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index.html
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1 |
+
<!DOCTYPE html>
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2 |
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<html lang="en">
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3 |
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<head>
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<meta charset="UTF-8">
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5 |
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<meta name="viewport" content="width=device-width, initial-scale=1.0">
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<title>Procedural World Grid Combat</title>
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7 |
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<style>
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8 |
+
/* Base styles from previous version */
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9 |
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body { font-family: 'Courier New', monospace; background-color: #111; color: #eee; margin: 0; padding: 0; overflow: hidden; display: flex; flex-direction: column; height: 100vh; }
|
10 |
+
#game-container { display: flex; flex-grow: 1; overflow: hidden; }
|
11 |
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#scene-container { flex-grow: 3; position: relative; border-right: 2px solid #444; min-width: 250px; background-color: #000; height: 100%; box-sizing: border-box; overflow: hidden; cursor: crosshair; }
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12 |
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#ui-container { flex-grow: 2; padding: 25px; overflow-y: auto; background-color: #2b2b2b; min-width: 320px; height: 100%; box-sizing: border-box; display: flex; flex-direction: column; }
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13 |
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#scene-container canvas { display: block; }
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14 |
+
#story-title { color: #f0c060; margin: 0 0 15px 0; padding-bottom: 10px; border-bottom: 1px solid #555; font-size: 1.6em; text-shadow: 1px 1px 1px #000; }
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15 |
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#story-content { margin-bottom: 25px; line-height: 1.7; flex-grow: 1; font-size: 1.1em; }
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16 |
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#stats-inventory-container { margin-bottom: 25px; padding: 15px; border: 1px solid #444; border-radius: 4px; background-color: #333; font-size: 0.95em; }
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17 |
+
#stats-display, #inventory-display { margin-bottom: 10px; line-height: 1.8; }
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18 |
+
#stats-display span, #inventory-display .item-tag { display: inline-block; background-color: #484848; padding: 3px 9px; border-radius: 15px; margin: 0 8px 5px 0; border: 1px solid #6a6a6a; white-space: nowrap; box-shadow: inset 0 1px 2px rgba(0,0,0,0.3); }
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19 |
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#stats-display strong, #inventory-display strong { color: #ccc; margin-right: 6px; }
|
20 |
+
#inventory-display em { color: #888; font-style: normal; }
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21 |
+
.item-quest { background-color: #666030; border-color: #999048;}
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.item-weapon { background-color: #663030; border-color: #994848;}
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23 |
+
.item-armor { background-color: #306630; border-color: #489948;}
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24 |
+
.item-consumable { background-color: #664430; border-color: #996648;}
|
25 |
+
.item-unknown { background-color: #555; border-color: #777;}
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26 |
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#choices-container { margin-top: auto; padding-top: 20px; border-top: 1px solid #555; }
|
27 |
+
#choices-container h3 { margin-top: 0; margin-bottom: 12px; color: #ccc; font-size: 1.1em; }
|
28 |
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#choices { display: flex; flex-direction: column; gap: 12px; }
|
29 |
+
.choice-button { display: block; width: 100%; padding: 12px 15px; margin-bottom: 0; background-color: #555; color: #eee; border: 1px solid #777; border-radius: 4px; cursor: pointer; text-align: left; font-family: 'Courier New', monospace; font-size: 1.05em; transition: background-color 0.2s, border-color 0.2s, box-shadow 0.1s; box-sizing: border-box; }
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30 |
+
.choice-button:hover:not(:disabled) { background-color: #e0b050; color: #111; border-color: #c89040; box-shadow: 0 0 5px rgba(255, 200, 100, 0.5); }
|
31 |
+
.choice-button:disabled { background-color: #404040; color: #777; cursor: not-allowed; border-color: #555; opacity: 0.7; }
|
32 |
+
.message { padding: 8px 12px; margin-bottom: 1em; border-left-width: 3px; border-left-style: solid; font-size: 0.95em; background-color: rgba(255, 255, 255, 0.05); }
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33 |
+
.message-success { color: #8f8; border-left-color: #4a4; }
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34 |
+
.message-failure { color: #f88; border-left-color: #a44; }
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35 |
+
.message-info { color: #aaa; border-left-color: #666; }
|
36 |
+
.message-item { color: #8bf; border-left-color: #46a; }
