Spaces:
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Running
can you load free models and environments from the threejs repo?
Browse files- index.html +371 -132
index.html
CHANGED
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@@ -12,72 +12,177 @@
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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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}
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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:hover {
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transform: translateY(-
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box-shadow: 0
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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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}
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.character-preview {
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width: 100%;
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height: 200px;
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background: rgba(255, 255, 255, 0.1);
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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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</button>
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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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<!-- 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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</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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<div class="
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<
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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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</button>
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</div>
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</div>
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@@ -146,20 +251,18 @@
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space: false
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}
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};
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-
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// Sample character data (in a real app, these would be fetched from Google Cloud)
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const characterData = [
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{ id: 1, name: "
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{ id: 2, name: "
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{ id: 3, name: "
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{ id: 4, name: "
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{ id: 5, name: "
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{ id: 6, name: "
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{ id: 7, name: "
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{ id: 8, name: "
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];
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-
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// Three.js variables
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let scene, camera, renderer, controls;
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let mixer, clock, loader;
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let world;
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@@ -290,7 +393,6 @@
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container.appendChild(card);
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});
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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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@@ -301,9 +403,15 @@
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camera.position.set(0, 5, 10);
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// Renderer
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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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// Clock for animations
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clock = new THREE.Clock();
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@@ -312,14 +420,20 @@
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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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scene.add(directionalLight);
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// Create ground
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@@ -353,8 +467,7 @@
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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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function addEnvironmentObjects() {
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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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@@ -388,11 +501,64 @@
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scene.add(rock);
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}
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}
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-
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function loadPlayerCharacter() {
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-
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-
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const group = new THREE.Group();
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// Body
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gameState.player = {
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model: group,
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speed: 0.
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runSpeed: 0.
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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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// Add a simple animation mixer for the player
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mixer = new THREE.AnimationMixer(group);
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// Create simple animations
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createPlayerAnimations();
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// 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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// For this example, we'll create simple animations
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// Idle animation (slight bounce)
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const idleTrack = new THREE.
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'.position',
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[0, 0.5, 1],
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[
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0, 0, 0, // Start position
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0, 0.05, 0, // Up position
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0, 0, 0 // Back to start
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]
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);
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const idleClip = new THREE.AnimationClip('idle', 1, [idleTrack]);
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gameState.player.animations.idle = idleClip;
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// Walk animation (arm and leg movement)
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const leftArmTrack = new THREE.
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'.children[2].rotation[z]',
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[0, 0.5, 1],
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[0.
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);
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const rightArmTrack = new THREE.
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'.children[3].rotation[z]',
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[0, 0.5, 1],
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[-0.
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);
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const leftLegTrack = new THREE.
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'.children[4].position[y]',
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[0, 0.5, 1],
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[-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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);
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const walkClip = new THREE.AnimationClip('walk', 0.5, [
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leftArmTrack, rightArmTrack, leftLegTrack, rightLegTrack
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gameState.player.animations.run = runClip;
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// Jump animation
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const jumpTrack = new THREE.
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'.position[y]',
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[0, 0.2, 0.4, 0.6, 0.8, 1],
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[0,
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);
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const jumpClip = new THREE.AnimationClip('jump', 1, [jumpTrack]);
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gameState.player.animations.jump = jumpClip;
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}
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-
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function setPlayerAnimation(name) {
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if (gameState.player.currentAnimation === name) return;
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if (clip) {
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const action = mixer.clipAction(clip);
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action.setLoop(THREE.LoopRepeat);
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action.play();
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}
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gameState.player.currentAnimation = name;
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}
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}
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-
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function loadNPCCharacters() {
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gameState.selectedWorldCharacters.forEach((character, index) => {
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// In a real app, we would load the GLTF model from the URL
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// For this example, we'll create a simple placeholder
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});
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}
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function animate() {
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requestAnimationFrame(animate);
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return;
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}
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const delta = clock.getDelta();
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// Update player animation mixer
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if (mixer) {
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checkForNearbyNPCs();
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renderer.render(scene, camera);
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requestAnimationFrame(animate);
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}
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-
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if (!gameState.player) return;
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const player = gameState.player;
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let moving = false;
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// Forward/backward movement
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if (gameState.keys.w) {
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moving = true;
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}
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if (gameState.keys.s) {
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moving = true;
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}
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// Left/right movement
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if (gameState.keys.a) {
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moving = true;
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}
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if (gameState.keys.d) {
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moving = true;
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}
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//
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if (moving) {
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const targetRotation = Math.atan2(
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(gameState.keys.a ? -1 : 0) + (gameState.keys.d ? 1 : 0),
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(gameState.keys.w ? -1 : 0) + (gameState.keys.s ? 1 : 0)
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);
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//
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);
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}
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// Jumping - only trigger when not showing dialog and not already jumping
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if (gameState.keys.space && !gameState.isJumping && !
