Spaces:
Running
Running
import * as THREE from 'three'; | |
import * as CANNON from 'cannon-es'; | |
// import CannonDebugger from 'cannon-es-debugger'; // Keep commented for now | |
// --- DOM Elements --- | |
const sceneContainer = document.getElementById('scene-container'); | |
const statsElement = document.getElementById('stats-display'); | |
const inventoryElement = document.getElementById('inventory-display'); | |
const logElement = document.getElementById('log-display'); | |
// --- Config --- | |
const ROOM_SIZE = 10; | |
const WALL_HEIGHT = 3; // Slightly shorter walls | |
const WALL_THICKNESS = 0.5; | |
const CAMERA_Y_OFFSET = 25; // Higher camera | |
const PLAYER_SPEED = 6; | |
const PLAYER_RADIUS = 0.5; | |
const PLAYER_HEIGHT = 1.8; // Visual height | |
const PLAYER_JUMP_IMPULSE = 7; // Impulse force for jump | |
const PROJECTILE_SPEED = 15; | |
const PROJECTILE_RADIUS = 0.2; | |
const PICKUP_RADIUS = 1.5; | |
const PICKUP_RADIUS_SQ = PICKUP_RADIUS * PICKUP_RADIUS; // Use squared distance | |
// --- Three.js Setup --- | |
let scene, camera, renderer; | |
let playerMesh; | |
const meshesToSync = []; // Holds { mesh: THREE.Mesh, body: CANNON.Body } | |
const projectiles = []; // Holds { mesh, body, lifetime } | |
let axesHelper; | |
// --- Physics Setup --- | |
let world; | |
let playerBody; | |
const physicsBodies = new Map(); // Use Map<id, CANNON.Body> for easier removal | |
let groundMaterial, playerMaterial, wallMaterial, monsterMaterial, itemMaterial; // Physics materials | |
let cannonDebugger = null; | |
// --- Game State --- | |
let gameState = {}; | |
const keysPressed = {}; | |
let gameLoopActive = false; | |
let animationFrameId = null; | |
let selectedTool = null; // For building tools later | |
// --- Game Data (Ensure starting point 0,0 exists!) --- | |
const gameData = { | |
// Structure: "x,y": { type, features?, items?, monsters?, name? } | |
"0,0": { type: 'city', features: ['door_north', 'item_Key'], name: "City Square"}, | |
"0,1": { type: 'forest', features: ['path_north', 'door_south', 'item_Healing_Potion'], name: "Forest Entrance" }, | |
"0,2": { type: 'forest', features: ['path_south', 'monster_goblin'], name: "Deep Forest"}, | |
"1,1": { type: 'forest', features: ['river', 'path_west'], name: "River Bend" }, | |
"-1,1": { type: 'ruins', features: ['path_east'], name: "Old Ruins"}, | |
"1,0": { type: 'plains', features: ['door_west'], name: "East Plains"}, | |
"-1,0": { type: 'plains', features: ['door_east'], name: "West Plains"}, | |
}; | |
const itemsData = { // Add 'name' for consistency | |
"Healing Potion": { name: "Healing Potion", type: "consumable", description: "Restores 10 HP.", hpRestore: 10, model: 'sphere_red' }, | |
"Key": { name: "Key", type: "quest", description: "A rusty key.", model: 'box_gold'}, | |
}; | |
const monstersData = { // Add 'name' | |
"goblin": { name: "Goblin", hp: 15, attack: 4, defense: 1, speed: 2.5, model: 'capsule_green', xp: 5 }, | |
}; | |
// --- Materials and Geometries (Defined once) --- | |
// Using basic wireframe materials for initial debugging | |
const debugMaterials = { | |
player: new THREE.MeshBasicMaterial({ color: 0x0077ff, wireframe: true }), | |
wall: new THREE.MeshBasicMaterial({ color: 0xff0000, wireframe: true }), | |
item: new THREE.MeshBasicMaterial({ color: 0x00ff00, wireframe: true }), | |
monster: new THREE.MeshBasicMaterial({ color: 0xff00ff, wireframe: true }), | |
projectile: new THREE.MeshBasicMaterial({ color: 0xffff00 }), // Keep projectiles solid | |
floor_default: new THREE.MeshBasicMaterial({ color: 0x555555, wireframe: true }), // Wireframe floor | |
}; | |
// Normal Materials (Use after debugging) | |
// const normalMaterials = { | |
// player: new THREE.MeshLambertMaterial({ color: 0x0077ff }), | |
// wall: new THREE.MeshLambertMaterial({ color: 0x888888 }), | |
// item_consumable: new THREE.MeshStandardMaterial({ color: 0xff0000, roughness: 0.6 }), | |
// item_quest: new THREE.MeshStandardMaterial({ color: 0xffd700, roughness: 0.4 }), | |
// monster_goblin: new THREE.MeshLambertMaterial({ color: 0x00ff00 }), | |
// floor_city: new THREE.MeshLambertMaterial({ color: 0xdeb887 }), | |
// floor_forest: new THREE.MeshLambertMaterial({ color: 0x228B22 }), | |
// // ... add all floor types | |
// floor_default: new THREE.MeshLambertMaterial({ color: 0xaaaaaa }) | |
// }; | |
const activeMaterials = debugMaterials; // Switch to normalMaterials when ready | |
const geometries = { // Keep geometries simple | |
