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index.html
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1 |
+
<!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>Procedural World - D&D Style</title>
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<style>
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/* --- Base Styles --- */
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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; }
|
10 |
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#game-container { display: flex; flex-grow: 1; overflow: hidden; }
|
11 |
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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; }
|
12 |
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#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; }
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#scene-container canvas { display: block; }
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/* --- UI Elements --- */
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16 |
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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: 25px; line-height: 1.7; flex-grow: 1; font-size: 1.1em; }
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#stats-inventory-container { margin-bottom: 25px; padding: 15px; border: 1px solid #444; border-radius: 4px; background-color: #333; font-size: 0.95em; }
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#stats-display, #inventory-display { margin-bottom: 10px; line-height: 1.8; }
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#stats-display span { display: inline-block; background-color: #484848; padding: 3px 9px; border-radius: 15px; margin: 0 8px 5px 0; border: 1px solid #6a6a6a; white-space: nowrap; box-shadow: inset 0 1px 2px rgba(0,0,0,0.3); }
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#inventory-display .item-tag { display: inline-block; background-color: #484848; padding: 3px 9px; border-radius: 15px; margin: 0 8px 5px 0; border: 1px solid #6a6a6a; white-space: nowrap; box-shadow: inset 0 1px 2px rgba(0,0,0,0.3); cursor: default; } /* No placement click */
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#stats-display strong, #inventory-display strong { color: #ccc; margin-right: 6px; }
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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-consumable { background-color: #664430; border-color: #996648;}
|
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.item-unknown { background-color: #555; border-color: #777;}
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/* --- Choices & Messages --- */
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#choices-container { margin-top: auto; padding-top: 20px; 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: 12px; }
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.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; }
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33 |
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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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36 |
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.message-failure { color: #f88; border-left-color: #a44; }
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37 |
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.message-success { color: #8f8; border-left-color: #4a4; }
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38 |
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.message-info { color: #aaa; border-left-color: #666; }
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39 |
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.message-item { color: #8bf; border-left-color: #46a; }
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40 |
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.message-combat { color: #f98; border-left-color: #c64; font-weight: bold;}
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.combat-button { background-color: #a33; border-color: #c66; color: #fff; font-weight: bold; text-align: center;}
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.combat-button:hover:not(:disabled) { background-color: #d44; border-color: #f88;}
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/* --- Action Info --- */
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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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46 |
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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 world...</p></div>
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<div id="stats-inventory-container">
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<div id="stats-display">Loading Stats...</div>
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<div id="inventory-display">Inventory: ...</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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<div id="choices">Loading...</div>
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</div>
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</div>
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</div>
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|
67 |
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<script type="importmap">
|
68 |
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{ "imports": {
|
69 |
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"three": "https://unpkg.com/[email protected]/build/three.module.js",
|
70 |
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"three/addons/": "https://unpkg.com/[email protected]/examples/jsm/"
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}}
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</script>
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|
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<script type="module">
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75 |
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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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import { FontLoader } from 'three/addons/loaders/FontLoader.js';
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import { TextGeometry } from 'three/addons/geometries/TextGeometry.js';
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79 |
+
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80 |
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console.log("Script module execution started.");
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81 |
+
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82 |
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// --- DOM Elements ---
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83 |
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const sceneContainer = document.getElementById('scene-container');
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84 |
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const storyTitleElement = document.getElementById('story-title');
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85 |
