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Update index.html
Browse files- index.html +481 -1069
index.html
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<!DOCTYPE html>
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<html lang="en">
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<head>
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- Player/Enemy Ships: Report Info -> Player and Enemy models. Goal -> Represent game agents with more visual variety. Viz/Method -> 3D compound objects (THREE.Group) with more detailed geometries (e.g., Cylinders, Spheres, Cones, Boxes combined). Interaction -> Player control, AI movement, collision. Justification -> Enhances visual fidelity and differentiation. Library/Method -> Three.js.
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- Formations/Waves/Armada: Report Info -> Enemy formations, attack waves, and an armada. Goal -> Create structured challenges with escalating difficulty. Viz/Method -> Positional data within JS objects driving enemy AI, complex formation logic for armada. Interaction -> Player must defeat waves to progress. Justification -> Central to Galaga's gameplay, armada adds unique challenge. Library/Method -> JavaScript logic.
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- Tractor Beam: Report Info -> Boss Galaga capture mechanic. Goal -> Introduce risk/reward for dual fighter. Viz/Method -> Animated, transparent THREE.Mesh (Cone). Interaction -> Captures player, enabling dual-fighter retrieval. Justification -> Iconic and requested feature. Library/Method -> Three.js.
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- Starfield Complexity: Report Info -> Dynamic background with more variation. Goal -> Simulate forward motion and enhance immersion. Viz/Method -> Multiple THREE.Points groups with varying sizes, colors, and speeds. Interaction -> None (ambient). Justification -> Visually richer background. Library/Method -> Three.js.
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- HUD (Score/Lives/Wave): Report Info -> UI requirements. Goal -> Provide critical game state info for both players. Viz/Method -> HTML overlays with Tailwind CSS. Interaction -> Read-only. Justification -> Standard, non-intrusive method for displaying game data. Library/Method -> HTML/CSS.
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- High Score Board: Report Info -> Persistent high score. Goal -> Provide a sense of progression and competition. Viz/Method -> HTML overlay with form for initials, dynamically updated list. Interaction -> User input for initials, display only. Justification -> Standard arcade feature. Library/Method -> JavaScript (localStorage for persistence).
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- Auto Shield: Report Info -> Easier auto-shield. Goal -> Provide a brief period of invincibility after being hit. Viz/Method -> Player ship flashing, temporary state variable. Interaction -> Automatic on hit. Justification -> Improves player survivability and reduces frustration. Library/Method -> JavaScript logic.
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- Heat-Seeking Missiles: Report Info -> Player missiles home-in. Goal -> Increase player's hit rate. Viz/Method -> Player projectile velocity adjustment towards nearest enemy. Interaction -> Automatic. Justification -> Enhances player experience, makes game feel more forgiving. Library/Method -> JavaScript logic.
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- Shot Power-Up: Report Info -> Blue capsules for more missiles. Goal -> Reward player, add progression. Viz/Method -> Small 3D cylinder/capsule, moves towards player. Interaction -> Collectible to increase missile output. Justification -> Adds depth to power-up system. Library/Method -> Three.js (for model), JavaScript logic.
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- Multi-Fighter Fleet: Report Info -> Acquire more ships. Goal -> Enhance offensive capabilities, visual progression. Viz/Method -> Multiple player ship models grouped under one main control. Interaction -> Dynamic visual arrangement. Justification -> Core Galaga '88 mechanic. Library/Method -> Three.js (for grouping), JavaScript logic.
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- Sound Effects: Report Info -> Game audio. Goal -> Enhance immersion and provide feedback. Viz/Method -> Tone.js for music and sound effects. Interaction -> Automatic playback based on game events. Justification -> Crucial for arcade feel. Library/Method -> Tone.js.
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- Mouse Control: Report Info -> Additional input. Goal -> Provide alternative control method. Viz/Method -> Mouse position mapping to ship X-coordinate. Interaction -> Direct player control. Justification -> Improves accessibility for different input preferences. Library/Method -> JavaScript DOM events.
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-->
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<!-- CONFIRMATION: NO SVG graphics used. NO Mermaid JS used. -->
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<meta charset="UTF-8">
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<meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=no">
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<title>Galaga '88 3D</title>
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<script src="https://cdn.tailwindcss.com"></script>
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<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js"></script>
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<script src="https://unpkg.com/[email protected]/build/Tone.js"></script>
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<style>
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body {
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padding:
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padding:
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display: flex;
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justify-content: space-between;
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}
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#
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}
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</style>
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</head>
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<body>
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<div id="
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<div id="high-score-current-display" class="hud-element top-4 left-1/2 -translate-x-1/2 text-2xl text-yellow-400">HIGH SCORE: 0</div>
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<div id="current-player-display" class="hud-element bottom-4 right-4 text-2xl text-yellow-400">P1 TURN</div>
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<div id="wave-display" class="hud-element top-4 right-4 text-2xl">WAVE: 1</div>
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<div id="lives-display" class="hud-element bottom-4 left-4 text-2xl flex items-center gap-2">LIVES: </div>
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<div id="menu-overlay" class="overlay">
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<div class="overlay-box">
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<h1 class="overlay-title">GALAGA '88 3D</h1>
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<p class="overlay-text">Use [A]/[D] or [←]/[→] to move. [SPACE] to fire.<br>
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[P] to Pause. Collect captured ships for Double Fighter!</p>
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<div class="mb-4">
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<button id="start-1player-button" class="overlay-button mr-4">1 PLAYER</button>
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<button id="start-2player-button" class="overlay-button">2 PLAYERS</button>
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</div>
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<button id="view-high-scores-button" class="overlay-button !bg-gray-700 !text-white !border !border-white mt-4">HIGH SCORES</button>
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</div>
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</div>
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<
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</div>
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</div>
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<div id="game-over-overlay" class="overlay" style="display: none;">
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<div class="overlay-box">
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<h1 class="overlay-title">GAME OVER</h1>
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<p id="final-score" class="overlay-text text-2xl"></p>
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<form id="high-score-form" class="hidden">
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<p class="text-white text-lg">Enter Initials (3 letters):</p>
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<input type="text" id="initials-input" maxlength="3" pattern="[A-Z]{3}" class="uppercase" required>
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<button type="submit" class="overlay-button mt-4">SAVE SCORE</button>
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</form>
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<button id="restart-button" class="overlay-button mt-4">PLAY AGAIN</button>
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</div>
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</div>
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</div>
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<div class="touch-controls">
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<div id="left-touch" class="touch-button"><span>←</span></div>
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<div id="fire-touch" class="touch-button fire"><span>◎</span></div>
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<div id="right-touch" class="touch-button"><span>→</span></div>
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</div>
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<script>
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const GAME = {
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state: 'MENU', // MENU, DEMO, PLAYING, PAUSED, GAME_OVER, HIGH_SCORE_ENTRY, HIGH_SCORES
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players: {
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p1: { score: 0, lives: 5, fighterCount: 1, missileCount: 1 },
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p2: { score: 0, lives: 5, fighterCount: 1, missileCount: 1 }
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},
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currentPlayer: 'p1',
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numPlayers: 1, // 1 or 2
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playerFleet: [], // Array to hold individual player ship meshes
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playerShipGroup: null, // The main THREE.Group that contains all active player ships
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enemies: [],
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playerProjectiles: [],
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enemyProjectiles: [],
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explosions: [],
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powerUps: [], // New array for power-up capsules
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stars: [],
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scene: null,
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camera: null,
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renderer: null,
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clock: new THREE.Clock(),
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input: { left: false, right: false },
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canShoot: true,
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shootCooldown: 250,
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playerBoundaryX: 20,
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capturedShip: null,
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wave: 1,
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waveData: [
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{ grunts: 8, chargers: 0, bosses: 0, type: 'standard' },
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{ grunts: 10, chargers: 2, bosses: 0, type: 'standard' },
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{ grunts: 6, chargers: 4, bosses: 1, type: 'standard' },
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{ grunts: 0, chargers: 10, bosses: 2, type: 'standard' },
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{ grunts: 20, chargers: 0, bosses: 0, type: 'armada' }, // Armada wave
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{ grunts: 15, chargers: 8, bosses: 2, type: 'standard' },
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],
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currentWaveEnemiesSpawned: 0,
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currentWaveTotalEnemies: 0,
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invincible: false,
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invincibilityDuration: 3000, // 3 seconds
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highScores: JSON.parse(localStorage.getItem('galagaHighScores')) || [],
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powerUpDropChance: 0.1, // 10% chance for power-up to drop
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audioContextReady: false,
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music: {
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demo: null,
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highScore: null
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},
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sfx: {
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playerShoot: null,
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enemyShoot: null,
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explosion: null,
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powerUp: null,
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playerHit: null,
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captureBeam: null,
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gameStart: null,
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gameOver: null
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},
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demoTimer: 0,
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demoInterval: 10000, // 10 seconds for demo loop
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musicAlternationTimer: 0,
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musicAlternationInterval: 5000 // Alternate music every 5 seconds
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};
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function init() {
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setupScene();
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setupUI();
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// Setup audio context on first user interaction, then load and configure sounds
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window.addEventListener('resize', onWindowResize, false);
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document.body.addEventListener('click', initAudioContext, { once: true });
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animate();
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}
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function initAudioContext() {
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if (!GAME.audioContextReady) {
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Tone.start().then(() => {
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GAME.audioContextReady = true;
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loadAndConfigureSounds(); // Now call this here to ensure Tone.js is ready
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startDemoLoop();
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}).catch(e => console.error("Failed to start audio context:", e));
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}
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}
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function loadAndConfigureSounds() {
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// Instantiate all synths and sequences
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GAME.sfx.playerShoot = new Tone.PolySynth(Tone.Synth, {
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oscillator: { type: "square" }
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}).toDestination();
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GAME.sfx.playerShoot.volume.value = -10;
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GAME.sfx.enemyShoot = new Tone.PolySynth(Tone.Synth, {
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oscillator: { type: "sawtooth" }
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}).toDestination();
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GAME.sfx.enemyShoot.volume.value = -15;
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GAME.sfx.explosion = new Tone.NoiseSynth({
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noise: { type: "white" },
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envelope: { attack: 0.01, decay: 0.2, sustain: 0, release: 0.1 }
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}).toDestination();
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GAME.sfx.explosion.volume.value = -10;
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GAME.sfx.powerUp = new Tone.PluckSynth().toDestination();
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GAME.sfx.powerUp.volume.value = -5;
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GAME.sfx.playerHit = new Tone.MembraneSynth().toDestination();
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GAME.sfx.playerHit.volume.value = -5;
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GAME.sfx.captureBeam = new Tone.AMSynth({
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harmonicity: 0.5,
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oscillator: { type: "sine" },
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envelope: { attack: 0.1, decay: 0.2, sustain: 0.5, release: 0.5 },
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modulation: { type: "square" },
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modulationEnvelope: { attack: 0.2, decay: 0.5 }
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}).toDestination();
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GAME.sfx.captureBeam.volume.value = -10;
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GAME.sfx.gameStart = new Tone.Synth().toDestination();
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GAME.sfx.gameStart.volume.value = -5;
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GAME.sfx.gameOver = new Tone.FMSynth().toDestination();
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GAME.sfx.gameOver.volume.value = -5;
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// Sequences are created here, but they trigger attacks on the already defined sfx synths.
