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the animation loop is not working properly
Browse files- index.html +114 -304
index.html
CHANGED
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@@ -12,177 +12,72 @@
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body {
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margin: 0;
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overflow: hidden;
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-
font-family: '
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background: linear-gradient(135deg, #0f172a 0%, #1e293b 100%);
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}
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#canvas {
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display: block;
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}
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.transition-all {
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transition: all 0.3s
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}
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.character-card {
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background: linear-gradient(145deg, rgba(30, 41, 59, 0.9), rgba(15, 23, 42, 0.9));
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| 26 |
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backdrop-filter: blur(10px);
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| 27 |
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border: 1px solid rgba(255, 255, 255, 0.1);
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| 28 |
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box-shadow: 0 8px 32px rgba(0, 0, 0, 0.3);
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}
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| 30 |
.character-card:hover {
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transform: translateY(-
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box-shadow: 0 20px
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border-color: rgba(139, 92, 246, 0.5);
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}
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.dialog-box {
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background: rgba(
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backdrop-filter: blur(
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border: 1px solid rgba(255, 255, 255, 0.1);
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| 39 |
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box-shadow: 0 25px 50px rgba(0, 0, 0, 0.5);
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}
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.character-preview {
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width: 100%;
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height: 200px;
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background: linear-gradient(145deg, rgba(255, 255, 255, 0.05), rgba(255, 255, 255, 0.02));
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border-radius: 1rem;
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border: 1px solid rgba(255, 255, 255, 0.1);
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position: relative;
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| 48 |
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overflow: hidden;
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}
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.character-preview::before {
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content: '';
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position: absolute;
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top: 0;
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left: 0;
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right: 0;
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bottom: 0;
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background: linear-gradient(45deg, transparent, rgba(255, 255, 255, 0.05), transparent);
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opacity: 0;
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transition: opacity 0.3s ease;
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}
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.character-card:hover .character-preview::before {
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opacity: 1;
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}
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.glass-effect {
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background: rgba(255, 255, 255, 0.1);
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-
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border: 1px solid rgba(255, 255, 255, 0.2);
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}
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| 69 |
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.gradient-text {
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background: linear-gradient(135deg, #8b5cf6 0%, #3b82f6 100%);
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-webkit-background-clip: text;
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-webkit-text-fill-color: transparent;
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background-clip: text;
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}
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.floating-animation {
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animation: float 6s ease-in-out infinite;
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}
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@keyframes float {
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0%, 100% { transform: translateY(0px); }
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50% { transform: translateY(-10px); }
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}
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.pulse-glow {
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animation: pulse-glow 2s ease-in-out infinite alternate;
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}
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@keyframes pulse-glow {
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from { box-shadow: 0 0 20px rgba(139, 92, 246, 0.4); }
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to { box-shadow: 0 0 30px rgba(139, 92, 246, 0.8); }
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}
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</style>
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</head>
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<body class="bg-gray-900 text-white">
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<!-- Welcome Screen -->
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<div id="welcome-screen" class="fixed inset-0 flex items-center justify-center bg-
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<div class="
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<
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<
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-
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<div class="floating-animation mb-8">
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<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">
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<svg class="w-16 h-16 text-white" fill="none" stroke="currentColor" viewBox="0 0 24 24">
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| 102 |
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<path stroke-linecap="round" stroke-linejoin="round" stroke-width="2" d="M12 6v6m0 0v6m0-6h6m-6 0H6"></path>
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</svg>
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</div>
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</div>
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<h1 class="text-6xl font-black mb-6 gradient-text tracking-tight">CharacterVerse</h1>
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<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>
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<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">
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<span class="flex items-center justify-center space-x-3">
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<span>Begin Epic Journey</span>
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<svg class="w-5 h-5" fill="none" stroke="currentColor" viewBox="0 0 24 24">
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<path stroke-linecap="round" stroke-linejoin="round" stroke-width="2" d="M13 7l5 5m0 0l-5 5m5-5H6"></path>
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</svg>
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</span>
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</button>
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<div class="mt-8 flex justify-center space-x-6 text-sm text-gray-400">
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<div class="flex items-center space-x-2">
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<div class="w-2 h-2 bg-green-500 rounded-full"></div>
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<span>Real-time 3D Graphics</span>
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</div>
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<div class="flex items-center space-x-2">
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<div class="w-2 h-2 bg-blue-500 rounded-full"></div>
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<span>Interactive Characters</span>
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</div>
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<div class="flex items-center space-x-2">
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<div class="w-2 h-2 bg-purple-500 rounded-full"></div>
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<span>Dynamic Environments</span>
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</div>
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</div>
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</div>
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</div>
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<!-- Character Selection Screen -->
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<div id="character-selection" class="fixed inset-0 bg-
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<div class="
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<div class="
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<
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<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>
