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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>Wacky D&D Shapes Adventure!</title>
<style>
/* --- Base Styles --- */
body { font-family: 'Verdana', sans-serif; background-color: #2a3a4a; color: #f0f0f0; 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: 3px solid #506070; min-width: 250px; background-color: #101820; height: 100%; box-sizing: border-box; overflow: hidden; cursor: default; }
#ui-container { flex-grow: 2; padding: 25px; overflow-y: auto; background-color: #3a4a5a; min-width: 320px; height: 100%; box-sizing: border-box; display: flex; flex-direction: column; }
#scene-container canvas { display: block; }
/* --- UI Elements --- */
#story-title { color: #ffd700; margin: 0 0 15px 0; padding-bottom: 10px; border-bottom: 2px solid #506070; font-size: 1.8em; font-weight: bold; text-shadow: 1px 1px 2px #111; }
#story-content { margin-bottom: 25px; line-height: 1.7; flex-grow: 1; font-size: 1.1em; color: #e8e8e8;}
#stats-inventory-container { margin-bottom: 25px; padding: 15px; border: 1px solid #506070; border-radius: 5px; background-color: #4a5a6a; font-size: 0.95em; }
#stats-display, #inventory-display { margin-bottom: 10px; line-height: 1.8; }
#stats-display span { display: inline-block; background-color: #5a6a7a; padding: 4px 10px; border-radius: 15px; margin: 0 8px 5px 0; border: 1px solid #7a8a9a; white-space: nowrap; box-shadow: inset 0 1px 2px rgba(0,0,0,0.2); }
#inventory-display .item-tag { display: inline-block; background-color: #5a6a7a; padding: 4px 10px; border-radius: 15px; margin: 0 8px 5px 0; border: 1px solid #7a8a9a; white-space: nowrap; box-shadow: inset 0 1px 2px rgba(0,0,0,0.2); cursor: default; }
#stats-display strong, #inventory-display strong { color: #e0e0e0; margin-right: 6px; font-weight:bold; }
#inventory-display em { color: #aabbcc; font-style: normal; }
.item-tool { background-color: #a0522d; border-color: #cd853f; color: #fff;}
.item-key { background-color: #ffd700; border-color: #f0e68c; color: #333;}
.item-treasure { background-color: #20b2aa; border-color: #48d1cc; color: #fff;}
.item-food { background-color: #ff6347; border-color: #fa8072; color: #fff;}
.item-quest { background-color: #da70d6; border-color: #ee82ee; color: #fff;} /* Orchid/Violet */
.item-unknown { background-color: #778899; border-color: #b0c4de;}
/* --- Choices & Messages --- */
#choices-container { margin-top: auto; padding-top: 20px; border-top: 2px solid #506070; }
#choices-container h3 { margin-top: 0; margin-bottom: 12px; color: #e0e0e0; font-size: 1.2em; font-weight: bold;}
#choices { display: grid; grid-template-columns: 1fr 1fr; gap: 10px; margin-bottom: 15px;} /* Grid for nav */
#action-choices { display: flex; flex-direction: column; gap: 12px; margin-top: 15px; border-top: 1px dashed #607080; padding-top: 15px;} /* Separate area for actions */
.choice-button { display: block; width: 100%; padding: 13px 16px; margin-bottom: 0; background-color: #607080; color: #fff; border: 1px solid #8090a0; border-radius: 5px; cursor: pointer; text-align: center; font-family: 'Verdana', sans-serif; font-size: 1.0em; font-weight: bold; transition: background-color 0.2s, transform 0.1s; box-sizing: border-box; letter-spacing: 0.5px; }
.choice-button.action { text-align: left; grid-column: span 2;} /* Action buttons span full width */
.choice-button:hover:not(:disabled) { background-color: #ffc107; color: #222; border-color: #ffca2c; transform: translateY(-1px); }
.choice-button:disabled { background-color: #4e5a66; color: #8a9aab; cursor: not-allowed; border-color: #607080; opacity: 0.6; transform: none; box-shadow: none;}
.choice-button[title]:disabled::after { content: ' (' attr(title) ')'; font-style: italic; font-size: 0.9em; margin-left: 5px; }
.message { padding: 8px 12px; margin: 10px 0; border-left-width: 4px; border-left-style: solid; font-size: 1em; background-color: rgba(0, 0, 0, 0.1); border-radius: 3px; }
.message-info { color: #ccc; border-left-color: #666; }
.message-item { color: #9cf; border-left-color: #48a; }
.message-xp { color: #af8; border-left-color: #6a4; }
.message-warning { color: #f99; border-left-color: #c66; }
.message-success { color: #8f8; border-left-color: #4a4; }
.message-failure { color: #f88; border-left-color: #a44; }
.message-combat { color: #f98; border-left-color: #c64; font-weight: bold;}
.combat-button { background-color: #a33; border-color: #c66; color: #fff; font-weight: bold; text-align: center;}
.combat-button:hover:not(:disabled) { background-color: #d44; border-color: #f88;}
/* --- Action Info --- */
#action-info { position: absolute; bottom: 10px; left: 10px; background-color: rgba(0,0,0,0.7); color: #ffcc66; padding: 5px 10px; border-radius: 3px; font-size: 0.9em; display: block; z-index: 10;}
</style>
</head>
<body>
<div id="game-container">
<div id="scene-container">
<div id="action-info">Initializing...</div>
</div>
<div id="ui-container">
<h2 id="story-title">Initializing...</h2>
<div id="story-content"><p>Loading world...</p></div>
<div id="stats-inventory-container">
<div id="stats-display">Loading Stats...</div>
<div id="inventory-display">Inventory: ...</div>
</div>
<div id="choices-container">
<h3>Navigation</h3>
<div id="choices">Loading...</div>
<div id="action-choices"></div>
</div>
</div>
</div>
<script type="importmap">
{ "imports": {
"three": "https://unpkg.com/[email protected]/build/three.module.js",
"three/addons/": "https://unpkg.com/[email protected]/examples/jsm/"
}}
</script>
<script type="module">
import * as THREE from 'three';
import { FontLoader } from 'three/addons/loaders/FontLoader.js';
import { TextGeometry } from 'three/addons/geometries/TextGeometry.js';
// Orbit Controls removed again for simplicity focus
