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Update game.js

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  1. game.js +692 -208
game.js CHANGED
@@ -1,7 +1,6 @@
1
  import * as THREE from 'three';
2
  import * as CANNON from 'cannon-es';
3
- // Uncomment for physics debugging:
4
- // import CannonDebugger from 'cannon-es-debugger';
5
 
6
  // --- DOM Elements ---
7
  const sceneContainer = document.getElementById('scene-container');
@@ -13,39 +12,46 @@ const logElement = document.getElementById('log-display');
13
  const ROOM_SIZE = 10;
14
  const WALL_HEIGHT = 4;
15
  const WALL_THICKNESS = 0.5;
16
- const CAMERA_Y_OFFSET = 20; // Increased camera height for better overview
17
- const PLAYER_SPEED = 5;
18
  const PLAYER_RADIUS = 0.5;
19
- const PLAYER_HEIGHT = 1.8;
 
 
20
  const PROJECTILE_SPEED = 15;
21
  const PROJECTILE_RADIUS = 0.2;
 
22
 
23
  // --- Three.js Setup ---
24
  let scene, camera, renderer;
25
  let playerMesh;
26
  const meshesToSync = [];
27
  const projectiles = [];
28
- let axesHelper; // For debugging orientation
29
 
30
  // --- Physics Setup ---
31
  let world;
32
  let playerBody;
33
- const physicsBodies = [];
34
- let cannonDebugger = null; // Optional physics debugger instance
35
 
36
  // --- Game State ---
37
- let gameState = {}; // Will be initialized in init()
38
  const keysPressed = {};
39
- let gameLoopActive = false; // Control the game loop
 
40
 
41
- // --- Game Data (Ensure starting point 0,0 exists!) ---
42
  const gameData = {
43
- "0,0": { type: 'city', features: ['door_north', 'item_Key'], name: "City Square"}, // Added item
44
- "0,1": { type: 'forest', features: ['path_north', 'door_south', 'monster_goblin'], name: "Forest Path" }, // Added monster
45
- "0,2": { type: 'forest', features: ['path_south'], name: "Deep Forest"},
46
  "1,1": { type: 'forest', features: ['river', 'path_west'], name: "River Bend" },
47
- "-1,1": { type: 'ruins', features: ['path_east', 'item_Healing Potion'], name: "Old Ruins"}, // Added item
48
- // ... Add many more locations ...
 
 
 
49
  };
50
 
51
  const itemsData = {
@@ -59,72 +65,114 @@ const monstersData = {
59
  // ...
60
  };
61
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
62
  // --- Initialization ---
63
 
64
  function init() {
65
- console.log("Initializing Game...");
66
  // Reset state cleanly
67
  gameState = {
68
  inventory: [],
69
  stats: { hp: 30, maxHp: 30, strength: 7, wisdom: 5, courage: 6 },
70
- position: { x: 0, z: 0 },
71
- monsters: [],
72
- items: [],
73
  };
74
- // Clear existing sync/physics lists if restarting
75
  meshesToSync.length = 0;
76
  projectiles.length = 0;
77
  physicsBodies.length = 0;
 
 
 
 
 
 
 
 
 
 
 
 
78
 
79
 
80
  initThreeJS();
81
  initPhysics();
82
- initPlayer(); // Must be after physics
83
- generateMap(); // Generate map based on gameData
84
  setupInputListeners();
85
- updateUI(); // Initial UI update
86
- addLog("Welcome! Move with WASD/Arrows. Space to Attack.", "info");
87
- console.log("Initialization Complete.");
88
- gameLoopActive = true; // Start the loop AFTER setup
89
- animate(); // Start the game loop
 
 
90
  }
91
 
92
  function initThreeJS() {
93
  console.log("Initializing Three.js...");
94
  scene = new THREE.Scene();
95
- scene.background = new THREE.Color(0x111111);
96
 
97
- camera = new THREE.PerspectiveCamera(60, sceneContainer.clientWidth / sceneContainer.clientHeight, 0.1, 1000);
98
- camera.position.set(0, CAMERA_Y_OFFSET, 5); // Start above origin
99
- camera.lookAt(0, 0, 0);
 
100
 
101
  renderer = new THREE.WebGLRenderer({ antialias: true });
102
  renderer.setSize(sceneContainer.clientWidth, sceneContainer.clientHeight);
103
  renderer.shadowMap.enabled = true;
 
104
  sceneContainer.appendChild(renderer.domElement);
105
 
106
  // Lighting
107
- const ambientLight = new THREE.AmbientLight(0xffffff, 0.5);
108
- scene.add(ambientLight);
109
- const dirLight = new THREE.DirectionalLight(0xffffff, 1.0); // Brighter directional
110
- dirLight.position.set(15, 25, 10); // Higher angle
111
  dirLight.castShadow = true;
112
- dirLight.shadow.mapSize.width = 1024;
113
- dirLight.shadow.mapSize.height = 1024;
114
- // Optional: Improve shadow quality/range
115
- dirLight.shadow.camera.near = 0.5;
116
- dirLight.shadow.camera.far = 50;
117
- dirLight.shadow.camera.left = -ROOM_SIZE * 2;
118
- dirLight.shadow.camera.right = ROOM_SIZE * 2;
119
- dirLight.shadow.camera.top = ROOM_SIZE * 2;
120
- dirLight.shadow.camera.bottom = -ROOM_SIZE * 2;
121
-
122
  scene.add(dirLight);
123
- // scene.add( new THREE.CameraHelper( dirLight.shadow.camera ) ); // Debug shadow camera
124
 
125
  // Axes Helper
126
- axesHelper = new THREE.AxesHelper(ROOM_SIZE / 2); // Size relative to room
127
- axesHelper.position.set(0, 0.1, 0); // Slightly above ground
128
  scene.add(axesHelper);
129
  console.log("Three.js Initialized.");
130
 
@@ -133,235 +181,671 @@ function initThreeJS() {
133
 
134
  function initPhysics() {
135
  console.log("Initializing Cannon-es...");
136
- world = new CANNON.World({ gravity: new CANNON.Vec3(0, -9.82, 0) });
137
- world.broadphase = new CANNON.SAPBroadphase(world); // Generally better than Naive
138
- world.allowSleep = true; // Allow bodies to sleep to save performance
 
 
 
 
 
 
 
139
 
140
  // Ground plane
141
  const groundShape = new CANNON.Plane();
142
- const groundBody = new CANNON.Body({ mass: 0, material: new CANNON.Material("ground") });
143
  groundBody.addShape(groundShape);
144
  groundBody.quaternion.setFromEuler(-Math.PI / 2, 0, 0);
145
  world.addBody(groundBody);
 
 
 
 
 
 
 
 
 
 
 
 
 
146
  console.log("Physics World Initialized.");
147
 
148
- // Optional: Physics Debugger
149
  // try {
150
- // cannonDebugger = new CannonDebugger(scene, world, {
151
- // color: 0x00ff00, // Optional: specify color
152
- // scale: 1.0, // Optional: scale
153
- // });
154
  // console.log("Cannon-es Debugger Initialized.");
155
- // } catch (e) {
156
- // console.error("Failed to initialize CannonDebugger. Did you include it?", e);
157
- // }
158
  }
159
 
160
- // --- Primitive Creation Functions (Keep as before) ---
161
- function createPlayerMesh() { /* ... same as before ... */
162
  const group = new THREE.Group();
163
- const bodyMat = new THREE.MeshLambertMaterial({ color: 0x0077ff });
164
- const bodyGeom = new THREE.CylinderGeometry(PLAYER_RADIUS, PLAYER_RADIUS, PLAYER_HEIGHT - (PLAYER_RADIUS * 2), 16);
 
