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Author SHA1 Message Date
e8ac3a8f0a Refactor main.ts to meet coding standards (<100 lines)
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- Extract cleanup logic to src/core/cleanup.ts
- Extract XR setup to src/core/xrSetup.ts
- Extract scene/physics/audio setup to src/core/sceneSetup.ts
- Remove unused GameState enum and _gameState field
- main.ts reduced from 192 to 91 lines
- All methods now under 20 lines

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-29 05:01:28 -06:00
71ec1f162c Remove unused files and replay system
- Delete unused files: testLevel.ts, loginScreen.ts, controllerDebug.ts
- Remove entire replay system (ReplayManager, ReplayPlayer, ReplayCamera, etc.)
- Remove viewReplaysHandler.ts and discordWidget.ts
- Clean up related imports and references

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-29 04:54:54 -06:00
c0b9f772ee Refactor main.ts: extract handlers and remove dead code
- Extract analytics init to src/analytics/initAnalytics.ts
- Extract level selection handler to src/core/handlers/levelSelectedHandler.ts
- Extract replay handler to src/core/handlers/viewReplaysHandler.ts
- Extract app initialization to src/core/appInitializer.ts
- Remove unused DemoScene and demo.ts
- Remove dead code: DEBUG_CONTROLLERS, webGpu, TestLevel handler
- Add BabylonJS shader pre-bundling to fix Vite dev server issues
- Reduce main.ts from 885 lines to 211 lines

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-29 04:26:48 -06:00
5e67b796ba Add ESLint and refactor leaderboard to join with users table
- Add ESLint with typescript-eslint for unused code detection
- Fix 33 unused variable/import warnings across codebase
- Remove player_name from leaderboard insert (normalized design)
- Add ensureUserProfile() to upsert user display_name to users table
- Update leaderboard queries to join with users(display_name)
- Add getDisplayName() helper for leaderboard entries

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-29 03:52:03 -06:00
44c685ac2d Cleanup batch 5: Remove unused exported types
Made 75+ types internal (removed export keyword) across 24 files:
- Analytics event types (kept GameEventMap, GameEventName, GameEventProperties)
- Level config types (QuaternionArray, MaterialConfig, etc.)
- Ship types (SightConfig, InputState, etc.)
- Store state types (AuthState, GameConfigData, etc.)
- Various config interfaces

These types are still used internally but were never imported elsewhere.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-28 18:11:40 -06:00
e60280cf83 Cleanup batch 4: Remove 8 unused exports
- analytics/index.ts: Removed exports for AnalyticsService, NewRelicAdapter
- sphereLightmap.ts: Deleted createColoredSphereLightmap function
- scoreCalculator.ts: Made getTimeStars, getAccuracyStars, getFuelStars, getHullStars internal
- loginScreen.ts: Deleted showLoginScreen function

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-28 18:04:04 -06:00
bff8d2b33f Cleanup batch 3: Remove unused dependencies
Removed:
- openai (unused)
- svelte-preprocess (unused devDependency)

Kept: loglevel (still needed)

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-28 17:43:54 -06:00
917cf7a120 Cleanup batch 2: Delete unused scripts
Removed scripts identified by knip as unused:
- scripts/generateDefaultLevels.cjs
- scripts/manageAdmin.ts
- scripts/runMigration.ts
- scripts/seedLevels.ts
- scripts/exportBlend.ts (had unresolved import)

Kept: seedLeaderboard.ts (still in use)

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-28 17:42:55 -06:00
8570c22a0c Cleanup batch 1: Delete 11 unused source files
Removed files identified by knip as never imported:
- src/utils/scoreEvent.ts (duplicate type)
- src/components/shared/VectorInput.svelte
- src/levels/storage/ILevelStorageProvider.ts
- src/ship/shipEngine.ts
- src/levels/config/levelSerializer.ts
- src/levels/generation/levelEditor.ts
- src/levels/generation/levelGenerator.ts
- src/levels/stats/levelStats.ts
- src/ui/screens/controlsScreen.ts
- src/ui/screens/settingsScreen.ts
- src/environment/celestial/planetTextures.ts

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-28 17:41:02 -06:00
79 changed files with 2413 additions and 8804 deletions

121
CLAUDE.md
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@ -24,124 +24,17 @@ npm run speech
**Note**: Do not run `npm run dev` per global user instructions. **Note**: Do not run `npm run dev` per global user instructions.
## Core Architecture
### Scene Management Pattern
The project uses a singleton pattern for scene access via `DefaultScene`:
- `DefaultScene.MainScene` - Primary game scene
- `DefaultScene.DemoScene` - Demo/attract mode scene
- `DefaultScene.XR` - WebXR experience instance
All game objects reference these static properties rather than passing scene instances.
### Level System
Levels implement the `Level` interface with:
- `initialize()` - Setup level geometry and physics
- `play()` - Start level gameplay
- `dispose()` - Cleanup
- `getReadyObservable()` - Async loading notification
Current implementation: `Level1` with 5 difficulty modes (recruit, pilot, captain, commander, test)
### Ship and Controller System
The `Ship` class manages:
- Player spaceship rendering and physics
- VR controller input handling (Meta Quest 2 controllers)
- Weapon firing system
- Audio for thrust and weapons
- Camera parent transform for VR positioning
Controllers are added dynamically via WebXR observables when detected.
### Physics and Collision
- Uses Havok Physics engine (WASM-based)
- Fixed timestep: 1/45 second with 5 sub-steps
- Zero gravity environment
- Collision detection for projectiles vs asteroids
- Physics bodies use `PhysicsAggregate` pattern
### Asteroid Factory Pattern
`RockFactory` uses:
- Pre-loaded mesh instances for performance
- Particle system pooling for explosions (pool size: 10)
- Observable pattern for score events via collision callbacks
- Dynamic spawning based on difficulty configuration
### Rendering Optimization
The codebase uses rendering groups to control draw order:
- Group 1: Particle effects (explosions)
- Group 3: Ship cockpit and UI (always rendered on top)
This prevents z-fighting and ensures HUD elements are always visible in VR.
### Audio Architecture
Uses BabylonJS AudioEngineV2:
- Requires unlock via user interaction before VR entry
- Spatial audio for thrust sounds
- StaticSound for weapon fire
- Audio engine passed to Level and Ship constructors
### Difficulty System
Each difficulty level configures:
- `rockCount` - Number of asteroids to destroy
- `forceMultiplier` - Asteroid movement speed
- `rockSizeMin/Max` - Size range of asteroids
- `distanceMin/Max` - Spawn distance from player
Located in `level1.ts:getDifficultyConfig()`
## Key Technical Constraints
### WebXR Requirements
- Must have `navigator.xr` support
- Controllers are added asynchronously via observables
- Camera must be parented to ship transform before entering VR
- XR features enabled: LAYERS with multiview for performance
### Asset Loading
- 3D models: GLB format (cockpit, asteroids)
- Particle systems: JSON format in `public/systems/`
- Planet textures: Organized by biome in `public/assets/materials/planetTextures/`
- Audio: MP3 format in public root
### Performance Considerations
- Hardware scaling set to match device pixel ratio
- Particle system pooling prevents allocation during gameplay
- Instance meshes used where possible
- Physics sub-stepping for stability without high timestep cost
## Project Structure
```
src/
main.ts - Entry point, game initialization, WebXR setup
defaultScene.ts - Singleton scene accessor
level.ts - Level interface
level1.ts - Main game level implementation
ship.ts - Player ship, controls, weapons
rockFactory.ts - Rock factory and collision handling
scoreboard.ts - In-cockpit HUD display
createSun.ts - Sun mesh generation
createPlanets.ts - Procedural planet generation
planetTextures.ts - Planet texture library
demo.ts - Attract mode implementation
public/
systems/ - Particle system definitions
assets/
materials/
planetTextures/ - Biome-based planet textures
themes/ - Themed assets
cockpit*.glb - Ship interior models
asteroid*.glb - Asteroid mesh variants
*.mp3 - Audio assets
```
## Important Implementation Notes ## Important Implementation Notes
- Never modify git config or use force push operations - Never modify git config or use force push operations
- Deploy target hostname: `space.digital-experiment.com` (from package.json) - Deploy target hostname: `www.flatearhdefense.com` (from package.json)
- TypeScript target is ES6 with ESNext modules - TypeScript target is ES6 with ESNext modules
- Vite handles bundling and dev server (though dev mode is disabled per user preference) - Vite handles bundling and dev server (though dev mode is disabled per user preference)
- Inspector can be toggled with 'i' key for debugging (only in development) - Inspector can be toggled with 'i' key for debugging (only in development)
- https://dev.flatearthdefense.com is local development, it's proxied back to my localhost which is running npm run dev - https://dev.flatearthdefense.com is local development, it's proxied back to my localhost which is running npm run dev
## Coding Standards
- files should be under 100 lines. If they exceed 100 lines please suggest refactoring into multiple files
- functions and methods should be under 20 lines. If they exceed 20 lines, suggest reefactoring.
- game should be able to reload and restart via a deep link and page refresh. If there are reasons this won't work or we're making a change the breaks this, don't do it.
- unused imports, functions, methods, and classes should have a comment added explaining why it's unused.

37
eslint.config.js Normal file
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@ -0,0 +1,37 @@
import js from '@eslint/js';
import tseslint from 'typescript-eslint';
export default tseslint.config(
js.configs.recommended,
...tseslint.configs.recommended,
{
files: ['src/**/*.ts'],
rules: {
// Unused code detection
'no-unused-vars': 'off',
'@typescript-eslint/no-unused-vars': ['warn', {
argsIgnorePattern: '^_',
varsIgnorePattern: '^_',
caughtErrorsIgnorePattern: '^_'
}],
// Relax strict rules for existing codebase
'@typescript-eslint/no-explicit-any': 'off',
'@typescript-eslint/no-require-imports': 'off',
'@typescript-eslint/ban-ts-comment': 'off',
'prefer-const': 'off',
'no-debugger': 'warn'
}
},
{
ignores: [
'dist/**',
'node_modules/**',
'public/**',
'*.config.js',
'*.config.ts',
'scripts/**',
'src/**/*.svelte'
]
}
);

1811
package-lock.json generated

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@ -8,11 +8,10 @@
"dev": "vite", "dev": "vite",
"build": "tsc && vite build", "build": "tsc && vite build",
"preview": "vite preview", "preview": "vite preview",
"lint": "eslint src/",
"lint:fix": "eslint src/ --fix",
"havok": "cp ./node_modules/@babylonjs/havok/lib/esm/HavokPhysics.wasm ./node_modules/.vite/deps", "havok": "cp ./node_modules/@babylonjs/havok/lib/esm/HavokPhysics.wasm ./node_modules/.vite/deps",
"speech": "tsc && node ./dist/server/voices.js", "speech": "tsc && node ./dist/server/voices.js",
"export-blend": "tsx scripts/exportBlend.ts",
"export-blend:watch": "tsx scripts/exportBlend.ts --watch",
"export-blend:batch": "tsx scripts/exportBlend.ts --batch",
"seed:leaderboard": "tsx scripts/seedLeaderboard.ts", "seed:leaderboard": "tsx scripts/seedLeaderboard.ts",
"seed:leaderboard:clean": "tsx scripts/seedLeaderboard.ts --clean" "seed:leaderboard:clean": "tsx scripts/seedLeaderboard.ts --clean"
}, },
@ -29,18 +28,22 @@
"@newrelic/browser-agent": "^1.302.0", "@newrelic/browser-agent": "^1.302.0",
"@supabase/supabase-js": "^2.84.0", "@supabase/supabase-js": "^2.84.0",
"loglevel": "^1.9.2", "loglevel": "^1.9.2",
"openai": "4.52.3",
"svelte-routing": "^2.13.0" "svelte-routing": "^2.13.0"
}, },
"devDependencies": { "devDependencies": {
"@eslint/js": "^9.39.1",
"@sveltejs/vite-plugin-svelte": "^6.2.1", "@sveltejs/vite-plugin-svelte": "^6.2.1",
"@types/node": "^20.0.0", "@types/node": "^20.0.0",
"@typescript-eslint/eslint-plugin": "^8.48.0",
"@typescript-eslint/parser": "^8.48.0",
"dotenv": "^16.3.1", "dotenv": "^16.3.1",
"eslint": "^9.39.1",
"eslint-plugin-svelte": "^3.13.0",
"postgres": "^3.4.4", "postgres": "^3.4.4",
"svelte": "^5.43.14", "svelte": "^5.43.14",
"svelte-preprocess": "^6.0.3",
"tsx": "^4.7.1", "tsx": "^4.7.1",
"typescript": "^5.5.3", "typescript": "^5.5.3",
"typescript-eslint": "^8.48.0",
"vite": "^7.2.2" "vite": "^7.2.2"
} }
} }

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public/HavokPhysics.wasm Normal file

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@ -1,211 +0,0 @@
#!/usr/bin/env tsx
/**
* CLI script to export Blender files to GLB format
*
* Usage:
* tsx scripts/exportBlend.ts <input.blend> <output.glb>
* npm run export-blend -- <input.blend> <output.glb>
*
* Examples:
* npm run export-blend -- public/ship1.blend public/ship1.glb
* npm run export-blend -- public/asteroid4.blend public/asteroid4.glb
*
* Options:
* --watch Watch the input file and auto-export on changes
* --compress Enable Draco mesh compression
* --no-modifiers Don't apply modifiers
* --batch Export all .blend files in a directory
*/
import { exportBlendToGLB, watchAndExport, batchExportBlendToGLB } from '../src/utils/blenderExporter.js';
import { readdirSync, statSync } from 'fs';
import path from 'path';
interface CLIArgs {
input?: string;
output?: string;
watch: boolean;
compress: boolean;
noModifiers: boolean;
batch: boolean;
}
function parseArgs(): CLIArgs {
const args: CLIArgs = {
watch: false,
compress: false,
noModifiers: false,
batch: false
};
const rawArgs = process.argv.slice(2);
for (let i = 0; i < rawArgs.length; i++) {
const arg = rawArgs[i];
if (arg === '--watch') {
args.watch = true;
} else if (arg === '--compress') {
args.compress = true;
} else if (arg === '--no-modifiers') {
args.noModifiers = true;
} else if (arg === '--batch') {
args.batch = true;
} else if (!args.input) {
args.input = arg;
} else if (!args.output) {
args.output = arg;
}
}
return args;
}
function printUsage() {
console.log(`
Usage: npm run export-blend -- <input.blend> <output.glb> [options]
Options:
--watch Watch the input file and auto-export on changes
--compress Enable Draco mesh compression
--no-modifiers Don't apply modifiers during export
--batch Export all .blend files in input directory
Examples:
npm run export-blend -- public/ship1.blend public/ship1.glb
npm run export-blend -- public/ship1.blend public/ship1.glb --compress
npm run export-blend -- public/ship1.blend public/ship1.glb --watch
npm run export-blend -- public/ public/ --batch
`);
}
async function main() {
const args = parseArgs();
if (!args.input) {
console.error('Error: Input file or directory required\n');
printUsage();
process.exit(1);
}
// Build export options
const options = {
exportParams: {
export_format: 'GLB' as const,
export_draco_mesh_compression_enable: args.compress,
export_apply_modifiers: !args.noModifiers,
export_yup: true
}
};
try {
if (args.batch) {
// Batch export mode
await batchExportMode(args.input, args.output || args.input, options);
} else if (args.watch) {
// Watch mode
if (!args.output) {
console.error('Error: Output file required for watch mode\n');
printUsage();
process.exit(1);
}
await watchMode(args.input, args.output, options);
} else {
// Single export mode
if (!args.output) {
console.error('Error: Output file required\n');
printUsage();
process.exit(1);
}
await singleExportMode(args.input, args.output, options);
}
} catch (error) {
console.error('Export failed:', error instanceof Error ? error.message : error);
process.exit(1);
}
}
async function singleExportMode(input: string, output: string, options: any) {
console.log(`Exporting ${input} to ${output}...`);
const result = await exportBlendToGLB(input, output, options);
if (result.success) {
console.log(`✅ Successfully exported in ${result.duration}ms`);
console.log(` Output: ${result.outputPath}`);
}
}
async function watchMode(input: string, output: string, options: any) {
console.log(`👀 Watching ${input} for changes...`);
console.log(` Will export to ${output}`);
console.log(` Press Ctrl+C to stop\n`);
// Do initial export
try {
await exportBlendToGLB(input, output, options);
console.log('✅ Initial export complete\n');
} catch (error) {
console.error('❌ Initial export failed:', error);
}
// Start watching
const stopWatching = watchAndExport(input, output, options);
// Handle Ctrl+C
process.on('SIGINT', () => {
console.log('\n\nStopping watch mode...');
stopWatching();
process.exit(0);
});
// Keep process alive
await new Promise(() => {});
}
async function batchExportMode(inputDir: string, outputDir: string, options: any) {
console.log(`📦 Batch exporting .blend files from ${inputDir}...`);
// Find all .blend files in input directory
const files = readdirSync(inputDir)
.filter(f => f.endsWith('.blend') && !f.endsWith('.blend1'))
.filter(f => {
const fullPath = path.join(inputDir, f);
return statSync(fullPath).isFile();
});
if (files.length === 0) {
console.log('No .blend files found in directory');
return;
}
console.log(`Found ${files.length} .blend file(s):`);
files.forEach(f => console.log(` - ${f}`));
console.log('');
const exports: Array<[string, string]> = files.map(f => {
const inputPath = path.join(inputDir, f);
const outputPath = path.join(outputDir, f.replace('.blend', '.glb'));
return [inputPath, outputPath];
});
const results = await batchExportBlendToGLB(exports, options, true); // Sequential
// Print summary
console.log('\n📊 Export Summary:');
const successful = results.filter(r => r.success).length;
console.log(`✅ Successful: ${successful}/${results.length}`);
results.forEach((result, i) => {
const [input] = exports[i];
const filename = path.basename(input);
if (result.success) {
console.log(`${filename} (${result.duration}ms)`);
} else {
console.log(`${filename} - FAILED`);
}
});
}
// Run the script
main();

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@ -1,215 +0,0 @@
#!/usr/bin/env node
/**
* Script to generate default level JSON files
* Run with: node scripts/generateDefaultLevels.js
*/
const fs = require('fs');
const path = require('path');
// Helper function to generate random asteroid data
function generateAsteroid(id, config, shipPos = [0, 1, 0]) {
const { distanceMin, distanceMax, rockSizeMin, rockSizeMax, forceMultiplier } = config;
// Random spherical distribution
const theta = Math.random() * Math.PI * 2; // Azimuth angle
const phi = Math.acos(2 * Math.random() - 1); // Polar angle
const distance = distanceMin + Math.random() * (distanceMax - distanceMin);
const position = [
shipPos[0] + distance * Math.sin(phi) * Math.cos(theta),
shipPos[1] + distance * Math.sin(phi) * Math.sin(theta),
shipPos[2] + distance * Math.cos(phi)
];
const scale = rockSizeMin + Math.random() * (rockSizeMax - rockSizeMin);
// Random velocity toward ship
const speedMin = 15 * forceMultiplier;
const speedMax = 30 * forceMultiplier;
const speed = speedMin + Math.random() * (speedMax - speedMin);
const dirToShip = [
shipPos[0] - position[0],
shipPos[1] - position[1],
shipPos[2] - position[2]
];
const length = Math.sqrt(dirToShip[0]**2 + dirToShip[1]**2 + dirToShip[2]**2);
const normalized = dirToShip.map(v => v / length);
const linearVelocity = normalized.map(v => v * speed);
const angularVelocity = [
(Math.random() - 0.5) * 2,
(Math.random() - 0.5) * 2,
(Math.random() - 0.5) * 2
];
return {
id: `asteroid-${id}`,
position,
scale,
linearVelocity,
angularVelocity
};
}
// Level configurations matching LevelGenerator difficulty configs
const levels = [
{
filename: 'rookie-training.json',
difficulty: 'recruit',
difficultyConfig: {
rockCount: 5,
forceMultiplier: 0.8,
rockSizeMin: 10,
rockSizeMax: 15,
distanceMin: 220,
distanceMax: 250
},
metadata: {
author: 'System',
description: 'Learn the basics of ship control and asteroid destruction in a calm sector of space.',
estimatedTime: '3-5 minutes',
type: 'default'
}
},
{
filename: 'rescue-mission.json',
difficulty: 'pilot',
difficultyConfig: {
rockCount: 10,
forceMultiplier: 1.0,
rockSizeMin: 8,
rockSizeMax: 20,
distanceMin: 225,
distanceMax: 300
},
metadata: {
author: 'System',
description: 'Clear a path through moderate asteroid density to reach the stranded station.',
estimatedTime: '5-8 minutes',
type: 'default'
}
},
{
filename: 'deep-space-patrol.json',
difficulty: 'captain',
difficultyConfig: {
rockCount: 20,
forceMultiplier: 1.2,
rockSizeMin: 5,
rockSizeMax: 40,
distanceMin: 230,
distanceMax: 450
},
metadata: {
author: 'System',
description: 'Patrol a dangerous sector with heavy asteroid activity. Watch your fuel!',
estimatedTime: '8-12 minutes',
type: 'default'
}
},
{
filename: 'enemy-territory.json',
difficulty: 'commander',
difficultyConfig: {
rockCount: 50,
forceMultiplier: 1.3,
rockSizeMin: 2,
rockSizeMax: 8,
distanceMin: 90,
distanceMax: 280
},
metadata: {
author: 'System',
description: 'Navigate through hostile space with high-speed asteroids and limited resources.',
estimatedTime: '10-15 minutes',
type: 'default'
}
},
{
filename: 'the-gauntlet.json',
difficulty: 'commander',
difficultyConfig: {
rockCount: 50,
forceMultiplier: 1.3,
rockSizeMin: 2,
rockSizeMax: 8,
distanceMin: 90,
distanceMax: 280
},
metadata: {
author: 'System',
description: 'Face maximum asteroid density in this ultimate test of piloting skill.',
estimatedTime: '12-18 minutes',
type: 'default'
}
},
{
filename: 'final-challenge.json',
difficulty: 'commander',
difficultyConfig: {
rockCount: 50,
forceMultiplier: 1.3,
rockSizeMin: 2,
rockSizeMax: 8,
distanceMin: 90,
distanceMax: 280
},
metadata: {
author: 'System',
description: 'The ultimate challenge - survive the most chaotic asteroid field in known space.',
estimatedTime: '15-20 minutes',
type: 'default'
}
}
];
// Output directory
const outputDir = path.join(__dirname, '../public/levels');
// Ensure directory exists
if (!fs.existsSync(outputDir)) {
fs.mkdirSync(outputDir, { recursive: true });
}
// Generate each level
for (const level of levels) {
const asteroids = [];
for (let i = 0; i < level.difficultyConfig.rockCount; i++) {
asteroids.push(generateAsteroid(i, level.difficultyConfig));
}
const levelConfig = {
version: '1.0',
difficulty: level.difficulty,
timestamp: new Date().toISOString(),
metadata: level.metadata,
ship: {
position: [0, 1, 0],
rotation: [0, 0, 0],
linearVelocity: [0, 0, 0],
angularVelocity: [0, 0, 0]
},
startBase: {
position: [0, 0, 0],
baseGlbPath: 'base.glb'
},
sun: {
position: [0, 0, 400],
diameter: 50,
intensity: 1000000
},
planets: [],
asteroids,
difficultyConfig: level.difficultyConfig
};
const outputPath = path.join(outputDir, level.filename);
fs.writeFileSync(outputPath, JSON.stringify(levelConfig, null, 2));
console.log(`Generated: ${level.filename} (${level.difficultyConfig.rockCount} asteroids)`);
}
console.log(`\nSuccessfully generated ${levels.length} default level files!`);

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@ -1,207 +0,0 @@
/**
* Admin management script for Supabase
*
* Usage:
* npm run admin:add -- --user-id="facebook|123" --name="John" --email="john@example.com"
* npm run admin:add -- --user-id="facebook|123" --super # Add as super admin (all permissions)
* npm run admin:list # List all admins
* npm run admin:remove -- --user-id="facebook|123" # Remove admin
*
* Required .env variables:
* SUPABASE_DB_URL - Direct DB connection string
*/
import postgres from 'postgres';
import * as path from 'path';
import { fileURLToPath } from 'url';
import * as dotenv from 'dotenv';
// ES module equivalent of __dirname
const __filename = fileURLToPath(import.meta.url);
const __dirname = path.dirname(__filename);
// Load environment variables
dotenv.config();
const DATABASE_URL = process.env.SUPABASE_DB_URL;
if (!DATABASE_URL) {
console.error('Missing SUPABASE_DB_URL environment variable.');
process.exit(1);
}
const sql = postgres(DATABASE_URL);
// Parse command line args
const args = process.argv.slice(2);
const command = args[0]; // 'add', 'list', 'remove'
function getArg(name: string): string | null {
const arg = args.find(a => a.startsWith(`--${name}=`));
return arg ? arg.split('=')[1] : null;
}
function hasFlag(name: string): boolean {
return args.includes(`--${name}`);
}
async function addAdmin() {
const userId = getArg('user-id');
const displayName = getArg('name') || null;
const email = getArg('email') || null;
const isSuper = hasFlag('super');
if (!userId) {
console.error('Missing required --user-id argument');
console.error('Usage: npm run admin:add -- --user-id="facebook|123" --name="John" [--super]');
process.exit(1);
}
console.log(`\nAdding admin: ${userId}`);
if (isSuper) {
console.log(' Type: Super Admin (all permissions)');
}
try {
const result = await sql`
INSERT INTO admins (
user_id,
display_name,
email,
can_review_levels,
can_manage_admins,
can_manage_official,
can_view_analytics,
is_active
) VALUES (
${userId},
${displayName},
${email},
true,
${isSuper},
${isSuper},
${isSuper},
true
)
ON CONFLICT (user_id) DO UPDATE SET
display_name = COALESCE(EXCLUDED.display_name, admins.display_name),
email = COALESCE(EXCLUDED.email, admins.email),
can_review_levels = true,
can_manage_admins = ${isSuper} OR admins.can_manage_admins,
can_manage_official = ${isSuper} OR admins.can_manage_official,
can_view_analytics = ${isSuper} OR admins.can_view_analytics,
is_active = true
RETURNING *
`;
console.log('\n✓ Admin added/updated successfully!');
console.log('\nPermissions:');
console.log(` can_review_levels: ${result[0].can_review_levels}`);
console.log(` can_manage_admins: ${result[0].can_manage_admins}`);
console.log(` can_manage_official: ${result[0].can_manage_official}`);
console.log(` can_view_analytics: ${result[0].can_view_analytics}`);
} catch (error: any) {
console.error('Failed to add admin:', error.message);
process.exit(1);
}
}
async function listAdmins() {
console.log('\nCurrent Admins:\n');
const admins = await sql`
SELECT
user_id,
display_name,
email,
can_review_levels,
can_manage_admins,
can_manage_official,
can_view_analytics,
is_active,
expires_at,
created_at
FROM admins
ORDER BY created_at
`;
if (admins.length === 0) {
console.log(' No admins found.');
return;
}
for (const admin of admins) {
const status = admin.is_active ? '✓ active' : '✗ inactive';
const perms = [
admin.can_review_levels ? 'review' : null,
admin.can_manage_admins ? 'manage_admins' : null,
admin.can_manage_official ? 'manage_official' : null,
admin.can_view_analytics ? 'analytics' : null,
].filter(Boolean).join(', ');
console.log(` ${admin.user_id}`);
console.log(` Name: ${admin.display_name || '(not set)'}`);
console.log(` Email: ${admin.email || '(not set)'}`);
console.log(` Status: ${status}`);
console.log(` Permissions: ${perms || 'none'}`);
if (admin.expires_at) {
console.log(` Expires: ${admin.expires_at}`);
}
console.log('');
}
console.log(`Total: ${admins.length} admin(s)`);
}
async function removeAdmin() {
const userId = getArg('user-id');
if (!userId) {
console.error('Missing required --user-id argument');
console.error('Usage: npm run admin:remove -- --user-id="facebook|123"');
process.exit(1);
}
console.log(`\nRemoving admin: ${userId}`);
const result = await sql`
DELETE FROM admins WHERE user_id = ${userId} RETURNING user_id
`;
if (result.length === 0) {
console.log(' Admin not found.');
} else {
console.log('✓ Admin removed successfully!');
}
}
async function main() {
try {
switch (command) {
case 'add':
await addAdmin();
break;
case 'list':
await listAdmins();
break;
case 'remove':
await removeAdmin();
break;
default:
console.log('Admin Management Script\n');
console.log('Commands:');
console.log(' npm run admin:add -- --user-id="id" [--name="Name"] [--email="email"] [--super]');
console.log(' npm run admin:list');
console.log(' npm run admin:remove -- --user-id="id"');
break;
}
} finally {
await sql.end();
}
}
main().catch((error) => {
console.error('Error:', error.message);
sql.end();
process.exit(1);
});

View File

@ -1,182 +0,0 @@
/**
* Migration runner for Supabase database
*
* Usage:
* npm run migrate # Run all pending migrations
* npm run migrate -- --file=001_cloud_levels.sql # Run specific migration
* npm run migrate -- --status # Show migration status
*
* Required .env variables:
* SUPABASE_DB_URL - Direct DB connection string (Settings Database URI)
*/
import postgres from 'postgres';
import * as fs from 'fs';
import * as path from 'path';
import { fileURLToPath } from 'url';
import * as dotenv from 'dotenv';
// ES module equivalent of __dirname
const __filename = fileURLToPath(import.meta.url);
const __dirname = path.dirname(__filename);
// Load environment variables
dotenv.config();
const DATABASE_URL = process.env.SUPABASE_DB_URL;
if (!DATABASE_URL) {
console.error('Missing SUPABASE_DB_URL environment variable.');
console.error('Get it from Supabase → Settings → Database → Connection string (URI)');
console.error('Use the "Session pooler" connection string for IPv4 compatibility.');
process.exit(1);
}
const sql = postgres(DATABASE_URL);
const MIGRATIONS_DIR = path.join(__dirname, '..', 'supabase', 'migrations');
/**
* Ensure migrations tracking table exists
*/
async function ensureMigrationsTable(): Promise<void> {
await sql`
CREATE TABLE IF NOT EXISTS _migrations (
id SERIAL PRIMARY KEY,
name TEXT UNIQUE NOT NULL,
executed_at TIMESTAMPTZ DEFAULT NOW()
)
`;
}
/**
* Get list of already executed migrations
*/
async function getExecutedMigrations(): Promise<string[]> {
const result = await sql`SELECT name FROM _migrations ORDER BY id`;
return result.map(row => row.name);
}
/**
* Get list of migration files
*/
function getMigrationFiles(): string[] {
if (!fs.existsSync(MIGRATIONS_DIR)) {
console.error(`Migrations directory not found: ${MIGRATIONS_DIR}`);
process.exit(1);
}
return fs.readdirSync(MIGRATIONS_DIR)
.filter(f => f.endsWith('.sql'))
.sort();
}
/**
* Run a single migration file
*/
async function runMigration(filename: string): Promise<void> {
const filepath = path.join(MIGRATIONS_DIR, filename);
if (!fs.existsSync(filepath)) {
throw new Error(`Migration file not found: ${filepath}`);
}
const content = fs.readFileSync(filepath, 'utf-8');
console.log(` Running: ${filename}...`);
try {
// Execute the migration
await sql.unsafe(content);
// Record the migration
await sql`INSERT INTO _migrations (name) VALUES (${filename})`;
console.log(`${filename} completed`);
} catch (error) {
console.error(`${filename} failed:`, error.message);
throw error;
}
}
/**
* Run all pending migrations
*/
async function runAllMigrations(): Promise<void> {
await ensureMigrationsTable();
const executed = await getExecutedMigrations();
const files = getMigrationFiles();
const pending = files.filter(f => !executed.includes(f));
if (pending.length === 0) {
console.log('No pending migrations.');
return;
}
console.log(`\nRunning ${pending.length} migration(s):\n`);
for (const file of pending) {
await runMigration(file);
}
console.log('\n✓ All migrations completed successfully!');
}
/**
* Show migration status
*/
async function showStatus(): Promise<void> {
await ensureMigrationsTable();
const executed = await getExecutedMigrations();
const files = getMigrationFiles();
console.log('\nMigration Status:\n');
console.log(' File Status');
console.log(' -------------------------------- --------');
for (const file of files) {
const status = executed.includes(file) ? '✓ done' : '○ pending';
console.log(` ${file.padEnd(34)} ${status}`);
}
const pending = files.filter(f => !executed.includes(f));
console.log(`\n Total: ${files.length} | Done: ${executed.length} | Pending: ${pending.length}\n`);
}
// Parse command line args
const args = process.argv.slice(2);
const showStatusFlag = args.includes('--status');
const fileArg = args.find(arg => arg.startsWith('--file='));
const specificFile = fileArg ? fileArg.split('=')[1] : null;
async function main() {
try {
if (showStatusFlag) {
await showStatus();
} else if (specificFile) {
await ensureMigrationsTable();
const executed = await getExecutedMigrations();
if (executed.includes(specificFile)) {
console.log(`Migration ${specificFile} has already been executed.`);
console.log('To re-run, manually delete it from _migrations table first.');
} else {
console.log(`\nRunning specific migration:\n`);
await runMigration(specificFile);
console.log('\n✓ Migration completed!');
}
} else {
await runAllMigrations();
}
} finally {
await sql.end();
}
}
main().catch((error) => {
console.error('\nMigration failed:', error.message);
sql.end();
process.exit(1);
});

View File

@ -1,242 +0,0 @@
/**
* Seed script for populating official levels from JSON files
*
* Usage:
* npm run seed:levels # Seed all levels from directory.json
* npm run seed:levels -- --clean # Delete all official levels first
* npm run seed:levels -- --admin-id="facebook|123" # Specify admin user ID
*
* Required .env variables:
* SUPABASE_DB_URL - Direct DB connection string
*
* Note: Requires an admin user with can_manage_official permission.
* The script will use the first super admin found, or you can specify --admin-id.
*/
import postgres from 'postgres';
import * as fs from 'fs';
import * as path from 'path';
import { fileURLToPath } from 'url';
import * as dotenv from 'dotenv';
// ES module equivalent of __dirname
const __filename = fileURLToPath(import.meta.url);
const __dirname = path.dirname(__filename);
// Load environment variables
dotenv.config();
const DATABASE_URL = process.env.SUPABASE_DB_URL;
if (!DATABASE_URL) {
console.error('Missing SUPABASE_DB_URL environment variable.');
process.exit(1);
}
const sql = postgres(DATABASE_URL);
const LEVELS_DIR = path.join(__dirname, '..', 'public', 'levels');
const DIRECTORY_FILE = path.join(LEVELS_DIR, 'directory.json');
interface DirectoryEntry {
id: string;
name: string;
description: string;
version: string;
levelPath: string;
difficulty: string;
estimatedTime: string;
missionBrief: string[];
unlockRequirements: string[];
tags: string[];
defaultLocked: boolean;
}
interface Directory {
version: string;
levels: DirectoryEntry[];
}
// Parse command line args
const args = process.argv.slice(2);
const cleanFirst = args.includes('--clean');
const adminIdArg = args.find(a => a.startsWith('--admin-id='));
const specifiedAdminId = adminIdArg ? adminIdArg.split('=')[1] : null;
/**
* Get an admin's internal user ID (UUID) with manage_official permission
*/
async function getAdminInternalUserId(): Promise<string> {
if (specifiedAdminId) {
// Verify the specified admin exists and has permission
const admin = await sql`
SELECT internal_user_id FROM admins
WHERE user_id = ${specifiedAdminId}
AND is_active = true
AND can_manage_official = true
AND (expires_at IS NULL OR expires_at > NOW())
`;
if (admin.length === 0) {
throw new Error(`Admin ${specifiedAdminId} not found or lacks manage_official permission`);
}
if (!admin[0].internal_user_id) {
throw new Error(`Admin ${specifiedAdminId} has no internal user ID. Run migration 002 first.`);
}
return admin[0].internal_user_id;
}
// Find any admin with manage_official permission
const admins = await sql`
SELECT internal_user_id FROM admins
WHERE is_active = true
AND can_manage_official = true
AND internal_user_id IS NOT NULL
AND (expires_at IS NULL OR expires_at > NOW())
LIMIT 1
`;
if (admins.length === 0) {
throw new Error('No admin found with manage_official permission and internal user ID. Run admin:add first.');
}
return admins[0].internal_user_id;
}
/**
* Clean existing official levels
*/
async function cleanOfficialLevels(): Promise<void> {
console.log('\nDeleting existing official levels...');
const result = await sql`
DELETE FROM levels WHERE level_type = 'official' RETURNING id
`;
console.log(` Deleted ${result.length} official level(s)`);
}
/**
* Seed levels from directory.json
*/
async function seedLevels(): Promise<void> {
// Read directory.json
if (!fs.existsSync(DIRECTORY_FILE)) {
throw new Error(`Directory file not found: ${DIRECTORY_FILE}`);
}
const directory: Directory = JSON.parse(fs.readFileSync(DIRECTORY_FILE, 'utf-8'));
console.log(`\nFound ${directory.levels.length} levels in directory.json (v${directory.version})`);
// Get admin's internal user ID (UUID)
const adminUserId = await getAdminInternalUserId();
console.log(`Using admin internal ID: ${adminUserId}\n`);
let inserted = 0;
let updated = 0;
let failed = 0;
for (let i = 0; i < directory.levels.length; i++) {
const entry = directory.levels[i];
const levelPath = path.join(LEVELS_DIR, entry.levelPath);
process.stdout.write(` [${i + 1}/${directory.levels.length}] ${entry.name}... `);
// Check if level config file exists
if (!fs.existsSync(levelPath)) {
console.log('✗ config file not found');
failed++;
continue;
}
try {
// Read level config
const config = JSON.parse(fs.readFileSync(levelPath, 'utf-8'));
// Upsert the level
const result = await sql`
INSERT INTO levels (
user_id,
slug,
name,
description,
difficulty,
estimated_time,
tags,
config,
mission_brief,
level_type,
sort_order,
unlock_requirements,
default_locked
) VALUES (
${adminUserId},
${entry.id},
${entry.name},
${entry.description},
${entry.difficulty},
${entry.estimatedTime},
${entry.tags},
${JSON.stringify(config)},
${entry.missionBrief},
'official',
${i},
${entry.unlockRequirements},
${entry.defaultLocked}
)
ON CONFLICT (slug) DO UPDATE SET
name = EXCLUDED.name,
description = EXCLUDED.description,
difficulty = EXCLUDED.difficulty,
estimated_time = EXCLUDED.estimated_time,
tags = EXCLUDED.tags,
config = EXCLUDED.config,
mission_brief = EXCLUDED.mission_brief,
sort_order = EXCLUDED.sort_order,
unlock_requirements = EXCLUDED.unlock_requirements,
default_locked = EXCLUDED.default_locked,
updated_at = NOW()
RETURNING (xmax = 0) as is_insert
`;
if (result[0].is_insert) {
console.log('✓ inserted');
inserted++;
} else {
console.log('✓ updated');
updated++;
}
} catch (error: any) {
console.log(`${error.message}`);
failed++;
}
}
console.log('\n----------------------------------------');
console.log(`Inserted: ${inserted}`);
console.log(`Updated: ${updated}`);
console.log(`Failed: ${failed}`);
console.log(`Total: ${directory.levels.length}`);
if (failed === 0) {
console.log('\n✓ All levels seeded successfully!');
} else {
console.log('\n⚠ Some levels failed to seed');
}
}
async function main() {
try {
if (cleanFirst) {
await cleanOfficialLevels();
}
await seedLevels();
} finally {
await sql.end();
}
}
main().catch((error) => {
console.error('\nSeeding failed:', error.message);
sql.end();
process.exit(1);
});

