added environment, obstaclem p5 modules

This commit is contained in:
Mak
2026-05-10 12:22:44 +09:00
parent 658dd91b82
commit 17d578fc79
4 changed files with 283 additions and 290 deletions

View File

@@ -8,22 +8,58 @@ import { GLTFLoader } from "three/examples/jsm/loaders/GLTFLoader.js";
import { clone as cloneSkeleton } from "three/examples/jsm/utils/SkeletonUtils.js";
import { loadLeaderboard, saveScore, playerName, leaderboard , hasSubmitted } from './leaderboard.js';
import { updateEnvironment, skyColors } from './environment.js';
import { createObstacle, handleCollisions } from './obstacles.js';
import { createSketch } from './p5overlay.js';
let showLanding = true;
let lastTime = performance.now();
async function handleStart() {
showLanding = false;
// Wait for Svelte to render the #wrapper and canvas
// 1. Wait for Svelte to render the div so p5Container is NOT null
await tick();
// 2. YOU FORGOT THIS: Initialize Three.js scene
init();
p5Instance = new p5(sketch, p5Container);
lastTime = performance.now();// Ensure lastTime is reset to "now" so delta doesn't jump
// Start the game logic
// 3. Setup the Bridge Object
const gameState = {
get isPlaying() { return isPlaying; },
get score() { return score; },
set score(v) { score = v; }, // Allows p5 to update the score variable here
get lives() { return lives; },
set lives(v) { lives = v; }, // Allows p5 to update the lives variable here
get multiplierTimer() { return multiplierTimer; },
get targetType() { return targetType; },
get instructionTimer() { return instructionTimer; },
get gamePhase() { return gamePhase; },
get lastStarScore() { return lastStarScore; },
set lastStarScore(v) { lastStarScore = v; },
targets,
scorePopups,
onHit: (t) => {
// This logic runs in App.svelte scope when p5 calls it
if (t.type === targetType) {
const gain = 100 * scoreMultiplier;
score += gain;
scorePopups.push({ x: t.x, y: t.y, opacity: 255, life: 1, val: `+${gain}` });
} else if (t.type === "STAR") {
scoreMultiplier = 2;
multiplierTimer = BOOST_DURATION;
scorePopups.push({ x: t.x, y: t.y, opacity: 255, life: 1, val: "X2 BOOST!" });
} else {
if (lives > 0) lives--;
}
}
};
// 4. Initialize p5 now that p5Container exists
p5Instance = new p5(createSketch(gameState, textures), p5Container);
lastTime = performance.now();
startGame();
// Start the render loop
const loop = () => {
animationFrame = requestAnimationFrame(loop);
update();
@@ -58,10 +94,7 @@ let isDying = false, hitFlash = false;
let spawnDistanceTracker = 0;
const SPAWN_INTERVAL = 40; // Physical distance between obstacles
let cloudGroup;
let skyColors = {
day: new THREE.Color(0x87CEFA),
night: new THREE.Color(0x02050a)
};
let sun, moon, ambientLight, sunLight, headLight;
// 2D Game Logic
@@ -87,230 +120,6 @@ let multiplierTimer = 0; // Remaining seconds of boost
let lastStarScore = 0; // Add this line to prevent the crash
const BOOST_DURATION = 20; // 20 seconds
const sketch = (p) => {
// --- FOOLPROOF IMAGE LOADER ---
p.setup = async () => {
const w = container?.clientWidth || p.windowWidth;
const h = container?.clientHeight || p.windowHeight;
p.createCanvas(w, h);
const loadImg = (path) => new Promise(resolve => {
p.loadImage(path, img => resolve(img), () => resolve(null));
});
textures.STRAWBERRY = await loadImg('strawberry.png');
textures.WATERMELON = await loadImg('watermelon.png');
textures.BLUEBERRY = await loadImg('blubb.png');
textures.STAR = await loadImg('star.png');
};
const drawHeart = (x, y, size, active) => {
p.push();
p.noStroke();
// Use red if active, grey if dead
p.fill(active ? [255, 50, 50] : [100, 100, 100, 150]);
