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Update game.js
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game.js
CHANGED
@@ -1,818 +1,390 @@
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import * as THREE from 'three';
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// import
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// --- DOM Elements ---
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const sceneContainer = document.getElementById('scene-container');
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const statsElement = document.getElementById('stats-display');
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const inventoryElement = document.getElementById('inventory-display');
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const logElement = document.getElementById('log-display');
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// --- Config ---
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const ROOM_SIZE = 10;
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const WALL_HEIGHT = 3; // Slightly shorter walls
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const WALL_THICKNESS = 0.5;
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const CAMERA_Y_OFFSET = 25; // Higher camera
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const PLAYER_SPEED = 6;
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const PLAYER_RADIUS = 0.5;
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const PLAYER_HEIGHT = 1.8; // Visual height
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const PLAYER_JUMP_IMPULSE = 7; // Impulse force for jump
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const PROJECTILE_SPEED = 15;
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const PROJECTILE_RADIUS = 0.2;
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const PICKUP_RADIUS = 1.5;
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const PICKUP_RADIUS_SQ = PICKUP_RADIUS * PICKUP_RADIUS; // Use squared distance
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// --- Three.js Setup ---
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let scene, camera, renderer;
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let
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const meshesToSync = []; // Holds { mesh: THREE.Mesh, body: CANNON.Body }
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const projectiles = []; // Holds { mesh, body, lifetime }
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let axesHelper;
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// --- Physics Setup ---
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let world;
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let playerBody;
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const physicsBodies = new Map(); // Use Map<id, CANNON.Body> for easier removal
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let groundMaterial, playerMaterial, wallMaterial, monsterMaterial, itemMaterial; // Physics materials
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let cannonDebugger = null;
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// --- Game State ---
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let gameState = {};
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const keysPressed = {};
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let gameLoopActive = false;
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let animationFrameId = null;
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let selectedTool = null; // For building tools later
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// --- Game Data (Ensure starting point 0,0 exists!) ---
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const gameData = {
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// Structure: "x,y": { type, features?, items?, monsters?, name? }
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"0,0": { type: 'city', features: ['door_north', 'item_Key'], name: "City Square"},
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"0,1": { type: 'forest', features: ['path_north', 'door_south', 'item_Healing_Potion'], name: "Forest Entrance" },
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"0,2": { type: 'forest', features: ['path_south', 'monster_goblin'], name: "Deep Forest"},
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"1,1": { type: 'forest', features: ['river', 'path_west'], name: "River Bend" },
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"-1,1": { type: 'ruins', features: ['path_east'], name: "Old Ruins"},
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"1,0": { type: 'plains', features: ['door_west'], name: "East Plains"},
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"-1,0": { type: 'plains', features: ['door_east'], name: "West Plains"},
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};
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const itemsData = { // Add 'name' for consistency
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"Healing Potion": { name: "Healing Potion", type: "consumable", description: "Restores 10 HP.", hpRestore: 10, model: 'sphere_red' },
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"Key": { name: "Key", type: "quest", description: "A rusty key.", model: 'box_gold'},
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};
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const monstersData = { // Add 'name'
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"goblin": { name: "Goblin", hp: 15, attack: 4, defense: 1, speed: 2.5, model: 'capsule_green', xp: 5 },
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};
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// --- Materials and Geometries (Defined once) ---
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// Using basic wireframe materials for initial debugging
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const debugMaterials = {
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player: new THREE.MeshBasicMaterial({ color: 0x0077ff, wireframe: true }),
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wall: new THREE.MeshBasicMaterial({ color: 0xff0000, wireframe: true }),
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item: new THREE.MeshBasicMaterial({ color: 0x00ff00, wireframe: true }),
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monster: new THREE.MeshBasicMaterial({ color: 0xff00ff, wireframe: true }),
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projectile: new THREE.MeshBasicMaterial({ color: 0xffff00 }), // Keep projectiles solid
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floor_default: new THREE.MeshBasicMaterial({ color: 0x555555, wireframe: true }), // Wireframe floor
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};
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// Normal Materials (Use after debugging)
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// const normalMaterials = {
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// player: new THREE.MeshLambertMaterial({ color: 0x0077ff }),
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// wall: new THREE.MeshLambertMaterial({ color: 0x888888 }),
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// item_consumable: new THREE.MeshStandardMaterial({ color: 0xff0000, roughness: 0.6 }),
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// item_quest: new THREE.MeshStandardMaterial({ color: 0xffd700, roughness: 0.4 }),
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// monster_goblin: new THREE.MeshLambertMaterial({ color: 0x00ff00 }),
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// floor_city: new THREE.MeshLambertMaterial({ color: 0xdeb887 }),
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// floor_forest: new THREE.MeshLambertMaterial({ color: 0x228B22 }),
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// // ... add all floor types
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// floor_default: new THREE.MeshLambertMaterial({ color: 0xaaaaaa })
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// };
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const activeMaterials = debugMaterials; // Switch to normalMaterials when ready
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const geometries = { // Keep geometries simple
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floor: new THREE.PlaneGeometry(ROOM_SIZE, ROOM_SIZE),
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wallNS: new THREE.BoxGeometry(ROOM_SIZE, WALL_HEIGHT, WALL_THICKNESS),
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wallEW: new THREE.BoxGeometry(WALL_THICKNESS, WALL_HEIGHT, ROOM_SIZE),
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playerCylinder: new THREE.CylinderGeometry(PLAYER_RADIUS, PLAYER_RADIUS, PLAYER_HEIGHT - (PLAYER_RADIUS * 2), 8),
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playerSphere: new THREE.SphereGeometry(PLAYER_RADIUS, 8, 8),
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playerNose: new THREE.ConeGeometry(PLAYER_RADIUS * 0.3, PLAYER_RADIUS * 0.5, 4),
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monsterCapsuleBody: new THREE.CylinderGeometry(0.4, 0.4, 1.0, 8),
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monsterCapsuleHead: new THREE.SphereGeometry(0.4, 8, 8),
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itemSphere: new THREE.SphereGeometry(0.3, 8, 8),
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itemBox: new THREE.BoxGeometry(0.4, 0.4, 0.4),
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projectile: new THREE.SphereGeometry(PROJECTILE_RADIUS, 6, 6),
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};
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// --- Initialization ---
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function init() {
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console.log("--- Initializing Game ---");
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// Reset state and clear arrays/maps
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gameState = { inventory: [], stats: { hp: 30, maxHp: 30, strength: 7, wisdom: 5, courage: 6 }, monsters: [], items: [] };
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keysPressed = {};
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meshesToSync.length = 0;
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projectiles.length = 0;
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physicsBodies.clear(); // Clear the map
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// Clear previous scene if restarting
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if (scene) {
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while (scene.children.length > 0) scene.remove(scene.children[0]);
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} else {
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scene = new THREE.Scene(); // Create scene only if it doesn't exist
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}
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scene.background = new THREE.Color(0x1a1a1a);
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// Clear previous renderer if restarting
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if (renderer) {
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renderer.dispose();
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if (renderer.domElement.parentNode) {
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renderer.domElement.parentNode.removeChild(renderer.domElement);
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}
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}
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initThreeJS(); // Setup camera, renderer, lights
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initPhysics(); // Setup world, materials
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initPlayer(); // Setup player mesh + body
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generateMap(); // Setup static map meshes + bodies
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setupInputListeners();
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updateUI();
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addLog("Welcome! Move: QWEASDZXC, Jump: X, Attack: Space, Pickup: F", "info");
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console.log("--- Initialization Complete ---");
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if (animationFrameId) cancelAnimationFrame(animationFrameId);
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gameLoopActive = true;
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animate();
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}
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function initThreeJS() {
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camera.
