Spaces:
Running
Running
<html lang="en"> | |
<head> | |
<meta charset="UTF-8"> | |
<meta name="viewport" content="width=device-width, initial-scale=1.0"> | |
<title>Procedural World - D&D Style</title> | |
<style> | |
/* --- Base Styles --- */ | |
body { font-family: 'Courier New', monospace; background-color: #111; color: #eee; margin: 0; padding: 0; overflow: hidden; display: flex; flex-direction: column; height: 100vh; } | |
#game-container { display: flex; flex-grow: 1; overflow: hidden; } | |
#scene-container { flex-grow: 3; position: relative; border-right: 2px solid #444; min-width: 250px; background-color: #000; height: 100%; box-sizing: border-box; overflow: hidden; cursor: default; } | |
#ui-container { flex-grow: 2; padding: 25px; overflow-y: auto; background-color: #2b2b2b; min-width: 320px; height: 100%; box-sizing: border-box; display: flex; flex-direction: column; } | |
#scene-container canvas { display: block; } | |
/* --- UI Elements --- */ | |
#story-title { color: #f0c060; margin: 0 0 15px 0; padding-bottom: 10px; border-bottom: 1px solid #555; font-size: 1.6em; text-shadow: 1px 1px 1px #000; } | |
#story-content { margin-bottom: 25px; line-height: 1.7; flex-grow: 1; font-size: 1.1em; } | |
#stats-inventory-container { margin-bottom: 25px; padding: 15px; border: 1px solid #444; border-radius: 4px; background-color: #333; font-size: 0.95em; } | |
#stats-display, #inventory-display { margin-bottom: 10px; line-height: 1.8; } | |
#stats-display span { display: inline-block; background-color: #484848; padding: 3px 9px; border-radius: 15px; margin: 0 8px 5px 0; border: 1px solid #6a6a6a; white-space: nowrap; box-shadow: inset 0 1px 2px rgba(0,0,0,0.3); } | |
#inventory-display .item-tag { display: inline-block; background-color: #484848; padding: 3px 9px; border-radius: 15px; margin: 0 8px 5px 0; border: 1px solid #6a6a6a; white-space: nowrap; box-shadow: inset 0 1px 2px rgba(0,0,0,0.3); cursor: default; } /* No placement click */ | |
#stats-display strong, #inventory-display strong { color: #ccc; margin-right: 6px; } | |
#inventory-display em { color: #888; font-style: normal; } | |
.item-weapon { background-color: #663030; border-color: #994848;} | |
.item-consumable { background-color: #664430; border-color: #996648;} | |
.item-unknown { background-color: #555; border-color: #777;} | |
/* --- Choices & Messages --- */ | |
#choices-container { margin-top: auto; padding-top: 20px; border-top: 1px solid #555; } | |
#choices-container h3 { margin-top: 0; margin-bottom: 12px; color: #ccc; font-size: 1.1em; } | |
#choices { display: flex; flex-direction: column; gap: 12px; } | |
.choice-button { display: block; width: 100%; padding: 12px 15px; margin-bottom: 0; background-color: #555; color: #eee; border: 1px solid #777; border-radius: 4px; cursor: pointer; text-align: left; font-family: 'Courier New', monospace; font-size: 1.05em; transition: background-color 0.2s, border-color 0.2s, box-shadow 0.1s; box-sizing: border-box; } | |
.choice-button:hover:not(:disabled) { background-color: #e0b050; color: #111; border-color: #c89040; box-shadow: 0 0 5px rgba(255, 200, 100, 0.5); } | |
.choice-button:disabled { background-color: #404040; color: #777; cursor: not-allowed; border-color: #555; opacity: 0.7; } | |
.message { padding: 8px 12px; margin-bottom: 1em; border-left-width: 3px; border-left-style: solid; font-size: 0.95em; background-color: rgba(255, 255, 255, 0.05); border-color: #666; color: #aaa;} | |
.message-failure { color: #f88; border-left-color: #a44; } | |
.message-success { color: #8f8; border-left-color: #4a4; } | |
.message-info { color: #aaa; border-left-color: #666; } | |
.message-item { color: #8bf; border-left-color: #46a; } | |
.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>What will you do?</h3> | |
<div id="choices">Loading...</div> | |
</div> | |
</div> | |
</div> | |
<script type="importmap"> | |
{ "imports": { | |
"three": "https://unpkg.com/[email protected]/build/three.module.js", | |
"three/addons/": "https://unpkg.com/[email protected]/examples/jsm/" | |
}} | |
</script> | |
<script type="module"> | |
import * as THREE from 'three'; | |
import { OrbitControls } from 'three/addons/controls/OrbitControls.js'; | |
import { FontLoader } from 'three/addons/loaders/FontLoader.js'; | |
import { TextGeometry } from 'three/addons/geometries/TextGeometry.js'; | |
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'); | |
const statsElement = document.getElementById('stats-display'); | |
const inventoryElement = document.getElementById('inventory-display'); | |
const actionInfoElement = document.getElementById('action-info'); | |
// --- Core Three.js Variables --- | |
let scene, camera, renderer, clock, controls, raycaster, mouse; | |
let worldGroup = null; // Parent for all zone content | |
let zoneGroups = {}; // Stores loaded zone data: { zoneId: { group, lighting, title, ... } } | |
let currentLights = []; | |
let threeFont = null; // For 3D text | |
// --- Game State --- | |
let gameState = {}; // Initialized in startGame | |
