awacke1 commited on
Commit
90305a5
·
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1 Parent(s): 5cf7eec

Update index.html

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Files changed (1) hide show
  1. index.html +162 -759
index.html CHANGED
@@ -16,104 +16,74 @@
16
  flex-direction: column;
17
  height: 100vh;
18
  }
19
-
20
- #game-container {
21
- display: flex;
22
- flex-grow: 1;
23
- overflow: hidden;
24
- }
25
-
26
  #scene-container {
27
- flex-grow: 3;
28
- position: relative;
29
- border-right: 2px solid #555;
30
- min-width: 200px;
31
- background-color: #1a1a1a;
32
- height: 100%;
33
- box-sizing: border-box;
34
  }
35
-
36
  #ui-container {
37
- flex-grow: 2;
38
- padding: 20px;
39
- overflow-y: auto;
40
- background-color: #333;
41
- min-width: 280px;
42
- height: 100%;
43
- box-sizing: border-box;
44
- display: flex;
45
- flex-direction: column;
46
  }
47
-
48
  #scene-container canvas { display: block; }
49
-
50
  #story-title {
51
- color: #ffcc66;
52
- margin-top: 0;
53
- margin-bottom: 15px;
54
- border-bottom: 1px solid #555;
55
- padding-bottom: 10px;
56
- font-size: 1.4em;
57
- }
58
-
59
- #story-content {
60
- margin-bottom: 20px;
61
- line-height: 1.6;
62
- flex-grow: 1;
63
  }
 
64
  #story-content p { margin-bottom: 1em; }
65
  #story-content p:last-child { margin-bottom: 0; }
66
-
67
  #stats-inventory-container {
68
- margin-bottom: 20px;
69
- padding-bottom: 15px;
70
- border-bottom: 1px solid #555;
71
- font-size: 0.9em;
72
  }
73
  #stats-display, #inventory-display {
74
- margin-bottom: 10px;
75
- line-height: 1.8;
76
  }
77
  #stats-display span, #inventory-display span {
78
- display: inline-block;
79
- background-color: #444;
80
- padding: 3px 8px;
81
- border-radius: 15px;
82
- margin-right: 8px;
83
- margin-bottom: 5px;
84
- border: 1px solid #666;
85
- white-space: nowrap;
86
  }
87
- #stats-display strong, #inventory-display strong { color: #aaa; margin-right: 5px; }
88
  #inventory-display em { color: #888; font-style: normal; }
89
-
90
  #inventory-display .item-quest { background-color: #666030; border-color: #999048;}
91
  #inventory-display .item-weapon { background-color: #663030; border-color: #994848;}
92
  #inventory-display .item-armor { background-color: #306630; border-color: #489948;}
93
  #inventory-display .item-spell { background-color: #303066; border-color: #484899;}
94
  #inventory-display .item-unknown { background-color: #555; border-color: #777;}
95
-
96
  #choices-container {
97
- margin-top: auto;
98
- padding-top: 15px;
99
- border-top: 1px solid #555;
100
  }
101
  #choices-container h3 { margin-top: 0; margin-bottom: 10px; color: #aaa; }
102
  #choices { display: flex; flex-direction: column; gap: 10px; }
103
-
104
  .choice-button {
105
- display: block; width: 100%; padding: 10px 12px; margin-bottom: 0;
106
  background-color: #555; color: #eee; border: 1px solid #777;
107
  border-radius: 5px; cursor: pointer; text-align: left;
108
  font-family: 'Courier New', monospace; font-size: 1em;
109
  transition: background-color 0.2s, border-color 0.2s;
110
  box-sizing: border-box;
111
  }
112
- .choice-button:hover:not(:disabled) { background-color: #d4a017; color: #222; border-color: #b8860b; }
113
- .choice-button:disabled { background-color: #444; color: #888; cursor: not-allowed; border-color: #666; opacity: 0.7; }
114
-
115
- .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>
@@ -136,16 +106,18 @@
136
  </div>
137
 
138
  <script type="importmap">
139
- {
140
- "imports": {
141
- "three": "https://unpkg.com/[email protected]/build/three.module.js",
142
- "three/addons/": "https://unpkg.com/[email protected]/examples/jsm/"
143
- }
144
  }
 
145
  </script>
146
 
147
  <script type="module">
148
  import * as THREE from 'three';
 
149
 
150
  const sceneContainer = document.getElementById('scene-container');
151
  const storyTitleElement = document.getElementById('story-title');
@@ -154,732 +126,163 @@
154
  const statsElement = document.getElementById('stats-display');
155
  const inventoryElement = document.getElementById('inventory-display');
156
 
157
- let scene, camera, renderer;
158
- let currentAssemblyGroup = null;
159
 
160
- // Materials
161
  const stoneMaterial = new THREE.MeshStandardMaterial({ color: 0x888888, roughness: 0.8, metalness: 0.1 });
162
- const woodMaterial = new THREE.MeshStandardMaterial({ color: 0x8B4513, roughness: 0.7, metalness: 0 });
163
- const darkWoodMaterial = new THREE.MeshStandardMaterial({ color: 0x5C3D20, roughness: 0.7, metalness: 0 });
164
- const leafMaterial = new THREE.MeshStandardMaterial({ color: 0x2E8B57, roughness: 0.6, metalness: 0 });
165
- const groundMaterial = new THREE.MeshStandardMaterial({ color: 0x556B2F, roughness: 0.9, metalness: 0 });
166
- const metalMaterial = new THREE.MeshStandardMaterial({ color: 0xaaaaaa, metalness: 0.8, roughness: 0.3 });
167
  const templeMaterial = new THREE.MeshStandardMaterial({ color: 0xA99B78, roughness: 0.7, metalness: 0.1 });
168
- const errorMaterial = new THREE.MeshStandardMaterial({ color: 0xffa500, roughness: 0.5 });
169
- const gameOverMaterial = new THREE.MeshStandardMaterial({ color: 0xff0000, roughness: 0.5 });
170
  const dirtMaterial = new THREE.MeshStandardMaterial({ color: 0x8B5E3C, roughness: 0.9 });
171
- const grassMaterial = new THREE.MeshStandardMaterial({ color: 0x3CB371, roughness: 0.8 });
172
- const oceanMaterial = new THREE.MeshStandardMaterial({ color: 0x1E90FF, roughness: 0.5, metalness: 0.2 });
173
- const sandMaterial = new THREE.MeshStandardMaterial({ color: 0xF4A460, roughness: 0.9 });
174
- const wetStoneMaterial = new THREE.MeshStandardMaterial({ color: 0x2F4F4F, roughness: 0.7 });
175
- const glowMaterial = new THREE.MeshStandardMaterial({ color: 0x00FFAA, emissive: 0x00FFAA, emissiveIntensity: 0.5 });
176
 
177
  function initThreeJS() {
178
- if (!sceneContainer) { console.error("Scene container not found!"); return; }
179
  scene = new THREE.Scene();
180
  scene.background = new THREE.Color(0x222222);
181
- const width = sceneContainer.clientWidth;
182
- const height = sceneContainer.clientHeight;
183
- camera = new THREE.PerspectiveCamera(75, (width / height) || 1, 0.1, 1000);
184
- camera.position.set(0, 2.5, 7);
185
- camera.lookAt(0, 0.5, 0);
186
- renderer = new THREE.WebGLRenderer({ antialias: true });
187
- renderer.setSize(width || 400, height || 300);
188
  renderer.shadowMap.enabled = true;
189
- renderer.shadowMap.type = THREE.PCFSoftShadowMap;
190
  sceneContainer.appendChild(renderer.domElement);
191
- const ambientLight = new THREE.AmbientLight(0xffffff, 0.5);
192
- scene.add(ambientLight);
193
- window.addEventListener('resize', onWindowResize, false);
194
- setTimeout(onWindowResize, 100);
195
  animate();
196
  }
197
 
198
  function onWindowResize() {
199
- if (!renderer || !camera || !sceneContainer) return;
200
- const width = sceneContainer.clientWidth;
201
- const height = sceneContainer.clientHeight;
202
- if (width > 0 && height > 0) {
203
- camera.aspect = width / height;
204
- camera.updateProjectionMatrix();
205
- renderer.setSize(width, height);
206
- }
207
  }
208
 
