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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Persistent Procedural World (Fixed Again)</title>
<style>
body { font-family: 'Courier New', monospace; background-color: #111; color: #eee; margin: 0; padding: 0; overflow: hidden; display: flex; flex-direction: column; height: 100vh; }
#game-container { display: flex; flex-grow: 1; overflow: hidden; }
#scene-container { flex-grow: 3; position: relative; border-right: 2px solid #444; min-width: 250px; background-color: #000; height: 100%; box-sizing: border-box; overflow: hidden; cursor: crosshair; }
#ui-container { flex-grow: 2; padding: 25px; overflow-y: auto; background-color: #2b2b2b; min-width: 320px; height: 100%; box-sizing: border-box; display: flex; flex-direction: column; }
#scene-container canvas { display: block; }
#story-title { color: #f0c060; margin: 0 0 15px 0; padding-bottom: 10px; border-bottom: 1px solid #555; font-size: 1.6em; text-shadow: 1px 1px 1px #000; }
#story-content { margin-bottom: 25px; line-height: 1.7; flex-grow: 1; font-size: 1.1em; }
#stats-inventory-container { margin-bottom: 25px; padding: 15px; border: 1px solid #444; border-radius: 4px; background-color: #333; font-size: 0.95em; }
#stats-display, #inventory-display { margin-bottom: 10px; line-height: 1.8; }
#stats-display span, #inventory-display .item-tag { display: inline-block; background-color: #484848; padding: 3px 9px; border-radius: 15px; margin: 0 8px 5px 0; border: 1px solid #6a6a6a; white-space: nowrap; box-shadow: inset 0 1px 2px rgba(0,0,0,0.3); }
#inventory-display .item-tag { cursor: pointer; transition: background-color 0.2s; }
#inventory-display .item-tag:hover { background-color: #6a6a6a; }
#inventory-display .item-tag.placing { background-color: #a07030; border-color: #c89040; color: #fff; }
#stats-display strong, #inventory-display strong { color: #ccc; margin-right: 6px; }
#inventory-display em { color: #888; font-style: normal; }
.item-quest { background-color: #666030; border-color: #999048;}
.item-weapon { background-color: #663030; border-color: #994848;}
.item-armor { background-color: #306630; border-color: #489948;}
.item-consumable { background-color: #664430; border-color: #996648;}
.item-unknown { background-color: #555; border-color: #777;}
#choices-container { margin-top: auto; padding-top: 20px; border-top: 1px solid #555; }
#choices-container h3 { margin-top: 0; margin-bottom: 12px; color: #ccc; font-size: 1.1em; }
#choices { display: flex; flex-direction: column; gap: 12px; }
.choice-button { display: block; width: 100%; padding: 12px 15px; margin-bottom: 0; background-color: #555; color: #eee; border: 1px solid #777; border-radius: 4px; cursor: pointer; text-align: left; font-family: 'Courier New', monospace; font-size: 1.05em; transition: background-color 0.2s, border-color 0.2s, box-shadow 0.1s; box-sizing: border-box; }
.choice-button:hover:not(:disabled) { background-color: #e0b050; color: #111; border-color: #c89040; box-shadow: 0 0 5px rgba(255, 200, 100, 0.5); }
.choice-button:disabled { background-color: #404040; color: #777; cursor: not-allowed; border-color: #555; opacity: 0.7; }
.message { padding: 8px 12px; margin-bottom: 1em; border-left-width: 3px; border-left-style: solid; font-size: 0.95em; background-color: rgba(255, 255, 255, 0.05); }
.message-success { color: #8f8; border-left-color: #4a4; }
.message-failure { color: #f88; border-left-color: #a44; }
.message-info { color: #aaa; border-left-color: #666; }
.message-item { color: #8bf; border-left-color: #46a; }
#action-info { position: absolute; bottom: 10px; left: 10px; background-color: rgba(0,0,0,0.7); color: #ffcc66; padding: 5px 10px; border-radius: 3px; font-size: 0.9em; display: none; z-index: 10;}
</style>
</head>
<body>
<div id="game-container">
<div id="scene-container">
