Spaces:
Running
Running
<html lang="en"> | |
<head> | |
<meta charset="UTF-8"> | |
<meta name="viewport" content="width=device-width, initial-scale=1.0"> | |
<title>Choose Your Own Enhanced Procedural Adventure</title> | |
<style> | |
@keyframes subtlePulse { | |
0%, 100% { opacity: 1; } | |
50% { opacity: 0.8; } | |
} | |
@keyframes flicker { | |
0%, 100% { opacity: 1; } | |
20% { opacity: 0.7; } | |
40% { opacity: 1; } | |
60% { opacity: 0.5; } | |
80% { opacity: 0.9; } | |
} | |
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: 200px; | |
background-color: #0a0a0a; | |
height: 100%; | |
box-sizing: border-box; | |
} | |
#ui-container { | |
flex-grow: 2; | |
padding: 20px; | |
overflow-y: auto; | |
background-color: #282828; | |
min-width: 300px; | |
height: 100%; | |
box-sizing: border-box; | |
display: flex; | |
flex-direction: column; | |
border-left: 1px solid #444; | |
} | |
#scene-container canvas { display: block; } | |
#story-title { | |
color: #ffcc66; | |
margin-top: 0; | |
margin-bottom: 15px; | |
border-bottom: 1px solid #555; | |
padding-bottom: 10px; | |
font-size: 1.5em; | |
text-shadow: 1px 1px 2px #000; | |
} | |
#story-content { | |
margin-bottom: 20px; | |
line-height: 1.7; | |
flex-grow: 1; | |
font-size: 1.05em; | |
} | |
#story-content p { margin-bottom: 1.2em; } | |
#story-content p:last-child { margin-bottom: 0; } | |
#stats-inventory-container { | |
margin-bottom: 20px; | |
padding: 15px; | |
border: 1px solid #444; | |
border-radius: 5px; | |
background-color: #333; | |
font-size: 0.9em; | |
} | |
#stats-display, #inventory-display, #effects-display { | |
margin-bottom: 12px; | |
line-height: 1.8; | |
} | |
#stats-display span, #inventory-display span, #effects-display span { | |
display: inline-block; | |
background-color: #4a4a4a; | |
padding: 4px 10px; | |
border-radius: 15px; | |
margin-right: 8px; | |
margin-bottom: 6px; | |
border: 1px solid #666; | |
white-space: nowrap; | |
box-shadow: 1px 1px 2px rgba(0,0,0,0.3); | |
transition: transform 0.1s ease-in-out; | |
} | |
#stats-display span:hover, #inventory-display span:hover, #effects-display span:hover { | |
transform: translateY(-1px); | |
} | |
#stats-display strong, #inventory-display strong, #effects-display strong { color: #bbb; margin-right: 5px; } | |
#inventory-display em, #effects-display em { color: #888; font-style: normal; } | |
#inventory-display .item-quest { background-color: #666030; border-color: #999048;} | |
#inventory-display .item-weapon { background-color: #663030; border-color: #994848;} | |
#inventory-display .item-armor { background-color: #306630; border-color: #489948;} | |
#inventory-display .item-spell { background-color: #303066; border-color: #484899;} | |
#inventory-display .item-consumable { background-color: #664430; border-color: #996648;} | |
#inventory-display .item-unknown { background-color: #555; border-color: #777;} | |
#effects-display .effect-buff { background-color: #306030; border-color: #489048; color: #afa;} | |
#effects-display .effect-debuff { background-color: #603030; border-color: #904848; color: #faa;} | |
#effects-display .effect-neutral { background-color: #555; border-color: #777;} | |
#choices-container { | |
margin-top: auto; | |
padding-top: 15px; | |
border-top: 1px solid #555; | |
} | |
#choices-container h3 { margin-top: 0; margin-bottom: 10px; color: #bbb; } | |
#choices { display: flex; flex-direction: column; gap: 12px; } | |
.choice-button { | |
display: block; width: 100%; padding: 12px 15px; | |
margin-bottom: 0; | |
background-color: #5a5a5a; color: #eee; border: 1px solid #777; | |
border-radius: 5px; cursor: pointer; text-align: left; | |
font-family: 'Courier New', monospace; font-size: 1.05em; | |
transition: background-color 0.2s, border-color 0.2s, transform 0.1s; | |
box-sizing: border-box; | |
box-shadow: 1px 1px 3px rgba(0,0,0,0.4); | |
} | |
.choice-button:hover:not(:disabled) { | |
background-color: #d4a017; color: #111; border-color: #b8860b; | |
transform: scale(1.01); | |
} | |
.choice-button:disabled { | |
background-color: #444; color: #888; cursor: not-allowed; border-color: #666; | |
opacity: 0.6; | |
} | |
.choice-button[title]:disabled::after { | |
content: ' (' attr(title) ')'; | |
font-style: italic; | |
color: #aaa; | |
font-size: 0.9em; | |
margin-left: 5px; | |
} | |
.roll-success { color: #7f7; border-left: 3px solid #4a4; padding-left: 8px; margin-bottom: 1em; font-size: 0.95em; background-color: rgba(0, 255, 0, 0.05); padding: 5px;} | |
.roll-failure { color: #f77; border-left: 3px solid #a44; padding-left: 8px; margin-bottom: 1em; font-size: 0.95em; background-color: rgba(255, 0, 0, 0.05); padding: 5px;} | |
.effect-text { color: #aaa; font-style: italic; font-size: 0.9em; margin-bottom: 1em; border-left: 3px solid #666; padding-left: 8px; background-color: rgba(100, 100, 100, 0.1); padding: 5px; } | |
.item-text { color: #6af; font-style: italic; font-size: 0.9em; margin-bottom: 1em; border-left: 3px solid #369; padding-left: 8px; background-color: rgba(0, 100, 200, 0.1); padding: 5px;} | |
.stat-increase-text { color: #9f9; font-style: italic; font-size: 0.9em; margin-bottom: 1em; border-left: 3px solid #4a4; padding-left: 8px; background-color: rgba(0, 200, 0, 0.1); padding: 5px;} | |
</style> | |
</head> | |
<body> | |
<div id="game-container"> | |
<div id="scene-container"></div> | |
<div id="ui-container"> | |
<h2 id="story-title">Loading Adventure...</h2> | |
<div id="story-content"> | |
<p>Please wait while the adventure loads.</p> | |
</div> | |
<div id="stats-inventory-container"> | |
<div id="stats-display"></div> | |
<div id="effects-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'; | |
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 effectsElement = document.getElementById('effects-display'); | |
const inventoryElement = document.getElementById('inventory-display'); | |
let scene, camera, renderer, clock; | |
let currentAssemblyGroup = null; | |
let currentLights = []; | |
let currentFog = null; | |
const stoneMaterial = new THREE.MeshStandardMaterial({ color: 0x777788, roughness: 0.85, metalness: 0.1 }); | |
const woodMaterial = new THREE.MeshStandardMaterial({ color: 0x9F6633, roughness: 0.75, metalness: 0 }); | |
const darkWoodMaterial = new THREE.MeshStandardMaterial({ color: 0x6F4E2D, roughness: 0.7, metalness: 0 }); | |
const leafMaterial = new THREE.MeshStandardMaterial({ color: 0x3E9B4E, roughness: 0.6, metalness: 0, side: THREE.DoubleSide }); | |
const groundMaterial = new THREE.MeshStandardMaterial({ color: 0x556B2F, roughness: 0.95, metalness: 0 }); | |
const metalMaterial = new THREE.MeshStandardMaterial({ color: 0xaaaaaa, metalness: 0.85, roughness: 0.35 }); | |
const templeMaterial = new THREE.MeshStandardMaterial({ color: 0xB9AB88, roughness: 0.7, metalness: 0.15 }); | |
const errorMaterial = new THREE.MeshStandardMaterial({ color: 0xffa500, roughness: 0.5, emissive: 0x331a00 }); | |
const gameOverMaterial = new THREE.MeshStandardMaterial({ color: 0xcc0000, roughness: 0.6, metalness: 0.2, emissive: 0x220000 }); | |
const dirtMaterial = new THREE.MeshStandardMaterial({ color: 0x8B5E3C, roughness: 0.9 }); | |
const grassMaterial = new THREE.MeshStandardMaterial({ color: 0x4CB781, roughness: 0.85 }); | |
const oceanMaterial = new THREE.MeshStandardMaterial({ color: 0x3E90CF, roughness: 0.4, metalness: 0.3, transparent: true, opacity: 0.8 }); | |
const sandMaterial = new THREE.MeshStandardMaterial({ color: 0xF4A460, roughness: 0.9 }); | |
const wetStoneMaterial = new THREE.MeshStandardMaterial({ color: 0x3F5F5F, roughness: 0.6, metalness: 0.1 }); | |
const glowMaterial = new THREE.MeshStandardMaterial({ color: 0x33FFBB, emissive: 0x33FFBB, emissiveIntensity: 0.6 }); | |
const vineMaterial = new THREE.MeshStandardMaterial({ color: 0x448844, roughness: 0.8 }); | |
const goblinSkinMaterial = new THREE.MeshStandardMaterial({ color: 0x6B8E23, roughness: 0.7 }); | |
const mossMaterial = new THREE.MeshStandardMaterial({ color: 0x556B2F, roughness: 0.9 }); | |
function initThreeJS() { | |
if (!sceneContainer) { console.error("Scene container not found!"); return; } | |
scene = new THREE.Scene(); | |
scene.background = new THREE.Color(0x1a1a1a); | |
clock = new THREE.Clock(); | |
const width = sceneContainer.clientWidth; | |
const height = sceneContainer.clientHeight; | |
camera = new THREE.PerspectiveCamera(60, (width / height) || 1, 0.1, 1000); | |
camera.position.set(0, 3, 8); | |
camera.lookAt(0, 0.5, 0); | |
renderer = new THREE.WebGLRenderer({ antialias: true, alpha: true }); | |
renderer.setSize(width || 400, height || 300); | |
renderer.shadowMap.enabled = true; | |
renderer.shadowMap.type = THREE.PCFSoftShadowMap; | |
renderer.toneMapping = THREE.ACESFilmicToneMapping; | |
renderer.outputColorSpace = THREE.SRGBColorSpace; | |
sceneContainer.appendChild(renderer.domElement); | |
const ambientLight = new THREE.AmbientLight(0xffffff, 0.2); | |
scene.add(ambientLight); | |
currentLights.push(ambientLight); | |
window.addEventListener('resize', onWindowResize, false); | |
setTimeout(onWindowResize, 100); | |
animate(); | |
} | |
function onWindowResize() { | |
if (!renderer || !camera || !sceneContainer) return; | |
const width = sceneContainer.clientWidth; | |
const height = sceneContainer.clientHeight; | |
if (width > 0 && height > 0) { | |
camera.aspect = width / height; | |
camera.updateProjectionMatrix(); | |
renderer.setSize(width, height); | |
} | |
} | |
function animate() { | |
requestAnimationFrame(animate); | |
const delta = clock.getDelta(); | |
const time = clock.getElapsedTime(); | |
scene.traverse(obj => { | |
if (obj.userData.update) obj.userData.update(time, delta); | |
}); | |
if (currentFog && currentFog.density !== undefined) { | |
const baseDensity = currentFog.userData.baseDensity || currentFog.density; | |
currentFog.density = baseDensity + Math.sin(time * 0.3) * baseDensity * 0.05; | |
} | |
if (renderer && scene && camera) { | |
renderer.render(scene, camera); | |
} | |
} | |
function createMesh(geometry, material, position = { x: 0, y: 0, z: 0 }, rotation = { x: 0, y: 0, z: 0 }, scale = { x: 1, y: 1, z: 1 }) { | |
const mesh = new THREE.Mesh(geometry, material); | |
mesh.position.set(position.x, position.y, position.z); | |
mesh.rotation.set(rotation.x, rotation.y, rotation.z); | |
mesh.scale.set(scale.x, scale.y, scale.z); | |
mesh.castShadow = true; mesh.receiveShadow = true; | |
return mesh; | |
