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.