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Update index.html

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  1. index.html +808 -538
index.html CHANGED
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- <!DOCTYPE html>
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- <html>
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- <head>
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- <title>Shared World Builder</title>
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- <style>
6
- body { margin: 0; overflow: hidden; }
7
- canvas { display: block; }
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- </style>
9
- </head>
10
- <body>
11
- <script type="importmap">
12
- {
13
- "imports": {
14
- "three": "https://unpkg.com/three@0.163.0/build/three.module.js",
15
- "three/addons/": "https://unpkg.com/[email protected]/examples/jsm/"
16
- }
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
17
  }
18
- </script>
19
-
20
- <script type="module">
21
- import * as THREE from 'three';
22
-
23
- let scene, camera, renderer, playerMesh;
24
- let raycaster, mouse;
25
- const keysPressed = {};
26
- const playerSpeed = 0.15;
27
-
28
- // --- World State (Managed by Server via WebSocket) ---
29
- const worldObjects = new Map(); // Map<obj_id, THREE.Object3D>
30
- const groundMeshes = {}; // Map<gridKey, THREE.Mesh>
31
-
32
- // --- WebSocket ---
33
- let socket = null;
34
- let connectionRetries = 0;
35
- const MAX_RETRIES = 5;
36
-
37
- // --- Access State from Streamlit (Injected) ---
38
- const myUsername = window.USERNAME || `User_${Math.random().toString(36).substring(2, 6)}`;
39
- const websocketUrl = window.WEBSOCKET_URL || "ws://localhost:8765";
40
- let selectedObjectType = window.SELECTED_OBJECT_TYPE || "None"; // Can be updated
41
- const plotWidth = window.PLOT_WIDTH || 50.0;
42
- const plotDepth = window.PLOT_DEPTH || 50.0;
43
-
44
- // --- Materials ---
45
- const groundMaterial = new THREE.MeshStandardMaterial({ color: 0x55aa55, roughness: 0.9, metalness: 0.1, side: THREE.DoubleSide });
46
- const placeholderGroundMaterial = new THREE.MeshStandardMaterial({ color: 0x448844, roughness: 0.95, metalness: 0.1, side: THREE.DoubleSide });
47
- // Basic material cache/reuse
48
- const objectMaterials = {
49
- 'wood': new THREE.MeshStandardMaterial({ color: 0x8B4513, roughness: 0.9 }),
50
- 'leaf': new THREE.MeshStandardMaterial({ color: 0x228B22, roughness: 0.8 }),
51
- 'stone': new THREE.MeshStandardMaterial({ color: 0xaaaaaa, roughness: 0.8, metalness: 0.1 }),
52
- 'house_wall': new THREE.MeshStandardMaterial({ color: 0xffccaa, roughness: 0.8 }),
53
- 'house_roof': new THREE.MeshStandardMaterial({ color: 0xaa5533, roughness: 0.7 }),
54
- 'brick': new THREE.MeshStandardMaterial({ color: 0x9B4C43, roughness: 0.85 }),
55
- 'metal': new THREE.MeshStandardMaterial({ color: 0xcccccc, roughness: 0.4, metalness: 0.8 }),
56
- 'gem': new THREE.MeshStandardMaterial({ color: 0x4FFFFF, roughness: 0.1, metalness: 0.2, transparent: true, opacity: 0.8 }),
57
- 'light': new THREE.MeshBasicMaterial({ color: 0xFFFF88 }), // For light sources
58
- // Add more reusable materials
59
- };
60
-
61
-
62
- function init() {
63
- scene = new THREE.Scene();
64
- scene.background = new THREE.Color(0xabcdef);
65
-
66
- const aspect = window.innerWidth / window.innerHeight;
67
- camera = new THREE.PerspectiveCamera(60, aspect, 0.1, 5000); // Increased far plane
68
- camera.position.set(plotWidth / 2, 15, plotDepth / 2 + 20);
69
- camera.lookAt(plotWidth/2, 0, plotDepth/2);
70
- scene.add(camera);
71
-
72
- setupLighting();
73
- // Don't setup initial ground here, wait for WebSocket initial state? Or create base?
