awacke1 commited on
Commit
1180fee
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1 Parent(s): 5044cc3

Update index.html

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Files changed (1) hide show
  1. index.html +226 -79
index.html CHANGED
@@ -70,11 +70,11 @@
70
  border-bottom: 1px solid #555;
71
  font-size: 0.9em;
72
  }
73
- #stats-display, #inventory-display {
74
  margin-bottom: 10px;
75
  line-height: 1.8;
76
  }
77
- #stats-display span, #inventory-display span {
78
  display: inline-block;
79
  background-color: #444;
80
  padding: 3px 8px;
@@ -84,8 +84,10 @@
84
  border: 1px solid #666;
85
  white-space: nowrap;
86
  }
87
- #stats-display strong, #inventory-display strong { color: #aaa; margin-right: 5px; }
88
  #inventory-display em { color: #888; font-style: normal; }
 
 
89
 
90
  #inventory-display .item-quest { background-color: #666030; border-color: #999048;}
91
  #inventory-display .item-weapon { background-color: #663030; border-color: #994848;}
@@ -114,6 +116,7 @@
114
 
115
  .roll-success { color: #7f7; border-left: 3px solid #4a4; padding-left: 8px; margin-bottom: 1em; font-size: 0.9em; }
116
  .roll-failure { color: #f77; border-left: 3px solid #a44; padding-left: 8px; margin-bottom: 1em; font-size: 0.9em; }
 
117
  </style>
118
  </head>
119
  <body>
@@ -127,6 +130,7 @@
127
  <div id="stats-inventory-container">
128
  <div id="stats-display"></div>
129
  <div id="inventory-display"></div>
 
130
  </div>
131
  <div id="choices-container">
132
  <h3>What will you do?</h3>
@@ -153,6 +157,7 @@
153
  const choicesElement = document.getElementById('choices');
154
  const statsElement = document.getElementById('stats-display');
155
  const inventoryElement = document.getElementById('inventory-display');
 
156
 
157
  let scene, camera, renderer;
158
  let currentAssemblyGroup = null;
@@ -173,6 +178,9 @@
173
  const sandMaterial = new THREE.MeshStandardMaterial({ color: 0xF4A460, roughness: 0.9 });
174
  const wetStoneMaterial = new THREE.MeshStandardMaterial({ color: 0x2F4F4F, roughness: 0.7 });
175
  const glowMaterial = new THREE.MeshStandardMaterial({ color: 0x00FFAA, emissive: 0x00FFAA, emissiveIntensity: 0.5 });
 
 
 
176
 
177
  function initThreeJS() {
178
  if (!sceneContainer) { console.error("Scene container not found!"); return; }
@@ -472,19 +480,25 @@
472
  return group;
473
  }
474
 
475
- function createOvergrownPathAssembly() {
476
  const group = new THREE.Group();
477
  group.add(createGroundPlane(dirtMaterial, 15));
478
- const forest = createForestAssembly(15, 10);
479
  group.add(forest);
480
  const fungiGeo = new THREE.SphereGeometry(0.1, 8, 8);
481
- for (let i = 0; i < 30; i++) {
482
  group.add(createMesh(fungiGeo, glowMaterial, { x: (Math.random() - 0.5) * 8, y: 0.1, z: (Math.random() - 0.5) * 8 }));
483
  }
484
  const vineGeo = new THREE.CylinderGeometry(0.05, 0.05, 2, 8);
485
- for (let i = 0; i < 10; i++) {
486
  group.add(createMesh(vineGeo, leafMaterial, { x: (Math.random() - 0.5) * 6, y: 2, z: (Math.random() - 0.5) * 6 }, { z: Math.random() * Math.PI }));
487
  }
 
 
 
 
 
