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Update index.html
Browse files- index.html +538 -808
index.html
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const PLAYER_RADIUS = 0.5;
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const PLAYER_HEIGHT = 1.8; // Visual height
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const PLAYER_JUMP_IMPULSE = 7; // Impulse force for jump
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const PROJECTILE_SPEED = 15;
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const PROJECTILE_RADIUS = 0.2;
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const PICKUP_RADIUS = 1.5;
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const PICKUP_RADIUS_SQ = PICKUP_RADIUS * PICKUP_RADIUS; // Use squared distance
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// --- Three.js Setup ---
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let scene, camera, renderer;
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let playerMesh;
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const meshesToSync = []; // Holds { mesh: THREE.Mesh, body: CANNON.Body }
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const projectiles = []; // Holds { mesh, body, lifetime }
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let axesHelper;
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// --- Physics Setup ---
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let world;
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let playerBody;
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const physicsBodies = new Map(); // Use Map<id, CANNON.Body> for easier removal
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let groundMaterial, playerMaterial, wallMaterial, monsterMaterial, itemMaterial; // Physics materials
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let cannonDebugger = null;
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// --- Game State ---
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let gameState = {};
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const keysPressed = {};
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let gameLoopActive = false;
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let animationFrameId = null;
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let selectedTool = null; // For building tools later
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// --- Game Data (Ensure starting point 0,0 exists!) ---
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const gameData = {
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// Structure: "x,y": { type, features?, items?, monsters?, name? }
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"0,0": { type: 'city', features: ['door_north', 'item_Key'], name: "City Square"},
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"0,1": { type: 'forest', features: ['path_north', 'door_south', 'item_Healing_Potion'], name: "Forest Entrance" },
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"0,2": { type: 'forest', features: ['path_south', 'monster_goblin'], name: "Deep Forest"},
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"1,1": { type: 'forest', features: ['river', 'path_west'], name: "River Bend" },
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"-1,1": { type: 'ruins', features: ['path_east'], name: "Old Ruins"},
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"1,0": { type: 'plains', features: ['door_west'], name: "East Plains"},
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"-1,0": { type: 'plains', features: ['door_east'], name: "West Plains"},
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};
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const itemsData = { // Add 'name' for consistency
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"Healing Potion": { name: "Healing Potion", type: "consumable", description: "Restores 10 HP.", hpRestore: 10, model: 'sphere_red' },
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"Key": { name: "Key", type: "quest", description: "A rusty key.", model: 'box_gold'},
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};
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const monstersData = { // Add 'name'
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"goblin": { name: "Goblin", hp: 15, attack: 4, defense: 1, speed: 2.5, model: 'capsule_green', xp: 5 },
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};
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// --- Materials and Geometries (Defined once) ---
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// Using basic wireframe materials for initial debugging
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const debugMaterials = {
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player: new THREE.MeshBasicMaterial({ color: 0x0077ff, wireframe: true }),
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wall: new THREE.MeshBasicMaterial({ color: 0xff0000, wireframe: true }),
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item: new THREE.MeshBasicMaterial({ color: 0x00ff00, wireframe: true }),
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monster: new THREE.MeshBasicMaterial({ color: 0xff00ff, wireframe: true }),
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projectile: new THREE.MeshBasicMaterial({ color: 0xffff00 }), // Keep projectiles solid
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floor_default: new THREE.MeshBasicMaterial({ color: 0x555555, wireframe: true }), // Wireframe floor
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};
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// Normal Materials (Use after debugging)
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// const normalMaterials = {
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// player: new THREE.MeshLambertMaterial({ color: 0x0077ff }),
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// wall: new THREE.MeshLambertMaterial({ color: 0x888888 }),
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// item_consumable: new THREE.MeshStandardMaterial({ color: 0xff0000, roughness: 0.6 }),
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// item_quest: new THREE.MeshStandardMaterial({ color: 0xffd700, roughness: 0.4 }),
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// monster_goblin: new THREE.MeshLambertMaterial({ color: 0x00ff00 }),
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// floor_city: new THREE.MeshLambertMaterial({ color: 0xdeb887 }),
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// floor_forest: new THREE.MeshLambertMaterial({ color: 0x228B22 }),
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// // ... add all floor types
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// floor_default: new THREE.MeshLambertMaterial({ color: 0xaaaaaa })
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// };
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const activeMaterials = debugMaterials; // Switch to normalMaterials when ready
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const geometries = { // Keep geometries simple
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floor: new THREE.PlaneGeometry(ROOM_SIZE, ROOM_SIZE),
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wallNS: new THREE.BoxGeometry(ROOM_SIZE, WALL_HEIGHT, WALL_THICKNESS),
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wallEW: new THREE.BoxGeometry(WALL_THICKNESS, WALL_HEIGHT, ROOM_SIZE),
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playerCylinder: new THREE.CylinderGeometry(PLAYER_RADIUS, PLAYER_RADIUS, PLAYER_HEIGHT - (PLAYER_RADIUS * 2), 8),
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playerSphere: new THREE.SphereGeometry(PLAYER_RADIUS, 8, 8),
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playerNose: new THREE.ConeGeometry(PLAYER_RADIUS * 0.3, PLAYER_RADIUS * 0.5, 4),
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monsterCapsuleBody: new THREE.CylinderGeometry(0.4, 0.4, 1.0, 8),
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monsterCapsuleHead: new THREE.SphereGeometry(0.4, 8, 8),
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itemSphere: new THREE.SphereGeometry(0.3, 8, 8),
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itemBox: new THREE.BoxGeometry(0.4, 0.4, 0.4),
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projectile: new THREE.SphereGeometry(PROJECTILE_RADIUS, 6, 6),
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};
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// --- Initialization ---
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function init() {
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console.log("--- Initializing Game ---");
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// Reset state and clear arrays/maps
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gameState = { inventory: [], stats: { hp: 30, maxHp: 30, strength: 7, wisdom: 5, courage: 6 }, monsters: [], items: [] };
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keysPressed = {};
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meshesToSync.length = 0;
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projectiles.length = 0;
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physicsBodies.clear(); // Clear the map
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// Clear previous scene if restarting
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if (scene) {
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while (scene.children.length > 0) scene.remove(scene.children[0]);
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} else {
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scene = new THREE.Scene(); // Create scene only if it doesn't exist
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}
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scene.background = new THREE.Color(0x1a1a1a);
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// Clear previous renderer if restarting
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if (renderer) {
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renderer.dispose();
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if (renderer.domElement.parentNode) {
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renderer.domElement.parentNode.removeChild(renderer.domElement);
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}
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// --- Primitive Assembly Functions ---
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function createPlayerMesh() {
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const group = new THREE.Group();
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const bodyMat = activeMaterials.player; // Use active material set
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const body = new THREE.Mesh(geometries.playerCylinder, bodyMat);
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body.position.y = PLAYER_RADIUS; body.castShadow = true;
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const head = new THREE.Mesh(geometries.playerSphere, bodyMat);
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head.position.y = PLAYER_HEIGHT - PLAYER_RADIUS; head.castShadow = true;
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group.add(body); group.add(head);
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const nose = new THREE.Mesh(geometries.playerNose, new THREE.MeshBasicMaterial({ color: 0xffff00 })); // Nose always bright yellow
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nose.position.set(0, PLAYER_HEIGHT * 0.6, PLAYER_RADIUS); // Point forward +Z
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// No rotation needed if pointing +Z
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group.add(nose);
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// Important: Set group's origin to the intended base/center of the physics body
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group.position.set(0, 0, 0); // Position will be controlled by sync
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return group;
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}
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function createSimpleMonsterMesh(modelType = 'capsule_green') {
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const group = new THREE.Group();
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const mat = activeMaterials.monster; // Use active debug/normal material
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if (modelType === 'capsule_green') {
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const body = new THREE.Mesh(geometries.monsterCapsuleBody, mat);
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const head = new THREE.Mesh(geometries.monsterCapsuleHead, mat);
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body.position.y = 0.5; head.position.y = 1.0 + 0.4;
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group.add(body); group.add(head);
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} else { /* Add other monster types if needed */ }
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group.traverse(child => { if (child.isMesh) child.castShadow = true; });
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group.position.set(0, 0, 0); // Position set by sync
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return group;
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}
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function createSimpleItemMesh(modelType = 'sphere_red') {
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let geom;
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const mat = activeMaterials.item; // Use active debug/normal material
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if(modelType === 'sphere_red') geom = geometries.itemSphere;
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else if (modelType === 'box_gold') geom = geometries.itemBox;
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else geom = geometries.itemSphere; // Default
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const mesh = new THREE.Mesh(geom, mat);