} | |
function createGroundPlane(material = groundMaterial, size = 20) { | |
const groundGeo = new THREE.PlaneGeometry(size, size); | |
const ground = new THREE.Mesh(groundGeo, material); | |
ground.rotation.x = -Math.PI / 2; ground.position.y = -0.01; | |
ground.receiveShadow = true; ground.castShadow = false; | |
return ground; | |
} | |
function createLSystemInspiredTree(position = { x: 0, y: 0, z: 0 }, baseHeight = 3, baseRadius = 0.2, iterations = 2, branchFactor = 3) { | |
const treeGroup = new THREE.Group(); | |
treeGroup.position.copy(position); | |
const trunkGeo = new THREE.CylinderGeometry(baseRadius * 0.7, baseRadius, baseHeight, 8); | |
const trunk = createMesh(trunkGeo, woodMaterial, { x: 0, y: baseHeight / 2, z: 0 }); | |
treeGroup.add(trunk); | |
function addBranches(parent, currentHeight, currentRadius, currentIteration) { | |
if (currentIteration <= 0) { | |
const leafSize = baseHeight * 0.3 * (Math.random() * 0.5 + 0.7); | |
const leafGeo = new THREE.SphereGeometry(leafSize, 8, 6); | |
const leaves = createMesh(leafGeo, leafMaterial, { x: 0, y: currentHeight + leafSize * 0.5, z: 0 }); | |
leaves.scale.y = Math.random() * 0.5 + 0.8; | |
parent.add(leaves); | |
return; | |
} | |
for (let i = 0; i < branchFactor; i++) { | |
const branchLength = baseHeight * 0.6 * (0.8 / currentIteration) * (Math.random() * 0.4 + 0.8); | |
const branchRadius = currentRadius * 0.6 * (Math.random() * 0.3 + 0.7); | |
const branchGeo = new THREE.CylinderGeometry(branchRadius * 0.7, branchRadius, branchLength, 6); | |
const branch = new THREE.Group(); | |
const branchMesh = createMesh(branchGeo, woodMaterial, { x: 0, y: branchLength / 2, z: 0 }); | |
branch.add(branchMesh); | |
branch.position.y = currentHeight; | |
const angleX = (Math.random() - 0.3) * Math.PI / 3; | |
const angleZ = (Math.random() - 0.5) * Math.PI / 3; | |
const angleY = Math.random() * Math.PI * 2; | |
branch.rotation.set(angleX, angleY, angleZ); | |
parent.add(branch); | |
addBranches(branchMesh, branchLength, branchRadius, currentIteration - 1); | |
} | |
} | |
addBranches(trunk, baseHeight, baseRadius, iterations); | |
return treeGroup; | |
} | |
function createForestAssembly(treeCount = 15, areaSize = 15) { | |
const group = new THREE.Group(); | |
const forestFloorMat = Math.random() > 0.3 ? groundMaterial : grassMaterial; | |
group.add(createGroundPlane(forestFloorMat, areaSize * 1.2)); | |
for (let i = 0; i < treeCount; i++) { | |
const x = (Math.random() - 0.5) * areaSize; | |
const z = (Math.random() - 0.5) * areaSize; | |
if (Math.sqrt(x * x + z * z) > areaSize * 0.1) { | |
const baseHeight = Math.random() * 2 + 2.5; | |
const baseRadius = Math.random() * 0.15 + 0.15; | |
const iterations = Math.random() > 0.5 ? 2 : 3; | |
const tree = createLSystemInspiredTree({ x, y: 0, z }, baseHeight, baseRadius, iterations); | |
tree.rotation.y = Math.random() * Math.PI * 2; | |
group.add(tree); | |
} | |
} | |
const bushGeo = new THREE.IcosahedronGeometry(0.4 + Math.random() * 0.3, 0); | |
for (let i = 0; i < treeCount * 0.7; i++) { | |
const bush = createMesh(bushGeo, leafMaterial, { x: (Math.random() - 0.5) * areaSize, y: 0.3, z: (Math.random() - 0.5) * areaSize }); | |
bush.scale.set(Math.random()*0.5+0.8, Math.random()*0.5+0.8, Math.random()*0.5+0.8); | |
group.add(bush); | |
} | |
const rockGeo = new THREE.IcosahedronGeometry(0.3 + Math.random() * 0.4, 0); | |
for (let i = 0; i < treeCount * 0.3; i++) { | |
const rock = createMesh(rockGeo, stoneMaterial, { x: (Math.random() - 0.5) * areaSize, y: 0.2, z: (Math.random() - 0.5) * areaSize }); | |
rock.rotation.set(Math.random()*0.5, Math.random()*Math.PI*2, Math.random()*0.5); | |
group.add(rock); | |
} | |
return group; | |
} | |
function createDefaultAssembly() { | |
const group = new THREE.Group(); | |
const sphereGeo = new THREE.SphereGeometry(0.8, 16, 12); | |
group.add(createMesh(sphereGeo, stoneMaterial, { x: 0, y: 0.8, z: 0 })); | |
group.add(createGroundPlane(dirtMaterial, 10)); | |
return group; | |
} | |
function createCityGatesAssembly() { | |
const group = new THREE.Group(); | |
const gh=4.5, gw=1.8, gd=1.0, ah=1.2, aw=3.5; | |
const pillarMat = stoneMaterial.clone(); | |
pillarMat.color.lerp(new THREE.Color(0x666677), 0.2); | |
const tlGeo = new THREE.BoxGeometry(gw, gh, gd); | |
group.add(createMesh(tlGeo, pillarMat, { x:-(aw/2+gw/2), y:gh/2, z:0 })); | |
const trGeo = new THREE.BoxGeometry(gw, gh, gd); | |
group.add(createMesh(trGeo, pillarMat, { x:(aw/2+gw/2), y:gh/2, z:0 })); | |
const archSegments = 10; | |
const archPoints = []; | |
for (let i = 0; i <= archSegments; i++) { | |
const angle = Math.PI * (i / archSegments); | |
archPoints.push(new THREE.Vector2(Math.cos(angle) * aw / 2, Math.sin(angle) * ah)); | |
} | |
const archShape = new THREE.Shape(archPoints); | |
const extrudeSettings = { depth: gd, bevelEnabled: false }; | |
const aGeo = new THREE.ExtrudeGeometry(archShape, extrudeSettings); | |
const archMesh = createMesh(aGeo, stoneMaterial, { x:0, y:gh-ah, z:-gd/2}, {y: Math.PI}); | |
archMesh.position.y = gh - ah; | |
archMesh.position.x = -aw/2; | |
archMesh.rotation.y = 0; | |
group.add(archMesh); | |
const cs=0.45; | |
const cg = new THREE.BoxGeometry(cs, cs, gd*1.1); | |
for(let i=-1; i<=1; i+=2){ | |
group.add(createMesh(cg.clone(), stoneMaterial, { x:-(aw/2+gw/2)+i*cs*0.8, y:gh+cs/2, z:0 })); | |
group.add(createMesh(cg.clone(), stoneMaterial, { x:(aw/2+gw/2)+i*cs*0.8, y:gh+cs/2, z:0 })); | |
} | |
group.add(createMesh(cg.clone(), stoneMaterial, { x:0, y:gh+ah-cs*0.2, z:0 })); | |
group.add(createGroundPlane(stoneMaterial, 15)); | |
return group; | |
} | |
function createTempleAssembly() { | |
const group = new THREE.Group(); | |
const bs=6, bsh=0.6, ch=3.5, cr=0.3, rh=0.7; | |
const baseMat = templeMaterial.clone(); | |
baseMat.color.lerp(new THREE.Color(0xffffff), 0.1); | |
const bGeo = new THREE.CylinderGeometry(bs, bs, bsh, 32); | |
group.add(createMesh(bGeo, baseMat, { x:0, y:bsh/2, z:0 })); | |
const cGeo = new THREE.CylinderGeometry(cr, cr, ch, 12); | |
const numCols = 8; | |
for(let i=0; i<numCols; i++){ | |
const angle = (i / numCols) * Math.PI * 2; | |
const radius = bs * 0.7; | |
const x = Math.cos(angle) * radius; | |
const z = Math.sin(angle) * radius; | |
group.add(createMesh(cGeo.clone(), templeMaterial, { x:x, y:bsh+ch/2, z:z })); | |
} | |
const roofGeo = new THREE.ConeGeometry(bs*0.8, rh*2, 32); | |
group.add(createMesh(roofGeo, templeMaterial, { x:0, y:bsh+ch+rh, z:0 })); | |
const altarGeo = new THREE.BoxGeometry(bs*0.2, bs*0.2, bs*0.2); | |
const altar = createMesh(altarGeo, glowMaterial.clone().set({color: 0xFFFF99, emissiveIntensity: 0.3}), {x: 0, y: bsh + bs*0.1, z: 0}); | |
group.add(altar); | |
group.add(createGroundPlane(grassMaterial, 20)); | |
return group; | |
} | |
function createDarkCaveAssembly() { | |
const group = new THREE.Group(); | |
const caveRadius = 6; | |
const caveHeight = 5; | |
const floorGeo = new THREE.PlaneGeometry(caveRadius * 2.5, caveRadius * 2.5, 20, 20); | |
const positions = floorGeo.attributes.position; | |
for (let i = 0; i < positions.count; i++) { | |
const x = positions.getX(i); | |
const z = positions.getZ(i); | |
const dist = Math.sqrt(x*x + z*z); | |
const noise = (Math.random() - 0.5) * 0.3; | |
const dip = -dist * 0.05; | |
positions.setY(i, noise + dip); | |
} | |
floorGeo.computeVertexNormals(); | |
const floor = new THREE.Mesh(floorGeo, wetStoneMaterial); | |
floor.rotation.x = -Math.PI / 2; | |
floor.receiveShadow = true; | |
group.add(floor); | |
const wallGeo = new THREE.SphereGeometry(caveRadius * 1.1, 32, 16, 0, Math.PI * 2, 0, Math.PI * 0.8); | |
const wallMat = stoneMaterial.clone(); | |
wallMat.side = THREE.BackSide; | |
wallMat.color.lerp(new THREE.Color(0x444455), 0.3); | |
const walls = new THREE.Mesh(wallGeo, wallMat); | |
walls.position.y = caveHeight * 0.4; | |
walls.receiveShadow = true; | |
group.add(walls); | |
const coneGeo = new THREE.ConeGeometry(0.1 + Math.random() * 0.2, 0.5 + Math.random() * 1.5, 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() > 0.4) { | |
const stalactite = createMesh(coneGeo.clone(), wetStoneMaterial, {x, y: caveHeight * 0.8 + Math.random() * 0.5, z}); | |
stalactite.rotation.x = Math.PI; | |
group.add(stalactite); | |
} | |
if (Math.random() > 0.4) { | |
const stalagmite = createMesh(coneGeo.clone(), wetStoneMaterial, {x, y: 0, z}); | |
const raycaster = new THREE.Raycaster(new THREE.Vector3(x, 5, z), new THREE.Vector3(0, -1, 0)); | |
const intersects = raycaster.intersectObject(floor); | |
if (intersects.length > 0) { | |
stalagmite.position.y = intersects[0].point.y + (0.5 + Math.random() * 1.5)/2; | |
} | |
group.add(stalagmite); | |
} | |
} | |
const dripGeo = new THREE.SphereGeometry(0.03, 6, 6); | |
const dripMat = oceanMaterial.clone(); | |
dripMat.opacity = 0.6; | |
for (let i = 0; i < 5; i++) { | |
const startX = (Math.random() - 0.5) * caveRadius; | |
const startZ = (Math.random() - 0.5) * caveRadius; | |
const startY = caveHeight * 0.8 + Math.random() * 0.5; | |
const drip = createMesh(dripGeo, dripMat, { x: startX, y: startY, z: startZ }); | |
drip.castShadow = false; | |
drip.userData.startY = startY; | |
drip.userData.speed = Math.random() * 2 + 2; | |
drip.userData.update = (time, delta) => { | |
drip.position.y -= drip.userData.speed * delta; | |
if (drip.position.y < 0) { | |
drip.position.y = drip.userData.startY; | |
drip.position.x = startX + (Math.random()-0.5)*0.1; | |
drip.position.z = startZ + (Math.random()-0.5)*0.1; | |
} | |
}; | |
group.add(drip); | |
} | |
const flickerLight = new THREE.PointLight(0xffaa55, 3, 8, 1); | |
flickerLight.position.set(0, 1.5, 0); | |
flickerLight.castShadow = true; | |
flickerLight.shadow.mapSize.width = 512; | |
flickerLight.shadow.mapSize.height = 512; | |
flickerLight.userData.baseIntensity = 3; | |
flickerLight.userData.update = (time) => { | |
flickerLight.intensity = flickerLight.userData.baseIntensity * (0.7 + Math.random() * 0.6); | |
flickerLight.position.x = 0 + (Math.random()-0.5)*0.1; | |
flickerLight.position.z = 0 + (Math.random()-0.5)*0.1; | |
}; | |
group.add(flickerLight); | |
return group; | |
} | |
function createOvergrownPathAssembly() { | |
const group = new THREE.Group(); | |
const areaSize = 15; | |
group.add(createGroundPlane(dirtMaterial, areaSize)); | |
for (let i = 0; i < 25; i++) { | |
const edgeDist = areaSize * 0.45; | |
const angle = Math.random() * Math.PI * 2; | |
