@directivegames/genesys.js 3.1.24

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Files changed (1501) hide show
  1. package/README.md +123 -0
  2. package/assets/animation-profiles/mixamo.skeleton-profile.json +63 -0
  3. package/assets/animation-profiles/rigify.skeleton-profile.json +61 -0
  4. package/assets/character/SKM_SB_MediumHuman.glb +0 -0
  5. package/assets/character/config/AnimationStateMachineComponent.md +107 -0
  6. package/assets/character/config/mannequin-anim.json +53 -0
  7. package/assets/character/mannequin.glb +0 -0
  8. package/assets/character/mannequinG.glb +0 -0
  9. package/assets/default.genesys-scene +194 -0
  10. package/assets/models/PickupActors/SM_Pickup_Health.glb +0 -0
  11. package/assets/models/PickupActors/SM_Pickup_Station.glb +0 -0
  12. package/assets/models/SM_Capsule.glb +0 -0
  13. package/assets/models/SM_ChamferCube.glb +0 -0
  14. package/assets/models/SM_Cone.glb +0 -0
  15. package/assets/models/SM_Cube.glb +0 -0
  16. package/assets/models/SM_Cylinder.glb +0 -0
  17. package/assets/models/SM_Plane.glb +0 -0
  18. package/assets/models/SM_Pyramid.glb +0 -0
  19. package/assets/models/SM_Sphere.glb +0 -0
  20. package/assets/models/SM_Torus.glb +0 -0
  21. package/assets/models/SM_Wedge.glb +0 -0
  22. package/assets/models/Weapons/SM_ShotGun_01.glb +0 -0
  23. package/assets/models/demo/Characters/Knightdude.glb +0 -0
  24. package/assets/models/demo/Characters/Spacedude.glb +0 -0
  25. package/assets/models/demo/LowPoly/SM_Bush01.glb +0 -0
  26. package/assets/models/demo/LowPoly/SM_Bush02.glb +0 -0
  27. package/assets/models/demo/LowPoly/SM_Flower01.glb +0 -0
  28. package/assets/models/demo/LowPoly/SM_Flower02.glb +0 -0
  29. package/assets/models/demo/LowPoly/SM_Flower03.glb +0 -0
  30. package/assets/models/demo/LowPoly/SM_GeneratedLandscape.glb +0 -0
  31. package/assets/models/demo/LowPoly/SM_Grass01.glb +0 -0
  32. package/assets/models/demo/LowPoly/SM_Grass02.glb +0 -0
  33. package/assets/models/demo/LowPoly/SM_Grass03.glb +0 -0
  34. package/assets/models/demo/LowPoly/SM_Mushroom01.glb +0 -0
  35. package/assets/models/demo/LowPoly/SM_Mushroom02.glb +0 -0
  36. package/assets/models/demo/LowPoly/SM_MushroomCluster01.glb +0 -0
  37. package/assets/models/demo/LowPoly/SM_MushroomCluster02.glb +0 -0
  38. package/assets/models/demo/LowPoly/SM_Rock01.glb +0 -0
  39. package/assets/models/demo/LowPoly/SM_Rock02.glb +0 -0
  40. package/assets/models/demo/LowPoly/SM_Rock03.glb +0 -0
  41. package/assets/models/demo/LowPoly/SM_Rock04.glb +0 -0
  42. package/assets/models/demo/LowPoly/SM_Tree01.glb +0 -0
  43. package/assets/models/demo/LowPoly/SM_Tree02.glb +0 -0
  44. package/assets/models/demo/LowPoly/SM_Tree03.glb +0 -0
  45. package/assets/models/demo/LowPoly/SM_Tree04.glb +0 -0
  46. package/assets/models/demo/LowPoly/SM_TreeStump.glb +0 -0
  47. package/assets/models/demo/LowPoly/SM_TreeTrunk.glb +0 -0
  48. package/assets/models/demo/LowPoly/low_poly_ship_wreck.glb +0 -0
  49. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block.glb +0 -0
  50. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Dirt.glb +0 -0
  51. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Grass02.glb +0 -0
  52. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Grass02Patch.glb +0 -0
  53. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Gravel.glb +0 -0
  54. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Lava.glb +0 -0
  55. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_LavaStone.glb +0 -0
  56. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Sand.glb +0 -0
  57. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Stone.glb +0 -0
  58. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_StoneA.glb +0 -0
  59. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_StoneC.glb +0 -0
  60. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Wall.glb +0 -0
  61. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Water.glb +0 -0
  62. package/assets/models/demo/SandboxAsset/Characters/SKM_Arachnids_Large_Spider.glb +0 -0
  63. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Adventurer_F01.glb +0 -0
  64. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Adventurer_M01.glb +0 -0
  65. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Aviator_F01.glb +0 -0
  66. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Aviator_M01.glb +0 -0
  67. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Aztec_F01.glb +0 -0
  68. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Aztec_M01.glb +0 -0
  69. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_MediumHuman.glb +0 -0
  70. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Shaman.glb +0 -0
  71. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Cloud_01.glb +0 -0
  72. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Cloud_02.glb +0 -0
  73. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Cloud_03.glb +0 -0
  74. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Cloud_04.glb +0 -0
  75. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_01.glb +0 -0
  76. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_02.glb +0 -0
  77. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_03.glb +0 -0
  78. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_04.glb +0 -0
  79. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_05.glb +0 -0
  80. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_06.glb +0 -0
  81. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_07.glb +0 -0
  82. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_SmallCloud01.glb +0 -0
  83. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_SmallCloud_02.glb +0 -0
  84. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_AztecStatue.glb +0 -0
  85. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Claypot_01.glb +0 -0
  86. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Claypot_02.glb +0 -0
  87. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Claypot_03.glb +0 -0
  88. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Claypot_Broken_01.glb +0 -0
  89. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Claypot_Broken_02.glb +0 -0
  90. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Crystal_Calendar_01.glb +0 -0
  91. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Crystal_Calendar_02.glb +0 -0
  92. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Crystal_Skull.glb +0 -0
