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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; // Basic scene objects | |
let currentAssemblyGroup = null; // Group to hold the current scene's objects | |
// let controls; // Optional OrbitControls | |
// --- Shared Materials (Define common materials here for reuse) --- | |
const stoneMaterial = new THREE.MeshStandardMaterial({ color: 0x888888, roughness: 0.8, metalness: 0.1 }); | |
const woodMaterial = new THREE.MeshStandardMaterial({ color: 0x8B4513, roughness: 0.7, metalness: 0 }); | |
const darkWoodMaterial = new THREE.MeshStandardMaterial({ color: 0x5C3D20, roughness: 0.7, metalness: 0 }); | |
const leafMaterial = new THREE.MeshStandardMaterial({ color: 0x2E8B57, roughness: 0.6, metalness: 0 }); // SeaGreen | |
const groundMaterial = new THREE.MeshStandardMaterial({ color: 0x556B2F, roughness: 0.9, metalness: 0 }); // DarkOliveGreen | |
const metalMaterial = new THREE.MeshStandardMaterial({ color: 0xaaaaaa, metalness: 0.8, roughness: 0.3 }); | |
const fabricMaterial = new THREE.MeshStandardMaterial({ color: 0x696969, roughness: 0.9, metalness: 0 }); // DimGray | |
const waterMaterial = new THREE.MeshStandardMaterial({ color: 0x60A3D9, roughness: 0.2, metalness: 0.1, transparent: true, opacity: 0.7 }); | |
const templeMaterial = new THREE.MeshStandardMaterial({ color: 0xA99B78, roughness: 0.7, metalness: 0.1 }); // Light stone/sandstone | |
const fireMaterial = new THREE.MeshStandardMaterial({ color: 0xFF4500, emissive: 0xff6600, roughness: 0.5, metalness: 0 }); // OrangeRed emissive | |
const errorMaterial = new THREE.MeshStandardMaterial({ color: 0xffa500, roughness: 0.5 }); // Orange | |
const gameOverMaterial = new THREE.MeshStandardMaterial({ color: 0xff0000, roughness: 0.5 }); // Red | |
function initThreeJS() { | |
// Scene | |
scene = new THREE.Scene(); | |
scene.background = new THREE.Color(0x222222); // Match body background | |
// scene.fog = new THREE.Fog(0x222222, 8, 20); // Optional: Add fog for depth | |
// Camera | |
camera = new THREE.PerspectiveCamera(75, sceneContainer.clientWidth / sceneContainer.clientHeight, 0.1, 1000); | |
camera.position.set(0, 2.5, 7); // Adjusted camera position for better view | |
camera.lookAt(0, 0, 0); | |
// Renderer | |
renderer = new THREE.WebGLRenderer({ antialias: true }); | |
renderer.setSize(sceneContainer.clientWidth, sceneContainer.clientHeight); | |
renderer.shadowMap.enabled = true; // Enable shadows | |
renderer.shadowMap.type = THREE.PCFSoftShadowMap; // Softer shadows | |
sceneContainer.appendChild(renderer.domElement); | |
// Basic Lighting | |
const ambientLight = new THREE.AmbientLight(0xffffff, 0.5); // Soft white light | |
scene.add(ambientLight); | |
const directionalLight = new THREE.DirectionalLight(0xffffff, 1.2); | |
directionalLight.position.set(8, 15, 10); | |
directionalLight.castShadow = true; // Enable shadow casting | |
// Configure shadow properties (optional, adjust for quality/performance) | |
directionalLight.shadow.mapSize.width = 1024; | |
directionalLight.shadow.mapSize.height = 1024; | |
directionalLight.shadow.camera.near = 0.5; | |
directionalLight.shadow.camera.far = 50; | |
directionalLight.shadow.camera.left = -15; | |
directionalLight.shadow.camera.right = 15; | |
directionalLight.shadow.camera.top = 15; | |
directionalLight.shadow.camera.bottom = -15; | |
