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Create game.js

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  1. game.js +818 -0
game.js ADDED
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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();