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Create game.js
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game.js
ADDED
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@@ -0,0 +1,634 @@
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|
| 1 |
+
import * as THREE from 'three';
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| 2 |
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// import { OrbitControls } from 'three/addons/controls/OrbitControls.js'; // Keep commented unless needed
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| 3 |
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| 4 |
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// --- DOM Elements ---
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const sceneContainer = document.getElementById('scene-container');
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| 6 |
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const storyTitleElement = document.getElementById('story-title');
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| 7 |
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const storyContentElement = document.getElementById('story-content');
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| 8 |
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const choicesElement = document.getElementById('choices');
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| 9 |
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const statsElement = document.getElementById('stats-display');
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| 10 |
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const inventoryElement = document.getElementById('inventory-display');
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| 11 |
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| 12 |
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// --- Config ---
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const ROOM_SIZE = 10; // Size of each map grid cell in 3D space
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const WALL_HEIGHT = 4;
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const WALL_THICKNESS = 0.5;
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const CAMERA_HEIGHT = 15; // How high the overhead camera is
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| 17 |
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// --- Three.js Setup ---
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let scene, camera, renderer;
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| 20 |
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let mapGroup; // A group to hold all map related objects
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| 21 |
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// let controls; // Optional OrbitControls
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| 22 |
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function initThreeJS() {
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scene = new THREE.Scene();
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scene.background = new THREE.Color(0x111111); // Darker background for contrast
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| 26 |
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scene.fog = new THREE.Fog(0x111111, CAMERA_HEIGHT * 1.5, CAMERA_HEIGHT * 3); // Add fog for depth
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| 27 |
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| 28 |
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camera = new THREE.PerspectiveCamera(60, sceneContainer.clientWidth / sceneContainer.clientHeight, 0.1, 1000);
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| 29 |
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// Set initial overhead position (will be updated)
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| 30 |
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camera.position.set(0, CAMERA_HEIGHT, 0);
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| 31 |
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camera.lookAt(0, 0, 0);
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| 32 |
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renderer = new THREE.WebGLRenderer({ antialias: true });
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| 34 |
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renderer.setSize(sceneContainer.clientWidth, sceneContainer.clientHeight);
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| 35 |
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renderer.shadowMap.enabled = true; // Enable shadows if using lights that cast them
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| 36 |
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sceneContainer.appendChild(renderer.domElement);
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| 37 |
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| 38 |
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// Lighting
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| 39 |
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const ambientLight = new THREE.AmbientLight(0xffffff, 0.5); // Softer ambient
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| 40 |
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scene.add(ambientLight);
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| 41 |
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// Light source directly above the center (acts like a player flashlight)
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| 42 |
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const playerLight = new THREE.PointLight(0xffffff, 1.5, ROOM_SIZE * 3); // Intensity, Distance
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| 43 |
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playerLight.position.set(0, CAMERA_HEIGHT - 2, 0); // Position slightly below camera
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| 44 |
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scene.add(playerLight);
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| 45 |
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// We will move this light with the camera/player later
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| 46 |
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| 47 |
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// Map Group
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| 48 |
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mapGroup = new THREE.Group();
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| 49 |
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scene.add(mapGroup);
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| 50 |
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| 51 |
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// Optional Controls (for debugging)
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| 52 |
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// controls = new OrbitControls(camera, renderer.domElement);
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| 53 |
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// controls.enableDamping = true;
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| 54 |
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// controls.target.set(0, 0, 0); // Ensure controls start looking at origin
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| 55 |
+
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| 56 |
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window.addEventListener('resize', onWindowResize, false);
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| 57 |
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animate();
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| 58 |
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}
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| 59 |
