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Update index.html
Browse files- index.html +242 -764
index.html
CHANGED
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<head>
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<meta charset="UTF-8">
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<meta name="viewport" content="width=device-width, initial-scale=1.0">
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<title>
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<style>
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body { font-family: 'Courier New', monospace; background-color: #111; color: #eee; margin: 0; padding: 0; overflow: hidden; display: flex; flex-direction: column; height: 100vh; }
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#game-container { display: flex; flex-grow: 1; overflow: hidden; }
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#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; }
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#ui-container { flex-grow: 2; padding:
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#scene-container canvas { display: block; }
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#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; }
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#story-content { margin-bottom:
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#stats-inventory-container { margin-bottom:
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#stats-display, #inventory-display
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#history-log { max-height: 150px; overflow-y: auto; border-top: 1px dashed #555; padding-top: 10px; font-size: 0.9em; color: #aaa; }
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#history-log strong { color: #ccc; }
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#history-log div { margin-bottom: 4px; }
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#stats-display span, #inventory-display .item-tag { display: inline-block; background-color: #484848; padding: 3px 9px; border-radius: 15px; margin: 0 8px 5px 0; border: 1px solid #6a6a6a; white-space: nowrap; box-shadow: inset 0 1px 2px rgba(0,0,0,0.3); }
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#stats-display strong, #inventory-display strong { color: #
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#inventory-display em { color: #888; font-style: normal; }
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.item-weapon { background-color: #663030; border-color: #994848;}
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.item-armor { background-color: #306630; border-color: #489948;}
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.item-consumable { background-color: #664430; border-color: #996648;}
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.item-unknown { background-color: #555; border-color: #777;}
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#choices-container { margin-top: auto; padding-top: 15px; border-top: 1px solid #555; }
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#choices-container h3 { margin-top: 0; margin-bottom: 12px; color: #ccc; font-size: 1.1em; }
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#choices { display: flex; flex-direction: column; gap:
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.choice-button { display: block; width: 100%; padding:
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.choice-button:hover:not(:disabled) { background-color: #e0b050; color: #111; border-color: #c89040; box-shadow: 0 0 5px rgba(255, 200, 100, 0.5); }
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.choice-button:disabled { background-color: #404040; color: #777; cursor: not-allowed; border-color: #555; opacity: 0.7; }
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.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;}
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.message-success { color: #8f8; border-left-color: #4a4; }
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.message-failure { color: #f88; border-left-color: #a44; }
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.message-info { color: #8af; border-left-color: #46a; }
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#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;}
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.placement-preview { opacity: 0.6; /* Make it semi-transparent */ }
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</style>
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</head>
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<body>
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<h2 id="story-title">Initializing...</h2>
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<div id="story-content"><p>Loading assets...</p></div>
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<div id="stats-inventory-container">
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<div id="stats-display">HP: ?/? | XP:
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<div id="inventory-display">Inventory: Empty</div>
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<div id="history-log"><strong>History:</strong><div>Game Started.</div></div>
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</div>
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<div id="choices-container">
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<h3>What will you do?</h3>
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<script type="importmap">
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{ "imports": {
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}}
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</script>
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<script type="module">
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import * as THREE from 'three';
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import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
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// --- DOM Elements ---
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const sceneContainer = document.getElementById('scene-container');
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const storyTitleElement = document.getElementById('story-title');
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const storyContentElement = document.getElementById('story-content');
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const choicesElement = document.getElementById('choices');
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const statsElement = document.getElementById('stats-display');
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const inventoryElement = document.getElementById('inventory-display');
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const historyElement = document.getElementById('history-log');
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const actionInfoElement = document.getElementById('action-info');
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let scene, camera, renderer, clock, controls, raycaster, mouse;
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let worldGroup = null;
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let zoneGroups = {}; // Stores { group, lighting, title, entryText, options, zoneId, items: [], interactables: [] }
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let currentLights = [];
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let playerAvatar = null;
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//
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let
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let currentMessage = "";
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let
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let itemToPlace = null; // The name (key) of the item being placed
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let previewMesh = null;
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// --- Constants ---
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const MAP_ROWS = 5; // Increased for more zones
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const MAP_COLS = 4;
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const PLAYER_HEIGHT = 1.0; // For avatar y-position
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//
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const MAT = {
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stone: new THREE.MeshStandardMaterial({ color: 0x777788, roughness: 0.85 }),
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wood: new THREE.MeshStandardMaterial({ color: 0x9F6633, roughness: 0.75 }),
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leaf: new THREE.MeshStandardMaterial({ color: 0x3E9B4E, roughness: 0.6, side: THREE.DoubleSide }),
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ground: new THREE.MeshStandardMaterial({ color: 0x556B2F, roughness: 0.95 }),
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dirt: new THREE.MeshStandardMaterial({ color: 0x8B5E3C, roughness: 0.9 }),
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grass: new THREE.MeshStandardMaterial({ color: 0x4CB781, roughness: 0.85 }),
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water: new THREE.MeshStandardMaterial({ color: 0x4682B4, roughness: 0.3, transparent: true, opacity: 0.85 }),
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sand: new THREE.MeshStandardMaterial({ color: 0xC2B280, roughness: 0.9 }),
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ice: new THREE.MeshStandardMaterial({ color: 0xadd8e6, roughness: 0.2, transparent: true, opacity: 0.9 }),
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portal: new THREE.MeshStandardMaterial({ color: 0x9933ff, emissive: 0x6600cc, roughness: 0.4, side: THREE.DoubleSide }),
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itemGeneric: new THREE.MeshStandardMaterial({ color: 0xffcc00, roughness: 0.5 }), // For pickup items
