nah fuck that, reverted most stuff

This commit is contained in:
ad044 2020-09-26 22:57:16 +04:00
parent a6c7f29c93
commit 014137287e
19 changed files with 1100 additions and 1158 deletions

13
package-lock.json generated
View file

@ -2352,8 +2352,7 @@
"arg": {
"version": "4.1.3",
"resolved": "https://registry.npmjs.org/arg/-/arg-4.1.3.tgz",
"integrity": "sha512-58S9QDqG0Xx27YwPSt9fJxivjYl432YCwfDMfZ+71RAqUrZef7LrKQZ3LHLOwCS4FLNBplP533Zx895SeOCHvA==",
"dev": true
"integrity": "sha512-58S9QDqG0Xx27YwPSt9fJxivjYl432YCwfDMfZ+71RAqUrZef7LrKQZ3LHLOwCS4FLNBplP533Zx895SeOCHvA=="
},
"argparse": {
"version": "1.0.10",
@ -4538,8 +4537,7 @@
"diff": {
"version": "4.0.2",
"resolved": "https://registry.npmjs.org/diff/-/diff-4.0.2.tgz",
"integrity": "sha512-58lmxKSA4BNyLz+HHMUzlOEpg09FV+ev6ZMe3vJihgdxzgcwZ8VoEEPmALCZG9LmqfVoNMMKpttIYTVG6uDY7A==",
"dev": true
"integrity": "sha512-58lmxKSA4BNyLz+HHMUzlOEpg09FV+ev6ZMe3vJihgdxzgcwZ8VoEEPmALCZG9LmqfVoNMMKpttIYTVG6uDY7A=="
},
"diff-sequences": {
"version": "24.9.0",
@ -8118,8 +8116,7 @@
"make-error": {
"version": "1.3.6",
"resolved": "https://registry.npmjs.org/make-error/-/make-error-1.3.6.tgz",
"integrity": "sha512-s8UhlNe7vPKomQhC1qFelMokr/Sc3AgNbso3n74mVPA5LTZwkB9NlXf4XPamLxJE8h0gh73rM94xvwRT2CVInw==",
"dev": true
"integrity": "sha512-s8UhlNe7vPKomQhC1qFelMokr/Sc3AgNbso3n74mVPA5LTZwkB9NlXf4XPamLxJE8h0gh73rM94xvwRT2CVInw=="
},
"makeerror": {
"version": "1.0.11",
@ -12698,7 +12695,6 @@
"version": "9.0.0",
"resolved": "https://registry.npmjs.org/ts-node/-/ts-node-9.0.0.tgz",
"integrity": "sha512-/TqB4SnererCDR/vb4S/QvSZvzQMJN8daAslg7MeaiHvD8rDZsSfXmNeNumyZZzMned72Xoq/isQljYSt8Ynfg==",
"dev": true,
"requires": {
"arg": "^4.1.0",
"diff": "^4.0.1",
@ -13949,8 +13945,7 @@
"yn": {
"version": "3.1.1",
"resolved": "https://registry.npmjs.org/yn/-/yn-3.1.1.tgz",
"integrity": "sha512-Ux4ygGWsu2c7isFWe8Yu1YluJmqVhxqK2cLXNQA5AcC3QfbGNpM7fu0Y8b/z16pXLnFxZYvWhd3fhBY9DLmC6Q==",
"dev": true
"integrity": "sha512-Ux4ygGWsu2c7isFWe8Yu1YluJmqVhxqK2cLXNQA5AcC3QfbGNpM7fu0Y8b/z16pXLnFxZYvWhd3fhBY9DLmC6Q=="
}
}
}

View file

@ -46,7 +46,5 @@
]
},
"homepage": ".",
"devDependencies": {
}
"devDependencies": {}
}

View file

@ -1,5 +1,5 @@
import React, { useRef, useMemo, memo } from "react";
import { useFrame, useLoader } from "react-three-fiber";
import React, {useRef, useMemo, memo} from "react";
import {useFrame, useLoader} from "react-three-fiber";
import * as THREE from "three";
import Cou from "../../static/sprites/Cou.png";
import CouActive from "../../static/sprites/Cou_active.png";
@ -18,69 +18,69 @@ import MULTIActive from "../../static/sprites/MULTI_active.png";
import level_y_values from "../../resources/level_y_values.json";
type BlueOrbContructorProps = {
sprite: string;
position: number[];
rotation: number[];
active: boolean;
level: string;
sprite: string;
position: number[];
rotation: number[];
active: boolean;
level: string;
};
type LevelYValues = {
[level: string]: number;
[level: string]: number;
};
type SpriteToPath = {
[key: string]: [string, string];
[key: string]: [string, string];
};
const BlueOrb = memo((props: BlueOrbContructorProps) => {
// the game only has a couple of sprites that it displays in the hub
// dynamically importnig them would be worse for performance,
// so we import all of them here and then use this function to
// associate a sprite with the path
const spriteToPath = (sprite: string) => {
if (sprite.includes("S")) {
return [SSkn, SSKnActive];
} else if (
sprite.startsWith("P") ||
sprite.startsWith("G") ||
sprite.includes("?")
) {
return [MULTI, MULTIActive];
} else if (sprite.includes("Dc")) {
return [Dc, DcActive];
} else {
return ({
Tda: [Tda, TdaActive],
Cou: [Cou, CouActive],
Dia: [Dia, DiaActive],
Lda: [Lda, LdaActive],
Ere: [MULTI, MULTIActive],
Ekm: [MULTI, MULTIActive],
Eda: [MULTI, MULTIActive],
TaK: [MULTI, MULTIActive],
Env: [MULTI, MULTIActive],
} as SpriteToPath)[sprite.substr(0, 3)];
}
};
// the game only has a couple of sprites that it displays in the hub
// dynamically importnig them would be worse for performance,
// so we import all of them here and then use this function to
// associate a sprite with the path
const spriteToPath = (sprite: string) => {
if (sprite.includes("S")) {
return [SSkn, SSKnActive];
} else if (
sprite.startsWith("P") ||
sprite.startsWith("G") ||
sprite.includes("?")
) {
return [MULTI, MULTIActive];
} else if (sprite.includes("Dc")) {
return [Dc, DcActive];
} else {
return ({
Tda: [Tda, TdaActive],
Cou: [Cou, CouActive],
Dia: [Dia, DiaActive],
Lda: [Lda, LdaActive],
Ere: [MULTI, MULTIActive],
Ekm: [MULTI, MULTIActive],
Eda: [MULTI, MULTIActive],
TaK: [MULTI, MULTIActive],
Env: [MULTI, MULTIActive],
} as SpriteToPath)[sprite.substr(0, 3)];
}
};
const materialRef = useRef<THREE.ShaderMaterial>();
const materialRef = useRef<THREE.ShaderMaterial>();
const spriteSheet = spriteToPath(props.sprite);
const spriteSheet = spriteToPath(props.sprite);
const nonActiveTexture = useLoader(THREE.TextureLoader, spriteSheet[0]);
const activeTexture = useLoader(THREE.TextureLoader, spriteSheet[1]);
const nonActiveTexture = useLoader(THREE.TextureLoader, spriteSheet[0]);
const activeTexture = useLoader(THREE.TextureLoader, spriteSheet[1]);
const uniforms = useMemo(
() => ({
tex1: { type: "t", value: nonActiveTexture },
tex2: { type: "t", value: activeTexture },
timeMSeconds: { value: (Date.now() % (Math.PI * 2000)) / 1000.0 },
}),
[nonActiveTexture, activeTexture]
);
const uniforms = useMemo(
() => ({
tex1: {type: "t", value: nonActiveTexture},
tex2: {type: "t", value: activeTexture},
timeMSeconds: {value: (Date.now() % (Math.PI * 2000)) / 1000.0},
}),
[nonActiveTexture, activeTexture]
);
const vertexShader = `
const vertexShader = `
varying vec2 vUv;
void main() {
@ -89,7 +89,7 @@ const BlueOrb = memo((props: BlueOrbContructorProps) => {
}
`;
const fragmentShader = `
const fragmentShader = `
precision highp float;
uniform sampler2D tex1;
@ -108,43 +108,43 @@ const BlueOrb = memo((props: BlueOrbContructorProps) => {
}
`;
useFrame(() => {
if (materialRef.current) {
materialRef.current.uniforms.timeMSeconds.value =
(Date.now() % (Math.PI * 2000)) / 1000.0;
}
});
useFrame(() => {
if (materialRef.current) {
materialRef.current.uniforms.timeMSeconds.value =
(Date.now() % (Math.PI * 2000)) / 1000.0;
}
});
return (
<group position={[0, (level_y_values as LevelYValues)[props.level], 0]}>
<mesh
position={props.position as [number, number, number]}
scale={[(0.046 * 90) / 100, (0.028 * 90) / 100, (0.046 * 90) / 100]}
rotation={props.rotation as [number, number, number]}
renderOrder={1}
>
<planeBufferGeometry attach="geometry" />
{props.active ? (
<shaderMaterial
ref={materialRef}
attach="material"
uniforms={uniforms}
fragmentShader={fragmentShader}
vertexShader={vertexShader}
side={THREE.DoubleSide}
transparent={true}
/>
) : (
<meshBasicMaterial
attach="material"
map={nonActiveTexture}
side={THREE.DoubleSide}
transparent={true}
/>
)}
</mesh>
</group>
);
return (
<group position={[0, (level_y_values as LevelYValues)[props.level], 0]}>
<mesh
position={props.position as [number, number, number]}
scale={[0.25, 0.15, 0.25]}
rotation={props.rotation as [number, number, number]}
renderOrder={1}
>
<planeBufferGeometry attach="geometry"/>
{props.active ? (
<shaderMaterial
ref={materialRef}
attach="material"
uniforms={uniforms}
fragmentShader={fragmentShader}
vertexShader={vertexShader}
side={THREE.DoubleSide}
transparent={true}
/>
) : (
<meshStandardMaterial
attach="material"
map={nonActiveTexture}
side={THREE.DoubleSide}
transparent={true}
/>
)}
</mesh>
</group>
);
});
export default BlueOrb;