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| 60 |
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function onWindowResize() {
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| 61 |
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if (!renderer || !camera) return;
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| 62 |
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camera.aspect = sceneContainer.clientWidth / sceneContainer.clientHeight;
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| 63 |
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camera.updateProjectionMatrix();
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| 64 |
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renderer.setSize(sceneContainer.clientWidth, sceneContainer.clientHeight);
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| 65 |
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}
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| 66 |
+
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| 67 |
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function animate() {
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| 68 |
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requestAnimationFrame(animate);
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| 69 |
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// if (controls) controls.update();
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| 70 |
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if (renderer && scene && camera) {
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| 71 |
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renderer.render(scene, camera);
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| 72 |
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}
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| 73 |
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}
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| 74 |
+
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| 75 |
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// --- Primitive Creation Functions ---
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| 76 |
+
const materials = {
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| 77 |
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floor_forest: new THREE.MeshLambertMaterial({ color: 0x228B22 }), // Green
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| 78 |
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floor_cave: new THREE.MeshLambertMaterial({ color: 0x696969 }), // Grey
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| 79 |
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floor_room: new THREE.MeshLambertMaterial({ color: 0xaaaaaa }), // Light Grey
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| 80 |
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floor_city: new THREE.MeshLambertMaterial({ color: 0xdeb887 }), // Tan/Pavement
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| 81 |
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wall: new THREE.MeshLambertMaterial({ color: 0x888888 }),
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| 82 |
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door: new THREE.MeshLambertMaterial({ color: 0xcd853f }), // Peru (brownish)
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| 83 |
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river: new THREE.MeshBasicMaterial({ color: 0x4682B4, transparent: true, opacity: 0.7 }), // Steel Blue
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| 84 |
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unexplored: new THREE.MeshBasicMaterial({ color: 0x555555, wireframe: true }),
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| 85 |
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visited_marker: new THREE.MeshBasicMaterial({ color: 0xaaaaaa, wireframe: true, transparent: true, opacity: 0.5 }), // Faint marker for visited
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| 86 |
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current_marker: new THREE.MeshBasicMaterial({ color: 0xffff00, wireframe: true }), // Yellow marker
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| 87 |
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};
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| 88 |
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| 89 |
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const geometries = {
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| 90 |
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floor: new THREE.PlaneGeometry(ROOM_SIZE, ROOM_SIZE),
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| 91 |
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wall: new THREE.BoxGeometry(ROOM_SIZE, WALL_HEIGHT, WALL_THICKNESS),
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| 92 |
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wall_side: new THREE.BoxGeometry(WALL_THICKNESS, WALL_HEIGHT, ROOM_SIZE),
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| 93 |
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marker: new THREE.BoxGeometry(ROOM_SIZE * 0.8, 0.1, ROOM_SIZE * 0.8), // Flat marker
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| 94 |
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river: new THREE.PlaneGeometry(ROOM_SIZE * 0.3, ROOM_SIZE), // Thin river strip
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| 95 |
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};
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| 96 |
+
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| 97 |
+
function createFloor(type = 'room', x = 0, z = 0) {
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| 98 |
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const material = materials[`floor_${type}`] || materials.floor_room;
|
| 99 |
+
const floor = new THREE.Mesh(geometries.floor, material);
|
| 100 |
+
floor.rotation.x = -Math.PI / 2; // Rotate to be flat
|
| 101 |
+
floor.position.set(x * ROOM_SIZE, 0, z * ROOM_SIZE);
|
| 102 |
+
floor.receiveShadow = true;
|
| 103 |
+
return floor;
|
| 104 |
+
}
|
| 105 |
+
|
| 106 |
+
function createWall(direction, x = 0, z = 0) {
|
| 107 |
+
let wall;
|
| 108 |
+
const base_x = x * ROOM_SIZE;
|
| 109 |
+
const base_z = z * ROOM_SIZE;
|
| 110 |
+
const half_room = ROOM_SIZE / 2;
|
| 111 |
+
const wall_y = WALL_HEIGHT / 2; // Position center of wall at half height
|
| 112 |
+
|
| 113 |
+
switch (direction) {
|
| 114 |
+
case 'north':
|
| 115 |
+
wall = new THREE.Mesh(geometries.wall, materials.wall);
|
| 116 |
+
wall.position.set(base_x, wall_y, base_z - half_room);
|
| 117 |
+
break;
|
| 118 |
+
case 'south':
|
| 119 |
+
wall = new THREE.Mesh(geometries.wall, materials.wall);
|
| 120 |
+
wall.position.set(base_x, wall_y, base_z + half_room);
|
| 121 |
+
break;
|
| 122 |
+
case 'east':
|
| 123 |
+
wall = new THREE.Mesh(geometries.wall_side, materials.wall);
|
| 124 |
+
wall.position.set(base_x + half_room, wall_y, base_z);
|
| 125 |
+
break;
|
| 126 |
+
case 'west':
|
| 127 |
+
wall = new THREE.Mesh(geometries.wall_side, materials.wall);
|
| 128 |
+
wall.position.set(base_x - half_room, wall_y, base_z);
|
| 129 |
+
break;
|
| 130 |
+
default: return null;
|
| 131 |
+
}
|
| 132 |
+
wall.castShadow = true;
|
| 133 |
+
wall.receiveShadow = true;
|
| 134 |
+
return wall;
|
| 135 |
+
}
|
| 136 |
+
|
| 137 |
+
function createFeature(feature, x = 0, z = 0) {
|
| 138 |
+
const base_x = x * ROOM_SIZE;
|
| 139 |
+
const base_z = z * ROOM_SIZE;
|
| 140 |
+
let mesh = null;
|
| 141 |
+
// Example: Add a river feature
|
| 142 |
+
if (feature === 'river') {
|
| 143 |
+
mesh = new THREE.Mesh(geometries.river, materials.river);
|
| 144 |
+
mesh.rotation.x = -Math.PI / 2;
|
| 145 |
+
mesh.position.set(base_x, 0.05, base_z); // Slightly above floor
|
| 146 |
+
}
|
| 147 |
+
// Add more features: 'door_north', 'chest', 'tree' etc.
