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import * as THREE from 'three';
import * as CANNON from 'cannon-es';
// import CannonDebugger from 'cannon-es-debugger'; // Keep commented unless debugging physics visually
// --- DOM Elements ---
const sceneContainer = document.getElementById('scene-container');
const statsElement = document.getElementById('stats-display');
const inventoryElement = document.getElementById('inventory-display');
const logElement = document.getElementById('log-display');
// --- Config ---
const ROOM_SIZE = 10;
const WALL_HEIGHT = 4;
const WALL_THICKNESS = 0.5;
const CAMERA_Y_OFFSET = 20;
const PLAYER_SPEED = 6; // Slightly faster
const PLAYER_RADIUS = 0.5;
const PLAYER_HEIGHT = 1.8; // Visual height
const PLAYER_PHYSICS_HEIGHT = PLAYER_HEIGHT; // Height of physics body (using sphere, so this isn't directly used like capsule)
const PLAYER_JUMP_FORCE = 8; // Adjust jump strength
const PROJECTILE_SPEED = 15;
const PROJECTILE_RADIUS = 0.2;
const PICKUP_RADIUS = 1.5; // How close player needs to be to pickup items
// --- Three.js Setup ---
let scene, camera, renderer;
let playerMesh;
const meshesToSync = [];
const projectiles = [];
let axesHelper;
// --- Physics Setup ---
let world;
let playerBody;
const physicsBodies = []; // Keep track of ALL bodies we add
let cannonDebugger = null;
// --- Game State ---
let gameState = {};
const keysPressed = {};
let gameLoopActive = false;
let animationFrameId = null; // To potentially cancel the loop
// --- Game Data (Simplified for Debugging, ensure 0,0 exists!) ---
const gameData = {
"0,0": { type: 'city', features: ['door_north', 'item_Key'], name: "City Square"},
"0,1": { type: 'forest', features: ['path_north', 'door_south', 'item_Healing_Potion'], name: "Forest Entrance" }, // Note item name change
"0,2": { type: 'forest', features: ['path_south', 'monster_goblin'], name: "Deep Forest"},
"1,1": { type: 'forest', features: ['river', 'path_west'], name: "River Bend" },
"-1,1": { type: 'ruins', features: ['path_east'], name: "Old Ruins"},
// Add more simple locations for testing movement
"1,0": { type: 'plains', features: ['door_west'], name: "East Plains"},
"-1,0": { type: 'plains', features: ['door_east'], name: "West Plains"},
};
const itemsData = {
"Healing Potion": { type: "consumable", description: "Restores 10 HP.", hpRestore: 10, model: 'sphere_red' },
"Key": { type: "quest", description: "A rusty key.", model: 'box_gold'},
// ...
};
const monstersData = {
"goblin": { hp: 15, attack: 4, defense: 1, speed: 2, model: 'capsule_green', xp: 5 },
// ...
};
// --- Materials and Geometries (Defined once) ---
const materials = {
floor_city: new THREE.MeshLambertMaterial({ color: 0xdeb887 }),
forest: new THREE.MeshLambertMaterial({ color: 0x228B22 }),
cave: new THREE.MeshLambertMaterial({ color: 0x696969 }),
ruins: new THREE.MeshLambertMaterial({ color: 0x778899 }),
plains: new THREE.MeshLambertMaterial({ color: 0x90EE90 }),
default_floor: new THREE.MeshLambertMaterial({ color: 0xaaaaaa }),
wall: new THREE.MeshLambertMaterial({ color: 0x888888 }), // Use Lambert for walls too (needs light)
// Basic materials for debug:
debug_player: new THREE.MeshBasicMaterial({ color: 0x0077ff, wireframe: true }),
debug_wall: new THREE.MeshBasicMaterial({ color: 0xff0000, wireframe: true }),
debug_item: new THREE.MeshBasicMaterial({ color: 0x00ff00, wireframe: true }),
debug_monster: new THREE.MeshBasicMaterial({ color: 0xff00ff, wireframe: true }),
};
const geometries = {
floor: new THREE.PlaneGeometry(ROOM_SIZE, ROOM_SIZE),
wallNS: new THREE.BoxGeometry(ROOM_SIZE, WALL_HEIGHT, WALL_THICKNESS),
wallEW: new THREE.BoxGeometry(WALL_THICKNESS, WALL_HEIGHT, ROOM_SIZE),
// Primitives for assembly
box: new THREE.BoxGeometry(1, 1, 1),
sphere: new THREE.SphereGeometry(0.5, 16, 16),
cylinder: new THREE.CylinderGeometry(0.5, 0.5, 1, 16),
cone: new THREE.ConeGeometry(0.5, 1, 16),
plane: new THREE.PlaneGeometry(1, 1),
};
// --- Initialization ---
function init() {
console.log("--- Initializing Game ---");
// Reset state cleanly
gameState = {
inventory: [],
