Spaces:
Running
Running
Update game.js
Browse files
game.js
CHANGED
@@ -1,6 +1,7 @@
|
|
1 |
import * as THREE from 'three';
|
2 |
import * as CANNON from 'cannon-es';
|
3 |
-
//
|
|
|
4 |
|
5 |
// --- DOM Elements ---
|
6 |
const sceneContainer = document.getElementById('scene-container');
|
@@ -12,8 +13,8 @@ const logElement = document.getElementById('log-display');
|
|
12 |
const ROOM_SIZE = 10;
|
13 |
const WALL_HEIGHT = 4;
|
14 |
const WALL_THICKNESS = 0.5;
|
15 |
-
const CAMERA_Y_OFFSET =
|
16 |
-
const PLAYER_SPEED = 5;
|
17 |
const PLAYER_RADIUS = 0.5;
|
18 |
const PLAYER_HEIGHT = 1.8;
|
19 |
const PROJECTILE_SPEED = 15;
|
@@ -21,38 +22,35 @@ const PROJECTILE_RADIUS = 0.2;
|
|
21 |
|
22 |
// --- Three.js Setup ---
|
23 |
let scene, camera, renderer;
|
24 |
-
let playerMesh;
|
25 |
-
const meshesToSync = [];
|
26 |
-
const projectiles = [];
|
|
|
27 |
|
28 |
// --- Physics Setup ---
|
29 |
let world;
|
30 |
-
let playerBody;
|
31 |
-
const physicsBodies = [];
|
32 |
-
|
33 |
|
34 |
// --- Game State ---
|
35 |
-
let gameState = {
|
36 |
-
|
37 |
-
|
38 |
-
position: { x: 0, z: 0 }, // Player's logical grid position (optional)
|
39 |
-
monsters: [], // Store active monster data { id, hp, body, mesh, ... }
|
40 |
-
items: [], // Store active item data { id, name, body, mesh, ... }
|
41 |
-
};
|
42 |
-
const keysPressed = {}; // Track currently pressed keys
|
43 |
|
44 |
-
// --- Game Data (
|
45 |
const gameData = {
|
46 |
-
|
47 |
-
"0,
|
48 |
-
"0,
|
49 |
-
"
|
50 |
-
|
|
|
51 |
};
|
52 |
|
53 |
const itemsData = {
|
54 |
"Healing Potion": { type: "consumable", description: "Restores 10 HP.", hpRestore: 10, model: 'sphere_red' },
|
55 |
-
"Key": { type: "quest", description: "
|
56 |
// ...
|
57 |
};
|
58 |
|
@@ -64,23 +62,40 @@ const monstersData = {
|
|
64 |
// --- Initialization ---
|
65 |
|
66 |
function init() {
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
67 |
initThreeJS();
|
68 |
initPhysics();
|
69 |
-
initPlayer();
|
70 |
-
generateMap(); // Generate based on gameData
|
71 |
setupInputListeners();
|
72 |
-
animate(); // Start the game loop
|
73 |
updateUI(); // Initial UI update
|
74 |
addLog("Welcome! Move with WASD/Arrows. Space to Attack.", "info");
|
|
|
|
|
|
|
75 |
}
|
76 |
|
77 |
function initThreeJS() {
|
|
|
78 |
scene = new THREE.Scene();
|
79 |
scene.background = new THREE.Color(0x111111);
|
80 |
|
81 |
camera = new THREE.PerspectiveCamera(60, sceneContainer.clientWidth / sceneContainer.clientHeight, 0.1, 1000);
|
82 |
-
|
83 |
-
camera.position.set(0, CAMERA_Y_OFFSET, 5); // Look slightly forward initially
|
84 |
camera.lookAt(0, 0, 0);
|
85 |
|
86 |
renderer = new THREE.WebGLRenderer({ antialias: true });
|
@@ -89,140 +104,152 @@ function initThreeJS() {
|
|
89 |
sceneContainer.appendChild(renderer.domElement);
|
90 |
|
91 |
// Lighting
|
92 |
-
const ambientLight = new THREE.AmbientLight(0xffffff, 0.
|
93 |
scene.add(ambientLight);
|
94 |
-
const dirLight = new THREE.DirectionalLight(0xffffff, 0
|
95 |
-
dirLight.position.set(
|
96 |
-
dirLight.castShadow = true;
|
97 |
-
scene.add(dirLight);
|
98 |
-
|
99 |
-
// Configure shadow properties if needed
|
100 |
dirLight.shadow.mapSize.width = 1024;
|
101 |
dirLight.shadow.mapSize.height = 1024;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
102 |
|
103 |
window.addEventListener('resize', onWindowResize, false);
|
104 |
}
|
105 |
|
106 |
function initPhysics() {
|
107 |
-
|
108 |
-
|
109 |
-
|
110 |
-
world.