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GAME.music.demo = new Tone.Sequence((time, note) => {
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if(GAME.sfx.playerShoot) GAME.sfx.playerShoot.triggerAttackRelease(note, "8n", time);
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}, ["C4", "E4", "G4", "C5"]);
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GAME.music.demo.loop = true;
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GAME.music.demo.bpm.value = 120;
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GAME.music.demo.volume.value = -15;
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GAME.music.highScore = new Tone.Sequence((time, note) => {
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if(GAME.sfx.enemyShoot) GAME.sfx.enemyShoot.triggerAttackRelease(note, "8n", time);
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}, ["G3", "D4", "B3", "E4"]);
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GAME.music.highScore.loop = true;
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GAME.music.highScore.bpm.value = 100;
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GAME.music.highScore.volume.value = -15;
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}
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function startDemoLoop() {
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if (GAME.state === 'MENU' || GAME.state === 'HIGH_SCORES') {
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if (GAME.music.demo) GAME.music.demo.start();
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if (GAME.music.highScore) GAME.music.highScore.stop();
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GAME.state = 'DEMO';
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GAME.demoTimer = 0;
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}
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}
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function stopAllMusic() {
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if (GAME.music.demo && GAME.music.demo.state === 'started') GAME.music.demo.stop();
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if (GAME.music.highScore && GAME.music.highScore.state === 'started') GAME.music.highScore.stop();
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}
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function setupScene() {
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GAME.scene = new THREE.Scene();
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GAME.camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
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GAME.camera.position.set(0, 10, 30);
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GAME.camera.lookAt(0, 0, 0);
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GAME.renderer = new THREE.WebGLRenderer({ antialias: true });
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GAME.renderer.setSize(window.innerWidth, window.innerHeight);
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document.body.appendChild(GAME.renderer.domElement);
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const ambientLight = new THREE.AmbientLight(0x606060);
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GAME.scene.add(ambientLight);
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const dirLight = new THREE.DirectionalLight(0xffffff, 0.8);
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dirLight.position.set(0, 1, 1);
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GAME.scene.add(dirLight);
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createStarfield();
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createPlayerShipGroup();
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}
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function setupUI() {
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document.getElementById('start-1player-button').addEventListener('click', () => { GAME.numPlayers = 1; startGame(); });
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document.getElementById('start-2player-button').addEventListener('click', () => { GAME.numPlayers = 2; startGame(); });
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document.getElementById('restart-button').addEventListener('click', startGame);
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document.getElementById('resume-button').addEventListener('click', togglePause);
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document.getElementById('view-high-scores-button').addEventListener('click', showHighScores);
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document.getElementById('back-to-menu-button').addEventListener('click', showMenu);
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document.getElementById('high-score-form').addEventListener('submit', handleHighScoreSubmit);
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document.addEventListener('keydown', e => {
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if (e.key === 'a' || e.key === 'ArrowLeft') GAME.input.left = true;
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if (e.key === 'd' || e.key === 'ArrowRight') GAME.input.right = true;
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if (e.key === ' ' && GAME.state === 'PLAYING') firePlayerProjectile();
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if (e.key === 'p' && (GAME.state === 'PLAYING' || GAME.state === 'PAUSED')) togglePause();
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});
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document.addEventListener('keyup', e => {
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if (e.key === 'a' || e.key === 'ArrowLeft') GAME.input.left = false;
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if (e.key === 'd' || e.key === 'ArrowRight') GAME.input.right = false;
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});
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const leftBtn = document.getElementById('left-touch');
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const rightBtn = document.getElementById('right-touch');
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const fireBtn = document.getElementById('fire-touch');
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leftBtn.addEventListener('touchstart', (e) => { e.preventDefault(); GAME.input.left = true; });
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leftBtn.addEventListener('touchend', (e) => { e.preventDefault(); GAME.input.left = false; });
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rightBtn.addEventListener('touchstart', (e) => { e.preventDefault(); GAME.input.right = true; });
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rightBtn.addEventListener('touchend', (e) => { e.preventDefault(); GAME.input.right = false; });
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fireBtn.addEventListener('touchstart', (e) => { e.preventDefault(); if (GAME.state === 'PLAYING') firePlayerProjectile(); });
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GAME.renderer.domElement.addEventListener('mousemove', onMouseMove, false);
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updateHUD();
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}
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function onMouseMove(event) {
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if (GAME.state !== 'PLAYING' || !GAME.playerShipGroup) return;
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330 |
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const mouseX = (event.clientX / window.innerWidth) * 2 - 1;
|
331 |
-
const vector = new THREE.Vector3(mouseX, 0, 0.5);
|
332 |
-
vector.unproject(GAME.camera);
|
333 |
-
|
334 |
-
const dir = vector.sub(GAME.camera.position).normalize();
|
335 |
-
const distance = (GAME.playerShipGroup.position.z - GAME.camera.position.z) / dir.z;
|
336 |
-
const pos = GAME.camera.position.clone().add(dir.multiplyScalar(distance));
|
337 |
-
|
338 |
-
GAME.playerShipGroup.position.x = Math.max(-GAME.playerBoundaryX, Math.min(GAME.playerBoundaryX, pos.x));
|
339 |
-
}
|
340 |
|
341 |
-
|
342 |
-
|
343 |
-
|
344 |
-
|
345 |
-
|
346 |
-
|
347 |
-
|
348 |
-
|
349 |
-
|
350 |
-
|
351 |
-
|
352 |
-
resetGame();
|
353 |
-
GAME.state = 'PLAYING';
|
354 |
-
document.getElementById('menu-overlay').style.display = 'none';
|
355 |
-
document.getElementById('game-over-overlay').style.display = 'none';
|
356 |
-
document.getElementById('high-scores-overlay').style.display = 'none';
|
357 |
-
document.getElementById('score-p2-display').style.display = GAME.numPlayers === 2 ? 'block' : 'none';
|
358 |
-
|
359 |
-
startWave();
|
360 |
-
}
|
361 |
-
|
362 |
-
function resetGame() {
|
363 |
-
GAME.players.p1.score = 0;
|
364 |
-
GAME.players.p1.lives = 5;
|
365 |
-
GAME.players.p1.fighterCount = 1;
|
366 |
-
GAME.players.p1.missileCount = 1;
|
367 |
-
|
368 |
-
GAME.players.p2.score = 0;
|
369 |
-
GAME.players.p2.lives = 5;
|
370 |
-
GAME.players.p2.fighterCount = 1;
|
371 |
-
GAME.players.p2.missileCount = 1;
|
372 |
-
|
373 |
-
