TestSimulation / index.html
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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Harmonies Game 3D - Dynamic Simulation</title>
<style>
body {
margin: 0;
overflow: hidden;
}
canvas {
display: block;
}
.hud {
position: absolute;
top: 10px;
left: 10px;
background: rgba(0, 0, 0, 0.5);
color: white;
padding: 10px;
border-radius: 5px;
font-family: Arial, sans-serif;
}
.sidebar {
position: absolute;
top: 0;
right: 0;
width: 200px;
height: 100%;
background: rgba(0, 0, 0, 0.8);
color: white;
padding: 10px;
overflow-y: auto;
font-family: Arial, sans-serif;
}
.character {
margin-bottom: 10px;
padding: 5px;
border: 1px solid white;
border-radius: 5px;
}
.timer {
position: absolute;
top: 10px;
right: 10px;
background: rgba(0, 0, 0, 0.5);
color: white;
padding: 10px;
border-radius: 5px;
font-family: Arial, sans-serif;
}
</style>
</head>
<body>
<div class="hud" id="hud">
<p>Current Type: <span id="currentType">Swan 🦢</span></p>
</div>
<div class="sidebar" id="sidebar">
<h3>Population Stats</h3>
</div>
<div class="timer" id="timer">
<p>Simulation Time: <span id="simulationTime">0</span> seconds</p>
<p>Epoch: <span id="epoch">1</span></p>
</div>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/110/three.min.js"></script>
<script>
// Initialize scene, camera, and renderer
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
const renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
// Timer variables
let simulationTime = 0;
let epoch = 1;
const timerElement = document.getElementById('simulationTime');
const epochElement = document.getElementById('epoch');
// Game board parameters
const boardSize = 50; // Gigantic board
const tileSize = 1;
const tiles = [];
const tileTypes = [
{ type: 'water', color: 0x87ceeb },
{ type: 'forest', color: 0x228b22 },
{ type: 'grass', color: 0x98fb98 }
];
// Sidebar for stats
const sidebar = document.getElementById('sidebar');
// Particle system for motion simulation
const particleSystem = new THREE.Group();
scene.add(particleSystem);
// Generate random character stats
function generateCharacter() {
const names = ["Swift Feather", "Bold Antler", "Mighty Claw", "Gentle Leaf", "Shadow Pelt"];
return {
name: names[Math.floor(Math.random() * names.length)],
attack: Math.floor(Math.random() * 10) + 1,
hitPoints: Math.floor(Math.random() * 50) + 10,
strength: Math.floor(Math.random() * 10) + 1,
intelligence: Math.floor(Math.random() * 10) + 1,
wisdom: Math.floor(Math.random() * 10) + 1,
charisma: Math.floor(Math.random() * 10) + 1,
};
}
// Create tiles and particles
for (let x = 0; x < boardSize; x++) {
for (let z = 0; z < boardSize; z++) {
const tileType = tileTypes[Math.floor(Math.random() * tileTypes.length)];
const geometry = new THREE.BoxGeometry(tileSize, 0.1, tileSize);
const material = new THREE.MeshBasicMaterial({ color: tileType.color });
const tile = new THREE.Mesh(geometry, material);
tile.position.set(x - boardSize / 2, 0, z - boardSize / 2);
tile.userData = { type: tileType.type, occupied: false };
scene.add(tile);
tiles.push(tile);
// Add particles for motion simulation
const particleGeometry = new THREE.SphereGeometry(0.2, 16, 16);
const particleMaterial = new THREE.MeshBasicMaterial({ color: 0xff0000 });
const particle = new THREE.Mesh(particleGeometry, particleMaterial);
particle.position.set(
x - boardSize / 2 + Math.random(),
0.2,
z - boardSize / 2 + Math.random()
);
particle.userData = {
direction: new THREE.Vector3(Math.random(), 0, Math.random()).normalize(),
rotation: new THREE.Vector3(0, Math.random() * 2 * Math.PI, 0),
accelerate: Math.random() * 0.05 + 0.01,
brake: 0.02,
reverse: -0.02,
stats: generateCharacter(),
};
// Add stats to the sidebar
const characterDiv = document.createElement('div');
characterDiv.className = 'character';
characterDiv.innerHTML = `
<strong>${particle.userData.stats.name}</strong><br>
Attack: ${particle.userData.stats.attack}<br>
HP: ${particle.userData.stats.hitPoints}<br>
Strength: ${particle.userData.stats.strength}<br>
Intelligence: ${particle.userData.stats.intelligence}<br>
Wisdom: ${particle.userData.stats.wisdom}<br>
Charisma: ${particle.userData.stats.charisma}<br>
`;
sidebar.appendChild(characterDiv);
particleSystem.add(particle);
}
}
// Add light
const light = new THREE.AmbientLight(0xffffff, 0.8);
scene.add(light);
// HUD for displaying the current type
const hud = document.getElementById('hud');
const currentTypeDisplay = document.getElementById('currentType');
// Current type with emoji
const animalTypes = [
{ name: 'Swan', emoji: '🦢' },
{ name: 'Deer', emoji: '🦌' },
{ name: 'Bear', emoji: '🐻' }
];
let currentTypeIndex = 0;
function updateCurrentType() {
currentTypeDisplay.textContent = `${animalTypes[currentTypeIndex].name} ${animalTypes[currentTypeIndex].emoji}`;
}
updateCurrentType();
// Handle key presses to switch types
window.addEventListener('keydown', (event) => {
if (event.key === 'ArrowRight') {
currentTypeIndex = (currentTypeIndex + 1) % animalTypes.length;
updateCurrentType();
} else if (event.key === 'ArrowLeft') {
currentTypeIndex = (currentTypeIndex - 1 + animalTypes.length) % animalTypes.length;
updateCurrentType();
}
});
// Particle motion simulation
function updateParticles() {
particleSystem.children.forEach(particle => {
const direction = particle.userData.direction;
const position = particle.position;
// Move particle
position.add(direction.multiplyScalar(particle.userData.accelerate));
// Detect collisions and adjust behavior
particleSystem.children.forEach(otherParticle => {
if (particle !== otherParticle) {
const distance = position.distanceTo(otherParticle.position);
if (distance < 0.5) {
// Reverse direction on collision
direction.negate();
particle.userData.accelerate = particle.userData.reverse;
}
}
});
// Gradually brake
if (particle.userData.accelerate > 0) {
particle.userData.accelerate -= particle.userData.brake;
if (particle.userData.accelerate < 0) {
particle.userData.accelerate = 0;
}
}
// Bounce off edges of the board
if (position.x < -boardSize / 2 || position.x > boardSize / 2) {
direction.x = -direction.x;
}
if (position.z < -boardSize / 2 || position.z > boardSize / 2) {
direction.z = -direction.z;
}
});
}
// Timer update function
function updateTimer() {
simulationTime++;
timerElement.textContent = simulationTime;
if (simulationTime % 10 === 0) {
epoch++;
epochElement.textContent = epoch;
}
}
setInterval(updateTimer, 1000);
// Set camera position
camera.position.set(0, 50, 50);
camera.lookAt(0, 0, 0);
// Animation loop
function animate() {
requestAnimationFrame(animate);
updateParticles();
renderer.render(scene, camera);
}
animate();
</script>
</body>
</html>