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Update index.html
Browse files- index.html +808 -538
index.html
CHANGED
@@ -1,548 +1,818 @@
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break;
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case "user_rename":
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console.log(`User ${payload.old_username} is now ${payload.new_username}`);
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break;
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case "chat_message":
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console.log(`Chat from ${payload.username}: ${payload.message}`);
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// Handle displaying chat in the Streamlit Chat tab (Python side handles this)
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break;
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// Add handlers for other message types
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default:
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console.warn("Received unknown WebSocket message type:", type);
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}
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mesh = new THREE.Group();
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geometry = new THREE.BoxGeometry(2, 1.5, 2.5); material = house_wall;
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const body = new THREE.Mesh(geometry, material); body.position.y = 0.75; body.castShadow = true; body.receiveShadow = true; mesh.add(body);
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geometry = new THREE.ConeGeometry(1.8, 1, 4); material = house_roof;
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const roof = new THREE.Mesh(geometry, material); roof.position.y = 1.5 + 0.5; roof.rotation.y = Math.PI / 4; roof.castShadow = true; roof.receiveShadow = false; mesh.add(roof);
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break;
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case "Fence Post": // Keep original simple fence post
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geometry = new THREE.BoxGeometry(0.2, 1.5, 0.2); material = wood;
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mesh = new THREE.Mesh(geometry, material); mesh.position.y = 0.75; mesh.castShadow = true; mesh.receiveShadow = true;
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break;
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// --- New Primitives ---
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case "Pine Tree": // Example: Cone for canopy
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mesh = new THREE.Group();
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geometry = new THREE.CylinderGeometry(0.2, 0.3, 2.5, 8); material = wood;
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const pineTrunk = new THREE.Mesh(geometry, material); pineTrunk.position.y = 1.25; pineTrunk.castShadow=true; pineTrunk.receiveShadow=true; mesh.add(pineTrunk);
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geometry = new THREE.ConeGeometry(1, 2.5, 8); material = leaf;
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const pineCanopy = new THREE.Mesh(geometry, material); pineCanopy.position.y = 2.5 + (2.5/2) - 0.5; pineCanopy.castShadow=true; pineCanopy.receiveShadow=false; mesh.add(pineCanopy);
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break;
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case "Brick Wall": // Simple box with brick color
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geometry = new THREE.BoxGeometry(3, 2, 0.3); material = brick;
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mesh = new THREE.Mesh(geometry, material); mesh.position.y = 1; mesh.castShadow = true; mesh.receiveShadow = true;
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break;
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case "Sphere":
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geometry = new THREE.SphereGeometry(0.8, 16, 12); material = metal;
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mesh = new THREE.Mesh(geometry, material); mesh.position.y = 0.8; mesh.castShadow = true; mesh.receiveShadow = true;
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break;
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case "Cube": // Simple cube
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geometry = new THREE.BoxGeometry(1, 1, 1); material = stone; // Re-use stone
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mesh = new THREE.Mesh(geometry, material); mesh.position.y = 0.5; mesh.castShadow = true; mesh.receiveShadow = true;
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break;
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case "Cylinder":
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geometry = new THREE.CylinderGeometry(0.5, 0.5, 1.5, 16); material = metal;
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mesh = new THREE.Mesh(geometry, material); mesh.position.y = 0.75; mesh.castShadow = true; mesh.receiveShadow = true;
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break;
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case "Cone":
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geometry = new THREE.ConeGeometry(0.6, 1.2, 16); material = house_roof; // Re-use roof
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mesh = new THREE.Mesh(geometry, material); mesh.position.y = 0.6; mesh.castShadow = true; mesh.receiveShadow = true;
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break;
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case "Torus": // Donut shape
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geometry = new THREE.TorusGeometry(0.6, 0.2, 8, 24); material = gem; // Use gem material
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mesh = new THREE.Mesh(geometry, material); mesh.position.y = 0.7; mesh.castShadow = true; mesh.receiveShadow = true;
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mesh.rotation.x = Math.PI / 2; // Stand it up
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break;
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case "Mushroom":
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mesh = new THREE.Group();
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geometry = new THREE.CylinderGeometry(0.15, 0.1, 0.6, 8); material = house_wall; // Cream stem
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const stem = new THREE.Mesh(geometry, material); stem.position.y = 0.3; stem.castShadow = true; stem.receiveShadow = true; mesh.add(stem);
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geometry = new THREE.SphereGeometry(0.4, 16, 8, 0, Math.PI * 2, 0, Math.PI / 2); material = house_roof; // Red cap
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const cap = new THREE.Mesh(geometry, material); cap.position.y = 0.6; cap.castShadow = true; cap.receiveShadow = false; mesh.add(cap);
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break;
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case "Cactus": // Simple segmented cactus
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mesh = new THREE.Group(); material = leaf; // Green material
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geometry = new THREE.CylinderGeometry(0.3, 0.3, 1.5, 8);
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373 |
-
const main = new THREE.Mesh(geometry, material); main.position.y = 0.75; main.castShadow = true; main.receiveShadow = true; mesh.add(main);
|
374 |
-
geometry = new THREE.CylinderGeometry(0.2, 0.2, 0.8, 8);
|
375 |
-
const arm1 = new THREE.Mesh(geometry, material); arm1.position.set(0.3, 1, 0); arm1.rotation.z = Math.PI / 4; arm1.castShadow = true; arm1.receiveShadow = true; mesh.add(arm1);
|
376 |
-
const arm2 = new THREE.Mesh(geometry, material); arm2.position.set(-0.3, 0.8, 0); arm2.rotation.z = -Math.PI / 4; arm2.castShadow = true; arm2.receiveShadow = true; mesh.add(arm2);
|
377 |
-
break;
|
378 |
-
case "Campfire":
|
379 |
-
mesh = new THREE.Group();
|
380 |
-
material = wood; geometry = new THREE.CylinderGeometry(0.1, 0.1, 0.8, 5);
|
381 |
-
const log1 = new THREE.Mesh(geometry, material); log1.rotation.x = Math.PI/2; log1.position.set(0, 0.1, 0.2); mesh.add(log1);
|
382 |
-
const log2 = new THREE.Mesh(geometry, material); log2.rotation.set(Math.PI/2, 0, Math.PI/3); log2.position.set(0.2*Math.cos(Math.PI/6), 0.1, -0.2*Math.sin(Math.PI/6)); mesh.add(log2);
|
383 |
-
const log3 = new THREE.Mesh(geometry, material); log3.rotation.set(Math.PI/2, 0, -Math.PI/3); log3.position.set(-0.2*Math.cos(Math.PI/6), 0.1, -0.2*Math.sin(Math.PI/6)); mesh.add(log3);
|
384 |
-
material2 = lightMat; geometry = new THREE.ConeGeometry(0.2, 0.5, 8); // Simple flame
|
385 |
-
const flame = new THREE.Mesh(geometry, material2); flame.position.y = 0.35; mesh.add(flame);
|
386 |
-
// Add shadows later if needed
|
387 |
-
break;
|
388 |
-
case "Star":
|
389 |
-
geometry = new THREE.SphereGeometry(0.5, 4, 2); // Low poly sphere looks star-like
|
390 |
-
material = lightMat;
|
391 |
-
mesh = new THREE.Mesh(geometry, material); mesh.position.y = 1;
|
392 |
-
break;
|
393 |
-
case "Gem":
|
394 |
-
geometry = new THREE.OctahedronGeometry(0.6, 0); material = gem;
|
395 |
-
mesh = new THREE.Mesh(geometry, material); mesh.position.y = 0.6; mesh.castShadow = true; mesh.receiveShadow = true;
|
396 |
-
break;
|
397 |
-
case "Tower": // Simple cylinder tower
|
398 |
-
geometry = new THREE.CylinderGeometry(1, 1.2, 5, 8); material = stone;
|
399 |
-
mesh = new THREE.Mesh(geometry, material); mesh.position.y = 2.5; mesh.castShadow = true; mesh.receiveShadow = true;
|
400 |
-
break;
|
401 |
-
case "Barrier": // Simple box barrier
|
402 |
-
geometry = new THREE.BoxGeometry(2, 0.5, 0.5); material = metal;
|
403 |
-
mesh = new THREE.Mesh(geometry, material); mesh.position.y = 0.25; mesh.castShadow = true; mesh.receiveShadow = true;
|
404 |
-
break;
|
405 |
-
case "Fountain": // Placeholder: Tiered cylinders
|
406 |
-
mesh = new THREE.Group(); material = stone;
|
407 |
-
geometry = new THREE.CylinderGeometry(1.5, 1.5, 0.3, 16);
|
408 |
-
const baseF = new THREE.Mesh(geometry, material); baseF.position.y = 0.15; mesh.add(baseF);
|
409 |
-
geometry = new THREE.CylinderGeometry(0.8, 0.8, 0.5, 16);
|
410 |
-
const midF = new THREE.Mesh(geometry, material); midF.position.y = 0.3+0.25; mesh.add(midF);
|
411 |
-
geometry = new THREE.CylinderGeometry(0.4, 0.4, 0.7, 16);
|
412 |
-
const topF = new THREE.Mesh(geometry, material); topF.position.y = 0.8+0.35; mesh.add(topF);
|
413 |
-
mesh.castShadow = true; mesh.receiveShadow = true; // Apply to group?
