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Update index.html
Browse files- index.html +187 -326
index.html
CHANGED
@@ -70,11 +70,11 @@
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border-bottom: 1px solid #555;
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font-size: 0.9em;
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}
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-
#stats-display, #inventory-display
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margin-bottom: 10px;
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line-height: 1.8;
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}
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#stats-display span, #inventory-display span
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display: inline-block;
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background-color: #444;
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padding: 3px 8px;
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@@ -84,10 +84,8 @@
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border: 1px solid #666;
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white-space: nowrap;
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}
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#stats-display strong, #inventory-display strong
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#inventory-display em { color: #888; font-style: normal; }
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#character-sheet .accomplishment { background-color: #665533; border-color: #998866; }
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#character-sheet .attribute { background-color: #553366; border-color: #886699; }
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#inventory-display .item-quest { background-color: #666030; border-color: #999048;}
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#inventory-display .item-weapon { background-color: #663030; border-color: #994848;}
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@@ -116,7 +114,6 @@
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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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.level-up { color: #ffcc66; border-left: 3px solid #cc9933; padding-left: 8px; margin-bottom: 1em; font-size: 0.9em; }
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</style>
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</head>
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<body>
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@@ -130,7 +127,6 @@
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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="character-sheet"></div>
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</div>
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<div id="choices-container">
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<h3>What will you do?</h3>
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@@ -157,7 +153,6 @@
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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 characterSheetElement = document.getElementById('character-sheet');
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let scene, camera, renderer;
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let currentAssemblyGroup = null;
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@@ -178,9 +173,6 @@
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const sandMaterial = new THREE.MeshStandardMaterial({ color: 0xF4A460, roughness: 0.9 });
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const wetStoneMaterial = new THREE.MeshStandardMaterial({ color: 0x2F4F4F, roughness: 0.7 });
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const glowMaterial = new THREE.MeshStandardMaterial({ color: 0x00FFAA, emissive: 0x00FFAA, emissiveIntensity: 0.5 });
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const crackedEarthMaterial = new THREE.MeshStandardMaterial({ color: 0x663300, roughness: 0.9 });
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const birdMaterial = new THREE.MeshStandardMaterial({ color: 0x666666, roughness: 0.7 });
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const scorpionMaterial = new THREE.MeshStandardMaterial({ color: 0x4A2F1A, roughness: 0.8 });
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function initThreeJS() {
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if (!sceneContainer) { console.error("Scene container not found!"); return; }
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@@ -230,18 +222,15 @@
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mesh.position.set(position.x, position.y, position.z);
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mesh.rotation.set(rotation.x, rotation.y, rotation.z);
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mesh.scale.set(scale.x, scale.y, scale.z);
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mesh.castShadow = true;
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mesh.receiveShadow = true;
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return mesh;
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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;
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ground.
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ground.receiveShadow = true;
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ground.castShadow = false;
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return ground;
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}
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@@ -256,119 +245,119 @@
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function createCityGatesAssembly() {
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const group = new THREE.Group();
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const gh
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const tlGeo = new THREE.BoxGeometry(gw, gh, gd);
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group.add(createMesh(tlGeo, stoneMaterial, { x
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const trGeo = new THREE.BoxGeometry(gw, gh, gd);
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group.add(createMesh(trGeo, stoneMaterial, { x:
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const aGeo = new THREE.BoxGeometry(aw, ah, gd);
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group.add(createMesh(aGeo, stoneMaterial, { x:
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const cs
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const cg = new THREE.BoxGeometry(cs, cs, gd
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for
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group.add(createMesh(cg.clone(), stoneMaterial, { x
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group.add(createMesh(cg.clone(), stoneMaterial, { x:
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}
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group.add(createMesh(cg.clone(), stoneMaterial, { x:
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group.add(createGroundPlane(stoneMaterial));
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return group;
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}
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function createWeaponsmithAssembly() {
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const group = new THREE.Group();
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const bw
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const bGeo = new THREE.BoxGeometry(bw, bh, bd);
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group.add(createMesh(bGeo, darkWoodMaterial, { x:
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const ch
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const cGeo = new THREE.CylinderGeometry(0.3, 0.4, ch, 8);
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group.add(createMesh(cGeo, stoneMaterial, { x:
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group.add(createGroundPlane());
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return group;