 
488
  return group;
489
  }
490
 
@@ -505,7 +519,7 @@
505
  }
506
 
507
  function createGoblinAmbushAssembly() {
508
- const group = createOvergrownPathAssembly();
509
  const bodyGeo = new THREE.CylinderGeometry(0.3, 0.3, 1, 8);
510
  const headGeo = new THREE.SphereGeometry(0.2, 8, 8);
511
  const goblinMat = new THREE.MeshStandardMaterial({ color: 0x556B2F });
@@ -556,6 +570,77 @@
556
  return group;
557
  }
558
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
559
  // Game Data
560
  const itemsData = {
561
  "Flaming Sword":{type:"weapon", description:"A fiery blade"},
@@ -582,7 +667,7 @@
582
  "8": { title: "Hidden Game Trail", content: `<p>Your sharp eyes spot a faint trail... It leads towards a ravine spanned by a rickety rope bridge.</p><p>(+20 XP)</p>`, options: [ { text: "Risk crossing the rope bridge (Dexterity Check)", check: { stat: 'dexterity', dc: 10, onFailure: 81 }, next: 80 }, { text: "Search for another way across the ravine", next: 82 } ], illustration: "narrow-game-trail-forest-rope-bridge-ravine", reward: { xp: 20 } },
583
  "10": { title: "Goblin Ambush!", content: `<p>Two scraggly goblins leap out, brandishing crude spears!</p>`, options: [ { text: "Fight the goblins!", next: 12 }, { text: "Attempt to dodge past them (Dexterity Check)", check: { stat: 'dexterity', dc: 13, onFailure: 10 }, next: 13 } ], illustration: "two-goblins-ambush-forest-path-spears" },
584
  "11": { title: "Hidden Evasion", content: `<p>You melt into the shadows as the goblins blunder past.</p><p>(+30 XP)</p>`, options: [ { text: "Continue cautiously", next: 14 } ], illustration: "forest-shadows-hiding-goblins-walking-past", reward: { xp: 30 } },
585
- "12": { title: "Ambush Victory!", content: `<p>You defeat the goblins! Found a Crude Dagger.</p><p>(+50 XP)</p>`, options: [ { text: "Press onward", next: 14 } ], illustration: "defeated-goblins-forest-path-loot", reward: { xp: 50, addItem: "Crude Dagger" } },
586
  "13": { title: "Daring Escape", content: `<p>With surprising agility, you tumble past the goblins!</p><p>(+25 XP)</p>`, options: [ { text: "Keep running!", next: 14 } ], illustration: "blurred-motion-running-past-goblins-forest", reward: { xp: 25 } },
587
  "14": { title: "Forest Stream Crossing", content: `<p>The path leads to a clear, shallow stream...</p>`, options: [ { text: "Wade across the stream", next: 16 }, { text: "Look for a drier crossing point (fallen log?)", next: 15 } ], illustration: "forest-stream-crossing-dappled-sunlight-stones" },
588
  "15": { title: "Log Bridge", content: `<p>Further upstream, a large, mossy log spans the stream.</p>`, options: [ { text: "Cross carefully on the log (Dexterity Check)", check: { stat: 'dexterity', dc: 9, onFailure: 151 }, next: 16 }, { text: "Go back and wade instead", next: 14 } ], illustration: "mossy-log-bridge-over-forest-stream" },
@@ -612,20 +697,77 @@
612
  let gameState = {
613
  currentPageId: 1,
614
  character: {
615
- name: "Hero", race: "Human", alignment: "Neutral Good", class: "Adventurer",
616
- level: 1, xp: 0, xpToNextLevel: 100,
617
- stats: { strength: 8, intelligence: 10, wisdom: 10, dexterity: 10, constitution: 10, charisma: 8, hp: 12, maxHp: 12 },
618
- inventory: []
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
619
  }
620
  };
621
 
622
  // Game Logic Functions
623
  function startGame() {
624
- const defaultChar = { name: "Hero", race: "Human", alignment: "Neutral Good", class: "Adventurer", level: 1, xp: 0, xpToNextLevel: 100, stats: { strength: 8, intelligence: 10, wisdom: 10, dexterity: 10, constitution: 10, charisma: 8, hp: 12, maxHp: 12 }, inventory: [] };
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
625
  gameState = { currentPageId: 1, character: { ...defaultChar } };
626
  renderPage(gameState.currentPageId);
627
  }
628
 
 
 
 
 
 
 
629
  function handleChoiceClick(choiceData) {
630
  const optionNextPageId = parseInt(choiceData.nextPage);
631
  const itemToAdd = choiceData.addItem;
@@ -638,13 +780,15 @@
638
  if (check) {
639
  const statValue = gameState.character.stats[check.stat] || 10;
640
  const modifier = Math.floor((statValue - 10) / 2);
 
641
  const roll = Math.floor(Math.random() * 20) + 1;
642
- const totalResult = roll + modifier;
643
  const dc = check.dc;
644
- console.log(`Check: ${check.stat} (DC ${dc}) | Roll: ${roll} + Mod: ${modifier} = ${totalResult}`);
645
  if (totalResult >= dc) {
646
  nextPageId = optionNextPageId;
647
  rollResultMessage = `<p class="roll-success"><em>Check Success! (${totalResult} vs DC ${dc})</em></p>`;
 
648
  } else {
649
  nextPageId = parseInt(check.onFailure);
650
  rollResultMessage = `<p class="roll-failure"><em>Check Failed! (${totalResult} vs DC ${dc})</em></p>`;
@@ -660,6 +804,7 @@
660
  gameState.currentPageId = nextPageId;
661
  const nextPageData = gameData[nextPageId];
662
 
 
663
  if (nextPageData) {
664
  if (nextPageData.hpLoss) {
665
  gameState.character.stats.hp -= nextPageData.hpLoss;
@@ -667,7 +812,15 @@
667
  if (gameState.character.stats.hp <= 0) { gameState.character.stats.hp = 0; console.log("Player died!"); nextPageId = 99; }
668
  }
669
  if (nextPageData.reward) {
670
- if (nextPageData.reward.xp) { gameState.character.xp += nextPageData.reward.xp; console.log(`Gained ${nextPageData.reward.xp} XP! Total: ${gameState.character.xp}`); }
 
 
 
 
 
 
 
 
671
  if (nextPageData.reward.statIncrease) {
672
  const stat = nextPageData.reward.statIncrease.stat;
673
  const amount = nextPageData.reward.statIncrease.amount;
@@ -676,24 +829,28 @@
676
  console.log(`Stat ${stat} increased by ${amount}.`);
677
  }
678
  }
679
- if(nextPageData.reward.addItem && !gameState.character.inventory.includes(nextPageData.reward.addItem)){
680
  gameState.character.inventory.push(nextPageData.reward.addItem);
681
  console.log(`Found item: ${nextPageData.reward.addItem}`);
682
  }
 
