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inertialrush-game-test

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This package enables the integration of the Inertial Rush game into any React application, making it easy to showcase the game.

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/* * HexGL * @author Thibaut 'BKcore' Despoulain <http://bkcore.com> * @license This work is licensed under the Creative Commons Attribution-NonCommercial 3.0 Unported License. * To view a copy of this license, visit http://creativecommons.org/licenses/by-nc/3.0/. */ var bkcore = bkcore || {}; bkcore.hexgl = bkcore.hexgl || {}; bkcore.hexgl.ShipControls = function(ctx) { this.dt = 1; this.name = ""; this.sounds = 1; var self = this; var domElement = ctx.document; this.active = true; this.destroyed = false; this.falling = false; this.isGarage = false; this.dom = domElement; this.mesh = null; this.epsilon = 0.00000001; this.zero = new THREE.Vector3(0,0,0); this.airResist = 0.02; this.airDrift = 0.1; this.thrust = 0.02; this.airBrake = 0.02; this.maxSpeed = 7.0; this.boosterSpeed = this.maxSpeed * 0.2; this.boosterDecay = 0.01; this.angularSpeed = 0.005; this.airAngularSpeed = 0.0065; this.repulsionRatio = 0.5; this.repulsionCap = 2.5; this.repulsionLerp = 0.1; this.collisionSpeedDecrease = 0.8; this.collisionSpeedDecreaseCoef = 0.8; this.maxShield = 0.5; this.shieldDelay = 60; this.shieldTiming = 0; this.shieldDamage = 0.25; this.driftLerp = 0.35; this.angularLerp = 0.35; this.movement = new THREE.Vector3(0,0,0); this.rotation = new THREE.Vector3(0,0,0); this.roll = 0.0; this.rollAxis = new THREE.Vector3(); this.drift = 0.0; this.speed = 0.0; this.speedRatio = 0.0; this.boost = 0.0; this.shield = 0.5; this.angular = 0.0; this.currentVelocity = new THREE.Vector3(); this.quaternion = new THREE.Quaternion(); this.dummy = new THREE.Object3D(); this.collisionMap = null; this.collisionPixelRatio = 1.0; this.collisionDetection = false; this.collisionPreviousPosition = new THREE.Vector3(); this.heightMap = null; this.heightPixelRatio = 1.0; this.heightBias = 0.0; this.heightLerp = 0.4; this.heightScale = 1.0; this.rollAngle = 0.6; this.rollLerp = 0.08; this.rollDirection = new THREE.Vector3(0,0,1); this.gradient = 0.0; this.gradientTarget = 0.0; this.gradientLerp = 0.05; this.gradientScale = 4.0; this.gradientVector = new THREE.Vector3(0,0,5); this.gradientAxis = new THREE.Vector3(1,0,0); this.tilt = 0.0; this.tiltTarget = 0.0; this.tiltLerp = 0.05; this.tiltScale = 4.0; this.tiltVector = new THREE.Vector3(5,0,0); this.tiltAxis = new THREE.Vector3(0,0,1); this.repulsionVLeft = new THREE.Vector3(1,0,0); this.repulsionVRight = new THREE.Vector3(-1,0,0); this.repulsionVFront = new THREE.Vector3(0,0,1); this.repulsionVScale = 4.0; this.repulsionAmount = 0.0; this.repulsionForce = new THREE.Vector3(); this.fallVector = new THREE.Vector3(0,-20,0); this.resetPos = null; this.resetRot = null; this.key = { forward: false, backward: false, left: false, right: false, ltrigger: false, rtrigger: false, use: false }; this.collision = { front: false, left: false, right: false }; this.touchController = null; this.orientationController = null; this.gamepadController = null if(ctx.controlType == 1 && bkcore.controllers.TouchController.isCompatible()) { this.touchController = new bkcore.controllers.TouchController( domElement, ctx.width/2, function(state, touch, event){ if(event.touches.length >= 4) window.location.reload(false); else if(event.touches.length == 3) ctx.restart(); // touch was on the right-hand side of the screen else if (touch.clientX > (ctx.width / 2)) { if (event.type === 'touchend') self.key.forward = false; else self.key.forward = true; } }); } else if(ctx.controlType == 4 && bkcore.controllers.OrientationController.isCompatible()) { this.orientationController = new