const s = size / 5;
p.rect(x + s, y, s, s); p.rect(x + 3 * s, y, s, s);
p.rect(x, y + s, 5 * s, s);
p.rect(x, y + 2 * s, 5 * s, s);
p.rect(x + s, y + 3 * s, 3 * s, s);
p.rect(x + 2 * s, y + 4 * s, s, s);
p.pop();
};
p.draw = () => {
p.clear();
if (!isPlaying) return;
// --- MULTIPLIER HUD ---
if (multiplierTimer > 0) {
p.push();
p.fill(255, 215, 0); // Golden color
p.textSize(24);
p.textStyle(p.BOLD);
p.textAlign(p.RIGHT);
p.text(`BOOST: ${Math.ceil(multiplierTimer)}s`, p.width - 20, 100);
p.pop();
// Optional: Add a subtle golden border to the screen
p.noFill();
p.stroke(255, 215, 0, 100);
p.strokeWeight(10);
p.rect(0, 0, p.width, p.height);
}
// Inside p.draw, near your other spawning logic
if (score > 0 && score % 10000 < 50 && score - lastStarScore >= 10000) {
lastStarScore = score;
targets.push({
x: -50, // Start off-screen left
y: p.random(p.height * 0.2, p.height * 0.5), // Random vertical height
type: "STAR",
speedX: p.random(6, 9), // Fly fast horizontally
speedY: 0,
rot: 0
});
}
if (gamePhase === "INSTRUCTIONS") {
p.fill(0, 200); // Darken background
p.rect(0, 0, p.width, p.height);
p.fill(255);
p.textAlign(p.CENTER);
p.textFont('Segoe UI');
p.textStyle(p.BOLD);
// The Mission Text
p.textSize(28);
p.text(`MISSION: COLLECT`, p.width / 2, p.height / 2 - 100);
// Draw the target icon to collect
const targetImg = textures[targetType];
if (targetImg) {
p.imageMode(p.CENTER);
p.image(targetImg, p.width / 2, p.height / 2 - 20, 80, 80);
}
p.textSize(32);
p.fill(0, 255, 200); // Cyan color for the target name
p.text(targetType, p.width / 2, p.height / 2 + 60);
// Countdown
p.fill(255);
p.textSize(80);
p.text(Math.ceil(instructionTimer), p.width / 2, p.height / 2 + 160);
return;
}
// --- RENDER HEARTS ---
for (let i = 0; i < 5; i++) { // Always run 5 times
drawHeart(20 + (i * 35), 20, 25, i < lives);
}
if (p.random(1) < 0.004) {
const types = ["STRAWBERRY", "WATERMELON", "BLUEBERRY"];
targets.push({
x: p.random(p.width * 0.2, p.width * 0.8),
y: -50,
type: types[p.floor(p.random(types.length))],
speed: p.random(1.5, 3),
rot: 0
});
}
// Inside p.draw(), top-left corner
p.push();
p.fill(0, 150); // Translucent dark background
p.rect(10, 60, 120, 140, 15);
p.fill(255);
p.textSize(14);
p.textAlign(p.CENTER);
p.text("CURRENT TARGET", 70, 85);
const targetImg = textures[targetType];
if (targetImg) {
p.image(targetImg, 70, 135, 60, 60);
}
p.fill(0, 255, 200);
p.text(targetType, 70, 185);
p.pop();
// --- RENDER IMAGES ---
for (let i = targets.length - 1; i >= 0; i--) {
let t = targets[i];
if (t.type === "STAR") {
t.x += t.speedX; // Move horizontal
} else {
t.y += t.speed; // Move vertical
}
t.rot += 0.02;
p.push();
p.translate(t.x, t.y);
p.rotate(t.rot);
p.imageMode(p.CENTER);
// Check if the texture exists before trying to draw it
const img = textures[t.type];
if (img) {
// Draw the image. Scale it to 40x40 pixels (adjust as needed)
const size = t.type === "STAR" ? 120 : 100;
p.image(img, 0, 0, size, size);
}
p.pop();
if (t.y > p.height + 50 || t.x > p.width + 50) {
// If the one we missed was the target, lose a life
if (t.type === targetType && lives > 0) {
lives--;
}
targets.splice(i, 1);
}
}
// --- RENDER FLOATING SCORE POPUPS ---
for (let i = scorePopups.length - 1; i >= 0; i--) {
let pop = scorePopups[i];
if (!pop.val) continue; // Safety check: skip if value is missing
p.push();
p.textAlign(p.CENTER);
p.textStyle(p.BOLD);
p.textSize(32 + (1 - pop.life) * 20); // Gets bigger as it rises
// Yellow color with fading alpha
p.fill(255, 230, 0, pop.opacity);
p.text(pop.val, pop.x, pop.y);
p.pop();