 
 
 
683
  }
684
  const conModifier = Math.floor((gameState.character.stats.constitution - 10) / 2);
685
  gameState.character.stats.maxHp = 10 + (conModifier * gameState.character.level);
686
  gameState.character.stats.hp = Math.min(gameState.character.stats.hp, gameState.character.stats.maxHp);
687
  if (nextPageId === 99 && gameState.character.stats.hp <= 0) {
688
- renderPageInternal(99, gameData[99], rollResultMessage);
689
  return;
690
  }
691
  } else {
692
  console.error(`Data for page ${nextPageId} not found!`);
693
- renderPageInternal(99, gameData[99], "<p><em>Error: Next page data missing!</em></p>");
694
  return;
695
  }
696
- renderPageInternal(nextPageId, gameData[nextPageId], rollResultMessage);
697
  }
698
 
699
  function renderPageInternal(pageId, pageData, message = "") {
@@ -702,6 +859,7 @@
702
  storyContentElement.innerHTML = message + (pageData.content || "<p>...</p>");
703
  updateStatsDisplay();
704
  updateInventoryDisplay();
 
705
  choicesElement.innerHTML = '';
706
  if (pageData.options && pageData.options.length > 0) {
707
  pageData.options.forEach(option => {
@@ -726,7 +884,7 @@
726
  const button = document.createElement('button');
727
  button.classList.add('choice-button');
728
  button.textContent = pageData.gameOver ? "Restart Adventure" : "The End";
729
- button.onclick = () => handleChoiceClick({ nextPage: pageData.gameOver ? 1 : 99 });
730
  choicesElement.appendChild(button);
731
  if (!pageData.gameOver) choicesElement.insertAdjacentHTML('afterbegin', '<p><i>The path ends here.</i></p>');
732
  }
@@ -736,24 +894,47 @@
736
  function renderPage(pageId) { renderPageInternal(pageId, gameData[pageId]); }
737
 
738
  function updateStatsDisplay() {
739
- const char=gameState.character;
740
  statsElement.innerHTML = `<strong>Stats:</strong> <span>Lvl: ${char.level}</span> <span>XP: ${char.xp}/${char.xpToNextLevel}</span> <span>HP: ${char.stats.hp}/${char.stats.maxHp}</span> <span>Str: ${char.stats.strength}</span> <span>Int: ${char.stats.intelligence}</span> <span>Wis: ${char.stats.wisdom}</span> <span>Dex: ${char.stats.dexterity}</span> <span>Con: ${char.stats.constitution}</span> <span>Cha: ${char.stats.charisma}</span>`;
741
  }
742
 
743
  function updateInventoryDisplay() {
744
- let h='<strong>Inventory:</strong> ';
745
- if(gameState.character.inventory.length === 0){
746
- h+='<em>Empty</em>';
747
  } else {
748
- gameState.character.inventory.forEach(i=>{
749
- const d=itemsData[i]||{type:'unknown',description:'???'};
750
- const c=`item-${d.type||'unknown'}`;
751
- h+=`<span class="${c}" title="${d.description}">${i}</span>`;
752
  });
753
  }
754
  inventoryElement.innerHTML = h;
755
  }
756
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
757
  function updateScene(illustrationKey) {
758
  if (currentAssemblyGroup) { scene.remove(currentAssemblyGroup); }
759
  scene.fog = null;
@@ -813,6 +994,20 @@
813
  scene.background = new THREE.Color(0x1A1A1A);
814
  camera.position.set(0, 1.5, 4); camera.lookAt(0, 1, 0);
815
  assemblyFunction = createDarkCaveAssembly; break;
 
 
 
 
 
 
 
 
 
 
 
 
 
