Add difficulty levels and upgrade BabylonJS
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Implemented a level selection system with 5 difficulty modes (Recruit, Pilot, Captain, Commander, Test), each with different asteroid counts, sizes, speeds, and constraints. Upgraded BabylonJS from 7.13.1 to 8.32.0 and fixed particle system animation compatibility issues. - Add card-based level selection UI with 5 difficulty options - Create difficulty configuration system in Level1 - Fix explosion particle animations for mesh emitters (emitter.y → emitter.position.y) - Implement particle system pooling for improved explosion performance - Upgrade @babylonjs packages to 8.32.0 - Fix audio engine unlock after Babylon upgrade - Add test mode with 100 large, slow-moving asteroids - Add styles.css for level selection cards with hover effects 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
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<canvas id="gameCanvas"></canvas>
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<canvas id="gameCanvas"></canvas>
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<div id="mainDiv">
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<div id="mainDiv">
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<div id="loadingDiv">Loading...</div>
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<div id="loadingDiv">Loading...</div>
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<button id="startButton">Start New Game</button>
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<div id="levelSelect">
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<h1>Select Your Level</h1>
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<div class="card-container">
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<div class="level-card">
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<h2>Recruit</h2>
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<p>Perfect for beginners. Learn the basics of space combat.</p>
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<button class="level-button" data-level="recruit">Start as Recruit</button>
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</div>
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<div class="level-card">
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<h2>Pilot</h2>
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<p>Intermediate challenge. Face tougher enemies and obstacles.</p>
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<button class="level-button" data-level="pilot">Start as Pilot</button>
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</div>
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<div class="level-card">
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<h2>Captain</h2>
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<p>Advanced difficulty. Command your ship with precision.</p>
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<button class="level-button" data-level="captain">Start as Captain</button>
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</div>
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<div class="level-card">
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<h2>Commander</h2>
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<p>Expert mode. Only for the most skilled space warriors.</p>
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<button class="level-button" data-level="commander">Start as Commander</button>
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</div>