  93. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Goldpile_01.glb +0 -0
  94. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Goldpile_02.glb +0 -0
  95. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Rubble_Skeleton_01.glb +0 -0
  96. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_TreasureChest.glb +0 -0
  97. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_TreasureChestSmall.glb +0 -0
  98. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Wall_Deco_01.glb +0 -0
  99. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_AngledWall.glb +0 -0
  100. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Arch.glb +0 -0
  101. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Beams.glb +0 -0
  102. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Beams02.glb +0 -0
  103. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Corner.glb +0 -0
  104. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_CornerB.glb +0 -0
  105. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Floor.glb +0 -0
  106. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Floor2.glb +0 -0
  107. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Floor3.glb +0 -0
  108. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_GrowingTree.glb +0 -0
  109. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_HalfFloor.glb +0 -0
  110. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_IronBucket.glb +0 -0
  111. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Pillar.glb +0 -0
  112. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Railing.glb +0 -0
  113. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_RoofWindow.glb +0 -0
  114. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Stairs01.glb +0 -0
  115. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Statue.glb +0 -0
  116. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Wall.glb +0 -0
  117. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Wall02.glb +0 -0
  118. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Wall03.glb +0 -0
  119. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Wall03B.glb +0 -0
  120. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Wall04.glb +0 -0
  121. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_WallB.glb +0 -0
  122. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_WallTrim.glb +0 -0
  123. package/assets/models/demo/SandboxAsset/Floors/SM_SB_Floor_01.glb +0 -0
  124. package/assets/models/demo/SandboxAsset/Floors/SM_SB_Floor_02.glb +0 -0
  125. package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower01_ColorA.glb +0 -0
  126. package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower01_ColorB.glb +0 -0
  127. package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower02_ColorA.glb +0 -0
  128. package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower02_ColorB.glb +0 -0
  129. package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower03_ColorA.glb +0 -0
  130. package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower03_ColorB.glb +0 -0
  131. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Beach_Grass.glb +0 -0
  132. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Birgaradier_Tree.glb +0 -0
  133. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Cactus_Long.glb +0 -0
  134. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_ElephantEar01.glb +0 -0
  135. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Fern01.glb +0 -0
  136. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_GrassPatch.glb +0 -0
  137. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Growing_Plant.glb +0 -0
  138. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Leaf_bush01.glb +0 -0
  139. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Middle_Moss.glb +0 -0
  140. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Oracle_Tree.glb +0 -0
  141. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Plant01.glb +0 -0
  142. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Tree01.glb +0 -0
  143. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_plant.glb +0 -0
  144. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_Arrow_large_01.glb +0 -0
  145. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_Arrow_large_02.glb +0 -0
  146. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_HangingBridgeEnd_01.glb +0 -0
  147. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_HangingBridgeEnd_02.glb +0 -0
  148. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_HangingBridgeMiddle.glb +0 -0
  149. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_MovingPlatform_01.glb +0 -0
  150. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_MovingWall.glb +0 -0
  151. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_ObsidianTrap.glb +0 -0
  152. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_Scull_Arrowshooter01.glb +0 -0
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  154. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_Snakepit.glb +0 -0
  155. package/assets/models/demo/SandboxAsset/Rocks/SM_SB_Rock01.glb +0 -0
  156. package/assets/models/demo/SandboxAsset/Rocks/SM_SB_Rock02.glb +0 -0
  157. package/assets/models/demo/SandboxAsset/Slides/SM_SB_Slide_Corner_L.glb +0 -0
  158. package/assets/models/demo/SandboxAsset/Slides/SM_SB_Slide_Corner_R.glb +0 -0
  159. package/assets/models/demo/SandboxAsset/Slides/SM_SB_Slide_Edge.glb +0 -0
  160. package/assets/models/demo/SandboxAsset/Slides/SM_SB_Slide_End01.glb +0 -0
  161. package/assets/models/demo/SandboxAsset/Slides/SM_SB_Slide_Module.glb +0 -0
  162. package/assets/models/demo/SandboxAsset/Trees/SM_SB_CaribbeanPine_01.glb +0 -0
  163. package/assets/models/demo/SandboxAsset/Trees/SM_SB_CaribbeanPine_02.glb +0 -0
  164. package/assets/models/demo/SandboxAsset/Trees/SM_SB_CoconutTree01.glb +0 -0
  165. package/assets/models/demo/SandboxAsset/Trees/SM_SB_CoconutTree02.glb +0 -0
  166. package/assets/models/demo/SandboxAsset/Trees/SM_SB_KapokTree_01.glb +0 -0
  167. package/assets/models/demo/SandboxAsset/Trees/SM_SB_KapokTree_02.glb +0 -0
  168. package/assets/models/demo/SandboxAsset/Trees/SM_SB_QueenPalm_01.glb +0 -0
  169. package/assets/models/demo/SandboxAsset/Trees/SM_SB_QueenPalm_02.glb +0 -0
  170. package/assets/models/demo/SandboxAsset/Trees/SM_SB_TreeTrunk.glb +0 -0
  171. package/assets/models/demo/SandboxAsset/Trims/SM_SB_TrimA.glb +0 -0
  172. package/assets/models/demo/SandboxAsset/Trims/SM_SB_TrimB.glb +0 -0