console.log("Script module execution started.");
// --- DOM Elements ---
const sceneContainer = document.getElementById('scene-container');
const storyTitleElement = document.getElementById('story-title');
const storyContentElement = document.getElementById('story-content');
const choicesElement = document.getElementById('choices'); // Nav buttons grid
const actionChoicesElement = document.getElementById('action-choices'); // Action buttons list
const statsElement = document.getElementById('stats-display');
const inventoryElement = document.getElementById('inventory-display');
const actionInfoElement = document.getElementById('action-info');
console.log("DOM elements obtained.");
// --- Core Three.js Variables ---
let scene, camera, renderer, clock;
let currentSceneGroup = null;
let currentLights = [];
let threeFont = null;
let currentMessage = "";
// --- Materials ---
const MAT = {
stone_grey: new THREE.MeshStandardMaterial({ color: 0x8a8a8a, roughness: 0.8 }),
stone_brown: new THREE.MeshStandardMaterial({ color: 0x9d8468, roughness: 0.85 }),
wood_light: new THREE.MeshStandardMaterial({ color: 0xcdaa7d, roughness: 0.7 }),
wood_dark: new THREE.MeshStandardMaterial({ color: 0x6f4e2d, roughness: 0.75 }),
leaf_green: new THREE.MeshStandardMaterial({ color: 0x4caf50, roughness: 0.6, side: THREE.DoubleSide }),
leaf_autumn: new THREE.MeshStandardMaterial({ color: 0xffa040, roughness: 0.65, side: THREE.DoubleSide }),
ground_dirt: new THREE.MeshStandardMaterial({ color: 0x8b5e3c, roughness: 0.9 }),
ground_grass: new THREE.MeshStandardMaterial({ color: 0x558b2f, roughness: 0.85 }),
metal_shiny: new THREE.MeshStandardMaterial({ color: 0xc0c0c0, roughness: 0.2, metalness: 0.8 }),
metal_rusty: new THREE.MeshStandardMaterial({ color: 0xb7410e, roughness: 0.9, metalness: 0.2 }),
crystal_blue: new THREE.MeshStandardMaterial({ color: 0x87cefa, roughness: 0.1, metalness: 0.1, transparent: true, opacity: 0.8, emissive:0x205080, emissiveIntensity: 0.4 }),
crystal_red: new THREE.MeshStandardMaterial({ color: 0xff7f7f, roughness: 0.1, metalness: 0.1, transparent: true, opacity: 0.8, emissive:0x802020, emissiveIntensity: 0.4 }),
bright_yellow: new THREE.MeshStandardMaterial({ color: 0xffeb3b, roughness: 0.6 }),
deep_purple: new THREE.MeshStandardMaterial({ color: 0x9c27b0, roughness: 0.7 }),
sky_blue: new THREE.MeshStandardMaterial({ color: 0x03a9f4, roughness: 0.5 }),
town_wood: new THREE.MeshStandardMaterial({ color: 0xae8a63, roughness: 0.7 }),
town_roof: new THREE.MeshStandardMaterial({ color: 0x8b4513, roughness: 0.8 }),
goblin_skin: new THREE.MeshStandardMaterial({ color: 0x8FBC8F, roughness: 0.8 }), // DarkSeaGreen
text_material: new THREE.MeshBasicMaterial({ color: 0xffddaa }),
};
// --- Game State ---
let gameState = {};
// --- Item Data ---
const itemsData = {
"Sturdy Stick": {type:"tool", description:"Surprisingly pointy."},
"Wobbly Key": {type:"key", description:"Might fit a wobbly lock?"},
"Goblin's Favorite Sock": {type:"quest", description:"Smells... unique."},
"Shiny Rock": {type:"treasure", description:"Distractingly shiny."},
"Suspicious Mushroom": {type:"food", description:"Maybe... just maybe..."},
};
// --- Enemy Data ---
const enemyData = {
'goblin': { name: "Grumpy Goblin", hp: 12, defense: 12, attackBonus: 1, damageDice: 4, xp: 25, drops: ["Goblin's Favorite Sock", "Shiny Rock"] },
// Add more enemies later
};
// --- Procedural Assembly Shapes ---
const SHAPE_GENERATORS = {
'pointy_cone': (size) => new THREE.ConeGeometry(size * 0.5, size * 1.2, 6 + Math.floor(Math.random() * 5)),
'round_blob': (size) => new THREE.SphereGeometry(size * 0.6, 12, 8),
'spinny_torus': (size) => new THREE.TorusGeometry(size * 0.5, size * 0.15, 8, 16),
'boxy_chunk': (size) => new THREE.BoxGeometry(size, size * (0.8 + Math.random() * 0.4), size * (0.8 + Math.random() * 0.4)),
'spiky_ball': (size) => new THREE.IcosahedronGeometry(size * 0.7, 0),
'flat_plate': (size) => new THREE.BoxGeometry(size * 1.5, size * 0.1, size * 1.5),
'tall_cylinder': (size) => new THREE.CylinderGeometry(size * 0.3, size * 0.3, size * 2.0, 8),
'knotty_thing': (size) => new THREE.TorusKnotGeometry(size * 0.4, size * 0.1, 50, 8),
'gem_shape': (size) => new THREE.OctahedronGeometry(size * 0.6, 0),
'basic_tetra': (size) => new THREE.TetrahedronGeometry(size * 0.7, 0),
'squashed_ball': (size) => new THREE.SphereGeometry(size * 0.6, 12, 8).scale(1, 0.6, 1),
'holed_box': (size) => {
const shape = new THREE.Shape();
shape.moveTo(-size/2, -size/2); shape.lineTo(-size/2, size/2); shape.lineTo(size/2, size/2); shape.lineTo(size/2, -size/2); shape.closePath();
const hole = new THREE.Path();
hole.absellipse(0, 0, size*0.2, size*0.2, 0, Math.PI*2, false);
shape.holes.push(hole);
return new THREE.ExtrudeGeometry(shape, {depth: size*0.3, bevelEnabled: false});
}
};
const shapeKeys = Object.keys(SHAPE_GENERATORS);
// --- Game Data (Page-Based, Expanded Story) ---
const gameData = {
1: {
title: "Snoring Meadows",
content: "<p>You wake up in a field of gently snoring grass. Yup, snoring. To the North are some Wiggly Woods. East leads to the Clanky Caves entrance.</p>",
options: [
{ text: "Enter Wiggly Woods (North)", next: 2 },
{ text: "Approach Clanky Caves (East)", next: 5 },
{ text: "Poke the snoring grass (Wisdom Check DC 10)", check: { stat: 'wisdom', dc: 10, next: 10, onFailure: 11 } }
],
assemblyParams: { baseShape: 'ground_grass', baseSize: 30, mainShapes: ['squashed_ball', 'pointy_cone'], accents: [], count: 30, scaleRange: [0.5, 1.2], colorTheme: [MAT.grass, MAT.leaf_green, MAT.sky_blue], arrangement: 'scatter' }
},
2: {
title: "Wiggly Woods",
content: "<p>These trees really do wiggle! It's making you a bit dizzy. A grumpy-looking goblin blocks the path deeper into the woods (South?).</p>",
options: [
{ text: "Talk to the Goblin", next: 3 },
