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Create index.html
Browse files- index.html +986 -0
index.html
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1 |
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<!DOCTYPE html>
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<html lang="en">
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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>Enhanced CYOA - 3D Interaction & Skills</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: 20px; overflow-y: auto; background-color: #2b2b2b; min-width: 350px; height: 100%; box-sizing: border-box; display: flex; flex-direction: column; }
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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: 20px; line-height: 1.7; flex-grow: 1; font-size: 1.1em; min-height: 100px; /* Ensure space */}
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#stats-inventory-container { margin-bottom: 15px; padding: 15px; border: 1px solid #444; border-radius: 4px; background-color: #333; font-size: 0.95em; }
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#stats-display, #inventory-display, #history-log { margin-bottom: 10px; line-height: 1.8; }
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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: #bbb; margin-right: 6px; }
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#inventory-display em { color: #888; font-style: normal; }
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.item-quest { background-color: #666030; border-color: #999048;}
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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: 10px; }
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.choice-button { display: block; width: 100%; padding: 10px 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: 1.0em; transition: background-color 0.2s, border-color 0.2s, box-shadow 0.1s; box-sizing: border-box; }
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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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33 |
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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 Style */
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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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<div id="game-container">
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<div id="scene-container">
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<div id="action-info">Initializing...</div>
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</div>
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<div id="ui-container">
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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: ? | STR: ? | DEX: ? | INT: ?</div>
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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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57 |
+
<h3>What will you do?</h3>
|
58 |
+
<div id="choices">Loading...</div>
|
59 |
+
</div>
|
60 |
+
</div>
|
61 |
+
</div>
|
62 |
+
|
63 |
+
<script type="importmap">
|
64 |
+
{ "imports": {
|
65 |
+
"three": "https://unpkg.com/[email protected]/build/three.module.js",
|
66 |
+
"three/addons/": "https://unpkg.com/[email protected]/examples/jsm/"
|
67 |
+
}}
|
68 |
+
</script>
|
69 |
+
|
70 |
+
<script type="module">
|
71 |
+
import * as THREE from 'three';
|
72 |
+
