replaced attentiveness with hearts, fixed targets falling, added landing page and 3 seconds before game starts to see which target to gether

This commit is contained in:
Mak
2026-05-09 11:55:28 +09:00
parent 73f825da72
commit 301fb565f3
11 changed files with 361 additions and 80 deletions

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@@ -1,20 +1,62 @@
<script>
// @ts-nocheck
import { onMount } from "svelte";
import LandingPage from './LandingPage.svelte';
import { onMount, tick } from "svelte";
import * as THREE from "three";
import p5 from "p5";
import { GLTFLoader } from "three/examples/jsm/loaders/GLTFLoader.js";
import { clone as cloneSkeleton } from "three/examples/jsm/utils/SkeletonUtils.js";
const CONFIG = { lane: 2.5, jump: 0.35, grav: 0.015, speed: 55, playerScale: 1.7 };
let showLanding = true;
// Fix for Clock deprecation warning
let lastTime = performance.now();
async function handleStart() {
showLanding = false;
// Wait for Svelte to render the #wrapper and canvas
await tick();
init();
p5Instance = new p5(sketch, p5Container);
// Start the game logic
startGame();
// Start the render loop
const loop = () => {
animationFrame = requestAnimationFrame(loop);
update();
if (renderer && scene && camera) {
renderer.render(scene, camera);
}
};
loop();
}
// Change CONFIG to include speed limits
const CONFIG = {
lane: 2.5,
jump: 0.35,
grav: 0.015,
playerScale: 1.7,
START_SPEED: 45, // Initial slow speed
MAX_SPEED: 95, // The "chaos" threshold
ACCELERATION: 1.5 // Speed added per second
};
let currentSpeed = CONFIG.START_SPEED;
let score = 0, isPlaying = false, gameOver = false, startScreen = true;
let attentiveness = 100;
let lives = 5; // --- NEW: Lives tracker ---
let lane = 0, currX = 0, isJumping = false, jumpV = 0, playerY = 0;
let container, canvas, scene, camera, renderer, p5Container;
let worldObjects = [], animationFrame, p5Instance;
let isDying = false, hitFlash = false;
let spawnDistanceTracker = 0;
const SPAWN_INTERVAL = 40; // Physical distance between obstacles
// 2D Game Logic
let gamePhase = "START";
let instructionTimer = 3;
@@ -28,44 +70,83 @@ const CHUNK_SIZE = 140;
let uTime = { value: 0 };
const loader = new GLTFLoader();
const clock = new THREE.Clock();
const glbCache = new Map();
// --- P5 SKETCH (HUD, 2D Hammer & Rare Targets) ---
let textures = {};
const sketch = (p) => {
p.setup = () => {
p.createCanvas(p.windowWidth, p.windowHeight);
// --- FOOLPROOF IMAGE LOADER ---
p.setup = async () => {
const w = container?.clientWidth || p.windowWidth;
const h = container?.clientHeight || p.windowHeight;
p.createCanvas(w, h);
// Load images and store them in the textures object
// Using p.loadImage with a promise-like approach
const loadImg = (path) => new Promise(resolve => {
p.loadImage(path, img => resolve(img), () => resolve(null));
});
textures.NEURON = await loadImg('strawberry.png');
textures.SUGAR = await loadImg('banana.png');
textures.GLITCH = await loadImg('blubb.png');
};
// --- NEW: Function to draw a pixelated heart ---
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;
if (gamePhase === "INSTRUCTIONS") {
p.fill(0, 180);
p.fill(0, 200); // Darken background
p.rect(0, 0, p.width, p.height);
p.fill(255);
p.textAlign(p.CENTER);
p.textSize(24);
p.text(`NEURO-MISSION: CLICK THE ${targetType}`, p.width/2, p.height/2 - 20);
p.textSize(60);
p.text(Math.ceil(instructionTimer), p.width/2, p.height/2 + 60);