<div id="action-info">Mode: Explore</div>
</div>
<div id="ui-container">
<h2 id="story-title">World Initializing...</h2>
<div id="story-content"><p>Establishing reality...</p></div>
<div id="stats-inventory-container">
<div id="stats-display"></div>
<div id="inventory-display"></div>
</div>
<div id="choices-container">
<h3>What will you do?</h3>
<div id="choices"></div>
</div>
</div>
</div>
<script type="importmap">
{ "imports": {
"three": "https://unpkg.com/[email protected]/build/three.module.js",
"three/addons/": "https://unpkg.com/[email protected]/examples/jsm/"
}}
</script>
<script type="module">
import * as THREE from 'three';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
const sceneContainer = document.getElementById('scene-container');
const storyTitleElement = document.getElementById('story-title');
const storyContentElement = document.getElementById('story-content');
const choicesElement = document.getElementById('choices');
const statsElement = document.getElementById('stats-display');
const inventoryElement = document.getElementById('inventory-display');
const actionInfoElement = document.getElementById('action-info');
let scene, camera, renderer, clock, controls, raycaster, mouse;
let worldGroup = null;
let locationGroups = {};
let currentMessage = "";
let currentPlacingItem = null;
let currentLights = [];
const MAT = {
stone: new THREE.MeshStandardMaterial({ color: 0x777788, roughness: 0.85, metalness: 0.1 }),
wood: new THREE.MeshStandardMaterial({ color: 0x9F6633, roughness: 0.75, metalness: 0 }),
leaf: new THREE.MeshStandardMaterial({ color: 0x3E9B4E, roughness: 0.6, metalness: 0, side: THREE.DoubleSide }),
ground: new THREE.MeshStandardMaterial({ color: 0x556B2F, roughness: 0.95, metalness: 0 }),
metal: new THREE.MeshStandardMaterial({ color: 0xaaaaaa, metalness: 0.85, roughness: 0.35 }),
dirt: new THREE.MeshStandardMaterial({ color: 0x8B5E3C, roughness: 0.9 }),
grass: new THREE.MeshStandardMaterial({ color: 0x4CB781, roughness: 0.85 }),
water: new THREE.MeshStandardMaterial({ color: 0x4682B4, roughness: 0.3, metalness: 0.2, transparent: true, opacity: 0.85 }),
error: new THREE.MeshStandardMaterial({ color: 0xff3300, roughness: 0.5, emissive: 0x551100 }),
gameOver: new THREE.MeshStandardMaterial({ color: 0xaa0000, roughness: 0.6, metalness: 0.2, emissive: 0x220000 }),
simple: new THREE.MeshStandardMaterial({ color: 0xaaaaaa, roughness: 0.8 }),
pickupHighlight: new THREE.MeshBasicMaterial({ color: 0xffff00, wireframe: true, depthTest: false }),
placementPreview: new THREE.MeshBasicMaterial({ color: 0x00ff00, transparent: true, opacity: 0.5, wireframe: true }),
};
// ---> Item Data Definition (Ensure this exists globally) <---
const itemsData = {
"Rusty Sword": {type:"weapon", description:"Old but sharp."},
"Torch": {type:"consumable", description:"Provides light.", use: "light"},
"Key": {type:"quest", description:"A simple iron key."},
"Mysterious Cube": {type:"unknown", description:"A plain stone cube."} // Added item from default zone
};
// ---> Location/Zone Definitions <---
const locationData = {
'start': { creator: createDefaultZone },
'forest': { creator: createForestZone },
'cave': { creator: createCaveZone }
};
// ---> Navigation/Story Graph <---
const pageGraph = {
'start': {
title: "The Crossroads",
options: [ { text: "Enter Forest", transitionTo: 'forest' }, { text: "Enter Cave", transitionTo: 'cave'} ]
},
'forest': {
title: "Dark Forest",
options: [ { text: "Return to Crossroads", transitionTo: 'start' } ]
},
'cave': {
title: "Dim Cave",
options: [ { text: "Leave Cave", transitionTo: 'start' } ]
}
};
// ---> Game State Variable <---
let gameState = {}; // Initialized in startGame
// --- Core Functions ---
function initThreeJS() {
scene = new THREE.Scene();
scene.background = new THREE.Color(0x1a1a1a);
clock = new THREE.Clock();
raycaster = new THREE.Raycaster();
