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// Simple 3D engine using Canvas 2D with isometric projection
class Simple3DEngine {
    constructor(canvas) {
        this.canvas = canvas;
        this.ctx = canvas.getContext('2d');
        this.width = canvas.width;
        this.height = canvas.height;
        this.camera = { x: 0, y: 0, z: 0, angle: 0, elevation: 0.5 };
        this.objects = [];
        this.keys = {};
        this.buildingsDestroyed = 0;
        this.debrisCount = 0;
        
        // Set canvas size
        this.resize();
        window.addEventListener('resize', () => this.resize());
        
        // Setup keyboard controls
        document.addEventListener('keydown', (e) => this.keys[e.key.toLowerCase()] = true);
        document.addEventListener('keyup', (e) => this.keys[e.key.toLowerCase()] = false);
        
        // Start animation loop
        this.lastTime = 0;
        this.animate();
    }
    
    resize() {
        this.canvas.width = this.canvas.clientWidth;
        this.canvas.height = this.canvas.clientHeight;
        this.width = this.canvas.width;
        this.height = this.canvas.height;
    }
    
    // Isometric projection
    project(x, y, z) {
        const cosA = Math.cos(this.camera.angle);
        const sinA = Math.sin(this.camera.angle);
        
        // Rotate around Y axis
        const x1 = x * cosA - z * sinA;
        const z1 = x * sinA + z * cosA;
        
        // Apply camera position
        x1 -= this.camera.x;
        y -= this.camera.y;
        z1 -= this.camera.z;
        
        // Isometric projection
        const scale = 80 / (z1 + 10);
        const screenX = this.width / 2 + (x1 * scale);
        const screenY = this.height / 2 - (y * scale) + (z1 * scale * this.camera.elevation);
        
        return { x: screenX, y: screenY, scale: scale };
    }
    
    // Draw a 3D box
    drawBox(x, y, z, width, height, depth, color) {
        const p1 = this.project(x, y, z);
        const p2 = this.project(x + width, y, z);
        const p3 = this.project(x + width, y + height, z);
        const p4 = this.project(x, y + height, z);
        const p5 = this.project(x, y, z + depth);
        const p6 = this.project(x + width, y, z + depth);
        const p7 = this.project(x + width, y + height, z + depth);
        const p8 = this.project(x, y + height, z + depth);
        
        // Only draw if in front of camera
        if (p1.scale <= 0) return;
        
        this.ctx.strokeStyle = color;
        this.ctx.fillStyle = color + '80';
        this.ctx.lineWidth = 2;
        
        // Draw front face
        this.ctx.beginPath();
        this.ctx.moveTo(p1.x, p1.y);
        this.ctx.lineTo(p2.x, p2.y);
        this.ctx.lineTo(p3.x, p3.y);
        this.ctx.lineTo(p4.x, p4.y);
        this.ctx.closePath();
        this.ctx.fill();
        this.ctx.stroke();
        
        // Draw top face
        this.ctx.beginPath();
        this.ctx.moveTo(p1.x, p1.y);
        this.ctx.lineTo(p2.x, p2.y);
        this.ctx.lineTo(p6.x, p6.y);
        this.ctx.lineTo(p5.x, p5.y);
        this.ctx.closePath();
        this.ctx.fill();
        this.ctx.stroke();
        
        // Draw side face
        this.ctx.beginPath();
        this.ctx.moveTo(p2.x, p2.y);
        this.ctx.lineTo(p3.x, p3.y);
        this.ctx.lineTo(p7.x, p7.y);
        this.ctx.lineTo(p6.x, p6.y);
        this.ctx.closePath();
        this.ctx.fill();
        this.ctx.stroke();
    }
    
    // Draw the bulldozer
    drawBulldozer(x, y, z) {
        // Main body
        this.drawBox(x - 1, y - 0.5, z - 1.5, 2, 1, 3, '#4a5568');
        
        // Blade
        this.drawBox(x - 1.5, y - 0.3, z - 2, 3, 0.6, 0.3, '#e53e3e');
        
        // Cab
        this.drawBox(x - 0.8, y - 0.5, z + 0.5, 1.6, 1.2, 1.2, '#2d3748');
        
        // Wheels
        this.drawBox(x - 0.9, y - 0.5, z - 1, 0.3, 0.3, 0.3, '#2d3748');
        this.drawBox(x + 0.6, y - 0.5, z - 1, 0.3, 0.3, 0.3, '#2d3748');
        this.drawBox(x - 0.9, y - 0.5, z + 0.5, 0.3, 0.3, 0.3, '#2d3748');
        this.drawBox(x + 0.6, y - 0.5, z + 0.5, 0.3, 0.3, 0.3, '#2d3748');
    }
    
    // Draw debris
    drawDebris(x, y, z, size) {
        this.drawBox(x, y, z, size, size, size, '#a0aec0');
    }
    
    // Create initial scene
    createScene() {
        this.objects = [];
        this.buildingsDestroyed = 0;
        this.debrisCount = 0;
        