floor: new THREE.PlaneGeometry(ROOM_SIZE, ROOM_SIZE), | |
wallNS: new THREE.BoxGeometry(ROOM_SIZE, WALL_HEIGHT, WALL_THICKNESS), | |
wallEW: new THREE.BoxGeometry(WALL_THICKNESS, WALL_HEIGHT, ROOM_SIZE), | |
playerCylinder: new THREE.CylinderGeometry(PLAYER_RADIUS, PLAYER_RADIUS, PLAYER_HEIGHT - (PLAYER_RADIUS * 2), 8), | |
playerSphere: new THREE.SphereGeometry(PLAYER_RADIUS, 8, 8), | |
playerNose: new THREE.ConeGeometry(PLAYER_RADIUS * 0.3, PLAYER_RADIUS * 0.5, 4), | |
monsterCapsuleBody: new THREE.CylinderGeometry(0.4, 0.4, 1.0, 8), | |
monsterCapsuleHead: new THREE.SphereGeometry(0.4, 8, 8), | |
itemSphere: new THREE.SphereGeometry(0.3, 8, 8), | |
itemBox: new THREE.BoxGeometry(0.4, 0.4, 0.4), | |
projectile: new THREE.SphereGeometry(PROJECTILE_RADIUS, 6, 6), | |
}; | |
// --- Initialization --- | |
function init() { | |
console.log("--- Initializing Game ---"); | |
// Reset state and clear arrays/maps | |
gameState = { inventory: [], stats: { hp: 30, maxHp: 30, strength: 7, wisdom: 5, courage: 6 }, monsters: [], items: [] }; | |
keysPressed = {}; | |
meshesToSync.length = 0; | |
projectiles.length = 0; | |
physicsBodies.clear(); // Clear the map | |
// Clear previous scene if restarting | |
if (scene) { | |
while (scene.children.length > 0) scene.remove(scene.children[0]); | |
} else { | |
scene = new THREE.Scene(); // Create scene only if it doesn't exist | |
} | |
scene.background = new THREE.Color(0x1a1a1a); | |
// Clear previous renderer if restarting | |
if (renderer) { | |
renderer.dispose(); | |
if (renderer.domElement.parentNode) { | |
renderer.domElement.parentNode.removeChild(renderer.domElement); | |
} | |
} | |
initThreeJS(); // Setup camera, renderer, lights | |
initPhysics(); // Setup world, materials | |
initPlayer(); // Setup player mesh + body | |
generateMap(); // Setup static map meshes + bodies | |
setupInputListeners(); | |
updateUI(); | |
addLog("Welcome! Move: QWEASDZXC, Jump: X, Attack: Space, Pickup: F", "info"); | |
console.log("--- Initialization Complete ---"); | |
if (animationFrameId) cancelAnimationFrame(animationFrameId); | |
gameLoopActive = true; | |
animate(); | |
} | |
function initThreeJS() { | |
console.log("Initializing Three.js..."); | |
const aspect = sceneContainer.clientWidth / sceneContainer.clientHeight; | |
camera = new THREE.PerspectiveCamera(60, aspect, 0.1, 1000); | |
// Set camera directly overhead looking down | |
camera.position.set(0, CAMERA_Y_OFFSET, 0); | |
camera.lookAt(0, 0, 0); // Look straight down at origin initially | |
camera.rotation.x = -Math.PI / 2; // Explicitly set rotation if lookAt isn't enough | |
renderer = new THREE.WebGLRenderer({ antialias: true }); | |
renderer.setSize(sceneContainer.clientWidth, sceneContainer.clientHeight); | |
renderer.shadowMap.enabled = true; | |
renderer.shadowMap.type = THREE.PCFSoftShadowMap; | |
sceneContainer.appendChild(renderer.domElement); | |
// Lighting | |
scene.add(new THREE.AmbientLight(0xffffff, 0.7)); // Brighter ambient for debug | |
const dirLight = new THREE.DirectionalLight(0xffffff, 1.0); | |
dirLight.position.set(10, 30, 20); // Angled light | |
dirLight.castShadow = true; | |
dirLight.shadow.mapSize.width = 1024; | |
dirLight.shadow.mapSize.height = 1024; | |
scene.add(dirLight); | |
// Axes Helper | |
axesHelper = new THREE.AxesHelper(ROOM_SIZE * 0.5); | |
axesHelper.position.set(0, 0.01, 0); | |
scene.add(axesHelper); | |
console.log("Three.js Initialized. Camera at:", camera.position); | |
window.addEventListener('resize', onWindowResize, false); | |
} | |
function initPhysics() { | |
console.log("Initializing Cannon-es..."); | |
world = new CANNON.World({ gravity: new CANNON.Vec3(0, -15, 0) }); | |
world.broadphase = new CANNON.SAPBroadphase(world); | |
world.allowSleep = true; | |
// Define materials | |
groundMaterial = new CANNON.Material("ground"); | |
playerMaterial = new CANNON.Material("player"); | |
wallMaterial = new CANNON.Material("wall"); | |
monsterMaterial = new CANNON.Material("monster"); | |
itemMaterial = new CANNON.Material("item"); // Not used for physics bodies anymore | |
// Ground physics body | |
const groundShape = new CANNON.Plane(); | |
const groundBody = new CANNON.Body({ mass: 0, material: groundMaterial }); | |
groundBody.addShape(groundShape); | |
groundBody.quaternion.setFromEuler(-Math.PI / 2, 0, 0); | |
world.addBody(groundBody); | |
physicsBodies.set(groundBody.id, groundBody); // Track it | |
// Contact Materials | |
