feat: Introduce robust diagnostic setup with fixed-size renderer, enhanced logging, system checks, and improved error handling for initial game components.
This commit is contained in:
51
index.html
51
index.html
@@ -1,14 +1,62 @@
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<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="UTF-8">
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<meta name="viewport" content="width=device-width, initial-scale=1.0">
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<title>Horror Game</title>
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<link rel="stylesheet" href="style.css">
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<script>
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window.onerror = function (msg, url, lineNo, columnNo, error) {
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const logDiv = document.getElementById('debug-log');
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if (logDiv) {
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const err = document.createElement('div');
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err.style.color = 'red';
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err.style.fontWeight = 'bold';
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err.style.background = 'white';
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err.style.padding = '5px';
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err.style.margin = '5px 0';
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err.textContent = `CRITICAL ERROR: ${msg} [Line: ${lineNo}]`;
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logDiv.appendChild(err);
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logDiv.scrollTop = logDiv.scrollHeight;
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}
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return false;
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};
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function checkWebGL() {
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try {
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const canvas = document.createElement('canvas');
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const gl = canvas.getContext('webgl') || canvas.getContext('experimental-webgl');
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if (gl && gl instanceof WebGLRenderingContext) return "WebGL Supported";
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else return "WebGL NOT Supported";
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} catch (e) { return "WebGL Error: " + e.message; }
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}
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function test2D() {
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try {
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const canvas = document.createElement('canvas');
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canvas.width = 100;
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canvas.height = 100;
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canvas.style.position = 'fixed';
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canvas.style.bottom = '10px';
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canvas.style.right = '10px';
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canvas.style.zIndex = '10001';
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canvas.style.border = '2px solid white';
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document.body.appendChild(canvas);
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const ctx = canvas.getContext('2d');
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ctx.fillStyle = 'red';
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ctx.fillRect(0, 0, 100, 100);
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window.log("2D Canvas Test: Rendered Red Square");
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} catch (e) { window.log("2D Canvas Error: " + e.message); }
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}
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window.addEventListener('load', test2D);
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</script>
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</head>
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<body>
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<div id="game-container"></div>
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<div id="debug-log" style="position: absolute; top: 10px; left: 10px; z-index: 999; color: lime; font-family: monospace; pointer-events: none; background: rgba(0,0,0,0.5);"></div>
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<div id="debug-log"
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style="position: absolute; top: 10px; left: 10px; z-index: 10000; color: lime; font-family: monospace; pointer-events: none; background: rgba(0,0,0,0.8); max-height: 80%; overflow-y: auto; font-size: 14px; padding: 10px; width: 300px;">
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</div>
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<div id="ui-layer">
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<div id="start-screen">
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@@ -23,4 +71,5 @@
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<script type="module" src="/src/main.js"></script>
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</body>
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</html>
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41
src/Game.js
41
src/Game.js
@@ -1,52 +1,71 @@
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import { Graphics } from './Graphics.js';
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import { World } from './World.js';
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import { Player } from './Player.js';
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import * as THREE from 'three';
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export class Game {
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constructor() {
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window.log('Game constructor start');
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try {
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this.graphics = new Graphics();
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this.world = new World(this.graphics.scene);
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this.player = new Player(this.graphics.camera, this.world.colliders);
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window.log('All components created successfully');
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} catch (e) {
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window.log('CRITICAL ERROR during setup: ' + e.message);
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}
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this.isRunning = false;
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this.lastTime = 0;
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this.setupUI();
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}
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setupUI() {
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const startScreen = document.getElementById('start-screen');
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const hud = document.getElementById('hud');
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if (!startScreen) {
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window.log('ERROR: start-screen not found');
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return;
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}
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startScreen.addEventListener('click', () => {
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window.log('Start screen clicked');
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if (this.player) {
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this.player.lockControls();
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}
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startScreen.style.display = 'none';
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hud.style.display = 'block';
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if (hud) hud.style.display = 'block';
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this.isRunning = true;
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window.log('Game isRunning = true');
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});
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}
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start() {
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this.graphics.init();
