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Update index.html

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  1. index.html +531 -113
index.html CHANGED
@@ -112,14 +112,11 @@
112
  .choice-button:hover:not(:disabled) { background-color: #d4a017; color: #222; border-color: #b8860b; }
113
  .choice-button:disabled { background-color: #444; color: #888; cursor: not-allowed; border-color: #666; opacity: 0.7; }
114
 
115
- /* Optional Roll Result Styling */
116
  .roll-success { color: #7f7; border-left: 3px solid #4a4; padding-left: 8px; margin-bottom: 1em; font-size: 0.9em; }
117
  .roll-failure { color: #f77; border-left: 3px solid #a44; padding-left: 8px; margin-bottom: 1em; font-size: 0.9em; }
118
-
119
  </style>
120
  </head>
121
  <body>
122
-
123
  <div id="game-container">
124
  <div id="scene-container"></div>
125
  <div id="ui-container">
@@ -149,8 +146,6 @@
149
 
150
  <script type="module">
151
  import * as THREE from 'three';
152
- // Optional: Add OrbitControls for debugging/viewing scene
153
- // import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
154
 
155
  const sceneContainer = document.getElementById('scene-container');
156
  const storyTitleElement = document.getElementById('story-title');
@@ -162,6 +157,7 @@
162
  let scene, camera, renderer;
163
  let currentAssemblyGroup = null;
164
 
 
165
  const stoneMaterial = new THREE.MeshStandardMaterial({ color: 0x888888, roughness: 0.8, metalness: 0.1 });
166
  const woodMaterial = new THREE.MeshStandardMaterial({ color: 0x8B4513, roughness: 0.7, metalness: 0 });
167
  const darkWoodMaterial = new THREE.MeshStandardMaterial({ color: 0x5C3D20, roughness: 0.7, metalness: 0 });
@@ -171,6 +167,12 @@
171
  const templeMaterial = new THREE.MeshStandardMaterial({ color: 0xA99B78, roughness: 0.7, metalness: 0.1 });
172
  const errorMaterial = new THREE.MeshStandardMaterial({ color: 0xffa500, roughness: 0.5 });
173
  const gameOverMaterial = new THREE.MeshStandardMaterial({ color: 0xff0000, roughness: 0.5 });
 
 
 
 
 
 
174
 
175
  function initThreeJS() {
176
  if (!sceneContainer) { console.error("Scene container not found!"); return; }
@@ -188,17 +190,6 @@
188
  sceneContainer.appendChild(renderer.domElement);
189
  const ambientLight = new THREE.AmbientLight(0xffffff, 0.5);
190
  scene.add(ambientLight);
191
- const directionalLight = new THREE.DirectionalLight(0xffffff, 1.2);
192
- directionalLight.position.set(8, 15, 10);
193
- directionalLight.castShadow = true;
194
- directionalLight.shadow.mapSize.width = 1024;
195
- directionalLight.shadow.mapSize.height = 1024;
196
- directionalLight.shadow.camera.near = 0.5;
197
- directionalLight.shadow.camera.far = 50;
198
- const shadowCamSize = 15;
199
- directionalLight.shadow.camera.left = -shadowCamSize; directionalLight.shadow.camera.right = shadowCamSize;
200
- directionalLight.shadow.camera.top = shadowCamSize; directionalLight.shadow.camera.bottom = -shadowCamSize;
201
- scene.add(directionalLight);
202
  window.addEventListener('resize', onWindowResize, false);
203
  setTimeout(onWindowResize, 100);
204
  animate();
@@ -217,7 +208,10 @@
217
 
218
  function animate() {
219
  requestAnimationFrame(animate);
220
- // if (currentAssemblyGroup) { currentAssemblyGroup.rotation.y += 0.0005; } // Optional rotation
 
 
 
221
  if (renderer && scene && camera) {
222
  renderer.render(scene, camera);
223
  }
@@ -240,33 +234,355 @@
240
  return ground;
241
  }
242
 