// Animate: Move up and fade out
pop.y -= 2;
pop.life -= 0.02;
pop.opacity = pop.life * 255;
// Remove when faded
if (pop.life <= 0) {
scorePopups.splice(i, 1);
}
}
// --- 2D HAMMER ---
p.push();
p.translate(p.mouseX, p.mouseY);
p.rotate(-0.4);
p.fill(120, 80, 50); p.noStroke();
p.rect(-5, 0, 10, 40, 2);
p.fill(100);
p.rect(-20, -10, 40, 20, 4);
p.pop();
};
p.mousePressed = () => {
if (gamePhase !== "PLAYING") return;
for (let i = targets.length - 1; i >= 0; i--) {
let t = targets[i];
if (p.dist(p.mouseX, p.mouseY, t.x, t.y) < 60) {
if (t.type === targetType) {
// Apply multiplier to normal hits
const gain = 100 * scoreMultiplier;
score += gain;
scorePopups.push({ x: t.x, y: t.y, opacity: 255, life: 1, val: `+${gain}` });
} else if(t.type === "STAR") {
// Trigger the 2x Boost
scoreMultiplier = 2;
multiplierTimer = BOOST_DURATION;
scorePopups.push({ x: t.x, y: t.y, opacity: 255, life: 1, val: "X2 BOOST!" });
}else {
if (lives > 0) lives--;
}
targets.splice(i, 1);
break;
}
}
};
};
const grassVertex = `
varying vec2 vUv;
@@ -466,31 +275,15 @@ function init() {
}
async function spawn() {
const l = Math.floor(Math.random() * 5) - 2;
const isRare = Math.random() < 0.2;
const modelFile = isRare ? "bird_in_a_claw_machine.glb" : "Simple computer.glb";
const source = await getCachedGLTF(modelFile);
const model = cloneSkeleton(source.scene);
const pivot = new THREE.Group();
// Call the module function
const obstacleData = createObstacle(isRare, source, CONFIG.lane);
pivot.position.set(l * CONFIG.lane, 0, -130);
if (isRare) {
model.position.set(0, 3.0, 0);
model.rotation.y = 0;
model.scale.setScalar(0.6);
} else {
model.position.set(0, 0.6, 0);
model.rotation.y = Math.PI;
model.scale.setScalar(5.5);
}
pivot.add(model);
scene.add(pivot);
// ADD THIS: Save the type so the collision logic knows it's tall
worldObjects = [...worldObjects, { mesh: pivot, lane: l, isTall: isRare }];
scene.add(obstacleData.mesh);
worldObjects = [...worldObjects, obstacleData];
}
@@ -512,28 +305,11 @@ function update() {
}
}
// --- DAY/NIGHT CYCLE LOGIC START ---
// Calculate alpha (0 = Day, 1 = Night) using a sine wave based on score
// let cycleProgress = (score % (CONFIG.CYCLE_INTERVAL * 2)) / (CONFIG.CYCLE_INTERVAL * 2);
let cycleProgress = (uTime.value % 60) / 60;
let nightAlpha = Math.pow(Math.sin(cycleProgress * Math.PI), 2);
// Interpolate Background and Fog colors
const currentSky = skyColors.day.clone().lerp(skyColors.night, nightAlpha);
scene.background.copy(currentSky);
scene.fog.color.copy(currentSky);
// Adjust Light Intensities
ambientLight.intensity = THREE.MathUtils.lerp(1.5, 0.2, nightAlpha);
sunLight.intensity = THREE.MathUtils.lerp(1.0, 0.1, nightAlpha);
headLight.intensity = THREE.MathUtils.lerp(0, 2.5, nightAlpha);
// Move Sun and Moon (Sun goes down, Moon comes up)
sun.position.y = THREE.MathUtils.lerp(100, -100, nightAlpha);
moon.position.y = THREE.MathUtils.lerp(-100, 100, nightAlpha);
// --- DAY/NIGHT CYCLE LOGIC END ---
// --- NEW MODULAR ENVIRONMENT CALL ---
updateEnvironment(uTime.value, scene,
{ ambientLight, sunLight, headLight },
{ sun, moon }
);
if (gamePhase === "INSTRUCTIONS") {
instructionTimer -= delta;
@@ -586,23 +362,14 @@ function update() {
}
playerAnchor.position.y = playerY;
worldObjects = worldObjects.map(obj => {
obj.mesh.position.z += moveStep;
// Update object positions
worldObjects.forEach(obj => { obj.mesh.position.z += moveStep; });
// Collision detection
const isInLane = obj.lane === lane;
const isHitZ = Math.abs(obj.mesh.position.z) < 1.5;
// NEW LOGIC: If it's a tall object, playerY doesn't matter.