View File

@ -1,7 +1,7 @@
import { AnalyticsAdapter, AnalyticsEvent } from './analyticsAdapter'; import { AnalyticsAdapter, AnalyticsEvent } from './analyticsAdapter';
import { BrowserAgent } from '@newrelic/browser-agent/loaders/browser-agent'; import { BrowserAgent } from '@newrelic/browser-agent/loaders/browser-agent';
export interface NewRelicAdapterConfig { interface NewRelicAdapterConfig {
/** Maximum events to batch before auto-flush */ /** Maximum events to batch before auto-flush */
batchSize?: number; batchSize?: number;
/** Maximum time (ms) to wait before auto-flush */ /** Maximum time (ms) to wait before auto-flush */

View File

@ -7,25 +7,25 @@
// Session Events // Session Events
// ============================================================================ // ============================================================================
export interface SessionStartEvent { interface SessionStartEvent {
platform: 'desktop' | 'mobile' | 'vr'; platform: 'desktop' | 'mobile' | 'vr';
userAgent: string; userAgent: string;
screenWidth: number; screenWidth: number;
screenHeight: number; screenHeight: number;
} }
export interface SessionEndEvent { interface SessionEndEvent {
duration: number; // seconds duration: number; // seconds
totalLevelsPlayed: number; totalLevelsPlayed: number;
totalAsteroidsDestroyed: number; totalAsteroidsDestroyed: number;
} }
export interface WebXRSessionStartEvent { interface WebXRSessionStartEvent {
deviceName: string; deviceName: string;
isImmersive: boolean; isImmersive: boolean;
} }
export interface WebXRSessionEndEvent { interface WebXRSessionEndEvent {
duration: number; // seconds duration: number; // seconds
reason: 'user_exit' | 'error' | 'browser_tab_close'; reason: 'user_exit' | 'error' | 'browser_tab_close';
} }
@ -34,13 +34,13 @@ export interface WebXRSessionEndEvent {
// Level Events // Level Events
// ============================================================================ // ============================================================================
export interface LevelStartEvent { interface LevelStartEvent {
levelName: string; levelName: string;
difficulty: 'recruit' | 'pilot' | 'captain' | 'commander' | 'test'; difficulty: 'recruit' | 'pilot' | 'captain' | 'commander' | 'test';
playCount: number; // nth time playing this level/difficulty playCount: number; // nth time playing this level/difficulty
} }
export interface LevelCompleteEvent { interface LevelCompleteEvent {
levelName: string; levelName: string;
difficulty: string; difficulty: string;
completionTime: number; // seconds completionTime: number; // seconds
@ -54,7 +54,7 @@ export interface LevelCompleteEvent {
isNewBestAccuracy: boolean; isNewBestAccuracy: boolean;
} }
export interface LevelFailedEvent { interface LevelFailedEvent {
levelName: string; levelName: string;
difficulty: string; difficulty: string;
survivalTime: number; // seconds survivalTime: number; // seconds
@ -68,26 +68,26 @@ export interface LevelFailedEvent {
// Gameplay Events // Gameplay Events
// ============================================================================ // ============================================================================
export interface AsteroidDestroyedEvent { interface AsteroidDestroyedEvent {
weaponType: string; weaponType: string;
distance: number; distance: number;
asteroidSize: number; asteroidSize: number;
remainingCount: number; remainingCount: number;
} }
export interface ShotFiredEvent { interface ShotFiredEvent {
weaponType: string; weaponType: string;
consecutiveShotsCount: number; consecutiveShotsCount: number;
} }
export interface HullDamageEvent { interface HullDamageEvent {
damageAmount: number; damageAmount: number;
remainingHull: number; remainingHull: number;
damagePercent: number; // 0-1 damagePercent: number; // 0-1
source: 'asteroid_collision' | 'environmental'; source: 'asteroid_collision' | 'environmental';
} }
export interface ShipCollisionEvent { interface ShipCollisionEvent {
impactVelocity: number; impactVelocity: number;
damageDealt: number; damageDealt: number;
objectType: 'asteroid' | 'station' | 'boundary'; objectType: 'asteroid' | 'station' | 'boundary';
@ -97,7 +97,7 @@ export interface ShipCollisionEvent {
// Performance Events // Performance Events
// ============================================================================ // ============================================================================
export interface PerformanceSnapshotEvent { interface PerformanceSnapshotEvent {
fps: number; fps: number;
drawCalls: number; drawCalls: number;
activeMeshes: number; activeMeshes: number;
@ -106,7 +106,7 @@ export interface PerformanceSnapshotEvent {
renderTime: number; // ms renderTime: number; // ms
} }
export interface AssetLoadingEvent { interface AssetLoadingEvent {
assetType: 'mesh' | 'texture' | 'audio' | 'system'; assetType: 'mesh' | 'texture' | 'audio' | 'system';
assetName: string; assetName: string;
loadTimeMs: number; loadTimeMs: number;
@ -118,14 +118,14 @@ export interface AssetLoadingEvent {
// Error Events // Error Events
// ============================================================================ // ============================================================================
export interface JavaScriptErrorEvent { interface JavaScriptErrorEvent {
errorMessage: string; errorMessage: string;
errorStack?: string; errorStack?: string;
componentName: string; componentName: string;
isCritical: boolean; isCritical: boolean;
} }
export interface WebXRErrorEvent { interface WebXRErrorEvent {
errorType: 'initialization' | 'controller' | 'session' | 'feature'; errorType: 'initialization' | 'controller' | 'session' | 'feature';
errorMessage: string; errorMessage: string;
recoverable: boolean; recoverable: boolean;
@ -135,7 +135,7 @@ export interface WebXRErrorEvent {
// Progression Events // Progression Events
// ============================================================================ // ============================================================================
export interface ProgressionUpdateEvent { interface ProgressionUpdateEvent {
levelName: string; levelName: string;
difficulty: string; difficulty: string;
bestTime?: number; bestTime?: number;
@ -144,7 +144,7 @@ export interface ProgressionUpdateEvent {
firstPlayDate: string; firstPlayDate: string;
} }
export interface EditorUnlockedEvent { interface EditorUnlockedEvent {
timestamp: string; timestamp: string;
levelsCompleted: number; levelsCompleted: number;
} }

View File

@ -4,33 +4,4 @@
*/ */
// Core service // Core service
export { AnalyticsService, getAnalytics } from './analyticsService'; export { getAnalytics } from './analyticsService';
// Adapters (interfaces exported as types)
export type { AnalyticsAdapter, EventOptions, AnalyticsConfig } from './adapters/analyticsAdapter';
export { NewRelicAdapter } from './adapters/newRelicAdapter';
export type { NewRelicAdapterConfig } from './adapters/newRelicAdapter';
// Event types
export type {
GameEventName,
GameEventProperties,
GameEventMap,
SessionStartEvent,
SessionEndEvent,
WebXRSessionStartEvent,
WebXRSessionEndEvent,
LevelStartEvent,
LevelCompleteEvent,
LevelFailedEvent,
AsteroidDestroyedEvent,
ShotFiredEvent,
HullDamageEvent,
ShipCollisionEvent,
PerformanceSnapshotEvent,
AssetLoadingEvent,
JavaScriptErrorEvent,
WebXRErrorEvent,
ProgressionUpdateEvent,
EditorUnlockedEvent
} from './events/gameEvents';

View File

@ -0,0 +1,60 @@
import { BrowserAgent } from '@newrelic/browser-agent/loaders/browser-agent';
import { AnalyticsService } from './analyticsService';
import { NewRelicAdapter } from './adapters/newRelicAdapter';
// New Relic configuration
const options = {
init: {
distributed_tracing: { enabled: true },
performance: { capture_measures: true },
browser_consent_mode: { enabled: false },
privacy: { cookies_enabled: true },
ajax: { deny_list: ["bam.nr-data.net"] }
},
loader_config: {
accountID: "7354964",
trustKey: "7354964",
agentID: "601599788",
licenseKey: "NRJS-5673c7fa13b17021446",
applicationID: "601599788"
},
info: {
beacon: "bam.nr-data.net",
errorBeacon: "bam.nr-data.net",
licenseKey: "NRJS-5673c7fa13b17021446",
applicationID: "601599788",
sa: 1
}
};
/**
* Initialize analytics with New Relic adapter
* @returns The configured AnalyticsService instance
*/
export function initializeAnalytics(): AnalyticsService {
const nrba = new BrowserAgent(options);
const analytics = AnalyticsService.initialize({
enabled: true,
includeSessionMetadata: true,
debug: true
});
const newRelicAdapter = new NewRelicAdapter(nrba, {
batchSize: 10,
flushInterval: 30000,
debug: true
});
analytics.addAdapter(newRelicAdapter);
// Track initial session start
analytics.track('session_start', {
platform: navigator.xr ? 'vr' : (/mobile|android|iphone|ipad/i.test(navigator.userAgent) ? 'mobile' : 'desktop'),
userAgent: navigator.userAgent,
screenWidth: window.screen.width,
screenHeight: window.screen.height
});
return analytics;
}

View File

@ -3,7 +3,7 @@
import { Link } from 'svelte-routing'; import { Link } from 'svelte-routing';
import { gameResultsStore } from '../../stores/gameResults'; import { gameResultsStore } from '../../stores/gameResults';
import type { GameResult } from '../../services/gameResultsService'; import type { GameResult } from '../../services/gameResultsService';
import { CloudLeaderboardService, type CloudLeaderboardEntry } from '../../services/cloudLeaderboardService'; import { CloudLeaderboardService, type CloudLeaderboardEntry, getDisplayName } from '../../services/cloudLeaderboardService';
import { formatStars } from '../../game/scoreCalculator'; import { formatStars } from '../../game/scoreCalculator';
// View toggle: 'local' or 'cloud' // View toggle: 'local' or 'cloud'
@ -136,7 +136,7 @@
return { return {
id: entry.id, id: entry.id,
timestamp: new Date(entry.created_at).getTime(), timestamp: new Date(entry.created_at).getTime(),
playerName: entry.player_name, playerName: getDisplayName(entry),
levelId: entry.level_id, levelId: entry.level_id,
levelName: entry.level_name, levelName: entry.level_name,
completed: entry.completed, completed: entry.completed,

View File

@ -1,44 +0,0 @@
<script lang="ts">
import NumberInput from './NumberInput.svelte';
export let x: number = 0;
export let y: number = 0;
export let z: number = 0;
export let step: number = 1;
export let disabled: boolean = false;
</script>
<div class="vector-input">
<div class="vector-field">
<label>X</label>
<NumberInput bind:value={x} {step} {disabled} on:change />
</div>
<div class="vector-field">
<label>Y</label>
<NumberInput bind:value={y} {step} {disabled} on:change />
</div>
<div class="vector-field">
<label>Z</label>
<NumberInput bind:value={z} {step} {disabled} on:change />
</div>
</div>
<style>
.vector-input {
display: grid;
grid-template-columns: repeat(3, 1fr);
gap: var(--space-sm, 0.5rem);
}
.vector-field {
display: flex;
flex-direction: column;
gap: var(--space-xs, 0.25rem);
}
.vector-field label {
font-size: var(--font-size-sm, 0.875rem);
font-weight: 500;
color: var(--color-text-secondary, #666);
}
</style>

121
src/core/appInitializer.ts Normal file
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@ -0,0 +1,121 @@
import { mount } from 'svelte';
import App from '../components/layouts/App.svelte';
import { LegacyMigration } from '../levels/migration/legacyMigration';
import { LevelRegistry } from '../levels/storage/levelRegistry';
import debugLog from './debug';
// Type for Main class - imported dynamically to avoid circular dependency
type MainClass = new (progressCallback?: (percent: number, message: string) => void) => any;
/**
* Initialize the application
* - Check for legacy data migration
* - Initialize level registry
* - Mount Svelte app
* - Create Main instance
*/
export async function initializeApp(MainConstructor: MainClass): Promise<void> {
console.log('[Main] ========================================');
console.log('[Main] initializeApp() STARTED at', new Date().toISOString());
console.log('[Main] ========================================');
// Check for legacy data migration
const needsMigration = LegacyMigration.needsMigration();
console.log('[Main] Needs migration check:', needsMigration);
if (needsMigration) {
debugLog('[Main] Legacy data detected - showing migration modal');
return new Promise<void>((resolve) => {
LegacyMigration.showMigrationModal(async (result) => {
debugLog('[Main] Migration completed:', result);
// Initialize the new registry system
try {
console.log('[Main] About to call LevelRegistry.getInstance().initialize() [AFTER MIGRATION]');
await LevelRegistry.getInstance().initialize();
console.log('[Main] LevelRegistry.initialize() completed successfully [AFTER MIGRATION]');
debugLog('[Main] LevelRegistry initialized after migration');
// Mount Svelte app and create Main
mountAppAndCreateMain(MainConstructor);
resolve();
} catch (error) {
console.error('[Main] Failed to initialize LevelRegistry after migration:', error);
resolve();
}
});
});
} else {
console.log('[Main] No migration needed - proceeding to initialize registry');
// Initialize the new registry system
try {
console.log('[Main] About to call LevelRegistry.getInstance().initialize()');
console.log('[Main] Timestamp before initialize:', Date.now());
await LevelRegistry.getInstance().initialize();
console.log('[Main] Timestamp after initialize:', Date.now());
console.log('[Main] LevelRegistry.initialize() completed successfully');
debugLog('[Main] LevelRegistry initialized');
// Expose registry to window for debugging (dev mode)
const isDev = window.location.hostname === 'localhost' ||
window.location.hostname.includes('dev.') ||
window.location.port !== '';
if (isDev) {
(window as any).__levelRegistry = LevelRegistry.getInstance();
console.log('[Main] LevelRegistry exposed to window.__levelRegistry for debugging');
console.log('[Main] To clear caches: window.__levelRegistry.reset(); location.reload()');
}
} catch (error) {
console.error('[Main] !!!!! EXCEPTION in LevelRegistry initialization !!!!!');
console.error('[Main] Failed to initialize LevelRegistry:', error);
console.error('[Main] Error stack:', (error as Error)?.stack);
}
}
// Mount Svelte app and create Main
mountAppAndCreateMain(MainConstructor);
console.log('[Main] initializeApp() FINISHED at', new Date().toISOString());
}
/**
* Mount the Svelte app and create Main instance
*/
function mountAppAndCreateMain(MainConstructor: MainClass): void {
console.log('[Main] Mounting Svelte app');
const appElement = document.getElementById('app');
if (appElement) {
mount(App, {
target: appElement
});
console.log('[Main] Svelte app mounted successfully');
// Create Main instance lazily only if it doesn't exist
if (!(window as any).__mainInstance) {
debugLog('[Main] Creating Main instance (not initialized)');
const main = new MainConstructor();
(window as any).__mainInstance = main;
}
} else {
console.error('[Main] Failed to mount Svelte app - #app element not found');
}
}
/**
* Set up global error handler for shader loading errors
* Suppress non-critical BabylonJS shader loading errors during development
*/
export function setupErrorHandler(): void {
window.addEventListener('unhandledrejection', (event) => {
const error = event.reason;
if (error && error.message) {
// Only suppress specific shader-related errors, not asset loading errors
if (error.message.includes('rgbdDecode.fragment') ||
error.message.includes('procedural.vertex') ||
(error.message.includes('Failed to fetch dynamically imported module') &&
(error.message.includes('rgbdDecode') || error.message.includes('procedural')))) {
debugLog('[Main] Suppressed shader loading error (should be fixed by Vite pre-bundling):', error.message);
event.preventDefault();
}
}
});
}

76
src/core/cleanup.ts Normal file
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@ -0,0 +1,76 @@
import { Engine } from "@babylonjs/core";
import { DefaultScene } from "./defaultScene";
import { RockFactory } from "../environment/asteroids/rockFactory";
import debugLog from './debug';
import Level from "../levels/level";
export interface CleanupContext {
getEngine(): Engine;
getCurrentLevel(): Level | null;
setCurrentLevel(level: Level | null): void;
resetState(): void;
}
/**
* Gracefully shutdown the game, disposing all resources
*/
export async function cleanupAndExit(
context: CleanupContext,
canvas: HTMLCanvasElement
): Promise<void> {
debugLog('[Main] cleanupAndExit() called - starting graceful shutdown');
try {
context.getEngine().stopRenderLoop();
disposeCurrentLevel(context);
RockFactory.reset();
await exitXRSession();
disposeSceneResources();
disablePhysics();
context.resetState();
clearCanvas(canvas);
} catch (error) {
console.error('[Main] Cleanup failed:', error);
window.location.reload();
}
}
function disposeCurrentLevel(context: CleanupContext): void {
const level = context.getCurrentLevel();
if (level) {
level.dispose();
context.setCurrentLevel(null);
}
}
async function exitXRSession(): Promise<void> {
if (DefaultScene.XR?.baseExperience.state === 2) {
try {
await DefaultScene.XR.baseExperience.exitXRAsync();
} catch (error) {
debugLog('[Main] Error exiting XR:', error);
}
}
DefaultScene.XR = null;
}
function disposeSceneResources(): void {
if (!DefaultScene.MainScene) return;
DefaultScene.MainScene.meshes.slice().forEach(m => {
if (!m.isDisposed()) m.dispose();
});
DefaultScene.MainScene.materials.slice().forEach(m => m.dispose());
}
function disablePhysics(): void {
if (DefaultScene.MainScene?.isPhysicsEnabled()) {
DefaultScene.MainScene.disablePhysicsEngine();
}
}
function clearCanvas(canvas: HTMLCanvasElement): void {
const gl = canvas?.getContext('webgl2') || canvas?.getContext('webgl');
if (gl) {
gl.clearColor(0, 0, 0, 1);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
}
}

View File

@ -2,6 +2,5 @@ import {Scene, WebXRDefaultExperience} from "@babylonjs/core";
export class DefaultScene { export class DefaultScene {
public static MainScene: Scene; public static MainScene: Scene;
public static DemoScene: Scene;
public static XR: WebXRDefaultExperience; public static XR: WebXRDefaultExperience;
} }

View File

@ -0,0 +1,186 @@
import { AudioEngineV2, Engine, ParticleHelper } from "@babylonjs/core";
import { DefaultScene } from "../defaultScene";
import { Level1 } from "../../levels/level1";
import Level from "../../levels/level";
import { RockFactory } from "../../environment/asteroids/rockFactory";
import { LevelConfig } from "../../levels/config/levelConfig";
import { Preloader } from "../../ui/screens/preloader";
import debugLog from '../debug';
/**
* Interface for Main class methods needed by the level selected handler
*/
export interface LevelSelectedContext {
isStarted(): boolean;
setStarted(value: boolean): void;
isInitialized(): boolean;
areAssetsLoaded(): boolean;
setAssetsLoaded(value: boolean): void;
initializeEngine(): Promise<void>;
initializeXR(): Promise<void>;
getAudioEngine(): AudioEngineV2;
getEngine(): Engine;
setCurrentLevel(level: Level): void;
setProgressCallback(callback: (percent: number, message: string) => void): void;
play(): Promise<void>;
}
/**
* Creates the levelSelected event handler
* @param context - Main instance implementing LevelSelectedContext
* @returns Event handler function
*/
export function createLevelSelectedHandler(context: LevelSelectedContext): (e: CustomEvent) => Promise<void> {
return async (e: CustomEvent) => {
context.setStarted(true);
const { levelName, config } = e.detail as { levelName: string, config: LevelConfig };
debugLog(`[Main] Starting level: ${levelName}`);
// Hide all UI elements
const levelSelect = document.querySelector('#levelSelect') as HTMLElement;
const appHeader = document.querySelector('#appHeader') as HTMLElement;
if (levelSelect) {
levelSelect.style.display = 'none';
}
if (appHeader) {
appHeader.style.display = 'none';
}
// Show preloader for initialization
const preloader = new Preloader();
context.setProgressCallback((percent, message) => {
preloader.updateProgress(percent, message);
});
try {
// Initialize engine if this is first time
if (!context.isInitialized()) {
debugLog('[Main] First level selected - initializing engine');
preloader.updateProgress(0, 'Initializing game engine...');
await context.initializeEngine();
}
// Load assets if this is the first level being played
if (!context.areAssetsLoaded()) {
preloader.updateProgress(40, 'Loading 3D models and textures...');
debugLog('[Main] Loading assets for first time');
// Load visual assets (meshes, particles)
ParticleHelper.BaseAssetsUrl = window.location.href;
await RockFactory.init();
context.setAssetsLoaded(true);
debugLog('[Main] Assets loaded successfully');
preloader.updateProgress(60, 'Assets loaded');
}
preloader.updateProgress(70, 'Preparing VR session...');
// Initialize WebXR for this level
await context.initializeXR();
// If XR is available, enter XR immediately (while we have user activation)
let xrSession = null;
const engine = context.getEngine();
if (DefaultScene.XR) {
try {
preloader.updateProgress(75, 'Entering VR...');
xrSession = await DefaultScene.XR.baseExperience.enterXRAsync('immersive-vr', 'local-floor');
debugLog('XR session started successfully (render loop paused until camera is ready)');
} catch (error) {
debugLog('Failed to enter XR, will fall back to flat mode:', error);
DefaultScene.XR = null;
engine.runRenderLoop(() => {
DefaultScene.MainScene.render();
});
}
}
// Unlock audio engine on user interaction
const audioEngine = context.getAudioEngine();
if (audioEngine) {
await audioEngine.unlockAsync();
}
// Now load audio assets (after unlock)
preloader.updateProgress(80, 'Loading audio...');
await RockFactory.initAudio(audioEngine);
// Attach audio listener to camera for spatial audio
const camera = DefaultScene.XR?.baseExperience?.camera || DefaultScene.MainScene.activeCamera;
if (camera && audioEngine.listener) {
audioEngine.listener.attach(camera);
debugLog('[Main] Audio listener attached to camera for spatial audio');
} else {
debugLog('[Main] WARNING: Could not attach audio listener - camera or listener not available');
}
preloader.updateProgress(90, 'Creating level...');
// Create and initialize level from config
const currentLevel = new Level1(config, audioEngine, false, levelName);
context.setCurrentLevel(currentLevel);
// Wait for level to be ready
currentLevel.getReadyObservable().add(async () => {
preloader.updateProgress(95, 'Starting game...');
// Get ship and set up replay observable
const level1 = currentLevel as Level1;
const ship = (level1 as any)._ship;
// Listen for replay requests from the ship
if (ship) {
ship.onReplayRequestObservable.add(() => {
debugLog('Replay requested - reloading page');
window.location.reload();
});
}
// If we entered XR before level creation, manually setup camera parenting
console.log('[Main] ========== CHECKING XR STATE ==========');
console.log('[Main] DefaultScene.XR exists:', !!DefaultScene.XR);
console.log('[Main] xrSession exists:', !!xrSession);
if (DefaultScene.XR) {
console.log('[Main] XR base experience state:', DefaultScene.XR.baseExperience.state);
}
if (DefaultScene.XR && xrSession && DefaultScene.XR.baseExperience.state === 2) {
debugLog('[Main] XR already active - using consolidated setupXRCamera()');
level1.setupXRCamera();
await level1.showMissionBrief();
debugLog('[Main] XR setup and mission brief complete');
} else {
console.log('[Main] XR not active yet - will use onInitialXRPoseSetObservable instead');
engine.runRenderLoop(() => {
DefaultScene.MainScene.render();
});
}
// Hide preloader
preloader.updateProgress(100, 'Ready!');
setTimeout(() => {
preloader.hide();
}, 500);
// Hide UI (no longer remove from DOM - let Svelte routing handle it)
console.log('[Main] ========== HIDING UI FOR GAMEPLAY ==========');
console.log('[Main] Timestamp:', Date.now());
// Start the game
console.log('[Main] About to call context.play()');
await context.play();
console.log('[Main] context.play() completed');
});
// Now initialize the level (after observable is registered)
await currentLevel.initialize();
} catch (error) {
console.error('[Main] Level initialization failed:', error);
preloader.updateProgress(0, 'Failed to load level. Please refresh and try again.');
}
};
}

74
src/core/sceneSetup.ts Normal file
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@ -0,0 +1,74 @@
import {
AudioEngineV2,
Color3,
CreateAudioEngineAsync,
Engine,
HavokPlugin,
Scene,
Vector3
} from "@babylonjs/core";
import HavokPhysics from "@babylonjs/havok";
import { DefaultScene } from "./defaultScene";
import { ProgressReporter } from "./xrSetup";
export interface SceneSetupResult {
engine: Engine;
audioEngine: AudioEngineV2;
}
/**
* Setup the BabylonJS engine, scene, physics, and audio
*/
export async function setupScene(
canvas: HTMLCanvasElement,
reporter: ProgressReporter
): Promise<SceneSetupResult> {
reporter.reportProgress(5, 'Creating rendering engine...');
const engine = createEngine(canvas);
reporter.reportProgress(10, 'Creating scene...');
createMainScene(engine);
reporter.reportProgress(15, 'Loading physics engine...');
await setupPhysics();
reporter.reportProgress(20, 'Physics engine ready');
reporter.reportProgress(22, 'Initializing spatial audio...');
const audioEngine = await createAudioEngine();
reporter.reportProgress(30, 'Audio engine ready');
engine.runRenderLoop(() => DefaultScene.MainScene.render());
return { engine, audioEngine };
}
function createEngine(canvas: HTMLCanvasElement): Engine {
const engine = new Engine(canvas, true);
engine.setHardwareScalingLevel(1 / window.devicePixelRatio);
window.onresize = () => engine.resize();
return engine;
}
function createMainScene(engine: Engine): void {
DefaultScene.MainScene = new Scene(engine);
DefaultScene.MainScene.ambientColor = new Color3(.2, .2, .2);
DefaultScene.MainScene.clearColor = new Color3(0, 0, 0).toColor4();
}
async function setupPhysics(): Promise<void> {
const havok = await HavokPhysics();
const havokPlugin = new HavokPlugin(true, havok);
DefaultScene.MainScene.enablePhysics(new Vector3(0, 0, 0), havokPlugin);
DefaultScene.MainScene.getPhysicsEngine()!.setTimeStep(1/60);
DefaultScene.MainScene.getPhysicsEngine()!.setSubTimeStep(5);
DefaultScene.MainScene.collisionsEnabled = true;
}
async function createAudioEngine(): Promise<AudioEngineV2> {
return await CreateAudioEngineAsync({
volume: 1.0,
listenerAutoUpdate: true,
listenerEnabled: true,
resumeOnInteraction: true
});
}

53
src/core/xrSetup.ts Normal file
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@ -0,0 +1,53 @@
import { WebXRDefaultExperience, WebXRFeaturesManager } from "@babylonjs/core";
import { DefaultScene } from "./defaultScene";
import { InputControlManager } from "../ship/input/inputControlManager";
import debugLog from './debug';
export interface ProgressReporter {
reportProgress(percent: number, message: string): void;
}
/**
* Initialize WebXR experience if available
*/
export async function initializeXR(reporter: ProgressReporter): Promise<void> {
reporter.reportProgress(35, 'Checking VR support...');
if (!navigator.xr) {
DefaultScene.XR = null;
reporter.reportProgress(40, 'Desktop mode');
return;
}
try {
await createXRExperience();
registerXRStateHandler();
reporter.reportProgress(40, 'VR support enabled');
} catch (error) {
debugLog("WebXR initialization failed:", error);
DefaultScene.XR = null;
reporter.reportProgress(40, 'Desktop mode');
}
}
async function createXRExperience(): Promise<void> {
DefaultScene.XR = await WebXRDefaultExperience.CreateAsync(DefaultScene.MainScene, {
disableTeleportation: true,
disableNearInteraction: true,
disableHandTracking: true,
disableDefaultUI: true
});
debugLog(WebXRFeaturesManager.GetAvailableFeatures());
}
function registerXRStateHandler(): void {
DefaultScene.XR!.baseExperience.onStateChangedObservable.add((state) => {
if (state === 2) {
const pointerFeature = DefaultScene.XR!.baseExperience.featuresManager
.getEnabledFeature("xr-controller-pointer-selection");
if (pointerFeature) {
InputControlManager.getInstance().registerPointerFeature(pointerFeature);
}
}
});
}

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@ -12,7 +12,7 @@ import debugLog from '../../core/debug';
/** /**
* Configuration for explosion effects * Configuration for explosion effects
*/ */
export interface ExplosionConfig { interface ExplosionConfig {
/** Duration of explosion in milliseconds */ /** Duration of explosion in milliseconds */
duration?: number; duration?: number;
/** Maximum explosion force (how far pieces spread) */ /** Maximum explosion force (how far pieces spread) */

View File

@ -4,7 +4,7 @@ import debugLog from '../../core/debug';
/** /**
* Configuration options for background stars * Configuration options for background stars
*/ */
export interface BackgroundStarsConfig { interface BackgroundStarsConfig {
/** Number of stars to generate */ /** Number of stars to generate */
count?: number; count?: number;
/** Radius of the sphere containing the stars */ /** Radius of the sphere containing the stars */

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@ -1,217 +0,0 @@
/**
* Planet texture paths for randomly generating planets
* All textures are 512x512 PNG files
*/
export const PLANET_TEXTURES = [
// Arid planets (5 textures)
"/assets/materials/planetTextures/Arid/Arid_01-512x512.png",
"/assets/materials/planetTextures/Arid/Arid_02-512x512.png",
"/assets/materials/planetTextures/Arid/Arid_03-512x512.png",
"/assets/materials/planetTextures/Arid/Arid_04-512x512.png",
"/assets/materials/planetTextures/Arid/Arid_05-512x512.png",
// Barren planets (5 textures)
"/assets/materials/planetTextures/Barren/Barren_01-512x512.png",
"/assets/materials/planetTextures/Barren/Barren_02-512x512.png",
"/assets/materials/planetTextures/Barren/Barren_03-512x512.png",
"/assets/materials/planetTextures/Barren/Barren_04-512x512.png",
"/assets/materials/planetTextures/Barren/Barren_05-512x512.png",
// Dusty planets (5 textures)
"/assets/materials/planetTextures/Dusty/Dusty_01-512x512.png",
"/assets/materials/planetTextures/Dusty/Dusty_02-512x512.png",
"/assets/materials/planetTextures/Dusty/Dusty_03-512x512.png",
"/assets/materials/planetTextures/Dusty/Dusty_04-512x512.png",
"/assets/materials/planetTextures/Dusty/Dusty_05-512x512.png",
// Gaseous planets (20 textures)
"/assets/materials/planetTextures/Gaseous/Gaseous_01-512x512.png",
"/assets/materials/planetTextures/Gaseous/Gaseous_02-512x512.png",
"/assets/materials/planetTextures/Gaseous/Gaseous_03-512x512.png",
"/assets/materials/planetTextures/Gaseous/Gaseous_04-512x512.png",
"/assets/materials/planetTextures/Gaseous/Gaseous_05-512x512.png",
"/assets/materials/planetTextures/Gaseous/Gaseous_06-512x512.png",
"/assets/materials/planetTextures/Gaseous/Gaseous_07-512x512.png",
"/assets/materials/planetTextures/Gaseous/Gaseous_08-512x512.png",
"/assets/materials/planetTextures/Gaseous/Gaseous_09-512x512.png",
"/assets/materials/planetTextures/Gaseous/Gaseous_10-512x512.png",
"/assets/materials/planetTextures/Gaseous/Gaseous_11-512x512.png",
"/assets/materials/planetTextures/Gaseous/Gaseous_12-512x512.png",
"/assets/materials/planetTextures/Gaseous/Gaseous_13-512x512.png",
"/assets/materials/planetTextures/Gaseous/Gaseous_14-512x512.png",
"/assets/materials/planetTextures/Gaseous/Gaseous_15-512x512.png",
"/assets/materials/planetTextures/Gaseous/Gaseous_16-512x512.png",
"/assets/materials/planetTextures/Gaseous/Gaseous_17-512x512.png",
"/assets/materials/planetTextures/Gaseous/Gaseous_18-512x512.png",
"/assets/materials/planetTextures/Gaseous/Gaseous_19-512x512.png",
"/assets/materials/planetTextures/Gaseous/Gaseous_20-512x512.png",
// Grassland planets (5 textures)
"/assets/materials/planetTextures/Grassland/Grassland_01-512x512.png",
"/assets/materials/planetTextures/Grassland/Grassland_02-512x512.png",
"/assets/materials/planetTextures/Grassland/Grassland_03-512x512.png",
"/assets/materials/planetTextures/Grassland/Grassland_04-512x512.png",
"/assets/materials/planetTextures/Grassland/Grassland_05-512x512.png",
// Jungle planets (5 textures)
"/assets/materials/planetTextures/Jungle/Jungle_01-512x512.png",
"/assets/materials/planetTextures/Jungle/Jungle_02-512x512.png",
"/assets/materials/planetTextures/Jungle/Jungle_03-512x512.png",
"/assets/materials/planetTextures/Jungle/Jungle_04-512x512.png",
"/assets/materials/planetTextures/Jungle/Jungle_05-512x512.png",
// Marshy planets (5 textures)
"/assets/materials/planetTextures/Marshy/Marshy_01-512x512.png",
"/assets/materials/planetTextures/Marshy/Marshy_02-512x512.png",
"/assets/materials/planetTextures/Marshy/Marshy_03-512x512.png",
"/assets/materials/planetTextures/Marshy/Marshy_04-512x512.png",
"/assets/materials/planetTextures/Marshy/Marshy_05-512x512.png",
// Martian planets (5 textures)
"/assets/materials/planetTextures/Martian/Martian_01-512x512.png",
"/assets/materials/planetTextures/Martian/Martian_02-512x512.png",
"/assets/materials/planetTextures/Martian/Martian_03-512x512.png",
"/assets/materials/planetTextures/Martian/Martian_04-512x512.png",
"/assets/materials/planetTextures/Martian/Martian_05-512x512.png",
// Methane planets (5 textures)
"/assets/materials/planetTextures/Methane/Methane_01-512x512.png",
"/assets/materials/planetTextures/Methane/Methane_02-512x512.png",
"/assets/materials/planetTextures/Methane/Methane_03-512x512.png",
"/assets/materials/planetTextures/Methane/Methane_04-512x512.png",
"/assets/materials/planetTextures/Methane/Methane_05-512x512.png",
// Sandy planets (5 textures)
"/assets/materials/planetTextures/Sandy/Sandy_01-512x512.png",
"/assets/materials/planetTextures/Sandy/Sandy_02-512x512.png",
"/assets/materials/planetTextures/Sandy/Sandy_03-512x512.png",
"/assets/materials/planetTextures/Sandy/Sandy_04-512x512.png",
"/assets/materials/planetTextures/Sandy/Sandy_05-512x512.png",
// Snowy planets (5 textures)
"/assets/materials/planetTextures/Snowy/Snowy_01-512x512.png",
"/assets/materials/planetTextures/Snowy/Snowy_02-512x512.png",
"/assets/materials/planetTextures/Snowy/Snowy_03-512x512.png",
"/assets/materials/planetTextures/Snowy/Snowy_04-512x512.png",
"/assets/materials/planetTextures/Snowy/Snowy_05-512x512.png",
// Tundra planets (5 textures)
"/assets/materials/planetTextures/Tundra/Tundra_01-512x512.png",
"/assets/materials/planetTextures/Tundra/Tundra_02-512x512.png",
"/assets/materials/planetTextures/Tundra/Tundra_03-512x512.png",
"/assets/materials/planetTextures/Tundra/Tundra_04-512x512.png",
"/assets/materials/planetTextures/Tundra/Tundral-EQUIRECTANGULAR-5-512x512.png",
];
/**
* Get a random planet texture path
*/
export function getRandomPlanetTexture(): string {
return PLANET_TEXTURES[Math.floor(Math.random() * PLANET_TEXTURES.length)];
}
/**
* Planet texture categories organized by type
*/
export const PLANET_TEXTURES_BY_TYPE = {
arid: [
"/assets/materials/planetTextures/Arid/Arid_01-512x512.png",
"/assets/materials/planetTextures/Arid/Arid_02-512x512.png",
"/assets/materials/planetTextures/Arid/Arid_03-512x512.png",
"/assets/materials/planetTextures/Arid/Arid_04-512x512.png",
"/assets/materials/planetTextures/Arid/Arid_05-512x512.png",
],
barren: [
"/assets/materials/planetTextures/Barren/Barren_01-512x512.png",
"/assets/materials/planetTextures/Barren/Barren_02-512x512.png",
"/assets/materials/planetTextures/Barren/Barren_03-512x512.png",
"/assets/materials/planetTextures/Barren/Barren_04-512x512.png",
"/assets/materials/planetTextures/Barren/Barren_05-512x512.png",
],
dusty: [
"/assets/materials/planetTextures/Dusty/Dusty_01-512x512.png",
"/assets/materials/planetTextures/Dusty/Dusty_02-512x512.png",
"/assets/materials/planetTextures/Dusty/Dusty_03-512x512.png",
"/assets/materials/planetTextures/Dusty/Dusty_04-512x512.png",
"/assets/materials/planetTextures/Dusty/Dusty_05-512x512.png",
],
gaseous: [
"/assets/materials/planetTextures/Gaseous/Gaseous_01-512x512.png",
"/assets/materials/planetTextures/Gaseous/Gaseous_02-512x512.png",
"/assets/materials/planetTextures/Gaseous/Gaseous_03-512x512.png",
"/assets/materials/planetTextures/Gaseous/Gaseous_04-512x512.png",
"/assets/materials/planetTextures/Gaseous/Gaseous_05-512x512.png",
"/assets/materials/planetTextures/Gaseous/Gaseous_06-512x512.png",
"/assets/materials/planetTextures/Gaseous/Gaseous_07-512x512.png",
"/assets/materials/planetTextures/Gaseous/Gaseous_08-512x512.png",
"/assets/materials/planetTextures/Gaseous/Gaseous_09-512x512.png",
"/assets/materials/planetTextures/Gaseous/Gaseous_10-512x512.png",
"/assets/materials/planetTextures/Gaseous/Gaseous_11-512x512.png",
"/assets/materials/planetTextures/Gaseous/Gaseous_12-512x512.png",
"/assets/materials/planetTextures/Gaseous/Gaseous_13-512x512.png",
"/assets/materials/planetTextures/Gaseous/Gaseous_14-512x512.png",
"/assets/materials/planetTextures/Gaseous/Gaseous_15-512x512.png",
"/assets/materials/planetTextures/Gaseous/Gaseous_16-512x512.png",
"/assets/materials/planetTextures/Gaseous/Gaseous_17-512x512.png",
"/assets/materials/planetTextures/Gaseous/Gaseous_18-512x512.png",
"/assets/materials/planetTextures/Gaseous/Gaseous_19-512x512.png",
"/assets/materials/planetTextures/Gaseous/Gaseous_20-512x512.png",
],
grassland: [
"/assets/materials/planetTextures/Grassland/Grassland_01-512x512.png",
"/assets/materials/planetTextures/Grassland/Grassland_02-512x512.png",
"/assets/materials/planetTextures/Grassland/Grassland_03-512x512.png",
"/assets/materials/planetTextures/Grassland/Grassland_04-512x512.png",
"/assets/materials/planetTextures/Grassland/Grassland_05-512x512.png",
],
jungle: [
"/assets/materials/planetTextures/Jungle/Jungle_01-512x512.png",
"/assets/materials/planetTextures/Jungle/Jungle_02-512x512.png",
"/assets/materials/planetTextures/Jungle/Jungle_03-512x512.png",
"/assets/materials/planetTextures/Jungle/Jungle_04-512x512.png",
"/assets/materials/planetTextures/Jungle/Jungle_05-512x512.png",
],
marshy: [
"/assets/materials/planetTextures/Marshy/Marshy_01-512x512.png",
"/assets/materials/planetTextures/Marshy/Marshy_02-512x512.png",
"/assets/materials/planetTextures/Marshy/Marshy_03-512x512.png",
"/assets/materials/planetTextures/Marshy/Marshy_04-512x512.png",
"/assets/materials/planetTextures/Marshy/Marshy_05-512x512.png",
],
martian: [
"/assets/materials/planetTextures/Martian/Martian_01-512x512.png",
"/assets/materials/planetTextures/Martian/Martian_02-512x512.png",
"/assets/materials/planetTextures/Martian/Martian_03-512x512.png",
"/assets/materials/planetTextures/Martian/Martian_04-512x512.png",
"/assets/materials/planetTextures/Martian/Martian_05-512x512.png",
],
methane: [
"/assets/materials/planetTextures/Methane/Methane_01-512x512.png",
"/assets/materials/planetTextures/Methane/Methane_02-512x512.png",
"/assets/materials/planetTextures/Methane/Methane_03-512x512.png",
"/assets/materials/planetTextures/Methane/Methane_04-512x512.png",
"/assets/materials/planetTextures/Methane/Methane_05-512x512.png",
],
sandy: [
"/assets/materials/planetTextures/Sandy/Sandy_01-512x512.png",
"/assets/materials/planetTextures/Sandy/Sandy_02-512x512.png",
"/assets/materials/planetTextures/Sandy/Sandy_03-512x512.png",
"/assets/materials/planetTextures/Sandy/Sandy_04-512x512.png",
"/assets/materials/planetTextures/Sandy/Sandy_05-512x512.png",
],
snowy: [
"/assets/materials/planetTextures/Snowy/Snowy_01-512x512.png",
"/assets/materials/planetTextures/Snowy/Snowy_02-512x512.png",
"/assets/materials/planetTextures/Snowy/Snowy_03-512x512.png",
"/assets/materials/planetTextures/Snowy/Snowy_04-512x512.png",
"/assets/materials/planetTextures/Snowy/Snowy_05-512x512.png",
],
tundra: [
"/assets/materials/planetTextures/Tundra/Tundra_01-512x512.png",
"/assets/materials/planetTextures/Tundra/Tundra_02-512x512.png",
"/assets/materials/planetTextures/Tundra/Tundra_03-512x512.png",
"/assets/materials/planetTextures/Tundra/Tundra_04-512x512.png",
"/assets/materials/planetTextures/Tundra/Tundral-EQUIRECTANGULAR-5-512x512.png",
],
};

