Spaces:
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Update game.js
Browse files
game.js
CHANGED
@@ -1,7 +1,6 @@
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import * as THREE from 'three';
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import * as CANNON from 'cannon-es';
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//
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// import CannonDebugger from 'cannon-es-debugger';
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// --- DOM Elements ---
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const sceneContainer = document.getElementById('scene-container');
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@@ -13,39 +12,46 @@ const logElement = document.getElementById('log-display');
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const ROOM_SIZE = 10;
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const WALL_HEIGHT = 4;
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const WALL_THICKNESS = 0.5;
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const CAMERA_Y_OFFSET = 20;
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const PLAYER_SPEED =
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const PLAYER_RADIUS = 0.5;
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const PLAYER_HEIGHT = 1.8;
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const PROJECTILE_SPEED = 15;
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const PROJECTILE_RADIUS = 0.2;
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// --- Three.js Setup ---
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let scene, camera, renderer;
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let playerMesh;
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const meshesToSync = [];
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const projectiles = [];
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let axesHelper;
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// --- Physics Setup ---
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let world;
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let playerBody;
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const physicsBodies = [];
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let cannonDebugger = null;
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// --- Game State ---
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let gameState = {};
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const keysPressed = {};
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let gameLoopActive = false;
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// --- Game Data (
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const gameData = {
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"0,0": { type: 'city', features: ['door_north', 'item_Key'], name: "City Square"},
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"0,1": { type: 'forest', features: ['path_north', 'door_south', '
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"0,2": { type: 'forest', features: ['path_south'], name: "Deep Forest"},
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"1,1": { type: 'forest', features: ['river', 'path_west'], name: "River Bend" },
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"-1,1": { type: 'ruins', features: ['path_east'
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//
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};
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const itemsData = {
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@@ -59,72 +65,114 @@ const monstersData = {
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// ...
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};
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// --- Initialization ---
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function init() {
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console.log("Initializing Game
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// Reset state cleanly
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gameState = {
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inventory: [],
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stats: { hp: 30, maxHp: 30, strength: 7, wisdom: 5, courage: 6 },
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position: { x: 0, z: 0 },
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monsters: [],
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items: [],
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};
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meshesToSync.length = 0;
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projectiles.length = 0;
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physicsBodies.length = 0;
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initThreeJS();
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initPhysics();
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initPlayer(); //
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generateMap(); //
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setupInputListeners();
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updateUI();
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addLog("Welcome! Move
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}
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function initThreeJS() {
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console.log("Initializing Three.js...");
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scene = new THREE.Scene();
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scene.background = new THREE.Color(
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camera.
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camera.
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renderer = new THREE.WebGLRenderer({ antialias: true });
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renderer.setSize(sceneContainer.clientWidth, sceneContainer.clientHeight);
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renderer.shadowMap.enabled = true;
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sceneContainer.appendChild(renderer.domElement);
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// Lighting
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dirLight.position.set(15, 25, 10); // Higher angle
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dirLight.castShadow = true;
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dirLight.shadow.mapSize.width =
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dirLight.shadow.mapSize.height =
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dirLight.shadow.camera.
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dirLight.shadow.camera.left = -
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dirLight.shadow.camera.right =
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dirLight.shadow.camera.top =
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dirLight.shadow.camera.bottom = -
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scene.add(dirLight);
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// scene.add(
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// Axes Helper
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axesHelper = new THREE.AxesHelper(ROOM_SIZE
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axesHelper.position.set(0, 0.
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scene.add(axesHelper);
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console.log("Three.js Initialized.");
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function initPhysics() {
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console.log("Initializing Cannon-es...");
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world = new CANNON.World({ gravity: new CANNON.Vec3(0, -
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world.broadphase = new CANNON.SAPBroadphase(world);
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world.allowSleep = true;
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// Ground plane
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const groundShape = new CANNON.Plane();
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const groundBody = new CANNON.Body({ mass: 0, material:
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groundBody.addShape(groundShape);
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groundBody.quaternion.setFromEuler(-Math.PI / 2, 0, 0);
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world.addBody(groundBody);
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console.log("Physics World Initialized.");
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// Optional: Physics Debugger
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// try {
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// cannonDebugger = new CannonDebugger(scene, world, {
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// color: 0x00ff00, // Optional: specify color
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// scale: 1.0, // Optional: scale
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// });
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// console.log("Cannon-es Debugger Initialized.");
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// } catch (e) {
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// console.error("Failed to initialize CannonDebugger. Did you include it?", e);
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// }
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}
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// --- Primitive
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function createPlayerMesh() { /* ... same
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const group = new THREE.Group();
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const
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const body = new THREE.Mesh(bodyGeom, bodyMat);
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body.position.y = PLAYER_RADIUS;
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const headGeom = new THREE.SphereGeometry(PLAYER_RADIUS, 16, 16);
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const head = new THREE.Mesh(headGeom, bodyMat);
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head.position.y = PLAYER_HEIGHT - PLAYER_RADIUS;
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head.castShadow = true;
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group.add(body); group.add(head);
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const noseGeom = new THREE.ConeGeometry(PLAYER_RADIUS * 0.3, PLAYER_RADIUS * 0.5,
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const noseMat = new THREE.MeshBasicMaterial({ color: 0xffff00 });
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const nose = new THREE.Mesh(noseGeom, noseMat);
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nose
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nose.
