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Update index.html
Browse files- index.html +112 -233
index.html
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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</title>
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<style>
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body{font-family:'Courier New',monospace;background-color:#222;color:#eee;margin:0;padding:0;overflow:hidden;display:flex;flex-direction:column;height:100vh}
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#game-container{display:flex;flex-grow:1;overflow:hidden}
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.choice-button:disabled{background-color:#444;color:#888;cursor:not-allowed;border-color:#666;opacity:0.7}
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.roll-success{color:#7f7;border-left:3px solid #4a4;padding-left:8px;margin-bottom:1em;font-size:0.9em}
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.roll-failure{color:#f77;border-left:3px solid #a44;padding-left:8px;margin-bottom:1em;font-size:0.9em}
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.xp-gain{color:#7af;font-style:italic;font-size:0.9em;display:block;margin-top:0.5em;}
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.level-up{color:#ffcc66;font-weight:bold;border:1px dashed #ffcc66;padding:5px;margin-bottom:1em;text-align:center;}
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/* Optional: Style for Known NPCs display */
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#known-npcs-display { margin-top: 10px; }
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#known-npcs-display span { background-color: #404850; border-color: #607080; } /* Bluish */
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#known-npcs-display .npc-allied { background-color: #306630; border-color: #489948; } /* Green */
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#known-npcs-display .npc-hostile { background-color: #663030; border-color: #994848; } /* Red */
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#known-npcs-display .npc-wary { background-color: #666030; border-color: #999048; } /* Yellowish */
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</style>
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</head>
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<body>
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@@ -54,7 +47,7 @@
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<div id="stats-inventory-container">
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<div id="stats-display"></div>
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<div id="inventory-display"></div>
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<div id="choices-container">
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<h3>What will you do?</h3>
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<div id="choices"></div>
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const choicesElement = document.getElementById('choices');
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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 knownNpcsElement = document.getElementById('known-npcs-display'); // Get new element
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let scene, camera, renderer;
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let currentAssemblyGroup = null;
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const woodMaterial = new THREE.MeshStandardMaterial({ color: 0x8B4513, roughness: 0.7, metalness: 0 });
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const darkWoodMaterial = new THREE.MeshStandardMaterial({ color: 0x5C3D20, roughness: 0.7, metalness: 0 });
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const leafMaterial = new THREE.MeshStandardMaterial({ color: 0x2E8B57, roughness: 0.6, metalness: 0 });
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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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const groundMaterial = new THREE.MeshStandardMaterial({ color: 0x556B2F, roughness: 0.9, metalness: 0 });
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const metalMaterial = new THREE.MeshStandardMaterial({ color: 0xaaaaaa, metalness: 0.8, roughness: 0.3 });
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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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function initThreeJS() {
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// ... (Keep existing initThreeJS - no changes needed here) ...
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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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const width = sceneContainer.clientWidth; const height = sceneContainer.clientHeight;
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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); camera.lookAt(0, 0.5, 0);
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}
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function onWindowResize() {
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if (!renderer || !camera || !sceneContainer) return;
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const width = sceneContainer.clientWidth; const height = sceneContainer.clientHeight;
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if (width > 0 && height > 0) { camera.aspect = width / height; camera.updateProjectionMatrix(); renderer.setSize(width, height); }
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}
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function animate() {
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// ... (Keep existing animate) ...
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requestAnimationFrame(animate);
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if (renderer && scene && camera) { renderer.render(scene, camera); }
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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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// ... (Keep existing createMesh) ...
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const mesh = new THREE.Mesh(geometry, material);