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preview: new THREE.MeshStandardMaterial({ color: 0x00ff00, transparent: true, opacity: 0.5, wireframe: true }), // For placement
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simple: new THREE.MeshStandardMaterial({ color: 0xaaaaaa, roughness: 0.8 }),
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};
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const itemsData = {
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"
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"Health Potion": {type:"consumable", description:"Restores 10 HP.", effect: { hpGain: 10 }, meshGeo: new THREE.SphereGeometry(0.15, 8, 6), meshMat: MAT.simple.clone().set({color:0xff4444})},
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"Goblin Ear": {type:"quest", description:"A gruesome trophy.", meshGeo: new THREE.PlaneGeometry(0.2, 0.3), meshMat: MAT.simple.clone().set({color:0x55aa55})},
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"Cave Crystal": {type:"unknown", description:"A faintly glowing crystal shard.", meshGeo: new THREE.IcosahedronGeometry(0.2, 0), meshMat: MAT.simple.clone().set({color:0xaaaaff, emissive: 0x5555cc})},
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"Ancient Key": {type:"quest", description:"A large, ornate key.", meshGeo: new THREE.BoxGeometry(0.05, 0.3, 0.05), meshMat: MAT.simple.clone().set({color:0xccaa00})},
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};
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const
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function initThreeJS() {
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window.addEventListener('resize', onWindowResize, false);
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sceneContainer.addEventListener('click', handleRaycast, false); // Use scene container for clicks
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document.addEventListener('keydown', handleKeyPress); // Listen for key presses globally
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setTimeout(onWindowResize, 50);
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animate();
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}
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function onWindowResize() {
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if (!renderer || !camera || !sceneContainer) return;
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const width = sceneContainer.clientWidth ||
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const height = sceneContainer.clientHeight ||
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}
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function animate() {
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requestAnimationFrame(animate);
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controls.update();
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// Update placement preview position if active
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if (placementMode && previewMesh) {
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updatePreviewMesh();
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}
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// Simple animation example (e.g., make portals pulse)
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worldGroup.traverse(child => {
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if (child.userData?.isPortal) {
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child.material.emissiveIntensity = Math.sin(clock.elapsedTime * 3) * 0.5 + 0.7;
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}
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if (child.userData?.isItem && child.userData.itemName === "Cave Crystal") {
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child.rotation.y += delta * 0.5;
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}
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});
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if (renderer && scene && camera) renderer.render(scene, camera);
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}
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mesh.scale.set(scale.x, scale.y, scale.z);
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mesh.castShadow = true; mesh.receiveShadow = true;
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return mesh;
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function createGround(material = MAT.ground, size = 20) {
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const geo = new THREE.PlaneGeometry(size, size);
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const ground = new THREE.Mesh(geo, material);
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ground.rotation.x = -Math.PI / 2; ground.position.y = 0;
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ground.receiveShadow = true; ground.castShadow = false;
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ground.userData.isGround = true;
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return ground;
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}
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function setupLighting(type = 'default') {
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if (light &&
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});
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currentLights = [];
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let ambientIntensity = 0.6;
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let dirIntensity = 1.0;
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let dirColor = 0xffffff;
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let dirPosition = new THREE.Vector3(
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let needsPointLight = false;
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let pointLightInfo = { color: 0xffaa55, intensity: 1.5, distance: 12, decay: 1, pos: {x:0, y:3, z:0} };
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if (type === 'forest') { ambientIntensity = 0.4; dirIntensity = 0.8; dirColor = 0xccffcc; dirPosition = new THREE.Vector3(5, 10, 5); }
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if (type === 'cave') {
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ambientIntensity = 0.15; dirIntensity = 0; // No sun in cave
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needsPointLight = true;
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}
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if (type === 'ruins') { ambientIntensity = 0.5; dirIntensity = 0.7; dirColor = 0xaaaaff; dirPosition = new THREE.Vector3(-8, 12, -5); }
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if (type === 'desert') { ambientIntensity = 0.7; dirIntensity = 1.5; dirColor = 0xffffcc; dirPosition = new THREE.Vector3(15, 20, 10); }
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if (type === 'mountain') { ambientIntensity = 0.6; dirIntensity = 1.2; dirColor = 0xddddff; dirPosition = new THREE.Vector3(0, 25, 15); }
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const ambientLight = new THREE.AmbientLight(0xffffff, ambientIntensity);
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scene.add(ambientLight);
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currentLights.push(ambientLight);
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if (dirIntensity > 0) {
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const directionalLight = new THREE.DirectionalLight(dirColor, dirIntensity);
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directionalLight.position.copy(dirPosition);
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directionalLight.castShadow = true;
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directionalLight.shadow.mapSize.set(
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const sb = 25; // Increased shadow box size
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directionalLight.shadow.camera.left = -sb; directionalLight.shadow.camera.right = sb;
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directionalLight.shadow.camera.top = sb; directionalLight.shadow.camera.bottom = -sb;
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directionalLight.shadow.bias = -0.0005;
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scene.add(directionalLight); // Directional always added to scene
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// const helper = new THREE.CameraHelper( directionalLight.shadow.camera ); scene.add( helper ); // Debug Shadow Camera
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currentLights.push(directionalLight);
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}
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if (needsPointLight) {
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const ptLight = new THREE.PointLight(pointLightInfo.color, pointLightInfo.intensity, pointLightInfo.distance, pointLightInfo.decay);
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ptLight.position.set(pointLightInfo.pos.x, pointLightInfo.pos.y, pointLightInfo.pos.z);
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ptLight.castShadow = true;
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ptLight.shadow.mapSize.set(512, 512);
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ptLight.shadow.bias = -0.005; // Point lights might need more bias adjustment
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// Will be added to the zone group later
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currentLights.push(ptLight); // Track it
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}
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}
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//
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function createFieldZone(zoneId) {
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const group = new THREE.Group();
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group.add(createGround(MAT.grass, 30));
