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Update game.js
Browse files
game.js
CHANGED
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@@ -1,6 +1,6 @@
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import * as THREE from 'three';
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import * as CANNON from 'cannon-es';
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// import CannonDebugger from 'cannon-es-debugger'; // Keep commented
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// --- DOM Elements ---
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const sceneContainer = document.getElementById('scene-container');
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@@ -10,86 +10,96 @@ const logElement = document.getElementById('log-display');
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// --- Config ---
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const ROOM_SIZE = 10;
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const WALL_HEIGHT =
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const WALL_THICKNESS = 0.5;
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const CAMERA_Y_OFFSET =
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const PLAYER_SPEED = 6;
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const PLAYER_RADIUS = 0.5;
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const PLAYER_HEIGHT = 1.8; // Visual height
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const
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const PLAYER_JUMP_FORCE = 8; // Adjust jump strength
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const PROJECTILE_SPEED = 15;
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const PROJECTILE_RADIUS = 0.2;
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const PICKUP_RADIUS = 1.5;
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// --- Three.js Setup ---
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let scene, camera, renderer;
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let playerMesh;
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const meshesToSync = [];
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const projectiles = [];
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let axesHelper;
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// --- Physics Setup ---
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let world;
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let playerBody;
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const physicsBodies =
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let cannonDebugger = null;
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// --- Game State ---
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let gameState = {};
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const keysPressed = {};
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let gameLoopActive = false;
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let animationFrameId = null;
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// --- Game Data (
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const gameData = {
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"0,0": { type: 'city', features: ['door_north', 'item_Key'], name: "City Square"},
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"0,1": { type: 'forest', features: ['path_north', 'door_south', 'item_Healing_Potion'], name: "Forest Entrance" },
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"0,2": { type: 'forest', features: ['path_south', 'monster_goblin'], name: "Deep Forest"},
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"1,1": { type: 'forest', features: ['river', 'path_west'], name: "River Bend" },
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"-1,1": { type: 'ruins', features: ['path_east'], name: "Old Ruins"},
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// Add more simple locations for testing movement
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"1,0": { type: 'plains', features: ['door_west'], name: "East Plains"},
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"-1,0": { type: 'plains', features: ['door_east'], name: "West Plains"},
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};
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const itemsData = {
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"Healing Potion": { type: "consumable", description: "Restores 10 HP.", hpRestore: 10, model: 'sphere_red' },
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"Key": { type: "quest", description: "A rusty key.", model: 'box_gold'},
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// ...
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};
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const monstersData = {
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"goblin": { hp: 15, attack: 4, defense: 1, speed: 2, model: 'capsule_green', xp: 5 },
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// ...
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};
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// --- Materials and Geometries (Defined once) ---
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// Basic materials for debug:
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debug_player: new THREE.MeshBasicMaterial({ color: 0x0077ff, wireframe: true }),
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debug_wall: new THREE.MeshBasicMaterial({ color: 0xff0000, wireframe: true }),
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debug_item: new THREE.MeshBasicMaterial({ color: 0x00ff00, wireframe: true }),
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debug_monster: new THREE.MeshBasicMaterial({ color: 0xff00ff, wireframe: true }),
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};
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floor: new THREE.PlaneGeometry(ROOM_SIZE, ROOM_SIZE),
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wallNS: new THREE.BoxGeometry(ROOM_SIZE, WALL_HEIGHT, WALL_THICKNESS),
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wallEW: new THREE.BoxGeometry(WALL_THICKNESS, WALL_HEIGHT, ROOM_SIZE),
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};
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function init() {
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console.log("--- Initializing Game ---");
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// Reset state
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gameState = {
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inventory: [],
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stats: { hp: 30, maxHp: 30, strength: 7, wisdom: 5, courage: 6 },
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position: { x: 0, z: 0 }, // Logical position, might not be needed now
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monsters: [], // { id, type, hp, body, mesh }
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items: [], // { id, name, body, mesh } - body might be null if not physics based
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};
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keysPressed = {};
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meshesToSync.length = 0;
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projectiles.length = 0;
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physicsBodies.
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if (scene) {
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while (scene.children.length > 0)
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}
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if (world) {
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while (world.bodies.length > 0) {
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world.removeBody(world.bodies[0]);
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}
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}
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initThreeJS();
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initPhysics();
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initPlayer();
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generateMap(); //
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setupInputListeners();
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updateUI();
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addLog("Welcome! Move: QWEASDZXC, Jump:
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console.log("--- Initialization Complete ---");
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gameLoopActive = true;
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animate();
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}
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function initThreeJS() {
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console.log("Initializing Three.js...");
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scene = new THREE.Scene();
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scene.background = new THREE.Color(0x1a1a1a); // Match body background slightly better
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const aspect = sceneContainer.clientWidth / sceneContainer.clientHeight;
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camera = new THREE.PerspectiveCamera(60, aspect, 0.1, 1000);
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camera.
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renderer = new THREE.WebGLRenderer({ antialias: true });
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renderer.setSize(sceneContainer.clientWidth, sceneContainer.clientHeight);
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renderer.shadowMap.enabled = true;
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renderer.shadowMap.type = THREE.PCFSoftShadowMap;
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sceneContainer.appendChild(renderer.domElement);
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// Lighting
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scene.add(new THREE.AmbientLight(0xffffff, 0.
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const dirLight = new THREE.DirectionalLight(0xffffff, 1.0);
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dirLight.position.set(
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dirLight.castShadow = true;
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dirLight.shadow.mapSize.width =
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dirLight.shadow.mapSize.height =
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dirLight.shadow.camera.near = 1;
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dirLight.shadow.camera.far = 60; // Adjust shadow camera range
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const shadowCamSize = 25;
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dirLight.shadow.camera.left = -shadowCamSize;
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dirLight.shadow.camera.right = shadowCamSize;
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dirLight.shadow.camera.top = shadowCamSize;
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dirLight.shadow.camera.bottom = -shadowCamSize;
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scene.add(dirLight);
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// scene.add(new THREE.CameraHelper(dirLight.shadow.camera)); // Shadow debug
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// Axes Helper
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axesHelper = new THREE.AxesHelper(ROOM_SIZE * 0.5);
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axesHelper.position.set(0, 0.01, 0);
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scene.add(axesHelper);
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console.log("Three.js Initialized.");
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window.addEventListener('resize', onWindowResize, false);
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}
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function initPhysics() {
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console.log("Initializing Cannon-es...");
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world = new CANNON.World({ gravity: new CANNON.Vec3(0, -15, 0) });
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world.broadphase = new CANNON.SAPBroadphase(world);
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world.allowSleep = true;
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// Define materials
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// Ground
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const groundShape = new CANNON.Plane();
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const groundBody = new CANNON.Body({ mass: 0, material: groundMaterial });
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groundBody.addShape(groundShape);
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groundBody.quaternion.setFromEuler(-Math.PI / 2, 0, 0);
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world.addBody(groundBody);
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physicsBodies.
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// Contact Materials
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const playerGround = new CANNON.ContactMaterial(playerMaterial, groundMaterial, { friction: 0.
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const playerWall = new CANNON.ContactMaterial(playerMaterial, wallMaterial, { friction: 0.
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const monsterGround = new CANNON.ContactMaterial(monsterMaterial, groundMaterial, { friction: 0.4, restitution: 0.1 });
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const monsterWall = new CANNON.ContactMaterial(monsterMaterial, wallMaterial, { friction: 0.1, restitution: 0.2 });
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world.addContactMaterial(playerWall);
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world.addContactMaterial(monsterGround);
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world.addContactMaterial(monsterWall);
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console.log("Physics World Initialized.");
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// Optional: Physics Debugger Init
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// try {
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//
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// console.log("Cannon-es Debugger Initialized.");
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// } catch (e) { console.error("Failed to initialize CannonDebugger.", e); }
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}
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// --- Primitive Assembly Functions
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function createPlayerMesh() {
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const group = new THREE.Group();
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// Use
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const
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const bodyGeom = new THREE.CylinderGeometry(PLAYER_RADIUS, PLAYER_RADIUS, PLAYER_HEIGHT - (PLAYER_RADIUS * 2), 8); // Lower poly
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const body = new THREE.Mesh(bodyGeom, bodyMat);
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body.position.y = PLAYER_RADIUS; body.castShadow = true;
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const
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const head = new THREE.Mesh(headGeom, bodyMat);
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head.position.y = PLAYER_HEIGHT - PLAYER_RADIUS; head.castShadow = true;
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group.add(body); group.add(head);
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const
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// Position nose correctly relative to player center (Y=PLAYER_HEIGHT/2)
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nose.position.set(0, (PLAYER_HEIGHT / 2) * 0.9, -PLAYER_RADIUS); // Position Z forward, adjust Y
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nose.rotation.x = Math.PI / 2 + Math.PI; // Point along -Z
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group.add(nose);
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group
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return group;
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}
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function createSimpleMonsterMesh(modelType = 'capsule_green') {
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const group = new THREE.Group();
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let mat = materials.debug_monster; // Use debug material
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if (modelType === 'capsule_green') {
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const bodyGeom = new THREE.CylinderGeometry(0.4, 0.4, 1.0, 8); // Lower poly
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const headGeom = new THREE.SphereGeometry(0.4, 8, 8);
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const body = new THREE.Mesh(bodyGeom, mat);
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const head = new THREE.Mesh(headGeom, mat);
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body.position.y = 0.5; head.position.y = 1.0 + 0.4;
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group.add(body); group.add(head);
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} else {
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group.traverse(child => { if (child.isMesh) child.castShadow = true; });
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group.position.
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return group;
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}
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function createSimpleItemMesh(modelType = 'sphere_red') {
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let geom
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mat =
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if(modelType === 'sphere_red')
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else if (modelType === 'box_gold')
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else
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// mat = new THREE.MeshStandardMaterial({ color: color, metalness: 0.3, roughness: 0.6 }); // Keep debug
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const mesh = new THREE.Mesh(geom, mat);
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mesh.position.y = PLAYER_RADIUS; //
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mesh.castShadow = true;
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return mesh;
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}
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function createProjectileMesh() {
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const
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const
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const mesh = new THREE.Mesh(geom, mat);
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return mesh;
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}
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// --- Player Setup ---
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function initPlayer() {
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console.log("Initializing Player...");
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// Visual Mesh
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playerMesh = createPlayerMesh();
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//
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scene.add(playerMesh);
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console.log("Player mesh added to scene.
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// Physics Body - Start at center of 0,0 cell, slightly above ground
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const startX = 0
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const startZ = 0
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const startY = PLAYER_HEIGHT; // Start higher
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const playerShape = new CANNON.Sphere(PLAYER_RADIUS);
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playerBody = new CANNON.Body({
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mass: 70,
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shape: playerShape,
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position: new CANNON.Vec3(startX, startY, startZ),
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linearDamping: 0.95,
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angularDamping: 1.0,
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material:
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});
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playerBody.allowSleep = false;
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playerBody.addEventListener("collide", handlePlayerCollision);
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world.addBody(playerBody);
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physicsBodies.
