JIT
Minecraft 3D Sandbox Build Chat
Create a 3d minecraft clone where you can build like minecraft. Make it so that you dont have to download anything to run the code. Make it sandbox and add a chat system.

Okay, I can help you set up a basic 3D sandbox game inspired by Minecraft, running entirely in the browser using HTML, CSS, and JavaScript with the Three.js library. This version will include basic world rendering, player movement, block placing/breaking, and a simple local chat system.

This sets up the basic structure. Click the screen to lock the pointer and start playing. Use WASD to move, space to jump (if on a block), mouse to look around, left-click to break blocks, right-click to place the currently selected block, Q to cycle through block types, and T or Enter to open/close the chat.

Updated files
v1
Make it so that you can type in chat, the feature is currently broken. Also make a new block called the snow block and add a fake player named Dr. Changos and make them walk around and type in chat talking about the Great Changos Ruler and how great he is.

Okay, I'll fix the chat input, add a snow block, and introduce the NPC "Dr. Changos" with random movement and chat messages.

Changes Made:

  1. Chat Fix (main.js, chat.js, style.css):
    • Refined keydown handling in main.js to correctly capture 'Enter' and 'Escape' when isChatting is true.
    • Ensured chat.activateInput() and chat.deactivateInput() correctly manage the isChatting state via callbacks.
    • Pointer lock/unlock logic is now more robustly tied to the chat state.
    • chat.js now relies on main.js (via callbacks) to handle control locking/unlocking.
    • Added pointer-events: none to the chat container by default and pointer-events: auto when active, allowing clicks to pass through to the game world unless the chat input is visible. Clicks on the input itself are stopped from locking controls.
    • Input is cleared after sending a message.
  2. Snow Block (main.js, world.js):
    • Added 'snow' to the blockTypes array in main.js.
    • Added a white texture definition for snow in world.js using the createTexture helper.
    • The block selector UI now capitalizes the block name.
  3. Dr. Changos NPC (npc.js, main.js, world.js):
    • Created npc.js with an NPC class.
    • The NPC has a magenta capsule mesh.
    • Basic random walking logic implemented: picks a random direction, moves, changes direction after a random interval or on collision.
    • Basic gravity and ground snapping using world.getHighestSolidBlockY.
    • Basic forward collision detection using a raycaster against world blocks and world boundaries check.
    • Sends random messages from CHANGOS_MESSAGES to the chat at random intervals.
    • Instantiated drChangos in main.js, added its mesh to the scene and objects array.
    • The NPC's update method is called in the main animate loop.
    • Added updateCollidables method to NPC so it knows about newly placed/removed blocks.
    • Exported groundLevel from world.js for NPC initial positioning.
    • Added helper methods isInBounds and getHighestSolidBlockY to world.js.
    • Player block placement/breaking logic now updates the NPC's list of collidable objects.
    • Player collision checks in animate now filter out the NPC mesh.

You should now be able to type in chat using 'T' or 'Enter', see the "Snow" block in the selector (cycle with 'Q'), and observe Dr. Changos wandering around and praising the Great Changos Ruler in the chat._

Updated files
v2
I am currently stuck underground in the game when the game starts, Fix this issue. Also add a statue of a snowman with a new block called sign where you can write on it, like in minecraft, and on that sign it says "The great Changos".

Okay, I'll adjust the starting position so you're not stuck underground and add the snowman statue with the "The great Changos" sign.

This involves:

  1. Adjusting the initial camera height in main.js.
  2. Adding a 'sign' block type and associated texture/material logic in world.js.
  3. Creating a function to generate textures with text for the signs.
  4. Placing the snow blocks and the sign block in the world during initialization in main.js.

Summary of Changes:

  1. Starting Position (main.js): The initial camera.position.y is now set to groundLevel + playerHeight to ensure the player starts standing on the generated ground level.
  2. Sign Block (world.js, main.js):
    • Added 'sign' to blockTypes in main.js.
    • Created createSignTexture function in world.js to draw text onto a canvas texture with a wood background. It includes basic text wrapping (via \n) and font size adjustment. Textures are cached.
    • Modified World.addBlock to accept an optional text parameter. If the type is 'sign' and text is provided, it creates a mesh using an array of materials: 5 sides use a standard wood ('sign_post') material, and the front face (+Z) uses the generated text texture.
    • Added a 'sign_post' material definition.
    • Stored the text in voxelData and mesh.userData.
  3. Snowman & Sign Placement (main.js):
    • Added a createSnowmanAndSign function called during init.
    • This function uses world.addBlock to place three snow blocks vertically and one sign block next to them.
    • The sign block is created with the text "The great\nChangos".
    • The new meshes are added to the scene and the objects array for rendering and collision.
  4. Collision & Placement Adjustments:
    • Slightly improved player collision checks in animate.
    • Prevented placing 'sign' blocks via right-click for now (added a chat message).
    • Ensured Dr. Changos's initial position is correctly placed on the ground using getHighestSolidBlockY.
    • Added very basic step-up logic for the NPC to handle single-block height differences.

You should now start the game standing on the grass near the center, and you'll see a snowman with a sign next to it displaying "The great Changos".*

Updated files
v3