|
| 148 |
+
// For doors, you might modify/omit wall segments instead of adding an object
|
| 149 |
+
return mesh;
|
| 150 |
+
}
|
| 151 |
+
|
| 152 |
+
|
| 153 |
+
function createMarker(type, x = 0, z = 0) {
|
| 154 |
+
let material;
|
| 155 |
+
switch (type) {
|
| 156 |
+
case 'current': material = materials.current_marker; break;
|
| 157 |
+
case 'visited': material = materials.visited_marker; break;
|
| 158 |
+
case 'unexplored': material = materials.unexplored; break;
|
| 159 |
+
default: return null;
|
| 160 |
+
}
|
| 161 |
+
const marker = new THREE.Mesh(geometries.marker, material);
|
| 162 |
+
marker.position.set(x * ROOM_SIZE, 0.1, z * ROOM_SIZE); // Slightly above floor
|
| 163 |
+
return marker;
|
| 164 |
+
}
|
| 165 |
+
|
| 166 |
+
// --- Game Data (ADD MAP COORDINATES and TYPE/FEATURES) ---
|
| 167 |
+
const gameData = {
|
| 168 |
+
// Page ID: { title, content, options, illustration(optional), mapX, mapY, type, features? }
|
| 169 |
+
"1": {
|
| 170 |
+
title: "The Beginning", content: "<p>...</p>", illustration: "city-gates",
|
| 171 |
+
mapX: 0, mapY: 0, type: 'city', features: ['door_north'], // Example feature
|
| 172 |
+
options: [
|
| 173 |
+
{ text: "Visit the local weaponsmith", next: 2 },
|
| 174 |
+
{ text: "Seek wisdom at the temple", next: 3 },
|
| 175 |
+
{ text: "Meet the resistance leader", next: 4 }
|
| 176 |
+
]
|
| 177 |
+
},
|
| 178 |
+
"2": { // Weaponsmith - let's place it near the start
|
| 179 |
+
title: "The Weaponsmith", content: "<p>...</p>", illustration: "weaponsmith",
|
| 180 |
+
mapX: -1, mapY: 0, type: 'room', features: ['door_east'],
|
| 181 |
+
options: [
|
| 182 |
+
{ text: "Take Flaming Sword", next: 5, addItem: "Flaming Sword" },
|
| 183 |
+
// ... other weapon choices ...
|
| 184 |
+
{ text: "Return to city square", next: 1 }
|
| 185 |
+
]
|
| 186 |
+
},
|
| 187 |
+
"3": { // Temple
|
| 188 |
+
title: "The Ancient Temple", content: "<p>...</p>", illustration: "temple",
|
| 189 |
+
mapX: 1, mapY: 0, type: 'room', features: ['door_west'],
|
| 190 |
+
options: [
|
| 191 |
+
{ text: "Learn Healing Light", next: 5, addItem: "Healing Light Spell" },
|
| 192 |
+
// ... other spell choices ...
|
| 193 |
+
{ text: "Return to city square", next: 1 }
|
| 194 |
+
]
|
| 195 |
+
},
|
| 196 |
+
"4": { // Resistance Tavern
|
| 197 |
+
title: "The Resistance Leader", content: "<p>...</p>", illustration: "resistance-meeting",
|
| 198 |
+
mapX: 0, mapY: -1, type: 'room', features: ['door_north'],
|
| 199 |
+
options: [
|
| 200 |
+
{ text: "Take Secret Tunnel Map", next: 5, addItem: "Secret Tunnel Map" },
|
| 201 |
+
// ... other item choices ...
|
| 202 |
+
{ text: "Return to city square", next: 1 }
|
| 203 |
+
]
|
| 204 |
+
},
|
| 205 |
+
"5": { // Start of Forest Path (North of City)
|
| 206 |
+
title: "The Journey Begins", content: "<p>You leave Silverhold...</p>", illustration: "shadowwood-forest",
|
| 207 |
+
mapX: 0, mapY: 1, type: 'forest', features: ['path_north', 'path_east', 'path_west', 'door_south'],
|
| 208 |
+
options: [
|
| 209 |
+
{ text: "Take the main road (North)", next: 6 },
|
| 210 |
+
{ text: "Follow the river path (East)", next: 7 },
|
| 211 |
+
{ text: "Brave the ruins shortcut (West)", next: 8 },
|
| 212 |
+
{ text: "Return to the City Gate", next: 1} // Link back
|
| 213 |
+
]
|
| 214 |
+
},
|
| 215 |
+
"6": { // Forest Path North
|
| 216 |
+
title: "Ambush!", content: "<p>Scouts jump out!</p>", illustration: "road-ambush",
|
| 217 |
+
mapX: 0, mapY: 2, type: 'forest', features: ['path_north', 'path_south'],
|
| 218 |
+
// Challenge will determine next step (9 or 10)
|
| 219 |
+
challenge: { title: "Escape Ambush", stat: "courage", difficulty: 5, success: 9, failure: 10 },
|
| 220 |
+
options: [] // Options determined by challenge
|
| 221 |
+
},
|
| 222 |
+
"7": { // River Path East
|
| 223 |
+
title: "Misty River", content: "<p>A spirit appears...</p>", illustration: "river-spirit",
|
| 224 |
+
mapX: 1, mapY: 1, type: 'forest', features: ['river', 'path_west'],
|
| 225 |
+
challenge: { title: "River Riddle", stat: "wisdom", difficulty: 6, success: 11, failure: 12 },
|
| 226 |
+
options: []
|
| 227 |
+
},
|
| 228 |
+
"8": { // Ruins Path West
|
| 229 |
+
title: "Forgotten Ruins", content: "<p>Whispers echo...</p>", illustration: "ancient-ruins",
|
| 230 |
+
mapX: -1, mapY: 1, type: 'ruins', features: ['path_east'],
|
| 231 |
+
challenge: { title: "Navigate Ruins", stat: "wisdom", difficulty: 5, success: 13, failure: 14 },
|
| 232 |
+
options: []
|
| 233 |
+
},
|
| 234 |
+
// --- Corresponding Challenge Outcomes ---
|
| 235 |
+
"9": { // Success Ambush (Continue North)
|
| 236 |
+
title: "Breaking Through", content: "<p>You fought them off!</p>", illustration: "forest-edge",
|
| 237 |
+
mapX: 0, mapY: 3, type: 'forest', features: ['path_north', 'path_south'], // Edge of forest
|
| 238 |
+
options: [ {text: "Cross the plains", next: 15} ] // To page 15 (fortress approach)
|
| 239 |
+
},
|
| 240 |
+
"10": { // Failure Ambush (Captured) -> Leads to different location potentially? Let's put it nearby for now.
