Spaces:
Running
Running
File size: 62,515 Bytes
1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 9c3a2d1 1aff277 |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934 935 936 937 938 939 940 941 942 943 944 945 946 947 948 949 950 951 952 953 954 955 956 957 958 959 960 961 962 963 964 965 966 967 968 969 970 971 972 973 974 975 976 977 978 979 980 981 982 983 984 985 986 987 988 989 990 991 992 993 994 995 996 997 998 999 1000 1001 1002 1003 1004 1005 1006 1007 1008 1009 1010 1011 1012 1013 1014 |
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Wacky D&D Shapes Adventure! (Var Fix)</title>
<style>
/* --- Base Styles (Same as before) --- */
body { font-family: 'Verdana', sans-serif; background-color: #2a3a4a; color: #f0f0f0; margin: 0; padding: 0; overflow: hidden; display: flex; flex-direction: column; height: 100vh; }
#game-container { display: flex; flex-grow: 1; overflow: hidden; }
#scene-container { flex-grow: 3; position: relative; border-right: 3px solid #506070; min-width: 250px; background-color: #101820; height: 100%; box-sizing: border-box; overflow: hidden; cursor: default; }
#ui-container { flex-grow: 2; padding: 25px; overflow-y: auto; background-color: #3a4a5a; min-width: 320px; height: 100%; box-sizing: border-box; display: flex; flex-direction: column; }
#scene-container canvas { display: block; }
#story-title { color: #ffd700; margin: 0 0 15px 0; padding-bottom: 10px; border-bottom: 2px solid #506070; font-size: 1.8em; font-weight: bold; text-shadow: 1px 1px 2px #111; }
#story-content { margin-bottom: 25px; line-height: 1.7; flex-grow: 1; font-size: 1.1em; color: #e8e8e8;}
#stats-inventory-container { margin-bottom: 25px; padding: 15px; border: 1px solid #506070; border-radius: 5px; background-color: #4a5a6a; font-size: 0.95em; }
#stats-display, #inventory-display { margin-bottom: 10px; line-height: 1.8; }
#stats-display span, #inventory-display .item-tag { display: inline-block; background-color: #5a6a7a; padding: 4px 10px; border-radius: 15px; margin: 0 8px 5px 0; border: 1px solid #7a8a9a; white-space: nowrap; box-shadow: inset 0 1px 2px rgba(0,0,0,0.2); }
#stats-display strong, #inventory-display strong { color: #e0e0e0; margin-right: 6px; font-weight:bold; }
#inventory-display em { color: #aabbcc; font-style: normal; }
.item-tool { background-color: #a0522d; border-color: #cd853f; color: #fff;}
.item-key { background-color: #ffd700; border-color: #f0e68c; color: #333;}
.item-treasure { background-color: #20b2aa; border-color: #48d1cc; color: #fff;}
.item-food { background-color: #ff6347; border-color: #fa8072; color: #fff;}
.item-quest { background-color: #da70d6; border-color: #ee82ee; color: #fff;}
.item-unknown { background-color: #778899; border-color: #b0c4de;}
#choices-container { margin-top: auto; padding-top: 20px; border-top: 2px solid #506070; }
#choices-container h3 { margin-top: 0; margin-bottom: 12px; color: #e0e0e0; font-size: 1.2em; font-weight: bold;}
#choices { display: grid; grid-template-columns: 1fr 1fr; gap: 10px; margin-bottom: 15px;}
#action-choices { display: flex; flex-direction: column; gap: 12px; margin-top: 15px; border-top: 1px dashed #607080; padding-top: 15px;}
.choice-button { display: block; width: 100%; padding: 13px 16px; margin-bottom: 0; background-color: #607080; color: #fff; border: 1px solid #8090a0; border-radius: 5px; cursor: pointer; text-align: center; font-family: 'Verdana', sans-serif; font-size: 1.0em; font-weight: bold; transition: background-color 0.2s, transform 0.1s; box-sizing: border-box; letter-spacing: 0.5px; }
.choice-button.action { text-align: left; grid-column: span 2;}
.choice-button:hover:not(:disabled) { background-color: #ffc107; color: #222; border-color: #ffca2c; transform: translateY(-1px); }
.choice-button:disabled { background-color: #4e5a66; color: #8a9aab; cursor: not-allowed; border-color: #607080; opacity: 0.6; transform: none; box-shadow: none;}
.choice-button[title]:disabled::after { content: ' (' attr(title) ')'; font-style: italic; font-size: 0.9em; margin-left: 5px; }
.message { padding: 8px 12px; margin: 10px 0; border-left-width: 4px; border-left-style: solid; font-size: 1em; background-color: rgba(0, 0, 0, 0.1); border-radius: 3px; }
.message-info { color: #ccc; border-left-color: #666; }
.message-item { color: #9cf; border-left-color: #48a; }
.message-xp { color: #af8; border-left-color: #6a4; }
.message-warning { color: #f99; border-left-color: #c66; }
.message-success { color: #8f8; border-left-color: #4a4; }
.message-failure { color: #f88; border-left-color: #a44; }
.message-combat { color: #f98; border-left-color: #c64; font-weight: bold;}
.combat-button { background-color: #a33; border-color: #c66; color: #fff; font-weight: bold; text-align: center;}
.combat-button:hover:not(:disabled) { background-color: #d44; border-color: #f88;}
#action-info { position: absolute; bottom: 10px; left: 10px; background-color: rgba(0,0,0,0.7); color: #ffcc66; padding: 5px 10px; border-radius: 3px; font-size: 0.9em; display: block; z-index: 10;}
</style>
</head>
<body>
<div id="game-container">
<div id="scene-container">
<div id="action-info">Initializing...</div>
</div>
<div id="ui-container">
<h2 id="story-title">Initializing...</h2>
<div id="story-content"><p>Loading assets...</p></div>
<div id="stats-inventory-container">
<div id="stats-display">Loading Stats...</div>
<div id="inventory-display">Inventory: ...</div>
</div>
<div id="choices-container">
<h3>Navigation</h3>
<div id="choices">Loading...</div>
<div id="action-choices"></div>
</div>
</div>
</div>
<script type="importmap">
{ "imports": {
"three": "https://unpkg.com/[email protected]/build/three.module.js",
"three/addons/": "https://unpkg.com/[email protected]/examples/jsm/"
}}
</script>
<script type="module">
import * as THREE from 'three';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js'; // Re-added controls
import { FontLoader } from 'three/addons/loaders/FontLoader.js';
import { TextGeometry } from 'three/addons/geometries/TextGeometry.js';
console.log("Script module execution started.");
// --- DOM Elements ---