let currentMessage = ""; // Accumulates messages for UI update | |
let activeTimeouts = []; // Track animation timeouts | |
// --- Materials --- | |
const MAT = { | |
stone: new THREE.MeshStandardMaterial({ color: 0x777788, roughness: 0.85 }), | |
dark_stone: new THREE.MeshStandardMaterial({ color: 0x444455, roughness: 0.9 }), | |
wood: new THREE.MeshStandardMaterial({ color: 0x9F6633, roughness: 0.75 }), | |
dark_wood: new THREE.MeshStandardMaterial({ color: 0x6F4E2D, roughness: 0.8 }), | |
leaf: new THREE.MeshStandardMaterial({ color: 0x3E9B4E, roughness: 0.6, side: THREE.DoubleSide }), | |
ground: new THREE.MeshStandardMaterial({ color: 0x556B2F, roughness: 0.95 }), | |
dirt: new THREE.MeshStandardMaterial({ color: 0x8B5E3C, roughness: 0.9 }), | |
grass: new THREE.MeshStandardMaterial({ color: 0x4CB781, roughness: 0.85 }), | |
water: new THREE.MeshStandardMaterial({ color: 0x4682B4, roughness: 0.3, transparent: true, opacity: 0.85 }), | |
metal: new THREE.MeshStandardMaterial({ color: 0xaaaaaa, metalness: 0.8, roughness: 0.4 }), | |
simple: new THREE.MeshStandardMaterial({ color: 0xaaaaaa, roughness: 0.8 }), | |
text: new THREE.MeshBasicMaterial({ color: 0xffddaa }), | |
// Zone specific themes | |
ruins_stone: new THREE.MeshStandardMaterial({ color: 0x888a8f, roughness: 0.9 }), | |
town_wood: new THREE.MeshStandardMaterial({ color: 0xae8a63, roughness: 0.7 }), | |
town_roof: new THREE.MeshStandardMaterial({ color: 0x8b4513, roughness: 0.8 }), | |
}; | |
// --- Game Data --- | |
const itemsData = { | |
"Rusty Sword": {type:"weapon", description:"Old but sharp.", baseDamage: 3}, | |
"Health Potion": {type:"consumable", description:"Restores 10 HP.", effect: { hpGain: 10 }}, | |
"Goblin Ear": {type:"quest", description:"A gruesome trophy."}, | |
"Cave Crystal": {type:"unknown", description:"A faintly glowing crystal shard."}, | |
"Ancient Coin": {type:"unknown", description:"A worn coin from a forgotten era."} | |
}; | |
const enemyData = { | |
'goblin': { name: "Goblin", hp: 8, defense: 11, attackDamage: 2, xp: 15, drops: ["Goblin Ear", "Health Potion"] }, | |
'skeleton': { name: "Skeleton", hp: 10, defense: 12, attackDamage: 3, xp: 20, drops: ["Ancient Coin"] }, | |
'spider': { name: "Giant Spider", hp: 12, defense: 13, attackDamage: 3, xp: 25, drops: ["Cave Crystal"] } | |
}; | |
const zoneCreators = {}; | |
const MAP_ROWS = 3; | |
const MAP_COLS = 4; | |
// --- Core Functions --- | |
function initThreeJS() { | |
console.log("initThreeJS started."); | |
scene = new THREE.Scene(); | |
scene.background = new THREE.Color(0x1a1a1a); | |
clock = new THREE.Clock(); | |
raycaster = new THREE.Raycaster(); | |
mouse = new THREE.Vector2(); | |
worldGroup = new THREE.Group(); | |
scene.add(worldGroup); | |
const width = sceneContainer.clientWidth || 300; | |
const height = sceneContainer.clientHeight || 200; | |
camera = new THREE.PerspectiveCamera(60, width / height, 0.1, 1000); | |
camera.position.set(0, 8, 15); // Start slightly further back/higher | |
renderer = new THREE.WebGLRenderer({ antialias: true }); | |
renderer.setSize(width, height); | |
renderer.shadowMap.enabled = true; | |
renderer.shadowMap.type = THREE.PCFSoftShadowMap; | |
sceneContainer.appendChild(renderer.domElement); | |
controls = new OrbitControls(camera, renderer.domElement); | |
controls.enableDamping = true; | |
controls.dampingFactor = 0.1; | |
controls.target.set(0, 1, 0); | |
controls.maxPolarAngle = Math.PI / 2 - 0.05; | |
controls.minDistance = 3; | |
controls.maxDistance = 50; | |
window.addEventListener('resize', onWindowResize, false); | |
renderer.domElement.addEventListener('click', onMouseClick, false); | |
setTimeout(onWindowResize, 100); | |
animate(); | |
console.log("initThreeJS finished successfully."); | |
} | |
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); | |
storyTitleElement.textContent = "Font Load Error"; | |
storyContentElement.innerHTML = `<p class="message message-failure">Could not load required font. Combat text disabled.</p>`; | |
startGame(); // Start anyway, but combat text won't work | |
}); | |
} | |
function onWindowResize() { | |
if (!renderer || !camera || !sceneContainer) return; | |
const width = sceneContainer.clientWidth || 300; | |
const height = sceneContainer.clientHeight || 200; | |
if (width > 0 && height > 0) { | |
camera.aspect = width / height; | |
camera.updateProjectionMatrix(); | |
renderer.setSize(width, height); | |
} | |
} | |
function onMouseClick( event ) { | |
// Currently only used for picking up items | |
pickupItem(); | |
} | |
function animate() { | |
requestAnimationFrame(animate); | |
const delta = clock.getDelta(); | |
const time = clock.getElapsedTime(); | |
controls.update(); | |
// Animate objects within the *currently visible* zone group | |
if (gameState.currentZoneId && zoneGroups[gameState.currentZoneId]) { | |
zoneGroups[gameState.currentZoneId].group.traverse(obj => { | |
if (obj.userData.update) obj.userData.update(time, delta); | |
}); | |
} | |
if (renderer && scene && camera) renderer.render(scene, camera); | |
