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main.js
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179 lines (153 loc) · 5.06 KB
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import * as THREE from 'three';
import { InteractionManager } from 'three.interactive';
import 'notyf/notyf.min.css'; // for React, Vue and Svelte
// GAME CORE
import Renderer from './gamecore/Renderer.js';
import CAMERA from './gamecore/Camera.js';
// World scene
import WorldScene from './gamecore/WorldScene.js';
// Penguins
import PENGUIN from './parts/penguins/Penguin.js'
import HubbyPenguin from './parts/penguins/HubbyPenguin.js'
import BabyPenguin from './parts/penguins/BabyPenguin.js';
// Inventory + Gather Stuff
import Inventory from './parts/meta/Inventory.js'
import Collectibles from './parts/items/Collectibles.js';
// Exchanges
import StartGame from './parts/prompts/StartGame.js';
import CoordinateTracker from './parts/meta/CoordinateTracker.js';
import TaskList from './parts/meta/TaskList.js';
import GameStateManager from './gamecore/GameStateManager.js';
import ExchangeHandles from './gamecore/ExchangeHandles.js';
import utils from './utils.js';
import {CollisionChecker} from './parts/meta/CollisionChecker.js';
// ***********
// LOAD AND SAVING
// ***********
// Using GameStateManager
GameStateManager.attachGameLoadSave()
setInterval(() => {
GameStateManager.saveGame()
}, 5 * 1000) // Save every 5 seconds
// window.addEventListener("beforeunload", () => {
// GameStateManager.saveGame()
// })
GameStateManager.onLaunch(async () => {
const renderer = Renderer();
utils.toggleBtn(renderer.domElement, false)
// ***********
// SCENE - INIT SETUP
// ***********
const clock = new THREE.Clock();
const config = {
scene: new THREE.Scene(),
camera: new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 ),
// Updated below
terrain: null,
iceLake: null,
interaction: {},
$getHeightAt: () => { return 0; }
}
config.camera.position.set(0, 40, 60);
// Add interaction and attach to config
config.interaction = new InteractionManager(
renderer,
config.camera,
renderer.domElement
)
// ***********
// WORLD AND TERRAIN
// ***********
const world = await WorldScene(config)
config.terrain = world.terrain;
config.$getHeightAt = world.groundHandle.getHeightAt;
config.iceLake = world.iceLake;
// cut grid
const collider = new CollisionChecker()
world.obstacleMeshes.forEach(collider.addToGrid.bind(collider));
// ***********
// PENGUIN SETUP
// ***********
const penguinHandle = PENGUIN(config)
const penguin = await penguinHandle.createPenguin()
const hubbyPenguinHandle = HubbyPenguin(config)
const hubbyPenguin = await hubbyPenguinHandle.createHubbyPenguin(penguin)
const babyPenguinHandle = BabyPenguin(config)
// Created after made igloo
let babyPenguin = await babyPenguinHandle.initSaved()
// Coordinate tracker
const coordinateTracker = CoordinateTracker(config)
// ***********
// CAMERA
// ***********
const cameraHandle = CAMERA(config)
// ***********
// INVENTORY + TASKLIST
// ***********
const inventoryHandle = Inventory(config, penguin)
const collectibleHandle = Collectibles(config)
await collectibleHandle.initItemScatter()
const tasklistHandle = TaskList()
// ***********
// EXCHANGE + GAME STUFF
// ***********
// Start
const exchanges = await ExchangeHandles(config, {
world,
penguinHandle,
inventoryHandle,
hubbyPenguinHandle,
babyPenguinHandle,
tasklistHandle
}, {
makeBabyPenguin: async () => {
const justmade = await babyPenguinHandle.createBabyPenguin()
if(justmade) babyPenguin = justmade;
return justmade;
}
})
let nearbyObstacles = []
setInterval(() => {
nearbyObstacles = collider.getNearbyObjects(penguin);
}, 200)
// ***********
// ANIMATION
// ***********
function animate() {
requestAnimationFrame(animate);
const delta = clock.getDelta();
penguinHandle.updatePenguin(delta, nearbyObstacles);
penguinHandle.updatePenguinHeight(delta)
coordinateTracker.updateLocation(penguin)
cameraHandle.updateCamera(penguin, penguinHandle.getPenguinTarget());
// Penguin Fmaily
hubbyPenguinHandle.updateFollowAndLook(penguin, delta);
babyPenguinHandle.updateRelationship(penguin, delta, exchanges.giveBabyFishHandle);
// // Object stuff
inventoryHandle.updateCarryingSnowbrick(penguin);
collectibleHandle.pickupAnyNearby(penguin, inventoryHandle.addToInventory)
config.interaction.update();
renderer.render(config.scene, config.camera);
}
/************
* THROTTLED
*/
setInterval(() => {
const delta = clock.getDelta();
// Penguin interactions + pickups
hubbyPenguinHandle.updateRelationship(penguin, exchanges.giveHubbyPopsicleHandle)
// World content and exchanges
world.animate(penguin, delta, {
gotHubby: hubbyPenguinHandle.gotHubby,
showClickedFishGame: exchanges.exchangeForFishHandle.showClickedFishGame
})
exchanges.animate(penguin)
}, 100)
/************
* LANCH GAME
*/
utils.toggleBtn(renderer.domElement, true)
StartGame(config)
animate();
})
GameStateManager.startGame()