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mesh.position.set(position.x, position.y, position.z); mesh.rotation.set(rotation.x, rotation.y, rotation.z); mesh.scale.set(scale.x, scale.y, scale.z);
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mesh.castShadow = true; mesh.receiveShadow = true;
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}
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function createGroundPlane(material = groundMaterial, size = 20) {
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const groundGeo = new THREE.PlaneGeometry(size, size);
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const ground = new THREE.Mesh(groundGeo, material);
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ground.rotation.x = -Math.PI / 2; ground.position.y = -0.05;
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ground.receiveShadow = true; ground.castShadow = false;
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return ground;
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}
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// --- Procedural Generation Functions ---
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function
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function
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function
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function
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function
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function
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function
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const
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"gorn": { name: "Gorn the Weaponsmith", description: "Gruff but skilled.", initialDisposition: "neutral", locationHint: "Silverhold" },
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"alara": { name: "High Priestess Alara", description: "Serene and wise.", initialDisposition: "helpful", locationHint: "Silverhold Temple" },
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"lyra": { name: "Lyra, Resistance Leader", description: "Determined and wary.", initialDisposition: "neutral", locationHint: "Silverhold (Secret)" },
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"shepherd": { name: "Old Man Hemlock", description: "A simple shepherd.", initialDisposition: "neutral", locationHint: "Rolling Hills" },
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"cliff_hermit": { name: "Silas the Hermit", description: "Lives in the cliff caves.", initialDisposition: "wary", locationHint: "Coastal Cliffs" }
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};
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// --- Game Data ---
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const itemsData = { "Flaming Sword":{type:"weapon", description:"A fiery blade"},
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const gameData = { // Using expanded data with
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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 }
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"2": { title: "Rolling Hills", content: `<p>Verdant hills stretch before you...</p>`, options: [ { text: "Follow the narrow path", next: 4 }, { text: "Head back to the crossroads", next: 1 } ], illustration: "rolling-green-hills-shepherd-distance"
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"3": { title: "Coastal Cliffs Edge", content: `<p>You stand atop windswept cliffs...</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 }, { text: "Return to the crossroads", next: 1 } ], illustration: "windy-sea-cliffs-crashing-waves-path-down" },
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"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 }, { text: "Go back", next: 2 } ], illustration: "hilltop-view-overgrown-shrine-wildflowers" },
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"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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"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"
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"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" },
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"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>`, 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 } },
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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: 101 }, next: 13 } ], illustration: "two-goblins-ambush-forest-path-spears" },
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"11": { title: "Hidden Evasion", content: `<p>You melt into the shadows as the goblins blunder past.</p>`, options: [ { text: "Continue cautiously", next: 14 } ], illustration: "forest-shadows-hiding-goblins-walking-past", reward: { xp: 30 } },
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"12": { title: "Ambush Victory!", content: `<p>You defeat the goblins! Found a Crude Dagger.</p>`, options: [ { text: "Press onward", next: 14 } ], illustration: "defeated-goblins-forest-path-loot", reward: { xp: 50, addItem: "Crude Dagger" } },
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"13": { title: "Daring Escape", content: `<p>With surprising agility, you tumble past the goblins!</p>`, options: [ { text: "Keep running!", next: 14 } ], illustration: "blurred-motion-running-past-goblins-forest", reward: { xp: 25 } },
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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>`, 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 } },
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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>`, options: [ { text: "Follow the precarious goat trail", next: 22 } ], illustration: "narrow-goat-trail-mountainside-fortress-view", reward: { xp: 40 } },
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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>`, options: [ { text: "Explore the dark cave", next: 35 } ], illustration: "hidden-cove-beach-dark-cave-entrance", reward: { xp: 25 } },
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"31": { title: "Tumbled Down", content: `<p>You lose your footing... landing hard... 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 },