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camera.
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renderer = new THREE.WebGLRenderer({ antialias: true });
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renderer.setSize(sceneContainer.clientWidth, sceneContainer.clientHeight);
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renderer.shadowMap.enabled = true;
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renderer.shadowMap.type = THREE.PCFSoftShadowMap;
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sceneContainer.appendChild(renderer.domElement);
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// Lighting
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dirLight.shadow.mapSize.height = 1024;
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scene.add(dirLight);
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// Axes Helper
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axesHelper = new THREE.AxesHelper(ROOM_SIZE * 0.5);
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axesHelper.position.set(0, 0.01, 0);
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scene.add(axesHelper);
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console.log("Three.js Initialized. Camera at:", camera.position);
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world.broadphase = new CANNON.SAPBroadphase(world);
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world.allowSleep = true;
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// Define materials
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groundMaterial = new CANNON.Material("ground");
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playerMaterial = new CANNON.Material("player");
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wallMaterial = new CANNON.Material("wall");
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monsterMaterial = new CANNON.Material("monster");
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itemMaterial = new CANNON.Material("item"); // Not used for physics bodies anymore
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// Ground physics body
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const groundShape = new CANNON.Plane();
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const groundBody = new CANNON.Body({ mass: 0, material: groundMaterial });
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groundBody.addShape(groundShape);
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groundBody.quaternion.setFromEuler(-Math.PI / 2, 0, 0);
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world.addBody(groundBody);
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physicsBodies.set(groundBody.id, groundBody); // Track it
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// Contact Materials
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const playerGround = new CANNON.ContactMaterial(playerMaterial, groundMaterial, { friction: 0.1, restitution: 0.1 }); // Low friction
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const playerWall = new CANNON.ContactMaterial(playerMaterial, wallMaterial, { friction: 0.01, restitution: 0.1 }); // Very low friction vs walls
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const monsterGround = new CANNON.ContactMaterial(monsterMaterial, groundMaterial, { friction: 0.4, restitution: 0.1 });
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const monsterWall = new CANNON.ContactMaterial(monsterMaterial, wallMaterial, { friction: 0.1, restitution: 0.2 });
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world.addContactMaterial(playerGround);
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world.addContactMaterial(playerWall);
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world.addContactMaterial(monsterGround);
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world.addContactMaterial(monsterWall);
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console.log("Physics World Initialized.");
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// Optional: Physics Debugger Init
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// try { cannonDebugger = new CannonDebugger(scene, world, { color: 0x00ff00 }); console.log("Debugger Init."); }
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// catch (e) { console.error("Failed CannonDebugger.", e); }
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}
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//
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const group = new THREE.Group();
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const bodyMat = activeMaterials.player; // Use active material set
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const body = new THREE.Mesh(geometries.playerCylinder, bodyMat);
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body.position.y = PLAYER_RADIUS; body.castShadow = true;
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const head = new THREE.Mesh(geometries.playerSphere, bodyMat);
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head.position.y = PLAYER_HEIGHT - PLAYER_RADIUS; head.castShadow = true;
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group.add(body); group.add(head);
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const nose = new THREE.Mesh(geometries.playerNose, new THREE.MeshBasicMaterial({ color: 0xffff00 })); // Nose always bright yellow
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nose.position.set(0, PLAYER_HEIGHT * 0.6, PLAYER_RADIUS); // Point forward +Z
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// No rotation needed if pointing +Z
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group.add(nose);
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// Important: Set group's origin to the intended base/center of the physics body
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group.position.set(0, 0, 0); // Position will be controlled by sync
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return group;
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}
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function createSimpleMonsterMesh(modelType = 'capsule_green') {
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const group = new THREE.Group();
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const mat = activeMaterials.monster; // Use active debug/normal material
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if (modelType === 'capsule_green') {
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const body = new THREE.Mesh(geometries.monsterCapsuleBody, mat);
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const head = new THREE.Mesh(geometries.monsterCapsuleHead, mat);
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body.position.y = 0.5; head.position.y = 1.0 + 0.4;
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group.add(body); group.add(head);
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} else { /* Add other monster types if needed */ }
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group.traverse(child => { if (child.isMesh) child.castShadow = true; });
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group.position.set(0, 0, 0); // Position set by sync
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return group;
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}
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function createSimpleItemMesh(modelType = 'sphere_red') {
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let geom;
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const mat = activeMaterials.item; // Use active debug/normal material
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if(modelType === 'sphere_red') geom = geometries.itemSphere;
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else if (modelType === 'box_gold') geom = geometries.itemBox;
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else geom = geometries.itemSphere; // Default
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const mesh = new THREE.Mesh(geom, mat);
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mesh.position.y = PLAYER_RADIUS; // Default height
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mesh.castShadow = true;
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return mesh;
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}
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function createProjectileMesh() {
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const mat = activeMaterials.projectile; // Use active material
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const mesh = new THREE.Mesh(geometries.projectile, mat);
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return mesh;
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}
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//
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console.log("Initializing Player...");
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// Visual Mesh
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playerMesh = createPlayerMesh();
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// Set initial position high to avoid spawning inside floor
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playerMesh.position.set(0, PLAYER_HEIGHT + 1, 0);
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scene.add(playerMesh);
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console.log("Player mesh added to scene at initial pos:", playerMesh.position);
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// Physics Body - Start at center of 0,0 cell, slightly above ground
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const startX = 0;
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const startZ = 0;
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const startY = PLAYER_HEIGHT * 1.5; // Start higher
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const playerShape = new CANNON.Sphere(PLAYER_RADIUS);
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playerBody = new CANNON.Body({
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mass: 70,
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shape: playerShape,
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position: new CANNON.Vec3(startX, startY, startZ),
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linearDamping: 0.95,
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angularDamping: 1.0, // Completely prevent angular rotation from physics
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material: playerMaterial // Use defined material
