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can you add camera options and reduce the size of my character?
Browse files- index.html +95 -24
index.html
CHANGED
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@@ -188,7 +188,7 @@
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</div>
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</div>
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</div>
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-
<!-- Game UI -->
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<div id="game-ui" class="fixed inset-0 pointer-events-none z-20 opacity-0 transition-all">
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<div class="absolute bottom-4 left-4 bg-gray-800 bg-opacity-70 p-4 rounded-lg">
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<div class="flex items-center space-x-2">
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@@ -207,10 +207,16 @@
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<div class="w-3 h-3 rounded-full bg-yellow-500"></div>
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<span>Near NPC: Talk (Space)</span>
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</div>
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</div>
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</div>
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-
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<!-- Dialog Box -->
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<div id="dialog-box" class="fixed bottom-0 left-0 right-0 bg-gray-900 bg-opacity-90 p-6 rounded-t-2xl transform translate-y-full transition-all duration-300 z-50 max-w-4xl mx-auto">
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<div class="flex items-start space-x-4">
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<div id="dialog-character" class="w-16 h-16 rounded-full bg-gray-700 flex-shrink-0"></div>
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@@ -242,6 +248,7 @@
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nearbyNpc: null,
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isRunning: false,
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isJumping: false,
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keys: {
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w: false,
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a: false,
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@@ -251,7 +258,7 @@
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space: false
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}
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};
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-
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const characterData = [
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{ id: 1, name: "Robot", modelUrl: "https://threejs.org/examples/models/gltf/RobotExpressive/RobotExpressive.glb", color: "#EF4444", dialog: ["Beep boop! I am a robot.", "Processing your request...", "01010100 01101000 01110010 01100101 01100101"] },
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{ id: 2, name: "Fox", modelUrl: "https://threejs.org/examples/models/gltf/Fox/Fox.glb", color: "#3B82F6", dialog: ["What does the fox say?", "The forest is my home.", "Sly as a fox!"] },
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@@ -274,12 +281,17 @@
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document.getElementById('confirm-character').addEventListener('click', showWorldSelection);
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document.getElementById('start-world').addEventListener('click', startGame);
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document.getElementById('close-dialog').addEventListener('click', closeDialog);
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-
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// Keyboard event listeners
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window.addEventListener('keydown', handleKeyDown);
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window.addEventListener('keyup', handleKeyUp);
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//
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populateCharacterSelection();
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});
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@@ -450,11 +462,15 @@
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// Add some environment objects
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addEnvironmentObjects();
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// Load player character
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loadPlayerCharacter();
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// Load NPC characters
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loadNPCCharacters();
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// Start animation loop
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@@ -504,12 +520,10 @@ function addEnvironmentObjects() {
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function loadPlayerCharacter() {
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loader.load(gameState.selectedCharacter.modelUrl, (gltf) => {
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const model = gltf.scene;
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model.scale.set(1, 1, 1);
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model.position.set(0, 0, 0);
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// Enable shadows for all children
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model.traverse((child) => {
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if (child.isMesh) {
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child.castShadow = true;
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@@ -606,7 +620,6 @@ function addEnvironmentObjects() {
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rightLeg.position.set(0.2, -0.4, 0);
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rightLeg.castShadow = true;
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group.add(rightLeg);
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-
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group.position.y = 0;
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scene.add(group);
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@@ -624,8 +637,7 @@ function addEnvironmentObjects() {
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},
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currentAnimation: null
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};
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-
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// Add a simple animation mixer for the player
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mixer = new THREE.AnimationMixer(group);
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createPlayerAnimations();
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setPlayerAnimation('idle');
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@@ -727,6 +739,8 @@ function loadNPCCharacters() {
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head.position.y = 1.6;
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head.castShadow = true;
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group.add(head);
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// Position NPCs in a circle around the center
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const angle = (index / gameState.selectedWorldCharacters.length) * Math.PI * 2;
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@@ -738,8 +752,7 @@ function loadNPCCharacters() {
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// Make NPC face center
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group.lookAt(0, 0, 0);
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-
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scene.add(group);
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gameState.npcs.push({
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model: group,
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@@ -765,6 +778,14 @@ function loadNPCCharacters() {
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// Check for nearby NPCs
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checkForNearbyNPCs();
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renderer.render(scene, camera);
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}
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function handlePlayerMovement(delta) {
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@@ -872,11 +893,58 @@ function handlePlayerMovement(delta) {
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player.isMoving = moving;
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updatePlayerAnimation();
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}
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-
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}
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function updatePlayerAnimation() {
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if (gameState.isJumping) return;
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@@ -989,7 +1057,10 @@ function showDialog(npc) {
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showDialog(gameState.nearbyNpc);
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}
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break;
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-
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}
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function handleKeyUp(event) {
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// Ignore key repeats
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</div>
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</div>
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</div>
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+
<!-- Game UI -->
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<div id="game-ui" class="fixed inset-0 pointer-events-none z-20 opacity-0 transition-all">
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<div class="absolute bottom-4 left-4 bg-gray-800 bg-opacity-70 p-4 rounded-lg">
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| 194 |
<div class="flex items-center space-x-2">
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<div class="w-3 h-3 rounded-full bg-yellow-500"></div>
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<span>Near NPC: Talk (Space)</span>
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</div>
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<div class="flex items-center space-x-2">
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<div class="w-3 h-3 rounded-full bg-red-500"></div>
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<span>C: Camera Mode</span>
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</div>
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</div>
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<div class="absolute top-4 right-4 bg-gray-800 bg-opacity-70 p-4 rounded-lg">
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<div class="text-white font-semibold">Camera: <span id="camera-mode-display">Follow</span></div>
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</div>
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</div>
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+
<!-- Dialog Box -->
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<div id="dialog-box" class="fixed bottom-0 left-0 right-0 bg-gray-900 bg-opacity-90 p-6 rounded-t-2xl transform translate-y-full transition-all duration-300 z-50 max-w-4xl mx-auto">
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<div class="flex items-start space-x-4">
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<div id="dialog-character" class="w-16 h-16 rounded-full bg-gray-700 flex-shrink-0"></div>
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nearbyNpc: null,
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isRunning: false,
