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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>3D Character World</title>
<script src="https://cdn.tailwindcss.com"></script>
<script src="https://cdn.jsdelivr.net/npm/[email protected]/build/three.min.js"></script>
<script src="https://cdn.jsdelivr.net/npm/[email protected]/examples/js/controls/OrbitControls.js"></script>
<script src="https://cdn.jsdelivr.net/npm/[email protected]/examples/js/loaders/GLTFLoader.js"></script>
<style>
body {
margin: 0;
overflow: hidden;
font-family: 'Segoe UI', Tahoma, Geneva, Verdana, sans-serif;
}
#canvas {
display: block;
}
.transition-all {
transition: all 0.3s ease;
}
.character-card:hover {
transform: translateY(-5px);
box-shadow: 0 10px 20px rgba(0, 0, 0, 0.2);
}
.dialog-box {
background: rgba(0, 0, 0, 0.8);
backdrop-filter: blur(5px);
}
.character-preview {
width: 100%;
height: 200px;
background: rgba(255, 255, 255, 0.1);
border-radius: 0.5rem;
}
</style>
</head>
<body class="bg-gray-900 text-white">
<!-- Welcome Screen -->
<div id="welcome-screen" class="fixed inset-0 flex items-center justify-center bg-gray-900 z-50 transition-all duration-500">
<div class="text-center max-w-2xl p-8 bg-gray-800 rounded-xl shadow-2xl">
<h1 class="text-5xl font-bold mb-6 bg-gradient-to-r from-purple-500 to-blue-500 bg-clip-text text-transparent">3D Character World</h1>
<p class="text-xl mb-8 text-gray-300">Explore a vibrant 3D world with interactive characters. Select your avatar and meet others along your journey!</p>
<button id="start-btn" class="px-8 py-3 bg-gradient-to-r from-purple-600 to-blue-600 rounded-full text-white font-bold text-lg hover:from-purple-700 hover:to-blue-700 transition-all transform hover:scale-105 shadow-lg">
Begin Adventure
</button>
</div>
</div>
<!-- Character Selection Screen -->
<div id="character-selection" class="fixed inset-0 flex items-center justify-center bg-gray-900 z-40 transition-all duration-500 opacity-0 pointer-events-none">
<div class="w-full max-w-6xl p-6">
<h2 class="text-3xl font-bold mb-8 text-center">Choose Your Character</h2>
<div class="grid grid-cols-1 md:grid-cols-3 gap-6 mb-8">
<!-- Character cards will be dynamically inserted here -->
</div>
<div class="text-center">
<button id="confirm-character" class="px-8 py-3 bg-green-600 rounded-full text-white font-bold text-lg hover:bg-green-700 transition-all transform hover:scale-105 shadow-lg opacity-0">
Confirm Selection
</button>
</div>
</div>
</div>
<!-- World Selection Screen -->
<div id="world-selection" class="fixed inset-0 flex items-center justify-center bg-gray-900 z-30 transition-all duration-500 opacity-0 pointer-events-none">
<div class="w-full max-w-6xl p-6">
<h2 class="text-3xl font-bold mb-8 text-center">Select 5 Characters for Your World</h2>
<div class="grid grid-cols-1 md:grid-cols-5 gap-4 mb-8">
<!-- World character cards will be dynamically inserted here -->
</div>
<div class="text-center">
<button id="start-world" class="px-8 py-3 bg-green-600 rounded-full text-white font-bold text-lg hover:bg-green-700 transition-all transform hover:scale-105 shadow-lg opacity-0">
Generate World
</button>
</div>
</div>
</div>
<!-- Game UI -->
<div id="game-ui" class="fixed inset-0 pointer-events-none z-20 opacity-0 transition-all">
<div class="absolute bottom-4 left-4 bg-gray-800 bg-opacity-70 p-4 rounded-lg">
<div class="flex items-center space-x-2">
<div class="w-3 h-3 rounded-full bg-green-500"></div>
<span>WASD: Move</span>
</div>
<div class="flex items-center space-x-2">
<div class="w-3 h-3 rounded-full bg-blue-500"></div>
<span>Space: Jump</span>
</div>
<div class="flex items-center space-x-2">
<div class="w-3 h-3 rounded-full bg-purple-500"></div>
<span>Shift: Run</span>
</div>
<div class="flex items-center space-x-2">
<div class="w-3 h-3 rounded-full bg-yellow-500"></div>
<span>Near NPC: Talk (Space)</span>
</div>
</div>
</div>
