Spaces:
Running
Running
Add 3 files
Browse files- README.md +7 -5
- index.html +758 -19
- prompts.txt +2 -0
README.md
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---
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title:
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emoji:
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colorFrom:
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colorTo:
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sdk: static
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pinned: false
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---
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Check out the configuration reference at https://huggingface.co/docs/hub/spaces-config-reference
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title: character-selector
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emoji: 🐳
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colorFrom: yellow
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colorTo: pink
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sdk: static
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pinned: false
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tags:
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- deepsite
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---
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Check out the configuration reference at https://huggingface.co/docs/hub/spaces-config-reference
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index.html
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<!
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<html>
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<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="UTF-8">
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<meta name="viewport" content="width=device-width, initial-scale=1.0">
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<title>3D Character World</title>
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<script src="https://cdn.tailwindcss.com"></script>
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<script src="https://cdn.jsdelivr.net/npm/[email protected]/build/three.min.js"></script>
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<script src="https://cdn.jsdelivr.net/npm/[email protected]/examples/js/controls/OrbitControls.js"></script>
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<script src="https://cdn.jsdelivr.net/npm/[email protected]/examples/js/loaders/GLTFLoader.js"></script>
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<style>
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body {
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margin: 0;
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overflow: hidden;
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font-family: 'Segoe UI', Tahoma, Geneva, Verdana, sans-serif;
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}
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#canvas {
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display: block;
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}
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.transition-all {
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transition: all 0.3s ease;
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}
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.character-card:hover {
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transform: translateY(-5px);
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box-shadow: 0 10px 20px rgba(0, 0, 0, 0.2);
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}
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.dialog-box {
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background: rgba(0, 0, 0, 0.8);
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backdrop-filter: blur(5px);
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}
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.character-preview {
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width: 100%;
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height: 200px;
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background: rgba(255, 255, 255, 0.1);
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border-radius: 0.5rem;
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}
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</style>
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</head>
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<body class="bg-gray-900 text-white">
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<!-- Welcome Screen -->
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<div id="welcome-screen" class="fixed inset-0 flex items-center justify-center bg-gray-900 z-50 transition-all duration-500">
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<div class="text-center max-w-2xl p-8 bg-gray-800 rounded-xl shadow-2xl">