const radius = edgeDist + Math.random() * (areaSize*0.2); | |
const x = Math.cos(angle) * radius; | |
const z = Math.sin(angle) * radius; | |
const baseHeight = Math.random() * 2 + 2; | |
const baseRadius = Math.random() * 0.1 + 0.1; | |
const tree = createLSystemInspiredTree({ x, y: 0, z }, baseHeight, baseRadius, 2); | |
tree.rotation.y = Math.random() * Math.PI * 2; | |
group.add(tree); | |
} | |
const fungiGeo = new THREE.SphereGeometry(0.05 + Math.random()*0.05, 6, 5); | |
for (let i = 0; i < 15; i++) { | |
const clusterX = (Math.random() - 0.5) * areaSize * 0.6; | |
const clusterZ = (Math.random() - 0.5) * areaSize * 0.6; | |
const clusterYBase = 0.1; | |
for (let j = 0; j < 5 + Math.random()*5; j++) { | |
const fungi = createMesh(fungiGeo, glowMaterial, { | |
x: clusterX + (Math.random() - 0.5) * 0.3, | |
y: clusterYBase + Math.random() * 0.1, | |
z: clusterZ + (Math.random() - 0.5) * 0.3 | |
}); | |
fungi.castShadow = false; | |
group.add(fungi); | |
} | |
} | |
const vineGeo = new THREE.CylinderGeometry(0.03, 0.04, 1.5 + Math.random(), 5); | |
for (let i = 0; i < 10; i++) { | |
const x = (Math.random() - 0.5) * areaSize * 0.5; | |
const z = (Math.random() - 0.5) * areaSize * 0.5; | |
const y = 2.5 + Math.random(); | |
const vine = createMesh(vineGeo, vineMaterial, { x, y, z }, | |
{ x: Math.random()*0.4 - 0.2, z: Math.random()*0.4 - 0.2 } | |
); | |
group.add(vine); | |
} | |
return group; | |
} | |
function createClearingStatueAssembly() { | |
const group = new THREE.Group(); | |
const clearingSize = 12; | |
group.add(createGroundPlane(grassMaterial.clone().set({color: 0x6AAA6A}), clearingSize)); | |
const baseGeo = new THREE.CylinderGeometry(0.6, 0.8, 0.4, 12); | |
const base = createMesh(baseGeo, stoneMaterial, {y: 0.2}); | |
group.add(base); | |
const bodyGeo = new THREE.BoxGeometry(0.7, 1.5, 0.7); | |
const body = createMesh(bodyGeo, stoneMaterial, {y: 0.4 + 1.5/2}); | |
group.add(body); | |
const headGeo = new THREE.SphereGeometry(0.4, 12, 8); | |
const head = createMesh(headGeo, stoneMaterial, {y: 0.4 + 1.5 + 0.4}); | |
group.add(head); | |
const mossGeo = new THREE.SphereGeometry(0.1, 6, 4); | |
for (let i = 0; i < 25; i++) { | |
const targetMesh = Math.random() > 0.5 ? body : (Math.random() > 0.5 ? head : base); | |
const pos = new THREE.Vector3( | |
(Math.random() - 0.5) * (targetMesh.geometry.parameters.width || targetMesh.geometry.parameters.radiusTop || 0.5), | |
(Math.random() - 0.5) * targetMesh.geometry.parameters.height, | |
(Math.random() - 0.5) * (targetMesh.geometry.parameters.depth || targetMesh.geometry.parameters.radiusTop || 0.5) | |
); | |
pos.multiplyScalar(0.9); | |
pos.add(targetMesh.position); | |
const moss = createMesh(mossGeo, mossMaterial, pos); | |
moss.scale.setScalar(Math.random()*0.5 + 0.8); | |
group.add(moss); | |
} | |
const leafGeo = new THREE.PlaneGeometry(0.15, 0.15); | |
for (let i = 0; i < 40; i++) { | |
const leaf = createMesh(leafGeo, leafMaterial, | |
{ x: (Math.random() - 0.5) * clearingSize * 0.8, y: 0.01, z: (Math.random() - 0.5) * clearingSize * 0.8 }, | |
{ x: -Math.PI / 2, z: Math.random() * Math.PI * 2 } | |
); | |
leaf.receiveShadow = true; | |
group.add(leaf); | |
} | |
return group; | |
} | |
function createGoblinAmbushAssembly() { | |
const group = createOvergrownPathAssembly(); | |
const createGoblin = (position) => { | |
const goblinGroup = new THREE.Group(); | |
goblinGroup.position.copy(position); | |
const bodyHeight = 0.8; | |
const bodyRadius = 0.25; | |
const bodyGeo = new THREE.CapsuleGeometry(bodyRadius, bodyHeight - bodyRadius*2, 4, 8); | |
const body = createMesh(bodyGeo, goblinSkinMaterial, { y: bodyHeight / 2 + 0.1}); | |
goblinGroup.add(body); | |
const headSize = 0.3; | |
const headGeo = new THREE.SphereGeometry(headSize, 10, 8); | |
const head = createMesh(headGeo, goblinSkinMaterial, { y: bodyHeight + headSize * 0.8 }); | |
goblinGroup.add(head); | |
const limbGeo = new THREE.CylinderGeometry(0.05, 0.04, 0.6, 6); | |
const arm1 = createMesh(limbGeo, goblinSkinMaterial, {x:-bodyRadius*0.8, y: bodyHeight*0.7, z:0}, {z: Math.PI/4}); | |
const arm2 = createMesh(limbGeo, goblinSkinMaterial, {x:bodyRadius*0.8, y: bodyHeight*0.7, z:0}, {z: -Math.PI/4}); | |
goblinGroup.add(arm1); | |
goblinGroup.add(arm2); | |
const spearLength = 1.5; | |
const spearGeo = new THREE.CylinderGeometry(0.03, 0.03, spearLength, 6); | |
const spear = createMesh(spearGeo, darkWoodMaterial, { x: 0.3, y: 0.6, z: 0.1 }, { z: Math.PI / 3, x: -0.2 }); | |
goblinGroup.add(spear); | |
const tipGeo = new THREE.ConeGeometry(0.05, 0.15, 6); | |
const tip = createMesh(tipGeo, metalMaterial.clone().set({roughness: 0.7, color: 0x666666}), {y: spearLength/2}); | |
spear.add(tip); | |
return goblinGroup; | |
}; | |
const goblin1 = createGoblin(new THREE.Vector3(-1.5, 0, 2)); | |
const goblin2 = createGoblin(new THREE.Vector3(1.8, 0, 2.5)); | |
goblin1.rotation.y = Math.PI / 8; | |
goblin2.rotation.y = -Math.PI / 6; | |
group.add(goblin1); | |
group.add(goblin2); | |
return group; | |
} | |
function createCoastalCliffsAssembly() { | |
const group = new THREE.Group(); | |
const cliffWidth = 15; | |
const cliffHeight = 8; | |
const cliffDepth = 15; | |
const cliffGeo = new THREE.BoxGeometry(cliffWidth, cliffHeight, cliffDepth); | |
const cliffMat = stoneMaterial.clone(); | |
const positions = cliffGeo.attributes.position; | |
const normals = cliffGeo.attributes.normal; | |
for(let i=0; i<positions.count; i++){ | |
const x = positions.getX(i); | |
const y = positions.getY(i); | |
const z = positions.getZ(i); | |
const nx = normals.getX(i); | |
if (Math.abs(nx - 1) < 0.1) { | |
positions.setX(i, positions.getX(i) + (Math.random() - 0.7) * 2); | |
positions.setY(i, positions.getY(i) + (Math.random() - 0.5) * 1); | |
} | |
} | |
cliffGeo.computeVertexNormals(); | |
const cliff = createMesh(cliffGeo, cliffMat, { x:-cliffWidth/2, y: cliffHeight / 2 - 3, z: 0 }); | |
group.add(cliff); | |
const pathWidth = 1.5; | |
const pathSegmentLength = 3; | |
const pathSegments = 5; | |
let currentPathPos = new THREE.Vector3(cliffWidth/2 - 3, cliffHeight-1, -cliffDepth/2 + 2); | |
for (let i=0; i< pathSegments; i++) { | |
const pathGeo = new THREE.PlaneGeometry(pathWidth, pathSegmentLength); | |
const angleX = -Math.PI / 2 - (Math.random()*0.1 + 0.1); | |
const angleZ = (i%2 === 0 ? 1 : -1) * (Math.random()*0.2 + Math.PI / 8); | |
const path = createMesh(pathGeo, dirtMaterial, currentPathPos, {x: angleX, y: 0, z: angleZ}); | |
group.add(path); | |
currentPathPos.x -= Math.sin(angleZ) * pathSegmentLength * 0.8; | |
currentPathPos.y += Math.sin(angleX) * pathSegmentLength * 0.8; | |
currentPathPos.z += Math.cos(angleZ) * pathSegmentLength * 0.8; | |
} | |
const oceanGeo = new THREE.PlaneGeometry(100, 100, 20, 20); | |
const oceanMat = oceanMaterial.clone(); | |
oceanMat.transparent = true; | |
oceanMat.opacity = 0.9; | |
const ocean = new THREE.Mesh(oceanGeo, oceanMat); | |
ocean.rotation.x = -Math.PI / 2; | |
ocean.position.y = -2; | |
ocean.receiveShadow = false; | |
ocean.userData.baseY = -2; | |
ocean.userData.update = (time) => { | |
ocean.position.y = ocean.userData.baseY + Math.sin(time * 0.5) * 0.15; | |
const oceanPos = oceanGeo.attributes.position; | |
for(let i=0; i<oceanPos.count; i++){ | |
const x = oceanPos.getX(i); | |
const z = oceanPos.getZ(i); | |
oceanPos.setZ(i, Math.sin(x * 0.1 + time * 0.3) * 0.3 + Math.cos(z * 0.05 + time * 0.2) * 0.2); | |
} | |
oceanPos.needsUpdate = true; | |
oceanGeo.computeVertexNormals(); | |
}; | |
group.add(ocean); | |
const foamGeo = new THREE.PlaneGeometry(cliffWidth*1.2, 2, 10, 1); | |
const foamMat = new THREE.MeshBasicMaterial({color: 0xffffff, transparent: true, opacity: 0.6}); | |
const foam = createMesh(foamGeo, foamMat, {x: -cliffWidth/2+cliffWidth*1.2/2, y: -1.9, z: -cliffDepth/2}, {x: -Math.PI/2}); | |
group.add(foam); | |
return group; | |
} | |
function createRollingHillsAssembly() { | |
const group = new THREE.Group(); | |
const hillSize = 60; | |
const hillSegments = 30; | |
const hillGeo = new THREE.PlaneGeometry(hillSize, hillSize, hillSegments, hillSegments); | |
const hillMat = grassMaterial.clone(); | |
const hill = new THREE.Mesh(hillGeo, hillMat); | |
hill.rotation.x = -Math.PI / 2; | |
hill.receiveShadow = true; | |
const positions = hillGeo.attributes.position; | |
for (let i = 0; i < positions.count; i++) { | |
const x = positions.getX(i); | |
const z = positions.getZ(i); | |
const y = (Math.sin(x * 0.08 + z * 0.05) * 2.5 + Math.cos(x * 0.04 - z * 0.07) * 2.0) * (1 - Math.sqrt(x*x+z*z)/(hillSize*0.7)); | |
positions.setY(i, Math.max(0, y)); | |
} | |
hillGeo.computeVertexNormals(); | |
group.add(hill); | |
const shepherdGeo = new THREE.CapsuleGeometry(0.2, 1.2, 4, 8); | |
const shepherd = createMesh(shepherdGeo, darkWoodMaterial, { x: 15, y: 0, z: -20 }); | |
const raycaster = new THREE.Raycaster(new THREE.Vector3(15, 10, -20), new THREE.Vector3(0, -1, 0)); | |
const intersects = raycaster.intersectObject(hill); | |
if (intersects.length > 0) { | |
shepherd.position.y = intersects[0].point.y + 1.4/2; | |
} | |
group.add(shepherd); | |
const sheepGeo = new THREE.SphereGeometry(0.3, 8, 6); | |
const sheepMat = new THREE.MeshStandardMaterial({color: 0xeeeeee, roughness: 0.9}); | |
for (let i = 0; i < 10; i++) { | |
const sx = 15 + (Math.random() - 0.5) * 8; | |
const sz = -20 + (Math.random() - 0.5) * 8; | |
const sheep = createMesh(sheepGeo, sheepMat, { x: sx, y: 0, z: sz }); | |
const sheepRaycaster = new THREE.Raycaster(new THREE.Vector3(sx, 10, sz), new THREE.Vector3(0, -1, 0)); | |
const sheepIntersects = sheepRaycaster.intersectObject(hill); | |
if (sheepIntersects.length > 0) { | |
sheep.position.y = sheepIntersects[0].point.y + 0.3; | |
} | |
group.add(sheep); | |
} | |
const flowerGeo = new THREE.ConeGeometry(0.05, 0.2, 5); | |
const flowerMat = new THREE.MeshStandardMaterial({color: 0xffff00}); | |
for (let i = 0; i < 100; i++) { | |
const fx = (Math.random() - 0.5) * hillSize * 0.8; | |
const fz = (Math.random() - 0.5) * hillSize * 0.8; | |
const flower = createMesh(flowerGeo, flowerMat, { x: fx, y: 0, z: fz }); | |
const flowerRaycaster = new THREE.Raycaster(new THREE.Vector3(fx, 10, fz), new THREE.Vector3(0, -1, 0)); | |
const flowerIntersects = flowerRaycaster.intersectObject(hill); | |
if (flowerIntersects.length > 0) { | |
flower.position.y = flowerIntersects[0].point.y + 0.1; | |
} | |
group.add(flower); | |
} | |
return group; | |
} | |