209
  function animate() {
210
  requestAnimationFrame(animate);
211
- const time = performance.now() * 0.001;
212
- scene.traverse(obj => {
213
- if (obj.userData.update) obj.userData.update(time);
214
- });
215
- if (renderer && scene && camera) {
216
- renderer.render(scene, camera);
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
217
  }
218
- }
219
-
220
- 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 }) {
221
- const mesh = new THREE.Mesh(geometry, material);
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
-
237
- // Procedural Generation Functions
238
- function createDefaultAssembly() {
239
- const group = new THREE.Group();
240
- const sphereGeo = new THREE.SphereGeometry(0.5, 16, 16);
241
- group.add(createMesh(sphereGeo, stoneMaterial, { x: 0, y: 0.5, z: 0 }));
242
- group.add(createGroundPlane());
243
- return group;
244
- }
245
-
246
- function createCityGatesAssembly() {
247
- const group = new THREE.Group();
248
- const gh=4, gw=1.5, gd=0.8, ah=1, aw=3;
249
- const tlGeo = new THREE.BoxGeometry(gw, gh, gd);
250
- group.add(createMesh(tlGeo, stoneMaterial, { x:-(aw/2+gw/2), y:gh/2, z:0 }));
251
- const trGeo = new THREE.BoxGeometry(gw, gh, gd);
252
- group.add(createMesh(trGeo, stoneMaterial, { x:(aw/2+gw/2), y:gh/2, z:0 }));
253
- const aGeo = new THREE.BoxGeometry(aw, ah, gd);
254
- group.add(createMesh(aGeo, stoneMaterial, { x:0, y:gh-ah/2, z:0 }));
255
- const cs=0.4;
256
- const cg = new THREE.BoxGeometry(cs, cs, gd*1.1);
257
- for(let i=-1; i<=1; i+=2){
258
- group.add(createMesh(cg.clone(), stoneMaterial, { x:-(aw/2+gw/2)+i*cs*0.7, y:gh+cs/2, z:0 }));
259
- group.add(createMesh(cg.clone(), stoneMaterial, { x:(aw/2+gw/2)+i*cs*0.7, y:gh+cs/2, z:0 }));
260
- }
261
- group.add(createMesh(cg.clone(), stoneMaterial, { x:0, y:gh+ah-cs/2, z:0 }));
262
- group.add(createGroundPlane(stoneMaterial));
263
- return group;
264
- }
265
-
266
- function createWeaponsmithAssembly() {
267
- const group = new THREE.Group();
268
- const bw=3, bh=2.5, bd=3.5;
269
- const bGeo = new THREE.BoxGeometry(bw, bh, bd);
270
- group.add(createMesh(bGeo, darkWoodMaterial, { x:0, y:bh/2, z:0 }));
271
- const ch=3.5;
272
- const cGeo = new THREE.CylinderGeometry(0.3, 0.4, ch, 8);
273
- group.add(createMesh(cGeo, stoneMaterial, { x:bw*0.3, y:ch/2, z:-bd*0.3 }));
274
- group.add(createGroundPlane());
275
- return group;
276
- }
277
-
278
- function createTempleAssembly() {
279
- const group = new THREE.Group();
280
- const bs=5, bsh=0.5, ch=3, cr=0.25, rh=0.5;
281
- const bGeo = new THREE.BoxGeometry(bs, bsh, bs);
282
- group.add(createMesh(bGeo, templeMaterial, { x:0, y:bsh/2, z:0 }));
283
- const cGeo = new THREE.CylinderGeometry(cr, cr, ch, 12);
284
- const cPos = [{x:-bs/3, z:-bs/3}, {x:bs/3, z:-bs/3}, {x:-bs/3, z:bs/3}, {x:bs/3, z:bs/3}];
285
- cPos.forEach(p=>group.add(createMesh(cGeo.clone(), templeMaterial, { x:p.x, y:bsh+ch/2, z:p.z })));
286
- const rGeo = new THREE.BoxGeometry(bs*0.9, rh, bs*0.9);
287
- group.add(createMesh(rGeo, templeMaterial, { x:0, y:bsh+ch+rh/2, z:0 }));
288
- group.add(createGroundPlane());
289
- return group;
290
- }
291
-
292
- function createResistanceMeetingAssembly() {
293
- const group = new THREE.Group();
294
- const tw=2, th=0.8, td=1, tt=0.1;
295
- const ttg = new THREE.BoxGeometry(tw, tt, td);
296
- group.add(createMesh(ttg, woodMaterial, { x:0, y:th-tt/2, z:0 }));
297
- const lh=th-tt, ls=0.1;
298
- const lg=new THREE.BoxGeometry(ls, lh, ls);
299
- const lofW=tw/2-ls*1.5;
300
- const lofD=td/2-ls*1.5;
301
- group.add(createMesh(lg, woodMaterial, { x:-lofW, y:lh/2, z:-lofD }));
302
- group.add(createMesh(lg.clone(), woodMaterial, { x:lofW, y:lh/2, z:-lofD }));
303
- group.add(createMesh(lg.clone(), woodMaterial, { x:-lofW, y:lh/2, z:lofD }));
304
- group.add(createMesh(lg.clone(), woodMaterial, { x:lofW, y:lh/2, z:lofD }));
305
- const ss=0.4;
306
- const sg=new THREE.BoxGeometry(ss, ss*0.8, ss);
307
- group.add(createMesh(sg, darkWoodMaterial, { x:-tw*0.6, y:ss*0.4, z:0 }));
308
- group.add(createMesh(sg.clone(), darkWoodMaterial, { x:tw*0.6, y:ss*0.4, z:0 }));
309
- group.add(createGroundPlane(stoneMaterial));
310
- return group;
311
- }
312
-
313
- function createForestAssembly(tc=10, a=10) {
314
- const group = new THREE.Group();
315
- const cT=(x,z)=>{
316
- const tg=new THREE.Group();
317
- const th=Math.random()*1.5+2;
318
- const tr=Math.random()*0.1+0.1;
319
- const tGeo = new THREE.CylinderGeometry(tr*0.7, tr, th, 8);
320
- tg.add(createMesh(tGeo, woodMaterial, {x:0, y:th/2, z:0}));
321
- const fr=th*0.4+0.2;
322
- const fGeo=new THREE.SphereGeometry(fr, 8, 6);
323
- tg.add(createMesh(fGeo, leafMaterial, {x:0, y:th*0.9, z:0}));
324
- tg.position.set(x,0,z);
325
- return tg;
326
- };
327
- for(let i=0; i<tc; i++){
328
- const x=(Math.random()-0.5)*a;
329
- const z=(Math.random()-0.5)*a;
330
- if(Math.sqrt(x*x+z*z)>1.0) group.add(cT(x,z));
331
- }
332
- group.add(createGroundPlane(groundMaterial, a*1.1));
333
- return group;
334
- }
335
-
336
- function createRoadAmbushAssembly() {
337
- const group = new THREE.Group();
338
- const a=12;
339
- const fg = createForestAssembly(8, a);
340
- group.add(fg);
341
- const rw=3, rl=a*1.2;
342
- const rGeo=new THREE.PlaneGeometry(rw, rl);
343
- const rMat=new THREE.MeshStandardMaterial({color:0x966F33, roughness:0.9});
344
- const r=createMesh(rGeo, rMat, {x:0, y:0.01, z:0}, {x:-Math.PI/2});
345
- r.receiveShadow=true;
346
- group.add(r);
347
- const rkGeo=new THREE.SphereGeometry(0.5, 5, 4);
348
- const rkMat=new THREE.MeshStandardMaterial({color:0x666666, roughness:0.8});
349
- group.add(createMesh(rkGeo, rkMat, {x:rw*0.7, y:0.25, z:1}, {y:Math.random()*Math.PI}));
350
- group.add(createMesh(rkGeo.clone().scale(0.8,0.8,0.8), rkMat, {x:-rw*0.8, y:0.2, z:-2}, {y:Math.random()*Math.PI}));
351
- return group;
352
- }
353
-
354
- function createForestEdgeAssembly() {
355
- const group = new THREE.Group();
356
- const a=15;
357
- const fg = createForestAssembly(15, a);
358
- const ttr=[];
359
- fg.children.forEach(c => {
360
- if(c.type === 'Group' && c.position.x > 0) ttr.push(c);
361
- });
362
- ttr.forEach(t => fg.remove(t));
363
- group.add(fg);
364
- return group;
365
- }
366
-
367
- function createPrisonerCellAssembly() {
368
- const group = new THREE.Group();
369
- const cs=3, wh=2.5, wt=0.2, br=0.05, bsp=0.25;
370
- const cfMat=stoneMaterial.clone();
371
- cfMat.color.setHex(0x555555);
372
- group.add(createGroundPlane(cfMat, cs));
373
- const wbGeo=new THREE.BoxGeometry(cs, wh, wt);
374
- group.add(createMesh(wbGeo, stoneMaterial, {x:0, y:wh/2, z:-cs/2}));
375
- const wsGeo=new THREE.BoxGeometry(wt, wh, cs);
376
- group.add(createMesh(wsGeo, stoneMaterial, {x:-cs/2, y:wh/2, z:0}));
377
- group.add(createMesh(wsGeo.clone(), stoneMaterial, {x:cs/2, y:wh/2, z:0}));
378
- const bGeo=new THREE.CylinderGeometry(br, br, wh, 8);
379
- const nb=Math.floor(cs/bsp);
380
- for(let i=0; i<nb; i++){
381
- const xp=-cs/2+(i+0.5)*bsp;
382
- group.add(createMesh(bGeo.clone(), metalMaterial, {x:xp, y:wh/2, z:cs/2}));
383
- }
384
- return group;
385
- }
386
-
387
- function createGameOverAssembly() {
388
- const group = new THREE.Group();
389
- const boxGeo = new THREE.BoxGeometry(2, 2, 2);
390
- group.add(createMesh(boxGeo, gameOverMaterial, { x: 0, y: 1, z: 0 }));
391
- group.add(createGroundPlane(stoneMaterial.clone().set({color: 0x333333})));
392
- return group;
393
- }
394
-
395
- function createErrorAssembly() {
396
- const group = new THREE.Group();
397
- const coneGeo = new THREE.ConeGeometry(0.8, 1.5, 8);
398
- group.add(createMesh(coneGeo, errorMaterial, { x: 0, y: 0.75, z: 0 }));
399
- group.add(createGroundPlane());
400
- return group;
401
- }
402
-
403
- function createCrossroadsAssembly() {
404
- const group = new THREE.Group();
405
- group.add(createGroundPlane(dirtMaterial, 30));
406
- const poleGeo = new THREE.CylinderGeometry(0.1, 0.1, 3, 8);
