First commit

This commit is contained in:
2026-03-19 14:06:41 -04:00
parent a74ccd1f6d
commit cad48c2e1b
10 changed files with 845 additions and 673 deletions

View File

@@ -11,21 +11,34 @@
<body> <body>
<div id="game-container"></div> <div id="game-container"></div>
<div id="ui-layer"> <div id="ui-container">
<div id="start-screen"> <div id="loading-screen">
<h1>ECHOES</h1> <h1>INITIALIZING...</h1>
<p>Click to Start</p> <div class="loader"></div>
</div>
<div id="start-screen" style="display: none;">
<h1>SUBJECT #096 CONTAINMENT</h1>
<p>CLICK TO BEGIN</p>
<p class="controls">WASD to Move | Mouse to Look | F Flashlight | P Debug</p> <p class="controls">WASD to Move | Mouse to Look | F Flashlight | P Debug</p>
</div> </div>
<div id="hud" style="display: none;"> <div id="hud" style="display: none;">
<div id="battery">Battery: <span id="battery-level">100%</span></div> <div id="battery">Battery: <span id="battery-level">100%</span></div>
<div id="flares">Flares: <span id="flare-count">3</span></div>
<div id="stamina-container"> <div id="stamina-container">
<div id="stamina-bar"></div> <div id="stamina-bar"></div>
</div> </div>
<div id="heartbeat">
<svg viewBox="0 0 100 100" class="heart-icon">
<path
d="M50 88.9L16.7 55.6C7.2 46.1 7.2 30.9 16.7 21.4s24.7-9.5 33.3 0C58.6 11.9 74.1 11.9 83.3 21.4s9.5 24.7 0 34.2L50 88.9z" />
</svg>
</div>
</div> </div>
<div id="debug-log" <div id="debug-log"
style="position: absolute; top: 10px; left: 10px; z-index: 10000; color: lime; font-family: monospace; pointer-events: none; background: rgba(0,0,0,0.8); max-height: 50%; overflow-y: auto; font-size: 12px; padding: 10px; width: 300px; display: none;"> style="position: absolute; top: 10px; left: 10px; z-index: 10000; color: lime; font-family: monospace; pointer-events: none; background: rgba(0,0,0,0.8); max-height: 50%; overflow-y: auto; font-size: 12px; padding: 10px; width: 300px; display: none;">
</div> </div>
<div id="crosshair"></div>
</div> </div>
<script type="module" src="/src/main.js"></script> <script type="module" src="/src/main.js"></script>

View File

@@ -1,22 +1,28 @@
import * as THREE from 'three'; import * as THREE from 'three';
export class Flare { export class Flare {
constructor(scene, playerPos, direction, colliders) { // NEW: Shared assets
this.scene = scene; static geometry = new THREE.CylinderGeometry(0.02, 0.02, 0.15, 8);
this.colliders = colliders; static material = new THREE.MeshStandardMaterial({
// Flare Mesh
const geo = new THREE.CylinderGeometry(0.02, 0.02, 0.15, 8);
const mat = new THREE.MeshStandardMaterial({
color: 0xff0000, color: 0xff0000,
emissive: 0xff0000, emissive: 0xff0000,
emissiveIntensity: 2.0 emissiveIntensity: 2.0
}); });
this.mesh = new THREE.Mesh(geo, mat);
// NEW: Temp vectors for GC reduction
static tempVec = new THREE.Vector3();
constructor(scene, playerPos, direction, colliderBoxes) {
this.scene = scene;
this.colliderBoxes = colliderBoxes;
// Flare Mesh (Shared)
this.mesh = new THREE.Mesh(Flare.geometry, Flare.material);
this.mesh.rotation.x = Math.PI / 2; this.mesh.rotation.x = Math.PI / 2;
this.mesh.castShadow = true;
// Stats // Stats
this.position = playerPos.clone().add(direction.clone().multiplyScalar(0.5)); this.position = playerPos.clone().add(Flare.tempVec.copy(direction).multiplyScalar(0.5));
this.mesh.position.copy(this.position); this.mesh.position.copy(this.position);
this.velocity = direction.clone().multiplyScalar(10.0); this.velocity = direction.clone().multiplyScalar(10.0);
this.gravity = -9.8; this.gravity = -9.8;
@@ -24,6 +30,7 @@ export class Flare {
this.bounce = 0.5; this.bounce = 0.5;
this.lifetime = 60.0; // 60 seconds this.lifetime = 60.0; // 60 seconds
this.active = true; this.active = true;
this.isSleeping = false; // NEW: Physics sleep
// Light // Light
this.light = new THREE.PointLight(0xff3333, 5.0, 10); this.light = new THREE.PointLight(0xff3333, 5.0, 10);
@@ -38,7 +45,13 @@ export class Flare {
} }
update(dt) { update(dt) {
if (!this.active) return; if (!this.active || this.isSleeping) {
if (this.active) {
this.lifetime -= dt;
if (this.lifetime <= 0) this.destroy();
}
return;
}
this.lifetime -= dt; this.lifetime -= dt;
if (this.lifetime <= 0) { if (this.lifetime <= 0) {
@@ -48,7 +61,7 @@ export class Flare {
// Physics // Physics
this.velocity.y += this.gravity * dt; this.velocity.y += this.gravity * dt;
this.position.add(this.velocity.clone().multiplyScalar(dt)); this.position.add(Flare.tempVec.copy(this.velocity).multiplyScalar(dt));
// Ground collision (Floor is at y=0) // Ground collision (Floor is at y=0)
if (this.position.y < 0.05) { if (this.position.y < 0.05) {
@@ -56,15 +69,21 @@ export class Flare {
this.velocity.y *= -this.bounce; this.velocity.y *= -this.bounce;
this.velocity.x *= this.friction; this.velocity.x *= this.friction;
this.velocity.z *= this.friction; this.velocity.z *= this.friction;
// Sleep check: if almost still on ground
if (Math.abs(this.velocity.y) < 0.1 && Flare.tempVec.set(this.velocity.x, 0, this.velocity.z).length() < 0.1) {
this.isSleeping = true;
this.velocity.set(0, 0, 0);
}
} }
// Wall collisions (simplified) // Wall collisions (optimized)
this.colliders.forEach(col => { this.colliderBoxes.forEach(box => {
const box = new THREE.Box3().setFromObject(col);
if (box.containsPoint(this.position)) { if (box.containsPoint(this.position)) {
// Bounce back // Bounce back
this.velocity.multiplyScalar(-this.bounce); this.velocity.multiplyScalar(-this.bounce);
this.position.add(this.velocity.clone().multiplyScalar(dt * 2)); this.position.add(Flare.tempVec.copy(this.velocity).multiplyScalar(dt * 2));
this.isSleeping = false; // Wake up on collision
} }
}); });

View File

@@ -2,19 +2,22 @@ import { Graphics } from './Graphics.js';
import { World } from './World.js'; import { World } from './World.js';
import { Player } from './Player.js'; import { Player } from './Player.js';
import { Monster } from './Monster.js'; import { Monster } from './Monster.js';
import { Monster2 } from './Monster2.js'; import { SCP096 } from './SCP096.js';
import { Flare } from './Flare.js'; import { Flare } from './Flare.js';
export class Game { export class Game {
constructor() { constructor() {
this.graphics = new Graphics(); this.graphics = new Graphics();
this.world = new World(this.graphics.scene); this.world = new World(this.graphics.scene);
this.player = new Player(this.graphics.camera, this.world.colliders); this.player = new Player(this.graphics.camera, this.world.colliders, this.world.rechargeStations, this.world.colliderBoxes, this.world.collectableFlares);
this.player.world = this.world; // New: Link world for interaction checks
// Flashlight is already child of camera, do not reparent
// Monster 1 (The Scuttler) // Monster 1 (The Scuttler)
this.monster = new Monster(this.world.scene, this.player, this.world.colliders, this.player.ctx, this.world.safeZones); this.monster = new Monster(this.world.scene, this.player, this.world.colliders, this.player.ctx, this.world.safeZones);
// Monster 2 (The Stalker) // SCP-096 (The Shy Guy)
this.monster2 = new Monster2(this.world.scene, this.player, this.world.colliders, this.player.ctx, this.world); this.scp096 = new SCP096(this.world.scene, this.player, this.world.colliders, this.player.ctx);
this.isRunning = false; this.isRunning = false;
this.lastTime = 0; this.lastTime = 0;
@@ -22,7 +25,44 @@ export class Game {
window.log('GAME_STATE: INITIALIZED'); window.log('GAME_STATE: INITIALIZED');
this.activeFlares = []; this.activeFlares = [];
this.combinedSafeZones = []; // NEW: Persistent array to avoid GC
window.addEventListener('throwFlare', (e) => this.spawnFlare(e.detail.position, e.detail.direction)); window.addEventListener('throwFlare', (e) => this.spawnFlare(e.detail.position, e.detail.direction));
this.heartElement = document.querySelector('.heart-icon');
// Start initialization immediately
this.init();
}
async init() {
// Yield to let UI render the loading screen first
await new Promise(resolve => setTimeout(resolve, 100));
window.log('GAME_STATE: LOADING_ASSETS');
this.world.load();
this.graphics.scene.add(this.player.getObject());
// Pre-compile shaders
window.log('GAME_STATE: COMPILING_SHADERS');
try {
this.graphics.renderer.compile(this.graphics.scene, this.graphics.camera);
} catch (e) {
console.warn("Shader compilation failed", e);
}
// Ready
this.onLoadComplete();
}
onLoadComplete() {
const loadingScreen = document.getElementById('loading-screen');
const startScreen = document.getElementById('start-screen');
if (loadingScreen) loadingScreen.style.display = 'none';
if (startScreen) startScreen.style.display = 'block';
window.log('GAME_STATE: READY');
} }
setupUI() { setupUI() {
@@ -35,14 +75,13 @@ export class Game {
startScreen.style.display = 'none'; startScreen.style.display = 'none';
if (hud) hud.style.display = 'block'; if (hud) hud.style.display = 'block';
this.isRunning = true; this.isRunning = true;
this.startLoop();
window.log('GAME_STATE: RUNNING'); window.log('GAME_STATE: RUNNING');
}); });
} }
} }
start() { startLoop() {
this.world.load();
this.graphics.scene.add(this.player.getObject());
requestAnimationFrame(this.loop.bind(this)); requestAnimationFrame(this.loop.bind(this));
} }
@@ -55,21 +94,31 @@ export class Game {
this.world.update(dt, this.player); this.world.update(dt, this.player);
// Update Flares // Update Flares
const flareCountBefore = this.activeFlares.length;
this.activeFlares = this.activeFlares.filter(f => f.active); this.activeFlares = this.activeFlares.filter(f => f.active);
this.activeFlares.forEach(f => f.update(dt)); this.activeFlares.forEach(f => f.update(dt));
// Combined Safe Zones for Monsters // Combined Safe Zones for Monsters (Optimized to avoid allocation)
const combinedSafeZones = [...this.world.safeZones, ...this.activeFlares]; if (this.activeFlares.length !== flareCountBefore || this.combinedSafeZones.length === 0) {
this.combinedSafeZones = [...this.world.safeZones, ...this.activeFlares];
if (this.monster) this.monster.safeZones = this.combinedSafeZones;
}
if (this.monster) { if (this.monster) {
this.monster.safeZones = combinedSafeZones;
this.monster.update(dt); this.monster.update(dt);
} }
if (this.monster2) { if (this.scp096) {
// Monster 2 ignores flares (electronic signal parasite) this.scp096.update(dt);
// It still respects world.safeZones (which are electronic lights)
this.monster2.update(dt);
} }
// NEW: Heartbeat Monitor
// Find closest monster distance
let dist1 = 999;
if (this.monster && this.monster.mesh) {
dist1 = this.player.camera.position.distanceTo(this.monster.mesh.position);
}
this.updateHeartbeat(dist1);
} }
this.graphics.render(); this.graphics.render();
@@ -78,8 +127,30 @@ export class Game {
spawnFlare(pos, dir) { spawnFlare(pos, dir) {
if (!this.isRunning) return; if (!this.isRunning) return;
const flare = new Flare(this.graphics.scene, pos, dir, this.world.colliders); const flare = new Flare(this.graphics.scene, pos, dir, this.world.colliderBoxes);
this.activeFlares.push(flare); this.activeFlares.push(flare);
// Update combined safe zones immediately so AI reacts
this.combinedSafeZones = [...this.world.safeZones, ...this.activeFlares];
if (this.monster) this.monster.safeZones = this.combinedSafeZones;
window.log('FLARE_DEPLOYED - Temporary Safe Zone Established'); window.log('FLARE_DEPLOYED - Temporary Safe Zone Established');
} }
updateHeartbeat(distance) {
if (!this.heartElement) return;
// Distance thresholds:
// > 15m: Resting (1s pulse)
// 10m - 15m: Alert (0.6s pulse)
// 5m - 10m: Danger (0.3s pulse)
// < 5m: Panic (0.15s pulse)
let duration = '1s';
if (distance < 5) duration = '0.15s';
else if (distance < 10) duration = '0.3s';
else if (distance < 15) duration = '0.6s';
this.heartElement.style.animationDuration = duration;
}
} }