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const storyContentElement = document.getElementById('story-content');
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86 |
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const choicesElement = document.getElementById('choices');
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87 |
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const statsElement = document.getElementById('stats-display');
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88 |
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const inventoryElement = document.getElementById('inventory-display');
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const actionInfoElement = document.getElementById('action-info');
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// --- Core Three.js Variables ---
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let scene, camera, renderer, clock, controls, raycaster, mouse;
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let worldGroup = null; // Parent for all zone content
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let zoneGroups = {}; // Stores loaded zone data: { zoneId: { group, lighting, title, ... } }
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95 |
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let currentLights = [];
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96 |
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let threeFont = null; // For 3D text
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+
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// --- Game State ---
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let gameState = {}; // Initialized in startGame
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let currentMessage = ""; // Accumulates messages for UI update
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let activeTimeouts = []; // Track animation timeouts
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+
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103 |
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// --- Materials ---
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const MAT = {
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stone: new THREE.MeshStandardMaterial({ color: 0x777788, roughness: 0.85 }),
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dark_stone: new THREE.MeshStandardMaterial({ color: 0x444455, roughness: 0.9 }),
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wood: new THREE.MeshStandardMaterial({ color: 0x9F6633, roughness: 0.75 }),
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dark_wood: new THREE.MeshStandardMaterial({ color: 0x6F4E2D, roughness: 0.8 }),
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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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metal: new THREE.MeshStandardMaterial({ color: 0xaaaaaa, metalness: 0.8, roughness: 0.4 }),
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simple: new THREE.MeshStandardMaterial({ color: 0xaaaaaa, roughness: 0.8 }),
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text: new THREE.MeshBasicMaterial({ color: 0xffddaa }),
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// Zone specific themes
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ruins_stone: new THREE.MeshStandardMaterial({ color: 0x888a8f, roughness: 0.9 }),
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town_wood: new THREE.MeshStandardMaterial({ color: 0xae8a63, roughness: 0.7 }),
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town_roof: new THREE.MeshStandardMaterial({ color: 0x8b4513, roughness: 0.8 }),
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121 |
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};
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// --- Game Data ---
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const itemsData = {
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"Rusty Sword": {type:"weapon", description:"Old but sharp.", baseDamage: 3},
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"Health Potion": {type:"consumable", description:"Restores 10 HP.", effect: { hpGain: 10 }},
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"Goblin Ear": {type:"quest", description:"A gruesome trophy."},
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"Cave Crystal": {type:"unknown", description:"A faintly glowing crystal shard."},
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"Ancient Coin": {type:"unknown", description:"A worn coin from a forgotten era."}
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};
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const enemyData = {
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'goblin': { name: "Goblin", hp: 8, defense: 11, attackDamage: 2, xp: 15, drops: ["Goblin Ear", "Health Potion"] },
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'skeleton': { name: "Skeleton", hp: 10, defense: 12, attackDamage: 3, xp: 20, drops: ["Ancient Coin"] },
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'spider': { name: "Giant Spider", hp: 12, defense: 13, attackDamage: 3, xp: 25, drops: ["Cave Crystal"] }
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136 |
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};
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const zoneCreators = {};
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const MAP_ROWS = 3;
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const MAP_COLS = 4;
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+
|
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// --- Core Functions ---
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function initThreeJS() {
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console.log("initThreeJS started.");
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scene = new THREE.Scene();
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scene.background = new THREE.Color(0x1a1a1a);
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clock = new THREE.Clock();
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raycaster = new THREE.Raycaster();
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mouse = new THREE.Vector2();
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worldGroup = new THREE.Group();
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scene.add(worldGroup);
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const width = sceneContainer.clientWidth || 300;
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const height = sceneContainer.clientHeight || 200;
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camera = new THREE.PerspectiveCamera(60, width / height, 0.1, 1000);
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camera.position.set(0, 8, 15); // Start slightly further back/higher
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renderer = new THREE.WebGLRenderer({ antialias: true });
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renderer.setSize(width, height);
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renderer.shadowMap.enabled = true;
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renderer.shadowMap.type = THREE.PCFSoftShadowMap;
