<!DOCTYPE html>
<html>
<head>
<title>A-Frame - 3D巨大迷路 v23A</title>
<script src="https://aframe.io/releases/1.7.0/aframe.min.js"></script>
<script src="https://unpkg.com/aframe-look-at-component@0.8.0/dist/aframe-look-at-component.min.js"></script>
<script src="https://unpkg.com/aframe-troika-text/dist/aframe-troika-text.min.js"></script>
<script src="./js/aframe-vrm.js"></script>
<script>
// --- SCRIPT BLOCK 1: Component Definitions ---
AFRAME.registerComponent('camera-relative-controls', {
schema: {
targetSpeed: { type: 'number', default: 5 },
acceleration: { type: 'number', default: 10 },
damping: { type: 'number', default: 8 },
brakingDeceleration: { type: 'number', default: 20 },
enabled: { type: 'boolean', default: true },
rotationSpeed: { type: 'number', default: 1.5 },
pitchLimit: { type: 'number', default: 85 },
verticalSpeed: { type: 'number', default: 30 },
groundY: { type: 'number', default: 0 },
ceilingY: { type: 'number', default: 6.4 }
},
init: function () {
this.keys = {};
this.leftThumbstickInput = { x: 0, y: 0 };
this.rightThumbstickInput = { x: 0, y: 0 };
this.currentVelocity = new THREE.Vector3();
this.ZERO_VECTOR = new THREE.Vector3();
this.cameraDirection = new THREE.Vector3();
this.cameraRight = new THREE.Vector3();
this.moveDirection = new THREE.Vector3();
this.desiredVelocity = new THREE.Vector3();
this.cameraWorldQuaternion = new THREE.Quaternion();
this.rigEl = this.el;
this.cameraEl = this.el.querySelector('[camera]');
this.isReady = false;
this.mazeData = null;
this.mazeGridSize = 0;
this.mazeCellSize = 0;
this.mazeOffset = 0;
this.goldenWallPositions = [];
this.goldenWallsScanned = false;
this.health = 100;
this.healthElementPC = document.getElementById('health-display-pc');
this.healthElementVR = null;
if (!this.cameraEl) { console.error('camera-relative-controls: カメラエンティティが見つかりません。'); }
this.el.sceneEl.addEventListener('loaded', () => {
this.leftHand = document.getElementById('leftHand');
if (this.leftHand) { this.leftHand.addEventListener('thumbstickmoved', this.onLeftThumbstickMoved.bind(this)); }
else { console.warn("camera-relative-controls: 左手コントローラー(#leftHand)が見つかりません。"); }
this.rightHand = document.getElementById('rightHand');
if (this.rightHand) { this.rightHand.addEventListener('thumbstickmoved', this.onRightThumbstickMoved.bind(this)); }
else { console.warn("camera-relative-controls: 右手コントローラー(#rightHand)が見つかりません。"); }
});
this.onKeyDown = this.onKeyDown.bind(this);
this.onKeyUp = this.onKeyUp.bind(this);
window.addEventListener('keydown', this.onKeyDown);
window.addEventListener('keyup', this.onKeyUp);
},
remove: function () {
window.removeEventListener('keydown', this.onKeyDown);
window.removeEventListener('keyup', this.onKeyUp);
if (this.leftHand) { try { this.leftHand.removeEventListener('thumbstickmoved', this.onLeftThumbstickMoved.bind(this)); } catch(e){} }
if (this.rightHand) { try { this.rightHand.removeEventListener('thumbstickmoved', this.onRightThumbstickMoved.bind(this)); } catch(e){} }
},
resetHealth: function() {
this.health = 100;
},
worldToMazeCoords: function(worldX, worldZ) {
const i = Math.round(worldX / this.mazeCellSize + this.mazeOffset);
const j = Math.round(worldZ / this.mazeCellSize + this.mazeOffset);
return { i, j };
},
isNearGoldenWall: function() {
const playerPos = this.rigEl.object3D.position;
const detectionRange = (this.mazeCellSize / 2) + 1;
for (const wallPos of this.goldenWallPositions) {
const dx = Math.abs(playerPos.x - wallPos.x);
const dz = Math.abs(playerPos.z - wallPos.z);
if (dx <= detectionRange && dz <= detectionRange) {
return true;
}
}
return false;
},
onLeftThumbstickMoved: function (evt) { this.leftThumbstickInput.x = evt.detail.x; this.leftThumbstickInput.y = evt.detail.y; },
onRightThumbstickMoved: function (evt) { this.rightThumbstickInput.x = evt.detail.x; this.rightThumbstickInput.y = evt.detail.y; },
tick: function (time, timeDelta) {
if (!this.data.enabled) return;
if (!this.isReady) {
