Spaces:
Running
Running
Update index.html
Browse files- index.html +101 -95
index.html
CHANGED
@@ -3,7 +3,7 @@
|
|
3 |
<head>
|
4 |
<meta charset="UTF-8">
|
5 |
<meta name="viewport" content="width=device-width, initial-scale=1.0">
|
6 |
-
<title>Wacky Shapes Adventure
|
7 |
<style>
|
8 |
/* --- Base Styles (Similar to previous, slightly tweaked) --- */
|
9 |
body { font-family: 'Verdana', sans-serif; background-color: #2a3a4a; color: #f0f0f0; margin: 0; padding: 0; overflow: hidden; display: flex; flex-direction: column; height: 100vh; }
|
@@ -39,21 +39,25 @@
|
|
39 |
.message-xp { color: #af8; border-left-color: #6a4; }
|
40 |
.message-warning { color: #f99; border-left-color: #c66; }
|
41 |
|
|
|
|
|
42 |
</style>
|
43 |
</head>
|
44 |
<body>
|
45 |
<div id="game-container">
|
46 |
-
<div id="scene-container"
|
|
|
|
|
47 |
<div id="ui-container">
|
48 |
-
<h2 id="story-title">
|
49 |
-
<div id="story-content"><p>
|
50 |
<div id="stats-inventory-container">
|
51 |
-
<div id="stats-display"
|
52 |
-
<div id="inventory-display"
|
53 |
</div>
|
54 |
<div id="choices-container">
|
55 |
-
<h3>What
|
56 |
-
<div id="choices"
|
57 |
</div>
|
58 |
</div>
|
59 |
</div>
|
@@ -70,19 +74,25 @@
|
|
70 |
|
71 |
console.log("Script module execution started.");
|
72 |
|
|
|
73 |
const sceneContainer = document.getElementById('scene-container');
|
74 |
const storyTitleElement = document.getElementById('story-title');
|
75 |
const storyContentElement = document.getElementById('story-content');
|
76 |
const choicesElement = document.getElementById('choices');
|
77 |
const statsElement = document.getElementById('stats-display');
|
78 |
const inventoryElement = document.getElementById('inventory-display');
|
|
|
|
|
|
|
79 |
|
|
|
80 |
let scene, camera, renderer, clock;
|
81 |
-
let currentSceneGroup = null;
|
82 |
let currentLights = [];
|
83 |
-
let currentMessage = "";
|
84 |
|
85 |
-
|
|
|
86 |
stone_grey: new THREE.MeshStandardMaterial({ color: 0x8a8a8a, roughness: 0.8 }),
|
87 |
stone_brown: new THREE.MeshStandardMaterial({ color: 0x9d8468, roughness: 0.85 }),
|
88 |
wood_light: new THREE.MeshStandardMaterial({ color: 0xcdaa7d, roughness: 0.7 }),
|
@@ -101,7 +111,7 @@
|
|
101 |
};
|
102 |
|
103 |
// --- Game State ---
|
104 |
-
let gameState = {};
|
105 |
|
106 |
// --- Item Data ---
|
107 |
const itemsData = {
|
@@ -109,6 +119,7 @@
|
|
109 |
"Shiny Sprocket": {type:"treasure", description:"A gear that gleams."},
|
110 |
"Bouncy Mushroom": {type:"food", description:"Seems edible... maybe?"},
|
111 |
"Sturdy Stick": {type:"tool", description:"Good for poking things."},
|
|
|
112 |
};
|
113 |
|
114 |
// --- Procedural Assembly Shapes ---
|
@@ -124,7 +135,7 @@
|
|
124 |
'gem_shape': (size) => new THREE.OctahedronGeometry(size * 0.6, 0),
|
125 |
'basic_tetra': (size) => new THREE.TetrahedronGeometry(size * 0.7, 0),
|
126 |
'squashed_ball': (size) => new THREE.SphereGeometry(size * 0.6, 12, 8).scale(1, 0.6, 1),
|
127 |
-
'holed_box': (size) => {
|
128 |
const shape = new THREE.Shape();
|
129 |
shape.moveTo(-size/2, -size/2); shape.lineTo(-size/2, size/2); shape.lineTo(size/2, size/2); shape.lineTo(size/2, -size/2); shape.closePath();
|
130 |
const hole = new THREE.Path();
|
@@ -180,8 +191,8 @@
|
|
180 |
title: "Tree's Secret",
|
181 |
content: "<p>Aha! Tucked behind the tree trunk, you found a Sturdy Stick!</p>",
|
182 |
options: [ { text: "Awesome! Go back.", next: 2 } ],
|
183 |
-
reward: { addItem: "Sturdy Stick" },
|
184 |
-
assemblyParams: { // Same as page 2
|
185 |
baseShape: 'ground_dirt', baseSize: 25,
|
186 |
mainShapes: ['tall_cylinder', 'basic_tetra', 'round_blob'],
|
187 |
accents: ['spiky_ball'],
|
@@ -207,7 +218,7 @@
|
|
207 |
title: "Picked a Gem!",
|
208 |
content: "<p>Success! You plucked a pretty crystal from the ground. It feels warm.</p>",
|
209 |
options: [ { text: "Cool! Go back.", next: 1 } ],
|
210 |
-
reward: { addItem: "Cave Crystal" }, //
|
211 |
assemblyParams: { // Same as page 3
|
212 |
baseShape: 'ground_grass', baseSize: 15,
|
213 |
mainShapes: ['gem_shape', 'basic_tetra'],
|
@@ -221,7 +232,7 @@
|
|
221 |
title: "Adventure Paused!",
|
222 |
content: "<p>Wow, what an adventure! That's all for now, but maybe more fun awaits another day?</p>",
|
223 |
options: [ { text: "Start Over?", next: 1 } ],
|
