797 lines
25 KiB
Svelte
797 lines
25 KiB
Svelte
<script>
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// @ts-nocheck
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import LandingPage from './LandingPage.svelte';
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import { onMount, tick } from "svelte";
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import * as THREE from "three";
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import p5 from "p5";
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import { GLTFLoader } from "three/examples/jsm/loaders/GLTFLoader.js";
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import { clone as cloneSkeleton } from "three/examples/jsm/utils/SkeletonUtils.js";
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import { loadLeaderboard, saveScore, playerName, leaderboard , hasSubmitted } from './leaderboard.js';
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let showLanding = true;
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let lastTime = performance.now();
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async function handleStart() {
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showLanding = false;
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// Wait for Svelte to render the #wrapper and canvas
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await tick();
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init();
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p5Instance = new p5(sketch, p5Container);
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lastTime = performance.now();// Ensure lastTime is reset to "now" so delta doesn't jump
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// Start the game logic
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startGame();
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// Start the render loop
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const loop = () => {
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animationFrame = requestAnimationFrame(loop);
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update();
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if (renderer && scene && camera) {
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renderer.render(scene, camera);
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}
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};
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loop();
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}
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const CONFIG = {
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lane: 2.5,
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jump: 0.35,
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grav: 0.015,
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playerScale: 1.7,
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START_SPEED: 45, // Initial slow speed
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MAX_SPEED: 95, // The "chaos" threshold
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ACCELERATION: 1, // Speed added per second
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CYCLE_INTERVAL: 7000
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};
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let currentSpeed = CONFIG.START_SPEED;
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let score = 0, isPlaying = false, gameOver = false, startScreen = true;
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let attentiveness = 100;
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let lives = 5;
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let lane = 0, currX = 0, isJumping = false, jumpV = 0, playerY = 0;
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let container, canvas, scene, camera, renderer, p5Container;
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let worldObjects = [], animationFrame, p5Instance;
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let isDying = false, hitFlash = false;
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let spawnDistanceTracker = 0;
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const SPAWN_INTERVAL = 40; // Physical distance between obstacles
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let cloudGroup;
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let skyColors = {
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day: new THREE.Color(0x87CEFA),
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night: new THREE.Color(0x02050a)
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};
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let sun, moon, ambientLight, sunLight, headLight;
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// 2D Game Logic
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let gamePhase = "START";
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let instructionTimer = 3;
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let targetType = "STRAWBERRY";
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let targets = [];
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let scorePopups = []; // To track the floating +100 labels
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let playerAnchor, currentModel = null, currentMixer = null, swapToken = 0;
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let CHUNKS = [];
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const CHUNK_COUNT = 3;
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const CHUNK_SIZE = 140;
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let uTime = { value: 0 };
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const loader = new GLTFLoader();
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const glbCache = new Map();
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let textures = {};
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let scoreMultiplier = 1;
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let multiplierTimer = 0; // Remaining seconds of boost
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let lastStarScore = 0; // Add this line to prevent the crash
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const BOOST_DURATION = 20; // 20 seconds
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const sketch = (p) => {
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// --- FOOLPROOF IMAGE LOADER ---
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p.setup = async () => {
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const w = container?.clientWidth || p.windowWidth;
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const h = container?.clientHeight || p.windowHeight;
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p.createCanvas(w, h);
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const loadImg = (path) => new Promise(resolve => {
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p.loadImage(path, img => resolve(img), () => resolve(null));
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});
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textures.STRAWBERRY = await loadImg('strawberry.png');
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textures.WATERMELON = await loadImg('watermelon.png');
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textures.BLUEBERRY = await loadImg('blubb.png');
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textures.STAR = await loadImg('star.png');
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};
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const drawHeart = (x, y, size, active) => {