View file

@ -6,21 +6,21 @@ import lifeTexture from "../static/sprites/life.png";
import { useLoader } from "react-three-fiber";
type GrayRingProps = {
grayRingPosY: number;
grayRingPosY: number;
};
const GrayRing = memo((props: GrayRingProps) => {
const lofTex = useLoader(THREE.TextureLoader, lofTexture);
const holeTex = useLoader(THREE.TextureLoader, holeTexture);
const lifeTex = useLoader(THREE.TextureLoader, lifeTexture);
const lofTex = useLoader(THREE.TextureLoader, lofTexture);
const holeTex = useLoader(THREE.TextureLoader, holeTexture);
const lifeTex = useLoader(THREE.TextureLoader, lifeTexture);
const uniforms = THREE.UniformsUtils.merge([THREE.UniformsLib["lights"]]);
const uniforms = THREE.UniformsUtils.merge([THREE.UniformsLib["lights"]]);
uniforms.lof = { type: "t", value: lofTex };
uniforms.hole = { type: "t", value: holeTex };
uniforms.life = { type: "t", value: lifeTex };
uniforms.lof = { type: "t", value: lofTex };
uniforms.hole = { type: "t", value: holeTex };
uniforms.life = { type: "t", value: lifeTex };
const vertexShader = `
const vertexShader = `
varying vec2 vUv;
varying vec3 vPos;
@ -36,7 +36,7 @@ const GrayRing = memo((props: GrayRingProps) => {
}
`;
const fragmentShader = `
const fragmentShader = `
varying vec2 vUv;
uniform sampler2D lof;
uniform sampler2D hole;
@ -99,7 +99,7 @@ const GrayRing = memo((props: GrayRingProps) => {
addedLights.rgb += clamp(dot(-lightDirection,
vNormal), 0.0, 1.0)
* pointLights[l].color
* 150.0;
* 50.0;
}
@ -151,28 +151,28 @@ const GrayRing = memo((props: GrayRingProps) => {
}
`;
return (
<mesh
position={[0, props.grayRingPosY, 0]}
rotation={[0, 3.95, 0]}
renderOrder={1}
scale={[185, 185, 185]}
>
<cylinderBufferGeometry
args={[0.001, 0.001, 0.000075, 64, 64, true]}
attach="geometry"
/>
<shaderMaterial
attach="material"
side={THREE.DoubleSide}
vertexShader={vertexShader}
fragmentShader={fragmentShader}
transparent={true}
uniforms={uniforms}
lights={true}
/>
</mesh>
);
return (
<mesh
position={[0, props.grayRingPosY, 0]}
rotation={[0, 3.95, 0]}
renderOrder={1}
scale={[33, 33, 33]}
>
<cylinderBufferGeometry
args={[0.04, 0.04, 0.0025, 64, 64, true]}
attach="geometry"
/>
<shaderMaterial
attach="material"
side={THREE.DoubleSide}
vertexShader={vertexShader}
fragmentShader={fragmentShader}
transparent={true}
uniforms={uniforms}
lights={true}
/>
</mesh>
);
});
export default GrayRing;

View file

@ -13,164 +13,164 @@ import { hudActiveAtom } from "./HUDElementAtom";
import { currentHUDAtom } from "./HUDElementAtom";
export type HUDElementProps = {
hudVisibility: boolean;
hudVisibility: boolean;
};
type HudShapeData = {
position: number[];
scale: number[];
type: string;
initial_position: number[];
position: number[];
scale: number[];
type: string;
initial_position: number[];
};
export type BlueOrbHudData = {
long: HudShapeData;
boring: HudShapeData;
big: HudShapeData;
long: HudShapeData;
boring: HudShapeData;
big: HudShapeData;
};
export type BlueOrbHuds = {
[blue_orb_hud_id: string]: BlueOrbHudData;
[blue_orb_hud_id: string]: BlueOrbHudData;
};
type LevelYValues = {
[level: string]: number;
[level: string]: number;
};
const HUDElement = memo((props: HUDElementProps) => {
const currentBlueOrbHUD = useRecoilValue(currentHUDAtom);
const currentBlueOrbHUD = useRecoilValue(currentHUDAtom);
const hudActive = useRecoilValue(hudActiveAtom);
const hudActive = useRecoilValue(hudActiveAtom);
const { bigHUDPositionX } = useSpring({
bigHUDPositionX: hudActive,
config: { duration: 500 },
});
const { bigHUDPositionX } = useSpring({
bigHUDPositionX: hudActive,
config: { duration: 500 },
});
const { longHUDPositionX } = useSpring({
longHUDPositionX: hudActive,
config: { duration: 500 },
});
const { longHUDPositionX } = useSpring({
longHUDPositionX: hudActive,
config: { duration: 500 },
});
const { boringHUDPositionX } = useSpring({
boringHUDPositionX: hudActive,
config: { duration: 500 },
});
const { boringHUDPositionX } = useSpring({
boringHUDPositionX: hudActive,
config: { duration: 500 },
});
const bigHUDPosX = bigHUDPositionX.to(
[0, 1],
[
currentBlueOrbHUD["big"]["initial_position"][0],
currentBlueOrbHUD["big"]["position"][0],
]
);
const bigHUDPosX = bigHUDPositionX.to(
[0, 1],
[
currentBlueOrbHUD["big"]["initial_position"][0],
currentBlueOrbHUD["big"]["position"][0],
]
);
const boringHUDPosX = boringHUDPositionX.to(
[0, 1],
[
currentBlueOrbHUD["boring"]["initial_position"][0],
currentBlueOrbHUD["boring"]["position"][0],
]
);
const boringHUDPosX = boringHUDPositionX.to(
[0, 1],
[
currentBlueOrbHUD["boring"]["initial_position"][0],
currentBlueOrbHUD["boring"]["position"][0],
]
);
const longHUDPosX = longHUDPositionX.to(
[0, 1],
[
currentBlueOrbHUD["long"]["initial_position"][0],
currentBlueOrbHUD["long"]["position"][0],
]
);
const longHUDPosX = longHUDPositionX.to(
[0, 1],
[
currentBlueOrbHUD["long"]["initial_position"][0],
currentBlueOrbHUD["long"]["position"][0],
]
);
// these hud elements come in all shapes and forms, some of them are mirrored, rotated
// you name it. this function allows me to specify whether i want a normal texture
// for the blue orb or the mirrored/rotated one.
const spriteTypeToSprite = (spriteType: string, hudElement: string) => {
switch (spriteType) {
case "normal":
switch (hudElement) {
case "long":
return longHud;
case "boring":
return boringHud;
case "big":
return bigHud;
// these hud elements come in all shapes and forms, some of them are mirrored, rotated
// you name it. this function allows me to specify whether i want a normal texture
// for the blue orb or the mirrored/rotated one.
const spriteTypeToSprite = (spriteType: string, hudElement: string) => {
switch (spriteType) {
case "normal":
switch (hudElement) {
case "long":
return longHud;
case "boring":
return boringHud;
case "big":
return bigHud;
}
break;
case "mirrored":
switch (hudElement) {
case "big":
return bigHudMirrored;
case "long":
return longHudMirrored;
case "boring":
return boringHudMirrored;
}
}
break;
case "mirrored":
switch (hudElement) {
case "big":
return bigHudMirrored;
case "long":
return longHudMirrored;
case "boring":
return boringHudMirrored;
}
}
};
};
const longHudTexture = useLoader(
THREE.TextureLoader,
spriteTypeToSprite(currentBlueOrbHUD["long"]["type"], "long")!
);
const longHudTexture = useLoader(
THREE.TextureLoader,
spriteTypeToSprite(currentBlueOrbHUD["long"]["type"], "long")!
);
const longHudBoringTexture = useLoader(
THREE.TextureLoader,
spriteTypeToSprite(currentBlueOrbHUD["boring"]["type"], "boring")!
);
const longHudBoringTexture = useLoader(
THREE.TextureLoader,
spriteTypeToSprite(currentBlueOrbHUD["boring"]["type"], "boring")!
);
const bigHudTexture = useLoader(
THREE.TextureLoader,
spriteTypeToSprite(currentBlueOrbHUD["big"]["type"], "big")!
);
const bigHudTexture = useLoader(
THREE.TextureLoader,
spriteTypeToSprite(currentBlueOrbHUD["big"]["type"], "big")!
);
return (
<group visible={props.hudVisibility} renderOrder={1}>
<a.sprite
position-x={longHUDPosX}
position-y={
currentBlueOrbHUD["long"]["position"][1]
}
position-z={currentBlueOrbHUD["long"]["position"][2]}
scale={currentBlueOrbHUD["long"]["scale"] as [number, number, number]}
>
<spriteMaterial
attach="material"
map={longHudTexture}
transparent={true}
/>
</a.sprite>
<a.sprite
position-x={boringHUDPosX}
position-y={
currentBlueOrbHUD!["boring"]["position"][1]
}
position-z={currentBlueOrbHUD!["boring"]["position"][2]}
scale={
currentBlueOrbHUD!["boring"]["scale"] as [number, number, number]
}
>
<spriteMaterial
attach="material"
map={longHudBoringTexture}
transparent={true}
/>
</a.sprite>
<a.sprite
position-x={bigHUDPosX}
position-y={
currentBlueOrbHUD!["big"]["position"][1]
}
position-z={currentBlueOrbHUD!["big"]["position"][2]}
scale={currentBlueOrbHUD!["big"]["scale"] as [number, number, number]}
>
<spriteMaterial
attach="material"
map={bigHudTexture}
transparent={true}
/>
</a.sprite>
</group>
);
return (
<group visible={props.hudVisibility} renderOrder={1}>
<a.sprite
position-x={longHUDPosX}
position-y={
currentBlueOrbHUD["long"]["position"][1]
}
position-z={currentBlueOrbHUD["long"]["position"][2]}
scale={currentBlueOrbHUD["long"]["scale"] as [number, number, number]}
>
<spriteMaterial
attach="material"
map={longHudTexture}
transparent={true}
/>
</a.sprite>
<a.sprite
position-x={boringHUDPosX}
position-y={
currentBlueOrbHUD!["boring"]["position"][1]
}
position-z={currentBlueOrbHUD!["boring"]["position"][2]}
scale={
currentBlueOrbHUD!["boring"]["scale"] as [number, number, number]
}
>
<spriteMaterial
attach="material"
map={longHudBoringTexture}
transparent={true}
/>
</a.sprite>
<a.sprite
position-x={bigHUDPosX}
position-y={
currentBlueOrbHUD!["big"]["position"][1]
}
position-z={currentBlueOrbHUD!["big"]["position"][2]}
scale={currentBlueOrbHUD!["big"]["scale"] as [number, number, number]}
>
<spriteMaterial
attach="material"
map={bigHudTexture}
transparent={true}
/>
</a.sprite>
</group>
);
});
export default HUDElement;

