ChooseYourOwnAdventure2 / backup3.index.html
awacke1's picture
Rename index.html to backup3.index.html
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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>World Grid + Interaction</title>
<style>
/* Styles from previous version (unchanged) */
body { font-family: 'Courier New', monospace; background-color: #111; color: #eee; margin: 0; padding: 0; overflow: hidden; display: flex; flex-direction: column; height: 100vh; }
#game-container { display: flex; flex-grow: 1; overflow: hidden; }
#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; } /* Changed cursor */
#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; }
#scene-container canvas { display: block; }
#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; }
#story-content { margin-bottom: 25px; line-height: 1.7; flex-grow: 1; font-size: 1.1em; }
#stats-inventory-container { margin-bottom: 25px; padding: 15px; border: 1px solid #444; border-radius: 4px; background-color: #333; font-size: 0.95em; }
#stats-display, #inventory-display { margin-bottom: 10px; line-height: 1.8; }
#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); }
#inventory-display .item-tag { cursor: pointer; transition: background-color 0.2s, border-color 0.2s; } /* Make clickable */
#inventory-display .item-tag:hover { background-color: #6a6a6a; }
#inventory-display .item-tag.placing { background-color: #a07030; border-color: #c89040; color: #fff; box-shadow: 0 0 5px #ffc040;} /* Highlight placing item */
#stats-display strong, #inventory-display strong { color: #ccc; margin-right: 6px; }
#inventory-display em { color: #888; font-style: normal; }
.item-quest { background-color: #666030; border-color: #999048;}
.item-weapon { background-color: #663030; border-color: #994848;}
.item-armor { background-color: #306630; border-color: #489948;}
.item-consumable { background-color: #664430; border-color: #996648;}
.item-unknown { background-color: #555; border-color: #777;}
#choices-container { margin-top: auto; padding-top: 20px; border-top: 1px solid #555; }
#choices-container h3 { margin-top: 0; margin-bottom: 12px; color: #ccc; font-size: 1.1em; }
#choices { display: flex; flex-direction: column; gap: 12px; }
.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; }
.choice-button:hover:not(:disabled) { background-color: #e0b050; color: #111; border-color: #c89040; box-shadow: 0 0 5px rgba(255, 200, 100, 0.5); }
.choice-button:disabled { background-color: #404040; color: #777; cursor: not-allowed; border-color: #555; opacity: 0.7; }
.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); border-color: #666; color: #aaa;}
.message-failure { color: #f88; border-left-color: #a44; }
.message-item { color: #8bf; border-left-color: #46a; }
#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;}
</style>
</head>
<body>
<div id="game-container">
<div id="scene-container">
<div id="action-info">Initializing...</div>
</div>
<div id="ui-container">
<h2 id="story-title">Initializing...</h2>
<div id="story-content"><p>Loading assets...</p></div>
<div id="stats-inventory-container">
<div id="stats-display">HP: ?/? | XP: ?</div>
<div id="inventory-display">Inventory: Empty</div>
</div>
<div id="choices-container">
<h3>What will you do?</h3>
<div id="choices">Loading...</div>
</div>
</div>
</div>
<script type="importmap">
{ "imports": {
"three": "https://unpkg.com/three@0.164.1/build/three.module.js",
"three/addons/": "https://unpkg.com/three@0.164.1/examples/jsm/"
}}
</script>
<script type="module">
import * as THREE from 'three';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js'; // Re-enabled controls
console.log("Script module execution started.");
const sceneContainer = document.getElementById('scene-container');
const storyTitleElement = document.getElementById('story-title');
const storyContentElement = document.getElementById('story-content');
const choicesElement = document.getElementById('choices');
