space-game/src/level1.ts
Michael Mainguy 146ffccd3d
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Add Blender export tooling and refactor asset structure
## Blender Export Utilities
- Add blenderExporter utility with ESM support (tsx)
- Create CLI script for exporting .blend files to GLB
- Add npm scripts: export-blend, export-blend:watch, export-blend:batch
- Support watch mode, batch export, and Draco compression
- Complete documentation in docs/BLENDER_EXPORT.md
- Add loadAsset utility helper

## Asset Structure Reorganization
- Move models to themeable structure: public/assets/themes/default/models/
- Add themes/ directory with source .blend files
- Remove old model files from public/ root
- Consolidate to asteroid.glb, base.glb, ship.glb

## Level Configuration Improvements
- Make startBase optional in LevelConfig interface
- Update LevelGenerator to not generate startBase data by default
- Update LevelDeserializer to handle optional startBase
- Update Level1 to handle null startBase
- Fix levelEditor to remove startBase generation references
- Update validation to treat startBase as optional

## Dependencies
- Add tsx for ESM TypeScript execution
- Add @types/node for Node.js types
- Update package-lock.json

This enables modding support with themeable assets and simplifies
level generation by making base stations optional.

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-06 12:25:34 -06:00

135 lines
5.1 KiB
TypeScript

import {DefaultScene} from "./defaultScene";
import type {AudioEngineV2} from "@babylonjs/core";
import {
AbstractMesh,
Observable,
Vector3
} from "@babylonjs/core";
import {Ship} from "./ship";
import Level from "./level";
import setLoadingMessage from "./setLoadingMessage";
import {LevelConfig} from "./levelConfig";
import {LevelDeserializer} from "./levelDeserializer";
import {BackgroundStars} from "./backgroundStars";
import debugLog from './debug';
export class Level1 implements Level {
private _ship: Ship;
private _onReadyObservable: Observable<Level> = new Observable<Level>();
private _initialized: boolean = false;
private _startBase: AbstractMesh | null;
private _endBase: AbstractMesh;
private _levelConfig: LevelConfig;
private _audioEngine: AudioEngineV2;
private _deserializer: LevelDeserializer;
private _backgroundStars: BackgroundStars;
constructor(levelConfig: LevelConfig, audioEngine: AudioEngineV2) {
this._levelConfig = levelConfig;
this._audioEngine = audioEngine;
this._deserializer = new LevelDeserializer(levelConfig);
this._ship = new Ship(audioEngine);
const xr = DefaultScene.XR;
debugLog('Level1 constructor - Setting up XR observables');
debugLog('XR input exists:', !!xr.input);
debugLog('onControllerAddedObservable exists:', !!xr.input?.onControllerAddedObservable);
xr.baseExperience.onInitialXRPoseSetObservable.add(() => {
xr.baseExperience.camera.parent = this._ship.transformNode;
const currPose = xr.baseExperience.camera.globalPosition.y;
xr.baseExperience.camera.position = new Vector3(0, 0, 0);
const observer = xr.input.onControllerAddedObservable.add((controller) => {
debugLog('🎮 onControllerAddedObservable FIRED for:', controller.inputSource.handedness);
this._ship.addController(controller);
});
});
this.initialize();
}
getReadyObservable(): Observable<Level> {
return this._onReadyObservable;
}
public async play() {
// Create background music using AudioEngineV2
const background = await this._audioEngine.createSoundAsync("background", "/song1.mp3", {
loop: true,
volume: 0.5
});
background.play();
// Enter XR mode
const xr = await DefaultScene.XR.baseExperience.enterXRAsync('immersive-vr', 'local-floor');
// Check for controllers that are already connected after entering XR
debugLog('Checking for controllers after entering XR. Count:', DefaultScene.XR.input.controllers.length);
DefaultScene.XR.input.controllers.forEach((controller, index) => {
debugLog(`Controller ${index} - handedness: ${controller.inputSource.handedness}`);
this._ship.addController(controller);
});
// Wait and check again after a delay (controllers might connect later)
debugLog('Waiting 2 seconds to check for controllers again...');
setTimeout(() => {
debugLog('After 2 second delay - controller count:', DefaultScene.XR.input.controllers.length);
DefaultScene.XR.input.controllers.forEach((controller, index) => {
debugLog(` Late controller ${index} - handedness: ${controller.inputSource.handedness}`);
});
}, 2000);
}
public dispose() {
if (this._startBase) {
this._startBase.dispose();
}
this._endBase.dispose();
if (this._backgroundStars) {
this._backgroundStars.dispose();
}
}
public async initialize() {
debugLog('Initializing level from config:', this._levelConfig.difficulty);
if (this._initialized) {
return;
}
setLoadingMessage("Loading level from configuration...");
// Use deserializer to create all entities from config
const entities = await this._deserializer.deserialize(this._ship.scoreboard.onScoreObservable);
this._startBase = entities.startBase;
// sun and planets are already created by deserializer
// Initialize scoreboard with total asteroid count
this._ship.scoreboard.setRemainingCount(entities.asteroids.length);
debugLog(`Initialized scoreboard with ${entities.asteroids.length} asteroids`);
// Create background starfield
setLoadingMessage("Creating starfield...");
this._backgroundStars = new BackgroundStars(DefaultScene.MainScene, {
count: 5000,
radius: 5000,
minBrightness: 0.3,
maxBrightness: 1.0,
pointSize: 2
});
// Set up camera follow for stars (keeps stars at infinite distance)
DefaultScene.MainScene.onBeforeRenderObservable.add(() => {
if (this._backgroundStars && DefaultScene.XR.baseExperience.camera) {
this._backgroundStars.followCamera(DefaultScene.XR.baseExperience.camera.position);
}
});
this._initialized = true;
// Notify that initialization is complete
this._onReadyObservable.notifyObservers(this);
}
}