392 lines
13 KiB
Svelte
392 lines
13 KiB
Svelte
<script>
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// @ts-nocheck
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import { onMount } 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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const CONFIG = { lane: 2.5, jump: 0.35, grav: 0.015, speed: 55, playerScale: 1.7 };
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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 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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// 2D Game Logic
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let gamePhase = "START";
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let instructionTimer = 3;
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let targetType = "NEURON";
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let targets = [];
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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 clock = new THREE.Clock();
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const glbCache = new Map();
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// --- P5 SKETCH (HUD, 2D Hammer & Rare Targets) ---
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const sketch = (p) => {
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p.setup = () => {
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p.createCanvas(p.windowWidth, p.windowHeight);
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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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if (gamePhase === "INSTRUCTIONS") {
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p.fill(0, 180);
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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.textSize(24);
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p.text(`NEURO-MISSION: CLICK THE ${targetType}`, p.width/2, p.height/2 - 20);
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p.textSize(60);
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p.text(Math.ceil(instructionTimer), p.width/2, p.height/2 + 60);
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return;
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}
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// Attentiveness Meter
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p.noFill();
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p.stroke(255, 100);
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p.strokeWeight(2);
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p.rect(20, 20, 200, 20, 10);
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let color = p.lerpColor(p.color(255, 50, 50), p.color(50, 255, 150), attentiveness / 100);
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p.fill(color);
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p.noStroke();
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let w = (attentiveness / 100) * 200;
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if (attentiveness < 30) w += p.sin(p.frameCount * 0.2) * 5;
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p.rect(20, 20, Math.max(0, w), 20, 10);
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// Spawning Rare 2D Targets (0.4% chance)
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if (p.random(1) < 0.004) {
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const types = ["NEURON", "SUGAR", "GLITCH"];
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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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// Process 2D Targets
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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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t.y += t.speed;
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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.strokeWeight(2);
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if (t.type === "NEURON") {
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p.stroke(0, 255, 200); p.noFill();
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for(let j=0; j<8; j++) p.line(0,0, p.cos(j)*20, p.sin(j)*20);
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p.ellipse(0, 0, 12);
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} else if (t.type === "SUGAR") {
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p.fill(255, 105, 180); p.noStroke();
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p.ellipse(0, 0, 25, 25); p.fill(255); p.ellipse(0, 0, 8);
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} else {
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p.fill(255, 50, 0); p.noStroke();
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p.rect(-12, -12, 24, 24);
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}
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p.pop();
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if (t.y > p.height + 50) targets.splice(i, 1);
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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) < 40) {
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if (t.type === targetType) {
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score += 100;
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attentiveness = Math.min(100, attentiveness + 15);
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} else {
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attentiveness -= 20;
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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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// --- SHADERS ---
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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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// --- WORLD GENERATION ---
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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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const cloudMeshes = Array.from({ length: 20 }).map(() => {
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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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cloud.position.set((Math.random() - 0.5) * 280, 35, (Math.random() - 0.5) * 300);
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return cloud;
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});
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group.add(...cloudMeshes);
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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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// --- CORE LOGIC ---
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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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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, 1, 0.1, 1000);
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camera.position.set(0, 4.5, 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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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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// Re-added Clouds
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const 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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new ResizeObserver(() => {
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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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}).observe(container);
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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 source = await getCachedGLTF("Simple computer.glb");
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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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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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pivot.add(model);
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scene.add(pivot);
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worldObjects = [...worldObjects, { mesh: pivot, lane: l }];
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}
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function update() {
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const delta = clock.getDelta();
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uTime.value = clock.getElapsedTime();
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if (currentMixer) currentMixer.update(delta);
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if (!isPlaying) return;
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if (gamePhase === "INSTRUCTIONS") {
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instructionTimer -= delta;
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if (instructionTimer <= 0) gamePhase = "PLAYING";
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return;