// If it's a short object (computer), you only hit if playerY < 1.5.
const isHitHeight = obj.isTall || playerY < 1.5;
// Handle Collisions using the module
worldObjects = handleCollisions(worldObjects, lane, playerY, triggerGameOver);
if (isHitZ && isInLane && isHitHeight) {
triggerGameOver();
}
return obj;
}).filter(obj => {
if (!obj) return false;
// Filter out-of-bounds objects
worldObjects = worldObjects.filter(obj => {
const active = obj.mesh.position.z < 25;
if (!active) scene.remove(obj.mesh);
return active;

32
src/environment.js Normal file
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@@ -0,0 +1,32 @@
// @ts-nocheck
import * as THREE from "three";
export const skyColors = {
day: new THREE.Color(0x87CEFA),
night: new THREE.Color(0x02050a)
};
export function updateEnvironment(uTime, scene, lights, celestial) {
const { ambientLight, sunLight, headLight } = lights;
const { sun, moon } = celestial;
// Calculate cycle (0 = Day, 1 = Night)
let cycleProgress = (uTime % 100) / 100;
let nightAlpha = Math.pow(Math.sin(cycleProgress * Math.PI), 2);
// Interpolate Background and Fog
const currentSky = skyColors.day.clone().lerp(skyColors.night, nightAlpha);
scene.background.copy(currentSky);
if (scene.fog) scene.fog.color.copy(currentSky);
// Adjust Light Intensities
if (ambientLight) ambientLight.intensity = THREE.MathUtils.lerp(1.5, 0.2, nightAlpha);
if (sunLight) sunLight.intensity = THREE.MathUtils.lerp(1.0, 0.1, nightAlpha);
if (headLight) headLight.intensity = THREE.MathUtils.lerp(0, 2.5, nightAlpha);
// Move Sun and Moon
if (sun) sun.position.y = THREE.MathUtils.lerp(100, -100, nightAlpha);
if (moon) moon.position.y = THREE.MathUtils.lerp(-100, 100, nightAlpha);
return nightAlpha; // Return alpha in case you want to use it for other effects
}

46
src/obstacles.js Normal file
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@@ -0,0 +1,46 @@
// @ts-nocheck
import * as THREE from "three";
import { clone as cloneSkeleton } from "three/examples/jsm/utils/SkeletonUtils.js";
export function createObstacle(isRare, source, laneWidth) {
const model = cloneSkeleton(source.scene);
const pivot = new THREE.Group();
const l = Math.floor(Math.random() * 5) - 2;
pivot.position.set(l * laneWidth, 0, -130);
if (isRare) {
// Claw Machine Settings
model.position.set(0, 3.0, 0);
model.rotation.y = 0;
model.scale.setScalar(0.6);
} else {
// Computer Settings
model.position.set(0, 0.6, 0);
model.rotation.y = Math.PI;
model.scale.setScalar(5.5);
}
pivot.add(model);
return {
mesh: pivot,
lane: l,
isTall: isRare
};
}
export function handleCollisions(worldObjects, playerLane, playerY, onCollision) {
return worldObjects.map(obj => {
// We assume movement is handled in the main loop for sync,
// but collision logic is centralized here.
const isInLane = obj.lane === playerLane;
const isHitZ = Math.abs(obj.mesh.position.z) < 1.5;
const isHitHeight = obj.isTall || playerY < 1.5;
if (isHitZ && isInLane && isHitHeight) {
onCollision();
}
return obj;
});
}

148
src/p5overlay.js Normal file
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@@ -0,0 +1,148 @@
// @ts-nocheck
export const createSketch = (state, texturesRef) => {
return (p) => {
// --- PRIVATE UTILITIES ---
const drawHeart = (x, y, size, active) => {
p.push();
p.noStroke();
p.fill(active ? [255, 50, 50] : [100, 100, 100, 150]);
const s = size / 5;
p.rect(x + s, y, s, s); p.rect(x + 3 * s, y, s, s);
p.rect(x, y + s, 5 * s, s);
p.rect(x, y + 2 * s, 5 * s, s);
p.rect(x + s, y + 3 * s, 3 * s, s);
p.rect(x + 2 * s, y + 4 * s, s, s);
p.pop();
};
p.setup = async () => {
p.createCanvas(p.windowWidth, p.windowHeight);
