Spaces:
Running
Running
File size: 61,821 Bytes
7ae85db d05a6a1 e97156e d64bc26 7ae85db bda8d6c 7ae85db bda8d6c 7ae85db bda8d6c 7ae85db bda8d6c 7ae85db bda8d6c 7ae85db bda8d6c 7ae85db bda8d6c 7ae85db bda8d6c 7ae85db bda8d6c b64cf0f 7ae85db bda8d6c 050a865 bda8d6c 050a865 7ae85db 050a865 bda8d6c be6c121 bda8d6c be6c121 bda8d6c be6c121 bda8d6c 050a865 7ae85db bda8d6c 050a865 bda8d6c 050a865 7ae85db cc04566 7ae85db d05a6a1 7ae85db cc04566 362980b cc04566 7ae85db 362980b 7ae85db cc04566 7ae85db cc04566 362980b 7ae85db 362980b 7ae85db 25b1291 7ae85db bda8d6c 7ae85db 50cfd25 7ae85db cc04566 362980b cc04566 362980b 7ae85db 362980b e97156e e676143 d05a6a1 e676143 d05a6a1 e676143 50cfd25 362980b 7ae85db be6c121 d05a6a1 7ae85db d05a6a1 362980b be6c121 7ae85db 25b1291 7ae85db 25b1291 7ae85db 25b1291 7ae85db 25b1291 7ae85db 25b1291 7ae85db 25b1291 7ae85db be6c121 7ae85db be6c121 7ae85db be6c121 7ae85db 50cfd25 e97156e 50cfd25 e97156e 50cfd25 e676143 e97156e 50cfd25 ed32d9c 50cfd25 25b1291 50cfd25 e676143 50cfd25 e676143 50cfd25 d05a6a1 e676143 e97156e 50cfd25 e97156e 50cfd25 e676143 d05a6a1 7ae85db bda8d6c 7ae85db d05a6a1 e676143 bda8d6c e676143 bda8d6c e676143 bda8d6c e676143 d05a6a1 e676143 7ae85db 56abb95 7ae85db bda8d6c 7ae85db cc04566 7ae85db bda8d6c 7ae85db bda8d6c 7ae85db bda8d6c 7ae85db bda8d6c 7ae85db bda8d6c 7ae85db bda8d6c 7ae85db bda8d6c 7ae85db bda8d6c 7ae85db bda8d6c 7ae85db bda8d6c 7ae85db bda8d6c 7ae85db bda8d6c 7ae85db bda8d6c 7ae85db bda8d6c 7ae85db bda8d6c 7ae85db bda8d6c 7ae85db 25b1291 7ae85db cc04566 7ae85db bda8d6c 7ae85db bda8d6c 7ae85db cc04566 d05a6a1 cc04566 50cfd25 7ae85db bda8d6c 7ae85db bda8d6c e70468a 7ae85db bda8d6c 7ae85db bda8d6c 7ae85db bda8d6c 7ae85db bda8d6c 7ae85db bda8d6c 7ae85db bda8d6c 7ae85db bda8d6c 7ae85db e70468a ac65d10 bda8d6c 7ae85db bda8d6c 7ae85db e70468a 7ae85db cc04566 7ae85db cc04566 d05a6a1 cc04566 50cfd25 d05a6a1 cc04566 7ae85db 53b06e3 7ae85db ac65d10 7ae85db ac65d10 7ae85db ac65d10 7ae85db ac65d10 7ae85db ac65d10 7ae85db bda8d6c 7ae85db bda8d6c 7ae85db cc04566 362980b cc04566 7ae85db bda8d6c 7ae85db bda8d6c 7ae85db |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934 935 936 937 938 939 940 941 942 943 944 945 946 947 948 949 950 951 952 953 954 955 956 957 958 959 960 961 962 963 964 965 966 967 968 969 970 971 972 973 974 975 976 977 978 979 980 981 982 983 984 985 986 987 988 989 990 991 992 993 994 995 996 997 998 999 1000 1001 1002 1003 1004 1005 1006 1007 1008 1009 1010 1011 1012 1013 1014 1015 1016 1017 1018 1019 1020 1021 1022 1023 1024 1025 1026 1027 1028 1029 1030 1031 1032 1033 1034 1035 1036 1037 1038 1039 1040 1041 1042 1043 1044 1045 1046 1047 1048 1049 1050 1051 1052 1053 1054 1055 1056 1057 1058 1059 1060 1061 1062 1063 1064 1065 1066 1067 1068 1069 1070 1071 1072 1073 1074 1075 1076 1077 1078 1079 1080 1081 1082 1083 1084 1085 1086 1087 1088 1089 1090 1091 1092 1093 1094 1095 1096 1097 1098 1099 1100 1101 1102 1103 1104 1105 1106 1107 1108 1109 1110 1111 1112 1113 1114 1115 1116 1117 1118 1119 1120 1121 1122 1123 1124 1125 1126 1127 1128 1129 1130 1131 1132 1133 1134 1135 1136 1137 1138 1139 1140 1141 1142 1143 1144 1145 1146 1147 1148 1149 1150 1151 1152 1153 1154 1155 1156 1157 1158 1159 1160 1161 1162 1163 1164 1165 1166 1167 1168 1169 1170 1171 1172 1173 1174 1175 1176 1177 1178 1179 1180 1181 1182 1183 1184 1185 1186 1187 1188 1189 1190 1191 1192 1193 1194 1195 1196 1197 1198 1199 1200 1201 1202 1203 1204 1205 1206 1207 1208 1209 1210 1211 1212 1213 1214 1215 1216 1217 1218 1219 1220 1221 1222 1223 1224 1225 1226 1227 1228 1229 1230 1231 1232 1233 1234 1235 1236 1237 1238 1239 1240 1241 1242 1243 1244 1245 1246 1247 1248 1249 1250 1251 1252 1253 1254 1255 1256 1257 1258 1259 1260 1261 1262 1263 1264 1265 1266 1267 1268 1269 1270 1271 1272 1273 1274 1275 1276 1277 1278 1279 1280 1281 1282 1283 1284 1285 1286 1287 1288 1289 1290 1291 1292 1293 1294 1295 1296 1297 1298 1299 1300 1301 1302 1303 1304 1305 1306 1307 1308 1309 1310 1311 1312 1313 1314 1315 1316 1317 1318 1319 1320 1321 1322 1323 1324 1325 1326 1327 1328 1329 1330 |
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>3D Character World</title>
<script src="https://cdn.tailwindcss.com"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r164/three.min.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r164/examples/jsm/controls/OrbitControls.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r164/examples/jsm/loaders/GLTFLoader.js"></script>
<style>
body {
margin: 0;
overflow: hidden;
font-family: 'Inter', -apple-system, BlinkMacSystemFont, 'Segoe UI', Roboto, sans-serif;
background: linear-gradient(135deg, #0f172a 0%, #1e293b 100%);
}
#canvas {
display: block;
}
.transition-all {
transition: all 0.3s cubic-bezier(0.4, 0, 0.2, 1);
}
.character-card {
background: linear-gradient(145deg, rgba(30, 41, 59, 0.9), rgba(15, 23, 42, 0.9));
backdrop-filter: blur(10px);
border: 1px solid rgba(255, 255, 255, 0.1);
box-shadow: 0 8px 32px rgba(0, 0, 0, 0.3);
}
.character-card:hover {
transform: translateY(-8px) scale(1.02);
box-shadow: 0 20px 40px rgba(0, 0, 0, 0.4);
border-color: rgba(139, 92, 246, 0.5);
}
.dialog-box {
background: rgba(15, 23, 42, 0.95);
backdrop-filter: blur(20px);
border: 1px solid rgba(255, 255, 255, 0.1);
box-shadow: 0 25px 50px rgba(0, 0, 0, 0.5);
}
.character-preview {
width: 100%;
