ChooseYourOwnAdventure2 / backup2.index.html
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Rename index.html to backup2.index.html
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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>World Grid Test (Fixed Const Assignment)</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: 25px; overflow-y: auto; background-color: #2b2b2b; min-width: 320px; 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: 25px; line-height: 1.7; flex-grow: 1; font-size: 1.1em; }
#stats-inventory-container { margin-bottom: 25px; padding: 15px; border: 1px solid #444; border-radius: 4px; background-color: #333; 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: #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: #ccc; 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: 20px; 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: 12px; }
.choice-button { display: block; width: 100%; padding: 12px 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: 1.05em; 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-failure { color: #f88; border-left-color: #a44; }
#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">HP: ?/? | XP: ?</div>
<div id="inventory-display">Inventory: Empty</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';
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 actionInfoElement = document.getElementById('action-info');
let scene, camera, renderer, clock, controls;
let worldGroup = null;
let zoneGroups = {};
let currentMessage = "";
let currentLights = [];
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 }),
simple: new THREE.MeshStandardMaterial({ color: 0xaaaaaa, roughness: 0.8 }),
};
let gameState = {};
const itemsData = {
"Rusty Sword": {type:"weapon", description:"Old but sharp.", baseDamage: 3},
"Health Potion": {type:"consumable", description:"Restores 10 HP.", effect: { hpGain: 10 }},
"Goblin Ear": {type:"quest", description:"A gruesome trophy."},
"Cave Crystal": {type:"unknown", description:"A faintly glowing crystal shard."}
};
const zoneCreators = {};
const MAP_ROWS = 3;
const MAP_COLS = 4;
function initThreeJS() {
scene = new THREE.Scene();
scene.background = new THREE.Color(0x1a1a1a);
clock = new THREE.Clock();
worldGroup = new THREE.Group();
scene.add(worldGroup);
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, 12);
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, 1, 0);
controls.maxPolarAngle = Math.PI / 2 - 0.05;
window.addEventListener('resize', onWindowResize, false);
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);
controls.update();
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.userData.isGround = true;
return ground;
}
function setupLighting(type = 'default') {
currentLights.forEach(light => {
if (light) scene.remove(light);
});
currentLights = [];
let ambientIntensity = 0.5;
let dirIntensity = 1.0;
let dirColor = 0xffffff;
let dirPosition = new THREE.Vector3(10, 15, 8);
if (type === 'forest') { ambientIntensity = 0.4; dirIntensity = 0.8; dirColor = 0xccffcc; dirPosition = new THREE.Vector3(5, 10, 5); }
if (type === 'cave') {
ambientIntensity = 0.2; dirIntensity = 0;
const ptLight = new THREE.PointLight(0xffaa55, 1.5, 12, 1);
ptLight.position.set(0, 3, 0);
ptLight.castShadow = true;
ptLight.shadow.mapSize.set(512, 512);
// Will be added to zone group later
currentLights.push(ptLight);
}
if (type === 'ruins') { ambientIntensity = 0.4; dirIntensity = 0.7; dirColor = 0xaaaaff; dirPosition = new THREE.Vector3(-8, 12, -5); }
const ambientLight = new THREE.AmbientLight(0xffffff, ambientIntensity);
scene.add(ambientLight);
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, 1024);
directionalLight.shadow.camera.near = 0.5; directionalLight.shadow.camera.far = 50;
const sb = 20;
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);
currentLights.push(directionalLight);
}
}
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}));
}
group.visible = false;
return { group, lighting: 'default', title: "Open Field", entryText: "You stand in an open, grassy field.", options: [], zoneId: zoneId };
}
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);
}
group.visible = false;
return { group, lighting: 'forest', title: "Dark Forest", entryText: "Sunlight is sparse beneath the thick canopy.", options: [], zoneId: zoneId };
}
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;
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);
}
// Add point light specific to cave if tracked
const caveLight = currentLights.find(l => l && l.isPointLight);
if (caveLight) {
group.add(caveLight);
}
group.visible = false;
return { group, lighting: 'cave', title: "Dim Cave", entryText: "It's dark and damp in here. Water drips.", options: [], zoneId: zoneId };
}
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);
}
group.visible = false;
return { group, lighting: 'ruins', title: "Crumbling Ruins", entryText: "The wind whistles through broken walls.", options: [], zoneId: zoneId };
}
function getZoneId(row, col) { return `zone_${row}_${col}`; }
function populateZoneCreators() {
// No reassignment here! Just adding properties to existing const object.
