VRRPG.html

<!DOCTYPE html>
<html lang="ja">
<head>
  <meta charset="UTF-8">
  <meta name="viewport" content="width=device-width, initial-scale=1">
  <title>VRRPG - 拡張版 AR/VR RPG</title>
  <!-- A-Frame ライブラリ -->
  <script src="https://aframe.io/releases/1.4.0/aframe.min.js"></script>
  <!-- Particle system コンポーネント(パーティクル演出用) -->
  <script src="https://cdn.jsdelivr.net/gh/IdeaSpaceVR/aframe-particle-system-component@master/dist/aframe-particle-system-component.min.js"></script>
  <style>
    body { margin: 0; overflow: hidden; }
    /* 各種オーバーレイ */
    #mainMenuOverlay, #upgradeOverlay, #pauseOverlay, #gameOverOverlay {
      position: absolute;
      top: 0; left: 0;
      width: 100%; height: 100%;
      background: rgba(0,0,0,0.8);
      color: #FFF;
      display: flex;
      justify-content: center;
      align-items: center;
      font-size: 48px;
      z-index: 999;
      display: none;
      text-align: center;
      flex-direction: column;
    }
    #mainMenuOverlay button, #upgradeOverlay button, #gameOverOverlay button {
      font-size: 36px;
      padding: 20px 40px;
      margin-top: 20px;
    }
  </style>
</head>
<body>
  <!-- メインメニュー -->
  <div id="mainMenuOverlay" style="display: flex;">
    <div>
      <div>VRRPG - 拡張版 AR/VR RPG</div>
      <button id="startButton">Start Game</button>
    </div>
  </div>
  <!-- アップグレードストア -->
  <div id="upgradeOverlay">
    <div>
      <div>Upgrade Store</div>
      <div>Press 1: Increase Sword Damage (+10) (Cost: 50 Score)</div>
      <div>Press 2: Increase Max Health (+20) (Cost: 50 Score)</div>
      <button id="closeUpgrade">Close</button>
    </div>
  </div>
  <!-- ポーズオーバーレイ -->
  <div id="pauseOverlay">Paused</div>
  <!-- ゲームオーバーオーバーレイ -->
  <div id="gameOverOverlay">
    <div>
      <div>Game Over!</div>
      <div id="finalScore">Final Score: 0</div>
      <button id="restartButton">Restart</button>
    </div>
  </div>

  <!-- AR/VRシーン:XRモードを AR に設定(Oculusパススルー利用) -->
  <a-scene xr="mode: ar; referenceSpaceType: local-floor">
    <!-- 背景音楽 -->
    <a-entity id="bg-music" sound="src: url(bg-music.mp3); autoplay: true; loop: true; volume: 0.3"></a-entity>
    <!-- 環境 -->
    <a-sky color="#88ccee"></a-sky>
    <a-plane position="0 0 0" rotation="-90 0 0" width="30" height="30" color="#77aa55"></a-plane>
    <a-light type="directional" intensity="0.8" position="0 10 5"></a-light>

    <!-- プレイヤー(カメラ、HUD、ポーズ対応) -->
    <a-entity id="player" weapon-switcher position="0 1.6 5">
      <a-camera wasd-controls look-controls>
        <!-- 右手:カメラ内右下に固定表示(装備品) -->
        <a-entity id="rightHand" position="0.5 -0.3 -1"></a-entity>
      </a-camera>
      <!-- HUD -->
      <a-entity id="hud" position="0 -0.5 -1.5">
        <a-text id="scoreText" value="Score: 0" position="-1 0.7 0" color="#FFF" width="4"></a-text>
        <a-text id="healthText" value="Health: 100" position="-1 0.4 0" color="#FFF" width="4"></a-text>
        <a-text id="waveText" value="Wave: 1" position="-1 0.1 0" color="#FFF" width="4"></a-text>
        <a-text id="levelText" value="Lv: 1 Exp: 0" position="-1 -0.2 0" color="#FFF" width="4"></a-text>
        <a-text id="weaponText" value="Weapon: None" position="-1 -0.5 0" color="#FFF" width="4"></a-text>
      </a-entity>
    </a-entity>