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gameState.isJumping = true;
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setPlayerAnimation('jump');
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-
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-
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}
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// Update animation based on movement
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updatePlayerAnimation();
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}
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// Update camera position to follow player
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const
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camera.position.copy(player.model.position.clone().add(cameraOffset));
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camera.lookAt(player.model.position);
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}
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function updatePlayerAnimation() {
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@@ -757,32 +955,73 @@ function showDialog(npc) {
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existingPrompt.remove();
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}
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}
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function handleKeyDown(event) {
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case ' ':
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gameState.keys.space = true;
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if
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showDialog(gameState.nearbyNpc);
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event.preventDefault(); // Prevent default space behavior
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}
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break;
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}
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}
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function handleKeyUp(event) {
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case '
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|
|
|
| 784 |
}
|
| 785 |
}
|
| 786 |
-
|
| 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>
|
|
|
|
| 12 |
body {
|
| 13 |
margin: 0;
|
| 14 |
overflow: hidden;
|
| 15 |
+
font-family: 'Inter', -apple-system, BlinkMacSystemFont, 'Segoe UI', Roboto, sans-serif;
|
| 16 |
+
background: linear-gradient(135deg, #0f172a 0%, #1e293b 100%);
|
| 17 |
}
|
| 18 |
#canvas {
|
| 19 |
display: block;
|
| 20 |
}
|
| 21 |
.transition-all {
|
| 22 |
+
transition: all 0.3s cubic-bezier(0.4, 0, 0.2, 1);
|
| 23 |
+
}
|
| 24 |
+
.character-card {
|
| 25 |
+
background: linear-gradient(145deg, rgba(30, 41, 59, 0.9), rgba(15, 23, 42, 0.9));
|
| 26 |
+
backdrop-filter: blur(10px);
|
| 27 |
+
border: 1px solid rgba(255, 255, 255, 0.1);
|
| 28 |
+
box-shadow: 0 8px 32px rgba(0, 0, 0, 0.3);
|
| 29 |
}
|
| 30 |
.character-card:hover {
|
| 31 |
+
transform: translateY(-8px) scale(1.02);
|
| 32 |
+
box-shadow: 0 20px 40px rgba(0, 0, 0, 0.4);
|
| 33 |
+
border-color: rgba(139, 92, 246, 0.5);
|
| 34 |
}
|
| 35 |
.dialog-box {
|
| 36 |
+
background: rgba(15, 23, 42, 0.95);
|
| 37 |
+
backdrop-filter: blur(20px);
|
| 38 |
+
border: 1px solid rgba(255, 255, 255, 0.1);
|
| 39 |
+
box-shadow: 0 25px 50px rgba(0, 0, 0, 0.5);
|
| 40 |
}
|
| 41 |
.character-preview {
|
| 42 |
width: 100%;
|
| 43 |
height: 200px;
|
| 44 |
+
background: linear-gradient(145deg, rgba(255, 255, 255, 0.05), rgba(255, 255, 255, 0.02));
|
| 45 |
+
border-radius: 1rem;
|
| 46 |
+
border: 1px solid rgba(255, 255, 255, 0.1);
|
| 47 |
+
position: relative;
|
| 48 |
+
overflow: hidden;
|
| 49 |
+
}
|