stats: { hp: 30, maxHp: 30, strength: 7, wisdom: 5, courage: 6 },
position: { x: 0, z: 0 }, // Logical position, might not be needed now
monsters: [], // { id, type, hp, body, mesh }
items: [], // { id, name, body, mesh } - body might be null if not physics based
};
keysPressed = {};
meshesToSync.length = 0;
projectiles.length = 0;
physicsBodies.length = 0;
// Clear previous scene children if restarting
if (scene) {
while (scene.children.length > 0) {
scene.remove(scene.children[0]);
}
}
// Clear physics world bodies if restarting
if (world) {
while (world.bodies.length > 0) {
world.removeBody(world.bodies[0]);
}
}
initThreeJS();
initPhysics();
initPlayer(); // Player depends on physics world existing
generateMap(); // Map depends on physics world existing
setupInputListeners();
updateUI();
addLog("Welcome! Move: QWEASDZXC, Jump: Shift/X, Attack: Space, Pickup: F", "info");
console.log("--- Initialization Complete ---");
if (animationFrameId) cancelAnimationFrame(animationFrameId); // Stop previous loop if restarting
gameLoopActive = true;
animate();
}
function initThreeJS() {
console.log("Initializing Three.js...");
scene = new THREE.Scene();
scene.background = new THREE.Color(0x1a1a1a); // Match body background slightly better
const aspect = sceneContainer.clientWidth / sceneContainer.clientHeight;
camera = new THREE.PerspectiveCamera(60, aspect, 0.1, 1000);
camera.position.set(0, CAMERA_Y_OFFSET, 5); // Start overhead, slightly back
camera.lookAt(0, 0, 0); // Look at origin initially
renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setSize(sceneContainer.clientWidth, sceneContainer.clientHeight);
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap; // Softer shadows
sceneContainer.appendChild(renderer.domElement);
// Lighting
scene.add(new THREE.AmbientLight(0xffffff, 0.6)); // More ambient light
const dirLight = new THREE.DirectionalLight(0xffffff, 1.0);
dirLight.position.set(20, 30, 15); // Adjust light direction
dirLight.castShadow = true;
dirLight.shadow.mapSize.width = 2048; // Increase shadow map resolution
dirLight.shadow.mapSize.height = 2048;
dirLight.shadow.camera.near = 1;
dirLight.shadow.camera.far = 60; // Adjust shadow camera range
const shadowCamSize = 25;
dirLight.shadow.camera.left = -shadowCamSize;
dirLight.shadow.camera.right = shadowCamSize;
dirLight.shadow.camera.top = shadowCamSize;
dirLight.shadow.camera.bottom = -shadowCamSize;
scene.add(dirLight);
// scene.add(new THREE.CameraHelper(dirLight.shadow.camera)); // Shadow debug
// Axes Helper
axesHelper = new THREE.AxesHelper(ROOM_SIZE * 0.5);
axesHelper.position.set(0, 0.01, 0); // Place it clearly
scene.add(axesHelper);
console.log("Three.js Initialized.");
window.addEventListener('resize', onWindowResize, false);
}
function initPhysics() {
console.log("Initializing Cannon-es...");
world = new CANNON.World({ gravity: new CANNON.Vec3(0, -15, 0) }); // Slightly stronger gravity
world.broadphase = new CANNON.SAPBroadphase(world);
world.allowSleep = true;
// Define materials
const groundMaterial = new CANNON.Material("ground");
const playerMaterial = new CANNON.Material("player");
const wallMaterial = new CANNON.Material("wall");
const monsterMaterial = new CANNON.Material("monster");
const itemMaterial = new CANNON.Material("item"); // For trigger bodies if used
// Ground plane
const groundShape = new CANNON.Plane();
const groundBody = new CANNON.Body({ mass: 0, material: groundMaterial });
groundBody.addShape(groundShape);
groundBody.quaternion.setFromEuler(-Math.PI / 2, 0, 0);
world.addBody(groundBody);
physicsBodies.push(groundBody);
// Contact Materials (basic examples)
const playerGround = new CANNON.ContactMaterial(playerMaterial, groundMaterial, { friction: 0.3, restitution: 0.1 });
const playerWall = new CANNON.ContactMaterial(playerMaterial, wallMaterial, { friction: 0.0, restitution: 0.1 }); // Low friction vs walls
const monsterGround = new CANNON.ContactMaterial(monsterMaterial, groundMaterial, { friction: 0.4, restitution: 0.1 });
const monsterWall = new CANNON.ContactMaterial(monsterMaterial, wallMaterial, { friction: 0.1, restitution: 0.2 });