if (this.cameraEl && this.cameraEl.object3D && this.cameraEl.object3D.matrixWorld) { this.isReady = true; }
else { return; }
}
if (!this.cameraEl || !this.cameraEl.object3D || !this.rigEl || !this.rigEl.object3D) { return; }
if (this.isReady && !this.goldenWallsScanned) {
const allWalls = document.querySelectorAll('.maze-wall');
allWalls.forEach(wall => {
const material = wall.getAttribute('material');
if (material && material.color === '#FFD700') {
const wallPosition = new THREE.Vector3();
wall.object3D.getWorldPosition(wallPosition);
this.goldenWallPositions.push(wallPosition);
}
});
this.goldenWallsScanned = true;
console.log(`[Controls] Found ${this.goldenWallPositions.length} golden walls by scanning the scene.`);
}
if (!this.healthElementVR) {
this.healthElementVR = document.getElementById('health-display-vr');
}
const data = this.data;
const dt = timeDelta / 1000;
const position = this.rigEl.object3D.position;
if (this.rigEl.sceneEl.is('vr-mode')) {
if (Math.abs(this.rightThumbstickInput.x) > 0.1) { this.rigEl.object3D.rotation.y += -this.rightThumbstickInput.x * data.rotationSpeed * dt; }
}
const cameraObject = this.cameraEl.object3D;
cameraObject.getWorldQuaternion(this.cameraWorldQuaternion);
this.cameraDirection.set(0, 0, -1).applyQuaternion(this.cameraWorldQuaternion); this.cameraDirection.normalize();
this.cameraRight.set(1, 0, 0).applyQuaternion(this.cameraWorldQuaternion); this.cameraRight.y = 0; this.cameraRight.normalize();
this.moveDirection.set(0, 0, 0);
if (this.keys['KeyW'] || this.keys['ArrowUp']) { this.moveDirection.add(this.cameraDirection); }
if (this.keys['KeyS'] || this.keys['ArrowDown']) { this.moveDirection.sub(this.cameraDirection); }
if (this.keys['KeyA'] || this.keys['ArrowLeft']) { this.moveDirection.sub(this.cameraRight); }
if (this.keys['KeyD'] || this.keys['ArrowRight']) { this.moveDirection.add(this.cameraRight); }
if (Math.abs(this.leftThumbstickInput.y) > 0.1) { this.moveDirection.add(this.cameraDirection.clone().multiplyScalar(-this.leftThumbstickInput.y)); }
if (Math.abs(this.leftThumbstickInput.x) > 0.1) { this.moveDirection.add(this.cameraRight.clone().multiplyScalar(this.leftThumbstickInput.x)); }
const isInputting = this.moveDirection.lengthSq() > 0.0001;
if (isInputting) { this.moveDirection.normalize(); }
let lerpFactor = data.damping;
if (isInputting) {
if (this.currentVelocity.dot(this.moveDirection) < -0.1) { this.desiredVelocity.set(0,0,0); lerpFactor = data.brakingDeceleration;
} else { this.desiredVelocity.copy(this.moveDirection).multiplyScalar(data.targetSpeed); lerpFactor = data.acceleration; }
} else { this.desiredVelocity.set(0,0,0); lerpFactor = data.damping; }
const effectiveLerpFactor = 1.0 - Math.exp(-lerpFactor * dt);
this.currentVelocity.lerp(this.desiredVelocity, effectiveLerpFactor);
if (this.currentVelocity.lengthSq() < 0.0001) { this.currentVelocity.set(0,0,0); }
if (this.currentVelocity.lengthSq() > 0) {
const deltaPosition = this.currentVelocity.clone().multiplyScalar(dt);
if (this.mazeData) {
const margin = 0.2;
const nextX = position.x + deltaPosition.x;
const signX = Math.sign(deltaPosition.x);
const { i: nextI_X, j: nextJ_X } = this.worldToMazeCoords(nextX + (margin * signX), position.z);
if (this.mazeData[nextI_X] && this.mazeData[nextI_X][nextJ_X] === 1) {
deltaPosition.x = 0;
if (!isInputting) { this.currentVelocity.x = 0; }
}
const nextZ = position.z + deltaPosition.z;
const signZ = Math.sign(deltaPosition.z);
const { i: nextI_Z, j: nextJ_Z } = this.worldToMazeCoords(position.x, nextZ + (margin * signZ));
if (this.mazeData[nextI_Z] && this.mazeData[nextI_Z][nextJ_Z] === 1) {
deltaPosition.z = 0;
if (!isInputting) { this.currentVelocity.z = 0; }
}
}
position.add(deltaPosition);
}
let verticalMovement = 0;
if (this.rigEl.sceneEl.is('vr-mode') && Math.abs(this.rightThumbstickInput.y) > 0.1) {
verticalMovement = -this.rightThumbstickInput.y * data.verticalSpeed * dt;
}