const sceneContainer = document.getElementById('scene-container');
const storyTitleElement = document.getElementById('story-title');
const storyContentElement = document.getElementById('story-content');
const choicesElement = document.getElementById('choices');
const actionChoicesElement = document.getElementById('action-choices');
const statsElement = document.getElementById('stats-display');
const inventoryElement = document.getElementById('inventory-display');
const actionInfoElement = document.getElementById('action-info');
console.log("DOM elements obtained.");
// --- Core Three.js Variables ---
let scene, camera, renderer, clock, controls, raycaster, mouse; // Added controls, raycaster, mouse back
let currentSceneGroup = null;
let currentLights = [];
let threeFont = null;
let currentMessage = "";
let activeTimeouts = []; // Clear timeouts on scene change
// --- Materials ---
const MAT = {
stone_grey: new THREE.MeshStandardMaterial({ color: 0x8a8a8a, roughness: 0.8 }),
stone_brown: new THREE.MeshStandardMaterial({ color: 0x9d8468, roughness: 0.85 }),
wood_light: new THREE.MeshStandardMaterial({ color: 0xcdaa7d, roughness: 0.7 }),
wood_dark: new THREE.MeshStandardMaterial({ color: 0x6f4e2d, roughness: 0.75 }),
leaf_green: new THREE.MeshStandardMaterial({ color: 0x4caf50, roughness: 0.6, side: THREE.DoubleSide }),
leaf_autumn: new THREE.MeshStandardMaterial({ color: 0xffa040, roughness: 0.65, side: THREE.DoubleSide }),
ground_dirt: new THREE.MeshStandardMaterial({ color: 0x8b5e3c, roughness: 0.9 }),
ground_grass: new THREE.MeshStandardMaterial({ color: 0x558b2f, roughness: 0.85 }),
metal_shiny: new THREE.MeshStandardMaterial({ color: 0xc0c0c0, roughness: 0.2, metalness: 0.8 }),
metal_rusty: new THREE.MeshStandardMaterial({ color: 0xb7410e, roughness: 0.9, metalness: 0.2 }),
crystal_blue: new THREE.MeshStandardMaterial({ color: 0x87cefa, roughness: 0.1, metalness: 0.1, transparent: true, opacity: 0.8, emissive:0x205080, emissiveIntensity: 0.4 }),
crystal_red: new THREE.MeshStandardMaterial({ color: 0xff7f7f, roughness: 0.1, metalness: 0.1, transparent: true, opacity: 0.8, emissive:0x802020, emissiveIntensity: 0.4 }),
bright_yellow: new THREE.MeshStandardMaterial({ color: 0xffeb3b, roughness: 0.6 }),
deep_purple: new THREE.MeshStandardMaterial({ color: 0x9c27b0, roughness: 0.7 }),
sky_blue: new THREE.MeshStandardMaterial({ color: 0x03a9f4, roughness: 0.5 }),
town_wood: new THREE.MeshStandardMaterial({ color: 0xae8a63, roughness: 0.7 }),
town_roof: new THREE.MeshStandardMaterial({ color: 0x8b4513, roughness: 0.8 }),
goblin_skin: new THREE.MeshStandardMaterial({ color: 0x8FBC8F, roughness: 0.8 }),
text_material: new THREE.MeshBasicMaterial({ color: 0xffddaa, transparent: true }), // Make text transparent for fade
};
// --- Game State ---
let gameState = {};
// --- Item Data ---
const itemsData = {
"Sturdy Stick": {type:"tool", description:"Surprisingly pointy."},
"Wobbly Key": {type:"key", description:"Might fit a wobbly lock?"},
"Goblin's Favorite Sock": {type:"quest", description:"Smells... unique."},
"Shiny Rock": {type:"treasure", description:"Distractingly shiny."},
"Suspicious Mushroom": {type:"food", description:"Maybe... just maybe..."},
"Cave Crystal": {type:"unknown", description:"A faintly glowing crystal shard."}
};
// --- Enemy Data ---
const enemyData = {
'goblin': { name: "Grumpy Goblin", hp: 12, defense: 12, attackBonus: 1, damageDice: 4, xp: 25, drops: ["Goblin's Favorite Sock", "Shiny Rock"] },
'skeleton': { name: "Clattering Skeleton", hp: 10, defense: 13, attackBonus: 2, damageDice: 4, xp: 20, drops: ["Ancient Coin"] }, // Added skeleton
'spider': { name: "Hairy Spider", hp: 15, defense: 11, attackBonus: 2, damageDice: 3, xp: 25, drops: ["Cave Crystal"] } // Adjusted spider
};
// --- Procedural Shapes ---
const SHAPE_GENERATORS = {
'pointy_cone': (size) => new THREE.ConeGeometry(size * 0.5, size * 1.2, 6 + Math.floor(Math.random() * 5)),
'round_blob': (size) => new THREE.SphereGeometry(size * 0.6, 12, 8),
'spinny_torus': (size) => new THREE.TorusGeometry(size * 0.5, size * 0.15, 8, 16),
'boxy_chunk': (size) => new THREE.BoxGeometry(size, size * (0.8 + Math.random() * 0.4), size * (0.8 + Math.random() * 0.4)),
'spiky_ball': (size) => new THREE.IcosahedronGeometry(size * 0.7, 0),
'flat_plate': (size) => new THREE.BoxGeometry(size * 1.5, size * 0.1, size * 1.5),
'tall_cylinder': (size) => new THREE.CylinderGeometry(size * 0.3, size * 0.3, size * 2.0, 8),
'knotty_thing': (size) => new THREE.TorusKnotGeometry(size * 0.4, size * 0.1, 50, 8),
'gem_shape': (size) => new THREE.OctahedronGeometry(size * 0.6, 0),
'basic_tetra': (size) => new THREE.TetrahedronGeometry(size * 0.7, 0),
'squashed_ball': (size) => new THREE.SphereGeometry(size * 0.6, 12, 8).scale(1, 0.6, 1),
'holed_box': (size) => {
const shape = new THREE.Shape();
shape.moveTo(-size/2, -size/2); shape.lineTo(-size/2, size/2); shape.lineTo(size/2, size/2); shape.lineTo(size/2, -size/2); shape.closePath();
const hole = new THREE.Path();
hole.absellipse(0, 0, size*0.2, size*0.2, 0, Math.PI*2, false);
shape.holes.push(hole);
return new THREE.ExtrudeGeometry(shape, {depth: size*0.3, bevelEnabled: false});
}
};
const shapeKeys = Object.keys(SHAPE_GENERATORS);
// --- Game Data (More Pages) ---
const gameData = {
1: { // Snoring Meadows (Start)
title: "Snoring Meadows",
content: "<p>You wake with a start! Not from a nightmare, but because the grass around you is... snoring softly? Weird. A path leads North into the Wiggly Woods and East towards some noisy-looking Clanky Caves.</p>",
options: [
{ text: "Venture into Wiggly Woods", next: 2 },
{ text: "Investigate Clanky Caves", next: 5 },
{ text: "Poke the snoring grass? (WIS Check DC 10)", check: { stat: 'wisdom', dc: 10, next: 10, onFailure: 11 } }
],
assemblyParams: { baseShape: 'ground_grass', baseSize: 30, mainShapes: ['squashed_ball', 'pointy_cone'], accents: [], count: 30, scaleRange: [0.5, 1.2], colorTheme: [MAT.grass, MAT.leaf_green, MAT.sky_blue], arrangement: 'scatter' }
},
2: { // Wiggly Woods Entrance
title: "Wiggly Woods",
