Spaces:
Running
Running
File size: 15,544 Bytes
8b30964 |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 |
import * as THREE from 'three';
// Optional: Add OrbitControls for debugging/viewing scene
// import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
// --- DOM Elements ---
const sceneContainer = document.getElementById('scene-container');
const storyTitleElement = document.getElementById('story-title');
const storyContentElement = document.getElementById('story-content');
const choicesElement = document.getElementById('choices');
const statsElement = document.getElementById('stats-display');
const inventoryElement = document.getElementById('inventory-display');
// --- Three.js Setup ---
let scene, camera, renderer, cube; // Basic scene object
// let controls; // Optional OrbitControls
function initThreeJS() {
// Scene
scene = new THREE.Scene();
scene.background = new THREE.Color(0x222222); // Match body background
// Camera
camera = new THREE.PerspectiveCamera(75, sceneContainer.clientWidth / sceneContainer.clientHeight, 0.1, 1000);
camera.position.z = 5;
// Renderer
renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setSize(sceneContainer.clientWidth, sceneContainer.clientHeight);
sceneContainer.appendChild(renderer.domElement);
// Basic Lighting
const ambientLight = new THREE.AmbientLight(0xffffff, 0.6); // Soft white light
scene.add(ambientLight);
const directionalLight = new THREE.DirectionalLight(0xffffff, 1.0);
directionalLight.position.set(5, 10, 7.5);
scene.add(directionalLight);
// Basic Object (Placeholder for scene illustration)
const geometry = new THREE.BoxGeometry(1, 1, 1);
const material = new THREE.MeshStandardMaterial({ color: 0xcccccc }); // Default color
cube = new THREE.Mesh(geometry, material);
scene.add(cube);
// Optional Controls
// controls = new OrbitControls(camera, renderer.domElement);
// controls.enableDamping = true;
// Handle Resize
window.addEventListener('resize', onWindowResize, false);
// Start Animation Loop
animate();
}
function onWindowResize() {
if (!renderer || !camera) return;
camera.aspect = sceneContainer.clientWidth / sceneContainer.clientHeight;
camera.updateProjectionMatrix();
renderer.setSize(sceneContainer.clientWidth, sceneContainer.clientHeight);
}
function animate() {
requestAnimationFrame(animate);
// Simple animation
if (cube) {
cube.rotation.x += 0.005;
cube.rotation.y += 0.005;
}
// if (controls) controls.update(); // If using OrbitControls
if (renderer && scene && camera) {
renderer.render(scene, camera);
}
}
// --- Game Data (Ported from Python, simplified for now) ---
const gameData = {
"1": {
title: "The Beginning",
content: `<p>The Evil Power Master has been terrorizing the land... You stand at the entrance to Silverhold, ready to begin your quest.</p><p>How will you prepare?</p>`,
options: [
{ text: "Visit the local weaponsmith", next: 2, /* addItem: "..." */ },
{ text: "Seek wisdom at the temple", next: 3, /* addItem: "..." */ },
{ text: "Meet the resistance leader", next: 4, /* addItem: "..." */ }
],
illustration: "city-gates" // Key for Three.js scene
},
"2": {
title: "The Weaponsmith",
content: `<p>Gorn the weaponsmith welcomes you. "You'll need more than common steel," he says, offering weapons.</p>`,
options: [
{ text: "Take the Flaming Sword", next: 5, addItem: "Flaming Sword" },
{ text: "Choose the Whispering Bow", next: 5, addItem: "Whispering Bow" },
{ text: "Select the Guardian Shield", next: 5, addItem: "Guardian Shield" }
],
illustration: "weaponsmith"
},
"3": {
title: "The Ancient Temple",
content: `<p>High Priestess Alara greets you. "Prepare your mind and spirit." She offers to teach you a secret art.</p>`,
options: [
{ text: "Learn Healing Light", next: 5, addItem: "Healing Light Spell" },
{ text: "Master Shield of Faith", next: 5, addItem: "Shield of Faith Spell" },
{ text: "Study Binding Runes", next: 5, addItem: "Binding Runes Scroll" }
],
illustration: "temple"
},
"4": {
title: "The Resistance Leader",
content: `<p>Lyra, the resistance leader, shows you a map. "His fortress has three possible entry points." She offers an item.</p>`,
options: [
{ text: "Take the Secret Tunnel Map", next: 5, addItem: "Secret Tunnel Map" },
{ text: "Accept Poison Daggers", next: 5, addItem: "Poison Daggers" },
{ text: "Choose the Master Key", next: 5, addItem: "Master Key" }
],
illustration: "resistance-meeting"
},
"5": {
title: "The Journey Begins",
content: `<p>You leave Silverhold and enter the corrupted Shadowwood Forest. Strange sounds echo. Which path will you take?</p>`,
options: [
{ text: "Take the main road", next: 6 }, // Leads to page 6 (Ambush)
{ text: "Follow the river path", next: 7 }, // Leads to page 7 (River Spirit)
{ text: "Brave the ruins shortcut", next: 8 } // Leads to page 8 (Ruins)
],
illustration: "shadowwood-forest" // Key for Three.js scene
// Add more pages here...
