AI-NPC-3D-BABYLON / index.html
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Rename indexfinal1.html to 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>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>