} | |
// --- Geometry/Mesh Helpers --- | |
function createMesh(geometry, material, pos = {x:0,y:0,z:0}, rot = {x:0,y:0,z:0}, scale = {x:1,y:1,z:1}) { | |
const mesh = new THREE.Mesh(geometry, material); | |
mesh.position.set(pos.x, pos.y, pos.z); | |
mesh.rotation.set(rot.x, rot.y, rot.z); | |
mesh.scale.set(scale.x, scale.y, scale.z); | |
mesh.castShadow = true; mesh.receiveShadow = true; | |
return mesh; | |
} | |
function createGround(material = MAT.ground, size = 20) { | |
const geo = new THREE.PlaneGeometry(size, size); | |
const ground = new THREE.Mesh(geo, material); | |
ground.rotation.x = -Math.PI / 2; ground.position.y = 0; | |
ground.receiveShadow = true; ground.castShadow = false; | |
ground.userData.isGround = true; | |
return ground; | |
} | |
// --- Procedural Structure Helpers --- | |
function createTowerSegment(radius = 1, height = 2, material = MAT.stone) { | |
const geo = new THREE.CylinderGeometry(radius, radius, height, 8); | |
return createMesh(geo, material, {y: height/2}); | |
} | |
function createWallSection(width = 4, height = 2.5, depth = 0.5, material = MAT.stone) { | |
const geo = new THREE.BoxGeometry(width, height, depth); | |
return createMesh(geo, material, {y: height/2}); | |
} | |
function createSimpleHouse(width=3, height=2, depth=4, woodMat=MAT.town_wood, roofMat=MAT.town_roof) { | |
const group = new THREE.Group(); | |
const wallGeo = new THREE.BoxGeometry(width, height, depth); | |
const walls = createMesh(wallGeo, woodMat, {y: height/2}); | |
group.add(walls); | |
const roofGeo = new THREE.ConeGeometry(Math.max(width, depth) * 0.7, height * 0.6, 4); // Pyramid roof | |
const roof = createMesh(roofGeo, roofMat, {y: height + height*0.3}); | |
roof.rotation.y = Math.PI / 4; // Align edges | |
group.add(roof); | |
return group; | |
} | |
// --- Lighting --- | |
function setupLighting(type = 'default') { | |
console.log(`Setting up lighting for type: ${type}`); | |
currentLights.forEach(light => { | |
if (light && light.parent) light.parent.remove(light); | |
if (light && scene.children.includes(light)) scene.remove(light); | |
}); | |
currentLights = []; | |
let ambientIntensity = 0.4; | |
let dirIntensity = 0.9; | |
let dirColor = 0xffffff; | |
let dirPosition = new THREE.Vector3(10, 15, 8); | |
if (type === 'forest') { ambientIntensity = 0.3; dirIntensity = 0.7; dirColor = 0xccffcc; dirPosition = new THREE.Vector3(5, 10, 5); } | |
if (type === 'cave') { ambientIntensity = 0.15; dirIntensity = 0; } // Rely on point light | |
if (type === 'ruins') { ambientIntensity = 0.35; dirIntensity = 0.6; dirColor = 0xaaaaff; dirPosition = new THREE.Vector3(-8, 12, -5); } | |
if (type === 'town') { ambientIntensity = 0.5; dirIntensity = 1.0; dirColor = 0xffeedd; dirPosition = new THREE.Vector3(12, 18, 10); } | |
const ambientLight = new THREE.AmbientLight(0xffffff, ambientIntensity); | |
scene.add(ambientLight); | |
currentLights.push(ambientLight); | |
if (dirIntensity > 0) { | |
const directionalLight = new THREE.DirectionalLight(dirColor, dirIntensity); | |
directionalLight.position.copy(dirPosition); | |
directionalLight.castShadow = true; | |
directionalLight.shadow.mapSize.set(1024, 1024); | |
directionalLight.shadow.camera.near = 0.5; directionalLight.shadow.camera.far = 50; | |
const sb = 25; // Wider shadow area for larger zones | |
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); | |
} | |
if (type === 'cave') { | |
const ptLight = new THREE.PointLight(0xffaa55, 1.5, 15, 1.5); // Increased range/decay | |
ptLight.position.set(0, 3, 0); | |
ptLight.castShadow = true; | |
ptLight.shadow.mapSize.set(512, 512); | |
currentLights.push(ptLight); // Will be added to group later | |
} | |
console.log(`Lighting setup complete. Lights tracked: ${currentLights.length}`); | |
} | |
// --- Zone Creation Functions (Enhanced) --- | |
function createFieldZone(zoneId) { | |
console.log(`Creating zone: ${zoneId} (Field)`); | |
const group = new THREE.Group(); | |
group.add(createGround(MAT.grass, 40)); // Larger zone | |
const rockGeo = new THREE.IcosahedronGeometry(0.5 + Math.random()*0.8, 0); | |
for(let i=0; i<8; i++) { | |
const rock = createMesh(rockGeo, MAT.stone, {x: (Math.random()-0.5)*35, y:0.4, z: (Math.random()-0.5)*35}); | |
rock.rotation.set(Math.random(), Math.random(), Math.random()); | |
group.add(rock); | |
} | |
// Add a simple floating/bobbing animation to rocks | |
group.children.filter(c=>c.geometry.type === 'IcosahedronGeometry').forEach(rock => { | |
rock.userData.startY = rock.position.y; | |
rock.userData.update = (time) => { | |
rock.position.y = rock.userData.startY + Math.sin(time * 1.5 + rock.id * 0.5) * 0.1; // Bobbing | |
}; | |
}); | |
group.visible = false; | |
return { group, lighting: 'default', title: "Rolling Fields", entryText: `The wind whispers through the tall grass of zone ${zoneId}. Scattered boulders dot the landscape.`, options: [], zoneId: zoneId }; | |
} | |
function createForestZone(zoneId) { | |
console.log(`Creating zone: ${zoneId} (Forest)`); | |
const group = new THREE.Group(); | |