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this.world.load();
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// Add player to scene if needed, but usually player moves camera
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this.graphics.scene.add(this.player.getObject());
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window.log('Game.start() begin');
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try {
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if (this.world) this.world.load();
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if (this.player) {
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const playerObj = this.player.getObject();
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this.graphics.scene.add(playerObj);
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}
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window.log('World/Player loading complete');
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} catch (e) {
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window.log('ERROR in Game.start(): ' + e.message);
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}
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requestAnimationFrame(this.loop.bind(this));
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window.log('Animation loop requested');
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}
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loop(time) {
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requestAnimationFrame(this.loop.bind(this));
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const dt = this.lastTime === 0 ? 0 : Math.min((time - this.lastTime) / 1000, 0.1); // Cap dt
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const dt = this.lastTime === 0 ? 0 : Math.min((time - this.lastTime) / 1000, 0.1);
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this.lastTime = time;
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if (this.isRunning) {
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this.player.update(dt);
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// this.world.update(dt);
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}
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this.graphics.render();
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requestAnimationFrame(this.loop.bind(this));
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}
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}
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@@ -9,26 +9,35 @@ export class Graphics {
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this.camera = new THREE.PerspectiveCamera(70, window.innerWidth / window.innerHeight, 0.1, 100);
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// Real Screen Renderer
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// Real Screen Renderer - Force 400x300 for diagnostic visibility
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const w = 400;
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const h = 300;
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this.renderer = new THREE.WebGLRenderer({ antialias: false });
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this.renderer.setSize(window.innerWidth, window.innerHeight);
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this.renderer.setClearColor(0xff00ff); // STRIKING MAGENTA for diagnostic
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this.renderer.domElement.style.border = '5px solid yellow'; // VISIBLE BORDER
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this.renderer.domElement.style.zIndex = '100'; // FORCE TO FRONT
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this.renderer.setSize(w, h);
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this.renderer.setClearColor(0xff00ff);
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this.renderer.domElement.style.position = 'fixed';
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this.renderer.domElement.style.top = '50%';
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this.renderer.domElement.style.left = '50%';
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this.renderer.domElement.style.transform = 'translate(-50%, -50%)';
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this.renderer.domElement.style.border = '5px solid yellow';
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this.renderer.domElement.style.zIndex = '1000';
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this.renderer.domElement.id = 'three-canvas';
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const container = document.getElementById('game-container');
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if (container) {
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container.appendChild(this.renderer.domElement);
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window.log('Renderer attached to DOM');
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} else {
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window.log('ERROR: game-container not found');
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}
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document.body.appendChild(this.renderer.domElement);
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window.log(`GL Vendor: ${this.renderer.getContext().getParameter(this.renderer.getContext().VENDOR)}`);
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window.log(`Canvas forced to ${w}x${h} (centered)`);
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this.scene.add(new THREE.AxesHelper(10)); // Add axis lines (Red, Green, Blue)
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this.camera.position.set(5, 5, 5); // Move camera out of the floor
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this.camera.position.set(5, 5, 5);
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this.camera.lookAt(0, 0, 0);
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// Add a guaranteed object
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const testCube = new THREE.Mesh(
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new THREE.BoxGeometry(2, 2, 2),
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new THREE.MeshBasicMaterial({ color: 0x00ff00 })
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);
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this.scene.add(testCube);
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window.log('Green Cube added to scene');
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// --- Retro Pipeline Setup ---
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// 1. Off-screen Render Target (Small Resolution)
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@@ -106,11 +115,15 @@ export class Graphics {
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render() {
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if (!this.renderCount) this.renderCount = 0;
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this.renderCount++;
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if (this.renderCount % 100 === 0) window.log(`Rendering frame ${this.renderCount}`);
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// --- Diagnostic: Render directly to screen ---
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// 1. Render 3D Scene to Screen
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this.renderer.setRenderTarget(null);
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if (this.renderCount % 500 === 0) {
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window.log(`F:${this.renderCount} | Scene: ${this.scene.children.length} obj | Cam: ${this.camera.position.x.toFixed(1)},${this.camera.position.y.toFixed(1)},${this.camera.position.z.toFixed(1)}`);
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}
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this.renderer.setClearColor(0xff00ff);
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this.renderer.clear();
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// 1. Render 3D Scene directly
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this.renderer.render(this.scene, this.camera);
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/*
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@@ -1,5 +1,7 @@
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import * as THREE from 'three';
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import { PointerLockControls } from 'three/examples/jsm/controls/PointerLockControls.js';
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// Note: In some environments this might need to be 'three/addons/controls/PointerLockControls.js'
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// but we'll stick to this for now as it's standard examples path.