const statsElement = document.getElementById('stats-display');
const inventoryElement = document.getElementById('inventory-display');
const actionInfoElement = document.getElementById('action-info');
console.log("DOM elements obtained.");
let scene, camera, renderer, clock, controls, raycaster, mouse; // Added controls back
let worldGroup = null;
let zoneGroups = {};
let currentMessage = "";
let currentLights = [];
let currentPlacingItem = null; // Added back for placement mode
const MAT = {
stone: new THREE.MeshStandardMaterial({ color: 0x777788, roughness: 0.85 }),
wood: new THREE.MeshStandardMaterial({ color: 0x9F6633, roughness: 0.75 }),
leaf: new THREE.MeshStandardMaterial({ color: 0x3E9B4E, roughness: 0.6, side: THREE.DoubleSide }),
ground: new THREE.MeshStandardMaterial({ color: 0x556B2F, roughness: 0.95 }),
dirt: new THREE.MeshStandardMaterial({ color: 0x8B5E3C, roughness: 0.9 }),
grass: new THREE.MeshStandardMaterial({ color: 0x4CB781, roughness: 0.85 }),
water: new THREE.MeshStandardMaterial({ color: 0x4682B4, roughness: 0.3, transparent: true, opacity: 0.85 }),
simple: new THREE.MeshStandardMaterial({ color: 0xaaaaaa, roughness: 0.8 }),
};
let gameState = {};
const itemsData = {
"Rusty Sword": {type:"weapon", description:"Old but sharp.", baseDamage: 3},
"Rock": {type:"unknown", description:"A simple rock."},
"Torch": {type:"consumable", description:"Provides light."},
"Cave Crystal": {type:"unknown", description:"A faintly glowing crystal shard."} // Example item
};
const zoneCreators = {};
const MAP_ROWS = 3;
const MAP_COLS = 4;
function initThreeJS() {
console.log("initThreeJS started.");
try {
scene = new THREE.Scene();
scene.background = new THREE.Color(0x1a1a1a);
clock = new THREE.Clock();
raycaster = new THREE.Raycaster(); // Initialize raycaster
mouse = new THREE.Vector2(); // Initialize mouse vector
worldGroup = new THREE.Group();
scene.add(worldGroup);
console.log("Scene and worldGroup created.");
const width = sceneContainer.clientWidth || 300;
const height = sceneContainer.clientHeight || 200;
console.log(`Renderer dimensions: ${width}x${height}`);
camera = new THREE.PerspectiveCamera(60, width / height, 0.1, 1000);
camera.position.set(0, 6, 12);
camera.lookAt(0, 1, 0);
console.log("Camera created.");
renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setSize(width, height);
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
sceneContainer.appendChild(renderer.domElement);
console.log("Renderer created and appended.");
controls = new OrbitControls(camera, renderer.domElement); // Initialize controls
controls.enableDamping = true;
controls.dampingFactor = 0.1;
controls.target.set(0, 1, 0);
controls.maxPolarAngle = Math.PI / 2 - 0.05;
console.log("OrbitControls initialized.");
window.addEventListener('resize', onWindowResize, false);
renderer.domElement.addEventListener('mousemove', onMouseMove, false); // Added back
renderer.domElement.addEventListener('click', onMouseClick, false); // Added back
setTimeout(onWindowResize, 100);
animate();
console.log("initThreeJS finished successfully.");
} catch (error) {
console.error("Error during initThreeJS:", error);
throw error;
}
}
function onWindowResize() {
console.log("onWindowResize called.");
if (!renderer || !camera || !sceneContainer) return;
const width = sceneContainer.clientWidth || 300;
const height = sceneContainer.clientHeight || 200;
if (width > 0 && height > 0) {
camera.aspect = width / height;
camera.updateProjectionMatrix();
renderer.setSize(width, height);
console.log(`Resized renderer to ${width}x${height}`);
} else {
console.warn("Skipping resize, zero dimensions detected.");
}
}
function onMouseMove( event ) { // Added back
const rect = renderer.domElement.getBoundingClientRect();
mouse.x = ( (event.clientX - rect.left) / rect.width ) * 2 - 1;
mouse.y = - ( (event.clientY - rect.top) / rect.height ) * 2 + 1;
}
function onMouseClick( event ) { // Added back
console.log(`Mouse click detected. Placing item: ${currentPlacingItem}`);