|
414 |
-
break;
|
415 |
-
case "Lantern":
|
416 |
-
mesh = new THREE.Group(); material = metal;
|
417 |
-
geometry = new THREE.BoxGeometry(0.4, 0.6, 0.4);
|
418 |
-
const bodyL = new THREE.Mesh(geometry, material); bodyL.position.y = 0.3; mesh.add(bodyL);
|
419 |
-
geometry = new THREE.SphereGeometry(0.15); material2 = lightMat;
|
420 |
-
const lightL = new THREE.Mesh(geometry, material2); lightL.position.y = 0.3; mesh.add(lightL);
|
421 |
-
mesh.castShadow = true; // Group casts shadow?
|
422 |
-
break;
|
423 |
-
case "Sign Post":
|
424 |
-
mesh = new THREE.Group(); material = wood;
|
425 |
-
geometry = new THREE.CylinderGeometry(0.05, 0.05, 1.8, 8);
|
426 |
-
const postS = new THREE.Mesh(geometry, material); postS.position.y = 0.9; mesh.add(postS);
|
427 |
-
geometry = new THREE.BoxGeometry(0.8, 0.4, 0.05);
|
428 |
-
const signS = new THREE.Mesh(geometry, material); signS.position.y = 1.5; mesh.add(signS);
|
429 |
-
mesh.castShadow = true; mesh.receiveShadow = true;
|
430 |
-
break;
|
431 |
-
|
432 |
-
|
433 |
-
default:
|
434 |
-
console.warn("Unknown primitive type for mesh creation:", type);
|
435 |
-
return null; // Return null if type not found
|
436 |
-
}
|
437 |
-
} catch (e) {
|
438 |
-
console.error(`Error creating geometry/mesh for type ${type}:`, e);
|
439 |
-
return null;
|
440 |
-
}
|
441 |
-
|
442 |
-
// Common post-creation steps (if mesh created)
|
443 |
-
if (mesh) {
|
444 |
-
// Set default userData structure (will be overwritten by createAndPlaceObject)
|
445 |
-
mesh.userData = { type: type };
|
446 |
-
// Ensure position is defaulted reasonably if created standalone
|
447 |
-
if (!mesh.position.y && mesh.geometry) {
|
448 |
-
mesh.geometry.computeBoundingBox();
|
449 |
-
mesh.position.y = (mesh.geometry.boundingBox.max.y - mesh.geometry.boundingBox.min.y) / 2;
|
450 |
-
}
|
451 |
-
}
|
452 |
-
return mesh;
|
453 |
-
}
|
454 |
-
|
455 |
-
|
456 |
-
// --- Event Handlers ---
|
457 |
-
function onMouseMove(event) { /* ... (Keep as before) ... */
|
458 |
-
mouse.x = (event.clientX / window.innerWidth) * 2 - 1; mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;
|
459 |
-
}
|
460 |
-
|
461 |
-
function onDocumentClick(event) {
|
462 |
-
if (selectedObjectType === "None" || !selectedObjectType) return;
|
463 |
-
|
464 |
-
const groundCandidates = Object.values(groundMeshes);
|
465 |
-
if (groundCandidates.length === 0) return;
|
466 |
-
|
467 |
-
raycaster.setFromCamera(mouse, camera);
|
468 |
-
const intersects = raycaster.intersectObjects(groundCandidates);
|
469 |
-
|
470 |
-
if (intersects.length > 0) {
|
471 |
-
const intersectPoint = intersects[0].point;
|
472 |
-
|
473 |
-
// Prepare object data for the server
|
474 |
-
const newObjData = {
|
475 |
-
obj_id: THREE.MathUtils.generateUUID(), // Generate unique ID client-side
|
476 |
-
type: selectedObjectType,
|
477 |
-
position: { x: intersectPoint.x, y: 0, z: intersectPoint.z }, // Base position on ground
|
478 |
-
rotation: { _x: 0, _y: Math.random() * Math.PI * 2, _z: 0, _order: 'XYZ' } // Random Y rotation
|
479 |
-
};
|
480 |
-
|
481 |
-
// Adjust Y position based on object type AFTER getting the type
|
482 |
-
// This should ideally use the geometry's bounding box, but hardcoding for now
|
483 |
-
const tempMesh = createPrimitiveMesh(selectedObjectType); // Create temporarily to get height? Costly.
|
484 |
-
if (tempMesh && tempMesh.geometry) {
|
485 |
-
tempMesh.geometry.computeBoundingBox();
|
486 |
-
const height = tempMesh.geometry.boundingBox.max.y - tempMesh.geometry.boundingBox.min.y;
|
487 |
-
// Assume origin is at the center Y for most default geometries
|
488 |
-
newObjData.position.y = (height / 2) + intersectPoint.y + 0.01; // Place base slightly above ground
|
489 |
-
} else {
|
490 |
-
// Fallback if mesh creation failed or no geometry
|
491 |
-
newObjData.position.y = 0.5 + intersectPoint.y; // Default lift
|
492 |
-
}
|
493 |
-
|
494 |
-
console.log(`Placing ${selectedObjectType} (${newObjData.obj_id}) at`, newObjData.position);
|
495 |
-
|
496 |
-
// 1. Add object visually immediately (Optimistic Update)
|
497 |
-
createAndPlaceObject(newObjData, true); // Mark as locally placed initially? Not needed now.
|
498 |
-
|
499 |
-
// 2. Send placement message to server via WebSocket
|
500 |
-
sendWebSocketMessage("place_object", {
|
501 |
-
username: myUsername,
|
502 |
-
object_data: newObjData
|
503 |
-
});
|
504 |
-
|
505 |
-
// 3. No need for local saving (sessionStorage) anymore
|
506 |
-
}
|
507 |
-
}
|
508 |
-
|
509 |
-
function onKeyDown(event) { /* ... (Keep as before) ... */ keysPressed[event.code] = true; }
|
510 |
-
function onKeyUp(event) { /* ... (Keep as before) ... */ keysPressed[event.code] = false; }
|
511 |
-
function onWindowResize() { /* ... (Keep as before) ... */ camera.aspect = window.innerWidth / window.innerHeight; camera.updateProjectionMatrix(); renderer.setSize(window.innerWidth, window.innerHeight); }
|
512 |
-
|
513 |
-
// --- Functions called by Python ---
|
514 |
-
function teleportPlayer(targetX, targetZ) { /* ... (Keep as before) ... */
|
515 |
-
console.log(`JS teleportPlayer called: x=${targetX}, z=${targetZ}`); if (playerMesh) { playerMesh.position.x = targetX; playerMesh.position.z = targetZ; const offset = new THREE.Vector3(0, 15, 20); const targetPosition = playerMesh.position.clone().add(offset); camera.position.copy(targetPosition); camera.lookAt(playerMesh.position); console.log("Player teleported to:", playerMesh.position); } else { console.error("Player mesh not found for teleport."); }
|
516 |
-
}
|
517 |
-
function updateSelectedObjectType(newType) { // Renamed from previous attempt
|
518 |
-
console.log("JS updateSelectedObjectType received:", newType);
|
519 |
-
selectedObjectType = newType;
|
520 |
-
// Optionally provide visual feedback (e.g., change cursor)
|
521 |
-
}
|
522 |
-
|
523 |
-
// --- Animation Loop & Helpers ---
|
524 |
-
function updatePlayerMovement() { /* ... (Keep as before, includes checkAndExpandGroundVisuals) ... */
|
525 |
-
if (!playerMesh) return; const moveDirection = new THREE.Vector3(0, 0, 0); if (keysPressed['KeyW'] || keysPressed['ArrowUp']) moveDirection.z -= 1; if (keysPressed['KeyS'] || keysPressed['ArrowDown']) moveDirection.z += 1; if (keysPressed['KeyA'] || keysPressed['ArrowLeft']) moveDirection.x -= 1; if (keysPressed['KeyD'] || keysPressed['ArrowRight']) moveDirection.x += 1;
|
526 |
-
if (moveDirection.lengthSq() > 0) { const forward = new THREE.Vector3(); camera.getWorldDirection(forward); forward.y = 0; forward.normalize(); const right = new THREE.Vector3().crossVectors(camera.up, forward).normalize(); const worldMove = new THREE.Vector3(); worldMove.add(forward.multiplyScalar(-moveDirection.z)); worldMove.add(right.multiplyScalar(-moveDirection.x)); worldMove.normalize().multiplyScalar(playerSpeed); playerMesh.position.add(worldMove); playerMesh.position.y = Math.max(playerMesh.position.y, 0.8); checkAndExpandGroundVisuals(); }
|
527 |
-
}
|
528 |
-
function checkAndExpandGroundVisuals() { /* ... (Keep as before) ... */
|
529 |
-
if (!playerMesh) return; const currentGridX = Math.floor(playerMesh.position.x / plotWidth); const currentGridZ = Math.floor(playerMesh.position.z / plotDepth); const viewDistanceGrids = 3; // Expand further?
