diff --git "a/index.html" "b/index.html" --- "a/index.html" +++ "b/index.html" @@ -191,7 +191,7 @@ const ambientLight = new THREE.AmbientLight(0xffffff, 0.5); scene.add(ambientLight); window.addEventListener('resize', onWindowResize, false); - setTimeout(onWindowResize, 100); + setTimeout(onWindowResize, 100); // Adjust size shortly after init animate(); } @@ -234,20 +234,608 @@ return ground; } - // [Procedural generation functions here: createDefaultAssembly, createCityGatesAssembly, etc.] + // ======================================== + // Procedural Generation Functions + // ======================================== + function createDefaultAssembly() { + const group = new THREE.Group(); + const sphereGeo = new THREE.SphereGeometry(0.5, 16, 16); + group.add(createMesh(sphereGeo, stoneMaterial, { x: 0, y: 0.5, z: 0 })); + group.add(createGroundPlane()); + return group; + } + + function createCityGatesAssembly() { + const group = new THREE.Group(); + const gh=4, gw=1.5, gd=0.8, ah=1, aw=3; // Gate Height, Gate Width, Gate Depth, Arch Height, Arch Width + // Towers + const tlGeo = new THREE.BoxGeometry(gw, gh, gd); + group.add(createMesh(tlGeo, stoneMaterial, { x:-(aw/2+gw/2), y:gh/2, z:0 })); + const trGeo = new THREE.BoxGeometry(gw, gh, gd); + group.add(createMesh(trGeo, stoneMaterial, { x:(aw/2+gw/2), y:gh/2, z:0 })); + // Arch + const aGeo = new THREE.BoxGeometry(aw, ah, gd); + group.add(createMesh(aGeo, stoneMaterial, { x:0, y:gh-ah/2, z:0 })); + // Crenellations + const cs=0.4; // Crenellation size + const cg = new THREE.BoxGeometry(cs, cs, gd*1.1); + for(let i=-1; i<=1; i+=2){ // Left/Right on towers + group.add(createMesh(cg.clone(), stoneMaterial, { x:-(aw/2+gw/2)+i*cs*0.7, y:gh+cs/2, z:0 })); + group.add(createMesh(cg.clone(), stoneMaterial, { x:(aw/2+gw/2)+i*cs*0.7, y:gh+cs/2, z:0 })); + } + // Center crenellation on arch + group.add(createMesh(cg.clone(), stoneMaterial, { x:0, y:gh+ah-cs/2, z:0 })); // Adjusted Y pos + group.add(createGroundPlane(stoneMaterial)); // Stone ground + return group; + } + + function createWeaponsmithAssembly() { + const group = new THREE.Group(); + // Building + const bw=3, bh=2.5, bd=3.5; // Building Width, Height, Depth + const bGeo = new THREE.BoxGeometry(bw, bh, bd); + group.add(createMesh(bGeo, darkWoodMaterial, { x:0, y:bh/2, z:0 })); + // Chimney + const ch=3.5; // Chimney Height + const cGeo = new THREE.CylinderGeometry(0.3, 0.4, ch, 8); // Slightly tapered + group.add(createMesh(cGeo, stoneMaterial, { x:bw*0.3, y:ch/2, z:-bd*0.3 })); + // TODO: Add anvil, forge visual? + group.add(createGroundPlane(dirtMaterial)); // Dirt ground + return group; + } + + function createTempleAssembly() { + const group = new THREE.Group(); + const bs=5, bsh=0.5, ch=3, cr=0.25, rh=0.5; // Base Size, Base Height, Column Height, Column Radius, Roof Height + // Base platform + const bGeo = new THREE.BoxGeometry(bs, bsh, bs); + group.add(createMesh(bGeo, templeMaterial, { x:0, y:bsh/2, z:0 })); + // Columns + const cGeo = new THREE.CylinderGeometry(cr, cr, ch, 12); + const cPos = [{x:-bs/3, z:-bs/3}, {x:bs/3, z:-bs/3}, {x:-bs/3, z:bs/3}, {x:bs/3, z:bs/3}]; // Column positions + cPos.forEach(p=>group.add(createMesh(cGeo.clone(), templeMaterial, { x:p.x, y:bsh+ch/2, z:p.z }))); + // Roof + const rGeo = new THREE.BoxGeometry(bs*0.9, rh, bs*0.9); // Slightly smaller than base + group.add(createMesh(rGeo, templeMaterial, { x:0, y:bsh+ch+rh/2, z:0 })); + // TODO: Add altar? Steps? + group.add(createGroundPlane(stoneMaterial)); // Stone ground + return group; + } + + function createResistanceMeetingAssembly() { + const group = new THREE.Group(); + // Table + const tw=2, th=0.8, td=1, tt=0.1; // Table Width, Height, Depth, Thickness + const ttg = new THREE.BoxGeometry(tw, tt, td); // Table Top Geometry + group.add(createMesh(ttg, woodMaterial, { x:0, y:th-tt/2, z:0 })); + // Table Legs + const lh=th-tt, ls=0.1; // Leg Height, Size + const lg=new THREE.BoxGeometry(ls, lh, ls); // Leg Geometry + const lofW=tw/2-ls*1.5; // Leg Offset Width + const lofD=td/2-ls*1.5; // Leg Offset Depth + group.add(createMesh(lg, woodMaterial, { x:-lofW, y:lh/2, z:-lofD })); + group.add(createMesh(lg.clone(), woodMaterial, { x:lofW, y:lh/2, z:-lofD })); + group.add(createMesh(lg.clone(), woodMaterial, { x:-lofW, y:lh/2, z:lofD })); + group.add(createMesh(lg.clone(), woodMaterial, { x:lofW, y:lh/2, z:lofD })); + // Stools/Crates + const ss=0.4; // Stool Size + const sg=new THREE.BoxGeometry(ss, ss*0.8, ss); // Stool Geometry + group.add(createMesh(sg, darkWoodMaterial, { x:-tw*0.6, y:ss*0.4, z:0 })); + group.add(createMesh(sg.clone(), darkWoodMaterial, { x:tw*0.6, y:ss*0.4, z:0 })); + // TODO: Add map/papers on table? Dim lighting? + group.add(createGroundPlane(stoneMaterial)); // Stone floor + return group; + } + + function createForestAssembly(tc=10, a=10) { // Tree Count, Area Size + const group = new THREE.Group(); + // Tree creation helper function + const createTree=(x,z)=>{ + const treeGroup=new THREE.Group(); + const trunkHeight=Math.random()*1.5+2; // Random height + const trunkRadius=Math.random()*0.1+0.1; // Random radius + const trunkGeo = new THREE.CylinderGeometry(trunkRadius*0.7, trunkRadius, trunkHeight, 8); // Tapered trunk + treeGroup.add(createMesh(trunkGeo, woodMaterial, {x:0, y:trunkHeight/2, z:0})); + // Foliage (simple sphere) + const foliageRadius=trunkHeight*0.4+0.2; // Foliage size based on height + const foliageGeo=new THREE.SphereGeometry(foliageRadius, 8, 6); // Low poly + treeGroup.add(createMesh(foliageGeo, leafMaterial, {x:0, y:trunkHeight*0.9, z:0})); // Position foliage near top + treeGroup.position.set(x,0,z); + return treeGroup; + }; + // Place trees randomly + for(let i=0; i1.0) group.add(createTree(x,z)); + } + group.add(createGroundPlane(groundMaterial, a*1.1)); // Ground slightly larger than tree area + return group; + } + + function createRoadAmbushAssembly() { + const group = new THREE.Group(); + const areaSize=12; + // Add forest base + const forestGroup = createForestAssembly(8, areaSize); // Fewer trees for ambush visibility + group.add(forestGroup); + // Add Road + const roadWidth=3, roadLength=areaSize*1.2; + const roadGeo=new THREE.PlaneGeometry(roadWidth, roadLength); + const roadMat=new THREE.MeshStandardMaterial({color:0x966F33, roughness:0.9}); // Dirt road color + const road=createMesh(roadGeo, roadMat, {x:0, y:0.01, z:0}, {x:-Math.PI/2}); // Lay flat on ground + road.receiveShadow=true; // Road receives shadows + group.add(road); + // Add some rocks/bushes near road for cover + const rockGeo=new THREE.SphereGeometry(0.5, 5, 4); // Low poly rock + const rockMat=new THREE.MeshStandardMaterial({color:0x666666, roughness:0.8}); + group.add(createMesh(rockGeo, rockMat, {x:roadWidth*0.7, y:0.25, z:1}, {y:Math.random()*Math.PI})); + group.add(createMesh(rockGeo.clone().scale(0.8,0.8,0.8), rockMat, {x:-roadWidth*0.8, y:0.2, z:-2}, {y:Math.random()*Math.PI})); + // Note: Goblins/enemies added separately if needed by game logic/specific scene key + return group; + } + + function createForestEdgeAssembly() { + const group = new THREE.Group(); + const areaSize=15; + const forestGroup = createForestAssembly(15, areaSize); // Denser forest + // Remove trees from one side to create the "edge" + const treesToRemove=[]; + forestGroup.children.forEach(child => { + // Assuming trees are added as Groups directly to forestGroup + if(child.type === 'Group' && child.position.x > 0) { // Remove trees on the positive X side + treesToRemove.push(child); + } + }); + treesToRemove.forEach(tree => forestGroup.remove(tree)); + group.add(forestGroup); + // TODO: Could add foothills/different terrain visual beyond the edge + return group; + } + + function createPrisonerCellAssembly() { + const group = new THREE.Group(); + const cellSize=3, wallHeight=2.5, wallThickness=0.2, barRadius=0.05, barSpacing=0.25; + // Floor + const cellFloorMat=stoneMaterial.clone(); + cellFloorMat.color.setHex(0x555555); // Darker floor + group.add(createGroundPlane(cellFloorMat, cellSize)); + // Walls (Back and Sides) + const wallBackGeo=new THREE.BoxGeometry(cellSize, wallHeight, wallThickness); + group.add(createMesh(wallBackGeo, stoneMaterial, {x:0, y:wallHeight/2, z:-cellSize/2})); // Back wall + const wallSideGeo=new THREE.BoxGeometry(wallThickness, wallHeight, cellSize); + group.add(createMesh(wallSideGeo, stoneMaterial, {x:-cellSize/2, y:wallHeight/2, z:0})); // Left wall + group.add(createMesh(wallSideGeo.clone(), stoneMaterial, {x:cellSize/2, y:wallHeight/2, z:0})); // Right wall + // Bars (Front) + const barGeo=new THREE.CylinderGeometry(barRadius, barRadius, wallHeight, 8); + const numBars=Math.floor(cellSize/barSpacing); + for(let i=0; i 2 || Math.abs(z) > 2) { // Avoid center + group.add(createMesh(grassGeo, grassMaterial, { x, y: 0.25, z }, { y: Math.random() * Math.PI })); + } + } + const rockGeo = new THREE.SphereGeometry(0.3, 6, 6); // Simple rock + for (let i = 0; i < 10; i++) { + group.add(createMesh(rockGeo, stoneMaterial, { x: (Math.random() - 0.5) * 20, y: 0.15, z: (Math.random() - 0.5) * 20 }, { y: Math.random() * Math.PI })); + } + return group; + } + + function createRollingHillsAssembly() { + const group = new THREE.Group(); + // Use a PlaneGeometry and modify vertex heights + const hillGeo = new THREE.PlaneGeometry(50, 50, 20, 20); // More segments for smoother hills + const hillMat = grassMaterial.clone(); + const hill = new THREE.Mesh(hillGeo, hillMat); + hill.rotation.x = -Math.PI / 2; // Lay flat initially + hill.receiveShadow = true; + + const positions = hillGeo.attributes.position; + for (let i = 0; i < positions.count; i++) { + const x = positions.getX(i); + const z = positions.getY(i); // Note: Before rotation, Y is depth (becomes Z) + // Use sine waves to create rolling hills effect + const y = (Math.sin(x * 0.1 + z * 0.05) + Math.sin(x * 0.05 + z * 0.2)) * 1.5; // Adjust frequency/amplitude + positions.setZ(i, y); // Set the height (Z becomes Y after rotation) + } + hillGeo.computeVertexNormals(); // Important for correct lighting + group.add(hill); + + // Add distant shepherd figure (simple cylinder) + const shepherdGeo = new THREE.CylinderGeometry(0.15, 0.1, 1.2, 8); // Simple figure + group.add(createMesh(shepherdGeo, darkWoodMaterial, { x: 15, y: 1.5 + Math.sin(15 * 0.1 - 15 * 0.05) * 1.5, z: -15 })); // Place on hill + + // Add some grass tufts + const grassGeo = new THREE.ConeGeometry(0.3, 0.7, 6); + for (let i = 0; i < 50; i++) { + const x = (Math.random() - 0.5) * 40; + const z = (Math.random() - 0.5) * 40; + // Calculate height at this point + const y = (Math.sin(x * 0.1 + z * 0.05) + Math.sin(x * 0.05 + z * 0.2)) * 1.5 + 0.35; + group.add(createMesh(grassGeo, grassMaterial, { x: x, y: y, z: z }, { y: Math.random() * Math.PI })); + } + return group; + } + + function createCoastalCliffsAssembly() { + const group = new THREE.Group(); + // Main cliff block (simple for now) + const cliffGeo = new THREE.BoxGeometry(15, 8, 15); // Taller, wider cliffs + // Displace vertices for more natural look + const positions = cliffGeo.attributes.position; + const normals = cliffGeo.attributes.normal; + for (let i = 0; i < positions.count; i++) { + // Push vertices outwards slightly based on normals, more randomness for cliffs + const displaceFactor = 1 + (Math.random() - 0.5) * 0.3; + if (Math.abs(normals.getX(i)) > 0.5 || Math.abs(normals.getZ(i)) > 0.5) { // Affect sides more + positions.setX(i, positions.getX(i) * displaceFactor); + positions.setZ(i, positions.getZ(i) * displaceFactor); + } + positions.setY(i, positions.getY(i) * (1 + (Math.random()-0.5)*0.1)); // Vary height slightly + } + cliffGeo.computeVertexNormals(); + group.add(createMesh(cliffGeo, stoneMaterial, { y: 4 })); // Center cliff higher + + // Path down cliff (using a plane deformed along a curve would be better) + const pathGeo = new THREE.PlaneGeometry(1, 10, 1, 10); // More segments + const path = createMesh(pathGeo, dirtMaterial, { x: -4, y: 4, z: 0 }, { x: -Math.PI / 2, z: -Math.PI / 6 }); + // TODO: Deform path vertices to follow cliffside better + group.add(path); + + // Ocean plane + const oceanGeo = new THREE.PlaneGeometry(100, 100, 20, 20); // More segments for waves + const ocean = createMesh(oceanGeo, oceanMaterial, { y: -1 }, { x: -Math.PI / 2 }); // Lower ocean level + ocean.receiveShadow = false; // Ocean doesn't receive shadows + // Simple wave animation + const clock = new THREE.Clock(); + ocean.userData.update = (time) => { + const delta = clock.getDelta(); // Use clock delta if available + const oceanPositions = ocean.geometry.attributes.position; + for (let i = 0; i < oceanPositions.count; i++) { + const x = oceanPositions.getX(i); + const z = oceanPositions.getY(i); // Y before rotation + const y = Math.sin(x * 0.1 + time * 0.5) * 0.2 + Math.sin(z * 0.1 + time * 0.3) * 0.1; + oceanPositions.setZ(i, y); // Set height (Z becomes Y after rotation) + } + ocean.geometry.attributes.position.needsUpdate = true; + ocean.geometry.computeVertexNormals(); + }; + group.add(ocean); + return group; + } + function createForestEntranceAssembly() { + const group = createForestAssembly(25, 15); // Denser forest at entrance + // Add gnarled roots near the center + const rootGeo = new THREE.TorusGeometry(0.8, 0.15, 8, 16); // Thicker roots + for (let i = 0; i < 10; i++) { + group.add(createMesh(rootGeo, woodMaterial, + { x: (Math.random() - 0.5) * 5, y: 0.1, z: (Math.random() - 0.5) * 5 + 2 }, // Near front + { x: Math.PI / 2 + (Math.random()-0.5)*0.5, y: Math.random()*Math.PI, z:(Math.random()-0.5)*0.5 } // More random rotation + )); + } + return group; + } + + function createOvergrownPathAssembly() { + const group = new THREE.Group(); + group.add(createGroundPlane(dirtMaterial, 15)); + const forest = createForestAssembly(20, 12); // Dense forest + group.add(forest); + // Glowing Fungi + const fungiGeo = new THREE.SphereGeometry(0.1, 8, 8); + for (let i = 0; i < 30; i++) { + group.add(createMesh(fungiGeo, glowMaterial, { x: (Math.random() - 0.5) * 10, y: 0.1, z: (Math.random() - 0.5) * 10 })); + } + // Vines (simple cylinders for now) + const vineGeo = new THREE.CylinderGeometry(0.05, 0.05, 3, 8); // Longer vines + for (let i = 0; i < 15; i++) { + // Find a tree to attach to (simplistic search) + let targetTree = null; + for(const child of forest.children) { + if(child.type === 'Group' && Math.random() > 0.5) { + targetTree = child; + break; + } + } + let vinePos = { x: (Math.random() - 0.5) * 8, y: 1.5, z: (Math.random() - 0.5) * 8 }; + if(targetTree) { + vinePos = {x: targetTree.position.x, y: 1.5, z: targetTree.position.z}; + } + + group.add(createMesh(vineGeo, leafMaterial, vinePos, + { x:(Math.random()-0.5)*Math.PI*0.5, y:Math.random()*Math.PI, z: (Math.random()-0.5)*Math.PI*0.5 + Math.PI/2 } // More hanging rotation + )); + } + return group; + } + + function createClearingStatueAssembly() { + const group = new THREE.Group(); + group.add(createGroundPlane(grassMaterial, 10)); // Grassy clearing + // Statue Base + const baseGeo = new THREE.CylinderGeometry(0.6, 0.8, 0.3, 12); + group.add(createMesh(baseGeo, stoneMaterial, { y: 0.15 })); + // Statue Figure (abstract) + const statueGeo = new THREE.BoxGeometry(0.8, 2, 0.8); + // Slightly deform statue geometry + const sPos = statueGeo.attributes.position; + for (let i = 0; i < sPos.count; i++) { + sPos.setX(i, sPos.getX(i) * (1 + (Math.random()-0.5)*0.05)); + sPos.setY(i, sPos.getY(i) * (1 + (Math.random()-0.5)*0.05)); + sPos.setZ(i, sPos.getZ(i) * (1 + (Math.random()-0.5)*0.05)); + } + statueGeo.computeVertexNormals(); + const statue = createMesh(statueGeo, stoneMaterial, { y: 0.3 + 1 }); // On base + group.add(statue); + // Moss patches (using small spheres) + const mossGeo = new THREE.SphereGeometry(0.1, 6, 6); // Smaller moss + for (let i = 0; i < 20; i++) { + // Place moss on statue surface (approximate) + const faceIndex = Math.floor(Math.random() * statueGeo.index.count / 3); + const pA = new THREE.Vector3().fromBufferAttribute(sPos, statueGeo.index.getX(faceIndex*3)); + const pB = new THREE.Vector3().fromBufferAttribute(sPos, statueGeo.index.getY(faceIndex*3)); + const pC = new THREE.Vector3().fromBufferAttribute(sPos, statueGeo.index.getZ(faceIndex*3)); + const point = new THREE.Triangle(pA, pB, pC).getMidpoint(new THREE.Vector3()); + point.add(statue.position); // Add statue's position + group.add(createMesh(mossGeo, grassMaterial, point)); + } + // Fallen Leaves + const leafGeo = new THREE.PlaneGeometry(0.15, 0.1); // Slightly larger leaves + for (let i = 0; i < 30; i++) { + group.add(createMesh(leafGeo, leafMaterial, + { x: (Math.random() - 0.5) * 8, y: 0.01, z: (Math.random() - 0.5) * 8 }, // On ground + { x: -Math.PI/2, y: 0, z: Math.random() * Math.PI } // Random rotation flat on ground + )); + } + return group; + } + + function createGoblinAmbushAssembly() { + // Base scene: overgrown path + const group = createOvergrownPathAssembly(); + // Goblin Figure creation helper + const createGoblin = () => { + const goblinGroup = new THREE.Group(); + const bodyGeo = new THREE.CylinderGeometry(0.2, 0.3, 1, 8); // Smaller body + const headGeo = new THREE.SphereGeometry(0.25, 8, 8); // Slightly larger head + const goblinMat = new THREE.MeshStandardMaterial({ color: 0x556B2F, roughness: 0.8 }); // Dark olive green + goblinGroup.add(createMesh(bodyGeo, goblinMat, { y: 0.5 })); + goblinGroup.add(createMesh(headGeo, goblinMat, { y: 1.2 })); + // Spear + const spearGeo = new THREE.CylinderGeometry(0.03, 0.03, 1.5, 6); // Thinner spear + const spearTipGeo = new THREE.ConeGeometry(0.05, 0.15, 6); + const spear = new THREE.Group(); + spear.add(createMesh(spearGeo, woodMaterial, {y:0.75})); + spear.add(createMesh(spearTipGeo, metalMaterial.clone().set({color:0x777777}), {y:1.5+0.075})); + spear.rotation.z = Math.PI / 5; // Angled spear + spear.position.x = 0.3; + goblinGroup.add(spear); + return goblinGroup; + } + // Add two goblins near the path + const goblin1 = createGoblin(); + goblin1.position.set(-1.5, 0, 2); // Hiding near path edge + goblin1.rotation.y = Math.PI / 4; // Facing towards path + group.add(goblin1); + + const goblin2 = createGoblin(); + goblin2.position.set(1.5, 0, 2.5); // Further back, other side + goblin2.rotation.y = -Math.PI / 6; // Facing towards path + group.add(goblin2); + return group; + } + + function createHiddenCoveAssembly() { + const group = new THREE.Group(); + group.add(createGroundPlane(sandMaterial, 15)); // Sandy ground + // Cave Entrance (simple dark box as placeholder) + const caveGeo = new THREE.BoxGeometry(3, 2.5, 3); + const caveMat = new THREE.MeshStandardMaterial({color: 0x111111}); // Very dark material + group.add(createMesh(caveGeo, caveMat, { z: -6, y: 1.25 })); // Positioned at back + // Rocks scattered around + const rockGeo = new THREE.SphereGeometry(0.5, 6, 6); + const rockMat = wetStoneMaterial.clone(); // Use wet stone for cove rocks + for (let i = 0; i < 15; i++) { + group.add(createMesh(rockGeo, rockMat, + { x: (Math.random() - 0.5) * 12, y: 0.25, z: (Math.random() - 0.5) * 12 }, + { y: Math.random()*Math.PI} + )); + } + // Seaweed (simple cones) + const seaweedGeo = new THREE.ConeGeometry(0.2, 1.2, 6); + const seaweedMat = leafMaterial.clone().set({color: 0x1E4D2B}); // Darker green + for (let i = 0; i < 10; i++) { + group.add(createMesh(seaweedGeo, seaweedMat, + { x: (Math.random() - 0.5) * 10, y: 0.6, z: (Math.random() - 0.5) * 10 + 2 }, // Closer to front/water edge + {x: (Math.random()-0.5)*0.2, z: (Math.random()-0.5)*0.2} // Slight tilt + )); + } + // TODO: Add driftwood? Shells? Simple boat wreck? + return group; + } + + function createDarkCaveAssembly() { + const group = new THREE.Group(); + const caveRadius = 5; + const caveHeight = 4; + // Cave floor + group.add(createGroundPlane(wetStoneMaterial, caveRadius * 2)); + // Cave Walls (Inverted cylinder or sphere) + // Using Sphere for more natural shape + const wallGeo = new THREE.SphereGeometry(caveRadius, 32, 16, 0, Math.PI*2, 0, Math.PI/1.5); // Partial sphere for walls/ceiling + const wallMat = wetStoneMaterial.clone(); + wallMat.side = THREE.BackSide; // Render interior + const wall = new THREE.Mesh(wallGeo, wallMat); + wall.position.y = caveHeight * 0.6; // Adjust vertical position + group.add(wall); + + // Stalactites/Stalagmites (cones) + const stalactiteGeo = new THREE.ConeGeometry(0.1, 0.8, 8); + const stalagmiteGeo = new THREE.ConeGeometry(0.15, 0.5, 8); + for(let i=0; i<15; i++){ + const x = (Math.random()-0.5)*caveRadius*1.5; + const z = (Math.random()-0.5)*caveRadius*1.5; + if(Math.random() > 0.5) { // Stalactite + group.add(createMesh(stalactiteGeo, wetStoneMaterial, {x:x, y: caveHeight - 0.4, z:z})) + } else { // Stalagmite + group.add(createMesh(stalagmiteGeo, wetStoneMaterial, {x:x, y: 0.25, z:z})) + } + } + + // Dripping water animation (simple sphere falling) + const dripGeo = new THREE.SphereGeometry(0.05, 8, 8); + for (let i = 0; i < 5; i++) { + const drip = createMesh(dripGeo, oceanMaterial, { x: (Math.random() - 0.5) * caveRadius, y: caveHeight - 0.2, z: (Math.random() - 0.5) * caveRadius }); + drip.userData.startY = caveHeight - 0.2; + drip.userData.update = (time) => { + drip.position.y -= 0.1; // Simple constant fall speed + if (drip.position.y < 0) { + drip.position.y = drip.userData.startY; // Reset drip + drip.position.x = (Math.random() - 0.5) * caveRadius; // Reset horizontal position too + drip.position.z = (Math.random() - 0.5) * caveRadius; + } + }; + group.add(drip); + } + // TODO: Add crystals? Water pool? Specific entrance visual? + return group; + } + + // ======================================== // Game Data + // ======================================== const itemsData = { - "Flaming Sword":{type:"weapon", description:"A fiery blade"}, - // … [other items] + "Flaming Sword":{type:"weapon", description:"A legendary blade, wreathed in magical fire."}, + "Whispering Bow":{type:"weapon", description:"Crafted by elves, its arrows fly almost silently."}, + "Guardian Shield":{type:"armor", description:"A sturdy shield imbued with protective enchantments."}, + "Healing Light Spell":{type:"spell", description:"A scroll containing the incantation to mend minor wounds."}, + "Shield of Faith Spell":{type:"spell", description:"A scroll containing a prayer that grants temporary magical protection."}, + "Binding Runes Scroll":{type:"spell", description:"Complex runes scribbled on parchment, said to temporarily immobilize a foe."}, + "Secret Tunnel Map":{type:"quest", description:"A crudely drawn map showing a hidden path, perhaps into the fortress?"}, + "Poison Daggers":{type:"weapon", description:"A pair of wicked-looking daggers coated in a fast-acting toxin."}, + "Master Key":{type:"quest", description:"An ornate key rumored to unlock many doors, though perhaps not all."}, + "Crude Dagger":{type:"weapon", description:"A roughly made dagger, chipped and stained."}, + "Scout's Pouch":{type:"quest", description:"A small leather pouch containing flint & steel, jerky, and some odd coins."} + // TODO: Add more items (potions, armor pieces, quest items) }; const gameData = { - "1": { title: "The Crossroads", content: `