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}
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function createTempleAssembly() {
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const group = new THREE.Group();
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const bs
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const bGeo = new THREE.BoxGeometry(bs, bsh, bs);
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group.add(createMesh(bGeo, templeMaterial, { x:
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const cGeo = new THREE.CylinderGeometry(cr, cr, ch, 12);
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const cPos = [{
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cPos.forEach(p
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const rGeo = new THREE.BoxGeometry(bs
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group.add(createMesh(rGeo, templeMaterial, { x:
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group.add(createGroundPlane());
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return group;
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}
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function createResistanceMeetingAssembly() {
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const group = new THREE.Group();
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const tw
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const ttg = new THREE.BoxGeometry(tw, tt, td);
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group.add(createMesh(ttg, woodMaterial, { x:
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const lh
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const lg
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const lofW
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const lofD
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group.add(createMesh(lg, woodMaterial, { x
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group.add(createMesh(lg.clone(), woodMaterial, { x:
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group.add(createMesh(lg.clone(), woodMaterial, { x
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group.add(createMesh(lg.clone(), woodMaterial, { x:
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const ss
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const sg
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group.add(createMesh(sg, darkWoodMaterial, { x
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group.add(createMesh(sg.clone(), darkWoodMaterial, { x:
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group.add(createGroundPlane(stoneMaterial));
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return group;
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}
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-
function createForestAssembly(tc
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const group = new THREE.Group();
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const cT
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const tg
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const th
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const tr
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const tGeo = new THREE.CylinderGeometry(tr
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tg.add(createMesh(tGeo, woodMaterial, {
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const fr
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const fGeo
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tg.add(createMesh(fGeo, leafMaterial, {
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tg.position.set(x,
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return tg;
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};
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for
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const x
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const z
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if
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}
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group.add(createGroundPlane(groundMaterial, a
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return group;
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}
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function createRoadAmbushAssembly() {
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const group = new THREE.Group();
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const a
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const fg = createForestAssembly(8, a);
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group.add(fg);
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const rw
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const rGeo
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const rMat
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const r
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r.receiveShadow
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group.add(r);
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const rkGeo
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const rkMat
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group.add(createMesh(rkGeo, rkMat, {
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group.add(createMesh(rkGeo.clone().scale(0.8,
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return group;
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}
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function createForestEdgeAssembly() {
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const group = new THREE.Group();
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const a
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const fg = createForestAssembly(15, a);
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const ttr
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fg.children.forEach(c => {
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if
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});
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ttr.forEach(t => fg.remove(t));
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group.add(fg);
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@@ -377,20 +366,20 @@
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function createPrisonerCellAssembly() {
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const group = new THREE.Group();
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const cs
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const cfMat
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cfMat.color.setHex(0x555555);
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group.add(createGroundPlane(cfMat, cs));
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const wbGeo
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group.add(createMesh(wbGeo, stoneMaterial, {
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const wsGeo
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group.add(createMesh(wsGeo, stoneMaterial, {
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group.add(createMesh(wsGeo.clone(), stoneMaterial, {
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const bGeo
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const nb
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for
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const xp
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group.add(createMesh(bGeo.clone(), metalMaterial, {
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}
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return group;
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}
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@@ -399,7 +388,7 @@
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const group = new THREE.Group();
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const boxGeo = new THREE.BoxGeometry(2, 2, 2);
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group.add(createMesh(boxGeo, gameOverMaterial, { x: 0, y: 1, z: 0 }));
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group.add(createGroundPlane(stoneMaterial.clone().set({