|
530 |
-
for (let dx = -viewDistanceGrids; dx <= viewDistanceGrids; dx++) { for (let dz = -viewDistanceGrids; dz <= viewDistanceGrids; dz++) { const checkX = currentGridX + dx; const checkZ = currentGridZ + dz; const gridKey = `${checkX}_${checkZ}`; if (!groundMeshes[gridKey]) { createGroundPlane(checkX, checkZ, true); } } }
|
531 |
-
}
|
532 |
-
function updateCamera() { /* ... (Keep as before) ... */
|
533 |
-
if (!playerMesh) return; const offset = new THREE.Vector3(0, 12, 18); const targetPosition = playerMesh.position.clone().add(offset); camera.position.lerp(targetPosition, 0.08); const lookAtTarget = playerMesh.position.clone().add(new THREE.Vector3(0, 0.5, 0)); camera.lookAt(lookAtTarget);
|
534 |
-
}
|
535 |
-
|
536 |
-
function animate() {
|
537 |
-
requestAnimationFrame(animate);
|
538 |
-
updatePlayerMovement();
|
539 |
-
updateCamera();
|
540 |
-
renderer.render(scene, camera);
|
541 |
-
}
|
542 |
-
|
543 |
-
// --- Start ---
|
544 |
-
init();
|
545 |
-
|
546 |
-
</script>
|
547 |
-
</body>
|
548 |
-
</html>
|
|
|
1 |
+
import * as THREE from 'three';
|
2 |
+
import * as CANNON from 'cannon-es';
|
3 |
+
// import CannonDebugger from 'cannon-es-debugger'; // Keep commented for now
|
4 |
+
|
5 |
+
// --- DOM Elements ---
|
6 |
+
const sceneContainer = document.getElementById('scene-container');
|
7 |
+
const statsElement = document.getElementById('stats-display');
|
8 |
+
const inventoryElement = document.getElementById('inventory-display');
|
9 |
+
const logElement = document.getElementById('log-display');
|
10 |
+
|
11 |
+
// --- Config ---
|
12 |
+
const ROOM_SIZE = 10;
|
13 |
+
const WALL_HEIGHT = 3; // Slightly shorter walls
|
14 |
+
const WALL_THICKNESS = 0.5;
|
15 |
+
const CAMERA_Y_OFFSET = 25; // Higher camera
|
16 |
+
const PLAYER_SPEED = 6;
|
17 |
+
const PLAYER_RADIUS = 0.5;
|
18 |
+
const PLAYER_HEIGHT = 1.8; // Visual height
|
19 |
+
const PLAYER_JUMP_IMPULSE = 7; // Impulse force for jump
|
20 |
+
const PROJECTILE_SPEED = 15;
|
21 |
+
const PROJECTILE_RADIUS = 0.2;
|
22 |
+
const PICKUP_RADIUS = 1.5;
|
23 |
+
const PICKUP_RADIUS_SQ = PICKUP_RADIUS * PICKUP_RADIUS; // Use squared distance
|
24 |
+
|
25 |
+
// --- Three.js Setup ---
|
26 |
+
let scene, camera, renderer;
|
27 |
+
let playerMesh;
|
28 |
+
const meshesToSync = []; // Holds { mesh: THREE.Mesh, body: CANNON.Body }
|
29 |
+
const projectiles = []; // Holds { mesh, body, lifetime }
|
30 |
+
let axesHelper;
|
31 |
+
|
32 |
+
// --- Physics Setup ---
|
33 |
+
let world;
|
34 |
+
let playerBody;
|
35 |
+
const physicsBodies = new Map(); // Use Map<id, CANNON.Body> for easier removal
|
36 |
+
let groundMaterial, playerMaterial, wallMaterial, monsterMaterial, itemMaterial; // Physics materials
|
37 |
+
let cannonDebugger = null;
|
38 |
+
|
39 |
+
// --- Game State ---
|
40 |
+
let gameState = {};
|
41 |
+
const keysPressed = {};
|
42 |
+
let gameLoopActive = false;
|
43 |
+
let animationFrameId = null;
|
44 |
+
let selectedTool = null; // For building tools later
|
45 |
+
|
46 |
+
// --- Game Data (Ensure starting point 0,0 exists!) ---
|
47 |
+
const gameData = {
|
48 |
+
// Structure: "x,y": { type, features?, items?, monsters?, name? }
|
49 |
+
"0,0": { type: 'city', features: ['door_north', 'item_Key'], name: "City Square"},
|
50 |
+
"0,1": { type: 'forest', features: ['path_north', 'door_south', 'item_Healing_Potion'], name: "Forest Entrance" },
|
51 |
+
"0,2": { type: 'forest', features: ['path_south', 'monster_goblin'], name: "Deep Forest"},
|
52 |
+
"1,1": { type: 'forest', features: ['river', 'path_west'], name: "River Bend" },
|
53 |
+
"-1,1": { type: 'ruins', features: ['path_east'], name: "Old Ruins"},
|
54 |
+
"1,0": { type: 'plains', features: ['door_west'], name: "East Plains"},
|
55 |
+
"-1,0": { type: 'plains', features: ['door_east'], name: "West Plains"},
|
56 |
+
};
|
57 |
+
|
58 |
+
const itemsData = { // Add 'name' for consistency
|
59 |
+
"Healing Potion": { name: "Healing Potion", type: "consumable", description: "Restores 10 HP.", hpRestore: 10, model: 'sphere_red' },
|
60 |
+
"Key": { name: "Key", type: "quest", description: "A rusty key.", model: 'box_gold'},
|
61 |
+
};
|
62 |
+
|
63 |
+
const monstersData = { // Add 'name'
|
64 |
+
"goblin": { name: "Goblin", hp: 15, attack: 4, defense: 1, speed: 2.5, model: 'capsule_green', xp: 5 },
|
65 |
+
};
|
66 |
+
|
67 |
+
// --- Materials and Geometries (Defined once) ---
|
68 |
+
// Using basic wireframe materials for initial debugging
|
69 |
+
const debugMaterials = {
|
70 |
+
player: new THREE.MeshBasicMaterial({ color: 0x0077ff, wireframe: true }),
|
71 |
+
wall: new THREE.MeshBasicMaterial({ color: 0xff0000, wireframe: true }),
|
72 |
+
item: new THREE.MeshBasicMaterial({ color: 0x00ff00, wireframe: true }),
|
73 |
+
monster: new THREE.MeshBasicMaterial({ color: 0xff00ff, wireframe: true }),
|
74 |
+
projectile: new THREE.MeshBasicMaterial({ color: 0xffff00 }), // Keep projectiles solid
|
75 |
+
floor_default: new THREE.MeshBasicMaterial({ color: 0x555555, wireframe: true }), // Wireframe floor
|
76 |
+
};
|
77 |
+
// Normal Materials (Use after debugging)
|
78 |
+
// const normalMaterials = {
|
79 |
+
// player: new THREE.MeshLambertMaterial({ color: 0x0077ff }),
|
80 |
+
// wall: new THREE.MeshLambertMaterial({ color: 0x888888 }),
|
81 |
+
// item_consumable: new THREE.MeshStandardMaterial({ color: 0xff0000, roughness: 0.6 }),
|
82 |
+
// item_quest: new THREE.MeshStandardMaterial({ color: 0xffd700, roughness: 0.4 }),
|
83 |
+
// monster_goblin: new THREE.MeshLambertMaterial({ color: 0x00ff00 }),
|
84 |
+
// floor_city: new THREE.MeshLambertMaterial({ color: 0xdeb887 }),
|
85 |
+
// floor_forest: new THREE.MeshLambertMaterial({ color: 0x228B22 }),
|
86 |
+
// // ... add all floor types
|
87 |
+
// floor_default: new THREE.MeshLambertMaterial({ color: 0xaaaaaa })
|
88 |
+
// };
|
89 |
+
const activeMaterials = debugMaterials; // Switch to normalMaterials when ready
|
90 |
+
|
91 |
+
const geometries = { // Keep geometries simple
|
92 |
+
floor: new THREE.PlaneGeometry(ROOM_SIZE, ROOM_SIZE),
|
93 |
+
wallNS: new THREE.BoxGeometry(ROOM_SIZE, WALL_HEIGHT, WALL_THICKNESS),
|
94 |
+
wallEW: new THREE.BoxGeometry(WALL_THICKNESS, WALL_HEIGHT, ROOM_SIZE),
|
95 |
+
playerCylinder: new THREE.CylinderGeometry(PLAYER_RADIUS, PLAYER_RADIUS, PLAYER_HEIGHT - (PLAYER_RADIUS * 2), 8),
|
96 |
+
playerSphere: new THREE.SphereGeometry(PLAYER_RADIUS, 8, 8),
|
97 |
+
playerNose: new THREE.ConeGeometry(PLAYER_RADIUS * 0.3, PLAYER_RADIUS * 0.5, 4),
|
98 |
+
monsterCapsuleBody: new THREE.CylinderGeometry(0.4, 0.4, 1.0, 8),
|
99 |
+
