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<html lang="en"> | |
<head> | |
<meta charset="UTF-8"> | |
<meta name="viewport" content="width=device-width, initial-scale=1.0"> | |
<title>Scottish Castle Tower Builder</title> | |
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js"></script> | |
<script src="https://cdnjs.cloudflare.com/ajax/libs/cannon.js/0.6.2/cannon.min.js"></script> | |
<script src="https://cdn.tailwindcss.com"></script> | |
<style> | |
body { margin: 0; overflow: hidden; font-family: 'Inter', sans-serif; background-color: #87CEEB; } /* Sky Blue */ | |
#container { width: 100vw; height: 100vh; display: block; } | |
#ui-container { | |
position: absolute; | |
top: 20px; | |
left: 20px; | |
background-color: rgba(0,0,0,0.7); | |
color: white; | |
padding: 15px; | |
border-radius: 10px; | |
font-size: 16px; | |
z-index: 100; | |
max-width: 300px; | |
} | |
#ui-container h1 { font-size: 24px; margin-bottom: 10px; } | |
#ui-container p { margin-bottom: 5px; } | |
#next-piece-preview { | |
width: 80px; | |
height: 80px; | |
border: 1px solid #555; | |
margin-top: 10px; | |
background-color: rgba(255,255,255,0.1); | |
border-radius: 5px; | |
} | |
.button { | |
background-color: #4A90E2; /* Brighter Blue */ | |
color: white; | |
padding: 10px 15px; | |
border: none; | |
border-radius: 5px; | |
cursor: pointer; | |
font-size: 16px; | |
margin-top: 10px; | |
transition: background-color 0.3s; | |
} | |
.button:hover { | |
background-color: #357ABD; /* Darker Blue on hover */ | |
} | |
#game-over-message { | |
position: absolute; | |
top: 50%; | |
left: 50%; | |
transform: translate(-50%, -50%); | |
background-color: rgba(220, 50, 50, 0.9); /* Reddish */ | |
color: white; | |
padding: 30px; | |
border-radius: 15px; | |
font-size: 28px; | |
text-align: center; | |
z-index: 200; | |
display: none; /* Hidden by default */ | |
} | |
#game-over-message h2 { margin-bottom: 15px; } | |
</style> | |
</head> | |
<body> | |
<div id="container"></div> | |
<div id="ui-container"> | |
<h1>Castle Builder</h1> | |
<p>Score: <span id="score">0</span></p> | |
<p>Controls:</p> | |
<ul class="list-disc list-inside ml-2 text-sm"> | |
<li>Left/Right Arrows: Move piece</li> | |
<li>Up/Down Arrows: Rotate piece</li> | |
<li>Spacebar: Drop piece</li> | |
<li>R: Restart Game</li> | |
</ul> | |
<p class="mt-2">Next Piece:</p> | |
<div id="next-piece-preview-container"> | |
<canvas id="next-piece-canvas" class="rounded-md border border-gray-600 mt-1"></canvas> | |
</div> | |
</div> | |
<div id="game-over-message"> | |
<h2>Game Over!</h2> | |
<p>Final Score: <span id="final-score">0</span></p> | |
<button id="restart-button" class="button">Restart Game</button> | |
</div> | |
<script type="module"> | |
let scene, camera, renderer, world; | |
let currentPiece, nextPieceMeshPreview; | |
let placedBlocks = []; // To store { mesh, body } of placed blocks | |
let score = 0; | |
let gameOver = false; | |
let gameStarted = false; | |
const pieceTypes = [ | |
{ name: 'Foundation Stone', type: 'box', size: { x: 4, y: 1.5, z: 3 }, color: 0x6c757d, mass: 10 }, // Dark grey | |
{ name: 'Wall Segment', type: 'box', size: { x: 3.5, y: 2.5, z: 1 }, color: 0xadb5bd, mass: 5 }, // Medium grey | |
{ name: 'Round Tower Section', type: 'cylinder', size: { rTop: 1.2, rBottom: 1.2, h: 2.5, segments: 16 }, color: 0xd1d1d1, mass: 4 }, // Light grey | |
{ name: 'Square Tower Section', type: 'box', size: { x: 2, y: 3, z: 2 }, color: 0xced4da, mass: 4.5 }, // Lighter grey | |
{ name: 'Bartizan Base', type: 'box', size: { x: 1, y: 1, z: 1 }, color: 0xadb5bd, mass: 1 }, // Small, like wall | |
