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Update index.html
Browse files- index.html +260 -199
index.html
CHANGED
@@ -3,36 +3,119 @@
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<head>
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<meta charset="UTF-8">
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<meta name="viewport" content="width=device-width, initial-scale=1.0">
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<title>Choose Your Own Procedural Adventure
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<style>
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body{
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</style>
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</head>
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<body>
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@@ -66,6 +149,8 @@
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<script type="module">
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import * as THREE from 'three';
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const sceneContainer = document.getElementById('scene-container');
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const storyTitleElement = document.getElementById('story-title');
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const templeMaterial = new THREE.MeshStandardMaterial({ color: 0xA99B78, roughness: 0.7, metalness: 0.1 });
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const errorMaterial = new THREE.MeshStandardMaterial({ color: 0xffa500, roughness: 0.5 });
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const gameOverMaterial = new THREE.MeshStandardMaterial({ color: 0xff0000, roughness: 0.5 });
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// Added materials for forest variation from previous step, keep them
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const pineLeafMaterial = new THREE.MeshStandardMaterial({ color: 0x1A5A2A, roughness: 0.7, metalness: 0 });
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const gnarledWoodMaterial = new THREE.MeshStandardMaterial({ color: 0x6B4F3A, roughness: 0.85, metalness: 0 });
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function initThreeJS() {
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if (!sceneContainer) { console.error("Scene container not found!"); return; }
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scene = new THREE.Scene();
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scene.background = new THREE.Color(0x222222);
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const width = sceneContainer.clientWidth;
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camera = new THREE.PerspectiveCamera(75, (width / height) || 1, 0.1, 1000);
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camera.position.set(0, 2.5, 7);
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renderer = new THREE.WebGLRenderer({ antialias: true });
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renderer.setSize(width || 400, height || 300);
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renderer.shadowMap.enabled = true;
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sceneContainer.appendChild(renderer.domElement);
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const ambientLight = new THREE.AmbientLight(0xffffff, 0.5);
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const directionalLight = new THREE.DirectionalLight(0xffffff, 1.2);
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directionalLight.position.set(8, 15, 10);
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directionalLight.
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directionalLight.shadow.
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directionalLight.shadow.camera.left = -shadowCamSize; directionalLight.shadow.camera.right = shadowCamSize;
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directionalLight.shadow.camera.top = shadowCamSize; directionalLight.shadow.camera.bottom = -shadowCamSize;
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scene.add(directionalLight);
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function onWindowResize() {
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if (!renderer || !camera || !sceneContainer) return;
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const width = sceneContainer.clientWidth;
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}
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function animate() {
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requestAnimationFrame(animate);
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if (
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}
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function createMesh(geometry, material, position = { x: 0, y: 0, z: 0 }, rotation = { x: 0, y: 0, z: 0 }, scale = { x: 1, y: 1, z: 1 }) {
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const mesh = new THREE.Mesh(geometry, material);
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mesh.position.set(position.x, position.y, position.z);
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mesh.castShadow = true; mesh.receiveShadow = true;
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return mesh;
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}
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return ground;
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}
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// --- Procedural Generation Functions
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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; }
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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; }
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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; }
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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; }
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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; }
