JIT
Block City Battle Buddies Origin
Make a game: In the 1980s, Steve breaks into a mine to fulfill a childhood dream when he discovers the Orb of Dominance and the Earth Crystal, using them to enter the Overworld. He builds his own paradise, and later stumbles across a portal and enters the Nether. He is seized by Malgosha, the piglin ruler of the Nether who hates creativity due to past bullying and wants to destroy the Overworld. To prevent anyone else from entering the Overworld, Steve has his dog Dennis hide the Orb and Crystal under his bed in the real world. In the present, Garrett "The Garbage Man" Garrison, the winner of a 80s video game championship, owns a video game store. When he receives an eviction notice, he heads to a storage auction to acquire items to sell for cash, ultimately winning the belongings of Steve's old house. While searching through the items, particularly hoping to find an Atari Cosmos that he can sell, he finds the Orb of Dominance and the Earth Crystal. Meanwhile, Henry and Natalie move to Chuglass, Idaho, following the death of their mom. The two meet Dawn, a real estate agent who wants to open a petting zoo. On Henry's first day of school, he gets in trouble when his makeshift jetpack goes haywire and knocks over a mascot statue that lies on top of a potato chip factory. To avoid trouble, he pretends that Garrett is his uncle, and accidentally reactivates the portal by combining the Orb of Dominance and Earth Crystal back at the shop, leading the two to the mines. Natalie is worried, and heads there with Dawn. All four of them ultimately enter the portal and arrive in the Overworld. Malgosha is alerted that the Orb has returned and releases Steve from his prison in the Nether to reclaim it. While fighting off monsters at night, Henry learns how to build and makes a wooden fortress. While trying to head inside, Garrett accidentally breaks the Earth Crystal. Steve appears as sunrise approaches to save everyone, and tells them they have to go to the Woodland Mansion to replace the crystal. He follows them to a nearby village and shows them how to craft. However, piglins launch a raid on the village that leads to Steve, Garrett and Henry being separated from Natalie and Dawn. Steve, Garrett and Henry narrowly escape and defeat a ghast while heading to a cave, while Natalie and Dawn discover Dennis who promises to lead them back to Steve. Malgosha retaliates by sending out the Great Hog. The Great Hog chases down Steve, Garrett and Henry, who flee using minecarts, and the Great Hog is blown up by Creepers. Arriving at the mansion, Steve and Garrett try to distract the inhabitant pillagers by putting on mushroom hats and throwing a birthday party, allowing Henry to acquire both the Earth Crystal and an Ender Pearl. Malgosha returns with a new Great Hog and blows up the bridge leading to the Mansion. Steve and Henry get away while Garrett sacrifices himself in the explosion, though survives. The two reunite with Dawn, Natalie and Dennis in a mushroom house they built. Malgosha secures the Orb of Dominance and uses it to superpower the Nether Portal, declaring war on the Overworld. Steve, Henry, Natalie, Dawn and Garrett craft several weapons and an army of Iron Golems, to launch an attack. They manage to restore the sunlight after a battle, causing the piglins and Malgosha to burn up in the sun. The five return to the Earth Portal, and Steve gives Dennis to Dawn. The five become successes: together they all create the video game Block City Battle Buddies, Dawn opens her zoo with Dennis as an attraction, Natalie begins teaching self-defense classes, Henry successfully completes his jetpack, and Steve and Garrett perform music together at Garrett's store. Upon returning to his old house in the real world to reclaim items from a chest he left in the attic, Steve meets the current owner, a woman named Alex.

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).

Updated files
v1
I wanted a 3D Game. Implement a test room, and character swapping. Each character has their own abilities, and you can conbine them.

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:

  1. A basic 3D room with a floor and four walls.
  2. Three distinct shapes (Cube, Sphere, Cone) representing Garrett, Henry, and Steve.
  3. The ability to swap between these characters using keys '1', '2', and '3'. The active character is slightly larger and bobs slightly.
  4. A placeholder ability system triggered by the 'E' key for the currently active character (it logs to the console).
  5. A very basic ability combination check (logs to console if Build is used followed by Craft, or Rummage followed by Build).
  6. Orbit controls to look around the room (drag mouse).
  7. UI text showing the current character, last ability used, and any detected combination.

You can view this by opening the index.html file. Use the number keys to swap characters and 'E' to use their placeholder ability.

Updated files
v2
The UI loads, but black screen.

