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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>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>