| 50 |
+
.character-preview::before {
|
| 51 |
+
content: '';
|
| 52 |
+
position: absolute;
|
| 53 |
+
top: 0;
|
| 54 |
+
left: 0;
|
| 55 |
+
right: 0;
|
| 56 |
+
bottom: 0;
|
| 57 |
+
background: linear-gradient(45deg, transparent, rgba(255, 255, 255, 0.05), transparent);
|
| 58 |
+
opacity: 0;
|
| 59 |
+
transition: opacity 0.3s ease;
|
| 60 |
+
}
|
| 61 |
+
.character-card:hover .character-preview::before {
|
| 62 |
+
opacity: 1;
|
| 63 |
+
}
|
| 64 |
+
.glass-effect {
|
| 65 |
background: rgba(255, 255, 255, 0.1);
|
| 66 |
+
backdrop-filter: blur(10px);
|
| 67 |
+
border: 1px solid rgba(255, 255, 255, 0.2);
|
| 68 |
+
}
|
| 69 |
+
.gradient-text {
|
| 70 |
+
background: linear-gradient(135deg, #8b5cf6 0%, #3b82f6 100%);
|
| 71 |
+
-webkit-background-clip: text;
|
| 72 |
+
-webkit-text-fill-color: transparent;
|
| 73 |
+
background-clip: text;
|
| 74 |
+
}
|
| 75 |
+
.floating-animation {
|
| 76 |
+
animation: float 6s ease-in-out infinite;
|
| 77 |
+
}
|
| 78 |
+
@keyframes float {
|
| 79 |
+
0%, 100% { transform: translateY(0px); }
|
| 80 |
+
50% { transform: translateY(-10px); }
|
| 81 |
+
}
|
| 82 |
+
.pulse-glow {
|
| 83 |
+
animation: pulse-glow 2s ease-in-out infinite alternate;
|
| 84 |
+
}
|
| 85 |
+
@keyframes pulse-glow {
|
| 86 |
+
from { box-shadow: 0 0 20px rgba(139, 92, 246, 0.4); }
|
| 87 |
+
to { box-shadow: 0 0 30px rgba(139, 92, 246, 0.8); }
|
| 88 |
}
|
| 89 |
</style>
|
| 90 |
</head>
|
| 91 |
<body class="bg-gray-900 text-white">
|
| 92 |
<!-- Welcome Screen -->
|
| 93 |
+
<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">
|
| 94 |
+
<div class="absolute inset-0 overflow-hidden">
|
| 95 |
+
<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>
|
| 96 |
+
<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>
|
| 97 |
+
</div>
|
| 98 |
+
<div class="text-center max-w-4xl p-12 glass-effect rounded-3xl shadow-2xl relative z-10 border border-white/10">
|
| 99 |
+
<div class="floating-animation mb-8">
|
| 100 |
+
<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">
|
| 101 |
+
<svg class="w-16 h-16 text-white" fill="none" stroke="currentColor" viewBox="0 0 24 24">
|
| 102 |
+
<path stroke-linecap="round" stroke-linejoin="round" stroke-width="2" d="M12 6v6m0 0v6m0-6h6m-6 0H6"></path>
|
| 103 |
+
</svg>
|
| 104 |
+
</div>
|
| 105 |
+
</div>
|
| 106 |
+
<h1 class="text-6xl font-black mb-6 gradient-text tracking-tight">CharacterVerse</h1>
|
| 107 |
+
<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>
|
| 108 |
+
<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">
|
| 109 |
+
<span class="flex items-center justify-center space-x-3">
|
| 110 |
+
<span>Begin Epic Journey</span>
|
| 111 |
+
<svg class="w-5 h-5" fill="none" stroke="currentColor" viewBox="0 0 24 24">
|
| 112 |
+
<path stroke-linecap="round" stroke-linejoin="round" stroke-width="2" d="M13 7l5 5m0 0l-5 5m5-5H6"></path>
|
| 113 |
+
</svg>
|
| 114 |
+
</span>
|
| 115 |
</button>
|
| 116 |
+
<div class="mt-8 flex justify-center space-x-6 text-sm text-gray-400">
|
| 117 |
+
<div class="flex items-center space-x-2">
|
| 118 |
+
<div class="w-2 h-2 bg-green-500 rounded-full"></div>
|
| 119 |
+
<span>Real-time 3D Graphics</span>
|
| 120 |
+
</div>
|
| 121 |
+
<div class="flex items-center space-x-2">
|
| 122 |
+
<div class="w-2 h-2 bg-blue-500 rounded-full"></div>
|
| 123 |
+
<span>Interactive Characters</span>
|
| 124 |
+
</div>
|
| 125 |
+
<div class="flex items-center space-x-2">
|
| 126 |
+
<div class="w-2 h-2 bg-purple-500 rounded-full"></div>
|
| 127 |
+
<span>Dynamic Environments</span>
|
| 128 |
+
</div>
|
| 129 |
+
</div>
|
| 130 |
</div>
|
| 131 |
</div>
|
| 132 |
<!-- Character Selection Screen -->
|
| 133 |
+
<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">
|
| 134 |
+
<div class="absolute inset-0 bg-black/20 backdrop-blur-sm"></div>
|
| 135 |