monsterCapsuleHead: new THREE.SphereGeometry(0.4, 8, 8),
|
100 |
+
itemSphere: new THREE.SphereGeometry(0.3, 8, 8),
|
101 |
+
itemBox: new THREE.BoxGeometry(0.4, 0.4, 0.4),
|
102 |
+
projectile: new THREE.SphereGeometry(PROJECTILE_RADIUS, 6, 6),
|
103 |
+
};
|
104 |
+
|
105 |
+
|
106 |
+
// --- Initialization ---
|
107 |
+
|
108 |
+
function init() {
|
109 |
+
console.log("--- Initializing Game ---");
|
110 |
+
// Reset state and clear arrays/maps
|
111 |
+
gameState = { inventory: [], stats: { hp: 30, maxHp: 30, strength: 7, wisdom: 5, courage: 6 }, monsters: [], items: [] };
|
112 |
+
keysPressed = {};
|
113 |
+
meshesToSync.length = 0;
|
114 |
+
projectiles.length = 0;
|
115 |
+
physicsBodies.clear(); // Clear the map
|
116 |
+
|
117 |
+
// Clear previous scene if restarting
|
118 |
+
if (scene) {
|
119 |
+
while (scene.children.length > 0) scene.remove(scene.children[0]);
|
120 |
+
} else {
|
121 |
+
scene = new THREE.Scene(); // Create scene only if it doesn't exist
|
122 |
+
}
|
123 |
+
scene.background = new THREE.Color(0x1a1a1a);
|
124 |
+
|
125 |
+
// Clear previous renderer if restarting
|
126 |
+
if (renderer) {
|
127 |
+
renderer.dispose();
|
128 |
+
if (renderer.domElement.parentNode) {
|
129 |
+
renderer.domElement.parentNode.removeChild(renderer.domElement);
|
130 |
}
|
131 |
+
}
|
132 |
+
|
133 |
+
initThreeJS(); // Setup camera, renderer, lights
|
134 |
+
initPhysics(); // Setup world, materials
|
135 |
+
initPlayer(); // Setup player mesh + body
|
136 |
+
generateMap(); // Setup static map meshes + bodies
|
137 |
+
setupInputListeners();
|
138 |
+
updateUI();
|
139 |
+
addLog("Welcome! Move: QWEASDZXC, Jump: X, Attack: Space, Pickup: F", "info");
|
140 |
+
console.log("--- Initialization Complete ---");
|
141 |
+
|
142 |
+
if (animationFrameId) cancelAnimationFrame(animationFrameId);
|
143 |
+
gameLoopActive = true;
|
144 |
+
animate();
|
145 |
+
}
|
146 |
+
|
147 |
+
function initThreeJS() {
|
148 |
+
console.log("Initializing Three.js...");
|
149 |
+
const aspect = sceneContainer.clientWidth / sceneContainer.clientHeight;
|
150 |
+
camera = new THREE.PerspectiveCamera(60, aspect, 0.1, 1000);
|
151 |
+
// Set camera directly overhead looking down
|
152 |
+
camera.position.set(0, CAMERA_Y_OFFSET, 0);
|
153 |
+
camera.lookAt(0, 0, 0); // Look straight down at origin initially
|
154 |
+
camera.rotation.x = -Math.PI / 2; // Explicitly set rotation if lookAt isn't enough
|
155 |
+
|
156 |
+
renderer = new THREE.WebGLRenderer({ antialias: true });
|
157 |
+
renderer.setSize(sceneContainer.clientWidth, sceneContainer.clientHeight);
|
158 |
+
renderer.shadowMap.enabled = true;
|
159 |
+
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
|
160 |
+
sceneContainer.appendChild(renderer.domElement);
|
161 |
+
|
162 |
+
// Lighting
|
163 |
+
scene.add(new THREE.AmbientLight(0xffffff, 0.7)); // Brighter ambient for debug
|
164 |
+
const dirLight = new THREE.DirectionalLight(0xffffff, 1.0);
|
165 |
+
dirLight.position.set(10, 30, 20); // Angled light
|
166 |
+
dirLight.castShadow = true;
|
167 |
+
dirLight.shadow.mapSize.width = 1024;
|
168 |
+
dirLight.shadow.mapSize.height = 1024;
|
169 |
+
scene.add(dirLight);
|
170 |
+
|
171 |
+
// Axes Helper
|
172 |
+
axesHelper = new THREE.AxesHelper(ROOM_SIZE * 0.5);
|
173 |
+
axesHelper.position.set(0, 0.01, 0);
|
174 |
+
scene.add(axesHelper);
|
175 |
+
console.log("Three.js Initialized. Camera at:", camera.position);
|
176 |
+
|
177 |
+
window.addEventListener('resize', onWindowResize, false);
|
178 |
+
}
|
179 |
+
|
180 |
+
function initPhysics() {
|
181 |
+
console.log("Initializing Cannon-es...");
|
182 |
+
world = new CANNON.World({ gravity: new CANNON.Vec3(0, -15, 0) });
|
183 |
+
world.broadphase = new CANNON.SAPBroadphase(world);
|
184 |
+
world.allowSleep = true;
|
185 |
+
|
186 |
+
// Define materials
|
187 |
+
groundMaterial = new CANNON.Material("ground");
|
188 |
+
playerMaterial = new CANNON.Material("player");
|
189 |
+
wallMaterial = new CANNON.Material("wall");
|
190 |
+
monsterMaterial = new CANNON.Material("monster");
|
191 |
+
itemMaterial = new CANNON.Material("item"); // Not used for physics bodies anymore
|
192 |
+
|
193 |
+
// Ground physics body
|
194 |
+
const groundShape = new CANNON.Plane();
|
195 |
+
const groundBody = new CANNON.Body({ mass: 0, material: groundMaterial });
|
196 |
+
groundBody.addShape(groundShape);
|
197 |
+
groundBody.quaternion.setFromEuler(-Math.PI / 2, 0, 0);
|
198 |
+
world.addBody(groundBody);
|
199 |
+
physicsBodies.set(groundBody.id, groundBody); // Track it
|
200 |
+
|
201 |
+
// Contact Materials
|
202 |
+
const playerGround = new CANNON.ContactMaterial(playerMaterial, groundMaterial, { friction: 0.1, restitution: 0.1 }); // Low friction
|
203 |
+
const playerWall = new CANNON.ContactMaterial(playerMaterial, wallMaterial, { friction: 0.01, restitution: 0.1 }); // Very low friction vs walls
|
204 |
+
const monsterGround = new CANNON.ContactMaterial(monsterMaterial, groundMaterial, { friction: 0.4, restitution: 0.1 });
|
205 |
+
const monsterWall = new CANNON.ContactMaterial(monsterMaterial, wallMaterial, { friction: 0.1, restitution: 0.2 });
|
206 |
+
|
207 |
+
world.addContactMaterial(playerGround);
|
208 |
+
world.addContactMaterial(playerWall);
|
209 |
+
world.addContactMaterial(monsterGround);
|
210 |
+
world.addContactMaterial(monsterWall);
|
211 |
+
console.log("Physics World Initialized.");
|
212 |
+
|
213 |
+
// Optional: Physics Debugger Init
|
214 |
+
// try { cannonDebugger = new CannonDebugger(scene, world, { color: 0x00ff00 }); console.log("Debugger Init."); }
|
215 |
+
// catch (e) { console.error("Failed CannonDebugger.", e); }
|
216 |
+
}
|
217 |
+
|
218 |
+
// --- Primitive Assembly Functions ---
|
219 |
+
function createPlayerMesh() {
|
220 |
+
const group = new THREE.Group();
|
221 |
+
const bodyMat = activeMaterials.player; // Use active material set
|
222 |
+
const body = new THREE.Mesh(geometries.playerCylinder, bodyMat);
|
223 |
+
body.position.y = PLAYER_RADIUS; body.castShadow = true;
|
224 |
+
const head = new THREE.Mesh(geometries.playerSphere, bodyMat);
|
225 |
+
head.position.y = PLAYER_HEIGHT - PLAYER_RADIUS; head.castShadow = true;
|
226 |
+
group.add(body); group.add(head);
|
227 |
+
const nose = new THREE.Mesh(geometries.playerNose, new THREE.MeshBasicMaterial({ color: 0xffff00 })); // Nose always bright yellow
|
228 |
+
nose.position.set(0, PLAYER_HEIGHT * 0.6, PLAYER_RADIUS); // Point forward +Z
|
229 |
+
// No rotation needed if pointing +Z
|
230 |
+
group.add(nose);
|
231 |
+
// Important: Set group's origin to the intended base/center of the physics body