`, options: [ { text: "Enter the Shadowwood Forest (North)", next: 5 }, /* … */ ], illustration: "crossroads-signpost-sunny" }, - // … [all other pages] + // --- Start and Crossroads --- + "1": { title: "The Crossroads", content: `

Dust swirls around a weathered signpost under a bright, midday sun. Paths lead north into the gloomy Shadowwood, east towards rolling green hills, and west towards coastal cliffs battered by sea spray. Which path calls to you?

`, options: [ { text: "Enter the Shadowwood Forest (North)", next: 5 }, { text: "Head towards the Rolling Hills (East)", next: 2 }, { text: "Investigate the Coastal Cliffs (West)", next: 3 } ], illustration: "crossroads-signpost-sunny" }, + + // --- Eastern Path: Hills -> Badlands --- + "2": { title: "Rolling Hills", content: `

Verdant hills stretch before you, dotted with wildflowers. A gentle breeze whispers through the tall grass. In the distance, you see a lone figure tending to a flock of sheep. It feels peaceful, almost unnervingly so after the crossroads.

`, options: [ { text: "Follow the narrow path winding through the hills", next: 4 }, { text: "Try to hail the distant shepherd (Charisma Check?)", next: 99 } ], illustration: "rolling-green-hills-shepherd-distance" }, // TODO: Add Shepherd interaction branch + "4": { title: "Hill Path Overlook", content: `

The path crests a hill, offering a panoramic view. To the east, the hills gradually give way to rugged, barren badlands. Nearby, nestled amongst wildflowers, you spot a small, ancient-looking shrine, heavily overgrown with vines.

`, options: [ { text: "Investigate the overgrown shrine", next: 40 }, { text: "Continue east towards the badlands", next: 41 } ], illustration: "hilltop-view-overgrown-shrine-wildflowers" }, + "40": { title: "Overgrown Shrine", content: `

Pushing aside thick vines reveals a small stone shrine dedicated to a forgotten nature deity. Intricate carvings, though worn, are still visible beneath the moss and grime. A sense of ancient peace emanates from the stones. Wildflowers grow in profusion around its base.

`, options: [{ text: "Examine the carvings for meaning (Intelligence Check)", check:{stat:'intelligence', dc:11, onFailure: 401}, next: 400 }, {text: "Leave the shrine undisturbed", next: 4}, {text: "Say a quiet prayer for guidance", next: 402}], illustration: "overgrown-stone-shrine-wildflowers-close" }, + "400": { title: "Shrine Insights", content:"

The carvings depict cycles of growth and renewal. You feel a sense of calm wash over you, slightly restoring your vitality. (+1 HP)

", options: [{text:"Continue towards the badlands", next: 41}], illustration: "overgrown-stone-shrine-wildflowers-close", reward: {hpGain: 1}}, // TODO: Implement hpGain + "401": { title: "Mysterious Carvings", content:"

The carvings are too worn and abstract to decipher their specific meaning, though you sense they are very old.

", options: [{text:"Continue towards the badlands", next: 41}], illustration: "overgrown-stone-shrine-wildflowers-close"}, + "402": { title: "Moment of Peace", content:"

You spend a quiet moment in reflection. While no divine voice answers, the tranquility of the place settles your nerves.

", options: [{text:"Continue towards the badlands", next: 41}], illustration: "overgrown-stone-shrine-wildflowers-close"}, + "41": { title: "Rocky Badlands", content: `

The gentle green hills give way abruptly to cracked, sun-baked earth and jagged rock formations. The air is hot and still under a harsh, unforgiving sun. This land looks hostile and sparsely populated.

`, options: [{ text: "Scout ahead cautiously", next: 99 } ], illustration: "rocky-badlands-cracked-earth-harsh-sun" }, // TODO: Expand Badlands + + // --- Western Path: Cliffs -> Cove -> Cave --- + "3": { title: "Coastal Cliffs Edge", content: `

You stand atop windswept cliffs, the roar of crashing waves filling the air below. Seabirds circle overhead. A precarious-looking path, seemingly carved by desperate hands, descends the cliff face towards a hidden cove.

`, options: [ { text: "Attempt the precarious descent (Dexterity Check)", check: { stat: 'dexterity', dc: 12, onFailure: 31 }, next: 30 }, { text: "Scan the cliff face for easier routes (Wisdom Check)", check: { stat: 'wisdom', dc: 11, onFailure: 32 }, next: 33 } ], illustration: "windy-sea-cliffs-crashing-waves-path-down" }, + "30": { title: "Hidden Cove", content: `

Your careful descent, whether via the main path or hidden steps, brings you safely to a secluded, sandy cove sheltered by the towering cliffs. The air smells strongly of salt and seaweed. Half-hidden in the shadows at the back of the cove is the dark, foreboding entrance to a sea cave.

(+25 XP)

`, options: [ { text: "Explore the dark cave", next: 35 } ], illustration: "hidden-cove-beach-dark-cave-entrance", reward: { xp: 25 } }, + "31": { title: "Tumbled Down", content: `

You lose your footing on the steep, treacherous path! You tumble and slide the last few feet, landing hard on the sandy cove floor. You take 5 points of damage from the fall. Shaking your head to clear it, you see the dark entrance to a sea cave nearby.

`, options: [ { text: "Gingerly get up and explore the dark cave", next: 35 } ], illustration: "character-fallen-at-bottom-of-cliff-path-cove", hpLoss: 5 }, + "32": { title: "No Easier Path", content: `

You scan the towering cliffs intently, searching for any alternative routes down. Despite your efforts, you find no obviously easier or safer paths than the precarious one directly before you.

`, options: [ { text: "Attempt the precarious descent again (Dexterity Check)", check: { stat: 'dexterity', dc: 12, onFailure: 31 }, next: 30 } ], illustration: "scanning-sea-cliffs-no-other-paths-visible" }, + "33": { title: "Smuggler's Steps?", content: `

Your keen eyes spot what others might miss: a series of barely visible handholds and footholds carved into the rock face, slightly hidden by an overhang. They look old but might offer a slightly less treacherous descent.