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console.log(`Player physics body added at ${startX}, ${startY}, ${startZ}`);
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// Add to sync list
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// --- Map Generation ---
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function generateMap() {
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console.log("Generating Map...");
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const wallPhysicsMaterial = world.materials.find(m => m.name === "wall")
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const groundPhysicsMaterial = world.materials.find(m => m.name === "ground");
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//
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const
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if (data) { // Only generate if data exists for this coord
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console.log(`Generating cell: ${coordString}`);
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const type = data.type || 'default';
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// Create Floor Mesh
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const floorMat = floorMaterials[type] || floorMaterials.default_floor;
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const floorMesh = new THREE.Mesh(geometries.floor, floorMat);
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floorMesh.rotation.x = -Math.PI / 2;
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floorMesh.position.set(x * ROOM_SIZE, 0, z * ROOM_SIZE);
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floorMesh.receiveShadow = true;
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scene.add(floorMesh);
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// Create Walls (Visual + Physics)
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const features = data.features || [];
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const wallDefs = [
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['north', geometries.wallNS, 0, -0.5],
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['south', geometries.wallNS, 0, 0.5],
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['east', geometries.wallEW, 0.5, 0],
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['west', geometries.wallEW, -0.5, 0],
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];
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wallDefs.forEach(([dir, geom, xOff, zOff]) => {
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const doorFeature = `door_${dir}`;
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const pathFeature = `path_${dir}`;
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if (!features.includes(doorFeature) && !features.includes(pathFeature)) {
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const wallX = x * ROOM_SIZE + xOff * ROOM_SIZE;
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const wallZ = z * ROOM_SIZE + zOff * ROOM_SIZE;
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const wallY = WALL_HEIGHT / 2;
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// DEBUG Visual Wall
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const wallMesh = new THREE.Mesh(geom, materials.debug_wall); // Use debug material
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wallMesh.position.set(wallX, wallY, wallZ);
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wallMesh.castShadow = true;
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wallMesh.receiveShadow = true;
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scene.add(wallMesh);
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// Physics Wall
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const wallShape = new CANNON.Box(new CANNON.Vec3(geom.parameters.width / 2, geom.parameters.height / 2, geom.parameters.depth / 2));
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const wallBody = new CANNON.Body({ mass: 0, shape: wallShape, position: new CANNON.Vec3(wallX, wallY, wallZ), material: wallPhysicsMaterial });
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world.addBody(wallBody);
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physicsBodies.push(wallBody);
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}
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});
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// Spawn Items & Monsters based on features
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features.forEach(feature => {
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if (feature.startsWith('item_')) {
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const itemName = feature.substring(5).replace(/_/g, ' '); // Handle underscores
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if (itemsData[itemName]) {
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spawnItem(itemName, x, z);
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} else { console.warn(`Item feature found but no data for: ${itemName}`); }
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} else if (feature.startsWith('monster_')) {
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const monsterType = feature.substring(8);
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if (monstersData[monsterType]) {
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spawnMonster(monsterType, x, z);
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} else { console.warn(`Monster feature found but no data for: ${monsterType}`); }
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}
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// Handle other visual features if needed
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});
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} else {
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console.log(`No data for cell: ${coordString}, skipping.`);
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}
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}
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}
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|
| 393 |
}
|
| 394 |
|
|
|
|
| 395 |
function spawnItem(itemName, gridX, gridZ) {
|
| 396 |
const itemData = itemsData[itemName];
|
| 397 |
if (!itemData) return;
|
|
@@ -400,21 +380,21 @@ function spawnItem(itemName, gridX, gridZ) {
|
|
| 400 |
const y = PLAYER_RADIUS; // Item height
|
| 401 |
|
| 402 |
// Use DEBUG material
|
| 403 |
-
const mesh =
|
| 404 |
-
mesh
|
| 405 |
mesh.position.set(x, y, z);
|
| 406 |
-
mesh.userData = { type: 'item', name: itemName };
|
| 407 |
mesh.castShadow = true;
|
| 408 |
scene.add(mesh);
|
| 409 |
|
| 410 |
-
// Store item in game state WITHOUT physics body
|
| 411 |
gameState.items.push({
|
| 412 |
-
id:
|
| 413 |
name: itemName,
|
| 414 |
mesh: mesh,
|
| 415 |
position: mesh.position // Store position for proximity check
|
| 416 |
});
|
| 417 |
-
console.log(`Spawned item ${itemName} at ${
|
| 418 |
}
|
| 419 |
|
| 420 |
function spawnMonster(monsterType, gridX, gridZ) {
|
|
@@ -425,119 +405,110 @@ function spawnMonster(monsterType, gridX, gridZ) {
|
|
| 425 |
const y = PLAYER_HEIGHT; // Start higher
|
| 426 |
|
| 427 |
// Use DEBUG material
|
| 428 |
-
const mesh = createSimpleMonsterMesh(monsterData.model); //
|
| 429 |
-
mesh
|
|
|
|
| 430 |
mesh.userData = { type: 'monster', monsterType: monsterType };
|
| 431 |
scene.add(mesh);
|
| 432 |
|
| 433 |
// Physics Body
|
| 434 |
-
const shape = new CANNON.Sphere(PLAYER_RADIUS * 0.8);
|
| 435 |
const body = new CANNON.Body({
|
| 436 |
-
mass: 10,
|
| 437 |
-
|
| 438 |
-
position: new CANNON.Vec3(x, y, z),
|
| 439 |
-
linearDamping: 0.8,
|
| 440 |
-
angularDamping: 0.9,
|
| 441 |
material: world.materials.find(m => m.name === "monster") || new CANNON.Material("monster")
|
| 442 |
});
|
| 443 |
body.allowSleep = true;
|
|
|
|
| 444 |
body.userData = { type: 'monster', monsterType: monsterType, mesh: mesh, hp: monsterData.hp };
|
| 445 |
world.addBody(body);
|
| 446 |
|
| 447 |
gameState.monsters.push({ id: body.id, type: monsterType, hp: monsterData.hp, body: body, mesh: mesh });
|
| 448 |
meshesToSync.push({ mesh: mesh, body: body });
|
| 449 |
-
physicsBodies.
|
| 450 |
-
console.log(`Spawned monster ${monsterType} at ${
|
| 451 |
}
|
| 452 |
|
| 453 |
|
| 454 |
-
// --- Input Handling (QWEASDZXC + Jump + F + Space) ---
|
| 455 |
-
function setupInputListeners() {
|
| 456 |
console.log("Setting up input listeners.");
|
| 457 |
-
window.addEventListener('keydown', (event) => {
|
| 458 |
-
|
| 459 |
-
keysPressed[event.code] = true; // Keep Space, Shift etc.
|
| 460 |
-
// Prevent default browser scroll on space/arrows
|
| 461 |
-
if (['space', 'arrowup', 'arrowdown', 'arrowleft', 'arrowright'].includes(event.code.toLowerCase())) {
|
| 462 |
-
event.preventDefault();
|
| 463 |
-
}
|
| 464 |
-
});
|
| 465 |
-
window.addEventListener('keyup', (event) => {
|
| 466 |
-
keysPressed[event.key.toLowerCase()] = false;
|
| 467 |
-
keysPressed[event.code] = false;
|
| 468 |
-
});
|
| 469 |
}
|
| 470 |
|
| 471 |
function handleInput(deltaTime) {
|
| 472 |
if (!playerBody) return;
|
| 473 |
|
| 474 |
const moveSpeed = PLAYER_SPEED;
|
| 475 |
-
|
| 476 |
-
|
| 477 |
-
|
| 478 |
-
let
|
| 479 |
-
|
| 480 |
-
|
| 481 |
-
|
| 482 |
-
if (keysPressed['
|
| 483 |
-
|
| 484 |
-
|
| 485 |
-
|
| 486 |
-
if (keysPressed['
|
| 487 |
-
|
| 488 |
-
|
| 489 |
-
|
| 490 |
-
if (keysPressed['
|
| 491 |
-
|
| 492 |
-
//
|
| 493 |
-
if (keysPressed['
|
| 494 |
-
if (keysPressed['c']) { moveZ += 1; moveX += 1; }
|
| 495 |
|
| 496 |
// --- Calculate final velocity vector ---
|
| 497 |
-
|
| 498 |
-
|
| 499 |
-
// Normalize if moving
|
| 500 |
-
if (moveX !== 0 || moveZ !== 0) {
|
| 501 |
-
const moveVec = new THREE.Vector2(moveX, moveZ);
|
| 502 |
-
moveVec.normalize(); // Ensure consistent speed regardless of direction count
|
| 503 |
|
| 504 |
-
|
| 505 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 506 |
|
| 507 |
-
//
|
| 508 |
-
//
|
| 509 |
-
|
|
|
|
| 510 |
const targetQuaternion = new THREE.Quaternion().setFromAxisAngle(new THREE.Vector3(0, 1, 0), angle);
|
| 511 |
-
//
|
| 512 |
-
playerMesh.quaternion.slerp(targetQuaternion, 0.15); // Adjust 0.15 for
|
| 513 |
|
| 514 |
} else {
|
| 515 |
-
//
|
| 516 |
-
|
| 517 |
-
|
|
|
|
| 518 |
}
|
| 519 |
|
| 520 |
-
playerBody.velocity.x =
|
| 521 |
-
playerBody.velocity.z =
|
| 522 |
-
// Y velocity is
|
| 523 |
-
|
| 524 |
-
|
| 525 |
-
|
| 526 |
-
|
| 527 |
-
|
| 528 |
-
|
| 529 |
-
|
| 530 |
-
|
| 531 |
-
|
|
|
|
| 532 |
}
|
| 533 |
-
keysPressed['
|
| 534 |
-
keysPressed['x'] = false;
|
| 535 |
}
|
| 536 |
|
| 537 |
// --- Pickup (F) ---
|
| 538 |
-
if (keysPressed['f']) {
|
| 539 |
pickupNearbyItem();
|
| 540 |
-
keysPressed['f'] = false; // Consume pickup input
|
| 541 |
}
|
| 542 |
|
| 543 |
// --- Fire (Space) ---
|
|
@@ -552,299 +523,295 @@ function pickupNearbyItem() {
|
|
| 552 |
if (!playerBody) return;
|
| 553 |
const playerPos = playerBody.position;
|
| 554 |
let pickedUp = false;
|
|
|
|
|
|
|
| 555 |
|
| 556 |
-
|
|
|
|
| 557 |
const item = gameState.items[i];
|
| 558 |
-
const
|
| 559 |
-
|
| 560 |
-
|
| 561 |
-
|
| 562 |
-
if (!gameState.inventory.includes(item.name)) {
|
| 563 |
-
gameState.inventory.push(item.name);
|
| 564 |
-
addLog(`Picked up ${item.name}!`, "pickup");
|
| 565 |
-
updateInventoryDisplay();
|
| 566 |
-
|
| 567 |
-
// Remove item visually
|
| 568 |
-
scene.remove(item.mesh);
|
| 569 |
-
// Remove from game state list
|
| 570 |
-
gameState.items.splice(i, 1);
|
| 571 |
-
pickedUp = true;
|
| 572 |
-
break; // Pick up only one item per key press
|
| 573 |
-
}
|
| 574 |
}
|
| 575 |
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 576 |
if (!pickedUp) {
|
| 577 |
addLog("Nothing nearby to pick up.", "info");
|
| 578 |
}
|
| 579 |
}
|
| 580 |
|
| 581 |
|
| 582 |
-
// --- Combat (
|
| 583 |
-
function fireProjectile() {
|
| 584 |
if (!playerBody || !playerMesh) return;
|
| 585 |
addLog("Pew!", "combat");
|
| 586 |
const projectileMesh = createProjectileMesh();
|
| 587 |
const projectileShape = new CANNON.Sphere(PROJECTILE_RADIUS);
|
| 588 |
const projectileBody = new CANNON.Body({ mass: 0.1, shape: projectileShape, linearDamping: 0.01, angularDamping: 0.01 });
|
| 589 |
projectileBody.addEventListener("collide", handleProjectileCollision);
|
|
|
|
|
|
|
| 590 |
const offsetDistance = PLAYER_RADIUS + PROJECTILE_RADIUS + 0.1;
|
| 591 |
-
const direction = new THREE.Vector3(0, 0,
|
| 592 |
-
direction.applyQuaternion(playerMesh.quaternion);
|
|
|
|
| 593 |
const startPos = new CANNON.Vec3().copy(playerBody.position).vadd(
|
| 594 |
-
new CANNON.Vec3(direction.x, 0, direction.z).scale(offsetDistance)
|
| 595 |
);
|
| 596 |
-
|
|
|
|
|
|
|
| 597 |
projectileBody.position.copy(startPos);
|
| 598 |
projectileMesh.position.copy(startPos);
|
|
|
|
|
|
|
| 599 |
projectileBody.velocity = new CANNON.Vec3(direction.x, 0, direction.z).scale(PROJECTILE_SPEED);
|
|
|
|
| 600 |
scene.add(projectileMesh);
|
| 601 |
world.addBody(projectileBody);
|
| 602 |
-
const projectileData = { mesh: projectileMesh, body: projectileBody, lifetime:
|
| 603 |
meshesToSync.push(projectileData);
|
| 604 |
projectiles.push(projectileData);
|
| 605 |
-
physicsBodies.