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const rockGeo = new THREE.IcosahedronGeometry(0
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group.add(createMesh(rockGeo, MAT.stone, {x: (Math.random()-0.5)*25, y:0.3, z: (Math.random()-0.5)*25}));
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}
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// Add an item
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const potion = createMesh(itemsData["Health Potion"].meshGeo, itemsData["Health Potion"].meshMat, {x: 3, y: 0.2, z: 2});
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potion.userData = { isItem: true, itemName: "Health Potion" };
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group.add(potion);
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group.visible = false;
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return { group, lighting: 'default', title: "Open Field", entryText:
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{ text: "Look for interesting plants (INT)", action: 'skillCheck', skill: 'int', difficulty: 10, successText: "You spot some edible herbs!", failureText:"Just grass.", reward: { item: "Health Potion" } } // Example skill check
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], zoneId: zoneId, items: [potion], interactables: [] }; // Track items in zone
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}
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function createForestZone(zoneId) {
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const group = new THREE.Group();
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group.add(createGround(MAT.ground, 30));
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const trunkGeo = new THREE.CylinderGeometry(0.2, 0.3, 4, 8);
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const leafGeo = new THREE.SphereGeometry(1.5, 8, 6);
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for(let i=0; i<25; i++) {
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const x = (Math.random() - 0.5) * 28;
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const z = (Math.random() - 0.5) * 28;
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if(Math.sqrt(x*x+z*z) < 1) continue;
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const tree = new THREE.Group();
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const trunk = createMesh(trunkGeo, MAT.wood, {y: 2});
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const leaves = createMesh(leafGeo, MAT.leaf, {y: 4.5});
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tree.add(trunk); tree.add(leaves);
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tree.position.set(x, 0, z);
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tree.rotation.y = Math.random() * Math.PI * 2;
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group.add(tree);
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}
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// Add an item
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const sword = createMesh(itemsData["Rusty Sword"].meshGeo, itemsData["Rusty Sword"].meshMat, {x: -4, y: 0.5, z: -1}, {z: Math.PI/2});
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sword.userData = { isItem: true, itemName: "Rusty Sword" };
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group.add(sword);
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group.visible = false;
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return { group, lighting: 'forest', title: "Dark Forest", entryText: "Sunlight is sparse beneath the thick canopy. An old sword rests against a tree.", options: [
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{ text: "Search for tracks (INT)", action: 'skillCheck', skill: 'int', difficulty: 12, successText: "You find signs of goblin passage.", failureText:"The forest floor reveals little." }
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], zoneId: zoneId, items: [sword], interactables: [] };
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}
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function createCaveZone(zoneId) {
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const group = new THREE.Group();
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group.add(createGround(MAT.stone.clone().set({color: 0x555560}), 18));
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const wallGeo = new THREE.SphereGeometry(12, 32, 16, 0, Math.PI*2, 0, Math.PI*0.7);
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const walls = createMesh(wallGeo, MAT.stone, {y: 4});
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walls.material.side = THREE.BackSide;
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walls.material.receiveShadow = true; // Cave walls should receive shadow
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walls.castShadow = false;
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group.add(walls);
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const coneGeo = new THREE.ConeGeometry(0.2, 1.0, 8);
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for(let i=0; i<15; i++){
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const st = createMesh(coneGeo, MAT.stone, {x: (Math.random()-0.5)*16, y: 6 + Math.random()*2, z: (Math.random()-0.5)*16}, {x:Math.PI});
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group.add(st);
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const sb = createMesh(coneGeo, MAT.stone, {x: (Math.random()-0.5)*16, y: 0.5, z: (Math.random()-0.5)*16});
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group.add(sb);
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}
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// Add an item
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const crystal = createMesh(itemsData["Cave Crystal"].meshGeo, itemsData["Cave Crystal"].meshMat, {x: 1, y: 0.8, z: -3});
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crystal.userData = { isItem: true, itemName: "Cave Crystal" };
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crystal.material.emissiveIntensity = 0.8; // Make it glow slightly
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group.add(crystal);
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group.visible = false;
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return { group, lighting: 'cave', title: "Dim Cave", entryText: "It's dark and damp. Water drips. A crystal glimmers faintly.", options: [
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353 |
-
{ text: "Squeeze through a narrow gap (DEX)", action: 'skillCheck', skill: 'dex', difficulty: 14, successText: "You manage to wiggle through!", failureText:"You're too clumsy and get stuck briefly.", targetZoneId: 'zone_SPECIAL_SECRET' } // Example transition on success
|
354 |
-
], zoneId: zoneId, items: [crystal], interactables: [] };
|
355 |
}
|
|
|
|
|
|
|
|
|
356 |
|
357 |
-
|
358 |
-
const group = new THREE.Group();
|
359 |
-
group.add(createGround(MAT.dirt, 25));
|
360 |
-
const wallGeo = new THREE.BoxGeometry(0.5, 2, 3);
|
361 |
-
for(let i=0; i<8; i++) {
|
362 |
-
const wall = createMesh(wallGeo, MAT.stone,
|
363 |
-
{x: (Math.random()-0.5)*20, y:1, z: (Math.random()-0.5)*20},
|
364 |
-
{y: Math.random() * Math.PI}
|
365 |
-
);
|
366 |
-
wall.scale.y = 0.5 + Math.random() * 0.8;
|
367 |
-
wall.rotation.x = (Math.random()-0.5)*0.1;
|
368 |
-
wall.rotation.z = (Math.random()-0.5)*0.1;
|
369 |
-
group.add(wall);
|
370 |
-
}
|
371 |
-
// Add an interactable portal (Example of interactive movement point)
|
372 |
-
const portalGeo = new THREE.RingGeometry(0.8, 1.2, 16);
|
373 |
-
const portal = createMesh(portalGeo, MAT.portal, {x: 5, y: 1.5, z: -5}, {y: Math.PI/4});
|
374 |
-
portal.userData = { isPortal: true, targetZoneId: getZoneId(0,0) }; // Example: links back to forest
|
375 |
-
group.add(portal);
|
376 |
-
|
377 |
-
group.visible = false;
|
378 |
-
return { group, lighting: 'ruins', title: "Crumbling Ruins", entryText: "The wind whistles through broken walls. A strange shimmering portal hangs in the air.", options: [
|
379 |
-
{ text: "Try to decipher markings (INT)", action: 'skillCheck', skill: 'int', difficulty: 13, successText: "You recognize ancient symbols hinting at a hidden path.", failureText:"The markings are meaningless scratches." }
|
380 |
-
], zoneId: zoneId, items: [], interactables: [portal] };
|
381 |
-
}
|
382 |
-
|
383 |
-
function createDesertZone(zoneId) {
|
384 |
-
const group = new THREE.Group();
|
385 |
-
group.add(createGround(MAT.sand, 40));
|
386 |
-
// Add some dunes (simple sine wave bumps)
|
387 |
-
const duneGeo = new THREE.PlaneGeometry(40, 40, 20, 20);
|
388 |
-
const posAttr = duneGeo.attributes.position;
|
389 |
-
for (let i = 0; i < posAttr.count; i++) {
|
390 |
-
const x = posAttr.getX(i);
|
391 |
-
const z = posAttr.getZ(i);
|
392 |
-
posAttr.setY(i, Math.sin(x * 0.2) * Math.cos(z * 0.3) * 0.8); // Simple dune formula
|
393 |
-
}
|
394 |
-
duneGeo.computeVertexNormals();
|
395 |
-
const dunes = new THREE.Mesh(duneGeo, MAT.sand);
|
396 |
-
dunes.rotation.x = -Math.PI / 2;
|
397 |
-
dunes.receiveShadow = true;
|
398 |
-
dunes.castShadow = false;
|
399 |
-
dunes.userData.isGround = true; // Mark for raycasting
|
400 |
-
group.add(dunes); // Replace flat ground with dunes
|
401 |
-
|
402 |
-
// Add a key item
|
403 |
-
const key = createMesh(itemsData["Ancient Key"].meshGeo, itemsData["Ancient Key"].meshMat, {x: -2, y: 0.2 + Math.sin(-2*0.2)*Math.cos(1*0.3)*0.8, z: 1}); // Place on dune surface
|
404 |
-
key.userData = { isItem: true, itemName: "Ancient Key" };
|
405 |
-
group.add(key);
|
406 |
-
|
407 |
-
group.visible = false;
|
408 |
-
return { group, lighting: 'desert', title: "Scorching Desert", entryText: "Endless dunes stretch under a blazing sun. Something glints in the sand.", options: [
|
409 |
-
{ text: "Endure the heat (STR - passive check?)", action: 'message', messageText:"The heat is oppressive but bearable for now." }, // Example passive/flavor option
|
410 |
-
], zoneId: zoneId, items: [key], interactables: [] };
