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<html lang="en"> | |
<head> | |
<meta charset="UTF-8" /> | |
<meta name="viewport" content="width=device-width, initial-scale=1.0" /> | |
<title>Babylon.js 3D VR Game</title> | |
<style> | |
body, html { margin: 0; padding: 0; overflow: hidden; font-family: 'Trebuchet MS', serif; } | |
canvas { width: 100%; height: 100%; display: block; } | |
#chatUI { position: absolute; top: 10px; right: 10px; width: 300px; } | |
#chatLog { width: 100%; height: 400px; background-color: rgba(0, 0, 0, 0.7); padding: 10px; color: #fff; overflow-y: auto; border: 2px solid #4e342e; box-shadow: 2px 2px 10px rgba(0, 0, 0, 0.9); } | |
#chatInput { width: 100%; height: 40px; margin-top: 10px; background-color: rgba(255, 255, 255, 0.4); border: 2px solid #4e342e; } | |
#sendButton { width: 100%; height: 40px; margin-top: 10px; background: linear-gradient(to bottom, #957d5f, #6c543e); color: #e0d7c5; border: none; cursor: pointer; } | |
</style> | |
</head> | |
<body> | |
<canvas id="renderCanvas"></canvas> | |
<div id="chatUI"> | |
<div id="chatLog"></div> | |
<input type="text" id="chatInput" placeholder="Type your message here..." /> | |
<button id="sendButton">Send</button> | |
</div> | |
<script src="https://cdn.babylonjs.com/babylon.js"></script> | |
<script src="https://cdn.babylonjs.com/loaders/babylon.glTF2FileLoader.min.js"></script> | |
<script src="https://unpkg.com/@huggingface/transformers"></script> | |
<script> | |
// Setup Babylon.js | |
const canvas = document.getElementById("renderCanvas"); | |
const engine = new BABYLON.Engine(canvas, true); | |
const createScene = function() { | |
const scene = new BABYLON.Scene(engine); | |
// Skybox setup | |
scene.environmentTexture = new BABYLON.CubeTexture("sky.jpg", scene); | |
// Camera | |
const camera = new BABYLON.ArcRotateCamera("Camera", Math.PI / 2, Math.PI / 2, 100, BABYLON.Vector3.Zero(), scene); | |
camera.attachControl(canvas, true); | |
// Light | |
const light = new BABYLON.HemisphericLight("light", new BABYLON.Vector3(1, 1, 0), scene); | |
// Load maps | |
const mapMatrix = generateRandomMap(); | |
const mapWidth = mapMatrix[0].length; | |
const mapHeight = mapMatrix.length; | |
// Ground setup with the same size as the map | |
const ground = BABYLON.MeshBuilder.CreateGround("ground", { width: mapWidth, height: mapHeight }, scene); | |
ground.material = new BABYLON.StandardMaterial("groundMat", scene); | |
ground.material.diffuseTexture = new BABYLON.Texture("sky.jpg", scene); | |
// Position ground underneath the map | |
ground.position.x = mapWidth / 2 - 0.5; | |
ground.position.z = mapHeight / 2 - 0.5; | |
// Create map | |
createMapFromMatrix(mapMatrix, scene); | |
// Player | |
const startPosition = getStartPosition(mapMatrix); | |
const player = BABYLON.MeshBuilder.CreateBox("player", { size: 1 }, scene); | |
player.position = new BABYLON.Vector3(startPosition.x, 0.5, startPosition.z); | |
player.material = new BABYLON.StandardMaterial("playerMat", scene); | |
player.material.diffuseTexture = new BABYLON.Texture("sky.jpg", scene); | |
// NPC - Red Sphere | |
const npcPosition = getRandomFreePosition(mapMatrix); | |
const npc = BABYLON.MeshBuilder.CreateSphere("npc", { diameter: 1 }, scene); | |
npc.position = new BABYLON.Vector3(npcPosition.x, 0.5, npcPosition.z); | |
npc.material = new BABYLON.StandardMaterial("npcMat", scene); | |
npc.material.diffuseColor = new BABYLON.Color3(1, 0, 0); // Red color | |
// Basic movement | |
window.addEventListener("keydown", (event) => { | |
switch (event.key) { | |
case "ArrowUp": | |
player.position.z -= 0.1; | |
break; | |
case "ArrowDown": | |
player.position.z += 0.1; | |
break; | |
case "ArrowLeft": | |
player.position.x -= 0.1; | |
break; | |
case "ArrowRight": | |
player.position.x += 0.1; | |
break; | |
} | |
}); | |
return scene; | |
}; | |
function generateRandomMap() { | |
const size = 100; | |
const map = []; | |
for (let y = 0; y < size; y++) { | |
const row = []; | |
for (let x = 0; x < size; x++) { | |
row.push(Math.random() > 0.8 ? 1 : 0); // 1 for wall, 0 for empty | |
} | |
map.push(row); | |
} | |
return map; | |
} | |
function createMapFromMatrix(matrix, scene) { | |