world.addContactMaterial(playerGround);
world.addContactMaterial(playerWall);
world.addContactMaterial(monsterGround);
world.addContactMaterial(monsterWall);
console.log("Physics World Initialized.");
// Optional: Physics Debugger Init
// try {
// cannonDebugger = new CannonDebugger(scene, world, { color: 0x00ff00, scale: 1.0 });
// console.log("Cannon-es Debugger Initialized.");
// } catch (e) { console.error("Failed to initialize CannonDebugger.", e); }
}
// --- Primitive Assembly Functions (Keep as before) ---
function createPlayerMesh() { /* ... same ... */
const group = new THREE.Group();
// Use DEBUG material temporarily
const bodyMat = materials.debug_player; //new THREE.MeshLambertMaterial({ color: 0x0077ff });
const bodyGeom = new THREE.CylinderGeometry(PLAYER_RADIUS, PLAYER_RADIUS, PLAYER_HEIGHT - (PLAYER_RADIUS * 2), 8); // Lower poly
const body = new THREE.Mesh(bodyGeom, bodyMat);
body.position.y = PLAYER_RADIUS; body.castShadow = true;
const headGeom = new THREE.SphereGeometry(PLAYER_RADIUS, 8, 8); // Lower poly
const head = new THREE.Mesh(headGeom, bodyMat);
head.position.y = PLAYER_HEIGHT - PLAYER_RADIUS; head.castShadow = true;
group.add(body); group.add(head);
const noseGeom = new THREE.ConeGeometry(PLAYER_RADIUS * 0.3, PLAYER_RADIUS * 0.5, 4); // Lower poly
const noseMat = new THREE.MeshBasicMaterial({ color: 0xffff00 });
const nose = new THREE.Mesh(noseGeom, noseMat);
// Position nose correctly relative to player center (Y=PLAYER_HEIGHT/2)
nose.position.set(0, (PLAYER_HEIGHT / 2) * 0.9, -PLAYER_RADIUS); // Position Z forward, adjust Y
nose.rotation.x = Math.PI / 2 + Math.PI; // Point along -Z
group.add(nose);
group.position.y = PLAYER_HEIGHT / 2; // Set pivot to bottom center
return group;
}
function createSimpleMonsterMesh(modelType = 'capsule_green') { /* ... Mostly same, maybe use debug material ... */
const group = new THREE.Group();
let color = 0xff00ff; // Magenta debug default
let mat = materials.debug_monster; // Use debug material
if (modelType === 'capsule_green') {
color = 0x00ff00;
// mat = new THREE.MeshLambertMaterial({ color: color }); // Keep debug for now
const bodyGeom = new THREE.CylinderGeometry(0.4, 0.4, 1.0, 8); // Lower poly
const headGeom = new THREE.SphereGeometry(0.4, 8, 8);
const body = new THREE.Mesh(bodyGeom, mat);
const head = new THREE.Mesh(headGeom, mat);
body.position.y = 0.5; head.position.y = 1.0 + 0.4;
group.add(body); group.add(head);
} else { let geom = new THREE.BoxGeometry(0.8, 1.2, 0.8); const mesh = new THREE.Mesh(geom, mat); mesh.position.y = 0.6; group.add(mesh); }
group.traverse(child => { if (child.isMesh) child.castShadow = true; });
group.position.y = 1.2 / 2; // Center pivot
return group;
}
function createSimpleItemMesh(modelType = 'sphere_red') { /* ... Mostly same, maybe use debug material ... */
let geom, mat; let color = 0x00ff00; // Green debug default
mat = materials.debug_item; // Use debug material
if(modelType === 'sphere_red') { color = 0xff0000; geom = new THREE.SphereGeometry(0.3, 8, 8); }
else if (modelType === 'box_gold') { color = 0xffd700; geom = new THREE.BoxGeometry(0.4, 0.4, 0.4); }
else { geom = new THREE.SphereGeometry(0.3, 8, 8); }
// mat = new THREE.MeshStandardMaterial({ color: color, metalness: 0.3, roughness: 0.6 }); // Keep debug
const mesh = new THREE.Mesh(geom, mat);
mesh.position.y = PLAYER_RADIUS; // Place roughly at pickup height
mesh.castShadow = true;
return mesh;
}
function createProjectileMesh() { /* ... same ... */
const geom = new THREE.SphereGeometry(PROJECTILE_RADIUS, 6, 6); // Lower poly
const mat = new THREE.MeshBasicMaterial({ color: 0xffff00 });
const mesh = new THREE.Mesh(geom, mat);
return mesh;
}
// --- Player Setup ---
function initPlayer() {
console.log("Initializing Player...");
// Visual Mesh
playerMesh = createPlayerMesh();
// Start position will be set by physics body sync
scene.add(playerMesh);
console.log("Player mesh added to scene.");
// Physics Body - Start at center of 0,0 cell, slightly above ground
const startX = 0 * ROOM_SIZE;
const startZ = 0 * ROOM_SIZE;
const startY = PLAYER_HEIGHT; // Start higher to ensure it settles onto ground