group.add(createGround(MAT.ground, 40)); | |
const trunkGeo = new THREE.CylinderGeometry(0.2, 0.3, 4 + Math.random()*2, 8); | |
const leafGeo = new THREE.SphereGeometry(1.5 + Math.random(), 8, 6); | |
for(let i=0; i<35; i++) { // Denser forest | |
const x = (Math.random() - 0.5) * 38; | |
const z = (Math.random() - 0.5) * 38; | |
if(Math.sqrt(x*x+z*z) < 1) continue; | |
const tree = new THREE.Group(); | |
const trunkHeight = 4 + Math.random()*2; | |
const trunk = createMesh(trunkGeo.clone().scale(1, trunkHeight/4, 1), MAT.wood, {y: trunkHeight/2}); // Scale trunk height | |
const leaves = createMesh(leafGeo.clone().scale(1+Math.random()*0.3, 1+Math.random()*0.3, 1+Math.random()*0.3), MAT.leaf, {y: trunkHeight + 0.5}); | |
tree.add(trunk); tree.add(leaves); | |
tree.position.set(x, 0, z); | |
tree.rotation.y = Math.random() * Math.PI * 2; | |
// Add subtle sway animation | |
tree.userData.swaySpeed = 0.1 + Math.random() * 0.1; | |
tree.userData.swayAmount = 0.005 + Math.random() * 0.005; | |
tree.userData.update = (time) => { | |
tree.rotation.z = Math.sin(time * tree.userData.swaySpeed + tree.position.x) * tree.userData.swayAmount; | |
tree.rotation.x = Math.cos(time * tree.userData.swaySpeed * 0.7 + tree.position.z) * tree.userData.swayAmount; | |
}; | |
group.add(tree); | |
} | |
group.visible = false; | |
return { group, lighting: 'forest', title: "Deep Forest", entryText: `Ancient trees form a dense canopy overhead in ${zoneId}. Strange sounds echo.`, options: [{text: "Search for Goblin Tracks", action: "triggerCombat", enemy: "goblin"}], zoneId: zoneId }; | |
} | |
function createCaveZone(zoneId) { | |
console.log(`Creating zone: ${zoneId} (Cave)`); | |
const group = new THREE.Group(); | |
group.add(createGround(MAT.stone.clone().set({color: 0x4a4a55}), 25)); // Darker floor | |
const wallGeo = new THREE.SphereGeometry(15, 32, 16, 0, Math.PI*2, 0, Math.PI*0.8); // Larger cave | |
const walls = createMesh(wallGeo, MAT.dark_stone, {y: 5}); | |
walls.material.side = THREE.BackSide; | |
group.add(walls); | |
const coneGeo = new THREE.ConeGeometry(0.1 + Math.random()*0.2, 0.8 + Math.random()*1.5, 8); // Stalactites/mites | |
for(let i=0; i<25; i++){ | |
const x = (Math.random()-0.5)*22; | |
const z = (Math.random()-0.5)*22; | |
const yUp = 7 + Math.random()*3; | |
const yDown = 0.5 + Math.random(); | |
if (Math.random() > 0.5) group.add(createMesh(coneGeo.clone(), MAT.dark_stone, {x:x, y:yUp, z:z}, {x:Math.PI})); // Stalactite | |
if (Math.random() > 0.5) group.add(createMesh(coneGeo.clone(), MAT.dark_stone, {x:x, y:yDown, z:z})); // Stalagmite | |
} | |
// Add glowing crystals | |
const crystalGeo = new THREE.IcosahedronGeometry(0.3 + Math.random()*0.2, 0); | |
for(let i=0; i<5; i++) { | |
const crystal = createMesh(crystalGeo, MAT.simple.clone().set({color:0xaaaaff, emissive: 0x4444ff, emissiveIntensity: 0.8}), | |
{x: (Math.random()-0.5)*15, y:0.3 + Math.random()*2, z: (Math.random()-0.5)*15} | |
); | |
crystal.userData = { isPickupable: true, itemName: "Cave Crystal", description: "A faintly glowing crystal shard."}; | |
// Add pulsing animation | |
crystal.userData.baseScale = 1.0; | |
crystal.userData.update = (time) => { | |
const scale = crystal.userData.baseScale + Math.sin(time * 2 + crystal.id) * 0.1; | |
crystal.scale.set(scale, scale, scale); | |
}; | |
group.add(crystal); | |
} | |
group.visible = false; | |
return { group, lighting: 'cave', title: "Echoing Cave", entryText: `Water drips in the darkness of ${zoneId}. Strange crystals pulse with faint light.`, options: [{text: "Disturb Spider Nest", action: "triggerCombat", enemy: "spider"}], zoneId: zoneId }; | |
} | |
function createRuinsZone(zoneId) { | |
console.log(`Creating zone: ${zoneId} (Ruins)`); | |
const group = new THREE.Group(); | |
group.add(createGround(MAT.dirt, 35)); | |
// Stacked walls/pillars | |
for(let i=0; i<12; i++) { | |
const stackHeight = Math.floor(1 + Math.random() * 3); // 1 to 3 segments high | |
const basePos = {x: (Math.random()-0.5)*30, y:0, z: (Math.random()-0.5)*30}; | |
const rotY = Math.random() * Math.PI; | |
for (let j=0; j<stackHeight; j++) { | |
const width = 1 + Math.random(); | |
const height = 0.8 + Math.random() * 0.4; | |
const depth = 1 + Math.random(); | |
const segmentGeo = new THREE.BoxGeometry(width, height, depth); | |
const segment = createMesh(segmentGeo, MAT.ruins_stone, | |
{x: basePos.x, y: basePos.y + height/2, z: basePos.z}, | |
{x:(Math.random()-0.5)*0.1, y: rotY + (Math.random()-0.5)*0.1, z:(Math.random()-0.5)*0.1} // Slight random tilt | |
); | |
group.add(segment); | |
basePos.y += height; // Move up for next segment | |
} | |
} | |
group.visible = false; | |
return { group, lighting: 'ruins', title: "Ancient Ruins", entryText: `The wind howls through the skeletal remains of ${zoneId}. Broken stones lie everywhere.`, options: [{text: "Disturb Grave", action: "triggerCombat", enemy: "skeleton"}], zoneId: zoneId }; | |
} | |
function createTownZone(zoneId) { // New Zone Type | |
console.log(`Creating zone: ${zoneId} (Town)`); | |
const group = new THREE.Group(); | |