|
232 |
+
group.position.set(0, 0, 0); // Position will be controlled by sync
|
233 |
+
return group;
|
234 |
+
}
|
235 |
+
function createSimpleMonsterMesh(modelType = 'capsule_green') {
|
236 |
+
const group = new THREE.Group();
|
237 |
+
const mat = activeMaterials.monster; // Use active debug/normal material
|
238 |
+
if (modelType === 'capsule_green') {
|
239 |
+
const body = new THREE.Mesh(geometries.monsterCapsuleBody, mat);
|
240 |
+
const head = new THREE.Mesh(geometries.monsterCapsuleHead, mat);
|
241 |
+
body.position.y = 0.5; head.position.y = 1.0 + 0.4;
|
242 |
+
group.add(body); group.add(head);
|
243 |
+
} else { /* Add other monster types if needed */ }
|
244 |
+
group.traverse(child => { if (child.isMesh) child.castShadow = true; });
|
245 |
+
group.position.set(0, 0, 0); // Position set by sync
|
246 |
+
return group;
|
247 |
+
}
|
248 |
+
function createSimpleItemMesh(modelType = 'sphere_red') {
|
249 |
+
let geom;
|
250 |
+
const mat = activeMaterials.item; // Use active debug/normal material
|
251 |
+
if(modelType === 'sphere_red') geom = geometries.itemSphere;
|
252 |
+
else if (modelType === 'box_gold') geom = geometries.itemBox;
|
253 |
+
else geom = geometries.itemSphere; // Default
|
254 |
+
const mesh = new THREE.Mesh(geom, mat);
|
255 |
+
mesh.position.y = PLAYER_RADIUS; // Default height
|
256 |
+
mesh.castShadow = true;
|
257 |
+
return mesh;
|
258 |
+
}
|
259 |
+
function createProjectileMesh() {
|
260 |
+
const mat = activeMaterials.projectile; // Use active material
|
261 |
+
const mesh = new THREE.Mesh(geometries.projectile, mat);
|
262 |
+
return mesh;
|
263 |
+
}
|
264 |
+
|
265 |
+
// --- Player Setup ---
|
266 |
+
function initPlayer() {
|
267 |
+
console.log("Initializing Player...");
|
268 |
+
// Visual Mesh
|
269 |
+
playerMesh = createPlayerMesh();
|
270 |
+
// Set initial position high to avoid spawning inside floor
|
271 |
+
playerMesh.position.set(0, PLAYER_HEIGHT + 1, 0);
|
272 |
+
scene.add(playerMesh);
|
273 |
+
console.log("Player mesh added to scene at initial pos:", playerMesh.position);
|
274 |
+
|
275 |
+
// Physics Body - Start at center of 0,0 cell, slightly above ground
|
276 |
+
const startX = 0;
|
277 |
+
const startZ = 0;
|
278 |
+
const startY = PLAYER_HEIGHT * 1.5; // Start higher
|
279 |
+
const playerShape = new CANNON.Sphere(PLAYER_RADIUS);
|
280 |
+
playerBody = new CANNON.Body({
|
281 |
+
mass: 70,
|
282 |
+
shape: playerShape,
|
283 |
+
position: new CANNON.Vec3(startX, startY, startZ),
|
284 |
+
linearDamping: 0.95,
|
285 |
+
angularDamping: 1.0, // Completely prevent angular rotation from physics
|
286 |
+
material: playerMaterial // Use defined material
|
287 |
+
});
|
288 |
+
playerBody.allowSleep = false;
|
289 |
+
playerBody.addEventListener("collide", handlePlayerCollision);
|
290 |
+
world.addBody(playerBody);
|
291 |
+
physicsBodies.set(playerBody.id, playerBody); // Track body using Map
|
292 |
+
console.log(`Player physics body added at ${startX}, ${startY}, ${startZ}`);
|
293 |
+
|
294 |
+
// Add to sync list
|
295 |
+
meshesToSync.push({ mesh: playerMesh, body: playerBody });
|
296 |
+
console.log("Player added to sync list.");
|
297 |
+
}
|
298 |
+
|
299 |
+
// --- Map Generation ---
|
300 |
+
function generateMap() {
|
301 |
+
console.log("Generating Map...");
|
302 |
+
const wallPhysicsMaterial = world.materials.find(m => m.name === "wall");
|
303 |
+
const groundPhysicsMaterial = world.materials.find(m => m.name === "ground");
|
304 |
+
|
305 |
+
// DEBUG: Only generate the starting cell "0,0"
|
306 |
+
const startCoord = "0,0";
|
307 |
+
const data = gameData[startCoord];
|
308 |
+
if (!data) {
|
309 |
+
console.error("CRITICAL: No gameData found for starting cell '0,0'!");
|
310 |
+
return;
|
311 |
+
}
|
312 |
+
|
313 |
+
const x = 0;
|
314 |
+
const z = 0;
|
315 |
+
const type = data.type || 'default';
|
316 |
+
console.log(`Generating START cell: ${startCoord} (Type: ${type})`);
|
317 |
+
|
318 |
+
// Create Floor Mesh
|
319 |
+
const floorMat = activeMaterials[`floor_${type}`] || activeMaterials.floor_default; // Use debug mats
|
320 |
+
const floorMesh = new THREE.Mesh(geometries.floor, floorMat);
|
321 |
+
floorMesh.rotation.x = -Math.PI / 2;
|
322 |
+
floorMesh.position.set(x * ROOM_SIZE, 0, z * ROOM_SIZE);
|
323 |
+
floorMesh.receiveShadow = true; // Floors should receive shadows
|
324 |
+
scene.add(floorMesh);
|
325 |
+
console.log(`Added floor at ${x},${z}`);
|
326 |
+
|
327 |
+
// Create Walls (Visual + Physics) for the single cell
|
328 |
+
const features = data.features || [];
|
329 |
+
const wallDefs = [
|
330 |
+
['north', geometries.wallNS, 0, -0.5], ['south', geometries.wallNS, 0, 0.5],
|
331 |
+
['east', geometries.wallEW, 0.5, 0], ['west', geometries.wallEW, -0.5, 0],
|
332 |
+
];
|
333 |
+
|
334 |
+
wallDefs.forEach(([dir, geom, xOff, zOff]) => {
|
335 |
+
const doorFeature = `door_${dir}`; const pathFeature = `path_${dir}`;
|
336 |
+
if (!features.includes(doorFeature) && !features.includes(pathFeature)) {
|
337 |
+
const wallX = x * ROOM_SIZE + xOff * ROOM_SIZE;
|
338 |
+
const wallZ = z * ROOM_SIZE + zOff * ROOM_SIZE;
|
339 |
+
const wallY = WALL_HEIGHT / 2;
|
340 |
+
|
341 |
+
// Visual Wall (DEBUG)
|
342 |
+
const wallMesh = new THREE.Mesh(geom, activeMaterials.wall); // Use debug wall mat
|
343 |
+
wallMesh.position.set(wallX, wallY, wallZ);
|
344 |
+
wallMesh.castShadow = true; wallMesh.receiveShadow = true;
|
345 |
+
scene.add(wallMesh);
|
346 |
+
|
347 |
+
// Physics Wall
|
348 |
+
const wallShape = new CANNON.Box(new CANNON.Vec3(geom.parameters.width / 2, geom.parameters.height / 2, geom.parameters.depth / 2));
|
349 |
+
const wallBody = new CANNON.Body({ mass: 0, shape: wallShape, position: new CANNON.Vec3(wallX, wallY, wallZ), material: wallPhysicsMaterial });
|
350 |
+
world.addBody(wallBody);
|
351 |
+
physicsBodies.set(wallBody.id, wallBody); // Track it
|
352 |
+
// console.log(`Added ${dir} wall for cell ${x},${z}`);
|
353 |
+
} else {
|
354 |
+
console.log(`Skipping ${dir} wall for cell ${x},${z} due to feature.`);
|
355 |
}
|
356 |
+
});
|
357 |
+
|
358 |
+
// Spawn Items & Monsters based on features for the single cell
|
359 |
+
features.forEach(feature => {
|
360 |
+
if (feature.startsWith('item_')) {
|
361 |
+
const itemName = feature.substring(5).replace(/_/g, ' ');
|
362 |
+
if (itemsData[itemName]) spawnItem(itemName, x, z);
|
363 |
+
else console.warn(`Item feature found but no data for: ${itemName}`);
|
364 |
+
} else if (feature.startsWith('monster_')) {
|
365 |
+
const monsterType = feature.substring(8);
|
366 |
+
if (monstersData[monsterType]) spawnMonster(monsterType, x, z);