+
<div class="container mx-auto px-6 py-8 h-full flex flex-col relative z-10">
|
| 136 |
+
<div class="text-center mb-12">
|
| 137 |
+
<h2 class="text-5xl font-black mb-4 gradient-text">Choose Your Champion</h2>
|
| 138 |
+
<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>
|
| 139 |
+
</div>
|
| 140 |
+
<div class="flex-1 overflow-y-auto pb-32">
|
| 141 |
+
<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">
|
| 142 |
<!-- Character cards will be dynamically inserted here -->
|
| 143 |
</div>
|
| 144 |
</div>
|
| 145 |
+
<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">
|
| 146 |
<div class="container mx-auto text-center">
|
| 147 |
+
<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">
|
| 148 |
+
<span class="flex items-center justify-center space-x-3">
|
| 149 |
+
<span>Confirm Champion</span>
|
| 150 |
+
<svg class="w-5 h-5" fill="none" stroke="currentColor" viewBox="0 0 24 24">
|
| 151 |
+
<path stroke-linecap="round" stroke-linejoin="round" stroke-width="2" d="M5 13l4 4L19 7"></path>
|
| 152 |
+
</svg>
|
| 153 |
+
</span>
|
| 154 |
</button>
|
| 155 |
</div>
|
| 156 |
</div>
|
| 157 |
</div>
|
| 158 |
</div>
|
| 159 |
<!-- World Selection Screen -->
|
| 160 |
+
<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">
|
| 161 |
+
<div class="absolute inset-0 bg-black/20 backdrop-blur-sm"></div>
|
| 162 |
+
<div class="container mx-auto px-6 py-8 h-full flex flex-col relative z-10">
|
| 163 |
+
<div class="text-center mb-12">
|
| 164 |
+
<h2 class="text-5xl font-black mb-4 gradient-text">Forge Your Universe</h2>
|
| 165 |
+
<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>
|
| 166 |
+
<div class="mt-4 inline-flex items-center space-x-4 bg-white/5 rounded-full px-6 py-3 border border-white/10">
|
| 167 |
+
<span class="text-green-400 font-semibold" id="selected-count">0</span>
|
| 168 |
+
<span class="text-gray-400">/</span>
|
| 169 |
+
<span class="text-gray-300">5 Characters Selected</span>
|
| 170 |
+
</div>
|
| 171 |
+
</div>
|
| 172 |
+
<div class="flex-1 overflow-y-auto pb-32">
|
| 173 |
+
<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">
|
| 174 |
<!-- World character cards will be dynamically inserted here -->
|
| 175 |
</div>
|
| 176 |
</div>
|
| 177 |
+
<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">
|
| 178 |
<div class="container mx-auto text-center">
|
| 179 |
+
<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">
|
| 180 |
+
<span class="flex items-center justify-center space-x-3">
|
| 181 |
+
<span>Generate Dynamic World</span>
|
| 182 |
+
<svg class="w-5 h-5" fill="none" stroke="currentColor" viewBox="0 0 24 24">
|
| 183 |
+
<path stroke-linecap="round" stroke-linejoin="round" stroke-width="2" d="M13 10V3L4 14h7v7l9-11h-7z"></path>
|
| 184 |
+
</svg>
|
| 185 |
+
</span>
|
| 186 |
</button>
|
| 187 |
</div>
|
| 188 |
</div>
|
|
|
|
| 251 |
space: false
|
| 252 |
}
|
| 253 |
};
|
| 254 |
+
// Sample character data with free models from Three.js examples
|
|
|
|
| 255 |
const characterData = [
|
| 256 |
+
{ id: 1, name: "Robot", modelUrl: "https://threejs.org/examples/models/gltf/RobotExpressive/RobotExpressive.glb", color: "#EF4444", dialog: ["Beep boop! I am a robot.", "Processing your request...", "01010100 01101000 01110010 01100101 01100101"] },
|
| 257 |
+
{ id: 2, name: "Fox", modelUrl: "https://threejs.org/examples/models/gltf/Fox/Fox.glb", color: "#3B82F6", dialog: ["What does the fox say?", "The forest is my home.", "Sly as a fox!"] },
|
| 258 |
+
{ id: 3, name: "Parrot", modelUrl: "https://threejs.org/examples/models/gltf/Parrot.glb", color: "#10B981", dialog: ["Polly want a cracker?", "Squawk! Beautiful day!", "I can talk, can you fly?"] },
|
| 259 |
+
{ id: 4, name: "Flamingo", modelUrl: "https://threejs.org/examples/models/gltf/Flamingo.glb", color: "#F59E0B", dialog: ["Standing on one leg is easy!", "Pink is the new black.", "Elegance is my middle name."] },
