Files
overload/src/App.svelte
2026-05-10 18:08:18 +09:00

488 lines
18 KiB
Svelte

<script>
// @ts-nocheck
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";
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';
import { handleInput, processInteraction, updatePhysics, updateGameFlow } from './GameController.js';
import { createWorldChunk, createClouds, moveWorld,animateClouds } from './WorldScene.js';
import { ObstacleFactory } from './ObstacleFactory.js';
import { GameManager } from './GameManager.js';
async function handleStart() {
showLanding = false;
await tick();
init();
const gameState = {
get isPlaying() { return isPlaying; },
get score() { return score; },
set score(v) { score = v; },
get lives() { return lives; },
set lives(v) { lives = v; },
get multiplierTimer() { return multiplierTimer; },
get targetType() { return targetType; },
get instructionTimer() { return instructionTimer; },
set instructionTimer(v) { instructionTimer = v; },
get gamePhase() { return gamePhase; },
set gamePhase(v) { gamePhase = v; },
get lastStarScore() { return lastStarScore; },
set lastStarScore(v) { lastStarScore = v; },
get targets() { return targets; },
get scorePopups() { return scorePopups; },
onHit: (t) => {
processInteraction(t, gameState, scoreMultiplier, BOOST_DURATION);
},
onActivateBoost: (mult, dur) => {
scoreMultiplier = mult;
multiplierTimer = dur;
}
};
p5Instance = new p5(createSketch(gameState, textures), p5Container);
lastTime = performance.now();
startGame();
const loop = () => {
animationFrame = requestAnimationFrame(loop);
update();
if (renderer && scene && camera) {
renderer.render(scene, camera);
}
};
loop();
}
//App flow & timing
let showLanding = true; // Toggles between LandingPage and the Game Wrapper
let lastTime = performance.now(); // High-resolution timestamp for delta time calculation
// Game Constants & State Variables for physical rules of the world
const CONFIG = {
lane: 2.5,
jump: 0.35,
grav: 0.015, // Gravity constant applied per frame
playerScale: 1.7, // Visual scale multiplier for the 3D character
START_SPEED: 45, // Initial slow speed
MAX_SPEED: 95, // The maximum speed threshold
ACCELERATION: 1, // Speed added per second
};
const BOOST_DURATION = 20; // Length of the 'Star' multiplier in seconds
// RENDERING REFERENCES
//View references used to bridge Svelte with Three.js and P5.js
let container, canvas, p5Container; // HTML Element bindings
let scene, camera, renderer; // Three.js Core components
let p5Instance; // p5.js Overlay instance
let animationFrame; // ID for the requestAnimationFrame loop
let uTime = { value: 0 }; // Global time tracker for shader animations and world logic
// Game State Variables
let score = 0, isPlaying = false, gameOver = false, startScreen = true;
let lives = 5; let isDying = false, hitFlash = false;
let currentSpeed = CONFIG.START_SPEED; // The active world velocity
//Player physics, tracks the 3D position and physics state of the character.
let lane = 0, currX = 0, isJumping = false, jumpV = 0, playerY = 0;
let playerAnchor, currentModel = null, currentMixer = null, swapToken = 0;
// WORLD OBJECTS & GENERATION
let worldObjects = [];
let spawnDistanceTracker = 0; // Tracks distance traveled since last spawn
const SPAWN_INTERVAL = 40; // Physical distance between obstacles
let cloudGroup; // Container for background parallax clouds
let CHUNKS = []; // Ground segments for the infinite loop
const CHUNK_COUNT = 3; // Number of segments in the pool
const CHUNK_SIZE = 140;
// ENVIRONMENT & LIGHTING
let sun, moon, ambientLight, sunLight, headLight;
// 2D Game Logic
let gamePhase = "START";
let instructionTimer = 3;
let targetType = "STRAWBERRY";
let targets = []; // Active 2D floating target objects
let scorePopups = []; // To track the floating +100 labels
let scoreMultiplier = 1; //to double the score when star is active
let multiplierTimer = 0; // Countdown for active Star power-up
let lastStarScore = 0; // Checkpoint to trigger Star spawn every 10k points
// ASSET CACHE & LOADING
// Memory management for models and textures to prevent redundant loads.
const loader = new GLTFLoader();
const glbCache = new Map();
let textures = {};
async function getCachedGLTF(file) {
if (!glbCache.has(file)) glbCache.set(file, await loader.loadAsync(file));
return glbCache.get(file);
}
// Asynchronously swaps the 3D player model and manages its animations
async function swapCharacter(file, isDeathAnimation = false) {
// Incrementing a token ensures that if multiple swaps are called rapidly,
// only the most recent request (the latest token) actually updates the scene.