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<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>
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<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>
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<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">
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Begin Adventure
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</button>
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</div>
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</div>
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<!-- Character Selection Screen -->
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52 |
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<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">
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<div class="w-full max-w-6xl p-6">
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<h2 class="text-3xl font-bold mb-8 text-center">Choose Your Character</h2>
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<div class="grid grid-cols-1 md:grid-cols-3 gap-6 mb-8">
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<!-- Character cards will be dynamically inserted here -->
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</div>
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<div class="text-center">
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<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">
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Confirm Selection
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</button>
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</div>
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</div>
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</div>
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<!-- World Selection Screen -->
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<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">
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<div class="w-full max-w-6xl p-6">
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<h2 class="text-3xl font-bold mb-8 text-center">Select 5 Characters for Your World</h2>
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70 |
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<div class="grid grid-cols-1 md:grid-cols-5 gap-4 mb-8">
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<!-- World character cards will be dynamically inserted here -->
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72 |
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</div>
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<div class="text-center">
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74 |
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<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">
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75 |
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Generate World
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76 |
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</button>
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77 |
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</div>
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78 |
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</div>
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79 |
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</div>
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80 |
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81 |
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<!-- Game UI -->
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82 |
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<div id="game-ui" class="fixed inset-0 pointer-events-none z-20 opacity-0 transition-all">
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83 |
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<div class="absolute bottom-4 left-4 bg-gray-800 bg-opacity-70 p-4 rounded-lg">
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84 |
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<div class="flex items-center space-x-2">
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85 |
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<div class="w-3 h-3 rounded-full bg-green-500"></div>
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86 |
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<span>WASD: Move</span>
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87 |
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</div>
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88 |
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<div class="flex items-center space-x-2">
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89 |
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<div class="w-3 h-3 rounded-full bg-blue-500"></div>