|
| 260 |
+
{ id: 5, name: "Stork", modelUrl: "https://threejs.org/examples/models/gltf/Stork.glb", color: "#8B5CF6", dialog: ["I deliver special packages!", "Long flights are my specialty.", "Graceful in the sky."] },
|
| 261 |
+
{ id: 6, name: "Damaged Helmet", modelUrl: "https://threejs.org/examples/models/gltf/DamagedHelmet/DamagedHelmet.glb", color: "#EC4899", dialog: ["I've seen many battles.", "This helmet tells a story.", "Ancient warrior's spirit."] },
|
| 262 |
+
{ id: 7, name: "Cesium Man", modelUrl: "https://threejs.org/examples/models/gltf/CesiumMan/CesiumMan.glb", color: "#6366F1", dialog: ["I represent the future!", "Technology evolves rapidly.", "Digital consciousness rising."] },
|
| 263 |
+
{ id: 8, name: "Flight Helmet", modelUrl: "https://threejs.org/examples/models/gltf/FlightHelmet/FlightHelmet.glb", color: "#F97316", dialog: ["Ready for takeoff!", "The sky is my domain.", "Pilot's best friend."] }
|
| 264 |
];
|
| 265 |
+
// Three.js variables
|
|
|
|
| 266 |
let scene, camera, renderer, controls;
|
| 267 |
let mixer, clock, loader;
|
| 268 |
let world;
|
|
|
|
| 393 |
container.appendChild(card);
|
| 394 |
});
|
| 395 |
}
|
|
|
|
| 396 |
function initThreeJS() {
|
| 397 |
// Set up Three.js scene
|
| 398 |
scene = new THREE.Scene();
|
|
|
|
| 403 |
camera.position.set(0, 5, 10);
|
| 404 |
|
| 405 |
// Renderer
|
| 406 |
+
const canvas = document.getElementById('canvas');
|
| 407 |
+
renderer = new THREE.WebGLRenderer({
|
| 408 |
+
canvas: canvas,
|
| 409 |
+
antialias: true,
|
| 410 |
+
alpha: true
|
| 411 |
+
});
|
| 412 |
renderer.setSize(window.innerWidth, window.innerHeight);
|
| 413 |
renderer.shadowMap.enabled = true;
|
| 414 |
+
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
|
| 415 |
|
| 416 |
// Clock for animations
|
| 417 |
clock = new THREE.Clock();
|
|
|
|
| 420 |
loader = new THREE.GLTFLoader();
|
| 421 |
|
| 422 |
// Add lights
|
| 423 |
+
const ambientLight = new THREE.AmbientLight(0xffffff, 0.6);
|
| 424 |
scene.add(ambientLight);
|
| 425 |
|
| 426 |
const directionalLight = new THREE.DirectionalLight(0xffffff, 0.8);
|
| 427 |
+
directionalLight.position.set(10, 20, 15);
|
| 428 |
directionalLight.castShadow = true;
|
| 429 |
directionalLight.shadow.mapSize.width = 2048;
|
| 430 |
directionalLight.shadow.mapSize.height = 2048;
|
| 431 |
+
directionalLight.shadow.camera.near = 0.5;
|
| 432 |
+
directionalLight.shadow.camera.far = 50;
|
| 433 |
+
directionalLight.shadow.camera.left = -20;
|
| 434 |
+
directionalLight.shadow.camera.right = 20;
|
| 435 |
+
directionalLight.shadow.camera.top = 20;
|
| 436 |
+
directionalLight.shadow.camera.bottom = -20;
|
| 437 |
scene.add(directionalLight);
|
| 438 |
|
| 439 |
// Create ground
|
|
|
|
| 467 |
renderer.setSize(window.innerWidth, window.innerHeight);
|
| 468 |
});
|
| 469 |
}
|
| 470 |
+
function addEnvironmentObjects() {
|
|
|
|
| 471 |
// Add some trees
|
| 472 |
const treeGeometry = new THREE.ConeGeometry(1, 3, 8);
|
| 473 |
const treeMaterial = new THREE.MeshStandardMaterial({ color: 0x2e7d32 });
|
|
|
|
| 501 |
scene.add(rock);
|
| 502 |
}
|
| 503 |
}
|
|
|
|
| 504 |
function loadPlayerCharacter() {
|
| 505 |
+
loader.load(gameState.selectedCharacter.modelUrl, (gltf) => {
|
| 506 |
+
const model = gltf.scene;
|
| 507 |
+
|
| 508 |
+
// Scale and position the model
|
| 509 |
+
model.scale.set(1, 1, 1);
|
| 510 |
+
model.position.set(0, 0, 0);
|
| 511 |
+
|
| 512 |
+
// Enable shadows for all children
|
| 513 |
+
model.traverse((child) => {
|
| 514 |
+
if (child.isMesh) {
|
| 515 |
+
child.castShadow = true;
|
| 516 |
+
child.receiveShadow = true;
|
| 517 |
+
}
|
| 518 |
+
});
|
| 519 |
+
|
| 520 |
+
scene.add(model);
|
| 521 |
+
|
| 522 |
+
// Set up animations if available
|