const nextY = position.y + verticalMovement;
const isNearGold = this.isNearGoldenWall();
const ceiling = isNearGold ? Infinity : data.ceilingY;
if (nextY > ceiling) {
position.y = ceiling;
} else if (nextY < data.groundY) {
position.y = data.groundY;
} else {
position.y = nextY;
}
const enemies = document.querySelectorAll('.enemy');
const playerPos = this.rigEl.object3D.position;
const damageDistance = 4.0;
const damagePerSecond = 20;
let isTakingDamage = false;
const playerPos2D = new THREE.Vector2(playerPos.x, playerPos.z);
enemies.forEach(enemy => {
if (enemy.getAttribute('enemy-ai')?.enabled) {
const enemyPos = new THREE.Vector3();
enemy.object3D.getWorldPosition(enemyPos);
const enemyPos2D = new THREE.Vector2(enemyPos.x, enemyPos.z);
if (playerPos2D.distanceTo(enemyPos2D) < damageDistance) {
isTakingDamage = true;
this.health -= damagePerSecond * dt;
}
}
});
if (this.health < 0) {
this.health = 0;
}
if (this.healthElementPC) { this.healthElementPC.textContent = `体力: ${Math.floor(this.health)}`; }
if (this.healthElementVR) { this.healthElementVR.setAttribute('troika-text', 'value', `体力: ${Math.floor(this.health)}`); }
if (this.health <= 0) {
if (window.triggerGameOver) {
window.triggerGameOver("体力切れ");
}
}
if (this.mazeData) {
const playerCoords = this.worldToMazeCoords(position.x, position.z);
const goalI = this.mazeGridSize - 2;
const goalJ = this.mazeGridSize - 2;
if (playerCoords.i === goalI && playerCoords.j === goalJ) {
console.log("Goal Reached! Proceeding to the next level.");
this.el.sceneEl.emit('reached-goal');
}
}
},
onKeyDown: function (event) { if (!this.data.enabled) { return; } if (['KeyW', 'ArrowUp', 'KeyS', 'ArrowDown', 'KeyA', 'ArrowLeft', 'KeyD', 'ArrowRight'].includes(event.code)) { this.keys[event.code] = true; } },
onKeyUp: function (event) { if (this.keys[event.code] !== undefined) { delete this.keys[event.code]; } }
});
// enemy-ai コンポーネント (変更なし)
AFRAME.registerComponent('enemy-ai', {
schema: {
type: { type: 'int', default: 1 },
speed: { type: 'number', default: 3 },
target: { type: 'selector', default: '#player' },
changeDirectionInterval: { type: 'number', default: 3000 },
enabled: { type: 'boolean', default: true }
},
init: function () {
this.direction = new THREE.Vector3(Math.random() - 0.5, 0, Math.random() - 0.5).normalize();
this.timeUntilChange = this.data.changeDirectionInterval;
this.hasMazeData = false;
},
setMazeData: function (mazeData, mazeCellSize, offset) {
this.mazeData = mazeData;
this.mazeCellSize = mazeCellSize;
this.mazeOffset = offset;
this.hasMazeData = true;
console.log(`Enemy ${this.el.id} received maze data.`);
},
worldToMazeCoords: function(worldX, worldZ) {
const i = Math.round(worldX / this.mazeCellSize + this.mazeOffset);
const j = Math.round(worldZ / this.mazeCellSize + this.mazeOffset);
return { i, j };
},
tick: function(time, timeDelta) {
if (!this.data.enabled) return;
if (!this.hasMazeData) return;
const dt = timeDelta / 1000;
const position = this.el.object3D.position;
if (this.data.type === 1) {
if (this.data.target) {
const targetPosition = this.data.target.object3D.position;
const targetPos2D = new THREE.Vector2(targetPosition.x, targetPosition.z);
const myPos2D = new THREE.Vector2(position.x, position.z);
const direction2D = new THREE.Vector2().subVectors(targetPos2D, myPos2D).normalize();
this.direction.set(direction2D.x, 0, direction2D.y);
}
} else {
this.timeUntilChange -= timeDelta;
if (this.timeUntilChange <= 0) {
this.direction.set(Math.random() - 0.5, 0, Math.random() - 0.5).normalize();
this.timeUntilChange = this.data.changeDirectionInterval;
}
}
const speed = this.data.speed;
let deltaPosition = this.direction.clone().multiplyScalar(speed * dt);
const margin = 0.5;
const nextX = position.x + deltaPosition.x;
const signX = Math.sign(deltaPosition.x);
const { i: nextI_X, j: nextJ_X } = this.worldToMazeCoords(nextX + (margin * signX), position.z);
if (this.mazeData[nextI_X] && this.mazeData[nextI_X][nextJ_X] === 1) {