|
111 |
-
// world.solver.iterations = 10; // Adjust solver iterations if needed
|
112 |
|
113 |
-
// Ground plane
|
114 |
const groundShape = new CANNON.Plane();
|
115 |
-
const groundBody = new CANNON.Body({ mass: 0 });
|
116 |
groundBody.addShape(groundShape);
|
117 |
-
groundBody.quaternion.setFromEuler(-Math.PI / 2, 0, 0);
|
118 |
world.addBody(groundBody);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
119 |
}
|
120 |
|
121 |
-
// --- Primitive
|
122 |
-
function createPlayerMesh() {
|
123 |
const group = new THREE.Group();
|
124 |
-
|
125 |
-
const bodyMat = new THREE.MeshLambertMaterial({ color: 0x0077ff }); // Blue player
|
126 |
const bodyGeom = new THREE.CylinderGeometry(PLAYER_RADIUS, PLAYER_RADIUS, PLAYER_HEIGHT - (PLAYER_RADIUS * 2), 16);
|
127 |
const body = new THREE.Mesh(bodyGeom, bodyMat);
|
128 |
-
body.position.y = PLAYER_RADIUS;
|
129 |
body.castShadow = true;
|
130 |
-
|
131 |
const headGeom = new THREE.SphereGeometry(PLAYER_RADIUS, 16, 16);
|
132 |
const head = new THREE.Mesh(headGeom, bodyMat);
|
133 |
-
head.position.y = PLAYER_HEIGHT - PLAYER_RADIUS;
|
134 |
head.castShadow = true;
|
135 |
-
|
136 |
-
group.add(body);
|
137 |
-
group.add(head);
|
138 |
-
|
139 |
-
// Add a "front" indicator (e.g., small cone)
|
140 |
const noseGeom = new THREE.ConeGeometry(PLAYER_RADIUS * 0.3, PLAYER_RADIUS * 0.5, 8);
|
141 |
-
const noseMat = new THREE.MeshBasicMaterial({ color: 0xffff00 });
|
142 |
const nose = new THREE.Mesh(noseGeom, noseMat);
|
143 |
-
nose.position.set(0, PLAYER_HEIGHT * 0.7, PLAYER_RADIUS * 0.7); //
|
144 |
-
nose.rotation.x = Math.PI / 2; //
|
145 |
group.add(nose);
|
146 |
-
|
147 |
return group;
|
148 |
-
}
|
149 |
-
|
150 |
-
function createSimpleMonsterMesh(modelType = 'capsule_green') {
|
151 |
const group = new THREE.Group();
|
152 |
-
let color = 0xff0000;
|
153 |
-
let geom;
|
154 |
-
let mat;
|
155 |
-
|
156 |
if (modelType === 'capsule_green') {
|
157 |
-
color = 0x00ff00;
|
158 |
mat = new THREE.MeshLambertMaterial({ color: color });
|
159 |
const bodyGeom = new THREE.CylinderGeometry(0.4, 0.4, 1.0, 12);
|
160 |
const headGeom = new THREE.SphereGeometry(0.4, 12, 12);
|
161 |
const body = new THREE.Mesh(bodyGeom, mat);
|
162 |
const head = new THREE.Mesh(headGeom, mat);
|
163 |
-
body.position.y = 0.5;
|
164 |
-
|
165 |
-
|
166 |
-
group.add(head);
|
167 |
-
} else { // Default box monster
|
168 |
-
geom = new THREE.BoxGeometry(0.8, 1.2, 0.8);
|
169 |
-
mat = new THREE.MeshLambertMaterial({ color: color });
|
170 |
-
const mesh = new THREE.Mesh(geom, mat);
|
171 |
-
mesh.position.y = 0.6;
|
172 |
-
group.add(mesh);
|
173 |
-
}
|
174 |
group.traverse(child => { if (child.isMesh) child.castShadow = true; });
|
175 |
return group;
|
176 |
}
|
177 |
-
|
178 |
-
|
179 |
-
|
180 |
-
|
181 |
-
|
182 |
-
if(modelType === 'sphere_red') {
|
183 |
-
color = 0xff0000;
|
184 |
-
geom = new THREE.SphereGeometry(0.3, 16, 16);
|
185 |
-
} else if (modelType === 'box_gold') {
|
186 |
-
color = 0xffd700;
|
187 |
-
geom = new THREE.BoxGeometry(0.4, 0.4, 0.4);
|
188 |
-
} else { // Default sphere
|
189 |
-
geom = new THREE.SphereGeometry(0.3, 16, 16);
|
190 |
-
}
|
191 |
mat = new THREE.MeshStandardMaterial({ color: color, metalness: 0.3, roughness: 0.6 });
|
192 |
-
const mesh = new THREE.Mesh(geom, mat);
|
193 |
-
mesh.position.y = PLAYER_RADIUS; // Place at player radius height
|
194 |
-
mesh.castShadow = true;
|
195 |
return mesh;
|
196 |
}
|
197 |
-
|
198 |
-
function createProjectileMesh() {
|
199 |
const geom = new THREE.SphereGeometry(PROJECTILE_RADIUS, 8, 8);
|
200 |
-
const mat = new THREE.MeshBasicMaterial({ color: 0xffff00 });
|
201 |
const mesh = new THREE.Mesh(geom, mat);
|
202 |
return mesh;
|
203 |
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
204 |
|
205 |
// --- Player Setup ---
|
206 |
function initPlayer() {
|
207 |
-
|
|
|
208 |
playerMesh = createPlayerMesh();
|
209 |
-
|
|
|
210 |
scene.add(playerMesh);
|
|
|
211 |
|
212 |
-
// Physics
|
213 |
-
// Using a capsule shape approximation (sphere + cylinder + sphere) is complex in Cannon.
|
214 |
-
// Let's use a simpler Sphere or Box for now. Sphere is often better for rolling/movement.
|
215 |
const playerShape = new CANNON.Sphere(PLAYER_RADIUS);
|
216 |
playerBody = new CANNON.Body({
|
217 |
-
mass:
|
218 |
shape: playerShape,
|
219 |
-
position: new CANNON.Vec3(0, PLAYER_HEIGHT
|
220 |
-
linearDamping: 0.