View File

@@ -4,7 +4,7 @@ export class Graphics {
constructor() { constructor() {
// Main scene rendering // Main scene rendering
this.scene = new THREE.Scene(); this.scene = new THREE.Scene();
this.scene.fog = new THREE.Fog(0x000000, 2, 12); // Fog removed here, handled by World
this.scene.background = new THREE.Color(0x000000); this.scene.background = new THREE.Color(0x000000);
this.camera = new THREE.PerspectiveCamera(70, window.innerWidth / window.innerHeight, 0.1, 100); this.camera = new THREE.PerspectiveCamera(70, window.innerWidth / window.innerHeight, 0.1, 100);
@@ -13,7 +13,7 @@ export class Graphics {
this.renderer = new THREE.WebGLRenderer({ antialias: false }); this.renderer = new THREE.WebGLRenderer({ antialias: false });
this.renderer.setSize(window.innerWidth, window.innerHeight); this.renderer.setSize(window.innerWidth, window.innerHeight);
this.renderer.shadowMap.enabled = true; this.renderer.shadowMap.enabled = true;
this.renderer.shadowMap.type = THREE.PCFSoftShadowMap; this.renderer.shadowMap.type = THREE.PCFShadowMap; // Optimized for performance
this.renderer.domElement.id = 'three-canvas'; this.renderer.domElement.id = 'three-canvas';
// Append to the correct container, not body directly // Append to the correct container, not body directly

View File

@@ -16,9 +16,9 @@ export class Monster {
this.state = 'PATROL'; // PATROL, CHASE, JUMPSCARE, STUNNED this.state = 'PATROL'; // PATROL, CHASE, JUMPSCARE, STUNNED
this.target = null; this.target = null;
this.patrolSpeed = 1.5; // Renamed from 'speed' this.patrolSpeed = 1.5; // Renamed from 'speed'
this.chaseSpeed = 4.5; // Increased from 3.5 this.chaseSpeed = 3.2; // Reduced from 4.5
this.stunTimer = 0; this.stunTimer = 0;
this.position = new THREE.Vector3(15, 0, 15); this.position = new THREE.Vector3(25, 0, 25); // Moved further from origin (0,0)
this.mesh.position.copy(this.position); this.mesh.position.copy(this.position);
this.targetNode = new THREE.Vector3(); this.targetNode = new THREE.Vector3();
@@ -34,8 +34,16 @@ export class Monster {
// Audio initialization // Audio initialization
this.setupAudio(); this.setupAudio();
// Listen for player overload pulse
// window.addEventListener('flashlightOverload', (e) => this.onOverload(e.detail.position));
} }
// NEW: Shared temp vectors for GC reduction
static tempVec1 = new THREE.Vector3();
static tempVec2 = new THREE.Vector3();
static tempVec3 = new THREE.Vector3();
setupAudio() { setupAudio() {
if (!this.audioCtx) return; if (!this.audioCtx) return;
@@ -150,9 +158,10 @@ export class Monster {
} }
isPlayerSafe() { isPlayerSafe() {
const playerPos = this.player.camera.position.clone(); const playerPos = Monster.tempVec1.copy(this.player.camera.position); // Reuse temp vector
playerPos.y = 0; playerPos.y = 0;
for (const zone of this.safeZones) { for (let i = 0; i < this.safeZones.length; i++) {
const zone = this.safeZones[i];
if (!zone.active) continue; if (!zone.active) continue;
const dist = playerPos.distanceTo(zone.position); const dist = playerPos.distanceTo(zone.position);
if (dist < zone.radius) return true; if (dist < zone.radius) return true;
@@ -163,10 +172,29 @@ export class Monster {
update(dt) { update(dt) {
if (!this.player) return; if (!this.player) return;
// NEW: Hiding Logic
if (this.player.isHiding) {
if (this.state === 'CHASE') {
this.state = 'IDLE';
// Reset patrol or do nothing
window.log('The entity loses track of you...');
}
// Just animate IDLE or patrol randomly? Culling will hide it if far.
// But we should stop chasing.
// Move randomly?
// For now, simply RETURN to stop all logic (freeze/idle)
// OR finding a new random target would be better.
if (this.state !== 'PATROL') {
this.state = 'PATROL';
this.setNewPatrolTarget();
}
// Allow basic patrol update
}
if (this.state === 'STUNNED') { if (this.state === 'STUNNED') {
this.stunTimer -= dt; this.stunTimer -= dt;
// Retreat while stunned // Retreat while stunned
const retreatDir = new THREE.Vector3().subVectors(this.mesh.position, this.player.camera.position).normalize(); const retreatDir = Monster.tempVec1.subVectors(this.mesh.position, this.player.camera.position).normalize();
retreatDir.y = 0; retreatDir.y = 0;
this.mesh.position.add(retreatDir.multiplyScalar(this.patrolSpeed * dt)); this.mesh.position.add(retreatDir.multiplyScalar(this.patrolSpeed * dt));
@@ -180,9 +208,9 @@ export class Monster {
} }
const isSafe = this.isPlayerSafe(); const isSafe = this.isPlayerSafe();
const playerPos = this.player.camera.position.clone(); const playerPos = Monster.tempVec1.copy(this.player.camera.position);
playerPos.y = 0; playerPos.y = 0;
const monsterPos = this.mesh.position.clone(); const monsterPos = Monster.tempVec2.copy(this.mesh.position);
monsterPos.y = 0; monsterPos.y = 0;
const distToPlayer = monsterPos.distanceTo(playerPos); const distToPlayer = monsterPos.distanceTo(playerPos);
@@ -195,7 +223,7 @@ export class Monster {
} }
// Move towards target // Move towards target
const dir = new THREE.Vector3().subVectors(this.targetNode, monsterPos).normalize(); const dir = Monster.tempVec3.subVectors(this.targetNode, monsterPos).normalize();
this.mesh.position.add(dir.multiplyScalar(this.patrolSpeed * dt)); this.mesh.position.add(dir.multiplyScalar(this.patrolSpeed * dt));
// Rotation // Rotation
@@ -220,7 +248,7 @@ export class Monster {
return; return;
} }
const dir = new THREE.Vector3().subVectors(playerPos, monsterPos).normalize(); const dir = Monster.tempVec3.subVectors(playerPos, monsterPos).normalize();
this.mesh.position.add(dir.multiplyScalar(this.chaseSpeed * dt)); this.mesh.position.add(dir.multiplyScalar(this.chaseSpeed * dt));
// Intensive Rotation // Intensive Rotation
@@ -244,13 +272,12 @@ export class Monster {
else if (this.state === 'JUMPSCARE') { else if (this.state === 'JUMPSCARE') {
this.jumpscareTimer += dt; this.jumpscareTimer += dt;
const camPos = this.player.camera.position.clone(); const camPos = Monster.tempVec1.copy(this.player.camera.position);
const monsterPos = this.mesh.position.clone();
// 1. Move/Lunge at camera // 1. Move/Lunge at camera
const camDir = new THREE.Vector3(); const camDir = Monster.tempVec2;
this.player.camera.getWorldDirection(camDir); this.player.camera.getWorldDirection(camDir);
const jumpTarget = camPos.clone().add(camDir.multiplyScalar(0.2)); const jumpTarget = Monster.tempVec3.copy(camPos).add(camDir.multiplyScalar(0.2));
this.mesh.position.lerp(jumpTarget, 15 * dt); this.mesh.position.lerp(jumpTarget, 15 * dt);
// 2. STARE: Force monster to look at camera // 2. STARE: Force monster to look at camera
@@ -307,84 +334,44 @@ export class Monster {
if (!this.audioCtx || dist > 20) return; if (!this.audioCtx || dist > 20) return;
const t = this.audioCtx.currentTime; const t = this.audioCtx.currentTime;
// Light "patter" noise (Short high-frequency tap) - Increased Volume // Optimized: Reduced complexity
const g = this.audioCtx.createGain(); const g = this.audioCtx.createGain();
g.gain.setValueAtTime(0.25 * (1 - dist / 20), t); // Increased from 0.08 to 0.25 g.gain.setValueAtTime(0.15 * (1 - dist / 20), t);
g.gain.exponentialRampToValueAtTime(0.01, t + 0.05);
const osc = this.audioCtx.createOscillator(); const osc = this.audioCtx.createOscillator();
osc.type = 'triangle'; osc.type = 'triangle';
osc.frequency.setValueAtTime(400, t); osc.frequency.setValueAtTime(400, t);
osc.frequency.exponentialRampToValueAtTime(1200, t + 0.01); osc.frequency.exponentialRampToValueAtTime(100, t + 0.05);
osc.frequency.exponentialRampToValueAtTime(80, t + 0.03);
const filter = this.audioCtx.createBiquadFilter(); osc.connect(g);
filter.type = 'bandpass';
filter.frequency.value = 800;
filter.Q.value = 1;
osc.connect(filter);
filter.connect(g);
g.connect(this.panner); g.connect(this.panner);
osc.start(t); osc.start(t);
osc.stop(t + 0.04); osc.stop(t + 0.05);
} }
updateAudio(dt, dist, monsterPos) { updateAudio(dt, dist, monsterPos) {
if (!this.audioCtx || !this.player || !this.audioStarted) return; if (!this.audioCtx || !this.player || !this.audioStarted) return;
// Update Panner Position // Update Panner Position Only (Player updates Listener)
this.panner.positionX.setTargetAtTime(monsterPos.x, this.audioCtx.currentTime, 0.1); this.panner.positionX.setTargetAtTime(monsterPos.x, this.audioCtx.currentTime, 0.1);
this.panner.positionY.setTargetAtTime(monsterPos.y + 0.5, this.audioCtx.currentTime, 0.1); this.panner.positionY.setTargetAtTime(monsterPos.y + 0.5, this.audioCtx.currentTime, 0.1);
this.panner.positionZ.setTargetAtTime(monsterPos.z, this.audioCtx.currentTime, 0.1); this.panner.positionZ.setTargetAtTime(monsterPos.z, this.audioCtx.currentTime, 0.1);
// Update Listener Position (Player)
const listener = this.audioCtx.listener;
const playerPos = this.player.camera.position;
listener.positionX.setTargetAtTime(playerPos.x, this.audioCtx.currentTime, 0.1);
listener.positionY.setTargetAtTime(playerPos.y, this.audioCtx.currentTime, 0.1);
listener.positionZ.setTargetAtTime(playerPos.z, this.audioCtx.currentTime, 0.1);
// Deep Quiet Heavy Breathing (Slower rhythm) // Deep Quiet Heavy Breathing (Slower rhythm)
const breathCycle = Math.sin(this.audioCtx.currentTime * 1.2) * 0.5 + 0.5; const breathCycle = Math.sin(this.audioCtx.currentTime * 1.2) * 0.5 + 0.5;
let targetBreath = 0; let targetBreath = 0;
if (dist < 15) { if (dist < 15) {
targetBreath = (1 - dist / 15) * 0.3 * breathCycle; targetBreath = (1 - dist / 15) * 0.3 * breathCycle;
// Removed deep breath allocation spam
// Randomly trigger a deep breath sound
if (Math.random() < 0.003) {
this.playDeepBreath();
}
} }
this.breathGain.gain.setTargetAtTime(targetBreath, this.audioCtx.currentTime, 0.1); this.breathGain.gain.setTargetAtTime(targetBreath, this.audioCtx.currentTime, 0.1);
} }
playDeepBreath() { playDeepBreath() {
if (!this.audioCtx) return; // Removed heavy buffer allocation logic
const t = this.audioCtx.currentTime;
const source = this.audioCtx.createBufferSource();
const bufferSize = this.audioCtx.sampleRate * 2;
const buffer = this.audioCtx.createBuffer(1, bufferSize, this.audioCtx.sampleRate);
const data = buffer.getChannelData(0);
for (let i = 0; i < bufferSize; i++) data[i] = (Math.random() * 2 - 1) * 0.1;
source.buffer = buffer;
const lowpass = this.audioCtx.createBiquadFilter();
lowpass.type = 'lowpass';
lowpass.frequency.setValueAtTime(300, t);
lowpass.frequency.exponentialRampToValueAtTime(100, t + 1.5);
const g = this.audioCtx.createGain();
g.gain.setValueAtTime(0, t);
g.gain.linearRampToValueAtTime(0.2, t + 0.5);
g.gain.linearRampToValueAtTime(0, t + 2.0);
source.connect(lowpass);
lowpass.connect(g);
g.connect(this.panner);
source.start(t);
} }
@@ -409,13 +396,4 @@ export class Monster {
window.location.reload(); window.location.reload();
}, 1500); }, 1500);
} }
onOverload(playerPosition) {
const dist = this.mesh.position.distanceTo(playerPosition);
if (dist < 12) { // Within overload range
this.state = 'STUNNED';
this.stunTimer = 4.0; // 4 seconds of retreat/stun
window.log('CRITICAL: ENTITY_SENSORS_OVERLOADED - RETREATING');
}
}
} }