(+15 XP)

`, options: [ { text: "Use the hidden steps (Easier Dex Check)", check: { stat: 'dexterity', dc: 8, onFailure: 31 }, next: 30 } ], illustration: "close-up-handholds-carved-in-cliff-face", reward: { xp: 15 } }, + "35": { title: "Dark Cave", content: `

You cautiously enter the sea cave. The air inside is heavy with the smell of salt, damp rock, and something else... decay. Water drips rhythmically from unseen stalactites somewhere deeper within the oppressive darkness.

`, options: [{ text: "Press deeper into the darkness (Requires Light Source?)", next: 99 } ], illustration: "dark-cave-entrance-dripping-water" }, // TODO: Add light source requirement/check, expand cave + + // --- Northern Path: Forest -> Foothills -> Fortress --- + "5": { title: "Shadowwood Entrance", content: `

The air grows cool and damp as you step beneath the dense canopy of the Shadowwood. Sunlight struggles to pierce the gloom, illuminating gnarled roots that writhe across the forest floor. A narrow, overgrown path leads deeper into the woods.

`, options: [ { text: "Follow the main, albeit overgrown, path", next: 6 }, { text: "Try to navigate through the lighter undergrowth beside the path", next: 7 }, { text: "Look for animal trails or signs of passage (Wisdom Check)", check: { stat: 'wisdom', dc: 10, onFailure: 6 }, next: 8 } ], illustration: "dark-forest-entrance-gnarled-roots-filtered-light" }, + // Forest Path Branches + "6": { title: "Overgrown Forest Path", content: `

The path is barely visible beneath a thick layer of fallen leaves and creeping vines. Strange, faintly glowing fungi cling to rotting logs. You push deeper into the oppressive silence when suddenly, you hear a twig snap nearby!

`, options: [ { text: "Ready your weapon and investigate the sound", next: 10 }, { text: "Attempt to hide quietly amongst the ferns (Dexterity Check)", check: { stat: 'dexterity', dc: 11, onFailure: 10 }, next: 11 }, { text: "Call out cautiously, 'Who's there?'", next: 10 } ], illustration: "overgrown-forest-path-glowing-fungi-vines" }, + "7": { title: "Tangled Undergrowth", content: `

Pushing through thick ferns and thorny bushes proves difficult. You stumble into a small, unexpected clearing. In the center stands a weathered stone statue, its features eroded by time and covered in thick moss. It depicts a forgotten deity or hero.

`, options: [ { text: "Examine the statue closely for clues or markings (Intelligence Check)", check: { stat: 'intelligence', dc: 13, onFailure: 71 }, next: 70 }, { text: "Ignore the statue and try to find the main path again", next: 72 }, { text: "Leave a small offering (if you have something suitable)", next: 73 } ], illustration: "forest-clearing-mossy-statue-weathered-stone" }, + "8": { title: "Hidden Game Trail", content: `

Your sharp eyes spot a faint trail, almost invisible to the untrained observer, diverging from the main path. It looks like a route used by deer or other forest creatures. Following it, you soon arrive at the edge of a deep ravine spanned by a single, rickety rope bridge.

(+20 XP)

`, options: [ { text: "Risk crossing the rope bridge (Dexterity Check)", check: { stat: 'dexterity', dc: 10, onFailure: 81 }, next: 80 }, { text: "Search along the ravine edge for another way across", next: 82 } ], illustration: "narrow-game-trail-forest-rope-bridge-ravine", reward: { xp: 20 } }, + // Forest Encounters/Events + "10": { title: "Goblin Ambush!", content: `

Suddenly, two scraggly goblins, clad in mismatched leather scraps and wielding crude, sharp spears, leap out from behind large toadstools! Their beady eyes fix on you with malicious intent.

`, options: [ { text: "Fight the goblins!", next: 12 }, { text: "Attempt to dodge past them and flee down the path (Dexterity Check)", check: { stat: 'dexterity', dc: 13, onFailure: 10 }, next: 13 } ], illustration: "two-goblins-ambush-forest-path-spears" }, // TODO: Implement combat + "11": { title: "Hidden Evasion", content: `

Quickly and silently, you melt into the deep shadows beneath a large, ancient tree. The two goblins blunder past, bickering in their guttural tongue, completely oblivious to your presence.

(+30 XP)

`, options: [ { text: "Continue cautiously down the path once they are gone", next: 14 } ], illustration: "forest-shadows-hiding-goblins-walking-past", reward: { xp: 30 } }, + "12": { title: "Ambush Victory!", content: `

Though caught by surprise, you react swiftly. After a brief, vicious skirmish, the goblins lie defeated at your feet. Searching their meagre belongings, you find a single, Crude Dagger.

(+50 XP)

`, options: [ { text: "Wipe your blade clean and press onward", next: 14 } ], illustration: "defeated-goblins-forest-path-loot", reward: { xp: 50, addItem: "Crude Dagger" } }, + "13": { title: "Daring Escape", content: `

With surprising agility, you feint left, then dive right, tumbling past the goblins' clumsy spear thrusts! You scramble to your feet and sprint down the path, leaving the surprised goblins behind.

(+25 XP)

`, options: [ { text: "Keep running!", next: 14 } ], illustration: "blurred-motion-running-past-goblins-forest", reward: { xp: 25 } }, + "70": { title: "Statue's Secret", content:"

Running your fingers over the mossy stone, you find a small, almost invisible seam near the base. Applying pressure, a hidden compartment clicks open! Inside is a Scout's Pouch.

(+40 XP)

", options: [{text:"Take the pouch and press on", next: 72}], illustration: "forest-clearing-mossy-statue-hidden-compartment", reward:{xp: 40, addItem: "Scout's Pouch"}}, + "71": { title: "Just an Old Statue", content:"

Despite a careful examination, the statue appears to be just that – an old, weathered stone figure of no special significance that you can discern.

", options: [{text:"Ignore the statue and press on", next: 72}], illustration: "forest-clearing-mossy-statue-weathered-stone"}, + "72": { title: "Back to the Thicket", content:"

Leaving the clearing and the statue behind, you push back into the dense undergrowth, eventually relocating the main forest path.

", options: [{text:"Continue along the main path", next: 6}], illustration:"pushing-through-forest-undergrowth"}, + "73": { title: "A Small Offering", content:"

You place a small, simple offering at the statue's base (a ration, a coin, or perhaps just a moment of respect). You feel a subtle sense of approval or peace before turning to leave.

", options: [{text:"Try to find the main path again", next: 72}], illustration:"forest-clearing-mossy-statue-offering"}, // TODO: Check inventory for offering? Grant minor boon? + "80": { title: "Across the Ravine", content:"

Taking a deep breath, you step onto the swaying rope bridge. With careful, deliberate steps, testing each plank before putting your weight on it, you make your way across the chasm to the other side.

(+25 XP)

", options: [{text:"Continue following the game trail", next: 14}], illustration:"character-crossing-rope-bridge-safely", reward:{xp:25}}, // Rejoins main path for now + "81": { title: "Bridge Collapse!", content:"

Halfway across, a frayed rope snaps! The bridge lurches violently, sending you plunging into the ravine below! You lose 10 HP. Luckily, the bottom is covered in soft moss and mud, cushioning your fall.

", options: [{text:"Climb out and find another way", next: 82}], illustration:"rope-bridge-snapping-character-falling", hpLoss: 10}, + "82": { title: "Ravine Detour", content:"

Searching along the ravine's edge, you eventually find a place where the chasm narrows, and a fallen log provides a much safer, if longer, way across.

", options: [{text:"Cross the log bridge and continue", next: 14}], illustration:"fallen-log-crossing-ravine"}, // Rejoins main path for now + // Forest Path Continues + "14": { title: "Forest Stream Crossing", content: `

The overgrown path eventually leads to the bank of a clear, shallow stream. Smooth, mossy stones line the streambed, and dappled sunlight filters through the leaves overhead, sparkling on the water's surface.

`, options: [ { text: "Wade across the stream", next: 16 }, { text: "Look for a drier crossing point (fallen log?) upstream", next: 15 } ], illustration: "forest-stream-crossing-dappled-sunlight-stones" }, + "15": { title: "Log Bridge", content: `

A short walk upstream reveals a large, fallen tree spanning the stream. It's covered in slick, green moss, making it look like a potentially treacherous crossing.

`, options: [ { text: "Cross carefully on the mossy log (Dexterity Check)", check: { stat: 'dexterity', dc: 9, onFailure: 151 }, next: 16 }, { text: "Decide it's too risky and go back to wade across", next: 14 } ], illustration: "mossy-log-bridge-over-forest-stream" }, + "151": { title: "Splash!", content: `

You place a foot carefully on the log, but the moss is slicker than it looks! Your feet shoot out from under you, and you tumble into the cold stream with a loud splash! You're soaked and slightly embarrassed, but otherwise unharmed.

`, options: [ { text: "Shake yourself off and continue on the other side", next: 16 } ], illustration: "character-splashing-into-stream-from-log" }, + // Leaving the Forest + "16": { title: "Edge of the Woods", content: `

Finally, the trees begin to thin, and you emerge from the oppressive gloom of the Shadowwood. Before you lie steep, rocky foothills leading up towards a formidable-looking mountain fortress perched high above.

`, options: [ { text: "Begin the ascent into the foothills towards the fortress", next: 17 }, { text: "Scan the fortress and surrounding terrain from afar (Wisdom Check)", check: { stat: 'wisdom', dc: 14, onFailure: 17 }, next: 18 } ], illustration: "forest-edge-view-rocky-foothills-distant-mountain-fortress" }, + // Foothills Path Branches + "17": { title: "Rocky Foothills Path", content: `

The climb is arduous, the path winding steeply upwards over loose scree and jagged rocks. The air thins slightly. The dark stone walls of the mountain fortress loom much larger now, seeming to watch your approach.

`, options: [ { text: "Continue the direct ascent", next: 19 }, { text: "Look for signs of a hidden trail or less obvious route (Wisdom Check)", check: { stat: 'wisdom', dc: 15, onFailure: 19 }, next: 20 } ], illustration: "climbing-rocky-foothills-path-fortress-closer" }, + "18": { title: "Distant Observation", content: `

Taking a moment to study the fortress from this distance, your keen eyes notice something interesting. The main approach looks heavily guarded, but along the western ridge, the terrain seems slightly less sheer, potentially offering a less-guarded, albeit more treacherous, approach.

(+30 XP)

`, options: [ { text: "Decide against the risk and take the main path into the foothills", next: 17 }, { text: "Attempt the western ridge approach", next: 21 } ], illustration: "zoomed-view-mountain-fortress-western-ridge", reward: { xp: 30 } }, + // Foothills Encounters/Events + "19": { title: "Blocked Pass", content: `

As you round a sharp bend, your way is completely blocked by a recent rockslide! Huge boulders and debris choke the path, making further progress impossible along this route.