    <!-- 落ちている剣(Sword) -->
    <a-entity id="sword" position="0.3 1 -2" sword-swing pickup>
      <!-- ブレード -->
      <a-entity geometry="primitive: box; height: 1; width: 0.1; depth: 0.05" 
                material="color: silver; metalness: 0.8; roughness: 0.2" 
                position="0 0.5 0"></a-entity>
      <!-- ガード -->
      <a-entity geometry="primitive: box; height: 0.2; width: 0.3; depth: 0.05" 
                material="color: gold" 
                position="0 0.05 0"></a-entity>
      <!-- ハンドル -->
      <a-entity geometry="primitive: cylinder; radius: 0.05; height: 0.4" 
                material="color: brown" 
                position="0 -0.3 0" rotation="90 0 0"></a-entity>
      <!-- 回転アニメーション(拾われるまで) -->
      <a-animation attribute="rotation" dur="3000" fill="forwards" to="0 360 0" repeat="indefinite"></a-animation>
    </a-entity>

    <!-- 魔法の杖(Magic Wand) ※ 未使用 -->
    <a-entity id="magicWand" geometry="primitive: cylinder; height: 0.8; radius: 0.05" 
              material="color: purple; emissive: #aa00ff" 
              position="0.3 1 -0.5" rotation="0 0 0" wand-fire visible="false"></a-entity>

    <!-- 敵スポーン用エリア -->
    <a-entity id="enemy-spawn"></a-entity>

    <!-- サウンド設定 -->
    <a-entity id="sword-sound" sound="src: url(sword-swing.mp3); on: none"></a-entity>
    <a-entity id="pickup-sound" sound="src: url(pickup.mp3); on: none"></a-entity>
    <a-entity id="wand-sound" sound="src: url(wand-fire.mp3); on: none"></a-entity>

    <!-- インストラクション表示(初回のみ) -->
    <a-entity id="instructions" position="0 2 -3">
      <a-text value="Controls: Oculus Touch / Gamepad / WASD+Mouse&#10;クリックで剣を拾い、剣をクリックで振る&#10;Pキーでポーズ / Uキーでアップグレード" 
              align="center" color="#FFF" width="6"></a-text>
    </a-entity>

    <!-- ウェーブ管理 -->
    <a-entity wave-manager></a-entity>
  </a-scene>

  <script>
    /************ ゲームデータ管理 ************/
    var gameData = {
      score: 0,
      playerHealth: 100,
      wave: 1,
      playerLevel: 1,
      experience: 0,
      currentWeapon: "None",
      swordDamage: 50,
      maxHealth: 100,
      hasSword: false,
      paused: false,
      gameState: "menu" // "menu", "playing", "paused", "gameover"
    };

    /************ HUD 更新関数 ************/
    function updateHUD() {
      document.querySelector('#scoreText').setAttribute('value', 'Score: ' + gameData.score);
      document.querySelector('#healthText').setAttribute('value', 'Health: ' + gameData.playerHealth);
      document.querySelector('#waveText').setAttribute('value', 'Wave: ' + gameData.wave);
      document.querySelector('#levelText').setAttribute('value', 'Lv: ' + gameData.playerLevel + ' Exp: ' + gameData.experience);
      document.querySelector('#weaponText').setAttribute('value', 'Weapon: ' + gameData.currentWeapon);
    }

    /************ ゲームオーバーチェック ************/
    function checkGameOver() {
      if (gameData.playerHealth <= 0) {
        gameData.gameState = "gameover";
        document.getElementById('gameOverOverlay').style.display = "flex";
        document.getElementById('finalScore').innerText = "Final Score: " + gameData.score;
      }
    }

    /************ 経験値加算&レベルアップ ************/
    function addExperience(exp) {
      gameData.experience += exp;
      if (gameData.experience >= 100) {
        gameData.experience -= 100;
        gameData.playerLevel++;
        gameData.playerHealth = Math.min(gameData.maxHealth, gameData.playerHealth + 20);
        openUpgradeStore();
      }
      updateHUD();
    }

    /************ 敵撃破時の演出 ************/
    function killEnemy(enemy) {
      if (!enemy) return;
      let healthBar = enemy.querySelector('.health-bar');
      if (healthBar) { healthBar.parentNode.removeChild(healthBar); }
      let explosion = document.createElement('a-entity');
      explosion.setAttribute('particle-system', 'preset: dust; particleCount: 100; color: #FFAA00, #FF0000;');
      explosion.setAttribute('position', enemy.getAttribute('position'));
      enemy.parentNode.appendChild(explosion);
      setTimeout(function(){ if(explosion.parentNode) explosion.parentNode.removeChild(explosion); }, 1000);
      enemy.setAttribute('animation', 'property: scale; to: 0 0 0; dur: 500; easing: easeInOutQuad');
      setTimeout(function(){ if(enemy.parentNode) enemy.parentNode.removeChild(enemy); }, 500);
    }