scene.add(directionalLight); | |
// const lightHelper = new THREE.DirectionalLightHelper(directionalLight, 5); // Helper to visualize light | |
// scene.add(lightHelper); | |
// const shadowCameraHelper = new THREE.CameraHelper(directionalLight.shadow.camera); // Helper for shadow camera | |
// scene.add(shadowCameraHelper); | |
// REMOVED: Basic Object (Placeholder) - Will be added dynamically | |
// Optional Controls | |
// controls = new OrbitControls(camera, renderer.domElement); | |
// controls.enableDamping = true; | |
// controls.target.set(0, 1, 0); // Adjust target if needed | |
// Handle Resize | |
window.addEventListener('resize', onWindowResize, false); | |
// Start Animation Loop | |
animate(); | |
} | |
// --- Helper function to create meshes --- | |
function createMesh(geometry, material, position = { x: 0, y: 0, z: 0 }, rotation = { x: 0, y: 0, z: 0 }, scale = { x: 1, y: 1, z: 1 }) { | |
const mesh = new THREE.Mesh(geometry, material); | |
mesh.position.set(position.x, position.y, position.z); | |
mesh.rotation.set(rotation.x, rotation.y, rotation.z); | |
mesh.scale.set(scale.x, scale.y, scale.z); | |
mesh.castShadow = true; | |
mesh.receiveShadow = true; | |
return mesh; | |
} | |
// --- Procedural Generation Functions --- | |
function createGroundPlane(material = groundMaterial, size = 20) { | |
const groundGeo = new THREE.PlaneGeometry(size, size); | |
const ground = new THREE.Mesh(groundGeo, material); | |
ground.rotation.x = -Math.PI / 2; // Rotate flat | |
ground.position.y = -0.05; // Slightly below origin | |
ground.receiveShadow = true; | |
return ground; | |
} | |
function createDefaultAssembly() { | |
const group = new THREE.Group(); | |
const sphereGeo = new THREE.SphereGeometry(0.5, 16, 16); | |
group.add(createMesh(sphereGeo, stoneMaterial, { x: 0, y: 0.5, z: 0 })); | |
group.add(createGroundPlane()); | |
return group; | |
} | |
function createCityGatesAssembly() { | |
const group = new THREE.Group(); | |
const gateWallHeight = 4; | |
const gateWallWidth = 1.5; | |
const gateWallDepth = 0.8; | |
const archHeight = 1; | |
const archWidth = 3; | |
// Left Tower | |
const towerLeftGeo = new THREE.BoxGeometry(gateWallWidth, gateWallHeight, gateWallDepth); | |
group.add(createMesh(towerLeftGeo, stoneMaterial, { x: -(archWidth / 2 + gateWallWidth / 2), y: gateWallHeight / 2, z: 0 })); | |
// Right Tower | |
const towerRightGeo = new THREE.BoxGeometry(gateWallWidth, gateWallHeight, gateWallDepth); | |
group.add(createMesh(towerRightGeo, stoneMaterial, { x: (archWidth / 2 + gateWallWidth / 2), y: gateWallHeight / 2, z: 0 })); | |
// Arch Top | |
const archGeo = new THREE.BoxGeometry(archWidth, archHeight, gateWallDepth); | |
group.add(createMesh(archGeo, stoneMaterial, { x: 0, y: gateWallHeight - archHeight / 2, z: 0 })); | |
// Optional: Add crenellations (battlements) | |
const crenellationSize = 0.4; | |
for (let i = -2; i <= 2; i += 1) { | |
const crenGeo = new THREE.BoxGeometry(crenellationSize, crenellationSize, gateWallDepth * 1.1); | |
group.add(createMesh(crenGeo, stoneMaterial, { x: -(archWidth / 2 + gateWallWidth / 2) + i * crenellationSize * 1.5, y: gateWallHeight + crenellationSize / 2, z: 0 })); | |
group.add(createMesh(crenGeo, stoneMaterial, { x: (archWidth / 2 + gateWallWidth / 2) + i * crenellationSize * 1.5, y: gateWallHeight + crenellationSize / 2, z: 0 })); | |
} | |