|
| 606 |
-
projectileBody.userData = { type: 'projectile',
|
| 607 |
-
projectileMesh.userData = { type: 'projectile',
|
| 608 |
}
|
| 609 |
|
| 610 |
// --- Collision Handling ---
|
| 611 |
-
function handlePlayerCollision(event) {
|
| 612 |
const otherBody = event.body;
|
| 613 |
-
if (!otherBody || !otherBody.userData) return;
|
| 614 |
|
| 615 |
-
//
|
| 616 |
-
|
| 617 |
-
// Player <-> Monster Collision
|
| 618 |
if (otherBody.userData.type === 'monster') {
|
| 619 |
-
//
|
| 620 |
-
|
| 621 |
-
gameState.stats.hp -= 1;
|
| 622 |
-
addLog(`Hit by ${otherBody.userData.monsterType || 'monster'}! HP: ${gameState.stats.hp}`, "combat");
|
| 623 |
-
updateStatsDisplay();
|
| 624 |
-
|
|
|
|
|
|
|
|
|
|
| 625 |
}
|
| 626 |
-
//
|
|
|
|
| 627 |
}
|
| 628 |
|
| 629 |
-
function handleProjectileCollision(event) {
|
| 630 |
const projectileBody = event.target;
|
| 631 |
const otherBody = event.body;
|
| 632 |
-
if (!projectileBody
|
| 633 |
|
| 634 |
const projectileData = projectileBody.userData.data;
|
|
|
|
| 635 |
|
| 636 |
if (otherBody.userData.type === 'monster') {
|
| 637 |
const monsterId = otherBody.id;
|
| 638 |
const monsterIndex = gameState.monsters.findIndex(m => m.id === monsterId);
|
| 639 |
if (monsterIndex > -1) {
|
| 640 |
const monster = gameState.monsters[monsterIndex];
|
| 641 |
-
const damage = gameState.stats.strength;
|
| 642 |
monster.hp -= damage;
|
| 643 |
-
otherBody.userData.hp = monster.hp;
|
| 644 |
addLog(`Hit ${otherBody.userData.monsterType} for ${damage} damage! (HP: ${monster.hp})`, "combat");
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 645 |
if (monster.hp <= 0) {
|
| 646 |
addLog(`Defeated ${otherBody.userData.monsterType}!`, "info");
|
| 647 |
-
//
|
| 648 |
-
|
| 649 |
-
|
| 650 |
-
|
| 651 |
-
|
| 652 |
-
|
|
|
|
|
|
|
| 653 |
}
|
| 654 |
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 655 |
}
|
| 656 |
|
| 657 |
-
|
| 658 |
-
if (
|
| 659 |
-
// Schedule removal might be safer
|
| 660 |
-
|
| 661 |
}
|
| 662 |
}
|
| 663 |
|
| 664 |
-
function removeProjectile(projectileData) {
|
| 665 |
if (!projectileData) return;
|
| 666 |
const index = projectiles.indexOf(projectileData);
|
| 667 |
-
if (index === -1) return;
|
| 668 |
|
| 669 |
-
|
| 670 |
-
if(projectileData.
|
| 671 |
-
// Check if body is still in world before removing
|
| 672 |
-
if (world.bodies.includes(projectileData.body)) world.removeBody(projectileData.body);
|
| 673 |
|
| 674 |
-
meshesToSync = meshesToSync.filter(sync => sync.body
|
| 675 |
-
|
| 676 |
projectiles.splice(index, 1);
|
| 677 |
}
|
| 678 |
|
|
|
|
| 679 |
// --- Monster AI ---
|
| 680 |
-
function updateMonsters(deltaTime) {
|
| 681 |
-
const agroRangeSq = (ROOM_SIZE *
|
| 682 |
-
if(!playerBody) return;
|
| 683 |
|
| 684 |
gameState.monsters.forEach(monster => {
|
| 685 |
-
if (!monster || !monster.body) return; // Skip
|
|
|
|
| 686 |
const monsterPos = monster.body.position;
|
| 687 |
const playerPos = playerBody.position;
|
| 688 |
const distanceSq = playerPos.distanceSquared(monsterPos);
|
| 689 |
|
| 690 |
-
if (distanceSq < agroRangeSq) {
|
| 691 |
const direction = playerPos.vsub(monsterPos);
|
| 692 |
-
direction.y = 0;
|
| 693 |
-
if (direction.lengthSquared() > 0.1) {
|
| 694 |
direction.normalize();
|
| 695 |
const monsterData = monstersData[monster.type];
|
| 696 |
-
const speed = monsterData
|
| 697 |
-
|
| 698 |
-
|
| 699 |
-
// OR setting velocity is simpler for basic chase:
|
| 700 |
monster.body.velocity.x = direction.x * speed;
|
| 701 |
monster.body.velocity.z = direction.z * speed;
|
| 702 |
|
| 703 |
// Rotation
|
| 704 |
const angle = Math.atan2(direction.x, direction.z);
|
| 705 |
const targetQuaternion = new THREE.Quaternion().setFromAxisAngle(new THREE.Vector3(0, 1, 0), angle);
|
| 706 |
-
monster.mesh.quaternion.slerp(targetQuaternion, 0.1);
|
| 707 |
-
} else {
|
| 708 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
| 709 |
monster.body.velocity.x = 0;
|
| 710 |
monster.body.velocity.z = 0;
|
| 711 |
}
|
|
|
|
|
|
|
| 712 |
});
|
| 713 |
}
|
| 714 |
|
| 715 |
-
|
| 716 |
-
|
| 717 |
-
function
|
| 718 |
-
|
| 719 |
-
updateInventoryDisplay();
|
| 720 |
-
}
|
| 721 |
-
function updateStatsDisplay() { /* ... same as before ... */
|
| 722 |
-
let statsHTML = '';
|
| 723 |
-
statsHTML += `<span>HP: ${gameState.stats.hp}/${gameState.stats.maxHp}</span>`;
|
| 724 |
-
statsHTML += `<span>Str: ${gameState.stats.strength}</span>`;
|
| 725 |
-
statsHTML += `<span>Wis: ${gameState.stats.wisdom}</span>`;
|
| 726 |
-
statsHTML += `<span>Cor: ${gameState.stats.courage}</span>`;
|
| 727 |
-
statsElement.innerHTML = statsHTML;
|
| 728 |
}
|
| 729 |
-
function updateInventoryDisplay() { /* ... same
|
| 730 |
-
let inventoryHTML = '';
|
| 731 |
-
if (gameState.inventory.length === 0) { inventoryHTML += '<em>Empty</em>'; }
|
| 732 |
-
else { gameState.inventory.forEach(item => { const itemInfo = itemsData[item] || { type: 'unknown', description: '???' }; const itemClass = `item-${itemInfo.type || 'unknown'}`; inventoryHTML += `<span class="${itemClass}" title="${itemInfo.description}">${item}</span>`; }); }
|
| 733 |
-
inventoryElement.innerHTML = inventoryHTML;
|
| 734 |
}
|
| 735 |
-
function addLog(message, type = "info") { /* ... same
|
| 736 |
-
const p = document.createElement('p');
|
| 737 |
-
p.classList.add(type);
|
| 738 |
-
p.textContent = `[${new Date().toLocaleTimeString([], { hour12: false, hour: '2-digit', minute: '2-digit', second: '2-digit' })}] ${message}`; // Add timestamp
|
| 739 |
-
logElement.appendChild(p);
|
| 740 |
-
logElement.scrollTop = logElement.scrollHeight;
|
| 741 |
}
|
| 742 |
|
| 743 |
-
|
| 744 |
// --- Game Over ---
|
| 745 |
-
function gameOver(reason) {
|
| 746 |
-
addLog(`GAME OVER: ${reason}`, "error");
|
| 747 |
-
console.log("Game Over:", reason);
|
| 748 |
gameLoopActive = false; // Stop the game loop
|
| 749 |
-
|
| 750 |
-
|
| 751 |
-
restartButton
|
| 752 |
-
restartButton.style.position = 'absolute';
|
| 753 |
-
restartButton.style.top = '50%';
|
| 754 |
-
restartButton.style.left = '50%';
|
| 755 |
-
restartButton.style.transform = 'translate(-50%, -50%)';
|
| 756 |
-
restartButton.style.padding = '20px 40px';
|
| 757 |
-
restartButton.style.fontSize = '2em';
|
| 758 |
-
restartButton.style.cursor = 'pointer';
|
| 759 |
-
restartButton.style.zIndex = '1000';
|
| 760 |
-
restartButton.onclick = () => {
|
| 761 |
-
// Clean up restart button if exists
|
| 762 |
-
const oldButton = document.getElementById('restart-button');
|
| 763 |
-
if (oldButton) oldButton.remove();
|
| 764 |
-
init(); // Re-initialize the game
|
| 765 |
-
};
|
| 766 |
-
restartButton.id = 'restart-button'; // Assign ID for potential removal
|
| 767 |
-
sceneContainer.appendChild(restartButton); // Add button over the scene
|
| 768 |
}
|
| 769 |
|
| 770 |
-
|
| 771 |
// --- Main Game Loop ---
|
| 772 |
-
let
|
| 773 |
-
function animate(
|
| 774 |
-
if (!gameLoopActive) return;
|
| 775 |
-
|
| 776 |
-
|
| 777 |
-
|
| 778 |
-
|
| 779 |
-
const
|
| 780 |
-
|
| 781 |
-
|
| 782 |
-
|
| 783 |
-
|
| 784 |
-
|
| 785 |
-
|
| 786 |
|
| 787 |
-
// 1.
|
| 788 |
handleInput(dtClamped);
|
| 789 |
|
| 790 |
-
// 2.
|
| 791 |
updateMonsters(dtClamped);
|
| 792 |
|
| 793 |
-
// 3.
