Compare commits

...

4 Commits

Author SHA1 Message Date
Dejvino
ae3383986a Fix: rats not visible 2025-11-20 19:40:59 +01:00
Dejvino
43e746a5a0 Feature: add rats running on a path from a hole around the room 2025-11-20 18:17:11 +01:00
Dejvino
dceb37a8dd Fix: Improved mirror shader fade effect animation 2025-11-20 12:25:47 +01:00
Dejvino
c48581379c Feature: improved fireplace - logs and shader 2025-11-20 12:11:30 +01:00
8 changed files with 148 additions and 50 deletions

View File

@ -1,17 +1,17 @@
import * as THREE from 'three';
import { updateDoor } from '../scene/door.js';
import { updateVcrDisplay } from '../scene/vcr-display.js';
import { state } from '../state.js';
import { updateScreenEffect } from '../scene/magic-mirror.js'
import { updateCauldron } from '../scene/cauldron.js';
import { updateFire } from '../scene/fireplace.js';
import { updateRats } from '../scene/rat.js';
function updateCamera() {
const globalTime = Date.now() * 0.00003;
const lookAtTime = Date.now() * 0.0002;
const lookAtTime = Date.now() * 0.00005;
const camAmplitude = 0.2;
const lookAmplitude = 0.1;
const lookAmplitude = 0.4;
// Base Camera Position in front of the TV
const baseX = -0.5;
@ -19,8 +19,8 @@ function updateCamera() {
const baseZ = 2.2;
// Base LookAt target (Center of the screen)
const baseTargetX = -0.7;
const baseTargetY = 1.7;
const baseTargetX = -0.2;
const baseTargetY = 1.6;
const baseTargetZ = -0.3;
// Camera Position Offsets (Drift)
@ -33,7 +33,7 @@ function updateCamera() {
state.camera.position.z = baseZ + camOffsetZ;
// LookAt Target Offsets (Subtle Gaze Shift)
const lookOffsetX = Math.sin(lookAtTime * 1.5) * lookAmplitude * 3;
const lookOffsetX = Math.sin(lookAtTime * 1.5) * lookAmplitude * 4;
const lookOffsetY = Math.cos(lookAtTime * 1.2) * lookAmplitude;
// Apply lookAt to the subtly shifted target
@ -70,10 +70,8 @@ function updateScreenLight() {
function updateShaderTime() {
if (state.tvScreen && state.tvScreen.material.uniforms && state.tvScreen.material.uniforms.u_time) {
if (state.tvScreenPowered) {
state.tvScreen.material.uniforms.u_time.value = state.clock.getElapsedTime();
}
}
}
function updateVideo() {
@ -82,18 +80,6 @@ function updateVideo() {
}
}
function updateVcr() {
const currentTime = state.baseTime + state.videoElement.currentTime;
if (Math.abs(currentTime - state.lastUpdateTime) > 0.1) {
updateVcrDisplay(currentTime);
state.lastUpdateTime = currentTime;
}
if (currentTime - state.lastBlinkToggleTime > 0.5) { // Blink every 0.5 seconds
state.blinkState = !state.blinkState;
state.lastBlinkToggleTime = currentTime;
}
}
function updateBooks() {
const LEVITATE_CHANCE = 0.0003; // Chance for a resting book to start levitating per frame
const LEVITATE_DURATION_MIN = 100; // frames
@ -169,13 +155,12 @@ export function animate() {
updateScreenLight();
updateVideo();
updateShaderTime();
// updateVcr();
updateBooks();
// updateDoor();
// updatePictureFrame();
updatePictureFrame();
updateScreenEffect();
updateFire();
updateCauldron();
updateRats();
// RENDER!
state.renderer.render(state.scene, state.camera);