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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 }, { text: "Return to crossroads", next: 1} ], illustration: "scanning-sea-cliffs-no-other-paths-visible" },
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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>`, 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 } },
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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...</p>`, options: [{ text: "Examine the carvings (Intelligence Check)", check:{stat:'intelligence', dc:11, onFailure: 401}, next: 400 }, { text: "Leave it be", next: 4 } ], illustration: "overgrown-stone-shrine-wildflowers-close" },
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"41": { title: "Rocky Badlands", content: `<p>The green hills give way to cracked earth...</p>`, options: [{ text: "Scout ahead (End)", next: 99 } ], illustration: "rocky-badlands-cracked-earth-harsh-sun" },
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"70": { title: "Statue Examined", content: `<p>The statue depicts a forgotten nature deity. You notice a small compartment at its base.</p>`, options: [{text:"Try to open compartment (Strength Check?)", check:{stat:'strength', dc: 10, onFailure: 71}, next: 700}], illustration:"close-up-mossy-statue-compartment", reward:{xp:10}},
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"71": { title: "Statue Unyielding", content: `<p>You examine the statue but learn little. It remains an imposing enigma.</p>`, options: [{text:"Press onward", next: 72}], illustration:"forest-clearing-mossy-statue-weathered-stone-shrug"},
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"72": { title: "Deeper Woods", content: `<p>Leaving the statue behind, you push further into the increasingly dense woods.</p>`, options: [{text:"Continue", next: 14}], illustration:"dense-forest-undergrowth-shadows" },
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"73": { title: "Offering Made", content: `<p>You leave a small token. For a moment, you think you feel a sense of ancient approval.</p>`, options: [{text:"Press onward", next: 72}], illustration:"offering-at-base-of-mossy-statue"},
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"80": { title: "Bridge Crossed", content: `<p>You make it across the swaying bridge, your heart pounding.</p>`, options: [{text:"Continue on the trail", next: 16}], illustration:"view-from-end-of-rope-bridge-forest", reward:{xp:15}},
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"81": { title: "Bridge Collapse!", content: `<p>A frayed rope snaps! You plummet into the shallow ravine below, losing 8 HP!</p>`, options: [{text:"Climb out and find another way", next: 82}], illustration:"character-falling-from-broken-rope-bridge", hpLoss:8},
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"82": { title: "Ravine Detour", content: `<p>You find a place where the ravine narrows and manage to climb down and back up the other side.</p>`, options: [{text:"Continue on the trail", next: 16}], illustration:"climbing-out-of-shallow-ravine-forest", reward:{xp:5}},
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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>`, 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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"353": { title: "Uneasy Truce", content:"<p>The hermit eyes you suspiciously but lowers the shell slightly. 'Exploring, eh? Nothin' but trouble finds these caves. Be warned.' He doesn't seem hostile now, but certainly not friendly.</p>", options:[{text:"Ask about the caves", next: 99},{text:"Leave the cave", next: 3}], illustration:"cave-hermit-suspicious-lowered-shell", onEnter: [{ action: "meetNpc", npcId: "cliff_hermit", setDisposition: "neutral" }] }, // Updated disposition
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"354": { title: "Hermit Defeated", content:"<p>You overcome the surprisingly fierce hermit. His meager possessions offer little of value.</p>", options:[{text:"Explore deeper", next: 99}], illustration:"defeated-cave-hermit-meager-belongings", reward:{xp:40}, onEnter: [{ action: "meetNpc", npcId: "cliff_hermit", setDisposition: "defeated" }] },
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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>`, 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>`, 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, availableStatPoints: 0,
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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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knownNpcs: {} // Added to track NPC interactions
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}
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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, availableStatPoints: 0, stats: { strength: 8, intelligence: 10, wisdom: 10, dexterity: 10, constitution: 10, charisma: 8, hp: 12, maxHp: 12 }, inventory: []
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gameState = { currentPageId: 1, character: { ...defaultChar } };
|
250 |
-
// TODO: Load from localStorage if exists
|
251 |
recalculateMaxHp();
|
252 |
gameState.character.stats.hp = gameState.character.stats.maxHp;
|
253 |
renderPage(gameState.currentPageId);
|
@@ -259,85 +235,21 @@
|
|
259 |
char.level++;
|
260 |
char.xp -= char.xpToNextLevel;
|
261 |
char.xpToNextLevel = Math.floor(char.xpToNextLevel * 1.5 + 50);
|
262 |
-
char.availableStatPoints += 1;
|
263 |
recalculateMaxHp();
|
264 |
-
char.stats.hp = char.stats.maxHp;
|
265 |
console.log(`LEVEL UP! Reached Level ${char.level}.`);
|
266 |
-
|
|
|
267 |
return true;
|
268 |
}
|
269 |
|
270 |
function recalculateMaxHp() {
|
271 |
const char = gameState.character;
|
272 |
const conModifier = Math.floor((char.stats.constitution - 10) / 2);
|
273 |
-
char.stats.maxHp = 8 + (char.level * Math.max(1, 2 + conModifier));
|
274 |
-
// Clamp current HP just in case it somehow exceeded new maxHP before recalc
|
275 |
-
char.stats.hp = Math.min(char.stats.hp, char.stats.maxHp);
|
276 |
-
}
|
277 |
-
|
278 |
-
// Process events that happen just by entering a page
|
279 |
-
function processPageEntryEvents(pageData) {
|
280 |
-
if (!pageData || !pageData.onEnter) return;
|
