Spaces:
Running
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Update index.html
Browse files- index.html +94 -106
index.html
CHANGED
@@ -3,7 +3,7 @@
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<head>
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<meta charset="UTF-8">
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<meta name="viewport" content="width=device-width, initial-scale=1.0">
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<title>World Grid Test</title>
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<style>
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body { font-family: 'Courier New', monospace; background-color: #111; color: #eee; margin: 0; padding: 0; overflow: hidden; display: flex; flex-direction: column; height: 100vh; }
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#game-container { display: flex; flex-grow: 1; overflow: hidden; }
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@@ -17,6 +17,11 @@
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#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); }
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#stats-display strong, #inventory-display strong { color: #ccc; margin-right: 6px; }
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#inventory-display em { color: #888; font-style: normal; }
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#choices-container { margin-top: auto; padding-top: 20px; border-top: 1px solid #555; }
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#choices-container h3 { margin-top: 0; margin-bottom: 12px; color: #ccc; font-size: 1.1em; }
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#choices { display: flex; flex-direction: column; gap: 12px; }
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@@ -25,11 +30,14 @@
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.choice-button:disabled { background-color: #404040; color: #777; cursor: not-allowed; border-color: #555; opacity: 0.7; }
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.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;}
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.message-failure { color: #f88; border-left-color: #a44; }
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</style>
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</head>
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<body>
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<div id="game-container">
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<div id="scene-container"
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<div id="ui-container">
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<h2 id="story-title">Initializing...</h2>
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<div id="story-content"><p>Loading assets...</p></div>
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@@ -54,7 +62,6 @@
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<script type="module">
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import * as THREE from 'three';
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import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
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// Font loading removed for simplicity for now
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const sceneContainer = document.getElementById('scene-container');
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const storyTitleElement = document.getElementById('story-title');
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@@ -62,11 +69,13 @@
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const choicesElement = document.getElementById('choices');
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const statsElement = document.getElementById('stats-display');
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const inventoryElement = document.getElementById('inventory-display');
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let scene, camera, renderer, clock, controls;
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let worldGroup = null;
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let zoneGroups = {};
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let currentMessage = "";
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const MAT = {
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stone: new THREE.MeshStandardMaterial({ color: 0x777788, roughness: 0.85 }),
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@@ -79,22 +88,32 @@
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simple: new THREE.MeshStandardMaterial({ color: 0xaaaaaa, roughness: 0.8 }),
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};
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function initThreeJS() {
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scene = new THREE.Scene();
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scene.background = new THREE.Color(0x1a1a1a);
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clock = new THREE.Clock();
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worldGroup = new THREE.Group();
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scene.add(worldGroup);
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const width = sceneContainer.clientWidth || 1;
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const height = sceneContainer.clientHeight || 1;
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camera = new THREE.PerspectiveCamera(60, width / height, 0.1, 1000);
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camera.position.set(0, 6, 12);
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renderer = new THREE.WebGLRenderer({ antialias: true });
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renderer.setSize(width, height);
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@@ -111,7 +130,6 @@
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controls.maxPolarAngle = Math.PI / 2 - 0.05;
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window.addEventListener('resize', onWindowResize, false);
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// Removed mouse listeners for now
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setTimeout(onWindowResize, 50);
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animate();
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}
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@@ -127,7 +145,7 @@
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function animate() {
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requestAnimationFrame(animate);
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controls.update();
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if (renderer && scene && camera) renderer.render(scene, camera);
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}
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@@ -145,11 +163,15 @@
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const ground = new THREE.Mesh(geo, material);
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ground.rotation.x = -Math.PI / 2; ground.position.y = 0;
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ground.receiveShadow = true; ground.castShadow = false;
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return ground;
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}
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function setupLighting(type = 'default') {
