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<html lang="en"> | |
<head> | |
<meta charset="UTF-8"> | |
<meta name="viewport" content="width=device-width, initial-scale=1.0"> | |
<title>Enhanced CYOA - 3D Interaction & Skills</title> | |
<style> | |
body { font-family: 'Courier New', monospace; background-color: #111; color: #eee; 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: 2px solid #444; min-width: 250px; background-color: #000; height: 100%; box-sizing: border-box; overflow: hidden; cursor: default; } | |
#ui-container { flex-grow: 2; padding: 20px; overflow-y: auto; background-color: #2b2b2b; min-width: 350px; height: 100%; box-sizing: border-box; display: flex; flex-direction: column; } | |
#scene-container canvas { display: block; } | |
#story-title { color: #f0c060; margin: 0 0 15px 0; padding-bottom: 10px; border-bottom: 1px solid #555; font-size: 1.6em; text-shadow: 1px 1px 1px #000; } | |
#story-content { margin-bottom: 20px; line-height: 1.7; flex-grow: 1; font-size: 1.1em; min-height: 100px; /* Ensure space */} | |
#stats-inventory-container { margin-bottom: 15px; padding: 15px; border: 1px solid #444; border-radius: 4px; background-color: #333; font-size: 0.95em; } | |
#stats-display, #inventory-display, #history-log { margin-bottom: 10px; line-height: 1.8; } | |
#history-log { max-height: 150px; overflow-y: auto; border-top: 1px dashed #555; padding-top: 10px; font-size: 0.9em; color: #aaa; } | |
#history-log strong { color: #ccc; } | |
#history-log div { margin-bottom: 4px; } | |
#stats-display span, #inventory-display .item-tag { display: inline-block; background-color: #484848; padding: 3px 9px; border-radius: 15px; margin: 0 8px 5px 0; border: 1px solid #6a6a6a; white-space: nowrap; box-shadow: inset 0 1px 2px rgba(0,0,0,0.3); } | |
#stats-display strong, #inventory-display strong { color: #bbb; margin-right: 6px; } | |
#inventory-display em { color: #888; font-style: normal; } | |
.item-quest { background-color: #666030; border-color: #999048;} | |
.item-weapon { background-color: #663030; border-color: #994848;} | |
.item-armor { background-color: #306630; border-color: #489948;} | |
.item-consumable { background-color: #664430; border-color: #996648;} | |
.item-unknown { background-color: #555; border-color: #777;} | |
#choices-container { margin-top: auto; padding-top: 15px; border-top: 1px solid #555; } | |
#choices-container h3 { margin-top: 0; margin-bottom: 12px; color: #ccc; font-size: 1.1em; } | |
#choices { display: flex; flex-direction: column; gap: 10px; } | |
.choice-button { display: block; width: 100%; padding: 10px 15px; margin-bottom: 0; background-color: #555; color: #eee; border: 1px solid #777; border-radius: 4px; cursor: pointer; text-align: left; font-family: 'Courier New', monospace; font-size: 1.0em; transition: background-color 0.2s, border-color 0.2s, box-shadow 0.1s; box-sizing: border-box; } | |
.choice-button:hover:not(:disabled) { background-color: #e0b050; color: #111; border-color: #c89040; box-shadow: 0 0 5px rgba(255, 200, 100, 0.5); } | |
.choice-button:disabled { background-color: #404040; color: #777; cursor: not-allowed; border-color: #555; opacity: 0.7; } | |
.message { padding: 8px 12px; margin-bottom: 1em; border-left-width: 3px; border-left-style: solid; font-size: 0.95em; background-color: rgba(255, 255, 255, 0.05); border-color: #666; color: #aaa;} | |
.message-success { color: #8f8; border-left-color: #4a4; } | |
.message-failure { color: #f88; border-left-color: #a44; } | |
.message-info { color: #8af; border-left-color: #46a; } | |
#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;} | |
/* Placement Preview Style */ | |
.placement-preview { opacity: 0.6; /* Make it semi-transparent */ } | |
</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">HP: ?/? | XP: ? | STR: ? | DEX: ? | INT: ?</div> | |
<div id="inventory-display">Inventory: Empty</div> | |
<div id="history-log"><strong>History:</strong><div>Game Started.</div></div> | |
</div> | |
<div id="choices-container"> | |
<h3>What will you do?</h3> | |
<div id="choices">Loading...</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'; | |
// --- 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 statsElement = document.getElementById('stats-display'); | |
const inventoryElement = document.getElementById('inventory-display'); | |
const historyElement = document.getElementById('history-log'); | |
const actionInfoElement = document.getElementById('action-info'); | |
// --- Three.js Variables --- | |
let scene, camera, renderer, clock, controls, raycaster, mouse; | |
let worldGroup = null; | |
let zoneGroups = {}; // Stores { group, lighting, title, entryText, options, zoneId, items: [], interactables: [] } | |
let currentLights = []; | |
let playerAvatar = null; | |
// --- Game State Variables --- | |
let gameState = {}; | |
let currentMessage = ""; | |
let placementMode = false; | |
let itemToPlace = null; // The name (key) of the item being placed | |
let previewMesh = null; | |
// --- Constants --- | |
const MAP_ROWS = 5; // Increased for more zones | |
const MAP_COLS = 4; | |
const PLAYER_HEIGHT = 1.0; // For avatar y-position | |
// --- Materials --- | |
const MAT = { | |
stone: new THREE.MeshStandardMaterial({ color: 0x777788, roughness: 0.85 }), | |
wood: new THREE.MeshStandardMaterial({ color: 0x9F6633, roughness: 0.75 }), | |
leaf: new THREE.MeshStandardMaterial({ color: 0x3E9B4E, roughness: 0.6, side: THREE.DoubleSide }), | |
