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| <html lang="en"> | |
| <head> | |
| <meta charset="UTF-8" /> | |
| <meta name="viewport" content="width=device-width, initial-scale=1.0" /> | |
| <title>Babylon.js 3D VR Game</title> | |
| <style> | |
| body, html { margin: 0; padding: 0; overflow: hidden; font-family: 'Trebuchet MS', serif; } | |
| canvas { width: 100%; height: 100%; display: block; } | |
| #chatUI { position: absolute; top: 10px; right: 10px; width: 300px; } | |
| #chatLog { width: 100%; height: 400px; background-color: rgba(0, 0, 0, 0.7); padding: 10px; color: #fff; overflow-y: auto; border: 2px solid #4e342e; box-shadow: 2px 2px 10px rgba(0, 0, 0, 0.9); } | |
| #chatInput { width: 100%; height: 40px; margin-top: 10px; background-color: rgba(255, 255, 255, 0.4); border: 2px solid #4e342e; } | |
| #sendButton { width: 100%; height: 40px; margin-top: 10px; background: linear-gradient(to bottom, #957d5f, #6c543e); color: #e0d7c5; border: none; cursor: pointer; } | |
| </style> | |
| </head> | |
| <body> | |
| <canvas id="renderCanvas"></canvas> | |
| <div id="chatUI"> | |
| <div id="chatLog"></div> | |
| <input type="text" id="chatInput" placeholder="Type your message here..." /> | |
| <button id="sendButton">Send</button> | |
| </div> | |
| <script src="https://cdn.babylonjs.com/babylon.js"></script> | |
| <script src="https://cdn.babylonjs.com/loaders/babylon.glTF2FileLoader.min.js"></script> | |
| <script src="https://unpkg.com/@huggingface/transformers"></script> | |
| <script> | |
| // Setup Babylon.js | |
| const canvas = document.getElementById("renderCanvas"); | |
| const engine = new BABYLON.Engine(canvas, true); | |
| const createScene = function() { | |
| const scene = new BABYLON.Scene(engine); | |
| // Skybox setup | |
| scene.environmentTexture = new BABYLON.CubeTexture("sky.jpg", scene); | |
| // Camera | |
| const camera = new BABYLON.ArcRotateCamera("Camera", Math.PI / 2, Math.PI / 2, 100, BABYLON.Vector3.Zero(), scene); | |
| camera.attachControl(canvas, true); | |
| // Light | |
| const light = new BABYLON.HemisphericLight("light", new BABYLON.Vector3(1, 1, 0), scene); | |
| // Load maps | |
| const mapMatrix = generateRandomMap(); | |
| const mapWidth = mapMatrix[0].length; | |
| const mapHeight = mapMatrix.length; | |
| // Ground setup with the same size as the map | |
| const ground = BABYLON.MeshBuilder.CreateGround("ground", { width: mapWidth, height: mapHeight }, scene); | |
| ground.material = new BABYLON.StandardMaterial("groundMat", scene); | |
| ground.material.diffuseTexture = new BABYLON.Texture("sky.jpg", scene); | |
| // Position ground underneath the map | |
| ground.position.x = mapWidth / 2 - 0.5; | |
| ground.position.z = mapHeight / 2 - 0.5; | |
| // Create map | |
| createMapFromMatrix(mapMatrix, scene); | |
| // Player | |
| const startPosition = getStartPosition(mapMatrix); | |
| const player = BABYLON.MeshBuilder.CreateBox("player", { size: 1 }, scene); | |
| player.position = new BABYLON.Vector3(startPosition.x, 0.5, startPosition.z); | |
| player.material = new BABYLON.StandardMaterial("playerMat", scene); | |
| player.material.diffuseTexture = new BABYLON.Texture("sky.jpg", scene); | |
| // NPC - Red Sphere | |
| const npcPosition = getRandomFreePosition(mapMatrix); | |
| const npc = BABYLON.MeshBuilder.CreateSphere("npc", { diameter: 1 }, scene); | |
| npc.position = new BABYLON.Vector3(npcPosition.x, 0.5, npcPosition.z); | |
| npc.material = new BABYLON.StandardMaterial("npcMat", scene); | |
| npc.material.diffuseColor = new BABYLON.Color3(1, 0, 0); // Red color | |
| // Basic movement | |
| window.addEventListener("keydown", (event) => { | |
| switch (event.key) { | |
| case "ArrowUp": | |
| player.position.z -= 0.1; | |
| break; | |
| case "ArrowDown": | |
| player.position.z += 0.1; | |
| break; | |
| case "ArrowLeft": | |
| player.position.x -= 0.1; | |
| break; | |
| case "ArrowRight": | |
| player.position.x += 0.1; | |
| break; | |
| } | |
| }); | |
| return scene; | |
| }; | |
| function generateRandomMap() { | |
| const size = 100; | |
| const map = []; | |
| for (let y = 0; y < size; y++) { | |
| const row = []; | |
| for (let x = 0; x < size; x++) { | |
| row.push(Math.random() > 0.8 ? 1 : 0); // 1 for wall, 0 for empty | |
| } | |
| map.push(row); | |
| } | |
| return map; | |
| } | |
| function createMapFromMatrix(matrix, scene) { | |
| const wallMaterial = new BABYLON.StandardMaterial("wallMat", scene); | |