281 |
-
|
282 |
-
const char = gameState.character;
|
283 |
-
pageData.onEnter.forEach(event => {
|
284 |
-
if (event.action === "meetNpc") {
|
285 |
-
if (!npcs[event.npcId]) {
|
286 |
-
console.warn(`NPC not found in npcs data: ${event.npcId}`);
|
287 |
-
return;
|
288 |
-
}
|
289 |
-
const currentStatus = char.knownNpcs[event.npcId];
|
290 |
-
const newStatus = event.setDisposition || "met"; // Default to 'met'
|
291 |
-
// Update status only if it's new or different (or always override?) - let's override
|
292 |
-
if (currentStatus !== newStatus) {
|
293 |
-
char.knownNpcs[event.npcId] = newStatus;
|
294 |
-
console.log(`NPC Status Update: ${npcs[event.npcId]?.name} is now ${newStatus}`);
|
295 |
-
updateKnownNpcsDisplay(); // Update the UI
|
296 |
-
} else if (!currentStatus) { // First time meeting
|
297 |
-
char.knownNpcs[event.npcId] = newStatus;
|
298 |
-
console.log(`Met NPC: ${npcs[event.npcId]?.name} (${newStatus})`);
|
299 |
-
updateKnownNpcsDisplay();
|
300 |
-
}
|
301 |
-
}
|
302 |
-
// Add other onEnter actions here (e.g., random encounters, environment effects)
|
303 |
-
});
|
304 |
-
}
|
305 |
-
|
306 |
-
// Update function to handle choice effects and NPC disposition changes
|
307 |
-
function processChoiceEffect(effect) {
|
308 |
-
if (!effect) return;
|
309 |
-
const char = gameState.character;
|
310 |
-
let hpGained = 0;
|
311 |
-
|
312 |
-
if (effect.hpGain) {
|
313 |
-
const maxHeal = char.stats.maxHp - char.stats.hp;
|
314 |
-
const actualGain = Math.min(effect.hpGain, maxHeal);
|
315 |
-
if (actualGain > 0) {
|
316 |
-
char.stats.hp += actualGain;
|
317 |
-
hpGained = actualGain;
|
318 |
-
console.log(`Recovered ${actualGain} HP.`);
|
319 |
-
}
|
320 |
-
}
|
321 |
-
// Handle NPC disposition changes from choice effect
|
322 |
-
if (effect.setNpcDisposition) {
|
323 |
-
const npcId = effect.setNpcDisposition.npcId;
|
324 |
-
const status = effect.setNpcDisposition.status;
|
325 |
-
if (npcs[npcId] && status) {
|
326 |
-
if (char.knownNpcs[npcId] !== status) {
|
327 |
-
char.knownNpcs[npcId] = status;
|
328 |
-
console.log(`NPC Status Update via Choice: ${npcs[npcId].name} is now ${status}`);
|
329 |
-
updateKnownNpcsDisplay();
|
330 |
-
}
|
331 |
-
} else {
|
332 |
-
console.warn(`Invalid setNpcDisposition effect:`, effect.setNpcDisposition);
|
333 |
-
}
|
334 |
-
}
|
335 |
-
// Add other effects (e.g., addItem, statChange)
|
336 |
-
|
337 |
-
return { hpGained }; // Return results if needed for messages
|
338 |
}
|
339 |
|
340 |
-
|
341 |
function handleChoiceClick(choiceData) {
|
342 |
const optionNextPageId = parseInt(choiceData.nextPage);
|
343 |
const itemToAdd = choiceData.addItem;
|
@@ -347,25 +259,25 @@
|
|
347 |
const check = choiceData.check;
|
348 |
const effect = choiceData.effect;
|
349 |
|
350 |
-
|
351 |
-
|
352 |
-
|
353 |
-
|
354 |
-
|
355 |
-
|
356 |
-
|
357 |
-
|
358 |
-
|
359 |
-
|
360 |
-
|
361 |
-
|
362 |
-
|
363 |
-
|
364 |
-
|
365 |
-
|
366 |
-
|
367 |
-
|
368 |
-
|
369 |
|
370 |
// --- Process Stat Check ---
|
371 |
if (check) {
|
@@ -378,10 +290,10 @@
|
|
378 |
console.log(`Check: ${check.stat} (DC ${dc}) | Roll: ${roll} + Mod: ${modifier} = ${totalResult}`);
|
379 |
|
380 |
if (totalResult >= dc) { // Success
|
381 |
-
nextPageId = optionNextPageId;
|
382 |
rollResultMessage += `<p class="roll-success"><em>Check Success! (${totalResult} vs DC ${dc})</em></p>`;
|
383 |
-
const marginBonus = Math.max(0, Math.floor(successMargin * 1.0));
|
384 |
-
const oddsBonus = Math.max(0, Math.floor(dc * 0.5));
|
385 |
const checkBonusXp = marginBonus + oddsBonus;
|
386 |
if (checkBonusXp > 0) { gainedXpThisTurn += checkBonusXp; rollResultMessage += `<p class="xp-gain">+${checkBonusXp} bonus XP!</p>`; console.log(`Check bonus XP: ${checkBonusXp}`); }
|
387 |
} else { // Failure
|
@@ -401,31 +313,40 @@
|
|
401 |
const nextPageData = gameData[nextPageId];
|
402 |
|
403 |
if (nextPageData) {
|
404 |
-
|
405 |
-
|
406 |
-
|
407 |
-
|
|
|
408 |
if (nextPageData.reward) {
|
409 |
if (nextPageData.reward.xp) { gainedXpThisTurn += nextPageData.reward.xp; console.log(`Base reward: +${nextPageData.reward.xp} XP.`); }
|
410 |
-
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}.`); recalculateMaxHp(); } }
|
411 |
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}`); }
|
412 |
}
|
413 |
|
414 |
if (gainedXpThisTurn > 0) {
|
415 |
gameState.character.xp += gainedXpThisTurn;
|
416 |
console.log(`Total XP Gained: ${gainedXpThisTurn}. Current XP: ${gameState.character.xp}`);
|
417 |
-
if (!rollResultMessage.includes("bonus XP")) {
|
|
|
|
|
418 |
}
|
419 |
|
420 |
let leveledUp = false;
|
421 |
-
while (gameState.character.xp >= gameState.character.xpToNextLevel) {
|
|
|
|
|
422 |
if (leveledUp) { rollResultMessage += `<p class="level-up">LEVEL UP! You reached Level ${gameState.character.level}!</p>`; }
|
423 |
|
424 |
-
recalculateMaxHp();
|
425 |
-
gameState.character.stats.hp = Math.min(gameState.character.stats.hp, gameState.character.stats.maxHp);
|
426 |
gameState.character.stats.hp = Math.max(0, gameState.character.stats.hp);
|
427 |
|
428 |
-
|
|
|
|
|
|
|
|
|
429 |
|
430 |
} else { // Invalid next page ID
|
431 |
console.error(`Data for page ${nextPageId} not found!`);
|
@@ -436,23 +357,14 @@
|
|
436 |
|
437 |
function renderPageInternal(pageId, pageData, message = "") {
|
438 |
if (!pageData) { console.error(`Render Error: No data for page ${pageId}`); return; }
|
439 |
-
|
440 |
-
// Process entry events *before* rendering content that might depend on them
|
441 |
-
processPageEntryEvents(pageData);
|
442 |
-
|
443 |
storyTitleElement.textContent = pageData.title || "Untitled Page";
|
444 |
storyContentElement.innerHTML = message + (pageData.content || "<p>...</p>");
|
445 |
-
updateStatsDisplay(); updateInventoryDisplay();
|
446 |
-
|
447 |
choicesElement.innerHTML = '';
|
448 |
if (pageData.options && pageData.options.length > 0) {
|
449 |
pageData.options.forEach(option => {
|
450 |
const button = document.createElement('button'); button.classList.add('choice-button'); button.textContent = option.text; let requirementMet = true;
|
451 |
-
// Add requirement checks for items OR knownNpcs status here later
|
452 |
if (option.requireItem && !gameState.character.inventory.includes(option.requireItem)) { requirementMet = false; button.title = `Requires: ${option.requireItem}`; button.disabled = true; }