deltaPosition.x = 0;
}
const nextZ = position.z + deltaPosition.z;
const signZ = Math.sign(deltaPosition.z);
const { i: nextI_Z, j: nextJ_Z } = this.worldToMazeCoords(position.x, nextZ + (margin * signZ));
if (this.mazeData[nextI_Z] && this.mazeData[nextI_Z][nextJ_Z] === 1) {
deltaPosition.z = 0;
}
if (deltaPosition.x === 0 && deltaPosition.z === 0 && (Math.abs(this.direction.x) > 0.01 || Math.abs(this.direction.z) > 0.01)) {
this.direction.set(Math.random() - 0.5, 0, Math.random() - 0.5).normalize();
}
position.add(deltaPosition);
}
});
</script>
<style>
#hud-pc {
position: fixed;
bottom: 20px;
left: 20px;
color: white;
background-color: rgba(0, 0, 0, 0.4);
padding: 15px;
border-radius: 10px;
font-family: sans-serif;
font-size: 24px;
font-weight: bold;
z-index: 10;
}
#hud-pc > div:not(:last-child) {
margin-bottom: 10px;
}
#replay-button-pc {
cursor: pointer;
background-color: #C0392B;
padding: 10px;
text-align: center;
border-radius: 5px;
margin-top: 15px;
}
#replay-button-pc:hover {
background-color: #A93226;
}
</style>
</head>
<body>
<div id="hud-pc">
<div id="floor-display-pc">1階</div>
<div id="time-display-pc">残り時間: 150</div>
<div id="health-display-pc">体力: 100</div>
<div id="replay-button-pc" onclick="window.replayGame()">リプレイ</div>
</div>
<a-scene id="myScene" vr-mode-ui="enabled: true" background="color: #87CEEB">
<a-entity id="vrm-start" vrm="src:./vrm/tesA1_V0a.vrm" vrm-anim rotation="0 180 0"></a-entity>
<a-entity id="vrm-goal" vrm="src:./vrm/tesA1_V0a.vrm" vrm-anim rotation="0 45 0"></a-entity>
<a-entity id="rig" camera-relative-controls="targetSpeed: 10; acceleration: 12; damping: 10; groundY: 0; ceilingY: 6.4;">
<a-entity id="player" position="0 0 0">
<a-entity id="camera" camera="far: 20000;" look-controls="pointerLockEnabled: false; touchEnabled: false" position="0 1.6 0">
<a-entity id="mouseCursor" cursor="rayOrigin: mouse; fuse: false;" raycaster="objects: .maze-wall, a-sphere, .enemy;" position="0 0 -1" geometry="primitive: ring; radiusInner: 0.02; radiusOuter: 0.03;" material="color: black; shader: flat; opacity: 0.7;"></a-entity>
</a-entity>
<a-entity id="leftHand" oculus-touch-controls="hand: left; model: true;">
<a-entity id="vr-hud" position="0 0.05 -0.25" rotation="-60 0 0">
<a-plane id="hud-background" width="0.22" height="0.15" color="#FAFAFA" opacity="0.8" side="double"></a-plane>
<a-entity id="floor-display-vr"
troika-text="value: 1階; color: black; fontSize: 0.012; align: center; anchorX: center;"
position="0 0.04 0.01"></a-entity>
<a-entity id="time-display-vr"
troika-text="value: 残り時間: 150; color: black; fontSize: 0.012; align: center; anchorX: center;"
position="0 0.00 0.01"></a-entity>
<a-entity id="health-display-vr"
troika-text="value: 体力: 100; color: black; fontSize: 0.012; align: center; anchorX: center;"
position="0 -0.04 0.01"></a-entity>
<a-sphere
id="replay-sphere-vr"
class="clickable"
radius="0.02"
position="0.08 -0.05 0.01"
material="color: red; shader: flat">
<a-entity
troika-text="value: リプレイ; color: white; fontSize: 0.01; align: center; anchor: center;"
position="0 0.03 0">
</a-entity>
</a-sphere>
</a-entity>
</a-entity>
<a-entity id="rightHand" oculus-touch-controls="hand: right; model: true;" raycaster="objects: .maze-wall, a-sphere, .enemy, .clickable;" laser-controls="hand: right; model: false; lineColor: white; lineOpacity: 0.75" ></a-entity>
</a-entity>
</a-entity>
<a-entity light="type: ambient; color: #888"></a-entity>
<a-entity light="type: directional; color: #FFF; intensity: 0.8; castShadow: true" position="-100 200 100"></a-entity>
<a-plane id="ground" position="0 0 0" rotation="-90 0 0" width="500" height="500" color="#7BC8A4" shadow="receive: true"></a-plane>
<a-entity id="maze-container"></a-entity>
<a-entity id="enemy-container"></a-entity>
<script>
// --- SCRIPT BLOCK 2: Main Scene Logic ---
document.addEventListener('DOMContentLoaded', function () {
// ▼▼▼【v23A 調整】参考例に基づき、VRMモデルにカスタムの待機モーション(手を振る動き)を設定します ▼▼▼
