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Create game.js
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game.js
ADDED
@@ -0,0 +1,634 @@
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1 |
+
import * as THREE from 'three';
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2 |
+
// import { OrbitControls } from 'three/addons/controls/OrbitControls.js'; // Keep commented unless needed
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3 |
+
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4 |
+
// --- DOM Elements ---
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5 |
+
const sceneContainer = document.getElementById('scene-container');
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6 |
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const storyTitleElement = document.getElementById('story-title');
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7 |
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const storyContentElement = document.getElementById('story-content');
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const choicesElement = document.getElementById('choices');
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9 |
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const statsElement = document.getElementById('stats-display');
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10 |
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const inventoryElement = document.getElementById('inventory-display');
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+
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+
// --- Config ---
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13 |
+
const ROOM_SIZE = 10; // Size of each map grid cell in 3D space
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14 |
+
const WALL_HEIGHT = 4;
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+
const WALL_THICKNESS = 0.5;
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const CAMERA_HEIGHT = 15; // How high the overhead camera is
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17 |
+
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18 |
+
// --- Three.js Setup ---
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19 |
+
let scene, camera, renderer;
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20 |
+
let mapGroup; // A group to hold all map related objects
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21 |
+
// let controls; // Optional OrbitControls
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22 |
+
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23 |
+
function initThreeJS() {
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+
scene = new THREE.Scene();
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+
scene.background = new THREE.Color(0x111111); // Darker background for contrast
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26 |
+
scene.fog = new THREE.Fog(0x111111, CAMERA_HEIGHT * 1.5, CAMERA_HEIGHT * 3); // Add fog for depth
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+
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camera = new THREE.PerspectiveCamera(60, sceneContainer.clientWidth / sceneContainer.clientHeight, 0.1, 1000);
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// Set initial overhead position (will be updated)
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+
camera.position.set(0, CAMERA_HEIGHT, 0);
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camera.lookAt(0, 0, 0);
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+
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renderer = new THREE.WebGLRenderer({ antialias: true });
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renderer.setSize(sceneContainer.clientWidth, sceneContainer.clientHeight);
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35 |
+
renderer.shadowMap.enabled = true; // Enable shadows if using lights that cast them
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36 |
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sceneContainer.appendChild(renderer.domElement);
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37 |
+
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38 |
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// Lighting
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39 |
+
const ambientLight = new THREE.AmbientLight(0xffffff, 0.5); // Softer ambient
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40 |
+
scene.add(ambientLight);
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41 |
+
// Light source directly above the center (acts like a player flashlight)
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42 |
+
const playerLight = new THREE.PointLight(0xffffff, 1.5, ROOM_SIZE * 3); // Intensity, Distance
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43 |
+
playerLight.position.set(0, CAMERA_HEIGHT - 2, 0); // Position slightly below camera
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44 |
+
scene.add(playerLight);
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45 |
+
// We will move this light with the camera/player later
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46 |
+
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47 |
+
// Map Group
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48 |
+
mapGroup = new THREE.Group();
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49 |
+
scene.add(mapGroup);
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50 |
+
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51 |
+
// Optional Controls (for debugging)
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52 |
+
// controls = new OrbitControls(camera, renderer.domElement);
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53 |
+
// controls.enableDamping = true;
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54 |
+
// controls.target.set(0, 0, 0); // Ensure controls start looking at origin
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55 |
+
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56 |
+
window.addEventListener('resize', onWindowResize, false);
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57 |
+
animate();
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58 |
+
}
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59 |
+
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60 |
+
function onWindowResize() {
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61 |
+
if (!renderer || !camera) return;
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62 |
+
camera.aspect = sceneContainer.clientWidth / sceneContainer.clientHeight;
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63 |
+
camera.updateProjectionMatrix();
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64 |
+
renderer.setSize(sceneContainer.clientWidth, sceneContainer.clientHeight);
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65 |
+
}
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66 |
+
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67 |
+
function animate() {
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68 |
+
requestAnimationFrame(animate);
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69 |
+
// if (controls) controls.update();
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70 |
+
if (renderer && scene && camera) {