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p.push();
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p.noStroke();
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// Use red if active, grey if dead
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p.fill(active ? [255, 50, 50] : [100, 100, 100, 150]);
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const s = size / 5;
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p.rect(x + s, y, s, s); p.rect(x + 3 * s, y, s, s);
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p.rect(x, y + s, 5 * s, s);
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p.rect(x, y + 2 * s, 5 * s, s);
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p.rect(x + s, y + 3 * s, 3 * s, s);
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p.rect(x + 2 * s, y + 4 * s, s, s);
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p.pop();
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};
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p.draw = () => {
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p.clear();
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if (!isPlaying) return;
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// --- MULTIPLIER HUD ---
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if (multiplierTimer > 0) {
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p.push();
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p.fill(255, 215, 0); // Golden color
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p.textSize(24);
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p.textStyle(p.BOLD);
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p.textAlign(p.RIGHT);
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p.text(`BOOST: ${Math.ceil(multiplierTimer)}s`, p.width - 20, 100);
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p.pop();
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// Optional: Add a subtle golden border to the screen
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p.noFill();
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p.stroke(255, 215, 0, 100);
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p.strokeWeight(10);
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p.rect(0, 0, p.width, p.height);
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}
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// Inside p.draw, near your other spawning logic
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if (score > 0 && score % 10000 < 50 && score - lastStarScore >= 10000) {
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lastStarScore = score;
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targets.push({
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x: -50, // Start off-screen left
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y: p.random(p.height * 0.2, p.height * 0.5), // Random vertical height
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type: "STAR",
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speedX: p.random(6, 9), // Fly fast horizontally
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speedY: 0,
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rot: 0
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});
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}
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if (gamePhase === "INSTRUCTIONS") {
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p.fill(0, 200); // Darken background
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p.rect(0, 0, p.width, p.height);
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p.fill(255);
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p.textAlign(p.CENTER);
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p.textFont('Segoe UI');
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p.textStyle(p.BOLD);
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// The Mission Text
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p.textSize(28);
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p.text(`MISSION: COLLECT`, p.width / 2, p.height / 2 - 100);
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// Draw the target icon to collect
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const targetImg = textures[targetType];
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if (targetImg) {
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p.imageMode(p.CENTER);
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p.image(targetImg, p.width / 2, p.height / 2 - 20, 80, 80);
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}
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p.textSize(32);
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p.fill(0, 255, 200); // Cyan color for the target name
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p.text(targetType, p.width / 2, p.height / 2 + 60);
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// Countdown
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p.fill(255);
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p.textSize(80);
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p.text(Math.ceil(instructionTimer), p.width / 2, p.height / 2 + 160);
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return;
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}
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// --- RENDER HEARTS ---
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for (let i = 0; i < 5; i++) { // Always run 5 times
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drawHeart(20 + (i * 35), 20, 25, i < lives);
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}
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if (p.random(1) < 0.004) {
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const types = ["STRAWBERRY", "WATERMELON", "BLUEBERRY"];
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targets.push({
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x: p.random(p.width * 0.2, p.width * 0.8),
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y: -50,
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type: types[p.floor(p.random(types.length))],
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speed: p.random(1.5, 3),
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rot: 0
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});
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}
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// Inside p.draw(), top-left corner
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p.push();
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p.fill(0, 150); // Translucent dark background
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p.rect(10, 60, 120, 140, 15);
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p.fill(255);
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p.textSize(14);
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p.textAlign(p.CENTER);
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p.text("CURRENT TARGET", 70, 85);
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const targetImg = textures[targetType];
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if (targetImg) {
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p.image(targetImg, 70, 135, 60, 60);
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}
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p.fill(0, 255, 200);
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p.text(targetType, 70, 185);
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p.pop();
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// --- RENDER IMAGES ---