group.add(createGroundPlane(stoneMaterial)); // Stone ground | |
return group; | |
} | |
function createWeaponsmithAssembly() { | |
const group = new THREE.Group(); | |
const buildingWidth = 3; | |
const buildingHeight = 2.5; | |
const buildingDepth = 3.5; | |
const roofHeight = 1; | |
// Main Building | |
const buildingGeo = new THREE.BoxGeometry(buildingWidth, buildingHeight, buildingDepth); | |
group.add(createMesh(buildingGeo, darkWoodMaterial, { x: 0, y: buildingHeight / 2, z: 0 })); | |
// Roof (simple triangular prism shape made of two planes) | |
const roofGeo = new THREE.PlaneGeometry(buildingWidth * 1.1, Math.sqrt(Math.pow(buildingDepth / 2, 2) + Math.pow(roofHeight, 2))); | |
const roofLeft = createMesh(roofGeo, woodMaterial, { x: 0, y: buildingHeight + roofHeight / 2, z: -buildingDepth / 4 }, { x: 0, y: 0, z: Math.atan2(roofHeight, buildingDepth / 2) }); | |
const roofRight = createMesh(roofGeo, woodMaterial, { x: 0, y: buildingHeight + roofHeight / 2, z: buildingDepth / 4 }, { x: 0, y: Math.PI, z: -Math.atan2(roofHeight, buildingDepth / 2) }); | |
group.add(roofLeft); | |
group.add(roofRight); | |
// Add gable ends (triangles) | |
const gableShape = new THREE.Shape(); | |
gableShape.moveTo(-buildingWidth/2, buildingHeight); | |
gableShape.lineTo(buildingWidth/2, buildingHeight); | |
gableShape.lineTo(0, buildingHeight + roofHeight); | |
gableShape.closePath(); | |
const gableGeo = new THREE.ShapeGeometry(gableShape); | |
group.add(createMesh(gableGeo, woodMaterial, {x: 0, y: 0, z: buildingDepth/2}, {x: 0, y: 0, z: 0})); | |
group.add(createMesh(gableGeo, woodMaterial, {x: 0, y: 0, z: -buildingDepth/2}, {x: 0, y: Math.PI, z: 0})); | |
// Forge/Chimney (simple representation) | |
const forgeHeight = 3; | |
const forgeGeo = new THREE.CylinderGeometry(0.3, 0.4, forgeHeight, 8); | |
group.add(createMesh(forgeGeo, stoneMaterial, { x: buildingWidth * 0.3, y: forgeHeight / 2, z: -buildingDepth * 0.3 })); | |
// Anvil (simple block) | |
const anvilGeo = new THREE.BoxGeometry(0.4, 0.5, 0.7); | |
group.add(createMesh(anvilGeo, metalMaterial, { x: -buildingWidth * 0.2, y: 0.25, z: buildingDepth * 0.2 })); | |
group.add(createGroundPlane()); | |
return group; | |
} | |
function createTempleAssembly() { | |
const group = new THREE.Group(); | |
const baseSize = 5; | |
const baseHeight = 0.5; | |
const columnHeight = 3; | |
const columnRadius = 0.25; | |
const roofHeight = 1; | |
// Base Platform | |
const baseGeo = new THREE.BoxGeometry(baseSize, baseHeight, baseSize); | |
group.add(createMesh(baseGeo, templeMaterial, { x: 0, y: baseHeight / 2, z: 0 })); | |
// Columns (example: 4 columns) | |
const colPositions = [ | |
{ x: -baseSize / 3, z: -baseSize / 3 }, | |
{ x: baseSize / 3, z: -baseSize / 3 }, | |
{ x: -baseSize / 3, z: baseSize / 3 }, | |
{ x: baseSize / 3, z: baseSize / 3 }, | |
]; | |
const colGeo = new THREE.CylinderGeometry(columnRadius, columnRadius, columnHeight, 12); | |
colPositions.forEach(pos => { | |
group.add(createMesh(colGeo, templeMaterial, { x: pos.x, y: baseHeight + columnHeight / 2, z: pos.z })); | |
}); | |
// Simple Roof Slab | |
const roofGeo = new THREE.BoxGeometry(baseSize * 0.8, roofHeight / 2, baseSize * 0.8); | |
group.add(createMesh(roofGeo, templeMaterial, { x: 0, y: baseHeight + columnHeight + roofHeight / 4, z: 0 })); | |
// Optional: Pyramid roof top | |