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71 |
+
renderer.render(scene, camera);
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72 |
+
}
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73 |
+
}
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74 |
+
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75 |
+
// --- Primitive Creation Functions ---
|
76 |
+
const materials = {
|
77 |
+
floor_forest: new THREE.MeshLambertMaterial({ color: 0x228B22 }), // Green
|
78 |
+
floor_cave: new THREE.MeshLambertMaterial({ color: 0x696969 }), // Grey
|
79 |
+
floor_room: new THREE.MeshLambertMaterial({ color: 0xaaaaaa }), // Light Grey
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80 |
+
floor_city: new THREE.MeshLambertMaterial({ color: 0xdeb887 }), // Tan/Pavement
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81 |
+
wall: new THREE.MeshLambertMaterial({ color: 0x888888 }),
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82 |
+
door: new THREE.MeshLambertMaterial({ color: 0xcd853f }), // Peru (brownish)
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83 |
+
river: new THREE.MeshBasicMaterial({ color: 0x4682B4, transparent: true, opacity: 0.7 }), // Steel Blue
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84 |
+
unexplored: new THREE.MeshBasicMaterial({ color: 0x555555, wireframe: true }),
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85 |
+
visited_marker: new THREE.MeshBasicMaterial({ color: 0xaaaaaa, wireframe: true, transparent: true, opacity: 0.5 }), // Faint marker for visited
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86 |
+
current_marker: new THREE.MeshBasicMaterial({ color: 0xffff00, wireframe: true }), // Yellow marker
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87 |
+
};
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88 |
+
|
89 |
+
const geometries = {
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90 |
+
floor: new THREE.PlaneGeometry(ROOM_SIZE, ROOM_SIZE),
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91 |
+
wall: new THREE.BoxGeometry(ROOM_SIZE, WALL_HEIGHT, WALL_THICKNESS),
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92 |
+
wall_side: new THREE.BoxGeometry(WALL_THICKNESS, WALL_HEIGHT, ROOM_SIZE),
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93 |
+
marker: new THREE.BoxGeometry(ROOM_SIZE * 0.8, 0.1, ROOM_SIZE * 0.8), // Flat marker
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94 |
+
river: new THREE.PlaneGeometry(ROOM_SIZE * 0.3, ROOM_SIZE), // Thin river strip
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+
};
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+
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97 |
+
function createFloor(type = 'room', x = 0, z = 0) {
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+
const material = materials[`floor_${type}`] || materials.floor_room;
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+
const floor = new THREE.Mesh(geometries.floor, material);
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100 |
+
floor.rotation.x = -Math.PI / 2; // Rotate to be flat
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101 |
+
floor.position.set(x * ROOM_SIZE, 0, z * ROOM_SIZE);
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102 |
+
floor.receiveShadow = true;
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103 |
+
return floor;
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104 |
+
}
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105 |
+
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106 |
+
function createWall(direction, x = 0, z = 0) {
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107 |
+
let wall;
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108 |
+
const base_x = x * ROOM_SIZE;
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109 |
+
const base_z = z * ROOM_SIZE;
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110 |
+
const half_room = ROOM_SIZE / 2;
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111 |
+
const wall_y = WALL_HEIGHT / 2; // Position center of wall at half height
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112 |
+
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113 |
+
switch (direction) {
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114 |
+
case 'north':
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115 |
+
wall = new THREE.Mesh(geometries.wall, materials.wall);
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116 |
+
wall.position.set(base_x, wall_y, base_z - half_room);
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117 |
+
break;
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118 |
+
case 'south':
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119 |
+
wall = new THREE.Mesh(geometries.wall, materials.wall);
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120 |
+
wall.position.set(base_x, wall_y, base_z + half_room);
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121 |
+
break;
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122 |
+
case 'east':
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+
wall = new THREE.Mesh(geometries.wall_side, materials.wall);
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124 |
+
wall.position.set(base_x + half_room, wall_y, base_z);
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125 |
+
break;
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126 |
+
case 'west':
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+
wall = new THREE.Mesh(geometries.wall_side, materials.wall);
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128 |
+
wall.position.set(base_x - half_room, wall_y, base_z);
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129 |
+
break;
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130 |
+
default: return null;
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131 |
+
}
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132 |
+
wall.castShadow = true;
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133 |
+
wall.receiveShadow = true;
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134 |
+
return wall;
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135 |
+
}
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136 |
+
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137 |
+
function createFeature(feature, x = 0, z = 0) {
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138 |
+
const base_x = x * ROOM_SIZE;
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139 |
+
const base_z = z * ROOM_SIZE;
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140 |
+
let mesh = null;
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141 |
+
// Example: Add a river feature
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142 |
+
if (feature === 'river') {
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143 |
+
mesh = new THREE.Mesh(geometries.river, materials.river);
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144 |
+
mesh.rotation.x = -Math.PI / 2;
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145 |
+
mesh.position.set(base_x, 0.05, base_z); // Slightly above floor
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146 |
+
}
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147 |
+
// Add more features: 'door_north', 'chest', 'tree' etc.