    /************ カメラシェイク ************/
    function cameraShake() {
      let camera = document.querySelector('a-camera');
      if (!camera) return;
      let origPos = camera.getAttribute('position');
      let shakePos = {
        x: origPos.x + (Math.random()-0.5)*0.1,
        y: origPos.y + (Math.random()-0.5)*0.1,
        z: origPos.z
      };
      camera.setAttribute('position', shakePos);
      setTimeout(function(){ camera.setAttribute('position', origPos); }, 100);
    }

    /************ アップグレードストア ************/
    function openUpgradeStore() {
      document.getElementById('upgradeOverlay').style.display = "flex";
      gameData.paused = true;
    }
    function closeUpgradeStore() {
      document.getElementById('upgradeOverlay').style.display = "none";
      gameData.paused = false;
    }
    document.getElementById('closeUpgrade').addEventListener('click', closeUpgradeStore);

    /************ メインメニュー&リスタート ************/
    document.getElementById('startButton').addEventListener('click', function(){
      document.getElementById('mainMenuOverlay').style.display = "none";
      gameData.gameState = "playing";
    });
    document.getElementById('restartButton').addEventListener('click', function(){
      window.location.reload();
    });

    /************ キー操作 ************/
    document.addEventListener('keydown', function(e) {
      if(e.key.toLowerCase() === 'p') {
        gameData.paused = !gameData.paused;
        document.getElementById('pauseOverlay').style.display = gameData.paused ? "flex" : "none";
      }
      if(e.key === 'u' && gameData.gameState === "playing" && !gameData.paused) {
        openUpgradeStore();
      }
      if(document.getElementById('upgradeOverlay').style.display === "flex") {
        if(e.key === '1') {
          if(gameData.score >= 50) {
            gameData.swordDamage += 10;
            gameData.score -= 50;
            updateHUD();
          }
        }
        if(e.key === '2') {
          if(gameData.score >= 50) {
            gameData.maxHealth += 20;
            gameData.score -= 50;
            updateHUD();
          }
        }
      }
    });

    /************ pickup コンポーネント ************/
    AFRAME.registerComponent('pickup', {
      init: function() {
        let el = this.el;
        el.addEventListener('click', function () {
          if(gameData.paused || gameData.gameState !== "playing") return;
          let player = document.querySelector('#player');
          let playerPos = new THREE.Vector3();
          player.object3D.getWorldPosition(playerPos);
          let itemPos = new THREE.Vector3();
          el.object3D.getWorldPosition(itemPos);
          if(playerPos.distanceTo(itemPos) < 2) {
            if(!gameData.hasSword) {
              let pickupSound = document.querySelector('#pickup-sound');
              if(pickupSound && pickupSound.components.sound) {
                pickupSound.components.sound.playSound();
              }
              let rightHand = document.querySelector('#rightHand');
              if(rightHand) {
                rightHand.appendChild(el);
                el.setAttribute('position', '0 0 0');
              } else {
                player.appendChild(el);
                el.setAttribute('position', '0.3 0 -0.5');
              }
              gameData.currentWeapon = "Sword";
              gameData.hasSword = true;
              updateHUD();
              console.log("Sword picked up!");
              el.removeAttribute('animation');
            } else {
              console.log("Already holding a sword.");
            }
          }
        });
      }
    });

    /************ enemy-ai コンポーネント ************/
    AFRAME.registerComponent('enemy-ai', {
      schema: {
        speed: {type: 'number', default: 0.02},
        damage: {type: 'number', default: 5}
      },
      init: function() { this.attackCooldown = 0; },
      tick: function(time, timeDelta) {
        if(gameData.paused) return;
        let player = document.querySelector('#player');
        if(!player) return;
        let enemy = this.el;
        let enemyPos = enemy.object3D.position;
        let playerPos = player.object3D.position;
        let direction = new THREE.Vector3().subVectors(playerPos, enemyPos);
        let distance = direction.length();
        if(distance > 0.1) {
          direction.normalize();
          enemy.object3D.position.add(direction.multiplyScalar(this.data.speed * (timeDelta/16)));
        }
        if(distance < 1 && this.attackCooldown <= 0) {
          gameData.playerHealth -= this.data.damage;
          updateHUD();
          cameraShake();
          checkGameOver();
          this.attackCooldown = 1000;
        } else {
          this.attackCooldown -= timeDelta;
        }
      }
    });

