Feature: Camera cuts and jumping after music kicks in
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@ -3,40 +3,6 @@ import { state } from '../state.js';
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import { updateScreenEffect } from '../scene/magic-mirror.js'
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import { updateScreenEffect } from '../scene/magic-mirror.js'
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import sceneFeatureManager from '../scene/SceneFeatureManager.js';
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import sceneFeatureManager from '../scene/SceneFeatureManager.js';
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function updateCamera() {
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const globalTime = Date.now() * 0.0001;
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const lookAtTime = Date.now() * 0.0002;
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// Base Camera Position in front of the TV
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const baseX = 0;
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const baseY = 3.6;
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const baseZ = -5.0;
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const camAmplitude = new THREE.Vector3(1.0, 1.0, 6.0);
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// Base LookAt target (Center of the screen)
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const baseTargetX = 0;
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const baseTargetY = 1.6;
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const baseTargetZ = -30.0;
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const lookAmplitude = 8.0;
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// Camera Position Offsets (Drift)
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const camOffsetX = Math.sin(globalTime * 3.1) * camAmplitude.x;
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const camOffsetY = Math.cos(globalTime * 2.5) * camAmplitude.y;
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const camOffsetZ = Math.cos(globalTime * 3.2) * camAmplitude.z;
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state.camera.position.x = baseX + camOffsetX;
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state.camera.position.y = baseY + camOffsetY;
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state.camera.position.z = baseZ + camOffsetZ;
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// LookAt Target Offsets (Subtle Gaze Shift)
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const lookOffsetX = Math.sin(lookAtTime * 1.5) * lookAmplitude;
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const lookOffsetZ = Math.cos(lookAtTime * 2.5) * lookAmplitude;
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const lookOffsetY = Math.cos(lookAtTime * 1.2) * lookAmplitude * 0.5;
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// Apply lookAt to the subtly shifted target
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state.camera.lookAt(baseTargetX + lookOffsetX, baseTargetY + lookOffsetY, baseTargetZ + lookOffsetZ);
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}
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function updateScreenLight() {
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function updateScreenLight() {
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if (state.isVideoLoaded && state.screenLight.intensity > 0) {
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if (state.isVideoLoaded && state.screenLight.intensity > 0) {
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const pulseTarget = state.originalScreenIntensity + (Math.random() - 0.5) * state.screenIntensityPulse;
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const pulseTarget = state.originalScreenIntensity + (Math.random() - 0.5) * state.screenIntensityPulse;
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@ -81,7 +47,6 @@ export function animate() {
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sceneFeatureManager.update(deltaTime);
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sceneFeatureManager.update(deltaTime);
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state.effectsManager.update();
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state.effectsManager.update();
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updateCamera();
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updateScreenLight();
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updateScreenLight();
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updateVideo();
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updateVideo();
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updateShaderTime();
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updateShaderTime();
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142
party-cathedral/src/scene/camera-manager.js
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142
party-cathedral/src/scene/camera-manager.js
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@ -0,0 +1,142 @@
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import * as THREE from 'three';
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import { state } from '../state.js';
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import { SceneFeature } from './SceneFeature.js';
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import sceneFeatureManager from './SceneFeatureManager.js';
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const minSwitchInterval = 2;
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const maxSwitchInterval = 10;
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export class CameraManager extends SceneFeature {
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constructor() {
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super();
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this.cameras = [];
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this.activeCameraIndex = 0;
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this.switchInterval = 10; // seconds
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this.lastSwitchTime = 0;
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sceneFeatureManager.register(this);
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}
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init() {
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// The main camera from init.js is our first camera
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const mainCamera = state.camera;
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this.cameras.push({
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camera: mainCamera,
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type: 'dynamic',
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name: 'MainDynamicCamera',
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update: this.updateDynamicCamera, // Assign its update function
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});
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// --- Static Camera 1: Left Aisle View ---
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const staticCam1 = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 100);
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staticCam1.position.set(-5, 3, -13);
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staticCam1.lookAt(0, 2, -18); // Look at the stage
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this.cameras.push({
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camera: staticCam1,
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type: 'static',
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name: 'LeftAisleCam'
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});
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// --- Static Camera 2: Right Aisle View ---
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const staticCam2 = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 100);