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  181. package/assets/models/demo/SandboxAsset/Walls/SM_SB_Aztec_Wall_01.glb +0 -0
  182. package/assets/models/demo/SandboxAsset/Walls/SM_SB_Aztec_Wall_02.glb +0 -0
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  196. package/assets/prefabs/actors/demo_health_pickup.prefab.json +114 -0
  197. package/assets/prefabs/actors/demo_health_pickup_spawner.prefab.json +102 -0
  198. package/assets/prefabs/actors/test.prefab.json +87 -0
  199. package/assets/shaders/M_Anisotropy_Brushed.material.json +89 -0
  200. package/assets/shaders/M_Anisotropy_Radial.material.json +55 -0
  201. package/assets/shaders/M_Chrome.material.json +18 -0
  202. package/assets/shaders/M_Emissive_Blue.material.json +26 -0
  203. package/assets/shaders/M_Glass_Frosted.material.json +24 -0
  204. package/assets/shaders/M_Glass_ThinFilm.material.json +23 -0
  205. package/assets/shaders/M_Glossy_Grey.material.json +20 -0
  206. package/assets/shaders/M_Matte_White.material.json +20 -0
  207. package/assets/shaders/M_Metal_Anisotropic_Gold.material.json +31 -0
  208. package/assets/shaders/M_Metal_Anisotropic_Silver.material.json +31 -0
  209. package/assets/shaders/M_Metal_Brushed.material.json +61 -0
  210. package/assets/shaders/M_Paint_Clearcoat.material.json +28 -0
  211. package/assets/shaders/M_Stone_Mossy.material.json +153 -0
  212. package/assets/shaders/M_Stone_Mossy_Snow.material.json +151 -0
  213. package/assets/shaders/M_Toon_Anime.material.json +49 -0
  214. package/assets/shaders/M_Toon_Anime_5Step.material.json +45 -0
  215. package/assets/shaders/M_Toon_Cel.material.json +49 -0
  216. package/assets/shaders/M_Transmission.material.json +42 -0
  217. package/assets/shaders/M_Velvet_Blue.material.json +33 -0
  218. package/assets/shaders/M_Velvet_Purple.material.json +30 -0
  219. package/assets/shaders/M_Velvet_Red.material.json +33 -0
  220. package/assets/shaders/M_Wax_SSSLite.material.json +55 -0
  221. package/assets/shaders/matcap/M_Matcap_Blue.material.json +27 -0
  222. package/assets/shaders/matcap/M_Matcap_Rainbow.material.json +26 -0
  223. package/assets/shaders/matcap/M_Matcap_White.material.json +28 -0
  224. package/assets/sounds/birds.mp3 +0 -0
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  227. package/assets/sounds/laser.mp3 +0 -0
  228. package/assets/sounds/pickup.mp3 +0 -0
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  236. package/assets/textures/T_Grid_01.texture.json +7 -0
  237. package/assets/textures/T_Metal_Brushed_Normal.png +0 -0
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  247. package/assets/textures/T_Toon_Anime_4Step.png +0 -0
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@@ -0,0 +1,1054 @@
1
+ import * as ENGINE from 'genesys.js';
2
+ import * as THREE from 'three';
3
+ var GemType;
4
+ (function (GemType) {
5
+ GemType["Ruby"] = "ruby";
6
+ GemType["Emerald"] = "emerald";
7
+ GemType["Sapphire"] = "sapphire";
8
+ GemType["Diamond"] = "diamond";
9
+ GemType["Amethyst"] = "amethyst";
10
+ })(GemType || (GemType = {}));
11
+ export class UIDemo extends ENGINE.BaseGameLoop {
12
+ constructor() {
13
+ super(...arguments);
14
+ // New HUD Components
15
+ Object.defineProperty(this, "ammoCounter", {
16
+ enumerable: true,
17
+ configurable: true,
18
+ writable: true,
19
+ value: void 0
20
+ });
21
+ Object.defineProperty(this, "pointsCounter", {
22
+ enumerable: true,
23
+ configurable: true,
24
+ writable: true,
25
+ value: void 0
26
+ });
27
+ Object.defineProperty(this, "crosshair", {
28
+ enumerable: true,
29
+ configurable: true,
30
+ writable: true,
31
+ value: void 0
32
+ });
33
+ Object.defineProperty(this, "reloadIndicator", {
34
+ enumerable: true,
35
+ configurable: true,
36
+ writable: true,
37
+ value: void 0
38
+ });
39
+ Object.defineProperty(this, "minimap", {
40
+ enumerable: true,
41
+ configurable: true,
42
+ writable: true,
43
+ value: void 0
44
+ });
45
+ Object.defineProperty(this, "compass", {
46
+ enumerable: true,
47
+ configurable: true,
48
+ writable: true,
49
+ value: void 0
50
+ });
51
+ Object.defineProperty(this, "inventoryBar", {
52
+ enumerable: true,
53
+ configurable: true,
54
+ writable: true,
55
+ value: void 0
56
+ });
57
+ Object.defineProperty(this, "inventoryGrid", {
58
+ enumerable: true,
59
+ configurable: true,
60
+ writable: true,
61
+ value: void 0
62
+ });
63
+ // Progress bars for demonstration
64
+ Object.defineProperty(this, "healthBar", {
65
+ enumerable: true,
66
+ configurable: true,
67
+ writable: true,
68
+ value: void 0
69
+ });
70
+ Object.defineProperty(this, "manaBar", {
71
+ enumerable: true,
72
+ configurable: true,
73
+ writable: true,
74
+ value: void 0
75
+ });
76
+ Object.defineProperty(this, "experienceBar", {
77
+ enumerable: true,
78
+ configurable: true,
79
+ writable: true,
80
+ value: void 0
81
+ });
82
+ // Menu and other UI
83
+ Object.defineProperty(this, "menuLayout", {
84
+ enumerable: true,
85
+ configurable: true,
86
+ writable: true,
87
+ value: void 0
88
+ });
89
+ Object.defineProperty(this, "controlsLayout", {
90
+ enumerable: true,
91
+ configurable: true,
92
+ writable: true,
93
+ value: void 0
94
+ });
95
+ Object.defineProperty(this, "controlsPanel", {
96
+ enumerable: true,
97
+ configurable: true,
98
+ writable: true,
99
+ value: void 0
100
+ });
101
+ Object.defineProperty(this, "isMenuVisible", {
102
+ enumerable: true,
103
+ configurable: true,
104
+ writable: true,
105
+ value: false
106
+ });
107
+ Object.defineProperty(this, "isInventoryGridVisible", {
108
+ enumerable: true,
109
+ configurable: true,
110
+ writable: true,
111
+ value: false
112
+ });
113
+ // Game objects
114
+ Object.defineProperty(this, "pawn", {
115
+ enumerable: true,
116
+ configurable: true,
117
+ writable: true,
118
+ value: null
119
+ });
120
+ Object.defineProperty(this, "controller", {
121
+ enumerable: true,
122
+ configurable: true,
123
+ writable: true,
124
+ value: null
125
+ });
126
+ Object.defineProperty(this, "weaponComponent", {
127
+ enumerable: true,
128
+ configurable: true,
129
+ writable: true,
130
+ value: null
131
+ });
132
+ Object.defineProperty(this, "cubeTargets", {
133
+ enumerable: true,
134
+ configurable: true,
135
+ writable: true,
136
+ value: []
137
+ });
138
+ Object.defineProperty(this, "collectables", {
139
+ enumerable: true,
140
+ configurable: true,
141
+ writable: true,
142
+ value: []
143
+ });
