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<!DOCTYPE html>
<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>