if (currentPlacingItem) {
placeItem();
} else {
pickupItem();
}
}
let frameCount = 0;
function animate() {
frameCount++;
// if(frameCount % 300 === 0) console.log("Animate loop running..."); // Reduce logging frequency
requestAnimationFrame(animate);
controls.update(); // Update controls
if (renderer && scene && camera) renderer.render(scene, camera);
}
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}) {
const mesh = new THREE.Mesh(geometry, material);
mesh.position.set(pos.x, pos.y, pos.z);
mesh.rotation.set(rot.x, rot.y, rot.z);
mesh.scale.set(scale.x, scale.y, scale.z);
mesh.castShadow = true; mesh.receiveShadow = true;
return mesh;
}
function createGround(material = MAT.ground, size = 20) {
const geo = new THREE.PlaneGeometry(size, size);
const ground = new THREE.Mesh(geo, material);
ground.rotation.x = -Math.PI / 2; ground.position.y = 0;
ground.receiveShadow = true; ground.castShadow = false;
ground.userData.isGround = true;
return ground;
}
function setupLighting(type = 'default') {
console.log(`Setting up lighting for type: ${type}`);
currentLights.forEach(light => {
if (light && light.parent) light.parent.remove(light);
if (light && scene.children.includes(light)) scene.remove(light);
});
currentLights = [];
let ambientIntensity = 0.5;
let dirIntensity = 1.0;
let dirColor = 0xffffff;
let dirPosition = new THREE.Vector3(10, 15, 7);
if (type === 'forest') { ambientIntensity = 0.4; dirIntensity = 0.8; dirColor = 0xccffcc; dirPosition = new THREE.Vector3(5, 10, 5); }
if (type === 'cave') { ambientIntensity = 0.2; dirIntensity = 0; }
if (type === 'ruins') { ambientIntensity = 0.4; dirIntensity = 0.7; dirColor = 0xaaaaff; dirPosition = new THREE.Vector3(-8, 12, -5); }
const ambientLight = new THREE.AmbientLight(0xffffff, ambientIntensity);
scene.add(ambientLight);
currentLights.push(ambientLight);
if (dirIntensity > 0) {
const directionalLight = new THREE.DirectionalLight(dirColor, dirIntensity);
directionalLight.position.copy(dirPosition);
directionalLight.castShadow = true;
directionalLight.shadow.mapSize.set(1024, 1024);
directionalLight.shadow.camera.near = 0.5; directionalLight.shadow.camera.far = 50;
const sb = 20;
directionalLight.shadow.camera.left = -sb; directionalLight.shadow.camera.right = sb;
directionalLight.shadow.camera.top = sb; directionalLight.shadow.camera.bottom = -sb;
directionalLight.shadow.bias = -0.0005;
scene.add(directionalLight);
currentLights.push(directionalLight);
}
if (type === 'cave') { // Add cave light specifically here, track it
const ptLight = new THREE.PointLight(0xffaa55, 1.5, 12, 1);
ptLight.position.set(0, 3, 0); // Position relative to zone origin
ptLight.castShadow = true;
ptLight.shadow.mapSize.set(512, 512);
currentLights.push(ptLight); // Add to list, will be added to group in transition
}
console.log(`Lighting setup complete. Lights tracked: ${currentLights.length}`);
}
// --- Zone Creation Functions ---
function createFieldZone(zoneId) {
console.log(`Creating zone: ${zoneId} (Field)`);
const group = new THREE.Group();
group.add(createGround(MAT.grass, 30));
const rockGeo = new THREE.IcosahedronGeometry(0.8, 0);
for(let i=0; i<5; i++) {
const rock = createMesh(rockGeo, MAT.stone, {x: (Math.random()-0.5)*25, y:0.4, z: (Math.random()-0.5)*25});
rock.userData = { isPickupable: true, itemName: "Rock", description: "A field rock." }; // Make rocks pickupable
group.add(rock);
}
group.visible = false;
return { group, lighting: 'default', title: "Open Field", entryText: `You are in ${zoneId}. It's grassy. Some rocks litter the ground.`, options: [], zoneId: zoneId };
}
function createForestZone(zoneId) {
console.log(`Creating zone: ${zoneId} (Forest)`);
const group = new THREE.Group();
group.add(createGround(MAT.ground, 30));
const trunkGeo = new THREE.CylinderGeometry(0.2, 0.3, 4, 8);
const leafGeo = new THREE.SphereGeometry(1.5, 8, 6);
for(let i=0; i<25; i++) {
const x = (Math.random() - 0.5) * 28;
const z = (Math.random() - 0.5) * 28;
if(Math.sqrt(x*x+z*z) < 1) continue;