height: 200px;
background: linear-gradient(145deg, rgba(255, 255, 255, 0.05), rgba(255, 255, 255, 0.02));
border-radius: 1rem;
border: 1px solid rgba(255, 255, 255, 0.1);
position: relative;
overflow: hidden;
}
.character-preview::before {
content: '';
position: absolute;
top: 0;
left: 0;
right: 0;
bottom: 0;
background: linear-gradient(45deg, transparent, rgba(255, 255, 255, 0.05), transparent);
opacity: 0;
transition: opacity 0.3s ease;
}
.character-card:hover .character-preview::before {
opacity: 1;
}
.glass-effect {
background: rgba(255, 255, 255, 0.1);
backdrop-filter: blur(10px);
border: 1px solid rgba(255, 255, 255, 0.2);
}
.gradient-text {
background: linear-gradient(135deg, #8b5cf6 0%, #3b82f6 100%);
-webkit-background-clip: text;
-webkit-text-fill-color: transparent;
background-clip: text;
}
.floating-animation {
animation: float 6s ease-in-out infinite;
}
@keyframes float {
0%, 100% { transform: translateY(0px); }
50% { transform: translateY(-10px); }
}
.pulse-glow {
animation: pulse-glow 2s ease-in-out infinite alternate;
}
@keyframes pulse-glow {
from { box-shadow: 0 0 20px rgba(139, 92, 246, 0.4); }
to { box-shadow: 0 0 30px rgba(139, 92, 246, 0.8); }
}
</style>
</head>
<body class="bg-gray-900 text-white">
<!-- Welcome Screen -->
<div id="welcome-screen" class="fixed inset-0 flex items-center justify-center bg-gradient-to-br from-slate-900 via-purple-900 to-slate-900 z-50 transition-all duration-500">
<div class="absolute inset-0 overflow-hidden">
<div class="absolute -top-1/2 -left-1/2 w-full h-full bg-gradient-conic from-transparent via-purple-500/10 to-transparent animate-spin-slow"></div>
<div class="absolute -top-1/2 -right-1/2 w-full h-full bg-gradient-conic from-transparent via-blue-500/10 to-transparent animate-spin-slow" style="animation-delay: -3s;"></div>
</div>
<div class="text-center max-w-4xl p-12 glass-effect rounded-3xl shadow-2xl relative z-10 border border-white/10">
<div class="floating-animation mb-8">
<div class="w-32 h-32 mx-auto bg-gradient-to-r from-purple-500 to-blue-500 rounded-full flex items-center justify-center shadow-2xl">
<svg class="w-16 h-16 text-white" fill="none" stroke="currentColor" viewBox="0 0 24 24">
<path stroke-linecap="round" stroke-linejoin="round" stroke-width="2" d="M12 6v6m0 0v6m0-6h6m-6 0H6"></path>
</svg>
</div>
</div>
<h1 class="text-6xl font-black mb-6 gradient-text tracking-tight">CharacterVerse</h1>
<p class="text-2xl mb-10 text-gray-200 leading-relaxed">Immerse yourself in an expansive 3D universe where every character has a story. Choose your avatar and embark on an unforgettable journey through dynamic worlds filled with interactive companions.</p>
<button id="start-btn" class="px-12 py-4 bg-gradient-to-r from-purple-600 to-blue-600 rounded-2xl text-white font-bold text-xl hover:from-purple-700 hover:to-blue-700 transition-all transform hover:scale-110 shadow-2xl pulse-glow border border-white/20">
<span class="flex items-center justify-center space-x-3">
<span>Begin Epic Journey</span>
<svg class="w-5 h-5" fill="none" stroke="currentColor" viewBox="0 0 24 24">
<path stroke-linecap="round" stroke-linejoin="round" stroke-width="2" d="M13 7l5 5m0 0l-5 5m5-5H6"></path>
</svg>
</span>
</button>
<div class="mt-8 flex justify-center space-x-6 text-sm text-gray-400">
<div class="flex items-center space-x-2">
<div class="w-2 h-2 bg-green-500 rounded-full"></div>
<span>Real-time 3D Graphics</span>
</div>
<div class="flex items-center space-x-2">
<div class="w-2 h-2 bg-blue-500 rounded-full"></div>
<span>Interactive Characters</span>
</div>
<div class="flex items-center space-x-2">
<div class="w-2 h-2 bg-purple-500 rounded-full"></div>
<span>Dynamic Environments</span>
</div>
</div>
</div>
</div>
<!-- Character Selection Screen -->
<div id="character-selection" class="fixed inset-0 bg-gradient-to-br from-slate-900 via-purple-900 to-slate-900 z-40 transition-all duration-500 opacity-0 pointer-events-none">
<div class="absolute inset-0 bg-black/20 backdrop-blur-sm"></div>
<div class="container mx-auto px-6 py-8 h-full flex flex-col relative z-10">
<div class="text-center mb-12">
<h2 class="text-5xl font-black mb-4 gradient-text">Choose Your Champion</h2>
<p class="text-xl text-gray-300 max-w-2xl mx-auto">Select the perfect avatar that represents your journey. Each character comes with unique abilities and personality traits.</p>
</div>
<div class="flex-1 overflow-y-auto pb-32">
<div class="grid grid-cols-1 md:grid-cols-2 lg:grid-cols-3 xl:grid-cols-4 gap-8 max-w-7xl mx-auto">
<!-- Character cards will be dynamically inserted here -->
</div>
</div>
<div class="fixed bottom-0 left-0 right-0 bg-gradient-to-t from-slate-900/95 via-slate-900/80 to-transparent py-8 px-6 z-50 backdrop-blur-lg border-t border-white/10">
<div class="container mx-auto text-center">
<button id="confirm-character" class="px-12 py-4 bg-gradient-to-r from-green-600 to-emerald-500 rounded-2xl text-white font-bold text-lg hover:from-green-700 hover:to-emerald-600 transition-all transform hover:scale-105 shadow-2xl border border-white/20 opacity-0 pulse-glow">
<span class="flex items-center justify-center space-x-3">
<span>Confirm Champion</span>
<svg class="w-5 h-5" fill="none" stroke="currentColor" viewBox="0 0 24 24">
<path stroke-linecap="round" stroke-linejoin="round" stroke-width="2" d="M5 13l4 4L19 7"></path>