const pyramidGeo = new THREE.ConeGeometry(baseSize * 0.5, roofHeight * 1.5, 4); // 4 sides for pyramid | |
group.add(createMesh(pyramidGeo, templeMaterial, { x: 0, y: baseHeight + columnHeight + roofHeight *0.75, z: 0 }, { x: 0, y: Math.PI / 4, z: 0 })); // Rotate for alignment | |
group.add(createGroundPlane()); | |
return group; | |
} | |
function createResistanceMeetingAssembly() { | |
const group = new THREE.Group(); | |
const tableWidth = 2; | |
const tableHeight = 0.8; | |
const tableDepth = 1; | |
const tableThickness = 0.1; | |
// Table Top | |
const tableTopGeo = new THREE.BoxGeometry(tableWidth, tableThickness, tableDepth); | |
group.add(createMesh(tableTopGeo, woodMaterial, { x: 0, y: tableHeight - tableThickness / 2, z: 0 })); | |
// Table Legs | |
const legHeight = tableHeight - tableThickness; | |
const legSize = 0.1; | |
const legGeo = new THREE.BoxGeometry(legSize, legHeight, legSize); | |
const legOffsetW = tableWidth / 2 - legSize * 1.5; | |
const legOffsetD = tableDepth / 2 - legSize * 1.5; | |
group.add(createMesh(legGeo, woodMaterial, { x: -legOffsetW, y: legHeight / 2, z: -legOffsetD })); | |
group.add(createMesh(legGeo, woodMaterial, { x: legOffsetW, y: legHeight / 2, z: -legOffsetD })); | |
group.add(createMesh(legGeo, woodMaterial, { x: -legOffsetW, y: legHeight / 2, z: legOffsetD })); | |
group.add(createMesh(legGeo, woodMaterial, { x: legOffsetW, y: legHeight / 2, z: legOffsetD })); | |
// Simple Stools/Boxes for people to sit on | |
const stoolSize = 0.4; | |
const stoolGeo = new THREE.BoxGeometry(stoolSize, stoolSize * 0.8, stoolSize); | |
group.add(createMesh(stoolGeo, darkWoodMaterial, { x: -tableWidth * 0.6, y: stoolSize * 0.4, z: 0 })); | |
group.add(createMesh(stoolGeo, darkWoodMaterial, { x: tableWidth * 0.6, y: stoolSize * 0.4, z: 0 })); | |
group.add(createMesh(stoolGeo, darkWoodMaterial, { x: 0, y: stoolSize * 0.4, z: -tableDepth * 0.7 })); | |
// Dim room feeling - maybe add simple walls | |
const wallHeight = 3; | |
const wallThickness = 0.2; | |
const roomSize = 5; | |
const wallBackGeo = new THREE.BoxGeometry(roomSize, wallHeight, wallThickness); | |
group.add(createMesh(wallBackGeo, stoneMaterial, { x: 0, y: wallHeight / 2, z: -roomSize / 2 }, {})); | |
const wallLeftGeo = new THREE.BoxGeometry(wallThickness, wallHeight, roomSize); | |
group.add(createMesh(wallLeftGeo, stoneMaterial, { x: -roomSize / 2, y: wallHeight / 2, z: 0 }, {})); | |
group.add(createGroundPlane(stoneMaterial)); // Stone floor | |
return group; | |
} | |
function createForestAssembly(treeCount = 15, area = 10) { | |
const group = new THREE.Group(); | |
// Tree generation function | |
const createTree = (x, z) => { | |
const treeGroup = new THREE.Group(); | |
const trunkHeight = Math.random() * 2 + 2; // Random height between 2 and 4 | |
const trunkRadius = Math.random() * 0.15 + 0.1; // Random radius | |
const trunkGeo = new THREE.CylinderGeometry(trunkRadius * 0.7, trunkRadius, trunkHeight, 8); | |
treeGroup.add(createMesh(trunkGeo, woodMaterial, { x: 0, y: trunkHeight / 2, z: 0 })); | |
// Foliage (simple sphere or cone) | |
const foliageType = Math.random(); | |
const foliageHeight = trunkHeight * (Math.random() * 0.5 + 0.8); // Relative to trunk | |
if (foliageType < 0.6) { // Sphere foliage | |
const foliageRadius = trunkHeight * 0.4; | |
const foliageGeo = new THREE.SphereGeometry(foliageRadius, 8, 6); | |