74
- createGroundPlane(0, 0, false); // Create the origin ground at least
75
- setupPlayer();
76
-
77
- raycaster = new THREE.Raycaster();
78
- mouse = new THREE.Vector2();
79
-
80
- renderer = new THREE.WebGLRenderer({ antialias: true });
81
- renderer.setSize(window.innerWidth, window.innerHeight);
82
- renderer.shadowMap.enabled = true;
83
- renderer.shadowMap.type = THREE.PCFSoftShadowMap;
84
- document.body.appendChild(renderer.domElement);
85
-
86
- // --- Initialize WebSocket Connection ---
87
- connectWebSocket();
88
-
89
- // Event Listeners
90
- document.addEventListener('mousemove', onMouseMove, false);
91
- document.addEventListener('click', onDocumentClick, false); // Place object
92
- window.addEventListener('resize', onWindowResize, false);
93
- document.addEventListener('keydown', onKeyDown);
94
- document.addEventListener('keyup', onKeyUp);
95
-
96
- // --- Define global functions needed by Python ---
97
- window.teleportPlayer = teleportPlayer;
98
- // Removed getSaveDataAndPosition - saving now server-side via WS
99
- // Removed resetNewlyPlacedObjects - no longer needed
100
- window.updateSelectedObjectType = updateSelectedObjectType; // Still needed
101
-
102
- console.log(`Three.js Initialized for user: ${myUsername}. Connecting to ${websocketUrl}...`);
103
- animate();
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
104
  }
105
-
106
- // --- WebSocket Logic ---
107
- function connectWebSocket() {
108
- console.log("Attempting WebSocket connection...");
109
- socket = new WebSocket(websocketUrl);
110
-
111
- socket.onopen = () => {
112
- console.log("WebSocket connection established.");
113
- connectionRetries = 0;
114
- // Request initial state? Server sends it automatically now.
115
- // socket.send(JSON.stringify({ type: "request_initial_state" }));
116
- };
117
-
118
- socket.onmessage = (event) => {
119
- try {
120
- const data = JSON.parse(event.data);
121
- // console.log("WebSocket message received:", data); // Debugging
122
- handleWebSocketMessage(data);
123
- } catch (e) {
124
- console.error("Failed to parse WebSocket message:", event.data, e);
125
- }
126
- };
127
-
128
- socket.onerror = (error) => {
129
- console.error("WebSocket error:", error);
130
- // Consider showing an error message to the user in Streamlit?
131
- };
132
-
133
- socket.onclose = (event) => {
134
- console.warn(`WebSocket connection closed. Code: ${event.code}, Reason: ${event.reason}. Clean: ${event.wasClean}`);
135
- socket = null;
136
- // Implement reconnection strategy
137
- if (connectionRetries < MAX_RETRIES) {
138
- connectionRetries++;
139
- const delay = Math.pow(2, connectionRetries) * 1000; // Exponential backoff
140
- console.log(`Attempting reconnection in ${delay / 1000}s...`);
141
- setTimeout(connectWebSocket, delay);
142
- } else {
143
- console.error("WebSocket reconnection failed after max retries.");
144
- // Inform user connection lost - maybe via Streamlit call?
145
- }
146
- };
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
147
  }
148
-
149
- function sendWebSocketMessage(type, payload) {
150
- if (socket && socket.readyState === WebSocket.OPEN) {
151
- const message = JSON.stringify({ type, payload });
152
- socket.send(message);
153
- } else {
154
- console.warn("WebSocket not open. Message not sent:", type, payload);
155
- // Optionally queue messages to send on reconnect?
156
- }
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
157
  }
158
-
159
- function handleWebSocketMessage(data) {
160
- const { type, payload } = data;
161
-
162
- switch (type) {
163
- case "initial_state":
164
- console.log(`Received initial world state with ${Object.keys(payload).length} objects.`);
165
- // Clear existing objects (except player?) before loading initial state
166
- clearWorldObjects();
167
- for (const obj_id in payload) {
168
- createAndPlaceObject(payload[obj_id], false); // false = not newly placed
169
- }
170
- // Setup ground based on loaded objects' positions? Or separate metadata needed?
171
- // For now, rely on dynamic ground expansion.