</svg>
</span>
</button>
</div>
</div>
</div>
</div>
<!-- World Selection Screen -->
<div id="world-selection" class="fixed inset-0 bg-gradient-to-br from-slate-900 via-blue-900 to-slate-900 z-30 transition-all duration-500 opacity-0 pointer-events-none">
<div class="absolute inset-0 bg-black/20 backdrop-blur-sm"></div>
<div class="container mx-auto px-6 py-8 h-full flex flex-col relative z-10">
<div class="text-center mb-12">
<h2 class="text-5xl font-black mb-4 gradient-text">Forge Your Universe</h2>
<p class="text-xl text-gray-300 max-w-2xl mx-auto">Select 2 unique characters to populate your world. Each will bring their own stories and interactions to your adventure.</p>
<div class="mt-4 inline-flex items-center space-x-4 bg-white/5 rounded-full px-6 py-3 border border-white/10">
<span class="text-green-400 font-semibold" id="selected-count">0</span>
<span class="text-gray-400">/</span>
<span class="text-gray-300">2 Characters Selected</span>
</div>
</div>
<div class="flex-1 overflow-y-auto pb-32">
<div class="grid grid-cols-1 md:grid-cols-2 lg:grid-cols-3 xl:grid-cols-5 gap-8 max-w-7xl mx-auto">
<!-- World character cards will be dynamically inserted here -->
</div>
</div>
<div class="fixed bottom-0 left-0 right-0 bg-gradient-to-t from-slate-900/95 via-slate-900/80 to-transparent py-8 px-6 z-50 backdrop-blur-lg border-t border-white/10">
<div class="container mx-auto text-center">
<button id="start-world" class="px-12 py-4 bg-gradient-to-r from-purple-600 to-blue-600 rounded-2xl text-white font-bold text-lg hover:from-purple-700 hover:to-blue-700 transition-all transform hover:scale-105 shadow-2xl border border-white/20 opacity-0 pulse-glow">
<span class="flex items-center justify-center space-x-3">
<span>Generate Dynamic World</span>
<svg class="w-5 h-5" fill="none" stroke="currentColor" viewBox="0 0 24 24">
<path stroke-linecap="round" stroke-linejoin="round" stroke-width="2" d="M13 10V3L4 14h7v7l9-11h-7z"></path>
</svg>
</span>
</button>
</div>
</div>
</div>
</div>
<!-- Game UI -->
<div id="game-ui" class="fixed inset-0 pointer-events-none z-20 opacity-0 transition-all">
<div class="absolute bottom-4 left-4 bg-gray-800 bg-opacity-70 p-4 rounded-lg">
<div class="flex items-center space-x-2">
<div class="w-3 h-3 rounded-full bg-green-500"></div>
<span>WASD: Move</span>
</div>
<div class="flex items-center space-x-2">
<div class="w-3 h-3 rounded-full bg-blue-500"></div>
<span>Space: Jump</span>
</div>
<div class="flex items-center space-x-2">
<div class="w-3 h-3 rounded-full bg-purple-500"></div>
<span>Shift: Run</span>
</div>
<div class="flex items-center space-x-2">
<div class="w-3 h-3 rounded-full bg-yellow-500"></div>
<span>Near NPC: Talk (Space)</span>
</div>
<div class="flex items-center space-x-2">
<div class="w-3 h-3 rounded-full bg-red-500"></div>
<span>C: Camera Mode</span>
</div>
<div class="flex items-center space-x-2">
<div class="w-3 h-3 rounded-full bg-pink-500"></div>
<span>M: Toggle Music</span>
</div>
</div>
<div class="absolute top-4 right-4 bg-gray-800 bg-opacity-70 p-4 rounded-lg">
<div class="text-white font-semibold">Camera: <span id="camera-mode-display">Follow</span></div>
</div>
<!-- Music Toggle Button -->
<div class="absolute top-4 left-4 bg-gray-800 bg-opacity-70 p-3 rounded-lg music-toggle-container">
<button id="music-toggle" class="flex items-center space-x-2 text-white hover:text-gray-300 transition-colors">
<svg id="music-icon" class="w-6 h-6" fill="currentColor" viewBox="0 0 24 24">
<path d="M12 3v10.55c-.59-.34-1.27-.55-2-.55-2.21 0-4 1.79-4 4s1.79 4 4 4 4-1.79 4-4V7h4V3h-6z"/>
</svg>
<span id="music-status" class="text-sm font-semibold">Music: On</span>
</button>
</div>
</div>
<!-- Dialog Box -->
<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">
<div class="flex items-start space-x-4">
<div id="dialog-character" class="w-16 h-16 rounded-full bg-gray-700 flex-shrink-0"></div>
<div class="flex-1">
<h3 id="dialog-name" class="text-xl font-bold mb-2">Character Name</h3>
<p id="dialog-text" class="text-gray-300">Hello there! This is a sample dialog text that will be replaced with actual dialog content.</p>
</div>
</div>
<button id="close-dialog" class="absolute top-4 right-4 text-gray-400 hover:text-white">
<svg xmlns="http://www.w3.org/2000/svg" class="h-6 w-6" fill="none" viewBox="0 0 24 24" stroke="currentColor">
<path stroke-linecap="round" stroke-linejoin="round" stroke-width="2" d="M6 18L18 6M6 6l12 12" />
</svg>
</button>
</div>
<!-- Canvas for Three.js -->
<canvas id="canvas"></canvas>
<script>
// Game state
const gameState = {
currentScreen: 'welcome',
selectedCharacter: null,
selectedWorldCharacters: [],
characters: [],
worldCharacters: [],
player: null,
npcs: [],
nearbyNpc: null,
isRunning: false,
isJumping: false,
cameraMode: 'follow', // 'follow', 'orbit', 'first-person'
musicEnabled: true,
keys: {
w: false,
a: false,
s: false,
d: false,
shift: false,
space: false
}
};
// Audio context and music
let audioContext = null;
let musicSource = null;
let musicGain = null;
let isMusicPlaying = false;
// RPM Avatar Manifest Data
const characterData = [
{
id: "6637232cc6a3e0f03418f723",
name: "David",
modelUrl: "https://models.readyplayer.me/6637232cc6a3e0f03418f723.glb",
color: "#3B82F6",
dialog: ["Hello there! I'm David.", "Nice to meet you!", "Ready for an adventure?"]