|
| 794 |
-
try {
|
| 795 |
-
|
| 796 |
-
} catch (e) {
|
| 797 |
-
console.error("Physics step error:", e);
|
| 798 |
-
// Potentially pause or handle error state
|
| 799 |
-
}
|
| 800 |
-
|
| 801 |
|
| 802 |
-
// 4. Update
|
| 803 |
for (let i = projectiles.length - 1; i >= 0; i--) {
|
| 804 |
const p = projectiles[i];
|
| 805 |
-
if (p) {
|
| 806 |
-
p.lifetime -= dtClamped;
|
| 807 |
-
if (p.lifetime <= 0) {
|
| 808 |
-
removeProjectile(p);
|
| 809 |
-
}
|
| 810 |
-
}
|
| 811 |
}
|
| 812 |
|
| 813 |
-
// 5. Sync Visuals
|
| 814 |
meshesToSync.forEach(item => {
|
| 815 |
-
|
| 816 |
-
if (item && item.body && item.mesh && item.mesh.parent) {
|
| 817 |
item.mesh.position.copy(item.body.position);
|
| 818 |
item.mesh.quaternion.copy(item.body.quaternion);
|
| 819 |
-
} else {
|
| 820 |
-
// Clean up entries for objects that might have been removed improperly
|
| 821 |
-
console.warn("Attempted to sync missing body/mesh pair.");
|
| 822 |
-
// Maybe remove this entry from meshesToSync here? Needs careful handling.
|
| 823 |
}
|
| 824 |
});
|
| 825 |
|
| 826 |
// 6. Update Camera
|
| 827 |
-
if (playerBody) {
|
| 828 |
const targetCameraPos = new THREE.Vector3(
|
| 829 |
playerBody.position.x,
|
| 830 |
CAMERA_Y_OFFSET,
|
| 831 |
-
playerBody.position.z
|
| 832 |
);
|
| 833 |
-
camera.position.lerp(targetCameraPos, 0.
|
| 834 |
-
|
| 835 |
-
|
| 836 |
-
camera.lookAt(lookAtPos);
|
| 837 |
}
|
| 838 |
|
|
|
|
|
|
|
| 839 |
|
| 840 |
-
//
|
| 841 |
-
// if (cannonDebugger) {
|
| 842 |
-
// cannonDebugger.update();
|
| 843 |
-
// }
|
| 844 |
-
|
| 845 |
-
// 8. Render Scene
|
| 846 |
renderer.render(scene, camera);
|
|
|
|
| 847 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 848 |
}
|
| 849 |
|
| 850 |
// --- Start Game ---
|
|
|
|
| 1 |
import * as THREE from 'three';
|
| 2 |
import * as CANNON from 'cannon-es';
|
| 3 |
+
// import CannonDebugger from 'cannon-es-debugger'; // Keep commented for now
|
| 4 |
|
| 5 |
// --- DOM Elements ---
|
| 6 |
const sceneContainer = document.getElementById('scene-container');
|
|
|
|
| 10 |
|
| 11 |
// --- Config ---
|
| 12 |
const ROOM_SIZE = 10;
|
| 13 |
+
const WALL_HEIGHT = 3; // Slightly shorter walls
|
| 14 |
const WALL_THICKNESS = 0.5;
|
| 15 |
+
const CAMERA_Y_OFFSET = 25; // Higher camera
|
| 16 |
+
const PLAYER_SPEED = 6;
|
| 17 |
const PLAYER_RADIUS = 0.5;
|
| 18 |
const PLAYER_HEIGHT = 1.8; // Visual height
|
| 19 |
+
const PLAYER_JUMP_IMPULSE = 7; // Impulse force for jump
|
|
|
|
| 20 |
const PROJECTILE_SPEED = 15;
|
| 21 |
const PROJECTILE_RADIUS = 0.2;
|
| 22 |
+
const PICKUP_RADIUS = 1.5;
|
| 23 |
+
const PICKUP_RADIUS_SQ = PICKUP_RADIUS * PICKUP_RADIUS; // Use squared distance
|
| 24 |
|
| 25 |
// --- Three.js Setup ---
|
| 26 |
let scene, camera, renderer;
|
| 27 |
let playerMesh;
|
| 28 |
+
const meshesToSync = []; // Holds { mesh: THREE.Mesh, body: CANNON.Body }
|
| 29 |
+
const projectiles = []; // Holds { mesh, body, lifetime }
|
| 30 |
let axesHelper;
|
| 31 |
|
| 32 |
// --- Physics Setup ---
|
| 33 |
let world;
|
| 34 |
let playerBody;
|
| 35 |
+
const physicsBodies = new Map(); // Use Map<id, CANNON.Body> for easier removal
|
| 36 |
+
let groundMaterial, playerMaterial, wallMaterial, monsterMaterial, itemMaterial; // Physics materials
|
| 37 |
let cannonDebugger = null;
|
| 38 |
|
| 39 |
// --- Game State ---
|
| 40 |
let gameState = {};
|
| 41 |
const keysPressed = {};
|
| 42 |
let gameLoopActive = false;
|
| 43 |
+
let animationFrameId = null;
|
| 44 |
+
let selectedTool = null; // For building tools later
|
| 45 |
|
| 46 |
+
// --- Game Data (Ensure starting point 0,0 exists!) ---
|
| 47 |
const gameData = {
|
| 48 |
+
// Structure: "x,y": { type, features?, items?, monsters?, name? }
|
| 49 |
"0,0": { type: 'city', features: ['door_north', 'item_Key'], name: "City Square"},
|
| 50 |
+
"0,1": { type: 'forest', features: ['path_north', 'door_south', 'item_Healing_Potion'], name: "Forest Entrance" },
|
| 51 |
"0,2": { type: 'forest', features: ['path_south', 'monster_goblin'], name: "Deep Forest"},
|
| 52 |
"1,1": { type: 'forest', features: ['river', 'path_west'], name: "River Bend" },
|
| 53 |
"-1,1": { type: 'ruins', features: ['path_east'], name: "Old Ruins"},
|
|
|
|
| 54 |
"1,0": { type: 'plains', features: ['door_west'], name: "East Plains"},
|
| 55 |
"-1,0": { type: 'plains', features: ['door_east'], name: "West Plains"},
|
|
|
|
| 56 |
};
|
| 57 |
|
| 58 |
+
const itemsData = { // Add 'name' for consistency
|
| 59 |
+
"Healing Potion": { name: "Healing Potion", type: "consumable", description: "Restores 10 HP.", hpRestore: 10, model: 'sphere_red' },
|
| 60 |
+
"Key": { name: "Key", type: "quest", description: "A rusty key.", model: 'box_gold'},
|
|
|
|
| 61 |
};
|
| 62 |
|
| 63 |
+
const monstersData = { // Add 'name'
|
| 64 |
+
"goblin": { name: "Goblin", hp: 15, attack: 4, defense: 1, speed: 2.5, model: 'capsule_green', xp: 5 },
|
|
|
|
| 65 |
};
|
| 66 |
|
| 67 |
// --- Materials and Geometries (Defined once) ---
|
| 68 |
+
// Using basic wireframe materials for initial debugging
|
| 69 |
+
const debugMaterials = {
|
| 70 |
+
player: new THREE.MeshBasicMaterial({ color: 0x0077ff, wireframe: true }),
|
| 71 |
+
wall: new THREE.MeshBasicMaterial({ color: 0xff0000, wireframe: true }),
|
| 72 |
+
item: new THREE.MeshBasicMaterial({ color: 0x00ff00, wireframe: true }),
|
| 73 |
+
monster: new THREE.MeshBasicMaterial({ color: 0xff00ff, wireframe: true }),
|
| 74 |
+
projectile: new THREE.MeshBasicMaterial({ color: 0xffff00 }), // Keep projectiles solid
|
| 75 |
+
floor_default: new THREE.MeshBasicMaterial({ color: 0x555555, wireframe: true }), // Wireframe floor
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 76 |
};
|
| 77 |
+
// Normal Materials (Use after debugging)
|
| 78 |
+
// const normalMaterials = {
|
| 79 |
+
// player: new THREE.MeshLambertMaterial({ color: 0x0077ff }),
|
| 80 |
+
// wall: new THREE.MeshLambertMaterial({ color: 0x888888 }),
|
| 81 |
+
// item_consumable: new THREE.MeshStandardMaterial({ color: 0xff0000, roughness: 0.6 }),
|
| 82 |
+
// item_quest: new THREE.MeshStandardMaterial({ color: 0xffd700, roughness: 0.4 }),
|
| 83 |
+
// monster_goblin: new THREE.MeshLambertMaterial({ color: 0x00ff00 }),
|
| 84 |
+
// floor_city: new THREE.MeshLambertMaterial({ color: 0xdeb887 }),
|
| 85 |
+
// floor_forest: new THREE.MeshLambertMaterial({ color: 0x228B22 }),
|
| 86 |
+
// // ... add all floor types
|
| 87 |
+
// floor_default: new THREE.MeshLambertMaterial({ color: 0xaaaaaa })
|
| 88 |
+
// };
|
| 89 |
+
const activeMaterials = debugMaterials; // Switch to normalMaterials when ready
|
| 90 |
+
|
| 91 |
+
const geometries = { // Keep geometries simple
|
| 92 |
floor: new THREE.PlaneGeometry(ROOM_SIZE, ROOM_SIZE),
|
| 93 |
wallNS: new THREE.BoxGeometry(ROOM_SIZE, WALL_HEIGHT, WALL_THICKNESS),
|
| 94 |
wallEW: new THREE.BoxGeometry(WALL_THICKNESS, WALL_HEIGHT, ROOM_SIZE),
|
| 95 |
+
playerCylinder: new THREE.CylinderGeometry(PLAYER_RADIUS, PLAYER_RADIUS, PLAYER_HEIGHT - (PLAYER_RADIUS * 2), 8),
|
| 96 |
+
playerSphere: new THREE.SphereGeometry(PLAYER_RADIUS, 8, 8),
|
| 97 |
+
playerNose: new THREE.ConeGeometry(PLAYER_RADIUS * 0.3, PLAYER_RADIUS * 0.5, 4),
|
| 98 |
+
monsterCapsuleBody: new THREE.CylinderGeometry(0.4, 0.4, 1.0, 8),
|
| 99 |
+
monsterCapsuleHead: new THREE.SphereGeometry(0.4, 8, 8),
|
| 100 |
+
itemSphere: new THREE.SphereGeometry(0.3, 8, 8),
|
| 101 |
+
itemBox: new THREE.BoxGeometry(0.4, 0.4, 0.4),
|
| 102 |
+
projectile: new THREE.SphereGeometry(PROJECTILE_RADIUS, 6, 6),
|
| 103 |
};
|
| 104 |
|
| 105 |
|
|
|
|
| 107 |
|
| 108 |
function init() {
|
| 109 |
console.log("--- Initializing Game ---");
|
| 110 |
+
// Reset state and clear arrays/maps
|
| 111 |
+
gameState = { inventory: [], stats: { hp: 30, maxHp: 30, strength: 7, wisdom: 5, courage: 6 }, monsters: [], items: [] };
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 112 |
keysPressed = {};
|
| 113 |
meshesToSync.length = 0;
|
| 114 |
projectiles.length = 0;
|
| 115 |
+
physicsBodies.clear(); // Clear the map
|
| 116 |
+
|
| 117 |
+
// Clear previous scene if restarting
|
| 118 |
if (scene) {
|
| 119 |
+
while (scene.children.length > 0) scene.remove(scene.children[0]);
|
| 120 |
+
} else {
|
| 121 |
+
scene = new THREE.Scene(); // Create scene only if it doesn't exist
|
| 122 |
}
|
| 123 |
+
scene.background = new THREE.Color(0x1a1a1a);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 124 |
|
| 125 |
+
// Clear previous renderer if restarting
|
| 126 |
+
if (renderer) {
|
| 127 |
+
renderer.dispose();
|
| 128 |
+
if (renderer.domElement.parentNode) {
|
| 129 |
+
renderer.domElement.parentNode.removeChild(renderer.domElement);
|
| 130 |
+
}
|
| 131 |
+
}
|
| 132 |
|
| 133 |
+
initThreeJS(); // Setup camera, renderer, lights
|
| 134 |
+
initPhysics(); // Setup world, materials
|
| 135 |
+
initPlayer(); // Setup player mesh + body
|
| 136 |
+
generateMap(); // Setup static map meshes + bodies
|
| 137 |
setupInputListeners();
|
| 138 |
updateUI();
|
| 139 |
+
addLog("Welcome! Move: QWEASDZXC, Jump: X, Attack: Space, Pickup: F", "info");
|
|
|
|
| 140 |
console.log("--- Initialization Complete ---");
|
| 141 |
+
|
| 142 |
+
if (animationFrameId) cancelAnimationFrame(animationFrameId);
|
| 143 |
gameLoopActive = true;
|
| 144 |
animate();
|
| 145 |
}
|
| 146 |
|
| 147 |
function initThreeJS() {
|
| 148 |
console.log("Initializing Three.js...");
