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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>Procedural 3D Dungeon Explorer</title>
    <style>
        body { margin: 0; overflow: hidden; background-color: #000; color: white; font-family: monospace; }
        canvas { display: block; }
        #blocker { /* For Pointer Lock API */
            position: absolute;
            width: 100%;
            height: 100%;
            background-color: rgba(0,0,0,0.5);
            display: flex;
            justify-content: center;
            align-items: center;
            cursor: pointer;
        }
        #instructions {
            width: 50%;
            text-align: center;
            padding: 20px;
            background: rgba(20, 20, 20, 0.8);
            border-radius: 10px;
        }
        #crosshair {
            position: absolute;
            top: 50%;
            left: 50%;
            width: 10px;
            height: 10px;
            border: 1px solid white;
            border-radius: 50%;
            transform: translate(-50%, -50%);
            pointer-events: none; /* Don't interfere with clicks */
            mix-blend-mode: difference; /* Make visible on most backgrounds */
            display: none; /* Hidden until pointer lock */
        }
    </style>
</head>
<body>
    <div id="blocker">
        <div id="instructions">
            <h1>Dungeon Explorer</h1>
            <p>Click to Enter</p>
            <p>(W, A, S, D = Move, MOUSE = Look)</p>
        </div>
    </div>
    <div id="crosshair">+</div>

    <script type="importmap">
        {
            "imports": {
                "three": "https://unpkg.com/[email protected]/build/three.module.js",
                "three/addons/": "https://unpkg.com/[email protected]/examples/jsm/"
            }
        }
    </script>

    <script type="module">
        import * as THREE from 'three';
        import { PointerLockControls } from 'three/addons/controls/PointerLockControls.js';
        import * as BufferGeometryUtils from 'three/addons/utils/BufferGeometryUtils.js';

        // --- Config ---
        const DUNGEON_WIDTH = 30; // Size of grid (cells)
        const DUNGEON_HEIGHT = 30;
        const CELL_SIZE = 5; // Size of one cell in world units
        const WALL_HEIGHT = 4;
        const PLAYER_HEIGHT = 1.6; // Camera height offset from ground
        const PLAYER_RADIUS = 0.4; // For collision
        const PLAYER_SPEED = 5.0; // Units per second
        const GENERATION_STEPS = 1500; // How long the random walk carves

        // --- Three.js Setup ---
        let scene, camera, renderer;
        let controls; // PointerLockControls
        let clock;

        // --- Player State ---
        const playerVelocity = new THREE.Vector3();
        const playerDirection = new THREE.Vector3(); // Forward direction based on camera
        let moveForward = false, moveBackward = false, moveLeft = false, moveRight = false;
        let playerOnGround = true; // Basic ground check for potential jump later

        // --- World Data ---
        let dungeonLayout = []; // 2D grid: 0 = wall, 1 = floor
        let floorMesh = null;
        let wallMesh = null;

        // --- DOM Elements ---
        const blocker = document.getElementById('blocker');
        const instructions = document.getElementById('instructions');
        const crosshair = document.getElementById('crosshair');

        // --- Initialization ---
        function init() {
            console.log("Initializing...");
            clock = new THREE.Clock();

            // Scene
            scene = new THREE.Scene();
            scene.background = new THREE.Color(0x111111);
            scene.fog = new THREE.Fog(0x111111, 5, CELL_SIZE * 5); // Fog based on cell size

            // Camera (First Person)
            camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
            camera.position.y = PLAYER_HEIGHT; // Set initial height
            console.log("Camera created");

            // Renderer
            renderer = new THREE.WebGLRenderer({ antialias: true });
            renderer.setSize(window.innerWidth, window.innerHeight);
            renderer.setPixelRatio(window.devicePixelRatio);
            renderer.shadowMap.enabled = true;
            renderer.shadowMap.type = THREE.PCFSoftShadowMap;
            document.body.appendChild(renderer.domElement);
            console.log("Renderer created");

            // Lighting
            scene.add(new THREE.AmbientLight(0x404040, 0.5)); // Dim ambient light

            const flashlight = new THREE.SpotLight(0xffffff, 3, 25, Math.PI / 6, 0.3, 1); // Intensity, Distance, Angle, Penumbra, Decay
            flashlight.position.set(0, 0, 0); // Position relative to camera
            flashlight.target.position.set(0, 0, -1); // Target relative to camera
            flashlight.castShadow = true;
            flashlight.shadow.mapSize.width = 1024;
            flashlight.shadow.mapSize.height = 1024;
            flashlight.shadow.camera.near = 0.5;
            flashlight.shadow.camera.far = 25;
            camera.add(flashlight); // Attach light to camera
            camera.add(flashlight.target);
            scene.add(camera); // Add camera (with light) to scene
            console.log("Lighting setup");