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for (let i = targets.length - 1; i >= 0; i--) {
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let t = targets[i];
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if (t.type === "STAR") {
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t.x += t.speedX; // Move horizontal
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} else {
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t.y += t.speed; // Move vertical
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}
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t.rot += 0.02;
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p.push();
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p.translate(t.x, t.y);
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p.rotate(t.rot);
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p.imageMode(p.CENTER);
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// Check if the texture exists before trying to draw it
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const img = textures[t.type];
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if (img) {
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// Draw the image. Scale it to 40x40 pixels (adjust as needed)
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const size = t.type === "STAR" ? 120 : 100;
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p.image(img, 0, 0, size, size);
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}
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p.pop();
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if (t.y > p.height + 50 || t.x > p.width + 50) {
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// If the one we missed was the target, lose a life
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if (t.type === targetType && lives > 0) {
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lives--;
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}
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targets.splice(i, 1);
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}
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}
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// --- RENDER FLOATING SCORE POPUPS ---
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for (let i = scorePopups.length - 1; i >= 0; i--) {
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let pop = scorePopups[i];
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if (!pop.val) continue; // Safety check: skip if value is missing
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p.push();
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p.textAlign(p.CENTER);
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p.textStyle(p.BOLD);
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p.textSize(32 + (1 - pop.life) * 20); // Gets bigger as it rises
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// Yellow color with fading alpha
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p.fill(255, 230, 0, pop.opacity);
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p.text(pop.val, pop.x, pop.y);
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p.pop();
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// Animate: Move up and fade out
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pop.y -= 2;
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pop.life -= 0.02;
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pop.opacity = pop.life * 255;
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// Remove when faded
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if (pop.life <= 0) {
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scorePopups.splice(i, 1);
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}
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}
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// --- 2D HAMMER ---
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p.push();
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p.translate(p.mouseX, p.mouseY);
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p.rotate(-0.4);
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p.fill(120, 80, 50); p.noStroke();
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p.rect(-5, 0, 10, 40, 2);
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p.fill(100);
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p.rect(-20, -10, 40, 20, 4);
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p.pop();
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};
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p.mousePressed = () => {
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if (gamePhase !== "PLAYING") return;
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for (let i = targets.length - 1; i >= 0; i--) {
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let t = targets[i];
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if (p.dist(p.mouseX, p.mouseY, t.x, t.y) < 60) {
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if (t.type === targetType) {
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// Apply multiplier to normal hits
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const gain = 100 * scoreMultiplier;
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score += gain;
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scorePopups.push({ x: t.x, y: t.y, opacity: 255, life: 1, val: `+${gain}` });
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} else if(t.type === "STAR") {
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// Trigger the 2x Boost
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scoreMultiplier = 2;
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multiplierTimer = BOOST_DURATION;
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scorePopups.push({ x: t.x, y: t.y, opacity: 255, life: 1, val: "X2 BOOST!" });
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}else {
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if (lives > 0) lives--;
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}
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targets.splice(i, 1);
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break;
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}
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}
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};
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};
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const grassVertex = `
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varying vec2 vUv;
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uniform float uTime;
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void main() {
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vUv = uv;
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vec3 pos = position;
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float sway = sin(uTime * 2.0 + (instanceMatrix[3][0] * 0.5) + (instanceMatrix[3][2] * 0.5)) * 0.15 * uv.y;
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pos.x += sway;
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gl_Position = projectionMatrix * modelViewMatrix * instanceMatrix * vec4(pos, 1.0);
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}
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`;
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const grassFragment = `
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varying vec2 vUv;
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void main() {