const myToken = ++swapToken;
const source = await getCachedGLTF(`3dmodels/${file}`);
if (myToken !== swapToken) return; // Exit if a newer swap request has already started (stale request prevention)
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; } // Stop on the last frame instead of resetting
action.play();
}
if (currentModel) playerAnchor.remove(currentModel);
currentModel = model; currentMixer = mixer;
playerAnchor.add(currentModel);
}
// Initializes the Three.js engine, environment, and procedural world elements
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, container.clientWidth / container.clientHeight, 0.2, 1000);
camera.position.set(0, 5.5, 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),
new THREE.DirectionalLight(0xffffff, 1.2)
];
lights[1].position.set(0, 50, 0);
scene.add(...lights);
cloudGroup = new THREE.Group();
createClouds(cloudGroup);
scene.add(cloudGroup);
CHUNKS = Array.from({ length: CHUNK_COUNT }).map((_, i) => {
const chunk = createWorldChunk(-i * CHUNK_SIZE, uTime);
scene.add(chunk);
return chunk;
});
playerAnchor = new THREE.Group();
scene.add(playerAnchor);
scene.fog = new THREE.Fog(skyColors.day, 150, 300);
ambientLight = new THREE.AmbientLight(0xffffff, 1.5);
sunLight = new THREE.DirectionalLight(0xffffff, 1.0);
sunLight.position.set(0, 50, -50);
headLight = new THREE.PointLight(0x00d2ff, 0, 40);
camera.add(headLight);
scene.add(camera, ambientLight, sunLight);
// 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);
// Responsive Design (Viewport Observer)
// Automatically handles canvas resizing without reloading the engine
const ro = new ResizeObserver(() => {
if (!container || !renderer) return;
const { width, height } = container.getBoundingClientRect();
renderer.setSize(width, height);
camera.aspect = width / height;
camera.updateProjectionMatrix();
});
ro.observe(container);
}
async function spawn() { //spawning obstacles with bigger one having 0.2 chance, smaller ones 0.8 chance
const isRare = Math.random() < 0.2;
const modelFile = isRare ? "3dmodels/bird_in_a_claw_machine.glb" : "3dmodels/Simple computer.glb";
const source = await getCachedGLTF(modelFile);
const obstacleData = createObstacle(isRare, source, CONFIG.lane);
scene.add(obstacleData.mesh);
worldObjects = [...worldObjects, obstacleData];
}
// Main Animation Loop: Executed every frame to update game state and rendering
function update() {
const now = performance.now(); // Time Synchronization
const delta = (now - lastTime) / 1000;
lastTime = now;
uTime.value += delta; // Update global shader uniforms and active 3D animations
if (currentMixer) currentMixer.update(delta);
if (!isPlaying) return;
// This updates the instruction timer and switches the phase
updateGameFlow({
get gamePhase() { return gamePhase; },
set gamePhase(v) { gamePhase = v; },
get instructionTimer() { return instructionTimer; },
set instructionTimer(v) { instructionTimer = v; }
}, delta);
if (gamePhase === "INSTRUCTIONS") return; // Halt world movement and physics during the instruction countdown
const moveStep = currentSpeed * delta; // Determine distance traveled this frame based on current velocity
// Environment: Updates Day/Night cycle, lighting, and celestial movement
updateEnvironment(uTime.value, scene, { ambientLight, sunLight, headLight }, { sun, moon });
// Loops ground segments and animates background parallax clouds
moveWorld(CHUNKS, moveStep, CHUNK_SIZE, CHUNK_COUNT);
animateClouds(cloudGroup, moveStep);
updatePhysics( // Processes gravity, jumping, and lane-shifting kinematics
{
get lane() { return lane; },
get currX() { return currX; }, set currX(v) { currX = v; },
get playerY() { return playerY; }, set playerY(v) { playerY = v; },
get isJumping() { return isJumping; }, set isJumping(v) { isJumping = v; },
get jumpV() { return jumpV; }, set jumpV(v) { jumpV = v; },
isDying
},
CONFIG, delta, swapCharacter
);
// Apply visual positions to the actual 3D objects
playerAnchor.position.x = currX;
playerAnchor.position.y = playerY;
// Obstacle Controller
worldObjects.forEach(obj => { obj.mesh.position.z += moveStep; }); // Move obstacles toward the player and check for bounding-box intersections
worldObjects = handleCollisions(worldObjects, lane, playerY, triggerGameOver);
worldObjects = worldObjects.filter(obj => { // Garbage Collection: Remove obstacles that have passed behind the camera to free memory
const active = obj.mesh.position.z < 25;
if (!active) scene.remove(obj.mesh);
return active;
});
// Manage active multiplier power-ups (Star/Boost)
if (multiplierTimer > 0) {
multiplierTimer -= delta;
if (multiplierTimer <= 0) { multiplierTimer = 0; scoreMultiplier = 1; }
}
// Calculate score based on speed and active multiplier