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37 |
+
.message-combat { color: #f98; border-left-color: #c64; font-weight: bold;}
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38 |
+
#action-info { position: absolute; bottom: 10px; left: 10px; background-color: rgba(0,0,0,0.7); color: #ffcc66; padding: 5px 10px; border-radius: 3px; font-size: 0.9em; display: block; z-index: 10;} /* Always visible */
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#combat-ui { margin-top: 15px; padding-top: 15px; border-top: 1px dashed #666; }
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40 |
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.combat-button { background-color: #a33; border-color: #c66; color: #fff; font-weight: bold; text-align: center;}
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41 |
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.combat-button:hover:not(:disabled) { background-color: #d44; border-color: #f88;}
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42 |
+
</style>
|
43 |
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</head>
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44 |
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<body>
|
45 |
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<div id="game-container">
|
46 |
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<div id="scene-container">
|
47 |
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<div id="action-info">Mode: Explore</div>
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</div>
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<div id="ui-container">
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<h2 id="story-title">World Initializing...</h2>
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51 |
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<div id="story-content"><p>Establishing reality...</p></div>
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<div id="stats-inventory-container">
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<div id="stats-display"></div>
|
54 |
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<div id="inventory-display"></div>
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</div>
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<div id="choices-container">
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<h3>What will you do?</h3>
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58 |
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<div id="choices"></div>
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</div>
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</div>
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</div>
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+
|
63 |
+
<script type="importmap">
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64 |
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{ "imports": {
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65 |
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"three": "https://unpkg.com/[email protected]/build/three.module.js",
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66 |
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"three/addons/": "https://unpkg.com/[email protected]/examples/jsm/"
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67 |
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}}
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68 |
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</script>
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69 |
+
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70 |
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<script type="module">
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71 |
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import * as THREE from 'three';
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72 |
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import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
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73 |
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import { FontLoader } from 'three/addons/loaders/FontLoader.js';
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74 |
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import { TextGeometry } from 'three/addons/geometries/TextGeometry.js';
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75 |
+
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76 |
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const sceneContainer = document.getElementById('scene-container');
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const storyTitleElement = document.getElementById('story-title');
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78 |
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const storyContentElement = document.getElementById('story-content');
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79 |
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const choicesElement = document.getElementById('choices');
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80 |
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const statsElement = document.getElementById('stats-display');
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81 |
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const inventoryElement = document.getElementById('inventory-display');
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82 |
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const actionInfoElement = document.getElementById('action-info');
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+