const playerGround = new CANNON.ContactMaterial(playerMaterial, groundMaterial, { friction: 0.1, restitution: 0.1 }); // Low friction | |
const playerWall = new CANNON.ContactMaterial(playerMaterial, wallMaterial, { friction: 0.01, restitution: 0.1 }); // Very low friction vs walls | |
const monsterGround = new CANNON.ContactMaterial(monsterMaterial, groundMaterial, { friction: 0.4, restitution: 0.1 }); | |
const monsterWall = new CANNON.ContactMaterial(monsterMaterial, wallMaterial, { friction: 0.1, restitution: 0.2 }); | |
world.addContactMaterial(playerGround); | |
world.addContactMaterial(playerWall); | |
world.addContactMaterial(monsterGround); | |
world.addContactMaterial(monsterWall); | |
console.log("Physics World Initialized."); | |
// Optional: Physics Debugger Init | |
// try { cannonDebugger = new CannonDebugger(scene, world, { color: 0x00ff00 }); console.log("Debugger Init."); } | |
// catch (e) { console.error("Failed CannonDebugger.", e); } | |
} | |
// --- Primitive Assembly Functions --- | |
function createPlayerMesh() { | |
const group = new THREE.Group(); | |
const bodyMat = activeMaterials.player; // Use active material set | |
const body = new THREE.Mesh(geometries.playerCylinder, bodyMat); | |
body.position.y = PLAYER_RADIUS; body.castShadow = true; | |
const head = new THREE.Mesh(geometries.playerSphere, bodyMat); | |
head.position.y = PLAYER_HEIGHT - PLAYER_RADIUS; head.castShadow = true; | |
group.add(body); group.add(head); | |
const nose = new THREE.Mesh(geometries.playerNose, new THREE.MeshBasicMaterial({ color: 0xffff00 })); // Nose always bright yellow | |
nose.position.set(0, PLAYER_HEIGHT * 0.6, PLAYER_RADIUS); // Point forward +Z | |
// No rotation needed if pointing +Z | |
group.add(nose); | |
// Important: Set group's origin to the intended base/center of the physics body | |
group.position.set(0, 0, 0); // Position will be controlled by sync | |
return group; | |
} | |
function createSimpleMonsterMesh(modelType = 'capsule_green') { | |
const group = new THREE.Group(); | |
const mat = activeMaterials.monster; // Use active debug/normal material | |
if (modelType === 'capsule_green') { | |
const body = new THREE.Mesh(geometries.monsterCapsuleBody, mat); | |
const head = new THREE.Mesh(geometries.monsterCapsuleHead, mat); | |
body.position.y = 0.5; head.position.y = 1.0 + 0.4; | |
group.add(body); group.add(head); | |
} else { /* Add other monster types if needed */ } | |
group.traverse(child => { if (child.isMesh) child.castShadow = true; }); | |
group.position.set(0, 0, 0); // Position set by sync | |
return group; | |
} | |
function createSimpleItemMesh(modelType = 'sphere_red') { | |
let geom; | |
const mat = activeMaterials.item; // Use active debug/normal material | |
if(modelType === 'sphere_red') geom = geometries.itemSphere; | |
else if (modelType === 'box_gold') geom = geometries.itemBox; | |
else geom = geometries.itemSphere; // Default | |
const mesh = new THREE.Mesh(geom, mat); | |
mesh.position.y = PLAYER_RADIUS; // Default height | |
mesh.castShadow = true; | |
return mesh; | |
} | |
function createProjectileMesh() { | |
const mat = activeMaterials.projectile; // Use active material | |
const mesh = new THREE.Mesh(geometries.projectile, mat); | |
return mesh; | |
} | |
// --- Player Setup --- | |
function initPlayer() { | |
console.log("Initializing Player..."); | |
// Visual Mesh | |
playerMesh = createPlayerMesh(); | |
// Set initial position high to avoid spawning inside floor | |
playerMesh.position.set(0, PLAYER_HEIGHT + 1, 0); | |
scene.add(playerMesh); | |
console.log("Player mesh added to scene at initial pos:", playerMesh.position); | |
// Physics Body - Start at center of 0,0 cell, slightly above ground | |
const startX = 0; | |
const startZ = 0; | |
const startY = PLAYER_HEIGHT * 1.5; // Start higher | |
const playerShape = new CANNON.Sphere(PLAYER_RADIUS); | |
playerBody = new CANNON.Body({ | |
mass: 70, | |
shape: playerShape, | |
position: new CANNON.Vec3(startX, startY, startZ), | |
linearDamping: 0.95, | |
angularDamping: 1.0, // Completely prevent angular rotation from physics | |
material: playerMaterial // Use defined material | |
}); | |
playerBody.allowSleep = false; | |
playerBody.addEventListener("collide", handlePlayerCollision); | |
world.addBody(playerBody); | |
physicsBodies.set(playerBody.id, playerBody); // Track body using Map | |
console.log(`Player physics body added at ${startX}, ${startY}, ${startZ}`); | |