{ text: "Try to sneak past (Dexterity Check DC 12)", check: { stat: 'dexterity', dc: 12, next: 4, onFailure: 3 } },
{ text: "Go Back (South)", next: 1 }
],
assemblyParams: { baseShape: 'ground_dirt', baseSize: 25, mainShapes: ['tall_cylinder', 'knotty_thing'], accents: ['leaf_autumn'], count: 20, scaleRange: [1.0, 3.0], colorTheme: [MAT.wood_dark, MAT.leaf_autumn, MAT.deep_purple], arrangement: 'cluster', clusterRadius: 10 }
},
3: {
title: "Grumpy Goblin",
content: "<p>'Oi! You wanna pass?' grunts the goblin, pointing a wobbly spear. 'Dis my wood! Whatcha gonna do?'</p>",
options: [
{ text: "Fight the Grumpy Goblin!", action: 'triggerCombat', enemy: 'goblin', nextOnWin: 4, nextOnLoss: 98 },
{ text: "Offer him a Shiny Rock (Requires Shiny Rock)", requires: "Shiny Rock", consume: true, next: 4, reward: {xp: 10} },
{ text: "Try to reason with him (Charisma Check DC 14)", check: { stat: 'charisma', dc: 14, next: 4, onFailure: 12 } },
{ text: "Run Away!", next: 2 }
],
assemblyParams: { // Similar to woods, maybe add goblin representation
baseShape: 'ground_dirt', baseSize: 25,
mainShapes: ['tall_cylinder', 'knotty_thing'], accents: ['leaf_autumn', 'basic_tetra'],
count: 20, scaleRange: [1.0, 3.0],
colorTheme: [MAT.wood_dark, MAT.leaf_autumn, MAT.deep_purple, MAT.goblin_skin],
arrangement: 'cluster', clusterRadius: 10
}
},
4: {
title: "Past the Goblin!",
content: "<p>You somehow got past the goblin! The path continues North to a weirdly Square Clearing. Or you can go back South.</p>",
options: [
{ text: "Go to Square Clearing (North)", next: 7 },
{ text: "Go Back (South)", next: 2 }
],
assemblyParams: { baseShape: 'ground_dirt', baseSize: 25, mainShapes: ['tall_cylinder'], accents: ['leaf_green'], count: 15, scaleRange: [1.0, 2.5], colorTheme: [MAT.wood_light, MAT.leaf_green], arrangement: 'scatter' }
},
5: {
title: "Clanky Caves Entrance",
content: "<p>The entrance to the cave clanks and whirs softly. It smells like old metal and damp socks. A sign reads 'Beware of... Clanks?'</p>",
options: [ { text: "Enter the Caves", next: 8 }, { text: "Go Back West", next: 1 } ],
assemblyParams: { baseShape: 'stone_grey', baseSize: 20, mainShapes: ['spiky_ball', 'spinny_torus'], accents: ['metal_rusty', 'basic_tetra'], count: 25, scaleRange: [0.5, 1.8], colorTheme: [MAT.stone_grey, MAT.metal_rusty], arrangement: 'cluster', clusterRadius: 8 }
},
7: { // Added North from page 4
title: "The Square Clearing",
content: "<p>This clearing is unnervingly square. Even the rocks look cubic! In the center is a perfectly square chest with a wobbly-looking lock.</p>",
options: [
{ text: "Try the Wobbly Key (Requires Wobbly Key)", requires: "Wobbly Key", consume: true, next: 13 },
{ text: "Whack it with a Stick (Requires Sturdy Stick)", requires: "Sturdy Stick", next: 14 },
{ text: "Go Back South", next: 4 }
],
assemblyParams: { baseShape: 'ground_grass', baseSize: 20, mainShapes: ['boxy_chunk', 'holed_box'], accents: [], count: 15, scaleRange: [0.8, 1.5], colorTheme: [MAT.stone_brown, MAT.grass], arrangement: 'patch', patchRadius: 8 }
},
8: { // Inside Clanky Caves
title: "Clanky Caves - Junction",
content: "<p>Clank! Whirr! Sproing! The cave is full of noisy, spinning metal things. Passages lead West and East.</p>",
options: [ { text: "Go West (Deeper?)", next: 9 }, { text: "Go East (Exit?)", next: 5 } ],
assemblyParams: { baseShape: 'stone_grey', baseSize: 25, mainShapes: ['spinny_torus', 'holed_box'], accents: ['metal_shiny', 'basic_tetra'], count: 30, scaleRange: [0.6, 2.0], colorTheme: [MAT.stone_grey, MAT.metal_shiny, MAT.metal_rusty, MAT.bright_yellow], arrangement: 'cluster', clusterRadius: 10 }
},
9: { // Deeper Cave
title: "Sprocket Stash",
content: "<p>You found a pile of shiny sprockets! And maybe some suspicious mushrooms growing nearby.</p>",
options: [ { text: "Take a Sprocket!", reward: { addItem: "Shiny Sprocket", xp: 10 }, next: 8 }, { text: "Eat a Mushroom?", next: 15 }, { text: "Go Back East", next: 8 } ],
assemblyParams: { baseShape: 'stone_grey', baseSize: 15, mainShapes: ['gem_shape'], accents: ['spinny_torus', 'metal_shiny'], count: 20, scaleRange: [0.4, 1.0], colorTheme: [MAT.metal_shiny, MAT.bright_yellow, MAT.deep_purple], arrangement: 'patch', patchRadius: 4 }
},
10: { // Success poking grass
title: "Grass Tickled!",
content: "<p>You gently poke the snoring grass. It giggles and coughs up a Wobbly Key! Weird.</p>",
options: [ { text: "Grab the Key!", reward: { addItem: "Wobbly Key", xp: 5 }, next: 1 } ],
assemblyParams: { baseShape: 'ground_grass', baseSize: 30, mainShapes: ['squashed_ball', 'pointy_cone'], accents: [], count: 30, scaleRange: [0.5, 1.2], colorTheme: [MAT.grass, MAT.leaf_green, MAT.sky_blue], arrangement: 'scatter' }
},
11: { // Fail poking grass
title: "Grass Bites Back!",
content: "<p>Ouch! You poked too hard. The grass blade snapped back like a tiny whip! (-1 HP)</p>",
options: [ { text: "Okay, fine, leave it alone.", next: 1 } ],
hpLoss: 1,
assemblyParams: { baseShape: 'ground_grass', baseSize: 30, mainShapes: ['squashed_ball', 'pointy_cone'], accents: [], count: 30, scaleRange: [0.5, 1.2], colorTheme: [MAT.grass, MAT.leaf_green, MAT.sky_blue], arrangement: 'scatter' }
},
12: { // Fail charisma check on goblin
title: "Goblin Unimpressed",
content: "<p>'Nice try, smooth-talker!' the goblin sneers, waving his spear more menacingly. 'Now what?'</p>",
options: [
{ text: "Fight him!", action: 'triggerCombat', enemy: 'goblin', nextOnWin: 4, nextOnLoss: 98 },
{ text: "Offer a Shiny Rock (If you have one)", requires: "Shiny Rock", consume: true, next: 4, reward: {xp: 10} },
{ text: "Run Away!", next: 2 }
],