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
|
73 |
+
|
74 |
+
// --- DOM Elements ---
|
75 |
+
const sceneContainer = document.getElementById('scene-container');
|
76 |
+
const storyTitleElement = document.getElementById('story-title');
|
77 |
+
const storyContentElement = document.getElementById('story-content');
|
78 |
+
const choicesElement = document.getElementById('choices');
|
79 |
+
const statsElement = document.getElementById('stats-display');
|
80 |
+
const inventoryElement = document.getElementById('inventory-display');
|
81 |
+
const historyElement = document.getElementById('history-log');
|
82 |
+
const actionInfoElement = document.getElementById('action-info');
|
83 |
+
|
84 |
+
// --- Three.js Variables ---
|
85 |
+
let scene, camera, renderer, clock, controls, raycaster, mouse;
|
86 |
+
let worldGroup = null;
|
87 |
+
let zoneGroups = {}; // Stores { group, lighting, title, entryText, options, zoneId, items: [], interactables: [] }
|
88 |
+
let currentLights = [];
|
89 |
+
let playerAvatar = null;
|
90 |
+
|
91 |
+
// --- Game State Variables ---
|
92 |
+
let gameState = {};
|
93 |
+
let currentMessage = "";
|
94 |
+
let placementMode = false;
|
95 |
+
let itemToPlace = null; // The name (key) of the item being placed
|
96 |
+
let previewMesh = null;
|
97 |
+
|
98 |
+
// --- Constants ---
|
99 |
+
const MAP_ROWS = 5; // Increased for more zones
|
100 |
+
const MAP_COLS = 4;
|
101 |
+
const PLAYER_HEIGHT = 1.0; // For avatar y-position
|
102 |
+
|
103 |
+
// --- Materials ---
|
104 |
+
const MAT = {
|
105 |
+
stone: new THREE.MeshStandardMaterial({ color: 0x777788, roughness: 0.85 }),
|
106 |
+
wood: new THREE.MeshStandardMaterial({ color: 0x9F6633, roughness: 0.75 }),
|
107 |
+
leaf: new THREE.MeshStandardMaterial({ color: 0x3E9B4E, roughness: 0.6, side: THREE.DoubleSide }),
|
108 |
+
ground: new THREE.MeshStandardMaterial({ color: 0x556B2F, roughness: 0.95 }),
|
109 |
+
dirt: new THREE.MeshStandardMaterial({ color: 0x8B5E3C, roughness: 0.9 }),
|
110 |
+
grass: new THREE.MeshStandardMaterial({ color: 0x4CB781, roughness: 0.85 }),
|
111 |
+
water: new THREE.MeshStandardMaterial({ color: 0x4682B4, roughness: 0.3, transparent: true, opacity: 0.85 }),
|
112 |
+
sand: new THREE.MeshStandardMaterial({ color: 0xC2B280, roughness: 0.9 }),
|
113 |
+
ice: new THREE.MeshStandardMaterial({ color: 0xadd8e6, roughness: 0.2, transparent: true, opacity: 0.9 }),
|
114 |
+
portal: new THREE.MeshStandardMaterial({ color: 0x9933ff, emissive: 0x6600cc, roughness: 0.4, side: THREE.DoubleSide }),
|
115 |
+
itemGeneric: new THREE.MeshStandardMaterial({ color: 0xffcc00, roughness: 0.5 }), // For pickup items
|
116 |
+
preview: new THREE.MeshStandardMaterial({ color: 0x00ff00, transparent: true, opacity: 0.5, wireframe: true }), // For placement
|
117 |
+
simple: new THREE.MeshStandardMaterial({ color: 0xaaaaaa, roughness: 0.8 }),
|
118 |
+
};
|
119 |
+
|
120 |
+
// --- Item Data ---
|
121 |
+
const itemsData = {
|
122 |
+
"Rusty Sword": {type:"weapon", description:"Old but sharp.", baseDamage: 3, meshGeo: new THREE.BoxGeometry(0.1, 0.8, 0.05), meshMat: MAT.simple.clone().set({color:0x999999})},
|
123 |
+
"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})},
|
124 |
+
"Goblin Ear": {type:"quest", description:"A gruesome trophy.", meshGeo: new THREE.PlaneGeometry(0.2, 0.3), meshMat: MAT.simple.clone().set({color:0x55aa55})},
|
125 |
+
"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})},
|
126 |
+
"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})},
|
127 |
+
};
|
128 |
+
|
129 |
+
// --- Zone Creation ---