144
+ // Game state
145
+ Object.defineProperty(this, "currentAmmo", {
146
+ enumerable: true,
147
+ configurable: true,
148
+ writable: true,
149
+ value: 3
150
+ }); // Start with low ammo for testing
151
+ Object.defineProperty(this, "maxAmmo", {
152
+ enumerable: true,
153
+ configurable: true,
154
+ writable: true,
155
+ value: 30
156
+ });
157
+ Object.defineProperty(this, "isReloading", {
158
+ enumerable: true,
159
+ configurable: true,
160
+ writable: true,
161
+ value: false
162
+ });
163
+ Object.defineProperty(this, "points", {
164
+ enumerable: true,
165
+ configurable: true,
166
+ writable: true,
167
+ value: 0
168
+ });
169
+ Object.defineProperty(this, "inventory", {
170
+ enumerable: true,
171
+ configurable: true,
172
+ writable: true,
173
+ value: []
174
+ });
175
+ Object.defineProperty(this, "maxInventorySlots", {
176
+ enumerable: true,
177
+ configurable: true,
178
+ writable: true,
179
+ value: 9
180
+ });
181
+ // Progress bar demo values
182
+ Object.defineProperty(this, "currentHealth", {
183
+ enumerable: true,
184
+ configurable: true,
185
+ writable: true,
186
+ value: 85
187
+ });
188
+ Object.defineProperty(this, "maxHealth", {
189
+ enumerable: true,
190
+ configurable: true,
191
+ writable: true,
192
+ value: 100
193
+ });
194
+ Object.defineProperty(this, "currentMana", {
195
+ enumerable: true,
196
+ configurable: true,
197
+ writable: true,
198
+ value: 60
199
+ });
200
+ Object.defineProperty(this, "maxMana", {
201
+ enumerable: true,
202
+ configurable: true,
203
+ writable: true,
204
+ value: 120
205
+ });
206
+ Object.defineProperty(this, "currentExperience", {
207
+ enumerable: true,
208
+ configurable: true,
209
+ writable: true,
210
+ value: 75
211
+ });
212
+ Object.defineProperty(this, "maxExperience", {
213
+ enumerable: true,
214
+ configurable: true,
215
+ writable: true,
216
+ value: 100
217
+ });
218
+ // Gem configuration
219
+ Object.defineProperty(this, "gemConfig", {
220
+ enumerable: true,
221
+ configurable: true,
222
+ writable: true,
223
+ value: new Map([
224
+ [GemType.Ruby, { color: 0xff0000, name: 'Ruby' }],
225
+ [GemType.Emerald, { color: 0x00ff00, name: 'Emerald' }],
226
+ [GemType.Sapphire, { color: 0x0066ff, name: 'Sapphire' }],
227
+ [GemType.Diamond, { color: 0xffffff, name: 'Diamond' }],
228
+ [GemType.Amethyst, { color: 0x9966ff, name: 'Amethyst' }]
229
+ ])
230
+ });
231
+ }
232
+ async preStart() {
233
+ // Don't call super.preStart() to avoid creating default player controller
234
+ // Prevent scroll bars from appearing during rapid camera movement
235
+ this.container.style.overflow = 'hidden';
236
+ // Add lighting
237
+ ENGINE.GameBuilder.createDefaultLighting(this.world);
238
+ // Add ground
239
+ ENGINE.GameBuilder.createDefaultGround(this.world);
240
+ // Create player
241
+ this.createPlayer();
242
+ // Create cube targets
243
+ this.createCubeTargets();
244
+ // Create collectables
245
+ this.createCollectables();
246
+ // Setup UI
247
+ await this.setupUI();
248
+ this.setupGameLogic();
249
+ }
250
+ destroy() {
251
+ this.cleanupUI();
252
+ super.destroy();
253
+ }
254
+ cleanupUI() {
255
+ // Clean up new HUD components
256
+ this.ammoCounter?.destroy();
257
+ this.pointsCounter?.destroy();
258
+ this.crosshair?.destroy();
259
+ this.reloadIndicator?.destroy();
260
+ this.minimap?.destroy();
261
+ this.compass?.destroy();
262
+ this.inventoryBar?.destroy();
263
+ this.inventoryGrid?.destroy();
264
+ // Clean up progress bars
265
+ this.healthBar?.destroy();
266
+ this.manaBar?.destroy();
267
+ this.experienceBar?.destroy();
268
+ // Clean up controls panel
269
+ this.controlsPanel?.destroy();
270
+ // Remove menu layout
271
+ if (this.menuLayout) {
272
+ this.menuLayout.remove();
273
+ }
274
+ // Remove controls layout
275
+ if (this.controlsLayout) {
276
+ this.controlsLayout.remove();
277
+ }
278
+ // Clean up health bars
279
+ this.cubeTargets.forEach(cube => {
280
+ if (cube.healthBarContainer) {
281
+ cube.healthBarContainer.remove();
282
+ }
283
+ });
284
+ // Clean up collectables
285
+ this.collectables.forEach(collectable => {
286
+ this.world.removeActors(collectable.actor);
287
+ });
288
+ // Clear arrays
289
+ this.cubeTargets = [];
290
+ this.collectables = [];
291
+ this.inventory = [];
292
+ }
293
+ createPlayer() {
294
+ this.pawn = new ENGINE.Pawn({
295
+ movementComponent: new ENGINE.CharacterMovementComponent({
296
+ ...ENGINE.CharacterMovementComponent.DEFAULT_OPTIONS,
297
+ movementType: ENGINE.CharacterMovementType.FirstPerson,
298
+ }),
299
+ position: new THREE.Vector3(0, 10, 0),
300
+ rootComponent: new ENGINE.MeshComponent({
301
+ geometry: new THREE.CapsuleGeometry(1, 4),
302
+ material: new THREE.MeshStandardMaterial({
303
+ color: 0x00ff00,
304
+ visible: false,
305
+ transparent: true,
306
+ opacity: 0
307
+ }),
308
+ physicsOptions: {
309
+ enabled: true,
310
+ motionType: ENGINE.PhysicsMotionType.KinematicVelocityBased,
311
+ }
312
+ }),
313
+ camera: new THREE.PerspectiveCamera(ENGINE.CAMERA_FOV, 1, 0.1, 1000)
314
+ });
315
+ // Add weapon component
316
+ this.weaponComponent = new ENGINE.ProjectileWeaponComponent({
317
+ position: new THREE.Vector3(0, 0, -2),
318
+ fireInterval: 0.1,
319
+ isSingleFire: true,
320
+ projectileOptions: {
321
+ velocity: 100,
322
+ range: 200,
323
+ damageDealt: 25,
324
+ useOverlapCheck: false, // Use collision detection instead of overlap
325
+ destroyOnHit: true,
326
+ geometry: new THREE.SphereGeometry(0.2),
327
+ material: new THREE.MeshStandardMaterial({ color: 0xffff00 })
328
+ }
329
+ });
330
+ this.pawn.rootComponent.add(this.weaponComponent);
331
+ this.controller = new ENGINE.PlayerController();
332
+ this.controller.possess(this.pawn);
333
+ this.world.addActors(this.pawn, this.controller);
334
+ // Position camera for first person
335
+ const camera = this.pawn.getComponent(THREE.Camera);
336
+ camera.position.set(0, 1, 0);
337
+ }
338
+ createCubeTargets() {
339
+ const numCubes = 8;
340
+ const spawnRadius = 20;
341
+ for (let i = 0; i < numCubes; i++) {
342
+ // Random position around the player
343
+ const angle = (i / numCubes) * Math.PI * 2 + (Math.random() - 0.5) * 0.5;
344
+ const distance = spawnRadius + Math.random() * 10;
345
+ const x = Math.cos(angle) * distance;
346
+ const z = Math.sin(angle) * distance;
347
+ const y = Math.random() * 5 + 1;
348
+ const cubeActor = new ENGINE.Actor({
349
+ rootComponent: new ENGINE.MeshComponent({
350