    /************ enemy-health コンポーネント ************/
    AFRAME.registerComponent('enemy-health', {
      schema: {
        hp: {type: 'number', default: 100},
        maxHp: {type: 'number', default: 100}
      },
      init: function(){
        let bar = document.createElement('a-plane');
        bar.setAttribute('class', 'health-bar');
        bar.setAttribute('width', '1');
        bar.setAttribute('height', '0.1');
        bar.setAttribute('color', 'green');
        bar.setAttribute('position', '0 0.8 0');
        this.el.appendChild(bar);
      },
      updateHealthBar: function(){
        let healthBar = this.el.querySelector('.health-bar');
        if(healthBar) {
          let hp = this.data.hp, max = this.data.maxHp;
          let scaleX = Math.max(0, hp/max);
          healthBar.setAttribute('scale', `${scaleX} 1 1`);
          let color = (scaleX > 0.5) ? "green" : (scaleX > 0.2 ? "yellow" : "red");
          healthBar.setAttribute('color', color);
        }
      }
    });

    /************ sword-swing コンポーネント ************/
    AFRAME.registerComponent('sword-swing', {
      init: function(){
        let sword = this.el;
        let self = this;
        sword.addEventListener('triggerdown', function(){ self.swing(); });
        sword.addEventListener('click', function(){ self.swing(); });
      },
      swing: function(){
        if(gameData.paused) return;
        this.el.emit('swing');
        let soundEl = document.querySelector('#sword-sound');
        if(soundEl && soundEl.components.sound){
          soundEl.components.sound.playSound();
        }
        let swordPos = new THREE.Vector3();
        this.el.object3D.getWorldPosition(swordPos);
        let enemies = document.querySelectorAll('.enemy');
        enemies.forEach(function(enemy){
          let enemyPos = new THREE.Vector3();
          enemy.object3D.getWorldPosition(enemyPos);
          if(swordPos.distanceTo(enemyPos) < 1){
            let eh = enemy.getAttribute('enemy-health');
            eh.hp -= gameData.swordDamage;
            enemy.setAttribute('enemy-health', 'hp', eh.hp);
            enemy.components['enemy-health'].updateHealthBar();
            if(eh.hp <= 0){
              killEnemy(enemy);
              gameData.score += 10;
              addExperience(20);
            } else {
              enemy.setAttribute('material', 'color', '#ff4444');
              setTimeout(function(){ enemy.setAttribute('material', 'color', '#66ff66'); }, 200);
            }
            updateHUD();
          }
        });
      }
    });

    /************ wand-fire コンポーネント ************/
    AFRAME.registerComponent('wand-fire', {
      init: function(){
        let wand = this.el;
        let self = this;
        wand.addEventListener('triggerdown', function(){ self.fire(); });
        wand.addEventListener('click', function(){ self.fire(); });
      },
      fire: function(){
        if(gameData.paused) return;
        let wandSound = document.querySelector('#wand-sound');
        if(wandSound && wandSound.components.sound){
          wandSound.components.sound.playSound();
        }
        let projectile = document.createElement('a-sphere');
        projectile.setAttribute('radius', '0.1');
        projectile.setAttribute('color', 'orange');
        let startPos = new THREE.Vector3();
        this.el.object3D.getWorldPosition(startPos);
        projectile.setAttribute('position', startPos);
        projectile.setAttribute('projectile', '');
        this.el.sceneEl.appendChild(projectile);
      }
    });