|
130 |
+
const zoneCreators = {}; // Populated later
|
131 |
+
|
132 |
+
function initThreeJS() {
|
133 |
+
scene = new THREE.Scene();
|
134 |
+
scene.background = new THREE.Color(0x1a1a1a);
|
135 |
+
clock = new THREE.Clock();
|
136 |
+
raycaster = new THREE.Raycaster();
|
137 |
+
mouse = new THREE.Vector2();
|
138 |
+
worldGroup = new THREE.Group();
|
139 |
+
scene.add(worldGroup);
|
140 |
+
|
141 |
+
// Add Player Avatar
|
142 |
+
const avatarGeo = new THREE.CapsuleGeometry(0.3, PLAYER_HEIGHT - 0.6, 4, 10);
|
143 |
+
playerAvatar = new THREE.Mesh(avatarGeo, new THREE.MeshStandardMaterial({ color: 0xeeeeff, roughness: 0.7 }));
|
144 |
+
playerAvatar.position.y = PLAYER_HEIGHT / 2; // Center it vertically
|
145 |
+
playerAvatar.castShadow = true;
|
146 |
+
// Don't add to worldGroup directly, add to current zone's group later if needed or keep separate
|
147 |
+
scene.add(playerAvatar); // Keep it at scene root for now
|
148 |
+
|
149 |
+
const width = sceneContainer.clientWidth || 1;
|
150 |
+
const height = sceneContainer.clientHeight || 1;
|
151 |
+
camera = new THREE.PerspectiveCamera(60, width / height, 0.1, 1000);
|
152 |
+
camera.position.set(0, 6, 8); // Slightly different starting view
|
153 |
+
|
154 |
+
renderer = new THREE.WebGLRenderer({ antialias: true });
|
155 |
+
renderer.setSize(width, height);
|
156 |
+
renderer.shadowMap.enabled = true;
|
157 |
+
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
|
158 |
+
renderer.toneMapping = THREE.ACESFilmicToneMapping;
|
159 |
+
renderer.outputColorSpace = THREE.SRGBColorSpace;
|
160 |
+
sceneContainer.appendChild(renderer.domElement);
|
161 |
+
|
162 |
+
controls = new OrbitControls(camera, renderer.domElement);
|
163 |
+
controls.enableDamping = true;
|
164 |
+
controls.dampingFactor = 0.1;
|
165 |
+
controls.target.set(0, PLAYER_HEIGHT / 2, 0); // Target the avatar's center
|
166 |
+
controls.maxPolarAngle = Math.PI / 2 - 0.05;
|
167 |
+
controls.minDistance = 2;
|
168 |
+
controls.maxDistance = 25;
|
169 |
+
|
170 |
+
window.addEventListener('resize', onWindowResize, false);
|
171 |
+
sceneContainer.addEventListener('click', handleRaycast, false); // Use scene container for clicks
|
172 |
+
document.addEventListener('keydown', handleKeyPress); // Listen for key presses globally
|
173 |
+
setTimeout(onWindowResize, 50);
|
174 |
+
animate();
|
175 |
+
}
|
176 |
+
|
177 |
+
function onWindowResize() {
|
178 |
+
if (!renderer || !camera || !sceneContainer) return;
|
179 |
+
const width = sceneContainer.clientWidth || 1;
|
180 |
+
const height = sceneContainer.clientHeight || 1;
|
181 |
+
camera.aspect = width / height;
|
182 |
+
camera.updateProjectionMatrix();
|
183 |
+
renderer.setSize(width, height);
|
184 |
+
}
|
185 |
+
|
186 |
+
function animate() {
|
187 |
+
requestAnimationFrame(animate);
|
188 |
+
const delta = clock.getDelta();
|
189 |
+
controls.update();
|
190 |
+
|
191 |
+
// Update placement preview position if active
|
192 |
+
if (placementMode && previewMesh) {
|
193 |
+
updatePreviewMesh();
|
194 |
+
}
|
195 |
+
|
196 |
+
// Simple animation example (e.g., make portals pulse)
|
197 |
+
worldGroup.traverse(child => {
|
198 |
+
if (child.userData?.isPortal) {
|
199 |
+
child.material.emissiveIntensity = Math.sin(clock.elapsedTime * 3) * 0.5 + 0.7;
|
200 |
+
}
|
201 |
+
if (child.userData?.isItem && child.userData.itemName === "Cave Crystal") {
|
202 |
+
child.rotation.y += delta * 0.5;
|
203 |
+
}
|
204 |
+
});
|
205 |
+
|
206 |
+
|
207 |
+
if (renderer && scene && camera) renderer.render(scene, camera);