const tree = new THREE.Group();
const trunk = createMesh(trunkGeo, MAT.wood, {y: 2});
const leaves = createMesh(leafGeo, MAT.leaf, {y: 4.5});
tree.add(trunk); tree.add(leaves);
tree.position.set(x, 0, z);
tree.rotation.y = Math.random() * Math.PI * 2;
group.add(tree);
}
const swordGeo = new THREE.BoxGeometry(0.1, 1, 0.05);
const sword = createMesh(swordGeo, MAT.metal, {x: 3, y: 0.5, z: 4}, {z: Math.PI / 4});
sword.userData = { isPickupable: true, itemName: "Rusty Sword", description: "An old sword sticking out of the ground."};
group.add(sword); // Add pickupable sword
group.visible = false;
return { group, lighting: 'forest', title: "Dark Forest", entryText: "Sunlight is sparse beneath the thick canopy.", options: [], zoneId: zoneId };
}
function createCaveZone(zoneId) {
console.log(`Creating zone: ${zoneId} (Cave)`);
const group = new THREE.Group();
group.add(createGround(MAT.stone.clone().set({color: 0x555560}), 18));
const wallGeo = new THREE.SphereGeometry(12, 32, 16, 0, Math.PI*2, 0, Math.PI*0.7);
const walls = createMesh(wallGeo, MAT.stone, {y: 4});
walls.material.side = THREE.BackSide;
group.add(walls);
const coneGeo = new THREE.ConeGeometry(0.2, 1.0, 8);
for(let i=0; i<15; i++){
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});
group.add(st);
}
const crystalGeo = new THREE.IcosahedronGeometry(0.3, 0);
const crystal = createMesh(crystalGeo, MAT.simple.clone().set({color:0xaaaaff, emissive: 0x333399}), {x: 0, y: 0.3, z: -4});
crystal.userData = { isPickupable: true, itemName: "Cave Crystal", description: "A glowing crystal."};
group.add(crystal); // Add pickupable crystal
group.visible = false;
return { group, lighting: 'cave', title: "Dim Cave", entryText: "It's dark and damp in here. Water drips.", options: [], zoneId: zoneId };
}
function createRuinsZone(zoneId) {
console.log(`Creating zone: ${zoneId} (Ruins)`);
const group = new THREE.Group();
group.add(createGround(MAT.dirt, 25));
const wallGeo = new THREE.BoxGeometry(0.5, 2, 3);
for(let i=0; i<8; i++) {
const wall = createMesh(wallGeo, MAT.stone,
{x: (Math.random()-0.5)*20, y:1, z: (Math.random()-0.5)*20},
{y: Math.random() * Math.PI}
);
wall.scale.y = 0.5 + Math.random() * 0.8;
wall.rotation.x = (Math.random()-0.5)*0.1;
wall.rotation.z = (Math.random()-0.5)*0.1;
group.add(wall);
}
const torchGeo = new THREE.CylinderGeometry(0.05, 0.05, 0.6, 6);
const torch = createMesh(torchGeo, MAT.wood, {x: -2, y: 0.3, z: 3}, {z: -Math.PI / 6});
torch.userData = { isPickupable: true, itemName: "Torch", description: "An unlit torch lies in the rubble."};
group.add(torch); // Add pickupable torch
group.visible = false;
return { group, lighting: 'ruins', title: "Crumbling Ruins", entryText: "The wind whistles through broken walls.", options: [], zoneId: zoneId };
}
function getZoneId(row, col) { return `zone_${row}_${col}`; }
function populateZoneCreators() {
console.log("Populating zone creators...");
// zoneCreators = {}; // Removed reassignment
for (let r = 0; r < MAP_ROWS; r++) {
for (let c = 0; c < MAP_COLS; c++) {
const zoneId = getZoneId(r, c);
let creatorFunc;
if (r === 0) creatorFunc = createForestZone;
else if (r === 1 && c % 2 === 0) creatorFunc = createFieldZone;
else if (r === 1 && c % 2 !== 0) creatorFunc = createRuinsZone;
else creatorFunc = createCaveZone;
zoneCreators[zoneId] = () => creatorFunc(zoneId);
}
}
console.log(`Zone creators populated with ${Object.keys(zoneCreators).length} entries.`);
}
function getZoneNeighbors(zoneId) {
const parts = zoneId.split('_');
if (parts.length !== 3) return {};
const r = parseInt(parts[1]);
const c = parseInt(parts[2]);
const neighbors = {};
if (r > 0 && zoneCreators[getZoneId(r - 1, c)]) neighbors.north = getZoneId(r - 1, c);
if (r < MAP_ROWS - 1 && zoneCreators[getZoneId(r + 1, c)]) neighbors.south = getZoneId(r + 1, c);
if (c > 0 && zoneCreators[getZoneId(r, c - 1)]) neighbors.west = getZoneId(r, c - 1);
if (c < MAP_COLS - 1 && zoneCreators[getZoneId(r, c + 1)]) neighbors.east = getZoneId(r, c + 1);