content: "<p>Whoa! These trees are doing the wiggle! It's quite groovy, but makes walking tricky. A particularly grumpy-looking Goblin blocks the path deeper (North).</p>",
options: [
{ text: "Politely ask the Goblin to move", next: 3 },
{ text: "Try to wiggle past (DEX Check DC 12)", check: { stat: 'dexterity', dc: 12, next: 4, onFailure: 3 } }, // Fail leads to talk
{ text: "Wiggle back to the Meadows (South)", next: 1 }
],
assemblyParams: { baseShape: 'ground_dirt', baseSize: 25, mainShapes: ['tall_cylinder', 'knotty_thing'], accents: ['leaf_autumn'], count: 20, scaleRange: [1.0, 3.0], colorTheme: [MAT.wood_dark, MAT.leaf_autumn, MAT.deep_purple], arrangement: 'cluster', clusterRadius: 10 }
},
3: { // Confront Goblin
title: "Grumpy Goblin Guard",
content: "<p>'Oi! Wiggler!' the Goblin shouts, adjusting his single, smelly sock. 'Dis MY patch o' wiggles! Whatcha want?' He doesn't look like he enjoys conversation. Or baths.</p>",
options: [
{ text: "'Just passing through!' (CHA Check DC 14)", check: { stat: 'charisma', dc: 14, next: 4, onFailure: 12 } },
{ text: "Offer 'Shiny Rock' as tribute", requires: "Shiny Rock", consume: true, next: 4, reward: {xp: 15} },
{ text: "Prepare for a Wobbly Tussle!", action: 'triggerCombat', enemy: 'goblin', nextOnWin: 4, nextOnLoss: 98 },
{ text: "'Nevermind!' (Retreat)", next: 2 }
],
assemblyParams: { baseShape: 'ground_dirt', baseSize: 25, mainShapes: ['tall_cylinder', 'knotty_thing'], accents: ['leaf_autumn', 'basic_tetra'], count: 20, scaleRange: [1.0, 3.0], colorTheme: [MAT.wood_dark, MAT.leaf_autumn, MAT.deep_purple, MAT.goblin_skin], arrangement: 'cluster', clusterRadius: 10 }
},
4: { // Past Goblin
title: "Further Into the Woods",
content: "<p>You made it past the grumpy guardian! The woods get thicker here, but you see a strange, perfectly Square Clearing to the North.</p>",
options: [
{ text: "Investigate the Square Clearing (North)", next: 7 },
{ text: "Go Back Past Goblin Spot (South)", next: 2 } // Assume goblin is gone/pacified
],
assemblyParams: { baseShape: 'ground_dirt', baseSize: 25, mainShapes: ['tall_cylinder', 'round_blob'], accents: ['leaf_green'], count: 25, scaleRange: [1.0, 2.8], colorTheme: [MAT.wood_light, MAT.leaf_green, MAT.stone_brown], arrangement: 'scatter' }
},
5: { // Cave Entrance
title: "Clanky Caves Entrance",
content: "<p>CLANK! WHOOSH! A rusty metal sign hangs crookedly: 'Clanky Caves - Enter At Yer Own Risk & Volume Level'. It smells faintly of oil and... ozone?</p>",
options: [ { text: "Bravely Enter!", next: 8 }, { text: "Nope Out (West)", next: 1 } ],
assemblyParams: { baseShape: 'stone_grey', baseSize: 20, mainShapes: ['spiky_ball', 'spinny_torus', 'holed_box'], accents: ['metal_rusty'], count: 25, scaleRange: [0.5, 1.8], colorTheme: [MAT.stone_grey, MAT.metal_rusty, MAT.metal_shiny], arrangement: 'cluster', clusterRadius: 8 }
},
6: { // Placeholder - Reached from old page 3, needs rewrite
title: "Gem Patch Revisited",
content: "<p>You return to the shiny spot. The remaining gems twinkle invitingly.</p>",
options: [ { text: "Go Back to Meadow Path", next: 1 } ], // Simple exit
assemblyParams: { baseShape: 'ground_grass', baseSize: 15, mainShapes: ['gem_shape', 'basic_tetra'], accents: ['pointy_cone'], count: 30, scaleRange: [0.2, 0.7], colorTheme: [MAT.crystal_blue, MAT.crystal_red, MAT.stone_grey], arrangement: 'patch', patchPos: {x:0, y:0.1, z:0}, patchRadius: 5 }
},
7: { // Square Clearing
title: "The Square Clearing",
content: "<p>Wow, they weren't kidding. Everything is suspiciously square - the rocks, the flowers... In the center sits a locked chest, also square, with a distinctly wobbly keyhole.</p>",
options: [
{ text: "Try Wobbly Key", requires: "Wobbly Key", consume: true, next: 13 },
{ text: "Try Sturdy Stick (Strength Check DC 13 to pry)", requires: "Sturdy Stick", check: { stat: 'strength', dc: 13, next: 14, onFailure: 14 } }, // Fail still goes to 14 but maybe adds message
{ text: "Leave the Creepy Clearing (South)", next: 4 }
],
assemblyParams: { baseShape: 'ground_grass', baseSize: 20, mainShapes: ['boxy_chunk', 'holed_box'], accents: ['basic_tetra'], count: 15, scaleRange: [0.8, 1.5], colorTheme: [MAT.stone_brown, MAT.grass, MAT.stone_grey], arrangement: 'patch', patchRadius: 8 }
},
8: { // Inside Clanky Caves
title: "Clanky Caves - Junction",
content: "<p>Clank! Whirr! Sproing! It's a cacophony! Gears spin wildly, pistons pump uselessly. Passages lead West (Clankier?) and East (Quieter?).</p>",
options: [ { text: "Go West (More Clanks!)", next: 9 }, { text: "Go East (Less Clanky?)", next: 5 } ],
assemblyParams: { baseShape: 'stone_grey', baseSize: 25, mainShapes: ['spinny_torus', 'holed_box', 'tall_cylinder'], accents: ['metal_shiny', 'basic_tetra'], count: 30, scaleRange: [0.6, 2.0], colorTheme: [MAT.stone_grey, MAT.metal_shiny, MAT.metal_rusty, MAT.bright_yellow], arrangement: 'cluster', clusterRadius: 10 }
},
9: { // Deeper Cave / Sprocket Stash
title: "Sprocket Stash",
content: "<p>Jackpot! A huge pile of Shiny Sprockets! They spin hypnotically. Also, some weird purple mushrooms pulse nearby.</p>",
options: [ { text: "Grab a Sprocket!", reward: { addItem: "Shiny Sprocket", xp: 10 }, next: 9 }, { text: "Lick a Mushroom? (CON Check DC 11)", check: {stat:'constitution', dc: 11, next: 15, onFailure: 16 } }, { text: "Go Back East", next: 8 } ],
assemblyParams: { baseShape: 'stone_grey', baseSize: 15, mainShapes: ['gem_shape', 'pointy_cone'], accents: ['spinny_torus', 'metal_shiny'], count: 25, scaleRange: [0.4, 1.0], colorTheme: [MAT.metal_shiny, MAT.bright_yellow, MAT.deep_purple], arrangement: 'patch', patchRadius: 4 }
},
10: { // Success poking grass
title: "Grass Tickled!",
content: "<p>Hehe! The blade of grass giggles (yes, really!) and spits out a very Wobbly Key!</p>",
options: [ { text: "Nab the Key!", reward: { addItem: "Wobbly Key", xp: 5 }, next: 1 } ],
assemblyParams: { baseShape: 'ground_grass', baseSize: 30, mainShapes: ['squashed_ball', 'pointy_cone'], accents: [], count: 30, scaleRange: [0.5, 1.2], colorTheme: [MAT.grass, MAT.leaf_green, MAT.sky_blue], arrangement: 'scatter' }
},
11: { // Fail poking grass
title: "Grass Annoyed!",