function createCrossroadsAssembly() { | |
const group = new THREE.Group(); | |
group.add(createGroundPlane(dirtMaterial, 30)); | |
const poleGeo = new THREE.CylinderGeometry(0.15, 0.12, 3.5, 8); | |
group.add(createMesh(poleGeo, darkWoodMaterial, { y: 1.75 })); | |
const signGeo = new THREE.BoxGeometry(1.8, 0.4, 0.1); | |
const signMat = woodMaterial.clone(); | |
group.add(createMesh(signGeo, signMat, { y: 2.8, z: 0.3, x: 0.7 }, { y: Math.PI / 5 })); | |
group.add(createMesh(signGeo.clone(), signMat, { y: 2.5, x: -0.7 }, { y: -Math.PI / 6 })); | |
group.add(createMesh(signGeo.clone(), signMat, { y: 2.2, z: -0.3, x: 0.1 }, { y: Math.PI + Math.PI / 7 })); | |
const grassGeo = new THREE.ConeGeometry(0.15, 0.4, 6); | |
for (let i = 0; i < 80; i++) { | |
const x = (Math.random() - 0.5) * 28; | |
const z = (Math.random() - 0.5) * 28; | |
if (Math.abs(x) > 3 || Math.abs(z) > 3) { | |
const grass = createMesh(grassGeo, grassMaterial, { x, y: 0.2, z }, { y: Math.random() * Math.PI }); | |
grass.scale.setScalar(0.8 + Math.random()*0.4); | |
group.add(grass); | |
} | |
} | |
const rockGeo = new THREE.IcosahedronGeometry(0.4 + Math.random()*0.3, 0); | |
for (let i = 0; i < 15; i++) { | |
const rock = createMesh(rockGeo, stoneMaterial, { x: (Math.random() - 0.5) * 25, y: 0.2, z: (Math.random() - 0.5) * 25 }, { y: Math.random() * Math.PI }); | |
rock.rotation.x = Math.random()*0.3; rock.rotation.z = Math.random()*0.3; | |
group.add(rock); | |
} | |
return group; | |
} | |
function createForestEntranceAssembly() { | |
const group = createForestAssembly(30, 18); | |
const rootGeo = new THREE.TorusGeometry(0.8 + Math.random()*0.4, 0.15 + Math.random()*0.1, 8, 16); | |
for (let i = 0; i < 15; i++) { | |
const root = createMesh(rootGeo, darkWoodMaterial, { x: (Math.random() - 0.5) * 12, y: 0.15, z: (Math.random() - 0.5) * 12 }, { x: Math.PI / 2 + (Math.random()-0.5)*0.3, y: Math.random()*Math.PI }); | |
root.scale.y = 0.5 + Math.random(); | |
group.add(root); | |
} | |
return group; | |
} | |
function createHiddenCoveAssembly() { | |
const group = new THREE.Group(); | |
const coveSize = 20; | |
group.add(createGroundPlane(sandMaterial, coveSize)); | |
const caveEntranceWidth = 4; | |
const caveEntranceHeight = 3; | |
const caveWallGeo = new THREE.BoxGeometry(coveSize*1.5, 8, coveSize*0.3); | |
const caveWall = createMesh(caveWallGeo, stoneMaterial, { z: -coveSize/2 - coveSize*0.15, y: 4}); | |
group.add(caveWall); | |
const rockGeo = new THREE.IcosahedronGeometry(0.6 + Math.random()*0.5, 0); | |
for (let i = 0; i < 20; i++) { | |
const x = (Math.random() - 0.5) * coveSize * 0.9; | |
const z = Math.random() * coveSize * 0.4; | |
const rock = createMesh(rockGeo, wetStoneMaterial, { x: x, y: 0.3, z: z }); | |
rock.rotation.set(Math.random()*0.5, Math.random()*Math.PI*2, Math.random()*0.5); | |
group.add(rock); | |
} | |
const seaweedGeo = new THREE.ConeGeometry(0.15, 1.2 + Math.random()*0.5, 6); | |
for (let i = 0; i < 15; i++) { | |
const x = (Math.random() - 0.5) * coveSize * 0.7; | |
const z = Math.random() * coveSize * 0.3; | |
const seaweed = createMesh(seaweedGeo, leafMaterial, { x: x, y: 0.6, z: z }, {x: (Math.random()-0.5)*0.2}); | |
group.add(seaweed); | |
} | |
const oceanGeo = new THREE.PlaneGeometry(coveSize*1.5, coveSize*0.7, 10, 5); | |
const ocean = createMesh(oceanGeo, oceanMaterial, {y: 0.1, z: coveSize*0.35}, {x: -Math.PI/2}); | |
group.add(ocean); | |
return group; | |
} | |
function createGameOverAssembly() { | |
const group = new THREE.Group(); | |
const boxGeo = new THREE.BoxGeometry(2, 2, 2); | |
group.add(createMesh(boxGeo, gameOverMaterial, { x: 0, y: 1, z: 0 })); | |
group.add(createGroundPlane(stoneMaterial.clone().set({color: 0x333333}))); | |
return group; | |
} | |
function createErrorAssembly() { | |
const group = new THREE.Group(); | |
const coneGeo = new THREE.ConeGeometry(0.8, 1.5, 8); | |
group.add(createMesh(coneGeo, errorMaterial, { x: 0, y: 0.75, z: 0 })); | |
group.add(createGroundPlane()); | |
return group; | |
} | |
function createPrisonerCellAssembly() { return createDefaultAssembly(); } | |
function createResistanceMeetingAssembly() { return createDefaultAssembly(); } | |
function createRoadAmbushAssembly() { return createDefaultAssembly(); } | |
function createForestEdgeAssembly() { return createDefaultAssembly(); } | |
function createWeaponsmithAssembly() { return createDefaultAssembly(); } | |
const itemsData = { | |
"Flaming Sword":{type:"weapon", description:"A fiery blade"}, | |
"Whispering Bow":{type:"weapon", description:"A silent bow"}, | |
"Guardian Shield":{type:"armor", description:"A protective shield"}, | |
"Healing Light Spell":{type:"spell", description:"Mends minor wounds"}, | |
"Shield of Faith Spell":{type:"spell", description:"Temporary shield"}, | |
"Binding Runes Scroll":{type:"spell", description:"Binds an enemy"}, | |
"Secret Tunnel Map":{type:"quest", description:"Shows a hidden path"}, | |
"Poison Daggers":{type:"weapon", description:"Daggers with poison"}, | |
"Master Key":{type:"quest", description:"Unlocks many doors"}, | |
"Crude Dagger":{type:"weapon", description:"A roughly made dagger."}, | |
"Scout's Pouch":{type:"quest", description:"Contains odds and ends."}, | |
"Health Potion": {type:"consumable", description:"A swirling red liquid. Restores some health when drunk.", effect: { hpGain: 15 }}, | |
"Antidote": {type:"consumable", description:"A chalky blue vial. Cures poison.", effect: { cure: "Poisoned" }}, | |
}; | |
const gameData = { | |
"1": { title: "The Crossroads", content: `<p>Dust swirls... Which path calls to you?</p>`, 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" }, | |
"2": { title: "Rolling Hills", content: `<p>Verdant hills stretch before you... It feels peaceful...</p>`, options: [ { text: "Follow the narrow path", next: 4 }, { text: "Try to hail the distant shepherd (Charisma Check - DC 10)", check: { stat: 'charisma', dc: 10, onFailure: 201 }, next: 200 } ], illustration: "rolling-green-hills-shepherd-distance" }, | |
"3": { title: "Coastal Cliffs Edge", content: `<p>You stand atop windswept cliffs... A precarious-looking path descends...</p>`, options: [ { text: "Attempt the precarious descent (Dexterity Check - DC 12)", check: { stat: 'dexterity', dc: 12, onFailure: 31 }, next: 30 }, { text: "Scan the cliff face for easier routes (Wisdom Check - DC 11)", check: { stat: 'wisdom', dc: 11, onFailure: 32 }, next: 33 } ], illustration: "windy-sea-cliffs-crashing-waves-path-down" }, | |
"4": { title: "Hill Path Overlook", content: `<p>The path crests a hill... you see a small, overgrown shrine...</p>`, options: [ { text: "Investigate the overgrown shrine", next: 40 }, { text: "Continue towards the badlands", next: 41 } ], illustration: "hilltop-view-overgrown-shrine-wildflowers" }, | |
"5": { title: "Shadowwood Entrance", content: `<p>Sunlight struggles to pierce the dense canopy... How do you proceed?</p>`, options: [ { text: "Follow the main, albeit overgrown, path", next: 6 }, { text: "Try to navigate through the lighter undergrowth", next: 7 }, { text: "Look for animal trails or signs of passage (Wisdom Check - DC 10)", check: { stat: 'wisdom', dc: 10, onFailure: 6 }, next: 8 } ], illustration: "dark-forest-entrance-gnarled-roots-filtered-light" }, | |
"6": { title: "Overgrown Forest Path", content: `<p>The path is barely visible... You hear a twig snap nearby!</p>`, options: [ { text: "Ready your weapon and investigate", next: 10 }, { text: "Attempt to hide quietly (Dexterity Check - DC 11)", check: { stat: 'dexterity', dc: 11, onFailure: 10 }, next: 11 }, { text: "Call out cautiously", next: 10 } ], illustration: "overgrown-forest-path-glowing-fungi-vines" }, | |
"7": { title: "Tangled Undergrowth", content: `<p>Pushing through ferns... You stumble upon a small clearing containing a moss-covered, weathered stone statue...</p>`, options: [ { text: "Examine the statue closely (Intelligence Check - DC 13)", check: { stat: 'intelligence', dc: 13, onFailure: 71 }, next: 70 }, { text: "Ignore the statue and press on", next: 72 }, { text: "Leave a small offering (Requires: non-quest item)", requireItemType: "non-quest", consumeItem: true, next: 73 }, { text: "Rest briefly in the clearing", next: 74} ], illustration: "forest-clearing-mossy-statue-weathered-stone" }, | |
"8": { title: "Hidden Game Trail", content: `<p>Your sharp eyes spot a faint trail... It leads towards a ravine spanned by a rickety rope bridge.</p><p class="effect-text"><em>Gained +20 XP.</em></p>`, options: [ { text: "Risk crossing the rope bridge (Dexterity Check - DC 10)", check: { stat: 'dexterity', dc: 10, onFailure: 81 }, next: 80 }, { text: "Search for another way across the ravine (Wisdom Check - DC 13)", check: { stat: 'wisdom', dc: 13, onFailure: 81 }, next: 82 } ], illustration: "narrow-game-trail-forest-rope-bridge-ravine", reward: { xp: 20 } }, | |
"10": { title: "Goblin Ambush!", content: `<p>Two scraggly goblins leap out, brandishing crude spears!</p>`, options: [ { text: "Fight the goblins!", next: 12 }, { text: "Attempt to dodge past them (Dexterity Check - DC 13)", check: { stat: 'dexterity', dc: 13, onFailure: 101 }, next: 13 }, { text: "Try to intimidate them (Charisma Check - DC 14)", check: { stat: 'charisma', dc: 14, onFailure: 101 }, next: 102 } ], illustration: "two-goblins-ambush-forest-path-spears" }, | |
"11": { title: "Hidden Evasion", content: `<p>You melt into the shadows as the goblins blunder past.</p><p class="effect-text"><em>+30 XP.</em></p>`, options: [ { text: "Continue cautiously", next: 14 } ], illustration: "forest-shadows-hiding-goblins-walking-past", reward: { xp: 30 } }, | |
"12": { title: "Ambush Victory!", content: `<p>You defeat the goblins! Found a Crude Dagger and a Health Potion.</p><p class="effect-text"><em>+50 XP, Crude Dagger, Health Potion.</em></p>`, options: [ { text: "Press onward", next: 14 } ], illustration: "defeated-goblins-forest-path-loot", reward: { xp: 50, addItem: ["Crude Dagger", "Health Potion"] } }, | |
"13": { title: "Daring Escape", content: `<p>With surprising agility, you tumble past the goblins!</p><p class="effect-text"><em>+25 XP.</em></p>`, options: [ { text: "Keep running!", next: 14 } ], illustration: "blurred-motion-running-past-goblins-forest", reward: { xp: 25 } }, | |
"14": { title: "Forest Stream Crossing", content: `<p>The path leads to a clear, shallow stream...</p>`, options: [ { text: "Wade across the stream", next: 16 }, { text: "Look for a drier crossing point (fallen log?)", next: 15 } ], illustration: "forest-stream-crossing-dappled-sunlight-stones" }, | |