const loadImg = (path) => new Promise(resolve => {
p.loadImage(path, img => resolve(img), () => resolve(null));
});
// Load into the reference object passed from App.svelte
texturesRef.STRAWBERRY = await loadImg('strawberry.png');
texturesRef.WATERMELON = await loadImg('watermelon.png');
texturesRef.BLUEBERRY = await loadImg('blubb.png');
texturesRef.STAR = await loadImg('star.png');
};
p.draw = () => {
p.clear();
if (!state.isPlaying) return;
// 1. Multiplier HUD
if (state.multiplierTimer > 0) {
p.push();
p.fill(255, 215, 0);
p.textSize(24);
p.textStyle(p.BOLD);
p.textAlign(p.RIGHT);
p.text(`BOOST: ${Math.ceil(state.multiplierTimer)}s`, p.width - 20, 100);
p.noFill();
p.stroke(255, 215, 0, 100);
p.strokeWeight(10);
p.rect(0, 0, p.width, p.height);
p.pop();
}
// 2. Star Spawning
if (state.score > 0 && state.score % 10000 < 50 && state.score - state.lastStarScore >= 10000) {
state.lastStarScore = state.score;
state.targets.push({
x: -50, y: p.random(p.height * 0.2, p.height * 0.5),
type: "STAR", speedX: p.random(6, 9), rot: 0
});
}
// 3. Instruction Phase
if (state.gamePhase === "INSTRUCTIONS") {
p.fill(0, 200); p.rect(0, 0, p.width, p.height);
p.fill(255); p.textAlign(p.CENTER); p.textSize(28);
p.text(`MISSION: COLLECT`, p.width / 2, p.height / 2 - 100);
const targetImg = texturesRef[state.targetType];
if (targetImg) p.image(targetImg, p.width / 2 - 40, p.height / 2 - 60, 80, 80);
p.fill(0, 255, 200); p.text(state.targetType, p.width / 2, p.height / 2 + 60);
p.fill(255); p.textSize(80);
p.text(Math.ceil(state.instructionTimer), p.width / 2, p.height / 2 + 160);
return;
}
// 4. Render Hearts
for (let i = 0; i < 5; i++) drawHeart(20 + (i * 35), 20, 25, i < state.lives);
// 5. Random Target Spawning
if (p.random(1) < 0.004) {
const types = ["STRAWBERRY", "WATERMELON", "BLUEBERRY"];
state.targets.push({
x: p.random(p.width * 0.2, p.width * 0.8), y: -50,
type: types[p.floor(p.random(types.length))], speed: p.random(1.5, 3), rot: 0
});
}
// 6. Current Target Box
p.push();
p.fill(0, 150); p.rect(10, 60, 120, 140, 15);
p.fill(255); p.textSize(14); p.textAlign(p.CENTER);
p.text("CURRENT TARGET", 70, 85);
const boxImg = texturesRef[state.targetType];
if (boxImg) p.image(boxImg, 40, 95, 60, 60);
p.fill(0, 255, 200); p.text(state.targetType, 70, 185);
p.pop();
// 7. Render/Move Targets
for (let i = state.targets.length - 1; i >= 0; i--) {
let t = state.targets[i];
t.type === "STAR" ? t.x += t.speedX : t.y += t.speed;
t.rot += 0.02;
p.push();
p.translate(t.x, t.y); p.rotate(t.rot);
const img = texturesRef[t.type];
if (img) p.image(img, -50, -50, t.type === "STAR" ? 120 : 100, t.type === "STAR" ? 120 : 100);
p.pop();
if (t.y > p.height + 50 || t.x > p.width + 50) {
if (t.type === state.targetType && state.lives > 0) state.lives--;
state.targets.splice(i, 1);
}
}
// 8. Popups & Hammer
renderPopups(p, state.scorePopups);
drawHammer(p);
};
const renderPopups = (p, popups) => {
for (let i = popups.length - 1; i >= 0; i--) {
let pop = popups[i];
p.push();
p.fill(255, 230, 0, pop.opacity);
p.textSize(32 + (1 - pop.life) * 20);
p.text(pop.val, pop.x, pop.y);
p.pop();
pop.y -= 2; pop.life -= 0.02; pop.opacity = pop.life * 255;
if (pop.life <= 0) popups.splice(i, 1);
}
};
const drawHammer = (p) => {
p.push();
p.translate(p.mouseX, p.mouseY); p.rotate(-0.4);
p.fill(120, 80, 50); p.rect(-5, 0, 10, 40, 2);
p.fill(100); p.rect(-20, -10, 40, 20, 4);
p.pop();
};
p.mousePressed = () => {
if (state.gamePhase !== "PLAYING") return;
for (let i = state.targets.length - 1; i >= 0; i--) {
let t = state.targets[i];
if (p.dist(p.mouseX, p.mouseY, t.x, t.y) < 60) {
state.onHit(t);
state.targets.splice(i, 1);
break;
}
}
};
};
};