},
{
id: "64e602a9b54bdcd880df8ca3",
name: "Anja",
modelUrl: "https://models.readyplayer.me/64e602a9b54bdcd880df8ca3.glb",
color: "#EC4899",
dialog: ["Hi, I'm Anja!", "Beautiful day, isn't it?", "What brings you here?"]
},
{
id: "6658826709dff701a3a2955e",
name: "Eli",
modelUrl: "https://models.readyplayer.me/6658826709dff701a3a2955e.glb",
color: "#10B981",
dialog: ["Hey, I'm Eli!", "Love exploring new places.", "What's your story?"]
},
{
id: "664e502a6ef2fae943a4e5a4",
name: "Julien",
modelUrl: "https://models.readyplayer.me/664e502a6ef2fae943a4e5a4.glb",
color: "#F59E0B",
dialog: ["Julien here!", "Always up for a challenge.", "Let's make this fun!"]
},
{
id: "680ebd7587f61ba0328013ae",
name: "Dan",
modelUrl: "https://avatars.readyplayer.me/680ebd7587f61ba0328013ae.glb",
color: "#8B5CF6",
dialog: ["Dan reporting for duty!", "Ready when you are.", "Let's do this!"]
},
{
id: "664e502a6ef2fae943a4e5a4",
name: "Lucy",
modelUrl: "https://avatars.readyplayer.me/664e502a6ef2fae943a4e5a4.glb",
color: "#EF4444",
dialog: ["Hi, I'm Lucy!", "So excited to be here!", "Ready for anything!"]
},
{
id: "665b2ed436c854537e38cdf8",
name: "Lana",
modelUrl: "https://models.readyplayer.me/665b2ed436c854537e38cdf8.glb",
color: "#6366F1",
dialog: ["Lana at your service!", "What a wonderful world!", "Let's explore together!"]
},
{
id: "665b2ed436c854537e38cdf8",
name: "Nyx",
modelUrl: "https://models.readyplayer.me/665b2ed436c854537e38cdf8.glb",
color: "#F97316",
dialog: ["I'm Nyx, nice to meet you!", "The night is my domain.", "Ready for adventure!"]
}
];
// Three.js variables
let scene, camera, renderer, controls;
let mixer, clock, loader;
let world;
// Initialize the app
document.addEventListener('DOMContentLoaded', async () => {
// Set up UI event listeners
document.getElementById('start-btn').addEventListener('click', showCharacterSelection);
document.getElementById('confirm-character').addEventListener('click', showWorldSelection);
document.getElementById('start-world').addEventListener('click', startGame);
document.getElementById('close-dialog').addEventListener('click', closeDialog);
// Keyboard event listeners
window.addEventListener('keydown', handleKeyDown);
window.addEventListener('keyup', handleKeyUp);
// Camera controls listener
window.addEventListener('keydown', (event) => {
if (event.key.toLowerCase() === 'c') {
cycleCameraMode();
}
if (event.key.toLowerCase() === 'm') {
toggleMusic();
}
});
// Music toggle button listener
document.getElementById('music-toggle').addEventListener('click', toggleMusic);
// Populate character selection
populateCharacterSelection();
// Initialize audio context on user interaction
document.addEventListener('click', initializeAudio, { once: true });
// Check if Three.js modules are available
if (typeof THREE === 'undefined') {
console.error('Three.js not loaded');
// Try to load modules dynamically if needed
loadThreeJSModules();
}
});
// Function to dynamically load Three.js modules if needed
function loadThreeJSModules() {
// Check if OrbitControls is available
if (typeof THREE.OrbitControls === 'undefined') {
console.warn('OrbitControls not available, using fallback controls');
}
// Check if GLTFLoader is available
if (typeof THREE.GLTFLoader === 'undefined') {
console.warn('GLTFLoader not available, using fallback geometry');
}
}
function initializeAudio() {
if (audioContext) return;
try {
audioContext = new (window.AudioContext || window.webkitAudioContext)();
musicGain = audioContext.createGain();
musicGain.connect(audioContext.destination);
musicGain.gain.value = gameState.musicEnabled ? 0.3 : 0;
// Create a simple ambient music
createAmbientMusic();
} catch (error) {
console.log('Audio not supported:', error);
}
}
function createAmbientMusic() {
if (!audioContext) return;
const oscillator1 = audioContext.createOscillator();
const oscillator2 = audioContext.createOscillator();
const lfo = audioContext.createOscillator();
const lfoGain = audioContext.createGain();
oscillator1.type = 'sine';
oscillator1.frequency.value = 220;
oscillator2.type = 'triangle';
oscillator2.frequency.value = 330;
lfo.type = 'sine';
lfo.frequency.value = 0.1;
lfoGain.gain.value = 10;
lfo.connect(lfoGain);
lfoGain.connect(oscillator1.frequency);
lfoGain.connect(oscillator2.frequency);
oscillator1.connect(musicGain);
oscillator2.connect(musicGain);
oscillator1.start();
oscillator2.start();
lfo.start();
musicSource = { oscillator1, oscillator2, lfo };
isMusicPlaying = true;
}
function toggleMusic() {
if (!audioContext || !musicGain) {
initializeAudio();
return;
}
gameState.musicEnabled = !gameState.musicEnabled;
if (musicGain) {
musicGain.gain.value = gameState.musicEnabled ? 0.3 : 0;
}
// Update UI
const musicIcon = document.getElementById('music-icon');
const musicStatus = document.getElementById('music-status');
if (gameState.musicEnabled) {
musicIcon.innerHTML = '<path d="M12 3v10.55c-.59-.34-1.27-.55-2-.55-2.21 0-4 1.79-4 4s1.79 4 4 4 4-1.79 4-4V7h4V3h-6z"/>';
musicStatus.textContent = 'Music: On';
} else {
musicIcon.innerHTML = '<path d="M3 9v6h4l5 5V4L7 9H3zm13.5 3c0-1.77-1.02-3.29-2.5-4.03v8.05c1.48-.73 2.5-2.25 2.5-4.02zM14 3.23v2.06c2.89.86 5 3.54 5 6.71s-2.11 5.85-5 6.71v2.06c4.01-.91 7-4.49 7-8.77s-2.99-7.86-7-8.77z"/>';
musicStatus.textContent = 'Music: Off';
}
}
function showCharacterSelection() {
document.getElementById('welcome-screen').classList.add('opacity-0', 'pointer-events-none');
document.getElementById('character-selection').classList.remove('opacity-0', 'pointer-events-none');
}
function showWorldSelection() {
if (!gameState.selectedCharacter) return;
document.getElementById('character-selection').classList.add('opacity-0', 'pointer-events-none');
document.getElementById('world-selection').classList.remove('opacity-0', 'pointer-events-none');
// Filter out the selected character from world selection
const availableCharacters = characterData.filter(char => char.id !== gameState.selectedCharacter.id);
populateWorldSelection(availableCharacters);
}
function startGame() {
if (gameState.selectedWorldCharacters.length < 2) {
alert('Please select 2 characters for your world!');
