788 lines
24 KiB
JavaScript
788 lines
24 KiB
JavaScript
import * as THREE from 'three'
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import { Octree } from 'three/addons/math/Octree.js'
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import { Capsule } from 'three/addons/math/Capsule.js'
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import { Water } from 'three/addons/objects/Water.js'
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import { PointerLockControls } from 'three/addons/controls/PointerLockControls.js'
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import { GUI } from 'three/addons/libs/lil-gui.module.min.js'
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import { OctreeHelper } from 'three/addons/helpers/OctreeHelper.js'
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import Stats from 'three/addons/libs/stats.module.js'
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import MazeMesh from './MazeMesh.js'
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//import 'three-hex-tiling'
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// LOADING
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const labyWidth = 23
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const labyHeight = 23
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for(let y=0; y < labyHeight; y++) {
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let tr = document.createElement("tr")
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labyTable.appendChild(tr)
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for(let x=0; x < labyWidth; x++) {
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let td = document.createElement("td")
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tr.appendChild(td)
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}
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}
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let walls
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function dig(x, y) {
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walls[y][x] = false
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labyTable.children[y].children[x].className = "ground"
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}
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const directions = [[0, 1], [0, -1], [1, 0], [-1, 0]]
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function* build(x, y) {
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for (let direction of Array.from(directions).sort(x => .5 - Math.random())) {
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let [dx, dy] = direction
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let x1 = x + dx
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let y1 = y + dy
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let x2 = x1 + dx
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let y2 = y1 + dy
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if (0 <= x2 && x2 < labyWidth && 0 <= y2 && y2 < labyHeight && walls[y2][x2]) {
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dig(x1, y1)
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yield x1, y1
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dig(x2, y2)
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yield x2, y2
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yield* build(x2, y2)
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}
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}
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}
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function* endlessLaby() {
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while (true) {
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for (const tr of labyTable.children) {
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for (const td of tr.children) {
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td.className = "wall"
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}
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}
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walls = Array(labyHeight).fill(true).map(row => Array(labyWidth).fill(true))
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let x0 = Math.floor(labyWidth / 2)
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let y0 = Math.floor(labyHeight / 2)
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dig(x0, y0)
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yield* build(x0, y0)
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}
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}
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let interval
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const loadMngr = new THREE.LoadingManager()
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const loader = new THREE.TextureLoader(loadMngr)
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loader.setPath("textures/")
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loadMngr.onStart = function (url, itemsLoaded, itemsTotal) {
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progress.innerText = "0"
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let labyIterator = endlessLaby()
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interval = window.setInterval(() => labyIterator.next(), 200)
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}
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loadMngr.onProgress = function (url, itemsLoaded, itemsTotal) {
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progress.innerText = Math.floor(100 * itemsLoaded / itemsTotal)
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}
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loadMngr.onError = function (url) {
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loadingMessage.innerHTML = `Erreur de chargement :<br/>${url}`
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}
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loadMngr.onLoad = function (url, itemsLoaded, itemsTotal) {
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loading.style.display = "none"
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window.clearInterval(interval)