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let ambientIntensity = 0.5;
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let dirIntensity = 1.0;
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@@ -157,11 +179,19 @@
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let dirPosition = new THREE.Vector3(10, 15, 8);
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if (type === 'forest') { ambientIntensity = 0.4; dirIntensity = 0.8; dirColor = 0xccffcc; dirPosition = new THREE.Vector3(5, 10, 5); }
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if (type === 'cave') {
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if (type === 'ruins') { ambientIntensity = 0.4; dirIntensity = 0.7; dirColor = 0xaaaaff; dirPosition = new THREE.Vector3(-8, 12, -5); }
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const ambientLight = new THREE.AmbientLight(0xffffff, ambientIntensity);
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if (dirIntensity > 0) {
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const directionalLight = new THREE.DirectionalLight(dirColor, dirIntensity);
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@@ -169,15 +199,15 @@
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directionalLight.castShadow = true;
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directionalLight.shadow.mapSize.set(1024, 1024);
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directionalLight.shadow.camera.near = 0.5; directionalLight.shadow.camera.far = 50;
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const sb = 20;
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directionalLight.shadow.camera.left = -sb; directionalLight.shadow.camera.right = sb;
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directionalLight.shadow.camera.top = sb; directionalLight.shadow.camera.bottom = -sb;
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directionalLight.shadow.bias = -0.0005;
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}
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}
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// --- Zone Creation Functions ---
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function createFieldZone(zoneId) {
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const group = new THREE.Group();
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group.add(createGround(MAT.grass, 30));
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@@ -186,13 +216,7 @@
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group.add(createMesh(rockGeo, MAT.stone, {x: (Math.random()-0.5)*25, y:0.3, z: (Math.random()-0.5)*25}));
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}
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group.visible = false;
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return {
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group,
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lighting: 'default',
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title: "Open Field",
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entryText: "You stand in an open, grassy field.",
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options: [] // Neighbors added dynamically
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};
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}
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function createForestZone(zoneId) {
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group.add(tree);
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}
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group.visible = false;
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return {
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group,
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lighting: 'forest',
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title: "Dark Forest",
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entryText: "Sunlight is sparse beneath the thick canopy.",
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options: [
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{ text: "Search for tracks (TBC)", action: "search"} // Placeholder for future skill check
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]
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};
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}
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function createCaveZone(zoneId) {
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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});
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group.add(st);
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}
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const ptLight = new THREE.PointLight(0xffaa55, 1.5, 12, 1);
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ptLight.position.set(0, 3, 0);
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ptLight.castShadow = true;
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ptLight.shadow.mapSize.set(512, 512);
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group.add(ptLight);
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group.visible = false;
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return {
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group,
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lighting: 'cave',
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title: "Dim Cave",
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entryText: "It's dark and damp in here. Water drips.",
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options: []
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};
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}
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function createRuinsZone(zoneId) {
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group.add(wall);
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}
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group.visible = false;
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return {
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group,
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lighting: 'ruins',
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title: "Crumbling Ruins",
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entryText: "The wind whistles through broken walls.",
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options: [
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{ text: "Examine rubble (TBC)", action: "examine_rubble"}
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]
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};
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}
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// --- Map Grid & Zone Definitions ---
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const MAP_ROWS = 3;
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const MAP_COLS = 4;
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const zoneCreators = {}; // { "zone_0_0": createFunction, ... }
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function getZoneId(row, col) { return `zone_${row}_${col}`; }
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function populateZoneCreators() {
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for (let r = 0; r < MAP_ROWS; r++) {
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for (let c = 0; c < MAP_COLS; c++) {