"15": { title: "Log Bridge", content: `<p>Further upstream, a large, mossy log spans the stream.</p>`, options: [ { text: "Cross carefully on the log (Dexterity Check - DC 9)", check: { stat: 'dexterity', dc: 9, onFailure: 151 }, next: 16 }, { text: "Go back and wade instead", next: 14 } ], illustration: "mossy-log-bridge-over-forest-stream" }, | |
"151": { title: "Splash!", content: `<p>You slip on the mossy log and tumble into the cold stream! You're soaked but unharmed.</p><p class="effect-text"><em>Gained 'Chilled' effect (-1 Dex temporarily).</em></p>`, options: [ { text: "Shake yourself off and continue", next: 16 } ], illustration: "character-splashing-into-stream-from-log", effects: [{name: "Chilled", duration: 2, mod: {dexterity: -1}}] }, | |
"16": { title: "Edge of the Woods", content: `<p>You emerge from the Shadowwood... Before you lie rocky foothills...</p>`, options: [ { text: "Begin the ascent into the foothills", next: 17 }, { text: "Scan the fortress from afar (Wisdom Check - DC 14)", check: { stat: 'wisdom', dc: 14, onFailure: 17 }, next: 18 } ], illustration: "forest-edge-view-rocky-foothills-distant-mountain-fortress" }, | |
"17": { title: "Rocky Foothills Path", content: `<p>The climb is arduous... The fortress looms larger now.</p>`, options: [ { text: "Continue the direct ascent", next: 19 }, { text: "Look for signs of a hidden trail (Wisdom Check - DC 15)", check: { stat: 'wisdom', dc: 15, onFailure: 19 }, next: 20 } ], illustration: "climbing-rocky-foothills-path-fortress-closer" }, | |
"18": { title: "Distant Observation", content: `<p>You notice what might be a less-guarded approach along the western ridge...</p><p class="effect-text"><em>+30 XP.</em></p>`, options: [ { text: "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 } }, | |
"19": { title: "Blocked Pass", content: `<p>The main path is blocked by a recent rockslide!</p>`, options: [ { text: "Try to climb over (Strength Check - DC 14)", check: { stat: 'strength', dc: 14, onFailure: 191 }, next: 190 }, { text: "Search for another way around", next: 192 } ], illustration: "rockslide-blocking-mountain-path-boulders" }, | |
"20": { title: "Goat Trail", content: `<p>You discover a narrow trail barely wide enough for a mountain goat...</p><p class="effect-text"><em>+40 XP.</em></p>`, options: [ { text: "Follow the precarious goat trail", next: 22 } ], illustration: "narrow-goat-trail-mountainside-fortress-view", reward: { xp: 40 } }, | |
"30": { title: "Hidden Cove", content: `<p>Your careful descent brings you to a secluded cove. A dark cave entrance is visible...</p><p class="effect-text"><em>+25 XP.</em></p>`, options: [ { text: "Explore the dark cave", next: 35 } ], illustration: "hidden-cove-beach-dark-cave-entrance", reward: { xp: 25 } }, | |
"31": { title: "Tumbled Down", content: `<p>You lose your footing... landing hard on the sandy cove floor. You lose 5 HP. A dark cave entrance beckons.</p>`, options: [ { text: "Gingerly explore the dark cave", next: 35 } ], illustration: "character-fallen-at-bottom-of-cliff-path-cove", hpLoss: 5 }, | |
"32": { title: "No Easier Path", content: `<p>You scan the cliffs intently but find no obviously easier routes.</p>`, options: [ { text: "Attempt the precarious descent (Dexterity Check - DC 12)", check: { stat: 'dexterity', dc: 12, onFailure: 31 }, next: 30 } ], illustration: "scanning-sea-cliffs-no-other-paths-visible" }, | |
"33": { title: "Smuggler's Steps?", content: `<p>Your keen eyes spot a series of barely visible handholds and steps carved into the rock...</p><p class="effect-text"><em>+15 XP.</em></p>`, options: [ { text: "Use the hidden steps (Easier Dex Check - DC 8)", 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: `<p>The cave smells of salt and decay. Water drips somewhere within.</p>`, options: [{ text: "Press deeper into the darkness", next: 99 } ], illustration: "dark-cave-entrance-dripping-water" }, | |
"40": { title: "Overgrown Shrine", content: `<p>Wildflowers grow thick around a small stone shrine. It feels ancient and neglected.</p>`, options: [{ text: "Examine the carvings (Intelligence Check - DC 11)", check:{stat:'intelligence', dc:11, onFailure: 401}, next: 400 } ], illustration: "overgrown-stone-shrine-wildflowers-close" }, | |
"41": { title: "Rocky Badlands", content: `<p>The green hills give way to cracked earth and jagged rock formations under a harsh sun.</p>`, options: [{ text: "Scout ahead", next: 99 } ], illustration: "rocky-badlands-cracked-earth-harsh-sun" }, | |
"70": { title: "Statue's Secret", content:"<p>Running your fingers over the mossy stone... found a Scout's Pouch!</p><p class='item-text'><em>Found Scout's Pouch! +40 XP.</em></p>", options: [{text:"Take the pouch and press on", next: 72}], illustration:"forest-clearing-mossy-statue-hidden-compartment", reward:{addItem: "Scout's Pouch", xp: 40}}, | |
"71": { title: "Just an Old Statue", content:"<p>Despite a careful examination, the statue appears to be just that – an old, weathered stone figure.</p>", options: [{text:"Ignore the statue and press on", next: 72}, { text: "Rest briefly in the clearing", next: 74}], illustration:"forest-clearing-mossy-statue-weathered-stone"}, | |
"72": { title: "Back to the Thicket", content:"<p>Leaving the clearing, you push back into the undergrowth, eventually relocating the main path.</p>", options: [{text:"Continue along the main path", next: 6}], illustration:"pushing-through-forest-undergrowth"}, | |
"73": { title: "A Small Offering", content:"<p>You place a small offering (<i>{consumedItem}</i>) at the statue's base. You feel a subtle sense of approval.</p><p class='effect-text'><em>Gained 'Statue's Blessing' effect (+1 Wis temporarily).</em></p>", options: [{text:"Try to find the main path again", next: 72}], illustration:"forest-clearing-mossy-statue-offering", effects: [{name: "Statue's Blessing", duration: 3, mod: {wisdom: 1}}]}, | |
"74": { title: "Moment of Rest", content:"<p>You spend a quiet moment in reflection. The tranquility settles your nerves.</p><p class='effect-text'><em>Recovered 1 Sanity. Cleared 'Chilled' if present.</em></p>", options: [{text:"Press on", next: 72}], illustration:"forest-clearing-mossy-statue-offering", reward: {sanityGain: 1, clearEffect: "Chilled"} }, | |
"80": { title: "Across the Ravine", content:"<p>You make your way carefully across the swaying rope bridge.</p><p class="effect-text"><em>+25 XP.</em></p>", options: [{text:"Continue following the game trail", next: 14}], illustration:"character-crossing-rope-bridge-safely", reward:{xp:25}}, | |
"81": { title: "Bridge Collapse!", content:"<p>A rope snaps! The bridge lurches, sending you plunging into the ravine! You lose 10 HP.</p>", options: [{text:"Climb out and find another way", next: 82}], illustration:"rope-bridge-snapping-character-falling", hpLoss: 10}, | |
"82": { title: "Ravine Detour", content:"<p>You find a place where a fallen log provides a safer way across.</p>", options: [{text:"Cross the log bridge and continue", next: 14}], illustration:"fallen-log-crossing-ravine"}, | |
"190": { title: "Over the Rocks", content:"<p>With considerable effort, you manage to climb over the rockslide.</p><p class="effect-text"><em>+35 XP.</em></p>", options: [{text:"Continue up the path", next: 22}], illustration:"character-climbing-over-boulders", reward: {xp:35} }, | |
"191": { title: "Climb Fails", content:"<p>The boulders are too unstable or sheer. You cannot climb them safely.</p>", options: [{text:"Search for another way around", next: 192}], illustration:"character-slipping-on-rockslide-boulders"}, | |
"192": { title: "Detour Found", content:"<p>After some searching, you find a rough path leading around the rockslide, eventually rejoining the main trail.</p>", options: [{text:"Continue up the path", next: 22}], illustration:"rough-detour-path-around-rockslide"}, | |
"21": { title: "Western Ridge", content:"<p>The ridge path is narrow and exposed, with strong winds threatening to push you off.</p>", options: [{text:"Proceed carefully (Dexterity Check - DC 14)", check:{stat:'dexterity', dc: 14, onFailure: 211}, next: 22 } ], illustration:"narrow-windy-mountain-ridge-path" }, | |
"22": { title: "Fortress Approach", content:"<p>You've navigated the treacherous paths and now stand near the outer walls of the dark fortress. Guards patrol the battlements.</p>", options: [{text:"Look for an unguarded entrance", next: 99}], illustration:"approaching-dark-fortress-walls-guards"}, | |
"211": {title:"Lost Balance", content:"<p>A strong gust of wind catches you off guard, sending you tumbling down a steep slope! You lose 10 HP.</p>", options:[{text:"Climb back up and find another way", next: 17}], illustration:"character-falling-off-windy-ridge", hpLoss: 10}, | |
"400": { title: "Shrine Insights", content:"<p>The carvings depict cycles of growth. You feel a sense of calm. (+1 HP)</p>", options: [{text:"Continue towards the badlands", next: 41}], illustration: "overgrown-stone-shrine-wildflowers-close", reward: {hpGain: 1}}, | |
"401": { title: "Mysterious Carvings", content:"<p>The carvings are too worn to decipher.</p>", options: [{text:"Continue towards the badlands", next: 41}], illustration: "overgrown-stone-shrine-wildflowers-close"}, | |
"402": { title: "Moment of Peace", content:"<p>You spend a quiet moment in reflection. The tranquility settles your nerves.</p>", options: [{text:"Continue towards the badlands", next: 41}], illustration: "overgrown-stone-shrine-wildflowers-close"}, | |
"200": { title: "Shepherd's Greeting", content: "<p>You call out. The shepherd turns, leaning on their crook, and waves cautiously. 'Lost, traveler?' they call back, their voice surprisingly strong.</p>", options: [{text: "Ask for directions", next: 202}, {text: "Ask about the fortress", next: 203}], illustration: "rolling-green-hills-shepherd-close"}, | |
"201": { title: "Shepherd Ignores You", content: "<p>You call out, but the wind snatches your words away, or perhaps the shepherd simply chooses to ignore you, focusing on their flock.</p>", options: [{text: "Follow the narrow path further East", next: 4}], illustration: "rolling-green-hills-shepherd-distance"}, | |