GAME.currentPlayer = 'p1';
|
374 |
-
GAME.wave = 1;
|
375 |
-
|
376 |
-
resetGameVisuals();
|
377 |
-
|
378 |
-
GAME.capturedShip = null;
|
379 |
-
GAME.invincible = false;
|
380 |
-
GAME.canShoot = true;
|
381 |
-
|
382 |
-
updateHUD();
|
383 |
-
}
|
384 |
-
|
385 |
-
function resetGameVisuals() {
|
386 |
-
if(GAME.playerShipGroup && GAME.playerShipGroup.parent) GAME.scene.remove(GAME.playerShipGroup);
|
387 |
-
GAME.playerFleet = [];
|
388 |
-
createPlayerShipGroup();
|
389 |
-
|
390 |
-
GAME.enemies.forEach(e => GAME.scene.remove(e.mesh));
|
391 |
-
GAME.playerProjectiles.forEach(p => GAME.scene.remove(p.mesh));
|
392 |
-
GAME.enemyProjectiles.forEach(p => GAME.scene.remove(p));
|
393 |
-
GAME.explosions.forEach(e => GAME.scene.remove(e));
|
394 |
-
GAME.powerUps.forEach(p => GAME.scene.remove(p));
|
395 |
-
if (GAME.capturedShip && GAME.capturedShip.mesh.parent) GAME.scene.remove(GAME.capturedShip.mesh);
|
396 |
-
|
397 |
-
GAME.enemies = [];
|
398 |
-
GAME.playerProjectiles = [];
|
399 |
-
GAME.enemyProjectiles = [];
|
400 |
-
GAME.explosions = [];
|
401 |
-
GAME.powerUps = [];
|
402 |
-
}
|
403 |
-
|
404 |
-
function createIndividualShipMesh(playerIdentifier) {
|
405 |
-
const primaryColor = playerIdentifier === 'p1' ? 0x00ff00 : 0x00aaff;
|
406 |
-
const accentColor = playerIdentifier === 'p1' ? 0x00aa00 : 0x0077bb;
|
407 |
-
const cockpitColor = 0xffffff;
|
408 |
-
|
409 |
-
const ship = new THREE.Group();
|
410 |
-
|
411 |
-
const bodyGeo = new THREE.ConeGeometry(1, 2.5, 8);
|
412 |
-
const bodyMat = new THREE.MeshPhongMaterial({ color: primaryColor });
|
413 |
-
const body = new THREE.Mesh(bodyGeo, bodyMat);
|
414 |
-
body.rotation.x = Math.PI / 2;
|
415 |
-
ship.add(body);
|
416 |
-
|
417 |
-
const wingGeo = new THREE.BoxGeometry(3.5, 0.2, 1.2);
|
418 |
-
const wingMat = new THREE.MeshPhongMaterial({ color: accentColor });
|
419 |
-
const wing = new THREE.Mesh(wingGeo, wingMat);
|
420 |
-
wing.position.set(0, 0, 0.5);
|
421 |
-
ship.add(wing);
|
422 |
-
|
423 |
-
const cockpitGeo = new THREE.SphereGeometry(0.5, 16, 8);
|
424 |
-
const cockpitMat = new THREE.MeshPhongMaterial({ color: cockpitColor, emissive: 0x5555ff, shininess: 100 });
|
425 |
-
const cockpit = new THREE.Mesh(cockpitGeo, cockpitMat);
|
426 |
-
cockpit.position.set(0, 0.3, -0.8);
|
427 |
-
ship.add(cockpit);
|
428 |
-
|
429 |
-
const thrusterGeo = new THREE.CylinderGeometry(0.3, 0.5, 1, 8);
|
430 |
-
const thrusterMat = new THREE.MeshPhongMaterial({ color: 0xff8800, emissive: 0xff8800 });
|
431 |
-
const leftThruster = new THREE.Mesh(thrusterGeo, thrusterMat);
|
432 |
-
leftThruster.position.set(-1.2, -0.1, 1.5);
|
433 |
-
ship.add(leftThruster);
|
434 |
-
const rightThruster = new THREE.Mesh(thrusterGeo, thrusterMat);
|
435 |
-
rightThruster.position.set(1.2, -0.1, 1.5);
|
436 |
-
ship.add(rightThruster);
|
437 |
-
|
438 |
-
ship.scale.set(0.7,0.7,0.7);
|
439 |
-
return ship;
|
440 |
-
}
|
441 |
-
|
442 |
-
function createPlayerShipGroup() {
|
443 |
-
if (GAME.playerShipGroup) {
|
444 |
-
GAME.scene.remove(GAME.playerShipGroup);
|
445 |
-
GAME.playerShipGroup = null;
|
446 |
-
}
|
447 |
-
|
448 |
-
GAME.playerShipGroup = new THREE.Group();
|
449 |
-
GAME.playerFleet = [];
|
450 |
-
|
451 |
-
const fighterCount = GAME.players[GAME.currentPlayer].fighterCount;
|
452 |
-
const spacing = 3;
|
453 |
-
|
454 |
-
for (let i = 0; i < fighterCount; i++) {
|
455 |
-
const individualShip = createIndividualShipMesh(GAME.currentPlayer);
|
456 |
-
individualShip.position.x = (i - (fighterCount - 1) / 2) * spacing;
|
457 |
-
GAME.playerFleet.push(individualShip);
|
458 |
-
GAME.playerShipGroup.add(individualShip);
|
459 |
}
|
|
|
460 |
|
461 |
-
|
462 |
-
|
463 |
-
|
464 |
-
|
465 |
-
|
466 |
-
function createGrunt(pos) {
|
467 |
-
const mat = new THREE.MeshPhongMaterial({ color: 0xff0000 });
|
468 |
-
const mesh = new THREE.Group();
|
469 |
-
mesh.add(new THREE.Mesh(new THREE.TetrahedronGeometry(1), mat));
|
470 |
-
const wing1 = new THREE.Mesh(new THREE.BoxGeometry(0.2, 0.2, 1.5), mat);
|
471 |
-
wing1.position.set(0.8, 0, 0);
|
472 |
-
wing1.rotation.y = Math.PI / 4;
|
473 |
-
mesh.add(wing1);
|
474 |
-
const wing2 = wing1.clone();
|
475 |
-
wing2.position.set(-0.8, 0, 0);
|
476 |
-
wing2.rotation.y = -Math.PI / 4;
|
477 |
-
mesh.add(wing2);
|
478 |
-
mesh.scale.set(0.8, 0.8, 0.8);
|
479 |
-
return createEnemyObject(mesh, pos, 100, 'grunt');
|
480 |
-
}
|
481 |
-
|
482 |
-
function createCharger(pos) {
|
483 |
-
const mat = new THREE.MeshPhongMaterial({ color: 0xffff00 });
|
484 |
-
const mesh = new THREE.Group();
|
485 |
-
mesh.add(new THREE.Mesh(new THREE.OctahedronGeometry(1), mat));
|
486 |
-
const cannon = new THREE.Mesh(new THREE.CylinderGeometry(0.1, 0.1, 1, 8), new THREE.MeshPhongMaterial({ color: 0x888800 }));
|
487 |
-
cannon.position.set(0, 0, -0.8);
|
488 |
-
mesh.add(cannon);
|
489 |
-
mesh.scale.set(0.9, 0.9, 0.9);
|
490 |
-
return createEnemyObject(mesh, pos, 150, 'charger');
|
491 |
-
}
|
492 |
|
493 |
-
|
494 |
-
|
495 |
-
const
|
496 |
-
|
497 |
-
const
|
498 |
-
eye.position.set(0, 0.5, -0.5);
|
499 |
-
mesh.add(eye);
|
500 |
-
const antenna1 = new THREE.Mesh(new THREE.CylinderGeometry(0.1, 0.1, 1, 8), new THREE.MeshPhongMaterial({ color: 0xaaaaaa }));
|
501 |
-
antenna1.position.set(-0.7, 0.7, 0);
|
502 |
-
antenna1.rotation.x = Math.PI / 4;
|
503 |
-
mesh.add(antenna1);
|
504 |
-
const antenna2 = antenna1.clone();
|
505 |
-
antenna2.position.set(0.7, 0.7, 0);
|
506 |
-
antenna2.rotation.x = -Math.PI / 4;
|
507 |
-
mesh.add(antenna2);
|
508 |
-
return createEnemyObject(mesh, pos, 300, 'boss');
|
509 |
-
}
|
510 |
|
511 |
-
|
512 |
-
|
513 |
-
|
514 |
-
|
515 |
-
|
516 |
-
|
517 |
-
|
518 |
-
|
519 |
-
|
520 |
-
|
521 |
-
|
522 |
};
|
523 |
-
const
|
524 |
-
const
|
525 |
-
|
526 |
-
|
527 |
-
|
528 |
-
|
529 |
-
|
530 |
-
|
531 |
-
|
532 |
-
|
533 |
-
|
534 |
-
|
535 |
-
|
536 |
-
|
537 |
-
|
538 |
-
|
539 |
-
|
540 |
-
|
541 |
-
|
542 |
-
|
543 |
-
|
544 |
-
|
545 |
-
starVertices.push(x, y, z);
|
546 |
}
|
547 |
-
|
548 |
-
|
549 |
-
|
550 |
-
|
551 |
-
|
552 |
-
|
553 |
-
|
554 |
-
|
555 |
-
|
556 |
-
|
557 |
-
|
558 |
-
|
559 |
-
|
560 |
-
|
561 |
-
|
562 |
-
|
563 |
-
|
564 |
-
|
565 |
-
|
566 |
-
|
567 |
-
|
568 |
-
|
569 |
-
|
570 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
571 |
}
|
572 |
-
|
573 |
-
|
574 |
-
for (let i = 0; i < waveInfo.chargers; i++) createEnemyInFormation(createCharger);
|
575 |
-
for (let i = 0; i < waveInfo.bosses; i++) createEnemyInFormation(createBoss);
|
576 |
}
|
577 |
-
|
578 |
-
|
579 |
-
|
580 |
-
|
581 |
-
|
582 |
-
|
583 |
-
|
584 |
-
|
585 |
-
for (let c = 0; c < cols; c++) {
|
586 |
-
if (enemyCount >= count) break;
|
587 |
-
const posX = (c - cols / 2 + 0.5) * spacing;
|
588 |
-
const posZ = -30 - (r * spacing);
|
589 |
-
createGrunt(new THREE.Vector3(posX, 0, posZ));
|
590 |
-
enemyCount++;
|
591 |
}
|
592 |
-
if (enemyCount >= count) break;
|
593 |
-
}
|
594 |
-
}
|
595 |
|
596 |
-
|
597 |
-
|
598 |
-
|
599 |
-
|
|
|
|
|
600 |
|
601 |
-
|
602 |
-
|
|
|
|
|
|
|
603 |
|
604 |
-
|
605 |
-
|
606 |
|
607 |
-
|
608 |
-
|
609 |
-
const geo = new THREE.CylinderGeometry(0.1, 0.1, 1, 8);
|
610 |
-
const mat = new THREE.MeshBasicMaterial({ color: 0x00ffff });
|
611 |
-
const p = new THREE.Mesh(geo, mat);
|
612 |
-
|
613 |
-
const shotOffset = (i - (numShotsPerFighter - 1) / 2) * 0.5;
|
614 |
-
p.position.copy(fighter.getWorldPosition(new THREE.Vector3())).add(new THREE.Vector3(shotOffset, 0, -1));
|
615 |
-
p.rotation.x = Math.PI / 2;
|
616 |
-
|
617 |
-
GAME.playerProjectiles.push({ mesh: p, velocity: new THREE.Vector3(0, 0, -1.5) });
|
618 |
-
GAME.scene.add(p);
|
619 |
}
|
620 |
-
});
|
621 |
-
}
|
622 |
-
|
623 |
-
function fireEnemyProjectile(enemy) {
|
624 |
-
if(GAME.audioContextReady && GAME.sfx.enemyShoot) GAME.sfx.enemyShoot.triggerAttackRelease("A3", "32n", Tone.now() + Math.random() * 0.0001);
|
625 |
-
const geo = new THREE.SphereGeometry(0.3, 8, 8);
|
626 |
-
const mat = new THREE.MeshBasicMaterial({ color: 0xffa500 });
|
627 |
-
const p = new THREE.Mesh(geo, mat);
|
628 |
-
p.position.copy(enemy.mesh.position);
|
629 |
-
p.velocity = new THREE.Vector3().subVectors(GAME.playerShipGroup.position, enemy.mesh.position).normalize().multiplyScalar(0.3);
|
630 |
-
GAME.enemyProjectiles.push(p);
|
631 |
-
GAME.scene.add(p);
|
632 |
-
}
|
633 |
-
|
634 |
-
function createExplosion(position) {
|
635 |
-
if(GAME.audioContextReady && GAME.sfx.explosion) GAME.sfx.explosion.triggerAttackRelease("8n", Tone.now() + Math.random() * 0.0001);
|
636 |
-
const geo = new THREE.IcosahedronGeometry(1, 1);
|
637 |
-
const mat = new THREE.MeshBasicMaterial({ color: 0xffff00, transparent: true });
|
638 |
-
const explosion = new THREE.Mesh(geo, mat);
|
639 |
-
explosion.position.copy(position);
|
640 |
-
explosion.scale.set(0.1, 0.1, 0.1);
|
641 |
-
explosion.life = 0.5;
|
642 |
-
GAME.explosions.push(explosion);
|
643 |
-
GAME.scene.add(explosion);
|
644 |
-
}
|
645 |
-
|
646 |
-
function createPowerUp(position) {
|
647 |
-
if(GAME.audioContextReady && GAME.sfx.powerUp) GAME.sfx.powerUp.triggerAttackRelease("C6", Tone.now() + Math.random() * 0.0001);
|
648 |
-