<!-- Dialog Box -->
<div id="dialog-box" class="fixed bottom-0 left-0 right-0 bg-gray-900 bg-opacity-90 p-6 rounded-t-2xl transform translate-y-full transition-all duration-300 z-50 max-w-4xl mx-auto">
<div class="flex items-start space-x-4">
<div id="dialog-character" class="w-16 h-16 rounded-full bg-gray-700 flex-shrink-0"></div>
<div class="flex-1">
<h3 id="dialog-name" class="text-xl font-bold mb-2">Character Name</h3>
<p id="dialog-text" class="text-gray-300">Hello there! This is a sample dialog text that will be replaced with actual dialog content.</p>
</div>
</div>
<button id="close-dialog" class="absolute top-4 right-4 text-gray-400 hover:text-white">
<svg xmlns="http://www.w3.org/2000/svg" class="h-6 w-6" fill="none" viewBox="0 0 24 24" stroke="currentColor">
<path stroke-linecap="round" stroke-linejoin="round" stroke-width="2" d="M6 18L18 6M6 6l12 12" />
</svg>
</button>
</div>
<!-- Canvas for Three.js -->
<canvas id="canvas"></canvas>
<script>
// Game state
const gameState = {
currentScreen: 'welcome',
selectedCharacter: null,
selectedWorldCharacters: [],
characters: [],
worldCharacters: [],
player: null,
npcs: [],
nearbyNpc: null,
isRunning: false,
isJumping: false,
keys: {
w: false,
a: false,
s: false,
d: false,
shift: false,
space: false
}
};
// Sample character data (in a real app, these would be fetched from Google Cloud)
const characterData = [
{ id: 1, name: "Warrior", modelUrl: "https://storage.googleapis.com/your-bucket-name/warrior.glb", color: "#EF4444", dialog: ["I fight for honor!", "The battlefield calls to me.", "Stay sharp!"] },
{ id: 2, name: "Mage", modelUrl: "https://storage.googleapis.com/your-bucket-name/mage.glb", color: "#3B82F6", dialog: ["Magic flows through me.", "The arcane arts are limitless.", "Knowledge is power."] },
{ id: 3, name: "Rogue", modelUrl: "https://storage.googleapis.com/your-bucket-name/rogue.glb", color: "#10B981", dialog: ["Shadows are my friends.", "Quick and quiet.", "Gold is always the answer."] },
{ id: 4, name: "Archer", modelUrl: "https://storage.googleapis.com/your-bucket-name/archer.glb", color: "#F59E0B", dialog: ["My arrows never miss.", "The wind guides my shots.", "Aim true!"] },
{ id: 5, name: "Cleric", modelUrl: "https://storage.googleapis.com/your-bucket-name/cleric.glb", color: "#8B5CF6", dialog: ["The light protects us.", "Healing is my calling.", "Have faith!"] },
{ id: 6, name: "Bard", modelUrl: "https://storage.googleapis.com/your-bucket-name/bard.glb", color: "#EC4899", dialog: ["Let me sing you a tale!", "Music soothes the soul.", "Every story deserves a song."] },
{ id: 7, name: "Monk", modelUrl: "https://storage.googleapis.com/your-bucket-name/monk.glb", color: "#6366F1", dialog: ["Inner peace is key.", "The body and mind are one.", "Discipline brings strength."] },
{ id: 8, name: "Paladin", modelUrl: "https://storage.googleapis.com/your-bucket-name/paladin.glb", color: "#F97316", dialog: ["Justice will prevail!", "By my oath, I protect.", "Evil shall not pass."] }
];
// Three.js variables
let scene, camera, renderer, controls;
let mixer, clock, loader;
let world;
// Initialize the app
document.addEventListener('DOMContentLoaded', () => {
// Set up UI event listeners
document.getElementById('start-btn').addEventListener('click', showCharacterSelection);
document.getElementById('confirm-character').addEventListener('click', showWorldSelection);
document.getElementById('start-world').addEventListener('click', startGame);
document.getElementById('close-dialog').addEventListener('click', closeDialog);
// Keyboard event listeners
window.addEventListener('keydown', handleKeyDown);
window.addEventListener('keyup', handleKeyUp);
// Populate character selection
populateCharacterSelection();
});
function showCharacterSelection() {
document.getElementById('welcome-screen').classList.add('opacity-0', 'pointer-events-none');