// 1. 手を振るモーションのデータ定義
const wavingMotion = {
spine: { keys: [ { rot: [3, 5, 0], time: 0 }, { rot: [3, 5, 0], time: 1 }, { rot: [3, 5, 0], time: 3.5 }, { rot: [0, 0, 0], time: 4.5 } ] },
rightUpperArm: { keys: [ { rot: [0, 0, -65], time: 0 }, { rot: [0, 0, -40], time: 1 }, { rot: [0, 0, -65], time: 2 } ] },
leftUpperArm: { keys: [ { rot: [0, 0, 65], time: 0 }, { rot: [80, -20, -15], time: 1 }, { rot: [80, -20, -15], time: 3.5 }, { rot: [0, 0, 65], time: 4.5 } ] },
leftLowerArm: { keys: [ { rot: [0, 0, 0], time: 0 }, { rot: [0, -90, 0], time: 1 }, { rot: [0, -100, 0], time: 1.5 }, { rot: [0, -70, 0], time: 2.0 }, { rot: [0, -100, 0], time: 2.5 }, { rot: [0, -70, 0], time: 3.0 }, { rot: [0, -90, 0], time: 3.5 }, { rot: [0, 0, 0], time: 4.5 } ] }
};
// 2. VRMモデルの要素を取得し、モーションを適用
const vrmStartEl = document.querySelector('#vrm-start');
const vrmGoalEl = document.querySelector('#vrm-goal');
if (vrmStartEl) {
vrmStartEl.setAttribute('vrm-anim', 'idleMotion', wavingMotion);
}
if (vrmGoalEl) {
vrmGoalEl.setAttribute('vrm-anim', 'idleMotion', wavingMotion);
}
// ▲▲▲【v23A 調整】ここまで ▲▲▲
const sceneEl = document.querySelector('a-scene');
let isGameOver = false;
let gameTimer = null;
let currentMazeSize = 39;
let numberOfEnemiesPerType = 30;
let currentFloor = 0;
const rightHand = document.getElementById('rightHand');
const replayButtonPC = document.getElementById('replay-button-pc');
const ground = document.getElementById('ground');
const rigEl = document.getElementById('rig');
function setupGame() {
sceneEl.addEventListener('reached-goal', goToNextLevel);
startNewLevel();
}
function goToNextLevel() {
console.log("--- ADVANCING TO NEXT LEVEL ---");
currentMazeSize += 10;
numberOfEnemiesPerType += 8;
startNewLevel();
}
function startNewLevel() {
currentFloor++;
console.log(`Starting Level (Floor ${currentFloor}) with Size: ${currentMazeSize}, Enemies per Type: ${numberOfEnemiesPerType}`);
const mazeContainer = document.getElementById('maze-container');
const enemyContainer = document.getElementById('enemy-container');
if (mazeContainer) mazeContainer.innerHTML = '';
if (enemyContainer) enemyContainer.innerHTML = '';
const controls = rigEl.components['camera-relative-controls'];
if (controls) {
controls.resetHealth();
}
const mazeData = generateMazeData(currentMazeSize);
const goldenWallPositions = [];
create3DMaze(mazeData, goldenWallPositions);
if (controls) {
controls.mazeData = mazeData;
controls.mazeGridSize = currentMazeSize;
controls.mazeCellSize = MAZE_CELL_SIZE;
controls.mazeOffset = (currentMazeSize - 1) / 2;
controls.goldenWallPositions = [];
controls.goldenWallsScanned = false;
console.log("New maze data set to control component.");
}
setPlayerStartPosition(mazeData);
const gridSize = mazeData.length;
const offset = (gridSize - 1) / 2;
const startGridX = 1;
const startGridZ = 1;
const startWorldX = (startGridX - offset) * MAZE_CELL_SIZE;
const startWorldZ = (startGridZ - offset) * MAZE_CELL_SIZE;
const goalI = gridSize - 2;
const goalJ = gridSize - 2;
const goalWorldX = (goalI - offset) * MAZE_CELL_SIZE;
const goalWorldZ = (goalJ - offset) * MAZE_CELL_SIZE;
if (vrmStartEl) {
// ▼▼▼【v23A 調整】スタート地点のVRMモデルがプレイヤーと重ならないよう、Z軸のオフセットを-1に調整します ▼▼▼
vrmStartEl.setAttribute('position', { x: startWorldX, y: 0, z: startWorldZ - 1 });
// ▲▲▲【v23A 調整】ここまで ▲▲▲
}
if (vrmGoalEl) {
vrmGoalEl.setAttribute('position', { x: goalWorldX, y: 0, z: goalWorldZ });
}
if(!document.getElementById('spheres-container')) {
createSpheres();
}
spawnEnemies(mazeData);
initializeHUD();
}
if (sceneEl.hasLoaded) { setupGame(); } else { sceneEl.addEventListener('loaded', setupGame, {once: true}); }
const MAZE_CELL_SIZE = 4;
const WALL_HEIGHT = 8;
function generateMazeData(gridSize) {
let ary = Array.from({ length: gridSize }, () => Array(gridSize).fill(0));
for (let i = 0; i < gridSize; i++) { ary[i][0] = 1; ary[i][gridSize - 1] = 1; ary[0][i] = 1; ary[gridSize - 1][i] = 1; }
for (let i = 1; i < (gridSize - 1) / 2; i++) {