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function createForestAssembly(
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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;
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}
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function createRoadAmbushAssembly() { const group = new THREE.Group(); const a=12; const fg = createForestAssembly(); 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; }
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function createForestEdgeAssembly() { const group = new THREE.Group(); const a=15; const fg = createForestAssembly(); 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; }
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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; }
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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; }
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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; }
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// --- Game Data ---
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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."}
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const gameData = {
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"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:
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"11": { title: "Hidden Evasion", content: `<p>You melt into the shadows as the goblins blunder past.</p><p
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"12": { title: "Ambush Victory!", content: `<p>You defeat the goblins! Found a Crude Dagger.</p><p
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"13": { title: "Daring Escape", content: `<p>With surprising agility, you tumble past the goblins!</p><p
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"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"},
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"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" },
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"151": { title: "Splash!", content: `<p>You slip on the mossy log and tumble into the cold stream! You're soaked but unharmed.</p>`, options: [ { text: "Shake yourself off and continue", next: 16 } ], illustration: "character-splashing-into-stream-from-log" },
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"16": { title: "Edge of the Woods", content: `<p>You emerge from the Shadowwood... Before you lie rocky foothills...</p>`, options: [ { text: "Begin the ascent into the foothills", next: 17 }, { text: "Scan the fortress from afar (Wisdom Check)", check: { stat: 'wisdom', dc: 14, onFailure: 17 }, next: 18 } ], illustration: "forest-edge-view-rocky-foothills-distant-mountain-fortress" },
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"17": { title: "Rocky Foothills Path", content: `<p>The climb is arduous... The fortress looms larger now.</p>`, options: [ { text: "Continue the direct ascent", next: 19 }, { text: "Look for signs of a hidden trail (Wisdom Check)", check: { stat: 'wisdom', dc: 15, onFailure: 19 }, next: 20 } ], illustration: "climbing-rocky-foothills-path-fortress-closer" },
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"18": { title: "Distant Observation", content: `<p>You notice what might be a less-guarded approach along the western ridge...</p><p
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"19": { title: "Blocked Pass", content: `<p>The main path is blocked by a recent rockslide!</p>`, options: [ { text: "Try to climb over (Strength Check)", check: { stat: 'strength', dc: 14, onFailure: 191 }, next: 190 }, { text: "Search for another way around", next: 192 } ], illustration: "rockslide-blocking-mountain-path-boulders" },
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"20": { title: "Goat Trail", content: `<p>You discover a narrow trail barely wide enough for a mountain goat...</p><p
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"30": { title: "Hidden Cove", content: `<p>Your careful descent brings you to a secluded cove. A dark cave entrance is visible...</p><p
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"31": { title: "Tumbled Down", content: `<p>You lose your footing... landing hard
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"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 }
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"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
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"35": { title: "Dark Cave", content: `<p>The cave smells of salt and decay
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"40": { title: "Overgrown Shrine", content: `<p>Wildflowers grow thick around a small stone shrine
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"41": { title: "Rocky Badlands", content: `<p>The green hills give way to cracked earth
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"101": { title:"Failed Dodge", content:"<p>You try to dodge, but a goblin spear trips you! You take 3 damage.</p>", options:[{text:"Get up and Fight!", next: 12}], illustration:"character-tripped-by-goblin-spear", hpLoss: 3},
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"190": { title: "Over the Rocks", content:"<p>With considerable effort, you clamber over the rockslide.</p><p class="xp-gain">(+35 XP)</p>`, options: [{text:"Continue up the path", next: 22}], illustration:"character-climbing-over-boulders", reward: {xp:35} },
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"191": { title: "Climb Fails", content:"<p>The boulders are too unstable. You cannot climb them safely.</p>`, options: [{text:"Search for another way around", next: 192}], illustration:"character-slipping-on-rockslide-boulders"},
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"192": { title: "Detour Found", content:"<p>After some searching, you find a rough path leading around the rockslide.</p>`, options: [{text:"Continue up the path", next: 22}], illustration:"rough-detour-path-around-rockslide"},