"202": { title: "Directions Given", content: "<p>'The path eastward leads to the badlands,' the shepherd says, pointing. 'West takes you back to the crossroads eventually. North... only trouble lies north in those woods these days.'</p>", options: [{text: "Thank them and head East", next: 4}, {text: "Ask about the fortress", next: 203}], illustration: "rolling-green-hills-shepherd-close"}, | |
"203": { title: "Whispers of the Fortress", content: "<p>The shepherd lowers their voice. 'The Dark Lord's Keep? Aye, it looms over all. Few go near. Fewer return. They say there's a hidden way, though... something about the western ridge, if you've the stomach for heights.'</p><p class='effect-text'><em>Gained clue about Western Ridge. +10 XP.</em></p>", options: [{text: "Thank them and head East", next: 4}], illustration: "rolling-green-hills-shepherd-close", reward: {xp: 10}}, | |
"101": { title: "Caught!", content: `<p>You try to slip past or scare them, but stumble / fail to impress. You're forced to fight!</p>`, options: [ { text: "Fight the goblins!", next: 12 } ], illustration: "two-goblins-ambush-forest-path-spears" }, | |
"102": { title: "Intimidating Success", content: `<p>You let out a fearsome roar! The goblins, clearly not brave, hesitate, glance at each other, and scurry back into the undergrowth.</p><p class="effect-text"><em>Intimidated goblins! +35 XP.</em></p>`, options: [ { text: "Continue onward, heart pounding", next: 14 } ], illustration: "forest-path-scared-goblins-fleeing", reward: { xp: 35 } }, | |
"99": { title: "Game Over / To Be Continued...", content: "<p>Your adventure ends here (for now).</p>", options: [{ text: "Restart Adventure", next: 1 }], illustration: "game-over-generic", gameOver: true } | |
}; | |
let gameState = { | |
currentPageId: 1, | |
previousPageId: 1, | |
character: { | |
name: "Hero", race: "Human", alignment: "Neutral Good", class: "Adventurer", | |
level: 1, xp: 0, xpToNextLevel: 100, | |
stats: { strength: 10, intelligence: 10, wisdom: 10, dexterity: 10, constitution: 10, charisma: 10, hp: 20, maxHp: 20, sanity: 10, maxSanity: 10 }, | |
inventory: [], | |
effects: [] | |
} | |
}; | |
function startGame() { | |
const defaultChar = { | |
name: "Hero", race: "Human", alignment: "Neutral Good", class: "Adventurer", | |
level: 1, xp: 0, xpToNextLevel: 100, | |
stats: { strength: 10, intelligence: 10, wisdom: 10, dexterity: 10, constitution: 10, charisma: 10, hp: 20, maxHp: 20, sanity: 10, maxSanity: 10 }, | |
inventory: [], | |
effects: [] | |
}; | |
gameState = { currentPageId: 1, previousPageId: 1, character: JSON.parse(JSON.stringify(defaultChar)) }; | |
console.log("Starting new game state:", gameState); | |
renderPage(gameState.currentPageId); | |
} | |
function applyEffect(effectData) { | |
if (!gameState.character.effects.some(e => e.name === effectData.name)) { | |
gameState.character.effects.push({...effectData}); | |
console.log(`Applied effect: ${effectData.name}`); | |
return `<p class="effect-text"><em>Gained effect: ${effectData.name}</em></p>`; | |
} else { | |
console.log(`Effect ${effectData.name} already active.`); | |
return ""; | |
} | |
} | |
function clearEffect(effectName) { | |
const initialLength = gameState.character.effects.length; | |
gameState.character.effects = gameState.character.effects.filter(e => e.name !== effectName); | |
if (gameState.character.effects.length < initialLength) { | |
console.log(`Cleared effect: ${effectName}`); | |
return `<p class="effect-text"><em>Effect Cleared: ${effectName}</em></p>`; | |
} | |
return ""; | |
} | |
function tickEffects() { | |
let effectsClearedMessage = ""; | |
gameState.character.effects = gameState.character.effects.filter(effect => { | |
if (effect.duration !== undefined) { | |
effect.duration -= 1; | |
if (effect.duration <= 0) { | |
console.log(`Effect expired: ${effect.name}`); | |
effectsClearedMessage += `<p class="effect-text"><em>Effect Expired: ${effect.name}</em></p>`; | |
return false; | |
} | |
} | |
return true; | |
}); | |
return effectsClearedMessage; | |
} | |
function getStatModifier(statName) { | |
let modifier = 0; | |
gameState.character.effects.forEach(effect => { | |
if (effect.mod && effect.mod[statName]) { | |
modifier += effect.mod[statName]; | |
} | |
}); | |
return modifier; | |
} | |
function getEffectiveStat(statName) { | |
return (gameState.character.stats[statName] || 0) + getStatModifier(statName); | |
} | |
function handleChoiceClick(choiceData) { | |
console.log("Choice clicked:", choiceData); | |
let message = ""; | |
message += tickEffects(); | |
if (choiceData.nextPage === 1 && (gameState.currentPageId === 99 || gameData[gameState.currentPageId]?.gameOver)) { | |
console.log("Restarting game..."); | |
startGame(); | |
return; | |
} | |
let consumedItemName = null; | |
if (choiceData.consumeItem) { | |
let itemToRemove = choiceData.requireItem; | |
if (choiceData.requireItemType) { | |
itemToRemove = gameState.character.inventory.find(itemName => { | |
const itemDef = itemsData[itemName]; | |
if (choiceData.requireItemType === 'non-quest') { | |
return itemDef && itemDef.type !== 'quest'; | |
} | |
if (choiceData.requireItemType === 'consumable') { | |
return itemDef && itemDef.type === 'consumable'; | |
} | |
return false; | |
}); | |
} | |
if (itemToRemove && gameState.character.inventory.includes(itemToRemove)) { | |
gameState.character.inventory = gameState.character.inventory.filter(i => i !== itemToRemove); | |
consumedItemName = itemToRemove; | |
console.log(`Consumed item: ${consumedItemName}`); | |
message += `<p class="item-text"><em>Used: ${consumedItemName}</em></p>`; | |
} else { | |
console.error("Attempted to consume an item that wasn't required or available:", choiceData); | |
renderPageInternal(gameState.currentPageId, gameData[gameState.currentPageId], "<p style='color:red;'>Error: Tried to use an unavailable item.</p>"); | |
return; | |
} | |
} | |
const optionNextPageId = parseInt(choiceData.nextPage); | |
let nextPageId = optionNextPageId; | |
const check = choiceData.check; | |
if (isNaN(nextPageId) && !check) { | |
console.error("Invalid choice data (no nextPage or check):", choiceData); | |
renderPageInternal(99, gameData[99], `<p style="color:red;">Error: Invalid choice data!</p>`); | |
return; | |
} | |
if (check) { | |
const baseStatValue = gameState.character.stats[check.stat] || 10; | |
const modifierFromEffects = getStatModifier(check.stat); | |
const effectiveStatValue = baseStatValue + modifierFromEffects; | |
const roll = Math.floor(Math.random() * 20) + 1; | |
const totalResult = roll + Math.floor((effectiveStatValue - 10) / 2); | |
const dc = check.dc; | |
console.log(`Check: ${check.stat} (Base: ${baseStatValue}, Effects: ${modifierFromEffects}, Eff: ${effectiveStatValue}, Mod: ${Math.floor((effectiveStatValue - 10) / 2)}) | Roll: ${roll} -> Total: ${totalResult} vs DC ${dc}`); | |
if (totalResult >= dc) { | |
nextPageId = optionNextPageId; | |
message += `<p class="roll-success"><em>${check.stat.charAt(0).toUpperCase() + check.stat.slice(1)} Check Success! (${totalResult} vs DC ${dc})</em></p>`; | |
const statToIncrease = check.stat; | |
if (gameState.character.stats.hasOwnProperty(statToIncrease)) { | |
const oldValue = gameState.character.stats[statToIncrease]; | |
gameState.character.stats[statToIncrease]++; | |
const statCap = 20; | |
gameState.character.stats[statToIncrease] = Math.min(statCap, gameState.character.stats[statToIncrease]); | |
if (gameState.character.stats[statToIncrease] > oldValue) { | |
console.log(`${statToIncrease} increased by 1. New value: ${gameState.character.stats[statToIncrease]}`); | |
message += `<p class="stat-increase-text"><em>Your ${statToIncrease} improved! (+1)</em></p>`; | |
if (statToIncrease === 'constitution') { | |
recalculateMaxHp(); | |
const oldMod = Math.floor(((gameState.character.stats.constitution -1) - 10) / 2); | |
const newMod = Math.floor((gameState.character.stats.constitution - 10) / 2); | |
if (newMod > oldMod) { | |
const hpGain = (newMod - oldMod) * gameState.character.level; | |
gameState.character.stats.hp += hpGain; | |
message += `<p class="effect-text"><em>Increased vitality! (+${hpGain} HP)</em></p>`; | |
} | |
} | |
if (statToIncrease === 'wisdom') { | |
recalculateMaxSanity(); | |
} | |
} else { | |
console.log(`${statToIncrease} already at cap (${statCap}).`); | |
} | |
} | |
} else { | |
nextPageId = parseInt(check.onFailure); | |
message += `<p class="roll-failure"><em>${check.stat.charAt(0).toUpperCase() + check.stat.slice(1)} Check Failed! (${totalResult} vs DC ${dc})</em></p>`; | |
if (isNaN(nextPageId)) { | |
console.error("Invalid onFailure ID:", check.onFailure); | |
nextPageId = 99; | |
message += `<p style="color:red;">Error: Invalid failure path ID!</p>`; | |
} | |
} | |
} | |
const targetPageData = gameData[nextPageId]; | |
if (!targetPageData) { | |
console.error(`Data for page ${nextPageId} not found!`); | |
renderPageInternal(99, gameData[99], message + `<p style="color:red;">Error: Page data for ${nextPageId} missing!</p>`); | |
return; | |
} | |
let hpLostThisTurn = 0; | |
let sanityLostThisTurn = 0; | |
if (targetPageData.effects) { | |
targetPageData.effects.forEach(effect => message += applyEffect(effect)); | |
} | |
if (targetPageData.hpLoss) { | |
hpLostThisTurn = targetPageData.hpLoss; | |
gameState.character.stats.hp -= hpLostThisTurn; | |
console.log(`Lost ${hpLostThisTurn} HP.`); | |
} | |
if (targetPageData.sanityLoss) { | |
sanityLostThisTurn = targetPageData.sanityLoss; | |
gameState.character.stats.sanity -= sanityLostThisTurn; | |
console.log(`Lost ${sanityLostThisTurn} Sanity.`); | |
message += `<p class="effect-text"><em>Your resolve wavers... (-${sanityLostThisTurn} Sanity)</em></p>`; | |
} | |
if (targetPageData.reward) { | |
if (targetPageData.reward.hpGain) { | |
const hpGained = targetPageData.reward.hpGain; | |
gameState.character.stats.hp += hpGained; | |
console.log(`Gained ${hpGained} HP.`); | |
} | |
if (targetPageData.reward.sanityGain) { | |
const sanityGained = targetPageData.reward.sanityGain; | |
gameState.character.stats.sanity += sanityGained; | |
console.log(`Gained ${sanityGained} Sanity.`); | |
message += `<p class="effect-text"><em>You feel more composed. (+${sanityGained} Sanity)</em></p>`; | |
} | |
if (targetPageData.reward.xp) { | |
gameState.character.xp += targetPageData.reward.xp; | |
console.log(`Gained ${targetPageData.reward.xp} XP! Total: ${gameState.character.xp}`); | |