for (let r = 0; r < MAP_ROWS; r++) {
for (let c = 0; c < MAP_COLS; c++) {
const zoneId = getZoneId(r, c);
let creatorFunc;
if (r === 0) creatorFunc = createForestZone;
else if (r === 1 && c % 2 === 0) creatorFunc = createFieldZone;
else if (r === 1 && c % 2 !== 0) creatorFunc = createRuinsZone;
else creatorFunc = createCaveZone;
zoneCreators[zoneId] = () => creatorFunc(zoneId);
}
}
console.log("Zone creators populated.");
}
function getZoneNeighbors(zoneId) {
const parts = zoneId.split('_');
if (parts.length !== 3) return {};
const r = parseInt(parts[1]);
const c = parseInt(parts[2]);
const neighbors = {};
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 startGame() {
const defaultChar = {
name: "Player",
stats: { hp: 20, maxHp: 20, xp: 0 },
inventory: []
};
gameState = {
currentZoneId: null,
character: JSON.parse(JSON.stringify(defaultChar))
};
populateZoneCreators();
zoneGroups = {};
while(worldGroup.children.length > 0){
worldGroup.remove(worldGroup.children[0]);
}
console.log("Starting new game:", gameState);
transitionToZone(getZoneId(1, 1));
}
function transitionToZone(newZoneId) {
console.log(`Transitioning to ${newZoneId}`);
currentMessage = "";
if (gameState.currentZoneId && zoneGroups[gameState.currentZoneId]) {
zoneGroups[gameState.currentZoneId].group.visible = false;
}
let zoneInfo;
if (zoneGroups[newZoneId]) {
zoneInfo = zoneGroups[newZoneId];
zoneInfo.group.visible = true;
console.log(`Re-entering zone ${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}`);
} else {
console.error(`No creator found for zone ID: ${newZoneId}, going to fallback`);
const fallbackId = getZoneId(1, 1);
if (!zoneGroups[fallbackId]) {
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.</p>`;
}
}
gameState.currentZoneId = newZoneId;
setupLighting(zoneInfo.lighting || 'default'); // Setup general lighting
// Add zone-specific lights from setupLighting 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
zoneInfo.group.add(light); // Add it to the now visible group
}
});
camera.position.set(0, 6, 12);
controls.target.set(0, 1, 0);
controls.update();
renderCurrentPageUI();
}
function renderCurrentPageUI() {
const zoneInfo = zoneGroups[gameState.currentZoneId];
const zoneId = gameState.currentZoneId;
if (!zoneInfo) {
console.error(`No zone info loaded for ${zoneId}`);
storyTitleElement.textContent = "Error";
storyContentElement.innerHTML = currentMessage + "<p>Cannot render current zone.</p>";
choicesElement.innerHTML = `<button class="choice-button" onclick="transitionToZone('${getZoneId(1, 1)}')">Return to Start</button>`;
updateStatsDisplay();
updateInventoryDisplay();
updateActionInfo();
return;
}
storyTitleElement.textContent = zoneInfo.title || "Unknown Zone";
storyContentElement.innerHTML = currentMessage + (zoneInfo.entryText ? `<p>${zoneInfo.entryText}</p>` : '');
choicesElement.innerHTML = '';
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');
button.textContent = `Go ${directions[dir]}`;
button.onclick = () => transitionToZone(neighborId); // Use transitionToZone directly
choicesElement.appendChild(button);
}
if (zoneInfo.options && zoneInfo.options.length > 0) {
zoneInfo.options.forEach(option => {
const button = document.createElement('button');
button.classList.add('choice-button');
button.textContent = option.text;
// Add onclick based on option.action later
choicesElement.appendChild(button);
});
}
updateStatsDisplay();
updateInventoryDisplay();
updateActionInfo();
}
window.transitionToZone = transitionToZone; // Make globally accessible
function updateStatsDisplay() {
const { hp, maxHp, xp } = gameState.character.stats;
const hpColor = hp / maxHp < 0.3 ? '#f88' : (hp / maxHp < 0.6 ? '#fd5' : '#8f8');
statsElement.innerHTML = `<strong>Stats:</strong> <span style="color:${hpColor}">HP: ${hp}/${maxHp}</span> <span>XP: ${xp}</span>`;
}
function updateInventoryDisplay() {
let invHtml = '<strong>Inventory:</strong> ';
if (gameState.character.inventory.length === 0) {
invHtml += '<em>Empty</em>';
} else {
gameState.character.inventory.forEach(item => {
const itemDef = itemsData[item] || { type: 'unknown', description: '???' };
const itemClass = `item-${itemDef.type || 'unknown'}`;
invHtml += `<span class="item-tag ${itemClass}" title="${itemDef.description}">${item}</span>`;
});
}
inventoryElement.innerHTML = invHtml;
}
function updateActionInfo() {
if (!actionInfoElement) return; // Guard against element not existing yet
actionInfoElement.textContent = `Zone: ${gameState.currentZoneId || 'None'}`;
}
function pickupItem() { console.log("Pickup disabled."); }
function placeItem() { console.log("Placement disabled."); }
function togglePlacementMode() { console.log("Placement disabled.");}
function startCombat(enemyTypeId) { console.log("Combat disabled."); }
function handleCombatAction(action) { console.log("Combat disabled."); }
window.startCombat = startCombat;
window.handleCombatAction = handleCombatAction;
document.addEventListener('DOMContentLoaded', () => {
console.log("DOM Ready - Initializing World Grid Test.");
try {
initThreeJS();
if (!scene || !camera || !renderer) throw new Error("Three.js failed to initialize.");
startGame(); // Start game directly
console.log("Game world initialized and started.");
} catch (error) {
console.error("Initialization failed:", error);
storyTitleElement.textContent = "Initialization Error";
storyContentElement.innerHTML = `<p style="color:red;">Failed to start game:</p><pre style="color:red; white-space: pre-wrap;">${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').style.display = 'none';
}
});
</script>
</body>
</html>