243
- // --- Procedural Generation Functions ---
244
- function createDefaultAssembly() { const group = new THREE.Group(); const sphereGeo = new THREE.SphereGeometry(0.5, 16, 16); group.add(createMesh(sphereGeo, stoneMaterial, { x: 0, y: 0.5, z: 0 })); group.add(createGroundPlane()); return group; }
245
- function createCityGatesAssembly() { const group = new THREE.Group(); const gh=4, gw=1.5, gd=0.8, ah=1, aw=3; const tlGeo = new THREE.BoxGeometry(gw, gh, gd); group.add(createMesh(tlGeo, stoneMaterial, { x:-(aw/2+gw/2), y:gh/2, z:0 })); const trGeo = new THREE.BoxGeometry(gw, gh, gd); group.add(createMesh(trGeo, stoneMaterial, { x:(aw/2+gw/2), y:gh/2, z:0 })); const aGeo = new THREE.BoxGeometry(aw, ah, gd); group.add(createMesh(aGeo, stoneMaterial, { x:0, y:gh-ah/2, z:0 })); const cs=0.4; const cg = new THREE.BoxGeometry(cs, cs, gd*1.1); for(let i=-1; i<=1; i+=2){ group.add(createMesh(cg.clone(), stoneMaterial, { x:-(aw/2+gw/2)+i*cs*0.7, y:gh+cs/2, z:0 })); group.add(createMesh(cg.clone(), stoneMaterial, { x:(aw/2+gw/2)+i*cs*0.7, y:gh+cs/2, z:0 })); } group.add(createMesh(cg.clone(), stoneMaterial, { x:0, y:gh+ah-cs/2, z:0 })); group.add(createGroundPlane(stoneMaterial)); return group; }
246
- function createWeaponsmithAssembly() { const group = new THREE.Group(); const bw=3, bh=2.5, bd=3.5; const bGeo = new THREE.BoxGeometry(bw, bh, bd); group.add(createMesh(bGeo, darkWoodMaterial, { x:0, y:bh/2, z:0 })); const ch=3.5; const cGeo = new THREE.CylinderGeometry(0.3, 0.4, ch, 8); group.add(createMesh(cGeo, stoneMaterial, { x:bw*0.3, y:ch/2, z:-bd*0.3 })); group.add(createGroundPlane()); return group; }
247
- function createTempleAssembly() { const group = new THREE.Group(); const bs=5, bsh=0.5, ch=3, cr=0.25, rh=0.5; const bGeo = new THREE.BoxGeometry(bs, bsh, bs); group.add(createMesh(bGeo, templeMaterial, { x:0, y:bsh/2, z:0 })); const cGeo = new THREE.CylinderGeometry(cr, cr, ch, 12); const cPos = [{x:-bs/3, z:-bs/3}, {x:bs/3, z:-bs/3}, {x:-bs/3, z:bs/3}, {x:bs/3, z:bs/3}]; cPos.forEach(p=>group.add(createMesh(cGeo.clone(), templeMaterial, { x:p.x, y:bsh+ch/2, z:p.z }))); const rGeo = new THREE.BoxGeometry(bs*0.9, rh, bs*0.9); group.add(createMesh(rGeo, templeMaterial, { x:0, y:bsh+ch+rh/2, z:0 })); group.add(createGroundPlane()); return group; }
248
- function createResistanceMeetingAssembly() { const group = new THREE.Group(); const tw=2, th=0.8, td=1, tt=0.1; const ttg = new THREE.BoxGeometry(tw, tt, td); group.add(createMesh(ttg, woodMaterial, { x:0, y:th-tt/2, z:0 })); const lh=th-tt, ls=0.1; const lg=new THREE.BoxGeometry(ls, lh, ls); const lofW=tw/2-ls*1.5; const lofD=td/2-ls*1.5; group.add(createMesh(lg, woodMaterial, { x:-lofW, y:lh/2, z:-lofD })); group.add(createMesh(lg.clone(), woodMaterial, { x:lofW, y:lh/2, z:-lofD })); group.add(createMesh(lg.clone(), woodMaterial, { x:-lofW, y:lh/2, z:lofD })); group.add(createMesh(lg.clone(), woodMaterial, { x:lofW, y:lh/2, z:lofD })); const ss=0.4; const sg=new THREE.BoxGeometry(ss, ss*0.8, ss); group.add(createMesh(sg, darkWoodMaterial, { x:-tw*0.6, y:ss*0.4, z:0 })); group.add(createMesh(sg.clone(), darkWoodMaterial, { x:tw*0.6, y:ss*0.4, z:0 })); group.add(createGroundPlane(stoneMaterial)); return group; }
249
- function createForestAssembly(tc=10, a=10) { const group = new THREE.Group(); const cT=(x,z)=>{ const tg=new THREE.Group(); const th=Math.random()*1.5+2; const tr=Math.random()*0.1+0.1; const tGeo = new THREE.CylinderGeometry(tr*0.7, tr, th, 8); tg.add(createMesh(tGeo, woodMaterial, {x:0, y:th/2, z:0})); const fr=th*0.4+0.2; const fGeo=new THREE.SphereGeometry(fr, 8, 6); tg.add(createMesh(fGeo, leafMaterial, {x:0, y:th*0.9, z:0})); tg.position.set(x,0,z); return tg; }; for(let i=0; i<tc; i++){ const x=(Math.random()-0.5)*a; const z=(Math.random()-0.5)*a; if(Math.sqrt(x*x+z*z)>1.0) group.add(cT(x,z)); } group.add(createGroundPlane(groundMaterial, a*1.1)); return group; }
250
- function createRoadAmbushAssembly() { const group = new THREE.Group(); const a=12; const fg = createForestAssembly(8, a); group.add(fg); const rw=3, rl=a*1.2; const rGeo=new THREE.PlaneGeometry(rw, rl); const rMat=new THREE.MeshStandardMaterial({color:0x966F33, roughness:0.9}); const r=createMesh(rGeo, rMat, {x:0, y:0.01, z:0}, {x:-Math.PI/2}); r.receiveShadow=true; group.add(r); const rkGeo=new THREE.SphereGeometry(0.5, 5, 4); const rkMat=new THREE.MeshStandardMaterial({color:0x666666, roughness:0.8}); group.add(createMesh(rkGeo, rkMat, {x:rw*0.7, y:0.25, z:1}, {y:Math.random()*Math.PI})); group.add(createMesh(rkGeo.clone().scale(0.8,0.8,0.8), rkMat, {x:-rw*0.8, y:0.2, z:-2}, {y:Math.random()*Math.PI})); return group; }
251
- function createForestEdgeAssembly() { const group = new THREE.Group(); const a=15; const fg = createForestAssembly(15, a); const ttr=[]; fg.children.forEach(c => { if(c.type === 'Group' && c.position.x > 0) ttr.push(c); }); ttr.forEach(t => fg.remove(t)); group.add(fg); return group; }
252
- function createPrisonerCellAssembly() { const group = new THREE.Group(); const cs=3, wh=2.5, wt=0.2, br=0.05, bsp=0.25; const cfMat=stoneMaterial.clone(); cfMat.color.setHex(0x555555); group.add(createGroundPlane(cfMat, cs)); const wbGeo=new THREE.BoxGeometry(cs, wh, wt); group.add(createMesh(wbGeo, stoneMaterial, {x:0, y:wh/2, z:-cs/2})); const wsGeo=new THREE.BoxGeometry(wt, wh, cs); group.add(createMesh(wsGeo, stoneMaterial, {x:-cs/2, y:wh/2, z:0})); group.add(createMesh(wsGeo.clone(), stoneMaterial, {x:cs/2, y:wh/2, z:0})); const bGeo=new THREE.CylinderGeometry(br, br, wh, 8); const nb=Math.floor(cs/bsp); for(let i=0; i<nb; i++){ const xp=-cs/2+(i+0.5)*bsp; group.add(createMesh(bGeo.clone(), metalMaterial, {x:xp, y:wh/2, z:cs/2})); } return group; }
253
- function createGameOverAssembly() { const group = new THREE.Group(); const boxGeo = new THREE.BoxGeometry(2, 2, 2); group.add(createMesh(boxGeo, gameOverMaterial, { x: 0, y: 1, z: 0 })); group.add(createGroundPlane(stoneMaterial.clone().set({color: 0x333333}))); return group; }
254
- function createErrorAssembly() { const group = new THREE.Group(); const coneGeo = new THREE.ConeGeometry( 0.8, 1.5, 8 ); group.add(createMesh(coneGeo, errorMaterial, { x: 0, y: 0.75, z: 0 })); group.add(createGroundPlane()); return group; }
255
-
256
- // --- Game Data ---
257
- const itemsData = { "Flaming Sword":{type:"weapon", description:"A fiery blade"}, "Whispering Bow":{type:"weapon", description:"A silent bow"}, "Guardian Shield":{type:"armor", description:"A protective shield"}, "Healing Light Spell":{type:"spell", description:"Mends minor wounds"}, "Shield of Faith Spell":{type:"spell", description:"Temporary shield"}, "Binding Runes Scroll":{type:"spell", description:"Binds an enemy"}, "Secret Tunnel Map":{type:"quest", description:"Shows a hidden path"}, "Poison Daggers":{type:"weapon", description:"Daggers with poison"}, "Master Key":{type:"quest", description:"Unlocks many doors"}, "Crude Dagger":{type:"weapon", description:"A roughly made dagger."}, "Scout's Pouch":{type:"quest", description:"Contains odds and ends."} };
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
258
  const gameData = {
259
- "1": { title: "The Crossroads", content: `<p>Dust swirls... Which path calls to you?</p>`, options: [ { text: "Enter the Shadowwood Forest (North)", next: 5 }, { text: "Head towards the Rolling Hills (East)", next: 2 }, { text: "Investigate the Coastal Cliffs (West)", next: 3 } ], illustration: "crossroads-signpost-sunny" },
260
- "2": { title: "Rolling Hills", content: `<p>Verdant hills stretch before you... It feels peaceful...</p>`, options: [ { text: "Follow the narrow path", next: 4 }, { text: "Try to hail the distant shepherd (Charisma Check?)", next: 99 } ], illustration: "rolling-green-hills-shepherd-distance" },
261
- "3": { title: "Coastal Cliffs Edge", content: `<p>You stand atop windswept cliffs... A precarious-looking path descends...</p>`, options: [ { text: "Attempt the precarious descent (Dexterity Check)", check: { stat: 'dexterity', dc: 12, onFailure: 31 }, next: 30 }, { text: "Scan the cliff face for easier routes (Wisdom Check)", check: { stat: 'wisdom', dc: 11, onFailure: 32 }, next: 33 } ], illustration: "windy-sea-cliffs-crashing-waves-path-down" },
262
- "4": { title: "Hill Path Overlook", content: `<p>The path crests a hill... you see a small, overgrown shrine...</p>`, options: [ { text: "Investigate the overgrown shrine", next: 40 }, { text: "Continue towards the badlands", next: 41 } ], illustration: "hilltop-view-overgrown-shrine-wildflowers" },
263
- "5": { title: "Shadowwood Entrance", content: `<p>Sunlight struggles to pierce the dense canopy... How do you proceed?</p>`, options: [ { text: "Follow the main, albeit overgrown, path", next: 6 }, { text: "Try to navigate through the lighter undergrowth", next: 7 }, { text: "Look for animal trails or signs of passage (Wisdom Check)", check: { stat: 'wisdom', dc: 10, onFailure: 6 }, next: 8 } ], illustration: "dark-forest-entrance-gnarled-roots-filtered-light" },
264
- "6": { title: "Overgrown Forest Path", content: `<p>The path is barely visible... You hear a twig snap nearby!</p>`, options: [ { text: "Ready your weapon and investigate", next: 10 }, { text: "Attempt to hide quietly (Dexterity Check)", check: { stat: 'dexterity', dc: 11, onFailure: 10 }, next: 11 }, { text: "Call out cautiously", next: 10 } ], illustration: "overgrown-forest-path-glowing-fungi-vines" },
265
- "7": { title: "Tangled Undergrowth", content: `<p>Pushing through ferns... You stumble upon a small clearing containing a moss-covered, weathered stone statue...</p>`, options: [ { text: "Examine the statue closely (Intelligence Check)", check: { stat: 'intelligence', dc: 13, onFailure: 71 }, next: 70 }, { text: "Ignore the statue and press on", next: 72 }, { text: "Leave a small offering (if possible)", next: 73 } ], illustration: "forest-clearing-mossy-statue-weathered-stone" },
266
- "8": { title: "Hidden Game Trail", content: `<p>Your sharp eyes spot a faint trail... It leads towards a ravine spanned by a rickety rope bridge.</p><p>(+20 XP)</p>`, options: [ { text: "Risk crossing the rope bridge (Dexterity Check)", check: { stat: 'dexterity', dc: 10, onFailure: 81 }, next: 80 }, { text: "Search for another way across the ravine", next: 82 } ], illustration: "narrow-game-trail-forest-rope-bridge-ravine", reward: { xp: 20 } },
267
- "10": { title: "Goblin Ambush!", content: `<p>Two scraggly goblins leap out, brandishing crude spears!</p>`, options: [ { text: "Fight the goblins!", next: 12 }, { text: "Attempt to dodge past them (Dexterity Check)", check: { stat: 'dexterity', dc: 13, onFailure: 10 }, next: 13 } ], illustration: "two-goblins-ambush-forest-path-spears" }, // Simplified options
268
  "11": { title: "Hidden Evasion", content: `<p>You melt into the shadows as the goblins blunder past.</p><p>(+30 XP)</p>`, options: [ { text: "Continue cautiously", next: 14 } ], illustration: "forest-shadows-hiding-goblins-walking-past", reward: { xp: 30 } },
269
- "12": { title: "Ambush Victory!", content: `<p>You defeat the goblins! Found a Crude Dagger.</p><p>(+50 XP)</p>`, options: [ { text: "Press onward", next: 14 } ], illustration: "defeated-goblins-forest-path-loot", reward: { xp: 50, addItem: "Crude Dagger" } }, // Added item directly
270
  "13": { title: "Daring Escape", content: `<p>With surprising agility, you tumble past the goblins!</p><p>(+25 XP)</p>`, options: [ { text: "Keep running!", next: 14 } ], illustration: "blurred-motion-running-past-goblins-forest", reward: { xp: 25 } },
271
  "14": { title: "Forest Stream Crossing", content: `<p>The path leads to a clear, shallow stream...</p>`, options: [ { text: "Wade across the stream", next: 16 }, { text: "Look for a drier crossing point (fallen log?)", next: 15 } ], illustration: "forest-stream-crossing-dappled-sunlight-stones" },
272
  "15": { title: "Log Bridge", content: `<p>Further upstream, a large, mossy log spans the stream.</p>`, options: [ { text: "Cross carefully on the log (Dexterity Check)", check: { stat: 'dexterity', dc: 9, onFailure: 151 }, next: 16 }, { text: "Go back and wade instead", next: 14 } ], illustration: "mossy-log-bridge-over-forest-stream" },
@@ -280,21 +596,19 @@
280
  "31": { title: "Tumbled Down", content: `<p>You lose your footing... landing hard on the sandy cove floor. You lose 5 HP. A dark cave entrance beckons.</p>`, options: [ { text: "Gingerly explore the dark cave", next: 35 } ], illustration: "character-fallen-at-bottom-of-cliff-path-cove", hpLoss: 5 },
281
  "32": { title: "No Easier Path", content: `<p>You scan the cliffs intently but find no obviously easier routes.</p>`, options: [ { text: "Attempt the precarious descent (Dexterity Check)", check: { stat: 'dexterity', dc: 12, onFailure: 31 }, next: 30 } ], illustration: "scanning-sea-cliffs-no-other-paths-visible" },
282
  "33": { title: "Smuggler's Steps?", content: `<p>Your keen eyes spot a series of barely visible handholds and steps carved into the rock...</p><p>(+15 XP)</p>`, options: [ { text: "Use the hidden steps (Easier Dex Check)", check: { stat: 'dexterity', dc: 8, onFailure: 31 }, next: 30 } ], illustration: "close-up-handholds-carved-in-cliff-face", reward: { xp: 15 } },
283
- "35": { title: "Dark Cave", content: `<p>The cave smells of salt and decay. Water drips somewhere within.</p>`, options: [{ text: "Press deeper into the darkness", next: 99 } ], illustration: "dark-cave-entrance-dripping-water" }, // End of this branch for now
284
  "40": { title: "Overgrown Shrine", content: `<p>Wildflowers grow thick around a small stone shrine. It feels ancient and neglected.</p>`, options: [{ text: "Examine the carvings (Intelligence Check)", check:{stat:'intelligence', dc:11, onFailure: 401}, next: 400 } ], illustration: "overgrown-stone-shrine-wildflowers-close" },
285
- "41": { title: "Rocky Badlands", content: `<p>The green hills give way to cracked earth and jagged rock formations under a harsh sun.</p>`, options: [{ text: "Scout ahead", next: 99 } ], illustration: "rocky-badlands-cracked-earth-harsh-sun" }, // End of this branch
286
- // Add pages 70-73, 80-82, 190-192, 21, 22, 400, 401 etc.
287
  "190": { title: "Over the Rocks", content:"<p>With considerable effort, you manage to climb over the rockslide.</p><p>(+35 XP)</p>", options: [{text:"Continue up the path", next: 22}], illustration:"character-climbing-over-boulders", reward: {xp:35} },
288
  "191": { title: "Climb Fails", content:"<p>The boulders are too unstable or sheer. You cannot climb them safely.</p>", options: [{text:"Search for another way around", next: 192}], illustration:"character-slipping-on-rockslide-boulders"},
289
  "192": { title: "Detour Found", content:"<p>After some searching, you find a rough path leading around the rockslide, eventually rejoining the main trail.</p>", options: [{text:"Continue up the path", next: 22}], illustration:"rough-detour-path-around-rockslide"},
290
  "21": { title: "Western Ridge", content:"<p>The ridge path is narrow and exposed, with strong winds threatening to push you off.</p>", options: [{text:"Proceed carefully (Dexterity Check)", check:{stat:'dexterity', dc: 14, onFailure: 211}, next: 22 } ], illustration:"narrow-windy-mountain-ridge-path" },
291
- "22": { title: "Fortress Approach", content:"<p>You've navigated the treacherous paths and now stand near the outer walls of the dark fortress. Guards patrol the battlements.</p>", options: [{text:"Look for an unguarded entrance", next: 99}], illustration:"approaching-dark-fortress-walls-guards"}, // End for now
292
  "211": {title:"Lost Balance", content:"<p>A strong gust of wind catches you off guard, sending you tumbling down a steep slope! You lose 10 HP.</p>", options:[{text:"Climb back up and find another way", next: 17}], illustration:"character-falling-off-windy-ridge", hpLoss: 10},
293
-
294
  "99": { title: "Game Over / To Be Continued...", content: "<p>Your adventure ends here (for now).</p>", options: [{ text: "Restart", next: 1 }], illustration: "game-over-generic", gameOver: true }
295
  };
296
 