|
221 |
-
angularDamping: 0
|
222 |
-
|
223 |
});
|
224 |
-
|
|
|
|
|
|
|
225 |
world.addBody(playerBody);
|
|
|
226 |
|
227 |
// Add to sync list
|
228 |
meshesToSync.push({ mesh: playerMesh, body: playerBody });
|
@@ -230,291 +257,111 @@ function initPlayer() {
|
|
230 |
|
231 |
// --- Map Generation ---
|
232 |
function generateMap() {
|
233 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
234 |
|
235 |
for (const coordString in gameData) {
|
236 |
const [xStr, yStr] = coordString.split(',');
|
237 |
const x = parseInt(xStr);
|
238 |
-
const
|
239 |
const data = gameData[coordString];
|
|
|
240 |
|
241 |
-
// Create Floor Mesh
|
242 |
-
const
|
243 |
-
|
|
|
|
|
|
|
|
|
|
|
244 |
|
245 |
// Create Wall Meshes and Physics Bodies
|
246 |
const features = data.features || [];
|
247 |
-
const
|
248 |
-
|
249 |
-
|
250 |
-
|
251 |
-
|
252 |
];
|
253 |
|
254 |
-
|
255 |
-
|
256 |
-
const
|
257 |
-
const pathFeature = `path_${wp.dir}`; // Consider paths as openings too
|
258 |
if (!features.includes(doorFeature) && !features.includes(pathFeature)) {
|
259 |
-
|
260 |
-
const
|
261 |
-
|
262 |
-
|
263 |
-
|
264 |
-
|
265 |
-
);
|
266 |
wallMesh.castShadow = true;
|
267 |
wallMesh.receiveShadow = true;
|
268 |
-
scene.add(wallMesh);
|
269 |
-
|
270 |
-
//
|
271 |
-
const wallShape = new CANNON.Box(new CANNON.Vec3(
|
272 |
-
|
273 |
-
wp.geom.parameters.height / 2,
|
274 |
-
wp.geom.parameters.depth / 2
|
275 |
-
));
|
276 |
-
const wallBody = new CANNON.Body({
|
277 |
-
mass: 0, // Static
|
278 |
-
shape: wallShape,
|
279 |
-
position: new CANNON.Vec3(wallMesh.position.x, wallMesh.position.y, wallMesh.position.z),
|
280 |
-
material: wallMaterial // Assign physics material
|
281 |
-
});
|
282 |
world.addBody(wallBody);
|
283 |
-
physicsBodies.push(wallBody);
|
284 |
}
|
285 |
});
|
286 |
|
287 |
-
// Spawn Items
|
288 |
-
|
289 |
-
|
290 |
-
|
291 |
-
|
292 |
-
|
293 |
-
|
294 |
-
|
295 |
-
|
296 |
-
|
297 |
-
|
298 |
-
|
299 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
300 |
if (riverMesh) scene.add(riverMesh);
|
301 |
}
|
302 |
-
|
303 |
-
});
|
304 |
}
|
|
|
305 |
}
|
306 |
|
307 |
-
function spawnItem(itemName, gridX,
|
308 |
const itemData = itemsData[itemName];
|
309 |
-
if (!itemData)
|
310 |
-
|
311 |
-
|
312 |
-
|
313 |
-
|
314 |
-
const x = gridX * ROOM_SIZE + (Math.random() - 0.5) * (ROOM_SIZE * 0.5); // Randomize position within cell
|
315 |
-
const z = gridY * ROOM_SIZE + (Math.random() - 0.5) * (ROOM_SIZE * 0.5);
|
316 |
-
const y = PLAYER_RADIUS; // Place at reachable height
|
317 |
-
|
318 |
-
// Visual Mesh
|
319 |
const mesh = createSimpleItemMesh(itemData.model);
|
320 |
mesh.position.set(x, y, z);
|
321 |
-
mesh.userData = { type: 'item', name: itemName };
|
322 |
scene.add(mesh);
|
323 |
-
|
324 |
-
|
325 |
-
|
326 |
-
const body = new CANNON.Body({
|
327 |
-
mass: 0,
|
328 |
-
isTrigger: true, // Sensor - detects collision but doesn't cause physical reaction
|
329 |
-
shape: shape,
|
330 |
-
position: new CANNON.Vec3(x, y, z)
|
331 |
-
});
|
332 |
-
body.userData = { type: 'item', name: itemName, mesh }; // Link body back to mesh
|
333 |
world.addBody(body);
|
334 |
-
|
335 |
gameState.items.push({ id: body.id, name: itemName, body: body, mesh: mesh });
|
336 |
physicsBodies.push(body);
|
337 |
-
|
338 |
-
|
339 |
-
function spawnMonster(monsterType, gridX, gridY) {