mouse = new THREE.Vector2();
worldGroup = new THREE.Group();
scene.add(worldGroup);
const width = sceneContainer.clientWidth || 1;
const height = sceneContainer.clientHeight || 1;
camera = new THREE.PerspectiveCamera(60, width / height, 0.1, 1000);
camera.position.set(0, 5, 10);
renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setSize(width, height);
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
renderer.toneMapping = THREE.ACESFilmicToneMapping;
renderer.outputColorSpace = THREE.SRGBColorSpace;
sceneContainer.appendChild(renderer.domElement);
controls = new OrbitControls(camera, renderer.domElement);
controls.enableDamping = true;
controls.dampingFactor = 0.1;
controls.target.set(0, 1, 0);
controls.maxPolarAngle = Math.PI / 2 - 0.05;
window.addEventListener('resize', onWindowResize, false);
renderer.domElement.addEventListener('mousemove', onMouseMove, false);
renderer.domElement.addEventListener('click', onMouseClick, false);
setTimeout(onWindowResize, 50);
animate();
}
function onWindowResize() {
if (!renderer || !camera || !sceneContainer) return;
const width = sceneContainer.clientWidth || 1;
const height = sceneContainer.clientHeight || 1;
camera.aspect = width / height;
camera.updateProjectionMatrix();
renderer.setSize(width, height);
}
function onMouseMove( event ) {
const rect = renderer.domElement.getBoundingClientRect();
mouse.x = ( (event.clientX - rect.left) / rect.width ) * 2 - 1;
mouse.y = - ( (event.clientY - rect.top) / rect.height ) * 2 + 1;
}
function onMouseClick( event ) {
if (currentPlacingItem) {
placeItem();
} else {
pickupItem();
}
}
function animate() {
requestAnimationFrame(animate);
const delta = clock.getDelta();
const time = clock.getElapsedTime();
controls.update();
worldGroup.traverse(obj => { if (obj.userData.update) obj.userData.update(time, delta); });
if (renderer && scene && camera) renderer.render(scene, camera);
}
function createMesh(geometry, material, pos = {x:0,y:0,z:0}, rot = {x:0,y:0,z:0}, scale = {x:1,y:1,z:1}) {
const mesh = new THREE.Mesh(geometry, material);
mesh.position.set(pos.x, pos.y, pos.z);
mesh.rotation.set(rot.x, rot.y, rot.z);
mesh.scale.set(scale.x, scale.y, scale.z);
mesh.castShadow = true; mesh.receiveShadow = true;
return mesh;
}
function createGround(material = MAT.ground, size = 20) {
const geo = new THREE.PlaneGeometry(size, size);
const ground = new THREE.Mesh(geo, material);
ground.rotation.x = -Math.PI / 2; ground.position.y = 0;
ground.receiveShadow = true; ground.castShadow = false;
ground.userData.isGround = true;
return ground;
}
function setupLighting(type = 'default') {
currentLights.forEach(light => {
if (light) scene.remove(light);
});
currentLights = [];
let ambientIntensity = 0.4;
let dirIntensity = 0.9;
let dirColor = 0xffffff;
let dirPosition = new THREE.Vector3(10, 15, 8);
if (type === 'forest') {
ambientIntensity = 0.3; dirIntensity = 0.7; dirColor = 0xccffcc; dirPosition = new THREE.Vector3(5, 10, 5);
} else if (type === 'cave') {
ambientIntensity = 0.1; dirIntensity = 0;
const ptLight = new THREE.PointLight(0xffaa55, 1.5, 12, 1);
ptLight.position.set(0, 1.5, 1);
ptLight.castShadow = true;
ptLight.shadow.mapSize.set(512, 512);
scene.add(ptLight); currentLights.push(ptLight);
} else if (type === 'gameover') {
ambientIntensity = 0.1; dirIntensity = 0.4; dirColor = 0xff6666;
}
const ambientLight = new THREE.AmbientLight(0xffffff, ambientIntensity);
scene.add(ambientLight);
currentLights.push(ambientLight);
if (dirIntensity > 0) {
const directionalLight = new THREE.DirectionalLight(dirColor, dirIntensity);
directionalLight.position.copy(dirPosition);
directionalLight.castShadow = true;
directionalLight.shadow.mapSize.set(1024, 1024);
directionalLight.shadow.camera.near = 0.5;
directionalLight.shadow.camera.far = 50;
const shadowBounds = 20;
directionalLight.shadow.camera.left = -shadowBounds;