const wallMaterial = new BABYLON.StandardMaterial("wallMat", scene); | |
wallMaterial.diffuseTexture = new BABYLON.Texture("sky.jpg", scene); | |
matrix.forEach((row, y) => { | |
row.forEach((value, x) => { | |
if (value === 1) { | |
const wall = BABYLON.MeshBuilder.CreateBox("wall_" + x + "_" + y, { | |
width: 1, | |
height: 2, | |
depth: 1 | |
}, scene); | |
wall.position = new BABYLON.Vector3(x, 1, y); | |
wall.material = wallMaterial; | |
} | |
}); | |
}); | |
} | |
function getStartPosition(matrix) { | |
for (let y = 0; y < matrix.length; y++) { | |
for (let x = 0; x < matrix[y].length; x++) { | |
if (matrix[y][x] === 0) { | |
return { x, z: y }; // Starting position | |
} | |
} | |
} | |
return { x: 0, z: 0 }; // Default position if none found | |
} | |
function getRandomFreePosition(matrix) { | |
let x, z; | |
do { | |
x = Math.floor(Math.random() * matrix[0].length); | |
z = Math.floor(Math.random() * matrix.length); | |
} while (matrix[z][x] !== 0); // Ensure the position is free (no wall) | |
return { x, z }; | |
} | |
const scene = createScene(); | |
engine.runRenderLoop(() => { | |
scene.render(); | |
}); | |
window.addEventListener("resize", () => { | |
engine.resize(); | |
}); | |
async function createXRExperience() { | |
try { | |
const xrHelper = await scene.createDefaultXRExperienceAsync({ | |
floorMeshes: [scene.getMeshByName("ground")], | |
disableDefaultUI: false // Keep the default UI enabled to ensure the VR button works | |
}); | |
// After initialization, specifically disable hand tracking if it was included | |
const featuresManager = xrHelper.baseExperience.featuresManager; | |
featuresManager.disableFeature(BABYLON.WebXRFeatureName.HAND_TRACKING); | |
// Set up interactions | |
setupControllerInteractions(xrHelper); | |
scene.activeCamera = xrHelper.baseExperience.camera; | |
} catch (err) { | |
console.error('Failed to start VR session:', err); | |
} | |
} | |
// Set up VR button and initialize VR experience on click | |
const vrButton = document.createElement("button"); | |
vrButton.textContent = "Enter VR"; | |
vrButton.style.position = "absolute"; | |
vrButton.style.bottom = "10px"; | |
vrButton.style.left = "10px"; | |
vrButton.style.width = "200px"; | |
vrButton.style.height = "40px"; | |
vrButton.style.background = "linear-gradient(to bottom, #6c543e, #4e342e)"; | |
vrButton.style.color = "#e0d7c5"; | |
vrButton.style.border = "none"; | |
vrButton.style.cursor = "pointer"; | |
document.body.appendChild(vrButton); | |
vrButton.addEventListener("click", createXRExperience); | |
function setupControllerInteractions(xrHelper) { | |
xrHelper.input.onControllerAddedObservable.add(controller => { | |
controller.onMotionControllerInitObservable.add(motionController => { | |
const xrRay = motionController.getComponent("xr-standard-trigger"); | |
if (xrRay) { | |
let isProcessing = false; // Debounce flag | |
xrRay.onButtonStateChangedObservable.add(() => { | |
if (xrRay.pressed && !isProcessing) { | |
isProcessing = true; | |
// Use a try-catch block to handle any unexpected errors | |
try { | |
const pickResult = scene.pickWithRay(controller.pointerRay); | |
if (pickResult.hit && pickResult.pickedMesh) { | |
if (pickResult.pickedMesh.name === "npc") { | |
alert("You win!"); // Alert the player that they have won | |
} | |
} | |
} catch (err) { | |
console.error('Error during ray interaction:', err); | |
} finally { | |
// Allow further interactions after a short delay | |
setTimeout(() => { | |
isProcessing = false; | |
}, 200); // Adjust delay as necessary | |
} | |
} | |
}); | |
} | |
}); | |
}); | |
} | |
// Ensure the camera controls are reset when exiting VR mode | |
window.addEventListener("resize", () => { | |
engine.resize(); | |
}); | |
async function setupChat() { | |
try { | |
const model = await transformers.AutoModelForCausalLM.from_pretrained('mistralai/Mistral'); | |
const tokenizer = await transformers.AutoTokenizer.from_pretrained('mistralai/Mistral'); | |
return { model, tokenizer }; | |
} catch (error) { | |
console.error('Failed to load the chat model or tokenizer:', error); | |
//alert('Chat system is currently unavailable. Please try again later.'); | |
return null; | |
} | |
} | |
let chatSetup = setupChat(); | |
</script> | |
</body> | |
</html> | |