224 |
-
assemblyParams: {
|
225 |
baseShape: 'flat_plate', baseSize: 10,
|
226 |
mainShapes: ['basic_tetra'],
|
227 |
accents: [],
|
@@ -237,7 +248,7 @@
|
|
237 |
function initThreeJS() {
|
238 |
console.log("initThreeJS started.");
|
239 |
scene = new THREE.Scene();
|
240 |
-
scene.background = new THREE.Color(0x2a3a4a);
|
241 |
clock = new THREE.Clock();
|
242 |
|
243 |
const width = sceneContainer.clientWidth || 1;
|
@@ -298,11 +309,11 @@
|
|
298 |
currentLights.forEach(light => { if (light.parent) light.parent.remove(light); if(scene.children.includes(light)) scene.remove(light); });
|
299 |
currentLights = [];
|
300 |
|
301 |
-
const ambientLight = new THREE.AmbientLight(0xffffff, 0.6);
|
302 |
scene.add(ambientLight);
|
303 |
currentLights.push(ambientLight);
|
304 |
|
305 |
-
const directionalLight = new THREE.DirectionalLight(0xffffff, 1.0);
|
306 |
directionalLight.position.set(8, 15, 10);
|
307 |
directionalLight.castShadow = true;
|
308 |
directionalLight.shadow.mapSize.set(1024, 1024);
|
@@ -315,7 +326,6 @@
|
|
315 |
currentLights.push(directionalLight);
|
316 |
}
|
317 |
|
318 |
-
// --- Procedural Assembly Function ---
|
319 |
function createProceduralAssembly(params) {
|
320 |
console.log("Creating procedural assembly with params:", params);
|
321 |
const group = new THREE.Group();
|
@@ -324,146 +334,147 @@
|
|
324 |
mainShapes = ['boxy_chunk'], accents = ['pointy_cone'],
|
325 |
count = 10, scaleRange = [0.5, 1.5],
|
326 |
colorTheme = [MAT.stone_grey, MAT.wood_light, MAT.leaf_green],
|
327 |
-
arrangement = 'scatter',
|
328 |
-
stackHeight = 5,
|
329 |
-
clusterRadius = 5,
|
330 |
-
patchPos = {x:0, y:0, z:0}, patchRadius = 3
|
331 |
} = params;
|
332 |
|
333 |
-
// 1. Create Base
|
334 |
let baseMesh;
|
335 |
if (baseShape.startsWith('ground_')) {
|
336 |
-
|
|
|
|
|
|
|
|
|
337 |
group.add(baseMesh);
|
338 |
} else {
|
339 |
-
const
|
|
|
340 |
baseMesh = createMesh(baseGeo, colorTheme[0] || MAT.stone_grey, {y:0.1});
|
341 |
baseMesh.receiveShadow = true; baseMesh.castShadow = false;
|
342 |
group.add(baseMesh);
|
343 |
}
|
344 |
|
345 |
-
// 2. Generate Objects
|
346 |
const allShapes = [...mainShapes, ...accents];
|
347 |
let lastY = 0; // For stacking
|
|
|
348 |
|
349 |
for (let i = 0; i < count; i++) {
|
|
|
350 |
const shapeKey = allShapes[Math.floor(Math.random() * allShapes.length)];
|
351 |
const geoFunc = SHAPE_GENERATORS[shapeKey];
|
352 |
if (!geoFunc) { console.warn(`Shape generator not found for key: ${shapeKey}`); continue; }
|
353 |
|
354 |
-
const
|
355 |
-
const geometry = geoFunc(
|
356 |
const material = colorTheme[Math.floor(Math.random() * colorTheme.length)];
|
357 |
const mesh = createMesh(geometry, material);
|
358 |
|
359 |
-
// Calculate position based on arrangement
|
360 |
-
let position = { x:0, y:0, z:0 };
|
361 |
geometry.computeBoundingBox();
|
362 |
const height = (geometry.boundingBox.max.y - geometry.boundingBox.min.y) * mesh.scale.y;
|
|
|
363 |
|
364 |
switch(arrangement) {
|
365 |
case 'stack':
|
366 |
-
|
367 |
-
|
368 |
-
|
369 |
-
|
370 |
-
|
|
|
|
|
371 |
break;
|
372 |
case 'center_stack':
|
373 |
-
|
374 |
-
|
375 |
-
|
376 |
-
|
377 |
-
}
|
378 |
break;
|
379 |
case 'cluster':
|
380 |
const angle = Math.random() * Math.PI * 2;
|
381 |
const radius = Math.random() * clusterRadius;
|
382 |
position.x = Math.cos(angle) * radius;
|
383 |
position.z = Math.sin(angle) * radius;
|
384 |
-
position.y = height / 2;
|
385 |
break;
|
386 |
case 'patch':
|
387 |
const pAngle = Math.random() * Math.PI * 2;
|
388 |
const pRadius = Math.random() * patchRadius;
|
389 |
position.x = patchPos.x + Math.cos(pAngle) * pRadius;
|
390 |
position.z = patchPos.z + Math.sin(pAngle) * pRadius;
|
391 |
-
position.y = (patchPos.y || 0) + height / 2;
|
392 |
break;
|
393 |
case 'scatter':
|
394 |
default:
|
395 |
position.x = (Math.random() - 0.5) * baseSize * 0.8;
|
396 |
position.z = (Math.random() - 0.5) * baseSize * 0.8;
|
397 |
-
position.y = height / 2;
|
398 |
break;
|
399 |
}
|
400 |
mesh.position.set(position.x, position.y, position.z);
|
401 |
|
402 |
-
// Random rotation
|
403 |
mesh.rotation.set(
|
404 |
-
Math.random() * (arrangement
|
405 |
Math.random() * Math.PI * 2,
|
406 |
-
Math.random() * (arrangement
|
407 |
);
|
408 |
|
409 |
-
|
410 |
-
|
411 |
-
mesh.userData.