directionalLight.shadow.camera.right = shadowBounds;
directionalLight.shadow.camera.top = shadowBounds;
directionalLight.shadow.camera.bottom = -shadowBounds;
directionalLight.shadow.bias = -0.0005;
scene.add(directionalLight);
currentLights.push(directionalLight);
}
}
function createDefaultZone() {
const group = new THREE.Group();
group.add(createGround(MAT.dirt, 20));
const boxGeo = new THREE.BoxGeometry(1, 1, 1);
const interactBox = createMesh(boxGeo, MAT.stone, {y: 0.5, x: 2, z: 2});
interactBox.userData = { isPickupable: true, itemName: "Mysterious Cube", description: "A plain stone cube."};
group.add(interactBox);
group.visible = false;
return { group, lighting: 'default', entryText: "You are in a default, featureless area.", cameraPos: {x:0, y:5, z:10}, targetPos: {x:0, y:1, z:0} };
}
function createForestZone() {
const group = new THREE.Group();
group.add(createGround(MAT.ground, 30));
const trunkGeo = new THREE.CylinderGeometry(0.2, 0.3, 4, 8);
const leafGeo = new THREE.SphereGeometry(1.5, 8, 6);
for(let i=0; i<20; i++) {
const x = (Math.random() - 0.5) * 28;
const z = (Math.random() - 0.5) * 28;
if(Math.sqrt(x*x+z*z) < 3) continue;
const tree = new THREE.Group();
const trunk = createMesh(trunkGeo, MAT.wood, {y: 2});
const leaves = createMesh(leafGeo, MAT.leaf, {y: 4.5});
tree.add(trunk); tree.add(leaves);
tree.position.set(x, 0, z);
tree.rotation.y = Math.random() * Math.PI * 2;
group.add(tree);
}
const swordGeo = new THREE.BoxGeometry(0.1, 1, 0.05);
const sword = createMesh(swordGeo, MAT.metal, {x: 3, y: 0.5, z: 4}, {z: Math.PI / 4});
sword.userData = { isPickupable: true, itemName: "Rusty Sword", description: "An old sword sticking out of the ground."};
group.add(sword);
group.visible = false;
return { group, lighting: 'forest', entryText: "You enter the dark forest. Sunlight struggles to get through.", cameraPos: {x:-5, y:6, z:12}, targetPos: {x:0, y:1, z:0} };
}
function createCaveZone() {
const group = new THREE.Group();
group.add(createGround(MAT.stone.clone().set({color: 0x555560}), 18));
const wallGeo = new THREE.SphereGeometry(12, 32, 16, 0, Math.PI*2, 0, Math.PI*0.7);
const walls = createMesh(wallGeo, MAT.stone, {y: 4});
walls.material.side = THREE.BackSide;
group.add(walls);
const coneGeo = new THREE.ConeGeometry(0.2, 1.0, 8);
for(let i=0; i<15; i++){
const st = createMesh(coneGeo, MAT.stone, {x: (Math.random()-0.5)*16, y: 6 + Math.random()*2, z: (Math.random()-0.5)*16}, {x:Math.PI});
group.add(st);
}
const torchGeo = new THREE.CylinderGeometry(0.05, 0.05, 0.6, 6);
const torch = createMesh(torchGeo, MAT.wood, {x: -2, y: 0.3, z: 3}, {z: -Math.PI / 6});
torch.userData = { isPickupable: true, itemName: "Torch", description: "An unlit torch leans against the wall."};
group.add(torch);
group.visible = false;
return { group, lighting: 'cave', entryText: "It's dark and damp in here.", cameraPos: {x:0, y:4, z:8}, targetPos: {x:0, y:1, z:0} };
}
function startGame() {
const defaultChar = {
name: "Player",
stats: { hp: 20, maxHp: 20, xp: 0 },
inventory: ["Rusty Sword"]
};
gameState = {
currentLocationId: null,
character: JSON.parse(JSON.stringify(defaultChar))
};
console.log("Starting new game:", gameState);
transitionToLocation('start');
}
function transitionToLocation(newLocationId) {
console.log(`Transitioning from ${gameState.currentLocationId} to ${newLocationId}`);
currentMessage = "";
currentPlacingItem = null;
if (gameState.currentLocationId && locationGroups[gameState.currentLocationId]) {
locationGroups[gameState.currentLocationId].visible = false;
}
let newGroup;
let locationInfo;
if (locationGroups[newLocationId]) {
newGroup = locationGroups[newLocationId];
newGroup.visible = true;
locationInfo = locationData[newLocationId].cachedInfo;
} else {
if (locationData[newLocationId] && locationData[newLocationId].creator) {
locationInfo = locationData[newLocationId].creator();