+ position: new THREE.Vector3(x, y, z),
351
+ geometry: new THREE.BoxGeometry(2, 2, 2),
352
+ material: new THREE.MeshStandardMaterial({
353
+ color: new THREE.Color().setHSL(Math.random(), 0.7, 0.5)
354
+ }),
355
+ physicsOptions: {
356
+ enabled: true,
357
+ motionType: ENGINE.PhysicsMotionType.Static,
358
+ }
359
+ })
360
+ });
361
+ // Add CharacterStatsComponent so the cube can receive damage from projectiles
362
+ const statsComponent = new ENGINE.CharacterStatsComponent({
363
+ maxHealth: 100,
364
+ healthRegen: 0, // No health regeneration
365
+ attackCooldown: 0,
366
+ attackRange: 0,
367
+ attackDamage: 0,
368
+ speed: 0
369
+ });
370
+ cubeActor.rootComponent.add(statsComponent);
371
+ this.world.addActors(cubeActor);
372
+ // Create HP bar for this cube
373
+ const { healthBarContainer, healthBarElement } = this.createHealthBarForCube(cubeActor);
374
+ const cubeTarget = {
375
+ actor: cubeActor,
376
+ health: 100,
377
+ maxHealth: 100,
378
+ healthBarElement,
379
+ healthBarContainer
380
+ };
381
+ // Listen for health changes and update the health bar
382
+ statsComponent.onHealthChanged.add((currentHealth, maxHealth) => {
383
+ cubeTarget.health = currentHealth;
384
+ cubeTarget.maxHealth = maxHealth;
385
+ this.updateCubeHealthBar(cubeTarget);
386
+ });
387
+ // Listen for death and destroy the cube
388
+ statsComponent.onDeath.add(() => {
389
+ this.addPoints(50); // Add 50 points for destroying a cube
390
+ // Demo: Gain significant experience for destroying cubes
391
+ this.currentExperience = Math.min(this.maxExperience, this.currentExperience + 15);
392
+ this.experienceBar.setValue(this.currentExperience);
393
+ this.destroyCube(cubeTarget);
394
+ });
395
+ this.cubeTargets.push(cubeTarget);
396
+ }
397
+ }
398
+ createHealthBarForCube(cubeActor) {
399
+ const ui = this.world.uiManager;
400
+ // Create a single health bar element with CSS-based fill using background gradient
401
+ const healthBarContainer = ui.createElement(`health-container-${cubeActor.uuid}`, {
402
+ style: {
403
+ position: 'absolute',
404
+ width: '60px',
405
+ height: '8px',
406
+ backgroundColor: 'rgba(0, 0, 0, 0.7)',
407
+ borderRadius: '4px',
408
+ border: '1px solid rgba(255, 255, 255, 0.3)',
409
+ pointerEvents: 'none',
410
+ display: 'none',
411
+ left: '-1000px',
412
+ top: '-1000px',
413
+ zIndex: '1500',
414
+ boxSizing: 'border-box',
415
+ // Use background gradient to create the fill effect
416
+ backgroundImage: 'linear-gradient(to right, #4CAF50 100%, transparent 100%)',
417
+ backgroundClip: 'padding-box',
418
+ transition: 'background-image 0.3s ease'
419
+ }
420
+ });
421
+ // Return the same element for both container and fill for compatibility
422
+ return { healthBarContainer, healthBarElement: healthBarContainer };
423
+ }
424
+ async setupUI() {
425
+ const ui = this.world.uiManager;
426
+ // Initialize new HUD components
427
+ await this.setupHUDComponents(ui);
428
+ await this.createMenu(ui);
429
+ await this.createControls(ui);
430
+ }
431
+ async setupHUDComponents(ui) {
432
+ // Initialize all HUD components
433
+ this.ammoCounter = new ENGINE.AmmoCounter(ui, {
434
+ lowAmmoThreshold: 5,
435
+ showLowAmmoWarning: true
436
+ });
437
+ await this.ammoCounter.initialize();
438
+ this.ammoCounter.setPosition({
439
+ position: 'absolute',
440
+ bottom: '30px',
441
+ right: '30px'
442
+ }, '.ammo-counter-container');
443
+ this.ammoCounter.setAmmo(this.currentAmmo, this.maxAmmo);
444
+ this.pointsCounter = new ENGINE.NumberDisplay(ui, {
445
+ prefix: 'Points: ',
446
+ initialValue: this.points,
447
+ animate: true,
448
+ animationDuration: 200
449
+ });
450
+ await this.pointsCounter.initialize();
451
+ this.pointsCounter.setPosition({
452
+ position: 'absolute',
453
+ top: '180px', // Position below minimap
454
+ right: '30px'
455
+ }, '.number-display-container');
456
+ this.crosshair = new ENGINE.Crosshair(ui, {
457
+ size: 4,
458
+ color: 'white',
459
+ style: 'dot'
460
+ });
461
+ await this.crosshair.initialize();
462
+ this.reloadIndicator = new ENGINE.ReloadIndicator(ui, {
463
+ reloadDuration: 2000,
464
+ text: 'RELOADING',
465
+ color: '#4CAF50'
466
+ });
467
+ await this.reloadIndicator.initialize();
468
+ this.minimap = new ENGINE.Minimap(ui, {
469
+ size: 150,
470
+ worldRadius: 40,
471
+ playerColor: '#00ff00',
472
+ targetColor: '#ff0000'
473
+ });
474
+ await this.minimap.initialize();
475
+ this.minimap.setPosition({
476
+ position: 'absolute',
477
+ top: '30px',
478
+ right: '30px'
479
+ }, '.minimap-container');
480
+ this.compass = new ENGINE.Compass(ui, {
481
+ width: 300,
482
+ pixelsPerDegree: 2.5
483
+ });
484
+ await this.compass.initialize();
485
+ this.compass.setPosition({
486
+ position: 'absolute',
487
+ top: '20px',
488
+ left: '50%',
489
+ transform: 'translateX(-50%)'
490
+ }, '.compass-container');
491
+ this.inventoryBar = new ENGINE.InventoryBar(ui, {
492
+ slotCount: 9,
493
+ itemRenderer: this.renderGemItem.bind(this),
494
+ slotClearer: this.clearGemSlot.bind(this)
495
+ });
496
+ await this.inventoryBar.initialize();
497
+ this.inventoryBar.setPosition({
498
+ position: 'absolute',
499
+ bottom: '20px',
500
+ left: '50%',
501
+ transform: 'translateX(-50%)'
502
+ }, '.inventory-bar');
503
+ this.inventoryGrid = new ENGINE.InventoryGrid(ui, {
504
+ columns: 9,
505
+ rows: 6,
506
+ itemRenderer: this.renderGemItem.bind(this),
507
+ slotClearer: this.clearGemSlot.bind(this),
508
+ onClose: () => {
509
+ // Handle close button click - restore pointer lock and update state
510
+ this.isInventoryGridVisible = false;
511
+ this.world.inputManager.requestPointerLock({});
512
+ }
513
+ });
514
+ await this.inventoryGrid.initialize();
515
+ this.inventoryGrid.setPosition({
516
+ position: 'fixed',
517
+ top: '50%',
518
+ left: '50%',
519
+ transform: 'translate(-50%, -50%)'
520
+ }, '.inventory-grid');
521
+ // Initialize progress bars for demonstration
522
+ this.healthBar = new ENGINE.ProgressBar(ui, {
523
+ currentValue: this.currentHealth,
524
+ maxValue: this.maxHealth,
525
+ theme: 'health',
526
+ width: 200,
527
+ height: 20,
528
+ label: 'Health',
529
+ textDisplay: 'both',
530
+ style: 'gradient',
531
+ animate: true
532
+ });
533
+ await this.healthBar.initialize();
534
+ this.healthBar.setPosition({
535
+ position: 'absolute',
536
+ top: '20px',
537
+ left: '20px'
538
+ }, '.progress-bar-container');
539
+ this.manaBar = new ENGINE.ProgressBar(ui, {
540
+ currentValue: this.currentMana,