message += `<p class="effect-text"><em>Gained ${targetPageData.reward.xp} XP.</em></p>`; | |
} | |
if (targetPageData.reward.addItem) { | |
const itemsToAdd = Array.isArray(targetPageData.reward.addItem) ? targetPageData.reward.addItem : [targetPageData.reward.addItem]; | |
itemsToAdd.forEach(itemName => { | |
if (itemsData[itemName]) { | |
if (!gameState.character.inventory.includes(itemName)) { | |
gameState.character.inventory.push(itemName); | |
console.log(`Found item via reward: ${itemName}`); | |
message += `<p class="item-text"><em>Item acquired: ${itemName}</em></p>`; | |
} else { | |
console.log(`Already had item: ${itemName}. Not adding duplicate.`); | |
} | |
} else { | |
console.warn(`Attempted to add unknown item from reward: ${itemName}`); | |
message += `<p style="color:orange;">Warning: Tried to add unknown reward item '${itemName}'.</p>`; | |
} | |
}); | |
} | |
if (targetPageData.reward.clearEffect) { | |
message += clearEffect(targetPageData.reward.clearEffect); | |
} | |
} | |
gameState.character.stats.hp = Math.max(0, Math.min(gameState.character.stats.hp, gameState.character.stats.maxHp)); | |
gameState.character.stats.sanity = Math.max(0, Math.min(gameState.character.stats.sanity, gameState.character.stats.maxSanity)); | |
if (gameState.character.stats.hp <= 0) { | |
console.log("Player died!"); | |
nextPageId = 99; | |
message += `<p style="color:red; font-weight:bold;"><em>You have succumbed to your injuries!${hpLostThisTurn > 0 ? ` (-${hpLostThisTurn} HP)` : ''}</em></p>`; | |
renderPageInternal(nextPageId, gameData[nextPageId], message); | |
return; | |
} | |
if (gameState.character.stats.sanity <= 0) { | |
console.log("Player sanity broke!"); | |
nextPageId = 99; | |
message += `<p style="color:purple; font-weight:bold;"><em>Your mind shatters under the strain!${sanityLostThisTurn > 0 ? ` (-${sanityLostThisTurn} Sanity)`: ''}</em></p>`; | |
renderPageInternal(nextPageId, gameData[nextPageId], message); | |
return; | |
} | |
gameState.previousPageId = gameState.currentPageId; | |
gameState.currentPageId = nextPageId; | |
console.log("Transitioning to page:", nextPageId); | |
let pageContent = targetPageData.content || "<p>...</p>"; | |
if (consumedItemName) { | |
pageContent = pageContent.replace('{consumedItem}', consumedItemName); | |
} | |
renderPageInternal(nextPageId, gameData[nextPageId], message, pageContent); | |
} | |
function recalculateMaxHp() { | |
const baseHpPerLevel = 8; | |
const conModifier = Math.floor((getEffectiveStat('constitution') - 10) / 2); | |
gameState.character.stats.maxHp = 12 + (gameState.character.level * (baseHpPerLevel + conModifier)); | |
gameState.character.stats.maxHp = Math.max(1, gameState.character.stats.maxHp); | |
console.log(`Max HP recalculated: ${gameState.character.stats.maxHp}`); | |
gameState.character.stats.hp = Math.min(gameState.character.stats.hp, gameState.character.stats.maxHp); | |
} | |
function recalculateMaxSanity() { | |
const wisModifier = Math.floor((getEffectiveStat('wisdom') - 10) / 2); | |
gameState.character.stats.maxSanity = 10 + wisModifier; | |
gameState.character.stats.maxSanity = Math.max(1, gameState.character.stats.maxSanity); | |
console.log(`Max Sanity recalculated: ${gameState.character.stats.maxSanity}`); | |
gameState.character.stats.sanity = Math.min(gameState.character.stats.sanity, gameState.character.stats.maxSanity); | |
} | |
function renderPageInternal(pageId, pageData, message = "", contentOverride = null) { | |
if (!pageData) { | |
console.error(`Render Error: No data for page ${pageId}! Falling back to page 99.`); | |
pageData = gameData[99]; | |
message += `<p style="color:red;">Render Error: Data for page ${pageId} not found!</p>`; | |
pageId = 99; | |
} | |
console.log(`Rendering page ${pageId}`); | |
storyTitleElement.textContent = pageData.title || "Untitled Page"; | |
storyContentElement.innerHTML = message + (contentOverride || pageData.content || "<p>...</p>"); | |
updateStatsDisplay(); | |
updateEffectsDisplay(); | |
updateInventoryDisplay(); | |
choicesElement.innerHTML = ''; | |
if (pageData.options && pageData.options.length > 0) { | |
pageData.options.forEach(option => { | |
const button = document.createElement('button'); | |
button.classList.add('choice-button'); | |
button.textContent = option.text; | |
let requirementMet = true; | |
let requirementText = []; | |
if (option.requireItem) { | |
if (!gameState.character.inventory.includes(option.requireItem)) { | |
requirementMet = false; | |
requirementText.push(`Requires: ${option.requireItem}`); | |
} | |
} | |
if (option.requireItemType && requirementMet) { | |
const hasItemOfType = gameState.character.inventory.some(itemName => { | |
const itemDef = itemsData[itemName]; | |
if (option.requireItemType === 'non-quest') { | |
return itemDef && itemDef.type !== 'quest'; | |
} | |
if (option.requireItemType === 'consumable') { | |
return itemDef && itemDef.type === 'consumable'; | |
} | |
return false; | |
}); | |
if (!hasItemOfType) { | |
requirementMet = false; | |
requirementText.push(`Requires: ${option.requireItemType} item`); | |
} | |
} | |
button.disabled = !requirementMet; | |
if (!requirementMet) { | |
button.title = requirementText.join(', '); | |
} else { | |
const choiceData = { | |
nextPage: option.next, | |
check: option.check, | |
addItem: option.addItem, | |
requireItem: option.requireItem, | |
requireItemType: option.requireItemType, | |
consumeItem: option.consumeItem, | |
}; | |
button.onclick = () => handleChoiceClick(choiceData); | |
} | |
choicesElement.appendChild(button); | |
}); | |
} else { | |
const button = document.createElement('button'); | |
button.classList.add('choice-button'); | |
button.textContent = (pageData.gameOver || pageId === 99) ? "Restart Adventure" : "The End (Restart?)"; | |
button.onclick = () => handleChoiceClick({ nextPage: 1 }); | |
choicesElement.appendChild(button); | |
if (!pageData.gameOver && pageId !== 99) { | |
choicesElement.insertAdjacentHTML('afterbegin', '<p><i>The path ends here...</i></p>'); | |
} | |
} | |
updateScene(pageData.illustration || 'default'); | |
} | |
function renderPage(pageId) { | |
renderPageInternal(pageId, gameData[pageId]); | |
} | |
function updateStatsDisplay() { | |
const char = gameState.character; | |
const hpColor = char.stats.hp / char.stats.maxHp < 0.3 ? 'style="color:#f99;"' : (char.stats.hp / char.stats.maxHp < 0.6 ? 'style="color:#fd5;"' : ''); | |
const sanityColor = char.stats.sanity / char.stats.maxSanity < 0.3 ? 'style="color:#c9f;"' : (char.stats.sanity / char.stats.maxSanity < 0.6 ? 'style="color:#daf;"' : ''); | |
let statsHtml = `<strong>Stats:</strong> <span>Lvl: ${char.level}</span> <span>XP: ${char.xp}/${char.xpToNextLevel}</span> <span ${hpColor}>HP: ${char.stats.hp}/${char.stats.maxHp}</span> <span ${sanityColor}>San: ${char.stats.sanity}/${char.stats.maxSanity}</span> `; | |
['strength', 'intelligence', 'wisdom', 'dexterity', 'constitution', 'charisma'].forEach(stat => { | |
const base = char.stats[stat]; | |
const mod = getStatModifier(stat); | |
const effective = base + mod; | |
let display = `${effective}`; | |
if (mod !== 0) { | |
display += ` (${base}${mod > 0 ? '+' : ''}${mod})`; | |
} | |
statsHtml += `<span>${stat.substring(0,3).toUpperCase()}: ${display}</span> `; | |
}); | |
statsElement.innerHTML = statsHtml; | |
} | |
function updateEffectsDisplay() { | |
let h = '<strong>Effects:</strong> '; | |
if (gameState.character.effects.length === 0) { | |
h += '<em>None</em>'; | |
} else { | |
gameState.character.effects.forEach(effect => { | |
const durationText = effect.duration !== undefined ? ` (${effect.duration} turns)` : ''; | |
let effectClass = 'effect-neutral'; | |
if (effect.mod) { | |
const isBuff = Object.values(effect.mod).some(val => val > 0); | |
const isDebuff = Object.values(effect.mod).some(val => val < 0); | |
if (isBuff && !isDebuff) effectClass = 'effect-buff'; | |
else if (isDebuff && !isBuff) effectClass = 'effect-debuff'; | |
} | |
const modDesc = effect.mod ? Object.entries(effect.mod).map(([key, val]) => `${key} ${val > 0 ? '+' : ''}${val}`).join(', ') : 'No stat change'; | |
h += `<span class="${effectClass}" title="${modDesc}">${effect.name}${durationText}</span>`; | |
}); | |
} | |
effectsElement.innerHTML = h; | |
} | |
function updateInventoryDisplay() { | |
let h='<strong>Inventory:</strong> '; | |
if(gameState.character.inventory.length === 0){ | |
h+='<em>Empty</em>'; | |
} else { | |
gameState.character.inventory.forEach(i=>{ | |
const d=itemsData[i]||{type:'unknown',description:'???'}; | |
const c=`item-${d.type||'unknown'}`; | |
h+=`<span class="${c}" title="${d.description || 'No description.'}">${i}</span>`; | |
}); | |
} | |
inventoryElement.innerHTML = h; | |
} | |
function updateScene(illustrationKey) { | |
if (!scene) return; | |
if (currentAssemblyGroup) { | |
currentAssemblyGroup.traverse(child => { | |
if (child.isMesh) { | |
child.geometry.dispose(); | |
} | |
}); | |
scene.remove(currentAssemblyGroup); | |
currentAssemblyGroup = null; | |
} | |
currentLights.forEach(light => { | |
if (light !== scene.children.find(c => c.isAmbientLight)) { | |
scene.remove(light); | |
if (light.dispose) light.dispose(); | |
} | |
}); | |
currentLights = [scene.children.find(c => c.isAmbientLight)]; | |
scene.fog = null; | |
currentFog = null; | |
camera.position.set(0, 3, 8); | |
camera.lookAt(0, 1, 0); | |
let assemblyFunction; | |
let fogSettings = { type: 'none' }; | |
let background = new THREE.Color(0x1a1a1a); | |
switch (illustrationKey) { | |
case 'crossroads-signpost-sunny': | |
assemblyFunction = createCrossroadsAssembly; | |
fogSettings = { type: 'linear', color: 0xB0E0E6, near: 10, far: 35 }; | |
background = new THREE.Color(0xADD8E6); | |
camera.position.set(0, 3, 10); | |
camera.lookAt(0, 1, 0); | |
break; | |
case 'rolling-green-hills-shepherd-distance': | |
case 'rolling-green-hills-shepherd-close': | |
assemblyFunction = createRollingHillsAssembly; | |
fogSettings = { type: 'exp2', color: 0xD0F0C0, density: 0.02 }; | |
background = new THREE.Color(0xACE1AF); | |
camera.position.set(0, 5, 18); | |
camera.lookAt(0, 1, -5); | |
break; | |
case 'windy-sea-cliffs-crashing-waves-path-down': | |
case 'scanning-sea-cliffs-no-other-paths-visible': | |
case 'close-up-handholds-carved-in-cliff-face': | |
assemblyFunction = createCoastalCliffsAssembly; | |
fogSettings = { type: 'linear', color: 0x778899, near: 5, far: 50 }; | |
