Add aura, boomerang, trap and gas cloud skills with hotbar and ESC pause

This commit is contained in:
2026-08-19 09:46:22 +02:00
parent fd57ca9740
commit 64d473de6d
10 changed files with 843 additions and 15 deletions
+99
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import * as THREE from 'three';
import type { Game } from './Game';
import { auraRadius, auraDamage, auraPush } from './Skills';
const TICK = 0.5;
export class Aura {
private group: THREE.Group;
private fill: THREE.Mesh;
private ring: THREE.Mesh;
private tickTimer = 0;
private pulse = 0;
constructor(scene: THREE.Scene) {
this.group = new THREE.Group();
this.fill = new THREE.Mesh(
new THREE.CircleGeometry(1, 48),
new THREE.MeshBasicMaterial({
color: 0x66ccff,
transparent: true,
opacity: 0.12,
depthWrite: false,
})
);
this.fill.rotation.x = -Math.PI / 2;
this.fill.position.y = 0.05;
this.fill.renderOrder = 998;
this.group.add(this.fill);
this.ring = new THREE.Mesh(
new THREE.RingGeometry(0.93, 1, 48),
new THREE.MeshBasicMaterial({
color: 0x88ddff,
transparent: true,
opacity: 0.5,
side: THREE.DoubleSide,
depthWrite: false,
})
);
this.ring.rotation.x = -Math.PI / 2;
this.ring.position.y = 0.06;
this.ring.renderOrder = 999;
this.group.add(this.ring);
scene.add(this.group);
}
update(dt: number, game: Game) {
const level = game.skillSystem.getLevel('aura');
if (level <= 0) return;
const radius = auraRadius(level);
this.group.position.x = game.player.body.position.x;
this.group.position.z = game.player.body.position.z;
this.group.scale.setScalar(radius);
if (this.pulse > 0) {
this.pulse -= dt * 2.5;
const p = Math.max(0, this.pulse);
const s = 1 + p * 0.12;
this.fill.scale.setScalar(s);
this.ring.scale.setScalar(s);
(this.ring.material as THREE.MeshBasicMaterial).opacity = 0.5 + p * 0.4;
}
this.tickTimer -= dt;
if (this.tickTimer > 0) return;
this.tickTimer = TICK;
const damage = auraDamage(level);
const push = auraPush(level);
const center = game.player.body.position;
for (const enemy of game.enemies) {
if (enemy.dead) continue;
const dist = enemy.body.position.distanceTo(center);
if (dist > radius + 0.4) continue;
enemy.takeDamage(damage, game, false, center);
const dir = new THREE.Vector3()
.subVectors(enemy.body.position, center);
dir.y = 0;
if (dir.lengthSq() < 0.01) {
dir.set(Math.random() - 0.5, 0, Math.random() - 0.5);
}
dir.normalize();
enemy.body.position.addScaledVector(dir, push);
game.clampToArena(enemy.body.position);
}
this.pulse = 1;
}
dispose(scene: THREE.Scene) {
scene.remove(this.group);
this.fill.geometry.dispose();
(this.fill.material as THREE.Material).dispose();
this.ring.geometry.dispose();
(this.ring.material as THREE.Material).dispose();
}
}