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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>Wacky D&D Shapes Adventure! (Var Fix)</title>
<style>
/* --- Base Styles (Same as before) --- */
body { font-family: 'Verdana', sans-serif; background-color: #2a3a4a; color: #f0f0f0; margin: 0; padding: 0; overflow: hidden; display: flex; flex-direction: column; height: 100vh; }
#game-container { display: flex; flex-grow: 1; overflow: hidden; }
#scene-container { flex-grow: 3; position: relative; border-right: 3px solid #506070; min-width: 250px; background-color: #101820; height: 100%; box-sizing: border-box; overflow: hidden; cursor: default; }
#ui-container { flex-grow: 2; padding: 25px; overflow-y: auto; background-color: #3a4a5a; min-width: 320px; height: 100%; box-sizing: border-box; display: flex; flex-direction: column; }
#scene-container canvas { display: block; }
#story-title { color: #ffd700; margin: 0 0 15px 0; padding-bottom: 10px; border-bottom: 2px solid #506070; font-size: 1.8em; font-weight: bold; text-shadow: 1px 1px 2px #111; }
#story-content { margin-bottom: 25px; line-height: 1.7; flex-grow: 1; font-size: 1.1em; color: #e8e8e8;}
#stats-inventory-container { margin-bottom: 25px; padding: 15px; border: 1px solid #506070; border-radius: 5px; background-color: #4a5a6a; font-size: 0.95em; }
#stats-display, #inventory-display { margin-bottom: 10px; line-height: 1.8; }
#stats-display span, #inventory-display .item-tag { display: inline-block; background-color: #5a6a7a; padding: 4px 10px; border-radius: 15px; margin: 0 8px 5px 0; border: 1px solid #7a8a9a; white-space: nowrap; box-shadow: inset 0 1px 2px rgba(0,0,0,0.2); }
#stats-display strong, #inventory-display strong { color: #e0e0e0; margin-right: 6px; font-weight:bold; }
#inventory-display em { color: #aabbcc; font-style: normal; }
.item-tool { background-color: #a0522d; border-color: #cd853f; color: #fff;}
.item-key { background-color: #ffd700; border-color: #f0e68c; color: #333;}
.item-treasure { background-color: #20b2aa; border-color: #48d1cc; color: #fff;}
.item-food { background-color: #ff6347; border-color: #fa8072; color: #fff;}
.item-quest { background-color: #da70d6; border-color: #ee82ee; color: #fff;}
.item-unknown { background-color: #778899; border-color: #b0c4de;}
#choices-container { margin-top: auto; padding-top: 20px; border-top: 2px solid #506070; }
#choices-container h3 { margin-top: 0; margin-bottom: 12px; color: #e0e0e0; font-size: 1.2em; font-weight: bold;}
#choices { display: grid; grid-template-columns: 1fr 1fr; gap: 10px; margin-bottom: 15px;}
#action-choices { display: flex; flex-direction: column; gap: 12px; margin-top: 15px; border-top: 1px dashed #607080; padding-top: 15px;}
.choice-button { display: block; width: 100%; padding: 13px 16px; margin-bottom: 0; background-color: #607080; color: #fff; border: 1px solid #8090a0; border-radius: 5px; cursor: pointer; text-align: center; font-family: 'Verdana', sans-serif; font-size: 1.0em; font-weight: bold; transition: background-color 0.2s, transform 0.1s; box-sizing: border-box; letter-spacing: 0.5px; }
.choice-button.action { text-align: left; grid-column: span 2;}
.choice-button:hover:not(:disabled) { background-color: #ffc107; color: #222; border-color: #ffca2c; transform: translateY(-1px); }
.choice-button:disabled { background-color: #4e5a66; color: #8a9aab; cursor: not-allowed; border-color: #607080; opacity: 0.6; transform: none; box-shadow: none;}
.choice-button[title]:disabled::after { content: ' (' attr(title) ')'; font-style: italic; font-size: 0.9em; margin-left: 5px; }
.message { padding: 8px 12px; margin: 10px 0; border-left-width: 4px; border-left-style: solid; font-size: 1em; background-color: rgba(0, 0, 0, 0.1); border-radius: 3px; }
.message-info { color: #ccc; border-left-color: #666; }
.message-item { color: #9cf; border-left-color: #48a; }
.message-xp { color: #af8; border-left-color: #6a4; }
.message-warning { color: #f99; border-left-color: #c66; }
.message-success { color: #8f8; border-left-color: #4a4; }
.message-failure { color: #f88; border-left-color: #a44; }
.message-combat { color: #f98; border-left-color: #c64; font-weight: bold;}
.combat-button { background-color: #a33; border-color: #c66; color: #fff; font-weight: bold; text-align: center;}
.combat-button:hover:not(:disabled) { background-color: #d44; border-color: #f88;}
#action-info { position: absolute; bottom: 10px; left: 10px; background-color: rgba(0,0,0,0.7); color: #ffcc66; padding: 5px 10px; border-radius: 3px; font-size: 0.9em; display: block; z-index: 10;}
</style>
</head>
<body>
<div id="game-container">
<div id="scene-container">
<div id="action-info">Initializing...</div>
</div>
<div id="ui-container">
<h2 id="story-title">Initializing...</h2>
<div id="story-content"><p>Loading assets...</p></div>
<div id="stats-inventory-container">
<div id="stats-display">Loading Stats...</div>
<div id="inventory-display">Inventory: ...</div>
</div>
<div id="choices-container">
<h3>Navigation</h3>
<div id="choices">Loading...</div>
<div id="action-choices"></div>
</div>
</div>
</div>
<script type="importmap">
{ "imports": {
"three": "https://unpkg.com/[email protected]/build/three.module.js",
"three/addons/": "https://unpkg.com/[email protected]/examples/jsm/"
}}
</script>
<script type="module">
import * as THREE from 'three';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js'; // Re-added controls
import { FontLoader } from 'three/addons/loaders/FontLoader.js';
import { TextGeometry } from 'three/addons/geometries/TextGeometry.js';
console.log("Script module execution started.");
// --- DOM Elements ---
const sceneContainer = document.getElementById('scene-container');
const storyTitleElement = document.getElementById('story-title');
const storyContentElement = document.getElementById('story-content');
const choicesElement = document.getElementById('choices');
const actionChoicesElement = document.getElementById('action-choices');
const statsElement = document.getElementById('stats-display');
