const scene = new THREE.Scene(); scene.background = new THREE.Color(0x87ceeb); const camera = new THREE.PerspectiveCamera(75,innerWidth/innerHeight,0.1,1000); const renderer = new THREE.WebGLRenderer(); renderer.setSize(innerWidth,innerHeight); document.body.appendChild(renderer.domElement); // lighting scene.add(new THREE.HemisphereLight(0xffffff,0x444444,1)); // ground const ground = new THREE.Mesh( new THREE.PlaneGeometry(400,400), new THREE.MeshStandardMaterial({color:0x2e8b57}) ); ground.rotation.x = -Math.PI/2; scene.add(ground); // buildings for(let i=0;i<20;i++){ const b = new THREE.Mesh( new THREE.BoxGeometry(5,Math.random()*10+5,5), new THREE.MeshStandardMaterial({color:0x888888}) ); b.position.set((Math.random()-0.5)*200,b.scale.y/2,(Math.random()-0.5)*200); scene.add(b); } // controls const controls = new THREE.PointerLockControls(camera,document.body); document.body.addEventListener("click",()=>controls.lock()); scene.add(controls.getObject()); // input let keys={}; addEventListener("keydown",e=>keys[e.code]=true); addEventListener("keyup",e=>keys[e.code]=false); // player let playerHealth=100; const healthUI=document.getElementById("health"); const enemyUI=document.getElementById("enemyCount"); // bullets const bullets=[]; const enemyBullets=[]; // enemies const enemies=[]; function spawnEnemy(){ const e = new THREE.Mesh( new THREE.BoxGeometry(1,2,1), new THREE.MeshStandardMaterial({color:0xff0000}) ); e.position.set((Math.random()-0.5)*150,1,(Math.random()-0.5)*150); e.health=3; e.cooldown=0; scene.add(e); enemies.push(e); } for(let i=0;i<8;i++) spawnEnemy(); // shooting addEventListener("mousedown",()=>{ if(!controls.isLocked) return; const bullet = new THREE.Mesh( new THREE.SphereGeometry(0.1), new THREE.MeshBasicMaterial({color:0xffff00}) ); bullet.position.copy(camera.position); const dir=new THREE.Vector3(); camera.getWorldDirection(dir); bullet.velocity=dir.multiplyScalar(2); scene.add(bullet); bullets.push(bullet); }); // enemy shooting function enemyShoot(enemy){ const b = new THREE.Mesh( new THREE.SphereGeometry(0.15), new THREE.MeshBasicMaterial({color:0xffaa00}) ); b.position.copy(enemy.position); const dir = camera.position.clone().sub(enemy.position).normalize(); b.velocity=dir.multiplyScalar(0.6); scene.add(b); enemyBullets.push(b); } // movement const velocity=new THREE.Vector3(); // game loop function animate(){ requestAnimationFrame(animate); velocity.set(0,0,0); if(keys["KeyW"]) velocity.z-=0.3; if(keys["KeyS"]) velocity.z+=0.3; if(keys["KeyA"]) velocity.x-=0.3; if(keys["KeyD"]) velocity.x+=0.3; controls.moveRight(velocity.x); controls.moveForward(velocity.z); // update bullets for(let i=bullets.length-1;i>=0;i--){ const b=bullets[i]; b.position.add(b.velocity); for(let j=enemies.length-1;j>=0;j--){ const e=enemies[j]; if(b.position.distanceTo(e.position)<1){ e.health--; scene.remove(b); bullets.splice(i,1); if(e.health<=0){ scene.remove(e); enemies.splice(j,1); } break; } } } // enemy AI enemies.forEach(e=>{ const dir=camera.position.clone().sub(e.position).normalize(); e.position.add(dir.multiplyScalar(0.03)); e.cooldown--; if(e.cooldown<=0){ enemyShoot(e); e.cooldown=120; } }); // enemy bullets for(let i=enemyBullets.length-1;i>=0;i--){ const b=enemyBullets[i]; b.position.add(b.velocity); if(b.position.distanceTo(camera.position)<1){ playerHealth-=5; healthUI.textContent=playerHealth; scene.remove(b); enemyBullets.splice(i,1); if(playerHealth<=0){ alert("You died!"); location.reload(); } } } // UI enemyUI.textContent=enemies.length; renderer.render(scene,camera); } animate(); </script> </body> </html>
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585.0ms

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116.0ms

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585.0ms

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