407
- group.add(createMesh(poleGeo, woodMaterial, { y: 1.5 }));
408
- const signGeo = new THREE.BoxGeometry(1.5, 0.3, 0.05);
409
- group.add(createMesh(signGeo, woodMaterial, { y: 2.5, z: 0.2 }, { y: Math.PI / 4 }));
410
- group.add(createMesh(signGeo, woodMaterial, { y: 2.5, z: -0.2 }, { y: -Math.PI / 4 }));
411
- const grassGeo = new THREE.ConeGeometry(0.2, 0.5, 6);
412
- for (let i = 0; i < 20; i++) {
413
- const x = (Math.random() - 0.5) * 15;
414
- const z = (Math.random() - 0.5) * 15;
415
- if (Math.abs(x) > 2 || Math.abs(z) > 2) {
416
- group.add(createMesh(grassGeo, grassMaterial, { x, y: 0.25, z }, { y: Math.random() * Math.PI }));
417
- }
418
- }
419
- const rockGeo = new THREE.SphereGeometry(0.3, 6, 6);
420
- for (let i = 0; i < 10; i++) {
421
- group.add(createMesh(rockGeo, stoneMaterial, { x: (Math.random() - 0.5) * 10, y: 0.15, z: (Math.random() - 0.5) * 10 }, { y: Math.random() * Math.PI }));
422
- }
423
- return group;
424
- }
425
-
426
- function createRollingHillsAssembly() {
427
- const group = new THREE.Group();
428
- const hillGeo = new THREE.PlaneGeometry(50, 50, 10, 10);
429
- const hillMat = grassMaterial.clone();
430
- const hill = new THREE.Mesh(hillGeo, hillMat);
431
- hill.rotation.x = -Math.PI / 2;
432
- hill.receiveShadow = true;
433
- for (let i = 0; i < hillGeo.attributes.position.count; i++) {
434
- const x = hillGeo.attributes.position.getX(i);
435
- const z = hillGeo.attributes.position.getZ(i);
436
- hillGeo.attributes.position.setY(i, Math.sin(x * 0.2 + z * 0.2) * 2);
437
- }
438
- hillGeo.computeVertexNormals();
439
- group.add(hill);
440
- const shepherdGeo = new THREE.CylinderGeometry(0.1, 0.1, 1, 8);
441
- group.add(createMesh(shepherdGeo, darkWoodMaterial, { x: 10, y: 2, z: -15 }));
442
- const grassGeo = new THREE.ConeGeometry(0.3, 0.7, 6);
443
- for (let i = 0; i < 50; i++) {
444
- group.add(createMesh(grassGeo, grassMaterial, { x: (Math.random() - 0.5) * 40, y: 0.35, z: (Math.random() - 0.5) * 40 }, { y: Math.random() * Math.PI }));
445
- }
446
- return group;
447
- }
448
-
449
- function createCoastalCliffsAssembly() {
450
- const group = new THREE.Group();
451
- const cliffGeo = new THREE.BoxGeometry(10, 5, 10);
452
- group.add(createMesh(cliffGeo, stoneMaterial, { y: 2.5 }));
453
- const pathGeo = new THREE.PlaneGeometry(1, 10);
454
- const path = createMesh(pathGeo, dirtMaterial, { x: -2, y: 2, z: 0 }, { x: -Math.PI / 2, z: -Math.PI / 4 });
455
- group.add(path);
456
- const oceanGeo = new THREE.PlaneGeometry(100, 100);
457
- const ocean = createMesh(oceanGeo, oceanMaterial, { y: -2 }, { x: -Math.PI / 2 });
458
- ocean.receiveShadow = false;
459
- ocean.userData.update = (time) => {
460
- ocean.position.y = -2 + Math.sin(time * 0.5) * 0.1;
461
- };
462
- group.add(ocean);
463
- return group;
464
- }
465
-
466
- function createForestEntranceAssembly() {
467
- const group = createForestAssembly(20, 12);
468
- const rootGeo = new THREE.TorusGeometry(0.5, 0.1, 8, 16);
469
- for (let i = 0; i < 10; i++) {
470
- group.add(createMesh(rootGeo, woodMaterial, { x: (Math.random() - 0.5) * 8, y: 0.1, z: (Math.random() - 0.5) * 8 }, { x: Math.PI / 2 }));
471
- }
472
- return group;
473
- }
474
-
475
- function createOvergrownPathAssembly() {
476
- const group = new THREE.Group();
477
- group.add(createGroundPlane(dirtMaterial, 15));
478
- const forest = createForestAssembly(15, 10);
479
- group.add(forest);
480
- const fungiGeo = new THREE.SphereGeometry(0.1, 8, 8);
481
- for (let i = 0; i < 30; i++) {
482
- group.add(createMesh(fungiGeo, glowMaterial, { x: (Math.random() - 0.5) * 8, y: 0.1, z: (Math.random() - 0.5) * 8 }));
483
- }
484
- const vineGeo = new THREE.CylinderGeometry(0.05, 0.05, 2, 8);
485
- for (let i = 0; i < 10; i++) {
486
- group.add(createMesh(vineGeo, leafMaterial, { x: (Math.random() - 0.5) * 6, y: 2, z: (Math.random() - 0.5) * 6 }, { z: Math.random() * Math.PI }));
487
- }
488
- return group;
489
- }
490
-
491
- function createClearingStatueAssembly() {
492
- const group = new THREE.Group();
493
- group.add(createGroundPlane(grassMaterial, 10));
494
- const statueGeo = new THREE.BoxGeometry(0.8, 2, 0.8);
495
- group.add(createMesh(statueGeo, stoneMaterial, { y: 1 }));
496
- const mossGeo = new THREE.SphereGeometry(0.2, 8, 8);
497
- for (let i = 0; i < 10; i++) {
498
- group.add(createMesh(mossGeo, grassMaterial, { x: (Math.random() - 0.5) * 0.8, y: 0.5 + Math.random(), z: (Math.random() - 0.5) * 0.8 }));
499
- }
500
- const leafGeo = new THREE.PlaneGeometry(0.1, 0.1);
501
- for (let i = 0; i < 20; i++) {
502
- group.add(createMesh(leafGeo, leafMaterial, { x: (Math.random() - 0.5) * 5, y: 0.05, z: (Math.random() - 0.5) * 5 }, { y: Math.random() * Math.PI }));
503
- }
504
- return group;
505
- }
506
-
507
- function createGoblinAmbushAssembly() {
508
- const group = createOvergrownPathAssembly();
509
- const bodyGeo = new THREE.CylinderGeometry(0.3, 0.3, 1, 8);
510
- const headGeo = new THREE.SphereGeometry(0.2, 8, 8);
511
- const goblinMat = new THREE.MeshStandardMaterial({ color: 0x556B2F });
512
- for (let i = -1; i <= 1; i += 2) {
513
- const goblin = new THREE.Group();
514
- goblin.add(createMesh(bodyGeo, goblinMat, { y: 0.5 }));
515
- goblin.add(createMesh(headGeo, goblinMat, { y: 1.2 }));
516
- const spearGeo = new THREE.CylinderGeometry(0.05, 0.05, 2, 8);
517
- goblin.add(createMesh(spearGeo, woodMaterial, { x: 0.3, y: 1, z: 0 }, { z: Math.PI / 4 }));
518
- goblin.position.set(i * 2, 0, 2);
519
- group.add(goblin);
520
- }
521
- return group;
522
- }
523
-
524
- function createHiddenCoveAssembly() {
525
- const group = new THREE.Group();
526
- group.add(createGroundPlane(sandMaterial, 15));
527
- const caveGeo = new THREE.BoxGeometry(3, 2, 3);
528
- group.add(createMesh(caveGeo, stoneMaterial, { z: -5, y: 1 }));
529
- const rockGeo = new THREE.SphereGeometry(0.5, 6, 6);
530
- for (let i = 0; i < 15; i++) {
531
- group.add(createMesh(rockGeo, stoneMaterial, { x: (Math.random() - 0.5) * 10, y: 0.25, z: (Math.random() - 0.5) * 10 }));
532
- }
533
- const seaweedGeo = new THREE.ConeGeometry(0.2, 1, 6);
534
- for (let i = 0; i < 10; i++) {
535
- group.add(createMesh(seaweedGeo, leafMaterial, { x: (Math.random() - 0.5) * 8, y: 0.5, z: (Math.random() - 0.5) * 8 }));
536
- }
537
- return group;
538
- }
539
-
540
- function createDarkCaveAssembly() {
541
- const group = new THREE.Group();
542
- group.add(createGroundPlane(wetStoneMaterial, 10));
543
- const wallGeo = new THREE.CylinderGeometry(3, 3, 5, 12, 1, true);
544
- const wall = createMesh(wallGeo, stoneMaterial, { y: 2.5 }, { x: Math.PI / 2 });
545
- wall.scale.set(1, 1, -1);
546
- group.add(wall);
547
- const dripGeo = new THREE.SphereGeometry(0.05, 8, 8);
548
- for (let i = 0; i < 5; i++) {
549
- const drip = createMesh(dripGeo, oceanMaterial, { x: (Math.random() - 0.5) * 2, y: 4, z: (Math.random() - 0.5) * 2 });
550
- drip.userData.update = (time) => {
551
- drip.position.y -= 0.1;
552
- if (drip.position.y < 0) drip.position.y = 4;
553
- };
554
- group.add(drip);
555
- }
556
- return group;
557
- }
558
-
559
- // Game Data
560
- const itemsData = {
561
- "Flaming Sword":{type:"weapon", description:"A fiery blade"},
562
- "Whispering Bow":{type:"weapon", description:"A silent bow"},
563
- "Guardian Shield":{type:"armor", description:"A protective shield"},
564
- "Healing Light Spell":{type:"spell", description:"Mends minor wounds"},
565
- "Shield of Faith Spell":{type:"spell", description:"Temporary shield"},
566
- "Binding Runes Scroll":{type:"spell", description:"Binds an enemy"},
567
- "Secret Tunnel Map":{type:"quest", description:"Shows a hidden path"},
568
- "Poison Daggers":{type:"weapon", description:"Daggers with poison"},
569
- "Master Key":{type:"quest", description:"Unlocks many doors"},
570
- "Crude Dagger":{type:"weapon", description:"A roughly made dagger."},
571