const geo = new THREE.CylinderGeometry(0.5, 0.5, 1, 12);
|
649 |
-
const mat = new THREE.MeshPhongMaterial({ color: 0x0000ff });
|
650 |
-
const powerUp = new THREE.Mesh(geo, mat);
|
651 |
-
powerUp.position.copy(position);
|
652 |
-
powerUp.rotation.x = Math.PI / 2;
|
653 |
-
powerUp.velocity = new THREE.Vector3(0, 0, 0.05);
|
654 |
-
GAME.powerUps.push(powerUp);
|
655 |
-
GAME.scene.add(powerUp);
|
656 |
-
}
|
657 |
-
|
658 |
-
function updatePlayer(delta) {
|
659 |
-
const acceleration = 0.05;
|
660 |
-
const damping = 0.9;
|
661 |
-
|
662 |
-
if (GAME.input.left) GAME.playerShipGroup.velocity.x -= acceleration;
|
663 |
-
if (GAME.input.right) GAME.playerShipGroup.velocity.x += acceleration;
|
664 |
-
|
665 |
-
GAME.playerShipGroup.position.x += GAME.playerShipGroup.velocity.x;
|
666 |
-
GAME.playerShipGroup.velocity.x *= damping;
|
667 |
-
|
668 |
-
GAME.playerShipGroup.position.x = Math.max(-GAME.playerBoundaryX, Math.min(GAME.playerBoundaryX, GAME.playerShipGroup.position.x));
|
669 |
-
GAME.playerShipGroup.rotation.z = -GAME.playerShipGroup.velocity.x * 2;
|
670 |
-
|
671 |
-
if (GAME.invincible) {
|
672 |
-
GAME.playerShipGroup.visible = (Math.floor(GAME.clock.elapsedTime * 10) % 2 === 0);
|
673 |
-
} else {
|
674 |
-
GAME.playerShipGroup.visible = true;
|
675 |
-
}
|
676 |
-
}
|
677 |
-
|
678 |
-
function updateEnemies(delta) {
|
679 |
-
for (let i = GAME.enemies.length - 1; i >= 0; i--) {
|
680 |
-
const enemy = GAME.enemies[i];
|
681 |
|
682 |
-
|
683 |
-
|
684 |
-
|
685 |
-
|
686 |
-
|
687 |
-
|
688 |
-
enemy.diveTimer -= delta;
|
689 |
-
if (enemy.diveTimer <= 0) {
|
690 |
-
enemy.state = 'DIVING';
|
691 |
-
enemy.diveTarget = new THREE.Vector3(GAME.playerShipGroup.position.x + (Math.random()-0.5)*10, 0, 25);
|
692 |
-
}
|
693 |
-
|
694 |
-
if (enemy.type === 'boss' && !enemy.isCapturing && GAME.players[GAME.currentPlayer].fighterCount < 2 && Math.random() < 0.005) {
|
695 |
-
startTractorBeam(enemy);
|
696 |
-
}
|
697 |
-
|
698 |
-
if(Math.random() < 0.0005) {
|
699 |
-
fireEnemyProjectile(enemy);
|
700 |
-
}
|
701 |
-
} else if (enemy.state === 'DIVING') {
|
702 |
-
enemy.mesh.position.lerp(enemy.diveTarget, delta * 1.5);
|
703 |
-
if (enemy.mesh.position.z > 20) {
|
704 |
-
enemy.mesh.position.z = -30;
|
705 |
-
enemy.state = 'FORMING';
|
706 |
-
enemy.diveTimer = Math.random() * 5 + 5;
|
707 |
-
}
|
708 |
}
|
709 |
-
if(enemy.isCapturing) updateTractorBeam(enemy, delta);
|
710 |
-
}
|
711 |
-
}
|
712 |
-
|
713 |
-
function startTractorBeam(boss) {
|
714 |
-
if(GAME.capturedShip || GAME.players[GAME.currentPlayer].fighterCount > 1) return;
|
715 |
-
if(GAME.audioContextReady && GAME.sfx.captureBeam) GAME.sfx.captureBeam.triggerAttackRelease("G2", "2s", Tone.now());
|
716 |
-
boss.isCapturing = true;
|
717 |
-
boss.captureTimer = 1.5;
|
718 |
-
const beamGeo = new THREE.ConeGeometry(2, 20, 16, 1, true);
|
719 |
-
const beamMat = new THREE.MeshBasicMaterial({ color: 0x00ffff, transparent: true, opacity: 0.5, side: THREE.DoubleSide });
|
720 |
-
boss.tractorBeam = new THREE.Mesh(beamGeo, beamMat);
|
721 |
-
boss.tractorBeam.position.set(0, -10, 0);
|
722 |
-
boss.mesh.add(boss.tractorBeam);
|
723 |
-
}
|
724 |
|
725 |
-
|
726 |
-
|
727 |
-
|
728 |
-
|
729 |
-
|
730 |
-
|
731 |
-
|
732 |
-
|
733 |
-
if (playerShipWorldPos.distanceTo(beamWorldPos) < 5 && Math.abs(playerShipWorldPos.x - boss.mesh.position.x) < 3 && !GAME.invincible) {
|
734 |
-
GAME.state = 'CAPTURED';
|
735 |
-
GAME.capturedShip = {
|
736 |
-
mesh: GAME.playerShipGroup,
|
737 |
-
boss: boss,
|
738 |
-
isFree: false
|
739 |
-
};
|
740 |
-
GAME.playerShipGroup.velocity.set(0,0,0);
|
741 |
-
GAME.scene.remove(GAME.playerShipGroup);
|
742 |
-
boss.mesh.add(GAME.playerShipGroup);
|
743 |
-
GAME.playerShipGroup.position.set(0, 0, 3);
|
744 |
-
}
|
745 |
-
|
746 |
-
if (boss.captureTimer <= 0 || GAME.state === 'CAPTURED') {
|
747 |
-
boss.isCapturing = false;
|
748 |
-
if (boss.tractorBeam && boss.mesh) {
|
749 |
-
boss.mesh.remove(boss.tractorBeam);
|
750 |
-
}
|
751 |
-
boss.tractorBeam = null;
|
752 |
-
if(GAME.state === 'CAPTURED') {
|
753 |
-
if (!GAME.capturedShip.isFree) {
|
754 |
-
playerLostLife(true);
|
755 |
}
|
|
|
756 |
}
|
757 |
-
}
|
758 |
-
}
|
759 |
-
|
760 |
-
function updateProjectiles(delta) {
|
761 |
-
GAME.playerProjectiles.forEach((pObj, i) => {
|
762 |
-
const p = pObj.mesh;
|
763 |
-
const pVel = pObj.velocity;
|
764 |
|
765 |
-
|
766 |
-
|
767 |
-
|
768 |
-
|
769 |
-
|
770 |
-
|
771 |
-
|
772 |
-
|
|
|
|
|
|
|
|
|
773 |
}
|
774 |
-
});
|
775 |
-
|
776 |
-
if (closestEnemy) {
|
777 |
-
const targetDirection = new THREE.Vector3().subVectors(closestEnemy.mesh.position, p.position).normalize();
|
778 |
-
pVel.lerp(targetDirection.multiplyScalar(1.5), 0.05);
|
779 |
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
780 |
}
|
781 |
|
782 |
-
|
783 |
-
|
784 |
-
|
785 |
-
|
786 |
-
|
787 |
-
|
788 |
-
|
789 |
-
|
790 |
-
|
791 |
-
|
792 |
-
|
793 |
-
|
794 |
-
|
795 |
-
|
796 |
-
|
797 |
-
|
798 |
-
|
799 |
-
|
800 |
-
|
801 |
-
ex.scale.multiplyScalar(1 + delta * 5);
|
802 |
-
ex.material.opacity = ex.life * 2;
|
803 |
-
if(ex.life <= 0) {
|
804 |
-
GAME.scene.remove(ex);
|
805 |
-
GAME.explosions.splice(i,1);
|
806 |
-
}
|
807 |
-
});
|
808 |
-
}
|
809 |
-
|
810 |
-
function updatePowerUps(delta) {
|
811 |
-
GAME.powerUps.forEach((p, i) => {
|
812 |
-
p.position.z += p.velocity.z;
|
813 |
-
if (p.position.z > 20) {
|
814 |
-
GAME.scene.remove(p);
|
815 |
-
GAME.powerUps.splice(i, 1);
|
816 |
}
|
817 |
-
});
|
818 |
-
}
|
819 |
|
820 |
-
|
821 |
-
|
822 |
-
|
823 |
-
|
824 |
-
|
825 |
-
|
826 |
-
|
827 |
-
|
828 |
-
|
829 |
-
|
830 |
-
const enemy = GAME.enemies[j];
|
831 |
-
const eBox = new THREE.Box3().setFromObject(enemy.mesh);
|
832 |
-
if (pBox.intersectsBox(eBox)) {
|
833 |
-
GAME.scene.remove(p);
|
834 |
-
GAME.playerProjectiles.splice(i, 1);
|
835 |
-
|
836 |
-
hitEnemy(enemy, j);
|
837 |
-
break;
|
838 |
}
|
839 |
-
|
840 |
-
|
841 |
-
|
842 |
-
|
843 |
-
|
844 |
-
|
845 |
-
|
846 |
-
if (playerBox.intersectsBox(eBox)) {
|
847 |
-
hitEnemy(enemy, i);
|
848 |
-
playerLostLife();
|
849 |
-
break;
|
850 |
}
|
|
|
851 |
}
|
852 |
}
|
853 |
|
854 |
-
|
855 |
-
|
856 |
-
|
857 |
-
|
858 |
-
|
859 |
-
|
860 |
-
|
861 |
-
|
862 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
863 |
}
|
864 |
}
|
865 |
-
}
|
866 |
-
|
867 |
-
if(GAME.capturedShip && GAME.capturedShip.isFree) {
|
868 |
-
const cBox = new THREE.Box3().setFromObject(GAME.capturedShip.mesh);
|
869 |
-
if(playerBox.intersectsBox(cBox)) {
|
870 |
-
GAME.players[GAME.currentPlayer].fighterCount++;
|
871 |
-
GAME.scene.remove(GAME.playerShipGroup);
|
872 |
-
createPlayerShipGroup();
|
873 |
-
GAME.scene.remove(GAME.capturedShip.mesh);
|
874 |
-
GAME.capturedShip = null;
|
875 |
-
startInvincibility();
|
876 |
-
}
|
877 |
-
}
|
878 |
|
879 |
-
|
880 |
-
|
881 |
-
|
882 |
-
|
883 |
-
|
884 |
-
|
885 |
-
|
886 |
-
break;
|
887 |
-
}
|
888 |
-
}
|
889 |
-
}
|
890 |
-
|
891 |
-
function hitEnemy(enemy, index) {
|
892 |
-
createExplosion(enemy.mesh.position);
|
893 |
-
GAME.players[GAME.currentPlayer].score += enemy.scoreValue;
|
894 |
-
|
895 |
-
if (Math.random() < GAME.powerUpDropChance) {
|
896 |
-
createPowerUp(enemy.mesh.position);
|
897 |
-
}
|
898 |
-
|
899 |
-
if (GAME.capturedShip && GAME.capturedShip.boss === enemy) {
|
900 |
-
const captured = GAME.capturedShip;
|
901 |
-
captured.isFree = true;
|
902 |
-
if (captured.boss.mesh && captured.mesh && captured.mesh.parent === captured.boss.mesh) {
|
903 |
-
captured.boss.mesh.remove(captured.mesh);
|
904 |
}
|
905 |
-
GAME.scene.add(captured.mesh);
|
906 |
-
captured.mesh.position.copy(enemy.mesh.position);
|
907 |
-
captured.velocity = new THREE.Vector3(0, 0, 0.2);
|
908 |
-
GAME.state = 'PLAYING';
|
909 |
}
|
910 |
-
|
911 |
-
if (enemy.mesh.parent) {
|
912 |
-
GAME.scene.remove(enemy.mesh);
|
913 |
-
}
|
914 |
-
GAME.enemies.splice(index, 1);
|
915 |
|
916 |
-
|
917 |
-
|
918 |
-
|
919 |
-
}
|
920 |
-
}
|
921 |
-
|
922 |
-
function playerLostLife(isCapturedLoss = false) {
|
923 |
-
if(GAME.state === 'GAME_OVER') return;
|
924 |
-
if(GAME.audioContextReady && GAME.sfx.playerHit) GAME.sfx.playerHit.triggerAttackRelease("C2", Tone.now() + Math.random() * 0.0001);
|
925 |
-
|
926 |
-
const currentPlayerData = GAME.players[GAME.currentPlayer];
|
927 |
-
|
928 |
-
if (isCapturedLoss && GAME.capturedShip) {
|
929 |
-
if (GAME.capturedShip.mesh.parent) {
|
930 |
-
GAME.scene.remove(GAME.capturedShip.mesh);
|
931 |
-
}
|
932 |
-
GAME.capturedShip = null;
|
933 |
-
}
|
934 |
-
|
935 |
-
if(currentPlayerData.fighterCount > 1) {
|
936 |
-
currentPlayerData.fighterCount--;
|
937 |
-
createExplosion(GAME.playerShipGroup.position);
|
938 |
-
GAME.scene.remove(GAME.playerShipGroup);
|
939 |
-
createPlayerShipGroup();
|
940 |
-
startInvincibility();
|
941 |
-
return;
|
942 |
-
}
|
943 |
|
944 |
-
|
945 |
-
|
946 |
-
|
947 |
-
|
948 |
-
|
949 |
-
|
950 |
-
|
951 |
-
|
952 |
-
|
953 |
-
|
954 |
-
|
955 |
-
|
956 |
-
|
957 |
-
|
958 |
-
|
959 |
-
|
960 |
-
|
961 |
-
|
962 |
-
|
963 |
-
|
964 |
-
|
965 |
-
|
966 |
-
|
967 |
-
|
968 |
-
|
969 |
-
|
970 |
-
|
971 |
-
|
972 |
-
|
973 |
-
|
974 |
-
|
975 |
-
|