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| 139 |
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</div>
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<div class="flex-1 overflow-y-auto pb-32">
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<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">
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<!-- Character cards will be dynamically inserted here -->
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</div>
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</div>
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<div class="fixed bottom-0 left-0 right-0 bg-
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<div class="container mx-auto text-center">
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<button id="confirm-character" class="px-
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<span>Confirm Champion</span>
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<svg class="w-5 h-5" fill="none" stroke="currentColor" viewBox="0 0 24 24">
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<path stroke-linecap="round" stroke-linejoin="round" stroke-width="2" d="M5 13l4 4L19 7"></path>
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</svg>
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</span>
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</button>
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</div>
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</div>
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</div>
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</div>
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<!-- World Selection Screen -->
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<div id="world-selection" class="fixed inset-0 bg-
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<div class="
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-
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<div class="
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<
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<p class="text-xl text-gray-300 max-w-2xl mx-auto">Select 5 unique characters to populate your world. Each will bring their own stories and interactions to your adventure.</p>
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<div class="mt-4 inline-flex items-center space-x-4 bg-white/5 rounded-full px-6 py-3 border border-white/10">
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<span class="text-green-400 font-semibold" id="selected-count">0</span>
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<span class="text-gray-400">/</span>
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<span class="text-gray-300">5 Characters Selected</span>
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</div>
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</div>
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<div class="flex-1 overflow-y-auto pb-32">
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<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">
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<!-- World character cards will be dynamically inserted here -->
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</div>
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</div>
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<div class="fixed bottom-0 left-0 right-0 bg-
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<div class="container mx-auto text-center">
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-
<button id="start-world" class="px-
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| 180 |
-
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<span>Generate Dynamic World</span>
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<svg class="w-5 h-5" fill="none" stroke="currentColor" viewBox="0 0 24 24">
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| 183 |
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<path stroke-linecap="round" stroke-linejoin="round" stroke-width="2" d="M13 10V3L4 14h7v7l9-11h-7z"></path>
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</svg>
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</span>
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</button>
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</div>
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</div>
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@@ -395,6 +290,7 @@
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container.appendChild(card);
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});
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}
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function initThreeJS() {
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// Set up Three.js scene
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scene = new THREE.Scene();
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@@ -405,15 +301,9 @@
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camera.position.set(0, 5, 10);
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// Renderer
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-
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renderer = new THREE.WebGLRenderer({
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canvas: canvas,
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antialias: true,
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alpha: true
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});
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renderer.setSize(window.innerWidth, window.innerHeight);
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renderer.shadowMap.enabled = true;
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renderer.shadowMap.type = THREE.PCFSoftShadowMap;
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| 417 |
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// Clock for animations
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clock = new THREE.Clock();
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@@ -422,20 +312,14 @@
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loader = new THREE.GLTFLoader();
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// Add lights
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const ambientLight = new THREE.AmbientLight(0xffffff, 0.
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scene.add(ambientLight);
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const directionalLight = new THREE.DirectionalLight(0xffffff, 0.8);
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-
directionalLight.position.set(
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directionalLight.castShadow = true;
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directionalLight.shadow.mapSize.width = 2048;
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directionalLight.shadow.mapSize.height = 2048;
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directionalLight.shadow.camera.near = 0.5;
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directionalLight.shadow.camera.far = 50;
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directionalLight.shadow.camera.left = -20;
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directionalLight.shadow.camera.right = 20;
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directionalLight.shadow.camera.top = 20;
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directionalLight.shadow.camera.bottom = -20;
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scene.add(directionalLight);
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// Create ground
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@@ -469,7 +353,8 @@
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renderer.setSize(window.innerWidth, window.innerHeight);
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});
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}
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-
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// Add some trees
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const treeGeometry = new THREE.ConeGeometry(1, 3, 8);
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const treeMaterial = new THREE.MeshStandardMaterial({ color: 0x2e7d32 });
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@@ -558,11 +443,12 @@ function addEnvironmentObjects() {
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group.position.y = 0;
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scene.add(group);
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gameState.player = {
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model: group,
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| 563 |
-
speed: 0.
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| 564 |
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runSpeed: 0.
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| 565 |
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rotationSpeed: 0.
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isMoving: false,
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animations: {
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idle: null,
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@@ -572,7 +458,8 @@ function addEnvironmentObjects() {
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| 572 |
},
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currentAnimation: null
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};
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-
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mixer = new THREE.AnimationMixer(group);
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// Create simple animations
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@@ -581,39 +468,44 @@ function addEnvironmentObjects() {
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| 581 |
// Set initial animation
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setPlayerAnimation('idle');
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}
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function createPlayerAnimations() {
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// In a real app, these would come from the GLTF model
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| 586 |
-
// For this example, we'll create simple animations
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| 587 |
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| 588 |
// Idle animation (slight bounce)
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| 589 |
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const idleTrack = new THREE.