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return group;
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}
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@@ -483,25 +472,19 @@
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return group;
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}
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function createOvergrownPathAssembly(
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const group = new THREE.Group();
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group.add(createGroundPlane(dirtMaterial, 15));
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const forest = createForestAssembly(
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group.add(forest);
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const fungiGeo = new THREE.SphereGeometry(0.1, 8, 8);
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for (let i = 0; i <
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group.add(createMesh(fungiGeo, glowMaterial, { x: (Math.random() - 0.5) * 8, y: 0.1, z: (Math.random() - 0.5) * 8 }));
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}
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const vineGeo = new THREE.CylinderGeometry(0.05, 0.05, 2, 8);
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for (let i = 0; i <
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group.add(createMesh(vineGeo, leafMaterial, { x: (Math.random() - 0.5) * 6, y: 2, z: (Math.random() - 0.5) * 6 }, { z: Math.random() * Math.PI }));
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}
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if (creatureCount > 0) {
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const creatureGeo = new THREE.SphereGeometry(0.2, 8, 8);
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for (let i = 0; i < creatureCount; i++) {
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group.add(createMesh(creatureGeo, birdMaterial, { x: (Math.random() - 0.5) * 8, y: 2 + Math.random(), z: (Math.random() - 0.5) * 8 }));
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}
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}
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return group;
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}
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@@ -522,7 +505,7 @@
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}
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function createGoblinAmbushAssembly() {
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const group = createOvergrownPathAssembly(
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const bodyGeo = new THREE.CylinderGeometry(0.3, 0.3, 1, 8);
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const headGeo = new THREE.SphereGeometry(0.2, 8, 8);
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const goblinMat = new THREE.MeshStandardMaterial({ color: 0x556B2F });
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return group;
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}
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function createMossyRavineAssembly(treeCount = 10, objectCount = 20, creatureCount = 3, lightIntensity = 0.5) {
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const group = new THREE.Group();
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group.add(createGroundPlane(groundMaterial, 20));
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const forest = createForestAssembly(treeCount, 15);
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group.add(forest);
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const bridgeGeo = new THREE.BoxGeometry(5, 0.1, 1);
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group.add(createMesh(bridgeGeo, woodMaterial, { y: 1, z: 2 }));
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const ropeGeo = new THREE.CylinderGeometry(0.05, 0.05, 5, 8);
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group.add(createMesh(ropeGeo, woodMaterial, { x: -2.5, y: 1.5, z: 2 }, { z: Math.PI / 2 }));
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group.add(createMesh(ropeGeo, woodMaterial, { x: 2.5, y: 1.5, z: 2 }, { z: Math.PI / 2 }));
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const rockGeo = new THREE.SphereGeometry(0.4, 6, 6);
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for (let i = 0; i < objectCount; i++) {
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group.add(createMesh(rockGeo, stoneMaterial, { x: (Math.random() - 0.5) * 10, y: 0.2, z: (Math.random() - 0.5) * 10 }));
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}
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if (creatureCount > 0) {
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const birdGeo = new THREE.SphereGeometry(0.15, 8, 8);
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for (let i = 0; i < creatureCount; i++) {
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const bird = createMesh(birdGeo, birdMaterial, { x: (Math.random() - 0.5) * 8, y: 3 + Math.random(), z: (Math.random() - 0.5) * 8 });
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bird.userData.update = (time) => {
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bird.position.y += Math.sin(time + i) * 0.05;
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};
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group.add(bird);
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}
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}
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return group;
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}
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function createRockyBadlandsAssembly(treeCount = 5, objectCount = 15, creatureCount = 2, lightIntensity = 1.2) {
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const group = new THREE.Group();
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group.add(createGroundPlane(crackedEarthMaterial, 25));
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const sparseVeg = createForestAssembly(treeCount, 20);
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sparseVeg.children.forEach(c => {
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if (c.type === 'Group') c.scale.set(0.5, 0.5, 0.5);
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});
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group.add(sparseVeg);
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const rockGeo = new THREE.SphereGeometry(0.6, 6, 6);
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for (let i = 0; i < objectCount; i++) {
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group.add(createMesh(rockGeo, stoneMaterial, { x: (Math.random() - 0.5) * 15, y: 0.3, z: (Math.random() - 0.5) * 15 }));
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}
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if (creatureCount > 0) {
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const scorpionGeo = new THREE.BoxGeometry(0.3, 0.1, 0.5);
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for (let i = 0; i < creatureCount; i++) {
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group.add(createMesh(scorpionGeo, scorpionMaterial, { x: (Math.random() - 0.5) * 10, y: 0.05, z: (Math.random() - 0.5) * 10 }));
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}
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}
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return group;
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}
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function createMountainFortressAssembly(treeCount = 3, objectCount = 10, creatureCount = 2, lightIntensity = 0.8) {
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const group = new THREE.Group();
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group.add(createGroundPlane(stoneMaterial, 20));
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const wallGeo = new THREE.BoxGeometry(15, 3, 0.5);
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group.add(createMesh(wallGeo, stoneMaterial, { y: 1.5, z: -5 }));