976 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
977 |
|
978 |
-
|
979 |
-
|
980 |
-
|
981 |
-
|
982 |
-
if (GAME.playerShipGroup) GAME.playerShipGroup.visible = true;
|
983 |
-
}, GAME.invincibilityDuration);
|
984 |
-
}
|
985 |
|
986 |
-
|
987 |
-
|
988 |
-
|
989 |
-
|
990 |
-
}
|
991 |
-
GAME.state = 'GAME_OVER';
|
992 |
-
const finalScore = GAME.players.p1.score + (GAME.numPlayers === 2 ? GAME.players.p2.score : 0);
|
993 |
-
document.getElementById('final-score').textContent = `TOTAL SCORE: ${finalScore}`;
|
994 |
-
document.getElementById('game-over-overlay').style.display = 'flex';
|
995 |
|
996 |
-
|
997 |
-
if (finalScore > lowestHighScore || GAME.highScores.length < 10) {
|
998 |
-
document.getElementById('high-score-form').classList.remove('hidden');
|
999 |
-
} else {
|
1000 |
-
document.getElementById('high-score-form').classList.add('hidden');
|
1001 |
}
|
1002 |
-
}
|
1003 |
-
|
1004 |
-
function handleHighScoreSubmit(e) {
|
1005 |
-
e.preventDefault();
|
1006 |
-
const initials = document.getElementById('initials-input').value.toUpperCase();
|
1007 |
-
const finalScore = GAME.players.p1.score + (GAME.numPlayers === 2 ? GAME.players.p2.score : 0);
|
1008 |
|
1009 |
-
|
1010 |
-
|
1011 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
1012 |
|
1013 |
-
|
1014 |
-
|
1015 |
-
document.getElementById('high-score-form').classList.add('hidden');
|
1016 |
-
document.getElementById('initials-input').value = '';
|
1017 |
-
showHighScores();
|
1018 |
-
}
|
1019 |
|
1020 |
-
|
1021 |
-
|
1022 |
-
|
1023 |
-
|
1024 |
-
|
1025 |
-
|
1026 |
|
1027 |
-
|
1028 |
-
|
1029 |
-
|
1030 |
-
|
1031 |
-
|
1032 |
-
|
1033 |
-
|
1034 |
-
|
1035 |
-
|
1036 |
-
|
|
|
|
|
|
|
|
|
|
|
1037 |
}
|
1038 |
-
GAME.state = 'HIGH_SCORES';
|
1039 |
-
}
|
1040 |
|
1041 |
-
|
1042 |
-
|
1043 |
-
|
1044 |
-
|
1045 |
-
|
1046 |
-
|
1047 |
-
|
1048 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
1049 |
}
|
1050 |
-
}
|
1051 |
-
|
1052 |
-
function updateHUD() {
|
1053 |
-
document.getElementById('score-p1-display').textContent = `P1 SCORE: ${GAME.players.p1.score}`;
|
1054 |
-
document.getElementById('score-p2-display').textContent = `P2 SCORE: ${GAME.players.p2.score}`;
|
1055 |
-
document.getElementById('wave-display').textContent = `WAVE: ${GAME.wave}`;
|
1056 |
-
document.getElementById('high-score-current-display').textContent = `HIGH SCORE: ${GAME.highScores.length > 0 ? GAME.highScores[0].score : 0}`;
|
1057 |
-
document.getElementById('current-player-display').textContent = `${GAME.currentPlayer.toUpperCase()} TURN`;
|
1058 |
|
1059 |
-
|
1060 |
-
|
1061 |
-
|
1062 |
-
|
1063 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
1064 |
}
|
1065 |
-
}
|
1066 |
|
1067 |
-
|
1068 |
-
|
1069 |
-
GAME.camera.updateProjectionMatrix();
|
1070 |
-
GAME.renderer.setSize(window.innerWidth, window.innerHeight);
|
1071 |
-
}
|
1072 |
-
|
1073 |
-
function animate() {
|
1074 |
-
requestAnimationFrame(animate);
|
1075 |
-
const delta = GAME.clock.getDelta();
|
1076 |
|
1077 |
-
|
1078 |
-
|
1079 |
-
|
1080 |
-
|
1081 |
-
|
1082 |
-
|
1083 |
-
GAME.demoTimer += delta;
|
1084 |
-
GAME.musicAlternationTimer += delta;
|
1085 |
-
|
1086 |
-
if (GAME.musicAlternationTimer >= GAME.musicAlternationInterval) {
|
1087 |
-
if (GAME.music.demo && GAME.music.demo.state === 'started') {
|
1088 |
-
if (GAME.music.demo) GAME.music.demo.stop();
|
1089 |
-
if(GAME.highScores.length > 0 && GAME.music.highScore) {
|
1090 |
-
GAME.music.highScore.start(Tone.now()); // Start high score music
|
1091 |
-
}
|
1092 |
-
} else if (GAME.highScores.length > 0 && GAME.music.highScore && GAME.music.highScore.state === 'started') {
|
1093 |
-
if (GAME.music.highScore) GAME.music.highScore.stop();
|
1094 |
-
if(GAME.music.demo) GAME.music.demo.start(Tone.now()); // Start demo music
|
1095 |
-
} else if (GAME.highScores.length === 0 && GAME.music.demo && GAME.music.demo.state !== 'started') {
|
1096 |
-
if(GAME.music.demo) GAME.music.demo.start(Tone.now()); // Only demo music if no high scores
|
1097 |
-
}
|
1098 |
-
GAME.musicAlternationTimer = 0;
|
1099 |
}
|
1100 |
|
1101 |
-
|
1102 |
-
|
1103 |
-
enemy.mesh.rotation.y += delta * 0.5;
|
1104 |
-
if (enemy.mesh.position.z > 10) {
|
1105 |
-
enemy.mesh.position.z = -50;
|
1106 |
-
}
|
1107 |
-
});
|
1108 |
-
updateEnemyProjectilesInDemo(delta);
|
1109 |
-
updateExplosions(delta);
|
1110 |
-
} else if (GAME.state === 'PLAYING') {
|
1111 |
-
updatePlayer(delta);
|
1112 |
-
updateEnemies(delta);
|
1113 |
-
updateProjectiles(delta);
|
1114 |
-
updatePowerUps(delta);
|
1115 |
-
checkCollisions();
|
1116 |
-
updateHUD();
|
1117 |
-
|
1118 |
-
if (GAME.capturedShip && GAME.capturedShip.isFree) {
|
1119 |
-
GAME.capturedShip.mesh.position.add(GAME.capturedShip.velocity);
|
1120 |
-
if (GAME.capturedShip.mesh.position.z > 25) {
|
1121 |
-
GAME.scene.remove(GAME.capturedShip.mesh);
|
1122 |
-
GAME.capturedShip = null;
|
1123 |
-
}
|
1124 |
-
}
|
1125 |
}
|
1126 |
-
|
1127 |
-
updateExplosions(delta);
|
1128 |
-
|
1129 |
-
GAME.renderer.render(GAME.scene, GAME.camera);
|
1130 |
-
}
|
1131 |
-
|
1132 |
-
function updateEnemyProjectilesInDemo(delta) {
|
1133 |
-
GAME.enemyProjectiles.forEach((p, i) => {
|
1134 |
-
p.position.add(p.velocity);
|
1135 |
-
if (p.position.z > 40) {
|
1136 |
-
GAME.scene.remove(p);
|
1137 |
-
GAME.enemyProjectiles.splice(i, 1);
|
1138 |
-
}
|
1139 |
-
});
|
1140 |
-
}
|
1141 |
|
1142 |
-
|
1143 |
</script>
|
1144 |
</body>
|
1145 |
</html>
|
|
|
1 |
<!DOCTYPE html>
|
2 |
<html lang="en">
|
3 |
<head>
|
4 |
+
<title>Mermaid of Minnetonka</title>
|
5 |
+
<meta charset="utf-8">
|
6 |
+
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
7 |
<style>
|
8 |
+
body {
|
9 |
+
margin: 0;
|
10 |
+
overflow: hidden;
|
11 |
+
background-color: #000;
|
12 |
+
font-family: 'Georgia', serif;
|
13 |
+
}
|
14 |
+
#blocker {
|
15 |
+
position: absolute;
|
16 |
+
width: 100%;
|
17 |
+
height: 100%;
|
18 |
+
background-color: rgba(0,0,0,0.7);
|
19 |
+
display: flex;
|
20 |
+
justify-content: center;
|
21 |
+
align-items: center;
|
22 |
+
z-index: 100;
|
23 |
+
}
|
24 |
+
#start-button {
|
25 |
+
padding: 20px 40px;
|
26 |
+
font-size: 24px;
|
27 |
+
background: #1a3a5a;
|
28 |
+
color: #cceeff;
|
29 |
+
border: 2px solid #cceeff;
|
30 |
+
border-radius: 10px;
|
31 |
+
cursor: pointer;
|
32 |
+
text-shadow: 0 0 10px #cceeff;
|
33 |
+
box-shadow: 0 0 20px rgba(135, 206, 250, 0.5);
|
34 |
+
}
|
35 |
+
#top-bar {
|
36 |
+
position: absolute;
|
37 |
+
top: 0;
|
38 |
+
left: 0;
|
39 |
+
width: 100%;
|
40 |
+
padding: 10px;
|
41 |
+
background: linear-gradient(to bottom, rgba(0, 15, 30, 0.8), rgba(0, 15, 30, 0));
|
42 |
+
box-sizing: border-box;
|
43 |
+
color: #e0f7ff;
|
44 |
+
text-shadow: 0 0 5px #66aaff;
|
45 |
+
z-index: 10;
|
46 |
+
}
|
47 |
+
#lyric-ticker-container {
|
48 |
+
width: 100%;
|
49 |
+
overflow: hidden;
|
50 |
+
white-space: nowrap;
|
51 |
+
}
|
52 |
+
#lyric-ticker-text {
|
53 |
+
display: inline-block;
|
54 |
+
padding-left: 100%;
|
55 |
+
animation: scrollText linear infinite;
|
56 |
+
}
|
57 |
+
@keyframes scrollText {
|
58 |
+
from { transform: translateX(0%); }
|
59 |
+
to { transform: translateX(-100%); }
|
60 |
+
}
|
61 |
+
#controls-ui {
|
62 |
display: flex;
|
63 |
justify-content: space-between;
|
64 |
+
align-items: center;
|
65 |
+
padding: 5px 20px;
|
66 |
+
font-size: 14px;
|
67 |
}
|
68 |
+
#speed-control {
|
69 |
+
display: flex;
|
70 |
+
align-items: center;
|
71 |
+
gap: 10px;
|
72 |
+
}
|
73 |
+
input[type="range"] {
|
74 |
+
-webkit-appearance: none;
|
75 |
+
appearance: none;
|
76 |
+
width: 150px;
|
77 |
+
height: 5px;
|
78 |
+
background: rgba(135, 206, 250, 0.3);
|
79 |
+
border-radius: 5px;
|
80 |
+
outline: none;
|
81 |
+
}
|
82 |
+
input[type="range"]::-webkit-slider-thumb {
|
83 |
+
-webkit-appearance: none;
|
84 |
+
appearance: none;
|
85 |
+
width: 15px;
|
86 |
+
height: 15px;
|
87 |
+
background: #87cefa;
|
88 |
+
cursor: pointer;
|
89 |
+
border-radius: 50%;
|
90 |
+
border: 2px solid #e0f7ff;
|
91 |
}
|
92 |
</style>
|
93 |
</head>
|
94 |
<body>
|
95 |
+
<div id="blocker">
|
96 |
+
<button id="start-button">Start Experience</button>
|
|
|
|
|
|
|
|
|
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|
|
|
|
|
|
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|
|
|
97 |
</div>
|
98 |
+
|
99 |
+
<div id="top-bar">
|
100 |
+
<div id="lyric-ticker-container">
|
101 |
+
<span id="lyric-ticker-text"></span>
|
|
|
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|
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|
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|
102 |
</div>
|
103 |
+
<div id="controls-ui">
|
104 |
+
<span>W/S: Fwd/Back | A/D: Turn | Space: Ascend | Shift: Descend</span>
|
105 |
+
<div id="speed-control">
|
106 |
+
<label for="speed-slider">Scroll Speed:</label>
|
107 |
+
<input type="range" id="speed-slider" min="1" max="100" value="50">
|
108 |
+
</div>
|
109 |
</div>
|
110 |
</div>
|
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|
|
|
|
|
111 |
|
112 |
+
<audio id="song" loop>
|
113 |
+
<source src="YOUR_SONG_FILE.mp3" type="audio/mpeg">
|
114 |
+
Your browser does not support the audio element.