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staticCam2.position.set(5, 4, -12);
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staticCam2.lookAt(0, 1.5, -18); // Look at the stage
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this.cameras.push({
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camera: staticCam2,
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type: 'static',
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name: 'RightAisleCam'
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});
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// --- Static Camera 3: Far-Back view ---
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const staticCam3 = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 100);
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staticCam3.position.set(0, 3, 12);
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staticCam3.lookAt(0, 1.5, -20); // Look at the stage
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this.cameras.push({
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camera: staticCam3,
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type: 'static',
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name: 'BackCam'
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});
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// --- Static Camera 3: Back view ---
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const staticCam4 = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 100);
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staticCam4.position.set(0, 4, 0);
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staticCam4.lookAt(0, 1.5, -20); // Look at the stage
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this.cameras.push({
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camera: staticCam4,
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type: 'static',
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name: 'BackCam'
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});
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// --- Add Debug Helpers ---
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if (state.debugCamera) {
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this.cameras.forEach(camData => {
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const helper = new THREE.CameraHelper(camData.camera);
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state.scene.add(helper);
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});
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}
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this.lastSwitchTime = state.clock.getElapsedTime();
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this.switchCamera(4);
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}
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// This is the logic moved from animate.js
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updateDynamicCamera() {
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const globalTime = Date.now() * 0.0001;
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const lookAtTime = Date.now() * 0.0002;
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const baseX = 0, baseY = 3.6, baseZ = -5.0;
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const camAmplitude = new THREE.Vector3(1.0, 1.0, 6.0);
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const baseTargetX = 0, baseTargetY = 1.6, baseTargetZ = -30.0;
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const lookAmplitude = 8.0;
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const camOffsetX = Math.sin(globalTime * 3.1) * camAmplitude.x;
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const camOffsetY = Math.cos(globalTime * 2.5) * camAmplitude.y;
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const camOffsetZ = Math.cos(globalTime * 3.2) * camAmplitude.z;
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state.camera.position.x = baseX + camOffsetX;
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state.camera.position.y = baseY + camOffsetY;
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state.camera.position.z = baseZ + camOffsetZ;
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const lookOffsetX = Math.sin(lookAtTime * 1.5) * lookAmplitude;
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const lookOffsetZ = Math.cos(lookAtTime * 2.5) * lookAmplitude;
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const lookOffsetY = Math.cos(lookAtTime * 1.2) * lookAmplitude * 0.5;
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state.camera.lookAt(baseTargetX + lookOffsetX, baseTargetY + lookOffsetY, baseTargetZ + lookOffsetZ);
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}
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switchCamera(index) {
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if (index >= this.cameras.length || index < 0) return;
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this.activeCameraIndex = index;
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const newCam = this.cameras[this.activeCameraIndex].camera;
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// Copy properties from the new camera to the main state camera
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state.camera.position.copy(newCam.position);
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state.camera.rotation.copy(newCam.rotation);
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state.camera.fov = newCam.fov;
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state.camera.aspect = newCam.aspect;
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state.camera.near = newCam.near;
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state.camera.far = newCam.far;
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state.camera.updateProjectionMatrix();
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}
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update(deltaTime) {
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const time = state.clock.getElapsedTime();
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// Handle camera switching
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if (time > this.lastSwitchTime + this.switchInterval) {
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const newIndex = Math.floor(Math.random() * this.cameras.length);
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this.switchCamera(newIndex);
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this.lastSwitchTime = time;
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this.switchInterval = minSwitchInterval + Math.random() * (maxSwitchInterval - minSwitchInterval);
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}
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// Update the currently active camera if it has an update function
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const activeCamData = this.cameras[this.activeCameraIndex];
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if (activeCamData.update) {
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activeCamData.update();
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}
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}
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}
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new CameraManager();
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@ -169,7 +169,8 @@ export class Dancers extends SceneFeature {
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mesh.position.y = dancerObj.baseY;
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mesh.position.y = dancerObj.baseY;
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}
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}
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} else {
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} else {
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if (state.music && state.music.beatIntensity > 0.8 && Math.random() < 0.2) {