{ name: 'Cap House', type: 'box', size: { x: 1.8, y: 1.2, z: 1.8 }, color: 0x495057, mass: 2 }, // Dark slate | |
{ name: 'Stepped Gable Block', type: 'box', size: { x: 2.5, y: 0.8, z: 0.8 }, color: 0x8a7967, mass: 1.5 } // Brownish stone | |
]; | |
let nextPieceType; | |
// For next piece preview | |
let previewScene, previewCamera, previewRenderer; | |
const groundMaterial = new CANNON.Material('groundMaterial'); | |
const blockMaterial = new CANNON.Material('blockMaterial'); | |
const contactMaterial = new CANNON.ContactMaterial(groundMaterial, blockMaterial, { | |
friction: 0.7, | |
restitution: 0.1, | |
}); | |
const blockToBlockContactMaterial = new CANNON.ContactMaterial(blockMaterial, blockMaterial, { | |
friction: 0.6, // Higher friction between blocks | |
restitution: 0.05, | |
}); | |
function init() { | |
// Main Scene | |
scene = new THREE.Scene(); | |
scene.background = new THREE.Color(0x87CEEB); // Sky blue | |
camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 0.1, 1000); | |
camera.position.set(0, 10, 20); // Adjusted for better view | |
camera.lookAt(0, 5, 0); | |
renderer = new THREE.WebGLRenderer({ antialias: true }); | |
renderer.setSize(window.innerWidth, window.innerHeight); | |
renderer.shadowMap.enabled = true; | |
document.getElementById('container').appendChild(renderer.domElement); | |
// Lighting | |
const ambientLight = new THREE.AmbientLight(0xffffff, 0.6); | |
scene.add(ambientLight); | |
const directionalLight = new THREE.DirectionalLight(0xffffff, 0.8); | |
directionalLight.position.set(10, 20, 15); | |
directionalLight.castShadow = true; | |
directionalLight.shadow.mapSize.width = 2048; | |
directionalLight.shadow.mapSize.height = 2048; | |
directionalLight.shadow.camera.near = 0.5; | |
directionalLight.shadow.camera.far = 50; | |
directionalLight.shadow.camera.left = -20; | |
directionalLight.shadow.camera.right = 20; | |
directionalLight.shadow.camera.top = 20; | |
directionalLight.shadow.camera.bottom = -20; | |
scene.add(directionalLight); | |
// Physics World | |
world = new CANNON.World(); | |
world.gravity.set(0, -9.82, 0); | |
world.broadphase = new CANNON.NaiveBroadphase(); | |
world.solver.iterations = 10; | |
world.addContactMaterial(contactMaterial); | |
world.addContactMaterial(blockToBlockContactMaterial); | |
// Ground | |
const groundGeometry = new THREE.PlaneGeometry(50, 50); | |
const groundMeshMaterial = new THREE.MeshStandardMaterial({ color: 0x556B2F, side: THREE.DoubleSide }); // Dark Olive Green | |
const groundMesh = new THREE.Mesh(groundGeometry, groundMeshMaterial); | |
groundMesh.rotation.x = -Math.PI / 2; | |
groundMesh.receiveShadow = true; | |
scene.add(groundMesh); | |
const groundBody = new CANNON.Body({ | |
mass: 0, // static | |
shape: new CANNON.Plane(), | |
material: groundMaterial | |
}); | |
groundBody.quaternion.setFromAxisAngle(new CANNON.Vec3(1, 0, 0), -Math.PI / 2); | |
world.addBody(groundBody); | |
// Initial piece selection | |
selectNextPieceType(); | |
// Initialize Next Piece Preview | |
initPreviewCanvas(); | |
spawnNewPiece(); // Spawn the first piece | |
updateNextPiecePreview(); // Show the *next* one | |
document.addEventListener('keydown', onKeyDown); | |
window.addEventListener('resize', onWindowResize); | |
gameStarted = true; | |
gameOver = false; | |
document.getElementById('game-over-message').style.display = 'none'; | |
updateScoreDisplay(); | |
animate(); | |
} | |
function initPreviewCanvas() { | |
const canvas = document.getElementById('next-piece-canvas'); | |
const container = document.getElementById('next-piece-preview-container'); | |
const size = Math.min(container.clientWidth, 80); // Ensure it fits | |