|
|
|
|
|
|
|
|
|
|
| 149 |
const aspect = sceneContainer.clientWidth / sceneContainer.clientHeight;
|
| 150 |
camera = new THREE.PerspectiveCamera(60, aspect, 0.1, 1000);
|
| 151 |
+
// Set camera directly overhead looking down
|
| 152 |
+
camera.position.set(0, CAMERA_Y_OFFSET, 0);
|
| 153 |
+
camera.lookAt(0, 0, 0); // Look straight down at origin initially
|
| 154 |
+
camera.rotation.x = -Math.PI / 2; // Explicitly set rotation if lookAt isn't enough
|
| 155 |
|
| 156 |
renderer = new THREE.WebGLRenderer({ antialias: true });
|
| 157 |
renderer.setSize(sceneContainer.clientWidth, sceneContainer.clientHeight);
|
| 158 |
renderer.shadowMap.enabled = true;
|
| 159 |
+
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
|
| 160 |
sceneContainer.appendChild(renderer.domElement);
|
| 161 |
|
| 162 |
// Lighting
|
| 163 |
+
scene.add(new THREE.AmbientLight(0xffffff, 0.7)); // Brighter ambient for debug
|
| 164 |
const dirLight = new THREE.DirectionalLight(0xffffff, 1.0);
|
| 165 |
+
dirLight.position.set(10, 30, 20); // Angled light
|
| 166 |
dirLight.castShadow = true;
|
| 167 |
+
dirLight.shadow.mapSize.width = 1024;
|
| 168 |
+
dirLight.shadow.mapSize.height = 1024;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 169 |
scene.add(dirLight);
|
|
|
|
| 170 |
|
| 171 |
// Axes Helper
|
| 172 |
axesHelper = new THREE.AxesHelper(ROOM_SIZE * 0.5);
|
| 173 |
+
axesHelper.position.set(0, 0.01, 0);
|
| 174 |
scene.add(axesHelper);
|
| 175 |
+
console.log("Three.js Initialized. Camera at:", camera.position);
|
| 176 |
|
| 177 |
window.addEventListener('resize', onWindowResize, false);
|
| 178 |
}
|
| 179 |
|
| 180 |
function initPhysics() {
|
| 181 |
console.log("Initializing Cannon-es...");
|
| 182 |
+
world = new CANNON.World({ gravity: new CANNON.Vec3(0, -15, 0) });
|
| 183 |
world.broadphase = new CANNON.SAPBroadphase(world);
|
| 184 |
world.allowSleep = true;
|
| 185 |
|
| 186 |
// Define materials
|
| 187 |
+
groundMaterial = new CANNON.Material("ground");
|
| 188 |
+
playerMaterial = new CANNON.Material("player");
|
| 189 |
+
wallMaterial = new CANNON.Material("wall");
|
| 190 |
+
monsterMaterial = new CANNON.Material("monster");
|
| 191 |
+
itemMaterial = new CANNON.Material("item"); // Not used for physics bodies anymore
|
| 192 |
|
| 193 |
+
// Ground physics body
|
| 194 |
const groundShape = new CANNON.Plane();
|
| 195 |
const groundBody = new CANNON.Body({ mass: 0, material: groundMaterial });
|
| 196 |
groundBody.addShape(groundShape);
|
| 197 |
groundBody.quaternion.setFromEuler(-Math.PI / 2, 0, 0);
|
| 198 |
world.addBody(groundBody);
|
| 199 |
+
physicsBodies.set(groundBody.id, groundBody); // Track it
|
| 200 |
|
| 201 |
+
// Contact Materials
|
| 202 |
+
const playerGround = new CANNON.ContactMaterial(playerMaterial, groundMaterial, { friction: 0.1, restitution: 0.1 }); // Low friction
|
| 203 |
+
const playerWall = new CANNON.ContactMaterial(playerMaterial, wallMaterial, { friction: 0.01, restitution: 0.1 }); // Very low friction vs walls
|
| 204 |
const monsterGround = new CANNON.ContactMaterial(monsterMaterial, groundMaterial, { friction: 0.4, restitution: 0.1 });
|
| 205 |
const monsterWall = new CANNON.ContactMaterial(monsterMaterial, wallMaterial, { friction: 0.1, restitution: 0.2 });
|
| 206 |
|
|
|
|
| 208 |
world.addContactMaterial(playerWall);
|
| 209 |
world.addContactMaterial(monsterGround);
|
| 210 |
world.addContactMaterial(monsterWall);
|
|
|
|
| 211 |
console.log("Physics World Initialized.");
|
| 212 |
|
| 213 |
// Optional: Physics Debugger Init
|
| 214 |
+
// try { cannonDebugger = new CannonDebugger(scene, world, { color: 0x00ff00 }); console.log("Debugger Init."); }
|
| 215 |
+
// catch (e) { console.error("Failed CannonDebugger.", e); }
|
|
|
|
|
|
|
| 216 |
}
|
| 217 |
|
| 218 |
+
// --- Primitive Assembly Functions ---
|
| 219 |
+
function createPlayerMesh() {
|
| 220 |
const group = new THREE.Group();
|
| 221 |
+
const bodyMat = activeMaterials.player; // Use active material set
|
| 222 |
+
const body = new THREE.Mesh(geometries.playerCylinder, bodyMat);
|
|
|
|
|
|
|
| 223 |
body.position.y = PLAYER_RADIUS; body.castShadow = true;
|
| 224 |
+
const head = new THREE.Mesh(geometries.playerSphere, bodyMat);
|
|
|
|
| 225 |
head.position.y = PLAYER_HEIGHT - PLAYER_RADIUS; head.castShadow = true;
|
| 226 |
group.add(body); group.add(head);
|
| 227 |
+
const nose = new THREE.Mesh(geometries.playerNose, new THREE.MeshBasicMaterial({ color: 0xffff00 })); // Nose always bright yellow
|
| 228 |
+
nose.position.set(0, PLAYER_HEIGHT * 0.6, PLAYER_RADIUS); // Point forward +Z
|
| 229 |
+
// No rotation needed if pointing +Z
|
|
|
|
|
|
|
|
|
|
| 230 |
group.add(nose);
|
| 231 |
+
// Important: Set group's origin to the intended base/center of the physics body
|
| 232 |
+
group.position.set(0, 0, 0); // Position will be controlled by sync
|
| 233 |
return group;
|
| 234 |
+
}
|
| 235 |
+
function createSimpleMonsterMesh(modelType = 'capsule_green') {
|
| 236 |
const group = new THREE.Group();
|
| 237 |
+
const mat = activeMaterials.monster; // Use active debug/normal material
|
|
|
|
| 238 |
if (modelType === 'capsule_green') {
|
| 239 |
+
const body = new THREE.Mesh(geometries.monsterCapsuleBody, mat);
|
| 240 |
+
const head = new THREE.Mesh(geometries.monsterCapsuleHead, mat);
|
|
|
|
|
|
|
|
|
|
|
|
|
| 241 |
body.position.y = 0.5; head.position.y = 1.0 + 0.4;
|
| 242 |
group.add(body); group.add(head);
|
| 243 |
+
} else { /* Add other monster types if needed */ }
|
| 244 |
group.traverse(child => { if (child.isMesh) child.castShadow = true; });
|
| 245 |
+
group.position.set(0, 0, 0); // Position set by sync
|
| 246 |
return group;
|
| 247 |
}
|
| 248 |
+
function createSimpleItemMesh(modelType = 'sphere_red') {
|
| 249 |
+
let geom;
|
| 250 |
+
const mat = activeMaterials.item; // Use active debug/normal material
|
| 251 |
+
if(modelType === 'sphere_red') geom = geometries.itemSphere;
|
| 252 |
+
else if (modelType === 'box_gold') geom = geometries.itemBox;
|
| 253 |
+
else geom = geometries.itemSphere; // Default
|
|
|
|
| 254 |
const mesh = new THREE.Mesh(geom, mat);
|
| 255 |
+
mesh.position.y = PLAYER_RADIUS; // Default height
|
| 256 |
mesh.castShadow = true;
|
| 257 |
return mesh;
|
| 258 |
}
|
| 259 |
+
function createProjectileMesh() {
|
| 260 |
+
const mat = activeMaterials.projectile; // Use active material
|
| 261 |
+
const mesh = new THREE.Mesh(geometries.projectile, mat);
|
|
|
|
| 262 |
return mesh;
|
| 263 |
}
|
| 264 |
+
|
| 265 |
// --- Player Setup ---
|
| 266 |
function initPlayer() {
|
| 267 |
console.log("Initializing Player...");
|
| 268 |
// Visual Mesh
|
| 269 |
playerMesh = createPlayerMesh();
|
| 270 |
+
// Set initial position high to avoid spawning inside floor
|
| 271 |
+
playerMesh.position.set(0, PLAYER_HEIGHT + 1, 0);
|
| 272 |
scene.add(playerMesh);
|
| 273 |
+
console.log("Player mesh added to scene at initial pos:", playerMesh.position);
|
| 274 |
|
| 275 |
// Physics Body - Start at center of 0,0 cell, slightly above ground
|
| 276 |
+
const startX = 0;
|
| 277 |
+
const startZ = 0;
|
| 278 |
+
const startY = PLAYER_HEIGHT * 1.5; // Start higher
|
| 279 |
const playerShape = new CANNON.Sphere(PLAYER_RADIUS);
|
| 280 |
playerBody = new CANNON.Body({
|
| 281 |
mass: 70,
|
| 282 |
shape: playerShape,
|
| 283 |
position: new CANNON.Vec3(startX, startY, startZ),
|
| 284 |
linearDamping: 0.95,
|
| 285 |
+
angularDamping: 1.0, // Completely prevent angular rotation from physics
|
| 286 |
+
material: playerMaterial // Use defined material
|
| 287 |
});
|
| 288 |
playerBody.allowSleep = false;
|
| 289 |
playerBody.addEventListener("collide", handlePlayerCollision);
|
| 290 |
world.addBody(playerBody);
|
| 291 |
+
physicsBodies.set(playerBody.id, playerBody); // Track body using Map
|
| 292 |
console.log(`Player physics body added at ${startX}, ${startY}, ${startZ}`);
|
| 293 |
|
| 294 |
// Add to sync list
|
|
|
|
| 299 |
// --- Map Generation ---
|
| 300 |
function generateMap() {
|
| 301 |
console.log("Generating Map...");
|
| 302 |
+
const wallPhysicsMaterial = world.materials.find(m => m.name === "wall");
|
| 303 |
+
const groundPhysicsMaterial = world.materials.find(m => m.name === "ground");
|
| 304 |
+
|
| 305 |
+
// DEBUG: Only generate the starting cell "0,0"
|
| 306 |
+
const startCoord = "0,0";
|
| 307 |
+
const data = gameData[startCoord];
|
| 308 |
+
if (!data) {
|
| 309 |
+
console.error("CRITICAL: No gameData found for starting cell '0,0'!");
|
| 310 |
+
return;
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
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|
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|
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|
|
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|
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|
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|
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|
|
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|
|
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|
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|
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|
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|
|
|
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|
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|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 311 |
