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Update index.html
Browse files- index.html +101 -95
index.html
CHANGED
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@@ -3,7 +3,7 @@
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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>Wacky Shapes Adventure
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<style>
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/* --- Base Styles (Similar to previous, slightly tweaked) --- */
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body { font-family: 'Verdana', sans-serif; background-color: #2a3a4a; color: #f0f0f0; margin: 0; padding: 0; overflow: hidden; display: flex; flex-direction: column; height: 100vh; }
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@@ -39,21 +39,25 @@
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.message-xp { color: #af8; border-left-color: #6a4; }
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.message-warning { color: #f99; border-left-color: #c66; }
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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="ui-container">
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<h2 id="story-title">
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<div id="story-content"><p>
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<div id="stats-inventory-container">
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<div id="stats-display"
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<div id="inventory-display"
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</div>
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<div id="choices-container">
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<h3>What
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<div id="choices"
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</div>
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</div>
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</div>
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@@ -70,19 +74,25 @@
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console.log("Script module execution started.");
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const sceneContainer = document.getElementById('scene-container');
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const storyTitleElement = document.getElementById('story-title');
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const storyContentElement = document.getElementById('story-content');
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const choicesElement = document.getElementById('choices');
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const statsElement = document.getElementById('stats-display');
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const inventoryElement = document.getElementById('inventory-display');
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let scene, camera, renderer, clock;
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let currentSceneGroup = null;
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let currentLights = [];
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let currentMessage = "";
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stone_grey: new THREE.MeshStandardMaterial({ color: 0x8a8a8a, roughness: 0.8 }),
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stone_brown: new THREE.MeshStandardMaterial({ color: 0x9d8468, roughness: 0.85 }),
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wood_light: new THREE.MeshStandardMaterial({ color: 0xcdaa7d, roughness: 0.7 }),
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@@ -101,7 +111,7 @@
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};
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// --- Game State ---
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let gameState = {};
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// --- Item Data ---
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const itemsData = {
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@@ -109,6 +119,7 @@
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"Shiny Sprocket": {type:"treasure", description:"A gear that gleams."},
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"Bouncy Mushroom": {type:"food", description:"Seems edible... maybe?"},
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"Sturdy Stick": {type:"tool", description:"Good for poking things."},
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};
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// --- Procedural Assembly Shapes ---
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@@ -124,7 +135,7 @@
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'gem_shape': (size) => new THREE.OctahedronGeometry(size * 0.6, 0),
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'basic_tetra': (size) => new THREE.TetrahedronGeometry(size * 0.7, 0),
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'squashed_ball': (size) => new THREE.SphereGeometry(size * 0.6, 12, 8).scale(1, 0.6, 1),
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'holed_box': (size) => {
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const shape = new THREE.Shape();
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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();
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const hole = new THREE.Path();
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@@ -180,8 +191,8 @@
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title: "Tree's Secret",
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content: "<p>Aha! Tucked behind the tree trunk, you found a Sturdy Stick!</p>",
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options: [ { text: "Awesome! Go back.", next: 2 } ],
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reward: { addItem: "Sturdy Stick" },
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assemblyParams: { // Same as page 2
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baseShape: 'ground_dirt', baseSize: 25,
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mainShapes: ['tall_cylinder', 'basic_tetra', 'round_blob'],
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accents: ['spiky_ball'],
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@@ -207,7 +218,7 @@
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title: "Picked a Gem!",
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content: "<p>Success! You plucked a pretty crystal from the ground. It feels warm.</p>",
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options: [ { text: "Cool! Go back.", next: 1 } ],
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reward: { addItem: "Cave Crystal" }, //
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assemblyParams: { // Same as page 3
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baseShape: 'ground_grass', baseSize: 15,
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mainShapes: ['gem_shape', 'basic_tetra'],
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@@ -221,7 +232,7 @@
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title: "Adventure Paused!",
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content: "<p>Wow, what an adventure! That's all for now, but maybe more fun awaits another day?</p>",
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options: [ { text: "Start Over?", next: 1 } ],
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assemblyParams: {
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baseShape: 'flat_plate', baseSize: 10,
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mainShapes: ['basic_tetra'],
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accents: [],
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@@ -237,7 +248,7 @@
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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(0x2a3a4a);
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clock = new THREE.Clock();
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const width = sceneContainer.clientWidth || 1;
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@@ -298,11 +309,11 @@
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currentLights.forEach(light => { if (light.parent) light.parent.remove(light); if(scene.children.includes(light)) scene.remove(light); });
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currentLights = [];
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const ambientLight = new THREE.AmbientLight(0xffffff, 0.6);
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scene.add(ambientLight);
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currentLights.push(ambientLight);
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const directionalLight = new THREE.DirectionalLight(0xffffff, 1.0);
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directionalLight.position.set(8, 15, 10);
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directionalLight.castShadow = true;
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directionalLight.shadow.mapSize.set(1024, 1024);
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@@ -315,7 +326,6 @@
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currentLights.push(directionalLight);
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}
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// --- Procedural Assembly Function ---
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function createProceduralAssembly(params) {
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console.log("Creating procedural assembly with params:", params);