541
+ maxValue: this.maxMana,
542
+ theme: 'mana',
543
+ width: 200,
544
+ height: 18,
545
+ label: 'Mana',
546
+ textDisplay: 'both',
547
+ style: 'glow',
548
+ animate: true
549
+ });
550
+ await this.manaBar.initialize();
551
+ this.manaBar.setPosition({
552
+ position: 'absolute',
553
+ top: '70px', // Position below health bar
554
+ left: '20px'
555
+ }, '.progress-bar-container');
556
+ this.experienceBar = new ENGINE.ProgressBar(ui, {
557
+ currentValue: this.currentExperience,
558
+ maxValue: this.maxExperience,
559
+ theme: 'experience',
560
+ width: 300,
561
+ height: 12,
562
+ label: 'Experience',
563
+ textDisplay: 'percentage',
564
+ style: 'rounded',
565
+ animate: true
566
+ });
567
+ await this.experienceBar.initialize();
568
+ this.experienceBar.setPosition({
569
+ position: 'absolute',
570
+ bottom: '120px', // Increased from 80px to give more clearance above inventory bar
571
+ left: '50%',
572
+ transform: 'translateX(-50%)'
573
+ }, '.progress-bar-container');
574
+ // Initialize the new controls panel using the convenience method
575
+ this.controlsPanel = new ENGINE.ControlsPanel(ui, {
576
+ visible: true
577
+ });
578
+ await this.controlsPanel.initialize();
579
+ // Use the convenience method to position it at bottom-left
580
+ this.controlsPanel.setCustomPosition({
581
+ position: 'absolute',
582
+ bottom: '20px',
583
+ left: '20px',
584
+ top: 'auto',
585
+ right: 'auto'
586
+ });
587
+ // Start HUD update loop
588
+ this.startHUDUpdates();
589
+ }
590
+ async createMenu(ui) {
591
+ // Load menu assets from external files
592
+ const { template, styles } = await ENGINE.UIAssetLoader.loadUIAsset(ENGINE.AssetPath.fromString('@engine/assets/ui/templates/main-menu.html'), ENGINE.AssetPath.fromString('@engine/assets/ui/styles/main-menu.css'));
593
+ this.menuLayout = ui.createLayout('main-menu', {
594
+ template,
595
+ styles,
596
+ data: {
597
+ title: 'FPS Demo'
598
+ },
599
+ eventHandlers: {
600
+ resume: {
601
+ selector: '#resume-btn',
602
+ event: 'click',
603
+ handler: () => this.toggleMenu()
604
+ },
605
+ restart: {
606
+ selector: '#restart-btn',
607
+ event: 'click',
608
+ handler: () => this.restartGame()
609
+ },
610
+ quit: {
611
+ selector: '#quit-btn',
612
+ event: 'click',
613
+ handler: () => this.quitGame()
614
+ }
615
+ }
616
+ });
617
+ // Hide menu initially
618
+ this.menuLayout.getElement().hide();
619
+ }
620
+ async createControls(ui) {
621
+ // For now, continue with the direct approach until we create a proper ControlsPanel component
622
+ // Load controls help assets from external files
623
+ const { template, styles } = await ENGINE.UIAssetLoader.loadUIAsset(ENGINE.AssetPath.fromString('@engine/assets/ui/templates/controls-help.html'), ENGINE.AssetPath.fromString('@engine/assets/ui/styles/controls-help.css'));
624
+ // Create a layout for the controls help to apply external styles
625
+ this.controlsLayout = ui.createLayout('controls-help', {
626
+ template,
627
+ styles,
628
+ data: {}
629
+ });
630
+ // Position the controls panel at bottom-left using direct styling
631
+ const controlsElement = this.controlsLayout.getElement();
632
+ if (controlsElement) {
633
+ // Target the controls-container element for precise positioning
634
+ const controlsContainer = this.controlsLayout.querySelector('.controls-container');
635
+ if (controlsContainer) {
636
+ controlsContainer.style.position = 'absolute';
637
+ controlsContainer.style.bottom = '20px';
638
+ controlsContainer.style.left = '20px';
639
+ controlsContainer.style.top = 'auto';
640
+ controlsContainer.style.right = 'auto';
641
+ }
642
+ else {
643
+ // Fallback to root element if container not found
644
+ controlsElement.setStyle('position', 'absolute');
645
+ controlsElement.setStyle('bottom', '20px');
646
+ controlsElement.setStyle('left', '20px');
647
+ controlsElement.setStyle('top', 'auto');
648
+ controlsElement.setStyle('right', 'auto');
649
+ }
650
+ }
651
+ }
652
+ setupGameLogic() {
653
+ // Add input handlers for demo
654
+ const inputHandler = new ENGINE.BaseInputHandler();
655
+ inputHandler.handleKeyDown = (e) => {
656
+ switch (e.code) {
657
+ case 'KeyP':
658
+ this.toggleMenu();
659
+ return true;
660
+ case 'KeyR':
661
+ this.reloadWeapon();
662
+ return true;
663
+ case 'KeyI':
664
+ this.toggleInventoryGrid();
665
+ return true;
666
+ }
667
+ return false;
668
+ };
669
+ this.world.inputManager.addInputHandler(inputHandler);
670
+ // Hook into the PlayerController's mouse events using delegates
671
+ if (this.controller) {
672
+ this.controller.onMouseDown.add((button, e) => {
673
+ if (button === ENGINE.MouseButton.Left && !this.isMenuVisible) {
674
+ this.shoot();
675
+ return true;
676
+ }
677
+ return false;
678
+ });
679
+ }
680
+ // Update health bars every frame
681
+ this.startHealthBarUpdates();
682
+ // Start collectable spinning animation
683
+ this.startCollectableUpdates();
684
+ }
685
+ shoot() {
686
+ if (this.currentAmmo <= 0 || this.isReloading || !this.weaponComponent) {
687
+ return;
688
+ }
689
+ // Fire the weapon
690
+ this.weaponComponent.beginFire();
691
+ this.weaponComponent.endFire();
692
+ this.currentAmmo--;
693
+ this.updateAmmoDisplay();
694
+ // Demo: Decrease mana when shooting (costs 2 mana per shot)
695
+ this.currentMana = Math.max(0, this.currentMana - 2);
696
+ this.manaBar.setValue(this.currentMana);
697
+ }
698
+ async reloadWeapon() {
699
+ if (this.isReloading || this.currentAmmo === this.maxAmmo) {
700
+ return;
701
+ }
702
+ this.isReloading = true;
703
+ // Start reload animation using the new component
704
+ await this.reloadIndicator.startReload();
705
+ // Reload complete
706
+ this.currentAmmo = this.maxAmmo;
707
+ this.isReloading = false;
708
+ this.ammoCounter.setAmmo(this.currentAmmo, this.maxAmmo);
709
+ }
710
+ updateAmmoDisplay() {
711
+ // Update using the new ammo counter component
712
+ this.ammoCounter.setAmmo(this.currentAmmo, this.maxAmmo);
713
+ }
714
+ addPoints(amount) {
715
+ this.points += amount;
716
+ this.pointsCounter.add(amount);
717
+ }
718
+ startHUDUpdates() {
719
+ const updateHUD = () => {
720
+ if (!this.pawn)
721
+ return;
722
+ const camera = this.pawn.getComponent(THREE.Camera);
723
+ if (!camera)
724
+ return;
725
+ // Update compass
726
+ this.compass.updateRotation(camera);
727
+ // Update minimap
728
+ const playerPosition = new THREE.Vector3();
729
+ this.pawn.rootComponent.getWorldPosition(playerPosition);