treeGroup.add(createMesh(foliageGeo, leafMaterial, { x: 0, y: trunkHeight * 0.9 + foliageRadius * 0.5, z: 0 })); | |
} else { // Cone foliage | |
const foliageRadius = trunkHeight * 0.5; | |
const coneGeo = new THREE.ConeGeometry(foliageRadius, foliageHeight, 8); | |
treeGroup.add(createMesh(coneGeo, leafMaterial, { x: 0, y: trunkHeight * 0.9 + foliageHeight * 0.5, z: 0 })); | |
} | |
treeGroup.position.set(x, 0, z); // Set position for the whole tree | |
// Slight random rotation for variation | |
treeGroup.rotation.y = Math.random() * Math.PI * 2; | |
return treeGroup; | |
}; | |
// Scatter trees | |
for (let i = 0; i < treeCount; i++) { | |
const x = (Math.random() - 0.5) * area; | |
const z = (Math.random() - 0.5) * area; | |
// Basic check to avoid trees too close to the center (optional) | |
if (Math.sqrt(x*x + z*z) > 1.5) { | |
group.add(createTree(x, z)); | |
} | |
} | |
group.add(createGroundPlane()); // Forest floor | |
return group; | |
} | |
function createRoadAmbushAssembly() { | |
const group = new THREE.Group(); | |
const area = 12; | |
// Add some forest elements | |
const forestGroup = createForestAssembly(10, area); | |
group.add(forestGroup); // Reuse forest generation | |
// Add a simple road (a flat, wider plane) | |
const roadWidth = 3; | |
const roadLength = area * 1.5; | |
const roadGeo = new THREE.PlaneGeometry(roadWidth, roadLength); | |
const roadMaterial = new THREE.MeshStandardMaterial({ color: 0x966F33, roughness: 0.9 }); // Muddy brown | |
const road = createMesh(roadGeo, roadMaterial, {x: 0, y: 0.01, z: 0}, {x: -Math.PI / 2}); // Slightly above ground | |
road.receiveShadow = true; // Ensure road receives shadows too | |
group.add(road); | |
// Add some rocks/bushes for cover (simple spheres/low boxes) | |
const rockGeo = new THREE.SphereGeometry(0.5, 5, 4); | |
const rockMaterial = new THREE.MeshStandardMaterial({ color: 0x666666, roughness: 0.8 }); | |
group.add(createMesh(rockGeo, rockMaterial, {x: roadWidth * 0.7, y: 0.25, z: 1}, {y: Math.random() * Math.PI})); | |
group.add(createMesh(rockGeo, rockMaterial, {x: -roadWidth * 0.8, y: 0.3, z: -2}, {y: Math.random() * Math.PI, x: Math.random()*0.2})); | |
group.add(createMesh(new THREE.SphereGeometry(0.7, 5, 4), rockMaterial, {x: roadWidth * 0.9, y: 0.35, z: -3}, {y: Math.random() * Math.PI})); | |
// Suggestion: You could add simple cylinder/box figures near cover later for the ambushers | |
// Ground plane is added by createForestAssembly | |
return group; | |
} | |
function createForestEdgeAssembly() { | |
const group = new THREE.Group(); | |
const area = 15; | |
// Dense forest on one side | |
const forestGroup = new THREE.Group(); | |
for (let i = 0; i < 20; i++) { // More trees, denser area | |
const x = (Math.random() - 0.9) * area / 2; // Skew to one side (negative X) | |
const z = (Math.random() - 0.5) * area; | |
forestGroup.add(createForestAssembly(1, 0).children[0].position.set(x,0,z)); // Add single tree procedurally | |
} | |
group.add(forestGroup); | |
// Open plains on the other side (just ground) | |
group.add(createGroundPlane(groundMaterial, area * 1.2)); // Larger ground plane | |
return group; | |
} | |
function createPrisonerCellAssembly() { | |
const group = new THREE.Group(); | |
const cellSize = 3; | |
const wallHeight = 2.5; | |
const wallThickness = 0.2; | |
const barRadius = 0.04; | |
const barSpacing = 0.2; | |