View File

@ -83,66 +83,3 @@ export function createSphereLightmap(
return texture; return texture;
} }
/**
* Create a colored lightmap with tinted lights
*/
export function createColoredSphereLightmap(
name: string,
size: number,
scene: Scene,
brightLightDir: Vector3 = new Vector3(1, 0, 0),
brightColor: { r: number; g: number; b: number } = { r: 1, g: 1, b: 0.8 },
brightIntensity: number = 1.0,
dimLightDir: Vector3 = new Vector3(-1, 0, 0),
dimColor: { r: number; g: number; b: number } = { r: 0.3, g: 0.3, b: 0.5 },
dimIntensity: number = 0.2,
ambientColor: { r: number; g: number; b: number } = { r: 0.1, g: 0.1, b: 0.1 }
): DynamicTexture {
const texture = new DynamicTexture(name, { width: size, height: size }, scene, false);
const context = texture.getContext() as CanvasRenderingContext2D;
const imageData = context.createImageData(size, size);
const brightDir = brightLightDir.normalize();
const dimDir = dimLightDir.normalize();
for (let y = 0; y < size; y++) {
for (let x = 0; x < size; x++) {
const u = x / (size - 1);
const v = y / (size - 1);
const theta = u * Math.PI * 2;
const phi = v * Math.PI;
const normal = new Vector3(
Math.sin(phi) * Math.cos(theta),
Math.cos(phi),
Math.sin(phi) * Math.sin(theta)
);
// Calculate lighting from each source
const brightDot = Math.max(0, Vector3.Dot(normal, brightDir)) * brightIntensity;
const dimDot = Math.max(0, Vector3.Dot(normal, dimDir)) * dimIntensity;
// Combine colored lights
const r = ambientColor.r + (brightColor.r * brightDot) + (dimColor.r * dimDot);
const g = ambientColor.g + (brightColor.g * brightDot) + (dimColor.g * dimDot);
const b = ambientColor.b + (brightColor.b * brightDot) + (dimColor.b * dimDot);
// Clamp and convert to 0-255
const red = Math.floor(Math.min(1, Math.max(0, r)) * 255);
const green = Math.floor(Math.min(1, Math.max(0, g)) * 255);
const blue = Math.floor(Math.min(1, Math.max(0, b)) * 255);
const index = (y * size + x) * 4;
imageData.data[index + 0] = red;
imageData.data[index + 1] = green;
imageData.data[index + 2] = blue;
imageData.data[index + 3] = 255;
}
}
context.putImageData(imageData, 0, 0);
texture.update();
return texture;
}

View File

@ -11,7 +11,7 @@ import debugLog from "../../core/debug";
import loadAsset from "../../utils/loadAsset"; import loadAsset from "../../utils/loadAsset";
import {Vector3Array} from "../../levels/config/levelConfig"; import {Vector3Array} from "../../levels/config/levelConfig";
export interface StarBaseResult { interface StarBaseResult {
baseMesh: AbstractMesh; baseMesh: AbstractMesh;
landingAggregate: PhysicsAggregate | null; landingAggregate: PhysicsAggregate | null;
} }

View File

@ -1,18 +0,0 @@
import {DefaultScene} from "../core/defaultScene";
import {ArcRotateCamera, MeshBuilder, PointerEventTypes, Vector3} from "@babylonjs/core";
import {Main} from "../main";
export default class Demo {
private _main: Main;
constructor(main: Main) {
this._main = main;
this.initialize();
}
private async initialize() {
if (!DefaultScene.DemoScene) {
return;
}
const scene = DefaultScene.DemoScene;
const camera = new ArcRotateCamera("camera", -Math.PI / 2, Math.PI / 2, 5, new Vector3(0, 0, 0), scene);
}
}

View File

@ -11,7 +11,7 @@ export interface LevelProgress {
playCount: number; playCount: number;
} }
export interface ProgressionData { interface ProgressionData {
version: string; version: string;
completedLevels: Map<string, LevelProgress>; completedLevels: Map<string, LevelProgress>;
editorUnlocked: boolean; editorUnlocked: boolean;

View File

@ -7,7 +7,7 @@
/** /**
* Star rating levels (0-3 stars per category) * Star rating levels (0-3 stars per category)
*/ */
export interface StarRatings { interface StarRatings {
time: number; // 0-3 stars based on completion time time: number; // 0-3 stars based on completion time
accuracy: number; // 0-3 stars based on shot accuracy accuracy: number; // 0-3 stars based on shot accuracy
fuel: number; // 0-3 stars based on fuel efficiency fuel: number; // 0-3 stars based on fuel efficiency
@ -18,7 +18,7 @@ export interface StarRatings {
/** /**
* Debug information for score calculation * Debug information for score calculation
*/ */
export interface ScoreDebugInfo { interface ScoreDebugInfo {
rawFuelConsumed: number; // Actual fuel consumed (can be >100%) rawFuelConsumed: number; // Actual fuel consumed (can be >100%)
rawHullDamage: number; // Actual hull damage (can be >100%) rawHullDamage: number; // Actual hull damage (can be >100%)
fuelEfficiency: number; // 0-100 display value (clamped) fuelEfficiency: number; // 0-100 display value (clamped)
@ -42,7 +42,7 @@ export interface ScoreCalculation {
/** /**
* Configuration for score calculation * Configuration for score calculation
*/ */
export interface ScoreConfig { interface ScoreConfig {
baseScore?: number; // Default: 10000 baseScore?: number; // Default: 10000
minMultiplier?: number; // Minimum multiplier floor (default: 0.5) minMultiplier?: number; // Minimum multiplier floor (default: 0.5)
maxTimeMultiplier?: number; // Maximum time bonus (default: 3.0) maxTimeMultiplier?: number; // Maximum time bonus (default: 3.0)
@ -177,7 +177,7 @@ export function calculateScore(
* @param par - Par time in seconds * @param par - Par time in seconds
* @returns 0-3 stars * @returns 0-3 stars
*/ */
export function getTimeStars(seconds: number, par: number): number { function getTimeStars(seconds: number, par: number): number {
const ratio = seconds / par; const ratio = seconds / par;
if (ratio <= 0.5) return 3; // Finished in half the par time if (ratio <= 0.5) return 3; // Finished in half the par time
if (ratio <= 1.0) return 2; // Finished at or under par if (ratio <= 1.0) return 2; // Finished at or under par
@ -191,7 +191,7 @@ export function getTimeStars(seconds: number, par: number): number {
* @param accuracy - Shot accuracy percentage (0-100) * @param accuracy - Shot accuracy percentage (0-100)
* @returns 0-3 stars * @returns 0-3 stars
*/ */
export function getAccuracyStars(accuracy: number): number { function getAccuracyStars(accuracy: number): number {
if (accuracy >= 75) return 3; // Excellent accuracy if (accuracy >= 75) return 3; // Excellent accuracy
if (accuracy >= 50) return 2; // Good accuracy if (accuracy >= 50) return 2; // Good accuracy
if (accuracy >= 25) return 1; // Fair accuracy if (accuracy >= 25) return 1; // Fair accuracy
@ -204,7 +204,7 @@ export function getAccuracyStars(accuracy: number): number {
* @param fuelConsumed - Fuel consumed percentage (0-) * @param fuelConsumed - Fuel consumed percentage (0-)
* @returns 0-3 stars * @returns 0-3 stars
*/ */
export function getFuelStars(fuelConsumed: number): number { function getFuelStars(fuelConsumed: number): number {
// Stars only consider first 100% of fuel // Stars only consider first 100% of fuel
// Refueling doesn't earn extra stars // Refueling doesn't earn extra stars
if (fuelConsumed <= 30) return 3; // Used ≤30% fuel if (fuelConsumed <= 30) return 3; // Used ≤30% fuel
@ -219,7 +219,7 @@ export function getFuelStars(fuelConsumed: number): number {
* @param hullDamage - Hull damage percentage (0-) * @param hullDamage - Hull damage percentage (0-)
* @returns 0-3 stars * @returns 0-3 stars
*/ */
export function getHullStars(hullDamage: number): number { function getHullStars(hullDamage: number): number {
// Stars only consider first 100% of damage // Stars only consider first 100% of damage
// Dying and respawning = 0 stars // Dying and respawning = 0 stars
if (hullDamage <= 10) return 3; // Took ≤10% damage if (hullDamage <= 10) return 3; // Took ≤10% damage

View File

@ -10,17 +10,17 @@ export type Vector3Array = [number, number, number];
/** /**
* 4D quaternion stored as array [x, y, z, w] * 4D quaternion stored as array [x, y, z, w]
*/ */
export type QuaternionArray = [number, number, number, number]; type QuaternionArray = [number, number, number, number];
/** /**
* 4D color stored as array [r, g, b, a] (0-1 range) * 4D color stored as array [r, g, b, a] (0-1 range)
*/ */
export type Color4Array = [number, number, number, number]; type _Color4Array = [number, number, number, number];
/** /**
* Material configuration for PBR materials * Material configuration for PBR materials
*/ */
export interface MaterialConfig { interface MaterialConfig {
id: string; id: string;
name: string; name: string;
type: "PBR" | "Standard" | "Basic"; type: "PBR" | "Standard" | "Basic";
@ -43,7 +43,7 @@ export interface MaterialConfig {
/** /**
* Scene hierarchy node (TransformNode or Mesh) * Scene hierarchy node (TransformNode or Mesh)
*/ */
export interface SceneNodeConfig { interface SceneNodeConfig {
id: string; id: string;
name: string; name: string;
type: "TransformNode" | "Mesh" | "InstancedMesh"; type: "TransformNode" | "Mesh" | "InstancedMesh";
@ -73,7 +73,7 @@ export interface ShipConfig {
* Start base configuration (yellow cylinder where asteroids are constrained to) * Start base configuration (yellow cylinder where asteroids are constrained to)
* All fields optional to allow levels without start bases * All fields optional to allow levels without start bases
*/ */
export interface StartBaseConfig { interface StartBaseConfig {
position?: Vector3Array; // Defaults to [0, 0, 0] if not specified position?: Vector3Array; // Defaults to [0, 0, 0] if not specified
baseGlbPath?: string; // Path to base GLB model (defaults to 'base.glb') baseGlbPath?: string; // Path to base GLB model (defaults to 'base.glb')
landingGlbPath?: string; // Path to landing zone GLB model (uses same file as base, different mesh name) landingGlbPath?: string; // Path to landing zone GLB model (uses same file as base, different mesh name)
@ -82,7 +82,7 @@ export interface StartBaseConfig {
/** /**
* Sun configuration * Sun configuration
*/ */
export interface SunConfig { interface SunConfig {
position: Vector3Array; position: Vector3Array;
diameter: number; diameter: number;
intensity?: number; // Light intensity intensity?: number; // Light intensity
@ -91,7 +91,7 @@ export interface SunConfig {
/** /**
* Individual planet configuration * Individual planet configuration
*/ */
export interface PlanetConfig { interface PlanetConfig {
name: string; name: string;
position: Vector3Array; position: Vector3Array;
diameter: number; diameter: number;
@ -102,7 +102,7 @@ export interface PlanetConfig {
/** /**
* Individual asteroid configuration * Individual asteroid configuration
*/ */
export interface AsteroidConfig { interface AsteroidConfig {
id: string; id: string;
position: Vector3Array; position: Vector3Array;
scale: number; // Uniform scale applied to all axes scale: number; // Uniform scale applied to all axes
@ -114,7 +114,7 @@ export interface AsteroidConfig {
/** /**
* Difficulty configuration settings * Difficulty configuration settings
*/ */
export interface DifficultyConfig { interface DifficultyConfig {
rockCount: number; rockCount: number;
forceMultiplier: number; forceMultiplier: number;
rockSizeMin: number; rockSizeMin: number;
@ -160,7 +160,7 @@ export interface LevelConfig {
/** /**
* Validation result * Validation result
*/ */
export interface ValidationResult { interface ValidationResult {
valid: boolean; valid: boolean;
errors: string[]; errors: string[];
} }

View File

@ -184,7 +184,7 @@ export class LevelDeserializer {
debugLog(`[LevelDeserializer] Use orbit constraints: ${useOrbitConstraints}`); debugLog(`[LevelDeserializer] Use orbit constraints: ${useOrbitConstraints}`);
// Use RockFactory to create the asteroid // Use RockFactory to create the asteroid
const rock = await RockFactory.createRock( const _rock = await RockFactory.createRock(
i, i,
this.arrayToVector3(asteroidConfig.position), this.arrayToVector3(asteroidConfig.position),
asteroidConfig.scale, asteroidConfig.scale,

View File

@ -1,486 +0,0 @@
import { Vector3, Quaternion, Material, PBRMaterial, StandardMaterial, AbstractMesh, TransformNode } from "@babylonjs/core";
import { DefaultScene } from "../../core/defaultScene";
import {
LevelConfig,
ShipConfig,
StartBaseConfig,
SunConfig,
PlanetConfig,
AsteroidConfig,
Vector3Array,
QuaternionArray,
Color4Array,
MaterialConfig,
SceneNodeConfig
} from "./levelConfig";
import debugLog from '../../core/debug';
/**
* Serializes the current runtime state of a level to JSON configuration
*/
export class LevelSerializer {
private scene = DefaultScene.MainScene;
/**
* Serialize the current level state to a LevelConfig object
* @param difficulty - Difficulty level string
* @param includeFullScene - If true, serialize complete scene (materials, hierarchy, assets)
*/
public serialize(difficulty: string = 'custom', includeFullScene: boolean = true): LevelConfig {
const ship = this.serializeShip();
const startBase = this.serializeStartBase();
const sun = this.serializeSun();
const planets = this.serializePlanets();
const asteroids = this.serializeAsteroids();
const config: LevelConfig = {
version: "1.0",
difficulty,
timestamp: new Date().toISOString(),
metadata: {
generator: "LevelSerializer",
description: `Captured level state at ${new Date().toLocaleString()}`,
captureTime: performance.now(),
babylonVersion: "8.32.0"
},
ship,
startBase,
sun,
planets,
asteroids
};
// Include full scene serialization if requested
if (includeFullScene) {
config.materials = this.serializeMaterials();
config.sceneHierarchy = this.serializeSceneHierarchy();
config.assetReferences = this.serializeAssetReferences();
debugLog(`LevelSerializer: Serialized ${config.materials.length} materials, ${config.sceneHierarchy.length} scene nodes`);
}
return config;
}
/**
* Serialize ship state
*/
private serializeShip(): ShipConfig {
// Find the ship transform node
const shipNode = this.scene.getTransformNodeByName("ship");
if (!shipNode) {
console.warn("Ship not found, using default position");
return {
position: [0, 1, 0],
rotation: [0, 0, 0],
linearVelocity: [0, 0, 0],
angularVelocity: [0, 0, 0]
};
}
const position = this.vector3ToArray(shipNode.position);
const rotation = this.vector3ToArray(shipNode.rotation);
// Get physics body velocities if available
let linearVelocity: Vector3Array = [0, 0, 0];
let angularVelocity: Vector3Array = [0, 0, 0];
if (shipNode.physicsBody) {
linearVelocity = this.vector3ToArray(shipNode.physicsBody.getLinearVelocity());
angularVelocity = this.vector3ToArray(shipNode.physicsBody.getAngularVelocity());
}
return {
position,
rotation,
linearVelocity,
angularVelocity
};
}
/**
* Serialize start base state (position and GLB paths)
*/
private serializeStartBase(): StartBaseConfig {
const startBase = this.scene.getMeshByName("startBase");
if (!startBase) {
console.warn("Start base not found, using defaults");
return {
position: [0, 0, 0],
baseGlbPath: 'base.glb'
};
}
const position = this.vector3ToArray(startBase.position);
// Capture GLB path from metadata if available, otherwise use default
const baseGlbPath = startBase.metadata?.baseGlbPath || 'base.glb';
return {
position,
baseGlbPath
};
}
/**
* Serialize sun state
*/
private serializeSun(): SunConfig {
const sun = this.scene.getMeshByName("sun");
if (!sun) {
console.warn("Sun not found, using defaults");
return {
position: [0, 0, 400],
diameter: 50,
intensity: 1000000
};
}
const position = this.vector3ToArray(sun.position);
// Get diameter from scaling (assuming uniform scaling)
const diameter = 50; // Default from createSun
// Try to find the sun's light for intensity
let intensity = 1000000;
const sunLight = this.scene.getLightByName("light");
if (sunLight) {
intensity = sunLight.intensity;
}
return {
position,
diameter,
intensity
};
}
/**
* Serialize all planets
*/
private serializePlanets(): PlanetConfig[] {
const planets: PlanetConfig[] = [];
// Find all meshes that start with "planet-"
const planetMeshes = this.scene.meshes.filter(mesh =>
mesh.name.startsWith('planet-')
);
for (const mesh of planetMeshes) {
const position = this.vector3ToArray(mesh.position);
const rotation = this.vector3ToArray(mesh.rotation);
// Get diameter from bounding info
const boundingInfo = mesh.getBoundingInfo();
const diameter = boundingInfo.boundingSphere.radiusWorld * 2;
// Get texture path from material
let texturePath = "/assets/materials/planetTextures/Arid/Arid_01-512x512.png"; // Default
if (mesh.material && (mesh.material as any).diffuseTexture) {
const texture = (mesh.material as any).diffuseTexture;
texturePath = texture.url || texturePath;
}
planets.push({
name: mesh.name,
position,
diameter,
texturePath,
rotation
});
}
return planets;
}
/**
* Serialize all asteroids
*/
private serializeAsteroids(): AsteroidConfig[] {
const asteroids: AsteroidConfig[] = [];
// Find all meshes that start with "asteroid-"
const asteroidMeshes = this.scene.meshes.filter(mesh =>
mesh.name.startsWith('asteroid-') && mesh.metadata?.type === 'asteroid'
);
for (const mesh of asteroidMeshes) {
const position = this.vector3ToArray(mesh.position);
// Use uniform scale (assume uniform scaling, take x component)
const scale = parseFloat(mesh.scaling.x.toFixed(3));
// Get velocities from physics body
let linearVelocity: Vector3Array = [0, 0, 0];
let angularVelocity: Vector3Array = [0, 0, 0];
let mass = 10000; // Default
if (mesh.physicsBody) {
linearVelocity = this.vector3ToArray(mesh.physicsBody.getLinearVelocity());
angularVelocity = this.vector3ToArray(mesh.physicsBody.getAngularVelocity());
mass = mesh.physicsBody.getMassProperties().mass;
}
asteroids.push({
id: mesh.name,
position,
scale,
linearVelocity,
angularVelocity,
mass
});
}
return asteroids;
}
/**
* Serialize all materials in the scene
*/
private serializeMaterials(): MaterialConfig[] {
const materials: MaterialConfig[] = [];
const seenIds = new Set<string>();
for (const material of this.scene.materials) {
// Skip duplicates
if (seenIds.has(material.id)) {
continue;
}
seenIds.add(material.id);
const materialConfig: MaterialConfig = {
id: material.id,
name: material.name,
type: "Basic",
alpha: material.alpha,
backFaceCulling: material.backFaceCulling
};
// Handle PBR materials
if (material instanceof PBRMaterial) {
materialConfig.type = "PBR";
if (material.albedoColor) {
materialConfig.albedoColor = [
material.albedoColor.r,
material.albedoColor.g,
material.albedoColor.b
];
}
materialConfig.metallic = material.metallic;
materialConfig.roughness = material.roughness;
if (material.emissiveColor) {
materialConfig.emissiveColor = [
material.emissiveColor.r,
material.emissiveColor.g,
material.emissiveColor.b
];
}
materialConfig.emissiveIntensity = material.emissiveIntensity;
// Capture texture references (not data)
materialConfig.textures = {};
if (material.albedoTexture) {
materialConfig.textures.albedo = material.albedoTexture.name;
}
if (material.bumpTexture) {
materialConfig.textures.normal = material.bumpTexture.name;
}
if (material.metallicTexture) {
materialConfig.textures.metallic = material.metallicTexture.name;
}
if (material.emissiveTexture) {
materialConfig.textures.emissive = material.emissiveTexture.name;
}
}
// Handle Standard materials
else if (material instanceof StandardMaterial) {
materialConfig.type = "Standard";
if (material.diffuseColor) {
materialConfig.albedoColor = [
material.diffuseColor.r,
material.diffuseColor.g,
material.diffuseColor.b
];
}
if (material.emissiveColor) {
materialConfig.emissiveColor = [
material.emissiveColor.r,
material.emissiveColor.g,
material.emissiveColor.b
];
}
}
materials.push(materialConfig);
}
return materials;
}
/**
* Serialize scene hierarchy (all transform nodes and meshes)
*/
private serializeSceneHierarchy(): SceneNodeConfig[] {
const nodes: SceneNodeConfig[] = [];
const seenIds = new Set<string>();
// Serialize all transform nodes
for (const node of this.scene.transformNodes) {
if (seenIds.has(node.id)) continue;
seenIds.add(node.id);
const nodeConfig: SceneNodeConfig = {
id: node.id,
name: node.name,
type: "TransformNode",
position: this.vector3ToArray(node.position),
rotation: this.vector3ToArray(node.rotation),
scaling: this.vector3ToArray(node.scaling),
isEnabled: node.isEnabled(),
metadata: node.metadata
};
// Capture quaternion if present
if (node.rotationQuaternion) {
nodeConfig.rotationQuaternion = this.quaternionToArray(node.rotationQuaternion);
}
// Capture parent reference
if (node.parent) {
nodeConfig.parentId = node.parent.id;
}
nodes.push(nodeConfig);
}
// Serialize all meshes
for (const mesh of this.scene.meshes) {
if (seenIds.has(mesh.id)) continue;
seenIds.add(mesh.id);
const nodeConfig: SceneNodeConfig = {
id: mesh.id,
name: mesh.name,
type: mesh.getClassName() === "InstancedMesh" ? "InstancedMesh" : "Mesh",
position: this.vector3ToArray(mesh.position),
rotation: this.vector3ToArray(mesh.rotation),
scaling: this.vector3ToArray(mesh.scaling),
isVisible: mesh.isVisible,
isEnabled: mesh.isEnabled(),
metadata: mesh.metadata
};
// Capture quaternion if present
if (mesh.rotationQuaternion) {
nodeConfig.rotationQuaternion = this.quaternionToArray(mesh.rotationQuaternion);
}
// Capture parent reference
if (mesh.parent) {
nodeConfig.parentId = mesh.parent.id;
}
// Capture material reference
if (mesh.material) {
nodeConfig.materialId = mesh.material.id;
}
// Determine asset reference from mesh source (use full paths)
if (mesh.metadata?.source) {
nodeConfig.assetReference = mesh.metadata.source;
} else if (mesh.name.includes("ship") || mesh.name.includes("Ship")) {
nodeConfig.assetReference = "assets/themes/default/models/ship.glb";
} else if (mesh.name.includes("asteroid") || mesh.name.includes("Asteroid")) {
nodeConfig.assetReference = "assets/themes/default/models/asteroid.glb";
} else if (mesh.name.includes("base") || mesh.name.includes("Base")) {
nodeConfig.assetReference = "assets/themes/default/models/base.glb";
}
nodes.push(nodeConfig);
}
return nodes;
}
/**
* Serialize asset references (mesh ID -> GLB file path)
*/
private serializeAssetReferences(): { [key: string]: string } {
const assetRefs: { [key: string]: string } = {};
// Map common mesh patterns to their source assets (use full paths as keys)
for (const mesh of this.scene.meshes) {
if (mesh.metadata?.source) {
assetRefs[mesh.id] = mesh.metadata.source;
} else if (mesh.name.toLowerCase().includes("ship")) {
assetRefs[mesh.id] = "assets/themes/default/models/ship.glb";
} else if (mesh.name.toLowerCase().includes("asteroid")) {
assetRefs[mesh.id] = "assets/themes/default/models/asteroid.glb";
} else if (mesh.name.toLowerCase().includes("base")) {
assetRefs[mesh.id] = "assets/themes/default/models/base.glb";
}
}
return assetRefs;
}
/**
* Helper to convert Vector3 to array
*/
private vector3ToArray(vector: Vector3): Vector3Array {
return [
parseFloat(vector.x.toFixed(3)),
parseFloat(vector.y.toFixed(3)),
parseFloat(vector.z.toFixed(3))
];
}
/**
* Helper to convert Quaternion to array
*/
private quaternionToArray(quat: Quaternion): QuaternionArray {
return [
parseFloat(quat.x.toFixed(4)),
parseFloat(quat.y.toFixed(4)),
parseFloat(quat.z.toFixed(4)),
parseFloat(quat.w.toFixed(4))
];
}
/**
* Export current level to JSON string
*/
public serializeToJSON(difficulty: string = 'custom'): string {
const config = this.serialize(difficulty);
return JSON.stringify(config, null, 2);
}
/**
* Download current level as JSON file
*/
public downloadJSON(difficulty: string = 'custom', filename?: string): void {
const json = this.serializeToJSON(difficulty);
const blob = new Blob([json], { type: 'application/json' });
const url = URL.createObjectURL(blob);
const a = document.createElement('a');
a.href = url;
a.download = filename || `level-captured-${difficulty}-${Date.now()}.json`;
document.body.appendChild(a);
a.click();
document.body.removeChild(a);
URL.revokeObjectURL(url);
debugLog(`Downloaded level state: ${a.download}`);
}
/**
* Static helper to serialize and download current level
*/
public static export(difficulty: string = 'custom', filename?: string): void {
const serializer = new LevelSerializer();
serializer.downloadJSON(difficulty, filename);
}
}

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@ -1,790 +0,0 @@
import { LevelGenerator } from "./levelGenerator";
import { LevelConfig, DifficultyConfig, validateLevelConfig, Vector3Array } from "../config/levelConfig";
import debugLog from '../../core/debug';
const STORAGE_KEY = 'space-game-levels';
/**
* Level Editor UI Controller
* Handles the level editor interface and configuration generation
*/
class LevelEditor {
private currentConfig: LevelConfig | null = null;
private savedLevels: Map<string, LevelConfig> = new Map();
constructor() {
this.loadSavedLevels();
this.setupEventListeners();
this.loadPreset('captain'); // Default to captain difficulty
this.renderSavedLevelsList();
}
private setupEventListeners() {
// Preset buttons
const presetButtons = document.querySelectorAll('.preset-btn');
presetButtons.forEach(btn => {
btn.addEventListener('click', (e) => {
const difficulty = (e.target as HTMLButtonElement).dataset.difficulty;
this.loadPreset(difficulty);
// Update active state
presetButtons.forEach(b => b.classList.remove('active'));
(e.target as HTMLElement).classList.add('active');
});
});
// Difficulty dropdown
const difficultySelect = document.getElementById('difficulty') as HTMLSelectElement;
difficultySelect.addEventListener('change', (e) => {
this.loadPreset((e.target as HTMLSelectElement).value);
});
// Generate button - now saves to localStorage
document.getElementById('generateBtn')?.addEventListener('click', () => {
this.generateLevel();
this.saveToLocalStorage();
});
// Download button
document.getElementById('downloadBtn')?.addEventListener('click', () => {
this.downloadJSON();
});
// Copy button
document.getElementById('copyBtn')?.addEventListener('click', () => {
this.copyToClipboard();
});
// Save edited JSON button
document.getElementById('saveEditedJsonBtn')?.addEventListener('click', () => {
this.saveEditedJSON();
});
// Validate JSON button
document.getElementById('validateJsonBtn')?.addEventListener('click', () => {
this.validateJSON();
});
}
/**
* Load saved levels from localStorage
*/
private loadSavedLevels(): void {
try {
const stored = localStorage.getItem(STORAGE_KEY);
if (stored) {
const levelsArray: [string, LevelConfig][] = JSON.parse(stored);
this.savedLevels = new Map(levelsArray);
debugLog(`Loaded ${this.savedLevels.size} saved levels from localStorage`);
}
} catch (error) {
console.error('Failed to load saved levels:', error);
this.savedLevels = new Map();
}
}
/**
* Save current level to localStorage
*/
private saveToLocalStorage(): void {
if (!this.currentConfig) {
alert('Please generate a level configuration first!');
return;
}
const levelName = (document.getElementById('levelName') as HTMLInputElement).value ||
`${this.currentConfig.difficulty}-${Date.now()}`;
// Save to map
this.savedLevels.set(levelName, this.currentConfig);
// Convert Map to array for storage
const levelsArray = Array.from(this.savedLevels.entries());
localStorage.setItem(STORAGE_KEY, JSON.stringify(levelsArray));
debugLog(`Saved level: ${levelName}`);
this.renderSavedLevelsList();
// Show feedback
const feedback = document.createElement('div');
feedback.textContent = `✓ Saved "${levelName}" to local storage`;
feedback.style.cssText = `
position: fixed;
top: 20px;
right: 20px;
background: #4CAF50;
color: white;
padding: 15px 25px;
border-radius: 5px;
box-shadow: 0 4px 6px rgba(0,0,0,0.3);
z-index: 10000;
animation: slideIn 0.3s ease-out;
`;
document.body.appendChild(feedback);
setTimeout(() => {
feedback.remove();
}, 3000);
}
/**
* Delete a saved level
*/
private deleteSavedLevel(levelName: string): void {
if (confirm(`Delete "${levelName}"?`)) {
this.savedLevels.delete(levelName);
const levelsArray = Array.from(this.savedLevels.entries());
localStorage.setItem(STORAGE_KEY, JSON.stringify(levelsArray));
this.renderSavedLevelsList();
debugLog(`Deleted level: ${levelName}`);
}
}
/**
* Load a saved level into the editor
*/
private loadSavedLevel(levelName: string): void {
const config = this.savedLevels.get(levelName);
if (!config) {
alert('Level not found!');
return;
}
this.currentConfig = config;
// Populate form with saved values
(document.getElementById('levelName') as HTMLInputElement).value = levelName;
(document.getElementById('difficulty') as HTMLSelectElement).value = config.difficulty;
if (config.metadata?.author) {
(document.getElementById('author') as HTMLInputElement).value = config.metadata.author;
}
if (config.metadata?.description) {
(document.getElementById('description') as HTMLInputElement).value = config.metadata.description;
}
// Ship
(document.getElementById('shipX') as HTMLInputElement).value = config.ship.position[0].toString();
(document.getElementById('shipY') as HTMLInputElement).value = config.ship.position[1].toString();
(document.getElementById('shipZ') as HTMLInputElement).value = config.ship.position[2].toString();
// Start base
(document.getElementById('baseX') as HTMLInputElement).value = config.startBase.position[0].toString();
(document.getElementById('baseY') as HTMLInputElement).value = config.startBase.position[1].toString();
(document.getElementById('baseZ') as HTMLInputElement).value = config.startBase.position[2].toString();
(document.getElementById('baseGlbPath') as HTMLInputElement).value = config.startBase.baseGlbPath || 'base.glb';
// Sun
(document.getElementById('sunX') as HTMLInputElement).value = config.sun.position[0].toString();
(document.getElementById('sunY') as HTMLInputElement).value = config.sun.position[1].toString();
(document.getElementById('sunZ') as HTMLInputElement).value = config.sun.position[2].toString();
(document.getElementById('sunDiameter') as HTMLInputElement).value = config.sun.diameter.toString();
// Planets
(document.getElementById('planetCount') as HTMLInputElement).value = config.planets.length.toString();
// Asteroids (use difficulty config if available)
if (config.difficultyConfig) {
(document.getElementById('asteroidCount') as HTMLInputElement).value = config.difficultyConfig.rockCount.toString();
(document.getElementById('forceMultiplier') as HTMLInputElement).value = config.difficultyConfig.forceMultiplier.toString();
(document.getElementById('asteroidMinSize') as HTMLInputElement).value = config.difficultyConfig.rockSizeMin.toString();
(document.getElementById('asteroidMaxSize') as HTMLInputElement).value = config.difficultyConfig.rockSizeMax.toString();
(document.getElementById('asteroidMinDist') as HTMLInputElement).value = config.difficultyConfig.distanceMin.toString();
(document.getElementById('asteroidMaxDist') as HTMLInputElement).value = config.difficultyConfig.distanceMax.toString();
}
// Display the JSON
this.displayJSON();
debugLog(`Loaded level: ${levelName}`);
}
/**
* Render the list of saved levels
*/
private renderSavedLevelsList(): void {
const container = document.getElementById('savedLevelsList');
if (!container) return;
if (this.savedLevels.size === 0) {
container.innerHTML = '<p style="color: #888; font-style: italic;">No saved levels yet. Generate a level to save it.</p>';
return;
}
let html = '<div style="display: grid; gap: 10px;">';
for (const [name, config] of this.savedLevels.entries()) {
const timestamp = config.timestamp ? new Date(config.timestamp).toLocaleString() : 'Unknown';
html += `
<div style="
background: rgba(255, 255, 255, 0.08);
border: 1px solid rgba(255, 255, 255, 0.2);
border-radius: 5px;
padding: 12px;
display: flex;
justify-content: space-between;
align-items: center;
">
<div style="flex: 1;">
<div style="font-weight: bold; color: #fff; margin-bottom: 4px;">${name}</div>
<div style="font-size: 0.85em; color: #aaa;">
${config.difficulty} ${config.asteroids.length} asteroids ${timestamp}
</div>
</div>
<div style="display: flex; gap: 8px;">
<button class="load-level-btn" data-level="${name}" style="
padding: 6px 12px;
background: #4CAF50;
color: white;
border: none;
border-radius: 4px;
cursor: pointer;
font-size: 0.9em;
">Load</button>
<button class="delete-level-btn" data-level="${name}" style="
padding: 6px 12px;
background: #f44336;
color: white;
border: none;
border-radius: 4px;
cursor: pointer;
font-size: 0.9em;
">Delete</button>
</div>
</div>
`;
}
html += '</div>';
container.innerHTML = html;
// Add event listeners to load/delete buttons
container.querySelectorAll('.load-level-btn').forEach(btn => {
btn.addEventListener('click', (e) => {
const levelName = (e.target as HTMLButtonElement).dataset.level;
if (levelName) this.loadSavedLevel(levelName);
});
});
container.querySelectorAll('.delete-level-btn').forEach(btn => {
btn.addEventListener('click', (e) => {
const levelName = (e.target as HTMLButtonElement).dataset.level;
if (levelName) this.deleteSavedLevel(levelName);
});
});
}
/**
* Load a difficulty preset into the form
*/
private loadPreset(difficulty: string) {
const difficultyConfig = this.getDifficultyConfig(difficulty);
// Update difficulty dropdown
(document.getElementById('difficulty') as HTMLSelectElement).value = difficulty;
// Update asteroid settings based on difficulty
(document.getElementById('asteroidCount') as HTMLInputElement).value = difficultyConfig.rockCount.toString();
(document.getElementById('forceMultiplier') as HTMLInputElement).value = difficultyConfig.forceMultiplier.toString();
(document.getElementById('asteroidMinSize') as HTMLInputElement).value = difficultyConfig.rockSizeMin.toString();
(document.getElementById('asteroidMaxSize') as HTMLInputElement).value = difficultyConfig.rockSizeMax.toString();
(document.getElementById('asteroidMinDist') as HTMLInputElement).value = difficultyConfig.distanceMin.toString();
(document.getElementById('asteroidMaxDist') as HTMLInputElement).value = difficultyConfig.distanceMax.toString();
}
/**
* Get difficulty configuration
*/
private getDifficultyConfig(difficulty: string): DifficultyConfig {
switch (difficulty) {
case 'recruit':
return {
rockCount: 5,
forceMultiplier: .5,
rockSizeMin: 10,
rockSizeMax: 15,
distanceMin: 80,
distanceMax: 100
};
case 'pilot':
return {
rockCount: 10,
forceMultiplier: 1,
rockSizeMin: 8,
rockSizeMax: 12,
distanceMin: 80,
distanceMax: 150
};
case 'captain':
return {
rockCount: 20,
forceMultiplier: 1.2,
rockSizeMin: 2,
rockSizeMax: 7,
distanceMin: 100,
distanceMax: 250
};
case 'commander':
return {
rockCount: 50,
forceMultiplier: 1.3,
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
};
}
}
/**
* Read form values and generate level configuration
*/
private generateLevel() {
const difficulty = (document.getElementById('difficulty') as HTMLSelectElement).value;
const levelName = (document.getElementById('levelName') as HTMLInputElement).value || difficulty;
const author = (document.getElementById('author') as HTMLInputElement).value;
const description = (document.getElementById('description') as HTMLInputElement).value;
// Create a custom generator with modified parameters
const generator = new CustomLevelGenerator(difficulty);
// Override ship position
generator.shipPosition = [
parseFloat((document.getElementById('shipX') as HTMLInputElement).value),
parseFloat((document.getElementById('shipY') as HTMLInputElement).value),
parseFloat((document.getElementById('shipZ') as HTMLInputElement).value)
];
// Note: startBase is no longer generated by default
// Override sun
generator.sunPosition = [
parseFloat((document.getElementById('sunX') as HTMLInputElement).value),
parseFloat((document.getElementById('sunY') as HTMLInputElement).value),
parseFloat((document.getElementById('sunZ') as HTMLInputElement).value)
];
generator.sunDiameter = parseFloat((document.getElementById('sunDiameter') as HTMLInputElement).value);
// Override planet generation params
generator.planetCount = parseInt((document.getElementById('planetCount') as HTMLInputElement).value);
generator.planetMinDiameter = parseFloat((document.getElementById('planetMinDiam') as HTMLInputElement).value);
generator.planetMaxDiameter = parseFloat((document.getElementById('planetMaxDiam') as HTMLInputElement).value);
generator.planetMinDistance = parseFloat((document.getElementById('planetMinDist') as HTMLInputElement).value);
generator.planetMaxDistance = parseFloat((document.getElementById('planetMaxDist') as HTMLInputElement).value);
// Override asteroid generation params
const customDifficulty: DifficultyConfig = {
rockCount: parseInt((document.getElementById('asteroidCount') as HTMLInputElement).value),
forceMultiplier: parseFloat((document.getElementById('forceMultiplier') as HTMLInputElement).value),
rockSizeMin: parseFloat((document.getElementById('asteroidMinSize') as HTMLInputElement).value),
rockSizeMax: parseFloat((document.getElementById('asteroidMaxSize') as HTMLInputElement).value),
distanceMin: parseFloat((document.getElementById('asteroidMinDist') as HTMLInputElement).value),
distanceMax: parseFloat((document.getElementById('asteroidMaxDist') as HTMLInputElement).value)
};
generator.setDifficultyConfig(customDifficulty);
// Generate the config
this.currentConfig = generator.generate();
// Add metadata
if (author) {
this.currentConfig.metadata = this.currentConfig.metadata || {};
this.currentConfig.metadata.author = author;
}
if (description) {
this.currentConfig.metadata = this.currentConfig.metadata || {};
this.currentConfig.metadata.description = description;
}
// Display the JSON
this.displayJSON();
}
/**
* Display generated JSON in the output section
*/
private displayJSON() {
if (!this.currentConfig) return;
const outputSection = document.getElementById('outputSection');
const jsonEditor = document.getElementById('jsonEditor') as HTMLTextAreaElement;
if (outputSection && jsonEditor) {
const jsonString = JSON.stringify(this.currentConfig, null, 2);
jsonEditor.value = jsonString;
outputSection.style.display = 'block';
// Scroll to output
outputSection.scrollIntoView({ behavior: 'smooth' });
}
}
/**
* Validate the JSON in the editor
*/
private validateJSON(): boolean {
const jsonEditor = document.getElementById('jsonEditor') as HTMLTextAreaElement;
const messageDiv = document.getElementById('jsonValidationMessage');
if (!jsonEditor || !messageDiv) return false;
try {
const json = jsonEditor.value;
const parsed = JSON.parse(json);
// Validate against schema
const validation = validateLevelConfig(parsed);
if (validation.valid) {
messageDiv.innerHTML = '<div style="color: #4CAF50; padding: 10px; background: rgba(76, 175, 80, 0.1); border-radius: 5px;">✓ JSON is valid!</div>';
return true;
} else {
messageDiv.innerHTML = `<div style="color: #f44336; padding: 10px; background: rgba(244, 67, 54, 0.1); border-radius: 5px;">
<strong>Validation Errors:</strong><br>
${validation.errors.map(e => `${e}`).join('<br>')}
</div>`;
return false;
}
} catch (error) {
messageDiv.innerHTML = `<div style="color: #f44336; padding: 10px; background: rgba(244, 67, 54, 0.1); border-radius: 5px;">
<strong>JSON Parse Error:</strong><br>
${error.message}
</div>`;
return false;
}
}
/**
* Save edited JSON from the editor
*/
private saveEditedJSON() {
const jsonEditor = document.getElementById('jsonEditor') as HTMLTextAreaElement;
const messageDiv = document.getElementById('jsonValidationMessage');
if (!jsonEditor) {
alert('JSON editor not found!');
return;
}
// First validate
if (!this.validateJSON()) {
messageDiv.innerHTML += '<div style="color: #ff9800; margin-top: 10px;">Please fix validation errors before saving.</div>';
return;
}
try {
const json = jsonEditor.value;
const config = JSON.parse(json) as LevelConfig;
// Update current config
this.currentConfig = config;
// Save to localStorage
this.saveToLocalStorage();
// Update message
messageDiv.innerHTML = '<div style="color: #4CAF50; padding: 10px; background: rgba(76, 175, 80, 0.1); border-radius: 5px;">✓ Edited JSON saved successfully!</div>';
debugLog('Saved edited JSON');
} catch (error) {
alert(`Failed to save: ${error.message}`);
}
}
/**
* Download the current configuration as JSON file
*/
private downloadJSON() {
if (!this.currentConfig) {
alert('Please generate a level configuration first!');
return;
}
const levelName = (document.getElementById('levelName') as HTMLInputElement).value ||
this.currentConfig.difficulty;
const filename = `level-${levelName}-${Date.now()}.json`;
const json = JSON.stringify(this.currentConfig, null, 2);
const blob = new Blob([json], { type: 'application/json' });
const url = URL.createObjectURL(blob);
const a = document.createElement('a');
a.href = url;
a.download = filename;
document.body.appendChild(a);
a.click();
document.body.removeChild(a);
URL.revokeObjectURL(url);
debugLog(`Downloaded: ${filename}`);
}
/**
* Copy current configuration JSON to clipboard
*/
private async copyToClipboard() {
if (!this.currentConfig) {
alert('Please generate a level configuration first!');
return;
}
const json = JSON.stringify(this.currentConfig, null, 2);
try {
await navigator.clipboard.writeText(json);
alert('JSON copied to clipboard!');
} catch (err) {
console.error('Failed to copy:', err);
alert('Failed to copy to clipboard. Please copy manually from the output.');
}
}
}
/**
* Custom level generator that allows overriding default values
* Simply extends LevelGenerator - all properties are now public on the base class
*/
class CustomLevelGenerator extends LevelGenerator {
// No need to duplicate anything - just use the public properties from base class
// Properties like shipPosition, startBasePosition, etc. are already defined and public in LevelGenerator
}
// Initialize the editor when this module is loaded
if (!(window as any).__levelEditorInstance) {
(window as any).__levelEditorInstance = new LevelEditor();
}
/**
* Helper to get all saved levels from localStorage
*/
export function getSavedLevels(): Map<string, LevelConfig> {
try {
const stored = localStorage.getItem(STORAGE_KEY);
if (stored) {
const levelsArray: [string, LevelConfig][] = JSON.parse(stored);
return new Map(levelsArray);
}
} catch (error) {
console.error('Failed to load saved levels:', error);
}
return new Map();
}
/**
* Helper to get a specific saved level by name
*/
export function getSavedLevel(name: string): LevelConfig | null {
const levels = getSavedLevels();
return levels.get(name) || null;
}
/**
* Generate a simple rookie level with 4 asteroids
* Asteroids at 100-200 distance with 20-100 tangential velocities
*/
function generateSimpleRookieLevel(): void {
debugLog('Creating simple rookie level with 4 asteroids...');
const levelsMap = new Map<string, LevelConfig>();
// Create base level structure
const config: LevelConfig = {
version: "1.0",
difficulty: "rookie",
timestamp: new Date().toISOString(),
metadata: {
author: 'System',
description: 'Simple rookie training mission with 4 asteroids',
type: 'default'
},
ship: {
position: [0, 1, 0],
rotation: [0, 0, 0],
linearVelocity: [0, 0, 0],
angularVelocity: [0, 0, 0]
},
startBase: {
position: [0, 0, 0],
baseGlbPath: 'base.glb'
},
sun: {
position: [0, 0, 400],
diameter: 50,
intensity: 1000000
},
planets: [],
asteroids: [],
difficultyConfig: {
rockCount: 4,
forceMultiplier: 1.0,
rockSizeMin: 3,
rockSizeMax: 5,
distanceMin: 100,
distanceMax: 200
}
};
// Generate 4 asteroids with tangential velocities
const basePosition = [0, 0, 0]; // Start base position
for (let i = 0; i < 4; i++) {
// Random distance between 100-200
const distance = 100 + Math.random() * 100;
// Random angle around the base
const angle = (Math.PI * 2 / 4) * i + (Math.random() - 0.5) * 0.5;
// Position at distance and angle
const x = basePosition[0] + distance * Math.cos(angle);
const z = basePosition[2] + distance * Math.sin(angle);
const y = basePosition[1] + (Math.random() - 0.5) * 20; // Some vertical variation
// Calculate tangent direction (perpendicular to radial)
const tangentX = -Math.sin(angle);
const tangentZ = Math.cos(angle);
// Random tangential speed between 20-100
const speed = 20 + Math.random() * 80;
const linearVelocity: Vector3Array = [
tangentX * speed,
(Math.random() - 0.5) * 10, // Small vertical velocity
tangentZ * speed
];
// Random size between min and max
const scale = 3 + Math.random() * 2;
// Random rotation
const angularVelocity: Vector3Array = [
(Math.random() - 0.5) * 2,
(Math.random() - 0.5) * 2,
(Math.random() - 0.5) * 2
];
config.asteroids.push({
id: `asteroid-${i}`,
position: [x, y, z],
scale,
linearVelocity,
angularVelocity
});
}
levelsMap.set('Rookie Training', config);
debugLog('Generated simple rookie level with 4 asteroids');
// Save to localStorage
const levelsArray = Array.from(levelsMap.entries());
localStorage.setItem(STORAGE_KEY, JSON.stringify(levelsArray));
debugLog('Simple rookie level saved to localStorage');
}
/**
* Generate default levels if localStorage is empty
* Creates either a simple rookie level or 6 themed levels based on progression flag
*/
export function generateDefaultLevels(): void {
const existing = getSavedLevels();
if (existing.size > 0) {
debugLog('Levels already exist in localStorage, skipping default generation');
return;
}
// Check progression flag from GameConfig
const GameConfig = (window as any).GameConfig;
const progressionEnabled = GameConfig?.getInstance().progressionEnabled ?? false;
if (!progressionEnabled) {
debugLog('Progression disabled - generating simple rookie level...');
generateSimpleRookieLevel();
return;
}
debugLog('No saved levels found, generating 6 default levels...');
// Define themed default levels with descriptions
const defaultLevels = [
{
name: 'Tutorial: Asteroid Field',
difficulty: 'recruit',
description: 'Learn the basics of ship control and asteroid destruction in a calm sector of space.',
estimatedTime: '3-5 minutes'
},
{
name: 'Rescue Mission',
difficulty: 'pilot',
description: 'Clear a path through moderate asteroid density to reach the stranded station.',
estimatedTime: '5-8 minutes'
},
{
name: 'Deep Space Patrol',
difficulty: 'captain',
description: 'Patrol a dangerous sector with heavy asteroid activity. Watch your fuel!',
estimatedTime: '8-12 minutes'
},
{
name: 'Enemy Territory',
difficulty: 'commander',
description: 'Navigate through hostile space with high-speed asteroids and limited resources.',
estimatedTime: '12-15 minutes'
},
{
name: 'The Gauntlet',
difficulty: 'commander',
description: 'Face maximum asteroid density in this ultimate test of piloting skill.',
estimatedTime: '15-20 minutes'
},
{
name: 'Final Challenge',
difficulty: 'commander',
description: 'The ultimate challenge - survive the most chaotic asteroid field in known space.',
estimatedTime: '20+ minutes'
}
];
const levelsMap = new Map<string, LevelConfig>();
for (const level of defaultLevels) {
const generator = new LevelGenerator(level.difficulty);
const config = generator.generate();
// Add rich metadata
config.metadata = {
author: 'System',
description: level.description,
estimatedTime: level.estimatedTime,
type: 'default',
difficulty: level.difficulty
};
levelsMap.set(level.name, config);
debugLog(`Generated default level: ${level.name} (${level.difficulty})`);
}
// Save all levels to localStorage
const levelsArray = Array.from(levelsMap.entries());
localStorage.setItem(STORAGE_KEY, JSON.stringify(levelsArray));
debugLog(`${defaultLevels.length} default levels saved to localStorage`);
}
// Export for manual initialization if needed
export { LevelEditor, CustomLevelGenerator };