return neighbors;
}
function startGame() {
console.log("startGame called.");
const defaultChar = {
name: "Player",
stats: { hp: 20, maxHp: 20, xp: 0 },
inventory: [] // Start with empty inventory initially
};
gameState = {
currentZoneId: null,
character: JSON.parse(JSON.stringify(defaultChar))
};
populateZoneCreators();
zoneGroups = {};
while(worldGroup.children.length > 0){
worldGroup.remove(worldGroup.children[0]);
}
console.log("Starting new game state:", gameState);
transitionToZone(getZoneId(1, 1)); // Start in center
console.log("startGame finished.");
}
function transitionToZone(newZoneId) {
console.log(`Attempting transition to ${newZoneId}`);
currentMessage = "";
currentPlacingItem = null; // Cancel placement on zone change
if (gameState.currentZoneId && zoneGroups[gameState.currentZoneId]) {
console.log(`Hiding old zone: ${gameState.currentZoneId}`);
zoneGroups[gameState.currentZoneId].group.visible = false;
} else {
console.log("No current zone to hide.");
}
let zoneInfo;
if (zoneGroups[newZoneId]) {
zoneInfo = zoneGroups[newZoneId];
zoneInfo.group.visible = true;
console.log(`Re-entering cached zone ${newZoneId}`);
} else {
const creator = zoneCreators[newZoneId];
if (creator) {
try {
zoneInfo = creator();
zoneGroups[newZoneId] = zoneInfo;
worldGroup.add(zoneInfo.group);
zoneInfo.group.visible = true;
console.log(`Created and entered new zone ${newZoneId}`);
} catch (creationError) {
console.error(`Error creating zone ${newZoneId}:`, creationError);
currentMessage = `<p class="message message-failure">Error creating zone ${newZoneId}.</p>`;
renderCurrentPageUI();
return;
}
} else {
console.error(`No creator found for zone ID: ${newZoneId}, critical error.`);
currentMessage = `<p class="message message-failure">Error: Zone creator missing for ${newZoneId}. Cannot proceed.</p>`;
storyTitleElement.textContent = "Fatal Error";
storyContentElement.innerHTML = currentMessage;
choicesElement.innerHTML = '';
return;
}
}
gameState.currentZoneId = newZoneId;
setupLighting(zoneInfo.lighting || 'default');
// Add relevant tracked lights (like cave point light) to the new zone group
const currentZoneGroup = zoneInfo.group;
currentLights.forEach(light => {
if (light && light.isPointLight && zoneInfo.lighting === 'cave') { // Example: only add point lights to caves
if (light.parent) light.parent.remove(light); // Remove from old parent if any
currentZoneGroup.add(light);
console.log("Added point light to cave group:", newZoneId);
}
// Ensure other lights (ambient, directional) are in the main scene, not the group
else if (light && !light.isPointLight && !light.parent) {
scene.add(light);
}
});
camera.position.set(0, 6, 12);
controls.target.set(0, 1, 0);
controls.update();
console.log(`Transition to ${newZoneId} complete. Rendering UI.`);
renderCurrentPageUI();
}
function renderCurrentPageUI() {
console.log(`renderCurrentPageUI called for zone: ${gameState.currentZoneId}`);
const zoneInfo = zoneGroups[gameState.currentZoneId];
const zoneId = gameState.currentZoneId;
if (!storyTitleElement || !storyContentElement || !choicesElement || !statsElement || !inventoryElement || !actionInfoElement) {
console.error("Crucial UI element missing!"); return;
}
if (!zoneInfo || !zoneInfo.group) {
console.error(`No zone info or group loaded for ${zoneId}`);
storyTitleElement.textContent = "Error";
storyContentElement.innerHTML = currentMessage + "<p>Cannot render current zone data.</p>";
choicesElement.innerHTML = `<button class="choice-button" onclick="transitionToZoneWrapper('${getZoneId(1, 1)}')">Return to Start</button>`;
updateStatsDisplay(); updateInventoryDisplay(); updateActionInfo(); return;
}
console.log(`Rendering UI for zone ${zoneId} with title "${zoneInfo.title}"`);
storyTitleElement.textContent = zoneInfo.title || "Unknown Zone";
storyContentElement.innerHTML = currentMessage + (zoneInfo.entryText ? `<p>${zoneInfo.entryText}</p>` : '');
choicesElement.innerHTML = '';