assemblyParams: { baseShape: 'ground_dirt', baseSize: 25, mainShapes: ['tall_cylinder', 'knotty_thing'], accents: ['leaf_autumn', 'basic_tetra'], count: 20, scaleRange: [1.0, 3.0], colorTheme: [MAT.wood_dark, MAT.leaf_autumn, MAT.deep_purple, MAT.goblin_skin], arrangement: 'cluster', clusterRadius: 10 }
},
13: { // Open chest with key
title: "Chest Opens!",
content: "<p>Click! The wobbly key fits the wobbly lock! Inside you find... another Shiny Rock?</p>",
options: [ { text: "Take the rock!", reward: { addItem: "Shiny Rock", xp: 15 }, next: 7 } ],
assemblyParams: { baseShape: 'ground_grass', baseSize: 20, mainShapes: ['boxy_chunk', 'holed_box'], accents: [], count: 15, scaleRange: [0.8, 1.5], colorTheme: [MAT.stone_brown, MAT.grass], arrangement: 'patch', patchRadius: 8 }
},
14: { // Whack chest
title: "Thwack!",
content: "<p>You whack the square chest with your Sturdy Stick. It makes a dull *thud*. Nothing happens, but the stick feels slightly less sturdy.</p>",
options: [ { text: "Try the Wobbly Key (Requires Wobbly Key)", requires: "Wobbly Key", consume: true, next: 13 }, { text: "Give up and go back", next: 7 } ],
// Maybe add consequence: Sturdy Stick breaks? Requires more state tracking.
assemblyParams: { baseShape: 'ground_grass', baseSize: 20, mainShapes: ['boxy_chunk', 'holed_box'], accents: [], count: 15, scaleRange: [0.8, 1.5], colorTheme: [MAT.stone_brown, MAT.grass], arrangement: 'patch', patchRadius: 8 }
},
15: { // Eat Mushroom
title: "Gulp!",
content: "<p>You bravely (or foolishly?) eat the Suspicious Mushroom. Your vision goes purple for a second, then... you feel... bouncy! (+5 Max HP! HP Restored!)</p>",
options: [ { text: "Weird! Go back.", next: 8 } ],
reward: { statGain: { maxHp: 5 }, hpGain: 5, xp: 5 }, // Example stat gain
assemblyParams: { baseShape: 'stone_grey', baseSize: 15, mainShapes: ['gem_shape'], accents: ['spinny_torus', 'metal_shiny'], count: 20, scaleRange: [0.4, 1.0], colorTheme: [MAT.metal_shiny, MAT.bright_yellow, MAT.deep_purple], arrangement: 'patch', patchRadius: 4 }
},
98: { // Lose combat
title: "Oof!",
content: "<p>You were defeated! You wake up back where you started, feeling dizzy.</p>",
options: [ { text: "Okay...", next: 1 } ],
assemblyParams: { baseShape: 'ground_grass', count: 5, mainShapes:['round_blob'], colorTheme:[MAT.grass]} // Simple scene
},
99: { // Generic End/TBC
title: "Adventure Paused!",
content: "<p>That's as far as this path goes for now. What an adventure!</p>",
options: [ { text: "Start Over?", next: 1 } ],
assemblyParams: { baseShape: 'flat_plate', baseSize: 10, mainShapes: ['basic_tetra'], count: 5, scaleRange: [1, 2], colorTheme: [MAT.sky_blue, MAT.bright_yellow], arrangement: 'center_stack', stackHeight: 3 }
}
};
// --- Core Functions ---
function initThreeJS() {
console.log("initThreeJS started.");
scene = new THREE.Scene();
scene.background = new THREE.Color(0x2a3a4a);
clock = new THREE.Clock();
raycaster = new THREE.Raycaster();
mouse = new THREE.Vector2();
const width = sceneContainer.clientWidth || 1;
const height = sceneContainer.clientHeight || 1;
camera = new THREE.PerspectiveCamera(60, width / height, 0.1, 1000);
camera.position.set(0, 8, 15);
camera.lookAt(0, 1, 0);
renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setSize(width, height);
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
sceneContainer.appendChild(renderer.domElement);
// OrbitControls removed for focus on page-based nav
// controls = new OrbitControls(camera, renderer.domElement);
window.addEventListener('resize', onWindowResize, false);
renderer.domElement.addEventListener('click', onMouseClick, false); // For pickup
setTimeout(onWindowResize, 100);
animate();
console.log("initThreeJS finished.");
}
function loadFontAndStart() {
console.log("Loading font...");
const loader = new FontLoader();
loader.load('https://unpkg.com/[email protected]/examples/fonts/helvetiker_regular.typeface.json', function (font) {
threeFont = font;
console.log("Font loaded.");
startGame();
}, undefined, function (error) {
console.error('Font loading failed:', error);
threeFont = null; // Ensure font is null if failed
startGame(); // Start anyway
});
}
function onWindowResize() {
if (!renderer || !camera || !sceneContainer) return;
const width = sceneContainer.clientWidth || 1;
const height = sceneContainer.clientHeight || 1;
if (width > 0 && height > 0) {
camera.aspect = width / height;
camera.updateProjectionMatrix();
renderer.setSize(width, height);
}
}
function onMouseClick( event ) {
// Calculate mouse position in normalized device coordinates (-1 to +1)
const rect = renderer.domElement.getBoundingClientRect();
mouse.x = ( (event.clientX - rect.left) / rect.width ) * 2 - 1;
mouse.y = - ( (event.clientY - rect.top) / rect.height ) * 2 + 1;
pickupItem(); // Only pickup is enabled via click now
}
function animate() {
requestAnimationFrame(animate);
const delta = clock.getDelta();
const time = clock.getElapsedTime();
// controls?.update(); // OrbitControls removed
if (currentSceneGroup) {
currentSceneGroup.traverse(obj => {
if (obj.userData.update) obj.userData.update(time, delta);
});
}
if (renderer && scene && camera) renderer.render(scene, camera);
}
function createMesh(geometry, material, pos = {x:0,y:0,z:0}, rot = {x:0,y:0,z:0}, scale = {x:1,y:1,z:1}) {
const mesh = new THREE.Mesh(geometry, material);
mesh.position.set(pos.x, pos.y, pos.z);
mesh.rotation.set(rot.x, rot.y, rot.z);
mesh.scale.set(scale.x, scale.y, scale.z);
mesh.castShadow = true; mesh.receiveShadow = true;
return mesh;
}
function setupLighting(type = 'default') {
currentLights.forEach(light => { if (light.parent) light.parent.remove(light); if(scene.children.includes(light)) scene.remove(light); });
currentLights = [];
const ambientLight = new THREE.AmbientLight(0xffffff, 0.7); // Brighter ambient for kid-friendly
scene.add(ambientLight);
currentLights.push(ambientLight);