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@ -1,281 +0,0 @@
import {
LevelConfig,
ShipConfig,
StartBaseConfig,
SunConfig,
PlanetConfig,
AsteroidConfig,
DifficultyConfig,
Vector3Array
} from "../config/levelConfig";
import { getRandomPlanetTexture } from "../../environment/celestial/planetTextures";
/**
* Generates procedural level configurations matching the current Level1 generation logic
*/
export class LevelGenerator {
protected _difficulty: string;
protected _difficultyConfig: DifficultyConfig;
// Configurable properties (can be overridden by subclasses or set before generate())
public shipPosition: Vector3Array = [0, 1, 0];
public sunPosition: Vector3Array = [0, 0, 400];
public sunDiameter = 50;
public sunIntensity = 1000000;
// Planet generation parameters
public planetCount = 12;
public planetMinDiameter = 100;
public planetMaxDiameter = 200;
public planetMinDistance = 1000;
public planetMaxDistance = 2000;
constructor(difficulty: string) {
this._difficulty = difficulty;
this._difficultyConfig = this.getDifficultyConfig(difficulty);
}
/**
* Set custom difficulty configuration
*/
public setDifficultyConfig(config: DifficultyConfig) {
this._difficultyConfig = config;
}
/**
* Generate a complete level configuration
*/
public generate(): LevelConfig {
const ship = this.generateShip();
const sun = this.generateSun();
const planets = this.generatePlanets();
const asteroids = this.generateAsteroids();
return {
version: "1.0",
difficulty: this._difficulty,
timestamp: new Date().toISOString(),
metadata: {
generator: "LevelGenerator",
description: `Procedurally generated ${this._difficulty} level`
},
ship,
// startBase is now optional and not generated
sun,
planets,
asteroids,
difficultyConfig: this._difficultyConfig
};
}
private generateShip(): ShipConfig {
return {
position: [...this.shipPosition],
rotation: [0, 0, 0],
linearVelocity: [0, 0, 0],
angularVelocity: [0, 0, 0]
};
}
private generateSun(): SunConfig {
return {
position: [...this.sunPosition],
diameter: this.sunDiameter,
intensity: this.sunIntensity
};
}
/**
* Generate planets in orbital pattern (matching createPlanetsOrbital logic)
*/
private generatePlanets(): PlanetConfig[] {
const planets: PlanetConfig[] = [];
for (let i = 0; i < this.planetCount; i++) {
// Random diameter between min and max
const diameter = this.planetMinDiameter +
Math.random() * (this.planetMaxDiameter - this.planetMinDiameter);
// Random distance from sun
const distance = this.planetMinDistance +
Math.random() * (this.planetMaxDistance - this.planetMinDistance);
// Random angle around Y axis (orbital plane)
const angle = Math.random() * Math.PI * 2;
// Small vertical variation (like a solar system)
const y = (Math.random() - 0.5) * 400;
const position: Vector3Array = [
this.sunPosition[0] + distance * Math.cos(angle),
this.sunPosition[1] + y,
this.sunPosition[2] + distance * Math.sin(angle)
];
planets.push({
name: `planet-${i}`,
position,
diameter,
texturePath: getRandomPlanetTexture(),
rotation: [0, 0, 0]
});
}
return planets;
}
/**
* Generate asteroids distributed evenly around the base in a spherical pattern (all 3 axes)
*/
private generateAsteroids(): AsteroidConfig[] {
const asteroids: AsteroidConfig[] = [];
const config = this._difficultyConfig;
for (let i = 0; i < config.rockCount; i++) {
// Random distance from start base
const distRange = config.distanceMax - config.distanceMin;
const dist = (Math.random() * distRange) + config.distanceMin;
// Evenly distribute asteroids on a sphere using spherical coordinates
// Azimuth angle (phi): rotation around Y axis
const phi = (i / config.rockCount) * Math.PI * 2;
// Elevation angle (theta): angle from top (0) to bottom (π)
// Using equal area distribution: acos(1 - 2*u) where u is [0,1]
const u = (i + 0.5) / config.rockCount;
const theta = Math.acos(1 - 2 * u);
// Add small random variations to prevent perfect spacing
const phiVariation = (Math.random() - 0.5) * 0.3; // ±0.15 radians
const thetaVariation = (Math.random() - 0.5) * 0.3; // ±0.15 radians
const finalPhi = phi + phiVariation;
const finalTheta = theta + thetaVariation;
// Convert spherical to Cartesian coordinates
const x = dist * Math.sin(finalTheta) * Math.cos(finalPhi);
const y = dist * Math.cos(finalTheta);
const z = dist * Math.sin(finalTheta) * Math.sin(finalPhi);
const position: Vector3Array = [x, y, z];
// Random size (uniform scale)
const sizeRange = config.rockSizeMax - config.rockSizeMin;
const scale = Math.random() * sizeRange + config.rockSizeMin;
// Calculate initial velocity based on force applied in Level1
// Velocity should be tangential to the sphere (perpendicular to radius)
const forceMagnitude = 50000000 * config.forceMultiplier;
const mass = 10000;
const velocityMagnitude = forceMagnitude / mass / 100; // Approximation
// Tangential velocity: use cross product of radius with an arbitrary vector
// to get perpendicular direction, then rotate around radius
// Simple approach: velocity perpendicular to radius in a tangent plane
const vx = -velocityMagnitude * Math.sin(finalPhi);
const vy = 0;
const vz = velocityMagnitude * Math.cos(finalPhi);
const linearVelocity: Vector3Array = [vx, vy, vz];
asteroids.push({
id: `asteroid-${i}`,
position,
scale,
linearVelocity,
angularVelocity: [0, 0, 0],
mass
});
}
return asteroids;
}
/**
* Get difficulty configuration (matching Level1.getDifficultyConfig)
*/
private getDifficultyConfig(difficulty: string): DifficultyConfig {
switch (difficulty) {
case 'recruit':
return {
rockCount: 5,
forceMultiplier: .8,
rockSizeMin: 10,
rockSizeMax: 15,
distanceMin: 220,
distanceMax: 250
};
case 'pilot':
return {
rockCount: 10,
forceMultiplier: 1,
rockSizeMin: 8,
rockSizeMax: 20,
distanceMin: 225,
distanceMax: 300
};
case 'captain':
return {
rockCount: 20,
forceMultiplier: 1.2,
rockSizeMin: 5,
rockSizeMax: 40,
distanceMin: 230,
distanceMax: 450
};
case 'commander':
return {
rockCount: 50,
forceMultiplier: 1.3,
rockSizeMin: 2,
rockSizeMax: 8,
distanceMin: 90,
distanceMax: 280
};
case 'test':
return {
rockCount: 100,
forceMultiplier: 0.3,
rockSizeMin: 8,
rockSizeMax: 15,
distanceMin: 150,
distanceMax: 200
};
default:
return {
rockCount: 5,
forceMultiplier: 1.0,
rockSizeMin: 4,
rockSizeMax: 8,
distanceMin: 170,
distanceMax: 220
};
}
}
/**
* Static helper to generate and save a level to JSON string
*/
public static generateJSON(difficulty: string): string {
const generator = new LevelGenerator(difficulty);
const config = generator.generate();
return JSON.stringify(config, null, 2);
}
/**
* Static helper to generate and trigger download of level JSON
*/
public static downloadJSON(difficulty: string, filename?: string): void {
const json = LevelGenerator.generateJSON(difficulty);
const blob = new Blob([json], { type: 'application/json' });
const url = URL.createObjectURL(blob);
const a = document.createElement('a');
a.href = url;
a.download = filename || `level-${difficulty}-${Date.now()}.json`;
document.body.appendChild(a);
a.click();
document.body.removeChild(a);
URL.revokeObjectURL(url);
}
}

View File

@ -15,7 +15,6 @@ import {LevelConfig} from "./config/levelConfig";
import {LevelDeserializer} from "./config/levelDeserializer"; import {LevelDeserializer} from "./config/levelDeserializer";
import {BackgroundStars} from "../environment/background/backgroundStars"; import {BackgroundStars} from "../environment/background/backgroundStars";
import debugLog from '../core/debug'; import debugLog from '../core/debug';
import {PhysicsRecorder} from "../replay/recording/physicsRecorder";
import {getAnalytics} from "../analytics"; import {getAnalytics} from "../analytics";
import {MissionBrief} from "../ui/hud/missionBrief"; import {MissionBrief} from "../ui/hud/missionBrief";
import {LevelRegistry} from "./storage/levelRegistry"; import {LevelRegistry} from "./storage/levelRegistry";
@ -34,7 +33,6 @@ export class Level1 implements Level {
private _audioEngine: AudioEngineV2; private _audioEngine: AudioEngineV2;
private _deserializer: LevelDeserializer; private _deserializer: LevelDeserializer;
private _backgroundStars: BackgroundStars; private _backgroundStars: BackgroundStars;
private _physicsRecorder: PhysicsRecorder | null = null;
private _isReplayMode: boolean; private _isReplayMode: boolean;
private _backgroundMusic: StaticSound; private _backgroundMusic: StaticSound;
private _missionBrief: MissionBrief; private _missionBrief: MissionBrief;
@ -252,12 +250,6 @@ export class Level1 implements Level {
// Start game timer // Start game timer
this._ship.gameStats.startTimer(); this._ship.gameStats.startTimer();
debugLog('Game timer started'); debugLog('Game timer started');
// Start physics recording
if (this._physicsRecorder) {
this._physicsRecorder.startRingBuffer();
debugLog('Physics recorder started');
}
} }
public async play() { public async play() {
@ -306,7 +298,7 @@ export class Level1 implements Level {
} else if (DefaultScene.XR) { } else if (DefaultScene.XR) {
// XR available but not entered yet, try to enter // XR available but not entered yet, try to enter
try { try {
const xr = await DefaultScene.XR.baseExperience.enterXRAsync('immersive-vr', 'local-floor'); const _xr = await DefaultScene.XR.baseExperience.enterXRAsync('immersive-vr', 'local-floor');
debugLog('Entered XR mode from play()'); debugLog('Entered XR mode from play()');
// Check for controllers // Check for controllers
DefaultScene.XR.input.controllers.forEach((controller, index) => { DefaultScene.XR.input.controllers.forEach((controller, index) => {
@ -337,9 +329,6 @@ export class Level1 implements Level {
if (this._backgroundStars) { if (this._backgroundStars) {
this._backgroundStars.dispose(); this._backgroundStars.dispose();
} }
if (this._physicsRecorder) {
this._physicsRecorder.dispose();
}
if (this._missionBrief) { if (this._missionBrief) {
this._missionBrief.dispose(); this._missionBrief.dispose();
} }
@ -488,11 +477,4 @@ export class Level1 implements Level {
return difficultyMap[difficulty.toLowerCase()] || 120; // Default to 2 minutes return difficultyMap[difficulty.toLowerCase()] || 120; // Default to 2 minutes
} }
/**
* Get the physics recorder instance
*/
public get physicsRecorder(): PhysicsRecorder {
return this._physicsRecorder;
}
} }

View File

@ -8,7 +8,7 @@ const MIGRATION_STATUS_KEY = 'space-game-migration-status';
/** /**
* Migration status information * Migration status information
*/ */
export interface MigrationStatus { interface MigrationStatus {
migrated: boolean; migrated: boolean;
migratedAt?: Date; migratedAt?: Date;
version: string; version: string;
@ -19,7 +19,7 @@ export interface MigrationStatus {
/** /**
* Result of migration operation * Result of migration operation
*/ */
export interface MigrationResult { interface MigrationResult {
success: boolean; success: boolean;
customLevelsMigrated: number; customLevelsMigrated: number;
defaultLevelsFound: number; defaultLevelsFound: number;

View File

@ -1,381 +0,0 @@
/**
* Completion record for a single play-through
*/
export interface LevelCompletion {
timestamp: Date;
completionTimeSeconds: number;
score?: number;
survived: boolean; // false if player died/quit
}
/**
* Aggregated statistics for a level
*/
export interface LevelStatistics {
levelId: string;
firstPlayed?: Date;
lastPlayed?: Date;
completions: LevelCompletion[];
totalAttempts: number; // Including incomplete attempts
totalCompletions: number; // Only successful completions
bestTimeSeconds?: number;
averageTimeSeconds?: number;
bestScore?: number;
averageScore?: number;
completionRate: number; // percentage (0-100)
difficultyRating?: number; // 1-5 stars, user-submitted
}
const STATS_STORAGE_KEY = 'space-game-level-stats';
/**
* Manages level performance statistics and ratings
*/
export class LevelStatsManager {
private static instance: LevelStatsManager | null = null;
private statsMap: Map<string, LevelStatistics> = new Map();
private constructor() {
this.loadStats();
}
public static getInstance(): LevelStatsManager {
if (!LevelStatsManager.instance) {
LevelStatsManager.instance = new LevelStatsManager();
}
return LevelStatsManager.instance;
}
/**
* Load stats from localStorage
*/
private loadStats(): void {
const stored = localStorage.getItem(STATS_STORAGE_KEY);
if (!stored) {
return;
}
try {
const statsArray: [string, LevelStatistics][] = JSON.parse(stored);
for (const [id, stats] of statsArray) {
// Parse date strings back to Date objects
if (stats.firstPlayed && typeof stats.firstPlayed === 'string') {
stats.firstPlayed = new Date(stats.firstPlayed);
}
if (stats.lastPlayed && typeof stats.lastPlayed === 'string') {
stats.lastPlayed = new Date(stats.lastPlayed);
}
// Parse completion timestamps
stats.completions = stats.completions.map(c => ({
...c,
timestamp: typeof c.timestamp === 'string' ? new Date(c.timestamp) : c.timestamp
}));
this.statsMap.set(id, stats);
}
} catch (error) {
console.error('Failed to load level stats:', error);
}
}
/**
* Save stats to localStorage
*/
private saveStats(): void {
const statsArray = Array.from(this.statsMap.entries());
localStorage.setItem(STATS_STORAGE_KEY, JSON.stringify(statsArray));
}
/**
* Get statistics for a level
*/
public getStats(levelId: string): LevelStatistics | undefined {
return this.statsMap.get(levelId);
}
/**
* Initialize stats for a level if not exists
*/
private ensureStatsExist(levelId: string): LevelStatistics {
let stats = this.statsMap.get(levelId);
if (!stats) {
stats = {
levelId,
completions: [],
totalAttempts: 0,
totalCompletions: 0,
completionRate: 0
};
this.statsMap.set(levelId, stats);
}
return stats;
}
/**
* Record that a level was started (attempt)
*/
public recordAttempt(levelId: string): void {
const stats = this.ensureStatsExist(levelId);
stats.totalAttempts++;
const now = new Date();
if (!stats.firstPlayed) {
stats.firstPlayed = now;
}
stats.lastPlayed = now;
this.recalculateStats(stats);
this.saveStats();
}
/**
* Record a level completion
*/
public recordCompletion(
levelId: string,
completionTimeSeconds: number,
score?: number,
survived: boolean = true
): void {
const stats = this.ensureStatsExist(levelId);
const completion: LevelCompletion = {
timestamp: new Date(),
completionTimeSeconds,
score,
survived
};
stats.completions.push(completion);
if (survived) {
stats.totalCompletions++;
}
const now = new Date();
if (!stats.firstPlayed) {
stats.firstPlayed = now;
}
stats.lastPlayed = now;
this.recalculateStats(stats);
this.saveStats();
}
/**
* Set difficulty rating for a level (1-5 stars)
*/
public setDifficultyRating(levelId: string, rating: number): void {
if (rating < 1 || rating > 5) {
console.warn('Rating must be between 1 and 5');
return;
}
const stats = this.ensureStatsExist(levelId);
stats.difficultyRating = rating;
this.saveStats();
}
/**
* Recalculate aggregated statistics
*/
private recalculateStats(stats: LevelStatistics): void {
const successfulCompletions = stats.completions.filter(c => c.survived);
// Completion rate
stats.completionRate = stats.totalAttempts > 0
? (stats.totalCompletions / stats.totalAttempts) * 100
: 0;
// Time statistics
if (successfulCompletions.length > 0) {
const times = successfulCompletions.map(c => c.completionTimeSeconds);
stats.bestTimeSeconds = Math.min(...times);
stats.averageTimeSeconds = times.reduce((a, b) => a + b, 0) / times.length;
} else {
stats.bestTimeSeconds = undefined;
stats.averageTimeSeconds = undefined;
}
// Score statistics
const completionsWithScore = successfulCompletions.filter(c => c.score !== undefined);
if (completionsWithScore.length > 0) {
const scores = completionsWithScore.map(c => c.score!);
stats.bestScore = Math.max(...scores);
stats.averageScore = scores.reduce((a, b) => a + b, 0) / scores.length;
} else {
stats.bestScore = undefined;
stats.averageScore = undefined;
}
}
/**
* Get all stats
*/
public getAllStats(): Map<string, LevelStatistics> {
return new Map(this.statsMap);
}
/**
* Get stats for multiple levels
*/
public getStatsForLevels(levelIds: string[]): Map<string, LevelStatistics> {
const result = new Map<string, LevelStatistics>();
for (const id of levelIds) {
const stats = this.statsMap.get(id);
if (stats) {
result.set(id, stats);
}
}
return result;
}
/**
* Get top N fastest completions for a level
*/
public getTopCompletions(levelId: string, limit: number = 10): LevelCompletion[] {
const stats = this.statsMap.get(levelId);
if (!stats) {
return [];
}
return stats.completions
.filter(c => c.survived)
.sort((a, b) => a.completionTimeSeconds - b.completionTimeSeconds)
.slice(0, limit);
}
/**
* Get recent completions for a level
*/
public getRecentCompletions(levelId: string, limit: number = 10): LevelCompletion[] {
const stats = this.statsMap.get(levelId);
if (!stats) {
return [];
}
return [...stats.completions]
.sort((a, b) => b.timestamp.getTime() - a.timestamp.getTime())
.slice(0, limit);
}
/**
* Delete stats for a level
*/
public deleteStats(levelId: string): boolean {
const deleted = this.statsMap.delete(levelId);
if (deleted) {
this.saveStats();
}
return deleted;
}
/**
* Clear all stats (for testing/reset)
*/
public clearAll(): void {
this.statsMap.clear();
localStorage.removeItem(STATS_STORAGE_KEY);
}
/**
* Export stats as JSON
*/
public exportStats(): string {
const statsArray = Array.from(this.statsMap.entries());
return JSON.stringify(statsArray, null, 2);
}
/**
* Import stats from JSON
*/
public importStats(jsonString: string): number {
try {
const statsArray: [string, LevelStatistics][] = JSON.parse(jsonString);
let importCount = 0;
for (const [id, stats] of statsArray) {
// Parse dates
if (stats.firstPlayed && typeof stats.firstPlayed === 'string') {
stats.firstPlayed = new Date(stats.firstPlayed);
}
if (stats.lastPlayed && typeof stats.lastPlayed === 'string') {
stats.lastPlayed = new Date(stats.lastPlayed);
}
stats.completions = stats.completions.map(c => ({
...c,
timestamp: typeof c.timestamp === 'string' ? new Date(c.timestamp) : c.timestamp
}));
this.statsMap.set(id, stats);
importCount++;
}
this.saveStats();
return importCount;
} catch (error) {
console.error('Failed to import stats:', error);
throw new Error('Invalid stats JSON format');
}
}
/**
* Get summary statistics across all levels
*/
public getGlobalSummary(): {
totalLevelsPlayed: number;
totalAttempts: number;
totalCompletions: number;
averageCompletionRate: number;
totalPlayTimeSeconds: number;
} {
let totalLevelsPlayed = 0;
let totalAttempts = 0;
let totalCompletions = 0;
let totalPlayTimeSeconds = 0;
let totalCompletionRates = 0;
for (const stats of this.statsMap.values()) {
if (stats.totalAttempts > 0) {
totalLevelsPlayed++;
totalAttempts += stats.totalAttempts;
totalCompletions += stats.totalCompletions;
totalCompletionRates += stats.completionRate;
// Sum all completion times
for (const completion of stats.completions) {
if (completion.survived) {
totalPlayTimeSeconds += completion.completionTimeSeconds;
}
}
}
}
return {
totalLevelsPlayed,
totalAttempts,
totalCompletions,
averageCompletionRate: totalLevelsPlayed > 0 ? totalCompletionRates / totalLevelsPlayed : 0,
totalPlayTimeSeconds
};
}
/**
* Format time in MM:SS format
*/
public static formatTime(seconds: number): string {
const mins = Math.floor(seconds / 60);
const secs = Math.floor(seconds % 60);
return `${mins}:${secs.toString().padStart(2, '0')}`;
}
/**
* Format completion rate as percentage
*/
public static formatCompletionRate(rate: number): string {
return `${rate.toFixed(1)}%`;
}
}

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@ -1,241 +0,0 @@
import {LevelConfig} from "../config/levelConfig";
/**
* Sync status for a level
*/
export enum SyncStatus {
NotSynced = 'not_synced',
Syncing = 'syncing',
Synced = 'synced',
Conflict = 'conflict',
Error = 'error'
}
/**
* Metadata for synced levels
*/
export interface SyncMetadata {
lastSyncedAt?: Date;
syncStatus: SyncStatus;
cloudVersion?: string;
localVersion?: string;
syncError?: string;
}
/**
* Interface for level storage providers (localStorage, cloud, etc.)
*/
export interface ILevelStorageProvider {
/**
* Get a level by ID
*/
getLevel(levelId: string): Promise<LevelConfig | null>;
/**
* Save a level
*/
saveLevel(levelId: string, config: LevelConfig): Promise<void>;
/**
* Delete a level
*/
deleteLevel(levelId: string): Promise<boolean>;
/**
* List all level IDs
*/
listLevels(): Promise<string[]>;
/**
* Check if provider is available/connected
*/
isAvailable(): Promise<boolean>;
/**
* Get sync metadata for a level (if supported)
*/
getSyncMetadata?(levelId: string): Promise<SyncMetadata | null>;
}
/**
* LocalStorage implementation of level storage provider
*/
export class LocalStorageProvider implements ILevelStorageProvider {
private storageKey: string;
constructor(storageKey: string = 'space-game-custom-levels') {
this.storageKey = storageKey;
}
async getLevel(levelId: string): Promise<LevelConfig | null> {
const stored = localStorage.getItem(this.storageKey);
if (!stored) {
return null;
}
try {
const levelsArray: [string, LevelConfig][] = JSON.parse(stored);
const found = levelsArray.find(([id]) => id === levelId);
return found ? found[1] : null;
} catch (error) {
console.error('Failed to get level from localStorage:', error);
return null;
}
}
async saveLevel(levelId: string, config: LevelConfig): Promise<void> {
const stored = localStorage.getItem(this.storageKey);
let levelsArray: [string, LevelConfig][] = [];
if (stored) {
try {
levelsArray = JSON.parse(stored);
} catch (error) {
console.error('Failed to parse localStorage data:', error);
}
}
// Update or add level
const existingIndex = levelsArray.findIndex(([id]) => id === levelId);
if (existingIndex >= 0) {
levelsArray[existingIndex] = [levelId, config];
} else {
levelsArray.push([levelId, config]);
}
localStorage.setItem(this.storageKey, JSON.stringify(levelsArray));
}
async deleteLevel(levelId: string): Promise<boolean> {
const stored = localStorage.getItem(this.storageKey);
if (!stored) {
return false;
}
try {
const levelsArray: [string, LevelConfig][] = JSON.parse(stored);
const newArray = levelsArray.filter(([id]) => id !== levelId);
if (newArray.length === levelsArray.length) {
return false; // Level not found
}
localStorage.setItem(this.storageKey, JSON.stringify(newArray));
return true;
} catch (error) {
console.error('Failed to delete level from localStorage:', error);
return false;
}
}
async listLevels(): Promise<string[]> {
const stored = localStorage.getItem(this.storageKey);
if (!stored) {
return [];
}
try {
const levelsArray: [string, LevelConfig][] = JSON.parse(stored);
return levelsArray.map(([id]) => id);
} catch (error) {
console.error('Failed to list levels from localStorage:', error);
return [];
}
}
async isAvailable(): Promise<boolean> {
try {
const testKey = '_storage_test_';
localStorage.setItem(testKey, 'test');
localStorage.removeItem(testKey);
return true;
} catch {
return false;
}
}
}
/**
* Cloud storage provider (stub for future implementation)
*
* Future implementation could use:
* - Firebase Firestore
* - AWS S3 + DynamoDB
* - Custom backend API
* - IPFS for decentralized storage
*/
export class CloudStorageProvider implements ILevelStorageProvider {
private apiEndpoint: string;
private authToken?: string;
constructor(apiEndpoint: string, authToken?: string) {
this.apiEndpoint = apiEndpoint;
this.authToken = authToken;
}
async getLevel(_levelId: string): Promise<LevelConfig | null> {
// TODO: Implement cloud fetch
throw new Error('Cloud storage not yet implemented');
}
async saveLevel(_levelId: string, _config: LevelConfig): Promise<void> {
// TODO: Implement cloud save
throw new Error('Cloud storage not yet implemented');
}
async deleteLevel(_levelId: string): Promise<boolean> {
// TODO: Implement cloud delete
throw new Error('Cloud storage not yet implemented');
}
async listLevels(): Promise<string[]> {
// TODO: Implement cloud list
throw new Error('Cloud storage not yet implemented');
}
async isAvailable(): Promise<boolean> {
// TODO: Implement cloud connectivity check
return false;
}
async getSyncMetadata(_levelId: string): Promise<SyncMetadata | null> {
// TODO: Implement sync metadata fetch
throw new Error('Cloud storage not yet implemented');
}
/**
* Authenticate with cloud service
*/
async authenticate(token: string): Promise<boolean> {
this.authToken = token;
// TODO: Implement authentication
return false;
}
/**
* Sync local level to cloud
*/
async syncToCloud(_levelId: string, _config: LevelConfig): Promise<SyncMetadata> {
// TODO: Implement sync to cloud
throw new Error('Cloud storage not yet implemented');
}
/**
* Sync cloud level to local
*/
async syncFromCloud(_levelId: string): Promise<LevelConfig> {
// TODO: Implement sync from cloud
throw new Error('Cloud storage not yet implemented');
}
/**
* Resolve sync conflicts
*/
async resolveConflict(
_levelId: string,
_strategy: 'use_local' | 'use_cloud' | 'merge'
): Promise<LevelConfig> {
// TODO: Implement conflict resolution
throw new Error('Cloud storage not yet implemented');
}
}