View File

@@ -1,347 +0,0 @@
import * as THREE from 'three';
export class Monster2 {
constructor(scene, player, colliders, audioCtx, world) {
this.scene = scene;
this.player = player;
this.colliders = colliders;
this.audioCtx = audioCtx;
this.world = world;
this.safeZones = world ? world.safeZones : [];
this.mesh = new THREE.Group();
this.setupVisuals();
this.scene.add(this.mesh);
// AI State
this.state = 'STALK'; // STALK, FREEZE, JUMPSCARE
this.position = new THREE.Vector3(-15, 0, -15); // Start opposite to player
this.mesh.position.copy(this.position);
this.stalkDistance = 18;
this.minDistance = 12;
this.catchRange = 2.0;
this.moveSpeed = 4.0;
// Stalking logic
this.glitchTimer = 0;
this.isVisibleToPlayer = false;
this.setupAudio();
// Listen for player overload pulse
window.addEventListener('flashlightOverload', (e) => this.onOverload(e.detail.position));
}
setupVisuals() {
// TV Static Texture Setup
this.staticSize = 64;
this.staticCanvas = document.createElement('canvas');
this.staticCanvas.width = this.staticSize;
this.staticCanvas.height = this.staticSize;
this.staticCtx = this.staticCanvas.getContext('2d');
this.staticTex = new THREE.CanvasTexture(this.staticCanvas);
this.staticTex.minFilter = THREE.NearestFilter;
this.staticTex.magFilter = THREE.NearestFilter;
this.updateStatic(); // Initial draw
const mat = new THREE.MeshStandardMaterial({
map: this.staticTex,
roughness: 0.5,
metalness: 0.5,
emissive: 0x222222, // Subtle glow to make static visible in pitch black
emissiveMap: this.staticTex
});
// 1. Torso (Vertical, extremely slender)
const torsoGeo = new THREE.BoxGeometry(0.2, 1.4, 0.15);
const torso = new THREE.Mesh(torsoGeo, mat);
torso.position.y = 1.8;
torso.castShadow = true;
this.mesh.add(torso);
// 2. Legs (Extremely long)
const legGeo = new THREE.BoxGeometry(0.1, 1.8, 0.1);
const legL = new THREE.Mesh(legGeo, mat);
legL.position.set(-0.1, 0.9, 0);
legL.castShadow = true;
this.mesh.add(legL);
const legR = new THREE.Mesh(legGeo, mat);
legR.position.set(0.1, 0.9, 0);
legR.castShadow = true;
this.mesh.add(legR);
// 3. Arms (Dragging on floor)
const armGeo = new THREE.BoxGeometry(0.08, 2.2, 0.08);
const armL = new THREE.Mesh(armGeo, mat);
armL.position.set(-0.25, 1.5, 0);
armL.rotation.z = 0.05;
armL.castShadow = true;
this.mesh.add(armL);
const armR = new THREE.Mesh(armGeo, mat);
armR.position.set(0.25, 1.5, 0);
armR.rotation.z = -0.05;
armR.castShadow = true;
this.mesh.add(armR);
// 4. Head
const headGeo = new THREE.BoxGeometry(0.2, 0.3, 0.2);
const head = new THREE.Mesh(headGeo, mat);
head.position.y = 2.65;
head.castShadow = true;
this.mesh.add(head);
// Single bright white eye
const eyeGeo = new THREE.PlaneGeometry(0.06, 0.06);
this.eyeMat = new THREE.MeshBasicMaterial({ color: 0xffffff, transparent: true, opacity: 0.9 });
const eye = new THREE.Mesh(eyeGeo, this.eyeMat);
eye.position.set(0, 2.7, 0.11);
this.mesh.add(eye);
// Store material for fade logic
this.mainMat = mat;
}
updateStatic() {
if (!this.staticCtx) return;
const imageData = this.staticCtx.createImageData(this.staticSize, this.staticSize);
const data = imageData.data;
for (let i = 0; i < data.length; i += 4) {
const v = Math.random() > 0.5 ? 255 : 0;
data[i] = v; // R
data[i + 1] = v; // G
data[i + 2] = v; // B
data[i + 3] = 255; // A
}
this.staticCtx.putImageData(imageData, 0, 0);
this.staticTex.needsUpdate = true;
}
setupAudio() {
if (!this.audioCtx) return;
this.panner = this.audioCtx.createPanner();
this.panner.panningModel = 'HRTF';
this.panner.distanceModel = 'exponential';
this.panner.refDistance = 2;
this.panner.maxDistance = 30;
this.panner.rolloffFactor = 1.0;
this.panner.connect(this.audioCtx.destination);
// Resonant Crystalline Hum
this.humGain = this.audioCtx.createGain();
this.humGain.gain.value = 0;
const osc1 = this.audioCtx.createOscillator();
const osc2 = this.audioCtx.createOscillator();
osc1.type = 'sine';
osc2.type = 'sine';
osc1.frequency.value = 880; // High A
osc2.frequency.value = 883; // Beating
osc1.connect(this.humGain);
osc2.connect(this.humGain);
this.humGain.connect(this.panner);
osc1.start();
osc2.start();
this.audioStarted = true;
}
isPlayerSafe() {
const playerPos = this.player.camera.position.clone();
playerPos.y = 0;
for (const zone of this.safeZones) {
if (!zone.active) continue;
const dist = playerPos.distanceTo(zone.position);
if (dist < zone.radius) return true;
}
return false;
}
update(dt) {
if (!this.player) return;
const isSafe = this.isPlayerSafe();
const playerPos = this.player.camera.position.clone();
playerPos.y = 0;
const monsterPos = this.mesh.position.clone();
monsterPos.y = 0;
const distToPlayer = monsterPos.distanceTo(playerPos);
const flashlightOn = this.player.flashlightOn;
// 1. SIGNAL PARASITE LOGIC: Fade and Freeze if light is off
let targetOpacity = flashlightOn ? 1.0 : 0.05;
this.mainMat.opacity = THREE.MathUtils.lerp(this.mainMat.opacity, targetOpacity, 5 * dt);
this.mainMat.transparent = this.mainMat.opacity < 1.0;
this.eyeMat.opacity = this.mainMat.opacity;
// 2. AI State Logic
if (this.state === 'STALK') {
if (isSafe) {
this.state = 'FREEZE';
} else if (flashlightOn) {
// Relentlessly glitch towards the signal
this.glitchTimer += dt;
// Faster glitching when light is on
if (this.glitchTimer > 0.3) {
const dir = new THREE.Vector3().subVectors(playerPos, monsterPos).normalize();
this.mesh.position.add(dir.multiplyScalar(this.moveSpeed * dt * 3));
this.glitchTimer = 0;
this.playDraggingSound(distToPlayer);
}
}
// If flashlight is OFF, it stays dormant (no movement)
} else if (this.state === 'FREEZE') {
if (!isSafe) {
this.state = 'STALK';
}
} else if (this.state === 'JUMPSCARE') {
this.updateJumpscare(dt);
}
// 3. SAFE ZONE SABOTAGE: Glitch and Break lights
if (this.world) {
this.safeZones.forEach((zone, index) => {
const distToZone = monsterPos.distanceTo(zone.position);
if (zone.active) {
if (distToZone < 10) {
// Near a light? Glitch it!
this.world.glitchSafeZone(index, 0.4);
}
if (distToZone < 2.5) {
// Too close? BREAK IT!
this.world.breakSafeZone(index);
}
}
});
}
// 4. INTERFERENCE: Flicker player's flashlight when close
if (flashlightOn && distToPlayer < 8 && this.state !== 'JUMPSCARE') {
if (Math.random() < 0.3) {
this.player.flashlight.intensity = Math.random() * 2; // Intense flicker
}
}
// 5. Distance Check for Jumpscare
if (distToPlayer < this.catchRange && this.state !== 'JUMPSCARE' && !isSafe) {
this.state = 'JUMPSCARE';
this.jumpscareTimer = 0;
this.player.lockLook = true;
}
this.mesh.lookAt(playerPos.x, this.mesh.position.y, playerPos.z);
this.updateAudio(distToPlayer, dt);
this.updateStatic();
}
playDraggingSound(dist) {
if (!this.audioCtx || dist > 25) return;
const t = this.audioCtx.currentTime;
const g = this.audioCtx.createGain();
g.gain.setValueAtTime(0.08 * (1 - dist / 25), t); // Reduced from 0.15 to 0.08
g.gain.exponentialRampToValueAtTime(0.01, t + 0.4);
const osc = this.audioCtx.createOscillator();
osc.type = 'sawtooth';
osc.frequency.setValueAtTime(40, t);
osc.frequency.linearRampToValueAtTime(10, t + 0.3);
const filter = this.audioCtx.createBiquadFilter();
filter.type = 'bandpass';
filter.frequency.value = 100;
osc.connect(filter);
filter.connect(g);
g.connect(this.panner);
osc.start(t);
osc.stop(t + 0.4);
}
updateAudio(dist, dt) {
if (!this.audioCtx || !this.audioStarted) return;
// Update panner
this.panner.positionX.setTargetAtTime(this.mesh.position.x, this.audioCtx.currentTime, 0.1);
this.panner.positionY.setTargetAtTime(this.mesh.position.y + 2, this.audioCtx.currentTime, 0.1);
this.panner.positionZ.setTargetAtTime(this.mesh.position.z, this.audioCtx.currentTime, 0.1);
// Signal Parasite Hum: Faster oscillation when close
let humVol = 0;
if (dist < 20) {
humVol = (1 - dist / 20) * 0.05;
}
this.humGain.gain.setTargetAtTime(humVol, this.audioCtx.currentTime, 0.1);
}
updateJumpscare(dt) {
this.jumpscareTimer += dt;
const camPos = this.player.camera.position.clone();
const camDir = new THREE.Vector3();
this.player.camera.getWorldDirection(camDir);
const jumpTarget = camPos.clone().add(camDir.multiplyScalar(0.1));
this.mesh.position.lerp(jumpTarget, 10 * dt);
this.player.camera.lookAt(this.mesh.position.x, this.mesh.position.y + 2.5, this.mesh.position.z);
// Shake
this.mesh.position.x += (Math.random() - 0.5) * 0.2;
this.mesh.position.y += (Math.random() - 0.5) * 0.2;
if (this.jumpscareTimer > 0.7) {
this.onCatchPlayer();
}
}
onCatchPlayer() {
if (this.isEnding) return;
this.isEnding = true;
// Static sound for jumpscare
if (this.audioCtx) {
const bufferSize = this.audioCtx.sampleRate * 0.5;
const buffer = this.audioCtx.createBuffer(1, bufferSize, this.audioCtx.sampleRate);
const data = buffer.getChannelData(0);
for (let i = 0; i < bufferSize; i++) data[i] = Math.random() * 2 - 1;
const source = this.audioCtx.createBufferSource();
source.buffer = buffer;
source.connect(this.audioCtx.destination);
source.start();
}
const screen = document.createElement('div');
screen.style.position = 'fixed';
screen.style.top = '0';
screen.style.left = '0';
screen.style.width = '100vw';
screen.style.height = '100vh';
screen.style.backgroundColor = 'black';
screen.style.zIndex = '99999';
document.body.appendChild(screen);
setTimeout(() => {
window.location.reload();
}, 1000);
}
onOverload(playerPosition) {
const dist = this.mesh.position.distanceTo(playerPosition);
if (dist < 10) { // Within overload range
window.log('CRITICAL_SIGNAL_ERROR: PARASITE_SHATTERED');
// Respawn far away
this.mesh.position.set(
(Math.random() - 0.5) * 50,
0,
(Math.random() - 0.5) * 50
);
this.state = 'STALK';
}
}
}