// Add to sync list | |
meshesToSync.push({ mesh: playerMesh, body: playerBody }); | |
console.log("Player added to sync list."); | |
} | |
// --- Map Generation --- | |
function generateMap() { | |
console.log("Generating Map..."); | |
const wallPhysicsMaterial = world.materials.find(m => m.name === "wall"); | |
const groundPhysicsMaterial = world.materials.find(m => m.name === "ground"); | |
// DEBUG: Only generate the starting cell "0,0" | |
const startCoord = "0,0"; | |
const data = gameData[startCoord]; | |
if (!data) { | |
console.error("CRITICAL: No gameData found for starting cell '0,0'!"); | |
return; | |
} | |
const x = 0; | |
const z = 0; | |
const type = data.type || 'default'; | |
console.log(`Generating START cell: ${startCoord} (Type: ${type})`); | |
// Create Floor Mesh | |
const floorMat = activeMaterials[`floor_${type}`] || activeMaterials.floor_default; // Use debug mats | |
const floorMesh = new THREE.Mesh(geometries.floor, floorMat); | |
floorMesh.rotation.x = -Math.PI / 2; | |
floorMesh.position.set(x * ROOM_SIZE, 0, z * ROOM_SIZE); | |
floorMesh.receiveShadow = true; // Floors should receive shadows | |
scene.add(floorMesh); | |
console.log(`Added floor at ${x},${z}`); | |
// Create Walls (Visual + Physics) for the single cell | |
const features = data.features || []; | |
const wallDefs = [ | |
['north', geometries.wallNS, 0, -0.5], ['south', geometries.wallNS, 0, 0.5], | |
['east', geometries.wallEW, 0.5, 0], ['west', geometries.wallEW, -0.5, 0], | |
]; | |
wallDefs.forEach(([dir, geom, xOff, zOff]) => { | |
const doorFeature = `door_${dir}`; const pathFeature = `path_${dir}`; | |
if (!features.includes(doorFeature) && !features.includes(pathFeature)) { | |
const wallX = x * ROOM_SIZE + xOff * ROOM_SIZE; | |
const wallZ = z * ROOM_SIZE + zOff * ROOM_SIZE; | |
const wallY = WALL_HEIGHT / 2; | |
// Visual Wall (DEBUG) | |
const wallMesh = new THREE.Mesh(geom, activeMaterials.wall); // Use debug wall mat | |
wallMesh.position.set(wallX, wallY, wallZ); | |
wallMesh.castShadow = true; wallMesh.receiveShadow = true; | |
scene.add(wallMesh); | |
// Physics Wall | |
const wallShape = new CANNON.Box(new CANNON.Vec3(geom.parameters.width / 2, geom.parameters.height / 2, geom.parameters.depth / 2)); | |
const wallBody = new CANNON.Body({ mass: 0, shape: wallShape, position: new CANNON.Vec3(wallX, wallY, wallZ), material: wallPhysicsMaterial }); | |
world.addBody(wallBody); | |
physicsBodies.set(wallBody.id, wallBody); // Track it | |
// console.log(`Added ${dir} wall for cell ${x},${z}`); | |
} else { | |
console.log(`Skipping ${dir} wall for cell ${x},${z} due to feature.`); | |
} | |
}); | |
// Spawn Items & Monsters based on features for the single cell | |
features.forEach(feature => { | |
if (feature.startsWith('item_')) { | |
const itemName = feature.substring(5).replace(/_/g, ' '); | |
if (itemsData[itemName]) spawnItem(itemName, x, z); | |
else console.warn(`Item feature found but no data for: ${itemName}`); | |
} else if (feature.startsWith('monster_')) { | |
const monsterType = feature.substring(8); | |
if (monstersData[monsterType]) spawnMonster(monsterType, x, z); | |
else console.warn(`Monster feature found but no data for: ${monsterType}`); | |
} | |
}); | |
console.log("Map Generation Complete (Debug Mode - Single Cell)."); | |
} | |
// --- Item/Monster Spawning (Simplified for Pickup 'F') --- | |
function spawnItem(itemName, gridX, gridZ) { | |
const itemData = itemsData[itemName]; | |
if (!itemData) return; | |
const x = gridX * ROOM_SIZE + (Math.random() - 0.5) * (ROOM_SIZE * 0.4); | |
const z = gridZ * ROOM_SIZE + (Math.random() - 0.5) * (ROOM_SIZE * 0.4); | |
const y = PLAYER_RADIUS; // Item height | |
// Use DEBUG material | |
const mesh = createSimpleItemMesh(itemData.model); // Use debug mat via create func | |
if (!mesh) return; // Safety check | |
mesh.position.set(x, y, z); | |
mesh.userData = { type: 'item', name: itemName }; // Store data on mesh | |
mesh.castShadow = true; | |
scene.add(mesh); | |
// Store item in game state WITHOUT physics body | |
gameState.items.push({ | |
id: mesh.uuid, // Use mesh UUID as item ID | |
name: itemName, | |
mesh: mesh, | |
position: mesh.position // Store position for proximity check | |
}); | |
console.log(`Spawned item ${itemName} at ${x.toFixed(1)}, ${y.toFixed(1)}, ${z.toFixed(1)} (visual only)`); | |
} | |
function spawnMonster(monsterType, gridX, gridZ) { | |
const monsterData = monstersData[monsterType]; | |