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const group = new THREE.Group();
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@@ -324,146 +334,147 @@
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mainShapes = ['boxy_chunk'], accents = ['pointy_cone'],
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count = 10, scaleRange = [0.5, 1.5],
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colorTheme = [MAT.stone_grey, MAT.wood_light, MAT.leaf_green],
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arrangement = 'scatter',
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stackHeight = 5,
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clusterRadius = 5,
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patchPos = {x:0, y:0, z:0}, patchRadius = 3
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} = params;
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// 1. Create Base
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let baseMesh;
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if (baseShape.startsWith('ground_')) {
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group.add(baseMesh);
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} else {
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const
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baseMesh = createMesh(baseGeo, colorTheme[0] || MAT.stone_grey, {y:0.1});
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baseMesh.receiveShadow = true; baseMesh.castShadow = false;
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group.add(baseMesh);
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}
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// 2. Generate Objects
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const allShapes = [...mainShapes, ...accents];
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let lastY = 0; // For stacking
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for (let i = 0; i < count; i++) {
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const shapeKey = allShapes[Math.floor(Math.random() * allShapes.length)];
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const geoFunc = SHAPE_GENERATORS[shapeKey];
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if (!geoFunc) { console.warn(`Shape generator not found for key: ${shapeKey}`); continue; }
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const
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const geometry = geoFunc(
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const material = colorTheme[Math.floor(Math.random() * colorTheme.length)];
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const mesh = createMesh(geometry, material);
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// Calculate position based on arrangement
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let position = { x:0, y:0, z:0 };
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geometry.computeBoundingBox();
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const height = (geometry.boundingBox.max.y - geometry.boundingBox.min.y) * mesh.scale.y;
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switch(arrangement) {
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case 'stack':
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break;
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case 'center_stack':
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-
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}
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break;
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case 'cluster':
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const angle = Math.random() * Math.PI * 2;
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const radius = Math.random() * clusterRadius;
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position.x = Math.cos(angle) * radius;
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position.z = Math.sin(angle) * radius;
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position.y = height / 2;
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break;
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case 'patch':
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const pAngle = Math.random() * Math.PI * 2;
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const pRadius = Math.random() * patchRadius;
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position.x = patchPos.x + Math.cos(pAngle) * pRadius;
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position.z = patchPos.z + Math.sin(pAngle) * pRadius;
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position.y = (patchPos.y || 0) + height / 2;
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break;
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case 'scatter':
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default:
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position.x = (Math.random() - 0.5) * baseSize * 0.8;
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position.z = (Math.random() - 0.5) * baseSize * 0.8;
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position.y = height / 2;
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break;
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}
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mesh.position.set(position.x, position.y, position.z);
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// Random rotation
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mesh.rotation.set(
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Math.random() * (arrangement
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Math.random() * Math.PI * 2,
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Math.random() * (arrangement
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);
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mesh.userData.
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mesh.userData.
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};
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}
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group.add(mesh);
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}
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return group;
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}
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// --- Scene Management (Back to Page-Based) ---
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function updateScene(assemblyParams) {
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console.log("updateScene called");
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// Clear previous scene objects
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if (currentSceneGroup) {
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currentSceneGroup.traverse(child => {
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if (child.isMesh) {
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if(child.geometry) child.geometry.dispose();
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// Assume materials in MAT are shared, don't dispose them unless cloned per object
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}
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});
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scene.remove(currentSceneGroup);
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currentSceneGroup = null;
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}
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setupLighting('default'); // Reset to default lighting for each scene load
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if (!assemblyParams) {
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console.warn("No assemblyParams provided, creating default scene.");
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assemblyParams = { baseShape: 'ground_dirt', count: 5 };
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}
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try {
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currentSceneGroup = createProceduralAssembly(assemblyParams);
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scene.add(currentSceneGroup);
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console.log("New scene group added.");
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} catch (error) {
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console.error("Error creating procedural assembly:", error);
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// Optionally add an error indicator scene
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}
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}
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// --- Game Logic ---
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function startGame() {
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console.log("startGame called.");
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const defaultChar = {
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name: "Player",
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stats: { hp: 20, maxHp: 20, xp: 0, strength: 10, dexterity: 10, constitution: 10, intelligence: 10, wisdom: 10, charisma: 10 },
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inventory: ["Sturdy Stick"]
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};
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gameState = {
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currentPageId: 1,
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character: JSON.parse(JSON.stringify(defaultChar))