| wallMaterial.diffuseTexture = new BABYLON.Texture("sky.jpg", scene); | |
| matrix.forEach((row, y) => { | |
| row.forEach((value, x) => { | |
| if (value === 1) { | |
| const wall = BABYLON.MeshBuilder.CreateBox("wall_" + x + "_" + y, { | |
| width: 1, | |
| height: 2, | |
| depth: 1 | |
| }, scene); | |
| wall.position = new BABYLON.Vector3(x, 1, y); | |
| wall.material = wallMaterial; | |
| } | |
| }); | |
| }); | |
| } | |
| function getStartPosition(matrix) { | |
| for (let y = 0; y < matrix.length; y++) { | |
| for (let x = 0; x < matrix[y].length; x++) { | |
| if (matrix[y][x] === 0) { | |
| return { x, z: y }; // Starting position | |
| } | |
| } | |
| } | |
| return { x: 0, z: 0 }; // Default position if none found | |
| } | |
| function getRandomFreePosition(matrix) { | |
| let x, z; | |
| do { | |
| x = Math.floor(Math.random() * matrix[0].length); | |
| z = Math.floor(Math.random() * matrix.length); | |
| } while (matrix[z][x] !== 0); // Ensure the position is free (no wall) | |
| return { x, z }; | |
| } | |
| const scene = createScene(); | |
| engine.runRenderLoop(() => { | |
| scene.render(); | |
| }); | |
| window.addEventListener("resize", () => { | |
| engine.resize(); | |
| }); | |
| async function createXRExperience() { | |
| try { | |
| const xrHelper = await scene.createDefaultXRExperienceAsync({ | |
| floorMeshes: [scene.getMeshByName("ground")], | |
| disableDefaultUI: false // Keep the default UI enabled to ensure the VR button works | |
| }); | |
| // After initialization, specifically disable hand tracking if it was included | |
| const featuresManager = xrHelper.baseExperience.featuresManager; | |
| featuresManager.disableFeature(BABYLON.WebXRFeatureName.HAND_TRACKING); | |
| // Set up interactions | |
| setupControllerInteractions(xrHelper); | |
| scene.activeCamera = xrHelper.baseExperience.camera; | |
| } catch (err) { | |
| console.error('Failed to start VR session:', err); | |
| } | |
| } | |
| // Set up VR button and initialize VR experience on click | |
| const vrButton = document.createElement("button"); | |
| vrButton.textContent = "Enter VR"; | |
| vrButton.style.position = "absolute"; | |
| vrButton.style.bottom = "10px"; | |
| vrButton.style.left = "10px"; | |
| vrButton.style.width = "200px"; | |
| vrButton.style.height = "40px"; | |
| vrButton.style.background = "linear-gradient(to bottom, #6c543e, #4e342e)"; | |
| vrButton.style.color = "#e0d7c5"; | |
| vrButton.style.border = "none"; | |
| vrButton.style.cursor = "pointer"; | |
| document.body.appendChild(vrButton); | |
| vrButton.addEventListener("click", createXRExperience); | |
| function setupControllerInteractions(xrHelper) { | |
| xrHelper.input.onControllerAddedObservable.add(controller => { | |
| controller.onMotionControllerInitObservable.add(motionController => { | |
| const xrRay = motionController.getComponent("xr-standard-trigger"); | |
| if (xrRay) { | |
| let isProcessing = false; // Debounce flag | |
| xrRay.onButtonStateChangedObservable.add(() => { | |
| if (xrRay.pressed && !isProcessing) { | |
| isProcessing = true; | |
| // Use a try-catch block to handle any unexpected errors | |
| try { | |
| const pickResult = scene.pickWithRay(controller.pointerRay); | |
| if (pickResult.hit && pickResult.pickedMesh) { | |
| if (pickResult.pickedMesh.name === "npc") { | |
| alert("You win!"); // Alert the player that they have won | |
| } | |
| } | |
| } catch (err) { | |
| console.error('Error during ray interaction:', err); | |
| } finally { | |
| // Allow further interactions after a short delay | |
| setTimeout(() => { | |
| isProcessing = false; | |
| }, 200); // Adjust delay as necessary | |
| } | |
| } | |
| }); | |
| } | |
| }); | |
| }); | |
| } | |
| // Ensure the camera controls are reset when exiting VR mode | |
| window.addEventListener("resize", () => { | |
| engine.resize(); | |
| }); | |
| async function setupChat() { | |
| try { | |
| const model = await transformers.AutoModelForCausalLM.from_pretrained('mistralai/Mistral'); | |
| const tokenizer = await transformers.AutoTokenizer.from_pretrained('mistralai/Mistral'); | |
| return { model, tokenizer }; | |
| } catch (error) { | |
| console.error('Failed to load the chat model or tokenizer:', error); | |
| //alert('Chat system is currently unavailable. Please try again later.'); | |
| return null; | |
| } | |
| } | |
| let chatSetup = setupChat(); | |
| </script> | |
| </body> | |
| </html> | |