feat: Implement loot system with crates and triggers

- Added LootC class for spawning loot pieces with animations and UI integration.
- Introduced LootableC class to manage breakable crates with health states and loot drops.
- Enhanced PlayerC to support attacking mechanics and ground following.
- Created TriggerC for managing trigger zones and player interactions.
- Added wood icon resource for loot representation.
- Updated afterResourcesLoadedCb to initialize new loot and trigger systems.
This commit is contained in:
24Play-Mykyta-Slobodianiuk
2026-06-04 19:04:12 +03:00
parent 4216b451f4
commit 6d4e4e2800
9 changed files with 848 additions and 20 deletions
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import { Sprite, SpriteMaterial, Texture, TextureLoader, SRGBColorSpace, Vector3 } from "three";
import * as TWEEN from "@tweenjs/tween.js";
import { UpdateController, CameraC_internal } from "@24tools/playable_template";
import { ThreeC } from "./ThreeC";
import { TestSceneC } from "./TestSceneC"; // for groundY (ground level)
import { woodIconUrl } from "../resources/images/woodIcon";
// Tunables — tweak here
const PIECES_MIN = 3; // min pieces per drop
const PIECES_MAX = 6; // max pieces per drop
const SCATTER_MIN = 0.6; // near landing radius
const SCATTER_MAX = 1.4; // far landing radius (wider scatter)
const ANGLE_JITTER = 0.3; // fraction of the sector used for jitter (smaller = more even, fewer overlaps)
const PIECE_SIZE = 0.6; // size of the falling loot (bigger than UI → shrinks in flight)
const ARC_HEIGHT = 1.2; // height of the first (main) flight — the tallest hop
const FLIGHT_MS = 520; // duration of the first flight
const BOUNCES = 2; // how many bounces after landing
const BOUNCE_HEIGHT = 0.4; // each bounce = this fraction of the previous height
const BOUNCE_TIME = 0.6; // each bounce is shorter in time
const BOUNCE_FORWARD = 0.5; // each bounce covers this fraction of the previous horizontal step
const FLIGHT_STRETCH = 0.35; // vertical stretch in flight (scaled by hop height)
const LAND_SQUASH = 0.6; // squash on the final landing
const LAND_POP_MS = 160; // duration of the final "pop"
// Collect (#8): delay after landing before flying to the corner, UI icon size, etc.
const COLLECT_DELAY_MS = 100; // almost immediately after the bounces
const UI_ICON_SIZE = 28; // wood UI icon size (px) — smaller than loot on the ground, but not tiny
const UI_RIGHT = 16; // offset from the right edge (px)
const UI_TOP = 110; // offset from the top (px) — lower, like in the REF
const SHRINK_MS = 250; // shrink to UI size before the flight
const FLY_MS = 500; // duration of the flight to the corner
const BLINK_MS = 120; // ramp-up duration of the white flash (fade-out is longer)
const _ndc = new Vector3();
const _topV = new Vector3();
export class LootC {
static pieces: Sprite[] = [];
private static texture: Texture | null = null;
private static uiIcon: HTMLImageElement | null = null;
// Our own tween group. In tween.js v25 `new Tween(obj)` does NOT join the
// default group automatically, so we keep and update our own (else tweens freeze).
private static tweens = new TWEEN.Group();
static init() {
this.texture = new TextureLoader().load(woodIconUrl);
this.texture.colorSpace = SRGBColorSpace; // correct color
// Wood UI icon in the top-right corner (HTML overlay). Loot flies into it.
const icon = document.createElement("img");
icon.id = "wood-ui"; // stable id → UI/counter hooks onto it, LootC reads its position
icon.src = woodIconUrl;
icon.style.cssText =
`position:fixed; top:${UI_TOP}px; right:${UI_RIGHT}px;` +
`width:${UI_ICON_SIZE}px; height:${UI_ICON_SIZE}px;` +
`z-index:1001; pointer-events:none; transition:transform 0.12s ease-out;`;
document.body.appendChild(icon);
this.uiIcon = icon;
// ⚠️ Key: pump our group every frame, otherwise the tweens don't advance.