|
367 |
+
else console.warn(`Monster feature found but no data for: ${monsterType}`);
|
368 |
+
}
|
369 |
+
});
|
370 |
+
|
371 |
+
console.log("Map Generation Complete (Debug Mode - Single Cell).");
|
372 |
+
}
|
373 |
+
|
374 |
+
// --- Item/Monster Spawning (Simplified for Pickup 'F') ---
|
375 |
+
function spawnItem(itemName, gridX, gridZ) {
|
376 |
+
const itemData = itemsData[itemName];
|
377 |
+
if (!itemData) return;
|
378 |
+
const x = gridX * ROOM_SIZE + (Math.random() - 0.5) * (ROOM_SIZE * 0.4);
|
379 |
+
const z = gridZ * ROOM_SIZE + (Math.random() - 0.5) * (ROOM_SIZE * 0.4);
|
380 |
+
const y = PLAYER_RADIUS; // Item height
|
381 |
+
|
382 |
+
// Use DEBUG material
|
383 |
+
const mesh = createSimpleItemMesh(itemData.model); // Use debug mat via create func
|
384 |
+
if (!mesh) return; // Safety check
|
385 |
+
mesh.position.set(x, y, z);
|
386 |
+
mesh.userData = { type: 'item', name: itemName }; // Store data on mesh
|
387 |
+
mesh.castShadow = true;
|
388 |
+
scene.add(mesh);
|
389 |
+
|
390 |
+
// Store item in game state WITHOUT physics body
|
391 |
+
gameState.items.push({
|
392 |
+
id: mesh.uuid, // Use mesh UUID as item ID
|
393 |
+
name: itemName,
|
394 |
+
mesh: mesh,
|
395 |
+
position: mesh.position // Store position for proximity check
|
396 |
+
});
|
397 |
+
console.log(`Spawned item ${itemName} at ${x.toFixed(1)}, ${y.toFixed(1)}, ${z.toFixed(1)} (visual only)`);
|
398 |
+
}
|
399 |
+
|
400 |
+
function spawnMonster(monsterType, gridX, gridZ) {
|
401 |
+
const monsterData = monstersData[monsterType];
|
402 |
+
if (!monsterData) return;
|
403 |
+
const x = gridX * ROOM_SIZE + (Math.random() - 0.5) * (ROOM_SIZE * 0.4);
|
404 |
+
const z = gridZ * ROOM_SIZE + (Math.random() - 0.5) * (ROOM_SIZE * 0.4);
|
405 |
+
const y = PLAYER_HEIGHT; // Start higher
|
406 |
+
|
407 |
+
// Use DEBUG material
|
408 |
+
const mesh = createSimpleMonsterMesh(monsterData.model); // Uses debug mat via create func
|
409 |
+
if (!mesh) return; // Safety check
|
410 |
+
mesh.position.set(x, y, z); // Initial visual position
|
411 |
+
mesh.userData = { type: 'monster', monsterType: monsterType };
|
412 |
+
scene.add(mesh);
|
413 |
+
|
414 |
+
// Physics Body
|
415 |
+
const shape = new CANNON.Sphere(PLAYER_RADIUS * 0.8);
|
416 |
+
const body = new CANNON.Body({
|
417 |
+
mass: 10, shape: shape, position: new CANNON.Vec3(x, y, z),
|
418 |
+
linearDamping: 0.8, angularDamping: 0.9,
|
419 |
+
material: world.materials.find(m => m.name === "monster") || new CANNON.Material("monster")
|
420 |
+
});
|
421 |
+
body.allowSleep = true;
|
422 |
+
// Store reference to mesh and HP on body's userData
|
423 |
+
body.userData = { type: 'monster', monsterType: monsterType, mesh: mesh, hp: monsterData.hp };
|
424 |
+
world.addBody(body);
|
425 |
+
|
426 |
+
gameState.monsters.push({ id: body.id, type: monsterType, hp: monsterData.hp, body: body, mesh: mesh });
|
427 |
+
meshesToSync.push({ mesh: mesh, body: body });
|
428 |
+
physicsBodies.set(body.id, body); // Use map for tracking
|
429 |
+
console.log(`Spawned monster ${monsterType} at ${x.toFixed(1)}, ${y.toFixed(1)}, ${z.toFixed(1)}`);
|
430 |
+
}
|
431 |
+
|
432 |
+
|
433 |
+
// --- Input Handling (QWEASDZXC + Jump 'X' + F + Space) ---
|
434 |
+
function setupInputListeners() { /* ... same ... */
|
435 |
+
console.log("Setting up input listeners.");
|
436 |
+
window.addEventListener('keydown', (event) => { keysPressed[event.key.toLowerCase()] = true; keysPressed[event.code] = true; if (['space', 'arrowup', 'arrowdown', 'arrowleft', 'arrowright', 'keyx', 'keyf'].includes(event.code.toLowerCase())) { event.preventDefault(); }});
|
437 |
+
window.addEventListener('keyup', (event) => { keysPressed[event.key.toLowerCase()] = false; keysPressed[event.code] = false; });
|
438 |
+
}
|
439 |
+
|
440 |
+
function handleInput(deltaTime) {
|
441 |
+
if (!playerBody) return;
|
442 |
+
|
443 |
+
const moveSpeed = PLAYER_SPEED;
|
444 |
+
// Correct forward/backward/strafe directions relative to world axes
|
445 |
+
// Assume +Z is SOUTH, -Z is NORTH
|
446 |
+
// Assume +X is EAST, -X is WEST
|
447 |
+
let forceX = 0;
|
448 |
+
let forceZ = 0;
|
449 |
+
|
450 |
+
// Forward (-Z) / Backward (+Z)
|
451 |
+
if (keysPressed['w']) forceZ -= 1; // W = North = -Z
|
452 |
+
if (keysPressed['s']) forceZ += 1; // S = South = +Z
|
453 |
+
|
454 |
+
// Strafe Left (-X) / Right (+X)
|
455 |
+
if (keysPressed['a']) forceX -= 1; // A = West = -X
|
456 |
+
if (keysPressed['d']) forceX += 1; // D = East = +X
|
457 |
+
|
458 |
+
// Diagonals - combine basic directions
|
459 |
+
if (keysPressed['q']) { forceZ -= 0.707; forceX -= 0.707; } // Q = NW
|
460 |
+
if (keysPressed['e']) { forceZ -= 0.707; forceX += 0.707; } // E = NE
|
461 |
+
if (keysPressed['z']) { forceZ += 0.707; forceX -= 0.707; } // Z = SW
|
462 |
+
if (keysPressed['c']) { forceZ += 0.707; forceX += 0.707; } // C = SE
|
463 |
+
|
464 |
+
// --- Calculate final velocity vector ---
|
465 |
+
// We set velocity directly for more responsive control than forces
|
466 |
+
const targetVelocity = new CANNON.Vec3(0, playerBody.velocity.y, 0); // Preserve Y velocity
|
467 |
+
|
468 |
+
if (forceX !== 0 || forceZ !== 0) {
|
469 |
+
const moveVec = new THREE.Vector2(forceX, forceZ);
|
470 |
+
if (moveVec.lengthSq() > 1.0) { // Normalize only if combined magnitude > 1
|
471 |
+
moveVec.normalize();
|
472 |
}
|
473 |
+
targetVelocity.x = moveVec.x * moveSpeed;
|
474 |
+
targetVelocity.z = moveVec.y * moveSpeed;
|
475 |
+
|
476 |
+
// --- Rotation ---
|
477 |
+
// Rotate player mesh to face movement direction
|
478 |
+
// Calculate angle from positive Z axis (adjust if your model faces differently)
|
479 |
+
const angle = Math.atan2(targetVelocity.x, targetVelocity.z);
|
480 |
+
const targetQuaternion = new THREE.Quaternion().setFromAxisAngle(new THREE.Vector3(0, 1, 0), angle);
|
481 |
+
// Slerp for smooth rotation
|
482 |
+
playerMesh.quaternion.slerp(targetQuaternion, 0.15); // Adjust 0.15 for responsiveness
|
483 |
+
|
484 |
+
} else {
|
485 |
+
// No movement keys pressed - rely on linear damping to stop
|
486 |
+
// Or force stop X/Z velocity:
|
487 |
+
targetVelocity.x = 0;
|
488 |
+
targetVelocity.z = 0;
|
489 |
+
}
|
490 |
+
|
491 |
+
playerBody.velocity.x = targetVelocity.x;
|
492 |
+
playerBody.velocity.z = targetVelocity.z;
|
493 |
+
// Y velocity is controlled by gravity + jump impulse
|
494 |
+
|
495 |
+
// --- Jump (X) ---
|
496 |
+
if (keysPressed['x'] || keysPressed['keyx']) { // Check code too
|
497 |
+
// !! Basic jump - Needs ground check via raycast or contact materials !!