297
- // --- Game State ---
298
  let gameState = {
299
  currentPageId: 1,
300
  character: {
@@ -305,12 +619,10 @@
305
  }
306
  };
307
 
308
- // --- Game Logic Functions ---
309
  function startGame() {
310
  const defaultChar = { name: "Hero", race: "Human", alignment: "Neutral Good", class: "Adventurer", level: 1, xp: 0, xpToNextLevel: 100, stats: { strength: 8, intelligence: 10, wisdom: 10, dexterity: 10, constitution: 10, charisma: 8, hp: 12, maxHp: 12 }, inventory: [] };
311
- gameState = { currentPageId: 1, character: { ...defaultChar } }; // Reset state
312
- // Potential load logic could go here later:
313
- // if (loadCharacter()) { console.log("Loaded saved game."); }
314
  renderPage(gameState.currentPageId);
315
  }
316
 
@@ -319,7 +631,7 @@
319
  const itemToAdd = choiceData.addItem;
320
  let nextPageId = optionNextPageId;
321
  let rollResultMessage = "";
322
- const check = choiceData.check; // Get check data if it exists
323
 
324
  if (isNaN(optionNextPageId) && !check) { console.error("Invalid choice data:", choiceData); return; }
325
 
@@ -331,10 +643,10 @@
331
  const dc = check.dc;
332
  console.log(`Check: ${check.stat} (DC ${dc}) | Roll: ${roll} + Mod: ${modifier} = ${totalResult}`);
333
  if (totalResult >= dc) {
334
- nextPageId = optionNextPageId; // Check succeeds, use original 'next'
335
  rollResultMessage = `<p class="roll-success"><em>Check Success! (${totalResult} vs DC ${dc})</em></p>`;
336
  } else {
337
- nextPageId = parseInt(check.onFailure); // Check fails, use 'onFailure'
338
  rollResultMessage = `<p class="roll-failure"><em>Check Failed! (${totalResult} vs DC ${dc})</em></p>`;
339
  if (isNaN(nextPageId)) { console.error("Invalid onFailure ID:", check.onFailure); nextPageId = 99; }
340
  }
@@ -352,24 +664,30 @@
352
  if (nextPageData.hpLoss) {
353
  gameState.character.stats.hp -= nextPageData.hpLoss;
354
  console.log(`Lost ${nextPageData.hpLoss} HP.`);
355
- if (gameState.character.stats.hp <= 0) { gameState.character.stats.hp = 0; console.log("Player died!"); nextPageId = 99; /* Force redirect handled below */ }
356
  }
357
  if (nextPageData.reward) {
358
  if (nextPageData.reward.xp) { gameState.character.xp += nextPageData.reward.xp; console.log(`Gained ${nextPageData.reward.xp} XP! Total: ${gameState.character.xp}`); }
359
- if (nextPageData.reward.statIncrease) { const stat = nextPageData.reward.statIncrease.stat; const amount = nextPageData.reward.statIncrease.amount; if (gameState.character.stats.hasOwnProperty(stat)) { gameState.character.stats[stat] += amount; console.log(`Stat ${stat} increased by ${amount}.`); } }
360
- if(nextPageData.reward.addItem && !gameState.character.inventory.includes(nextPageData.reward.addItem)){ gameState.character.inventory.push(nextPageData.reward.addItem); console.log(`Found item: ${nextPageData.reward.addItem}`); }
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
361
  }
362
- // Recalculate max HP based on CON after potential stat changes
363
- const conModifier = Math.floor((gameState.character.stats.constitution - 10) / 2);
364
- // Example Max HP calculation: Base + CON modifier per level
365
- gameState.character.stats.maxHp = 10 + (conModifier * gameState.character.level); // Adjust base 10 as needed
366
- gameState.character.stats.hp = Math.min(gameState.character.stats.hp, gameState.character.stats.maxHp); // Clamp HP
367
-
368
- // Handle forced game over from HP loss
369
- if (nextPageId === 99 && gameState.character.stats.hp <= 0) {
370
- renderPageInternal(99, gameData[99], rollResultMessage);
371
- return;
372
- }
373
  } else {
374
  console.error(`Data for page ${nextPageId} not found!`);
375
  renderPageInternal(99, gameData[99], "<p><em>Error: Next page data missing!</em></p>");
@@ -379,29 +697,71 @@
379
  }
380
 
381
  function renderPageInternal(pageId, pageData, message = "") {
382
- if (!pageData) { console.error(`Render Error: No data for page ${pageId}`); return; } // Guard clause
383
  storyTitleElement.textContent = pageData.title || "Untitled Page";
384
  storyContentElement.innerHTML = message + (pageData.content || "<p>...</p>");
385
- updateStatsDisplay(); updateInventoryDisplay();
 
386
  choicesElement.innerHTML = '';
387
  if (pageData.options && pageData.options.length > 0) {
388
  pageData.options.forEach(option => {
389
- const button = document.createElement('button'); button.classList.add('choice-button'); button.textContent = option.text; let requirementMet = true;
390
- if (option.requireItem && !gameState.character.inventory.includes(option.requireItem)) { requirementMet = false; button.title = `Requires: ${option.requireItem}`; button.disabled = true; }
391
- if (requirementMet) { const choiceData = { nextPage: option.next, addItem: option.addItem, check: option.check }; button.onclick = () => handleChoiceClick(choiceData); } else { button.classList.add('disabled'); } choicesElement.appendChild(button); });
392
- } else { const button = document.createElement('button'); button.classList.add('choice-button'); button.textContent = pageData.gameOver ? "Restart Adventure" : "The End"; button.onclick = () => handleChoiceClick({ nextPage: pageData.gameOver ? 1 : 99 }); choicesElement.appendChild(button); if (!pageData.gameOver) choicesElement.insertAdjacentHTML('afterbegin', '<p><i>The path ends here.</i></p>'); }
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
393
  updateScene(pageData.illustration || 'default');
394
  }
395
 
396
  function renderPage(pageId) { renderPageInternal(pageId, gameData[pageId]); }
397
 
398
- function updateStatsDisplay() { const char=gameState.character; statsElement.innerHTML = `<strong>Stats:</strong> <span>Lvl: ${char.level}</span> <span>XP: ${char.xp}/${char.xpToNextLevel}</span> <span>HP: ${char.stats.hp}/${char.stats.maxHp}</span> <span>Str: ${char.stats.strength}</span> <span>Int: ${char.stats.intelligence}</span> <span>Wis: ${char.stats.wisdom}</span> <span>Dex: ${char.stats.dexterity}</span> <span>Con: ${char.stats.constitution}</span> <span>Cha: ${char.stats.charisma}</span>`; }
399
- function updateInventoryDisplay() { let h='<strong>Inventory:</strong> '; if(gameState.character.inventory.length === 0){ h+='<em>Empty</em>'; } else { gameState.character.inventory.forEach(i=>{ const d=itemsData[i]||{type:'unknown',description:'???'}; const c=`item-${d.type||'unknown'}`; h+=`<span class="${c}" title="${d.description}">${i}</span>`; }); } inventoryElement.innerHTML = h; }
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
400
 
401
  function updateScene(illustrationKey) {
402
- // console.log(`Updating scene to: ${illustrationKey}`); // Minimal log
403
  if (currentAssemblyGroup) { scene.remove(currentAssemblyGroup); }
404
- currentAssemblyGroup = null; let assemblyFunction;
 
 
 
 
 
405
  switch (illustrationKey) {
406
  case 'city-gates': assemblyFunction = createCityGatesAssembly; break;
407
  case 'weaponsmith': assemblyFunction = createWeaponsmithAssembly; break;
@@ -411,57 +771,115 @@
411
  case 'road-ambush': assemblyFunction = createRoadAmbushAssembly; break;
412
  case 'forest-edge': assemblyFunction = createForestEdgeAssembly; break;
413
  case 'prisoner-cell': assemblyFunction = createPrisonerCellAssembly; break;
414
- case 'game-over': case 'game-over-generic': assemblyFunction = createGameOverAssembly; break; // Added generic key
415
  case 'error': assemblyFunction = createErrorAssembly; break;
416
- case 'crossroads-signpost-sunny': // New keys added
 
 
 
 
417
  case 'rolling-green-hills-shepherd-distance':
 