|
340 |
-
const monsterData = monstersData[monsterType];
|
341 |
-
if (!monsterData) {
|
342 |
-
console.warn(`Monster data not found for ${monsterType}`);
|
343 |
-
return;
|
344 |
-
}
|
345 |
-
|
346 |
-
const x = gridX * ROOM_SIZE + (Math.random() - 0.5) * (ROOM_SIZE * 0.3); // Randomize position
|
347 |
-
const z = gridY * ROOM_SIZE + (Math.random() - 0.5) * (ROOM_SIZE * 0.3);
|
348 |
-
const y = PLAYER_HEIGHT / 2; // Start at roughly player height
|
349 |
-
|
350 |
-
// Visual Mesh
|
351 |
-
const mesh = createSimpleMonsterMesh(monsterData.model);
|
352 |
-
mesh.position.set(x, y, z);
|
353 |
-
mesh.userData = { type: 'monster', monsterType: monsterType };
|
354 |
-
scene.add(mesh);
|
355 |
-
|
356 |
-
// Physics Body (Dynamic)
|
357 |
-
// Using a simple sphere collider for monsters for now
|
358 |
-
const shape = new CANNON.Sphere(PLAYER_RADIUS * 0.8); // Slightly smaller than player
|
359 |
-
const body = new CANNON.Body({
|
360 |
-
mass: 10, // Give mass
|
361 |
-
shape: shape,
|
362 |
-
position: new CANNON.Vec3(x, y, z),
|
363 |
-
linearDamping: 0.8,
|
364 |
-
angularDamping: 0.9,
|
365 |
-
fixedRotation: true, // Prevent tipping
|
366 |
-
});
|
367 |
-
body.userData = { type: 'monster', monsterType: monsterType, mesh: mesh, hp: monsterData.hp }; // Store HP on body userData
|
368 |
-
world.addBody(body);
|
369 |
-
|
370 |
-
gameState.monsters.push({ id: body.id, type: monsterType, hp: monsterData.hp, body: body, mesh: mesh });
|
371 |
-
meshesToSync.push({ mesh: mesh, body: body }); // Add monster to sync list
|
372 |
-
physicsBodies.push(body);
|
373 |
-
}
|
374 |
-
|
375 |
-
|
376 |
-
// --- Input Handling ---
|
377 |
-
function setupInputListeners() {
|
378 |
-
window.addEventListener('keydown', (event) => {
|
379 |
-
keysPressed[event.key.toLowerCase()] = true;
|
380 |
-
keysPressed[event.code] = true; // Also store by code (e.g., Space)
|
381 |
-
});
|
382 |
-
window.addEventListener('keyup', (event) => {
|
383 |
-
keysPressed[event.key.toLowerCase()] = false;
|
384 |
-
keysPressed[event.code] = false;
|
385 |
-
});
|
386 |
-
}
|
387 |
-
|
388 |
-
function handleInput(deltaTime) {
|
389 |
-
if (!playerBody) return;
|
390 |
-
|
391 |
-
const moveDirection = new CANNON.Vec3(0, 0, 0);
|
392 |
-
const moveSpeed = PLAYER_SPEED;
|
393 |
-
|
394 |
-
if (keysPressed['w'] || keysPressed['arrowup']) {
|
395 |
-
moveDirection.z = -1;
|
396 |
-
} else if (keysPressed['s'] || keysPressed['arrowdown']) {
|
397 |
-
moveDirection.z = 1;
|
398 |
-
}
|
399 |
-
|
400 |
-
if (keysPressed['a'] || keysPressed['arrowleft']) {
|
401 |
-
moveDirection.x = -1;
|
402 |
-
} else if (keysPressed['d'] || keysPressed['arrowright']) {
|
403 |
-
moveDirection.x = 1;
|
404 |
-
}
|
405 |
-
|
406 |
-
// Normalize diagonal movement and apply speed
|
407 |
-
if (moveDirection.lengthSquared() > 0) { // Only normalize if there's movement
|
408 |
-
moveDirection.normalize();
|
409 |
-
// Apply velocity directly - better for responsive character control than forces
|
410 |
-
playerBody.velocity.x = moveDirection.x * moveSpeed;
|
411 |
-
playerBody.velocity.z = moveDirection.z * moveSpeed;
|
412 |
-
|
413 |
-
// Make player mesh face movement direction (optional)
|
414 |
-
const angle = Math.atan2(moveDirection.x, moveDirection.z);
|
415 |
-
// Smooth rotation? Lerp quaternion later. For now, direct set.