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});
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playerBody.allowSleep = false;
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playerBody.addEventListener("collide", handlePlayerCollision);
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world.addBody(playerBody);
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physicsBodies.set(playerBody.id, playerBody); // Track body using Map
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console.log(`Player physics body added at ${startX}, ${startY}, ${startZ}`);
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// Add to sync list
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meshesToSync.push({ mesh: playerMesh, body: playerBody });
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console.log("Player added to sync list.");
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}
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// DEBUG: Only generate the starting cell "0,0"
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const startCoord = "0,0";
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const data = gameData[startCoord];
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if (!data) {
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console.error("CRITICAL: No gameData found for starting cell '0,0'!");
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return;
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}
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const x = 0;
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const z = 0;
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const type = data.type || 'default';
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console.log(`Generating START cell: ${startCoord} (Type: ${type})`);
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// Create Floor Mesh
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const floorMat = activeMaterials[`floor_${type}`] || activeMaterials.floor_default; // Use debug mats
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const floorMesh = new THREE.Mesh(geometries.floor, floorMat);
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floorMesh.rotation.x = -Math.PI / 2;
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floorMesh.position.set(x * ROOM_SIZE, 0, z * ROOM_SIZE);
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floorMesh.receiveShadow = true; // Floors should receive shadows
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scene.add(floorMesh);
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console.log(`Added floor at ${x},${z}`);
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// Create Walls (Visual + Physics) for the single cell
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const features = data.features || [];
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const wallDefs = [
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['north', geometries.wallNS, 0, -0.5], ['south', geometries.wallNS, 0, 0.5],
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['east', geometries.wallEW, 0.5, 0], ['west', geometries.wallEW, -0.5, 0],
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];
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wallDefs.forEach(([dir, geom, xOff, zOff]) => {
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const doorFeature = `door_${dir}`; const pathFeature = `path_${dir}`;
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if (!features.includes(doorFeature) && !features.includes(pathFeature)) {
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const wallX = x * ROOM_SIZE + xOff * ROOM_SIZE;
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const wallZ = z * ROOM_SIZE + zOff * ROOM_SIZE;
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const wallY = WALL_HEIGHT / 2;
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// Visual Wall (DEBUG)
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const wallMesh = new THREE.Mesh(geom, activeMaterials.wall); // Use debug wall mat
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wallMesh.position.set(wallX, wallY, wallZ);
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wallMesh.castShadow = true; wallMesh.receiveShadow = true;
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scene.add(wallMesh);
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// Physics Wall
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const wallShape = new CANNON.Box(new CANNON.Vec3(geom.parameters.width / 2, geom.parameters.height / 2, geom.parameters.depth / 2));
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const wallBody = new CANNON.Body({ mass: 0, shape: wallShape, position: new CANNON.Vec3(wallX, wallY, wallZ), material: wallPhysicsMaterial });
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world.addBody(wallBody);
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physicsBodies.set(wallBody.id, wallBody); // Track it
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// console.log(`Added ${dir} wall for cell ${x},${z}`);
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} else {
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console.log(`Skipping ${dir} wall for cell ${x},${z} due to feature.`);
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}
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});
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// Spawn Items & Monsters based on features for the single cell
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features.forEach(feature => {
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-
if (feature.startsWith('item_')) {
|
361 |
-
const itemName = feature.substring(5).replace(/_/g, ' ');
|
362 |
-
if (itemsData[itemName]) spawnItem(itemName, x, z);
|
363 |
-
else console.warn(`Item feature found but no data for: ${itemName}`);
|
364 |
-
} else if (feature.startsWith('monster_')) {
|
365 |
-
const monsterType = feature.substring(8);
|
366 |
-
if (monstersData[monsterType]) spawnMonster(monsterType, x, z);
|
367 |
-
else console.warn(`Monster feature found but no data for: ${monsterType}`);
|
368 |
-
}
|
369 |
-
});
|
370 |
-
|
371 |
-
console.log("Map Generation Complete (Debug Mode - Single Cell).");
|
372 |
}
|
373 |
|
374 |
-
|
375 |
-
|
376 |
-
const itemData = itemsData[itemName];
|
377 |
-
if (!itemData) return;
|
378 |
-
const x = gridX * ROOM_SIZE + (Math.random() - 0.5) * (ROOM_SIZE * 0.4);
|
379 |
-
const z = gridZ * ROOM_SIZE + (Math.random() - 0.5) * (ROOM_SIZE * 0.4);
|
380 |
-
const y = PLAYER_RADIUS; // Item height
|
381 |
-
|
382 |
-
// Use DEBUG material
|
383 |
-
const mesh = createSimpleItemMesh(itemData.model); // Use debug mat via create func
|
384 |
-
if (!mesh) return; // Safety check
|
385 |
-
mesh.position.set(x, y, z);
|
386 |
-
mesh.userData = { type: 'item', name: itemName }; // Store data on mesh
|
387 |
-
mesh.castShadow = true;
|
388 |
-
scene.add(mesh);
|
389 |
-
|
390 |
-
// Store item in game state WITHOUT physics body
|
391 |
-
gameState.items.push({
|
392 |
-
id: mesh.uuid, // Use mesh UUID as item ID
|
393 |
-
name: itemName,
|
394 |
-
mesh: mesh,
|
395 |
-
position: mesh.position // Store position for proximity check
|
396 |
-
});
|
397 |
-
console.log(`Spawned item ${itemName} at ${x.toFixed(1)}, ${y.toFixed(1)}, ${z.toFixed(1)} (visual only)`);
|
398 |
-
}
|
399 |
|
400 |
-
|
401 |
-
|
402 |
-
|
403 |
-
|
404 |
-
|
405 |
-
const y = PLAYER_HEIGHT; // Start higher
|
406 |
-
|
407 |
-
// Use DEBUG material
|
408 |
-
const mesh = createSimpleMonsterMesh(monsterData.model); // Uses debug mat via create func
|
409 |
-
if (!mesh) return; // Safety check
|
410 |
-
mesh.position.set(x, y, z); // Initial visual position
|
411 |
-
mesh.userData = { type: 'monster', monsterType: monsterType };
|
412 |
-
scene.add(mesh);
|
413 |
-
|
414 |
-
// Physics Body
|
415 |
-
const shape = new CANNON.Sphere(PLAYER_RADIUS * 0.8);
|
416 |
-
const body = new CANNON.Body({
|
417 |
-
mass: 10, shape: shape, position: new CANNON.Vec3(x, y, z),
|
418 |
-
linearDamping: 0.8, angularDamping: 0.9,
|
419 |
-
material: world.materials.find(m => m.name === "monster") || new CANNON.Material("monster")
|
420 |
-
});
|
421 |
-
body.allowSleep = true;
|
422 |
-
// Store reference to mesh and HP on body's userData
|
423 |
-
body.userData = { type: 'monster', monsterType: monsterType, mesh: mesh, hp: monsterData.hp };
|
424 |
-
world.addBody(body);
|
425 |
-
|
426 |
-
gameState.monsters.push({ id: body.id, type: monsterType, hp: monsterData.hp, body: body, mesh: mesh });
|
427 |
-
meshesToSync.push({ mesh: mesh, body: body });
|
428 |
-
physicsBodies.set(body.id, body); // Use map for tracking
|
429 |
-
console.log(`Spawned monster ${monsterType} at ${x.toFixed(1)}, ${y.toFixed(1)}, ${z.toFixed(1)}`);
|
430 |
-
}
|
431 |
|
|
|
432 |
|
433 |
-
|
434 |
-
|
435 |
-
|
436 |
-
window.addEventListener('keydown', (event) => { keysPressed[event.key.toLowerCase()] = true; keysPressed[event.code] = true; if (['space', 'arrowup', 'arrowdown', 'arrowleft', 'arrowright', 'keyx', 'keyf'].includes(event.code.toLowerCase())) { event.preventDefault(); }});
|
437 |
-
window.addEventListener('keyup', (event) => { keysPressed[event.key.toLowerCase()] = false; keysPressed[event.code] = false; });
|
438 |
}
|
439 |
|
440 |
-
|
441 |
-
|
442 |
-
|
443 |
-
|
444 |
-
|
445 |
-
|
446 |
-
|
447 |
-
|
448 |
-
|
449 |
-
|
450 |
-
|
451 |
-
|
452 |
-
|
453 |
-
|
454 |
-
|
455 |
-
|
456 |
-
|
457 |
-
|
458 |
-
|
459 |
-
|
460 |
-
|
461 |
-
|
462 |
-
|
463 |
-
|
464 |
-
|
465 |
-
|
466 |
-
|
467 |
-
|
468 |
-
|
469 |
-
|
470 |
-
|
471 |
-
|
472 |
-
|
473 |
-
|
474 |
-
|
475 |
-
|
476 |
-
|
477 |
-
|
478 |
-
|
479 |
-
|
480 |
-
|
481 |
-
|
482 |
-
|
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|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
483 |
|
484 |
-
|
485 |
-
|
486 |
-
|
487 |
-
|
488 |
-
|
489 |
-
}
|
|
|
|
|
|
|
|
|
|
|
|
|
490 |
|
491 |
-
|
492 |
-
|
493 |
-
|
494 |
-
|
495 |
-
|
496 |
-
|
497 |
-
|
498 |
-
|
499 |
-
|
500 |
-
|
501 |
-
addLog("Jump!", "info");
|
502 |
-
// Apply impulse upwards
|
503 |
-
playerBody.applyImpulse(new CANNON.Vec3(0, PLAYER_JUMP_IMPULSE, 0), playerBody.position);
|
504 |
-
}
|
505 |
-
keysPressed['x'] = false; keysPressed['keyx'] = false; // Consume jump input
|
506 |
}
|
|
|
507 |
|
508 |
-
|
509 |
-
if (keysPressed['f'] || keysPressed['keyf']) {
|
510 |
-
pickupNearbyItem();
|
511 |
-
keysPressed['f'] = false; keysPressed['keyf'] = false; // Consume pickup input
|
512 |
-
}
|
513 |
|
514 |
-
|
515 |
-
|
516 |
-
|
517 |
-
|
518 |
-
|
|
|
|
|
519 |
}
|
520 |
|
521 |
-
|
522 |
-
|
523 |
-
if (!