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sceneContainer.appendChild(renderer.domElement);
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controls = new OrbitControls(camera, renderer.domElement);
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controls.enableDamping = true;
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controls.dampingFactor = 0.1;
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controls.target.set(0, 1, 0);
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controls.maxPolarAngle = Math.PI / 2 - 0.05;
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controls.minDistance = 3;
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controls.maxDistance = 50;
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+
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173 |
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window.addEventListener('resize', onWindowResize, false);
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174 |
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renderer.domElement.addEventListener('click', onMouseClick, false);
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175 |
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setTimeout(onWindowResize, 100);
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animate();
|
177 |
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console.log("initThreeJS finished successfully.");
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178 |
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}
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function loadFontAndStart() {
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console.log("Loading font...");
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const loader = new FontLoader();
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loader.load('https://unpkg.com/[email protected]/examples/fonts/helvetiker_regular.typeface.json', function (font) {
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threeFont = font;
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console.log("Font loaded.");
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startGame();
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}, undefined, function (error) {
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console.error('Font loading failed:', error);
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storyTitleElement.textContent = "Font Load Error";
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storyContentElement.innerHTML = `<p class="message message-failure">Could not load required font. Combat text disabled.</p>`;
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startGame(); // Start anyway, but combat text won't work
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});
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193 |
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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 || 300;
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const height = sceneContainer.clientHeight || 200;
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if (width > 0 && height > 0) {
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camera.aspect = width / height;
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camera.updateProjectionMatrix();
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renderer.setSize(width, height);
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}
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}
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function onMouseClick( event ) {
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// Currently only used for picking up items
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pickupItem();
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}
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function animate() {
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requestAnimationFrame(animate);
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const delta = clock.getDelta();
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const time = clock.getElapsedTime();
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controls.update();
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// Animate objects within the *currently visible* zone group
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if (gameState.currentZoneId && zoneGroups[gameState.currentZoneId]) {
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zoneGroups[gameState.currentZoneId].group.traverse(obj => {
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220 |
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if (obj.userData.update) obj.userData.update(time, delta);
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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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// --- Geometry/Mesh Helpers ---
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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}) {
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const mesh = new THREE.Mesh(geometry, material);
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mesh.position.set(pos.x, pos.y, pos.z);
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mesh.rotation.set(rot.x, rot.y, rot.z);
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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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}
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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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// --- Procedural Structure Helpers ---
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247 |
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function createTowerSegment(radius = 1, height = 2, material = MAT.stone) {
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const geo = new THREE.CylinderGeometry(radius, radius, height, 8);
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249 |
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return createMesh(geo, material, {y: height/2});
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}
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251 |
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252 |
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function createWallSection(width = 4, height = 2.5, depth = 0.5, material = MAT.stone) {
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253 |
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const geo = new THREE.BoxGeometry(width, height, depth);
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254 |
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return createMesh(geo, material, {y: height/2});
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}
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function createSimpleHouse(width=3, height=2, depth=4, woodMat=MAT.town_wood, roofMat=MAT.town_roof) {
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const group = new THREE.Group();
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const wallGeo = new THREE.BoxGeometry(width, height, depth);