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@ -1,232 +0,0 @@
import { DefaultScene } from "../core/defaultScene";
import {
Color3,
DirectionalLight,
MeshBuilder,
Observable,
StandardMaterial,
Vector3
} from "@babylonjs/core";
import type { AudioEngineV2 } from "@babylonjs/core";
import Level from "./level";
import debugLog from '../core/debug';
/**
* Minimal test level with just a box and a light for debugging
*/
export class TestLevel implements Level {
private _onReadyObservable: Observable<Level> = new Observable<Level>();
private _initialized: boolean = false;
private _audioEngine: AudioEngineV2;
private _boxCreationInterval: number | null = null;
private _totalBoxesCreated: number = 0;
private _boxesPerIteration: number = 1;
constructor(audioEngine: AudioEngineV2) {
this._audioEngine = audioEngine;
debugLog('[TestLevel] Constructor called');
// Don't call initialize here - let Main call it after registering the observable
}
getReadyObservable(): Observable<Level> {
return this._onReadyObservable;
}
public async play() {
debugLog('[TestLevel] play() called - entering XR');
debugLog('[TestLevel] XR available:', !!DefaultScene.XR);
debugLog('[TestLevel] XR baseExperience:', !!DefaultScene.XR?.baseExperience);
try {
// Enter XR mode
const xr = await DefaultScene.XR.baseExperience.enterXRAsync('immersive-vr', 'local-floor');
debugLog('[TestLevel] XR mode entered successfully');
debugLog('[TestLevel] XR session:', xr);
debugLog('[TestLevel] Camera position:', DefaultScene.XR.baseExperience.camera.position.toString());
this.startBoxCreation();
} catch (error) {
console.error('[TestLevel] ERROR entering XR:', error);
}
}
public dispose() {
debugLog('[TestLevel] dispose() called');
// Stop box creation timer
if (this._boxCreationInterval) {
clearInterval(this._boxCreationInterval);
this._boxCreationInterval = null;
debugLog('[TestLevel] Box creation timer stopped');
}
}
/**
* Create a box at the specified position with the specified color
*/
private createBox(position: Vector3, color: Color3, name?: string): void {
const box = MeshBuilder.CreateBox(
name || `box_${this._totalBoxesCreated}`,
{ size: 0.5 },
DefaultScene.MainScene
);
box.position = position;
const material = new StandardMaterial(`material_${this._totalBoxesCreated}`, DefaultScene.MainScene);
material.diffuseColor = color;
material.specularColor = new Color3(0.5, 0.5, 0.5);
box.material = material;
this._totalBoxesCreated++;
}
/**
* Start the box creation timer that doubles the number of boxes each iteration
*/
private startBoxCreation(): void {
debugLog('[TestLevel] Starting box creation timer...');
const createBatch = () => {
const boxesToCreate = Math.min(
this._boxesPerIteration,
1000 - this._totalBoxesCreated
);
debugLog(`[TestLevel] Creating ${boxesToCreate} boxes (total will be: ${this._totalBoxesCreated + boxesToCreate}/1000)`);
for (let i = 0; i < boxesToCreate; i++) {
// Random position in a 20x20x20 cube around origin
const position = new Vector3(
Math.random() * 20 - 10,
Math.random() * 20,
Math.random() * 20 - 10
);
// Random color
const color = new Color3(
Math.random(),
Math.random(),
Math.random()
);
this.createBox(position, color);
}
debugLog(`[TestLevel] Created ${boxesToCreate} boxes. Total: ${this._totalBoxesCreated}/1000`);
// Log performance metrics
const fps = DefaultScene.MainScene.getEngine().getFps();
// Directly compute triangle count from all meshes
const totalIndices = DefaultScene.MainScene.meshes.reduce((sum, mesh) => {
if (mesh.isEnabled() && mesh.isVisible) {
return sum + mesh.getTotalIndices();
}
return sum;
}, 0);
const triangleCount = Math.floor(totalIndices / 3);
debugLog(`[TestLevel] Performance Metrics:`, {
fps: fps.toFixed(2),
triangleCount: triangleCount,
totalIndices: totalIndices,
totalMeshes: DefaultScene.MainScene.meshes.length,
activeMeshes: DefaultScene.MainScene.meshes.filter(m => m.isEnabled() && m.isVisible).length,
totalBoxes: this._totalBoxesCreated
});
// Check if we've reached 1000 boxes
if (this._totalBoxesCreated >= 1000) {
debugLog('[TestLevel] Reached 1000 boxes, stopping timer');
if (this._boxCreationInterval) {
clearInterval(this._boxCreationInterval);
this._boxCreationInterval = null;
}
return;
}
// Double the number for next iteration
this._boxesPerIteration *= 2;
};
// Create first batch immediately
createBatch();
// Set up interval for subsequent batches
this._boxCreationInterval = setInterval(createBatch, 5000);
}
public async initialize() {
debugLog('[TestLevel] initialize() called');
debugLog('[TestLevel] Scene info:', {
meshCount: DefaultScene.MainScene.meshes.length,
lightCount: DefaultScene.MainScene.lights.length
});
if (this._initialized) {
debugLog('[TestLevel] Already initialized, skipping');
return;
}
// Create a simple directional light
const light = new DirectionalLight(
"testLight",
new Vector3(-1, -2, 1),
DefaultScene.MainScene
);
light.intensity = 1.0;
debugLog('[TestLevel] Created directional light:', {
name: light.name,
direction: light.direction.toString(),
intensity: light.intensity
});
// Create a simple colored box
const box = MeshBuilder.CreateBox(
"testBox",
{ size: 2 },
DefaultScene.MainScene
);
box.position = new Vector3(0, 1, 5); // In front of camera
// Create a simple material
const material = new StandardMaterial("testMaterial", DefaultScene.MainScene);
material.diffuseColor = new Color3(1, 0, 0); // Red
material.specularColor = new Color3(0.5, 0.5, 0.5);
box.material = material;
debugLog('[TestLevel] Created test box:', {
name: box.name,
position: box.position.toString(),
size: 2,
color: 'red'
});
// Create a ground plane for reference
const ground = MeshBuilder.CreateGround(
"testGround",
{ width: 10, height: 10 },
DefaultScene.MainScene
);
ground.position.y = 0;
const groundMaterial = new StandardMaterial("groundMaterial", DefaultScene.MainScene);
groundMaterial.diffuseColor = new Color3(0.3, 0.3, 0.3); // Grey
ground.material = groundMaterial;
debugLog('[TestLevel] Created ground plane:', {
name: ground.name,
dimensions: '10x10',
position: ground.position.toString()
});
debugLog('[TestLevel] Final scene state:', {
totalMeshes: DefaultScene.MainScene.meshes.length,
totalLights: DefaultScene.MainScene.lights.length,
meshNames: DefaultScene.MainScene.meshes.map(m => m.name)
});
this._initialized = true;
debugLog('[TestLevel] Initialization complete - scene ready for XR');
// Notify that initialization is complete
this._onReadyObservable.notifyObservers(this);
}
}

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@ -1,888 +1,91 @@
import { import { AudioEngineV2, Engine } from "@babylonjs/core";
AudioEngineV2,
Color3,
CreateAudioEngineAsync,
Engine,
FreeCamera,
HavokPlugin,
ParticleHelper,
Scene,
Vector3,
WebGPUEngine,
WebXRDefaultExperience,
WebXRFeaturesManager
} from "@babylonjs/core";
import '@babylonjs/loaders'; import '@babylonjs/loaders';
import HavokPhysics from "@babylonjs/havok";
import {DefaultScene} from "./core/defaultScene"; import { DefaultScene } from "./core/defaultScene";
import {Level1} from "./levels/level1";
import {TestLevel} from "./levels/testLevel";
import Demo from "./game/demo";
import Level from "./levels/level"; import Level from "./levels/level";
import setLoadingMessage from "./utils/setLoadingMessage";
import {RockFactory} from "./environment/asteroids/rockFactory";
import {ControllerDebug} from "./utils/controllerDebug";
import {LevelConfig} from "./levels/config/levelConfig";
import {LegacyMigration} from "./levels/migration/legacyMigration";
import {LevelRegistry} from "./levels/storage/levelRegistry";
import debugLog from './core/debug'; import debugLog from './core/debug';
import {ReplaySelectionScreen} from "./replay/ReplaySelectionScreen";
import {ReplayManager} from "./replay/ReplayManager";
import {AuthService} from "./services/authService";
import {updateUserProfile} from "./ui/screens/loginScreen";
import {Preloader} from "./ui/screens/preloader";
import {DiscordWidget} from "./ui/widgets/discordWidget";
// Svelte App import { initializeAnalytics } from './analytics/initAnalytics';
import { mount } from 'svelte'; import { createLevelSelectedHandler, LevelSelectedContext } from './core/handlers/levelSelectedHandler';
import App from './components/layouts/App.svelte'; import { initializeApp, setupErrorHandler } from './core/appInitializer';
import { cleanupAndExit, CleanupContext } from './core/cleanup';
import { initializeXR } from './core/xrSetup';
import { setupScene } from './core/sceneSetup';
import { BrowserAgent } from '@newrelic/browser-agent/loaders/browser-agent' // Initialize analytics and error handler
import { AnalyticsService } from './analytics/analyticsService'; initializeAnalytics();
import { NewRelicAdapter } from './analytics/adapters/newRelicAdapter'; setupErrorHandler();
import { InputControlManager } from './ship/input/inputControlManager';
// Populate using values from NerdGraph const canvas = document.querySelector('#gameCanvas') as HTMLCanvasElement;
const options = {
init: {distributed_tracing:{enabled:true},performance:{capture_measures:true},browser_consent_mode:{enabled:false},privacy:{cookies_enabled:true},ajax:{deny_list:["bam.nr-data.net"]}},
loader_config: {accountID:"7354964",trustKey:"7354964",agentID:"601599788",licenseKey:"NRJS-5673c7fa13b17021446",applicationID:"601599788"},
info: {beacon:"bam.nr-data.net",errorBeacon:"bam.nr-data.net",licenseKey:"NRJS-5673c7fa13b17021446",applicationID:"601599788",sa:1}
}
const nrba = new BrowserAgent(options)
// Initialize analytics service with New Relic adapter export class Main implements LevelSelectedContext, CleanupContext {
const analytics = AnalyticsService.initialize({ private _currentLevel: Level | null = null;
enabled: true, private _engine: Engine;
includeSessionMetadata: true,
debug: true // Set to true for development debugging
});
// Configure New Relic adapter with batching
const newRelicAdapter = new NewRelicAdapter(nrba, {
batchSize: 10, // Flush after 10 events
flushInterval: 30000, // Flush every 30 seconds
debug: true // Set to true to see batching in action
});
analytics.addAdapter(newRelicAdapter);
// Track initial session start
analytics.track('session_start', {
platform: navigator.xr ? 'vr' : (/mobile|android|iphone|ipad/i.test(navigator.userAgent) ? 'mobile' : 'desktop'),
userAgent: navigator.userAgent,
screenWidth: window.screen.width,
screenHeight: window.screen.height
});
// Remaining code
// Set to true to run minimal controller debug test
const DEBUG_CONTROLLERS = false;
const webGpu = false;
const canvas = (document.querySelector('#gameCanvas') as HTMLCanvasElement);
enum GameState {
PLAY,
DEMO
}
export class Main {
private _currentLevel: Level;
private _gameState: GameState = GameState.DEMO;
private _engine: Engine | WebGPUEngine;
private _audioEngine: AudioEngineV2; private _audioEngine: AudioEngineV2;
private _replayManager: ReplayManager | null = null;
private _initialized: boolean = false; private _initialized: boolean = false;
private _assetsLoaded: boolean = false; private _assetsLoaded: boolean = false;
private _started: boolean = false;
private _progressCallback: ((percent: number, message: string) => void) | null = null; private _progressCallback: ((percent: number, message: string) => void) | null = null;
constructor(progressCallback?: (percent: number, message: string) => void) { constructor(progressCallback?: (percent: number, message: string) => void) {
this._progressCallback = progressCallback || null; this._progressCallback = progressCallback || null;
// Listen for level selection event window.addEventListener('levelSelected', createLevelSelectedHandler(this) as EventListener);
window.addEventListener('levelSelected', async (e: CustomEvent) => {
this._started = true;
const {levelName, config} = e.detail as {levelName: string, config: LevelConfig};
debugLog(`[Main] Starting level: ${levelName}`);
// Hide all UI elements
const mainDiv = document.querySelector('#mainDiv');
const levelSelect = document.querySelector('#levelSelect') as HTMLElement;
const appHeader = document.querySelector('#appHeader') as HTMLElement;
if (levelSelect) {
levelSelect.style.display = 'none';
}
if (appHeader) {
appHeader.style.display = 'none';
}
// Hide Discord widget during gameplay
const discord = (window as any).__discordWidget as DiscordWidget;
if (discord) {
debugLog('[Main] Hiding Discord widget for gameplay');
discord.hide();
}
// Show preloader for initialization
const preloader = new Preloader();
this._progressCallback = (percent, message) => {
preloader.updateProgress(percent, message);
};
try {
// Initialize engine if this is first time
if (!this._initialized) {
debugLog('[Main] First level selected - initializing engine');
preloader.updateProgress(0, 'Initializing game engine...');
await this.initializeEngine();
}
// Load assets if this is the first level being played
if (!this._assetsLoaded) {
preloader.updateProgress(40, 'Loading 3D models and textures...');
debugLog('[Main] Loading assets for first time');
// Load visual assets (meshes, particles)
ParticleHelper.BaseAssetsUrl = window.location.href;
await RockFactory.init();
this._assetsLoaded = true;
debugLog('[Main] Assets loaded successfully');
preloader.updateProgress(60, 'Assets loaded');
}
preloader.updateProgress(70, 'Preparing VR session...');
// Initialize WebXR for this level
await this.initialize();
// If XR is available, enter XR immediately (while we have user activation)
let xrSession = null;
if (DefaultScene.XR) {
try {
preloader.updateProgress(75, 'Entering VR...');
// FIX: Don't stop render loop - it may prevent XR observables from firing properly
// The brief camera orientation flash is acceptable for now
// this._engine.stopRenderLoop();
// debugLog('Render loop stopped before entering XR');
xrSession = await DefaultScene.XR.baseExperience.enterXRAsync('immersive-vr', 'local-floor');
debugLog('XR session started successfully (render loop paused until camera is ready)');
} catch (error) {
debugLog('Failed to enter XR, will fall back to flat mode:', error);
DefaultScene.XR = null; // Disable XR for this session
// Resume render loop for flat mode
this._engine.runRenderLoop(() => {
DefaultScene.MainScene.render();
});
}
}
// Unlock audio engine on user interaction
if (this._audioEngine) {
await this._audioEngine.unlockAsync();
}
// Now load audio assets (after unlock)
preloader.updateProgress(80, 'Loading audio...');
await RockFactory.initAudio(this._audioEngine);
// Attach audio listener to camera for spatial audio
const camera = DefaultScene.XR?.baseExperience?.camera || DefaultScene.MainScene.activeCamera;
if (camera && this._audioEngine.listener) {
this._audioEngine.listener.attach(camera);
debugLog('[Main] Audio listener attached to camera for spatial audio');
} else {
debugLog('[Main] WARNING: Could not attach audio listener - camera or listener not available');
}
preloader.updateProgress(90, 'Creating level...');
// Create and initialize level from config
this._currentLevel = new Level1(config, this._audioEngine, false, levelName);
// Wait for level to be ready
this._currentLevel.getReadyObservable().add(async () => {
preloader.updateProgress(95, 'Starting game...');
// Get ship and set up replay observable
const level1 = this._currentLevel as Level1;
const ship = (level1 as any)._ship;
// Listen for replay requests from the ship
if (ship) {
// Note: Level info for progression/results is now set in Level1.initialize()
ship.onReplayRequestObservable.add(() => {
debugLog('Replay requested - reloading page');
window.location.reload();
});
}
// If we entered XR before level creation, manually setup camera parenting
// (This is needed because onInitialXRPoseSetObservable won't fire if we're already in XR)
console.log('[Main] ========== CHECKING XR STATE ==========');
console.log('[Main] DefaultScene.XR exists:', !!DefaultScene.XR);
console.log('[Main] xrSession exists:', !!xrSession);
if (DefaultScene.XR) {
console.log('[Main] XR base experience state:', DefaultScene.XR.baseExperience.state);
}
if (DefaultScene.XR && xrSession && DefaultScene.XR.baseExperience.state === 2) { // WebXRState.IN_XR = 2
debugLog('[Main] XR already active - using consolidated setupXRCamera()');
// Use consolidated XR camera setup from Level1
level1.setupXRCamera();
// Show mission brief (since onInitialXRPoseSetObservable won't fire when already in XR)
await level1.showMissionBrief();
debugLog('[Main] XR setup and mission brief complete');
} else {
console.log('[Main] XR not active yet - will use onInitialXRPoseSetObservable instead');
// Resume render loop for non-XR path (flat mode or XR entry via observable)
this._engine.runRenderLoop(() => {
DefaultScene.MainScene.render();
});
}
// Hide preloader
preloader.updateProgress(100, 'Ready!');
setTimeout(() => {
preloader.hide();
}, 500);
// Hide UI (no longer remove from DOM - let Svelte routing handle it)
console.log('[Main] ========== HIDING UI FOR GAMEPLAY ==========');
console.log('[Main] mainDiv exists:', !!mainDiv);
console.log('[Main] Timestamp:', Date.now());
// Note: With route-based loading, the app will be hidden by PlayLevel component
// This code path is only used when dispatching levelSelected event (legacy support)
// Start the game (XR session already active, or flat mode)
console.log('[Main] About to call this.play()');
await this.play();
console.log('[Main] this.play() completed');
});
// Now initialize the level (after observable is registered)
await this._currentLevel.initialize();
} catch (error) {
console.error('[Main] Level initialization failed:', error);
preloader.updateProgress(0, 'Failed to load level. Please refresh and try again.');
}
});
// Listen for test level button click
window.addEventListener('DOMContentLoaded', () => { window.addEventListener('DOMContentLoaded', () => {
const levelSelect = document.querySelector('#levelSelect'); const levelSelect = document.querySelector('#levelSelect');
levelSelect.classList.add('ready'); if (levelSelect) levelSelect.classList.add('ready');
debugLog('[Main] DOMContentLoaded fired, looking for test button...');
const testLevelBtn = document.querySelector('#testLevelBtn');
debugLog('[Main] Test button found:', !!testLevelBtn);
if (testLevelBtn) {
testLevelBtn.addEventListener('click', async () => {
debugLog('[Main] ========== TEST LEVEL BUTTON CLICKED ==========');
// Hide all UI elements
const mainDiv = document.querySelector('#mainDiv');
const levelSelect = document.querySelector('#levelSelect') as HTMLElement;
const appHeader = document.querySelector('#appHeader') as HTMLElement;
debugLog('[Main] mainDiv exists:', !!mainDiv);
debugLog('[Main] levelSelect exists:', !!levelSelect);
if (levelSelect) {
levelSelect.style.display = 'none';
debugLog('[Main] levelSelect hidden');
}
if (appHeader) {
appHeader.style.display = 'none';
}
setLoadingMessage("Initializing Test Scene...");
// Unlock audio engine on user interaction
if (this._audioEngine) {
debugLog('[Main] Unlocking audio engine...');
await this._audioEngine.unlockAsync();
debugLog('[Main] Audio engine unlocked');
}
// Now load audio assets (after unlock)
setLoadingMessage("Loading audio assets...");
await RockFactory.initAudio(this._audioEngine);
// Attach audio listener to camera for spatial audio
const camera = DefaultScene.XR?.baseExperience?.camera || DefaultScene.MainScene.activeCamera;
if (camera && this._audioEngine.listener) {
this._audioEngine.listener.attach(camera);
debugLog('[Main] Audio listener attached to camera for spatial audio (test level)');
} else {
debugLog('[Main] WARNING: Could not attach audio listener - camera or listener not available (test level)');
}
// Create test level
debugLog('[Main] Creating TestLevel...');
this._currentLevel = new TestLevel(this._audioEngine);
debugLog('[Main] TestLevel created:', !!this._currentLevel);
// Wait for level to be ready
debugLog('[Main] Registering ready observable...');
this._currentLevel.getReadyObservable().add(async () => {
debugLog('[Main] ========== TEST LEVEL READY OBSERVABLE FIRED ==========');
setLoadingMessage("Test Scene Ready! Entering VR...");
// Hide UI for gameplay (no longer remove from DOM)
// Test level doesn't use routing, so we need to hide the app element
const appElement = document.getElementById('app');
if (appElement) {
appElement.style.display = 'none';
debugLog('[Main] App UI hidden for test level');
}
debugLog('[Main] About to call this.play()...');
await this.play();
});
debugLog('[Main] Ready observable registered');
// Now initialize the level (after observable is registered)
debugLog('[Main] Calling TestLevel.initialize()...');
await this._currentLevel.initialize();
debugLog('[Main] TestLevel.initialize() completed');
});
debugLog('[Main] Click listener added to test button');
} else {
console.warn('[Main] Test level button not found in DOM');
}
// View Replays button handler
const viewReplaysBtn = document.querySelector('#viewReplaysBtn');
debugLog('[Main] View Replays button found:', !!viewReplaysBtn);
if (viewReplaysBtn) {
viewReplaysBtn.addEventListener('click', async () => {
debugLog('[Main] ========== VIEW REPLAYS BUTTON CLICKED ==========');
// Initialize engine and physics if not already done
if (!this._started) {
this._started = true;
await this.initialize();
}
// Hide main menu
const levelSelect = document.querySelector('#levelSelect') as HTMLElement;
const appHeader = document.querySelector('#appHeader') as HTMLElement;
if (levelSelect) {
levelSelect.style.display = 'none';
}
if (appHeader) {
appHeader.style.display = 'none';
}
// Show replay selection screen
const selectionScreen = new ReplaySelectionScreen(
async (recordingId: string) => {
// Play callback - start replay
debugLog(`[Main] Starting replay for recording: ${recordingId}`);
selectionScreen.dispose();
// Create replay manager if not exists
if (!this._replayManager) {
this._replayManager = new ReplayManager(
this._engine as Engine,
() => {
// On exit callback - return to main menu
debugLog('[Main] Exiting replay, returning to menu');
if (levelSelect) {
levelSelect.style.display = 'block';
}
const appHeader = document.querySelector('#appHeader') as HTMLElement;
if (appHeader) {
appHeader.style.display = 'block';
}
}
);
}
// Start replay
if (this._replayManager) {
await this._replayManager.startReplay(recordingId);
}
},
() => {
// Cancel callback - return to main menu
debugLog('[Main] Replay selection cancelled');
selectionScreen.dispose();
if (levelSelect) {
levelSelect.style.display = 'block';
}
const appHeader = document.querySelector('#appHeader') as HTMLElement;
if (appHeader) {
appHeader.style.display = 'block';
}
}
);
await selectionScreen.initialize();
});
debugLog('[Main] Click listener added to view replays button');
} else {
console.warn('[Main] View Replays button not found in DOM');
}
});
}
private _started = false;
/**
* Public method to initialize the game engine
* Call this to preload all assets before showing the level selector
*/
public async initializeEngine(): Promise<void> {
if (this._initialized) {
debugLog('[Main] Engine already initialized, skipping');
return;
}
debugLog('[Main] Starting engine initialization');
// Progress: 0-30% - Scene setup
this.reportProgress(0, 'Initializing 3D engine...');
await this.setupScene();
this.reportProgress(30, '3D engine ready');
// Progress: 30-100% - WebXR, physics, assets
await this.initialize();
this._initialized = true;
this.reportProgress(100, 'All systems ready!');
debugLog('[Main] Engine initialization complete');
}
/**
* Report loading progress to callback
*/
private reportProgress(percent: number, message: string): void {
if (this._progressCallback) {
this._progressCallback(percent, message);
}
}
/**
* Check if engine is initialized
*/
public isInitialized(): boolean {
return this._initialized;
}
/**
* Get the audio engine (for external use)
*/
public getAudioEngine(): AudioEngineV2 {
return this._audioEngine;
}
/**
* Cleanup and exit XR gracefully, returning to main menu
*/
public async cleanupAndExit(): Promise<void> {
debugLog('[Main] cleanupAndExit() called - starting graceful shutdown');
try {
// 1. Stop render loop first (before disposing anything)
debugLog('[Main] Stopping render loop...');
this._engine.stopRenderLoop();
// 2. Dispose current level and all its resources (includes ship, weapons, etc.)
if (this._currentLevel) {
debugLog('[Main] Disposing level...');
this._currentLevel.dispose();
this._currentLevel = null;
}
// 2.5. Reset RockFactory static state (asteroid mesh, explosion manager, etc.)
RockFactory.reset();
// 3. Exit XR session if active (after disposing level to avoid state issues)
if (DefaultScene.XR && DefaultScene.XR.baseExperience.state === 2) { // WebXRState.IN_XR = 2
debugLog('[Main] Exiting XR session...');
try {
await DefaultScene.XR.baseExperience.exitXRAsync();
debugLog('[Main] XR session exited successfully');
} catch (error) {
debugLog('[Main] Error exiting XR session:', error);
}
}
// 4. Clear remaining scene objects (anything not disposed by level)
if (DefaultScene.MainScene) {
debugLog('[Main] Disposing remaining scene meshes and materials...');
// Clone arrays to avoid modification during iteration
const meshes = DefaultScene.MainScene.meshes.slice();
const materials = DefaultScene.MainScene.materials.slice();
meshes.forEach(mesh => {
if (!mesh.isDisposed()) {
try {
mesh.dispose();
} catch (error) {
debugLog('[Main] Error disposing mesh:', error);
}
}
});
materials.forEach(material => {
try {
material.dispose();
} catch (error) {
debugLog('[Main] Error disposing material:', error);
}
}); });
} }
// 5. Disable physics engine (properly disposes AND clears scene reference) // LevelSelectedContext interface
if (DefaultScene.MainScene && DefaultScene.MainScene.isPhysicsEnabled()) { isStarted(): boolean { return this._started; }
debugLog('[Main] Disabling physics engine...'); setStarted(value: boolean): void { this._started = value; }
DefaultScene.MainScene.disablePhysicsEngine(); isInitialized(): boolean { return this._initialized; }
areAssetsLoaded(): boolean { return this._assetsLoaded; }
setAssetsLoaded(value: boolean): void { this._assetsLoaded = value; }
getAudioEngine(): AudioEngineV2 { return this._audioEngine; }
getEngine(): Engine { return this._engine; }
setCurrentLevel(level: Level): void { this._currentLevel = level; }
setProgressCallback(cb: (percent: number, message: string) => void): void {
this._progressCallback = cb;
} }
// 6. Clear XR reference (will be recreated on next game start) // CleanupContext interface
DefaultScene.XR = null; getCurrentLevel(): Level | null { return this._currentLevel; }
resetState(): void {
// 7. Reset initialization flags so game can be restarted
this._initialized = false; this._initialized = false;
this._assetsLoaded = false; this._assetsLoaded = false;
this._started = false; this._started = false;
// 8. Clear the canvas so it doesn't show the last frame
debugLog('[Main] Clearing canvas...');
const canvas = document.getElementById('gameCanvas') as HTMLCanvasElement;
if (canvas) {
const gl = canvas.getContext('webgl2') || canvas.getContext('webgl');
if (gl) {
gl.clearColor(0, 0, 0, 1);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
}
} }
// 9. Keep render loop stopped until next game starts public async initializeEngine(): Promise<void> {
// No need to render an empty scene - saves resources if (this._initialized) return;
debugLog('[Main] Render loop stopped - will restart when game starts'); debugLog('[Main] Starting engine initialization');
this.reportProgress(0, 'Initializing 3D engine...');
// 10. Show Discord widget (UI will be shown by Svelte router) const result = await setupScene(canvas, this);
const discord = (window as any).__discordWidget as DiscordWidget; this._engine = result.engine;
if (discord) { this._audioEngine = result.audioEngine;
debugLog('[Main] Showing Discord widget'); this.reportProgress(30, '3D engine ready');
discord.show(); await initializeXR(this);
this._initialized = true;
this.reportProgress(100, 'All systems ready!');
} }
debugLog('[Main] Cleanup complete - ready for new game'); public reportProgress(percent: number, message: string): void {
if (this._progressCallback) this._progressCallback(percent, message);
} catch (error) {
console.error('[Main] Error during cleanup:', error);
// If cleanup fails, fall back to page reload
debugLog('[Main] Cleanup failed, falling back to page reload');
window.location.reload();
}
} }
public async play() { public async cleanupAndExit(): Promise<void> {
debugLog('[Main] play() called'); await cleanupAndExit(this, canvas);
debugLog('[Main] Current level exists:', !!this._currentLevel);
this._gameState = GameState.PLAY;
if (this._currentLevel) {
debugLog('[Main] Calling level.play()...');
await this._currentLevel.play();
debugLog('[Main] level.play() completed');
} else {
console.error('[Main] ERROR: No current level to play!');
}
}
public demo() {
this._gameState = GameState.DEMO;
}
private async initialize() {
// Try to initialize WebXR if available (30-40%)
this.reportProgress(35, 'Checking VR support...');
if (navigator.xr) {
try {
DefaultScene.XR = await WebXRDefaultExperience.CreateAsync(DefaultScene.MainScene, {
// Don't disable pointer selection - we need it for status screen buttons
// Will detach it during gameplay and attach when status screen is shown
disableTeleportation: true,
disableNearInteraction: true,
disableHandTracking: true,
disableDefaultUI: true
});
debugLog(WebXRFeaturesManager.GetAvailableFeatures());
debugLog("WebXR initialized successfully");
// FIX: Pointer selection feature must be registered AFTER XR session starts
// The feature is not available during initialize() - it only becomes enabled
// when the XR session is active. Moving registration to onStateChangedObservable.
if (DefaultScene.XR) {
// Handle XR state changes - register pointer feature when entering VR
DefaultScene.XR.baseExperience.onStateChangedObservable.add((state) => {
if (state === 2) { // WebXRState.IN_XR
debugLog('[Main] Entering VR - registering pointer selection feature');
// Register pointer selection feature NOW that XR session is active
const pointerFeature = DefaultScene.XR!.baseExperience.featuresManager.getEnabledFeature(
"xr-controller-pointer-selection"
);
if (pointerFeature) {
// Store for backward compatibility (can be removed later if not needed)
(DefaultScene.XR as any).pointerSelectionFeature = pointerFeature;
// Register with InputControlManager
const inputManager = InputControlManager.getInstance();
inputManager.registerPointerFeature(pointerFeature);
debugLog("Pointer selection feature registered with InputControlManager");
} else {
debugLog('[Main] WARNING: Pointer selection feature not available');
} }
// Hide Discord widget when entering VR public async play(): Promise<void> {
const discord = (window as any).__discordWidget as DiscordWidget; if (this._currentLevel) await this._currentLevel.play();
if (discord) {
debugLog('[Main] Hiding Discord widget');
discord.hide();
}
} else if (state === 0) { // WebXRState.NOT_IN_XR
debugLog('[Main] Exiting VR - showing Discord widget');
const discord = (window as any).__discordWidget as DiscordWidget;
if (discord) {
discord.show();
}
}
});
}
this.reportProgress(40, 'VR support enabled');
} catch (error) {
debugLog("WebXR initialization failed, falling back to flat mode:", error);
DefaultScene.XR = null;
this.reportProgress(40, 'Desktop mode (VR not available)');
}
} else {
debugLog("WebXR not available, using flat camera mode");
DefaultScene.XR = null;
this.reportProgress(40, 'Desktop mode');
} }
DefaultScene.MainScene.onAfterRenderObservable.add(() => { public async initializeXR(): Promise<void> {
// Reserved for photo domes if needed await initializeXR(this);
});
} }
private async setupScene() {
// 0-10%: Engine initialization
this.reportProgress(5, 'Creating rendering engine...');
if (webGpu) {
this._engine = new WebGPUEngine(canvas);
debugLog("Webgpu enabled");
await (this._engine as WebGPUEngine).initAsync();
} else {
debugLog("Standard WebGL enabled");
this._engine = new Engine(canvas, true);
}
this._engine.setHardwareScalingLevel(1 / window.devicePixelRatio);
window.onresize = () => {
this._engine.resize();
}
this.reportProgress(10, 'Creating scenes...');
DefaultScene.DemoScene = new Scene(this._engine);
DefaultScene.MainScene = new Scene(this._engine);
DefaultScene.MainScene.ambientColor = new Color3(.2,.2,.2);
DefaultScene.MainScene.clearColor = new Color3(0, 0, 0).toColor4();
// 10-20%: Physics
this.reportProgress(15, 'Loading physics engine...');
await this.setupPhysics();
this.reportProgress(20, 'Physics engine ready');
// 20-30%: Audio
this.reportProgress(22, 'Initializing spatial audio...');
this._audioEngine = await CreateAudioEngineAsync({
volume: 1.0,
listenerAutoUpdate: true,
listenerEnabled: true,
resumeOnInteraction: true
});
debugLog('Audio engine created with spatial audio enabled');
this.reportProgress(30, 'Audio engine ready');
// Assets (meshes, textures) will be loaded when user selects a level
// This makes initial load faster
// Start render loop
this._engine.runRenderLoop(() => {
DefaultScene.MainScene.render();
});
}
private async setupPhysics() {
//DefaultScene.MainScene.useRightHandedSystem = true;
const havok = await HavokPhysics();
const havokPlugin = new HavokPlugin(true, havok);
//DefaultScene.MainScene.ambientColor = new Color3(.1, .1, .1);
//const light = new HemisphericLight("mainlight", new Vector3(-1, -1, 0), DefaultScene.MainScene);
//light.diffuse = new Color3(.4, .4, .3);
//light.groundColor = new Color3(.2, .2, .1);
//light.intensity = .5;
//light.specular = new Color3(0,0,0);
DefaultScene.MainScene.enablePhysics(new Vector3(0, 0, 0), havokPlugin);
DefaultScene.MainScene.getPhysicsEngine().setTimeStep(1/60);
DefaultScene.MainScene.getPhysicsEngine().setSubTimeStep(5);
DefaultScene.MainScene.collisionsEnabled = true;
}
}
// Initialize registry and mount Svelte app
async function initializeApp() {
console.log('[Main] ========================================');
console.log('[Main] initializeApp() STARTED at', new Date().toISOString());
console.log('[Main] ========================================');
// Check for legacy data migration
const needsMigration = LegacyMigration.needsMigration();
console.log('[Main] Needs migration check:', needsMigration);
if (needsMigration) {
debugLog('[Main] Legacy data detected - showing migration modal');
return new Promise<void>((resolve) => {
LegacyMigration.showMigrationModal(async (result) => {
debugLog('[Main] Migration completed:', result);
// Initialize the new registry system
try {
console.log('[Main] About to call LevelRegistry.getInstance().initialize() [AFTER MIGRATION]');
await LevelRegistry.getInstance().initialize();
console.log('[Main] LevelRegistry.initialize() completed successfully [AFTER MIGRATION]');
debugLog('[Main] LevelRegistry initialized after migration');
// Mount Svelte app
console.log('[Main] Mounting Svelte app [AFTER MIGRATION]');
const appElement = document.getElementById('app');
if (appElement) {
mount(App, {
target: appElement
});
console.log('[Main] Svelte app mounted successfully [AFTER MIGRATION]');
// Create Main instance lazily only if it doesn't exist
if (!DEBUG_CONTROLLERS && !(window as any).__mainInstance) {
debugLog('[Main] Creating Main instance (not initialized) [AFTER MIGRATION]');
const main = new Main();
(window as any).__mainInstance = main;
// Initialize demo mode without engine (just for UI purposes)
const demo = new Demo(main);
}
} else {
console.error('[Main] Failed to mount Svelte app - #app element not found [AFTER MIGRATION]');
}
resolve();
} catch (error) {
console.error('[Main] Failed to initialize LevelRegistry after migration:', error);
resolve();
}
});
});
} else {
console.log('[Main] No migration needed - proceeding to initialize registry');
// Initialize the new registry system
try {
console.log('[Main] About to call LevelRegistry.getInstance().initialize()');
console.log('[Main] Timestamp before initialize:', Date.now());
await LevelRegistry.getInstance().initialize();
console.log('[Main] Timestamp after initialize:', Date.now());
console.log('[Main] LevelRegistry.initialize() completed successfully');
debugLog('[Main] LevelRegistry initialized');
// Expose registry to window for debugging (dev mode)
const isDev = window.location.hostname === 'localhost' ||
window.location.hostname.includes('dev.') ||
window.location.port !== '';
if (isDev) {
(window as any).__levelRegistry = LevelRegistry.getInstance();
console.log('[Main] LevelRegistry exposed to window.__levelRegistry for debugging');
console.log('[Main] To clear caches: window.__levelRegistry.reset(); location.reload()');
}
} catch (error) {
console.error('[Main] !!!!! EXCEPTION in LevelRegistry initialization !!!!!');
console.error('[Main] Failed to initialize LevelRegistry:', error);
console.error('[Main] Error stack:', error?.stack);
}
}
// Mount Svelte app
console.log('[Main] Mounting Svelte app');
const appElement = document.getElementById('app');
if (appElement) {
mount(App, {
target: appElement
});
console.log('[Main] Svelte app mounted successfully');
// Create Main instance lazily only if it doesn't exist
if (!DEBUG_CONTROLLERS && !(window as any).__mainInstance) {
debugLog('[Main] Creating Main instance (not initialized)');
const main = new Main();
(window as any).__mainInstance = main;
// Initialize demo mode without engine (just for UI purposes)
const demo = new Demo(main);
}
} else {
console.error('[Main] Failed to mount Svelte app - #app element not found');
}
console.log('[Main] initializeApp() FINISHED at', new Date().toISOString());
} }
// Start the app // Start the app
console.log('[Main] ========================================'); initializeApp(Main);
console.log('[Main] main.ts MODULE LOADED at', new Date().toISOString());
console.log('[Main] About to call initializeApp()');
console.log('[Main] ========================================');
initializeApp();
// Suppress non-critical BabylonJS shader loading errors during development
// Note: After Vite config fix to pre-bundle shaders, these errors should no longer occur
// Keeping this handler for backwards compatibility with older cached builds
window.addEventListener('unhandledrejection', (event) => {
const error = event.reason;
if (error && error.message) {
// Only suppress specific shader-related errors, not asset loading errors
if (error.message.includes('rgbdDecode.fragment') ||
error.message.includes('procedural.vertex') ||
(error.message.includes('Failed to fetch dynamically imported module') &&
(error.message.includes('rgbdDecode') || error.message.includes('procedural')))) {
debugLog('[Main] Suppressed shader loading error (should be fixed by Vite pre-bundling):', error.message);
event.preventDefault(); // Prevent error from appearing in console
}
}
});
// DO NOT start router here - it will be started after registry initialization below
if (DEBUG_CONTROLLERS) {
debugLog('🔍 DEBUG MODE: Running minimal controller test');
// Hide the UI elements
const mainDiv = document.querySelector('#mainDiv');
if (mainDiv) {
(mainDiv as HTMLElement).style.display = 'none';
}
new ControllerDebug();
}

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@ -1,187 +0,0 @@
import {
AbstractMesh,
ArcRotateCamera,
Scene,
Vector3
} from "@babylonjs/core";
import debugLog from "../core/debug";
/**
* Camera modes for replay viewing
*/
export enum CameraMode {
FREE = "free",
FOLLOW_SHIP = "follow_ship"
}
/**
* Manages camera for replay viewing with free and follow modes
*/
export class ReplayCamera {
private _camera: ArcRotateCamera;
private _scene: Scene;
private _mode: CameraMode = CameraMode.FREE;
private _followTarget: AbstractMesh | null = null;
constructor(scene: Scene) {
this._scene = scene;
// Create orbiting camera
this._camera = new ArcRotateCamera(
"replayCamera",
Math.PI / 2, // alpha (horizontal rotation)
Math.PI / 3, // beta (vertical rotation)
50, // radius (distance from target)
Vector3.Zero(),
scene
);
// Attach controls for user interaction
const canvas = scene.getEngine().getRenderingCanvas();
if (canvas) {
this._camera.attachControl(canvas, true);
}
// Set camera limits
this._camera.lowerRadiusLimit = 10;
this._camera.upperRadiusLimit = 500;
this._camera.lowerBetaLimit = 0.1;
this._camera.upperBetaLimit = Math.PI / 2;
// Set clipping planes for visibility
this._camera.minZ = 0.1; // Very close near plane
this._camera.maxZ = 5000; // Far plane for distant objects
// Mouse wheel zoom speed
this._camera.wheelPrecision = 20;
// Panning speed
this._camera.panningSensibility = 50;
scene.activeCamera = this._camera;
debugLog("ReplayCamera: Created with clipping planes minZ=0.1, maxZ=5000");
}
/**
* Get the camera instance
*/
public getCamera(): ArcRotateCamera {
return this._camera;
}
/**
* Set camera mode
*/
public setMode(mode: CameraMode): void {
this._mode = mode;
debugLog(`ReplayCamera: Mode set to ${mode}`);
}
/**
* Get current mode
*/
public getMode(): CameraMode {
return this._mode;
}
/**
* Toggle between free and follow modes
*/
public toggleMode(): void {
if (this._mode === CameraMode.FREE) {
this.setMode(CameraMode.FOLLOW_SHIP);
} else {
this.setMode(CameraMode.FREE);
}
}
/**
* Set target to follow (usually the ship)
*/
public setFollowTarget(mesh: AbstractMesh | null): void {
this._followTarget = mesh;
if (mesh) {
this._camera.setTarget(mesh.position);
debugLog("ReplayCamera: Follow target set");
}
}
/**
* Calculate optimal viewpoint to frame all objects
*/
public frameAllObjects(objects: AbstractMesh[]): void {
if (objects.length === 0) {
return;
}
// Calculate bounding box of all objects
let minX = Infinity, minY = Infinity, minZ = Infinity;
let maxX = -Infinity, maxY = -Infinity, maxZ = -Infinity;
objects.forEach(obj => {
const pos = obj.position;
debugLog(`ReplayCamera: Framing object ${obj.name} at position ${pos.toString()}`);
minX = Math.min(minX, pos.x);
minY = Math.min(minY, pos.y);
minZ = Math.min(minZ, pos.z);
maxX = Math.max(maxX, pos.x);
maxY = Math.max(maxY, pos.y);
maxZ = Math.max(maxZ, pos.z);
});
// Calculate center
const center = new Vector3(
(minX + maxX) / 2,
(minY + maxY) / 2,
(minZ + maxZ) / 2
);
// Calculate size
const size = Math.max(
maxX - minX,
maxY - minY,
maxZ - minZ
);
// Position camera to frame everything
this._camera.setTarget(center);
this._camera.radius = Math.max(50, size * 1.5); // At least 50 units away
debugLog(`ReplayCamera: Framed ${objects.length} objects (radius: ${this._camera.radius.toFixed(1)})`);
}
/**
* Update camera (call every frame)
*/
public update(): void {
if (this._mode === CameraMode.FOLLOW_SHIP && this._followTarget) {
// Smooth camera following with lerp
Vector3.LerpToRef(
this._camera.target,
this._followTarget.position,
0.1, // Smoothing factor (0 = no follow, 1 = instant)
this._camera.target
);
}
}
/**
* Reset camera to default position
*/
public reset(): void {
this._camera.alpha = Math.PI / 2;
this._camera.beta = Math.PI / 3;
this._camera.radius = 50;
this._camera.setTarget(Vector3.Zero());
debugLog("ReplayCamera: Reset to default");
}
/**
* Dispose of camera
*/
public dispose(): void {
this._camera.dispose();
debugLog("ReplayCamera: Disposed");
}
}