}
|
| 312 |
+
|
| 313 |
+
const x = 0;
|
| 314 |
+
const z = 0;
|
| 315 |
+
const type = data.type || 'default';
|
| 316 |
+
console.log(`Generating START cell: ${startCoord} (Type: ${type})`);
|
| 317 |
+
|
| 318 |
+
// Create Floor Mesh
|
| 319 |
+
const floorMat = activeMaterials[`floor_${type}`] || activeMaterials.floor_default; // Use debug mats
|
| 320 |
+
const floorMesh = new THREE.Mesh(geometries.floor, floorMat);
|
| 321 |
+
floorMesh.rotation.x = -Math.PI / 2;
|
| 322 |
+
floorMesh.position.set(x * ROOM_SIZE, 0, z * ROOM_SIZE);
|
| 323 |
+
floorMesh.receiveShadow = true; // Floors should receive shadows
|
| 324 |
+
scene.add(floorMesh);
|
| 325 |
+
console.log(`Added floor at ${x},${z}`);
|
| 326 |
+
|
| 327 |
+
// Create Walls (Visual + Physics) for the single cell
|
| 328 |
+
const features = data.features || [];
|
| 329 |
+
const wallDefs = [
|
| 330 |
+
['north', geometries.wallNS, 0, -0.5], ['south', geometries.wallNS, 0, 0.5],
|
| 331 |
+
['east', geometries.wallEW, 0.5, 0], ['west', geometries.wallEW, -0.5, 0],
|
| 332 |
+
];
|
| 333 |
+
|
| 334 |
+
wallDefs.forEach(([dir, geom, xOff, zOff]) => {
|
| 335 |
+
const doorFeature = `door_${dir}`; const pathFeature = `path_${dir}`;
|
| 336 |
+
if (!features.includes(doorFeature) && !features.includes(pathFeature)) {
|
| 337 |
+
const wallX = x * ROOM_SIZE + xOff * ROOM_SIZE;
|
| 338 |
+
const wallZ = z * ROOM_SIZE + zOff * ROOM_SIZE;
|
| 339 |
+
const wallY = WALL_HEIGHT / 2;
|
| 340 |
+
|
| 341 |
+
// Visual Wall (DEBUG)
|
| 342 |
+
const wallMesh = new THREE.Mesh(geom, activeMaterials.wall); // Use debug wall mat
|
| 343 |
+
wallMesh.position.set(wallX, wallY, wallZ);
|
| 344 |
+
wallMesh.castShadow = true; wallMesh.receiveShadow = true;
|
| 345 |
+
scene.add(wallMesh);
|
| 346 |
+
|
| 347 |
+
// Physics Wall
|
| 348 |
+
const wallShape = new CANNON.Box(new CANNON.Vec3(geom.parameters.width / 2, geom.parameters.height / 2, geom.parameters.depth / 2));
|
| 349 |
+
const wallBody = new CANNON.Body({ mass: 0, shape: wallShape, position: new CANNON.Vec3(wallX, wallY, wallZ), material: wallPhysicsMaterial });
|
| 350 |
+
world.addBody(wallBody);
|
| 351 |
+
physicsBodies.set(wallBody.id, wallBody); // Track it
|
| 352 |
+
// console.log(`Added ${dir} wall for cell ${x},${z}`);
|
| 353 |
+
} else {
|
| 354 |
+
console.log(`Skipping ${dir} wall for cell ${x},${z} due to feature.`);
|
| 355 |
+
}
|
| 356 |
+
});
|
| 357 |
+
|
| 358 |
+
// Spawn Items & Monsters based on features for the single cell
|
| 359 |
+
features.forEach(feature => {
|
| 360 |
+
if (feature.startsWith('item_')) {
|
| 361 |
+
const itemName = feature.substring(5).replace(/_/g, ' ');
|
| 362 |
+
if (itemsData[itemName]) spawnItem(itemName, x, z);
|
| 363 |
+
else console.warn(`Item feature found but no data for: ${itemName}`);
|
| 364 |
+
} else if (feature.startsWith('monster_')) {
|
| 365 |
+
const monsterType = feature.substring(8);
|
| 366 |
+
if (monstersData[monsterType]) spawnMonster(monsterType, x, z);
|
| 367 |
+
else console.warn(`Monster feature found but no data for: ${monsterType}`);
|
| 368 |
+
}
|
| 369 |
+
});
|
| 370 |
+
|
| 371 |
+
console.log("Map Generation Complete (Debug Mode - Single Cell).");
|
| 372 |
}
|
| 373 |
|
| 374 |
+
// --- Item/Monster Spawning (Simplified for Pickup 'F') ---
|
| 375 |
function spawnItem(itemName, gridX, gridZ) {
|
| 376 |
const itemData = itemsData[itemName];
|
| 377 |
if (!itemData) return;
|
|
|
|
| 380 |
const y = PLAYER_RADIUS; // Item height
|
| 381 |
|
| 382 |
// Use DEBUG material
|
| 383 |
+
const mesh = createSimpleItemMesh(itemData.model); // Use debug mat via create func
|
| 384 |
+
if (!mesh) return; // Safety check
|
| 385 |
mesh.position.set(x, y, z);
|
| 386 |
+
mesh.userData = { type: 'item', name: itemName }; // Store data on mesh
|
| 387 |
mesh.castShadow = true;
|
| 388 |
scene.add(mesh);
|
| 389 |
|
| 390 |
+
// Store item in game state WITHOUT physics body
|
| 391 |
gameState.items.push({
|
| 392 |
+
id: mesh.uuid, // Use mesh UUID as item ID
|
| 393 |
name: itemName,
|
| 394 |
mesh: mesh,
|
| 395 |
position: mesh.position // Store position for proximity check
|
| 396 |
});
|
| 397 |
+
console.log(`Spawned item ${itemName} at ${x.toFixed(1)}, ${y.toFixed(1)}, ${z.toFixed(1)} (visual only)`);
|
| 398 |
}
|
| 399 |
|
| 400 |
function spawnMonster(monsterType, gridX, gridZ) {
|
|
|
|
| 405 |
const y = PLAYER_HEIGHT; // Start higher
|
| 406 |
|
| 407 |
// Use DEBUG material
|
| 408 |
+
const mesh = createSimpleMonsterMesh(monsterData.model); // Uses debug mat via create func
|
| 409 |
+
if (!mesh) return; // Safety check
|
| 410 |
+
mesh.position.set(x, y, z); // Initial visual position
|
| 411 |
mesh.userData = { type: 'monster', monsterType: monsterType };
|
| 412 |
scene.add(mesh);
|
| 413 |
|
| 414 |
// Physics Body
|
| 415 |
+
const shape = new CANNON.Sphere(PLAYER_RADIUS * 0.8);
|
| 416 |
const body = new CANNON.Body({
|
| 417 |
+
mass: 10, shape: shape, position: new CANNON.Vec3(x, y, z),
|
| 418 |
+
linearDamping: 0.8, angularDamping: 0.9,
|
|
|
|
|
|
|
|
|
|
| 419 |
material: world.materials.find(m => m.name === "monster") || new CANNON.Material("monster")
|
| 420 |
});
|
| 421 |
body.allowSleep = true;
|
| 422 |
+
// Store reference to mesh and HP on body's userData
|
| 423 |
body.userData = { type: 'monster', monsterType: monsterType, mesh: mesh, hp: monsterData.hp };
|
| 424 |
world.addBody(body);
|
| 425 |
|
| 426 |
gameState.monsters.push({ id: body.id, type: monsterType, hp: monsterData.hp, body: body, mesh: mesh });
|
| 427 |
meshesToSync.push({ mesh: mesh, body: body });
|
| 428 |
+
physicsBodies.set(body.id, body); // Use map for tracking
|
| 429 |
+
console.log(`Spawned monster ${monsterType} at ${x.toFixed(1)}, ${y.toFixed(1)}, ${z.toFixed(1)}`);
|
| 430 |
}
|
| 431 |
|
| 432 |
|
| 433 |
+
// --- Input Handling (QWEASDZXC + Jump 'X' + F + Space) ---
|
| 434 |
+
function setupInputListeners() { /* ... same ... */
|
| 435 |
console.log("Setting up input listeners.");
|
| 436 |
+
window.addEventListener('keydown', (event) => { keysPressed[event.key.toLowerCase()] = true; keysPressed[event.code] = true; if (['space', 'arrowup', 'arrowdown', 'arrowleft', 'arrowright', 'keyx', 'keyf'].includes(event.code.toLowerCase())) { event.preventDefault(); }});
|
| 437 |
+
window.addEventListener('keyup', (event) => { keysPressed[event.key.toLowerCase()] = false; keysPressed[event.code] = false; });
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 438 |
}
|
| 439 |
|
| 440 |
function handleInput(deltaTime) {
|
| 441 |
if (!playerBody) return;
|
| 442 |
|
| 443 |
const moveSpeed = PLAYER_SPEED;
|
| 444 |
+
// Correct forward/backward/strafe directions relative to world axes
|
| 445 |
+
// Assume +Z is SOUTH, -Z is NORTH
|
| 446 |
+
// Assume +X is EAST, -X is WEST
|
| 447 |
+
let forceX = 0;
|
| 448 |
+
let forceZ = 0;
|
| 449 |
+
|
| 450 |
+
// Forward (-Z) / Backward (+Z)
|
| 451 |
+
if (keysPressed['w']) forceZ -= 1; // W = North = -Z
|
| 452 |
+
if (keysPressed['s']) forceZ += 1; // S = South = +Z
|
| 453 |
+
|
| 454 |
+
// Strafe Left (-X) / Right (+X)
|
| 455 |
+
if (keysPressed['a']) forceX -= 1; // A = West = -X
|
| 456 |
+
if (keysPressed['d']) forceX += 1; // D = East = +X
|
| 457 |
+
|
| 458 |
+
// Diagonals - combine basic directions
|
| 459 |
+
if (keysPressed['q']) { forceZ -= 0.707; forceX -= 0.707; } // Q = NW
|
| 460 |
+
if (keysPressed['e']) { forceZ -= 0.707; forceX += 0.707; } // E = NE
|
| 461 |
+
if (keysPressed['z']) { forceZ += 0.707; forceX -= 0.707; } // Z = SW
|
| 462 |
+
if (keysPressed['c']) { forceZ += 0.707; forceX += 0.707; } // C = SE
|
|
|
|
| 463 |
|
| 464 |
// --- Calculate final velocity vector ---
|
| 465 |
+
// We set velocity directly for more responsive control than forces
|
| 466 |
+
const targetVelocity = new CANNON.Vec3(0, playerBody.velocity.y, 0); // Preserve Y velocity
|
|
|
|
|
|
|
|
|
|
|
|
|
| 467 |
|
| 468 |
+
if (forceX !== 0 || forceZ !== 0) {
|
| 469 |
+
const moveVec = new THREE.Vector2(forceX, forceZ);
|
| 470 |
+
if (moveVec.lengthSq() > 1.0) { // Normalize only if combined magnitude > 1
|
| 471 |
+
moveVec.normalize();
|
| 472 |
+
}
|
| 473 |
+
targetVelocity.x = moveVec.x * moveSpeed;
|
| 474 |
+
targetVelocity.z = moveVec.y * moveSpeed;
|
| 475 |
|
| 476 |
+
// --- Rotation ---
|
| 477 |
+
// Rotate player mesh to face movement direction
|
| 478 |
+
// Calculate angle from positive Z axis (adjust if your model faces differently)
|
| 479 |
+
const angle = Math.atan2(targetVelocity.x, targetVelocity.z);
|
| 480 |
const targetQuaternion = new THREE.Quaternion().setFromAxisAngle(new THREE.Vector3(0, 1, 0), angle);
|
| 481 |
+
// Slerp for smooth rotation
|
| 482 |
+
playerMesh.quaternion.slerp(targetQuaternion, 0.15); // Adjust 0.15 for responsiveness
|
| 483 |
|
| 484 |
} else {
|
| 485 |
+
// No movement keys pressed - rely on linear damping to stop
|
| 486 |
+
// Or force stop X/Z velocity:
|
| 487 |
+
targetVelocity.x = 0;
|
| 488 |
+
targetVelocity.z = 0;
|
| 489 |
}
|
| 490 |
|
| 491 |
+
playerBody.velocity.x = targetVelocity.x;
|
| 492 |
+
playerBody.velocity.z = targetVelocity.z;
|
| 493 |
+
// Y velocity is controlled by gravity + jump impulse
|
| 494 |
+
|
| 495 |
+
// --- Jump (X) ---
|
| 496 |
+
if (keysPressed['x'] || keysPressed['keyx']) { // Check code too
|
| 497 |
+
// !! Basic jump - Needs ground check via raycast or contact materials !!
