node explosion almost done, imported node rip anim

This commit is contained in:
ad044 2021-01-07 20:47:26 +04:00
parent 715c924cde
commit 2c4dff77b3
10 changed files with 214 additions and 55 deletions

View file

@ -13,6 +13,7 @@ import ripMiddleRingSpriteSheet from "../../static/sprite/rip_middle_ring.png";
import knockSpriteSheet from "../../static/sprite/knock.png";
import knockAndFallSpriteSheet from "../../static/sprite/knock_and_fall.png";
import touchAndScareSpriteSheet from "../../static/sprite/touch_and_scare.png";
import ripNodeSpriteSheet from "../../static/sprite/rip_node.png";
import { useLainStore, useMainSceneStore } from "../../store";
type LainConstructorProps = {
@ -162,6 +163,18 @@ export const LainTouchAndScare = () => {
);
};
export const LainRipNode = () => {
return (
<LainConstructor
sprite={ripNodeSpriteSheet}
frameCount={60}
framesHorizontal={8}
framesVertical={8}
fps={60 * 0.17}
/>
);
};
type LainProps = {
shouldIntro: boolean;
};
@ -179,7 +192,7 @@ const Lain = (props: LainProps) => {
select_level_up: <LainMoveUp />,
throw_node: <LainThrowNode />,
pause_game: <LainRipMiddleRing />,
test: <LainTouchAndScare />,
test: <LainRipNode />,
};
const [introFinished, setIntroFinished] = useState(false);

View file

@ -74,17 +74,14 @@ const Node = (props: NodeContructorProps) => {
const nonActiveTexture = useLoader(THREE.TextureLoader, sprite[0]);
const activeTexture = useLoader(THREE.TextureLoader, sprite[1]);
const goldTexture = useLoader(THREE.TextureLoader, sprite[2]);
const uniforms = useMemo(
() => ({
tex1: { type: "t", value: nonActiveTexture },
tex2: { type: "t", value: activeTexture },
tex3: { type: "t", value: goldTexture },
goldTextureBias: { value: 0 },
timeMSeconds: { value: (Date.now() % (Math.PI * 2000)) / 1000.0 },
}),
[nonActiveTexture, activeTexture, goldTexture]
[nonActiveTexture, activeTexture]
);
const vertexShader = `
@ -101,9 +98,7 @@ const Node = (props: NodeContructorProps) => {
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform sampler2D tex3;
uniform float timeMSeconds;
uniform float goldTextureBias;
varying vec2 vUv;
@ -112,9 +107,8 @@ const Node = (props: NodeContructorProps) => {
void main() {
vec4 t1 = texture2D(tex1,vUv);
vec4 t2 = texture2D(tex2,vUv);
vec4 t3 = texture2D(tex3,vUv);
float bias = abs(sin(timeMSeconds / (1.6 / M_PI)));
gl_FragColor = mix(mix(t1, t2, bias), t3, goldTextureBias);
gl_FragColor = mix(t1, t2, bias);
}
`;
@ -127,8 +121,7 @@ const Node = (props: NodeContructorProps) => {
activeNodePosY,
activeNodePosZ,
activeNodeRotZ,
activeNodeRotY,
goldTextureBias,
activeNodeVisible,
},
set,
] = useSpring(() => ({
@ -145,10 +138,7 @@ const Node = (props: NodeContructorProps) => {
activeNodeRotZ: useNodeStore.getState().activeNodeState.interactedWith
? useNodeStore.getState().activeNodeState.rotZ
: 0,
activeNodeRotY: useNodeStore.getState().activeNodeState.interactedWith
? useNodeStore.getState().activeNodeState.rotY
: props.rotation[1],
goldTextureBias: useNodeStore.getState().activeNodeState.goldTextureBias,
activeNodeVisible: true,
config: { duration: 800 },
}));
@ -166,10 +156,7 @@ const Node = (props: NodeContructorProps) => {
activeNodeRotZ: useNodeStore.getState().activeNodeState.interactedWith
? state.activeNodeState.rotZ
: 0,
activeNodeRotY: useNodeStore.getState().activeNodeState.interactedWith
? state.activeNodeState.rotY
: props.rotation[1],
goldTextureBias: useNodeStore.getState().activeNodeState.goldTextureBias,
activeNodeVisible: useNodeStore.getState().activeNodeState.visible,
}));
}, [
props.level,
@ -185,7 +172,6 @@ const Node = (props: NodeContructorProps) => {
if (materialRef.current) {
materialRef.current.uniforms.timeMSeconds.value =
(Date.now() % (Math.PI * 2000)) / 1000.0;
materialRef.current.uniforms.goldTextureBias.value = goldTextureBias.get();
}
});
@ -203,7 +189,8 @@ const Node = (props: NodeContructorProps) => {
position-y={activeNodePosY}
position-z={activeNodePosZ}
rotation-z={activeNodeRotZ}
rotation-y={activeNodeRotY}
rotation-y={props.rotation[1]}
visible={activeNodeVisible}
scale={[0.36, 0.18, 0.36]}
renderOrder={1}
>