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| 590 |
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'.position
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[0, 0.5, 1],
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[
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);
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const idleClip = new THREE.AnimationClip('idle', 1, [idleTrack]);
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| 595 |
gameState.player.animations.idle = idleClip;
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| 596 |
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| 597 |
// Walk animation (arm and leg movement)
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| 598 |
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const leftArmTrack = new THREE.
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| 599 |
'.children[2].rotation[z]',
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[0, 0.5, 1],
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-
[0.
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| 602 |
);
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| 603 |
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const rightArmTrack = new THREE.
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| 604 |
'.children[3].rotation[z]',
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[0, 0.5, 1],
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-
[-0.
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| 607 |
);
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| 608 |
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const leftLegTrack = new THREE.
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| 609 |
'.children[4].position[y]',
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[0, 0.5, 1],
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| 611 |
-
[-0.4, -0.
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);
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const rightLegTrack = new THREE.
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'.children[5].position[y]',
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[0, 0.5, 1],
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-
[-0.
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| 617 |
);
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| 618 |
const walkClip = new THREE.AnimationClip('walk', 0.5, [
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leftArmTrack, rightArmTrack, leftLegTrack, rightLegTrack
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@@ -627,14 +519,15 @@ function addEnvironmentObjects() {
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| 627 |
gameState.player.animations.run = runClip;
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| 628 |
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| 629 |
// Jump animation
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| 630 |
-
const jumpTrack = new THREE.
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| 631 |
'.position[y]',
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[0, 0.2, 0.4, 0.6, 0.8, 1],
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| 633 |
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[0, 1.5,
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| 634 |
);
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| 635 |
const jumpClip = new THREE.AnimationClip('jump', 1, [jumpTrack]);
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| 636 |
gameState.player.animations.jump = jumpClip;
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| 637 |
}
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| 638 |
function setPlayerAnimation(name) {
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| 639 |
if (gameState.player.currentAnimation === name) return;
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| 640 |
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@@ -645,14 +538,14 @@ function addEnvironmentObjects() {
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| 645 |
if (clip) {
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| 646 |
const action = mixer.clipAction(clip);
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| 647 |
action.setLoop(THREE.LoopRepeat);
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| 648 |
-
action.clampWhenFinished = false;
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| 649 |
action.play();
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| 650 |
}
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| 651 |
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| 652 |
gameState.player.currentAnimation = name;
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}
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| 654 |
}
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| 655 |
-
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| 656 |
gameState.selectedWorldCharacters.forEach((character, index) => {
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| 657 |
// In a real app, we would load the GLTF model from the URL
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| 658 |
// For this example, we'll create a simple placeholder
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@@ -701,9 +594,12 @@ function loadNPCCharacters() {
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| 701 |
});
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| 702 |
}
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| 703 |
function animate() {
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| 704 |
-
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| 705 |
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| 706 |
-
const delta =
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| 708 |
// Update player animation mixer
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| 709 |
if (mixer) {
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@@ -717,105 +613,59 @@ function loadNPCCharacters() {
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| 717 |
checkForNearbyNPCs();
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| 718 |
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| 719 |
renderer.render(scene, camera);
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| 720 |
}
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| 721 |
-
function handlePlayerMovement(delta) {
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| 722 |
if (!gameState.player) return;
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| 723 |
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| 724 |
const player = gameState.player;
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| 725 |
let moving = false;
|
| 726 |
-
let moveDirection = new THREE.Vector3();
|
| 727 |
-
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| 728 |
-
// Check if dialog is open - disable movement if dialog is active
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| 729 |
-
const isDialogOpen = !document.getElementById('dialog-box').classList.contains('translate-y-full');
|
| 730 |
-
if (isDialogOpen) {
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| 731 |
-
// Stop any movement and reset animation
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| 732 |
-
if (player.isMoving) {
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| 733 |
-
player.isMoving = false;
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| 734 |
-
updatePlayerAnimation();
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| 735 |
-
}
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| 736 |
-
return;
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| 737 |
-
}
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| 738 |
|
| 739 |
// Forward/backward movement
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| 740 |
if (gameState.keys.w) {
|
| 741 |
-
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| 742 |
moving = true;
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| 743 |
}
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| 744 |
if (gameState.keys.s) {
|
| 745 |
-
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| 746 |
moving = true;
|
| 747 |
}
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| 748 |
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| 749 |
// Left/right movement
|
| 750 |
if (gameState.keys.a) {
|
| 751 |
-
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| 752 |
moving = true;
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| 753 |
}
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| 754 |
if (gameState.keys.d) {
|
| 755 |
-
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| 756 |
moving = true;
|
| 757 |
}
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| 758 |
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-
//
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if (moving) {
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-
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| 762 |
-
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| 763 |
-
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| 764 |
-
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| 765 |
-
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| 766 |
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// Apply movement relative to camera direction
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| 767 |
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const cameraForward = new THREE.Vector3();
|
| 768 |
-
camera.getWorldDirection(cameraForward);
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| 769 |
-
cameraForward.y = 0;
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| 770 |
-
cameraForward.normalize();
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| 771 |
-
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| 772 |
-
const cameraRight = new THREE.Vector3();
|
| 773 |
-
cameraRight.crossVectors(cameraForward, new THREE.Vector3(0, 1, 0));
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| 774 |
-
cameraRight.normalize();
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| 775 |
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-
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-
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-
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-
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-
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| 782 |
-
// Update player rotation to face movement direction
|
| 783 |
-
if (moveDirection.length() > 0.1) {
|
| 784 |
-
const targetRotation = Math.atan2(moveDirection.x, moveDirection.z) + camera.rotation.y;
|
| 785 |
-
player.model.rotation.y = THREE.MathUtils.lerp(player.model.rotation.y, targetRotation, player.rotationSpeed * delta * 60);
|
| 786 |
-
}
|
| 787 |
}
|
| 788 |
|
| 789 |
// Jumping - only trigger when not showing dialog and not already jumping
|
| 790 |
-
if (gameState.keys.space && !gameState.isJumping && !