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@ -1,390 +0,0 @@
import {
AdvancedDynamicTexture,
Button,
Control,
Rectangle,
Slider,
StackPanel,
TextBlock
} from "@babylonjs/gui";
import { ReplayPlayer } from "./ReplayPlayer";
import { CameraMode, ReplayCamera } from "./ReplayCamera";
import debugLog from "../core/debug";
/**
* UI controls for replay playback
* Bottom control bar with play/pause, speed, scrubbing, etc.
*/
export class ReplayControls {
private _texture: AdvancedDynamicTexture;
private _player: ReplayPlayer;
private _camera: ReplayCamera;
// UI Elements
private _controlBar: Rectangle;
private _playPauseButton: Button;
private _progressSlider: Slider;
private _timeText: TextBlock;
private _speedText: TextBlock;
private _cameraButton: Button;
private _onExitCallback: () => void;
constructor(player: ReplayPlayer, camera: ReplayCamera, onExit: () => void) {
this._player = player;
this._camera = camera;
this._onExitCallback = onExit;
}
/**
* Initialize UI elements
*/
public initialize(): void {
this._texture = AdvancedDynamicTexture.CreateFullscreenUI("replayControls");
// Create control bar at bottom
this.createControlBar();
// Create buttons and controls
this.createPlayPauseButton();
this.createStepButtons();
this.createSpeedButtons();
this.createProgressSlider();
this.createTimeDisplay();
this.createCameraButton();
this.createExitButton();
debugLog("ReplayControls: UI initialized");
}
/**
* Create bottom control bar container
*/
private createControlBar(): void {
this._controlBar = new Rectangle("controlBar");
this._controlBar.width = "100%";
this._controlBar.height = "140px";
this._controlBar.verticalAlignment = Control.VERTICAL_ALIGNMENT_BOTTOM;
this._controlBar.background = "rgba(26, 26, 46, 0.95)";
this._controlBar.thickness = 0;
this._texture.addControl(this._controlBar);
// Inner container for spacing
const innerPanel = new StackPanel("innerPanel");
innerPanel.isVertical = true;
innerPanel.paddingTop = "10px";
innerPanel.paddingBottom = "10px";
innerPanel.paddingLeft = "20px";
innerPanel.paddingRight = "20px";
this._controlBar.addControl(innerPanel);
}
/**
* Create play/pause button
*/
private createPlayPauseButton(): void {
this._playPauseButton = Button.CreateSimpleButton("playPause", "▶ Play");
this._playPauseButton.width = "120px";
this._playPauseButton.height = "50px";
this._playPauseButton.color = "white";
this._playPauseButton.background = "#00ff88";
this._playPauseButton.cornerRadius = 10;
this._playPauseButton.thickness = 0;
this._playPauseButton.fontSize = "20px";
this._playPauseButton.fontWeight = "bold";
this._playPauseButton.left = "20px";
this._playPauseButton.top = "20px";
this._playPauseButton.horizontalAlignment = Control.HORIZONTAL_ALIGNMENT_LEFT;
this._playPauseButton.verticalAlignment = Control.VERTICAL_ALIGNMENT_TOP;
this._playPauseButton.onPointerClickObservable.add(() => {
this._player.togglePlayPause();
});
// Update button text based on play state
this._player.onPlayStateChanged.add((isPlaying) => {
this._playPauseButton.textBlock!.text = isPlaying ? "⏸ Pause" : "▶ Play";
});
this._controlBar.addControl(this._playPauseButton);
}
/**
* Create frame step buttons
*/
private createStepButtons(): void {
// Step backward button
const stepBackBtn = Button.CreateSimpleButton("stepBack", "◀◀");
stepBackBtn.width = "60px";
stepBackBtn.height = "50px";
stepBackBtn.color = "white";
stepBackBtn.background = "#555";
stepBackBtn.cornerRadius = 10;
stepBackBtn.thickness = 0;
stepBackBtn.fontSize = "18px";
stepBackBtn.left = "150px";
stepBackBtn.top = "20px";
stepBackBtn.horizontalAlignment = Control.HORIZONTAL_ALIGNMENT_LEFT;
stepBackBtn.verticalAlignment = Control.VERTICAL_ALIGNMENT_TOP;
stepBackBtn.onPointerClickObservable.add(() => {
this._player.stepBackward();
});
this._controlBar.addControl(stepBackBtn);
// Step forward button
const stepFwdBtn = Button.CreateSimpleButton("stepFwd", "▶▶");
stepFwdBtn.width = "60px";
stepFwdBtn.height = "50px";
stepFwdBtn.color = "white";
stepFwdBtn.background = "#555";
stepFwdBtn.cornerRadius = 10;
stepFwdBtn.thickness = 0;
stepFwdBtn.fontSize = "18px";
stepFwdBtn.left = "220px";
stepFwdBtn.top = "20px";
stepFwdBtn.horizontalAlignment = Control.HORIZONTAL_ALIGNMENT_LEFT;
stepFwdBtn.verticalAlignment = Control.VERTICAL_ALIGNMENT_TOP;
stepFwdBtn.onPointerClickObservable.add(() => {
this._player.stepForward();
});
this._controlBar.addControl(stepFwdBtn);
}
/**
* Create speed control buttons
*/
private createSpeedButtons(): void {
// Speed label
this._speedText = new TextBlock("speedLabel", "Speed: 1.0x");
this._speedText.width = "120px";
this._speedText.height = "30px";
this._speedText.color = "white";
this._speedText.fontSize = "16px";
this._speedText.textHorizontalAlignment = Control.HORIZONTAL_ALIGNMENT_CENTER;
this._speedText.left = "-320px";
this._speedText.top = "10px";
this._speedText.horizontalAlignment = Control.HORIZONTAL_ALIGNMENT_RIGHT;
this._speedText.verticalAlignment = Control.VERTICAL_ALIGNMENT_TOP;
this._controlBar.addControl(this._speedText);
// 0.5x button
const speed05Btn = Button.CreateSimpleButton("speed05", "0.5x");
speed05Btn.width = "60px";
speed05Btn.height = "40px";
speed05Btn.color = "white";
speed05Btn.background = "#444";
speed05Btn.cornerRadius = 5;
speed05Btn.thickness = 0;
speed05Btn.fontSize = "14px";
speed05Btn.left = "-250px";
speed05Btn.top = "20px";
speed05Btn.horizontalAlignment = Control.HORIZONTAL_ALIGNMENT_RIGHT;
speed05Btn.verticalAlignment = Control.VERTICAL_ALIGNMENT_TOP;
speed05Btn.onPointerClickObservable.add(() => {
this._player.setPlaybackSpeed(0.5);
this._speedText.text = "Speed: 0.5x";
});
this._controlBar.addControl(speed05Btn);
// 1x button
const speed1Btn = Button.CreateSimpleButton("speed1", "1.0x");
speed1Btn.width = "60px";
speed1Btn.height = "40px";
speed1Btn.color = "white";
speed1Btn.background = "#444";
speed1Btn.cornerRadius = 5;
speed1Btn.thickness = 0;
speed1Btn.fontSize = "14px";
speed1Btn.left = "-180px";
speed1Btn.top = "20px";
speed1Btn.horizontalAlignment = Control.HORIZONTAL_ALIGNMENT_RIGHT;
speed1Btn.verticalAlignment = Control.VERTICAL_ALIGNMENT_TOP;
speed1Btn.onPointerClickObservable.add(() => {
this._player.setPlaybackSpeed(1.0);
this._speedText.text = "Speed: 1.0x";
});
this._controlBar.addControl(speed1Btn);
// 2x button
const speed2Btn = Button.CreateSimpleButton("speed2", "2.0x");
speed2Btn.width = "60px";
speed2Btn.height = "40px";
speed2Btn.color = "white";
speed2Btn.background = "#444";
speed2Btn.cornerRadius = 5;
speed2Btn.thickness = 0;
speed2Btn.fontSize = "14px";
speed2Btn.left = "-110px";
speed2Btn.top = "20px";
speed2Btn.horizontalAlignment = Control.HORIZONTAL_ALIGNMENT_RIGHT;
speed2Btn.verticalAlignment = Control.VERTICAL_ALIGNMENT_TOP;
speed2Btn.onPointerClickObservable.add(() => {
this._player.setPlaybackSpeed(2.0);
this._speedText.text = "Speed: 2.0x";
});
this._controlBar.addControl(speed2Btn);
}
/**
* Create progress slider for scrubbing
*/
private createProgressSlider(): void {
this._progressSlider = new Slider("progress");
this._progressSlider.minimum = 0;
this._progressSlider.maximum = this._player.getTotalFrames() - 1;
this._progressSlider.value = 0;
this._progressSlider.width = "60%";
this._progressSlider.height = "30px";
this._progressSlider.color = "#00ff88";
this._progressSlider.background = "#333";
this._progressSlider.borderColor = "#555";
this._progressSlider.thumbColor = "#00ff88";
this._progressSlider.thumbWidth = "20px";
this._progressSlider.top = "80px";
this._progressSlider.horizontalAlignment = Control.HORIZONTAL_ALIGNMENT_CENTER;
this._progressSlider.verticalAlignment = Control.VERTICAL_ALIGNMENT_TOP;
let isDragging = false;
this._progressSlider.onPointerDownObservable.add(() => {
isDragging = true;
this._player.pause(); // Pause while scrubbing
});
this._progressSlider.onPointerUpObservable.add(() => {
isDragging = false;
});
this._progressSlider.onValueChangedObservable.add((value) => {
if (isDragging) {
this._player.scrubTo(Math.floor(value));
}
});
this._controlBar.addControl(this._progressSlider);
}
/**
* Create time display
*/
private createTimeDisplay(): void {
this._timeText = new TextBlock("time", "00:00 / 00:00");
this._timeText.width = "150px";
this._timeText.height = "30px";
this._timeText.color = "white";
this._timeText.fontSize = "18px";
this._timeText.textHorizontalAlignment = Control.HORIZONTAL_ALIGNMENT_CENTER;
this._timeText.top = "80px";
this._timeText.left = "-20px";
this._timeText.horizontalAlignment = Control.HORIZONTAL_ALIGNMENT_RIGHT;
this._timeText.verticalAlignment = Control.VERTICAL_ALIGNMENT_TOP;
this._controlBar.addControl(this._timeText);
}
/**
* Create camera mode toggle button
*/
private createCameraButton(): void {
this._cameraButton = Button.CreateSimpleButton("cameraMode", "📷 Free Camera");
this._cameraButton.width = "180px";
this._cameraButton.height = "40px";
this._cameraButton.color = "white";
this._cameraButton.background = "#3a3a4e";
this._cameraButton.cornerRadius = 5;
this._cameraButton.thickness = 0;
this._cameraButton.fontSize = "16px";
this._cameraButton.top = "20px";
this._cameraButton.left = "-20px";
this._cameraButton.verticalAlignment = Control.VERTICAL_ALIGNMENT_TOP;
this._cameraButton.horizontalAlignment = Control.HORIZONTAL_ALIGNMENT_RIGHT;
this._cameraButton.onPointerClickObservable.add(() => {
this._camera.toggleMode();
const mode = this._camera.getMode();
this._cameraButton.textBlock!.text = mode === CameraMode.FREE ? "📷 Free Camera" : "🎯 Following Ship";
});
this._texture.addControl(this._cameraButton);
}
/**
* Create exit button
*/
private createExitButton(): void {
const exitBtn = Button.CreateSimpleButton("exit", "✕ Exit Replay");
exitBtn.width = "150px";
exitBtn.height = "40px";
exitBtn.color = "white";
exitBtn.background = "#cc3333";
exitBtn.cornerRadius = 5;
exitBtn.thickness = 0;
exitBtn.fontSize = "16px";
exitBtn.fontWeight = "bold";
exitBtn.top = "20px";
exitBtn.left = "20px";
exitBtn.verticalAlignment = Control.VERTICAL_ALIGNMENT_TOP;
exitBtn.horizontalAlignment = Control.HORIZONTAL_ALIGNMENT_LEFT;
exitBtn.onPointerClickObservable.add(() => {
this._onExitCallback();
});
this._texture.addControl(exitBtn);
}
/**
* Update UI (call every frame)
*/
public update(): void {
// Update progress slider (only if not being dragged by user)
const currentFrame = this._player.getCurrentFrame();
if (Math.abs(this._progressSlider.value - currentFrame) > 1) {
this._progressSlider.value = currentFrame;
}
// Update time display
const currentTime = this._player.getCurrentTime();
const totalTime = this._player.getTotalDuration();
this._timeText.text = `${this.formatTime(currentTime)} / ${this.formatTime(totalTime)}`;
}
/**
* Format time in MM:SS
*/
private formatTime(seconds: number): string {
const mins = Math.floor(seconds / 60);
const secs = Math.floor(seconds % 60);
return `${mins.toString().padStart(2, '0')}:${secs.toString().padStart(2, '0')}`;
}
/**
* Dispose of UI
*/
public dispose(): void {
this._texture.dispose();
debugLog("ReplayControls: Disposed");
}
}

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import {
Engine,
HavokPlugin,
PhysicsMotionType,
PhysicsViewer,
Scene,
Vector3
} from "@babylonjs/core";
import "@babylonjs/inspector";
import HavokPhysics from "@babylonjs/havok";
import { PhysicsStorage } from "./recording/physicsStorage";
import { ReplayPlayer } from "./ReplayPlayer";
import { CameraMode, ReplayCamera } from "./ReplayCamera";
import { ReplayControls } from "./ReplayControls";
import debugLog from "../core/debug";
import { DefaultScene } from "../core/defaultScene";
import { Level1 } from "../levels/level1";
/**
* Manages the replay scene, loading recordings, and coordinating replay components
*/
export class ReplayManager {
private _engine: Engine;
private _originalScene: Scene;
private _replayScene: Scene | null = null;
private _replayHavokPlugin: HavokPlugin | null = null;
private _physicsViewer: PhysicsViewer | null = null;
// Replay components
private _level: Level1 | null = null;
private _player: ReplayPlayer | null = null;
private _camera: ReplayCamera | null = null;
private _controls: ReplayControls | null = null;
private _onExitCallback: () => void;
private _keyboardHandler: ((ev: KeyboardEvent) => void) | null = null;
constructor(engine: Engine, onExit: () => void) {
this._engine = engine;
this._originalScene = DefaultScene.MainScene;
this._onExitCallback = onExit;
}
/**
* Start replay for a specific recording
*/
public async startReplay(recordingId: string): Promise<void> {
debugLog(`ReplayManager: Starting replay for ${recordingId}`);
// Stop any existing render loop immediately
this._engine.stopRenderLoop();
try {
// 1. Load recording from IndexedDB
const storage = new PhysicsStorage();
await storage.initialize();
const recording = await storage.loadRecording(recordingId);
storage.close();
if (!recording || !recording.metadata.levelConfig) {
debugLog("ReplayManager: Recording not found or missing LevelConfig");
return;
}
debugLog(`ReplayManager: Loaded recording with ${recording.snapshots.length} frames`);
// 2. Create replay scene
await this.createReplayScene();
// 3. Use Level1 to populate the scene (reuse game logic!)
debugLog('ReplayManager: Initializing Level1 in replay mode');
this._level = new Level1(recording.metadata.levelConfig, null, true); // isReplayMode = true
await this._level.initialize();
debugLog('ReplayManager: Level1 initialized successfully');
// 4. Convert all physics bodies to ANIMATED (replay-controlled)
let physicsCount = 0;
for (const mesh of this._replayScene!.meshes) {
if (mesh.physicsBody) {
mesh.physicsBody.setMotionType(PhysicsMotionType.ANIMATED);
// Disable collisions for replay objects
const shape = mesh.physicsBody.shape;
if (shape) {
shape.filterMembershipMask = 0;
shape.filterCollideMask = 0;
}
physicsCount++;
}
}
debugLog(`ReplayManager: Set ${physicsCount} objects to ANIMATED motion type`);
// 5. Create player for physics playback
this._player = new ReplayPlayer(this._replayScene!, recording);
await this._player.initialize();
// Enable physics debug for all replay objects
if (this._physicsViewer) {
const replayObjects = this._player.getReplayObjects();
debugLog(`ReplayManager: Enabling physics debug for ${replayObjects.size} objects`);
replayObjects.forEach((mesh) => {
if (mesh.physicsBody) {
this._physicsViewer!.showBody(mesh.physicsBody);
}
});
}
// 6. Setup camera
this._camera = new ReplayCamera(this._replayScene!);
// Frame all objects initially in FREE mode
const objects = Array.from(this._player.getReplayObjects().values());
debugLog(`ReplayManager: Framing ${objects.length} objects for camera`);
if (objects.length > 0) {
this._camera.frameAllObjects(objects);
this._camera.setMode(CameraMode.FREE);
debugLog(`ReplayManager: Camera set to FREE mode`);
} else {
debugLog(`ReplayManager: WARNING - No objects to frame!`);
// Set default camera position if no objects
this._camera.getCamera().position.set(0, 50, -100);
this._camera.getCamera().setTarget(Vector3.Zero());
}
// Set ship as follow target for later toggling
const ship = this._player.getShipMesh();
if (ship) {
this._camera.setFollowTarget(ship);
debugLog(`ReplayManager: Ship set as follow target`);
}
// 6. Create controls UI
this._controls = new ReplayControls(this._player, this._camera, () => {
this.exitReplay();
});
this._controls.initialize();
// 7. Setup keyboard handler for inspector
this._keyboardHandler = (ev: KeyboardEvent) => {
// Toggle inspector with 'i' key
if (ev.key === 'i' || ev.key === 'I') {
if (this._replayScene) {
if (this._replayScene.debugLayer.isVisible()) {
this._replayScene.debugLayer.hide();
debugLog("ReplayManager: Inspector hidden");
} else {
this._replayScene.debugLayer.show();
debugLog("ReplayManager: Inspector shown");
}
}
}
};
window.addEventListener('keydown', this._keyboardHandler);
debugLog("ReplayManager: Keyboard handler registered (press 'i' for inspector)");
// 8. Start render loop
debugLog(`ReplayManager: Starting render loop for replay scene`);
debugLog(`ReplayManager: Replay scene has ${this._replayScene!.meshes.length} meshes, camera: ${this._replayScene!.activeCamera?.name}`);
this._engine.runRenderLoop(() => {
if (this._replayScene && this._replayScene.activeCamera) {
this._replayScene.render();
// Update camera and controls
if (this._camera) {
this._camera.update();
}
if (this._controls) {
this._controls.update();
}
}
});
// 9. Auto-start playback
this._player.play();
debugLog("ReplayManager: Replay started successfully");
} catch (error) {
debugLog("ReplayManager: Error starting replay", error);
await this.exitReplay();
}
}
/**
* Create a new scene for replay
*/
private async createReplayScene(): Promise<void> {
// Dispose old replay scene if exists
if (this._replayScene) {
await this.disposeReplayScene();
}
// Create new scene
this._replayScene = new Scene(this._engine);
// Create new Havok physics instance for this scene
debugLog("ReplayManager: Creating Havok physics instance for replay scene");
const havok = await HavokPhysics();
this._replayHavokPlugin = new HavokPlugin(true, havok);
// Enable physics
this._replayScene.enablePhysics(Vector3.Zero(), this._replayHavokPlugin);
// Enable physics debug rendering
this._physicsViewer = new PhysicsViewer(this._replayScene);
debugLog("ReplayManager: Physics debug viewer created");
// Update DefaultScene singleton (Level1.initialize will use this scene)
DefaultScene.MainScene = this._replayScene;
debugLog("ReplayManager: Replay scene created");
}
/**
* Exit replay and return to original scene
*/
public async exitReplay(): Promise<void> {
debugLog("ReplayManager: Exiting replay");
// Remove keyboard handler
if (this._keyboardHandler) {
window.removeEventListener('keydown', this._keyboardHandler);
this._keyboardHandler = null;
debugLog("ReplayManager: Keyboard handler removed");
}
// Stop render loop
this._engine.stopRenderLoop();
// Dispose replay components
await this.disposeReplayScene();
// Restore original scene
DefaultScene.MainScene = this._originalScene;
// Restore original render loop
this._engine.runRenderLoop(() => {
this._originalScene.render();
});
// Call exit callback
this._onExitCallback();
debugLog("ReplayManager: Exited replay");
}
/**
* Dispose of replay scene and all components
*/
private async disposeReplayScene(): Promise<void> {
if (!this._replayScene) {
return;
}
debugLog("ReplayManager: Disposing replay scene");
// 1. Dispose UI
if (this._controls) {
this._controls.dispose();
this._controls = null;
}
// 2. Dispose player (stops playback, removes observables)
if (this._player) {
this._player.dispose();
this._player = null;
}
// 3. Dispose camera
if (this._camera) {
this._camera.dispose();
this._camera = null;
}
// 4. Dispose level (if exists)
if (this._level) {
// Level disposal would happen here if needed
this._level = null;
}
// 6. Dispose all meshes with physics
this._replayScene.meshes.forEach(mesh => {
if (mesh.physicsBody) {
mesh.physicsBody.dispose();
}
if (mesh.skeleton) {
mesh.skeleton.dispose();
}
mesh.dispose();
});
// 7. Dispose materials and textures
this._replayScene.materials.forEach(mat => mat.dispose());
this._replayScene.textures.forEach(tex => tex.dispose());
// 8. Dispose scene
this._replayScene.dispose();
this._replayScene = null;
// 9. Clean up physics viewer
if (this._physicsViewer) {
this._physicsViewer.dispose();
this._physicsViewer = null;
}
// 10. Clean up Havok plugin
if (this._replayHavokPlugin) {
this._replayHavokPlugin = null;
}
debugLog("ReplayManager: Replay scene disposed");
}
/**
* Get current replay scene
*/
public getReplayScene(): Scene | null {
return this._replayScene;
}
}

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import {
AbstractMesh,
Observable,
Quaternion,
Scene,
Vector3
} from "@babylonjs/core";
import { PhysicsRecording, PhysicsSnapshot } from "./recording/physicsRecorder";
import debugLog from "../core/debug";
/**
* Handles frame-by-frame playback of physics recordings
* with interpolation for smooth visuals
*/
export class ReplayPlayer {
private _scene: Scene;
private _recording: PhysicsRecording;
private _replayObjects: Map<string, AbstractMesh> = new Map();
// Playback state
private _currentFrameIndex: number = 0;
private _isPlaying: boolean = false;
private _playbackSpeed: number = 1.0;
// Timing (timestamp-based, not Hz-based)
private _playbackStartTime: number = 0; // Real-world time when playback started
private _recordingStartTimestamp: number = 0; // First snapshot's timestamp
private _lastUpdateTime: number = 0;
// Observables
public onPlayStateChanged: Observable<boolean> = new Observable<boolean>();
public onFrameChanged: Observable<number> = new Observable<number>();
constructor(scene: Scene, recording: PhysicsRecording) {
this._scene = scene;
this._recording = recording;
// Store first snapshot's timestamp as our recording start reference
if (recording.snapshots.length > 0) {
this._recordingStartTimestamp = recording.snapshots[0].timestamp;
}
}
/**
* Initialize replay by finding existing meshes in the scene
* (Level1.initialize() has already created all objects)
*/
public async initialize(): Promise<void> {
if (this._recording.snapshots.length === 0) {
debugLog("ReplayPlayer: No snapshots in recording");
return;
}
const firstSnapshot = this._recording.snapshots[0];
debugLog(`ReplayPlayer: Initializing replay for ${firstSnapshot.objects.length} objects`);
debugLog(`ReplayPlayer: Object IDs in snapshot: ${firstSnapshot.objects.map(o => o.id).join(', ')}`);
// Find all existing meshes in the scene (already created by Level1.initialize())
for (const objState of firstSnapshot.objects) {
const mesh = this._scene.getMeshByName(objState.id) as AbstractMesh;
if (mesh) {
this._replayObjects.set(objState.id, mesh);
debugLog(`ReplayPlayer: Found ${objState.id} in scene (physics: ${!!mesh.physicsBody})`);
} else {
debugLog(`ReplayPlayer: WARNING - Object ${objState.id} not found in scene`);
}
}
// Apply first frame state
this.applySnapshot(firstSnapshot);
debugLog(`ReplayPlayer: Initialized with ${this._replayObjects.size} objects`);
}
/**
* Start playback
*/
public play(): void {
if (this._isPlaying) {
return;
}
this._isPlaying = true;
this._playbackStartTime = performance.now();
this._lastUpdateTime = this._playbackStartTime;
this.onPlayStateChanged.notifyObservers(true);
// Use scene.onBeforeRenderObservable for smooth updates
this._scene.onBeforeRenderObservable.add(this.updateCallback);
debugLog("ReplayPlayer: Playback started (timestamp-based)");
}
/**
* Pause playback
*/
public pause(): void {
if (!this._isPlaying) {
return;
}
this._isPlaying = false;
this._scene.onBeforeRenderObservable.removeCallback(this.updateCallback);
this.onPlayStateChanged.notifyObservers(false);
debugLog("ReplayPlayer: Playback paused");
}
/**
* Toggle play/pause
*/
public togglePlayPause(): void {
if (this._isPlaying) {
this.pause();
} else {
this.play();
}
}
/**
* Update callback for render loop (timestamp-based)
*/
private updateCallback = (): void => {
if (!this._isPlaying || this._recording.snapshots.length === 0) {
return;
}
const now = performance.now();
// Calculate elapsed playback time (with speed multiplier)
const elapsedPlaybackTime = (now - this._playbackStartTime) * this._playbackSpeed;
// Calculate target recording timestamp
const targetTimestamp = this._recordingStartTimestamp + elapsedPlaybackTime;
// Find the correct frame for this timestamp
let targetFrameIndex = this._currentFrameIndex;
// Advance to the frame that matches our target timestamp
while (targetFrameIndex < this._recording.snapshots.length - 1 &&
this._recording.snapshots[targetFrameIndex + 1].timestamp <= targetTimestamp) {
targetFrameIndex++;
}
// If we advanced frames, update and notify
if (targetFrameIndex !== this._currentFrameIndex) {
this._currentFrameIndex = targetFrameIndex;
// Debug: Log frame advancement every 10 frames
if (this._currentFrameIndex % 10 === 0) {
const snapshot = this._recording.snapshots[this._currentFrameIndex];
debugLog(`ReplayPlayer: Frame ${this._currentFrameIndex}/${this._recording.snapshots.length}, timestamp: ${snapshot.timestamp.toFixed(1)}ms, objects: ${snapshot.objects.length}`);
}
this.applySnapshot(this._recording.snapshots[this._currentFrameIndex]);
this.onFrameChanged.notifyObservers(this._currentFrameIndex);
}
// Check if we reached the end
if (this._currentFrameIndex >= this._recording.snapshots.length - 1 &&
targetTimestamp >= this._recording.snapshots[this._recording.snapshots.length - 1].timestamp) {
this.pause();
debugLog("ReplayPlayer: Reached end of recording");
return;
}
// Interpolate between current and next frame for smooth visuals
if (this._currentFrameIndex < this._recording.snapshots.length - 1) {
const currentSnapshot = this._recording.snapshots[this._currentFrameIndex];
const nextSnapshot = this._recording.snapshots[this._currentFrameIndex + 1];
const frameDuration = nextSnapshot.timestamp - currentSnapshot.timestamp;
const frameElapsed = targetTimestamp - currentSnapshot.timestamp;
const alpha = frameDuration > 0 ? Math.min(frameElapsed / frameDuration, 1.0) : 0;
this.interpolateFrame(alpha);
}
};
/**
* Apply a snapshot's state to all objects
*/
private applySnapshot(snapshot: PhysicsSnapshot): void {
for (const objState of snapshot.objects) {
const mesh = this._replayObjects.get(objState.id);
if (!mesh) {
continue;
}
const newPosition = new Vector3(
objState.position[0],
objState.position[1],
objState.position[2]
);
const newRotation = new Quaternion(
objState.rotation[0],
objState.rotation[1],
objState.rotation[2],
objState.rotation[3]
);
// Update mesh transform directly
mesh.position.copyFrom(newPosition);
if (!mesh.rotationQuaternion) {
mesh.rotationQuaternion = new Quaternion();
}
mesh.rotationQuaternion.copyFrom(newRotation);
// For ANIMATED bodies, sync physics from mesh
// (ANIMATED bodies should follow their transform node)
if (mesh.physicsBody) {
mesh.physicsBody.disablePreStep = false;
}
}
}
/**
* Interpolate between current and next frame for smooth visuals
*/
private interpolateFrame(alpha: number): void {
if (this._currentFrameIndex + 1 >= this._recording.snapshots.length) {
return; // No next frame
}
const currentSnapshot = this._recording.snapshots[this._currentFrameIndex];
const nextSnapshot = this._recording.snapshots[this._currentFrameIndex + 1];
for (const objState of currentSnapshot.objects) {
const mesh = this._replayObjects.get(objState.id);
if (!mesh) {
continue;
}
const nextState = nextSnapshot.objects.find(o => o.id === objState.id);
if (!nextState) {
continue;
}
// Create temporary vectors for interpolation
const interpPosition = new Vector3();
const interpRotation = new Quaternion();
// Lerp position
Vector3.LerpToRef(
new Vector3(...objState.position),
new Vector3(...nextState.position),
alpha,
interpPosition
);
// Slerp rotation
Quaternion.SlerpToRef(
new Quaternion(...objState.rotation),
new Quaternion(...nextState.rotation),
alpha,
interpRotation
);
// Apply interpolated transform to mesh
mesh.position.copyFrom(interpPosition);
if (!mesh.rotationQuaternion) {
mesh.rotationQuaternion = new Quaternion();
}
mesh.rotationQuaternion.copyFrom(interpRotation);
// Physics body will sync from mesh if ANIMATED
if (mesh.physicsBody) {
mesh.physicsBody.disablePreStep = false;
}
}
}
/**
* Scrub to specific frame
*/
public scrubTo(frameIndex: number): void {
this._currentFrameIndex = Math.max(0, Math.min(frameIndex, this._recording.snapshots.length - 1));
const snapshot = this._recording.snapshots[this._currentFrameIndex];
this.applySnapshot(snapshot);
// Reset playback timing to match the new frame's timestamp
if (this._isPlaying) {
const targetTimestamp = snapshot.timestamp;
const elapsedRecordingTime = targetTimestamp - this._recordingStartTimestamp;
this._playbackStartTime = performance.now() - (elapsedRecordingTime / this._playbackSpeed);
}
this.onFrameChanged.notifyObservers(this._currentFrameIndex);
}
/**
* Step forward one frame
*/
public stepForward(): void {
if (this._currentFrameIndex < this._recording.snapshots.length - 1) {
this.scrubTo(this._currentFrameIndex + 1);
}
}
/**
* Step backward one frame
*/
public stepBackward(): void {
if (this._currentFrameIndex > 0) {
this.scrubTo(this._currentFrameIndex - 1);
}
}
/**
* Set playback speed multiplier
*/
public setPlaybackSpeed(speed: number): void {
this._playbackSpeed = Math.max(0.1, Math.min(speed, 4.0));
debugLog(`ReplayPlayer: Playback speed set to ${this._playbackSpeed}x`);
}
/**
* Get current frame index
*/
public getCurrentFrame(): number {
return this._currentFrameIndex;
}
/**
* Get total number of frames
*/
public getTotalFrames(): number {
return this._recording.snapshots.length;
}
/**
* Get current playback time in seconds
*/
public getCurrentTime(): number {
if (this._recording.snapshots.length === 0) {
return 0;
}
return this._recording.snapshots[this._currentFrameIndex].timestamp / 1000;
}
/**
* Get total duration in seconds
*/
public getTotalDuration(): number {
return this._recording.metadata.recordingDuration / 1000;
}
/**
* Check if playing
*/
public isPlaying(): boolean {
return this._isPlaying;
}
/**
* Get replay objects map
*/
public getReplayObjects(): Map<string, AbstractMesh> {
return this._replayObjects;
}
/**
* Get ship mesh if it exists
*/
public getShipMesh(): AbstractMesh | null {
for (const [id, mesh] of this._replayObjects.entries()) {
if (id === "ship" || id.startsWith("shipBase")) {
return mesh;
}
}
return null;
}
/**
* Dispose of replay player
*/
public dispose(): void {
this.pause();
this._scene.onBeforeRenderObservable.removeCallback(this.updateCallback);
this.onPlayStateChanged.clear();
this.onFrameChanged.clear();
// Dispose all replay objects
this._replayObjects.forEach((mesh) => {
if (mesh.physicsBody) {
mesh.physicsBody.dispose();
}
mesh.dispose();
});
this._replayObjects.clear();
debugLog("ReplayPlayer: Disposed");
}
}

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@ -1,371 +0,0 @@
import {
AdvancedDynamicTexture,
Button,
Control,
Rectangle,
ScrollViewer,
StackPanel,
TextBlock
} from "@babylonjs/gui";
import { PhysicsStorage } from "./recording/physicsStorage";
import debugLog from "../core/debug";
/**
* Recording info for display
*/
interface RecordingInfo {
id: string;
name: string;
timestamp: number;
duration: number;
frameCount: number;
}
/**
* Fullscreen UI for selecting a recording to replay
*/
export class ReplaySelectionScreen {
private _texture: AdvancedDynamicTexture;
private _scrollViewer: ScrollViewer;
private _recordingsList: StackPanel;
private _selectedRecording: string | null = null;
private _playButton: Button;
private _deleteButton: Button;
private _onPlayCallback: (recordingId: string) => void;
private _onCancelCallback: () => void;
private _selectedContainer: Rectangle | null = null;
constructor(onPlay: (recordingId: string) => void, onCancel: () => void) {
this._onPlayCallback = onPlay;
this._onCancelCallback = onCancel;
}
/**
* Initialize and show the selection screen
*/
public async initialize(): Promise<void> {
this._texture = AdvancedDynamicTexture.CreateFullscreenUI("replaySelection");
// Semi-transparent background
const background = new Rectangle("background");
background.width = "100%";
background.height = "100%";
background.background = "rgba(10, 10, 20, 0.95)";
background.thickness = 0;
this._texture.addControl(background);
// Main panel
const mainPanel = new Rectangle("mainPanel");
mainPanel.width = "900px";
mainPanel.height = "700px";
mainPanel.thickness = 2;
mainPanel.color = "#00ff88";
mainPanel.background = "#1a1a2e";
mainPanel.cornerRadius = 10;
mainPanel.horizontalAlignment = Control.HORIZONTAL_ALIGNMENT_CENTER;
mainPanel.verticalAlignment = Control.VERTICAL_ALIGNMENT_CENTER;
this._texture.addControl(mainPanel);
// Title
const title = new TextBlock("title", "RECORDED SESSIONS");
title.width = "100%";
title.height = "80px";
title.color = "#00ff88";
title.fontSize = "40px";
title.fontWeight = "bold";
title.textHorizontalAlignment = Control.HORIZONTAL_ALIGNMENT_CENTER;
title.textVerticalAlignment = Control.VERTICAL_ALIGNMENT_TOP;
title.top = "20px";
mainPanel.addControl(title);
// ScrollViewer for recordings list
this._scrollViewer = new ScrollViewer("scrollViewer");
this._scrollViewer.width = "840px";
this._scrollViewer.height = "480px";
this._scrollViewer.thickness = 1;
this._scrollViewer.color = "#444";
this._scrollViewer.background = "#0a0a1e";
this._scrollViewer.top = "110px";
this._scrollViewer.verticalAlignment = Control.VERTICAL_ALIGNMENT_TOP;
mainPanel.addControl(this._scrollViewer);
// StackPanel inside ScrollViewer
this._recordingsList = new StackPanel("recordingsList");
this._recordingsList.width = "100%";
this._recordingsList.isVertical = true;
this._recordingsList.spacing = 10;
this._recordingsList.paddingTop = "10px";
this._recordingsList.paddingBottom = "10px";
this._scrollViewer.addControl(this._recordingsList);
// Bottom button bar
this.createButtonBar(mainPanel);
// Load recordings
await this.loadRecordings();
debugLog("ReplaySelectionScreen: Initialized");
}
/**
* Create button bar at bottom
*/
private createButtonBar(parent: Rectangle): void {
const buttonBar = new StackPanel("buttonBar");
buttonBar.isVertical = false;
buttonBar.width = "100%";
buttonBar.height = "80px";
buttonBar.horizontalAlignment = Control.HORIZONTAL_ALIGNMENT_CENTER;
buttonBar.verticalAlignment = Control.VERTICAL_ALIGNMENT_BOTTOM;
buttonBar.spacing = 20;
buttonBar.paddingBottom = "20px";
parent.addControl(buttonBar);
// Play button
this._playButton = Button.CreateSimpleButton("play", "▶ Play Selected");
this._playButton.width = "200px";
this._playButton.height = "50px";
this._playButton.color = "white";
this._playButton.background = "#00ff88";
this._playButton.cornerRadius = 10;
this._playButton.thickness = 0;
this._playButton.fontSize = "20px";
this._playButton.fontWeight = "bold";
this._playButton.isEnabled = false; // Disabled until selection
this._playButton.onPointerClickObservable.add(() => {
if (this._selectedRecording) {
this._onPlayCallback(this._selectedRecording);
}
});
buttonBar.addControl(this._playButton);
// Delete button
this._deleteButton = Button.CreateSimpleButton("delete", "🗑 Delete");
this._deleteButton.width = "150px";
this._deleteButton.height = "50px";
this._deleteButton.color = "white";
this._deleteButton.background = "#cc3333";
this._deleteButton.cornerRadius = 10;
this._deleteButton.thickness = 0;
this._deleteButton.fontSize = "18px";
this._deleteButton.fontWeight = "bold";
this._deleteButton.isEnabled = false; // Disabled until selection
this._deleteButton.onPointerClickObservable.add(async () => {
if (this._selectedRecording) {
await this.deleteRecording(this._selectedRecording);
}
});
buttonBar.addControl(this._deleteButton);
// Cancel button
const cancelButton = Button.CreateSimpleButton("cancel", "✕ Cancel");
cancelButton.width = "150px";
cancelButton.height = "50px";
cancelButton.color = "white";
cancelButton.background = "#555";
cancelButton.cornerRadius = 10;
cancelButton.thickness = 0;
cancelButton.fontSize = "18px";
cancelButton.fontWeight = "bold";
cancelButton.onPointerClickObservable.add(() => {
this._onCancelCallback();
});
buttonBar.addControl(cancelButton);
}
/**
* Load recordings from IndexedDB
*/
private async loadRecordings(): Promise<void> {
const storage = new PhysicsStorage();
await storage.initialize();
const recordings = await storage.listRecordings();
storage.close();
if (recordings.length === 0) {
this.showNoRecordingsMessage();
return;
}
// Sort by timestamp (newest first)
recordings.sort((a, b) => b.timestamp - a.timestamp);
recordings.forEach(rec => {
const item = this.createRecordingItem(rec);
this._recordingsList.addControl(item);
});
debugLog(`ReplaySelectionScreen: Loaded ${recordings.length} recordings`);
}
/**
* Show message when no recordings are available
*/
private showNoRecordingsMessage(): void {
const message = new TextBlock("noRecordings", "No recordings available yet.\n\nPlay the game to create recordings!");
message.width = "100%";
message.height = "200px";
message.color = "#888";
message.fontSize = "24px";
message.textHorizontalAlignment = Control.HORIZONTAL_ALIGNMENT_CENTER;
message.textVerticalAlignment = Control.VERTICAL_ALIGNMENT_CENTER;
message.textWrapping = true;
this._recordingsList.addControl(message);
}
/**
* Create a selectable recording item
*/
private createRecordingItem(recording: RecordingInfo): Rectangle {
const itemContainer = new Rectangle();
itemContainer.width = "800px";
itemContainer.height = "90px";
itemContainer.thickness = 1;
itemContainer.color = "#555";
itemContainer.background = "#2a2a3e";
itemContainer.cornerRadius = 5;
itemContainer.isPointerBlocker = true;
itemContainer.hoverCursor = "pointer";
// Hover effect
itemContainer.onPointerEnterObservable.add(() => {
if (this._selectedRecording !== recording.id) {
itemContainer.background = "#3a3a4e";
}
});
itemContainer.onPointerOutObservable.add(() => {
if (this._selectedRecording !== recording.id) {
itemContainer.background = "#2a2a3e";
}
});
// Click to select
itemContainer.onPointerClickObservable.add(() => {
this.selectRecording(recording.id, itemContainer);
});
// Content panel
const contentPanel = new StackPanel();
contentPanel.isVertical = true;
contentPanel.width = "100%";
contentPanel.paddingLeft = "20px";
contentPanel.paddingRight = "20px";
contentPanel.paddingTop = "10px";
itemContainer.addControl(contentPanel);
// Session name (first line) - Format session ID nicely
const sessionName = this.formatSessionName(recording.name);
const nameText = new TextBlock("name", sessionName);
nameText.height = "30px";
nameText.color = "#00ff88";
nameText.fontSize = "20px";
nameText.fontWeight = "bold";
nameText.textHorizontalAlignment = Control.HORIZONTAL_ALIGNMENT_LEFT;
contentPanel.addControl(nameText);
// Details (second line)
const date = new Date(recording.timestamp);
const dateStr = date.toLocaleString();
const durationStr = this.formatDuration(recording.duration);
const detailsText = new TextBlock(
"details",
`📅 ${dateStr} | ⏱ ${durationStr} | 📊 ${recording.frameCount} frames`
);
detailsText.height = "25px";
detailsText.color = "#aaa";
detailsText.fontSize = "16px";
detailsText.textHorizontalAlignment = Control.HORIZONTAL_ALIGNMENT_LEFT;
contentPanel.addControl(detailsText);
return itemContainer;
}
/**
* Select a recording
*/
private selectRecording(recordingId: string, container: Rectangle): void {
// Deselect previous
if (this._selectedContainer) {
this._selectedContainer.background = "#2a2a3e";
this._selectedContainer.color = "#555";
}
// Select new
this._selectedRecording = recordingId;
this._selectedContainer = container;
container.background = "#00ff88";
container.color = "#00ff88";
// Enable buttons
this._playButton.isEnabled = true;
this._deleteButton.isEnabled = true;
debugLog(`ReplaySelectionScreen: Selected recording ${recordingId}`);
}
/**
* Delete a recording
*/
private async deleteRecording(recordingId: string): Promise<void> {
const storage = new PhysicsStorage();
await storage.initialize();
await storage.deleteRecording(recordingId);
storage.close();
debugLog(`ReplaySelectionScreen: Deleted recording ${recordingId}`);
// Refresh list
this._recordingsList.clearControls();
this._selectedRecording = null;
this._selectedContainer = null;
this._playButton.isEnabled = false;
this._deleteButton.isEnabled = false;
await this.loadRecordings();
}
/**
* Format session name for display
*/
private formatSessionName(sessionId: string): string {
// Convert "session-1762606365166" to "Session 2024-11-08 07:06"
if (sessionId.startsWith('session-')) {
const timestamp = parseInt(sessionId.replace('session-', ''));
const date = new Date(timestamp);
const dateStr = date.toLocaleDateString();
const timeStr = date.toLocaleTimeString([], { hour: '2-digit', minute: '2-digit' });
return `Session ${dateStr} ${timeStr}`;
}
return sessionId;
}
/**
* Format duration for display
*/
private formatDuration(seconds: number): string {
const mins = Math.floor(seconds / 60);
const secs = Math.floor(seconds % 60);
if (mins > 0) {
return `${mins}m ${secs}s`;
} else {
return `${secs}s`;
}
}
/**
* Dispose of UI
*/
public dispose(): void {
this._texture.dispose();
debugLog("ReplaySelectionScreen: Disposed");
}
}