|
208 |
+
}
|
209 |
+
|
210 |
+
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}) {
|
211 |
+
const mesh = new THREE.Mesh(geometry, material);
|
212 |
+
mesh.position.set(pos.x, pos.y, pos.z);
|
213 |
+
mesh.rotation.set(rot.x, rot.y, rot.z);
|
214 |
+
mesh.scale.set(scale.x, scale.y, scale.z);
|
215 |
+
mesh.castShadow = true; mesh.receiveShadow = true;
|
216 |
+
return mesh;
|
217 |
+
}
|
218 |
+
|
219 |
+
function createGround(material = MAT.ground, size = 20) {
|
220 |
+
const geo = new THREE.PlaneGeometry(size, size);
|
221 |
+
const ground = new THREE.Mesh(geo, material);
|
222 |
+
ground.rotation.x = -Math.PI / 2; ground.position.y = 0;
|
223 |
+
ground.receiveShadow = true; ground.castShadow = false; // Ground doesn't cast shadows
|
224 |
+
ground.userData.isGround = true; // Mark for raycasting
|
225 |
+
return ground;
|
226 |
+
}
|
227 |
+
|
228 |
+
function setupLighting(type = 'default') {
|
229 |
+
currentLights.forEach(light => {
|
230 |
+
if (light && light.parent) light.parent.remove(light);
|
231 |
+
if (light && !light.parent) scene.remove(light); // Remove from scene if not parented
|
232 |
+
});
|
233 |
+
currentLights = [];
|
234 |
+
|
235 |
+
let ambientIntensity = 0.6;
|
236 |
+
let dirIntensity = 1.0;
|
237 |
+
let dirColor = 0xffffff;
|
238 |
+
let dirPosition = new THREE.Vector3(10, 15, 8);
|
239 |
+
let needsPointLight = false;
|
240 |
+
let pointLightInfo = { color: 0xffaa55, intensity: 1.5, distance: 12, decay: 1, pos: {x:0, y:3, z:0} };
|
241 |
+
|
242 |
+
if (type === 'forest') { ambientIntensity = 0.4; dirIntensity = 0.8; dirColor = 0xccffcc; dirPosition = new THREE.Vector3(5, 10, 5); }
|
243 |
+
if (type === 'cave') {
|
244 |
+
ambientIntensity = 0.15; dirIntensity = 0; // No sun in cave
|
245 |
+
needsPointLight = true;
|
246 |
+
}
|
247 |
+
if (type === 'ruins') { ambientIntensity = 0.5; dirIntensity = 0.7; dirColor = 0xaaaaff; dirPosition = new THREE.Vector3(-8, 12, -5); }
|
248 |
+
if (type === 'desert') { ambientIntensity = 0.7; dirIntensity = 1.5; dirColor = 0xffffcc; dirPosition = new THREE.Vector3(15, 20, 10); }
|
249 |
+
if (type === 'mountain') { ambientIntensity = 0.6; dirIntensity = 1.2; dirColor = 0xddddff; dirPosition = new THREE.Vector3(0, 25, 15); }
|
250 |
+
|
251 |
+
const ambientLight = new THREE.AmbientLight(0xffffff, ambientIntensity);
|
252 |
+
scene.add(ambientLight); // Ambient always added to scene
|
253 |
+
currentLights.push(ambientLight);
|
254 |
+
|
255 |
+
if (dirIntensity > 0) {
|
256 |
+
const directionalLight = new THREE.DirectionalLight(dirColor, dirIntensity);
|
257 |
+
directionalLight.position.copy(dirPosition);
|
258 |
+
directionalLight.castShadow = true;
|
259 |
+
directionalLight.shadow.mapSize.set(1024*2, 1024*2); // Higher res shadow map
|
260 |
+
directionalLight.shadow.camera.near = 0.5; directionalLight.shadow.camera.far = 60; // Increased range
|
261 |
+
const sb = 25; // Increased shadow box size
|
262 |
+
directionalLight.shadow.camera.left = -sb; directionalLight.shadow.camera.right = sb;
|
263 |
+
directionalLight.shadow.camera.top = sb; directionalLight.shadow.camera.bottom = -sb;
|
264 |
+
directionalLight.shadow.bias = -0.0005;
|
265 |
+
scene.add(directionalLight); // Directional always added to scene
|
266 |
+
// const helper = new THREE.CameraHelper( directionalLight.shadow.camera ); scene.add( helper ); // Debug Shadow Camera
|
267 |
+
currentLights.push(directionalLight);
|
268 |
+
}
|
269 |
+
|
270 |
+
if (needsPointLight) {
|
271 |
+