|
| 791 |
gameState.isJumping = true;
|
| 792 |
setPlayerAnimation('jump');
|
| 793 |
-
|
| 794 |
-
|
| 795 |
-
|
| 796 |
-
|
| 797 |
-
const originalY = player.model.position.y;
|
| 798 |
-
const jumpHeight = 1.5;
|
| 799 |
-
|
| 800 |
-
function performJump() {
|
| 801 |
-
const currentTime = performance.now();
|
| 802 |
-
const elapsed = currentTime - jumpStartTime;
|
| 803 |
-
const progress = Math.min(elapsed / jumpDuration, 1);
|
| 804 |
-
|
| 805 |
-
// Parabolic jump curve
|
| 806 |
-
const jumpProgress = 1 - Math.pow(2 * progress - 1, 2);
|
| 807 |
-
player.model.position.y = originalY + jumpHeight * jumpProgress;
|
| 808 |
-
|
| 809 |
-
if (progress < 1) {
|
| 810 |
-
requestAnimationFrame(performJump);
|
| 811 |
-
} else {
|
| 812 |
-
gameState.isJumping = false;
|
| 813 |
-
player.model.position.y = originalY;
|
| 814 |
-
updatePlayerAnimation();
|
| 815 |
-
}
|
| 816 |
-
}
|
| 817 |
-
|
| 818 |
-
performJump();
|
| 819 |
}
|
| 820 |
|
| 821 |
// Update animation based on movement
|
|
@@ -824,9 +674,10 @@ function handlePlayerMovement(delta) {
|
|
| 824 |
updatePlayerAnimation();
|
| 825 |
}
|
| 826 |
|
| 827 |
-
// Update camera position to follow player
|
| 828 |
-
const
|
| 829 |
-
|
|
|
|
| 830 |
camera.lookAt(player.model.position);
|
| 831 |
}
|
| 832 |
function updatePlayerAnimation() {
|
|
@@ -906,73 +757,32 @@ function showDialog(npc) {
|
|
| 906 |
existingPrompt.remove();
|
| 907 |
}
|
| 908 |
}
|
| 909 |
-
|
| 910 |
-
|
| 911 |
-
|
| 912 |
-
|
| 913 |
-
|
| 914 |
-
|
| 915 |
-
|
| 916 |
-
if (event.repeat) return;
|
| 917 |
-
|
| 918 |
-
const key = event.key.toLowerCase();
|
| 919 |
-
switch (key) {
|
| 920 |
-
case 'w':
|
| 921 |
-
gameState.keys.w = true;
|
| 922 |
-
break;
|
| 923 |
-
case 'a':
|
| 924 |
-
gameState.keys.a = true;
|
| 925 |
-
break;
|
| 926 |
-
case 's':
|
| 927 |
-
gameState.keys.s = true;
|
| 928 |
-
break;
|
| 929 |
-
case 'd':
|
| 930 |
-
gameState.keys.d = true;
|
| 931 |
-
break;
|
| 932 |
-
case 'shift':
|
| 933 |
-
gameState.keys.shift = true;
|
| 934 |
-
break;
|
| 935 |
case ' ':
|
| 936 |
gameState.keys.space = true;
|
| 937 |
-
|
| 938 |
-
const isDialogOpen = !document.getElementById('dialog-box').classList.contains('translate-y-full');
|
| 939 |
-
if (gameState.nearbyNpc && !gameState.isJumping && !isDialogOpen) {
|
| 940 |
showDialog(gameState.nearbyNpc);
|
|
|
|
| 941 |
}
|
| 942 |
break;
|
| 943 |
}
|
| 944 |
}
|
| 945 |
-
|
| 946 |
-
|
| 947 |
-
|
| 948 |
-
|
| 949 |
-
|
| 950 |
-
|
| 951 |
-
case '
|
| 952 |
-
|
| 953 |
-
break;
|
| 954 |
-
case 'a':
|
| 955 |
-
gameState.keys.a = false;
|
| 956 |
-
break;
|
| 957 |
-
case 's':
|
| 958 |
-
gameState.keys.s = false;
|
| 959 |
-
break;
|
| 960 |
-
case 'd':
|
| 961 |
-
gameState.keys.d = false;
|
| 962 |
-
break;
|
| 963 |
-
case 'shift':
|
| 964 |
-
gameState.keys.shift = false;
|
| 965 |
-
break;
|
| 966 |
-
case ' ':
|
| 967 |
-
gameState.keys.space = false;
|
| 968 |
-
break;
|
| 969 |
-
}
|
| 970 |
-
|
| 971 |
-
// Update animation when keys are released
|
| 972 |
-
if (gameState.player) {
|
| 973 |
-
updatePlayerAnimation();
|
| 974 |
}
|
| 975 |
}
|
| 976 |
-
</script>
|
| 977 |
<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>
|
| 978 |
</html>
|
|
|
|
| 12 |
body {
|
| 13 |
margin: 0;
|
| 14 |
overflow: hidden;
|
| 15 |
+