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const zoneId = getZoneId(r, c);
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let creatorFunc;
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// Simple pattern for variety
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if (r === 0) creatorFunc = createForestZone;
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else if (r === 1 && c % 2 === 0) creatorFunc = createFieldZone;
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else if (r === 1 && c % 2 !== 0) creatorFunc = createRuinsZone;
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else creatorFunc = createCaveZone;
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zoneCreators[zoneId] = () => creatorFunc(zoneId);
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}
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}
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console.log("Zone creators populated.");
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const r = parseInt(parts[1]);
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const c = parseInt(parts[2]);
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const neighbors = {};
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if (r > 0) neighbors.north = getZoneId(r - 1, c);
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if (r < MAP_ROWS - 1) neighbors.south = getZoneId(r + 1, c);
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if (c > 0) neighbors.west = getZoneId(r, c - 1);
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if (c < MAP_COLS - 1) neighbors.east = getZoneId(r, c + 1);
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return neighbors;
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}
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character: JSON.parse(JSON.stringify(defaultChar))
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};
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populateZoneCreators();
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console.log("Starting new game:", gameState);
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transitionToZone(getZoneId(1, 1)); // Start in
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}
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function transitionToZone(newZoneId) {
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console.log(`Transitioning to ${newZoneId}`);
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currentMessage = "";
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// Hide current zone if exists
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if (gameState.currentZoneId && zoneGroups[gameState.currentZoneId]) {
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zoneGroups[gameState.currentZoneId].visible = false;
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}
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let zoneInfo;
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// Load or unhide new zone
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if (zoneGroups[newZoneId]) {
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zoneInfo = zoneGroups[newZoneId];
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zoneInfo.group.visible = true;
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} else {
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const creator = zoneCreators[newZoneId];
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if (creator) {
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zoneInfo = creator();
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zoneGroups[newZoneId] = zoneInfo;
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worldGroup.add(zoneInfo.group);
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zoneInfo.group.visible = true;
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} else {
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console.error(`No creator found for zone ID: ${newZoneId}, going to
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const fallbackId = getZoneId(1, 1);
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if (!zoneGroups[fallbackId]) {
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zoneGroups[fallbackId] = zoneCreators[fallbackId]();
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worldGroup.add(zoneGroups[fallbackId].group);
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}
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gameState.currentZoneId = newZoneId;
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setupLighting(zoneInfo.lighting || 'default');
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//
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camera.position.set(0, 6, 12);
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controls.target.set(0, 1, 0);
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controls.update();
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function renderCurrentPageUI() {
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const zoneInfo = zoneGroups[gameState.currentZoneId];
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if (!zoneInfo) {
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console.error(`No zone info loaded for ${
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storyTitleElement.textContent = "Error";
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storyContentElement.innerHTML = currentMessage + "<p>Cannot render current zone.</p>";
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choicesElement.innerHTML = `<button class="choice-button" onclick="transitionToZone('${getZoneId(1, 1)}')">Return to Start</button>`;
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updateStatsDisplay();
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updateInventoryDisplay();
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return;
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}
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storyContentElement.innerHTML = currentMessage + (zoneInfo.entryText ? `<p>${zoneInfo.entryText}</p>` : '');
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choicesElement.innerHTML = '';
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const neighbors = getZoneNeighbors(gameState.currentZoneId);
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const directions = {'north': 'North', 'south': 'South', 'east': 'East', 'west': 'West'};
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for(const dir in neighbors) {
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const neighborId = neighbors[dir];
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choicesElement.appendChild(button);
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}
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// Add Zone Specific Options
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if (zoneInfo.options && zoneInfo.options.length > 0) {
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zoneInfo.options.forEach(option => {
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const button = document.createElement('button');
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button.classList.add('choice-button');
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button.textContent = option.text;
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// Add onclick based on option.action
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choicesElement.appendChild(button);