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"21": { title: "Western Ridge", content:"<p>The ridge path is narrow and exposed, with strong winds...</p>`, options: [{text:"Proceed carefully (Dexterity Check)", check:{stat:'dexterity', dc: 14, onFailure: 211}, next: 22 } ], illustration:"narrow-windy-mountain-ridge-path" },
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"22": { title: "Fortress Approach", content:"<p>You've navigated the treacherous paths and now stand near the outer walls...</p>`, options: [{text:"Look for an unguarded entrance (End of Demo)", next: 99}], illustration:"approaching-dark-fortress-walls-guards"},
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"211": {title:"Lost Balance", content:"<p>A strong gust sends you tumbling down a steep slope! (-10 HP)</p>", options:[{text:"Climb back up and find another way", next: 17}], illustration:"character-falling-off-windy-ridge", hpLoss: 10},
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"400": {title:"Shrine Secrets", content:"<p>The carvings depict ancient rituals. You find a loose stone revealing a Healing Poultice!</p><p class="xp-gain">(+20 XP)</p>", options:[{text:"Take the poultice and leave", next:4, addItem:"Healing Poultice"}], illustration:"close-up-shrine-carvings-hidden-compartment", reward:{xp:20}},
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"401": {title:"Mysterious Carvings", content:"<p>The carvings are worn and indecipherable.</p>", options:[{text:"Leave the shrine", next:4}], illustration:"worn-stone-carvings-shrine"},
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"700": {title:"Statue's Gift", content:"<p>The compartment clicks open, revealing a smooth, grey stone that feels strangely warm.</p><p class="xp-gain">(+30 XP)</p>", options:[{text:"Take the stone and press on", next: 72, addItem:"Warm Stone"}], illustration:"hand-holding-warm-grey-stone-statue-base", reward:{xp:30}},
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"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 }
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};
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currentPageId: 1,
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character: {
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name: "Hero", race: "Human", alignment: "Neutral Good", class: "Adventurer",
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level: 1, xp: 0, xpToNextLevel: 100,
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stats: { strength: 8, intelligence: 10, wisdom: 10, dexterity: 10, constitution: 10, charisma: 8, hp: 12, maxHp: 12 },
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inventory: []
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}
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// --- Game Logic Functions ---
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function startGame() {
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const defaultChar = { name: "Hero", race: "Human", alignment: "Neutral Good", class: "Adventurer", level: 1, xp: 0, xpToNextLevel: 100,
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gameState = { currentPageId: 1, character: { ...defaultChar } };
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renderPage(gameState.currentPageId);
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}
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function levelUpCharacter() {
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const char = gameState.character;
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if (char.xp < char.xpToNextLevel) return false;
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char.level++;
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char.xp -= char.xpToNextLevel;
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char.xpToNextLevel = Math.floor(char.xpToNextLevel * 1.5 + 50);
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char.availableStatPoints += 1; // Gain 1 point
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recalculateMaxHp();
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char.stats.hp = char.stats.maxHp; // Full heal
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console.log(`LEVEL UP! Reached Level ${char.level}.`);
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// Later, add UI to spend points. For now, they just accumulate.
|
243 |
-
updateStatsDisplay(); // Update UI to show new level/XP/HP/Points
|
244 |
-
return true;
|
245 |
-
}
|
246 |
-
|
247 |
-
function recalculateMaxHp() {
|
248 |
-
const char = gameState.character;
|
249 |
-
const conModifier = Math.floor((char.stats.constitution - 10) / 2);
|
250 |
-
char.stats.maxHp = 8 + (char.level * Math.max(1, 2 + conModifier)); // Recalculate Max HP
|
251 |
-
}
|
252 |
-
|
253 |
function handleChoiceClick(choiceData) {
|
254 |
const optionNextPageId = parseInt(choiceData.nextPage);
|
255 |
const itemToAdd = choiceData.addItem;
|
256 |
let nextPageId = optionNextPageId;
|
257 |
let rollResultMessage = "";
|
258 |
-
|
259 |
-
|
260 |
-
|
261 |
-
|
262 |
-
if (isNaN(optionNextPageId) && !check && !effect) { console.error("Invalid choice data:", choiceData); return; }
|
263 |
-
|
264 |
-
// --- Apply direct effects (like resting) ---
|
265 |
-
if (effect) {
|
266 |
-
if (effect.hpGain) {
|
267 |
-
const maxHeal = gameState.character.stats.maxHp - gameState.character.stats.hp;
|
268 |
-
const actualGain = Math.min(effect.hpGain, maxHeal);
|
269 |
-
if (actualGain > 0) {
|
270 |
-
gameState.character.stats.hp += actualGain;
|
271 |
-
rollResultMessage += `<p class="xp-gain">Rested and recovered ${actualGain} HP.</p>`;
|
272 |
-
console.log(`Recovered ${actualGain} HP.`);
|
273 |
-
} else {
|
274 |
-
rollResultMessage += `<p class="xp-gain">You rest, but gain no HP.</p>`;
|
275 |
-
}
|
276 |
-
}
|
277 |
-
// If effect determines next page, override default
|
278 |
-
if (effect.setNextPage !== undefined) nextPageId = effect.setNextPage;
|
279 |
-
// For simple rest, we still want to proceed, so no return here.