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148 |
+
// For doors, you might modify/omit wall segments instead of adding an object
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149 |
+
return mesh;
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150 |
+
}
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151 |
+
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152 |
+
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153 |
+
function createMarker(type, x = 0, z = 0) {
|
154 |
+
let material;
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155 |
+
switch (type) {
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156 |
+
case 'current': material = materials.current_marker; break;
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157 |
+
case 'visited': material = materials.visited_marker; break;
|
158 |
+
case 'unexplored': material = materials.unexplored; break;
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159 |
+
default: return null;
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160 |
+
}
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161 |
+
const marker = new THREE.Mesh(geometries.marker, material);
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162 |
+
marker.position.set(x * ROOM_SIZE, 0.1, z * ROOM_SIZE); // Slightly above floor
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163 |
+
return marker;
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164 |
+
}
|
165 |
+
|
166 |
+
// --- Game Data (ADD MAP COORDINATES and TYPE/FEATURES) ---
|
167 |
+
const gameData = {
|
168 |
+
// Page ID: { title, content, options, illustration(optional), mapX, mapY, type, features? }
|
169 |
+
"1": {
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170 |
+
title: "The Beginning", content: "<p>...</p>", illustration: "city-gates",
|
171 |
+
mapX: 0, mapY: 0, type: 'city', features: ['door_north'], // Example feature
|
172 |
+
options: [
|
173 |
+
{ text: "Visit the local weaponsmith", next: 2 },
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174 |
+
{ text: "Seek wisdom at the temple", next: 3 },
|
175 |
+
{ text: "Meet the resistance leader", next: 4 }
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176 |
+
]
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177 |
+
},
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178 |
+
"2": { // Weaponsmith - let's place it near the start
|
179 |
+
title: "The Weaponsmith", content: "<p>...</p>", illustration: "weaponsmith",
|
180 |
+
mapX: -1, mapY: 0, type: 'room', features: ['door_east'],
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181 |
+
options: [
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182 |
+
{ text: "Take Flaming Sword", next: 5, addItem: "Flaming Sword" },
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183 |
+
// ... other weapon choices ...
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184 |
+
{ text: "Return to city square", next: 1 }
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185 |
+
]
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186 |
+
},
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187 |
+
"3": { // Temple
|
188 |
+
title: "The Ancient Temple", content: "<p>...</p>", illustration: "temple",
|
189 |
+
mapX: 1, mapY: 0, type: 'room', features: ['door_west'],
|
190 |
+
options: [
|
191 |
+
{ text: "Learn Healing Light", next: 5, addItem: "Healing Light Spell" },
|
192 |
+
// ... other spell choices ...
|
193 |
+
{ text: "Return to city square", next: 1 }
|
194 |
+
]
|
195 |
+
},
|
196 |
+
"4": { // Resistance Tavern
|
197 |
+
title: "The Resistance Leader", content: "<p>...</p>", illustration: "resistance-meeting",
|
198 |
+
mapX: 0, mapY: -1, type: 'room', features: ['door_north'],
|
199 |
+
options: [
|
200 |
+
{ text: "Take Secret Tunnel Map", next: 5, addItem: "Secret Tunnel Map" },
|
201 |
+
// ... other item choices ...
|
202 |
+
{ text: "Return to city square", next: 1 }
|
203 |
+
]
|
204 |
+
},
|
205 |
+
"5": { // Start of Forest Path (North of City)
|
206 |
+
title: "The Journey Begins", content: "<p>You leave Silverhold...</p>", illustration: "shadowwood-forest",
|
207 |
+
mapX: 0, mapY: 1, type: 'forest', features: ['path_north', 'path_east', 'path_west', 'door_south'],
|
208 |
+
options: [
|
209 |
+
{ text: "Take the main road (North)", next: 6 },
|
210 |
+
{ text: "Follow the river path (East)", next: 7 },
|
211 |
+
{ text: "Brave the ruins shortcut (West)", next: 8 },
|
212 |
+
{ text: "Return to the City Gate", next: 1} // Link back
|
213 |
+
]
|
214 |
+
},
|
215 |
+
"6": { // Forest Path North
|
216 |
+
title: "Ambush!", content: "<p>Scouts jump out!</p>", illustration: "road-ambush",
|
217 |
+
mapX: 0, mapY: 2, type: 'forest', features: ['path_north', 'path_south'],
|
218 |
+
// Challenge will determine next step (9 or 10)
|
219 |
+
challenge: { title: "Escape Ambush", stat: "courage", difficulty: 5, success: 9, failure: 10 },
|
220 |
+
options: [] // Options determined by challenge
|
221 |
+
},
|
222 |
+
"7": { // River Path East
|
223 |
+
title: "Misty River", content: "<p>A spirit appears...</p>", illustration: "river-spirit",
|
224 |
+
mapX: 1, mapY: 1, type: 'forest', features: ['river', 'path_west'],
|
225 |
+
challenge: { title: "River Riddle", stat: "wisdom", difficulty: 6, success: 11, failure: 12 },
|
226 |
+
options: []
|
227 |
+
},
|
228 |
+
"8": { // Ruins Path West
|
229 |
+
title: "Forgotten Ruins", content: "<p>Whispers echo...</p>", illustration: "ancient-ruins",
|
230 |
+
mapX: -1, mapY: 1, type: 'ruins', features: ['path_east'],
|
231 |
+
challenge: { title: "Navigate Ruins", stat: "wisdom", difficulty: 5, success: 13, failure: 14 },
|
232 |
+
options: []
|
233 |
+
},
|
234 |
+
// --- Corresponding Challenge Outcomes ---
|
235 |
+
"9": { // Success Ambush (Continue North)
|
236 |
+
title: "Breaking Through", content: "<p>You fought them off!</p>", illustration: "forest-edge",
|
237 |
+
mapX: 0, mapY: 3, type: 'forest', features: ['path_north', 'path_south'], // Edge of forest
|
238 |
+
options: [ {text: "Cross the plains", next: 15} ] // To page 15 (fortress approach)
|
239 |
+
},
|
240 |
+
"10": { // Failure Ambush (Captured) -> Leads to different location potentially? Let's put it nearby for now.