},
// Add placeholder pages 6, 7, 8 etc. to continue the story
"6": {
title: "Ambush!",
content: "<p>Scouts jump out! 'Surrender!'</p>",
options: [{ text: "Fight!", next: 9 }, { text: "Try to flee!", next: 10 }], // Example links
illustration: "road-ambush"
},
// ... Add many more pages based on your Python data ...
"9": { // Example continuation
title: "Victory!",
content: "<p>You defeat the scouts and continue.</p>",
options: [{ text: "Proceed to the fortress plains", next: 15 }],
illustration: "forest-edge"
},
"10": { // Example continuation
title: "Captured!",
content: "<p>You failed to escape and are captured!</p>",
options: [{ text: "Accept fate (for now)", next: 20 }], // Go to prison wagon page
illustration: "prisoner-cell"
},
// Game Over placeholder
"99": {
title: "Game Over",
content: "<p>Your adventure ends here.</p>",
options: [{ text: "Restart", next: 1 }], // Link back to start
illustration: "game-over",
gameOver: true
}
};
const itemsData = { // Simplified item data
"Flaming Sword": { type: "weapon", description: "A fiery blade" },
"Whispering Bow": { type: "weapon", description: "A silent bow" },
"Guardian Shield": { type: "armor", description: "A protective shield" },
"Healing Light Spell": { type: "spell", description: "Mends minor wounds" },
"Shield of Faith Spell": { type: "spell", description: "Temporary shield" },
"Binding Runes Scroll": { type: "spell", description: "Binds an enemy" },
"Secret Tunnel Map": { type: "quest", description: "Shows a hidden path" },
"Poison Daggers": { type: "weapon", description: "Daggers with poison" },
"Master Key": { type: "quest", description: "Unlocks many doors" },
// Add other items...
};
// --- Game State ---
let gameState = {
currentPageId: 1,
inventory: [],
stats: {
courage: 7,
wisdom: 5,
strength: 6,
hp: 30,
maxHp: 30
}
};
// --- Game Logic Functions ---
function startGame() {
gameState = { // Reset state
currentPageId: 1,
inventory: [],
stats: { courage: 7, wisdom: 5, strength: 6, hp: 30, maxHp: 30 }
};
renderPage(gameState.currentPageId);
}
function renderPage(pageId) {
const page = gameData[pageId];
if (!page) {
console.error(`Error: Page data not found for ID: ${pageId}`);
storyTitleElement.textContent = "Error";
storyContentElement.innerHTML = "<p>Could not load page data. Adventure halted.</p>";
choicesElement.innerHTML = '<button class="choice-button" onclick="handleChoice(1)">Restart</button>'; // Provide restart option
updateScene('error'); // Show error scene
return;
}
// Update UI
storyTitleElement.textContent = page.title || "Untitled Page";
storyContentElement.innerHTML = page.content || "<p>...</p>";
updateStatsDisplay();
updateInventoryDisplay();
// Update Choices
choicesElement.innerHTML = ''; // Clear old choices
if (page.options && page.options.length > 0) {
page.options.forEach(option => {
const button = document.createElement('button');
button.classList.add('choice-button');
button.textContent = option.text;
// Check requirements (basic check for now)
let requirementMet = true;
if (option.requireItem && !gameState.inventory.includes(option.requireItem)) {
requirementMet = false;
button.title = `Requires: ${option.requireItem}`; // Tooltip
button.disabled = true;
}
// Add requireAnyItem check here later if needed
if (requirementMet) {
// Store data needed for handling the choice
button.dataset.nextPage = option.next;
if (option.addItem) {
button.dataset.addItem = option.addItem;
}
// Add other potential effects as data attributes if needed
button.onclick = () => handleChoiceClick(button.dataset);
}
choicesElement.appendChild(button);
});
} else if (page.gameOver) {
const button = document.createElement('button');
button.classList.add('choice-button');
button.textContent = "Restart Adventure";
button.dataset.nextPage = 1; // Restart goes to page 1
button.onclick = () => handleChoiceClick(button.dataset);
choicesElement.appendChild(button);
} else {
choicesElement.innerHTML = '<p><i>No further options available from here.</i></p>';
const button = document.createElement('button');
button.classList.add('choice-button');
button.textContent = "Restart Adventure";
button.dataset.nextPage = 1; // Restart goes to page 1
button.onclick = () => handleChoiceClick(button.dataset);
choicesElement.appendChild(button);
}