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let scene, camera, renderer, clock, controls, raycaster, mouse;
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let worldGroup = null;
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let locationGroups = {}; // { zoneId: { group: THREE.Group, data: zoneData } }
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87 |
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let currentMessage = "";
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88 |
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let currentLights = [];
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89 |
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let threeFont = null; // To store loaded font
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90 |
+
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91 |
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const MAT = {
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stone: new THREE.MeshStandardMaterial({ color: 0x777788, roughness: 0.85, metalness: 0.1 }),
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93 |
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wood: new THREE.MeshStandardMaterial({ color: 0x9F6633, roughness: 0.75, metalness: 0 }),
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94 |
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leaf: new THREE.MeshStandardMaterial({ color: 0x3E9B4E, roughness: 0.6, metalness: 0, side: THREE.DoubleSide }),
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95 |
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ground: new THREE.MeshStandardMaterial({ color: 0x556B2F, roughness: 0.95, metalness: 0 }),
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96 |
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metal: new THREE.MeshStandardMaterial({ color: 0xaaaaaa, metalness: 0.85, roughness: 0.35 }),
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97 |
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dirt: new THREE.MeshStandardMaterial({ color: 0x8B5E3C, roughness: 0.9 }),
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98 |
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grass: new THREE.MeshStandardMaterial({ color: 0x4CB781, roughness: 0.85 }),
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water: new THREE.MeshStandardMaterial({ color: 0x4682B4, roughness: 0.3, metalness: 0.2, transparent: true, opacity: 0.85 }),
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error: new THREE.MeshStandardMaterial({ color: 0xff3300, roughness: 0.5, emissive: 0x551100 }),
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gameOver: new THREE.MeshStandardMaterial({ color: 0xaa0000, roughness: 0.6, metalness: 0.2, emissive: 0x220000 }),
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simple: new THREE.MeshStandardMaterial({ color: 0xaaaaaa, roughness: 0.8 }),
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103 |
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pickupHighlight: new THREE.MeshBasicMaterial({ color: 0xffff00, wireframe: true, depthTest: false }),
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104 |
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dice: new THREE.MeshStandardMaterial({ color: 0xeeeeff, roughness: 0.2, metalness: 0.1 }),
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105 |
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text: new THREE.MeshBasicMaterial({ color: 0xffddaa }),
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};
|
107 |
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|
108 |
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const itemsData = {
|
109 |
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"Rusty Sword": {type:"weapon", description:"Old but sharp.", baseDamage: 3},
|
110 |
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"Health Potion": {type:"consumable", description:"Restores 10 HP.", effect: { hpGain: 10 }},
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111 |
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"Goblin Ear": {type:"quest", description:"A gruesome trophy."},
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112 |
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"Cave Crystal": {type:"unknown", description:"A faintly glowing crystal shard."}
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113 |
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};
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114 |
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|
115 |
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const enemyData = {
|
116 |
+
'goblin': { name: "Goblin", hp: 8, defense: 11, attackDamage: 2, xp: 15, drops: ["Goblin Ear", "Health Potion"] },
|
117 |
+
'spider': { name: "Giant Spider", hp: 12, defense: 13, attackDamage: 3, xp: 25, drops: ["Cave Crystal"] }
|
118 |
+
};
|
119 |
+
|
120 |
+
// --- Game State Variable ---
|
121 |
+
let gameState = {}; // Initialized later
|
122 |
+
|
123 |
+
// --- Core Functions ---
|
124 |
+
|
125 |
+
function initThreeJS() {
|
126 |
+
scene = new THREE.Scene();
|
127 |
+
scene.background = new THREE.Color(0x1a1a1a);
|
128 |
+
clock = new THREE.Clock();
|
129 |
+
raycaster = new THREE.Raycaster();
|
130 |
+
mouse = new THREE.Vector2();
|
131 |
+
worldGroup = new THREE.Group();
|
132 |
+
scene.add(worldGroup);
|
133 |
+
|
134 |
+
const width = sceneContainer.clientWidth || 1;
|
135 |
+
const height = sceneContainer.clientHeight || 1;
|
136 |
+
camera = new THREE.PerspectiveCamera(60, width / height, 0.1, 1000);
|
137 |
+
camera.position.set(0, 5, 10);
|
138 |
+
|
139 |
+
renderer = new THREE.WebGLRenderer({ antialias: true });