View file

@ -1,9 +1,18 @@
import React, { useMemo, useRef, useState } from "react";
import React, { useEffect, useMemo, useRef, useState } from "react";
import ExplosionLine from "./NodeExplosion/ExplosionLine";
import node_explosion_line_positions from "../../../../resources/node_explosion_line_positions.json";
import { useFrame } from "react-three-fiber";
import GoldNode from "./NodeExplosion/GoldNode";
import { useNodeStore } from "../../../../store";
const NodeExplosion = () => {
const explosionVisible = useNodeStore(
(state) => state.activeNodeState.exploding
);
const [shouldAnimate, setShouldAnimate] = useState(false);
const [shouldRotate, setShouldRotate] = useState(false);
const [currentFrame, setCurrentFrame] = useState(1);
const linePoses = useMemo(
@ -17,26 +26,53 @@ const NodeExplosion = () => {
const lastTime = useRef(0);
useFrame(() => {
const now = Date.now();
if (now > lastTime.current + 2400) {
if (currentFrame < 6) {
setCurrentFrame(currentFrame + 1);
lastTime.current = now;
if (shouldAnimate) {
const now = Date.now();
if (now > lastTime.current + 100) {
if (currentFrame < 6) {
setCurrentFrame(currentFrame + 1);
lastTime.current = now;
}
}
}
});
return (
useEffect(() => {
if (explosionVisible) {
setTimeout(() => {
setShouldRotate(true);
}, 300);
setTimeout(() => {
setShouldAnimate(true);
}, 1100);
} else {
setShouldAnimate(false);
setShouldRotate(false);
setCurrentFrame(1);
}
}, [explosionVisible]);
return explosionVisible ? (
<group position={[-0.5, 0.45, 0]}>
{Object.values(linePoses).map((entry) => (
<ExplosionLine
rotation={entry.rotation as [number, number, number]}
position={entry.position as [number, number, number]}
color={entry.color}
length={entry.length}
/>
))}
<group
visible={shouldAnimate}
position={[-0.1, 0.1, 0]}
scale={[1.2, 1.2, 1.2]}
>
{Object.values(linePoses).map((entry, idx) => (
<ExplosionLine
rotation={entry.rotation as [number, number, number]}
position={entry.position as [number, number, number]}
color={entry.color}
length={entry.length}
key={idx}
/>
))}
</group>
<GoldNode visible={shouldRotate} goldTexture={shouldAnimate} />
</group>
) : (
<></>
);
};

View file

@ -44,7 +44,7 @@ const ExplosionLine = (props: LineProps) => {
float alpha = smoothstep(1.0, 0.0, vUv.y);
float colorMix = smoothstep(1.0, 2.0, 1.8);
gl_FragColor = vec4(mix(color1, color2, colorMix), alpha) * 0.8;
gl_FragColor = vec4(mix(color1, color2, colorMix), alpha) * 0.7;
}
`;