const ptLight = new THREE.PointLight(pointLightInfo.color, pointLightInfo.intensity, pointLightInfo.distance, pointLightInfo.decay);
|
272 |
+
ptLight.position.set(pointLightInfo.pos.x, pointLightInfo.pos.y, pointLightInfo.pos.z);
|
273 |
+
ptLight.castShadow = true;
|
274 |
+
ptLight.shadow.mapSize.set(512, 512);
|
275 |
+
ptLight.shadow.bias = -0.005; // Point lights might need more bias adjustment
|
276 |
+
// Will be added to the zone group later
|
277 |
+
currentLights.push(ptLight); // Track it
|
278 |
+
}
|
279 |
+
}
|
280 |
+
|
281 |
+
// --- Zone Creation Functions (Add more for your 20 environments) ---
|
282 |
+
|
283 |
+
function createFieldZone(zoneId) {
|
284 |
+
const group = new THREE.Group();
|
285 |
+
group.add(createGround(MAT.grass, 30));
|
286 |
+
const rockGeo = new THREE.IcosahedronGeometry(0.5 + Math.random()*0.5, 0);
|
287 |
+
for(let i=0; i<5; i++) {
|
288 |
+
group.add(createMesh(rockGeo, MAT.stone, {x: (Math.random()-0.5)*25, y:0.3, z: (Math.random()-0.5)*25}));
|
289 |
+
}
|
290 |
+
// Add an item
|
291 |
+
const potion = createMesh(itemsData["Health Potion"].meshGeo, itemsData["Health Potion"].meshMat, {x: 3, y: 0.2, z: 2});
|
292 |
+
potion.userData = { isItem: true, itemName: "Health Potion" };
|
293 |
+
group.add(potion);
|
294 |
+
|
295 |
+
group.visible = false;
|
296 |
+
return { group, lighting: 'default', title: "Open Field", entryText: "You stand in an open, grassy field. A small red potion lies nearby.", options: [
|
297 |
+
{ 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
|
298 |
+
], zoneId: zoneId, items: [potion], interactables: [] }; // Track items in zone
|
299 |
+
}
|
300 |
+
|
301 |
+
function createForestZone(zoneId) {
|
302 |
+
const group = new THREE.Group();
|
303 |
+
group.add(createGround(MAT.ground, 30));
|
304 |
+
const trunkGeo = new THREE.CylinderGeometry(0.2, 0.3, 4, 8);
|
305 |
+
const leafGeo = new THREE.SphereGeometry(1.5, 8, 6);
|
306 |
+
for(let i=0; i<25; i++) {
|
307 |
+
const x = (Math.random() - 0.5) * 28;
|
308 |
+
const z = (Math.random() - 0.5) * 28;
|
309 |
+
if(Math.sqrt(x*x+z*z) < 1) continue;
|
310 |
+
const tree = new THREE.Group();
|
311 |
+
const trunk = createMesh(trunkGeo, MAT.wood, {y: 2});
|
312 |
+
const leaves = createMesh(leafGeo, MAT.leaf, {y: 4.5});
|
313 |
+
tree.add(trunk); tree.add(leaves);
|
314 |
+
tree.position.set(x, 0, z);
|
315 |
+
tree.rotation.y = Math.random() * Math.PI * 2;
|
316 |
+
group.add(tree);
|
317 |
+
}
|
318 |
+
// Add an item
|
319 |
+
const sword = createMesh(itemsData["Rusty Sword"].meshGeo, itemsData["Rusty Sword"].meshMat, {x: -4, y: 0.5, z: -1}, {z: Math.PI/2});
|
320 |
+
sword.userData = { isItem: true, itemName: "Rusty Sword" };
|
321 |
+
group.add(sword);
|
322 |
+
|
323 |
+
group.visible = false;
|
324 |
+
return { group, lighting: 'forest', title: "Dark Forest", entryText: "Sunlight is sparse beneath the thick canopy. An old sword rests against a tree.", options: [
|
325 |
+
{ text: "Search for tracks (INT)", action: 'skillCheck', skill: 'int', difficulty: 12, successText: "You find signs of goblin passage.", failureText:"The forest floor reveals little." }
|
326 |
+
], zoneId: zoneId, items: [sword], interactables: [] };
|
327 |
+
}
|
328 |
+
|
329 |
+
function createCaveZone(zoneId) {
|
330 |
+
const group = new THREE.Group();
|
331 |
+
group.add(createGround(MAT.stone.clone().set({color: 0x555560}), 18));
|
332 |
+
const wallGeo = new THREE.SphereGeometry(12, 32, 16, 0, Math.PI*2, 0, Math.PI*0.7);
|
333 |
+
const walls = createMesh(wallGeo, MAT.stone, {y: 4});
|
334 |
+
walls.material.side = THREE.BackSide;