- "Scout's Pouch":{type:"quest", description:"Contains odds and ends."}
572
- };
573
-
574
- const gameData = {
575
- "1": { title: "The Crossroads", content: `<p>Dust swirls... Which path calls to you?</p>`, options: [ { text: "Enter the Shadowwood Forest (North)", next: 5 }, { text: "Head towards the Rolling Hills (East)", next: 2 }, { text: "Investigate the Coastal Cliffs (West)", next: 3 } ], illustration: "crossroads-signpost-sunny" },
576
- "2": { title: "Rolling Hills", content: `<p>Verdant hills stretch before you... It feels peaceful...</p>`, options: [ { text: "Follow the narrow path", next: 4 }, { text: "Try to hail the distant shepherd (Charisma Check?)", next: 99 } ], illustration: "rolling-green-hills-shepherd-distance" },
577
- "3": { title: "Coastal Cliffs Edge", content: `<p>You stand atop windswept cliffs... A precarious-looking path descends...</p>`, options: [ { text: "Attempt the precarious descent (Dexterity Check)", check: { stat: 'dexterity', dc: 12, onFailure: 31 }, next: 30 }, { text: "Scan the cliff face for easier routes (Wisdom Check)", check: { stat: 'wisdom', dc: 11, onFailure: 32 }, next: 33 } ], illustration: "windy-sea-cliffs-crashing-waves-path-down" },
578
- "4": { title: "Hill Path Overlook", content: `<p>The path crests a hill... you see a small, overgrown shrine...</p>`, options: [ { text: "Investigate the overgrown shrine", next: 40 }, { text: "Continue towards the badlands", next: 41 } ], illustration: "hilltop-view-overgrown-shrine-wildflowers" },
579
- "5": { title: "Shadowwood Entrance", content: `<p>Sunlight struggles to pierce the dense canopy... How do you proceed?</p>`, options: [ { text: "Follow the main, albeit overgrown, path", next: 6 }, { text: "Try to navigate through the lighter undergrowth", next: 7 }, { text: "Look for animal trails or signs of passage (Wisdom Check)", check: { stat: 'wisdom', dc: 10, onFailure: 6 }, next: 8 } ], illustration: "dark-forest-entrance-gnarled-roots-filtered-light" },
580
- "6": { title: "Overgrown Forest Path", content: `<p>The path is barely visible... You hear a twig snap nearby!</p>`, options: [ { text: "Ready your weapon and investigate", next: 10 }, { text: "Attempt to hide quietly (Dexterity Check)", check: { stat: 'dexterity', dc: 11, onFailure: 10 }, next: 11 }, { text: "Call out cautiously", next: 10 } ], illustration: "overgrown-forest-path-glowing-fungi-vines" },
581
- "7": { title: "Tangled Undergrowth", content: `<p>Pushing through ferns... You stumble upon a small clearing containing a moss-covered, weathered stone statue...</p>`, options: [ { text: "Examine the statue closely (Intelligence Check)", check: { stat: 'intelligence', dc: 13, onFailure: 71 }, next: 70 }, { text: "Ignore the statue and press on", next: 72 }, { text: "Leave a small offering (if possible)", next: 73 } ], illustration: "forest-clearing-mossy-statue-weathered-stone" },
582
- "8": { title: "Hidden Game Trail", content: `<p>Your sharp eyes spot a faint trail... It leads towards a ravine spanned by a rickety rope bridge.</p><p>(+20 XP)</p>`, options: [ { text: "Risk crossing the rope bridge (Dexterity Check)", check: { stat: 'dexterity', dc: 10, onFailure: 81 }, next: 80 }, { text: "Search for another way across the ravine", next: 82 } ], illustration: "narrow-game-trail-forest-rope-bridge-ravine", reward: { xp: 20 } },
583
- "10": { title: "Goblin Ambush!", content: `<p>Two scraggly goblins leap out, brandishing crude spears!</p>`, options: [ { text: "Fight the goblins!", next: 12 }, { text: "Attempt to dodge past them (Dexterity Check)", check: { stat: 'dexterity', dc: 13, onFailure: 10 }, next: 13 } ], illustration: "two-goblins-ambush-forest-path-spears" },
584
- "11": { title: "Hidden Evasion", content: `<p>You melt into the shadows as the goblins blunder past.</p><p>(+30 XP)</p>`, options: [ { text: "Continue cautiously", next: 14 } ], illustration: "forest-shadows-hiding-goblins-walking-past", reward: { xp: 30 } },
585
- "12": { title: "Ambush Victory!", content: `<p>You defeat the goblins! Found a Crude Dagger.</p><p>(+50 XP)</p>`, options: [ { text: "Press onward", next: 14 } ], illustration: "defeated-goblins-forest-path-loot", reward: { xp: 50, addItem: "Crude Dagger" } },
586
- "13": { title: "Daring Escape", content: `<p>With surprising agility, you tumble past the goblins!</p><p>(+25 XP)</p>`, options: [ { text: "Keep running!", next: 14 } ], illustration: "blurred-motion-running-past-goblins-forest", reward: { xp: 25 } },
587
- "14": { title: "Forest Stream Crossing", content: `<p>The path leads to a clear, shallow stream...</p>`, options: [ { text: "Wade across the stream", next: 16 }, { text: "Look for a drier crossing point (fallen log?)", next: 15 } ], illustration: "forest-stream-crossing-dappled-sunlight-stones" },
588
- "15": { title: "Log Bridge", content: `<p>Further upstream, a large, mossy log spans the stream.</p>`, options: [ { text: "Cross carefully on the log (Dexterity Check)", check: { stat: 'dexterity', dc: 9, onFailure: 151 }, next: 16 }, { text: "Go back and wade instead", next: 14 } ], illustration: "mossy-log-bridge-over-forest-stream" },
589
- "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" },
590
- "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" },
591
- "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" },
592
- "18": { title: "Distant Observation", content: `<p>You notice what might be a less-guarded approach along the western ridge...</p><p>(+30 XP)</p>`, options: [ { text: "Take the main path into the foothills", next: 17 }, { text: "Attempt the western ridge approach", next: 21 } ], illustration: "zoomed-view-mountain-fortress-western-ridge", reward: { xp: 30 } },
593
- "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" },
594
- "20": { title: "Goat Trail", content: `<p>You discover a narrow trail barely wide enough for a mountain goat...</p><p>(+40 XP)</p>`, options: [ { text: "Follow the precarious goat trail", next: 22 } ], illustration: "narrow-goat-trail-mountainside-fortress-view", reward: { xp: 40 } },
595
- "30": { title: "Hidden Cove", content: `<p>Your careful descent brings you to a secluded cove. A dark cave entrance is visible...</p><p>(+25 XP)</p>`, options: [ { text: "Explore the dark cave", next: 35 } ], illustration: "hidden-cove-beach-dark-cave-entrance", reward: { xp: 25 } },
596
- "31": { title: "Tumbled Down", content: `<p>You lose your footing... landing hard on the sandy cove floor. You lose 5 HP. A dark cave entrance beckons.</p>`, options: [ { text: "Gingerly explore the dark cave", next: 35 } ], illustration: "character-fallen-at-bottom-of-cliff-path-cove", hpLoss: 5 },
597
- "32": { title: "No Easier Path", content: `<p>You scan the cliffs intently but find no obviously easier routes.</p>`, options: [ { text: "Attempt the precarious descent (Dexterity Check)", check: { stat: 'dexterity', dc: 12, onFailure: 31 }, next: 30 } ], illustration: "scanning-sea-cliffs-no-other-paths-visible" },
598
- "33": { title: "Smuggler's Steps?", content: `<p>Your keen eyes spot a series of barely visible handholds and steps carved into the rock...</p><p>(+15 XP)</p>`, options: [ { text: "Use the hidden steps (Easier Dex Check)", check: { stat: 'dexterity', dc: 8, onFailure: 31 }, next: 30 } ], illustration: "close-up-handholds-carved-in-cliff-face", reward: { xp: 15 } },
599
- "35": { title: "Dark Cave", content: `<p>The cave smells of salt and decay. Water drips somewhere within.</p>`, options: [{ text: "Press deeper into the darkness", next: 99 } ], illustration: "dark-cave-entrance-dripping-water" },
600
- "40": { title: "Overgrown Shrine", content: `<p>Wildflowers grow thick around a small stone shrine. It feels ancient and neglected.</p>`, options: [{ text: "Examine the carvings (Intelligence Check)", check:{stat:'intelligence', dc:11, onFailure: 401}, next: 400 } ], illustration: "overgrown-stone-shrine-wildflowers-close" },