const inventoryElement = document.getElementById('inventory-display');
const actionInfoElement = document.getElementById('action-info');
console.log("DOM elements obtained.");
// --- Core Three.js Variables ---
let scene, camera, renderer, clock, controls, raycaster, mouse; // Added controls, raycaster, mouse back
let currentSceneGroup = null;
let currentLights = [];
let threeFont = null;
let currentMessage = "";
let activeTimeouts = []; // Clear timeouts on scene change
// --- Materials ---
const MAT = {
stone_grey: new THREE.MeshStandardMaterial({ color: 0x8a8a8a, roughness: 0.8 }),
stone_brown: new THREE.MeshStandardMaterial({ color: 0x9d8468, roughness: 0.85 }),
wood_light: new THREE.MeshStandardMaterial({ color: 0xcdaa7d, roughness: 0.7 }),
wood_dark: new THREE.MeshStandardMaterial({ color: 0x6f4e2d, roughness: 0.75 }),
leaf_green: new THREE.MeshStandardMaterial({ color: 0x4caf50, roughness: 0.6, side: THREE.DoubleSide }),
leaf_autumn: new THREE.MeshStandardMaterial({ color: 0xffa040, roughness: 0.65, side: THREE.DoubleSide }),
ground_dirt: new THREE.MeshStandardMaterial({ color: 0x8b5e3c, roughness: 0.9 }),
ground_grass: new THREE.MeshStandardMaterial({ color: 0x558b2f, roughness: 0.85 }),
metal_shiny: new THREE.MeshStandardMaterial({ color: 0xc0c0c0, roughness: 0.2, metalness: 0.8 }),
metal_rusty: new THREE.MeshStandardMaterial({ color: 0xb7410e, roughness: 0.9, metalness: 0.2 }),
crystal_blue: new THREE.MeshStandardMaterial({ color: 0x87cefa, roughness: 0.1, metalness: 0.1, transparent: true, opacity: 0.8, emissive:0x205080, emissiveIntensity: 0.4 }),
crystal_red: new THREE.MeshStandardMaterial({ color: 0xff7f7f, roughness: 0.1, metalness: 0.1, transparent: true, opacity: 0.8, emissive:0x802020, emissiveIntensity: 0.4 }),
bright_yellow: new THREE.MeshStandardMaterial({ color: 0xffeb3b, roughness: 0.6 }),
deep_purple: new THREE.MeshStandardMaterial({ color: 0x9c27b0, roughness: 0.7 }),
sky_blue: new THREE.MeshStandardMaterial({ color: 0x03a9f4, roughness: 0.5 }),
town_wood: new THREE.MeshStandardMaterial({ color: 0xae8a63, roughness: 0.7 }),
town_roof: new THREE.MeshStandardMaterial({ color: 0x8b4513, roughness: 0.8 }),
goblin_skin: new THREE.MeshStandardMaterial({ color: 0x8FBC8F, roughness: 0.8 }),
text_material: new THREE.MeshBasicMaterial({ color: 0xffddaa, transparent: true }), // Make text transparent for fade
};
// --- Game State ---
let gameState = {};
// --- Item Data ---
const itemsData = {
"Sturdy Stick": {type:"tool", description:"Surprisingly pointy."},
"Wobbly Key": {type:"key", description:"Might fit a wobbly lock?"},
"Goblin's Favorite Sock": {type:"quest", description:"Smells... unique."},
"Shiny Rock": {type:"treasure", description:"Distractingly shiny."},
"Suspicious Mushroom": {type:"food", description:"Maybe... just maybe..."},
"Cave Crystal": {type:"unknown", description:"A faintly glowing crystal shard."}
};
// --- Enemy Data ---
const enemyData = {
'goblin': { name: "Grumpy Goblin", hp: 12, defense: 12, attackBonus: 1, damageDice: 4, xp: 25, drops: ["Goblin's Favorite Sock", "Shiny Rock"] },
'skeleton': { name: "Clattering Skeleton", hp: 10, defense: 13, attackBonus: 2, damageDice: 4, xp: 20, drops: ["Ancient Coin"] }, // Added skeleton
'spider': { name: "Hairy Spider", hp: 15, defense: 11, attackBonus: 2, damageDice: 3, xp: 25, drops: ["Cave Crystal"] } // Adjusted spider
};
// --- Procedural Shapes ---
const SHAPE_GENERATORS = {
'pointy_cone': (size) => new THREE.ConeGeometry(size * 0.5, size * 1.2, 6 + Math.floor(Math.random() * 5)),
'round_blob': (size) => new THREE.SphereGeometry(size * 0.6, 12, 8),
'spinny_torus': (size) => new THREE.TorusGeometry(size * 0.5, size * 0.15, 8, 16),
'boxy_chunk': (size) => new THREE.BoxGeometry(size, size * (0.8 + Math.random() * 0.4), size * (0.8 + Math.random() * 0.4)),
'spiky_ball': (size) => new THREE.IcosahedronGeometry(size * 0.7, 0),
'flat_plate': (size) => new THREE.BoxGeometry(size * 1.5, size * 0.1, size * 1.5),
'tall_cylinder': (size) => new THREE.CylinderGeometry(size * 0.3, size * 0.3, size * 2.0, 8),
'knotty_thing': (size) => new THREE.TorusKnotGeometry(size * 0.4, size * 0.1, 50, 8),
'gem_shape': (size) => new THREE.OctahedronGeometry(size * 0.6, 0),
'basic_tetra': (size) => new THREE.TetrahedronGeometry(size * 0.7, 0),
'squashed_ball': (size) => new THREE.SphereGeometry(size * 0.6, 12, 8).scale(1, 0.6, 1),
'holed_box': (size) => {
const shape = new THREE.Shape();
shape.moveTo(-size/2, -size/2); shape.lineTo(-size/2, size/2); shape.lineTo(size/2, size/2); shape.lineTo(size/2, -size/2); shape.closePath();
const hole = new THREE.Path();
hole.absellipse(0, 0, size*0.2, size*0.2, 0, Math.PI*2, false);
shape.holes.push(hole);
return new THREE.ExtrudeGeometry(shape, {depth: size*0.3, bevelEnabled: false});
}
};
const shapeKeys = Object.keys(SHAPE_GENERATORS);
// --- Game Data (More Pages) ---
const gameData = {
1: { // Snoring Meadows (Start)
title: "Snoring Meadows",
content: "<p>You wake with a start! Not from a nightmare, but because the grass around you is... snoring softly? Weird. A path leads North into the Wiggly Woods and East towards some noisy-looking Clanky Caves.</p>",
options: [
{ text: "Venture into Wiggly Woods", next: 2 },
{ text: "Investigate Clanky Caves", next: 5 },
{ text: "Poke the snoring grass? (WIS Check DC 10)", check: { stat: 'wisdom', dc: 10, next: 10, onFailure: 11 } }
],
assemblyParams: { baseShape: 'ground_grass', baseSize: 30, mainShapes: ['squashed_ball', 'pointy_cone'], accents: [], count: 30, scaleRange: [0.5, 1.2], colorTheme: [MAT.grass, MAT.leaf_green, MAT.sky_blue], arrangement: 'scatter' }
},
2: { // Wiggly Woods Entrance
title: "Wiggly Woods",
content: "<p>Whoa! These trees are doing the wiggle! It's quite groovy, but makes walking tricky. A particularly grumpy-looking Goblin blocks the path deeper (North).</p>",
options: [
{ text: "Politely ask the Goblin to move", next: 3 },
{ text: "Try to wiggle past (DEX Check DC 12)", check: { stat: 'dexterity', dc: 12, next: 4, onFailure: 3 } }, // Fail leads to talk