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260 |
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const walls = createMesh(wallGeo, woodMat, {y: height/2});
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group.add(walls);
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const roofGeo = new THREE.ConeGeometry(Math.max(width, depth) * 0.7, height * 0.6, 4); // Pyramid roof
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const roof = createMesh(roofGeo, roofMat, {y: height + height*0.3});
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roof.rotation.y = Math.PI / 4; // Align edges
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group.add(roof);
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return group;
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267 |
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}
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269 |
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// --- Lighting ---
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270 |
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function setupLighting(type = 'default') {
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console.log(`Setting up lighting for type: ${type}`);
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272 |
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currentLights.forEach(light => {
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273 |
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if (light && light.parent) light.parent.remove(light);
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274 |
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if (light && scene.children.includes(light)) scene.remove(light);
|
275 |
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});
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276 |
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currentLights = [];
|
277 |
+
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278 |
+
let ambientIntensity = 0.4;
|
279 |
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let dirIntensity = 0.9;
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280 |
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let dirColor = 0xffffff;
|
281 |
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let dirPosition = new THREE.Vector3(10, 15, 8);
|
282 |
+
|
283 |
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if (type === 'forest') { ambientIntensity = 0.3; dirIntensity = 0.7; dirColor = 0xccffcc; dirPosition = new THREE.Vector3(5, 10, 5); }
|
284 |
+
if (type === 'cave') { ambientIntensity = 0.15; dirIntensity = 0; } // Rely on point light
|
285 |
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if (type === 'ruins') { ambientIntensity = 0.35; dirIntensity = 0.6; dirColor = 0xaaaaff; dirPosition = new THREE.Vector3(-8, 12, -5); }
|
286 |
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if (type === 'town') { ambientIntensity = 0.5; dirIntensity = 1.0; dirColor = 0xffeedd; dirPosition = new THREE.Vector3(12, 18, 10); }
|
287 |
+
|
288 |
+
const ambientLight = new THREE.AmbientLight(0xffffff, ambientIntensity);
|
289 |
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scene.add(ambientLight);
|
290 |
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currentLights.push(ambientLight);
|
291 |
+
|
292 |
+
if (dirIntensity > 0) {
|
293 |
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const directionalLight = new THREE.DirectionalLight(dirColor, dirIntensity);
|
294 |
+
directionalLight.position.copy(dirPosition);
|
295 |
+
directionalLight.castShadow = true;
|
296 |
+
directionalLight.shadow.mapSize.set(1024, 1024);
|
297 |
+
directionalLight.shadow.camera.near = 0.5; directionalLight.shadow.camera.far = 50;
|
298 |
+
const sb = 25; // Wider shadow area for larger zones
|
299 |
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directionalLight.shadow.camera.left = -sb; directionalLight.shadow.camera.right = sb;
|
300 |
+
directionalLight.shadow.camera.top = sb; directionalLight.shadow.camera.bottom = -sb;
|
301 |
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directionalLight.shadow.bias = -0.0005;
|
302 |
+
scene.add(directionalLight);
|
303 |
+
currentLights.push(directionalLight);
|
304 |
+
}
|
305 |
+
if (type === 'cave') {
|
306 |
+
const ptLight = new THREE.PointLight(0xffaa55, 1.5, 15, 1.5); // Increased range/decay
|
307 |
+
ptLight.position.set(0, 3, 0);
|
308 |
+
ptLight.castShadow = true;
|
309 |
+
ptLight.shadow.mapSize.set(512, 512);
|
310 |
+
currentLights.push(ptLight); // Will be added to group later
|
311 |
+
}
|
312 |
+
console.log(`Lighting setup complete. Lights tracked: ${currentLights.length}`);
|
313 |
+
}
|
314 |
+
|
315 |
+
// --- Zone Creation Functions (Enhanced) ---
|
316 |
+
function createFieldZone(zoneId) {
|
317 |
+
console.log(`Creating zone: ${zoneId} (Field)`);
|
318 |
+
const group = new THREE.Group();
|
319 |
+
group.add(createGround(MAT.grass, 40)); // Larger zone
|
320 |
+
const rockGeo = new THREE.IcosahedronGeometry(0.5 + Math.random()*0.8, 0);
|
321 |
+
for(let i=0; i<8; i++) {
|
322 |
+
const rock = createMesh(rockGeo, MAT.stone, {x: (Math.random()-0.5)*35, y:0.4, z: (Math.random()-0.5)*35});
|
323 |
+
rock.rotation.set(Math.random(), Math.random(), Math.random());
|
324 |
+
group.add(rock);
|
325 |
+
}
|
326 |
+
// Add a simple floating/bobbing animation to rocks
|
327 |
+
group.children.filter(c=>c.geometry.type === 'IcosahedronGeometry').forEach(rock => {
|
328 |
+
rock.userData.startY = rock.position.y;
|
329 |
+
rock.userData.update = (time) => {
|
330 |
+
rock.position.y = rock.userData.startY + Math.sin(time * 1.5 + rock.id * 0.5) * 0.1; // Bobbing
|
331 |
+
};
|
332 |
+
});
|
333 |
+
group.visible = false;
|
334 |
+
return { group, lighting: 'default', title: "Rolling Fields", entryText: `The wind whispers through the tall grass of zone ${zoneId}. Scattered boulders dot the landscape.`, options: [], zoneId: zoneId };
|
335 |
+
}
|
336 |
+
|
337 |
+
function createForestZone(zoneId) {
|
338 |
+
console.log(`Creating zone: ${zoneId} (Forest)`);
|
339 |
+
const group = new THREE.Group();
|
340 |
+
group.add(createGround(MAT.ground, 40));
|
341 |
+
const trunkGeo = new THREE.CylinderGeometry(0.2, 0.3, 4 + Math.random()*2, 8);
|
342 |
+
const leafGeo = new THREE.SphereGeometry(1.5 + Math.random(), 8, 6);
|
343 |
+
for(let i=0; i<35; i++) { // Denser forest
|
344 |
+
const x = (Math.random() - 0.5) * 38;
|
345 |
+
const z = (Math.random() - 0.5) * 38;
|
346 |
+
if(Math.sqrt(x*x+z*z) < 1) continue;
|
347 |
+
const tree = new THREE.Group();
|
348 |
+
const trunkHeight = 4 + Math.random()*2;
|
349 |
+
const trunk = createMesh(trunkGeo.clone().scale(1, trunkHeight/4, 1), MAT.wood, {y: trunkHeight/2}); // Scale trunk height
|
350 |
+
const leaves = createMesh(leafGeo.clone().scale(1+Math.random()*0.3, 1+Math.random()*0.3, 1+Math.random()*0.3), MAT.leaf, {y: trunkHeight + 0.5});
|
351 |
+
tree.add(trunk); tree.add(leaves);
|
352 |
+
tree.position.set(x, 0, z);
|
353 |
+
tree.rotation.y = Math.random() * Math.PI * 2;
|
354 |
+
// Add subtle sway animation
|
355 |
+
tree.userData.swaySpeed = 0.1 + Math.random() * 0.1;
|
356 |
+
tree.userData.swayAmount = 0.005 + Math.random() * 0.005;