|
280 |
-
}
|
281 |
|
282 |
-
// --- Process Stat Check ---
|
283 |
if (check) {
|
284 |
const statValue = gameState.character.stats[check.stat] || 10;
|
285 |
const modifier = Math.floor((statValue - 10) / 2);
|
286 |
const roll = Math.floor(Math.random() * 20) + 1;
|
287 |
const totalResult = roll + modifier;
|
288 |
const dc = check.dc;
|
289 |
-
const successMargin = totalResult - dc;
|
290 |
console.log(`Check: ${check.stat} (DC ${dc}) | Roll: ${roll} + Mod: ${modifier} = ${totalResult}`);
|
291 |
-
|
292 |
-
|
293 |
-
|
294 |
-
|
295 |
-
|
296 |
-
|
297 |
-
const checkBonusXp = marginBonus + oddsBonus;
|
298 |
-
if (checkBonusXp > 0) { gainedXpThisTurn += checkBonusXp; rollResultMessage += `<p class="xp-gain">+${checkBonusXp} bonus XP!</p>`; console.log(`Check bonus XP: ${checkBonusXp}`); }
|
299 |
-
} else { // Failure
|
300 |
-
nextPageId = parseInt(check.onFailure);
|
301 |
-
rollResultMessage += `<p class="roll-failure"><em>Check Failed! (${totalResult} vs DC ${dc})</em></p>`;
|
302 |
if (isNaN(nextPageId)) { console.error("Invalid onFailure ID:", check.onFailure); nextPageId = 99; }
|
303 |
}
|
304 |
}
|
305 |
|
306 |
-
// --- Add immediate item from option ---
|
307 |
if (itemToAdd && !gameState.character.inventory.includes(itemToAdd)) {
|
308 |
-
gameState.character.inventory.push(itemToAdd);
|
|
|
309 |
}
|
310 |
|
311 |
-
// --- Move to Next Page & Process Landing ---
|
312 |
gameState.currentPageId = nextPageId;
|
313 |
const nextPageData = gameData[nextPageId];
|
314 |
|
@@ -316,47 +352,34 @@
|
|
316 |
if (nextPageData.hpLoss) {
|
317 |
gameState.character.stats.hp -= nextPageData.hpLoss;
|
318 |
console.log(`Lost ${nextPageData.hpLoss} HP.`);
|
319 |
-
|
320 |
}
|
321 |
if (nextPageData.reward) {
|
322 |
-
if (nextPageData.reward.xp) {
|
323 |
-
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}.`);
|
324 |
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}`); }
|
325 |
}
|
326 |
-
|
327 |
-
|
328 |
-
|
329 |
-
|
330 |
-
if (!rollResultMessage.includes("bonus XP")) { // Avoid double message if check bonus already added
|
331 |
-
rollResultMessage += `<p class="xp-gain">You gained ${gainedXpThisTurn} XP.</p>`;
|
332 |
-
}
|
333 |
-
}
|
334 |
-
|
335 |
-
let leveledUp = false;
|
336 |
-
while (gameState.character.xp >= gameState.character.xpToNextLevel) {
|
337 |
-
if (levelUpCharacter()) { leveledUp = true; } else { break; }
|
338 |
-
}
|
339 |
-
if (leveledUp) { rollResultMessage += `<p class="level-up">LEVEL UP! You reached Level ${gameState.character.level}!</p>`; }
|
340 |
-
|
341 |
-
recalculateMaxHp(); // Ensure maxHP is current
|
342 |
gameState.character.stats.hp = Math.min(gameState.character.stats.hp, gameState.character.stats.maxHp); // Clamp HP
|
343 |
-
gameState.character.stats.hp = Math.max(0, gameState.character.stats.hp);
|
344 |
|
345 |
-
//
|
346 |
-
if (gameState.character.stats.hp <= 0) {
|
347 |
-
|
348 |
-
|
349 |
}
|
350 |
-
|
351 |
-
} else { // Invalid next page ID
|
352 |
console.error(`Data for page ${nextPageId} not found!`);
|
353 |
-
renderPageInternal(99, gameData[99], "<p><em>Error: Next page data missing!</em></p>");
|
|
|
354 |
}
|
355 |
-
renderPageInternal(nextPageId, gameData[nextPageId]
|
356 |
}
|
357 |
|
358 |
function renderPageInternal(pageId, pageData, message = "") {
|
359 |
-
if (!pageData) { console.error(`Render Error: No data for page ${pageId}`); return; }
|
360 |
storyTitleElement.textContent = pageData.title || "Untitled Page";
|
361 |
storyContentElement.innerHTML = message + (pageData.content || "<p>...</p>");
|
362 |