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renderer.setAnimationLoop(animate)
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setInterval(() => {
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let x = Math.floor(8 + camera.position.x * 16 / mazeWidth)
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let y = Math.floor(8 + camera.position.z * 16 / mazeWidth)
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favicon.href = `favicon.php?x=${x}&y=${y}`
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}, 1000)
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}
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// GAME
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const playerHeight = 0.5
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const mazeWidth = 23
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const parameters = {
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elevation: 48,
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azimuth : 53,
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}
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const waves = {
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A: { direction: 0, steepness: 0.06, wavelength: 4 },
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B: { direction: 30, steepness: 0.10, wavelength: 6 },
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C: { direction: 60, steepness: 0.05, wavelength: 1.5 },
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}
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const ambiance = new Audio("snd/ambiance.mp3")
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ambiance.loop = true
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const piano = new Audio("snd/waves-and-tears.mp3")
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piano.loop = false
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const container = document.getElementById('container')
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const renderer = new THREE.WebGLRenderer({
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powerPreference: "high-performance",
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})
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renderer.setPixelRatio(window.devicePixelRatio)
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renderer.setSize(window.innerWidth, window.innerHeight)
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renderer.toneMapping = THREE.ACESFilmicToneMapping
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renderer.shadowMap.enabled = true
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renderer.shadowMap.type = THREE.PCFSoftShadowMap
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container.appendChild(renderer.domElement)
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const scene = new THREE.Scene()
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scene.background = new THREE.CubeTextureLoader(loadMngr)
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.setPath( 'textures/calm-sea-skybox/' )
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.load( [
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'ft.webp',
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'bk.webp',
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'up.webp',
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'dn.webp',
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'rt.webp',
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'lf.webp',
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] )
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scene.backgroundBlurriness = 0.03
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scene.backgroundIntensity = 1.4
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scene.environment = scene.background
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window.scene = scene
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const camera = new THREE.PerspectiveCamera(80, window.innerWidth / window.innerHeight, 0.1, 1000)
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camera.rotation.order = 'YXZ'
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camera.position.set(0, 25 + playerHeight, 0)
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const mazeCollisionner = new THREE.Group()
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// Maze
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const wallMaterial = new THREE.MeshStandardMaterial({
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map : loader.load('Poly-cobblestone-wall/color_map.webp'),
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normalMap : loader.load('Poly-cobblestone-wall/normal_map_opengl.webp'),
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aoMap : loader.load('Poly-cobblestone-wall/ao_map.webp'),
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roughnessMap : loader.load('Poly-cobblestone-wall/roughness_map.webp'),
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roughness : 1
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})
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const maze = new MazeMesh(mazeWidth, mazeWidth, 1, wallMaterial)
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maze.castShadow = true
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maze.receiveShadow = true
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maze.matrixAutoUpdate = false
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scene.add(maze)
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console.log(String(maze))
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const dev = window.location.search.includes("dev")
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if (!dev) {
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const invisibleWall = new THREE.Mesh(new THREE.BoxGeometry( .9, 1.8, .9 ))
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invisibleWall.material.visible = false
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let matrix = new THREE.Matrix4()
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for (let i = 0; i < maze.count; i++) {
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maze.getMatrixAt(i, matrix)