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<div class="level-card">
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<h2>Test</h2>
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<p>Testing mode. Many large, slow-moving asteroids.</p>
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<button class="level-button" data-level="test">Start Test Mode</button>
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</div>
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</div>
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</div>
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</div>
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</div>
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<script type="module" src="/src/main.ts"></script>
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<script type="module" src="/src/main.ts"></script>
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</body>
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</body>
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</html>
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</html>
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131
package-lock.json
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131
package-lock.json
generated
@ -8,14 +8,14 @@
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"name": "space-game",
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"name": "space-game",
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"version": "0.0.1",
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"version": "0.0.1",
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"dependencies": {
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"dependencies": {
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"@babylonjs/core": "8.32.0",
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"@babylonjs/gui": "^7.13.1",
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"@babylonjs/gui": "^8.32.0",
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"@babylonjs/havok": "1.3.5",
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"@babylonjs/havok": "1.3.5",
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@ -23,27 +23,36 @@
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|
||||||
"node_modules/combined-stream": {
|
"node_modules/combined-stream": {
|
||||||
|
|||||||
14
package.json
14
package.json
@ -12,14 +12,14 @@
|
|||||||
"speech": "tsc && node ./dist/server/voices.js"
|
"speech": "tsc && node ./dist/server/voices.js"
|
||||||
},
|
},
|
||||||
"dependencies": {
|
"dependencies": {
|
||||||
"@babylonjs/core": "7.13.1",
|
"@babylonjs/core": "8.32.0",
|
||||||
"@babylonjs/gui": "^7.13.1",
|
"@babylonjs/gui": "^8.32.0",
|
||||||
"@babylonjs/havok": "1.3.5",
|
"@babylonjs/havok": "1.3.5",
|
||||||
"@babylonjs/inspector": "^7.13.1",
|
"@babylonjs/inspector": "8.32.0",
|
||||||
"@babylonjs/loaders": "^7.13.1",
|
"@babylonjs/loaders": "8.32.0",
|
||||||
"@babylonjs/materials": "^7.13.1",
|
"@babylonjs/materials": "8.32.0",
|
||||||
"@babylonjs/serializers": "^7.13.1",
|
"@babylonjs/serializers": "8.32.0",
|
||||||
"@babylonjs/procedural-textures": "^7.13.1",
|
"@babylonjs/procedural-textures": "8.32.0",
|
||||||
"openai": "4.52.3"
|
"openai": "4.52.3"
|
||||||
},
|
},
|
||||||
"devDependencies": {
|
"devDependencies": {
|
||||||
|
|||||||
@ -434,7 +434,7 @@
|
|||||||
[
|
[
|
||||||
{
|
{
|
||||||
"name": "plumeAnimation",
|
"name": "plumeAnimation",
|
||||||
"property": "emitter.y",
|
"property": "emitter.position.y",
|
||||||
"framePerSecond": 60,
|
"framePerSecond": 60,
|