{ text: "Wiggle back to the Meadows (South)", next: 1 }
],
assemblyParams: { baseShape: 'ground_dirt', baseSize: 25, mainShapes: ['tall_cylinder', 'knotty_thing'], accents: ['leaf_autumn'], count: 20, scaleRange: [1.0, 3.0], colorTheme: [MAT.wood_dark, MAT.leaf_autumn, MAT.deep_purple], arrangement: 'cluster', clusterRadius: 10 }
},
3: { // Confront Goblin
title: "Grumpy Goblin Guard",
content: "<p>'Oi! Wiggler!' the Goblin shouts, adjusting his single, smelly sock. 'Dis MY patch o' wiggles! Whatcha want?' He doesn't look like he enjoys conversation. Or baths.</p>",
options: [
{ text: "'Just passing through!' (CHA Check DC 14)", check: { stat: 'charisma', dc: 14, next: 4, onFailure: 12 } },
{ text: "Offer 'Shiny Rock' as tribute", requires: "Shiny Rock", consume: true, next: 4, reward: {xp: 15} },
{ text: "Prepare for a Wobbly Tussle!", action: 'triggerCombat', enemy: 'goblin', nextOnWin: 4, nextOnLoss: 98 },
{ text: "'Nevermind!' (Retreat)", next: 2 }
],
assemblyParams: { baseShape: 'ground_dirt', baseSize: 25, mainShapes: ['tall_cylinder', 'knotty_thing'], accents: ['leaf_autumn', 'basic_tetra'], count: 20, scaleRange: [1.0, 3.0], colorTheme: [MAT.wood_dark, MAT.leaf_autumn, MAT.deep_purple, MAT.goblin_skin], arrangement: 'cluster', clusterRadius: 10 }
},
4: { // Past Goblin
title: "Further Into the Woods",
content: "<p>You made it past the grumpy guardian! The woods get thicker here, but you see a strange, perfectly Square Clearing to the North.</p>",
options: [
{ text: "Investigate the Square Clearing (North)", next: 7 },
{ text: "Go Back Past Goblin Spot (South)", next: 2 } // Assume goblin is gone/pacified
],
assemblyParams: { baseShape: 'ground_dirt', baseSize: 25, mainShapes: ['tall_cylinder', 'round_blob'], accents: ['leaf_green'], count: 25, scaleRange: [1.0, 2.8], colorTheme: [MAT.wood_light, MAT.leaf_green, MAT.stone_brown], arrangement: 'scatter' }
},
5: { // Cave Entrance
title: "Clanky Caves Entrance",
content: "<p>CLANK! WHOOSH! A rusty metal sign hangs crookedly: 'Clanky Caves - Enter At Yer Own Risk & Volume Level'. It smells faintly of oil and... ozone?</p>",
options: [ { text: "Bravely Enter!", next: 8 }, { text: "Nope Out (West)", next: 1 } ],
assemblyParams: { baseShape: 'stone_grey', baseSize: 20, mainShapes: ['spiky_ball', 'spinny_torus', 'holed_box'], accents: ['metal_rusty'], count: 25, scaleRange: [0.5, 1.8], colorTheme: [MAT.stone_grey, MAT.metal_rusty, MAT.metal_shiny], arrangement: 'cluster', clusterRadius: 8 }
},
6: { // Placeholder - Reached from old page 3, needs rewrite
title: "Gem Patch Revisited",
content: "<p>You return to the shiny spot. The remaining gems twinkle invitingly.</p>",
options: [ { text: "Go Back to Meadow Path", next: 1 } ], // Simple exit
assemblyParams: { baseShape: 'ground_grass', baseSize: 15, mainShapes: ['gem_shape', 'basic_tetra'], accents: ['pointy_cone'], count: 30, scaleRange: [0.2, 0.7], colorTheme: [MAT.crystal_blue, MAT.crystal_red, MAT.stone_grey], arrangement: 'patch', patchPos: {x:0, y:0.1, z:0}, patchRadius: 5 }
},
7: { // Square Clearing
title: "The Square Clearing",
content: "<p>Wow, they weren't kidding. Everything is suspiciously square - the rocks, the flowers... In the center sits a locked chest, also square, with a distinctly wobbly keyhole.</p>",
options: [
{ text: "Try Wobbly Key", requires: "Wobbly Key", consume: true, next: 13 },
{ text: "Try Sturdy Stick (Strength Check DC 13 to pry)", requires: "Sturdy Stick", check: { stat: 'strength', dc: 13, next: 14, onFailure: 14 } }, // Fail still goes to 14 but maybe adds message
{ text: "Leave the Creepy Clearing (South)", next: 4 }
],
assemblyParams: { baseShape: 'ground_grass', baseSize: 20, mainShapes: ['boxy_chunk', 'holed_box'], accents: ['basic_tetra'], count: 15, scaleRange: [0.8, 1.5], colorTheme: [MAT.stone_brown, MAT.grass, MAT.stone_grey], arrangement: 'patch', patchRadius: 8 }
},
8: { // Inside Clanky Caves
title: "Clanky Caves - Junction",
content: "<p>Clank! Whirr! Sproing! It's a cacophony! Gears spin wildly, pistons pump uselessly. Passages lead West (Clankier?) and East (Quieter?).</p>",
options: [ { text: "Go West (More Clanks!)", next: 9 }, { text: "Go East (Less Clanky?)", next: 5 } ],
assemblyParams: { baseShape: 'stone_grey', baseSize: 25, mainShapes: ['spinny_torus', 'holed_box', 'tall_cylinder'], accents: ['metal_shiny', 'basic_tetra'], count: 30, scaleRange: [0.6, 2.0], colorTheme: [MAT.stone_grey, MAT.metal_shiny, MAT.metal_rusty, MAT.bright_yellow], arrangement: 'cluster', clusterRadius: 10 }
},
9: { // Deeper Cave / Sprocket Stash
title: "Sprocket Stash",
content: "<p>Jackpot! A huge pile of Shiny Sprockets! They spin hypnotically. Also, some weird purple mushrooms pulse nearby.</p>",
options: [ { text: "Grab a Sprocket!", reward: { addItem: "Shiny Sprocket", xp: 10 }, next: 9 }, { text: "Lick a Mushroom? (CON Check DC 11)", check: {stat:'constitution', dc: 11, next: 15, onFailure: 16 } }, { text: "Go Back East", next: 8 } ],
assemblyParams: { baseShape: 'stone_grey', baseSize: 15, mainShapes: ['gem_shape', 'pointy_cone'], accents: ['spinny_torus', 'metal_shiny'], count: 25, scaleRange: [0.4, 1.0], colorTheme: [MAT.metal_shiny, MAT.bright_yellow, MAT.deep_purple], arrangement: 'patch', patchRadius: 4 }
},
10: { // Success poking grass
title: "Grass Tickled!",
content: "<p>Hehe! The blade of grass giggles (yes, really!) and spits out a very Wobbly Key!</p>",
options: [ { text: "Nab the Key!", reward: { addItem: "Wobbly Key", xp: 5 }, next: 1 } ],
assemblyParams: { baseShape: 'ground_grass', baseSize: 30, mainShapes: ['squashed_ball', 'pointy_cone'], accents: [], count: 30, scaleRange: [0.5, 1.2], colorTheme: [MAT.grass, MAT.leaf_green, MAT.sky_blue], arrangement: 'scatter' }
},
11: { // Fail poking grass
title: "Grass Annoyed!",
content: "<p>The snoring grass grumbles and rolls over, hiding whatever might have been there. Maybe try again later?</p>",
options: [ { text: "Okay, okay, sorry!", next: 1 } ],