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const clone = invisibleWall.clone()
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clone.position.setFromMatrixPosition(matrix)
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clone.position.y = 1
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mazeCollisionner.add(clone)
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}
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}
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// Ground
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const groundGeometry = new THREE.BoxGeometry(mazeWidth, mazeWidth, 20)
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function repeatGroundMaterial (texture) {
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texture.wrapS = texture.wrapT = THREE.RepeatWrapping
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texture.repeat.set(mazeWidth / 4, mazeWidth / 4)
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}
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const groundMaterial = new THREE.MeshStandardMaterial({
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map : loader.load('angled-blocks-vegetation/albedo.webp', repeatGroundMaterial),
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aoMap : loader.load('angled-blocks-vegetation/ao-roughness-metalness.webp', repeatGroundMaterial),
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metalnessMap: loader.load('angled-blocks-vegetation/ao-roughness-metalness.webp', repeatGroundMaterial),
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normalMap : loader.load('angled-blocks-vegetation/normal-dx.webp', repeatGroundMaterial),
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roughnessMap: loader.load('angled-blocks-vegetation/ao-roughness-metalness.webp', repeatGroundMaterial),
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/*hexTiling : {
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patchScale: 1,
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useContrastCorrectedBlending: true,
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lookupSkipThreshold: 0.01,
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textureSampleCoefficientExponent: 32,
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}*/
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})
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const sideGroundMaterial = new THREE.MeshStandardMaterial({
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map : wallMaterial.map.clone(),
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normalMap : wallMaterial.normalMap.clone(),
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normalScale : new THREE.Vector2(0.6, 0.6),
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aoMap : wallMaterial.aoMap.clone(),
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roughnessMap : wallMaterial.roughnessMap.clone(),
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roughness : 1,
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})
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sideGroundMaterial.map.wrapS = sideGroundMaterial.map.wrapT = THREE.RepeatWrapping
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sideGroundMaterial.map.repeat.set(mazeWidth, 20)
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sideGroundMaterial.map.rotation = Math.PI
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sideGroundMaterial.normalMap.wrapS = sideGroundMaterial.normalMap.wrapT = THREE.RepeatWrapping
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sideGroundMaterial.normalMap.repeat.set(mazeWidth, 20)
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sideGroundMaterial.normalMap.rotation = Math.PI
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sideGroundMaterial.aoMap.wrapS = sideGroundMaterial.aoMap.wrapT = THREE.RepeatWrapping
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sideGroundMaterial.aoMap.repeat.set(mazeWidth, 20)
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sideGroundMaterial.aoMap.rotation = Math.PI
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sideGroundMaterial.roughnessMap.wrapS = sideGroundMaterial.roughnessMap.wrapT = THREE.RepeatWrapping
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sideGroundMaterial.roughnessMap.repeat.set(mazeWidth, 20)
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sideGroundMaterial.roughnessMap.rotation = Math.PI
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const ground = new THREE.Mesh(
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groundGeometry,
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[
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sideGroundMaterial,
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sideGroundMaterial,
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sideGroundMaterial,
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sideGroundMaterial,
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groundMaterial,
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groundMaterial,
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]
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)
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ground.rotation.x = -Math.PI / 2
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ground.position.y = -10
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ground.receiveShadow = true
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ground.matrixAutoUpdate = false
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ground.updateMatrix()
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mazeCollisionner.add(ground)
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scene.add(mazeCollisionner)
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const mazeOctree = new Octree().fromGraphNode(mazeCollisionner)
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// Water
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const waterGeometry = new THREE.PlaneGeometry(512, 512, 128, 128)
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const ocean = new Water(waterGeometry, {
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textureWidth : 256,
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textureHeight: 256,