|
416 |
-
playerMesh.quaternion.setFromAxisAngle(new THREE.Vector3(0, 1, 0), angle);
|
417 |
-
|
418 |
-
} else {
|
419 |
-
// If no movement keys pressed, gradually stop (handled by linearDamping)
|
420 |
-
// Or set velocity to zero for instant stop:
|
421 |
-
// playerBody.velocity.x = 0;
|
422 |
-
// playerBody.velocity.z = 0;
|
423 |
-
}
|
424 |
-
|
425 |
-
// Handle 'Fire' (Space bar)
|
426 |
-
if (keysPressed['space']) {
|
427 |
-
fireProjectile();
|
428 |
-
keysPressed['space'] = false; // Prevent holding space for continuous fire (debounce)
|
429 |
-
}
|
430 |
-
}
|
431 |
-
|
432 |
-
// --- Combat ---
|
433 |
-
function fireProjectile() {
|
434 |
-
if (!playerBody || !playerMesh) return;
|
435 |
-
addLog("Pew!", "combat"); // Simple log
|
436 |
-
|
437 |
-
// Create Mesh
|
438 |
-
const projectileMesh = createProjectileMesh();
|
439 |
-
// Create Physics Body
|
440 |
-
const projectileShape = new CANNON.Sphere(PROJECTILE_RADIUS);
|
441 |
-
const projectileBody = new CANNON.Body({
|
442 |
-
mass: 0.1, // Very light
|
443 |
-
shape: projectileShape,
|
444 |
-
linearDamping: 0.01, // Minimal damping
|
445 |
-
angularDamping: 0.01,
|
446 |
-
});
|
447 |
-
projectileBody.addEventListener("collide", handleProjectileCollision);
|
448 |
-
|
449 |
-
// Calculate initial position and velocity
|
450 |
-
// Start slightly in front of player, based on player's rotation
|
451 |
-
const offsetDistance = PLAYER_RADIUS + PROJECTILE_RADIUS + 0.1; // Start just outside player radius
|
452 |
-
const direction = new THREE.Vector3(0, 0, -1); // Base direction (forward Z)
|
453 |
-
direction.applyQuaternion(playerMesh.quaternion); // Rotate based on player mesh orientation
|
454 |
-
|
455 |
-
const startPos = new CANNON.Vec3().copy(playerBody.position).vadd(
|
456 |
-
new CANNON.Vec3(direction.x, 0, direction.z).scale(offsetDistance) // Offset horizontally
|
457 |
-
);
|
458 |
-
startPos.y = PLAYER_HEIGHT * 0.7; // Fire from "head" height approx
|
459 |
-
|
460 |
-
projectileBody.position.copy(startPos);
|
461 |
-
projectileMesh.position.copy(startPos); // Sync initial mesh position
|
462 |
-
|
463 |
-
// Set velocity in the direction the player is facing
|
464 |
-
projectileBody.velocity = new CANNON.Vec3(direction.x, 0, direction.z).scale(PROJECTILE_SPEED);
|
465 |
-
|
466 |
-
// Add to scene and world
|
467 |
-
scene.add(projectileMesh);
|
468 |
-
world.addBody(projectileBody);
|
469 |
-
|
470 |
-
// Add to sync list and active projectiles list
|
471 |
-
const projectileData = { mesh: projectileMesh, body: projectileBody, lifetime: 3.0 }; // 3 second lifetime
|
472 |
-
meshesToSync.push(projectileData);
|
473 |
-
projectiles.push(projectileData);
|
474 |
-
physicsBodies.push(projectileBody);
|
475 |
-
|
476 |
-
// Link body and mesh
|
477 |
-
projectileBody.userData = { type: 'projectile', mesh: projectileMesh, data: projectileData };
|
478 |
-
projectileMesh.userData = { type: 'projectile', body: projectileBody, data: projectileData };
|
479 |
-
}
|
480 |
-
|
481 |
-
// --- Collision Handling ---
|
482 |
-
function handlePlayerCollision(event) {
|
483 |
-
const otherBody = event.body; // The body the player collided with
|
484 |
-
if (!otherBody.userData) return;
|
485 |
-
|
486 |
-
// Player <-> Item Collision
|
487 |
-
if (otherBody.userData.type === 'item') {
|
488 |
-
const itemName = otherBody.userData.name;
|
489 |
-
const itemIndex = gameState.items.findIndex(item => item.id === otherBody.id);
|
490 |
-
|
491 |
-
if (itemIndex > -1 && !gameState.inventory.includes(itemName)) {
|
492 |
-
gameState.inventory.push(itemName);
|
493 |
-
addLog(`Picked up ${itemName}!`, "pickup");
|
494 |
-
updateInventoryDisplay(); // Update UI immediately
|
495 |
-
|
496 |
-
// Remove item from world
|
497 |
-
scene.remove(otherBody.userData.mesh);
|
498 |
-
world.removeBody(otherBody);
|
499 |
-
meshesToSync = meshesToSync.filter(sync => sync.body.id !== otherBody.id);
|
500 |
-
physicsBodies = physicsBodies.filter(body => body.id !== otherBody.id);
|
501 |
-
gameState.items.splice(itemIndex, 1);
|
502 |
-
}
|
503 |
-
}
|
504 |
-
|
505 |
-
// Player <-> Monster Collision (Simple damage placeholder)
|
506 |
-
else if (otherBody.userData.type === 'monster') {
|
507 |
-
// Example: Player takes damage on touch
|
508 |
-
// Implement cooldown later
|
509 |
-
gameState.stats.hp -= 1; // Monster touch damage
|
510 |
-
addLog(`Touched by ${otherBody.userData.monsterType}! HP: ${gameState.stats.hp}`, "combat");
|
511 |
-
updateStatsDisplay();
|
512 |
-
if (gameState.stats.hp <= 0) {
|
513 |
-
gameOver("Defeated by a monster!");
|
514 |
-
}
|
515 |
-
}
|
516 |
-
}
|
517 |
-
|
518 |
-
function handleProjectileCollision(event) {
|
519 |
-
const projectileBody = event.target; // The projectile body itself
|
520 |
-
const otherBody = event.body;
|
|
|
1 |
import * as THREE from 'three';
|
2 |
import * as CANNON from 'cannon-es';
|
3 |
+
// Uncomment for physics debugging:
|
4 |
+
// import CannonDebugger from 'cannon-es-debugger';
|
5 |
|
6 |
// --- DOM Elements ---
|
7 |
const sceneContainer = document.getElementById('scene-container');
|
|
|
13 |
const ROOM_SIZE = 10;
|
14 |
const WALL_HEIGHT = 4;
|
15 |
const WALL_THICKNESS = 0.5;
|
16 |
+
const CAMERA_Y_OFFSET = 20; // Increased camera height for better overview
|
17 |
+
const PLAYER_SPEED = 5;
|
18 |
const PLAYER_RADIUS = 0.5;
|
19 |
const PLAYER_HEIGHT = 1.8;
|
20 |
const PROJECTILE_SPEED = 15;
|
|
|
22 |
|
23 |
// --- Three.js Setup ---
|
24 |
let scene, camera, renderer;
|
25 |
+
let playerMesh;
|
26 |
+
const meshesToSync = [];
|
27 |
+
const projectiles = [];
|
28 |
+
let axesHelper; // For debugging orientation
|
29 |
|
30 |
// --- Physics Setup ---
|
31 |
let world;
|
32 |
+
let playerBody;
|
33 |
+
const physicsBodies = [];
|
34 |
+
let cannonDebugger = null; // Optional physics debugger instance
|
35 |
|
36 |
// --- Game State ---
|
37 |
+
let gameState = {}; // Will be initialized in init()
|
38 |
+
const keysPressed = {};
|
39 |
+
let gameLoopActive = false; // Control the game loop
|
|
|
|
|
|
|
|
|
|
|
40 |
|
41 |
+
// --- Game Data (Ensure starting point 0,0 exists!) ---
|
42 |
const gameData = {
|
43 |
+
"0,0": { type: 'city', features: ['door_north', 'item_Key'], name: "City Square"}, // Added item
|
44 |
+
"0,1": { type: 'forest', features: ['path_north', 'door_south', 'monster_goblin'], name: "Forest Path" }, // Added monster
|
45 |
+
"0,2": { type: 'forest', features: ['path_south'], name: "Deep Forest"},
|
46 |
+
"1,1": { type: 'forest', features: ['river', 'path_west'], name: "River Bend" },
|
47 |
+
"-1,1": { type: 'ruins', features: ['path_east', 'item_Healing Potion'], name: "Old Ruins"}, // Added item
|
48 |
+
// ... Add many more locations ...
|
49 |
};
|
50 |
|
51 |
const itemsData = {
|
52 |
"Healing Potion": { type: "consumable", description: "Restores 10 HP.", hpRestore: 10, model: 'sphere_red' },
|
53 |
+
"Key": { type: "quest", description: "A rusty key.", model: 'box_gold'},
|
54 |
// ...