|
412 |
-
mesh.userData.
|
413 |
-
|
|
|
|
|
|
|
414 |
};
|
415 |
}
|
416 |
|
417 |
group.add(mesh);
|
418 |
}
|
419 |
-
|
420 |
return group;
|
421 |
}
|
422 |
|
423 |
-
|
424 |
-
// --- Scene Management (Back to Page-Based) ---
|
425 |
function updateScene(assemblyParams) {
|
426 |
-
console.log("updateScene called");
|
427 |
-
// Clear previous scene objects
|
428 |
if (currentSceneGroup) {
|
429 |
currentSceneGroup.traverse(child => {
|
430 |
if (child.isMesh) {
|
431 |
if(child.geometry) child.geometry.dispose();
|
432 |
-
// Assume materials in MAT are shared, don't dispose them unless cloned per object
|
433 |
}
|
434 |
});
|
435 |
-
scene.remove(currentSceneGroup);
|
436 |
currentSceneGroup = null;
|
437 |
}
|
438 |
-
|
439 |
-
setupLighting('default'); // Reset to default lighting for each scene load
|
440 |
|
441 |
if (!assemblyParams) {
|
442 |
console.warn("No assemblyParams provided, creating default scene.");
|
443 |
-
assemblyParams = { baseShape: 'ground_dirt', count: 5 };
|
444 |
}
|
445 |
|
446 |
try {
|
447 |
currentSceneGroup = createProceduralAssembly(assemblyParams);
|
448 |
-
scene.add(currentSceneGroup);
|
449 |
console.log("New scene group added.");
|
450 |
} catch (error) {
|
451 |
console.error("Error creating procedural assembly:", error);
|
452 |
-
// Optionally add an error indicator scene
|
453 |
}
|
454 |
}
|
455 |
|
456 |
|
457 |
-
// --- Game Logic ---
|
458 |
function startGame() {
|
459 |
console.log("startGame called.");
|
460 |
const defaultChar = {
|
461 |
name: "Player",
|
462 |
stats: { hp: 20, maxHp: 20, xp: 0, strength: 10, dexterity: 10, constitution: 10, intelligence: 10, wisdom: 10, charisma: 10 },
|
463 |
-
inventory: ["Sturdy Stick"]
|
464 |
};
|
465 |
gameState = {
|
466 |
-
currentPageId: 1,
|
467 |
character: JSON.parse(JSON.stringify(defaultChar))
|
468 |
};
|
469 |
renderPage(gameState.currentPageId);
|
@@ -472,7 +483,7 @@
|
|
472 |
|
473 |
function handleChoiceClick(choiceData) {
|
474 |
console.log("Choice clicked:", choiceData);
|
475 |
-
currentMessage = "";
|
476 |
|
477 |
let nextPageId = parseInt(choiceData.next);
|
478 |
const currentPageData = gameData[gameState.currentPageId];
|
@@ -481,12 +492,11 @@
|
|
481 |
if (!targetPageData) {
|
482 |
console.error(`Invalid next page ID: ${nextPageId}`);
|
483 |
currentMessage = `<p class="message message-warning">Oops! That path seems to lead nowhere yet.</p>`;
|
484 |
-
nextPageId = gameState.currentPageId;
|
485 |
}
|
486 |
|
487 |
-
// Apply rewards from *current* page choice before transitioning
|
488 |
if (currentPageData && currentPageData.options) {
|
489 |
-
const chosenOption = currentPageData.options.find(opt => opt.next === choiceData.next);
|
490 |
if (chosenOption && chosenOption.reward) {
|
491 |
console.log("Applying reward:", chosenOption.reward);
|
492 |
if(chosenOption.reward.addItem && itemsData[chosenOption.reward.addItem]) {
|
@@ -494,18 +504,16 @@
|
|
494 |
gameState.character.inventory.push(chosenOption.reward.addItem);
|
495 |
currentMessage += `<p class="message message-item">You found a ${chosenOption.reward.addItem}!</p>`;
|
496 |
} else {
|
497 |
-
currentMessage += `<p class="message message-info">You found another ${chosenOption.reward.addItem}, but
|
498 |
}
|
499 |
}
|
500 |
if(chosenOption.reward.xp) {
|
501 |
gameState.character.stats.xp += chosenOption.reward.xp;
|
502 |
currentMessage += `<p class="message message-xp">You gained ${chosenOption.reward.xp} XP!</p>`;
|
503 |
}
|
504 |
-
// Add stat gain logic here if needed for specific rewards
|
505 |
}
|
506 |
}
|
507 |
|
508 |
-
|
509 |
gameState.currentPageId = nextPageId;
|
510 |
renderPage(nextPageId);
|
511 |
}
|
@@ -516,31 +524,30 @@
|
|
516 |
|
517 |
if (!pageData) {
|
518 |
console.error(`No page data for ID: ${pageId}`);
|
519 |
-
storyTitleElement.textContent = "
|
520 |
-
storyContentElement.innerHTML = currentMessage + `<p>
|
521 |
-
choicesElement.innerHTML = `<button class="choice-button" onclick="handleChoiceClick({ next: 1 })">Go Back to Start</button>`;
|
522 |
updateStatsDisplay(); updateInventoryDisplay(); updateActionInfo();
|