View file

@ -1,426 +1,417 @@
import React, { useCallback, useEffect, useState } from "react";
import {
LainMoveDown,
LainMoveLeft,
LainMoveRight,
LainMoveUp,
LainStanding,
LainMoveDown,
LainMoveLeft,
LainMoveRight,
LainMoveUp,
LainStanding,
} from "./Lain/Lain";
import { useRecoilState, useRecoilValue, useSetRecoilState } from "recoil";
import { useRecoilState, useSetRecoilState } from "recoil";
import { currentHUDAtom, hudActiveAtom } from "./HUD/HUDElementAtom";
import { currentBlueOrbAtom } from "./BlueOrb/CurrentBlueOrbAtom";
import lain_animations from "../resources/lain_animations.json";
import blue_orb_huds from "../resources/blue_orb_huds.json";
import blue_orb_directions from "../resources/blue_orb_directions.json";
import {
lainMoveStateAtom,
lainMovingAtom,
lainPosYAtom,
lainRotYAtom,
lainMoveStateAtom,
lainMovingAtom,
lainPosYAtom,
} from "./Lain/LainAtom";
import { camPosYAtom, camRotYAtom } from "./MainScene/CameraAtom";
import {
starfieldPosYAtom,
starfieldRotYAtom,
starfieldPosYAtom,
starfieldRotYAtom,
} from "./Starfield/StarfieldAtom";
import { BlueOrbHuds } from "./HUD/HUDElement";
import {
orthoCamPosYAtom,
orthoCamRotYAtom,
orthoCamPosYAtom,
orthoCamRotYAtom,
} from "./OrthoCamera/OrthoCameraAtom";
import {
grayPlanesPosYAtom,
grayPlanesRotYAtom,
grayPlanesPosYAtom,
grayPlanesRotYAtom,
} from "./GrayPlanes/GrayPlanesAtom";
import {
middleRingNoiseAtom,
middleRingPosYAtom,
middleRingRotatingAtom,
middleRingRotXAtom,
middleRingRotYAtom,
middleRingRotZAtom,
middleRingWobbleStrengthAtom,
middleRingNoiseAtom,
middleRingPosYAtom,
middleRingRotatingAtom,
middleRingRotXAtom,
middleRingRotYAtom,
middleRingRotZAtom,
middleRingWobbleStrengthAtom,
} from "./MiddleRing/MiddleRingAtom";
import { lightPosYAtom, lightRotYAtom } from "./Lights/LightsAtom";
type KeyCodeAssociations = {
[keyCode: number]: string;
[keyCode: number]: string;
};
type SpriteDirectionData = {
[direction: string]: string;
[direction: string]: string;
};
type SpriteDirections = {
[sprite_id: string]: SpriteDirectionData;
[sprite_id: string]: SpriteDirectionData;
};
type LainAnimationData = {
frame_count: number;
duration: number;
frame_count: number;
duration: number;
};
type LainAnimations = {
[sprite: string]: LainAnimationData;
[sprite: string]: LainAnimationData;
};
const InputHandler = () => {
const [currentBlueOrb, setCurrentBlueOrb] = useRecoilState(
currentBlueOrbAtom
);
const [currentBlueOrb, setCurrentBlueOrb] = useRecoilState(
currentBlueOrbAtom
);
const [lainMoving, setLainMoving] = useRecoilState(lainMovingAtom);
const setLainMoveState = useSetRecoilState(lainMoveStateAtom);
const setLainRotY = useSetRecoilState(lainRotYAtom);
const [lainMoving, setLainMoving] = useRecoilState(lainMovingAtom);
const setLainMoveState = useSetRecoilState(lainMoveStateAtom);
const [spriteUpdateCooldown, setSpriteUpdateCooldown] = useState(false);
const [spriteUpdateCooldown, setSpriteUpdateCooldown] = useState(false);
const setCurrentHUDElement = useSetRecoilState(currentHUDAtom);
const setCurrentHUDElement = useSetRecoilState(currentHUDAtom);
const setHudActive = useSetRecoilState(hudActiveAtom);
const setHudActive = useSetRecoilState(hudActiveAtom);
const setCamPosY = useSetRecoilState(camPosYAtom);
const setCamRotY = useSetRecoilState(camRotYAtom);
const setCamPosY = useSetRecoilState(camPosYAtom);
const setCamRotY = useSetRecoilState(camRotYAtom);
const setOrthoCamPosY = useSetRecoilState(orthoCamPosYAtom);
const setOrthoCamRotY = useSetRecoilState(orthoCamRotYAtom);
const setOrthoCamPosY = useSetRecoilState(orthoCamPosYAtom);
const setOrthoCamRotY = useSetRecoilState(orthoCamRotYAtom);
const setLainPosY = useSetRecoilState(lainPosYAtom);
const setLainPosY = useSetRecoilState(lainPosYAtom);
const setGrayPlanePosY = useSetRecoilState(grayPlanesPosYAtom);
const setGrayPlaneRotY = useSetRecoilState(grayPlanesRotYAtom);
const setGrayPlanePosY = useSetRecoilState(grayPlanesPosYAtom);
const setGrayPlaneRotY = useSetRecoilState(grayPlanesRotYAtom);
const setStarfieldPosY = useSetRecoilState(starfieldPosYAtom);
const setStarfieldRotY = useSetRecoilState(starfieldRotYAtom);
const setStarfieldPosY = useSetRecoilState(starfieldPosYAtom);
const setStarfieldRotY = useSetRecoilState(starfieldRotYAtom);
const setMiddleRingWobbleStrength = useSetRecoilState(
middleRingWobbleStrengthAtom
);
const setMiddleRingRotating = useSetRecoilState(middleRingRotatingAtom);
const setMiddleRingNoise = useSetRecoilState(middleRingNoiseAtom);
const setMiddleRingPosY = useSetRecoilState(middleRingPosYAtom);
const setMiddleRingRotX = useSetRecoilState(middleRingRotXAtom);
const setMiddleRingRotZ = useSetRecoilState(middleRingRotZAtom);
const setMiddleRingRotY = useSetRecoilState(middleRingRotYAtom);
const setMiddleRingWobbleStrength = useSetRecoilState(
middleRingWobbleStrengthAtom
);
const setMiddleRingRotating = useSetRecoilState(middleRingRotatingAtom);
const setMiddleRingNoise = useSetRecoilState(middleRingNoiseAtom);
const setMiddleRingPosY = useSetRecoilState(middleRingPosYAtom);
const setMiddleRingRotX = useSetRecoilState(middleRingRotXAtom);
const setMiddleRingRotZ = useSetRecoilState(middleRingRotZAtom);
const setMiddleRingRotY = useSetRecoilState(middleRingRotYAtom);
const setLightPosY = useSetRecoilState(lightPosYAtom);
const setLightRotY = useSetRecoilState(lightRotYAtom);
const setLightPosY = useSetRecoilState(lightPosYAtom);
const setLightRotY = useSetRecoilState(lightRotYAtom);
const moveCamera = useCallback(
(val: number) => {
setCamPosY((prev: number) => prev + val);
setLainPosY((prev: number) => prev - val);
setStarfieldPosY((prev: number) => prev - val);
setOrthoCamPosY((prev: number) => prev - val);
setGrayPlanePosY((prev: number) => prev - val);
setLightPosY((prev: number) => prev - val);
const moveCamera = useCallback(
(val: number) => {
setCamPosY((prev: number) => prev + val);
setLainPosY((prev: number) => prev - val);
setStarfieldPosY((prev: number) => prev - val);
setOrthoCamPosY((prev: number) => prev - val);
setGrayPlanePosY((prev: number) => prev - val);
setLightPosY((prev: number) => prev - val);
setTimeout(() => {
setMiddleRingPosY((prev: number) => prev - (val - 0.2));
}, 1300);
setTimeout(() => {
setMiddleRingPosY((prev: number) => prev - 0.2);
}, 1800);
},
[
setCamPosY,
setLainPosY,
setStarfieldPosY,
setOrthoCamPosY,
setGrayPlanePosY,
setMiddleRingPosY,
setLightPosY,
]
);
const rotateCamera = useCallback(
(val: number) => {
setCamRotY((prev: number) => prev + val);
setStarfieldRotY((prev: number) => prev - val);
setOrthoCamRotY((prev: number) => prev - val);
setGrayPlaneRotY((prev: number) => prev - val);
setLightRotY((prev: number) => prev - val);
setLainRotY((prev: number) => prev - val);
setTimeout(() => {
setMiddleRingRotY((prev: number) => prev - 0.55);
}, 1800);
},
[
setCamRotY,
setStarfieldRotY,
setOrthoCamRotY,
setGrayPlaneRotY,
setLightRotY,
setMiddleRingRotY,
setLainRotY,
]
);
const getMove = (currentLoc: string, key: string): string => {
return (blue_orb_directions as SpriteDirections)[currentLoc][key];
};
const getKeyCodeAssociation = (keyCode: number): string => {
return ({
40: "down",
37: "left",
38: "up",
39: "right",
} as KeyCodeAssociations)[keyCode];
};
const setAnimationState = useCallback(
(key: string) => {
switch (key) {
case "down":
setLainMoveState(<LainMoveDown />);
setTimeout(() => {
moveCamera(0.25);
}, 1300);
// make noise appear again
setTimeout(() => {
setMiddleRingNoise(0.06);
}, 800);
// disable rotation of the ring
setTimeout(() => {
setMiddleRingRotating(false);
}, 700);
// set ring rotation on x axis to create motion effect
setTimeout(() => {
setMiddleRingRotX(0.3);
}, 1500);
// rotate it again, set ring noise to 0
setTimeout(() => {
setMiddleRingRotX(-0.1);
setMiddleRingNoise(0);
}, 3500);
// rotate it back AGAIN (holy fuk psx game)
setTimeout(() => {
setMiddleRingRotX(0.05);
}, 4500);
// reset value, set noise to 0
setTimeout(() => {
setMiddleRingRotX(0);
setMiddleRingRotating(true);
}, 4800);
// enable noise again in about 11-12 secs
setTimeout(() => {
setMiddleRingNoise(0.03);
}, 11600);
break;
case "left":
setTimeout(() => {
rotateCamera(0.55);
}, 1100);
setTimeout(() => {
setMiddleRingRotZ(0.07);
}, 2300);
setTimeout(() => {
setMiddleRingRotZ(-0.03);
}, 3500);
setTimeout(() => {
setMiddleRingRotZ(0);
}, 4500);
setLainMoveState(<LainMoveLeft />);
break;
case "up":
setLainMoveState(<LainMoveUp />);
setTimeout(() => {
moveCamera(-0.25);
}, 1300);
// change noise to 0, make the ring bend downwards
setTimeout(() => {
setMiddleRingNoise(0);
setMiddleRingWobbleStrength(0.2);
}, 300);
// disable rotation of the ring
setTimeout(() => {
setMiddleRingRotating(false);
}, 700);
// make the ring bend upwards
setTimeout(() => {
setMiddleRingWobbleStrength(-0.3);
}, 1300);
// reset the ring bend, set the rotation to slightly curve
// to replicate a motion effect (since its moving upwards)