| 523 |
+
const mixer = new THREE.AnimationMixer(model);
|
| 524 |
+
const animations = gltf.animations;
|
| 525 |
+
|
| 526 |
+
gameState.player = {
|
| 527 |
+
model: model,
|
| 528 |
+
speed: 0.08,
|
| 529 |
+
runSpeed: 0.15,
|
| 530 |
+
rotationSpeed: 0.08,
|
| 531 |
+
isMoving: false,
|
| 532 |
+
mixer: mixer,
|
| 533 |
+
animations: animations,
|
| 534 |
+
currentAnimation: null,
|
| 535 |
+
animationActions: {}
|
| 536 |
+
};
|
| 537 |
+
|
| 538 |
+
// Set up animation actions
|
| 539 |
+
if (animations && animations.length > 0) {
|
| 540 |
+
animations.forEach((clip) => {
|
| 541 |
+
gameState.player.animationActions[clip.name] = mixer.clipAction(clip);
|
| 542 |
+
});
|
| 543 |
+
|
| 544 |
+
// Play the first animation by default
|
| 545 |
+
if (animations[0]) {
|
| 546 |
+
gameState.player.animationActions[animations[0].name].play();
|
| 547 |
+
gameState.player.currentAnimation = animations[0].name;
|
| 548 |
+
}
|
| 549 |
+
} else {
|
| 550 |
+
// If no animations, create simple placeholder animations
|
| 551 |
+
createPlayerAnimations();
|
| 552 |
+
}
|
| 553 |
+
|
| 554 |
+
}, undefined, (error) => {
|
| 555 |
+
console.error('Error loading player model:', error);
|
| 556 |
+
// Fallback to placeholder
|
| 557 |
+
loadPlayerCharacterFallback();
|
| 558 |
+
});
|
| 559 |
+
}
|
| 560 |
+
|
| 561 |
+
function loadPlayerCharacterFallback() {
|
| 562 |
const group = new THREE.Group();
|
| 563 |
|
| 564 |
// Body
|
|
|
|
| 612 |
|
| 613 |
gameState.player = {
|
| 614 |
model: group,
|
| 615 |
+
speed: 0.08,
|
| 616 |
+
runSpeed: 0.15,
|
| 617 |
+
rotationSpeed: 0.08,
|
| 618 |
isMoving: false,
|
| 619 |
animations: {
|
| 620 |
idle: null,
|
|
|
|
| 627 |
|
| 628 |
// Add a simple animation mixer for the player
|
| 629 |
mixer = new THREE.AnimationMixer(group);
|
|
|
|
|
|
|
| 630 |
createPlayerAnimations();
|
|
|
|
|
|
|
| 631 |
setPlayerAnimation('idle');
|
| 632 |
}
|
| 633 |
+
function createPlayerAnimations() {
|
|
|
|
| 634 |
// In a real app, these would come from the GLTF model
|
| 635 |
+
// For this example, we'll create simple animations using NumberKeyframeTrack
|
| 636 |
|
| 637 |
// Idle animation (slight bounce)
|
| 638 |
+
const idleTrack = new THREE.NumberKeyframeTrack(
|
| 639 |
+
'.position[y]',
|
| 640 |
[0, 0.5, 1],
|
| 641 |
+
[0, 0.1, 0]
|
|
|
|
|
|
|
|
|
|
|
|
|
| 642 |
);
|
| 643 |
const idleClip = new THREE.AnimationClip('idle', 1, [idleTrack]);
|
| 644 |
gameState.player.animations.idle = idleClip;
|
| 645 |
|
| 646 |
// Walk animation (arm and leg movement)
|
| 647 |
+
const leftArmTrack = new THREE.NumberKeyframeTrack(
|
| 648 |
'.children[2].rotation[z]',
|
| 649 |
[0, 0.5, 1],
|
| 650 |
+
[0.3, -0.3, 0.3]
|
| 651 |
);
|
| 652 |
+
const rightArmTrack = new THREE.NumberKeyframeTrack(
|
| 653 |
'.children[3].rotation[z]',
|
| 654 |
[0, 0.5, 1],
|
| 655 |
+
[-0.3, 0.3, -0.3]
|
| 656 |
);
|
| 657 |
+
const leftLegTrack = new THREE.NumberKeyframeTrack(
|
| 658 |
'.children[4].position[y]',
|
| 659 |
[0, 0.5, 1],
|
| 660 |
+
[-0.4, -0.3, -0.4]
|
| 661 |
);
|
| 662 |
+
const rightLegTrack = new THREE.NumberKeyframeTrack(
|
| 663 |
'.children[5].position[y]',
|
| 664 |
[0, 0.5, 1],
|
| 665 |
+
[-0.3, -0.4, -0.3]
|
| 666 |
);
|
| 667 |
const walkClip = new THREE.AnimationClip('walk', 0.5, [
|
| 668 |
leftArmTrack, rightArmTrack, leftLegTrack, rightLegTrack
|
|
|
|
| 676 |
gameState.player.animations.run = runClip;
|
| 677 |
|
| 678 |
// Jump animation
|
| 679 |
+
const jumpTrack = new THREE.NumberKeyframeTrack(
|
| 680 |
'.position[y]',
|
| 681 |
[0, 0.2, 0.4, 0.6, 0.8, 1],
|
| 682 |
+
[0, 1.5, 1, 0.3, 0, 0]
|
| 683 |
);
|
| 684 |
const jumpClip = new THREE.AnimationClip('jump', 1, [jumpTrack]);
|
| 685 |
gameState.player.animations.jump = jumpClip;
|
| 686 |
}
|
|
|
|
| 687 |
function setPlayerAnimation(name) {
|
| 688 |