document.getElementById('character-selection').classList.remove('opacity-0', 'pointer-events-none');
}
function showWorldSelection() {
if (!gameState.selectedCharacter) return;
document.getElementById('character-selection').classList.add('opacity-0', 'pointer-events-none');
document.getElementById('world-selection').classList.remove('opacity-0', 'pointer-events-none');
// Filter out the selected character from world selection
const availableCharacters = characterData.filter(char => char.id !== gameState.selectedCharacter.id);
populateWorldSelection(availableCharacters);
}
function startGame() {
if (gameState.selectedWorldCharacters.length < 5) {
alert('Please select 5 characters for your world!');
return;
}
document.getElementById('world-selection').classList.add('opacity-0', 'pointer-events-none');
document.getElementById('game-ui').classList.remove('opacity-0');
// Initialize Three.js world
initThreeJS();
}
function populateCharacterSelection() {
const container = document.querySelector('#character-selection .grid');
container.innerHTML = '';
characterData.forEach(character => {
const card = document.createElement('div');
card.className = 'character-card bg-gray-800 rounded-xl p-4 cursor-pointer transition-all shadow-lg';
card.innerHTML = `
<div class="character-preview mb-4 flex items-center justify-center">
<div class="w-24 h-24 rounded-full" style="background-color: ${character.color};"></div>
</div>
<h3 class="text-xl font-bold text-center mb-2">${character.name}</h3>
<p class="text-gray-400 text-center">Click to select</p>
`;
card.addEventListener('click', () => {
// Deselect all cards
document.querySelectorAll('.character-card').forEach(c => {
c.classList.remove('ring-2', 'ring-purple-500');
});
// Select this card
card.classList.add('ring-2', 'ring-purple-500');
// Update selected character
gameState.selectedCharacter = character;
// Show confirm button
document.getElementById('confirm-character').classList.remove('opacity-0');
});
container.appendChild(card);
});
}
function populateWorldSelection(characters) {
const container = document.querySelector('#world-selection .grid');
container.innerHTML = '';
characters.forEach(character => {
const card = document.createElement('div');
card.className = `character-card bg-gray-800 rounded-xl p-4 cursor-pointer transition-all shadow-lg ${
gameState.selectedWorldCharacters.some(c => c.id === character.id) ? 'ring-2 ring-green-500' : ''
}`;
card.innerHTML = `
<div class="character-preview mb-4 flex items-center justify-center">
<div class="w-16 h-16 rounded-full" style="background-color: ${character.color};"></div>
</div>
<h3 class="text-lg font-bold text-center mb-2">${character.name}</h3>
<p class="text-gray-400 text-sm text-center">Click to ${gameState.selectedWorldCharacters.some(c => c.id === character.id) ? 'deselect' : 'select'}</p>
`;
card.addEventListener('click', () => {
// Check if character is already selected
const index = gameState.selectedWorldCharacters.findIndex(c => c.id === character.id);
if (index !== -1) {
// Deselect
gameState.selectedWorldCharacters.splice(index, 1);
card.classList.remove('ring-2', 'ring-green-500');
card.querySelector('p').textContent = 'Click to select';
} else {
// Select if we have less than 5
if (gameState.selectedWorldCharacters.length < 5) {
gameState.selectedWorldCharacters.push(character);
card.classList.add('ring-2', 'ring-green-500');
card.querySelector('p').textContent = 'Click to deselect';
}
}
// Update start world button
if (gameState.selectedWorldCharacters.length === 5) {
document.getElementById('start-world').classList.remove('opacity-0');
} else {
document.getElementById('start-world').classList.add('opacity-0');
}
});
container.appendChild(card);
});
}
function initThreeJS() {
// Set up Three.js scene
scene = new THREE.Scene();
scene.background = new THREE.Color(0x87CEEB); // Sky blue
// Camera
camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