group.add(createGround(MAT.dirt.clone().set({color: 0xaa8866}), 30)); // Packed earth/cobble look | |
for(let i=0; i<10; i++) { | |
const house = createSimpleHouse( | |
2 + Math.random()*2, // width | |
1.8 + Math.random()*0.5, // height | |
3 + Math.random()*2, // depth | |
MAT.town_wood, MAT.town_roof | |
); | |
house.position.set((Math.random()-0.5)*25, 0, (Math.random()-0.5)*25); | |
house.rotation.y = Math.floor(Math.random()*4) * Math.PI / 2 + (Math.random()-0.5)*0.1; // Align roughly to grid + tilt | |
group.add(house); | |
} | |
// Add a central well (example of combining primitives) | |
const wellBaseGeo = new THREE.CylinderGeometry(0.8, 0.8, 0.5, 12); | |
const wellBase = createMesh(wellBaseGeo, MAT.stone, {y: 0.25}); | |
group.add(wellBase); | |
const wellWallGeo = new THREE.CylinderGeometry(0.7, 0.6, 1.0, 12); | |
const wellWall = createMesh(wellWallGeo, MAT.stone, {y: 0.5 + 0.5}); | |
group.add(wellWall); | |
group.visible = false; | |
return { group, lighting: 'town', title: "Small Settlement", entryText: `You arrive at the small settlement in ${zoneId}. Smoke curls from a few chimneys.`, options: [{text:"Talk to Villager (TBC)", action:"talk"}], zoneId: zoneId }; | |
} | |
function getZoneId(row, col) { return `zone_${row}_${col}`; } | |
function populateZoneCreators() { | |
console.log("Populating zone creators..."); | |
// zoneCreators = {}; // Removed const error | |
for (let r = 0; r < MAP_ROWS; r++) { | |
for (let c = 0; c < MAP_COLS; c++) { | |
const zoneId = getZoneId(r, c); | |
let creatorFunc; | |
// More varied pattern | |
if (r === 0 && c === 0) creatorFunc = createCaveZone; | |
else if (r === 0) creatorFunc = createForestZone; | |
else if (r === 1 && c === 1) creatorFunc = createTownZone; // Add town | |
else if (r === 1 && c === 3) creatorFunc = createRuinsZone; | |
else if (r === 2 && c === 0) creatorFunc = createRuinsZone; | |
else if (r === 2 && c === 3) creatorFunc = createCaveZone; | |
else creatorFunc = createFieldZone; // Default to field | |
zoneCreators[zoneId] = () => creatorFunc(zoneId); | |
} | |
} | |
console.log(`Zone creators populated with ${Object.keys(zoneCreators).length} entries.`); | |
} | |
function getZoneNeighbors(zoneId) { | |
const parts = zoneId.split('_'); | |
if (parts.length !== 3) return {}; | |
const r = parseInt(parts[1]); | |
const c = parseInt(parts[2]); | |
const neighbors = {}; | |
if (r > 0 && zoneCreators[getZoneId(r - 1, c)]) neighbors.north = getZoneId(r - 1, c); | |
if (r < MAP_ROWS - 1 && zoneCreators[getZoneId(r + 1, c)]) neighbors.south = getZoneId(r + 1, c); | |
if (c > 0 && zoneCreators[getZoneId(r, c - 1)]) neighbors.west = getZoneId(r, c - 1); | |
if (c < MAP_COLS - 1 && zoneCreators[getZoneId(r, c + 1)]) neighbors.east = getZoneId(r, c + 1); | |
return neighbors; | |
} | |
function startGame() { | |
console.log("startGame called."); | |
const defaultChar = { | |
name: "Player", | |
stats: { hp: 20, maxHp: 20, xp: 0, strength: 10, dexterity: 10, constitution: 10, intelligence: 10, wisdom: 10, charisma: 10 }, // Added D&D stats | |
inventory: [] | |
}; | |
gameState = { | |
currentZoneId: null, | |
character: JSON.parse(JSON.stringify(defaultChar)), | |
combat: null // Reset combat state | |
}; | |
populateZoneCreators(); | |
zoneGroups = {}; | |
while(worldGroup.children.length > 0){ | |
worldGroup.remove(worldGroup.children[0]); | |
} | |
console.log("Starting new game state:", gameState); | |
transitionToZone(getZoneId(1, 1)); // Start in center | |
console.log("startGame finished."); | |
} | |
function transitionToZone(newZoneId) { | |
console.log(`Attempting transition to ${newZoneId}`); | |
currentMessage = ""; | |
gameState.combat = null; // End combat on zone change | |
if (gameState.currentZoneId && zoneGroups[gameState.currentZoneId]) { | |
console.log(`Hiding old zone: ${gameState.currentZoneId}`); | |
zoneGroups[gameState.currentZoneId].group.visible = false; | |
} else { | |
console.log("No current zone to hide."); | |
} | |
let zoneInfo; | |
if (zoneGroups[newZoneId]) { | |
zoneInfo = zoneGroups[newZoneId]; | |
zoneInfo.group.visible = true; | |
console.log(`Re-entering cached zone ${newZoneId}`); | |
} else { | |
const creator = zoneCreators[newZoneId]; | |
if (creator) { | |
try { | |
zoneInfo = creator(); | |
zoneGroups[newZoneId] = zoneInfo; | |
worldGroup.add(zoneInfo.group); | |
zoneInfo.group.visible = true; | |
console.log(`Created and entered new zone ${newZoneId}`); | |
} catch (creationError) { | |
console.error(`Error creating zone ${newZoneId}:`, creationError); | |
currentMessage = `<p class="message message-failure">Error creating zone ${newZoneId}.</p>`; | |
renderCurrentPageUI(); return; | |
} | |
} else { | |
console.error(`No creator found for zone ID: ${newZoneId}, critical error.`); | |
currentMessage = `<p class="message message-failure">Error: Zone creator missing for ${newZoneId}. Cannot proceed.</p>`; | |
storyTitleElement.textContent = "Fatal Error"; storyContentElement.innerHTML = currentMessage; choicesElement.innerHTML = ''; return; | |