p.textFont('Segoe UI');
p.textStyle(p.BOLD);
// The Mission Text
p.textSize(28);
p.text(`NEURO-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);
}
// Attentiveness Meter
p.noFill();
p.stroke(255, 100);
p.strokeWeight(2);
p.rect(20, 20, 200, 20, 10);
let color = p.lerpColor(p.color(255, 50, 50), p.color(50, 255, 150), attentiveness / 100);
p.fill(color);
p.noStroke();
let w = (attentiveness / 100) * 200;
if (attentiveness < 30) w += p.sin(p.frameCount * 0.2) * 5;
p.rect(20, 20, Math.max(0, w), 20, 10);
// Spawning Rare 2D Targets (0.4% chance)
// Spawning Logic (keeping your random chance)
if (p.random(1) < 0.004) {
const types = ["NEURON", "SUGAR", "GLITCH"];
targets.push({
@@ -77,7 +158,7 @@ const sketch = (p) => {
});
}
// Process 2D Targets
// --- RENDER IMAGES ---
for (let i = targets.length - 1; i >= 0; i--) {
let t = targets[i];
t.y += t.speed;
@@ -86,24 +167,30 @@ const sketch = (p) => {
p.push();
p.translate(t.x, t.y);
p.rotate(t.rot);
p.strokeWeight(2);
if (t.type === "NEURON") {
p.stroke(0, 255, 200); p.noFill();
for(let j=0; j<8; j++) p.line(0,0, p.cos(j)*20, p.sin(j)*20);
p.ellipse(0, 0, 12);
} else if (t.type === "SUGAR") {
p.fill(255, 105, 180); p.noStroke();
p.ellipse(0, 0, 25, 25); p.fill(255); p.ellipse(0, 0, 8);
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)
p.image(img, 0, 0, 60, 60);
} else {
p.fill(255, 50, 0); p.noStroke();
p.rect(-12, -12, 24, 24);
// Fallback: draw a small circle if image fails to load
p.fill(255);
p.ellipse(0, 0, 10);
}
p.pop();
if (t.y > p.height + 50) targets.splice(i, 1);
if (t.y > p.height + 50) {
// If the one we missed was the target, lose a life
if (t.type === targetType && lives > 0) {
lives--;
}
targets.splice(i, 1);
}
}
// 2D Hammer
// --- 2D HAMMER ---
p.push();
p.translate(p.mouseX, p.mouseY);
p.rotate(-0.4);
@@ -124,6 +211,7 @@ const sketch = (p) => {
attentiveness = Math.min(100, attentiveness + 15);
} else {
attentiveness -= 20;
if (lives > 0) lives--;
}
targets.splice(i, 1);
break;
@@ -132,7 +220,6 @@ const sketch = (p) => {
};
};
// --- SHADERS ---
const grassVertex = `
varying vec2 vUv;
uniform float uTime;
@@ -152,18 +239,16 @@ const grassFragment = `
}
`;
// --- WORLD GENERATION ---
const createClouds = (group) => {
const cloudMaterial = new THREE.MeshLambertMaterial({ color: 0xffffff, transparent: true, opacity: 0.8 });
const thickness = 2;
const cloudMeshes = Array.from({ length: 20 }).map(() => {
for (let i = 0; i < 20; i++) {
const w = 10 + Math.random() * 20;
const d = 10 + Math.random() * 20;
const cloud = new THREE.Mesh(new THREE.BoxGeometry(w, thickness, d), cloudMaterial);
cloud.position.set((Math.random() - 0.5) * 280, 35, (Math.random() - 0.5) * 300);
return cloud;
});
group.add(...cloudMeshes);
group.add(cloud);
}
};
const createWorldChunk = (zOffset) => {
@@ -195,7 +280,6 @@ const createWorldChunk = (zOffset) => {
return group;
};
// --- CORE LOGIC ---
async function getCachedGLTF(file) {
if (!glbCache.has(file)) glbCache.set(file, await loader.loadAsync(file));
return glbCache.get(file);
@@ -220,15 +304,19 @@ async function swapCharacter(file, isDeathAnimation = false) {
}
function init() {
if (!canvas || !container) return; // Safety check
scene = new THREE.Scene();
const skyColor = 0x87CEFA;
scene.background = new THREE.Color(skyColor);
scene.fog = new THREE.Fog(skyColor, 150, 350);