|
140 |
+
renderer.setSize(width, height);
|
141 |
+
renderer.shadowMap.enabled = true;
|
142 |
+
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
|
143 |
+
renderer.toneMapping = THREE.ACESFilmicToneMapping;
|
144 |
+
renderer.outputColorSpace = THREE.SRGBColorSpace;
|
145 |
+
sceneContainer.appendChild(renderer.domElement);
|
146 |
+
|
147 |
+
controls = new OrbitControls(camera, renderer.domElement);
|
148 |
+
controls.enableDamping = true;
|
149 |
+
controls.dampingFactor = 0.1;
|
150 |
+
controls.target.set(0, 1, 0);
|
151 |
+
controls.maxPolarAngle = Math.PI / 2 - 0.05;
|
152 |
+
|
153 |
+
window.addEventListener('resize', onWindowResize, false);
|
154 |
+
renderer.domElement.addEventListener('mousemove', onMouseMove, false);
|
155 |
+
renderer.domElement.addEventListener('click', onMouseClick, false);
|
156 |
+
setTimeout(onWindowResize, 50);
|
157 |
+
animate();
|
158 |
+
}
|
159 |
+
|
160 |
+
function loadFontAndStart() {
|
161 |
+
const loader = new FontLoader();
|
162 |
+
loader.load('https://unpkg.com/[email protected]/examples/fonts/helvetiker_regular.typeface.json', function (font) {
|
163 |
+
threeFont = font;
|
164 |
+
console.log("Font loaded.");
|
165 |
+
startGame(); // Start game only after font is loaded
|
166 |
+
}, undefined, function (error) {
|
167 |
+
console.error('Font loading failed:', error);
|
168 |
+
storyTitleElement.textContent = "Font Load Error";
|
169 |
+
storyContentElement.innerHTML = `<p style="color:red;">Could not load required font.</p>`;
|
170 |
+
// Optionally try to start without font features or show a permanent error
|
171 |
+
});
|
172 |
+
}
|
173 |
+
|
174 |
+
function onWindowResize() {
|
175 |
+
if (!renderer || !camera || !sceneContainer) return;
|
176 |
+
const width = sceneContainer.clientWidth || 1;
|
177 |
+
const height = sceneContainer.clientHeight || 1;
|
178 |
+
camera.aspect = width / height;
|
179 |
+
camera.updateProjectionMatrix();
|
180 |
+
renderer.setSize(width, height);
|
181 |
+
}
|
182 |
+
|
183 |
+
function onMouseMove( event ) {
|
184 |
+
const rect = renderer.domElement.getBoundingClientRect();
|
185 |
+
mouse.x = ( (event.clientX - rect.left) / rect.width ) * 2 - 1;
|
186 |
+
mouse.y = - ( (event.clientY - rect.top) / rect.height ) * 2 + 1;
|
187 |
+
}
|
188 |
+
|
189 |
+
function onMouseClick( event ) {
|
190 |
+
// Click interaction is now primarily for picking up items
|
191 |
+
pickupItem();
|
192 |
+
}
|
193 |
+
|
194 |
+
function animate() {
|
195 |
+
requestAnimationFrame(animate);
|
196 |
+
const delta = clock.getDelta();
|
197 |
+
const time = clock.getElapsedTime();
|
198 |
+
|
199 |
+
controls.update();
|
200 |
+
worldGroup.traverse(obj => { if (obj.userData.update) obj.userData.update(time, delta); });
|
201 |
+
|
202 |
+
if (renderer && scene && camera) renderer.render(scene, camera);
|
203 |
+
}
|
204 |
+
|
205 |
+
function createMesh(geometry, material, pos = {x:0,y:0,z:0}, rot = {x:0,y:0,z:0}, scale = {x:1,y:1,z:1}) {
|
206 |
+
const mesh = new THREE.Mesh(geometry, material);
|
207 |
+
mesh.position.set(pos.x, pos.y, pos.z);
|
208 |
+
mesh.rotation.set(rot.x, rot.y, rot.z);
|
209 |
+
mesh.scale.set(scale.x, scale.y, scale.z);
|
210 |
+
mesh.castShadow = true; mesh.receiveShadow = true;
|
211 |
+
return mesh;
|
212 |
+
}
|
213 |
+
|
214 |
+
function createGround(material = MAT.ground, size = 20) {
|
215 |
+
const geo = new THREE.PlaneGeometry(size, size);
|
216 |
+
const ground = new THREE.Mesh(geo, material);
|
217 |
+
ground.rotation.x = -Math.PI / 2; ground.position.y = 0;
|
218 |
+
ground.receiveShadow = true; ground.castShadow = false;
|
219 |
+
ground.userData.isGround = true;
|
220 |
+
return ground;
|
221 |
+
}
|
222 |
+
|
223 |
+
function setupLighting(type = 'default') {
|
224 |
+
currentLights.forEach(light => {
|
225 |
+
if (light) scene.remove(light);
|
226 |
+
});
|
227 |
+
currentLights = [];
|
228 |
+
|
229 |
+
let ambientIntensity = 0.4;
|
230 |
+
let dirIntensity = 0.9;
|
231 |
+
let dirColor = 0xffffff;
|
232 |
+
let dirPosition = new THREE.Vector3(10, 15, 8);
|
233 |
+
|
234 |
+
if (type === 'forest') {
|
235 |
+
ambientIntensity = 0.3; dirIntensity = 0.7; dirColor = 0xccffcc; dirPosition = new THREE.Vector3(5, 10, 5);
|
236 |
+
} else if (type === 'cave') {
|
237 |
+
ambientIntensity = 0.1; dirIntensity = 0;
|
238 |
+
const ptLight = new THREE.PointLight(0xffaa55, 1.5, 12, 1);
|
239 |
+
ptLight.position.set(0, 1.5, 1);
|
240 |
+
ptLight.castShadow = true;
|
241 |
+
ptLight.shadow.mapSize.set(512, 512);
|
242 |
+
scene.add(ptLight); currentLights.push(ptLight);
|
243 |
+
} else if (type === 'ruins') {
|
244 |
+
ambientIntensity = 0.25; dirIntensity = 0.6; dirColor = 0xaaaaff; dirPosition = new THREE.Vector3(-8, 12, -5);
|
245 |
+
} else if (type === 'gameover') {
|
246 |
+
ambientIntensity = 0.1; dirIntensity = 0.4; dirColor = 0xff6666;
|
247 |
+
}
|
248 |
+
|
249 |
+
const ambientLight = new THREE.AmbientLight(0xffffff, ambientIntensity);
|
250 |
+
scene.add(ambientLight);
|
251 |
+
currentLights.push(ambientLight);
|
252 |
+
|
253 |
+
if (dirIntensity > 0) {
|
254 |
+
const directionalLight = new THREE.DirectionalLight(dirColor, dirIntensity);
|
255 |
+
directionalLight.position.copy(dirPosition);
|
256 |
+
directionalLight.castShadow = true;
|
257 |
+
directionalLight.shadow.mapSize.set(1024, 1024);
|
258 |
+
directionalLight.shadow.camera.near = 0.5;
|
259 |
+
directionalLight.shadow.camera.far = 50;
|
260 |
+
const shadowBounds = 20;
|
261 |
+
directionalLight.shadow.camera.left = -shadowBounds;
|
262 |
+
directionalLight.shadow.camera.right = shadowBounds;
|
263 |
+
directionalLight.shadow.camera.top = shadowBounds;
|
264 |
+
directionalLight.shadow.camera.bottom = -shadowBounds;