 
816
  default:
817
  console.warn(`Unknown illustration key: "${illustrationKey}". Using default.`);
818
  assemblyFunction = createDefaultAssembly; break;
@@ -834,52 +1029,4 @@
834
  scene.remove(child);
835
  }
836
  });
837
- const ambient = scene.children.find(c => c.isAmbientLight);
838
- let directionalLight;
839
- switch (illustrationKey) {
840
- case 'crossroads-signpost-sunny':
841
- ambient.intensity = 0.8;
842
- directionalLight = new THREE.DirectionalLight(0xFFF8E1, 1.5);
843
- directionalLight.position.set(10, 15, 10);
844
- break;
845
- case 'dark-forest-entrance-gnarled-roots-filtered-light':
846
- case 'overgrown-forest-path-glowing-fungi-vines':
847
- ambient.intensity = 0.3;
848
- directionalLight = new THREE.DirectionalLight(0xA8E4A0, 0.6);
849
- directionalLight.position.set(5, 10, 5);
850
- break;
851
- case 'dark-cave-entrance-dripping-water':
852
- ambient.intensity = 0.1;
853
- directionalLight = new THREE.DirectionalLight(0x666666, 0.2);
854
- directionalLight.position.set(2, 5, 2);
855
- break;
856
- default:
857
- ambient.intensity = 0.5;
858
- directionalLight = new THREE.DirectionalLight(0xffffff, 1.2);
859
- directionalLight.position.set(8, 15, 10);
860
- }
861
- directionalLight.castShadow = true;
862
- directionalLight.shadow.mapSize.set(1024, 1024);
863
- directionalLight.shadow.camera.near = 0.5;
864
- directionalLight.shadow.camera.far = 50;
865
- directionalLight.shadow.camera.left = -15;
866
- directionalLight.shadow.camera.right = 15;
867
- directionalLight.shadow.camera.top = 15;
868
- directionalLight.shadow.camera.bottom = -15;
869
- scene.add(directionalLight);
870
- }
871
-
872
- document.addEventListener('DOMContentLoaded', () => {
873
- console.log("DOM Ready.");
874
- try {
875
- initThreeJS();
876
- startGame();
877
- } catch (error) {
878
- console.error("Init failed:", error);
879
- storyTitleElement.textContent = "Error";
880
- storyContentElement.innerHTML = `<p>Init Error. Check console.</p><pre>${error}</pre>`;
881
- }
882
- });
883
- </script>
884
- </body>
885
- </html>
 
70
  border-bottom: 1px solid #555;
71
  font-size: 0.9em;
72
  }
73
+ #stats-display, #inventory-display, #character-sheet {
74
  margin-bottom: 10px;
75
  line-height: 1.8;
76
  }
77
+ #stats-display span, #inventory-display span, #character-sheet span {
78
  display: inline-block;
79
  background-color: #444;
80
  padding: 3px 8px;
 
84
  border: 1px solid #666;
85
  white-space: nowrap;
86
  }
87
+ #stats-display strong, #inventory-display strong, #character-sheet strong { color: #aaa; margin-right: 5px; }
88
  #inventory-display em { color: #888; font-style: normal; }
89
+ #character-sheet .accomplishment { background-color: #665533; border-color: #998866; }
90
+ #character-sheet .attribute { background-color: #553366; border-color: #886699; }
91
 
92
  #inventory-display .item-quest { background-color: #666030; border-color: #999048;}
93
  #inventory-display .item-weapon { background-color: #663030; border-color: #994848;}
 
116
 
117
  .roll-success { color: #7f7; border-left: 3px solid #4a4; padding-left: 8px; margin-bottom: 1em; font-size: 0.9em; }
118
  .roll-failure { color: #f77; border-left: 3px solid #a44; padding-left: 8px; margin-bottom: 1em; font-size: 0.9em; }
119
+ .level-up { color: #ffcc66; border-left: 3px solid #cc9933; padding-left: 8px; margin-bottom: 1em; font-size: 0.9em; }
120
  </style>
121
  </head>
122
  <body>
 
130
  <div id="stats-inventory-container">
131
  <div id="stats-display"></div>
132
  <div id="inventory-display"></div>
133
+ <div id="character-sheet"></div>
134
  </div>
135
  <div id="choices-container">
136
  <h3>What will you do?</h3>
 
157
  const choicesElement = document.getElementById('choices');
158
  const statsElement = document.getElementById('stats-display');
159
  const inventoryElement = document.getElementById('inventory-display');
160
+ const characterSheetElement = document.getElementById('character-sheet');
161
 
162
  let scene, camera, renderer;
163
  let currentAssemblyGroup = null;
 
178
  const sandMaterial = new THREE.MeshStandardMaterial({ color: 0xF4A460, roughness: 0.9 });
179
  const wetStoneMaterial = new THREE.MeshStandardMaterial({ color: 0x2F4F4F, roughness: 0.7 });
180
  const glowMaterial = new THREE.MeshStandardMaterial({ color: 0x00FFAA, emissive: 0x00FFAA, emissiveIntensity: 0.5 });
181
+ const crackedEarthMaterial = new THREE.MeshStandardMaterial({ color: 0x663300, roughness: 0.9 });
182
+ const birdMaterial = new THREE.MeshStandardMaterial({ color: 0x666666, roughness: 0.7 });
183
+ const scorpionMaterial = new THREE.MeshStandardMaterial({ color: 0x4A2F1A, roughness: 0.8 });
184
 
185
  function initThreeJS() {
186
  if (!sceneContainer) { console.error("Scene container not found!"); return; }
 