||||||
"dataType": 0,
|
"dataType": 0,
|
||||||
"loopBehavior": 2,
|
"loopBehavior": 2,
|
||||||
|
|||||||
@ -24,8 +24,19 @@ export class Level1 implements Level {
|
|||||||
private _startBase: AbstractMesh;
|
private _startBase: AbstractMesh;
|
||||||
private _endBase: AbstractMesh;
|
private _endBase: AbstractMesh;
|
||||||
private _scoreboard: Scoreboard;
|
private _scoreboard: Scoreboard;
|
||||||
|
private _difficulty: string;
|
||||||
|
private _difficultyConfig: {
|
||||||
|
rockCount: number;
|
||||||
|
forceMultiplier: number;
|
||||||
|
rockSizeMin: number;
|
||||||
|
rockSizeMax: number;
|
||||||
|
distanceMin: number;
|
||||||
|
distanceMax: number;
|
||||||
|
};
|
||||||
|
|
||||||
constructor() {
|
constructor(difficulty: string = 'recruit') {
|
||||||
|
this._difficulty = difficulty;
|
||||||
|
this._difficultyConfig = this.getDifficultyConfig(difficulty);
|
||||||
this._ship = new Ship();
|
this._ship = new Ship();
|
||||||
this._scoreboard = new Scoreboard();
|
this._scoreboard = new Scoreboard();
|
||||||
const xr = DefaultScene.XR;
|
const xr = DefaultScene.XR;
|
||||||
@ -41,6 +52,65 @@ export class Level1 implements Level {
|
|||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private getDifficultyConfig(difficulty: string) {
|
||||||
|
switch (difficulty) {
|
||||||
|
case 'recruit':
|
||||||
|
return {
|
||||||
|
rockCount: 5,
|
||||||
|
forceMultiplier: 1,
|
||||||
|
rockSizeMin: 4,
|
||||||
|
rockSizeMax: 10,
|
||||||
|
distanceMin: 150,
|
||||||
|
distanceMax: 180
|
||||||
|
};
|
||||||
|
case 'pilot':
|
||||||
|
return {
|
||||||
|
rockCount: 10,
|
||||||
|
forceMultiplier: 1.6,
|
||||||
|
rockSizeMin: 3,
|
||||||
|
rockSizeMax: 8,
|
||||||
|
distanceMin: 120,
|
||||||
|
distanceMax: 220
|
||||||
|
};
|
||||||
|
case 'captain':
|
||||||
|
return {
|
||||||
|
rockCount: 20,
|
||||||
|
forceMultiplier: 2.0,
|
||||||
|
rockSizeMin: 2,
|
||||||
|
rockSizeMax: 7,
|
||||||
|
distanceMin: 100,
|
||||||
|
distanceMax: 250
|
||||||
|
};
|
||||||
|
case 'commander':
|
||||||
|
return {
|
||||||
|
rockCount: 50,
|
||||||
|
forceMultiplier: 2.5,
|
||||||
|
rockSizeMin: 2,
|
||||||
|
rockSizeMax: 8,
|
||||||
|
distanceMin: 90,
|
||||||
|
distanceMax: 280
|
||||||
|
};
|
||||||
|
case 'test':
|
||||||
|
return {
|
||||||
|
rockCount: 100,
|
||||||
|
forceMultiplier: 0.3,
|
||||||
|
rockSizeMin: 8,
|
||||||
|
rockSizeMax: 15,
|
||||||
|
distanceMin: 150,
|
||||||
|
distanceMax: 200
|
||||||
|
};
|
||||||
|
default:
|
||||||
|
return {
|
||||||
|
rockCount: 5,
|
||||||
|
forceMultiplier: 1.0,
|
||||||
|
rockSizeMin: 4,
|
||||||
|
rockSizeMax: 8,
|
||||||
|
distanceMin: 170,
|
||||||
|
distanceMax: 220
|
||||||
|
};
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
getReadyObservable(): Observable<Level> {
|
getReadyObservable(): Observable<Level> {
|
||||||
return this._onReadyObservable;
|
return this._onReadyObservable;
|
||||||
}
|
}
|
||||||
@ -65,9 +135,13 @@ export class Level1 implements Level {
|
|||||||
this._ship.position = new Vector3(0, 1, 0);
|
this._ship.position = new Vector3(0, 1, 0);
|
||||||
await RockFactory.init();
|
await RockFactory.init();
|
||||||
|
|
||||||
for (let i = 0; i < 5; i++) {
|
const config = this._difficultyConfig;
|
||||||
const dist = (Math.random() * 50) + 190;
|
console.log(config);
|
||||||
const size = Vector3.Random(1,1.3).scale(Math.random() * 5 + 5)
|
for (let i = 0; i < config.rockCount; i++) {
|
||||||
|
const distRange = config.distanceMax - config.distanceMin;
|
||||||
|
const dist = (Math.random() * distRange) + config.distanceMin;
|
||||||
|