|
265 |
+
directionalLight.shadow.bias = -0.0005;
|
266 |
+
scene.add(directionalLight);
|
267 |
+
currentLights.push(directionalLight);
|
268 |
+
}
|
269 |
+
}
|
270 |
+
|
271 |
+
// --- Zone Creation Functions ---
|
272 |
+
function createFieldZone(zoneId) {
|
273 |
+
const group = new THREE.Group();
|
274 |
+
group.add(createGround(MAT.grass, 30));
|
275 |
+
// Add some rocks or flowers
|
276 |
+
const rockGeo = new THREE.IcosahedronGeometry(0.5 + Math.random()*0.5, 0);
|
277 |
+
for(let i=0; i<5; i++) {
|
278 |
+
group.add(createMesh(rockGeo, MAT.stone, {x: (Math.random()-0.5)*25, y:0.3, z: (Math.random()-0.5)*25}));
|
279 |
+
}
|
280 |
+
group.visible = false;
|
281 |
+
return { group, lighting: 'default', entryText: "You stand in an open field.", zoneId: zoneId };
|
282 |
+
}
|
283 |
+
|
284 |
+
function createForestZone(zoneId) {
|
285 |
+
const group = new THREE.Group();
|
286 |
+
group.add(createGround(MAT.ground, 30));
|
287 |
+
const trunkGeo = new THREE.CylinderGeometry(0.2, 0.3, 4, 8);
|
288 |
+
const leafGeo = new THREE.SphereGeometry(1.5, 8, 6);
|
289 |
+
for(let i=0; i<25; i++) { // Denser forest
|
290 |
+
const x = (Math.random() - 0.5) * 28;
|
291 |
+
const z = (Math.random() - 0.5) * 28;
|
292 |
+
if(Math.sqrt(x*x+z*z) < 1) continue;
|
293 |
+
const tree = new THREE.Group();
|
294 |
+
const trunk = createMesh(trunkGeo, MAT.wood, {y: 2});
|
295 |
+
const leaves = createMesh(leafGeo, MAT.leaf, {y: 4.5});
|
296 |
+
tree.add(trunk); tree.add(leaves);
|
297 |
+
tree.position.set(x, 0, z);
|
298 |
+
tree.rotation.y = Math.random() * Math.PI * 2;
|
299 |
+
group.add(tree);
|
300 |
+
}
|
301 |
+
group.visible = false;
|
302 |
+
return { group, lighting: 'forest', entryText: "You are surrounded by trees.", zoneId: zoneId };
|
303 |
+
}
|
304 |
+
|
305 |
+
function createCaveZone(zoneId) {
|
306 |
+
const group = new THREE.Group();
|
307 |
+
group.add(createGround(MAT.stone.clone().set({color: 0x555560}), 18));
|
308 |
+
const wallGeo = new THREE.SphereGeometry(12, 32, 16, 0, Math.PI*2, 0, Math.PI*0.7);
|
309 |
+
const walls = createMesh(wallGeo, MAT.stone, {y: 4});
|
310 |
+
walls.material.side = THREE.BackSide;
|
311 |
+
group.add(walls);
|
312 |
+
const coneGeo = new THREE.ConeGeometry(0.2, 1.0, 8);
|
313 |
+
for(let i=0; i<15; i++){
|
314 |
+
const st = createMesh(coneGeo, MAT.stone, {x: (Math.random()-0.5)*16, y: 6 + Math.random()*2, z: (Math.random()-0.5)*16}, {x:Math.PI});
|
315 |
+
group.add(st);
|
316 |
+
}
|
317 |
+
group.visible = false;
|
318 |
+
return { group, lighting: 'cave', entryText: "It's dark and damp in here.", zoneId: zoneId };
|
319 |
+
}
|
320 |
+
|
321 |
+
function createRuinsZone(zoneId) {
|
322 |
+
const group = new THREE.Group();
|
323 |
+
group.add(createGround(MAT.dirt, 25));
|
324 |
+
const wallGeo = new THREE.BoxGeometry(0.5, 2, 3);
|
325 |
+
for(let i=0; i<8; i++) {
|
326 |
+
const wall = createMesh(wallGeo, MAT.stone,
|
327 |
+
{x: (Math.random()-0.5)*20, y:1, z: (Math.random()-0.5)*20},
|
328 |
+
{y: Math.random() * Math.PI}
|
329 |
+
);
|
330 |
+
wall.scale.y = 0.5 + Math.random() * 0.8; // Vary height
|
331 |
+
wall.rotation.x = (Math.random()-0.5)*0.1; // Tilt slightly
|
332 |
+
wall.rotation.z = (Math.random()-0.5)*0.1;
|
333 |
+
group.add(wall);
|
334 |
+
}
|
335 |
+
group.visible = false;
|
336 |
+
return { group, lighting: 'ruins', entryText: "Crumbling walls stand sentinel.", zoneId: zoneId };
|
337 |
+
}
|
338 |
+
|
339 |
+
// --- Map Grid & Zone Definitions ---
|
340 |
+
const MAP_ROWS = 3;
|
341 |
+
const MAP_COLS = 4;
|
342 |
+
const zoneData = {}; // Will be populated: { "zone_0_0": { group, lighting, entryText, zoneId }, ... }
|
343 |
+
|
344 |
+
function getZoneId(row, col) { return `zone_${row}_${col}`; }
|
345 |
+
|
346 |
+
function populateZoneData() {
|
347 |
+
for (let r = 0; r < MAP_ROWS; r++) {
|
348 |
+
for (let c = 0; c < MAP_COLS; c++) {
|
349 |
+
const zoneId = getZoneId(r, c);
|
350 |
+
let zoneType;
|
351 |
+
// Simple pattern for variety, expand this logic
|
352 |
+
if (r === 0) zoneType = 'forest';
|
353 |
+
else if (r === 1 && c % 2 === 0) zoneType = 'field';
|
354 |
+
else if (r === 1 && c % 2 !== 0) zoneType = 'ruins';
|
355 |
+
else zoneType = 'cave';
|
356 |
+
|
357 |
+
let creatorFunc;
|
358 |
+
switch(zoneType) {
|
359 |
+
case 'forest': creatorFunc = createForestZone; break;
|
360 |
+
case 'cave': creatorFunc = createCaveZone; break;
|
361 |
+
case 'ruins': creatorFunc = createRuinsZone; break;
|
362 |
+
case 'field':
|
363 |
+
default: creatorFunc = createFieldZone; break;
|
364 |
+
}
|
365 |
+
locationData[zoneId] = { creator: () => creatorFunc(zoneId) }; // Store creator with ID
|
366 |
+
}
|
367 |
+
}
|
368 |
+
console.log("Zone data populated:", Object.keys(locationData));
|
369 |
+
}
|
370 |
+
|
371 |
+
function getZoneNeighbors(zoneId) {
|
372 |
+
const parts = zoneId.split('_');
|
373 |
+
const r = parseInt(parts[1]);
|
374 |
+
const c = parseInt(parts[2]);
|
375 |
+
const neighbors = {};
|
376 |
+
if (r > 0) neighbors.north = getZoneId(r - 1, c);
|
377 |
+
if (r < MAP_ROWS - 1) neighbors.south = getZoneId(r + 1, c);
|
378 |
+
if (c > 0) neighbors.west = getZoneId(r, c - 1);
|
379 |
+
if (c < MAP_COLS - 1) neighbors.east = getZoneId(r, c + 1);
|
380 |
+
return neighbors;
|
381 |
+
}
|
382 |
+
|
383 |
+
// --- Game State Initialization ---
|
384 |
+
function startGame() {
|
385 |
+
const defaultChar = {
|
386 |
+
name: "Player",
|
387 |
+
stats: { hp: 20, maxHp: 20, xp: 0, strength: 10, dexterity: 10 }, // Added stats
|
388 |
+
inventory: []
|
389 |
+
};
|
390 |
+
gameState = {
|
391 |
+
currentZoneId: null,
|
392 |
+
character: JSON.parse(JSON.stringify(defaultChar)),
|
393 |
+