ground: new THREE.MeshStandardMaterial({ color: 0x556B2F, roughness: 0.95 }), | |
dirt: new THREE.MeshStandardMaterial({ color: 0x8B5E3C, roughness: 0.9 }), | |
grass: new THREE.MeshStandardMaterial({ color: 0x4CB781, roughness: 0.85 }), | |
water: new THREE.MeshStandardMaterial({ color: 0x4682B4, roughness: 0.3, transparent: true, opacity: 0.85 }), | |
sand: new THREE.MeshStandardMaterial({ color: 0xC2B280, roughness: 0.9 }), | |
ice: new THREE.MeshStandardMaterial({ color: 0xadd8e6, roughness: 0.2, transparent: true, opacity: 0.9 }), | |
portal: new THREE.MeshStandardMaterial({ color: 0x9933ff, emissive: 0x6600cc, roughness: 0.4, side: THREE.DoubleSide }), | |
itemGeneric: new THREE.MeshStandardMaterial({ color: 0xffcc00, roughness: 0.5 }), // For pickup items | |
preview: new THREE.MeshStandardMaterial({ color: 0x00ff00, transparent: true, opacity: 0.5, wireframe: true }), // For placement | |
simple: new THREE.MeshStandardMaterial({ color: 0xaaaaaa, roughness: 0.8 }), | |
}; | |
// --- Item Data --- | |
const itemsData = { | |
"Rusty Sword": {type:"weapon", description:"Old but sharp.", baseDamage: 3, meshGeo: new THREE.BoxGeometry(0.1, 0.8, 0.05), meshMat: MAT.simple.clone().set({color:0x999999})}, | |
"Health Potion": {type:"consumable", description:"Restores 10 HP.", effect: { hpGain: 10 }, meshGeo: new THREE.SphereGeometry(0.15, 8, 6), meshMat: MAT.simple.clone().set({color:0xff4444})}, | |
"Goblin Ear": {type:"quest", description:"A gruesome trophy.", meshGeo: new THREE.PlaneGeometry(0.2, 0.3), meshMat: MAT.simple.clone().set({color:0x55aa55})}, | |
"Cave Crystal": {type:"unknown", description:"A faintly glowing crystal shard.", meshGeo: new THREE.IcosahedronGeometry(0.2, 0), meshMat: MAT.simple.clone().set({color:0xaaaaff, emissive: 0x5555cc})}, | |
"Ancient Key": {type:"quest", description:"A large, ornate key.", meshGeo: new THREE.BoxGeometry(0.05, 0.3, 0.05), meshMat: MAT.simple.clone().set({color:0xccaa00})}, | |
}; | |
// --- Zone Creation --- | |
const zoneCreators = {}; // Populated later | |
function initThreeJS() { | |
scene = new THREE.Scene(); | |
scene.background = new THREE.Color(0x1a1a1a); | |
clock = new THREE.Clock(); | |
raycaster = new THREE.Raycaster(); | |
mouse = new THREE.Vector2(); | |
worldGroup = new THREE.Group(); | |
scene.add(worldGroup); | |
// Add Player Avatar | |
const avatarGeo = new THREE.CapsuleGeometry(0.3, PLAYER_HEIGHT - 0.6, 4, 10); | |
playerAvatar = new THREE.Mesh(avatarGeo, new THREE.MeshStandardMaterial({ color: 0xeeeeff, roughness: 0.7 })); | |
playerAvatar.position.y = PLAYER_HEIGHT / 2; // Center it vertically | |
playerAvatar.castShadow = true; | |
// Don't add to worldGroup directly, add to current zone's group later if needed or keep separate | |
scene.add(playerAvatar); // Keep it at scene root for now | |
const width = sceneContainer.clientWidth || 1; | |
const height = sceneContainer.clientHeight || 1; | |
camera = new THREE.PerspectiveCamera(60, width / height, 0.1, 1000); | |
camera.position.set(0, 6, 8); // Slightly different starting view | |
renderer = new THREE.WebGLRenderer({ antialias: true }); | |
renderer.setSize(width, height); | |
renderer.shadowMap.enabled = true; | |
renderer.shadowMap.type = THREE.PCFSoftShadowMap; | |
renderer.toneMapping = THREE.ACESFilmicToneMapping; | |
renderer.outputColorSpace = THREE.SRGBColorSpace; | |
sceneContainer.appendChild(renderer.domElement); | |
controls = new OrbitControls(camera, renderer.domElement); | |
controls.enableDamping = true; | |
controls.dampingFactor = 0.1; | |
controls.target.set(0, PLAYER_HEIGHT / 2, 0); // Target the avatar's center | |
controls.maxPolarAngle = Math.PI / 2 - 0.05; | |
controls.minDistance = 2; | |
controls.maxDistance = 25; | |
window.addEventListener('resize', onWindowResize, false); | |
sceneContainer.addEventListener('click', handleRaycast, false); // Use scene container for clicks | |
document.addEventListener('keydown', handleKeyPress); // Listen for key presses globally | |
setTimeout(onWindowResize, 50); | |
animate(); | |
} | |
function onWindowResize() { | |
if (!renderer || !camera || !sceneContainer) return; | |
const width = sceneContainer.clientWidth || 1; | |
const height = sceneContainer.clientHeight || 1; | |
camera.aspect = width / height; | |
camera.updateProjectionMatrix(); | |
renderer.setSize(width, height); | |
} | |
function animate() { | |
requestAnimationFrame(animate); | |
const delta = clock.getDelta(); | |
controls.update(); | |
// Update placement preview position if active | |
if (placementMode && previewMesh) { | |
updatePreviewMesh(); | |
} | |
// Simple animation example (e.g., make portals pulse) | |
worldGroup.traverse(child => { | |
if (child.userData?.isPortal) { | |
child.material.emissiveIntensity = Math.sin(clock.elapsedTime * 3) * 0.5 + 0.7; | |
} | |
if (child.userData?.isItem && child.userData.itemName === "Cave Crystal") { | |
child.rotation.y += delta * 0.5; | |
} | |
}); | |
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 createGround(material = MAT.ground, size = 20) { | |
const geo = new THREE.PlaneGeometry(size, size); | |
const ground = new THREE.Mesh(geo, material); | |
ground.rotation.x = -Math.PI / 2; ground.position.y = 0; | |
ground.receiveShadow = true; ground.castShadow = false; // Ground doesn't cast shadows | |
ground.userData.isGround = true; // Mark for raycasting | |
return ground; | |
} | |
function setupLighting(type = 'default') { | |
currentLights.forEach(light => { | |
if (light && light.parent) light.parent.remove(light); | |