bkcore.controllers.OrientationController( domElement, true, function(state, touch, event){ if(event.touches.length >= 4) window.location.reload(false); else if(event.touches.length == 3) ctx.restart(); else if(event.touches.length < 1) self.key.forward = false; else self.key.forward = true; }); } else if(ctx.controlType == 3 && bkcore.controllers.GamepadController.isCompatible()) { this.gamepadController = new bkcore.controllers.GamepadController( function(controller){ if (controller.select) ctx.restart(); else self.key.forward = controller.acceleration > 0; self.key.ltrigger = controller.ltrigger > 0; self.key.rtrigger = controller.rtrigger > 0; self.key.left = controller.lstickx < -0.1; self.key.right = controller.lstickx > 0.1; }); } else if(ctx.controlType == 2) { if(Leap == null) throw new Error("Unable to reach LeapJS!"); var leapInfo = this.leapInfo = document.getElementById('leapinfo'); isServerConnected = false; var lb = this.leapBridge = { isConnected: true, hasHands: false, palmNormal: [0, 0, 0] }; function updateInfo() { if(!isServerConnected) { leapInfo.innerHTML = 'Waiting for the Leap Motion Controller server...' leapInfo.style.display = 'block'; } else if(lb.isConnected && lb.hasHands) { leapInfo.style.display = 'none'; } else if(!lb.isConnected) { leapInfo.innerHTML = 'Please connect your Leap Motion Controller.' leapInfo.style.display = 'block'; } else if(!lb.hasHands) { leapInfo.innerHTML = 'Put your hand over the Leap Motion Controller to play.' leapInfo.style.display = 'block'; } } updateInfo(); var lc = this.leapController = new Leap.Controller({enableGestures: false}); lc.on('connect', function() { isServerConnected = true; updateInfo(); }); lc.on('deviceConnected', function() { lb.isConnected = true; updateInfo(); }); lc.on('deviceDisconnected', function() { lb.isConnected = false; updateInfo(); }); lc.on('frame', function(frame) { if(!lb.isConnected) return; hand = frame.hands[0]; if(typeof hand === 'undefined') { if(lb.hasHands) { lb.hasHands = false; updateInfo(); } lb.palmNormal = [0, 0, 0]; } else { if(!lb.hasHands) { lb.hasHands = true; updateInfo(); } lb.palmNormal = hand.palmNormal; } }); lc.connect(); } function onKeyDown(event) { switch (event.keyCode) { case 38: /*up*/ self.key.forward = true; break; case 40: /*down*/ self.key.backward = true; break; case 37: /*left*/ self.key.left = true; break; case 39: /*right*/ self.key.right = true; break; case 81: /*Q*/ self.key.ltrigger = true; break; case 65: /*A*/ self.key.ltrigger = true; break; case 68: /*D*/ self.key.rtrigger = true; break; case 69: /*E*/ self.key.rtrigger = true; break; } } function onKeyUp(event) { switch (event.keyCode) { case 38: /*up*/ self.key.forward = false; break; case 40: /*down*/ self.key.backward = false; break; case 37: /*left*/ self.key.left = false; break; case 39: /*right*/ self.key.right = false; break; case 81: /*Q*/ self.key.ltrigger = false; break; case 65: /*A*/ self.key.ltrigger = false; break; case 68: /*D*/ self.key.rtrigger = false; break; case 69: /*E*/ self.key.rtrigger = false; break; } } domElement.addEventListener('keydown', onKeyDown, false); domElement.addEventListener('keyup', onKeyUp, false); }; bkcore.hexgl.ShipControls.prototype.control = function(threeMesh) { this.mesh = threeMesh; this.mesh.martixAutoUpdate = false; this.mesh.matrixAutoUpdate = false; this.dummy.position.copy(this.mesh.position); }; bkcore.hexgl.ShipControls.prototype.reset = function(position) { this.movement.set(0,0,0); this.roll = 0.0; this.drift = 0.0; this.speed = 0.0; this.speedRatio = 0.0; this.boost = 0.0; this.shield = this.maxShield; this.destroyed = false; this.dummy.position.copy(position); this.quaternion.set(0, -1, 0, 1).normalize(); this.dummy.quaternion.set(0,0,0,1); this.dummy.quaternion.multiply(this.quaternion); this.dummy.matrix.makeRotationFromQuaternion(this.dummy.quaternion); this.dummy.matrix.setPosition(this.dummy.position); this.mesh.matrix.identity(); this.mesh.applyMatrix4(this.dummy.matrix); } bkcore.hexgl.ShipControls.prototype.terminate = function() { this.destroy(); if(this.leapController != null) { this.leapController.disconnect(); this.leapInfo.style.display = 'none'; } } bkcore.hexgl.ShipControls.prototype.destroy = function(otherShip) { if (this.sounds && !otherShip) { bkcore.Audio.play('destroyed'); bkcore.Audio.stop('bg'); bkcore.Audio.stop('wind'); } this.active = false; this.destroyed = true; this.collision.front = false; this.collision.left = false; this.collision.right = false; } bkcore.hexgl.ShipControls.prototype.fall = function() { this.active = false; this.collision.front = false; this.collision.left = false; this.collision.right = false; this.falling = true; _this = this; setTimeout(function(){ _this.destroyed = true; }, 1500); } bkcore.hexgl.ShipControls.prototype.requestUpdate = function (dt) { this.dt = dt; const dataToSendArr = []; dataToSendArr[0] = dt.toFixed(4) dataToSendArr[1] = this.key.forward ? 1 : undefined dataToSendArr[2] = this.key.left ? 1 : undefined dataToSendArr[3] = this.key.right ? 1 : undefined dataToSendArr[4] = this.key.ltrigger ? 1 : undefined dataToSendArr[5] = this.key.rtrigger ? 1 : undefined if (this.touchController != null) { dataToSendArr[6] = this.touchController; } else if (this.orientationController != null) { dataToSendArr[7] = this.orientationController; } else if (this.gamepadController != null && this.gamepadController.updateAvailable()) { dataToSendArr[8] = this.gamepadController; dataToSendArr[9] = this.gamepadController.updateAvailable(); } else if (this.leapBridge != null && this.leapBridge.hasHands) { dataToSendArr[10] = this.leapBridge; } for (let i = 0; i < dataToSendArr.length; i++) { if (dataToSendArr[i] === 0 || dataToSendArr[i] === -0 || !dataToSendArr[i]) { delete dataToSendArr[i]; } } const dataToSendStr = dataToSendArr.join(); sendMessage(bkcore.hexgl.connectionToSocket, "u", dataToSendStr); }; bkcore.hexgl.ShipControls.prototype.update = function(message, otherShip) { const { rollAmount, shield, dummyX, dummyY, dummyZ, quaternionX, quaternionY, quaternionZ, quaternionW, } = message this.shield = shield this.dummy.position.set(dummyX, dummyY, dummyZ) this.dummy.quaternion.set(quaternionX, quaternionY, quaternionZ, quaternionW).normalize() this.boosterCheck(otherShip); this.heightCheck(); this.collisionCheck(otherShip); this.dummy.matrix.makeRotationFromQuaternion(this.dummy.quaternion); this.dummy.matrix.setPosition(this.dummy.position); if(this.shield <= 0.0) { this.destroy(otherShip); } var yawLeap = 0.0; if (this.active) { if (this.leapBridge != null && this.leapBridge.hasHands) { yawLeap = -this.leapBridge.palmNormal[2] * 0.6; this.speed += Math.max(0.0, 0.5 + this.leapBridge.palmNormal[2]) * 3 * this.thrust * this.dt; } if (this.key.forward) { this.speed += this.thrust * this.dt; } else { this.speed -= this.airResist * this.dt; } if (this.key.ltrigger) { this.speed -= this.airBrake * this.dt; } if (this.key.rtrigger) { this.speed -= this.airBrake * this.dt; } } this.speed = Math.max(0.0, Math.min(this.speed, this.maxSpeed)); if(this.mesh != null) { this.mesh.matrix.identity(); var tempMatrixRotation = new THREE.Matrix4(); // Gradient (Mesh only, no dummy physics impact) var gradientDelta = (this.gradientTarget - (yawLeap + this.gradient)) * this.gradientLerp; if(Math.abs(gradientDelta) > this.epsilon) this.gradient += gradientDelta; if(Math.abs(this.gradient) > this.epsilon) { this.gradientAxis.set(1,0,0); /*this.mesh.matrix.rotateByAxis(this.gradientAxis, this.gradient);*/ tempMatrixRotation.makeRotationAxis(this.gradientAxis, this.gradient); this.mesh.matrix.multiply( tempMatrixRotation ); } // Tilting (Idem) var tiltDelta = (this.tiltTarget - this.tilt) * this.tiltLerp; if(Math.abs(tiltDelta) > this.epsilon) this.tilt += tiltDelta; if(Math.abs(this.tilt) > this.epsilon) { this.tiltAxis.set(0,0,1); /*this.mesh.matrix.rotateByAxis(this.tiltAxis, this.tilt);*/ tempMatrixRotation.makeRotationAxis(this.tiltAxis, this.tilt); this.mesh.matrix.multiply( tempMatrixRotation ); } // Rolling (Idem) var rollDelta = (rollAmount - this.roll) * this.rollLerp; if(Math.abs(rollDelta) > this.epsilon) this.roll += rollDelta; if(Math.abs(this.roll) > this.epsilon) { this.rollAxis.copy(this.rollDirection); /*this.mesh.matrix.rotateByAxis(this.rollAxis, this.roll);*/ tempMatrixRotation.makeRotationAxis(this.rollAxis, this.roll); this.mesh.matrix.multiply( tempMatrixRotation ); } this.mesh.applyMatrix4(this.dummy.matrix); this.mesh.updateMatrixWorld(true); } if(this.isGarage) this.reset(new THREE.Vector3( -782, 399, 1399 )); //Update listener position if(!otherShip) { bkcore.Audio.setListenerPos(this.movement); bkcore.Audio.setListenerVelocity(this.currentVelocity); } }; bkcore.hexgl.ShipControls.prototype.teleport = function(pos, quat) { this.quaternion.copy(quat); this.dummy.quaternion.copy(this.quaternion); this.dummy.position.copy(pos); this.dummy.matrix.makeRotationFromQuaternion(this.dummy.quaternion); this.dummy.matrix.setPosition(this.dummy.position); if(this.mesh != null) { this.mesh.matrix.identity(); var tempMatrixRotation = new THREE.Matrix4(); // Gradient (Mesh only, no dummy physics impact) var gradientDelta = (this.gradientTarget - this.gradient) * this.gradientLerp; if(Math.abs(gradientDelta) > this.epsilon) this.gradient += gradientDelta; if(Math.abs(this.gradient) > this.epsilon) { this.gradientAxis.set(1,0,0); /*this.mesh.matrix.rotateByAxis(this.gradientAxis, this.gradient);*/ tempMatrixRotation.makeRotationAxis(this.gradientAxis, this.gradient); this.mesh.matrix.multiply( tempMatrixRotation ); } // Tilting (Idem) var tiltDelta = (this.tiltTarget - this.tilt) * this.tiltLerp; if(Math.abs(tiltDelta) > this.epsilon) this.tilt += tiltDelta; if(Math.abs(this.tilt) > this.epsilon) { this.tiltAxis.set(0,0,1); /*this.mesh.matrix.rotateByAxis(this.tiltAxis, this.tilt);*/ tempMatrixRotation.makeRotationAxis(this.tiltAxis, this.tilt); this.mesh.matrix.multiply( tempMatrixRotation ); } this.mesh.applyMatrix4(this.dummy.matrix); this.mesh.updateMatrixWorld(true); } } bkcore.hexgl.ShipControls.prototype.boosterCheck = function(otherShip) { if(!this.collisionMap || !this.collisionMap.loaded) return false; this.boost -= this.boosterDecay * this.dt; if(this.boost < 0){ this.boost = 0.0; if(this.sounds && !otherShip) bkcore.Audio.stop('boost'); } var x = Math.round(this.collisionMap.pixels.width/2 + this.dummy.position.x * this.collisionPixelRatio); var z = Math.round(this.collisionMap.pixels.height/2 + this.dummy.position.z * this.collisionPixelRatio); var color = this.collisionMap.getPixel(x, z); if(color.r == 255 && color.g < 127 && color.b < 127) { if(this.sounds && !otherShip) bkcore.Audio.play('boost'); this.boost = this.boosterSpeed; } } bkcore.hexgl.ShipControls.prototype.collisionCheck = function(otherShip) { if(!this.collisionDetection || !this.collisionMap || !this.collisionMap.loaded) return false; this.collision.left = false; this.collision.right = false; this.collision.front = false; var x = Math.round(this.collisionMap.pixels.width/2 + this.dummy.position.x * this.collisionPixelRatio); var z = Math.round(this.collisionMap.pixels.height/2 + this.dummy.position.z * this.collisionPixelRatio); var pos = new THREE.Vector3(x, 0, z); var collision = this.collisionMap.getPixelBilinear(x, z); // Repulsion this.repulsionVLeft.set(1,0,0); this.repulsionVRight.set(-1,0,0); this.repulsionVLeft.transformDirection(this.dummy.matrix); this.repulsionVRight.transformDirection(this.dummy.matrix); this.repulsionVLeft.multiplyScalar(this.repulsionVScale); this.repulsionVRight.multiplyScalar(this.repulsionVScale); var lPos = this.repulsionVLeft.add(pos); var rPos = this.repulsionVRight.add(pos); var lCol = this.collisionMap.getPixel(Math.round(lPos.x), Math.round(lPos.z)).r; var rCol = this.collisionMap.getPixel(Math.round(rPos.x), Math.round(rPos.z)).r; if(collision.r < 255) { if(this.sounds && !otherShip) bkcore.Audio.play('crash'); if(rCol > lCol) {// Repulse right this.collision.left = true; } else if(rCol < lCol) {// Repulse left this.collision.right = true; } else { this.collision.front = true; this.speed = 0; } this.speed *= this.collisionSpeedDecrease; this.speed *= (1-this.collisionSpeedDecreaseCoef*(1-collision.r/255)); this.boost = 0; return true; } } bkcore.hexgl.ShipControls.prototype.heightCheck = function() { if(!this.heightMap || !this.heightMap.loaded) return false; var x = this.heightMap.pixels.width/2 + this.dummy.position.x * this.heightPixelRatio; var z = this.heightMap.pixels.height/2 + this.dummy.position.z * this.heightPixelRatio; var height = this.heightMap.getPixelFBilinear(x, z) / this.heightScale + this.heightBias; if(height < 16777) { var delta = (height - this.dummy.position.y); if(delta > 0) { this.movement.y += delta; } else { this.movement.y += delta * this.heightLerp; } } // gradient this.gradientVector.set(0,0,5); this.gradientVector.transformDirection( this.dummy.matrix ); this.gradientVector.add(this.dummy.position); x = this.heightMap.pixels.width/2 + this.gradientVector.x * this.heightPixelRatio; z = this.heightMap.pixels.height/2 + this.gradientVector.z * this.heightPixelRatio; var nheight = this.heightMap.getPixelFBilinear(x, z) / this.heightScale + this.heightBias; if(nheight < 16777) this.gradientTarget = -Math.atan2(nheight-height, 5.0)*this.gradientScale; // tilt this.tiltVector.set(5,0,0); this.tiltVector.transformDirection(this.dummy.matrix); this.tiltVector.add(this.dummy.position); x = this.heightMap.pixels.width/2 + this.tiltVector.x * this.heightPixelRatio; z = this.heightMap.pixels.height/2 + this.tiltVector.z * this.heightPixelRatio; nheight = this.heightMap.getPixelFBilinear(x, z) / this.heightScale + this.heightBias; if(nheight >= 16777) // If right project out of bounds, try left projection { this.tiltVector.sub(this.dummy.position).multiplyScalar(-1).add(this.dummy.position); x = this.heightMap.pixels.width/2 + this.tiltVector.x * this.heightPixelRatio; z = this.heightMap.pixels.height/2 + this.tiltVector.z * this.heightPixelRatio; nheight = this.heightMap.getPixelFBilinear(x, z) / this.heightScale + this.heightBias; } if(nheight < 16777) this.tiltTarget = Math.atan2(nheight-height, 5.0)*this.tiltScale; }; bkcore.hexgl.ShipControls.prototype.inGarage = function() { this.active = false; this.isGarage = true; const garage = this.dom.querySelector('#garage') garage.style.display = 'block' garage.querySelector('#garage_close').addEventListener('click', () => { garage.style.display = 'none' sendMessage(bkcore.hexgl.connectionToSocket, "g", ''); this.active = true; this.isGarage = false; }) } bkcore.hexgl.ShipControls.prototype.getRealSpeed = function(scale) { return Math.round( (this.speed+this.boost) * (scale == undefined ? 1 : scale) ); }; bkcore.hexgl.ShipControls.prototype.getRealSpeedRatio = function() { return Math.min( this.maxSpeed, this.speed+this.boost ) / this.maxSpeed; }; bkcore.hexgl.ShipControls.prototype.getSpeedRatio = function() { return (this.speed+this.boost)/ this.maxSpeed; }; bkcore.hexgl.ShipControls.prototype.getBoostRatio = function() { return this.boost / this.boosterSpeed; }; bkcore.hexgl.ShipControls.prototype.getShieldRatio = function() { return this.shield / this.maxShield; }; bkcore.hexgl.ShipControls.prototype.getShield = function(scale) { return Math.round( this.shield * (scale == undefined ? 1 : scale) ); }; bkcore.hexgl.ShipControls.prototype.getPosition = function() { return this.dummy.position; } bkcore.hexgl.ShipControls.prototype.getQuaternion = function() { return this.dummy.quaternion; }