|
55 |
};
|
56 |
|
|
|
62 |
// --- Initialization ---
|
63 |
|
64 |
function init() {
|
65 |
+
console.log("Initializing Game...");
|
66 |
+
// Reset state cleanly
|
67 |
+
gameState = {
|
68 |
+
inventory: [],
|
69 |
+
stats: { hp: 30, maxHp: 30, strength: 7, wisdom: 5, courage: 6 },
|
70 |
+
position: { x: 0, z: 0 },
|
71 |
+
monsters: [],
|
72 |
+
items: [],
|
73 |
+
};
|
74 |
+
// Clear existing sync/physics lists if restarting
|
75 |
+
meshesToSync.length = 0;
|
76 |
+
projectiles.length = 0;
|
77 |
+
physicsBodies.length = 0;
|
78 |
+
|
79 |
+
|
80 |
initThreeJS();
|
81 |
initPhysics();
|
82 |
+
initPlayer(); // Must be after physics
|
83 |
+
generateMap(); // Generate map based on gameData
|
84 |
setupInputListeners();
|
|
|
85 |
updateUI(); // Initial UI update
|
86 |
addLog("Welcome! Move with WASD/Arrows. Space to Attack.", "info");
|
87 |
+
console.log("Initialization Complete.");
|
88 |
+
gameLoopActive = true; // Start the loop AFTER setup
|
89 |
+
animate(); // Start the game loop
|
90 |
}
|
91 |
|
92 |
function initThreeJS() {
|
93 |
+
console.log("Initializing Three.js...");
|
94 |
scene = new THREE.Scene();
|
95 |
scene.background = new THREE.Color(0x111111);
|
96 |
|
97 |
camera = new THREE.PerspectiveCamera(60, sceneContainer.clientWidth / sceneContainer.clientHeight, 0.1, 1000);
|
98 |
+
camera.position.set(0, CAMERA_Y_OFFSET, 5); // Start above origin
|
|
|
99 |
camera.lookAt(0, 0, 0);
|
100 |
|
101 |
renderer = new THREE.WebGLRenderer({ antialias: true });
|
|
|
104 |
sceneContainer.appendChild(renderer.domElement);
|
105 |
|
106 |
// Lighting
|
107 |
+
const ambientLight = new THREE.AmbientLight(0xffffff, 0.5);
|
108 |
scene.add(ambientLight);
|
109 |
+
const dirLight = new THREE.DirectionalLight(0xffffff, 1.0); // Brighter directional
|
110 |
+
dirLight.position.set(15, 25, 10); // Higher angle
|
111 |
+
dirLight.castShadow = true;
|
|
|
|
|
|
|
112 |
dirLight.shadow.mapSize.width = 1024;
|
113 |
dirLight.shadow.mapSize.height = 1024;
|
114 |
+
// Optional: Improve shadow quality/range
|
115 |
+
dirLight.shadow.camera.near = 0.5;
|
116 |
+
dirLight.shadow.camera.far = 50;
|
117 |
+
dirLight.shadow.camera.left = -ROOM_SIZE * 2;
|
118 |
+
dirLight.shadow.camera.right = ROOM_SIZE * 2;
|
119 |
+
dirLight.shadow.camera.top = ROOM_SIZE * 2;
|
120 |
+
dirLight.shadow.camera.bottom = -ROOM_SIZE * 2;
|
121 |
+
|
122 |
+
scene.add(dirLight);
|
123 |
+
// scene.add( new THREE.CameraHelper( dirLight.shadow.camera ) ); // Debug shadow camera
|
124 |
+
|
125 |
+
// Axes Helper
|
126 |
+
axesHelper = new THREE.AxesHelper(ROOM_SIZE / 2); // Size relative to room
|
127 |
+
axesHelper.position.set(0, 0.1, 0); // Slightly above ground
|
128 |
+
scene.add(axesHelper);
|
129 |
+
console.log("Three.js Initialized.");
|
130 |
|
131 |
window.addEventListener('resize', onWindowResize, false);
|
132 |
}
|
133 |
|
134 |
function initPhysics() {
|
135 |
+
console.log("Initializing Cannon-es...");
|
136 |
+
world = new CANNON.World({ gravity: new CANNON.Vec3(0, -9.82, 0) });
|
137 |
+
world.broadphase = new CANNON.SAPBroadphase(world); // Generally better than Naive
|
138 |
+
world.allowSleep = true; // Allow bodies to sleep to save performance
|
|
|
139 |
|
140 |
+
// Ground plane
|
141 |
const groundShape = new CANNON.Plane();
|
142 |
+
const groundBody = new CANNON.Body({ mass: 0, material: new CANNON.Material("ground") });
|
143 |
groundBody.addShape(groundShape);
|
144 |
+
groundBody.quaternion.setFromEuler(-Math.PI / 2, 0, 0);
|
145 |
world.addBody(groundBody);
|
146 |
+
console.log("Physics World Initialized.");
|
147 |
+
|
148 |
+
// Optional: Physics Debugger
|
149 |
+
// try {
|
150 |
+
// cannonDebugger = new CannonDebugger(scene, world, {
|
151 |
+
// color: 0x00ff00, // Optional: specify color
|
152 |
+
// scale: 1.0, // Optional: scale
|
153 |
+
// });
|
154 |
+
// console.log("Cannon-es Debugger Initialized.");
|
155 |
+
// } catch (e) {
|
156 |
+
// console.error("Failed to initialize CannonDebugger. Did you include it?", e);
|
157 |
+
// }
|
158 |
}
|
159 |
|
160 |
+
// --- Primitive Creation Functions (Keep as before) ---
|
161 |
+
function createPlayerMesh() { /* ... same as before ... */
|
162 |
const group = new THREE.Group();
|
163 |
+
const bodyMat = new THREE.MeshLambertMaterial({ color: 0x0077ff });
|
|
|
164 |
const bodyGeom = new THREE.CylinderGeometry(PLAYER_RADIUS, PLAYER_RADIUS, PLAYER_HEIGHT - (PLAYER_RADIUS * 2), 16);
|
165 |
const body = new THREE.Mesh(bodyGeom, bodyMat);
|
166 |
+
body.position.y = PLAYER_RADIUS;
|
167 |
body.castShadow = true;
|
|
|
168 |
const headGeom = new THREE.SphereGeometry(PLAYER_RADIUS, 16, 16);
|
169 |
const head = new THREE.Mesh(headGeom, bodyMat);
|
170 |
+
head.position.y = PLAYER_HEIGHT - PLAYER_RADIUS;
|
171 |
head.castShadow = true;
|
172 |
+
group.add(body); group.add(head);
|
|
|
|
|
|
|
|
|
173 |
const noseGeom = new THREE.ConeGeometry(PLAYER_RADIUS * 0.3, PLAYER_RADIUS * 0.5, 8);
|
174 |
+
const noseMat = new THREE.MeshBasicMaterial({ color: 0xffff00 });
|
175 |