|
411 |
-
}
|
412 |
-
|
413 |
-
function createMountainZone(zoneId) {
|
414 |
-
const group = new THREE.Group();
|
415 |
-
group.add(createGround(MAT.stone.clone().set({color: 0x9999aa}), 35)); // Rocky ground
|
416 |
-
|
417 |
-
// Add jagged peaks
|
418 |
-
const peakGeo = new THREE.ConeGeometry(3, 8, 8);
|
419 |
-
for (let i=0; i<5; i++) {
|
420 |
-
const peak = createMesh(peakGeo, MAT.stone.clone().set({color: 0xbbbbcc}),
|
421 |
-
{x: (Math.random()-0.5)*30, y: 4, z: (Math.random()-0.5)*30},
|
422 |
-
{x: (Math.random()-0.5)*0.2, z: (Math.random()-0.5)*0.2} // Slightly tilted
|
423 |
-
);
|
424 |
-
peak.scale.set(1 + Math.random(), 1 + Math.random()*1.5, 1 + Math.random());
|
425 |
-
group.add(peak);
|
426 |
-
}
|
427 |
-
// Add icy patches
|
428 |
-
const iceGeo = new THREE.PlaneGeometry(5,5);
|
429 |
-
const icePatch = new THREE.Mesh(iceGeo, MAT.ice);
|
430 |
-
icePatch.rotation.x = -Math.PI/2;
|
431 |
-
icePatch.position.set(4, 0.1, -6); // Slightly above ground
|
432 |
-
icePatch.receiveShadow = true;
|
433 |
-
group.add(icePatch);
|
434 |
-
|
435 |
-
group.visible = false;
|
436 |
-
return { group, lighting: 'mountain', title: "Jagged Peaks", entryText: "Sharp rocks and biting wind dominate this high altitude pass. Patches of ice make footing treacherous.", options: [
|
437 |
-
{ text: "Climb a rocky outcrop (STR)", action: 'skillCheck', skill: 'str', difficulty: 14, successText: "You scale the rock, getting a better view!", failureText:"You slip and nearly fall. Best stay on the path." }
|
438 |
-
], zoneId: zoneId, items: [], interactables: [] };
|
439 |
-
}
|
440 |
-
|
441 |
-
// --- Utility Functions ---
|
442 |
-
|
443 |
-
function getZoneId(row, col) { return `zone_${row}_${col}`; }
|
444 |
|
445 |
-
|
446 |
-
|
447 |
-
|
448 |
-
// Add ALL your 20 creator functions here
|
449 |
-
];
|
450 |
-
let creatorIndex = 0;
|
451 |
for (let r = 0; r < MAP_ROWS; r++) {
|
452 |
for (let c = 0; c < MAP_COLS; c++) {
|
453 |
const zoneId = getZoneId(r, c);
|
454 |
-
//
|
455 |
-
|
456 |
-
zoneCreators[zoneId] = () => creatorFunc(zoneId);
|
457 |
-
creatorIndex++;
|
458 |
}
|
459 |
}
|
460 |
-
|
461 |
-
|
462 |
|
463 |
-
|
464 |
const parts = zoneId.split('_');
|
465 |
-
if (parts.length !== 3
|
466 |
const r = parseInt(parts[1]);
|
467 |
const c = parseInt(parts[2]);
|
468 |
const neighbors = {};
|
469 |
-
// Check bounds and if the zone exists in the creators map
|
470 |
if (r > 0 && zoneCreators[getZoneId(r - 1, c)]) neighbors.north = getZoneId(r - 1, c);
|
471 |
if (r < MAP_ROWS - 1 && zoneCreators[getZoneId(r + 1, c)]) neighbors.south = getZoneId(r + 1, c);
|
472 |
if (c > 0 && zoneCreators[getZoneId(r, c - 1)]) neighbors.west = getZoneId(r, c - 1);
|
473 |
if (c < MAP_COLS - 1 && zoneCreators[getZoneId(r, c + 1)]) neighbors.east = getZoneId(r, c + 1);
|
474 |
return neighbors;
|
475 |
-
}
|
476 |
-
|
477 |
-
function logEvent(message) {
|
478 |
-
if (!gameState.character || !gameState.character.history) return;
|
479 |
-
gameState.character.history.push(message);
|
480 |
-
// Optional: Limit history size
|
481 |
-
// if (gameState.character.history.length > 20) {
|
482 |
-
// gameState.character.history.shift();
|
483 |
-
// }
|
484 |
-
updateHistoryDisplay(); // Update UI immediately
|
485 |
}
|
486 |
|
487 |
-
// --- Game Logic ---
|
488 |
-
|
489 |
function startGame() {
|
|
|
490 |
const defaultChar = {
|
491 |
-
|
492 |
-
|
493 |
-
|
494 |
-
history: ["Game Started."] // Initialize history
|
495 |
};
|
496 |
gameState = {
|
497 |
-
|
498 |
-
|
499 |
};
|
500 |
populateZoneCreators();
|
501 |
-
zoneGroups = {};
|
502 |
while(worldGroup.children.length > 0){
|
503 |
worldGroup.remove(worldGroup.children[0]);
|
504 |
}
|
505 |
-
|
506 |
-
|
507 |
-
|
508 |
-
if (previewMesh) {
|
509 |
-
scene.remove(previewMesh);
|
510 |
-
previewMesh = null;
|
511 |
-
}
|
512 |
-
|
513 |
-
console.log("Starting new game:", gameState);
|
514 |
-
transitionToZone(getZoneId(MAP_ROWS-1, Math.floor(MAP_COLS/2))); // Start near bottom-center
|
515 |
}
|
516 |
|
517 |
function transitionToZone(newZoneId) {
|
518 |
-
|
519 |
-
|
520 |
|
521 |
-
|
|
|
522 |
zoneGroups[gameState.currentZoneId].group.visible = false;
|
523 |
-
|
524 |
-
|
525 |
-
|
526 |
-
zoneGroups[gameState.currentZoneId].group.remove(light);
|
527 |
-
}
|
528 |
-
});
|
529 |
-
}
|
530 |
|
531 |
-
|
532 |
-
|
533 |
zoneInfo = zoneGroups[newZoneId];
|
534 |
zoneInfo.group.visible = true;
|
535 |
-
console.log(`Re-entering zone ${newZoneId}`);
|
536 |
-
|
537 |
-
} else {
|
538 |
const creator = zoneCreators[newZoneId];
|
539 |
if (creator) {
|
540 |
-
|
541 |
-
|
542 |
-
|
543 |
-
|
544 |
-
|
545 |
-
|
546 |
-
|
547 |
-
|
548 |
-
|
549 |
-
|
550 |
-
|
551 |
-
|
552 |
-
|
553 |
-
zoneInfo = zoneGroups[fallbackId];
|
554 |
-
zoneInfo.group.visible = true;
|
555 |
-
newZoneId = fallbackId;
|
556 |
-
currentMessage = `<p class="message message-failure">Error: Invalid zone transition. Returned to safety.</p>`;
|
557 |
-
logEvent(`Error: Tried to enter invalid zone. Returned to ${zoneInfo.title || fallbackId}.`);
|
558 |
-
}
|
559 |
-
}
|
560 |
-
|
561 |
-
gameState.currentZoneId = newZoneId;
|
562 |
-
setupLighting(zoneInfo.lighting || 'default'); // Setup general lighting FIRST
|
563 |
-
|
564 |
-
// Add zone-specific lights (like point lights for caves) to the *current* zone's group
|
565 |
-
currentLights.forEach(light => {
|
566 |
-
if (light && light.isPointLight && !light.parent) { // If it's a point light tracked but not in scene/group
|
567 |
-
zoneInfo.group.add(light); // Add it to the now visible group
|
568 |
-
console.log("Added point light to zone group:", newZoneId)
|
569 |
-
}
|
570 |
-
});
|
571 |
-
|
572 |
-
// Move player avatar to center of the new zone (optional visual)
|
573 |
-
playerAvatar.position.set(0, PLAYER_HEIGHT / 2, 0);
|
574 |
-
|
575 |
-
// Reset camera target and position relative to avatar/center
|
576 |
-
camera.position.set(0, 6, 8); // Reset relative position
|
577 |
-
controls.target.set(0, PLAYER_HEIGHT / 2, 0); // Target avatar center
|
578 |
-
controls.update();
|
579 |
-
|
580 |
-
// End placement mode on zone transition
|
581 |
-
if (placementMode) {
|
582 |
-
togglePlacementMode();
|
583 |
-
}
|
584 |
-
|
585 |
-
renderCurrentPageUI();
|
586 |
-
}
|
587 |
-
|
588 |
-
// --- Interaction Handling ---
|
589 |
-
|
590 |
-
function handleKeyPress(event) {
|
591 |
-
if (event.key.toUpperCase() === 'P') {
|
592 |
-
togglePlacementMode();
|
593 |
-
}
|
594 |
-
}
|
595 |
-
|
596 |
-
function handleRaycast(event) {
|
597 |
-
// Calculate mouse position in normalized device coordinates (-1 to +1)
|
598 |
-
const rect = renderer.domElement.getBoundingClientRect();
|
599 |
-
mouse.x = ((event.clientX - rect.left) / rect.width) * 2 - 1;
|
600 |
-
mouse.y = -((event.clientY - rect.top) / rect.height) * 2 + 1;
|
601 |
-
|
602 |
-
// Update the picking ray with the camera and mouse position
|
603 |
-
raycaster.setFromCamera(mouse, camera);
|
604 |
-
|
605 |
-
// Calculate objects intersecting the picking ray
|
606 |
-
// Important: Check against the *current visible zone group's children* and potentially other global interactables
|
607 |
-
const currentZoneGroup = zoneGroups[gameState.currentZoneId]?.group;
|
608 |
-
if (!currentZoneGroup) return;
|
609 |
-
|
610 |
-
const intersects = raycaster.intersectObjects(currentZoneGroup.children, true); // Check children recursively
|
611 |
-
|
612 |
-
if (intersects.length > 0) {
|
613 |
-
const firstIntersect = intersects[0];
|
614 |
-
const obj = firstIntersect.object;
|
615 |
-
const point = firstIntersect.point; // World coordinates of the intersection
|
616 |
-
|
617 |
-
if (placementMode) {
|
618 |
-
// If placing, click on ground places item
|
619 |
-
if (obj.userData.isGround || obj.parent?.userData?.isGround) { // Check obj or its immediate parent if ground is complex
|
620 |
-
placeItem(point);
|
621 |
-
} else {
|
622 |
-
console.log("Cannot place item here.");
|
623 |
-
currentMessage = `<p class="message message-failure">You can only place items on the ground.</p>`;
|
624 |
-
renderCurrentPageUI(); // Show message
|
625 |
}
|
626 |
-
} else {
|
627 |
-
// Normal mode: Check for items or interactables
|
628 |
-
if (obj.userData?.isItem) {
|
629 |
-
pickupItem(obj, currentZoneGroup);
|
630 |
-
} else if (obj.userData?.isPortal) {
|
631 |
-
console.log(`Clicked Portal to: ${obj.userData.targetZoneId}`);
|
632 |
-
logEvent(`Stepped through the portal.`);
|
633 |
-
transitionToZone(obj.userData.targetZoneId);
|
634 |
-
} else if (obj.userData?.isGround) {
|
635 |
-
console.log("Clicked ground at:", point);
|
636 |
-
// Future: Could implement click-to-move here
|
637 |
-
} else {
|
638 |
-
console.log("Clicked non-interactive object:", obj.name, obj.userData);
|
639 |
-
}
|
640 |
-
}
|
641 |
-
}
|
642 |
-
}
|
643 |
-
|
644 |
-
function pickupItem(itemMesh, zoneGroup) {
|
645 |
-
const itemName = itemMesh.userData.itemName;
|
646 |
-
if (!itemName || !itemsData[itemName]) {
|
647 |
-
console.error("Clicked item mesh has invalid data:", itemMesh);
|
648 |
-
return;
|
649 |
-
}
|
650 |
-
|
651 |
-
// Add to inventory
|
652 |
-
gameState.character.inventory.push(itemName);
|
653 |
-
|
654 |
-
// Remove from scene / zone group
|
655 |
-
zoneGroup.remove(itemMesh);
|
656 |
-
|
657 |
-
// Remove from zoneInfo's item list (if tracked)
|
658 |
-
const zoneInfo = zoneGroups[gameState.currentZoneId];
|
659 |
-
if (zoneInfo && zoneInfo.items) {
|
660 |
-
zoneInfo.items = zoneInfo.items.filter(item => item !== itemMesh);
|
661 |
-
}
|
662 |
-
|
663 |
-
// Set the item for potential placement later
|
664 |
-
itemToPlace = itemName; // Track the last picked item's name
|
665 |
-
|
666 |
-
console.log(`Picked up: ${itemName}`);
|
667 |
-
currentMessage = `<p class="message message-success">You picked up: ${itemName}. Press 'P' to place it.</p>`;
|
668 |
-
logEvent(`Picked up ${itemName}.`);
|
669 |
-
|
670 |
-
renderCurrentPageUI(); // Update inventory display and message
|
671 |
-
}
|
672 |
-
|
673 |
-
function togglePlacementMode() {
|
674 |
-
if (!itemToPlace) {
|
675 |
-