const directionalLight = new THREE.DirectionalLight(0xffffff, 1.2); // Brighter directional
directionalLight.position.set(8, 12, 10);
directionalLight.castShadow = true;
directionalLight.shadow.mapSize.set(1024, 1024);
directionalLight.shadow.camera.near = 0.5; directionalLight.shadow.camera.far = 50;
const sb = 25;
directionalLight.shadow.camera.left = -sb; directionalLight.shadow.camera.right = sb;
directionalLight.shadow.camera.top = sb; directionalLight.shadow.camera.bottom = -sb;
directionalLight.shadow.bias = -0.0005;
scene.add(directionalLight);
currentLights.push(directionalLight);
}
function createProceduralAssembly(params) {
console.log("Creating procedural assembly with params:", params);
const group = new THREE.Group();
const {
baseShape = 'ground_grass', baseSize = 20,
mainShapes = ['boxy_chunk'], accents = ['pointy_cone'],
count = 10, scaleRange = [0.5, 1.5],
colorTheme = [MAT.stone_grey, MAT.wood_light, MAT.leaf_green],
arrangement = 'scatter',
stackHeight = 5,
clusterRadius = 5,
patchPos = {x:0, y:0, z:0}, patchRadius = 3
} = params;
let baseMesh;
if (baseShape.startsWith('ground_')) {
const groundMat = MAT[baseShape] || MAT.ground_grass;
const groundGeo = new THREE.PlaneGeometry(baseSize, baseSize);
baseMesh = new THREE.Mesh(groundGeo, groundMat);
baseMesh.rotation.x = -Math.PI / 2; baseMesh.position.y = 0;
baseMesh.receiveShadow = true; baseMesh.castShadow = false;
baseMesh.userData.isGround = true; // Mark for placement/raycasting
group.add(baseMesh);
} else {
const baseGeoFunc = SHAPE_GENERATORS[baseShape] || SHAPE_GENERATORS['flat_plate'];
const baseGeo = baseGeoFunc(baseSize);
baseMesh = createMesh(baseGeo, colorTheme[0] || MAT.stone_grey, {y:0.1});
baseMesh.receiveShadow = true; baseMesh.castShadow = false;
baseMesh.userData.isGround = true; // Allow placing on non-plane bases
group.add(baseMesh);
}
const allShapes = [...mainShapes, ...accents];
let lastY = 0.1; // Start stacking slightly above base
let stackCount = 0;
for (let i = 0; i < count; i++) {
if(allShapes.length === 0) break;
const shapeKey = allShapes[Math.floor(Math.random() * allShapes.length)];
const geoFunc = SHAPE_GENERATORS[shapeKey];
if (!geoFunc) { console.warn(`Shape generator missing: ${shapeKey}`); continue; }
const scaleFactor = scaleRange[0] + Math.random() * (scaleRange[1] - scaleRange[0]);
const geometry = geoFunc(scaleFactor);
const material = colorTheme[Math.floor(Math.random() * colorTheme.length)];
const mesh = createMesh(geometry, material);
geometry.computeBoundingBox(); // Needed for height calculation
let height = 0;
if (geometry.boundingBox) {
height = (geometry.boundingBox.max.y - geometry.boundingBox.min.y) * mesh.scale.y;
} else {
console.warn("Geometry missing boundingBox", geometry);
height = scaleFactor; // Estimate height if bbox failed
}
height = Math.max(0.1, height); // Ensure minimum height
let position = { x:0, y:0, z:0 };
let isValidPosition = false; // Flag to check if position calculation succeeded
switch(arrangement) {
case 'stack':
if (stackCount < stackHeight) {
position.y = lastY + height / 2;
position.x = (Math.random() - 0.5) * 0.5 * scaleFactor;
position.z = (Math.random() - 0.5) * 0.5 * scaleFactor;
lastY += height * 0.9;
stackCount++;
isValidPosition = true;
}
break;
case 'center_stack':
if (stackCount < stackHeight) {
position.y = lastY + height / 2;
lastY += height * 0.95;
stackCount++;
isValidPosition = true;
}
break;
case 'cluster':
const angle = Math.random() * Math.PI * 2;
const radius = Math.random() * clusterRadius;
position.x = Math.cos(angle) * radius;
position.z = Math.sin(angle) * radius;
position.y = height / 2;
isValidPosition = true;
break;
case 'patch':
const pAngle = Math.random() * Math.PI * 2;
const pRadius = Math.random() * patchRadius;
position.x = patchPos.x + Math.cos(pAngle) * pRadius;
position.z = patchPos.z + Math.sin(pAngle) * pRadius;
position.y = (patchPos.y || 0) + height / 2;
isValidPosition = true;
break;
case 'scatter':
default:
position.x = (Math.random() - 0.5) * baseSize * 0.8;
position.z = (Math.random() - 0.5) * baseSize * 0.8;
position.y = height / 2;
isValidPosition = true;
break;
}
if (!isValidPosition) continue; // Skip if arrangement logic failed (e.g., stack full)
mesh.position.set(position.x, position.y, position.z);
mesh.rotation.set(
Math.random() * (arrangement.includes('stack') ? 0.2 : Math.PI),
Math.random() * Math.PI * 2,
Math.random() * (arrangement.includes('stack') ? 0.2 : Math.PI)
);
if (Math.random() < 0.3) {
mesh.userData.rotSpeed = (Math.random() - 0.5) * 0.4;
mesh.userData.bobSpeed = 1 + Math.random();
mesh.userData.bobAmount = 0.05 + Math.random() * 0.05;
mesh.userData.startY = mesh.position.y;
mesh.userData.update = (time, delta) => {
mesh.rotation.y += mesh.userData.rotSpeed * delta;
mesh.position.y = mesh.userData.startY + Math.sin(time * mesh.userData.bobSpeed) * mesh.userData.bobAmount;
};
}
group.add(mesh);
}
console.log(`Assembly created with ${group.children.length -1} procedural objects.`); // -1 for base
return group;
}
function updateScene(assemblyParams) {
console.log("updateScene called");
if (currentSceneGroup) {
currentSceneGroup.traverse(child => {
if (child.isMesh) {
if(child.geometry) child.geometry.dispose();
}
});
scene.remove(currentSceneGroup);
currentSceneGroup = null;
}
setupLighting('default'); // Use default lighting for simplicity now
if (!assemblyParams) {
console.warn("No assemblyParams provided, creating default scene.");
assemblyParams = { baseShape: 'ground_dirt', count: 5, mainShapes: ['boxy_chunk'] };
}
try {
currentSceneGroup = createProceduralAssembly(assemblyParams);
scene.add(currentSceneGroup);
console.log("New scene group added.");
} catch (error) {
console.error("Error creating procedural assembly:", error);
// Add error indicator?