165
  const body = new THREE.Mesh(bodyGeom, bodyMat);
166
- body.position.y = PLAYER_RADIUS;
167
- body.castShadow = true;
168
- const headGeom = new THREE.SphereGeometry(PLAYER_RADIUS, 16, 16);
169
  const head = new THREE.Mesh(headGeom, bodyMat);
170
- head.position.y = PLAYER_HEIGHT - PLAYER_RADIUS;
171
- head.castShadow = true;
172
  group.add(body); group.add(head);
173
- const noseGeom = new THREE.ConeGeometry(PLAYER_RADIUS * 0.3, PLAYER_RADIUS * 0.5, 8);
174
  const noseMat = new THREE.MeshBasicMaterial({ color: 0xffff00 });
175
  const nose = new THREE.Mesh(noseGeom, noseMat);
176
- nose.position.set(0, PLAYER_HEIGHT * 0.7, -PLAYER_RADIUS * 0.7); // Point along negative Z initially
177
- nose.rotation.x = Math.PI / 2 + Math.PI; // Adjust rotation to point forward (-Z)
 
178
  group.add(nose);
 
179
  return group;
180
- }
181
- function createSimpleMonsterMesh(modelType = 'capsule_green') { /* ... same as before ... */
182
  const group = new THREE.Group();
183
- let color = 0xff0000;
184
- let geom; let mat;
185
  if (modelType === 'capsule_green') {
186
  color = 0x00ff00;
187
- mat = new THREE.MeshLambertMaterial({ color: color });
188
- const bodyGeom = new THREE.CylinderGeometry(0.4, 0.4, 1.0, 12);
189
- const headGeom = new THREE.SphereGeometry(0.4, 12, 12);
190
  const body = new THREE.Mesh(bodyGeom, mat);
191
  const head = new THREE.Mesh(headGeom, mat);
192
  body.position.y = 0.5; head.position.y = 1.0 + 0.4;
193
  group.add(body); group.add(head);
194
- } else { geom = new THREE.BoxGeometry(0.8, 1.2, 0.8); mat = new THREE.MeshLambertMaterial({ color: color }); const mesh = new THREE.Mesh(geom, mat); mesh.position.y = 0.6; group.add(mesh); }
195
  group.traverse(child => { if (child.isMesh) child.castShadow = true; });
 
196
  return group;
197
  }
198
- function createSimpleItemMesh(modelType = 'sphere_red') { /* ... same as before ... */
199
- let geom, mat; let color = 0xffffff;
200
- if(modelType === 'sphere_red') { color = 0xff0000; geom = new THREE.SphereGeometry(0.3, 16, 16); }
 
201
  else if (modelType === 'box_gold') { color = 0xffd700; geom = new THREE.BoxGeometry(0.4, 0.4, 0.4); }
202
- else { geom = new THREE.SphereGeometry(0.3, 16, 16); }
203
- mat = new THREE.MeshStandardMaterial({ color: color, metalness: 0.3, roughness: 0.6 });
204
- const mesh = new THREE.Mesh(geom, mat); mesh.position.y = PLAYER_RADIUS; mesh.castShadow = true;
 
 
205
  return mesh;
206
  }
207
- function createProjectileMesh() { /* ... same as before ... */
208
- const geom = new THREE.SphereGeometry(PROJECTILE_RADIUS, 8, 8);
209
  const mat = new THREE.MeshBasicMaterial({ color: 0xffff00 });
210
  const mesh = new THREE.Mesh(geom, mat);
211
  return mesh;
212
  }
213
- // Shared Geometries / Materials for walls/floors
214
- const floorGeometry = new THREE.PlaneGeometry(ROOM_SIZE, ROOM_SIZE);
215
- const wallN SGeometry = new THREE.BoxGeometry(ROOM_SIZE, WALL_HEIGHT, WALL_THICKNESS);
216
- const wallEWGeometry = new THREE.BoxGeometry(WALL_THICKNESS, WALL_HEIGHT, ROOM_SIZE);
217
- const floorMaterials = {
218
- city: new THREE.MeshLambertMaterial({ color: 0xdeb887 }),
219
- forest: new THREE.MeshLambertMaterial({ color: 0x228B22 }),
220
- cave: new THREE.MeshLambertMaterial({ color: 0x696969 }),
221
- ruins: new THREE.MeshLambertMaterial({ color: 0x778899 }),
222
- plains: new THREE.MeshLambertMaterial({ color: 0x90EE90 }),
223
- default: new THREE.MeshLambertMaterial({ color: 0xaaaaaa })
224
- };
225
- const wallMaterial = new THREE.MeshLambertMaterial({ color: 0x888888 });
226
-
227
  // --- Player Setup ---
228
  function initPlayer() {
229
  console.log("Initializing Player...");
230
  // Visual Mesh
231
  playerMesh = createPlayerMesh();
232
- // Start slightly above ground to avoid initial collision issues
233
- playerMesh.position.set(0, PLAYER_HEIGHT, 0); // Adjust initial Y based on model pivot
234
  scene.add(playerMesh);
235
  console.log("Player mesh added to scene.");
236
 
237
- // Physics Body
 
 
 
238
  const playerShape = new CANNON.Sphere(PLAYER_RADIUS);
239
  playerBody = new CANNON.Body({
240
- mass: 70, // Player mass in kg (approx)
241
  shape: playerShape,
242
- position: new CANNON.Vec3(0, PLAYER_HEIGHT, 0), // Match mesh Y
243
- linearDamping: 0.95, // High damping for tight control
244
- angularDamping: 1.0, // Prevent any spinning
245
- material: new CANNON.Material("player") // Assign physics material
246
  });
247
- // playerBody.fixedRotation = true; // Might not be needed with angular damping 1.0
248
- playerBody.allowSleep = false; // Player should always be active
249
-
250
  playerBody.addEventListener("collide", handlePlayerCollision);
251
  world.addBody(playerBody);
252
- console.log("Player physics body added.");
 
253
 
254
  // Add to sync list
255
  meshesToSync.push({ mesh: playerMesh, body: playerBody });
 