View File

@ -2,6 +2,7 @@ import * as THREE from 'three';
import { state } from '../state.js';
import { fireVertexShader, fireFragmentShader } from '../shaders/fire-shaders.js';
import stoneTextureUrl from '/textures/stone_floor.png';
import woodTextureUrl from '/textures/wood.png';
let fireMaterial;
let fireLight;
@ -16,6 +17,12 @@ export function createFireplace(x, z, rotY) {
stoneTexture.repeat.set(2, 2);
const stoneMaterial = new THREE.MeshPhongMaterial({ map: stoneTexture, color: 0x999999, shininess: 10 });
const woodTexture = state.loader.load(woodTextureUrl);
const logMaterial = new THREE.MeshPhongMaterial({
map: woodTexture,
color: 0x5c4033 // A dark wood tint
});
const hearthWidth = 2.5;
const hearthHeight = 0.2;
const hearthDepth = 1.5;
@ -72,6 +79,23 @@ export function createFireplace(x, z, rotY) {
rightJamb.position.set(openingWidth / 2 + frameThickness / 2, hearthHeight + jambHeight / 2, bodyDepth / 2 + frameDepth / 2);
fireplaceGroup.add(rightJamb);
// 3.8. Logs inside fireplace
const logGeo = new THREE.CylinderGeometry(0.08, 0.1, openingWidth * 0.7, 8);
const createLog = (pos, rot) => {
const log = new THREE.Mesh(logGeo, logMaterial);
log.position.copy(pos);
log.rotation.copy(rot);
log.castShadow = false;
log.receiveShadow = true;
fireplaceGroup.add(log);
};
const logY = hearthHeight + 0.1;
createLog(new THREE.Vector3(0, logY, 0.5), new THREE.Euler(0, 0, Math.PI / 2));
createLog(new THREE.Vector3(-0.1, logY + 0.1, 0.4), new THREE.Euler(0.2, 0, Math.PI / 2.2));
createLog(new THREE.Vector3(0.2, logY + 0.1, 0.5), new THREE.Euler(-0.2, 0, Math.PI / 1.8));
// 4. Animated Fire
fireMaterial = new THREE.ShaderMaterial({
uniforms: {

View File

@ -0,0 +1,93 @@
import * as THREE from 'three';
import { state } from '../state.js';
const SLEEP_WAIT = 60;
export class Rat {
constructor(path, initialDelay) {
this.path = path;
this.speed = 0.002 + Math.random() * 0.002;
this.progress = -initialDelay; // Start with a negative progress as a delay
// The rat's body
const bodyGeo = new THREE.CapsuleGeometry(0.02, 0.07, 4, 8);
const bodyMat = new THREE.MeshPhongMaterial({ color: 0x2a1d1d, shininess: 10 });
this.mesh = new THREE.Mesh(bodyGeo, bodyMat);
this.mesh.castShadow = true;
this.mesh.rotation.z = Math.PI / 2;
this.mesh.rotation.y = Math.PI / 2;
this.mesh.position.y = 0;
this.actor = new THREE.Group();
this.actor.visible = false; // Start invisible
this.actor.add(this.mesh);
state.scene.add(this.actor);
}
update() {
this.progress += this.speed;
// If the rat has finished its path, reset with a new delay
if (this.progress > 1.0) {
this.progress = -(Math.random() * SLEEP_WAIT); // wait some seconds before going again
this.actor.visible = false;
return;
}
// Don't do anything if we are in the delay period
if (this.progress < 0) {
return;
}
// First time it becomes visible
if (!this.actor.visible) {
this.actor.visible = true;
}
// Move along the path
const position = this.path.getPointAt(this.progress);
this.actor.position.copy(position);
// Orient along the path
const tangent = this.path.getTangentAt(this.progress).normalize();
const lookAtPosition = position.clone().add(tangent);
this.actor.lookAt(lookAtPosition);
}
}
export function createRats(x, y, z, rotY) {
// --- 9.5 Rat Hole ---
const holeGeo = new THREE.CircleGeometry(0.15, 16);
const holeMat = new THREE.MeshBasicMaterial({ color: 0x000000 });
const ratHole = new THREE.Mesh(holeGeo, holeMat);
ratHole.position.set(x, y + 0.1, z);
ratHole.rotation.y = rotY;
state.scene.add(ratHole);
// Define a path for the rats to follow
const ratPath = new THREE.CatmullRomCurve3([
new THREE.Vector3(x, y, z), // Start at the hole
new THREE.Vector3(x-2.0, 0, z),
new THREE.Vector3(0.8, 0, -1.2),
new THREE.Vector3(-1.0, 0, -1.3),
new THREE.Vector3(-1.8, 0, -1.0),
new THREE.Vector3(-1.9, 0, 0.7),
new THREE.Vector3(0.5, 0, 0.5),
new THREE.Vector3(1.8, 0, 1.0),
new THREE.Vector3(x, y, z), // End at the hole
]);
// Create a few rats with different starting delays
state.rats.push(new Rat(ratPath, 0.5));
state.rats.push(new Rat(ratPath, 3.0));
state.rats.push(new Rat(ratPath, 5.0));
}
export function updateRats() {
if (!state.rats || state.rats.length === 0) return;
state.rats.forEach(rat => {
rat.update();
});
}