font-family: 'Segoe UI', Tahoma, Geneva, Verdana, sans-serif;
|
|
|
|
| 16 |
}
|
| 17 |
#canvas {
|
| 18 |
display: block;
|
| 19 |
}
|
| 20 |
.transition-all {
|
| 21 |
+
transition: all 0.3s ease;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 22 |
}
|
| 23 |
.character-card:hover {
|
| 24 |
+
transform: translateY(-5px);
|
| 25 |
+
box-shadow: 0 10px 20px rgba(0, 0, 0, 0.2);
|
|
|
|
| 26 |
}
|
| 27 |
.dialog-box {
|
| 28 |
+
background: rgba(0, 0, 0, 0.8);
|
| 29 |
+
backdrop-filter: blur(5px);
|
|
|
|
|
|
|
| 30 |
}
|
| 31 |
.character-preview {
|
| 32 |
width: 100%;
|
| 33 |
height: 200px;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 34 |
background: rgba(255, 255, 255, 0.1);
|
| 35 |
+
border-radius: 0.5rem;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 36 |
}
|
| 37 |
</style>
|
| 38 |
</head>
|
| 39 |
<body class="bg-gray-900 text-white">
|
| 40 |
<!-- Welcome Screen -->
|
| 41 |
+
<div id="welcome-screen" class="fixed inset-0 flex items-center justify-center bg-gray-900 z-50 transition-all duration-500">
|
| 42 |
+
<div class="text-center max-w-2xl p-8 bg-gray-800 rounded-xl shadow-2xl">
|
| 43 |
+
<h1 class="text-5xl font-bold mb-6 bg-gradient-to-r from-purple-500 to-blue-500 bg-clip-text text-transparent">3D Character World</h1>
|
| 44 |
+
<p class="text-xl mb-8 text-gray-300">Explore a vibrant 3D world with interactive characters. Select your avatar and meet others along your journey!</p>
|
| 45 |
+
<button id="start-btn" class="px-8 py-3 bg-gradient-to-r from-purple-600 to-blue-600 rounded-full text-white font-bold text-lg hover:from-purple-700 hover:to-blue-700 transition-all transform hover:scale-105 shadow-lg">
|
| 46 |
+
Begin Adventure
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 47 |
</button>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 48 |
</div>
|
| 49 |
</div>
|
| 50 |
<!-- Character Selection Screen -->
|
| 51 |
+
<div id="character-selection" class="fixed inset-0 bg-gray-900 z-40 transition-all duration-500 opacity-0 pointer-events-none">
|
| 52 |
+
<div class="container mx-auto px-4 py-8 h-full flex flex-col">
|
| 53 |
+
<h2 class="text-3xl font-bold mb-8 text-center">Choose Your Character</h2>
|
| 54 |
+
<div class="flex-1 overflow-y-auto pb-24">
|
| 55 |
+
<div class="grid grid-cols-1 md:grid-cols-2 lg:grid-cols-3 xl:grid-cols-4 gap-6">
|
|
|
|
|
|
|
|
|
|
|
|
|
| 56 |
<!-- Character cards will be dynamically inserted here -->
|
| 57 |
</div>
|
| 58 |
</div>
|
| 59 |
+
<div class="fixed bottom-0 left-0 right-0 bg-gray-900 border-t border-gray-700 py-4 px-4 z-50">
|
| 60 |
<div class="container mx-auto text-center">
|
| 61 |
+
<button id="confirm-character" class="px-8 py-3 bg-green-600 rounded-full text-white font-bold text-lg hover:bg-green-700 transition-all transform hover:scale-105 shadow-lg opacity-0">
|
| 62 |
+
Confirm Selection
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 63 |
</button>
|
| 64 |
</div>
|
| 65 |
</div>
|
| 66 |
</div>
|
| 67 |
</div>
|
| 68 |
<!-- World Selection Screen -->
|
| 69 |
+
<div id="world-selection" class="fixed inset-0 bg-gray-900 z-30 transition-all duration-500 opacity-0 pointer-events-none">
|
| 70 |
+
<div class="container mx-auto px-4 py-8 h-full flex flex-col">
|
| 71 |
+
<h2 class="text-3xl font-bold mb-8 text-center">Select 5 Characters for Your World</h2>
|
| 72 |
+