if (!monsterData) return; | |
const x = gridX * ROOM_SIZE + (Math.random() - 0.5) * (ROOM_SIZE * 0.4); | |
const z = gridZ * ROOM_SIZE + (Math.random() - 0.5) * (ROOM_SIZE * 0.4); | |
const y = PLAYER_HEIGHT; // Start higher | |
// Use DEBUG material | |
const mesh = createSimpleMonsterMesh(monsterData.model); // Uses debug mat via create func | |
if (!mesh) return; // Safety check | |
mesh.position.set(x, y, z); // Initial visual position | |
mesh.userData = { type: 'monster', monsterType: monsterType }; | |
scene.add(mesh); | |
// Physics Body | |
const shape = new CANNON.Sphere(PLAYER_RADIUS * 0.8); | |
const body = new CANNON.Body({ | |
mass: 10, shape: shape, position: new CANNON.Vec3(x, y, z), | |
linearDamping: 0.8, angularDamping: 0.9, | |
material: world.materials.find(m => m.name === "monster") || new CANNON.Material("monster") | |
}); | |
body.allowSleep = true; | |
// Store reference to mesh and HP on body's userData | |
body.userData = { type: 'monster', monsterType: monsterType, mesh: mesh, hp: monsterData.hp }; | |
world.addBody(body); | |
gameState.monsters.push({ id: body.id, type: monsterType, hp: monsterData.hp, body: body, mesh: mesh }); | |
meshesToSync.push({ mesh: mesh, body: body }); | |
physicsBodies.set(body.id, body); // Use map for tracking | |
console.log(`Spawned monster ${monsterType} at ${x.toFixed(1)}, ${y.toFixed(1)}, ${z.toFixed(1)}`); | |
} | |
// --- Input Handling (QWEASDZXC + Jump 'X' + F + Space) --- | |
function setupInputListeners() { /* ... same ... */ | |
console.log("Setting up input listeners."); | |
window.addEventListener('keydown', (event) => { keysPressed[event.key.toLowerCase()] = true; keysPressed[event.code] = true; if (['space', 'arrowup', 'arrowdown', 'arrowleft', 'arrowright', 'keyx', 'keyf'].includes(event.code.toLowerCase())) { event.preventDefault(); }}); | |
window.addEventListener('keyup', (event) => { keysPressed[event.key.toLowerCase()] = false; keysPressed[event.code] = false; }); | |
} | |
function handleInput(deltaTime) { | |
if (!playerBody) return; | |
const moveSpeed = PLAYER_SPEED; | |
// Correct forward/backward/strafe directions relative to world axes | |
// Assume +Z is SOUTH, -Z is NORTH | |
// Assume +X is EAST, -X is WEST | |
let forceX = 0; | |
let forceZ = 0; | |
// Forward (-Z) / Backward (+Z) | |
if (keysPressed['w']) forceZ -= 1; // W = North = -Z | |
if (keysPressed['s']) forceZ += 1; // S = South = +Z | |
// Strafe Left (-X) / Right (+X) | |
if (keysPressed['a']) forceX -= 1; // A = West = -X | |
if (keysPressed['d']) forceX += 1; // D = East = +X | |
// Diagonals - combine basic directions | |
if (keysPressed['q']) { forceZ -= 0.707; forceX -= 0.707; } // Q = NW | |
if (keysPressed['e']) { forceZ -= 0.707; forceX += 0.707; } // E = NE | |
if (keysPressed['z']) { forceZ += 0.707; forceX -= 0.707; } // Z = SW | |
if (keysPressed['c']) { forceZ += 0.707; forceX += 0.707; } // C = SE | |
// --- Calculate final velocity vector --- | |
// We set velocity directly for more responsive control than forces | |
const targetVelocity = new CANNON.Vec3(0, playerBody.velocity.y, 0); // Preserve Y velocity | |
if (forceX !== 0 || forceZ !== 0) { | |
const moveVec = new THREE.Vector2(forceX, forceZ); | |
if (moveVec.lengthSq() > 1.0) { // Normalize only if combined magnitude > 1 | |
moveVec.normalize(); | |
} | |
targetVelocity.x = moveVec.x * moveSpeed; | |
targetVelocity.z = moveVec.y * moveSpeed; | |
// --- Rotation --- | |
// Rotate player mesh to face movement direction | |
// Calculate angle from positive Z axis (adjust if your model faces differently) | |
const angle = Math.atan2(targetVelocity.x, targetVelocity.z); | |
const targetQuaternion = new THREE.Quaternion().setFromAxisAngle(new THREE.Vector3(0, 1, 0), angle); | |
// Slerp for smooth rotation | |
playerMesh.quaternion.slerp(targetQuaternion, 0.15); // Adjust 0.15 for responsiveness | |
} else { | |
// No movement keys pressed - rely on linear damping to stop | |
// Or force stop X/Z velocity: | |
targetVelocity.x = 0; | |
targetVelocity.z = 0; | |
} | |
playerBody.velocity.x = targetVelocity.x; | |
playerBody.velocity.z = targetVelocity.z; | |
// Y velocity is controlled by gravity + jump impulse | |
// --- Jump (X) --- | |
if (keysPressed['x'] || keysPressed['keyx']) { // Check code too | |
// !! Basic jump - Needs ground check via raycast or contact materials !! | |
// Add a simple cooldown or only allow if Y velocity is low | |