if (light && !light.parent) scene.remove(light); // Remove from scene if not parented | |
}); | |
currentLights = []; | |
let ambientIntensity = 0.6; | |
let dirIntensity = 1.0; | |
let dirColor = 0xffffff; | |
let dirPosition = new THREE.Vector3(10, 15, 8); | |
let needsPointLight = false; | |
let pointLightInfo = { color: 0xffaa55, intensity: 1.5, distance: 12, decay: 1, pos: {x:0, y:3, z:0} }; | |
if (type === 'forest') { ambientIntensity = 0.4; dirIntensity = 0.8; dirColor = 0xccffcc; dirPosition = new THREE.Vector3(5, 10, 5); } | |
if (type === 'cave') { | |
ambientIntensity = 0.15; dirIntensity = 0; // No sun in cave | |
needsPointLight = true; | |
} | |
if (type === 'ruins') { ambientIntensity = 0.5; dirIntensity = 0.7; dirColor = 0xaaaaff; dirPosition = new THREE.Vector3(-8, 12, -5); } | |
if (type === 'desert') { ambientIntensity = 0.7; dirIntensity = 1.5; dirColor = 0xffffcc; dirPosition = new THREE.Vector3(15, 20, 10); } | |
if (type === 'mountain') { ambientIntensity = 0.6; dirIntensity = 1.2; dirColor = 0xddddff; dirPosition = new THREE.Vector3(0, 25, 15); } | |
const ambientLight = new THREE.AmbientLight(0xffffff, ambientIntensity); | |
scene.add(ambientLight); // Ambient always added to scene | |
currentLights.push(ambientLight); | |
if (dirIntensity > 0) { | |
const directionalLight = new THREE.DirectionalLight(dirColor, dirIntensity); | |
directionalLight.position.copy(dirPosition); | |
directionalLight.castShadow = true; | |
directionalLight.shadow.mapSize.set(1024*2, 1024*2); // Higher res shadow map | |
directionalLight.shadow.camera.near = 0.5; directionalLight.shadow.camera.far = 60; // Increased range | |
const sb = 25; // Increased shadow box size | |
directionalLight.shadow.camera.left = -sb; directionalLight.shadow.camera.right = sb; | |
directionalLight.shadow.camera.top = sb; directionalLight.shadow.camera.bottom = -sb; | |
directionalLight.shadow.bias = -0.0005; | |
scene.add(directionalLight); // Directional always added to scene | |
// const helper = new THREE.CameraHelper( directionalLight.shadow.camera ); scene.add( helper ); // Debug Shadow Camera | |
currentLights.push(directionalLight); | |
} | |
if (needsPointLight) { | |
const ptLight = new THREE.PointLight(pointLightInfo.color, pointLightInfo.intensity, pointLightInfo.distance, pointLightInfo.decay); | |
ptLight.position.set(pointLightInfo.pos.x, pointLightInfo.pos.y, pointLightInfo.pos.z); | |
ptLight.castShadow = true; | |
ptLight.shadow.mapSize.set(512, 512); | |
ptLight.shadow.bias = -0.005; // Point lights might need more bias adjustment | |
// Will be added to the zone group later | |
currentLights.push(ptLight); // Track it | |
} | |
} | |
// --- Zone Creation Functions (Add more for your 20 environments) --- | |
function createFieldZone(zoneId) { | |
const group = new THREE.Group(); | |
group.add(createGround(MAT.grass, 30)); | |
const rockGeo = new THREE.IcosahedronGeometry(0.5 + Math.random()*0.5, 0); | |
for(let i=0; i<5; i++) { | |
group.add(createMesh(rockGeo, MAT.stone, {x: (Math.random()-0.5)*25, y:0.3, z: (Math.random()-0.5)*25})); | |
} | |
// Add an item | |
const potion = createMesh(itemsData["Health Potion"].meshGeo, itemsData["Health Potion"].meshMat, {x: 3, y: 0.2, z: 2}); | |
potion.userData = { isItem: true, itemName: "Health Potion" }; | |
group.add(potion); | |
group.visible = false; | |
return { group, lighting: 'default', title: "Open Field", entryText: "You stand in an open, grassy field. A small red potion lies nearby.", options: [ | |
{ text: "Look for interesting plants (INT)", action: 'skillCheck', skill: 'int', difficulty: 10, successText: "You spot some edible herbs!", failureText:"Just grass.", reward: { item: "Health Potion" } } // Example skill check | |
], zoneId: zoneId, items: [potion], interactables: [] }; // Track items in zone | |
} | |
function createForestZone(zoneId) { | |
const group = new THREE.Group(); | |
group.add(createGround(MAT.ground, 30)); | |
const trunkGeo = new THREE.CylinderGeometry(0.2, 0.3, 4, 8); | |
const leafGeo = new THREE.SphereGeometry(1.5, 8, 6); | |
for(let i=0; i<25; i++) { | |
const x = (Math.random() - 0.5) * 28; | |
const z = (Math.random() - 0.5) * 28; | |
if(Math.sqrt(x*x+z*z) < 1) continue; | |
const tree = new THREE.Group(); | |
const trunk = createMesh(trunkGeo, MAT.wood, {y: 2}); | |
const leaves = createMesh(leafGeo, MAT.leaf, {y: 4.5}); | |
tree.add(trunk); tree.add(leaves); | |
tree.position.set(x, 0, z); | |
tree.rotation.y = Math.random() * Math.PI * 2; | |
group.add(tree); | |
} | |
// Add an item | |
const sword = createMesh(itemsData["Rusty Sword"].meshGeo, itemsData["Rusty Sword"].meshMat, {x: -4, y: 0.5, z: -1}, {z: Math.PI/2}); | |
sword.userData = { isItem: true, itemName: "Rusty Sword" }; | |
group.add(sword); | |
group.visible = false; | |
return { group, lighting: 'forest', title: "Dark Forest", entryText: "Sunlight is sparse beneath the thick canopy. An old sword rests against a tree.", options: [ | |
{ text: "Search for tracks (INT)", action: 'skillCheck', skill: 'int', difficulty: 12, successText: "You find signs of goblin passage.", failureText:"The forest floor reveals little." } | |
], zoneId: zoneId, items: [sword], interactables: [] }; | |
} | |
function createCaveZone(zoneId) { | |
const group = new THREE.Group(); | |
group.add(createGround(MAT.stone.clone().set({color: 0x555560}), 18)); | |
const wallGeo = new THREE.SphereGeometry(12, 32, 16, 0, Math.PI*2, 0, Math.PI*0.7); | |
const walls = createMesh(wallGeo, MAT.stone, {y: 4}); | |