<div class="flex-1 overflow-y-auto pb-24">
|
| 73 |
+
<div class="grid grid-cols-1 md:grid-cols-2 lg:grid-cols-3 xl:grid-cols-5 gap-6">
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 74 |
<!-- World character cards will be dynamically inserted here -->
|
| 75 |
</div>
|
| 76 |
</div>
|
| 77 |
+
<div class="fixed bottom-0 left-0 right-0 bg-gray-900 border-t border-gray-700 py-4 px-4 z-50">
|
| 78 |
<div class="container mx-auto text-center">
|
| 79 |
+
<button id="start-world" class="px-8 py-3 bg-green-600 rounded-full text-white font-bold text-lg hover:bg-green-700 transition-all transform hover:scale-105 shadow-lg opacity-0">
|
| 80 |
+
Generate World
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 81 |
</button>
|
| 82 |
</div>
|
| 83 |
</div>
|
|
|
|
| 290 |
container.appendChild(card);
|
| 291 |
});
|
| 292 |
}
|
| 293 |
+
|
| 294 |
function initThreeJS() {
|
| 295 |
// Set up Three.js scene
|
| 296 |
scene = new THREE.Scene();
|
|
|
|
| 301 |
camera.position.set(0, 5, 10);
|
| 302 |
|
| 303 |
// Renderer
|
| 304 |
+
renderer = new THREE.WebGLRenderer({ canvas: document.getElementById('canvas'), antialias: true });
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 305 |
renderer.setSize(window.innerWidth, window.innerHeight);
|
| 306 |
renderer.shadowMap.enabled = true;
|
|
|
|
| 307 |
|
| 308 |
// Clock for animations
|
| 309 |
clock = new THREE.Clock();
|
|
|
|
| 312 |
loader = new THREE.GLTFLoader();
|
| 313 |
|
| 314 |
// Add lights
|
| 315 |
+
const ambientLight = new THREE.AmbientLight(0xffffff, 0.5);
|
| 316 |
scene.add(ambientLight);
|
| 317 |
|
| 318 |
const directionalLight = new THREE.DirectionalLight(0xffffff, 0.8);
|
| 319 |
+
directionalLight.position.set(5, 10, 7);
|
| 320 |
directionalLight.castShadow = true;
|
| 321 |
directionalLight.shadow.mapSize.width = 2048;
|
| 322 |
directionalLight.shadow.mapSize.height = 2048;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 323 |
scene.add(directionalLight);
|
| 324 |
|
| 325 |
// Create ground
|
|
|
|
| 353 |
renderer.setSize(window.innerWidth, window.innerHeight);
|
| 354 |
});
|
| 355 |
}
|
| 356 |
+
|
| 357 |
+
function addEnvironmentObjects() {
|
| 358 |
// Add some trees
|
| 359 |
const treeGeometry = new THREE.ConeGeometry(1, 3, 8);
|
| 360 |
const treeMaterial = new THREE.MeshStandardMaterial({ color: 0x2e7d32 });
|
|
|
|
| 443 |
|
| 444 |
group.position.y = 0;
|
| 445 |
scene.add(group);
|
| 446 |
+
|
| 447 |
gameState.player = {
|
| 448 |
model: group,
|
| 449 |
+
speed: 0.1,
|
| 450 |
+
runSpeed: 0.2,
|
| 451 |
+
rotationSpeed: 0.05,
|
| 452 |
isMoving: false,
|
| 453 |
animations: {
|
| 454 |
idle: null,
|
|
|
|
| 458 |
},
|
| 459 |
currentAnimation: null
|
| 460 |
};
|
| 461 |
+
|
| 462 |
+
// Add a simple animation mixer for the player
|
| 463 |
mixer = new THREE.AnimationMixer(group);
|
| 464 |
|
| 465 |
// Create simple animations
|
|
|
|
| 468 |
// Set initial animation
|
| 469 |
setPlayerAnimation('idle');
|
| 470 |
}
|
| 471 |
+
|
| 472 |
function createPlayerAnimations() {
|
| 473 |
// In a real app, these would come from the GLTF model
|
| 474 |
+
// For this example, we'll create simple animations
|
| 475 |
|
| 476 |
// Idle animation (slight bounce)
|
| 477 |
+
const idleTrack = new THREE.VectorKeyframeTrack(
|
| 478 |
+
'.position',
|
| 479 |
[0, 0.5, 1],
|