601
- "41": { title: "Rocky Badlands", content: `<p>The green hills give way to cracked earth and jagged rock formations under a harsh sun.</p>`, options: [{ text: "Scout ahead", next: 99 } ], illustration: "rocky-badlands-cracked-earth-harsh-sun" },
602
- "190": { title: "Over the Rocks", content:"<p>With considerable effort, you manage to climb over the rockslide.</p><p>(+35 XP)</p>", options: [{text:"Continue up the path", next: 22}], illustration:"character-climbing-over-boulders", reward: {xp:35} },
603
- "191": { title: "Climb Fails", content:"<p>The boulders are too unstable or sheer. You cannot climb them safely.</p>", options: [{text:"Search for another way around", next: 192}], illustration:"character-slipping-on-rockslide-boulders"},
604
- "192": { title: "Detour Found", content:"<p>After some searching, you find a rough path leading around the rockslide, eventually rejoining the main trail.</p>", options: [{text:"Continue up the path", next: 22}], illustration:"rough-detour-path-around-rockslide"},
605
- "21": { title: "Western Ridge", content:"<p>The ridge path is narrow and exposed, with strong winds threatening to push you off.</p>", options: [{text:"Proceed carefully (Dexterity Check)", check:{stat:'dexterity', dc: 14, onFailure: 211}, next: 22 } ], illustration:"narrow-windy-mountain-ridge-path" },
606
- "22": { title: "Fortress Approach", content:"<p>You've navigated the treacherous paths and now stand near the outer walls of the dark fortress. Guards patrol the battlements.</p>", options: [{text:"Look for an unguarded entrance", next: 99}], illustration:"approaching-dark-fortress-walls-guards"},
607
- "211": {title:"Lost Balance", content:"<p>A strong gust of wind catches you off guard, sending you tumbling down a steep slope! You lose 10 HP.</p>", options:[{text:"Climb back up and find another way", next: 17}], illustration:"character-falling-off-windy-ridge", hpLoss: 10},
608
- "99": { title: "Game Over / To Be Continued...", content: "<p>Your adventure ends here (for now).</p>", options: [{ text: "Restart", next: 1 }], illustration: "game-over-generic", gameOver: true }
609
- };
610
-
611
- // Game State
612
- let gameState = {
613
- currentPageId: 1,
614
- character: {
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: []
619
- }
620
- };
621
-
622
- // Game Logic Functions
623
- function startGame() {
624
- const defaultChar = { name: "Hero", race: "Human", alignment: "Neutral Good", class: "Adventurer", level: 1, xp: 0, xpToNextLevel: 100, stats: { strength: 8, intelligence: 10, wisdom: 10, dexterity: 10, constitution: 10, charisma: 8, hp: 12, maxHp: 12 }, inventory: [] };
625
- gameState = { currentPageId: 1, character: { ...defaultChar } };
626
- renderPage(gameState.currentPageId);
627
- }
628
-
629
- function handleChoiceClick(choiceData) {
630
- const optionNextPageId = parseInt(choiceData.nextPage);
631
- const itemToAdd = choiceData.addItem;
632
- let nextPageId = optionNextPageId;
633
- let rollResultMessage = "";
634
- const check = choiceData.check;
635
-
636
- if (isNaN(optionNextPageId) && !check) { console.error("Invalid choice data:", choiceData); return; }
637
-
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>`;
651
- if (isNaN(nextPageId)) { console.error("Invalid onFailure ID:", check.onFailure); nextPageId = 99; }
652
- }
653
- }
654
-
655
- if (itemToAdd && !gameState.character.inventory.includes(itemToAdd)) {
656
- gameState.character.inventory.push(itemToAdd);
657
- console.log("Added item:", itemToAdd);
658
- }
659
-
660
- gameState.currentPageId = nextPageId;
661
- const nextPageData = gameData[nextPageId];
662
-
663
- if (nextPageData) {
664
- if (nextPageData.hpLoss) {
665
- gameState.character.stats.hp -= nextPageData.hpLoss;
666
- console.log(`Lost ${nextPageData.hpLoss} HP.`);
667
- if (gameState.character.stats.hp <= 0) { gameState.character.stats.hp = 0; console.log("Player died!"); nextPageId = 99; }
668
- }
669
- if (nextPageData.reward) {
670
- if (nextPageData.reward.xp) { gameState.character.xp += nextPageData.reward.xp; console.log(`Gained ${nextPageData.reward.xp} XP! Total: ${gameState.character.xp}`); }
671
- if (nextPageData.reward.statIncrease) {
672
- const stat = nextPageData.reward.statIncrease.stat;
673
- const amount = nextPageData.reward.statIncrease.amount;
674
- if (gameState.character.stats.hasOwnProperty(stat)) {
675
- gameState.character.stats[stat] += amount;
676
- console.log(`Stat ${stat} increased by ${amount}.`);
677
- }
678
- }
679
- if(nextPageData.reward.addItem && !gameState.character.inventory.includes(nextPageData.reward.addItem)){
680
- gameState.character.inventory.push(nextPageData.reward.addItem);
681
- console.log(`Found item: ${nextPageData.reward.addItem}`);
682
- }
683
  }
684
- const conModifier = Math.floor((gameState.character.stats.constitution - 10) / 2);
685
- gameState.character.stats.maxHp = 10 + (conModifier * gameState.character.level);
686
- gameState.character.stats.hp = Math.min(gameState.character.stats.hp, gameState.character.stats.maxHp);
687
- if (nextPageId === 99 && gameState.character.stats.hp <= 0) {
688
- renderPageInternal(99, gameData[99], rollResultMessage);
689
- return;
690
- }
691
- } else {
692
- console.error(`Data for page ${nextPageId} not found!`);
693
- renderPageInternal(99, gameData[99], "<p><em>Error: Next page data missing!</em></p>");
694
- return;
695
  }
696
- renderPageInternal(nextPageId, gameData[nextPageId], rollResultMessage);
697
- }
698
-
699
- function renderPageInternal(pageId, pageData, message = "") {
700
- if (!pageData) { console.error(`Render Error: No data for page ${pageId}`); return; }
701
- storyTitleElement.textContent = pageData.title || "Untitled Page";
702
- storyContentElement.innerHTML = message + (pageData.content || "<p>...</p>");
703
- updateStatsDisplay();
704
- updateInventoryDisplay();
705
- choicesElement.innerHTML = '';
706
- if (pageData.options && pageData.options.length > 0) {
707
- pageData.options.forEach(option => {
708
- const button = document.createElement('button');
709
- button.classList.add('choice-button');
710
- button.textContent = option.text;
711
- let requirementMet = true;
712
- if (option.requireItem && !gameState.character.inventory.includes(option.requireItem)) {
713
- requirementMet = false;
714
- button.title = `Requires: ${option.requireItem}`;
715
- button.disabled = true;
716
- }
717
- if (requirementMet) {
718
- const choiceData = { nextPage: option.next, addItem: option.addItem, check: option.check };
719
- button.onclick = () => handleChoiceClick(choiceData);
720
- } else {
721
- button.classList.add('disabled');
722
- }
723
- choicesElement.appendChild(button);
724
  });
725
- } else {
726
- const button = document.createElement('button');
727
- button.classList.add('choice-button');
728
- button.textContent = pageData.gameOver ? "Restart Adventure" : "The End";
729
- button.onclick = () => handleChoiceClick({ nextPage: pageData.gameOver ? 1 : 99 });
730
- choicesElement.appendChild(button);
731
- if (!pageData.gameOver) choicesElement.insertAdjacentHTML('afterbegin', '<p><i>The path ends here.</i></p>');
732
- }
733
- updateScene(pageData.illustration || 'default');
734
- }
735
-
736
- function renderPage(pageId) { renderPageInternal(pageId, gameData[pageId]); }
737
-
738
- function updateStatsDisplay() {
739
- const char=gameState.character;
740
- statsElement.innerHTML = `<strong>Stats:</strong> <span>Lvl: ${char.level}</span> <span>XP: ${char.xp}/${char.xpToNextLevel}</span> <span>HP: ${char.stats.hp}/${char.stats.maxHp}</span> <span>Str: ${char.stats.strength}</span> <span>Int: ${char.stats.intelligence}</span> <span>Wis: ${char.stats.wisdom}</span> <span>Dex: ${char.stats.dexterity}</span> <span>Con: ${char.stats.constitution}</span> <span>Cha: ${char.stats.charisma}</span>`;
741
  }
742
 
