Okay, let's debug this. A blank screen usually points to issues with object creation, adding objects to the scene, camera positioning, or the render loop itself.
First, let's add some basic debugging tools: a simple test cube to ensure the renderer is working, and OrbitControls to let us manually look around the scene. We'll also add some console logs.
Explanation of Changes:
main.js
: Added a try...catch
block around the game initialization and start to catch any errors during setup and display a basic error message on screen.Game.js
:
MeshBasicMaterial
cube at (0, 1, -5)
. MeshBasicMaterial
doesn't require lighting, so if this appears, the basic rendering setup is working.OrbitControls
by uncommenting the relevant lines. You can now use your mouse (left-click drag to rotate, right-click drag to pan, scroll wheel to zoom) to look around the scene. This helps determine if objects exist but are just outside the camera's view.console.log
statements at various stages of init
to track progress and check object positions (renderer, lighting, debug cube, world, player car, camera, controls, audio).lookAt
are set after the playerCar.init()
call and added logs for the camera's state. Added a fallback camera position if the car mesh isn't created.this.controls.update()
inside the updateCamera
function (required if enableDamping
is true for OrbitControls). For now, the automatic camera follow is disabled when OrbitControls are active.dt
(delta time) in the animate
loop to prevent extreme physics calculations if the frame rate drops significantly (e.g., when the tab loses focus).try...catch
around renderer.render
to catch specific rendering errors.restartGame
logic to explicitly set the gameState
, stop sounds, and handle potential missing objects during reset.checkCollisions
for coins by iterating backwards (safer when removing items) and adding checks for undefined objects. Added a game over condition if the player drives too far off the road.World.js
:
treeTrunkGeometry
, treeFoliageGeometry
) and materials.createTreeGeometry
to createTreeMesh
which now uses the reusable geometries/materials and returns a THREE.Group
containing the scaled trunk and foliage meshes. This is more efficient than creating new geometry data for every single tree.update
logic for recycling segments, calculating the number of segments to move based on distance traveled.cleanupOldElements
to correctly filter trees and coins based on their Z position relative to the segment being removed. Iterates backwards over coins for safe removal.update
loop.reset
to remove the ground plane and call init
again for a clean rebuild.PlayerCar.js
:
init
.friction
multiplier with linearDamping
and angularDamping
applied correctly with dt
for frame-rate independence. Added driftFrictionMultiplier
.dispose
method (optional for now).Next Steps:
console.log
messages.