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Copy pathgame_logic.txt
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237 lines (203 loc) · 7.64 KB
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### INIT_GAME_CODE ###
function initializeGame() {
// Initialize game state
gameState.puzzlePieces = [];
gameState.goalPlatforms = [];
gameState.regularPlatforms = [];
gameState.selectedPiece = null;
// Traverse the scene to categorize objects
scene.traverse((object) => {
if (object.isMesh || object.isGroup) {
// Check for puzzle pieces (crates)
if (object.userData.isPuzzlePiece) {
gameState.puzzlePieces.push(object);
// Save original material for highlighting
if (object.material) {
object.userData.originalMaterial = object.material;
}
}
// Check for goal platforms (target zones)
if (object.userData.isGoalPlatform) {
gameState.goalPlatforms.push(object);
if (object.material) {
object.userData.originalMaterial = object.material;
}
}
// Check for regular platforms (floor tiles)
if (object.userData.isPlatform && !object.userData.isGoalPlatform) {
gameState.regularPlatforms.push(object);
}
}
});
console.log('Game initialized:', {
puzzlePieces: gameState.puzzlePieces.length,
goalPlatforms: gameState.goalPlatforms.length,
regularPlatforms: gameState.regularPlatforms.length
});
}
### END_INIT_GAME_CODE ###
### HANDLE_KEYPRESS_CODE ###
function handleKeyPress(key) {
// ESC: Deselect current piece (handle FIRST)
if (key === 'Escape') {
if (gameState.selectedPiece) {
// Restore original material
if (gameState.selectedPiece.userData.originalMaterial) {
gameState.selectedPiece.material = gameState.selectedPiece.userData.originalMaterial;
}
gameState.selectedPiece = null;
}
return;
}
// If no piece is selected, ignore movement keys
if (!gameState.selectedPiece) {
if (key === 'r' || key === 'R') {
// R without selection: Restart level
location.reload();
}
return;
}
const gridSize = 2;
let moved = false;
// WASD/Arrow keys: Move selected piece on grid
if (key === 'w' || key === 'ArrowUp') {
gameState.selectedPiece.position.z -= gridSize;
moved = true;
} else if (key === 's' || key === 'ArrowDown') {
gameState.selectedPiece.position.z += gridSize;
moved = true;
} else if (key === 'a' || key === 'ArrowLeft') {
gameState.selectedPiece.position.x -= gridSize;
moved = true;
} else if (key === 'd' || key === 'ArrowRight') {
gameState.selectedPiece.position.x += gridSize;
moved = true;
}
// Space: Snap to platform and deselect
else if (key === ' ' || key === 'Spacebar') {
snapToPlatform(gameState.selectedPiece);
return;
}
// R: Rotate piece
else if (key === 'r' || key === 'R') {
gameState.selectedPiece.rotation.y += Math.PI / 2;
}
// After movement, snap to grid
if (moved) {
gameState.selectedPiece.position.x = Math.round(gameState.selectedPiece.position.x / gridSize) * gridSize;
gameState.selectedPiece.position.z = Math.round(gameState.selectedPiece.position.z / gridSize) * gridSize;
}
}
### END_HANDLE_KEYPRESS_CODE ###
### MOUSE_CLICK_CODE ###
function onMouseClick(event) {
// Calculate mouse position in normalized device coordinates
const mouse = new THREE.Vector2();
mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;
// Update the raycaster
raycaster.setFromCamera(mouse, camera);
// Find intersected objects
const intersects = raycaster.intersectObjects(scene.children, true);
if (intersects.length > 0) {
let clickedObject = intersects[0].object;
// Traverse up to find the root object with userData
while (clickedObject.parent && !clickedObject.userData.isPuzzlePiece) {
clickedObject = clickedObject.parent;
if (clickedObject === scene) break;
}
// If we found a puzzle piece, select it
if (clickedObject.userData.isPuzzlePiece) {
selectPiece(clickedObject);
} else {
// Clicked elsewhere, deselect
if (gameState.selectedPiece) {
if (gameState.selectedPiece.userData.originalMaterial) {
gameState.selectedPiece.material = gameState.selectedPiece.userData.originalMaterial;
}
gameState.selectedPiece = null;
}
}
}
}
### END_MOUSE_CLICK_CODE ###
### HELPER_FUNCTIONS ###
function selectPiece(clickedObject) {
// If clicking the same piece, deselect it
if (gameState.selectedPiece === clickedObject) {
if (gameState.selectedPiece.userData.originalMaterial) {
gameState.selectedPiece.material = gameState.selectedPiece.userData.originalMaterial;
}
gameState.selectedPiece = null;
return;
}
// Deselect previous piece
if (gameState.selectedPiece) {
if (gameState.selectedPiece.userData.originalMaterial) {
gameState.selectedPiece.material = gameState.selectedPiece.userData.originalMaterial;
}
}
// Select new piece
gameState.selectedPiece = clickedObject;
// Highlight the selected piece
if (clickedObject.material) {
// Save original material if not already saved
if (!clickedObject.userData.originalMaterial) {
clickedObject.userData.originalMaterial = clickedObject.material;
}
// Create highlight material
const highlightMaterial = new THREE.MeshStandardMaterial({
color: 0x00ff00,
emissive: 0x00ff00,
emissiveIntensity: 0.3,
metalness: 0.5,
roughness: 0.5
});
clickedObject.material = highlightMaterial;
}
}
function snapToPlatform(piece) {
if (!piece) return;
const gridSize = 2;
// Snap position to grid
piece.position.x = Math.round(piece.position.x / gridSize) * gridSize;
piece.position.z = Math.round(piece.position.z / gridSize) * gridSize;
// Restore original material
if (piece.userData.originalMaterial) {
piece.material = piece.userData.originalMaterial;
}
// Deselect piece
gameState.selectedPiece = null;
// Check win condition
checkWinCondition();
}
function checkWinCondition() {
if (gameState.puzzlePieces.length === 0 || gameState.goalPlatforms.length === 0) {
return;
}
let piecesOnGoals = 0;
const threshold = 0.5; // Distance threshold for snapping
// Check each puzzle piece
for (const piece of gameState.puzzlePieces) {
let onGoal = false;
// Check against each goal platform
for (const goal of gameState.goalPlatforms) {
const dx = Math.abs(piece.position.x - goal.position.x);
const dz = Math.abs(piece.position.z - goal.position.z);
if (dx < threshold && dz < threshold) {
onGoal = true;
break;
}
}
if (onGoal) {
piecesOnGoals++;
}
}
// Win condition: all pieces on goal platforms
if (piecesOnGoals === gameState.puzzlePieces.length) {
setTimeout(() => {
alert('Congratulations! You solved the puzzle!');
}, 100);
}
}
### END_HELPER_FUNCTIONS ###