currentMessage = `<p class="message message-info">You have no item selected to place. Pick up an item first.</p>`;
|
676 |
-
renderCurrentPageUI();
|
677 |
-
return; // Don't enter placement mode without an item
|
678 |
-
}
|
679 |
-
|
680 |
-
placementMode = !placementMode;
|
681 |
-
console.log("Placement Mode:", placementMode);
|
682 |
-
|
683 |
-
if (placementMode) {
|
684 |
-
actionInfoElement.textContent = `Placement Mode ON (Placing: ${itemToPlace}). Click ground to place. Press P to cancel.`;
|
685 |
-
// Create preview mesh if it doesn't exist
|
686 |
-
if (!previewMesh) {
|
687 |
-
const itemData = itemsData[itemToPlace];
|
688 |
-
if (itemData && itemData.meshGeo) {
|
689 |
-
// Use a generic preview material but original geometry
|
690 |
-
previewMesh = new THREE.Mesh(itemData.meshGeo, MAT.preview);
|
691 |
-
previewMesh.renderOrder = 1; // Try to render on top
|
692 |
-
previewMesh.userData.isPreview = true;
|
693 |
-
scene.add(previewMesh); // Add preview directly to the main scene
|
694 |
-
} else {
|
695 |
-
console.error("Cannot create preview for item:", itemToPlace);
|
696 |
-
placementMode = false; // Exit placement mode if preview fails
|
697 |
-
actionInfoElement.textContent = `Zone: ${gameState.currentZoneId || 'None'}`;
|
698 |
-
return;
|
699 |
-
}
|
700 |
-
}
|
701 |
-
previewMesh.visible = true;
|
702 |
-
updatePreviewMesh(); // Position it initially
|
703 |
-
} else {
|
704 |
-
actionInfoElement.textContent = `Zone: ${gameState.currentZoneId || 'None'}`;
|
705 |
-
if (previewMesh) {
|
706 |
-
previewMesh.visible = false; // Hide preview instead of removing
|
707 |
-
}
|
708 |
-
// Optionally clear itemToPlace here if cancelling should forget the item
|
709 |
-
// itemToPlace = null;
|
710 |
-
currentMessage = `<p class="message message-info">Placement mode cancelled.</p>`;
|
711 |
-
renderCurrentPageUI();
|
712 |
-
}
|
713 |
-
}
|
714 |
-
|
715 |
-
function updatePreviewMesh() {
|
716 |
-
if (!placementMode || !previewMesh) return;
|
717 |
-
|
718 |
-
// Raycast from camera to mouse position, ONLY against ground objects
|
719 |
-
raycaster.setFromCamera(mouse, camera);
|
720 |
-
const currentZoneGroup = zoneGroups[gameState.currentZoneId]?.group;
|
721 |
-
if (!currentZoneGroup) return;
|
722 |
-
|
723 |
-
// Filter for ground objects in the current zone
|
724 |
-
const groundObjects = [];
|
725 |
-
currentZoneGroup.traverse(child => {
|
726 |
-
if (child.userData?.isGround) {
|
727 |
-
groundObjects.push(child);
|
728 |
-
}
|
729 |
-
})
|
730 |
-
|
731 |
-
const intersects = raycaster.intersectObjects(groundObjects, false); // Don't check recursively if ground is simple plane
|
732 |
-
|
733 |
-
if (intersects.length > 0) {
|
734 |
-
const point = intersects[0].point;
|
735 |
-
previewMesh.position.copy(point);
|
736 |
-
// Add small offset based on item geometry bounds if available
|
737 |
-
const itemData = itemsData[itemToPlace];
|
738 |
-
if (itemData && itemData.meshGeo) {
|
739 |
-
itemData.meshGeo.computeBoundingBox();
|
740 |
-
const height = itemData.meshGeo.boundingBox.max.y - itemData.meshGeo.boundingBox.min.y;
|
741 |
-
previewMesh.position.y += height / 2 + 0.01; // Place bottom slightly above ground
|
742 |
} else {
|
743 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
744 |
}
|
745 |
-
previewMesh.visible = true;
|
746 |
-
} else {
|
747 |
-
previewMesh.visible = false; // Hide if not pointing at ground
|
748 |
}
|
749 |
-
}
|
750 |
|
|
|
|
|
751 |
|
752 |
-
|
753 |
-
|
754 |
-
|
755 |
-
|
756 |
-
|
757 |
-
|
758 |
-
|
759 |
-
|
760 |
-
console.error("Cannot place item, missing data.");
|
761 |
-
togglePlacementMode(); // Exit placement mode on error
|
762 |
-
return;
|
763 |
-
}
|
764 |
-
|
765 |
-
// Create the actual item mesh
|
766 |
-
const newItemMesh = createMesh(itemData.meshGeo, itemData.meshMat);
|
767 |
-
newItemMesh.userData = { isItem: true, itemName: itemToPlace };
|
768 |
-
|
769 |
-
// Adjust position based on geometry height, like the preview
|
770 |
-
itemData.meshGeo.computeBoundingBox();
|
771 |
-
const height = itemData.meshGeo.boundingBox.max.y - itemData.meshGeo.boundingBox.min.y;
|
772 |
-
position.y += height / 2 + 0.01;
|
773 |
-
newItemMesh.position.copy(position);
|
774 |
-
|
775 |
-
|
776 |
-
// Add to the scene (current zone's group)
|
777 |
-
currentZoneGroup.add(newItemMesh);
|
778 |
-
|
779 |
-
// Add to the zone's item list for tracking
|
780 |
-
if (!zoneInfo.items) zoneInfo.items = [];
|
781 |
-
zoneInfo.items.push(newItemMesh);
|
782 |
-
|
783 |
-
// Remove from inventory
|
784 |
-
const invIndex = gameState.character.inventory.indexOf(itemToPlace);
|
785 |
-
if (invIndex > -1) {
|
786 |
-
gameState.character.inventory.splice(invIndex, 1);
|
787 |
-
}
|
788 |
-
|
789 |
-
console.log(`Placed ${itemToPlace} at ${position.x.toFixed(2)}, ${position.y.toFixed(2)}, ${position.z.toFixed(2)}`);
|
790 |
-
currentMessage = `<p class="message message-success">You placed the ${itemToPlace}.</p>`;
|
791 |
-
logEvent(`Placed ${itemToPlace} in ${zoneInfo.title || gameState.currentZoneId}.`);
|
792 |
-
|
793 |
-
itemToPlace = null; // Clear the item being placed
|
794 |
-
togglePlacementMode(); // Exit placement mode
|
795 |
-
renderCurrentPageUI(); // Update UI
|
796 |
-
}
|
797 |
-
|
798 |
-
function performSkillCheck(skill, difficulty) {
|
799 |
-
if (!gameState.character || !gameState.character.stats[skill]) {
|
800 |
-
console.error("Invalid skill check:", skill);
|
801 |
-
return { success: false, roll: 0, resultValue: 0, message: "Error: Invalid skill." };
|
802 |
-
}
|
803 |
-
|
804 |
-
const roll = Math.floor(Math.random() * 20) + 1;
|
805 |
-
const skillValue = gameState.character.stats[skill] || 0; // Use 0 if stat doesn't exist
|
806 |
-
const resultValue = roll + skillValue;
|
807 |
-
const success = resultValue >= difficulty;
|
808 |
|
809 |
-
|
|
|
|
|
|
|
810 |
|
811 |
-
|
|
|
812 |
}
|
813 |
|
814 |
-
|
815 |
-
// --- UI Rendering ---
|
816 |
-
|
817 |
function renderCurrentPageUI() {
|
|
|
818 |
const zoneInfo = zoneGroups[gameState.currentZoneId];
|
819 |
const zoneId = gameState.currentZoneId;
|
820 |
|
821 |
-
|
822 |
-
|
823 |
-
|
824 |
-
|
825 |
-
|
826 |
-
|
827 |
-
|
828 |
-
|
829 |
-
|
830 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
831 |
}
|
|
|
832 |
|
833 |
storyTitleElement.textContent = zoneInfo.title || "Unknown Zone";
|
834 |
-
// Combine current message (from actions) with the zone's entry text
|
835 |
storyContentElement.innerHTML = currentMessage + (zoneInfo.entryText ? `<p>${zoneInfo.entryText}</p>` : '');
|
836 |
choicesElement.innerHTML = ''; // Clear previous choices
|
837 |
|
838 |
-
//
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
839 |
if (zoneInfo.options && zoneInfo.options.length > 0) {
|
840 |
-
|
|
|
841 |
const button = document.createElement('button');
|
842 |
button.classList.add('choice-button');
|
843 |
button.textContent = option.text;
|
844 |
-
|
845 |
-
button.
|
846 |
-
currentMessage = ""; // Clear previous action message before processing new one
|
847 |
-
if (option.action === 'skillCheck') {
|
848 |
-
const checkResult = performSkillCheck(option.skill, option.difficulty);
|
849 |
-
const messageClass = checkResult.success ? 'message-success' : 'message-failure';
|
850 |
-
const outcomeText = checkResult.success ? option.successText : option.failureText;
|
851 |
-
currentMessage = `<p class="message ${messageClass}">(${option.skill.toUpperCase()} DC ${option.difficulty}: ${checkResult.roll}+${checkResult.skillValue}=${checkResult.resultValue}) ${outcomeText}</p>`;
|
852 |
-
logEvent(`Skill Check ${option.skill.toUpperCase()}: ${checkResult.success ? 'Success' : 'Failure'} (${checkResult.resultValue} vs ${option.difficulty}).`);
|
853 |
-
|
854 |
-
if (checkResult.success) {
|
855 |
-
// Grant reward if defined
|
856 |
-
if (option.reward?.item && itemsData[option.reward.item]) {
|
857 |
-
gameState.character.inventory.push(option.reward.item);
|
858 |
-
currentMessage += `<p class="message message-success">You gained: ${option.reward.item}!</p>`;
|
859 |
-
logEvent(`Gained ${option.reward.item}.`);
|
860 |
-
}
|
861 |
-
// Transition if defined
|
862 |
-
if(option.targetZoneId) {
|
863 |
-
transitionToZone(option.targetZoneId);
|
864 |
-
return; // Stop further processing for this click if transitioning
|
865 |
-
}
|
866 |
-
// TODO: Could also modify zoneInfo.options or zoneInfo.entryText here for persistent changes
|
867 |
-
} else {
|
868 |
-
// Handle failure consequences if any (e.g., take damage, trigger event)
|
869 |
-
}
|
870 |
-
|
871 |
-
} else if (option.action === 'message') {
|
872 |
-
currentMessage = `<p class="message message-info">${option.messageText}</p>`;
|
873 |
-
logEvent(`Observed: ${option.messageText}`);
|
874 |
-
} else if (option.action === 'goToZone') {
|
875 |
-
logEvent(`Chose to go to ${option.targetZoneId}.`);
|
876 |
-
transitionToZone(option.targetZoneId);
|
877 |
-
return; // Stop processing
|
878 |
-
}
|
879 |
-
// Add more action types here (combat, useItem, etc.)
|
880 |
-
|
881 |
-
renderCurrentPageUI(); // Re-render UI to show the result message
|
882 |
-
};
|
883 |
choicesElement.appendChild(button);
|
|
|
884 |
});
|
885 |
}
|
886 |
|
887 |
-
|
888 |
-
|
889 |
-
|
890 |
-
for(const dir in neighbors) {
|
891 |
-
const neighborId = neighbors[dir];
|
892 |
-
const button = document.createElement('button');
|
893 |
-
button.classList.add('choice-button');
|
894 |
-
// Maybe get the title of the neighbor zone for a hint?
|
895 |
-
const neighborInfo = zoneGroups[neighborId] ?? zoneCreators[neighborId]?.(); // Preview or get existing
|
896 |
-
const neighborTitle = neighborInfo?.title ? ` (${neighborInfo.title})` : '';
|
897 |
-
|
898 |
-
button.textContent = `Go ${directions[dir]}${neighborTitle}`;
|
899 |
-
button.onclick = () => transitionToZone(neighborId);
|
900 |
-
choicesElement.appendChild(button);
|
901 |
-
|
902 |
-
// Cleanup preview if generated just for title
|
903 |
-
if(neighborInfo && !zoneGroups[neighborId]) {
|
904 |
-
// If we generated it just for the title and it wasn't already loaded, dispose of it? Or just let it be created on transition.