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const towerGeo = new THREE.CylinderGeometry(1, 1, 4, 12);
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group.add(createMesh(towerGeo, stoneMaterial, { x: -6, y: 2, z: -5 }));
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group.add(createMesh(towerGeo, stoneMaterial, { x: 6, y: 2, z: -5 }));
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const crateGeo = new THREE.BoxGeometry(0.8, 0.8, 0.8);
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for (let i = 0; i < objectCount; i++) {
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group.add(createMesh(crateGeo, woodMaterial, { x: (Math.random() - 0.5) * 8, y: 0.4, z: (Math.random() - 0.5) * 4 + 2 }));
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}
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if (creatureCount > 0) {
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const guardGeo = new THREE.CylinderGeometry(0.3, 0.3, 1.5, 8);
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for (let i = 0; i < creatureCount; i++) {
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group.add(createMesh(guardGeo, darkWoodMaterial, { x: -4 + i * 8, y: 0.75, z: -5 }));
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}
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}
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const sparseTrees = createForestAssembly(treeCount, 15);
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group.add(sparseTrees);
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return group;
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}
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-
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// Game Data
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const itemsData = {
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"Flaming Sword":
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"Whispering Bow":
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"Guardian Shield":
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"Healing Light Spell":
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"Shield of Faith Spell":
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"Binding Runes Scroll":
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"Secret Tunnel Map":
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"Poison Daggers":
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"Master Key":
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"Crude Dagger":
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"Scout's Pouch":
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};
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const gameData = {
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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><p>(+20 XP)</p>`, options: [ { text: "Risk crossing the rope bridge (Dexterity Check)", check: { stat: 'dexterity', dc: 10, onFailure: 81 }, next: 80 }, { text: "Search for another way across the ravine", next: 82 } ], illustration: "narrow-game-trail-forest-rope-bridge-ravine", reward: { xp: 20 } },
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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: 10 }, 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><p>(+30 XP)</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><p>(+50 XP)</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><p>(+25 XP)</p>`, options: [ { text: "Keep running!", next: 14 } ], illustration: "blurred-motion-running-past-goblins-forest", reward: { xp: 25 } },
|
675 |
"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" },
|
676 |
"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" },
|
@@ -685,14 +597,14 @@
|
|
685 |
"32": { title: "No Easier Path", content: `<p>You scan the cliffs intently but find no obviously easier routes.</p>`, options: [ { text: "Attempt the precarious descent (Dexterity Check)", check: { stat: 'dexterity', dc: 12, onFailure: 31 }, next: 30 } ], illustration: "scanning-sea-cliffs-no-other-paths-visible" },
|
686 |
"33": { title: "Smuggler's Steps?", content: `<p>Your keen eyes spot a series of barely visible handholds and steps carved into the rock...</p><p>(+15 XP)</p>`, options: [ { text: "Use the hidden steps (Easier Dex Check)", check: { stat: 'dexterity', dc: 8, onFailure: 31 }, next: 30 } ], illustration: "close-up-handholds-carved-in-cliff-face", reward: { xp: 15 } },
|
687 |
"35": { title: "Dark Cave", content: `<p>The cave smells of salt and decay. Water drips somewhere within.</p>`, options: [{ text: "Press deeper into the darkness", next: 99 } ], illustration: "dark-cave-entrance-dripping-water" },
|
688 |
-
"40": { title: "Overgrown Shrine", content: `<p>Wildflowers grow thick around a small stone shrine. It feels ancient and neglected.</p>`, options: [{ text: "Examine the carvings (Intelligence Check)", check:
|
689 |
"41": { title: "Rocky Badlands", content: `<p>The green hills give way to cracked earth and jagged rock formations under a harsh sun.</p>`, options: [{ text: "Scout ahead", next: 99 } ], illustration: "rocky-badlands-cracked-earth-harsh-sun" },
|
690 |
-
"190": { title: "Over the Rocks", content:
|
691 |
-
"191": { title: "Climb Fails", content:
|
692 |
-
"192": { title: "Detour Found", content:
|
693 |
-
"21": { title: "Western Ridge", content:
|
694 |
-
"22": { title: "Fortress Approach", content:
|
695 |
-
"211": {
|
696 |
"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 }
|
697 |
};
|
698 |
|
@@ -700,77 +612,20 @@
|
|
700 |
let gameState = {
|
701 |
currentPageId: 1,
|
702 |
character: {
|
703 |
-
name: "Hero",
|
704 |
-
|
705 |
-
|
706 |
-
|
707 |
-
level: 1,
|
708 |
-
xp: 0,
|
709 |
-
xpToNextLevel: 100,
|
710 |
-
stats: {
|
711 |
-
strength: 8,
|
712 |
-
intelligence: 10,
|
713 |
-
wisdom: 10,
|
714 |
-
dexterity: 10,
|
715 |
-
constitution: 10,
|
716 |
-
charisma: 8,
|
717 |
-
hp: 12,
|
718 |
-
maxHp: 12
|
719 |
-
},
|
720 |
-
inventory: [],
|
721 |
-
wins: {
|
722 |
-
strength: 0,
|
723 |
-
intelligence: 0,
|
724 |
-
wisdom: 0,
|
725 |
-
dexterity: 0,
|
726 |
-
constitution: 0,
|
727 |
-
charisma: 0
|
728 |
-
},
|
729 |
-
accomplishments: []
|
730 |
}
|
731 |
};
|
732 |
|
733 |
// Game Logic Functions
|
734 |
function startGame() {
|
735 |
-
const defaultChar = {
|
736 |
-
name: "Hero",
|
737 |
-
race: "Human",
|
738 |
-
alignment: "Neutral Good",
|
739 |
-
class: "Adventurer",
|
740 |
-
level: 1,
|
741 |
-
xp: 0,
|
742 |
-
xpToNextLevel: 100,
|
743 |
-
stats: {
|
744 |
-
strength: 8,
|
745 |
-
intelligence: 10,
|
746 |
-
wisdom: 10,
|
747 |
-
dexterity: 10,
|
748 |
-
constitution: 10,
|
749 |
-
charisma: 8,
|
750 |
-
hp: 12,
|
751 |
-
maxHp: 12
|
752 |
-
},
|
753 |
-
inventory: [],
|
754 |
-
wins: {
|
755 |
-
strength: 0,
|
756 |
-
intelligence: 0,
|
757 |
-
wisdom: 0,
|
758 |
-
dexterity: 0,
|
759 |
-
constitution: 0,
|
760 |
-
charisma: 0
|
761 |
-
},
|
762 |
-
accomplishments: []
|
763 |
-
};
|
764 |
gameState = { currentPageId: 1, character: { ...defaultChar } };
|
765 |
renderPage(gameState.currentPageId);
|
766 |
}
|
767 |
|
768 |
-
function getAttributeModifier(statValue) {
|
769 |
-
if (statValue >= 14) return 3;
|
770 |
-
if (statValue >= 12) return 2;
|
771 |
-
return 1;
|
772 |
-
}
|
773 |
-
|
774 |
function handleChoiceClick(choiceData) {
|
775 |
const optionNextPageId = parseInt(choiceData.nextPage);
|
776 |
const itemToAdd = choiceData.addItem;
|
@@ -783,15 +638,13 @@
|
|
783 |
if (check) {
|
784 |
const statValue = gameState.character.stats[check.stat] || 10;
|
785 |
const modifier = Math.floor((statValue - 10) / 2);
|
786 |
-
const accomplishmentBonus = gameState.character.accomplishments.includes("Defeated Goblins") && check.stat === 'dexterity' ? 1 : 0;
|
787 |
const roll = Math.floor(Math.random() * 20) + 1;
|
788 |
-
const totalResult = roll + modifier
|
789 |
const dc = check.dc;
|
790 |
-
console.log(`Check: ${check.stat} (DC ${dc}) | Roll: ${roll} + Mod: ${modifier}
|
791 |
if (totalResult >= dc) {
|
792 |
nextPageId = optionNextPageId;
|
793 |
rollResultMessage = `<p class="roll-success"><em>Check Success! (${totalResult} vs DC ${dc})</em></p>`;
|
794 |
-
gameState.character.wins[check.stat]++;
|
795 |
} else {
|
796 |
nextPageId = parseInt(check.onFailure);