const neighbors = getZoneNeighbors(zoneId);
const directions = {'north': 'North', 'south': 'South', 'east': 'East', 'west': 'West'};
let addedChoices = 0;
console.log("Adding neighbor buttons:", neighbors);
for(const dir in neighbors) {
const neighborId = neighbors[dir];
const button = document.createElement('button');
button.classList.add('choice-button');
button.textContent = `Go ${directions[dir]}`;
button.addEventListener('click', () => transitionToZone(neighborId)); // Use event listener
choicesElement.appendChild(button);
addedChoices++;
}
if (zoneInfo.options && zoneInfo.options.length > 0) {
console.log("Adding zone specific options");
zoneInfo.options.forEach(option => {
const button = document.createElement('button');
button.classList.add('choice-button');
button.textContent = option.text;
button.addEventListener('click', () => console.log("Zone action TBC:", option.action));
choicesElement.appendChild(button);
addedChoices++;
});
}
if (addedChoices === 0 && choicesElement.innerHTML === '') { // Check if empty after adding
choicesElement.innerHTML = '<p><i>No exits or actions defined here yet.</i></p>';
}
console.log("Updating stats, inventory, action info...");
updateStatsDisplay();
updateInventoryDisplay();
updateActionInfo();
console.log("renderCurrentPageUI finished.");
}
function transitionToZoneWrapper(zoneId) { // Keep wrapper for potential inline use later
transitionToZone(zoneId);
}
window.transitionToZoneWrapper = transitionToZoneWrapper;
function updateStatsDisplay() {
if (!gameState.character || !statsElement) return;
const { hp, maxHp, xp } = gameState.character.stats;
const hpColor = hp / maxHp < 0.3 ? '#f88' : (hp / maxHp < 0.6 ? '#fd5' : '#8f8');
statsElement.innerHTML = `<strong>Stats:</strong> <span style="color:${hpColor}">HP: ${hp}/${maxHp}</span> <span>XP: ${xp}</span>`;
}
function updateInventoryDisplay() { // Added back placement functionality
if (!gameState.character || !inventoryElement) return;
let invHtml = '<strong>Inventory:</strong> ';
if (gameState.character.inventory.length === 0) {
invHtml += '<em>Empty</em>';
} else {
gameState.character.inventory.forEach(item => {
const itemDef = itemsData[item] || { type: 'unknown', description: '???' };
const itemClass = `item-${itemDef.type || 'unknown'}`;
const placingClass = (item === currentPlacingItem) ? ' placing' : ''; // Highlight item being placed
invHtml += `<span class="item-tag ${itemClass}${placingClass}" title="Click to Place: ${itemDef.description}" data-itemname="${item}">${item}</span>`;
});
}
inventoryElement.innerHTML = invHtml;
// Re-attach click listeners for placement mode
inventoryElement.querySelectorAll('.item-tag').forEach(tag => {
tag.addEventListener('click', (event) => {
event.stopPropagation(); // Prevent click from triggering pickup if UI overlaps canvas
togglePlacementMode(tag.dataset.itemname);
});
});
}
function updateActionInfo() { // Updated Action Info
if (!actionInfoElement || !gameState ) return;
if (currentPlacingItem) {
actionInfoElement.textContent = `Placing: ${currentPlacingItem} (Click ground)`;
} else {
actionInfoElement.textContent = `Zone: ${gameState.currentZoneId || 'None'} | Mode: Explore (Click items)`;
}
actionInfoElement.style.display = 'block';
}
// --- Pickup/Placement Functions (Restored) ---
function pickupItem() {
if (currentPlacingItem) return; // Don't pick up while placing
raycaster.setFromCamera(mouse, camera);
const currentGroup = zoneGroups[gameState.currentZoneId]?.group;
if (!currentGroup) return;
const pickupables = [];
currentGroup.traverseVisible(child => {
if (child.userData.isPickupable) {
pickupables.push(child);
}
});
const intersects = raycaster.intersectObjects(pickupables, false);
if (intersects.length > 0) {
// Basic outline/highlight effect could go here if desired
const clickedObject = intersects[0].object;
const itemName = clickedObject.userData.itemName;
if (itemName && itemsData[itemName]) {
console.log(`Picked up: ${itemName}`);