UpdateController.Instance.onUpdate.addDelegate(() => this.tweens.update());
}
/** Spawn loot at a point. If count is omitted → random PIECES_MIN..PIECES_MAX. */
static spawn(origin: Vector3, count?: number) {
const n = count ?? (PIECES_MIN + Math.floor(Math.random() * (PIECES_MAX - PIECES_MIN + 1)));
const slice = (Math.PI * 2) / n; // each piece gets its own sector of the circle
for (let i = 0; i < n; i++) {
const piece = this.createPiece();
piece.position.copy(origin);
// Even sector + a little jitter → pieces spread out and don't clump.
const angle = i * slice + (Math.random() - 0.5) * slice * ANGLE_JITTER;
const dist = SCATTER_MIN + Math.random() * (SCATTER_MAX - SCATTER_MIN);
const landing = new Vector3(
origin.x + Math.cos(angle) * dist,
TestSceneC.groundY + PIECE_SIZE / 2, // sprite center above ground → its bottom touches the ground
origin.z + Math.sin(angle) * dist,
);
this.animatePiece(piece, origin.clone(), landing);
this.pieces.push(piece);
}
}
/** Flat piece: a Sprite (billboard — always faces the camera) with the wood texture. */
private static createPiece(): Sprite {
const mat = new SpriteMaterial({ map: this.texture, transparent: true });
const piece = new Sprite(mat);
piece.scale.set(PIECE_SIZE, PIECE_SIZE, 1);
ThreeC.addToScene(piece);
return piece;
}
/**
* Scatter: a tall first arc (stretched along its motion), then a few decaying
* bounces off the ground, and a final "pop" (squash → springs back to normal).
*/
private static animatePiece(piece: Sprite, from: Vector3, to: Vector3) {
const restY = to.y; // sprite center at rest (= groundY + PIECE_SIZE/2)
// One "hop": parabola fx,fz→tx,tz peaking at peak; stretched by speed.
const hop = (fx: number, fz: number, tx: number, tz: number, peak: number, ms: number) =>
new TWEEN.Tween({ t: 0 }, this.tweens)
.to({ t: 1 }, ms)
.easing(TWEEN.Easing.Linear.None)
.onUpdate(({ t }) => {
piece.position.x = fx + (tx - fx) * t;
piece.position.z = fz + (tz - fz) * t;
piece.position.y = restY + peak * 4 * t * (1 - t); // parabolic arc
// |1-2t|: fast on the way up/down → stretch; at the peak → normal.
// Scale the stretch by hop height (small bounces stretch less).
const s = 1 + FLIGHT_STRETCH * (peak / ARC_HEIGHT) * Math.abs(1 - 2 * t);
piece.scale.set(PIECE_SIZE / s, PIECE_SIZE * s, 1);
});
// Horizontal throw direction (target = the final resting spot).
const dx = to.x - from.x, dz = to.z - from.z;
const totalDist = Math.hypot(dx, dz) || 1e-4;
const dirX = dx / totalDist, dirZ = dz / totalDist;
// Split the horizontal distance between the flight and the bounces (geometric
// decay) so the plank also moves forward on bounces, not just up; sum = totalDist.
const hops = BOUNCES + 1;
const series = (1 - Math.pow(BOUNCE_FORWARD, hops)) / (1 - BOUNCE_FORWARD);
let step = totalDist / series;
let cx = from.x, cz = from.z;
let peak = ARC_HEIGHT, ms = FLIGHT_MS;
let first: TWEEN.Tween<{ t: number }> | null = null;
let prev: TWEEN.Tween<{ t: number }> | null = null;
for (let k = 0; k < hops; k++) {
const nx = cx + dirX * step, nz = cz + dirZ * step;
const h = hop(cx, cz, nx, nz, peak, ms);
if (!first) first = h; else prev!.chain(h);
prev = h;
cx = nx; cz = nz;
step *= BOUNCE_FORWARD; peak *= BOUNCE_HEIGHT; ms *= BOUNCE_TIME;
}
// 3) final impact: sharp squash (bottom on the ground) → springs back to normal
const groundY = restY - PIECE_SIZE / 2;
const pop = new TWEEN.Tween({ k: 0 }, this.tweens)
.to({ k: 1 }, LAND_POP_MS)
.easing(TWEEN.Easing.Back.Out)
.onUpdate(({ k }) => {
const s = LAND_SQUASH + (1 - LAND_SQUASH) * k; // 0.6 → 1 (with a slight overshoot)
piece.scale.set(PIECE_SIZE / s, PIECE_SIZE * s, 1);
piece.position.y = groundY + (PIECE_SIZE * s) / 2; // bottom stays on the ground
})
.onComplete(() => {
// After resting briefly → flies into the UI icon.
setTimeout(() => this.collect(piece), COLLECT_DELAY_MS);
});
prev!.chain(pop);
first!.start();
}
/**
* Collect (#8): project the piece into screen pixels, swap the 3D sprite for an
* HTML image of the same size, shrink it to the UI icon size and fly it to the
* top-right corner — sizes match there, so the "arrival" is seamless.