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@ -1,617 +0,0 @@
import { Scene, Vector3, Quaternion, AbstractMesh } from "@babylonjs/core";
import debugLog from "../../core/debug";
import { PhysicsStorage } from "./physicsStorage";
import { LevelConfig } from "../../levels/config/levelConfig";
/**
* Represents the physics state of a single object at a point in time
*/
export interface PhysicsObjectState {
id: string;
position: [number, number, number];
rotation: [number, number, number, number]; // Quaternion (x, y, z, w)
linearVelocity: [number, number, number];
angularVelocity: [number, number, number];
mass: number;
restitution: number;
}
/**
* Snapshot of all physics objects at a specific time
*/
export interface PhysicsSnapshot {
timestamp: number; // Physics time in milliseconds
frameNumber: number; // Sequential frame counter
objects: PhysicsObjectState[];
}
/**
* Recording metadata
*/
export interface RecordingMetadata {
startTime: number;
endTime: number;
frameCount: number;
recordingDuration: number; // milliseconds
physicsUpdateRate: number; // Hz
levelConfig?: LevelConfig; // Full scene state at recording time
}
/**
* Complete recording with metadata and snapshots
*/
export interface PhysicsRecording {
metadata: RecordingMetadata;
snapshots: PhysicsSnapshot[];
}
/**
* Physics state recorder that continuously captures physics state
* - Ring buffer mode: Always captures last N seconds (low memory, quick export)
* - Long recording mode: Saves to IndexedDB for 2-10 minute recordings
*/
export class PhysicsRecorder {
private _scene: Scene;
private _isEnabled: boolean = false;
private _isLongRecording: boolean = false;
// Ring buffer for continuous recording
private _ringBuffer: PhysicsSnapshot[] = [];
private _maxRingBufferFrames: number = 216; // 30 seconds at 7.2 Hz
private _ringBufferIndex: number = 0;
// Long recording storage
private _longRecording: PhysicsSnapshot[] = [];
private _longRecordingStartTime: number = 0;
// Frame tracking
private _frameNumber: number = 0;
private _startTime: number = 0;
private _physicsUpdateRate: number = 7.2; // Hz (estimated)
// Performance tracking
private _captureTimeAccumulator: number = 0;
private _captureCount: number = 0;
// IndexedDB storage
private _storage: PhysicsStorage | null = null;
// Auto-save to IndexedDB
private _autoSaveEnabled: boolean = true;
private _autoSaveBuffer: PhysicsSnapshot[] = [];
private _autoSaveInterval: number = 10000; // Save every 10 seconds
private _lastAutoSaveTime: number = 0;
private _currentSessionId: string = "";
private _levelConfig: LevelConfig | null = null;
constructor(scene: Scene, levelConfig?: LevelConfig) {
this._scene = scene;
this._levelConfig = levelConfig || null;
// Initialize IndexedDB storage
this._storage = new PhysicsStorage();
this._storage.initialize().catch(error => {
debugLog("PhysicsRecorder: Failed to initialize storage", error);
});
}
/**
* Start the ring buffer recorder (always capturing last 30 seconds)
* Also starts auto-save to IndexedDB
*/
public startRingBuffer(): void {
if (this._isEnabled) {
debugLog("PhysicsRecorder: Ring buffer already running");
return;
}
this._isEnabled = true;
this._startTime = performance.now();
this._lastAutoSaveTime = performance.now();
this._frameNumber = 0;
// Create unique session ID for this recording
this._currentSessionId = `session-${Date.now()}`;
// Hook into physics update observable
this._scene.onAfterPhysicsObservable.add(() => {
if (this._isEnabled) {
this.captureFrame();
this.checkAutoSave();
}
});
debugLog("PhysicsRecorder: Recording started (ring buffer + auto-save to IndexedDB)");
debugLog(`PhysicsRecorder: Session ID: ${this._currentSessionId}`);
}
/**
* Stop the ring buffer recorder
*/
public stopRingBuffer(): void {
this._isEnabled = false;
debugLog("PhysicsRecorder: Ring buffer stopped");
}
/**
* Start a long-term recording (saves all frames to memory)
*/
public startLongRecording(): void {
if (this._isLongRecording) {
debugLog("PhysicsRecorder: Long recording already in progress");
return;
}
this._isLongRecording = true;
this._longRecording = [];
this._longRecordingStartTime = performance.now();
debugLog("PhysicsRecorder: Long recording started");
}
/**
* Stop long-term recording
*/
public stopLongRecording(): void {
if (!this._isLongRecording) {
debugLog("PhysicsRecorder: No long recording in progress");
return;
}
this._isLongRecording = false;
const duration = ((performance.now() - this._longRecordingStartTime) / 1000).toFixed(1);
debugLog(`PhysicsRecorder: Long recording stopped (${duration}s, ${this._longRecording.length} frames)`);
}
/**
* Capture current physics state of all objects
*/
private captureFrame(): void {
const captureStart = performance.now();
const timestamp = performance.now() - this._startTime;
const objects: PhysicsObjectState[] = [];
// Get all physics-enabled meshes AND transform nodes
const physicsMeshes = this._scene.meshes.filter(mesh => mesh.physicsBody !== null && mesh.physicsBody !== undefined);
const physicsTransformNodes = this._scene.transformNodes.filter(node => node.physicsBody !== null && node.physicsBody !== undefined);
const allPhysicsObjects = [...physicsMeshes, ...physicsTransformNodes];
for (const mesh of allPhysicsObjects) {
const body = mesh.physicsBody;
// Double-check body still exists and has transformNode (can be disposed between filter and here)
if (!body || !body.transformNode) {
continue;
}
try {
// Get position
const pos = body.transformNode.position;
// Get rotation as quaternion
let quat = body.transformNode.rotationQuaternion;
if (!quat) {
// Convert Euler to Quaternion if needed
const rot = body.transformNode.rotation;
quat = Quaternion.FromEulerAngles(rot.x, rot.y, rot.z);
}
// Get velocities
const linVel = body.getLinearVelocity();
const angVel = body.getAngularVelocity();
// Get mass
const mass = body.getMassProperties().mass;
// Get restitution (from shape material if available)
let restitution = 0;
if (body.shape && (body.shape as any).material) {
restitution = (body.shape as any).material.restitution || 0;
}
objects.push({
id: mesh.id,
position: [
parseFloat(pos.x.toFixed(3)),
parseFloat(pos.y.toFixed(3)),
parseFloat(pos.z.toFixed(3))
],
rotation: [
parseFloat(quat.x.toFixed(4)),
parseFloat(quat.y.toFixed(4)),
parseFloat(quat.z.toFixed(4)),
parseFloat(quat.w.toFixed(4))
],
linearVelocity: [
parseFloat(linVel.x.toFixed(3)),
parseFloat(linVel.y.toFixed(3)),
parseFloat(linVel.z.toFixed(3))
],
angularVelocity: [
parseFloat(angVel.x.toFixed(3)),
parseFloat(angVel.y.toFixed(3)),
parseFloat(angVel.z.toFixed(3))
],
mass: parseFloat(mass.toFixed(2)),
restitution: parseFloat(restitution.toFixed(2))
});
} catch (error) {
// Physics body was disposed during capture, skip this object
continue;
}
}
const snapshot: PhysicsSnapshot = {
timestamp: parseFloat(timestamp.toFixed(1)),
frameNumber: this._frameNumber,
objects
};
// Add to ring buffer (circular overwrite)
this._ringBuffer[this._ringBufferIndex] = snapshot;
this._ringBufferIndex = (this._ringBufferIndex + 1) % this._maxRingBufferFrames;
// Add to long recording if active
if (this._isLongRecording) {
this._longRecording.push(snapshot);
}
// Add to auto-save buffer if enabled
if (this._autoSaveEnabled) {
this._autoSaveBuffer.push(snapshot);
}
this._frameNumber++;
// Track performance
const captureTime = performance.now() - captureStart;
this._captureTimeAccumulator += captureTime;
this._captureCount++;
// Log average capture time every 100 frames
if (this._captureCount % 100 === 0) {
const avgTime = (this._captureTimeAccumulator / this._captureCount).toFixed(3);
debugLog(`PhysicsRecorder: Average capture time: ${avgTime}ms (${objects.length} objects)`);
}
}
/**
* Check if it's time to auto-save to IndexedDB
*/
private checkAutoSave(): void {
if (!this._autoSaveEnabled || !this._storage) {
return;
}
const now = performance.now();
const timeSinceLastSave = now - this._lastAutoSaveTime;
// Save every 10 seconds
if (timeSinceLastSave >= this._autoSaveInterval && this._autoSaveBuffer.length > 0) {
this.performAutoSave();
this._lastAutoSaveTime = now;
}
}
/**
* Save buffered snapshots to IndexedDB
*/
private async performAutoSave(): Promise<void> {
if (!this._storage || this._autoSaveBuffer.length === 0) {
return;
}
// Copy buffer and clear it immediately to avoid blocking next frame
const snapshotsToSave = [...this._autoSaveBuffer];
this._autoSaveBuffer = [];
// Use the LevelConfig passed to constructor
const levelConfig = this._levelConfig || undefined;
// Create a recording from the buffered snapshots
const metadata: RecordingMetadata = {
startTime: snapshotsToSave[0].timestamp,
endTime: snapshotsToSave[snapshotsToSave.length - 1].timestamp,
frameCount: snapshotsToSave.length,
recordingDuration: snapshotsToSave[snapshotsToSave.length - 1].timestamp - snapshotsToSave[0].timestamp,
physicsUpdateRate: this._physicsUpdateRate,
levelConfig // Include complete scene state
};
const recording: PhysicsRecording = {
metadata,
snapshots: snapshotsToSave
};
try {
// Save to IndexedDB with session ID as name
await this._storage.saveRecording(this._currentSessionId, recording);
const duration = (metadata.recordingDuration / 1000).toFixed(1);
const configSize = levelConfig ? `with scene state (${JSON.stringify(levelConfig).length} bytes)` : 'without scene state';
debugLog(`PhysicsRecorder: Auto-saved ${snapshotsToSave.length} frames (${duration}s) ${configSize} to IndexedDB`);
} catch (error) {
debugLog("PhysicsRecorder: Error during auto-save", error);
}
}
/**
* Export last N seconds from ring buffer
*/
public exportRingBuffer(seconds: number = 30): PhysicsRecording {
const maxFrames = Math.min(
Math.floor(seconds * this._physicsUpdateRate),
this._maxRingBufferFrames
);
// Extract frames from ring buffer (handling circular nature)
const snapshots: PhysicsSnapshot[] = [];
const startIndex = (this._ringBufferIndex - maxFrames + this._maxRingBufferFrames) % this._maxRingBufferFrames;
for (let i = 0; i < maxFrames; i++) {
const index = (startIndex + i) % this._maxRingBufferFrames;
const snapshot = this._ringBuffer[index];
if (snapshot) {
snapshots.push(snapshot);
}
}
// Sort by frame number to ensure correct order
snapshots.sort((a, b) => a.frameNumber - b.frameNumber);
const metadata: RecordingMetadata = {
startTime: snapshots[0]?.timestamp || 0,
endTime: snapshots[snapshots.length - 1]?.timestamp || 0,
frameCount: snapshots.length,
recordingDuration: (snapshots[snapshots.length - 1]?.timestamp || 0) - (snapshots[0]?.timestamp || 0),
physicsUpdateRate: this._physicsUpdateRate
};
return {
metadata,
snapshots
};
}
/**
* Export long recording
*/
public exportLongRecording(): PhysicsRecording {
if (this._longRecording.length === 0) {
debugLog("PhysicsRecorder: No long recording data to export");
return {
metadata: {
startTime: 0,
endTime: 0,
frameCount: 0,
recordingDuration: 0,
physicsUpdateRate: this._physicsUpdateRate
},
snapshots: []
};
}
const metadata: RecordingMetadata = {
startTime: this._longRecording[0].timestamp,
endTime: this._longRecording[this._longRecording.length - 1].timestamp,
frameCount: this._longRecording.length,
recordingDuration: this._longRecording[this._longRecording.length - 1].timestamp - this._longRecording[0].timestamp,
physicsUpdateRate: this._physicsUpdateRate
};
return {
metadata,
snapshots: this._longRecording
};
}
/**
* Download recording as JSON file
*/
public downloadRecording(recording: PhysicsRecording, filename: string = "physics-recording"): void {
const json = JSON.stringify(recording, null, 2);
const blob = new Blob([json], { type: "application/json" });
const url = URL.createObjectURL(blob);
const link = document.createElement("a");
link.href = url;
link.download = `${filename}-${Date.now()}.json`;
link.click();
URL.revokeObjectURL(url);
const sizeMB = (blob.size / 1024 / 1024).toFixed(2);
const duration = (recording.metadata.recordingDuration / 1000).toFixed(1);
debugLog(`PhysicsRecorder: Downloaded ${filename} (${sizeMB} MB, ${duration}s, ${recording.metadata.frameCount} frames)`);
}
/**
* Get recording statistics
*/
public getStats(): {
isRecording: boolean;
isLongRecording: boolean;
ringBufferFrames: number;
ringBufferDuration: number;
longRecordingFrames: number;
longRecordingDuration: number;
averageCaptureTime: number;
} {
const ringBufferDuration = this._ringBuffer.length > 0
? (this._ringBuffer[this._ringBuffer.length - 1]?.timestamp || 0) - (this._ringBuffer[0]?.timestamp || 0)
: 0;
const longRecordingDuration = this._longRecording.length > 0
? this._longRecording[this._longRecording.length - 1].timestamp - this._longRecording[0].timestamp
: 0;
return {
isRecording: this._isEnabled,
isLongRecording: this._isLongRecording,
ringBufferFrames: this._ringBuffer.filter(s => s !== undefined).length,
ringBufferDuration: ringBufferDuration / 1000, // Convert to seconds
longRecordingFrames: this._longRecording.length,
longRecordingDuration: longRecordingDuration / 1000, // Convert to seconds
averageCaptureTime: this._captureCount > 0 ? this._captureTimeAccumulator / this._captureCount : 0
};
}
/**
* Clear long recording data
*/
public clearLongRecording(): void {
this._longRecording = [];
this._isLongRecording = false;
debugLog("PhysicsRecorder: Long recording data cleared");
}
/**
* Save current long recording to IndexedDB
*/
public async saveLongRecordingToStorage(name: string): Promise<string | null> {
if (!this._storage) {
debugLog("PhysicsRecorder: Storage not initialized");
return null;
}
const recording = this.exportLongRecording();
if (recording.snapshots.length === 0) {
debugLog("PhysicsRecorder: No recording data to save");
return null;
}
try {
const recordingId = await this._storage.saveRecording(name, recording);
debugLog(`PhysicsRecorder: Saved to IndexedDB with ID: ${recordingId}`);
return recordingId;
} catch (error) {
debugLog("PhysicsRecorder: Error saving to IndexedDB", error);
return null;
}
}
/**
* Save ring buffer to IndexedDB
*/
public async saveRingBufferToStorage(name: string, seconds: number = 30): Promise<string | null> {
if (!this._storage) {
debugLog("PhysicsRecorder: Storage not initialized");
return null;
}
const recording = this.exportRingBuffer(seconds);
if (recording.snapshots.length === 0) {
debugLog("PhysicsRecorder: No ring buffer data to save");
return null;
}
try {
const recordingId = await this._storage.saveRecording(name, recording);
debugLog(`PhysicsRecorder: Saved ring buffer to IndexedDB with ID: ${recordingId}`);
return recordingId;
} catch (error) {
debugLog("PhysicsRecorder: Error saving ring buffer to IndexedDB", error);
return null;
}
}
/**
* Load a recording from IndexedDB
*/
public async loadRecordingFromStorage(recordingId: string): Promise<PhysicsRecording | null> {
if (!this._storage) {
debugLog("PhysicsRecorder: Storage not initialized");
return null;
}
try {
return await this._storage.loadRecording(recordingId);
} catch (error) {
debugLog("PhysicsRecorder: Error loading from IndexedDB", error);
return null;
}
}
/**
* List all recordings in IndexedDB
*/
public async listStoredRecordings(): Promise<Array<{
id: string;
name: string;
timestamp: number;
duration: number;
frameCount: number;
}>> {
if (!this._storage) {
debugLog("PhysicsRecorder: Storage not initialized");
return [];
}
try {
return await this._storage.listRecordings();
} catch (error) {
debugLog("PhysicsRecorder: Error listing recordings", error);
return [];
}
}
/**
* Delete a recording from IndexedDB
*/
public async deleteStoredRecording(recordingId: string): Promise<boolean> {
if (!this._storage) {
debugLog("PhysicsRecorder: Storage not initialized");
return false;
}
try {
await this._storage.deleteRecording(recordingId);
return true;
} catch (error) {
debugLog("PhysicsRecorder: Error deleting recording", error);
return false;
}
}
/**
* Get storage statistics
*/
public async getStorageStats(): Promise<{
recordingCount: number;
totalSegments: number;
estimatedSizeMB: number;
} | null> {
if (!this._storage) {
return null;
}
try {
return await this._storage.getStats();
} catch (error) {
debugLog("PhysicsRecorder: Error getting storage stats", error);
return null;
}
}
/**
* Dispose of recorder resources
*/
public async dispose(): Promise<void> {
// Save any remaining buffered data before disposing
if (this._autoSaveBuffer.length > 0) {
debugLog(`PhysicsRecorder: Saving ${this._autoSaveBuffer.length} remaining frames before disposal`);
await this.performAutoSave();
}
this.stopRingBuffer();
this.stopLongRecording();
this._ringBuffer = [];
this._longRecording = [];
this._autoSaveBuffer = [];
if (this._storage) {
this._storage.close();
}
}
}

View File

@ -1,404 +0,0 @@
import { PhysicsRecording, PhysicsSnapshot } from "./physicsRecorder";
import debugLog from "../../core/debug";
/**
* IndexedDB storage for physics recordings
* Stores recordings in 1-second segments for efficient retrieval and seeking
*/
export class PhysicsStorage {
private static readonly DB_NAME = "PhysicsRecordings";
private static readonly DB_VERSION = 1;
private static readonly STORE_NAME = "recordings";
private _db: IDBDatabase | null = null;
/**
* Initialize the IndexedDB database
*/
public async initialize(): Promise<void> {
return new Promise((resolve, reject) => {
const request = indexedDB.open(PhysicsStorage.DB_NAME, PhysicsStorage.DB_VERSION);
request.onerror = () => {
debugLog("PhysicsStorage: Failed to open IndexedDB", request.error);
reject(request.error);
};
request.onsuccess = () => {
this._db = request.result;
debugLog("PhysicsStorage: IndexedDB opened successfully");
resolve();
};
request.onupgradeneeded = (event) => {
const db = (event.target as IDBOpenDBRequest).result;
// Create object store if it doesn't exist
if (!db.objectStoreNames.contains(PhysicsStorage.STORE_NAME)) {
const objectStore = db.createObjectStore(PhysicsStorage.STORE_NAME, {
keyPath: "id",
autoIncrement: true
});
// Create indexes for efficient querying
objectStore.createIndex("recordingId", "recordingId", { unique: false });
objectStore.createIndex("timestamp", "timestamp", { unique: false });
objectStore.createIndex("name", "name", { unique: false });
debugLog("PhysicsStorage: Object store created");
}
};
});
}
/**
* Save a recording to IndexedDB
*/
public async saveRecording(name: string, recording: PhysicsRecording): Promise<string> {
if (!this._db) {
throw new Error("Database not initialized");
}
// Use the provided name as recordingId (for session-based grouping)
const recordingId = name;
const segmentSize = 1000; // 1 second at ~7 Hz = ~7 snapshots per segment
return new Promise((resolve, reject) => {
const transaction = this._db!.transaction([PhysicsStorage.STORE_NAME], "readwrite");
const objectStore = transaction.objectStore(PhysicsStorage.STORE_NAME);
// Split recording into 1-second segments
const segments: PhysicsSnapshot[][] = [];
for (let i = 0; i < recording.snapshots.length; i += segmentSize) {
segments.push(recording.snapshots.slice(i, i + segmentSize));
}
let savedCount = 0;
// Save each segment
segments.forEach((segment, index) => {
const segmentData = {
recordingId,
name,
segmentIndex: index,
timestamp: segment[0].timestamp,
snapshots: segment,
metadata: index === 0 ? recording.metadata : null // Only store metadata in first segment
};
const request = objectStore.add(segmentData);
request.onsuccess = () => {
savedCount++;
if (savedCount === segments.length) {
const sizeMB = (JSON.stringify(recording).length / 1024 / 1024).toFixed(2);
debugLog(`PhysicsStorage: Saved recording "${name}" (${segments.length} segments, ${sizeMB} MB)`);
resolve(recordingId);
}
};
request.onerror = () => {
debugLog("PhysicsStorage: Error saving segment", request.error);
reject(request.error);
};
});
transaction.onerror = () => {
debugLog("PhysicsStorage: Transaction error", transaction.error);
reject(transaction.error);
};
});
}
/**
* Load a recording from IndexedDB
*/
public async loadRecording(recordingId: string): Promise<PhysicsRecording | null> {
if (!this._db) {
throw new Error("Database not initialized");
}
return new Promise((resolve, reject) => {
const transaction = this._db!.transaction([PhysicsStorage.STORE_NAME], "readonly");
const objectStore = transaction.objectStore(PhysicsStorage.STORE_NAME);
const index = objectStore.index("recordingId");
const request = index.getAll(recordingId);
request.onsuccess = () => {
const segments = request.result;
if (segments.length === 0) {
resolve(null);
return;
}
// Sort segments by index
segments.sort((a, b) => a.segmentIndex - b.segmentIndex);
// Combine all snapshots
const allSnapshots: PhysicsSnapshot[] = [];
let metadata = null;
segments.forEach(segment => {
allSnapshots.push(...segment.snapshots);
if (segment.metadata) {
metadata = segment.metadata;
}
});
if (!metadata) {
debugLog("PhysicsStorage: Warning - no metadata found in recording");
resolve(null);
return;
}
const recording: PhysicsRecording = {
metadata,
snapshots: allSnapshots
};
debugLog(`PhysicsStorage: Loaded recording "${recordingId}" (${allSnapshots.length} frames)`);
resolve(recording);
};
request.onerror = () => {
debugLog("PhysicsStorage: Error loading recording", request.error);
reject(request.error);
};
});
}
/**
* List all available recordings
*/
public async listRecordings(): Promise<Array<{
id: string;
name: string;
timestamp: number;
duration: number;
frameCount: number;
}>> {
if (!this._db) {
throw new Error("Database not initialized");
}
return new Promise((resolve, reject) => {
const transaction = this._db!.transaction([PhysicsStorage.STORE_NAME], "readonly");
const objectStore = transaction.objectStore(PhysicsStorage.STORE_NAME);
const request = objectStore.getAll();
request.onsuccess = () => {
const allSegments = request.result;
// Group by recordingId and aggregate all segments
const sessionMap = new Map<string, {
segments: any[];
metadata: any;
}>();
// Group segments by session
allSegments.forEach(segment => {
if (!sessionMap.has(segment.recordingId)) {
sessionMap.set(segment.recordingId, {
segments: [],
metadata: null
});
}
const session = sessionMap.get(segment.recordingId)!;
session.segments.push(segment);
if (segment.metadata) {
session.metadata = segment.metadata; // Keep first metadata for LevelConfig
}
});
// Build recording list with aggregated data
const recordings: Array<{
id: string;
name: string;
timestamp: number;
duration: number;
frameCount: number;
}> = [];
sessionMap.forEach((session, recordingId) => {
// Sort segments to get first and last
session.segments.sort((a, b) => a.segmentIndex - b.segmentIndex);
const firstSegment = session.segments[0];
const lastSegment = session.segments[session.segments.length - 1];
// Calculate total frame count across all segments
const totalFrames = session.segments.reduce((sum, seg) => sum + seg.snapshots.length, 0);
// Calculate total duration from first to last snapshot across ALL segments
let firstTimestamp = Number.MAX_VALUE;
let lastTimestamp = 0;
session.segments.forEach(seg => {
if (seg.snapshots.length > 0) {
const segFirstTimestamp = seg.snapshots[0].timestamp;
const segLastTimestamp = seg.snapshots[seg.snapshots.length - 1].timestamp;
if (segFirstTimestamp < firstTimestamp) {
firstTimestamp = segFirstTimestamp;
}
if (segLastTimestamp > lastTimestamp) {
lastTimestamp = segLastTimestamp;
}
}
});
const totalDuration = (lastTimestamp - firstTimestamp) / 1000; // Convert to seconds
recordings.push({
id: recordingId,
name: recordingId, // Use session ID as name
timestamp: firstSegment.timestamp,
duration: totalDuration,
frameCount: totalFrames
});
});
debugLog(`PhysicsStorage: Found ${recordings.length} sessions (${allSegments.length} total segments)`);
resolve(recordings);
};
request.onerror = () => {
debugLog("PhysicsStorage: Error listing recordings", request.error);
reject(request.error);
};
});
}
/**
* Delete a recording from IndexedDB
*/
public async deleteRecording(recordingId: string): Promise<void> {
if (!this._db) {
throw new Error("Database not initialized");
}
return new Promise((resolve, reject) => {
const transaction = this._db!.transaction([PhysicsStorage.STORE_NAME], "readwrite");
const objectStore = transaction.objectStore(PhysicsStorage.STORE_NAME);
const index = objectStore.index("recordingId");
// Get all segments with this recordingId
const getAllRequest = index.getAll(recordingId);
getAllRequest.onsuccess = () => {
const segments = getAllRequest.result;
let deletedCount = 0;
if (segments.length === 0) {
resolve();
return;
}
// Delete each segment
segments.forEach(segment => {
const deleteRequest = objectStore.delete(segment.id);
deleteRequest.onsuccess = () => {
deletedCount++;
if (deletedCount === segments.length) {
debugLog(`PhysicsStorage: Deleted recording "${recordingId}" (${segments.length} segments)`);
resolve();
}
};
deleteRequest.onerror = () => {
debugLog("PhysicsStorage: Error deleting segment", deleteRequest.error);
reject(deleteRequest.error);
};
});
};
getAllRequest.onerror = () => {
debugLog("PhysicsStorage: Error getting segments for deletion", getAllRequest.error);
reject(getAllRequest.error);
};
});
}
/**
* Clear all recordings from IndexedDB
*/
public async clearAll(): Promise<void> {
if (!this._db) {
throw new Error("Database not initialized");
}
return new Promise((resolve, reject) => {
const transaction = this._db!.transaction([PhysicsStorage.STORE_NAME], "readwrite");
const objectStore = transaction.objectStore(PhysicsStorage.STORE_NAME);
const request = objectStore.clear();
request.onsuccess = () => {
debugLog("PhysicsStorage: All recordings cleared");
resolve();
};
request.onerror = () => {
debugLog("PhysicsStorage: Error clearing recordings", request.error);
reject(request.error);
};
});
}
/**
* Get database statistics
*/
public async getStats(): Promise<{
recordingCount: number;
totalSegments: number;
estimatedSizeMB: number;
}> {
if (!this._db) {
throw new Error("Database not initialized");
}
return new Promise((resolve, reject) => {
const transaction = this._db!.transaction([PhysicsStorage.STORE_NAME], "readonly");
const objectStore = transaction.objectStore(PhysicsStorage.STORE_NAME);
const request = objectStore.getAll();
request.onsuccess = () => {
const allSegments = request.result;
// Count unique recordings
const uniqueRecordings = new Set(allSegments.map(s => s.recordingId));
// Estimate size (rough approximation)
const estimatedSizeMB = allSegments.length > 0
? (JSON.stringify(allSegments).length / 1024 / 1024)
: 0;
resolve({
recordingCount: uniqueRecordings.size,
totalSegments: allSegments.length,
estimatedSizeMB: parseFloat(estimatedSizeMB.toFixed(2))
});
};
request.onerror = () => {
debugLog("PhysicsStorage: Error getting stats", request.error);
reject(request.error);
};
});
}
/**
* Close the database connection
*/
public close(): void {
if (this._db) {
this._db.close();
this._db = null;
debugLog("PhysicsStorage: Database closed");
}
}
}

View File

@ -8,7 +8,6 @@ import type { GameResult } from './gameResultsService';
export interface CloudLeaderboardEntry { export interface CloudLeaderboardEntry {
id: string; id: string;
user_id: string; user_id: string;
player_name: string;
level_id: string; level_id: string;
level_name: string; level_name: string;
completed: boolean; completed: boolean;
@ -23,6 +22,17 @@ export interface CloudLeaderboardEntry {
star_rating: number; star_rating: number;
created_at: string; created_at: string;
is_test_data?: boolean; // Flag for seed/test data - allows cleanup is_test_data?: boolean; // Flag for seed/test data - allows cleanup
// Joined from users table
users?: {
display_name: string;
};
}
/**
* Helper to get display name from a leaderboard entry
*/
export function getDisplayName(entry: CloudLeaderboardEntry): string {
return entry.users?.display_name || 'Anonymous';
} }
/** /**
@ -50,6 +60,38 @@ export class CloudLeaderboardService {
return SupabaseService.getInstance().isConfigured(); return SupabaseService.getInstance().isConfigured();
} }
/**
* Ensure user exists in the users table with current display name
* Called before submitting scores
*/
private async ensureUserProfile(userId: string, displayName: string): Promise<boolean> {
const supabase = SupabaseService.getInstance();
const client = await supabase.getAuthenticatedClient();
if (!client) {
console.warn('[CloudLeaderboardService] Not authenticated - cannot sync user');
return false;
}
// Upsert the user (insert or update if exists)
const { error } = await client
.from('users')
.upsert({
user_id: userId,
display_name: displayName
}, {
onConflict: 'user_id'
});
if (error) {
console.error('[CloudLeaderboardService] Failed to sync user:', error);
return false;
}
console.log('[CloudLeaderboardService] User synced:', userId);
return true;
}
/** /**
* Submit a game result to the cloud leaderboard * Submit a game result to the cloud leaderboard
* Requires authenticated user * Requires authenticated user
@ -80,9 +122,11 @@ export class CloudLeaderboardService {
return false; return false;
} }
// Ensure user profile exists with current display name
await this.ensureUserProfile(user.sub, result.playerName);
const entry = { const entry = {
user_id: user.sub, user_id: user.sub,
player_name: result.playerName,
level_id: result.levelId, level_id: result.levelId,
level_name: result.levelName, level_name: result.levelName,
completed: result.completed, completed: result.completed,
@ -129,7 +173,7 @@ export class CloudLeaderboardService {
const { data, error } = await client const { data, error } = await client
.from('leaderboard') .from('leaderboard')
.select('*') .select('*, users(display_name)')
.order('final_score', { ascending: false }) .order('final_score', { ascending: false })
.range(offset, offset + limit - 1); .range(offset, offset + limit - 1);
@ -155,7 +199,7 @@ export class CloudLeaderboardService {
const { data, error } = await client const { data, error } = await client
.from('leaderboard') .from('leaderboard')
.select('*') .select('*, users(display_name)')
.eq('user_id', userId) .eq('user_id', userId)
.order('final_score', { ascending: false }) .order('final_score', { ascending: false })
.limit(limit); .limit(limit);
@ -182,7 +226,7 @@ export class CloudLeaderboardService {
const { data, error } = await client const { data, error } = await client
.from('leaderboard') .from('leaderboard')
.select('*') .select('*, users(display_name)')
.eq('level_id', levelId) .eq('level_id', levelId)
.order('final_score', { ascending: false }) .order('final_score', { ascending: false })
.limit(limit); .limit(limit);

View File

@ -114,7 +114,7 @@ export class FacebookShare {
} }
// Create share message // Create share message
const message = this.generateShareMessage(shareData); const _message = this.generateShareMessage(shareData);
const quote = this.generateShareQuote(shareData); const quote = this.generateShareQuote(shareData);
return new Promise((resolve) => { return new Promise((resolve) => {

View File

@ -1,7 +1,6 @@
import { AuthService } from './authService'; import { AuthService } from './authService';
import { CloudLeaderboardService } from './cloudLeaderboardService'; import { CloudLeaderboardService } from './cloudLeaderboardService';
import { GameStats } from '../game/gameStats'; import { GameStats } from '../game/gameStats';
import { Scoreboard } from '../ui/hud/scoreboard';
import debugLog from '../core/debug'; import debugLog from '../core/debug';
/** /**

View File

@ -75,7 +75,7 @@ export class SupabaseService {
exp: payload.exp, exp: payload.exp,
role: payload.role role: payload.role
}); });
} catch (e) { } catch (_e) {
console.warn('[SupabaseService] Could not decode token'); console.warn('[SupabaseService] Could not decode token');
} }

View File

@ -15,7 +15,7 @@ export type StickAction =
/** /**
* Available button actions * Available button actions
*/ */
export type ButtonAction = type ButtonAction =
| 'fire' // Fire weapon | 'fire' // Fire weapon
| 'cameraUp' // Adjust camera up | 'cameraUp' // Adjust camera up
| 'cameraDown' // Adjust camera down | 'cameraDown' // Adjust camera down

View File

@ -6,7 +6,7 @@ import debugLog from "../../core/debug";
/** /**
* State change event emitted when ship controls or pointer selection state changes * State change event emitted when ship controls or pointer selection state changes
*/ */
export interface InputControlStateChange { interface InputControlStateChange {
shipControlsEnabled: boolean; shipControlsEnabled: boolean;
pointerSelectionEnabled: boolean; pointerSelectionEnabled: boolean;
requester: string; // e.g., "StatusScreen", "MissionBrief", "Level1" requester: string; // e.g., "StatusScreen", "MissionBrief", "Level1"

View File

@ -1,4 +1,4 @@
import { FreeCamera, Observable, Scene, Vector2 } from "@babylonjs/core"; import { Observable, Scene, Vector2 } from "@babylonjs/core";
/** /**
* Handles keyboard and mouse input for ship control * Handles keyboard and mouse input for ship control
@ -7,7 +7,7 @@ import { FreeCamera, Observable, Scene, Vector2 } from "@babylonjs/core";
/** /**
* Recording control action types * Recording control action types
*/ */
export type RecordingAction = type RecordingAction =
| "exportRingBuffer" // R key | "exportRingBuffer" // R key
| "toggleLongRecording" // Ctrl+R | "toggleLongRecording" // Ctrl+R
| "exportLongRecording"; // Shift+R | "exportLongRecording"; // Shift+R

View File

@ -1,5 +1,4 @@
import { import {
AbstractMesh,
Color3, Color3,
FreeCamera, FreeCamera,
HavokPlugin, HavokPlugin,
@ -21,7 +20,6 @@ import { Sight } from "./sight";
import debugLog from "../core/debug"; import debugLog from "../core/debug";
import { Scoreboard } from "../ui/hud/scoreboard"; import { Scoreboard } from "../ui/hud/scoreboard";
import loadAsset from "../utils/loadAsset"; import loadAsset from "../utils/loadAsset";
import { Debug } from "@babylonjs/core/Legacy/legacy";
import { KeyboardInput } from "./input/keyboardInput"; import { KeyboardInput } from "./input/keyboardInput";
import { ControllerInput } from "./input/controllerInput"; import { ControllerInput } from "./input/controllerInput";
import { ShipPhysics } from "./shipPhysics"; import { ShipPhysics } from "./shipPhysics";