|
797 |
rollResultMessage = `<p class="roll-failure"><em>Check Failed! (${totalResult} vs DC ${dc})</em></p>`;
|
@@ -807,7 +660,6 @@
|
|
807 |
gameState.currentPageId = nextPageId;
|
808 |
const nextPageData = gameData[nextPageId];
|
809 |
|
810 |
-
let levelUpMessage = "";
|
811 |
if (nextPageData) {
|
812 |
if (nextPageData.hpLoss) {
|
813 |
gameState.character.stats.hp -= nextPageData.hpLoss;
|
@@ -815,15 +667,7 @@
|
|
815 |
if (gameState.character.stats.hp <= 0) { gameState.character.stats.hp = 0; console.log("Player died!"); nextPageId = 99; }
|
816 |
}
|
817 |
if (nextPageData.reward) {
|
818 |
-
if (nextPageData.reward.xp) {
|
819 |
-
gameState.character.xp += nextPageData.reward.xp;
|
820 |
-
console.log(`Gained ${nextPageData.reward.xp} XP! Total: ${gameState.character.xp}`);
|
821 |
-
if (gameState.character.xp >= gameState.character.xpToNextLevel && gameState.character.level === 1) {
|
822 |
-
gameState.character.level = 2;
|
823 |
-
gameState.character.xpToNextLevel = 200;
|
824 |
-
levelUpMessage = `<p class="level-up"><em>Congratulations! You've reached Level 2! New XP goal: 200.</em></p>`;
|
825 |
-
}
|
826 |
-
}
|
827 |
if (nextPageData.reward.statIncrease) {
|
828 |
const stat = nextPageData.reward.statIncrease.stat;
|
829 |
const amount = nextPageData.reward.statIncrease.amount;
|
@@ -832,28 +676,24 @@
|
|
832 |
console.log(`Stat ${stat} increased by ${amount}.`);
|
833 |
}
|
834 |
}
|
835 |
-
if
|
836 |
gameState.character.inventory.push(nextPageData.reward.addItem);
|
837 |
console.log(`Found item: ${nextPageData.reward.addItem}`);
|
838 |
}
|
839 |
-
if (nextPageData.reward.accomplishment && !gameState.character.accomplishments.includes(nextPageData.reward.accomplishment)) {
|
840 |
-
gameState.character.accomplishments.push(nextPageData.reward.accomplishment);
|
841 |
-
console.log(`Accomplishment earned: ${nextPageData.reward.accomplishment}`);
|
842 |
-
}
|
843 |
}
|
844 |
const conModifier = Math.floor((gameState.character.stats.constitution - 10) / 2);
|
845 |
gameState.character.stats.maxHp = 10 + (conModifier * gameState.character.level);
|
846 |
gameState.character.stats.hp = Math.min(gameState.character.stats.hp, gameState.character.stats.maxHp);
|
847 |
if (nextPageId === 99 && gameState.character.stats.hp <= 0) {
|
848 |
-
renderPageInternal(99, gameData[99], rollResultMessage
|
849 |
return;
|
850 |
}
|
851 |
} else {
|
852 |
console.error(`Data for page ${nextPageId} not found!`);
|
853 |
-
renderPageInternal(99, gameData[99], "<p><em>Error: Next page data missing!</em></p>"
|
854 |
return;
|
855 |
}
|
856 |
-
renderPageInternal(nextPageId,
|
857 |
}
|
858 |
|
859 |
function renderPageInternal(pageId, pageData, message = "") {
|
@@ -862,7 +702,6 @@
|
|
862 |
storyContentElement.innerHTML = message + (pageData.content || "<p>...</p>");
|
863 |
updateStatsDisplay();
|
864 |
updateInventoryDisplay();
|
865 |
-
updateCharacterSheet();
|
866 |
choicesElement.innerHTML = '';
|
867 |
if (pageData.options && pageData.options.length > 0) {
|
868 |
pageData.options.forEach(option => {
|
@@ -897,47 +736,24 @@
|
|
897 |
function renderPage(pageId) { renderPageInternal(pageId, gameData[pageId]); }
|
898 |
|
899 |
function updateStatsDisplay() {
|
900 |
-
const char
|
901 |
statsElement.innerHTML = `<strong>Stats:</strong> <span>Lvl: ${char.level}</span> <span>XP: ${char.xp}/${char.xpToNextLevel}</span> <span>HP: ${char.stats.hp}/${char.stats.maxHp}</span> <span>Str: ${char.stats.strength}</span> <span>Int: ${char.stats.intelligence}</span> <span>Wis: ${char.stats.wisdom}</span> <span>Dex: ${char.stats.dexterity}</span> <span>Con: ${char.stats.constitution}</span> <span>Cha: ${char.stats.charisma}</span>`;
|
902 |
}
|
903 |
|
904 |
function updateInventoryDisplay() {
|
905 |
-
let h
|
906 |
-
if
|
907 |
-
h
|
908 |
} else {
|
909 |
-
gameState.character.inventory.forEach(i
|
910 |
-
const d
|
911 |
-
const c
|
912 |
-
h
|
913 |
});
|
914 |
}
|
915 |
inventoryElement.innerHTML = h;
|
916 |
}
|
917 |
|
918 |
-
function updateCharacterSheet() {
|
919 |
-
const char = gameState.character;
|
920 |
-
let h = '<strong>Character Sheet:</strong> ';
|
921 |
-
const attributes = ['strength', 'intelligence', 'wisdom', 'dexterity', 'constitution', 'charisma'];
|
922 |
-
let totalScore = 0;
|
923 |
-
attributes.forEach(attr => {
|
924 |
-
const value = char.stats[attr];
|
925 |
-
const wins = char.wins[attr];
|
926 |
-
const modifier = getAttributeModifier(value);
|
927 |
-
const score = (value + wins) * char.level;
|
928 |
-
totalScore += score;
|
929 |
-
h += `<span class="attribute">${attr.charAt(0).toUpperCase() + attr.slice(1)}: ${value} (Wins: ${wins}, Mod: +${modifier}, Score: ${score})</span>`;
|
930 |
-
});
|
931 |
-
h += `<span>Total Score: ${totalScore}</span>`;
|
932 |
-
if (char.accomplishments.length > 0) {
|
933 |
-
h += '<br><strong>Accomplishments:</strong> ';
|
934 |
-
char.accomplishments.forEach(acc => {
|
935 |
-
h += `<span class="accomplishment">${acc}</span>`;
|
936 |
-
});
|
937 |
-
}
|
938 |
-
characterSheetElement.innerHTML = h;
|
939 |
-
}
|
940 |
-
|
941 |
function updateScene(illustrationKey) {
|
942 |
if (currentAssemblyGroup) { scene.remove(currentAssemblyGroup); }
|
943 |
scene.fog = null;
|
@@ -997,20 +813,6 @@
|
|
997 |
scene.background = new THREE.Color(0x1A1A1A);
|
998 |
camera.position.set(0, 1.5, 4); camera.lookAt(0, 1, 0);
|
999 |
assemblyFunction = createDarkCaveAssembly; break;
|
1000 |
-
case 'narrow-game-trail-forest-rope-bridge-ravine':
|
1001 |
-
scene.fog = new THREE.Fog(0x2E4F3A, 5, 20);
|
1002 |
-
camera.position.set(0, 2, 8); camera.lookAt(0, 1, 0);
|
1003 |
-
assemblyFunction = createMossyRavineAssembly; break;
|
1004 |
-
case 'rocky-badlands-cracked-earth-harsh-sun':
|
1005 |
-
scene.fog = new THREE.Fog(0xCC9966, 10, 40);
|
1006 |
-
scene.background = new THREE.Color(0xFFCC99);
|
1007 |
-
camera.position.set(0, 3, 12); camera.lookAt(0, 1, 0);
|
1008 |
-
assemblyFunction = createRockyBadlandsAssembly; break;
|
1009 |
-
case 'approaching-dark-fortress-walls-guards':
|
1010 |
-
scene.fog = new THREE.Fog(0x666666, 5, 30);
|
1011 |
-
scene.background = new THREE.Color(0x666666);
|
1012 |
-
camera.position.set(0, 3, 10); camera.lookAt(0, 2, -2);
|
1013 |
-
assemblyFunction = createMountainFortressAssembly; break;
|
1014 |
default:
|
1015 |
console.warn(`Unknown illustration key: "${illustrationKey}". Using default.`);
|
1016 |
assemblyFunction = createDefaultAssembly; break;
|
@@ -1021,4 +823,63 @@
|
|
1021 |
adjustLighting(illustrationKey);
|
1022 |
} catch (error) {
|
1023 |
console.error(`Error creating assembly for ${illustrationKey}:`, error);
|
1024 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
70 |
border-bottom: 1px solid #555;
|
71 |
font-size: 0.9em;
|
72 |
}
|
73 |
+
#stats-display, #inventory-display {
|
74 |
margin-bottom: 10px;
|
75 |
line-height: 1.8;
|
76 |
}
|
77 |
+
#stats-display span, #inventory-display span {
|
78 |
display: inline-block;
|
79 |
background-color: #444;
|
80 |
padding: 3px 8px;
|
|
|
84 |
border: 1px solid #666;
|
85 |
white-space: nowrap;
|
86 |
}
|
87 |
+
#stats-display strong, #inventory-display strong { color: #aaa; margin-right: 5px; }
|
88 |
#inventory-display em { color: #888; font-style: normal; }
|
|
|
|
|
89 |
|
90 |
#inventory-display .item-quest { background-color: #666030; border-color: #999048;}
|
91 |
#inventory-display .item-weapon { background-color: #663030; border-color: #994848;}
|
|
|
114 |
|
115 |
.roll-success { color: #7f7; border-left: 3px solid #4a4; padding-left: 8px; margin-bottom: 1em; font-size: 0.9em; }
|
116 |
.roll-failure { color: #f77; border-left: 3px solid #a44; padding-left: 8px; margin-bottom: 1em; font-size: 0.9em; }
|
|
|
117 |
</style>
|
118 |
</head>
|
119 |
<body>
|
|
|
127 |
<div id="stats-inventory-container">
|
128 |
<div id="stats-display"></div>
|
129 |
<div id="inventory-display"></div>
|
|
|
130 |
</div>
|
131 |
<div id="choices-container">
|
132 |
<h3>What will you do?</h3>
|
|
|
153 |
const choicesElement = document.getElementById('choices');
|
154 |
const statsElement = document.getElementById('stats-display');
|
155 |
const inventoryElement = document.getElementById('inventory-display');
|
|
|
156 |
|
157 |
let scene, camera, renderer;
|
158 |
