Happy-Valley-Game / index.html
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<!DOCTYPE html>
<html>
<head>
<title>Three.js Infinite World</title>
<style>
body { margin: 0; overflow: hidden; }
canvas { display: block; }
</style>
</head>
<body>
<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';
let scene, camera, renderer, playerMesh;
let raycaster, mouse;
const keysPressed = {};
const playerSpeed = 0.15;
let newlyPlacedObjects = []; // Track objects added THIS session for saving
const placeholderPlots = new Set(); // Track visually created placeholder grounds: 'x_z' string key
const groundMeshes = {}; // Store references to ground meshes: 'x_z' string key -> mesh
// --- Session Storage Key ---
const SESSION_STORAGE_KEY = 'unsavedInfiniteWorldState';
// --- Access State from Streamlit ---
const allInitialObjects = window.ALL_INITIAL_OBJECTS || [];
const plotsMetadata = window.PLOTS_METADATA || []; // List of saved plot info
const selectedObjectType = window.SELECTED_OBJECT_TYPE || "None";
const plotWidth = window.PLOT_WIDTH || 50.0;
const plotDepth = window.PLOT_DEPTH || 50.0; // Use plot depth
const groundMaterial = new THREE.MeshStandardMaterial({ // Reusable material
color: 0x55aa55, roughness: 0.9, metalness: 0.1, side: THREE.DoubleSide
});
const placeholderGroundMaterial = new THREE.MeshStandardMaterial({ // Dimmer for placeholders
color: 0x448844, roughness: 0.95, metalness: 0.1, side: THREE.DoubleSide
});
function init() {
scene = new THREE.Scene();
scene.background = new THREE.Color(0xabcdef);
const aspect = window.innerWidth / window.innerHeight;
camera = new THREE.PerspectiveCamera(60, aspect, 0.1, 4000); // Increase far plane more
camera.position.set(0, 15, 20);
camera.lookAt(0, 0, 0);
scene.add(camera);
setupLighting();
setupInitialGround(); // Setup ground for existing plots ONLY initially
setupPlayer();
raycaster = new THREE.Raycaster();
mouse = new THREE.Vector2();
renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
document.body.appendChild(renderer.domElement);
loadInitialObjects();
restoreUnsavedState(); // Restore unsaved objects after initial load
// Event Listeners
document.addEventListener('mousemove', onMouseMove, false);
document.addEventListener('click', onDocumentClick, false);
window.addEventListener('resize', onWindowResize, false);
document.addEventListener('keydown', onKeyDown);
document.addEventListener('keyup', onKeyUp);
// Define global functions needed by Python
window.teleportPlayer = teleportPlayer;
window.getSaveDataAndPosition = getSaveDataAndPosition; // Renamed JS function
window.resetNewlyPlacedObjects = resetNewlyPlacedObjects;
console.log("Three.js Initialized. World ready.");
animate();
}
function setupLighting() { /* ... unchanged ... */
const ambientLight = new THREE.AmbientLight(0xffffff, 0.5);
scene.add(ambientLight);
const directionalLight = new THREE.DirectionalLight(0xffffff, 1.0);
directionalLight.position.set(50, 150, 100); // Higher and angled light
directionalLight.castShadow = true;
directionalLight.shadow.mapSize.width = 4096; // Increase shadow map size
directionalLight.shadow.mapSize.height = 4096;
directionalLight.shadow.camera.near = 0.5;
directionalLight.shadow.camera.far = 500;
// Dynamic frustum needed for large worlds, but keep wide for now
directionalLight.shadow.camera.left = -150;
directionalLight.shadow.camera.right = 150;
directionalLight.shadow.camera.top = 150;
directionalLight.shadow.camera.bottom = -150;