combat: null // { active: true, enemyId: 'goblin', enemyHp: 8 }
|
394 |
+
};
|
395 |
+
populateZoneData(); // Create zone definitions
|
396 |
+
console.log("Starting new game:", gameState);
|
397 |
+
transitionToZone(getZoneId(1, 1)); // Start in a central zone
|
398 |
+
}
|
399 |
+
|
400 |
+
// --- Zone Transition ---
|
401 |
+
function transitionToZone(newZoneId) {
|
402 |
+
console.log(`Transitioning from ${gameState.currentZoneId} to ${newZoneId}`);
|
403 |
+
currentMessage = "";
|
404 |
+
gameState.combat = null; // End combat on zone transition
|
405 |
+
|
406 |
+
if (gameState.currentZoneId && locationGroups[gameState.currentZoneId]) {
|
407 |
+
locationGroups[gameState.currentZoneId].group.visible = false;
|
408 |
+
}
|
409 |
+
|
410 |
+
let zoneInfo;
|
411 |
+
if (locationGroups[newZoneId]) {
|
412 |
+
zoneInfo = locationGroups[newZoneId];
|
413 |
+
zoneInfo.group.visible = true;
|
414 |
+
} else {
|
415 |
+
if (locationData[newZoneId] && locationData[newZoneId].creator) {
|
416 |
+
zoneInfo = locationData[newZoneId].creator(); // Call the creator function
|
417 |
+
locationGroups[newZoneId] = zoneInfo; // Store { group, lighting, entryText, zoneId }
|
418 |
+
worldGroup.add(zoneInfo.group);
|
419 |
+
zoneInfo.group.visible = true;
|
420 |
+
} else {
|
421 |
+
console.error(`Zone data or creator missing for ID: ${newLocationId}, attempting fallback`);
|
422 |
+
const fallbackId = getZoneId(1, 1); // Fallback to center
|
423 |
+
if (!locationGroups[fallbackId]) {
|
424 |
+
locationGroups[fallbackId] = locationData[fallbackId].creator();
|
425 |
+
worldGroup.add(locationGroups[fallbackId].group);
|
426 |
+
}
|
427 |
+
zoneInfo = locationGroups[fallbackId];
|
428 |
+
zoneInfo.group.visible = true;
|
429 |
+
newZoneId = fallbackId;
|
430 |
+
currentMessage += `<p class="message message-failure">Error: Couldn't load target zone, returned to center.</p>`;
|
431 |
+
}
|
432 |
+
}
|
433 |
+
|
434 |
+
gameState.currentZoneId = newZoneId;
|
435 |
+
setupLighting(zoneInfo.lighting || 'default');
|
436 |
+
|
437 |
+
// Basic camera reset, could be customized per zone later
|
438 |
+
camera.position.set(0, 5, 10);
|
439 |
+
controls.target.set(0, 1, 0);
|
440 |
+
controls.update();
|
441 |
+
|
442 |
+
renderCurrentPageUI();
|
443 |
+
}
|
444 |
+
|
445 |
+
// --- UI Rendering ---
|
446 |
+
function renderCurrentPageUI() {
|
447 |
+
const zoneInfo = locationGroups[gameState.currentZoneId];
|
448 |
+
const zoneId = gameState.currentZoneId;
|
449 |
+
|
450 |
+
if (!zoneInfo) {
|
451 |
+
console.error(`No zone info for ${zoneId}`);
|
452 |
+
storyTitleElement.textContent = "Lost";
|
453 |
+
storyContentElement.innerHTML = currentMessage + "<p>You are in an undefined space.</p>";
|
454 |
+
choicesElement.innerHTML = `<button class="choice-button" onclick="handleTransition({ transitionTo: getZoneId(1, 1) })">Return to Center</button>`;
|
455 |
+
updateStatsDisplay();
|
456 |
+
updateInventoryDisplay();
|
457 |
+
updateActionInfo();
|
458 |
+
return;
|
459 |
+
}
|
460 |
+
|
461 |
+
storyTitleElement.textContent = zoneId.replace('_', ' ').replace('zone ', 'Zone '); // Simple title
|
462 |
+
storyContentElement.innerHTML = currentMessage + (zoneInfo.entryText ? `<p>${zoneInfo.entryText}</p>` : '');
|
463 |
+
choicesElement.innerHTML = '';
|
464 |
+
|
465 |
+
// Add Navigation Options
|
466 |
+
const neighbors = getZoneNeighbors(zoneId);
|
467 |
+
if (neighbors.north) choicesElement.innerHTML += `<button class="choice-button" onclick="handleTransition({ transitionTo: '${neighbors.north}' })">Go North</button>`;
|
468 |
+
if (neighbors.south) choicesElement.innerHTML += `<button class="choice-button" onclick="handleTransition({ transitionTo: '${neighbors.south}' })">Go South</button>`;
|
469 |
+
if (neighbors.east) choicesElement.innerHTML += `<button class="choice-button" onclick="handleTransition({ transitionTo: '${neighbors.east}' })">Go East</button>`;
|
470 |
+
if (neighbors.west) choicesElement.innerHTML += `<button class="choice-button" onclick="handleTransition({ transitionTo: '${neighbors.west}' })">Go West</button>`;
|
471 |
+
|
472 |
+
// Add Zone Specific Options / Combat Trigger Example
|
473 |
+
if (zoneId === getZoneId(0, 1)) { // Example: Forest zone triggers combat
|
474 |
+
choicesElement.innerHTML += `<button class="choice-button combat-button" onclick="startCombat('goblin')">Investigate Rustling</button>`;
|
475 |
+
}
|
476 |
+
if (zoneId === getZoneId(2, 2)) { // Example: Cave zone triggers combat
|
477 |
+
choicesElement.innerHTML += `<button class="choice-button combat-button" onclick="startCombat('spider')">Disturb Webs</button>`;
|
478 |
+
}
|
479 |
+
|
480 |
+
// Add Combat UI if active
|
481 |
+
if (gameState.combat?.active) {
|
482 |
+
choicesElement.innerHTML += `
|
483 |
+
<div id="combat-ui">
|
484 |
+
<p class="message message-combat">Combat vs ${gameState.combat.enemyName}! (Enemy HP: ${gameState.combat.enemyHp})</p>
|
485 |
+
<button class="choice-button combat-button" onclick="handleCombatAction('attack')">Roll to Attack!</button>
|
486 |
+
</div>`;
|
487 |
+
}
|
488 |
+
|
489 |
+
updateStatsDisplay();
|
490 |
+
updateInventoryDisplay();
|
491 |
+
updateActionInfo();
|
492 |
+
}
|
493 |
+
|
494 |
+
// Make functions globally accessible for inline onclick handlers
|
495 |
+
window.handleTransition = (option) => { if (option.transitionTo) transitionToZone(option.transitionTo); };
|
496 |
+
window.startCombat = startCombat;
|
497 |
+
window.handleCombatAction = handleCombatAction;
|
498 |
+
window.getZoneId = getZoneId; // Make helper accessible if needed
|
499 |
+
|
500 |
+
function updateStatsDisplay() {
|
501 |
+
const { hp, maxHp, xp } = gameState.character.stats;
|
502 |
+