|
453 |
-
// Example NPC check:
|
454 |
-
// if (option.requireNpcStatus && gameState.character.knownNpcs[option.requireNpcStatus.npcId] !== option.requireNpcStatus.status) { requirementMet = false; button.title = `Requires: ${npcs[option.requireNpcStatus.npcId]?.name} to be ${option.requireNpcStatus.status}`; button.disabled = true; }
|
455 |
-
|
456 |
if (requirementMet) { const choiceData = { nextPage: option.next, addItem: option.addItem, check: option.check, effect: option.effect }; button.onclick = () => handleChoiceClick(choiceData); } else { button.classList.add('disabled'); } choicesElement.appendChild(button); });
|
457 |
} 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>'); }
|
458 |
updateScene(pageData.illustration || 'default', pageData.sceneParams);
|
@@ -460,60 +372,27 @@
|
|
460 |
|
461 |
function renderPage(pageId) { renderPageInternal(pageId, gameData[pageId]); }
|
462 |
|
463 |
-
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 title="Strength">Str: ${char.stats.strength}</span> <span title="Intelligence">Int: ${char.stats.intelligence}</span> <span title="Wisdom">Wis: ${char.stats.wisdom}</span> <span title="Dexterity">Dex: ${char.stats.dexterity}</span> <span title="Constitution">Con: ${char.stats.constitution}</span> <span title="Charisma">Cha: ${char.stats.charisma}</span>`; }
|
464 |
function updateInventoryDisplay() { let h='<strong>Inventory:</strong> '; if(gameState.character.inventory.length === 0){ h+='<em>Empty</em>'; } else { gameState.character.inventory.forEach(i=>{ const d=itemsData[i]||{type:'unknown',description:'???'}; const c=`item-${d.type||'unknown'}`; h+=`<span class="${c}" title="${d.description}">${i}</span>`; }); } inventoryElement.innerHTML = h; }
|
465 |
|
466 |
-
// New function to display known NPCs
|
467 |
-
function updateKnownNpcsDisplay() {
|
468 |
-
let npcHtml = '<strong>Known NPCs:</strong> ';
|
469 |
-
const known = gameState.character.knownNpcs;
|
470 |
-
const npcIds = Object.keys(known);
|
471 |
-
|
472 |
-
if (npcIds.length === 0) {
|
473 |
-
npcHtml += '<em>None</em>';
|
474 |
-
} else {
|
475 |
-
npcIds.forEach(npcId => {
|
476 |
-
const npcData = npcs[npcId] || { name: npcId }; // Fallback name
|
477 |
-
const status = known[npcId];
|
478 |
-
// Add classes based on status for potential styling
|
479 |
-
let statusClass = 'npc-met'; // Default class
|
480 |
-
if (status === 'allied' || status === 'helped') statusClass = 'npc-allied';
|
481 |
-
else if (status === 'hostile' || status === 'defeated') statusClass = 'npc-hostile';
|
482 |
-
else if (status === 'wary') statusClass = 'npc-wary';
|
483 |
-
else if (status === 'seen') statusClass = 'npc-seen'; // Just seen, not interacted
|
484 |
-
|
485 |
-
npcHtml += `<span class="${statusClass}" title="${npcData.description} (${status})">${npcData.name}</span>`;
|
486 |
-
});
|
487 |
-
}
|
488 |
-
knownNpcsElement.innerHTML = npcHtml;
|
489 |
-
}
|
490 |
-
|
491 |
-
|
492 |
function updateScene(illustrationKey, sceneParams = {}) {
|
493 |
if (currentAssemblyGroup) { scene.remove(currentAssemblyGroup); }
|
494 |
-
currentAssemblyGroup = null; let assemblyFunction
|
495 |
-
|
496 |
-
|
497 |
-
|
498 |
-
case 'city': case 'gates': assemblyFunction = createCityGatesAssembly; break;
|
499 |
case 'weaponsmith': assemblyFunction = createWeaponsmithAssembly; break;
|
500 |
case 'temple': assemblyFunction = createTempleAssembly; break;
|
501 |
-
case 'resistance
|
502 |
-
case 'forest': case '
|
503 |
-
case 'road
|
504 |
-
case '
|
505 |
-
case '
|
506 |
-
case '
|
507 |
-
case 'ruins': assemblyFunction = createDefaultAssembly; break; // TODO: createRuinsAssembly
|
508 |
-
case 'badlands': assemblyFunction = createDefaultAssembly; break; // TODO: createBadlandsAssembly
|
509 |
-
case 'fortress': case 'ridge': case 'rockslide': assemblyFunction = createDefaultAssembly; break; // TODO: createMountainAssembly
|
510 |
-
case 'game': assemblyFunction = createGameOverAssembly; break;
|
511 |
case 'error': assemblyFunction = createErrorAssembly; break;
|
512 |
-
// Add specific
|
513 |
-
|
514 |
}
|
515 |
-
// console.log(`Routing '${illustrationKey}' (root: '${keyRoot}') to ${assemblyFunction.name}`);
|
516 |
-
|
517 |
try { currentAssemblyGroup = assemblyFunction(sceneParams); scene.add(currentAssemblyGroup); } catch (error) { console.error(`Error creating assembly for ${illustrationKey}:`, error); currentAssemblyGroup = createErrorAssembly(); scene.add(currentAssemblyGroup); }
|
518 |
}
|
519 |
|
|
|
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 (Stable Base)</title>
|
7 |
<style>
|
8 |
body{font-family:'Courier New',monospace;background-color:#222;color:#eee;margin:0;padding:0;overflow:hidden;display:flex;flex-direction:column;height:100vh}
|
9 |
#game-container{display:flex;flex-grow:1;overflow:hidden}
|
|
|
32 |
.choice-button:disabled{background-color:#444;color:#888;cursor:not-allowed;border-color:#666;opacity:0.7}
|
33 |
.roll-success{color:#7f7;border-left:3px solid #4a4;padding-left:8px;margin-bottom:1em;font-size:0.9em}
|
34 |
.roll-failure{color:#f77;border-left:3px solid #a44;padding-left:8px;margin-bottom:1em;font-size:0.9em}
|
35 |
+
.xp-gain{color:#7af;font-style:italic;font-size:0.9em;display:block;margin-top:0.5em;} /* Style for XP messages */
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
36 |
</style>
|
37 |
</head>
|
38 |
<body>
|
|
|
47 |
<div id="stats-inventory-container">
|
48 |
<div id="stats-display"></div>
|
49 |
<div id="inventory-display"></div>
|
50 |
+
</div>
|
51 |
<div id="choices-container">
|
52 |
<h3>What will you do?</h3>
|
53 |
<div id="choices"></div>
|
|
|
73 |
const choicesElement = document.getElementById('choices');
|
74 |
const statsElement = document.getElementById('stats-display');
|
75 |
const inventoryElement = document.getElementById('inventory-display');
|
|
|
76 |
|
77 |
let scene, camera, renderer;
|
78 |
let currentAssemblyGroup = null;
|
|
|
81 |
const woodMaterial = new THREE.MeshStandardMaterial({ color: 0x8B4513, roughness: 0.7, metalness: 0 });
|
82 |
const darkWoodMaterial = new THREE.MeshStandardMaterial({ color: 0x5C3D20, roughness: 0.7, metalness: 0 });
|
83 |
const leafMaterial = new THREE.MeshStandardMaterial({ color: 0x2E8B57, roughness: 0.6, metalness: 0 });