// Update 3D Scene
updateScene(page.illustration || 'default');
}
function handleChoiceClick(dataset) {
const nextPageId = parseInt(dataset.nextPage); // Ensure it's a number
const itemToAdd = dataset.addItem;
if (isNaN(nextPageId)) {
console.error("Invalid nextPageId:", dataset.nextPage);
return;
}
// --- Process Effects of Making the Choice ---
// Add item if specified and not already present
if (itemToAdd && !gameState.inventory.includes(itemToAdd)) {
gameState.inventory.push(itemToAdd);
console.log("Added item:", itemToAdd);
}
// Add stat changes/hp loss *linked to the choice itself* here if needed
// --- Move to Next Page and Process Landing Effects ---
gameState.currentPageId = nextPageId;
const nextPageData = gameData[nextPageId];
if (nextPageData) {
// Apply HP loss defined on the *landing* page
if (nextPageData.hpLoss) {
gameState.stats.hp -= nextPageData.hpLoss;
console.log(`Lost ${nextPageData.hpLoss} HP.`);
if (gameState.stats.hp <= 0) {
console.log("Player died from HP loss!");
gameState.stats.hp = 0;
renderPage(99); // Go to a specific game over page ID
return; // Stop further processing
}
}
// Apply stat increase defined on the *landing* page
if (nextPageData.statIncrease) {
const stat = nextPageData.statIncrease.stat;
const amount = nextPageData.statIncrease.amount;
if (gameState.stats.hasOwnProperty(stat)) {
gameState.stats[stat] += amount;
console.log(`Stat ${stat} increased by ${amount}.`);
}
}
// Check if landing page is game over
if (nextPageData.gameOver) {
console.log("Reached Game Over page.");
renderPage(nextPageId);
return;
}
} else {
console.error(`Data for page ${nextPageId} not found!`);
// Optionally go to an error page or restart
renderPage(99); // Go to game over page as fallback
return;
}
// Render the new page
renderPage(nextPageId);
}
function updateStatsDisplay() {
let statsHTML = '<strong>Stats:</strong> ';
statsHTML += `<span>HP: ${gameState.stats.hp}/${gameState.stats.maxHp}</span>`;
statsHTML += `<span>Str: ${gameState.stats.strength}</span>`;
statsHTML += `<span>Wis: ${gameState.stats.wisdom}</span>`;
statsHTML += `<span>Cor: ${gameState.stats.courage}</span>`;
statsElement.innerHTML = statsHTML;
}
function updateInventoryDisplay() {
let inventoryHTML = '<strong>Inventory:</strong> ';
if (gameState.inventory.length === 0) {
inventoryHTML += '<em>Empty</em>';
} else {
gameState.inventory.forEach(item => {
const itemInfo = itemsData[item] || { type: 'unknown', description: '???' };
// Add class based on item type for styling
const itemClass = `item-${itemInfo.type || 'unknown'}`;
inventoryHTML += `<span class="${itemClass}" title="${itemInfo.description}">${item}</span>`;
});
}
inventoryElement.innerHTML = inventoryHTML;
}
function updateScene(illustrationKey) {
console.log("Updating scene for:", illustrationKey);
if (!cube) return; // Don't do anything if cube isn't initialized
// Simple scene update: Change cube color based on key
let color = 0xcccccc; // Default grey
switch (illustrationKey) {
case 'city-gates': color = 0xaaaaaa; break;
case 'weaponsmith': color = 0x8B4513; break; // Brown
case 'temple': color = 0xFFFFE0; break; // Light yellow
case 'resistance-meeting': color = 0x696969; break; // Dim grey
case 'shadowwood-forest': color = 0x228B22; break; // Forest green
case 'road-ambush': color = 0xD2691E; break; // Chocolate (dirt road)
case 'river-spirit': color = 0xADD8E6; break; // Light blue
case 'ancient-ruins': color = 0x778899; break; // Light slate grey
case 'forest-edge': color = 0x90EE90; break; // Light green
case 'prisoner-cell': color = 0x444444; break; // Dark grey
case 'game-over': color = 0xff0000; break; // Red
case 'error': color = 0xffa500; break; // Orange
default: color = 0xcccccc; break; // Default grey for unknown
}
cube.material.color.setHex(color);
// In a more complex setup, you would:
// 1. Remove old objects from the scene (scene.remove(object))
// 2. Load/create new objects based on illustrationKey
// 3. Add new objects to the scene (scene.add(newObject))
}
// --- Initialization ---
initThreeJS();
startGame(); // Start the game after setting up Three.js
// Make handleChoiceClick globally accessible IF using inline onclick
// If using addEventListener, this is not needed.
// window.handleChoiceClick = handleChoiceClick; |