730
+ this.minimap.setPlayerPosition(playerPosition);
731
+ // Update minimap targets
732
+ const minimapTargets = this.cubeTargets.map(cube => {
733
+ const position = new THREE.Vector3();
734
+ cube.actor.rootComponent.getWorldPosition(position);
735
+ return { position };
736
+ });
737
+ this.minimap.setTargets(minimapTargets);
738
+ this.minimap.render();
739
+ requestAnimationFrame(updateHUD);
740
+ };
741
+ updateHUD();
742
+ }
743
+ updateCubeHealthBar(cube) {
744
+ if (!cube.healthBarElement)
745
+ return; // Skip if disabled for debugging
746
+ const percentage = Math.max(0, cube.health / cube.maxHealth);
747
+ // Determine color based on health
748
+ let color = '#4CAF50'; // Green
749
+ if (cube.health <= 30) {
750
+ color = '#F44336'; // Red
751
+ }
752
+ else if (cube.health <= 60) {
753
+ color = '#FF9800'; // Orange
754
+ }
755
+ // Update the background gradient to show the health percentage
756
+ const fillPercentage = Math.round(percentage * 100);
757
+ cube.healthBarElement.setStyle('backgroundImage', `linear-gradient(to right, ${color} ${fillPercentage}%, transparent ${fillPercentage}%)`);
758
+ }
759
+ destroyCube(cube) {
760
+ // Check if cube is already removed from array to prevent double removal
761
+ const index = this.cubeTargets.indexOf(cube);
762
+ if (index === -1) {
763
+ return; // Already removed
764
+ }
765
+ // Note: Don't call world.removeActors() here because CharacterStatsComponent
766
+ // already removes the actor from the world when health reaches 0
767
+ // Remove health bar
768
+ if (cube.healthBarContainer) {
769
+ cube.healthBarContainer.remove();
770
+ }
771
+ // Remove from array
772
+ this.cubeTargets.splice(index, 1);
773
+ // Spawn a new cube if all are destroyed
774
+ if (this.cubeTargets.length === 0) {
775
+ setTimeout(() => {
776
+ this.createCubeTargets();
777
+ }, 1000);
778
+ }
779
+ }
780
+ startHealthBarUpdates() {
781
+ // Update health bar positions every frame
782
+ const updateUI = () => {
783
+ if (!this.pawn)
784
+ return;
785
+ const camera = this.pawn.getComponent(THREE.Camera);
786
+ if (!camera)
787
+ return;
788
+ this.cubeTargets.forEach(cube => {
789
+ // Skip if health bar is disabled for debugging
790
+ if (!cube.healthBarContainer)
791
+ return;
792
+ const cubePosition = new THREE.Vector3();
793
+ cube.actor.rootComponent.getWorldPosition(cubePosition);
794
+ // Position health bar above the cube
795
+ cubePosition.y += 2;
796
+ // Project 3D position to screen coordinates
797
+ const screenPosition = cubePosition.clone().project(camera);
798
+ // Convert to screen pixels using container size (not window size)
799
+ const containerSize = this.renderer.getWindowSize();
800
+ const x = (screenPosition.x * 0.5 + 0.5) * containerSize.width;
801
+ const y = (screenPosition.y * -0.5 + 0.5) * containerSize.height;
802
+ // Health bar dimensions
803
+ const healthBarWidth = 60;
804
+ const healthBarHeight = 8;
805
+ const healthBarX = x - healthBarWidth / 2;
806
+ const healthBarY = y - 10;
807
+ // Hide health bar if cube is behind camera or outside container bounds
808
+ // Add margin to prevent positioning near edges that could cause scroll bars
809
+ const margin = 10;
810
+ if (screenPosition.z > 1 || screenPosition.z < 0 ||
811
+ healthBarX < margin || healthBarX + healthBarWidth > containerSize.width - margin ||
812
+ healthBarY < margin || healthBarY + healthBarHeight > containerSize.height - margin) {
813
+ cube.healthBarContainer.hide();
814
+ }
815
+ else {
816
+ // Update health bar position (clamp to safe bounds)
817
+ const clampedX = Math.max(margin, Math.min(healthBarX, containerSize.width - healthBarWidth - margin));
818
+ const clampedY = Math.max(margin, Math.min(healthBarY, containerSize.height - healthBarHeight - margin));
819
+ cube.healthBarContainer.setStyle('left', `${clampedX}px`);
820
+ cube.healthBarContainer.setStyle('top', `${clampedY}px`);
821
+ cube.healthBarContainer.setStyle('display', 'block');
822
+ cube.healthBarContainer.show();
823
+ }
824
+ });
825
+ requestAnimationFrame(updateUI);
826
+ };
827
+ updateUI();
828
+ }
829
+ toggleMenu() {
830
+ this.isMenuVisible = !this.isMenuVisible;
831
+ if (this.isMenuVisible) {
832
+ // Show menu and release pointer lock
833
+ this.menuLayout.getElement().show();
834
+ this.world.inputManager.exitPointerLock();
835
+ }
836
+ else {
837
+ // Hide menu and re-enable pointer lock
838
+ this.menuLayout.getElement().hide();
839
+ this.world.inputManager.requestPointerLock({});
840
+ }
841
+ }
842
+ toggleInventoryGrid() {
843
+ this.isInventoryGridVisible = !this.isInventoryGridVisible;
844
+ if (this.isInventoryGridVisible) {
845
+ // Sync inventory grid with inventory bar when opening
846
+ this.syncInventoryGrid();
847
+ this.inventoryGrid.show();
848
+ // Release pointer lock so mouse can interact with UI
849
+ this.world.inputManager.exitPointerLock();
850
+ }
851
+ else {
852
+ this.inventoryGrid.hide();
853
+ // Re-enable pointer lock when closing inventory
854
+ this.world.inputManager.requestPointerLock({});
855
+ }
856
+ }
857
+ /**
858
+ * Synchronize the inventory grid with the inventory bar
859
+ */
860
+ syncInventoryGrid() {
861
+ const barItems = this.inventoryBar.getItems();
862
+ this.inventoryGrid.setItems(barItems);
863
+ }
864
+ restartGame() {
865
+ // Reset ammo
866
+ this.currentAmmo = this.maxAmmo;
867
+ this.isReloading = false;
868
+ this.ammoCounter.setAmmo(this.currentAmmo, this.maxAmmo);
869
+ // Reset points
870
+ this.points = 0;
871
+ this.pointsCounter.setValue(this.points);
872
+ // Reset progress bars
873
+ this.currentHealth = this.maxHealth;
874
+ this.currentMana = this.maxMana;
875
+ this.currentExperience = 0;
876
+ this.healthBar.setValue(this.currentHealth);
877
+ this.manaBar.setValue(this.currentMana);
878
+ this.experienceBar.setValue(this.currentExperience);
879
+ // Clear inventory
880
+ this.inventoryBar.clearItems();
881
+ this.inventoryGrid.clearItems();
882
+ // Hide inventory grid if visible
883
+ if (this.isInventoryGridVisible) {
884
+ this.toggleInventoryGrid();
885
+ }
886
+ // Destroy all cubes and recreate them
887
+ this.cubeTargets.forEach(cube => {
888
+ this.world.removeActors(cube.actor);
889
+ if (cube.healthBarContainer) {
890
+ cube.healthBarContainer.remove();
891
+ }
892
+ });
893
+ this.cubeTargets = [];
894
+ // Destroy all collectables and recreate them
895
+ this.collectables.forEach(collectable => {