return;
}
// Ensure audio is initialized when game starts
if (!audioContext) {
initializeAudio();
}
document.getElementById('world-selection').classList.add('opacity-0', 'pointer-events-none');
document.getElementById('game-ui').classList.remove('opacity-0');
// Initialize Three.js world
initThreeJS();
}
function populateCharacterSelection() {
const container = document.querySelector('#character-selection .grid');
container.innerHTML = '';
characterData.forEach(character => {
const card = document.createElement('div');
card.className = 'character-card bg-gray-800 rounded-xl p-4 cursor-pointer transition-all shadow-lg';
card.innerHTML = `
<div class="character-preview mb-4 flex items-center justify-center">
<div class="w-24 h-24 rounded-full bg-gradient-to-br from-purple-500 to-blue-500 flex items-center justify-center text-white font-bold text-sm">
${character.name}
</div>
</div>
<h3 class="text-xl font-bold text-center mb-2 text-white">${character.name}</h3>
<p class="text-gray-300 text-center text-sm">RPM Avatar</p>
`;
card.addEventListener('click', () => {
// Deselect all cards
document.querySelectorAll('.character-card').forEach(c => {
c.classList.remove('ring-2', 'ring-purple-500');
});
// Select this card
card.classList.add('ring-2', 'ring-purple-500');
// Update selected character
gameState.selectedCharacter = character;
// Show confirm button
document.getElementById('confirm-character').classList.remove('opacity-0');
});
container.appendChild(card);
});
}
function populateWorldSelection(characters) {
const container = document.querySelector('#world-selection .grid');
container.innerHTML = '';
characters.forEach(character => {
const card = document.createElement('div');
card.className = `character-card bg-gray-800 rounded-xl p-4 cursor-pointer transition-all shadow-lg ${
gameState.selectedWorldCharacters.some(c => c.id === character.id) ? 'ring-2 ring-green-500' : ''
}`;
card.innerHTML = `
<div class="character-preview mb-4 flex items-center justify-center">
<div class="w-16 h-16 rounded-full bg-gradient-to-br from-purple-500 to-blue-500 flex items-center justify-center text-white font-bold text-xs">
${character.name}
</div>
</div>
<h3 class="text-lg font-bold text-center mb-2 text-white">${character.name}</h3>
<p class="text-gray-300 text-sm text-center">Click to ${gameState.selectedWorldCharacters.some(c => c.id === character.id) ? 'deselect' : 'select'}</p>
`;
card.addEventListener('click', () => {
// Check if character is already selected
const index = gameState.selectedWorldCharacters.findIndex(c => c.id === character.id);
if (index !== -1) {
// Deselect
gameState.selectedWorldCharacters.splice(index, 1);
card.classList.remove('ring-2', 'ring-green-500');
card.querySelector('p').textContent = 'Click to select';
} else {
// Select if we have less than 2
if (gameState.selectedWorldCharacters.length < 2) {
gameState.selectedWorldCharacters.push(character);
card.classList.add('ring-2', 'ring-green-500');
card.querySelector('p').textContent = 'Click to deselect';
}
}
// Update start world button
if (gameState.selectedWorldCharacters.length === 2) {
document.getElementById('start-world').classList.remove('opacity-0');
} else {
document.getElementById('start-world').classList.add('opacity-0');
}
});
container.appendChild(card);
});
}
function initThreeJS() {
if (typeof THREE === 'undefined') {
console.error('Three.js is not loaded properly');
// Load Three.js from a reliable CDN
const script = document.createElement('script');
script.src = 'https://cdnjs.cloudflare.com/ajax/libs/three.js/r164/three.min.js"></script>
script.onload = () => {
console.log('Three.js loaded successfully');
initThreeJS(); // Retry initialization
};
script.onerror = () => {
console.error('Failed to load Three.js');
alert('Three.js failed to load. Please check your internet connection and refresh the page.');
};
document.head.appendChild(script);
return;
}
try {
// Set up Three.js scene
scene = new THREE.Scene();
scene.background = new THREE.Color(0x87CEEB); // Sky blue
// Camera
camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
camera.position.set(0, 5, 10);
// Renderer
const canvas = document.getElementById('canvas');
renderer = new THREE.WebGLRenderer({
canvas: canvas,
antialias: true,
alpha: true
});
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
// Clock for animations
clock = new THREE.Clock();
// Loader - check if GLTFLoader is available
if (typeof THREE.GLTFLoader !== 'undefined') {
loader = new THREE.GLTFLoader();
} else {
console.warn('GLTFLoader not available, using fallback geometry');
loader = null;
}
// Add environment map with error handling
const envMapLoader = new THREE.CubeTextureLoader();
envMapLoader.load([
'https://threejs.org/examples/textures/cube/SwedishRoyalCastle/px.jpg',
'https://threejs.org/examples/textures/cube/SwedishRoyalCastle/nx.jpg',
'https://threejs.org/examples/textures/cube/SwedishRoyalCastle/py.jpg',
'https://threejs.org/examples/textures/cube/SwedishRoyalCastle/ny.jpg',
'https://threejs.org/examples/textures/cube/SwedishRoyalCastle/pz.jpg',
'https://threejs.org/examples/textures/cube/SwedishRoyalCastle/nz.jpg'
],
(envMap) => {
scene.background = envMap;
scene.environment = envMap;
},
undefined,
(error) => {
console.warn('Failed to load environment map:', error);
// Fallback to plain color background
scene.background = new THREE.Color(0x87CEEB);
});
// Add better lighting for RPM avatars
const hemisphereLight = new THREE.HemisphereLight(0xffffff, 0x444444, 1);
scene.add(hemisphereLight);
const mainLight = new THREE.DirectionalLight(0xffffff, 0.8);
mainLight.position.set(10, 20, 15);
mainLight.castShadow = true;
mainLight.shadow.mapSize.width = 2048;
mainLight.shadow.mapSize.height = 2048;
mainLight.shadow.camera.near = 0.5;
mainLight.shadow.camera.far = 50;
mainLight.shadow.camera.left = -20;
mainLight.shadow.camera.right = 20;
mainLight.shadow.camera.top = 20;
mainLight.shadow.camera.bottom = -20;
scene.add(mainLight);
// Create ground
const groundGeometry = new THREE.PlaneGeometry(100, 100);
const groundMaterial = new THREE.MeshStandardMaterial({