View File

@ -1,80 +0,0 @@
import {
AbstractMesh, Color3, GlowLayer,
MeshBuilder,
ParticleSystem,
StandardMaterial,
Texture,
TransformNode,
Vector3
} from "@babylonjs/core";
import {DefaultScene} from "../core/defaultScene";
type MainEngine = {
transformNode: TransformNode;
particleSystem: ParticleSystem;
}
export class ShipEngine {
private _ship: TransformNode;
private _leftMainEngine: MainEngine;
private _rightMainEngine: MainEngine;
constructor(ship: TransformNode) {
this._ship = ship;
this.initialize();
}
private initialize() {
this._leftMainEngine = this.createEngine(new Vector3(-.44, .37, -1.1));
this._rightMainEngine = this.createEngine(new Vector3(.44, .37, -1.1));
}
public idle() {
this._leftMainEngine.particleSystem.emitRate = 1;
this._rightMainEngine.particleSystem.emitRate = 1;
}
public forwardback(value: number) {
if (Math.sign(value) > 0) {
(this._leftMainEngine.particleSystem.emitter as AbstractMesh).rotation.y = 0;
(this._rightMainEngine.particleSystem.emitter as AbstractMesh).rotation.y = 0;
} else {
(this._leftMainEngine.particleSystem.emitter as AbstractMesh).rotation.y = Math.PI;
(this._rightMainEngine.particleSystem.emitter as AbstractMesh).rotation.y = Math.PI;
}
this._leftMainEngine.particleSystem.emitRate = Math.abs(value) * 10;
this._rightMainEngine.particleSystem.emitRate = Math.abs(value) * 10;
}
private createEngine(position: Vector3) : MainEngine{
const MAIN_ROTATION = Math.PI / 2;
const engine = new TransformNode("engine", DefaultScene.MainScene);
engine.parent = this._ship;
engine.position = position;
const leftDisc = MeshBuilder.CreateIcoSphere("engineSphere", {radius: .07}, DefaultScene.MainScene);
const material = new StandardMaterial("material", DefaultScene.MainScene);
material.emissiveColor = new Color3(.5, .5, .1);
leftDisc.material = material;
leftDisc.parent = engine;
leftDisc.rotation.x = MAIN_ROTATION;
const particleSystem = this.createParticleSystem(leftDisc);
return {transformNode: engine, particleSystem: particleSystem};
}
private createParticleSystem(mesh: AbstractMesh): ParticleSystem {
const myParticleSystem = new ParticleSystem("particles", 1000, DefaultScene.MainScene);
myParticleSystem.emitRate = 1;
//myParticleSystem.minEmitPower = 2;
//myParticleSystem.maxEmitPower = 10;
myParticleSystem.particleTexture = new Texture("/flare.png");
myParticleSystem.emitter = mesh;
const coneEmitter = myParticleSystem.createConeEmitter(0.1, Math.PI / 9);
myParticleSystem.addSizeGradient(0, .01);
myParticleSystem.addSizeGradient(1, .3);
myParticleSystem.isLocal = true;
myParticleSystem.start(); //S
return myParticleSystem;
}
}

View File

@ -3,12 +3,12 @@ import { GameConfig } from "../core/gameConfig";
import { ShipStatus } from "./shipStatus"; import { ShipStatus } from "./shipStatus";
import { GameStats } from "../game/gameStats"; import { GameStats } from "../game/gameStats";
export interface InputState { interface InputState {
leftStick: Vector2; leftStick: Vector2;
rightStick: Vector2; rightStick: Vector2;
} }
export interface ForceApplicationResult { interface ForceApplicationResult {
linearMagnitude: number; linearMagnitude: number;
angularMagnitude: number; angularMagnitude: number;
} }

View File

@ -13,7 +13,7 @@ export interface ShipStatusChangeEvent {
/** /**
* Ship status values container * Ship status values container
*/ */
export interface ShipStatusValues { interface ShipStatusValues {
fuel: number; fuel: number;
hull: number; hull: number;
ammo: number; ammo: number;

View File

@ -12,7 +12,7 @@ import {
/** /**
* Configuration options for the sight reticle * Configuration options for the sight reticle
*/ */
export interface SightConfig { interface SightConfig {
/** Position relative to parent */ /** Position relative to parent */
position?: Vector3; position?: Vector3;
/** Circle radius */ /** Circle radius */

View File

@ -1,12 +1,11 @@
import { AudioEngineV2, StaticSound, SoundState } from "@babylonjs/core"; import { AudioEngineV2, StaticSound, SoundState } from "@babylonjs/core";
import debugLog from "../core/debug"; import debugLog from "../core/debug";
import { ShipStatus, ShipStatusChangeEvent } from "./shipStatus"; import { ShipStatus, ShipStatusChangeEvent } from "./shipStatus";
import { ScoreEvent } from "../ui/hud/scoreboard";
/** /**
* Priority levels for voice messages * Priority levels for voice messages
*/ */
export enum VoiceMessagePriority { enum VoiceMessagePriority {
HIGH = 0, // Critical warnings (danger, immediate action needed) HIGH = 0, // Critical warnings (danger, immediate action needed)
NORMAL = 1, // Standard warnings and status updates NORMAL = 1, // Standard warnings and status updates
LOW = 2 // Informational messages LOW = 2 // Informational messages

View File

@ -133,7 +133,7 @@ export class WeaponSystem {
if (collisionObserver && ammoAggregate.body) { if (collisionObserver && ammoAggregate.body) {
try { try {
ammoAggregate.body.getCollisionObservable().remove(collisionObserver); ammoAggregate.body.getCollisionObservable().remove(collisionObserver);
} catch (e) { } catch (_e) {
// Body may have been disposed during collision handling, ignore // Body may have been disposed during collision handling, ignore
} }
} }
@ -146,7 +146,7 @@ export class WeaponSystem {
if (collisionObserver && ammoAggregate.body) { if (collisionObserver && ammoAggregate.body) {
try { try {
ammoAggregate.body.getCollisionObservable().remove(collisionObserver); ammoAggregate.body.getCollisionObservable().remove(collisionObserver);
} catch (e) { } catch (_e) {
// Body may have already been disposed, ignore error // Body may have already been disposed, ignore error
} }
} }
@ -155,7 +155,7 @@ export class WeaponSystem {
try { try {
ammoAggregate.dispose(); ammoAggregate.dispose();
ammo.dispose(); ammo.dispose();
} catch (e) { } catch (_e) {
// Already disposed, ignore // Already disposed, ignore
} }
}, 2000); }, 2000);

View File

@ -1,7 +1,7 @@
import { writable } from 'svelte/store'; import { writable } from 'svelte/store';
import { AuthService } from '../services/authService'; import { AuthService } from '../services/authService';
export interface AuthState { interface AuthState {
isAuthenticated: boolean; isAuthenticated: boolean;
user: any | null; user: any | null;
isLoading: boolean; isLoading: boolean;

View File

@ -2,7 +2,7 @@ import { writable, get } from 'svelte/store';
import type { ControllerMapping } from '../ship/input/controllerMapping'; import type { ControllerMapping } from '../ship/input/controllerMapping';
import { ControllerMappingConfig } from '../ship/input/controllerMapping'; import { ControllerMappingConfig } from '../ship/input/controllerMapping';
const STORAGE_KEY = 'space-game-controller-mapping'; const _STORAGE_KEY = 'space-game-controller-mapping';
function createControllerMappingStore() { function createControllerMappingStore() {
const config = ControllerMappingConfig.getInstance(); const config = ControllerMappingConfig.getInstance();

View File

@ -2,7 +2,7 @@ import { writable, get } from 'svelte/store';
const STORAGE_KEY = 'game-config'; const STORAGE_KEY = 'game-config';
export interface GameConfigData { interface GameConfigData {
physicsEnabled: boolean; physicsEnabled: boolean;
debugEnabled: boolean; debugEnabled: boolean;
progressionEnabled: boolean; progressionEnabled: boolean;

View File

@ -3,7 +3,7 @@ import { LevelRegistry } from '../levels/storage/levelRegistry';
import type { LevelConfig } from '../levels/config/levelConfig'; import type { LevelConfig } from '../levels/config/levelConfig';
import type { CloudLevelEntry } from '../services/cloudLevelService'; import type { CloudLevelEntry } from '../services/cloudLevelService';
export interface LevelRegistryState { interface LevelRegistryState {
isInitialized: boolean; isInitialized: boolean;
levels: Map<string, CloudLevelEntry>; levels: Map<string, CloudLevelEntry>;
} }
@ -16,7 +16,7 @@ function createLevelRegistryStore() {
levels: new Map(), levels: new Map(),
}; };
const { subscribe, set, update } = writable<LevelRegistryState>(initial); const { subscribe, set: _set, update } = writable<LevelRegistryState>(initial);
// Initialize registry // Initialize registry
(async () => { (async () => {

View File

@ -1,6 +1,6 @@
import { writable } from 'svelte/store'; import { writable } from 'svelte/store';
export interface NavigationState { interface NavigationState {
currentRoute: string; currentRoute: string;
isLoading: boolean; isLoading: boolean;
loadingMessage: string; loadingMessage: string;
@ -13,7 +13,7 @@ function createNavigationStore() {
loadingMessage: '', loadingMessage: '',
}; };
const { subscribe, set, update } = writable<NavigationState>(initial); const { subscribe, set: _set, update } = writable<NavigationState>(initial);
return { return {
subscribe, subscribe,

View File

@ -22,7 +22,7 @@ function createProgressionStore() {
completionPercentage: progression.getCompletionPercentage(), completionPercentage: progression.getCompletionPercentage(),
}; };
const { subscribe, set, update } = writable<ProgressionState>(initialState); const { subscribe, set: _set, update } = writable<ProgressionState>(initialState);
return { return {
subscribe, subscribe,

View File

@ -7,7 +7,7 @@ import {
TextBlock TextBlock
} from "@babylonjs/gui"; } from "@babylonjs/gui";
import { DefaultScene } from "../../core/defaultScene"; import { DefaultScene } from "../../core/defaultScene";
import {Mesh, MeshBuilder, Vector3, Observable, Observer} from "@babylonjs/core"; import {MeshBuilder, Vector3, Observable, Observer} from "@babylonjs/core";
import debugLog from '../../core/debug'; import debugLog from '../../core/debug';
import { LevelConfig } from "../../levels/config/levelConfig"; import { LevelConfig } from "../../levels/config/levelConfig";
import { CloudLevelEntry } from "../../services/cloudLevelService"; import { CloudLevelEntry } from "../../services/cloudLevelService";

View File

@ -188,7 +188,7 @@ export class Scoreboard {
panel.addControl(velocityText); panel.addControl(velocityText);
advancedTexture.addControl(panel); advancedTexture.addControl(panel);
let i = 0; let i = 0;
const afterRender = scene.onAfterRenderObservable.add(() => { const _afterRender = scene.onAfterRenderObservable.add(() => {
scoreText.text = `Score: ${this.calculateScore()}`; scoreText.text = `Score: ${this.calculateScore()}`;
remainingText.text = `Remaining: ${this._remaining}`; remainingText.text = `Remaining: ${this._remaining}`;
@ -265,7 +265,7 @@ export class Scoreboard {
gaugesTexture.addControl(panel); gaugesTexture.addControl(panel);
let i = 0; let _i = 0;
// Force the texture to update // Force the texture to update
//gaugesTexture.markAsDirty(); //gaugesTexture.markAsDirty();

View File

@ -20,7 +20,7 @@ import { ProgressionManager } from "../../game/progression";
import { AuthService } from "../../services/authService"; import { AuthService } from "../../services/authService";
import { FacebookShare, ShareData } from "../../services/facebookShare"; import { FacebookShare, ShareData } from "../../services/facebookShare";
import { InputControlManager } from "../../ship/input/inputControlManager"; import { InputControlManager } from "../../ship/input/inputControlManager";
import { formatStars, getStarColor } from "../../game/scoreCalculator"; import { formatStars } from "../../game/scoreCalculator";
import { GameResultsService } from "../../services/gameResultsService"; import { GameResultsService } from "../../services/gameResultsService";
import debugLog from "../../core/debug"; import debugLog from "../../core/debug";

View File

@ -1,294 +0,0 @@
import {
ControllerMappingConfig,
ControllerMapping,
StickAction,
ButtonAction
} from '../../ship/input/controllerMapping';
/**
* Controller remapping screen
* Allows users to customize VR controller button and stick mappings
*/
export class ControlsScreen {
private config: ControllerMappingConfig;
private messageDiv: HTMLElement | null = null;
constructor() {
this.config = ControllerMappingConfig.getInstance();
}
/**
* Initialize the controls screen
* Set up event listeners and populate form with current configuration
*/
public initialize(): void {
console.log('[ControlsScreen] Initializing');
// Get form elements
this.messageDiv = document.getElementById('controlsMessage');
// Populate dropdowns
this.populateDropdowns();
// Load current configuration into form
this.loadCurrentMapping();
// Set up event listeners
this.setupEventListeners();
console.log('[ControlsScreen] Initialized');
}
/**
* Populate all dropdown select elements with available actions
*/
private populateDropdowns(): void {
// Stick action dropdowns
const stickSelects = [
'leftStickX', 'leftStickY',
'rightStickX', 'rightStickY'
];
const stickActions = ControllerMappingConfig.getAvailableStickActions();
stickSelects.forEach(id => {
const select = document.getElementById(id) as HTMLSelectElement;
if (select) {
select.innerHTML = '';
stickActions.forEach(action => {
const option = document.createElement('option');
option.value = action;
option.textContent = ControllerMappingConfig.getStickActionLabel(action);
select.appendChild(option);
});
}
});
// Button action dropdowns
const buttonSelects = [
'trigger', 'aButton', 'bButton',
'xButton', 'yButton', 'squeeze'
];
const buttonActions = ControllerMappingConfig.getAvailableButtonActions();
buttonSelects.forEach(id => {
const select = document.getElementById(id) as HTMLSelectElement;
if (select) {
select.innerHTML = '';
buttonActions.forEach(action => {
const option = document.createElement('option');
option.value = action;
option.textContent = ControllerMappingConfig.getButtonActionLabel(action);
select.appendChild(option);
});
}
});
}
/**
* Load current mapping configuration into form elements
*/
private loadCurrentMapping(): void {
const mapping = this.config.getMapping();
// Stick mappings
this.setSelectValue('leftStickX', mapping.leftStickX);
this.setSelectValue('leftStickY', mapping.leftStickY);
this.setSelectValue('rightStickX', mapping.rightStickX);
this.setSelectValue('rightStickY', mapping.rightStickY);
// Inversion checkboxes
this.setCheckboxValue('invertLeftStickX', mapping.invertLeftStickX);
this.setCheckboxValue('invertLeftStickY', mapping.invertLeftStickY);
this.setCheckboxValue('invertRightStickX', mapping.invertRightStickX);
this.setCheckboxValue('invertRightStickY', mapping.invertRightStickY);
// Button mappings
this.setSelectValue('trigger', mapping.trigger);
this.setSelectValue('aButton', mapping.aButton);
this.setSelectValue('bButton', mapping.bButton);
this.setSelectValue('xButton', mapping.xButton);
this.setSelectValue('yButton', mapping.yButton);
this.setSelectValue('squeeze', mapping.squeeze);
console.log('[ControlsScreen] Loaded current mapping into form');
}
/**
* Set up event listeners for buttons
*/
private setupEventListeners(): void {
// Save button
const saveBtn = document.getElementById('saveControlsBtn');
if (saveBtn) {
saveBtn.addEventListener('click', () => this.saveMapping());
}
// Reset button
const resetBtn = document.getElementById('resetControlsBtn');
if (resetBtn) {
resetBtn.addEventListener('click', () => this.resetToDefault());
}
// Test button (shows current mapping preview)
const testBtn = document.getElementById('testControlsBtn');
if (testBtn) {
testBtn.addEventListener('click', () => this.showTestPreview());
}
}
/**
* Save current form values to configuration
*/
private saveMapping(): void {
// Read all form values
const mapping: ControllerMapping = {
// Stick mappings
leftStickX: this.getSelectValue('leftStickX') as StickAction,
leftStickY: this.getSelectValue('leftStickY') as StickAction,
rightStickX: this.getSelectValue('rightStickX') as StickAction,
rightStickY: this.getSelectValue('rightStickY') as StickAction,
// Inversions
invertLeftStickX: this.getCheckboxValue('invertLeftStickX'),
invertLeftStickY: this.getCheckboxValue('invertLeftStickY'),
invertRightStickX: this.getCheckboxValue('invertRightStickX'),
invertRightStickY: this.getCheckboxValue('invertRightStickY'),
// Button mappings
trigger: this.getSelectValue('trigger') as ButtonAction,
aButton: this.getSelectValue('aButton') as ButtonAction,
bButton: this.getSelectValue('bButton') as ButtonAction,
xButton: this.getSelectValue('xButton') as ButtonAction,
yButton: this.getSelectValue('yButton') as ButtonAction,
squeeze: this.getSelectValue('squeeze') as ButtonAction,
};
// Validate
this.config.setMapping(mapping);
const warnings = this.config.validate();
if (warnings.length > 0) {
// Show warnings but still save
this.showMessage(
'Configuration saved with warnings:\n' + warnings.join('\n'),
'warning'
);
} else {
this.showMessage('Configuration saved successfully!', 'success');
}
// Save to localStorage
this.config.save();
console.log('[ControlsScreen] Saved mapping:', mapping);
}
/**
* Reset form to default mapping
*/
private resetToDefault(): void {
if (confirm('Reset all controller mappings to default? This cannot be undone.')) {
this.config.resetToDefault();
this.config.save();
this.loadCurrentMapping();
this.showMessage('Reset to default configuration', 'success');
console.log('[ControlsScreen] Reset to defaults');
}
}
/**
* Show test preview of current mapping
*/
private showTestPreview(): void {
const mapping = this.readCurrentFormValues();
let preview = 'Current Controller Mapping:\n\n';
preview += '📋 STICK MAPPINGS:\n';
preview += ` Left Stick X: ${ControllerMappingConfig.getStickActionLabel(mapping.leftStickX)}`;
preview += mapping.invertLeftStickX ? ' (Inverted)\n' : '\n';
preview += ` Left Stick Y: ${ControllerMappingConfig.getStickActionLabel(mapping.leftStickY)}`;
preview += mapping.invertLeftStickY ? ' (Inverted)\n' : '\n';
preview += ` Right Stick X: ${ControllerMappingConfig.getStickActionLabel(mapping.rightStickX)}`;
preview += mapping.invertRightStickX ? ' (Inverted)\n' : '\n';
preview += ` Right Stick Y: ${ControllerMappingConfig.getStickActionLabel(mapping.rightStickY)}`;
preview += mapping.invertRightStickY ? ' (Inverted)\n' : '\n';
preview += '\n🎮 BUTTON MAPPINGS:\n';
preview += ` Trigger: ${ControllerMappingConfig.getButtonActionLabel(mapping.trigger)}\n`;
preview += ` A Button: ${ControllerMappingConfig.getButtonActionLabel(mapping.aButton)}\n`;
preview += ` B Button: ${ControllerMappingConfig.getButtonActionLabel(mapping.bButton)}\n`;
preview += ` X Button: ${ControllerMappingConfig.getButtonActionLabel(mapping.xButton)}\n`;
preview += ` Y Button: ${ControllerMappingConfig.getButtonActionLabel(mapping.yButton)}\n`;
preview += ` Squeeze/Grip: ${ControllerMappingConfig.getButtonActionLabel(mapping.squeeze)}\n`;
alert(preview);
}
/**
* Read current form values into a mapping object
*/
private readCurrentFormValues(): ControllerMapping {
return {
leftStickX: this.getSelectValue('leftStickX') as StickAction,
leftStickY: this.getSelectValue('leftStickY') as StickAction,
rightStickX: this.getSelectValue('rightStickX') as StickAction,
rightStickY: this.getSelectValue('rightStickY') as StickAction,
invertLeftStickX: this.getCheckboxValue('invertLeftStickX'),
invertLeftStickY: this.getCheckboxValue('invertLeftStickY'),
invertRightStickX: this.getCheckboxValue('invertRightStickX'),
invertRightStickY: this.getCheckboxValue('invertRightStickY'),
trigger: this.getSelectValue('trigger') as ButtonAction,
aButton: this.getSelectValue('aButton') as ButtonAction,
bButton: this.getSelectValue('bButton') as ButtonAction,
xButton: this.getSelectValue('xButton') as ButtonAction,
yButton: this.getSelectValue('yButton') as ButtonAction,
squeeze: this.getSelectValue('squeeze') as ButtonAction,
};
}
/**
* Show a message to the user
*/
private showMessage(message: string, type: 'success' | 'error' | 'warning' = 'success'): void {
if (this.messageDiv) {
this.messageDiv.textContent = message;
this.messageDiv.className = `controls-message ${type}`;
this.messageDiv.style.display = 'block';
// Hide after 5 seconds
setTimeout(() => {
if (this.messageDiv) {
this.messageDiv.style.display = 'none';
}
}, 5000);
}
}
// Helper methods for form manipulation
private setSelectValue(id: string, value: string): void {
const select = document.getElementById(id) as HTMLSelectElement;
if (select) {
select.value = value;
}
}
private getSelectValue(id: string): string {
const select = document.getElementById(id) as HTMLSelectElement;
return select ? select.value : '';
}
private setCheckboxValue(id: string, checked: boolean): void {
const checkbox = document.getElementById(id) as HTMLInputElement;
if (checkbox) {
checkbox.checked = checked;
}
}
private getCheckboxValue(id: string): boolean {
const checkbox = document.getElementById(id) as HTMLInputElement;
return checkbox ? checkbox.checked : false;
}
}

View File

@ -1,91 +0,0 @@
import { AuthService } from '../../services/authService';
/**
* Creates and displays the login screen UI
* Shown when user is not authenticated
*/
export function showLoginScreen(): void {
const container = document.querySelector('#levelSelect');
if (!container) {
console.error('Level select container not found');
return;
}
container.innerHTML = `
<div class="login-screen" style="position: relative; z-index: 1;">
<div class="login-container">
<h1 class="login-title">Space Combat VR</h1>
<p class="login-subtitle">
Welcome, pilot! Authentication required to access your mission data and track your progress across the galaxy.
</p>
<button id="loginBtn" class="login-button">
Log In / Sign Up
</button>
<p class="login-skip" style="color: #666; font-size: 0.9em; margin-top: 30px;">
Secured by Auth0
</p>
</div>
</div>
`;
// Attach login handler
const loginBtn = document.getElementById('loginBtn');
if (loginBtn) {
loginBtn.addEventListener('click', async () => {
loginBtn.textContent = 'Redirecting...';
loginBtn.setAttribute('disabled', 'true');
const authService = AuthService.getInstance();
await authService.login();
});
}
}
/**
* Updates the user profile display in the header
* Shows username and logout button when authenticated, or login button when not
* @param username - The username to display, or null to show login button
*/
export function updateUserProfile(username: string | null): void {
const profileContainer = document.getElementById('userProfile');
if (!profileContainer) return;
if (username) {
// User is authenticated - show profile and logout
profileContainer.className = 'user-profile';
profileContainer.innerHTML = `
<span class="user-profile-name">
Welcome, ${username}
</span>
<button id="logoutBtn" class="user-profile-button">
Log Out
</button>
`;
const logoutBtn = document.getElementById('logoutBtn');
if (logoutBtn) {
logoutBtn.addEventListener('click', async () => {
const authService = AuthService.getInstance();
await authService.logout();
});
}
} else {
// User not authenticated - show login/signup button
profileContainer.className = '';
profileContainer.innerHTML = `
<button id="loginBtn" class="user-profile-button">
Sign Up / Log In
</button>
`;
const loginBtn = document.getElementById('loginBtn');
if (loginBtn) {
loginBtn.addEventListener('click', async () => {
const authService = AuthService.getInstance();
await authService.login();
});
}
}
}

View File

@ -1,91 +0,0 @@
import { GameConfig } from "../../core/gameConfig";
/**
* Initialize the settings screen
*/
export function initializeSettingsScreen(): void {
const config = GameConfig.getInstance();
// Get form elements
const physicsEnabledCheckbox = document.getElementById('physicsEnabled') as HTMLInputElement;
const debugEnabledCheckbox = document.getElementById('debugEnabled') as HTMLInputElement;
// Ship physics inputs
const maxLinearVelocityInput = document.getElementById('maxLinearVelocity') as HTMLInputElement;
const maxAngularVelocityInput = document.getElementById('maxAngularVelocity') as HTMLInputElement;
const linearForceMultiplierInput = document.getElementById('linearForceMultiplier') as HTMLInputElement;
const angularForceMultiplierInput = document.getElementById('angularForceMultiplier') as HTMLInputElement;
const saveBtn = document.getElementById('saveSettingsBtn');
const resetBtn = document.getElementById('resetSettingsBtn');
const messageDiv = document.getElementById('settingsMessage');
// Load current settings
loadSettings();
// Save button handler
saveBtn?.addEventListener('click', () => {
saveSettings();
showMessage('Settings saved successfully!', 'success');
});
// Reset button handler
resetBtn?.addEventListener('click', () => {
if (confirm('Are you sure you want to reset all settings to defaults?')) {
config.reset();
loadSettings();
showMessage('Settings reset to defaults', 'info');
}
});
/**
* Load current settings into form
*/
function loadSettings(): void {
if (physicsEnabledCheckbox) physicsEnabledCheckbox.checked = config.physicsEnabled;
if (debugEnabledCheckbox) debugEnabledCheckbox.checked = config.debug;
// Load ship physics settings
if (maxLinearVelocityInput) maxLinearVelocityInput.value = config.shipPhysics.maxLinearVelocity.toString();
if (maxAngularVelocityInput) maxAngularVelocityInput.value = config.shipPhysics.maxAngularVelocity.toString();
if (linearForceMultiplierInput) linearForceMultiplierInput.value = config.shipPhysics.linearForceMultiplier.toString();
if (angularForceMultiplierInput) angularForceMultiplierInput.value = config.shipPhysics.angularForceMultiplier.toString();
}
/**
* Save form settings to GameConfig
*/
function saveSettings(): void {
config.physicsEnabled = physicsEnabledCheckbox.checked;
config.debug = debugEnabledCheckbox.checked;
// Save ship physics settings
config.shipPhysics.maxLinearVelocity = parseFloat(maxLinearVelocityInput.value);
config.shipPhysics.maxAngularVelocity = parseFloat(maxAngularVelocityInput.value);
config.shipPhysics.linearForceMultiplier = parseFloat(linearForceMultiplierInput.value);
config.shipPhysics.angularForceMultiplier = parseFloat(angularForceMultiplierInput.value);
config.save();
}
/**
* Show a temporary message
*/
function showMessage(message: string, type: 'success' | 'info' | 'warning'): void {
if (!messageDiv) return;
const colors = {
success: '#4CAF50',
info: '#2196F3',
warning: '#FF9800'
};
messageDiv.textContent = message;
messageDiv.style.color = colors[type];
messageDiv.style.opacity = '1';
setTimeout(() => {
messageDiv.style.opacity = '0';
}, 3000);
}
}

View File

@ -1,262 +0,0 @@
/**
* Discord Widget Integration using Widgetbot Crate
* Dynamically loads the widget script to avoid npm bundling issues
*/
export interface DiscordWidgetOptions {
server: string;
channel: string;
location?: string[];
color?: string;
glyph?: string[];
notifications?: boolean;
indicator?: boolean;
allChannelNotifications?: boolean;
}
export class DiscordWidget {
private crate: any = null;
private scriptLoaded = false;
private isVisible = false;
/**
* Initialize the Discord widget
* @param options - Widget configuration
*/
async initialize(options: DiscordWidgetOptions): Promise<void> {
try {
// Suppress WidgetBot console errors (CSP and CORS issues from their side)
this.suppressWidgetBotErrors();
// Load the Crate script if not already loaded
if (!this.scriptLoaded) {
console.log('[DiscordWidget] Loading Crate script...');
await this.loadCrateScript();
this.scriptLoaded = true;
console.log('[DiscordWidget] Crate script loaded');
}
// Wait for Crate to be available on window
console.log('[DiscordWidget] Waiting for Crate constructor...');
await this.waitForCrate();
console.log('[DiscordWidget] Crate constructor available');
// Initialize the Crate widget
const defaultOptions: DiscordWidgetOptions = {
location: ['bottom', 'right'],
color: '#7289DA',
glyph: ['💬', '✖️'],
notifications: true,
indicator: true,
...options
};
console.log('[DiscordWidget] Initializing Crate with options:', defaultOptions);
// @ts-ignore - Crate is loaded from CDN
this.crate = new window.Crate(defaultOptions);
console.log('[DiscordWidget] Crate instance created, setting up event listeners...');
this.setupEventListeners();
console.log('[DiscordWidget] Successfully initialized');
} catch (error) {
console.error('[DiscordWidget] Initialization failed:', error);
console.error('[DiscordWidget] Error details:', {
name: error?.constructor?.name,
message: error?.message,
stack: error?.stack
});
throw error; // Re-throw to be caught by caller
}
}
/**
* Dynamically load the Crate script from CDN
*/
private loadCrateScript(): Promise<void> {
return new Promise((resolve, reject) => {
// Check if script already exists
const existingScript = document.querySelector('script[src*="widgetbot"]');
if (existingScript) {
resolve();
return;
}
const script = document.createElement('script');
script.src = 'https://cdn.jsdelivr.net/npm/@widgetbot/crate@3';
script.async = true;
script.defer = true;
script.crossOrigin = 'anonymous';
script.onload = () => {
console.log('[DiscordWidget] Script loaded successfully');
resolve();
};
script.onerror = () => {
console.error('[DiscordWidget] Failed to load script');
reject(new Error('Failed to load Widgetbot Crate script'));
};
document.head.appendChild(script);
});
}
/**
* Wait for Crate constructor to be available on window
*/
private waitForCrate(): Promise<void> {
return new Promise((resolve) => {
const checkCrate = () => {
// @ts-ignore
if (window.Crate) {
resolve();
} else {
setTimeout(checkCrate, 50);
}
};
checkCrate();
});
}
/**
* Suppress WidgetBot console errors (CSP/CORS issues from their infrastructure)
*/
private suppressWidgetBotErrors(): void {
// Filter console.error to suppress known WidgetBot issues
const originalError = console.error;
console.error = (...args: any[]) => {
const message = args.join(' ');
// Skip known WidgetBot infrastructure errors
if (
message.includes('widgetbot') ||
message.includes('stonks.widgetbot.io') ||
message.includes('e.widgetbot.io') ||
message.includes('Content Security Policy') ||
message.includes('[embed-api]') ||
message.includes('[mobx]') ||
message.includes('GraphQL') && message.includes('widgetbot')
) {
return; // Suppress these errors
}
// Pass through all other errors
originalError.apply(console, args);
};
// Filter console.log for WidgetBot verbose logging
const originalLog = console.log;
console.log = (...args: any[]) => {
const message = args.join(' ');
// Skip WidgetBot internal logging
if (message.includes('[embed-api]')) {
return; // Suppress verbose embed-api logs
}
originalLog.apply(console, args);
};
}
/**
* Setup event listeners for widget events
*/
private setupEventListeners(): void {
if (!this.crate) return;
// Listen for when user signs in
this.crate.on('signIn', (user: any) => {
console.log('[DiscordWidget] User signed in:', user.username);
});
// Listen for widget visibility changes
this.crate.on('toggleChat', (visible: boolean) => {
this.isVisible = visible;
console.log('[DiscordWidget] Chat visibility:', visible);
});
// Suppress widget internal errors - they're from WidgetBot's infrastructure
this.crate.on('error', () => {
// Silently ignore - these are CSP/CORS issues on WidgetBot's side
});
}
/**
* Toggle the Discord chat widget
*/
toggle(): void {
if (this.crate) {
this.crate.toggle();
}
}
/**
* Show a notification on the widget button
* @param message - Notification message
*/
notify(message: string): void {
if (this.crate) {
this.crate.notify(message);
}
}
/**
* Show the widget
*/
show(): void {
if (this.crate && !this.isVisible) {
this.crate.show();
this.isVisible = true;
}
}
/**
* Hide the widget
*/
hide(): void {
if (this.crate && this.isVisible) {
this.crate.hide();
this.isVisible = false;
}
}
/**
* Check if widget is currently visible
*/
getIsVisible(): boolean {
return this.isVisible;
}
/**
* Emit a custom event to the widget
* @param event - Event name
* @param data - Event data
*/
emit(event: string, data?: any): void {
if (this.crate) {
this.crate.emit(event, data);
}
}
/**
* Listen for widget events
* @param event - Event name
* @param callback - Event callback
*/
on(event: string, callback: (data: any) => void): void {
if (this.crate) {
this.crate.on(event, callback);
}
}
/**
* Send a message to the Discord channel (if user is signed in)
* @param message - Message text
*/
sendMessage(message: string): void {
if (this.crate) {
this.emit('sendMessage', message);
}
}
}

View File

@ -1,163 +0,0 @@
import {
Engine,
Scene,
HemisphericLight,
Vector3,
MeshBuilder,
WebXRDefaultExperience,
Color3
} from "@babylonjs/core";
import debugLog from '../core/debug';
/**
* Minimal standalone class to debug WebXR controller detection
* Usage: import and instantiate in main.ts instead of normal flow
*/
export class ControllerDebug {
private engine: Engine;
private scene: Scene;
constructor() {
debugLog('🔍 ControllerDebug: Starting minimal test...');
this.init();
}
private async init() {
// Get canvas
const canvas = document.querySelector('#gameCanvas') as HTMLCanvasElement;
// Create engine (no antialiasing for Quest compatibility)
debugLog('🔍 Creating engine...');
this.engine = new Engine(canvas, false);
// Create scene
debugLog('🔍 Creating scene...');
this.scene = new Scene(this.engine);
this.scene.clearColor = new Color3(0.1, 0.1, 0.2).toColor4();
// Add light
//const light = new HemisphericLight("light", new Vector3(0, 1, 0), this.scene);
// Add ground for reference
const ground = MeshBuilder.CreateGround("ground", { width: 10, height: 10 }, this.scene);
// Create WebXR
//consol e.log('🔍 Creating WebXR...');
//await navigator.xr.offerSession("immersive-vr");
const xr = await this.scene.createDefaultXRExperienceAsync( {
disablePointerSelection: true,
disableTeleportation: true,
inputOptions: {
disableOnlineControllerRepository: true
},
disableDefaultUI: false, // Enable UI for this test
disableHandTracking: true
});
debugLog('🔍 WebXR created successfully');
debugLog('🔍 XR input exists:', !!xr.input);
debugLog('🔍 XR input controllers:', xr.input.controllers.length);
// Set up controller observable
debugLog('🔍 Setting up onControllerAddedObservable...');
xr.input.onControllerAddedObservable.add((controller) => {
debugLog('✅ CONTROLLER ADDED! Handedness:', controller.inputSource.handedness);
debugLog(' - Input source:', controller.inputSource);
debugLog(' - Has motion controller:', !!controller.motionController);
// Wait for motion controller
controller.onMotionControllerInitObservable.add((motionController) => {
debugLog('✅ MOTION CONTROLLER INITIALIZED:', motionController.handness);
debugLog(' - Profile:', motionController.profileId);
debugLog(' - Components:', Object.keys(motionController.components));
// Log when any component changes
Object.keys(motionController.components).forEach(componentId => {
const component = motionController.components[componentId];
if (component.onAxisValueChangedObservable) {
component.onAxisValueChangedObservable.add((axes) => {
debugLog(`📍 ${motionController.handness} ${componentId} axes:`, axes);
});
}
if (component.onButtonStateChangedObservable) {
component.onButtonStateChangedObservable.add((state) => {
debugLog(`🔘 ${motionController.handness} ${componentId} button:`, {
pressed: state.pressed,
touched: state.touched,
value: state.value
});
});
}
});
});
});
debugLog('🔍 Observable registered. Waiting for controllers...');
// Render loop
this.engine.runRenderLoop(() => {
this.scene.render();
});
// Create button to enter VR (requires user gesture)
this.createEnterVRButton(xr);
}
private createEnterVRButton(xr: WebXRDefaultExperience) {
const button = document.createElement('button');
button.textContent = 'Enter VR (Controller Debug)';
button.style.cssText = `
position: fixed;
top: 50%;
left: 50%;
transform: translate(-50%, -50%);
padding: 20px 40px;
font-size: 24px;
background: #4CAF50;
color: white;
border: none;
border-radius: 8px;
cursor: pointer;
z-index: 9999;
`;
button.onclick = async () => {
debugLog('🔍 Button clicked - Entering VR mode...');
button.remove();
try {
await xr.baseExperience.enterXRAsync('immersive-vr', 'local-floor', undefined, {
requiredFeatures: ['local-floor'],
});
debugLog(xr.baseExperience.featuresManager.getEnabledFeatures());
//await xr.baseExperience.exitXRAsync();
//await xr.baseExperience.enterXRAsync('immersive-vr', 'local-floor');
debugLog('🔍 ✅ Entered VR mode successfully');
debugLog('🔍 Controllers after entering VR:', xr.input.controllers.length);
// Check again after delays
setTimeout(() => {
debugLog('🔍 [+1s after VR] Controller count:', xr.input.controllers.length);
}, 1000);
setTimeout(() => {
debugLog('🔍 [+3s after VR] Controller count:', xr.input.controllers.length);
}, 3000);
setTimeout(() => {
debugLog('🔍 [+5s after VR] Controller count:', xr.input.controllers.length);
}, 5000);
} catch (error) {
console.error('🔍 ❌ Failed to enter VR:', error);
}
};
document.body.appendChild(button);
debugLog('🔍 Click the button to enter VR mode');
}
}

View File

@ -2,7 +2,7 @@ import {DefaultScene} from "../core/defaultScene";
import {AbstractMesh, AssetContainer, LoadAssetContainerAsync} from "@babylonjs/core"; import {AbstractMesh, AssetContainer, LoadAssetContainerAsync} from "@babylonjs/core";
import debugLog from "../core/debug"; import debugLog from "../core/debug";
export type LoadedAsset = { type LoadedAsset = {
container: AssetContainer, container: AssetContainer,
meshes: Map<string, AbstractMesh>, meshes: Map<string, AbstractMesh>,
} }

View File

@ -1,4 +0,0 @@
export type ScoreEvent = {
score: number,
message: string
}

View File

@ -11,8 +11,6 @@ export default defineConfig({
rollupOptions: { rollupOptions: {
output: { output: {
manualChunks: { manualChunks: {
'babylon': ['@babylonjs/core'],
'babylon-procedural': ['@babylonjs/procedural-textures'],
'babylon-inspector': ['@babylonjs/inspector'], 'babylon-inspector': ['@babylonjs/inspector'],
} }
} }
@ -25,13 +23,35 @@ export default defineConfig({
} }
}, },
// Include BabylonJS modules - force pre-bundle to prevent dynamic import issues // Include BabylonJS modules - force pre-bundle to prevent dynamic import issues
// Shaders must be explicitly included to avoid dynamic import failures through CloudFlare proxy
include: [ include: [
'@babylonjs/core', '@babylonjs/core',
// Core shaders
'@babylonjs/core/Shaders/default.vertex',
'@babylonjs/core/Shaders/default.fragment',
'@babylonjs/core/Shaders/rgbdDecode.fragment',
'@babylonjs/core/Shaders/procedural.vertex',
// PBR shaders
'@babylonjs/core/Shaders/pbr.vertex',
'@babylonjs/core/Shaders/pbr.fragment',
'@babylonjs/core/Shaders/pbrDebug.fragment',
// Particle shaders
'@babylonjs/core/Shaders/particles.vertex',
'@babylonjs/core/Shaders/particles.fragment',
'@babylonjs/core/Shaders/gpuRenderParticles.vertex',
'@babylonjs/core/Shaders/gpuRenderParticles.fragment',
// Other common shaders
'@babylonjs/core/Shaders/standard.fragment',
'@babylonjs/core/Shaders/postprocess.vertex',
'@babylonjs/core/Shaders/pass.fragment',
'@babylonjs/core/Shaders/shadowMap.vertex',
'@babylonjs/core/Shaders/shadowMap.fragment',
'@babylonjs/core/Shaders/depth.vertex',
'@babylonjs/core/Shaders/depth.fragment',
'@babylonjs/loaders', '@babylonjs/loaders',
'@babylonjs/havok', '@babylonjs/havok',
'@babylonjs/materials', '@babylonjs/materials',
'@babylonjs/procedural-textures', '@babylonjs/procedural-textures'
'@babylonjs/procedural-textures/fireProceduralTexture'
], ],
// Prevent cache invalidation issues with CloudFlare proxy // Prevent cache invalidation issues with CloudFlare proxy
force: false, force: false,