score += Math.floor((currentSpeed / 40) * scoreMultiplier);
// Gradually increase velocity to scale game difficulty
if (currentSpeed < CONFIG.MAX_SPEED) currentSpeed += CONFIG.ACCELERATION * delta;
// 1. Ask the Static Manager if we should spawn
if (GameManager.shouldSpawn(moveStep)) {
// 2. Pass 'loader' so the factory can fetch models if needed
ObstacleFactory.spawnRandom(glbCache, loader, CONFIG.lane).then(obstacle => {
scene.add(obstacle.mesh);
worldObjects = [...worldObjects, obstacle];
});
}
}
function triggerGameOver() {
isPlaying = false; gameOver = true; isDying = true; hitFlash = true;
hasSubmitted.set(false); // Allow a new submission for this game over
loadLeaderboard(); // Refresh board to show latest rankings
swapCharacter("Falling Back Death.glb", true);
setTimeout(() => hitFlash = false, 150);
}
async function startGame() {
if (!scene) return;
currentSpeed = CONFIG.START_SPEED;
const types = ["STRAWBERRY", "WATERMELON", "BLUEBERRY"]; // Choose a random target type for this mission
targetType = types[Math.floor(Math.random() * types.length)];
worldObjects.forEach(obj => scene.remove(obj.mesh));
targets.length = 0;
scorePopups.length = 0;
worldObjects = [];
spawnDistanceTracker = 0;
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; });
await swapCharacter("Running.glb");
}
const handleKeyDown = (e) => {
// Delegate keyboard input to the Controller
handleInput(e,
{
isPlaying,
isDying,
// Use getters/setters so the Controller can actually change the Model
get lane() { return lane; },
set lane(v) { lane = v; },
get isJumping() { return isJumping; },
set isJumping(v) { isJumping = v; },
get jumpV() { return jumpV; },
set jumpV(v) { jumpV = v; }
},
CONFIG,
swapCharacter
);
};
onMount(() => {
loadLeaderboard();
window.addEventListener("keydown", handleKeyDown);
return () => { // This return block executes when the component is destroyed (e.g., navigating away)
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}>
<!-- The 3D Game World -->
<canvas bind:this={canvas}></canvas>
<!-- The 2D P5.js Overlay (Hearts, Hammer, Fruit) -->
<div class="p5-hud" bind:this={p5Container}></div>
{#if hitFlash} <div class="flash"></div> {/if}
<!-- TOP-RIGHT LEADERBOARD -->
<div class="side-hud">
<div class="leaderboard-view">
<h3>TOP RUNNERS</h3>
<ul>
{#if $leaderboard.length > 0}
{#each $leaderboard as entry, i}
<li>
<span>{i + 1}. {entry.name}</span>
<span>{entry.score}</span>
</li>
{/each}
{:else}
<li style="opacity: 0.5; justify-content: center;">No scores yet</li>
{/if}
</ul>
</div>
</div>
<!-- 2. GAME UI OVERLAY -->
<div class="ui">
<!-- Live Score -->
<div class="score">{score}</div>
<!-- Game Over Modal -->
{#if gameOver}
<div class="modal">
<h1>GAME OVER</h1>
<p>Final Score: <strong>{score}</strong></p>
<!-- Only show the save input if they haven't submitted yet -->
{#if !$hasSubmitted}
<div class="leaderboard-entry">
<input
type="text"
bind:value={$playerName}
placeholder="ENTER NAME"
maxlength="10"
/>
<button class="save-btn" on:click={() => saveScore(score)}>SAVE TO BOARD</button>
</div>
{:else}
<p class="saved-msg">SCORE SAVED!</p>
{/if}
<button class="retry-btn" on:click={startGame}>PLAY AGAIN</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; width: 100vw; height: 100vh; }
canvas { width: 100% !important; height: 100% !important; display: block; }
.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; }
/* New Sidebar Container */
.side-hud {
position: absolute;
top: 20px;
right: 20px;
width: 220px;
z-index: 15;
pointer-events: none; /* Let clicks pass through to the game if needed */
}
/* Updated Leaderboard View */
.leaderboard-view {
background: rgba(255, 255, 255, 0.2);
backdrop-filter: blur(10px);
border: 1px solid rgba(255,255,255,0.3);
border-radius: 15px;
padding: 15px;
text-align: left;
color: white;
box-shadow: 0 8px 32px rgba(0,0,0,0.1);
}
/* Ensure buttons and inputs still work */
input, button {
pointer-events: auto;
}
.leaderboard-view h3 {
margin-top: 0;
text-align: center;
font-size: 0.8rem;
letter-spacing: 2px;
color: hsl(308, 100%, 87%);
text-transform: uppercase;
}
li {
display: flex;
justify-content: space-between;
padding: 5px 0;
border-bottom: 1px solid rgba(255,255,255,0.1); /* Lighter border */
font-weight: bold;
font-size: 0.9rem;
}
ul { list-style: none; padding: 0; margin: 0; }
button { width: 100%; padding: 15px; border: none; border-radius: 12px; cursor: pointer; font-weight: bold; font-size: 1rem; transition: all 0.2s; }
.save-btn { background: #ff4ed3; color: white; margin-bottom: 5px; }
.retry-btn { background: #1e2b21; color: white; margin-top: 10px; }
button:hover { transform: translateY(-2px); filter: brightness(1.1); }
.flash { position: absolute; inset: 0; background: white; z-index: 20; pointer-events: none; }
</style>