canvas.width = size; | |
canvas.height = size; | |
previewScene = new THREE.Scene(); | |
previewScene.background = new THREE.Color(0x444444); // Darker background for preview | |
previewCamera = new THREE.PerspectiveCamera(50, 1, 0.1, 100); | |
previewCamera.position.set(0, 2, 4); // Adjusted for better preview | |
previewCamera.lookAt(0, 0, 0); | |
previewRenderer = new THREE.WebGLRenderer({ canvas: canvas, antialias: true }); | |
previewRenderer.setSize(size, size); | |
const previewLight = new THREE.AmbientLight(0xffffff, 0.8); | |
previewScene.add(previewLight); | |
const previewDirectionalLight = new THREE.DirectionalLight(0xffffff, 0.5); | |
previewDirectionalLight.position.set(2,3,2); | |
previewScene.add(previewDirectionalLight); | |
} | |
function selectNextPieceType() { | |
nextPieceType = pieceTypes[Math.floor(Math.random() * pieceTypes.length)]; | |
} | |
function createCastlePiece(pieceInfo, isPreview = false) { | |
let geometry, bodyShape; | |
const material = new THREE.MeshStandardMaterial({ | |
color: pieceInfo.color, | |
roughness: 0.7, | |
metalness: 0.1 | |
}); | |
switch (pieceInfo.type) { | |
case 'box': | |
geometry = new THREE.BoxGeometry(pieceInfo.size.x, pieceInfo.size.y, pieceInfo.size.z); | |
bodyShape = new CANNON.Box(new CANNON.Vec3(pieceInfo.size.x / 2, pieceInfo.size.y / 2, pieceInfo.size.z / 2)); | |
break; | |
case 'cylinder': | |
geometry = new THREE.CylinderGeometry(pieceInfo.size.rTop, pieceInfo.size.rBottom, pieceInfo.size.h, pieceInfo.size.segments); | |
bodyShape = new CANNON.Cylinder(pieceInfo.size.rTop, pieceInfo.size.rBottom, pieceInfo.size.h, pieceInfo.size.segments); | |
break; | |
} | |
const mesh = new THREE.Mesh(geometry, material); | |
mesh.castShadow = true; | |
mesh.receiveShadow = true; | |
if (isPreview) return mesh; // For preview, only mesh is needed | |
const body = new CANNON.Body({ | |
mass: pieceInfo.mass, | |
shape: bodyShape, | |
material: blockMaterial, | |
linearDamping: 0.1, // Helps stabilize faster | |
angularDamping: 0.1 | |
}); | |
return { mesh, body, pieceInfo }; | |
} | |
function spawnNewPiece() { | |
if (gameOver) return; | |
currentPiece = createCastlePiece(nextPieceType); // Use the pre-selected nextPieceType | |
selectNextPieceType(); // Select the *next* one for the preview | |
updateNextPiecePreview(); | |
// Position new piece above the highest block or ground | |
let highestY = 0.5; // Start slightly above ground | |
if (placedBlocks.length > 0) { | |
// Find the top surface of the highest block | |
let maxBodyY = -Infinity; | |
placedBlocks.forEach(block => { | |
if (block.pieceInfo.type === 'box') { | |
maxBodyY = Math.max(maxBodyY, block.body.position.y + block.pieceInfo.size.y / 2); | |
} else if (block.pieceInfo.type === 'cylinder') { | |
maxBodyY = Math.max(maxBodyY, block.body.position.y + block.pieceInfo.size.h / 2); | |
} | |
}); | |
highestY = maxBodyY + 2; // Spawn above the highest point | |
} else { | |
highestY = 10; // Initial spawn height | |
} | |
currentPiece.mesh.position.set(0, highestY, 0); | |
currentPiece.body.position.copy(currentPiece.mesh.position); | |
currentPiece.body.quaternion.copy(currentPiece.mesh.quaternion); | |
// Initially, the body is kinematic or not added to world, so it doesn't fall | |
// We will add it to world when dropped. For now, just control mesh. | |
scene.add(currentPiece.mesh); | |
currentPiece.isDropped = false; // Custom flag | |
} | |
function updateNextPiecePreview() { | |
if (nextPieceMeshPreview) { | |
previewScene.remove(nextPieceMeshPreview); | |
nextPieceMeshPreview.geometry.dispose(); | |
nextPieceMeshPreview.material.dispose(); | |