// Floor | |
group.add(createGroundPlane(stoneMaterial, cellSize)); | |
// Back Wall | |
const wallBackGeo = new THREE.BoxGeometry(cellSize, wallHeight, wallThickness); | |
group.add(createMesh(wallBackGeo, stoneMaterial, { x: 0, y: wallHeight / 2, z: -cellSize / 2 })); | |
// Left Wall | |
const wallSideGeo = new THREE.BoxGeometry(wallThickness, wallHeight, cellSize); | |
group.add(createMesh(wallSideGeo, stoneMaterial, { x: -cellSize / 2, y: wallHeight / 2, z: 0 })); | |
// Right Wall (Partial or Full) | |
group.add(createMesh(wallSideGeo, stoneMaterial, { x: cellSize / 2, y: wallHeight / 2, z: 0 })); | |
// Ceiling (optional) | |
// const ceilingGeo = new THREE.BoxGeometry(cellSize, wallThickness, cellSize); | |
// group.add(createMesh(ceilingGeo, stoneMaterial, { x: 0, y: wallHeight, z: 0 })); | |
// Bars for the front | |
const barGeo = new THREE.CylinderGeometry(barRadius, barRadius, wallHeight, 8); | |
const numBars = Math.floor(cellSize / barSpacing); | |
for (let i = 0; i <= numBars; i++) { | |
const xPos = -cellSize / 2 + i * barSpacing; | |
group.add(createMesh(barGeo, metalMaterial, { x: xPos, y: wallHeight / 2, z: cellSize / 2 })); | |
} | |
// Horizontal bars (top/bottom) | |
const horizBarGeo = new THREE.BoxGeometry(cellSize, barRadius * 2, barRadius * 2); | |
group.add(createMesh(horizBarGeo, metalMaterial, {x: 0, y: wallHeight - barRadius, z: cellSize/2})); | |
group.add(createMesh(horizBarGeo, metalMaterial, {x: 0, y: barRadius, z: cellSize/2})); | |
return group; | |
} | |
function createGameOverAssembly() { | |
const group = new THREE.Group(); | |
const boxGeo = new THREE.BoxGeometry(2, 2, 2); | |
group.add(createMesh(boxGeo, gameOverMaterial, { x: 0, y: 1, z: 0 })); | |
group.add(createGroundPlane(stoneMaterial.clone().set({color: 0x333333}))); // Darker ground | |
return group; | |
} | |
function createErrorAssembly() { | |
const group = new THREE.Group(); | |
const coneGeo = new THREE.ConeGeometry( 0.8, 1.5, 8 ); | |
group.add(createMesh(coneGeo, errorMaterial, { x: 0, y: 0.75, z: 0 })); | |
group.add(createGroundPlane()); | |
return group; | |
} | |
function onWindowResize() { | |
if (!renderer || !camera) return; | |
camera.aspect = sceneContainer.clientWidth / sceneContainer.clientHeight; | |
camera.updateProjectionMatrix(); | |
renderer.setSize(sceneContainer.clientWidth, sceneContainer.clientHeight); | |
} | |
function animate() { | |
requestAnimationFrame(animate); | |
// Optional: Add subtle animation to the entire assembly | |
if (currentAssemblyGroup) { | |
// Example: Very slow rotation | |
// currentAssemblyGroup.rotation.y += 0.0005; | |
} | |
// 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) - NEEDS 3D Scene | |
{ text: "Brave the ruins shortcut", next: 8 } // Leads to page 8 (Ruins) - NEEDS 3D Scene | |
], | |
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 from behind rocks and trees! 'Surrender!'</p>", | |
options: [{ text: "Fight!", next: 9 }, { text: "Try to flee!", next: 10 }], // Example links | |
illustration: "road-ambush" | |
}, | |
"7": { // Placeholder - NEEDS 3D Scene function | |
title: "River Path", | |
content: "<p>You follow the winding river. The water seems unnaturally dark.</p>", | |
options: [{ text: "Continue along the river", next: 11 }, { text: "Investigate strange glow", next: 12 }], | |
illustration: "river-spirit" // Needs createRiverSpiritAssembly() | |