camera = new THREE.PerspectiveCamera(60, 1, 0.1, 1000);
camera = new THREE.PerspectiveCamera(60, container.clientWidth / container.clientHeight, 0.1, 1000);
camera.position.set(0, 4.5, 13);
camera.lookAt(0, 1, -5);
renderer = new THREE.WebGLRenderer({ canvas, antialias: true });
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 1.5));
renderer.setSize(container.clientWidth, container.clientHeight);
const lights = [
new THREE.AmbientLight(0xffffff, 1.8),
@@ -237,7 +325,6 @@ function init() {
lights[1].position.set(0, 50, 0);
scene.add(...lights);
// Re-added Clouds
const cloudGroup = new THREE.Group();
createClouds(cloudGroup);
scene.add(cloudGroup);
@@ -251,12 +338,14 @@ function init() {
playerAnchor = new THREE.Group();
scene.add(playerAnchor);
new ResizeObserver(() => {
const ro = new ResizeObserver(() => {
if (!container || !renderer) return;
const { width, height } = container.getBoundingClientRect();
renderer.setSize(width, height);
camera.aspect = width / height;
camera.updateProjectionMatrix();
}).observe(container);
});
ro.observe(container);
}
async function spawn() {
@@ -274,8 +363,11 @@ async function spawn() {
}
function update() {
const delta = clock.getDelta();
uTime.value = clock.getElapsedTime();
const now = performance.now();
const delta = (now - lastTime) / 1000;
lastTime = now;
uTime.value += delta;
if (currentMixer) currentMixer.update(delta);
if (!isPlaying) return;
@@ -285,10 +377,17 @@ function update() {
return;
}
const moveStep = CONFIG.speed * delta;
score++;
// Increase speed over time, but cap it at MAX_SPEED
if (currentSpeed < CONFIG.MAX_SPEED) {
currentSpeed += CONFIG.ACCELERATION * delta;
}
const moveStep = currentSpeed * delta;
score += Math.floor(currentSpeed / 40);
attentiveness -= 0.05;
if (attentiveness <= 0) triggerGameOver();
// --- NEW: Trigger game over if hearts run out or attention hits zero ---
if (lives <= 0) triggerGameOver();
CHUNKS.forEach(chunk => {
chunk.position.z += moveStep;
@@ -311,11 +410,19 @@ function update() {
return obj;
}).filter(obj => {
const active = obj.mesh.position.z < 25;
if (!active) { scene.remove(obj.mesh); attentiveness = Math.min(100, attentiveness + 2); }
if (!active) {
scene.remove(obj.mesh);
attentiveness = Math.min(100, attentiveness + 2);
}
return active;
});
if (score % 30 === 0) spawn();
// --- ROBUST SPAWN LOGIC ---
spawnDistanceTracker += moveStep;
if (spawnDistanceTracker >= SPAWN_INTERVAL) {
spawn();
spawnDistanceTracker = 0; // Reset the tracker
}
}
function triggerGameOver() {
@@ -325,10 +432,16 @@ function triggerGameOver() {
}
async function startGame() {
if (!scene) return;
currentSpeed = CONFIG.START_SPEED;
// Choose a random target type for this mission
const types = ["NEURON", "SUGAR", "GLITCH"];
targetType = types[Math.floor(Math.random() * types.length)];
worldObjects.forEach(obj => scene.remove(obj.mesh));
worldObjects = [];
targets = [];
score = 0; attentiveness = 100; isPlaying = true; gameOver = false; startScreen = false;
spawnDistanceTracker = 0;
score = 0; attentiveness = 100; isPlaying = true; gameOver = false; startScreen = false; lives = 5; // Reset lives
gamePhase = "INSTRUCTIONS"; instructionTimer = 3;
lane = 0; currX = 0; isJumping = false; jumpV = 0; playerY = 0; isDying = false;
CHUNKS.forEach((chunk, i) => { chunk.position.z = -i * CHUNK_SIZE; });
@@ -349,44 +462,45 @@ const handleKeyDown = (e) => {