523 |
-
updateScene({ baseShape: 'ground_dirt', count: 1, mainShapes: ['basic_tetra'], colorTheme: [MAT.metal_rusty] });
|
524 |
return;
|
525 |
}
|
526 |
|
527 |
storyTitleElement.textContent = pageData.title || "An Unnamed Place";
|
528 |
-
storyContentElement.innerHTML = currentMessage + (pageData.content || "<p
|
529 |
-
choicesElement.innerHTML = '';
|
530 |
|
531 |
if (pageData.options && pageData.options.length > 0) {
|
532 |
pageData.options.forEach(option => {
|
533 |
const button = document.createElement('button');
|
534 |
button.classList.add('choice-button');
|
535 |
button.textContent = option.text;
|
536 |
-
button.onclick = () => handleChoiceClick(option);
|
537 |
choicesElement.appendChild(button);
|
538 |
});
|
539 |
} else {
|
540 |
-
// Maybe always add a restart button if no other options?
|
541 |
const button = document.createElement('button');
|
542 |
button.classList.add('choice-button');
|
543 |
-
button.textContent = "The End (
|
544 |
button.onclick = () => handleChoiceClick({ next: 1 });
|
545 |
choicesElement.appendChild(button);
|
546 |
}
|
@@ -548,16 +555,14 @@
|
|
548 |
updateStatsDisplay();
|
549 |
updateInventoryDisplay();
|
550 |
updateActionInfo();
|
551 |
-
updateScene(pageData.assemblyParams);
|
552 |
}
|
553 |
-
// Make handleChoiceClick globally accessible for inline handlers
|
554 |
window.handleChoiceClick = handleChoiceClick;
|
555 |
|
556 |
function updateStatsDisplay() {
|
557 |
if (!gameState.character || !statsElement) return;
|
558 |
const stats = gameState.character.stats;
|
559 |
const hpColor = stats.hp / stats.maxHp < 0.3 ? '#f88' : (stats.hp / stats.maxHp < 0.6 ? '#fd5' : '#8f8');
|
560 |
-
|
561 |
statsElement.innerHTML = `<strong>Stats:</strong>
|
562 |
<span style="color:${hpColor}">HP: ${stats.hp}/${stats.maxHp}</span> <span>XP: ${stats.xp}</span><br>
|
563 |
<span>Str: ${stats.strength}</span> <span>Dex: ${stats.dexterity}</span> <span>Con: ${stats.constitution}</span>
|
@@ -580,26 +585,27 @@
|
|
580 |
}
|
581 |
|
582 |
function updateActionInfo() {
|
583 |
-
|
584 |
-
|
585 |
}
|
586 |
|
587 |
|
588 |
-
// --- Initialization ---
|
589 |
document.addEventListener('DOMContentLoaded', () => {
|
590 |
-
console.log("DOM Ready - Initializing Wacky Shapes Adventure
|
591 |
try {
|
592 |
initThreeJS();
|
593 |
if (!scene || !camera || !renderer) throw new Error("Three.js failed to initialize.");
|
594 |
-
startGame();
|
595 |
console.log("Game world initialized and started.");
|
596 |
} catch (error) {
|
597 |
console.error("Initialization failed:", error);
|
598 |
storyTitleElement.textContent = "Initialization Error";
|
599 |
storyContentElement.innerHTML = `<p style="color:red;">Failed to start game:</p><pre style="color:red; white-space: pre-wrap;">${error.stack || error}</pre><p style="color:yellow;">Check console (F12) for details.</p>`;
|
600 |
if(sceneContainer) sceneContainer.innerHTML = '<p style="color:red; padding: 20px;">3D Scene Failed</p>';
|
601 |
-
document.getElementById('stats-inventory-container')
|
602 |
-
document.getElementById('choices-container')
|
|
|
|
|
603 |
}
|
604 |
});
|
605 |
|
|
|
3 |
<head>
|
4 |
<meta charset="UTF-8">
|
5 |
<meta name="viewport" content="width=device-width, initial-scale=1.0">
|
6 |
+
<title>Wacky Shapes Adventure! (Fixed)</title>
|
7 |
<style>
|
8 |
/* --- Base Styles (Similar to previous, slightly tweaked) --- */
|
9 |
body { font-family: 'Verdana', sans-serif; background-color: #2a3a4a; color: #f0f0f0; margin: 0; padding: 0; overflow: hidden; display: flex; flex-direction: column; height: 100vh; }
|
|
|
39 |
.message-xp { color: #af8; border-left-color: #6a4; }
|
40 |
.message-warning { color: #f99; border-left-color: #c66; }
|
41 |
|
42 |
+
/* --- Action Info --- */
|
43 |
+
#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;} /* Keep visible */
|
44 |
</style>
|
45 |
</head>
|
46 |
<body>
|
47 |
<div id="game-container">
|
48 |
+
<div id="scene-container">
|
49 |
+
<div id="action-info">Initializing...</div>
|
50 |
+
</div>
|
51 |
<div id="ui-container">
|
52 |
+
<h2 id="story-title">Initializing...</h2>
|
53 |
+