updateStatsDisplay(); updateInventoryDisplay();
|
@@ -365,38 +388,76 @@
|
|
365 |
pageData.options.forEach(option => {
|
366 |
const button = document.createElement('button'); button.classList.add('choice-button'); button.textContent = option.text; let requirementMet = true;
|
367 |
if (option.requireItem && !gameState.character.inventory.includes(option.requireItem)) { requirementMet = false; button.title = `Requires: ${option.requireItem}`; button.disabled = true; }
|
368 |
-
if (requirementMet) { const choiceData = { nextPage: option.next, addItem: option.addItem, check: option.check
|
369 |
} 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>'); }
|
370 |
-
updateScene(pageData.illustration || 'default'
|
371 |
}
|
372 |
|
373 |
function renderPage(pageId) { renderPageInternal(pageId, gameData[pageId]); }
|
374 |
|
375 |
-
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
|
376 |
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; }
|
377 |
|
378 |
-
function updateScene(illustrationKey
|
|
|
379 |
if (currentAssemblyGroup) { scene.remove(currentAssemblyGroup); }
|
380 |
currentAssemblyGroup = null; let assemblyFunction;
|
381 |
-
// Simple routing for now, using default for most new keys
|
382 |
switch (illustrationKey) {
|
383 |
case 'city-gates': assemblyFunction = createCityGatesAssembly; break;
|
384 |
case 'weaponsmith': assemblyFunction = createWeaponsmithAssembly; break;
|
385 |
case 'temple': assemblyFunction = createTempleAssembly; break;
|
386 |
case 'resistance-meeting': assemblyFunction = createResistanceMeetingAssembly; break;
|
387 |
-
case 'shadowwood-forest':
|
388 |
-
case 'road-ambush':
|
389 |
-
case 'forest-edge':
|
390 |
case 'prisoner-cell': assemblyFunction = createPrisonerCellAssembly; break;
|
391 |
-
case 'game-over': case 'game-over-generic': assemblyFunction = createGameOverAssembly; break;
|
392 |
case 'error': assemblyFunction = createErrorAssembly; break;
|
393 |
-
|
394 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
395 |
}
|
396 |
-
try { currentAssemblyGroup = assemblyFunction(
|
397 |
}
|
398 |
|
399 |
document.addEventListener('DOMContentLoaded', () => {
|
|
|
400 |
try { initThreeJS(); startGame(); } catch (error) { console.error("Init failed:", error); storyTitleElement.textContent = "Error"; storyContentElement.innerHTML = `<p>Init Error. Check console.</p><pre>${error}</pre>`; }
|
401 |
});
|
402 |
|
|
|
3 |
<head>
|
4 |
<meta charset="UTF-8">
|
5 |
<meta name="viewport" content="width=device-width, initial-scale=1.0">
|
6 |
+
<title>Choose Your Own Procedural Adventure</title>
|
7 |
<style>
|
8 |
+
body {
|
9 |
+
font-family: 'Courier New', monospace;
|
10 |
+
background-color: #222;
|
11 |
+
color: #eee;
|
12 |
+
margin: 0;
|
13 |
+
padding: 0;
|
14 |
+
overflow: hidden;
|
15 |
+
display: flex;
|
16 |
+
flex-direction: column;
|
17 |
+
height: 100vh;
|
18 |
+
}
|
19 |
+
|
20 |
+
#game-container {
|
21 |
+
display: flex;
|
22 |
+
flex-grow: 1;
|
23 |
+
overflow: hidden;
|
24 |
+
}
|
25 |
+
|
26 |
+
#scene-container {
|
27 |
+
flex-grow: 3;
|
28 |
+
position: relative;
|
29 |
+
border-right: 2px solid #555;
|
30 |
+
min-width: 200px;
|
31 |
+
background-color: #1a1a1a;
|
32 |
+
height: 100%;
|
33 |
+
box-sizing: border-box;
|
34 |
+
}
|
35 |
+
|
36 |
+
#ui-container {
|
37 |
+
flex-grow: 2;
|
38 |
+
padding: 20px;
|
39 |
+
overflow-y: auto;
|
40 |
+
background-color: #333;
|
41 |
+
min-width: 280px;
|
42 |
+
height: 100%;
|
43 |
+
box-sizing: border-box;
|
44 |
+
display: flex;
|
45 |
+
flex-direction: column;
|
46 |
+
}
|
47 |
+
|
48 |
+