            // Pointer Lock Controls
            controls = new PointerLockControls(camera, renderer.domElement);
            scene.add(controls.getObject()); // Add the camera controls group

            blocker.addEventListener('click', () => { controls.lock(); });
            controls.addEventListener('lock', () => {
                instructions.style.display = 'none';
                blocker.style.display = 'none';
                crosshair.style.display = 'block';
            });
            controls.addEventListener('unlock', () => {
                blocker.style.display = 'flex';
                instructions.style.display = '';
                crosshair.style.display = 'none';
            });

            // Keyboard Listeners
            document.addEventListener('keydown', onKeyDown);
            document.addEventListener('keyup', onKeyUp);

            // Resize Listener
            window.addEventListener('resize', onWindowResize);

            // Generate and Build Dungeon
            console.log("Generating dungeon layout...");
            dungeonLayout = generateDungeonLayout(DUNGEON_WIDTH, DUNGEON_HEIGHT);
            console.log("Layout generated, creating meshes...");
            createDungeonMeshes(dungeonLayout);
            console.log("Dungeon meshes created.");

            // Find starting position for player
            const startPos = findStartPosition(dungeonLayout);
            if (startPos) {
                camera.position.x = startPos.x;
                camera.position.z = startPos.z;
                console.log("Player start position set:", startPos);
            } else {
                console.error("Could not find valid start position!");
                 camera.position.x = (DUNGEON_WIDTH / 2) * CELL_SIZE; // Fallback
                 camera.position.z = (DUNGEON_HEIGHT / 2) * CELL_SIZE;
            }


            console.log("Initialization Complete.");
            animate(); // Start the loop
        }

        // --- Dungeon Generation (Random Walk) ---
        function generateDungeonLayout(width, height) {
            const grid = Array(height).fill(null).map(() => Array(width).fill(0)); // 0 = wall
            let x = Math.floor(width / 2);
            let y = Math.floor(height / 2);
            let currentSteps = 0;

            grid[y][x] = 1; // Start point is floor

            const directions = [ [0, -1], [0, 1], [-1, 0], [1, 0] ]; // N, S, W, E

            while (currentSteps < GENERATION_STEPS) {
                const dir = directions[Math.floor(Math.random() * directions.length)];
                const nextX = x + dir[0];
                const nextY = y + dir[1];

                // Check bounds (stay within grid, maybe leave border walls?)
                if (nextX > 0 && nextX < width - 1 && nextY > 0 && nextY < height - 1) {
                    x = nextX;
                    y = nextY;
                    if (grid[y][x] === 0) {
                        grid[y][x] = 1; // Carve floor
                        currentSteps++;
                    }
                    // Allow walker to backtrack or carve adjacent cells more freely?
                    // Maybe carve a 2x1 area sometimes? For now, simple walk.
                } else {
                    // Hit edge, pick new random start point on existing floor?
                    // Or just pick new direction? Let's just pick new direction.
                    // To avoid getting stuck, could randomly jump to another floor tile.
                }

                 // Randomly change direction bias? (e.g. tend to go straight)
                 // Keep it simple for now.
            }
            return grid;
        }

        // --- Find Start Position ---
        function findStartPosition(grid) {
            // Find the first floor tile encountered, starting from center
            const startY = Math.floor(grid.length / 2);
            const startX = Math.floor(grid[0].length / 2);

            // Simple search outwards from center
            for (let r = 0; r < Math.max(startX, startY); r++) {
                for (let y = startY - r; y <= startY + r; y++) {
                    for (let x = startX - r; x <= startX + r; x++) {
                         // Check only perimeter of radius r or center itself
                        if (Math.abs(y - startY) === r || Math.abs(x - startX) === r || r === 0) {
                            if (y >= 0 && y < grid.length && x >= 0 && x < grid[0].length && grid[y][x] === 1) {
                                return { x: x * CELL_SIZE + CELL_SIZE / 2, z: y * CELL_SIZE + CELL_SIZE / 2 }; // Center of cell
                            }
                        }
                    }
                }
            }
            return null; // Should not happen if generation works
        }