<div id="story-content"><p>Loading assets...</p></div>
|
54 |
<div id="stats-inventory-container">
|
55 |
+
<div id="stats-display">Loading Stats...</div>
|
56 |
+
<div id="inventory-display">Inventory: ...</div>
|
57 |
</div>
|
58 |
<div id="choices-container">
|
59 |
+
<h3>What will you do?</h3>
|
60 |
+
<div id="choices">Loading...</div>
|
61 |
</div>
|
62 |
</div>
|
63 |
</div>
|
|
|
74 |
|
75 |
console.log("Script module execution started.");
|
76 |
|
77 |
+
// --- DOM Elements ---
|
78 |
const sceneContainer = document.getElementById('scene-container');
|
79 |
const storyTitleElement = document.getElementById('story-title');
|
80 |
const storyContentElement = document.getElementById('story-content');
|
81 |
const choicesElement = document.getElementById('choices');
|
82 |
const statsElement = document.getElementById('stats-display');
|
83 |
const inventoryElement = document.getElementById('inventory-display');
|
84 |
+
const actionInfoElement = document.getElementById('action-info'); // <<< Added back the declaration
|
85 |
+
|
86 |
+
console.log("DOM elements obtained.");
|
87 |
|
88 |
+
// --- Core Three.js Variables ---
|
89 |
let scene, camera, renderer, clock;
|
90 |
+
let currentSceneGroup = null;
|
91 |
let currentLights = [];
|
92 |
+
let currentMessage = "";
|
93 |
|
94 |
+
// --- Materials ---
|
95 |
+
const MAT = {
|
96 |
stone_grey: new THREE.MeshStandardMaterial({ color: 0x8a8a8a, roughness: 0.8 }),
|
97 |
stone_brown: new THREE.MeshStandardMaterial({ color: 0x9d8468, roughness: 0.85 }),
|
98 |
wood_light: new THREE.MeshStandardMaterial({ color: 0xcdaa7d, roughness: 0.7 }),
|
|
|
111 |
};
|
112 |
|
113 |
// --- Game State ---
|
114 |
+
let gameState = {};
|
115 |
|
116 |
// --- Item Data ---
|
117 |
const itemsData = {
|
|
|
119 |
"Shiny Sprocket": {type:"treasure", description:"A gear that gleams."},
|
120 |
"Bouncy Mushroom": {type:"food", description:"Seems edible... maybe?"},
|
121 |
"Sturdy Stick": {type:"tool", description:"Good for poking things."},
|
122 |
+
"Cave Crystal": {type:"unknown", description:"A faintly glowing crystal shard."} // Added from previous example
|
123 |
};
|
124 |
|
125 |
// --- Procedural Assembly Shapes ---
|
|
|
135 |
'gem_shape': (size) => new THREE.OctahedronGeometry(size * 0.6, 0),
|
136 |
'basic_tetra': (size) => new THREE.TetrahedronGeometry(size * 0.7, 0),
|
137 |
'squashed_ball': (size) => new THREE.SphereGeometry(size * 0.6, 12, 8).scale(1, 0.6, 1),
|
138 |
+
'holed_box': (size) => {
|
139 |
const shape = new THREE.Shape();
|
140 |
shape.moveTo(-size/2, -size/2); shape.lineTo(-size/2, size/2); shape.lineTo(size/2, size/2); shape.lineTo(size/2, -size/2); shape.closePath();
|
141 |
const hole = new THREE.Path();
|
|
|
191 |
title: "Tree's Secret",
|
192 |
content: "<p>Aha! Tucked behind the tree trunk, you found a Sturdy Stick!</p>",
|
193 |
options: [ { text: "Awesome! Go back.", next: 2 } ],
|
194 |
+
reward: { addItem: "Sturdy Stick", xp: 5 }, // Add reward
|
195 |
+
assemblyParams: { // Same as page 2
|
196 |
baseShape: 'ground_dirt', baseSize: 25,
|
197 |
mainShapes: ['tall_cylinder', 'basic_tetra', 'round_blob'],
|
198 |
accents: ['spiky_ball'],
|
|
|
218 |
title: "Picked a Gem!",
|
219 |
content: "<p>Success! You plucked a pretty crystal from the ground. It feels warm.</p>",
|
220 |
options: [ { text: "Cool! Go back.", next: 1 } ],
|
221 |
+
reward: { addItem: "Cave Crystal", xp: 10 }, // Add reward
|
222 |
assemblyParams: { // Same as page 3
|
223 |
baseShape: 'ground_grass', baseSize: 15,
|
224 |
mainShapes: ['gem_shape', 'basic_tetra'],
|
|
|
232 |
title: "Adventure Paused!",
|
233 |
content: "<p>Wow, what an adventure! That's all for now, but maybe more fun awaits another day?</p>",
|
234 |
options: [ { text: "Start Over?", next: 1 } ],
|
235 |
+
assemblyParams: {
|
236 |
baseShape: 'flat_plate', baseSize: 10,
|
237 |
mainShapes: ['basic_tetra'],
|
238 |
accents: [],
|
|
|
248 |
function initThreeJS() {
|
249 |
console.log("initThreeJS started.");
|
250 |
scene = new THREE.Scene();
|
251 |
+
scene.background = new THREE.Color(0x2a3a4a);
|
252 |
clock = new THREE.Clock();
|
253 |
|