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90 |
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<span>Space: Jump</span>
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91 |
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</div>
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92 |
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<div class="flex items-center space-x-2">
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93 |
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<div class="w-3 h-3 rounded-full bg-purple-500"></div>
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94 |
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<span>Shift: Run</span>
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95 |
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</div>
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96 |
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<div class="flex items-center space-x-2">
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97 |
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<div class="w-3 h-3 rounded-full bg-yellow-500"></div>
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98 |
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<span>Near NPC: Talk (Space)</span>
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99 |
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</div>
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100 |
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</div>
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101 |
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</div>
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103 |
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<!-- Dialog Box -->
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104 |
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<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">
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105 |
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<div class="flex items-start space-x-4">
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106 |
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<div id="dialog-character" class="w-16 h-16 rounded-full bg-gray-700 flex-shrink-0"></div>
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107 |
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<div class="flex-1">
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108 |
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<h3 id="dialog-name" class="text-xl font-bold mb-2">Character Name</h3>
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109 |
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<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>
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110 |
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</div>
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111 |
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</div>
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112 |
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<button id="close-dialog" class="absolute top-4 right-4 text-gray-400 hover:text-white">
|
113 |
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<svg xmlns="http://www.w3.org/2000/svg" class="h-6 w-6" fill="none" viewBox="0 0 24 24" stroke="currentColor">
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114 |
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<path stroke-linecap="round" stroke-linejoin="round" stroke-width="2" d="M6 18L18 6M6 6l12 12" />
|
115 |
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</svg>
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116 |
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</button>
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117 |
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</div>
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118 |
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|
119 |
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<!-- Canvas for Three.js -->
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120 |
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<canvas id="canvas"></canvas>
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121 |
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122 |
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<script>
|
123 |
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// Game state
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124 |
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const gameState = {
|
125 |
+
currentScreen: 'welcome',
|
126 |
+
selectedCharacter: null,
|
127 |
+
selectedWorldCharacters: [],
|
128 |
+
characters: [],
|
129 |
+
worldCharacters: [],
|
130 |
+
player: null,
|
131 |
+
npcs: [],
|
132 |
+
nearbyNpc: null,
|
133 |
+
isRunning: false,
|
134 |
+
isJumping: false,
|