View File

@ -6,6 +6,7 @@ import { createMagicMirror } from './magic-mirror.js';
import { createFireplace } from './fireplace.js';
import { createTable } from './table.js';
import { createCauldron } from './cauldron.js';
import { createRats } from './rat.js';
import { PictureFrame } from './PictureFrame.js';
import painting1 from '/textures/painting1.jpg';
import painting2 from '/textures/painting2.jpg';
@ -77,7 +78,7 @@ export function createSceneObjects() {
state.scene.add(candleGroup);
createTable(-1.8, 0, -0.8, Math.PI / 2.3);
createTable(-1.8, 0, -1.2, Math.PI / 2.3);
// Add cauldron on top of the table (Y = table height + cauldron radius)
createCauldron(-1.8, 0.5 + 0.2, -0.8);
@ -140,17 +141,20 @@ export function createSceneObjects() {
// --- 9. Fireplace ---
createFireplace(state.roomSize / 2 - 0.5, -1, -Math.PI / 2);
createBookshelf(-state.roomSize/2 + 0.2, state.roomSize/2*0.2, Math.PI/2, 0);
createRats(state.roomSize/2 - 0.01, 0, 0.37, -Math.PI / 2);
createBookshelf(-state.roomSize/2 + 0.2, state.roomSize/2*0.1, Math.PI/2, 0);
createBookshelf(-state.roomSize/2 + 0.2, state.roomSize/2*0.7, Math.PI/2, 0);
createBookshelf(-state.roomSize/2 * 0.7, -state.roomSize/2+0.3, 0, 1);
const pictureFrame = new PictureFrame(state.scene, {
position: new THREE.Vector3(-state.roomSize/2, 1.7, -state.roomSize/2 + 0.6),
width: 0.5,
position: new THREE.Vector3(-state.roomSize/2, 1.7, -state.roomSize/2 + 0.7),
width: 0.7,
height: 1,
imageUrls: [painting1, painting2],
rotationY: Math.PI / 2
});
state.pictureFrames.push(pictureFrame);
const pictureFrame2 = new PictureFrame(state.scene, {
@ -161,4 +165,13 @@ export function createSceneObjects() {
rotationY: -Math.PI / 2
});
state.pictureFrames.push(pictureFrame2);
const pictureFrame3 = new PictureFrame(state.scene, {
position: new THREE.Vector3(state.roomSize/2, 1.7, 0.75),
width: 0.7,
height: 1.2,
imageUrls: [painting2, painting1],
rotationY: -Math.PI / 2
});
state.pictureFrames.push(pictureFrame3);
}

View File

@ -1,18 +0,0 @@
export const screenVertexShader = `
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`;
export const screenFragmentShader = `
varying vec2 vUv;
uniform sampler2D videoTexture;
void main() {
// Sample the video texture
gl_FragColor = texture2D(videoTexture, vUv);
}
`;

View File

@ -49,7 +49,7 @@ float fbm(in vec2 st) {
void main() {
vec2 uv = vUv;
float q = fbm(uv * 2.0 - vec2(0.0, u_time * 0.2));
float q = fbm(uv * 2.0 - vec2(0.0, u_time * 1.2));
float r = fbm(uv * 2.0 + q + vec2(1.7, 9.2) + vec2(0.0, u_time * -0.3));
float fireAmount = fbm(uv * 2.0 + r + vec2(0.0, u_time * 0.15));
@ -57,7 +57,7 @@ void main() {
// Shape the fire to rise from the bottom
fireAmount *= (1.0 - uv.y);
vec3 fireColor = mix(vec3(0.9, 0.5, 0.1), vec3(1.0, 0.9, 0.3), fireAmount);
vec3 fireColor = mix(vec3(0.9, 0.3, 0.1), vec3(1.0, 0.9, 0.3), fireAmount);
gl_FragColor = vec4(fireColor, fireAmount * 2.0);
}
`;

View File

@ -57,7 +57,7 @@ void main() {
finalColor = baseColor;
} else if (u_effect_type < 1.9) { // "Summon Vision" (Warm-up) effect
// This is now a multi-stage effect controlled by u_effect_strength (0.0 -> 1.0)
float noiseVal = noise(vUv * 10.0);
float noiseVal = noise(vUv * 50.0 + vec2(0.0, u_time * -125.0));
vec3 mistColor = vec3(0.8, 0.7, 1.0) * noiseVal;
vec4 videoColor = texture2D(videoTexture, vUv);
@ -75,7 +75,7 @@ void main() {
} else { // "Vision Fades" (Power-down) effect
// Multi-stage effect: Last frame -> fade to mist -> fade to transparent
float noiseVal = noise(vUv * 10.0);
float noiseVal = noise(vUv * 50.0 + vec2(0.0, u_time * 123.0));
vec3 mistColor = vec3(0.8, 0.7, 1.0) * noiseVal;
vec4 videoColor = texture2D(videoTexture, vUv);

View File

@ -54,6 +54,7 @@ export function initState() {
loader: new THREE.TextureLoader(),
landingSurfaces: [],
crawlSurfaces: [], // Surfaces for spiders to crawl on
rats: [], // Array to hold rats
bookLevitation: {
state: 'resting', // 'resting', 'levitating', 'returning'
timer: 0,