let currentAssemblyGroup = null;
|
|
|
173 |
const sandMaterial = new THREE.MeshStandardMaterial({ color: 0xF4A460, roughness: 0.9 });
|
174 |
const wetStoneMaterial = new THREE.MeshStandardMaterial({ color: 0x2F4F4F, roughness: 0.7 });
|
175 |
const glowMaterial = new THREE.MeshStandardMaterial({ color: 0x00FFAA, emissive: 0x00FFAA, emissiveIntensity: 0.5 });
|
|
|
|
|
|
|
176 |
|
177 |
function initThreeJS() {
|
178 |
if (!sceneContainer) { console.error("Scene container not found!"); return; }
|
|
|
222 |
mesh.position.set(position.x, position.y, position.z);
|
223 |
mesh.rotation.set(rotation.x, rotation.y, rotation.z);
|
224 |
mesh.scale.set(scale.x, scale.y, scale.z);
|
225 |
+
mesh.castShadow = true; mesh.receiveShadow = true;
|
|
|
226 |
return mesh;
|
227 |
}
|
228 |
|
229 |
function createGroundPlane(material = groundMaterial, size = 20) {
|
230 |
const groundGeo = new THREE.PlaneGeometry(size, size);
|
231 |
const ground = new THREE.Mesh(groundGeo, material);
|
232 |
+
ground.rotation.x = -Math.PI / 2; ground.position.y = -0.05;
|
233 |
+
ground.receiveShadow = true; ground.castShadow = false;
|
|
|
|
|
234 |
return ground;
|
235 |
}
|
236 |
|
|
|
245 |
|
246 |
function createCityGatesAssembly() {
|
247 |
const group = new THREE.Group();
|
248 |
+
const gh=4, gw=1.5, gd=0.8, ah=1, aw=3;
|
249 |
const tlGeo = new THREE.BoxGeometry(gw, gh, gd);
|
250 |
+
group.add(createMesh(tlGeo, stoneMaterial, { x:-(aw/2+gw/2), y:gh/2, z:0 }));
|
251 |
const trGeo = new THREE.BoxGeometry(gw, gh, gd);
|
252 |
+
group.add(createMesh(trGeo, stoneMaterial, { x:(aw/2+gw/2), y:gh/2, z:0 }));
|
253 |
const aGeo = new THREE.BoxGeometry(aw, ah, gd);
|
254 |
+
group.add(createMesh(aGeo, stoneMaterial, { x:0, y:gh-ah/2, z:0 }));
|
255 |
+
const cs=0.4;
|
256 |
+
const cg = new THREE.BoxGeometry(cs, cs, gd*1.1);
|
257 |
+
for(let i=-1; i<=1; i+=2){
|
258 |
+
group.add(createMesh(cg.clone(), stoneMaterial, { x:-(aw/2+gw/2)+i*cs*0.7, y:gh+cs/2, z:0 }));
|
259 |
+
group.add(createMesh(cg.clone(), stoneMaterial, { x:(aw/2+gw/2)+i*cs*0.7, y:gh+cs/2, z:0 }));
|
260 |
+
}
|
261 |
+
group.add(createMesh(cg.clone(), stoneMaterial, { x:0, y:gh+ah-cs/2, z:0 }));
|
262 |
group.add(createGroundPlane(stoneMaterial));
|
263 |
return group;
|
264 |
}
|
265 |
|
266 |
function createWeaponsmithAssembly() {
|
267 |
const group = new THREE.Group();
|
268 |
+
const bw=3, bh=2.5, bd=3.5;
|
269 |
const bGeo = new THREE.BoxGeometry(bw, bh, bd);
|
270 |
+
group.add(createMesh(bGeo, darkWoodMaterial, { x:0, y:bh/2, z:0 }));
|
271 |
+
const ch=3.5;
|
272 |
const cGeo = new THREE.CylinderGeometry(0.3, 0.4, ch, 8);
|
273 |
+
group.add(createMesh(cGeo, stoneMaterial, { x:bw*0.3, y:ch/2, z:-bd*0.3 }));
|
274 |
group.add(createGroundPlane());
|
275 |
return group;
|
276 |
}
|
277 |
|
278 |
function createTempleAssembly() {
|
279 |
const group = new THREE.Group();
|
280 |
+
const bs=5, bsh=0.5, ch=3, cr=0.25, rh=0.5;
|
281 |
const bGeo = new THREE.BoxGeometry(bs, bsh, bs);
|
282 |
+
group.add(createMesh(bGeo, templeMaterial, { x:0, y:bsh/2, z:0 }));
|
283 |
const cGeo = new THREE.CylinderGeometry(cr, cr, ch, 12);
|
284 |
+
const cPos = [{x:-bs/3, z:-bs/3}, {x:bs/3, z:-bs/3}, {x:-bs/3, z:bs/3}, {x:bs/3, z:bs/3}];
|
285 |
+
cPos.forEach(p=>group.add(createMesh(cGeo.clone(), templeMaterial, { x:p.x, y:bsh+ch/2, z:p.z })));
|
286 |
+
const rGeo = new THREE.BoxGeometry(bs*0.9, rh, bs*0.9);
|
287 |
+
group.add(createMesh(rGeo, templeMaterial, { x:0, y:bsh+ch+rh/2, z:0 }));
|
288 |
group.add(createGroundPlane());
|
289 |
return group;
|
290 |
}
|
291 |
|
292 |
function createResistanceMeetingAssembly() {
|
293 |
const group = new THREE.Group();
|
294 |
+
const tw=2, th=0.8, td=1, tt=0.1;
|
295 |
const ttg = new THREE.BoxGeometry(tw, tt, td);
|
296 |
+
group.add(createMesh(ttg, woodMaterial, { x:0, y:th-tt/2, z:0 }));
|
297 |
+
const lh=th-tt, ls=0.1;
|
298 |
+
const lg=new THREE.BoxGeometry(ls, lh, ls);
|
299 |
+
const lofW=tw/2-ls*1.5;
|
300 |
+
const lofD=td/2-ls*1.5;
|
301 |
+
group.add(createMesh(lg, woodMaterial, { x:-lofW, y:lh/2, z:-lofD }));
|
302 |
+
group.add(createMesh(lg.clone(), woodMaterial, { x:lofW, y:lh/2, z:-lofD }));
|
303 |
+
group.add(createMesh(lg.clone(), woodMaterial, { x:-lofW, y:lh/2, z:lofD }));
|
304 |
+
group.add(createMesh(lg.clone(), woodMaterial, { x:lofW, y:lh/2, z:lofD }));
|
305 |
+
const ss=0.4;
|
306 |
+
const sg=new THREE.BoxGeometry(ss, ss*0.8, ss);
|
307 |
+
group.add(createMesh(sg, darkWoodMaterial, { x:-tw*0.6, y:ss*0.4, z:0 }));
|
308 |
+
group.add(createMesh(sg.clone(), darkWoodMaterial, { x:tw*0.6, y:ss*0.4, z:0 }));
|
309 |
group.add(createGroundPlane(stoneMaterial));
|
310 |
return group;
|
311 |
}
|
312 |
|
313 |
+
function createForestAssembly(tc=10, a=10) {
|
314 |
const group = new THREE.Group();
|
315 |
+
const cT=(x,z)=>{
|
316 |
+
const tg=new THREE.Group();
|
317 |
+
const th=Math.random()*1.5+2;
|
318 |
+
const tr=Math.random()*0.1+0.1;
|
319 |
+
const tGeo = new THREE.CylinderGeometry(tr*0.7, tr, th, 8);
|
320 |
+
tg.add(createMesh(tGeo, woodMaterial, {x:0, y:th/2, z:0}));
|
321 |
+
const fr=th*0.4+0.2;
|
322 |
+
const fGeo=new THREE.SphereGeometry(fr, 8, 6);
|
323 |
+
tg.add(createMesh(fGeo, leafMaterial, {x:0, y:th*0.9, z:0}));
|
324 |
+
tg.position.set(x,0,z);
|
325 |
return tg;
|
326 |
};
|
327 |
+
for(let i=0; i<tc; i++){
|
328 |
+
const x=(Math.random()-0.5)*a;
|
329 |
+
const z=(Math.random()-0.5)*a;
|
330 |
+
if(Math.sqrt(x*x+z*z)>1.0) group.add(cT(x,z));
|
331 |
}
|
332 |
+
group.add(createGroundPlane(groundMaterial, a*1.1));
|
333 |
return group;
|
334 |
}
|
335 |
|
336 |
function createRoadAmbushAssembly() {
|
337 |
const group = new THREE.Group();
|
338 |
+
const a=12;
|
339 |
const fg = createForestAssembly(8, a);
|
340 |
group.add(fg);
|
341 |
+
const rw=3, rl=a*1.2;
|
342 |
+
const rGeo=new THREE.PlaneGeometry(rw, rl);
|
343 |
+
const rMat=new THREE.MeshStandardMaterial({color:0x966F33, roughness:0.9});
|
344 |
+
const r=createMesh(rGeo, rMat, {x:0, y:0.01, z:0}, {x:-Math.PI/2});
|
345 |
+
r.receiveShadow=true;
|
346 |
group.add(r);
|
347 |
+
const rkGeo=new THREE.SphereGeometry(0.5, 5, 4);
|
348 |
+
const rkMat=new THREE.MeshStandardMaterial({color:0x666666, roughness:0.8});
|
349 |
+
group.add(createMesh(rkGeo, rkMat, {x:rw*0.7, y:0.25, z:1}, {y:Math.random()*Math.PI}));
|
350 |
+
group.add(createMesh(rkGeo.clone().scale(0.8,0.8,0.8), rkMat, {x:-rw*0.8, y:0.2, z:-2}, {y:Math.random()*Math.PI}));
|
351 |
return group;
|
352 |
}
|
353 |
|
354 |
function createForestEdgeAssembly() {
|
355 |
const group = new THREE.Group();
|
356 |
+
const a=15;
|
357 |
const fg = createForestAssembly(15, a);
|
358 |
+
const ttr=[];
|
359 |
fg.children.forEach(c => {
|
360 |
+
if(c.type === 'Group' && c.position.x > 0) ttr.push(c);
|
361 |
});
|
362 |
ttr.forEach(t => fg.remove(t));
|
363 |
group.add(fg);
|
|
|
366 |
|
367 |
function createPrisonerCellAssembly() {
|
368 |
const group = new THREE.Group();
|
369 |
+
const cs=3, wh=2.5, wt=0.2, br=0.05, bsp=0.25;
|
370 |
+
const cfMat=stoneMaterial.clone();
|
371 |
cfMat.color.setHex(0x555555);
|
372 |
group.add(createGroundPlane(cfMat, cs));
|
373 |
+
const wbGeo=new THREE.BoxGeometry(cs, wh, wt);
|
374 |
+
group.add(createMesh(wbGeo, stoneMaterial, {x:0, y:wh/2, z:-cs/2}));
|
375 |
+
const wsGeo=new THREE.BoxGeometry(wt, wh, cs);
|
376 |
+
group.add(createMesh(wsGeo, stoneMaterial, {x:-cs/2, y:wh/2, z:0}));
|
377 |
+
group.add(createMesh(wsGeo.clone(), stoneMaterial, {x:cs/2, y:wh/2, z:0}));
|
378 |
+
const bGeo=new THREE.CylinderGeometry(br, br, wh, 8);
|
379 |
+
const nb=Math.floor(cs/bsp);
|
380 |
+
for(let i=0; i<nb; i++){
|
381 |
+
const xp=-cs/2+(i+0.5)*bsp;
|
382 |
+
group.add(createMesh(bGeo.clone(), metalMaterial, {x:xp, y:wh/2, z:cs/2}));
|
383 |
}
|
384 |
return group;
|
385 |
}
|
|
|
388 |
const group = new THREE.Group();
|
389 |
const boxGeo = new THREE.BoxGeometry(2, 2, 2);
|
390 |
group.add(createMesh(boxGeo, gameOverMaterial, { x: 0, y: 1, z: 0 }));
|
391 |
+
group.add(createGroundPlane(stoneMaterial.clone().set({color: 0x333333})));
|
392 |
return group;
|
393 |
}
|
394 |
|
|
|
472 |
return group;
|
473 |
}
|
474 |
|
475 |
+
function createOvergrownPathAssembly() {
|
476 |
const group = new THREE.Group();
|
477 |
group.add(createGroundPlane(dirtMaterial, 15));