}, | |
"8": { // Placeholder - NEEDS 3D Scene function | |
title: "Ancient Ruins", | |
content: "<p>Crumbling stones and overgrown vines mark ancient ruins. It feels watched.</p>", | |
options: [{ text: "Search the main structure", next: 13 }, { text: "Look for hidden passages", next: 14 }], | |
illustration: "ancient-ruins" // Needs createRuinsAssembly() | |
}, | |
"9": { // Example continuation | |
title: "Victory!", | |
content: "<p>You defeat the scouts and retrieve some basic supplies. The forest edge is near.</p>", | |
options: [{ text: "Proceed to the fortress plains", next: 15 }], | |
illustration: "forest-edge" | |
}, | |
"10": { // Example continuation | |
title: "Captured!", | |
content: "<p>Your attempt to flee fails! You are knocked out and awaken in a dark, damp cell.</p>", | |
options: [{ text: "Wait and observe", next: 20 }], // Go to prison observation page | |
illustration: "prisoner-cell" | |
}, | |
// ... Add many more pages based on your Python data ... | |
"15": { // Placeholder for plains | |
title: "Fortress Plains", | |
content: "<p>You emerge from the forest onto windswept plains. The dark fortress looms ahead.</p>", | |
options: [{ text: "Approach the main gate", next: 30 }, { text: "Scout the perimeter", next: 31 }], | |
illustration: "fortress-plains" // Needs createFortressPlainsAssembly() | |
}, | |
"20": { // Placeholder for cell observation | |
title: "Inside the Cell", | |
content: "<p>The cell is small and cold. You hear guards patrolling outside.</p>", | |
options: [{ text: "Look for weaknesses in the bars", next: 21 }, { text: "Try to talk to a guard", next: 22 }], | |
illustration: "prisoner-cell" // Reuse 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="handleChoiceClick({ nextPage: 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 using dataset | |
const choiceData = { nextPage: option.next }; // Always include next page | |
if (option.addItem) { | |
choiceData.addItem = option.addItem; | |
} | |
// Add other potential effects as data attributes if needed (e.g., data-stat-change="strength:1") | |
// Use an event listener instead of inline onclick for better practice | |
button.addEventListener('click', () => handleChoiceClick(choiceData)); | |
} else { | |
button.classList.add('disabled'); // Style disabled buttons | |
} | |
choicesElement.appendChild(button); | |
}); | |
} else if (page.gameOver) { | |
const button = document.createElement('button'); | |
button.classList.add('choice-button'); | |
button.textContent = "Restart Adventure"; | |
button.addEventListener('click', () => handleChoiceClick({ nextPage: 1 })); // Restart goes to page 1 | |
choicesElement.appendChild(button); | |
} else { | |
// Handle dead ends where no options are defined and it's not game over | |
choicesElement.innerHTML = '<p><i>There are no further paths from here.</i></p>'; | |
const button = document.createElement('button'); | |
button.classList.add('choice-button'); | |
button.textContent = "Restart Adventure"; | |
button.addEventListener('click', () => handleChoiceClick({ nextPage: 1 })); // Restart goes to page 1 | |
choicesElement.appendChild(button); | |
} | |
// Update 3D Scene | |
updateScene(page.illustration || 'default'); | |
} | |
// Modified handleChoiceClick to accept an object | |
function handleChoiceClick(choiceData) { | |