|
498 |
+
// Add a simple cooldown or only allow if Y velocity is low
|
499 |
+
if (Math.abs(playerBody.velocity.y) < 0.5) { // Crude check if mostly grounded
|
500 |
+
console.log("JUMP!");
|
501 |
+
addLog("Jump!", "info");
|
502 |
+
// Apply impulse upwards
|
503 |
+
playerBody.applyImpulse(new CANNON.Vec3(0, PLAYER_JUMP_IMPULSE, 0), playerBody.position);
|
504 |
}
|
505 |
+
keysPressed['x'] = false; keysPressed['keyx'] = false; // Consume jump input
|
506 |
+
}
|
507 |
+
|
508 |
+
// --- Pickup (F) ---
|
509 |
+
if (keysPressed['f'] || keysPressed['keyf']) {
|
510 |
+
pickupNearbyItem();
|
511 |
+
keysPressed['f'] = false; keysPressed['keyf'] = false; // Consume pickup input
|
512 |
+
}
|
513 |
+
|
514 |
+
// --- Fire (Space) ---
|
515 |
+
if (keysPressed['space']) {
|
516 |
+
fireProjectile();
|
517 |
+
keysPressed['space'] = false; // Consume fire input
|
518 |
+
}
|
519 |
+
}
|
520 |
+
|
521 |
+
// --- Interaction Logic ---
|
522 |
+
function pickupNearbyItem() {
|
523 |
+
if (!playerBody) return;
|
524 |
+
const playerPos = playerBody.position;
|
525 |
+
let pickedUp = false;
|
526 |
+
let closestItemIndex = -1;
|
527 |
+
let minDistanceSq = PICKUP_RADIUS_SQ; // Use squared distance
|
528 |
+
|
529 |
+
// Find the closest item within radius
|
530 |
+
for (let i = 0; i < gameState.items.length; i++) {
|
531 |
+
const item = gameState.items[i];
|
532 |
+
const distanceSq = playerPos.distanceSquared(item.position);
|
533 |
+
if (distanceSq < minDistanceSq) {
|
534 |
+
minDistanceSq = distanceSq;
|
535 |
+
closestItemIndex = i;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
536 |
}
|
537 |
+
}
|
538 |
+
|
539 |
+
// Pick up the closest item if found
|
540 |
+
if (closestItemIndex > -1) {
|
541 |
+
const item = gameState.items[closestItemIndex];
|
542 |
+
if (!gameState.inventory.includes(item.name)) {
|
543 |
+
gameState.inventory.push(item.name);
|
544 |
+
addLog(`Picked up ${item.name}!`, "pickup");
|
545 |
+
updateInventoryDisplay();
|
546 |
+
|
547 |
+
// Remove item visually and from state
|
548 |
+
if(item.mesh.parent) scene.remove(item.mesh);
|
549 |
+
gameState.items.splice(closestItemIndex, 1);
|
550 |
+
pickedUp = true;
|
551 |
+
} else {
|
552 |
+
addLog(`Already have ${item.name}.`, "info");
|
553 |
}
|
554 |
+
}
|
555 |
+
|
556 |
+
if (!pickedUp) {
|
557 |
+
addLog("Nothing nearby to pick up.", "info");
|
558 |
+
}
|
559 |
+
}
|
560 |
+
|
561 |
+
|
562 |
+
// --- Combat (Projectile logic remains similar) ---
|
563 |
+
function fireProjectile() {
|
564 |
+
if (!playerBody || !playerMesh) return;
|
565 |
+
addLog("Pew!", "combat");
|
566 |
+
const projectileMesh = createProjectileMesh();
|
567 |
+
const projectileShape = new CANNON.Sphere(PROJECTILE_RADIUS);
|
568 |
+
const projectileBody = new CANNON.Body({ mass: 0.1, shape: projectileShape, linearDamping: 0.01, angularDamping: 0.01 });
|
569 |
+
projectileBody.addEventListener("collide", handleProjectileCollision);
|
570 |
+
|
571 |
+
// Calculate start position and velocity based on player's *current* rotation
|
572 |
+
const offsetDistance = PLAYER_RADIUS + PROJECTILE_RADIUS + 0.1;
|
573 |
+
const direction = new THREE.Vector3(0, 0, 1); // Base direction +Z
|
574 |
+
direction.applyQuaternion(playerMesh.quaternion); // Rotate based on player mesh
|
575 |
+
|
576 |
+
const startPos = new CANNON.Vec3().copy(playerBody.position).vadd(
|
577 |
+
new CANNON.Vec3(direction.x, 0, direction.z).scale(offsetDistance) // Offset horizontally
|
578 |
+
);
|
579 |
+
// Adjust start Y based on player body center + visual model height
|
580 |
+
startPos.y = playerBody.position.y; // Fire from player center height
|
581 |
+
|
582 |
+
projectileBody.position.copy(startPos);
|
583 |
+
projectileMesh.position.copy(startPos);
|
584 |
+
|
585 |
+
// Velocity in player facing direction
|
586 |
+
projectileBody.velocity = new CANNON.Vec3(direction.x, 0, direction.z).scale(PROJECTILE_SPEED);
|
587 |
+
|
588 |
+
scene.add(projectileMesh);
|
589 |
+
world.addBody(projectileBody);
|
590 |
+
const projectileData = { mesh: projectileMesh, body: projectileBody, lifetime: 2.0 }; // Shorter lifetime
|
591 |
+
meshesToSync.push(projectileData);
|
592 |
+
projectiles.push(projectileData);
|
593 |
+
physicsBodies.set(projectileBody.id, projectileBody); // Track
|
594 |
+
projectileBody.userData = { type: 'projectile', data: projectileData };
|
595 |
+
projectileMesh.userData = { type: 'projectile', data: projectileData }; // No body ref needed on mesh
|
596 |
+
}
|
597 |
+
|
598 |
+
// --- Collision Handling ---
|
599 |
+
function handlePlayerCollision(event) {
|
600 |
+
const otherBody = event.body;
|
601 |
+
if (!otherBody || !otherBody.userData || !playerBody) return;
|
602 |
+
|
603 |
+
// Player <-> Monster (Example: Simple damage, could add knockback)
|
604 |
+
if (otherBody.userData.type === 'monster') {
|
605 |
+
// Check for cooldown before applying damage again?
|
606 |
+
console.log("Player collided with monster", otherBody.id);
|
607 |
+
// gameState.stats.hp -= 1;
|
608 |
+
// addLog(`Hit by ${otherBody.userData.monsterType || 'monster'}! HP: ${gameState.stats.hp}`, "combat");
|
609 |
+
// updateStatsDisplay();
|
610 |
+
// if (gameState.stats.hp <= 0) { gameOver("Defeated by a monster!"); }
|
611 |
+
// Apply small impulse away from monster
|
612 |
+
const impulse = playerBody.position.vsub(otherBody.position).unit().scale(20); // Knockback force
|
613 |
+
playerBody.applyImpulse(impulse, playerBody.position);
|
614 |
+
}
|
615 |
+
// Player <-> Wall (Handled by physics engine)
|
616 |
+
// Player <-> Item (Handled by 'F' key)
|
617 |
+
}
|
618 |
+
|
619 |
+
function handleProjectileCollision(event) {
|
620 |
+
const projectileBody = event.target;
|
621 |
+
const otherBody = event.body;
|
622 |
+
if (!projectileBody?.userData || !otherBody?.userData) return; // Null checks
|
623 |
+
|
624 |
+
const projectileData = projectileBody.userData.data;
|
625 |
+
let shouldRemoveProjectile = true; // Assume removal unless hitting player
|
626 |
+
|
627 |
+
if (otherBody.userData.type === 'monster') {
|
628 |
+
const monsterId = otherBody.id;
|
629 |
+
const monsterIndex = gameState.monsters.findIndex(m => m.id === monsterId);
|
630 |
+
if (monsterIndex > -1) {
|
631 |
+
const monster = gameState.monsters[monsterIndex];
|
632 |
+
const damage = gameState.stats.strength + Math.floor(Math.random() * 3); // Add randomness
|
633 |
+
monster.hp -= damage;
|
634 |
+
otherBody.userData.hp = monster.hp;
|
635 |
+
addLog(`Hit ${otherBody.userData.monsterType} for ${damage} damage! (HP: ${monster.hp})`, "combat");
|
636 |
+
|
637 |
+
// Apply impulse to monster
|
638 |
+
const impulseDir = projectileBody.velocity.unit();
|
639 |
+
otherBody.applyImpulse(impulseDir.scale(damage * 5), projectileBody.position); // Knockback scales with damage
|
640 |
+
|
641 |
+
|
642 |
+
if (monster.hp <= 0) {
|
643 |
+
addLog(`Defeated ${otherBody.userData.monsterType}!`, "info");
|
644 |
+
// Safely remove monster after physics step using setTimeout
|
645 |
+
setTimeout(() => {
|
646 |
+
if(monster.mesh.parent) scene.remove(monster.mesh);
|
647 |
+
if(world.bodies.includes(monster.body)) world.removeBody(monster.body);
|
648 |
+
meshesToSync = meshesToSync.filter(sync => sync.body.id !== monster.body.id);
|
649 |
+
physicsBodies.delete(monster.body.id);
|
650 |
+
gameState.monsters = gameState.monsters.filter(m => m.id !== monsterId);
|
651 |
+
}, 0);
|
652 |
}
|
653 |
}
|
654 |
+
} else if (otherBody === playerBody) {
|
655 |
+
shouldRemoveProjectile = false; // Don't destroy projectile if it hits the player who fired it
|
656 |
+
console.log("Projectile hit player - ignored");
|
657 |
+
} else if (otherBody.mass === 0) {
|
658 |
+
// Hit a static object like a wall
|
659 |
+
console.log("Projectile hit wall/static");
|
660 |
+
// Optional: Add impact effect
|
661 |
+
}
|
662 |
+
|
663 |
+
|
664 |
+
if (shouldRemoveProjectile) {