directionalLight.shadow.bias = -0.001;
scene.add(directionalLight);
}
function setupInitialGround() {
// Create ground ONLY for plots defined in plotsMetadata
console.log(`Setting up initial ground for ${plotsMetadata.length} plots.`);
plotsMetadata.forEach(plot => {
createGroundPlane(plot.grid_x, plot.grid_z, false); // false = not a placeholder
});
// Create a small initial ground at 0,0 if no plots exist yet
if (plotsMetadata.length === 0) {
createGroundPlane(0, 0, false);
}
}
// *** NEW: Function to create a ground plane for a specific grid cell ***
function createGroundPlane(gridX, gridZ, isPlaceholder) {
const gridKey = `${gridX}_${gridZ}`;
if (groundMeshes[gridKey]) return; // Don't recreate if it exists
console.log(`Creating ${isPlaceholder ? 'placeholder' : 'initial'} ground at ${gridX}, ${gridZ}`);
const groundGeometry = new THREE.PlaneGeometry(plotWidth, plotDepth);
const material = isPlaceholder ? placeholderGroundMaterial : groundMaterial;
const groundMesh = new THREE.Mesh(groundGeometry, material);
groundMesh.rotation.x = -Math.PI / 2;
groundMesh.position.y = -0.05;
// Position the center of the plane correctly
groundMesh.position.x = gridX * plotWidth + plotWidth / 2.0;
groundMesh.position.z = gridZ * plotDepth + plotDepth / 2.0;
groundMesh.receiveShadow = true;
groundMesh.userData.gridKey = gridKey; // Store key for potential removal/update
scene.add(groundMesh);
groundMeshes[gridKey] = groundMesh; // Store reference
if (isPlaceholder) {
placeholderPlots.add(gridKey); // Track placeholders
}
}
function setupPlayer() { /* ... unchanged ... */
const playerGeo = new THREE.CapsuleGeometry(0.4, 0.8, 4, 8);
const playerMat = new THREE.MeshStandardMaterial({ color: 0x0000ff, roughness: 0.6 });
playerMesh = new THREE.Mesh(playerGeo, playerMat);
playerMesh.position.set(plotWidth / 2, 0.4 + 0.8/2, plotDepth/2); // Start in center of 0,0 plot
playerMesh.castShadow = true; playerMesh.receiveShadow = true;
scene.add(playerMesh);
}
function loadInitialObjects() { /* ... unchanged, uses createAndPlaceObject ... */
console.log(`Loading ${allInitialObjects.length} initial objects from Python.`);
allInitialObjects.forEach(objData => { createAndPlaceObject(objData, false); });
console.log("Finished loading initial objects.");
}
function createAndPlaceObject(objData, isNewObject) { /* ... unchanged ... */
let loadedObject = null;
switch (objData.type) {
case "Simple House": loadedObject = createSimpleHouse(); break;
case "Tree": loadedObject = createTree(); break;
case "Rock": loadedObject = createRock(); break;
case "Fence Post": loadedObject = createFencePost(); break;
default: console.warn("Unknown object type in data:", objData.type); break;
}
if (loadedObject) {
if (objData.position && objData.position.x !== undefined) {
loadedObject.position.set(objData.position.x, objData.position.y, objData.position.z);
} else if (objData.pos_x !== undefined) {
loadedObject.position.set(objData.pos_x, objData.pos_y, objData.pos_z);
}
if (objData.rotation) {
loadedObject.rotation.set(objData.rotation._x, objData.rotation._y, objData.rotation._z, objData.rotation._order || 'XYZ');
} else if (objData.rot_x !== undefined) {
loadedObject.rotation.set(objData.rot_x, objData.rot_y, objData.rot_z, objData.rot_order || 'XYZ');
}
loadedObject.userData.obj_id = objData.obj_id || loadedObject.userData.obj_id;
scene.add(loadedObject);
if (isNewObject) { newlyPlacedObjects.push(loadedObject); }