walls.material.side = THREE.BackSide; | |
walls.material.receiveShadow = true; // Cave walls should receive shadow | |
walls.castShadow = false; | |
group.add(walls); | |
const coneGeo = new THREE.ConeGeometry(0.2, 1.0, 8); | |
for(let i=0; i<15; i++){ | |
const st = createMesh(coneGeo, MAT.stone, {x: (Math.random()-0.5)*16, y: 6 + Math.random()*2, z: (Math.random()-0.5)*16}, {x:Math.PI}); | |
group.add(st); | |
const sb = createMesh(coneGeo, MAT.stone, {x: (Math.random()-0.5)*16, y: 0.5, z: (Math.random()-0.5)*16}); | |
group.add(sb); | |
} | |
// Add an item | |
const crystal = createMesh(itemsData["Cave Crystal"].meshGeo, itemsData["Cave Crystal"].meshMat, {x: 1, y: 0.8, z: -3}); | |
crystal.userData = { isItem: true, itemName: "Cave Crystal" }; | |
crystal.material.emissiveIntensity = 0.8; // Make it glow slightly | |
group.add(crystal); | |
group.visible = false; | |
return { group, lighting: 'cave', title: "Dim Cave", entryText: "It's dark and damp. Water drips. A crystal glimmers faintly.", options: [ | |
{ text: "Squeeze through a narrow gap (DEX)", action: 'skillCheck', skill: 'dex', difficulty: 14, successText: "You manage to wiggle through!", failureText:"You're too clumsy and get stuck briefly.", targetZoneId: 'zone_SPECIAL_SECRET' } // Example transition on success | |
], zoneId: zoneId, items: [crystal], interactables: [] }; | |
} | |
function createRuinsZone(zoneId) { | |
const group = new THREE.Group(); | |
group.add(createGround(MAT.dirt, 25)); | |
const wallGeo = new THREE.BoxGeometry(0.5, 2, 3); | |
for(let i=0; i<8; i++) { | |
const wall = createMesh(wallGeo, MAT.stone, | |
{x: (Math.random()-0.5)*20, y:1, z: (Math.random()-0.5)*20}, | |
{y: Math.random() * Math.PI} | |
); | |
wall.scale.y = 0.5 + Math.random() * 0.8; | |
wall.rotation.x = (Math.random()-0.5)*0.1; | |
wall.rotation.z = (Math.random()-0.5)*0.1; | |
group.add(wall); | |
} | |
// Add an interactable portal (Example of interactive movement point) | |
const portalGeo = new THREE.RingGeometry(0.8, 1.2, 16); | |
const portal = createMesh(portalGeo, MAT.portal, {x: 5, y: 1.5, z: -5}, {y: Math.PI/4}); | |
portal.userData = { isPortal: true, targetZoneId: getZoneId(0,0) }; // Example: links back to forest | |
group.add(portal); | |
group.visible = false; | |
return { group, lighting: 'ruins', title: "Crumbling Ruins", entryText: "The wind whistles through broken walls. A strange shimmering portal hangs in the air.", options: [ | |
{ text: "Try to decipher markings (INT)", action: 'skillCheck', skill: 'int', difficulty: 13, successText: "You recognize ancient symbols hinting at a hidden path.", failureText:"The markings are meaningless scratches." } | |
], zoneId: zoneId, items: [], interactables: [portal] }; | |
} | |
function createDesertZone(zoneId) { | |
const group = new THREE.Group(); | |
group.add(createGround(MAT.sand, 40)); | |
// Add some dunes (simple sine wave bumps) | |
const duneGeo = new THREE.PlaneGeometry(40, 40, 20, 20); | |
const posAttr = duneGeo.attributes.position; | |
for (let i = 0; i < posAttr.count; i++) { | |
const x = posAttr.getX(i); | |
const z = posAttr.getZ(i); | |
posAttr.setY(i, Math.sin(x * 0.2) * Math.cos(z * 0.3) * 0.8); // Simple dune formula | |
} | |
duneGeo.computeVertexNormals(); | |
const dunes = new THREE.Mesh(duneGeo, MAT.sand); | |
dunes.rotation.x = -Math.PI / 2; | |
dunes.receiveShadow = true; | |
dunes.castShadow = false; | |
dunes.userData.isGround = true; // Mark for raycasting | |
group.add(dunes); // Replace flat ground with dunes | |
// Add a key item | |
const key = createMesh(itemsData["Ancient Key"].meshGeo, itemsData["Ancient Key"].meshMat, {x: -2, y: 0.2 + Math.sin(-2*0.2)*Math.cos(1*0.3)*0.8, z: 1}); // Place on dune surface | |
key.userData = { isItem: true, itemName: "Ancient Key" }; | |
group.add(key); | |
group.visible = false; | |
return { group, lighting: 'desert', title: "Scorching Desert", entryText: "Endless dunes stretch under a blazing sun. Something glints in the sand.", options: [ | |
{ text: "Endure the heat (STR - passive check?)", action: 'message', messageText:"The heat is oppressive but bearable for now." }, // Example passive/flavor option | |
], zoneId: zoneId, items: [key], interactables: [] }; | |
} | |
function createMountainZone(zoneId) { | |
const group = new THREE.Group(); | |
group.add(createGround(MAT.stone.clone().set({color: 0x9999aa}), 35)); // Rocky ground | |
// Add jagged peaks | |
const peakGeo = new THREE.ConeGeometry(3, 8, 8); | |
for (let i=0; i<5; i++) { | |
const peak = createMesh(peakGeo, MAT.stone.clone().set({color: 0xbbbbcc}), | |
{x: (Math.random()-0.5)*30, y: 4, z: (Math.random()-0.5)*30}, | |
{x: (Math.random()-0.5)*0.2, z: (Math.random()-0.5)*0.2} // Slightly tilted | |
); | |
peak.scale.set(1 + Math.random(), 1 + Math.random()*1.5, 1 + Math.random()); | |
group.add(peak); | |
} | |
// Add icy patches | |
const iceGeo = new THREE.PlaneGeometry(5,5); | |
const icePatch = new THREE.Mesh(iceGeo, MAT.ice); | |
icePatch.rotation.x = -Math.PI/2; | |
icePatch.position.set(4, 0.1, -6); // Slightly above ground | |
icePatch.receiveShadow = true; | |
group.add(icePatch); | |
group.visible = false; | |
return { group, lighting: 'mountain', title: "Jagged Peaks", entryText: "Sharp rocks and biting wind dominate this high altitude pass. Patches of ice make footing treacherous.", options: [ | |
{ text: "Climb a rocky outcrop (STR)", action: 'skillCheck', skill: 'str', difficulty: 14, successText: "You scale the rock, getting a better view!", failureText:"You slip and nearly fall. Best stay on the path." } | |