135 |
+
keys: {
|
136 |
+
w: false,
|
137 |
+
a: false,
|
138 |
+
s: false,
|
139 |
+
d: false,
|
140 |
+
shift: false,
|
141 |
+
space: false
|
142 |
+
}
|
143 |
+
};
|
144 |
+
|
145 |
+
// Sample character data (in a real app, these would be fetched from Google Cloud)
|
146 |
+
const characterData = [
|
147 |
+
{ 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!"] },
|
148 |
+
{ 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."] },
|
149 |
+
{ 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."] },
|
150 |
+
{ 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!"] },
|
151 |
+
{ 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!"] },
|
152 |
+
{ 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."] },
|
153 |
+
{ 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."] },
|
154 |
+
{ 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."] }
|
155 |
+
];
|
156 |
+
|
157 |
+
// Three.js variables
|
158 |
+
let scene, camera, renderer, controls;
|
159 |
+
let mixer, clock, loader;
|
160 |
+
let world;
|
161 |
+
|
162 |
+
// Initialize the app
|
163 |
+
document.addEventListener('DOMContentLoaded', () => {
|
164 |
+
// Set up UI event listeners
|
165 |
+
document.getElementById('start-btn').addEventListener('click', showCharacterSelection);
|
166 |
+
document.getElementById('confirm-character').addEventListener('click', showWorldSelection);
|
167 |
+
document.getElementById('start-world').addEventListener('click', startGame);
|
168 |
+
document.getElementById('close-dialog').addEventListener('click', closeDialog);
|
169 |
+
|
170 |
+
// Keyboard event listeners
|
171 |
+
window.addEventListener('keydown', handleKeyDown);
|
172 |
+
window.addEventListener('keyup', handleKeyUp);
|
173 |
+
|
174 |
+
// Populate character selection
|
175 |
+
populateCharacterSelection();
|
176 |
+
});
|
177 |
+
|
178 |
+
function showCharacterSelection() {
|
179 |
+
document.getElementById('welcome-screen').classList.add('opacity-0', 'pointer-events-none');
|
180 |
+
document.getElementById('character-selection').classList.remove('opacity-0', 'pointer-events-none');
|
181 |
+
}
|
182 |
+
|
183 |
+
function showWorldSelection() {
|
184 |
+
if (!gameState.selectedCharacter) return;
|
185 |
+
|
186 |
+
document.getElementById('character-selection').classList.add('opacity-0', 'pointer-events-none');
|
187 |
+
document.getElementById('world-selection').classList.remove('opacity-0', 'pointer-events-none');
|
188 |
+
|
189 |
+
// Filter out the selected character from world selection
|
190 |
+
const availableCharacters = characterData.filter(char => char.id !== gameState.selectedCharacter.id);
|
191 |
+
populateWorldSelection(availableCharacters);
|
192 |
+
}
|
193 |
+
|
194 |
+
function startGame() {
|
195 |
+
if (gameState.selectedWorldCharacters.length < 5) {
|
196 |
+
alert('Please select 5 characters for your world!');
|
197 |
+
return;
|
198 |
+
}
|
199 |
+
|
200 |
+
document.getElementById('world-selection').classList.add('opacity-0', 'pointer-events-none');
|
201 |
+
document.getElementById('game-ui').classList.remove('opacity-0');
|
202 |
+
|
203 |
+
// Initialize Three.js world
|
204 |
+
initThreeJS();
|
205 |
+
}
|
206 |
+
|
207 |
+
function populateCharacterSelection() {
|
208 |
+
const container = document.querySelector('#character-selection .grid');
|
209 |
+
container.innerHTML = '';
|
210 |
+
|
211 |
+
characterData.forEach(character => {
|
212 |
+
const card = document.createElement('div');
|
213 |
+
card.className = 'character-card bg-gray-800 rounded-xl p-4 cursor-pointer transition-all shadow-lg';
|
214 |
+
card.innerHTML = `
|
215 |
+
<div class="character-preview mb-4 flex items-center justify-center">
|
216 |
+
<div class="w-24 h-24 rounded-full" style="background-color: ${character.color};"></div>
|
217 |
+
</div>
|
218 |
+
<h3 class="text-xl font-bold text-center mb-2">${character.name}</h3>
|
219 |
+
<p class="text-gray-400 text-center">Click to select</p>
|
220 |
+
`;
|
221 |
+
|
222 |
+
card.addEventListener('click', () => {
|
223 |
+
// Deselect all cards
|
224 |
+
document.querySelectorAll('.character-card').forEach(c => {
|
225 |
+
c.classList.remove('ring-2', 'ring-purple-500');
|
226 |
+
});
|
227 |
+
|
228 |
+
// Select this card
|
229 |
+
card.classList.add('ring-2', 'ring-purple-500');
|
230 |
+
|
231 |
+
// Update selected character
|
232 |
+
gameState.selectedCharacter = character;
|
233 |
+
|
234 |
+
// Show confirm button
|
235 |
+
document.getElementById('confirm-character').classList.remove('opacity-0');
|
236 |
+
});
|
237 |
+
|
238 |
+
container.appendChild(card);
|
239 |
+
});
|
240 |
+
}
|
241 |
+
|
242 |
+
function populateWorldSelection(characters) {
|
243 |
+
const container = document.querySelector('#world-selection .grid');
|
244 |
+
container.innerHTML = '';
|
245 |
+
|
246 |
+
characters.forEach(character => {
|
247 |
+
const card = document.createElement('div');
|
248 |
+
card.className = `character-card bg-gray-800 rounded-xl p-4 cursor-pointer transition-all shadow-lg ${