|
478 |
+
const forest = createForestAssembly(15, 10);
|
479 |
group.add(forest);
|
480 |
const fungiGeo = new THREE.SphereGeometry(0.1, 8, 8);
|
481 |
+
for (let i = 0; i < 30; i++) {
|
482 |
group.add(createMesh(fungiGeo, glowMaterial, { x: (Math.random() - 0.5) * 8, y: 0.1, z: (Math.random() - 0.5) * 8 }));
|
483 |
}
|
484 |
const vineGeo = new THREE.CylinderGeometry(0.05, 0.05, 2, 8);
|
485 |
+
for (let i = 0; i < 10; i++) {
|
486 |
group.add(createMesh(vineGeo, leafMaterial, { x: (Math.random() - 0.5) * 6, y: 2, z: (Math.random() - 0.5) * 6 }, { z: Math.random() * Math.PI }));
|
487 |
}
|
|
|
|
|
|
|
|
|
|
|
|
|
488 |
return group;
|
489 |
}
|
490 |
|
|
|
505 |
}
|
506 |
|
507 |
function createGoblinAmbushAssembly() {
|
508 |
+
const group = createOvergrownPathAssembly();
|
509 |
const bodyGeo = new THREE.CylinderGeometry(0.3, 0.3, 1, 8);
|
510 |
const headGeo = new THREE.SphereGeometry(0.2, 8, 8);
|
511 |
const goblinMat = new THREE.MeshStandardMaterial({ color: 0x556B2F });
|
|
|
556 |
return group;
|
557 |
}
|
558 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
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|
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|
|
|
|
|
|
|
|
|
|
559 |
// Game Data
|
560 |
const itemsData = {
|
561 |
+
"Flaming Sword":{type:"weapon", description:"A fiery blade"},
|
562 |
+
"Whispering Bow":{type:"weapon", description:"A silent bow"},
|
563 |
+
"Guardian Shield":{type:"armor", description:"A protective shield"},
|
564 |
+
"Healing Light Spell":{type:"spell", description:"Mends minor wounds"},
|
565 |
+
"Shield of Faith Spell":{type:"spell", description:"Temporary shield"},
|
566 |
+
"Binding Runes Scroll":{type:"spell", description:"Binds an enemy"},
|
567 |
+
"Secret Tunnel Map":{type:"quest", description:"Shows a hidden path"},
|
568 |
+
"Poison Daggers":{type:"weapon", description:"Daggers with poison"},
|
569 |
+
"Master Key":{type:"quest", description:"Unlocks many doors"},
|
570 |
+
"Crude Dagger":{type:"weapon", description:"A roughly made dagger."},
|
571 |
+
"Scout's Pouch":{type:"quest", description:"Contains odds and ends."}
|
572 |
};
|
573 |
|
574 |
const gameData = {
|
|
|
582 |
"8": { title: "Hidden Game Trail", content: `<p>Your sharp eyes spot a faint trail... It leads towards a ravine spanned by a rickety rope bridge.</p><p>(+20 XP)</p>`, options: [ { text: "Risk crossing the rope bridge (Dexterity Check)", check: { stat: 'dexterity', dc: 10, onFailure: 81 }, next: 80 }, { text: "Search for another way across the ravine", next: 82 } ], illustration: "narrow-game-trail-forest-rope-bridge-ravine", reward: { xp: 20 } },
|
583 |
"10": { title: "Goblin Ambush!", content: `<p>Two scraggly goblins leap out, brandishing crude spears!</p>`, options: [ { text: "Fight the goblins!", next: 12 }, { text: "Attempt to dodge past them (Dexterity Check)", check: { stat: 'dexterity', dc: 13, onFailure: 10 }, next: 13 } ], illustration: "two-goblins-ambush-forest-path-spears" },
|
584 |
"11": { title: "Hidden Evasion", content: `<p>You melt into the shadows as the goblins blunder past.</p><p>(+30 XP)</p>`, options: [ { text: "Continue cautiously", next: 14 } ], illustration: "forest-shadows-hiding-goblins-walking-past", reward: { xp: 30 } },
|
585 |
+
"12": { title: "Ambush Victory!", content: `<p>You defeat the goblins! Found a Crude Dagger.</p><p>(+50 XP)</p>`, options: [ { text: "Press onward", next: 14 } ], illustration: "defeated-goblins-forest-path-loot", reward: { xp: 50, addItem: "Crude Dagger" } },
|
586 |
"13": { title: "Daring Escape", content: `<p>With surprising agility, you tumble past the goblins!</p><p>(+25 XP)</p>`, options: [ { text: "Keep running!", next: 14 } ], illustration: "blurred-motion-running-past-goblins-forest", reward: { xp: 25 } },
|
587 |
"14": { title: "Forest Stream Crossing", content: `<p>The path leads to a clear, shallow stream...</p>`, options: [ { text: "Wade across the stream", next: 16 }, { text: "Look for a drier crossing point (fallen log?)", next: 15 } ], illustration: "forest-stream-crossing-dappled-sunlight-stones" },
|
588 |
"15": { title: "Log Bridge", content: `<p>Further upstream, a large, mossy log spans the stream.</p>`, options: [ { text: "Cross carefully on the log (Dexterity Check)", check: { stat: 'dexterity', dc: 9, onFailure: 151 }, next: 16 }, { text: "Go back and wade instead", next: 14 } ], illustration: "mossy-log-bridge-over-forest-stream" },
|
|
|
597 |
"32": { title: "No Easier Path", content: `<p>You scan the cliffs intently but find no obviously easier routes.</p>`, options: [ { text: "Attempt the precarious descent (Dexterity Check)", check: { stat: 'dexterity', dc: 12, onFailure: 31 }, next: 30 } ], illustration: "scanning-sea-cliffs-no-other-paths-visible" },
|
598 |
"33": { title: "Smuggler's Steps?", content: `<p>Your keen eyes spot a series of barely visible handholds and steps carved into the rock...</p><p>(+15 XP)</p>`, options: [ { text: "Use the hidden steps (Easier Dex Check)", check: { stat: 'dexterity', dc: 8, onFailure: 31 }, next: 30 } ], illustration: "close-up-handholds-carved-in-cliff-face", reward: { xp: 15 } },
|
599 |
"35": { title: "Dark Cave", content: `<p>The cave smells of salt and decay. Water drips somewhere within.</p>`, options: [{ text: "Press deeper into the darkness", next: 99 } ], illustration: "dark-cave-entrance-dripping-water" },
|
600 |
+
"40": { title: "Overgrown Shrine", content: `<p>Wildflowers grow thick around a small stone shrine. It feels ancient and neglected.</p>`, options: [{ text: "Examine the carvings (Intelligence Check)", check:{stat:'intelligence', dc:11, onFailure: 401}, next: 400 } ], illustration: "overgrown-stone-shrine-wildflowers-close" },
|
601 |
"41": { title: "Rocky Badlands", content: `<p>The green hills give way to cracked earth and jagged rock formations under a harsh sun.</p>`, options: [{ text: "Scout ahead", next: 99 } ], illustration: "rocky-badlands-cracked-earth-harsh-sun" },
|
602 |
+
"190": { title: "Over the Rocks", content:"<p>With considerable effort, you manage to climb over the rockslide.</p><p>(+35 XP)</p>", options: [{text:"Continue up the path", next: 22}], illustration:"character-climbing-over-boulders", reward: {xp:35} },
|
603 |
+
"191": { title: "Climb Fails", content:"<p>The boulders are too unstable or sheer. You cannot climb them safely.</p>", options: [{text:"Search for another way around", next: 192}], illustration:"character-slipping-on-rockslide-boulders"},
|
604 |
+
"192": { title: "Detour Found", content:"<p>After some searching, you find a rough path leading around the rockslide, eventually rejoining the main trail.</p>", options: [{text:"Continue up the path", next: 22}], illustration:"rough-detour-path-around-rockslide"},
|
605 |
+
"21": { title: "Western Ridge", content:"<p>The ridge path is narrow and exposed, with strong winds threatening to push you off.</p>", options: [{text:"Proceed carefully (Dexterity Check)", check:{stat:'dexterity', dc: 14, onFailure: 211}, next: 22 } ], illustration:"narrow-windy-mountain-ridge-path" },
|
606 |
+
"22": { title: "Fortress Approach", content:"<p>You've navigated the treacherous paths and now stand near the outer walls of the dark fortress. Guards patrol the battlements.</p>", options: [{text:"Look for an unguarded entrance", next: 99}], illustration:"approaching-dark-fortress-walls-guards"},
|
607 |
+
"211": {title:"Lost Balance", content:"<p>A strong gust of wind catches you off guard, sending you tumbling down a steep slope! You lose 10 HP.</p>", options:[{text:"Climb back up and find another way", next: 17}], illustration:"character-falling-off-windy-ridge", hpLoss: 10},
|
608 |
"99": { title: "Game Over / To Be Continued...", content: "<p>Your adventure ends here (for now).</p>", options: [{ text: "Restart", next: 1 }], illustration: "game-over-generic", gameOver: true }
|
609 |
};
|
610 |
|
|
|
612 |
let gameState = {
|
613 |
currentPageId: 1,
|
614 |
character: {
|
615 |
+
name: "Hero", race: "Human", alignment: "Neutral Good", class: "Adventurer",
|
616 |
+
level: 1, xp: 0, xpToNextLevel: 100,
|
617 |
+
stats: { strength: 8, intelligence: 10, wisdom: 10, dexterity: 10, constitution: 10, charisma: 8, hp: 12, maxHp: 12 },
|