| 480 |
+
[
|
| 481 |
+
0, 0, 0, // Start position
|
| 482 |
+
0, 0.05, 0, // Up position
|
| 483 |
+
0, 0, 0 // Back to start
|
| 484 |
+
]
|
| 485 |
);
|
| 486 |
const idleClip = new THREE.AnimationClip('idle', 1, [idleTrack]);
|
| 487 |
gameState.player.animations.idle = idleClip;
|
| 488 |
|
| 489 |
// Walk animation (arm and leg movement)
|
| 490 |
+
const leftArmTrack = new THREE.VectorKeyframeTrack(
|
| 491 |
'.children[2].rotation[z]',
|
| 492 |
[0, 0.5, 1],
|
| 493 |
+
[0.5, -0.5, 0.5]
|
| 494 |
);
|
| 495 |
+
const rightArmTrack = new THREE.VectorKeyframeTrack(
|
| 496 |
'.children[3].rotation[z]',
|
| 497 |
[0, 0.5, 1],
|
| 498 |
+
[-0.5, 0.5, -0.5]
|
| 499 |
);
|
| 500 |
+
const leftLegTrack = new THREE.VectorKeyframeTrack(
|
| 501 |
'.children[4].position[y]',
|
| 502 |
[0, 0.5, 1],
|
| 503 |
+
[-0.4, -0.2, -0.4]
|
| 504 |
);
|
| 505 |
+
const rightLegTrack = new THREE.VectorKeyframeTrack(
|
| 506 |
'.children[5].position[y]',
|
| 507 |
[0, 0.5, 1],
|
| 508 |
+
[-0.2, -0.4, -0.2]
|
| 509 |
);
|
| 510 |
const walkClip = new THREE.AnimationClip('walk', 0.5, [
|
| 511 |
leftArmTrack, rightArmTrack, leftLegTrack, rightLegTrack
|
|
|
|
| 519 |
gameState.player.animations.run = runClip;
|
| 520 |
|
| 521 |
// Jump animation
|
| 522 |
+
const jumpTrack = new THREE.VectorKeyframeTrack(
|
| 523 |
'.position[y]',
|
| 524 |
[0, 0.2, 0.4, 0.6, 0.8, 1],
|
| 525 |
+
[0, 2, 1.5, 0.5, 0, 0]
|
| 526 |
);
|
| 527 |
const jumpClip = new THREE.AnimationClip('jump', 1, [jumpTrack]);
|
| 528 |
gameState.player.animations.jump = jumpClip;
|
| 529 |
}
|
| 530 |
+
|
| 531 |
function setPlayerAnimation(name) {
|
| 532 |
if (gameState.player.currentAnimation === name) return;
|
| 533 |
|
|
|
|
| 538 |
if (clip) {
|
| 539 |
const action = mixer.clipAction(clip);
|
| 540 |
action.setLoop(THREE.LoopRepeat);
|
|
|
|
| 541 |
action.play();
|
| 542 |
}
|
| 543 |
|
| 544 |
gameState.player.currentAnimation = name;
|
| 545 |
}
|
| 546 |
}
|
| 547 |
+
|
| 548 |
+
function loadNPCCharacters() {
|
| 549 |
gameState.selectedWorldCharacters.forEach((character, index) => {
|
| 550 |
// In a real app, we would load the GLTF model from the URL
|
| 551 |
// For this example, we'll create a simple placeholder
|
|
|
|
| 594 |
});
|
| 595 |
}
|
| 596 |
function animate() {
|
| 597 |
+
if (!gameState.player) {
|
| 598 |
+
requestAnimationFrame(animate);
|
| 599 |
+
return;
|
| 600 |
+
}
|
| 601 |
|
| 602 |
+
const delta = clock.getDelta();
|
| 603 |
|
| 604 |
// Update player animation mixer
|
| 605 |
if (mixer) {
|
|
|
|
| 613 |
checkForNearbyNPCs();
|
| 614 |
|
| 615 |
renderer.render(scene, camera);
|
| 616 |
+
|
| 617 |
+
requestAnimationFrame(animate);
|
| 618 |
}
|
| 619 |
+
function handlePlayerMovement(delta) {
|
| 620 |
if (!gameState.player) return;
|
| 621 |
|
| 622 |
const player = gameState.player;
|
| 623 |
let moving = false;
|
|
|
|
|
|
|
|
|
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| 624 |
|
| 625 |
// Forward/backward movement
|
| 626 |
if (gameState.keys.w) {
|
| 627 |
+
player.model.translateZ(-player.speed * (gameState.keys.shift ? player.runSpeed / player.speed : 1));
|
| 628 |
moving = true;
|
| 629 |
}
|
| 630 |
if (gameState.keys.s) {
|
| 631 |
+
player.model.translateZ(player.speed);
|
| 632 |
moving = true;
|
| 633 |
}
|
| 634 |
|
| 635 |
// Left/right movement
|