480
  return group;
481
  }
482
 
483
+ function createOvergrownPathAssembly(treeCount=15, objectCount=30, creatureCount=0, lightIntensity=0.6) {
484
  const group = new THREE.Group();
485
  group.add(createGroundPlane(dirtMaterial, 15));
486
+ const forest = createForestAssembly(treeCount, 10);
487
  group.add(forest);
488
  const fungiGeo = new THREE.SphereGeometry(0.1, 8, 8);
489
+ for (let i = 0; i < objectCount; i++) {
490
  group.add(createMesh(fungiGeo, glowMaterial, { x: (Math.random() - 0.5) * 8, y: 0.1, z: (Math.random() - 0.5) * 8 }));
491
  }
492
  const vineGeo = new THREE.CylinderGeometry(0.05, 0.05, 2, 8);
493
+ for (let i = 0; i < Math.floor(objectCount / 3); i++) {
494
  group.add(createMesh(vineGeo, leafMaterial, { x: (Math.random() - 0.5) * 6, y: 2, z: (Math.random() - 0.5) * 6 }, { z: Math.random() * Math.PI }));
495
  }
496
+ if (creatureCount > 0) {
497
+ const creatureGeo = new THREE.SphereGeometry(0.2, 8, 8);
498
+ for (let i = 0; i < creatureCount; i++) {
499
+ group.add(createMesh(creatureGeo, birdMaterial, { x: (Math.random() - 0.5) * 8, y: 2 + Math.random(), z: (Math.random() - 0.5) * 8 }));
500
+ }
501
+ }
502
  return group;
503
  }
504
 
 
519
  }
520
 
521
  function createGoblinAmbushAssembly() {
522
+ const group = createOvergrownPathAssembly(15, 30, 2);
523
  const bodyGeo = new THREE.CylinderGeometry(0.3, 0.3, 1, 8);
524
  const headGeo = new THREE.SphereGeometry(0.2, 8, 8);
525
  const goblinMat = new THREE.MeshStandardMaterial({ color: 0x556B2F });
 
570
  return group;
571
  }
572
 
573
+ function createMossyRavineAssembly(treeCount=10, objectCount=20, creatureCount=3, lightIntensity=0.5) {
574
+ const group = new THREE.Group();
575
+ group.add(createGroundPlane(groundMaterial, 20));
576
+ const forest = createForestAssembly(treeCount, 15);
577
+ group.add(forest);
578
+ const bridgeGeo = new THREE.BoxGeometry(5, 0.1, 1);
579
+ group.add(createMesh(bridgeGeo, woodMaterial, { y: 1, z: 2 }));
580
+ const ropeGeo = new THREE.CylinderGeometry(0.05, 0.05, 5, 8);
581
+ group.add(createMesh(ropeGeo, woodMaterial, { x: -2.5, y: 1.5, z: 2 }, { z: Math.PI / 2 }));
582
+ group.add(createMesh(ropeGeo, woodMaterial, { x: 2.5, y: 1.5, z: 2 }, { z: Math.PI / 2 }));
583
+ const rockGeo = new THREE.SphereGeometry(0.4, 6, 6);
584
+ for (let i = 0; i < objectCount; i++) {
585
+ group.add(createMesh(rockGeo, stoneMaterial, { x: (Math.random() - 0.5) * 10, y: 0.2, z: (Math.random() - 0.5) * 10 }));
586
+ }
587
+ if (creatureCount > 0) {
588
+ const birdGeo = new THREE.SphereGeometry(0.15, 8, 8);
589
+ for (let i = 0; i < creatureCount; i++) {
590
+ const bird = createMesh(birdGeo, birdMaterial, { x: (Math.random() - 0.5) * 8, y: 3 + Math.random(), z: (Math.random() - 0.5) * 8 });
591
+ bird.userData.update = (time) => {
592
+ bird.position.y += Math.sin(time + i) * 0.05;
593
+ };
594
+ group.add(bird);
595
+ }
596
+ }
597
+ return group;
598
+ }
599
+
600
+ function createRockyBadlandsAssembly(treeCount=5, objectCount=15, creatureCount=2, lightIntensity=1.2) {
601
+ const group = new THREE.Group();
602
+ group.add(createGroundPlane(crackedEarthMaterial, 25));
603
+ const sparseVeg = createForestAssembly(treeCount, 20);
604
+ sparseVeg.children.forEach(c => {
605
+ if (c.type === 'Group') c.scale.set(0.5, 0.5, 0.5);
606
+ });
607
+ group.add(sparseVeg);
608
+ const rockGeo = new THREE.SphereGeometry(0.6, 6, 6);
609
+ for (let i = 0; i < objectCount; i++) {
610
+ group.add(createMesh(rockGeo, stoneMaterial, { x: (Math.random() - 0.5) * 15, y: 0.3, z: (Math.random() - 0.5) * 15 }));
611
+ }
612
+ if (creatureCount > 0) {
613
+ const scorpionGeo = new THREE.BoxGeometry(0.3, 0.1, 0.5);
614
+ for (let i = 0; i < creatureCount; i++) {
615
+ group.add(createMesh(scorpionGeo, scorpionMaterial, { x: (Math.random() - 0.5) * 10, y: 0.05, z: (Math.random() - 0.5) * 10 }));
616
+ }
617
+ }
618
+ return group;
619
+ }
620
+
621
+ function createMountainFortressAssembly(treeCount=3, objectCount=10, creatureCount=2, lightIntensity=0.8) {
622
+ const group = new THREE.Group();
623
+ group.add(createGroundPlane(stoneMaterial, 20));
624
+ const wallGeo = new THREE.BoxGeometry(15, 3, 0.5);
625
+ group.add(createMesh(wallGeo, stoneMaterial, { y: 1.5, z: -5 }));
626
+ const towerGeo = new THREE.CylinderGeometry(1, 1, 4, 12);
627
+ group.add(createMesh(towerGeo, stoneMaterial, { x: -6, y: 2, z: -5 }));
628
+ group.add(createMesh(towerGeo, stoneMaterial, { x: 6, y: 2, z: -5 }));
629
+ const crateGeo = new THREE.BoxGeometry(0.8, 0.8, 0.8);
630
+ for (let i = 0; i < objectCount; i++) {
631
+ group.add(createMesh(crateGeo, woodMaterial, { x: (Math.random() - 0.5) * 8, y: 0.4, z: (Math.random() - 0.5) * 4 + 2 }));
632
+ }
633
+ if (creatureCount > 0) {
634
+ const guardGeo = new THREE.CylinderGeometry(0.3, 0.3, 1.5, 8);
635
+ for (let i = 0; i < creatureCount; i++) {
636
+ group.add(createMesh(guardGeo, darkWoodMaterial, { x: -4 + i * 8, y: 0.75, z: -5 }));
637
+ }
638
+ }
639
+ const sparseTrees = createForestAssembly(treeCount, 15);
640
+ group.add(sparseTrees);
641
+ return group;
642
+ }
643
+
644
  // Game Data
645
  const itemsData = {
646
  "Flaming Sword":{type:"weapon", description:"A fiery blade"},
 