};
onMount(() => {
init();
p5Instance = new p5(sketch, p5Container);
const loop = () => { animationFrame = requestAnimationFrame(loop); update(); renderer.render(scene, camera); };
loop();
window.addEventListener("keydown", handleKeyDown);
return () => {
cancelAnimationFrame(animationFrame);
window.removeEventListener("keydown", handleKeyDown);
if (p5Instance) p5Instance.remove();
if (renderer) renderer.dispose();
};
});
</script>
{#if showLanding}
<LandingPage onStart={handleStart} />
{:else}
<div id="wrapper" bind:this={container}>
<canvas bind:this={canvas}></canvas>
<div class="p5-hud" bind:this={p5Container}></div>
{#if hitFlash} <div class="flash"></div> {/if}
<div class="ui">
<div class="score">{score}</div>
{#if gameOver}
<div class="modal">
<h1>NEURO BREAK</h1>
<p>Final Score: {score}</p>
<button on:click={startGame}>RETRY</button>
</div>
{/if}
</div>
</div>
{/if}
<style>
:global(body, html) { margin: 0; padding: 0; height: 100%; overflow: hidden; background: #8cd0f8; cursor: none; }
#wrapper { position: absolute; inset: 0; display: flex; align-items: center; justify-content: center; }
#wrapper { position: absolute; inset: 0; display: flex; align-items: center; justify-content: center; width: 100vw; height: 100vh; }
canvas { width: 100% !important; height: 100% !important; display: block; }
.p5-hud { position: absolute; top: 0; left: 0; pointer-events: none; z-index: 10; width: 100%; height: 100%; }
.ui { position: absolute; inset: 0; pointer-events: none; color: white; text-align: center; font-family: 'Segoe UI', sans-serif; }
.p5-hud { position: absolute; top: 0; left: 0; pointer-events: auto; z-index: 10; width: 100%; height: 100%; }
.ui { position: absolute; inset: 0; pointer-events: none; color: white; text-align: center; font-family: 'Segoe UI', sans-serif;z-index: 11 }
.score { font-size: 2.5rem; margin-top: 60px; font-weight: 800; text-shadow: 0 4px 10px rgba(0,0,0,0.2); }
.modal { pointer-events: auto; background: rgba(255, 255, 255, 0.98); padding: 50px; border-radius: 30px; margin-top: 10vh; color: #1e2b21; display: inline-block; box-shadow: 0 25px 60px rgba(0,0,0,0.15); }
button { padding: 18px 50px; background: #1e2b21; color: white; border: none; border-radius: 15px; cursor: pointer; font-weight: bold; font-size: 1.2rem; transition: all 0.2s; }
button:hover { transform: translateY(-3px); background: #2b3d2f; }
.flash { position: absolute; inset: 0; background: white; z-index: 20; pointer-events: none; }
</style>
<div id="wrapper" bind:this={container}>
<canvas bind:this={canvas}></canvas>
<div class="p5-hud" bind:this={p5Container}></div>
{#if hitFlash} <div class="flash"></div> {/if}
<div class="ui">
<div class="score">{score}</div>
{#if startScreen || gameOver}
<div class="modal">
<h1 style="margin: 0 0 10px 0; font-size: 2.5rem;">{gameOver ? "NEURO BREAK" : "NEURO RUNNER"}</h1>
<p style="margin-bottom: 35px; font-size: 1.1rem; opacity: 0.7;">{gameOver ? "Final Score: " + score : "Ready to focus?"}</p>
<button on:click={startGame}>{gameOver ? "RETRY" : "START RUN"}</button>
</div>
{/if}
</div>
</div>
</style>

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@@ -0,0 +1,167 @@
<script>
// @ts-nocheck
import { onMount } from "svelte";
import * as THREE from "three";
import { GLTFLoader } from "three/examples/jsm/loaders/GLTFLoader.js";
export let onStart = () => {};
let container;