|
241 |
+
title: "Captured!", content: "<p>They drag you to an outpost.</p>", illustration: "prisoner-cell",
|
242 |
+
mapX: 1, mapY: 2, type: 'cave', // Represent outpost as cave/cell
|
243 |
+
options: [ { text: "Wait...", next: 20 } ] // Link to page 20 logic
|
244 |
+
},
|
245 |
+
"11": { // Success Riddle
|
246 |
+
title: "Spirit's Blessing", content: "<p>The spirit blesses you.</p>", illustration: "spirit-blessing",
|
247 |
+
mapX: 1, mapY: 1, type: 'forest', features: ['river', 'path_west'], // Stay in same spot, get item/stat
|
248 |
+
addItem: "Water Spirit's Blessing", statIncrease: { stat: "wisdom", amount: 2 },
|
249 |
+
options: [ { text: "Continue journey", next: 15 } ] // Option to move on
|
250 |
+
},
|
251 |
+
"12": { // Failure Riddle
|
252 |
+
title: "Spirit's Wrath", content: "<p>Pulled underwater!</p>", illustration: "river-danger",
|
253 |
+
mapX: 1, mapY: 1, type: 'forest', features: ['river', 'path_west'], // Stay in same spot, lose HP
|
254 |
+
hpLoss: 8,
|
255 |
+
options: [ { text: "Struggle onwards", next: 15 } ]
|
256 |
+
},
|
257 |
+
"13": { // Success Ruins
|
258 |
+
title: "Ancient Allies", content: "<p>The spirits offer help.</p>", illustration: "ancient-spirits",
|
259 |
+
mapX: -1, mapY: 1, type: 'ruins', features: ['path_east'],
|
260 |
+
addItem: "Ancient Amulet", statIncrease: { stat: "wisdom", amount: 1 },
|
261 |
+
options: [ { text: "Accept amulet and continue", next: 15 } ]
|
262 |
+
},
|
263 |
+
"14": { // Failure Ruins
|
264 |
+
title: "Lost in Time", content: "<p>Exhausted from the maze.</p>", illustration: "lost-ruins",
|
265 |
+
mapX: -1, mapY: 1, type: 'ruins', features: ['path_east'],
|
266 |
+
hpLoss: 10,
|
267 |
+
options: [ { text: "Push onwards, weakened", next: 15 } ]
|
268 |
+
},
|
269 |
+
"15": { // Fortress Approach (example)
|
270 |
+
title: "The Looming Fortress", content: "<p>The dark fortress rises...</p>", illustration: "evil-fortress",
|
271 |
+
mapX: 0, mapY: 4, type: 'plains', // Barren plains
|
272 |
+
options: [ /* ... options to infiltrate ... */ {text: "Survey the area", next: 16} ]
|
273 |
+
},
|
274 |
+
// ... Add ALL other pages with mapX, mapY, type, features ...
|
275 |
+
"99": {
|
276 |
+
title: "Game Over", content: "<p>Your adventure ends here.</p>",
|
277 |
+
mapX: 0, mapY: 0, type: 'gameover', // Special type
|
278 |
+
options: [{ text: "Restart", next: 1 }],
|
279 |
+
illustration: "game-over",
|
280 |
+
gameOver: true
|
281 |
+
}
|
282 |
+
};
|
283 |
+
|
284 |
+
const itemsData = { // (Keep this data as before)
|
285 |
+
"Flaming Sword": { type: "weapon", description: "A fiery blade. +3 Attack.", attackBonus: 3 },
|
286 |
+
"Whispering Bow": { type: "weapon", description: "A silent bow. +2 Attack.", attackBonus: 2 },
|
287 |
+
// ... other items ...