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mesh.position.y = PLAYER_RADIUS; // Default height
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mesh.castShadow = true;
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return mesh;
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}
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function createProjectileMesh() {
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const mat = activeMaterials.projectile; // Use active material
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const mesh = new THREE.Mesh(geometries.projectile, mat);
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return mesh;
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}
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// --- Player Setup ---
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function initPlayer() {
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console.log("Initializing Player...");
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// Visual Mesh
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playerMesh = createPlayerMesh();
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// Set initial position high to avoid spawning inside floor
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playerMesh.position.set(0, PLAYER_HEIGHT + 1, 0);
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scene.add(playerMesh);
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console.log("Player mesh added to scene at initial pos:", playerMesh.position);
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// Physics Body - Start at center of 0,0 cell, slightly above ground
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const startX = 0;
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const startZ = 0;
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const startY = PLAYER_HEIGHT * 1.5; // Start higher
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const playerShape = new CANNON.Sphere(PLAYER_RADIUS);
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playerBody = new CANNON.Body({
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mass: 70,
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shape: playerShape,
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position: new CANNON.Vec3(startX, startY, startZ),
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linearDamping: 0.95,
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angularDamping: 1.0, // Completely prevent angular rotation from physics
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material: playerMaterial // Use defined material
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});
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playerBody.allowSleep = false;
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playerBody.addEventListener("collide", handlePlayerCollision);
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world.addBody(playerBody);
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physicsBodies.set(playerBody.id, playerBody); // Track body using Map
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console.log(`Player physics body added at ${startX}, ${startY}, ${startZ}`);
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// Add to sync list
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meshesToSync.push({ mesh: playerMesh, body: playerBody });
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console.log("Player added to sync list.");
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}
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// --- Map Generation ---
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function generateMap() {
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console.log("Generating Map...");
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const wallPhysicsMaterial = world.materials.find(m => m.name === "wall");
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const groundPhysicsMaterial = world.materials.find(m => m.name === "ground");
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// DEBUG: Only generate the starting cell "0,0"
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const startCoord = "0,0";
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const data = gameData[startCoord];
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if (!data) {
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console.error("CRITICAL: No gameData found for starting cell '0,0'!");
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return;
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}
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const x = 0;
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const z = 0;
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const type = data.type || 'default';
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console.log(`Generating START cell: ${startCoord} (Type: ${type})`);
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// Create Floor Mesh
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const floorMat = activeMaterials[`floor_${type}`] || activeMaterials.floor_default; // Use debug mats
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const floorMesh = new THREE.Mesh(geometries.floor, floorMat);
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floorMesh.rotation.x = -Math.PI / 2;
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floorMesh.position.set(x * ROOM_SIZE, 0, z * ROOM_SIZE);
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floorMesh.receiveShadow = true; // Floors should receive shadows
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scene.add(floorMesh);
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console.log(`Added floor at ${x},${z}`);
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// Create Walls (Visual + Physics) for the single cell
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const features = data.features || [];
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const wallDefs = [
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['north', geometries.wallNS, 0, -0.5], ['south', geometries.wallNS, 0, 0.5],
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['east', geometries.wallEW, 0.5, 0], ['west', geometries.wallEW, -0.5, 0],
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];
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wallDefs.forEach(([dir, geom, xOff, zOff]) => {
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const doorFeature = `door_${dir}`; const pathFeature = `path_${dir}`;
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if (!features.includes(doorFeature) && !features.includes(pathFeature)) {
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const wallX = x * ROOM_SIZE + xOff * ROOM_SIZE;
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const wallZ = z * ROOM_SIZE + zOff * ROOM_SIZE;
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const wallY = WALL_HEIGHT / 2;
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// Visual Wall (DEBUG)
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const wallMesh = new THREE.Mesh(geom, activeMaterials.wall); // Use debug wall mat
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wallMesh.position.set(wallX, wallY, wallZ);
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wallMesh.castShadow = true; wallMesh.receiveShadow = true;
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scene.add(wallMesh);
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// Physics Wall
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const wallShape = new CANNON.Box(new CANNON.Vec3(geom.parameters.width / 2, geom.parameters.height / 2, geom.parameters.depth / 2));
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const wallBody = new CANNON.Body({ mass: 0, shape: wallShape, position: new CANNON.Vec3(wallX, wallY, wallZ), material: wallPhysicsMaterial });
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world.addBody(wallBody);
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physicsBodies.set(wallBody.id, wallBody); // Track it
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// console.log(`Added ${dir} wall for cell ${x},${z}`);
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} else {
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console.log(`Skipping ${dir} wall for cell ${x},${z} due to feature.`);
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}
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}
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function spawnMonster(monsterType, gridX, gridZ) {
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const monsterData = monstersData[monsterType];
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if (!monsterData) return;
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const x = gridX * ROOM_SIZE + (Math.random() - 0.5) * (ROOM_SIZE * 0.4);
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const z = gridZ * ROOM_SIZE + (Math.random() - 0.5) * (ROOM_SIZE * 0.4);
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const y = PLAYER_HEIGHT; // Start higher
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// Use DEBUG material
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const mesh = createSimpleMonsterMesh(monsterData.model); // Uses debug mat via create func
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if (!mesh) return; // Safety check
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mesh.position.set(x, y, z); // Initial visual position
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mesh.userData = { type: 'monster', monsterType: monsterType };
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scene.add(mesh);
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// Physics Body
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const shape = new CANNON.Sphere(PLAYER_RADIUS * 0.8);
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const body = new CANNON.Body({
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mass: 10, shape: shape, position: new CANNON.Vec3(x, y, z),
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linearDamping: 0.8, angularDamping: 0.9,
|
419 |
-
material: world.materials.find(m => m.name === "monster") || new CANNON.Material("monster")
|
420 |
-
});
|
421 |
-
body.allowSleep = true;
|
422 |
-
// Store reference to mesh and HP on body's userData
|
423 |
-
body.userData = { type: 'monster', monsterType: monsterType, mesh: mesh, hp: monsterData.hp };
|
424 |
-
world.addBody(body);
|
425 |
-
|
426 |
-
gameState.monsters.push({ id: body.id, type: monsterType, hp: monsterData.hp, body: body, mesh: mesh });
|
427 |
-
meshesToSync.push({ mesh: mesh, body: body });
|
428 |
-
physicsBodies.set(body.id, body); // Use map for tracking
|
429 |
-
console.log(`Spawned monster ${monsterType} at ${x.toFixed(1)}, ${y.toFixed(1)}, ${z.toFixed(1)}`);
|
430 |
-
}
|
431 |
-
|
432 |
-
|
433 |
-
// --- Input Handling (QWEASDZXC + Jump 'X' + F + Space) ---
|
434 |
-
function setupInputListeners() { /* ... same ... */
|
435 |
-
console.log("Setting up input listeners.");
|
436 |
-
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(); }});
|
437 |
-
window.addEventListener('keyup', (event) => { keysPressed[event.key.toLowerCase()] = false; keysPressed[event.code] = false; });
|
438 |
-
}
|
439 |
-
|
440 |
-
function handleInput(deltaTime) {
|
441 |
-
if (!playerBody) return;
|
442 |
-
|
443 |
-
const moveSpeed = PLAYER_SPEED;
|
444 |
-
// Correct forward/backward/strafe directions relative to world axes
|
445 |
-
// Assume +Z is SOUTH, -Z is NORTH
|
446 |
-
// Assume +X is EAST, -X is WEST
|
447 |
-
let forceX = 0;
|
448 |
-
let forceZ = 0;
|
449 |
-
|
450 |
-
// Forward (-Z) / Backward (+Z)
|
451 |
-
if (keysPressed['w']) forceZ -= 1; // W = North = -Z
|
452 |
-
if (keysPressed['s']) forceZ += 1; // S = South = +Z
|
453 |
-
|
454 |
-
// Strafe Left (-X) / Right (+X)
|
455 |
-
if (keysPressed['a']) forceX -= 1; // A = West = -X
|
456 |
-
if (keysPressed['d']) forceX += 1; // D = East = +X
|
457 |
-
|
458 |
-
// Diagonals - combine basic directions
|
459 |
-
if (keysPressed['q']) { forceZ -= 0.707; forceX -= 0.707; } // Q = NW
|
460 |
-
if (keysPressed['e']) { forceZ -= 0.707; forceX += 0.707; } // E = NE
|
461 |
-
if (keysPressed['z']) { forceZ += 0.707; forceX -= 0.707; } // Z = SW
|
462 |
-
if (keysPressed['c']) { forceZ += 0.707; forceX += 0.707; } // C = SE
|
463 |
-
|
464 |
-
// --- Calculate final velocity vector ---
|
465 |
-
// We set velocity directly for more responsive control than forces
|
466 |
-
const targetVelocity = new CANNON.Vec3(0, playerBody.velocity.y, 0); // Preserve Y velocity
|
467 |
-
|
468 |
-
if (forceX !== 0 || forceZ !== 0) {
|
469 |
-
const moveVec = new THREE.Vector2(forceX, forceZ);
|
470 |
-
if (moveVec.lengthSq() > 1.0) { // Normalize only if combined magnitude > 1
|
471 |
-
moveVec.normalize();
|
472 |
-
}
|
473 |
-
targetVelocity.x = moveVec.x * moveSpeed;
|
474 |
-
targetVelocity.z = moveVec.y * moveSpeed;
|
475 |
-
|
476 |
-
// --- Rotation ---
|
477 |
-
// Rotate player mesh to face movement direction
|
478 |
-
// Calculate angle from positive Z axis (adjust if your model faces differently)
|
479 |
-
const angle = Math.atan2(targetVelocity.x, targetVelocity.z);
|
480 |
-
const targetQuaternion = new THREE.Quaternion().setFromAxisAngle(new THREE.Vector3(0, 1, 0), angle);
|
481 |
-
// Slerp for smooth rotation
|
482 |
-
playerMesh.quaternion.slerp(targetQuaternion, 0.15); // Adjust 0.15 for responsiveness
|
483 |
-
|
484 |
-
} else {
|
485 |
-
// No movement keys pressed - rely on linear damping to stop
|
486 |
-
// Or force stop X/Z velocity:
|
487 |
-
targetVelocity.x = 0;
|
488 |
-
targetVelocity.z = 0;
|
489 |
-
}
|
490 |
-
|
491 |
-
playerBody.velocity.x = targetVelocity.x;
|
492 |
-
playerBody.velocity.z = targetVelocity.z;
|
493 |
-
// Y velocity is controlled by gravity + jump impulse
|
494 |
-
|
495 |
-
// --- Jump (X) ---
|
496 |
-
if (keysPressed['x'] || keysPressed['keyx']) { // Check code too
|
497 |
-
// !! Basic jump - Needs ground check via raycast or contact materials !!