667
  "8": { title: "Hidden Game Trail", content: `<p>Your sharp eyes spot a faint trail... It leads towards a ravine spanned by a rickety rope bridge.</p><p>(+20 XP)</p>`, options: [ { text: "Risk crossing the rope bridge (Dexterity Check)", check: { stat: 'dexterity', dc: 10, onFailure: 81 }, next: 80 }, { text: "Search for another way across the ravine", next: 82 } ], illustration: "narrow-game-trail-forest-rope-bridge-ravine", reward: { xp: 20 } },
668
  "10": { title: "Goblin Ambush!", content: `<p>Two scraggly goblins leap out, brandishing crude spears!</p>`, options: [ { text: "Fight the goblins!", next: 12 }, { text: "Attempt to dodge past them (Dexterity Check)", check: { stat: 'dexterity', dc: 13, onFailure: 10 }, next: 13 } ], illustration: "two-goblins-ambush-forest-path-spears" },
669
  "11": { title: "Hidden Evasion", content: `<p>You melt into the shadows as the goblins blunder past.</p><p>(+30 XP)</p>`, options: [ { text: "Continue cautiously", next: 14 } ], illustration: "forest-shadows-hiding-goblins-walking-past", reward: { xp: 30 } },
670
+ "12": { title: "Ambush Victory!", content: `<p>You defeat the goblins! Found a Crude Dagger.</p><p>(+50 XP)</p>`, options: [ { text: "Press onward", next: 14 } ], illustration: "defeated-goblins-forest-path-loot", reward: { xp: 50, addItem: "Crude Dagger", accomplishment: "Defeated Goblins" } },
671
  "13": { title: "Daring Escape", content: `<p>With surprising agility, you tumble past the goblins!</p><p>(+25 XP)</p>`, options: [ { text: "Keep running!", next: 14 } ], illustration: "blurred-motion-running-past-goblins-forest", reward: { xp: 25 } },
672
  "14": { title: "Forest Stream Crossing", content: `<p>The path leads to a clear, shallow stream...</p>`, options: [ { text: "Wade across the stream", next: 16 }, { text: "Look for a drier crossing point (fallen log?)", next: 15 } ], illustration: "forest-stream-crossing-dappled-sunlight-stones" },
673
  "15": { title: "Log Bridge", content: `<p>Further upstream, a large, mossy log spans the stream.</p>`, options: [ { text: "Cross carefully on the log (Dexterity Check)", check: { stat: 'dexterity', dc: 9, onFailure: 151 }, next: 16 }, { text: "Go back and wade instead", next: 14 } ], illustration: "mossy-log-bridge-over-forest-stream" },
 
697
  let gameState = {
698
  currentPageId: 1,
699
  character: {
700
+ name: "Hero",
701
+ race: "Human",
702
+ alignment: "Neutral Good",
703
+ class: "Adventurer",
704
+ level: 1,
705
+ xp: 0,
706
+ xpToNextLevel: 100,
707
+ stats: {
708
+ strength: 8,
709
+ intelligence: 10,
710
+ wisdom: 10,
711
+ dexterity: 10,
712
+ constitution: 10,
713
+ charisma: 8,
714
+ hp: 12,
715
+ maxHp: 12
716
+ },
717
+ inventory: [],
718
+ wins: {
719
+ strength: 0,
720
+ intelligence: 0,
721
+ wisdom: 0,
722
+ dexterity: 0,
723
+ constitution: 0,
724
+ charisma: 0
725
+ },
726
+ accomplishments: []
727
  }
728
  };
729
 