const sizeRange = config.rockSizeMax - config.rockSizeMin;
|
||||||
|
const size = Vector3.Random(1,1.3).scale(Math.random() * sizeRange + config.rockSizeMin)
|
||||||
|
|
||||||
const rock = await RockFactory.createRock(i, new Vector3(Math.random() * 200 +50 * Math.sign(Math.random() -.5),200,200),
|
const rock = await RockFactory.createRock(i, new Vector3(Math.random() * 200 +50 * Math.sign(Math.random() -.5),200,200),
|
||||||
size,
|
size,
|
||||||
@ -94,7 +168,7 @@ export class Level1 implements Level {
|
|||||||
message: "Get Ready"
|
message: "Get Ready"
|
||||||
});
|
});
|
||||||
this._startBase.physicsBody.addConstraint(rock.physicsBody, constraint);
|
this._startBase.physicsBody.addConstraint(rock.physicsBody, constraint);
|
||||||
rock.physicsBody.applyForce(Vector3.Random(-1, 1).scale(5000000), rock.position);
|
rock.physicsBody.applyForce(Vector3.Random(-1, 1).scale(5000000 * config.forceMultiplier), rock.position);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
48
src/main.ts
48
src/main.ts
@ -28,6 +28,8 @@ export class Main {
|
|||||||
private _loadingDiv: HTMLElement;
|
private _loadingDiv: HTMLElement;
|
||||||
private _currentLevel: Level;
|
private _currentLevel: Level;
|
||||||
private _gameState: GameState = GameState.DEMO;
|
private _gameState: GameState = GameState.DEMO;
|
||||||
|
private _selectedDifficulty: string = 'recruit';
|
||||||
|
private _engine: Engine | WebGPUEngine;
|
||||||
constructor() {
|
constructor() {
|
||||||
this._loadingDiv = document.querySelector('#loadingDiv');
|
this._loadingDiv = document.querySelector('#loadingDiv');
|
||||||
if (!navigator.xr) {
|
if (!navigator.xr) {
|
||||||
@ -36,10 +38,19 @@ export class Main {
|
|||||||
}
|
}
|
||||||
this.initialize();
|
this.initialize();
|
||||||
|
|
||||||
document.querySelector('#startButton').addEventListener('click', () => {
|
document.querySelectorAll('.level-button').forEach(button => {
|
||||||
Engine.audioEngine.unlock();
|
button.addEventListener('click', (e) => {
|
||||||
this.play();
|
const levelButton = e.target as HTMLButtonElement;
|
||||||
document.querySelector('#mainDiv').remove();
|
this._selectedDifficulty = levelButton.dataset.level;
|
||||||
|
this.setLoadingMessage("Initializing Level...");
|
||||||
|
this._currentLevel = new Level1(this._selectedDifficulty);
|
||||||
|
// Unlock audio engine if it exists
|
||||||
|
if (this._engine?.audioEngine) {
|
||||||
|
this._engine.audioEngine.unlock();
|
||||||
|
}
|
||||||
|
this.play();
|
||||||
|
document.querySelector('#mainDiv').remove();
|
||||||
|
});
|
||||||
});
|
});
|
||||||
}
|
}
|
||||||
private _started = false;
|
private _started = false;
|
||||||
@ -63,11 +74,6 @@ export class Main {
|
|||||||
});
|
});
|
||||||
|
|
||||||
this.setLoadingMessage("Get Ready!");
|
this.setLoadingMessage("Get Ready!");
|
||||||
this.setLoadingMessage("Initializing Level...");
|
|
||||||
this._currentLevel = new Level1();
|
|
||||||
this._currentLevel.getReadyObservable().add(() => {
|
|
||||||
|
|
||||||
});
|
|
||||||
|
|
||||||
const photoDome1 = new PhotoDome("testdome", '/8192.webp', {size: 1000}, DefaultScene.MainScene);
|
const photoDome1 = new PhotoDome("testdome", '/8192.webp', {size: 1000}, DefaultScene.MainScene);
|
||||||
photoDome1.material.diffuseTexture.hasAlpha = true;
|
photoDome1.material.diffuseTexture.hasAlpha = true;
|
||||||
@ -86,30 +92,32 @@ export class Main {
|
|||||||
}
|
}
|
||||||
private async setupScene() {
|
private async setupScene() {
|
||||||
|
|
||||||
let engine: WebGPUEngine | Engine = null;
|
|
||||||
if (webGpu) {
|