|
524 |
-
|
525 |
-
|
526 |
-
|
527 |
-
|
528 |
-
|
529 |
-
|
530 |
-
for (let i = 0; i < gameState.items.length; i++) {
|
531 |
-
const item = gameState.items[i];
|
532 |
-
const distanceSq = playerPos.distanceSquared(item.position);
|
533 |
-
if (distanceSq < minDistanceSq) {
|
534 |
-
minDistanceSq = distanceSq;
|
535 |
-
closestItemIndex = i;
|
536 |
-
}
|
537 |
-
}
|
538 |
-
|
539 |
-
// Pick up the closest item if found
|
540 |
-
if (closestItemIndex > -1) {
|
541 |
-
const item = gameState.items[closestItemIndex];
|
542 |
-
if (!gameState.inventory.includes(item.name)) {
|
543 |
-
gameState.inventory.push(item.name);
|
544 |
-
addLog(`Picked up ${item.name}!`, "pickup");
|
545 |
-
updateInventoryDisplay();
|
546 |
-
|
547 |
-
// Remove item visually and from state
|
548 |
-
if(item.mesh.parent) scene.remove(item.mesh);
|
549 |
-
gameState.items.splice(closestItemIndex, 1);
|
550 |
-
pickedUp = true;
|
551 |
-
} else {
|
552 |
-
addLog(`Already have ${item.name}.`, "info");
|
553 |
-
}
|
554 |
}
|
555 |
|
556 |
-
|
557 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
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|
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|
|
|
|
|
|
|
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|
|
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|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
558 |
}
|
559 |
-
}
|
560 |
|
561 |
|
562 |
-
//
|
563 |
-
|
564 |
-
if (!playerBody || !playerMesh) return;
|
565 |
-
addLog("Pew!", "combat");
|
566 |
-
const projectileMesh = createProjectileMesh();
|
567 |
-
const projectileShape = new CANNON.Sphere(PROJECTILE_RADIUS);
|
568 |
-
const projectileBody = new CANNON.Body({ mass: 0.1, shape: projectileShape, linearDamping: 0.01, angularDamping: 0.01 });
|
569 |
-
projectileBody.addEventListener("collide", handleProjectileCollision);
|
570 |
-
|
571 |
-
// Calculate start position and velocity based on player's *current* rotation
|
572 |
-
const offsetDistance = PLAYER_RADIUS + PROJECTILE_RADIUS + 0.1;
|
573 |
-
const direction = new THREE.Vector3(0, 0, 1); // Base direction +Z
|
574 |
-
direction.applyQuaternion(playerMesh.quaternion); // Rotate based on player mesh
|
575 |
-
|
576 |
-
const startPos = new CANNON.Vec3().copy(playerBody.position).vadd(
|
577 |
-
new CANNON.Vec3(direction.x, 0, direction.z).scale(offsetDistance) // Offset horizontally
|
578 |
-
);
|
579 |
-
// Adjust start Y based on player body center + visual model height
|
580 |
-
startPos.y = playerBody.position.y; // Fire from player center height
|
581 |
-
|
582 |
-
projectileBody.position.copy(startPos);
|
583 |
-
projectileMesh.position.copy(startPos);
|
584 |
-
|
585 |
-
// Velocity in player facing direction
|
586 |
-
projectileBody.velocity = new CANNON.Vec3(direction.x, 0, direction.z).scale(PROJECTILE_SPEED);
|
587 |
-
|
588 |
-
scene.add(projectileMesh);
|
589 |
-
world.addBody(projectileBody);
|
590 |
-
const projectileData = { mesh: projectileMesh, body: projectileBody, lifetime: 2.0 }; // Shorter lifetime
|
591 |
-
meshesToSync.push(projectileData);
|
592 |
-
projectiles.push(projectileData);
|
593 |
-
physicsBodies.set(projectileBody.id, projectileBody); // Track
|
594 |
-
projectileBody.userData = { type: 'projectile', data: projectileData };
|
595 |
-
projectileMesh.userData = { type: 'projectile', data: projectileData }; // No body ref needed on mesh
|
596 |
}
|
597 |
|
598 |
-
|
599 |
-
|
600 |
-
const
|
601 |
-
if (!otherBody || !otherBody.userData || !playerBody) return;
|
602 |
-
|
603 |
-
// Player <-> Monster (Example: Simple damage, could add knockback)
|
604 |
-
if (otherBody.userData.type === 'monster') {
|
605 |
-
// Check for cooldown before applying damage again?
|
606 |
-
console.log("Player collided with monster", otherBody.id);
|
607 |
-
// gameState.stats.hp -= 1;
|
608 |
-
// addLog(`Hit by ${otherBody.userData.monsterType || 'monster'}! HP: ${gameState.stats.hp}`, "combat");
|
609 |
-
// updateStatsDisplay();
|
610 |
-
// if (gameState.stats.hp <= 0) { gameOver("Defeated by a monster!"); }
|
611 |
-
// Apply small impulse away from monster
|
612 |
-
const impulse = playerBody.position.vsub(otherBody.position).unit().scale(20); // Knockback force
|
613 |
-
playerBody.applyImpulse(impulse, playerBody.position);
|
614 |
-
}
|
615 |
-
// Player <-> Wall (Handled by physics engine)
|
616 |
-
// Player <-> Item (Handled by 'F' key)
|
617 |
-
}
|
618 |
|
619 |
-
|
620 |
-
|
621 |
-
|
622 |
-
if (!projectileBody?.userData || !otherBody?.userData) return; // Null checks
|
623 |
-
|
624 |
-
const projectileData = projectileBody.userData.data;
|
625 |
-
let shouldRemoveProjectile = true; // Assume removal unless hitting player
|
626 |
-
|
627 |
-
if (otherBody.userData.type === 'monster') {
|
628 |
-
const monsterId = otherBody.id;
|
629 |
-
const monsterIndex = gameState.monsters.findIndex(m => m.id === monsterId);
|
630 |
-
if (monsterIndex > -1) {
|
631 |
-
const monster = gameState.monsters[monsterIndex];
|
632 |
-
const damage = gameState.stats.strength + Math.floor(Math.random() * 3); // Add randomness
|
633 |
-
monster.hp -= damage;
|
634 |
-
otherBody.userData.hp = monster.hp;
|
635 |
-
addLog(`Hit ${otherBody.userData.monsterType} for ${damage} damage! (HP: ${monster.hp})`, "combat");
|
636 |
-
|
637 |
-
// Apply impulse to monster
|
638 |
-
const impulseDir = projectileBody.velocity.unit();
|
639 |
-
otherBody.applyImpulse(impulseDir.scale(damage * 5), projectileBody.position); // Knockback scales with damage
|
640 |
-
|
641 |
-
|
642 |
-
if (monster.hp <= 0) {
|
643 |
-
addLog(`Defeated ${otherBody.userData.monsterType}!`, "info");
|
644 |
-
// Safely remove monster after physics step using setTimeout
|
645 |
-
setTimeout(() => {
|
646 |
-
if(monster.mesh.parent) scene.remove(monster.mesh);
|
647 |
-
if(world.bodies.includes(monster.body)) world.removeBody(monster.body);
|
648 |
-
meshesToSync = meshesToSync.filter(sync => sync.body.id !== monster.body.id);
|
649 |
-
physicsBodies.delete(monster.body.id);
|
650 |
-
gameState.monsters = gameState.monsters.filter(m => m.id !== monsterId);
|
651 |
-
}, 0);
|
652 |
-
}
|
653 |
-
}
|
654 |
-
} else if (otherBody === playerBody) {
|
655 |
-