], zoneId: zoneId, items: [], interactables: [] }; | |
} | |
// --- Utility Functions --- | |
function getZoneId(row, col) { return `zone_${row}_${col}`; } | |
function populateZoneCreators() { | |
const creators = [ | |
createForestZone, createFieldZone, createCaveZone, createRuinsZone, createDesertZone, createMountainZone | |
// Add ALL your 20 creator functions here | |
]; | |
let creatorIndex = 0; | |
for (let r = 0; r < MAP_ROWS; r++) { | |
for (let c = 0; c < MAP_COLS; c++) { | |
const zoneId = getZoneId(r, c); | |
// Cycle through the available creators - Customize this logic! | |
const creatorFunc = creators[creatorIndex % creators.length]; | |
zoneCreators[zoneId] = () => creatorFunc(zoneId); | |
creatorIndex++; | |
} | |
} | |
console.log(`Zone creators populated for ${MAP_ROWS}x${MAP_COLS} grid.`); | |
} | |
function getZoneNeighbors(zoneId) { | |
const parts = zoneId.split('_'); | |
if (parts.length !== 3 || parts[0] !== 'zone') return {}; | |
const r = parseInt(parts[1]); | |
const c = parseInt(parts[2]); | |
const neighbors = {}; | |
// Check bounds and if the zone exists in the creators map | |
if (r > 0 && zoneCreators[getZoneId(r - 1, c)]) neighbors.north = getZoneId(r - 1, c); | |
if (r < MAP_ROWS - 1 && zoneCreators[getZoneId(r + 1, c)]) neighbors.south = getZoneId(r + 1, c); | |
if (c > 0 && zoneCreators[getZoneId(r, c - 1)]) neighbors.west = getZoneId(r, c - 1); | |
if (c < MAP_COLS - 1 && zoneCreators[getZoneId(r, c + 1)]) neighbors.east = getZoneId(r, c + 1); | |
return neighbors; | |
} | |
function logEvent(message) { | |
if (!gameState.character || !gameState.character.history) return; | |
gameState.character.history.push(message); | |
// Optional: Limit history size | |
// if (gameState.character.history.length > 20) { | |
// gameState.character.history.shift(); | |
// } | |
updateHistoryDisplay(); // Update UI immediately | |
} | |
// --- Game Logic --- | |
function startGame() { | |
const defaultChar = { | |
name: "Adventurer", | |
stats: { hp: 25, maxHp: 25, xp: 0, str: 10, dex: 10, int: 10 }, // Added stats | |
inventory: [], | |
history: ["Game Started."] // Initialize history | |
}; | |
gameState = { | |
currentZoneId: null, | |
character: JSON.parse(JSON.stringify(defaultChar)) | |
}; | |
populateZoneCreators(); | |
zoneGroups = {}; // Clear existing zones if restarting | |
while(worldGroup.children.length > 0){ | |
worldGroup.remove(worldGroup.children[0]); | |
} | |
// Reset placement mode if game restarts | |
placementMode = false; | |
itemToPlace = null; | |
if (previewMesh) { | |
scene.remove(previewMesh); | |
previewMesh = null; | |
} | |
console.log("Starting new game:", gameState); | |
transitionToZone(getZoneId(MAP_ROWS-1, Math.floor(MAP_COLS/2))); // Start near bottom-center | |
} | |
function transitionToZone(newZoneId) { | |
console.log(`Transitioning to ${newZoneId}`); | |
currentMessage = ""; // Clear messages on zone change | |
if (gameState.currentZoneId && zoneGroups[gameState.currentZoneId]) { | |
zoneGroups[gameState.currentZoneId].group.visible = false; | |
// Remove zone-specific lights from the old group before hiding | |
currentLights.forEach(light => { | |
if (light && light.isPointLight && light.parent === zoneGroups[gameState.currentZoneId].group) { | |
zoneGroups[gameState.currentZoneId].group.remove(light); | |
} | |
}); | |
} | |
let zoneInfo; | |
if (zoneGroups[newZoneId]) { | |
zoneInfo = zoneGroups[newZoneId]; | |
zoneInfo.group.visible = true; | |
console.log(`Re-entering zone ${newZoneId}`); | |
logEvent(`Entered ${zoneInfo.title || newZoneId}.`); | |
} else { | |
const creator = zoneCreators[newZoneId]; | |
if (creator) { | |
zoneInfo = creator(); | |
zoneGroups[newZoneId] = zoneInfo; | |
worldGroup.add(zoneInfo.group); | |
zoneInfo.group.visible = true; | |
console.log(`Created and entered zone ${newZoneId}`); | |
logEvent(`Discovered and entered ${zoneInfo.title || newZoneId}.`); | |
} else { | |
console.error(`No creator found for zone ID: ${newZoneId}, going to fallback`); | |
const fallbackId = getZoneId(MAP_ROWS-1, Math.floor(MAP_COLS/2)); // Fallback start | |
if (!zoneGroups[fallbackId]) { // Ensure fallback exists | |
zoneGroups[fallbackId] = zoneCreators[fallbackId](); | |
worldGroup.add(zoneGroups[fallbackId].group); | |
} | |
zoneInfo = zoneGroups[fallbackId]; | |
zoneInfo.group.visible = true; | |
newZoneId = fallbackId; | |
currentMessage = `<p class="message message-failure">Error: Invalid zone transition. Returned to safety.</p>`; | |
logEvent(`Error: Tried to enter invalid zone. Returned to ${zoneInfo.title || fallbackId}.`); | |
} | |
} | |
gameState.currentZoneId = newZoneId; | |
setupLighting(zoneInfo.lighting || 'default'); // Setup general lighting FIRST | |
// Add zone-specific lights (like point lights for caves) to the *current* zone's group | |
currentLights.forEach(light => { | |
if (light && light.isPointLight && !light.parent) { // If it's a point light tracked but not in scene/group | |
zoneInfo.group.add(light); // Add it to the now visible group | |
console.log("Added point light to zone group:", newZoneId) | |
} | |
}); | |
// Move player avatar to center of the new zone (optional visual) | |
playerAvatar.position.set(0, PLAYER_HEIGHT / 2, 0); | |
// Reset camera target and position relative to avatar/center | |
camera.position.set(0, 6, 8); // Reset relative position | |
controls.target.set(0, PLAYER_HEIGHT / 2, 0); // Target avatar center | |