896
+ this.world.removeActors(collectable.actor);
897
+ });
898
+ this.collectables = [];
899
+ // Recreate game objects
900
+ this.createCubeTargets();
901
+ this.createCollectables();
902
+ this.toggleMenu();
903
+ }
904
+ quitGame() {
905
+ if (confirm('Are you sure you want to quit?')) {
906
+ window.location.reload();
907
+ }
908
+ }
909
+ createCollectables() {
910
+ const numCollectables = 15;
911
+ const spawnRadius = 30;
912
+ const gemTypes = Array.from(this.gemConfig.keys());
913
+ for (let i = 0; i < numCollectables; i++) {
914
+ // Random position around the world
915
+ const angle = Math.random() * Math.PI * 2;
916
+ const distance = Math.random() * spawnRadius + 10;
917
+ const x = Math.cos(angle) * distance;
918
+ const z = Math.sin(angle) * distance;
919
+ const y = Math.random() * 3 + 2; // Float above ground
920
+ // Random gem type
921
+ const gemType = gemTypes[Math.floor(Math.random() * gemTypes.length)];
922
+ const gemInfo = this.gemConfig.get(gemType);
923
+ // Create smaller spinning pyramid
924
+ const pyramidGeometry = new THREE.ConeGeometry(0.4, 0.8, 4); // Made smaller: was 0.8, 1.5
925
+ const pyramidMaterial = new THREE.MeshStandardMaterial({
926
+ color: gemInfo.color,
927
+ metalness: 0.3,
928
+ roughness: 0.2,
929
+ emissive: new THREE.Color(gemInfo.color).multiplyScalar(0.1)
930
+ });
931
+ const collectableActor = new ENGINE.Actor({
932
+ rootComponent: new ENGINE.MeshComponent({
933
+ position: new THREE.Vector3(x, y, z),
934
+ geometry: pyramidGeometry,
935
+ material: pyramidMaterial,
936
+ physicsOptions: {
937
+ enabled: true,
938
+ motionType: ENGINE.PhysicsMotionType.Static,
939
+ collisionProfile: ENGINE.DefaultCollisionProfile.OverlapAll, // Trigger overlap, not collision
940
+ generateCollisionEvents: true
941
+ }
942
+ })
943
+ });
944
+ this.world.addActors(collectableActor);
945
+ const collectable = {
946
+ actor: collectableActor,
947
+ gemType,
948
+ rotationSpeed: (Math.random() * 2 + 1) * Math.PI // 1-3 rad/s
949
+ };
950
+ this.collectables.push(collectable);
951
+ }
952
+ }
953
+ startCollectableUpdates() {
954
+ console.log('Starting collectable updates...', this.collectables.length, 'collectables');
955
+ const updateCollectables = () => {
956
+ this.collectables.forEach((collectable, index) => {
957
+ const meshComponent = collectable.actor.rootComponent;
958
+ // Rotate the component directly
959
+ meshComponent.rotation.y += collectable.rotationSpeed * 0.016; // 60fps delta
960
+ // Check distance to player for collection (backup to physics)
961
+ if (this.pawn) {
962
+ const playerPos = new THREE.Vector3();
963
+ const collectablePos = new THREE.Vector3();
964
+ this.pawn.rootComponent.getWorldPosition(playerPos);
965
+ meshComponent.getWorldPosition(collectablePos);
966
+ const distance = playerPos.distanceTo(collectablePos);
967
+ // Collection distance threshold
968
+ if (distance < 2.0) { // 2 units
969
+ console.log(`Player close to gem! Distance: ${distance.toFixed(2)}`);
970
+ this.collectGem(collectable);
971
+ }
972
+ }
973
+ });
974
+ if (this.collectables.length > 0) {
975
+ requestAnimationFrame(updateCollectables);
976
+ }
977
+ };
978
+ updateCollectables();
979
+ }
980
+ collectGem(collectable) {
981
+ // Check if collectable is still in the array (prevent double collection)
982
+ const index = this.collectables.indexOf(collectable);
983
+ if (index === -1) {
984
+ console.log('Gem already collected!');
985
+ return;
986
+ }
987
+ // Check if inventory is full using the inventory bar component
988
+ if (this.inventoryBar.isFull()) {
989
+ console.log('Inventory full! Cannot collect gem.');
990
+ return; // Refuse pickup
991
+ }
992
+ // Add to inventory using the inventory bar component
993
+ const gemInfo = this.gemConfig.get(collectable.gemType);
994
+ const gemItem = {
995
+ id: `${collectable.gemType}-${Date.now()}`, // Add required id field
996
+ gemType: collectable.gemType,
997
+ color: `#${gemInfo.color.toString(16).padStart(6, '0')}`,
998
+ name: gemInfo.name
999
+ };
1000
+ const success = this.inventoryBar.addItem(gemItem);
1001
+ if (!success) {
1002
+ console.log('Failed to add item to inventory');
1003
+ return;
1004
+ }
1005
+ // Also add to inventory grid to keep them synchronized
1006
+ this.inventoryGrid.addItem(gemItem);
1007
+ // Remove from collectables array first to prevent double collection
1008
+ this.collectables.splice(index, 1);
1009
+ // Remove from world
1010
+ this.world.removeActors(collectable.actor);
1011
+ // Add points for collecting
1012
+ this.addPoints(10);
1013
+ // Demo: Gain experience when collecting gems
1014
+ this.currentExperience = Math.min(this.maxExperience, this.currentExperience + 5);
1015
+ this.experienceBar.setValue(this.currentExperience);
1016
+ // Demo: Heal a bit when collecting gems
1017
+ this.currentHealth = Math.min(this.maxHealth, this.currentHealth + 2);
1018
+ this.healthBar.setValue(this.currentHealth);
1019
+ console.log(`Collected ${gemInfo.name}! Inventory: ${this.inventoryBar.getItemCount()}/${this.maxInventorySlots}`);
1020
+ }
1021
+ /**
1022
+ * Custom gem renderer for the inventory
1023
+ */
1024
+ renderGemItem(item, slotElement) {
1025
+ const contentElement = slotElement.querySelector('.item-content');
1026
+ if (contentElement) {
1027
+ contentElement.style.backgroundColor = item.color;
1028
+ contentElement.style.borderRadius = '50%'; // Make it circular like a gem
1029
+ contentElement.style.display = 'block';
1030
+ contentElement.style.boxShadow = `
1031
+ 0 0 8px rgba(255, 255, 255, 0.3),
1032
+ inset 0 2px 4px rgba(255, 255, 255, 0.2),
1033
+ inset 0 -2px 4px rgba(0, 0, 0, 0.3)
1034
+ `;
1035
+ contentElement.title = item.name;
1036
+ // Add gem shine effect
1037
+ contentElement.innerHTML = '<div style="position: absolute; top: 3px; left: 6px; width: 6px; height: 6px; background: rgba(255, 255, 255, 0.4); border-radius: 50%; filter: blur(1px);"></div>';
1038
+ }
1039
+ }
1040
+ /**
1041
+ * Custom gem slot clearer
1042
+ */
1043
+ clearGemSlot(slotElement) {
1044
+ const contentElement = slotElement.querySelector('.item-content');
1045
+ if (contentElement) {
1046
+ contentElement.style.display = 'none';
1047
+ contentElement.style.backgroundColor = '';
1048
+ contentElement.style.boxShadow = '';
1049
+ contentElement.innerHTML = '';
1050
+ contentElement.title = '';
1051
+ }
1052
+ }
1053
+ }
1054
+ //# 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