added hammer, prop targets falling and attentive meter, and references to sources used in readme

This commit is contained in:
Mak
2026-04-24 22:11:32 +09:00
parent d4ef4fe0e7
commit 73f825da72
6 changed files with 391 additions and 137 deletions

View File

@@ -2,27 +2,27 @@
// @ts-nocheck
import { onMount } 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, // Keeping your faster speed
playerScale: 1.7 // Increased size significantly
};
const CONFIG = { lane: 2.5, jump: 0.35, grav: 0.015, speed: 55, playerScale: 1.7 };
let score = 0, isPlaying = false, gameOver = false, startScreen = true;
let attentiveness = 100;
let lane = 0, currX = 0, isJumping = false, jumpV = 0, playerY = 0;
let container, canvas, scene, camera, renderer;
let worldObjects = [], animationFrame;
let container, canvas, scene, camera, renderer, p5Container;
let worldObjects = [], animationFrame, p5Instance;
let isDying = false, hitFlash = false;
let playerAnchor, currentModel = null, currentMixer = null, swapToken = 0;
// 2D Game Logic
let gamePhase = "START";
let instructionTimer = 3;
let targetType = "NEURON";
let targets = [];
// Treadmill System
const CHUNKS = [];
let playerAnchor, currentModel = null, currentMixer = null, swapToken = 0;
let CHUNKS = [];
const CHUNK_COUNT = 3;
const CHUNK_SIZE = 140;
@@ -31,6 +31,108 @@ const loader = new GLTFLoader();
const clock = new THREE.Clock();
const glbCache = new Map();
// --- P5 SKETCH (HUD, 2D Hammer & Rare Targets) ---
const sketch = (p) => {
p.setup = () => {
p.createCanvas(p.windowWidth, p.windowHeight);
};
p.draw = () => {
p.clear();
if (!isPlaying) return;
if (gamePhase === "INSTRUCTIONS") {
p.fill(0, 180);
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);
return;
}
// 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)
if (p.random(1) < 0.004) {
const types = ["NEURON", "SUGAR", "GLITCH"];
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
});
}
// Process 2D Targets
for (let i = targets.length - 1; i >= 0; i--) {
let t = targets[i];
t.y += t.speed;
t.rot += 0.02;
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);
} else {
p.fill(255, 50, 0); p.noStroke();
p.rect(-12, -12, 24, 24);
}
p.pop();
if (t.y > p.height + 50) targets.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) < 40) {
if (t.type === targetType) {
score += 100;
attentiveness = Math.min(100, attentiveness + 15);
} else {
attentiveness -= 20;
}
targets.splice(i, 1);
break;
}
}
};
};
// --- SHADERS ---
const grassVertex = `
varying vec2 vUv;
uniform float uTime;
@@ -50,35 +152,40 @@ const grassFragment = `
}
`;
function createWorldChunk(zOffset) {
// --- 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(() => {
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);
};
const createWorldChunk = (zOffset) => {
const group = new THREE.Group();
group.position.z = zOffset;
const floor = new THREE.Mesh(
new THREE.PlaneGeometry(160, CHUNK_SIZE + 0.1),
new THREE.MeshStandardMaterial({ color: 0x1e2b21 })
);
const floor = new THREE.Mesh(new THREE.PlaneGeometry(160, CHUNK_SIZE + 0.1), new THREE.MeshStandardMaterial({ color: 0x1e2b21 }));
floor.rotation.x = -Math.PI / 2;
group.add(floor);
const count = 7000; // Adjusted for slightly larger floor
const count = 7000;
const geo = new THREE.PlaneGeometry(0.4, 0.9, 1, 2);
geo.translate(0, 0.45, 0);
const mat = new THREE.ShaderMaterial({
uniforms: { uTime },
vertexShader: grassVertex,
fragmentShader: grassFragment,
side: THREE.DoubleSide,