controls.update(); | |
// End placement mode on zone transition | |
if (placementMode) { | |
togglePlacementMode(); | |
} | |
renderCurrentPageUI(); | |
} | |
// --- Interaction Handling --- | |
function handleKeyPress(event) { | |
if (event.key.toUpperCase() === 'P') { | |
togglePlacementMode(); | |
} | |
} | |
function handleRaycast(event) { | |
// Calculate mouse position in normalized device coordinates (-1 to +1) | |
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; | |
// Update the picking ray with the camera and mouse position | |
raycaster.setFromCamera(mouse, camera); | |
// Calculate objects intersecting the picking ray | |
// Important: Check against the *current visible zone group's children* and potentially other global interactables | |
const currentZoneGroup = zoneGroups[gameState.currentZoneId]?.group; | |
if (!currentZoneGroup) return; | |
const intersects = raycaster.intersectObjects(currentZoneGroup.children, true); // Check children recursively | |
if (intersects.length > 0) { | |
const firstIntersect = intersects[0]; | |
const obj = firstIntersect.object; | |
const point = firstIntersect.point; // World coordinates of the intersection | |
if (placementMode) { | |
// If placing, click on ground places item | |
if (obj.userData.isGround || obj.parent?.userData?.isGround) { // Check obj or its immediate parent if ground is complex | |
placeItem(point); | |
} else { | |
console.log("Cannot place item here."); | |
currentMessage = `<p class="message message-failure">You can only place items on the ground.</p>`; | |
renderCurrentPageUI(); // Show message | |
} | |
} else { | |
// Normal mode: Check for items or interactables | |
if (obj.userData?.isItem) { | |
pickupItem(obj, currentZoneGroup); | |
} else if (obj.userData?.isPortal) { | |
console.log(`Clicked Portal to: ${obj.userData.targetZoneId}`); | |
logEvent(`Stepped through the portal.`); | |
transitionToZone(obj.userData.targetZoneId); | |
} else if (obj.userData?.isGround) { | |
console.log("Clicked ground at:", point); | |
// Future: Could implement click-to-move here | |
} else { | |
console.log("Clicked non-interactive object:", obj.name, obj.userData); | |
} | |
} | |
} | |
} | |
function pickupItem(itemMesh, zoneGroup) { | |
const itemName = itemMesh.userData.itemName; | |
if (!itemName || !itemsData[itemName]) { | |
console.error("Clicked item mesh has invalid data:", itemMesh); | |
return; | |
} | |
// Add to inventory | |
gameState.character.inventory.push(itemName); | |
// Remove from scene / zone group | |
zoneGroup.remove(itemMesh); | |
// Remove from zoneInfo's item list (if tracked) | |
const zoneInfo = zoneGroups[gameState.currentZoneId]; | |
if (zoneInfo && zoneInfo.items) { | |
zoneInfo.items = zoneInfo.items.filter(item => item !== itemMesh); | |
} | |
// Set the item for potential placement later | |
itemToPlace = itemName; // Track the last picked item's name | |
console.log(`Picked up: ${itemName}`); | |
currentMessage = `<p class="message message-success">You picked up: ${itemName}. Press 'P' to place it.</p>`; | |
logEvent(`Picked up ${itemName}.`); | |
renderCurrentPageUI(); // Update inventory display and message | |
} | |
function togglePlacementMode() { | |
if (!itemToPlace) { | |
currentMessage = `<p class="message message-info">You have no item selected to place. Pick up an item first.</p>`; | |
renderCurrentPageUI(); | |
return; // Don't enter placement mode without an item | |
} | |
placementMode = !placementMode; | |
console.log("Placement Mode:", placementMode); | |
if (placementMode) { | |
actionInfoElement.textContent = `Placement Mode ON (Placing: ${itemToPlace}). Click ground to place. Press P to cancel.`; | |
// Create preview mesh if it doesn't exist | |
if (!previewMesh) { | |
const itemData = itemsData[itemToPlace]; | |
if (itemData && itemData.meshGeo) { | |
// Use a generic preview material but original geometry | |
previewMesh = new THREE.Mesh(itemData.meshGeo, MAT.preview); | |
previewMesh.renderOrder = 1; // Try to render on top | |
previewMesh.userData.isPreview = true; | |
scene.add(previewMesh); // Add preview directly to the main scene | |
} else { | |
console.error("Cannot create preview for item:", itemToPlace); | |
placementMode = false; // Exit placement mode if preview fails | |
actionInfoElement.textContent = `Zone: ${gameState.currentZoneId || 'None'}`; | |
return; | |
} | |
} | |
previewMesh.visible = true; | |
updatePreviewMesh(); // Position it initially | |
} else { | |
actionInfoElement.textContent = `Zone: ${gameState.currentZoneId || 'None'}`; | |
if (previewMesh) { | |
previewMesh.visible = false; // Hide preview instead of removing | |
} | |
// Optionally clear itemToPlace here if cancelling should forget the item | |
// itemToPlace = null; | |
currentMessage = `<p class="message message-info">Placement mode cancelled.</p>`; | |
renderCurrentPageUI(); | |
} | |
} | |
function updatePreviewMesh() { | |
if (!placementMode || !previewMesh) return; | |
// Raycast from camera to mouse position, ONLY against ground objects | |
raycaster.setFromCamera(mouse, camera); | |
const currentZoneGroup = zoneGroups[gameState.currentZoneId]?.group; | |
if (!currentZoneGroup) return; | |
// Filter for ground objects in the current zone | |
const groundObjects = []; | |
currentZoneGroup.traverse(child => { | |
if (child.userData?.isGround) { | |
groundObjects.push(child); | |
} | |
}) | |
const intersects = raycaster.intersectObjects(groundObjects, false); // Don't check recursively if ground is simple plane | |
