CastleTowerBuilding / index.html
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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>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>