View File

@@ -4,10 +4,13 @@ import { PointerLockControls } from 'three/examples/jsm/controls/PointerLockCont
// but we'll stick to this for now as it's standard examples path. // but we'll stick to this for now as it's standard examples path.
export class Player { export class Player {
constructor(camera, colliders) { constructor(camera, colliders, rechargeStations = [], colliderBoxes = [], collectableFlares = []) {
this.camera = camera; this.camera = camera;
this.camera.rotation.order = 'YXZ'; // Standard FPS rotation order to prevent gimbal lock this.camera.rotation.order = 'YXZ'; // Standard FPS rotation order to prevent gimbal lock
this.colliders = colliders; this.colliders = colliders;
this.rechargeStations = rechargeStations; // NEW: Track recharge stations
this.colliderBoxes = colliderBoxes; // NEW: Pre-calculated bounding boxes for optimization
this.collectableFlares = collectableFlares; // NEW: Track flare pickups
// Player stats // Player stats
this.speed = 3.0; // Slower "Horror" walk speed this.speed = 3.0; // Slower "Horror" walk speed
@@ -34,12 +37,20 @@ export class Player {
this.direction = new THREE.Vector3(); this.direction = new THREE.Vector3();
this.flashlightOn = true; // Started as ON this.flashlightOn = true; // Started as ON
this.battery = 100.0; this.battery = 100.0;
this.flares = 3; // NEW: Start with 3 flares
this.maxFlares = 5; // NEW: Maximum flares
this.stamina = 100.0; this.stamina = 100.0;
this.isSprinting = false; this.isSprinting = false;
this.baseIntensity = 3.0; // NEW: Track desired brightness (defaults to 3.0)
this.baseDrain = 0.5; // Drain per second at base intensity this.baseDrain = 0.5; // Drain per second at base intensity
// NEW: Hiding State
this.isHiding = false;
this.hidingSpot = null; // Store reference to locker
this.storedPos = new THREE.Vector3(); // Store position before hiding
// Animation // Animation
this.headBobTimer = 0; this.bobTime = 0;
this.lastStepTime = 0; this.lastStepTime = 0;
// Audio // Audio
@@ -53,9 +64,13 @@ export class Player {
this.setupFlashlight(); this.setupFlashlight();
// Survival tools state // Survival tools state
this.lastOverloadTime = 0;
this.overloadCooldown = 5000; // 5 seconds this.overloadCooldown = 5000; // 5 seconds
this.flashLight = null; // Temporary point light for overload this.flashLight = null; // Temporary point light for overload
// NEW: Cache UI elements to avoid per-frame DOM lookup
this.uiStamina = document.getElementById('stamina-bar');
this.uiBattery = document.getElementById('battery-level');
this.uiFlares = document.getElementById('flare-count');
} }
setupFlashlight() { setupFlashlight() {
@@ -81,6 +96,7 @@ export class Player {
bulb.position.z = -0.101; // Tip of body bulb.position.z = -0.101; // Tip of body
this.flashlightGroup.add(bulb); this.flashlightGroup.add(bulb);
this.bulbMesh = bulb; // To toggle emission this.bulbMesh = bulb; // To toggle emission
this.bulbMesh.visible = this.flashlightOn; // Sync with initial state
// Hand (Simple representation) // Hand (Simple representation)
const handGeo = new THREE.BoxGeometry(0.08, 0.08, 0.15); const handGeo = new THREE.BoxGeometry(0.08, 0.08, 0.15);
@@ -99,10 +115,10 @@ export class Player {
this.flashlight.distance = 50; this.flashlight.distance = 50;
this.flashlight.position.set(0, 0, -0.1); // At tip this.flashlight.position.set(0, 0, -0.1); // At tip
// Enable shadows // Enable shadows (Performance optimized: reduced from 512)
this.flashlight.castShadow = true; this.flashlight.castShadow = true;
this.flashlight.shadow.mapSize.width = 512; this.flashlight.shadow.mapSize.width = 256;
this.flashlight.shadow.mapSize.height = 512; this.flashlight.shadow.mapSize.height = 256;
this.flashlight.shadow.camera.near = 0.5; this.flashlight.shadow.camera.near = 0.5;
this.flashlight.shadow.camera.far = 50; this.flashlight.shadow.camera.far = 50;
this.flashlight.shadow.bias = -0.001; this.flashlight.shadow.bias = -0.001;
@@ -135,8 +151,9 @@ export class Player {
case 'KeyF': this.toggleFlashlight(); break; case 'KeyF': this.toggleFlashlight(); break;
case 'KeyK': this.adjustDim = true; break; case 'KeyK': this.adjustDim = true; break;
case 'KeyL': this.adjustBright = true; break; case 'KeyL': this.adjustBright = true; break;
case 'KeyR': this.handleOverload(); break; // Flashlight Overload // case 'KeyR': Overload removed
case 'KeyQ': this.handleFlare(); break; // Throw Flare case 'KeyQ': this.handleFlare(); break; // Throw Flare
case 'KeyE': this.handleInteract(); break; // NEW: Interact
case 'ShiftLeft': this.isSprinting = true; break; case 'ShiftLeft': this.isSprinting = true; break;
case 'ShiftRight': this.isSprinting = true; break; case 'ShiftRight': this.isSprinting = true; break;
} }
@@ -215,8 +232,7 @@ export class Player {
} }
// Update UI // Update UI
const stamBar = document.getElementById('stamina-bar'); if (this.uiStamina) this.uiStamina.style.width = this.stamina + '%';
if (stamBar) stamBar.style.width = this.stamina + '%';
const accel = currentSpeed * 10.0; // Acceleration to reach max speed against friction (assuming friction 10) const accel = currentSpeed * 10.0; // Acceleration to reach max speed against friction (assuming friction 10)
@@ -227,12 +243,12 @@ export class Player {
this.controls.moveRight(-this.velocity.x * dt); this.controls.moveRight(-this.velocity.x * dt);
this.controls.moveForward(-this.velocity.z * dt); this.controls.moveForward(-this.velocity.z * dt);
// Simple Collision: Push back // Simple Collision: Push back (Optimized to use pre-calculated boxes)
const playerPos = this.camera.position; const playerPos = this.camera.position;
const playerRadius = 0.5; const playerRadius = 0.5;
for (const collider of this.colliders) { for (let i = 0; i < this.colliderBoxes.length; i++) {
const box = new THREE.Box3().setFromObject(collider); const box = this.colliderBoxes[i];
if (playerPos.x > box.min.x - playerRadius && playerPos.x < box.max.x + playerRadius && if (playerPos.x > box.min.x - playerRadius && playerPos.x < box.max.x + playerRadius &&
playerPos.z > box.min.z - playerRadius && playerPos.z < box.max.z + playerRadius) { playerPos.z > box.min.z - playerRadius && playerPos.z < box.max.z + playerRadius) {
@@ -278,12 +294,11 @@ export class Player {
this.battery = Math.max(0, this.battery - drain); this.battery = Math.max(0, this.battery - drain);
// Update UI // Update UI
const battEl = document.getElementById('battery-level'); if (this.uiBattery) this.uiBattery.textContent = Math.floor(this.battery) + '%';
if (battEl) battEl.textContent = Math.floor(this.battery) + '%';
if (this.battery <= 20) { if (this.battery <= 20) {
if (battEl) battEl.style.color = 'red'; if (this.uiBattery) this.uiBattery.style.color = 'red';
} else { } else {
if (battEl) battEl.style.color = 'white'; if (this.uiBattery) this.uiBattery.style.color = 'white';
} }
// Die if empty // Die if empty
@@ -295,31 +310,104 @@ export class Player {
window.log('Battery depleted!'); window.log('Battery depleted!');
} }
// Handle manual adjustment
// Handle manual adjustment // Handle manual adjustment
if (this.adjustDim || this.adjustBright) { if (this.adjustDim || this.adjustBright) {
const speed = 2.0 * dt; const speed = 2.0 * dt;
const angleSpeed = 0.5 * dt; const angleSpeed = 0.5 * dt;
if (this.adjustDim) { if (this.adjustDim) {
this.flashlight.intensity = Math.max(0, this.flashlight.intensity - speed * 10); this.baseIntensity = Math.max(0, this.baseIntensity - speed * 10);
this.flashlight.angle = Math.max(0.1, this.flashlight.angle - angleSpeed); this.flashlight.angle = Math.max(0.1, this.flashlight.angle - angleSpeed);
} }
if (this.adjustBright) { if (this.adjustBright) {
this.flashlight.intensity = Math.min(15, this.flashlight.intensity + speed * 10); this.baseIntensity = Math.min(15, this.baseIntensity + speed * 10);
this.flashlight.angle = Math.min(Math.PI / 2, this.flashlight.angle + angleSpeed); this.flashlight.angle = Math.min(Math.PI / 2, this.flashlight.angle + angleSpeed);
} }
// Update actual intensity immediately for responsiveness
this.flashlight.intensity = this.baseIntensity;
// Sync bulb light // Sync bulb light
this.bulbLight.intensity = this.flashlight.intensity * 0.2; this.bulbLight.intensity = this.flashlight.intensity * 0.2;
// Log occasionally for feedback // Log occasionally for feedback
if (Math.random() < 0.1) window.log(`Light: Int=${this.flashlight.intensity.toFixed(1)} Ang=${this.flashlight.angle.toFixed(2)}`); if (Math.random() < 0.1) window.log(`Light: Int=${this.baseIntensity.toFixed(1)} Ang=${this.flashlight.angle.toFixed(2)}`);
} else { } else {
// Flicker logic // Flicker logic
const flicker = (Math.random() - 0.5) * 0.5; const flicker = (Math.random() - 0.5) * 0.5;
this.flashlight.intensity += flicker; // Fix: Reset to base + flicker instead of accumulating drift
this.flashlight.intensity = this.baseIntensity + flicker;
this.bulbLight.intensity = Math.max(0, this.flashlight.intensity * 0.2); this.bulbLight.intensity = Math.max(0, this.flashlight.intensity * 0.2);
} }
} }
// NEW: Recharge Logic
let isRecharging = false;
// playerPos is already defined above in the update method
for (const station of this.rechargeStations) {
const dist = playerPos.distanceTo(station.position);
if (dist < 2.5) { // Interaction range
isRecharging = true;
this.battery = Math.min(100, this.battery + 15 * dt); // Recharge rate
// Visual feedback on station
if (station.indicator) {
station.indicator.material.color.setHex(0xffff00); // Yellow while charging
station.light.color.setHex(0xffff00);
}
if (Math.random() < 0.05) window.log('FLASHLIGHT_RECHARGING...');
break; // Only recharge from one at a time
} else {
// Reset visual feedback if not charging
if (station.indicator) {
station.indicator.material.color.setHex(0x00ff00); // Green when ready
station.light.color.setHex(0x00ff00);
}
}
}
// Auto-pickup logic logic removed in favor of manual interact (Key E)
if (this.debugTimer > 1.0) {
this.debugTimer = 0;
window.log(`DEBUG: On=${this.flashlightOn} Batt=${this.battery.toFixed(1)} Base=${this.baseIntensity} Int=${this.flashlight.intensity.toFixed(2)}`);
}
this.updateAudioListener(dt);
}
updateAudioListener(dt) {
if (!this.ctx) return;
// Optimize: throttle updates if needed, but per-frame is smoother
const pos = this.camera.position;
const dir = this.camera.getWorldDirection(new THREE.Vector3());
const listener = this.ctx.listener;
// Using setTargetAtTime for smooth transition
const time = this.ctx.currentTime;
if (listener.positionX) {
listener.positionX.setTargetAtTime(pos.x, time, 0.1);
listener.positionY.setTargetAtTime(pos.y, time, 0.1);
listener.positionZ.setTargetAtTime(pos.z, time, 0.1);
} else {
// Legacy support
listener.setPosition(pos.x, pos.y, pos.z);
}
if (listener.forwardX) {
listener.forwardX.setTargetAtTime(dir.x, time, 0.1);
listener.forwardY.setTargetAtTime(dir.y, time, 0.1);
listener.forwardZ.setTargetAtTime(dir.z, time, 0.1);
listener.upX.setTargetAtTime(0, time, 0.1);
listener.upY.setTargetAtTime(1, time, 0.1);
listener.upZ.setTargetAtTime(0, time, 0.1);
} else {
listener.setOrientation(dir.x, dir.y, dir.z, 0, 1, 0);
}
} }
playFootstep(isRunning = false) { playFootstep(isRunning = false) {
@@ -362,47 +450,17 @@ export class Player {
// Ambience removed per user request // Ambience removed per user request
} }
handleOverload() {
if (!this.controls || this.lockLook) return;
if (!this.flashlightOn || this.battery < 25) {
window.log('NOT_ENOUGH_ENERGY_FOR_OVERLOAD');
return;
}
const now = Date.now();
if (now - this.lastOverloadTime < this.overloadCooldown) {
window.log('OVERLOAD_COOLDOWN_ACTIVE');
return;
}
this.battery -= 25;
this.lastOverloadTime = now;
window.log('CRITICAL_SIGNAL_BURST_TRIGGERED');
// Create the flash
if (!this.flashLight) {
this.flashLight = new THREE.PointLight(0xffffff, 50, 15);
this.camera.add(this.flashLight);
}
this.flashLight.visible = true;
this.flashLight.intensity = 50;
// Visual "blind" effect (could be expanded)
setTimeout(() => {
if (this.flashLight) {
this.flashLight.visible = false;
}
}, 500);
// Emit event for monsters to react
const event = new CustomEvent('flashlightOverload', {
detail: { position: this.camera.position.clone() }
});
window.dispatchEvent(event);
}
handleFlare() { handleFlare() {
if (!this.controls || this.lockLook) return; if (!this.controls || this.lockLook) return;
if (this.flares <= 0) {
window.log('OUT_OF_FLARES');
return;
}
this.flares--;
this.updateFlareUI();
// This will be handled in Game.js by listening for an event // This will be handled in Game.js by listening for an event
const event = new CustomEvent('throwFlare', { const event = new CustomEvent('throwFlare', {
detail: { detail: {
@@ -412,4 +470,118 @@ export class Player {
}); });
window.dispatchEvent(event); window.dispatchEvent(event);
} }
updateFlareUI() {
if (this.uiFlares) this.uiFlares.textContent = this.flares;
}
handleInteract() {
if (!this.controls || !this.camera) return;
// 1. If Hiding, Exit Hiding
if (this.isHiding) {
this.exitHiding();
return;
}
// 2. Flare Pickup Logic (Legacy but kept)
// Check for flares first? Or prioritize hiding? Let's check distance.
const playerPos = this.camera.position;
let foundFlare = false;
for (const pickup of this.collectableFlares) {
if (!pickup.active) continue;
if (playerPos.distanceTo(pickup.position) < 2.5) {
if (this.flares < this.maxFlares) {
this.flares++;
// this.world.removeFlarePickup(pickup); // Assuming access to world, but here we just hide it
pickup.active = false;
pickup.group.visible = false;
this.updateFlareUI();
window.log('FLARE_COLLECTED');
foundFlare = true;
} else {
window.log('INVENTORY_FULL');
foundFlare = true; // Handled interaction
}
break;
}
}
if (foundFlare) return;
// 3. Check for Hiding Spots (Raycast for Lockers)
// We use the camera direction
const raycaster = new THREE.Raycaster();
raycaster.setFromCamera(new THREE.Vector2(0, 0), this.camera);
// Filter for objects that are "hideable"
// We need to check children of the scene... this is expensive if we check everything.
// Better: Check culledObjects from the World if possible, OR
// Since we don't have easy access to 'world.culledObjects' here directly without passing it,
// we can iterate the player's vicinity or use a simpler distance check if we had the list.
// Assuming we don't have the list easily, let's look at what the camera is pointing at.
// Actually, 'this.controls.getObject()' is the camera wrapper.
// The scene is not directly stored in Player usually, but passed in update?
// Wait, Player doesn't store Scene.
// FIX: We need to pass the list of hideable objects or the World to the Player.
// For now, let's assume we can access `game.world` or passed objects.
// BUT, we can just iterate `this.world.culledObjects` if we link it.
// In Game.js, `player.world = world` was not set explicitly but player is passed world objects.
if (this.world && this.world.culledObjects) {
const interactables = this.world.culledObjects.filter(o => o.visible && o.userData.isHideable);
// Simple distance check first
for (const obj of interactables) {
if (playerPos.distanceTo(obj.position) < 2.0) {
this.enterHiding(obj);
return;
}
}
}
}
enterHiding(obj) {
this.isHiding = true;
this.hidingSpot = obj;
this.storedPos = this.storedPos || new THREE.Vector3(); // Initialize if not exists
this.storedPos.copy(this.camera.position);
// Move Player inside (approximate center of locker)
// Locker origin is at bottom center. Height 2.0. Center is y=1.0.
// We want eye level ~1.6
this.camera.position.set(obj.position.x, 1.6, obj.position.z);
// Turn off light
this.flashlightOn = false;
this.flashlight.visible = false;
if (this.bulbLight) this.bulbLight.visible = false;
// UI Feedback
window.log("Entered Hiding Spot. Press E to exit.");
// Vignette Effect (Pseudo via CSS)
document.body.style.boxShadow = "inset 0 0 150px 100px #000"; // Darken edges
}
exitHiding() {
this.isHiding = false;
this.hidingSpot = null;
// Restore position (slightly offset to avoid getting stuck)
// We push them forward relative to where they entered or just restore.
// Restoring `storedPos` is safest.
this.camera.position.copy(this.storedPos);
// Remove Vignette
document.body.style.boxShadow = "none";
// Auto-restore flashlight if battery valid
if (this.battery > 0) {
this.flashlightOn = true;
this.flashlight.visible = true;
if (this.bulbLight) this.bulbLight.visible = true;
}
window.log("Exited Hiding.");
}
} }