for (let j = 1; j < (gridSize - 1) / 2; j++) {
const x = i * 2; const y = j * 2; ary[x][y] = 1;
const isStartArea = (i === 1 && j === 1);
let ranten;
if (isStartArea) { ranten = Math.random() < 0.5 ? 0 : 2; } else { ranten = Math.floor(Math.random() * 4); }
if (ranten === 0) { ary[x + 1][y] = 1; } else if (ranten === 1) { ary[x - 1][y] = 1; } else if (ranten === 2) { ary[x][y + 1] = 1; } else if (ranten === 3) { ary[x][y - 1] = 1; }
}
}
return ary;
}
function create3DMaze(mazeData, goldenWallPositions) {
const container = document.getElementById('maze-container');
if (!container) { return; }
const gridSize = mazeData.length;
const offset = (gridSize - 1) / 2;
const goalI = gridSize - 2;
const goalJ = gridSize - 2;
const maxDist = Math.sqrt(Math.pow(goalI - 1, 2) + Math.pow(goalJ - 1, 2));
for (let i = 0; i < gridSize; i++) {
for (let j = 0; j < gridSize; j++) {
if (mazeData[i][j] === 1) {
const wall = document.createElement('a-box');
const x = (i - offset) * MAZE_CELL_SIZE;
const y = WALL_HEIGHT / 2;
const z = (j - offset) * MAZE_CELL_SIZE;
wall.setAttribute('position', {x, y, z});
wall.setAttribute('width', MAZE_CELL_SIZE);
wall.setAttribute('height', WALL_HEIGHT);
wall.setAttribute('depth', MAZE_CELL_SIZE);
wall.setAttribute('shadow', 'cast: true; receive: false');
wall.classList.add('maze-wall');
if (Math.random() < 0.05) {
wall.setAttribute('material', { color: '#FFD700', metalness: 0.8, roughness: 0.2 });
if(goldenWallPositions) goldenWallPositions.push({x, y, z});
} else {
const dist = Math.sqrt(Math.pow(goalI - i, 2) + Math.pow(goalJ - j, 2));
const normalizedDist = dist / maxDist;
const hue = 240 * (1 - normalizedDist);
wall.setAttribute('material', { color: `hsl(${hue}, 70%, 50%)`, roughness: 0.8 });
}
container.appendChild(wall);
}
}
}
const goalMarker = document.createElement('a-plane');
const goalWorldX = (goalI - offset) * MAZE_CELL_SIZE;
const goalWorldZ = (goalJ - offset) * MAZE_CELL_SIZE;
goalMarker.setAttribute('position', {x: goalWorldX, y: 0.01, z: goalWorldZ});
goalMarker.setAttribute('width', MAZE_CELL_SIZE);
goalMarker.setAttribute('height', MAZE_CELL_SIZE);
goalMarker.setAttribute('rotation', '-90 0 0');
goalMarker.setAttribute('material', {color: 'red', opacity: 0.7});
container.appendChild(goalMarker);
console.log(`3D maze with colored walls created. Found ${goldenWallPositions ? goldenWallPositions.length : 0} golden walls.`);
}
function setPlayerStartPosition(mazeData) {
const rigEl = document.getElementById('rig');
const gridSize = mazeData.length;
const offset = (gridSize - 1) / 2;
const startGridX = 1;
const startGridZ = 1;
const startWorldX = (startGridX - offset) * MAZE_CELL_SIZE;
const startWorldZ = (startGridZ - offset) * MAZE_CELL_SIZE;
rigEl.setAttribute('position', `${startWorldX} 0 ${startWorldZ}`);
}
function createSpheres() {
const container = document.createElement('a-entity');
container.id = 'spheres-container';
const numberOfSpheres = 30;
const spawnRadius = currentMazeSize / 2 * MAZE_CELL_SIZE * 1.1;
for (let i = 0; i < numberOfSpheres; i++) {
const sphereEl = document.createElement('a-sphere');
const radius = Math.random() * 3 + 0.5;
const angle = Math.random() * Math.PI * 2;
const distance = spawnRadius + Math.random() * 50;
const x = Math.cos(angle) * distance;
const z = Math.sin(angle) * distance;
const y = radius;
const color = `hsl(${Math.random() * 360}, 70%, 50%)`;
sphereEl.setAttribute('position', {x: x, y: y, z: z});
sphereEl.setAttribute('radius', radius);
sphereEl.setAttribute('color', color);
sphereEl.setAttribute('shadow', 'cast: true');
container.appendChild(sphereEl);
}
sceneEl.appendChild(container);
}
function spawnEnemies(mazeData) {
const enemyContainer = document.getElementById('enemy-container');
const validSpawnPoints = [];
const gridSize = mazeData.length;
const startI = 1, startJ = 1;
const safeRadius = 3;
for (let i = 0; i < gridSize; i++) {
for (let j = 0; j < gridSize; j++) {
if (mazeData[i][j] === 0) {