`, options: [ { text: "Try to climb over the unstable rockslide (Strength Check)", check: { stat: 'strength', dc: 14, onFailure: 191 }, next: 190 }, { text: "Search the surrounding cliffs for another way around", next: 192 } ], illustration: "rockslide-blocking-mountain-path-boulders" }, + "190": { title: "Over the Rocks", content:"

Summoning your strength, you find handholds and footholds, scrambling and pulling yourself up and over the precarious rockslide. It's exhausting work, but you make it past the blockage.

(+35 XP)

", options: [{text:"Continue up the now clear path", next: 22}], illustration:"character-climbing-over-boulders", reward: {xp:35} }, + "191": { title: "Climb Fails", content:"

The boulders are too large, too smooth, or too unstable. You try several approaches, but cannot safely climb over the rockslide. This way is blocked.

", options: [{text:"Search the surrounding cliffs for another way around", next: 192}], illustration:"character-slipping-on-rockslide-boulders"}, + "192": { title: "Detour Found", content:"

After considerable searching along the cliff face, you find a rough, overgrown path leading steeply up and around the rockslide area. It eventually rejoins the main trail further up the mountain.

", options: [{text:"Follow the detour path", next: 22}], illustration:"rough-detour-path-around-rockslide"}, + "20": { title: "Goat Trail", content: `

Your thorough search pays off! Partially hidden behind a cluster of hardy mountain shrubs, you discover a narrow trail, barely wide enough for a single person (or perhaps a mountain goat). It seems to bypass the main path, heading upwards towards the fortress.

(+40 XP)

`, options: [ { text: "Follow the precarious goat trail", next: 22 } ], illustration: "narrow-goat-trail-mountainside-fortress-view", reward: { xp: 40 } }, + "21": { title: "Western Ridge", content:"

The path along the western ridge is dangerously narrow and exposed. Loose gravel shifts underfoot, and strong gusts of wind whip around you, threatening to push you off the edge into the dizzying drop below.

", options: [{text:"Proceed carefully along the ridge (Dexterity Check)", check:{stat:'dexterity', dc: 14, onFailure: 211}, next: 22 } ], illustration:"narrow-windy-mountain-ridge-path" }, + "211": {title:"Lost Balance", content:"

A particularly strong gust of wind catches you at a bad moment! You lose your balance and stumble, tumbling down a steep, rocky slope before managing to arrest your fall. You lose 10 HP.

", options:[{text:"Climb back up and reconsider the main path", next: 17}], illustration:"character-falling-off-windy-ridge", hpLoss: 10}, + // Approaching/At the Fortress + "22": { title: "Fortress Approach", content:"

You've navigated the treacherous paths and finally stand near the imposing outer walls of the dark mountain fortress. Stern-faced guards patrol the battlements, their eyes scanning the approaches. The main gate looks heavily fortified.

", options: [ + {text:"Search for a less obvious entrance (Wisdom Check)", check:{stat:'wisdom', dc: 16, onFailure: 221}, next: 220}, // TODO: Success leads to secret entrance page + {text:"Attempt to bluff your way past the gate guards (Charisma Check)", check:{stat:'charisma', dc: 15, onFailure: 222}, next: 223}, // TODO: Success/Failure pages for bluff + {text:"Try to sneak past the gate guards (Dexterity Check)", check:{stat:'dexterity', dc: 17, onFailure: 222}, next: 224}, // TODO: Success/Failure pages for sneak + {text:"Retreat for now", next: 16} // Option to go back + ], illustration:"approaching-dark-fortress-walls-guards"}, + "220": { title: "Secret Passage?", content:"

Your careful search reveals loose stones near the base of the wall, potentially hiding a passage!

", options: [{text:"Investigate the loose stones", next: 99}], illustration:"approaching-dark-fortress-walls-guards"}, // TODO: Expand secret passage + "221": { title: "No Obvious Weakness", content:"

The fortress walls look solid and well-maintained. You find no obvious weak points or hidden entrances from this vantage point.

", options: [{text:"Reconsider your approach", next: 22}], illustration:"approaching-dark-fortress-walls-guards"}, + "222": { title: "Caught!", content:"

Your attempt fails miserably! The guards spot you immediately and raise the alarm! You are captured.

", options: [{text:"To the dungeons...", next: 99}], illustration:"approaching-dark-fortress-walls-guards"}, // TODO: Lead to prisoner cell? + "223": { title: "Bluff Success?", content:"

Amazingly, your story seems plausible enough for the guards to let you pass through the gate!

", options: [{text:"Enter the fortress courtyard", next: 99}], illustration:"approaching-dark-fortress-walls-guards"}, // TODO: Expand fortress interior + "224": { title: "Sneak Success?", content:"

Moving like a shadow, you manage to slip past the gate guards unnoticed!

", options: [{text:"Enter the fortress courtyard", next: 99}], illustration:"approaching-dark-fortress-walls-guards"}, // TODO: Expand fortress interior + + // --- Game Over / Error State --- + "99": { title: "Game Over / To Be Continued...", content: "

Your adventure ends here (for now). Thanks for playing!

", options: [{ text: "Restart Adventure", next: 1 }], illustration: "game-over-generic", gameOver: true } }; + + // ======================================== // Game State + // ======================================== let gameState = { currentPageId: 1, character: { @@ -255,283 +843,580 @@ level: 1, xp: 0, xpToNextLevel: 100, stats: { strength: 8, intelligence: 10, wisdom: 10, dexterity: 10, constitution: 10, charisma: 8, hp: 12, maxHp: 12 }, inventory: [] + // TODO: Add equipment slots (weapon, armor, etc.) + // TODO: Add status effects array } }; + // ======================================== // Game Logic Functions + // ======================================== function startGame() { + // Reset state if restarting 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: [] - }; + 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: [] + }; + // Deep copy necessary for nested objects like stats gameState = { currentPageId: 1, character: JSON.parse(JSON.stringify(defaultChar)) }; + console.log("Starting new game with state:", JSON.stringify(gameState)); renderPage(gameState.currentPageId); } function handleChoiceClick(choiceData) { - // FIXED: use `choiceData.next` (which we actually pass) instead of undefined `choiceData.nextPage` - const optionNextPageId = Number(choiceData.next); - const itemToAdd = choiceData.addItem; + console.log("Choice clicked:", choiceData); + + const optionNextPageId = parseInt(choiceData.next); + const itemToAdd = choiceData.addItem; // Item from direct choice property (less common now) let nextPageId = optionNextPageId; let rollResultMessage = ""; - const check = choiceData.check; + const check = choiceData.check; // Skill check object { stat, dc, onFailure } - if (isNaN(optionNextPageId) && !check && choiceData.next !== 1) { - console.error("Invalid choice data:", choiceData); - renderPageInternal(99, gameData[99] || { title: "Error", content: "

Invalid Choice Data!

", illustration: "error", gameOver: true }, "

Error: Invalid choice data encountered!

"); + // --- Input Validation --- + // Handle explicit restart command (typically from page 99) + if (choiceData.next === 1 && (pageData = gameData[gameState.currentPageId]) && pageData.gameOver) { + console.log("Restarting game..."); + startGame(); + return; + } + // Basic validation for normal choices + if (isNaN(optionNextPageId) && !check) { + console.error("Invalid choice data: Missing 'next' page ID and no check defined.", choiceData); + // Attempt to render current page again with an error, or go to game over + const currentPageData = gameData[gameState.currentPageId] || gameData[99]; + renderPageInternal(gameState.currentPageId, currentPageData , "

Error: Invalid choice data encountered! Cannot proceed.

"); + // Make choices inactive? + choicesElement.querySelectorAll('button').forEach(b => b.disabled = true); return; } - if (choiceData.next === 1 && gameState.currentPageId === 99) { - startGame(); - return; - } - + // --- Skill Check Logic --- if (check) { - const statValue = gameState.character.stats[check.stat] || 10; + const statValue = gameState.character.stats[check.stat] || 10; // Default to 10 if stat missing const modifier = Math.floor((statValue - 10) / 2); const roll = Math.floor(Math.random() * 20) + 1; const totalResult = roll + modifier; const dc = check.dc; - console.log(`Check: ${check.stat} (DC ${dc}) | Roll: ${roll} + Mod: ${modifier} = ${totalResult}`); - if (totalResult >= dc) { - nextPageId = optionNextPageId; - rollResultMessage = `

${check.stat.charAt(0).toUpperCase() + check.stat.slice(1)} Check Success! (Rolled ${roll} + ${modifier} = ${totalResult} vs DC ${dc})

`; - } else { - nextPageId = parseInt(check.onFailure, 10); - rollResultMessage = `

${check.stat.charAt(0).toUpperCase() + check.stat.slice(1)} Check Failed! (Rolled ${roll} + ${modifier} = ${totalResult} vs DC ${dc})

`; + const statName = check.stat.charAt(0).toUpperCase() + check.stat.slice(1); // Capitalize stat name + console.log(`Check: ${statName} (DC ${dc}) | Roll: ${roll} + Mod: ${modifier} = ${totalResult}`); + + if (totalResult >= dc) { // Success + nextPageId = optionNextPageId; // Proceed to the 'next' page defined in the option + rollResultMessage = `

${statName} Check Success! (Rolled ${roll} + ${modifier} = ${totalResult} vs DC ${dc})

`; + } else { // Failure + nextPageId = parseInt(check.onFailure); // Go to the 'onFailure' page ID + rollResultMessage = `

${statName} Check Failed! (Rolled ${roll} + ${modifier} = ${totalResult} vs DC ${dc})

`; if (isNaN(nextPageId)) { console.error("Invalid onFailure ID:", check.onFailure); - nextPageId = 99; - rollResultMessage += "

Error: Invalid failure path!

"; + nextPageId = 99; // Default to game over on invalid failure ID + rollResultMessage += "

Error: Invalid failure path defined!

"; } } } - const targetPageData = gameData[nextPageId]; - if (targetPageData) { - if (targetPageData.hpLoss) { - gameState.character.stats.hp -= targetPageData.hpLoss; - if (gameState.character.stats.hp <= 0) { - gameState.character.stats.hp = 0; - nextPageId = 99; - rollResultMessage += "

You have succumbed to your injuries!

"; - } - } - if (targetPageData.reward) { - if (targetPageData.reward.xp) { - gameState.character.xp += targetPageData.reward.xp; - } - if (targetPageData.reward.statIncrease) { - const { stat, amount } = targetPageData.reward.statIncrease; - if (gameState.character.stats.hasOwnProperty(stat)) { - gameState.character.stats[stat] += amount; - if (stat === 'constitution') { - const conMod = Math.floor((gameState.character.stats.constitution - 10) / 2); - gameState.character.stats.maxHp = 10 + (conMod * gameState.character.level); - gameState.character.stats.hp = Math.min(gameState.character.stats.hp, gameState.character.stats.maxHp); - } - } - } - if (targetPageData.reward.addItem && !gameState.character.inventory.includes(targetPageData.reward.addItem)) { - gameState.character.inventory.push(targetPageData.reward.addItem); - } - } - if (itemToAdd && !gameState.character.inventory.includes(itemToAdd)) { - gameState.character.inventory.push(itemToAdd); - } - } else { - console.error(`Data for page ${nextPageId} not found!`); - renderPageInternal(99, gameData[99], "

Error: Next page data missing!

