Spaces:
Running
Running
<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> |