|
115 |
+
</audio>
|
116 |
+
|
117 |
+
<script type="importmap">
|
118 |
+
{
|
119 |
+
"imports": {
|
120 |
+
"three": "https://cdn.jsdelivr.net/npm/[email protected]/build/three.module.js",
|
121 |
+
"three/addons/": "https://cdn.jsdelivr.net/npm/[email protected]/examples/jsm/"
|
122 |
+
}
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
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|
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|
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|
|
|
|
|
|
|
|
|
123 |
}
|
124 |
+
</script>
|
125 |
|
126 |
+
<script type="module">
|
127 |
+
import * as THREE from 'three';
|
128 |
+
import { Water } from 'three/addons/objects/Water.js';
|
129 |
+
import { Sky } from 'three/addons/objects/Sky.js';
|
130 |
+
import { SimplexNoise } from 'three/addons/math/SimplexNoise.js';
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
131 |
|
132 |
+
let scene, camera, renderer, mermaid, water, sky, terrain;
|
133 |
+
let controls = {};
|
134 |
+
const clock = new THREE.Clock();
|
135 |
+
const worldSize = 4000;
|
136 |
+
const waterLevel = 100;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
137 |
|
138 |
+
let schools = [];
|
139 |
+
let animationId;
|
140 |
+
|
141 |
+
const mermaidVelocity = new THREE.Vector3();
|
142 |
+
const mermaidState = {
|
143 |
+
turnSpeed: 0,
|
144 |
+
forwardSpeed: 0,
|
145 |
+
tailSegments: [],
|
146 |
+
hairStrands: [],
|
147 |
+
leftEye: null,
|
148 |
+
rightEye: null
|
149 |
};
|
150 |
+
const raycaster = new THREE.Raycaster();
|
151 |
+
const downVector = new THREE.Vector3(0, -1, 0);
|
152 |
+
|
153 |
+
|
154 |
+
const rhymingWords = [
|
155 |
+
'gold', 'told', 'blue', 'through', 'see', 'be', 'stone', 'throne',
|
156 |
+
'haze', 'ways', 'blue', 'new', 'remains', 'wanes',
|
157 |
+
'art', 'apart', 'hymn', 'whim', 'before', 'shore', 'eulogy', 'monarchy',
|
158 |
+
'historian', 'pre-diluvian', 'time', 'crime', 'rise', 'skies', 'feel', 'real',
|
159 |
+
'haze', 'ways', 'blue', 'new', 'remains', 'wanes',
|
160 |
+
'know', 'flow', 'keep', 'deep', 'drowned', 'Mound'
|
161 |
+
].join(' • ');
|
162 |
+
|
163 |
+
// --- L-SYSTEM ENGINE ---
|
164 |
+
function generateLSystem(axiom, rules, iterations) {
|
165 |
+
let currentString = axiom;
|
166 |
+
for (let i = 0; i < iterations; i++) {
|
167 |
+
let nextString = '';
|
168 |
+
for (const char of currentString) {
|
169 |
+
nextString += rules[char] || char;
|
170 |
+
}
|
171 |
+
currentString = nextString;
|
|
|
172 |
}
|
173 |
+
return currentString;
|
174 |
+
}
|
175 |
+
|
176 |
+
function createLSystemGeometry(lsystemString, angle, length) {
|
177 |
+
const points = [];
|
178 |
+
const turtle = {
|
179 |
+
pos: new THREE.Vector3(0, 0, 0),
|
180 |
+
dir: new THREE.Vector3(0, 1, 0)
|
181 |
+
};
|
182 |
+
const stack = [];
|
183 |
+
|
184 |
+
points.push(turtle.pos.clone());
|
185 |
+
|
186 |
+
for (const char of lsystemString) {
|
187 |
+
switch (char) {
|
188 |
+
case 'F':
|
189 |
+
turtle.pos.addScaledVector(turtle.dir, length);
|
190 |
+
points.push(turtle.pos.clone());
|
191 |
+
break;
|
192 |
+
case '+':
|
193 |
+
turtle.dir.applyAxisAngle(new THREE.Vector3(0, 0, 1), angle);
|
194 |
+
break;
|
195 |
+
case '-':
|
196 |
+
turtle.dir.applyAxisAngle(new THREE.Vector3(0, 0, 1), -angle);
|
197 |
+
break;
|
198 |
+
case '&':
|
199 |
+
turtle.dir.applyAxisAngle(new THREE.Vector3(0, 1, 0), angle);
|
200 |
+
break;
|
201 |
+
case '^':
|
202 |
+
turtle.dir.applyAxisAngle(new THREE.Vector3(0, 1, 0), -angle);
|
203 |
+
break;
|
204 |
+
case '[':
|
205 |
+
stack.push({ pos: turtle.pos.clone(), dir: turtle.dir.clone() });
|
206 |
+
break;
|
207 |
+
case ']':
|
208 |
+
const popped = stack.pop();
|
209 |
+
turtle.pos = popped.pos;
|
210 |
+
turtle.dir = popped.dir;
|
211 |
+
points.push(turtle.pos.clone()); // Create a gap in the tube
|
212 |
+
points.push(turtle.pos.clone());
|
213 |
+
break;
|
214 |
+
}
|
215 |
}
|
216 |
+
const curve = new THREE.CatmullRomCurve3(points);
|
217 |
+
return new THREE.TubeGeometry(curve, Math.round(points.length * 1.5), 0.2, 5, false);
|
|
|
|
|
218 |
}
|
219 |
+
|
220 |
+
// --- BOIDS FLOCKING ENGINE ---
|
221 |
+
class Boid {
|
222 |
+
constructor(mesh) {
|
223 |
+
this.mesh = mesh;
|
224 |
+
this.velocity = new THREE.Vector3(Math.random() - 0.5, Math.random() - 0.5, Math.random() - 0.5).normalize();
|
225 |
+
this.maxSpeed = 10;
|
226 |
+
this.maxForce = 0.3;
|
|
|
|
|
|
|
|
|
|
|
|
|
227 |
}
|
|
|
|
|
|
|
228 |
|
229 |
+
update(boids, school) {
|
230 |
+
const separation = this.separate(boids);
|
231 |
+
const alignment = this.align(boids);
|
232 |
+
const cohesion = this.cohere(boids);
|
233 |
+
const avoidance = this.avoid(mermaid.position);
|
234 |
+
const wander = this.wander(school.target);
|
235 |
|
236 |
+
separation.multiplyScalar(2.0);
|
237 |
+
alignment.multiplyScalar(1.0);
|
238 |
+
cohesion.multiplyScalar(1.0);
|
239 |
+
avoidance.multiplyScalar(3.0);
|
240 |
+
wander.multiplyScalar(0.5);
|
241 |
|
242 |
+
this.velocity.add(separation).add(alignment).add(cohesion).add(avoidance).add(wander);
|
243 |
+
this.velocity.clampLength(0, this.maxSpeed);
|
244 |
|
245 |
+
this.mesh.position.addScaledVector(this.velocity, clock.getDelta());
|
246 |
+
this.mesh.quaternion.setFromUnitVectors(new THREE.Vector3(0, 0, 1), this.velocity.clone().normalize());
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
247 |
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
248 |
|
249 |
+
wander(target) {
|
250 |
+
const desired = target.clone().sub(this.mesh.position);
|
251 |
+
desired.setLength(this.maxSpeed);
|
252 |
+
const steer = desired.sub(this.velocity);
|
253 |
+
steer.clampLength(0, this.maxForce);
|
254 |
+
return steer;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
255 |
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
256 |
|
257 |
+
avoid(targetPos) {
|
258 |
+
const steer = new THREE.Vector3();
|
259 |
+
const distance = this.mesh.position.distanceTo(targetPos);
|
260 |
+
if (distance < 50) {
|
261 |
+
const desired = this.mesh.position.clone().sub(targetPos);
|
262 |
+
desired.setLength(this.maxSpeed);
|
263 |
+
steer.subVectors(desired, this.velocity).clampLength(0, this.maxForce * 2);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
264 |
}
|
265 |
+
return steer;
|
266 |
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
267 |
|
268 |
+
separate(boids) {
|
269 |
+
const desiredSeparation = 10.0;
|
270 |
+
const steer = new THREE.Vector3();
|
271 |
+
let count = 0;
|
272 |
+
for (const other of boids) {
|
273 |
+
const d = this.mesh.position.distanceTo(other.mesh.position);
|
274 |
+
if ((d > 0) && (d < desiredSeparation)) {
|
275 |
+
const diff = new THREE.Vector3().subVectors(this.mesh.position, other.mesh.position);
|
276 |
+
diff.normalize();
|
277 |
+
diff.divideScalar(d);
|
278 |
+
steer.add(diff);
|
279 |
+
count++;
|
280 |
}
|
|
|
|
|
|
|
|
|
|
|
281 |
}
|
282 |
+
if (count > 0) steer.divideScalar(count);
|
283 |
+
if (steer.length() > 0) {
|
284 |
+
steer.setLength(this.maxSpeed);
|
285 |
+
steer.sub(this.velocity);
|
286 |
+
steer.clampLength(0, this.maxForce);
|
287 |
+
}
|
288 |
+
return steer;
|
289 |
}
|
290 |
|
291 |
+
align(boids) {
|
292 |
+
const neighborDist = 50;
|
293 |
+
const sum = new THREE.Vector3();
|
294 |
+
let count = 0;
|
295 |
+
for (const other of boids) {
|
296 |
+
const d = this.mesh.position.distanceTo(other.mesh.position);
|
297 |
+
if ((d > 0) && (d < neighborDist)) {
|
298 |
+
sum.add(other.velocity);
|
299 |
+
count++;
|
300 |
+
}
|
301 |
+
}
|
302 |
+
if (count > 0) {
|
303 |
+
sum.divideScalar(count);
|
304 |
+
sum.setLength(this.maxSpeed);
|
305 |
+
const steer = sum.sub(this.velocity);
|
306 |
+
steer.clampLength(0, this.maxForce);
|
307 |
+
return steer;
|
308 |
+
}
|
309 |
+
return new THREE.Vector3();
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
310 |
}
|
|
|
|
|
311 |
|
312 |
+
cohere(boids) {
|
313 |
+
const neighborDist = 50;
|
314 |
+
const sum = new THREE.Vector3();
|
315 |
+
let count = 0;
|
316 |
+
for (const other of boids) {
|
317 |
+
const d = this.mesh.position.distanceTo(other.mesh.position);
|
318 |
+
if ((d > 0) && (d < neighborDist)) {
|
319 |
+