|
| 241 |
+
title: "Captured!", content: "<p>They drag you to an outpost.</p>", illustration: "prisoner-cell",
|
| 242 |
+
mapX: 1, mapY: 2, type: 'cave', // Represent outpost as cave/cell
|
| 243 |
+
options: [ { text: "Wait...", next: 20 } ] // Link to page 20 logic
|
| 244 |
+
},
|
| 245 |
+
"11": { // Success Riddle
|
| 246 |
+
title: "Spirit's Blessing", content: "<p>The spirit blesses you.</p>", illustration: "spirit-blessing",
|
| 247 |
+
mapX: 1, mapY: 1, type: 'forest', features: ['river', 'path_west'], // Stay in same spot, get item/stat
|
| 248 |
+
addItem: "Water Spirit's Blessing", statIncrease: { stat: "wisdom", amount: 2 },
|
| 249 |
+
options: [ { text: "Continue journey", next: 15 } ] // Option to move on
|
| 250 |
+
},
|
| 251 |
+
"12": { // Failure Riddle
|
| 252 |
+
title: "Spirit's Wrath", content: "<p>Pulled underwater!</p>", illustration: "river-danger",
|
| 253 |
+
mapX: 1, mapY: 1, type: 'forest', features: ['river', 'path_west'], // Stay in same spot, lose HP
|
| 254 |
+
hpLoss: 8,
|
| 255 |
+
options: [ { text: "Struggle onwards", next: 15 } ]
|
| 256 |
+
},
|
| 257 |
+
"13": { // Success Ruins
|
| 258 |
+
title: "Ancient Allies", content: "<p>The spirits offer help.</p>", illustration: "ancient-spirits",
|
| 259 |
+
mapX: -1, mapY: 1, type: 'ruins', features: ['path_east'],
|
| 260 |
+
addItem: "Ancient Amulet", statIncrease: { stat: "wisdom", amount: 1 },
|
| 261 |
+
options: [ { text: "Accept amulet and continue", next: 15 } ]
|
| 262 |
+
},
|
| 263 |
+
"14": { // Failure Ruins
|
| 264 |
+
title: "Lost in Time", content: "<p>Exhausted from the maze.</p>", illustration: "lost-ruins",
|
| 265 |
+
mapX: -1, mapY: 1, type: 'ruins', features: ['path_east'],
|
| 266 |
+
hpLoss: 10,
|
| 267 |
+
options: [ { text: "Push onwards, weakened", next: 15 } ]
|
| 268 |
+
},
|
| 269 |
+
"15": { // Fortress Approach (example)
|
| 270 |
+
title: "The Looming Fortress", content: "<p>The dark fortress rises...</p>", illustration: "evil-fortress",
|
| 271 |
+
mapX: 0, mapY: 4, type: 'plains', // Barren plains
|
| 272 |
+
options: [ /* ... options to infiltrate ... */ {text: "Survey the area", next: 16} ]
|
| 273 |
+
},
|
| 274 |
+
// ... Add ALL other pages with mapX, mapY, type, features ...
|
| 275 |
+
"99": {
|
| 276 |
+
title: "Game Over", content: "<p>Your adventure ends here.</p>",
|
| 277 |
+
mapX: 0, mapY: 0, type: 'gameover', // Special type
|
| 278 |
+
options: [{ text: "Restart", next: 1 }],
|
| 279 |
+
illustration: "game-over",
|
| 280 |
+
gameOver: true
|
| 281 |
+
}
|
| 282 |
+
};
|
| 283 |
+
|
| 284 |
+
const itemsData = { // (Keep this data as before)
|
| 285 |
+
"Flaming Sword": { type: "weapon", description: "A fiery blade. +3 Attack.", attackBonus: 3 },
|
| 286 |
+
"Whispering Bow": { type: "weapon", description: "A silent bow. +2 Attack.", attackBonus: 2 },
|
| 287 |
+
// ... other items ...