camera.position.set(0, 5, 10);
// Renderer
renderer = new THREE.WebGLRenderer({ canvas: document.getElementById('canvas'), antialias: true });
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.shadowMap.enabled = true;
// Clock for animations
clock = new THREE.Clock();
// Loader
loader = new THREE.GLTFLoader();
// Add lights
const ambientLight = new THREE.AmbientLight(0xffffff, 0.5);
scene.add(ambientLight);
const directionalLight = new THREE.DirectionalLight(0xffffff, 0.8);
directionalLight.position.set(5, 10, 7);
directionalLight.castShadow = true;
directionalLight.shadow.mapSize.width = 2048;
directionalLight.shadow.mapSize.height = 2048;
scene.add(directionalLight);
// Create ground
const groundGeometry = new THREE.PlaneGeometry(100, 100);
const groundMaterial = new THREE.MeshStandardMaterial({
color: 0x4ade80,
roughness: 0.8,
metalness: 0.2
});
const ground = new THREE.Mesh(groundGeometry, groundMaterial);
ground.rotation.x = -Math.PI / 2;
ground.receiveShadow = true;
scene.add(ground);
// Add some environment objects
addEnvironmentObjects();
// Load player character
loadPlayerCharacter();
// Load NPC characters
loadNPCCharacters();
// Start animation loop
animate();
// Handle window resize
window.addEventListener('resize', () => {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
});
}
function addEnvironmentObjects() {
// Add some trees
const treeGeometry = new THREE.ConeGeometry(1, 3, 8);
const treeMaterial = new THREE.MeshStandardMaterial({ color: 0x2e7d32 });
for (let i = 0; i < 20; i++) {
const tree = new THREE.Mesh(treeGeometry, treeMaterial);
tree.position.x = (Math.random() - 0.5) * 80;
tree.position.z = (Math.random() - 0.5) * 80;
tree.position.y = 1.5;
tree.castShadow = true;
scene.add(tree);
// Add trunk
const trunkGeometry = new THREE.CylinderGeometry(0.3, 0.3, 1);
const trunkMaterial = new THREE.MeshStandardMaterial({ color: 0x5e4035 });
const trunk = new THREE.Mesh(trunkGeometry, trunkMaterial);
trunk.position.y = 0.5;
tree.add(trunk);
}
// Add some rocks
const rockGeometry = new THREE.SphereGeometry(0.5, 8, 8);
const rockMaterial = new THREE.MeshStandardMaterial({ color: 0x757575 });
for (let i = 0; i < 15; i++) {
const rock = new THREE.Mesh(rockGeometry, rockMaterial);
rock.position.x = (Math.random() - 0.5) * 80;
rock.position.z = (Math.random() - 0.5) * 80;
rock.position.y = 0.5;
rock.castShadow = true;
scene.add(rock);
}
}
function loadPlayerCharacter() {
// In a real app, we would load the GLTF model from the URL
// For this example, we'll create a simple placeholder
const group = new THREE.Group();
// Body
const bodyGeometry = new THREE.CylinderGeometry(0.5, 0.5, 1.5, 8);
const bodyMaterial = new THREE.MeshStandardMaterial({
color: new THREE.Color(gameState.selectedCharacter.color),
roughness: 0.7,
metalness: 0.1
});
const body = new THREE.Mesh(bodyGeometry, bodyMaterial);
body.position.y = 0.75;
body.castShadow = true;
group.add(body);
// Head
const headGeometry = new THREE.SphereGeometry(0.4, 8, 8);
const headMaterial = new THREE.MeshStandardMaterial({ color: 0xf5d0b5 });
const head = new THREE.Mesh(headGeometry, headMaterial);
head.position.y = 1.6;
head.castShadow = true;
group.add(head);
// Arms
const armGeometry = new THREE.CylinderGeometry(0.15, 0.15, 0.8, 6);
const leftArm = new THREE.Mesh(armGeometry, bodyMaterial);
leftArm.position.set(-0.6, 1, 0);
leftArm.rotation.z = 0.5;
leftArm.castShadow = true;
group.add(leftArm);
const rightArm = new THREE.Mesh(armGeometry, bodyMaterial);
rightArm.position.set(0.6, 1, 0);
rightArm.rotation.z = -0.5;
rightArm.castShadow = true;
group.add(rightArm);
// Legs
const legGeometry = new THREE.CylinderGeometry(0.2, 0.2, 0.8, 6);
const leftLeg = new THREE.Mesh(legGeometry, new THREE.MeshStandardMaterial({ color: 0x1e40af }));
leftLeg.position.set(-0.2, -0.4, 0);
leftLeg.castShadow = true;
group.add(leftLeg);