if (intersects.length > 0) { | |
const point = intersects[0].point; | |
previewMesh.position.copy(point); | |
// Add small offset based on item geometry bounds if available | |
const itemData = itemsData[itemToPlace]; | |
if (itemData && itemData.meshGeo) { | |
itemData.meshGeo.computeBoundingBox(); | |
const height = itemData.meshGeo.boundingBox.max.y - itemData.meshGeo.boundingBox.min.y; | |
previewMesh.position.y += height / 2 + 0.01; // Place bottom slightly above ground | |
} else { | |
previewMesh.position.y += 0.1; // Default offset | |
} | |
previewMesh.visible = true; | |
} else { | |
previewMesh.visible = false; // Hide if not pointing at ground | |
} | |
} | |
function placeItem(position) { | |
if (!placementMode || !itemToPlace) return; | |
const itemData = itemsData[itemToPlace]; | |
const currentZoneGroup = zoneGroups[gameState.currentZoneId]?.group; | |
const zoneInfo = zoneGroups[gameState.currentZoneId]; | |
if (!itemData || !currentZoneGroup || !zoneInfo) { | |
console.error("Cannot place item, missing data."); | |
togglePlacementMode(); // Exit placement mode on error | |
return; | |
} | |
// Create the actual item mesh | |
const newItemMesh = createMesh(itemData.meshGeo, itemData.meshMat); | |
newItemMesh.userData = { isItem: true, itemName: itemToPlace }; | |
// Adjust position based on geometry height, like the preview | |
itemData.meshGeo.computeBoundingBox(); | |
const height = itemData.meshGeo.boundingBox.max.y - itemData.meshGeo.boundingBox.min.y; | |
position.y += height / 2 + 0.01; | |
newItemMesh.position.copy(position); | |
// Add to the scene (current zone's group) | |
currentZoneGroup.add(newItemMesh); | |
// Add to the zone's item list for tracking | |
if (!zoneInfo.items) zoneInfo.items = []; | |
zoneInfo.items.push(newItemMesh); | |
// Remove from inventory | |
const invIndex = gameState.character.inventory.indexOf(itemToPlace); | |
if (invIndex > -1) { | |
gameState.character.inventory.splice(invIndex, 1); | |
} | |
console.log(`Placed ${itemToPlace} at ${position.x.toFixed(2)}, ${position.y.toFixed(2)}, ${position.z.toFixed(2)}`); | |
currentMessage = `<p class="message message-success">You placed the ${itemToPlace}.</p>`; | |
logEvent(`Placed ${itemToPlace} in ${zoneInfo.title || gameState.currentZoneId}.`); | |
itemToPlace = null; // Clear the item being placed | |
togglePlacementMode(); // Exit placement mode | |
renderCurrentPageUI(); // Update UI | |
} | |
function performSkillCheck(skill, difficulty) { | |
if (!gameState.character || !gameState.character.stats[skill]) { | |
console.error("Invalid skill check:", skill); | |
return { success: false, roll: 0, resultValue: 0, message: "Error: Invalid skill." }; | |
} | |
const roll = Math.floor(Math.random() * 20) + 1; | |
const skillValue = gameState.character.stats[skill] || 0; // Use 0 if stat doesn't exist | |
const resultValue = roll + skillValue; | |
const success = resultValue >= difficulty; | |
console.log(`Skill Check: ${skill.toUpperCase()} (DC ${difficulty}) | Roll: ${roll} + Stat: ${skillValue} = ${resultValue} | ${success ? 'Success' : 'Failure'}`); | |
return { success, roll, skillValue, resultValue }; | |
} | |
// --- UI Rendering --- | |
function renderCurrentPageUI() { | |
const zoneInfo = zoneGroups[gameState.currentZoneId]; | |
const zoneId = gameState.currentZoneId; | |
if (!zoneInfo) { | |
console.error(`No zone info loaded for ${zoneId}`); | |
storyTitleElement.textContent = "Error"; | |
storyContentElement.innerHTML = currentMessage + "<p>Cannot render current zone. World broken.</p>"; | |
choicesElement.innerHTML = `<button class="choice-button" onclick="startGame()">Restart Game</button>`; // Offer restart | |
updateStatsDisplay(); | |
updateInventoryDisplay(); | |
updateHistoryDisplay(); | |
updateActionInfo(); | |
return; | |
} | |
storyTitleElement.textContent = zoneInfo.title || "Unknown Zone"; | |
// Combine current message (from actions) with the zone's entry text | |
storyContentElement.innerHTML = currentMessage + (zoneInfo.entryText ? `<p>${zoneInfo.entryText}</p>` : ''); | |
choicesElement.innerHTML = ''; // Clear previous choices | |
// 1. Add Zone-Specific Options (including skill checks) | |
if (zoneInfo.options && zoneInfo.options.length > 0) { | |
zoneInfo.options.forEach((option, index) => { | |
const button = document.createElement('button'); | |
button.classList.add('choice-button'); | |
button.textContent = option.text; | |
button.onclick = () => { | |
currentMessage = ""; // Clear previous action message before processing new one | |
if (option.action === 'skillCheck') { | |
const checkResult = performSkillCheck(option.skill, option.difficulty); | |
const messageClass = checkResult.success ? 'message-success' : 'message-failure'; | |
const outcomeText = checkResult.success ? option.successText : option.failureText; | |
currentMessage = `<p class="message ${messageClass}">(${option.skill.toUpperCase()} DC ${option.difficulty}: ${checkResult.roll}+${checkResult.skillValue}=${checkResult.resultValue}) ${outcomeText}</p>`; | |
logEvent(`Skill Check ${option.skill.toUpperCase()}: ${checkResult.success ? 'Success' : 'Failure'} (${checkResult.resultValue} vs ${option.difficulty}).`); | |
if (checkResult.success) { | |
// Grant reward if defined | |
if (option.reward?.item && itemsData[option.reward.item]) { | |
gameState.character.inventory.push(option.reward.item); | |
currentMessage += `<p class="message message-success">You gained: ${option.reward.item}!</p>`; | |