const distFromStart = Math.sqrt(Math.pow(i - startI, 2) + Math.pow(j - startJ, 2));
if (distFromStart > safeRadius) {
validSpawnPoints.push({i, j});
}
}
}
}
for (let type = 1; type <= 2; type++) {
for (let i = 0; i < numberOfEnemiesPerType; i++) {
if (validSpawnPoints.length === 0) { break; }
const spawnIndex = Math.floor(Math.random() * validSpawnPoints.length);
const spawnPoint = validSpawnPoints.splice(spawnIndex, 1)[0];
const offset = (gridSize - 1) / 2;
const x = (spawnPoint.i - offset) * MAZE_CELL_SIZE;
const z = (spawnPoint.j - offset) * MAZE_CELL_SIZE;
const enemyEl = document.createElement('a-sphere');
enemyEl.id = `enemy-${type}-${i}`;
enemyEl.setAttribute('position', {x: x, y: 1, z: z});
enemyEl.setAttribute('radius', '0.5');
enemyEl.setAttribute('color', 'black');
enemyEl.classList.add('enemy');
enemyEl.addEventListener('componentinitialized', function (evt) {
if (evt.detail.name === 'enemy-ai') {
this.components['enemy-ai'].setMazeData(mazeData, MAZE_CELL_SIZE, offset);
}
});
enemyEl.setAttribute('enemy-ai', {
type: type,
target: '#player'
});
enemyContainer.appendChild(enemyEl);
}
}
console.log(`Spawned ${enemyContainer.children.length} enemies.`);
}
function initializeHUD() {
if (gameTimer) { clearInterval(gameTimer); }
const floorElementPC = document.getElementById('floor-display-pc');
const floorElementVR = document.getElementById('floor-display-vr');
const timeElementPC = document.getElementById('time-display-pc');
const timeElementVR = document.getElementById('time-display-vr');
const healthElementPC = document.getElementById('health-display-pc');
const healthElementVR = document.getElementById('health-display-vr');
const floorText = `${currentFloor}階`;
if (floorElementPC) floorElementPC.textContent = floorText;
if (floorElementVR) floorElementVR.setAttribute('troika-text', 'value', floorText);
let remainingTime = 150;
const timeText = `残り時間: ${remainingTime}`;
if (timeElementPC) timeElementPC.textContent = timeText;
if (timeElementVR) timeElementVR.setAttribute('troika-text', 'value', timeText);
if (healthElementPC) healthElementPC.textContent = `体力: 100`;
if (healthElementVR) healthElementVR.setAttribute('troika-text', 'value', `体力: 100`);
gameTimer = setInterval(() => {
if (isGameOver) {
clearInterval(gameTimer);
return;
}
if (remainingTime > 0) {
remainingTime--;
const newTimeText = `残り時間: ${remainingTime}`;
if (timeElementPC) timeElementPC.textContent = newTimeText;
if (timeElementVR) timeElementVR.setAttribute('troika-text', 'value', newTimeText);
} else {
const newTimeText = '残り時間: 0';
if (timeElementPC) timeElementPC.textContent = newTimeText;
if (timeElementVR) timeElementVR.setAttribute('troika-text', 'value', newTimeText);
clearInterval(gameTimer);
triggerGameOver("時間切れ");
}
}, 1000);
}
function replayGame() {
console.log("Replaying game...");
isGameOver = false;
const controls = rigEl.components['camera-relative-controls'];
if (controls) {
controls.goldenWallsScanned = false;
controls.goldenWallPositions = [];
}
currentFloor = 0;
currentMazeSize = 39;
numberOfEnemiesPerType = 30;
if (ground) {
ground.setAttribute('color', '#7BC8A4');
}
if (rigEl && rigEl.components['camera-relative-controls']) {
rigEl.setAttribute('camera-relative-controls', 'enabled', true);
}
startNewLevel();
}
window.replayGame = replayGame;
window.triggerGameOver = function(reason) {
if (isGameOver) return;
isGameOver = true;
console.log(`GAME OVER: ${reason}`);
const allWalls = document.querySelectorAll('.maze-wall');
allWalls.forEach(wall => {
wall.setAttribute('material', { color: 'darkred' });
});
if (ground) {
ground.setAttribute('color', '#550000');
}
if (rigEl && rigEl.components['camera-relative-controls']) {
rigEl.setAttribute('camera-relative-controls', 'enabled', false);
}
const enemies = document.querySelectorAll('.enemy');
enemies.forEach(enemy => {
if (enemy.components['enemy-ai']) {
enemy.setAttribute('enemy-ai', 'enabled', false);
}
});
}
if (rightHand) {