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waterNormals : loader.load(
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'waternormals.webp',
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function (texture) {
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texture.wrapS = texture.wrapT = THREE.RepeatWrapping
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}
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),
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sunDirection : new THREE.Vector3(),
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sunColor : 0xffffff,
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waterColor : 0x001e0f,
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distortionScale: 3.7,
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fog : scene.fog !== undefined,
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alpha : 0.7
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})
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ocean.rotation.x = - Math.PI / 2
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ocean.position.y = -0.2
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ocean.material.transparent = true
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ocean.material.onBeforeCompile = function (shader) {
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shader.uniforms.size = { value: 6 }
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shader.uniforms.waveA = {
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value: [
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Math.sin((waves.A.direction * Math.PI) / 180),
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Math.cos((waves.A.direction * Math.PI) / 180),
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waves.A.steepness,
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waves.A.wavelength,
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],
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}
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shader.uniforms.waveB = {
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value: [
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Math.sin((waves.B.direction * Math.PI) / 180),
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Math.cos((waves.B.direction * Math.PI) / 180),
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waves.B.steepness,
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waves.B.wavelength,
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],
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}
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shader.uniforms.waveC = {
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value: [
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Math.sin((waves.C.direction * Math.PI) / 180),
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Math.cos((waves.C.direction * Math.PI) / 180),
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waves.C.steepness,
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waves.C.wavelength,
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],
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}
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shader.vertexShader = document.getElementById('vertexShader').textContent
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shader.fragmentShader = document.getElementById('fragmentShader').textContent
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}
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scene.add(ocean)
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const oceanOctree = new Octree().fromGraphNode(ocean)
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// Lights
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const sun = new THREE.Vector3()
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const ambientLight = new THREE.AmbientLight(0x404040, 5)
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scene.add(ambientLight)
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const sunLight = new THREE.DirectionalLight(0xffffff, 1)
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sunLight.castShadow = true
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sunLight.shadow.camera.near = 0.1
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sunLight.shadow.camera.far = 1.4 * mazeWidth
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sunLight.shadow.camera.left = -1.4 * mazeWidth/2
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sunLight.shadow.camera.right = 1.4 * mazeWidth/2
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sunLight.shadow.camera.bottom = -1.4 * mazeWidth/2
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sunLight.shadow.camera.top = 1.4 * mazeWidth/2
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sunLight.shadow.mapSize.width = 1024
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sunLight.shadow.mapSize.height = 1024
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sunLight.shadow.radius = 0.01
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sunLight.shadow.bias = 0.0001
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sunLight.target = maze
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scene.add(sunLight)
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updateSun()
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function updateSun() {
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const phi = THREE.MathUtils.degToRad(90 - parameters.elevation)
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const theta = THREE.MathUtils.degToRad(parameters.azimuth)
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sun.setFromSphericalCoords(1.4 * mazeWidth/2, phi, theta)
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ocean.material.uniforms['sunDirection'].value.copy(sun).normalize()
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sunLight.position.copy(sun)
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//ambientLight.intensity = 5 + 5 * Math.sin(Math.max(THREE.MathUtils.degToRad(parameters.elevation), 0))
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}
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// Raft
