added character, jumping, running, cute falling animationgit add . love it so much

This commit is contained in:
Mak
2026-04-24 00:50:30 +09:00
parent df887cd7fc
commit e33f9a804f
5 changed files with 659 additions and 144 deletions

285
src/cool.svelte Normal file
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<script>
//@ts-nocheck
import { onMount, onDestroy } from "svelte";
import * as THREE from "three";
import { GLTFLoader } from "three/examples/jsm/loaders/GLTFLoader.js";
const CONFIG = {
lane: 2.5,
jump: 0.35,
grav: 0.015,
speed: 0.3
};
// UI State
let score = 0, isPlaying = false, gameOver = false, startScreen = true;
let hitFlash = false;
// Physics/Logic State
let lane = 0, currX = 0, isJumping = false, jumpV = 0, playerY = 0;
let isDying = false;
let shake = 0;
let fade = 1;
let container, canvas, scene, camera, renderer;
let worldObjects = [];
let resizeObserver;
// Character Refs
let playerGroup, mixer, currentAction, animations = [];
let clock = new THREE.Clock();
function playAnimation(name, loop = true) {
if (!mixer || !animations.length) return;
const clip = animations.find(a => a.name === name);
if (!clip) return;
const newAction = mixer.clipAction(clip);
if (currentAction === newAction) return;
if (currentAction) currentAction.fadeOut(0.2);
newAction.reset()
.setEffectiveTimeScale(1)
.setEffectiveWeight(1)
.fadeIn(0.2)
.play();
newAction.setLoop(loop ? THREE.LoopRepeat : THREE.LoopOnce);
newAction.clampWhenFinished = !loop;
currentAction = newAction;
}
function init() {
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera(60, 1, 0.1, 1000);
camera.position.set(0, 5, 10);
camera.lookAt(0, 0, -5);
renderer = new THREE.WebGLRenderer({ canvas, antialias: true });
renderer.setPixelRatio(window.devicePixelRatio);
scene.add(new THREE.AmbientLight(0xffffff, 0.5));
const sun = new THREE.DirectionalLight(0x00FFD1, 1.2);
sun.position.set(5, 10, 7);
scene.add(sun);
const floorGeo = new THREE.PlaneGeometry(100, 2000);
const floor = new THREE.Mesh(floorGeo, new THREE.MeshStandardMaterial({ color: 0x0a0a0a, roughness: 0.2, metalness: 0.5 }));
floor.rotation.x = -Math.PI / 2;
scene.add(floor);
const loader = new GLTFLoader();
// Using the RobotExpressive model from your logic reference
loader.load('https://threejs.org/examples/models/gltf/RobotExpressive/RobotExpressive.glb', (gltf) => {
const model = gltf.scene;
model.scale.set(0.4, 0.4, 0.4);
model.rotation.y = Math.PI;
playerGroup = new THREE.Group();
playerGroup.add(model);
scene.add(playerGroup);
animations = gltf.animations;
mixer = new THREE.AnimationMixer(model);
playAnimation('Running');
});
resizeObserver = new ResizeObserver(() => {
const { width, height } = container.getBoundingClientRect();
renderer.setSize(width, height);
camera.aspect = width / height;
camera.updateProjectionMatrix();
});
resizeObserver.observe(container);
}
function update() {
const delta = clock.getDelta();
if (mixer) mixer.update(delta);
// 1. Camera Shake Logic
if (shake > 0) {
shake -= 0.05;
camera.position.x = (Math.random() - 0.5) * shake;
camera.position.y = 5 + (Math.random() - 0.5) * shake;
} else {
camera.position.x = 0;
camera.position.y = 5;
}
// 2. Death Fade Logic
if (isDying && fade > 0) {
fade -= 0.005;
playerGroup?.traverse((child) => {
if (child.isMesh) {
child.material.transparent = true;
child.material.opacity = fade;
}
});
}
// Stop physics if not playing or dying
if (!isPlaying || isDying || gameOver) return;
score++;
// Smooth movement
currX += (lane * CONFIG.lane - currX) * 0.15;
if (playerGroup) playerGroup.position.x = currX;
