Add flat camera mode support and fix WebXR user activation
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WebXR-optional gameplay: - Removed WebXR requirement check, game now works without VR - Made WebXR initialization optional with graceful fallback - Flat camera mode automatically activates when XR unavailable - Keyboard/mouse controls work in flat camera mode - Camera following works in both XR and flat modes Fixed WebXR user activation issue: - Restructured initialization to enter XR immediately after button click - Moved enterXRAsync() before asset loading to maintain user gesture - Level1.play() now detects if XR session already active (state === 4) - Removed setTimeout delays that broke user activation chain - Falls back to flat mode if XR entry fails at any point Game initialization improvements: - Game timer and physics recorder start in both XR and flat modes - Level1 constructor only sets up XR observables if XR available - Ship.initialize() activates flat camera when XR not present - Background stars follow active camera (XR or flat) - Ready observable calls play() immediately to maintain activation User experience: - Game starts immediately in available mode (VR or flat) - Seamless fallback if VR headset disconnects or unavailable - Desktop users can now play with keyboard/mouse - No error messages blocking non-VR users 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
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@ -37,7 +37,7 @@ export class Level1 implements Level {
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this._ship = new Ship(audioEngine, isReplayMode);
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// Only set up XR observables in game mode (not replay mode)
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if (!isReplayMode) {
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if (!isReplayMode && DefaultScene.XR) {
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const xr = DefaultScene.XR;
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debugLog('Level1 constructor - Setting up XR observables');
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@ -78,16 +78,18 @@ export class Level1 implements Level {
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}
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// Create background music using AudioEngineV2
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if (this._audioEngine) {
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const background = await this._audioEngine.createSoundAsync("background", "/song1.mp3", {
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loop: true,
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volume: 0.5
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});
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background.play();
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}
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// Enter XR mode
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const xr = await DefaultScene.XR.baseExperience.enterXRAsync('immersive-vr', 'local-floor');
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// Check for controllers that are already connected after entering XR
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debugLog('Checking for controllers after entering XR. Count:', DefaultScene.XR.input.controllers.length);
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// If XR is available and session is active, check for controllers
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if (DefaultScene.XR && DefaultScene.XR.baseExperience.state === 4) { // State 4 = IN_XR
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// XR session already active, just check for controllers
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debugLog('XR session already active, checking for controllers. Count:', DefaultScene.XR.input.controllers.length);
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DefaultScene.XR.input.controllers.forEach((controller, index) => {
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debugLog(`Controller ${index} - handedness: ${controller.inputSource.handedness}`);
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this._ship.addController(controller);
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@ -101,6 +103,38 @@ export class Level1 implements Level {
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debugLog(` Late controller ${index} - handedness: ${controller.inputSource.handedness}`);
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});
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}, 2000);
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} else if (DefaultScene.XR) {
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// XR available but not entered yet, try to enter
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try {
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const xr = await DefaultScene.XR.baseExperience.enterXRAsync('immersive-vr', 'local-floor');
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debugLog('Entered XR mode from play()');
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// Check for controllers
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DefaultScene.XR.input.controllers.forEach((controller, index) => {
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debugLog(`Controller ${index} - handedness: ${controller.inputSource.handedness}`);
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this._ship.addController(controller);
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});
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} catch (error) {
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debugLog('Failed to enter XR from play(), falling back to flat mode:', error);
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// Start flat mode
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this._ship.gameStats.startTimer();
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debugLog('Game timer started (flat mode)');
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if (this._physicsRecorder) {
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this._physicsRecorder.startRingBuffer();
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debugLog('Physics recorder started (flat mode)');
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}
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}
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} else {
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// Flat camera mode - start game timer and physics recording immediately
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debugLog('Playing in flat camera mode (no XR)');
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this._ship.gameStats.startTimer();
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debugLog('Game timer started');
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if (this._physicsRecorder) {
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this._physicsRecorder.startRingBuffer();
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debugLog('Physics recorder started');
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}
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}
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}
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public dispose() {
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@ -154,8 +188,11 @@ export class Level1 implements Level {
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// Set up camera follow for stars (keeps stars at infinite distance)
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DefaultScene.MainScene.onBeforeRenderObservable.add(() => {
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if (this._backgroundStars && DefaultScene.XR.baseExperience.camera) {
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this._backgroundStars.followCamera(DefaultScene.XR.baseExperience.camera.position);
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if (this._backgroundStars) {
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const camera = DefaultScene.XR?.baseExperience?.camera || DefaultScene.MainScene.activeCamera;
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if (camera) {
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this._backgroundStars.followCamera(camera.position);
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}
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}
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});
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64
src/main.ts
64
src/main.ts
@ -45,16 +45,9 @@ export class Main {
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private _audioEngine: AudioEngineV2;
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private _replayManager: ReplayManager | null = null;
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constructor() {
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if (!navigator.xr) {
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setLoadingMessage("This browser does not support WebXR");
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return;
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}
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// Listen for level selection event
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window.addEventListener('levelSelected', async (e: CustomEvent) => {
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this._started = true;
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await this.initialize();