content: "<p>The snoring grass grumbles and rolls over, hiding whatever might have been there. Maybe try again later?</p>",
options: [ { text: "Okay, okay, sorry!", next: 1 } ],
assemblyParams: { baseShape: 'ground_grass', baseSize: 30, mainShapes: ['squashed_ball', 'pointy_cone'], accents: [], count: 30, scaleRange: [0.5, 1.2], colorTheme: [MAT.grass, MAT.leaf_green, MAT.sky_blue], arrangement: 'scatter' }
},
12: { // Fail charisma check on goblin
title: "Goblin Scowls",
content: "<p>'Bah! Words are cheap!' The goblin tightens his grip on the spear. 'Try again, maybe with shiny stuff?'</p>",
options: [
{ text: "Attack!", action: 'triggerCombat', enemy: 'goblin', nextOnWin: 4, nextOnLoss: 98 },
{ text: "Offer 'Shiny Rock'", requires: "Shiny Rock", consume: true, next: 4, reward: {xp: 10} },
{ text: "Flee!", next: 2 }
],
assemblyParams: { baseShape: 'ground_dirt', baseSize: 25, mainShapes: ['tall_cylinder', 'knotty_thing'], accents: ['leaf_autumn', 'basic_tetra'], count: 20, scaleRange: [1.0, 3.0], colorTheme: [MAT.wood_dark, MAT.leaf_autumn, MAT.deep_purple, MAT.goblin_skin], arrangement: 'cluster', clusterRadius: 10 }
},
13: { // Open chest with key
title: "Wobbly Chest Opens!",
content: "<p>Wiggle, jiggle... click! The key works! Inside is... a single, slightly Suspicious Mushroom. Huh.</p>",
options: [ { text: "Take the Mushroom", reward: { addItem: "Suspicious Mushroom", xp: 15 }, next: 7 } ],
assemblyParams: { baseShape: 'ground_grass', baseSize: 20, mainShapes: ['boxy_chunk', 'holed_box'], accents: [], count: 15, scaleRange: [0.8, 1.5], colorTheme: [MAT.stone_brown, MAT.grass, MAT.stone_grey], arrangement: 'patch', patchRadius: 8 }
},
14: { // Whack chest / Fail Str check
title: "Thwack! Ow.",
content: "<p>You whack the chest. It remains stubbornly square and closed. Your stick might have a splinter. The lock still wobbles mockingly.</p>",
options: [ { text: "Try Wobbly Key", requires: "Wobbly Key", consume: true, next: 13 }, { text: "Leave it", next: 7 } ],
assemblyParams: { baseShape: 'ground_grass', baseSize: 20, mainShapes: ['boxy_chunk', 'holed_box'], accents: [], count: 15, scaleRange: [0.8, 1.5], colorTheme: [MAT.stone_brown, MAT.grass, MAT.stone_grey], arrangement: 'patch', patchRadius: 8 }
},
15: { // Success licking Mushroom
title: "Tingly!",
content: "<p>You lick the mushroom. It tastes like purple and static! You feel... stronger! (+1 Strength!)</p>",
options: [ { text: "Whoa! Go Back.", next: 8 } ],
reward: { statGain: { strength: 1 }, xp: 5 }, // Example stat gain
assemblyParams: { baseShape: 'stone_grey', baseSize: 15, mainShapes: ['gem_shape'], accents: ['spinny_torus', 'metal_shiny'], count: 20, scaleRange: [0.4, 1.0], colorTheme: [MAT.metal_shiny, MAT.bright_yellow, MAT.deep_purple], arrangement: 'patch', patchRadius: 4 }
},
16: { // Fail licking Mushroom
title: "Blech!",
content: "<p>You lick the mushroom. It tastes like old socks and regret. Your tongue feels fuzzy. (-1 Charisma temporarily? TBC)</p>",
options: [ { text: "Ugh! Go Back.", next: 8 } ],
// Add temporary effect later if needed
assemblyParams: { baseShape: 'stone_grey', baseSize: 15, mainShapes: ['gem_shape'], accents: ['spinny_torus', 'metal_shiny'], count: 20, scaleRange: [0.4, 1.0], colorTheme: [MAT.metal_shiny, MAT.bright_yellow, MAT.deep_purple], arrangement: 'patch', patchRadius: 4 }
},
98: { // Lose combat
title: "Bonked!",
content: "<p>Ouch! That hurt. You wake up back in the Snoring Meadows, feeling rather silly.</p>",
options: [ { text: "Try again?", next: 1 } ],
assemblyParams: { baseShape: 'ground_grass', count: 5, mainShapes:['round_blob'], colorTheme:[MAT.grass]}
},
99: { // Generic End/TBC
title: "To Be Continued... Maybe!",
content: "<p>That's the end of this particular wacky path. Was there a point? Who knows! Adventure!</p>",
options: [ { text: "Start Over?", next: 1 } ],
assemblyParams: { baseShape: 'flat_plate', baseSize: 10, mainShapes: ['basic_tetra'], count: 5, scaleRange: [1, 2], colorTheme: [MAT.sky_blue, MAT.bright_yellow], arrangement: 'center_stack', stackHeight: 3 }
}
};
// --- Core Functions ---
function initThreeJS() {
console.log("initThreeJS started.");
scene = new THREE.Scene();
scene.background = new THREE.Color(0x2a3a4a);
clock = new THREE.Clock();
raycaster = new THREE.Raycaster();
mouse = new THREE.Vector2();
const width = sceneContainer.clientWidth || 1;
const height = sceneContainer.clientHeight || 1;
camera = new THREE.PerspectiveCamera(60, width / height, 0.1, 1000);
camera.position.set(0, 8, 15);
camera.lookAt(0, 1, 0);
renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setSize(width, height);
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
sceneContainer.appendChild(renderer.domElement);
// Controls removed for page-based navigation focus
// controls = new OrbitControls(camera, renderer.domElement);
window.addEventListener('resize', onWindowResize, false);
renderer.domElement.addEventListener('click', onMouseClick, false);
setTimeout(onWindowResize, 100);
animate();
console.log("initThreeJS finished.");
}
function loadFontAndStart() {
console.log("Loading font...");
const loader = new FontLoader();
// Ensure the path to the font is correct or use a reliable CDN
loader.load('https://unpkg.com/[email protected]/examples/fonts/helvetiker_regular.typeface.json', function (font) {
threeFont = font;
console.log("Font loaded.");
startGame();
}, undefined, function (error) {
console.error('Font loading failed:', error);
threeFont = null;
startGame();
});
}
function onWindowResize() {
if (!renderer || !camera || !sceneContainer) return;
const width = sceneContainer.clientWidth || 1;
const height = sceneContainer.clientHeight || 1;
if (width > 0 && height > 0) {
camera.aspect = width / height;
camera.updateProjectionMatrix();
renderer.setSize(width, height);
}
}
function onMouseClick( event ) {
const rect = renderer.domElement.getBoundingClientRect();
mouse.x = ( (event.clientX - rect.left) / rect.width ) * 2 - 1;
mouse.y = - ( (event.clientY - rect.top) / rect.height ) * 2 + 1;
pickupItem(); // Only use click for pickup now
}
function animate() {
requestAnimationFrame(animate);