}
}
function startGame() {
console.log("startGame called.");
const defaultChar = {
name: "Player",
stats: { hp: 25, maxHp: 25, xp: 0, strength: 12, dexterity: 11, constitution: 13, intelligence: 9, wisdom: 10, charisma: 8 },
inventory: ["Sturdy Stick"]
};
gameState = {
currentPageId: 1,
character: JSON.parse(JSON.stringify(defaultChar)),
combat: null // Ensure combat is null at start
};
renderPage(gameState.currentPageId);
console.log("startGame finished.");
}
function handleChoiceClick(choiceData) {
console.log("Choice clicked:", choiceData);
currentMessage = "";
let nextPageId = parseInt(choiceData.next);
const currentPageData = gameData[gameState.currentPageId];
const option = currentPageData?.options?.find(opt => opt.next === nextPageId || (opt.action === choiceData.action && opt.enemy === choiceData.enemy)); // Find the specific option
// 1. Check Requirements
if (option && option.requires) {
if (!gameState.character.inventory.includes(option.requires)) {
currentMessage = `<p class="message message-warning">You need a ${option.requires} for that!</p>`;
renderPage(gameState.currentPageId); // Re-render current page with message
return;
}
if (option.consume) {
gameState.character.inventory = gameState.character.inventory.filter(i => i !== option.requires);
currentMessage += `<p class="message message-item">Used your ${option.requires}.</p>`;
}
}
// 2. Handle Actions (Combat, Checks) before transitioning
if (option && option.action === 'triggerCombat' && option.enemy) {
startCombat(option.enemy, option.nextOnWin, option.nextOnLoss);
return; // Combat handles the next transition
}
if (option && option.check) {
performSkillCheck(option.check, option.next, option.onFailure);
return; // Skill check handles the next transition
}
// 3. Apply Rewards (if navigating directly)
if (option && option.reward) {
applyReward(option.reward);
}
// 4. Transition to Next Page (if not handled by action/check)
const targetPageData = gameData[nextPageId];
if (!targetPageData) {
console.error(`Invalid next page ID: ${nextPageId}`);
currentMessage += `<p class="message message-warning">That path is mysteriously blocked!</p>`;
nextPageId = gameState.currentPageId;
}
gameState.currentPageId = nextPageId;
renderPage(nextPageId);
}
function performSkillCheck(checkData, successPageId, failurePageId) {
const {stat, dc} = checkData;
const baseStat = gameState.character.stats[stat] || 10;
const modifier = Math.floor((baseStat - 10) / 2);
const roll = Math.floor(Math.random() * 20) + 1;
const total = roll + modifier;
const success = total >= dc;
console.log(`Skill Check ${stat}: Roll ${roll} + Mod ${modifier} = ${total} vs DC ${dc}`);
currentMessage += `<p class="message message-info"><em>Rolling ${stat}... (Rolled ${total} vs DC ${dc})</em></p>`;
displayDiceRoll(roll, success); // Show the roll
if (success) {
currentMessage += `<p class="message message-success"><em>Success!</em></p>`;
gameState.currentPageId = successPageId;
} else {
currentMessage += `<p class="message message-failure"><em>Failed!</em></p>`;
gameState.currentPageId = failurePageId;
}
// Add short delay before rendering next page to see dice roll
setTimeout(() => renderPage(gameState.currentPageId), 1500);
}
function applyReward(rewardData) {
if(rewardData.addItem && itemsData[rewardData.addItem]) {
if (!gameState.character.inventory.includes(rewardData.addItem)) {
gameState.character.inventory.push(rewardData.addItem);
currentMessage += `<p class="message message-item">You found a ${rewardData.addItem}!</p>`;
} else {
currentMessage += `<p class="message message-info">You found another ${rewardData.addItem}, but can't carry more.</p>`;
}
}
if(rewardData.xp) {
gameState.character.stats.xp += rewardData.xp;
currentMessage += `<p class="message message-xp">You gained ${rewardData.xp} XP!</p>`;
}
if(rewardData.hpGain) {
gameState.character.stats.hp = Math.min(gameState.character.stats.maxHp, gameState.character.stats.hp + rewardData.hpGain);
currentMessage += `<p class="message message-success">You feel better! (+${rewardData.hpGain} HP)</p>`;
}
if(rewardData.statGain) { // Example: { statGain: { maxHp: 5 } }
for (const stat in rewardData.statGain) {
if (gameState.character.stats.hasOwnProperty(stat)) {
gameState.character.stats[stat] += rewardData.statGain[stat];
currentMessage += `<p class="message message-success">Your ${stat} increased by ${rewardData.statGain[stat]}!</p>`;
// If maxHp increases, maybe heal too?