assemblyParams: { baseShape: 'ground_grass', baseSize: 30, mainShapes: ['squashed_ball', 'pointy_cone'], accents: [], count: 30, scaleRange: [0.5, 1.2], colorTheme: [MAT.grass, MAT.leaf_green, MAT.sky_blue], arrangement: 'scatter' }
},
12: { // Fail charisma check on goblin
title: "Goblin Scowls",
content: "<p>'Bah! Words are cheap!' The goblin tightens his grip on the spear. 'Try again, maybe with shiny stuff?'</p>",
options: [
{ text: "Attack!", action: 'triggerCombat', enemy: 'goblin', nextOnWin: 4, nextOnLoss: 98 },
{ text: "Offer 'Shiny Rock'", requires: "Shiny Rock", consume: true, next: 4, reward: {xp: 10} },
{ text: "Flee!", next: 2 }
],
assemblyParams: { baseShape: 'ground_dirt', baseSize: 25, mainShapes: ['tall_cylinder', 'knotty_thing'], accents: ['leaf_autumn', 'basic_tetra'], count: 20, scaleRange: [1.0, 3.0], colorTheme: [MAT.wood_dark, MAT.leaf_autumn, MAT.deep_purple, MAT.goblin_skin], arrangement: 'cluster', clusterRadius: 10 }
},
13: { // Open chest with key
title: "Wobbly Chest Opens!",
content: "<p>Wiggle, jiggle... click! The key works! Inside is... a single, slightly Suspicious Mushroom. Huh.</p>",
options: [ { text: "Take the Mushroom", reward: { addItem: "Suspicious Mushroom", xp: 15 }, next: 7 } ],
assemblyParams: { baseShape: 'ground_grass', baseSize: 20, mainShapes: ['boxy_chunk', 'holed_box'], accents: [], count: 15, scaleRange: [0.8, 1.5], colorTheme: [MAT.stone_brown, MAT.grass, MAT.stone_grey], arrangement: 'patch', patchRadius: 8 }
},
14: { // Whack chest / Fail Str check
title: "Thwack! Ow.",
content: "<p>You whack the chest. It remains stubbornly square and closed. Your stick might have a splinter. The lock still wobbles mockingly.</p>",
options: [ { text: "Try Wobbly Key", requires: "Wobbly Key", consume: true, next: 13 }, { text: "Leave it", next: 7 } ],
assemblyParams: { baseShape: 'ground_grass', baseSize: 20, mainShapes: ['boxy_chunk', 'holed_box'], accents: [], count: 15, scaleRange: [0.8, 1.5], colorTheme: [MAT.stone_brown, MAT.grass, MAT.stone_grey], arrangement: 'patch', patchRadius: 8 }
},
15: { // Success licking Mushroom
title: "Tingly!",
content: "<p>You lick the mushroom. It tastes like purple and static! You feel... stronger! (+1 Strength!)</p>",
options: [ { text: "Whoa! Go Back.", next: 8 } ],
reward: { statGain: { strength: 1 }, xp: 5 }, // Example stat gain
assemblyParams: { baseShape: 'stone_grey', baseSize: 15, mainShapes: ['gem_shape'], accents: ['spinny_torus', 'metal_shiny'], count: 20, scaleRange: [0.4, 1.0], colorTheme: [MAT.metal_shiny, MAT.bright_yellow, MAT.deep_purple], arrangement: 'patch', patchRadius: 4 }
},
16: { // Fail licking Mushroom
title: "Blech!",
content: "<p>You lick the mushroom. It tastes like old socks and regret. Your tongue feels fuzzy. (-1 Charisma temporarily? TBC)</p>",
options: [ { text: "Ugh! Go Back.", next: 8 } ],
// Add temporary effect later if needed
assemblyParams: { baseShape: 'stone_grey', baseSize: 15, mainShapes: ['gem_shape'], accents: ['spinny_torus', 'metal_shiny'], count: 20, scaleRange: [0.4, 1.0], colorTheme: [MAT.metal_shiny, MAT.bright_yellow, MAT.deep_purple], arrangement: 'patch', patchRadius: 4 }
},
98: { // Lose combat
title: "Bonked!",
content: "<p>Ouch! That hurt. You wake up back in the Snoring Meadows, feeling rather silly.</p>",
options: [ { text: "Try again?", next: 1 } ],
assemblyParams: { baseShape: 'ground_grass', count: 5, mainShapes:['round_blob'], colorTheme:[MAT.grass]}
},
99: { // Generic End/TBC
title: "To Be Continued... Maybe!",
content: "<p>That's the end of this particular wacky path. Was there a point? Who knows! Adventure!</p>",
options: [ { text: "Start Over?", next: 1 } ],
assemblyParams: { baseShape: 'flat_plate', baseSize: 10, mainShapes: ['basic_tetra'], count: 5, scaleRange: [1, 2], colorTheme: [MAT.sky_blue, MAT.bright_yellow], arrangement: 'center_stack', stackHeight: 3 }
}
};
// --- Core Functions ---
function initThreeJS() {
console.log("initThreeJS started.");
scene = new THREE.Scene();
scene.background = new THREE.Color(0x2a3a4a);
clock = new THREE.Clock();
raycaster = new THREE.Raycaster();
mouse = new THREE.Vector2();
const width = sceneContainer.clientWidth || 1;
const height = sceneContainer.clientHeight || 1;
camera = new THREE.PerspectiveCamera(60, width / height, 0.1, 1000);
camera.position.set(0, 8, 15);
camera.lookAt(0, 1, 0);
renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setSize(width, height);
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
sceneContainer.appendChild(renderer.domElement);
// Controls removed for page-based navigation focus
// controls = new OrbitControls(camera, renderer.domElement);
window.addEventListener('resize', onWindowResize, false);
renderer.domElement.addEventListener('click', onMouseClick, false);
setTimeout(onWindowResize, 100);
animate();
console.log("initThreeJS finished.");
}
function loadFontAndStart() {
console.log("Loading font...");
const loader = new FontLoader();
// Ensure the path to the font is correct or use a reliable CDN
loader.load('https://unpkg.com/[email protected]/examples/fonts/helvetiker_regular.typeface.json', function (font) {
threeFont = font;
console.log("Font loaded.");
startGame();
}, undefined, function (error) {
console.error('Font loading failed:', error);
threeFont = null;
startGame();
});
}
function onWindowResize() {
if (!renderer || !camera || !sceneContainer) return;
const width = sceneContainer.clientWidth || 1;
const height = sceneContainer.clientHeight || 1;
if (width > 0 && height > 0) {
camera.aspect = width / height;
camera.updateProjectionMatrix();
renderer.setSize(width, height);
}
}
function onMouseClick( event ) {
const rect = renderer.domElement.getBoundingClientRect();
mouse.x = ( (event.clientX - rect.left) / rect.width ) * 2 - 1;
mouse.y = - ( (event.clientY - rect.top) / rect.height ) * 2 + 1;
pickupItem(); // Only use click for pickup now
}
function animate() {
requestAnimationFrame(animate);
const delta = clock.getDelta();
const time = clock.getElapsedTime();
// controls?.update(); // Controls removed
if (currentSceneGroup) {