const playerShape = new CANNON.Sphere(PLAYER_RADIUS);
playerBody = new CANNON.Body({
mass: 70,
shape: playerShape,
position: new CANNON.Vec3(startX, startY, startZ),
linearDamping: 0.95,
angularDamping: 1.0,
material: world.materials.find(m => m.name === "player") || new CANNON.Material("player") // Get or create material
});
playerBody.allowSleep = false;
playerBody.addEventListener("collide", handlePlayerCollision);
world.addBody(playerBody);
physicsBodies.push(playerBody); // Track body
console.log(`Player physics body added at ${startX}, ${startY}, ${startZ}`);
// Add to sync list
meshesToSync.push({ mesh: playerMesh, body: playerBody });
console.log("Player added to sync list.");
}
// --- Map Generation ---
function generateMap() {
console.log("Generating Map...");
const wallPhysicsMaterial = world.materials.find(m => m.name === "wall") || new CANNON.Material("wall"); // Get or create material
const groundPhysicsMaterial = world.materials.find(m => m.name === "ground"); // Should exist from initPhysics
// Simplified: Only render a few cells around 0,0 for testing
const renderRadius = 1; // Render 0,0 and its immediate neighbours
for (let x = -renderRadius; x <= renderRadius; x++) {
for (let z = -renderRadius; z <= renderRadius; z++) {
const coordString = `${x},${z}`;
const data = gameData[coordString];
if (data) { // Only generate if data exists for this coord
console.log(`Generating cell: ${coordString}`);
const type = data.type || 'default';
// Create Floor Mesh
const floorMat = floorMaterials[type] || floorMaterials.default_floor;
const floorMesh = new THREE.Mesh(geometries.floor, floorMat);
floorMesh.rotation.x = -Math.PI / 2;
floorMesh.position.set(x * ROOM_SIZE, 0, z * ROOM_SIZE);
floorMesh.receiveShadow = true;
scene.add(floorMesh);
// Create Walls (Visual + Physics)
const features = data.features || [];
const wallDefs = [
['north', geometries.wallNS, 0, -0.5],
['south', geometries.wallNS, 0, 0.5],
['east', geometries.wallEW, 0.5, 0],
['west', geometries.wallEW, -0.5, 0],
];
wallDefs.forEach(([dir, geom, xOff, zOff]) => {
const doorFeature = `door_${dir}`;
const pathFeature = `path_${dir}`;
if (!features.includes(doorFeature) && !features.includes(pathFeature)) {
const wallX = x * ROOM_SIZE + xOff * ROOM_SIZE;
const wallZ = z * ROOM_SIZE + zOff * ROOM_SIZE;
const wallY = WALL_HEIGHT / 2;
// DEBUG Visual Wall
const wallMesh = new THREE.Mesh(geom, materials.debug_wall); // Use debug material
wallMesh.position.set(wallX, wallY, wallZ);
wallMesh.castShadow = true;
wallMesh.receiveShadow = true;
scene.add(wallMesh);
// Physics Wall
const wallShape = new CANNON.Box(new CANNON.Vec3(geom.parameters.width / 2, geom.parameters.height / 2, geom.parameters.depth / 2));
const wallBody = new CANNON.Body({ mass: 0, shape: wallShape, position: new CANNON.Vec3(wallX, wallY, wallZ), material: wallPhysicsMaterial });
world.addBody(wallBody);
physicsBodies.push(wallBody);
}
});
// Spawn Items & Monsters based on features
features.forEach(feature => {
if (feature.startsWith('item_')) {
const itemName = feature.substring(5).replace(/_/g, ' '); // Handle underscores
if (itemsData[itemName]) {
spawnItem(itemName, x, z);
} else { console.warn(`Item feature found but no data for: ${itemName}`); }
} else if (feature.startsWith('monster_')) {
const monsterType = feature.substring(8);
if (monstersData[monsterType]) {
spawnMonster(monsterType, x, z);
} else { console.warn(`Monster feature found but no data for: ${monsterType}`); }
}
// Handle other visual features if needed
});
} else {
console.log(`No data for cell: ${coordString}, skipping.`);
}
}
}
console.log("Map Generation Complete.");
}
function spawnItem(itemName, gridX, gridZ) {
const itemData = itemsData[itemName];
if (!itemData) return;
const x = gridX * ROOM_SIZE + (Math.random() - 0.5) * (ROOM_SIZE * 0.4);
const z = gridZ * ROOM_SIZE + (Math.random() - 0.5) * (ROOM_SIZE * 0.4);
const y = PLAYER_RADIUS; // Item height
// Use DEBUG material
const mesh = new THREE.Mesh(geometries.sphere, materials.debug_item); // Simplified mesh