|
357 |
+
tree.userData.update = (time) => {
|
358 |
+
tree.rotation.z = Math.sin(time * tree.userData.swaySpeed + tree.position.x) * tree.userData.swayAmount;
|
359 |
+
tree.rotation.x = Math.cos(time * tree.userData.swaySpeed * 0.7 + tree.position.z) * tree.userData.swayAmount;
|
360 |
+
};
|
361 |
+
group.add(tree);
|
362 |
+
}
|
363 |
+
group.visible = false;
|
364 |
+
return { group, lighting: 'forest', title: "Deep Forest", entryText: `Ancient trees form a dense canopy overhead in ${zoneId}. Strange sounds echo.`, options: [{text: "Search for Goblin Tracks", action: "triggerCombat", enemy: "goblin"}], zoneId: zoneId };
|
365 |
+
}
|
366 |
+
|
367 |
+
function createCaveZone(zoneId) {
|
368 |
+
console.log(`Creating zone: ${zoneId} (Cave)`);
|
369 |
+
const group = new THREE.Group();
|
370 |
+
group.add(createGround(MAT.stone.clone().set({color: 0x4a4a55}), 25)); // Darker floor
|
371 |
+
const wallGeo = new THREE.SphereGeometry(15, 32, 16, 0, Math.PI*2, 0, Math.PI*0.8); // Larger cave
|
372 |
+
const walls = createMesh(wallGeo, MAT.dark_stone, {y: 5});
|
373 |
+
walls.material.side = THREE.BackSide;
|
374 |
+
group.add(walls);
|
375 |
+
const coneGeo = new THREE.ConeGeometry(0.1 + Math.random()*0.2, 0.8 + Math.random()*1.5, 8); // Stalactites/mites
|
376 |
+
for(let i=0; i<25; i++){
|
377 |
+
const x = (Math.random()-0.5)*22;
|
378 |
+
const z = (Math.random()-0.5)*22;
|
379 |
+
const yUp = 7 + Math.random()*3;
|
380 |
+
const yDown = 0.5 + Math.random();
|
381 |
+
if (Math.random() > 0.5) group.add(createMesh(coneGeo.clone(), MAT.dark_stone, {x:x, y:yUp, z:z}, {x:Math.PI})); // Stalactite
|
382 |
+
if (Math.random() > 0.5) group.add(createMesh(coneGeo.clone(), MAT.dark_stone, {x:x, y:yDown, z:z})); // Stalagmite
|
383 |
+
}
|
384 |
+
// Add glowing crystals
|
385 |
+
const crystalGeo = new THREE.IcosahedronGeometry(0.3 + Math.random()*0.2, 0);
|
386 |
+
for(let i=0; i<5; i++) {
|
387 |
+
const crystal = createMesh(crystalGeo, MAT.simple.clone().set({color:0xaaaaff, emissive: 0x4444ff, emissiveIntensity: 0.8}),
|
388 |
+
{x: (Math.random()-0.5)*15, y:0.3 + Math.random()*2, z: (Math.random()-0.5)*15}
|
389 |
+
);
|
390 |
+
crystal.userData = { isPickupable: true, itemName: "Cave Crystal", description: "A faintly glowing crystal shard."};
|
391 |
+
// Add pulsing animation
|
392 |
+
crystal.userData.baseScale = 1.0;
|
393 |
+
crystal.userData.update = (time) => {
|
394 |
+
const scale = crystal.userData.baseScale + Math.sin(time * 2 + crystal.id) * 0.1;
|
395 |
+
crystal.scale.set(scale, scale, scale);
|
396 |
+
};
|
397 |
+
group.add(crystal);
|
398 |
+
}
|
399 |
+
group.visible = false;
|
400 |
+
return { group, lighting: 'cave', title: "Echoing Cave", entryText: `Water drips in the darkness of ${zoneId}. Strange crystals pulse with faint light.`, options: [{text: "Disturb Spider Nest", action: "triggerCombat", enemy: "spider"}], zoneId: zoneId };
|
401 |
+
}
|
402 |
+
|
403 |
+
function createRuinsZone(zoneId) {
|
404 |
+
console.log(`Creating zone: ${zoneId} (Ruins)`);
|
405 |
+
const group = new THREE.Group();
|
406 |
+
group.add(createGround(MAT.dirt, 35));
|
407 |
+
// Stacked walls/pillars
|
408 |
+
for(let i=0; i<12; i++) {
|
409 |
+
const stackHeight = Math.floor(1 + Math.random() * 3); // 1 to 3 segments high
|
410 |
+
const basePos = {x: (Math.random()-0.5)*30, y:0, z: (Math.random()-0.5)*30};
|
411 |
+
const rotY = Math.random() * Math.PI;
|
412 |
+
for (let j=0; j<stackHeight; j++) {
|
413 |
+
const width = 1 + Math.random();
|
414 |
+
const height = 0.8 + Math.random() * 0.4;
|
415 |
+
const depth = 1 + Math.random();
|
416 |
+
const segmentGeo = new THREE.BoxGeometry(width, height, depth);
|
417 |
+
const segment = createMesh(segmentGeo, MAT.ruins_stone,
|
418 |
+
{x: basePos.x, y: basePos.y + height/2, z: basePos.z},
|
419 |
+
{x:(Math.random()-0.5)*0.1, y: rotY + (Math.random()-0.5)*0.1, z:(Math.random()-0.5)*0.1} // Slight random tilt
|
420 |
+
);
|
421 |
+
group.add(segment);
|
422 |
+
basePos.y += height; // Move up for next segment
|
423 |
+
}
|
424 |
+
}
|
425 |
+
group.visible = false;
|
426 |
+
return { group, lighting: 'ruins', title: "Ancient Ruins", entryText: `The wind howls through the skeletal remains of ${zoneId}. Broken stones lie everywhere.`, options: [{text: "Disturb Grave", action: "triggerCombat", enemy: "skeleton"}], zoneId: zoneId };
|
427 |
+
}
|
428 |
+
|
429 |
+
function createTownZone(zoneId) { // New Zone Type
|
430 |
+
console.log(`Creating zone: ${zoneId} (Town)`);
|
431 |
+
const group = new THREE.Group();
|
432 |
+
group.add(createGround(MAT.dirt.clone().set({color: 0xaa8866}), 30)); // Packed earth/cobble look
|
433 |
+
for(let i=0; i<10; i++) {
|
434 |
+
const house = createSimpleHouse(
|
435 |
+
2 + Math.random()*2, // width
|
436 |
+
1.8 + Math.random()*0.5, // height
|
437 |
+
3 + Math.random()*2, // depth
|
438 |
+
MAT.town_wood, MAT.town_roof
|
439 |
+
);
|
440 |
+
house.position.set((Math.random()-0.5)*25, 0, (Math.random()-0.5)*25);
|
441 |
+
house.rotation.y = Math.floor(Math.random()*4) * Math.PI / 2 + (Math.random()-0.5)*0.1; // Align roughly to grid + tilt
|
442 |
+
group.add(house);
|
443 |
+
}
|
444 |
+
// Add a central well (example of combining primitives)
|
445 |
+
const wellBaseGeo = new THREE.CylinderGeometry(0.8, 0.8, 0.5, 12);
|
446 |
+
const wellBase = createMesh(wellBaseGeo, MAT.stone, {y: 0.25});
|
447 |
+
group.add(wellBase);
|
448 |
+
const wellWallGeo = new THREE.CylinderGeometry(0.7, 0.6, 1.0, 12);
|
449 |
+
const wellWall = createMesh(wellWallGeo, MAT.stone, {y: 0.5 + 0.5});
|
450 |
+
group.add(wellWall);
|
451 |
+
|
452 |
+
group.visible = false;
|
453 |
+
return { group, lighting: 'town', title: "Small Settlement", entryText: `You arrive at the small settlement in ${zoneId}. Smoke curls from a few chimneys.`, options: [{text:"Talk to Villager (TBC)", action:"talk"}], zoneId: zoneId };
|
454 |
+
}
|
455 |
+
|
456 |
+
function getZoneId(row, col) { return `zone_${row}_${col}`; }
|
457 |
+
|
458 |
+
function populateZoneCreators() {
|
459 |
+
console.log("Populating zone creators...");
|
460 |
+
// zoneCreators = {}; // Removed const error
|
461 |
+
for (let r = 0; r < MAP_ROWS; r++) {
|
462 |
+
for (let c = 0; c < MAP_COLS; c++) {
|
463 |
+
const zoneId = getZoneId(r, c);
|
464 |
+
let creatorFunc;
|
465 |
+
// More varied pattern
|
466 |
+
if (r === 0 && c === 0) creatorFunc = createCaveZone;
|
467 |
+
else if (r === 0) creatorFunc = createForestZone;
|
468 |
+
else if (r === 1 && c === 1) creatorFunc = createTownZone; // Add town
|
469 |
+
else if (r === 1 && c === 3) creatorFunc = createRuinsZone;
|
470 |
+
else if (r === 2 && c === 0) creatorFunc = createRuinsZone;
|
471 |
+
else if (r === 2 && c === 3) creatorFunc = createCaveZone;
|
472 |
+
else creatorFunc = createFieldZone; // Default to field
|
473 |
+
|
474 |
+
zoneCreators[zoneId] = () => creatorFunc(zoneId);
|
475 |
+
}
|
476 |
+
}
|
477 |
+
console.log(`Zone creators populated with ${Object.keys(zoneCreators).length} entries.`);
|
478 |
+
}
|
479 |
+
|
480 |
+
function getZoneNeighbors(zoneId) {
|
481 |
+
const parts = zoneId.split('_');
|
482 |
+
if (parts.length !== 3) return {};
|
483 |
+
const r = parseInt(parts[1]);
|
484 |
+
const c = parseInt(parts[2]);
|