// Jump Physics
if (isJumping) {
jumpV -= CONFIG.grav;
playerY += jumpV;
if (playerY <= 0) {
playerY = 0;
isJumping = false;
}
if (playerGroup) playerGroup.position.y = playerY;
}
// Obstacles & Collision
worldObjects = worldObjects.map(obj => {
obj.mesh.position.z += CONFIG.speed;
if (Math.abs(obj.mesh.position.z) < 0.8 && obj.lane === lane && playerY < 1) {
// --- TRIGGER DEATH SEQUENCE ---
isDying = true;
shake = 0.5;
hitFlash = true;
playAnimation('Death', false);
setTimeout(() => { hitFlash = false; }, 150);
setTimeout(() => {
isPlaying = false;
gameOver = true;
}, 3000);
}
return obj;
}).filter(obj => {
const keep = obj.mesh.position.z <= 15;
if (!keep) scene.remove(obj.mesh);
return keep;
});
if (score % 30 === 0) spawn();
}
function spawn() {
const l = Math.floor(Math.random() * 5) - 2;
const mesh = new THREE.Mesh(
new THREE.BoxGeometry(1.5, 1.5, 1.5),
new THREE.MeshStandardMaterial({
color: 0xFF0055,
emissive: 0xFF0055,
emissiveIntensity: 0.5
})
);
mesh.position.set(l * CONFIG.lane, 0.75, -100);
scene.add(mesh);
worldObjects.push({ mesh, lane: l });
}
function startGame() {
worldObjects.forEach(obj => scene.remove(obj.mesh));
worldObjects = [];
score = 0; lane = 0; playerY = 0; currX = 0;
isJumping = false; isDying = false; gameOver = false;
fade = 1; shake = 0; startScreen = false; isPlaying = true;
if (playerGroup) {
playerGroup.position.set(0, 0, 0);
playerGroup.traverse(child => {
if (child.isMesh) child.material.opacity = 1;
});
playAnimation('Running');
}
}
onMount(() => {
init();
const loop = () => {
requestAnimationFrame(loop);
update();
renderer.render(scene, camera);
};
loop();
window.addEventListener("keydown", (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;
playAnimation('Jump', false);
// Switch back to running after jump time (approx 800ms)
setTimeout(() => { if(!isDying) playAnimation('Running'); }, 800);
}
});
});
onDestroy(() => resizeObserver?.disconnect());
</script>
<style>
:global(body, html) { margin: 0; padding: 0; height: 100%; overflow: hidden; background: #050505; }
#wrapper { position: absolute; inset: 0; display: flex; align-items: center; justify-content: center; }
canvas { width: 100% !important; height: 100% !important; display: block; }
.flash { position: absolute; inset: 0; background: white; z-index: 100; pointer-events: none; }
.ui { position: absolute; inset: 0; pointer-events: none; color: white; text-align: center; font-family: sans-serif; z-index: 50; }
.modal {
pointer-events: auto;
background: rgba(0,0,0,0.95);
padding: 60px;
border: 1px solid #FF0055;
box-shadow: 0 0 50px rgba(255, 0, 85, 0.2);
margin-top: 10vh;
}
.score-hud { font-size: 5rem; font-weight: 900; color: #00FFD1; margin-top: 20px; font-style: italic; }
button {
padding: 20px 60px;
background: #FF0055;
border: none;
cursor: pointer;
font-weight: 900;
color: white;
text-transform: uppercase;
font-style: italic;
font-size: 1.5rem;
}
</style>
<div id="wrapper" bind:this={container}>
<canvas bind:this={canvas}></canvas>
{#if hitFlash}
<div class="flash"></div>
{/if}
<div class="ui">
{#if isPlaying && !gameOver}
<div class="score-hud">{score}</div>
{/if}
{#if startScreen || gameOver}
<div class="modal">
<h1 style="font-size: 4rem; font-style: italic; font-weight: 900;">
{gameOver ? 'SYSTEM FAILURE' : 'CYBER RUN'}
</h1>
<p style="letter-spacing: 5px; opacity: 0.6; margin-bottom: 40px;">
{gameOver ? 'FINAL SCORE: ' + score : 'NEURAL LINK READY'}
</p>
<button on:click={startGame}>{gameOver ? 'RE-INITIATE' : 'START SIMULATION'}</button>
</div>
{/if}
</div>
</div>