Feature: Spiders
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@ -1,5 +1,6 @@
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import { DustEffect } from './dust.js';
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import { DustEffect } from './dust.js';
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import { FliesEffect } from './flies.js';
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import { FliesEffect } from './flies.js';
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import { SpiderEffect } from './spider.js';
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export class EffectsManager {
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export class EffectsManager {
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constructor(scene) {
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constructor(scene) {
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@ -12,6 +13,7 @@ export class EffectsManager {
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// This is now the single place to manage which effects are active.
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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 DustEffect(scene));
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this.addEffect(new FliesEffect(scene));
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this.addEffect(new FliesEffect(scene));
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this.addEffect(new SpiderEffect(scene));
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}
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}
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addEffect(effect) {
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addEffect(effect) {
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131
tv-player/src/effects/spider.js
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131
tv-player/src/effects/spider.js
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import * as THREE from 'three';
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import { state } from '../state.js';
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const SPIDER_COUNT = 5;
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const SPIDER_SPEED = 0.0001;
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const SPIDER_TURN_SPEED = 0.02;
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const SPIDER_WAIT_MIN = 200; // frames
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const SPIDER_WAIT_MAX = 500; // frames
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export class SpiderEffect {
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constructor(scene) {
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this.spiders = [];
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this._setupSpiders(scene);
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}
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_getRandomPointOnWall(wall) {
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const position = new THREE.Vector3();
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const width = wall.geometry.parameters.width;
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const height = wall.geometry.parameters.height;
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position.x = (Math.random() - 0.5) * width;
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position.y = (Math.random() - 0.5) * height;
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position.z = 0; // Local z is 0 for a plane
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// Convert local position to world position
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return wall.localToWorld(position);
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}
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_createSpiderMesh() {
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const spiderGroup = new THREE.Group();
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const spiderMaterial = new THREE.MeshPhongMaterial({ color: 0x919191, shininess: 50 });
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// Body
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const bodyGeometry = new THREE.SphereGeometry(0.01, 6, 5);
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const body = new THREE.Mesh(bodyGeometry, spiderMaterial);
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body.scale.z = 0.6; // Flatten the sphere
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body.castShadow = true;
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spiderGroup.add(body);
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// Head
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const headGeometry = new THREE.SphereGeometry(0.005, 5, 4);
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const head = new THREE.Mesh(headGeometry, spiderMaterial);
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head.position.y = 0.015;
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head.castShadow = true;
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spiderGroup.add(head);
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spiderGroup.userData = {
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state: 'crawling', // 'crawling', 'waiting'
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waitTimer: 0,
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t: 0,
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curve: null,
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currentWall: null,
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};
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return spiderGroup;
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}
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_findNewTarget(spider) {
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if (!spider.userData.currentWall) {
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// First time, pick a random wall
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const walls = state.crawlSurfaces;
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if (walls.length === 0) return;
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spider.userData.currentWall = walls[Math.floor(Math.random() * walls.length)];
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spider.position.copy(this._getRandomPointOnWall(spider.userData.currentWall));
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}
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const startPoint = spider.position.clone();
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const endPoint = this._getRandomPointOnWall(spider.userData.currentWall);
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// Create a curved path on the wall
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const midPoint = new THREE.Vector3().lerpVectors(startPoint, endPoint, 0.5);
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const direction = new THREE.Vector3().subVectors(endPoint, startPoint).normalize();
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const wallNormal = spider.userData.currentWall.getWorldDirection(new THREE.Vector3()).negate();
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// Get a perpendicular vector on the plane of the wall
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const perpendicular = new THREE.Vector3().crossVectors(direction, wallNormal).normalize();
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const offsetMagnitude = startPoint.distanceTo(endPoint) * (Math.random() * 0.4 - 0.2); // Random offset left or right
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const controlPoint = midPoint.clone().add(perpendicular.multiplyScalar(offsetMagnitude));
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spider.userData.curve = new THREE.QuadraticBezierCurve3(startPoint, controlPoint, endPoint);
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spider.userData.t = 0;
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spider.userData.state = 'crawling';
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}
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_setupSpiders(scene) {
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for (let i = 0; i < SPIDER_COUNT; i++) {
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const spider = this._createSpiderMesh();
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scene.add(spider);
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this.spiders.push(spider);
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this._findNewTarget(spider); // Initial placement
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}
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}
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update() {
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this.spiders.forEach(spider => {
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const data = spider.userData;
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if (data.state === 'crawling') {
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if (!data.curve) {
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this._findNewTarget(spider);