 
 
418
  case 'windy-sea-cliffs-crashing-waves-path-down':
419
- case 'hilltop-view-overgrown-shrine-wildflowers':
 
 
 
420
  case 'dark-forest-entrance-gnarled-roots-filtered-light':
 
 
 
421
  case 'overgrown-forest-path-glowing-fungi-vines':
 
 
 
422
  case 'forest-clearing-mossy-statue-weathered-stone':
423
- case 'narrow-game-trail-forest-rope-bridge-ravine':
 
 
424
  case 'two-goblins-ambush-forest-path-spears':
425
- case 'forest-shadows-hiding-goblins-walking-past':
426
- case 'defeated-goblins-forest-path-loot':
427
- case 'blurred-motion-running-past-goblins-forest':
428
- case 'forest-stream-crossing-dappled-sunlight-stones':
429
- case 'mossy-log-bridge-over-forest-stream':
430
- case 'character-splashing-into-stream-from-log':
431
- case 'forest-edge-view-rocky-foothills-distant-mountain-fortress':
432
- case 'climbing-rocky-foothills-path-fortress-closer':
433
- case 'zoomed-view-mountain-fortress-western-ridge':
434
- case 'rockslide-blocking-mountain-path-boulders':
435
- case 'narrow-goat-trail-mountainside-fortress-view':
436
  case 'hidden-cove-beach-dark-cave-entrance':
437
- case 'character-fallen-at-bottom-of-cliff-path-cove':
438
- case 'scanning-sea-cliffs-no-other-paths-visible':
439
- case 'close-up-handholds-carved-in-cliff-face':
 
440
  case 'dark-cave-entrance-dripping-water':
441
- case 'overgrown-stone-shrine-wildflowers-close':
442
- case 'rocky-badlands-cracked-earth-harsh-sun':
443
- case 'character-climbing-over-boulders':
444
- case 'character-slipping-on-rockslide-boulders':
445
- case 'rough-detour-path-around-rockslide':
446
- case 'narrow-windy-mountain-ridge-path':
447
- case 'approaching-dark-fortress-walls-guards':
448
- case 'character-falling-off-windy-ridge':
449
- // Add specific assembly functions for these later or assign existing ones
450
- console.warn(`Assembly function not yet defined for: "${illustrationKey}". Using default.`);
451
- assemblyFunction = createDefaultAssembly; break;
452
  default:
453
  console.warn(`Unknown illustration key: "${illustrationKey}". Using default.`);
454
  assemblyFunction = createDefaultAssembly; break;
455
  }
456
- try { currentAssemblyGroup = assemblyFunction(); scene.add(currentAssemblyGroup); } catch (error) { console.error(`Error creating assembly for ${illustrationKey}:`, error); currentAssemblyGroup = createErrorAssembly(); scene.add(currentAssemblyGroup); }
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
457
  }
458
 
459
  document.addEventListener('DOMContentLoaded', () => {
460
- console.log("DOM Ready.");
461
- try { initThreeJS(); startGame(); } catch (error) { console.error("Init failed:", error); storyTitleElement.textContent = "Error"; storyContentElement.innerHTML = `<p>Init Error. Check console.</p><pre>${error}</pre>`; }
 
 
 
 
 
 
 
462
  });
463
-
464
  </script>
465
-
466
  </body>
467
  </html>
 
112
  .choice-button:hover:not(:disabled) { background-color: #d4a017; color: #222; border-color: #b8860b; }
113
  .choice-button:disabled { background-color: #444; color: #888; cursor: not-allowed; border-color: #666; opacity: 0.7; }
114
 
 
115
  .roll-success { color: #7f7; border-left: 3px solid #4a4; padding-left: 8px; margin-bottom: 1em; font-size: 0.9em; }
116
  .roll-failure { color: #f77; border-left: 3px solid #a44; padding-left: 8px; margin-bottom: 1em; font-size: 0.9em; }
 
117
  </style>
118
  </head>
119
  <body>
 
120
  <div id="game-container">
121
  <div id="scene-container"></div>
122
  <div id="ui-container">
 
146
 
147
  <script type="module">
148
  import * as THREE from 'three';
 
 
149
 
150
  const sceneContainer = document.getElementById('scene-container');
151
  const storyTitleElement = document.getElementById('story-title');
 
157
  let scene, camera, renderer;
158
  let currentAssemblyGroup = null;
159
 
160
+ // Materials
161
  const stoneMaterial = new THREE.MeshStandardMaterial({ color: 0x888888, roughness: 0.8, metalness: 0.1 });
162
  const woodMaterial = new THREE.MeshStandardMaterial({ color: 0x8B4513, roughness: 0.7, metalness: 0 });
163
  const darkWoodMaterial = new THREE.MeshStandardMaterial({ color: 0x5C3D20, roughness: 0.7, metalness: 0 });
 
167
  const templeMaterial = new THREE.MeshStandardMaterial({ color: 0xA99B78, roughness: 0.7, metalness: 0.1 });
168
  const errorMaterial = new THREE.MeshStandardMaterial({ color: 0xffa500, roughness: 0.5 });
169
  const gameOverMaterial = new THREE.MeshStandardMaterial({ color: 0xff0000, roughness: 0.5 });
170
+ const dirtMaterial = new THREE.MeshStandardMaterial({ color: 0x8B5E3C, roughness: 0.9 });
171
+ const grassMaterial = new THREE.MeshStandardMaterial({ color: 0x3CB371, roughness: 0.8 });
172
+ const oceanMaterial = new THREE.MeshStandardMaterial({ color: 0x1E90FF, roughness: 0.5, metalness: 0.2 });
173
+ const sandMaterial = new THREE.MeshStandardMaterial({ color: 0xF4A460, roughness: 0.9 });
174
+ const wetStoneMaterial = new THREE.MeshStandardMaterial({ color: 0x2F4F4F, roughness: 0.7 });
175
+ const glowMaterial = new THREE.MeshStandardMaterial({ color: 0x00FFAA, emissive: 0x00FFAA, emissiveIntensity: 0.5 });
176
 
177
  function initThreeJS() {
178
  if (!sceneContainer) { console.error("Scene container not found!"); return; }
 
190
  sceneContainer.appendChild(renderer.domElement);
191
  const ambientLight = new THREE.AmbientLight(0xffffff, 0.5);
192
  scene.add(ambientLight);
 
 
 
 
 
 
 
 
 
 
 
193
  window.addEventListener('resize', onWindowResize, false);
194
  setTimeout(onWindowResize, 100);
195
  animate();
 
208
 
209
  function animate() {
210
  requestAnimationFrame(animate);
211
+ const time = performance.now() * 0.001;
212
+ scene.traverse(obj => {
213
+ if (obj.userData.update) obj.userData.update(time);
214
+ });
215
  if (renderer && scene && camera) {
216
  renderer.render(scene, camera);
217
  }
 