const delta = clock.getDelta();
const time = clock.getElapsedTime();
// controls?.update(); // Controls removed
if (currentSceneGroup) {
currentSceneGroup.traverse(obj => {
if (obj.userData.update) obj.userData.update(time, delta);
});
}
if (renderer && scene && camera) renderer.render(scene, camera);
}
function createMesh(geometry, material, pos = {x:0,y:0,z:0}, rot = {x:0,y:0,z:0}, scale = {x:1,y:1,z:1}) {
const mesh = new THREE.Mesh(geometry, material);
mesh.position.set(pos.x, pos.y, pos.z);
mesh.rotation.set(rot.x, rot.y, rot.z);
mesh.scale.set(scale.x, scale.y, scale.z);
mesh.castShadow = true; mesh.receiveShadow = true;
return mesh;
}
function setupLighting(type = 'default') { // Simplified lighting
currentLights.forEach(light => { if (light.parent) light.parent.remove(light); if(scene.children.includes(light)) scene.remove(light); });
currentLights = [];
const ambientLight = new THREE.AmbientLight(0xffffff, 0.7);
scene.add(ambientLight);
currentLights.push(ambientLight);
const directionalLight = new THREE.DirectionalLight(0xffffff, 1.2);
directionalLight.position.set(8, 15, 10);
directionalLight.castShadow = true;
directionalLight.shadow.mapSize.set(1024, 1024);
directionalLight.shadow.camera.near = 0.5; directionalLight.shadow.camera.far = 50;
const sb = 25;
directionalLight.shadow.camera.left = -sb; directionalLight.shadow.camera.right = sb;
directionalLight.shadow.camera.top = sb; directionalLight.shadow.camera.bottom = -sb;
directionalLight.shadow.bias = -0.001; // Adjusted bias slightly
scene.add(directionalLight);
currentLights.push(directionalLight);
}
function createProceduralAssembly(params) {
console.log("Creating procedural assembly with params:", params);
const group = new THREE.Group();
const {
baseShape = 'ground_grass', baseSize = 20,
mainShapes = ['boxy_chunk'], accents = ['pointy_cone'],
count = 10, scaleRange = [0.5, 1.5],
colorTheme = [MAT.stone_grey, MAT.wood_light, MAT.leaf_green],
arrangement = 'scatter',
stackHeight = 5,
clusterRadius = 5,
patchPos = {x:0, y:0, z:0}, patchRadius = 3
} = params;
let baseMesh;
if (baseShape.startsWith('ground_')) {
const groundMat = MAT[baseShape] || MAT.ground_grass;
const groundGeo = new THREE.PlaneGeometry(baseSize, baseSize);
baseMesh = new THREE.Mesh(groundGeo, groundMat);
baseMesh.rotation.x = -Math.PI / 2; baseMesh.position.y = 0;
baseMesh.receiveShadow = true; baseMesh.castShadow = false;
baseMesh.userData.isGround = true;
group.add(baseMesh);
} else {
const baseGeoFunc = SHAPE_GENERATORS[baseShape] || SHAPE_GENERATORS['flat_plate'];
const baseGeo = baseGeoFunc(baseSize);
baseMesh = createMesh(baseGeo, colorTheme[0] || MAT.stone_grey, {y:0.1});
baseMesh.receiveShadow = true; baseMesh.castShadow = false;
baseMesh.userData.isGround = true;
group.add(baseMesh);
}
const allShapes = [...mainShapes, ...accents];
let lastY = 0.1;
let stackCount = 0;
for (let i = 0; i < count; i++) {
if(allShapes.length === 0) break;
const shapeKey = allShapes[Math.floor(Math.random() * allShapes.length)];
const geoFunc = SHAPE_GENERATORS[shapeKey];
if (!geoFunc) { console.warn(`Shape generator missing: ${shapeKey}`); continue; }
const scaleFactor = scaleRange[0] + Math.random() * (scaleRange[1] - scaleRange[0]);
const geometry = geoFunc(scaleFactor);
if (!geometry) { console.warn(`Geometry creation failed for ${shapeKey}`); continue; } // Check geometry creation
const material = colorTheme[Math.floor(Math.random() * colorTheme.length)];
const mesh = createMesh(geometry, material);
try {
geometry.computeBoundingBox();
} catch(e) { console.error("Error computing bounding box", e, geometry); continue; }
let height = 0;
if (geometry.boundingBox) {
height = (geometry.boundingBox.max.y - geometry.boundingBox.min.y) * mesh.scale.y;
} else {
height = scaleFactor;
}
height = Math.max(0.1, height);
let position = { x:0, y:0, z:0 };
let isValidPosition = false;
switch(arrangement) {
case 'stack':
if (stackCount < stackHeight) {
position.y = lastY + height / 2;
position.x = (Math.random() - 0.5) * 0.5 * scaleFactor;
position.z = (Math.random() - 0.5) * 0.5 * scaleFactor;
lastY += height * 0.9;
stackCount++; isValidPosition = true;
} break;
case 'center_stack':
if (stackCount < stackHeight) {
position.y = lastY + height / 2;
lastY += height * 0.95;
stackCount++; isValidPosition = true;
} break;
case 'cluster':
const angle = Math.random() * Math.PI * 2;
const radius = Math.random() * clusterRadius;
position.x = Math.cos(angle) * radius;
position.z = Math.sin(angle) * radius;
position.y = height / 2; isValidPosition = true; break;
case 'patch':
const pAngle = Math.random() * Math.PI * 2;
const pRadius = Math.random() * patchRadius;
position.x = patchPos.x + Math.cos(pAngle) * pRadius;
position.z = patchPos.z + Math.sin(pAngle) * pRadius;
position.y = (patchPos.y || 0) + height / 2; isValidPosition = true; break;
case 'scatter': default:
position.x = (Math.random() - 0.5) * baseSize * 0.8;
position.z = (Math.random() - 0.5) * baseSize * 0.8;
position.y = height / 2; isValidPosition = true; break;
}
if (!isValidPosition) continue;
mesh.position.set(position.x, position.y, position.z);
mesh.rotation.set(
Math.random() * (arrangement.includes('stack') ? 0.2 : Math.PI),
Math.random() * Math.PI * 2,
Math.random() * (arrangement.includes('stack') ? 0.2 : Math.PI)
);
if (Math.random() < 0.3) {
mesh.userData.rotSpeed = (Math.random() - 0.5) * 0.4;
mesh.userData.bobSpeed = 1 + Math.random();
mesh.userData.bobAmount = 0.05 + Math.random() * 0.05;
mesh.userData.startY = mesh.position.y;
mesh.userData.update = (time, delta) => {
mesh.rotation.y += mesh.userData.rotSpeed * delta;
mesh.position.y = mesh.userData.startY + Math.sin(time * mesh.userData.bobSpeed) * mesh.userData.bobAmount;
};
}
group.add(mesh);
}
console.log(`Assembly created with ${group.children.length -1} procedural objects.`);
return group;
}
function updateScene(assemblyParams) {
console.log("updateScene called");
activeTimeouts.forEach(id => clearTimeout(id)); // Clear pending timeouts
activeTimeouts = [];
if (currentSceneGroup) {
scene.remove(currentSceneGroup); // Remove group cleanly