logEvent(`Gained ${option.reward.item}.`); | |
} | |
// Transition if defined | |
if(option.targetZoneId) { | |
transitionToZone(option.targetZoneId); | |
return; // Stop further processing for this click if transitioning | |
} | |
// TODO: Could also modify zoneInfo.options or zoneInfo.entryText here for persistent changes | |
} else { | |
// Handle failure consequences if any (e.g., take damage, trigger event) | |
} | |
} else if (option.action === 'message') { | |
currentMessage = `<p class="message message-info">${option.messageText}</p>`; | |
logEvent(`Observed: ${option.messageText}`); | |
} else if (option.action === 'goToZone') { | |
logEvent(`Chose to go to ${option.targetZoneId}.`); | |
transitionToZone(option.targetZoneId); | |
return; // Stop processing | |
} | |
// Add more action types here (combat, useItem, etc.) | |
renderCurrentPageUI(); // Re-render UI to show the result message | |
}; | |
choicesElement.appendChild(button); | |
}); | |
} | |
// 2. Add Movement Options (Buttons) | |
const neighbors = getZoneNeighbors(zoneId); | |
const directions = {'north': 'North', 'south': 'South', 'east': 'East', 'west': 'West'}; | |
for(const dir in neighbors) { | |
const neighborId = neighbors[dir]; | |
const button = document.createElement('button'); | |
button.classList.add('choice-button'); | |
// Maybe get the title of the neighbor zone for a hint? | |
const neighborInfo = zoneGroups[neighborId] ?? zoneCreators[neighborId]?.(); // Preview or get existing | |
const neighborTitle = neighborInfo?.title ? ` (${neighborInfo.title})` : ''; | |
button.textContent = `Go ${directions[dir]}${neighborTitle}`; | |
button.onclick = () => transitionToZone(neighborId); | |
choicesElement.appendChild(button); | |
// Cleanup preview if generated just for title | |
if(neighborInfo && !zoneGroups[neighborId]) { | |
// If we generated it just for the title and it wasn't already loaded, dispose of it? Or just let it be created on transition. | |
} | |
} | |
// 3. Update other UI elements | |
updateStatsDisplay(); | |
updateInventoryDisplay(); | |
updateHistoryDisplay(); // Make sure history is up-to-date | |
updateActionInfo(); | |
} | |
// Make transitionToZone globally accessible for initial call and error recovery button if needed | |
window.transitionToZone = transitionToZone; | |
window.startGame = startGame; // Allow restarting from console or error button | |
function updateStatsDisplay() { | |
const { hp, maxHp, xp, str, dex, int } = gameState.character.stats; | |
const hpColor = hp / maxHp < 0.3 ? '#f88' : (hp / maxHp < 0.6 ? '#fd5' : '#8f8'); | |
statsElement.innerHTML = `<strong>Stats:</strong> <span style="color:${hpColor}">HP: ${hp}/${maxHp}</span> <span>XP: ${xp}</span> <span>STR: ${str}</span> <span>DEX: ${dex}</span> <span>INT: ${int}</span>`; | |
} | |
function updateInventoryDisplay() { | |
let invHtml = '<strong>Inventory:</strong> '; | |
if (gameState.character.inventory.length === 0) { | |
invHtml += '<em>Empty</em>'; | |
} else { | |
// Group items | |
const itemCounts = gameState.character.inventory.reduce((acc, item) => { | |
acc[item] = (acc[item] || 0) + 1; | |
return acc; | |
}, {}); | |
Object.entries(itemCounts).forEach(([itemName, count]) => { | |
const itemDef = itemsData[itemName] || { type: 'unknown', description: '???' }; | |
const itemClass = `item-${itemDef.type || 'unknown'}`; | |
const countDisplay = count > 1 ? ` (x${count})` : ''; | |
invHtml += `<span class="item-tag ${itemClass}" title="${itemDef.description}">${itemName}${countDisplay}</span>`; | |
}); | |
} | |
inventoryElement.innerHTML = invHtml; | |
} | |
function updateHistoryDisplay() { | |
if (!historyElement || !gameState.character || !gameState.character.history) return; | |
let historyHtml = '<strong>History:</strong>'; | |
// Display latest events first | |
for (let i = gameState.character.history.length - 1; i >= 0; i--) { | |
historyHtml += `<div>${gameState.character.history[i]}</div>`; | |
} | |
historyElement.innerHTML = historyHtml; | |
historyElement.scrollTop = 0; // Scroll to top to show latest | |
} | |
function updateActionInfo() { | |
if (!actionInfoElement) return; | |
if (placementMode) { | |
actionInfoElement.textContent = `Placement Mode ON (Placing: ${itemToPlace}). Click ground to place. Press P to cancel.`; | |
} else { | |
actionInfoElement.textContent = `Zone: ${gameState.currentZoneId || 'None'}`; | |
} | |
} | |
// --- Initialization --- | |
document.addEventListener('DOMContentLoaded', () => { | |
console.log("DOM Ready - Initializing Enhanced CYOA."); | |
try { | |
initThreeJS(); | |
if (!scene || !camera || !renderer) throw new Error("Three.js failed to initialize."); | |
startGame(); // Start game directly | |
console.log("Game world initialized and started."); | |
} catch (error) { | |
console.error("Initialization failed:", error); | |
storyTitleElement.textContent = "Initialization Error"; | |
storyContentElement.innerHTML = `<p style="color:red;">Failed to start game:</p><pre style="color:red; white-space: pre-wrap;">${error.stack || error}</pre>`; | |
if(sceneContainer) sceneContainer.innerHTML = '<p style="color:red; padding: 20px;">3D Scene Failed</p>'; | |
document.getElementById('stats-inventory-container').style.display = 'none'; | |
document.getElementById('choices-container').innerHTML = '<button class="choice-button" onclick="location.reload()">Reload Page</button>'; // Offer reload on critical fail | |
} | |
}); | |
</script> | |
</body> | |
</html> |