if (Math.abs(playerBody.velocity.y) < 0.5) { // Crude check if mostly grounded | |
console.log("JUMP!"); | |
addLog("Jump!", "info"); | |
// Apply impulse upwards | |
playerBody.applyImpulse(new CANNON.Vec3(0, PLAYER_JUMP_IMPULSE, 0), playerBody.position); | |
} | |
keysPressed['x'] = false; keysPressed['keyx'] = false; // Consume jump input | |
} | |
// --- Pickup (F) --- | |
if (keysPressed['f'] || keysPressed['keyf']) { | |
pickupNearbyItem(); | |
keysPressed['f'] = false; keysPressed['keyf'] = false; // Consume pickup input | |
} | |
// --- Fire (Space) --- | |
if (keysPressed['space']) { | |
fireProjectile(); | |
keysPressed['space'] = false; // Consume fire input | |
} | |
} | |
// --- Interaction Logic --- | |
function pickupNearbyItem() { | |
if (!playerBody) return; | |
const playerPos = playerBody.position; | |
let pickedUp = false; | |
let closestItemIndex = -1; | |
let minDistanceSq = PICKUP_RADIUS_SQ; // Use squared distance | |
// Find the closest item within radius | |
for (let i = 0; i < gameState.items.length; i++) { | |
const item = gameState.items[i]; | |
const distanceSq = playerPos.distanceSquared(item.position); | |
if (distanceSq < minDistanceSq) { | |
minDistanceSq = distanceSq; | |
closestItemIndex = i; | |
} | |
} | |
// Pick up the closest item if found | |
if (closestItemIndex > -1) { | |
const item = gameState.items[closestItemIndex]; | |
if (!gameState.inventory.includes(item.name)) { | |
gameState.inventory.push(item.name); | |
addLog(`Picked up ${item.name}!`, "pickup"); | |
updateInventoryDisplay(); | |
// Remove item visually and from state | |
if(item.mesh.parent) scene.remove(item.mesh); | |
gameState.items.splice(closestItemIndex, 1); | |
pickedUp = true; | |
} else { | |
addLog(`Already have ${item.name}.`, "info"); | |
} | |
} | |
if (!pickedUp) { | |
addLog("Nothing nearby to pick up.", "info"); | |
} | |
} | |
// --- Combat (Projectile logic remains similar) --- | |
function fireProjectile() { | |
if (!playerBody || !playerMesh) return; | |
addLog("Pew!", "combat"); | |
const projectileMesh = createProjectileMesh(); | |
const projectileShape = new CANNON.Sphere(PROJECTILE_RADIUS); | |
const projectileBody = new CANNON.Body({ mass: 0.1, shape: projectileShape, linearDamping: 0.01, angularDamping: 0.01 }); | |
projectileBody.addEventListener("collide", handleProjectileCollision); | |
// Calculate start position and velocity based on player's *current* rotation | |
const offsetDistance = PLAYER_RADIUS + PROJECTILE_RADIUS + 0.1; | |
const direction = new THREE.Vector3(0, 0, 1); // Base direction +Z | |
direction.applyQuaternion(playerMesh.quaternion); // Rotate based on player mesh | |
const startPos = new CANNON.Vec3().copy(playerBody.position).vadd( | |
new CANNON.Vec3(direction.x, 0, direction.z).scale(offsetDistance) // Offset horizontally | |
); | |
// Adjust start Y based on player body center + visual model height | |
startPos.y = playerBody.position.y; // Fire from player center height | |
projectileBody.position.copy(startPos); | |
projectileMesh.position.copy(startPos); | |
// Velocity in player facing direction | |
projectileBody.velocity = new CANNON.Vec3(direction.x, 0, direction.z).scale(PROJECTILE_SPEED); | |
scene.add(projectileMesh); | |
world.addBody(projectileBody); | |
const projectileData = { mesh: projectileMesh, body: projectileBody, lifetime: 2.0 }; // Shorter lifetime | |
meshesToSync.push(projectileData); | |
projectiles.push(projectileData); | |
physicsBodies.set(projectileBody.id, projectileBody); // Track | |
projectileBody.userData = { type: 'projectile', data: projectileData }; | |
projectileMesh.userData = { type: 'projectile', data: projectileData }; // No body ref needed on mesh | |
} | |
// --- Collision Handling --- | |
function handlePlayerCollision(event) { | |
const otherBody = event.body; | |
if (!otherBody || !otherBody.userData || !playerBody) return; | |
// Player <-> Monster (Example: Simple damage, could add knockback) | |
if (otherBody.userData.type === 'monster') { | |
// Check for cooldown before applying damage again? | |
console.log("Player collided with monster", otherBody.id); | |
// gameState.stats.hp -= 1; | |
// addLog(`Hit by ${otherBody.userData.monsterType || 'monster'}! HP: ${gameState.stats.hp}`, "combat"); | |
// updateStatsDisplay(); | |
// if (gameState.stats.hp <= 0) { gameOver("Defeated by a monster!"); } | |
// Apply small impulse away from monster | |
const impulse = playerBody.position.vsub(otherBody.position).unit().scale(20); // Knockback force | |
