Merge branch 'main' into kimi/issue-430
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This commit is contained in:
2026-03-19 10:34:21 -04:00
2 changed files with 112 additions and 8 deletions

View File

@@ -55,7 +55,7 @@
camera.position.set(0, 2.0, 4.5);
// --- Build scene elements ---
const { crystalBall, fireLight } = buildRoom(scene);
const { crystalBall, crystalLight, fireLight, candleLights } = buildRoom(scene);
const wizard = createWizard();
scene.add(wizard.group);
const familiar = createFamiliar();
@@ -93,13 +93,24 @@
familiar.update(dt);
controls.update();
// Crystal ball subtle rotation
// Crystal ball subtle rotation + pulsing glow
crystalBall.rotation.y += dt * 0.3;
const pulse = 0.3 + Math.sin(Date.now() * 0.002) * 0.15;
crystalLight.intensity = pulse;
crystalBall.material.emissiveIntensity = pulse * 0.5;
// Fireplace flicker
fireLight.intensity = 1.2 + Math.sin(Date.now() * 0.005) * 0.15
+ Math.sin(Date.now() * 0.013) * 0.1;
// Candle flicker — each offset slightly for variety
const now = Date.now();
for (let i = 0; i < candleLights.length; i++) {
candleLights[i].intensity = 0.4
+ Math.sin(now * 0.007 + i * 2.1) * 0.1
+ Math.sin(now * 0.019 + i * 1.3) * 0.05;
}
renderer.render(scene, camera);
}
animate();

View File

@@ -7,10 +7,13 @@
import * as THREE from "https://cdn.jsdelivr.net/npm/three@0.160.0/build/three.module.js";
const WALL_COLOR = 0x1a1a2e;
const WALL_COLOR = 0x2a2a3e;
const FLOOR_COLOR = 0x1a1a1a;
const DESK_COLOR = 0x3e2723;
const DESK_TOP_COLOR = 0x4e342e;
const BOOK_COLORS = [0x8b1a1a, 0x1a3c6e, 0x2e5e3e, 0x6e4b1a, 0x4a1a5e, 0x5e1a2e];
const CANDLE_WAX = 0xe8d8b8;
const CANDLE_FLAME = 0xffaa33;
/**
* Build the room and add it to the given scene.
@@ -33,6 +36,7 @@ export function buildRoom(scene) {
const wallMat = new THREE.MeshStandardMaterial({
color: WALL_COLOR,
roughness: 0.95,
metalness: 0.05,
});
const backWall = new THREE.Mesh(wallGeo, wallMat);
backWall.position.set(0, 2, -4);
@@ -105,6 +109,8 @@ export function buildRoom(scene) {
thickness: 0.3,
transparent: true,
opacity: 0.7,
emissive: new THREE.Color(0x88ccff),
emissiveIntensity: 0.3,
});
const crystalBall = new THREE.Mesh(ballGeo, ballMat);
crystalBall.position.set(0.15, 1.01, -0.3);
@@ -121,10 +127,97 @@ export function buildRoom(scene) {
base.position.set(0.15, 0.9, -0.3);
scene.add(base);
// Crystal ball inner glow
const innerLight = new THREE.PointLight(0x88ccff, 0.3, 2);
innerLight.position.copy(crystalBall.position);
scene.add(innerLight);
// Crystal ball inner glow (pulsing)
const crystalLight = new THREE.PointLight(0x88ccff, 0.3, 2);
crystalLight.position.copy(crystalBall.position);
scene.add(crystalLight);
// --- Bookshelf (right wall) ---
const shelfMat = new THREE.MeshStandardMaterial({
color: DESK_COLOR,
roughness: 0.7,
});
// Bookshelf frame — tall backing panel
const shelfBack = new THREE.Mesh(
new THREE.BoxGeometry(1.4, 2.2, 0.06),
shelfMat
);
shelfBack.position.set(3.0, 1.1, -2.0);
scene.add(shelfBack);
// Shelves (4 horizontal planks)
const shelfGeo = new THREE.BoxGeometry(1.4, 0.04, 0.35);
const shelfYs = [0.2, 0.7, 1.2, 1.7];
for (const sy of shelfYs) {
const shelf = new THREE.Mesh(shelfGeo, shelfMat);
shelf.position.set(3.0, sy, -1.85);
scene.add(shelf);
}
// Side panels
const sidePanelGeo = new THREE.BoxGeometry(0.04, 2.2, 0.35);
for (const sx of [-0.68, 0.68]) {
const side = new THREE.Mesh(sidePanelGeo, shelfMat);
side.position.set(3.0 + sx, 1.1, -1.85);
scene.add(side);
}
// Books on shelves — colored boxes
const bookGeo = new THREE.BoxGeometry(0.08, 0.28, 0.22);
const booksPerShelf = [5, 4, 5, 3];
for (let s = 0; s < shelfYs.length; s++) {
const count = booksPerShelf[s];
const startX = 3.0 - (count * 0.12) / 2;
for (let b = 0; b < count; b++) {
const bookMat = new THREE.MeshStandardMaterial({
color: BOOK_COLORS[(s * 3 + b) % BOOK_COLORS.length],
roughness: 0.8,
});
const book = new THREE.Mesh(bookGeo, bookMat);
book.position.set(
startX + b * 0.14,
shelfYs[s] + 0.16,
-1.85
);
// Slight random tilt for character
book.rotation.z = (Math.random() - 0.5) * 0.08;
scene.add(book);
}
}
// --- Candles ---
const candleLights = [];
const candlePositions = [
[-0.6, 0.89, -0.15], // desk left
[0.7, 0.89, -0.4], // desk right
[3.0, 1.78, -1.85], // bookshelf top
];
const candleGeo = new THREE.CylinderGeometry(0.02, 0.025, 0.12, 6);
const candleMat = new THREE.MeshStandardMaterial({
color: CANDLE_WAX,
roughness: 0.9,
});
for (const [cx, cy, cz] of candlePositions) {
// Wax cylinder
const candle = new THREE.Mesh(candleGeo, candleMat);
candle.position.set(cx, cy + 0.06, cz);
scene.add(candle);
// Flame — tiny emissive sphere
const flameGeo = new THREE.SphereGeometry(0.015, 6, 4);
const flameMat = new THREE.MeshBasicMaterial({ color: CANDLE_FLAME });
const flame = new THREE.Mesh(flameGeo, flameMat);
flame.position.set(cx, cy + 0.13, cz);
scene.add(flame);
// Warm point light
const candleLight = new THREE.PointLight(0xff8833, 0.4, 3);
candleLight.position.set(cx, cy + 0.15, cz);
scene.add(candleLight);
candleLights.push(candleLight);
}
// --- Lighting ---
@@ -150,5 +243,5 @@ export function buildRoom(scene) {
overhead.position.set(0, 3.5, 0);
scene.add(overhead);
return { crystalBall, fireLight };
return { crystalBall, crystalLight, fireLight, candleLights };
}