} | |
nextPieceMeshPreview = createCastlePiece(nextPieceType, true); // Create mesh only | |
previewScene.add(nextPieceMeshPreview); | |
} | |
function dropPiece() { | |
if (!currentPiece || currentPiece.isDropped || gameOver) return; | |
currentPiece.isDropped = true; | |
// Set initial velocity or just let gravity take over | |
currentPiece.body.velocity.set(0, -1, 0); // Give it a slight downward push | |
currentPiece.body.angularVelocity.set(0,0,0); // Reset any spin from movement | |
currentPiece.body.position.copy(currentPiece.mesh.position); | |
currentPiece.body.quaternion.copy(currentPiece.mesh.quaternion); | |
world.addBody(currentPiece.body); | |
placedBlocks.push(currentPiece); | |
// Check for stability and game over after a short delay | |
setTimeout(() => { | |
if (!checkStabilityAndScore(currentPiece)) { | |
handleGameOver(); | |
} else { | |
spawnNewPiece(); | |
} | |
}, 1500); // Delay to allow piece to settle | |
} | |
function checkStabilityAndScore(droppedPiece) { | |
if (gameOver) return false; | |
// Check if the dropped piece fell off (too low) | |
if (droppedPiece.body.position.y < -5) { // Arbitrary low threshold | |
console.log("Piece fell off!"); | |
return false; | |
} | |
// Check if it's moving too much (unstable) | |
const speedThreshold = 0.5; | |
if (droppedPiece.body.velocity.length() > speedThreshold && droppedPiece.body.position.y < 0) { // Check only if near ground | |
console.log("Piece unstable and fell!"); | |
return false; | |
} | |
// Update score based on the highest point of any block | |
let maxOverallY = 0; | |
placedBlocks.forEach(block => { | |
let topY = block.body.position.y; | |
if (block.pieceInfo.type === 'box') { | |
topY += block.pieceInfo.size.y / 2; | |
} else if (block.pieceInfo.type === 'cylinder') { | |
topY += block.pieceInfo.size.h / 2; | |
} | |
maxOverallY = Math.max(maxOverallY, topY); | |
}); | |
score = Math.floor(maxOverallY * 10); // Scale score | |
updateScoreDisplay(); | |
return true; | |
} | |
function updateScoreDisplay() { | |
document.getElementById('score').innerText = score; | |
} | |
function handleGameOver() { | |
if (gameOver) return; // Prevent multiple calls | |
gameOver = true; | |
console.log("Game Over. Final Score:", score); | |
document.getElementById('final-score').innerText = score; | |
document.getElementById('game-over-message').style.display = 'flex'; | |
// Optional: Stop current piece movement if any | |
if (currentPiece && !currentPiece.isDropped) { | |
scene.remove(currentPiece.mesh); // Remove the controlled piece if not dropped | |
} | |
} | |
function restartGame() { | |
gameOver = true; // Temporarily set to stop animate loop from interfering | |
// Clear existing blocks | |
placedBlocks.forEach(block => { | |
scene.remove(block.mesh); | |
if (block.mesh.geometry) block.mesh.geometry.dispose(); | |
if (block.mesh.material) block.mesh.material.dispose(); | |
if (world.bodies.includes(block.body)) { | |
world.removeBody(block.body); | |
} | |
}); | |
placedBlocks = []; | |
if (currentPiece && currentPiece.mesh && scene.children.includes(currentPiece.mesh)) { | |
scene.remove(currentPiece.mesh); | |
if(currentPiece.mesh.geometry) currentPiece.mesh.geometry.dispose(); | |
if(currentPiece.mesh.material) currentPiece.mesh.material.dispose(); | |
if(currentPiece.body && world.bodies.includes(currentPiece.body)){ | |
world.removeBody(currentPiece.body); // Corrected this line | |
} | |
} | |
currentPiece = null; | |
score = 0; | |
updateScoreDisplay(); | |
document.getElementById('game-over-message').style.display = 'none'; | |
// Reset camera if needed, though current setup might be fine | |