// and enable rotation again
setTimeout(() => {
setMiddleRingWobbleStrength(0.0);
setMiddleRingRotX(-0.2);
setMiddleRingRotating(true);
}, 1500);
// reset the rotation value to 0
setTimeout(() => {
setMiddleRingRotX(0);
}, 2500);
// enable noise again in about 8~ secs
setTimeout(() => {
setMiddleRingNoise(0.03);
}, 7800);
break;
case "right":
setTimeout(() => {
rotateCamera(-0.55);
}, 1100);
setTimeout(() => {
setMiddleRingRotZ(-0.07);
}, 2300);
setTimeout(() => {
setMiddleRingRotZ(0.03);
}, 3500);
setTimeout(() => {
setMiddleRingRotZ(0);
}, 4500);
setLainMoveState(<LainMoveRight />);
break;
default:
break;
}
// set moving to true to avoid player from overlapping animations and stuff
// by waiting for the anim to finish
setLainMoving(true);
// wait for the anim to finish, set lain to standing state, release the move lock
setTimeout(() => {
setLainMoveState(<LainStanding />);
setTimeout(() => {
setLainMoving(false);
}, 300);
}, (lain_animations as LainAnimations)[key]["duration"]);
},
[
moveCamera,
rotateCamera,
setLainMoveState,
setLainMoving,
setMiddleRingNoise,
setMiddleRingRotX,
setMiddleRingRotZ,
setMiddleRingRotating,
setMiddleRingWobbleStrength,
]
);
const updateHUD = useCallback(() => {
setHudActive((prev: number) => Number(!prev));
}, [setHudActive]);
const moveDispatcher = useCallback(
(move: string, key: string) => {
switch (move[0]) {
// do nothing / cant move
case undefined:
break;
// "+" in the json denotes that the sprite chosen by getMove is not currently on screen,
// therefore lain should first do a move (up/down/left/right) and then that sprite
// will be chosen.
case "+":
if (!spriteUpdateCooldown) {
// hide the hud
updateHUD();
// disable glow on current sprite
setCurrentBlueOrb("");
setSpriteUpdateCooldown(true);
setAnimationState(key);
setTimeout(() => {
updateHUD();
// skip the "+"
setCurrentBlueOrb(move.substr(1));
setCurrentHUDElement(
(blue_orb_huds as BlueOrbHuds)[move.substr(3)]
);
}, (lain_animations as LainAnimations)[key]["duration"] + 200);
setMiddleRingPosY((prev: number) => prev - (val - 0.2));
}, 1300);
setTimeout(() => {
setSpriteUpdateCooldown(false);
}, 1000);
}
break;
// only change sprite focus
default:
if (!spriteUpdateCooldown) {
setCurrentBlueOrb(move);
setSpriteUpdateCooldown(true);
// toggle hud to go back in
updateHUD();
setMiddleRingPosY((prev: number) => prev - 0.2);
}, 1800);
},
[
setCamPosY,
setLainPosY,
setStarfieldPosY,
setOrthoCamPosY,
setGrayPlanePosY,
setMiddleRingPosY,
setLightPosY,
]
);
const rotateCamera = useCallback(
(val: number) => {
setCamRotY((prev: number) => prev + val);
setStarfieldRotY((prev: number) => prev - val);
setOrthoCamRotY((prev: number) => prev - val);
setGrayPlaneRotY((prev: number) => prev - val);
setLightRotY((prev: number) => prev - val);
setTimeout(() => {
// change hud while its hidden
setCurrentHUDElement(
(blue_orb_huds as BlueOrbHuds)[move.substr(2)]
);
// toggle it again to be shown in the new position
updateHUD();
}, 500);
setTimeout(() => {
setSpriteUpdateCooldown(false);
}, 1000);
}
}
},
[
setAnimationState,
updateHUD,
spriteUpdateCooldown,
setCurrentHUDElement,
setCurrentBlueOrb,
]
);
setMiddleRingRotY((prev: number) => prev - 0.55);
}, 1800);
},
[
setCamRotY,
setStarfieldRotY,
setOrthoCamRotY,
setGrayPlaneRotY,
setLightRotY,
setMiddleRingRotY,
]
);
const handleKeyPress = useCallback(
(event) => {
const { keyCode } = event;
const key = getKeyCodeAssociation(keyCode);
if (key && !lainMoving) {
setTimeout(() => {
rotateCamera(0.785);
}, 1100);
//
const move = getMove(currentBlueOrb, key);
moveDispatcher(move, key);
}
},
[lainMoving, currentBlueOrb, moveDispatcher, rotateCamera]
);
useEffect(() => {
window.addEventListener("keydown", handleKeyPress);
return () => {
window.removeEventListener("keydown", handleKeyPress);
const getMove = (currentLoc: string, key: string): string => {
return (blue_orb_directions as SpriteDirections)[currentLoc][key];
};
}, [handleKeyPress]);
return <></>;
const getKeyCodeAssociation = (keyCode: number): string => {
return ({
40: "down",
37: "left",
38: "up",
39: "right",
} as KeyCodeAssociations)[keyCode];
};
const setAnimationState = useCallback(
(key: string) => {
switch (key) {
case "down":
setLainMoveState(<LainMoveDown />);
setTimeout(() => {
moveCamera(1.5);
}, 1300);
// make noise appear again
setTimeout(() => {
setMiddleRingNoise(0.06);
}, 800);
// disable rotation of the ring
setTimeout(() => {
setMiddleRingRotating(false);
}, 700);
// set ring rotation on x axis to craete motion effect
setTimeout(() => {
setMiddleRingRotX(0.3);
}, 1500);
// rotate it again, set ring noise to 0
setTimeout(() => {
setMiddleRingRotX(-0.1);
setMiddleRingNoise(0);
}, 3500);
// rotate it back AGAIN (holy fuk psx game)
setTimeout(() => {
setMiddleRingRotX(0.05);
}, 4500);
// reset value, set noise to 0
setTimeout(() => {
setMiddleRingRotX(0);
setMiddleRingRotating(true);
}, 4800);
// enable noise again in about 11-12 secs
setTimeout(() => {
setMiddleRingNoise(0.03);
}, 11600);
break;
case "left":
setTimeout(() => {
rotateCamera(0.55);
}, 1100);
setTimeout(() => {
setMiddleRingRotZ(0.07);
}, 2300);
setTimeout(() => {
setMiddleRingRotZ(-0.03);
}, 3500);
setTimeout(() => {
setMiddleRingRotZ(0);
}, 4500);
setLainMoveState(<LainMoveLeft />);
break;
case "up":
setLainMoveState(<LainMoveUp />);
setTimeout(() => {
moveCamera(-1.5);
}, 1300);
// change noise to 0, make the ring bend downwards
setTimeout(() => {
setMiddleRingNoise(0);
setMiddleRingWobbleStrength(0.2);
}, 300);
// disable rotation of the ring
setTimeout(() => {
setMiddleRingRotating(false);
}, 700);
// make the ring bend upwards
setTimeout(() => {
setMiddleRingWobbleStrength(-0.3);
}, 1300);
// reset the ring bend, set the rotation to slightly curve
// to replicate a motion effect (since its moving upwards)
// and enable rotation again
setTimeout(() => {
setMiddleRingWobbleStrength(0.0);
setMiddleRingRotX(-0.2);
setMiddleRingRotating(true);
}, 1500);
// reset the rotation value to 0
setTimeout(() => {
setMiddleRingRotX(0);
}, 2500);
// enable noise again in about 8~ secs
setTimeout(() => {
setMiddleRingNoise(0.03);
}, 7800);
break;
case "right":
setTimeout(() => {
rotateCamera(-0.55);
}, 1100);
setTimeout(() => {
setMiddleRingRotZ(-0.07);
}, 2300);
setTimeout(() => {
setMiddleRingRotZ(0.03);
}, 3500);
setTimeout(() => {
setMiddleRingRotZ(0);
}, 4500);
setLainMoveState(<LainMoveRight />);
break;
default:
break;
}
// set moving to true to avoid player from overlapping animations and stuff
// by waiting for the anim to finish
setLainMoving(true);
// wait for the anim to finish, set lain to standing state, release the move lock
setTimeout(() => {
setLainMoveState(<LainStanding />);
setTimeout(() => {
setLainMoving(false);
}, 300);
}, (lain_animations as LainAnimations)[key]["duration"]);
},
[
moveCamera,
rotateCamera,
setLainMoveState,
setLainMoving,
setMiddleRingNoise,
setMiddleRingRotX,
setMiddleRingRotating,
setMiddleRingWobbleStrength,
]
);
const updateHUD = useCallback(() => {
setHudActive((prev: number) => Number(!prev));
}, [setHudActive]);
const moveDispatcher = useCallback(
(move: string, key: string) => {
switch (move[0]) {
// do nothing / cant move
case undefined:
break;
// "+" in the json denotes that the sprite chosen by getMove is not currently on screen,
// therefore lain should first do a move (up/down/left/right) and then that sprite
// will be chosen.
case "+":
if (!spriteUpdateCooldown) {
// hide the hud
updateHUD();
// disable glow on current sprite
setCurrentBlueOrb("");
setSpriteUpdateCooldown(true);
setAnimationState(key);
setTimeout(() => {
updateHUD();
// skip the "+"
setCurrentBlueOrb(move.substr(1));
setCurrentHUDElement(
(blue_orb_huds as BlueOrbHuds)[move.substr(3)]
);
}, (lain_animations as LainAnimations)[key]["duration"] + 200);
setTimeout(() => {
setSpriteUpdateCooldown(false);
}, 1000);
}
break;
// only change sprite focus
default:
if (!spriteUpdateCooldown) {
setCurrentBlueOrb(move);
setSpriteUpdateCooldown(true);
// toggle hud to go back in
updateHUD();
setTimeout(() => {
// change hud while its hidden
setCurrentHUDElement(
(blue_orb_huds as BlueOrbHuds)[move.substr(2)]
);
// toggle it again to be shown in the new position
updateHUD();
}, 500);
setTimeout(() => {
setSpriteUpdateCooldown(false);
}, 1000);
}
}
},
[
setAnimationState,
updateHUD,
spriteUpdateCooldown,
setCurrentHUDElement,
setCurrentBlueOrb,
]
);
const handleKeyPress = useCallback(
(event) => {
const { keyCode } = event;
const key = getKeyCodeAssociation(keyCode);
if (key && !lainMoving) {
const move = getMove(currentBlueOrb, key);
moveDispatcher(move, key);
}
},
[lainMoving, currentBlueOrb, moveDispatcher]
);
useEffect(() => {
window.addEventListener("keydown", handleKeyPress);
return () => {
window.removeEventListener("keydown", handleKeyPress);
};
}, [handleKeyPress]);
return <></>;
};
export default InputHandler;