|
|
|
|
|
84 |
const groundMaterial = new THREE.MeshStandardMaterial({ color: 0x556B2F, roughness: 0.9, metalness: 0 });
|
85 |
const metalMaterial = new THREE.MeshStandardMaterial({ color: 0xaaaaaa, metalness: 0.8, roughness: 0.3 });
|
86 |
const templeMaterial = new THREE.MeshStandardMaterial({ color: 0xA99B78, roughness: 0.7, metalness: 0.1 });
|
87 |
const errorMaterial = new THREE.MeshStandardMaterial({ color: 0xffa500, roughness: 0.5 });
|
88 |
const gameOverMaterial = new THREE.MeshStandardMaterial({ color: 0xff0000, roughness: 0.5 });
|
89 |
+
// Added materials for forest variation from previous step, keep them
|
90 |
+
const pineLeafMaterial = new THREE.MeshStandardMaterial({ color: 0x1A5A2A, roughness: 0.7, metalness: 0 });
|
91 |
+
const gnarledWoodMaterial = new THREE.MeshStandardMaterial({ color: 0x6B4F3A, roughness: 0.85, metalness: 0 });
|
92 |
|
93 |
function initThreeJS() {
|
|
|
94 |
if (!sceneContainer) { console.error("Scene container not found!"); return; }
|
95 |
+
scene = new THREE.Scene();
|
96 |
+
scene.background = new THREE.Color(0x222222);
|
97 |
const width = sceneContainer.clientWidth; const height = sceneContainer.clientHeight;
|
98 |
camera = new THREE.PerspectiveCamera(75, (width / height) || 1, 0.1, 1000);
|
99 |
camera.position.set(0, 2.5, 7); camera.lookAt(0, 0.5, 0);
|
|
|
116 |
}
|
117 |
|
118 |
function onWindowResize() {
|
119 |
+
if (!renderer || !camera || !sceneContainer) return;
|
|
|
120 |
const width = sceneContainer.clientWidth; const height = sceneContainer.clientHeight;
|
121 |
if (width > 0 && height > 0) { camera.aspect = width / height; camera.updateProjectionMatrix(); renderer.setSize(width, height); }
|
122 |
}
|
123 |
|
124 |
function animate() {
|
|
|
125 |
requestAnimationFrame(animate);
|
126 |
if (renderer && scene && camera) { renderer.render(scene, camera); }
|
127 |
}
|
128 |
|
129 |
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 }) {
|
|
|
130 |
const mesh = new THREE.Mesh(geometry, material);
|
131 |
mesh.position.set(position.x, position.y, position.z); mesh.rotation.set(rotation.x, rotation.y, rotation.z); mesh.scale.set(scale.x, scale.y, scale.z);
|
132 |
mesh.castShadow = true; mesh.receiveShadow = true;
|
|
|
134 |
}
|
135 |
|
136 |
function createGroundPlane(material = groundMaterial, size = 20) {
|
137 |
+
const groundGeo = new THREE.PlaneGeometry(size, size);
|
|
|
138 |
const ground = new THREE.Mesh(groundGeo, material);
|
139 |
ground.rotation.x = -Math.PI / 2; ground.position.y = -0.05;
|
140 |
ground.receiveShadow = true; ground.castShadow = false;
|
141 |
return ground;
|
142 |
}
|
143 |
|
144 |
+
// --- Procedural Generation Functions (Using simpler, non-parameterized versions first) ---
|
145 |
+
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; }
|
146 |
+
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; }
|
147 |
+
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; }
|
148 |
+
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(params = {}) { // Kept params for potential future use, but using defaults now
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+
const group = new THREE.Group(); const tc=10, a=10; // Use fixed values
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+
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; };
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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."}, "Healing Poultice":{type:"spell", description:"Soothes wounds, heals 5 HP."} };
|
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+
const gameData = { // Using the expanded game data with ~20 pages and checks
|
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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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+
"2": { title: "Rolling Hills", content: `<p>Verdant hills stretch before you...</p>`, options: [ { text: "Follow the narrow path", next: 4 }, { text: "Head back to the crossroads", next: 1 } ], illustration: "rolling-green-hills-shepherd-distance" },
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"3": { title: "Coastal Cliffs Edge", content: `<p>You stand atop windswept cliffs...</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 }, { text: "Return to the crossroads", next: 1 } ], illustration: "windy-sea-cliffs-crashing-waves-path-down" },
|
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"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 }, { text: "Go back", next: 2 } ], illustration: "hilltop-view-overgrown-shrine-wildflowers" },
|
168 |
+
"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" },
|
169 |
+
"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" },
|
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"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" },
|
171 |
+
"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 class="xp-gain">(+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 } },
|
172 |
"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: 101 }, next: 13 } ], illustration: "two-goblins-ambush-forest-path-spears" },
|
173 |
+
"11": { title: "Hidden Evasion", content: `<p>You melt into the shadows as the goblins blunder past.</p><p class="xp-gain">(+30 XP)</p>`, options: [ { text: "Continue cautiously", next: 14 } ], illustration: "forest-shadows-hiding-goblins-walking-past", reward: { xp: 30 } },
|
174 |
+
"12": { title: "Ambush Victory!", content: `<p>You defeat the goblins! Found a Crude Dagger.</p><p class="xp-gain">(+50 XP)</p>`, options: [ { text: "Press onward", next: 14 } ], illustration: "defeated-goblins-forest-path-loot", reward: { xp: 50, addItem: "Crude Dagger" } },
|
175 |
+
"13": { title: "Daring Escape", content: `<p>With surprising agility, you tumble past the goblins!</p><p class="xp-gain">(+25 XP)</p>`, options: [ { text: "Keep running!", next: 14 } ], illustration: "blurred-motion-running-past-goblins-forest", reward: { xp: 25 } },
|
176 |
+
"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"},
|
177 |
"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" },
|
178 |
"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" },
|
179 |
"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" },
|
180 |
"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" },
|
181 |
+