currentSceneGroup.traverse(obj => {
if (obj.userData.update) obj.userData.update(time, delta);
});
}
if (renderer && scene && camera) renderer.render(scene, camera);
}
function createMesh(geometry, material, pos = {x:0,y:0,z:0}, rot = {x:0,y:0,z:0}, scale = {x:1,y:1,z:1}) {
const mesh = new THREE.Mesh(geometry, material);
mesh.position.set(pos.x, pos.y, pos.z);
mesh.rotation.set(rot.x, rot.y, rot.z);
mesh.scale.set(scale.x, scale.y, scale.z);
mesh.castShadow = true; mesh.receiveShadow = true;
return mesh;
}
function setupLighting(type = 'default') { // Simplified lighting
currentLights.forEach(light => { if (light.parent) light.parent.remove(light); if(scene.children.includes(light)) scene.remove(light); });
currentLights = [];
const ambientLight = new THREE.AmbientLight(0xffffff, 0.7);
scene.add(ambientLight);
currentLights.push(ambientLight);
const directionalLight = new THREE.DirectionalLight(0xffffff, 1.2);
directionalLight.position.set(8, 15, 10);
directionalLight.castShadow = true;
directionalLight.shadow.mapSize.set(1024, 1024);
directionalLight.shadow.camera.near = 0.5; directionalLight.shadow.camera.far = 50;
const sb = 25;
directionalLight.shadow.camera.left = -sb; directionalLight.shadow.camera.right = sb;
directionalLight.shadow.camera.top = sb; directionalLight.shadow.camera.bottom = -sb;
directionalLight.shadow.bias = -0.001; // Adjusted bias slightly
scene.add(directionalLight);
currentLights.push(directionalLight);
}
function createProceduralAssembly(params) {
console.log("Creating procedural assembly with params:", params);
const group = new THREE.Group();
const {
baseShape = 'ground_grass', baseSize = 20,
mainShapes = ['boxy_chunk'], accents = ['pointy_cone'],
count = 10, scaleRange = [0.5, 1.5],
colorTheme = [MAT.stone_grey, MAT.wood_light, MAT.leaf_green],
arrangement = 'scatter',
stackHeight = 5,
clusterRadius = 5,
patchPos = {x:0, y:0, z:0}, patchRadius = 3
} = params;
let baseMesh;
if (baseShape.startsWith('ground_')) {
const groundMat = MAT[baseShape] || MAT.ground_grass;
const groundGeo = new THREE.PlaneGeometry(baseSize, baseSize);
baseMesh = new THREE.Mesh(groundGeo, groundMat);
baseMesh.rotation.x = -Math.PI / 2; baseMesh.position.y = 0;
baseMesh.receiveShadow = true; baseMesh.castShadow = false;
baseMesh.userData.isGround = true;
group.add(baseMesh);
} else {
const baseGeoFunc = SHAPE_GENERATORS[baseShape] || SHAPE_GENERATORS['flat_plate'];
const baseGeo = baseGeoFunc(baseSize);
baseMesh = createMesh(baseGeo, colorTheme[0] || MAT.stone_grey, {y:0.1});
baseMesh.receiveShadow = true; baseMesh.castShadow = false;
baseMesh.userData.isGround = true;
group.add(baseMesh);
}
const allShapes = [...mainShapes, ...accents];
let lastY = 0.1;
let stackCount = 0;
for (let i = 0; i < count; i++) {
if(allShapes.length === 0) break;
const shapeKey = allShapes[Math.floor(Math.random() * allShapes.length)];
const geoFunc = SHAPE_GENERATORS[shapeKey];
if (!geoFunc) { console.warn(`Shape generator missing: ${shapeKey}`); continue; }
const scaleFactor = scaleRange[0] + Math.random() * (scaleRange[1] - scaleRange[0]);
const geometry = geoFunc(scaleFactor);
if (!geometry) { console.warn(`Geometry creation failed for ${shapeKey}`); continue; } // Check geometry creation
const material = colorTheme[Math.floor(Math.random() * colorTheme.length)];
const mesh = createMesh(geometry, material);
try {
geometry.computeBoundingBox();
} catch(e) { console.error("Error computing bounding box", e, geometry); continue; }
let height = 0;
if (geometry.boundingBox) {
height = (geometry.boundingBox.max.y - geometry.boundingBox.min.y) * mesh.scale.y;
} else {
height = scaleFactor;
}
height = Math.max(0.1, height);
let position = { x:0, y:0, z:0 };
let isValidPosition = false;
switch(arrangement) {
case 'stack':
if (stackCount < stackHeight) {
position.y = lastY + height / 2;
position.x = (Math.random() - 0.5) * 0.5 * scaleFactor;
position.z = (Math.random() - 0.5) * 0.5 * scaleFactor;
lastY += height * 0.9;
stackCount++; isValidPosition = true;
} break;
case 'center_stack':
if (stackCount < stackHeight) {
position.y = lastY + height / 2;
lastY += height * 0.95;
stackCount++; isValidPosition = true;
} break;
case 'cluster':
const angle = Math.random() * Math.PI * 2;
const radius = Math.random() * clusterRadius;
position.x = Math.cos(angle) * radius;
position.z = Math.sin(angle) * radius;
position.y = height / 2; isValidPosition = true; break;
case 'patch':
const pAngle = Math.random() * Math.PI * 2;
const pRadius = Math.random() * patchRadius;
position.x = patchPos.x + Math.cos(pAngle) * pRadius;
position.z = patchPos.z + Math.sin(pAngle) * pRadius;
position.y = (patchPos.y || 0) + height / 2; isValidPosition = true; break;
case 'scatter': default:
position.x = (Math.random() - 0.5) * baseSize * 0.8;
position.z = (Math.random() - 0.5) * baseSize * 0.8;
position.y = height / 2; isValidPosition = true; break;
}
if (!isValidPosition) continue;
mesh.position.set(position.x, position.y, position.z);
mesh.rotation.set(
Math.random() * (arrangement.includes('stack') ? 0.2 : Math.PI),
Math.random() * Math.PI * 2,
Math.random() * (arrangement.includes('stack') ? 0.2 : Math.PI)
);
if (Math.random() < 0.3) {
mesh.userData.rotSpeed = (Math.random() - 0.5) * 0.4;
mesh.userData.bobSpeed = 1 + Math.random();
mesh.userData.bobAmount = 0.05 + Math.random() * 0.05;
mesh.userData.startY = mesh.position.y;
mesh.userData.update = (time, delta) => {
mesh.rotation.y += mesh.userData.rotSpeed * delta;
mesh.position.y = mesh.userData.startY + Math.sin(time * mesh.userData.bobSpeed) * mesh.userData.bobAmount;
};
}
group.add(mesh);
}
console.log(`Assembly created with ${group.children.length -1} procedural objects.`);
return group;
}
function updateScene(assemblyParams) {
console.log("updateScene called");
activeTimeouts.forEach(id => clearTimeout(id)); // Clear pending timeouts
activeTimeouts = [];
if (currentSceneGroup) {
scene.remove(currentSceneGroup); // Remove group cleanly
// Dispose geometries in the removed group
currentSceneGroup.traverse(child => {