const hpColor = hp / maxHp < 0.3 ? '#f88' : (hp / maxHp < 0.6 ? '#fd5' : '#8f8');
|
503 |
+
statsElement.innerHTML = `<strong>Stats:</strong> <span style="color:${hpColor}">HP: ${hp}/${maxHp}</span> <span>XP: ${xp}</span>`;
|
504 |
+
// Could add Str/Dex here too if desired
|
505 |
+
}
|
506 |
+
|
507 |
+
function updateInventoryDisplay() {
|
508 |
+
let invHtml = '<strong>Inventory:</strong> ';
|
509 |
+
if (gameState.character.inventory.length === 0) {
|
510 |
+
invHtml += '<em>Empty</em>';
|
511 |
+
} else {
|
512 |
+
gameState.character.inventory.forEach(item => {
|
513 |
+
const itemDef = itemsData[item] || { type: 'unknown', description: '???' };
|
514 |
+
const itemClass = `item-${itemDef.type || 'unknown'}`;
|
515 |
+
invHtml += `<span class="item-tag ${itemClass}" title="${itemDef.description}">${item}</span>`;
|
516 |
+
});
|
517 |
+
}
|
518 |
+
inventoryElement.innerHTML = invHtml;
|
519 |
+
// Removed placement click handler
|
520 |
+
}
|
521 |
+
|
522 |
+
function updateActionInfo() {
|
523 |
+
actionInfoElement.textContent = gameState.combat?.active ? `Mode: Combat` : `Mode: Explore (Click items)`;
|
524 |
+
actionInfoElement.style.display = 'block';
|
525 |
+
}
|
526 |
+
|
527 |
+
// --- Combat & Item Functions ---
|
528 |
+
|
529 |
+
function startCombat(enemyTypeId) {
|
530 |
+
const enemyBase = enemyData[enemyTypeId];
|
531 |
+
if (!enemyBase) {
|
532 |
+
console.error("Unknown enemy type:", enemyTypeId);
|
533 |
+
currentMessage = `<p class="message message-failure">Error: Unknown enemy encountered!</p>`;
|
534 |
+
renderCurrentPageUI();
|
535 |
+
return;
|
536 |
+
}
|
537 |
+
gameState.combat = {
|
538 |
+
active: true,
|
539 |
+
enemyId: enemyTypeId,
|
540 |
+
enemyName: enemyBase.name,
|
541 |
+
enemyHp: enemyBase.hp,
|
542 |
+
enemyDefense: enemyBase.defense,
|
543 |
+
enemyDamage: enemyBase.attackDamage,
|
544 |
+
enemyXp: enemyBase.xp,
|
545 |
+
enemyDrops: enemyBase.drops || []
|
546 |
+
};
|
547 |
+
currentMessage = `<p class="message message-combat">A wild ${enemyBase.name} appears!</p>`;
|
548 |
+
renderCurrentPageUI();
|
549 |
+
}
|
550 |
+
|
551 |
+
function handleCombatAction(action) {
|
552 |
+
if (!gameState.combat?.active) return;
|
553 |
+
|
554 |
+
if (action === 'attack') {
|
555 |
+
// Player attacks
|
556 |
+
const roll = Math.floor(Math.random() * 20) + 1;
|
557 |
+
const attackBonus = Math.floor((gameState.character.stats.strength - 10) / 2); // Simple STR mod
|
558 |
+
const totalAttack = roll + attackBonus;
|
559 |
+
const hit = totalAttack >= gameState.combat.enemyDefense;
|
560 |
+
|
561 |
+
displayDiceRoll(roll, hit); // Show the dice roll visually
|
562 |
+
|
563 |
+
if (hit) {
|
564 |
+
const baseDamage = itemsData[gameState.character.inventory.find(i => itemsData[i]?.type === 'weapon')]?.baseDamage || 1; // Basic weapon damage or 1
|
565 |
+
const damageRoll = Math.max(1, Math.floor(Math.random() * baseDamage) + 1); // Roll 1dX
|
566 |
+
gameState.combat.enemyHp -= damageRoll;
|
567 |
+
currentMessage = `<p class="message message-success">You hit the ${gameState.combat.enemyName} for ${damageRoll} damage! (Rolled ${totalAttack} vs DC ${gameState.combat.enemyDefense})</p>`;
|
568 |
+
} else {
|
569 |
+
currentMessage = `<p class="message message-failure">You missed the ${gameState.combat.enemyName}. (Rolled ${totalAttack} vs DC ${gameState.combat.enemyDefense})</p>`;
|
570 |
+
}
|
571 |
+
|
572 |
+
if (gameState.combat.enemyHp <= 0) {
|
573 |
+
// Enemy defeated
|
574 |
+
currentMessage += `<p class="message message-success"><b>You defeated the ${gameState.combat.enemyName}!</b></p>`;
|
575 |
+
gameState.character.stats.xp += gameState.combat.enemyXp;
|
576 |
+
currentMessage += `<p class="message message-info"><em>Gained ${gameState.combat.enemyXp} XP.</em></p>`;
|
577 |
+
// Handle drops
|
578 |
+
if (gameState.combat.enemyDrops.length > 0) {
|
579 |
+
const droppedItemName = gameState.combat.enemyDrops[Math.floor(Math.random() * gameState.combat.enemyDrops.length)];
|
580 |
+
dropItemInZone(droppedItemName, new THREE.Vector3(Math.random()*2-1, 0, Math.random()*2-1)); // Drop near center
|
581 |
+
currentMessage += `<p class="message message-item"><em>The ${gameState.combat.enemyName} dropped a ${droppedItemName}!</em></p>`;
|
582 |
+
}
|
583 |
+
gameState.combat = null; // End combat
|
584 |
+
renderCurrentPageUI();
|
585 |
+
} else {
|
586 |
+
// Enemy attacks
|
587 |
+
const enemyAttackRoll = Math.floor(Math.random() * 20) + 1 + 2; // Simple enemy attack bonus
|
588 |
+
const playerDefense = 10 + Math.floor((gameState.character.stats.dexterity - 10) / 2); // Simple AC
|
589 |
+
if (enemyAttackRoll >= playerDefense) {
|
590 |
+
const enemyDamageDealt = Math.max(1, Math.floor(Math.random() * gameState.combat.enemyDamage) + 1);
|
591 |
+
gameState.character.stats.hp -= enemyDamageDealt;
|
592 |
+
currentMessage += `<p class="message message-failure">The ${gameState.combat.enemyName} hits you for ${enemyDamageDealt} damage!</p>`;
|
593 |
+
if (gameState.character.stats.hp <= 0) {
|
594 |
+
currentMessage += `<p class="message message-failure"><b>You have been defeated!</b></p>`;
|
595 |
+
gameState.combat = null; // End combat
|
596 |
+
transitionToZone(getZoneId(1,1)); // Go back to start/center on death? Or game over page
|
597 |
+
// TODO: Implement proper game over state
|
598 |
+
}
|
599 |
+
} else {
|
600 |
+
currentMessage += `<p class="message message-info">The ${gameState.combat.enemyName} misses you.</p>`;
|
601 |
+
}
|
602 |
+
renderCurrentPageUI(); // Update UI after both attacks (if player survived)
|
603 |
+
}
|
604 |
+
}
|
605 |
+
}
|
606 |
+
|
607 |
+
function displayDiceRoll(result, success) {
|
608 |
+
if (!threeFont) {
|
609 |
+
console.warn("Font not loaded, cannot display dice roll text.");
