Okay, I can help you create a simple text-based adventure game inspired by the story you provided. We'll use HTML, CSS, and JavaScript.
This sets up a text adventure. Open the index.html file in the preview window. You can click the buttons to make choices and progress through the story based on the plot you provided. The inventory will update as you collect key items (narratively).
Okay, creating a full 3D game based on that story is a very complex task. We can start by setting up a basic 3D test room using Three.js, implementing character swapping between simple shapes representing characters, and adding placeholder abilities.
This will require installing the three library.
This setup provides:
You can view this by opening the index.html file. Use the number keys to swap characters and 'E' to use their placeholder ability.
You're right, a black screen usually means the camera isn't seeing anything, or there's no light, or the rendering loop isn't working correctly.
Let's adjust the setup slightly to ensure the camera is looking at the center and add a check within the animation loop.
Key changes:
scene.background = new THREE.Color(0x333333); to make it easier to distinguish between a non-rendering scene (dark grey) and a truly black screen (potential WebGL issue).camera.lookAt(0, 0, 0); and controls.target.set(0, 0, 0); after setting the camera position to ensure both the camera and its controls are initially focused on the scene's center.controls.update() is called within the animate loop, which is crucial for damping and general responsiveness.animate loop to help confirm it's being called.Try running this updated version. You should now see the dark grey background, the grey floor/walls, and the red cube (Garrett) slightly bobbing.
Okay, let's add WASD movement for the active character and use the mouse (via OrbitControls) to rotate the camera around the character.
We'll keep OrbitControls for camera rotation but update its target to follow the moving character. We'll use key listeners to handle WASD input for movement relative to the camera's direction.
Changes:
keys object to track WASD state and moveSpeed.THREE.Clock to get delta time for frame-rate independent movement.keydown and keyup to set the keys state for WASD.forwardVector and rightVector based on the camera's current direction (projected onto the ground plane).moveDirection vector based on which WASD keys are pressed.moveDirection to prevent faster diagonal movement.moveSpeed and delta time to the active character's mesh position.baseY.controls.target.lerp(characterMesh.position, 0.1) to smoothly move the camera's focus point towards the character. If not moving, it snaps the target directly.enablePan = false) as it conflicts with typical WASD/mouse look controls. Adjusted min/max polar angles slightly.controls.target is set to the initial character's position when the game starts. Removed the simple bobbing animation.baseY is stored separately to manage ground level.Now you should be able to:
Okay, integrating physics and jumping significantly increases the complexity. We'll use the cannon-es physics library for this. It's a capable physics engine written in JavaScript.
This involves:
cannon-es dependency.CANNON.Body) for the floor, walls, and each character.Key changes and additions:
CANNON.World with gravity.cannonDebugger.update() in animate to see it).CANNON.Material for default objects and characters, and ContactMaterial to control friction and restitution between them.CANNON.Body instances for the floor (static Plane), walls (static Box), and characters (dynamic Sphere).CANNON.Sphere shapes for better collision behavior.linearDamping and angularDamping to bodies.angularFactor to (0,0,0) to prevent characters from tipping over.char.body.objectsToUpdate array holds pairs of meshes and bodies. The animation loop copies position/quaternion from the physics body to the visual mesh. An offsetY is used to align the visual mesh correctly relative to the physics sphere's center.applyImpulse) based on WASD input relative to the camera. Added velocity limiting.keys.space). If canJump is true, it sets the character body's vertical velocity (velocity.y).checkGrounded using contact analysis (a simple but often effective method). It checks if the character body is in contact with another body and if the contact normal points upwards. Updates the UI accordingly.timeStep for physicsWorld.step() for stability. Updates physics first, then syncs visuals.OrbitControls now targets the visual mesh position, which is driven by physics.This provides a much more realistic interaction with the environment. You can now move, jump, collide with walls, and swap characters, all governed by the physics engine.
You are absolutely correct! The way cannon-es-debugger was imported is not standard for browser ES modules, especially when using CDNs via an importmap.
We need to add cannon-es-debugger to the importmap in index.html so the browser knows where to find it.
Here's the updated code:
Reasoning for the fix:
cannon-es-debugger from. Adding it to the importmap in index.html maps the specifier "cannon-es-debugger" to its CDN URL, allowing the import statement in script.js to work correctly.checkGrounded function to use physicsWorld.raycastClosest. This is generally more reliable than checking contacts, especially for determining if the character is directly above a surface.applyImpulse to applyForce for potentially smoother acceleration, and adjusted the magnitude (moveForceMagnitude).offsetY calculation and ensured it's applied after copying the physics body's position to the mesh position during the sync step. This correctly aligns the bottom of the visual mesh with the bottom of the physics sphere.controls.target.lerp to target the characterBody.position instead of the mesh position. This can sometimes be more stable as the physics body position is the source of truth.cannonDebugger.update() in the animate loop so you can see the green wireframes representing the physics shapes, which is very helpful for debugging physics interactions.This should resolve the module loading error and provide a working physics simulation with jumping. Remember to use WASD to move, Space to jump, mouse drag to rotate the camera, and 1/2/3 to swap characters.
You're right, the movement can feel sluggish with the current physics settings. Let's adjust the moveForceMagnitude, maxVelocity, and linearDamping to make the characters more responsive and faster.
moveForceMagnitude: Apply more force when keys are pressed.maxVelocity: Allow a higher top speed.linearDamping: Reduce the "stickiness" or drag on the character.Here are the adjustments in script.js:
Summary of changes in script.js:
linearDamping for character bodies changed from 0.9 to 0.7.moveForceMagnitude changed from 30 to 80.maxVelocity changed from 4.0 to 6.0.These adjustments should make the characters accelerate faster, reach a higher top speed, and feel less "sticky" when moving. Feel free to tweak these values further if the movement still doesn't feel right.*