|
| 498 |
+
// Add a simple cooldown or only allow if Y velocity is low
|
| 499 |
+
if (Math.abs(playerBody.velocity.y) < 0.5) { // Crude check if mostly grounded
|
| 500 |
+
console.log("JUMP!");
|
| 501 |
+
addLog("Jump!", "info");
|
| 502 |
+
// Apply impulse upwards
|
| 503 |
+
playerBody.applyImpulse(new CANNON.Vec3(0, PLAYER_JUMP_IMPULSE, 0), playerBody.position);
|
| 504 |
}
|
| 505 |
+
keysPressed['x'] = false; keysPressed['keyx'] = false; // Consume jump input
|
|
|
|
| 506 |
}
|
| 507 |
|
| 508 |
// --- Pickup (F) ---
|
| 509 |
+
if (keysPressed['f'] || keysPressed['keyf']) {
|
| 510 |
pickupNearbyItem();
|
| 511 |
+
keysPressed['f'] = false; keysPressed['keyf'] = false; // Consume pickup input
|
| 512 |
}
|
| 513 |
|
| 514 |
// --- Fire (Space) ---
|
|
|
|
| 523 |
if (!playerBody) return;
|
| 524 |
const playerPos = playerBody.position;
|
| 525 |
let pickedUp = false;
|
| 526 |
+
let closestItemIndex = -1;
|
| 527 |
+
let minDistanceSq = PICKUP_RADIUS_SQ; // Use squared distance
|
| 528 |
|
| 529 |
+
// Find the closest item within radius
|
| 530 |
+
for (let i = 0; i < gameState.items.length; i++) {
|
| 531 |
const item = gameState.items[i];
|
| 532 |
+
const distanceSq = playerPos.distanceSquared(item.position);
|
| 533 |
+
if (distanceSq < minDistanceSq) {
|
| 534 |
+
minDistanceSq = distanceSq;
|
| 535 |
+
closestItemIndex = i;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 536 |
}
|
| 537 |
}
|
| 538 |
+
|
| 539 |
+
// Pick up the closest item if found
|
| 540 |
+
if (closestItemIndex > -1) {
|
| 541 |
+
const item = gameState.items[closestItemIndex];
|
| 542 |
+
if (!gameState.inventory.includes(item.name)) {
|
| 543 |
+
gameState.inventory.push(item.name);
|
| 544 |
+
addLog(`Picked up ${item.name}!`, "pickup");
|
| 545 |
+
updateInventoryDisplay();
|
| 546 |
+
|
| 547 |
+
// Remove item visually and from state
|
| 548 |
+
if(item.mesh.parent) scene.remove(item.mesh);
|
| 549 |
+
gameState.items.splice(closestItemIndex, 1);
|
| 550 |
+
pickedUp = true;
|
| 551 |
+
} else {
|
| 552 |
+
addLog(`Already have ${item.name}.`, "info");
|
| 553 |
+
}
|
| 554 |
+
}
|
| 555 |
+
|
| 556 |
if (!pickedUp) {
|
| 557 |
addLog("Nothing nearby to pick up.", "info");
|
| 558 |
}
|
| 559 |
}
|
| 560 |
|
| 561 |
|
| 562 |
+
// --- Combat (Projectile logic remains similar) ---
|
| 563 |
+
function fireProjectile() {
|
| 564 |
if (!playerBody || !playerMesh) return;
|
| 565 |
addLog("Pew!", "combat");
|
| 566 |
const projectileMesh = createProjectileMesh();
|
| 567 |
const projectileShape = new CANNON.Sphere(PROJECTILE_RADIUS);
|
| 568 |
const projectileBody = new CANNON.Body({ mass: 0.1, shape: projectileShape, linearDamping: 0.01, angularDamping: 0.01 });
|
| 569 |
projectileBody.addEventListener("collide", handleProjectileCollision);
|
| 570 |
+
|
| 571 |
+
// Calculate start position and velocity based on player's *current* rotation
|
| 572 |
const offsetDistance = PLAYER_RADIUS + PROJECTILE_RADIUS + 0.1;
|
| 573 |
+
const direction = new THREE.Vector3(0, 0, 1); // Base direction +Z
|
| 574 |
+
direction.applyQuaternion(playerMesh.quaternion); // Rotate based on player mesh
|
| 575 |
+
|
| 576 |
const startPos = new CANNON.Vec3().copy(playerBody.position).vadd(
|
| 577 |
+
new CANNON.Vec3(direction.x, 0, direction.z).scale(offsetDistance) // Offset horizontally
|
| 578 |
);
|
| 579 |
+
// Adjust start Y based on player body center + visual model height
|
| 580 |
+
startPos.y = playerBody.position.y; // Fire from player center height
|
| 581 |
+
|
| 582 |
projectileBody.position.copy(startPos);
|
| 583 |
projectileMesh.position.copy(startPos);
|
| 584 |
+
|
| 585 |
+
// Velocity in player facing direction
|
| 586 |
projectileBody.velocity = new CANNON.Vec3(direction.x, 0, direction.z).scale(PROJECTILE_SPEED);
|
| 587 |
+
|
| 588 |
scene.add(projectileMesh);
|
| 589 |
world.addBody(projectileBody);
|
| 590 |
+
const projectileData = { mesh: projectileMesh, body: projectileBody, lifetime: 2.0 }; // Shorter lifetime
|
| 591 |
meshesToSync.push(projectileData);
|
| 592 |
projectiles.push(projectileData);
|
| 593 |
+
physicsBodies.set(projectileBody.id, projectileBody); // Track
|
| 594 |
+
projectileBody.userData = { type: 'projectile', data: projectileData };
|
| 595 |
+
projectileMesh.userData = { type: 'projectile', data: projectileData }; // No body ref needed on mesh
|
| 596 |
}
|
| 597 |
|
| 598 |
// --- Collision Handling ---
|
| 599 |
+
function handlePlayerCollision(event) {
|
| 600 |
const otherBody = event.body;
|
| 601 |
+
if (!otherBody || !otherBody.userData || !playerBody) return;
|
| 602 |
|
| 603 |
+
// Player <-> Monster (Example: Simple damage, could add knockback)
|
|
|
|
|
|
|
| 604 |
if (otherBody.userData.type === 'monster') {
|
| 605 |
+
// Check for cooldown before applying damage again?