color: 0x4ade80,
roughness: 0.8,
metalness: 0.2
});
const ground = new THREE.Mesh(groundGeometry, groundMaterial);
ground.rotation.x = -Math.PI / 2;
ground.receiveShadow = true;
scene.add(ground);
// Add some environment objects
addEnvironmentObjects();
// Initialize OrbitControls with fallback
if (typeof THREE.OrbitControls !== 'undefined') {
controls = new THREE.OrbitControls(camera, renderer.domElement);
controls.enableDamping = true;
controls.dampingFactor = 0.05;
controls.enabled = false; // Start with controls disabled for follow camera
} else {
console.warn('OrbitControls not available, using fallback');
controls = {
enabled: false,
update: () => {},
target: new THREE.Vector3()
};
}
// Load player character
loadPlayerCharacter();
// Load NPC characters
loadNPCCharacters();
// Start animation loop
animate();
// Handle window resize
window.addEventListener('resize', () => {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
});
} catch (error) {
console.error('Error initializing Three.js:', error);
// Show user-friendly error message
alert('Error initializing 3D graphics. Please check your browser supports WebGL.');
}
}
function addEnvironmentObjects() {
// Add some trees
const treeGeometry = new THREE.ConeGeometry(1, 3, 8);
const treeMaterial = new THREE.MeshStandardMaterial({ color: 0x2e7d32 });
for (let i = 0; i < 20; i++) {
const tree = new THREE.Mesh(treeGeometry, treeMaterial);
tree.position.x = (Math.random() - 0.5) * 80;
tree.position.z = (Math.random() - 0.5) * 80;
tree.position.y = 1.5;
tree.castShadow = true;
scene.add(tree);
// Add trunk
const trunkGeometry = new THREE.CylinderGeometry(0.3, 0.3, 1);
const trunkMaterial = new THREE.MeshStandardMaterial({ color: 0x5e4035 });
const trunk = new THREE.Mesh(trunkGeometry, trunkMaterial);
trunk.position.y = 0.5;
tree.add(trunk);
}
// Add some rocks
const rockGeometry = new THREE.SphereGeometry(0.5, 8, 8);
const rockMaterial = new THREE.MeshStandardMaterial({ color: 0x757575 });
for (let i = 0; i < 15; i++) {
const rock = new THREE.Mesh(rockGeometry, rockMaterial);
rock.position.x = (Math.random() - 0.5) * 80;
rock.position.z = (Math.random() - 0.5) * 80;
rock.position.y = 0.5;
rock.castShadow = true;
scene.add(rock);
}
}
function loadPlayerCharacter() {
if (loader && typeof THREE.GLTFLoader !== 'undefined') {
loader.load(gameState.selectedCharacter.modelUrl, (gltf) => {
const model = gltf.scene;
// Scale and position the RPM avatar model - adjusted for human proportions
model.scale.set(0.8, 0.8, 0.8);
model.position.set(0, 0, 0);
// Enable shadows for all children
model.traverse((child) => {
if (child.isMesh) {
child.castShadow = true;
child.receiveShadow = true;
}
});
scene.add(model);
// Set up animations if available
const mixer = new THREE.AnimationMixer(model);
const animations = gltf.animations;
gameState.player = {
model: model,
speed: 0.08,
runSpeed: 0.15,
rotationSpeed: 0.08,
isMoving: false,
mixer: mixer,
animations: animations,
currentAnimation: null,
animationActions: {}
};
// Set up animation actions
if (animations && animations.length > 0) {
animations.forEach((clip) => {
gameState.player.animationActions[clip.name] = mixer.clipAction(clip);
});
// Play the first animation by default
if (animations[0]) {
gameState.player.animationActions[animations[0].name].play();
gameState.player.currentAnimation = animations[0].name;
}
} else {
// If no animations, create simple placeholder animations
createPlayerAnimations();
}
}, undefined, (error) => {
console.error('Error loading player model:', error);
// Fallback to placeholder
loadPlayerCharacterFallback();
});
} else {
// GLTFLoader not available, use fallback
loadPlayerCharacterFallback();
}
}
function loadPlayerCharacterFallback() {
const group = new THREE.Group();
// Body
const bodyGeometry = new THREE.CylinderGeometry(0.5, 0.5, 1.5, 8);
const bodyMaterial = new THREE.MeshStandardMaterial({
color: new THREE.Color(gameState.selectedCharacter.color),
roughness: 0.7,
metalness: 0.1
});
const body = new THREE.Mesh(bodyGeometry, bodyMaterial);
body.position.y = 0.75;
body.castShadow = true;
group.add(body);
// Head
const headGeometry = new THREE.SphereGeometry(0.4, 8, 8);
const headMaterial = new THREE.MeshStandardMaterial({ color: 0xf5d0b5 });
const head = new THREE.Mesh(headGeometry, headMaterial);
head.position.y = 1.6;
head.castShadow = true;
group.add(head);
// Arms
const armGeometry = new THREE.CylinderGeometry(0.15, 0.15, 0.8, 6);
const leftArm = new THREE.Mesh(armGeometry, bodyMaterial);
leftArm.position.set(-0.6, 1, 0);
leftArm.rotation.z = 0.5;
leftArm.castShadow = true;
group.add(leftArm);
const rightArm = new THREE.Mesh(armGeometry, bodyMaterial);
rightArm.position.set(0.6, 1, 0);
rightArm.rotation.z = -0.5;
rightArm.castShadow = true;
group.add(rightArm);
// Legs
const legGeometry = new THREE.CylinderGeometry(0.2, 0.2, 0.8, 6);
const leftLeg = new THREE.Mesh(legGeometry, new THREE.MeshStandardMaterial({ color: 0x1e40af }));
leftLeg.position.set(-0.2, -0.4, 0);
leftLeg.castShadow = true;
group.add(leftLeg);
const rightLeg = new THREE.Mesh(legGeometry, new THREE.MeshStandardMaterial({ color: 0x1e40af }));
rightLeg.position.set(0.2, -0.4, 0);
rightLeg.castShadow = true;
group.add(rightLeg);
group.position.y = 0;
scene.add(group);
gameState.player = {
model: group,
speed: 0.08,
runSpeed: 0.15,
rotationSpeed: 0.08,
isMoving: false,
animations: {
idle: null,
walk: null,
run: null,
jump: null
},
currentAnimation: null
};
// Add a simple animation mixer for the player
mixer = new THREE.AnimationMixer(group);
createPlayerAnimations();
setPlayerAnimation('idle');
}
function createPlayerAnimations() {
// In a real app, these would come from the GLTF model
// For this example, we'll create simple animations using NumberKeyframeTrack
// Idle animation (slight bounce)
const idleTrack = new THREE.NumberKeyframeTrack(
'.position[y]',
[0, 0.5, 1],
[0, 0.1, 0]
);
const idleClip = new THREE.AnimationClip('idle', 1, [idleTrack]);
gameState.player.animations.idle = idleClip;
// Walk animation (arm and leg movement)
const leftArmTrack = new THREE.NumberKeyframeTrack(
'.children[2].rotation[z]',