mesh.scale.set(0.6, 0.6, 0.6); // Make items smaller
mesh.position.set(x, y, z);
mesh.userData = { type: 'item', name: itemName };
mesh.castShadow = true;
scene.add(mesh);
// Store item in game state WITHOUT physics body initially for F pickup
gameState.items.push({
id: THREE.MathUtils.generateUUID(), // Simple unique ID
name: itemName,
mesh: mesh,
position: mesh.position // Store position for proximity check
});
console.log(`Spawned item ${itemName} at ${gridX},${gridZ} (visual only)`);
}
function spawnMonster(monsterType, gridX, gridZ) {
const monsterData = monstersData[monsterType];
if (!monsterData) return;
const x = gridX * ROOM_SIZE + (Math.random() - 0.5) * (ROOM_SIZE * 0.4);
const z = gridZ * ROOM_SIZE + (Math.random() - 0.5) * (ROOM_SIZE * 0.4);
const y = PLAYER_HEIGHT; // Start higher
// Use DEBUG material
const mesh = createSimpleMonsterMesh(monsterData.model); // Assuming this uses debug mat now
mesh.position.set(x, y, z); // Set initial mesh pos
mesh.userData = { type: 'monster', monsterType: monsterType };
scene.add(mesh);
// Physics Body
const shape = new CANNON.Sphere(PLAYER_RADIUS * 0.8); // Simple sphere collider
const body = new CANNON.Body({
mass: 10,
shape: shape,
position: new CANNON.Vec3(x, y, z),
linearDamping: 0.8,
angularDamping: 0.9,
material: world.materials.find(m => m.name === "monster") || new CANNON.Material("monster")
});
body.allowSleep = true;
body.userData = { type: 'monster', monsterType: monsterType, mesh: mesh, hp: monsterData.hp };
world.addBody(body);
gameState.monsters.push({ id: body.id, type: monsterType, hp: monsterData.hp, body: body, mesh: mesh });
meshesToSync.push({ mesh: mesh, body: body });
physicsBodies.push(body);
console.log(`Spawned monster ${monsterType} at ${gridX},${gridZ}`);
}
// --- Input Handling (QWEASDZXC + Jump + F + Space) ---
function setupInputListeners() {
console.log("Setting up input listeners.");
window.addEventListener('keydown', (event) => {
keysPressed[event.key.toLowerCase()] = true;
keysPressed[event.code] = true; // Keep Space, Shift etc.
// Prevent default browser scroll on space/arrows
if (['space', 'arrowup', 'arrowdown', 'arrowleft', 'arrowright'].includes(event.code.toLowerCase())) {
event.preventDefault();
}
});
window.addEventListener('keyup', (event) => {
keysPressed[event.key.toLowerCase()] = false;
keysPressed[event.code] = false;
});
}
function handleInput(deltaTime) {
if (!playerBody) return;
const moveSpeed = PLAYER_SPEED;
const diagonalSpeed = moveSpeed / Math.sqrt(2); // Adjust speed for diagonal
let moveX = 0;
let moveZ = 0;
// Forward/Backward (W/S)
if (keysPressed['w']) moveZ -= 1;
if (keysPressed['s']) moveZ += 1;
// Strafe (A/D)
if (keysPressed['a']) moveX -= 1;
if (keysPressed['d']) moveX += 1;
// Diagonal Forward (Q/E)
if (keysPressed['q']) { moveZ -= 1; moveX -= 1; }
if (keysPressed['e']) { moveZ -= 1; moveX += 1; }
// Diagonal Backward (Z/C)
if (keysPressed['z']) { moveZ += 1; moveX -= 1; }
if (keysPressed['c']) { moveZ += 1; moveX += 1; }
// --- Calculate final velocity vector ---
const velocity = new CANNON.Vec3(0, playerBody.velocity.y, 0); // Preserve Y velocity for jump/gravity
// Normalize if moving
if (moveX !== 0 || moveZ !== 0) {
const moveVec = new THREE.Vector2(moveX, moveZ);
moveVec.normalize(); // Ensure consistent speed regardless of direction count
velocity.x = moveVec.x * moveSpeed;
velocity.z = moveVec.y * moveSpeed;
// Make player mesh face movement direction
// NOTE: This rotation assumes +Z is backward, -Z is forward
const angle = Math.atan2(velocity.x, velocity.z); // atan2(x, z) gives angle from positive Z axis
const targetQuaternion = new THREE.Quaternion().setFromAxisAngle(new THREE.Vector3(0, 1, 0), angle);
// Smooth rotation (Slerp)
playerMesh.quaternion.slerp(targetQuaternion, 0.15); // Adjust 0.15 for faster/slower turning
} else {
// Apply damping implicitly via Cannon setting, or force stop:
velocity.x = 0;
velocity.z = 0;
}
playerBody.velocity.x = velocity.x;
playerBody.velocity.z = velocity.z;
// Y velocity is handled by gravity and jump impulse
// --- Jump (Shift or X) ---
// !! Basic jump - no ground check yet !!