} | |
} | |
gameState.currentZoneId = newZoneId; | |
setupLighting(zoneInfo.lighting || 'default'); | |
// Add tracked point lights to the current zone group | |
const currentZoneGroup = zoneInfo.group; | |
currentLights.forEach(light => { | |
if (light && light.isPointLight && zoneInfo.lighting === 'cave') { // Only add point lights to caves | |
if(light.parent) light.parent.remove(light); | |
currentZoneGroup.add(light); | |
console.log("Added point light to cave group:", newZoneId); | |
} else if (light && !light.isPointLight && !light.parent) { // Ensure ambient/directional are in main scene | |
scene.add(light); | |
} | |
}); | |
camera.position.set(0, 8, 15); // Reset camera view slightly higher | |
controls.target.set(0, 1, 0); | |
controls.update(); | |
console.log(`Transition to ${newZoneId} complete. Rendering UI.`); | |
renderCurrentPageUI(); | |
} | |
function renderCurrentPageUI() { | |
console.log(`renderCurrentPageUI for zone: ${gameState.currentZoneId}`); | |
const zoneInfo = zoneGroups[gameState.currentZoneId]; | |
const zoneId = gameState.currentZoneId; | |
if (!storyTitleElement || !storyContentElement || !choicesElement || !statsElement || !inventoryElement || !actionInfoElement) { | |
console.error("Crucial UI element missing!"); return; | |
} | |
if (!zoneInfo || !zoneInfo.group) { | |
console.error(`No zone info/group for ${zoneId}`); | |
storyTitleElement.textContent = "Error"; storyContentElement.innerHTML = currentMessage + "<p>Cannot render zone data.</p>"; | |
choicesElement.innerHTML = `<button class="choice-button" onclick="transitionToZoneWrapper('${getZoneId(1, 1)}')">Return to Start</button>`; | |
updateStatsDisplay(); updateInventoryDisplay(); updateActionInfo(); return; | |
} | |
storyTitleElement.textContent = zoneInfo.title || "Unknown Zone"; | |
storyContentElement.innerHTML = currentMessage + (zoneInfo.entryText ? `<p>${zoneInfo.entryText}</p>` : ''); | |
choicesElement.innerHTML = ''; | |
// --- Navigation Buttons (Always Show, Disable if no neighbor) --- | |
const neighbors = getZoneNeighbors(zoneId); | |
const directions = {'north': 'North', 'south': 'South', 'east': 'East', 'west': 'West'}; | |
console.log("Adding neighbor buttons:", neighbors); | |
for(const dir in directions) { | |
const neighborId = neighbors[dir]; | |
const button = document.createElement('button'); | |
button.classList.add('choice-button'); | |
button.textContent = `Go ${directions[dir]}`; | |
if (neighborId) { | |
button.addEventListener('click', () => transitionToZone(neighborId)); | |
} else { | |
button.disabled = true; // Disable if no neighbor in this direction | |
} | |
choicesElement.appendChild(button); | |
} | |
// --- Zone Specific Action Buttons --- | |
if (zoneInfo.options && zoneInfo.options.length > 0) { | |
console.log("Adding zone specific options"); | |
zoneInfo.options.forEach(option => { | |
const button = document.createElement('button'); | |
button.classList.add('choice-button'); | |
if (option.action === 'triggerCombat') { // Style combat buttons differently | |
button.classList.add('combat-button'); | |
} | |
button.textContent = option.text; | |
button.addEventListener('click', () => handleZoneAction(option)); | |
choicesElement.appendChild(button); | |
}); | |
} | |
// --- Combat UI --- | |
if (gameState.combat?.active) { | |
choicesElement.innerHTML += ` | |
<div id="combat-ui"> | |
<p class="message message-combat">Combat vs ${gameState.combat.enemyName}! (Enemy HP: ${gameState.combat.enemyHp})</p> | |
<button class="choice-button combat-button" onclick="handleCombatAction('attack')">Roll to Attack!</button> | |
</div>`; | |
} | |
if (choicesElement.innerHTML === '') { // Check if empty after adding everything | |
choicesElement.innerHTML = '<p><i>No exits or actions defined here yet.</i></p>'; | |
} | |
console.log("Updating stats, inventory, action info..."); | |
updateStatsDisplay(); | |
updateInventoryDisplay(); | |
updateActionInfo(); | |
console.log("renderCurrentPageUI finished."); | |
} | |
// Wrapper for potential inline use later (though addEventListener is preferred) | |
function transitionToZoneWrapper(zoneId) { transitionToZone(zoneId); } | |
window.transitionToZoneWrapper = transitionToZoneWrapper; | |
function handleZoneAction(option) { | |
console.log("Handling zone action:", option); | |
if (option.action === 'triggerCombat' && option.enemy) { | |
startCombat(option.enemy); | |
} else { | |
currentMessage = `<p class="message message-info">Action '${option.action || option.text}' not fully implemented yet.</p>`; | |
renderCurrentPageUI(); // Re-render to show message | |
} | |
} | |
window.handleZoneAction = handleZoneAction; // Make accessible | |
function updateStatsDisplay() { | |
if (!gameState.character || !statsElement) return; | |
const { hp, maxHp, xp, strength, dexterity, constitution, intelligence, wisdom, charisma } = gameState.character.stats; | |
const hpColor = hp / maxHp < 0.3 ? '#f88' : (hp / maxHp < 0.6 ? '#fd5' : '#8f8'); | |
// Calculate basic modifiers (D&D style) | |