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export class Player {
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constructor(camera, colliders) {
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@@ -11,7 +13,12 @@ export class Player {
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this.height = 1.7; // Eyes height
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// Init controls
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try {
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this.controls = new PointerLockControls(camera, document.body);
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window.log('PointerLockControls initialized');
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} catch (e) {
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window.log(`ERROR initializing controls: ${e.message}`);
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}
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// Movement state
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this.moveForward = false;
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@@ -64,7 +71,7 @@ export class Player {
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}
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toggleFlashlight() {
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if (!this.controls.isLocked) return; // Only toggle when game is active
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if (!this.controls || !this.controls.isLocked) return; // Only toggle when game is active
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this.flashlightOn = !this.flashlightOn;
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if (this.flashlight) {
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this.flashlight.visible = this.flashlightOn;
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@@ -72,15 +79,16 @@ export class Player {
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}
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lockControls() {
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this.controls.lock();
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if (this.controls) this.controls.lock();
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else window.log('WARNING: Controls not initialized for locking');
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}
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getObject() {
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return this.controls.getObject();
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return this.controls ? this.controls.getObject() : new THREE.Group();
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}
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update(dt) {
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if (!this.controls.isLocked) return;
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if (!this.controls || !this.controls.isLocked) return;
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// Friction-like dampening
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// Simple direct velocity for now
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@@ -7,6 +7,7 @@ export class World {
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}
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load() {
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window.log('World.load() start');
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// Grid helper for depth
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this.scene.add(new THREE.GridHelper(20, 20));
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@@ -37,6 +38,7 @@ export class World {
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}
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createWall(x, y, z, width, height, rotate = false) {
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window.log(`Creating wall at ${x},${z}`);
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const geo = new THREE.BoxGeometry(width, height, 0.5);
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const mat = new THREE.MeshBasicMaterial({ color: 0x555555 });
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const wall = new THREE.Mesh(geo, mat);
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21
src/main.js
21
src/main.js
@@ -1,9 +1,28 @@
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window.log = (msg) => {
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const logDiv = document.getElementById('debug-log');
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if (logDiv) logDiv.innerHTML += `> ${msg}<br>`;
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if (logDiv) {
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const span = document.createElement('div');
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span.textContent = `> ${msg}`;
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logDiv.appendChild(span);
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logDiv.scrollTop = logDiv.scrollHeight;
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}
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console.log(msg);
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};
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// Toggle debug log with 'P'
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window.addEventListener('keydown', (e) => {
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if (e.code === 'KeyP') {
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const logDiv = document.getElementById('debug-log');
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if (logDiv) {
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logDiv.style.display = logDiv.style.display === 'none' ? 'block' : 'none';
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}
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}
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});
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import * as THREE from 'three';
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window.log(`THREE Revision: ${THREE.REVISION}`);
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if (window.checkWebGL) window.log(`System Check: ${window.checkWebGL()}`);
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import { Game } from './Game.js';
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window.addEventListener('DOMContentLoaded', () => {
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@@ -2,7 +2,8 @@ import { defineConfig } from 'vite';
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export default defineConfig({
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server: {
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host: '0.0.0.0',
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port: 5173,
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},
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strictPort: true,
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host: true
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}
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});
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