if (stat === 'maxHp' && rewardData.statGain[stat] > 0) {
gameState.character.stats.hp += rewardData.statGain[stat];
}
}
}
}
}
function renderPage(pageId) {
console.log(`Rendering page ${pageId}`);
const pageData = gameData[pageId];
if (!pageData) { /* Error handling as before */ return; }
storyTitleElement.textContent = pageData.title || "An Unnamed Place";
storyContentElement.innerHTML = currentMessage + (pageData.content || "<p>...</p>");
choicesElement.innerHTML = '';
actionChoicesElement.innerHTML = ''; // Clear action choices too
// Setup Navigation Buttons (Always show, disable if unavailable)
const neighbors = getZoneNeighbors(gameState.currentZoneId || getZoneId(1,1)); // Use placeholder if needed
const directions = {'north': 'North', 'south': 'South', 'east': 'East', 'west': 'West'};
for(const dir in directions) {
const neighborId = neighbors[dir]; // Note: This uses grid logic, pageData uses .next
const button = document.createElement('button');
button.classList.add('choice-button');
button.textContent = `Go ${directions[dir]}`;
// For now, navigation uses pageData.options, not grid neighbors
button.disabled = true; // Disable all grid nav by default
choicesElement.appendChild(button);
}
// Add options from pageData to Action Choices area
if (pageData.options && pageData.options.length > 0) {
pageData.options.forEach(option => {
const button = document.createElement('button');
button.classList.add('choice-button', 'action'); // Mark as action
button.textContent = option.text;
// Disable if required item is missing
let requirementMet = true;
if (option.requires && !gameState.character.inventory.includes(option.requires)) {
requirementMet = false;
button.title = `Requires: ${option.requires}`;
}
button.disabled = !requirementMet;
button.onclick = () => handleChoiceClick(option); // Pass full option data
actionChoicesElement.appendChild(button);
});
} else {
actionChoicesElement.innerHTML = '<p><i>Nothing else to do here right now.</i></p>';
}
updateStatsDisplay();
updateInventoryDisplay();
updateActionInfo();
updateScene(pageData.assemblyParams);
}
window.handleChoiceClick = handleChoiceClick; // Make global
function updateStatsDisplay() {
if (!gameState.character || !statsElement) return;
const stats = gameState.character.stats;
const hpColor = stats.hp / stats.maxHp < 0.3 ? '#f88' : (stats.hp / stats.maxHp < 0.6 ? '#fd5' : '#8f8');
const statBonus = (statVal) => {
const mod = Math.floor((statVal - 10) / 2);
return `${statVal} (${mod >= 0 ? '+' : ''}${mod})`;
};
statsElement.innerHTML = `<strong>Stats:</strong>
<span style="color:${hpColor}">HP: ${stats.hp}/${stats.maxHp}</span> <span>XP: ${stats.xp}</span><br>
<span>Str: ${statBonus(stats.strength)}</span> <span>Dex: ${statBonus(stats.dexterity)}</span> <span>Con: ${statBonus(stats.constitution)}</span>
<span>Int: ${statBonus(stats.intelligence)}</span> <span>Wis: ${statBonus(stats.wisdom)}</span> <span>Cha: ${statBonus(stats.charisma)}</span>`;
}
function updateInventoryDisplay() {
if (!gameState.character || !inventoryElement) return;
let invHtml = '<strong>Inventory:</strong> ';
if (gameState.character.inventory.length === 0) {
invHtml += '<em>Empty</em>';
} else {
gameState.character.inventory.forEach(item => {
const itemDef = itemsData[item] || { type: 'unknown', description: '???' };
const itemClass = `item-${itemDef.type || 'unknown'}`;
invHtml += `<span class="item-tag ${itemClass}" title="${itemDef.description}">${item}</span>`;
});
}
inventoryElement.innerHTML = invHtml;
}
function updateActionInfo() {
if (!actionInfoElement || !gameState ) return;
const mode = gameState.combat?.active ? "Combat!" : "Exploring";
actionInfoElement.textContent = `Location: ${gameData[gameState.currentPageId]?.title || 'Unknown'} | ${mode}`;
}
// --- Combat ---
function startCombat(enemyTypeId, nextOnWin, nextOnLoss) {
const enemyBase = enemyData[enemyTypeId];
if (!enemyBase) { console.error("Unknown enemy type:", enemyTypeId); return; }
gameState.combat = {
active: true, enemyId: enemyTypeId, enemyName: enemyBase.name,
enemyHp: enemyBase.hp, enemyMaxHp: enemyBase.hp,
enemyDefense: enemyBase.defense, enemyAttackBonus: 2, // Simplified bonus
enemyDamageDice: enemyBase.damageDice || 4, enemyXp: enemyBase.xp,
enemyDrops: enemyBase.drops || [],
nextOnWin: nextOnWin, nextOnLoss: nextOnLoss
};
currentMessage = `<p class="message message-combat">A ${enemyBase.name} blocks your path!</p>`;
renderCurrentPageUI(); // Update UI to show combat mode
}
function handleCombatAction(action) {
if (!gameState.combat?.active) return;
currentMessage = ""; // Clear previous messages
if (action === 'attack') {
// Player Attack
const playerRoll = Math.floor(Math.random() * 20) + 1;
const playerAtkBonus = Math.floor((gameState.character.stats.strength - 10) / 2);
const playerTotalAttack = playerRoll + playerAtkBonus;
const playerHit = playerRoll === 20 || (playerRoll !== 1 && playerTotalAttack >= gameState.combat.enemyDefense);
displayDiceRoll(playerRoll, playerHit); // Show roll
if (playerHit) {
const weapon = gameState.character.inventory.find(i => itemsData[i]?.type === 'weapon');
const baseDamage = itemsData[weapon]?.baseDamage || 2; // Unarmed = 1d2 ?
const damageRoll = Math.max(1, Math.floor(Math.random() * baseDamage) + 1 + playerAtkBonus);
gameState.combat.enemyHp -= damageRoll;
currentMessage += `<p class="message message-success">You hit the ${gameState.combat.enemyName} for ${damageRoll} damage! (Rolled ${playerTotalAttack} vs AC ${gameState.combat.enemyDefense})</p>`;
} else {
currentMessage += `<p class="message message-failure">You missed the ${gameState.combat.enemyName}. (Rolled ${playerTotalAttack} vs AC ${gameState.combat.enemyDefense})</p>`;
}
// Check Enemy Defeat
if (gameState.combat.enemyHp <= 0) {
currentMessage += `<p class="message message-success"><b>You defeated the ${gameState.combat.enemyName}!</b></p>`;
applyReward({ xp: gameState.combat.enemyXp });
// Handle Drops (Simplified: drop one random item from list)
if (gameState.combat.enemyDrops.length > 0) {
const droppedItemName = gameState.combat.enemyDrops[Math.floor(Math.random() * gameState.combat.enemyDrops.length)];
dropItemInScene(droppedItemName, new THREE.Vector3(Math.random()*2-1, 0.2, Math.random()*2-1));
currentMessage += `<p class="message message-item"><em>The ${gameState.combat.enemyName} dropped a ${droppedItemName}! Click it to pick up.</em></p>`;
}
const winPage = gameState.combat.nextOnWin;
gameState.combat = null; // End combat
gameState.currentPageId = winPage; // Go to win page
renderPage(gameState.currentPageId);
return;
}
// Enemy Attack (if enemy still alive)
const enemyRoll = Math.floor(Math.random() * 20) + 1;
const enemyTotalAttack = enemyRoll + gameState.combat.enemyAttackBonus;
const playerAC = 10 + Math.floor((gameState.character.stats.dexterity - 10) / 2);
const enemyHit = enemyRoll === 20 || (enemyRoll !== 1 && enemyTotalAttack >= playerAC);
// Add slight delay for enemy roll display maybe?
