space-game/src/level1.ts
Michael Mainguy ff9d9faa2a
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Step 1: Implement game timer tracking
Added real-time game timer that starts when VR headset tracking is active.

**Modified: src/ship.ts**
- Added public getter for gameStats to allow Level1 to access it

**Modified: src/level1.ts**
- Call ship.gameStats.startTimer() in onInitialXRPoseSetObservable
- Timer starts when XR pose is set (when VR tracking begins)
- Added debug log to confirm timer start

The Game Time statistic now tracks actual play time from when the user enters VR, displayed in MM:SS format on the status screen.

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-08 03:53:07 -06:00

151 lines
5.7 KiB
TypeScript

import {DefaultScene} from "./defaultScene";
import type {AudioEngineV2} from "@babylonjs/core";
import {
AbstractMesh,
Observable,
PhysicsAggregate,
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 _landingAggregate: PhysicsAggregate | 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);
// Start game timer when XR pose is set
this._ship.gameStats.startTimer();
debugLog('Game timer started');
const observer = xr.input.onControllerAddedObservable.add((controller) => {
debugLog('🎮 onControllerAddedObservable FIRED for:', controller.inputSource.handedness);
this._ship.addController(controller);
});
});
// Don't call initialize here - let Main call it after registering the observable
}
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) {
console.error('Initialize called twice');
return;
}
await this._ship.initialize();
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;
this._landingAggregate = entities.landingAggregate;
// Setup resupply system if landing aggregate exists
if (this._landingAggregate) {
this._ship.setLandingZone(this._landingAggregate);
}
// 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);
}
}