|
249 |
+
gameState.selectedWorldCharacters.some(c => c.id === character.id) ? 'ring-2 ring-green-500' : ''
|
250 |
+
}`;
|
251 |
+
card.innerHTML = `
|
252 |
+
<div class="character-preview mb-4 flex items-center justify-center">
|
253 |
+
<div class="w-16 h-16 rounded-full" style="background-color: ${character.color};"></div>
|
254 |
+
</div>
|
255 |
+
<h3 class="text-lg font-bold text-center mb-2">${character.name}</h3>
|
256 |
+
<p class="text-gray-400 text-sm text-center">Click to ${gameState.selectedWorldCharacters.some(c => c.id === character.id) ? 'deselect' : 'select'}</p>
|
257 |
+
`;
|
258 |
+
|
259 |
+
card.addEventListener('click', () => {
|
260 |
+
// Check if character is already selected
|
261 |
+
const index = gameState.selectedWorldCharacters.findIndex(c => c.id === character.id);
|
262 |
+
|
263 |
+
if (index !== -1) {
|
264 |
+
// Deselect
|
265 |
+
gameState.selectedWorldCharacters.splice(index, 1);
|
266 |
+
card.classList.remove('ring-2', 'ring-green-500');
|
267 |
+
card.querySelector('p').textContent = 'Click to select';
|
268 |
+
} else {
|
269 |
+
// Select if we have less than 5
|
270 |
+
if (gameState.selectedWorldCharacters.length < 5) {
|
271 |
+
gameState.selectedWorldCharacters.push(character);
|
272 |
+
card.classList.add('ring-2', 'ring-green-500');
|
273 |
+
card.querySelector('p').textContent = 'Click to deselect';
|
274 |
+
}
|
275 |
+
}
|
276 |
+
|
277 |
+
// Update start world button
|
278 |
+
if (gameState.selectedWorldCharacters.length === 5) {
|
279 |
+
document.getElementById('start-world').classList.remove('opacity-0');
|
280 |
+
} else {
|
281 |
+
document.getElementById('start-world').classList.add('opacity-0');
|
282 |
+
}
|
283 |
+
});
|
284 |
+
|
285 |
+
container.appendChild(card);
|
286 |
+
});
|
287 |
+
}
|
288 |
+
|
289 |
+
function initThreeJS() {
|
290 |
+
// Set up Three.js scene
|
291 |
+
scene = new THREE.Scene();
|
292 |
+
scene.background = new THREE.Color(0x87CEEB); // Sky blue
|
293 |
+
|
294 |
+
// Camera
|
295 |
+
camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
|
296 |
+
camera.position.set(0, 5, 10);
|
297 |
+
|
298 |
+
// Renderer
|
299 |
+
renderer = new THREE.WebGLRenderer({ canvas: document.getElementById('canvas'), antialias: true });
|
300 |
+
renderer.setSize(window.innerWidth, window.innerHeight);
|
301 |
+
renderer.shadowMap.enabled = true;
|
302 |
+
|
303 |
+
// Clock for animations
|
304 |
+
clock = new THREE.Clock();
|
305 |
+
|
306 |
+
// Loader
|
307 |
+
loader = new THREE.GLTFLoader();
|
308 |
+
|
309 |
+
// Add lights
|
310 |
+
const ambientLight = new THREE.AmbientLight(0xffffff, 0.5);
|
311 |
+
scene.add(ambientLight);
|
312 |
+
|
313 |
+
const directionalLight = new THREE.DirectionalLight(0xffffff, 0.8);
|
314 |
+
directionalLight.position.set(5, 10, 7);
|
315 |
+
directionalLight.castShadow = true;
|
316 |
+
directionalLight.shadow.mapSize.width = 2048;
|
317 |
+
directionalLight.shadow.mapSize.height = 2048;
|
318 |
+
scene.add(directionalLight);
|
319 |
+
|
320 |
+
// Create ground
|
321 |
+
const groundGeometry = new THREE.PlaneGeometry(100, 100);
|
322 |
+
const groundMaterial = new THREE.MeshStandardMaterial({
|
323 |
+
color: 0x4ade80,
|
324 |
+
roughness: 0.8,
|
325 |
+
metalness: 0.2
|
326 |
+
});
|
327 |
+
const ground = new THREE.Mesh(groundGeometry, groundMaterial);
|
328 |
+
ground.rotation.x = -Math.PI / 2;
|
329 |
+
ground.receiveShadow = true;
|
330 |
+
scene.add(ground);
|
331 |
+
|
332 |
+
// Add some environment objects
|
333 |
+
addEnvironmentObjects();
|
334 |
+
|
335 |
+
// Load player character
|
336 |
+
loadPlayerCharacter();
|
337 |
+
|
338 |
+
// Load NPC characters
|
339 |
+
loadNPCCharacters();
|
340 |
+
|
341 |
+
// Start animation loop
|
342 |
+
animate();
|
343 |
+
|
344 |
+
// Handle window resize
|
345 |
+
window.addEventListener('resize', () => {
|
346 |
+
camera.aspect = window.innerWidth / window.innerHeight;
|
347 |
+
camera.updateProjectionMatrix();
|
348 |
+
renderer.setSize(window.innerWidth, window.innerHeight);
|
349 |
+
});
|
350 |
+
}
|
351 |
+
|
352 |
+
function addEnvironmentObjects() {
|
353 |
+
// Add some trees
|
354 |
+
const treeGeometry = new THREE.ConeGeometry(1, 3, 8);
|
355 |
+
const treeMaterial = new THREE.MeshStandardMaterial({ color: 0x2e7d32 });
|
356 |
+
|
357 |
+
for (let i = 0; i < 20; i++) {
|
358 |
+
const tree = new THREE.Mesh(treeGeometry, treeMaterial);
|
359 |
+
tree.position.x = (Math.random() - 0.5) * 80;
|
360 |
+
tree.position.z = (Math.random() - 0.5) * 80;
|
361 |
+
tree.position.y = 1.5;
|
362 |
+
tree.castShadow = true;
|
363 |
+
scene.add(tree);
|
364 |
+
|
365 |
+
// Add trunk
|
366 |
+
const trunkGeometry = new THREE.CylinderGeometry(0.3, 0.3, 1);
|
367 |
+
const trunkMaterial = new THREE.MeshStandardMaterial({ color: 0x5e4035 });
|
368 |
+
const trunk = new THREE.Mesh(trunkGeometry, trunkMaterial);
|
369 |
+
trunk.position.y = 0.5;
|
370 |
+
tree.add(trunk);
|
371 |
+
}
|
372 |
+
|
373 |
+