// camera.position.set(0, 10, 20); | |
// camera.lookAt(0, 5, 0); | |
gameOver = false; // Allow game to run again | |
gameStarted = false; // To re-trigger init aspects if needed, or just re-spawn | |
// Re-initialize critical parts or just spawn the first piece | |
selectNextPieceType(); | |
spawnNewPiece(); | |
updateNextPiecePreview(); | |
gameStarted = true; // Set after spawning first piece | |
} | |
function onKeyDown(event) { | |
if (gameOver && event.key.toLowerCase() !== 'r') return; | |
if (!currentPiece || currentPiece.isDropped) return; | |
const moveSpeed = 0.5; | |
const rotateSpeed = Math.PI / 16; // 11.25 degrees | |
switch (event.key.toLowerCase()) { | |
case 'arrowleft': | |
currentPiece.mesh.position.x -= moveSpeed; | |
break; | |
case 'arrowright': | |
currentPiece.mesh.position.x += moveSpeed; | |
break; | |
case 'arrowup': // Rotate | |
currentPiece.mesh.rotateY(rotateSpeed); | |
break; | |
case 'arrowdown': // Rotate other way | |
currentPiece.mesh.rotateY(-rotateSpeed); | |
break; | |
case ' ': // Spacebar to drop | |
dropPiece(); | |
break; | |
case 'r': // Restart | |
restartGame(); | |
break; | |
} | |
// Keep body synced if not dropped yet (for visual placement) | |
if (currentPiece && !currentPiece.isDropped) { | |
currentPiece.body.position.copy(currentPiece.mesh.position); | |
currentPiece.body.quaternion.copy(currentPiece.mesh.quaternion); | |
} | |
} | |
function onWindowResize() { | |
camera.aspect = window.innerWidth / window.innerHeight; | |
camera.updateProjectionMatrix(); | |
renderer.setSize(window.innerWidth, window.innerHeight); | |
// Resize preview canvas | |
const canvas = document.getElementById('next-piece-canvas'); | |
const container = document.getElementById('next-piece-preview-container'); | |
const size = Math.min(container.clientWidth, 80); | |
canvas.width = size; | |
canvas.height = size; | |
previewCamera.aspect = 1; // Square | |
previewCamera.updateProjectionMatrix(); | |
previewRenderer.setSize(size, size); | |
updateNextPiecePreview(); // Re-render preview | |
} | |
function animate() { | |
if (gameOver && !gameStarted) { // Only truly stop if game over AND not in restart process | |
// Do nothing if game is fully over and not restarting | |
} else if (gameOver && gameStarted) { | |
// This case handles when game is over, but restart might be pending or just happened. | |
// We still want to render the game over screen and potentially the static scene. | |
renderer.render(scene, camera); | |
if (nextPieceMeshPreview && previewScene && previewCamera) { | |
if(nextPieceMeshPreview.parent) nextPieceMeshPreview.rotation.y += 0.02; // Gentle spin | |
previewRenderer.render(previewScene, previewCamera); | |
} | |
requestAnimationFrame(animate); // Keep rendering for game over screen | |
} | |
else { // Game is active | |
requestAnimationFrame(animate); | |
world.step(1 / 60); // Step the physics world | |
// Update visuals of all placed blocks | |
placedBlocks.forEach(block => { | |
block.mesh.position.copy(block.body.position); | |
block.mesh.quaternion.copy(block.body.quaternion); | |
}); | |
// If current piece is dropped, its mesh is updated by the loop above. | |
// If not dropped, its mesh is controlled by player input. | |
renderer.render(scene, camera); | |
// Render next piece preview | |
if (nextPieceMeshPreview && previewScene && previewCamera) { | |
nextPieceMeshPreview.rotation.y += 0.02; // Gentle spin | |
previewRenderer.render(previewScene, previewCamera); | |
} | |
} | |
} | |
document.getElementById('restart-button').addEventListener('click', restartGame); | |
init(); | |
</script> | |
</body> | |
</html> | |