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isJumping: false,
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cameraMode: 'follow', // 'follow', 'orbit', 'first-person'
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keys: {
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w: false,
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a: false,
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space: false
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}
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};
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+
// Sample character data with free models from Three.js examples
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const characterData = [
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{ id: 1, name: "Robot", modelUrl: "https://threejs.org/examples/models/gltf/RobotExpressive/RobotExpressive.glb", color: "#EF4444", dialog: ["Beep boop! I am a robot.", "Processing your request...", "01010100 01101000 01110010 01100101 01100101"] },
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{ id: 2, name: "Fox", modelUrl: "https://threejs.org/examples/models/gltf/Fox/Fox.glb", color: "#3B82F6", dialog: ["What does the fox say?", "The forest is my home.", "Sly as a fox!"] },
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document.getElementById('confirm-character').addEventListener('click', showWorldSelection);
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document.getElementById('start-world').addEventListener('click', startGame);
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document.getElementById('close-dialog').addEventListener('click', closeDialog);
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// Keyboard event listeners
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window.addEventListener('keydown', handleKeyDown);
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window.addEventListener('keyup', handleKeyUp);
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// Camera controls listener
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window.addEventListener('keydown', (event) => {
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if (event.key.toLowerCase() === 'c') {
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cycleCameraMode();
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}
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});
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// Populate character selection
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populateCharacterSelection();
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});
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// Add some environment objects
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addEnvironmentObjects();
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// Initialize OrbitControls
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controls = new THREE.OrbitControls(camera, renderer.domElement);
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controls.enableDamping = true;
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controls.dampingFactor = 0.05;
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controls.enabled = false; // Start with controls disabled for follow camera
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// Load player character
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loadPlayerCharacter();
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// Load NPC characters
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loadNPCCharacters();
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// Start animation loop
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function loadPlayerCharacter() {
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loader.load(gameState.selectedCharacter.modelUrl, (gltf) => {
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const model = gltf.scene;
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// Scale and position the model - reduced size
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model.scale.set(0.6, 0.6, 0.6);
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model.position.set(0, 0, 0);
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// Enable shadows for all children
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model.traverse((child) => {
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if (child.isMesh) {
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child.castShadow = true;
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rightLeg.position.set(0.2, -0.4, 0);
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rightLeg.castShadow = true;
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group.add(rightLeg);
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group.position.y = 0;
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scene.add(group);
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},
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currentAnimation: null
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};
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// Add a simple animation mixer for the player
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mixer = new THREE.AnimationMixer(group);
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createPlayerAnimations();
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setPlayerAnimation('idle');
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head.position.y = 1.6;
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head.castShadow = true;
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group.add(head);
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// Scale down NPCs to match player size
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group.scale.set(0.6, 0.6, 0.6);
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// Position NPCs in a circle around the center
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const angle = (index / gameState.selectedWorldCharacters.length) * Math.PI * 2;
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// Make NPC face center
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group.lookAt(0, 0, 0);
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scene.add(group);
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gameState.npcs.push({
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model: group,
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// Check for nearby NPCs
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checkForNearbyNPCs();
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// Update camera based on mode
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updateCamera(delta);
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// Update OrbitControls if enabled
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if (controls.enabled) {
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controls.update();
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}
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renderer.render(scene, camera);
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}
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function handlePlayerMovement(delta) {
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player.isMoving = moving;
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updatePlayerAnimation();
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}
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// Update camera position based on camera mode
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updateCamera(delta);
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}
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function updateCamera(delta) {
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if (!gameState.player) return;
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const player = gameState.player;
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switch (gameState.cameraMode) {
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case 'follow':
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// Follow camera - smooth follow behind player
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const targetCameraPosition = player.model.position.clone().add(new THREE.Vector3(0, 3, 8));
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camera.position.lerp(targetCameraPosition, 0.1 * delta * 60);
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camera.lookAt(player.model.position);
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break;
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case 'orbit':
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// Orbit camera - let OrbitControls handle positioning
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// Set the target to player position
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controls.target.copy(player.model.position);
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break;
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case 'first-person':
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// First-person camera - attach to player's head
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const headPosition = player.model.position.clone();
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headPosition.y += 1.2; // Eye level
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camera.position.copy(headPosition);
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// Make camera face same direction as player
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camera.rotation.y = player.model.rotation.y;
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break;
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}
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}
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function cycleCameraMode() {
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const modes = ['follow', 'orbit', 'first-person'];
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const currentIndex = modes.indexOf(gameState.cameraMode);
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const nextIndex = (currentIndex + 1) % modes.length;
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gameState.cameraMode = modes[nextIndex];
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// Update UI display
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document.getElementById('camera-mode-display').textContent =
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gameState.cameraMode.charAt(0).toUpperCase() + gameState.cameraMode.slice(1);
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// Enable/disable OrbitControls based on mode
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controls.enabled = (gameState.cameraMode === 'orbit');
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// Reset camera position for first-person mode
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if (gameState.cameraMode === 'first-person') {
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camera.rotation.set(0, 0, 0);
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}
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}
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function updatePlayerAnimation() {
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if (gameState.isJumping) return;
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showDialog(gameState.nearbyNpc);
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}
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break;
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case 'c':
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// Camera mode switching is handled separately
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break;
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}
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}
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function handleKeyUp(event) {
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// Ignore key repeats
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