const nextPageId = parseInt(choiceData.nextPage); // Ensure it's a number | |
const itemToAdd = choiceData.addItem; | |
// Add other potential effects from choiceData here (e.g., stat changes tied to the *choice itself*) | |
if (isNaN(nextPageId)) { | |
console.error("Invalid nextPageId:", choiceData.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); | |
// 1. Remove the old assembly if it exists | |
if (currentAssemblyGroup) { | |
scene.remove(currentAssemblyGroup); | |
// Optional: Dispose of geometries and materials if scenes get complex | |
// currentAssemblyGroup.traverse(child => { | |
// if (child.isMesh) { | |
// if(child.geometry) child.geometry.dispose(); | |
// // Dispose materials carefully if they are shared! | |
// // If not shared: if(child.material) child.material.dispose(); | |
// } | |
// }); | |
} | |
currentAssemblyGroup = null; // Reset the reference | |
// 2. Select the generation function based on the key | |
let assemblyFunction; | |
switch (illustrationKey) { | |
case 'city-gates': assemblyFunction = createCityGatesAssembly; break; | |
case 'weaponsmith': assemblyFunction = createWeaponsmithAssembly; break; | |
case 'temple': assemblyFunction = createTempleAssembly; break; | |
case 'resistance-meeting': assemblyFunction = createResistanceMeetingAssembly; break; | |
case 'shadowwood-forest': assemblyFunction = createForestAssembly; break; | |
case 'road-ambush': assemblyFunction = createRoadAmbushAssembly; break; | |
case 'forest-edge': assemblyFunction = createForestEdgeAssembly; break; | |
case 'prisoner-cell': assemblyFunction = createPrisonerCellAssembly; break; | |
case 'game-over': assemblyFunction = createGameOverAssembly; break; | |
case 'error': assemblyFunction = createErrorAssembly; break; | |
// --- Add cases for new/missing scenes --- | |
// case 'river-spirit': assemblyFunction = createRiverSpiritAssembly; break; // TODO | |
// case 'ancient-ruins': assemblyFunction = createRuinsAssembly; break; // TODO | |
// case 'fortress-plains': assemblyFunction = createFortressPlainsAssembly; break; // TODO | |
default: | |
console.warn(`No specific assembly function found for key: ${illustrationKey}. Using default.`); | |
assemblyFunction = createDefaultAssembly; | |
break; | |
} | |
// 3. Create the new assembly | |
try { | |
currentAssemblyGroup = assemblyFunction(); | |
} catch (error) { | |
console.error(`Error creating assembly for key ${illustrationKey}:`, error); | |
currentAssemblyGroup = createErrorAssembly(); // Show error scene on generation failure | |
} | |
// 4. Add the new assembly to the scene | |
if (currentAssemblyGroup) { | |
scene.add(currentAssemblyGroup); | |
// Optional: Slightly randomize overall rotation/position for non-fixed scenes like forests | |
if (['shadowwood-forest', 'road-ambush', 'forest-edge'].includes(illustrationKey)) { | |
currentAssemblyGroup.rotation.y = Math.random() * 0.1 - 0.05; // Small random Y rotation | |
} | |
} else { | |
console.error(`Assembly function for ${illustrationKey} did not return a group.`); | |
currentAssemblyGroup = createErrorAssembly(); // Fallback | |
scene.add(currentAssemblyGroup); | |
} | |
} | |
// --- Initialization --- | |
initThreeJS(); | |
startGame(); // Start the game after setting up Three.js | |
// Removed global handleChoiceClick - now using event listeners in renderPage | |
// window.handleChoiceClick = handleChoiceClick; |