if (webGpu) {
|
||||||
engine = new WebGPUEngine(canvas);
|
this._engine = new WebGPUEngine(canvas);
|
||||||
await (engine as WebGPUEngine).initAsync();
|
await (this._engine as WebGPUEngine).initAsync();
|
||||||
} else {
|
} else {
|
||||||
engine = new Engine(canvas, true);
|
this._engine = new Engine(canvas, true);
|
||||||
}
|
}
|
||||||
engine.setHardwareScalingLevel(1 / window.devicePixelRatio);
|
this._engine.setHardwareScalingLevel(1 / window.devicePixelRatio);
|
||||||
window.onresize = () => {
|
window.onresize = () => {
|
||||||
engine.resize();
|
this._engine.resize();
|
||||||
}
|
}
|
||||||
DefaultScene.DemoScene = new Scene(engine);
|
DefaultScene.DemoScene = new Scene(this._engine);
|
||||||
DefaultScene.MainScene = new Scene(engine);
|
DefaultScene.MainScene = new Scene(this._engine);
|
||||||
DefaultScene.MainScene.ambientColor = new Color3(.2, .2, .2);
|
DefaultScene.MainScene.ambientColor = new Color3(.2, .2, .2);
|
||||||
|
|
||||||
this.setLoadingMessage("Initializing Physics Engine..");
|
this.setLoadingMessage("Initializing Physics Engine..");
|
||||||
await this.setupPhysics();
|
await this.setupPhysics();
|
||||||
|
this.setLoadingMessage("Physics Engine Ready!");
|
||||||
this.setupInspector();
|
this.setupInspector();
|
||||||
engine.runRenderLoop(() => {
|
this._engine.runRenderLoop(() => {
|
||||||
if (!this._started) {
|
if (!this._started) {
|
||||||
this._started = true;
|
this._started = true;
|
||||||
this._loadingDiv.remove();
|
this._loadingDiv.remove();
|
||||||
const start = document.querySelector('#startButton');
|
const levelSelect = document.querySelector('#levelSelect');
|
||||||
start.classList.add('ready');
|
if (levelSelect) {
|
||||||
|
levelSelect.classList.add('ready');
|
||||||
|
}
|
||||||
}
|
}
|
||||||
if (this._gameState == GameState.PLAY) {
|
if (this._gameState == GameState.PLAY) {
|
||||||
DefaultScene.MainScene.render();
|
DefaultScene.MainScene.render();
|
||||||
|
|||||||
@ -32,14 +32,18 @@ export class Rock {
|
|||||||
export class RockFactory {
|
export class RockFactory {
|
||||||
private static _rockMesh: AbstractMesh;
|
private static _rockMesh: AbstractMesh;
|
||||||
private static _rockMaterial: PBRMaterial;
|
private static _rockMaterial: PBRMaterial;
|
||||||
private static _explosion: ParticleSystemSet;
|
private static _explosionPool: ParticleSystemSet[] = [];
|
||||||
public static async init() {
|
private static _poolSize: number = 10;
|
||||||
|
|
||||||
if (!this._explosion) {
|
public static async init() {
|
||||||
const set = await ParticleHelper.CreateAsync("explosion", DefaultScene.MainScene);
|
// Pre-create explosion particle systems for pooling
|
||||||
this._explosion = set.serialize(true);
|
console.log("Pre-creating explosion particle systems...");
|
||||||
set.dispose();
|
for (let i = 0; i < this._poolSize; i++) {
|
||||||
|
const set = await ParticleHelper.CreateAsync("explosion", DefaultScene.MainScene);
|
||||||
|
this._explosionPool.push(set);
|
||||||
}
|
}
|
||||||
|
console.log(`Created ${this._poolSize} explosion particle systems in pool`);
|
||||||
|
|
||||||
if (!this._rockMesh) {
|
if (!this._rockMesh) {
|
||||||
console.log('loading mesh');
|
console.log('loading mesh');
|
||||||
const importMesh = await SceneLoader.ImportMeshAsync(null, "./", "asteroid2.glb", DefaultScene.MainScene);
|
const importMesh = await SceneLoader.ImportMeshAsync(null, "./", "asteroid2.glb", DefaultScene.MainScene);
|
||||||
@ -64,6 +68,18 @@ export class RockFactory {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private static getExplosionFromPool(): ParticleSystemSet | null {