View File

@@ -4,11 +4,32 @@ export class World {
constructor(scene) { constructor(scene) {
this.scene = scene; this.scene = scene;
this.colliders = []; this.colliders = [];
this.staticObstacles = []; // Track pillars etc for spawning this.staticObstacles = [];
this.dustParticles = null; this.dustParticles = null;
this.safeZones = []; // [{ position: Vector3, radius: number }] this.safeZones = [];
this.rechargeStations = [];
this.colliderBoxes = [];
this.texWood = this.createProceduralTexture('wood');
this.texFabric = this.createProceduralTexture('fabric');
// NEW: Power System variables removed
this.ambientLight = null;
// NEW: Collectable Flares
this.collectableFlares = [];
// NEW: Culling System for Performance
this.culledObjects = []; // { mesh: Object3D, active: bool }
this.cullDistance = 25; // Hide things beyond 25 units
// Material Palette (Optimization)
this.materials = {};
} }
load() { load() {
// Generate Textures // Generate Textures
this.texConcrete = this.createProceduralTexture('concrete'); this.texConcrete = this.createProceduralTexture('concrete');
@@ -16,67 +37,95 @@ export class World {
this.texWood = this.createProceduralTexture('wood'); this.texWood = this.createProceduralTexture('wood');
this.texFabric = this.createProceduralTexture('fabric'); this.texFabric = this.createProceduralTexture('fabric');
// Standard lighting for horror // Initialize Shared Materials
const ambientLight = new THREE.AmbientLight(0x404040, 0.2); // Very dim ambient this.materials.concrete = new THREE.MeshStandardMaterial({ map: this.texConcrete, roughness: 0.9, metalness: 0.1 });
this.scene.add(ambientLight); this.materials.wall = new THREE.MeshStandardMaterial({ map: this.texWall, roughness: 0.95 });
this.materials.wood = new THREE.MeshStandardMaterial({ map: this.texWood, roughness: 0.9, color: 0x4a3c31 });
this.materials.woodDark = new THREE.MeshStandardMaterial({ map: this.texWood, roughness: 1.0, color: 0x2a1a0a });
this.materials.fabric = new THREE.MeshStandardMaterial({ map: this.texFabric, roughness: 1.0, color: 0x4e342e });
this.materials.fabricWorn = new THREE.MeshStandardMaterial({ map: this.texFabric, roughness: 1.0, color: 0x3a3028 });
this.materials.metal = new THREE.MeshStandardMaterial({ color: 0x4a5a6a, roughness: 0.7, metalness: 0.6 });
this.materials.metalRust = new THREE.MeshStandardMaterial({ color: 0x5a4535, roughness: 0.9, metalness: 0.5 });
this.materials.black = new THREE.MeshStandardMaterial({ color: 0x111111, roughness: 1.0 });
this.materials.glass = new THREE.MeshStandardMaterial({ color: 0x111111, roughness: 0.1, metalness: 0.8 });
// Floor (Dirty Concrete) // Tiling
const floorGeo = new THREE.PlaneGeometry(60, 60); this.materials.concrete.map.repeat.set(10, 10);
this.materials.wall.map.repeat.set(2, 2);
// Standard lighting for horror
this.ambientLight = new THREE.AmbientLight(0x404040, 0.2); // Very dim ambient
this.scene.add(this.ambientLight);
// NEW: Distance Fog to hide culling
// Color 0x000000 (Black), Density 0.04 (Fades out by ~25-30 units)
this.scene.fog = new THREE.FogExp2(0x000000, 0.05);
const worldSize = 60;
// Floor
const floorGeo = new THREE.PlaneGeometry(worldSize, worldSize);
const floorMat = new THREE.MeshStandardMaterial({ const floorMat = new THREE.MeshStandardMaterial({
map: this.texConcrete, map: this.texConcrete,
roughness: 0.9, roughness: 0.9,
metalness: 0.1 metalness: 0.1
}); });
floorMat.map.repeat.set(10, 10);
const floor = new THREE.Mesh(floorGeo, floorMat); const floor = new THREE.Mesh(floorGeo, floorMat);
floor.rotation.x = -Math.PI / 2; floor.rotation.x = -Math.PI / 2;
floor.receiveShadow = true; floor.receiveShadow = true;
this.scene.add(floor); this.scene.add(floor);
// Ceiling (Dirty Concrete, Darker) // Ceiling
const ceilingGeo = new THREE.PlaneGeometry(60, 60); const ceilingGeo = new THREE.PlaneGeometry(worldSize, worldSize);
const ceilingMat = new THREE.MeshStandardMaterial({ const ceilingMat = new THREE.MeshStandardMaterial({
map: this.texConcrete, map: this.texConcrete,
roughness: 1.0, roughness: 1.0,
metalness: 0 metalness: 0
}); });
ceilingMat.map.repeat.set(10, 10);
const ceiling = new THREE.Mesh(ceilingGeo, ceilingMat); const ceiling = new THREE.Mesh(ceilingGeo, ceilingMat);
ceiling.rotation.x = Math.PI / 2; ceiling.rotation.x = Math.PI / 2;
ceiling.position.y = 5; // Top of walls ceiling.position.y = 5;
ceiling.receiveShadow = true; ceiling.receiveShadow = true;
this.scene.add(ceiling); this.scene.add(ceiling);
// Simple walls (Expanded to 60x60 with Moldy Plaster) // Walls
this.createWall(0, 2.5, -30, 60, 5); // Back this.createWall(0, 2.5, -worldSize / 2, worldSize, 5); // North
this.createWall(0, 2.5, 30, 60, 5); // Front this.createWall(0, 2.5, worldSize / 2, worldSize, 5); // South
this.createWall(-30, 2.5, 0, 60, 5, true); // Left this.createWall(-worldSize / 2, 2.5, 0, worldSize, 5, true); // West
this.createWall(30, 2.5, 0, 60, 5, true); // Right this.createWall(worldSize / 2, 2.5, 0, worldSize, 5, true); // East
// Add some "horror" pillars (Spread out, Concrete) // Pillars
for (let i = 0; i < 12; i++) { for (let i = 0; i < 10; i++) {
const px = (Math.random() - 0.5) * 50; const x = (Math.random() - 0.5) * (worldSize - 5);
const pz = (Math.random() - 0.5) * 50; const z = (Math.random() - 0.5) * (worldSize - 5);
this.createPillar(px, 2.5, pz); this.createPillar(x, 2.5, z);
} }
// Add a red object to find // Furniture
const target = new THREE.Mesh( this.createFurniture(30);
new THREE.BoxGeometry(1, 1, 1),
new THREE.MeshStandardMaterial({ color: 0x880000 }) // Safe Zones
); this.spawnSafeZone(10, 10);
target.position.set(5, 0.5, -5); this.spawnSafeZone(-15, -20);
this.scene.add(target); this.spawnSafeZone(20, -10);
this.colliders.push(target);
// NEW: Spawn randomized flares
for (let i = 0; i < 8; i++) {
const x = (Math.random() - 0.5) * 50;
const z = (Math.random() - 0.5) * 50;
this.spawnFlarePickup(x, z);
}
this.createFurniture(45);
this.createDust(); this.createDust();
// Spawn Safe Zones (Fixed points for balance) window.log('WORLD_INITIALIZED: Static generation active');
this.spawnSafeZone(12, 12);
this.spawnSafeZone(-12, -12);
this.spawnSafeZone(15, -15);
this.spawnSafeZone(-15, 15);
} }
createProceduralTexture(type) { createProceduralTexture(type) {
const size = 512; const size = 512;
const canvas = document.createElement('canvas'); const canvas = document.createElement('canvas');
@@ -148,12 +197,15 @@ export class World {
createWall(x, y, z, width, height, rotate = false) { createWall(x, y, z, width, height, rotate = false) {
const geo = new THREE.BoxGeometry(width, height, 0.5); const geo = new THREE.BoxGeometry(width, height, 0.5);
const mat = new THREE.MeshStandardMaterial({ const mat = this.materials.wall;
map: this.texWall, // Tile the texture - handled in init for the base material, but if we need unique tiling per wall size...
roughness: 0.95 // We can't easily change repeat per mesh if they share material.
}); // Ideal: Use World-Space mapping or just Clone the material if different size.
// Tile the texture // For optimization, we accept fixed tiling or clone.
mat.map.repeat.set(width / 5, height / 5); // Let's clone for walls since there are only 4 of them.
const instMat = mat.clone();
instMat.map = mat.map.clone(); // Clone texture wrapper to allow different repeat? No, texture data is shared.
instMat.map.repeat.set(width / 5, height / 5);
const wall = new THREE.Mesh(geo, mat); const wall = new THREE.Mesh(geo, mat);
wall.position.set(x, y, z); wall.position.set(x, y, z);
@@ -162,14 +214,16 @@ export class World {
wall.receiveShadow = true; wall.receiveShadow = true;
this.scene.add(wall); this.scene.add(wall);
this.colliders.push(wall); this.colliders.push(wall);
// Fix: Add to colliderBoxes
wall.updateMatrixWorld(true);
const bbox = new THREE.Box3().setFromObject(wall);
this.colliderBoxes.push(bbox);
} }
createPillar(x, y, z) { createPillar(x, y, z) {
const geo = new THREE.BoxGeometry(1, 5, 1); const geo = new THREE.BoxGeometry(1, 5, 1);
const mat = new THREE.MeshStandardMaterial({ const mat = this.materials.concrete;
map: this.texConcrete, // Reuse concrete for pillars
roughness: 0.9
});
const pillar = new THREE.Mesh(geo, mat); const pillar = new THREE.Mesh(geo, mat);
pillar.position.set(x, y, z); pillar.position.set(x, y, z);
pillar.castShadow = true; pillar.castShadow = true;
@@ -177,6 +231,20 @@ export class World {
this.scene.add(pillar); this.scene.add(pillar);
this.colliders.push(pillar); this.colliders.push(pillar);
this.staticObstacles.push(pillar); // Add to spawn blocker list this.staticObstacles.push(pillar); // Add to spawn blocker list
// Fix: Add to colliderBoxes
pillar.updateMatrixWorld(true);
const bbox = new THREE.Box3().setFromObject(pillar);
this.colliderBoxes.push(bbox);
// Add to culler
this.culledObjects.push(pillar);
// Mount an emergency red floodlight on the pillar
// Performance: Only 50% of pillars have active lights
if (Math.random() < 0.5) {
this.spawnRedFloodlight(x, 3.5, z + 0.51, 0, pillar);
}
} }
createFurniture(count) { createFurniture(count) {
@@ -224,7 +292,7 @@ export class World {
if (!valid) continue; // Skip if no spot found if (!valid) continue; // Skip if no spot found
const type = Math.floor(Math.random() * 15); // 15 furniture types const type = Math.floor(Math.random() * 16); // 16 furniture types
const rot = Math.random() * Math.PI * 2; const rot = Math.random() * Math.PI * 2;
const group = new THREE.Group(); const group = new THREE.Group();
@@ -232,6 +300,9 @@ export class World {
group.rotation.y = rot; group.rotation.y = rot;
this.scene.add(group); this.scene.add(group);
// Add to culler
this.culledObjects.push(group);
if (type === 0) this.spawnCouch(group); if (type === 0) this.spawnCouch(group);
else if (type === 1) this.spawnTable(group); else if (type === 1) this.spawnTable(group);
else if (type === 2) this.spawnChair(group); else if (type === 2) this.spawnChair(group);
@@ -247,14 +318,46 @@ export class World {
else if (type === 12) this.spawnWornArmchair(group); else if (type === 12) this.spawnWornArmchair(group);
else if (type === 13) this.spawnRustyWorkbench(group); else if (type === 13) this.spawnRustyWorkbench(group);
else if (type === 14) this.spawnBrokenMirror(group); else if (type === 14) this.spawnBrokenMirror(group);
else if (type === 15) this.spawnLocker(group);
} }
} }
spawnLocker(group) {
this.addColliderBox(group, 0.9, 2.1, 0.9);
// Critical: Mark as hideable for Player interaction
group.userData.isHideable = true;
// Shared Metal Material
const mat = this.materials.metal;
// Main Body
const body = new THREE.Mesh(new THREE.BoxGeometry(0.8, 2.0, 0.8), mat);
body.position.y = 1.0;
body.castShadow = true; body.receiveShadow = true;
group.add(body);
// Slits / Vents
const ventGeo = new THREE.BoxGeometry(0.6, 0.05, 0.05);
const ventMat = this.materials.black;
for (let i = 0; i < 3; i++) {
const vent = new THREE.Mesh(ventGeo, ventMat);
vent.position.set(0, 1.6 + (i * 0.1), 0.41);
group.add(vent);
}
// Handle
const handle = new THREE.Mesh(new THREE.BoxGeometry(0.05, 0.15, 0.05), this.materials.metalRust);
handle.position.set(0.3, 1.0, 0.42);
group.add(handle);
}
spawnBed(group) { spawnBed(group) {
this.addColliderBox(group, 1.2, 0.6, 2.0); this.addColliderBox(group, 1.2, 0.6, 2.0);
const frameMat = new THREE.MeshStandardMaterial({ color: 0x3e2723, roughness: 0.9, metalness: 0.4 }); const frameMat = this.materials.woodDark;
const mattressMat = new THREE.MeshStandardMaterial({ map: this.texFabric, color: 0x888877, roughness: 1.0 }); const mattressMat = this.materials.fabricWorn;
const f1 = new THREE.Mesh(new THREE.BoxGeometry(1.2, 0.1, 2.0), frameMat); f1.position.y = 0.3; group.add(f1); const f1 = new THREE.Mesh(new THREE.BoxGeometry(1.2, 0.1, 2.0), frameMat); f1.position.y = 0.3; group.add(f1);
const hbTop = new THREE.Mesh(new THREE.BoxGeometry(1.2, 0.05, 0.05), frameMat); hbTop.position.set(0, 0.9, -1.0); group.add(hbTop); const hbTop = new THREE.Mesh(new THREE.BoxGeometry(1.2, 0.05, 0.05), frameMat); hbTop.position.set(0, 0.9, -1.0); group.add(hbTop);
@@ -267,7 +370,7 @@ export class World {
spawnBookshelf(group) { spawnBookshelf(group) {
this.addColliderBox(group, 1.1, 2.0, 0.5); this.addColliderBox(group, 1.1, 2.0, 0.5);
const mat = new THREE.MeshStandardMaterial({ map: this.texWood, color: 0x4a3c31, roughness: 0.9 }); const mat = this.materials.wood;
const left = new THREE.Mesh(new THREE.BoxGeometry(0.1, 2.0, 0.4), mat); left.position.set(-0.5, 1.0, 0); group.add(left); const left = new THREE.Mesh(new THREE.BoxGeometry(0.1, 2.0, 0.4), mat); left.position.set(-0.5, 1.0, 0); group.add(left);