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});
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}
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updateActionInfo();
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}
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function updateStatsDisplay() {
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const { hp, maxHp, xp } = gameState.character.stats;
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const hpColor = hp / maxHp < 0.3 ? '#f88' : (hp / maxHp < 0.6 ? '#fd5' : '#8f8');
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actionInfoElement.textContent = `Zone: ${gameState.currentZoneId || 'None'}`;
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}
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function
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function
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function
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// --- Combat/Checks (Placeholders) ---
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function startCombat(enemyTypeId) {
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console.log("Combat Started (Placeholder):", enemyTypeId);
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currentMessage = `<p class="message message-combat">Placeholder: Encountered a ${enemyTypeId}!</p>`;
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renderCurrentPageUI(); // Re-render to show message
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}
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function handleCombatAction(action) {
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console.log("Combat Action (Placeholder):", action);
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currentMessage = `<p class="message message-info">Placeholder: Combat action '${action}' executed.</p>`;
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// Add basic HP loss for testing
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gameState.character.stats.hp -= 1;
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gameState.character.stats.hp = Math.max(0, gameState.character.stats.hp);
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if(gameState.character.stats.hp === 0) {
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currentMessage += `<p class="message message-failure">You were defeated in placeholder combat!</p>`;
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// Reset HP for now instead of game over
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gameState.character.stats.hp = gameState.character.stats.maxHp;
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}
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renderCurrentPageUI();
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}
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// Make placeholders globally accessible if needed by inline HTML later
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window.startCombat = startCombat;
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window.handleCombatAction = handleCombatAction;
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// --- Initialization ---
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document.addEventListener('DOMContentLoaded', () => {
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console.log("DOM Ready - Initializing World Grid Test.");
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try {
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initThreeJS();
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if (!scene || !camera || !renderer) throw new Error("Three.js failed to initialize.");
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startGame();
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console.log("Game world initialized and started.");
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} catch (error) {
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console.error("Initialization failed:", error);
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<head>
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<meta charset="UTF-8">
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<meta name="viewport" content="width=device-width, initial-scale=1.0">
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<title>World Grid Test (Fixed)</title>
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<style>
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body { font-family: 'Courier New', monospace; background-color: #111; color: #eee; margin: 0; padding: 0; overflow: hidden; display: flex; flex-direction: column; height: 100vh; }
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#game-container { display: flex; flex-grow: 1; overflow: hidden; }
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#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); }
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#stats-display strong, #inventory-display strong { color: #ccc; margin-right: 6px; }
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#inventory-display em { color: #888; font-style: normal; }
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.item-quest { background-color: #666030; border-color: #999048;}
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.item-weapon { background-color: #663030; border-color: #994848;}
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.item-armor { background-color: #306630; border-color: #489948;}
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.item-consumable { background-color: #664430; border-color: #996648;}
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.item-unknown { background-color: #555; border-color: #777;}
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#choices-container { margin-top: auto; padding-top: 20px; border-top: 1px solid #555; }
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#choices-container h3 { margin-top: 0; margin-bottom: 12px; color: #ccc; font-size: 1.1em; }
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#choices { display: flex; flex-direction: column; gap: 12px; }
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.choice-button:disabled { background-color: #404040; color: #777; cursor: not-allowed; border-color: #555; opacity: 0.7; }
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.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;}
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.message-failure { color: #f88; border-left-color: #a44; }
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#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;}
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</style>
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</head>
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<body>
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<div id="game-container">
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+
<div id="scene-container">
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<div id="action-info">Initializing...</div>
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</div>
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<div id="ui-container">
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<h2 id="story-title">Initializing...</h2>
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<div id="story-content"><p>Loading assets...</p></div>
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<script type="module">