234
  return ground;
235
  }
236
 
237
+ // Procedural Generation Functions
238
+ function createDefaultAssembly() {
239
+ const group = new THREE.Group();
240
+ const sphereGeo = new THREE.SphereGeometry(0.5, 16, 16);
241
+ group.add(createMesh(sphereGeo, stoneMaterial, { x: 0, y: 0.5, z: 0 }));
242
+ group.add(createGroundPlane());
243
+ return group;
244
+ }
245
+
246
+ function createCityGatesAssembly() {
247
+ const group = new THREE.Group();
248
+ const gh=4, gw=1.5, gd=0.8, ah=1, aw=3;
249
+ const tlGeo = new THREE.BoxGeometry(gw, gh, gd);
250
+ group.add(createMesh(tlGeo, stoneMaterial, { x:-(aw/2+gw/2), y:gh/2, z:0 }));
251
+ const trGeo = new THREE.BoxGeometry(gw, gh, gd);
252
+ group.add(createMesh(trGeo, stoneMaterial, { x:(aw/2+gw/2), y:gh/2, z:0 }));
253
+ const aGeo = new THREE.BoxGeometry(aw, ah, gd);
254
+ group.add(createMesh(aGeo, stoneMaterial, { x:0, y:gh-ah/2, z:0 }));
255
+ const cs=0.4;
256
+ const cg = new THREE.BoxGeometry(cs, cs, gd*1.1);
257
+ for(let i=-1; i<=1; i+=2){
258
+ group.add(createMesh(cg.clone(), stoneMaterial, { x:-(aw/2+gw/2)+i*cs*0.7, y:gh+cs/2, z:0 }));
259
+ group.add(createMesh(cg.clone(), stoneMaterial, { x:(aw/2+gw/2)+i*cs*0.7, y:gh+cs/2, z:0 }));
260
+ }
261
+ group.add(createMesh(cg.clone(), stoneMaterial, { x:0, y:gh+ah-cs/2, z:0 }));
262
+ group.add(createGroundPlane(stoneMaterial));
263
+ return group;
264
+ }
265
+
266
+ function createWeaponsmithAssembly() {
267
+ const group = new THREE.Group();
268
+ const bw=3, bh=2.5, bd=3.5;
269
+ const bGeo = new THREE.BoxGeometry(bw, bh, bd);
270
+ group.add(createMesh(bGeo, darkWoodMaterial, { x:0, y:bh/2, z:0 }));
271
+ const ch=3.5;
272
+ const cGeo = new THREE.CylinderGeometry(0.3, 0.4, ch, 8);
273
+ group.add(createMesh(cGeo, stoneMaterial, { x:bw*0.3, y:ch/2, z:-bd*0.3 }));
274
+ group.add(createGroundPlane());
275
+ return group;
276
+ }
277
+
278
+ function createTempleAssembly() {
279
+ const group = new THREE.Group();
280
+ const bs=5, bsh=0.5, ch=3, cr=0.25, rh=0.5;
281
+ const bGeo = new THREE.BoxGeometry(bs, bsh, bs);
282
+ group.add(createMesh(bGeo, templeMaterial, { x:0, y:bsh/2, z:0 }));
283
+ const cGeo = new THREE.CylinderGeometry(cr, cr, ch, 12);
284
+ const cPos = [{x:-bs/3, z:-bs/3}, {x:bs/3, z:-bs/3}, {x:-bs/3, z:bs/3}, {x:bs/3, z:bs/3}];
285
+ cPos.forEach(p=>group.add(createMesh(cGeo.clone(), templeMaterial, { x:p.x, y:bsh+ch/2, z:p.z })));
286
+ const rGeo = new THREE.BoxGeometry(bs*0.9, rh, bs*0.9);
287
+ group.add(createMesh(rGeo, templeMaterial, { x:0, y:bsh+ch+rh/2, z:0 }));
288
+ group.add(createGroundPlane());
289
+ return group;
290
+ }
291
+
292
+ function createResistanceMeetingAssembly() {
293
+ const group = new THREE.Group();
294
+ const tw=2, th=0.8, td=1, tt=0.1;
295
+ const ttg = new THREE.BoxGeometry(tw, tt, td);
296
+ group.add(createMesh(ttg, woodMaterial, { x:0, y:th-tt/2, z:0 }));
297
+ const lh=th-tt, ls=0.1;
298
+ const lg=new THREE.BoxGeometry(ls, lh, ls);
299
+ const lofW=tw/2-ls*1.5;
300
+ const lofD=td/2-ls*1.5;
301
+ group.add(createMesh(lg, woodMaterial, { x:-lofW, y:lh/2, z:-lofD }));
302
+ group.add(createMesh(lg.clone(), woodMaterial, { x:lofW, y:lh/2, z:-lofD }));
303
+ group.add(createMesh(lg.clone(), woodMaterial, { x:-lofW, y:lh/2, z:lofD }));
304
+ group.add(createMesh(lg.clone(), woodMaterial, { x:lofW, y:lh/2, z:lofD }));
305
+ const ss=0.4;
306
+ const sg=new THREE.BoxGeometry(ss, ss*0.8, ss);
307
+ group.add(createMesh(sg, darkWoodMaterial, { x:-tw*0.6, y:ss*0.4, z:0 }));
308
+ group.add(createMesh(sg.clone(), darkWoodMaterial, { x:tw*0.6, y:ss*0.4, z:0 }));
309
+ group.add(createGroundPlane(stoneMaterial));
310
+ return group;
311
+ }
312
+
313
+ function createForestAssembly(tc=10, a=10) {
314
+ const group = new THREE.Group();
315
+ const cT=(x,z)=>{
316
+ const tg=new THREE.Group();
317
+ const th=Math.random()*1.5+2;
318
+ const tr=Math.random()*0.1+0.1;
319
+ const tGeo = new THREE.CylinderGeometry(tr*0.7, tr, th, 8);
320
+ tg.add(createMesh(tGeo, woodMaterial, {x:0, y:th/2, z:0}));
321
+ const fr=th*0.4+0.2;
322
+ const fGeo=new THREE.SphereGeometry(fr, 8, 6);
323
+ tg.add(createMesh(fGeo, leafMaterial, {x:0, y:th*0.9, z:0}));
324
+ tg.position.set(x,0,z);
325
+ return tg;
326
+ };
327
+ for(let i=0; i<tc; i++){
328
+ const x=(Math.random()-0.5)*a;
329
+ const z=(Math.random()-0.5)*a;
330
+ if(Math.sqrt(x*x+z*z)>1.0) group.add(cT(x,z));
331
+ }
332
+ group.add(createGroundPlane(groundMaterial, a*1.1));
333
+ return group;
334
+ }
335
+
336
+ function createRoadAmbushAssembly() {
337
+ const group = new THREE.Group();
338
+ const a=12;
339
+ const fg = createForestAssembly(8, a);
340
+ group.add(fg);
341
+ const rw=3, rl=a*1.2;
342
+ const rGeo=new THREE.PlaneGeometry(rw, rl);
343
+ const rMat=new THREE.MeshStandardMaterial({color:0x966F33, roughness:0.9});
344
+ const r=createMesh(rGeo, rMat, {x:0, y:0.01, z:0}, {x:-Math.PI/2});
345
+ r.receiveShadow=true;
346
+ group.add(r);
347
+ const rkGeo=new THREE.SphereGeometry(0.5, 5, 4);
348
+ const rkMat=new THREE.MeshStandardMaterial({color:0x666666, roughness:0.8});
349
+ group.add(createMesh(rkGeo, rkMat, {x:rw*0.7, y:0.25, z:1}, {y:Math.random()*Math.PI}));
350
+ group.add(createMesh(rkGeo.clone().scale(0.8,0.8,0.8), rkMat, {x:-rw*0.8, y:0.2, z:-2}, {y:Math.random()*Math.PI}));
351
+ return group;
352
+ }
353
+
354
+ function createForestEdgeAssembly() {
355
+ const group = new THREE.Group();
356
+ const a=15;
357
+ const fg = createForestAssembly(15, a);
358
+ const ttr=[];
359
+ fg.children.forEach(c => {
360
+ if(c.type === 'Group' && c.position.x > 0) ttr.push(c);
361
+ });
362
+ ttr.forEach(t => fg.remove(t));
363
+ group.add(fg);
364
+ return group;
365
+ }
366
+
367
+ function createPrisonerCellAssembly() {
368
+ const group = new THREE.Group();
369
+ const cs=3, wh=2.5, wt=0.2, br=0.05, bsp=0.25;
370
+ const cfMat=stoneMaterial.clone();
371
+ cfMat.color.setHex(0x555555);
372
+ group.add(createGroundPlane(cfMat, cs));
373
+ const wbGeo=new THREE.BoxGeometry(cs, wh, wt);
374
+ group.add(createMesh(wbGeo, stoneMaterial, {x:0, y:wh/2, z:-cs/2}));
375
+ const wsGeo=new THREE.BoxGeometry(wt, wh, cs);
376
+ group.add(createMesh(wsGeo, stoneMaterial, {x:-cs/2, y:wh/2, z:0}));
377
+ group.add(createMesh(wsGeo.clone(), stoneMaterial, {x:cs/2, y:wh/2, z:0}));
378
+ const bGeo=new THREE.CylinderGeometry(br, br, wh, 8);
379
+ const nb=Math.floor(cs/bsp);
380
+ for(let i=0; i<nb; i++){
381
+ const xp=-cs/2+(i+0.5)*bsp;
382
+ group.add(createMesh(bGeo.clone(), metalMaterial, {x:xp, y:wh/2, z:cs/2}));
383
+ }
384
+ return group;
385
+ }
386
+
387
+ function createGameOverAssembly() {
388
+ const group = new THREE.Group();
389
+ const boxGeo = new THREE.BoxGeometry(2, 2, 2);
390
+ group.add(createMesh(boxGeo, gameOverMaterial, { x: 0, y: 1, z: 0 }));
391
+ group.add(createGroundPlane(stoneMaterial.clone().set({color: 0x333333})));
392
+ return group;
393
+ }
394
+
395
+ function createErrorAssembly() {
396
+ const group = new THREE.Group();
397
+ const coneGeo = new THREE.ConeGeometry(0.8, 1.5, 8);
398
+ group.add(createMesh(coneGeo, errorMaterial, { x: 0, y: 0.75, z: 0 }));
399
+ group.add(createGroundPlane());
400
+ return group;
401
+ }
402
+
403
+ function createCrossroadsAssembly() {
404
+ const group = new THREE.Group();
405
+ group.add(createGroundPlane(dirtMaterial, 30));
406
+ const poleGeo = new THREE.CylinderGeometry(0.1, 0.1, 3, 8);
407
+ group.add(createMesh(poleGeo, woodMaterial, { y: 1.5 }));
408
+ const signGeo = new THREE.BoxGeometry(1.5, 0.3, 0.05);
409
+ group.add(createMesh(signGeo, woodMaterial, { y: 2.5, z: 0.2 }, { y: Math.PI / 4 }));
410
+ group.add(createMesh(signGeo, woodMaterial, { y: 2.5, z: -0.2 }, { y: -Math.PI / 4 }));
411
+ const grassGeo = new THREE.ConeGeometry(0.2, 0.5, 6);
412
+ for (let i = 0; i < 20; i++) {
413
+ const x = (Math.random() - 0.5) * 15;
414
+ const z = (Math.random() - 0.5) * 15;
415
+ if (Math.abs(x) > 2 || Math.abs(z) > 2) {
416
+ group.add(createMesh(grassGeo, grassMaterial, { x, y: 0.25, z }, { y: Math.random() * Math.PI }));
417
+ }
418
+ }
419
+ const rockGeo = new THREE.SphereGeometry(0.3, 6, 6);
420
+ for (let i = 0; i < 10; i++) {
421
+ group.add(createMesh(rockGeo, stoneMaterial, { x: (Math.random() - 0.5) * 10, y: 0.15, z: (Math.random() - 0.5) * 10 }, { y: Math.random() * Math.PI }));
422
+ }
423
+ return group;
424
+ }
425
+
426
+ function createRollingHillsAssembly() {
427
+ const group = new THREE.Group();
428
+ const hillGeo = new THREE.PlaneGeometry(50, 50, 10, 10);
429
+ const hillMat = grassMaterial.clone();
430
+ const hill = new THREE.Mesh(hillGeo, hillMat);
431
+ hill.rotation.x = -Math.PI / 2;
432
+ hill.receiveShadow = true;
433
+ for (let i = 0; i < hillGeo.attributes.position.count; i++) {
434
+ const x = hillGeo.attributes.position.getX(i);
435
+ const z = hillGeo.attributes.position.getZ(i);
436
+ hillGeo.attributes.position.setY(i, Math.sin(x * 0.2 + z * 0.2) * 2);
437
+ }
438
+ hillGeo.computeVertexNormals();
439
+ group.add(hill);
440
+ const shepherdGeo = new THREE.CylinderGeometry(0.1, 0.1, 1, 8);
441
+ group.add(createMesh(shepherdGeo, darkWoodMaterial, { x: 10, y: 2, z: -15 }));
442
+ const grassGeo = new THREE.ConeGeometry(0.3, 0.7, 6);
443
+ for (let i = 0; i < 50; i++) {
444
+ group.add(createMesh(grassGeo, grassMaterial, { x: (Math.random() - 0.5) * 40, y: 0.35, z: (Math.random() - 0.5) * 40 }, { y: Math.random() * Math.PI }));
445
+ }
446
+ return group;
447
+ }
448
+
449
+ function createCoastalCliffsAssembly() {
450
+ const group = new THREE.Group();
451
+ const cliffGeo = new THREE.BoxGeometry(10, 5, 10);
452
+ group.add(createMesh(cliffGeo, stoneMaterial, { y: 2.5 }));
453
+ const pathGeo = new THREE.PlaneGeometry(1, 10);
454
+ const path = createMesh(pathGeo, dirtMaterial, { x: -2, y: 2, z: 0 }, { x: -Math.PI / 2, z: -Math.PI / 4 });
455
+ group.add(path);
456
+ const oceanGeo = new THREE.PlaneGeometry(100, 100);
457
+ const ocean = createMesh(oceanGeo, oceanMaterial, { y: -2 }, { x: -Math.PI / 2 });
458
+ ocean.receiveShadow = false;
459
+ ocean.userData.update = (time) => {
460
+ ocean.position.y = -2 + Math.sin(time * 0.5) * 0.1;
461
+ };
462
+ group.add(ocean);
463
+ return group;
464
+ }
465
+
466
+ function createForestEntranceAssembly() {
467
+ const group = createForestAssembly(20, 12);
468
+ const rootGeo = new THREE.TorusGeometry(0.5, 0.1, 8, 16);
469
+ for (let i = 0; i < 10; i++) {
470
+ group.add(createMesh(rootGeo, woodMaterial, { x: (Math.random() - 0.5) * 8, y: 0.1, z: (Math.random() - 0.5) * 8 }, { x: Math.PI / 2 }));
471
+ }
472
+ return group;
473
+ }
474
+
475
+ function createOvergrownPathAssembly() {
476
+ const group = new THREE.Group();
477
+ group.add(createGroundPlane(dirtMaterial, 15));
478
+ const forest = createForestAssembly(15, 10);
479
+ group.add(forest);
480
+ const fungiGeo = new THREE.SphereGeometry(0.1, 8, 8);
481
+ for (let i = 0; i < 30; i++) {
482
+ group.add(createMesh(fungiGeo, glowMaterial, { x: (Math.random() - 0.5) * 8, y: 0.1, z: (Math.random() - 0.5) * 8 }));
483
+ }
484
+ const vineGeo = new THREE.CylinderGeometry(0.05, 0.05, 2, 8);
485
+ for (let i = 0; i < 10; i++) {
486
+ group.add(createMesh(vineGeo, leafMaterial, { x: (Math.random() - 0.5) * 6, y: 2, z: (Math.random() - 0.5) * 6 }, { z: Math.random() * Math.PI }));
487
+ }
488
+ return group;
489
+ }
490
+
491
+ function createClearingStatueAssembly() {
492
+ const group = new THREE.Group();
493
+ group.add(createGroundPlane(grassMaterial, 10));
494
+ const statueGeo = new THREE.BoxGeometry(0.8, 2, 0.8);
495
+ group.add(createMesh(statueGeo, stoneMaterial, { y: 1 }));
496
+ const mossGeo = new THREE.SphereGeometry(0.2, 8, 8);
497
+ for (let i = 0; i < 10; i++) {
498
+ group.add(createMesh(mossGeo, grassMaterial, { x: (Math.random() - 0.5) * 0.8, y: 0.5 + Math.random(), z: (Math.random() - 0.5) * 0.8 }));
499
+ }
500
+ const leafGeo = new THREE.PlaneGeometry(0.1, 0.1);
501
+ for (let i = 0; i < 20; i++) {
502
+ group.add(createMesh(leafGeo, leafMaterial, { x: (Math.random() - 0.5) * 5, y: 0.05, z: (Math.random() - 0.5) * 5 }, { y: Math.random() * Math.PI }));
503
+ }
504
+ return group;
505
+ }
506
+
507
+ function createGoblinAmbushAssembly() {
508
+ const group = createOvergrownPathAssembly();
509
+ const bodyGeo = new THREE.CylinderGeometry(0.3, 0.3, 1, 8);
510
+ const headGeo = new THREE.SphereGeometry(0.2, 8, 8);
511
+ const goblinMat = new THREE.MeshStandardMaterial({ color: 0x556B2F });
512
+ for (let i = -1; i <= 1; i += 2) {
513
+ const goblin = new THREE.Group();
514
+ goblin.add(createMesh(bodyGeo, goblinMat, { y: 0.5 }));
515
+ goblin.add(createMesh(headGeo, goblinMat, { y: 1.2 }));
516
+ const spearGeo = new THREE.CylinderGeometry(0.05, 0.05, 2, 8);
517
+ goblin.add(createMesh(spearGeo, woodMaterial, { x: 0.3, y: 1, z: 0 }, { z: Math.PI / 4 }));
518
+ goblin.position.set(i * 2, 0, 2);
519
+ group.add(goblin);
520
+ }
521
+ return group;
522
+ }
523
+
524
+ function createHiddenCoveAssembly() {
525
+ const group = new THREE.Group();
526
+ group.add(createGroundPlane(sandMaterial, 15));
527
+ const caveGeo = new THREE.BoxGeometry(3, 2, 3);
528
+ group.add(createMesh(caveGeo, stoneMaterial, { z: -5, y: 1 }));
529
+ const rockGeo = new THREE.SphereGeometry(0.5, 6, 6);
530
+ for (let i = 0; i < 15; i++) {
531
+ group.add(createMesh(rockGeo, stoneMaterial, { x: (Math.random() - 0.5) * 10, y: 0.25, z: (Math.random() - 0.5) * 10 }));
532
+ }
533
+ const seaweedGeo = new THREE.ConeGeometry(0.2, 1, 6);
534
+ for (let i = 0; i < 10; i++) {
535
+ group.add(createMesh(seaweedGeo, leafMaterial, { x: (Math.random() - 0.5) * 8, y: 0.5, z: (Math.random() - 0.5) * 8 }));
536
+ }
537
+ return group;
538
+ }
539
+
540
+ function createDarkCaveAssembly() {
541
+ const group = new THREE.Group();
542
+ group.add(createGroundPlane(wetStoneMaterial, 10));
543
+ const wallGeo = new THREE.CylinderGeometry(3, 3, 5, 12, 1, true);
544
+ const wall = createMesh(wallGeo, stoneMaterial, { y: 2.5 }, { x: Math.PI / 2 });
545
+ wall.scale.set(1, 1, -1);
546
+ group.add(wall);
547
+ const dripGeo = new THREE.SphereGeometry(0.05, 8, 8);
548
+ for (let i = 0; i < 5; i++) {
549
+ const drip = createMesh(dripGeo, oceanMaterial, { x: (Math.random() - 0.5) * 2, y: 4, z: (Math.random() - 0.5) * 2 });
550
+ drip.userData.update = (time) => {
551
+ drip.position.y -= 0.1;
552
+ if (drip.position.y < 0) drip.position.y = 4;
553
+ };
554
+ group.add(drip);
555
+ }
556
+ return group;
557
+ }
558
+
559
+ // Game Data
560
+ const itemsData = {
561
+ "Flaming Sword":{type:"weapon", description:"A fiery blade"},
562
+ "Whispering Bow":{type:"weapon", description:"A silent bow"},
563
+ "Guardian Shield":{type:"armor", description:"A protective shield"},
564
+ "Healing Light Spell":{type:"spell", description:"Mends minor wounds"},
565
+ "Shield of Faith Spell":{type:"spell", description:"Temporary shield"},
566
+ "Binding Runes Scroll":{type:"spell", description:"Binds an enemy"},
567
+ "Secret Tunnel Map":{type:"quest", description:"Shows a hidden path"},
568
+ "Poison Daggers":{type:"weapon", description:"Daggers with poison"},
569
+ "Master Key":{type:"quest", description:"Unlocks many doors"},
570
+ "Crude Dagger":{type:"weapon", description:"A roughly made dagger."},
571
+ "Scout's Pouch":{type:"quest", description:"Contains odds and ends."}
572
+ };
573
+
574
  const gameData = {
575
+ "1": { title: "The Crossroads", content: `<p>Dust swirls... Which path calls to you?</p>`, options: [ { text: "Enter the Shadowwood Forest (North)", next: 5 }, { text: "Head towards the Rolling Hills (East)", next: 2 }, { text: "Investigate the Coastal Cliffs (West)", next: 3 } ], illustration: "crossroads-signpost-sunny" },
576
+ "2": { title: "Rolling Hills", content: `<p>Verdant hills stretch before you... It feels peaceful...</p>`, options: [ { text: "Follow the narrow path", next: 4 }, { text: "Try to hail the distant shepherd (Charisma Check?)", next: 99 } ], illustration: "rolling-green-hills-shepherd-distance" },
577
+ "3": { title: "Coastal Cliffs Edge", content: `<p>You stand atop windswept cliffs... A precarious-looking path descends...</p>`, options: [ { text: "Attempt the precarious descent (Dexterity Check)", check: { stat: 'dexterity', dc: 12, onFailure: 31 }, next: 30 }, { text: "Scan the cliff face for easier routes (Wisdom Check)", check: { stat: 'wisdom', dc: 11, onFailure: 32 }, next: 33 } ], illustration: "windy-sea-cliffs-crashing-waves-path-down" },
578
+ "4": { title: "Hill Path Overlook", content: `<p>The path crests a hill... you see a small, overgrown shrine...</p>`, options: [ { text: "Investigate the overgrown shrine", next: 40 }, { text: "Continue towards the badlands", next: 41 } ], illustration: "hilltop-view-overgrown-shrine-wildflowers" },
579
+ "5": { title: "Shadowwood Entrance", content: `<p>Sunlight struggles to pierce the dense canopy... How do you proceed?</p>`, options: [ { text: "Follow the main, albeit overgrown, path", next: 6 }, { text: "Try to navigate through the lighter undergrowth", next: 7 }, { text: "Look for animal trails or signs of passage (Wisdom Check)", check: { stat: 'wisdom', dc: 10, onFailure: 6 }, next: 8 } ], illustration: "dark-forest-entrance-gnarled-roots-filtered-light" },
580
+ "6": { title: "Overgrown Forest Path", content: `<p>The path is barely visible... You hear a twig snap nearby!</p>`, options: [ { text: "Ready your weapon and investigate", next: 10 }, { text: "Attempt to hide quietly (Dexterity Check)", check: { stat: 'dexterity', dc: 11, onFailure: 10 }, next: 11 }, { text: "Call out cautiously", next: 10 } ], illustration: "overgrown-forest-path-glowing-fungi-vines" },
581
+ "7": { title: "Tangled Undergrowth", content: `<p>Pushing through ferns... You stumble upon a small clearing containing a moss-covered, weathered stone statue...</p>`, options: [ { text: "Examine the statue closely (Intelligence Check)", check: { stat: 'intelligence', dc: 13, onFailure: 71 }, next: 70 }, { text: "Ignore the statue and press on", next: 72 }, { text: "Leave a small offering (if possible)", next: 73 } ], illustration: "forest-clearing-mossy-statue-weathered-stone" },
582
+ "8": { title: "Hidden Game Trail", content: `<p>Your sharp eyes spot a faint trail... It leads towards a ravine spanned by a rickety rope bridge.</p><p>(+20 XP)</p>`, options: [ { text: "Risk crossing the rope bridge (Dexterity Check)", check: { stat: 'dexterity', dc: 10, onFailure: 81 }, next: 80 }, { text: "Search for another way across the ravine", next: 82 } ], illustration: "narrow-game-trail-forest-rope-bridge-ravine", reward: { xp: 20 } },
583
+ "10": { title: "Goblin Ambush!", content: `<p>Two scraggly goblins leap out, brandishing crude spears!</p>`, options: [ { text: "Fight the goblins!", next: 12 }, { text: "Attempt to dodge past them (Dexterity Check)", check: { stat: 'dexterity', dc: 13, onFailure: 10 }, next: 13 } ], illustration: "two-goblins-ambush-forest-path-spears" },
584
  "11": { title: "Hidden Evasion", content: `<p>You melt into the shadows as the goblins blunder past.</p><p>(+30 XP)</p>`, options: [ { text: "Continue cautiously", next: 14 } ], illustration: "forest-shadows-hiding-goblins-walking-past", reward: { xp: 30 } },
585
+ "12": { title: "Ambush Victory!", content: `<p>You defeat the goblins! Found a Crude Dagger.</p><p>(+50 XP)</p>`, options: [ { text: "Press onward", next: 14 } ], illustration: "defeated-goblins-forest-path-loot", reward: { xp: 50, addItem: "Crude Dagger" } },
586
  "13": { title: "Daring Escape", content: `<p>With surprising agility, you tumble past the goblins!</p><p>(+25 XP)</p>`, options: [ { text: "Keep running!", next: 14 } ], illustration: "blurred-motion-running-past-goblins-forest", reward: { xp: 25 } },
587
  "14": { title: "Forest Stream Crossing", content: `<p>The path leads to a clear, shallow stream...</p>`, options: [ { text: "Wade across the stream", next: 16 }, { text: "Look for a drier crossing point (fallen log?)", next: 15 } ], illustration: "forest-stream-crossing-dappled-sunlight-stones" },
588
  "15": { title: "Log Bridge", content: `<p>Further upstream, a large, mossy log spans the stream.</p>`, options: [ { text: "Cross carefully on the log (Dexterity Check)", check: { stat: 'dexterity', dc: 9, onFailure: 151 }, next: 16 }, { text: "Go back and wade instead", next: 14 } ], illustration: "mossy-log-bridge-over-forest-stream" },
 