background = new THREE.Color(0x87CEFA); | |
camera.position.set(6, 6, 12); | |
camera.lookAt(-2, 1, -5); | |
break; | |
case 'dark-forest-entrance-gnarled-roots-filtered-light': | |
assemblyFunction = createForestEntranceAssembly; | |
fogSettings = { type: 'exp2', color: 0x1A2A1A, density: 0.08 }; | |
background = new THREE.Color(0x112211); | |
camera.position.set(0, 2, 7); | |
camera.lookAt(0, 1, 0); | |
break; | |
case 'overgrown-forest-path-glowing-fungi-vines': | |
case 'two-goblins-ambush-forest-path-spears': | |
case 'forest-shadows-hiding-goblins-walking-past': | |
case 'defeated-goblins-forest-path-loot': | |
case 'blurred-motion-running-past-goblins-forest': | |
case 'forest-path-scared-goblins-fleeing': | |
assemblyFunction = createOvergrownPathAssembly; | |
if (illustrationKey.includes('goblin')) { | |
assemblyFunction = createGoblinAmbushAssembly; | |
} | |
fogSettings = { type: 'exp2', color: 0x182820, density: 0.1 }; | |
background = new THREE.Color(0x0a1810); | |
camera.position.set(0, 1.8, 6); | |
camera.lookAt(0, 0.8, 0); | |
break; | |
case 'forest-clearing-mossy-statue-weathered-stone': | |
case 'forest-clearing-mossy-statue-hidden-compartment': | |
case 'forest-clearing-mossy-statue-offering': | |
assemblyFunction = createClearingStatueAssembly; | |
fogSettings = { type: 'linear', color: 0x3A5F3A, near: 5, far: 30 }; | |
background = new THREE.Color(0x2A4F2A); | |
camera.position.set(0, 2.5, 7); | |
camera.lookAt(0, 1, 0); | |
break; | |
case 'hidden-cove-beach-dark-cave-entrance': | |
case 'character-fallen-at-bottom-of-cliff-path-cove': | |
assemblyFunction = createHiddenCoveAssembly; | |
fogSettings = { type: 'linear', color: 0x6688AA, near: 8, far: 40 }; | |
background = new THREE.Color(0x7799BB); | |
camera.position.set(0, 3, 10); | |
camera.lookAt(0, 1, -2); | |
break; | |
case 'dark-cave-entrance-dripping-water': | |
assemblyFunction = createDarkCaveAssembly; | |
fogSettings = { type: 'exp2', color: 0x050508, density: 0.15 }; | |
background = new THREE.Color(0x000000); | |
camera.position.set(0, 1.5, 5); | |
camera.lookAt(0, 1, 0); | |
break; | |
case 'game-over': case 'game-over-generic': | |
assemblyFunction = createGameOverAssembly; | |
fogSettings = { type: 'exp2', color: 0x330000, density: 0.05 }; | |
background = new THREE.Color(0x220000); | |
break; | |
case 'error': | |
assemblyFunction = createErrorAssembly; | |
fogSettings = { type: 'linear', color: 0x886600, near: 2, far: 15 }; | |
background = new THREE.Color(0x553300); | |
break; | |
case 'hilltop-view-overgrown-shrine-wildflowers': assemblyFunction = createRollingHillsAssembly; fogSettings = { type: 'exp2', color: 0xD0F0C0, density: 0.02 }; background = new THREE.Color(0xACE1AF); camera.position.set(0, 5, 15); camera.lookAt(0, 1, -5); break; | |
case 'character-splashing-into-stream-from-log': | |
case 'forest-stream-crossing-dappled-sunlight-stones': | |
case 'mossy-log-bridge-over-forest-stream': assemblyFunction = createForestAssembly; fogSettings = { type: 'exp2', color: 0x668866, density: 0.06 }; background = new THREE.Color(0x557755); camera.position.set(0, 2, 6); camera.lookAt(0, 0.5, 0); break; | |
case 'forest-edge-view-rocky-foothills-distant-mountain-fortress': assemblyFunction = createForestEdgeAssembly; fogSettings = { type: 'linear', color: 0xAAAAAA, near: 10, far: 40 }; background = new THREE.Color(0xB0B0B0); camera.position.set(0, 3, 10); camera.lookAt(0, 1, -5); break; | |
case 'climbing-rocky-foothills-path-fortress-closer': | |
case 'zoomed-view-mountain-fortress-western-ridge': | |
case 'rockslide-blocking-mountain-path-boulders': | |
case 'narrow-goat-trail-mountainside-fortress-view': | |
case 'character-climbing-over-boulders': | |
case 'character-slipping-on-rockslide-boulders': | |
case 'rough-detour-path-around-rockslide': | |
case 'narrow-windy-mountain-ridge-path': | |
case 'approaching-dark-fortress-walls-guards': | |
case 'character-falling-off-windy-ridge': | |
case 'rocky-badlands-cracked-earth-harsh-sun': | |
case 'pushing-through-forest-undergrowth': | |
case 'narrow-game-trail-forest-rope-bridge-ravine': | |
case 'character-crossing-rope-bridge-safely': | |
case 'rope-bridge-snapping-character-falling': | |
case 'fallen-log-crossing-ravine': | |
assemblyFunction = createDefaultAssembly; | |
console.warn(`Using default assembly for illustration key: ${illustrationKey}`); | |
fogSettings = { type: 'linear', color: 0xAAAAAA, near: 5, far: 25 }; | |
background = new THREE.Color(0x999999); | |
break; | |
default: | |
console.warn(`Unknown illustration key: "${illustrationKey}". Using default assembly.`); | |
assemblyFunction = createDefaultAssembly; | |
fogSettings = { type: 'linear', color: 0xAAAAAA, near: 5, far: 25 }; | |
background = new THREE.Color(0x999999); | |
break; | |
} | |
if (fogSettings.type === 'linear') { | |
scene.fog = new THREE.Fog(fogSettings.color, fogSettings.near, fogSettings.far); | |
} else if (fogSettings.type === 'exp2') { | |
scene.fog = new THREE.FogExp2(fogSettings.color, fogSettings.density); | |
scene.fog.userData = { baseDensity: fogSettings.density }; | |
} | |
currentFog = scene.fog; | |
scene.background = background; | |
try { | |
currentAssemblyGroup = assemblyFunction(); | |
if (currentAssemblyGroup && currentAssemblyGroup.isGroup) { | |
scene.add(currentAssemblyGroup); | |
adjustLighting(illustrationKey); | |
} else { | |
throw new Error("Assembly function failed to return a valid THREE.Group"); | |
} | |
} catch (error) { | |
console.error(`Error creating assembly for ${illustrationKey}:`, error); | |
if (currentAssemblyGroup) { scene.remove(currentAssemblyGroup); } | |
currentAssemblyGroup = createErrorAssembly(); | |
scene.add(currentAssemblyGroup); | |
adjustLighting('error'); | |
} | |
} | |
function adjustLighting(illustrationKey) { | |
if (!scene) return; | |
const ambient = currentLights[0]; | |
if (!ambient || !ambient.isAmbientLight) { | |
console.error("Ambient light not found or invalid!"); | |
if (!ambient) { | |
const newAmbient = new THREE.AmbientLight(0xffffff, 0.2); | |
scene.add(newAmbient); | |
currentLights[0] = newAmbient; | |
console.warn("Recreated missing ambient light."); | |
} | |
return; | |
} | |
let dirLight = null; | |
let hemiLight = null; | |
ambient.intensity = 0.2; | |
let dirIntensity = 0.8; | |
let dirColor = 0xffffff; | |
let dirPosition = new THREE.Vector3(10, 15, 8); | |
let hemiSkyColor = 0xB1E1FF; | |
let hemiGroundColor = 0xB97A20; | |
let hemiIntensity = 0.3; | |
switch (illustrationKey) { | |
case 'crossroads-signpost-sunny': | |
ambient.intensity = 0.4; | |
dirIntensity = 1.2; | |
dirColor = 0xFFF8DC; | |
dirPosition = new THREE.Vector3(15, 20, 10); | |
hemiSkyColor = 0xFFE4B5; | |
hemiGroundColor = 0xCD853F; | |
hemiIntensity = 0.5; | |
break; | |
case 'dark-forest-entrance-gnarled-roots-filtered-light': | |
case 'overgrown-forest-path-glowing-fungi-vines': | |
case 'forest-clearing-mossy-statue-weathered-stone': | |
ambient.intensity = 0.15; | |
dirIntensity = 0.5; | |
dirColor = 0x98FB98; | |
dirPosition = new THREE.Vector3(5, 10, 5); | |
dirLight = new THREE.DirectionalLight(dirColor, dirIntensity); | |
dirLight.shadow.bias = -0.001; | |
dirLight.position.copy(dirPosition); | |
hemiSkyColor = 0xADD8E6; | |
hemiGroundColor = 0x4F4F2F; | |
hemiIntensity = 0.4; | |
break; | |
case 'two-goblins-ambush-forest-path-spears': | |
ambient.intensity = 0.1; | |
dirIntensity = 0.4; | |
dirColor = 0x9ACD32; | |
dirPosition = new THREE.Vector3(3, 8, 6); | |
hemiSkyColor = 0xA0B0A0; | |
hemiGroundColor = 0x404020; | |
hemiIntensity = 0.3; | |
break; | |
case 'dark-cave-entrance-dripping-water': | |
ambient.intensity = 0.05; | |
dirIntensity = 0; | |
hemiSkyColor = 0x445577; | |
hemiGroundColor = 0x333344; | |
hemiIntensity = 0.2; | |
break; | |
case 'game-over': case 'game-over-generic': | |
ambient.intensity = 0.1; | |
dirIntensity = 0.5; | |
dirColor = 0xFF6347; | |
dirPosition = new THREE.Vector3(0, 10, -5); | |
hemiSkyColor = 0x8B0000; | |
hemiGroundColor = 0x400000; | |
hemiIntensity = 0.4; | |
break; | |
case 'error': | |
ambient.intensity = 0.2; | |
dirIntensity = 0.7; | |
dirColor = 0xFFA500; | |
hemiSkyColor = 0xFFD700; | |
hemiGroundColor = 0x8B4513; | |
hemiIntensity = 0.5; | |
break; | |
default: | |
ambient.intensity = 0.3; | |
dirIntensity = 1.0; | |
dirColor = 0xffffff; | |
dirPosition = new THREE.Vector3(8, 15, 10); | |
hemiSkyColor = 0xB1E1FF; | |
hemiGroundColor = 0xB97A20; | |
hemiIntensity = 0.4; | |
} | |
if (dirIntensity > 0 && !dirLight) { | |
dirLight = new THREE.DirectionalLight(dirColor, dirIntensity); | |
dirLight.position.copy(dirPosition); | |
} | |
if(dirLight){ | |
dirLight.castShadow = true; | |
dirLight.shadow.mapSize.width = 1024; | |
dirLight.shadow.mapSize.height = 1024; | |
dirLight.shadow.camera.near = 0.5; | |
dirLight.shadow.camera.far = 50; | |
const shadowBounds = 20; | |
dirLight.shadow.camera.left = -shadowBounds; | |
dirLight.shadow.camera.right = shadowBounds; | |
dirLight.shadow.camera.top = shadowBounds; | |
dirLight.shadow.camera.bottom = -shadowBounds; | |
dirLight.shadow.bias = -0.0005; | |
scene.add(dirLight); | |
currentLights.push(dirLight); | |
} | |
if (hemiIntensity > 0) { | |
hemiLight = new THREE.HemisphereLight(hemiSkyColor, hemiGroundColor, hemiIntensity); | |
scene.add(hemiLight); | |
currentLights.push(hemiLight); | |
} | |
currentAssemblyGroup?.traverse(child => { | |
if (child.isPointLight) { | |
currentLights.push(child); | |
child.castShadow = true; | |
child.shadow.mapSize.width = 512; | |
child.shadow.mapSize.height = 512; | |
child.shadow.bias = -0.005; | |
} | |
}); | |
} | |
document.addEventListener('DOMContentLoaded', () => { | |
console.log("DOM Ready - Initializing Enhanced Adventure."); | |
try { | |
initThreeJS(); | |
if (!scene || !camera || !renderer) { | |
throw new Error("Three.js core component initialization failed."); | |
} | |
startGame(); | |
console.log("Game started."); | |
} catch (error) { | |
console.error("Initialization failed:", error); | |
storyTitleElement.textContent = "Error During Initialization"; | |
storyContentElement.innerHTML = `<p>Could not start the adventure. Please check the developer console (F12) for more details.</p><pre>${error.stack || error}</pre>`; | |
choicesElement.innerHTML = ''; | |
if(sceneContainer) sceneContainer.innerHTML = '<p style="color:red; padding: 20px;">3D Scene Failed to Load</p>'; | |
} | |
}); | |
</script> | |
</body> | |
</html> |