254 |
const width = sceneContainer.clientWidth || 1;
|
|
|
309 |
currentLights.forEach(light => { if (light.parent) light.parent.remove(light); if(scene.children.includes(light)) scene.remove(light); });
|
310 |
currentLights = [];
|
311 |
|
312 |
+
const ambientLight = new THREE.AmbientLight(0xffffff, 0.6);
|
313 |
scene.add(ambientLight);
|
314 |
currentLights.push(ambientLight);
|
315 |
|
316 |
+
const directionalLight = new THREE.DirectionalLight(0xffffff, 1.0);
|
317 |
directionalLight.position.set(8, 15, 10);
|
318 |
directionalLight.castShadow = true;
|
319 |
directionalLight.shadow.mapSize.set(1024, 1024);
|
|
|
326 |
currentLights.push(directionalLight);
|
327 |
}
|
328 |
|
|
|
329 |
function createProceduralAssembly(params) {
|
330 |
console.log("Creating procedural assembly with params:", params);
|
331 |
const group = new THREE.Group();
|
|
|
334 |
mainShapes = ['boxy_chunk'], accents = ['pointy_cone'],
|
335 |
count = 10, scaleRange = [0.5, 1.5],
|
336 |
colorTheme = [MAT.stone_grey, MAT.wood_light, MAT.leaf_green],
|
337 |
+
arrangement = 'scatter',
|
338 |
+
stackHeight = 5,
|
339 |
+
clusterRadius = 5,
|
340 |
+
patchPos = {x:0, y:0, z:0}, patchRadius = 3
|
341 |
} = params;
|
342 |
|
|
|
343 |
let baseMesh;
|
344 |
if (baseShape.startsWith('ground_')) {
|
345 |
+
const groundMat = MAT[baseShape] || MAT.ground_grass;
|
346 |
+
const groundGeo = new THREE.PlaneGeometry(baseSize, baseSize);
|
347 |
+
baseMesh = new THREE.Mesh(groundGeo, groundMat);
|
348 |
+
baseMesh.rotation.x = -Math.PI / 2; baseMesh.position.y = 0;
|
349 |
+
baseMesh.receiveShadow = true; baseMesh.castShadow = false;
|
350 |
group.add(baseMesh);
|
351 |
} else {
|
352 |
+
const baseGeoFunc = SHAPE_GENERATORS[baseShape] || SHAPE_GENERATORS['flat_plate'];
|
353 |
+
const baseGeo = baseGeoFunc(baseSize);
|
354 |
baseMesh = createMesh(baseGeo, colorTheme[0] || MAT.stone_grey, {y:0.1});
|
355 |
baseMesh.receiveShadow = true; baseMesh.castShadow = false;
|
356 |
group.add(baseMesh);
|
357 |
}
|
358 |
|
|
|
359 |
const allShapes = [...mainShapes, ...accents];
|
360 |
let lastY = 0; // For stacking
|
361 |
+
let stackCount = 0; // Track items in current stack
|
362 |
|
363 |
for (let i = 0; i < count; i++) {
|
364 |
+
if(allShapes.length === 0) break; // Avoid errors if no shapes defined
|
365 |
const shapeKey = allShapes[Math.floor(Math.random() * allShapes.length)];
|
366 |
const geoFunc = SHAPE_GENERATORS[shapeKey];
|
367 |
if (!geoFunc) { console.warn(`Shape generator not found for key: ${shapeKey}`); continue; }
|
368 |
|
369 |
+
const scaleFactor = scaleRange[0] + Math.random() * (scaleRange[1] - scaleRange[0]);
|
370 |
+
const geometry = geoFunc(scaleFactor);
|
371 |
const material = colorTheme[Math.floor(Math.random() * colorTheme.length)];
|
372 |
const mesh = createMesh(geometry, material);
|
373 |
|
|
|
|
|
374 |
geometry.computeBoundingBox();
|
375 |
const height = (geometry.boundingBox.max.y - geometry.boundingBox.min.y) * mesh.scale.y;
|
376 |
+
let position = { x:0, y:0, z:0 };
|
377 |
|
378 |
switch(arrangement) {
|
379 |
case 'stack':
|
380 |
+
if (stackCount < stackHeight) {
|
381 |
+
position.y = lastY + height / 2;
|
382 |
+
position.x = (Math.random() - 0.5) * 0.5 * scaleFactor;
|
383 |
+
position.z = (Math.random() - 0.5) * 0.5 * scaleFactor;
|
384 |
+
lastY += height * 0.9;
|
385 |
+
stackCount++;
|
386 |
+
} else continue; // Skip if stack is full
|
387 |
break;
|
388 |
case 'center_stack':
|
389 |
+
if (stackCount < stackHeight) {
|
390 |
+
position.y = lastY + height / 2;
|
391 |
+
lastY += height * 0.95;
|
392 |
+
stackCount++;
|
393 |
+
} else continue;
|
394 |
break;
|
395 |
case 'cluster':
|
396 |
const angle = Math.random() * Math.PI * 2;
|
397 |
const radius = Math.random() * clusterRadius;
|
398 |
position.x = Math.cos(angle) * radius;
|
399 |
position.z = Math.sin(angle) * radius;
|
400 |
+
position.y = height / 2;
|
401 |
break;
|
402 |
case 'patch':
|
403 |
const pAngle = Math.random() * Math.PI * 2;
|
404 |
const pRadius = Math.random() * patchRadius;
|
405 |
position.x = patchPos.x + Math.cos(pAngle) * pRadius;
|
406 |