|
498 |
-
// Add a simple cooldown or only allow if Y velocity is low
|
499 |
-
if (Math.abs(playerBody.velocity.y) < 0.5) { // Crude check if mostly grounded
|
500 |
-
console.log("JUMP!");
|
501 |
-
addLog("Jump!", "info");
|
502 |
-
// Apply impulse upwards
|
503 |
-
playerBody.applyImpulse(new CANNON.Vec3(0, PLAYER_JUMP_IMPULSE, 0), playerBody.position);
|
504 |
}
|
505 |
-
|
506 |
-
|
507 |
-
|
508 |
-
|
509 |
-
|
510 |
-
|
511 |
-
|
512 |
-
|
513 |
-
|
514 |
-
// --- Fire (Space) ---
|
515 |
-
if (keysPressed['space']) {
|
516 |
-
fireProjectile();
|
517 |
-
keysPressed['space'] = false; // Consume fire input
|
518 |
-
}
|
519 |
-
}
|
520 |
-
|
521 |
-
// --- Interaction Logic ---
|
522 |
-
function pickupNearbyItem() {
|
523 |
-
if (!playerBody) return;
|
524 |
-
const playerPos = playerBody.position;
|
525 |
-
let pickedUp = false;
|
526 |
-
let closestItemIndex = -1;
|
527 |
-
let minDistanceSq = PICKUP_RADIUS_SQ; // Use squared distance
|
528 |
-
|
529 |
-
// Find the closest item within radius
|
530 |
-
for (let i = 0; i < gameState.items.length; i++) {
|
531 |
-
const item = gameState.items[i];
|
532 |
-
const distanceSq = playerPos.distanceSquared(item.position);
|
533 |
-
if (distanceSq < minDistanceSq) {
|
534 |
-
minDistanceSq = distanceSq;
|
535 |
-
closestItemIndex = i;
|
536 |
}
|
537 |
-
|
538 |
-
|
539 |
-
|
540 |
-
|
541 |
-
|
542 |
-
|
543 |
-
|
544 |
-
|
545 |
-
|
546 |
-
|
547 |
-
|
548 |
-
|
549 |
-
|
550 |
-
|
551 |
-
|
552 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
553 |
}
|
554 |
-
|
555 |
-
|
556 |
-
|
557 |
-
|
558 |
-
|
559 |
-
|
560 |
-
|
561 |
-
|
562 |
-
// --- Combat (Projectile logic remains similar) ---
|
563 |
-
function fireProjectile() {
|
564 |
-
if (!playerBody || !playerMesh) return;
|
565 |
-
addLog("Pew!", "combat");
|
566 |
-
const projectileMesh = createProjectileMesh();
|
567 |
-
const projectileShape = new CANNON.Sphere(PROJECTILE_RADIUS);
|
568 |
-
const projectileBody = new CANNON.Body({ mass: 0.1, shape: projectileShape, linearDamping: 0.01, angularDamping: 0.01 });
|
569 |
-
projectileBody.addEventListener("collide", handleProjectileCollision);
|
570 |
-
|
571 |
-
// Calculate start position and velocity based on player's *current* rotation
|
572 |
-
const offsetDistance = PLAYER_RADIUS + PROJECTILE_RADIUS + 0.1;
|
573 |
-
const direction = new THREE.Vector3(0, 0, 1); // Base direction +Z
|
574 |
-
direction.applyQuaternion(playerMesh.quaternion); // Rotate based on player mesh
|
575 |
-
|
576 |
-
const startPos = new CANNON.Vec3().copy(playerBody.position).vadd(
|
577 |
-
new CANNON.Vec3(direction.x, 0, direction.z).scale(offsetDistance) // Offset horizontally
|
578 |
-
);
|
579 |
-
// Adjust start Y based on player body center + visual model height
|
580 |
-
startPos.y = playerBody.position.y; // Fire from player center height
|
581 |
-
|
582 |
-
projectileBody.position.copy(startPos);
|
583 |
-
projectileMesh.position.copy(startPos);
|
584 |
-
|
585 |
-
// Velocity in player facing direction
|
586 |
-
projectileBody.velocity = new CANNON.Vec3(direction.x, 0, direction.z).scale(PROJECTILE_SPEED);
|
587 |
-
|
588 |
-
scene.add(projectileMesh);
|
589 |
-
world.addBody(projectileBody);
|
590 |
-
const projectileData = { mesh: projectileMesh, body: projectileBody, lifetime: 2.0 }; // Shorter lifetime
|
591 |
-
meshesToSync.push(projectileData);
|
592 |
-
projectiles.push(projectileData);
|
593 |
-
physicsBodies.set(projectileBody.id, projectileBody); // Track
|
594 |
-
projectileBody.userData = { type: 'projectile', data: projectileData };
|
595 |
-
projectileMesh.userData = { type: 'projectile', data: projectileData }; // No body ref needed on mesh
|
596 |
-
}
|
597 |
-
|
598 |
-
// --- Collision Handling ---
|
599 |
-
function handlePlayerCollision(event) {
|
600 |
-
const otherBody = event.body;
|
601 |
-
if (!otherBody || !otherBody.userData || !playerBody) return;
|
602 |
-
|
603 |
-
// Player <-> Monster (Example: Simple damage, could add knockback)
|
604 |
-
if (otherBody.userData.type === 'monster') {
|
605 |
-
// Check for cooldown before applying damage again?
|
606 |
-
console.log("Player collided with monster", otherBody.id);
|
607 |
-
// gameState.stats.hp -= 1;
|
608 |
-
// addLog(`Hit by ${otherBody.userData.monsterType || 'monster'}! HP: ${gameState.stats.hp}`, "combat");
|
609 |
-
// updateStatsDisplay();
|
610 |
-
// if (gameState.stats.hp <= 0) { gameOver("Defeated by a monster!"); }
|
611 |
-
// Apply small impulse away from monster
|
612 |
-
const impulse = playerBody.position.vsub(otherBody.position).unit().scale(20); // Knockback force
|
613 |
-
playerBody.applyImpulse(impulse, playerBody.position);
|
614 |
-
}
|
615 |
-
// Player <-> Wall (Handled by physics engine)
|
616 |
-
// Player <-> Item (Handled by 'F' key)
|
617 |
-
}
|
618 |
-
|
619 |
-
function handleProjectileCollision(event) {
|
620 |
-
const projectileBody = event.target;
|
621 |
-
const otherBody = event.body;
|
622 |
-
if (!projectileBody?.userData || !otherBody?.userData) return; // Null checks
|
623 |
-
|
624 |
-
const projectileData = projectileBody.userData.data;
|
625 |
-
let shouldRemoveProjectile = true; // Assume removal unless hitting player
|
626 |
-
|
627 |
-
if (otherBody.userData.type === 'monster') {
|
628 |
-
const monsterId = otherBody.id;
|
629 |
-
const monsterIndex = gameState.monsters.findIndex(m => m.id === monsterId);
|
630 |
-
if (monsterIndex > -1) {
|
631 |
-
const monster = gameState.monsters[monsterIndex];
|
632 |
-
const damage = gameState.stats.strength + Math.floor(Math.random() * 3); // Add randomness
|
633 |
-
monster.hp -= damage;
|
634 |
-
otherBody.userData.hp = monster.hp;
|
635 |
-
addLog(`Hit ${otherBody.userData.monsterType} for ${damage} damage! (HP: ${monster.hp})`, "combat");
|
636 |
-
|
637 |
-
// Apply impulse to monster
|
638 |
-
const impulseDir = projectileBody.velocity.unit();
|
639 |
-
otherBody.applyImpulse(impulseDir.scale(damage * 5), projectileBody.position); // Knockback scales with damage
|
640 |
-
|
641 |
-
|
642 |
-
if (monster.hp <= 0) {
|
643 |
-
addLog(`Defeated ${otherBody.userData.monsterType}!`, "info");
|
644 |
-
// Safely remove monster after physics step using setTimeout
|
645 |
-
setTimeout(() => {
|
646 |
-
if(monster.mesh.parent) scene.remove(monster.mesh);
|
647 |
-
if(world.bodies.includes(monster.body)) world.removeBody(monster.body);
|
648 |
-
meshesToSync = meshesToSync.filter(sync => sync.body.id !== monster.body.id);
|
649 |
-
physicsBodies.delete(monster.body.id);
|
650 |
-
gameState.monsters = gameState.monsters.filter(m => m.id !== monsterId);
|
651 |
-
}, 0);
|
652 |
}
|
|
|
|
|
653 |
}
|
654 |
-
|
655 |
-
|
656 |
-
|
657 |
-
|
658 |
-
|
659 |
-
|
660 |
-
|
661 |
-
|
662 |
-
|
663 |
-
|
664 |
-
if (shouldRemoveProjectile) {
|
665 |
-
// Schedule removal might be safer than immediate
|
666 |
-
setTimeout(() => removeProjectile(projectileData), 0);
|
667 |
-
}
|
668 |
-
}
|
669 |
-
|
670 |
-
function removeProjectile(projectileData) {
|
671 |
-
if (!projectileData) return;
|
672 |
-
const index = projectiles.indexOf(projectileData);
|
673 |
-
if (index === -1) return;
|
674 |
-
|
675 |
-
if (projectileData.mesh?.parent) scene.remove(projectileData.mesh);
|