|
665 |
+
// Schedule removal might be safer than immediate
|
666 |
+
setTimeout(() => removeProjectile(projectileData), 0);
|
667 |
+
}
|
668 |
+
}
|
669 |
+
|
670 |
+
function removeProjectile(projectileData) {
|
671 |
+
if (!projectileData) return;
|
672 |
+
const index = projectiles.indexOf(projectileData);
|
673 |
+
if (index === -1) return;
|
674 |
+
|
675 |
+
if (projectileData.mesh?.parent) scene.remove(projectileData.mesh);
|
676 |
+
if (projectileData.body && world.bodies.includes(projectileData.body)) world.removeBody(projectileData.body);
|
677 |
+
|
678 |
+
meshesToSync = meshesToSync.filter(sync => sync.body?.id !== projectileData.body?.id);
|
679 |
+
if (projectileData.body) physicsBodies.delete(projectileData.body.id);
|
680 |
+
projectiles.splice(index, 1);
|
681 |
+
}
|
682 |
+
|
683 |
+
|
684 |
+
// --- Monster AI ---
|
685 |
+
function updateMonsters(deltaTime) {
|
686 |
+
const agroRangeSq = (ROOM_SIZE * 2) ** 2; // Increased range
|
687 |
+
if(!playerBody) return;
|
688 |
+
|
689 |
+
gameState.monsters.forEach(monster => {
|
690 |
+
if (!monster || !monster.body || monster.hp <= 0) return; // Skip dead or removed monsters
|
691 |
+
|
692 |
+
const monsterPos = monster.body.position;
|
693 |
+
const playerPos = playerBody.position;
|
694 |
+
const distanceSq = playerPos.distanceSquared(monsterPos);
|
695 |
+
|
696 |
+
if (distanceSq < agroRangeSq) { // If player is close
|
697 |
+
const direction = playerPos.vsub(monsterPos);
|
698 |
+
direction.y = 0; // Ignore height difference for movement plan
|
699 |
+
if (distanceSq > (PLAYER_RADIUS * 2)**2 && direction.lengthSquared() > 0.1) { // If not too close and direction is valid
|
700 |
+
direction.normalize();
|
701 |
+
const monsterData = monstersData[monster.type];
|
702 |
+
const speed = monsterData?.speed || 1;
|
703 |
+
|
704 |
+
// Apply velocity for chasing
|
705 |
+
monster.body.velocity.x = direction.x * speed;
|
706 |
+
monster.body.velocity.z = direction.z * speed;
|
707 |
+
|
708 |
+
// Rotation
|
709 |
+
const angle = Math.atan2(direction.x, direction.z);
|
710 |
+
const targetQuaternion = new THREE.Quaternion().setFromAxisAngle(new THREE.Vector3(0, 1, 0), angle);
|
711 |
+
monster.mesh.quaternion.slerp(targetQuaternion, 0.1);
|
712 |
+
} else { // Too close or direction invalid, stop horizontal movement
|
713 |
+
monster.body.velocity.x = 0;
|
714 |
+
monster.body.velocity.z = 0;
|
715 |
+
// TODO: Add attack logic here if close enough
|
716 |
+
}
|
717 |
+
} else { // Player too far, stop moving
|
718 |
+
monster.body.velocity.x = 0;
|
719 |
+
monster.body.velocity.z = 0;
|
720 |
}
|
721 |
+
// Wake up body if needed (should be awake if chasing)
|
722 |
+
if(monster.body.sleepState === CANNON.Body.SLEEPING) monster.body.wakeUp();
|
723 |
+
});
|
724 |
+
}
|
725 |
+
|
726 |
+
// --- UI Update Functions ---
|
727 |
+
function updateUI() { updateStatsDisplay(); updateInventoryDisplay(); }
|
728 |
+
function updateStatsDisplay() { /* ... same ... */
|
729 |
+
let statsHTML = ''; statsHTML += `<span>HP: ${gameState.stats.hp}/${gameState.stats.maxHp}</span>`; statsHTML += `<span>Str: ${gameState.stats.strength}</span>`; statsHTML += `<span>Wis: ${gameState.stats.wisdom}</span>`; statsHTML += `<span>Cor: ${gameState.stats.courage}</span>`; statsElement.innerHTML = statsHTML;
|
730 |
+
}
|
731 |
+
function updateInventoryDisplay() { /* ... same ... */
|
732 |
+
let inventoryHTML = ''; if (gameState.inventory.length === 0) { inventoryHTML += '<em>Empty</em>'; } else { gameState.inventory.forEach(item => { const itemInfo = itemsData[item] || { type: 'unknown', description: '???' }; const itemClass = `item-${itemInfo.type || 'unknown'}`; inventoryHTML += `<span class="${itemClass}" title="${itemInfo.description}">${item}</span>`; }); } inventoryElement.innerHTML = inventoryHTML;
|
733 |
+
}
|
734 |
+
function addLog(message, type = "info") { /* ... same ... */
|
735 |
+
const p = document.createElement('p'); p.classList.add(type); p.textContent = `[${new Date().toLocaleTimeString([], { hour12: false, hour: '2-digit', minute: '2-digit', second: '2-digit' })}] ${message}`; logElement.appendChild(p); logElement.scrollTop = logElement.scrollHeight;
|
736 |
+
}
|
737 |
+
|
738 |
+
// --- Game Over ---
|
739 |
+
function gameOver(reason) { /* ... same ... */
|
740 |
+
addLog(`GAME OVER: ${reason}`, "error"); console.log("Game Over:", reason);
|
741 |
+
gameLoopActive = false; // Stop the game loop
|
742 |
+
const restartButton = document.createElement('button'); restartButton.textContent = "RESTART GAME"; restartButton.style.cssText = `position: absolute; top: 50%; left: 50%; transform: translate(-50%, -50%); padding: 20px 40px; font-size: 2em; cursor: pointer; z-index: 1000; background-color: #ffc107; border: none; border-radius: 5px; color: #333; font-family: 'Courier New', monospace;`;
|
743 |
+
restartButton.onclick = () => { if (restartButton.parentNode) restartButton.parentNode.removeChild(restartButton); init(); }; // Re-initialize
|
744 |
+
sceneContainer.appendChild(restartButton);
|
745 |
+
}
|
746 |
+
|
747 |
+
// --- Main Game Loop ---
|
748 |
+
let lastTimestamp = 0;
|
749 |
+
function animate(timestamp) {
|
750 |
+
if (!gameLoopActive) return;
|
751 |
+
animationFrameId = requestAnimationFrame(animate);
|
752 |
+
|
753 |
+
const deltaTime = (timestamp - lastTimestamp) * 0.001;
|
754 |
+
lastTimestamp = timestamp;
|
755 |
+
const dtClamped = Math.min(deltaTime, 1 / 20); // Clamp delta time (max 20 FPS step)
|
756 |
+
|
757 |
+
if (!world || !playerBody || !scene || !camera || !renderer) {
|
758 |
+
console.error("Core component missing, stopping loop.");
|
759 |
+
gameLoopActive = false;
|
760 |
+
return;
|
761 |
+
}
|
762 |
+
|
763 |
+
// 1. Input
|
764 |
+
handleInput(dtClamped);
|
765 |
+
|
766 |
+
// 2. AI
|
767 |
+
updateMonsters(dtClamped);
|
768 |
+
|
769 |
+
// 3. Physics Step
|
770 |
+
try { world.step(dtClamped); }
|
771 |
+
catch (e) { console.error("Physics step error:", e); gameLoopActive = false; return; } // Stop loop on error
|
772 |
+
|
773 |
+
// 4. Projectiles Update
|
774 |
+
for (let i = projectiles.length - 1; i >= 0; i--) {
|
775 |
+
const p = projectiles[i];
|
776 |
+
if (p) { p.lifetime -= dtClamped; if (p.lifetime <= 0) removeProjectile(p); }
|
777 |
+
}
|
778 |
+
|
779 |
+
// 5. Sync Visuals
|
780 |
+
meshesToSync.forEach(item => {
|
781 |
+
if (item?.body && item?.mesh && item.mesh.parent) { // Check existence
|
782 |
+
item.mesh.position.copy(item.body.position);
|
783 |
+
item.mesh.quaternion.copy(item.body.quaternion);
|
784 |
}
|
785 |
+
});
|
786 |
+
|
787 |
+
// 6. Update Camera
|
788 |
+
if (playerBody && camera) {
|
789 |
+
const targetCameraPos = new THREE.Vector3(
|
790 |
+
playerBody.position.x,
|
791 |
+
CAMERA_Y_OFFSET,
|
792 |
+
playerBody.position.z // Look straight down from above player
|
793 |
+
);
|
794 |
+
camera.position.lerp(targetCameraPos, 0.1); // Smooth follow
|
795 |
+
// Camera already looking down due to initial setup / rotation
|
796 |
+
// camera.lookAt(playerBody.position.x, 0, playerBody.position.z); // Keep looking at player's feet
|
797 |
+
}
|
798 |
+
|
799 |
+
// 7. Physics Debugger (Optional)
|
800 |
+
// if (cannonDebugger) cannonDebugger.update();
|
801 |
+
|
802 |
+
// 8. Render
|
803 |
+
renderer.render(scene, camera);
|
804 |
+
}
|
805 |
+
|
806 |
+
// --- Window Resize ---
|
807 |
+
function onWindowResize() {
|
808 |
+
if (!renderer || !camera) return;
|
809 |
+
const width = sceneContainer.clientWidth;
|
810 |
+
const height = sceneContainer.clientHeight;
|
811 |
+
camera.aspect = width / height;
|
812 |
+
camera.updateProjectionMatrix();
|
813 |
+
renderer.setSize(width, height);
|
814 |
+
console.log("Resized");
|
815 |
+
}
|
816 |
+
|
817 |
+
// --- Start Game ---
|
818 |
+
init();
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
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