|
288 |
+
"Secret Tunnel Map": { type: "quest", description: "Shows a hidden path" },
|
289 |
+
"Master Key": { type: "quest", description: "Unlocks many doors" },
|
290 |
+
"Ancient Amulet": { type: "armor", description: "Wards off some dark magic. +1 Defense", defenseBonus: 1}, // Made armor type
|
291 |
+
};
|
292 |
+
|
293 |
+
// --- Game State ---
|
294 |
+
let gameState = {}; // Initialize in startGame
|
295 |
+
let visitedCoords = new Set(); // Track visited map coordinates as "x,y" strings
|
296 |
+
|
297 |
+
// --- Game Logic Functions ---
|
298 |
+
|
299 |
+
function startGame() {
|
300 |
+
gameState = { // Reset state
|
301 |
+
currentPageId: 1,
|
302 |
+
inventory: [],
|
303 |
+
stats: { courage: 7, wisdom: 5, strength: 6, hp: 30, maxHp: 30 }
|
304 |
+
};
|
305 |
+
visitedCoords = new Set(); // Reset visited locations
|
306 |
+
const startPage = gameData[gameState.currentPageId];
|
307 |
+
if (startPage && startPage.mapX !== undefined && startPage.mapY !== undefined) {
|
308 |
+
visitedCoords.add(`${startPage.mapX},${startPage.mapY}`); // Mark start as visited
|
309 |
+
}
|
310 |
+
renderPage(gameState.currentPageId);
|
311 |
+
}
|
312 |
+
|
313 |
+
function renderPage(pageId) {
|
314 |
+
const page = gameData[pageId];
|
315 |
+
if (!page) {
|
316 |
+
console.error(`Error: Page data not found for ID: ${pageId}`);
|
317 |
+
// Handle error state more gracefully if needed
|
318 |
+
storyTitleElement.textContent = "Error";
|
319 |
+
storyContentElement.innerHTML = "<p>Adventure lost in the void!</p>";
|
320 |
+
choicesElement.innerHTML = ''; // Clear choices
|
321 |
+
addChoiceButton("Restart", 1); // Add only restart
|
322 |
+
updateScene(null); // Clear the scene or show error state
|
323 |
+
return;
|
324 |
+
}
|
325 |
+
|
326 |
+
// Update UI Text
|
327 |
+
storyTitleElement.textContent = page.title || "Untitled Location";
|
328 |
+
storyContentElement.innerHTML = page.content || "<p>...</p>";
|
329 |
+
updateStatsDisplay();
|
330 |
+
updateInventoryDisplay();
|
331 |
+
|
332 |
+
// Update Choices based on requirements
|
333 |
+
choicesElement.innerHTML = ''; // Clear old choices
|
334 |
+
let hasAvailableOptions = false;
|
335 |
+
if (page.options && !page.challenge && !page.gameOver) { // Don't show choices if there's a challenge or game over
|
336 |
+
page.options.forEach(option => {
|
337 |
+
// Check requirements before adding the button
|
338 |
+
const requirementFailed = !checkChoiceRequirements(option, gameState.inventory);
|
339 |
+
const button = addChoiceButton(option.text, option.next, option.addItem, requirementFailed);
|
340 |
+
if (!requirementFailed) {
|
341 |
+
hasAvailableOptions = true;
|
342 |
+
}
|
343 |
+
});
|
344 |
+
}
|
345 |
+
|
346 |
+
// Handle Game Over / No Options / Challenge Page
|
347 |
+
if (page.gameOver) {
|
348 |
+
addChoiceButton("Restart Adventure", 1);
|
349 |
+
hasAvailableOptions = true; // Allow restart
|
350 |
+
} else if (page.challenge) {
|
351 |
+
choicesElement.innerHTML = `<p><i>A challenge blocks your path...</i></p>`;
|
352 |
+
// Challenge resolved in handleChoiceClick *after* rendering this page
|
353 |
+
} else if (!hasAvailableOptions && !page.gameOver && !page.challenge) {
|
354 |
+
choicesElement.innerHTML = '<p><i>No further options available from here.</i></p>';
|
355 |
+
addChoiceButton("Restart Adventure", 1);
|
356 |
+
}
|
357 |
+
|
358 |
+
// Update 3D Scene based on current page's coordinates
|
359 |
+
updateScene(pageId);
|
360 |
+
}
|
361 |
+
|
362 |
+
// Helper to add choice buttons
|
363 |
+
function addChoiceButton(text, nextPage, addItem = null, disabled = false, requireItem = null, requireAnyItem = null) {
|
364 |
+
const button = document.createElement('button');
|
365 |
+
button.classList.add('choice-button');
|
366 |
+
button.textContent = text;
|
367 |
+
button.disabled = disabled;
|
368 |
+
|
369 |
+
// Store data
|
370 |
+
button.dataset.nextPage = nextPage;
|
371 |
+
if (addItem) button.dataset.addItem = addItem;
|
372 |
+
|
373 |
+
// Create tooltip for disabled buttons based on requirement
|
374 |
+
if (disabled) {
|
375 |
+
if (requireItem) button.title = `Requires: ${requireItem}`;
|
376 |
+
else if (requireAnyItem) button.title = `Requires one of: ${requireAnyItem.join(', ')}`;
|
377 |
+
else button.title = `Cannot choose this option now.`;