596
  "31": { title: "Tumbled Down", content: `<p>You lose your footing... landing hard on the sandy cove floor. You lose 5 HP. A dark cave entrance beckons.</p>`, options: [ { text: "Gingerly explore the dark cave", next: 35 } ], illustration: "character-fallen-at-bottom-of-cliff-path-cove", hpLoss: 5 },
597
  "32": { title: "No Easier Path", content: `<p>You scan the cliffs intently but find no obviously easier routes.</p>`, options: [ { text: "Attempt the precarious descent (Dexterity Check)", check: { stat: 'dexterity', dc: 12, onFailure: 31 }, next: 30 } ], illustration: "scanning-sea-cliffs-no-other-paths-visible" },
598
  "33": { title: "Smuggler's Steps?", content: `<p>Your keen eyes spot a series of barely visible handholds and steps carved into the rock...</p><p>(+15 XP)</p>`, options: [ { text: "Use the hidden steps (Easier Dex Check)", check: { stat: 'dexterity', dc: 8, onFailure: 31 }, next: 30 } ], illustration: "close-up-handholds-carved-in-cliff-face", reward: { xp: 15 } },
599
+ "35": { title: "Dark Cave", content: `<p>The cave smells of salt and decay. Water drips somewhere within.</p>`, options: [{ text: "Press deeper into the darkness", next: 99 } ], illustration: "dark-cave-entrance-dripping-water" },
600
  "40": { title: "Overgrown Shrine", content: `<p>Wildflowers grow thick around a small stone shrine. It feels ancient and neglected.</p>`, options: [{ text: "Examine the carvings (Intelligence Check)", check:{stat:'intelligence', dc:11, onFailure: 401}, next: 400 } ], illustration: "overgrown-stone-shrine-wildflowers-close" },
601
+ "41": { title: "Rocky Badlands", content: `<p>The green hills give way to cracked earth and jagged rock formations under a harsh sun.</p>`, options: [{ text: "Scout ahead", next: 99 } ], illustration: "rocky-badlands-cracked-earth-harsh-sun" },
 