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import * as THREE from 'three';
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import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
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const sceneContainer = document.getElementById('scene-container');
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const storyTitleElement = document.getElementById('story-title');
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const choicesElement = document.getElementById('choices');
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const statsElement = document.getElementById('stats-display');
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const inventoryElement = document.getElementById('inventory-display');
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const actionInfoElement = document.getElementById('action-info'); // <<< Declaration was missing
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let scene, camera, renderer, clock, controls, raycaster, mouse;
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let worldGroup = null;
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let zoneGroups = {};
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let currentMessage = "";
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let currentLights = [];
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const MAT = {
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stone: new THREE.MeshStandardMaterial({ color: 0x777788, roughness: 0.85 }),
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simple: new THREE.MeshStandardMaterial({ color: 0xaaaaaa, roughness: 0.8 }),
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};
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let gameState = {};
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const itemsData = {
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"Rusty Sword": {type:"weapon", description:"Old but sharp.", baseDamage: 3},
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"Health Potion": {type:"consumable", description:"Restores 10 HP.", effect: { hpGain: 10 }},
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"Goblin Ear": {type:"quest", description:"A gruesome trophy."},
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"Cave Crystal": {type:"unknown", description:"A faintly glowing crystal shard."}
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};
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const zoneCreators = {};
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const MAP_ROWS = 3;
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const MAP_COLS = 4;
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function initThreeJS() {
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scene = new THREE.Scene();
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scene.background = new THREE.Color(0x1a1a1a);
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clock = new THREE.Clock();
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raycaster = new THREE.Raycaster();
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mouse = new THREE.Vector2();
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worldGroup = new THREE.Group();
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scene.add(worldGroup);
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const width = sceneContainer.clientWidth || 1;
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const height = sceneContainer.clientHeight || 1;
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camera = new THREE.PerspectiveCamera(60, width / height, 0.1, 1000);
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camera.position.set(0, 6, 12);
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renderer = new THREE.WebGLRenderer({ antialias: true });
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renderer.setSize(width, height);
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controls.maxPolarAngle = Math.PI / 2 - 0.05;
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window.addEventListener('resize', onWindowResize, false);
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setTimeout(onWindowResize, 50);
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animate();
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}
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function animate() {
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requestAnimationFrame(animate);
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controls.update();
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if (renderer && scene && camera) renderer.render(scene, camera);
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}
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const ground = new THREE.Mesh(geo, material);
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ground.rotation.x = -Math.PI / 2; ground.position.y = 0;
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ground.receiveShadow = true; ground.castShadow = false;
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ground.userData.isGround = true;
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return ground;
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}
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function setupLighting(type = 'default') {
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currentLights.forEach(light => {
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if (light) scene.remove(light); // Remove from main scene
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});
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currentLights = []; // Reset tracked lights
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let ambientIntensity = 0.5;
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let dirIntensity = 1.0;
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let dirPosition = new THREE.Vector3(10, 15, 8);
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if (type === 'forest') { ambientIntensity = 0.4; dirIntensity = 0.8; dirColor = 0xccffcc; dirPosition = new THREE.Vector3(5, 10, 5); }
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if (type === 'cave') {
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ambientIntensity = 0.2; dirIntensity = 0;
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const ptLight = new THREE.PointLight(0xffaa55, 1.5, 12, 1);
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ptLight.position.set(0, 3, 0); // Place light relative to zone origin
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ptLight.castShadow = true; ptLight.shadow.mapSize.set(512, 512);
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// Point light will be added to the zone group later
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currentLights.push(ptLight); // Track it to add later
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}
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if (type === 'ruins') { ambientIntensity = 0.4; dirIntensity = 0.7; dirColor = 0xaaaaff; dirPosition = new THREE.Vector3(-8, 12, -5); }
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const ambientLight = new THREE.AmbientLight(0xffffff, ambientIntensity);
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scene.add(ambientLight); // Add ambient to main scene
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currentLights.push(ambientLight); // Track ambient