View file

@ -0,0 +1,121 @@
import React, { useEffect, useMemo, useRef, useState } from "react";
import { GLTF, GLTFLoader } from "three/examples/jsm/loaders/GLTFLoader";
import * as THREE from "three";
import { useFrame, useLoader } from "react-three-fiber";
import Cou from "../../../../../static/sprite/Cou.png";
import CouGold from "../../../../../static/sprite/Cou_gold.png";
import Dc from "../../../../../static/sprite/Dc.png";
import DcGold from "../../../../../static/sprite/Dc_gold.png";
import SSkn from "../../../../../static/sprite/SSkn.png";
import SSKnGold from "../../../../../static/sprite/SSkn_gold.png";
import Tda from "../../../../../static/sprite/Tda.png";
import TdaGold from "../../../../../static/sprite/Tda_gold.png";
import Dia from "../../../../../static/sprite/Dia.png";
import DiaGold from "../../../../../static/sprite/Dia_gold.png";
import Lda from "../../../../../static/sprite/Lda.png";
import LdaGold from "../../../../../static/sprite/Lda_gold.png";
import MULTI from "../../../../../static/sprite/MULTI.png";
import MULTIGold from "../../../../../static/sprite/MULTI_gold.png";
import {
useLevelStore,
useNodeStore,
useSiteStore,
} from "../../../../../store";
import site_a from "../../../../../resources/site_a.json";
import site_b from "../../../../../resources/site_b.json";
import { SiteType } from "../../Site";
type GLTFResult = GLTF & {
nodes: {
Cube: THREE.Mesh;
};
materials: {
Material: THREE.MeshStandardMaterial;
};
};
type GoldNodeProps = {
visible: boolean;
goldTexture: boolean;
};
const GoldNode = (props: GoldNodeProps) => {
const { nodes } = useLoader<GLTFResult>(GLTFLoader, "models/goldNode.glb");
const activeNodeId = useNodeStore((state) => state.activeNodeState.id);
const activeLevel = useLevelStore((state) => state.activeLevel);
const currentSite = useSiteStore((state) => state.currentSite);
const siteData = currentSite === "a" ? site_a : site_b;
const activeNodeData = (siteData as SiteType)[activeLevel][activeNodeId];
const activeNodeName = activeNodeData.node_name;
const activeNodeNameToPath = useMemo(() => {
if (activeNodeName.includes("S")) {
return [SSkn, SSKnGold];
} else if (
activeNodeName.startsWith("P") ||
activeNodeName.startsWith("G") ||
activeNodeName.includes("?")
) {
return [MULTI, MULTIGold];
} else if (activeNodeName.includes("Dc")) {
return [Dc, DcGold];
} else {
const activeNodeNameAssocs = {
Tda: [Tda, TdaGold],
Cou: [Cou, CouGold],
Dia: [Dia, DiaGold],
Lda: [Lda, LdaGold],
Ere: [MULTI, MULTIGold],
Ekm: [MULTI, MULTIGold],
Eda: [MULTI, MULTIGold],
TaK: [MULTI, MULTIGold],
Env: [MULTI, MULTIGold],
};
return activeNodeNameAssocs[
activeNodeName.substr(0, 3) as keyof typeof activeNodeNameAssocs
];
}
}, [activeNodeName]);
const r = useRef<THREE.Object3D>();
const regularTex = useLoader(THREE.TextureLoader, activeNodeNameToPath[0]);
const goldTex = useLoader(THREE.TextureLoader, activeNodeNameToPath[1]);
useEffect(() => {
if (r.current && !props.visible) {
r.current.rotation.y = -1.2;
r.current.rotation.z = 0;
}
}, [props.visible]);
useFrame(() => {
if (r.current && props.visible) {
r.current.rotation.y -= 0.01;
r.current.rotation.z += 0.01;
}
});
return (
<mesh
// geometry={nodes.Cube.geometry}
position={[-0.18, -0.45, 0]}
rotation={[0, -1.2, 0]}
scale={[0.24, 0.19, 0.34]}
ref={r}
>
<boxBufferGeometry attach="geometry" />
<meshBasicMaterial
attach="material"
map={props.goldTexture ? goldTex : regularTex}
transparent={true}
/>
</mesh>
);
};
export default GoldNode;