        // --- Dungeon Meshing ---
        function createDungeonMeshes(grid) {
             console.log("Creating merged geometries...");
            const floorGeometries = [];
            const wallGeometries = [];

            const floorGeo = new THREE.PlaneGeometry(CELL_SIZE, CELL_SIZE);
            const wallGeoN = new THREE.BoxGeometry(CELL_SIZE, WALL_HEIGHT, 0.1);
            const wallGeoS = new THREE.BoxGeometry(CELL_SIZE, WALL_HEIGHT, 0.1);
            const wallGeoE = new THREE.BoxGeometry(0.1, WALL_HEIGHT, CELL_SIZE);
            const wallGeoW = new THREE.BoxGeometry(0.1, WALL_HEIGHT, CELL_SIZE);

            // Load Textures (Replace with actual URLs)
            const textureLoader = new THREE.TextureLoader();
            const floorTexture = textureLoader.load('https://threejs.org/examples/textures/hardwood2_diffuse.jpg'); // Placeholder wood floor
            const wallTexture = textureLoader.load('https://threejs.org/examples/textures/brick_diffuse.jpg'); // Placeholder brick wall
            floorTexture.wrapS = floorTexture.wrapT = THREE.RepeatWrapping;
            wallTexture.wrapS = wallTexture.wrapT = THREE.RepeatWrapping;
            // Adjust texture repeats based on CELL_SIZE if needed
            // floorTexture.repeat.set(CELL_SIZE / 2, CELL_SIZE / 2);
            // wallTexture.repeat.set(CELL_SIZE / 2, WALL_HEIGHT / 2);

            const floorMaterial = new THREE.MeshStandardMaterial({ map: floorTexture, roughness: 0.8, metalness: 0.1 });
            const wallMaterial = new THREE.MeshStandardMaterial({ map: wallTexture, roughness: 0.9, metalness: 0.0 });

            for (let y = 0; y < grid.length; y++) {
                for (let x = 0; x < grid[y].length; x++) {
                    if (grid[y][x] === 1) { // If it's a floor cell
                        // Create Floor Tile Geometry
                        const floorInstance = floorGeo.clone();
                        floorInstance.rotateX(-Math.PI / 2);
                        floorInstance.translate(x * CELL_SIZE + CELL_SIZE / 2, 0, y * CELL_SIZE + CELL_SIZE / 2);
                        floorGeometries.push(floorInstance);

                        // Check neighbors for Walls
                        // North Wall
                        if (y === 0 || grid[y - 1][x] === 0) {
                            const wallInstance = wallGeoN.clone();
                            wallInstance.translate(x * CELL_SIZE + CELL_SIZE / 2, WALL_HEIGHT / 2, y * CELL_SIZE);
                            wallGeometries.push(wallInstance);
                        }
                        // South Wall
                        if (y === grid.length - 1 || grid[y + 1][x] === 0) {
                            const wallInstance = wallGeoS.clone();
                            wallInstance.translate(x * CELL_SIZE + CELL_SIZE / 2, WALL_HEIGHT / 2, y * CELL_SIZE + CELL_SIZE);
                            wallGeometries.push(wallInstance);
                        }
                        // West Wall
                        if (x === 0 || grid[y][x - 1] === 0) {
                            const wallInstance = wallGeoW.clone();
                            wallInstance.translate(x * CELL_SIZE, WALL_HEIGHT / 2, y * CELL_SIZE + CELL_SIZE / 2);
                            wallGeometries.push(wallInstance);
                        }
                        // East Wall
                        if (x === grid[y].length - 1 || grid[y][x + 1] === 0) {
                             const wallInstance = wallGeoE.clone();
                            wallInstance.translate(x * CELL_SIZE + CELL_SIZE, WALL_HEIGHT / 2, y * CELL_SIZE + CELL_SIZE / 2);
                            wallGeometries.push(wallInstance);
                        }
                    }
                }
            }

            // Merge Geometries
            if (floorGeometries.length > 0) {
                const mergedFloorGeometry = BufferGeometryUtils.mergeGeometries(floorGeometries, false);
                if (mergedFloorGeometry) {
                     floorMesh = new THREE.Mesh(mergedFloorGeometry, floorMaterial);
                     floorMesh.receiveShadow = true;
                     scene.add(floorMesh);
                     console.log("Merged floor mesh added.");
                } else { console.error("Floor geometry merging failed."); }

            }
             if (wallGeometries.length > 0) {
                const mergedWallGeometry = BufferGeometryUtils.mergeGeometries(wallGeometries, false);
                 if (mergedWallGeometry) {
                    wallMesh = new THREE.Mesh(mergedWallGeometry, wallMaterial);
                    wallMesh.castShadow = true;
                    wallMesh.receiveShadow = true; // Walls can receive shadows from other parts
                    scene.add(wallMesh);
                    console.log("Merged wall mesh added.");
                 } else { console.error("Wall geometry merging failed."); }
            }