if (keysPressed['shift'] || keysPressed['x']) {
// Simple check: only jump if Y velocity is near zero (crude ground check)
if (Math.abs(playerBody.velocity.y) < 0.1) {
console.log("Attempting Jump!");
playerBody.applyImpulse(new CANNON.Vec3(0, PLAYER_JUMP_FORCE, 0), playerBody.position);
}
keysPressed['shift'] = false; // Consume jump input
keysPressed['x'] = false;
}
// --- Pickup (F) ---
if (keysPressed['f']) {
pickupNearbyItem();
keysPressed['f'] = false; // Consume pickup input
}
// --- Fire (Space) ---
if (keysPressed['space']) {
fireProjectile();
keysPressed['space'] = false; // Consume fire input
}
}
// --- Interaction Logic ---
function pickupNearbyItem() {
if (!playerBody) return;
const playerPos = playerBody.position;
let pickedUp = false;
for (let i = gameState.items.length - 1; i >= 0; i--) {
const item = gameState.items[i];
const itemPos = item.position; // Using mesh position as items have no physics body now
const distance = playerPos.distanceTo(itemPos);
if (distance < PICKUP_RADIUS) {
if (!gameState.inventory.includes(item.name)) {
gameState.inventory.push(item.name);
addLog(`Picked up ${item.name}!`, "pickup");
updateInventoryDisplay();
// Remove item visually
scene.remove(item.mesh);
// Remove from game state list
gameState.items.splice(i, 1);
pickedUp = true;
break; // Pick up only one item per key press
}
}
}
if (!pickedUp) {
addLog("Nothing nearby to pick up.", "info");
}
}
// --- Combat (Keep Projectile Logic) ---
function fireProjectile() { /* ... same as before ... */
if (!playerBody || !playerMesh) return;
addLog("Pew!", "combat");
const projectileMesh = createProjectileMesh();
const projectileShape = new CANNON.Sphere(PROJECTILE_RADIUS);
const projectileBody = new CANNON.Body({ mass: 0.1, shape: projectileShape, linearDamping: 0.01, angularDamping: 0.01 });
projectileBody.addEventListener("collide", handleProjectileCollision);
const offsetDistance = PLAYER_RADIUS + PROJECTILE_RADIUS + 0.1;
const direction = new THREE.Vector3(0, 0, -1); // Base direction -Z is forward
direction.applyQuaternion(playerMesh.quaternion);
const startPos = new CANNON.Vec3().copy(playerBody.position).vadd(
new CANNON.Vec3(direction.x, 0, direction.z).scale(offsetDistance)
);
startPos.y = playerBody.position.y + PLAYER_HEIGHT * 0.3; // Fire from mid-height approx
projectileBody.position.copy(startPos);
projectileMesh.position.copy(startPos);
projectileBody.velocity = new CANNON.Vec3(direction.x, 0, direction.z).scale(PROJECTILE_SPEED);
scene.add(projectileMesh);
world.addBody(projectileBody);
const projectileData = { mesh: projectileMesh, body: projectileBody, lifetime: 3.0 };
meshesToSync.push(projectileData);
projectiles.push(projectileData);
physicsBodies.push(projectileBody);
projectileBody.userData = { type: 'projectile', mesh: projectileMesh, data: projectileData };
projectileMesh.userData = { type: 'projectile', body: projectileBody, data: projectileData };
}
// --- Collision Handling ---
function handlePlayerCollision(event) { /* ... same as before (but item part is unused now) ... */
const otherBody = event.body;
if (!otherBody || !otherBody.userData) return; // Body might be removed already
// Item pickup handled by 'F' key now.