return loadedObject;
}
return null;
}
function saveUnsavedState() { /* ... unchanged ... */
try {
const stateToSave = newlyPlacedObjects.map(obj => ({ obj_id: obj.userData.obj_id, type: obj.userData.type, position: { x: obj.position.x, y: obj.position.y, z: obj.position.z }, rotation: { _x: obj.rotation.x, _y: obj.rotation.y, _z: obj.rotation.z, _order: obj.rotation.order } }));
sessionStorage.setItem(SESSION_STORAGE_KEY, JSON.stringify(stateToSave));
console.log(`Saved ${stateToSave.length} unsaved objects to sessionStorage.`);
} catch (e) { console.error("Error saving state to sessionStorage:", e); }
}
function restoreUnsavedState() { /* ... unchanged ... */
try {
const savedState = sessionStorage.getItem(SESSION_STORAGE_KEY);
if (savedState) {
console.log("Found unsaved state in sessionStorage. Restoring...");
const objectsToRestore = JSON.parse(savedState);
if (Array.isArray(objectsToRestore)) {
newlyPlacedObjects = []; let count = 0;
objectsToRestore.forEach(objData => { if(createAndPlaceObject(objData, true)) { count++; } });
console.log(`Restored ${count} objects.`);
}
} else { console.log("No unsaved state found in sessionStorage."); }
} catch (e) { console.error("Error restoring state from sessionStorage:", e); sessionStorage.removeItem(SESSION_STORAGE_KEY); }
}
function clearUnsavedState() { /* ... unchanged ... */
sessionStorage.removeItem(SESSION_STORAGE_KEY);
newlyPlacedObjects = [];
console.log("Cleared unsaved state from memory and sessionStorage.");
}
function createObjectBase(type) { /* ... unchanged ... */
return { userData: { type: type, obj_id: THREE.MathUtils.generateUUID() } };
}
function createSimpleHouse() { /* ... unchanged ... */
const base = createObjectBase("Simple House"); const group = new THREE.Group(); Object.assign(group, base);
const mat1=new THREE.MeshStandardMaterial({color:0xffccaa,roughness:0.8}), mat2=new THREE.MeshStandardMaterial({color:0xaa5533,roughness:0.7});
const m1=new THREE.Mesh(new THREE.BoxGeometry(2,1.5,2.5),mat1); m1.position.y=1.5/2;m1.castShadow=true;m1.receiveShadow=true;group.add(m1);
const m2=new THREE.Mesh(new THREE.ConeGeometry(1.8,1,4),mat2); m2.position.y=1.5+1/2;m2.rotation.y=Math.PI/4;m2.castShadow=true;m2.receiveShadow=true;group.add(m2); return group;
}
function createTree() { /* ... unchanged ... */
const base=createObjectBase("Tree"); const group=new THREE.Group(); Object.assign(group,base);
const mat1=new THREE.MeshStandardMaterial({color:0x8B4513,roughness:0.9}), mat2=new THREE.MeshStandardMaterial({color:0x228B22,roughness:0.8});
const m1=new THREE.Mesh(new THREE.CylinderGeometry(0.3,0.4,2,8),mat1); m1.position.y=1; m1.castShadow=true;m1.receiveShadow=true;group.add(m1);
const m2=new THREE.Mesh(new THREE.IcosahedronGeometry(1.2,0),mat2); m2.position.y=2.8; m2.castShadow=true;m2.receiveShadow=true;group.add(m2); return group;
}
function createRock() { /* ... unchanged ... */
const base=createObjectBase("Rock"); const mat=new THREE.MeshStandardMaterial({color:0xaaaaaa,roughness:0.8,metalness:0.1});
const rock=new THREE.Mesh(new THREE.IcosahedronGeometry(0.7,0),mat); Object.assign(rock,base);
rock.position.y=0.35; rock.rotation.set(Math.random()*Math.PI, Math.random()*Math.PI, 0); rock.castShadow=true;rock.receiveShadow=true; return rock;
}
function createFencePost() { /* ... unchanged ... */
const base=createObjectBase("Fence Post"); const mat=new THREE.MeshStandardMaterial({color:0xdeb887,roughness:0.9});