"); + // --- Page Transition & Consequences --- + const targetPageData = gameData[nextPageId]; // Get data for the *next* page + if (!targetPageData) { + console.error(`Data for target page ${nextPageId} not found!`); + renderPageInternal(99, gameData[99] || { title: "Error", content: "

Page Data Missing!

", illustration: "error", gameOver: true }, "

Error: Next page data missing! Cannot continue.

"); return; } - gameState.currentPageId = nextPageId; - const conModifier = Math.floor((gameState.character.stats.constitution - 10) / 2); - gameState.character.stats.maxHp = 10 + conModifier; - gameState.character.stats.hp = Math.min(gameState.character.stats.hp, gameState.character.stats.maxHp); + // Apply consequences/rewards defined on the *target* page + let hpLostThisTurn = 0; + if (targetPageData.hpLoss) { + hpLostThisTurn = targetPageData.hpLoss; + gameState.character.stats.hp -= hpLostThisTurn; + console.log(`Lost ${hpLostThisTurn} HP.`); + } + // TODO: Implement hpGain (similar to hpLoss but adding HP) + if (targetPageData.reward && targetPageData.reward.hpGain) { + const hpGained = targetPageData.reward.hpGain; + gameState.character.stats.hp += hpGained; + console.log(`Gained ${hpGained} HP.`); + // Clamp HP to maxHP later + } + + // Check for death *after* applying HP changes for this turn + if (gameState.character.stats.hp <= 0) { + gameState.character.stats.hp = 0; // Don't go below 0 + console.log("Player died!"); + nextPageId = 99; // Override navigation to game over page + rollResultMessage += `

You have succumbed to your injuries! (-${hpLostThisTurn} HP)

`; + // Ensure we use game over page data for rendering + const gameOverPageData = gameData[nextPageId]; + renderPageInternal(nextPageId, gameOverPageData, rollResultMessage); + return; // Stop further processing for this choice + } + + // Apply other rewards if the player is still alive + if (targetPageData.reward) { + if (targetPageData.reward.xp) { + gameState.character.xp += targetPageData.reward.xp; + console.log(`Gained ${targetPageData.reward.xp} XP! Total: ${gameState.character.xp}`); + // TODO: Check for Level Up + // checkLevelUp(); + } + if (targetPageData.reward.statIncrease) { + const stat = targetPageData.reward.statIncrease.stat; + const amount = targetPageData.reward.statIncrease.amount; + if (gameState.character.stats.hasOwnProperty(stat)) { + gameState.character.stats[stat] += amount; + console.log(`Stat ${stat} increased by ${amount}. New value: ${gameState.character.stats[stat]}`); + // Recalculate Max HP immediately if Constitution changes + if (stat === 'constitution') { + recalculateMaxHp(); + } + } + } + // Add item from reward property + if (targetPageData.reward.addItem && !gameState.character.inventory.includes(targetPageData.reward.addItem)) { + gameState.character.inventory.push(targetPageData.reward.addItem); + console.log(`Found item: ${targetPageData.reward.addItem}`); + rollResultMessage += `

Item acquired: ${targetPageData.reward.addItem}

`; // Add feedback + } + } + // Add item from direct choice property (less common, but handle for compatibility) + if (itemToAdd && !gameState.character.inventory.includes(itemToAdd)) { + gameState.character.inventory.push(itemToAdd); + console.log("Added item:", itemToAdd); + rollResultMessage += `

Item acquired: ${itemToAdd}

`; + } + + // --- Update Game State --- + gameState.currentPageId = nextPageId; // Update current page *after* processing consequences + + // Recalculate derived stats (like Max HP) and clamp current values + recalculateMaxHp(); + gameState.character.stats.hp = Math.min(gameState.character.stats.hp, gameState.character.stats.maxHp); // Clamp current HP + + console.log("Transitioning to page:", nextPageId, " New state:", JSON.stringify(gameState)); + // Render the determined next page + renderPageInternal(nextPageId, gameData[nextPageId], rollResultMessage); // Use potentially overridden nextPageId + } - renderPageInternal(nextPageId, gameData[nextPageId], rollResultMessage); + function recalculateMaxHp() { + const baseHp = 10; // Base HP for level 1 adventurer + const conModifier = Math.floor((gameState.character.stats.constitution - 10) / 2); + // TODO: Incorporate level into HP calculation, e.g., baseHp + (level * conModifier) + other bonuses + gameState.character.stats.maxHp = baseHp + conModifier * gameState.character.level; + // Ensure HP is at least 1? + gameState.character.stats.maxHp = Math.max(1, gameState.character.stats.maxHp); } + // TODO: function checkLevelUp() { ... } + function renderPageInternal(pageId, pageData, message = "") { - if (!pageData) { - pageData = gameData[99]; - message += "

Render Error: Page data missing!

"; - pageId = 99; - } + // --- Page Data Validation --- + if (!pageData) { + console.error(`Render Error: No data for page ${pageId}`); + pageData = gameData[99] || { title: "Error", content: "

Render Error! Critical page data missing.

", illustration: "error", gameOver: true }; // Fallback to error/game over + message += "

Render Error: Page data was missing! Cannot proceed.

"; + pageId = 99; // Ensure we treat this as the game over page + } + + console.log(`Rendering page ${pageId}: "${pageData.title}"`); - storyTitleElement.textContent = pageData.title; - storyContentElement.innerHTML = message + pageData.content; + // --- Update UI Elements --- + storyTitleElement.textContent = pageData.title || "Untitled Page"; + storyContentElement.innerHTML = message + (pageData.content || "

...

"); // Prepend messages (like roll results) - updateStatsDisplay(); - updateInventoryDisplay(); + updateStatsDisplay(); + updateInventoryDisplay(); - choicesElement.innerHTML = ''; - const options = pageData.options || []; - const isGameOverOrEnd = pageData.gameOver || options.length === 0; + choicesElement.innerHTML = ''; // Clear previous choices - if (!isGameOverOrEnd) { + // --- Generate Choices --- + const options = pageData.options || []; + const isGameOverOrEnd = pageData.gameOver || (options.length === 0 && pageId !== 99); // Check if it's an end state + + if (!isGameOverOrEnd && pageId !== 99) { // Normal page with choices options.forEach(option => { const button = document.createElement('button'); button.classList.add('choice-button'); button.textContent = option.text; let requirementMet = true; - let requirementText = ""; + let requirementText = []; // Store unmet requirements text - if (option.requireItem && !gameState.character.inventory.includes(option.requireItem)) { - requirementMet = false; - requirementText = `Requires: ${option.requireItem}`; + // --- Requirement Checks --- + // Example: Check for required item + if (option.requireItem) { + if (!gameState.character.inventory.includes(option.requireItem)) { + requirementMet = false; + requirementText.push(`Requires: ${option.requireItem}`); + } + } + // Example: Check for required stat value + if (option.requireStat) { + const currentStat = gameState.character.stats[option.requireStat.stat] || 0; + if (currentStat < option.requireStat.value) { + requirementMet = false; + requirementText.push(`Requires: ${option.requireStat.stat.charAt(0).toUpperCase() + option.requireStat.stat.slice(1)} ${option.requireStat.value}`); + } } + // TODO: Add checks for light source, specific quest flags etc. + // --- Button State and Click Handler --- button.disabled = !requirementMet; - if (requirementMet) { + if (!requirementMet) { + button.title = requirementText.join(', '); // Show all unmet requirements on hover + button.classList.add('disabled'); + } else { + // Attach click handler only if requirements met const choiceData = { next: option.next, - addItem: option.addItem, - check: option.check + addItem: option.addItem, // If defined directly on option + check: option.check // Skill check associated with option }; button.onclick = () => handleChoiceClick(choiceData); - } else { - button.title = requirementText; - button.classList.add('disabled'); } - choicesElement.appendChild(button); }); - } else { + } else { // Game Over or defined end of branch const button = document.createElement('button'); button.classList.add('choice-button'); - button.textContent = pageData.gameOver ? "Restart Adventure" : "The Path Ends Here (Restart?)"; + // Use specific text for game over page, different for other end pages + button.textContent = (pageId === 99 && pageData.gameOver) ? "Restart Adventure" : "The Path Ends Here (Restart)"; + // The 'next: 1' ensures it triggers the restart logic in handleChoiceClick button.onclick = () => handleChoiceClick({ next: 1 }); choicesElement.appendChild(button); - if (!pageData.gameOver) { + if (pageId !== 99) { // Add message only if it's not the explicit game over page choicesElement.insertAdjacentHTML('afterbegin', '

There are no further paths from here.