618 |
+
inventory: []
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
619 |
}
|
620 |
};
|
621 |
|
622 |
// Game Logic Functions
|
623 |
function startGame() {
|
624 |
+
const defaultChar = { name: "Hero", race: "Human", alignment: "Neutral Good", class: "Adventurer", level: 1, xp: 0, xpToNextLevel: 100, stats: { strength: 8, intelligence: 10, wisdom: 10, dexterity: 10, constitution: 10, charisma: 8, hp: 12, maxHp: 12 }, inventory: [] };
|
|
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|
|
|
|
|
|
|
|
|
|
625 |
gameState = { currentPageId: 1, character: { ...defaultChar } };
|
626 |
renderPage(gameState.currentPageId);
|
627 |
}
|
628 |
|
|
|
|
|
|
|
|
|
|
|
|
|
629 |
function handleChoiceClick(choiceData) {
|
630 |
const optionNextPageId = parseInt(choiceData.nextPage);
|
631 |
const itemToAdd = choiceData.addItem;
|
|
|
638 |
if (check) {
|
639 |
const statValue = gameState.character.stats[check.stat] || 10;
|
640 |
const modifier = Math.floor((statValue - 10) / 2);
|
|
|
641 |
const roll = Math.floor(Math.random() * 20) + 1;
|
642 |
+
const totalResult = roll + modifier;
|
643 |
const dc = check.dc;
|
644 |
+
console.log(`Check: ${check.stat} (DC ${dc}) | Roll: ${roll} + Mod: ${modifier} = ${totalResult}`);
|
645 |
if (totalResult >= dc) {
|
646 |
nextPageId = optionNextPageId;
|
647 |
rollResultMessage = `<p class="roll-success"><em>Check Success! (${totalResult} vs DC ${dc})</em></p>`;
|
|
|
648 |
} else {
|
649 |
nextPageId = parseInt(check.onFailure);
|
650 |
rollResultMessage = `<p class="roll-failure"><em>Check Failed! (${totalResult} vs DC ${dc})</em></p>`;
|
|
|
660 |
gameState.currentPageId = nextPageId;
|
661 |
const nextPageData = gameData[nextPageId];
|
662 |
|
|
|
663 |
if (nextPageData) {
|
664 |
if (nextPageData.hpLoss) {
|
665 |
gameState.character.stats.hp -= nextPageData.hpLoss;
|
|
|
667 |
if (gameState.character.stats.hp <= 0) { gameState.character.stats.hp = 0; console.log("Player died!"); nextPageId = 99; }
|
668 |
}
|
669 |
if (nextPageData.reward) {
|
670 |
+
if (nextPageData.reward.xp) { gameState.character.xp += nextPageData.reward.xp; console.log(`Gained ${nextPageData.reward.xp} XP! Total: ${gameState.character.xp}`); }
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
671 |
if (nextPageData.reward.statIncrease) {
|
672 |
const stat = nextPageData.reward.statIncrease.stat;
|
673 |
const amount = nextPageData.reward.statIncrease.amount;
|
|
|
676 |
console.log(`Stat ${stat} increased by ${amount}.`);
|
677 |
}
|
678 |
}
|
679 |
+
if(nextPageData.reward.addItem && !gameState.character.inventory.includes(nextPageData.reward.addItem)){
|
680 |
gameState.character.inventory.push(nextPageData.reward.addItem);
|
681 |
console.log(`Found item: ${nextPageData.reward.addItem}`);
|
682 |
}
|
|
|
|
|
|
|
|
|
683 |
}
|
684 |
const conModifier = Math.floor((gameState.character.stats.constitution - 10) / 2);
|
685 |
gameState.character.stats.maxHp = 10 + (conModifier * gameState.character.level);
|
686 |
gameState.character.stats.hp = Math.min(gameState.character.stats.hp, gameState.character.stats.maxHp);
|
687 |
if (nextPageId === 99 && gameState.character.stats.hp <= 0) {
|
688 |
+
renderPageInternal(99, gameData[99], rollResultMessage);
|
689 |
return;
|
690 |
}
|
691 |
} else {
|
692 |
console.error(`Data for page ${nextPageId} not found!`);
|
693 |
+
renderPageInternal(99, gameData[99], "<p><em>Error: Next page data missing!</em></p>");
|
694 |
return;
|
695 |
}
|
696 |
+
renderPageInternal(nextPageId, gameData[nextPageId], rollResultMessage);
|
697 |
}
|
698 |
|
699 |
function renderPageInternal(pageId, pageData, message = "") {
|
|
|
702 |
storyContentElement.innerHTML = message + (pageData.content || "<p>...</p>");
|
703 |
updateStatsDisplay();
|
704 |
updateInventoryDisplay();
|
|
|
705 |
choicesElement.innerHTML = '';
|
706 |
if (pageData.options && pageData.options.length > 0) {
|
707 |
pageData.options.forEach(option => {
|
|
|
736 |
function renderPage(pageId) { renderPageInternal(pageId, gameData[pageId]); }
|
737 |
|
738 |
function updateStatsDisplay() {
|
739 |
+
const char=gameState.character;
|
740 |
statsElement.innerHTML = `<strong>Stats:</strong> <span>Lvl: ${char.level}</span> <span>XP: ${char.xp}/${char.xpToNextLevel}</span> <span>HP: ${char.stats.hp}/${char.stats.maxHp}</span> <span>Str: ${char.stats.strength}</span> <span>Int: ${char.stats.intelligence}</span> <span>Wis: ${char.stats.wisdom}</span> <span>Dex: ${char.stats.dexterity}</span> <span>Con: ${char.stats.constitution}</span> <span>Cha: ${char.stats.charisma}</span>`;
|
741 |
}
|
742 |
|
743 |
function updateInventoryDisplay() {
|
744 |
+
let h='<strong>Inventory:</strong> ';
|
745 |
+
if(gameState.character.inventory.length === 0){
|
746 |
+
h+='<em>Empty</em>';
|
747 |
} else {
|
748 |
+
gameState.character.inventory.forEach(i=>{
|
749 |
+
const d=itemsData[i]||{type:'unknown',description:'???'};
|
750 |
+
const c=`item-${d.type||'unknown'}`;
|
751 |
+
h+=`<span class="${c}" title="${d.description}">${i}</span>`;
|
752 |
});
|
753 |
}
|
754 |
inventoryElement.innerHTML = h;
|
755 |
}
|
756 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
757 |
function updateScene(illustrationKey) {
|
758 |
if (currentAssemblyGroup) { scene.remove(currentAssemblyGroup); }
|
759 |
scene.fog = null;
|
|
|
813 |
scene.background = new THREE.Color(0x1A1A1A);
|
814 |
camera.position.set(0, 1.5, 4); camera.lookAt(0, 1, 0);
|
815 |
assemblyFunction = createDarkCaveAssembly; break;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
816 |
default:
|
817 |
console.warn(`Unknown illustration key: "${illustrationKey}". Using default.`);
|
818 |
assemblyFunction = createDefaultAssembly; break;
|
|
|
823 |
adjustLighting(illustrationKey);
|
824 |
} catch (error) {
|
825 |
console.error(`Error creating assembly for ${illustrationKey}:`, error);
|
826 |
+
currentAssemblyGroup = createErrorAssembly();
|
827 |
+
scene.add(currentAssemblyGroup);
|
828 |
+
}
|
829 |
+
}
|
830 |
+
|
831 |
+
function adjustLighting(illustrationKey) {
|
832 |
+
scene.children.forEach(child => {
|
833 |
+
if (child.isLight && child !== scene.children.find(c => c.isAmbientLight)) {
|
834 |
+
scene.remove(child);
|
835 |
+
}
|
836 |
+
});
|
837 |
+
const ambient = scene.children.find(c => c.isAmbientLight);
|
838 |
+
let directionalLight;
|
839 |
+
switch (illustrationKey) {
|
840 |
+
case 'crossroads-signpost-sunny':
|
841 |
+
ambient.intensity = 0.8;
|
842 |
+
directionalLight = new THREE.DirectionalLight(0xFFF8E1, 1.5);
|
843 |
+
directionalLight.position.set(10, 15, 10);
|
844 |
+
break;
|
845 |
+
case 'dark-forest-entrance-gnarled-roots-filtered-light':
|
846 |
+
case 'overgrown-forest-path-glowing-fungi-vines':
|
847 |
+
ambient.intensity = 0.3;
|
848 |
+
directionalLight = new THREE.DirectionalLight(0xA8E4A0, 0.6);
|
849 |
+
directionalLight.position.set(5, 10, 5);
|
850 |
+
break;
|
851 |
+
case 'dark-cave-entrance-dripping-water':
|
852 |
+
ambient.intensity = 0.1;
|
853 |
+
directionalLight = new THREE.DirectionalLight(0x666666, 0.2);
|
854 |
+
directionalLight.position.set(2, 5, 2);
|
855 |
+
break;
|
856 |
+
default:
|
857 |
+
ambient.intensity = 0.5;
|
858 |
+
directionalLight = new THREE.DirectionalLight(0xffffff, 1.2);
|
859 |
+
directionalLight.position.set(8, 15, 10);
|
860 |
+
}
|
861 |
+
directionalLight.castShadow = true;
|
862 |
+
directionalLight.shadow.mapSize.set(1024, 1024);
|
863 |
+
directionalLight.shadow.camera.near = 0.5;
|
864 |
+
directionalLight.shadow.camera.far = 50;
|
865 |
+
directionalLight.shadow.camera.left = -15;
|
866 |
+
directionalLight.shadow.camera.right = 15;
|
867 |
+
directionalLight.shadow.camera.top = 15;
|
868 |
+
directionalLight.shadow.camera.bottom = -15;
|
869 |
+
scene.add(directionalLight);
|
870 |
+
}
|
871 |
+
|
872 |
+
document.addEventListener('DOMContentLoaded', () => {
|
873 |
+
console.log("DOM Ready.");
|
874 |
+
try {
|
875 |
+
initThreeJS();
|
876 |
+
startGame();
|
877 |
+
} catch (error) {
|
878 |
+
console.error("Init failed:", error);
|
879 |
+
storyTitleElement.textContent = "Error";
|
880 |
+
storyContentElement.innerHTML = `<p>Init Error. Check console.</p><pre>${error}</pre>`;
|
881 |
+
}
|
882 |
+
});
|
883 |
+
</script>
|
884 |
+
</body>
|
885 |
+
</html>
|