View file

@ -10,139 +10,130 @@ import moveRightSpriteSheet from "../../static/sprites/move_right.png";
import standingSpriteSheet from "../../static/sprites/standing.png";
import introSpriteSheet from "../../static/sprites/intro.png";
import { useRecoilValue } from "recoil";
import {
lainMoveStateAtom,
lainMovingAtom,
lainPosYAtom,
lainRotYAtom,
} from "./LainAtom";
import { lainMoveStateAtom, lainMovingAtom, lainPosYAtom } from "./LainAtom";
type LainConstructorProps = {
sprite: string;
frameCount: number;
framesVertical: number;
framesHorizontal: number;
sprite: string;
frameCount: number;
framesVertical: number;
framesHorizontal: number;
};
const LainConstructor = (props: LainConstructorProps) => {
// any here temporarily
const lainSpriteTexture: any = useLoader(THREE.TextureLoader, props.sprite);
// any here temporarily
const lainSpriteTexture: any = useLoader(THREE.TextureLoader, props.sprite);
const [animator] = useState(
() =>
new PlainSingularAnimator(
lainSpriteTexture,
props.framesHorizontal,
props.framesVertical,
props.frameCount,
props.frameCount * 0.27
)
);
const [animator] = useState(
() =>
new PlainSingularAnimator(
lainSpriteTexture,
props.framesHorizontal,
props.framesVertical,
props.frameCount,
props.frameCount * 0.27
)
);
useFrame(() => {
animator.animate();
});
useFrame(() => {
animator.animate();
});
return (
<spriteMaterial
attach="material"
map={lainSpriteTexture}
alphaTest={0.01}
/>
);
return (
<spriteMaterial
attach="material"
map={lainSpriteTexture}
alphaTest={0.01}
/>
);
};
export const LainIntro = () => {
return (
<LainConstructor
sprite={introSpriteSheet}
frameCount={50}
framesHorizontal={10}
framesVertical={5}
/>
);
return (
<LainConstructor
sprite={introSpriteSheet}
frameCount={50}
framesHorizontal={10}
framesVertical={5}
/>
);
};
export const LainStanding = () => {
return (
<LainConstructor
sprite={standingSpriteSheet}
frameCount={3}
framesHorizontal={3}
framesVertical={1}
/>
);
return (
<LainConstructor
sprite={standingSpriteSheet}
frameCount={3}
framesHorizontal={3}
framesVertical={1}
/>
);
};
export const LainMoveDown = () => {
return (
<LainConstructor
sprite={moveDownSpriteSheet}
frameCount={36}
framesHorizontal={6}
framesVertical={6}
/>
);
return (
<LainConstructor
sprite={moveDownSpriteSheet}
frameCount={36}
framesHorizontal={6}
framesVertical={6}
/>
);
};
export const LainMoveLeft = () => {
return (
<LainConstructor
sprite={moveLeftSpriteSheet}
frameCount={47}
framesHorizontal={8}
framesVertical={6}
/>
);
return (
<LainConstructor
sprite={moveLeftSpriteSheet}
frameCount={47}
framesHorizontal={8}
framesVertical={6}
/>
);
};
export const LainMoveRight = () => {
return (
<LainConstructor
sprite={moveRightSpriteSheet}
frameCount={47}
framesHorizontal={8}
framesVertical={6}
/>
);
return (
<LainConstructor
sprite={moveRightSpriteSheet}
frameCount={47}
framesHorizontal={8}
framesVertical={6}
/>
);
};
export const LainMoveUp = () => {
return (
<LainConstructor
sprite={moveUpSpriteSheet}
frameCount={36}
framesHorizontal={6}
framesVertical={6}
/>
);
return (
<LainConstructor
sprite={moveUpSpriteSheet}
frameCount={36}
framesHorizontal={6}
framesVertical={6}
/>
);
};
const Lain = () => {
const lainMoving = useRecoilValue(lainMovingAtom);
const lainMoveState = useRecoilValue(lainMoveStateAtom);
const lainPosY = useRecoilValue(lainPosYAtom);
const lainRotY = useRecoilValue(lainRotYAtom);
const lainMoving = useRecoilValue(lainMovingAtom);
const lainMoveState = useRecoilValue(lainMoveStateAtom);
const lainPosY = useRecoilValue(lainPosYAtom);
const lainPosYState = useSpring({
lainPosY: lainPosY,
lainRotY: lainRotY,
config: { duration: 1200 },
});
const lainPosYState = useSpring({
lainPosY: lainPosY,
config: { duration: 1200 },
});
return (
<Suspense fallback={<>loading...</>}>
<a.group rotation-y={lainPosYState.lainRotY}>
<a.sprite
position-y={lainPosYState.lainPosY}
position-z={0.05}
scale={[0.6, 0.6, 0.6]}
>
{lainMoving ? lainMoveState : <LainStanding />}
</a.sprite>
</a.group>
</Suspense>
);
return (
<Suspense fallback={<>loading...</>}>
<a.sprite
position-x={0.1}
position-y={lainPosYState.lainPosY}
scale={[4.9, 4.9, 4.9]}
>
{lainMoving ? lainMoveState : <LainStanding />}
</a.sprite>
</Suspense>
);
};
export default Lain;

View file

@ -3,7 +3,7 @@ import React from "react";
export const lainPosYAtom = atom({
key: "lainPosYAtom",
default: -0.02,
default: -0.15,
});
export const lainRotYAtom = atom({

View file

@ -5,17 +5,17 @@ import CyanCrystal from "./CyanCrystal";
//constructor for levels
type LevelProps = {
levelPosY: number;
levelPosY: number;
};
const Level = (props: LevelProps) => {
return (
<group position={[0, props.levelPosY, 0]}>
<PurpleRing purpleRingPosY={0.07} />
<GrayRing grayRingPosY={-0.045} />
<CyanCrystal crystalRingPosY={-0.45} />
</group>
);
return (
<group position={[0, props.levelPosY, 0]}>
<PurpleRing purpleRingPosY={0.43} />
<GrayRing grayRingPosY={-0.28} />
<CyanCrystal crystalRingPosY={-0.45} />
</group>
);
};
export default Level;