const right = new THREE.Mesh(new THREE.BoxGeometry(0.1, 2.0, 0.4), mat); right.position.set(0.5, 1.0, 0); group.add(right); const right = new THREE.Mesh(new THREE.BoxGeometry(0.1, 2.0, 0.4), mat); right.position.set(0.5, 1.0, 0); group.add(right);
@@ -277,7 +380,7 @@ export class World {
if (Math.random() < 0.2) continue; if (Math.random() < 0.2) continue;
const shelf = new THREE.Mesh(new THREE.BoxGeometry(1.0, 0.05, 0.38), mat); shelf.position.set(0, y, 0); shelf.rotation.z = (Math.random() - 0.5) * 0.2; group.add(shelf); const shelf = new THREE.Mesh(new THREE.BoxGeometry(1.0, 0.05, 0.38), mat); shelf.position.set(0, y, 0); shelf.rotation.z = (Math.random() - 0.5) * 0.2; group.add(shelf);
if (Math.random() > 0.5) { if (Math.random() > 0.5) {
const book = new THREE.Mesh(new THREE.BoxGeometry(0.1, 0.25, 0.2), new THREE.MeshStandardMaterial({ color: Math.random() * 0xffffff })); const book = new THREE.Mesh(new THREE.BoxGeometry(0.1, 0.25, 0.2), this.materials.fabric);
book.position.set((Math.random() - 0.5) * 0.8, y + 0.15, 0); book.rotation.z = (Math.random() - 0.5) * 0.5; group.add(book); book.position.set((Math.random() - 0.5) * 0.8, y + 0.15, 0); book.rotation.z = (Math.random() - 0.5) * 0.5; group.add(book);
} }
} }
@@ -286,7 +389,7 @@ export class World {
spawnDrawer(group) { spawnDrawer(group) {
this.addColliderBox(group, 0.9, 1.2, 0.5); this.addColliderBox(group, 0.9, 1.2, 0.5);
const mat = new THREE.MeshStandardMaterial({ map: this.texWood, color: 0x3d2b1f, roughness: 0.8 }); const mat = this.materials.wood;
const body = new THREE.Mesh(new THREE.BoxGeometry(0.9, 1.2, 0.5), mat); body.position.y = 0.6; group.add(body); const body = new THREE.Mesh(new THREE.BoxGeometry(0.9, 1.2, 0.5), mat); body.position.y = 0.6; group.add(body);
@@ -298,6 +401,7 @@ export class World {
group.add(d); group.add(d);
}); });
} }
addColliderBox(group, w, h, d) { addColliderBox(group, w, h, d) {
// Create invisible hitbox: slightly smaller than visual to forgive AABB rotation errors // Create invisible hitbox: slightly smaller than visual to forgive AABB rotation errors
const geo = new THREE.BoxGeometry(w * 0.85, h, d * 0.85); const geo = new THREE.BoxGeometry(w * 0.85, h, d * 0.85);
@@ -306,17 +410,18 @@ export class World {
box.position.y = h / 2; box.position.y = h / 2;
group.add(box); group.add(box);
this.colliders.push(box); this.colliders.push(box);
// NEW: Pre-calculate bounding box for optimization
group.updateMatrixWorld(true); // Critical: Update transform before computing box
const bbox = new THREE.Box3().setFromObject(box);
this.colliderBoxes.push(bbox);
} }
spawnCouch(group) { spawnCouch(group) {
this.addColliderBox(group, 2.2, 1.0, 0.8); this.addColliderBox(group, 2.2, 1.0, 0.8);
// Use worn fabric texture // Use worn fabric texture
const mat = new THREE.MeshStandardMaterial({ const mat = this.materials.fabricWorn;
map: this.texFabric,
roughness: 1.0,
color: 0x666666
});
// Base (Sagging) // Base (Sagging)
const base = new THREE.Mesh(new THREE.BoxGeometry(2.2, 0.45, 0.8), mat); const base = new THREE.Mesh(new THREE.BoxGeometry(2.2, 0.45, 0.8), mat);
@@ -353,11 +458,11 @@ export class World {
spawnTable(group) { spawnTable(group) {
this.addColliderBox(group, 1.5, 0.9, 1.0); this.addColliderBox(group, 1.5, 0.9, 1.0);
const mat = new THREE.MeshStandardMaterial({ map: this.texWood, roughness: 0.8, metalness: 0.1 }); const mat = this.materials.wood;
// Top // Top
const top = new THREE.Mesh(new THREE.BoxGeometry(1.5, 0.1, 1.0), mat); const top = new THREE.Mesh(new THREE.BoxGeometry(1.5, 0.1, 1.0), mat);
top.position.y = 0.8; top.position.y = 0.8;
top.castShadow = true; top.receiveShadow = true;
group.add(top); group.add(top);
// Legs // Legs
@@ -376,7 +481,7 @@ export class World {
spawnChair(group) { spawnChair(group) {
this.addColliderBox(group, 0.5, 0.8, 0.5); // Simple box for chair this.addColliderBox(group, 0.5, 0.8, 0.5); // Simple box for chair
const mat = new THREE.MeshStandardMaterial({ map: this.texWood, roughness: 0.9 }); const mat = this.materials.wood;
// Seat // Seat
const seat = new THREE.Mesh(new THREE.BoxGeometry(0.5, 0.08, 0.5), mat); const seat = new THREE.Mesh(new THREE.BoxGeometry(0.5, 0.08, 0.5), mat);
@@ -406,12 +511,12 @@ export class World {
spawnLamp(group) { spawnLamp(group) {
this.addColliderBox(group, 0.1, 2.0, 0.1); this.addColliderBox(group, 0.1, 2.0, 0.1);
const mat = new THREE.MeshStandardMaterial({ color: 0x3e2723, roughness: 0.9, metalness: 0.3 }); const mat = this.materials.metalRust;
const pole = new THREE.Mesh(new THREE.CylinderGeometry(0.05, 0.05, 2.0, 8), mat); const pole = new THREE.Mesh(new THREE.CylinderGeometry(0.05, 0.05, 2.0, 8), mat);
pole.position.y = 1.0; pole.rotation.z = 0.1; pole.position.y = 1.0; pole.rotation.z = 0.1;
group.add(pole); // No collider group.add(pole); // No collider
const shade = new THREE.Mesh(new THREE.ConeGeometry(0.4, 0.5, 16, 1, true), new THREE.MeshStandardMaterial({ color: 0xd7ccc8, side: THREE.DoubleSide, roughness: 1.0 })); const shade = new THREE.Mesh(new THREE.ConeGeometry(0.4, 0.5, 16, 1, true), this.materials.fabric);
shade.position.set(-0.1, 1.9, 0); shade.rotation.z = 0.3; shade.position.set(-0.1, 1.9, 0); shade.rotation.z = 0.3;
group.add(shade); group.add(shade);
} }
@@ -419,22 +524,21 @@ export class World {
spawnClock(group) { spawnClock(group) {
this.addColliderBox(group, 0.7, 2.2, 0.6); this.addColliderBox(group, 0.7, 2.2, 0.6);
const woodColor = 0x2a1a10; const mat = this.materials.woodDark;
const mat = new THREE.MeshStandardMaterial({ color: woodColor, roughness: 0.6 });
const base = new THREE.Mesh(new THREE.BoxGeometry(0.7, 0.4, 0.6), mat); base.position.y = 0.2; group.add(base); const base = new THREE.Mesh(new THREE.BoxGeometry(0.7, 0.4, 0.6), mat); base.position.y = 0.2; group.add(base);
const body = new THREE.Mesh(new THREE.BoxGeometry(0.5, 1.4, 0.45), mat); body.position.y = 1.1; group.add(body); const body = new THREE.Mesh(new THREE.BoxGeometry(0.5, 1.4, 0.45), mat); body.position.y = 1.1; group.add(body);
const headBox = new THREE.Mesh(new THREE.BoxGeometry(0.7, 0.7, 0.5), mat); headBox.position.y = 2.15; group.add(headBox); const headBox = new THREE.Mesh(new THREE.BoxGeometry(0.7, 0.7, 0.5), mat); headBox.position.y = 2.15; group.add(headBox);
const top = new THREE.Mesh(new THREE.CylinderGeometry(0.05, 0.35, 0.2, 4), mat); top.rotation.y = Math.PI / 4; top.position.y = 2.6; group.add(top); const top = new THREE.Mesh(new THREE.CylinderGeometry(0.05, 0.35, 0.2, 4), mat); top.rotation.y = Math.PI / 4; top.position.y = 2.6; group.add(top);
const face = new THREE.Mesh(new THREE.CircleGeometry(0.25, 32), new THREE.MeshBasicMaterial({ color: 0xeeddcc })); face.position.set(0, 2.15, 0.26); group.add(face); const face = new THREE.Mesh(new THREE.CircleGeometry(0.25, 32), this.materials.fabric); face.position.set(0, 2.15, 0.26); group.add(face);
const glass = new THREE.Mesh(new THREE.PlaneGeometry(0.3, 1.0), new THREE.MeshStandardMaterial({ color: 0x111111, roughness: 0.1, metalness: 0.8 })); glass.position.set(0, 1.1, 0.23); group.add(glass); const glass = new THREE.Mesh(new THREE.PlaneGeometry(0.3, 1.0), this.materials.glass); glass.position.set(0, 1.1, 0.23); group.add(glass);
const pendulum = new THREE.Mesh(new THREE.CylinderGeometry(0.1, 0.1, 0.05, 16), new THREE.MeshStandardMaterial({ color: 0xae8b0c, metalness: 0.8, roughness: 0.3 })); pendulum.rotation.x = Math.PI / 2; pendulum.position.set(0, 0.9, 0.24); group.add(pendulum); const pendulum = new THREE.Mesh(new THREE.CylinderGeometry(0.1, 0.1, 0.05, 16), this.materials.metal); pendulum.rotation.x = Math.PI / 2; pendulum.position.set(0, 0.9, 0.24); group.add(pendulum);
const rod = new THREE.Mesh(new THREE.BoxGeometry(0.02, 0.8, 0.02), new THREE.MeshStandardMaterial({ color: 0xae8b0c })); rod.position.set(0, 1.3, 0.24); group.add(rod); const rod = new THREE.Mesh(new THREE.BoxGeometry(0.02, 0.8, 0.02), this.materials.metal); rod.position.set(0, 1.3, 0.24); group.add(rod);
} }
spawnMannequin(group) { spawnMannequin(group) {
this.addColliderBox(group, 0.5, 1.9, 0.4); this.addColliderBox(group, 0.5, 1.9, 0.4);
const mat = new THREE.MeshStandardMaterial({ color: 0xd0c0b0, roughness: 0.4 }); const mat = this.materials.fabric;
const hips = new THREE.Mesh(new THREE.BoxGeometry(0.35, 0.2, 0.25), mat); hips.position.y = 0.95; group.add(hips); const hips = new THREE.Mesh(new THREE.BoxGeometry(0.35, 0.2, 0.25), mat); hips.position.y = 0.95; group.add(hips);
const legGeo = new THREE.CylinderGeometry(0.09, 0.07, 0.95, 8); const legGeo = new THREE.CylinderGeometry(0.09, 0.07, 0.95, 8);
const legL = new THREE.Mesh(legGeo, mat); legL.position.set(-0.12, 0.475, 0); group.add(legL); const legL = new THREE.Mesh(legGeo, mat); legL.position.set(-0.12, 0.475, 0); group.add(legL);
@@ -451,23 +555,23 @@ export class World {
spawnTV(group) { spawnTV(group) {
this.addColliderBox(group, 0.8, 1.5, 0.6); this.addColliderBox(group, 0.8, 1.5, 0.6);
const standMat = new THREE.MeshStandardMaterial({ color: 0x4a3c31, roughness: 0.9 }); const standMat = this.materials.wood;
const stand = new THREE.Mesh(new THREE.BoxGeometry(0.8, 0.6, 0.5), standMat); stand.position.y = 0.3; group.add(stand); const stand = new THREE.Mesh(new THREE.BoxGeometry(0.8, 0.6, 0.5), standMat); stand.position.y = 0.3; group.add(stand);
const tvMat = new THREE.MeshStandardMaterial({ color: 0x1a1a1a, roughness: 0.5 }); const tvMat = this.materials.black;
const tv = new THREE.Mesh(new THREE.BoxGeometry(0.7, 0.55, 0.55), tvMat); tv.position.y = 0.875; group.add(tv); const tv = new THREE.Mesh(new THREE.BoxGeometry(0.7, 0.55, 0.55), tvMat); tv.position.y = 0.875; group.add(tv);
const screenMat = new THREE.MeshStandardMaterial({ color: 0x111111, metalness: 0.6, roughness: 0.2 }); const screenMat = this.materials.glass;
const screen = new THREE.Mesh(new THREE.SphereGeometry(0.35, 32, 32, 0, Math.PI * 2, 0, 0.6), screenMat); const screen = new THREE.Mesh(new THREE.SphereGeometry(0.35, 32, 32, 0, Math.PI * 2, 0, 0.6), screenMat);
screen.position.set(0, 0.9, 0.15); screen.scale.set(0.9, 0.7, 0.5); screen.rotation.x = -Math.PI / 2; group.add(screen); screen.position.set(0, 0.9, 0.15); screen.scale.set(0.9, 0.7, 0.5); screen.rotation.x = -Math.PI / 2; group.add(screen);
const sidePanel = new THREE.Mesh(new THREE.BoxGeometry(0.15, 0.4, 0.05), new THREE.MeshStandardMaterial({ color: 0x333333 })); const sidePanel = new THREE.Mesh(new THREE.BoxGeometry(0.15, 0.4, 0.05), this.materials.black);
sidePanel.position.set(0.25, 0.875, 0.28); group.add(sidePanel); sidePanel.position.set(0.25, 0.875, 0.28); group.add(sidePanel);
const knob1 = new THREE.Mesh(new THREE.CylinderGeometry(0.03, 0.03, 0.05), new THREE.MeshStandardMaterial({ color: 0x888888 })); const knob1 = new THREE.Mesh(new THREE.CylinderGeometry(0.03, 0.03, 0.05), this.materials.metal);
knob1.rotation.x = Math.PI / 2; knob1.position.set(0.25, 0.95, 0.31); group.add(knob1); knob1.rotation.x = Math.PI / 2; knob1.position.set(0.25, 0.95, 0.31); group.add(knob1);
const knob2 = knob1.clone(); knob2.position.set(0.25, 0.8, 0.31); group.add(knob2); const knob2 = knob1.clone(); knob2.position.set(0.25, 0.8, 0.31); group.add(knob2);
const ant = new THREE.Mesh(new THREE.CylinderGeometry(0.005, 0.005, 0.6), new THREE.MeshStandardMaterial({ color: 0xaaaaaa })); const ant = new THREE.Mesh(new THREE.CylinderGeometry(0.005, 0.005, 0.6), this.materials.metal);
ant.position.set(-0.1, 1.3, 0); ant.rotation.z = 0.4; group.add(ant); ant.position.set(-0.1, 1.3, 0); ant.rotation.z = 0.4; group.add(ant);
const ant2 = ant.clone(); ant2.position.set(0.1, 1.3, 0); ant2.rotation.z = -0.4; group.add(ant2); const ant2 = ant.clone(); ant2.position.set(0.1, 1.3, 0); ant2.rotation.z = -0.4; group.add(ant2);
} }
@@ -478,11 +582,7 @@ export class World {
this.addColliderBox(group, 0.8, 0.6, 0.8); this.addColliderBox(group, 0.8, 0.6, 0.8);
// Worn, splintered wood // Worn, splintered wood
const woodMat = new THREE.MeshStandardMaterial({ const woodMat = this.materials.woodDark;
map: this.texWood,
color: 0x2a1a0a, // Dark, aged
roughness: 1.0
});
// Main crate body (missing some planks) // Main crate body (missing some planks)
const plankGeo = new THREE.BoxGeometry(0.8, 0.08, 0.08); const plankGeo = new THREE.BoxGeometry(0.8, 0.08, 0.08);
@@ -534,15 +634,8 @@ export class World {
this.addColliderBox(group, 0.6, 1.0, 0.6); this.addColliderBox(group, 0.6, 1.0, 0.6);
// Rusty metal and rotting wood // Rusty metal and rotting wood
const metalMat = new THREE.MeshStandardMaterial({ const metalMat = this.materials.metalRust;
color: 0x4a3520, const stainMat = this.materials.black;
roughness: 0.9,
metalness: 0.3
});
const stainMat = new THREE.MeshStandardMaterial({
color: 0x1a1a10,
roughness: 1.0
});
// Main barrel body (cylinder) // Main barrel body (cylinder)