602
  "190": { title: "Over the Rocks", content:"<p>With considerable effort, you manage to climb over the rockslide.</p><p>(+35 XP)</p>", options: [{text:"Continue up the path", next: 22}], illustration:"character-climbing-over-boulders", reward: {xp:35} },
603
  "191": { title: "Climb Fails", content:"<p>The boulders are too unstable or sheer. You cannot climb them safely.</p>", options: [{text:"Search for another way around", next: 192}], illustration:"character-slipping-on-rockslide-boulders"},
604
  "192": { title: "Detour Found", content:"<p>After some searching, you find a rough path leading around the rockslide, eventually rejoining the main trail.</p>", options: [{text:"Continue up the path", next: 22}], illustration:"rough-detour-path-around-rockslide"},
605
  "21": { title: "Western Ridge", content:"<p>The ridge path is narrow and exposed, with strong winds threatening to push you off.</p>", options: [{text:"Proceed carefully (Dexterity Check)", check:{stat:'dexterity', dc: 14, onFailure: 211}, next: 22 } ], illustration:"narrow-windy-mountain-ridge-path" },
606
+ "22": { title: "Fortress Approach", content:"<p>You've navigated the treacherous paths and now stand near the outer walls of the dark fortress. Guards patrol the battlements.</p>", options: [{text:"Look for an unguarded entrance", next: 99}], illustration:"approaching-dark-fortress-walls-guards"},
607
  "211": {title:"Lost Balance", content:"<p>A strong gust of wind catches you off guard, sending you tumbling down a steep slope! You lose 10 HP.</p>", options:[{text:"Climb back up and find another way", next: 17}], illustration:"character-falling-off-windy-ridge", hpLoss: 10},
 
608
  "99": { title: "Game Over / To Be Continued...", content: "<p>Your adventure ends here (for now).</p>", options: [{ text: "Restart", next: 1 }], illustration: "game-over-generic", gameOver: true }
609
  };
610
 
611
+ // Game State
612
  let gameState = {
613
  currentPageId: 1,
614
  character: {
 
619
  }
620
  };
621
 
622
+ // Game Logic Functions
623
  function startGame() {
624
  const defaultChar = { name: "Hero", race: "Human", alignment: "Neutral Good", class: "Adventurer", level: 1, xp: 0, xpToNextLevel: 100, stats: { strength: 8, intelligence: 10, wisdom: 10, dexterity: 10, constitution: 10, charisma: 8, hp: 12, maxHp: 12 }, inventory: [] };
625
+ gameState = { currentPageId: 1, character: { ...defaultChar } };
 
 
626
  renderPage(gameState.currentPageId);
627
  }
628
 
 
631
  const itemToAdd = choiceData.addItem;
632
  let nextPageId = optionNextPageId;
633
  let rollResultMessage = "";
634
+ const check = choiceData.check;
635
 
636
  if (isNaN(optionNextPageId) && !check) { console.error("Invalid choice data:", choiceData); return; }
637
 
 
643
  const dc = check.dc;
644
  console.log(`Check: ${check.stat} (DC ${dc}) | Roll: ${roll} + Mod: ${modifier} = ${totalResult}`);
645
  if (totalResult >= dc) {
646
+ nextPageId = optionNextPageId;
647
  rollResultMessage = `<p class="roll-success"><em>Check Success! (${totalResult} vs DC ${dc})</em></p>`;
648
  } else {
649
+ nextPageId = parseInt(check.onFailure);
650
  rollResultMessage = `<p class="roll-failure"><em>Check Failed! (${totalResult} vs DC ${dc})</em></p>`;
651
  if (isNaN(nextPageId)) { console.error("Invalid onFailure ID:", check.onFailure); nextPageId = 99; }
652
  }
 
664
  if (nextPageData.hpLoss) {
665
  gameState.character.stats.hp -= nextPageData.hpLoss;
666
  console.log(`Lost ${nextPageData.hpLoss} HP.`);
667
+ if (gameState.character.stats.hp <= 0) { gameState.character.stats.hp = 0; console.log("Player died!"); nextPageId = 99; }
668
  }
669
  if (nextPageData.reward) {
670
  if (nextPageData.reward.xp) { gameState.character.xp += nextPageData.reward.xp; console.log(`Gained ${nextPageData.reward.xp} XP! Total: ${gameState.character.xp}`); }
671
+ if (nextPageData.reward.statIncrease) {
672
+ const stat = nextPageData.reward.statIncrease.stat;
673
+ const amount = nextPageData.reward.statIncrease.amount;
674
+ if (gameState.character.stats.hasOwnProperty(stat)) {
675
+ gameState.character.stats[stat] += amount;
676
+ console.log(`Stat ${stat} increased by ${amount}.`);
677
+ }
678
+ }
679
+ if(nextPageData.reward.addItem && !gameState.character.inventory.includes(nextPageData.reward.addItem)){
680
+ gameState.character.inventory.push(nextPageData.reward.addItem);
681
+ console.log(`Found item: ${nextPageData.reward.addItem}`);
682
+ }
683
+ }
684
+ const conModifier = Math.floor((gameState.character.stats.constitution - 10) / 2);
685
+ gameState.character.stats.maxHp = 10 + (conModifier * gameState.character.level);
686
+ gameState.character.stats.hp = Math.min(gameState.character.stats.hp, gameState.character.stats.maxHp);
687
+ if (nextPageId === 99 && gameState.character.stats.hp <= 0) {
688
+ renderPageInternal(99, gameData[99], rollResultMessage);
689
+ return;
690
  }
 
 
 
 
 
 
 
 
 
 
 
691
  } else {
692
  console.error(`Data for page ${nextPageId} not found!`);
693
  renderPageInternal(99, gameData[99], "<p><em>Error: Next page data missing!</em></p>");
 