View file

@ -1,44 +1,30 @@
import React, { memo, useRef } from "react";
import React, { memo } from "react";
import { useRecoilValue } from "recoil";
import { a, useSpring } from "@react-spring/three";
import { lightPosYAtom, lightRotYAtom } from "./LightsAtom";
const Lights = memo(() => {
const lightRotY = useRecoilValue(lightRotYAtom);
const lightPosY = useRecoilValue(lightPosYAtom);
const lightRotY = useRecoilValue(lightRotYAtom);
const lightPosY = useRecoilValue(lightPosYAtom);
const lightState = useSpring({
lightRotY: lightRotY,
lightPosY: lightPosY,
config: { duration: 1200 },
});
const lightState = useSpring({
lightRotY: lightRotY,
lightPosY: lightPosY,
config: { duration: 1200 },
});
return (
<a.group
position-y={lightState.lightPosY}
rotation-y={lightState.lightRotY}
>
<pointLight color={0xffffff} position={[0, 0, 6]} intensity={1} />
<pointLight color={0x7f7f7f} position={[0, 0.5, -0.5]} intensity={2.5} />
{/*<pointLight color={0xffffff} position={[0, 0, 6.2]} intensity={1} />*/}
{/*<mesh position={[50.09, -1, 5.2]} scale={[0.1, 0.1, 0.1]}>*/}
{/* <sphereBufferGeometry attach="geometry">*/}
{/* <meshStandardMaterial color={0xffffff} attach="material" />*/}
{/* </sphereBufferGeometry>*/}
{/*</mesh>*/}
{/*<pointLight color={0xffffff} position={[0.08, 0, 0]} intensity={0.3} />*/}
{/*<mesh position={[0.08, 0, 0]} scale={[0.01, 0.01, 0.01]}>*/}
{/* <sphereBufferGeometry attach="geometry">*/}
{/* <meshStandardMaterial color={0xffffff} attach="material" />*/}
{/* </sphereBufferGeometry>*/}
{/*</mesh>*/}
</a.group>
);
return (
<a.group
position-y={lightState.lightPosY}
rotation-y={lightState.lightRotY}
>
<ambientLight color={0x808080} intensity={0.6} />
<pointLight color={0xffffff} position={[0, 0, 7]} intensity={0.7} />
<pointLight color={0x7f7f7f} position={[0, 10, 0]} intensity={1.5} />
<pointLight color={0xffffff} position={[-8, 0, 0]} intensity={0.3} />
<pointLight color={0xffffff} position={[8, 0, 0]} intensity={0.3} />
</a.group>
);
});
export default Lights;

View file

@ -1,7 +1,7 @@
import { a, useSpring } from "@react-spring/three";
import { OrbitControls } from "drei";
import React, { Suspense, useEffect } from "react";
import Site from "../Site/Site";
import Site from "../Site";
import Lain, { LainIntro } from "../Lain/Lain";
import Lights from "../Lights/Lights";
import OrthoCamera from "../OrthoCamera/OrthoCamera";
@ -13,73 +13,72 @@ import { camPosYAtom, camRotYAtom } from "./CameraAtom";
import InputHandler from "../InputHandler";
import MainSceneIntro from "./MainSceneIntro";
import {
mainGroupPosYAtom,
mainGroupPosZAtom,
mainGroupRotXAtom,
mainGroupPosYAtom,
mainGroupPosZAtom,
mainGroupRotXAtom,
} from "./MainGroupAtom";
import GrayPlanes from "../GrayPlanes/GrayPlanes";
import MiddleRing from "../MiddleRing/MiddleRing";
const MainScene = () => {
const setLainMoving = useSetRecoilState(lainMovingAtom);
const setLainMoveState = useSetRecoilState(lainMoveStateAtom);
const mainGroupPosY = useRecoilValue(mainGroupPosYAtom);
const mainGroupPosZ = useRecoilValue(mainGroupPosZAtom);
const mainGroupRotX = useRecoilValue(mainGroupRotXAtom);
const setLainMoving = useSetRecoilState(lainMovingAtom);
const setLainMoveState = useSetRecoilState(lainMoveStateAtom);
const mainGroupPosY = useRecoilValue(mainGroupPosYAtom);
const mainGroupPosZ = useRecoilValue(mainGroupPosZAtom);
const mainGroupRotX = useRecoilValue(mainGroupRotXAtom);
const camPosY = useRecoilValue(camPosYAtom);
const camRotY = useRecoilValue(camRotYAtom);
const camPosY = useRecoilValue(camPosYAtom);
const camRotY = useRecoilValue(camRotYAtom);
const cameraState = useSpring({
camPosY: camPosY,
camRotY: camRotY,
config: { duration: 1200 },
});
const cameraState = useSpring({
camPosY: camPosY,
camRotY: camRotY,
config: { duration: 1200 },
});
const mainGroupStatePos = useSpring({
mainGroupPosY: mainGroupPosY,
mainGroupPosZ: mainGroupPosZ,
config: { duration: 3644 },
});
const mainGroupStatePos = useSpring({
mainGroupPosY: mainGroupPosY,
mainGroupPosZ: mainGroupPosZ,
config: { duration: 3644 },
});
const mainGroupStateRot = useSpring({
mainGroupRotX: mainGroupRotX,
config: { duration: 1500 },
});
const mainGroupStateRot = useSpring({
mainGroupRotX: mainGroupRotX,
config: { duration: 1500 },
});
// set lain intro spritesheet before the page loads fully
useEffect(() => {
// setLainMoving(true);
// setLainMoveState(<LainIntro />);
}, [setLainMoveState, setLainMoving]);
// set lain intro spritesheet before the page loads fully
useEffect(() => {
// setLainMoving(true);
// setLainMoveState(<LainIntro />);
}, [setLainMoveState, setLainMoving]);
return (
<a.perspectiveCamera
position-z={4.69}
position-y={cameraState.camPosY}
rotation-y={cameraState.camRotY}
rotation-x={-0.01}
>
<Suspense fallback={null}>
<MainSceneIntro />
<a.group
rotation-x={mainGroupStateRot.mainGroupRotX}
position-y={mainGroupStatePos.mainGroupPosY}
position-z={mainGroupStatePos.mainGroupPosZ}
return (
<a.perspectiveCamera
position-z={3}
position-y={cameraState.camPosY}
rotation-y={cameraState.camRotY}
>
<InputHandler />
<Preloader />
<Site />
<OrthoCamera />
<Starfield />
<GrayPlanes />
<Lights />
{/*<MiddleRing />*/}
<OrbitControls />
</a.group>
<Lain />
</Suspense>
</a.perspectiveCamera>
);
<Suspense fallback={null}>
<MainSceneIntro />
<a.group
rotation-x={mainGroupStateRot.mainGroupRotX}
position-y={mainGroupStatePos.mainGroupPosY}
position-z={mainGroupStatePos.mainGroupPosZ}
>
<InputHandler />
<Preloader />
<Site />
<OrthoCamera />
<Starfield />
<GrayPlanes />
<Lights />
<MiddleRing />
<OrbitControls />
</a.group>
<Lain />
</Suspense>
</a.perspectiveCamera>
);
};
export default MainScene;

