fixed jump and cloud issues, added changing day/night cycle

This commit is contained in:
Mak
2026-05-09 15:08:59 +09:00
parent a02445a399
commit 541a653d45
2 changed files with 697 additions and 271 deletions

View File

@@ -80,7 +80,8 @@ const CONFIG = {
playerScale: 1.7,
START_SPEED: 45, // Initial slow speed
MAX_SPEED: 95, // The "chaos" threshold
ACCELERATION: 1 // Speed added per second
ACCELERATION: 1, // Speed added per second
CYCLE_INTERVAL: 7000
};
let currentSpeed = CONFIG.START_SPEED;
@@ -94,6 +95,12 @@ 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
let gamePhase = "START";
@@ -119,8 +126,6 @@ const sketch = (p) => {
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));
});
@@ -130,7 +135,6 @@ const sketch = (p) => {
textures.BLUEBERRY = await loadImg('blubb.png');
};
// --- NEW: Function to draw a pixelated heart ---
const drawHeart = (x, y, size, active) => {
p.push();
p.noStroke();
@@ -148,7 +152,6 @@ const sketch = (p) => {
p.draw = () => {
p.clear();
if (!isPlaying) return;
if (gamePhase === "INSTRUCTIONS") {
p.fill(0, 200); // Darken background
p.rect(0, 0, p.width, p.height);
@@ -184,7 +187,7 @@ const sketch = (p) => {
drawHeart(20 + (i * 35), 20, 25, i < lives);
}
// Spawning Logic (keeping your random chance)
if (p.random(1) < 0.004) {
const types = ["STRAWBERRY", "BANANA", "BLUEBERRY"];
targets.push({
@@ -195,7 +198,7 @@ const sketch = (p) => {
rot: 0
});
}
// --- RENDER IMAGES ---
for (let i = targets.length - 1; i >= 0; i--) {
let t = targets[i];
@@ -246,9 +249,7 @@ const sketch = (p) => {
if (p.dist(p.mouseX, p.mouseY, t.x, t.y) < 40) {
if (t.type === targetType) {
score += 100;
attentiveness = Math.min(100, attentiveness + 15);
} else {
attentiveness -= 20;
if (lives > 0) lives--;
}
targets.splice(i, 1);
@@ -277,6 +278,7 @@ const grassFragment = `
}
`;
const createClouds = (group) => {
const cloudMaterial = new THREE.MeshLambertMaterial({ color: 0xffffff, transparent: true, opacity: 0.8 });
const thickness = 2;
@@ -284,7 +286,8 @@ const createClouds = (group) => {
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);
const y = 30 + Math.random() * 25;
cloud.position.set((Math.random() - 0.5) * 280, y, (Math.random() - 0.5) * 300);
group.add(cloud);
}
};
@@ -363,7 +366,7 @@ function init() {
lights[1].position.set(0, 50, 0);
scene.add(...lights);
const cloudGroup = new THREE.Group();
cloudGroup = new THREE.Group();
createClouds(cloudGroup);
scene.add(cloudGroup);
@@ -384,6 +387,29 @@ function init() {
camera.updateProjectionMatrix();
});
ro.observe(container);
// 1. Update Fog to use the day color
scene.fog = new THREE.Fog(skyColors.day, 150, 300);
// 2. Setup Lights
ambientLight = new THREE.AmbientLight(0xffffff, 1.5);
sunLight = new THREE.DirectionalLight(0xffffff, 1.0);
sunLight.position.set(0, 50, -50);
// 3. Add the "Headlight" to the camera (stays off during day)
headLight = new THREE.PointLight(0x00d2ff, 0, 40);
camera.add(headLight);
scene.add(camera, ambientLight, sunLight);
// 4. Create Low-Poly Sun and Moon
const lowPolyGeo = new THREE.IcosahedronGeometry(10, 1);
sun = new THREE.Mesh(lowPolyGeo, new THREE.MeshBasicMaterial({ color: 0xffffcc }));
moon = new THREE.Mesh(lowPolyGeo, new THREE.MeshBasicMaterial({ color: 0x94b0ff }));
// Position them at opposite poles
sun.position.set(60, 100, -250);
moon.position.set(60, -100, -250);
scene.add(sun, moon);
}
async function spawn() {
@@ -400,6 +426,7 @@ async function spawn() {
worldObjects = [...worldObjects, { mesh: pivot, lane: l }];
}
function update() {
const now = performance.now();
const delta = (now - lastTime) / 1000;
@@ -409,13 +436,34 @@ function update() {
if (currentMixer) currentMixer.update(delta);
if (!isPlaying) return;
// --- 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 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 ---