sum.add(other.mesh.position);
|
320 |
+
count++;
|
321 |
+
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
322 |
}
|
323 |
+
if (count > 0) {
|
324 |
+
sum.divideScalar(count);
|
325 |
+
const desired = sum.sub(this.mesh.position);
|
326 |
+
desired.setLength(this.maxSpeed);
|
327 |
+
const steer = desired.sub(this.velocity);
|
328 |
+
steer.clampLength(0, this.maxForce);
|
329 |
+
return steer;
|
|
|
|
|
|
|
|
|
330 |
}
|
331 |
+
return new THREE.Vector3();
|
332 |
}
|
333 |
}
|
334 |
|
335 |
+
class School {
|
336 |
+
constructor(scene, count, modelFn, scale) {
|
337 |
+
this.boids = [];
|
338 |
+
this.target = new THREE.Vector3((Math.random() - 0.5) * worldSize, waterLevel - 50, (Math.random() - 0.5) * worldSize);
|
339 |
+
|
340 |
+
const model = modelFn();
|
341 |
+
model.scale.set(scale, scale, scale);
|
342 |
+
|
343 |
+
for(let i=0; i<count; i++){
|
344 |
+
const boidMesh = model.clone();
|
345 |
+
boidMesh.position.set(
|
346 |
+
(Math.random() - 0.5) * 200,
|
347 |
+
waterLevel - 50 + (Math.random() - 0.5) * 50,
|
348 |
+
(Math.random() - 0.5) * 200
|
349 |
+
);
|
350 |
+
scene.add(boidMesh);
|
351 |
+
this.boids.push(new Boid(boidMesh));
|
352 |
}
|
353 |
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
354 |
|
355 |
+
update() {
|
356 |
+
if(this.boids[0].mesh.position.distanceTo(this.target) < 200){
|
357 |
+
this.target.set((Math.random() - 0.5) * worldSize, waterLevel - 50 - Math.random() * 50, (Math.random() - 0.5) * worldSize);
|
358 |
+
}
|
359 |
+
for (const boid of this.boids) {
|
360 |
+
boid.update(this.boids, this);
|
361 |
+
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
362 |
}
|
|
|
|
|
|
|
|
|
363 |
}
|
|
|
|
|
|
|
|
|
|
|
364 |
|
365 |
+
function init() {
|
366 |
+
scene = new THREE.Scene();
|
367 |
+
scene.fog = new THREE.FogExp2(0x0a1429, 0.0035);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
368 |
|
369 |
+
camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, worldSize * 1.5);
|
370 |
+
|
371 |
+
renderer = new THREE.WebGLRenderer({ antialias: true });
|
372 |
+
renderer.setSize(window.innerWidth, window.innerHeight);
|
373 |
+
renderer.setPixelRatio(window.devicePixelRatio);
|
374 |
+
renderer.toneMapping = THREE.ACESFilmicToneMapping;
|
375 |
+
document.body.appendChild(renderer.domElement);
|
376 |
+
|
377 |
+
scene.add(new THREE.AmbientLight(0x6688aa, 2));
|
378 |
+
const sun = new THREE.DirectionalLight(0xffffff, 2.5);
|
379 |
+
sun.position.set(100, 200, 100);
|
380 |
+
scene.add(sun);
|
381 |
+
const godrayLight = new THREE.DirectionalLight(0x8eadd4, 1.5);
|
382 |
+
godrayLight.position.set(200, 300, 200);
|
383 |
+
scene.add(godrayLight);
|
384 |
+
|
385 |
+
// ... water and sky setup (no changes)
|
386 |
+
const waterGeometry = new THREE.PlaneGeometry(worldSize * 2, worldSize * 2);
|
387 |
+
water = new Water(waterGeometry, { textureWidth: 512, textureHeight: 512, waterNormals: new THREE.TextureLoader().load('https://cdn.jsdelivr.net/npm/[email protected]/examples/textures/waternormals.jpg', (t) => { t.wrapS = t.wrapT = THREE.RepeatWrapping; }), sunDirection: sun.position.clone().normalize(), sunColor: 0xffffff, waterColor: 0x001e0f, distortionScale: 3.7, fog: scene.fog !== undefined });
|
388 |
+
water.rotation.x = -Math.PI / 2;
|
389 |
+
water.position.y = waterLevel;
|
390 |
+
scene.add(water);
|
391 |
+
sky = new Sky();
|
392 |
+
sky.scale.setScalar(worldSize);
|
393 |
+
scene.add(sky);
|
394 |
+
const skyUniforms = sky.material.uniforms;
|
395 |
+
skyUniforms['turbidity'].value = 10; skyUniforms['rayleigh'].value = 2; skyUniforms['mieCoefficient'].value = 0.005; skyUniforms['mieDirectionalG'].value = 0.8;
|
396 |
+
const pmremGenerator = new THREE.PMREMGenerator(renderer);
|
397 |
+
const phi = THREE.MathUtils.degToRad(88); const theta = THREE.MathUtils.degToRad(170);
|
398 |
+
sun.position.setFromSphericalCoords(1, phi, theta);
|
399 |
+
sky.material.uniforms['sunPosition'].value.copy(sun.position);
|
400 |
+
scene.environment = pmremGenerator.fromScene(sky).texture;
|
401 |
+
|
402 |
+
|
403 |
+
createTerrain();
|
404 |
+
createMermaid();
|
405 |
+
camera.position.set(mermaid.position.x, mermaid.position.y, mermaid.position.z + 15);
|
406 |
+
|
407 |
+
createFlora(200);
|
408 |
+
createMermaidCity(-worldSize/2 + 500, -worldSize/2 + 500);
|
409 |
+
createSurfaceWildlife(50);
|
410 |
+
createLilyPads(100);
|
411 |
|
412 |
+
// Create fish schools
|
413 |
+
schools.push(new School(scene, 50, createPikeModel, 1.0));
|
414 |
+
schools.push(new School(scene, 80, createSunfishModel, 1.5));
|
415 |
+
schools.push(new School(scene, 60, createBullheadModel, 1.2));
|
|
|
|
|
|
|
416 |
|
417 |
+
setupUI();
|
418 |
+
window.addEventListener('resize', onWindowResize, false);
|
419 |
+
document.addEventListener('keydown', (e) => controls[e.code] = true);
|
420 |
+
document.addEventListener('keyup', (e) => controls[e.code] = false);
|
|
|
|
|
|
|
|
|
|
|
421 |
|
422 |
+
renderer.render(scene, camera);
|
|
|
|
|
|
|
|
|
423 |
}
|
|
|
|
|
|
|
|
|
|
|
|
|
424 |
|
425 |
+
function setupUI() { /* ... no changes ... */ }
|
426 |
+
function createTerrain() { /* ... no changes ... */ }
|
427 |
+
function createMermaid() { /* ... no changes ... */ }
|
428 |
+
function onWindowResize() { /* ... no changes ... */ }
|
429 |
+
// Copying unchanged functions for brevity
|
430 |
+
setupUI = () => {const s=document.getElementById('start-button'),b=document.getElementById('blocker'),l=document.getElementById('lyric-ticker-text'),c=document.getElementById('speed-slider');l.textContent=rhymingWords;function u(){const n=20,t=200,i=t-((c.value-1)/99)*(t-n);l.style.animationDuration=`${i}s`}c.addEventListener('input',u);u();s.addEventListener('click',()=>{b.style.display='none';document.getElementById('song').play().catch(e=>console.error("Audio play failed:",e));animate()})};
|
431 |
+
createTerrain = () => {const s=worldSize,e=100,g=new THREE.PlaneGeometry(s,s,e,e);g.rotateX(-Math.PI/2);const n=new SimplexNoise(),p=g.attributes.position;for(let i=0;i<p.count;i++){const x=p.getX(i),z=p.getZ(i);let y=10*n.noise(x/500,z/500)-30*n.noise(x/800,z/800)-15*(Math.abs(n.noise(x/200,z/200))**2);p.setY(i,Math.max(y,-50))}g.computeVertexNormals();const m=new THREE.MeshStandardMaterial({color:0x3c322a,roughness:0.8,metalness:0.1});terrain=new THREE.Mesh(g,m);scene.add(terrain)};
|
432 |
+
createMermaid = () => {mermaid=new THREE.Group();const s=new THREE.MeshStandardMaterial({color:0x89CFF0,metalness:0.5,roughness:0.2}),t=new THREE.MeshStandardMaterial({color:0x008080,metalness:0.6,roughness:0.1,emissive:0x002222}),h=new THREE.MeshStandardMaterial({color:0xff4500,roughness:0.8});const o=new THREE.Mesh(new THREE.CapsuleGeometry(0.5,1.5,4,8),s);o.position.y=1.0;mermaid.add(o);const a=new THREE.Mesh(new THREE.SphereGeometry(0.7,16,12),s);a.position.y=2.5;mermaid.add(a);const e=new THREE.MeshBasicMaterial({color:0xffffff}),p=new THREE.MeshBasicMaterial({color:0x000000});mermaidState.leftEye=new THREE.Mesh(new THREE.SphereGeometry(0.15,8,8),e);mermaidState.rightEye=new THREE.Mesh(new THREE.SphereGeometry(0.15,8,8),e);const l=new THREE.Mesh(new THREE.SphereGeometry(0.08,8,8),p),r=new THREE.Mesh(new THREE.SphereGeometry(0.08,8,8),p);mermaidState.leftEye.add(l);mermaidState.rightEye.add(r);l.position.z=0.1;r.position.z=0.1;mermaidState.leftEye.position.set(-0.25,2.6,0.55);mermaidState.rightEye.position.set(0.25,2.6,0.55);mermaid.add(mermaidState.leftEye,mermaidState.rightEye);let c=mermaid;for(let i=0;i<8;i++){const g=new THREE.Mesh(new THREE.SphereGeometry(0.4-i*0.04,8,6),t);g.position.y=-0.4;c.add(g);mermaidState.tailSegments.push(g);c=g}const d=new THREE.ShapeGeometry(new THREE.Shape([new THREE.Vector2(0,0),new THREE.Vector2(1.5,0.5),new THREE.Vector2(1,1.5),new THREE.Vector2(0,1),new THREE.Vector2(-1,1.5),new THREE.Vector2(-1.5,0.5)]));const m=new THREE.Mesh(d,t);m.rotation.x=Math.PI/2;m.position.y=-0.5;c.add(m);for(let i=0;i<5;i++){const u=new THREE.CatmullRomCurve3([new THREE.Vector3(0,0,0),new THREE.Vector3(Math.random()-0.5,-1,Math.random()-0.5),new THREE.Vector3((Math.random()-0.5)*2,-3,(Math.random()-0.5)*2),new THREE.Vector3((Math.random()-0.5)*3,-5,(Math.random()-0.5)*3)]);const f=new THREE.TubeGeometry(u,20,0.05,5,false),w=new THREE.Mesh(f,h);w.position.y=2.8;mermaidState.hairStrands.push(w);mermaid.add(w)}mermaid.position.set(0,waterLevel-10,0);scene.add(mermaid)};