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const musicTime = state.clock.getElapsedTime();
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if (state.music && state.music.beatIntensity > 0.8 && Math.random() < 0.2 && musicTime > 10) {
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dancerObj.isJumping = true;
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dancerObj.isJumping = true;
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dancerObj.jumpStartTime = time;
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dancerObj.jumpStartTime = time;
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}
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}
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@ -259,7 +259,8 @@ export class MedievalMusicians extends SceneFeature {
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}
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}
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} else {
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} else {
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let currentJumpChance = jumpChance * deltaTime; // Base chance over time
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let currentJumpChance = jumpChance * deltaTime; // Base chance over time
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if (state.music && state.music.beatIntensity > 0.8) {
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const musicTime = state.clock.getElapsedTime();
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if (state.music && state.music.beatIntensity > 0.8 && musicTime > 15) {
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currentJumpChance = 0.1; // High, fixed chance on the beat
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currentJumpChance = 0.1; // High, fixed chance on the beat
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}
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}
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@ -69,7 +69,7 @@ export class PartyGuests extends SceneFeature {
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const pos = new THREE.Vector3(
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const pos = new THREE.Vector3(
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(Math.random() - 0.5) * 10,
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(Math.random() - 0.5) * 10,
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guestHeight / 2,
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guestHeight / 2,
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(Math.random() * 20) - 6 // Position them in the main hall
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(Math.random() * 20) - 2 // Position them in the main hall
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);
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);
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guest.position.copy(pos);
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guest.position.copy(pos);
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state.scene.add(guest);
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state.scene.add(guest);
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@ -99,7 +99,7 @@ export class PartyGuests extends SceneFeature {
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const time = state.clock.getElapsedTime();
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const time = state.clock.getElapsedTime();
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const moveSpeed = 1.0; // Move slower
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const moveSpeed = 1.0; // Move slower
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const movementArea = { x: 10, z: 30, y: 0, centerZ: 5 };
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const movementArea = { x: 10, z: 30, y: 0, centerZ: 2 };
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const jumpChance = 0.05; // Jump way more
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const jumpChance = 0.05; // Jump way more
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const jumpDuration = 0.5;
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const jumpDuration = 0.5;
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const jumpHeight = 0.1;
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const jumpHeight = 0.1;
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@ -3,6 +3,7 @@ import { state } from '../state.js';
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import floorTextureUrl from '/textures/stone_floor.png';
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import floorTextureUrl from '/textures/stone_floor.png';
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import sceneFeatureManager from './SceneFeatureManager.js';
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import sceneFeatureManager from './SceneFeatureManager.js';
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// Scene Features registered here:
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// Scene Features registered here:
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import { CameraManager } from './camera-manager.js';
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import { RoomWalls } from './room-walls.js';
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import { RoomWalls } from './room-walls.js';
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import { LightBall } from './light-ball.js';
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import { LightBall } from './light-ball.js';
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import { Pews } from './pews.js';
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import { Pews } from './pews.js';
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@ -14,7 +15,6 @@ import { Dancers } from './dancers.js';
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import { MusicVisualizer } from './music-visualizer.js';
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import { MusicVisualizer } from './music-visualizer.js';
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import { RoseWindowLight } from './rose-window-light.js';
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import { RoseWindowLight } from './rose-window-light.js';
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import { RoseWindowLightshafts } from './rose-window-lightshafts.js';
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import { RoseWindowLightshafts } from './rose-window-lightshafts.js';
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// Scene Features ^^^
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// Scene Features ^^^
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// --- Scene Modeling Function ---
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// --- Scene Modeling Function ---
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@ -36,7 +36,8 @@ export function initState() {
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screenIntensityPulse: 0.2,
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screenIntensityPulse: 0.2,
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roomSize: 5,
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roomSize: 5,
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roomHeight: 3,
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roomHeight: 3,
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debugLight: false,
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debugLight: false, // Turn on light helpers
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debugCamera: false, // Turn on camera helpers
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// DOM Elements
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// DOM Elements
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container: document.body,
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container: document.body,
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