const strMod = Math.floor((strength - 10) / 2); | |
const dexMod = Math.floor((dexterity - 10) / 2); | |
const conMod = Math.floor((constitution - 10) / 2); | |
const intMod = Math.floor((intelligence - 10) / 2); | |
const wisMod = Math.floor((wisdom - 10) / 2); | |
const chaMod = Math.floor((charisma - 10) / 2); | |
statsElement.innerHTML = `<strong>Stats:</strong> | |
<span style="color:${hpColor}">HP: ${hp}/${maxHp}</span> <span>XP: ${xp}</span><br> | |
<span>Str: ${strength} (${strMod>=0?'+':''}${strMod})</span> | |
<span>Dex: ${dexterity} (${dexMod>=0?'+':''}${dexMod})</span> | |
<span>Con: ${constitution} (${conMod>=0?'+':''}${conMod})</span> | |
<span>Int: ${intelligence} (${intMod>=0?'+':''}${intMod})</span> | |
<span>Wis: ${wisdom} (${wisMod>=0?'+':''}${wisMod})</span> | |
<span>Cha: ${charisma} (${chaMod>=0?'+':''}${chaMod})</span>`; | |
} | |
function updateInventoryDisplay() { | |
if (!gameState.character || !inventoryElement) return; | |
let invHtml = '<strong>Inventory:</strong> '; | |
if (gameState.character.inventory.length === 0) { | |
invHtml += '<em>Empty</em>'; | |
} else { | |
gameState.character.inventory.forEach(item => { | |
const itemDef = itemsData[item] || { type: 'unknown', description: '???' }; | |
const itemClass = `item-${itemDef.type || 'unknown'}`; | |
invHtml += `<span class="item-tag ${itemClass}" title="${itemDef.description}">${item}</span>`; | |
}); | |
} | |
inventoryElement.innerHTML = invHtml; | |
// No placement listeners needed now | |
} | |
function updateActionInfo() { | |
if (!actionInfoElement || !gameState ) return; | |
const mode = gameState.combat?.active ? "Combat" : "Explore"; | |
actionInfoElement.textContent = `Zone: ${gameState.currentZoneId || 'None'} | Mode: ${mode}`; | |
} | |
// --- Combat & Item Functions --- | |
function startCombat(enemyTypeId) { | |
const enemyBase = enemyData[enemyTypeId]; | |
if (!enemyBase) { | |
console.error("Unknown enemy type:", enemyTypeId); | |
currentMessage = `<p class="message message-failure">Error: Unknown enemy encountered!</p>`; | |
renderCurrentPageUI(); | |
return; | |
} | |
gameState.combat = { | |
active: true, | |
enemyId: enemyTypeId, | |
enemyName: enemyBase.name, | |
enemyHp: enemyBase.hp, | |
enemyMaxHp: enemyBase.hp, // Store max HP | |
enemyDefense: enemyBase.defense, | |
enemyDamage: enemyBase.attackDamage, | |
enemyXp: enemyBase.xp, | |
enemyDrops: enemyBase.drops || [] | |
}; | |
currentMessage = `<p class="message message-combat">A wild ${enemyBase.name} appears!</p>`; | |
renderCurrentPageUI(); | |
} | |
function handleCombatAction(action) { | |
if (!gameState.combat?.active) return; | |
currentMessage = ""; // Clear previous combat messages | |
if (action === 'attack') { | |
// --- Player Turn --- | |
const roll = Math.floor(Math.random() * 20) + 1; | |
const attackBonus = Math.floor((gameState.character.stats.strength - 10) / 2); // Simple STR mod | |
const totalAttack = roll + attackBonus; | |
const hit = totalAttack >= gameState.combat.enemyDefense; | |
displayDiceRoll(roll, hit); // Show the dice roll visually | |
if (hit) { | |
const weapon = gameState.character.inventory.find(i => itemsData[i]?.type === 'weapon'); | |
const baseDamage = itemsData[weapon]?.baseDamage || 1; // Use weapon or 1 | |
const damageRoll = Math.max(1, Math.floor(Math.random() * baseDamage) + 1 + attackBonus); // Add STR mod to damage | |
gameState.combat.enemyHp -= damageRoll; | |
currentMessage += `<p class="message message-success">You hit the ${gameState.combat.enemyName} for ${damageRoll} damage! (Rolled ${totalAttack} vs AC ${gameState.combat.enemyDefense})</p>`; | |
} else { | |
currentMessage += `<p class="message message-failure">You missed the ${gameState.combat.enemyName}. (Rolled ${totalAttack} 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>`; | |
gameState.character.stats.xp += gameState.combat.enemyXp; | |
currentMessage += `<p class="message message-info"><em>Gained ${gameState.combat.enemyXp} XP.</em></p>`; | |
if (gameState.combat.enemyDrops.length > 0) { | |
const droppedItemName = gameState.combat.enemyDrops[Math.floor(Math.random() * gameState.combat.enemyDrops.length)]; | |
dropItemInZone(droppedItemName, new THREE.Vector3(Math.random()*2-1, 0, Math.random()*2-1)); | |
currentMessage += `<p class="message message-item"><em>The ${gameState.combat.enemyName} dropped a ${droppedItemName}!</em></p>`; | |
} | |
gameState.combat = null; // End combat | |
renderCurrentPageUI(); // Update UI completely | |
return; // Exit function after enemy defeat | |
} | |
// --- Enemy Turn (if player didn't defeat it) --- | |
const enemyAttackRoll = Math.floor(Math.random() * 20) + 1 + 3; // Enemy bonus = +3 | |
const playerDefense = 10 + Math.floor((gameState.character.stats.dexterity - 10) / 2); // Simple AC | |
if (enemyAttackRoll >= playerDefense) { | |
const enemyDamageDealt = Math.max(1, Math.floor(Math.random() * gameState.combat.enemyDamage) + 1); | |
gameState.character.stats.hp -= enemyDamageDealt; | |