// Dispose geometries in the removed group
currentSceneGroup.traverse(child => {
if (child.isMesh && child.geometry) {
child.geometry.dispose();
}
});
currentSceneGroup = null;
}
setupLighting('default');
if (!assemblyParams) {
console.warn("No assemblyParams provided, creating default scene.");
assemblyParams = { baseShape: 'ground_dirt', count: 5, mainShapes: ['boxy_chunk'] };
}
try {
currentSceneGroup = createProceduralAssembly(assemblyParams);
scene.add(currentSceneGroup);
console.log("New scene group added.");
} catch (error) {
console.error("Error creating procedural assembly:", error);
}
}
function startGame() {
console.log("startGame called.");
const defaultChar = {
name: "Player",
stats: { hp: 25, maxHp: 25, xp: 0, strength: 12, dexterity: 11, constitution: 13, intelligence: 9, wisdom: 10, charisma: 8 },
inventory: ["Sturdy Stick"]
};
gameState = {
currentPageId: 1,
character: JSON.parse(JSON.stringify(defaultChar)),
combat: null
};
renderPage(gameState.currentPageId);
console.log("startGame finished.");
}
function handleChoiceClick(option) { // Renamed parameter for clarity
console.log("Choice clicked:", option);
currentMessage = "";
// Check requirements first
if (option.requires && !gameState.character.inventory.includes(option.requires)) {
currentMessage = `<p class="message message-warning">You need a ${option.requires} for that!</p>`;
renderPage(gameState.currentPageId); // Re-render current page with message
return;
}
// Consume item if required and successful (or if action doesn't fail)
let consumedItem = false;
if (option.requires && option.consume) {
gameState.character.inventory = gameState.character.inventory.filter(i => i !== option.requires);
currentMessage += `<p class="message message-item">Used your ${option.requires}.</p>`;
consumedItem = true; // Mark as consumed
}
// Handle different action types
if (option.action === 'triggerCombat' && option.enemy) {
startCombat(option.enemy, option.nextOnWin, option.nextOnLoss);
// Combat flow handles the next steps and UI render
} else if (option.check) {
performSkillCheck(option.check, option.next, option.onFailure);
// Skill check flow handles the next steps and UI render
} else if (option.next) {
// Simple navigation or action leading to next page
let nextPageId = parseInt(option.next);
const targetPageData = gameData[nextPageId];
if (!targetPageData) {
console.error(`Invalid next page ID: ${nextPageId}`);
currentMessage += `<p class="message message-warning">That path is mysteriously blocked!</p>`;
nextPageId = gameState.currentPageId; // Stay on current page
}
// Apply rewards associated *with this specific choice*
if (option.reward) {
applyReward(option.reward);
}
gameState.currentPageId = nextPageId;
renderPage(nextPageId); // Render the next page
} else {
console.warn("Choice has no action or next page:", option);
currentMessage += `<p class="message message-info">Nothing seems to happen...</p>`;
renderPage(gameState.currentPageId); // Re-render current page
}
}
window.handleChoiceClick = handleChoiceClick; // Expose for inline handlers
function performSkillCheck(checkData, successPageId, failurePageId) {
const {stat, dc} = checkData;
const baseStat = gameState.character.stats[stat] || 10;
const modifier = Math.floor((baseStat - 10) / 2);
const roll = Math.floor(Math.random() * 20) + 1;
const total = roll + modifier;
const success = roll === 20 || (roll !== 1 && total >= dc); // Nat 20 success, Nat 1 fail
console.log(`Skill Check ${stat}: Roll ${roll} + Mod ${modifier} = ${total} vs DC ${dc}`);
currentMessage += `<p class="message message-info"><em>Rolling ${stat}... (Rolled ${total} vs DC ${dc})</em></p>`;
displayDiceRoll(roll, success);
if (success) {
currentMessage += `<p class="message message-success"><em>Success!</em></p>`;
gameState.currentPageId = successPageId;
} else {
currentMessage += `<p class="message message-failure"><em>Failed!</em></p>`;
gameState.currentPageId = failurePageId;
}
// Add delay before showing result page
activeTimeouts.push(setTimeout(() => renderPage(gameState.currentPageId), 2600)); // Longer delay
}
function applyReward(rewardData) {
// Refactored reward application
if(!rewardData) return;
if(rewardData.addItem && itemsData[rewardData.addItem]) {
if (!gameState.character.inventory.includes(rewardData.addItem)) {
gameState.character.inventory.push(rewardData.addItem);
currentMessage += `<p class="message message-item">You got a ${rewardData.addItem}!</p>`;
} else {
currentMessage += `<p class="message message-info">You found another ${rewardData.addItem}.</p>`;
}
}
if(rewardData.xp) {
gameState.character.stats.xp += rewardData.xp;
currentMessage += `<p class="message message-xp">Gained ${rewardData.xp} XP!</p>`;
}
if(rewardData.hpGain) {
gameState.character.stats.hp = Math.min(gameState.character.stats.maxHp, gameState.character.stats.hp + rewardData.hpGain);
currentMessage += `<p class="message message-success">Recovered ${rewardData.hpGain} HP.</p>`;
}
if(rewardData.statGain) {
for (const stat in rewardData.statGain) {
if (gameState.character.stats.hasOwnProperty(stat)) {
const increase = rewardData.statGain[stat];
gameState.character.stats[stat] += increase;
currentMessage += `<p class="message message-success">${stat.charAt(0).toUpperCase() + stat.slice(1)} increased by ${increase}!</p>`;
if (stat === 'maxHp' && increase > 0) { // Also heal when maxHP increases
gameState.character.stats.hp += increase;
}
// Potentially recalculate maxHP if constitution changes (add recalculateMaxHp function if needed)
}
}
}
}
function renderPage(pageId) {
console.log(`Rendering page ${pageId}`);
const pageData = gameData[pageId];
if (!pageData) { /* Error handling */ console.error(`No page data for ID: ${pageId}`); return; }
storyTitleElement.textContent = pageData.title || "An Unnamed Place";
storyContentElement.innerHTML = currentMessage + (pageData.content || "<p>...</p>");
choicesElement.innerHTML = '';
actionChoicesElement.innerHTML = '';
// Navigation Buttons - Always show 4, disable if no exit
const neighbors = {}; // For page-based, neighbours aren't fixed grid, maybe infer from options? Or ignore for now.