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gl_FragColor = vec4(mix(vec3(0.12, 0.28, 0.18), vec3(0.5, 0.72, 0.4), vUv.y), 1.0);
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}
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`;
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const createClouds = (group) => {
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const cloudMaterial = new THREE.MeshLambertMaterial({ color: 0xffffff, transparent: true, opacity: 0.8 });
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const thickness = 2;
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for (let i = 0; i < 20; i++) {
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const w = 10 + Math.random() * 20;
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const d = 10 + Math.random() * 20;
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const cloud = new THREE.Mesh(new THREE.BoxGeometry(w, thickness, d), cloudMaterial);
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const y = 30 + Math.random() * 25;
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cloud.position.set((Math.random() - 0.5) * 280, y, (Math.random() - 0.5) * 300);
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group.add(cloud);
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}
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};
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const createWorldChunk = (zOffset) => {
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const group = new THREE.Group();
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group.position.z = zOffset;
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const floor = new THREE.Mesh(new THREE.PlaneGeometry(160, CHUNK_SIZE + 0.1), new THREE.MeshStandardMaterial({ color: 0x1e2b21 }));
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floor.rotation.x = -Math.PI / 2;
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group.add(floor);
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const count = 7000;
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const geo = new THREE.PlaneGeometry(0.4, 0.9, 1, 2);
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geo.translate(0, 0.45, 0);
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const mat = new THREE.ShaderMaterial({
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uniforms: { uTime }, vertexShader: grassVertex, fragmentShader: grassFragment,
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side: THREE.DoubleSide, alphaToCoverage: true
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});
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const mesh = new THREE.InstancedMesh(geo, mat, count);
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const dummy = new THREE.Object3D();
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for(let i=0; i<count; i++) {
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let x = (Math.random() - 0.5) * 120;
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if (x > -10 && x < 10) x += (x > 0) ? 10 : -10;
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dummy.position.set(x, 0, (Math.random() - 0.5) * CHUNK_SIZE);
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dummy.rotation.y = Math.random() * Math.PI;
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dummy.scale.setScalar(0.7 + Math.random() * 1.6);
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dummy.updateMatrix();
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mesh.setMatrixAt(i, dummy.matrix);
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}
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group.add(mesh);
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return group;
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};
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async function getCachedGLTF(file) {
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if (!glbCache.has(file)) glbCache.set(file, await loader.loadAsync(file));
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return glbCache.get(file);
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}
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async function swapCharacter(file, isDeathAnimation = false) {
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const myToken = ++swapToken;
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const source = await getCachedGLTF(file);
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if (myToken !== swapToken) return;
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const model = cloneSkeleton(source.scene);
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model.scale.setScalar(CONFIG.playerScale);
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model.rotation.y = Math.PI;
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const mixer = new THREE.AnimationMixer(model);
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if (source.animations?.length) {
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const action = mixer.clipAction(source.animations[0]);
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if (isDeathAnimation) { action.setLoop(THREE.LoopOnce, 1); action.clampWhenFinished = true; }
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action.play();
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}
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if (currentModel) playerAnchor.remove(currentModel);
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currentModel = model; currentMixer = mixer;
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playerAnchor.add(currentModel);
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}
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function init() {
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if (!canvas || !container) return; // Safety check
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scene = new THREE.Scene();
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const skyColor = 0x87CEFA;
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scene.background = new THREE.Color(skyColor);
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scene.fog = new THREE.Fog(skyColor, 150, 350);
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camera = new THREE.PerspectiveCamera(60, container.clientWidth / container.clientHeight, 0.2, 1000);
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camera.position.set(0, 5.5, 13);
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camera.lookAt(0, -1, -5);
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renderer = new THREE.WebGLRenderer({ canvas, antialias: true });
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renderer.setPixelRatio(Math.min(window.devicePixelRatio, 1.5));
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renderer.setSize(container.clientWidth, container.clientHeight);
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const lights = [
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new THREE.AmbientLight(0xffffff, 1.8),
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new THREE.DirectionalLight(0xffffff, 1.2)
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];
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lights[1].position.set(0, 50, 0);
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scene.add(...lights);
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cloudGroup = new THREE.Group();
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createClouds(cloudGroup);
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scene.add(cloudGroup);
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CHUNKS = Array.from({ length: CHUNK_COUNT }).map((_, i) => {