|
335 |
+
walls.material.receiveShadow = true; // Cave walls should receive shadow
|
336 |
+
walls.castShadow = false;
|
337 |
+
group.add(walls);
|
338 |
+
const coneGeo = new THREE.ConeGeometry(0.2, 1.0, 8);
|
339 |
+
for(let i=0; i<15; i++){
|
340 |
+
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});
|
341 |
+
group.add(st);
|
342 |
+
const sb = createMesh(coneGeo, MAT.stone, {x: (Math.random()-0.5)*16, y: 0.5, z: (Math.random()-0.5)*16});
|
343 |
+
group.add(sb);
|
344 |
+
}
|
345 |
+
// Add an item
|
346 |
+
const crystal = createMesh(itemsData["Cave Crystal"].meshGeo, itemsData["Cave Crystal"].meshMat, {x: 1, y: 0.8, z: -3});
|
347 |
+
crystal.userData = { isItem: true, itemName: "Cave Crystal" };
|
348 |
+
crystal.material.emissiveIntensity = 0.8; // Make it glow slightly
|
349 |
+
group.add(crystal);
|
350 |
+
|
351 |
+
group.visible = false;
|
352 |
+
return { group, lighting: 'cave', title: "Dim Cave", entryText: "It's dark and damp. Water drips. A crystal glimmers faintly.", options: [
|
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 |
+
function createRuinsZone(zoneId) {
|
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 |
+
function populateZoneCreators() {
|
446 |
+
const creators = [
|
447 |
+
createForestZone, createFieldZone, createCaveZone, createRuinsZone, createDesertZone, createMountainZone
|
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 |
+
// Cycle through the available creators - Customize this logic!
|
455 |
+
const creatorFunc = creators[creatorIndex % creators.length];
|
456 |
+
zoneCreators[zoneId] = () => creatorFunc(zoneId);
|
457 |
+
creatorIndex++;
|
458 |
+
}
|
459 |
+
}
|
460 |
+
console.log(`Zone creators populated for ${MAP_ROWS}x${MAP_COLS} grid.`);
|
461 |
+
}
|
462 |
+
|
463 |
+
function getZoneNeighbors(zoneId) {
|
464 |
+
const parts = zoneId.split('_');
|
465 |
+
if (parts.length !== 3 || parts[0] !== 'zone') return {};
|
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 |
+
name: "Adventurer",
|
492 |
+
stats: { hp: 25, maxHp: 25, xp: 0, str: 10, dex: 10, int: 10 }, // Added stats
|
493 |
+
inventory: [],
|
494 |
+
history: ["Game Started."] // Initialize history
|
495 |
+
};
|
496 |
+
gameState = {
|
497 |
+
currentZoneId: null,
|
498 |
+
character: JSON.parse(JSON.stringify(defaultChar))
|
499 |
+
};
|
500 |
+
populateZoneCreators();
|
501 |
+
zoneGroups = {}; // Clear existing zones if restarting
|
502 |
+
while(worldGroup.children.length > 0){
|
503 |
+
worldGroup.remove(worldGroup.children[0]);
|
504 |
+
}
|
505 |
+
// Reset placement mode if game restarts
|
506 |
+
placementMode = false;
|
507 |
+
itemToPlace = null;
|
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 |
+
console.log(`Transitioning to ${newZoneId}`);
|
519 |
+
currentMessage = ""; // Clear messages on zone change
|
520 |
+
|
521 |
+
if (gameState.currentZoneId && zoneGroups[gameState.currentZoneId]) {
|
522 |
+
zoneGroups[gameState.currentZoneId].group.visible = false;
|
523 |
+
// Remove zone-specific lights from the old group before hiding
|
524 |
+
currentLights.forEach(light => {
|
525 |
+
if (light && light.isPointLight && light.parent === zoneGroups[gameState.currentZoneId].group) {
|
526 |
+
zoneGroups[gameState.currentZoneId].group.remove(light);
|
527 |
+
}
|
528 |
+
});
|
529 |
+
}
|
530 |
+
|
531 |
+
let zoneInfo;
|
532 |
+
if (zoneGroups[newZoneId]) {
|
533 |
+
zoneInfo = zoneGroups[newZoneId];
|
534 |
+
zoneInfo.group.visible = true;
|
535 |
+
console.log(`Re-entering zone ${newZoneId}`);
|
536 |
+