alphaToCoverage: true
uniforms: { uTime }, vertexShader: grassVertex, fragmentShader: grassFragment,
side: THREE.DoubleSide, alphaToCoverage: true
});
const mesh = new THREE.InstancedMesh(geo, mat, count);
const dummy = new THREE.Object3D();
for (let i = 0; i < count; i++) {
for(let i=0; i<count; i++) {
let x = (Math.random() - 0.5) * 120;
if (x > -10 && x < 10) x += (x > 0) ? 10 : -10;
let z = (Math.random() - 0.5) * CHUNK_SIZE;
dummy.position.set(x, 0, z);
dummy.position.set(x, 0, (Math.random() - 0.5) * CHUNK_SIZE);
dummy.rotation.y = Math.random() * Math.PI;
dummy.scale.setScalar(0.7 + Math.random() * 1.6);
dummy.updateMatrix();
@@ -86,13 +193,11 @@ function createWorldChunk(zOffset) {
}
group.add(mesh);
return group;
}
};
// --- CORE LOGIC ---
async function getCachedGLTF(file) {
if (!glbCache.has(file)) {
const gltf = await loader.loadAsync(file);
glbCache.set(file, gltf);
}
if (!glbCache.has(file)) glbCache.set(file, await loader.loadAsync(file));
return glbCache.get(file);
}
@@ -100,24 +205,15 @@ async function swapCharacter(file, isDeathAnimation = false) {
const myToken = ++swapToken;
const source = await getCachedGLTF(file);
if (myToken !== swapToken) return;
const model = cloneSkeleton(source.scene);
model.scale.setScalar(CONFIG.playerScale);
model.rotation.y = Math.PI;
const mixer = new THREE.AnimationMixer(model);
if (source.animations?.length) {
const action = mixer.clipAction(source.animations[0]);
if (isDeathAnimation) {
action.setLoop(THREE.LoopOnce, 1);
action.clampWhenFinished = true; // STOPS AT THE LAST FRAME
action.play();
} else {
action.play();
}
if (isDeathAnimation) { action.setLoop(THREE.LoopOnce, 1); action.clampWhenFinished = true; }
action.play();
}
if (currentModel) playerAnchor.remove(currentModel);
currentModel = model; currentMixer = mixer;
playerAnchor.add(currentModel);
@@ -125,24 +221,32 @@ async function swapCharacter(file, isDeathAnimation = false) {
function init() {
scene = new THREE.Scene();
const skyColor = 0xa4c3b2;
const skyColor = 0x87CEFA;
scene.background = new THREE.Color(skyColor);
scene.fog = new THREE.Fog(skyColor, 35, 150);
scene.fog = new THREE.Fog(skyColor, 150, 350);
camera = new THREE.PerspectiveCamera(60, 1, 0.1, 1000);
camera.position.set(0, 4.5, 13); // Lowered slightly to match bigger player
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));
scene.add(new THREE.AmbientLight(0xffffff, 1.2));
const lights = [
new THREE.AmbientLight(0xffffff, 1.8),
new THREE.DirectionalLight(0xffffff, 1.2)
];
lights[1].position.set(0, 50, 0);
scene.add(...lights);
for (let i = 0; i < CHUNK_COUNT; i++) {
// Re-added Clouds
const cloudGroup = new THREE.Group();
createClouds(cloudGroup);
scene.add(cloudGroup);
CHUNKS = Array.from({ length: CHUNK_COUNT }).map((_, i) => {
const chunk = createWorldChunk(-i * CHUNK_SIZE);
CHUNKS.push(chunk);
scene.add(chunk);
}
return chunk;
});
playerAnchor = new THREE.Group();
scene.add(playerAnchor);
@@ -155,32 +259,40 @@ function init() {
}).observe(container);
}
function spawn() {
async function spawn() {
const l = Math.floor(Math.random() * 5) - 2;
const mesh = new THREE.Mesh(
new THREE.BoxGeometry(1.8, 1.8, 1.8),
new THREE.MeshStandardMaterial({ color: 0xffffff, transparent: true, opacity: 0.9 })
);
mesh.position.set(l * CONFIG.lane, 0.9, -130);
scene.add(mesh);
worldObjects.push({ mesh, lane: l });
const source = await getCachedGLTF("Simple computer.glb");
const model = cloneSkeleton(source.scene);