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};
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renderPage(gameState.currentPageId);
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function handleChoiceClick(choiceData) {
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console.log("Choice clicked:", choiceData);
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currentMessage = "";
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let nextPageId = parseInt(choiceData.next);
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const currentPageData = gameData[gameState.currentPageId];
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if (!targetPageData) {
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console.error(`Invalid next page ID: ${nextPageId}`);
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currentMessage = `<p class="message message-warning">Oops! That path seems to lead nowhere yet.</p>`;
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nextPageId = gameState.currentPageId;
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}
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// Apply rewards from *current* page choice before transitioning
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if (currentPageData && currentPageData.options) {
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const chosenOption = currentPageData.options.find(opt => opt.next === choiceData.next);
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if (chosenOption && chosenOption.reward) {
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console.log("Applying reward:", chosenOption.reward);
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if(chosenOption.reward.addItem && itemsData[chosenOption.reward.addItem]) {
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gameState.character.inventory.push(chosenOption.reward.addItem);
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currentMessage += `<p class="message message-item">You found a ${chosenOption.reward.addItem}!</p>`;
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} else {
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currentMessage += `<p class="message message-info">You found another ${chosenOption.reward.addItem}, but
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}
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}
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if(chosenOption.reward.xp) {
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gameState.character.stats.xp += chosenOption.reward.xp;
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currentMessage += `<p class="message message-xp">You gained ${chosenOption.reward.xp} XP!</p>`;
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}
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// Add stat gain logic here if needed for specific rewards
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}
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}
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gameState.currentPageId = nextPageId;
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renderPage(nextPageId);
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}
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if (!pageData) {
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console.error(`No page data for ID: ${pageId}`);
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storyTitleElement.textContent = "
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storyContentElement.innerHTML = currentMessage + `<p>
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choicesElement.innerHTML = `<button class="choice-button" onclick="handleChoiceClick({ next: 1 })">Go Back to Start</button>`;
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updateStatsDisplay(); updateInventoryDisplay(); updateActionInfo();
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updateScene({ baseShape: 'ground_dirt', count: 1, mainShapes: ['basic_tetra'], colorTheme: [MAT.metal_rusty] });
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return;
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}
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storyTitleElement.textContent = pageData.title || "An Unnamed Place";
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storyContentElement.innerHTML = currentMessage + (pageData.content || "<p
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choicesElement.innerHTML = '';
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if (pageData.options && pageData.options.length > 0) {
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pageData.options.forEach(option => {
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const button = document.createElement('button');
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button.classList.add('choice-button');
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button.textContent = option.text;
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button.onclick = () => handleChoiceClick(option);
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choicesElement.appendChild(button);
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});
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} else {
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// Maybe always add a restart button if no other options?
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const button = document.createElement('button');
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button.classList.add('choice-button');
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button.textContent = "The End (
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button.onclick = () => handleChoiceClick({ next: 1 });
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choicesElement.appendChild(button);
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}
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updateStatsDisplay();
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updateInventoryDisplay();
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updateActionInfo();
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updateScene(pageData.assemblyParams);
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}
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// Make handleChoiceClick globally accessible for inline handlers
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window.handleChoiceClick = handleChoiceClick;
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function updateStatsDisplay() {
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if (!gameState.character || !statsElement) return;
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const stats = gameState.character.stats;
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const hpColor = stats.hp / stats.maxHp < 0.3 ? '#f88' : (stats.hp / stats.maxHp < 0.6 ? '#fd5' : '#8f8');
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statsElement.innerHTML = `<strong>Stats:</strong>
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<span style="color:${hpColor}">HP: ${stats.hp}/${stats.maxHp}</span> <span>XP: ${stats.xp}</span><br>
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<span>Str: ${stats.strength}</span> <span>Dex: ${stats.dexterity}</span> <span>Con: ${stats.constitution}</span>
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}
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function updateActionInfo() {
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}
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// --- Initialization ---
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document.addEventListener('DOMContentLoaded', () => {
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console.log("DOM Ready - Initializing Wacky Shapes Adventure
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try {
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initThreeJS();
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if (!scene || !camera || !renderer) throw new Error("Three.js failed to initialize.");
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startGame();
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console.log("Game world initialized and started.");
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} catch (error) {
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console.error("Initialization failed:", error);
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storyTitleElement.textContent = "Initialization Error";
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storyContentElement.innerHTML = `<p style="color:red;">Failed to start game:</p><pre style="color:red; white-space: pre-wrap;">${error.stack || error}</pre><p style="color:yellow;">Check console (F12) for details.</p>`;
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if(sceneContainer) sceneContainer.innerHTML = '<p style="color:red; padding: 20px;">3D Scene Failed</p>';
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document.getElementById('stats-inventory-container')
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document.getElementById('choices-container')
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}
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});
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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>Wacky Shapes Adventure! (Fixed)</title>
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<style>
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/* --- 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 |
|