Add game source, converter pipeline, and web port

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2026-08-12 18:59:06 +02:00
parent 3e6635eac6
commit bd13ad67cc
97 changed files with 8781 additions and 0 deletions
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import * as THREE from 'three';
import { Sword } from './Sword';
import { Staff } from './Staff';
import { loadGLB } from './MeshLoader';
import type { Game } from './Game';
export class Player {
body: THREE.Group;
leftHandWeapon: Staff;
rightHandWeapon: Sword;
velocity = new THREE.Vector3();
health = 100;
MAX_HEALTH = 100;
game!: Game;
jumpVelocity = 0;
onGround = true;
mixer!: THREE.AnimationMixer;
private clips: Map<string, THREE.AnimationAction> = new Map();
private currentAnim = '';
constructor() {
this.body = new THREE.Group();
// Helmet
const helmetGeom = new THREE.SphereGeometry(0.45, 8, 8, 0, Math.PI * 2, 0, Math.PI / 2);
const helmetMat = new THREE.MeshToonMaterial({ color: 0x888888 });
const helmet = new THREE.Mesh(helmetGeom, helmetMat);
helmet.position.y = 0.9;
helmet.castShadow = true;
this.body.add(helmet);
// Try loading the real helmet model (replaces the placeholder sphere)
loadGLB('helmet').then((gltf) => {
const realHelmet = gltf.scene;
const helmetTexture = new THREE.TextureLoader().load('./textures/helmet.png');
helmetTexture.flipY = false;
helmetTexture.colorSpace = THREE.SRGBColorSpace;
realHelmet.traverse((child) => {
if (child instanceof THREE.Mesh) {
child.castShadow = true;
child.material = new THREE.MeshToonMaterial({ map: helmetTexture });
}
});
realHelmet.scale.set(0.35, 0.35, 0.35);
realHelmet.position.set(0, 0.9, -0.2);
realHelmet.rotation.set(-0.4, 0, 0);
this.body.remove(helmet);
this.body.add(realHelmet);
}).catch(() => {
// Keep placeholder helmet
});
// Shadow disc
const shadowGeom = new THREE.CircleGeometry(0.4, 16);
const shadowMat = new THREE.MeshBasicMaterial({
color: 0x000000, transparent: true, opacity: 0.3,
});
const shadow = new THREE.Mesh(shadowGeom, shadowMat);
shadow.rotation.x = -Math.PI / 2;
shadow.position.y = -0.48;
shadow.renderOrder = 999;
this.body.add(shadow);
// Weapons
this.leftHandWeapon = new Staff();
this.rightHandWeapon = new Sword();
this.body.add(this.leftHandWeapon.mesh);
this.body.add(this.rightHandWeapon.mesh);
}
async init() {
try {
const gltf = await loadGLB('blob');
const model = gltf.scene;
model.scale.set(0.5, 0.5, 0.5);
model.traverse((child) => {
if (child instanceof THREE.Mesh) {
child.castShadow = true;
child.receiveShadow = true;
const mat = new THREE.MeshToonMaterial({
color: 0x44aa44,
});
child.material = mat;
}
});
this.body.add(model);
if (gltf.animations.length > 0) {
this.mixer = new THREE.AnimationMixer(model);
for (const clip of gltf.animations) {
const action = this.mixer.clipAction(clip);
this.clips.set(clip.name, action);
}
this.playAnimation('stand');
}
} catch (e) {
console.warn('Failed to load blob model, using fallback', e);
// Fallback capsule
const bodyGeom = new THREE.CapsuleGeometry(0.5, 0.5, 8, 16);
const bodyMat = new THREE.MeshToonMaterial({ color: 0x44aa44 });
const bodyMesh = new THREE.Mesh(bodyGeom, bodyMat);
bodyMesh.position.y = 0.75;
bodyMesh.castShadow = true;
this.body.add(bodyMesh);
}
}
playAnimation(name: string, loop = true, speed = 1) {
if (!this.clips.has(name)) return;
if (this.currentAnim === name) return;
// Stop the previous animation so it doesn't blend with the new one
if (this.currentAnim) {
const prev = this.clips.get(this.currentAnim);
if (prev) prev.stop();
}
this.currentAnim = name;
const action = this.clips.get(name)!;
action.reset();
action.setLoop(loop ? THREE.LoopRepeat : THREE.LoopOnce, loop ? Infinity : 1);
action.clampWhenFinished = !loop;
action.setEffectiveTimeScale(speed);
action.weight = 1;
action.play();
return action;
}
stopAnimation(name: string) {
const action = this.clips.get(name);
if (action) action.stop();
}
getCurrentAnimation(): string {
return this.currentAnim;
}
updateAnimations(dt: number) {
if (this.mixer) this.mixer.update(dt);
}
setGame(game: Game) {
this.game = game;
}
jump() {
if (this.onGround) {
this.jumpVelocity = 8;
this.onGround = false;
this.playAnimation('jump', false);
}
}
switchHands() {
const temp = this.leftHandWeapon;
this.leftHandWeapon = this.rightHandWeapon as unknown as Staff;
this.rightHandWeapon = temp as unknown as Sword;
const leftPos = this.leftHandWeapon.mesh.position.clone();
const rightPos = this.rightHandWeapon.mesh.position.clone();
this.leftHandWeapon.mesh.position.copy(rightPos);
this.rightHandWeapon.mesh.position.copy(leftPos);
const leftRot = this.leftHandWeapon.mesh.rotation.clone();
const rightRot = this.rightHandWeapon.mesh.rotation.clone();
this.leftHandWeapon.mesh.rotation.copy(rightRot);
this.rightHandWeapon.mesh.rotation.copy(leftRot);
}
heal(amount: number) {
this.health = Math.min(this.health + amount, this.MAX_HEALTH);
}
die() {
this.playAnimation('die', false);
}
}