Refactoring: split into directories
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@@ -0,0 +1,24 @@
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import { DustEffect } from './dust.js';
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import { FliesEffect } from './flies.js';
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export class EffectsManager {
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constructor(scene) {
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this.effects = [];
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this._initializeEffects(scene);
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}
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_initializeEffects(scene) {
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// Add all desired effects here.
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// This is now the single place to manage which effects are active.
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this.addEffect(new DustEffect(scene));
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this.addEffect(new FliesEffect(scene));
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}
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addEffect(effect) {
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this.effects.push(effect);
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}
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update() {
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this.effects.forEach(effect => effect.update());
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}
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}
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@@ -0,0 +1,47 @@
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import * as THREE from 'three';
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export class DustEffect {
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constructor(scene) {
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this.dust = null;
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this._create(scene);
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}
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_create(scene) {
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const particleCount = 2000;
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const particlesGeometry = new THREE.BufferGeometry();
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const positions = [];
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for (let i = 0; i < particleCount; i++) {
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positions.push(
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(Math.random() - 0.5) * 15,
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Math.random() * 10,
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(Math.random() - 0.5) * 15
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);
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}
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particlesGeometry.setAttribute('position', new THREE.Float32BufferAttribute(positions, 3));
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const particleMaterial = new THREE.PointsMaterial({
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color: 0xffffff,
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size: 0.015,
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transparent: true,
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opacity: 0.08,
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blending: THREE.AdditiveBlending
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});
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this.dust = new THREE.Points(particlesGeometry, particleMaterial);
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scene.add(this.dust);
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}
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update() {
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if (this.dust) {
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const positions = this.dust.geometry.attributes.position.array;
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for (let i = 1; i < positions.length; i += 3) {
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positions[i] -= 0.001;
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if (positions[i] < -2) {
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positions[i] = 8;
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}
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}
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this.dust.geometry.attributes.position.needsUpdate = true;
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}
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}
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}
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@@ -0,0 +1,140 @@
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import * as THREE from 'three';
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import { state } from '../state.js';
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import { degToRad } from '../utils.js';
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const FLIES_COUNT = 2;
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// --- Configuration ---
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const FLIGHT_HEIGHT_MIN = 0.5; // Min height for flying
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const FLIGHT_HEIGHT_MAX = 2;//state.roomHeight * 0.9; // Max height for flying
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const FLY_FLIGHT_SPEED_FACTOR = 0.01; // How quickly 't' increases per frame
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const FLY_WAIT_BASE = 1000;
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const FLY_LAND_CHANCE = 0.3;
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export class FliesEffect {
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constructor(scene) {
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this.flies = [];
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this._setupFlies(scene);
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}
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_randomFlyTarget() {
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return new THREE.Vector3(
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(Math.random() - 0.5) * (state.roomSize - 1),
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FLIGHT_HEIGHT_MIN + Math.random() * (FLIGHT_HEIGHT_MAX - FLIGHT_HEIGHT_MIN),
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(Math.random() - 0.5) * (state.roomSize - 1)
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);
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}
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_createFlyMesh() {
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const flyGroup = new THREE.Group();
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const flyMaterial = new THREE.MeshPhongMaterial({ color: 0x111111, shininess: 50 });
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const bodyGeometry = new THREE.ConeGeometry(0.01, 0.02, 3);
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const body = new THREE.Mesh(bodyGeometry, flyMaterial);
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body.rotation.x = degToRad(90);
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body.castShadow = true;
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body.receiveShadow = true;
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flyGroup.add(body);
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flyGroup.userData = {
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state: 'flying',
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landTimer: 0,
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t: 0,
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speed: FLY_FLIGHT_SPEED_FACTOR + Math.random() * 0.01,
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curve: null,
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landCheckTimer: 0,
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oscillationTime: Math.random() * 100,
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};
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flyGroup.position.copy(this._randomFlyTarget());
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return flyGroup;
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}
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_createFlyCurve(fly, endPoint) {
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const startPoint = fly.position.clone();
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const midPoint = new THREE.Vector3().lerpVectors(startPoint, endPoint, 0.5);
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const offsetMagnitude = startPoint.distanceTo(endPoint) * 0.5;
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const offsetAngle = Math.random() * Math.PI * 2;
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const controlPoint = new THREE.Vector3(
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midPoint.x + Math.cos(offsetAngle) * offsetMagnitude * 0.5,
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midPoint.y + Math.random() * 0.5 + 0.5,
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midPoint.z + Math.sin(offsetAngle) * offsetMagnitude * 0.5
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);
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fly.userData.curve = new THREE.QuadraticBezierCurve3(startPoint, controlPoint, endPoint);
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fly.userData.t = 0;
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fly.userData.landCheckTimer = 50 + Math.random() * 50;
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}
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_setupFlies(scene) {
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for (let i = 0; i < FLIES_COUNT; i++) {
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const fly = this._createFlyMesh();
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scene.add(fly);
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this.flies.push(fly);
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}
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}
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update() {
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this.flies.forEach(fly => {
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const data = fly.userData;
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if (data.state === 'flying' || data.state === 'landing') {
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if (!data.curve) {
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const newTargetPos = this._randomFlyTarget();
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this._createFlyCurve(fly, newTargetPos);
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data.t = 0;
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}
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data.t += data.speed;
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data.landCheckTimer--;
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if (data.t >= 1) {
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if (data.state === 'landing') {
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data.state = 'landed';
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data.landTimer = FLY_WAIT_BASE + Math.random() * 1000;
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data.t = 0;
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return;
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}
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if (data.landCheckTimer <= 0 && Math.random() > FLY_LAND_CHANCE) {
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state.raycaster.set(fly.position, new THREE.Vector3(0, -1, 0));
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const intersects = state.raycaster.intersectObjects(state.landingSurfaces, false);
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if (intersects.length > 0) {
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const intersect = intersects[0];
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data.state = 'landing';
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let newTargetPos = new THREE.Vector3(
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intersect.point.x,
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intersect.point.y + 0.05,
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intersect.point.z
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);
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this._createFlyCurve(fly, newTargetPos);
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data.t = 0;
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}
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}
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if (data.state !== 'landing') {
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const newTargetPos = this._randomFlyTarget();
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this._createFlyCurve(fly, newTargetPos);
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data.t = 0;
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}
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}
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fly.position.copy(data.curve.getPoint(Math.min(data.t, 1)));
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const tangent = data.curve.getTangent(Math.min(data.t, 1)).normalize();
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fly.rotation.y = Math.atan2(tangent.x, tangent.z);
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data.oscillationTime += 0.1;
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fly.position.y += Math.sin(data.oscillationTime * 4) * 0.01;
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} else if (data.state === 'landed') {
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data.landTimer--;
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if (data.landTimer <= 0) {
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data.state = 'flying';
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const newTargetPos = this._randomFlyTarget();
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this._createFlyCurve(fly, newTargetPos);
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data.t = 0;
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}
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}
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});
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}
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}
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