playerBody.applyImpulse(impulse, playerBody.position); | |
} | |
// Player <-> Wall (Handled by physics engine) | |
// Player <-> Item (Handled by 'F' key) | |
} | |
function handleProjectileCollision(event) { | |
const projectileBody = event.target; | |
const otherBody = event.body; | |
if (!projectileBody?.userData || !otherBody?.userData) return; // Null checks | |
const projectileData = projectileBody.userData.data; | |
let shouldRemoveProjectile = true; // Assume removal unless hitting player | |
if (otherBody.userData.type === 'monster') { | |
const monsterId = otherBody.id; | |
const monsterIndex = gameState.monsters.findIndex(m => m.id === monsterId); | |
if (monsterIndex > -1) { | |
const monster = gameState.monsters[monsterIndex]; | |
const damage = gameState.stats.strength + Math.floor(Math.random() * 3); // Add randomness | |
monster.hp -= damage; | |
otherBody.userData.hp = monster.hp; | |
addLog(`Hit ${otherBody.userData.monsterType} for ${damage} damage! (HP: ${monster.hp})`, "combat"); | |
// Apply impulse to monster | |
const impulseDir = projectileBody.velocity.unit(); | |
otherBody.applyImpulse(impulseDir.scale(damage * 5), projectileBody.position); // Knockback scales with damage | |
if (monster.hp <= 0) { | |
addLog(`Defeated ${otherBody.userData.monsterType}!`, "info"); | |
// Safely remove monster after physics step using setTimeout | |
setTimeout(() => { | |
if(monster.mesh.parent) scene.remove(monster.mesh); | |
if(world.bodies.includes(monster.body)) world.removeBody(monster.body); | |
meshesToSync = meshesToSync.filter(sync => sync.body.id !== monster.body.id); | |
physicsBodies.delete(monster.body.id); | |
gameState.monsters = gameState.monsters.filter(m => m.id !== monsterId); | |
}, 0); | |
} | |
} | |
} else if (otherBody === playerBody) { | |
shouldRemoveProjectile = false; // Don't destroy projectile if it hits the player who fired it | |
console.log("Projectile hit player - ignored"); | |
} else if (otherBody.mass === 0) { | |
// Hit a static object like a wall | |
console.log("Projectile hit wall/static"); | |
// Optional: Add impact effect | |
} | |
if (shouldRemoveProjectile) { | |
// Schedule removal might be safer than immediate | |
setTimeout(() => removeProjectile(projectileData), 0); | |
} | |
} | |
function removeProjectile(projectileData) { | |
if (!projectileData) return; | |
const index = projectiles.indexOf(projectileData); | |
if (index === -1) return; | |
if (projectileData.mesh?.parent) scene.remove(projectileData.mesh); | |
if (projectileData.body && world.bodies.includes(projectileData.body)) world.removeBody(projectileData.body); | |
meshesToSync = meshesToSync.filter(sync => sync.body?.id !== projectileData.body?.id); | |
if (projectileData.body) physicsBodies.delete(projectileData.body.id); | |
projectiles.splice(index, 1); | |
} | |
// --- Monster AI --- | |
function updateMonsters(deltaTime) { | |
const agroRangeSq = (ROOM_SIZE * 2) ** 2; // Increased range | |
if(!playerBody) return; | |
gameState.monsters.forEach(monster => { | |
if (!monster || !monster.body || monster.hp <= 0) return; // Skip dead or removed monsters | |
const monsterPos = monster.body.position; | |
const playerPos = playerBody.position; | |
const distanceSq = playerPos.distanceSquared(monsterPos); | |
if (distanceSq < agroRangeSq) { // If player is close | |
const direction = playerPos.vsub(monsterPos); | |
direction.y = 0; // Ignore height difference for movement plan | |
if (distanceSq > (PLAYER_RADIUS * 2)**2 && direction.lengthSquared() > 0.1) { // If not too close and direction is valid | |
direction.normalize(); | |
const monsterData = monstersData[monster.type]; | |
const speed = monsterData?.speed || 1; | |
// Apply velocity for chasing | |
monster.body.velocity.x = direction.x * speed; | |
monster.body.velocity.z = direction.z * speed; | |
// Rotation | |
const angle = Math.atan2(direction.x, direction.z); | |
const targetQuaternion = new THREE.Quaternion().setFromAxisAngle(new THREE.Vector3(0, 1, 0), angle); | |
monster.mesh.quaternion.slerp(targetQuaternion, 0.1); | |
} else { // Too close or direction invalid, stop horizontal movement | |
monster.body.velocity.x = 0; | |
monster.body.velocity.z = 0; | |
// TODO: Add attack logic here if close enough | |
} | |
} else { // Player too far, stop moving | |
monster.body.velocity.x = 0; | |
monster.body.velocity.z = 0; | |
} | |
// Wake up body if needed (should be awake if chasing) | |