const bodyGeo = new THREE.CylinderGeometry(0.28, 0.25, 0.9, 12); const bodyGeo = new THREE.CylinderGeometry(0.28, 0.25, 0.9, 12);
@@ -552,11 +645,7 @@ export class World {
group.add(body); group.add(body);
// Metal bands (rusty) // Metal bands (rusty)
const bandMat = new THREE.MeshStandardMaterial({ const bandMat = this.materials.metal;
color: 0x3a2a1a,
roughness: 0.7,
metalness: 0.6
});
[0.15, 0.5, 0.85].forEach(y => { [0.15, 0.5, 0.85].forEach(y => {
if (Math.random() < 0.15) return; // Missing band if (Math.random() < 0.15) return; // Missing band
const band = new THREE.Mesh(new THREE.TorusGeometry(0.27, 0.02, 8, 16), bandMat); const band = new THREE.Mesh(new THREE.TorusGeometry(0.27, 0.02, 8, 16), bandMat);
@@ -588,16 +677,9 @@ export class World {
this.addColliderBox(group, 0.9, 1.0, 0.9); this.addColliderBox(group, 0.9, 1.0, 0.9);
// Torn, faded fabric // Torn, faded fabric
const fabricMat = new THREE.MeshStandardMaterial({ // Torn, faded fabric
map: this.texFabric, const fabricMat = this.materials.fabricWorn;
color: 0x3a3028, // Dirty brown-gray const woodMat = this.materials.woodDark;
roughness: 1.0
});
const woodMat = new THREE.MeshStandardMaterial({
map: this.texWood,
color: 0x1f150a,
roughness: 0.9
});
// Legs (wooden, one possibly broken) // Legs (wooden, one possibly broken)
const legGeo = new THREE.BoxGeometry(0.08, 0.2, 0.08); const legGeo = new THREE.BoxGeometry(0.08, 0.2, 0.08);
@@ -646,16 +728,8 @@ export class World {
this.addColliderBox(group, 1.5, 1.0, 0.7); this.addColliderBox(group, 1.5, 1.0, 0.7);
// Rusted metal and old wood // Rusted metal and old wood
const metalMat = new THREE.MeshStandardMaterial({ const metalMat = this.materials.metalRust;
color: 0x5a4535, const woodMat = this.materials.wood;
roughness: 0.8,
metalness: 0.5
});
const woodMat = new THREE.MeshStandardMaterial({
map: this.texWood,
color: 0x2a1a0a,
roughness: 0.95
});
// Metal frame legs // Metal frame legs
const legGeo = new THREE.BoxGeometry(0.08, 0.8, 0.08); const legGeo = new THREE.BoxGeometry(0.08, 0.8, 0.08);
@@ -705,21 +779,8 @@ export class World {
this.addColliderBox(group, 0.8, 1.5, 0.15); this.addColliderBox(group, 0.8, 1.5, 0.15);
// Ornate but damaged frame // Ornate but damaged frame
const frameMat = new THREE.MeshStandardMaterial({ const frameMat = this.materials.wood;
color: 0x3d2b1f,
roughness: 0.7,
metalness: 0.2
});
const mirrorMat = new THREE.MeshStandardMaterial({
color: 0x111111,
roughness: 0.05,
metalness: 0.95
});
const crackMat = new THREE.MeshBasicMaterial({
color: 0x222222
});
// Frame
const frameT = new THREE.Mesh(new THREE.BoxGeometry(0.85, 0.08, 0.1), frameMat); const frameT = new THREE.Mesh(new THREE.BoxGeometry(0.85, 0.08, 0.1), frameMat);
frameT.position.set(0, 1.4, 0); frameT.position.set(0, 1.4, 0);
frameT.castShadow = true; frameT.receiveShadow = true; frameT.castShadow = true; frameT.receiveShadow = true;
@@ -739,26 +800,12 @@ export class World {
group.add(frameR); group.add(frameR);
// Mirror surface (dark, tarnished) // Mirror surface (dark, tarnished)
const mirrorMat = this.materials.glass;
const mirror = new THREE.Mesh(new THREE.BoxGeometry(0.7, 1.25, 0.02), mirrorMat); const mirror = new THREE.Mesh(new THREE.BoxGeometry(0.7, 1.25, 0.02), mirrorMat);
mirror.position.set(0, 0.75, 0.04); mirror.position.set(0, 0.75, 0.04);
mirror.receiveShadow = true; mirror.receiveShadow = true;
group.add(mirror); group.add(mirror);
// Cracks (random lines)
for (let i = 0; i < 3 + Math.floor(Math.random() * 4); i++) {
const crack = new THREE.Mesh(
new THREE.BoxGeometry(0.01, 0.2 + Math.random() * 0.4, 0.005),
crackMat
);
crack.position.set(
(Math.random() - 0.5) * 0.5,
0.4 + Math.random() * 0.7,
0.055
);
crack.rotation.z = (Math.random() - 0.5) * 1.5;
group.add(crack);
}
// Leaning against wall or fallen // Leaning against wall or fallen
if (Math.random() < 0.4) { if (Math.random() < 0.4) {
group.rotation.x = -0.3; group.rotation.x = -0.3;
@@ -770,8 +817,8 @@ export class World {
createDust() { createDust() {
// Create 800 dust particles (Reduced) // Create 200 dust particles (Performance optimization: reduced from 800)
const count = 800; const count = 200;
const geometry = new THREE.BufferGeometry(); const geometry = new THREE.BufferGeometry();
const positions = new Float32Array(count * 3); const positions = new Float32Array(count * 3);
const colors = new Float32Array(count * 3); // For controlling opacity/brightness per particle const colors = new Float32Array(count * 3); // For controlling opacity/brightness per particle
@@ -833,6 +880,13 @@ export class World {
light.position.set(x, 4.5, z); light.position.set(x, 4.5, z);
light.target.position.set(x, 0, z); light.target.position.set(x, 0, z);
light.castShadow = true; light.castShadow = true;
// NEW: Disable shadow auto-update for static lights (Boosts performance)
light.shadow.mapSize.width = 256;
light.shadow.mapSize.height = 256;
light.shadow.autoUpdate = false;
light.shadow.needsUpdate = true;
this.scene.add(light); this.scene.add(light);
this.scene.add(light.target); this.scene.add(light.target);
@@ -851,6 +905,51 @@ export class World {
baseIntensity: 12.0, baseIntensity: 12.0,
baseGlowIntensity: 4.0 baseGlowIntensity: 4.0
}); });
// 4. Spawn Recharge Station
this.spawnRechargeStation(x, z);
}
spawnRechargeStation(x, z) {
const group = new THREE.Group();
group.position.set(x, 0, z + 2.5); // Slightly offset from center of safe zone
// Visual: Industrial Terminal/Pod
const baseGeo = new THREE.BoxGeometry(0.6, 1.2, 0.4);
const baseMat = new THREE.MeshStandardMaterial({ color: 0x333333, metalness: 0.8, roughness: 0.2 });
const base = new THREE.Mesh(baseGeo, baseMat);
base.position.y = 0.6;
group.add(base);
// Screen/Interface
const screenGeo = new THREE.PlaneGeometry(0.4, 0.3);
const screenMat = new THREE.MeshBasicMaterial({ color: 0x002200 }); // Dark green screen
const screen = new THREE.Mesh(screenGeo, screenMat);
screen.position.set(0, 0.9, 0.21);
group.add(screen);
// Glowing Indicator
const indicatorGeo = new THREE.SphereGeometry(0.05, 8, 8);
const indicatorMat = new THREE.MeshBasicMaterial({ color: 0x00ff00 }); // Green for "Ready"
const indicator = new THREE.Mesh(indicatorGeo, indicatorMat);
indicator.position.set(0, 1.1, 0.21);
group.add(indicator);
const pointLight = new THREE.PointLight(0x00ff00, 1.0, 2);
pointLight.position.set(0, 1.1, 0.3);
group.add(pointLight);
this.scene.add(group);
// Add to colliders so player can't walk through it
this.addColliderBox(group, 0.6, 1.2, 0.4);
// Store for interaction
this.rechargeStations.push({
position: new THREE.Vector3(x, 0, z + 2.5),
indicator: indicator,
light: pointLight
});
} }
breakSafeZone(index) { breakSafeZone(index) {
@@ -874,7 +973,64 @@ export class World {
} }
} }
spawnRedFloodlight(x, y, z, rotationY) {
const group = new THREE.Group();
group.position.set(x, y, z);
group.rotation.y = rotationY;
// Visual: Industrial wall bracket and lamp
const bracketGeo = new THREE.BoxGeometry(0.1, 0.5, 0.4);
const bracketMat = new THREE.MeshStandardMaterial({ color: 0x333333 });
const bracket = new THREE.Mesh(bracketGeo, bracketMat);
bracket.position.z = 0.2;
group.add(bracket);
const lampGeo = new THREE.CylinderGeometry(0.1, 0.15, 0.2, 12);
const lampMat = new THREE.MeshStandardMaterial({ color: 0x660000, emissive: 0x330000 });
const lamp = new THREE.Mesh(lampGeo, lampMat);
lamp.rotation.x = -Math.PI / 3;
lamp.position.set(0, 0, 0.4);
group.add(lamp);
// Actual Light: Red Flood
const light = new THREE.SpotLight(0xff0000, 5.0, 30, Math.PI / 3, 0.5, 2);
light.position.set(0, 0, 0.4);
// Small target helper
const target = new THREE.Object3D();
target.position.set(0, -10, 10);
group.add(target);
light.target = target;
group.add(light);
this.scene.add(group);
}
updateCulling(player) {
if (!player || !player.camera) return;
const pPos = player.camera.position;
for (const obj of this.culledObjects) {
const distSq = pPos.distanceToSquared(obj.position);
const maxSq = this.cullDistance * this.cullDistance;
// If visible toggle changes, update it
if (distSq > maxSq && obj.visible) {
obj.visible = false;
} else if (distSq <= maxSq && !obj.visible) {
obj.visible = true;
}
}
}
// NEW: Shared static vectors to avoid per-frame allocation in update()
static _pPos = new THREE.Vector3();
static _toPart = new THREE.Vector3();
static _lightPos = new THREE.Vector3();
static _lightDir = new THREE.Vector3();
static _targetPos = new THREE.Vector3();
update(dt, player) { update(dt, player) {
// Power update removed
this.updateCulling(player); // NEW: Run culling
if (!this.dustParticles) return; if (!this.dustParticles) return;
const positions = this.dustParticles.geometry.attributes.position.array; const positions = this.dustParticles.geometry.attributes.position.array;
@@ -882,12 +1038,15 @@ export class World {
const velocities = this.dustParticles.userData.velocities; const velocities = this.dustParticles.userData.velocities;
// Flashlight info // Flashlight info
let lightPos, lightDir, lightAngle, lightDist, isLightOn; const lightPos = World._lightPos;
const lightDir = World._lightDir;
let lightAngle = 0;
let lightDist = 0;
let isLightOn = false;
if (player && player.flashlight) { if (player && player.flashlight) {
// Get world position and direction of FLASHLIGHT // Get world position and direction of FLASHLIGHT
lightPos = new THREE.Vector3(); const targetPos = World._targetPos;
lightDir = new THREE.Vector3();
const targetPos = new THREE.Vector3();
player.flashlight.getWorldPosition(lightPos); player.flashlight.getWorldPosition(lightPos);
player.flashlight.target.getWorldPosition(targetPos); player.flashlight.target.getWorldPosition(targetPos);
@@ -900,7 +1059,10 @@ export class World {
isLightOn = player.flashlightOn; isLightOn = player.flashlightOn;
} }
const pPos = new THREE.Vector3(); // Temp vector const pPos = World._pPos;
const toPart = World._toPart;
const lightDistSq = lightDist * lightDist;
const cosAngleThreshold = Math.cos(lightAngle); // NEW: Pre-calculate threshold
for (let i = 0; i < velocities.length; i++) { for (let i = 0; i < velocities.length; i++) {
const v = velocities[i]; const v = velocities[i];
@@ -919,20 +1081,22 @@ export class World {
// 2. Lighting Check (Volumetric Beam) // 2. Lighting Check (Volumetric Beam)
let brightness = 0; let brightness = 0;
if (isLightOn) { if (isLightOn) {
// Check distance // Check distance squared (faster than distance)
pPos.set(positions[i * 3], positions[i * 3 + 1], positions[i * 3 + 2]); pPos.set(positions[i * 3], positions[i * 3 + 1], positions[i * 3 + 2]);
const dist = pPos.distanceTo(lightPos); const distSq = pPos.distanceToSquared(lightPos);
if (dist < lightDist) { if (distSq < lightDistSq) {
// Vector from light to particle // Vector from light to particle
const toPart = pPos.sub(lightPos).normalize(); toPart.subVectors(pPos, lightPos).normalize();
const angle = toPart.angleTo(lightDir); const dot = toPart.dot(lightDir); // NEW: Use dot product for speed
// Strictly inside the cone with soft edges if (dot > cosAngleThreshold) {
if (angle < lightAngle) { const dist = Math.sqrt(distSq);
// "Point of Light" Effect: // "Point of Light" Effect:
// 1. Radial falloff: Brightest in center of beam, fades to edge // 1. Radial falloff: Brightest in center of beam, fades to edge
const radialFactor = 1.0 - (angle / lightAngle); // We can approximate this with the dot product:
// dot is 1.0 at center, cosAngleThreshold at edge
const radialFactor = (dot - cosAngleThreshold) / (1.0 - cosAngleThreshold);
// 2. Distance falloff: Fades with distance // 2. Distance falloff: Fades with distance
const distFactor = 1.0 - (dist / lightDist); const distFactor = 1.0 - (dist / lightDist);
@@ -953,4 +1117,36 @@ export class World {
this.dustParticles.geometry.attributes.position.needsUpdate = true; this.dustParticles.geometry.attributes.position.needsUpdate = true;
this.dustParticles.geometry.attributes.color.needsUpdate = true; this.dustParticles.geometry.attributes.color.needsUpdate = true;
} }
spawnFlarePickup(x, z) {
const group = new THREE.Group();
group.position.set(x, 0.1, z);
// Visual: Red stick
const geo = new THREE.CylinderGeometry(0.05, 0.05, 0.4, 8);
geo.rotateX(Math.PI / 2); // Lay flat
const mat = new THREE.MeshStandardMaterial({ color: 0xff0000, emissive: 0x330000 });
const mesh = new THREE.Mesh(geo, mat);
group.add(mesh);
// Visual: Small glow
const light = new THREE.PointLight(0xff0000, 1, 2);
light.position.y = 0.2;
group.add(light);
this.scene.add(group);
this.collectableFlares.push({
position: group.position,
group: group,
active: true
});
}
removeFlarePickup(pickup) {
pickup.active = false;
pickup.group.visible = false;
// Optionally remove from scene to save memory, but hiding is faster for now
this.scene.remove(pickup.group);
}
} }