const rightLeg = new THREE.Mesh(legGeometry, new THREE.MeshStandardMaterial({ color: 0x1e40af }));
rightLeg.position.set(0.2, -0.4, 0);
rightLeg.castShadow = true;
group.add(rightLeg);
group.position.y = 0;
scene.add(group);
gameState.player = {
model: group,
speed: 0.1,
runSpeed: 0.2,
rotationSpeed: 0.05,
isMoving: false,
animations: {
idle: null,
walk: null,
run: null,
jump: null
},
currentAnimation: null
};
// Add a simple animation mixer for the player
mixer = new THREE.AnimationMixer(group);
// Create simple animations
createPlayerAnimations();
// Set initial animation
setPlayerAnimation('idle');
}
function createPlayerAnimations() {
// In a real app, these would come from the GLTF model
// For this example, we'll create simple animations
// Idle animation (slight bounce)
const idleTrack = new THREE.VectorKeyframeTrack(
'.position',
[0, 0.5, 1],
[
0, 0, 0, // Start position
0, 0.05, 0, // Up position
0, 0, 0 // Back to start
]
);
const idleClip = new THREE.AnimationClip('idle', 1, [idleTrack]);
gameState.player.animations.idle = idleClip;
// Walk animation (arm and leg movement)
const leftArmTrack = new THREE.VectorKeyframeTrack(
'.children[2].rotation[z]',
[0, 0.5, 1],
[0.5, -0.5, 0.5]
);
const rightArmTrack = new THREE.VectorKeyframeTrack(
'.children[3].rotation[z]',
[0, 0.5, 1],
[-0.5, 0.5, -0.5]
);
const leftLegTrack = new THREE.VectorKeyframeTrack(
'.children[4].position[y]',
[0, 0.5, 1],
[-0.4, -0.2, -0.4]
);
const rightLegTrack = new THREE.VectorKeyframeTrack(
'.children[5].position[y]',
[0, 0.5, 1],
[-0.2, -0.4, -0.2]
);
const walkClip = new THREE.AnimationClip('walk', 0.5, [
leftArmTrack, rightArmTrack, leftLegTrack, rightLegTrack
]);
gameState.player.animations.walk = walkClip;
// Run animation (faster arm and leg movement)
const runClip = new THREE.AnimationClip('run', 0.3, [
leftArmTrack, rightArmTrack, leftLegTrack, rightLegTrack
]);
gameState.player.animations.run = runClip;
// Jump animation
const jumpTrack = new THREE.VectorKeyframeTrack(
'.position[y]',
[0, 0.2, 0.4, 0.6, 0.8, 1],
[0, 2, 1.5, 0.5, 0, 0]
);
const jumpClip = new THREE.AnimationClip('jump', 1, [jumpTrack]);
gameState.player.animations.jump = jumpClip;
}
function setPlayerAnimation(name) {
if (gameState.player.currentAnimation === name) return;
if (mixer) {
mixer.stopAllAction();
const clip = gameState.player.animations[name];
if (clip) {
const action = mixer.clipAction(clip);
action.setLoop(THREE.LoopRepeat);
action.play();
}
gameState.player.currentAnimation = name;
}
}
function loadNPCCharacters() {
gameState.selectedWorldCharacters.forEach((character, index) => {
// In a real app, we would load the GLTF model from the URL
// For this example, we'll create a simple placeholder
const group = new THREE.Group();
// Body
const bodyGeometry = new THREE.CylinderGeometry(0.5, 0.5, 1.5, 8);
const bodyMaterial = new THREE.MeshStandardMaterial({
color: new THREE.Color(character.color),
roughness: 0.7,
metalness: 0.1
});
const body = new THREE.Mesh(bodyGeometry, bodyMaterial);
body.position.y = 0.75;
body.castShadow = true;
group.add(body);
// Head
const headGeometry = new THREE.SphereGeometry(0.4, 8, 8);
const headMaterial = new THREE.MeshStandardMaterial({ color: 0xf5d0b5 });
const head = new THREE.Mesh(headGeometry, headMaterial);
head.position.y = 1.6;
head.castShadow = true;
group.add(head);
// Position NPCs in a circle around the center
const angle = (index / gameState.selectedWorldCharacters.length) * Math.PI * 2;
const radius = 10 + Math.random() * 10;
group.position.x = Math.cos(angle) * radius;
group.position.z = Math.sin(angle) * radius;
group.position.y = 0;
// Make NPC face center
group.lookAt(0, 0, 0);
scene.add(group);
gameState.npcs.push({
model: group,
character: character,
dialog: character.dialog,
currentDialogIndex: 0
});
});
}
function animate() {
requestAnimationFrame(animate);
const delta = clock.getDelta();
// Update player animation mixer
if (mixer) {