|
378 |
+
}
|
379 |
+
|
380 |
+
if (!disabled) {
|
381 |
+
button.onclick = () => handleChoiceClick(button.dataset);
|
382 |
+
}
|
383 |
+
choicesElement.appendChild(button);
|
384 |
+
return button; // Return button in case needed
|
385 |
+
}
|
386 |
+
|
387 |
+
|
388 |
+
// Check choice requirements (returns true if requirements MET)
|
389 |
+
function checkChoiceRequirements(option, inventory) {
|
390 |
+
const reqItem = option.requireItem;
|
391 |
+
if (reqItem && !inventory.includes(reqItem)) {
|
392 |
+
return false; // Specific item required but not present
|
393 |
+
}
|
394 |
+
const reqAnyItem = option.requireAnyItem;
|
395 |
+
if (reqAnyItem && !reqAnyItem.some(item => inventory.includes(item))) {
|
396 |
+
return false; // Required one item from list, but none present
|
397 |
+
}
|
398 |
+
return true; // All requirements met or no requirements
|
399 |
+
}
|
400 |
+
|
401 |
+
function handleChoiceClick(dataset) {
|
402 |
+
const nextPageId = parseInt(dataset.nextPage);
|
403 |
+
const itemToAdd = dataset.addItem;
|
404 |
+
|
405 |
+
if (isNaN(nextPageId)) {
|
406 |
+
console.error("Invalid nextPageId:", dataset.nextPage);
|
407 |
+
return;
|
408 |
+
}
|
409 |
+
|
410 |
+
// --- Process Effects of Making the Choice ---
|
411 |
+
if (itemToAdd && !gameState.inventory.includes(itemToAdd)) {
|
412 |
+
gameState.inventory.push(itemToAdd);
|
413 |
+
console.log("Added item:", itemToAdd);
|
414 |
+
// Add feedback to player? Maybe via story text update?
|
415 |
+
}
|
416 |
+
|
417 |
+
// --- Move to Next Page ---
|
418 |
+
const previousPageId = gameState.currentPageId;
|
419 |
+
gameState.currentPageId = nextPageId;
|
420 |
+
|
421 |
+
const nextPageData = gameData[nextPageId];
|
422 |
+
if (!nextPageData) {
|
423 |
+
console.error(`Data for page ${nextPageId} not found!`);
|
424 |
+
renderPage(99); // Go to game over page as fallback
|
425 |
+
return;
|
426 |
+
}
|
427 |
+
|
428 |
+
// Add coordinates to visited set
|
429 |
+
if (nextPageData.mapX !== undefined && nextPageData.mapY !== undefined) {
|
430 |
+
visitedCoords.add(`${nextPageData.mapX},${nextPageData.mapY}`);
|
431 |
+
}
|
432 |
+
|
433 |
+
|
434 |
+
// --- Process Landing Effects & Challenges ---
|
435 |
+
let currentPageIdAfterEffects = nextPageId; // Start with the target page ID
|
436 |
+
|
437 |
+
// Apply HP loss defined on the *landing* page
|
438 |
+
if (nextPageData.hpLoss) {
|
439 |
+
gameState.stats.hp -= nextPageData.hpLoss;
|
440 |
+
console.log(`Lost ${nextPageData.hpLoss} HP. Current HP: ${gameState.stats.hp}`);
|
441 |
+
if (gameState.stats.hp <= 0) {
|
442 |
+
console.log("Player died from HP loss!");
|
443 |
+
gameState.stats.hp = 0;
|
444 |
+
renderPage(99); // Go to a specific game over page ID
|
445 |
+
return;
|
446 |
+
}
|
447 |
+
}
|
448 |
+
// Apply stat increase defined on the *landing* page
|
449 |
+
if (nextPageData.statIncrease) {
|
450 |
+
const stat = nextPageData.statIncrease.stat;
|
451 |
+
const amount = nextPageData.statIncrease.amount;
|
452 |
+
if (gameState.stats.hasOwnProperty(stat)) {
|
453 |
+
gameState.stats[stat] += amount;
|
454 |
+
console.log(`Stat ${stat} increased by ${amount}.`);
|
455 |
+
}
|
456 |
+
}
|
457 |
+
|
458 |
+
// Handle Challenge on the landing page
|
459 |
+
if (nextPageData.challenge) {
|
460 |
+
const challenge = nextPageData.challenge;
|
461 |
+
const reqStat = challenge.stat;
|
462 |
+
const difficulty = challenge.difficulty;
|
463 |
+
const successPage = challenge.success;
|
464 |
+
const failurePage = challenge.failure;
|
465 |
+
|
466 |
+
if (reqStat && difficulty !== undefined && successPage !== undefined && failurePage !== undefined) {
|
467 |
+
const currentStatValue = gameState.stats[reqStat] || 0;
|
468 |
+
const roll = Math.floor(Math.random() * 6) + 1;
|
469 |
+
const total = roll + currentStatValue;
|
470 |
+
const success = total >= difficulty;
|
471 |
+
|
472 |
+
console.log(`Challenge: ${challenge.title || 'Test'}. Roll(${roll}) + ${reqStat}(${currentStatValue}) = ${total} vs DC ${difficulty}. Success: ${success}`);
|
473 |
+
|
474 |
+
// Update page based on challenge result
|
475 |
+
currentPageIdAfterEffects = success ? successPage : failurePage;
|
476 |
+
|
477 |
+
// Apply stat change from challenge outcome (optional: only on success/failure?)