485 |
+
const neighbors = {};
|
486 |
+
if (r > 0 && zoneCreators[getZoneId(r - 1, c)]) neighbors.north = getZoneId(r - 1, c);
|
487 |
+
if (r < MAP_ROWS - 1 && zoneCreators[getZoneId(r + 1, c)]) neighbors.south = getZoneId(r + 1, c);
|
488 |
+
if (c > 0 && zoneCreators[getZoneId(r, c - 1)]) neighbors.west = getZoneId(r, c - 1);
|
489 |
+
if (c < MAP_COLS - 1 && zoneCreators[getZoneId(r, c + 1)]) neighbors.east = getZoneId(r, c + 1);
|
490 |
+
return neighbors;
|
491 |
+
}
|
492 |
+
|
493 |
+
function startGame() {
|
494 |
+
console.log("startGame called.");
|
495 |
+
const defaultChar = {
|
496 |
+
name: "Player",
|
497 |
+
stats: { hp: 20, maxHp: 20, xp: 0, strength: 10, dexterity: 10, constitution: 10, intelligence: 10, wisdom: 10, charisma: 10 }, // Added D&D stats
|
498 |
+
inventory: []
|
499 |
+
};
|
500 |
+
gameState = {
|
501 |
+
currentZoneId: null,
|
502 |
+
character: JSON.parse(JSON.stringify(defaultChar)),
|
503 |
+
combat: null // Reset combat state
|
504 |
+
};
|
505 |
+
populateZoneCreators();
|
506 |
+
zoneGroups = {};
|
507 |
+
while(worldGroup.children.length > 0){
|
508 |
+
worldGroup.remove(worldGroup.children[0]);
|
509 |
+
}
|
510 |
+
console.log("Starting new game state:", gameState);
|
511 |
+
transitionToZone(getZoneId(1, 1)); // Start in center
|
512 |
+
console.log("startGame finished.");
|
513 |
+
}
|
514 |
+
|
515 |
+
function transitionToZone(newZoneId) {
|
516 |
+
console.log(`Attempting transition to ${newZoneId}`);
|
517 |
+
currentMessage = "";
|
518 |
+
gameState.combat = null; // End combat on zone change
|
519 |
+
|
520 |
+
if (gameState.currentZoneId && zoneGroups[gameState.currentZoneId]) {
|
521 |
+
console.log(`Hiding old zone: ${gameState.currentZoneId}`);
|
522 |
+
zoneGroups[gameState.currentZoneId].group.visible = false;
|
523 |
+
} else {
|
524 |
+
console.log("No current zone to hide.");
|
525 |
+
}
|
526 |
+
|
527 |
+
let zoneInfo;
|
528 |
+
if (zoneGroups[newZoneId]) {
|
529 |
+
zoneInfo = zoneGroups[newZoneId];
|
530 |
+
zoneInfo.group.visible = true;
|
531 |
+
console.log(`Re-entering cached zone ${newZoneId}`);
|
532 |
+
} else {
|
533 |
+
const creator = zoneCreators[newZoneId];
|
534 |
+
if (creator) {
|
535 |
+
try {
|
536 |
+
zoneInfo = creator();
|
537 |
+
zoneGroups[newZoneId] = zoneInfo;
|
538 |
+
worldGroup.add(zoneInfo.group);
|
539 |
+
zoneInfo.group.visible = true;
|
540 |
+
console.log(`Created and entered new zone ${newZoneId}`);
|
541 |
+
} catch (creationError) {
|
542 |
+
console.error(`Error creating zone ${newZoneId}:`, creationError);
|
543 |
+
currentMessage = `<p class="message message-failure">Error creating zone ${newZoneId}.</p>`;
|
544 |
+
renderCurrentPageUI(); return;
|
545 |
+
}
|
546 |
+
} else {
|
547 |
+
console.error(`No creator found for zone ID: ${newZoneId}, critical error.`);
|
548 |
+
currentMessage = `<p class="message message-failure">Error: Zone creator missing for ${newZoneId}. Cannot proceed.</p>`;
|
549 |
+
storyTitleElement.textContent = "Fatal Error"; storyContentElement.innerHTML = currentMessage; choicesElement.innerHTML = ''; return;
|
550 |
+
}
|
551 |
+
}
|
552 |
+
|
553 |
+
gameState.currentZoneId = newZoneId;
|
554 |
+
setupLighting(zoneInfo.lighting || 'default');
|
555 |
+
|
556 |
+
// Add tracked point lights to the current zone group
|
557 |
+
const currentZoneGroup = zoneInfo.group;
|
558 |
+
currentLights.forEach(light => {
|
559 |
+
if (light && light.isPointLight && zoneInfo.lighting === 'cave') { // Only add point lights to caves
|
560 |
+
if(light.parent) light.parent.remove(light);
|
561 |
+
currentZoneGroup.add(light);
|
562 |
+
console.log("Added point light to cave group:", newZoneId);
|
563 |
+
} else if (light && !light.isPointLight && !light.parent) { // Ensure ambient/directional are in main scene
|
564 |
+
scene.add(light);
|
565 |
+
}
|
566 |
+
});
|
567 |
+
|
568 |
+
camera.position.set(0, 8, 15); // Reset camera view slightly higher
|
569 |
+
controls.target.set(0, 1, 0);
|
570 |
+
controls.update();
|
571 |
+
|
572 |
+
console.log(`Transition to ${newZoneId} complete. Rendering UI.`);
|
573 |
+
renderCurrentPageUI();
|
574 |
+
}
|
575 |
+
|
576 |
+
|
577 |
+
function renderCurrentPageUI() {
|
578 |
+
console.log(`renderCurrentPageUI for zone: ${gameState.currentZoneId}`);
|
579 |
+
const zoneInfo = zoneGroups[gameState.currentZoneId];
|
580 |
+
const zoneId = gameState.currentZoneId;
|
581 |
+
|
582 |
+
if (!storyTitleElement || !storyContentElement || !choicesElement || !statsElement || !inventoryElement || !actionInfoElement) {
|
583 |
+
console.error("Crucial UI element missing!"); return;
|
584 |
+
}
|
585 |
+
if (!zoneInfo || !zoneInfo.group) {
|
586 |
+
console.error(`No zone info/group for ${zoneId}`);
|
587 |
+
storyTitleElement.textContent = "Error"; storyContentElement.innerHTML = currentMessage + "<p>Cannot render zone data.</p>";
|
588 |
+
choicesElement.innerHTML = `<button class="choice-button" onclick="transitionToZoneWrapper('${getZoneId(1, 1)}')">Return to Start</button>`;
|
589 |
+
updateStatsDisplay(); updateInventoryDisplay(); updateActionInfo(); return;
|
590 |
+
}
|
591 |
+
|
592 |
+
storyTitleElement.textContent = zoneInfo.title || "Unknown Zone";
|
593 |
+
storyContentElement.innerHTML = currentMessage + (zoneInfo.entryText ? `<p>${zoneInfo.entryText}</p>` : '');
|
594 |
+
choicesElement.innerHTML = '';
|
595 |
+
|
596 |
+
// --- Navigation Buttons (Always Show, Disable if no neighbor) ---
|
597 |
+
const neighbors = getZoneNeighbors(zoneId);
|
598 |
+
const directions = {'north': 'North', 'south': 'South', 'east': 'East', 'west': 'West'};
|
599 |
+
console.log("Adding neighbor buttons:", neighbors);
|
600 |
+
for(const dir in directions) {
|
601 |
+
const neighborId = neighbors[dir];
|
602 |
+
const button = document.createElement('button');
|
603 |
+
button.classList.add('choice-button');
|
604 |
+
button.textContent = `Go ${directions[dir]}`;
|
605 |
+
if (neighborId) {
|
606 |
+
button.addEventListener('click', () => transitionToZone(neighborId));
|
607 |
+
} else {
|
608 |
+
button.disabled = true; // Disable if no neighbor in this direction
|
609 |
+
}
|
610 |
+
choicesElement.appendChild(button);
|
611 |
+
}
|
612 |
+
|
613 |
+
// --- Zone Specific Action Buttons ---
|
614 |
+
if (zoneInfo.options && zoneInfo.options.length > 0) {
|
615 |
+
console.log("Adding zone specific options");
|
616 |
+
zoneInfo.options.forEach(option => {
|
617 |
+
const button = document.createElement('button');
|
618 |
+
button.classList.add('choice-button');
|
619 |
+
if (option.action === 'triggerCombat') { // Style combat buttons differently
|
620 |
+
button.classList.add('combat-button');
|
621 |
+
}
|
622 |
+
button.textContent = option.text;
|
623 |
+
button.addEventListener('click', () => handleZoneAction(option));
|
624 |
+
choicesElement.appendChild(button);
|
625 |
+
});
|
626 |
+
}
|
627 |
+
|
628 |
+
// --- Combat UI ---
|
629 |
+
if (gameState.combat?.active) {
|
630 |
+
choicesElement.innerHTML += `
|
631 |
+
<div id="combat-ui">
|
632 |
+
<p class="message message-combat">Combat vs ${gameState.combat.enemyName}! (Enemy HP: ${gameState.combat.enemyHp})</p>
|
633 |
+
<button class="choice-button combat-button" onclick="handleCombatAction('attack')">Roll to Attack!</button>
|
634 |
+