View file

@ -4,59 +4,59 @@ import middleRingTexture from "../../static/sprites/middle_ring_tex.png";
import * as THREE from "three";
import { a, useSpring } from "@react-spring/three";
import {
middleRingNoiseAtom,
middleRingPosYAtom,
middleRingRotatingAtom,
middleRingRotXAtom,
middleRingRotYAtom,
middleRingRotZAtom,
middleRingWobbleStrengthAtom,
middleRingNoiseAtom,
middleRingPosYAtom,
middleRingRotatingAtom,
middleRingRotXAtom,
middleRingRotYAtom,
middleRingRotZAtom,
middleRingWobbleStrengthAtom,
} from "./MiddleRingAtom";
import { useRecoilValue } from "recoil";
const MiddleRing = () => {
const middleRingTex = useLoader(THREE.TextureLoader, middleRingTexture);
const middleRingTex = useLoader(THREE.TextureLoader, middleRingTexture);
const middleRingWobbleStrength = useRecoilValue(middleRingWobbleStrengthAtom);
const middleRingRotating = useRecoilValue(middleRingRotatingAtom);
const middleRingNoise = useRecoilValue(middleRingNoiseAtom);
const middleRingPosY = useRecoilValue(middleRingPosYAtom);
const middleRingRotX = useRecoilValue(middleRingRotXAtom);
const middleRingRotZ = useRecoilValue(middleRingRotZAtom);
const middleRingRotY = useRecoilValue(middleRingRotYAtom);
const middleRingWobbleStrength = useRecoilValue(middleRingWobbleStrengthAtom);
const middleRingRotating = useRecoilValue(middleRingRotatingAtom);
const middleRingNoise = useRecoilValue(middleRingNoiseAtom);
const middleRingPosY = useRecoilValue(middleRingPosYAtom);
const middleRingRotX = useRecoilValue(middleRingRotXAtom);
const middleRingRotZ = useRecoilValue(middleRingRotZAtom);
const middleRingRotY = useRecoilValue(middleRingRotYAtom);
const middleRingWobbleState = useSpring({
middleRingWobbleStrength: middleRingWobbleStrength,
middleRingNoise: middleRingNoise,
config: { duration: 200 },
});
const middleRingWobbleState = useSpring({
middleRingWobbleStrength: middleRingWobbleStrength,
middleRingNoise: middleRingNoise,
config: { duration: 200 },
});
const middleRingPosState = useSpring({
middleRingPosY: middleRingPosY,
config: { duration: 500 },
});
const middleRingPosState = useSpring({
middleRingPosY: middleRingPosY,
config: { duration: 500 },
});
const middleRingRotState = useSpring({
middleRingRotX: middleRingRotX,
middleRingRotZ: middleRingRotZ,
middleRingRotY: middleRingRotY,
config: { duration: 1000 },
});
const middleRingRotState = useSpring({
middleRingRotX: middleRingRotX,
middleRingRotZ: middleRingRotZ,
middleRingRotY: middleRingRotY,
config: { duration: 1000 },
});
const uniforms = useMemo(
() => ({
tex: { type: "t", value: middleRingTex },
uTime: { value: 1.0 },
wobbleStrength: { value: 0.0 },
noiseAmp: { value: 0.03 },
}),
[middleRingTex]
);
const uniforms = useMemo(
() => ({
tex: { type: "t", value: middleRingTex },
uTime: { value: 1.0 },
wobbleStrength: { value: 0.0 },
noiseAmp: { value: 0.03 },
}),
[middleRingTex]
);
const middleRingMaterialRef = useRef<THREE.ShaderMaterial>();
const middleRingRef = useRef<THREE.Object3D>();
const middleRingMaterialRef = useRef<THREE.ShaderMaterial>();
const middleRingRef = useRef<THREE.Object3D>();
const vertexShader = `
const vertexShader = `
varying vec2 vUv;
uniform float uTime;
uniform float wobbleStrength;
@ -187,7 +187,7 @@ const MiddleRing = () => {
}
`;
const fragmentShader = `
const fragmentShader = `
uniform sampler2D tex;
varying vec2 vUv;
@ -197,49 +197,49 @@ const MiddleRing = () => {
}
`;
const clock = new THREE.Clock();
const clock = new THREE.Clock();
useFrame(() => {
if (middleRingMaterialRef.current) {
middleRingMaterialRef.current.uniforms.uTime.value = clock.getElapsedTime();
middleRingMaterialRef.current.uniforms.wobbleStrength.value = middleRingWobbleState.middleRingWobbleStrength.get();
middleRingMaterialRef.current.uniforms.noiseAmp.value = middleRingWobbleState.middleRingNoise.get();
useFrame(() => {
if (middleRingMaterialRef.current) {
middleRingMaterialRef.current.uniforms.uTime.value = clock.getElapsedTime();
middleRingMaterialRef.current.uniforms.wobbleStrength.value = middleRingWobbleState.middleRingWobbleStrength.get();
middleRingMaterialRef.current.uniforms.noiseAmp.value = middleRingWobbleState.middleRingNoise.get();
middleRingMaterialRef.current.needsUpdate = true;
}
if (middleRingRotating) {
middleRingRef.current!.rotation.y += 0.05;
}
});
middleRingMaterialRef.current.needsUpdate = true;
}
if (middleRingRotating) {
middleRingRef.current!.rotation.y += 0.05;
}
});
return (
<a.group
rotation-z={middleRingRotState.middleRingRotZ}
rotation-y={middleRingRotState.middleRingRotY}
>
<a.mesh
position={[0, 0, 0.3]}
position-y={middleRingPosState.middleRingPosY}
ref={middleRingRef}
rotation={[0, 0.9, 0]}
rotation-x={middleRingRotState.middleRingRotX}
>
<cylinderBufferGeometry
args={[0.85, 0.85, 0.027, 64, 64, true]}
attach="geometry"
/>
<shaderMaterial
attach="material"
side={THREE.DoubleSide}
uniforms={uniforms}
vertexShader={vertexShader}
fragmentShader={fragmentShader}
ref={middleRingMaterialRef}
transparent={true}
/>
</a.mesh>
</a.group>
);
return (
<a.group
rotation-z={middleRingRotState.middleRingRotZ}
rotation-y={middleRingRotState.middleRingRotY}
>
<a.mesh
position={[0, 0, 0.3]}
position-y={middleRingPosState.middleRingPosY}
ref={middleRingRef}
rotation={[0, 0.9, 0]}
rotation-x={middleRingRotState.middleRingRotX}
>
<cylinderBufferGeometry
args={[0.85, 0.85, 0.027, 64, 64, true]}
attach="geometry"
/>
<shaderMaterial
attach="material"
side={THREE.DoubleSide}
uniforms={uniforms}
vertexShader={vertexShader}
fragmentShader={fragmentShader}
ref={middleRingMaterialRef}
transparent={true}
/>
</a.mesh>
</a.group>
);
};
export default MiddleRing;

View file

@ -10,44 +10,44 @@ import { orbVisibilityAtom } from "../Orb/OrbAtom";
import { hudVisibilityAtom } from "../HUD/HUDElementAtom";
const OrthoCamera = memo(() => {
const { gl, scene, camera } = useThree();
const virtualScene = useMemo(() => new Scene(), []);
const virtualCam = useRef();
const orthoCameraPosY = useRecoilValue(orthoCamPosYAtom);
const orthoCameraRotY = useRecoilValue(orthoCamRotYAtom);
const { gl, scene, camera } = useThree();
const virtualScene = useMemo(() => new Scene(), []);
const virtualCam = useRef();
const orthoCameraPosY = useRecoilValue(orthoCamPosYAtom);
const orthoCameraRotY = useRecoilValue(orthoCamRotYAtom);
const orbVisible = useRecoilValue(orbVisibilityAtom);
const orbVisible = useRecoilValue(orbVisibilityAtom);
const hudVisible = useRecoilValue(hudVisibilityAtom);
const hudVisible = useRecoilValue(hudVisibilityAtom);
const orthoCameraState = useSpring({
orthoCameraPosY: orthoCameraPosY,
orthoCameraRotY: orthoCameraRotY,
config: { duration: 1200 },
});
const orthoCameraState = useSpring({
orthoCameraPosY: orthoCameraPosY,
orthoCameraRotY: orthoCameraRotY,
config: { duration: 1200 },
});
useFrame(() => {
gl.autoClear = false;
gl.clear();
gl.render(scene, camera);
gl.clearDepth();
gl.render(virtualScene, virtualCam.current!);
}, 1);
useFrame(() => {
gl.autoClear = false;
gl.clear();
gl.render(scene, camera);
gl.clearDepth();
gl.render(virtualScene, virtualCam.current!);
}, 1);
//-0.6
return (
<a.group rotation={[0, 0, 0]} rotation-y={orthoCameraState.orthoCameraRotY}>
<a.orthographicCamera
ref={virtualCam}
position={[0, 0, 10]}
rotation={[0, 0, 0]}
position-y={orthoCameraState.orthoCameraPosY}
>
<HUDElement key={1} hudVisibility={hudVisible} />
<Orb orbVisibility={orbVisible} />
</a.orthographicCamera>
</a.group>
);
//-0.6
return (
<a.group rotation={[0, 0, 0]} rotation-y={orthoCameraState.orthoCameraRotY}>
<a.orthographicCamera
ref={virtualCam}
position={[0, 0, 10]}
rotation={[0, 0, 0]}
position-y={orthoCameraState.orthoCameraPosY}
>
<HUDElement key={1} hudVisibility={hudVisible} />
<Orb orbVisibility={orbVisible} />
</a.orthographicCamera>
</a.group>
);
});
export default OrthoCamera;

View file

@ -1,25 +1,34 @@
import React, { memo, useRef } from "react";
import React, { memo, useMemo, useRef } from "react";
import { useFrame, useLoader } from "react-three-fiber";
import * as THREE from "three";
import { GLTF } from "three/examples/jsm/loaders/GLTFLoader";
import siteATex from "../static/sprites/site_a.png";
import siteBTex from "../static/sprites/site_b.png";
type PurpleRingProps = {
purpleRingPosY: number;
purpleRingPosY: number;
};
const PurpleRing = memo((props: PurpleRingProps) => {
const siteA = useLoader(THREE.TextureLoader, siteATex);
const siteB = useLoader(THREE.TextureLoader, siteBTex);
const siteA = useLoader(THREE.TextureLoader, siteATex);
const siteB = useLoader(THREE.TextureLoader, siteBTex);
const purpleRingRef = useRef<THREE.Object3D>();
const purpleRingRef = useRef<THREE.Object3D>();
const uniforms = THREE.UniformsUtils.merge([THREE.UniformsLib["lights"]]);
// const uniforms = useMemo(
// () => ({
// siteA: { type: "t", value: siteA },
// siteB: { type: "t", value: siteB },
// }),
// [siteA, siteB]
// );
uniforms.siteA = { type: "t", value: siteA };
uniforms.siteB = { type: "t", value: siteB };
const uniforms = THREE.UniformsUtils.merge([THREE.UniformsLib["lights"]]);
const vertexShader = `
uniforms.siteA = { type: "t", value: siteA };
uniforms.siteB = { type: "t", value: siteB };
const vertexShader = `
varying vec2 vUv;
varying vec3 vPos;
@ -35,7 +44,7 @@ const PurpleRing = memo((props: PurpleRingProps) => {
}
`;
const fragmentShader = `
const fragmentShader = `
varying vec2 vUv;
uniform sampler2D siteA;
uniform sampler2D siteB;
@ -99,7 +108,7 @@ const PurpleRing = memo((props: PurpleRingProps) => {
addedLights.rgb += clamp(dot(-lightDirection,
vNormal), 0.0, 1.0)
* pointLights[l].color
* 80.0;
* 50.0;
}
// number of segments
@ -168,33 +177,33 @@ const PurpleRing = memo((props: PurpleRingProps) => {
}
`;
useFrame(() => {
purpleRingRef.current!.rotation.y += 0.005;
});
useFrame(() => {
purpleRingRef.current!.rotation.y += 0.005;
});
return (
<mesh
position={[0, props.purpleRingPosY, 0]}
rotation={[0, 0.5, 0]}
renderOrder={1}
scale={[95, 95, 95]}
ref={purpleRingRef}
>
<cylinderBufferGeometry
args={[0.0019, 0.0019, 0.00015, 64, 64, true]}
attach="geometry"
/>
<shaderMaterial
attach="material"
side={THREE.DoubleSide}
vertexShader={vertexShader}
fragmentShader={fragmentShader}
transparent={true}
uniforms={uniforms}
lights={true}
/>
</mesh>
);
return (
<mesh
position={[0, props.purpleRingPosY, 0]}
rotation={[0, 0.5, 0]}
renderOrder={1}
scale={[25, 25, 25]}
ref={purpleRingRef}
>
<cylinderBufferGeometry
args={[0.05, 0.05, 0.0035, 64, 64, true]}
attach="geometry"
/>
<shaderMaterial
attach="material"
side={THREE.DoubleSide}
vertexShader={vertexShader}
fragmentShader={fragmentShader}
transparent={true}
uniforms={uniforms}
lights={true}
/>
</mesh>
);
});
export default PurpleRing;