// Player <-> Monster Collision
if (otherBody.userData.type === 'monster') {
// Cooldown for taking damage? Needs state tracking.
// Simple damage for now:
gameState.stats.hp -= 1;
addLog(`Hit by ${otherBody.userData.monsterType || 'monster'}! HP: ${gameState.stats.hp}`, "combat");
updateStatsDisplay();
if (gameState.stats.hp <= 0) { gameOver("Defeated by a monster!"); }
}
// Could add other collision handlers (player hitting wall hard, etc.)
}
function handleProjectileCollision(event) { /* ... same as before ... */
const projectileBody = event.target;
const otherBody = event.body;
if (!projectileBody || !projectileBody.userData || !otherBody || !otherBody.userData) return;
const projectileData = projectileBody.userData.data;
if (otherBody.userData.type === 'monster') {
const monsterId = otherBody.id;
const monsterIndex = gameState.monsters.findIndex(m => m.id === monsterId);
if (monsterIndex > -1) {
const monster = gameState.monsters[monsterIndex];
const damage = gameState.stats.strength;
monster.hp -= damage;
otherBody.userData.hp = monster.hp; // Update hp in body too
addLog(`Hit ${otherBody.userData.monsterType} for ${damage} damage! (HP: ${monster.hp})`, "combat");
if (monster.hp <= 0) {
addLog(`Defeated ${otherBody.userData.monsterType}!`, "info");
// Schedule removal after physics step if needed, direct removal can be tricky
scene.remove(monster.mesh);
world.removeBody(monster.body);
meshesToSync = meshesToSync.filter(sync => sync.body.id !== monster.body.id);
physicsBodies = physicsBodies.filter(body => body.id !== monster.body.id);
gameState.monsters.splice(monsterIndex, 1);
}
}
}
// Remove projectile immediately after any valid collision (except maybe player?)
if (otherBody !== playerBody) {
// Schedule removal might be safer if errors occur here
removeProjectile(projectileData);
}
}
function removeProjectile(projectileData) { /* ... same as before ... */
if (!projectileData) return;
const index = projectiles.indexOf(projectileData);
if (index === -1) return; // Already removed
// Check if objects still exist before removing
if(projectileData.mesh.parent) scene.remove(projectileData.mesh);
// Check if body is still in world before removing
if (world.bodies.includes(projectileData.body)) world.removeBody(projectileData.body);
meshesToSync = meshesToSync.filter(sync => sync.body && sync.body.id !== projectileData.body.id);
physicsBodies = physicsBodies.filter(body => body && body.id !== projectileData.body.id);
projectiles.splice(index, 1);
}
// --- Monster AI ---
function updateMonsters(deltaTime) { /* ... Mostly same as before ... */
const agroRangeSq = (ROOM_SIZE * 1.5) ** 2;
if(!playerBody) return; // Need player position
gameState.monsters.forEach(monster => {
if (!monster || !monster.body) return; // Skip if monster removed
const monsterPos = monster.body.position;
const playerPos = playerBody.position;
const distanceSq = playerPos.distanceSquared(monsterPos);
if (distanceSq < agroRangeSq) {
const direction = playerPos.vsub(monsterPos);
direction.y = 0;
if (direction.lengthSquared() > 0.1) {
direction.normalize();
const monsterData = monstersData[monster.type];
const speed = monsterData ? monsterData.speed : 1;
// Apply force instead of setting velocity for more 'physical' movement
// monster.body.applyForce(direction.scale(speed * monster.body.mass * 0.5), monsterPos); // Adjust force multiplier
// OR setting velocity is simpler for basic chase:
monster.body.velocity.x = direction.x * speed;
monster.body.velocity.z = direction.z * speed;
// Rotation
const angle = Math.atan2(direction.x, direction.z);
const targetQuaternion = new THREE.Quaternion().setFromAxisAngle(new THREE.Vector3(0, 1, 0), angle);
monster.mesh.quaternion.slerp(targetQuaternion, 0.1); // Smooth turn
} else { monster.body.velocity.x = 0; monster.body.velocity.z = 0;} // Stop if close
} else { // Stop if far
monster.body.velocity.x = 0;
monster.body.velocity.z = 0;
}
});
}
// --- UI Update ---
function updateUI() { /* ... same as before ... */
updateStatsDisplay();
updateInventoryDisplay();
}
function updateStatsDisplay() { /* ... same as before ... */
let statsHTML = '';
statsHTML += `<span>HP: ${gameState.stats.hp}/${gameState.stats.maxHp}</span>`;