logEvent(`Entered ${zoneInfo.title || newZoneId}.`);
|
537 |
+
} else {
|
538 |
+
const creator = zoneCreators[newZoneId];
|
539 |
+
if (creator) {
|
540 |
+
zoneInfo = creator();
|
541 |
+
zoneGroups[newZoneId] = zoneInfo;
|
542 |
+
worldGroup.add(zoneInfo.group);
|
543 |
+
zoneInfo.group.visible = true;
|
544 |
+
console.log(`Created and entered zone ${newZoneId}`);
|
545 |
+
logEvent(`Discovered and entered ${zoneInfo.title || newZoneId}.`);
|
546 |
+
} else {
|
547 |
+
console.error(`No creator found for zone ID: ${newZoneId}, going to fallback`);
|
548 |
+
const fallbackId = getZoneId(MAP_ROWS-1, Math.floor(MAP_COLS/2)); // Fallback start
|
549 |
+
if (!zoneGroups[fallbackId]) { // Ensure fallback exists
|
550 |
+
zoneGroups[fallbackId] = zoneCreators[fallbackId]();
|
551 |
+
worldGroup.add(zoneGroups[fallbackId].group);
|
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 |
+
previewMesh.position.y += 0.1; // Default offset
|
744 |
+
}
|
745 |
+
previewMesh.visible = true;
|
746 |
+
} else {
|
747 |
+
previewMesh.visible = false; // Hide if not pointing at ground
|
748 |
+
}
|
749 |
+
}
|
750 |
+
|
751 |
+
|
752 |
+
function placeItem(position) {
|
753 |
+
if (!placementMode || !itemToPlace) return;
|
754 |
+
|
755 |
+
const itemData = itemsData[itemToPlace];
|
756 |
+
const currentZoneGroup = zoneGroups[gameState.currentZoneId]?.group;
|
757 |
+
const zoneInfo = zoneGroups[gameState.currentZoneId];
|
758 |
+
|
759 |
+
if (!itemData || !currentZoneGroup || !zoneInfo) {
|
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 |
+
console.log(`Skill Check: ${skill.toUpperCase()} (DC ${difficulty}) | Roll: ${roll} + Stat: ${skillValue} = ${resultValue} | ${success ? 'Success' : 'Failure'}`);
|
810 |
+
|
811 |
+
return { success, roll, skillValue, resultValue };
|
812 |
+
}
|
813 |
+
|
814 |
+
|
815 |
+
// --- UI Rendering ---
|
816 |
+
|
817 |
+
function renderCurrentPageUI() {
|
818 |
+
const zoneInfo = zoneGroups[gameState.currentZoneId];
|
819 |
+
const zoneId = gameState.currentZoneId;
|
820 |
+
|
821 |
+
if (!zoneInfo) {
|
822 |
+
console.error(`No zone info loaded for ${zoneId}`);
|
823 |
+
storyTitleElement.textContent = "Error";
|
824 |
+
storyContentElement.innerHTML = currentMessage + "<p>Cannot render current zone. World broken.</p>";
|
825 |
+
choicesElement.innerHTML = `<button class="choice-button" onclick="startGame()">Restart Game</button>`; // Offer restart
|
826 |
+
updateStatsDisplay();
|
827 |
+
updateInventoryDisplay();
|
828 |
+
updateHistoryDisplay();
|
829 |
+
updateActionInfo();
|
830 |
+
return;
|
831 |
+
}
|
832 |
+
|
833 |
+
storyTitleElement.textContent = zoneInfo.title || "Unknown Zone";
|
834 |
+
// Combine current message (from actions) with the zone's entry text
|
835 |
+
storyContentElement.innerHTML = currentMessage + (zoneInfo.entryText ? `<p>${zoneInfo.entryText}</p>` : '');
|
836 |
+
choicesElement.innerHTML = ''; // Clear previous choices
|
837 |
+
|
838 |
+
// 1. Add Zone-Specific Options (including skill checks)
|
839 |
+
if (zoneInfo.options && zoneInfo.options.length > 0) {
|
840 |
+
zoneInfo.options.forEach((option, index) => {
|
841 |
+
const button = document.createElement('button');
|
842 |
+
button.classList.add('choice-button');
|
843 |
+
button.textContent = option.text;
|
844 |
+
|
845 |
+
button.onclick = () => {
|
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 ${option.targetZoneId}.`);
|
876 |
+
transitionToZone(option.targetZoneId);
|
877 |
+
return; // Stop processing
|
878 |
+
}
|
879 |
+
// Add more action types here (combat, useItem, etc.)