newGroup = locationInfo.group;
locationGroups[newLocationId] = newGroup;
locationData[newLocationId].cachedInfo = locationInfo;
worldGroup.add(newGroup);
newGroup.visible = true;
} else {
console.error(`Location data or creator missing for ID: ${newLocationId}, attempting fallback to 'start'`);
if (!locationGroups['start']) {
locationData['start'].cachedInfo = locationData['start'].creator();
locationGroups['start'] = locationData['start'].cachedInfo.group;
worldGroup.add(locationGroups['start']);
}
locationInfo = locationData['start'].cachedInfo;
newGroup = locationGroups['start'];
newGroup.visible = true;
newLocationId = 'start';
currentMessage += `<p class="message message-failure">Error: Couldn't load target location, returned to start.</p>`;
}
}
gameState.currentLocationId = newLocationId;
setupLighting(locationInfo.lighting || 'default');
if (locationInfo.cameraPos) camera.position.set(locationInfo.cameraPos.x, locationInfo.cameraPos.y, locationInfo.cameraPos.z);
if (locationInfo.targetPos) controls.target.set(locationInfo.targetPos.x, locationInfo.targetPos.y, locationInfo.targetPos.z);
controls.update();
renderCurrentPageUI();
}
function renderCurrentPageUI() {
const page = pageGraph[gameState.currentLocationId];
const locationInfo = locationData[gameState.currentLocationId]?.cachedInfo;
if (!page) {
console.error(`No page graph data for location ${gameState.currentLocationId}`);
storyTitleElement.textContent = "Lost";
storyContentElement.innerHTML = currentMessage + "<p>You seem to be in an unknown place.</p>";
choicesElement.innerHTML = `<button class="choice-button" onclick="handleTransition({transitionTo: 'start'})">Return to Start</button>`;
updateStatsDisplay();
updateInventoryDisplay();
updateActionInfo();
return;
}
storyTitleElement.textContent = page.title;
storyContentElement.innerHTML = currentMessage + (locationInfo?.entryText ? `<p>${locationInfo.entryText}</p>` : '');
choicesElement.innerHTML = '';
if (page.options && page.options.length > 0) {
page.options.forEach(option => {
const button = document.createElement('button');
button.classList.add('choice-button');
button.textContent = option.text;
button.onclick = () => handleTransition(option);
choicesElement.appendChild(button);
});
} else {
choicesElement.innerHTML = '<p><i>No transitions available from here yet.</i></p>';
}
updateStatsDisplay();
updateInventoryDisplay();
updateActionInfo();
}
function handleTransition(option) {
if (option.transitionTo) {
transitionToLocation(option.transitionTo);
} else {
console.warn("Choice option has no transitionTo property:", option);
}
}
window.handleTransition = handleTransition;
function updateStatsDisplay() {
const { hp, maxHp, xp } = gameState.character.stats;
const hpColor = hp / maxHp < 0.3 ? '#f88' : (hp / maxHp < 0.6 ? '#fd5' : '#8f8');
statsElement.innerHTML = `<strong>Stats:</strong> <span style="color:${hpColor}">HP: ${hp}/${maxHp}</span> <span>XP: ${xp}</span>`;
}
function updateInventoryDisplay() {
let invHtml = '<strong>Inventory:</strong> ';
if (gameState.character.inventory.length === 0) {
invHtml += '<em>Empty</em>';
} else {
gameState.character.inventory.forEach(item => {
const itemDef = itemsData[item] || { type: 'unknown', description: '???' };
const itemClass = `item-${itemDef.type || 'unknown'}`;
const placingClass = (item === currentPlacingItem) ? ' placing' : '';
invHtml += `<span class="item-tag ${itemClass}${placingClass}" title="Click to Place: ${itemDef.description}" data-itemname="${item}">${item}</span>`;
});
}
inventoryElement.innerHTML = invHtml;
inventoryElement.querySelectorAll('.item-tag').forEach(tag => {
tag.onclick = (event) => {
event.stopPropagation();
togglePlacementMode(tag.dataset.itemname);
};
});
}
function updateActionInfo() {
if(currentPlacingItem) {
actionInfoElement.textContent = `Placing: ${currentPlacingItem} (Click ground)`;