676 |
-
if (projectileData.body && world.bodies.includes(projectileData.body)) world.removeBody(projectileData.body);
|
677 |
-
|
678 |
-
meshesToSync = meshesToSync.filter(sync => sync.body?.id !== projectileData.body?.id);
|
679 |
-
if (projectileData.body) physicsBodies.delete(projectileData.body.id);
|
680 |
-
projectiles.splice(index, 1);
|
681 |
-
}
|
682 |
-
|
683 |
-
|
684 |
-
// --- Monster AI ---
|
685 |
-
function updateMonsters(deltaTime) {
|
686 |
-
const agroRangeSq = (ROOM_SIZE * 2) ** 2; // Increased range
|
687 |
-
if(!playerBody) return;
|
688 |
-
|
689 |
-
gameState.monsters.forEach(monster => {
|
690 |
-
if (!monster || !monster.body || monster.hp <= 0) return; // Skip dead or removed monsters
|
691 |
-
|
692 |
-
const monsterPos = monster.body.position;
|
693 |
-
const playerPos = playerBody.position;
|
694 |
-
const distanceSq = playerPos.distanceSquared(monsterPos);
|
695 |
-
|
696 |
-
if (distanceSq < agroRangeSq) { // If player is close
|
697 |
-
const direction = playerPos.vsub(monsterPos);
|
698 |
-
direction.y = 0; // Ignore height difference for movement plan
|
699 |
-
if (distanceSq > (PLAYER_RADIUS * 2)**2 && direction.lengthSquared() > 0.1) { // If not too close and direction is valid
|
700 |
-
direction.normalize();
|
701 |
-
const monsterData = monstersData[monster.type];
|
702 |
-
const speed = monsterData?.speed || 1;
|
703 |
-
|
704 |
-
// Apply velocity for chasing
|
705 |
-
monster.body.velocity.x = direction.x * speed;
|
706 |
-
monster.body.velocity.z = direction.z * speed;
|
707 |
-
|
708 |
-
// Rotation
|
709 |
-
const angle = Math.atan2(direction.x, direction.z);
|
710 |
-
const targetQuaternion = new THREE.Quaternion().setFromAxisAngle(new THREE.Vector3(0, 1, 0), angle);
|
711 |
-
monster.mesh.quaternion.slerp(targetQuaternion, 0.1);
|
712 |
-
} else { // Too close or direction invalid, stop horizontal movement
|
713 |
-
monster.body.velocity.x = 0;
|
714 |
-
monster.body.velocity.z = 0;
|
715 |
-
// TODO: Add attack logic here if close enough
|
716 |
}
|
717 |
-
|
718 |
-
|
719 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
720 |
}
|
721 |
-
|
722 |
-
|
723 |
-
|
724 |
-
|
725 |
-
|
726 |
-
// ---
|
727 |
-
|
728 |
-
function
|
729 |
-
|
730 |
-
|
731 |
-
|
732 |
-
|
733 |
-
}
|
734 |
-
|
735 |
-
|
736 |
-
|
737 |
-
|
738 |
-
|
739 |
-
|
740 |
-
|
741 |
-
|
742 |
-
|
743 |
-
|
744 |
-
|
745 |
-
|
746 |
-
|
747 |
-
|
748 |
-
|
749 |
-
|
750 |
-
|
751 |
-
|
752 |
-
|
753 |
-
|
754 |
-
|
755 |
-
|
756 |
-
|
757 |
-
|
758 |
-
|
759 |
-
|
760 |
-
|
761 |
-
|
762 |
-
|
763 |
-
|
764 |
-
|
765 |
-
|
766 |
-
|
767 |
-
|
768 |
-
|
769 |
-
|
770 |
-
try { world.step(dtClamped); }
|
771 |
-
catch (e) { console.error("Physics step error:", e); gameLoopActive = false; return; } // Stop loop on error
|
772 |
-
|
773 |
-
// 4. Projectiles Update
|
774 |
-
for (let i = projectiles.length - 1; i >= 0; i--) {
|
775 |
-
const p = projectiles[i];
|
776 |
-
if (p) { p.lifetime -= dtClamped; if (p.lifetime <= 0) removeProjectile(p); }
|
777 |
-
}
|
778 |
-
|
779 |
-
// 5. Sync Visuals
|
780 |
-
meshesToSync.forEach(item => {
|
781 |
-
if (item?.body && item?.mesh && item.mesh.parent) { // Check existence
|
782 |
-
item.mesh.position.copy(item.body.position);
|
783 |
-
item.mesh.quaternion.copy(item.body.quaternion);
|
784 |
}
|
785 |
-
|
786 |
-
|
787 |
-
|
788 |
-
|
789 |
-
|
790 |
-
|
791 |
-
|
792 |
-
|
793 |
-
|
794 |
-
|
795 |
-
|
796 |
-
|
797 |
-
|
798 |
-
|
799 |
-
|
800 |
-
|
801 |
-
|
802 |
-
|
803 |
-
|
804 |
-
|
805 |
-
|
806 |
-
|
807 |
-
|
808 |
-
|
809 |
-
|
810 |
-
|
811 |
-
|
812 |
-
|
813 |
-
|
814 |
-
|
815 |
-
|
816 |
-
|
817 |
-
|
818 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
1 |
+
<!DOCTYPE html>
|
2 |
+
<html>
|
3 |
+
<head>
|
4 |
+
<title>Shared World Builder</title>
|
5 |
+
<style>
|
6 |
+
body { margin: 0; overflow: hidden; }
|
7 |
+
canvas { display: block; }
|
8 |
+
</style>
|
9 |
+
</head>
|
10 |
+
<body>
|
11 |
+
<script type="importmap">
|
12 |
+
{
|
13 |
+
"imports": {
|
14 |
+
"three": "https://unpkg.com/three@0.163.0/build/three.module.js",
|
15 |
+
"three/addons/": "https://unpkg.com/[email protected]/examples/jsm/"
|
16 |
+
}
|
|
|
|
|
|
|
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|
|
17 |
}
|
18 |
+
</script>
|
19 |
+
|
20 |
+
<script type="module">
|
21 |
+
import * as THREE from 'three';
|
22 |
+
|
23 |
+
let scene, camera, renderer, playerMesh;
|
24 |
+
let raycaster, mouse;
|
25 |
+
const keysPressed = {};
|
26 |
+
const playerSpeed = 0.15;
|
27 |
+
|
28 |
+
// --- World State (Managed by Server via WebSocket) ---
|
29 |
+
const worldObjects = new Map(); // Map<obj_id, THREE.Object3D>
|
30 |
+
const groundMeshes = {}; // Map<gridKey, THREE.Mesh>
|
31 |
+
|
32 |
+
// --- WebSocket ---
|
33 |
+
let socket = null;
|
34 |
+
let connectionRetries = 0;
|
35 |
+
const MAX_RETRIES = 5;
|
36 |
+
|
37 |
+
// --- Access State from Streamlit (Injected) ---
|
38 |
+
const myUsername = window.USERNAME || `User_${Math.random().toString(36).substring(2, 6)}`;
|
39 |
+
const websocketUrl = window.WEBSOCKET_URL || "ws://localhost:8765";
|
40 |
+
let selectedObjectType = window.SELECTED_OBJECT_TYPE || "None"; // Can be updated
|
41 |
+
const plotWidth = window.PLOT_WIDTH || 50.0;
|
42 |
+
const plotDepth = window.PLOT_DEPTH || 50.0;
|
43 |
+
|
44 |
+
// --- Materials ---
|
45 |
+
const groundMaterial = new THREE.MeshStandardMaterial({ color: 0x55aa55, roughness: 0.9, metalness: 0.1, side: THREE.DoubleSide });
|
46 |
+
const placeholderGroundMaterial = new THREE.MeshStandardMaterial({ color: 0x448844, roughness: 0.95, metalness: 0.1, side: THREE.DoubleSide });
|
47 |
+
// Basic material cache/reuse
|
48 |
+
const objectMaterials = {
|
49 |
+
'wood': new THREE.MeshStandardMaterial({ color: 0x8B4513, roughness: 0.9 }),
|
50 |
+
'leaf': new THREE.MeshStandardMaterial({ color: 0x228B22, roughness: 0.8 }),
|
51 |
+
'stone': new THREE.MeshStandardMaterial({ color: 0xaaaaaa, roughness: 0.8, metalness: 0.1 }),
|
52 |
+
'house_wall': new THREE.MeshStandardMaterial({ color: 0xffccaa, roughness: 0.8 }),
|
53 |
+
'house_roof': new THREE.MeshStandardMaterial({ color: 0xaa5533, roughness: 0.7 }),
|
54 |
+
'brick': new THREE.MeshStandardMaterial({ color: 0x9B4C43, roughness: 0.85 }),
|
55 |
+
'metal': new THREE.MeshStandardMaterial({ color: 0xcccccc, roughness: 0.4, metalness: 0.8 }),
|
56 |
+
'gem': new THREE.MeshStandardMaterial({ color: 0x4FFFFF, roughness: 0.1, metalness: 0.2, transparent: true, opacity: 0.8 }),
|
57 |
+
'light': new THREE.MeshBasicMaterial({ color: 0xFFFF88 }), // For light sources
|
58 |
+
// Add more reusable materials
|
59 |
+
};
|
60 |
+
|
61 |
+
|
62 |
+
function init() {
|
63 |
+
scene = new THREE.Scene();
|
64 |
+
scene.background = new THREE.Color(0xabcdef);
|
65 |
+
|
66 |
+
const aspect = window.innerWidth / window.innerHeight;
|
67 |
+
camera = new THREE.PerspectiveCamera(60, aspect, 0.1, 5000); // Increased far plane
|
68 |
+
camera.position.set(plotWidth / 2, 15, plotDepth / 2 + 20);
|
69 |
+
camera.lookAt(plotWidth/2, 0, plotDepth/2);
|
70 |
+
scene.add(camera);
|
71 |
+
|
72 |
+
setupLighting();
|
73 |
+
// Don't setup initial ground here, wait for WebSocket initial state? Or create base?