'); } } - updateScene(pageData.illustration || 'default'); + // --- Update 3D Scene --- + updateScene(pageData.illustration || 'default'); } - function renderPage(pageId) { renderPageInternal(pageId, gameData[pageId]); } + function renderPage(pageId) { + // Simple wrapper, could add pre/post render logic here if needed + renderPageInternal(pageId, gameData[pageId]); + } function updateStatsDisplay() { - const c = gameState.character; - statsElement.innerHTML = - `Stats: - Lvl: ${c.level} - XP: ${c.xp}/${c.xpToNextLevel} - HP: ${c.stats.hp}/${c.stats.maxHp} - Str: ${c.stats.strength} - Int: ${c.stats.intelligence} - Wis: ${c.stats.wisdom} - Dex: ${c.stats.dexterity} - Con: ${c.stats.constitution} - Cha: ${c.stats.charisma}`; + const char=gameState.character; + statsElement.innerHTML = `Stats: Lvl: ${char.level} XP: ${char.xp}/${char.xpToNextLevel} HP: ${char.stats.hp}/${char.stats.maxHp} Str: ${char.stats.strength} Int: ${char.stats.intelligence} Wis: ${char.stats.wisdom} Dex: ${char.stats.dexterity} Con: ${char.stats.constitution} Cha: ${char.stats.charisma}`; } function updateInventoryDisplay() { - let html = 'Inventory: '; - if (gameState.character.inventory.length === 0) { - html += 'Empty'; + let h='Inventory: '; + if(gameState.character.inventory.length === 0){ + h+='Empty'; } else { - gameState.character.inventory.forEach(itemName => { - const item = itemsData[itemName] || { type: 'unknown', description: 'An unknown item.' }; - const cls = `item-${item.type || 'unknown'}`; - html += `${itemName}`; + gameState.character.inventory.forEach(itemName=>{ + const item = itemsData[itemName] || {type:'unknown',description:'An unknown item.'}; + const itemClass = `item-${item.type || 'unknown'}`; + // Ensure description is a string + const descriptionText = typeof item.description === 'string' ? item.description : 'No description available.'; + h += `${itemName}`; // Escape quotes in title }); } - inventoryElement.innerHTML = html; + inventoryElement.innerHTML = h; } function updateScene(illustrationKey) { - if (!scene) return; - if (currentAssemblyGroup) scene.remove(currentAssemblyGroup); - scene.fog = null; - scene.background = new THREE.Color(0x222222); - camera.position.set(0, 2.5, 7); - camera.lookAt(0, 0.5, 0); + if (!scene) { + console.warn("Scene not initialized, cannot update visual."); + return; + } + console.log("Updating scene for illustration key:", illustrationKey); - let assemblyFunction; - switch (illustrationKey) { - case 'crossroads-signpost-sunny': - scene.fog = new THREE.Fog(0x87CEEB, 10, 30); - scene.background = new THREE.Color(0x87CEEB); - camera.position.set(0, 3, 10); camera.lookAt(0, 1, 0); - assemblyFunction = createCrossroadsAssembly; - break; - // … [all other cases] - default: - assemblyFunction = createDefaultAssembly; - break; - } - try { - currentAssemblyGroup = assemblyFunction(); - scene.add(currentAssemblyGroup); - adjustLighting(illustrationKey); - } catch (e) { - console.error(`Error building scene "${illustrationKey}":`, e); - currentAssemblyGroup = createErrorAssembly(); - scene.add(currentAssemblyGroup); - adjustLighting('error'); - } - onWindowResize(); + // --- Cleanup --- + if (currentAssemblyGroup) { + scene.remove(currentAssemblyGroup); + // Basic disposal - more complex scenes might need deeper disposal + currentAssemblyGroup.traverse(child => { + if (child.isMesh) { + child.geometry.dispose(); + // Dispose materials if they are unique to this assembly and not reused + // if (Array.isArray(child.material)) { + // child.material.forEach(m => m.dispose()); + // } else { + // child.material.dispose(); + // } + } + }); + currentAssemblyGroup = null; + } + scene.fog = null; // Reset fog + scene.background = new THREE.Color(0x222222); // Reset background + // Reset camera to default unless overridden by case + camera.position.set(0, 2.5, 7); + camera.lookAt(0, 0.5, 0); + + // --- Select Assembly --- + let assemblyFunction; + switch (illustrationKey) { + // Basic Structures + case 'city-gates': assemblyFunction = createCityGatesAssembly; break; + case 'weaponsmith': assemblyFunction = createWeaponsmithAssembly; break; + case 'temple': assemblyFunction = createTempleAssembly; break; + case 'resistance-meeting': assemblyFunction = createResistanceMeetingAssembly; break; + case 'prisoner-cell': assemblyFunction = createPrisonerCellAssembly; break; + case 'game-over': case 'game-over-generic': assemblyFunction = createGameOverAssembly; break; + case 'error': assemblyFunction = createErrorAssembly; break; + + // Landscape / Outdoor Scenes + case 'crossroads-signpost-sunny': + scene.fog = new THREE.Fog(0x87CEEB, 10, 35); camera.position.set(0, 3, 10); camera.lookAt(0, 1, 0); scene.background = new THREE.Color(0x87CEEB); + assemblyFunction = createCrossroadsAssembly; break; + case 'rolling-green-hills-shepherd-distance': + case 'hilltop-view-overgrown-shrine-wildflowers': // Base visual is hills + case 'overgrown-stone-shrine-wildflowers-close': // Base visual is hills + scene.fog = new THREE.Fog(0xA8E4A0, 15, 50); camera.position.set(0, 5, 15); camera.lookAt(0, 2, -5); scene.background = new THREE.Color(0x90EE90); + // Adjust camera for close-up shrine views specifically + if (illustrationKey === 'overgrown-stone-shrine-wildflowers-close') camera.position.set(1, 2, 4); + if (illustrationKey === 'hilltop-view-overgrown-shrine-wildflowers') camera.position.set(3, 4, 8); + assemblyFunction = createRollingHillsAssembly; break; + case 'windy-sea-cliffs-crashing-waves-path-down': + case 'scanning-sea-cliffs-no-other-paths-visible': // Reuse visual + case 'close-up-handholds-carved-in-cliff-face': // Reuse visual + scene.fog = new THREE.Fog(0x6699CC, 10, 40); camera.position.set(5, 5, 10); camera.lookAt(-2, 0, -5); scene.background = new THREE.Color(0x6699CC); + assemblyFunction = createCoastalCliffsAssembly; break; + case 'hidden-cove-beach-dark-cave-entrance': + case 'character-fallen-at-bottom-of-cliff-path-cove': // Reuse visual + scene.fog = new THREE.Fog(0x336699, 5, 30); camera.position.set(0, 2, 8); camera.lookAt(0, 1, -2); scene.background = new THREE.Color(0x336699); + assemblyFunction = createHiddenCoveAssembly; break; + case 'rocky-badlands-cracked-earth-harsh-sun': + scene.fog = new THREE.Fog(0xD2B48C, 15, 40); camera.position.set(0, 3, 12); camera.lookAt(0, 1, 0); scene.background = new THREE.Color(0xCD853F); + assemblyFunction = createDefaultAssembly; break; // Placeholder - Needs badlands assembly + + // Forest Scenes + case 'shadowwood-forest': // Generic forest, use if needed + scene.fog = new THREE.Fog(0x2E2E2E, 5, 20); camera.position.set(0, 2, 8); camera.lookAt(0, 1, 0); scene.background = new THREE.Color(0x1A1A1A); + assemblyFunction = createForestAssembly; break; + case 'dark-forest-entrance-gnarled-roots-filtered-light': + scene.fog = new THREE.Fog(0x2E2E2E, 5, 20); camera.position.set(0, 2, 8); camera.lookAt(0, 1, 0); scene.background = new THREE.Color(0x1A1A1A); + assemblyFunction = createForestEntranceAssembly; break; + case 'overgrown-forest-path-glowing-fungi-vines': + case 'pushing-through-forest-undergrowth': // Reuse visual + scene.fog = new THREE.Fog(0x1A2F2A, 3, 15); camera.position.set(0, 1.5, 6); camera.lookAt(0, 0.5, 0); scene.background = new THREE.Color(0x112211); + assemblyFunction = createOvergrownPathAssembly; break; + case 'forest-clearing-mossy-statue-weathered-stone': + case 'forest-clearing-mossy-statue-hidden-compartment': // Reuse visual + case 'forest-clearing-mossy-statue-offering': // Reuse visual + scene.fog = new THREE.Fog(0x2E4F3A, 5, 25); camera.position.set(0, 2, 5); camera.lookAt(0, 1, 0); scene.background = new THREE.Color(0x223322); + assemblyFunction = createClearingStatueAssembly; break; + case 'narrow-game-trail-forest-rope-bridge-ravine': + case 'character-crossing-rope-bridge-safely': // Reuse visual + case 'rope-bridge-snapping-character-falling': // Reuse visual + case 'fallen-log-crossing-ravine': // Reuse visual (needs log added?) + scene.fog = new THREE.Fog(0x2E2E2E, 5, 20); camera.position.set(2, 3, 6); camera.lookAt(0, -1, -2); scene.background = new THREE.Color(0x1A1A1A); + assemblyFunction = createForestAssembly; break; // TODO: Needs bridge/ravine elements + case 'two-goblins-ambush-forest-path-spears': + case 'forest-shadows-hiding-goblins-walking-past': // Reuse visual, maybe different camera? + case 'defeated-goblins-forest-path-loot': // Reuse visual, remove goblins? + case 'blurred-motion-running-past-goblins-forest': // Reuse visual + scene.fog = new THREE.Fog(0x1A2F2A, 3, 15); camera.position.set(0, 2, 7); camera.lookAt(0, 1, 0); scene.background = new THREE.Color(0x112211); + assemblyFunction = createGoblinAmbushAssembly; break; // TODO: Modify based on state + case 'forest-stream-crossing-dappled-sunlight-stones': + case 'mossy-log-bridge-over-forest-stream': // Needs log added? + case 'character-splashing-into-stream-from-log': // Reuse visual + scene.fog = new THREE.Fog(0x668866, 8, 25); camera.position.set(0, 2, 6); camera.lookAt(0, 0.5, 0); scene.background = new THREE.Color(0x446644); + if (illustrationKey === 'mossy-log-bridge-over-forest-stream') camera.position.set(1, 2, 5); + assemblyFunction = createForestAssembly; break; // TODO: Needs stream/log elements + case 'forest-edge-view-rocky-foothills-distant-mountain-fortress': + case 'forest-edge': // Explicit key for this scene + scene.fog = new THREE.Fog(0xAAAAAA, 10, 40); camera.position.set(0, 3, 10); camera.lookAt(0, 1, -5); scene.background = new THREE.Color(0x888888); + assemblyFunction = createForestEdgeAssembly; break; + + // Mountain / Fortress Scenes + case 'climbing-rocky-foothills-path-fortress-closer': + case 'rockslide-blocking-mountain-path-boulders': + case 'character-climbing-over-boulders': + case 'character-slipping-on-rockslide-boulders': + case 'rough-detour-path-around-rockslide': + scene.fog = new THREE.Fog(0x778899, 8, 35); camera.position.set(0, 4, 9); camera.lookAt(0, 2, 0); scene.background = new THREE.Color(0x708090); + assemblyFunction = createDefaultAssembly; break; // Placeholder - Needs rocky foothills assembly + case 'zoomed-view-mountain-fortress-western-ridge': + scene.fog = new THREE.Fog(0x778899, 8, 35); camera.position.set(5, 6, 12); camera.lookAt(-2, 3, -5); scene.background = new THREE.Color(0x708090); + assemblyFunction = createDefaultAssembly; break; // Placeholder + case 'narrow-goat-trail-mountainside-fortress-view': + scene.fog = new THREE.Fog(0x778899, 5, 30); camera.position.set(1, 3, 6); camera.lookAt(0, 2, -2); scene.background = new THREE.Color(0x708090); + assemblyFunction = createDefaultAssembly; break; // Placeholder + case 'narrow-windy-mountain-ridge-path': + case 'character-falling-off-windy-ridge': + scene.fog = new THREE.Fog(0x8899AA, 6, 25); camera.position.set(2, 5, 7); camera.lookAt(0, 3, -3); scene.background = new THREE.Color(0x778899); + assemblyFunction = createDefaultAssembly; break; // Placeholder + case 'approaching-dark-fortress-walls-guards': + scene.fog = new THREE.Fog(0x444455, 5, 20); camera.position.set(0, 3, 8); camera.lookAt(0, 2, 0); scene.background = new THREE.Color(0x333344); + assemblyFunction = createDefaultAssembly; break; // Placeholder - Needs fortress walls assembly + + // Indoor Scenes + case 'dark-cave-entrance-dripping-water': + scene.fog = new THREE.Fog(0x1A1A1A, 2, 10); camera.position.set(0, 1.5, 4); camera.lookAt(0, 1, 0); scene.background = new THREE.Color(0x111111); + assemblyFunction = createDarkCaveAssembly; break; + + // Default / Fallback + default: + console.warn(`Unknown illustration key: "${illustrationKey}". Using default scene.