const pivot = new THREE.Group();
pivot.position.set(l * CONFIG.lane, 0, -130);
model.position.set(0, 0.6, 0);
model.rotation.y = Math.PI;
model.scale.setScalar(5.5);
pivot.add(model);
scene.add(pivot);
worldObjects = [...worldObjects, { mesh: pivot, lane: l }];
}
function update() {
const delta = clock.getDelta();
uTime.value = clock.getElapsedTime();
if (currentMixer) currentMixer.update(delta);
if (!isPlaying) return;
if (gamePhase === "INSTRUCTIONS") {
instructionTimer -= delta;
if (instructionTimer <= 0) gamePhase = "PLAYING";
return;
}
const moveStep = CONFIG.speed * delta;
score++;
attentiveness -= 0.05;
if (attentiveness <= 0) triggerGameOver();
CHUNKS.forEach(chunk => {
chunk.position.z += moveStep;
if (chunk.position.z > CHUNK_SIZE) {
chunk.position.z -= CHUNK_SIZE * CHUNK_COUNT;
}
if (chunk.position.z > CHUNK_SIZE) chunk.position.z -= CHUNK_SIZE * CHUNK_COUNT;
});
currX += (lane * CONFIG.lane - currX) * 0.18;
@@ -189,23 +301,18 @@ 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;
worldObjects = worldObjects.map(obj => {
obj.mesh.position.z += moveStep;
// Collision box adjusted for larger character
if (Math.abs(obj.mesh.position.z) < 1.3 && obj.lane === lane && playerY < 1.5) triggerGameOver();
if (Math.abs(obj.mesh.position.z) < 1.5 && obj.lane === lane && playerY < 1.5) triggerGameOver();
return obj;
}).filter(obj => {
const keep = obj.mesh.position.z < 25;
if (!keep) scene.remove(obj.mesh);
return keep;
const active = obj.mesh.position.z < 25;
if (!active) { scene.remove(obj.mesh); attentiveness = Math.min(100, attentiveness + 2); }
return active;
});
if (score % 30 === 0) spawn();
@@ -213,55 +320,64 @@ function update() {
function triggerGameOver() {
isPlaying = false; gameOver = true; isDying = true; hitFlash = true;
swapCharacter("Falling Back Death.glb", true); // Pass 'true' for death logic
swapCharacter("Falling Back Death.glb", true);
setTimeout(() => hitFlash = false, 150);
}
async function startGame() {
worldObjects.forEach(obj => scene.remove(obj.mesh));
worldObjects = [];
score = 0; isPlaying = true; gameOver = false; startScreen = false;
targets = [];
score = 0; attentiveness = 100; isPlaying = true; gameOver = false; startScreen = false;
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;
});
CHUNKS.forEach((chunk, i) => { chunk.position.z = -i * CHUNK_SIZE; });
await swapCharacter("Running.glb");
}
function handleKeyDown(e) {
const handleKeyDown = (e) => {
if (!isPlaying || isDying) return;
if (e.key === "ArrowLeft" && lane > -2) lane--;
if (e.key === "ArrowRight" && lane < 2) lane++;
if ((e.key === " " || e.key === "ArrowUp") && !isJumping) {
isJumping = true; jumpV = CONFIG.jump; swapCharacter("Jumping.glb");
}
}
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"))
};
actions[e.key]?.();
};
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); };
return () => {
cancelAnimationFrame(animationFrame);
window.removeEventListener("keydown", handleKeyDown);
if (p5Instance) p5Instance.remove();
};
});
</script>
<style>
:global(body, html) { margin: 0; padding: 0; height: 100%; overflow: hidden; background: #a4c3b2; }
: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; }
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; }
.score { font-size: 2.5rem; margin-top: 30px; font-weight: 800; text-shadow: 0 4px 10px rgba(0,0,0,0.2); }
.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: 10; pointer-events: none; }
.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>