743
- function updateInventoryDisplay() {
744
- let h='<strong>Inventory:</strong> ';
745
- if(gameState.character.inventory.length === 0){
746
- h+='<em>Empty</em>';
747
- } else {
748
- gameState.character.inventory.forEach(i=>{
749
- const d=itemsData[i]||{type:'unknown',description:'???'};
750
- const c=`item-${d.type||'unknown'}`;
751
- h+=`<span class="${c}" title="${d.description}">${i}</span>`;
752
- });
753
  }
754
- inventoryElement.innerHTML = h;
755
- }
756
-
757
- function updateScene(illustrationKey) {
758
- if (currentAssemblyGroup) { scene.remove(currentAssemblyGroup); }
759
- scene.fog = null;
760
- scene.background = new THREE.Color(0x222222);
761
- camera.position.set(0, 2.5, 7);
762
- camera.lookAt(0, 0.5, 0);
763
-
764
- let assemblyFunction;
765
- switch (illustrationKey) {
766
- case 'city-gates': assemblyFunction = createCityGatesAssembly; break;
767
- case 'weaponsmith': assemblyFunction = createWeaponsmithAssembly; break;
768
- case 'temple': assemblyFunction = createTempleAssembly; break;
769
- case 'resistance-meeting': assemblyFunction = createResistanceMeetingAssembly; break;
770
- case 'shadowwood-forest': assemblyFunction = createForestAssembly; break;
771
- case 'road-ambush': assemblyFunction = createRoadAmbushAssembly; break;
772
- case 'forest-edge': assemblyFunction = createForestEdgeAssembly; break;
773
- case 'prisoner-cell': assemblyFunction = createPrisonerCellAssembly; break;
774
- case 'game-over': case 'game-over-generic': assemblyFunction = createGameOverAssembly; break;
775
- case 'error': assemblyFunction = createErrorAssembly; break;
776
- case 'crossroads-signpost-sunny':
777
- scene.fog = new THREE.Fog(0x87CEEB, 10, 30);
778
- scene.background = new THREE.Color(0x87CEEB);
779
- camera.position.set(0, 3, 10); camera.lookAt(0, 1, 0);
780
- assemblyFunction = createCrossroadsAssembly; break;
781
- case 'rolling-green-hills-shepherd-distance':
782
- scene.fog = new THREE.Fog(0xA8E4A0, 15, 50);
783
- camera.position.set(0, 5, 15); camera.lookAt(0, 2, -5);
784
- assemblyFunction = createRollingHillsAssembly; break;
785
- case 'windy-sea-cliffs-crashing-waves-path-down':
786
- scene.fog = new THREE.Fog(0x6699CC, 10, 40);
787
- scene.background = new THREE.Color(0x6699CC);
788
- camera.position.set(5, 5, 10); camera.lookAt(-2, 0, -5);
789
- assemblyFunction = createCoastalCliffsAssembly; break;
790
- case 'dark-forest-entrance-gnarled-roots-filtered-light':
791
- scene.fog = new THREE.Fog(0x2E2E2E, 5, 20);
792
- camera.position.set(0, 2, 8); camera.lookAt(0, 1, 0);
793
- assemblyFunction = createForestEntranceAssembly; break;
794
- case 'overgrown-forest-path-glowing-fungi-vines':
795
- scene.fog = new THREE.Fog(0x1A2F2A, 3, 15);
796
- camera.position.set(0, 1.5, 6); camera.lookAt(0, 0.5, 0);
797
- assemblyFunction = createOvergrownPathAssembly; break;
798
- case 'forest-clearing-mossy-statue-weathered-stone':
799
- scene.fog = new THREE.Fog(0x2E4F3A, 5, 25);
800
- camera.position.set(0, 2, 5); camera.lookAt(0, 1, 0);
801
- assemblyFunction = createClearingStatueAssembly; break;
802
- case 'two-goblins-ambush-forest-path-spears':
803
- scene.fog = new THREE.Fog(0x2E2E2E, 5, 20);
804
- camera.position.set(0, 2, 7); camera.lookAt(0, 1, 0);
805
- assemblyFunction = createGoblinAmbushAssembly; break;
806
- case 'hidden-cove-beach-dark-cave-entrance':
807
- scene.fog = new THREE.Fog(0x336699, 5, 30);
808
- scene.background = new THREE.Color(0x336699);
809
- camera.position.set(0, 2, 8); camera.lookAt(0, 1, -2);
810
- assemblyFunction = createHiddenCoveAssembly; break;
811
- case 'dark-cave-entrance-dripping-water':
812
- scene.fog = new THREE.Fog(0x1A1A1A, 2, 10);
813
- scene.background = new THREE.Color(0x1A1A1A);
814
- camera.position.set(0, 1.5, 4); camera.lookAt(0, 1, 0);
815
- assemblyFunction = createDarkCaveAssembly; break;
816
- default:
817
- console.warn(`Unknown illustration key: "${illustrationKey}". Using default.`);
818
- assemblyFunction = createDefaultAssembly; break;
819
  }
820
- try {
821
- currentAssemblyGroup = assemblyFunction();
822
- scene.add(currentAssemblyGroup);
823
- adjustLighting(illustrationKey);
824
- } catch (error) {
825
- console.error(`Error creating assembly for ${illustrationKey}:`, error);
826
- currentAssemblyGroup = createErrorAssembly();
827
- scene.add(currentAssemblyGroup);
828
  }
829
- }
830
-
831
- function adjustLighting(illustrationKey) {
832
- scene.children.forEach(child => {
833
- if (child.isLight && child !== scene.children.find(c => c.isAmbientLight)) {
834
- scene.remove(child);
835
- }
836
- });
837
- const ambient = scene.children.find(c => c.isAmbientLight);
838
- let directionalLight;
839
- switch (illustrationKey) {
840
- case 'crossroads-signpost-sunny':
841
- ambient.intensity = 0.8;
842
- directionalLight = new THREE.DirectionalLight(0xFFF8E1, 1.5);
843
- directionalLight.position.set(10, 15, 10);
844
  break;
845
- case 'dark-forest-entrance-gnarled-roots-filtered-light':
846
- case 'overgrown-forest-path-glowing-fungi-vines':
847
- ambient.intensity = 0.3;
848
- directionalLight = new THREE.DirectionalLight(0xA8E4A0, 0.6);
849
- directionalLight.position.set(5, 10, 5);
850
  break;
851
- case 'dark-cave-entrance-dripping-water':
852
- ambient.intensity = 0.1;
853
- directionalLight = new THREE.DirectionalLight(0x666666, 0.2);
854
- directionalLight.position.set(2, 5, 2);
855
  break;
856
  default:
857
- ambient.intensity = 0.5;
858
- directionalLight = new THREE.DirectionalLight(0xffffff, 1.2);
859
- directionalLight.position.set(8, 15, 10);
860
  }
861
- directionalLight.castShadow = true;
862
- directionalLight.shadow.mapSize.set(1024, 1024);
863
- directionalLight.shadow.camera.near = 0.5;
864
- directionalLight.shadow.camera.far = 50;
865
- directionalLight.shadow.camera.left = -15;
866
- directionalLight.shadow.camera.right = 15;
867
- directionalLight.shadow.camera.top = 15;
868
- directionalLight.shadow.camera.bottom = -15;
869
- scene.add(directionalLight);
870
  }
871
 