const navOptions = pageData.options.filter(opt => opt.text.toLowerCase().includes("go ")); // Basic filter for nav text
['North', 'South', 'East', 'West'].forEach(dir => {
const button = document.createElement('button');
button.classList.add('choice-button');
button.textContent = `Go ${dir}`;
// Find if an option corresponds to this direction (simplistic check)
const matchingOption = pageData.options.find(opt => opt.text.toLowerCase().includes(`(${dir.toLowerCase()})`) || opt.text.toLowerCase().includes(`go ${dir.toLowerCase()}`));
if (matchingOption) {
button.onclick = () => handleChoiceClick(matchingOption);
// Check requirements for this specific nav option
if (matchingOption.requires && !gameState.character.inventory.includes(matchingOption.requires)) {
button.disabled = true;
button.title = `Requires: ${matchingOption.requires}`;
}
} else {
button.disabled = true; // Disable if no matching option found
}
choicesElement.appendChild(button);
});
// Action Buttons (Non-navigational)
if (pageData.options) {
pageData.options.filter(opt => !opt.text.toLowerCase().includes("go ")).forEach(option => { // Filter out nav buttons
const button = document.createElement('button');
button.classList.add('choice-button', 'action');
if (option.action === 'triggerCombat') button.classList.add('combat-button'); // Style combat triggers
button.textContent = option.text;
let requirementMet = true;
if (option.requires && !gameState.character.inventory.includes(option.requires)) {
requirementMet = false;
button.title = `Requires: ${option.requires}`;
}
button.disabled = !requirementMet;
button.onclick = () => handleChoiceClick(option);
actionChoicesElement.appendChild(button);
});
}
if (actionChoicesElement.innerHTML === '') {
actionChoicesElement.innerHTML = '<p><i>Nothing else seems possible here.</i></p>';
}
// Combat UI
if (gameState.combat?.active) {
actionChoicesElement.innerHTML += `
<div id="combat-ui">
<p class="message message-combat">Fighting ${gameState.combat.enemyName}! (Enemy HP: ${gameState.combat.enemyHp})</p>
<button class="choice-button combat-button action" onclick="handleCombatAction('attack')">Attack!</button>
</div>`;
}
updateStatsDisplay();
updateInventoryDisplay();
updateActionInfo();
updateScene(pageData.assemblyParams);
}
function updateStatsDisplay() {
if (!gameState.character || !statsElement) return;
const stats = gameState.character.stats;
const hpColor = stats.hp / stats.maxHp < 0.3 ? '#f88' : (stats.hp / stats.maxHp < 0.6 ? '#fd5' : '#8f8');
const statBonus = (statVal) => {
const mod = Math.floor((statVal - 10) / 2);
return `${statVal} (${mod >= 0 ? '+' : ''}${mod})`;
};
statsElement.innerHTML = `<strong>Stats:</strong>
<span style="color:${hpColor}">HP: ${stats.hp}/${stats.maxHp}</span> <span>XP: ${stats.xp}</span><br>
<span>Str: ${statBonus(stats.strength)}</span> <span>Dex: ${statBonus(stats.dexterity)}</span> <span>Con: ${statBonus(stats.constitution)}</span>
<span>Int: ${statBonus(stats.intelligence)}</span> <span>Wis: ${statBonus(stats.wisdom)}</span> <span>Cha: ${statBonus(stats.charisma)}</span>`;
}
function updateInventoryDisplay() {
if (!gameState.character || !inventoryElement) return;
let invHtml = '<strong>Inventory:</strong> ';
if (gameState.character.inventory.length === 0) {
invHtml += '<em>Empty</em>';
} else {
gameState.character.inventory.forEach(item => {
const itemDef = itemsData[item] || { type: 'unknown', description: '???' };
const itemClass = `item-${itemDef.type || 'unknown'}`;
invHtml += `<span class="item-tag ${itemClass}" title="${itemDef.description}">${item}</span>`;
});
}
inventoryElement.innerHTML = invHtml;
}
function updateActionInfo() {
if (!actionInfoElement || !gameState ) return;
const mode = gameState.combat?.active ? "Combat!" : "Exploring";
actionInfoElement.textContent = `Location: ${gameData[gameState.currentPageId]?.title || 'Unknown'} | ${mode}`;
}
// --- Combat & Item Functions ---
function startCombat(enemyTypeId, nextOnWin, nextOnLoss) {
const enemyBase = enemyData[enemyTypeId];
if (!enemyBase) { console.error("Unknown enemy type:", enemyTypeId); return; }
gameState.combat = {
active: true, enemyId: enemyTypeId, enemyName: enemyBase.name,
enemyHp: enemyBase.hp, enemyMaxHp: enemyBase.hp,
enemyDefense: enemyBase.defense, enemyAttackBonus: enemyBase.attackBonus || 2,
enemyDamageDice: enemyBase.damageDice || 4, enemyXp: enemyBase.xp,
enemyDrops: enemyBase.drops || [],
nextOnWin: nextOnWin, nextOnLoss: nextOnLoss
};
currentMessage = `<p class="message message-combat">Watch out! A ${enemyBase.name} attacks!</p>`;
renderPage(gameState.currentPageId); // Re-render to show combat UI
}
function handleCombatAction(action) {
if (!gameState.combat?.active) return;
currentMessage = "";
if (action === 'attack') {
// Player Attack
const playerRoll = Math.floor(Math.random() * 20) + 1;
const playerAtkBonus = Math.floor((gameState.character.stats.strength - 10) / 2);
const playerTotalAttack = playerRoll + playerAtkBonus;
const playerHit = playerRoll === 20 || (playerRoll !== 1 && playerTotalAttack >= gameState.combat.enemyDefense);
displayDiceRoll(playerRoll, playerHit);
if (playerHit) {
const weapon = gameState.character.inventory.find(i => itemsData[i]?.type === 'weapon');
const baseDamage = itemsData[weapon]?.baseDamage || 2; // Use weapon or 1d2 for unarmed
const damageRoll = Math.max(1, Math.floor(Math.random() * baseDamage) + 1 + playerAtkBonus); // Add STR mod to damage
gameState.combat.enemyHp -= damageRoll;
currentMessage += `<p class="message message-success">You hit for ${damageRoll} damage! (Rolled ${playerTotalAttack} vs AC ${gameState.combat.enemyDefense})</p>`;
} else {
currentMessage += `<p class="message message-failure">You missed. (Rolled ${playerTotalAttack} vs AC ${gameState.combat.enemyDefense})</p>`;
}
// Check Enemy Defeat
if (gameState.combat.enemyHp <= 0) {
currentMessage += `<p class="message message-success"><b>You defeated the ${gameState.combat.enemyName}!</b></p>`;
applyReward({ xp: gameState.combat.enemyXp }); // Apply XP reward
// Handle Drops
if (gameState.combat.enemyDrops.length > 0) {
const droppedItemName = gameState.combat.enemyDrops[Math.floor(Math.random() * gameState.combat.enemyDrops.length)];
dropItemInScene(droppedItemName, new THREE.Vector3(Math.random()*2-1, 0.2, Math.random()*2-1));
currentMessage += `<p class="message message-item"><em>The ${gameState.combat.enemyName} dropped a ${droppedItemName}! Click it to pick up.</em></p>`;