730
  // Game Logic Functions
731
  function startGame() {
732
+ const defaultChar = {
733
+ name: "Hero",
734
+ race: "Human",
735
+ alignment: "Neutral Good",
736
+ class: "Adventurer",
737
+ level: 1,
738
+ xp: 0,
739
+ xpToNextLevel: 100,
740
+ stats: {
741
+ strength: 8,
742
+ intelligence: 10,
743
+ wisdom: 10,
744
+ dexterity: 10,
745
+ constitution: 10,
746
+ charisma: 8,
747
+ hp: 12,
748
+ maxHp: 12
749
+ },
750
+ inventory: [],
751
+ wins: {
752
+ strength: 0,
753
+ intelligence: 0,
754
+ wisdom: 0,
755
+ dexterity: 0,
756
+ constitution: 0,
757
+ charisma: 0
758
+ },
759
+ accomplishments: []
760
+ };
761
  gameState = { currentPageId: 1, character: { ...defaultChar } };
762
  renderPage(gameState.currentPageId);
763
  }
764
 
765
+ function getAttributeModifier(statValue) {
766
+ if (statValue >= 14) return 3;
767
+ if (statValue >= 12) return 2;
768
+ return 1;
769
+ }
770
+
771
  function handleChoiceClick(choiceData) {
772
  const optionNextPageId = parseInt(choiceData.nextPage);
773
  const itemToAdd = choiceData.addItem;
 
780
  if (check) {
781
  const statValue = gameState.character.stats[check.stat] || 10;
782
  const modifier = Math.floor((statValue - 10) / 2);
783
+ const accomplishmentBonus = gameState.character.accomplishments.includes("Defeated Goblins") && check.stat === 'dexterity' ? 1 : 0;
784
  const roll = Math.floor(Math.random() * 20) + 1;
785
+ const totalResult = roll + modifier + accomplishmentBonus;
786
  const dc = check.dc;
787
+ console.log(`Check: ${check.stat} (DC ${dc}) | Roll: ${roll} + Mod: ${modifier} + Acc: ${accomplishmentBonus} = ${rollResultMessage}`);
788
  if (totalResult >= dc) {
789
  nextPageId = optionNextPageId;
790
  rollResultMessage = `<p class="roll-success"><em>Check Success! (${totalResult} vs DC ${dc})</em></p>`;
791
+ gameState.character.wins[check.stat]++;
792
  } else {
793
  nextPageId = parseInt(check.onFailure);
794
  rollResultMessage = `<p class="roll-failure"><em>Check Failed! (${totalResult} vs DC ${dc})</em></p>`;
 
804
  gameState.currentPageId = nextPageId;
805
  const nextPageData = gameData[nextPageId];
806
 
807
+ let levelUpMessage = "";
808
  if (nextPageData) {
809
  if (nextPageData.hpLoss) {
810
  gameState.character.stats.hp -= nextPageData.hpLoss;
 
812
  if (gameState.character.stats.hp <= 0) { gameState.character.stats.hp = 0; console.log("Player died!"); nextPageId = 99; }
813
  }
814
  if (nextPageData.reward) {
815
+ if (nextPageData.reward.xp) {
816
+ gameState.character.xp += nextPageData.reward.xp;
817
+ console.log(`Gained ${nextPageData.reward.xp} XP! Total: ${gameState.character.xp}`);
818
+ if (gameState.character.xp >= gameState.character.xpToNextLevel && gameState.character.level === 1) {
819
+ gameState.character.level = 2;
820
+ gameState.character.xpToNextLevel = 200;
821
+ levelUpMessage = `<p class="level-up"><em>Congratulations! You've reached Level 2! New XP goal: 200.</em></p>`;
822
+ }
823
+ }
824
  if (nextPageData.reward.statIncrease) {
825
  const stat = nextPageData.reward.statIncrease.stat;
826
  const amount = nextPageData.reward.statIncrease.amount;
 
829
  console.log(`Stat ${stat} increased by ${amount}.`);
830
  }
831
  }
832
+ if (nextPageData.reward.addItem && !gameState.character.inventory.includes(nextPageData.reward.addItem)) {
833
  gameState.character.inventory.push(nextPageData.reward.addItem);
834
  console.log(`Found item: ${nextPageData.reward.addItem}`);
835
  }
836
+ if (nextPageData.reward.accomplishment && !gameState.character.accomplishments.includes(nextPageData.reward.accomplishment)) {
837
+ gameState.character.accomplishments.push(nextPageData.reward.accomplishment);
838
+ console.log(`Accomplishment earned: ${nextPageData.reward.accomplishment}`);
839
+ }
840
  }
841
  const conModifier = Math.floor((gameState.character.stats.constitution - 10) / 2);
842
  gameState.character.stats.maxHp = 10 + (conModifier * gameState.character.level);
843
  gameState.character.stats.hp = Math.min(gameState.character.stats.hp, gameState.character.stats.maxHp);
844
  if (nextPageId === 99 && gameState.character.stats.hp <= 0) {
845
+ renderPageInternal(99, gameData[99], rollResultMessage + levelUpMessage);
846
  return;
847
  }
848
  } else {
849
  console.error(`Data for page ${nextPageId} not found!`);
850
+ renderPageInternal(99, gameData[99], "<p><em>Error: Next page data missing!</em></p>" + levelUpMessage);
851
  return;
852
  }
853
+ renderPageInternal(nextPageId, gameData[nextPageId], rollResultMessage + levelUpMessage);
854
  }
855
 