position.z = patchPos.z + Math.sin(pAngle) * pRadius;
|
407 |
+
position.y = (patchPos.y || 0) + height / 2;
|
408 |
break;
|
409 |
case 'scatter':
|
410 |
default:
|
411 |
position.x = (Math.random() - 0.5) * baseSize * 0.8;
|
412 |
position.z = (Math.random() - 0.5) * baseSize * 0.8;
|
413 |
+
position.y = height / 2;
|
414 |
break;
|
415 |
}
|
416 |
mesh.position.set(position.x, position.y, position.z);
|
417 |
|
|
|
418 |
mesh.rotation.set(
|
419 |
+
Math.random() * (arrangement.includes('stack') ? 0.2 : Math.PI), // Less x/z rotation if stacked
|
420 |
Math.random() * Math.PI * 2,
|
421 |
+
Math.random() * (arrangement.includes('stack') ? 0.2 : Math.PI)
|
422 |
);
|
423 |
|
424 |
+
if (Math.random() < 0.3) {
|
425 |
+
mesh.userData.rotSpeed = (Math.random() - 0.5) * 0.4;
|
426 |
+
mesh.userData.bobSpeed = 1 + Math.random();
|
427 |
+
mesh.userData.bobAmount = 0.05 + Math.random() * 0.05;
|
428 |
+
mesh.userData.startY = mesh.position.y;
|
429 |
+
mesh.userData.update = (time, delta) => {
|
430 |
+
mesh.rotation.y += mesh.userData.rotSpeed * delta;
|
431 |
+
mesh.position.y = mesh.userData.startY + Math.sin(time * mesh.userData.bobSpeed) * mesh.userData.bobAmount;
|
432 |
};
|
433 |
}
|
434 |
|
435 |
group.add(mesh);
|
436 |
}
|
437 |
+
console.log(`Assembly created with ${group.children.length} objects.`);
|
438 |
return group;
|
439 |
}
|
440 |
|
|
|
|
|
441 |
function updateScene(assemblyParams) {
|
442 |
+
console.log("updateScene called with params:", assemblyParams);
|
|
|
443 |
if (currentSceneGroup) {
|
444 |
currentSceneGroup.traverse(child => {
|
445 |
if (child.isMesh) {
|
446 |
if(child.geometry) child.geometry.dispose();
|
|
|
447 |
}
|
448 |
});
|
449 |
+
scene.remove(currentSceneGroup);
|
450 |
currentSceneGroup = null;
|
451 |
}
|
452 |
+
setupLighting('default'); // Reset lighting
|
|
|
453 |
|
454 |
if (!assemblyParams) {
|
455 |
console.warn("No assemblyParams provided, creating default scene.");
|
456 |
+
assemblyParams = { baseShape: 'ground_dirt', count: 5, mainShapes: ['boxy_chunk'] };
|
457 |
}
|
458 |
|
459 |
try {
|
460 |
currentSceneGroup = createProceduralAssembly(assemblyParams);
|
461 |
+
scene.add(currentSceneGroup);
|
462 |
console.log("New scene group added.");
|
463 |
} catch (error) {
|
464 |
console.error("Error creating procedural assembly:", error);
|
|
|
465 |
}
|
466 |
}
|
467 |
|
468 |
|
|
|
469 |
function startGame() {
|
470 |
console.log("startGame called.");
|
471 |
const defaultChar = {
|
472 |
name: "Player",
|
473 |
stats: { hp: 20, maxHp: 20, xp: 0, strength: 10, dexterity: 10, constitution: 10, intelligence: 10, wisdom: 10, charisma: 10 },
|
474 |
+
inventory: ["Sturdy Stick"]
|
475 |
};
|
476 |
gameState = {
|
477 |
+
currentPageId: 1,
|
478 |
character: JSON.parse(JSON.stringify(defaultChar))
|
479 |
};
|
480 |
renderPage(gameState.currentPageId);
|
|
|
483 |
|
484 |
function handleChoiceClick(choiceData) {
|
485 |
console.log("Choice clicked:", choiceData);
|
486 |
+
currentMessage = "";
|
487 |
|
488 |
let nextPageId = parseInt(choiceData.next);
|
489 |
const currentPageData = gameData[gameState.currentPageId];
|
|
|
492 |
if (!targetPageData) {
|
493 |
console.error(`Invalid next page ID: ${nextPageId}`);
|
494 |
currentMessage = `<p class="message message-warning">Oops! That path seems to lead nowhere yet.</p>`;
|
495 |
+
nextPageId = gameState.currentPageId;
|
496 |
}
|
497 |
|
|
|
498 |
if (currentPageData && currentPageData.options) {
|
499 |
+
const chosenOption = currentPageData.options.find(opt => opt.next === choiceData.next);
|
500 |
if (chosenOption && chosenOption.reward) {
|
501 |
console.log("Applying reward:", chosenOption.reward);
|
502 |
if(chosenOption.reward.addItem && itemsData[chosenOption.reward.addItem]) {
|
|
|
504 |
gameState.character.inventory.push(chosenOption.reward.addItem);
|
505 |
currentMessage += `<p class="message message-item">You found a ${chosenOption.reward.addItem}!</p>`;
|
506 |
} else {
|
507 |
+
currentMessage += `<p class="message message-info">You found another ${chosenOption.reward.addItem}, but your pockets are full!</p>`;
|
508 |
}
|
509 |