256
  }
257
 
258
  // --- Map Generation ---
259
  function generateMap() {
260
  console.log("Generating Map...");
261
- const staticMaterial = new CANNON.Material("static"); // Physics material for walls/floor
262
-
263
- // Add physics ground plane (redundant with initPhysics but ensures material)
264
- const groundShape = new CANNON.Plane();
265
- const groundBody = new CANNON.Body({ mass: 0, material: staticMaterial });
266
- groundBody.addShape(groundShape);
267
- groundBody.quaternion.setFromEuler(-Math.PI / 2, 0, 0);
268
- world.addBody(groundBody);
269
- physicsBodies.push(groundBody);
270
-
271
- // Add visual grid helper (optional)
272
- // const gridHelper = new THREE.GridHelper(ROOM_SIZE * 5, 5, 0x444444, 0x444444); // Size, Divisions
273
- // scene.add(gridHelper);
274
-
275
-
276
- for (const coordString in gameData) {
277
- const [xStr, yStr] = coordString.split(',');
278
- const x = parseInt(xStr);
279
- const z = parseInt(yStr); // Map Y is World Z
280
- const data = gameData[coordString];
281
- const type = data.type || 'default';
282
-
283
- // Create Floor Mesh
284
- const floorMat = floorMaterials[type] || floorMaterials.default;
285
- const floorMesh = new THREE.Mesh(floorGeometry, floorMat);
286
- floorMesh.rotation.x = -Math.PI / 2;
287
- floorMesh.position.set(x * ROOM_SIZE, 0, z * ROOM_SIZE);
288
- floorMesh.receiveShadow = true;
289
- scene.add(floorMesh);
290
- // console.log(`Added floor at <span class="math-inline">\{x\},</span>{z}`);
291
-
292
- // Create Wall Meshes and Physics Bodies
293
- const features = data.features || [];
294
- const wallDefs = [ // [direction, geometry, xOffset, zOffset]
295
- ['north', wallNSGeometry, 0, -0.5],
296
- ['south', wallNSGeometry, 0, 0.5],
297
- ['east', wallEWGeometry, 0.5, 0],
298
- ['west', wallEWGeometry, -0.5, 0],
299
- ];
300
-
301
- wallDefs.forEach(([dir, geom, xOff, zOff]) => {
302
- const doorFeature = `door_${dir}`;
303
- const pathFeature = `path_${dir}`; // Consider paths as openings
304
- if (!features.includes(doorFeature) && !features.includes(pathFeature)) {
305
- const wallX = x * ROOM_SIZE + xOff * ROOM_SIZE;
306
- const wallZ = z * ROOM_SIZE + zOff * ROOM_SIZE;
307
- const wallY = WALL_HEIGHT / 2;
308
-
309
- // Visual Wall
310
- const wallMesh = new THREE.Mesh(geom, wallMaterial);
311
- wallMesh.position.set(wallX, wallY, wallZ);
312
- wallMesh.castShadow = true;
313
- wallMesh.receiveShadow = true;
314
- scene.add(wallMesh);
315
-
316
- // Physics Wall
317
- const wallShape = new CANNON.Box(new CANNON.Vec3(geom.parameters.width / 2, geom.parameters.height / 2, geom.parameters.depth / 2));
318
- const wallBody = new CANNON.Body({ mass: 0, shape: wallShape, position: new CANNON.Vec3(wallX, wallY, wallZ), material: staticMaterial });
319
- world.addBody(wallBody);
320
- physicsBodies.push(wallBody);
321
- }
322
- });
323
-
324
- // Spawn Items based on features like 'item_Key'
325
- features.forEach(feature => {
326
- if (feature.startsWith('item_')) {
327
- const itemName = feature.substring(5).replace('_', ' '); // e.g., item_Healing_Potion -> Healing Potion
328
- if(itemsData[itemName]) {
329
- spawnItem(itemName, x, z);
330
- } else {
331
- console.warn(`Item feature found but no data for: ${itemName}`);
332
- }
333
- } else if (feature.startsWith('monster_')) {
334
- const monsterType = feature.substring(8); // e.g., monster_goblin -> goblin
335
- if(monstersData[monsterType]) {
336
- spawnMonster(monsterType, x, z);
337
- } else {
338
- console.warn(`Monster feature found but no data for: ${monsterType}`);
339
- }
340
  }
341
- // Handle other visual features (rivers etc.) - currently no physics
342
- else if (feature === 'river') {
343
- const riverMesh = createFeature(feature, x, z);
344
- if (riverMesh) scene.add(riverMesh);
345
- }
346
- });
347
  }
348
  console.log("Map Generation Complete.");
349
  }
350
 
351
- function spawnItem(itemName, gridX, gridZ) { /* ... Mostly same as before ... */
352
  const itemData = itemsData[itemName];
353
  if (!itemData) return;
354
  const x = gridX * ROOM_SIZE + (Math.random() - 0.5) * (ROOM_SIZE * 0.4);
355
  const z = gridZ * ROOM_SIZE + (Math.random() - 0.5) * (ROOM_SIZE * 0.4);
356
- const y = PLAYER_RADIUS;
357
- const mesh = createSimpleItemMesh(itemData.model);
 
 
 
358
  mesh.position.set(x, y, z);
359
  mesh.userData = { type: 'item', name: itemName };
 
360
  scene.add(mesh);
361
- const shape = new CANNON.Sphere(PLAYER_RADIUS); // Make pickup radius same as player
362
- const body = new CANNON.Body({ mass: 0, isTrigger: true, shape: shape, position: new CANNON.Vec3(x, y, z)});
363
- body.userData = { type: 'item', name: itemName, mesh: mesh }; // Link back
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
364
  world.addBody(body);
365
- gameState.items.push({ id: body.id, name: itemName, body: body, mesh: mesh });
 
 
366
  physicsBodies.push(body);
367
- console.log(`Spawned item ${
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
  import * as THREE from 'three';
2
  import * as CANNON from 'cannon-es';
3
+ // import CannonDebugger from 'cannon-es-debugger'; // Keep commented unless debugging physics visually
 
4
 
5
  // --- DOM Elements ---
6
  const sceneContainer = document.getElementById('scene-container');
 
12
  const ROOM_SIZE = 10;
13
  const WALL_HEIGHT = 4;
14
  const WALL_THICKNESS = 0.5;
15
+ const CAMERA_Y_OFFSET = 20;
16
+ const PLAYER_SPEED = 6; // Slightly faster
17
  const PLAYER_RADIUS = 0.5;
18
+ const PLAYER_HEIGHT = 1.8; // Visual height
19
+ const PLAYER_PHYSICS_HEIGHT = PLAYER_HEIGHT; // Height of physics body (using sphere, so this isn't directly used like capsule)
20
+ const PLAYER_JUMP_FORCE = 8; // Adjust jump strength
21
  const PROJECTILE_SPEED = 15;
22
  const PROJECTILE_RADIUS = 0.2;
23
+ const PICKUP_RADIUS = 1.5; // How close player needs to be to pickup items
24
 
25
  // --- Three.js Setup ---
26
  let scene, camera, renderer;
27
  let playerMesh;
28
  const meshesToSync = [];
29
  const projectiles = [];
30
+ let axesHelper;
31
 
32
  // --- Physics Setup ---
33
  let world;
34
  let playerBody;
35
+ const physicsBodies = []; // Keep track of ALL bodies we add
36
+ let cannonDebugger = null;
37
 
38
  // --- Game State ---
39
+ let gameState = {};
40
  const keysPressed = {};
41
+ let gameLoopActive = false;
42
+ let animationFrameId = null; // To potentially cancel the loop
43
 
44
+ // --- Game Data (Simplified for Debugging, ensure 0,0 exists!) ---
45
  const gameData = {
46
+ "0,0": { type: 'city', features: ['door_north', 'item_Key'], name: "City Square"},
47
+ "0,1": { type: 'forest', features: ['path_north', 'door_south', 'item_Healing_Potion'], name: "Forest Entrance" }, // Note item name change
48
+ "0,2": { type: 'forest', features: ['path_south', 'monster_goblin'], name: "Deep Forest"},
49
  "1,1": { type: 'forest', features: ['river', 'path_west'], name: "River Bend" },
50
+ "-1,1": { type: 'ruins', features: ['path_east'], name: "Old Ruins"},
51
+ // Add more simple locations for testing movement
52
+ "1,0": { type: 'plains', features: ['door_west'], name: "East Plains"},
53
+ "-1,0": { type: 'plains', features: ['door_east'], name: "West Plains"},
54
+
55
  };
56
 
57
  const itemsData = {
 
65
  // ...
66
  };
67
 
68
+ // --- Materials and Geometries (Defined once) ---
69
+ const materials = {
70
+ floor_city: new THREE.MeshLambertMaterial({ color: 0xdeb887 }),
71
+ forest: new THREE.MeshLambertMaterial({ color: 0x228B22 }),
72
+ cave: new THREE.MeshLambertMaterial({ color: 0x696969 }),
73
+ ruins: new THREE.MeshLambertMaterial({ color: 0x778899 }),
74
+ plains: new THREE.MeshLambertMaterial({ color: 0x90EE90 }),
75
+ default_floor: new THREE.MeshLambertMaterial({ color: 0xaaaaaa }),
76
+ wall: new THREE.MeshLambertMaterial({ color: 0x888888 }), // Use Lambert for walls too (needs light)
77
+ // Basic materials for debug:
78
+ debug_player: new THREE.MeshBasicMaterial({ color: 0x0077ff, wireframe: true }),
79
+ debug_wall: new THREE.MeshBasicMaterial({ color: 0xff0000, wireframe: true }),
80
+ debug_item: new THREE.MeshBasicMaterial({ color: 0x00ff00, wireframe: true }),
81
+ debug_monster: new THREE.MeshBasicMaterial({ color: 0xff00ff, wireframe: true }),
82
+ };
83
+ const geometries = {
84
+ floor: new THREE.PlaneGeometry(ROOM_SIZE, ROOM_SIZE),
85
+ wallNS: new THREE.BoxGeometry(ROOM_SIZE, WALL_HEIGHT, WALL_THICKNESS),
86
+ wallEW: new THREE.BoxGeometry(WALL_THICKNESS, WALL_HEIGHT, ROOM_SIZE),
87
+ // Primitives for assembly
88
+ box: new THREE.BoxGeometry(1, 1, 1),
89
+ sphere: new THREE.SphereGeometry(0.5, 16, 16),
90
+ cylinder: new THREE.CylinderGeometry(0.5, 0.5, 1, 16),
91
+ cone: new THREE.ConeGeometry(0.5, 1, 16),
92
+ plane: new THREE.PlaneGeometry(1, 1),
93
+ };
94
+
95
+
96
  // --- Initialization ---
97
 