View File

@@ -6,6 +6,12 @@ window.log = (msg) => {
const span = document.createElement('div'); const span = document.createElement('div');
span.textContent = `> ${msg}`; span.textContent = `> ${msg}`;
logDiv.appendChild(span); logDiv.appendChild(span);
// Performance: Cap log size
if (logDiv.children.length > 50) {
logDiv.removeChild(logDiv.firstChild);
}
logDiv.scrollTop = logDiv.scrollHeight; logDiv.scrollTop = logDiv.scrollHeight;
} }
}; };

View File

@@ -28,7 +28,8 @@ body {
/* Let clicks pass through to canvas if needed, but start screen needs clicks */ /* Let clicks pass through to canvas if needed, but start screen needs clicks */
} }
#start-screen { #start-screen,
#loading-screen {
position: absolute; position: absolute;
top: 50%; top: 50%;
left: 50%; left: 50%;
@@ -72,3 +73,66 @@ h1 {
background-color: #fff; background-color: #fff;
transition: width 0.1s linear; transition: width 0.1s linear;
} }
#heartbeat {
width: 60px;
height: 60px;
margin-top: 10px;
}
.heart-icon {
fill: #ff3333;
animation: pulse 1s infinite;
}
@keyframes pulse {
0% {
transform: scale(1);
opacity: 0.8;
}
50% {
transform: scale(1.2);
opacity: 1;
}
100% {
transform: scale(1);
opacity: 0.8;
}
}
#power-warning {
display: none;
color: red;
font-weight: bold;
font-size: 1.5rem;
position: absolute;
top: 20px;
left: 50%;
transform: translateX(-50%);
text-shadow: 0 0 10px red;
animation: flash 0.5s infinite alternate;
}
@keyframes flash {
from {
opacity: 0.2;
}
to {
opacity: 1;
}
}
#crosshair {
position: absolute;
top: 50%;
left: 50%;
width: 4px;
height: 4px;
background-color: white;
transform: translate(-50%, -50%);
pointer-events: none;
z-index: 100;
}