if (child.isMesh && child.geometry) {
child.geometry.dispose();
}
});
currentSceneGroup = null;
}
setupLighting('default');
if (!assemblyParams) {
console.warn("No assemblyParams provided, creating default scene.");
assemblyParams = { baseShape: 'ground_dirt', count: 5, mainShapes: ['boxy_chunk'] };
}
try {
currentSceneGroup = createProceduralAssembly(assemblyParams);
scene.add(currentSceneGroup);
console.log("New scene group added.");
} catch (error) {
console.error("Error creating procedural assembly:", error);
}
}
function startGame() {
console.log("startGame called.");
const defaultChar = {
name: "Player",
stats: { hp: 25, maxHp: 25, xp: 0, strength: 12, dexterity: 11, constitution: 13, intelligence: 9, wisdom: 10, charisma: 8 },
inventory: ["Sturdy Stick"]
};
gameState = {
currentPageId: 1,
character: JSON.parse(JSON.stringify(defaultChar)),
combat: null
};
renderPage(gameState.currentPageId);
console.log("startGame finished.");
}
function handleChoiceClick(option) { // Renamed parameter for clarity
console.log("Choice clicked:", option);
currentMessage = "";
// Check requirements first
if (option.requires && !gameState.character.inventory.includes(option.requires)) {
currentMessage = `<p class="message message-warning">You need a ${option.requires} for that!</p>`;
renderPage(gameState.currentPageId); // Re-render current page with message
return;
}
// Consume item if required and successful (or if action doesn't fail)
let consumedItem = false;
if (option.requires && option.consume) {
gameState.character.inventory = gameState.character.inventory.filter(i => i !== option.requires);
currentMessage += `<p class="message message-item">Used your ${option.requires}.</p>`;
consumedItem = true; // Mark as consumed
}
// Handle different action types
if (option.action === 'triggerCombat' && option.enemy) {
startCombat(option.enemy, option.nextOnWin, option.nextOnLoss);
// Combat flow handles the next steps and UI render
} else if (option.check) {
performSkillCheck(option.check, option.next, option.onFailure);
// Skill check flow handles the next steps and UI render
} else if (option.next) {
// Simple navigation or action leading to next page
let nextPageId = parseInt(option.next);
const targetPageData = gameData[nextPageId];
if (!targetPageData) {
console.error(`Invalid next page ID: ${nextPageId}`);
currentMessage += `<p class="message message-warning">That path is mysteriously blocked!</p>`;
nextPageId = gameState.currentPageId; // Stay on current page
}
// Apply rewards associated *with this specific choice*
if (option.reward) {
applyReward(option.reward);
}
gameState.currentPageId = nextPageId;
renderPage(nextPageId); // Render the next page
} else {
console.warn("Choice has no action or next page:", option);
currentMessage += `<p class="message message-info">Nothing seems to happen...</p>`;
renderPage(gameState.currentPageId); // Re-render current page
}
}
window.handleChoiceClick = handleChoiceClick; // Expose for inline handlers
function performSkillCheck(checkData, successPageId, failurePageId) {
const {stat, dc} = checkData;
const baseStat = gameState.character.stats[stat] || 10;
const modifier = Math.floor((baseStat - 10) / 2);
const roll = Math.floor(Math.random() * 20) + 1;
const total = roll + modifier;
const success = roll === 20 || (roll !== 1 && total >= dc); // Nat 20 success, Nat 1 fail
console.log(`Skill Check ${stat}: Roll ${roll} + Mod ${modifier} = ${total} vs DC ${dc}`);
currentMessage += `<p class="message message-info"><em>Rolling ${stat}... (Rolled ${total} vs DC ${dc})</em></p>`;
displayDiceRoll(roll, success);
if (success) {
currentMessage += `<p class="message message-success"><em>Success!</em></p>`;
gameState.currentPageId = successPageId;
} else {
currentMessage += `<p class="message message-failure"><em>Failed!</em></p>`;
gameState.currentPageId = failurePageId;
}
// Add delay before showing result page
activeTimeouts.push(setTimeout(() => renderPage(gameState.currentPageId), 2600)); // Longer delay
}
function applyReward(rewardData) {
// Refactored reward application
if(!rewardData) return;
if(rewardData.addItem && itemsData[rewardData.addItem]) {
if (!gameState.character.inventory.includes(rewardData.addItem)) {
gameState.character.inventory.push(rewardData.addItem);
currentMessage += `<p class="message message-item">You got a ${rewardData.addItem}!</p>`;
} else {
currentMessage += `<p class="message message-info">You found another ${rewardData.addItem}.</p>`;
}
}
if(rewardData.xp) {
gameState.character.stats.xp += rewardData.xp;
currentMessage += `<p class="message message-xp">Gained ${rewardData.xp} XP!</p>`;
}
if(rewardData.hpGain) {
gameState.character.stats.hp = Math.min(gameState.character.stats.maxHp, gameState.character.stats.hp + rewardData.hpGain);
currentMessage += `<p class="message message-success">Recovered ${rewardData.hpGain} HP.</p>`;
}
if(rewardData.statGain) {
for (const stat in rewardData.statGain) {
if (gameState.character.stats.hasOwnProperty(stat)) {
const increase = rewardData.statGain[stat];
gameState.character.stats[stat] += increase;
currentMessage += `<p class="message message-success">${stat.charAt(0).toUpperCase() + stat.slice(1)} increased by ${increase}!</p>`;
if (stat === 'maxHp' && increase > 0) { // Also heal when maxHP increases
gameState.character.stats.hp += increase;
}
// Potentially recalculate maxHP if constitution changes (add recalculateMaxHp function if needed)
}
}
}
}
function renderPage(pageId) {
console.log(`Rendering page ${pageId}`);
const pageData = gameData[pageId];
if (!pageData) { /* Error handling */ console.error(`No page data for ID: ${pageId}`); return; }
storyTitleElement.textContent = pageData.title || "An Unnamed Place";
storyContentElement.innerHTML = currentMessage + (pageData.content || "<p>...</p>");
choicesElement.innerHTML = '';
actionChoicesElement.innerHTML = '';
// Navigation Buttons - Always show 4, disable if no exit
const neighbors = {}; // For page-based, neighbours aren't fixed grid, maybe infer from options? Or ignore for now.
