Add aura, boomerang, trap and gas cloud skills with hotbar and ESC pause
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@@ -0,0 +1,99 @@
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import * as THREE from 'three';
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import type { Game } from './Game';
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import { auraRadius, auraDamage, auraPush } from './Skills';
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const TICK = 0.5;
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export class Aura {
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private group: THREE.Group;
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private fill: THREE.Mesh;
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private ring: THREE.Mesh;
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private tickTimer = 0;
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private pulse = 0;
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constructor(scene: THREE.Scene) {
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this.group = new THREE.Group();
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this.fill = new THREE.Mesh(
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new THREE.CircleGeometry(1, 48),
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new THREE.MeshBasicMaterial({
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color: 0x66ccff,
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transparent: true,
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opacity: 0.12,
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depthWrite: false,
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})
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);
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this.fill.rotation.x = -Math.PI / 2;
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this.fill.position.y = 0.05;
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this.fill.renderOrder = 998;
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this.group.add(this.fill);
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this.ring = new THREE.Mesh(
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new THREE.RingGeometry(0.93, 1, 48),
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new THREE.MeshBasicMaterial({
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color: 0x88ddff,
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transparent: true,
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opacity: 0.5,
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side: THREE.DoubleSide,
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depthWrite: false,
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})
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);
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this.ring.rotation.x = -Math.PI / 2;
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this.ring.position.y = 0.06;
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this.ring.renderOrder = 999;
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this.group.add(this.ring);
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scene.add(this.group);
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}
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update(dt: number, game: Game) {
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const level = game.skillSystem.getLevel('aura');
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if (level <= 0) return;
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const radius = auraRadius(level);
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this.group.position.x = game.player.body.position.x;
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this.group.position.z = game.player.body.position.z;
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this.group.scale.setScalar(radius);
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if (this.pulse > 0) {
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this.pulse -= dt * 2.5;
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const p = Math.max(0, this.pulse);
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const s = 1 + p * 0.12;
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this.fill.scale.setScalar(s);
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this.ring.scale.setScalar(s);
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(this.ring.material as THREE.MeshBasicMaterial).opacity = 0.5 + p * 0.4;
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}
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this.tickTimer -= dt;
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if (this.tickTimer > 0) return;
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this.tickTimer = TICK;
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const damage = auraDamage(level);
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const push = auraPush(level);
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const center = game.player.body.position;
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for (const enemy of game.enemies) {
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if (enemy.dead) continue;
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const dist = enemy.body.position.distanceTo(center);
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if (dist > radius + 0.4) continue;
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enemy.takeDamage(damage, game, false, center);
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const dir = new THREE.Vector3()
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.subVectors(enemy.body.position, center);
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dir.y = 0;
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if (dir.lengthSq() < 0.01) {
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dir.set(Math.random() - 0.5, 0, Math.random() - 0.5);
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}
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dir.normalize();
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enemy.body.position.addScaledVector(dir, push);
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game.clampToArena(enemy.body.position);
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}
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this.pulse = 1;
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}
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dispose(scene: THREE.Scene) {
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scene.remove(this.group);
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this.fill.geometry.dispose();
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(this.fill.material as THREE.Material).dispose();
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this.ring.geometry.dispose();
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(this.ring.material as THREE.Material).dispose();
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}
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}
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