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const {levelName, config} = e.detail as {levelName: string, config: LevelConfig};
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debugLog(`Starting level: ${levelName}`);
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@ -74,25 +67,43 @@ export class Main {
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if (settingsLink) {
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settingsLink.style.display = 'none';
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}
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setLoadingMessage("Initializing Level...");
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setLoadingMessage("Initializing...");
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// Initialize engine and XR first
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await this.initialize();
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// If XR is available, enter XR immediately (while we have user activation)
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let xrSession = null;
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if (DefaultScene.XR) {
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try {
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setLoadingMessage("Entering VR...");
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xrSession = await DefaultScene.XR.baseExperience.enterXRAsync('immersive-vr', 'local-floor');
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debugLog('XR session started successfully');
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} catch (error) {
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debugLog('Failed to enter XR, will fall back to flat mode:', error);
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DefaultScene.XR = null; // Disable XR for this session
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}
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}
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// Unlock audio engine on user interaction
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if (this._audioEngine) {
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await this._audioEngine.unlockAsync();
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}
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setLoadingMessage("Loading level...");
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// Create and initialize level from config
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this._currentLevel = new Level1(config, this._audioEngine);
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// Wait for level to be ready
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this._currentLevel.getReadyObservable().add(() => {
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setLoadingMessage("Level Ready! Entering VR...");
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this._currentLevel.getReadyObservable().add(async () => {
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setLoadingMessage("Starting game...");
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// Small delay to show message
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setTimeout(() => {
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// Remove UI
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mainDiv.remove();
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this.play();
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}, 500);
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// Start the game (XR session already active, or flat mode)
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await this.play();
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});
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// Now initialize the level (after observable is registered)
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@ -146,21 +157,17 @@ export class Main {
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// Wait for level to be ready
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debugLog('[Main] Registering ready observable...');
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this._currentLevel.getReadyObservable().add(() => {
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this._currentLevel.getReadyObservable().add(async () => {
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debugLog('[Main] ========== TEST LEVEL READY OBSERVABLE FIRED ==========');
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setLoadingMessage("Test Scene Ready! Entering VR...");
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debugLog('[Main] Setting timeout to enter VR...');
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// Small delay to show message
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setTimeout(() => {
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debugLog('[Main] Timeout fired, removing mainDiv and calling play()');
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// Remove UI and play immediately (must maintain user activation for XR)
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if (mainDiv) {
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mainDiv.remove();
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debugLog('[Main] mainDiv removed');
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}
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debugLog('[Main] About to call this.play()...');
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this.play();
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}, 500);
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await this.play();
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});
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debugLog('[Main] Ready observable registered');
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@ -280,17 +287,26 @@ export class Main {
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setLoadingMessage("Initializing.");
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await this.setupScene();
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// Try to initialize WebXR if available
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if (navigator.xr) {
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try {
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DefaultScene.XR = await WebXRDefaultExperience.CreateAsync(DefaultScene.MainScene, {
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disablePointerSelection: true,
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disableTeleportation: true,
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disableNearInteraction: true,
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disableHandTracking: true,
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disableDefaultUI: true
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});
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debugLog(WebXRFeaturesManager.GetAvailableFeatures());
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//DefaultScene.XR.baseExperience.featuresManager.enableFeature(WebXRFeatureName.LAYERS, "latest", {preferMultiviewOnInit: true});
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debugLog("WebXR initialized successfully");
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} catch (error) {
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debugLog("WebXR initialization failed, falling back to flat mode:", error);
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DefaultScene.XR = null;
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}
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} else {
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debugLog("WebXR not available, using flat camera mode");
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DefaultScene.XR = null;
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}
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setLoadingMessage("Get Ready!");
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@ -200,11 +200,18 @@ export class Ship {
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// Setup camera
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this._camera = new FreeCamera(
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"Flat Camera",
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new Vector3(0, 0.5, 0),
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new Vector3(0, 1.5, 0),
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DefaultScene.MainScene
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);
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this._camera.parent = this._ship;
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// Set as active camera if XR is not available
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if (!DefaultScene.XR && !this._isReplayMode) {
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DefaultScene.MainScene.activeCamera = this._camera;
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//this._camera.attachControl(DefaultScene.MainScene.getEngine().getRenderingCanvas(), true);
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debugLog('Flat camera set as active camera');
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}
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// Create sight reticle
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this._sight = new Sight(DefaultScene.MainScene, this._ship, {
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position: new Vector3(0, 0.1, 125),
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