|
478 |
+
// This example applies basic +/- based on outcome
|
479 |
+
if(gameState.stats.hasOwnProperty(reqStat)) {
|
480 |
+
gameState.stats[reqStat] += success ? 1 : -1;
|
481 |
+
gameState.stats[reqStat] = Math.max(1, gameState.stats[reqStat]); // Don't go below 1
|
482 |
+
}
|
483 |
+
|
484 |
+
// Add challenge result to story? (Needs modification of renderPage or state)
|
485 |
+
|
486 |
+
// If challenge leads to non-existent page, handle error
|
487 |
+
if (!gameData[currentPageIdAfterEffects]) {
|
488 |
+
console.error(`Challenge outcome page ${currentPageIdAfterEffects} not found!`);
|
489 |
+
renderPage(99); return;
|
490 |
+
}
|
491 |
+
// Update visited coords for the challenge outcome page
|
492 |
+
const challengeOutcomePageData = gameData[currentPageIdAfterEffects];
|
493 |
+
if (challengeOutcomePageData.mapX !== undefined && challengeOutcomePageData.mapY !== undefined) {
|
494 |
+
visitedCoords.add(`${challengeOutcomePageData.mapX},${challengeOutcomePageData.mapY}`);
|
495 |
+
}
|
496 |
+
|
497 |
+
|
498 |
+
} else {
|
499 |
+
console.error("Malformed challenge data on page", nextPageId);
|
500 |
+
}
|
501 |
+
gameState.currentPageId = currentPageIdAfterEffects; // Update state with final page after challenge
|
502 |
+
}
|
503 |
+
|
504 |
+
|
505 |
+
// --- Render the final page after all effects/challenges ---
|
506 |
+
renderPage(gameState.currentPageId);
|
507 |
+
}
|
508 |
+
|
509 |
+
|
510 |
+
function updateStatsDisplay() {
|
511 |
+
let statsHTML = ''; // Start fresh
|
512 |
+
statsHTML += `<span>HP: ${gameState.stats.hp}/${gameState.stats.maxHp}</span>`;
|
513 |
+
statsHTML += `<span>Str: ${gameState.stats.strength}</span>`;
|
514 |
+
statsHTML += `<span>Wis: ${gameState.stats.wisdom}</span>`;
|
515 |
+
statsHTML += `<span>Cor: ${gameState.stats.courage}</span>`;
|
516 |
+
statsElement.innerHTML = statsHTML;
|
517 |
+
}
|
518 |
+
|
519 |
+
function updateInventoryDisplay() {
|
520 |
+
let inventoryHTML = ''; // Start fresh
|
521 |
+
if (gameState.inventory.length === 0) {
|
522 |
+
inventoryHTML += '<em>Empty</em>';
|
523 |
+
} else {
|
524 |
+
gameState.inventory.forEach(item => {
|
525 |
+
const itemInfo = itemsData[item] || { type: 'unknown', description: '???' };
|
526 |
+
const itemClass = `item-${itemInfo.type || 'unknown'}`;
|
527 |
+
inventoryHTML += `<span class="${itemClass}" title="${itemInfo.description}">${item}</span>`;
|
528 |
+
});
|
529 |
+
}
|
530 |
+
inventoryElement.innerHTML = inventoryHTML;
|
531 |
+
}
|
532 |
+
|
533 |
+
// --- Map and Scene Update Logic ---
|
534 |
+
function updateScene(currentPageId) {
|
535 |
+
if (!mapGroup) return;
|
536 |
+
|
537 |
+
// Clear previous map elements
|
538 |
+
while (mapGroup.children.length > 0) {
|
539 |
+
mapGroup.remove(mapGroup.children[0]);
|
540 |
+
}
|
541 |
+
|
542 |
+
const currentPageData = gameData[currentPageId];
|
543 |
+
if (!currentPageData || currentPageData.mapX === undefined || currentPageData.mapY === undefined) {
|
544 |
+
console.warn("Cannot update scene, current page has no map coordinates:", currentPageId);
|
545 |
+
// Maybe show a default "limbo" state?