// Add some rocks
|
374 |
+
const rockGeometry = new THREE.SphereGeometry(0.5, 8, 8);
|
375 |
+
const rockMaterial = new THREE.MeshStandardMaterial({ color: 0x757575 });
|
376 |
+
|
377 |
+
for (let i = 0; i < 15; i++) {
|
378 |
+
const rock = new THREE.Mesh(rockGeometry, rockMaterial);
|
379 |
+
rock.position.x = (Math.random() - 0.5) * 80;
|
380 |
+
rock.position.z = (Math.random() - 0.5) * 80;
|
381 |
+
rock.position.y = 0.5;
|
382 |
+
rock.castShadow = true;
|
383 |
+
scene.add(rock);
|
384 |
+
}
|
385 |
+
}
|
386 |
+
|
387 |
+
function loadPlayerCharacter() {
|
388 |
+
// In a real app, we would load the GLTF model from the URL
|
389 |
+
// For this example, we'll create a simple placeholder
|
390 |
+
|
391 |
+
const group = new THREE.Group();
|
392 |
+
|
393 |
+
// Body
|
394 |
+
const bodyGeometry = new THREE.CylinderGeometry(0.5, 0.5, 1.5, 8);
|
395 |
+
const bodyMaterial = new THREE.MeshStandardMaterial({
|
396 |
+
color: new THREE.Color(gameState.selectedCharacter.color),
|
397 |
+
roughness: 0.7,
|
398 |
+
metalness: 0.1
|
399 |
+
});
|
400 |
+
const body = new THREE.Mesh(bodyGeometry, bodyMaterial);
|
401 |
+
body.position.y = 0.75;
|
402 |
+
body.castShadow = true;
|
403 |
+
group.add(body);
|
404 |
+
|
405 |
+
// Head
|
406 |
+
const headGeometry = new THREE.SphereGeometry(0.4, 8, 8);
|
407 |
+
const headMaterial = new THREE.MeshStandardMaterial({ color: 0xf5d0b5 });
|
408 |
+
const head = new THREE.Mesh(headGeometry, headMaterial);
|
409 |
+
head.position.y = 1.6;
|
410 |
+
head.castShadow = true;
|
411 |
+
group.add(head);
|
412 |
+
|
413 |
+
// Arms
|
414 |
+
const armGeometry = new THREE.CylinderGeometry(0.15, 0.15, 0.8, 6);
|
415 |
+
const leftArm = new THREE.Mesh(armGeometry, bodyMaterial);
|
416 |
+
leftArm.position.set(-0.6, 1, 0);
|
417 |
+
leftArm.rotation.z = 0.5;
|
418 |
+
leftArm.castShadow = true;
|
419 |
+
group.add(leftArm);
|
420 |
+
|
421 |
+
const rightArm = new THREE.Mesh(armGeometry, bodyMaterial);
|
422 |
+
rightArm.position.set(0.6, 1, 0);
|
423 |
+
rightArm.rotation.z = -0.5;
|
424 |
+
rightArm.castShadow = true;
|
425 |
+
group.add(rightArm);
|
426 |
+
|
427 |
+
// Legs
|
428 |
+
const legGeometry = new THREE.CylinderGeometry(0.2, 0.2, 0.8, 6);
|
429 |
+
const leftLeg = new THREE.Mesh(legGeometry, new THREE.MeshStandardMaterial({ color: 0x1e40af }));
|
430 |
+
leftLeg.position.set(-0.2, -0.4, 0);
|
431 |
+
leftLeg.castShadow = true;
|
432 |
+
group.add(leftLeg);
|
433 |
+
|
434 |
+
const rightLeg = new THREE.Mesh(legGeometry, new THREE.MeshStandardMaterial({ color: 0x1e40af }));
|
435 |
+
rightLeg.position.set(0.2, -0.4, 0);
|
436 |
+
rightLeg.castShadow = true;
|
437 |
+
group.add(rightLeg);
|
438 |
+
|
439 |
+
group.position.y = 0;
|
440 |
+
scene.add(group);
|
441 |
+
|
442 |
+
gameState.player = {
|
443 |
+
model: group,
|
444 |
+
speed: 0.1,
|
445 |
+
runSpeed: 0.2,
|
446 |
+
rotationSpeed: 0.05,
|
447 |
+
isMoving: false,
|
448 |
+
animations: {
|
449 |
+
idle: null,
|
450 |
+
walk: null,
|
451 |
+
run: null,
|
452 |
+
jump: null
|
453 |
+
},
|
454 |
+
currentAnimation: null
|
455 |
+
};
|
456 |
+
|
457 |
+
// Add a simple animation mixer for the player
|
458 |
+
mixer = new THREE.AnimationMixer(group);
|
459 |
+
|
460 |
+
// Create simple animations
|
461 |
+
createPlayerAnimations();
|
462 |
+
|
463 |
+
// Set initial animation
|
464 |
+
setPlayerAnimation('idle');
|
465 |
+
}
|
466 |
+
|
467 |
+
function createPlayerAnimations() {
|
468 |
+
// In a real app, these would come from the GLTF model
|
469 |
+
// For this example, we'll create simple animations
|
470 |
+
|
471 |
+
// Idle animation (slight bounce)
|
472 |
+
const idleTrack = new THREE.VectorKeyframeTrack(
|
473 |
+
'.position',
|
474 |
+
[0, 0.5, 1],
|
475 |
+
[
|
476 |
+
0, 0, 0, // Start position
|
477 |
+
0, 0.05, 0, // Up position
|
478 |
+
0, 0, 0 // Back to start
|
479 |
+
]
|
480 |
+
);
|
481 |
+
const idleClip = new THREE.AnimationClip('idle', 1, [idleTrack]);
|
482 |
+
gameState.player.animations.idle = idleClip;
|
483 |
+
|
484 |
+
// Walk animation (arm and leg movement)
|
485 |
+
const leftArmTrack = new THREE.VectorKeyframeTrack(
|
486 |
+
'.children[2].rotation[z]',
|
487 |
+
[0, 0.5, 1],
|
488 |
+
[0.5, -0.5, 0.5]
|
489 |
+
);
|
490 |
+
const rightArmTrack = new THREE.VectorKeyframeTrack(
|
491 |
+
'.children[3].rotation[z]',
|
492 |
+
[0, 0.5, 1],
|
493 |
+
[-0.5, 0.5, -0.5]
|
494 |
+
);
|
495 |
+
const leftLegTrack = new THREE.VectorKeyframeTrack(
|
496 |
+
'.children[4].position[y]',
|
497 |
+
[0, 0.5, 1],
|
498 |
+
[-0.4, -0.2, -0.4]
|
499 |
+
);
|
500 |
+
const rightLegTrack = new THREE.VectorKeyframeTrack(
|
501 |
+
'.children[5].position[y]',
|
502 |
+
[0, 0.5, 1],
|
503 |
+
[-0.2, -0.4, -0.2]
|
504 |
+
);
|
505 |
+
const walkClip = new THREE.AnimationClip('walk', 0.5, [
|
506 |
+
leftArmTrack, rightArmTrack, leftLegTrack, rightLegTrack
|
507 |
+
]);
|
508 |
+
gameState.player.animations.walk = walkClip;
|
509 |
+
|
510 |
+
// Run animation (faster arm and leg movement)