#scene-container canvas { display: block; }
|
49 |
+
|
50 |
+
#story-title {
|
51 |
+
color: #ffcc66;
|
52 |
+
margin-top: 0;
|
53 |
+
margin-bottom: 15px;
|
54 |
+
border-bottom: 1px solid #555;
|
55 |
+
padding-bottom: 10px;
|
56 |
+
font-size: 1.4em;
|
57 |
+
}
|
58 |
+
|
59 |
+
#story-content {
|
60 |
+
margin-bottom: 20px;
|
61 |
+
line-height: 1.6;
|
62 |
+
flex-grow: 1;
|
63 |
+
}
|
64 |
+
#story-content p { margin-bottom: 1em; }
|
65 |
+
#story-content p:last-child { margin-bottom: 0; }
|
66 |
+
|
67 |
+
#stats-inventory-container {
|
68 |
+
margin-bottom: 20px;
|
69 |
+
padding-bottom: 15px;
|
70 |
+
border-bottom: 1px solid #555;
|
71 |
+
font-size: 0.9em;
|
72 |
+
}
|
73 |
+
#stats-display, #inventory-display {
|
74 |
+
margin-bottom: 10px;
|
75 |
+
line-height: 1.8;
|
76 |
+
}
|
77 |
+
#stats-display span, #inventory-display span {
|
78 |
+
display: inline-block;
|
79 |
+
background-color: #444;
|
80 |
+
padding: 3px 8px;
|
81 |
+
border-radius: 15px;
|
82 |
+
margin-right: 8px;
|
83 |
+
margin-bottom: 5px;
|
84 |
+
border: 1px solid #666;
|
85 |
+
white-space: nowrap;
|
86 |
+
}
|
87 |
+
#stats-display strong, #inventory-display strong { color: #aaa; margin-right: 5px; }
|
88 |
+
#inventory-display em { color: #888; font-style: normal; }
|
89 |
+
|
90 |
+
#inventory-display .item-quest { background-color: #666030; border-color: #999048;}
|
91 |
+
#inventory-display .item-weapon { background-color: #663030; border-color: #994848;}
|
92 |
+
#inventory-display .item-armor { background-color: #306630; border-color: #489948;}
|
93 |
+
#inventory-display .item-spell { background-color: #303066; border-color: #484899;}
|
94 |
+
#inventory-display .item-unknown { background-color: #555; border-color: #777;}
|
95 |
+
|
96 |
+
#choices-container {
|
97 |
+
margin-top: auto;
|
98 |
+
padding-top: 15px;
|
99 |
+
border-top: 1px solid #555;
|
100 |
+
}
|
101 |
+
#choices-container h3 { margin-top: 0; margin-bottom: 10px; color: #aaa; }
|
102 |
+
#choices { display: flex; flex-direction: column; gap: 10px; }
|
103 |
+
|
104 |
+
.choice-button {
|
105 |
+
display: block; width: 100%; padding: 10px 12px; margin-bottom: 0;
|
106 |
+
background-color: #555; color: #eee; border: 1px solid #777;
|
107 |
+
border-radius: 5px; cursor: pointer; text-align: left;
|
108 |
+
font-family: 'Courier New', monospace; font-size: 1em;
|
109 |
+
transition: background-color 0.2s, border-color 0.2s;
|
110 |
+
box-sizing: border-box;
|
111 |
+
}
|
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>
|
|
|
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');
|
|
|
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; }
|
177 |
scene = new THREE.Scene();
|
178 |
scene.background = new THREE.Color(0x222222);
|
179 |
+
const width = sceneContainer.clientWidth;
|
180 |
+
const height = sceneContainer.clientHeight;
|
181 |
camera = new THREE.PerspectiveCamera(75, (width / height) || 1, 0.1, 1000);
|
182 |
+
camera.position.set(0, 2.5, 7);
|
183 |
+
camera.lookAt(0, 0.5, 0);
|
184 |
renderer = new THREE.WebGLRenderer({ antialias: true });
|
185 |
renderer.setSize(width || 400, height || 300);
|
186 |
+
renderer.shadowMap.enabled = true;
|
187 |
+
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
|
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);
|
|
|
206 |
|
207 |
function onWindowResize() {
|
208 |
if (!renderer || !camera || !sceneContainer) return;
|
209 |
+
const width = sceneContainer.clientWidth;
|
210 |
+
const height = sceneContainer.clientHeight;
|
211 |
+
if (width > 0 && height > 0) {
|
212 |
+
camera.aspect = width / height;
|