const post=new THREE.Mesh(new THREE.BoxGeometry(0.2,1.5,0.2),mat); Object.assign(post,base);
post.position.y=0.75; post.castShadow=true;post.receiveShadow=true; return post;
}
// --- Event Handlers ---
function onMouseMove(event) { /* ... unchanged ... */
mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;
}
function onDocumentClick(event) { // Place object and save state
if (selectedObjectType === "None") return;
// Determine ground mesh to intersect (could be multiple now)
const groundCandidates = Object.values(groundMeshes);
if (groundCandidates.length === 0) return; // No ground to place on
raycaster.setFromCamera(mouse, camera);
// Intersect ALL ground meshes
const intersects = raycaster.intersectObjects(groundCandidates);
if (intersects.length > 0) {
// Intersect point is on the specific ground mesh clicked
const intersectPoint = intersects[0].point;
let newObjectToPlace = null;
switch (selectedObjectType) { /* ... create object ... */
case "Simple House": newObjectToPlace = createSimpleHouse(); break;
case "Tree": newObjectToPlace = createTree(); break;
case "Rock": newObjectToPlace = createRock(); break;
case "Fence Post": newObjectToPlace = createFencePost(); break;
default: return;
}
if (newObjectToPlace) {
newObjectToPlace.position.copy(intersectPoint);
// Adjust Y position if needed based on object geometry origin
// Base objects on y=0 in create functions for simplicity
if(newObjectToPlace.geometry?.type.includes("Geometry")){ // Adjust Y so base is on ground
newObjectToPlace.position.y += 0.01; // Slight offset above ground
} else if (newObjectToPlace.type === "Group") {
newObjectToPlace.position.y += 0.01; // Assume group base is near 0
}
scene.add(newObjectToPlace);
newlyPlacedObjects.push(newObjectToPlace);
saveUnsavedState(); // Save to sessionStorage immediately
console.log(`Placed new ${selectedObjectType}. Total unsaved: ${newlyPlacedObjects.length}`);
}
}
}
function onKeyDown(event) { keysPressed[event.code] = true; }
function onKeyUp(event) { keysPressed[event.code] = false; }
// --- Functions called by Python via streamlit-js-eval ---
function teleportPlayer(targetX, targetZ) { // Now accepts Z coordinate
console.log(`JS teleportPlayer called with targetX: ${targetX}, targetZ: ${targetZ}`);
if (playerMesh) {
// Teleport near center of the target plot
playerMesh.position.x = targetX;
playerMesh.position.z = targetZ;
const offset = new THREE.Vector3(0, 15, 20);
const targetPosition = playerMesh.position.clone().add(offset);
camera.position.copy(targetPosition);
camera.lookAt(playerMesh.position);
console.log("Player teleported to:", playerMesh.position);
} else { console.error("Player mesh not found for teleport."); }
}
// *** UPDATED: Send player position along with save data ***
function getSaveDataAndPosition() {
console.log(`JS getSaveDataAndPosition called. Found ${newlyPlacedObjects.length} new objects.`);
const objectsToSave = newlyPlacedObjects.map(obj => {
if (!obj.userData || !obj.userData.type) { return null; }
const rotation = { _x: obj.rotation.x, _y: obj.rotation.y, _z: obj.rotation.z, _order: obj.rotation.order };
return { // Send WORLD positions
obj_id: obj.userData.obj_id, type: obj.userData.type,
position: { x: obj.position.x, y: obj.position.y, z: obj.position.z },
rotation: rotation
};
}).filter(obj => obj !== null);
const playerPos = playerMesh ? { x: playerMesh.position.x, y: playerMesh.position.y, z: playerMesh.position.z } : {x:0, y:0, z:0};