98
  function init() {
99
+ console.log("--- Initializing Game ---");
100
  // Reset state cleanly
101
  gameState = {
102
  inventory: [],
103
  stats: { hp: 30, maxHp: 30, strength: 7, wisdom: 5, courage: 6 },
104
+ position: { x: 0, z: 0 }, // Logical position, might not be needed now
105
+ monsters: [], // { id, type, hp, body, mesh }
106
+ items: [], // { id, name, body, mesh } - body might be null if not physics based
107
  };
108
+ keysPressed = {};
109
  meshesToSync.length = 0;
110
  projectiles.length = 0;
111
  physicsBodies.length = 0;
112
+ // Clear previous scene children if restarting
113
+ if (scene) {
114
+ while (scene.children.length > 0) {
115
+ scene.remove(scene.children[0]);
116
+ }
117
+ }
118
+ // Clear physics world bodies if restarting
119
+ if (world) {
120
+ while (world.bodies.length > 0) {
121
+ world.removeBody(world.bodies[0]);
122
+ }
123
+ }
124
 
125
 
126
  initThreeJS();
127
  initPhysics();
128
+ initPlayer(); // Player depends on physics world existing
129
+ generateMap(); // Map depends on physics world existing
130
  setupInputListeners();
131
+ updateUI();
132
+ addLog("Welcome! Move: QWEASDZXC, Jump: Shift/X, Attack: Space, Pickup: F", "info");
133
+
134
+ console.log("--- Initialization Complete ---");
135
+ if (animationFrameId) cancelAnimationFrame(animationFrameId); // Stop previous loop if restarting
136
+ gameLoopActive = true;
137
+ animate();
138
  }
139
 
140
  function initThreeJS() {
141
  console.log("Initializing Three.js...");
142
  scene = new THREE.Scene();
143
+ scene.background = new THREE.Color(0x1a1a1a); // Match body background slightly better
144
 
145
+ const aspect = sceneContainer.clientWidth / sceneContainer.clientHeight;
146
+ camera = new THREE.PerspectiveCamera(60, aspect, 0.1, 1000);
147
+ camera.position.set(0, CAMERA_Y_OFFSET, 5); // Start overhead, slightly back
148
+ camera.lookAt(0, 0, 0); // Look at origin initially
149
 
150
  renderer = new THREE.WebGLRenderer({ antialias: true });
151
  renderer.setSize(sceneContainer.clientWidth, sceneContainer.clientHeight);
152
  renderer.shadowMap.enabled = true;
153
+ renderer.shadowMap.type = THREE.PCFSoftShadowMap; // Softer shadows
154
  sceneContainer.appendChild(renderer.domElement);
155
 
156
  // Lighting
157
+ scene.add(new THREE.AmbientLight(0xffffff, 0.6)); // More ambient light
158
+ const dirLight = new THREE.DirectionalLight(0xffffff, 1.0);
159
+ dirLight.position.set(20, 30, 15); // Adjust light direction
 
160
  dirLight.castShadow = true;
161
+ dirLight.shadow.mapSize.width = 2048; // Increase shadow map resolution
162
+ dirLight.shadow.mapSize.height = 2048;
163
+ dirLight.shadow.camera.near = 1;
164
+ dirLight.shadow.camera.far = 60; // Adjust shadow camera range
165
+ const shadowCamSize = 25;
166
+ dirLight.shadow.camera.left = -shadowCamSize;
167
+ dirLight.shadow.camera.right = shadowCamSize;
168
+ dirLight.shadow.camera.top = shadowCamSize;
169
+ dirLight.shadow.camera.bottom = -shadowCamSize;
 
170
  scene.add(dirLight);
171
+ // scene.add(new THREE.CameraHelper(dirLight.shadow.camera)); // Shadow debug
172
 
173
  // Axes Helper
174
+ axesHelper = new THREE.AxesHelper(ROOM_SIZE * 0.5);
175
+ axesHelper.position.set(0, 0.01, 0); // Place it clearly
176
  scene.add(axesHelper);
177
  console.log("Three.js Initialized.");
178
 
 
181
 
182
  function initPhysics() {
183
  console.log("Initializing Cannon-es...");
184
+ world = new CANNON.World({ gravity: new CANNON.Vec3(0, -15, 0) }); // Slightly stronger gravity
185
+ world.broadphase = new CANNON.SAPBroadphase(world);
186
+ world.allowSleep = true;
187
+
188
+ // Define materials
189
+ const groundMaterial = new CANNON.Material("ground");
190
+ const playerMaterial = new CANNON.Material("player");
191
+ const wallMaterial = new CANNON.Material("wall");
192
+ const monsterMaterial = new CANNON.Material("monster");
193
+ const itemMaterial = new CANNON.Material("item"); // For trigger bodies if used
194
 
195
  // Ground plane
196
  const groundShape = new CANNON.Plane();
197
+ const groundBody = new CANNON.Body({ mass: 0, material: groundMaterial });
198
  groundBody.addShape(groundShape);
199
  groundBody.quaternion.setFromEuler(-Math.PI / 2, 0, 0);
200
  world.addBody(groundBody);
201
+ physicsBodies.push(groundBody);
202
+
203
+ // Contact Materials (basic examples)
204
+ const playerGround = new CANNON.ContactMaterial(playerMaterial, groundMaterial, { friction: 0.3, restitution: 0.1 });
205
+ const playerWall = new CANNON.ContactMaterial(playerMaterial, wallMaterial, { friction: 0.0, restitution: 0.1 }); // Low friction vs walls
206
+ const monsterGround = new CANNON.ContactMaterial(monsterMaterial, groundMaterial, { friction: 0.4, restitution: 0.1 });
207
+ const monsterWall = new CANNON.ContactMaterial(monsterMaterial, wallMaterial, { friction: 0.1, restitution: 0.2 });
208
+
209
+ world.addContactMaterial(playerGround);
210
+ world.addContactMaterial(playerWall);
211
+ world.addContactMaterial(monsterGround);
212
+ world.addContactMaterial(monsterWall);
213
+
214
  console.log("Physics World Initialized.");
215
 
216
+ // Optional: Physics Debugger Init
217
  // try {
218
+ // cannonDebugger = new CannonDebugger(scene, world, { color: 0x00ff00, scale: 1.0 });
 
 
 
219
  // console.log("Cannon-es Debugger Initialized.");
220
+ // } catch (e) { console.error("Failed to initialize CannonDebugger.", e); }
 
 
221
  }
222
 
223
+ // --- Primitive Assembly Functions (Keep as before) ---
224
+ function createPlayerMesh() { /* ... same ... */
225
  const group = new THREE.Group();
226
+ // Use DEBUG material temporarily
227
+ const bodyMat = materials.debug_player; //new THREE.MeshLambertMaterial({ color: 0x0077ff });
228
+ const bodyGeom = new THREE.CylinderGeometry(PLAYER_RADIUS, PLAYER_RADIUS, PLAYER_HEIGHT - (PLAYER_RADIUS * 2), 8); // Lower poly
229
  const body = new THREE.Mesh(bodyGeom, bodyMat);
230
+ body.position.y = PLAYER_RADIUS; body.castShadow = true;
231
+ const headGeom = new THREE.SphereGeometry(PLAYER_RADIUS, 8, 8); // Lower poly
 
232
  const head = new THREE.Mesh(headGeom, bodyMat);
233
+ head.position.y = PLAYER_HEIGHT - PLAYER_RADIUS; head.castShadow = true;
 