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:

  1. Scene Background: Added 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).
  2. Light Intensity: Slightly increased the intensity of both ambient and directional lights.
  3. Character Y Position: Adjusted the base Y position slightly for the sphere and cone to account for their geometry origins (spheres and cones often have their origin at the center or base, not the bottom).
  4. Camera LookAt: Explicitly added 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.
  5. Controls Update: Ensured controls.update() is called within the animate loop, which is crucial for damping and general responsiveness.
  6. Console Log: Added a log before starting the 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.

Updated files
v3
Allow me to move around and roate the camera.

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:

  1. Movement State: Added keys object to track WASD state and moveSpeed.
  2. Clock: Introduced THREE.Clock to get delta time for frame-rate independent movement.
  3. Event Listeners: Updated keydown and keyup to set the keys state for WASD.
  4. Animation Loop Movement Logic:
    • Calculates forwardVector and rightVector based on the camera's current direction (projected onto the ground plane).
    • Builds a moveDirection vector based on which WASD keys are pressed.
    • Normalizes the moveDirection to prevent faster diagonal movement.
    • Applies the movement scaled by moveSpeed and delta time to the active character's mesh position.
    • Keeps the character's Y position fixed to their baseY.
    • Crucially: Updates 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.
  5. OrbitControls: Disabled panning (enablePan = false) as it conflicts with typical WASD/mouse look controls. Adjusted min/max polar angles slightly.
  6. Initial Setup: Ensures the controls.target is set to the initial character's position when the game starts. Removed the simple bobbing animation.
  7. Character Positioning: Characters now start at slightly randomized positions near the center. baseY is stored separately to manage ground level.

Now you should be able to:

  • Move the active character using WASD keys. Movement is relative to where the camera is looking.
  • Rotate the camera around the character by dragging the mouse.
  • Swap characters with 1, 2, 3. The camera will refocus on the newly selected character.
  • Use abilities with 'E'.
Updated files
v4
Now implement jumping and Physics. Also, create everything the game needs.

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:

  1. Adding the cannon-es dependency.
  2. Creating a physics world parallel to the Three.js scene.
  3. Creating physics bodies (CANNON.Body) for the floor, walls, and each character.
  4. Mapping the physics bodies' positions and rotations back to the Three.js meshes in the animation loop.
  5. Changing movement from direct position manipulation to applying forces or setting velocities on the physics bodies.
  6. Implementing a jump mechanic by applying an upward impulse.
  7. Adding a check to see if the character is grounded before allowing a jump.

Key changes and additions:

  1. cannon-es: Added dependency and imported.
  2. Physics World: Initialized CANNON.World with gravity.
  3. CannonDebugger: Added optional debugger to visualize physics shapes (uncomment cannonDebugger.update() in animate to see it).
  4. Physics Materials: Defined CANNON.Material for default objects and characters, and ContactMaterial to control friction and restitution between them.
  5. Physics Bodies: Created CANNON.Body instances for the floor (static Plane), walls (static Box), and characters (dynamic Sphere).
  6. Character Physics:
    • Characters now use CANNON.Sphere shapes for better collision behavior.
    • Added linearDamping and angularDamping to bodies.
    • Set angularFactor to (0,0,0) to prevent characters from tipping over.
    • Stored physics body in char.body.
  7. Syncing: The 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.
  8. Movement: Changed from setting position to applying forces/impulses (applyImpulse) based on WASD input relative to the camera. Added velocity limiting.
  9. Jumping: Listens for Spacebar (keys.space). If canJump is true, it sets the character body's vertical velocity (velocity.y).
  10. Ground Check: Implemented 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.
  11. Animation Loop: Uses a fixed timeStep for physicsWorld.step() for stability. Updates physics first, then syncs visuals.
  12. Camera: 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.

Updated files
v5
An error occurred in the code: ``` Uncaught TypeError: Failed to resolve module specifier "cannon-es-debugger". Relative references must start with either "/", "./", or "../". ``` Update the code to resolve this issue.

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:

  1. Importmap: The primary issue was that the browser didn't know where to load 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.
  2. Ground Check: Switched the 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.
  3. Movement Force: Changed movement from applyImpulse to applyForce for potentially smoother acceleration, and adjusted the magnitude (moveForceMagnitude).
  4. Offset Calculation/Application: Clarified the 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.
  5. Camera Target: Changed the camera's 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.
  6. Debugger Update: Uncommented 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.

Updated files
v6
Characters move slowly.

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.

  1. Increase moveForceMagnitude: Apply more force when keys are pressed.
  2. Increase maxVelocity: Allow a higher top speed.
  3. Decrease 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.*

Updated files
v7
make it faster