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if (dirIntensity > 0) {
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const directionalLight = new THREE.DirectionalLight(dirColor, dirIntensity);
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directionalLight.castShadow = true;
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directionalLight.shadow.mapSize.set(1024, 1024);
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directionalLight.shadow.camera.near = 0.5; directionalLight.shadow.camera.far = 50;
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const sb = 20;
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directionalLight.shadow.camera.left = -sb; directionalLight.shadow.camera.right = sb;
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directionalLight.shadow.camera.top = sb; directionalLight.shadow.camera.bottom = -sb;
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directionalLight.shadow.bias = -0.0005;
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scene.add(directionalLight); // Add directional to main scene
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currentLights.push(directionalLight);
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}
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}
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function createFieldZone(zoneId) {
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const group = new THREE.Group();
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group.add(createGround(MAT.grass, 30));
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group.add(createMesh(rockGeo, MAT.stone, {x: (Math.random()-0.5)*25, y:0.3, z: (Math.random()-0.5)*25}));
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}
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group.visible = false;
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return { group, lighting: 'default', title: "Open Field", entryText: "You stand in an open, grassy field.", options: [], zoneId: zoneId };
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}
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function createForestZone(zoneId) {
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group.add(tree);
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}
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group.visible = false;
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return { group, lighting: 'forest', title: "Dark Forest", entryText: "Sunlight is sparse beneath the thick canopy.", options: [], zoneId: zoneId };
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}
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function createCaveZone(zoneId) {
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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});
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group.add(st);
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}
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const ptLight = new THREE.PointLight(0xffaa55, 1.5, 12, 1); // Create cave light
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ptLight.position.set(0, 3, 0);
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ptLight.castShadow = true;
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ptLight.shadow.mapSize.set(512, 512);
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group.add(ptLight); // Add light to the cave group itself
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group.visible = false;
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return { group, lighting: 'cave', title: "Dim Cave", entryText: "It's dark and damp in here. Water drips.", options: [], zoneId: zoneId };
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}
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function createRuinsZone(zoneId) {
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group.add(wall);
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}
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group.visible = false;
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return { group, lighting: 'ruins', title: "Crumbling Ruins", entryText: "The wind whistles through broken walls.", options: [], zoneId: zoneId };
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}
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function getZoneId(row, col) { return `zone_${row}_${col}`; }
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function populateZoneCreators() {
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zoneCreators = {}; // Clear previous if any
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for (let r = 0; r < MAP_ROWS; r++) {
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for (let c = 0; c < MAP_COLS; c++) {
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const zoneId = getZoneId(r, c);
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let creatorFunc;
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if (r === 0) creatorFunc = createForestZone;
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else if (r === 1 && c % 2 === 0) creatorFunc = createFieldZone;
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else if (r === 1 && c % 2 !== 0) creatorFunc = createRuinsZone;
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else creatorFunc = createCaveZone;
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zoneCreators[zoneId] = () => creatorFunc(zoneId);
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}
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}
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console.log("Zone creators populated.");
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const r = parseInt(parts[1]);
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const c = parseInt(parts[2]);
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const neighbors = {};
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+
if (r > 0 && zoneCreators[getZoneId(r - 1, c)]) neighbors.north = getZoneId(r - 1, c);
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if (r < MAP_ROWS - 1 && zoneCreators[getZoneId(r + 1, c)]) neighbors.south = getZoneId(r + 1, c);
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if (c > 0 && zoneCreators[getZoneId(r, c - 1)]) neighbors.west = getZoneId(r, c - 1);
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if (c < MAP_COLS - 1 && zoneCreators[getZoneId(r, c + 1)]) neighbors.east = getZoneId(r, c + 1);
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return neighbors;
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}
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character: JSON.parse(JSON.stringify(defaultChar))
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};
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populateZoneCreators();
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zoneGroups = {}; // Clear loaded zones
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+
// Clear existing groups from worldGroup if any
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+
while(worldGroup.children.length > 0){
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+
worldGroup.remove(worldGroup.children[0]);
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+
}
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console.log("Starting new game:", gameState);
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+
transitionToZone(getZoneId(1, 1)); // Start in center