172
- break;
173
- case "object_placed":
174
- console.log(`Object placed by ${payload.username}:`, payload.object_data);
175
- // Add or update the object in the scene
176
- createAndPlaceObject(payload.object_data, false); // false = not newly placed by *this* client
177
- break;
178
- case "object_deleted":
179
- console.log(`Object deleted by ${payload.username}:`, payload.obj_id);
180
- removeObjectById(payload.obj_id);
181
- break;
182
- case "user_join":
183
- console.log(`User joined: ${payload.username} (${payload.id})`);
184
- // Optionally display user join message in chat tab or 3D world?
185
- break;
186
- case "user_leave":
187
- console.log(`User left: ${payload.username} (${payload.id})`);
188
- // Optionally display user leave message
189
- break;
190
- case "user_rename":
191
- console.log(`User ${payload.old_username} is now ${payload.new_username}`);
192
- break;
193
- case "chat_message":
194
- console.log(`Chat from ${payload.username}: ${payload.message}`);
195
- // Handle displaying chat in the Streamlit Chat tab (Python side handles this)
196
- break;
197
- // Add handlers for other message types
198
- default:
199
- console.warn("Received unknown WebSocket message type:", type);
200
- }
201
  }
202
-
203
- function clearWorldObjects() {
204
- console.log("Clearing existing world objects...");
205
- for (const [obj_id, mesh] of worldObjects.entries()) {
206
- scene.remove(mesh);
207
- // Optional: Dispose geometry/material for memory management
208
- // disposeObject3D(mesh);
209
- }
210
- worldObjects.clear();
211
- // Also clear ground meshes? Or keep them? Keep for now.
 
 
 
 
 
 
212
  }
213
-
214
- function removeObjectById(obj_id) {
215
- if (worldObjects.has(obj_id)) {
216
- const mesh = worldObjects.get(obj_id);
217
- scene.remove(mesh);
218
- // disposeObject3D(mesh); // Optional cleanup
219
- worldObjects.delete(obj_id);
220
- console.log(`Removed object ${obj_id} from scene.`);
221
- } else {
222
- console.warn(`Attempted to remove non-existent object ID: ${obj_id}`);
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
223
  }
224
  }
225
-
226
- // --- Standard Setup Functions ---
227
- function setupLighting() { /* ... (Keep as before) ... */
228
- const ambientLight = new THREE.AmbientLight(0xffffff, 0.6); scene.add(ambientLight);
229
- const directionalLight = new THREE.DirectionalLight(0xffffff, 1.2); directionalLight.position.set(75, 150, 100); directionalLight.castShadow = true; directionalLight.shadow.mapSize.width = 2048; directionalLight.shadow.mapSize.height = 2048; directionalLight.shadow.camera.near = 10; directionalLight.shadow.camera.far = 400; directionalLight.shadow.camera.left = -150; directionalLight.shadow.camera.right = 150; directionalLight.shadow.camera.top = 150; directionalLight.shadow.camera.bottom = -150; directionalLight.shadow.bias = -0.002; scene.add(directionalLight);
230
- const hemiLight = new THREE.HemisphereLight( 0xabcdef, 0x55aa55, 0.5 ); scene.add( hemiLight );
231
- }
232
- function setupPlayer() { /* ... (Keep as before) ... */
233
- const playerGeo = new THREE.CapsuleGeometry(0.4, 0.8, 4, 8); const playerMat = new THREE.MeshStandardMaterial({ color: 0x0055ff, roughness: 0.6 }); playerMesh = new THREE.Mesh(playerGeo, playerMat); playerMesh.position.set(plotWidth / 2, 0.8, plotDepth / 2); playerMesh.castShadow = true; playerMesh.receiveShadow = false; scene.add(playerMesh);
234
- }
235
- function createGroundPlane(gridX, gridZ, isPlaceholder) { /* ... (Keep as before) ... */
236
- const gridKey = `${gridX}_${gridZ}`; if (groundMeshes[gridKey]) return groundMeshes[gridKey];
237