if (gamePhase === "INSTRUCTIONS") {
instructionTimer -= delta;
if (instructionTimer <= 0) gamePhase = "PLAYING";
return;
}
// Increase speed over time, but cap it at MAX_SPEED
if (currentSpeed < CONFIG.MAX_SPEED) {
currentSpeed += CONFIG.ACCELERATION * delta;
}
@@ -423,8 +471,19 @@ function update() {
const moveStep = currentSpeed * delta;
score += Math.floor(currentSpeed / 40);
attentiveness -= 0.05;
// --- NEW: Trigger game over if hearts run out or attention hits zero ---
if (cloudGroup) {
// Moving at 40% speed (moveStep * 0.4) creates a nice parallax depth
cloudGroup.children.forEach(cloud => {
cloud.position.z += moveStep * 0.4;
// Reset cloud position if it goes too far behind the camera
if (cloud.position.z > 50) {
cloud.position.z = -250;
cloud.position.x = (Math.random() - 0.5) * 280; // Randomize X again for variety
}
});
}
if (lives <= 0) triggerGameOver();
CHUNKS.forEach(chunk => {
@@ -438,7 +497,11 @@ function update() {
if (isJumping) {
jumpV -= CONFIG.grav;
playerY += jumpV;
if (playerY <= 0) { playerY = 0; isJumping = false; if (!isDying) swapCharacter("Running.glb"); }
if (playerY <= 0) {
playerY = 0;
isJumping = false;
if (!isDying) swapCharacter("Running.glb");
}
}
playerAnchor.position.y = playerY;
@@ -448,21 +511,20 @@ 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);
return active;
});
// --- ROBUST SPAWN LOGIC ---
spawnDistanceTracker += moveStep;
// Normal Obstacle Spawning
spawnDistanceTracker += moveStep;
if (spawnDistanceTracker >= SPAWN_INTERVAL) {
spawn();
spawnDistanceTracker = 0; // Reset the tracker
spawnDistanceTracker = 0;
}
}
function triggerGameOver() {
isPlaying = false; gameOver = true; isDying = true; hitFlash = true;
hasSubmitted = false; // Allow a new submission for this game over
@@ -481,7 +543,7 @@ async function startGame() {
worldObjects = [];
targets = [];
spawnDistanceTracker = 0;
score = 0; attentiveness = 100; isPlaying = true; gameOver = false; startScreen = false; lives = 5; // Reset lives
score = 0; 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; });
@@ -493,10 +555,10 @@ const handleKeyDown = (e) => {
const actions = {
ArrowLeft: () => lane > -2 && lane--, a: () => lane > -2 && lane--, A: () => lane > -2 && lane--,
ArrowRight: () => lane < 2 && lane++, d: () => lane < 2 && lane++, D: () => lane < 2 && lane++,
" ": () => !isJumping && (isJumping = true, jumpV = CONFIG.jump, swapCharacter("Jumping.glb")),
ArrowUp: () => !isJumping && (isJumping = true, jumpV = CONFIG.jump, swapCharacter("Jumping.glb")),
w: () => !isJumping && (isJumping = true, jumpV = CONFIG.jump, swapCharacter("Jumping.glb")),
W: () => !isJumping && (isJumping = true, jumpV = CONFIG.jump, swapCharacter("Jumping.glb"))
" ": () => !isJumping && (isJumping = true, jumpV = CONFIG.jump, swapCharacter("Jump.glb")),
ArrowUp: () => !isJumping && (isJumping = true, jumpV = CONFIG.jump, swapCharacter("Jump.glb")),
w: () => !isJumping && (isJumping = true, jumpV = CONFIG.jump, swapCharacter("Jump.glb")),
W: () => !isJumping && (isJumping = true, jumpV = CONFIG.jump, swapCharacter("Jump.glb"))
};
actions[e.key]?.();
};
@@ -525,7 +587,7 @@ onMount(() => {
{#if hitFlash} <div class="flash"></div> {/if}
<!-- 1. NEW TOP-RIGHT LEADERBOARD -->
<!-- TOP-RIGHT LEADERBOARD -->
<div class="side-hud">
<div class="leaderboard-view">
<h3>TOP RUNNERS</h3>
@@ -584,9 +646,7 @@ onMount(() => {
.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: 40px; border-radius: 30px; margin-top: 5vh; color: #1e2b21; display: inline-block; box-shadow: 0 25px 60px rgba(0,0,0,0.15); width: 320px; }
.leaderboard-entry { margin: 20px 0; }
input { width: 80%; padding: 12px; border: 2px solid #eee; border-radius: 10px; font-family: inherit; font-weight: bold; text-align: center; margin-bottom: 10px; }