|
| 288 |
+
"Secret Tunnel Map": { type: "quest", description: "Shows a hidden path" },
|
| 289 |
+
"Master Key": { type: "quest", description: "Unlocks many doors" },
|
| 290 |
+
"Ancient Amulet": { type: "armor", description: "Wards off some dark magic. +1 Defense", defenseBonus: 1}, // Made armor type
|
| 291 |
+
};
|
| 292 |
+
|
| 293 |
+
// --- Game State ---
|
| 294 |
+
let gameState = {}; // Initialize in startGame
|
| 295 |
+
let visitedCoords = new Set(); // Track visited map coordinates as "x,y" strings
|
| 296 |
+
|
| 297 |
+
// --- Game Logic Functions ---
|
| 298 |
+
|
| 299 |
+
function startGame() {
|
| 300 |
+
gameState = { // Reset state
|
| 301 |
+
currentPageId: 1,
|
| 302 |
+
inventory: [],
|
| 303 |
+
stats: { courage: 7, wisdom: 5, strength: 6, hp: 30, maxHp: 30 }
|
| 304 |
+
};
|
| 305 |
+
visitedCoords = new Set(); // Reset visited locations
|
| 306 |
+
const startPage = gameData[gameState.currentPageId];
|
| 307 |
+
if (startPage && startPage.mapX !== undefined && startPage.mapY !== undefined) {
|
| 308 |
+
visitedCoords.add(`${startPage.mapX},${startPage.mapY}`); // Mark start as visited
|
| 309 |
+
}
|
| 310 |
+
renderPage(gameState.currentPageId);
|
| 311 |
+
}
|
| 312 |
+
|
| 313 |
+
function renderPage(pageId) {
|
| 314 |
+
const page = gameData[pageId];
|
| 315 |
+
if (!page) {
|
| 316 |
+
console.error(`Error: Page data not found for ID: ${pageId}`);
|
| 317 |
+
// Handle error state more gracefully if needed
|
| 318 |
+
storyTitleElement.textContent = "Error";
|
| 319 |
+
storyContentElement.innerHTML = "<p>Adventure lost in the void!</p>";
|
| 320 |
+
choicesElement.innerHTML = ''; // Clear choices
|
| 321 |
+
addChoiceButton("Restart", 1); // Add only restart
|
| 322 |
+
updateScene(null); // Clear the scene or show error state
|
| 323 |
+
return;
|
| 324 |
+
}
|
| 325 |
+
|
| 326 |
+
// Update UI Text
|
| 327 |
+
storyTitleElement.textContent = page.title || "Untitled Location";
|
| 328 |
+
storyContentElement.innerHTML = page.content || "<p>...</p>";
|
| 329 |
+
updateStatsDisplay();
|
| 330 |
+
updateInventoryDisplay();
|
| 331 |
+
|
| 332 |
+
// Update Choices based on requirements
|
| 333 |
+
choicesElement.innerHTML = ''; // Clear old choices
|
| 334 |
+
let hasAvailableOptions = false;
|
| 335 |
+
if (page.options && !page.challenge && !page.gameOver) { // Don't show choices if there's a challenge or game over
|
| 336 |
+
page.options.forEach(option => {
|
| 337 |
+
// Check requirements before adding the button
|
| 338 |
+
const requirementFailed = !checkChoiceRequirements(option, gameState.inventory);
|
| 339 |
+
const button = addChoiceButton(option.text, option.next, option.addItem, requirementFailed);
|
| 340 |
+
if (!requirementFailed) {
|
| 341 |
+
hasAvailableOptions = true;
|
| 342 |
+
}
|
| 343 |
+
});
|
| 344 |
+
}
|
| 345 |
+
|
| 346 |
+
// Handle Game Over / No Options / Challenge Page
|
| 347 |
+
if (page.gameOver) {
|
| 348 |
+
addChoiceButton("Restart Adventure", 1);
|
| 349 |
+
hasAvailableOptions = true; // Allow restart
|
| 350 |
+
} else if (page.challenge) {
|
| 351 |
+
choicesElement.innerHTML = `<p><i>A challenge blocks your path...</i></p>`;
|
| 352 |
+
// Challenge resolved in handleChoiceClick *after* rendering this page
|
| 353 |
+
} else if (!hasAvailableOptions && !page.gameOver && !page.challenge) {
|
| 354 |
+
choicesElement.innerHTML = '<p><i>No further options available from here.</i></p>';
|
| 355 |
+
addChoiceButton("Restart Adventure", 1);
|
| 356 |
+
}
|
| 357 |
+
|
| 358 |
+
// Update 3D Scene based on current page's coordinates
|
| 359 |
+
updateScene(pageId);
|
| 360 |
+
}
|
| 361 |
+
|
| 362 |
+
// Helper to add choice buttons
|
| 363 |
+
function addChoiceButton(text, nextPage, addItem = null, disabled = false, requireItem = null, requireAnyItem = null) {
|
| 364 |
+
const button = document.createElement('button');
|
| 365 |
+
button.classList.add('choice-button');
|
| 366 |
+
button.textContent = text;
|
| 367 |
+
button.disabled = disabled;
|
| 368 |
+
|
| 369 |
+
// Store data
|
| 370 |
+
button.dataset.nextPage = nextPage;
|
| 371 |
+
if (addItem) button.dataset.addItem = addItem;
|
| 372 |
+
|
| 373 |
+
// Create tooltip for disabled buttons based on requirement
|
| 374 |
+
if (disabled) {
|
| 375 |
+
if (requireItem) button.title = `Requires: ${requireItem}`;
|
| 376 |
+
else if (requireAnyItem) button.title = `Requires one of: ${requireAnyItem.join(', ')}`;
|
| 377 |
+
else button.title = `Cannot choose this option now.`;