            // Dispose of individual geometries to save memory
             floorGeo.dispose();
             wallGeoN.dispose();
             wallGeoS.dispose();
             wallGeoE.dispose();
             wallGeoW.dispose();
             floorGeometries.forEach(g => g.dispose());
             wallGeometries.forEach(g => g.dispose());

             console.log("Individual geometries disposed.");
        }


        // --- Player Movement & Collision ---
        function handleInputAndMovement(deltaTime) {
            if (!controls.isLocked) return;

            const speed = PLAYER_SPEED * deltaTime;
            playerVelocity.x = 0; // Reset velocity each frame (using direct position change)
            playerVelocity.z = 0;

            // Get camera direction
            camera.getWorldDirection(playerDirection);
            playerDirection.y = 0; // Ignore vertical component for movement
            playerDirection.normalize();

            const rightDirection = new THREE.Vector3().crossVectors(camera.up, playerDirection).normalize();

            // Calculate movement based on keys
            if (moveForward) playerVelocity.add(playerDirection);
            if (moveBackward) playerVelocity.sub(playerDirection);
            if (moveLeft) playerVelocity.sub(rightDirection); // Strafe left
            if (moveRight) playerVelocity.add(rightDirection); // Strafe right

            // Normalize diagonal movement speed if necessary (optional but good)
            if (playerVelocity.lengthSq() > 0) {
                 playerVelocity.normalize().multiplyScalar(speed);
            }

            // --- Basic Collision Detection ---
            const currentPos = controls.getObject().position;
            const nextPos = currentPos.clone().add(playerVelocity); // Potential next position

            // Check X movement collision
            const targetGridX_X = Math.floor((nextPos.x + Math.sign(playerVelocity.x) * PLAYER_RADIUS) / CELL_SIZE);
            const currentGridZ_X = Math.floor(currentPos.z / CELL_SIZE);
            if (dungeonLayout[currentGridZ_X]?.[targetGridX_X] === 0) { // Hit wall in X direction
                playerVelocity.x = 0; // Stop X movement
                console.log("Collision X");
            }

            // Check Z movement collision
            const currentGridX_Z = Math.floor(currentPos.x / CELL_SIZE);
            const targetGridZ_Z = Math.floor((nextPos.z + Math.sign(playerVelocity.z) * PLAYER_RADIUS) / CELL_SIZE);
             if (dungeonLayout[targetGridZ_Z]?.[currentGridX_Z] === 0) { // Hit wall in Z direction
                playerVelocity.z = 0; // Stop Z movement
                console.log("Collision Z");
            }

            // Apply final velocity to camera controls object
            controls.moveRight(playerVelocity.x); // Use moveRight for strafing based on calculated velocity X
            controls.moveForward(playerVelocity.z); // Use moveForward for Z based on calculated velocity Z

            // Keep player at fixed height (no gravity/jump yet)
            controls.getObject().position.y = PLAYER_HEIGHT;
        }


        // --- Event Handlers ---
        function onKeyDown(event) {
            switch (event.code) {
                case 'ArrowUp': case 'KeyW': moveForward = true; break;
                case 'ArrowLeft': case 'KeyA': moveLeft = true; break;
                case 'ArrowDown': case 'KeyS': moveBackward = true; break;
                case 'ArrowRight': case 'KeyD': moveRight = true; break;
                 // Add jump/other actions later
            }
        }

        function onKeyUp(event) {
             switch (event.code) {
                case 'ArrowUp': case 'KeyW': moveForward = false; break;
                case 'ArrowLeft': case 'KeyA': moveLeft = false; break;
                case 'ArrowDown': case 'KeyS': moveBackward = false; break;
                case 'ArrowRight': case 'KeyD': moveRight = false; break;
            }
        }

        function onWindowResize() {
            camera.aspect = window.innerWidth / window.innerHeight;
            camera.updateProjectionMatrix();
            renderer.setSize(window.innerWidth, window.innerHeight);
        }

        // --- Animation Loop ---
        function animate() {
            animationFrameId = requestAnimationFrame(animate); // Store frame ID

            const delta = clock.getDelta();

            handleInputAndMovement(delta);

            // Update other game elements (monsters, etc.) here later

            renderer.render(scene, camera);
        }

        // --- Start ---
        init();

    </script>
</body>
</html>