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const raftGeometry = new THREE.BoxGeometry(1.8, .1, 1.1, 1, 1, 16)
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function repeatRaftMaterial(texture) {
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texture.wrapS = texture.wrapT = THREE.RepeatWrapping
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texture.repeat.set(2, 1)
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}
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const raftMaterial = new THREE.MeshStandardMaterial({
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map: loader.load("Poly-wood/color_map.webp", repeatRaftMaterial),
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aoMap: loader.load("Poly-wood/ao_map.webp", repeatRaftMaterial),
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normalMap: loader.load("Poly-wood/normal_map_opengl.webp", repeatRaftMaterial),
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normalScale : new THREE.Vector2(2, 2),
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roughnessMap: loader.load("Poly-wood/roughness_map.webp", repeatRaftMaterial),
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depthFunc: 3,
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depthTest: true,
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depthWrite: true,
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displacementMap: loader.load("Poly-wood/displacement_map.webp", repeatRaftMaterial),
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displacementScale: -0.3,
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displacementBias: 0.15,
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})
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const raft = new THREE.Mesh(raftGeometry, raftMaterial)
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raft.position.set( .25, ocean.position.y, -mazeWidth/2 - 1.1 )
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raft.castShadow = true
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scene.add(raft)
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const raftOctree = new Octree().fromGraphNode(raft)
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// GUI
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const stats = new Stats()
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if (dev) {
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container.appendChild(stats.dom)
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const gui = new GUI()
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const lightHelper = new THREE.DirectionalLightHelper(sunLight, .5)
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lightHelper.position.copy(maze.start)
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lightHelper.visible = false
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const octreeHelper = new OctreeHelper(mazeOctree)
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octreeHelper.visible = false
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scene.add(octreeHelper)
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const showHelper = gui.add({ helpers: false }, "helpers")
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showHelper.onChange(function (value) {
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lightHelper.visible = value
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octreeHelper.visible = value
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})
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const cameraFolder = gui.addFolder("camera")
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cameraFolder.add(camera, "focus", 0, 200).onChange(() => camera.updateProjectionMatrix())
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cameraFolder.add(camera, "fov", 0, 200).onChange(() => camera.updateProjectionMatrix())
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cameraFolder.add(camera, "filmGauge", 0, 200).onChange(() => camera.updateProjectionMatrix())
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const raftFolder = gui.addFolder("Raft")
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const raftPositionFolder = raftFolder.addFolder("position")
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raftPositionFolder.add(raft.position, "x")
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raftPositionFolder.add(raft.position, "y")
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raftPositionFolder.add(raft.position, "z")
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const raftRotationFolder = raftFolder.addFolder("rotation")
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raftRotationFolder.add(raft.rotation, "x")
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raftRotationFolder.add(raft.rotation, "y")
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raftRotationFolder.add(raft.rotation, "z")
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raftFolder.close()
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const skyFolder = gui.addFolder('Sky')
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skyFolder.add(parameters, 'elevation', 0, 90, 0.1).onChange(updateSun)
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skyFolder.add(parameters, 'azimuth', - 180, 180, 0.1).onChange(updateSun)
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skyFolder.close()
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const waterUniforms = ocean.material.uniforms
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const waterFolder = gui.addFolder('Water')
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waterFolder
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.add(waterUniforms.distortionScale, 'value', 0, 8, 0.1)
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.name('distortionScale')
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waterFolder.add(waterUniforms.size, 'value', 0.1, 10, 0.1).name('size')
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waterFolder.add(ocean.material, 'wireframe')
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waterFolder.close()
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const waveAFolder = waterFolder.addFolder('Wave A')