|
433 |
+
onWindowResize = () => {camera.aspect=window.innerWidth/window.innerHeight;camera.updateProjectionMatrix();renderer.setSize(window.innerWidth,window.innerHeight)};
|
434 |
|
435 |
+
// --- NEW/UPDATED WORLD CREATION ---
|
|
|
|
|
|
|
|
|
|
|
436 |
|
437 |
+
function createFlora(count) {
|
438 |
+
const plantRule = { 'F': 'FF+[+F-F-F]-[-F+F+F]' };
|
439 |
+
const plantAxiom = 'F';
|
440 |
+
const plantLSystem = generateLSystem(plantAxiom, plantRule, 3);
|
441 |
+
const plantGeom = createLSystemGeometry(plantLSystem, THREE.MathUtils.degToRad(25), 0.5);
|
442 |
+
plantGeom.scale(2,2,2);
|
443 |
|
444 |
+
const material = new THREE.MeshStandardMaterial({color: 0x228B22, emissive: 0x113311, side: THREE.DoubleSide});
|
445 |
+
|
446 |
+
for(let i=0; i < count; i++) {
|
447 |
+
const plantMesh = new THREE.Mesh(plantGeom, material);
|
448 |
+
const x = (Math.random() - 0.5) * worldSize;
|
449 |
+
const z = (Math.random() - 0.5) * worldSize;
|
450 |
+
|
451 |
+
raycaster.set(new THREE.Vector3(x, waterLevel, z), downVector);
|
452 |
+
const intersects = raycaster.intersectObject(terrain);
|
453 |
+
if(intersects.length > 0) {
|
454 |
+
plantMesh.position.copy(intersects[0].point);
|
455 |
+
plantMesh.rotation.set(0, Math.random() * Math.PI * 2, 0);
|
456 |
+
scene.add(plantMesh);
|
457 |
+
}
|
458 |
+
}
|
459 |
}
|
|
|
|
|
460 |
|
461 |
+
function createMermaidCity(x_offset, z_offset) {
|
462 |
+
const cityRule = {'F': 'F[+FF][-FF]F[-F][+F]F'};
|
463 |
+
const cityAxiom = 'F';
|
464 |
+
const cityLSystem = generateLSystem(cityAxiom, cityRule, 4);
|
465 |
+
const cityGeom = createLSystemGeometry(cityLSystem, THREE.MathUtils.degToRad(20), 5);
|
466 |
+
|
467 |
+
const material = new THREE.MeshStandardMaterial({ color: 0x77aaff, emissive: 0x88ccff, emissiveIntensity: 0.8, roughness: 0.6 });
|
468 |
+
|
469 |
+
for(let i = 0; i < 20; i++){
|
470 |
+
const building = new THREE.Mesh(cityGeom, material);
|
471 |
+
building.position.set(
|
472 |
+
x_offset + (Math.random() - 0.5) * 800,
|
473 |
+
-50,
|
474 |
+
z_offset + (Math.random() - 0.5) * 800
|
475 |
+
);
|
476 |
+
building.scale.setScalar(1 + Math.random() * 2);
|
477 |
+
building.rotation.set(0, Math.random() * Math.PI * 2, 0);
|
478 |
+
scene.add(building);
|
479 |
+
}
|
480 |
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
481 |
|
482 |
+
function createPikeModel() {
|
483 |
+
const group = new THREE.Group();
|
484 |
+
const bodyMat = new THREE.MeshStandardMaterial({ color: 0x90ee90, roughness: 0.5, metalness: 0.2});
|
485 |
+
const body = new THREE.Mesh(new THREE.CapsuleGeometry(0.3, 2.5, 4, 8), bodyMat);
|
486 |
+
body.rotation.z = Math.PI / 2;
|
487 |
+
const tail = new THREE.Mesh(new THREE.BoxGeometry(0.1, 0.8, 0.8), bodyMat);
|
488 |
+
tail.position.x = -1.3;
|
489 |
+
group.add(body, tail);
|
490 |
+
return group;
|
491 |
+
}
|
492 |
+
|
493 |
+
function createSunfishModel() {
|
494 |
+
const group = new THREE.Group();
|
495 |
+
const bodyMat = new THREE.MeshStandardMaterial({ color: 0x6495ed, roughness: 0.5, metalness: 0.2});
|
496 |
+
const body = new THREE.Mesh(new THREE.SphereGeometry(1, 8, 6), bodyMat);
|
497 |
+
body.scale.set(1.5, 1, 0.3);
|
498 |
+
const tail = new THREE.Mesh(new THREE.BoxGeometry(0.5, 0.6, 0.1), bodyMat);
|
499 |
+
tail.position.x = -1;
|
500 |
+
group.add(body, tail);
|
501 |
+
return group;
|
502 |
+
}
|
503 |
+
|
504 |
+
function createBullheadModel() {
|
505 |
+
const group = new THREE.Group();
|
506 |
+
const bodyMat = new THREE.MeshStandardMaterial({ color: 0x8b4513, roughness: 0.8});
|
507 |
+
const body = new THREE.Mesh(new THREE.BoxGeometry(1.5, 0.8, 1), bodyMat);
|
508 |
+
const tail = new THREE.Mesh(new THREE.ConeGeometry(0.5, 1, 4), bodyMat);
|
509 |
+
tail.rotation.z = -Math.PI / 2;
|
510 |
+
tail.position.x = -1;
|
511 |
+
group.add(body, tail);
|
512 |
+
return group;
|
513 |
+
}
|
514 |
+
|
515 |
+
function createSurfaceWildlife(count) {
|
516 |
+
const mesh = new THREE.InstancedMesh(new THREE.BoxGeometry(1, 0.5, 2), new THREE.MeshLambertMaterial({color: 0xeeeeee}), count);
|
517 |
+
const dummy = new THREE.Object3D();
|
518 |
+
for(let i=0; i<count; i++){
|
519 |
+
dummy.position.set((Math.random() - 0.5) * worldSize, waterLevel, (Math.random() - 0.5) * worldSize);
|
520 |
+
dummy.updateMatrix();
|
521 |
+
mesh.setMatrixAt(i, dummy.matrix);
|
522 |
+
}
|
523 |
+
scene.add(mesh);
|
524 |
+
}
|
525 |
+
|
526 |
+
function createLilyPads(count) {
|
527 |
+
const g = new THREE.CircleGeometry(1, 8);
|
528 |
+
g.rotateX(-Math.PI/2);
|
529 |
+
const mesh = new THREE.InstancedMesh(g, new THREE.MeshLambertMaterial({color: 0x006400}), count);
|
530 |
+
const dummy = new THREE.Object3D();
|
531 |
+
for(let i=0; i<count; i++){
|
532 |
+
dummy.position.set((Math.random() - 0.5) * worldSize, waterLevel + 0.1, (Math.random() - 0.5) * worldSize);
|
533 |
+
dummy.updateMatrix();
|
534 |
+
mesh.setMatrixAt(i, dummy.matrix);
|
535 |
+
}
|
536 |
+
scene.add(mesh);
|
537 |
}
|
|
|
538 |
|
539 |
+
function updateMermaid() { /* ... no changes ... */ }
|
540 |
+
updateMermaid = () => {const d=clock.getDelta(),t=clock.getElapsedTime();const m=30.0,r=1.0;let a=0,v=0,f=0;if(controls['KeyW'])f=1.0;if(controls['KeyS'])f=-0.5;if(controls['KeyA'])a=r;if(controls['KeyD'])a=-r;if(controls['Space'])v=10.0;if(controls['ShiftLeft']||controls['ShiftRight'])v=-10.0;mermaidState.turnSpeed=THREE.MathUtils.lerp(mermaidState.turnSpeed,a,d*2.0);mermaid.rotation.y+=mermaidState.turnSpeed*d;mermaidState.forwardSpeed=THREE.MathUtils.lerp(mermaidState.forwardSpeed,m*f,d*1.5);const w=new THREE.Vector3(0,0,-1).applyQuaternion(mermaid.quaternion);mermaidVelocity.x=w.x*mermaidState.forwardSpeed;mermaidVelocity.z=w.z*mermaidState.forwardSpeed;const b=0.5;mermaidVelocity.y=THREE.MathUtils.lerp(mermaidVelocity.y,v||b,d*2.0);mermaid.position.addScaledVector(mermaidVelocity,d);raycaster.set(mermaid.position,downVector);const i=raycaster.intersectObject(terrain);if(i.length>0){const g=i[0].point.y;if(mermaid.position.y<g+3.0){mermaid.position.y=g+3.0;mermaidVelocity.y=Math.max(mermaidVelocity.y,2.0)}}mermaid.position.y=Math.min(mermaid.position.y,waterLevel-1);mermaid.rotation.z=THREE.MathUtils.lerp(mermaid.rotation.z,mermaidState.turnSpeed*-0.5,d*2.0);const p=-mermaidVelocity.y*0.05;mermaid.rotation.x=THREE.MathUtils.lerp(mermaid.rotation.x,p,d*2.5);const s=Math.abs(mermaidState.forwardSpeed/m);mermaidState.tailSegments.forEach((e,i)=>{const n=Math.sin(t*6.0-i*0.6)*(0.1+s*0.6);e.rotation.y=n;e.rotation.z=n*0.5});mermaidState.hairStrands.forEach((e,i)=>{e.rotation.x=Math.sin(t*1.5+i)*0.1-s*0.1;e.rotation.z=Math.sin(t*1.5+i)*0.1});const j=Math.sin(t*20)*0.02;mermaidState.leftEye.children[0].position.x=j;mermaidState.rightEye.children[0].position.x=-j;const o=new THREE.Vector3(0,4,18);o.applyQuaternion(mermaid.quaternion);camera.position.lerp(mermaid.position.clone().add(o),d*2.0);camera.lookAt(mermaid.position.clone().add(new THREE.Vector3(0,2,0)))};
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+
function animate() {
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+
animationId = requestAnimationFrame(animate);
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+
updateMermaid();
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+
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+
for (const school of schools) {
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+
school.update();
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}
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+
water.material.uniforms['time'].value += 1.0 / 60.0;
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renderer.render(scene, camera);
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}
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+
init();
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</script>
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</body>
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</html>
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