`); + assemblyFunction = createDefaultAssembly; break; + } + + // --- Create and Add Assembly --- + try { + currentAssemblyGroup = assemblyFunction(); + if (currentAssemblyGroup && currentAssemblyGroup.isGroup) { // Check if it's a valid group + scene.add(currentAssemblyGroup); + adjustLighting(illustrationKey); // Adjust lighting based on the final scene key + } else { + throw new Error("Assembly function did not return a valid THREE.Group."); + } + } catch (error) { + console.error(`Error creating assembly for ${illustrationKey}:`, error); + if (currentAssemblyGroup) { scene.remove(currentAssemblyGroup); } // Clean up potential partial assembly + currentAssemblyGroup = createErrorAssembly(); // Display error cone + scene.add(currentAssemblyGroup); + adjustLighting('error'); // Use default/error lighting + } + onWindowResize(); // Ensure camera aspect is correct after potential changes } function adjustLighting(illustrationKey) { if (!scene) return; - const toRemove = scene.children.filter(c => c.isLight && !c.isAmbientLight); - toRemove.forEach(l => scene.remove(l)); + // Remove existing non-ambient lights first + const lightsToRemove = scene.children.filter(child => child.isLight && !child.isAmbientLight); + lightsToRemove.forEach(light => scene.remove(light)); + const ambient = scene.children.find(c => c.isAmbientLight); - if (!ambient) scene.add(new THREE.AmbientLight(0xffffff, 0.5)); + if (!ambient) { + console.warn("No ambient light found in scene, adding default."); + scene.add(new THREE.AmbientLight(0xffffff, 0.5)); // Add default if missing + } - let intensity = 1.2, amb = 0.5, color = 0xffffff, pos = { x: 8, y: 15, z: 10 }; + let directionalLight; + let lightIntensity = 1.2; + let ambientIntensity = 0.5; + let lightColor = 0xffffff; + let lightPosition = {x: 8, y: 15, z: 10}; + + // Adjust lighting based on scene type (match cases in updateScene) switch (illustrationKey) { - case 'crossroads-signpost-sunny': - amb = 0.8; intensity = 1.5; color = 0xFFF8E1; pos = { x: 10, y: 15, z: 10 }; - break; - // … [lighting cases] - case 'error': - amb = 0.4; intensity = 1.0; color = 0xFFCC00; pos = { x: 0, y: 5, z: 5 }; - break; - default: - break; - } + // Sunny / Open Areas + case 'crossroads-signpost-sunny': + case 'rolling-green-hills-shepherd-distance': + case 'hilltop-view-overgrown-shrine-wildflowers': + case 'overgrown-stone-shrine-wildflowers-close': + ambientIntensity = 0.7; lightIntensity = 1.5; lightColor = 0xFFF8E1; lightPosition = {x: 10, y: 15, z: 10}; break; // Bright, warm light + // Forest / Dim Light + case 'shadowwood-forest': + case 'dark-forest-entrance-gnarled-roots-filtered-light': + case 'overgrown-forest-path-glowing-fungi-vines': + case 'forest-clearing-mossy-statue-weathered-stone': + case 'narrow-game-trail-forest-rope-bridge-ravine': + case 'two-goblins-ambush-forest-path-spears': + case 'forest-stream-crossing-dappled-sunlight-stones': + case 'forest-edge-view-rocky-foothills-distant-mountain-fortress': // Edge might be brighter + ambientIntensity = 0.4; lightIntensity = 0.8; lightColor = 0xB0C4DE; lightPosition = {x: 5, y: 12, z: 5}; break; // Dimmer, slightly blue/green filtered light + // Caves / Dark Indoors + case 'dark-cave-entrance-dripping-water': + ambientIntensity = 0.1; lightIntensity = 0.3; lightColor = 0x667799; lightPosition = {x: 0, y: 5, z: 3}; break; // Very dim, cool light from entrance + case 'prisoner-cell': + ambientIntensity = 0.2; lightIntensity = 0.5; lightColor = 0x7777AA; lightPosition = {x: 0, y: 10, z: 5}; break; // Gloomy, cold light, maybe top-down + // Coastal / Overcast + case 'windy-sea-cliffs-crashing-waves-path-down': + case 'hidden-cove-beach-dark-cave-entrance': + ambientIntensity = 0.6; lightIntensity = 1.0; lightColor = 0xCCDDFF; lightPosition = {x: -10, y: 12, z: 8}; break; // Bright but cool/diffused coastal light + // Badlands / Harsh Light + case 'rocky-badlands-cracked-earth-harsh-sun': + ambientIntensity = 0.7; lightIntensity = 1.8; lightColor = 0xFFFFDD; lightPosition = {x: 5, y: 20, z: 5}; break; // Very bright, slightly yellow harsh sunlight + // Mountains / Fortress Approach + case 'climbing-rocky-foothills-path-fortress-closer': + case 'zoomed-view-mountain-fortress-western-ridge': + case 'narrow-goat-trail-mountainside-fortress-view': + case 'narrow-windy-mountain-ridge-path': + case 'approaching-dark-fortress-walls-guards': + ambientIntensity = 0.5; lightIntensity = 1.3; lightColor = 0xDDEEFF; lightPosition = {x: 10, y: 18, z: 15}; break; // Clear mountain air light, slightly cool + // Special States + case 'game-over': case 'game-over-generic': + ambientIntensity = 0.2; lightIntensity = 0.8; lightColor = 0xFF6666; lightPosition = {x: 0, y: 5, z: 5}; break; // Reddish tint for game over + case 'error': + ambientIntensity = 0.4; lightIntensity = 1.0; lightColor = 0xFFCC00; lightPosition = {x: 0, y: 5, z: 5}; break; // Orange/Yellow tint for error + default: // Default lighting fallback + ambientIntensity = 0.5; lightIntensity = 1.2; lightColor = 0xffffff; lightPosition = {x: 8, y: 15, z: 10}; break; + } + + // Update ambient light + const currentAmbient = scene.children.find(c => c.isAmbientLight); + if (currentAmbient) { + currentAmbient.intensity = ambientIntensity; + } - const ambLight = scene.children.find(c => c.isAmbientLight); - if (ambLight) ambLight.intensity = amb; + // Add new directional light + directionalLight = new THREE.DirectionalLight(lightColor, lightIntensity); + directionalLight.position.set(lightPosition.x, lightPosition.y, lightPosition.z); + directionalLight.castShadow = true; + // Configure shadow properties (adjust map size and camera frustum as needed) + directionalLight.shadow.mapSize.set(1024, 1024); // Or 2048 for better quality + directionalLight.shadow.camera.near = 0.5; + directionalLight.shadow.camera.far = 50; // Adjust based on typical scene scale + directionalLight.shadow.camera.left = -20; // Adjust frustum size based on scene scale + directionalLight.shadow.camera.right = 20; + directionalLight.shadow.camera.top = 20; + directionalLight.shadow.camera.bottom = -20; + directionalLight.shadow.bias = -0.001; // Adjust shadow bias to prevent artifacts + scene.add(directionalLight); - const dir = new THREE.DirectionalLight(color, intensity); - dir.position.set(pos.x, pos.y, pos.z); - dir.castShadow = true; - dir.shadow.mapSize.set(1024, 1024); - dir.shadow.camera.near = 0.5; - dir.shadow.camera.far = 50; - dir.shadow.camera.left = -15; - dir.shadow.camera.right = 15; - dir.shadow.camera.top = 15; - dir.shadow.camera.bottom = -15; - scene.add(dir); + // Optional: Add a light helper for debugging + // const helper = new THREE.DirectionalLightHelper( directionalLight, 5 ); + // scene.add( helper ); + // const shadowHelper = new THREE.CameraHelper( directionalLight.shadow.camera ); + // scene.add( shadowHelper ); } + // ======================================== + // Potential Future Improvements (Comment Block) + // ======================================== + /* + Potential Areas for Expansion/Improvement: + + * More Scene Variety: Add more create...Assembly functions and corresponding illustration keys for greater visual diversity (e.g., villages, ruins, different cave types, interiors). + * More Complex Scenes: The current scenes are quite abstract. More detail could be added, potentially involving more complex geometry generation (e.g., procedural buildings, terrain algorithms) or even simple pre-made models loaded for key elements (like the statue, specific monsters). + * Interaction: Add interaction with the 3D scene (e.g., clicking on objects using raycasting to examine them, pick up items visually, or activate levers). + * Combat System: Implement a more detailed combat mechanic instead of abstract resolution (e.g., turn-based, display enemy models, track enemy HP, use stats for attack/damage rolls, visual feedback for hits/misses). + * Character Progression: Implement a level-up system based on XP (increase stats, HP, unlock abilities/spells). Check for level up after gaining XP. + * Save/Load: Add functionality to save and load game progress (perhaps using `localStorage` to store the `gameState` object as a JSON string). Add save/load buttons to the UI. + * Data Management: For a larger game, storing `gameData` and `itemsData` in external JSON files and fetching them (`Workspace` API) would be more manageable than keeping them inline. + * Error Handling: Add more robust checks for missing data (items, pages) or potential errors during scene generation and game logic. Improve feedback on errors (e.g., specific messages instead of just going to page 99). + * Code Organization: Split the JavaScript into modules (e.g., `three-setup.js`, `game-logic.js`, `ui-manager.js`, `scene-generator.js`, `data.js`) for better maintainability using ES6 modules and imports. + * Refine Scene Logic: Improve how scene elements correspond to game state (e.g., actually remove defeated goblin models from the scene, visually represent items found on the ground before pickup, change scene lighting based on time of day if implemented). + * Add More Mechanics: Implement status effects (poison, bless), equipment slots (weapon, armor, shield) with stat modifiers, spells with costs (mana/charges), currency/shops, more complex skill checks (e.g., opposed checks, checks with advantage/disadvantage based on items/status), quest tracking system. + * Accessibility: Review and improve accessibility (ARIA attributes for dynamic content updates, keyboard navigation for choices). + * Performance: For very complex scenes or many objects, consider optimizing geometry (instancing similar objects like trees/rocks), using lower-poly models, texture atlases, and optimizing the render loop. Dispose of unused Three.js objects properly. + * Sound/Music: Add background music loops and sound effects for actions, ambiance, and feedback. + */ + + // ======================================== + // Initialization + // ======================================== document.addEventListener('DOMContentLoaded', () => { + console.log("DOM Ready. Initializing game..."); try { initThreeJS(); if (scene && camera && renderer) { - startGame(); - } else { - throw new Error("Three.js failed to initialize."); - } - } catch (err) { - console.error("Initialization error:", err); - storyTitleElement.textContent = "Initialization Error"; - storyContentElement.innerHTML = `

Unable to start the game. Check console for details.

${err.stack}
`; - choicesElement.innerHTML = '

Cannot proceed.

'; - if (sceneContainer) sceneContainer.innerHTML = '

3D Scene Failed

'; + startGame(); // Start the game logic only after successful Three.js init + console.log("Game Started Successfully."); + } else { + // If initThreeJS failed but didn't throw, or refs are null + throw new Error("Three.js initialization failed or did not complete."); + } + } catch (error) { + console.error("Initialization failed:", error); + // Display user-friendly error message in the UI + storyTitleElement.textContent = "Initialization Error"; + storyContentElement.innerHTML = `

A critical error occurred during setup. The adventure cannot begin. Please check the console (F12) for technical details.

${error.stack || error}
`; + choicesElement.innerHTML = '

Cannot proceed due to initialization error.

'; + // Attempt to clear or show error in the 3D view area + if (sceneContainer) { + sceneContainer.innerHTML = '

3D Scene Failed to Load

'; + } + // Prevent further Three.js operations if it failed + scene = null; camera = null; renderer = null; } }); - + \ No newline at end of file