[0, 0.5, 1],
[0.3, -0.3, 0.3]
);
const rightArmTrack = new THREE.NumberKeyframeTrack(
'.children[3].rotation[z]',
[0, 0.5, 1],
[-0.3, 0.3, -0.3]
);
const leftLegTrack = new THREE.NumberKeyframeTrack(
'.children[4].position[y]',
[0, 0.5, 1],
[-0.4, -0.3, -0.4]
);
const rightLegTrack = new THREE.NumberKeyframeTrack(
'.children[5].position[y]',
[0, 0.5, 1],
[-0.3, -0.4, -0.3]
);
const walkClip = new THREE.AnimationClip('walk', 0.5, [
leftArmTrack, rightArmTrack, leftLegTrack, rightLegTrack
]);
gameState.player.animations.walk = walkClip;
// Run animation (faster arm and leg movement)
const runClip = new THREE.AnimationClip('run', 0.3, [
leftArmTrack, rightArmTrack, leftLegTrack, rightLegTrack
]);
gameState.player.animations.run = runClip;
// Jump animation
const jumpTrack = new THREE.NumberKeyframeTrack(
'.position[y]',
[0, 0.2, 0.4, 0.6, 0.8, 1],
[0, 1.5, 1, 0.3, 0, 0]
);
const jumpClip = new THREE.AnimationClip('jump', 1, [jumpTrack]);
gameState.player.animations.jump = jumpClip;
}
function setPlayerAnimation(name) {
if (gameState.player.currentAnimation === name) return;
if (mixer) {
mixer.stopAllAction();
const clip = gameState.player.animations[name];
if (clip) {
const action = mixer.clipAction(clip);
action.setLoop(THREE.LoopRepeat);
action.clampWhenFinished = false;
action.play();
}
gameState.player.currentAnimation = name;
}
}
function loadNPCCharacters() {
gameState.selectedWorldCharacters.forEach((character, index) => {
// In a real app, we would load the GLTF model from the URL
// For this example, we'll create a simple placeholder
const group = new THREE.Group();
// Body
const bodyGeometry = new THREE.CylinderGeometry(0.5, 0.5, 1.5, 8);
const bodyMaterial = new THREE.MeshStandardMaterial({
color: new THREE.Color(character.color),
roughness: 0.7,
metalness: 0.1
});
const body = new THREE.Mesh(bodyGeometry, bodyMaterial);
body.position.y = 0.75;
body.castShadow = true;
group.add(body);
// Head
const headGeometry = new THREE.SphereGeometry(0.4, 8, 8);
const headMaterial = new THREE.MeshStandardMaterial({ color: 0xf5d0b5 });
const head = new THREE.Mesh(headGeometry, headMaterial);
head.position.y = 1.6;
head.castShadow = true;
group.add(head);
// Scale NPCs to match player size
group.scale.set(0.8, 0.8, 0.8);
// Position NPCs in a circle around the center
const angle = (index / gameState.selectedWorldCharacters.length) * Math.PI * 2;
const radius = 10 + Math.random() * 10;
group.position.x = Math.cos(angle) * radius;
group.position.z = Math.sin(angle) * radius;
group.position.y = 0;
// Make NPC face center
group.lookAt(0, 0, 0);
scene.add(group);
gameState.npcs.push({
model: group,
character: character,
dialog: character.dialog,
currentDialogIndex: 0
});
});
}
function animate() {
requestAnimationFrame(animate);
const delta = Math.min(clock.getDelta(), 0.1); // Cap delta to prevent large jumps
// Update player animation mixer
if (mixer) {
mixer.update(delta);
}
// Handle player movement
handlePlayerMovement(delta);
// Check for nearby NPCs
checkForNearbyNPCs();
// Update camera based on mode
updateCamera(delta);
// Update OrbitControls if enabled
if (controls && controls.enabled) {
controls.update();
}
renderer.render(scene, camera);
}
function handlePlayerMovement(delta) {
if (!gameState.player) return;
const player = gameState.player;
let moving = false;
let moveDirection = new THREE.Vector3();
// Check if dialog is open - disable movement if dialog is active
const isDialogOpen = !document.getElementById('dialog-box').classList.contains('translate-y-full');
if (isDialogOpen) {
// Stop any movement and reset animation
if (player.isMoving) {
player.isMoving = false;
updatePlayerAnimation();
}
return;
}
// Forward/backward movement
if (gameState.keys.w) {
moveDirection.z = -1;
moving = true;
}
if (gameState.keys.s) {
moveDirection.z = 1;
moving = true;
}
// Left/right movement
if (gameState.keys.a) {
moveDirection.x = -1;
moving = true;
}
if (gameState.keys.d) {
moveDirection.x = 1;
moving = true;
}
// Normalize direction vector if moving diagonally
if (moving) {
moveDirection.normalize();
// Calculate speed with delta time for consistent movement
const speed = (gameState.keys.shift ? player.runSpeed : player.speed) * delta * 60;
// Apply movement relative to camera direction
const cameraForward = new THREE.Vector3();
camera.getWorldDirection(cameraForward);
cameraForward.y = 0;
cameraForward.normalize();
const cameraRight = new THREE.Vector3();
cameraRight.crossVectors(cameraForward, new THREE.Vector3(0, 1, 0));
cameraRight.normalize();
const moveVector = new THREE.Vector3();
moveVector.addScaledVector(cameraForward, moveDirection.z * speed);
moveVector.addScaledVector(cameraRight, moveDirection.x * speed);
player.model.position.add(moveVector);
// Update player rotation to face movement direction
if (moveDirection.length() > 0.1) {
const targetRotation = Math.atan2(moveDirection.x, moveDirection.z) + camera.rotation.y;
player.model.rotation.y = THREE.MathUtils.lerp(player.model.rotation.y, targetRotation, player.rotationSpeed * delta * 60);
}
}
// Jumping - only trigger when not showing dialog and not already jumping
if (gameState.keys.space && !gameState.isJumping && !isDialogOpen) {
gameState.isJumping = true;
setPlayerAnimation('jump');
// Create a more robust jump animation
let jumpStartTime = performance.now();
const jumpDuration = 1000; // 1 second
const originalY = player.model.position.y;
const jumpHeight = 1.5;
function performJump() {
const currentTime = performance.now();
const elapsed = currentTime - jumpStartTime;
const progress = Math.min(elapsed / jumpDuration, 1);
// Parabolic jump curve
const jumpProgress = 1 - Math.pow(2 * progress - 1, 2);
player.model.position.y = originalY + jumpHeight * jumpProgress;
if (progress < 1) {
requestAnimationFrame(performJump);
} else {
gameState.isJumping = false;
player.model.position.y = originalY;
updatePlayerAnimation();
}
}
performJump();
}
// Update animation based on movement
if (moving !== player.isMoving || gameState.keys.shift) {
player.isMoving = moving;
updatePlayerAnimation();
}
// Update camera position based on camera mode