|
74 |
+
createGroundPlane(0, 0, false); // Create the origin ground at least
|
75 |
+
setupPlayer();
|
76 |
+
|
77 |
+
raycaster = new THREE.Raycaster();
|
78 |
+
mouse = new THREE.Vector2();
|
79 |
+
|
80 |
+
renderer = new THREE.WebGLRenderer({ antialias: true });
|
81 |
+
renderer.setSize(window.innerWidth, window.innerHeight);
|
82 |
+
renderer.shadowMap.enabled = true;
|
83 |
+
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
|
84 |
+
document.body.appendChild(renderer.domElement);
|
85 |
+
|
86 |
+
// --- Initialize WebSocket Connection ---
|
87 |
+
connectWebSocket();
|
88 |
+
|
89 |
+
// Event Listeners
|
90 |
+
document.addEventListener('mousemove', onMouseMove, false);
|
91 |
+
document.addEventListener('click', onDocumentClick, false); // Place object
|
92 |
+
window.addEventListener('resize', onWindowResize, false);
|
93 |
+
document.addEventListener('keydown', onKeyDown);
|
94 |
+
document.addEventListener('keyup', onKeyUp);
|
95 |
+
|
96 |
+
// --- Define global functions needed by Python ---
|
97 |
+
window.teleportPlayer = teleportPlayer;
|
98 |
+
// Removed getSaveDataAndPosition - saving now server-side via WS
|
99 |
+
// Removed resetNewlyPlacedObjects - no longer needed
|
100 |
+
window.updateSelectedObjectType = updateSelectedObjectType; // Still needed
|
101 |
+
|
102 |
+
console.log(`Three.js Initialized for user: ${myUsername}. Connecting to ${websocketUrl}...`);
|
103 |
+
animate();
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
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|
|
104 |
}
|
105 |
+
|
106 |
+
// --- WebSocket Logic ---
|
107 |
+
function connectWebSocket() {
|
108 |
+
console.log("Attempting WebSocket connection...");
|
109 |
+
socket = new WebSocket(websocketUrl);
|
110 |
+
|
111 |
+
socket.onopen = () => {
|
112 |
+
console.log("WebSocket connection established.");
|
113 |
+
connectionRetries = 0;
|
114 |
+
// Request initial state? Server sends it automatically now.
|
115 |
+
// socket.send(JSON.stringify({ type: "request_initial_state" }));
|
116 |
+
};
|
117 |
+
|
118 |
+
socket.onmessage = (event) => {
|
119 |
+
try {
|
120 |
+
const data = JSON.parse(event.data);
|
121 |
+
// console.log("WebSocket message received:", data); // Debugging
|
122 |
+
handleWebSocketMessage(data);
|
123 |
+
} catch (e) {
|
124 |
+
console.error("Failed to parse WebSocket message:", event.data, e);
|
125 |
+
}
|
126 |
+
};
|
127 |
+
|
128 |
+
socket.onerror = (error) => {
|
129 |
+
console.error("WebSocket error:", error);
|
130 |
+
// Consider showing an error message to the user in Streamlit?
|
131 |
+
};
|
132 |
+
|
133 |
+
socket.onclose = (event) => {
|
134 |
+
console.warn(`WebSocket connection closed. Code: ${event.code}, Reason: ${event.reason}. Clean: ${event.wasClean}`);
|
135 |
+
socket = null;
|
136 |
+
// Implement reconnection strategy
|
137 |
+
if (connectionRetries < MAX_RETRIES) {
|
138 |
+
connectionRetries++;
|
139 |
+
const delay = Math.pow(2, connectionRetries) * 1000; // Exponential backoff
|
140 |
+
console.log(`Attempting reconnection in ${delay / 1000}s...`);
|
141 |
+
setTimeout(connectWebSocket, delay);
|
142 |
+
} else {
|
143 |
+
console.error("WebSocket reconnection failed after max retries.");
|
144 |
+
// Inform user connection lost - maybe via Streamlit call?
|
145 |
+
}
|
146 |
+
};
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
|
|
|
|
|
|
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|
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|
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|
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|
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|
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|
|
|
|
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|
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|
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|
|
|
|
|
|
|
|
|
|
|
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|
|
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|
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|
|
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|
|
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|
|
|
|
|
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|
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|
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|
|
|
|
|
|
|
|
|
|
|
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|
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|
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|
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|
|
|
|
|
|
|
|
|
|
147 |
}
|
148 |
+
|
149 |
+
function sendWebSocketMessage(type, payload) {
|
150 |
+
if (socket && socket.readyState === WebSocket.OPEN) {
|
151 |
+
const message = JSON.stringify({ type, payload });
|
152 |
+
socket.send(message);
|
153 |
+
} else {
|
154 |
+
console.warn("WebSocket not open. Message not sent:", type, payload);
|
155 |
+
// Optionally queue messages to send on reconnect?
|
156 |
+
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
157 |
}
|
158 |
+
|
159 |
+
function handleWebSocketMessage(data) {
|
160 |
+
const { type, payload } = data;
|
161 |
+
|
162 |
+
switch (type) {
|
163 |
+
case "initial_state":
|
164 |
+
console.log(`Received initial world state with ${Object.keys(payload).length} objects.`);
|
165 |
+
// Clear existing objects (except player?) before loading initial state
|
166 |
+
clearWorldObjects();
|
167 |
+
for (const obj_id in payload) {
|
168 |
+
createAndPlaceObject(payload[obj_id], false); // false = not newly placed
|
169 |
+
}
|
170 |
+
// Setup ground based on loaded objects' positions? Or separate metadata needed?
|
171 |
+
// For now, rely on dynamic ground expansion.
|
172 |
+
break;
|
173 |
+
case "object_placed":
|
174 |
+
console.log(`Object placed by ${payload.username}:`, payload.object_data);
|
175 |
+
// Add or update the object in the scene
|
176 |
+
createAndPlaceObject(payload.object_data, false); // false = not newly placed by *this* client
|
177 |
+
break;
|
178 |
+
case "object_deleted":
|
179 |
+
console.log(`Object deleted by ${payload.username}:`, payload.obj_id);
|
180 |
+
removeObjectById(payload.obj_id);
|
181 |
+
break;
|
182 |
+
case "user_join":
|
183 |
+
console.log(`User joined: ${payload.username} (${payload.id})`);
|
184 |
+
// Optionally display user join message in chat tab or 3D world?
|
185 |
+
break;
|
186 |
+
case "user_leave":
|
187 |
+
console.log(`User left: ${payload.username} (${payload.id})`);
|
188 |
+
// Optionally display user leave message
|
189 |
+
break;
|
190 |
+
case "user_rename":
|
191 |
+
console.log(`User ${payload.old_username} is now ${payload.new_username}`);
|
192 |
+
break;
|
193 |
+
case "chat_message":
|
194 |
+
console.log(`Chat from ${payload.username}: ${payload.message}`);
|
195 |
+
// Handle displaying chat in the Streamlit Chat tab (Python side handles this)
|
196 |
+
break;
|
197 |
+
// Add handlers for other message types
|
198 |
+
default:
|
199 |
+
console.warn("Received unknown WebSocket message type:", type);
|
200 |
+
}
|
201 |
}
|
202 |
+
|
203 |
+
function clearWorldObjects() {
|
204 |
+
console.log("Clearing existing world objects...");
|
205 |
+
for (const [obj_id, mesh] of worldObjects.entries()) {
|
206 |
+
scene.remove(mesh);
|
207 |
+
// Optional: Dispose geometry/material for memory management
|
208 |
+
// disposeObject3D(mesh);
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
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|
209 |
}
|
210 |
+
worldObjects.clear();
|
211 |
+
// Also clear ground meshes? Or keep them? Keep for now.