213 |
+
camera.updateProjectionMatrix();
|
214 |
+
renderer.setSize(width, height);
|
215 |
+
}
|
216 |
}
|
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 |
+
}
|
224 |
}
|
225 |
|
226 |
function createMesh(geometry, material, position = { x: 0, y: 0, z: 0 }, rotation = { x: 0, y: 0, z: 0 }, scale = { x: 1, y: 1, z: 1 }) {
|
227 |
const mesh = new THREE.Mesh(geometry, material);
|
228 |
+
mesh.position.set(position.x, position.y, position.z);
|
229 |
+
mesh.rotation.set(rotation.x, rotation.y, rotation.z);
|
230 |
+
mesh.scale.set(scale.x, scale.y, scale.z);
|
231 |
mesh.castShadow = true; mesh.receiveShadow = true;
|
232 |
return mesh;
|
233 |
}
|
|
|
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; }
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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; }
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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; }
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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; }
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+
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; }
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+
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; }
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+
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; }
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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; }
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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; }
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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; }
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256 |
// --- Game Data ---
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+
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 = {
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+
"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" },
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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" },
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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" },
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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" },
|
273 |
"151": { title: "Splash!", content: `<p>You slip on the mossy log and tumble into the cold stream! You're soaked but unharmed.</p>`, options: [ { text: "Shake yourself off and continue", next: 16 } ], illustration: "character-splashing-into-stream-from-log" },
|
274 |
"16": { title: "Edge of the Woods", content: `<p>You emerge from the Shadowwood... Before you lie rocky foothills...</p>`, options: [ { text: "Begin the ascent into the foothills", next: 17 }, { text: "Scan the fortress from afar (Wisdom Check)", check: { stat: 'wisdom', dc: 14, onFailure: 17 }, next: 18 } ], illustration: "forest-edge-view-rocky-foothills-distant-mountain-fortress" },
|
275 |
"17": { title: "Rocky Foothills Path", content: `<p>The climb is arduous... The fortress looms larger now.</p>`, options: [ { text: "Continue the direct ascent", next: 19 }, { text: "Look for signs of a hidden trail (Wisdom Check)", check: { stat: 'wisdom', dc: 15, onFailure: 19 }, next: 20 } ], illustration: "climbing-rocky-foothills-path-fortress-closer" },
|
276 |
+