697
  }
698
 
699
  function renderPageInternal(pageId, pageData, message = "") {
700
+ if (!pageData) { console.error(`Render Error: No data for page ${pageId}`); return; }
701
  storyTitleElement.textContent = pageData.title || "Untitled Page";
702
  storyContentElement.innerHTML = message + (pageData.content || "<p>...</p>");
703
+ updateStatsDisplay();
704
+ updateInventoryDisplay();
705
  choicesElement.innerHTML = '';
706
  if (pageData.options && pageData.options.length > 0) {
707
  pageData.options.forEach(option => {
708
+ const button = document.createElement('button');
709
+ button.classList.add('choice-button');
710
+ button.textContent = option.text;
711
+ let requirementMet = true;
712
+ if (option.requireItem && !gameState.character.inventory.includes(option.requireItem)) {
713
+ requirementMet = false;
714
+ button.title = `Requires: ${option.requireItem}`;
715
+ button.disabled = true;
716
+ }
717
+ if (requirementMet) {
718
+ const choiceData = { nextPage: option.next, addItem: option.addItem, check: option.check };
719
+ button.onclick = () => handleChoiceClick(choiceData);
720
+ } else {
721
+ button.classList.add('disabled');
722
+ }
723
+ choicesElement.appendChild(button);
724
+ });
725
+ } else {
726
+ const button = document.createElement('button');
727
+ button.classList.add('choice-button');
728
+ button.textContent = pageData.gameOver ? "Restart Adventure" : "The End";
729
+ button.onclick = () => handleChoiceClick({ nextPage: pageData.gameOver ? 1 : 99 });
730
+ choicesElement.appendChild(button);
731
+ if (!pageData.gameOver) choicesElement.insertAdjacentHTML('afterbegin', '<p><i>The path ends here.</i></p>');
732
+ }
733
  updateScene(pageData.illustration || 'default');
734
  }
735
 
736
  function renderPage(pageId) { renderPageInternal(pageId, gameData[pageId]); }
737
 
738
+ function updateStatsDisplay() {
739
+ const char=gameState.character;
740
+ statsElement.innerHTML = `<strong>Stats:</strong> <span>Lvl: ${char.level}</span> <span>XP: ${char.xp}/${char.xpToNextLevel}</span> <span>HP: ${char.stats.hp}/${char.stats.maxHp}</span> <span>Str: ${char.stats.strength}</span> <span>Int: ${char.stats.intelligence}</span> <span>Wis: ${char.stats.wisdom}</span> <span>Dex: ${char.stats.dexterity}</span> <span>Con: ${char.stats.constitution}</span> <span>Cha: ${char.stats.charisma}</span>`;
741
+ }
742
+
743
+ function updateInventoryDisplay() {
744
+ let h='<strong>Inventory:</strong> ';
745
+ if(gameState.character.inventory.length === 0){
746
+ h+='<em>Empty</em>';
747
+ } else {
748
+ gameState.character.inventory.forEach(i=>{
749
+ const d=itemsData[i]||{type:'unknown',description:'???'};
750
+ const c=`item-${d.type||'unknown'}`;
751
+ h+=`<span class="${c}" title="${d.description}">${i}</span>`;
752
+ });
753
+ }
754
+ inventoryElement.innerHTML = h;
755
+ }
756
 
757
  function updateScene(illustrationKey) {
 
758
  if (currentAssemblyGroup) { scene.remove(currentAssemblyGroup); }
759
+ scene.fog = null;
760
+ scene.background = new THREE.Color(0x222222);
761
+ camera.position.set(0, 2.5, 7);
762
+ camera.lookAt(0, 0.5, 0);
763
+
764
+ let assemblyFunction;
765
  switch (illustrationKey) {
766
  case 'city-gates': assemblyFunction = createCityGatesAssembly; break;
767
  case 'weaponsmith': assemblyFunction = createWeaponsmithAssembly; break;
 
771
  case 'road-ambush': assemblyFunction = createRoadAmbushAssembly; break;
772
  case 'forest-edge': assemblyFunction = createForestEdgeAssembly; break;
773
  case 'prisoner-cell': assemblyFunction = createPrisonerCellAssembly; break;
774
+ case 'game-over': case 'game-over-generic': assemblyFunction = createGameOverAssembly; break;
775
  case 'error': assemblyFunction = createErrorAssembly; break;
776
+ case 'crossroads-signpost-sunny':
777
+ scene.fog = new THREE.Fog(0x87CEEB, 10, 30);
778
+ scene.background = new THREE.Color(0x87CEEB);
779
+ camera.position.set(0, 3, 10); camera.lookAt(0, 1, 0);
780
+ assemblyFunction = createCrossroadsAssembly; break;
781
  case 'rolling-green-hills-shepherd-distance':
782
+ scene.fog = new THREE.Fog(0xA8E4A0, 15, 50);
783
+ camera.position.set(0, 5, 15); camera.lookAt(0, 2, -5);
784
+ assemblyFunction = createRollingHillsAssembly; break;
785
  case 'windy-sea-cliffs-crashing-waves-path-down':
786
+ scene.fog = new THREE.Fog(0x6699CC, 10, 40);
787
+ scene.background = new THREE.Color(0x6699CC);
788
+ camera.position.set(5, 5, 10); camera.lookAt(-2, 0, -5);
789
+ assemblyFunction = createCoastalCliffsAssembly; break;
790
  case 'dark-forest-entrance-gnarled-roots-filtered-light':
791
+ scene.fog = new THREE.Fog(0x2E2E2E, 5, 20);
792
+ camera.position.set(0, 2, 8); camera.lookAt(0, 1, 0);
793
+ assemblyFunction = createForestEntranceAssembly; break;
794
  case 'overgrown-forest-path-glowing-fungi-vines':
795
+ scene.fog = new THREE.Fog(0x1A2F2A, 3, 15);
796
+ camera.position.set(0, 1.5, 6); camera.lookAt(0, 0.5, 0);
797
+ assemblyFunction = createOvergrownPathAssembly; break;
798
  case 'forest-clearing-mossy-statue-weathered-stone':
799
+ scene.fog = new THREE.Fog(0x2E4F3A, 5, 25);
800
+ camera.position.set(0, 2, 5); camera.lookAt(0, 1, 0);
801
+ assemblyFunction = createClearingStatueAssembly; break;
802
  case 'two-goblins-ambush-forest-path-spears':
803
+ scene.fog = new THREE.Fog(0x2E2E2E, 5, 20);
804
+ camera.position.set(0, 2, 7); camera.lookAt(0, 1, 0);
805
+ assemblyFunction = createGoblinAmbushAssembly; break;
 
 
 
 
 
 
 
 
806
  case 'hidden-cove-beach-dark-cave-entrance':
807
+ scene.fog = new THREE.Fog(0x336699, 5, 30);
808
+ scene.background = new THREE.Color(0x336699);
809
+ camera.position.set(0, 2, 8); camera.lookAt(0, 1, -2);
810
+ assemblyFunction = createHiddenCoveAssembly; break;
811
  case 'dark-cave-entrance-dripping-water':
812
+ scene.fog = new THREE.Fog(0x1A1A1A, 2, 10);
813
+ scene.background = new THREE.Color(0x1A1A1A);
814
+ camera.position.set(0, 1.5, 4); camera.lookAt(0, 1, 0);
815
+ assemblyFunction = createDarkCaveAssembly; break;
 
 
 
 
 
 
 
816
  default:
817
  console.warn(`Unknown illustration key: "${illustrationKey}". Using default.`);
818
  assemblyFunction = createDefaultAssembly; break;
819
  }
820
+ try {
821
+ currentAssemblyGroup = assemblyFunction();
822
+ scene.add(currentAssemblyGroup);
823
+ adjustLighting(illustrationKey);
824
+ } catch (error) {
825
+ console.error(`Error creating assembly for ${illustrationKey}:`, error);
826
+ currentAssemblyGroup = createErrorAssembly();
827
+ scene.add(currentAssemblyGroup);
828
+ }
829
+ }
830
+
831
+ function adjustLighting(illustrationKey) {
832
+ scene.children.forEach(child => {
833
+ if (child.isLight && child !== scene.children.find(c => c.isAmbientLight)) {
834
+ scene.remove(child);
835
+ }
836
+ });
837
+ const ambient = scene.children.find(c => c.isAmbientLight);
838
+ let directionalLight;
839
+ switch (illustrationKey) {
840
+ case 'crossroads-signpost-sunny':
841
+ ambient.intensity = 0.8;
842
+ directionalLight = new THREE.DirectionalLight(0xFFF8E1, 1.5);
843
+ directionalLight.position.set(10, 15, 10);
844
+ break;
845
+ case 'dark-forest-entrance-gnarled-roots-filtered-light':
846
+ case 'overgrown-forest-path-glowing-fungi-vines':
847
+ ambient.intensity = 0.3;
848
+ directionalLight = new THREE.DirectionalLight(0xA8E4A0, 0.6);
849
+ directionalLight.position.set(5, 10, 5);
850
+ break;
851
+ case 'dark-cave-entrance-dripping-water':
852
+ ambient.intensity = 0.1;
853
+ directionalLight = new THREE.DirectionalLight(0x666666, 0.2);
854
+ directionalLight.position.set(2, 5, 2);
855
+ break;
856
+ default:
857
+ ambient.intensity = 0.5;
858
+ directionalLight = new THREE.DirectionalLight(0xffffff, 1.2);
859
+ directionalLight.position.set(8, 15, 10);
860
+ }
861
+ directionalLight.castShadow = true;
862
+ directionalLight.shadow.mapSize.set(1024, 1024);
863
+ directionalLight.shadow.camera.near = 0.5;
864
+ directionalLight.shadow.camera.far = 50;
865
+ directionalLight.shadow.camera.left = -15;
866
+ directionalLight.shadow.camera.right = 15;
867
+ directionalLight.shadow.camera.top = 15;
868
+ directionalLight.shadow.camera.bottom = -15;
869
+ scene.add(directionalLight);
870
  }
871
 
872
  document.addEventListener('DOMContentLoaded', () => {
873
+ console.log("DOM Ready.");
874
+ try {
875
+ initThreeJS();
876
+ startGame();
877
+ } catch (error) {
878
+ console.error("Init failed:", error);
879
+ storyTitleElement.textContent = "Error";
880
+ storyContentElement.innerHTML = `<p>Init Error. Check console.</p><pre>${error}</pre>`;
881
+ }
882
  });
 
883
  </script>
 
884
  </body>
885
  </html>