currentMessage += `<p class="message message-failure">The ${gameState.combat.enemyName} hits you for ${enemyDamageDealt} damage! (Rolled ${enemyAttackRoll} vs AC ${playerDefense})</p>`; | |
if (gameState.character.stats.hp <= 0) { | |
currentMessage += `<p class="message message-failure"><b>You have been defeated!</b></p>`; | |
gameState.combat = null; // End combat | |
// TODO: Implement proper game over / respawn | |
gameState.character.stats.hp = 1; // Temp: reset to 1 hp | |
transitionToZone(getZoneId(1,1)); // Go back to start | |
return; // Exit after player defeat | |
} | |
} else { | |
currentMessage += `<p class="message message-info">The ${gameState.combat.enemyName} misses you. (Rolled ${enemyAttackRoll} vs AC ${playerDefense})</p>`; | |
} | |
renderCurrentPageUI(); // Update UI after both turns | |
} | |
} | |
window.handleCombatAction = handleCombatAction; // Make accessible | |
function displayDiceRoll(result, success) { | |
if (!threeFont) return; // Can't display if font isn't loaded | |
// Clear previous dice rolls immediately | |
activeTimeouts.forEach(timeoutId => clearTimeout(timeoutId)); | |
activeTimeouts = []; | |
worldGroup.children.filter(c => c.userData.isDiceRoll).forEach(c => worldGroup.remove(c)); | |
const textGeo = new TextGeometry(result.toString(), { font: threeFont, size: 0.8, height: 0.1, curveSegments: 4 }); | |
textGeo.computeBoundingBox(); | |
const textWidth = textGeo.boundingBox.max.x - textGeo.boundingBox.min.x; | |
const textMat = MAT.text.clone(); | |
textMat.color.setHex(success ? 0x88ff88 : 0xff8888); | |
const textMesh = new THREE.Mesh(textGeo, textMat); | |
textMesh.userData.isDiceRoll = true; // Mark for cleanup | |
const distance = 4; // How far in front of camera | |
const textPos = camera.position.clone().add(camera.getWorldDirection(new THREE.Vector3()).multiplyScalar(distance)); | |
textMesh.position.copy(textPos); | |
textMesh.position.y += 1.5; // Higher up | |
textMesh.position.x -= textWidth / 2; | |
textMesh.quaternion.copy(camera.quaternion); | |
worldGroup.add(textMesh); // Add to world group, not scene directly | |
// Animate and remove | |
const duration = 2.0; // 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; // Float up slowly | |
textMesh.material.opacity = 1.0 - (elapsed / duration); // Fade out (requires transparent=true on material) | |
// textMesh.scale.setScalar(1 + elapsed * 0.5); // Optionally grow | |
} | |
}; | |
} | |
function dropItemInZone(itemName, positionOffset = new THREE.Vector3(0, 0, 0)) { | |
const currentGroup = zoneGroups[gameState.currentZoneId]?.group; | |
if (!currentGroup || !itemsData[itemName]) return; | |
const itemDef = itemsData[itemName]; | |
const itemGeo = new THREE.BoxGeometry(0.4, 0.4, 0.4); | |
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); | |
console.log(`Dropped ${itemName} in zone ${gameState.currentZoneId}`); | |
} | |
function pickupItem() { | |
if (gameState.combat?.active) return; // No pickup during combat | |
raycaster.setFromCamera(mouse, camera); | |
const currentGroup = zoneGroups[gameState.currentZoneId]?.group; | |
if (!currentGroup) return; | |
const pickupables = []; | |
currentGroup.traverseVisible(child => { | |
if (child.userData.isPickupable) pickupables.push(child); | |
}); | |
const intersects = raycaster.intersectObjects(pickupables, false); | |
if (intersects.length > 0) { | |
const clickedObject = intersects[0].object; | |
const itemName = clickedObject.userData.itemName; | |
if (itemName && itemsData[itemName]) { | |
console.log(`Picked up: ${itemName}`); | |
currentMessage = `<p class="message message-item"><em>Picked up: ${itemName}</em></p>`; | |
if (!gameState.character.inventory.includes(itemName)) { | |
gameState.character.inventory.push(itemName); | |
} else { | |
currentMessage += `<p class="message message-info"><em>(Cannot carry more ${itemName})</em></p>`; | |
} | |
clickedObject.visible = false; | |
clickedObject.userData.isPickupable = false; | |
// Consider removing object fully: clickedObject.parent.remove(clickedObject); | |
renderCurrentPageUI(); | |
} | |
} | |
} | |
// --- Initialization --- | |
document.addEventListener('DOMContentLoaded', () => { | |
console.log("DOM Ready - Initializing World Grid + Interaction."); | |
try { | |
initThreeJS(); | |
if (!scene || !camera || !renderer) throw new Error("Three.js failed to initialize."); | |
loadFontAndStart(); // Load font, then start game | |
console.log("Initialization sequence started."); | |
} catch (error) { | |
console.error("Initialization failed:", error); | |
storyTitleElement.textContent = "Initialization Error"; | |
storyContentElement.innerHTML = `<p style="color:red;">Failed to start game:</p><pre style="color:red; white-space: pre-wrap;">${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>'; | |
const statsInvContainer = document.getElementById('stats-inventory-container'); | |
const choicesCont = document.getElementById('choices-container'); | |
if (statsInvContainer) statsInvContainer.style.display = 'none'; | |
if (choicesCont) choicesCont.style.display = 'none'; | |
} | |
}); | |
</script> | |
</body> | |
</html> |