|
880 |
+
|
881 |
+
renderCurrentPageUI(); // Re-render UI to show the result message
|
882 |
+
};
|
883 |
+
choicesElement.appendChild(button);
|
884 |
+
});
|
885 |
+
}
|
886 |
+
|
887 |
+
// 2. Add Movement Options (Buttons)
|
888 |
+
const neighbors = getZoneNeighbors(zoneId);
|
889 |
+
const directions = {'north': 'North', 'south': 'South', 'east': 'East', 'west': 'West'};
|
890 |
+
for(const dir in neighbors) {
|
891 |
+
const neighborId = neighbors[dir];
|
892 |
+
const button = document.createElement('button');
|
893 |
+
button.classList.add('choice-button');
|
894 |
+
// Maybe get the title of the neighbor zone for a hint?
|
895 |
+
const neighborInfo = zoneGroups[neighborId] ?? zoneCreators[neighborId]?.(); // Preview or get existing
|
896 |
+
const neighborTitle = neighborInfo?.title ? ` (${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 |
+
// 3. Update other UI elements
|
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 |
+
const { hp, maxHp, xp, str, dex, int } = gameState.character.stats;
|
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> <span>STR: ${str}</span> <span>DEX: ${dex}</span> <span>INT: ${int}</span>`;
|
923 |
+
}
|
924 |
+
|
925 |
+
function updateInventoryDisplay() {
|
926 |
+
let invHtml = '<strong>Inventory:</strong> ';
|
927 |
+
if (gameState.character.inventory.length === 0) {
|
928 |
+
invHtml += '<em>Empty</em>';
|
929 |
+
} else {
|
930 |
+
// Group items
|
931 |
+
const itemCounts = gameState.character.inventory.reduce((acc, item) => {
|
932 |
+
acc[item] = (acc[item] || 0) + 1;
|
933 |
+
return acc;
|
934 |
+
}, {});
|
935 |
+
|
936 |
+
Object.entries(itemCounts).forEach(([itemName, count]) => {
|
937 |
+
const itemDef = itemsData[itemName] || { type: 'unknown', description: '???' };
|
938 |
+
const itemClass = `item-${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 |
+
if (placementMode) {
|
960 |
+
actionInfoElement.textContent = `Placement Mode ON (Placing: ${itemToPlace}). Click ground to place. Press P to cancel.`;
|
961 |
+
} else {
|
962 |
+
actionInfoElement.textContent = `Zone: ${gameState.currentZoneId || 'None'}`;
|
963 |
+
}
|
964 |
+
}
|
965 |
+
|
966 |
+
// --- Initialization ---
|
967 |
+
document.addEventListener('DOMContentLoaded', () => {
|
968 |
+
console.log("DOM Ready - Initializing Enhanced CYOA.");
|
969 |
+
try {
|
970 |
+
initThreeJS();
|
971 |
+
if (!scene || !camera || !renderer) throw new Error("Three.js failed to initialize.");
|
972 |
+
startGame(); // Start game directly
|
973 |
+
console.log("Game world initialized and started.");
|
974 |
+
} catch (error) {
|
975 |
+
console.error("Initialization failed:", error);
|
976 |
+
storyTitleElement.textContent = "Initialization Error";
|
977 |
+
storyContentElement.innerHTML = `<p style="color:red;">Failed to start game:</p><pre style="color:red; white-space: pre-wrap;">${error.stack || error}</pre>`;
|
978 |
+
if(sceneContainer) sceneContainer.innerHTML = '<p style="color:red; padding: 20px;">3D Scene Failed</p>';
|
979 |
+
document.getElementById('stats-inventory-container').style.display = 'none';
|
980 |
+
document.getElementById('choices-container').innerHTML = '<button class="choice-button" onclick="location.reload()">Reload Page</button>'; // Offer reload on critical fail
|
981 |
+
}
|
982 |
+
});
|
983 |
+
|
984 |
+
</script>
|
985 |
+
</body>
|
986 |
+
</html>
|