mixer.update(delta);
}
// Handle player movement
handlePlayerMovement(delta);
// Check for nearby NPCs
checkForNearbyNPCs();
renderer.render(scene, camera);
}
function handlePlayerMovement(delta) {
if (!gameState.player) return;
const player = gameState.player;
let moving = false;
// Forward/backward movement
if (gameState.keys.w) {
player.model.translateZ(-player.speed * (gameState.keys.shift ? player.runSpeed / player.speed : 1));
moving = true;
}
if (gameState.keys.s) {
player.model.translateZ(player.speed);
moving = true;
}
// Left/right movement
if (gameState.keys.a) {
player.model.translateX(-player.speed);
moving = true;
}
if (gameState.keys.d) {
player.model.translateX(player.speed);
moving = true;
}
// Rotation
if (moving) {
// Calculate target rotation based on movement direction
const targetRotation = Math.atan2(
(gameState.keys.a ? -1 : 0) + (gameState.keys.d ? 1 : 0),
(gameState.keys.w ? -1 : 0) + (gameState.keys.s ? 1 : 0)
);
// Smoothly rotate towards target
player.model.rotation.y = THREE.MathUtils.lerp(
player.model.rotation.y,
targetRotation,
player.rotationSpeed
);
}
// Jumping
if (gameState.keys.space && !gameState.isJumping) {
gameState.isJumping = true;
setPlayerAnimation('jump');
setTimeout(() => {
gameState.isJumping = false;
updatePlayerAnimation();
}, 1000);
// Check if we're near an NPC to talk
if (gameState.nearbyNpc) {
showDialog(gameState.nearbyNpc);
}
}
// Update animation based on movement
if (moving !== player.isMoving || gameState.keys.shift) {
player.isMoving = moving;
updatePlayerAnimation();
}
// Update camera position to follow player
const cameraOffset = new THREE.Vector3(0, 5, 10);
cameraOffset.applyQuaternion(player.model.quaternion);
camera.position.copy(player.model.position.clone().add(cameraOffset));
camera.lookAt(player.model.position);
}
function updatePlayerAnimation() {
if (gameState.isJumping) return;
if (!gameState.player.isMoving) {
setPlayerAnimation('idle');
} else if (gameState.keys.shift) {
setPlayerAnimation('run');
} else {
setPlayerAnimation('walk');
}
}
function checkForNearbyNPCs() {
if (!gameState.player) return;
let closestNpc = null;
let closestDistance = Infinity;
gameState.npcs.forEach(npc => {
const distance = npc.model.position.distanceTo(gameState.player.model.position);
if (distance < 5 && distance < closestDistance) {
closestDistance = distance;
closestNpc = npc;
}
});
gameState.nearbyNpc = closestNpc;
}
function showDialog(npc) {
if (!npc) return;
// Get next dialog line
const dialog = npc.dialog[npc.currentDialogIndex];
npc.currentDialogIndex = (npc.currentDialogIndex + 1) % npc.dialog.length;
// Update dialog UI
document.getElementById('dialog-character').style.backgroundColor = npc.character.color;
document.getElementById('dialog-name').textContent = npc.character.name;
document.getElementById('dialog-text').textContent = dialog;
// Show dialog box
document.getElementById('dialog-box').classList.remove('translate-y-full');
}
function closeDialog() {
document.getElementById('dialog-box').classList.add('translate-y-full');
}
function handleKeyDown(event) {
switch (event.key.toLowerCase()) {
case 'w': gameState.keys.w = true; break;
case 'a': gameState.keys.a = true; break;
case 's': gameState.keys.s = true; break;
case 'd': gameState.keys.d = true; break;
case 'shift': gameState.keys.shift = true; break;
case ' ':
gameState.keys.space = true;
if (gameState.currentScreen === 'game' && gameState.nearbyNpc) {
showDialog(gameState.nearbyNpc);
}
break;
}
}
function handleKeyUp(event) {
switch (event.key.toLowerCase()) {
case 'w': gameState.keys.w = false; break;
case 'a': gameState.keys.a = false; break;
case 's': gameState.keys.s = false; break;
case 'd': gameState.keys.d = false; break;
case 'shift': gameState.keys.shift = false; break;
case ' ': gameState.keys.space = false; break;
}
}
</script>
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