|
| 378 |
+
}
|
| 379 |
+
|
| 380 |
+
if (!disabled) {
|
| 381 |
+
button.onclick = () => handleChoiceClick(button.dataset);
|
| 382 |
+
}
|
| 383 |
+
choicesElement.appendChild(button);
|
| 384 |
+
return button; // Return button in case needed
|
| 385 |
+
}
|
| 386 |
+
|
| 387 |
+
|
| 388 |
+
// Check choice requirements (returns true if requirements MET)
|
| 389 |
+
function checkChoiceRequirements(option, inventory) {
|
| 390 |
+
const reqItem = option.requireItem;
|
| 391 |
+
if (reqItem && !inventory.includes(reqItem)) {
|
| 392 |
+
return false; // Specific item required but not present
|
| 393 |
+
}
|
| 394 |
+
const reqAnyItem = option.requireAnyItem;
|
| 395 |
+
if (reqAnyItem && !reqAnyItem.some(item => inventory.includes(item))) {
|
| 396 |
+
return false; // Required one item from list, but none present
|
| 397 |
+
}
|
| 398 |
+
return true; // All requirements met or no requirements
|
| 399 |
+
}
|
| 400 |
+
|
| 401 |
+
function handleChoiceClick(dataset) {
|
| 402 |
+
const nextPageId = parseInt(dataset.nextPage);
|
| 403 |
+
const itemToAdd = dataset.addItem;
|
| 404 |
+
|
| 405 |
+
if (isNaN(nextPageId)) {
|
| 406 |
+
console.error("Invalid nextPageId:", dataset.nextPage);
|
| 407 |
+
return;
|
| 408 |
+
}
|
| 409 |
+
|
| 410 |
+
// --- Process Effects of Making the Choice ---
|
| 411 |
+
if (itemToAdd && !gameState.inventory.includes(itemToAdd)) {
|
| 412 |
+
gameState.inventory.push(itemToAdd);
|
| 413 |
+
console.log("Added item:", itemToAdd);
|
| 414 |
+
// Add feedback to player? Maybe via story text update?
|
| 415 |
+
}
|
| 416 |
+
|
| 417 |
+
// --- Move to Next Page ---
|
| 418 |
+
const previousPageId = gameState.currentPageId;
|
| 419 |
+
gameState.currentPageId = nextPageId;
|
| 420 |
+
|
| 421 |
+
const nextPageData = gameData[nextPageId];
|
| 422 |
+
if (!nextPageData) {
|
| 423 |
+
console.error(`Data for page ${nextPageId} not found!`);
|
| 424 |
+
renderPage(99); // Go to game over page as fallback
|
| 425 |
+
return;
|
| 426 |
+
}
|
| 427 |
+
|
| 428 |
+
// Add coordinates to visited set
|
| 429 |
+
if (nextPageData.mapX !== undefined && nextPageData.mapY !== undefined) {
|
| 430 |
+
visitedCoords.add(`${nextPageData.mapX},${nextPageData.mapY}`);
|
| 431 |
+
}
|
| 432 |
+
|
| 433 |
+
|
| 434 |
+
// --- Process Landing Effects & Challenges ---
|
| 435 |
+
let currentPageIdAfterEffects = nextPageId; // Start with the target page ID
|
| 436 |
+
|
| 437 |
+
// Apply HP loss defined on the *landing* page
|
| 438 |
+
if (nextPageData.hpLoss) {
|
| 439 |
+
gameState.stats.hp -= nextPageData.hpLoss;
|
| 440 |
+
console.log(`Lost ${nextPageData.hpLoss} HP. Current HP: ${gameState.stats.hp}`);
|
| 441 |
+
if (gameState.stats.hp <= 0) {
|
| 442 |
+
console.log("Player died from HP loss!");
|
| 443 |
+
gameState.stats.hp = 0;
|
| 444 |
+
renderPage(99); // Go to a specific game over page ID
|
| 445 |
+
return;
|
| 446 |
+
}
|
| 447 |
+
}
|
| 448 |
+
// Apply stat increase defined on the *landing* page
|
| 449 |
+
if (nextPageData.statIncrease) {
|
| 450 |
+
const stat = nextPageData.statIncrease.stat;
|
| 451 |
+
const amount = nextPageData.statIncrease.amount;
|
| 452 |
+
if (gameState.stats.hasOwnProperty(stat)) {
|
| 453 |
+
gameState.stats[stat] += amount;
|
| 454 |
+
console.log(`Stat ${stat} increased by ${amount}.`);
|
| 455 |
+
}
|
| 456 |
+
}
|
| 457 |
+
|
| 458 |
+
// Handle Challenge on the landing page
|
| 459 |
+
if (nextPageData.challenge) {
|
| 460 |
+
const challenge = nextPageData.challenge;
|
| 461 |
+
const reqStat = challenge.stat;
|
| 462 |
+
const difficulty = challenge.difficulty;
|
| 463 |
+
const successPage = challenge.success;
|
| 464 |
+
const failurePage = challenge.failure;
|
| 465 |
+
|
| 466 |
+
if (reqStat && difficulty !== undefined && successPage !== undefined && failurePage !== undefined) {
|
| 467 |
+
const currentStatValue = gameState.stats[reqStat] || 0;
|
| 468 |
+
const roll = Math.floor(Math.random() * 6) + 1;
|
| 469 |
+
const total = roll + currentStatValue;
|
| 470 |
+
const success = total >= difficulty;
|
| 471 |
+
|
| 472 |
+
console.log(`Challenge: ${challenge.title || 'Test'}. Roll(${roll}) + ${reqStat}(${currentStatValue}) = ${total} vs DC ${difficulty}. Success: ${success}`);
|
| 473 |
+
|
| 474 |
+
// Update page based on challenge result
|
| 475 |
+
currentPageIdAfterEffects = success ? successPage : failurePage;
|
| 476 |
+
|
| 477 |
+
// Apply stat change from challenge outcome (optional: only on success/failure?)