|
||||||
|
return this._explosionPool.pop() || null;
|
||||||
|
}
|
||||||
|
|
||||||
|
private static returnExplosionToPool(explosion: ParticleSystemSet) {
|
||||||
|
explosion.dispose();
|
||||||
|
ParticleHelper.CreateAsync("explosion", DefaultScene.MainScene).then((set) => {
|
||||||
|
this._explosionPool.push(set);
|
||||||
|
})
|
||||||
|
}
|
||||||
|
|
||||||
public static async createRock(i: number, position: Vector3, size: Vector3,
|
public static async createRock(i: number, position: Vector3, size: Vector3,
|
||||||
score: Observable<ScoreEvent>): Promise<Rock> {
|
score: Observable<ScoreEvent>): Promise<Rock> {
|
||||||
|
|
||||||
@ -89,9 +105,7 @@ export class RockFactory {
|
|||||||
if (eventData.type == 'COLLISION_STARTED') {
|
if (eventData.type == 'COLLISION_STARTED') {
|
||||||
if ( eventData.collidedAgainst.transformNode.id == 'ammo') {
|
if ( eventData.collidedAgainst.transformNode.id == 'ammo') {
|
||||||
score.notifyObservers({score: 1, remaining: -1, message: "Asteroid Destroyed"});
|
score.notifyObservers({score: 1, remaining: -1, message: "Asteroid Destroyed"});
|
||||||
const explosion = ParticleSystemSet.Parse(this._explosion, DefaultScene.MainScene, false, 10);
|
|
||||||
const position = eventData.point;
|
const position = eventData.point;
|
||||||
// _explosion.emitterNode = position;
|
|
||||||
|
|
||||||
eventData.collider.shape.dispose();
|
eventData.collider.shape.dispose();
|
||||||
eventData.collider.transformNode.dispose();
|
eventData.collider.transformNode.dispose();
|
||||||
@ -101,27 +115,46 @@ export class RockFactory {
|
|||||||
eventData.collidedAgainst.transformNode.dispose();
|
eventData.collidedAgainst.transformNode.dispose();
|
||||||
eventData.collidedAgainst.dispose();
|
eventData.collidedAgainst.dispose();
|
||||||
|
|
||||||
const ball = MeshBuilder.CreateBox("ball", {size: .01}, DefaultScene.MainScene);
|
// Get explosion from pool (or create new if pool empty)
|
||||||
|
let explosion = RockFactory.getExplosionFromPool();
|
||||||
|
|
||||||
ball.scaling = new Vector3(.4, .4, .4);
|
if (!explosion) {
|
||||||
ball.position = position;
|
console.log("Pool empty, creating new explosion");
|
||||||
//const material = new StandardMaterial("ball-material", DefaultScene.MainScene);
|
ParticleHelper.CreateAsync("explosion", DefaultScene.MainScene).then((set) => {
|
||||||
//material.emissiveColor = Color3.Yellow();
|
const point = MeshBuilder.CreateSphere("point", {diameter: 0.1}, DefaultScene.MainScene);
|
||||||
//ball.material = material;
|
point.position = position.clone();
|
||||||
|
//point.isVisible = false;
|
||||||
|
|
||||||
explosion.start(ball);
|
set.start(point);
|
||||||
|
|
||||||
setTimeout(() => {
|
setTimeout(() => {
|
||||||
explosion.systems.forEach((system: ParticleSystem) => {
|
set.dispose();
|
||||||
system.stop();
|
point.dispose();
|
||||||
system.dispose(true, true, true);
|
}, 2000);
|
||||||
});
|
});
|
||||||
explosion.dispose();
|
} else {
|
||||||
if (ball && !ball.isDisposed()) {
|
// Use pooled explosion
|
||||||
ball.dispose(false, true);
|
const point = MeshBuilder.CreateSphere("point", {diameter: 10}, DefaultScene.MainScene);
|
||||||
}
|
point.position = position.clone();
|
||||||
//ball.dispose();
|
//point.isVisible = false;
|
||||||
}, 1500);
|
|
||||||
|
console.log("Using pooled explosion with", explosion.systems.length, "systems at", position);
|
||||||
|
|
||||||
|
// Set emitter and start each system individually
|
||||||
|
explosion.systems.forEach((system: ParticleSystem, idx: number) => {