const navOptions = pageData.options.filter(opt => opt.text.toLowerCase().includes("go ")); // Basic filter for nav text
['North', 'South', 'East', 'West'].forEach(dir => {
const button = document.createElement('button');
button.classList.add('choice-button');
button.textContent = `Go ${dir}`;
// Find if an option corresponds to this direction (simplistic check)
const matchingOption = pageData.options.find(opt => opt.text.toLowerCase().includes(`(${dir.toLowerCase()})`) || opt.text.toLowerCase().includes(`go ${dir.toLowerCase()}`));
if (matchingOption) {
button.onclick = () => handleChoiceClick(matchingOption);
// Check requirements for this specific nav option
if (matchingOption.requires && !gameState.character.inventory.includes(matchingOption.requires)) {
button.disabled = true;
button.title = `Requires: ${matchingOption.requires}`;
}
} else {
button.disabled = true; // Disable if no matching option found
}
choicesElement.appendChild(button);
});
// Action Buttons (Non-navigational)
if (pageData.options) {
pageData.options.filter(opt => !opt.text.toLowerCase().includes("go ")).forEach(option => { // Filter out nav buttons
const button = document.createElement('button');
button.classList.add('choice-button', 'action');
if (option.action === 'triggerCombat') button.classList.add('combat-button'); // Style combat triggers
button.textContent = option.text;
let requirementMet = true;
if (option.requires && !gameState.character.inventory.includes(option.requires)) {
requirementMet = false;
button.title = `Requires: ${option.requires}`;
}
button.disabled = !requirementMet;
button.onclick = () => handleChoiceClick(option);
actionChoicesElement.appendChild(button);
});
}
if (actionChoicesElement.innerHTML === '') {
actionChoicesElement.innerHTML = '<p><i>Nothing else seems possible here.</i></p>';
}
// Combat UI
if (gameState.combat?.active) {
actionChoicesElement.innerHTML += `
<div id="combat-ui">
<p class="message message-combat">Fighting ${gameState.combat.enemyName}! (Enemy HP: ${gameState.combat.enemyHp})</p>
<button class="choice-button combat-button action" onclick="handleCombatAction('attack')">Attack!</button>
</div>`;
}
updateStatsDisplay();
updateInventoryDisplay();
updateActionInfo();
updateScene(pageData.assemblyParams);
}
function updateStatsDisplay() {
if (!gameState.character || !statsElement) return;
const stats = gameState.character.stats;
const hpColor = stats.hp / stats.maxHp < 0.3 ? '#f88' : (stats.hp / stats.maxHp < 0.6 ? '#fd5' : '#8f8');
const statBonus = (statVal) => {
const mod = Math.floor((statVal - 10) / 2);
return `${statVal} (${mod >= 0 ? '+' : ''}${mod})`;
};
statsElement.innerHTML = `<strong>Stats:</strong>
<span style="color:${hpColor}">HP: ${stats.hp}/${stats.maxHp}</span> <span>XP: ${stats.xp}</span><br>
<span>Str: ${statBonus(stats.strength)}</span> <span>Dex: ${statBonus(stats.dexterity)}</span> <span>Con: ${statBonus(stats.constitution)}</span>
<span>Int: ${statBonus(stats.intelligence)}</span> <span>Wis: ${statBonus(stats.wisdom)}</span> <span>Cha: ${statBonus(stats.charisma)}</span>`;
}
function updateInventoryDisplay() {
if (!gameState.character || !inventoryElement) return;
let invHtml = '<strong>Inventory:</strong> ';
if (gameState.character.inventory.length === 0) {
invHtml += '<em>Empty</em>';
} else {
gameState.character.inventory.forEach(item => {
const itemDef = itemsData[item] || { type: 'unknown', description: '???' };
const itemClass = `item-${itemDef.type || 'unknown'}`;
invHtml += `<span class="item-tag ${itemClass}" title="${itemDef.description}">${item}</span>`;
});
}
inventoryElement.innerHTML = invHtml;
}
function updateActionInfo() {
if (!actionInfoElement || !gameState ) return;
const mode = gameState.combat?.active ? "Combat!" : "Exploring";
actionInfoElement.textContent = `Location: ${gameData[gameState.currentPageId]?.title || 'Unknown'} | ${mode}`;
}
// --- Combat & Item Functions ---
function startCombat(enemyTypeId, nextOnWin, nextOnLoss) {
const enemyBase = enemyData[enemyTypeId];
if (!enemyBase) { console.error("Unknown enemy type:", enemyTypeId); return; }
gameState.combat = {
active: true, enemyId: enemyTypeId, enemyName: enemyBase.name,
enemyHp: enemyBase.hp, enemyMaxHp: enemyBase.hp,
enemyDefense: enemyBase.defense, enemyAttackBonus: enemyBase.attackBonus || 2,
enemyDamageDice: enemyBase.damageDice || 4, enemyXp: enemyBase.xp,
enemyDrops: enemyBase.drops || [],
nextOnWin: nextOnWin, nextOnLoss: nextOnLoss
};
currentMessage = `<p class="message message-combat">Watch out! A ${enemyBase.name} attacks!</p>`;
renderPage(gameState.currentPageId); // Re-render to show combat UI
}
function handleCombatAction(action) {
if (!gameState.combat?.active) return;
currentMessage = "";
if (action === 'attack') {
// Player Attack
const playerRoll = Math.floor(Math.random() * 20) + 1;
const playerAtkBonus = Math.floor((gameState.character.stats.strength - 10) / 2);
const playerTotalAttack = playerRoll + playerAtkBonus;
const playerHit = playerRoll === 20 || (playerRoll !== 1 && playerTotalAttack >= gameState.combat.enemyDefense);
displayDiceRoll(playerRoll, playerHit);
if (playerHit) {
const weapon = gameState.character.inventory.find(i => itemsData[i]?.type === 'weapon');
const baseDamage = itemsData[weapon]?.baseDamage || 2; // Use weapon or 1d2 for unarmed
const damageRoll = Math.max(1, Math.floor(Math.random() * baseDamage) + 1 + playerAtkBonus); // Add STR mod to damage
gameState.combat.enemyHp -= damageRoll;
currentMessage += `<p class="message message-success">You hit for ${damageRoll} damage! (Rolled ${playerTotalAttack} vs AC ${gameState.combat.enemyDefense})</p>`;
} else {
currentMessage += `<p class="message message-failure">You missed. (Rolled ${playerTotalAttack} vs AC ${gameState.combat.enemyDefense})</p>`;
}
// Check Enemy Defeat
if (gameState.combat.enemyHp <= 0) {
currentMessage += `<p class="message message-success"><b>You defeated the ${gameState.combat.enemyName}!</b></p>`;
applyReward({ xp: gameState.combat.enemyXp }); // Apply XP reward
// Handle Drops
if (gameState.combat.enemyDrops.length > 0) {
const droppedItemName = gameState.combat.enemyDrops[Math.floor(Math.random() * gameState.combat.enemyDrops.length)];
dropItemInScene(droppedItemName, new THREE.Vector3(Math.random()*2-1, 0.2, Math.random()*2-1));
currentMessage += `<p class="message message-item"><em>The ${gameState.combat.enemyName} dropped a ${droppedItemName}! Click it to pick up.</em></p>`;
