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Update index.html
Browse files- index.html +70 -64
index.html
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<head>
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<meta charset="UTF-8">
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<meta name="viewport" content="width=device-width, initial-scale=1.0">
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<title>Harmonies Game 3D</title>
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<style>
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body {
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margin: 0;
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@@ -12,9 +12,23 @@
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canvas {
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display: block;
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}
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</style>
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</head>
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<body>
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<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/110/three.min.js"></script>
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<script>
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// Initialize scene, camera, and renderer
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renderer.setSize(window.innerWidth, window.innerHeight);
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document.body.appendChild(renderer.domElement);
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//
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const boardSize =
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const tileSize = 1;
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const tiles = [];
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const tileTypes = [
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{ type: 'grass', color: 0x98fb98 }
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];
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for (let x = 0; x < boardSize; x++) {
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for (let z = 0; z < boardSize; z++) {
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const tileType = tileTypes[Math.floor(Math.random() * tileTypes.length)];
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@@ -44,6 +63,18 @@
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tile.userData = { type: tileType.type, occupied: false };
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scene.add(tile);
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tiles.push(tile);
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}
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}
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@@ -51,84 +82,59 @@
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const light = new THREE.AmbientLight(0xffffff, 0.8);
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scene.add(light);
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//
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const
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deer: { model: null, color: 0x8b4513 },
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bear: { model: null, color: 0x000000 }
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};
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const animalCards = [
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{ name: 'Swan', habitat: 'water', color: 0xffffff },
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{ name: 'Deer', habitat: 'grass', color: 0x8b4513 },
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{ name: 'Bear', habitat: 'forest', color: 0x000000 }
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];
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animalGeometry,
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new THREE.MeshBasicMaterial({ color: animalModels[animal].color })
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);
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}
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let currentPlayer = 1;
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const scores = { 1: 0, 2: 0 };
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// Handle mouse click events
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const raycaster = new THREE.Raycaster();
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const mouse = new THREE.Vector2();
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}
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if (selectedAnimal.habitat !== tile.userData.type) {
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alert(`${selectedAnimal.name} cannot live on ${tile.userData.type} tile!`);
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return;
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}
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const animal = animalModels[selectedAnimal.name.toLowerCase()].model.clone();
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animal.position.copy(tile.position);
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animal.position.y += 0.2;
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scene.add(animal);
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tile.userData.occupied = true;
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scores[currentPlayer] += 5;
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switchPlayer();
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}
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}
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function switchPlayer() {
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currentPlayer = currentPlayer === 1 ? 2 : 1;
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alert(`Player ${currentPlayer}'s turn!`);
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}
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window.addEventListener('click', onMouseClick);
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// Set camera position
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camera.position.set(0,
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camera.lookAt(0, 0, 0);
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// Animation loop
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function animate() {
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requestAnimationFrame(animate);
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renderer.render(scene, camera);
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}
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<head>
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<meta charset="UTF-8">
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<meta name="viewport" content="width=device-width, initial-scale=1.0">
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<title>Harmonies Game 3D - Dynamic Simulation</title>
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<style>
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body {
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margin: 0;
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canvas {
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display: block;
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}
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.hud {
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position: absolute;
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top: 10px;
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left: 10px;
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background: rgba(0, 0, 0, 0.5);
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color: white;
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padding: 10px;
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border-radius: 5px;
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font-family: Arial, sans-serif;
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}
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</style>
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</head>
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<body>
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<div class="hud" id="hud">
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<p>Current Type: <span id="currentType">Swan 🦢</span></p>
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</div>
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<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/110/three.min.js"></script>
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<script>
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// Initialize scene, camera, and renderer
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renderer.setSize(window.innerWidth, window.innerHeight);
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document.body.appendChild(renderer.domElement);
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// Game board parameters
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const boardSize = 50; // Gigantic board
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const tileSize = 1;
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const tiles = [];
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const tileTypes = [
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{ type: 'grass', color: 0x98fb98 }
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];
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// Particle system for motion simulation
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const particleSystem = new THREE.Group();
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scene.add(particleSystem);
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// Create tiles and particles
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for (let x = 0; x < boardSize; x++) {
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for (let z = 0; z < boardSize; z++) {
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const tileType = tileTypes[Math.floor(Math.random() * tileTypes.length)];
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tile.userData = { type: tileType.type, occupied: false };
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scene.add(tile);
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tiles.push(tile);
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// Add particles for motion simulation
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const particleGeometry = new THREE.SphereGeometry(0.1, 16, 16);
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const particleMaterial = new THREE.MeshBasicMaterial({ color: 0xff0000 });
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const particle = new THREE.Mesh(particleGeometry, particleMaterial);
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particle.position.set(
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x - boardSize / 2 + Math.random(),
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0.2,
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z - boardSize / 2 + Math.random()
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);
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particle.userData = { direction: new THREE.Vector3(Math.random(), 0, Math.random()).normalize() };
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particleSystem.add(particle);
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}
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}
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const light = new THREE.AmbientLight(0xffffff, 0.8);
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scene.add(light);
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// HUD for displaying the current type
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const hud = document.getElementById('hud');
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const currentTypeDisplay = document.getElementById('currentType');
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// Current type with emoji
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const animalTypes = [
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{ name: 'Swan', emoji: '🦢' },
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{ name: 'Deer', emoji: '🦌' },
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{ name: 'Bear', emoji: '🐻' }
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];
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let currentTypeIndex = 0;
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function updateCurrentType() {
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currentTypeDisplay.textContent = `${animalTypes[currentTypeIndex].name} ${animalTypes[currentTypeIndex].emoji}`;
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}
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updateCurrentType();
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// Handle key presses to switch types
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window.addEventListener('keydown', (event) => {
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if (event.key === 'ArrowRight') {
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currentTypeIndex = (currentTypeIndex + 1) % animalTypes.length;
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updateCurrentType();
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} else if (event.key === 'ArrowLeft') {
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currentTypeIndex = (currentTypeIndex - 1 + animalTypes.length) % animalTypes.length;
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updateCurrentType();
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}
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});
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// Particle motion simulation
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function updateParticles() {
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particleSystem.children.forEach(particle => {
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const direction = particle.userData.direction;
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particle.position.add(direction.multiplyScalar(0.01));
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// Bounce off edges of the board
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if (particle.position.x < -boardSize / 2 || particle.position.x > boardSize / 2) {
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direction.x = -direction.x;
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}
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if (particle.position.z < -boardSize / 2 || particle.position.z > boardSize / 2) {
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direction.z = -direction.z;
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}
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});
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}
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// Set camera position
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camera.position.set(0, 50, 50);
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camera.lookAt(0, 0, 0);
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// Animation loop
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function animate() {
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requestAnimationFrame(animate);
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updateParticles();
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renderer.render(scene, camera);
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}
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