"18": { title: "Distant Observation", content: `<p>You notice what might be a less-guarded approach along the western ridge...</p><p>(+30 XP)</p>`, options: [ { text: "Take the main path into the foothills", next: 17 }, { text: "Attempt the western ridge approach", next: 21 } ], illustration: "zoomed-view-mountain-fortress-western-ridge", reward: { xp: 30 } },
|
277 |
"19": { title: "Blocked Pass", content: `<p>The main path is blocked by a recent rockslide!</p>`, options: [ { text: "Try to climb over (Strength Check)", check: { stat: 'strength', dc: 14, onFailure: 191 }, next: 190 }, { text: "Search for another way around", next: 192 } ], illustration: "rockslide-blocking-mountain-path-boulders" },
|
278 |
+
"20": { title: "Goat Trail", content: `<p>You discover a narrow trail barely wide enough for a mountain goat...</p><p>(+40 XP)</p>`, options: [ { text: "Follow the precarious goat trail", next: 22 } ], illustration: "narrow-goat-trail-mountainside-fortress-view", reward: { xp: 40 } },
|
279 |
+
"30": { title: "Hidden Cove", content: `<p>Your careful descent brings you to a secluded cove. A dark cave entrance is visible...</p><p>(+25 XP)</p>`, options: [ { text: "Explore the dark cave", next: 35 } ], illustration: "hidden-cove-beach-dark-cave-entrance", reward: { xp: 25 } },
|
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},
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|
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 |
};
|
|
|
299 |
currentPageId: 1,
|
300 |
character: {
|
301 |
name: "Hero", race: "Human", alignment: "Neutral Good", class: "Adventurer",
|
302 |
+
level: 1, xp: 0, xpToNextLevel: 100,
|
303 |
stats: { strength: 8, intelligence: 10, wisdom: 10, dexterity: 10, constitution: 10, charisma: 8, hp: 12, maxHp: 12 },
|
304 |
inventory: []
|
305 |
}
|
|
|
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 |
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|
317 |
function handleChoiceClick(choiceData) {
|
318 |
const optionNextPageId = parseInt(choiceData.nextPage);
|
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; }
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|
325 |
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|
326 |
if (check) {
|
327 |
const statValue = gameState.character.stats[check.stat] || 10;
|
328 |
const modifier = Math.floor((statValue - 10) / 2);
|
329 |
const roll = Math.floor(Math.random() * 20) + 1;
|
330 |
const totalResult = roll + modifier;
|
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>`;
|
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|
339 |
if (isNaN(nextPageId)) { console.error("Invalid onFailure ID:", check.onFailure); nextPageId = 99; }
|
340 |
}
|
341 |
}
|
342 |
|
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|
343 |
if (itemToAdd && !gameState.character.inventory.includes(itemToAdd)) {
|
344 |
+
gameState.character.inventory.push(itemToAdd);
|
345 |
+
console.log("Added item:", itemToAdd);
|
346 |
}
|
347 |
|
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|
348 |
gameState.currentPageId = nextPageId;
|
349 |
const nextPageData = gameData[nextPageId];
|
350 |
|
|
|
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>");
|
376 |
+
return;
|
377 |
}
|
378 |
+
renderPageInternal(nextPageId, gameData[nextPageId], rollResultMessage);
|
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();
|
|
|
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;
|
408 |
case 'temple': assemblyFunction = createTempleAssembly; break;
|
409 |
case 'resistance-meeting': assemblyFunction = createResistanceMeetingAssembly; break;
|
410 |
+
case 'shadowwood-forest': assemblyFunction = createForestAssembly; break;
|
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 |
|