shouldRemoveProjectile = false; // Don't destroy projectile if it hits the player who fired it
|
656 |
-
console.log("Projectile hit player - ignored");
|
657 |
-
} else if (otherBody.mass === 0) {
|
658 |
-
// Hit a static object like a wall
|
659 |
-
console.log("Projectile hit wall/static");
|
660 |
-
// Optional: Add impact effect
|
661 |
}
|
662 |
|
663 |
-
|
664 |
-
if
|
665 |
-
|
666 |
-
|
|
|
667 |
}
|
668 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
669 |
|
670 |
-
|
671 |
-
|
672 |
-
|
673 |
-
|
|
|
|
|
674 |
|
675 |
-
if (projectileData.mesh?.parent) scene.remove(projectileData.mesh);
|
676 |
-
if (projectileData.body && world.bodies.includes(projectileData.body)) world.removeBody(projectileData.body);
|
677 |
|
678 |
-
|
679 |
-
|
680 |
-
projectiles.splice(index, 1);
|
681 |
}
|
682 |
|
683 |
|
684 |
-
|
685 |
-
|
686 |
-
|
687 |
-
|
688 |
-
|
689 |
-
|
690 |
-
|
691 |
-
|
692 |
-
const monsterPos = monster.body.position;
|
693 |
-
const playerPos = playerBody.position;
|
694 |
-
const distanceSq = playerPos.distanceSquared(monsterPos);
|
695 |
-
|
696 |
-
if (distanceSq < agroRangeSq) { // If player is close
|
697 |
-
const direction = playerPos.vsub(monsterPos);
|
698 |
-
direction.y = 0; // Ignore height difference for movement plan
|
699 |
-
if (distanceSq > (PLAYER_RADIUS * 2)**2 && direction.lengthSquared() > 0.1) { // If not too close and direction is valid
|
700 |
-
direction.normalize();
|
701 |
-
const monsterData = monstersData[monster.type];
|
702 |
-
const speed = monsterData?.speed || 1;
|
703 |
-
|
704 |
-
// Apply velocity for chasing
|
705 |
-
monster.body.velocity.x = direction.x * speed;
|
706 |
-
monster.body.velocity.z = direction.z * speed;
|
707 |
-
|
708 |
-
// Rotation
|
709 |
-
const angle = Math.atan2(direction.x, direction.z);
|
710 |
-
const targetQuaternion = new THREE.Quaternion().setFromAxisAngle(new THREE.Vector3(0, 1, 0), angle);
|
711 |
-
monster.mesh.quaternion.slerp(targetQuaternion, 0.1);
|
712 |
-
} else { // Too close or direction invalid, stop horizontal movement
|
713 |
-
monster.body.velocity.x = 0;
|
714 |
-
monster.body.velocity.z = 0;
|
715 |
-
// TODO: Add attack logic here if close enough
|
716 |
-
}
|
717 |
-
} else { // Player too far, stop moving
|
718 |
-
monster.body.velocity.x = 0;
|
719 |
-
monster.body.velocity.z = 0;
|
720 |
-
}
|
721 |
-
// Wake up body if needed (should be awake if chasing)
|
722 |
-
if(monster.body.sleepState === CANNON.Body.SLEEPING) monster.body.wakeUp();
|
723 |
-
});
|
724 |
-
}
|
725 |
-
|
726 |
-
// --- UI Update Functions ---
|
727 |
-
function updateUI() { updateStatsDisplay(); updateInventoryDisplay(); }
|
728 |
-
function updateStatsDisplay() { /* ... same ... */
|
729 |
-
let statsHTML = ''; statsHTML += `<span>HP: ${gameState.stats.hp}/${gameState.stats.maxHp}</span>`; statsHTML += `<span>Str: ${gameState.stats.strength}</span>`; statsHTML += `<span>Wis: ${gameState.stats.wisdom}</span>`; statsHTML += `<span>Cor: ${gameState.stats.courage}</span>`; statsElement.innerHTML = statsHTML;
|
730 |
-
}
|
731 |
-
function updateInventoryDisplay() { /* ... same ... */
|
732 |
-
let inventoryHTML = ''; if (gameState.inventory.length === 0) { inventoryHTML += '<em>Empty</em>'; } else { gameState.inventory.forEach(item => { const itemInfo = itemsData[item] || { type: 'unknown', description: '???' }; const itemClass = `item-${itemInfo.type || 'unknown'}`; inventoryHTML += `<span class="${itemClass}" title="${itemInfo.description}">${item}</span>`; }); } inventoryElement.innerHTML = inventoryHTML;
|
733 |
-
}
|
734 |
-
function addLog(message, type = "info") { /* ... same ... */
|
735 |
-
const p = document.createElement('p'); p.classList.add(type); p.textContent = `[${new Date().toLocaleTimeString([], { hour12: false, hour: '2-digit', minute: '2-digit', second: '2-digit' })}] ${message}`; logElement.appendChild(p); logElement.scrollTop = logElement.scrollHeight;
|
736 |
}
|
737 |
|
738 |
-
|
739 |
-
|
740 |
-
|
741 |
-
|
742 |
-
|
743 |
-
|
744 |
-
|
745 |
-
|
746 |
-
|
747 |
-
|
748 |
-
|
749 |
-
function animate(timestamp) {
|
750 |
-
if (!gameLoopActive) return;
|
751 |
-
animationFrameId = requestAnimationFrame(animate);
|
752 |
-
|
753 |
-
const deltaTime = (timestamp - lastTimestamp) * 0.001;
|
754 |
-
lastTimestamp = timestamp;
|
755 |
-
const dtClamped = Math.min(deltaTime, 1 / 20); // Clamp delta time (max 20 FPS step)
|
756 |
-
|
757 |
-
if (!world || !playerBody || !scene || !camera || !renderer) {
|
758 |
-
console.error("Core component missing, stopping loop.");
|
759 |
-
gameLoopActive = false;
|
760 |
-
return;
|
761 |
}
|
|
|
|
|
762 |
|
763 |
-
// 1. Input
|
764 |
-
handleInput(dtClamped);
|
765 |
-
|
766 |
-
// 2. AI
|
767 |
-
updateMonsters(dtClamped);
|
768 |
-
|
769 |
-
// 3. Physics Step
|
770 |
-
try { world.step(dtClamped); }
|
771 |
-
catch (e) { console.error("Physics step error:", e); gameLoopActive = false; return; } // Stop loop on error
|
772 |
-
|
773 |
-
// 4. Projectiles Update
|
774 |
-
for (let i = projectiles.length - 1; i >= 0; i--) {
|
775 |
-
const p = projectiles[i];
|
776 |
-
if (p) { p.lifetime -= dtClamped; if (p.lifetime <= 0) removeProjectile(p); }
|
777 |
-
}
|
778 |
|
779 |
-
|
780 |
-
|
781 |
-
|
782 |
-
|
783 |
-
|
784 |
-
|
785 |
-
|
786 |
-
|
787 |
-
|
788 |
-
|
789 |
-
|
790 |
-
|
791 |
-
|
792 |
-
|
793 |
-
|
794 |
-
|
795 |
-
|
796 |
-
|
|
|
|
|
797 |
}
|
|
|
798 |
|
799 |
-
//
|
800 |
-
//
|
801 |
-
|
802 |
-
//
|
803 |
-
renderer.render(scene, camera);
|
804 |
}
|
805 |
|
806 |
-
// --- Window Resize ---
|
807 |
-
function onWindowResize() {
|
808 |
-
if (!renderer || !camera) return;
|
809 |
-
const width = sceneContainer.clientWidth;
|
810 |
-
const height = sceneContainer.clientHeight;
|
811 |
-
camera.aspect = width / height;
|
812 |
-
camera.updateProjectionMatrix();
|
813 |
-
renderer.setSize(width, height);
|
814 |
-
console.log("Resized");
|
815 |
-
}
|
816 |
|
817 |
-
// ---
|
818 |
-
|
|
|
|
|
|
|
|
|
|
|
|
1 |
import * as THREE from 'three';
|
2 |
+
// Optional: Add OrbitControls for debugging/viewing scene
|
3 |
+
// import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
|
4 |
|
5 |
// --- DOM Elements ---
|
6 |
const sceneContainer = document.getElementById('scene-container');