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return;
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}
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data.t += SPIDER_SPEED;
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if (data.t >= 1) {
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spider.position.copy(data.curve.v2);
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data.state = 'waiting';
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data.waitTimer = SPIDER_WAIT_MIN + Math.random() * (SPIDER_WAIT_MAX - SPIDER_WAIT_MIN);
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} else {
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spider.position.copy(data.curve.getPoint(data.t));
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// Smoothly turn the spider towards the tangent of the curve
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const tangent = data.curve.getTangent(data.t);
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const up = data.currentWall.getWorldDirection(new THREE.Vector3()).negate();
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const targetQuaternion = new THREE.Quaternion().setFromUnitVectors(new THREE.Vector3(0, 1, 0), tangent).multiply(
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new THREE.Quaternion().setFromUnitVectors(new THREE.Vector3(0, 0, 1), up)
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);
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spider.quaternion.slerp(targetQuaternion, SPIDER_TURN_SPEED);
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}
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} else if (data.state === 'waiting') {
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data.waitTimer--;
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if (data.waitTimer <= 0) {
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this._findNewTarget(spider);
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}
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}
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});
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}
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}
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@ -18,24 +18,28 @@ export function createRoomWalls() {
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const backWall = new THREE.Mesh(new THREE.PlaneGeometry(state.roomSize, state.roomHeight), wallMaterial);
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const backWall = new THREE.Mesh(new THREE.PlaneGeometry(state.roomSize, state.roomHeight), wallMaterial);
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backWall.position.set(0, state.roomHeight / 2, -state.roomSize / 2);
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backWall.position.set(0, state.roomHeight / 2, -state.roomSize / 2);
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backWall.receiveShadow = true;
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backWall.receiveShadow = true;
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backWall.name = 'backWall';
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state.scene.add(backWall);
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state.scene.add(backWall);
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// 2. Front Wall (behind the camera)
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// 2. Front Wall (behind the camera)
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const frontWall = new THREE.Mesh(new THREE.PlaneGeometry(state.roomSize, state.roomHeight), wallMaterial);
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const frontWall = new THREE.Mesh(new THREE.PlaneGeometry(state.roomSize, state.roomHeight), wallMaterial);
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frontWall.position.set(0, state.roomHeight / 2, state.roomSize / 2);
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frontWall.position.set(0, state.roomHeight / 2, state.roomSize / 2);
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frontWall.rotation.y = Math.PI;
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frontWall.rotation.y = Math.PI;
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frontWall.name = 'frontWall';
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frontWall.receiveShadow = true;
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frontWall.receiveShadow = true;
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state.scene.add(frontWall);
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state.scene.add(frontWall);
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// 3. Left Wall
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// 3. Left Wall
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const leftWall = new THREE.Mesh(new THREE.PlaneGeometry(state.roomSize, state.roomHeight), wallMaterial);
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const leftWall = new THREE.Mesh(new THREE.PlaneGeometry(state.roomSize, state.roomHeight), wallMaterial);
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leftWall.rotation.y = Math.PI / 2;
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leftWall.rotation.y = Math.PI / 2;
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leftWall.name = 'leftWall';
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leftWall.position.set(-state.roomSize / 2, state.roomHeight / 2, 0);
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leftWall.position.set(-state.roomSize / 2, state.roomHeight / 2, 0);
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leftWall.receiveShadow = true;
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leftWall.receiveShadow = true;
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state.scene.add(leftWall);
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state.scene.add(leftWall);
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// 4. Right Wall
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// 4. Right Wall
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const rightWall = new THREE.Mesh(new THREE.PlaneGeometry(state.roomSize, state.roomHeight), wallMaterial);
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const rightWall = new THREE.Mesh(new THREE.PlaneGeometry(state.roomSize, state.roomHeight), wallMaterial);
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rightWall.name = 'rightWall';
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rightWall.rotation.y = -Math.PI / 2;
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rightWall.rotation.y = -Math.PI / 2;
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rightWall.position.set(state.roomSize / 2, state.roomHeight / 2, 0);
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rightWall.position.set(state.roomSize / 2, state.roomHeight / 2, 0);
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rightWall.receiveShadow = true;
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rightWall.receiveShadow = true;
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@ -59,6 +63,8 @@ export function createRoomWalls() {
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ceiling.receiveShadow = true;
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ceiling.receiveShadow = true;
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state.scene.add(ceiling);
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state.scene.add(ceiling);
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state.crawlSurfaces.push(backWall, frontWall, leftWall, rightWall);
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// --- 6. Add a Window to the Back Wall ---
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// --- 6. Add a Window to the Back Wall ---
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const windowWidth = 1.5;
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const windowWidth = 1.5;
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const windowHeight = 1.2;
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const windowHeight = 1.2;
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@ -44,6 +44,7 @@ export function initState() {
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// Utilities
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// Utilities
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loader: new THREE.TextureLoader(),
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loader: new THREE.TextureLoader(),
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landingSurfaces: [],
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landingSurfaces: [],
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crawlSurfaces: [], // Surfaces for spiders to crawl on
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bookLevitation: {
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bookLevitation: {
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state: 'resting', // 'resting', 'levitating', 'returning'
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state: 'resting', // 'resting', 'levitating', 'returning'
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timer: 0,
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timer: 0,
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