let charCanvas;
let animFrame;
let charMixer;
onMount(() => {
const clock = new THREE.Clock();
const charRenderer = new THREE.WebGLRenderer({
canvas: charCanvas,
antialias: true,
alpha: true
});
const charScene = new THREE.Scene();
const charCam = new THREE.PerspectiveCamera(40, charCanvas.clientWidth / charCanvas.clientHeight, 0.1, 200);
charCam.position.set(0, 3, 13);
charCam.lookAt(0, 2.5, 0);
charScene.add(new THREE.AmbientLight(0xffffff, 7));
const dirLight = new THREE.DirectionalLight(0xffffff, 1);
dirLight.position.set(5, 5, 5);
charScene.add(dirLight);
const loader = new GLTFLoader();
loader.load("/hiphop.glb", (gltf) => {
const model = gltf.scene;
model.scale.setScalar(3.5);
model.position.y = 0;
model.position.x = -1;
charScene.add(model);
if (gltf.animations.length) {
charMixer = new THREE.AnimationMixer(model);
charMixer.clipAction(gltf.animations[0]).play();
}
});
const handleResize = () => {
charRenderer.setSize(charCanvas.clientWidth, charCanvas.clientHeight);
charCam.aspect = charCanvas.clientWidth / charCanvas.clientHeight;
charCam.updateProjectionMatrix();
};
window.addEventListener('resize', handleResize);
handleResize();
function loop() {
animFrame = requestAnimationFrame(loop);
const delta = clock.getDelta();
charRenderer.render(charScene, charCam);
if (charMixer) charMixer.update(delta);
}
loop();
return () => {
cancelAnimationFrame(animFrame);
window.removeEventListener('resize', handleResize);
};
});
</script>
<div id="landing-ui" bind:this={container}>
<div class="content-wrapper">
<div class="left-section">
<div class="spacer"></div>
<img src="/overload_trans.png" alt="Overload Logo" class="game-logo" />
<button class="start-btn" on:click={onStart}>
START RUN
</button>
</div>
<div class="right-section">
<canvas bind:this={charCanvas}></canvas>
</div>
</div>
</div>
<style>
#landing-ui {
position: fixed;
inset: 0;
width: 100vw;
height: 100vh;
z-index: 9999;
background-image: url('/bggame.png');
background-size: cover;
background-position: center;
display: flex;
overflow: hidden;
cursor: auto;
}
.content-wrapper {
display: flex;
width: 100%;
height: 100%;
z-index: 10;
}
.left-section {
flex: 1;
display: flex;
flex-direction: column;
justify-content: flex-end;
align-items: center; /* Changed to center to align logo and button */
padding: 0 0 25vh 10vw;
}
/* LOGO STYLING & ANIMATION */
.game-logo {
width: 700px; /* Adjust size as needed */
max-width: 80%;
margin-bottom: 50px;
filter: drop-shadow(0 10px 15px rgba(0,0,0,0.3));
animation: wiggle 3s ease-in-out infinite;
user-select: none;
pointer-events: none;
}
@keyframes wiggle {
0%, 100% { transform: rotate(-2deg) translateY(-10px); }
50% { transform: rotate(2deg) translateY(-10px); }
}
.right-section {
flex: 1;
display: flex;
justify-content: center;
align-items: center;
pointer-events: none;
}
.right-section canvas {
width: 100%;
height: 100%;
}
.start-btn {
padding: 20px 80px;
background: #f7d94c;
color: #0d4d45;
font-size: 2.2rem;
font-weight: 900;
border: none;
border-bottom: 8px solid #b89a00;
border-radius: 60px;
cursor: pointer !important;
transition: transform 0.1s, background 0.2s;
box-shadow: 0 10px 20px rgba(0,0,0,0.2);
}
.start-btn:hover { background: #ffe45e; }
.start-btn:active { transform: translateY(4px); border-bottom-width: 2px; }
.spacer { flex-grow: 1; }
</style>

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