}
const winPage = gameState.combat.nextOnWin;
gameState.combat = null;
gameState.currentPageId = winPage;
setTimeout(() => renderPage(gameState.currentPageId), 500); // Short delay after win message
return;
}
// Enemy Attack (if enemy still alive)
const enemyRoll = Math.floor(Math.random() * 20) + 1;
const enemyTotalAttack = enemyRoll + gameState.combat.enemyAttackBonus;
const playerAC = 10 + Math.floor((gameState.character.stats.dexterity - 10) / 2);
const enemyHit = enemyRoll === 20 || (enemyRoll !== 1 && enemyTotalAttack >= playerAC);
activeTimeouts.push( setTimeout(() => displayDiceRoll(enemyRoll, enemyHit), 600) ); // Display enemy roll slightly later
if (enemyHit) {
const damageRoll = Math.max(1, Math.floor(Math.random() * gameState.combat.enemyDamageDice) + 1);
gameState.character.stats.hp -= damageRoll;
currentMessage += `<p class="message message-failure">The ${gameState.combat.enemyName} hits you for ${damageRoll} damage! (Rolled ${enemyTotalAttack} vs AC ${playerAC})</p>`;
if (gameState.character.stats.hp <= 0) {
currentMessage += `<p class="message message-failure"><b>You have been defeated!</b></p>`;
const lossPage = gameState.combat.nextOnLoss;
gameState.combat = null;
gameState.currentPageId = lossPage;
activeTimeouts.push( setTimeout(() => renderPage(gameState.currentPageId), 2600) ); // Delay transition
return;
}
} else {
currentMessage += `<p class="message message-info">The ${gameState.combat.enemyName} misses you. (Rolled ${enemyTotalAttack} vs AC ${playerAC})</p>`;
}
activeTimeouts.push( setTimeout(() => renderPage(gameState.currentPageId), 2600) ); // Re-render UI after delay
}
}
window.handleCombatAction = handleCombatAction;
function displayDiceRoll(result, success) {
if (!threeFont) { return; }
activeTimeouts.forEach(timeoutId => clearTimeout(timeoutId)); activeTimeouts = [];
scene.children.filter(c => c.userData?.isDiceRoll).forEach(c => scene.remove(c));
const textGeo = new TextGeometry(result.toString(), { font: threeFont, size: 1.0, height: 0.1, curveSegments: 4 });
textGeo.computeBoundingBox(); textGeo.center(); // Center geometry
const textMat = MAT.text_material.clone();
textMat.color.setHex(success ? 0x88ff88 : 0xff8888);
textMat.opacity = 1.0; // Start fully opaque
const textMesh = new THREE.Mesh(textGeo, textMat);
textMesh.userData.isDiceRoll = true;
const distance = 5; // Distance in front of camera
const cameraDirection = camera.getWorldDirection(new THREE.Vector3());
const textPos = camera.position.clone().add(cameraDirection.multiplyScalar(distance));
textMesh.position.copy(textPos);
textMesh.position.y += 1.2; // Position slightly higher
textMesh.quaternion.copy(camera.quaternion); // Face camera
scene.add(textMesh);
const duration = 2.5;
const fadeStart = 1.5; // Start fading after 1.5s
const startTime = clock.getElapsedTime();
textMesh.userData.startTime = startTime;
textMesh.userData.update = (time) => {
const elapsed = time - textMesh.userData.startTime;
if (elapsed >= duration) {
if (textMesh.parent) textMesh.parent.remove(textMesh);
delete textMesh.userData.update;
// Remove from timeout tracking - not strictly needed as it stops updating
} else {
textMesh.position.y += 0.015; // Float up
if (elapsed > fadeStart) {
textMesh.material.opacity = 1.0 - ((elapsed - fadeStart) / (duration - fadeStart));
}
}
};
}
function dropItemInScene(itemName, positionOffset = new THREE.Vector3(0, 0, 0)) {
const currentGroup = currentSceneGroup; // Drop relative to current scene group
if (!currentGroup || !itemsData[itemName]) return;
const itemDef = itemsData[itemName];
const itemGeo = new THREE.BoxGeometry(0.4, 0.4, 0.4);
const itemMat = MAT.simple.clone();
if(itemDef.type === 'weapon') itemMat.color.setHex(0xcc6666);
else if(itemDef.type === 'consumable') itemMat.color.setHex(0xcc9966);
else if(itemDef.type === 'quest') itemMat.color.setHex(0xcccc66);
else itemMat.color.setHex(0xaaaaee);
const dropPos = new THREE.Vector3(positionOffset.x, 0.2, positionOffset.z);
const droppedMesh = createMesh(itemGeo, itemMat, dropPos);
droppedMesh.userData = { isPickupable: true, itemName: itemName, description: `Dropped ${itemName}` };
currentGroup.add(droppedMesh); // Add item to the current scene group
console.log(`Dropped ${itemName} in scene`);
}
function pickupItem() {
if (gameState.combat?.active) return;
raycaster.setFromCamera(mouse, camera);
const currentGroup = currentSceneGroup;
if (!currentGroup) return;
const pickupables = [];
currentGroup.traverseVisible(child => { // Only check visible objects
if (child.userData.isPickupable) pickupables.push(child);
});
const intersects = raycaster.intersectObjects(pickupables, false);
if (intersects.length > 0) {
const clickedObject = intersects[0].object;
const itemName = clickedObject.userData.itemName;
if (itemName && itemsData[itemName]) {
console.log(`Picked up: ${itemName}`);
currentMessage = `<p class="message message-item"><em>Picked up: ${itemName}</em></p>`;
if (!gameState.character.inventory.includes(itemName)) {
gameState.character.inventory.push(itemName);
} else {
currentMessage += `<p class="message message-info"><em>(You already have a ${itemName})</em></p>`;
}
if(clickedObject.parent) clickedObject.parent.remove(clickedObject);
if(clickedObject.geometry) clickedObject.geometry.dispose();
renderCurrentPageUI();
}
}
}
// --- Initialization ---
document.addEventListener('DOMContentLoaded', () => {
console.log("DOM Ready - Initializing Wacky D&D Shapes Adventure!");
try {
initThreeJS();
if (!scene || !camera || !renderer) throw new Error("Three.js failed to initialize.");
loadFontAndStart(); // Load font, then start game
console.log("Initialization sequence started.");
} catch (error) {
console.error("Initialization failed:", error);
storyTitleElement.textContent = "Initialization Error";
storyContentElement.innerHTML = `<p style="color:red;">Failed to start game:</p><pre style="color:red; white-space: pre-wrap;">${error.stack || error}</pre><p style="color:yellow;">Check console (F12) for details.</p>`;
if(sceneContainer) sceneContainer.innerHTML = '<p style="color:red; padding: 20px;">3D Scene Failed</p>';
const statsInvContainer = document.getElementById('stats-inventory-container');
const choicesCont = document.getElementById('choices-container');
if (statsInvContainer) statsInvContainer.style.display = 'none';
if (choicesCont) choicesCont.style.display = 'none';
}
});
</script>
</body>
</html>