234
  group.add(body); group.add(head);
235
+ const noseGeom = new THREE.ConeGeometry(PLAYER_RADIUS * 0.3, PLAYER_RADIUS * 0.5, 4); // Lower poly
236
  const noseMat = new THREE.MeshBasicMaterial({ color: 0xffff00 });
237
  const nose = new THREE.Mesh(noseGeom, noseMat);
238
+ // Position nose correctly relative to player center (Y=PLAYER_HEIGHT/2)
239
+ nose.position.set(0, (PLAYER_HEIGHT / 2) * 0.9, -PLAYER_RADIUS); // Position Z forward, adjust Y
240
+ nose.rotation.x = Math.PI / 2 + Math.PI; // Point along -Z
241
  group.add(nose);
242
+ group.position.y = PLAYER_HEIGHT / 2; // Set pivot to bottom center
243
  return group;
244
+ }
245
+ function createSimpleMonsterMesh(modelType = 'capsule_green') { /* ... Mostly same, maybe use debug material ... */
246
  const group = new THREE.Group();
247
+ let color = 0xff00ff; // Magenta debug default
248
+ let mat = materials.debug_monster; // Use debug material
249
  if (modelType === 'capsule_green') {
250
  color = 0x00ff00;
251
+ // mat = new THREE.MeshLambertMaterial({ color: color }); // Keep debug for now
252
+ const bodyGeom = new THREE.CylinderGeometry(0.4, 0.4, 1.0, 8); // Lower poly
253
+ const headGeom = new THREE.SphereGeometry(0.4, 8, 8);
254
  const body = new THREE.Mesh(bodyGeom, mat);
255
  const head = new THREE.Mesh(headGeom, mat);
256
  body.position.y = 0.5; head.position.y = 1.0 + 0.4;
257
  group.add(body); group.add(head);
258
+ } else { let geom = new THREE.BoxGeometry(0.8, 1.2, 0.8); const mesh = new THREE.Mesh(geom, mat); mesh.position.y = 0.6; group.add(mesh); }
259
  group.traverse(child => { if (child.isMesh) child.castShadow = true; });
260
+ group.position.y = 1.2 / 2; // Center pivot
261
  return group;
262
  }
263
+ function createSimpleItemMesh(modelType = 'sphere_red') { /* ... Mostly same, maybe use debug material ... */
264
+ let geom, mat; let color = 0x00ff00; // Green debug default
265
+ mat = materials.debug_item; // Use debug material
266
+ if(modelType === 'sphere_red') { color = 0xff0000; geom = new THREE.SphereGeometry(0.3, 8, 8); }
267
  else if (modelType === 'box_gold') { color = 0xffd700; geom = new THREE.BoxGeometry(0.4, 0.4, 0.4); }
268
+ else { geom = new THREE.SphereGeometry(0.3, 8, 8); }
269
+ // mat = new THREE.MeshStandardMaterial({ color: color, metalness: 0.3, roughness: 0.6 }); // Keep debug
270
+ const mesh = new THREE.Mesh(geom, mat);
271
+ mesh.position.y = PLAYER_RADIUS; // Place roughly at pickup height
272
+ mesh.castShadow = true;
273
  return mesh;
274
  }
275
+ function createProjectileMesh() { /* ... same ... */
276
+ const geom = new THREE.SphereGeometry(PROJECTILE_RADIUS, 6, 6); // Lower poly
277
  const mat = new THREE.MeshBasicMaterial({ color: 0xffff00 });
278
  const mesh = new THREE.Mesh(geom, mat);
279
  return mesh;
280
  }
 
 
 
 
 
 
 
 
 
 
 
 
 
 
281
  // --- Player Setup ---
282
  function initPlayer() {
283
  console.log("Initializing Player...");
284
  // Visual Mesh
285
  playerMesh = createPlayerMesh();
286
+ // Start position will be set by physics body sync
 
287
  scene.add(playerMesh);
288
  console.log("Player mesh added to scene.");
289
 
290
+ // Physics Body - Start at center of 0,0 cell, slightly above ground
291
+ const startX = 0 * ROOM_SIZE;
292
+ const startZ = 0 * ROOM_SIZE;
293
+ const startY = PLAYER_HEIGHT; // Start higher to ensure it settles onto ground
294
  const playerShape = new CANNON.Sphere(PLAYER_RADIUS);
295
  playerBody = new CANNON.Body({
296
+ mass: 70,
297
  shape: playerShape,
298
+ position: new CANNON.Vec3(startX, startY, startZ),
299
+ linearDamping: 0.95,
300
+ angularDamping: 1.0,
301
+ material: world.materials.find(m => m.name === "player") || new CANNON.Material("player") // Get or create material
302
  });
303
+ playerBody.allowSleep = false;
 
 
304
  playerBody.addEventListener("collide", handlePlayerCollision);
305
  world.addBody(playerBody);
306
+ physicsBodies.push(playerBody); // Track body
307
+ console.log(`Player physics body added at ${startX}, ${startY}, ${startZ}`);
308
 
309
  // Add to sync list
310
  meshesToSync.push({ mesh: playerMesh, body: playerBody });
311
+ console.log("Player added to sync list.");
312
  }
313
 
314
  // --- Map Generation ---
315
  function generateMap() {
316
  console.log("Generating Map...");
317
+ const wallPhysicsMaterial = world.materials.find(m => m.name === "wall") || new CANNON.Material("wall"); // Get or create material
318
+ const groundPhysicsMaterial = world.materials.find(m => m.name === "ground"); // Should exist from initPhysics
319
+
320
+ // Simplified: Only render a few cells around 0,0 for testing
321
+ const renderRadius = 1; // Render 0,0 and its immediate neighbours
322
+ for (let x = -renderRadius; x <= renderRadius; x++) {
323
+ for (let z = -renderRadius; z <= renderRadius; z++) {
324
+ const coordString = `${x},${z}`;
325
+ const data = gameData[coordString];
326
+
327
+ if (data) { // Only generate if data exists for this coord
328
+ console.log(`Generating cell: ${coordString}`);
329
+ const type = data.type || 'default';
330
+
331
+ // Create Floor Mesh
332
+ const floorMat = floorMaterials[type] || floorMaterials.default_floor;
333
+ const floorMesh = new THREE.Mesh(geometries.floor, floorMat);
334
+ floorMesh.rotation.x = -Math.PI / 2;
335
+ floorMesh.position.set(x * ROOM_SIZE, 0, z * ROOM_SIZE);
336
+ floorMesh.receiveShadow = true;
337
+ scene.add(floorMesh);
338
+
339
+ // Create Walls (Visual + Physics)
340
+ const features = data.features || [];
341
+ const wallDefs = [
342
+ ['north', geometries.wallNS, 0, -0.5],
343
+ ['south', geometries.wallNS, 0, 0.5],
344
+ ['east', geometries.wallEW, 0.5, 0],
345
+ ['west', geometries.wallEW, -0.5, 0],
346
+ ];
347
+
348
+ wallDefs.forEach(([dir, geom, xOff, zOff]) => {
349
+ const doorFeature = `door_${dir}`;
350
+ const pathFeature = `path_${dir}`;
351
+ if (!features.includes(doorFeature) && !features.includes(pathFeature)) {
352
+ const wallX = x * ROOM_SIZE + xOff * ROOM_SIZE;
353
+ const wallZ = z * ROOM_SIZE + zOff * ROOM_SIZE;
354
+ const wallY = WALL_HEIGHT / 2;
355
+
356
+ // DEBUG Visual Wall
357
+ const wallMesh = new THREE.Mesh(geom, materials.debug_wall); // Use debug material
358
+ wallMesh.position.set(wallX, wallY, wallZ);
359
+ wallMesh.castShadow = true;
360
+ wallMesh.receiveShadow = true;
361
+ scene.add(wallMesh);
362
+
363
+ // Physics Wall
364
+ const wallShape = new CANNON.Box(new CANNON.Vec3(geom.parameters.width / 2, geom.parameters.height / 2, geom.parameters.depth / 2));
365
+ const wallBody = new CANNON.Body({ mass: 0, shape: wallShape, position: new CANNON.Vec3(wallX, wallY, wallZ), material: wallPhysicsMaterial });
366
+ world.addBody(wallBody);
367
+ physicsBodies.push(wallBody);
368
+ }
369
+ });
370
+
371
+ // Spawn Items & Monsters based on features
372
+ features.forEach(feature => {
373
+ if (feature.startsWith('item_')) {
374
+ const itemName = feature.substring(5).replace(/_/g, ' '); // Handle underscores
375
+ if (itemsData[itemName]) {
376
+ spawnItem(itemName, x, z);
377
+ } else { console.warn(`Item feature found but no data for: ${itemName}`); }
378
+ } else if (feature.startsWith('monster_')) {
379
+ const monsterType = feature.substring(8);
380
+ if (monstersData[monsterType]) {
381
+ spawnMonster(monsterType, x, z);
382
+ } else { console.warn(`Monster feature found but no data for: ${monsterType}`); }
383
+ }
384
+ // Handle other visual features if needed
385
+ });
386
+
387
+ } else {
388
+ console.log(`No data for cell: ${coordString}, skipping.`);
 