|
610 |
+
return;
|
611 |
+
}
|
612 |
+
|
613 |
+
const textGeo = new TextGeometry(result.toString(), {
|
614 |
+
font: threeFont,
|
615 |
+
size: 0.8,
|
616 |
+
height: 0.1,
|
617 |
+
curveSegments: 4,
|
618 |
+
});
|
619 |
+
textGeo.computeBoundingBox();
|
620 |
+
const textWidth = textGeo.boundingBox.max.x - textGeo.boundingBox.min.x;
|
621 |
+
const textMat = MAT.text.clone();
|
622 |
+
textMat.color.setHex(success ? 0x88ff88 : 0xff8888); // Green for success, red for fail
|
623 |
+
|
624 |
+
const textMesh = new THREE.Mesh(textGeo, textMat);
|
625 |
+
// Position above center, facing camera
|
626 |
+
const distance = 5;
|
627 |
+
const textPos = camera.position.clone().add(camera.getWorldDirection(new THREE.Vector3()).multiplyScalar(distance));
|
628 |
+
textMesh.position.copy(textPos);
|
629 |
+
textMesh.position.y += 1; // Slightly higher
|
630 |
+
textMesh.position.x -= textWidth / 2; // Center horizontally approx
|
631 |
+
textMesh.quaternion.copy(camera.quaternion); // Face camera
|
632 |
+
|
633 |
+
scene.add(textMesh);
|
634 |
+
|
635 |
+
// Fade out and remove
|
636 |
+
let opacity = 1;
|
637 |
+
const fadeDuration = 1.5; // seconds
|
638 |
+
const fadeStartTime = clock.getElapsedTime();
|
639 |
+
|
640 |
+
textMesh.userData.update = (time) => {
|
641 |
+
const elapsed = time - fadeStartTime;
|
642 |
+
if (elapsed >= fadeDuration) {
|
643 |
+
scene.remove(textMesh);
|
644 |
+
delete textMesh.userData.update;
|
645 |
+
} else {
|
646 |
+
opacity = 1.0 - (elapsed / fadeDuration);
|
647 |
+
// textMat.opacity = opacity; // Requires material.transparent = true; Might look odd for basic mesh
|
648 |
+
textMesh.scale.setScalar(1 + (elapsed / fadeDuration)); // Grow slightly as it fades
|
649 |
+
textMesh.position.y += 0.01; // Float up
|
650 |
+
}
|
651 |
+
};
|
652 |
+
}
|
653 |
+
|
654 |
+
function dropItemInZone(itemName, positionOffset = new THREE.Vector3(0, 0, 0)) {
|
655 |
+
const currentGroup = locationGroups[gameState.currentZoneId]?.group;
|
656 |
+
if (!currentGroup || !itemsData[itemName]) return;
|
657 |
+
|
658 |
+
const itemDef = itemsData[itemName];
|
659 |
+
const itemGeo = new THREE.BoxGeometry(0.4, 0.4, 0.4); // Simple box for dropped item
|
660 |
+
const itemMat = MAT.simple.clone();
|
661 |
+
if(itemDef.type === 'weapon') itemMat.color.setHex(0xcc6666);
|
662 |
+
else if(itemDef.type === 'consumable') itemMat.color.setHex(0xcc9966);
|
663 |
+
else if(itemDef.type === 'quest') itemMat.color.setHex(0xcccc66);
|
664 |
+
else itemMat.color.setHex(0xaaaaee);
|
665 |
+
|
666 |
+
const dropPos = new THREE.Vector3(positionOffset.x, 0.2, positionOffset.z); // Drop slightly above ground near offset
|
667 |
+
const droppedMesh = createMesh(itemGeo, itemMat, dropPos);
|
668 |
+
droppedMesh.userData = { isPickupable: true, itemName: itemName, description: `Dropped ${itemName}` };
|
669 |
+
currentGroup.add(droppedMesh);
|
670 |
+
console.log(`Dropped ${itemName} in zone ${gameState.currentZoneId}`);
|
671 |
+
}
|
672 |
+
|
673 |
+
|
674 |
+
function pickupItem() {
|
675 |
+
if (gameState.combat?.active) return; // No pickup during combat
|
676 |
+
|
677 |
+
raycaster.setFromCamera(mouse, camera);
|
678 |
+
const currentGroup = locationGroups[gameState.currentZoneId]?.group;
|
679 |
+
if (!currentGroup) return;
|
680 |
+
|
681 |
+
const pickupables = [];
|
682 |
+
currentGroup.traverseVisible(child => {
|
683 |
+
if (child.userData.isPickupable) {
|
684 |
+
pickupables.push(child);
|
685 |
+
}
|
686 |
+
});
|
687 |
+
|
688 |
+
const intersects = raycaster.intersectObjects(pickupables, false);
|
689 |
+
|
690 |
+
if (intersects.length > 0) {
|
691 |
+
const clickedObject = intersects[0].object;
|
692 |
+
const itemName = clickedObject.userData.itemName;
|
693 |
+
|
694 |
+
if (itemName && itemsData[itemName]) {
|
695 |
+
console.log(`Picked up: ${itemName}`);
|
696 |
+
currentMessage = `<p class="message message-item"><em>Picked up: ${itemName}</em></p>`;
|
697 |
+
|
698 |
+
if (!gameState.character.inventory.includes(itemName)) {
|
699 |
+
gameState.character.inventory.push(itemName);
|
700 |
+
} else {
|
701 |
+
// Handle stacking or just ignore if already have? For now, ignore.
|
702 |
+
currentMessage += `<p class="message message-info"><em>(You already have one/can't carry more)</em></p>`;
|
703 |
+
}
|
704 |
+
|
705 |
+
clickedObject.visible = false;
|
706 |
+
clickedObject.userData.isPickupable = false; // Mark as picked up
|
707 |
+
|
708 |
+
renderCurrentPageUI(); // Update inventory and clear message
|
709 |
+
}
|
710 |
+
}
|
711 |
+
}
|
712 |
+
|
713 |
+
// --- Initialization ---
|
714 |
+
document.addEventListener('DOMContentLoaded', () => {
|
715 |
+
console.log("DOM Ready - Initializing Persistent World Adventure.");
|
716 |
+
try {
|
717 |
+
initThreeJS();
|
718 |
+
if (!scene || !camera || !renderer) throw new Error("Three.js failed to initialize.");
|
719 |
+
loadFontAndStart(); // Load font, then start game
|
720 |
+
console.log("Initialization sequence started.");
|
721 |
+
} catch (error) {
|
722 |
+
console.error("Initialization failed:", error);
|
723 |
+
storyTitleElement.textContent = "Initialization Error";
|
724 |
+
storyContentElement.innerHTML = `<p style="color:red;">Failed to start game:</p><pre style="color:red; white-space: pre-wrap;">${error.stack || error}</pre>`;
|
725 |
+
if(sceneContainer) sceneContainer.innerHTML = '<p style="color:red; padding: 20px;">3D Scene Failed</p>';
|
726 |
+
document.getElementById('stats-inventory-container').style.display = 'none';
|
727 |
+
document.getElementById('choices-container').style.display = 'none';
|
728 |
+
}
|
729 |
+
});
|
730 |
+
|
731 |
+
</script>
|
732 |
+
</body>
|
733 |
+
</html>
|