</div>`;
|
635 |
+
}
|
636 |
+
|
637 |
+
if (choicesElement.innerHTML === '') { // Check if empty after adding everything
|
638 |
+
choicesElement.innerHTML = '<p><i>No exits or actions defined here yet.</i></p>';
|
639 |
+
}
|
640 |
+
|
641 |
+
console.log("Updating stats, inventory, action info...");
|
642 |
+
updateStatsDisplay();
|
643 |
+
updateInventoryDisplay();
|
644 |
+
updateActionInfo();
|
645 |
+
console.log("renderCurrentPageUI finished.");
|
646 |
+
}
|
647 |
+
|
648 |
+
// Wrapper for potential inline use later (though addEventListener is preferred)
|
649 |
+
function transitionToZoneWrapper(zoneId) { transitionToZone(zoneId); }
|
650 |
+
window.transitionToZoneWrapper = transitionToZoneWrapper;
|
651 |
+
|
652 |
+
function handleZoneAction(option) {
|
653 |
+
console.log("Handling zone action:", option);
|
654 |
+
if (option.action === 'triggerCombat' && option.enemy) {
|
655 |
+
startCombat(option.enemy);
|
656 |
+
} else {
|
657 |
+
currentMessage = `<p class="message message-info">Action '${option.action || option.text}' not fully implemented yet.</p>`;
|
658 |
+
renderCurrentPageUI(); // Re-render to show message
|
659 |
+
}
|
660 |
+
}
|
661 |
+
window.handleZoneAction = handleZoneAction; // Make accessible
|
662 |
+
|
663 |
+
function updateStatsDisplay() {
|
664 |
+
if (!gameState.character || !statsElement) return;
|
665 |
+
const { hp, maxHp, xp, strength, dexterity, constitution, intelligence, wisdom, charisma } = gameState.character.stats;
|
666 |
+
const hpColor = hp / maxHp < 0.3 ? '#f88' : (hp / maxHp < 0.6 ? '#fd5' : '#8f8');
|
667 |
+
// Calculate basic modifiers (D&D style)
|
668 |
+
const strMod = Math.floor((strength - 10) / 2);
|
669 |
+
const dexMod = Math.floor((dexterity - 10) / 2);
|
670 |
+
const conMod = Math.floor((constitution - 10) / 2);
|
671 |
+
const intMod = Math.floor((intelligence - 10) / 2);
|
672 |
+
const wisMod = Math.floor((wisdom - 10) / 2);
|
673 |
+
const chaMod = Math.floor((charisma - 10) / 2);
|
674 |
+
|
675 |
+
statsElement.innerHTML = `<strong>Stats:</strong>
|
676 |
+
<span style="color:${hpColor}">HP: ${hp}/${maxHp}</span> <span>XP: ${xp}</span><br>
|
677 |
+
<span>Str: ${strength} (${strMod>=0?'+':''}${strMod})</span>
|
678 |
+
<span>Dex: ${dexterity} (${dexMod>=0?'+':''}${dexMod})</span>
|
679 |
+
<span>Con: ${constitution} (${conMod>=0?'+':''}${conMod})</span>
|
680 |
+
<span>Int: ${intelligence} (${intMod>=0?'+':''}${intMod})</span>
|
681 |
+
<span>Wis: ${wisdom} (${wisMod>=0?'+':''}${wisMod})</span>
|
682 |
+
<span>Cha: ${charisma} (${chaMod>=0?'+':''}${chaMod})</span>`;
|
683 |
+
}
|
684 |
+
|
685 |
+
function updateInventoryDisplay() {
|
686 |
+
if (!gameState.character || !inventoryElement) return;
|
687 |
+
let invHtml = '<strong>Inventory:</strong> ';
|
688 |
+
if (gameState.character.inventory.length === 0) {
|
689 |
+
invHtml += '<em>Empty</em>';
|
690 |
+
} else {
|
691 |
+
gameState.character.inventory.forEach(item => {
|
692 |
+
const itemDef = itemsData[item] || { type: 'unknown', description: '???' };
|
693 |
+
const itemClass = `item-${itemDef.type || 'unknown'}`;
|
694 |
+
invHtml += `<span class="item-tag ${itemClass}" title="${itemDef.description}">${item}</span>`;
|
695 |
+
});
|
696 |
+
}
|
697 |
+
inventoryElement.innerHTML = invHtml;
|
698 |
+
// No placement listeners needed now
|
699 |
+
}
|
700 |
+
|
701 |
+
function updateActionInfo() {
|
702 |
+
if (!actionInfoElement || !gameState ) return;
|
703 |
+
const mode = gameState.combat?.active ? "Combat" : "Explore";
|
704 |
+
actionInfoElement.textContent = `Zone: ${gameState.currentZoneId || 'None'} | Mode: ${mode}`;
|
705 |
+
}
|
706 |
+
|
707 |
+
// --- Combat & Item Functions ---
|
708 |
+
function startCombat(enemyTypeId) {
|
709 |
+
const enemyBase = enemyData[enemyTypeId];
|
710 |
+
if (!enemyBase) {
|
711 |
+
console.error("Unknown enemy type:", enemyTypeId);
|
712 |
+
currentMessage = `<p class="message message-failure">Error: Unknown enemy encountered!</p>`;
|
713 |
+
renderCurrentPageUI();
|
714 |
+
return;
|
715 |
+
}
|
716 |
+
gameState.combat = {
|
717 |
+
active: true,
|
718 |
+
enemyId: enemyTypeId,
|
719 |
+
enemyName: enemyBase.name,
|
720 |
+
enemyHp: enemyBase.hp,
|
721 |
+
enemyMaxHp: enemyBase.hp, // Store max HP
|
722 |
+
enemyDefense: enemyBase.defense,
|
723 |
+
enemyDamage: enemyBase.attackDamage,
|
724 |
+
enemyXp: enemyBase.xp,
|
725 |
+
enemyDrops: enemyBase.drops || []
|
726 |
+
};
|
727 |
+
currentMessage = `<p class="message message-combat">A wild ${enemyBase.name} appears!</p>`;
|
728 |
+
renderCurrentPageUI();
|
729 |
+
}
|
730 |
+
|
731 |
+
function handleCombatAction(action) {
|
732 |
+
if (!gameState.combat?.active) return;
|
733 |
+
currentMessage = ""; // Clear previous combat messages
|
734 |
+
|
735 |
+
if (action === 'attack') {
|
736 |
+
// --- Player Turn ---
|
737 |
+
const roll = Math.floor(Math.random() * 20) + 1;
|
738 |
+
const attackBonus = Math.floor((gameState.character.stats.strength - 10) / 2); // Simple STR mod
|
739 |
+
const totalAttack = roll + attackBonus;
|
740 |
+
const hit = totalAttack >= gameState.combat.enemyDefense;
|
741 |
+
|
742 |
+
displayDiceRoll(roll, hit); // Show the dice roll visually
|
743 |
+
|
744 |
+
if (hit) {
|
745 |
+
const weapon = gameState.character.inventory.find(i => itemsData[i]?.type === 'weapon');
|
746 |
+
const baseDamage = itemsData[weapon]?.baseDamage || 1; // Use weapon or 1
|
747 |
+
const damageRoll = Math.max(1, Math.floor(Math.random() * baseDamage) + 1 + attackBonus); // Add STR mod to damage
|
748 |
+
gameState.combat.enemyHp -= damageRoll;
|
749 |
+
currentMessage += `<p class="message message-success">You hit the ${gameState.combat.enemyName} for ${damageRoll} damage! (Rolled ${totalAttack} vs AC ${gameState.combat.enemyDefense})</p>`;
|
750 |
+
} else {
|
751 |
+
currentMessage += `<p class="message message-failure">You missed the ${gameState.combat.enemyName}. (Rolled ${totalAttack} vs AC ${gameState.combat.enemyDefense})</p>`;
|
752 |
+
}
|
753 |
+
|
754 |
+
// --- Check Enemy Defeat ---
|
755 |
+
if (gameState.combat.enemyHp <= 0) {
|
756 |
+
currentMessage += `<p class="message message-success"><b>You defeated the ${gameState.combat.enemyName}!</b></p>`;
|
757 |
+
gameState.character.stats.xp += gameState.combat.enemyXp;
|
758 |
+
currentMessage += `<p class="message message-info"><em>Gained ${gameState.combat.enemyXp} XP.</em></p>`;
|
759 |
+
if (gameState.combat.enemyDrops.length > 0) {
|
760 |
+
const droppedItemName = gameState.combat.enemyDrops[Math.floor(Math.random() * gameState.combat.enemyDrops.length)];
|
761 |
+
dropItemInZone(droppedItemName, new THREE.Vector3(Math.random()*2-1, 0, Math.random()*2-1));
|
762 |
+
currentMessage += `<p class="message message-item"><em>The ${gameState.combat.enemyName} dropped a ${droppedItemName}!</em></p>`;
|
763 |
+
}
|
764 |
+
gameState.combat = null; // End combat
|
765 |
+
renderCurrentPageUI(); // Update UI completely
|
766 |
+
return; // Exit function after enemy defeat
|
767 |
+
}
|
768 |
+
|
769 |
+
// --- Enemy Turn (if player didn't defeat it) ---
|
770 |
+
const enemyAttackRoll = Math.floor(Math.random() * 20) + 1 + 3; // Enemy bonus = +3
|
771 |
+
const playerDefense = 10 + Math.floor((gameState.character.stats.dexterity - 10) / 2); // Simple AC