|
905 |
-
}
|
906 |
-
}
|
907 |
|
908 |
-
|
909 |
updateStatsDisplay();
|
910 |
updateInventoryDisplay();
|
911 |
-
updateHistoryDisplay(); // Make sure history is up-to-date
|
912 |
updateActionInfo();
|
|
|
|
|
|
|
|
|
|
|
|
|
913 |
}
|
|
|
914 |
|
915 |
-
// Make transitionToZone globally accessible for initial call and error recovery button if needed
|
916 |
-
window.transitionToZone = transitionToZone;
|
917 |
-
window.startGame = startGame; // Allow restarting from console or error button
|
918 |
|
919 |
function updateStatsDisplay() {
|
920 |
-
|
|
|
921 |
const hpColor = hp / maxHp < 0.3 ? '#f88' : (hp / maxHp < 0.6 ? '#fd5' : '#8f8');
|
922 |
-
statsElement.innerHTML = `<strong>Stats:</strong> <span style="color:${hpColor}">HP: ${hp}/${maxHp}</span> <span>XP: ${xp}</span
|
923 |
}
|
924 |
|
925 |
function updateInventoryDisplay() {
|
|
|
926 |
let invHtml = '<strong>Inventory:</strong> ';
|
927 |
if (gameState.character.inventory.length === 0) {
|
928 |
invHtml += '<em>Empty</em>';
|
929 |
} else {
|
930 |
-
|
931 |
-
|
932 |
-
|
933 |
-
|
934 |
-
}, {});
|
935 |
-
|
936 |
-
Object.entries(itemCounts).forEach(([itemName, count]) => {
|
937 |
-
const itemDef = itemsData[itemName] || { type: 'unknown', description: '???' };
|
938 |
-
const itemClass = `item-${itemDef.type || 'unknown'}`;
|
939 |
-
const countDisplay = count > 1 ? ` (x${count})` : '';
|
940 |
-
invHtml += `<span class="item-tag ${itemClass}" title="${itemDef.description}">${itemName}${countDisplay}</span>`;
|
941 |
});
|
942 |
}
|
943 |
inventoryElement.innerHTML = invHtml;
|
944 |
}
|
945 |
|
946 |
-
function updateHistoryDisplay() {
|
947 |
-
if (!historyElement || !gameState.character || !gameState.character.history) return;
|
948 |
-
let historyHtml = '<strong>History:</strong>';
|
949 |
-
// Display latest events first
|
950 |
-
for (let i = gameState.character.history.length - 1; i >= 0; i--) {
|
951 |
-
historyHtml += `<div>${gameState.character.history[i]}</div>`;
|
952 |
-
}
|
953 |
-
historyElement.innerHTML = historyHtml;
|
954 |
-
historyElement.scrollTop = 0; // Scroll to top to show latest
|
955 |
-
}
|
956 |
-
|
957 |
function updateActionInfo() {
|
958 |
-
if (!actionInfoElement) return;
|
959 |
-
|
960 |
-
actionInfoElement.textContent = `Placement Mode ON (Placing: ${itemToPlace}). Click ground to place. Press P to cancel.`;
|
961 |
-
} else {
|
962 |
-
actionInfoElement.textContent = `Zone: ${gameState.currentZoneId || 'None'}`;
|
963 |
-
}
|
964 |
}
|
965 |
|
966 |
-
|
|
|
|
|
967 |
document.addEventListener('DOMContentLoaded', () => {
|
968 |
-
console.log("DOM Ready - Initializing
|
969 |
try {
|
970 |
-
initThreeJS();
|
971 |
if (!scene || !camera || !renderer) throw new Error("Three.js failed to initialize.");
|
972 |
-
startGame(); //
|
973 |
-
console.log("Game world
|
974 |
} catch (error) {
|
975 |
console.error("Initialization failed:", error);
|
976 |
storyTitleElement.textContent = "Initialization Error";
|
977 |
-
storyContentElement.innerHTML = `<p style="color:red;">Failed to start game:</p><pre style="color:red; white-space: pre-wrap;">${error.stack || error}</pre>`;
|
978 |
if(sceneContainer) sceneContainer.innerHTML = '<p style="color:red; padding: 20px;">3D Scene Failed</p>';
|
979 |
-
|
980 |
-
document.getElementById('
|
|
|
|
|
|
|
981 |
}
|
982 |
});
|
983 |
|
|
|
3 |
<head>
|
4 |
<meta charset="UTF-8">
|
5 |
<meta name="viewport" content="width=device-width, initial-scale=1.0">
|
6 |
+
<title>World Grid Test (Startup Debug)</title>
|
7 |
<style>
|
8 |
body { font-family: 'Courier New', monospace; background-color: #111; color: #eee; margin: 0; padding: 0; overflow: hidden; display: flex; flex-direction: column; height: 100vh; }
|
9 |
#game-container { display: flex; flex-grow: 1; overflow: hidden; }
|
10 |
#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; }
|
11 |
+
#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; }
|
12 |
#scene-container canvas { display: block; }
|
13 |
#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; }
|
14 |
+
#story-content { margin-bottom: 25px; line-height: 1.7; flex-grow: 1; font-size: 1.1em; }
|
15 |
+
#stats-inventory-container { margin-bottom: 25px; padding: 15px; border: 1px solid #444; border-radius: 4px; background-color: #333; font-size: 0.95em; }
|
16 |
+
#stats-display, #inventory-display { margin-bottom: 10px; line-height: 1.8; }
|
|
|
|
|
|
|
17 |
#stats-display span, #inventory-display .item-tag { display: inline-block; background-color: #484848; padding: 3px 9px; border-radius: 15px; margin: 0 8px 5px 0; border: 1px solid #6a6a6a; white-space: nowrap; box-shadow: inset 0 1px 2px rgba(0,0,0,0.3); }
|
18 |
+
#stats-display strong, #inventory-display strong { color: #ccc; margin-right: 6px; }
|
19 |
#inventory-display em { color: #888; font-style: normal; }
|
20 |
+
#choices-container { margin-top: auto; padding-top: 20px; border-top: 1px solid #555; }
|
|
|
|
|
|
|
|
|
|
|
21 |
#choices-container h3 { margin-top: 0; margin-bottom: 12px; color: #ccc; font-size: 1.1em; }
|
22 |
+
#choices { display: flex; flex-direction: column; gap: 12px; }
|
23 |
+
.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; }
|
24 |
.choice-button:hover:not(:disabled) { background-color: #e0b050; color: #111; border-color: #c89040; box-shadow: 0 0 5px rgba(255, 200, 100, 0.5); }
|
|
|
25 |
.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;}
|
|
|
26 |
.message-failure { color: #f88; border-left-color: #a44; }
|
|
|
27 |
#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;}
|
28 |
+
|
|
|
29 |
</style>
|
30 |
</head>
|
31 |
<body>
|
|
|
37 |
<h2 id="story-title">Initializing...</h2>
|
38 |
<div id="story-content"><p>Loading assets...</p></div>
|
39 |
<div id="stats-inventory-container">
|
40 |
+
<div id="stats-display">HP: ?/? | XP: ?</div>
|
41 |
<div id="inventory-display">Inventory: Empty</div>
|
|
|
42 |
</div>
|
43 |
<div id="choices-container">
|
44 |
<h3>What will you do?</h3>
|
|
|
49 |
|
50 |
<script type="importmap">
|
51 |
{ "imports": {
|
52 |
+
"three": "https://unpkg.com/[email protected]/build/three.module.js",
|
53 |
+
"three/addons/": "https://unpkg.com/[email protected]/examples/jsm/"
|
54 |
}}
|
55 |
</script>
|
56 |
|
57 |
<script type="module">
|
58 |
import * as THREE from 'three';
|
59 |
+
// import { OrbitControls } from 'three/addons/controls/OrbitControls.js'; // Temporarily removed
|
60 |
+
|
61 |
+
console.log("Script module execution started.");
|
62 |
|
|
|
63 |
const sceneContainer = document.getElementById('scene-container');
|
64 |
const storyTitleElement = document.getElementById('story-title');
|
65 |
const storyContentElement = document.getElementById('story-content');
|
66 |
const choicesElement = document.getElementById('choices');
|
67 |
const statsElement = document.getElementById('stats-display');
|
68 |
const inventoryElement = document.getElementById('inventory-display');
|
|
|
69 |
const actionInfoElement = document.getElementById('action-info');
|
70 |
|
71 |
+
console.log("DOM elements obtained.");
|
|
|
|
|
|
|
|
|
|
|
72 |
|
73 |
+
let scene, camera, renderer, clock; // Removed controls, raycaster, mouse
|
74 |
+
let worldGroup = null;
|
75 |
+
let zoneGroups = {};
|
76 |
let currentMessage = "";
|
77 |
+
let currentLights = [];
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
78 |
|
79 |
+
const MAT = { // Simplified materials
|
|
|
80 |
stone: new THREE.MeshStandardMaterial({ color: 0x777788, roughness: 0.85 }),
|
81 |
wood: new THREE.MeshStandardMaterial({ color: 0x9F6633, roughness: 0.75 }),
|
82 |
leaf: new THREE.MeshStandardMaterial({ color: 0x3E9B4E, roughness: 0.6, side: THREE.DoubleSide }),
|
83 |
ground: new THREE.MeshStandardMaterial({ color: 0x556B2F, roughness: 0.95 }),
|
84 |
dirt: new THREE.MeshStandardMaterial({ color: 0x8B5E3C, roughness: 0.9 }),
|
85 |
grass: new THREE.MeshStandardMaterial({ color: 0x4CB781, roughness: 0.85 }),
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
86 |
};
|
87 |
|
88 |
+
let gameState = {};
|
89 |
+
|
90 |
const itemsData = {
|
91 |
+
"Rock": {type:"unknown", description:"A simple rock."} // Minimal items
|
|
|
|
|
|
|
|
|
92 |
};
|
93 |
|
94 |
+
const zoneCreators = {};
|
95 |
+
const MAP_ROWS = 3;
|
96 |
+
const MAP_COLS = 4;
|
97 |
|
98 |
function initThreeJS() {
|
99 |
+
console.log("initThreeJS started.");
|
100 |
+
try {
|
101 |
+
scene = new THREE.Scene();
|
102 |
+
scene.background = new THREE.Color(0x1a1a1a);
|
103 |
+
clock = new THREE.Clock();
|
104 |
+
worldGroup = new THREE.Group();
|
105 |
+
scene.add(worldGroup);
|
106 |
+
console.log("Scene and worldGroup created.");
|
107 |
+
|
108 |
+
const width = sceneContainer.clientWidth || 300; // Default size if 0
|
109 |
+
const height = sceneContainer.clientHeight || 200;
|
110 |
+
console.log(`Renderer dimensions: ${width}x${height}`);
|
111 |
+
|
112 |
+
camera = new THREE.PerspectiveCamera(60, width / height, 0.1, 1000);
|
113 |
+
camera.position.set(0, 6, 12);
|
114 |
+