|
||||||
|
system.emitter = point; // Set emitter to the collision point
|
||||||
|
system.start(); // Start this specific system
|
||||||
|
console.log(` System ${idx}: emitter set to`, system.emitter, "activeCount=", system.getActiveCount());
|
||||||
|
});
|
||||||
|
|
||||||
|
setTimeout(() => {
|
||||||
|
explosion.systems.forEach((system: ParticleSystem) => {
|
||||||
|
system.stop();
|
||||||
|
});
|
||||||
|
RockFactory.returnExplosionToPool(explosion);
|
||||||
|
point.dispose();
|
||||||
|
}, 2000);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
});
|
});
|
||||||
|
|||||||
91
styles.css
Normal file
91
styles.css
Normal file
@ -0,0 +1,91 @@
|
|||||||
|
#levelSelect {
|
||||||
|
text-align: center;
|
||||||
|
padding: 20px;
|
||||||
|
opacity: 0;
|
||||||
|
transition: opacity 0.5s ease-in;
|
||||||
|
}
|
||||||
|
|
||||||
|
#levelSelect.ready {
|
||||||
|
opacity: 1;
|
||||||
|
}
|
||||||
|
|
||||||
|
#levelSelect h1 {
|
||||||
|
color: #fff;
|
||||||
|
font-size: 2.5em;
|
||||||
|
margin-bottom: 30px;
|
||||||
|
text-shadow: 0 0 10px rgba(0, 150, 255, 0.8);
|
||||||
|
}
|
||||||
|
|
||||||
|
.card-container {
|
||||||
|
display: grid;
|
||||||
|
grid-template-columns: repeat(auto-fit, minmax(250px, 1fr));
|
||||||
|
gap: 20px;
|
||||||
|
max-width: 1200px;
|
||||||
|
margin: 0 auto;
|
||||||
|
padding: 20px;
|
||||||
|
}
|
||||||
|
|
||||||
|
.level-card {
|
||||||
|
background: rgba(20, 20, 40, 0.9);
|
||||||
|
border: 2px solid rgba(0, 150, 255, 0.5);
|
||||||
|
border-radius: 12px;
|
||||||
|
padding: 30px 20px;
|
||||||
|
transition: all 0.3s ease;
|
||||||
|
box-shadow: 0 4px 6px rgba(0, 0, 0, 0.3);
|
||||||
|
}
|
||||||
|
|
||||||
|
.level-card:hover {
|
||||||
|
transform: translateY(-5px);
|
||||||
|
border-color: rgba(0, 200, 255, 0.8);
|
||||||
|
box-shadow: 0 8px 16px rgba(0, 150, 255, 0.4);
|
||||||
|
}
|
||||||
|
|
||||||
|
.level-card h2 {
|
||||||
|
color: #00d4ff;
|
||||||
|
font-size: 1.8em;
|
||||||
|
margin-bottom: 15px;
|
||||||
|
text-transform: uppercase;
|
||||||
|
}
|
||||||
|
|
||||||
|
.level-card p {
|
||||||
|
color: #ccc;
|
||||||
|
font-size: 1em;
|
||||||
|
line-height: 1.6;
|
||||||
|
margin-bottom: 20px;
|
||||||
|
min-height: 50px;
|
||||||
|
}
|
||||||
|
|
||||||
|
.level-button {
|
||||||
|
background: linear-gradient(135deg, #0066cc, #0099ff);
|
||||||
|
color: white;
|
||||||
|
border: none;
|
||||||
|
padding: 12px 30px;
|
||||||
|
font-size: 1.1em;
|
||||||
|
border-radius: 6px;
|
||||||
|
cursor: pointer;
|
||||||
|
transition: all 0.3s ease;
|
||||||
|
font-weight: bold;
|
||||||
|
text-transform: uppercase;
|
||||||
|
letter-spacing: 1px;
|
||||||
|
}
|
||||||
|
|
||||||
|
.level-button:hover {
|
||||||
|
background: linear-gradient(135deg, #0088ff, #00bbff);
|
||||||
|
box-shadow: 0 4px 12px rgba(0, 150, 255, 0.6);
|
||||||
|
transform: scale(1.05);
|
||||||
|
}
|
||||||
|
|
||||||
|
.level-button:active {
|
||||||
|
transform: scale(0.98);
|
||||||
|
}
|
||||||
|
|
||||||
|
@media (max-width: 768px) {
|
||||||
|
.card-container {
|
||||||
|
grid-template-columns: 1fr;
|
||||||
|
gap: 15px;
|
||||||
|
}
|
||||||
|
|
||||||
|
#levelSelect h1 {
|
||||||
|
font-size: 2em;
|
||||||
|
}
|
||||||
|
}
|
||||||
@ -22,10 +22,10 @@ export default defineConfig({
|
|||||||
}
|
}
|
||||||
},
|
},
|
||||||
server: {
|
server: {
|
||||||
port: 3001,
|
port: 3000,
|
||||||
},
|
},
|
||||||
preview: {
|
preview: {
|
||||||
port: 3001,
|
port: 3000,
|
||||||
},
|
},
|
||||||
base: "/"
|
base: "/"
|
||||||
|
|
||||||
|
|||||||
Loading…
Reference in New Issue
Block a user