const nose = new THREE.Mesh(noseGeom, noseMat);
|
176 |
+
nose.position.set(0, PLAYER_HEIGHT * 0.7, -PLAYER_RADIUS * 0.7); // Point along negative Z initially
|
177 |
+
nose.rotation.x = Math.PI / 2 + Math.PI; // Adjust rotation to point forward (-Z)
|
178 |
group.add(nose);
|
|
|
179 |
return group;
|
180 |
+
}
|
181 |
+
function createSimpleMonsterMesh(modelType = 'capsule_green') { /* ... same as before ... */
|
|
|
182 |
const group = new THREE.Group();
|
183 |
+
let color = 0xff0000;
|
184 |
+
let geom; let mat;
|
|
|
|
|
185 |
if (modelType === 'capsule_green') {
|
186 |
+
color = 0x00ff00;
|
187 |
mat = new THREE.MeshLambertMaterial({ color: color });
|
188 |
const bodyGeom = new THREE.CylinderGeometry(0.4, 0.4, 1.0, 12);
|
189 |
const headGeom = new THREE.SphereGeometry(0.4, 12, 12);
|
190 |
const body = new THREE.Mesh(bodyGeom, mat);
|
191 |
const head = new THREE.Mesh(headGeom, mat);
|
192 |
+
body.position.y = 0.5; head.position.y = 1.0 + 0.4;
|
193 |
+
group.add(body); group.add(head);
|
194 |
+
} else { geom = new THREE.BoxGeometry(0.8, 1.2, 0.8); mat = new THREE.MeshLambertMaterial({ color: color }); const mesh = new THREE.Mesh(geom, mat); mesh.position.y = 0.6; group.add(mesh); }
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
195 |
group.traverse(child => { if (child.isMesh) child.castShadow = true; });
|
196 |
return group;
|
197 |
}
|
198 |
+
function createSimpleItemMesh(modelType = 'sphere_red') { /* ... same as before ... */
|
199 |
+
let geom, mat; let color = 0xffffff;
|
200 |
+
if(modelType === 'sphere_red') { color = 0xff0000; geom = new THREE.SphereGeometry(0.3, 16, 16); }
|
201 |
+
else if (modelType === 'box_gold') { color = 0xffd700; geom = new THREE.BoxGeometry(0.4, 0.4, 0.4); }
|
202 |
+
else { geom = new THREE.SphereGeometry(0.3, 16, 16); }
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
203 |
mat = new THREE.MeshStandardMaterial({ color: color, metalness: 0.3, roughness: 0.6 });
|
204 |
+
const mesh = new THREE.Mesh(geom, mat); mesh.position.y = PLAYER_RADIUS; mesh.castShadow = true;
|
|
|
|
|
205 |
return mesh;
|
206 |
}
|
207 |
+
function createProjectileMesh() { /* ... same as before ... */
|
|
|
208 |
const geom = new THREE.SphereGeometry(PROJECTILE_RADIUS, 8, 8);
|
209 |
+
const mat = new THREE.MeshBasicMaterial({ color: 0xffff00 });
|
210 |
const mesh = new THREE.Mesh(geom, mat);
|
211 |
return mesh;
|
212 |
}
|
213 |
+
// Shared Geometries / Materials for walls/floors
|
214 |
+
const floorGeometry = new THREE.PlaneGeometry(ROOM_SIZE, ROOM_SIZE);
|
215 |
+
const wallN SGeometry = new THREE.BoxGeometry(ROOM_SIZE, WALL_HEIGHT, WALL_THICKNESS);
|
216 |
+
const wallEWGeometry = new THREE.BoxGeometry(WALL_THICKNESS, WALL_HEIGHT, ROOM_SIZE);
|
217 |
+
const floorMaterials = {
|
218 |
+
city: new THREE.MeshLambertMaterial({ color: 0xdeb887 }),
|
219 |
+
forest: new THREE.MeshLambertMaterial({ color: 0x228B22 }),
|
220 |
+
cave: new THREE.MeshLambertMaterial({ color: 0x696969 }),
|
221 |
+
ruins: new THREE.MeshLambertMaterial({ color: 0x778899 }),
|
222 |
+
plains: new THREE.MeshLambertMaterial({ color: 0x90EE90 }),
|
223 |
+
default: new THREE.MeshLambertMaterial({ color: 0xaaaaaa })
|
224 |
+
};
|
225 |
+
const wallMaterial = new THREE.MeshLambertMaterial({ color: 0x888888 });
|
226 |
|
227 |
// --- Player Setup ---
|
228 |
function initPlayer() {
|
229 |
+
console.log("Initializing Player...");
|
230 |
+
// Visual Mesh
|
231 |
playerMesh = createPlayerMesh();
|
232 |
+
// Start slightly above ground to avoid initial collision issues
|
233 |
+
playerMesh.position.set(0, PLAYER_HEIGHT, 0); // Adjust initial Y based on model pivot
|
234 |
scene.add(playerMesh);
|
235 |
+
console.log("Player mesh added to scene.");
|
236 |
|
237 |
+
// Physics Body
|
|
|
|
|
238 |
const playerShape = new CANNON.Sphere(PLAYER_RADIUS);
|
239 |
playerBody = new CANNON.Body({
|
240 |
+
mass: 70, // Player mass in kg (approx)
|
241 |
shape: playerShape,
|
242 |
+
position: new CANNON.Vec3(0, PLAYER_HEIGHT, 0), // Match mesh Y
|
243 |
+
linearDamping: 0.95, // High damping for tight control
|
244 |
+
angularDamping: 1.0, // Prevent any spinning
|
245 |
+
material: new CANNON.Material("player") // Assign physics material
|
246 |
});
|
247 |
+
// playerBody.fixedRotation = true; // Might not be needed with angular damping 1.0
|
248 |
+
playerBody.allowSleep = false; // Player should always be active
|
249 |
+
|
250 |
+
playerBody.addEventListener("collide", handlePlayerCollision);
|
251 |
world.addBody(playerBody);
|
252 |
+
console.log("Player physics body added.");
|
253 |
|
254 |
// Add to sync list
|
255 |
meshesToSync.push({ mesh: playerMesh, body: playerBody });
|
|
|
257 |
|
258 |
// --- Map Generation ---
|
259 |
function generateMap() {
|
260 |
+
console.log("Generating Map...");
|
261 |
+
const staticMaterial = new CANNON.Material("static"); // Physics material for walls/floor
|
262 |
+
|
263 |
+
// Add physics ground plane (redundant with initPhysics but ensures material)
|
264 |
+
const groundShape = new CANNON.Plane();
|
265 |
+