|
212 |
}
|
213 |
+
|
214 |
+
function removeObjectById(obj_id) {
|
215 |
+
if (worldObjects.has(obj_id)) {
|
216 |
+
const mesh = worldObjects.get(obj_id);
|
217 |
+
scene.remove(mesh);
|
218 |
+
// disposeObject3D(mesh); // Optional cleanup
|
219 |
+
worldObjects.delete(obj_id);
|
220 |
+
console.log(`Removed object ${obj_id} from scene.`);
|
221 |
+
} else {
|
222 |
+
console.warn(`Attempted to remove non-existent object ID: ${obj_id}`);
|
|
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|
|
|
223 |
}
|
224 |
+
}
|
225 |
+
|
226 |
+
// --- Standard Setup Functions ---
|
227 |
+
function setupLighting() { /* ... (Keep as before) ... */
|
228 |
+
const ambientLight = new THREE.AmbientLight(0xffffff, 0.6); scene.add(ambientLight);
|
229 |
+
const directionalLight = new THREE.DirectionalLight(0xffffff, 1.2); directionalLight.position.set(75, 150, 100); directionalLight.castShadow = true; directionalLight.shadow.mapSize.width = 2048; directionalLight.shadow.mapSize.height = 2048; directionalLight.shadow.camera.near = 10; directionalLight.shadow.camera.far = 400; directionalLight.shadow.camera.left = -150; directionalLight.shadow.camera.right = 150; directionalLight.shadow.camera.top = 150; directionalLight.shadow.camera.bottom = -150; directionalLight.shadow.bias = -0.002; scene.add(directionalLight);
|
230 |
+
const hemiLight = new THREE.HemisphereLight( 0xabcdef, 0x55aa55, 0.5 ); scene.add( hemiLight );
|
231 |
+
}
|
232 |
+
function setupPlayer() { /* ... (Keep as before) ... */
|
233 |
+
const playerGeo = new THREE.CapsuleGeometry(0.4, 0.8, 4, 8); const playerMat = new THREE.MeshStandardMaterial({ color: 0x0055ff, roughness: 0.6 }); playerMesh = new THREE.Mesh(playerGeo, playerMat); playerMesh.position.set(plotWidth / 2, 0.8, plotDepth / 2); playerMesh.castShadow = true; playerMesh.receiveShadow = false; scene.add(playerMesh);
|
234 |
}
|
235 |
+
function createGroundPlane(gridX, gridZ, isPlaceholder) { /* ... (Keep as before) ... */
|
236 |
+
const gridKey = `${gridX}_${gridZ}`; if (groundMeshes[gridKey]) return groundMeshes[gridKey];
|
237 |
+
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; groundMesh.position.x = gridX * plotWidth + plotWidth / 2.0; groundMesh.position.z = gridZ * plotDepth + plotDepth / 2.0; groundMesh.receiveShadow = true; groundMesh.userData.gridKey = gridKey; groundMesh.userData.isPlaceholder = isPlaceholder; scene.add(groundMesh); groundMeshes[gridKey] = groundMesh; return groundMesh;
|
238 |
+
}
|
239 |
+
|
240 |
+
// --- Object Creation & Placement (Modified for WebSocket & New Primitives) ---
|
241 |
+
|
242 |
+
// Central function to add/update objects based on data
|
243 |
+
function createAndPlaceObject(objData, isNewlyPlacedLocally) { // isNewlyPlacedLocally not really used now
|
244 |
+
if (!objData || !objData.obj_id || !objData.type) {
|
245 |
+
console.warn("Invalid object data:", objData);
|
246 |
+
return null;
|
247 |
+
}
|
248 |
+
|
249 |
+
// Check if object already exists (update vs create)
|
250 |
+
let mesh = worldObjects.get(objData.obj_id);
|
251 |
+
let isNew = false;
|
252 |
+
|
253 |
+
if (mesh) {
|
254 |
+
// Update existing mesh position/rotation if different
|
255 |
+
if (mesh.position.distanceToSquared(objData.position) > 0.001) {
|
256 |
+
mesh.position.set(objData.position.x, objData.position.y, objData.position.z);
|
257 |
+
}
|
258 |
+
if (objData.rotation && (
|
259 |
+
Math.abs(mesh.rotation.x - objData.rotation._x) > 0.01 ||
|
260 |
+
Math.abs(mesh.rotation.y - objData.rotation._y) > 0.01 ||
|
261 |
+
Math.abs(mesh.rotation.z - objData.rotation._z) > 0.01 )) {
|
262 |
+
mesh.rotation.set(objData.rotation._x, objData.rotation._y, objData.rotation._z, objData.rotation._order || 'XYZ');
|
263 |
+
}
|
264 |
+
// Could add logic here to update geometry/material if type changes? Unlikely.
|
265 |
+
// console.log(`Updated object ${objData.obj_id}`);
|
266 |
+
} else {
|
267 |
+
// Create new mesh
|
268 |
+
mesh = createPrimitiveMesh(objData.type); // Use the new factory function
|
269 |
+
if (!mesh) return null; // Failed to create mesh type
|
270 |
+
|
271 |
+
isNew = true;
|
272 |
+
mesh.userData.obj_id = objData.obj_id; // Assign ID from data
|
273 |
+
mesh.userData.type = objData.type;
|
274 |
+
mesh.position.set(objData.position.x, objData.position.y, objData.position.z);
|
275 |
+
if (objData.rotation) {
|
276 |
+
mesh.rotation.set(objData.rotation._x, objData.rotation._y, objData.rotation._z, objData.rotation._order || 'XYZ');
|
277 |
+
}
|
278 |
+
|
279 |
+
scene.add(mesh);
|
280 |
+
worldObjects.set(objData.obj_id, mesh); // Add to our map
|
281 |
+
// console.log(`Created new object ${objData.obj_id} (${objData.type})`);
|
282 |
+
}
|
283 |
+
return mesh;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
284 |
}
|
285 |
+
|
286 |
+
// Factory function for creating meshes based on type name
|
287 |
+
function createPrimitiveMesh(type) {
|
288 |
+
let mesh = null;
|
289 |
+
let geometry, material, material2; // Declare vars
|
290 |
+
|
291 |
+
// Use reusable materials where possible
|
292 |
+
const wood = objectMaterials.wood;
|
293 |
+
const leaf = objectMaterials.leaf;
|
294 |
+
const stone = objectMaterials.stone;
|
295 |
+
const house_wall = objectMaterials.house_wall;
|
296 |
+
const house_roof = objectMaterials.house_roof;
|
297 |
+
const brick = objectMaterials.brick;
|
298 |
+
const metal = objectMaterials.metal;
|
299 |
+
const gem = objectMaterials.gem;
|
300 |
+
const lightMat = objectMaterials.light;
|
301 |
+
|
302 |
+
try { // Wrap in try-catch for safety if geometry fails
|
303 |
+
switch(type) {
|
304 |
+
// --- Original Primitives ---
|
305 |
+
case "Tree":
|
306 |
+
mesh = new THREE.Group();
|
307 |
+
geometry = new THREE.CylinderGeometry(0.3, 0.4, 2, 8); material = wood;
|
308 |
+
const trunk = new THREE.Mesh(geometry, material); trunk.position.y = 1; trunk.castShadow=true; trunk.receiveShadow=true; mesh.add(trunk);
|
309 |
+
geometry = new THREE.IcosahedronGeometry(1.2, 0); material = leaf;
|
310 |
+
const canopy = new THREE.Mesh(geometry, material); canopy.position.y = 2.8; canopy.castShadow=true; canopy.receiveShadow=false; mesh.add(canopy);
|
311 |
+
break;
|
312 |
+
case "Rock":
|
313 |
+
geometry = new THREE.IcosahedronGeometry(0.7, 1); material = stone;
|
314 |
+
// Optional: Deform geometry slightly (can be slow if done often)
|
315 |
+
mesh = new THREE.Mesh(geometry, material); mesh.castShadow = true; mesh.receiveShadow = true;
|
316 |
+
mesh.scale.set(1, Math.random()*0.4 + 0.8, 1); // Vary shape slightly
|
317 |
+
break;
|
318 |
+
case "Simple House":
|
319 |
+
mesh = new THREE.Group();
|
320 |
+
geometry = new THREE.BoxGeometry(2, 1.5, 2.5); material = house_wall;
|
321 |
+
const body = new THREE.Mesh(geometry, material); body.position.y = 0.75; body.castShadow = true; body.receiveShadow = true; mesh.add(body);
|
322 |
+
geometry = new THREE.ConeGeometry(1.8, 1, 4); material = house_roof;