|
511 |
+
const runClip = new THREE.AnimationClip('run', 0.3, [
|
512 |
+
leftArmTrack, rightArmTrack, leftLegTrack, rightLegTrack
|
513 |
+
]);
|
514 |
+
gameState.player.animations.run = runClip;
|
515 |
+
|
516 |
+
// Jump animation
|
517 |
+
const jumpTrack = new THREE.VectorKeyframeTrack(
|
518 |
+
'.position[y]',
|
519 |
+
[0, 0.2, 0.4, 0.6, 0.8, 1],
|
520 |
+
[0, 2, 1.5, 0.5, 0, 0]
|
521 |
+
);
|
522 |
+
const jumpClip = new THREE.AnimationClip('jump', 1, [jumpTrack]);
|
523 |
+
gameState.player.animations.jump = jumpClip;
|
524 |
+
}
|
525 |
+
|
526 |
+
function setPlayerAnimation(name) {
|
527 |
+
if (gameState.player.currentAnimation === name) return;
|
528 |
+
|
529 |
+
if (mixer) {
|
530 |
+
mixer.stopAllAction();
|
531 |
+
|
532 |
+
const clip = gameState.player.animations[name];
|
533 |
+
if (clip) {
|
534 |
+
const action = mixer.clipAction(clip);
|
535 |
+
action.setLoop(THREE.LoopRepeat);
|
536 |
+
action.play();
|
537 |
+
}
|
538 |
+
|
539 |
+
gameState.player.currentAnimation = name;
|
540 |
+
}
|
541 |
+
}
|
542 |
+
|
543 |
+
function loadNPCCharacters() {
|
544 |
+
gameState.selectedWorldCharacters.forEach((character, index) => {
|
545 |
+
// In a real app, we would load the GLTF model from the URL
|
546 |
+
// For this example, we'll create a simple placeholder
|
547 |
+
|
548 |
+
const group = new THREE.Group();
|
549 |
+
|
550 |
+
// Body
|
551 |
+
const bodyGeometry = new THREE.CylinderGeometry(0.5, 0.5, 1.5, 8);
|
552 |
+
const bodyMaterial = new THREE.MeshStandardMaterial({
|
553 |
+
color: new THREE.Color(character.color),
|
554 |
+
roughness: 0.7,
|
555 |
+
metalness: 0.1
|
556 |
+
});
|
557 |
+
const body = new THREE.Mesh(bodyGeometry, bodyMaterial);
|
558 |
+
body.position.y = 0.75;
|
559 |
+
body.castShadow = true;
|
560 |
+
group.add(body);
|
561 |
+
|
562 |
+
// Head
|
563 |
+
const headGeometry = new THREE.SphereGeometry(0.4, 8, 8);
|
564 |
+
const headMaterial = new THREE.MeshStandardMaterial({ color: 0xf5d0b5 });
|
565 |
+
const head = new THREE.Mesh(headGeometry, headMaterial);
|
566 |
+
head.position.y = 1.6;
|
567 |
+
head.castShadow = true;
|
568 |
+
group.add(head);
|
569 |
+
|
570 |
+
// Position NPCs in a circle around the center
|
571 |
+
const angle = (index / gameState.selectedWorldCharacters.length) * Math.PI * 2;
|
572 |
+
const radius = 10 + Math.random() * 10;
|
573 |
+
|
574 |
+
group.position.x = Math.cos(angle) * radius;
|
575 |
+
group.position.z = Math.sin(angle) * radius;
|
576 |
+
group.position.y = 0;
|
577 |
+
|
578 |
+
// Make NPC face center
|
579 |
+
group.lookAt(0, 0, 0);
|
580 |
+
|
581 |
+
scene.add(group);
|
582 |
+
|
583 |
+
gameState.npcs.push({
|
584 |
+
model: group,
|
585 |
+
character: character,
|
586 |
+
dialog: character.dialog,
|
587 |
+
currentDialogIndex: 0
|
588 |
+
});
|
589 |
+
});
|
590 |
+
}
|
591 |
+
|
592 |
+
function animate() {
|
593 |
+
requestAnimationFrame(animate);
|
594 |
+
|
595 |
+
const delta = clock.getDelta();
|
596 |
+
|
597 |
+
// Update player animation mixer
|
598 |
+
if (mixer) {
|
599 |
+
mixer.update(delta);
|
600 |
+
}
|
601 |
+
|
602 |
+
// Handle player movement
|
603 |
+
handlePlayerMovement(delta);
|
604 |
+
|
605 |
+
// Check for nearby NPCs
|
606 |
+
checkForNearbyNPCs();
|
607 |
+
|
608 |
+
renderer.render(scene, camera);
|
609 |
+
}
|
610 |
+
|
611 |
+
function handlePlayerMovement(delta) {
|
612 |
+
if (!gameState.player) return;
|
613 |
+
|
614 |
+
const player = gameState.player;
|
615 |
+
let moving = false;
|
616 |
+
|
617 |
+
// Forward/backward movement
|
618 |
+
if (gameState.keys.w) {
|
619 |
+
player.model.translateZ(-player.speed * (gameState.keys.shift ? player.runSpeed / player.speed : 1));
|
620 |
+
moving = true;
|
621 |
+
}
|
622 |
+
if (gameState.keys.s) {
|
623 |
+
player.model.translateZ(player.speed);
|
624 |
+
moving = true;
|
625 |
+
}
|
626 |
+
|
627 |
+
// Left/right movement
|
628 |
+
if (gameState.keys.a) {
|
629 |
+
player.model.translateX(-player.speed);
|
630 |
+
moving = true;
|
631 |
+
}
|
632 |
+
if (gameState.keys.d) {
|
633 |
+
player.model.translateX(player.speed);
|
634 |
+
moving = true;
|
635 |
+
}
|
636 |
+
|
637 |
+
// Rotation
|
638 |
+
if (moving) {
|
639 |
+
// Calculate target rotation based on movement direction
|
640 |
+
const targetRotation = Math.atan2(
|
641 |
+
(gameState.keys.a ? -1 : 0) + (gameState.keys.d ? 1 : 0),
|
642 |
+
(gameState.keys.w ? -1 : 0) + (gameState.keys.s ? 1 : 0)
|
643 |
+
);
|
644 |
+
|
645 |
+
// Smoothly rotate towards target
|
646 |
+
player.model.rotation.y = THREE.MathUtils.lerp(
|
647 |
+
player.model.rotation.y,
|
648 |
+
targetRotation,
|
649 |
+
player.rotationSpeed
|
650 |
+
);
|
651 |
+
}
|
652 |
+
|
653 |
+
// Jumping
|
654 |
+
if (gameState.keys.space && !gameState.isJumping) {
|
655 |
+
gameState.isJumping = true;
|
656 |
+
setPlayerAnimation('jump');
|
657 |
+
setTimeout(() => {
|
658 |
+
gameState.isJumping = false;
|
659 |
+
updatePlayerAnimation();
|
660 |
+
}, 1000);
|
661 |
+
|