872
- document.addEventListener('DOMContentLoaded', () => {
873
- console.log("DOM Ready.");
874
- try {
875
- initThreeJS();
876
- startGame();
877
- } catch (error) {
878
- console.error("Init failed:", error);
879
- storyTitleElement.textContent = "Error";
880
- storyContentElement.innerHTML = `<p>Init Error. Check console.</p><pre>${error}</pre>`;
881
- }
882
  });
883
  </script>
884
  </body>
885
- </html>
 
16
  flex-direction: column;
17
  height: 100vh;
18
  }
19
+ #game-container { display: flex; flex-grow: 1; overflow: hidden; }
 
 
 
 
 
 
20
  #scene-container {
21
+ flex-grow: 3; position: relative; border-right: 2px solid #555;
22
+ min-width: 200px; background-color: #1a1a1a; height: 100%; box-sizing: border-box;
 
 
 
 
 
23
  }
 
24
  #ui-container {
25
+ flex-grow: 2; padding: 20px; overflow-y: auto;
26
+ background-color: #333; min-width: 280px; height: 100%;
27
+ box-sizing: border-box; display: flex; flex-direction: column;
 
 
 
 
 
 
28
  }
 
29
  #scene-container canvas { display: block; }
 
30
  #story-title {
31
+ color: #ffcc66; margin-top: 0; margin-bottom: 15px;
32
+ border-bottom: 1px solid #555; padding-bottom: 10px; font-size: 1.4em;
 
 
 
 
 
 
 
 
 
 
33
  }
34
+ #story-content { margin-bottom: 20px; line-height: 1.6; flex-grow: 1; }
35
  #story-content p { margin-bottom: 1em; }
36
  #story-content p:last-child { margin-bottom: 0; }
 
37
  #stats-inventory-container {
38
+ margin-bottom: 20px; padding-bottom: 15px;
39
+ border-bottom: 1px solid #555; font-size: 0.9em;
 
 
40
  }
41
  #stats-display, #inventory-display {
42
+ margin-bottom: 10px; line-height: 1.8;
 
43
  }
44
  #stats-display span, #inventory-display span {
45
+ display: inline-block; background-color: #444;
46
+ padding: 3px 8px; border-radius: 15px;
47
+ margin-right: 8px; margin-bottom: 5px;
48
+ border: 1px solid #666; white-space: nowrap;
49
+ }
50
+ #stats-display strong, #inventory-display strong {
51
+ color: #aaa; margin-right: 5px;
 
52
  }
 
53
  #inventory-display em { color: #888; font-style: normal; }
 
54
  #inventory-display .item-quest { background-color: #666030; border-color: #999048;}
55
  #inventory-display .item-weapon { background-color: #663030; border-color: #994848;}
56
  #inventory-display .item-armor { background-color: #306630; border-color: #489948;}
57
  #inventory-display .item-spell { background-color: #303066; border-color: #484899;}
58
  #inventory-display .item-unknown { background-color: #555; border-color: #777;}
 
59
  #choices-container {
60
+ margin-top: auto; padding-top: 15px; border-top: 1px solid #555;
 
 
61
  }
62
  #choices-container h3 { margin-top: 0; margin-bottom: 10px; color: #aaa; }
63
  #choices { display: flex; flex-direction: column; gap: 10px; }
 
64
  .choice-button {
65
+ display: block; width: 100%; padding: 10px 12px;
66
  background-color: #555; color: #eee; border: 1px solid #777;
67
  border-radius: 5px; cursor: pointer; text-align: left;
68
  font-family: 'Courier New', monospace; font-size: 1em;
69
  transition: background-color 0.2s, border-color 0.2s;
70
  box-sizing: border-box;
71
  }
72
+ .choice-button:hover:not(:disabled) {
73
+ background-color: #d4a017; color: #222; border-color: #b8860b;
74
+ }
75
+ .choice-button:disabled {
76
+ background-color: #444; color: #888; cursor: not-allowed;
77
+ border-color: #666; opacity: 0.7;
78
+ }
79
+ .roll-success {
80
+ color: #7f7; border-left: 3px solid #4a4;
81
+ padding-left: 8px; margin-bottom: 1em; font-size: 0.9em;
82
+ }
83
+ .roll-failure {
84
+ color: #f77; border-left: 3px solid #a44;
85
+ padding-left: 8px; margin-bottom: 1em; font-size: 0.9em;
86
+ }
87
  </style>
88
  </head>
89
  <body>
 
106
  </div>
107
 
108
  <script type="importmap">
109
+ {
110
+ "imports": {
111
+ "three": "https://unpkg.com/[email protected]/build/three.module.js",
112
+ "three/addons/": "https://unpkg.com/[email protected]/examples/jsm/",
113
+ "simplex-noise": "https://unpkg.com/[email protected]/simplex-noise.js"
114
  }
115
+ }
116
  </script>
117
 
118
  <script type="module">
119
  import * as THREE from 'three';
120
+ import SimplexNoise from 'simplex-noise';
121
 
122
  const sceneContainer = document.getElementById('scene-container');
123
  const storyTitleElement = document.getElementById('story-title');
 
126
  const statsElement = document.getElementById('stats-display');
127
  const inventoryElement = document.getElementById('inventory-display');
128
 
129
+ let scene, camera, renderer, currentAssemblyGroup = null;
 
130
 
 
131
  const stoneMaterial = new THREE.MeshStandardMaterial({ color: 0x888888, roughness: 0.8, metalness: 0.1 });
132
+ const groundMaterial = new THREE.MeshStandardMaterial({ color: 0x556B2F, roughness: 0.9 });
 
 
 
 
133
  const templeMaterial = new THREE.MeshStandardMaterial({ color: 0xA99B78, roughness: 0.7, metalness: 0.1 });
 
 
134
  const dirtMaterial = new THREE.MeshStandardMaterial({ color: 0x8B5E3C, roughness: 0.9 });
 
 
 
 
 
135
 
136
  function initThreeJS() {
 
137
  scene = new THREE.Scene();
138
  scene.background = new THREE.Color(0x222222);
139
+ const w = sceneContainer.clientWidth, h = sceneContainer.clientHeight;
140
+ camera = new THREE.PerspectiveCamera(75, w/h || 1, 0.1, 1000);
141
+ camera.position.set(0,2.5,7); camera.lookAt(0,0.5,0);
142
+ renderer = new THREE.WebGLRenderer({ antialias:true });
143
+ renderer.setSize(w||400, h||300);
 