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const chunk = createWorldChunk(-i * CHUNK_SIZE);
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scene.add(chunk);
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return chunk;
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});
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playerAnchor = new THREE.Group();
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scene.add(playerAnchor);
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const ro = new ResizeObserver(() => {
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if (!container || !renderer) return;
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const { width, height } = container.getBoundingClientRect();
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renderer.setSize(width, height);
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camera.aspect = width / height;
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camera.updateProjectionMatrix();
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});
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ro.observe(container);
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// 1. Update Fog to use the day color
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scene.fog = new THREE.Fog(skyColors.day, 150, 300);
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// 2. Setup Lights
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ambientLight = new THREE.AmbientLight(0xffffff, 1.5);
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sunLight = new THREE.DirectionalLight(0xffffff, 1.0);
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sunLight.position.set(0, 50, -50);
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// 3. Add the "Headlight" to the camera (stays off during day)
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headLight = new THREE.PointLight(0x00d2ff, 0, 40);
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camera.add(headLight);
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scene.add(camera, ambientLight, sunLight);
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// 4. Create Low-Poly Sun and Moon
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const lowPolyGeo = new THREE.IcosahedronGeometry(10, 1);
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sun = new THREE.Mesh(lowPolyGeo, new THREE.MeshBasicMaterial({ color: 0xffffcc }));
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moon = new THREE.Mesh(lowPolyGeo, new THREE.MeshBasicMaterial({ color: 0x94b0ff }));
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// Position them at opposite poles
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sun.position.set(60, 100, -250);
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moon.position.set(60, -100, -250);
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scene.add(sun, moon);
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}
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async function spawn() {
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const l = Math.floor(Math.random() * 5) - 2;
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const isRare = Math.random() < 0.2;
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const modelFile = isRare ? "bird_in_a_claw_machine.glb" : "Simple computer.glb";
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const source = await getCachedGLTF(modelFile);
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const model = cloneSkeleton(source.scene);
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const pivot = new THREE.Group();
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pivot.position.set(l * CONFIG.lane, 0, -130);
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if (isRare) {
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model.position.set(0, 3.0, 0);
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model.rotation.y = 0;
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model.scale.setScalar(0.6);
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} else {
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model.position.set(0, 0.6, 0);
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model.rotation.y = Math.PI;
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model.scale.setScalar(5.5);
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}
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|
|
|
pivot.add(model);
|
|
scene.add(pivot);
|
|
|
|
// ADD THIS: Save the type so the collision logic knows it's tall
|
|
worldObjects = [...worldObjects, { mesh: pivot, lane: l, isTall: isRare }];
|
|
}
|
|
|
|
|
|
function update() {
|
|
const now = performance.now();
|
|
const delta = (now - lastTime) / 1000;
|
|
lastTime = now;
|
|
|
|
uTime.value += delta;
|
|
if (currentMixer) currentMixer.update(delta);
|
|
if (!isPlaying) return;
|
|
|
|
// --- MULTIPLIER COUNTDOWN ---
|
|
if (multiplierTimer > 0) {
|
|
multiplierTimer -= delta;
|
|
if (multiplierTimer <= 0) {
|
|
multiplierTimer = 0;
|
|
scoreMultiplier = 1;
|
|
}
|
|
}
|
|
|
|
// --- 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 cycleProgress = (uTime.value % 60) / 60;
|
|
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;
|
|
}
|
|
|
|
if (currentSpeed < CONFIG.MAX_SPEED) {
|
|
currentSpeed += CONFIG.ACCELERATION * delta;
|
|
}
|
|
|
|
const moveStep = currentSpeed * delta;
|
|
// --- BOOSTED DISTANCE SCORE ---
|
|
// We apply the multiplier to the floor calculation
|
|
score += Math.floor((currentSpeed / 40) * scoreMultiplier);
|
|
|
|
|
|
|
|
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 => {
|
|
chunk.position.z += moveStep;
|
|
if (chunk.position.z > CHUNK_SIZE) chunk.position.z -= CHUNK_SIZE * CHUNK_COUNT;
|
|
});
|
|
|
|
currX += (lane * CONFIG.lane - currX) * 0.18;
|
|
playerAnchor.position.x = currX;
|
|
|
|
if (isJumping) {
|
|
jumpV -= CONFIG.grav;
|
|
playerY += jumpV;
|
|
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 detection
|
|
const isInLane = obj.lane === lane;
|
|
const isHitZ = Math.abs(obj.mesh.position.z) < 1.5;
|
|
|
|
// NEW LOGIC: If it's a tall object, playerY doesn't matter.
|
|
// If it's a short object (computer), you only hit if playerY < 1.5.
|
|
const isHitHeight = obj.isTall || playerY < 1.5;
|
|
|
|
if (isHitZ && isInLane && isHitHeight) {
|
|
triggerGameOver();
|
|
}
|
|
return obj;
|
|
}).filter(obj => {
|
|
if (!obj) return false;
|
|
const active = obj.mesh.position.z < 25;
|
|
if (!active) scene.remove(obj.mesh);
|
|
return active;
|
|
});
|
|
|
|
// Normal Obstacle Spawning
|
|
spawnDistanceTracker += moveStep;
|
|
if (spawnDistanceTracker >= SPAWN_INTERVAL) {
|
|
spawn();
|
|
spawnDistanceTracker = 0;
|
|
|
|
}
|
|
}
|
|
|
|
|
|
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;
|
|
// Choose a random target type for this mission
|
|
const types = ["STRAWBERRY", "WATERMELON", "BLUEBERRY"];
|
|
targetType = types[Math.floor(Math.random() * types.length)];
|
|
worldObjects.forEach(obj => scene.remove(obj.mesh));
|
|
worldObjects = [];
|
|
targets = []; scorePopups = [];
|
|
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) => {
|
|
if (!isPlaying || isDying) return;
|
|
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("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]?.();
|
|
};
|
|
|
|
onMount(() => {
|
|
loadLeaderboard();
|
|
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}>
|
|
<!-- 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%); /* Change color to cyan to match your theme */
|
|
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> |