 
 
 
 
 
 
389
  }
390
+ }
 
 
 
 
 
391
  }
392
  console.log("Map Generation Complete.");
393
  }
394
 
395
+ function spawnItem(itemName, gridX, gridZ) {
396
  const itemData = itemsData[itemName];
397
  if (!itemData) return;
398
  const x = gridX * ROOM_SIZE + (Math.random() - 0.5) * (ROOM_SIZE * 0.4);
399
  const z = gridZ * ROOM_SIZE + (Math.random() - 0.5) * (ROOM_SIZE * 0.4);
400
+ const y = PLAYER_RADIUS; // Item height
401
+
402
+ // Use DEBUG material
403
+ const mesh = new THREE.Mesh(geometries.sphere, materials.debug_item); // Simplified mesh
404
+ mesh.scale.set(0.6, 0.6, 0.6); // Make items smaller
405
  mesh.position.set(x, y, z);
406
  mesh.userData = { type: 'item', name: itemName };
407
+ mesh.castShadow = true;
408
  scene.add(mesh);
409
+
410
+ // Store item in game state WITHOUT physics body initially for F pickup
411
+ gameState.items.push({
412
+ id: THREE.MathUtils.generateUUID(), // Simple unique ID
413
+ name: itemName,
414
+ mesh: mesh,
415
+ position: mesh.position // Store position for proximity check
416
+ });
417
+ console.log(`Spawned item ${itemName} at ${gridX},${gridZ} (visual only)`);
418
+ }
419
+
420
+ function spawnMonster(monsterType, gridX, gridZ) {
421
+ const monsterData = monstersData[monsterType];
422
+ if (!monsterData) return;
423
+ const x = gridX * ROOM_SIZE + (Math.random() - 0.5) * (ROOM_SIZE * 0.4);
424
+ const z = gridZ * ROOM_SIZE + (Math.random() - 0.5) * (ROOM_SIZE * 0.4);
425
+ const y = PLAYER_HEIGHT; // Start higher
426
+
427
+ // Use DEBUG material
428
+ const mesh = createSimpleMonsterMesh(monsterData.model); // Assuming this uses debug mat now
429
+ mesh.position.set(x, y, z); // Set initial mesh pos
430
+ mesh.userData = { type: 'monster', monsterType: monsterType };
431
+ scene.add(mesh);
432
+
433
+ // Physics Body
434
+ const shape = new CANNON.Sphere(PLAYER_RADIUS * 0.8); // Simple sphere collider
435
+ const body = new CANNON.Body({
436
+ mass: 10,
437
+ shape: shape,
438
+ position: new CANNON.Vec3(x, y, z),
439
+ linearDamping: 0.8,
440
+ angularDamping: 0.9,
441
+ material: world.materials.find(m => m.name === "monster") || new CANNON.Material("monster")
442
+ });
443
+ body.allowSleep = true;
444
+ body.userData = { type: 'monster', monsterType: monsterType, mesh: mesh, hp: monsterData.hp };
445
  world.addBody(body);
446
+
447
+ gameState.monsters.push({ id: body.id, type: monsterType, hp: monsterData.hp, body: body, mesh: mesh });
448
+ meshesToSync.push({ mesh: mesh, body: body });
449
  physicsBodies.push(body);
450
+ console.log(`Spawned monster ${monsterType} at ${gridX},${gridZ}`);
451
+ }
452
+
453
+
454
+ // --- Input Handling (QWEASDZXC + Jump + F + Space) ---
455
+ function setupInputListeners() {
456
+ console.log("Setting up input listeners.");
457
+ window.addEventListener('keydown', (event) => {
458
+ keysPressed[event.key.toLowerCase()] = true;
459
+ keysPressed[event.code] = true; // Keep Space, Shift etc.
460
+ // Prevent default browser scroll on space/arrows
461
+ if (['space', 'arrowup', 'arrowdown', 'arrowleft', 'arrowright'].includes(event.code.toLowerCase())) {
462
+ event.preventDefault();
463
+ }
464
+ });
465
+ window.addEventListener('keyup', (event) => {
466
+ keysPressed[event.key.toLowerCase()] = false;
467
+ keysPressed[event.code] = false;
468
+ });
469
+ }
470
+
471
+ function handleInput(deltaTime) {
472
+ if (!playerBody) return;
473
+
474
+ const moveSpeed = PLAYER_SPEED;
475
+ const diagonalSpeed = moveSpeed / Math.sqrt(2); // Adjust speed for diagonal
476
+
477
+ let moveX = 0;
478
+ let moveZ = 0;
479
+
480
+ // Forward/Backward (W/S)
481
+ if (keysPressed['w']) moveZ -= 1;
482
+ if (keysPressed['s']) moveZ += 1;
483
+
484
+ // Strafe (A/D)
485
+ if (keysPressed['a']) moveX -= 1;
486
+ if (keysPressed['d']) moveX += 1;
487
+
488
+ // Diagonal Forward (Q/E)
489
+ if (keysPressed['q']) { moveZ -= 1; moveX -= 1; }
490
+ if (keysPressed['e']) { moveZ -= 1; moveX += 1; }
491
+
492
+ // Diagonal Backward (Z/C)
493
+ if (keysPressed['z']) { moveZ += 1; moveX -= 1; }
494
+ if (keysPressed['c']) { moveZ += 1; moveX += 1; }
495
+
496
+ // --- Calculate final velocity vector ---
497
+ const velocity = new CANNON.Vec3(0, playerBody.velocity.y, 0); // Preserve Y velocity for jump/gravity
498
+
499
+ // Normalize if moving
500
+ if (moveX !== 0 || moveZ !== 0) {
501
+ const moveVec = new THREE.Vector2(moveX, moveZ);
502
+ moveVec.normalize(); // Ensure consistent speed regardless of direction count
503
+
504
+ velocity.x = moveVec.x * moveSpeed;
505
+ velocity.z = moveVec.y * moveSpeed;
506
+
507
+ // Make player mesh face movement direction
508
+ // NOTE: This rotation assumes +Z is backward, -Z is forward
509
+ const angle = Math.atan2(velocity.x, velocity.z); // atan2(x, z) gives angle from positive Z axis
510
+ const targetQuaternion = new THREE.Quaternion().setFromAxisAngle(new THREE.Vector3(0, 1, 0), angle);
511
+ // Smooth rotation (Slerp)
512
+ playerMesh.quaternion.slerp(targetQuaternion, 0.15); // Adjust 0.15 for faster/slower turning
513
+
514
+ } else {
515
+ // Apply damping implicitly via Cannon setting, or force stop:
516
+ velocity.x = 0;
517
+ velocity.z = 0;
518
+ }
519
+
520
+ playerBody.velocity.x = velocity.x;
521
+ playerBody.velocity.z = velocity.z;
522
+ // Y velocity is handled by gravity and jump impulse
523
+
524
+
525
+ // --- Jump (Shift or X) ---
526
+ // !! Basic jump - no ground check yet !!
527
+ if (keysPressed['shift'] || keysPressed['x']) {
528
+ // Simple check: only jump if Y velocity is near zero (crude ground check)
529
+ if (Math.abs(playerBody.velocity.y) < 0.1) {
530
+ console.log("Attempting Jump!");
531
+ playerBody.applyImpulse(new CANNON.Vec3(0, PLAYER_JUMP_FORCE, 0), playerBody.position);
532
+ }
533
+ keysPressed['shift'] = false; // Consume jump input
534
+ keysPressed['x'] = false;
535
+ }
536
+
537
+ // --- Pickup (F) ---
538
+ if (keysPressed['f']) {
539
+ pickupNearbyItem();
540
+ keysPressed['f'] = false; // Consume pickup input
541
+ }
542
+
543
+ // --- Fire (Space) ---
544
+ if (keysPressed['space']) {
545
+ fireProjectile();
546
+ keysPressed['space'] = false; // Consume fire input
547
+ }
548
+ }
549
+
550
+ // --- Interaction Logic ---
551
+ function pickupNearbyItem() {
552
+ if (!playerBody) return;
553
+ const playerPos = playerBody.position;
554