actionInfoElement.style.display = 'block';
} else {
actionInfoElement.textContent = `Mode: Explore (Click items/Use UI)`;
actionInfoElement.style.display = 'block';
}
}
function pickupItem() {
if (currentPlacingItem) return;
raycaster.setFromCamera(mouse, camera);
const currentGroup = locationGroups[gameState.currentLocationId];
if (!currentGroup) return;
const pickupables = [];
currentGroup.traverseVisible(child => {
if (child.userData.isPickupable) {
pickupables.push(child);
}
});
const intersects = raycaster.intersectObjects(pickupables, false);
if (intersects.length > 0) {
const clickedObject = intersects[0].object;
const itemName = clickedObject.userData.itemName;
if (itemName && itemsData[itemName]) {
console.log(`Picked up: ${itemName}`);
currentMessage = `<p class="message message-item"><em>Picked up: ${itemName}</em></p>`;
if (!gameState.character.inventory.includes(itemName)) {
gameState.character.inventory.push(itemName);
} else {
currentMessage += `<p class="message message-info"><em>(You already had one)</em></p>`;
}
clickedObject.visible = false;
clickedObject.userData.isPickupable = false;
renderCurrentPageUI();
}
}
}
function togglePlacementMode(itemName) {
if (!itemName) return;
if (currentPlacingItem === itemName) {
currentPlacingItem = null;
console.log("Placement cancelled.");
} else {
currentPlacingItem = itemName;
console.log(`Ready to place: ${itemName}`);
}
updateInventoryDisplay();
updateActionInfo();
}
function placeItem() {
if (!currentPlacingItem) return;
raycaster.setFromCamera(mouse, camera);
const currentGroup = locationGroups[gameState.currentLocationId];
if (!currentGroup) return;
const grounds = [];
currentGroup.traverseVisible(child => { if(child.userData.isGround) grounds.push(child); });
const intersects = raycaster.intersectObjects(grounds);
if (intersects.length > 0) {
const point = intersects[0].point;
const itemName = currentPlacingItem;
const itemDef = itemsData[itemName];
console.log(`Placing ${itemName} at ${point.x.toFixed(1)}, ${point.z.toFixed(1)}`);
const itemGeo = new THREE.BoxGeometry(0.5, 0.5, 0.5);
const itemMat = MAT.simple.clone();
if(itemDef.type === 'weapon') itemMat.color.setHex(0xaa4444);
else if(itemDef.type === 'consumable') itemMat.color.setHex(0xaa7744);
else itemMat.color.setHex(0x8888aa);
const placedMesh = createMesh(itemGeo, itemMat, {x: point.x, y: 0.25, z: point.z});
placedMesh.userData = { isPlacedItem: true, itemName: itemName, isPickupable: true, description: `Placed ${itemName}` };
currentGroup.add(placedMesh);
gameState.character.inventory = gameState.character.inventory.filter(i => i !== itemName);
currentMessage = `<p class="message message-item"><em>Placed ${itemName}.</em></p>`;
currentPlacingItem = null;
renderCurrentPageUI();
} else {
console.log("Placement click missed ground.");
currentMessage = `<p class="message message-failure"><em>Cannot place item there.</em></p>`;
currentPlacingItem = null;
renderCurrentPageUI();
}
}
document.addEventListener('DOMContentLoaded', () => {
console.log("DOM Ready - Initializing Persistent World Adventure.");
try {
initThreeJS();
if (!scene || !camera || !renderer) throw new Error("Three.js failed to initialize.");
startGame();
console.log("Game world initialized and started.");
} catch (error) {
console.error("Initialization failed:", error);
storyTitleElement.textContent = "Initialization Error";
storyContentElement.innerHTML = `<p style="color:red;">Failed to start game:</p><pre style="color:red; white-space: pre-wrap;">${error.stack || error}</pre>`;
if(sceneContainer) sceneContainer.innerHTML = '<p style="color:red; padding: 20px;">3D Scene Failed</p>';
document.getElementById('stats-inventory-container').style.display = 'none';
document.getElementById('choices-container').style.display = 'none';
}
});
</script>
</body>
</html> |