|
| 606 |
+
console.log("Player collided with monster", otherBody.id);
|
| 607 |
+
// gameState.stats.hp -= 1;
|
| 608 |
+
// addLog(`Hit by ${otherBody.userData.monsterType || 'monster'}! HP: ${gameState.stats.hp}`, "combat");
|
| 609 |
+
// updateStatsDisplay();
|
| 610 |
+
// if (gameState.stats.hp <= 0) { gameOver("Defeated by a monster!"); }
|
| 611 |
+
// Apply small impulse away from monster
|
| 612 |
+
const impulse = playerBody.position.vsub(otherBody.position).unit().scale(20); // Knockback force
|
| 613 |
+
playerBody.applyImpulse(impulse, playerBody.position);
|
| 614 |
}
|
| 615 |
+
// Player <-> Wall (Handled by physics engine)
|
| 616 |
+
// Player <-> Item (Handled by 'F' key)
|
| 617 |
}
|
| 618 |
|
| 619 |
+
function handleProjectileCollision(event) {
|
| 620 |
const projectileBody = event.target;
|
| 621 |
const otherBody = event.body;
|
| 622 |
+
if (!projectileBody?.userData || !otherBody?.userData) return; // Null checks
|
| 623 |
|
| 624 |
const projectileData = projectileBody.userData.data;
|
| 625 |
+
let shouldRemoveProjectile = true; // Assume removal unless hitting player
|
| 626 |
|
| 627 |
if (otherBody.userData.type === 'monster') {
|
| 628 |
const monsterId = otherBody.id;
|
| 629 |
const monsterIndex = gameState.monsters.findIndex(m => m.id === monsterId);
|
| 630 |
if (monsterIndex > -1) {
|
| 631 |
const monster = gameState.monsters[monsterIndex];
|
| 632 |
+
const damage = gameState.stats.strength + Math.floor(Math.random() * 3); // Add randomness
|
| 633 |
monster.hp -= damage;
|
| 634 |
+
otherBody.userData.hp = monster.hp;
|
| 635 |
addLog(`Hit ${otherBody.userData.monsterType} for ${damage} damage! (HP: ${monster.hp})`, "combat");
|
| 636 |
+
|
| 637 |
+
// Apply impulse to monster
|
| 638 |
+
const impulseDir = projectileBody.velocity.unit();
|
| 639 |
+
otherBody.applyImpulse(impulseDir.scale(damage * 5), projectileBody.position); // Knockback scales with damage
|
| 640 |
+
|
| 641 |
+
|
| 642 |
if (monster.hp <= 0) {
|
| 643 |
addLog(`Defeated ${otherBody.userData.monsterType}!`, "info");
|
| 644 |
+
// Safely remove monster after physics step using setTimeout
|
| 645 |
+
setTimeout(() => {
|
| 646 |
+
if(monster.mesh.parent) scene.remove(monster.mesh);
|
| 647 |
+
if(world.bodies.includes(monster.body)) world.removeBody(monster.body);
|
| 648 |
+
meshesToSync = meshesToSync.filter(sync => sync.body.id !== monster.body.id);
|
| 649 |
+
physicsBodies.delete(monster.body.id);
|
| 650 |
+
gameState.monsters = gameState.monsters.filter(m => m.id !== monsterId);
|
| 651 |
+
}, 0);
|
| 652 |
}
|
| 653 |
}
|
| 654 |
+
} else if (otherBody === playerBody) {
|
| 655 |
+
shouldRemoveProjectile = false; // Don't destroy projectile if it hits the player who fired it
|
| 656 |
+
console.log("Projectile hit player - ignored");
|
| 657 |
+
} else if (otherBody.mass === 0) {
|
| 658 |
+
// Hit a static object like a wall
|
| 659 |
+
console.log("Projectile hit wall/static");
|
| 660 |
+
// Optional: Add impact effect
|
| 661 |
}
|
| 662 |
|
| 663 |
+
|
| 664 |
+
if (shouldRemoveProjectile) {
|
| 665 |
+
// Schedule removal might be safer than immediate
|
| 666 |
+
setTimeout(() => removeProjectile(projectileData), 0);
|
| 667 |
}
|
| 668 |
}
|
| 669 |
|
| 670 |
+
function removeProjectile(projectileData) {
|
| 671 |
if (!projectileData) return;
|
| 672 |
const index = projectiles.indexOf(projectileData);
|
| 673 |
+
if (index === -1) return;
|
| 674 |
|
| 675 |
+
if (projectileData.mesh?.parent) scene.remove(projectileData.mesh);
|
| 676 |
+
if (projectileData.body && world.bodies.includes(projectileData.body)) world.removeBody(projectileData.body);
|
|
|
|
|
|
|
| 677 |
|
| 678 |
+
meshesToSync = meshesToSync.filter(sync => sync.body?.id !== projectileData.body?.id);
|
| 679 |
+
if (projectileData.body) physicsBodies.delete(projectileData.body.id);
|
| 680 |
projectiles.splice(index, 1);
|
| 681 |
}
|
| 682 |
|
| 683 |
+
|
| 684 |
// --- Monster AI ---
|
| 685 |
+
function updateMonsters(deltaTime) {
|
| 686 |
+
const agroRangeSq = (ROOM_SIZE * 2) ** 2; // Increased range
|
| 687 |
+
if(!playerBody) return;
|
| 688 |
|
| 689 |
gameState.monsters.forEach(monster => {
|
| 690 |
+
if (!monster || !monster.body || monster.hp <= 0) return; // Skip dead or removed monsters
|
| 691 |
+
|
| 692 |
const monsterPos = monster.body.position;
|
| 693 |
const playerPos = playerBody.position;
|
| 694 |
const distanceSq = playerPos.distanceSquared(monsterPos);
|
| 695 |
|
| 696 |
+
if (distanceSq < agroRangeSq) { // If player is close
|
| 697 |
const direction = playerPos.vsub(monsterPos);
|
| 698 |
+
direction.y = 0; // Ignore height difference for movement plan
|
| 699 |
+
if (distanceSq > (PLAYER_RADIUS * 2)**2 && direction.lengthSquared() > 0.1) { // If not too close and direction is valid
|
| 700 |
direction.normalize();
|
| 701 |
const monsterData = monstersData[monster.type];
|
| 702 |
+
const speed = monsterData?.speed || 1;
|
| 703 |
+
|
| 704 |
+
// Apply velocity for chasing
|
|
|
|
| 705 |
monster.body.velocity.x = direction.x * speed;
|
| 706 |
monster.body.velocity.z = direction.z * speed;
|
| 707 |
|
| 708 |
// Rotation
|
| 709 |
const angle = Math.atan2(direction.x, direction.z);
|
| 710 |
const targetQuaternion = new THREE.Quaternion().setFromAxisAngle(new THREE.Vector3(0, 1, 0), angle);
|
| 711 |
+
monster.mesh.quaternion.slerp(targetQuaternion, 0.1);
|
| 712 |
+
} else { // Too close or direction invalid, stop horizontal movement
|
| 713 |
+
monster.body.velocity.x = 0;
|
| 714 |
+
monster.body.velocity.z = 0;
|
| 715 |
+
// TODO: Add attack logic here if close enough
|
| 716 |
+
}
|
| 717 |
+
} else { // Player too far, stop moving
|
| 718 |
monster.body.velocity.x = 0;
|
| 719 |
monster.body.velocity.z = 0;
|
| 720 |
}
|
| 721 |
+
// Wake up body if needed (should be awake if chasing)
|
| 722 |
+
if(monster.body.sleepState === CANNON.Body.SLEEPING) monster.body.wakeUp();
|
| 723 |
});
|
| 724 |
}
|
| 725 |
|
| 726 |
+
// --- UI Update Functions ---
|
| 727 |
+
function updateUI() { updateStatsDisplay(); updateInventoryDisplay(); }
|
| 728 |
+
function updateStatsDisplay() { /* ... same ... */
|
| 729 |
+
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: ${gameState.stats.courage}</span>`; statsElement.innerHTML = statsHTML;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 730 |
}
|
| 731 |
+
function updateInventoryDisplay() { /* ... same ... */
|
| 732 |
+
let inventoryHTML = ''; if (gameState.inventory.length === 0) { inventoryHTML += '<em>Empty</em>'; } else { gameState.inventory.forEach(item => { const itemInfo = itemsData[item] || { type: 'unknown', description: '???' }; const itemClass = `item-${itemInfo.type || 'unknown'}`; inventoryHTML += `<span class="${itemClass}" title="${itemInfo.description}">${item}</span>`; }); } inventoryElement.innerHTML = inventoryHTML;
|
|
|
|
|
|
|
|
|
|
| 733 |
}
|
| 734 |
+
function addLog(message, type = "info") { /* ... same ... */
|
| 735 |
+
const p = document.createElement('p'); p.classList.add(type); p.textContent = `[${new Date().toLocaleTimeString([], { hour12: false, hour: '2-digit', minute: '2-digit', second: '2-digit' })}] ${message}`; logElement.appendChild(p); logElement.scrollTop = logElement.scrollHeight;
|
|
|
|
|
|
|
|
|
|
|
|
|
| 736 |
}
|
| 737 |
|
|
|
|
| 738 |
// --- Game Over ---
|
| 739 |
+
function gameOver(reason) { /* ... same ... */
|
| 740 |
+
addLog(`GAME OVER: ${reason}`, "error"); console.log("Game Over:", reason);
|
|
|
|
| 741 |
gameLoopActive = false; // Stop the game loop
|
| 742 |
+
const restartButton = document.createElement('button'); restartButton.textContent = "RESTART GAME"; restartButton.style.cssText = `position: absolute; top: 50%; left: 50%; transform: translate(-50%, -50%); padding: 20px 40px; font-size: 2em; cursor: pointer; z-index: 1000; background-color: #ffc107; border: none; border-radius: 5px; color: #333; font-family: 'Courier New', monospace;`;
|
| 743 |
+
restartButton.onclick = () => { if (restartButton.parentNode) restartButton.parentNode.removeChild(restartButton); init(); }; // Re-initialize
|
| 744 |
+
sceneContainer.appendChild(restartButton);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 745 |
}
|
| 746 |
|
|
|
|
| 747 |
// --- Main Game Loop ---
|
| 748 |
+
let lastTimestamp = 0;
|
| 749 |
+
function animate(timestamp) {
|
| 750 |
+
if (!gameLoopActive) return;
|
| 751 |
+
animationFrameId = requestAnimationFrame(animate);
|
| 752 |
+
|
| 753 |
+
const deltaTime = (timestamp - lastTimestamp) * 0.001;
|
| 754 |
+
lastTimestamp = timestamp;
|
| 755 |
+
const dtClamped = Math.min(deltaTime, 1 / 20); // Clamp delta time (max 20 FPS step)
|
| 756 |
+
|
| 757 |
+
if (!world || !playerBody || !scene || !camera || !renderer) {
|
| 758 |
+
console.error("Core component missing, stopping loop.");
|
| 759 |
+
gameLoopActive = false;
|
| 760 |
+
return;
|
| 761 |
+
}
|
| 762 |
|
| 763 |
+
// 1. Input
|
| 764 |
handleInput(dtClamped);
|
| 765 |
|
| 766 |
+
// 2. AI
|
| 767 |
updateMonsters(dtClamped);
|
| 768 |
|
| 769 |
+
// 3. Physics Step
|
| 770 |
+
try { world.step(dtClamped); }
|
| 771 |
+
catch (e) { console.error("Physics step error:", e); gameLoopActive = false; return; } // Stop loop on error
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 772 |
|
| 773 |
+
// 4. Projectiles Update
|
| 774 |
for (let i = projectiles.length - 1; i >= 0; i--) {
|
| 775 |
const p = projectiles[i];
|
| 776 |
+
if (p) { p.lifetime -= dtClamped; if (p.lifetime <= 0) removeProjectile(p); }
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 777 |
}
|
| 778 |
|
| 779 |
+
// 5. Sync Visuals
|
| 780 |
meshesToSync.forEach(item => {
|
| 781 |
+
if (item?.body && item?.mesh && item.mesh.parent) { // Check existence
|
|
|
|
| 782 |
item.mesh.position.copy(item.body.position);
|
| 783 |
item.mesh.quaternion.copy(item.body.quaternion);
|
|
|
|
|
|
|
|
|
|
|
|
|
| 784 |
}
|
| 785 |
});
|
| 786 |
|
| 787 |
// 6. Update Camera
|
| 788 |
+
if (playerBody && camera) {
|
| 789 |
const targetCameraPos = new THREE.Vector3(
|
| 790 |
playerBody.position.x,
|
| 791 |
CAMERA_Y_OFFSET,
|
| 792 |
+
playerBody.position.z // Look straight down from above player
|
| 793 |
);
|
| 794 |
+
camera.position.lerp(targetCameraPos, 0.1); // Smooth follow
|
| 795 |
+
// Camera already looking down due to initial setup / rotation
|
| 796 |
+
// camera.lookAt(playerBody.position.x, 0, playerBody.position.z); // Keep looking at player's feet
|
|
|
|
| 797 |
}
|
| 798 |
|
| 799 |
+
// 7. Physics Debugger (Optional)
|
| 800 |
+
// if (cannonDebugger) cannonDebugger.update();
|
| 801 |
|
| 802 |
+
// 8. Render
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 803 |
renderer.render(scene, camera);
|
| 804 |
+
}
|
| 805 |
|
| 806 |
+
// --- Window Resize ---
|
| 807 |
+
function onWindowResize() {
|
| 808 |
+
if (!renderer || !camera) return;
|
| 809 |
+
const width = sceneContainer.clientWidth;
|
| 810 |
+
const height = sceneContainer.clientHeight;
|
| 811 |
+
camera.aspect = width / height;
|
| 812 |
+
camera.updateProjectionMatrix();
|
| 813 |
+
renderer.setSize(width, height);
|
| 814 |
+
console.log("Resized");
|
| 815 |
}
|
| 816 |
|
| 817 |
// --- Start Game ---
|