}
|
510 |
if(chosenOption.reward.xp) {
|
511 |
gameState.character.stats.xp += chosenOption.reward.xp;
|
512 |
currentMessage += `<p class="message message-xp">You gained ${chosenOption.reward.xp} XP!</p>`;
|
513 |
}
|
|
|
514 |
}
|
515 |
}
|
516 |
|
|
|
517 |
gameState.currentPageId = nextPageId;
|
518 |
renderPage(nextPageId);
|
519 |
}
|
|
|
524 |
|
525 |
if (!pageData) {
|
526 |
console.error(`No page data for ID: ${pageId}`);
|
527 |
+
storyTitleElement.textContent = "Uh Oh!";
|
528 |
+
storyContentElement.innerHTML = currentMessage + `<p>Where did the world go? Maybe try going back?</p>`;
|
529 |
+
choicesElement.innerHTML = `<button class="choice-button" onclick="window.handleChoiceClick({ next: 1 })">Go Back to Start</button>`;
|
530 |
updateStatsDisplay(); updateInventoryDisplay(); updateActionInfo();
|
531 |
+
updateScene({ baseShape: 'ground_dirt', count: 1, mainShapes: ['basic_tetra'], colorTheme: [MAT.metal_rusty] });
|
532 |
return;
|
533 |
}
|
534 |
|
535 |
storyTitleElement.textContent = pageData.title || "An Unnamed Place";
|
536 |
+
storyContentElement.innerHTML = currentMessage + (pageData.content || "<p>It's... a place. Things exist here.</p>");
|
537 |
+
choicesElement.innerHTML = '';
|
538 |
|
539 |
if (pageData.options && pageData.options.length > 0) {
|
540 |
pageData.options.forEach(option => {
|
541 |
const button = document.createElement('button');
|
542 |
button.classList.add('choice-button');
|
543 |
button.textContent = option.text;
|
544 |
+
button.onclick = () => handleChoiceClick(option);
|
545 |
choicesElement.appendChild(button);
|
546 |
});
|
547 |
} else {
|
|
|
548 |
const button = document.createElement('button');
|
549 |
button.classList.add('choice-button');
|
550 |
+
button.textContent = "The End (Start Over?)";
|
551 |
button.onclick = () => handleChoiceClick({ next: 1 });
|
552 |
choicesElement.appendChild(button);
|
553 |
}
|
|
|
555 |
updateStatsDisplay();
|
556 |
updateInventoryDisplay();
|
557 |
updateActionInfo();
|
558 |
+
updateScene(pageData.assemblyParams);
|
559 |
}
|
|
|
560 |
window.handleChoiceClick = handleChoiceClick;
|
561 |
|
562 |
function updateStatsDisplay() {
|
563 |
if (!gameState.character || !statsElement) return;
|
564 |
const stats = gameState.character.stats;
|
565 |
const hpColor = stats.hp / stats.maxHp < 0.3 ? '#f88' : (stats.hp / stats.maxHp < 0.6 ? '#fd5' : '#8f8');
|
|
|
566 |
statsElement.innerHTML = `<strong>Stats:</strong>
|
567 |
<span style="color:${hpColor}">HP: ${stats.hp}/${stats.maxHp}</span> <span>XP: ${stats.xp}</span><br>
|
568 |
<span>Str: ${stats.strength}</span> <span>Dex: ${stats.dexterity}</span> <span>Con: ${stats.constitution}</span>
|
|
|
585 |
}
|
586 |
|
587 |
function updateActionInfo() {
|
588 |
+
if (!actionInfoElement || !gameState ) return;
|
589 |
+
actionInfoElement.textContent = `Location: ${gameData[gameState.currentPageId]?.title || 'Unknown'}`;
|
590 |
}
|
591 |
|
592 |
|
|
|
593 |
document.addEventListener('DOMContentLoaded', () => {
|
594 |
+
console.log("DOM Ready - Initializing Wacky Shapes Adventure!");
|
595 |
try {
|
596 |
initThreeJS();
|
597 |
if (!scene || !camera || !renderer) throw new Error("Three.js failed to initialize.");
|
598 |
+
startGame();
|
599 |
console.log("Game world initialized and started.");
|
600 |
} catch (error) {
|
601 |
console.error("Initialization failed:", error);
|
602 |
storyTitleElement.textContent = "Initialization Error";
|
603 |
storyContentElement.innerHTML = `<p style="color:red;">Failed to start game:</p><pre style="color:red; white-space: pre-wrap;">${error.stack || error}</pre><p style="color:yellow;">Check console (F12) for details.</p>`;
|
604 |
if(sceneContainer) sceneContainer.innerHTML = '<p style="color:red; padding: 20px;">3D Scene Failed</p>';
|
605 |
+
const statsInvContainer = document.getElementById('stats-inventory-container');
|
606 |
+
const choicesCont = document.getElementById('choices-container');
|
607 |
+
if (statsInvContainer) statsInvContainer.style.display = 'none';
|
608 |
+
if (choicesCont) choicesCont.style.display = 'none';
|
609 |
}
|
610 |
});
|
611 |
|