const groundBody = new CANNON.Body({ mass: 0, material: staticMaterial });
|
266 |
+
groundBody.addShape(groundShape);
|
267 |
+
groundBody.quaternion.setFromEuler(-Math.PI / 2, 0, 0);
|
268 |
+
world.addBody(groundBody);
|
269 |
+
physicsBodies.push(groundBody);
|
270 |
+
|
271 |
+
// Add visual grid helper (optional)
|
272 |
+
// const gridHelper = new THREE.GridHelper(ROOM_SIZE * 5, 5, 0x444444, 0x444444); // Size, Divisions
|
273 |
+
// scene.add(gridHelper);
|
274 |
+
|
275 |
|
276 |
for (const coordString in gameData) {
|
277 |
const [xStr, yStr] = coordString.split(',');
|
278 |
const x = parseInt(xStr);
|
279 |
+
const z = parseInt(yStr); // Map Y is World Z
|
280 |
const data = gameData[coordString];
|
281 |
+
const type = data.type || 'default';
|
282 |
|
283 |
+
// Create Floor Mesh
|
284 |
+
const floorMat = floorMaterials[type] || floorMaterials.default;
|
285 |
+
const floorMesh = new THREE.Mesh(floorGeometry, floorMat);
|
286 |
+
floorMesh.rotation.x = -Math.PI / 2;
|
287 |
+
floorMesh.position.set(x * ROOM_SIZE, 0, z * ROOM_SIZE);
|
288 |
+
floorMesh.receiveShadow = true;
|
289 |
+
scene.add(floorMesh);
|
290 |
+
// console.log(`Added floor at <span class="math-inline">\{x\},</span>{z}`);
|
291 |
|
292 |
// Create Wall Meshes and Physics Bodies
|
293 |
const features = data.features || [];
|
294 |
+
const wallDefs = [ // [direction, geometry, xOffset, zOffset]
|
295 |
+
['north', wallNSGeometry, 0, -0.5],
|
296 |
+
['south', wallNSGeometry, 0, 0.5],
|
297 |
+
['east', wallEWGeometry, 0.5, 0],
|
298 |
+
['west', wallEWGeometry, -0.5, 0],
|
299 |
];
|
300 |
|
301 |
+
wallDefs.forEach(([dir, geom, xOff, zOff]) => {
|
302 |
+
const doorFeature = `door_${dir}`;
|
303 |
+
const pathFeature = `path_${dir}`; // Consider paths as openings
|
|
|
304 |
if (!features.includes(doorFeature) && !features.includes(pathFeature)) {
|
305 |
+
const wallX = x * ROOM_SIZE + xOff * ROOM_SIZE;
|
306 |
+
const wallZ = z * ROOM_SIZE + zOff * ROOM_SIZE;
|
307 |
+
const wallY = WALL_HEIGHT / 2;
|
308 |
+
|
309 |
+
// Visual Wall
|
310 |
+
const wallMesh = new THREE.Mesh(geom, wallMaterial);
|
311 |
+
wallMesh.position.set(wallX, wallY, wallZ);
|
312 |
wallMesh.castShadow = true;
|
313 |
wallMesh.receiveShadow = true;
|
314 |
+
scene.add(wallMesh);
|
315 |
+
|
316 |
+
// Physics Wall
|
317 |
+
const wallShape = new CANNON.Box(new CANNON.Vec3(geom.parameters.width / 2, geom.parameters.height / 2, geom.parameters.depth / 2));
|
318 |
+
const wallBody = new CANNON.Body({ mass: 0, shape: wallShape, position: new CANNON.Vec3(wallX, wallY, wallZ), material: staticMaterial });
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
319 |
world.addBody(wallBody);
|
320 |
+
physicsBodies.push(wallBody);
|
321 |
}
|
322 |
});
|
323 |
|
324 |
+
// Spawn Items based on features like 'item_Key'
|
325 |
+
features.forEach(feature => {
|
326 |
+
if (feature.startsWith('item_')) {
|
327 |
+
const itemName = feature.substring(5).replace('_', ' '); // e.g., item_Healing_Potion -> Healing Potion
|
328 |
+
if(itemsData[itemName]) {
|
329 |
+
spawnItem(itemName, x, z);
|
330 |
+
} else {
|
331 |
+
console.warn(`Item feature found but no data for: ${itemName}`);
|
332 |
+
}
|
333 |
+
} else if (feature.startsWith('monster_')) {
|
334 |
+
const monsterType = feature.substring(8); // e.g., monster_goblin -> goblin
|
335 |
+
if(monstersData[monsterType]) {
|
336 |
+
spawnMonster(monsterType, x, z);
|
337 |
+
} else {
|
338 |
+
console.warn(`Monster feature found but no data for: ${monsterType}`);
|
339 |
+
}
|
340 |
+
}
|
341 |
+
// Handle other visual features (rivers etc.) - currently no physics
|
342 |
+
else if (feature === 'river') {
|
343 |
+
const riverMesh = createFeature(feature, x, z);
|
344 |
if (riverMesh) scene.add(riverMesh);
|
345 |
}
|
346 |
+
});
|
|
|
347 |
}
|
348 |
+
console.log("Map Generation Complete.");
|
349 |
}
|
350 |
|
351 |
+
function spawnItem(itemName, gridX, gridZ) { /* ... Mostly same as before ... */
|
352 |
const itemData = itemsData[itemName];
|
353 |
+
if (!itemData) return;
|
354 |
+
const x = gridX * ROOM_SIZE + (Math.random() - 0.5) * (ROOM_SIZE * 0.4);
|
355 |
+
const z = gridZ * ROOM_SIZE + (Math.random() - 0.5) * (ROOM_SIZE * 0.4);
|
356 |
+
const y = PLAYER_RADIUS;
|
|
|
|
|
|
|
|
|
|
|
|
|
357 |
const mesh = createSimpleItemMesh(itemData.model);
|
358 |
mesh.position.set(x, y, z);
|
359 |
+
mesh.userData = { type: 'item', name: itemName };
|
360 |
scene.add(mesh);
|
361 |
+
const shape = new CANNON.Sphere(PLAYER_RADIUS); // Make pickup radius same as player
|
362 |
+
const body = new CANNON.Body({ mass: 0, isTrigger: true, shape: shape, position: new CANNON.Vec3(x, y, z)});
|
363 |
+
body.userData = { type: 'item', name: itemName, mesh: mesh }; // Link back
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
364 |
world.addBody(body);
|
|
|
365 |
gameState.items.push({ id: body.id, name: itemName, body: body, mesh: mesh });
|
366 |
physicsBodies.push(body);
|
367 |
+
console.log(`Spawned item ${
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|