camera.lookAt(0, 1, 0);
|
115 |
+
console.log("Camera created.");
|
116 |
+
|
117 |
+
renderer = new THREE.WebGLRenderer({ antialias: true });
|
118 |
+
renderer.setSize(width, height);
|
119 |
+
renderer.shadowMap.enabled = true; // Basic shadows
|
120 |
+
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
|
121 |
+
sceneContainer.appendChild(renderer.domElement);
|
122 |
+
console.log("Renderer created and appended.");
|
123 |
+
|
124 |
+
// controls = new OrbitControls(camera, renderer.domElement); // Removed
|
125 |
+
// controls.target.set(0, 1, 0);
|
126 |
+
|
127 |
+
window.addEventListener('resize', onWindowResize, false);
|
128 |
+
setTimeout(onWindowResize, 100); // Try later resize
|
129 |
+
animate();
|
130 |
+
console.log("initThreeJS finished successfully.");
|
131 |
+
} catch (error) {
|
132 |
+
console.error("Error during initThreeJS:", error);
|
133 |
+
throw error; // Re-throw to be caught by DOMContentLoaded listener
|
134 |
+
}
|
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|
135 |
}
|
136 |
|
137 |
function onWindowResize() {
|
138 |
+
console.log("onWindowResize called.");
|
139 |
if (!renderer || !camera || !sceneContainer) return;
|
140 |
+
const width = sceneContainer.clientWidth || 300;
|
141 |
+
const height = sceneContainer.clientHeight || 200;
|
142 |
+
if (width > 0 && height > 0) {
|
143 |
+
camera.aspect = width / height;
|
144 |
+
camera.updateProjectionMatrix();
|
145 |
+
renderer.setSize(width, height);
|
146 |
+
console.log(`Resized renderer to ${width}x${height}`);
|
147 |
+
} else {
|
148 |
+
console.warn("Skipping resize, zero dimensions detected.");
|
149 |
+
}
|
150 |
}
|
151 |
|
152 |
+
let frameCount = 0;
|
153 |
function animate() {
|
154 |
+
frameCount++;
|
155 |
+
if(frameCount % 300 === 0) console.log("Animate loop running..."); // Log every ~5 seconds
|
156 |
requestAnimationFrame(animate);
|
157 |
+
// controls?.update(); // Removed controls
|
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|
158 |
if (renderer && scene && camera) renderer.render(scene, camera);
|
159 |
}
|
160 |
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|
165 |
mesh.scale.set(scale.x, scale.y, scale.z);
|
166 |
mesh.castShadow = true; mesh.receiveShadow = true;
|
167 |
return mesh;
|
168 |
+
}
|
169 |
|
170 |
function createGround(material = MAT.ground, size = 20) {
|
171 |
const geo = new THREE.PlaneGeometry(size, size);
|
172 |
const ground = new THREE.Mesh(geo, material);
|
173 |
ground.rotation.x = -Math.PI / 2; ground.position.y = 0;
|
174 |
+
ground.receiveShadow = true; ground.castShadow = false;
|
175 |
+
ground.userData.isGround = true;
|
176 |
return ground;
|
177 |
}
|
178 |
|
179 |
function setupLighting(type = 'default') {
|
180 |
+
console.log(`Setting up lighting for type: ${type}`);
|
181 |
+
currentLights.forEach(light => {
|
182 |
+
if (light && light.parent) light.parent.remove(light); // Remove from parent if attached
|
183 |
+
if (light && scene.children.includes(light)) scene.remove(light); // Ensure removed from scene
|
184 |
});
|
185 |
currentLights = [];
|
186 |
|
187 |
+
let ambientIntensity = 0.6; // Brighter default ambient
|
188 |
let dirIntensity = 1.0;
|
189 |
let dirColor = 0xffffff;
|
190 |
+
let dirPosition = new THREE.Vector3(5, 10, 7); // Adjusted angle
|
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|
191 |
|
192 |
const ambientLight = new THREE.AmbientLight(0xffffff, ambientIntensity);
|
193 |
+
scene.add(ambientLight);
|
194 |
currentLights.push(ambientLight);
|
195 |
|
196 |
if (dirIntensity > 0) {
|
197 |
const directionalLight = new THREE.DirectionalLight(dirColor, dirIntensity);
|
198 |
directionalLight.position.copy(dirPosition);
|
199 |
directionalLight.castShadow = true;
|
200 |
+
directionalLight.shadow.mapSize.set(512, 512); // Smaller shadow map for testing
|
201 |
+
scene.add(directionalLight);
|
|
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|
202 |
currentLights.push(directionalLight);
|
203 |
}
|
204 |
+
console.log(`Lighting setup complete. Lights: ${currentLights.length}`);
|
|
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|
205 |
}
|
206 |
|
207 |
+
// Simplified Zone Creation
|
|
|
208 |
function createFieldZone(zoneId) {
|
209 |
+
console.log(`Creating zone: ${zoneId} (Field)`);
|
210 |
const group = new THREE.Group();
|
211 |
group.add(createGround(MAT.grass, 30));
|
212 |
+
const rockGeo = new THREE.IcosahedronGeometry(1, 0); // Bigger, simpler rock
|
213 |
+
group.add(createMesh(rockGeo, MAT.stone, {x: 5, y:0.5, z: 5}));
|
|
|
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|
|
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|
|
214 |
group.visible = false;
|
215 |
+
return { group, lighting: 'default', title: "Open Field", entryText: `You are in ${zoneId}. It's grassy.`, options: [], zoneId: zoneId };
|
|
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|
216 |
}
|
217 |
+
// Use Field for all zones for now
|
218 |
+
const createForestZone = (zoneId) => createFieldZone(zoneId);
|
219 |
+
const createCaveZone = (zoneId) => createFieldZone(zoneId);
|
220 |
+
const createRuinsZone = (zoneId) => createFieldZone(zoneId);
|
221 |
|
222 |
+
function getZoneId(row, col) { return `zone_${row}_${col}`; }
|
|
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|
|
|
223 |
|
224 |
+
function populateZoneCreators() {
|
225 |
+
console.log("Populating zone creators...");
|
226 |
+
// No reassignment here
|
|
|
|
|
|
|
227 |
for (let r = 0; r < MAP_ROWS; r++) {
|
228 |
for (let c = 0; c < MAP_COLS; c++) {
|
229 |
const zoneId = getZoneId(r, c);
|
230 |
+
// Force all to be FieldZone for testing stability
|
231 |
+
zoneCreators[zoneId] = () => createFieldZone(zoneId);
|
|
|
|
|
232 |
}
|
233 |
}
|
234 |
+
console.log(`Zone creators populated with ${Object.keys(zoneCreators).length} entries.`);
|
235 |
+
}
|
236 |
|
237 |
+
function getZoneNeighbors(zoneId) {
|
238 |
const parts = zoneId.split('_');
|
239 |
+
if (parts.length !== 3) return {};
|
240 |
const r = parseInt(parts[1]);
|
241 |
const c = parseInt(parts[2]);
|
242 |
const neighbors = {};
|
|
|
243 |
if (r > 0 && zoneCreators[getZoneId(r - 1, c)]) neighbors.north = getZoneId(r - 1, c);
|
244 |
if (r < MAP_ROWS - 1 && zoneCreators[getZoneId(r + 1, c)]) neighbors.south = getZoneId(r + 1, c);
|
245 |
if (c > 0 && zoneCreators[getZoneId(r, c - 1)]) neighbors.west = getZoneId(r, c - 1);
|
246 |
if (c < MAP_COLS - 1 && zoneCreators[getZoneId(r, c + 1)]) neighbors.east = getZoneId(r, c + 1);
|
247 |
return neighbors;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
248 |
}
|
249 |
|
|
|
|
|
250 |
function startGame() {
|
251 |
+
console.log("startGame called.");
|
252 |
const defaultChar = {
|
253 |
+
name: "Player",
|
254 |
+
stats: { hp: 20, maxHp: 20, xp: 0 },
|
255 |
+
inventory: []
|
|
|
256 |
};
|
257 |
gameState = {
|
258 |
+
currentZoneId: null,
|
259 |
+
character: JSON.parse(JSON.stringify(defaultChar))
|
260 |
};
|
261 |
populateZoneCreators();
|
262 |
+
zoneGroups = {};
|
263 |
while(worldGroup.children.length > 0){
|
264 |
worldGroup.remove(worldGroup.children[0]);
|
265 |
}
|
266 |
+
console.log("Starting new game state:", gameState);
|
267 |
+
transitionToZone(getZoneId(1, 1));
|
268 |
+
console.log("startGame finished.");
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
269 |
}
|
270 |
|
271 |
function transitionToZone(newZoneId) {
|
272 |
+
console.log(`Attempting transition to ${newZoneId}`);
|
273 |
+
currentMessage = "";
|
274 |
|
275 |
+
if (gameState.currentZoneId && zoneGroups[gameState.currentZoneId]) {
|
276 |
+
console.log(`Hiding old zone: ${gameState.currentZoneId}`);
|
277 |
zoneGroups[gameState.currentZoneId].group.visible = false;
|
278 |
+
} else {
|
279 |
+
console.log("No current zone to hide.");
|
280 |
+
}
|
|
|
|
|
|
|
|
|
281 |
|
282 |
+
let zoneInfo;
|
283 |
+
if (zoneGroups[newZoneId]) {
|
284 |
zoneInfo = zoneGroups[newZoneId];
|
285 |
zoneInfo.group.visible = true;
|
286 |
+
console.log(`Re-entering cached zone ${newZoneId}`);
|
287 |
+
} else {
|
|
|
288 |
const creator = zoneCreators[newZoneId];
|
289 |
if (creator) {
|
290 |
+
try {
|
291 |
+
zoneInfo = creator();
|
292 |
+
zoneGroups[newZoneId] = zoneInfo;
|
293 |
+
worldGroup.add(zoneInfo.group);
|
294 |
+
zoneInfo.group.visible = true;
|
295 |
+
console.log(`Created and entered new zone ${newZoneId}`);
|
296 |
+
} catch (creationError) {
|
297 |
+
console.error(`Error creating zone ${newZoneId}:`, creationError);
|
298 |
+
currentMessage = `<p class="message message-failure">Error creating zone ${newZoneId}.</p>`;
|
299 |
+
// Fallback to start or previous state might be needed here
|
300 |
+
// For now, just log and potentially break rendering
|
301 |
+
renderCurrentPageUI(); // Render even if zone creation failed to show error
|
302 |
+
return; // Stop transition
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
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|
|
|
|
|
303 |
}
|
|
|
|
|
|
|
|
|