856
  function renderPageInternal(pageId, pageData, message = "") {
 
859
  storyContentElement.innerHTML = message + (pageData.content || "<p>...</p>");
860
  updateStatsDisplay();
861
  updateInventoryDisplay();
862
+ updateCharacterSheet();
863
  choicesElement.innerHTML = '';
864
  if (pageData.options && pageData.options.length > 0) {
865
  pageData.options.forEach(option => {
 
884
  const button = document.createElement('button');
885
  button.classList.add('choice-button');
886
  button.textContent = pageData.gameOver ? "Restart Adventure" : "The End";
887
+ button.onclick = () => handleChoiceClick({ nextPage: pageData.gameOver ? Ascendancy : 99 });
888
  choicesElement.appendChild(button);
889
  if (!pageData.gameOver) choicesElement.insertAdjacentHTML('afterbegin', '<p><i>The path ends here.</i></p>');
890
  }
 
894
  function renderPage(pageId) { renderPageInternal(pageId, gameData[pageId]); }
895
 
896
  function updateStatsDisplay() {
897
+ const char = gameState.character;
898
  statsElement.innerHTML = `<strong>Stats:</strong> <span>Lvl: ${char.level}</span> <span>XP: ${char.xp}/${char.xpToNextLevel}</span> <span>HP: ${char.stats.hp}/${char.stats.maxHp}</span> <span>Str: ${char.stats.strength}</span> <span>Int: ${char.stats.intelligence}</span> <span>Wis: ${char.stats.wisdom}</span> <span>Dex: ${char.stats.dexterity}</span> <span>Con: ${char.stats.constitution}</span> <span>Cha: ${char.stats.charisma}</span>`;
899
  }
900
 
901
  function updateInventoryDisplay() {
902
+ let h = '<strong>Inventory:</strong> ';
903
+ if (gameState.character.inventory.length === 0) {
904
+ h += '<em>Empty</em>';
905
  } else {
906
+ gameState.character.inventory.forEach(i => {
907
+ const d = itemsData[i] || { type: 'unknown', description: '???' };
908
+ const c = `item-${d.type || 'unknown'}`;
909
+ h += `<span class="${c}" title="${d.description}">${i}</span>`;
910
  });
911
  }
912
  inventoryElement.innerHTML = h;
913
  }
914
 
915
+ function updateCharacterSheet() {
916
+ const char = gameState.character;
917
+ let h = '<strong>Character Sheet:</strong> ';
918
+ const attributes = ['strength', 'intelligence', 'wisdom', 'dexterity', 'constitution', 'charisma'];
919
+ let totalScore = 0;
920
+ attributes.forEach(attr => {
921
+ const value = char.stats[attr];
922
+ const wins = char.wins[attr];
923
+ const modifier = getAttributeModifier(value);
924
+ const score = (value + wins) * char.level;
925
+ totalScore += score;
926
+ h += `<span class="attribute">${attr.charAt(0).toUpperCase() + attr.slice(1)}: ${value} (Wins: ${wins}, Mod: +${modifier}, Score: ${score})</span>`;
927
+ });
928
+ h += `<span>Total Score: ${totalScore}</span>`;
929
+ if (char.accomplishments.length > 0) {
930
+ h += '<br><strong>Accomplishments:</strong> ';
931
+ char.accomplishments.forEach(acc => {
932
+ h += `<span class="accomplishment">${acc}</span>`;
933
+ });
934
+ }
935
+ characterSheetElement.innerHTML = h;
936
+ }
937
+
938
  function updateScene(illustrationKey) {
939
  if (currentAssemblyGroup) { scene.remove(currentAssemblyGroup); }
940
  scene.fog = null;
 
994
  scene.background = new THREE.Color(0x1A1A1A);
995
  camera.position.set(0, 1.5, 4); camera.lookAt(0, 1, 0);
996
  assemblyFunction = createDarkCaveAssembly; break;
997
+ case 'narrow-game-trail-forest-rope-bridge-ravine':
998
+ scene.fog = new THREE.Fog(0x2E4F3A, 5, 20);
999
+ camera.position.set(0, 2, 8); camera.lookAt(0, 1, 0);
1000
+ assemblyFunction = createMossyRavineAssembly; break;
1001
+ case 'rocky-badlands-cracked-earth-harsh-sun':
1002
+ scene.fog = new THREE.Fog(0xCC9966, 10, 40);
1003
+ scene.background = new THREE.Color(0xFFCC99);
1004
+ camera.position.set(0, 3, 12); camera.lookAt(0, 1, 0);
1005
+ assemblyFunction = createRockyBadlandsAssembly; break;
1006
+ case 'approaching-dark-fortress-walls-guards':
1007
+ scene.fog = new THREE.Fog(0x666666, 5, 30);
1008
+ scene.background = new THREE.Color(0x666666);
1009
+ camera.position.set(0, 3, 10); camera.lookAt(0, 2, -2);
1010
+ assemblyFunction = createMountainFortressAssembly; break;
1011
  default:
1012
  console.warn(`Unknown illustration key: "${illustrationKey}". Using default.`);
1013
  assemblyFunction = createDefaultAssembly; break;
 
1029
  scene.remove(child);
1030
  }
1031
  });
1032
+ const ambient