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}
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function transitionToZone(newZoneId) {
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console.log(`Transitioning to ${newZoneId}`);
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currentMessage = "";
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337 |
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if (gameState.currentZoneId && zoneGroups[gameState.currentZoneId]) {
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+
zoneGroups[gameState.currentZoneId].group.visible = false;
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}
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let zoneInfo;
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if (zoneGroups[newZoneId]) {
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zoneInfo = zoneGroups[newZoneId];
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zoneInfo.group.visible = true;
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+
console.log(`Re-entering zone ${newZoneId}`);
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} else {
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const creator = zoneCreators[newZoneId];
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349 |
if (creator) {
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350 |
+
zoneInfo = creator();
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351 |
+
zoneGroups[newZoneId] = zoneInfo;
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worldGroup.add(zoneInfo.group);
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zoneInfo.group.visible = true;
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354 |
+
console.log(`Created and entered zone ${newZoneId}`);
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} else {
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+
console.error(`No creator found for zone ID: ${newZoneId}, going to fallback`);
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const fallbackId = getZoneId(1, 1);
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+
if (!zoneGroups[fallbackId]) {
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zoneGroups[fallbackId] = zoneCreators[fallbackId]();
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360 |
worldGroup.add(zoneGroups[fallbackId].group);
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}
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gameState.currentZoneId = newZoneId;
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setupLighting(zoneInfo.lighting || 'default');
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371 |
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372 |
+
// Add zone-specific lights to the group if they exist in currentLights but not scene
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373 |
+
currentLights.forEach(light => {
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374 |
+
if (light.isPointLight && !light.parent) { // Only add point lights not already in scene
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375 |
+
zoneInfo.group.add(light);
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376 |
+
}
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377 |
+
});
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378 |
+
|
379 |
+
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380 |
camera.position.set(0, 6, 12);
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381 |
controls.target.set(0, 1, 0);
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controls.update();
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function renderCurrentPageUI() {
|
389 |
const zoneInfo = zoneGroups[gameState.currentZoneId];
|
390 |
+
const zoneId = gameState.currentZoneId;
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391 |
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392 |
if (!zoneInfo) {
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393 |
+
console.error(`No zone info loaded for ${zoneId}`);
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storyTitleElement.textContent = "Error";
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395 |
storyContentElement.innerHTML = currentMessage + "<p>Cannot render current zone.</p>";
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396 |
choicesElement.innerHTML = `<button class="choice-button" onclick="transitionToZone('${getZoneId(1, 1)}')">Return to Start</button>`;
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397 |
updateStatsDisplay();
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398 |
updateInventoryDisplay();
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399 |
+
updateActionInfo();
|
400 |
return;
|
401 |
}
|
402 |
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404 |
storyContentElement.innerHTML = currentMessage + (zoneInfo.entryText ? `<p>${zoneInfo.entryText}</p>` : '');
|
405 |
choicesElement.innerHTML = '';
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406 |
|
407 |
+
const neighbors = getZoneNeighbors(zoneId);
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408 |
const directions = {'north': 'North', 'south': 'South', 'east': 'East', 'west': 'West'};
|
409 |
for(const dir in neighbors) {
|
410 |
const neighborId = neighbors[dir];
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415 |
choicesElement.appendChild(button);
|
416 |
}
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417 |
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418 |
if (zoneInfo.options && zoneInfo.options.length > 0) {
|
419 |
zoneInfo.options.forEach(option => {
|
420 |
const button = document.createElement('button');
|
421 |
button.classList.add('choice-button');
|
422 |
button.textContent = option.text;
|
423 |
+
// Add onclick based on option.action later
|
424 |
choicesElement.appendChild(button);
|
425 |
});
|
426 |
}
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|
430 |
updateActionInfo();
|
431 |
}
|
432 |
|
433 |
+
window.transitionToZone = transitionToZone; // Make accessible from potential inline event handlers if needed
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434 |
+
|
435 |
+
|
436 |
function updateStatsDisplay() {
|
437 |
const { hp, maxHp, xp } = gameState.character.stats;
|
438 |
const hpColor = hp / maxHp < 0.3 ? '#f88' : (hp / maxHp < 0.6 ? '#fd5' : '#8f8');
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|
457 |
actionInfoElement.textContent = `Zone: ${gameState.currentZoneId || 'None'}`;
|
458 |
}
|
459 |
|
460 |
+
function pickupItem() { console.log("Pickup disabled."); }
|
461 |
+
function placeItem() { console.log("Placement disabled."); }
|
462 |
+
function togglePlacementMode() { console.log("Placement disabled.");}
|
463 |
+
function startCombat(enemyTypeId) { console.log("Combat disabled."); }
|
464 |
+
function handleCombatAction(action) { console.log("Combat disabled."); }
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465 |
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466 |
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|
467 |
document.addEventListener('DOMContentLoaded', () => {
|
468 |
console.log("DOM Ready - Initializing World Grid Test.");
|
469 |
try {
|
470 |
initThreeJS();
|
471 |
if (!scene || !camera || !renderer) throw new Error("Three.js failed to initialize.");
|
472 |
+
startGame();
|
473 |
console.log("Game world initialized and started.");
|
474 |
} catch (error) {
|
475 |
console.error("Initialization failed:", error);
|