    /************ projectile コンポーネント ************/
    AFRAME.registerComponent('projectile', {
      schema: { speed: {type: 'number', default: 0.1}, damage: {type: 'number', default: 30} },
      init: function(){
        this.direction = new THREE.Vector3();
        this.el.object3D.getWorldDirection(this.direction);
      },
      tick: function(time, timeDelta){
        if(gameData.paused) return;
        let distance = this.data.speed * (timeDelta/16);
        this.el.object3D.position.add(this.direction.clone().multiplyScalar(distance));
        let projectilePos = new THREE.Vector3();
        this.el.object3D.getWorldPosition(projectilePos);
        let enemies = document.querySelectorAll('.enemy');
        for(let i=0; i<enemies.length; i++){
          let enemy = enemies[i];
          let enemyPos = new THREE.Vector3();
          enemy.object3D.getWorldPosition(enemyPos);
          if(projectilePos.distanceTo(enemyPos) < 0.5){
            let eh = enemy.getAttribute('enemy-health');
            eh.hp -= this.data.damage;
            enemy.setAttribute('enemy-health', 'hp', eh.hp);
            enemy.components['enemy-health'].updateHealthBar();
            if(eh.hp <= 0){
              killEnemy(enemy);
              gameData.score += 10;
              addExperience(20);
            } else {
              enemy.setAttribute('material', 'color', '#ff4444');
              setTimeout(function(){ enemy.setAttribute('material', 'color', '#66ff66'); }, 200);
            }
            updateHUD();
            this.el.parentNode.removeChild(this.el);
            return;
          }
        }
        if(projectilePos.length() > 50){
          this.el.parentNode.removeChild(this.el);
        }
      }
    });

    /************ weapon-switcher コンポーネント ************/
    AFRAME.registerComponent('weapon-switcher', {
      init: function(){
        window.addEventListener('keydown', function(event){
          if(event.key === '1'){
            if(gameData.hasSword){
              gameData.currentWeapon = "Sword";
              document.querySelector('#rightHand').setAttribute('visible', 'true');
              document.querySelector('#magicWand').setAttribute('visible', 'false');
            }
            updateHUD();
          } else if(event.key === '2'){
            gameData.currentWeapon = "Magic";
            document.querySelector('#sword').setAttribute('visible', 'false');
            document.querySelector('#magicWand').setAttribute('visible', 'true');
            updateHUD();
          }
        });
      }
    });

    /************ wave-manager コンポーネント ************/
    // 敵が全滅したら次のウェーブを生成。ウェーブ番号が5の倍数の場合はボス出現。
    AFRAME.registerComponent('wave-manager', {
      tick: function(){
        if(gameData.paused) return;
        let spawnZone = document.querySelector('#enemy-spawn');
        if(spawnZone.children.length === 0){
          gameData.wave += 1;
          updateHUD();
          this.spawnWave();
        }
      },
      spawnWave: function(){
        let spawnZone = document.querySelector('#enemy-spawn');
        if(gameData.wave % 5 === 0){
          // ボスウェーブ
          let boss = document.createElement('a-entity');
          boss.classList.add('enemy');
          boss.setAttribute('position', '0 1 -6');
          boss.setAttribute('geometry', 'primitive: sphere; radius: 1');
          boss.setAttribute('material', 'color: #aa0000; opacity: 0.9; transparent: true');
          boss.setAttribute('animation__rotate', 'property: rotation; to: 0 360 0; dur: 6000; loop: true');
          boss.setAttribute('enemy-ai', 'speed: 0.015; damage: 10');
          boss.setAttribute('enemy-health', 'hp: 300; maxHp: 300');
          spawnZone.appendChild(boss);
        } else {
          let enemyCount = 3 + gameData.wave - 1;
          for(let i=0; i<enemyCount; i++){
            let enemy = document.createElement('a-entity');
            enemy.classList.add('enemy');
            let angle = Math.random() * Math.PI * 2;
            let radius = 5 + Math.random() * 5;
            let x = Math.cos(angle) * radius;
            let z = Math.sin(angle) * radius;
            enemy.setAttribute('position', `${x} 1 ${z}`);
            enemy.setAttribute('geometry', 'primitive: sphere; radius: 0.5');
            enemy.setAttribute('material', 'color: #66ff66; opacity: 0.8; transparent: true');
            enemy.setAttribute('animation__wobble', 'property: scale; to: 1.1 0.9 1.1; dur: 1000; dir: alternate; loop: true');
            enemy.setAttribute('enemy-ai', 'speed: 0.02; damage: 5');
            enemy.setAttribute('enemy-health', 'hp: 100; maxHp: 100');
            spawnZone.appendChild(enemy);
          }
        }
      }
    });

    /************ 初回 HUD 更新 & インストラクション削除 ************/
    document.addEventListener('DOMContentLoaded', function(){
      updateHUD();
      setTimeout(function(){
        let instructions = document.getElementById('instructions');
        if(instructions){ instructions.parentNode.removeChild(instructions); }
      }, 5000);
    });
  </script>
</body>
</html>

投稿者: chosuke

趣味はゲームやアニメや漫画などです

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