waves/public/assets/g/burgerandfrights/js/entities/arms.class.js
2025-04-09 17:11:14 -05:00

141 lines
4.1 KiB
JavaScript

/**
* @file arms.class.js
* @version 1.0.0
*/
import Entity from '../framework/entity.class.js';
import ModelManager from '../framework/modelmanager.class.js';
import Animator from '../framework/three.js/animator.class.js';
import Utility from '../game/utility.class.js';
import { SkeletonUtils } from '../lib/three.js/SkeletonUtils.js';
import * as THREE from '../lib/three.js/three.module.js';
export default class Arms extends Entity {
constructor(context, scene, options = Object.create(null)) {
options.updatePriority = 3;
super(context, scene, options);
const tScene = scene.getThreeScene();
const gltf = ModelManager.getModel('characters');
const animations = Animator.filterAnimations(gltf.animations, [
'ArmExtend', 'ArmGrab',
], null, null, true, false, true);
this._arms = [];
const armOriginal = gltf.scene.getObjectByName('Arm');
armOriginal.traverse(obj => {
obj.matrixAutoUpdate = true;
obj.frustumCulled = false;
obj.material = Utility.replaceMaterial(obj.material);
});
for (let i = 0; i < 5; i++) {
const rig = SkeletonUtils.clone(armOriginal);
rig.name = `Arm${i}`;
tScene.add(rig);
this._arms.push({
rig,
animator: new Animator(rig, animations),
roadPosition: new THREE.Vector2(),
stopped: false,
attacked: false,
});
}
this._player = scene.findEntityOfType('Player');
this._road = scene.findEntityOfType('Road');
this._sceneName = null;
}
reset(context) {
this._sceneName = null;
this._arms.forEach(arm => {
arm.rig.removeFromParent();
});
}
update(context) {
super.update(context);
if (this._sceneName === null) {
return;
}
const dt = context.time.elapsedSeconds;
const playerRoadPosition = this._road.getPlayerRoadPosition();
this._arms.forEach(arm => {
const pdx = arm.roadPosition.x - playerRoadPosition.x;
const pdd = this._road.getRoadDistanceBetween(playerRoadPosition.y, arm.roadPosition.y);
const playerColliding = this._player.getBiking() && pdd < 0.7 && pdd > 0 && Math.abs(pdx) < 1.4;
if (arm.roadPosition.y < playerRoadPosition.y - 0.3) {
arm.roadPosition.set(0, playerRoadPosition.y + 0.35 + Math.random() * 0.6);
arm.stopped = true;
arm.attacked = false;
arm.animator.stopActions();
} else if (arm.roadPosition.y < playerRoadPosition.y + 0.35 && arm.stopped) {
const leftSide = Math.random() < 0.5;
arm.stopped = false;
arm.roadPosition.x = leftSide ? -2 : 2;
this._road.roadToWorldPosition(arm.roadPosition, arm.rig.position);
arm.rig.position.y += 0.5 + Math.random();
arm.rig.rotation.set(0, -this._road.getRoadAngle(arm.roadPosition.y) - Math.PI * 0.5, 0);
arm.rig.scale.set(1.5, 1.5, (leftSide * 2 - 1) * 2);
arm.animator.playAction('ArmExtend', 1, 0, 2, () => {
arm.animator.fadeOutActions(0.2);
arm.animator.playAction('ArmGrab', Infinity, 0.2);
});
}
if (playerColliding && !arm.attacked) {
arm.attacked = true;
this._player.stun(context);
}
arm.animator.update(context.time.elapsedSeconds);
});
}
playScene(context, sceneName) {
this.reset(context);
const tScene = this.getScene().getThreeScene();
this._sceneName = sceneName;
switch (sceneName) {
case 'grab_from_walls':
this._arms.forEach(arm => {
tScene.add(arm.rig);
arm.roadPosition.set(0, -1);
});
break;
default:
throw new Error(`Arms scene "${sceneName}" does not exist`);
}
}
}
Arms.p_register();