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waveAFolder
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.add(waves.A, 'direction', 0, 359)
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.name('Direction')
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.onChange((v) => {
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const x = (v * Math.PI) / 180
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ocean.material.uniforms.waveA.value[0] = Math.sin(x)
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ocean.material.uniforms.waveA.value[1] = Math.cos(x)
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})
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waveAFolder
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.add(waves.A, 'steepness', 0, 1, 0.01)
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.name('Steepness')
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.onChange((v) => {
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ocean.material.uniforms.waveA.value[2] = v
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})
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waveAFolder
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.add(waves.A, 'wavelength', 1, 100)
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.name('Wavelength')
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.onChange((v) => {
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ocean.material.uniforms.waveA.value[3] = v
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})
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waveAFolder.open()
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const waveBFolder = waterFolder.addFolder('Wave B')
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waveBFolder
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.add(waves.B, 'direction', 0, 359)
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.name('Direction')
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.onChange((v) => {
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const x = (v * Math.PI) / 180
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ocean.material.uniforms.waveB.value[0] = Math.sin(x)
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ocean.material.uniforms.waveB.value[1] = Math.cos(x)
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})
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waveBFolder
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.add(waves.B, 'steepness', 0, 1, 0.01)
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.name('Steepness')
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.onChange((v) => {
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ocean.material.uniforms.waveB.value[2] = v
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})
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waveBFolder
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.add(waves.B, 'wavelength', 1, 100)
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.name('Wavelength')
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.onChange((v) => {
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ocean.material.uniforms.waveB.value[3] = v
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})
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waveBFolder.open()
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const waveCFolder = waterFolder.addFolder('Wave C')
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waveCFolder
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.add(waves.C, 'direction', 0, 359)
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.name('Direction')
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.onChange((v) => {
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const x = (v * Math.PI) / 180
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ocean.material.uniforms.waveC.value[0] = Math.sin(x)
|
|
ocean.material.uniforms.waveC.value[1] = Math.cos(x)
|
|
})
|
|
waveCFolder
|
|
.add(waves.C, 'steepness', 0, 1, 0.01)
|
|
.name('Steepness')
|
|
.onChange((v) => {
|
|
ocean.material.uniforms.waveC.value[2] = v
|
|
})
|
|
waveCFolder
|
|
.add(waves.C, 'wavelength', 1, 100)
|
|
.name('Wavelength')
|
|
.onChange((v) => {
|
|
ocean.material.uniforms.waveC.value[3] = v
|
|
})
|
|
waveCFolder.open()
|
|
|
|
const hexTilingFolder = gui.addFolder('Hex Tiling')
|
|
if (wallMaterial?.hexTiling?.patchScale) {
|
|
const wallMaterialFolder = hexTilingFolder.addFolder("wall")
|
|
wallMaterialFolder.add(wallMaterial.hexTiling, "patchScale", 0, 10)
|
|
wallMaterialFolder.add(wallMaterial.hexTiling, "useContrastCorrectedBlending")
|
|
wallMaterialFolder.add(wallMaterial.hexTiling, "lookupSkipThreshold", 0, 1)
|
|
wallMaterialFolder.add(wallMaterial.hexTiling, "textureSampleCoefficientExponent", 0, 64).name("SampleCoefExp")
|
|
}
|
|
if (groundMaterial?.hexTiling?.patchScale) {
|
|
const groundMaterialFolder = hexTilingFolder.addFolder("ground")
|
|
groundMaterialFolder.add(groundMaterial.hexTiling, "patchScale", 0, 10)
|
|
groundMaterialFolder.add(groundMaterial.hexTiling, "useContrastCorrectedBlending")
|
|
groundMaterialFolder.add(groundMaterial.hexTiling, "lookupSkipThreshold", 0, 1)
|
|
groundMaterialFolder.add(groundMaterial.hexTiling, "textureSampleCoefficientExponent", 0, 64).name("SampleCoefExp")
|
|
}
|
|
hexTilingFolder.close()
|
|
}
|
|
|
|
//
|
|
|
|
const clock = new THREE.Clock()
|
|
|
|
// Controls
|
|
|
|
const GRAVITY = 30
|
|
|
|
const STEPS_PER_FRAME = 10
|
|
|
|
const playerCollider = new Capsule(
|
|
new THREE.Vector3(0, 25.0, 0),
|
|
new THREE.Vector3(0, 25 + playerHeight, 0),
|
|
0.3
|
|
)
|
|
|
|
const playerVelocity = new THREE.Vector3()
|
|
const playerDirection = new THREE.Vector3()
|
|
|
|
let playerOnFloor = false
|
|
let jumping = false
|
|
let escaped = false
|
|
|
|
const pointerLockControls = new PointerLockControls(camera, document.body)
|
|
pointerLockControls.pointerSpeed = 0.7
|
|
|
|
const keyStates = {}
|
|
|
|
document.addEventListener('keydown', (event) => {
|
|
keyStates[event.code] = true
|
|
})
|
|
|
|
document.addEventListener('keyup', (event) => {
|
|
keyStates[event.code] = false
|
|
if (event.code == 'Space') jumping = false
|
|
})
|
|
|
|