setTimeout(() => displayDiceRoll(enemyRoll, enemyHit), 500); // Display enemy roll slightly later
if (enemyHit) {
const damageRoll = Math.max(1, Math.floor(Math.random() * gameState.combat.enemyDamageDice) + 1);
gameState.character.stats.hp -= damageRoll;
currentMessage += `<p class="message message-failure">The ${gameState.combat.enemyName} hits you for ${damageRoll} damage! (Rolled ${enemyTotalAttack} vs AC ${playerAC})</p>`;
if (gameState.character.stats.hp <= 0) {
currentMessage += `<p class="message message-failure"><b>You have been defeated!</b></p>`;
const lossPage = gameState.combat.nextOnLoss;
gameState.combat = null; // End combat
gameState.currentPageId = lossPage; // Go to loss page
setTimeout(() => renderPage(gameState.currentPageId), 1500); // Delay transition after showing roll
return;
}
} else {
currentMessage += `<p class="message message-info">The ${gameState.combat.enemyName} misses you. (Rolled ${enemyTotalAttack} vs AC ${playerAC})</p>`;
}
setTimeout(() => renderPage(gameState.currentPageId), 1500); // Re-render UI after delay
}
}
window.handleCombatAction = handleCombatAction; // Make global
function displayDiceRoll(result, success) {
if (!threeFont) { console.warn("Font not loaded for dice roll."); return; }
activeTimeouts.forEach(timeoutId => clearTimeout(timeoutId)); activeTimeouts = [];
scene.children.filter(c => c.userData?.isDiceRoll).forEach(c => scene.remove(c)); // Remove old rolls from main scene
const textGeo = new TextGeometry(result.toString(), { font: threeFont, size: 1.0, height: 0.1, curveSegments: 4 });
textGeo.computeBoundingBox();
const textWidth = textGeo.boundingBox.max.x - textGeo.boundingBox.min.x;
const textMat = MAT.text_material.clone();
textMat.color.setHex(success ? 0x88ff88 : 0xff8888);
textMat.transparent = true; // Needed for opacity fade
const textMesh = new THREE.Mesh(textGeo, textMat);
textMesh.userData.isDiceRoll = true;
const distance = 6;
const textPos = camera.position.clone().add(camera.getWorldDirection(new THREE.Vector3()).multiplyScalar(distance));
textMesh.position.copy(textPos);
textMesh.position.y += 1.0; // Adjust vertical position
textMesh.position.x -= textWidth / 2 * textMesh.scale.x; // Center horizontally
textMesh.quaternion.copy(camera.quaternion);
scene.add(textMesh);
const duration = 2.5; // seconds
const startTime = clock.getElapsedTime();
textMesh.userData.startTime = startTime;
textMesh.userData.update = (time) => {
const elapsed = time - textMesh.userData.startTime;
if (elapsed >= duration) {
if (textMesh.parent) textMesh.parent.remove(textMesh);
delete textMesh.userData.update;
} else {
textMesh.position.y += 0.01;
textMesh.material.opacity = 1.0 - (elapsed / duration);
}
};
}
function dropItemInScene(itemName, positionOffset = new THREE.Vector3(0, 0, 0)) {
const currentGroup = currentSceneGroup; // Items are dropped relative to the current scene group origin
if (!currentGroup || !itemsData[itemName]) return;
const itemDef = itemsData[itemName];
const itemGeo = new THREE.BoxGeometry(0.4, 0.4, 0.4); // Simple representation
const itemMat = MAT.simple.clone();
if(itemDef.type === 'weapon') itemMat.color.setHex(0xcc6666);
else if(itemDef.type === 'consumable') itemMat.color.setHex(0xcc9966);
else if(itemDef.type === 'quest') itemMat.color.setHex(0xcccc66);
else itemMat.color.setHex(0xaaaaee);
const dropPos = new THREE.Vector3(positionOffset.x, 0.2, positionOffset.z);
const droppedMesh = createMesh(itemGeo, itemMat, dropPos);
droppedMesh.userData = { isPickupable: true, itemName: itemName, description: `Dropped ${itemName}` };
currentGroup.add(droppedMesh); // Add item to the current scene group
console.log(`Dropped ${itemName} in scene`);
}
function pickupItem() { // Re-enabled pickup
if (gameState.combat?.active) return; // No pickup during combat
raycaster.setFromCamera(mouse, camera);
const currentGroup = currentSceneGroup;
if (!currentGroup) return;
const pickupables = [];
currentGroup.traverseVisible(child => { // Check only visible objects in current group
if (child.userData.isPickupable) pickupables.push(child);
});
const intersects = raycaster.intersectObjects(pickupables, false);
if (intersects.length > 0) {
const clickedObject = intersects[0].object;
const itemName = clickedObject.userData.itemName;
if (itemName && itemsData[itemName]) {
console.log(`Picked up: ${itemName}`);
currentMessage = `<p class="message message-item"><em>Picked up: ${itemName}</em></p>`;
if (!gameState.character.inventory.includes(itemName)) {
gameState.character.inventory.push(itemName);
} else {
currentMessage += `<p class="message message-info"><em>(Cannot carry more ${itemName})</em></p>`;
}
// Remove object fully after pickup
if(clickedObject.parent) clickedObject.parent.remove(clickedObject);
if(clickedObject.geometry) clickedObject.geometry.dispose();
// We assume material is shared from MAT, so don't dispose
renderCurrentPageUI(); // Update inventory and messages
}
}
}
document.addEventListener('DOMContentLoaded', () => {
console.log("DOM Ready - Initializing Wacky D&D Shapes Adventure!");
try {
initThreeJS();
if (!scene || !camera || !renderer) throw new Error("Three.js failed to initialize.");
loadFontAndStart(); // Load font, then start game
console.log("Initialization sequence started.");
} catch (error) {
console.error("Initialization failed:", error);
storyTitleElement.textContent = "Initialization Error";
storyContentElement.innerHTML = `<p style="color:red;">Failed to start game:</p><pre style="color:red; white-space: pre-wrap;">${error.stack || error}</pre><p style="color:yellow;">Check console (F12) for details.</p>`;
if(sceneContainer) sceneContainer.innerHTML = '<p style="color:red; padding: 20px;">3D Scene Failed</p>';
document.getElementById('stats-inventory-container').style.display = 'none';
document.getElementById('choices-container').style.display = 'none';
}
});
</script>
</body>
</html>