+ let pickedUp = false;
555
+
556
+ for (let i = gameState.items.length - 1; i >= 0; i--) {
557
+ const item = gameState.items[i];
558
+ const itemPos = item.position; // Using mesh position as items have no physics body now
559
+ const distance = playerPos.distanceTo(itemPos);
560
+
561
+ if (distance < PICKUP_RADIUS) {
562
+ if (!gameState.inventory.includes(item.name)) {
563
+ gameState.inventory.push(item.name);
564
+ addLog(`Picked up ${item.name}!`, "pickup");
565
+ updateInventoryDisplay();
566
+
567
+ // Remove item visually
568
+ scene.remove(item.mesh);
569
+ // Remove from game state list
570
+ gameState.items.splice(i, 1);
571
+ pickedUp = true;
572
+ break; // Pick up only one item per key press
573
+ }
574
+ }
575
+ }
576
+ if (!pickedUp) {
577
+ addLog("Nothing nearby to pick up.", "info");
578
+ }
579
+ }
580
+
581
+
582
+ // --- Combat (Keep Projectile Logic) ---
583
+ function fireProjectile() { /* ... same as before ... */
584
+ if (!playerBody || !playerMesh) return;
585
+ addLog("Pew!", "combat");
586
+ const projectileMesh = createProjectileMesh();
587
+ const projectileShape = new CANNON.Sphere(PROJECTILE_RADIUS);
588
+ const projectileBody = new CANNON.Body({ mass: 0.1, shape: projectileShape, linearDamping: 0.01, angularDamping: 0.01 });
589
+ projectileBody.addEventListener("collide", handleProjectileCollision);
590
+ const offsetDistance = PLAYER_RADIUS + PROJECTILE_RADIUS + 0.1;
591
+ const direction = new THREE.Vector3(0, 0, -1); // Base direction -Z is forward
592
+ direction.applyQuaternion(playerMesh.quaternion);
593
+ const startPos = new CANNON.Vec3().copy(playerBody.position).vadd(
594
+ new CANNON.Vec3(direction.x, 0, direction.z).scale(offsetDistance)
595
+ );
596
+ startPos.y = playerBody.position.y + PLAYER_HEIGHT * 0.3; // Fire from mid-height approx
597
+ projectileBody.position.copy(startPos);
598
+ projectileMesh.position.copy(startPos);
599
+ projectileBody.velocity = new CANNON.Vec3(direction.x, 0, direction.z).scale(PROJECTILE_SPEED);
600
+ scene.add(projectileMesh);
601
+ world.addBody(projectileBody);
602
+ const projectileData = { mesh: projectileMesh, body: projectileBody, lifetime: 3.0 };
603
+ meshesToSync.push(projectileData);
604
+ projectiles.push(projectileData);
605
+ physicsBodies.push(projectileBody);
606
+ projectileBody.userData = { type: 'projectile', mesh: projectileMesh, data: projectileData };
607
+ projectileMesh.userData = { type: 'projectile', body: projectileBody, data: projectileData };
608
+ }
609
+
610
+ // --- Collision Handling ---
611
+ function handlePlayerCollision(event) { /* ... same as before (but item part is unused now) ... */
612
+ const otherBody = event.body;
613
+ if (!otherBody || !otherBody.userData) return; // Body might be removed already
614
+
615
+ // Item pickup handled by 'F' key now.
616
+
617
+ // Player <-> Monster Collision
618
+ if (otherBody.userData.type === 'monster') {
619
+ // Cooldown for taking damage? Needs state tracking.
620
+ // Simple damage for now:
621
+ gameState.stats.hp -= 1;
622
+ addLog(`Hit by ${otherBody.userData.monsterType || 'monster'}! HP: ${gameState.stats.hp}`, "combat");
623
+ updateStatsDisplay();
624
+ if (gameState.stats.hp <= 0) { gameOver("Defeated by a monster!"); }
625
+ }
626
+ // Could add other collision handlers (player hitting wall hard, etc.)
627
+ }
628
+
629
+ function handleProjectileCollision(event) { /* ... same as before ... */
630
+ const projectileBody = event.target;
631
+ const otherBody = event.body;
632
+ if (!projectileBody || !projectileBody.userData || !otherBody || !otherBody.userData) return;
633
+
634
+ const projectileData = projectileBody.userData.data;
635
+
636
+ if (otherBody.userData.type === 'monster') {
637
+ const monsterId = otherBody.id;
638
+ const monsterIndex = gameState.monsters.findIndex(m => m.id === monsterId);
639
+ if (monsterIndex > -1) {
640
+ const monster = gameState.monsters[monsterIndex];
641
+ const damage = gameState.stats.strength;
642
+ monster.hp -= damage;
643
+ otherBody.userData.hp = monster.hp; // Update hp in body too
644
+ addLog(`Hit ${otherBody.userData.monsterType} for ${damage} damage! (HP: ${monster.hp})`, "combat");
645
+ if (monster.hp <= 0) {
646
+ addLog(`Defeated ${otherBody.userData.monsterType}!`, "info");
647
+ // Schedule removal after physics step if needed, direct removal can be tricky
648
+ scene.remove(monster.mesh);
649
+ world.removeBody(monster.body);
650
+ meshesToSync = meshesToSync.filter(sync => sync.body.id !== monster.body.id);
651
+ physicsBodies = physicsBodies.filter(body => body.id !== monster.body.id);
652
+ gameState.monsters.splice(monsterIndex, 1);
653
+ }
654
+ }
655
+ }
656
+
657
+ // Remove projectile immediately after any valid collision (except maybe player?)
658
+ if (otherBody !== playerBody) {
659
+ // Schedule removal might be safer if errors occur here
660
+ removeProjectile(projectileData);
661
+ }
662
+ }
663
+
664
+ function removeProjectile(projectileData) { /* ... same as before ... */
665
+ if (!projectileData) return;
666
+ const index = projectiles.indexOf(projectileData);
667
+ if (index === -1) return; // Already removed
668
+
669
+ // Check if objects still exist before removing
670
+ if(projectileData.mesh.parent) scene.remove(projectileData.mesh);
671
+ // Check if body is still in world before removing
672
+ if (world.bodies.includes(projectileData.body)) world.removeBody(projectileData.body);
673
+
674
+ meshesToSync = meshesToSync.filter(sync => sync.body && sync.body.id !== projectileData.body.id);
675
+ physicsBodies = physicsBodies.filter(body => body && body.id !== projectileData.body.id);
676
+ projectiles.splice(index, 1);
677
+ }
678
+
679
+ // --- Monster AI ---
680
+ function updateMonsters(deltaTime) { /* ... Mostly same as before ... */
681
+ const agroRangeSq = (ROOM_SIZE * 1.5) ** 2;
682
+ if(!playerBody) return; // Need player position
683
+
684
+ gameState.monsters.forEach(monster => {
685
+ if (!monster || !monster.body) return; // Skip if monster removed
686
+ const monsterPos = monster.body.position;
687
+ const playerPos = playerBody.position;
688
+ const distanceSq = playerPos.distanceSquared(monsterPos);
689
+
690
+ if (distanceSq < agroRangeSq) {
691
+ const direction = playerPos.vsub(monsterPos);
692
+ direction.y = 0;
693
+ if (direction.lengthSquared() > 0.1) {