89
src/components/Site.tsx Normal file
View file

@ -0,0 +1,89 @@
import React, { memo, Suspense } from "react";
import site_a from "../resources/site_a.json";
import blue_orb_positions from "../resources/blue_orb_positions.json";
import BlueOrb from "./BlueOrb/BlueOrb";
import { useRecoilValue } from "recoil";
import { currentBlueOrbAtom } from "./BlueOrb/CurrentBlueOrbAtom";
import Level from "./Level";
import level_y_values from "../resources/level_y_values.json";
type ImageTableIndices = {
1: string;
2: string;
3: string;
};
type ProtocolLines = {
1: string;
2: string;
3: string;
4: string;
};
type Words = {
1: string;
2: string;
3: string;
};
type BlueOrbData = {
"SLPS_016_0x offset": string;
image_table_indices: ImageTableIndices;
is_hidden: string;
media_file: string;
node_name: string;
protocol_lines: ProtocolLines;
site: string;
type: string;
unlocked_by: string;
upgrade_requirement: string;
words: Words;
};
type BlueOrbPositionData = {
position: number[];
rotation: number[];
};
type BlueOrbPositions = {
[orbPos: string]: BlueOrbPositionData;
};
const Site = memo(() => {
const currentBlueOrb = useRecoilValue(currentBlueOrbAtom);
return (
<>
<Suspense fallback={<>loading...</>}>
{/* distance between LEVELS is 1.5 */}
{Object.values(level_y_values).map((yVal) => {
return <Level levelPosY={yVal} key={yVal} />;
})}
{Object.entries(site_a).map((blueOrb: [string, BlueOrbData]) => {
if (blueOrb[1]["unlocked_by"] === "-1")
return (
<BlueOrb
sprite={blueOrb[1]["node_name"]}
position={
(blue_orb_positions as BlueOrbPositions)[
blueOrb[0].substr(2)
]["position"]
}
rotation={
(blue_orb_positions as BlueOrbPositions)[
blueOrb[0].substr(2)
]["rotation"]
}
key={blueOrb[1]["node_name"]}
active={blueOrb[0] === currentBlueOrb}
level={blueOrb[0].substr(0, 2)}
/>
);
})}
</Suspense>
</>
);
});
export default Site;

View file

@ -1,106 +0,0 @@
import React, {
memo,
Suspense,
useEffect,
useMemo,
useRef,
useState,
} from "react";
import site_a from "../../resources/site_a.json";
import blue_orb_positions from "../../resources/blue_orb_positions.json";
import BlueOrb from "../BlueOrb/BlueOrb";
import { useRecoilValue } from "recoil";
import { currentBlueOrbAtom } from "../BlueOrb/CurrentBlueOrbAtom";
import Level from "../Level";
import level_y_values from "../../resources/level_y_values.json";
import { useFrame } from "react-three-fiber";
import { a, useSpring } from "@react-spring/three";
import columns from "../../resources/columns.json";
type ImageTableIndices = {
1: string;
2: string;
3: string;
};
type ProtocolLines = {
1: string;
2: string;
3: string;
4: string;
};
type Words = {
1: string;
2: string;
3: string;
};
export type BlueOrbData = {
"SLPS_016_0x offset": string;
image_table_indices: ImageTableIndices;
is_hidden: string;
media_file: string;
node_name: string;
protocol_lines: ProtocolLines;
site: string;
type: string;
unlocked_by: string;
upgrade_requirement: string;
words: Words;
};
type BlueOrbPositionData = {
position: number[];
rotation: number[];
};
type BlueOrbPositions = {
[orbPos: string]: BlueOrbPositionData;
};
const Site = memo(() => {
const currentBlueOrb = useRecoilValue(currentBlueOrbAtom);
useFrame(() => {
// grpRef.current!.rotation.y += 0.01
});
return (
<>
<Suspense fallback={<>loading...</>}>
{/* distance between LEVELS is 1.5 */}
{Object.values(level_y_values).map((yVal) => {
return <Level levelPosY={yVal} key={yVal} />;
})}
<a.group >
{Object.entries(site_a).map((blueOrb: [string, BlueOrbData]) => {
if (blueOrb[1]["unlocked_by"] === "-1")
return (
<BlueOrb
sprite={blueOrb[1]["node_name"]}
position={
(blue_orb_positions as BlueOrbPositions)[
blueOrb[0].substr(2)
]["position"]
}
rotation={
(blue_orb_positions as BlueOrbPositions)[
blueOrb[0].substr(2)
]["rotation"]
}
key={blueOrb[1]["node_name"]}
active={blueOrb[0] === currentBlueOrb}
level={blueOrb[0].substr(0, 2)}
/>
);
})}
</a.group>
</Suspense>
</>
);
});
export default Site;

View file

@ -1,2 +0,0 @@
import { atom } from "recoil";

View file

@ -1,85 +1,51 @@
{
"05": {
"position": [0.06, -0.045, 0.185],
"rotation": [0, 0.24, 0]
"position": [0.4, -0.25, 1.3],
"rotation": [0, 0.2, 0]
},
"13": {
"position": [0.06, -0.005, 0.185],
"rotation": [0, 0, 0]
},
"21": {
"position": [0.06, 0.045, 0.182],
"rotation": [0, 0, 0]
},
"14": {
"position": [-0.07, 0, 0.186],
"rotation": [0, -0.24, 0]
"position": [-0.35, 0, 1.3],
"rotation": [0, -0.15, 0]
},
"22": {
"position": [-0.07, 0.05, 0.186],
"rotation": [0, -0.24, 0]
"position": [-0.35, 0.3, 1.3],
"rotation": [0, -0.15, 0]
},
"06": {
"position": [-0.07, -0.05, 0.186],
"rotation": [0, -0.24, 0]
"position": [-0.35, -0.25, 1.3],
"rotation": [0, -0.25, 0]
},
"13": {
"position": [0.4, 0, 1.3],
"rotation": [0, 0.27, 0]
},
"15": {
"position": [-0.17, 0, 0.09],
"rotation": [0, -1, 0]
"position": [-1, 0, 0.95],
"rotation": [0, -0.9, 0]
},
"23": {
"position": [-0.17, 0.05, 0.09],
"rotation": [0, -1, 0]
},
"07": {
"position": [-0.17, -0.05, 0.09],
"rotation": [0, -1, 0]
},
"08": {
"position": [-0.19, 0, -0.03],
"rotation": [0, -1.8, 0]
},
"16": {
"position": [-0.19, 0.05, -0.03],
"rotation": [0, -1.8, 0]
"position": [-1.3, 0, 0.3],
"rotation": [0, -1.4, 0]
},
"00": {
"position": [-0.19, -0.05, -0.03],
"rotation": [0, -1.8, 0]
"position": [-1.3, -0.25, 0.3],
"rotation": [0, -1.4, 0]
},
"10": {
"position": [-0.85, 0, -1.05],
"rotation": [0, -2.45, 0]
},
"18": {
"position": [-0.85, 0.3, -1.05],
"rotation": [0, -2.45, 0]
"16": {
"position": [-1.3, 0.3, 0.3],
"rotation": [0, -1.4, 0]
},
"02": {
"position": [-0.85, -0.25, -1.05],
"rotation": [0, -2.45, 0]
},
"17": {
"position": [-1.25, 0.3, -0.5],
"rotation": [0, -1.85, 0]
},
"09": {
"position": [-1.25, 0, -0.5],
"rotation": [0, -1.85, 0]
},
"01": {
"position": [-1.25, -0.25, -0.5],
"rotation": [0, -1.85, 0]
},
"20": {
"position": [-1.25, 0.05, -0.8],
"rotation": [0, -1.85, 0]
"position": [1, 0.3, 0.9],
"rotation": [0, 0.69, 0]
},
"12": {
"position": [1, 0, 0.9],
@ -89,7 +55,34 @@
"position": [1, -0.25, 0.9],
"rotation": [0, 0.69, 0]
},
"21": {
"position": [0.4, 0.3, 1.3],
"rotation": [0, 0.27, 0]
},
"23": {
"position": [-1, 0.3, 0.95],
"rotation": [0, -0.9, 0]
},
"07": {
"position": [-1, -0.25, 0.95],
"rotation": [0, -0.9, 0]
},
"09": {
"position": [-1.25, 0, -0.5],
"rotation": [0, -1.85, 0]
},
"01": {
"position": [-1.25, -0.25, -0.5],
"rotation": [0, -1.85, 0]
},
"18": {
"position": [-0.85, 0.3, -1.05],
"rotation": [0, -2.45, 0]
},
"02": {
"position": [-0.85, -0.25, -1.05],
"rotation": [0, -2.45, 0]
},
"03": {
"position": [-0.15, -0.25, -1.3],
"rotation": [0, -2.45, 0]
@ -102,7 +95,6 @@
"position": [-0.15, 0.3, -1.3],
"rotation": [0, -2.45, 0]
},
"?": {
"position": [-0.15, 0.3, -1.3],
"rotation": [0, -2.45, 0]

View file

@ -1,10 +1,10 @@
{
"01": -0.75,
"02": -0.5,
"03": -0.25,
"01": -4.5,
"02": -3,
"03": -1.5,
"04": 0,
"05": 0.25,
"06": 0.5,
"05": 1.5,
"06": 3,
"07": 4.5,
"08": 6,
"09": 7.5,
@ -21,4 +21,4 @@
"20": 24,
"21": 25.5,
"22": 27
}
}