*/
private static collect(piece: Sprite) {
if (!this.pieces.includes(piece)) return; // already collected/removed
const cam = CameraC_internal.camera;
const canvas = document.querySelector("canvas");
if (!cam || !canvas) return;
const rect = canvas.getBoundingClientRect();
// sprite center and top → screen pixels (for on-screen position and size)
const center = this.toScreen(piece.position, cam, rect);
_topV.copy(piece.position); _topV.y += piece.scale.y / 2;
const sizePx = Math.max(8, Math.abs(center.y - this.toScreen(_topV, cam, rect).y) * 2);
// drop the 3D sprite, replace it with an HTML image at the same point/size
this.remove(piece);
const flier = document.createElement("img");
flier.src = woodIconUrl;
flier.style.cssText =
`position:fixed; left:0; top:0; width:${sizePx}px; height:${sizePx}px;` +
`z-index:1000; pointer-events:none; transform:translate(-50%,-50%); will-change:left,top,width,height;`;
document.body.appendChild(flier);
const st = { x: center.x, y: center.y, size: sizePx };
const apply = () => {
flier.style.left = `${st.x}px`;
flier.style.top = `${st.y}px`;
flier.style.width = `${st.size}px`;
flier.style.height = `${st.size}px`;
};
apply();
const target = this.uiIconCenter();
// 1) shrink to UI size in place → 2) fly to the corner
const shrink = new TWEEN.Tween(st, this.tweens)
.to({ size: UI_ICON_SIZE }, SHRINK_MS)
.easing(TWEEN.Easing.Quadratic.Out)
.onUpdate(apply);
const fly = new TWEEN.Tween(st, this.tweens)
.to({ x: target.x, y: target.y }, FLY_MS)
.easing(TWEEN.Easing.Quadratic.In)
.onUpdate(apply)
.onComplete(() => { flier.remove(); this.pulseUiIcon(); });
shrink.chain(fly);
// Smooth white blink before the flight: a white copy of the plank fades in
// and out on top ("collected" feedback), then the shrink + flight.
const flash = document.createElement("img");
flash.src = woodIconUrl;
flash.style.cssText = flier.style.cssText; // same position/size
flash.style.filter = "brightness(0) invert(1)"; // solid white silhouette
flash.style.opacity = "0";
flash.style.zIndex = "1002";
document.body.appendChild(flash);
const fl = { o: 0 };
const setO = () => { flash.style.opacity = `${fl.o}`; };
const flashIn = new TWEEN.Tween(fl, this.tweens)
.to({ o: 1 }, BLINK_MS)
.easing(TWEEN.Easing.Quadratic.Out)
.onUpdate(setO);
const flashOut = new TWEEN.Tween(fl, this.tweens)
.to({ o: 0 }, BLINK_MS * 1.6)
.easing(TWEEN.Easing.Quadratic.In)
.onUpdate(setO)
.onComplete(() => { flash.remove(); shrink.start(); });
flashIn.chain(flashOut);
flashIn.start();
}
/** World point → screen pixels (accounting for the canvas position on the page). */
private static toScreen(world: Vector3, cam: any, rect: DOMRect) {
_ndc.copy(world).project(cam);
return {
x: rect.left + (_ndc.x * 0.5 + 0.5) * rect.width,
y: rect.top + (-_ndc.y * 0.5 + 0.5) * rect.height,
};
}
private static uiIconCenter() {
const r = this.uiIcon?.getBoundingClientRect();
return r ? { x: r.left + r.width / 2, y: r.top + r.height / 2 } : { x: 0, y: 0 };
}
/** A small "pulse" of the UI icon when a piece arrives. */
private static pulseUiIcon() {
const el = this.uiIcon;
if (!el) return;
el.style.transform = "scale(1.25)";
setTimeout(() => { if (this.uiIcon) this.uiIcon.style.transform = "scale(1)"; }, 120);
}
/** Remove a piece from the scene (used by #8 — after collecting). */
static remove(piece: Sprite) {
ThreeC.removeFromScene(piece);
const i = this.pieces.indexOf(piece);
if (i >= 0) this.pieces.splice(i, 1);
}
}