|
772 |
+
if (enemyAttackRoll >= playerDefense) {
|
773 |
+
const enemyDamageDealt = Math.max(1, Math.floor(Math.random() * gameState.combat.enemyDamage) + 1);
|
774 |
+
gameState.character.stats.hp -= enemyDamageDealt;
|
775 |
+
currentMessage += `<p class="message message-failure">The ${gameState.combat.enemyName} hits you for ${enemyDamageDealt} damage! (Rolled ${enemyAttackRoll} vs AC ${playerDefense})</p>`;
|
776 |
+
if (gameState.character.stats.hp <= 0) {
|
777 |
+
currentMessage += `<p class="message message-failure"><b>You have been defeated!</b></p>`;
|
778 |
+
gameState.combat = null; // End combat
|
779 |
+
// TODO: Implement proper game over / respawn
|
780 |
+
gameState.character.stats.hp = 1; // Temp: reset to 1 hp
|
781 |
+
transitionToZone(getZoneId(1,1)); // Go back to start
|
782 |
+
return; // Exit after player defeat
|
783 |
+
}
|
784 |
+
} else {
|
785 |
+
currentMessage += `<p class="message message-info">The ${gameState.combat.enemyName} misses you. (Rolled ${enemyAttackRoll} vs AC ${playerDefense})</p>`;
|
786 |
+
}
|
787 |
+
renderCurrentPageUI(); // Update UI after both turns
|
788 |
+
}
|
789 |
+
}
|
790 |
+
window.handleCombatAction = handleCombatAction; // Make accessible
|
791 |
+
|
792 |
+
function displayDiceRoll(result, success) {
|
793 |
+
if (!threeFont) return; // Can't display if font isn't loaded
|
794 |
+
|
795 |
+
// Clear previous dice rolls immediately
|
796 |
+
activeTimeouts.forEach(timeoutId => clearTimeout(timeoutId));
|
797 |
+
activeTimeouts = [];
|
798 |
+
worldGroup.children.filter(c => c.userData.isDiceRoll).forEach(c => worldGroup.remove(c));
|
799 |
+
|
800 |
+
const textGeo = new TextGeometry(result.toString(), { font: threeFont, size: 0.8, height: 0.1, curveSegments: 4 });
|
801 |
+
textGeo.computeBoundingBox();
|
802 |
+
const textWidth = textGeo.boundingBox.max.x - textGeo.boundingBox.min.x;
|
803 |
+
const textMat = MAT.text.clone();
|
804 |
+
textMat.color.setHex(success ? 0x88ff88 : 0xff8888);
|
805 |
+
|
806 |
+
const textMesh = new THREE.Mesh(textGeo, textMat);
|
807 |
+
textMesh.userData.isDiceRoll = true; // Mark for cleanup
|
808 |
+
|
809 |
+
const distance = 4; // How far in front of camera
|
810 |
+
const textPos = camera.position.clone().add(camera.getWorldDirection(new THREE.Vector3()).multiplyScalar(distance));
|
811 |
+
textMesh.position.copy(textPos);
|
812 |
+
textMesh.position.y += 1.5; // Higher up
|
813 |
+
textMesh.position.x -= textWidth / 2;
|
814 |
+
textMesh.quaternion.copy(camera.quaternion);
|
815 |
+
|
816 |
+
worldGroup.add(textMesh); // Add to world group, not scene directly
|
817 |
+
|
818 |
+
// Animate and remove
|
819 |
+
const duration = 2.0; // seconds
|
820 |
+
const startTime = clock.getElapsedTime();
|
821 |
+
textMesh.userData.startTime = startTime;
|
822 |
+
textMesh.userData.update = (time) => {
|
823 |
+
const elapsed = time - textMesh.userData.startTime;
|
824 |
+
if (elapsed >= duration) {
|
825 |
+
if (textMesh.parent) textMesh.parent.remove(textMesh);
|
826 |
+
delete textMesh.userData.update;
|
827 |
+
} else {
|
828 |
+
textMesh.position.y += 0.01; // Float up slowly
|
829 |
+
textMesh.material.opacity = 1.0 - (elapsed / duration); // Fade out (requires transparent=true on material)
|
830 |
+
// textMesh.scale.setScalar(1 + elapsed * 0.5); // Optionally grow
|
831 |
+
}
|
832 |
+
};
|
833 |
+
}
|
834 |
+
|
835 |
+
function dropItemInZone(itemName, positionOffset = new THREE.Vector3(0, 0, 0)) {
|
836 |
+
const currentGroup = zoneGroups[gameState.currentZoneId]?.group;
|
837 |
+
if (!currentGroup || !itemsData[itemName]) return;
|
838 |
+
|
839 |
+
const itemDef = itemsData[itemName];
|
840 |
+
const itemGeo = new THREE.BoxGeometry(0.4, 0.4, 0.4);
|
841 |
+
const itemMat = MAT.simple.clone();
|
842 |
+
if(itemDef.type === 'weapon') itemMat.color.setHex(0xcc6666);
|
843 |
+
else if(itemDef.type === 'consumable') itemMat.color.setHex(0xcc9966);
|
844 |
+
else if(itemDef.type === 'quest') itemMat.color.setHex(0xcccc66);
|
845 |
+
else itemMat.color.setHex(0xaaaaee);
|
846 |
+
|
847 |
+
const dropPos = new THREE.Vector3(positionOffset.x, 0.2, positionOffset.z);
|
848 |
+
const droppedMesh = createMesh(itemGeo, itemMat, dropPos);
|
849 |
+
droppedMesh.userData = { isPickupable: true, itemName: itemName, description: `Dropped ${itemName}` };
|
850 |
+
currentGroup.add(droppedMesh);
|
851 |
+
console.log(`Dropped ${itemName} in zone ${gameState.currentZoneId}`);
|
852 |
+
}
|
853 |
+
|
854 |
+
function pickupItem() {
|
855 |
+
if (gameState.combat?.active) return; // No pickup during combat
|
856 |
+
|
857 |
+
raycaster.setFromCamera(mouse, camera);
|
858 |
+
const currentGroup = zoneGroups[gameState.currentZoneId]?.group;
|
859 |
+
if (!currentGroup) return;
|
860 |
+
|
861 |
+
const pickupables = [];
|
862 |
+
currentGroup.traverseVisible(child => {
|
863 |
+
if (child.userData.isPickupable) pickupables.push(child);
|
864 |
+
});
|
865 |
+
|
866 |
+
const intersects = raycaster.intersectObjects(pickupables, false);
|
867 |
+
|
868 |
+
if (intersects.length > 0) {
|
869 |
+
const clickedObject = intersects[0].object;
|
870 |
+
const itemName = clickedObject.userData.itemName;
|
871 |
+
|
872 |
+
if (itemName && itemsData[itemName]) {
|
873 |
+
console.log(`Picked up: ${itemName}`);
|
874 |
+
currentMessage = `<p class="message message-item"><em>Picked up: ${itemName}</em></p>`;
|
875 |
+
|
876 |
+
if (!gameState.character.inventory.includes(itemName)) {
|
877 |
+
gameState.character.inventory.push(itemName);
|
878 |
+
} else {
|
879 |
+
currentMessage += `<p class="message message-info"><em>(Cannot carry more ${itemName})</em></p>`;
|
880 |
+
}
|
881 |
+
|
882 |
+
clickedObject.visible = false;
|
883 |
+
clickedObject.userData.isPickupable = false;
|
884 |
+
// Consider removing object fully: clickedObject.parent.remove(clickedObject);
|
885 |
+
|
886 |
+
renderCurrentPageUI();
|
887 |
+
}
|
888 |
+
}
|
889 |
+
}
|
890 |
+
|
891 |
+
// --- Initialization ---
|
892 |
+
document.addEventListener('DOMContentLoaded', () => {
|
893 |
+
console.log("DOM Ready - Initializing World Grid + Interaction.");
|
894 |
+
try {
|
895 |
+
initThreeJS();
|
896 |
+
if (!scene || !camera || !renderer) throw new Error("Three.js failed to initialize.");
|
897 |
+
loadFontAndStart(); // Load font, then start game
|
898 |
+
console.log("Initialization sequence started.");
|
899 |
+
} catch (error) {
|
900 |
+
console.error("Initialization failed:", error);
|
901 |
+
storyTitleElement.textContent = "Initialization Error";
|
902 |
+
storyContentElement.innerHTML = `<p style="color:red;">Failed to start game:</p><pre style="color:red; white-space: pre-wrap;">${error.stack || error}</pre><p style="color:yellow;">Check console (F12) for details.</p>`;
|
903 |
+
if(sceneContainer) sceneContainer.innerHTML = '<p style="color:red; padding: 20px;">3D Scene Failed</p>';
|
904 |
+
const statsInvContainer = document.getElementById('stats-inventory-container');
|
905 |
+
const choicesCont = document.getElementById('choices-container');
|
906 |
+
if (statsInvContainer) statsInvContainer.style.display = 'none';
|
907 |
+
if (choicesCont) choicesCont.style.display = 'none';
|
908 |
+
}
|
909 |
+
});
|
910 |
+
|
911 |
+
</script>
|
912 |
+
</body>
|
913 |
+
</html>
|