"18": { title: "Distant Observation", content: `<p>You notice what might be a less-guarded approach along the western ridge...</p><p class="xp-gain">(+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 } },
|
182 |
"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" },
|
183 |
+
"20": { title: "Goat Trail", content: `<p>You discover a narrow trail barely wide enough for a mountain goat...</p><p class="xp-gain">(+40 XP)</p>`, options: [ { text: "Follow the precarious goat trail", next: 22 } ], illustration: "narrow-goat-trail-mountainside-fortress-view", reward: { xp: 40 } },
|
184 |
+
"30": { title: "Hidden Cove", content: `<p>Your careful descent brings you to a secluded cove. A dark cave entrance is visible...</p><p class="xp-gain">(+25 XP)</p>`, options: [ { text: "Explore the dark cave", next: 35 } ], illustration: "hidden-cove-beach-dark-cave-entrance", reward: { xp: 25 } },
|
185 |
"31": { title: "Tumbled Down", content: `<p>You lose your footing... landing hard... 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 },
|
186 |
"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 }, { text: "Return to crossroads", next: 1} ], illustration: "scanning-sea-cliffs-no-other-paths-visible" },
|
187 |
+
"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 class="xp-gain">(+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 } },
|
188 |
+
"35": { title: "Dark Cave", content: `<p>The cave smells of salt and decay...</p>`, options: [{ text: "Press deeper into the darkness (End)", next: 99 } ], illustration: "dark-cave-entrance-dripping-water" },
|
189 |
"40": { title: "Overgrown Shrine", content: `<p>Wildflowers grow thick around a small stone shrine...</p>`, options: [{ text: "Examine the carvings (Intelligence Check)", check:{stat:'intelligence', dc:11, onFailure: 401}, next: 400 }, { text: "Leave it be", next: 4 } ], illustration: "overgrown-stone-shrine-wildflowers-close" },
|
190 |
"41": { title: "Rocky Badlands", content: `<p>The green hills give way to cracked earth...</p>`, options: [{ text: "Scout ahead (End)", next: 99 } ], illustration: "rocky-badlands-cracked-earth-harsh-sun" },
|
191 |
+
"70": { title: "Statue Examined", content: `<p>The statue depicts a forgotten nature deity. You notice a small compartment at its base.</p><p class="xp-gain">(+10 XP)</p>`, options: [{text:"Try to open compartment (Strength Check?)", check:{stat:'strength', dc: 10, onFailure: 71}, next: 700}], illustration:"close-up-mossy-statue-compartment", reward:{xp:10}},
|
192 |
"71": { title: "Statue Unyielding", content: `<p>You examine the statue but learn little. It remains an imposing enigma.</p>`, options: [{text:"Press onward", next: 72}], illustration:"forest-clearing-mossy-statue-weathered-stone-shrug"},
|
193 |
"72": { title: "Deeper Woods", content: `<p>Leaving the statue behind, you push further into the increasingly dense woods.</p>`, options: [{text:"Continue", next: 14}], illustration:"dense-forest-undergrowth-shadows" },
|
194 |
"73": { title: "Offering Made", content: `<p>You leave a small token. For a moment, you think you feel a sense of ancient approval.</p>`, options: [{text:"Press onward", next: 72}], illustration:"offering-at-base-of-mossy-statue"},
|
195 |
+
"80": { title: "Bridge Crossed", content: `<p>You make it across the swaying bridge, your heart pounding.</p><p class="xp-gain">(+15 XP)</p>`, options: [{text:"Continue on the trail", next: 16}], illustration:"view-from-end-of-rope-bridge-forest", reward:{xp:15}},
|
196 |
"81": { title: "Bridge Collapse!", content: `<p>A frayed rope snaps! You plummet into the shallow ravine below, losing 8 HP!</p>`, options: [{text:"Climb out and find another way", next: 82}], illustration:"character-falling-from-broken-rope-bridge", hpLoss:8},
|
197 |
+
"82": { title: "Ravine Detour", content: `<p>You find a place where the ravine narrows and manage to climb down and back up the other side.</p><p class="xp-gain">(+5 XP)</p>`, options: [{text:"Continue on the trail", next: 16}], illustration:"climbing-out-of-shallow-ravine-forest", reward:{xp:5}},
|
198 |
"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},
|
199 |
+
"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} },
|
200 |
"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"},
|
201 |
"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"},
|
202 |
"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" },
|
203 |
"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"},
|
204 |
"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},
|
205 |
+
"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}},
|
206 |
+
"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"},
|
207 |
+
"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}},
|
|
|
|
|
|
|
|
|
|
|
208 |
|
209 |
"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 }
|
210 |
};
|
|
|
214 |
currentPageId: 1,
|
215 |
character: {
|
216 |
name: "Hero", race: "Human", alignment: "Neutral Good", class: "Adventurer",
|
217 |
+
level: 1, xp: 0, xpToNextLevel: 100, availableStatPoints: 0, // Stat points for leveling
|
218 |
stats: { strength: 8, intelligence: 10, wisdom: 10, dexterity: 10, constitution: 10, charisma: 8, hp: 12, maxHp: 12 },
|
219 |
+
inventory: []
|
|
|
220 |
}
|
221 |
};
|
222 |
|
223 |
// --- Game Logic Functions ---
|
224 |
function startGame() {
|
225 |
+
const defaultChar = { name: "Hero", race: "Human", alignment: "Neutral Good", class: "Adventurer", level: 1, xp: 0, xpToNextLevel: 100, availableStatPoints: 0, stats: { strength: 8, intelligence: 10, wisdom: 10, dexterity: 10, constitution: 10, charisma: 8, hp: 12, maxHp: 12 }, inventory: [] };
|
226 |
gameState = { currentPageId: 1, character: { ...defaultChar } };
|
|
|
227 |
recalculateMaxHp();
|
228 |
gameState.character.stats.hp = gameState.character.stats.maxHp;
|
229 |
renderPage(gameState.currentPageId);
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235 |
char.level++;
|
236 |
char.xp -= char.xpToNextLevel;
|
237 |
char.xpToNextLevel = Math.floor(char.xpToNextLevel * 1.5 + 50);
|
238 |
+
char.availableStatPoints += 1; // Gain 1 point
|
239 |
recalculateMaxHp();
|
240 |
+
char.stats.hp = char.stats.maxHp; // Full heal
|
241 |
console.log(`LEVEL UP! Reached Level ${char.level}.`);
|
242 |
+
// Later, add UI to spend points. For now, they just accumulate.