statsHTML += `<span>Str: ${gameState.stats.strength}</span>`;
statsHTML += `<span>Wis: ${gameState.stats.wisdom}</span>`;
statsHTML += `<span>Cor: ${gameState.stats.courage}</span>`;
statsElement.innerHTML = statsHTML;
}
function updateInventoryDisplay() { /* ... same as before ... */
let inventoryHTML = '';
if (gameState.inventory.length === 0) { inventoryHTML += '<em>Empty</em>'; }
else { gameState.inventory.forEach(item => { const itemInfo = itemsData[item] || { type: 'unknown', description: '???' }; const itemClass = `item-${itemInfo.type || 'unknown'}`; inventoryHTML += `<span class="${itemClass}" title="${itemInfo.description}">${item}</span>`; }); }
inventoryElement.innerHTML = inventoryHTML;
}
function addLog(message, type = "info") { /* ... same as before ... */
const p = document.createElement('p');
p.classList.add(type);
p.textContent = `[${new Date().toLocaleTimeString([], { hour12: false, hour: '2-digit', minute: '2-digit', second: '2-digit' })}] ${message}`; // Add timestamp
logElement.appendChild(p);
logElement.scrollTop = logElement.scrollHeight;
}
// --- Game Over ---
function gameOver(reason) {
addLog(`GAME OVER: ${reason}`, "error");
console.log("Game Over:", reason);
gameLoopActive = false; // Stop the game loop
// Optional: Show a restart button or overlay
const restartButton = document.createElement('button');
restartButton.textContent = "RESTART GAME";
restartButton.style.position = 'absolute';
restartButton.style.top = '50%';
restartButton.style.left = '50%';
restartButton.style.transform = 'translate(-50%, -50%)';
restartButton.style.padding = '20px 40px';
restartButton.style.fontSize = '2em';
restartButton.style.cursor = 'pointer';
restartButton.style.zIndex = '1000';
restartButton.onclick = () => {
// Clean up restart button if exists
const oldButton = document.getElementById('restart-button');
if (oldButton) oldButton.remove();
init(); // Re-initialize the game
};
restartButton.id = 'restart-button'; // Assign ID for potential removal
sceneContainer.appendChild(restartButton); // Add button over the scene
}
// --- Main Game Loop ---
let lastTime = 0;
function animate(time) {
if (!gameLoopActive) return; // Stop loop if game over or paused
animationFrameId = requestAnimationFrame(animate); // Store ID to potentially cancel
const currentTime = performance.now(); // Use performance.now for higher precision
const deltaTime = (currentTime - lastTime) * 0.001; // Seconds
lastTime = currentTime;
// Avoid spiral of death on tab-out or large lag spikes
const dtClamped = Math.min(deltaTime, 1 / 30); // Clamp to max 30 FPS step
if (!world || !playerBody) return; // Exit if physics/player not ready
// 1. Handle Input
handleInput(dtClamped);
// 2. Update AI
updateMonsters(dtClamped);
// 3. Step Physics World
try {
world.step(dtClamped); // Use clamped delta time
} catch (e) {
console.error("Physics step error:", e);
// Potentially pause or handle error state
}
// 4. Update Projectiles
for (let i = projectiles.length - 1; i >= 0; i--) {
const p = projectiles[i];
if (p) { // Check if projectile still exists
p.lifetime -= dtClamped;
if (p.lifetime <= 0) {
removeProjectile(p);
}
}
}
// 5. Sync Visuals with Physics
meshesToSync.forEach(item => {
// Ensure body and mesh still exist before syncing
if (item && item.body && item.mesh && item.mesh.parent) {
item.mesh.position.copy(item.body.position);
item.mesh.quaternion.copy(item.body.quaternion);
} else {
// Clean up entries for objects that might have been removed improperly
console.warn("Attempted to sync missing body/mesh pair.");
// Maybe remove this entry from meshesToSync here? Needs careful handling.
}
});
// 6. Update Camera
if (playerBody) {
const targetCameraPos = new THREE.Vector3(
playerBody.position.x,
CAMERA_Y_OFFSET,
playerBody.position.z + CAMERA_Y_OFFSET * 0.5 // Adjust Z offset based on height for better angle
);
camera.position.lerp(targetCameraPos, 0.08); // Smoother follow
const lookAtPos = new THREE.Vector3(playerBody.position.x, 0, playerBody.position.z);
camera.lookAt(lookAtPos);
}
// 7. Physics Debugger Update (Optional)
// if (cannonDebugger) {
// cannonDebugger.update();
// }
// 8. Render Scene
renderer.render(scene, camera);
}
// --- Start Game ---
init(); |