694
+ direction.normalize();
695
+ const monsterData = monstersData[monster.type];
696
+ const speed = monsterData ? monsterData.speed : 1;
697
+ // Apply force instead of setting velocity for more 'physical' movement
698
+ // monster.body.applyForce(direction.scale(speed * monster.body.mass * 0.5), monsterPos); // Adjust force multiplier
699
+ // OR setting velocity is simpler for basic chase:
700
+ monster.body.velocity.x = direction.x * speed;
701
+ monster.body.velocity.z = direction.z * speed;
702
+
703
+ // Rotation
704
+ const angle = Math.atan2(direction.x, direction.z);
705
+ const targetQuaternion = new THREE.Quaternion().setFromAxisAngle(new THREE.Vector3(0, 1, 0), angle);
706
+ monster.mesh.quaternion.slerp(targetQuaternion, 0.1); // Smooth turn
707
+ } else { monster.body.velocity.x = 0; monster.body.velocity.z = 0;} // Stop if close
708
+ } else { // Stop if far
709
+ monster.body.velocity.x = 0;
710
+ monster.body.velocity.z = 0;
711
+ }
712
+ });
713
+ }
714
+
715
+
716
+ // --- UI Update ---
717
+ function updateUI() { /* ... same as before ... */
718
+ updateStatsDisplay();
719
+ updateInventoryDisplay();
720
+ }
721
+ function updateStatsDisplay() { /* ... same as before ... */
722
+ let statsHTML = '';
723
+ statsHTML += `<span>HP: ${gameState.stats.hp}/${gameState.stats.maxHp}</span>`;
724
+ statsHTML += `<span>Str: ${gameState.stats.strength}</span>`;
725
+ statsHTML += `<span>Wis: ${gameState.stats.wisdom}</span>`;
726
+ statsHTML += `<span>Cor: ${gameState.stats.courage}</span>`;
727
+ statsElement.innerHTML = statsHTML;
728
+ }
729
+ function updateInventoryDisplay() { /* ... same as before ... */
730
+ let inventoryHTML = '';
731
+ if (gameState.inventory.length === 0) { inventoryHTML += '<em>Empty</em>'; }
732
+ else { gameState.inventory.forEach(item => { const itemInfo = itemsData[item] || { type: 'unknown', description: '???' }; const itemClass = `item-${itemInfo.type || 'unknown'}`; inventoryHTML += `<span class="${itemClass}" title="${itemInfo.description}">${item}</span>`; }); }
733
+ inventoryElement.innerHTML = inventoryHTML;
734
+ }
735
+ function addLog(message, type = "info") { /* ... same as before ... */
736
+ const p = document.createElement('p');
737
+ p.classList.add(type);
738
+ p.textContent = `[${new Date().toLocaleTimeString([], { hour12: false, hour: '2-digit', minute: '2-digit', second: '2-digit' })}] ${message}`; // Add timestamp
739
+ logElement.appendChild(p);
740
+ logElement.scrollTop = logElement.scrollHeight;
741
+ }
742
+
743
+
744
+ // --- Game Over ---
745
+ function gameOver(reason) {
746
+ addLog(`GAME OVER: ${reason}`, "error");
747
+ console.log("Game Over:", reason);
748
+ gameLoopActive = false; // Stop the game loop
749
+ // Optional: Show a restart button or overlay
750
+ const restartButton = document.createElement('button');
751
+ restartButton.textContent = "RESTART GAME";
752
+ restartButton.style.position = 'absolute';
753
+ restartButton.style.top = '50%';
754
+ restartButton.style.left = '50%';
755
+ restartButton.style.transform = 'translate(-50%, -50%)';
756
+ restartButton.style.padding = '20px 40px';
757
+ restartButton.style.fontSize = '2em';
758
+ restartButton.style.cursor = 'pointer';
759
+ restartButton.style.zIndex = '1000';
760
+ restartButton.onclick = () => {
761
+ // Clean up restart button if exists
762
+ const oldButton = document.getElementById('restart-button');
763
+ if (oldButton) oldButton.remove();
764
+ init(); // Re-initialize the game
765
+ };
766
+ restartButton.id = 'restart-button'; // Assign ID for potential removal
767
+ sceneContainer.appendChild(restartButton); // Add button over the scene
768
+ }
769
+
770
+
771
+ // --- Main Game Loop ---
772
+ let lastTime = 0;
773
+ function animate(time) {
774
+ if (!gameLoopActive) return; // Stop loop if game over or paused
775
+
776
+ animationFrameId = requestAnimationFrame(animate); // Store ID to potentially cancel
777
+
778
+ const currentTime = performance.now(); // Use performance.now for higher precision
779
+ const deltaTime = (currentTime - lastTime) * 0.001; // Seconds
780
+ lastTime = currentTime;
781
+
782
+ // Avoid spiral of death on tab-out or large lag spikes
783
+ const dtClamped = Math.min(deltaTime, 1 / 30); // Clamp to max 30 FPS step
784
+
785
+ if (!world || !playerBody) return; // Exit if physics/player not ready
786
+
787
+ // 1. Handle Input
788
+ handleInput(dtClamped);
789
+
790
+ // 2. Update AI
791
+ updateMonsters(dtClamped);
792
+
793
+ // 3. Step Physics World
794
+ try {
795
+ world.step(dtClamped); // Use clamped delta time
796
+ } catch (e) {
797
+ console.error("Physics step error:", e);
798
+ // Potentially pause or handle error state
799
+ }
800
+
801
+
802
+ // 4. Update Projectiles
803
+ for (let i = projectiles.length - 1; i >= 0; i--) {
804
+ const p = projectiles[i];
805
+ if (p) { // Check if projectile still exists
806
+ p.lifetime -= dtClamped;
807
+ if (p.lifetime <= 0) {
808
+ removeProjectile(p);
809
+ }
810
+ }
811
+ }
812
+
813
+ // 5. Sync Visuals with Physics
814
+ meshesToSync.forEach(item => {
815
+ // Ensure body and mesh still exist before syncing
816
+ if (item && item.body && item.mesh && item.mesh.parent) {
817
+ item.mesh.position.copy(item.body.position);
818
+ item.mesh.quaternion.copy(item.body.quaternion);
819
+ } else {
820
+ // Clean up entries for objects that might have been removed improperly
821
+ console.warn("Attempted to sync missing body/mesh pair.");
822
+ // Maybe remove this entry from meshesToSync here? Needs careful handling.
823
+ }
824
+ });
825
+
826
+ // 6. Update Camera
827
+ if (playerBody) {
828
+ const targetCameraPos = new THREE.Vector3(
829
+ playerBody.position.x,
830
+ CAMERA_Y_OFFSET,
831
+ playerBody.position.z + CAMERA_Y_OFFSET * 0.5 // Adjust Z offset based on height for better angle
832
+ );
833
+ camera.position.lerp(targetCameraPos, 0.08); // Smoother follow
834
+
835
+ const lookAtPos = new THREE.Vector3(playerBody.position.x, 0, playerBody.position.z);
836
+ camera.lookAt(lookAtPos);
837
+ }
838
+
839
+
840
+ // 7. Physics Debugger Update (Optional)
841
+ // if (cannonDebugger) {
842
+ // cannonDebugger.update();
843
+ // }
844
+
845
+ // 8. Render Scene
846
+ renderer.render(scene, camera);
847
+
848
+ }
849
+
850
+ // --- Start Game ---
851
+ init();