View file

@ -12,6 +12,7 @@ import boringHudSpriteSheet from "../static/sprite/long_hud_boring.png";
import boringHudMirroredSpriteSheet from "../static/sprite/long_hud_boring_mirrored.png";
import throwNodeSpriteSheet from "../static/sprite/throw_node.png";
import ripMiddleRingSpriteSheet from "../static/sprite/rip_middle_ring.png";
import ripNodeSpriteSheet from "../static/sprite/rip_node.png";
import * as THREE from "three";
import { useLoader, useThree } from "react-three-fiber";
@ -46,6 +47,7 @@ const Preloader = () => {
THREE.TextureLoader,
ripMiddleRingSpriteSheet
);
const ripNode = useLoader(THREE.TextureLoader, ripNodeSpriteSheet);
const { gl } = useThree();
useLayoutEffect(() => {
@ -63,6 +65,7 @@ const Preloader = () => {
gl.initTexture(boringHudMirrored);
gl.initTexture(throwNode);
gl.initTexture(ripMiddleRing);
gl.initTexture(ripNode);
}, [
moveDown,
moveUp,
@ -79,6 +82,7 @@ const Preloader = () => {
intro,
throwNode,
ripMiddleRing,
ripNode,
]);
return null;
};

View file

@ -101,19 +101,23 @@ const NodeManager = (props: StateManagerProps) => {
setActiveNodeState(0, "posY");
setTimeout(() => {
setActiveNodeState(Math.PI, "rotZ");
setActiveNodeState(Math.PI, "rotY");
setActiveNodeState(Math.PI, "rotX");
setActiveNodeState(1, "goldTextureBias");
setActiveNodeState(true, "exploding");
}, 1200);
setTimeout(() => {
setActiveNodeState(false, "visible");
setActiveNodeState(false, "interactedWith");
setActiveNodeState(0, "rotZ");
setActiveNodeState(0, "rotY");
setActiveNodeState(0, "rotX");
setActiveNodeState(0, "goldTextureBias");
}, 2500);
}, 1400);
setTimeout(() => {
setActiveNodeState(false, "exploding");
}, 3150);
setTimeout(() => {
setActiveNodeState(true, "visible");
}, 3500);
},
[setActiveNodeState]
);

View file

@ -128,12 +128,6 @@
"length": 0.9,
"color": "yellow"
},
{
"position": [-0.5, -0.1, 0],
"rotation": [0, 0, -0.65],
"length": 0.8,
"color": "yellow"
},
{
"position": [0.4, -0.25, 0],
"rotation": [0, 0, -1.15],

View file

@ -39,7 +39,7 @@ const MainScene = () => {
<pointLight color={0xffffff} position={[-8, 0, 0]} intensity={0.2} />
<NodeExplosion />
</a.group>
{/*<Lain shouldIntro={shouldIntro} />*/}
<Lain shouldIntro={shouldIntro} />
</Suspense>
</perspectiveCamera>
);

View file

@ -62,10 +62,10 @@ type NodeState = {
posX: number;
posZ: number;
posY: number;
rotY: number;
rotZ: number;
interactedWith: boolean;
goldTextureBias: number;
exploding: boolean;
visible: boolean;
};
nodeMatrixIndices: { matrixIdx: number; rowIdx: number; colIdx: number };
gameProgress: typeof game_progress;
@ -295,10 +295,10 @@ export const useNodeStore = create(
posX: 0,
posZ: 0,
rotZ: 0,
rotY: 0,
posY: 0,
interactedWith: false,
goldTextureBias: 0,
exploding: false,
visible: true,
},
nodeMatrixIndices: { matrixIdx: 7, rowIdx: 0, colIdx: 0 },
gameProgress: game_progress,