currentMessage = `<p class="message message-item"><em>Picked up: ${itemName}</em></p>`;
if (!gameState.character.inventory.includes(itemName)) {
gameState.character.inventory.push(itemName);
} else {
currentMessage += `<p class="message message-info"><em>(Cannot carry more ${itemName})</em></p>`;
}
clickedObject.visible = false; // Hide the object
clickedObject.userData.isPickupable = false; // Mark as picked up
// Optionally remove from scene: clickedObject.parent.remove(clickedObject);
renderCurrentPageUI(); // Update inventory and messages
}
}
}
function togglePlacementMode(itemName) { // Added back
if (!itemName || !gameState.character.inventory.includes(itemName)) return;
if (currentPlacingItem === itemName) {
currentPlacingItem = null;
console.log("Placement cancelled.");
} else {
currentPlacingItem = itemName;
console.log(`Ready to place: ${itemName}`);
}
updateInventoryDisplay(); // Update highlighting
updateActionInfo();
}
function placeItem() { // Added back
if (!currentPlacingItem) return;
raycaster.setFromCamera(mouse, camera);
const currentGroup = zoneGroups[gameState.currentZoneId]?.group;
if (!currentGroup) return;
const grounds = [];
currentGroup.traverseVisible(child => { if(child.userData.isGround) grounds.push(child); });
const intersects = raycaster.intersectObjects(grounds);
if (intersects.length > 0) {
const point = intersects[0].point;
const itemName = currentPlacingItem;
const itemDef = itemsData[itemName];
console.log(`Placing ${itemName} at ${point.x.toFixed(1)}, ${point.z.toFixed(1)}`);
// Create a visual representation of the item
const itemGeo = new THREE.BoxGeometry(0.5, 0.5, 0.5);
const itemMat = MAT.simple.clone();
if(itemDef?.type === 'weapon') itemMat.color.setHex(0xaa4444);
else if(itemDef?.type === 'consumable') itemMat.color.setHex(0xaa7744);
else itemMat.color.setHex(0x8888aa);
const placedMesh = createMesh(itemGeo, itemMat, {x: point.x, y: 0.25, z: point.z}); // Place slightly above ground
placedMesh.userData = {
isPlacedItem: true,
itemName: itemName,
isPickupable: true, // Allow picking it back up
description: `Placed ${itemName}`
};
currentGroup.add(placedMesh);
gameState.character.inventory = gameState.character.inventory.filter(i => i !== itemName); // Remove from inventory
currentMessage = `<p class="message message-item"><em>Placed ${itemName}.</em></p>`;
currentPlacingItem = null; // Exit placement mode
renderCurrentPageUI(); // Update UI
} else {
console.log("Placement click missed ground.");
currentMessage = `<p class="message message-failure"><em>Cannot place item there.</em></p>`;
currentPlacingItem = null;
renderCurrentPageUI();
}
}
// --- Combat/Checks (Placeholders) ---
function startCombat(enemyTypeId) { console.log("Combat disabled."); }
function handleCombatAction(action) { console.log("Combat disabled."); }
window.startCombat = startCombat;
window.handleCombatAction = handleCombatAction;
// --- Initialization ---
document.addEventListener('DOMContentLoaded', () => {
console.log("DOM Ready - Initializing World Grid + Interaction.");
try {
initThreeJS();
if (!scene || !camera || !renderer) throw new Error("Three.js failed to initialize.");
// Font not needed currently, start game directly
startGame();
console.log("Game world initialized and started.");
} catch (error) {
console.error("Initialization failed:", error);
storyTitleElement.textContent = "Initialization Error";
storyContentElement.innerHTML = `<p style="color:red;">Failed to start game:</p><pre style="color:red; white-space: pre-wrap;">${error.stack || error}</pre><p style="color:yellow;">Check console (F12) for details.</p>`;
if(sceneContainer) sceneContainer.innerHTML = '<p style="color:red; padding: 20px;">3D Scene Failed</p>';
const statsInvContainer = document.getElementById('stats-inventory-container');
const choicesCont = document.getElementById('choices-container');
if (statsInvContainer) statsInvContainer.style.display = 'none';
if (choicesCont) choicesCont.style.display = 'none';
}
});
</script>
</body>
</html>