|
546 |
+
camera.position.set(0, CAMERA_HEIGHT, 0);
|
547 |
+
camera.lookAt(0, 0, 0);
|
548 |
+
if (scene.getObjectByName("playerLight")) scene.getObjectByName("playerLight").position.set(0, CAMERA_HEIGHT - 2, 0);
|
549 |
+
return;
|
550 |
+
}
|
551 |
+
|
552 |
+
const currentX = currentPageData.mapX;
|
553 |
+
const currentY = currentPageData.mapY; // Using Y for Z in 3D
|
554 |
+
|
555 |
+
// Update camera and light position to center on current room
|
556 |
+
const targetX = currentX * ROOM_SIZE;
|
557 |
+
const targetZ = currentY * ROOM_SIZE;
|
558 |
+
camera.position.set(targetX, CAMERA_HEIGHT, targetZ + 0.1); // Offset slightly to avoid z-fighting if looking straight down
|
559 |
+
camera.lookAt(targetX, 0, targetZ);
|
560 |
+
const playerLight = scene.getObjectByName("playerLight"); // Get light added in init
|
561 |
+
if (playerLight) playerLight.position.set(targetX, CAMERA_HEIGHT - 2, targetZ);
|
562 |
+
|
563 |
+
|
564 |
+
// Define view distance (how many neighbors to render)
|
565 |
+
const viewDistance = 2;
|
566 |
+
|
567 |
+
// Render current room and neighbors
|
568 |
+
for (let dx = -viewDistance; dx <= viewDistance; dx++) {
|
569 |
+
for (let dy = -viewDistance; dy <= viewDistance; dy++) {
|
570 |
+
const checkX = currentX + dx;
|
571 |
+
const checkY = currentY + dy;
|
572 |
+
const coordString = `${checkX},${checkY}`;
|
573 |
+
|
574 |
+
// Find page ID for this coordinate (requires efficient lookup - maybe build map index?)
|
575 |
+
let pageIdAtCoord = null;
|
576 |
+
for (const id in gameData) {
|
577 |
+
if (gameData[id].mapX === checkX && gameData[id].mapY === checkY) {
|
578 |
+
pageIdAtCoord = id;
|
579 |
+
break;
|
580 |
+
}
|
581 |
+
}
|
582 |
+
|
583 |
+
if (pageIdAtCoord) {
|
584 |
+
const pageDataAtCoord = gameData[pageIdAtCoord];
|
585 |
+
const isVisited = visitedCoords.has(coordString);
|
586 |
+
const isCurrent = (checkX === currentX && checkY === currentY);
|
587 |
+
|
588 |
+
if (isCurrent || isVisited) {
|
589 |
+
// Render visited/current room
|
590 |
+
const floor = createFloor(pageDataAtCoord.type, checkX, checkY);
|
591 |
+
mapGroup.add(floor);
|
592 |
+
|
593 |
+
// Add walls (simplified: add all 4 unless a feature indicates door/opening)
|
594 |
+
// More complex: check connections to neighbors
|
595 |
+
const features = pageDataAtCoord.features || [];
|
596 |
+
if (!features.includes('door_north')) mapGroup.add(createWall('north', checkX, checkY));
|
597 |
+
if (!features.includes('door_south')) mapGroup.add(createWall('south', checkX, checkY));
|
598 |
+
if (!features.includes('door_east')) mapGroup.add(createWall('east', checkX, checkY));
|
599 |
+
if (!features.includes('door_west')) mapGroup.add(createWall('west', checkX, checkY));
|
600 |
+
|
601 |
+
// Add other features
|
602 |
+
features.forEach(feature => {
|
603 |
+
const featureMesh = createFeature(feature, checkX, checkY);
|
604 |
+
if (featureMesh) mapGroup.add(featureMesh);
|
605 |
+
});
|
606 |
+
|
607 |
+
|
608 |
+
// Add marker
|
609 |
+
if (isCurrent) {
|
610 |
+
mapGroup.add(createMarker('current', checkX, checkY));
|
611 |
+
} else {
|
612 |
+
mapGroup.add(createMarker('visited', checkX, checkY));
|
613 |
+
}
|
614 |
+
|
615 |
+
} else {
|
616 |
+
// Render unexplored marker for adjacent non-visited rooms
|
617 |
+
if(Math.abs(dx) <= 1 && Math.abs(dy) <= 1 && !(dx === 0 && dy ===0)) { // Only immediate neighbors
|
618 |
+
mapGroup.add(createMarker('unexplored', checkX, checkY));
|
619 |
+
}
|
620 |
+
}
|
621 |
+
} else {
|
622 |
+
// Optional: Render something if coordinate is empty but adjacent (like a boundary wall)
|
623 |
+
// Or just leave it empty (part of the fog)
|
624 |
+
}
|
625 |
+
}
|
626 |
+
}
|
627 |
+
// Update controls target if using OrbitControls
|
628 |
+
// if (controls) controls.target.set(targetX, 0, targetZ);
|
629 |
+
}
|
630 |
+
|
631 |
+
|
632 |
+
// --- Initialization ---
|
633 |
+
initThreeJS();
|
634 |
+
startGame(); // Start the game after setting up Three.js
|