662 |
+
// Check if we're near an NPC to talk
|
663 |
+
if (gameState.nearbyNpc) {
|
664 |
+
showDialog(gameState.nearbyNpc);
|
665 |
+
}
|
666 |
+
}
|
667 |
+
|
668 |
+
// Update animation based on movement
|
669 |
+
if (moving !== player.isMoving || gameState.keys.shift) {
|
670 |
+
player.isMoving = moving;
|
671 |
+
updatePlayerAnimation();
|
672 |
+
}
|
673 |
+
|
674 |
+
// Update camera position to follow player
|
675 |
+
const cameraOffset = new THREE.Vector3(0, 5, 10);
|
676 |
+
cameraOffset.applyQuaternion(player.model.quaternion);
|
677 |
+
camera.position.copy(player.model.position.clone().add(cameraOffset));
|
678 |
+
camera.lookAt(player.model.position);
|
679 |
+
}
|
680 |
+
|
681 |
+
function updatePlayerAnimation() {
|
682 |
+
if (gameState.isJumping) return;
|
683 |
+
|
684 |
+
if (!gameState.player.isMoving) {
|
685 |
+
setPlayerAnimation('idle');
|
686 |
+
} else if (gameState.keys.shift) {
|
687 |
+
setPlayerAnimation('run');
|
688 |
+
} else {
|
689 |
+
setPlayerAnimation('walk');
|
690 |
+
}
|
691 |
+
}
|
692 |
+
|
693 |
+
function checkForNearbyNPCs() {
|
694 |
+
if (!gameState.player) return;
|
695 |
+
|
696 |
+
let closestNpc = null;
|
697 |
+
let closestDistance = Infinity;
|
698 |
+
|
699 |
+
gameState.npcs.forEach(npc => {
|
700 |
+
const distance = npc.model.position.distanceTo(gameState.player.model.position);
|
701 |
+
if (distance < 5 && distance < closestDistance) {
|
702 |
+
closestDistance = distance;
|
703 |
+
closestNpc = npc;
|
704 |
+
}
|
705 |
+
});
|
706 |
+
|
707 |
+
gameState.nearbyNpc = closestNpc;
|
708 |
+
}
|
709 |
+
|
710 |
+
function showDialog(npc) {
|
711 |
+
if (!npc) return;
|
712 |
+
|
713 |
+
// Get next dialog line
|
714 |
+
const dialog = npc.dialog[npc.currentDialogIndex];
|
715 |
+
npc.currentDialogIndex = (npc.currentDialogIndex + 1) % npc.dialog.length;
|
716 |
+
|
717 |
+
// Update dialog UI
|
718 |
+
document.getElementById('dialog-character').style.backgroundColor = npc.character.color;
|
719 |
+
document.getElementById('dialog-name').textContent = npc.character.name;
|
720 |
+
document.getElementById('dialog-text').textContent = dialog;
|
721 |
+
|
722 |
+
// Show dialog box
|
723 |
+
document.getElementById('dialog-box').classList.remove('translate-y-full');
|
724 |
+
}
|
725 |
+
|
726 |
+
function closeDialog() {
|
727 |
+
document.getElementById('dialog-box').classList.add('translate-y-full');
|
728 |
+
}
|
729 |
+
|
730 |
+
function handleKeyDown(event) {
|
731 |
+
switch (event.key.toLowerCase()) {
|
732 |
+
case 'w': gameState.keys.w = true; break;
|
733 |
+
case 'a': gameState.keys.a = true; break;
|
734 |
+
case 's': gameState.keys.s = true; break;
|
735 |
+
case 'd': gameState.keys.d = true; break;
|
736 |
+
case 'shift': gameState.keys.shift = true; break;
|
737 |
+
case ' ':
|
738 |
+
gameState.keys.space = true;
|
739 |
+
if (gameState.currentScreen === 'game' && gameState.nearbyNpc) {
|
740 |
+
showDialog(gameState.nearbyNpc);
|
741 |
+
}
|
742 |
+
break;
|
743 |
+
}
|
744 |
+
}
|
745 |
+
|
746 |
+
function handleKeyUp(event) {
|
747 |
+
switch (event.key.toLowerCase()) {
|
748 |
+
case 'w': gameState.keys.w = false; break;
|
749 |
+
case 'a': gameState.keys.a = false; break;
|
750 |
+
case 's': gameState.keys.s = false; break;
|
751 |
+
case 'd': gameState.keys.d = false; break;
|
752 |
+
case 'shift': gameState.keys.shift = false; break;
|
753 |
+
case ' ': gameState.keys.space = false; break;
|
754 |
+
}
|
755 |
+
}
|
756 |
+
</script>
|
757 |
+
<p style="border-radius: 8px; text-align: center; font-size: 12px; color: #fff; margin-top: 16px;position: fixed; left: 8px; bottom: 8px; z-index: 10; background: rgba(0, 0, 0, 0.8); padding: 4px 8px;">Made with <img src="https://enzostvs-deepsite.hf.space/logo.svg" alt="DeepSite Logo" style="width: 16px; height: 16px; vertical-align: middle;display:inline-block;margin-right:3px;filter:brightness(0) invert(1);"><a href="https://enzostvs-deepsite.hf.space" style="color: #fff;text-decoration: underline;" target="_blank" >DeepSite</a> - 🧬 <a href="https://enzostvs-deepsite.hf.space?remix=KBLLR/character-selector" style="color: #fff;text-decoration: underline;" target="_blank" >Remix</a></p></body>
|
758 |
+
</html>
|
prompts.txt
ADDED
@@ -0,0 +1,2 @@
|
|
|
|
|
|
|
1 |
+
I want a vite project with threejs to select characters fro a 3d world that I can control with the keyboard for the character to run, walk, and jump. when the character gets close to another character a dialogue box opens by pressing spacebar next to them. So the App starts with a wellcome screen, then press button select character (the characters should be fetched from a google cloud bucket), then the ui asks you to select another 5 characters (also fetched) and then the generated world starts
|
2 |
+
can the intro have a canvas with a physics of floating glb (emoji001.glb up to emoji012.glb) concentring in the center but that when hovered with the mouse they move and spread while slowly return to center?
|