|
| 478 |
+
// This example applies basic +/- based on outcome
|
| 479 |
+
if(gameState.stats.hasOwnProperty(reqStat)) {
|
| 480 |
+
gameState.stats[reqStat] += success ? 1 : -1;
|
| 481 |
+
gameState.stats[reqStat] = Math.max(1, gameState.stats[reqStat]); // Don't go below 1
|
| 482 |
+
}
|
| 483 |
+
|
| 484 |
+
// Add challenge result to story? (Needs modification of renderPage or state)
|
| 485 |
+
|
| 486 |
+
// If challenge leads to non-existent page, handle error
|
| 487 |
+
if (!gameData[currentPageIdAfterEffects]) {
|
| 488 |
+
console.error(`Challenge outcome page ${currentPageIdAfterEffects} not found!`);
|
| 489 |
+
renderPage(99); return;
|
| 490 |
+
}
|
| 491 |
+
// Update visited coords for the challenge outcome page
|
| 492 |
+
const challengeOutcomePageData = gameData[currentPageIdAfterEffects];
|
| 493 |
+
if (challengeOutcomePageData.mapX !== undefined && challengeOutcomePageData.mapY !== undefined) {
|
| 494 |
+
visitedCoords.add(`${challengeOutcomePageData.mapX},${challengeOutcomePageData.mapY}`);
|
| 495 |
+
}
|
| 496 |
+
|
| 497 |
+
|
| 498 |
+
} else {
|
| 499 |
+
console.error("Malformed challenge data on page", nextPageId);
|
| 500 |
+
}
|
| 501 |
+
gameState.currentPageId = currentPageIdAfterEffects; // Update state with final page after challenge
|
| 502 |
+
}
|
| 503 |
+
|
| 504 |
+
|
| 505 |
+
// --- Render the final page after all effects/challenges ---
|
| 506 |
+
renderPage(gameState.currentPageId);
|
| 507 |
+
}
|
| 508 |
+
|
| 509 |
+
|
| 510 |
+
function updateStatsDisplay() {
|
| 511 |
+
let statsHTML = ''; // Start fresh
|
| 512 |
+
statsHTML += `<span>HP: ${gameState.stats.hp}/${gameState.stats.maxHp}</span>`;
|
| 513 |
+
statsHTML += `<span>Str: ${gameState.stats.strength}</span>`;
|
| 514 |
+
statsHTML += `<span>Wis: ${gameState.stats.wisdom}</span>`;
|
| 515 |
+
statsHTML += `<span>Cor: ${gameState.stats.courage}</span>`;
|
| 516 |
+
statsElement.innerHTML = statsHTML;
|
| 517 |
+
}
|
| 518 |
+
|
| 519 |
+
function updateInventoryDisplay() {
|
| 520 |
+
let inventoryHTML = ''; // Start fresh
|
| 521 |
+
if (gameState.inventory.length === 0) {
|
| 522 |
+
inventoryHTML += '<em>Empty</em>';
|
| 523 |
+
} else {
|
| 524 |
+
gameState.inventory.forEach(item => {
|
| 525 |
+
const itemInfo = itemsData[item] || { type: 'unknown', description: '???' };
|
| 526 |
+
const itemClass = `item-${itemInfo.type || 'unknown'}`;
|
| 527 |
+
inventoryHTML += `<span class="${itemClass}" title="${itemInfo.description}">${item}</span>`;
|
| 528 |
+
});
|
| 529 |
+
}
|
| 530 |
+
inventoryElement.innerHTML = inventoryHTML;
|
| 531 |
+
}
|
| 532 |
+
|
| 533 |
+
// --- Map and Scene Update Logic ---
|
| 534 |
+
function updateScene(currentPageId) {
|
| 535 |
+
if (!mapGroup) return;
|
| 536 |
+
|
| 537 |
+
// Clear previous map elements
|
| 538 |
+
while (mapGroup.children.length > 0) {
|
| 539 |
+
mapGroup.remove(mapGroup.children[0]);
|
| 540 |
+
}
|
| 541 |
+
|
| 542 |
+
const currentPageData = gameData[currentPageId];
|
| 543 |
+
if (!currentPageData || currentPageData.mapX === undefined || currentPageData.mapY === undefined) {
|
| 544 |
+
console.warn("Cannot update scene, current page has no map coordinates:", currentPageId);
|
| 545 |
+
// Maybe show a default "limbo" state?