rightHand.addEventListener('triggerdown', function () {
const raycasterComponent = rightHand.components.raycaster;
if (raycasterComponent) {
const intersectedEls = raycasterComponent.intersectedEls;
if (intersectedEls.length > 0 && intersectedEls[0].id === 'replay-sphere-vr') {
console.log('Replay sphere clicked via triggerdown!');
replayGame();
}
}
});
}
const pcHud = document.getElementById('hud-pc');
if(pcHud) {
sceneEl.addEventListener('enter-vr', function () {
pcHud.style.display = 'none';
});
sceneEl.addEventListener('exit-vr', function () {
pcHud.style.display = 'block';
});
}
});
</script>
</body>
</html>
使用変数
| -------( Function ) | |
| ) { const playerPos = this.rigEl.object3D.position; const detectionRange = -------( Function ) | |
| ) { this.health = 100; }, worldToMazeCoords: function -------( Function ) | |
| allWalls | |
| angle | |
| ary | |
| background | |
| camera | |
| cameraDirection | |
| cameraEl | |
| cameraObject | |
| cameraRight | |
| ceiling | |
| class | |
| color | |
| container | |
| controls | |
| create3DMaze -------( Function ) | |
| createSpheres -------( Function ) | |
| currentFloor | |
| currentMazeSize | |
| currentVelocity | |
| cursor | |
| damageDistance | |
| damagePerSecond | |
| data | |
| deltaPosition | |
| desiredVelocity | |
| detectionRange | |
| direction2D | |
| direction | |
| display | |
| dist | |
| distance | |
| distFromStart | |
| dt | |
| dx | |
| dz | |
| eftThumbstickInput | |
| enemies | |
| enemy | |
| enemyContainer | |
| enemyEl | |
| enemyPos2D | |
| enemyPos | |
| eraWorldQuaternion | |
| erOfEnemiesPerType | |
| ffectiveLerpFactor | |
| floorElementPC | |
| floorElementVR | |
| floorText | |
| gameTimer | |
| generateMazeData -------( Function ) | |
| geometry | |
| ghtThumbstickInput | |
| goalI | |
| goalJ | |
| goalMarker | |
| goalWorldX | |
| goalWorldZ | |
| goldenWallsScanned | |
| goToNextLevel -------( Function ) | |
| gridSize | |
| ground | |
| hasMazeData | |
| health | |
| healthElementPC | |
| healthElementVR | |
| height | |
| hue | |
| i | |
| id | |
| initializeHUD -------( Function ) | |
| innerHTML | |
| intersectedEls | |
| isGameOver | |
| isInputting | |
| isNearGold | |
| isReady | |
| isStartArea | |
| isTakingDamage | |
| j | |
| keys | |
| leftHand | |
| length | |
| lerpFactor | |
| light | |
| margin | |
| material | |
| maxDist | |
| mazeCellSize | |
| mazeContainer | |
| mazeData | |
| mazeGridSize | |
| mazeOffset | |
| MAZE_CELL_SIZE | |
| moveDirection | |
| myPos2D | |
| name | |
| newTimeText | |
| nextX | |
| nextY | |
| nextZ | |
| normalizedDist | |
| numberOfSpheres | |
| offset | |
| oldenWallPositions | |
| onclick | |
| onKeyDown | |
| onKeyUp | |
| opacity | |
| pcHud | |
| playerCoords | |
| playerPos2D | |
| playerPos | |
| position | |
| radius | |
| ranten | |
| raycaster | |
| raycasterComponent | |
| remainingTime | |
| replayButtonPC | |
| replayGame -------( Function ) | |
| replayGame | |
| rigEl | |
| rightHand | |
| rotation | |
| safeRadius | |
| sceneEl | |
| setPlayerStartPosition -------( Function ) | |
| setupGame -------( Function ) | |
| shadow | |
| side | |
| signX | |
| signZ | |
| spawnEnemies -------( Function ) | |
| spawnIndex | |
| spawnPoint | |
| spawnRadius | |
| speed | |
| sphereEl | |
| src | |
| startGridX | |
| startGridZ | |
| startI | |
| startJ | |
| startNewLevel -------( Function ) | |
| startWorldX | |
| startWorldZ | |
| targetPos2D | |
| targetPosition | |
| text | |
| textContent | |
| time, timeDelta) { if -------( Function ) | |
| timeElementPC | |
| timeElementVR | |
| timeText | |
| timeUntilChange | |
| triggerGameOver | |
| type | |
| ui | |
| validSpawnPoints | |
| verticalMovement | |
| vrm | |
| vrmGoalEl | |
| vrmStartEl | |
| wall | |
| wallPosition | |
| WALL_HEIGHT | |
| wavingMotion | |
| width | |
| worldX, worldZ) { const i = Math.round -------( Function ) | |
| x | |
| y | |
| z | |
| ZERO_VECTOR |