const payload = {
playerPosition: playerPos,
objectsToSave: objectsToSave
};
console.log("Prepared payload for saving:", payload);
return JSON.stringify(payload); // Return as JSON string
}
function resetNewlyPlacedObjects() { // Called by Python AFTER successful save
console.log(`JS resetNewlyPlacedObjects called.`);
clearUnsavedState(); // Clear memory array AND sessionStorage
}
// --- Animation Loop ---
function updatePlayerMovement() {
if (!playerMesh) return;
const moveDirection = new THREE.Vector3(0, 0, 0);
// Basic WASD movement
if (keysPressed['KeyW'] || keysPressed['ArrowUp']) moveDirection.z -= 1;
if (keysPressed['KeyS'] || keysPressed['ArrowDown']) moveDirection.z += 1;
if (keysPressed['KeyA'] || keysPressed['ArrowLeft']) moveDirection.x -= 1;
if (keysPressed['KeyD'] || keysPressed['ArrowRight']) moveDirection.x += 1;
if (moveDirection.lengthSq() > 0) {
moveDirection.normalize().multiplyScalar(playerSpeed);
// Apply movement relative to camera direction for better control
const forward = new THREE.Vector3();
camera.getWorldDirection(forward);
forward.y = 0; // Project onto XZ plane
forward.normalize();
const right = new THREE.Vector3().crossVectors(camera.up, forward).normalize(); // Get right vector
const worldMove = new THREE.Vector3();
worldMove.add(forward.multiplyScalar(-moveDirection.z)); // W/S -> Forward/Backward
worldMove.add(right.multiplyScalar(-moveDirection.x)); // A/D -> Left/Right
worldMove.normalize().multiplyScalar(playerSpeed);
playerMesh.position.add(worldMove);
// Basic ground clamping
playerMesh.position.y = Math.max(playerMesh.position.y, 0.4 + 0.8/2); // Adjust based on capsule base
// *** ADDED: Check for ground expansion ***
checkAndExpandGround();
}
}
// *** NEW: Check if player is near edge and create placeholder ground ***
function checkAndExpandGround() {
if (!playerMesh) return;
const currentGridX = Math.floor(playerMesh.position.x / plotWidth);
const currentGridZ = Math.floor(playerMesh.position.z / plotDepth);
// Check surrounding cells (Manhattan distance 1)
for (let dx = -1; dx <= 1; dx++) {
for (let dz = -1; dz <= 1; dz++) {
if (dx === 0 && dz === 0) continue; // Skip current cell
const checkX = currentGridX + dx;
const checkZ = currentGridZ + dz;
const gridKey = `${checkX}_${checkZ}`;
// Check if this grid cell already has ground (initial or placeholder)
if (!groundMeshes[gridKey]) {
// Check if this grid cell corresponds to a SAVED plot (from metadata)
const isSavedPlot = plotsMetadata.some(plot => plot.grid_x === checkX && plot.grid_z === checkZ);
// If it's NOT a saved plot, create a placeholder
if (!isSavedPlot) {
createGroundPlane(checkX, checkZ, true); // true = is placeholder
}
// If it IS a saved plot but somehow missing ground (error?), recreate it?
// else { createGroundPlane(checkX, checkZ, false); } // Optional robustness
}
}
}
}
function updateCamera() { /* ... unchanged ... */
if (!playerMesh) return;
const offset = new THREE.Vector3(0, 15, 20); // Fixed offset for now
const targetPosition = playerMesh.position.clone().add(offset);
camera.position.lerp(targetPosition, 0.08);
camera.lookAt(playerMesh.position);
}
function onWindowResize() { /* ... unchanged ... */
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
function animate() {
requestAnimationFrame(animate);
updatePlayerMovement(); // Includes ground check now
updateCamera();
renderer.render(scene, camera);
}
// --- Start ---
init();
</script>
</body>
</html>