|
| 546 |
+
camera.position.set(0, CAMERA_HEIGHT, 0);
|
| 547 |
+
camera.lookAt(0, 0, 0);
|
| 548 |
+
if (scene.getObjectByName("playerLight")) scene.getObjectByName("playerLight").position.set(0, CAMERA_HEIGHT - 2, 0);
|
| 549 |
+
return;
|
| 550 |
+
}
|
| 551 |
+
|
| 552 |
+
const currentX = currentPageData.mapX;
|
| 553 |
+
const currentY = currentPageData.mapY; // Using Y for Z in 3D
|
| 554 |
+
|
| 555 |
+
// Update camera and light position to center on current room
|
| 556 |
+
const targetX = currentX * ROOM_SIZE;
|
| 557 |
+
const targetZ = currentY * ROOM_SIZE;
|
| 558 |
+
camera.position.set(targetX, CAMERA_HEIGHT, targetZ + 0.1); // Offset slightly to avoid z-fighting if looking straight down
|
| 559 |
+
camera.lookAt(targetX, 0, targetZ);
|
| 560 |
+
const playerLight = scene.getObjectByName("playerLight"); // Get light added in init
|
| 561 |
+
if (playerLight) playerLight.position.set(targetX, CAMERA_HEIGHT - 2, targetZ);
|
| 562 |
+
|
| 563 |
+
|
| 564 |
+
// Define view distance (how many neighbors to render)
|
| 565 |
+
const viewDistance = 2;
|
| 566 |
+
|
| 567 |
+
// Render current room and neighbors
|
| 568 |
+
for (let dx = -viewDistance; dx <= viewDistance; dx++) {
|
| 569 |
+
for (let dy = -viewDistance; dy <= viewDistance; dy++) {
|
| 570 |
+
const checkX = currentX + dx;
|
| 571 |
+
const checkY = currentY + dy;
|
| 572 |
+
const coordString = `${checkX},${checkY}`;
|
| 573 |
+
|
| 574 |
+
// Find page ID for this coordinate (requires efficient lookup - maybe build map index?)
|
| 575 |
+
let pageIdAtCoord = null;
|
| 576 |
+
for (const id in gameData) {
|
| 577 |
+
if (gameData[id].mapX === checkX && gameData[id].mapY === checkY) {
|
| 578 |
+
pageIdAtCoord = id;
|
| 579 |
+
break;
|
| 580 |
+
}
|
| 581 |
+
}
|
| 582 |
+
|
| 583 |
+
if (pageIdAtCoord) {
|
| 584 |
+
const pageDataAtCoord = gameData[pageIdAtCoord];
|
| 585 |
+
const isVisited = visitedCoords.has(coordString);
|
| 586 |
+
const isCurrent = (checkX === currentX && checkY === currentY);
|
| 587 |
+
|
| 588 |
+
if (isCurrent || isVisited) {
|
| 589 |
+
// Render visited/current room
|
| 590 |
+
const floor = createFloor(pageDataAtCoord.type, checkX, checkY);
|
| 591 |
+
mapGroup.add(floor);
|
| 592 |
+
|
| 593 |
+
// Add walls (simplified: add all 4 unless a feature indicates door/opening)
|
| 594 |
+
// More complex: check connections to neighbors
|
| 595 |
+
const features = pageDataAtCoord.features || [];
|
| 596 |
+
if (!features.includes('door_north')) mapGroup.add(createWall('north', checkX, checkY));
|
| 597 |
+
if (!features.includes('door_south')) mapGroup.add(createWall('south', checkX, checkY));
|
| 598 |
+
if (!features.includes('door_east')) mapGroup.add(createWall('east', checkX, checkY));
|
| 599 |
+
if (!features.includes('door_west')) mapGroup.add(createWall('west', checkX, checkY));
|
| 600 |
+
|
| 601 |
+
// Add other features
|
| 602 |
+
features.forEach(feature => {
|
| 603 |
+
const featureMesh = createFeature(feature, checkX, checkY);
|
| 604 |
+
if (featureMesh) mapGroup.add(featureMesh);
|
| 605 |
+
});
|
| 606 |
+
|
| 607 |
+
|
| 608 |
+
// Add marker
|
| 609 |
+
if (isCurrent) {
|
| 610 |
+
mapGroup.add(createMarker('current', checkX, checkY));
|
| 611 |
+
} else {
|
| 612 |
+
mapGroup.add(createMarker('visited', checkX, checkY));
|
| 613 |
+
}
|
| 614 |
+
|
| 615 |
+
} else {
|
| 616 |
+
// Render unexplored marker for adjacent non-visited rooms
|
| 617 |
+
if(Math.abs(dx) <= 1 && Math.abs(dy) <= 1 && !(dx === 0 && dy ===0)) { // Only immediate neighbors
|
| 618 |
+
mapGroup.add(createMarker('unexplored', checkX, checkY));
|
| 619 |
+
}
|
| 620 |
+
}
|
| 621 |
+
} else {
|
| 622 |
+
// Optional: Render something if coordinate is empty but adjacent (like a boundary wall)
|
| 623 |
+
// Or just leave it empty (part of the fog)
|
| 624 |
+
}
|
| 625 |
+
}
|
| 626 |
+
}
|
| 627 |
+
// Update controls target if using OrbitControls
|
| 628 |
+
// if (controls) controls.target.set(targetX, 0, targetZ);
|
| 629 |
+
}
|
| 630 |
+
|
| 631 |
+
|
| 632 |
+
// --- Initialization ---
|
| 633 |
+
initThreeJS();
|
| 634 |
+
startGame(); // Start the game after setting up Three.js
|