Spaces:
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Sleeping
Update static/tribalStage.js
Browse files- static/tribalStage.js +80 -8
static/tribalStage.js
CHANGED
@@ -1,4 +1,3 @@
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// At the top of tribalStage.js
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let game;
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class TribalStage extends GameStage {
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@@ -8,7 +7,7 @@ class TribalStage extends GameStage {
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this.huts = [];
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this.rivalTribes = [];
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// Load 3D models via
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this.loadModels();
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}
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@@ -30,7 +29,7 @@ class TribalStage extends GameStage {
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// Tribal Creature (Player)
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loader.load(
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"
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(gltf) => {
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this.creatureModel = gltf.scene;
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this.creatureModel.scale.set(0.5, 0.5, 0.5); // Scale down for game size
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@@ -42,7 +41,7 @@ class TribalStage extends GameStage {
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// Hut
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loader.load(
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"
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(gltf) => {
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this.hutModel = gltf.scene;
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this.hutModel.scale.set(0.5, 0.5, 0.5);
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@@ -53,7 +52,7 @@ class TribalStage extends GameStage {
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// Rival Tribe
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loader.load(
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"
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(gltf) => {
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this.rivalModel = gltf.scene;
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this.rivalModel.scale.set(0.5, 0.5, 0.5);
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@@ -69,8 +68,6 @@ class TribalStage extends GameStage {
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game = this; // Set the global game reference here
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}
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// ... (rest of the methods remain the same as before)
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spawnCreature(x, z) {
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const creature = this.creatureModel.clone();
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creature.position.set(x, 0, z);
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@@ -80,7 +77,82 @@ class TribalStage extends GameStage {
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this.updateUI();
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}
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}
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document.addEventListener("DOMContentLoaded", () => {
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let game;
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class TribalStage extends GameStage {
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this.huts = [];
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this.rivalTribes = [];
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// Load 3D models via local paths (after downloading and hosting)
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this.loadModels();
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}
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// Tribal Creature (Player)
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loader.load(
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"/static/assets/tribal_warrior.gltf",
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(gltf) => {
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this.creatureModel = gltf.scene;
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this.creatureModel.scale.set(0.5, 0.5, 0.5); // Scale down for game size
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// Hut
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loader.load(
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"/static/assets/hut.gltf",
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(gltf) => {
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this.hutModel = gltf.scene;
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this.hutModel.scale.set(0.5, 0.5, 0.5);
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// Rival Tribe
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loader.load(
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"/static/assets/rival_warrior.gltf",
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(gltf) => {
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this.rivalModel = gltf.scene;
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this.rivalModel.scale.set(0.5, 0.5, 0.5);
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game = this; // Set the global game reference here
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}
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spawnCreature(x, z) {
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const creature = this.creatureModel.clone();
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creature.position.set(x, 0, z);
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this.updateUI();
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}
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spawnRivalTribe(x, z) {
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const tribe = this.rivalModel.clone();
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tribe.position.set(x, 0, z);
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this.scene.add(tribe);
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this.rivalTribes.push({ model: tribe, members: 3, hostile: true });
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}
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gatherFood() {
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this.resources.food += 5 * this.creatures.length;
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this.updateUI();
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}
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buildHut() {
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if (this.resources.food >= 20 && this.huts.length < 5) {
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this.resources.food -= 20;
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const hut = this.hutModel.clone();
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hut.position.set(-5 + this.huts.length, 0, 0);
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this.scene.add(hut);
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this.huts.push(hut);
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this.maxPopulation += 2;
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this.spawnCreature(0, 0);
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}
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this.updateUI();
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}
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attackTribe() {
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if (this.rivalTribes.length > 0 && this.creatures.length > 1) {
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this.rivalTribes[0].members -= 1;
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if (this.rivalTribes[0].members <= 0) {
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this.scene.remove(this.rivalTribes[0].model);
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this.rivalTribes.shift();
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this.relations = "Victorious";
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} else {
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this.relations = "Hostile";
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}
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this.updateUI();
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}
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}
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socializeTribe() {
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if (this.rivalTribes.length > 0 && this.resources.food >= 10) {
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this.resources.food -= 10;
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this.rivalTribes[0].hostile = false;
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this.relations = "Friendly";
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this.updateUI();
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}
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}
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applyCreatureChanges() {
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const color = document.getElementById("creatureColor").value;
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const scale = parseFloat(document.getElementById("creatureSize").value);
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this.creatures.forEach(c => {
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c.model.traverse((child) => {
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if (child.isMesh) {
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child.material.color.set(color);
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c.model.scale.set(scale, scale, scale);
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}
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});
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});
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toggleEditor(); // Hide editor after applying
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}
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update() {
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this.creatures.forEach(creature => {
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creature.model.position.x += (Math.random() - 0.5) * creature.speed;
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creature.model.position.z += (Math.random() - 0.5) * creature.speed;
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creature.model.position.x = Math.max(-50, Math.min(50, creature.model.position.x));
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creature.model.position.z = Math.max(-50, Math.min(50, creature.model.position.z));
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});
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}
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animate() {
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requestAnimationFrame(() => this.animate());
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this.update();
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this.renderer.render(this.scene, this.camera);
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}
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}
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document.addEventListener("DOMContentLoaded", () => {
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