|
323 |
+
const roof = new THREE.Mesh(geometry, material); roof.position.y = 1.5 + 0.5; roof.rotation.y = Math.PI / 4; roof.castShadow = true; roof.receiveShadow = false; mesh.add(roof);
|
324 |
+
break;
|
325 |
+
case "Fence Post": // Keep original simple fence post
|
326 |
+
geometry = new THREE.BoxGeometry(0.2, 1.5, 0.2); material = wood;
|
327 |
+
mesh = new THREE.Mesh(geometry, material); mesh.position.y = 0.75; mesh.castShadow = true; mesh.receiveShadow = true;
|
328 |
+
break;
|
329 |
+
|
330 |
+
// --- New Primitives ---
|
331 |
+
case "Pine Tree": // Example: Cone for canopy
|
332 |
+
mesh = new THREE.Group();
|
333 |
+
geometry = new THREE.CylinderGeometry(0.2, 0.3, 2.5, 8); material = wood;
|
334 |
+
const pineTrunk = new THREE.Mesh(geometry, material); pineTrunk.position.y = 1.25; pineTrunk.castShadow=true; pineTrunk.receiveShadow=true; mesh.add(pineTrunk);
|
335 |
+
geometry = new THREE.ConeGeometry(1, 2.5, 8); material = leaf;
|
336 |
+
const pineCanopy = new THREE.Mesh(geometry, material); pineCanopy.position.y = 2.5 + (2.5/2) - 0.5; pineCanopy.castShadow=true; pineCanopy.receiveShadow=false; mesh.add(pineCanopy);
|
337 |
+
break;
|
338 |
+
case "Brick Wall": // Simple box with brick color
|
339 |
+
geometry = new THREE.BoxGeometry(3, 2, 0.3); material = brick;
|
340 |
+
mesh = new THREE.Mesh(geometry, material); mesh.position.y = 1; mesh.castShadow = true; mesh.receiveShadow = true;
|
341 |
+
break;
|
342 |
+
case "Sphere":
|
343 |
+
geometry = new THREE.SphereGeometry(0.8, 16, 12); material = metal;
|
344 |
+
mesh = new THREE.Mesh(geometry, material); mesh.position.y = 0.8; mesh.castShadow = true; mesh.receiveShadow = true;
|
345 |
+
break;
|
346 |
+
case "Cube": // Simple cube
|
347 |
+
geometry = new THREE.BoxGeometry(1, 1, 1); material = stone; // Re-use stone
|
348 |
+
mesh = new THREE.Mesh(geometry, material); mesh.position.y = 0.5; mesh.castShadow = true; mesh.receiveShadow = true;
|
349 |
+
break;
|
350 |
+
case "Cylinder":
|
351 |
+
geometry = new THREE.CylinderGeometry(0.5, 0.5, 1.5, 16); material = metal;
|
352 |
+
mesh = new THREE.Mesh(geometry, material); mesh.position.y = 0.75; mesh.castShadow = true; mesh.receiveShadow = true;
|
353 |
+
break;
|
354 |
+
case "Cone":
|
355 |
+
geometry = new THREE.ConeGeometry(0.6, 1.2, 16); material = house_roof; // Re-use roof
|
356 |
+
mesh = new THREE.Mesh(geometry, material); mesh.position.y = 0.6; mesh.castShadow = true; mesh.receiveShadow = true;
|
357 |
+
break;
|
358 |
+
case "Torus": // Donut shape
|
359 |
+
geometry = new THREE.TorusGeometry(0.6, 0.2, 8, 24); material = gem; // Use gem material
|
360 |
+
mesh = new THREE.Mesh(geometry, material); mesh.position.y = 0.7; mesh.castShadow = true; mesh.receiveShadow = true;
|
361 |
+
mesh.rotation.x = Math.PI / 2; // Stand it up
|
362 |
+
break;
|
363 |
+
case "Mushroom":
|
364 |
+
mesh = new THREE.Group();
|
365 |
+
geometry = new THREE.CylinderGeometry(0.15, 0.1, 0.6, 8); material = house_wall; // Cream stem
|
366 |
+
const stem = new THREE.Mesh(geometry, material); stem.position.y = 0.3; stem.castShadow = true; stem.receiveShadow = true; mesh.add(stem);
|
367 |
+
geometry = new THREE.SphereGeometry(0.4, 16, 8, 0, Math.PI * 2, 0, Math.PI / 2); material = house_roof; // Red cap
|
368 |
+
const cap = new THREE.Mesh(geometry, material); cap.position.y = 0.6; cap.castShadow = true; cap.receiveShadow = false; mesh.add(cap);
|
369 |
+
break;
|
370 |
+
case "Cactus": // Simple segmented cactus
|
371 |
+
mesh = new THREE.Group(); material = leaf; // Green material
|
372 |
+
geometry = new THREE.CylinderGeometry(0.3, 0.3, 1.5, 8);
|
373 |
+
const main = new THREE.Mesh(geometry, material); main.position.y = 0.75; main.castShadow = true; main.receiveShadow = true; mesh.add(main);
|
374 |
+
geometry = new THREE.CylinderGeometry(0.2, 0.2, 0.8, 8);
|
375 |
+
const arm1 = new THREE.Mesh(geometry, material); arm1.position.set(0.3, 1, 0); arm1.rotation.z = Math.PI / 4; arm1.castShadow = true; arm1.receiveShadow = true; mesh.add(arm1);
|
376 |
+
const arm2 = new THREE.Mesh(geometry, material); arm2.position.set(-0.3, 0.8, 0); arm2.rotation.z = -Math.PI / 4; arm2.castShadow = true; arm2.receiveShadow = true; mesh.add(arm2);
|
377 |
+
break;
|
378 |
+
case "Campfire":
|
379 |
+
mesh = new THREE.Group();
|
380 |
+
material = wood; geometry = new THREE.CylinderGeometry(0.1, 0.1, 0.8, 5);
|
381 |
+
const log1 = new THREE.Mesh(geometry, material); log1.rotation.x = Math.PI/2; log1.position.set(0, 0.1, 0.2); mesh.add(log1);
|
382 |
+
const log2 = new THREE.Mesh(geometry, material); log2.rotation.set(Math.PI/2, 0, Math.PI/3); log2.position.set(0.2*Math.cos(Math.PI/6), 0.1, -0.2*Math.sin(Math.PI/6)); mesh.add(log2);
|
383 |
+
const log3 = new THREE.Mesh(geometry, material); log3.rotation.set(Math.PI/2, 0, -Math.PI/3); log3.position.set(-0.2*Math.cos(Math.PI/6), 0.1, -0.2*Math.sin(Math.PI/6)); mesh.add(log3);
|
384 |
+
material2 = lightMat; geometry = new THREE.ConeGeometry(0.2, 0.5, 8); // Simple flame
|
385 |
+
const flame = new THREE.Mesh(geometry, material2); flame.position.y = 0.35; mesh.add(flame);
|
386 |
+
// Add shadows later if needed
|
387 |
+
break;
|
388 |
+
case "Star":
|
389 |
+
geometry = new THREE.SphereGeometry(0.5, 4, 2); // Low poly sphere looks star-like
|
390 |
+
material = lightMat;
|
391 |
+
mesh = new THREE.Mesh(geometry, material); mesh.position.y = 1;
|
392 |
+
break;
|
393 |
+
case "Gem":
|
394 |
+
geometry = new THREE.OctahedronGeometry(0.6, 0); material = gem;
|
395 |
+
mesh = new THREE.Mesh(geometry, material); mesh.position.y = 0.6; mesh.castShadow = true; mesh.receiveShadow = true;
|
396 |
+
break;
|
397 |
+
case "Tower": // Simple cylinder tower
|
398 |
+
geometry = new THREE.CylinderGeometry(1, 1.2, 5, 8); material = stone;
|
399 |
+
mesh = new THREE.Mesh(geometry, material); mesh.position.y = 2.5; mesh.castShadow = true; mesh.receiveShadow = true;
|
400 |
+
break;
|
401 |
+
case "Barrier": // Simple box barrier
|
402 |
+
geometry = new THREE.BoxGeometry(2, 0.5, 0.5); material = metal;
|
403 |
+
mesh = new THREE.Mesh(geometry, material); mesh.position.y = 0.25; mesh.castShadow = true; mesh.receiveShadow = true;
|
404 |
+
break;
|
405 |
+
case "Fountain": // Placeholder: Tiered cylinders
|
406 |
+
mesh = new THREE.Group(); material = stone;
|
407 |
+
geometry = new THREE.CylinderGeometry(1.5, 1.5, 0.3, 16);
|
408 |
+
const baseF = new THREE.Mesh(geometry, material); baseF.position.y = 0.15; mesh.add(baseF);
|
409 |
+
geometry = new THREE.CylinderGeometry(0.8, 0.8, 0.5, 16);
|
410 |
+
const midF = new THREE.Mesh(geometry, material); midF.position.y = 0.3+0.25; mesh.add(midF);
|
411 |
+
geometry = new THREE.CylinderGeometry(0.4, 0.4, 0.7, 16);
|
412 |
+
const topF = new THREE.Mesh(geometry, material); topF.position.y = 0.8+0.35; mesh.add(topF);
|
413 |
+
mesh.castShadow = true; mesh.receiveShadow = true; // Apply to group?