let mouseButtonsStates = []
|
|
|
|
function onMouseChange(event) {
|
|
for(let i=0; i < mouseButtonsStates.length || i <= Math.log2(event.buttons); i++) {
|
|
mouseButtonsStates[i] = (event.buttons & (1 << i)) > 0
|
|
}
|
|
}
|
|
|
|
container.addEventListener('click', function () {
|
|
pointerLockControls.lock()
|
|
})
|
|
|
|
pointerLockControls.addEventListener('lock', function () {
|
|
ambiance.play()
|
|
document.addEventListener('mousedown', onMouseChange)
|
|
document.addEventListener('mouseup', onMouseChange)
|
|
})
|
|
|
|
pointerLockControls.addEventListener('unlock', function () {
|
|
ambiance.pause()
|
|
document.removeEventListener('mousedown', onMouseChange)
|
|
document.removeEventListener('mouseup', onMouseChange)
|
|
})
|
|
|
|
scene.add(pointerLockControls.getObject())
|
|
|
|
function playerCollisions() {
|
|
|
|
const playerOnMaze = mazeOctree.capsuleIntersect(playerCollider)
|
|
const playerOnRaft = raftOctree.capsuleIntersect(playerCollider)
|
|
const playerOnWater = oceanOctree.capsuleIntersect(playerCollider)
|
|
|
|
const result = playerOnMaze || playerOnRaft || playerOnWater
|
|
|
|
playerOnFloor = false
|
|
|
|
if ( result ) {
|
|
playerOnFloor = result.normal.y > 0
|
|
|
|
if (!playerOnFloor) {
|
|
playerVelocity.addScaledVector(result.normal, - result.normal.dot(playerVelocity))
|
|
}
|
|
|
|
playerCollider.translate(result.normal.multiplyScalar(result.depth))
|
|
|
|
if (playerOnRaft) {
|
|
camera.position.y = playerCollider.end.y + raft.position.y
|
|
if (!escaped) gameEnd()
|
|
|
|
} else if (playerOnWater) {
|
|
const t = ocean.material.uniforms['time'].value
|
|
const waveInfo = getWaveInfo(playerCollider.end.x, playerCollider.end.z, t)
|
|
camera.position.y = ocean.position.y + waveInfo.position.y + 0.2
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
function gameEnd() {
|
|
|
|
escaped = true
|
|
message.innerHTML = '<h2>Libre !</h2><a href="">Rejouer</a>'
|
|
message.className = "escaped"
|
|
piano.play()
|
|
|
|
document.exitPointerLock()
|
|
//container.style.cursor = "default"
|
|
|
|
}
|
|
|
|
function updatePlayer(deltaTime) {
|
|
|
|
let damping = Math.exp(- 4 * deltaTime) - 1
|
|
|
|
if (!playerOnFloor) {
|
|
playerVelocity.y -= GRAVITY * deltaTime
|
|
damping *= 0.1; // small air resistance
|
|
}
|
|
|
|
playerVelocity.addScaledVector(playerVelocity, damping)
|
|
|
|
const deltaPosition = playerVelocity.clone().multiplyScalar(deltaTime)
|
|
playerCollider.translate(deltaPosition)
|
|
|
|
camera.position.copy(playerCollider.end)
|
|
|
|
playerCollisions()
|
|
|
|
}
|
|
|
|
function getForwardVector() {
|
|
|
|
camera.getWorldDirection(playerDirection)
|
|
playerDirection.y = 0
|
|
playerDirection.normalize()
|
|
|
|
return playerDirection
|
|
|
|
}
|
|
|
|
function getSideVector() {
|
|
|
|
camera.getWorldDirection(playerDirection)
|
|
playerDirection.y = 0
|
|
playerDirection.normalize()
|
|
playerDirection.cross(camera.up)
|
|
|
|
return playerDirection
|
|
|
|
}
|
|
|
|
function controls(deltaTime) {
|
|
|
|
// gives a bit of air control
|
|
const speedDelta = deltaTime * (playerOnFloor ? 100 : 20) / STEPS_PER_FRAME
|
|
|
|
if (keyStates["ArrowUp"] || keyStates['KeyW'] || mouseButtonsStates[0]) {
|
|
playerVelocity.add(getForwardVector().multiplyScalar(speedDelta))
|
|
}
|
|
if (keyStates["ArrowDown"] || keyStates['KeyS'] || mouseButtonsStates[1]) {
|
|
playerVelocity.add(getForwardVector().multiplyScalar(- speedDelta))
|
|
}
|
|
if (keyStates["ArrowLeft"] || keyStates['KeyA']) {
|
|
playerVelocity.add(getSideVector().multiplyScalar(- speedDelta))
|
|
}
|
|
if (keyStates["ArrowRight"] || keyStates['KeyD']) {
|
|
playerVelocity.add(getSideVector().multiplyScalar(speedDelta))
|
|
}
|
|
if (playerOnFloor && jumping == false) {
|
|
if (keyStates['Space']) {
|
|
playerVelocity.y = 9
|
|
jumping = true
|
|
}
|
|
}
|
|
}
|
|
|
|
function getWaveInfo(x, z, time) {
|
|
|
|
const pos = new THREE.Vector3()
|
|
const tangent = new THREE.Vector3(1, 0, 0)
|
|
const binormal = new THREE.Vector3(0, 0, 1)
|
|
Object.keys(waves).forEach((wave) => {
|
|
const w = waves[wave]
|
|
const k = (Math.PI * 2) / w.wavelength
|
|
const c = Math.sqrt(9.8 / k)
|
|
const d = new THREE.Vector2(
|
|
Math.sin((w.direction * Math.PI) / 180),
|
|
- Math.cos((w.direction * Math.PI) / 180)
|
|
)
|
|
const f = k * (d.dot(new THREE.Vector2(x, z)) - c * time)
|
|
const a = w.steepness / k
|
|
|
|
pos.x += d.y * (a * Math.cos(f))
|
|
pos.y += a * Math.sin(f)
|
|
pos.z += d.x * (a * Math.cos(f))
|
|
|
|
tangent.x += - d.x * d.x * (w.steepness * Math.sin(f))
|
|
tangent.y += d.x * (w.steepness * Math.cos(f))
|
|
tangent.z += - d.x * d.y * (w.steepness * Math.sin(f))
|
|
|
|
binormal.x += - d.x * d.y * (w.steepness * Math.sin(f))
|
|
binormal.y += d.y * (w.steepness * Math.cos(f))
|
|
binormal.z += - d.y * d.y * (w.steepness * Math.sin(f))
|
|
})
|
|
|
|
const normal = binormal.cross(tangent).normalize()
|
|
|
|
return { position: pos, normal: normal }
|
|
|
|
}
|
|
|
|
function updateRaft(delta) {
|
|
|
|
const t = ocean.material.uniforms['time'].value
|
|
|
|
const waveInfo = getWaveInfo(raft.position.x, raft.position.z, t)
|
|
raft.position.y = ocean.position.y + waveInfo.position.y
|
|
const quat = new THREE.Quaternion().setFromEuler(
|
|
new THREE.Euler().setFromVector3(waveInfo.normal)
|
|
)
|
|
raft.quaternion.rotateTowards(quat, delta * 0.5)
|
|
|
|
}
|
|
|
|
window.addEventListener('resize', onWindowResize)
|
|
|
|
function onWindowResize() {
|
|
|
|
camera.aspect = window.innerWidth / window.innerHeight
|
|
camera.updateProjectionMatrix()
|
|
|
|
renderer.setSize(window.innerWidth, window.innerHeight)
|
|
|
|
}
|
|
|
|
function animate() {
|
|
|
|
const delta = Math.min(0.05, clock.getDelta())
|
|
const deltaTime = delta / STEPS_PER_FRAME
|
|
|
|
ocean.material.uniforms['time'].value += delta
|
|
|
|
updateRaft(delta)
|
|
|
|
// we look for collisions in substeps to mitigate the risk of
|
|
// an object traversing another too quickly for detection.
|
|
|
|
for (let i = 0; i < STEPS_PER_FRAME; i++) {
|
|
|
|
controls(deltaTime)
|
|
|
|
updatePlayer(deltaTime)
|
|
|
|
}
|
|
|
|
if (camera.position.y > 3.5)
|
|
camera.lookAt(raft.position.x, raft.position.y, raft.position.z)
|
|
|
|
renderer.render(scene, camera)
|
|
|
|
if (dev) stats.update()
|
|
|
|
} |