if(monster.body.sleepState === CANNON.Body.SLEEPING) monster.body.wakeUp(); | |
}); | |
} | |
// --- UI Update Functions --- | |
function updateUI() { updateStatsDisplay(); updateInventoryDisplay(); } | |
function updateStatsDisplay() { /* ... same ... */ | |
let statsHTML = ''; statsHTML += `<span>HP: ${gameState.stats.hp}/${gameState.stats.maxHp}</span>`; statsHTML += `<span>Str: ${gameState.stats.strength}</span>`; statsHTML += `<span>Wis: ${gameState.stats.wisdom}</span>`; statsHTML += `<span>Cor: ${gameState.stats.courage}</span>`; statsElement.innerHTML = statsHTML; | |
} | |
function updateInventoryDisplay() { /* ... same ... */ | |
let inventoryHTML = ''; if (gameState.inventory.length === 0) { inventoryHTML += '<em>Empty</em>'; } else { gameState.inventory.forEach(item => { const itemInfo = itemsData[item] || { type: 'unknown', description: '???' }; const itemClass = `item-${itemInfo.type || 'unknown'}`; inventoryHTML += `<span class="${itemClass}" title="${itemInfo.description}">${item}</span>`; }); } inventoryElement.innerHTML = inventoryHTML; | |
} | |
function addLog(message, type = "info") { /* ... same ... */ | |
const p = document.createElement('p'); p.classList.add(type); p.textContent = `[${new Date().toLocaleTimeString([], { hour12: false, hour: '2-digit', minute: '2-digit', second: '2-digit' })}] ${message}`; logElement.appendChild(p); logElement.scrollTop = logElement.scrollHeight; | |
} | |
// --- Game Over --- | |
function gameOver(reason) { /* ... same ... */ | |
addLog(`GAME OVER: ${reason}`, "error"); console.log("Game Over:", reason); | |
gameLoopActive = false; // Stop the game loop | |
const restartButton = document.createElement('button'); restartButton.textContent = "RESTART GAME"; restartButton.style.cssText = `position: absolute; top: 50%; left: 50%; transform: translate(-50%, -50%); padding: 20px 40px; font-size: 2em; cursor: pointer; z-index: 1000; background-color: #ffc107; border: none; border-radius: 5px; color: #333; font-family: 'Courier New', monospace;`; | |
restartButton.onclick = () => { if (restartButton.parentNode) restartButton.parentNode.removeChild(restartButton); init(); }; // Re-initialize | |
sceneContainer.appendChild(restartButton); | |
} | |
// --- Main Game Loop --- | |
let lastTimestamp = 0; | |
function animate(timestamp) { | |
if (!gameLoopActive) return; | |
animationFrameId = requestAnimationFrame(animate); | |
const deltaTime = (timestamp - lastTimestamp) * 0.001; | |
lastTimestamp = timestamp; | |
const dtClamped = Math.min(deltaTime, 1 / 20); // Clamp delta time (max 20 FPS step) | |
if (!world || !playerBody || !scene || !camera || !renderer) { | |
console.error("Core component missing, stopping loop."); | |
gameLoopActive = false; | |
return; | |
} | |
// 1. Input | |
handleInput(dtClamped); | |
// 2. AI | |
updateMonsters(dtClamped); | |
// 3. Physics Step | |
try { world.step(dtClamped); } | |
catch (e) { console.error("Physics step error:", e); gameLoopActive = false; return; } // Stop loop on error | |
// 4. Projectiles Update | |
for (let i = projectiles.length - 1; i >= 0; i--) { | |
const p = projectiles[i]; | |
if (p) { p.lifetime -= dtClamped; if (p.lifetime <= 0) removeProjectile(p); } | |
} | |
// 5. Sync Visuals | |
meshesToSync.forEach(item => { | |
if (item?.body && item?.mesh && item.mesh.parent) { // Check existence | |
item.mesh.position.copy(item.body.position); | |
item.mesh.quaternion.copy(item.body.quaternion); | |
} | |
}); | |
// 6. Update Camera | |
if (playerBody && camera) { | |
const targetCameraPos = new THREE.Vector3( | |
playerBody.position.x, | |
CAMERA_Y_OFFSET, | |
playerBody.position.z // Look straight down from above player | |
); | |
camera.position.lerp(targetCameraPos, 0.1); // Smooth follow | |
// Camera already looking down due to initial setup / rotation | |
// camera.lookAt(playerBody.position.x, 0, playerBody.position.z); // Keep looking at player's feet | |
} | |
// 7. Physics Debugger (Optional) | |
// if (cannonDebugger) cannonDebugger.update(); | |
// 8. Render | |
renderer.render(scene, camera); | |
} | |
// --- Window Resize --- | |
function onWindowResize() { | |
if (!renderer || !camera) return; | |
const width = sceneContainer.clientWidth; | |
const height = sceneContainer.clientHeight; | |
camera.aspect = width / height; | |
camera.updateProjectionMatrix(); | |
renderer.setSize(width, height); | |
console.log("Resized"); | |
} | |
// --- Start Game --- | |
init(); |