|
7 |
+
const storyTitleElement = document.getElementById('story-title');
|
8 |
+
const storyContentElement = document.getElementById('story-content');
|
9 |
+
const choicesElement = document.getElementById('choices');
|
10 |
const statsElement = document.getElementById('stats-display');
|
11 |
const inventoryElement = document.getElementById('inventory-display');
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
12 |
|
13 |
// --- Three.js Setup ---
|
14 |
+
let scene, camera, renderer, cube; // Basic scene object
|
15 |
+
// let controls; // Optional OrbitControls
|
|
|
|
|
|
|
|
|
|
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|
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|
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|
|
|
|
16 |
|
17 |
function initThreeJS() {
|
18 |
+
// Scene
|
19 |
+
scene = new THREE.Scene();
|
20 |
+
scene.background = new THREE.Color(0x222222); // Match body background
|
21 |
+
|
22 |
+
// Camera
|
23 |
+
camera = new THREE.PerspectiveCamera(75, sceneContainer.clientWidth / sceneContainer.clientHeight, 0.1, 1000);
|
24 |
+
camera.position.z = 5;
|
25 |
|
26 |
+
// Renderer
|
27 |
renderer = new THREE.WebGLRenderer({ antialias: true });
|
28 |
renderer.setSize(sceneContainer.clientWidth, sceneContainer.clientHeight);
|
|
|
|
|
29 |
sceneContainer.appendChild(renderer.domElement);
|
30 |
|
31 |
+
// Basic Lighting
|
32 |
+
const ambientLight = new THREE.AmbientLight(0xffffff, 0.6); // Soft white light
|
33 |
+
scene.add(ambientLight);
|
34 |
+
const directionalLight = new THREE.DirectionalLight(0xffffff, 1.0);
|
35 |
+
directionalLight.position.set(5, 10, 7.5);
|
36 |
+
scene.add(directionalLight);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
37 |
|
38 |
+
// Basic Object (Placeholder for scene illustration)
|
39 |
+
const geometry = new THREE.BoxGeometry(1, 1, 1);
|
40 |
+
const material = new THREE.MeshStandardMaterial({ color: 0xcccccc }); // Default color
|
41 |
+
cube = new THREE.Mesh(geometry, material);
|
42 |
+
scene.add(cube);
|
43 |
|
44 |
+
// Optional Controls
|
45 |
+
// controls = new OrbitControls(camera, renderer.domElement);
|
46 |
+
// controls.enableDamping = true;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
47 |
|
48 |
+
// Handle Resize
|
49 |
+
window.addEventListener('resize', onWindowResize, false);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
50 |
|
51 |
+
// Start Animation Loop
|
52 |
+
animate();
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
53 |
}
|
54 |
|
55 |
+
function onWindowResize() {
|
56 |
+
if (!renderer || !camera) return;
|
57 |
+
camera.aspect = sceneContainer.clientWidth / sceneContainer.clientHeight;
|
58 |
+
camera.updateProjectionMatrix();
|
59 |
+
renderer.setSize(sceneContainer.clientWidth, sceneContainer.clientHeight);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
60 |
}
|
61 |
|
62 |
+
function animate() {
|
63 |
+
requestAnimationFrame(animate);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
64 |
|
65 |
+
// Simple animation
|
66 |
+
if (cube) {
|
67 |
+
cube.rotation.x += 0.005;
|
68 |
+
cube.rotation.y += 0.005;
|
69 |
+
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
70 |
|
71 |
+
// if (controls) controls.update(); // If using OrbitControls
|
72 |
|
73 |
+
if (renderer && scene && camera) {
|
74 |
+
renderer.render(scene, camera);
|
75 |
+
}
|
|
|
|
|
76 |
}
|
77 |
|
78 |
+
// --- Game Data (Ported from Python, simplified for now) ---
|
79 |
+
const gameData = {
|
80 |
+
"1": {
|
81 |
+
title: "The Beginning",
|
82 |
+
content: `<p>The Evil Power Master has been terrorizing the land... You stand at the entrance to Silverhold, ready to begin your quest.</p><p>How will you prepare?</p>`,
|
83 |
+
options: [
|
84 |
+
{ text: "Visit the local weaponsmith", next: 2, /* addItem: "..." */ },
|
85 |
+
{ text: "Seek wisdom at the temple", next: 3, /* addItem: "..." */ },
|
86 |
+
{ text: "Meet the resistance leader", next: 4, /* addItem: "..." */ }
|
87 |
+
],
|
88 |
+
illustration: "city-gates" // Key for Three.js scene
|
89 |
+
},
|
90 |
+
"2": {
|
91 |
+
title: "The Weaponsmith",
|
92 |
+
content: `<p>Gorn the weaponsmith welcomes you. "You'll need more than common steel," he says, offering weapons.</p>`,
|
93 |
+
options: [
|
94 |
+
{ text: "Take the Flaming Sword", next: 5, addItem: "Flaming Sword" },
|
95 |
+
{ text: "Choose the Whispering Bow", next: 5, addItem: "Whispering Bow" },
|
96 |
+
{ text: "Select the Guardian Shield", next: 5, addItem: "Guardian Shield" }
|
97 |
+
],
|
98 |
+
illustration: "weaponsmith"
|
99 |
+
},
|
100 |
+
"3": {
|
101 |
+
title: "The Ancient Temple",
|
102 |
+
content: `<p>High Priestess Alara greets you. "Prepare your mind and spirit." She offers to teach you a secret art.</p>`,
|
103 |
+
options: [
|
104 |
+
{ text: "Learn Healing Light", next: 5, addItem: "Healing Light Spell" },
|
105 |
+
{ text: "Master Shield of Faith", next: 5, addItem: "Shield of Faith Spell" },
|
106 |
+
{ text: "Study Binding Runes", next: 5, addItem: "Binding Runes Scroll" }
|
107 |
+
],
|
108 |
+
illustration: "temple"
|
109 |
+
},
|
110 |
+
"4": {
|
111 |
+
title: "The Resistance Leader",
|
112 |
+
content: `<p>Lyra, the resistance leader, shows you a map. "His fortress has three possible entry points." She offers an item.</p>`,
|
113 |
+
options: [
|
114 |
+
{ text: "Take the Secret Tunnel Map", next: 5, addItem: "Secret Tunnel Map" },
|
115 |
+
{ text: "Accept Poison Daggers", next: 5, addItem: "Poison Daggers" },
|
116 |
+
{ text: "Choose the Master Key", next: 5, addItem: "Master Key" }
|
117 |
+
],
|
118 |
+
illustration: "resistance-meeting"
|
119 |
+
},
|
120 |
+
"5": {
|
121 |
+
title: "The Journey Begins",
|
122 |
+
content: `<p>You leave Silverhold and enter the corrupted Shadowwood Forest. Strange sounds echo. Which path will you take?</p>`,
|
123 |
+
options: [
|
124 |
+
{ text: "Take the main road", next: 6 }, // Leads to page 6 (Ambush)
|
125 |
+
{ text: "Follow the river path", next: 7 }, // Leads to page 7 (River Spirit)
|
126 |
+
{ text: "Brave the ruins shortcut", next: 8 } // Leads to page 8 (Ruins)
|
127 |
+
],
|
128 |
+
illustration: "shadowwood-forest" // Key for Three.js scene
|
129 |
+
// Add more pages here...