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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
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|
251 |
}
|
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|
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function handleChoiceClick(choiceData) {
|
254 |
const optionNextPageId = parseInt(choiceData.nextPage);
|
255 |
const itemToAdd = choiceData.addItem;
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|
259 |
const check = choiceData.check;
|
260 |
const effect = choiceData.effect;
|
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) {
|
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|
290 |
console.log(`Check: ${check.stat} (DC ${dc}) | Roll: ${roll} + Mod: ${modifier} = ${totalResult}`);
|
291 |
|
292 |
if (totalResult >= dc) { // Success
|
293 |
+
nextPageId = optionNextPageId;
|
294 |
rollResultMessage += `<p class="roll-success"><em>Check Success! (${totalResult} vs DC ${dc})</em></p>`;
|
295 |
+
const marginBonus = Math.max(0, Math.floor(successMargin * 1.0)); // XP per point over DC
|
296 |
+
const oddsBonus = Math.max(0, Math.floor(dc * 0.5)); // XP for difficulty
|
297 |
const checkBonusXp = marginBonus + oddsBonus;
|
298 |
if (checkBonusXp > 0) { gainedXpThisTurn += checkBonusXp; rollResultMessage += `<p class="xp-gain">+${checkBonusXp} bonus XP!</p>`; console.log(`Check bonus XP: ${checkBonusXp}`); }
|
299 |
} else { // Failure
|
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|
313 |
const nextPageData = gameData[nextPageId];
|
314 |
|
315 |
if (nextPageData) {
|
316 |
+
if (nextPageData.hpLoss) {
|
317 |
+
gameState.character.stats.hp -= nextPageData.hpLoss;
|
318 |
+
console.log(`Lost ${nextPageData.hpLoss} HP.`);
|
319 |
+
// HP check is done after potential level up healing
|
320 |
+
}
|
321 |
if (nextPageData.reward) {
|
322 |
if (nextPageData.reward.xp) { gainedXpThisTurn += nextPageData.reward.xp; console.log(`Base reward: +${nextPageData.reward.xp} 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}.`); recalculateMaxHp(); } } // Recalc HP if CON changes
|
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 |
if (gainedXpThisTurn > 0) {
|
328 |
gameState.character.xp += gainedXpThisTurn;
|
329 |
console.log(`Total XP Gained: ${gainedXpThisTurn}. Current XP: ${gameState.character.xp}`);
|
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 |
+
// Check for death *after* potential healing from level up
|
346 |
+
if (gameState.character.stats.hp <= 0) {
|
347 |
+
console.log("Player died!"); nextPageId = 99; // Force redirect
|
348 |
+
renderPageInternal(99, gameData[99], rollResultMessage + "<p class='roll-failure'><em>Your wounds overwhelm you...</em></p>"); return;
|
349 |
+
}
|
350 |
|
351 |
} else { // Invalid next page ID
|
352 |
console.error(`Data for page ${nextPageId} not found!`);
|
|
|
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();
|
|
|
363 |
choicesElement.innerHTML = '';
|
364 |
if (pageData.options && pageData.options.length > 0) {
|
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, effect: option.effect }; button.onclick = () => handleChoiceClick(choiceData); } else { button.classList.add('disabled'); } choicesElement.appendChild(button); });
|
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', pageData.sceneParams);
|
|
|
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 title="Strength">Str: ${char.stats.strength}</span> <span title="Intelligence">Int: ${char.stats.intelligence}</span> <span title="Wisdom">Wis: ${char.stats.wisdom}</span> <span title="Dexterity">Dex: ${char.stats.dexterity}</span> <span title="Constitution">Con: ${char.stats.constitution}</span> <span title="Charisma">Cha: ${char.stats.charisma}</span>`; } // Added titles
|
376 |
function updateInventoryDisplay() { let h='<strong>Inventory:</strong> '; if(gameState.character.inventory.length === 0){ h+='<em>Empty</em>'; } else { gameState.character.inventory.forEach(i=>{ const d=itemsData[i]||{type:'unknown',description:'???'}; const c=`item-${d.type||'unknown'}`; h+=`<span class="${c}" title="${d.description}">${i}</span>`; }); } inventoryElement.innerHTML = h; }
|
377 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
378 |
function updateScene(illustrationKey, sceneParams = {}) {
|
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': case 'dark-forest-entrance-gnarled-roots-filtered-light': case 'overgrown-forest-path-glowing-fungi-vines': case 'forest-clearing-mossy-statue-weathered-stone': case 'narrow-game-trail-forest-rope-bridge-ravine': case 'forest-stream-crossing-dappled-sunlight-stones': case 'mossy-log-bridge-over-forest-stream': case 'dense-forest-undergrowth-shadows': assemblyFunction = createForestAssembly; break; // Group forest keys
|
388 |
+
case 'road-ambush': case 'two-goblins-ambush-forest-path-spears': assemblyFunction = createRoadAmbushAssembly; break; // Group ambush keys
|
389 |
+
case 'forest-edge': case 'forest-edge-view-rocky-foothills-distant-mountain-fortress': assemblyFunction = createForestEdgeAssembly; break; // Group edge keys
|
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 |
+
// Add more specific assignments if needed
|
394 |
+
default: assemblyFunction = createDefaultAssembly; break;
|
395 |
}
|
|
|
|
|
396 |
try { currentAssemblyGroup = assemblyFunction(sceneParams); scene.add(currentAssemblyGroup); } catch (error) { console.error(`Error creating assembly for ${illustrationKey}:`, error); currentAssemblyGroup = createErrorAssembly(); scene.add(currentAssemblyGroup); }
|
397 |
}
|
398 |
|