}
const winPage = gameState.combat.nextOnWin;
gameState.combat = null;
gameState.currentPageId = winPage;
setTimeout(() => renderPage(gameState.currentPageId), 500); // Short delay after win message
return;
}
// Enemy Attack (if enemy still alive)
const enemyRoll = Math.floor(Math.random() * 20) + 1;
const enemyTotalAttack = enemyRoll + gameState.combat.enemyAttackBonus;
const playerAC = 10 + Math.floor((gameState.character.stats.dexterity - 10) / 2);
const enemyHit = enemyRoll === 20 || (enemyRoll !== 1 && enemyTotalAttack >= playerAC);
activeTimeouts.push( setTimeout(() => displayDiceRoll(enemyRoll, enemyHit), 600) ); // Display enemy roll slightly later
if (enemyHit) {
const damageRoll = Math.max(1, Math.floor(Math.random() * gameState.combat.enemyDamageDice) + 1);
gameState.character.stats.hp -= damageRoll;
currentMessage += `<p class="message message-failure">The ${gameState.combat.enemyName} hits you for ${damageRoll} damage! (Rolled ${enemyTotalAttack} vs AC ${playerAC})</p>`;
if (gameState.character.stats.hp <= 0) {
currentMessage += `<p class="message message-failure"><b>You have been defeated!</b></p>`;
const lossPage = gameState.combat.nextOnLoss;
gameState.combat = null;
gameState.currentPageId = lossPage;
activeTimeouts.push( setTimeout(() => renderPage(gameState.currentPageId), 2600) ); // Delay transition
return;
}
} else {
currentMessage += `<p class="message message-info">The ${gameState.combat.enemyName} misses you. (Rolled ${enemyTotalAttack} vs AC ${playerAC})</p>`;
}
activeTimeouts.push( setTimeout(() => renderPage(gameState.currentPageId), 2600) ); // Re-render UI after delay
}
}
window.handleCombatAction = handleCombatAction;
function displayDiceRoll(result, success) {
if (!threeFont) { return; }
activeTimeouts.forEach(timeoutId => clearTimeout(timeoutId)); activeTimeouts = [];
scene.children.filter(c => c.userData?.isDiceRoll).forEach(c => scene.remove(c));
const textGeo = new TextGeometry(result.toString(), { font: threeFont, size: 1.0, height: 0.1, curveSegments: 4 });
textGeo.computeBoundingBox(); textGeo.center(); // Center geometry
const textMat = MAT.text_material.clone();
textMat.color.setHex(success ? 0x88ff88 : 0xff8888);
textMat.opacity = 1.0; // Start fully opaque
const textMesh = new THREE.Mesh(textGeo, textMat);
textMesh.userData.isDiceRoll = true;
const distance = 5; // Distance in front of camera
const cameraDirection = camera.getWorldDirection(new THREE.Vector3());
const textPos = camera.position.clone().add(cameraDirection.multiplyScalar(distance));
textMesh.position.copy(textPos);
textMesh.position.y += 1.2; // Position slightly higher
textMesh.quaternion.copy(camera.quaternion); // Face camera
scene.add(textMesh);
const duration = 2.5;
const fadeStart = 1.5; // Start fading after 1.5s
const startTime = clock.getElapsedTime();
textMesh.userData.startTime = startTime;
textMesh.userData.update = (time) => {
const elapsed = time - textMesh.userData.startTime;
if (elapsed >= duration) {
if (textMesh.parent) textMesh.parent.remove(textMesh);
delete textMesh.userData.update;
// Remove from timeout tracking - not strictly needed as it stops updating
} else {
textMesh.position.y += 0.015; // Float up
if (elapsed > fadeStart) {
textMesh.material.opacity = 1.0 - ((elapsed - fadeStart) / (duration - fadeStart));
}
}
};
}
function dropItemInScene(itemName, positionOffset = new THREE.Vector3(0, 0, 0)) {
const currentGroup = currentSceneGroup; // Drop relative to current scene group
if (!currentGroup || !itemsData[itemName]) return;
const itemDef = itemsData[itemName];
const itemGeo = new THREE.BoxGeometry(0.4, 0.4, 0.4);
const itemMat = MAT.simple.clone();
if(itemDef.type === 'weapon') itemMat.color.setHex(0xcc6666);
else if(itemDef.type === 'consumable') itemMat.color.setHex(0xcc9966);
else if(itemDef.type === 'quest') itemMat.color.setHex(0xcccc66);
else itemMat.color.setHex(0xaaaaee);
const dropPos = new THREE.Vector3(positionOffset.x, 0.2, positionOffset.z);
const droppedMesh = createMesh(itemGeo, itemMat, dropPos);
droppedMesh.userData = { isPickupable: true, itemName: itemName, description: `Dropped ${itemName}` };
currentGroup.add(droppedMesh); // Add item to the current scene group
console.log(`Dropped ${itemName} in scene`);
}
function pickupItem() {
if (gameState.combat?.active) return;
raycaster.setFromCamera(mouse, camera);
const currentGroup = currentSceneGroup;
if (!currentGroup) return;
const pickupables = [];
currentGroup.traverseVisible(child => { // Only check visible objects
if (child.userData.isPickupable) pickupables.push(child);
});
const intersects = raycaster.intersectObjects(pickupables, false);
if (intersects.length > 0) {
const clickedObject = intersects[0].object;
const itemName = clickedObject.userData.itemName;
if (itemName && itemsData[itemName]) {
console.log(`Picked up: ${itemName}`);
currentMessage = `<p class="message message-item"><em>Picked up: ${itemName}</em></p>`;
if (!gameState.character.inventory.includes(itemName)) {
gameState.character.inventory.push(itemName);
} else {
currentMessage += `<p class="message message-info"><em>(You already have a ${itemName})</em></p>`;
}
if(clickedObject.parent) clickedObject.parent.remove(clickedObject);
if(clickedObject.geometry) clickedObject.geometry.dispose();
renderCurrentPageUI();
}
}
}
// --- Initialization ---
document.addEventListener('DOMContentLoaded', () => {
console.log("DOM Ready - Initializing Wacky D&D Shapes Adventure!");
try {
initThreeJS();
if (!scene || !camera || !renderer) throw new Error("Three.js failed to initialize.");
loadFontAndStart(); // Load font, then start game
console.log("Initialization sequence started.");
} catch (error) {
console.error("Initialization failed:", error);
storyTitleElement.textContent = "Initialization Error";
storyContentElement.innerHTML = `<p style="color:red;">Failed to start game:</p><pre style="color:red; white-space: pre-wrap;">${error.stack || error}</pre><p style="color:yellow;">Check console (F12) for details.</p>`;
if(sceneContainer) sceneContainer.innerHTML = '<p style="color:red; padding: 20px;">3D Scene Failed</p>';
const statsInvContainer = document.getElementById('stats-inventory-container');
const choicesCont = document.getElementById('choices-container');
if (statsInvContainer) statsInvContainer.style.display = 'none';
if (choicesCont) choicesCont.style.display = 'none';
}
});
</script>
</body>
</html> |