|
130 |
+
},
|
131 |
+
// Add placeholder pages 6, 7, 8 etc. to continue the story
|
132 |
+
"6": {
|
133 |
+
title: "Ambush!",
|
134 |
+
content: "<p>Scouts jump out! 'Surrender!'</p>",
|
135 |
+
options: [{ text: "Fight!", next: 9 }, { text: "Try to flee!", next: 10 }], // Example links
|
136 |
+
illustration: "road-ambush"
|
137 |
+
},
|
138 |
+
// ... Add many more pages based on your Python data ...
|
139 |
+
"9": { // Example continuation
|
140 |
+
title: "Victory!",
|
141 |
+
content: "<p>You defeat the scouts and continue.</p>",
|
142 |
+
options: [{ text: "Proceed to the fortress plains", next: 15 }],
|
143 |
+
illustration: "forest-edge"
|
144 |
+
},
|
145 |
+
"10": { // Example continuation
|
146 |
+
title: "Captured!",
|
147 |
+
content: "<p>You failed to escape and are captured!</p>",
|
148 |
+
options: [{ text: "Accept fate (for now)", next: 20 }], // Go to prison wagon page
|
149 |
+
illustration: "prisoner-cell"
|
150 |
+
},
|
151 |
+
// Game Over placeholder
|
152 |
+
"99": {
|
153 |
+
title: "Game Over",
|
154 |
+
content: "<p>Your adventure ends here.</p>",
|
155 |
+
options: [{ text: "Restart", next: 1 }], // Link back to start
|
156 |
+
illustration: "game-over",
|
157 |
+
gameOver: true
|
158 |
+
}
|
159 |
+
};
|
160 |
|
161 |
+
const itemsData = { // Simplified item data
|
162 |
+
"Flaming Sword": { type: "weapon", description: "A fiery blade" },
|
163 |
+
"Whispering Bow": { type: "weapon", description: "A silent bow" },
|
164 |
+
"Guardian Shield": { type: "armor", description: "A protective shield" },
|
165 |
+
"Healing Light Spell": { type: "spell", description: "Mends minor wounds" },
|
166 |
+
"Shield of Faith Spell": { type: "spell", description: "Temporary shield" },
|
167 |
+
"Binding Runes Scroll": { type: "spell", description: "Binds an enemy" },
|
168 |
+
"Secret Tunnel Map": { type: "quest", description: "Shows a hidden path" },
|
169 |
+
"Poison Daggers": { type: "weapon", description: "Daggers with poison" },
|
170 |
+
"Master Key": { type: "quest", description: "Unlocks many doors" },
|
171 |
+
// Add other items...
|
172 |
+
};
|
173 |
|
174 |
+
// --- Game State ---
|
175 |
+
let gameState = {
|
176 |
+
currentPageId: 1,
|
177 |
+
inventory: [],
|
178 |
+
stats: {
|
179 |
+
courage: 7,
|
180 |
+
wisdom: 5,
|
181 |
+
strength: 6,
|
182 |
+
hp: 30,
|
183 |
+
maxHp: 30
|
|
|
|
|
|
|
|
|
|
|
184 |
}
|
185 |
+
};
|
186 |
|
187 |
+
// --- Game Logic Functions ---
|
|
|
|
|
|
|
|
|
188 |
|
189 |
+
function startGame() {
|
190 |
+
gameState = { // Reset state
|
191 |
+
currentPageId: 1,
|
192 |
+
inventory: [],
|
193 |
+
stats: { courage: 7, wisdom: 5, strength: 6, hp: 30, maxHp: 30 }
|
194 |
+
};
|
195 |
+
renderPage(gameState.currentPageId);
|
196 |
}
|
197 |
|
198 |
+
function renderPage(pageId) {
|
199 |
+
const page = gameData[pageId];
|
200 |
+
if (!page) {
|
201 |
+
console.error(`Error: Page data not found for ID: ${pageId}`);
|
202 |
+
storyTitleElement.textContent = "Error";
|
203 |
+
storyContentElement.innerHTML = "<p>Could not load page data. Adventure halted.</p>";
|
204 |
+
choicesElement.innerHTML = '<button class="choice-button" onclick="handleChoice(1)">Restart</button>'; // Provide restart option
|
205 |
+
updateScene('error'); // Show error scene
|
206 |
+
return;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
207 |
}
|
208 |
|
209 |
+
// Update UI
|
210 |
+
storyTitleElement.textContent = page.title || "Untitled Page";
|
211 |
+
storyContentElement.innerHTML = page.content || "<p>...</p>";
|
212 |
+
updateStatsDisplay();
|
213 |
+
updateInventoryDisplay();
|
214 |
+
|
215 |
+
// Update Choices
|
216 |
+
choicesElement.innerHTML = ''; // Clear old choices
|
217 |
+
if (page.options && page.options.length > 0) {
|
218 |
+
page.options.forEach(option => {
|
219 |
+
const button = document.createElement('button');
|
220 |
+
button.classList.add('choice-button');
|
221 |
+
button.textContent = option.text;
|
222 |
+
|
223 |
+
// Check requirements (basic check for now)
|
224 |
+
let requirementMet = true;
|
225 |
+
if (option.requireItem && !gameState.inventory.includes(option.requireItem)) {
|
226 |
+
requirementMet = false;
|
227 |
+
button.title = `Requires: ${option.requireItem}`; // Tooltip
|
228 |
+
button.disabled = true;
|
229 |
+
}
|
230 |
+
// Add requireAnyItem check here later if needed
|
231 |
+
|
232 |
+
if (requirementMet) {
|
233 |
+
// Store data needed for handling the choice
|
234 |
+
button.dataset.nextPage = option.next;
|
235 |
+
if (option.addItem) {
|
236 |
+
button.dataset.addItem = option.addItem;
|
237 |
+
}
|
238 |
+
// Add other potential effects as data attributes if needed
|
239 |
+
|
240 |
+
button.onclick = () => handleChoiceClick(button.dataset);
|
241 |
+
}
|
242 |
+
|
243 |
+
choicesElement.appendChild(button);
|
244 |
+
});
|
245 |
+
} else if (page.gameOver) {
|
246 |
+
const button = document.createElement('button');
|
247 |
+
button.classList.add('choice-button');
|
248 |
+
button.textContent = "Restart Adventure";
|
249 |
+
button.dataset.nextPage = 1; // Restart goes to page 1
|
250 |
+
button.onclick = () => handleChoiceClick(button.dataset);
|
251 |
+
choicesElement.appendChild(button);
|
252 |
+
} else {
|
253 |
+
choicesElement.innerHTML = '<p><i>No further options available from here.</i></p>';
|
254 |
+
const button = document.createElement('button');
|
255 |
+
button.classList.add('choice-button');
|
256 |
+
button.textContent = "Restart Adventure";
|
257 |
+
button.dataset.nextPage = 1; // Restart goes to page 1
|
258 |
+
button.onclick = () => handleChoiceClick(button.dataset);
|
259 |
+
choicesElement.appendChild(button);
|
260 |
}
|
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|
261 |
|
262 |
|
263 |
+
// Update 3D Scene
|
264 |
+
updateScene(page.illustration || 'default');