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}
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const moveStep = CONFIG.speed * delta;
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score++;
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attentiveness -= 0.05;
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if (attentiveness <= 0) triggerGameOver();
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CHUNKS.forEach(chunk => {
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chunk.position.z += moveStep;
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if (chunk.position.z > CHUNK_SIZE) chunk.position.z -= CHUNK_SIZE * CHUNK_COUNT;
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});
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currX += (lane * CONFIG.lane - currX) * 0.18;
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playerAnchor.position.x = currX;
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if (isJumping) {
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jumpV -= CONFIG.grav;
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playerY += jumpV;
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if (playerY <= 0) { playerY = 0; isJumping = false; if (!isDying) swapCharacter("Running.glb"); }
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}
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playerAnchor.position.y = playerY;
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worldObjects = worldObjects.map(obj => {
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obj.mesh.position.z += moveStep;
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if (Math.abs(obj.mesh.position.z) < 1.5 && obj.lane === lane && playerY < 1.5) triggerGameOver();
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return obj;
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}).filter(obj => {
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const active = obj.mesh.position.z < 25;
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if (!active) { scene.remove(obj.mesh); attentiveness = Math.min(100, attentiveness + 2); }
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return active;
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});
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if (score % 30 === 0) spawn();
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}
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function triggerGameOver() {
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isPlaying = false; gameOver = true; isDying = true; hitFlash = true;
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swapCharacter("Falling Back Death.glb", true);
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setTimeout(() => hitFlash = false, 150);
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}
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async function startGame() {
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worldObjects.forEach(obj => scene.remove(obj.mesh));
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worldObjects = [];
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targets = [];
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score = 0; attentiveness = 100; isPlaying = true; gameOver = false; startScreen = false;
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gamePhase = "INSTRUCTIONS"; instructionTimer = 3;
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lane = 0; currX = 0; isJumping = false; jumpV = 0; playerY = 0; isDying = false;
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CHUNKS.forEach((chunk, i) => { chunk.position.z = -i * CHUNK_SIZE; });
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await swapCharacter("Running.glb");
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}
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const handleKeyDown = (e) => {
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if (!isPlaying || isDying) return;
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const actions = {
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ArrowLeft: () => lane > -2 && lane--, a: () => lane > -2 && lane--, A: () => lane > -2 && lane--,
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ArrowRight: () => lane < 2 && lane++, d: () => lane < 2 && lane++, D: () => lane < 2 && lane++,
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" ": () => !isJumping && (isJumping = true, jumpV = CONFIG.jump, swapCharacter("Jumping.glb")),
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ArrowUp: () => !isJumping && (isJumping = true, jumpV = CONFIG.jump, swapCharacter("Jumping.glb")),
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w: () => !isJumping && (isJumping = true, jumpV = CONFIG.jump, swapCharacter("Jumping.glb")),
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W: () => !isJumping && (isJumping = true, jumpV = CONFIG.jump, swapCharacter("Jumping.glb"))
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};
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actions[e.key]?.();
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};
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onMount(() => {
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init();
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p5Instance = new p5(sketch, p5Container);
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const loop = () => { animationFrame = requestAnimationFrame(loop); update(); renderer.render(scene, camera); };
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loop();
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window.addEventListener("keydown", handleKeyDown);
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return () => {
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cancelAnimationFrame(animationFrame);
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window.removeEventListener("keydown", handleKeyDown);
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if (p5Instance) p5Instance.remove();
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};
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});
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</script>
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<style>
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:global(body, html) { margin: 0; padding: 0; height: 100%; overflow: hidden; background: #8cd0f8; cursor: none; }
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#wrapper { position: absolute; inset: 0; display: flex; align-items: center; justify-content: center; }
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canvas { width: 100% !important; height: 100% !important; display: block; }
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.p5-hud { position: absolute; top: 0; left: 0; pointer-events: none; z-index: 10; width: 100%; height: 100%; }
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.ui { position: absolute; inset: 0; pointer-events: none; color: white; text-align: center; font-family: 'Segoe UI', sans-serif; }
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.score { font-size: 2.5rem; margin-top: 60px; font-weight: 800; text-shadow: 0 4px 10px rgba(0,0,0,0.2); }
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.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); }
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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; }
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button:hover { transform: translateY(-3px); background: #2b3d2f; }
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.flash { position: absolute; inset: 0; background: white; z-index: 20; pointer-events: none; }
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</style>
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<div id="wrapper" bind:this={container}>
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<canvas bind:this={canvas}></canvas>
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<div class="p5-hud" bind:this={p5Container}></div>
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{#if hitFlash} <div class="flash"></div> {/if}
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<div class="ui">
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<div class="score">{score}</div>
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{#if startScreen || gameOver}
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<div class="modal">
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<h1 style="margin: 0 0 10px 0; font-size: 2.5rem;">{gameOver ? "NEURO BREAK" : "NEURO RUNNER"}</h1>
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<p style="margin-bottom: 35px; font-size: 1.1rem; opacity: 0.7;">{gameOver ? "Final Score: " + score : "Ready to focus?"}</p>
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<button on:click={startGame}>{gameOver ? "RETRY" : "START RUN"}</button>
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</div>
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{/if}
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</div>
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</div> |