- const groundGeometry = new THREE.PlaneGeometry(plotWidth, plotDepth); const material = isPlaceholder ? placeholderGroundMaterial : groundMaterial; const groundMesh = new THREE.Mesh(groundGeometry, material); groundMesh.rotation.x = -Math.PI / 2; groundMesh.position.y = -0.05; groundMesh.position.x = gridX * plotWidth + plotWidth / 2.0; groundMesh.position.z = gridZ * plotDepth + plotDepth / 2.0; groundMesh.receiveShadow = true; groundMesh.userData.gridKey = gridKey; groundMesh.userData.isPlaceholder = isPlaceholder; scene.add(groundMesh); groundMeshes[gridKey] = groundMesh; return groundMesh;
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
238
  }
239
-
240
- // --- Object Creation & Placement (Modified for WebSocket & New Primitives) ---
241
-
242
- // Central function to add/update objects based on data
243
- function createAndPlaceObject(objData, isNewlyPlacedLocally) { // isNewlyPlacedLocally not really used now
244
- if (!objData || !objData.obj_id || !objData.type) {
245
- console.warn("Invalid object data:", objData);
246
- return null;
247
- }
248
-
249
- // Check if object already exists (update vs create)
250
- let mesh = worldObjects.get(objData.obj_id);
251
- let isNew = false;
252
-
253
- if (mesh) {
254
- // Update existing mesh position/rotation if different
255
- if (mesh.position.distanceToSquared(objData.position) > 0.001) {
256
- mesh.position.set(objData.position.x, objData.position.y, objData.position.z);
257
- }
258
- if (objData.rotation && (
259
- Math.abs(mesh.rotation.x - objData.rotation._x) > 0.01 ||
260
- Math.abs(mesh.rotation.y - objData.rotation._y) > 0.01 ||
261
- Math.abs(mesh.rotation.z - objData.rotation._z) > 0.01 )) {
262
- mesh.rotation.set(objData.rotation._x, objData.rotation._y, objData.rotation._z, objData.rotation._order || 'XYZ');
263
- }
264
- // Could add logic here to update geometry/material if type changes? Unlikely.
265
- // console.log(`Updated object ${objData.obj_id}`);
266
- } else {
267
- // Create new mesh
268
- mesh = createPrimitiveMesh(objData.type); // Use the new factory function
269
- if (!mesh) return null; // Failed to create mesh type
270
-
271
- isNew = true;
272
- mesh.userData.obj_id = objData.obj_id; // Assign ID from data
273
- mesh.userData.type = objData.type;
274
- mesh.position.set(objData.position.x, objData.position.y, objData.position.z);
275
- if (objData.rotation) {
276
- mesh.rotation.set(objData.rotation._x, objData.rotation._y, objData.rotation._z, objData.rotation._order || 'XYZ');
277
- }
278
-
279
- scene.add(mesh);
280
- worldObjects.set(objData.obj_id, mesh); // Add to our map
281
- // console.log(`Created new object ${objData.obj_id} (${objData.type})`);
282
- }
283
- return mesh;
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
284
  }
285
-
286
- // Factory function for creating meshes based on type name
287
- function createPrimitiveMesh(type) {
288
- let mesh = null;
289
- let geometry, material, material2; // Declare vars
290
-
291
- // Use reusable materials where possible
292
- const wood = objectMaterials.wood;
293
- const leaf = objectMaterials.leaf;
294
- const stone = objectMaterials.stone;
295
- const house_wall = objectMaterials.house_wall;
296
- const house_roof = objectMaterials.house_roof;
297
- const brick = objectMaterials.brick;
298
- const metal = objectMaterials.metal;
299
- const gem = objectMaterials.gem;
300
- const lightMat = objectMaterials.light;
301
-
302
- try { // Wrap in try-catch for safety if geometry fails
303
- switch(type) {
304
- // --- Original Primitives ---
305
- case "Tree":
306
- mesh = new THREE.Group();
307
- geometry = new THREE.CylinderGeometry(0.3, 0.4, 2, 8); material = wood;
308
- const trunk = new THREE.Mesh(geometry, material); trunk.position.y = 1; trunk.castShadow=true; trunk.receiveShadow=true; mesh.add(trunk);
309
- geometry = new THREE.IcosahedronGeometry(1.2, 0); material = leaf;
310
- const canopy = new THREE.Mesh(geometry, material); canopy.position.y = 2.8; canopy.castShadow=true; canopy.receiveShadow=false; mesh.add(canopy);
311
- break;
312
- case "Rock":
313