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|
265 |
}
|
266 |
|
267 |
+
function handleChoiceClick(dataset) {
|
268 |
+
const nextPageId = parseInt(dataset.nextPage); // Ensure it's a number
|
269 |
+
const itemToAdd = dataset.addItem;
|
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|
270 |
|
271 |
+
if (isNaN(nextPageId)) {
|
272 |
+
console.error("Invalid nextPageId:", dataset.nextPage);
|
273 |
+
return;
|
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|
274 |
}
|
275 |
|
276 |
+
// --- Process Effects of Making the Choice ---
|
277 |
+
// Add item if specified and not already present
|
278 |
+
if (itemToAdd && !gameState.inventory.includes(itemToAdd)) {
|
279 |
+
gameState.inventory.push(itemToAdd);
|
280 |
+
console.log("Added item:", itemToAdd);
|
281 |
}
|
282 |
+
// Add stat changes/hp loss *linked to the choice itself* here if needed
|
283 |
+
|
284 |
+
// --- Move to Next Page and Process Landing Effects ---
|
285 |
+
gameState.currentPageId = nextPageId;
|
286 |
+
|
287 |
+
const nextPageData = gameData[nextPageId];
|
288 |
+
if (nextPageData) {
|
289 |
+
// Apply HP loss defined on the *landing* page
|
290 |
+
if (nextPageData.hpLoss) {
|
291 |
+
gameState.stats.hp -= nextPageData.hpLoss;
|
292 |
+
console.log(`Lost ${nextPageData.hpLoss} HP.`);
|
293 |
+
if (gameState.stats.hp <= 0) {
|
294 |
+
console.log("Player died from HP loss!");
|
295 |
+
gameState.stats.hp = 0;
|
296 |
+
renderPage(99); // Go to a specific game over page ID
|
297 |
+
return; // Stop further processing
|
298 |
+
}
|
299 |
+
}
|
300 |
+
// Apply stat increase defined on the *landing* page
|
301 |
+
if (nextPageData.statIncrease) {
|
302 |
+
const stat = nextPageData.statIncrease.stat;
|
303 |
+
const amount = nextPageData.statIncrease.amount;
|
304 |
+
if (gameState.stats.hasOwnProperty(stat)) {
|
305 |
+
gameState.stats[stat] += amount;
|
306 |
+
console.log(`Stat ${stat} increased by ${amount}.`);
|
307 |
+
}
|
308 |
+
}
|
309 |
+
// Check if landing page is game over
|
310 |
+
if (nextPageData.gameOver) {
|
311 |
+
console.log("Reached Game Over page.");
|
312 |
+
renderPage(nextPageId);
|
313 |
+
return;
|
314 |
+
}
|
315 |
|
316 |
+
} else {
|
317 |
+
console.error(`Data for page ${nextPageId} not found!`);
|
318 |
+
// Optionally go to an error page or restart
|
319 |
+
renderPage(99); // Go to game over page as fallback
|
320 |
+
return;
|
321 |
+
}
|
322 |
|
|
|
|
|
323 |
|
324 |
+
// Render the new page
|
325 |
+
renderPage(nextPageId);
|
|
|
326 |
}
|
327 |
|
328 |
|
329 |
+
function updateStatsDisplay() {
|
330 |
+
let statsHTML = '<strong>Stats:</strong> ';
|
331 |
+
statsHTML += `<span>HP: ${gameState.stats.hp}/${gameState.stats.maxHp}</span>`;
|
332 |
+
statsHTML += `<span>Str: ${gameState.stats.strength}</span>`;
|
333 |
+
statsHTML += `<span>Wis: ${gameState.stats.wisdom}</span>`;
|
334 |
+
statsHTML += `<span>Cor: ${gameState.stats.courage}</span>`;
|
335 |
+
statsElement.innerHTML = statsHTML;
|
|
|
|
|
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
336 |
}
|
337 |
|
338 |
+
function updateInventoryDisplay() {
|
339 |
+
let inventoryHTML = '<strong>Inventory:</strong> ';
|
340 |
+
if (gameState.inventory.length === 0) {
|
341 |
+
inventoryHTML += '<em>Empty</em>';
|
342 |
+
} else {
|
343 |
+
gameState.inventory.forEach(item => {
|
344 |
+
const itemInfo = itemsData[item] || { type: 'unknown', description: '???' };
|
345 |
+
// Add class based on item type for styling
|
346 |
+
const itemClass = `item-${itemInfo.type || 'unknown'}`;
|
347 |
+
inventoryHTML += `<span class="${itemClass}" title="${itemInfo.description}">${item}</span>`;
|
348 |
+
});
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
349 |
}
|
350 |
+
inventoryElement.innerHTML = inventoryHTML;
|
351 |
+
}
|
352 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
353 |
|
354 |
+
function updateScene(illustrationKey) {
|
355 |
+
console.log("Updating scene for:", illustrationKey);
|
356 |
+
if (!cube) return; // Don't do anything if cube isn't initialized
|
357 |
+
|
358 |
+
// Simple scene update: Change cube color based on key
|
359 |
+
let color = 0xcccccc; // Default grey
|
360 |
+
switch (illustrationKey) {
|
361 |
+
case 'city-gates': color = 0xaaaaaa; break;
|
362 |
+
case 'weaponsmith': color = 0x8B4513; break; // Brown
|
363 |
+
case 'temple': color = 0xFFFFE0; break; // Light yellow
|
364 |
+
case 'resistance-meeting': color = 0x696969; break; // Dim grey
|
365 |
+
case 'shadowwood-forest': color = 0x228B22; break; // Forest green
|
366 |
+
case 'road-ambush': color = 0xD2691E; break; // Chocolate (dirt road)
|
367 |
+
case 'river-spirit': color = 0xADD8E6; break; // Light blue
|
368 |
+
case 'ancient-ruins': color = 0x778899; break; // Light slate grey
|
369 |
+
case 'forest-edge': color = 0x90EE90; break; // Light green
|
370 |
+
case 'prisoner-cell': color = 0x444444; break; // Dark grey
|
371 |
+
case 'game-over': color = 0xff0000; break; // Red
|
372 |
+
case 'error': color = 0xffa500; break; // Orange
|
373 |
+
default: color = 0xcccccc; break; // Default grey for unknown
|
374 |
}
|
375 |
+
cube.material.color.setHex(color);
|
376 |
|
377 |
+
// In a more complex setup, you would:
|
378 |
+
// 1. Remove old objects from the scene (scene.remove(object))
|
379 |
+
// 2. Load/create new objects based on illustrationKey
|
380 |
+
// 3. Add new objects to the scene (scene.add(newObject))
|
|
|
381 |
}
|
382 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
383 |
|
384 |
+
// --- Initialization ---
|
385 |
+
initThreeJS();
|
386 |
+
startGame(); // Start the game after setting up Three.js
|
387 |
+
|
388 |
+
// Make handleChoiceClick globally accessible IF using inline onclick
|
389 |
+
// If using addEventListener, this is not needed.
|
390 |
+
// window.handleChoiceClick = handleChoiceClick;
|