|
414 |
+
break;
|
415 |
+
case "Lantern":
|
416 |
+
mesh = new THREE.Group(); material = metal;
|
417 |
+
geometry = new THREE.BoxGeometry(0.4, 0.6, 0.4);
|
418 |
+
const bodyL = new THREE.Mesh(geometry, material); bodyL.position.y = 0.3; mesh.add(bodyL);
|
419 |
+
geometry = new THREE.SphereGeometry(0.15); material2 = lightMat;
|
420 |
+
const lightL = new THREE.Mesh(geometry, material2); lightL.position.y = 0.3; mesh.add(lightL);
|
421 |
+
mesh.castShadow = true; // Group casts shadow?
|
422 |
+
break;
|
423 |
+
case "Sign Post":
|
424 |
+
mesh = new THREE.Group(); material = wood;
|
425 |
+
geometry = new THREE.CylinderGeometry(0.05, 0.05, 1.8, 8);
|
426 |
+
const postS = new THREE.Mesh(geometry, material); postS.position.y = 0.9; mesh.add(postS);
|
427 |
+
geometry = new THREE.BoxGeometry(0.8, 0.4, 0.05);
|
428 |
+
const signS = new THREE.Mesh(geometry, material); signS.position.y = 1.5; mesh.add(signS);
|
429 |
+
mesh.castShadow = true; mesh.receiveShadow = true;
|
430 |
+
break;
|
431 |
+
|
432 |
+
|
433 |
+
default:
|
434 |
+
console.warn("Unknown primitive type for mesh creation:", type);
|
435 |
+
return null; // Return null if type not found
|
436 |
+
}
|
437 |
+
} catch (e) {
|
438 |
+
console.error(`Error creating geometry/mesh for type ${type}:`, e);
|
439 |
+
return null;
|
440 |
+
}
|
441 |
+
|
442 |
+
// Common post-creation steps (if mesh created)
|
443 |
+
if (mesh) {
|
444 |
+
// Set default userData structure (will be overwritten by createAndPlaceObject)
|
445 |
+
mesh.userData = { type: type };
|
446 |
+
// Ensure position is defaulted reasonably if created standalone
|
447 |
+
if (!mesh.position.y && mesh.geometry) {
|
448 |
+
mesh.geometry.computeBoundingBox();
|
449 |
+
mesh.position.y = (mesh.geometry.boundingBox.max.y - mesh.geometry.boundingBox.min.y) / 2;
|
450 |
+
}
|
451 |
+
}
|
452 |
+
return mesh;
|
453 |
+
}
|
454 |
+
|
455 |
+
|
456 |
+
// --- Event Handlers ---
|
457 |
+
function onMouseMove(event) { /* ... (Keep as before) ... */
|
458 |
+
mouse.x = (event.clientX / window.innerWidth) * 2 - 1; mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;
|
459 |
+
}
|
460 |
+
|
461 |
+
function onDocumentClick(event) {
|
462 |
+
if (selectedObjectType === "None" || !selectedObjectType) return;
|
463 |
+
|
464 |
+
const groundCandidates = Object.values(groundMeshes);
|
465 |
+
if (groundCandidates.length === 0) return;
|
466 |
+
|
467 |
+
raycaster.setFromCamera(mouse, camera);
|
468 |
+
const intersects = raycaster.intersectObjects(groundCandidates);
|
469 |
+
|
470 |
+
if (intersects.length > 0) {
|
471 |
+
const intersectPoint = intersects[0].point;
|
472 |
+
|
473 |
+
// Prepare object data for the server
|
474 |
+
const newObjData = {
|
475 |
+
obj_id: THREE.MathUtils.generateUUID(), // Generate unique ID client-side
|
476 |
+
type: selectedObjectType,
|
477 |
+
position: { x: intersectPoint.x, y: 0, z: intersectPoint.z }, // Base position on ground
|
478 |
+
rotation: { _x: 0, _y: Math.random() * Math.PI * 2, _z: 0, _order: 'XYZ' } // Random Y rotation
|
479 |
+
};
|
480 |
+
|
481 |
+
// Adjust Y position based on object type AFTER getting the type
|
482 |
+
// This should ideally use the geometry's bounding box, but hardcoding for now
|
483 |
+
const tempMesh = createPrimitiveMesh(selectedObjectType); // Create temporarily to get height? Costly.
|
484 |
+
if (tempMesh && tempMesh.geometry) {
|
485 |
+
tempMesh.geometry.computeBoundingBox();
|
486 |
+
const height = tempMesh.geometry.boundingBox.max.y - tempMesh.geometry.boundingBox.min.y;
|
487 |
+
// Assume origin is at the center Y for most default geometries
|
488 |
+
newObjData.position.y = (height / 2) + intersectPoint.y + 0.01; // Place base slightly above ground
|
489 |
+
} else {
|
490 |
+
// Fallback if mesh creation failed or no geometry
|
491 |
+
newObjData.position.y = 0.5 + intersectPoint.y; // Default lift
|
492 |
+
}
|
493 |
+
|
494 |
+
console.log(`Placing ${selectedObjectType} (${newObjData.obj_id}) at`, newObjData.position);
|
495 |
+
|
496 |
+
// 1. Add object visually immediately (Optimistic Update)
|
497 |
+
createAndPlaceObject(newObjData, true); // Mark as locally placed initially? Not needed now.
|
498 |
+
|
499 |
+
// 2. Send placement message to server via WebSocket
|
500 |
+
sendWebSocketMessage("place_object", {
|
501 |
+
username: myUsername,
|
502 |
+
object_data: newObjData
|
503 |
+
});
|
504 |
+
|
505 |
+
// 3. No need for local saving (sessionStorage) anymore
|
506 |
+
}
|
507 |
+
}
|
508 |
+
|
509 |
+
function onKeyDown(event) { /* ... (Keep as before) ... */ keysPressed[event.code] = true; }
|
510 |
+
function onKeyUp(event) { /* ... (Keep as before) ... */ keysPressed[event.code] = false; }
|
511 |
+
function onWindowResize() { /* ... (Keep as before) ... */ camera.aspect = window.innerWidth / window.innerHeight; camera.updateProjectionMatrix(); renderer.setSize(window.innerWidth, window.innerHeight); }
|
512 |
+
|
513 |
+
// --- Functions called by Python ---
|
514 |
+
function teleportPlayer(targetX, targetZ) { /* ... (Keep as before) ... */
|
515 |
+
console.log(`JS teleportPlayer called: x=${targetX}, z=${targetZ}`); if (playerMesh) { 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."); }
|
516 |
+
}
|
517 |
+
function updateSelectedObjectType(newType) { // Renamed from previous attempt
|
518 |
+
console.log("JS updateSelectedObjectType received:", newType);
|
519 |
+
selectedObjectType = newType;
|
520 |
+
// Optionally provide visual feedback (e.g., change cursor)
|
521 |
+
}
|
522 |
+
|
523 |
+
// --- Animation Loop & Helpers ---
|
524 |
+
function updatePlayerMovement() { /* ... (Keep as before, includes checkAndExpandGroundVisuals) ... */
|
525 |
+
if (!playerMesh) return; const moveDirection = new THREE.Vector3(0, 0, 0); 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;
|
526 |
+
if (moveDirection.lengthSq() > 0) { const forward = new THREE.Vector3(); camera.getWorldDirection(forward); forward.y = 0; forward.normalize(); const right = new THREE.Vector3().crossVectors(camera.up, forward).normalize(); const worldMove = new THREE.Vector3(); worldMove.add(forward.multiplyScalar(-moveDirection.z)); worldMove.add(right.multiplyScalar(-moveDirection.x)); worldMove.normalize().multiplyScalar(playerSpeed); playerMesh.position.add(worldMove); playerMesh.position.y = Math.max(playerMesh.position.y, 0.8); checkAndExpandGroundVisuals(); }
|
527 |
+
}
|
528 |
+
function checkAndExpandGroundVisuals() { /* ... (Keep as before) ... */
|
529 |
+
if (!playerMesh) return; const currentGridX = Math.floor(playerMesh.position.x / plotWidth); const currentGridZ = Math.floor(playerMesh.position.z / plotDepth); const viewDistanceGrids = 3; // Expand further?
|
530 |
+
for (let dx = -viewDistanceGrids; dx <= viewDistanceGrids; dx++) { for (let dz = -viewDistanceGrids; dz <= viewDistanceGrids; dz++) { const checkX = currentGridX + dx; const checkZ = currentGridZ + dz; const gridKey = `${checkX}_${checkZ}`; if (!groundMeshes[gridKey]) { createGroundPlane(checkX, checkZ, true); } } }
|
531 |
+
}
|
532 |
+
function updateCamera() { /* ... (Keep as before) ... */
|
533 |
+
if (!playerMesh) return; const offset = new THREE.Vector3(0, 12, 18); const targetPosition = playerMesh.position.clone().add(offset); camera.position.lerp(targetPosition, 0.08); const lookAtTarget = playerMesh.position.clone().add(new THREE.Vector3(0, 0.5, 0)); camera.lookAt(lookAtTarget);
|
534 |
+
}
|
535 |
+
|
536 |
+
function animate() {
|
537 |
+
requestAnimationFrame(animate);
|
538 |
+
updatePlayerMovement();
|
539 |
+
updateCamera();
|
540 |
+
renderer.render(scene, camera);
|
541 |
+
}
|
542 |
+
|
543 |
+
// --- Start ---
|
544 |
+
init();
|
545 |
+
|
546 |
+
</script>
|
547 |
+
</body>
|
548 |
+
</html>
|