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group.add(nose);
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return group;
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function createSimpleMonsterMesh(modelType = 'capsule_green') { /* ... same
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const group = new THREE.Group();
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let color =
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let
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if (modelType === 'capsule_green') {
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color = 0x00ff00;
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mat = new THREE.MeshLambertMaterial({ color: color });
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const bodyGeom = new THREE.CylinderGeometry(0.4, 0.4, 1.0,
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const headGeom = new THREE.SphereGeometry(0.4,
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const body = new THREE.Mesh(bodyGeom, mat);
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const head = new THREE.Mesh(headGeom, mat);
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body.position.y = 0.5; head.position.y = 1.0 + 0.4;
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group.add(body); group.add(head);
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} else { geom = new THREE.BoxGeometry(0.8, 1.2, 0.8);
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group.traverse(child => { if (child.isMesh) child.castShadow = true; });
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return group;
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}
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function createSimpleItemMesh(modelType = 'sphere_red') { /* ... same
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let geom, mat; let color =
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else if (modelType === 'box_gold') { color = 0xffd700; geom = new THREE.BoxGeometry(0.4, 0.4, 0.4); }
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else { geom = new THREE.SphereGeometry(0.3,
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const mesh = new THREE.Mesh(geom, mat);
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return mesh;
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}
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function createProjectileMesh() { /* ... same
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const geom = new THREE.SphereGeometry(PROJECTILE_RADIUS,
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const mat = new THREE.MeshBasicMaterial({ color: 0xffff00 });
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const mesh = new THREE.Mesh(geom, mat);
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return mesh;
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}
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// Shared Geometries / Materials for walls/floors
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const floorGeometry = new THREE.PlaneGeometry(ROOM_SIZE, ROOM_SIZE);
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const wallN SGeometry = new THREE.BoxGeometry(ROOM_SIZE, WALL_HEIGHT, WALL_THICKNESS);
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const wallEWGeometry = new THREE.BoxGeometry(WALL_THICKNESS, WALL_HEIGHT, ROOM_SIZE);
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const floorMaterials = {
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city: new THREE.MeshLambertMaterial({ color: 0xdeb887 }),
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forest: new THREE.MeshLambertMaterial({ color: 0x228B22 }),
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cave: new THREE.MeshLambertMaterial({ color: 0x696969 }),
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ruins: new THREE.MeshLambertMaterial({ color: 0x778899 }),
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plains: new THREE.MeshLambertMaterial({ color: 0x90EE90 }),
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default: new THREE.MeshLambertMaterial({ color: 0xaaaaaa })
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};
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const wallMaterial = new THREE.MeshLambertMaterial({ color: 0x888888 });
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// --- Player Setup ---
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function initPlayer() {
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console.log("Initializing Player...");
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// Visual Mesh
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playerMesh = createPlayerMesh();
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// Start
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playerMesh.position.set(0, PLAYER_HEIGHT, 0); // Adjust initial Y based on model pivot
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scene.add(playerMesh);
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console.log("Player mesh added to scene.");
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// Physics Body
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const playerShape = new CANNON.Sphere(PLAYER_RADIUS);
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playerBody = new CANNON.Body({
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mass: 70,
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shape: playerShape,
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position: new CANNON.Vec3(
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linearDamping: 0.95,
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angularDamping: 1.0,
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material: new CANNON.Material("player") //
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});
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playerBody.allowSleep = false; // Player should always be active
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playerBody.addEventListener("collide", handlePlayerCollision);
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world.addBody(playerBody);
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// Add to sync list
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meshesToSync.push({ mesh: playerMesh, body: playerBody });
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}
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// --- Map Generation ---
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function generateMap() {
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console.log("Generating Map...");
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const
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}
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} else if (feature.startsWith('monster_')) {
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const monsterType = feature.substring(8); // e.g., monster_goblin -> goblin
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if(monstersData[monsterType]) {
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spawnMonster(monsterType, x, z);
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} else {
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console.warn(`Monster feature found but no data for: ${monsterType}`);
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}
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}
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else if (feature === 'river') {
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const riverMesh = createFeature(feature, x, z);
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if (riverMesh) scene.add(riverMesh);
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}
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});
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}
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console.log("Map Generation Complete.");
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}
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function spawnItem(itemName, gridX, gridZ) {
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const itemData = itemsData[itemName];
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if (!itemData) return;
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const x = gridX * ROOM_SIZE + (Math.random() - 0.5) * (ROOM_SIZE * 0.4);
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const z = gridZ * ROOM_SIZE + (Math.random() - 0.5) * (ROOM_SIZE * 0.4);
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const y = PLAYER_RADIUS;
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mesh.position.set(x, y, z);
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mesh.userData = { type: 'item', name: itemName };
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scene.add(mesh);
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world.addBody(body);
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physicsBodies.push(body);
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console.log(`Spawned
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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();
|