if (gameState.player.currentAnimation === name) return;
|
| 689 |
|
|
|
|
| 694 |
if (clip) {
|
| 695 |
const action = mixer.clipAction(clip);
|
| 696 |
action.setLoop(THREE.LoopRepeat);
|
| 697 |
+
action.clampWhenFinished = false;
|
| 698 |
action.play();
|
| 699 |
}
|
| 700 |
|
| 701 |
gameState.player.currentAnimation = name;
|
| 702 |
}
|
| 703 |
}
|
| 704 |
+
function loadNPCCharacters() {
|
|
|
|
| 705 |
gameState.selectedWorldCharacters.forEach((character, index) => {
|
| 706 |
// In a real app, we would load the GLTF model from the URL
|
| 707 |
// For this example, we'll create a simple placeholder
|
|
|
|
| 750 |
});
|
| 751 |
}
|
| 752 |
function animate() {
|
| 753 |
+
requestAnimationFrame(animate);
|
|
|
|
|
|
|
|
|
|
| 754 |
|
| 755 |
+
const delta = Math.min(clock.getDelta(), 0.1); // Cap delta to prevent large jumps
|
| 756 |
|
| 757 |
// Update player animation mixer
|
| 758 |
if (mixer) {
|
|
|
|
| 766 |
checkForNearbyNPCs();
|
| 767 |
|
| 768 |
renderer.render(scene, camera);
|
|
|
|
|
|
|
| 769 |
}
|
| 770 |
+
function handlePlayerMovement(delta) {
|
| 771 |
if (!gameState.player) return;
|
| 772 |
|
| 773 |
const player = gameState.player;
|
| 774 |
let moving = false;
|
| 775 |
+
let moveDirection = new THREE.Vector3();
|
| 776 |
+
|
| 777 |
+
// Check if dialog is open - disable movement if dialog is active
|
| 778 |
+
const isDialogOpen = !document.getElementById('dialog-box').classList.contains('translate-y-full');
|
| 779 |
+
if (isDialogOpen) {
|
| 780 |
+
// Stop any movement and reset animation
|
| 781 |
+
if (player.isMoving) {
|
| 782 |
+
player.isMoving = false;
|
| 783 |
+
updatePlayerAnimation();
|
| 784 |
+
}
|
| 785 |
+
return;
|
| 786 |
+
}
|
| 787 |
|
| 788 |
// Forward/backward movement
|
| 789 |
if (gameState.keys.w) {
|
| 790 |
+
moveDirection.z = -1;
|
| 791 |
moving = true;
|
| 792 |
}
|
| 793 |
if (gameState.keys.s) {
|
| 794 |
+
moveDirection.z = 1;
|
| 795 |
moving = true;
|
| 796 |
}
|
| 797 |
|
| 798 |
// Left/right movement
|
| 799 |
if (gameState.keys.a) {
|
| 800 |
+
moveDirection.x = -1;
|
| 801 |
moving = true;
|
| 802 |
}
|
| 803 |
if (gameState.keys.d) {
|
| 804 |
+
moveDirection.x = 1;
|
| 805 |
moving = true;
|
| 806 |
}
|
| 807 |
|
| 808 |
+
// Normalize direction vector if moving diagonally
|
| 809 |
if (moving) {
|
| 810 |
+
moveDirection.normalize();
|
|
|
|
|
|
|
|
|
|
|
|
|
| 811 |
|
| 812 |
+
// Calculate speed with delta time for consistent movement
|
| 813 |
+
const speed = (gameState.keys.shift ? player.runSpeed : player.speed) * delta * 60;
|
| 814 |
+
|
| 815 |
+
// Apply movement relative to camera direction
|
| 816 |
+
const cameraForward = new THREE.Vector3();
|
| 817 |
+
camera.getWorldDirection(cameraForward);
|
| 818 |
+
cameraForward.y = 0;
|
| 819 |
+
cameraForward.normalize();
|
| 820 |
+
|
| 821 |
+
const cameraRight = new THREE.Vector3();
|
| 822 |
+
cameraRight.crossVectors(cameraForward, new THREE.Vector3(0, 1, 0));
|
| 823 |
+
cameraRight.normalize();
|
| 824 |
+
|
| 825 |
+
const moveVector = new THREE.Vector3();
|
| 826 |
+
moveVector.addScaledVector(cameraForward, moveDirection.z * speed);
|
| 827 |
+
moveVector.addScaledVector(cameraRight, moveDirection.x * speed);
|
| 828 |
+
|
| 829 |
+
player.model.position.add(moveVector);
|
| 830 |
+
|
| 831 |
+
// Update player rotation to face movement direction
|
| 832 |
+
if (moveDirection.length() > 0.1) {
|
| 833 |
+
const targetRotation = Math.atan2(moveDirection.x, moveDirection.z) + camera.rotation.y;
|
| 834 |
+
player.model.rotation.y = THREE.MathUtils.lerp(player.model.rotation.y, targetRotation, player.rotationSpeed * delta * 60);
|
| 835 |
+
}
|
| 836 |
}
|
| 837 |
|
| 838 |
// Jumping - only trigger when not showing dialog and not already jumping
|
| 839 |
+
if (gameState.keys.space && !gameState.isJumping && !isDialogOpen) {