        // Create buildings
        for (let i = 0; i < 5; i++) {
            for (let j = 0; j < 5; j++) {
                if (i === 2 && j === 2) continue; // Skip center for bulldozer
                this.objects.push({
                    type: 'building',
                    x: (i - 2) * 8,
                    y: 0,
                    z: (j - 2) * 8,
                    width: 3 + Math.random() * 2,
                    height: 4 + Math.random() * 6,
                    depth: 3 + Math.random() * 2,
                    color: `hsl(${200 + Math.random() * 40}, 50%, 50%)`,
                    destroyed: false
                });
            }
        }
        
        // Create ground
        this.ground = {
            x: -25, y: -0.1, z: -25,
            width: 50, depth: 50
        };
    }
    
    // Update game state
    update(deltaTime) {
        // Handle bulldozer movement
        const moveSpeed = deltaTime * 0.1;
        if (this.keys['w']) this.camera.z -= moveSpeed;
        if (this.keys['s']) this.camera.z += moveSpeed;
        if (this.keys['a']) this.camera.x -= moveSpeed;
        if (this.keys['d']) this.camera.x += moveSpeed;
        
        // Handle camera rotation
        if (this.keys['arrowleft']) this.camera.angle -= deltaTime * 0.002;
        if (this.keys['arrowright']) this.camera.angle += deltaTime * 0.002;
        
        // Reset scene
        if (this.keys['r']) {
            this.camera = { x: 0, y: 0, z: 0, angle: 0, elevation: 0.5 };
            this.createScene();
        }
        
        // Check collisions with buildings
        const bulldozerX = this.camera.x;
        const bulldozerZ = this.camera.z;
        
        this.objects.forEach(obj => {
            if (obj.type === 'building' && !obj.destroyed) {
                const dx = bulldozerX - obj.x;
                const dz = bulldozerZ - obj.z;
                const distance = Math.sqrt(dx * dx + dz * dz);
                
                if (distance < 3) {
                    obj.destroyed = true;
                    this.buildingsDestroyed++;
                    
                    // Create debris
                    for (let i = 0; i < 10; i++) {
                        this.objects.push({
                            type: 'debris',
                            x: obj.x + (Math.random() - 0.5) * obj.width,
                            y: obj.y + Math.random() * obj.height,
                            z: obj.z + (Math.random() - 0.5) * obj.depth,
                            size: 0.2 + Math.random() * 0.3
                        });
                        this.debrisCount++;
                    }
                }
            }
        });
        
        // Update stats display
        document.getElementById('buildings-destroyed').textContent = this.buildingsDestroyed;
        document.getElementById('debris-count').textContent = this.debrisCount;
    }
    
    // Render the scene
    render() {
        this.ctx.clearRect(0, 0, this.width, this.height);
        
        // Draw ground
        this.ctx.fillStyle = '#2d3748';
        this.ctx.fillRect(0, 0, this.width, this.height);
        
        // Draw grid on ground
        this.ctx.strokeStyle = '#4a5568';
        this.ctx.lineWidth = 1;
        for (let i = -10; i <= 10; i++) {
            const p1 = this.project(i * 5, 0, -50);
            const p2 = this.project(i * 5, 0, 50);
            this.ctx.beginPath();
            this.ctx.moveTo(p1.x, p1.y);
            this.ctx.lineTo(p2.x, p2.y);
            this.ctx.stroke();
            
            const p3 = this.project(-50, 0, i * 5);
            const p4 = this.project(50, 0, i * 5);
            this.ctx.beginPath();
            this.ctx.moveTo(p3.x, p3.y);
            this.ctx.lineTo(p4.x, p4.y);
            this.ctx.stroke();
        }
        
        // Sort objects by depth for proper rendering
        const sortedObjects = [...this.objects].sort((a, b) => {
            const aDepth = a.z + (a.depth || 0);
            const bDepth = b.z + (b.depth || 0);
            return bDepth - aDepth;
        });
        
        // Draw objects
        sortedObjects.forEach(obj => {
            if (obj.type === 'building' && !obj.destroyed) {
                this.drawBox(obj.x, obj.y, obj.z, obj.width, obj.height, obj.depth, obj.color);
            } else if (obj.type === 'debris') {
                this.drawDebris(obj.x, obj.y, obj.z, obj.size);
            }
        });
        
        // Draw bulldozer at camera position
        this.drawBulldozer(this.camera.x, this.camera.y, this.camera.z);
    }
    
    // Animation loop
    animate = (timestamp) => {
        const deltaTime = timestamp - this.lastTime;
        this.lastTime = timestamp;
        
        this.update(deltaTime);
        this.render();
        
        requestAnimationFrame(this.animate);
    }
}

// Initialize the game when the page loads
window.addEventListener('load', () => {
    const canvas = document.getElementById('gameCanvas');
    const engine = new Simple3DEngine(canvas);
    engine.createScene();
});