- geometry = new THREE.IcosahedronGeometry(0.7, 1); material = stone;
314
- // Optional: Deform geometry slightly (can be slow if done often)
315
- mesh = new THREE.Mesh(geometry, material); mesh.castShadow = true; mesh.receiveShadow = true;
316
- mesh.scale.set(1, Math.random()*0.4 + 0.8, 1); // Vary shape slightly
317
- break;
318
- case "Simple House":
319
- mesh = new THREE.Group();
320
- geometry = new THREE.BoxGeometry(2, 1.5, 2.5); material = house_wall;
321
- const body = new THREE.Mesh(geometry, material); body.position.y = 0.75; body.castShadow = true; body.receiveShadow = true; mesh.add(body);
322
- geometry = new THREE.ConeGeometry(1.8, 1, 4); material = house_roof;
323
- 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);
324
- break;
325
- case "Fence Post": // Keep original simple fence post
326
- geometry = new THREE.BoxGeometry(0.2, 1.5, 0.2); material = wood;
327
- mesh = new THREE.Mesh(geometry, material); mesh.position.y = 0.75; mesh.castShadow = true; mesh.receiveShadow = true;
328
- break;
329
-
330
- // --- New Primitives ---
331
- case "Pine Tree": // Example: Cone for canopy
332
- mesh = new THREE.Group();
333
- geometry = new THREE.CylinderGeometry(0.2, 0.3, 2.5, 8); material = wood;
334
- const pineTrunk = new THREE.Mesh(geometry, material); pineTrunk.position.y = 1.25; pineTrunk.castShadow=true; pineTrunk.receiveShadow=true; mesh.add(pineTrunk);
335
- geometry = new THREE.ConeGeometry(1, 2.5, 8); material = leaf;
336
- 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);
337
- break;
338
- case "Brick Wall": // Simple box with brick color
339
- geometry = new THREE.BoxGeometry(3, 2, 0.3); material = brick;
340
- mesh = new THREE.Mesh(geometry, material); mesh.position.y = 1; mesh.castShadow = true; mesh.receiveShadow = true;
341
- break;
342
- case "Sphere":
343
- geometry = new THREE.SphereGeometry(0.8, 16, 12); material = metal;
344
- mesh = new THREE.Mesh(geometry, material); mesh.position.y = 0.8; mesh.castShadow = true; mesh.receiveShadow = true;
345
- break;
346
- case "Cube": // Simple cube
347
- geometry = new THREE.BoxGeometry(1, 1, 1); material = stone; // Re-use stone
348
- mesh = new THREE.Mesh(geometry, material); mesh.position.y = 0.5; mesh.castShadow = true; mesh.receiveShadow = true;
349
- break;
350
- case "Cylinder":
351
- geometry = new THREE.CylinderGeometry(0.5, 0.5, 1.5, 16); material = metal;
352
- mesh = new THREE.Mesh(geometry, material); mesh.position.y = 0.75; mesh.castShadow = true; mesh.receiveShadow = true;
353
- break;
354
- case "Cone":
355
- geometry = new THREE.ConeGeometry(0.6, 1.2, 16); material = house_roof; // Re-use roof
356
- mesh = new THREE.Mesh(geometry, material); mesh.position.y = 0.6; mesh.castShadow = true; mesh.receiveShadow = true;
357
- break;
358
- case "Torus": // Donut shape
359
- geometry = new THREE.TorusGeometry(0.6, 0.2, 8, 24); material = gem; // Use gem material
360
- mesh = new THREE.Mesh(geometry, material); mesh.position.y = 0.7; mesh.castShadow = true; mesh.receiveShadow = true;
361
- mesh.rotation.x = Math.PI / 2; // Stand it up
362
- break;
363
- case "Mushroom":
364
- mesh = new THREE.Group();
365
- geometry = new THREE.CylinderGeometry(0.15, 0.1, 0.6, 8); material = house_wall; // Cream stem
366
- const stem = new THREE.Mesh(geometry, material); stem.position.y = 0.3; stem.castShadow = true; stem.receiveShadow = true; mesh.add(stem);
367
- geometry = new THREE.SphereGeometry(0.4, 16, 8, 0, Math.PI * 2, 0, Math.PI / 2); material = house_roof; // Red cap
368
- const cap = new THREE.Mesh(geometry, material); cap.position.y = 0.6; cap.castShadow = true; cap.receiveShadow = false; mesh.add(cap);
369
- break;
370
- case "Cactus": // Simple segmented cactus
371
- mesh = new THREE.Group(); material = leaf; // Green material
372
- geometry = new THREE.CylinderGeometry(0.3, 0.3, 1.5, 8);
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();