|
| 840 |
gameState.isJumping = true;
|
| 841 |
setPlayerAnimation('jump');
|
| 842 |
+
|
| 843 |
+
// Create a more robust jump animation
|
| 844 |
+
let jumpStartTime = performance.now();
|
| 845 |
+
const jumpDuration = 1000; // 1 second
|
| 846 |
+
const originalY = player.model.position.y;
|
| 847 |
+
const jumpHeight = 1.5;
|
| 848 |
+
|
| 849 |
+
function performJump() {
|
| 850 |
+
const currentTime = performance.now();
|
| 851 |
+
const elapsed = currentTime - jumpStartTime;
|
| 852 |
+
const progress = Math.min(elapsed / jumpDuration, 1);
|
| 853 |
+
|
| 854 |
+
// Parabolic jump curve
|
| 855 |
+
const jumpProgress = 1 - Math.pow(2 * progress - 1, 2);
|
| 856 |
+
player.model.position.y = originalY + jumpHeight * jumpProgress;
|
| 857 |
+
|
| 858 |
+
if (progress < 1) {
|
| 859 |
+
requestAnimationFrame(performJump);
|
| 860 |
+
} else {
|
| 861 |
+
gameState.isJumping = false;
|
| 862 |
+
player.model.position.y = originalY;
|
| 863 |
+
updatePlayerAnimation();
|
| 864 |
+
}
|
| 865 |
+
}
|
| 866 |
+
|
| 867 |
+
performJump();
|
| 868 |
}
|
| 869 |
|
| 870 |
// Update animation based on movement
|
|
|
|
| 873 |
updatePlayerAnimation();
|
| 874 |
}
|
| 875 |
|
| 876 |
+
// Update camera position to follow player with smooth interpolation
|
| 877 |
+
const targetCameraPosition = player.model.position.clone().add(new THREE.Vector3(0, 5, 10));
|
| 878 |
+
camera.position.lerp(targetCameraPosition, 0.1 * delta * 60);
|
|
|
|
| 879 |
camera.lookAt(player.model.position);
|
| 880 |
}
|
| 881 |
function updatePlayerAnimation() {
|
|
|
|
| 955 |
existingPrompt.remove();
|
| 956 |
}
|
| 957 |
}
|
| 958 |
+
function handleKeyDown(event) {
|
| 959 |
+
// Prevent default for space to avoid page scrolling
|
| 960 |
+
if (event.key === ' ') {
|
| 961 |
+
event.preventDefault();
|
| 962 |
+
}
|
| 963 |
+
|
| 964 |
+
// Ignore key repeats
|
| 965 |
+
if (event.repeat) return;
|
| 966 |
+
|
| 967 |
+
const key = event.key.toLowerCase();
|
| 968 |
+
switch (key) {
|
| 969 |
+
case 'w':
|
| 970 |
+
gameState.keys.w = true;
|
| 971 |
+
break;
|
| 972 |
+
case 'a':
|
| 973 |
+
gameState.keys.a = true;
|
| 974 |
+
break;
|
| 975 |
+
case 's':
|
| 976 |
+
gameState.keys.s = true;
|
| 977 |
+
break;
|
| 978 |
+
case 'd':
|
| 979 |
+
gameState.keys.d = true;
|
| 980 |
+
break;
|
| 981 |
+
case 'shift':
|
| 982 |
+
gameState.keys.shift = true;
|
| 983 |
+
break;
|
| 984 |
case ' ':
|
| 985 |
gameState.keys.space = true;
|
| 986 |
+
// Check if we're near an NPC and dialog isn't already open
|
| 987 |
+
const isDialogOpen = !document.getElementById('dialog-box').classList.contains('translate-y-full');
|
| 988 |
+
if (gameState.nearbyNpc && !gameState.isJumping && !isDialogOpen) {
|
| 989 |
showDialog(gameState.nearbyNpc);
|
|
|
|
| 990 |
}
|
| 991 |
break;
|
| 992 |
}
|
| 993 |
}
|
| 994 |
+
function handleKeyUp(event) {
|
| 995 |
+
// Ignore key repeats
|
| 996 |
+
if (event.repeat) return;
|
| 997 |
+
|
| 998 |
+
const key = event.key.toLowerCase();
|
| 999 |
+
switch (key) {
|
| 1000 |
+
case 'w':
|
| 1001 |
+
gameState.keys.w = false;
|
| 1002 |
+
break;
|
| 1003 |
+
case 'a':
|
| 1004 |
+
gameState.keys.a = false;
|
| 1005 |
+
break;
|
| 1006 |
+
case 's':
|
| 1007 |
+
gameState.keys.s = false;
|
| 1008 |
+
break;
|
| 1009 |
+
case 'd':
|
| 1010 |
+
gameState.keys.d = false;
|
| 1011 |
+
break;
|
| 1012 |
+
case 'shift':
|
| 1013 |
+
gameState.keys.shift = false;
|
| 1014 |
+
break;
|
| 1015 |
+
case ' ':
|
| 1016 |
+
gameState.keys.space = false;
|
| 1017 |
+
break;
|
| 1018 |
+
}
|
| 1019 |
+
|
| 1020 |
+
// Update animation when keys are released
|
| 1021 |
+
if (gameState.player) {
|
| 1022 |
+
updatePlayerAnimation();
|
| 1023 |
}
|
| 1024 |
}
|
| 1025 |
+
</script>
|
| 1026 |
<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>
|
| 1027 |
</html>
|