| 636 |
if (gameState.keys.a) {
|
| 637 |
+
player.model.translateX(-player.speed);
|
| 638 |
moving = true;
|
| 639 |
}
|
| 640 |
if (gameState.keys.d) {
|
| 641 |
+
player.model.translateX(player.speed);
|
| 642 |
moving = true;
|
| 643 |
}
|
| 644 |
|
| 645 |
+
// Rotation
|
| 646 |
if (moving) {
|
| 647 |
+
// Calculate target rotation based on movement direction
|
| 648 |
+
const targetRotation = Math.atan2(
|
| 649 |
+
(gameState.keys.a ? -1 : 0) + (gameState.keys.d ? 1 : 0),
|
| 650 |
+
(gameState.keys.w ? -1 : 0) + (gameState.keys.s ? 1 : 0)
|
| 651 |
+
);
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|
| 652 |
|
| 653 |
+
// Smoothly rotate towards target
|
| 654 |
+
player.model.rotation.y = THREE.MathUtils.lerp(
|
| 655 |
+
player.model.rotation.y,
|
| 656 |
+
targetRotation,
|
| 657 |
+
player.rotationSpeed
|
| 658 |
+
);
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|
| 659 |
}
|
| 660 |
|
| 661 |
// Jumping - only trigger when not showing dialog and not already jumping
|
| 662 |
+
if (gameState.keys.space && !gameState.isJumping && !document.getElementById('dialog-box').classList.contains('translate-y-full')) {
|
| 663 |
gameState.isJumping = true;
|
| 664 |
setPlayerAnimation('jump');
|
| 665 |
+
setTimeout(() => {
|
| 666 |
+
gameState.isJumping = false;
|
| 667 |
+
updatePlayerAnimation();
|
| 668 |
+
}, 1000);
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|
| 669 |
}
|
| 670 |
|
| 671 |
// Update animation based on movement
|
|
|
|
| 674 |
updatePlayerAnimation();
|
| 675 |
}
|
| 676 |
|
| 677 |
+
// Update camera position to follow player
|
| 678 |
+
const cameraOffset = new THREE.Vector3(0, 5, 10);
|
| 679 |
+
cameraOffset.applyQuaternion(player.model.quaternion);
|
| 680 |
+
camera.position.copy(player.model.position.clone().add(cameraOffset));
|
| 681 |
camera.lookAt(player.model.position);
|
| 682 |
}
|
| 683 |
function updatePlayerAnimation() {
|
|
|
|
| 757 |
existingPrompt.remove();
|
| 758 |
}
|
| 759 |
}
|
| 760 |
+
function handleKeyDown(event) {
|
| 761 |
+
switch (event.key.toLowerCase()) {
|
| 762 |
+
case 'w': gameState.keys.w = true; break;
|
| 763 |
+
case 'a': gameState.keys.a = true; break;
|
| 764 |
+
case 's': gameState.keys.s = true; break;
|
| 765 |
+
case 'd': gameState.keys.d = true; break;
|
| 766 |
+
case 'shift': gameState.keys.shift = true; break;
|
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|
| 767 |
case ' ':
|
| 768 |
gameState.keys.space = true;
|
| 769 |
+
if (gameState.nearbyNpc && !gameState.isJumping) {
|
|
|
|
|
|
|
| 770 |
showDialog(gameState.nearbyNpc);
|
| 771 |
+
event.preventDefault(); // Prevent default space behavior
|
| 772 |
}
|
| 773 |
break;
|
| 774 |
}
|
| 775 |
}
|
| 776 |
+
function handleKeyUp(event) {
|
| 777 |
+
switch (event.key.toLowerCase()) {
|
| 778 |
+
case 'w': gameState.keys.w = false; break;
|
| 779 |
+
case 'a': gameState.keys.a = false; break;
|
| 780 |
+
case 's': gameState.keys.s = false; break;
|
| 781 |
+
case 'd': gameState.keys.d = false; break;
|
| 782 |
+
case 'shift': gameState.keys.shift = false; break;
|
| 783 |
+
case ' ': gameState.keys.space = false; break;
|
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|
| 784 |
}
|
| 785 |
}
|
| 786 |
+
</script>
|
| 787 |
<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>
|
| 788 |
</html>
|