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|
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|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
304 |
} else {
|
305 |
+
console.error(`No creator found for zone ID: ${newZoneId}, critical error.`);
|
306 |
+
currentMessage = `<p class="message message-failure">Error: Zone creator missing for ${newZoneId}. Cannot proceed.</p>`;
|
307 |
+
// Render minimal UI or stop
|
308 |
+
storyTitleElement.textContent = "Fatal Error";
|
309 |
+
storyContentElement.innerHTML = currentMessage;
|
310 |
+
choicesElement.innerHTML = '';
|
311 |
+
return; // Stop transition
|
312 |
}
|
|
|
|
|
|
|
313 |
}
|
|
|
314 |
|
315 |
+
gameState.currentZoneId = newZoneId;
|
316 |
+
setupLighting(zoneInfo.lighting || 'default');
|
317 |
|
318 |
+
// Add point lights from lighting setup to the current group
|
319 |
+
currentLights.forEach(light => {
|
320 |
+
if (light && light.isPointLight) {
|
321 |
+
if(light.parent) light.parent.remove(light); // Ensure it's not attached elsewhere
|
322 |
+
zoneInfo.group.add(light);
|
323 |
+
console.log("Added point light to zone group:", newZoneId);
|
324 |
+
}
|
325 |
+
});
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
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|
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|
|
|
|
|
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|
|
|
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|
|
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|
|
|
|
|
|
|
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
326 |
|
327 |
+
camera.position.set(0, 6, 12);
|
328 |
+
// controls.target.set(0, 1, 0); // Controls removed
|
329 |
+
// controls.update();
|
330 |
+
camera.lookAt(0, 1, 0); // Look at center
|
331 |
|
332 |
+
console.log(`Transition to ${newZoneId} complete. Rendering UI.`);
|
333 |
+
renderCurrentPageUI();
|
334 |
}
|
335 |
|
|
|
|
|
|
|
336 |
function renderCurrentPageUI() {
|
337 |
+
console.log(`renderCurrentPageUI called for zone: ${gameState.currentZoneId}`);
|
338 |
const zoneInfo = zoneGroups[gameState.currentZoneId];
|
339 |
const zoneId = gameState.currentZoneId;
|
340 |
|
341 |
+
// Ensure critical elements exist before proceeding
|
342 |
+
if (!storyTitleElement || !storyContentElement || !choicesElement || !statsElement || !inventoryElement || !actionInfoElement) {
|
343 |
+
console.error("Crucial UI element missing!");
|
344 |
+
alert("UI Error - Cannot render page. Check console.");
|
345 |
+
return;
|
346 |
+
}
|
347 |
+
|
348 |
+
if (!zoneInfo || !zoneInfo.group) {
|
349 |
+
console.error(`No zone info or group loaded for ${zoneId}`);
|
350 |
+
storyTitleElement.textContent = "Error";
|
351 |
+
storyContentElement.innerHTML = currentMessage + "<p>Cannot render current zone data.</p>";
|
352 |
+
choicesElement.innerHTML = `<button class="choice-button" onclick="transitionToZoneWrapper('${getZoneId(1, 1)}')">Return to Start</button>`; // Use wrapper
|
353 |
+
updateStatsDisplay();
|
354 |
+
updateInventoryDisplay();
|
355 |
+
updateActionInfo();
|
356 |
+
return;
|
357 |
}
|
358 |
+
console.log(`Rendering UI for zone ${zoneId} with title "${zoneInfo.title}"`);
|
359 |
|
360 |
storyTitleElement.textContent = zoneInfo.title || "Unknown Zone";
|
|
|
361 |
storyContentElement.innerHTML = currentMessage + (zoneInfo.entryText ? `<p>${zoneInfo.entryText}</p>` : '');
|
362 |
choicesElement.innerHTML = ''; // Clear previous choices
|
363 |
|
364 |
+
// Add Navigation Options
|
365 |
+
const neighbors = getZoneNeighbors(zoneId);
|
366 |
+
const directions = {'north': 'North', 'south': 'South', 'east': 'East', 'west': 'West'};
|
367 |
+
let addedChoices = 0;
|
368 |
+
console.log("Adding neighbor buttons:", neighbors);
|
369 |
+
for(const dir in neighbors) {
|
370 |
+
const neighborId = neighbors[dir];
|
371 |
+
const button = document.createElement('button');
|
372 |
+
button.classList.add('choice-button');
|
373 |
+
button.textContent = `Go ${directions[dir]} (${neighborId})`; // Show ID for debug
|
374 |
+
// Use addEventListener for cleaner separation
|
375 |
+
button.addEventListener('click', () => transitionToZone(neighborId));
|
376 |
+
choicesElement.appendChild(button);
|
377 |
+
addedChoices++;
|
378 |
+
}
|
379 |
+
|
380 |
+
// Add Zone Specific Options (Simplified)
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381 |
if (zoneInfo.options && zoneInfo.options.length > 0) {
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382 |
+
console.log("Adding zone specific options");
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383 |
+
zoneInfo.options.forEach(option => {
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384 |
const button = document.createElement('button');
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385 |
button.classList.add('choice-button');
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386 |
button.textContent = option.text;
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387 |
+
// Add onclick based on option.action later (placeholder)
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388 |
+
button.addEventListener('click', () => console.log("Zone action clicked (TBC):", option.action));
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389 |
choicesElement.appendChild(button);
|
390 |
+
addedChoices++;
|
391 |
});
|
392 |
}
|
393 |
|
394 |
+
if (addedChoices === 0) {
|
395 |
+
choicesElement.innerHTML = '<p><i>No exits or actions available yet.</i></p>';
|
396 |
+
}
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|
397 |
|
398 |
+
console.log("Updating stats, inventory, action info...");
|
399 |
updateStatsDisplay();
|
400 |
updateInventoryDisplay();
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|
401 |
updateActionInfo();
|
402 |
+
console.log("renderCurrentPageUI finished.");
|
403 |
+
}
|
404 |
+
|
405 |
+
// Wrapper because inline onclick can have scope issues with modules
|
406 |
+
function transitionToZoneWrapper(zoneId) {
|
407 |
+
transitionToZone(zoneId);
|
408 |
}
|
409 |
+
window.transitionToZoneWrapper = transitionToZoneWrapper;
|
410 |
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|
411 |
|
412 |
function updateStatsDisplay() {
|
413 |
+
if (!gameState.character || !statsElement) return;
|
414 |
+
const { hp, maxHp, xp } = gameState.character.stats;
|
415 |
const hpColor = hp / maxHp < 0.3 ? '#f88' : (hp / maxHp < 0.6 ? '#fd5' : '#8f8');
|
416 |
+
statsElement.innerHTML = `<strong>Stats:</strong> <span style="color:${hpColor}">HP: ${hp}/${maxHp}</span> <span>XP: ${xp}</span>`;
|
417 |
}
|
418 |
|
419 |
function updateInventoryDisplay() {
|
420 |
+
if (!gameState.character || !inventoryElement) return;
|
421 |
let invHtml = '<strong>Inventory:</strong> ';
|
422 |
if (gameState.character.inventory.length === 0) {
|
423 |
invHtml += '<em>Empty</em>';
|
424 |
} else {
|
425 |
+
gameState.character.inventory.forEach(item => {
|
426 |
+
const itemDef = itemsData[item] || { type: 'unknown', description: '???' };
|
427 |
+
const itemClass = `item-${itemDef.type || 'unknown'}`;
|
428 |
+
invHtml += `<span class="item-tag ${itemClass}" title="${itemDef.description}">${item}</span>`;
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|
429 |
});
|
430 |
}
|
431 |
inventoryElement.innerHTML = invHtml;
|
432 |
}
|
433 |
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|
434 |
function updateActionInfo() {
|
435 |
+
if (!actionInfoElement || !gameState ) return;
|
436 |
+
actionInfoElement.textContent = `Zone: ${gameState.currentZoneId || 'None'} | Mode: Explore`;
|
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|
437 |
}
|
438 |
|
439 |
+
function pickupItem() { console.log("Pickup disabled."); }
|
440 |
+
|
441 |
+
|
442 |
document.addEventListener('DOMContentLoaded', () => {
|
443 |
+
console.log("DOM Ready - Initializing World Grid Test.");
|
444 |
try {
|
445 |
+
initThreeJS(); // Setup ThreeJS first
|
446 |
if (!scene || !camera || !renderer) throw new Error("Three.js failed to initialize.");
|
447 |
+
startGame(); // Now start game logic
|
448 |
+
console.log("Game world initialization sequence complete.");
|
449 |
} catch (error) {
|
450 |
console.error("Initialization failed:", error);
|
451 |
storyTitleElement.textContent = "Initialization Error";
|
452 |
+
storyContentElement.innerHTML = `<p style="color:red;">Failed to start game:</p><pre style="color:red; white-space: pre-wrap;">${error.stack || error}</pre><p style="color:yellow;">Check console (F12) for details.</p>`;
|
453 |
if(sceneContainer) sceneContainer.innerHTML = '<p style="color:red; padding: 20px;">3D Scene Failed</p>';
|
454 |
+
// Hide game UI elements on error
|
455 |
+
const statsInvContainer = document.getElementById('stats-inventory-container');
|
456 |
+
const choicesCont = document.getElementById('choices-container');
|
457 |
+
if (statsInvContainer) statsInvContainer.style.display = 'none';
|
458 |
+
if (choicesCont) choicesCont.style.display = 'none';
|
459 |
}
|
460 |
});
|
461 |
|