updateCamera(delta);
}
function updateCamera(delta) {
if (!gameState.player) return;
const player = gameState.player;
switch (gameState.cameraMode) {
case 'follow':
// Follow camera - smooth follow behind player
const targetCameraPosition = player.model.position.clone().add(new THREE.Vector3(0, 3, 8));
camera.position.lerp(targetCameraPosition, 0.1 * delta * 60);
camera.lookAt(player.model.position);
break;
case 'orbit':
// Orbit camera - let OrbitControls handle positioning
// Set the target to player position
controls.target.copy(player.model.position);
break;
case 'first-person':
// First-person camera - attach to player's head
const headPosition = player.model.position.clone();
headPosition.y += 1.2; // Eye level
camera.position.copy(headPosition);
// Make camera face same direction as player
camera.rotation.y = player.model.rotation.y;
break;
}
}
function cycleCameraMode() {
const modes = ['follow', 'orbit', 'first-person'];
const currentIndex = modes.indexOf(gameState.cameraMode);
const nextIndex = (currentIndex + 1) % modes.length;
gameState.cameraMode = modes[nextIndex];
// Update UI display
document.getElementById('camera-mode-display').textContent =
gameState.cameraMode.charAt(0).toUpperCase() + gameState.cameraMode.slice(1);
// Enable/disable OrbitControls based on mode
if (controls && typeof controls.enabled !== 'undefined') {
controls.enabled = (gameState.cameraMode === 'orbit');
}
// Reset camera position for first-person mode
if (gameState.cameraMode === 'first-person') {
camera.rotation.set(0, 0, 0);
}
}
function updatePlayerAnimation() {
if (gameState.isJumping) return;
if (!gameState.player.isMoving) {
setPlayerAnimation('idle');
} else if (gameState.keys.shift) {
setPlayerAnimation('run');
} else {
setPlayerAnimation('walk');
}
}
function checkForNearbyNPCs() {
if (!gameState.player) return;
let closestNpc = null;
let closestDistance = Infinity;
gameState.npcs.forEach(npc => {
const distance = npc.model.position.distanceTo(gameState.player.model.position);
if (distance < 3 && distance < closestDistance) { // Reduced distance from 5 to 3
closestDistance = distance;
closestNpc = npc;
}
});
gameState.nearbyNpc = closestNpc;
// Add visual feedback when near NPC
const dialogBox = document.getElementById('dialog-box');
if (closestNpc && !dialogBox.classList.contains('translate-y-full')) {
// Dialog is already open, no need to add feedback
} else if (closestNpc) {
// Show talk prompt
const gameUI = document.getElementById('game-ui');
if (!gameUI.querySelector('.npc-talk-prompt')) {
const prompt = document.createElement('div');
prompt.className = 'npc-talk-prompt absolute bottom-20 left-4 bg-yellow-500 text-black px-3 py-2 rounded-lg font-bold';
prompt.textContent = 'Press SPACE to talk';
gameUI.appendChild(prompt);
}
} else {
// Remove talk prompt if no NPC nearby
const existingPrompt = document.getElementById('game-ui')?.querySelector('.npc-talk-prompt');
if (existingPrompt) {
existingPrompt.remove();
}
}
}
function showDialog(npc) {
if (!npc) return;
// Get next dialog line
const dialog = npc.dialog[npc.currentDialogIndex];
npc.currentDialogIndex = (npc.currentDialogIndex + 1) % npc.dialog.length;
// Update dialog UI
document.getElementById('dialog-character').style.backgroundColor = npc.character.color;
document.getElementById('dialog-name').textContent = npc.character.name;
document.getElementById('dialog-text').textContent = dialog;
// Show dialog box
document.getElementById('dialog-box').classList.remove('translate-y-full');
// Remove the talk prompt when dialog opens
const existingPrompt = document.getElementById('game-ui')?.querySelector('.npc-talk-prompt');
if (existingPrompt) {
existingPrompt.remove();
}
}
function closeDialog() {
document.getElementById('dialog-box').classList.add('translate-y-full');
// Remove the talk prompt when dialog closes
const existingPrompt = document.getElementById('game-ui')?.querySelector('.npc-talk-prompt');
if (existingPrompt) {
existingPrompt.remove();
}
}
function handleKeyDown(event) {
// Prevent default for space to avoid page scrolling
if (event.key === ' ') {
event.preventDefault();
}
// Ignore key repeats
if (event.repeat) return;
const key = event.key.toLowerCase();
switch (key) {
case 'w':
gameState.keys.w = true;
break;
case 'a':
gameState.keys.a = true;
break;
case 's':
gameState.keys.s = true;
break;
case 'd':
gameState.keys.d = true;
break;
case 'shift':
gameState.keys.shift = true;
break;
case ' ':
gameState.keys.space = true;
// Check if we're near an NPC and dialog isn't already open
const isDialogOpen = !document.getElementById('dialog-box').classList.contains('translate-y-full');
if (gameState.nearbyNpc && !gameState.isJumping && !isDialogOpen) {
showDialog(gameState.nearbyNpc);
}
break;
case 'c':
// Camera mode switching is handled separately
break;
case 'm':
// Music toggle is handled separately
break;
}
}
function handleKeyUp(event) {
// Ignore key repeats
if (event.repeat) return;
const key = event.key.toLowerCase();
switch (key) {
case 'w':
gameState.keys.w = false;
break;
case 'a':
gameState.keys.a = false;
break;
case 's':
gameState.keys.s = false;
break;
case 'd':
gameState.keys.d = false;
break;
case 'shift':
gameState.keys.shift = false;
break;
case ' ':
gameState.keys.space = false;
break;
}
// Update animation when keys are released
if (gameState.player) {
updatePlayerAnimation();
}
}
</script>
<p style="border-radius: 8px; text-align: center; font-size: 12px; color: #fff; margin-top: 16px;position: fixed; left: 8px; bottom: 8px; z-index: 10; background: rgba(0, 0, 0, 0.8); padding: 4px 8px;">Made with <img src="https://enzostvs-deepsite.hf.space/logo.svg" alt="DeepSite Logo" style="width: 16px; height: 16px; vertical-align: middle;display:inline-block;margin-right:3px;filter:brightness(0) invert(1);"><a href="https://enzostvs-deepsite.hf.space" style="color: #fff;text-decoration: underline;" target="_blank" >DeepSite</a> - 🧬 <a href="https://enzostvs-deepsite.hf.space?remix=KBLLR/character-selector" style="color: #fff;text-decoration: underline;" target="_blank" >Remix</a></p></body>
</html> |