 
144
  renderer.shadowMap.enabled = true;
 
145
  sceneContainer.appendChild(renderer.domElement);
146
+ scene.add(new THREE.AmbientLight(0xffffff, 0.5));
147
+ window.addEventListener('resize', onWindowResize);
 
 
148
  animate();
149
  }
150
 
151
  function onWindowResize() {
152
+ const w = sceneContainer.clientWidth, h = sceneContainer.clientHeight;
153
+ camera.aspect = w/h; camera.updateProjectionMatrix();
154
+ renderer.setSize(w, h);
 
 
 
 
 
155
  }
156
 
157
  function animate() {
158
  requestAnimationFrame(animate);
159
+ const t = performance.now()*0.001;
160
+ scene.traverse(o => o.userData.update && o.userData.update(t));
161
+ renderer.render(scene, camera);
162
+ }
163
+
164
+ function createMesh(geo, mat, pos={x:0,y:0,z:0}, rot={x:0,y:0,z:0}, scl={x:1,y:1,z:1}) {
165
+ const m = new THREE.Mesh(geo, mat);
166
+ m.position.set(pos.x,pos.y,pos.z);
167
+ m.rotation.set(rot.x,rot.y,rot.z);
168
+ m.scale.set(scl.x,scl.y,scl.z);
169
+ m.castShadow = m.receiveShadow = true;
170
+ return m;
171
+ }
172
+
173
+ function createProceduralTerrainAssembly({ size=80, segments=128, heightScale=8, seed=123 }) {
174
+ const noise = new SimplexNoise(seed);
175
+ const geo = new THREE.PlaneGeometry(size, size, segments, segments);
176
+ const pos = geo.attributes.position;
177
+ for (let i=0; i<pos.count; i++) {
178
+ const x=pos.getX(i), z=pos.getZ(i);
179
+ pos.setY(i, noise.noise2D(x/10,z/10)*heightScale);
180
  }
181
+ geo.computeVertexNormals();
182
+ const mat = new THREE.MeshStandardMaterial({ color:0x556B2F, flatShading:true });
183
+ const mesh = new THREE.Mesh(geo, mat);
184
+ mesh.rotation.x = -Math.PI/2;
185
+ mesh.receiveShadow = true;
 
 
 
186
  return mesh;
187
  }
188
 
189
+ function generateDungeonGrid(cols, rows, minRoom=3) {
190
+ function split(r, d=0) {
191
+ if (d>3 || r.width<minRoom*2 || r.height<minRoom*2) return [r];
192
+ const horiz = r.width>r.height;
193
+ const max = (horiz?r.width:r.height)-minRoom;
194
+ const sc = Math.floor(Math.random()*(max-minRoom)+minRoom);
195
+ let a,b;
196
+ if(horiz){
197
+ a={x:r.x,y:r.y,width:sc,height:r.height};
198
+ b={x:r.x+sc,y:r.y,width:r.width-sc,height:r.height};
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
199
  } else {
200
+ a={x:r.x,y:r.y,width:r.width,height:sc};
201
+ b={x:r.x,y:r.y+sc,width:r.width,height:r.height-sc};
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
202
  }
203
+ return [...split(a,d+1),...split(b,d+1)];
 
 
 
 
 
 
 
 
 
 
204
  }
205
+ const regions = split({x:0,y:0,width:cols,height:rows});
206
+ const grid = Array.from({length:rows},()=>Array(cols).fill(1));
207
+ regions.forEach(r=>{
208
+ const w=Math.max(2,Math.floor(r.width*0.8)), h=Math.max(2,Math.floor(r.height*0.8));
209
+ const ox=r.x+Math.floor((r.width-w)/2), oy=r.y+Math.floor((r.height-h)/2);
210
+ for(let y=oy;y<oy+h;y++)for(let x=ox;x<ox+w;x++)grid[y][x]=0;
211
+ });
212
+ return grid;
213
+ }
214
+
215
+ function createDungeonAssembly({ cols=40, rows=30, cellSize=0.8 }) {
216
+ const grid = generateDungeonGrid(cols, rows);
217
+ const g = new THREE.Group();
218
+ const wallGeo = new THREE.BoxGeometry(cellSize,cellSize,cellSize);
219
+ const floorGeo = new THREE.PlaneGeometry(cellSize,cellSize);
220
+ grid.forEach((row,y)=>{
221
+ row.forEach((c,x)=>{
222
+ const px=(x-cols/2)*cellSize, pz=(y-rows/2)*cellSize;
223
+ if(c===1) g.add(createMesh(wallGeo,stoneMaterial,{x:px,y:0.5,z:pz}));
224
+ else g.add(createMesh(floorGeo,groundMaterial,{x:px,y:0,z:pz},{x:-Math.PI/2}));
 
 
 
 
 
 
 
 
225
  });
226
+ });
227
+ return g;
 
 
 
 
 
 
 
 
 
 
 
 
 
 
228
  }
229
 
230
+ function createCityAssembly({ blocksX=6, blocksZ=6, blockSize=5, streetWidth=1 }) {
231
+ const g = new THREE.Group();
232
+ const buildingMat = templeMaterial.clone(), roadMat = dirtMaterial.clone();
233
+ const total = blocksX*blockSize+(blocksX+1)*streetWidth;
234
+ for(let i=0;i<=blocksX;i++){
235
+ g.add(createMesh(new THREE.PlaneGeometry(streetWidth,total),roadMat,
236
+ {x:-total/2+i*(blockSize+streetWidth),y:0.01,z:0},{x:-Math.PI/2}));
 
 
 
237
  }
238
+ for(let j=0;j<=blocksZ;j++){
239
+ g.add(createMesh(new THREE.PlaneGeometry(total,streetWidth),roadMat,
240
+ {x:0,y:0.01,z:-total/2+j*(blockSize+streetWidth)},{x:-Math.PI/2}));
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
241
  }
242
+ for(let i=0;i<blocksX;i++)for(let j=0;j<blocksZ;j++){
243
+ const w=Math.random()*(blockSize*0.6)+blockSize*0.2;
244
+ const d=Math.random()*(blockSize*0.6)+blockSize*0.2;
245
+ const h=Math.random()*5+2;
246
+ const bx=-total/2+streetWidth+i*(blockSize+streetWidth)+blockSize/2;
247
+ const bz=-total/2+streetWidth+j*(blockSize+streetWidth)+blockSize/2;
248
+ g.add(createMesh(new THREE.BoxGeometry(w,h,d),buildingMat,
249
+ {x:bx,y:h/2,z:bz}));
250
  }
251
+ return g;
252
+ }
253
+
254
+ function updateScene(key) {
255
+ if (currentAssemblyGroup) scene.remove(currentAssemblyGroup);
256
+ scene.fog = null; scene.background.set(0x222222);
257
+ camera.position.set(0,2.5,7); camera.lookAt(0,0.5,0);
258
+ let fn = () => { const g=new THREE.Group(); g.add(createMesh(new THREE.SphereGeometry(0.5,16,16),stoneMaterial,{y:0.5})); return g; };
259
+ switch(key) {
260
+ case 'procedural-terrain':
261
+ fn = () => createProceduralTerrainAssembly({size:80,segments:128,heightScale:8,seed:123});
262
+ camera.position.set(0,10,20); camera.lookAt(0,0,0);
263
+ scene.background.set(0x444444);
 
 
264
  break;
265
+ case 'dungeon-procedural':
266
+ fn = () => createDungeonAssembly({cols:40,rows:30,cellSize:0.8});
267
+ camera.position.set(0,20,20); camera.lookAt(0,0,0);
268
+ scene.background.set(0x111111);
 
269
  break;
270
+ case 'city-procedural':
271
+ fn = () => createCityAssembly({blocksX:6,blocksZ:6,blockSize:5,streetWidth:1});
272
+ camera.position.set(0,20,20); camera.lookAt(0,0,0);
273
+ scene.background.set(0x333333);
274
  break;
275
  default:
276
+ break;
 
 
277
  }
278
+ currentAssemblyGroup = fn();
279
+ scene.add(currentAssemblyGroup);
 
 
 
 
 
 
 
280
  }
281
 
282
+ document.addEventListener('DOMContentLoaded',()=>{
283
+ initThreeJS();
284
+ updateScene('procedural-terrain');
 
 
 
 
 
 
 
285
  });
286
  </script>
287
  </body>
288
+ </html>